Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d10, Intimidation d8, Notice d10, Stealth d12
Pace: 6; Parry: 7; Toughness: 8 (2)
Special Abilities• Armor +2: Barely tangible.
• Claws as black as night: Str+d6, Does damage to Fatigue rather than wounds due to soulchilling cold.
• Brawny: Shadow Demons can carry 10x their Strength without being encumbered.
• Flight: Shadow Demons have a Flying Pace of 12” and Climb 0.
• Grapple: Shadow Demons attempt to overcome their foes and carry them away. They gain a +2 on their Grapple attack due to their amorphous physiology and size.
• Shadowy Caresses: A Shadow Demons can caress any opponent he has grabbed once per round with semitangible shadows. With a successful attack, the victim must make a Vigor roll or begin wimpering with fear so hard, he is Shaken. He cannot attempt to recover from being thus Shaken while still grabbed.
• Vision of Darkness: Shadow demons ignore all darkness penalties.
• Size (+1): Shadow Demons are bigger than the average man.
• Terror: Shadow Demons cause Terror checks if seen clearly.
• Extraplanar: Not native to the material plane, and can be targeted by Banish.
"Pretty toy. Yess."
Sunday, 8 December 2013
Ratling Berserk
Seasoned Killer
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d8, Streetwise d6, Taunt d6, Tracking d4
Charisma: -2; Pace: 6; Parry: 7; Toughness: 6 (1)
Hindrances: Mean, Overconfident, Vengeful (Minor)
Edges: Ambidextrous, Berserk, Block, Brawny, Dodge, Two-Fisted
Special Abilities
• Skitters: Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.
Gear: Pick axe (Str+d6), Leather (+1), Short Sword (Str+d6)
"Kill-Kill."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d8, Streetwise d6, Taunt d6, Tracking d4
Charisma: -2; Pace: 6; Parry: 7; Toughness: 6 (1)
Hindrances: Mean, Overconfident, Vengeful (Minor)
Edges: Ambidextrous, Berserk, Block, Brawny, Dodge, Two-Fisted
Special Abilities
• Skitters: Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.
Gear: Pick axe (Str+d6), Leather (+1), Short Sword (Str+d6)
"Kill-Kill."
Wednesday, 4 December 2013
Ratling
There are a number of explanations for the existence of Ratlings. Currently most Sages suspect they came into being due to improper disposal of mutagenic substances in a Rakashan alchemists lab.
Special Abilities
• Skitters: Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.
Special Abilities
• Skitters: Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.
Kallaguk, King of the Trolls
Wild Card
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidate d10, Notice d6, Stealth d4, Streetwise d6, Swimming d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Command, Frenzy, Strong Willed
Special Abilities
• Armour +1: Scaled skin.
• Claws: Str+d6; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Fast Regeneration: May make a Vigor roll every round to heal damage.
• Hardy: A second Shaken result doesn't become a wound.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
• Weakness: Fire (double damage).
• Size +2: Twelve feet tall; Toughness +2.
Gear: Giant Club (Str+d8; AP1)
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidate d10, Notice d6, Stealth d4, Streetwise d6, Swimming d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Command, Frenzy, Strong Willed
Special Abilities
• Armour +1: Scaled skin.
• Claws: Str+d6; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Fast Regeneration: May make a Vigor roll every round to heal damage.
• Hardy: A second Shaken result doesn't become a wound.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
• Weakness: Fire (double damage).
• Size +2: Twelve feet tall; Toughness +2.
Gear: Giant Club (Str+d8; AP1)
Tuesday, 3 December 2013
Boneflail
Gnoll Cleric
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Faith d8, Fighting d6, Notice d8, Persuasion d10, Stealth d6, Survival d6, Throwing d8, Tracking d6 Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Arcane Background(Miracle), Power Surge, Scavenger.
Powers: (10 Power Points) Havoc, Quickness, Healing
Special Abilities:
• Armour +1: Fur. • Fast Runner: d8 running dice rather than d6. • Low Light Vision: No penalties for dim or dark lighting. • Size +1: Increases Toughness by +1.
Gear: Chainmail(+2), Flail (Str+d6, Ignores Shield/Weapon, Parry and cover bonuses.), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc)
"Personally I find most Humans seem to be unfortunately divorced from the three hypostases."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8 Skills: Faith d8, Fighting d6, Notice d8, Persuasion d10, Stealth d6, Survival d6, Throwing d8, Tracking d6 Charisma: -; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Arcane Background(Miracle), Power Surge, Scavenger.
Powers: (10 Power Points) Havoc, Quickness, Healing
Special Abilities:
• Armour +1: Fur. • Fast Runner: d8 running dice rather than d6. • Low Light Vision: No penalties for dim or dark lighting. • Size +1: Increases Toughness by +1.
Gear: Chainmail(+2), Flail (Str+d6, Ignores Shield/Weapon, Parry and cover bonuses.), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc)
"Personally I find most Humans seem to be unfortunately divorced from the three hypostases."
Minotaur Champion
Skills: Fighting d10, Intimidation d8, Notice d10, Stealth d6, Survival d12, Shooting d8
Charisma: -; Pace: 5; Parry: 7; Toughness: 12 (2)
Edges: Ambidextrous, Berserk, Florentine, Two Fisted.
Special Abilities
• Horns: Str+d6.
• Maze Sense: Can make a Smarts roll at +2 to solve any maze.
• Gore: +4 damage when first moving adjacent to foe.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Increases Toughness by +2.
Gear: Partial plate (+2), Large Axe (Str+d8), Oversized Punch Dagger (Str+d6)
"Time to die, meateater."
Monday, 2 December 2013
Bloodmane
Gnoll Champion
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Knowledge(Battle) d6, Notice d8, Persuasion d6, Stealth d6, Survival d6, Throwing d8, Tracking d6 Charisma: +2; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Command, Charismatic, Dodge, Elan, Improved First Strike, Scavenger, Tactician.
Gear: Scalemail (+2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Battle Ax (Str+d8)
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
"Funny you should,mention it, I do happen to have a key that looks to fit."
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8 Skills: Fighting d8, Knowledge(Battle) d6, Notice d8, Persuasion d6, Stealth d6, Survival d6, Throwing d8, Tracking d6 Charisma: +2; Pace: 6; Parry: 7; Toughness: 10 (3)
Edges: Command, Charismatic, Dodge, Elan, Improved First Strike, Scavenger, Tactician.
Gear: Scalemail (+2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Battle Ax (Str+d8)
Special Abilities:
• Armour +1: Fur.
• Fast Runner: d8 running dice rather than d6.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.
"Funny you should,mention it, I do happen to have a key that looks to fit."
Minotaur
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, Vigor d10
Skills: Fighting d8, Intimidation d6, Notice d10, Stealth d4, Survival d10
Pace: 6; Parry: 5; Toughness: 9
Edges: Berserk
Special Abilities
• Horns: Str+d6.
• Maze Sense: Can make a Smarts roll at +2 to solve any maze.
• Gore: +4 damage when first moving adjacent to foe.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Eight foot tall. Increases Toughness by +2.
Gear: Greataxe (Str+d10; Parry -1)
"Rarrgh."
Skills: Fighting d8, Intimidation d6, Notice d10, Stealth d4, Survival d10
Pace: 6; Parry: 5; Toughness: 9
Edges: Berserk
Special Abilities
• Horns: Str+d6.
• Maze Sense: Can make a Smarts roll at +2 to solve any maze.
• Gore: +4 damage when first moving adjacent to foe.
• Hardy: A second Shaken result doesn't become a wound.
• Size +2: Eight foot tall. Increases Toughness by +2.
Gear: Greataxe (Str+d10; Parry -1)
"Rarrgh."
Sunday, 1 December 2013
Filth Beast
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d12, Vigor d8
Skills: Fighting d6, Notice d8, Stealth d4, Tracking d8
Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
• Armour +2: Armoured plates.
• Bite: Str+d6; Disease.
• Tentacles: Str+d6; Reach 1"; Constrict.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Immunity: Disease.
• Disease: Make a Vigor roll or become afflicted.
• Size +2: Increases Toughness by +2.
"Scloop."
Skills: Fighting d6, Notice d8, Stealth d4, Tracking d8
Pace: 5; Parry: 5; Toughness: 11 (2)
Special Abilities
• Armour +2: Armoured plates.
• Bite: Str+d6; Disease.
• Tentacles: Str+d6; Reach 1"; Constrict.
• Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents). Only adjacent creatures can be pinpointed accurately.
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Immunity: Disease.
• Disease: Make a Vigor roll or become afflicted.
• Size +2: Increases Toughness by +2.
"Scloop."
Kraken
Wild Card
Attributes: Agility d6, Smarts d12(A), Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Intimidation d12+3, Notice d10, Stealth d8, Swimming d12+8
Pace: 4; Parry: 8; Toughness: 22 (2)
Edges: Frenzy, Improved Sweep
Special Abilities
• Armour +2: Armoured Scales.
• Tentacles: Str+d8; Reach 1"; Constrict.
• Sonar: No vision penalties for darkness or lighting conditions underwater.
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Aquatic: Swimming Pace of 20", and cannot drown.
• Size +10: One hundred feet long; Toughness +10.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
"Tharr be monsters in tharr vasty deep, that tharr bards do only whisper of."
Attributes: Agility d6, Smarts d12(A), Spirit d12, Strength d12+4, Vigor d12+4
Skills: Fighting d12, Intimidation d12+3, Notice d10, Stealth d8, Swimming d12+8
Pace: 4; Parry: 8; Toughness: 22 (2)
Edges: Frenzy, Improved Sweep
Special Abilities
• Armour +2: Armoured Scales.
• Tentacles: Str+d8; Reach 1"; Constrict.
• Sonar: No vision penalties for darkness or lighting conditions underwater.
• Constrict: Pin opponent on a raise, inflict Str+d6 per round after that, they require a raise on an opposed Strength roll to escape.
• Aquatic: Swimming Pace of 20", and cannot drown.
• Size +10: One hundred feet long; Toughness +10.
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
"Tharr be monsters in tharr vasty deep, that tharr bards do only whisper of."
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