Tuesday 9 July 2013

Silverhorn

Unicorn
Wild Card.
Attributes: Agility d10, Smarts d6, Spirit d12, Strength d12, Vigor d12
Skills: Fighting d10, Notice d8, Stealth d10
Pace: 12; Parry: 7; Toughness: 10

Edges: Improved Extrication, Improved Frenzy, Quick
Special Abilities:
Fast: Unicorns roll a d12 for running.
Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or other illnesses.
Horn or Hoof: Str+d8.
• Size +2: Toughness +2
• Purity: A unicorn can make a notice check at +2 to smell out virgins.

Naomi

Female Vampire
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d6, Fighting d6, Notice d6, Stealth d6, Spellcasting d8
Pace: 6; Parry: 5; Toughness: 8

Edges: Arcane Background(Magic)
Spells: (10 Power Points) Beast Friend,  Puppet, Zombie

Special Abilities:
• Claws:
Str+d6.
• Undead: +2 Toughness; +2 to recover from being Shaken; no additional damage from Called Shots; immune to disease and  poison; does not suffer wound penalties.
• Weakness (Garlic): Vampires suffer a –2 penalty to attacks against anyone who carries garlic.
• Weakness (Sunlight): Vampires catch fire if any part of their skin is exposed to sunlight. After that they suffer 2d10 damage per round. Armor does not protect.
• Weakness (Threshold): Vampires cannot enter private property unless invited.
• Weakness (Stake Through the Heart): A vampire hit with a called shot to the heart (–6) using a wooden weapon must make a Vigor roll versus the damage. If successful, it takes damage normally. If it fails, it disintegrates to dust. While  many vampires can be destroyed this way, a few can reform if the stake is ever removed.
•Shapechange: As an Action the vampire may a Spellcasting Test and on a success transform into a swarm of bats.

"Listen to the music of the night"

Wolfman

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidation d8, Climbing d6, Notice d6, Tracking d6, Shooting d6 

Pace: 6; Parry: 7; Toughness: 12 (4)

Edges: Acrobat, Berserk, Combat Reflexes, Quick
 

Special Abilities:
Armour +4: Fur and fury.
Bite: Str+d6; Go for the Throat; Infection
Fearless: The Wolfman automatically passes Fear tests.
Low Light Vision: No penalties for dim or dark lighting.
Scent: Can navigate, track and detect creatures by scent (range 6"). 
Go for the Throat: Target least armoured location on a raise.  
Infection: Anyone bitten by a werewolf and suffers a wound or greater must make a Vigor roll. Failure means the character becomes a werewolf at the next full moon(assuming he survives the attack).
Change Form: The Wolfman transforms into this form on nights of the full moon. The rest of the month he doesn't remember those nights.
Weakness (Moon Metal): Silver weapons gain +4AP and +1d6 Damage against Wolfmen.
Weakness (Wolfsbane):: Wolf-men can't stand the smell of wolfsbane. They must make a Spirit check at -4 each round they're within 6" of it; failure means they are Shaken.

"Tainted by bloodborn ancient curses, anyone could find themselves suffering from Lycanthropy"

Alter of Doom

Toughness: 12

Special Abilities:
• Sacrifice:
If a setting appropriate sacrifice is made on the Alter as part of Ritual spellcasting, then the caster can ignore 2 points of penalty to his spellcasting roll.

Well of Mimr

Toughness: 10

Special Abilities:
• Visions from the roots of the Earth: Once per game session, a character can drink from the well, spend a Benny and be granted a vision.

Draw a Card to find the portent of the vision.
Deuce: The Norns cackle with glee. The character's doom bulks large in the vision. The character cannot spend Bennies for the remainder of this game session.
3—10: You see a tall dark stranger. The character recieves vague hints of dire portent.
Jack–King: The character gains significant relevant information. He also gains a Benny, representing how he might fight against his doom.
Ace: As above, but the hero receives specific information and two Bennies.
Joker: As Ace, but the hero receives a warning of failure as well. After receiving an injury (whether it’s a mere Shaken result or multiple wounds), or a critical failure of some sort (whether by actual die roll or circumstance), he can use his warning to negate it. This benefit may only happen once, and is thereafter gone.

Immediately after the visionary must make a Spirt roll. If the roll is failed, the visions take their toll on her causing a Fatigue. If its fumbled then take a Wound instead.

Mortar

Gargoyle
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Knowledge(Philosophy)d6,  Knowledge(Future Weather Patterns)d6, Notice d6, Stealth d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 10 (3)

Edges: Level Headed

Special Abilities:
• Armour +3:
Stony skin.
• Bite/Claw: Str+d6.
• Decorative: +4 to Stealth checks to pretend to be a statue.
• Low Light Vision: No penalties for dim or dark lighting.
• Flight: Flying Pace of 9" and Climb 0.

"Tomorrow it will rain. Again."

Bugbear Warrior

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d8, Notice d8, Stealth d8, Tracking d8, Throwing d4 

Pace: 6; Parry: 6; Toughness: 9 (1)

Special Abilities
Scent: Can navigate, track and detect creatures by scent (range 6", halved for upwind and doubled for downwind, doubled again for very strong scents).
 
Size +2: Increases Toughness by +2.

Gear: Morningstar (Str+d8), medium shield (+1 Parry), Scraps of Armour(+1)

"Huny. Nee murr Huny."

Gnoll Warrior

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Climbing d4, Fighting d10, Notice d8, Intimidate d6 Shooting d6, Survival d6, Taunt d6, Throwing d4, Tracking d6
Charisma: -; Pace: 6; Parry: 9; Toughness: 10 (3)

Edges: Dodge, Scavenger, Sweep.

Special Abilities:
• Armour +1:
Fur.
• Fast Runner: d8 running dice rather than d6.
• Pick off the weak: +2 to hit Wounded or bleeding characters.
• Low Light Vision: No penalties for dim or dark lighting.
• Size +1: Increases Toughness by +1.


Gear: Chainmail (+2), Large Shield (+2 Parry, +2 Armor to ranged shots that hit in arc), Flail (Str+d6, Ignores Shield/Weapon, Parry and cover bonuses.)

"Yippee ki-yay!"

Fulumbar


Seasoned Dwarf Dwarf Warrior
Wild Card
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d12, Intimidation d6, Climbing d4, Knowledge (Engineering) d6, Notice d6, Streetwise d6, Throwing d4
Charisma: -; Pace: 5; Parry: 10; Toughness: 8 (2);

Hindrances: Curious, Minor Vow (Never refuse a drink), Loyal
Edges: Counter Attack, Sweep

Racial Abilities:
• Low Light Vision: No vision penalties for Dim or Dark lighting.

Gear: Chain armour (+2), Warhammer (Str+d6, AP1 vs rigid armor), medium shield (Parry +1), Throwing Axe (Throwing; range 3/6/12; Str+d6)

"I wonder what they have to drink over that horizon?"