Tuesday 25 June 2013

Arrius

Skeletal Warrior

Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d10
Skills: Fighting d8, Intimidation d12+1, Notice d12, Repair d12, Riding d8, Stealth d8
Pace: 6; Parry: 6; Toughness: 12(3)

Edges: Beastbond, Counter Attack, Strong Willed

Gear: Longsword (Str+d8), Plate Armour(+3), Large Shield(+2 Parry, +2 Armour vs ranged attacks in arc.)

Special Abilities:
• Blindsight:
Ignore sight-based penalties and gaze attacks.
• Fear: Anyone who sees this creature must make a Fear check.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Steed: Once between each pair of dusks, he can Summon an Undead Warhorse for a Spirit test hours.
• Pah, I don't need my Body!: When killed his skull undocks from his body, since he is a Headless Knight (a Dullahan) mated with a separately Animated Flying Skull.

Animated Flying Skull

Wild Card
Attributes:
Agility d8, Smarts d8, Spirit d10, Strength d6, Vigor d6
Skills: Fighting d8, Intimidation d12, Notice d8, Stealth d10
Pace: -; Parry: 6; Toughness: 5

Special Abilities:
• Slam:
Str
• Blindsight: Ignore sight-based penalties and gaze attacks.
• Undead: +2 Toughness, +2 to recover from Shaken, ignore wound modifiers, disease, poison and called shots.
• Flight: Flying Pace of 7".
• Immunity: Fire.
• Size -2: Reduces Toughness by -2.
• Small: +2 to attack medium-sized foes, they receive -2 to their attacks.

"Heh, Overconfidence, I remember that. This is my getaway skull."

Shaeress Nashanneth

Dark Elf Queen
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d10, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d4, Intimidate d10 Persuasion d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d4, Taunt d8
Charisma: +6; Pace: 6; Parry: 5; Toughness: 6

Hindrances: All Thumbs, Bloodthirsty, Stubborn,
Edges: Acrobat, Very Attractive, Charismatic, Command, Command Presence, Femme Fatale, Leader of Men, Two Fisted

Special Abilities:
• Low Light Vision:
Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.

"DON'T touch me! I'm super important!"

Femme Fatale is in the Pulp GM's Toolkit p15.

Liela Mordollwen

Dark Elf Sorceress
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Knowledge(Arcana)d8, Notice d6, Spellcasting d8,Stealth d6, Streetwise d6, Taunt d8
Charisma: 0; Pace: 6; Parry: 6 (Including Spear); Toughness: 6(1)

Hindrances: All Thumbs, Arrogant,
Edges: Acrobat, Arcane Background(Magic), Familiar(Senses, Wound and Fatigue transfer.), Two Fisted, Wizard
Spells:(15 Power Points) Fear, Jet(Lightning), Quickness, Puppet, Wall Walker.

Special Abilities:
• Low Light Vision:
Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.

Giant Hunting Spider Familiar

Gear: Leather armour (+1), Spear (Str+d6; Reach 1"; Parry +1; 2 hands), House of the Fallen Star Ginsu Blade (Str+d6, AP1)

Tierdeleira

Dark Elf Priestess
Wild Card
Attributes:
Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d8, Faith d10, Notice d6, Stealth d6, Streetwise d6, Taunt d8
Charisma: 0; Pace: 6; Parry: 7; Toughness: 7(1)

Hindrances: All Thumbs, Arrogant
Edges: Arcane Background(Miracles), No Mercy, Power Surge, Unholy Warrior, Two Fisted
Spells: (20 Power Points) Barrier(Spider Webs), Bolt(Poison Icicles), Boost/Lower Trait, Havoc, Warrior's Gift

Special Abilities:
• Low Light Vision:
Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.

Gear: Leather armour (+1), Mace (Str+d6), Shield (Parry +1)

Dark Elf Warrior

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Notice d6, Stealth d6, Streetwise d6, Taunt d6
Pace: 6; Parry: 7; Toughness: 7(2)

Hindrances: All Thumbs, Arrogant
Edges: Assassin, Florentine, Two Fisted

Special Abilities:
• Low Light Vision:
Elven eyes amplify light like a cat’s, allowing them to see in the dark. Elves ignores attack penalties for Dim and Dark lighting.

Gear:
Carapace and Leatehr Armour (+2), 2 House of the Fallen Star Ginsu Blades (Str+d6, AP1)

Fire Golem

Attributes: Agility d10, Smarts d6 (A), Spirit d8, Strength d12, Vigor d12
Skills: Fighting d8, Shooting d8
Charisma: -; Pace: 6; Parry: 6; Toughness: 11

Hindrance: Major Habit (Refined Fuels)
Edges: Acrobat, Quick

Special Abilities:
• Flaming Fists:
Str+d6 and sets things on fire.
• Flame Strike: Fire golems can project a searing blast of flame using the Cone Template. Characters within the cone must beat it’s Shooting roll with Agility or suffer 2d10 damage, plus the chance of catching fire.
• Incendiary: The Fire Golem has a Fire Damage Field.
• Low Light Vision: No penalties for dim or dark lighting
• Mindless: Immune to mind-affecting magic.
• Fearless: Immune to fear and Intimidation.
• Construct: +2 to recover from Shaken, ignore wound modifiers.
• Size +3: Increases Toughness by +3.
• Weakness: Takes double damage from Water/Cold.

Strumpet

Novice Human Seamstress of Negotiable Affection
Wild Card
Attributes:
Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d4, Intimidate d6, Notice d6, Persuasion d10, Streetwise d6, Taunt d6, Throwing d4
Charisma: +4; Pace: 6; Parry: 5; Toughness: 5

Hindrance: Greedy, Wanted, Illiterate
Edges: Attractive, Charismatic.

Gear: Easily Removable Clothing(+0), Knife(Str+d4, Range:3/6/12)

"I'm a fine looking Strumpet, isn't I?"

Dragonman Warrior

Veteran Evolved Kobold
Wild Card
Attributes:
Agility d8, Smarts d6, Spirit d10, Strength d8, Vigor d10
Skills: Climbing d6, Fighting d8, Intimidate d6, Knowledge (Arcana) d4, Knowledge (History) d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 11 (3)

Hindrance: Code of Honor, Illiterate, Outsider
Edges: Acrobat, Command

Gear: Plate armour (+3), Bastard Sword (Str+d8, Parry -1, +1 damage if used in both hands), shield (Parry +1)

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Claws: These count as natural weapons in combat and cause Str+d6 damage.
• Tail: This helps maintain balance and can also be used to knock foes down. He gains a +2 bonus to all Agility rolls involving an element of balance, and a +2 bonus to Agility-based Tricks.
• Chosen: +2 to any Dragon or Kobold related Common Knowledge rolls.
• Size +1:  and thus toughness +1.


"Looking inside yourself, sometimes you find a monster."

Kobolds are based on Drakin from Sundered Skies. This one has Chosen, Dragon Might and Dragon Tail.

Goblin Mace Fanatic

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 8; Parry: 6; Toughness: 6 (1)

Hindrance: Bloodthirsty, Major Habit(Fungoid based amphetamines)
Edges: Alertness, Frenzy, Fleet-Footed

Gear: Leather armour (+1), mace (Str+d6), shield (Parry +1)

Racial Abilities:
• Infravision:
Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1  and thus toughness -1.

Goblin Triarii

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Notice d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrance: Cowardly, Bloodthirsty
Edges: Alertness, Scamper

Gear: Leather armour (+1), Spear (Str+d6; Reach 1"), shield (Parry +1)

Scamper can be found in Wizards and Warriors or the Fantasy Companion.

Goblin Sticker

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d6, Fighting d4, Notice d6, Shooting d6, Stealth d6
Charisma: -; Pace: 6; Parry: 5; Toughness: 6 (1)

Hindrance: Bloodthirsty
Edges: Alertness, Steady Hands

Gear: Leather armour (+1), knife (Str+d4), Bow (Shooting; range 12/24/48; 2d6)

Racial Abilities:
• Infravision:
Goblins halve penalties for dark lighting against living targets (round down).
• Small: Size -1  and thus toughness -1.

Kobold Officer

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Notice d6, Repair d6, Spellcasting d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)

Hindrance: Cowardly
Edge: Assassin, Arcane Background(Magic),Command, First Strike, Extraction
Spells: (15 Power Points) Confusion, Dispel, Warrior's Gift

Gear: Spear (Str+d6; Reach 1";), Shortsword (Str+d6), Leather bits(+1)

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1  and thus toughness -1.

"Jaffa, Kree!"

Kobold Spear

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 5; Toughness: 5 (1)

Hindrance: Cowardly
Edge: Assassin, First Strike, Extraction

Gear: Spear (Str+d6; Reach 1"; Parry +1; 2 hands), sling (Throwing; range 4/8/16; Str+d4), Leather bits(+1)

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1  and thus toughness -1.

"Utinni!"

Kobold Warrior

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Notice d6, Repair d6, Stealth d6, Throwing d4
Charisma: -; Pace: 6; Parry: 6; Toughness: 5 (1)

Hindrance: Cowardly
Edge: Assassin, First Strike, Extraction

Gear: Shortsword (Str+d6), Light Shield (+1 Parry), Leather bits(+1)

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1  and thus toughness -1.

"Bad-Lugs!"

Kobold

Racial Abilities:
• Arcane Senses:
Kobolds can detect supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, weird science devices, and so on. Kobolds find this taxing and must succeed on a Spirit roll at –2 or suffer a level of Fatigue, which is removed after an hour’s rest.
• Dragonblood: Kobolds have the blood of dragons coursing through their veins. If they choose the Arcane Background (Magic) Edge they start with 15 Power Points.
• Small: Size -1  and thus toughness -1.

IMEF Heavy Gunner

Reggie Van Zandt,
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 15(8)

Hindrances: Loyal
Edges: Brawny, Dodge, Marksman, Rock and Roll

Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Vulcan (HMG 50/100/200 RoF: 6 Damage: 2d8 AP 6; Snapfire; Heavy Weapon).

IMEF Flame Thrower

"Torch" McHugh
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d6, Repair d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)

Hindrances: Loyal
Edges: Dodge, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Incinerator (Range: Cone RoF:1 Damage 2d10 Ignores Armor, Starts Fires).

IMEF Sniper

Sarah Blitzer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Notice d8, Shooting d10, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 12(6)

Hindrances:
Loyal
Edges: Assassin, Dodge, Marksman

Gear:
Infantry Battle Armor With Thermal/Optic Camoflage(+6, +1 to Ranged target numbers to be hit.), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Strelitz Rifle (Range 50/100/150 Rof:1 Damage:2d8+1 AP 8, Scope, No Move and Fire, Heavy Weapon.)

IMEF Squad Leader

Nick Stone
Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d8
Skills: Driving d6, Fighting d8, Knowledge(Battle) d8, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)

Hindrances: Loyal
Edges: Command, Dodge, Marksman, Tactician

Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope).

IMEF Marine

Jazz Jenkins
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d8
Skills: Boating d6, Driving d6, Fighting d8, Security/Lockpicking d6, Notice d6, Shooting d8, Swimming d6, Throwing d6
Pace: 6; Parry: 6; Toughness: 14(8)

Hindrances:
Loyal
Edges: Dodge, Marksman.
Gear: Hard Armor(+8), two Plasma Grenades(Throwing: Range: 5/10/20 RoF 1 Damage 4d6 Medium Burst, Grenade), Sabot Rifle (Range: 28/56/112 RoF:3 Damage 2d8 AP 6; Scope)