Monday, 7 April 2014

Anwyn

Seasoned Human Bard
Wild Card
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Investigation d4, Lockpicking d6, Notice d6, Perform d8, Persuasion d8, Stealth d6, Streetwise d6  
Charisma: 0; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrances: Big Mouth, Curious, Loyal
Edges: Arcane Background (Miracles), Élan, Linguist, Luck, Troubadour

Powers: (10 power points) Bless/Curse (Inspiring and Depressing Melodies), Fear (The Midnight Dirge)

Gear: Enchanted travel gear (+1), Short Sword (Str+d6), Pipes.

"Hamlyn, you say. I've never visited that city myself." 

Troubadour and Perform are described on p4-5 of Wizards and Warriors.

Sunday, 6 April 2014

Warlord Pauldron

Veteran Human Antagonist
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8  
Skills: Climbing d4, Fighting d10, Intimidation d8, Notice d6, Stealth d6, Streetwise d6, Throwing d6
Charisma: 0; Pace: 8; Parry: 6; Toughness: 10 (4) 

Hindrances: Loyal, Overconfident, Stubborn 
Edges: Command, Common Bond, Elan, Improved Sweep 

Gear: Great Sword (Str+d10, Parry –1, 2 hands), Knife/Dagger (Range 3/6/12, Str+d4), Eisenvargr, the demon armour of the Iron Wolves (+4, Doubles jumping distances and grants +2 Pace and a running die of +d8)

"There is strength to be found in friendship, fighting spirit can tip the scales of battle, but in the end power is the true measure of what is just."

Saturday, 5 April 2014

Beastman Woodcutter

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8 
Skills: Fighting d8, Intimidation d8, Notice d8+1, Shooting d6, Stealth d6, Survival d8, Tracking d6 
Pace: 6; Parry: 5; Toughness: 7(8) 

Edges: Brawny, Combat Reflexes, Woodsman 

Gear: Great Axe (Str+d10, AP1, Parry -1, 2 Hands)



Special Abilities: 
Armour +1: Bestial hide. 
Keen Senses: +1 to notice
Horns: Str+d4 damage
Strong Legs: Beastmen can jump 2” horizontally from a dead stop, or up to 4” with a “run and go.” A successful Strength roll grants two extra inches of distance.

"Gharbad was wheeak."

Tuesday, 1 April 2014

The Castle that Walks

Wild Card
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d8, Healing d8, Intimidation d6, Notice d8, Survival d6, Throwing d6
Charisma: 0; Pace: 6; Parry: 5; Toughness: 10 (3)

Hindrances: Bloodthirsty, Loyal, Stubborn
Edges: Brawny, Counterattack, Fast Healer, Nerves of Steel

Gear: Great Sword (Str+d10, Parry –1, 2 hands), Dagger (Range 3/6/12, Str+d4), Castle of the Tesseract (+3, Damage Field(Skill d8, 20 Power Points, Army of Very Small People living in the armour))

"The Bald guy? He's just a puppet for the lord who rules the castle."

Saturday, 29 March 2014

Mouseling Assassin

Novice Mouseling Hired Blade
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6 
Skills: Climbing d6, Fighting d6, Intimidation d6, Investigation d6, Notice d6, Stealth d8, Streetwise d6, Throwing d6 
Charisma: 0; Pace: 6; Parry: 5; Toughness:

Hindrances: Bloodthirsty, Cautious, Minor Greed
Edges: Assassin, Danger Sense, Scamper

Gear: Short Sword (Str+d6), Knife/Dagger (Range 3/6/12, Str+d4) x2

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Often Overlooked: Start with Stealth d6
• Scamper: Starts with Scamper Edge

• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

"You come up with the cheese and problems can be made to go away."

Friday, 28 March 2014

Mouseling Trickster

Novice Mouseling Troublemaker
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6 
Skills: Fighting d6, Investigation d6, Notice d6, Persuasion d6, Stealth d6, Streetwise d8, Taunt d6, Throwing d6 
Charisma: 0; Pace: 8; Parry: 5; Toughness:

Hindrances: Arrogant, Minor Phobia (Not being noticed), Stubborn 
Edges: Fleet-Footed, Luck, Scamper

Gear: Knife/Dagger (Range 3/6/12, Str+d4), Satirical Glove Puppets.

Racial Abilities:
• Low Light Vision: No penalties for dim or dark lighting.
• Often Overlooked: Start with Stealth d6
• Scamper: Starts with Scamper Edge

• Small: Size -1, Toughness -1. 
• Short Legs: Pace 5

Scamper can be found in the Fantasy Companion page 8 or Wizards &Warriors page 5.

"Help, I'm being oppressed!"

Thursday, 27 March 2014

Flying Saucer

Acc/Top Speed: 50/1000 Climb: 4; Toughness: 20 (4) Crew: 1
Notes: Heavy Armour
  • Sensor Array: UFO's ignore all lighting penalties, and the pilot gets a +2 to Notice rolls to spot other aircraft.
  • Weapons:
  • Particle Beam: 150/300/600; Damage 5d10 (Heavy Weapon); ROF 2.
  • Tractor Beam: These allow the craft to manipulate items up to 12” away; it can lift, hold, and manipulate up to two tons.

 "A small vehicle usually seen in a close support role."

Sunday, 16 March 2014

Decker Lugstampf

Mad Scientist
Wild Card
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Intimidation d4, Investigation d4, Knowledge (Chemistry) d6, Knowledge (Engineering) d6, Notice d8, Repair d8, Riding d4, Shooting d4, Weird Science d8
Charisma: -1; Pace: 6; Parry: 4; Toughness: 7(2) + Armor power

Hindrances: Bad Eyes (Minor), Grim Servant o’ Death, Minor Habit (Showing them All).
Edges: Arcane Background (Weird Science), Gadgeteer, McGyver, New Power x2, No Mercy
Powers: (Power Points 20) Armor, Boost (Strength), Smite.

Gear: Adjustable Spanner (Str+d4), Power Fist (Gadget for Smite), Steam Powered Armour (+2 and Gadget for Armor and Boost Strength Powers).

"Bwah-ah-hah." clunk "Spit. Could you pass me that spanner."

Grim Servant of Death is from Deadlands Reloaded. Substitute Bad Luck if you don't have it available.

Caryatid

Attributes: Agility d6, Smarts d4 (M), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Stealth d8 
Charisma: -; Pace: 6; Parry: 5; Toughness: 10 (4)
Edges: First Strike, Harder to Kill, Improved Arcane Resistance.
Gear: Sword (Str+d8)
Special Abilities
Armour +4: Made of stone.
Low Light Vision: No penalties for dim or dark lighting.
Darkvision: No vision penalties for darkness.
Mindless: Immune to mind-affecting magic.
Fearless: Immune to fear and Intimidation.
It's a Trap: +4 to Stealth when pretending to be statue or bas-relief. +2 to called shots to disarm or to attack the opponents weapon. Construct: +2 to recover from Shaken, ignore wound modifiers, disease, poison, and extra damage from called shots.

"Originally this form of enchantment was used to create dancing girls."

Skeleton Skirmisher

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d6, Notice d6
Pace: 8; Parry: 7; Toughness: 7

Edge: Extraction
Gear: Spear (Str+d6, Reach 1, +1 Parry)

Special Abilities
• Bony Claws:
Str+d4.

• Fearless: Skeletons are immune to Fear and Intimidation.
• Undead: +2 Toughness; +2 to recover from being
Shaken; called shots do no extra damage.
• Fleet of foot: Running die is d8
 
An improvement over the standard Skeleton created by a Master Necromancer (Horror Companion p6)