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.
Monday, 7 April 2014
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."
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
Edges: Brawny, Combat Reflexes, Woodsman
Gear: Great Axe (Str+d10, AP1, Parry -1, 2 Hands)
"Gharbad was wheeak."
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.
• 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.• Horns: Str+d4 damage
"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."
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: 3
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."
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: 3
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: 3
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!"
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: 3
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
"A small vehicle usually seen in a close support role."
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.
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."
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)
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)
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