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Mooks and Villians

Page history last edited by Ragboy 15 years, 7 months ago


 

 

 

 

Fantasy Monsters

 

Give me all yer lovin'

 

Aranea

 

An aranea is an intelligent, shape-changing spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.

An aranea weighs about 150 pounds. The hump on its back houses its brain.

 

Attributes: Agility d10, Smarts d8, Spirit d10, Strength d8, Vigor d6

Skills: Climbing d12+2, Fighting d8, Guts d6, Spellcasting d10 Notice d8, Shooting d10, Stealth d10

Pace: 8(6); Parry: 6; Toughness: 5

SPECIAL ABILITIES

Shape-change Aranea change their shapes to better blend in with a humanoid population. The Aranea has one humanoid form and can change into that form with a Smarts roll at -2. Changing back into the native form requires a Smarts roll with no penalty. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

Powers Armor, Daze, Phantom Image, Phantom Sound, Detect/Conceal Arcane, Deflection

Poison (-2) The bite of the aranea causes instant paralysis for those who fail a Vigor roll. It lasts for 1d6 minutes.

 

Webbing Aranea can cast webs from their thorax that are the size of Small Burst Template. This is a Shooting roll with a range of 3/6/12. Anything in the web must cut or break their way free (Toughness 7). Webbed characters can still fight, but all physical actions are at -4.

 

Reference: Title of Scenario

 

I'm so electric, you have to love me.

Behir

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+3, Vigor d12

Skills: Fighting d10, Guts d12, Intimidation d12, Notice d12

Pace: 8; Parry: 7; Toughness: 10

SPECIAL ABILITIES

Armor +2: Scaly Hide

Claws/Bite: STR +2 / STR +3

Fear -1: who sees a behir must make a Guts check at –1

Lighting Breath: Behir exude an electrical charge from their snouts, treat as a cone template, only the effect only strikes those in the center of the cone (a path 3” wide). For each creature struck, roll 1d12, that is the direction that the bolt ricochets, striking whomever is in its new path for the length of the cone template. Damage: 3d6.

Large: Attackers add +3 to their Fighting or Shooting rolls when attacking a behir due to its massive size.

Improved Frenzy: A behir may make two claw attacks or a claw and bite attacks without penalty.

Constrict: On a successful bite attack with a raise, the behir begins to constrict its foe. For every round that a creature is held in the behir’s coils, he/she suffers STR+3 in damage, in addition to two automatically successful claw attacks (Str +2).

 

Reference: Title of Scenario

 

 

Meow

Cait Shi

In Duarlund folklore, the cait shi is a demon cat that inhabits the woods, fields and hills of the Heregal heartland though similar creatures have been reported in Reupen and even the island mountains of Deresh. The cait shi appears to be a large black cat (about the size of a lynx) with a white patch on its chest shaped like a bleeding heart. When the cait shi hunts, this patch seems to glow in the darkness, and may be the first (and last) thing a victim sees. Cait shi are said to serve as familiars for powerful Hedge wizards and the Brushnab druids.

Attributes: Agility d8, Smarts d8(A), Spirit d8, Strength d6, Vigor d6

Skills: Fighting d8, Tracking d8, Survival d10, Stealth d12, Climbing d10, Intimidation d8, Guts d8

Pace: 8; Parry: 6; Toughness: 5

SPECIAL ABILITIES

Claws: STR+2

Indistinct Form: The cait shi sometimes appears to be stuck between worlds or melded into the shadows that it lives in. Even in bright light, the cait shi's indistinct form grants it the Deflection power.

Yowling Attack: The cait shi lets out a wild cry before it attacks adding a +2 to its Intimidate rolls.

Arcane Resistance: Armor 2 versus Magic, +2 vs magical effects

Witchfever Claws: Those struck by the cait shi's claws must make a Spirit roll or be mesmerized (essentially Incapacitated) for 2 rounds.

 

Reference: Title of Scenario

 

I'm too sexy for my spear.

Centaur Champions

 

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d12+2, Vigor d10

Skills: Fighting d10, Notice d8, Shooting d10, Stealth d6, Survival d8, Tracking d8

Pace: 8; Parry: 8; Toughness: 12 (torso) 10 (lower body)

SPECIAL ABILITIES

Fleet-footed: Centaurs roll a d8 when running, instead of a d6.

Hooves: STR

Size +2: Centaurs are the same size as riding horses.

Reference: Title of Scenario

 

Small and Lethal. That's me.

Cincuit

Cincuit are sidhe with a heavy sense of honor. They are considered the cavalier’s of the sidhe court, skilled in all the courtly manners, political maneuvers and other such skills that allow them to gain advantage with the Unseelie Court. Additionally, they are quite skilled at rapier dueling, using their flight and speed to their advantage.

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d6

Skills: Fighting d10 (+1 with rapier), Persuasion d8, Knowledge (Queen of Thorns) d8, Guts d10, Taunt d8

Pace: 6 (Flight 10); Parry: 9 (-2 to opponent attack rolls when flying); Toughness: 5

SPECIAL ABILITIES

Dueling Master: With a rapier, the cincuit gains the abilities detailed in the Improved Block, First Strike, Quick Draw, and Trademark Weapon edges.

Darting Attack: The cincuit uses a particular fighting style attuned to its flight capabilities. When fighting from the air, the cincuit moves about with the dexterity of a hummingbird and dashes in feinting attacks. As such the cincuit can move, attack and move in the same round (as long as its movement doesn’t exceed its Pace). When fighting in this manner, the cincuit gains the effects of the Improved Dodge edge against one opponent and does not suffer from multiple action penalties.

 

Honor-Bound: The cincuit would never do anything to overtly endanger the Queen of Thorns or disobey any of her commands. When dealing with individuals, they are courtly and compassionate (though they can be provoked and typically consider several rivals their bitter enemies). Each time an opponent receives a Wound, the cincuit withdraws and asks if the combatant wishes to surrender. The cincuit never strikes a Shaken opponent; it withdraws and awaits recovery. Note that such behavior is only for intelligent opponents that fight with the same honor. Those they consider blackguards (gangs of opponents that will not agree to single combat, brigands and the like) and unintelligent or obviously evil monsters are fair game.

 

 

Reference: Title of Scenario

 

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Coshee (Elven Dog)

Elven Dogs are a particularly intelligent form of canine that assist elves in scouting and the protection of their lands.

 

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d6, Guts d8, Intimidation d8, Notice d10, Tracking d10

Pace: 10; Parry: 5; Toughness: 6

SPECIAL ABILITIES

Bite: STR+2

Go for the Throat: With a Fighting raise, the coshee hits most weakly armored location.

Fleet-footed: Coshee are faster than normal canines, rolling d10’s instead of d6’s for running.

Arcane Resistance: All checks against magic are at +1.

 

Reference: Title of Scenario

 

Heheheh..

Drachedam

Drachedams are hybrids spawned between lesser devils and evil dragons. They are the scouts, torturers, and wardens of various Hellish planes. All drachedams have the following traits:

  • +2 to recover from being Shaken
  • Immune to poison and disease
  • Half-damage from non-magical attacks except for cold iron.
  • Weakness (Cold Iron): Demons take normal damage from pure iron weapons.

 

Green Drachedam

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8

Skills: Fighting d10, Guts d6, Notice d10, Intimidate d8

Pace: 10; Parry: 7; Toughness: 7

SPECIAL ABILITIES

Claws: STR+3

Bite: STR+2

Poison (-1): Green Drachedam have a poisonous bite. (Vigor -1 or Incapacitated; Death in 2d6 minutes)

Arcane Resistance: As the Edge

Fearful Countenance: Spirit check or be Shaken.

Fast Regeneration: Drachedam may attempt a natural healing roll every round unless their wounds were caused by a blessed weapon.

Flying: Drachedam fly at Pace 10, Acceleration 5.

Size: +1

 

Reference: Title of Scenario

 

Grrrr....

Black Drachedam

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12, Vigor d8

Skills: Fighting d10, Guts d8, Notice d10, Intimidate d10

Pace: 10; Parry: 7; Toughness: 8

SPECIAL ABILITIES

Claws: STR+4

Bite: STR+3

Acidic Bite: Black Drachedam have an acidic bite that deals an additional 1d6 damage. With a damage raise, this damage continues for 4 rounds until countered.

Arcane Resistance: As the Edge

Fearful Countenance: Spirit check -1 or be Shaken.

Fast Regeneration: Drachedam may attempt a natural healing roll every round unless their wounds were caused by a blessed weapon.

Flying: Drachedam fly at Pace 10, Acceleration 5.

Size: +2

Reference: Title of Scenario

 

Raaar....

Red Drachedam

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d12+2, Vigor d10

Skills: Fighting d12, Guts d10, Notice d10, Intimidate d10

Pace: 10; Parry: 8; Toughness: 10

SPECIAL ABILITIES

Claws: STR+5

Bite: STR+3

Fiery Bite: Red Drachedam have a fiery bite that deals an additional 2d6 damage. With a damage raise, this damage continues for 4 rounds until countered.

Improved Arcane Resistance: As the Edge

Fearful Countenance: Spirit check -2 or be Shaken.

Fast Regeneration: Drachedam may attempt a natural healing roll every round unless their wounds were caused by a blessed weapon.

Flying: Drachedam fly at Pace 10, Acceleration 5.

Size: +3

Reference: Title of Scenario

 

Take that, you stupid fairy!

Drider

These strange creatures have the head and torso of an ariguun and the legs and lower body of a giant spider. Driders are created by the ariguun's dark goddess.

Because they have failed their goddess's test, driders are outcasts from their own communities. Driders are usually found alone or with 2d6 huge spiders (10% chance), rather than with ariguun or other driders. They are violent, aggressive creatures that favor blood over all types of food. They stalk their victims tirelessly, waiting for the right chance to strike.

 

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d10

Skills: Shooting d8, Fighting d8, Notice d6, Stealth d10, Climbing d12+1, Spellcasting d6 or Faith d6

Pace: 6; Parry: 5; Toughness: 8

SPECIAL ABILITIES

Bite: STR+1

Size: +1

Dual-Wield: Driders typically fight with two daggers, and they do so with no penalty to Fighting.

Poison -2: Make a Vigor roll at -2. With success, the victim becomes exhausted until healed. With a failure, the victim becomes loses 1 die of STR (to a minimum of 1d4) and must make a second Vigor roll. For each failed Vigor roll, the victim loses another die of STR. Once STR drops below 1d4, the victim dies.

Darkvision: Driders can see in the dark without any form of light.

Spellcasters: Driders are reformed ariguun sorcerers and priests. About 60% of driders were once priests to the Queen of Spiders, while 40% were sorcerers. Priest driders can cast the following spells: Sorcerer Driders typically have the following spells:

 

Reference: Title of Scenario

 

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Eagle, Giant

Attributes: Agility d8, Smarts d8, Spirit d10, Strength d12+1, Vigor d12

Skills: Fighting d10, Guts d10, Notice d12, Knowledge (choice) d10, Intimidate d10, Survival d10, Streetwise d8, Persuasion d8

 

Pace: 4; Parry: 7; Toughness: 14

SPECIAL ABILITIES

Claws/Beak: STR+6

Flying: Giant eagles fly at Pace 20 with an acceleration of 4.

Slow: On the ground, giant eagles hop about at Pace 4 and can't run.

Snatch: If the Giant Eagle gets a raise on its Fighting roll when Swooping against a target, it snatches up the victim and flies off with it, most likely to feed its young. This ability only affects creatures Size +4 or smaller.

Swoop: If an eagle flies at least 10" in a straight line before attacking, it does STR+8 damage on a Fighting hit with its claws.

Size +6

Reference: Title of Scenario

 

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Ghast

Ghasts are larger, more disgusting forms of ghouls. A ghast emits a rotting stench that is abhorrent to living creatures.

 

 

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d8, Vigor d10

Skills: Fighting d6, Guts d8, Intimidation d8, Notice d8, Stealth d10, Tracking d8

Pace: 6; Parry: 5, Toughness: 9

SPECIAL ABILITIES

Nightvision: Ghasts halve penalties (round down) for bad lighting when attacking living targets.

Stench: All living creatures within a 2" radius must make a Vigor roll or be Shaken.

Paralysis: Victims of a ghast’s claw attacks must make a Vigor roll at –2 or be paralyzed for 2d6 minutes.

Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease and poison.

 

Reference: Title of Scenario

 

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Grig

Grig are troublesome sidhe that lurk on game trails and forest roads intent on waylaying travelers for their gems and jewelry and trinkets. A grig has the upper body of a thin, woody-skinned child and the lower body of a large cricket. They are about a foot tall and two feet long.

 

 

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d4, Vigor d6

Skills: Shooting d10, Persuasion d6, Taunt d8, Stealth d8, Notice d6, Spellcasting d8

Pace: 6; Parry: 4; Toughness: 5

SPECIAL ABILITIES

Entangling Arrows: A grig uses a small bow that shoots arrows wound with magical vines and grasses. Upon a Shooting raise, these plants explode into tangled mass. Anyone struck with an arrow must make an Agility check or be entangled. Entangled creatures suffer a -2 penalty to Pace and skills linked to Agility. Snake-eyes on the Agility roll indicates that the opponent is fully restrained and cannot use any skills linked to Agility or Strength. Each round an entangled target an make a STR or Agility roll to break free (fully restrained opponents still suffer -2 Pace and Agility skill checks until they succeed in breaking free again. Other characters may also attempt to free the ensnared person by making a Strength roll at -2.

Invisibility: A grig can make itself invisible for up to 3 rounds can maintain this condition on a Spirit success every round after. On a raise, the grig is also totally silent (Stealth +4).

Dance of the Sidhe: One grig per band carries a tiny fiddle. When played, all non-grig within a Medium Burst template must make a Spirit check or have the irresistible urge to dance. The effect is similar the Stun power and lasts for a full minute. With a Knowledge (music) raise, the opponent dances until they are incapacitated (Vigorx2 in minutes).

Spring: The grig can jump its Pace + d10 every round.

Typical Equipment: Smallbow (6/12/24 1d6+2 damage, entangling effect) rapier (STR+1)

 

Reference: Title of Scenario

 

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Groc Minions

 

Grocs are the reptilian humanoid shock troopers for the Masked Hunter's armies. Large, brutish and cunning, grocs strike fear in their enemies with savage battle tactics and the fact that they eat their downed enemies alive or dead.

 

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8

Skills: Fighting d8, Guts d8, Intimidation d8, Notice d6, Stealth d4, Throwing d6.

Pace: 6; Parry: 6; Toughness: 7

Gear:

  • Leather Armor (+1)
  • Battle axe or Longsword (Str+d8)
  • Crossbows (15/30/60, 2d6, AP2, 1 action to reload)

SPECIAL ABILITIES

Sweep: May attack all adjacent foes at –2.

 

 

 

Reference: Title of Scenario

 

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Hunting Rats

The Masked Hunter's ratman troops are used as trackers that run quarry to ground. They are most effective in cities.

 

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, Vigor d6

Pace: 6; Parry: 6; Toughness: 5

Skills: Climbing d8, Fighting d6, Guts d4, Notice d8, Stealth d10, Survival d8, Tracking d6

SPECIAL ABILITIES

Bite: Str+1.

Infection: Ratmen carry diseases. Anyone injured by a ratman’s bite must make a Vigor check +1 or suffer a Fatigue level. The effect lasts for a day.

Urban Tracker: Hunting rats receive a +2 to Stealth and Tracking when in an urban environment.

Typical Gear:

  • Rapier (Str+1d4)
  • Flintlock pistol (5/10/20, 2d6+1, reload 2)

 

Reference: Title of Scenario

 

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Lamiae

The Lamiae are a race of three distinct sub-types: The Lamia, the Mormo, and the Impusa. Believed to be the children of a woman cursed ages ago. The lamia have a complex society centered on finding the reincarnated form or their mother/goddess.

 

Lamia

 

Attributes: Agility d8, Smarts d12, Spirit d10, Strength d8, Vigor d10

Skills: Shooting d8, Fighting d6, Spellcasting d10, Guts d10, Stealth d8, Persuasion d12, Notice d8

Pace: 8; Parry: 5; Toughness: 7 (-2 to -4 to attacks when Shimmerform is active)

SPECIAL ABILITIES

Claws: STR+2 (2 attacks with no penalty for multiaction)

Shimmerform: Lamia can initiate this power by spending 2 power points (Duration 3 - 1/round). On a spellcasting success, the lamia gains the effects of the Deflection power.

Pleasant Voice: This power is most often employed when the lamia attempts to misdirect or entrap someone. On a successful spellcasting roll, the Lamia receives a +2 (+4 on a raise) to her Persuasian check. (Power Points: 2)

Mimic Voice: This power is most often employed when the lamia wishes to lure someone into a trap by mimicking a voice the victim is familiar with (such as a friend, relative or lover). On a successful spellcasting roll, the victim must make a Notice roll. Failure indicates that the victim is convinced that the person being mimicked is nearby. On a raise, the TN is increased by 2. (Power Points 2 – The power operates for 3 rounds with 1 PP per round to maintain after that).

Fevered Claws: The scratch of a Lamia causes a disease of some sort that drains "wisdom."

Puppet: The Lamia can use the puppet power. She typically uses this power to bring an enemy to her side as an ally. Power Points: 14

Typical Equipment: Magical rings, wands, amulets and the like.

 

Reference: Title of Scenario

 

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Mormo

Mormo are a more bestial form of lamiae comprising a goat's lower body, a humanoid upper body and a bestial face with two fluted vestigal horns.

Attributes: Agility d10, Smarts d4, Spirit d6, Strength d10, Vigor d10

Skills: Fighting d10, Shooting d10, Guts d8, Notice d8, Intimidation d10, Stealth d8, Survival d8, Tracking d8

Pace: 8; Parry: 7 (9 with shield); Toughness: 9 (11 vs. ranged with shield)

SPECIAL ABILITIES

Head butt: STR+2 (Must charge to use this attack)

Tough Skin: Mormo are covered in a layer of boney skin. Armor 2

Fearful Visage: An angered Mormo is a sight to behold. Upon an Intimidate raise on one opponent, all opponents must make a Guts check or suffer the effects of the Intimidation. The object of the original Intimidation suffers a -2 penalty.

Trackless Step: Those attempting to track a mormo suffer a -2 on their Tracking check.

Raging Beast: The mormo can enter a berserking rage once per day. This power is the same as the Berserk edge, though the Mormo need not be injured in order to rage.

Charging Attack: The Mormo can charge its opponent adding +2 to its Damage with any weapon. The mormo must be Pacex1.5 from its opponent and must Run to charge.

Typical Equipment: Lance, Spear or Javelins, Medium Shield, Battle Axe

Reference: Title of Scenario

 

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Impusa

The Impusa are said to most resemble the lamiae mother/goddess with the upper body of a woman and the lower body of a great serpent. Impusa are the priestesses, leaders and considered the most 'evolved' form of lamiae.

 

Attributes: Agility d6, Smarts d12, Spirit d10, Strength d6, Vigor d10

Skills: Knowledge (any three) d10, Guts d10, Healing d8, Notice d8, Persuasion d10, Shooting d8, Intimidation d10

Pace: 8; Parry: 4; Toughness: 7 (-2 to -6 to Fighting, Shooting, Throwing attacks due to Shimmerform)

SPECIAL ABILITIES

Bite: STR+1 (+2 Fighting when the Impusa bites)

Command: Impusa gain +4 when using Persuasion to command other lamiae. They gain a +2 to command other minions.

Mystify: The Impusa has the ability to Stun any creature within Smartsx2 range through complex hand gestures and whispered words. (3 power points, 1 power point per round).

Hypnotic Words: Impusa can cast Puppet on any creature within Smartsx2 range by merely talking to them for a full round. (3 power points and 1 power point per round to maintain).

Shimmerform: Impusa have a permanet shimmering form that gives them the effects of the Deflection power. Impusa can increase the effectiveness of this power by making a Spellcasting roll. A success increases the deflection bonus to +4. A raise increases it to +6. The permanent power costs no power points. To increase the power it costs 2 power points for 3 rounds and 1 power point for every round after that to maintain. (Power Points: 8)

Blooddrain: When the Impusa bites, she locks onto her opponent. Upon a successful bite, the victim must make a Strength check or suffer the Impusa's blood drain. For each round that the Impusa drains blood, the victim suffers -2 to all Vigor rolls.

 

Reference: Title of Scenario

 

Fish men unite!

Locathah Warriors

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6

Skills: Fighting d6 (+1), Shooting d8, Guts d8, Throwing d8, Notice d6, Stealth d6, Survival d8, Tracking d6

Pace: 6; Parry: 6; Toughness: 6

SPECIAL ABILITIES

Tough Skin: Armor +1

Quick Hands: Locathah are dextrous with their hands giving them a +1 to Fighting and a +1 to Parry.

Waterbred: Locathah are creatures of the water, however, they operate on land with almost no restrictions. They must enter the water once every 24 hours or they suffer 1 wound per hour. In water, they use d8 for running and can speak to several different oceanic species, including eels, sharks, and dolphins.

Infravision: Locathah vision is heat-based, allowing them to see in the infrared spectrum. In full daylight, or with any light source that generates heat, they suffer a -1 to all physical trait tests for 3 rounds due to being dazzled, after which their eyes adjust.

Gear:

  • Leather armor (+1)
  • Club (STR +2)
  • Hooked Net (special)
  • Trident (Str+2, Parry +1; Reach of 1; 2 hands)
  • Light Crossbow (2d6, 12/24/48)
  • Possessions (Meager treasure)

 

 

Reference: Prison of Abazad

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Maedar

Maedar are the little-known male version of the medusae. They are extremely rare, however (far more rare than the frequency would indicate), and few medusae ever find a maedar spouse. Most medusae typically mate with human males. This cross produces two to six eggs that hatch into fledgling, human-like females, who mature into medusae. The cross insures the continuation of the medusae species. When a medusa finds and mates with the extremely rare maedar, the eggs hatch into human infants, 25% male and 75% female. Only 1% of the males born of these matings are actually maedar; the remaining males and all the females are normal human infants who die at the sight of their mother.

The typical maedar is a monogamist who mates for life; he is fiercely devoted to his mate and will go to any length to assist or avenge her. A widowed maedar will pursue his mate's killer for years. Because of the Maedar's rarity and natural reclusive tendencies, even most sages are unaware of their existence. Maedar are rarely seen; generally they remain in the lair they share with a medusa mate. A maedar's magical power provides food for him and his mate. He smashes her petrified victims, then transforms them into meat.

Ecology: Maedar may cooperate with foul creatures, such as kobolds and orcs, in exchange for security or reward. If forced to aid another creature, maedar seek revenge at the first opportunity.

 

Attributes: Agility d8;Smarts d8, Spirit d10, Strength d10, Vigor d12

Skills: Fighting d10, Guts d12, Shooting d8, Throwing d8, Notice d8, Tracking d10

Pace: 6; Parry: 7; Toughness: 10

SPECIAL ABILITIES

Fists: STR+3 - Two attacks at no penalty

Stoney Skin: Armor 2

Stone to Flesh: Maedar can turn stone to flesh by touch at will.

Pass through Stone: After one round of concentration, Maedar can pass through solid stone and move at their normal pace.

Immunities: Petrification, paralyzation, Powers which slow or hold, medusa poison.

Sight: Maedar can see into the Ethereal and Astral planes.

Alert: Maedar gain a +2 to their Notice rolls

Mighty Fists: Deal double damage with their fist attacks when dealt a Joker

Equipment: Javelin (STR+2 - two per round), Snakebow (12/24/48 - 2d6 - Shoots an arrow that, when it hits, transforms into a small poisonous snake - Build this as a magic item)

 

Reference: Title of Scenario

 

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Minotaur

Minotaurs stand over 7' tall and have massive, bull-like heads and horns. In many fantasy worlds, they are used as guardians of labyrinths. In others, they are simply another race of creatures occupying a fantastically savage setting. In all cases, they are fierce beasts eager for battle and the taste of their opponents' flesh.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12

Skills: Fighting d10, Guts d12, Intimidation d12, Notice d10, Throwing d6

Pace: 8; Parry: 7; Toughness: 11

SPECIAL ABILITIES

Fleet-Footed: Minotaurs roll d8 for running.

Bite: Str

Gore: Minotaurs charge to gore their opponents with their long horns. If they can move at least 6" before attacking, they add +4 to their damage total.

Size +2: Minotaurs stand over 7' tall.

Typical Gear: Leather armor +1, Spear: Str+2, Reach 1

 

Reference: Title of Scenario

 

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Nai

Nai are semi-dead creatures created by the vairubi sorcerers. These creatures originate from a variety of races, and retain their intelligence, though their will is sapped away. The process degrades their physical bodies, as well, but they do not typically lose physical strength or vigor. They are put to work doing menial tasks, most notably, manning the motive pumps for vairubi ships. They are also used to assist vairubi slavers in subjugating their charges.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d10

Skills: Fighting d8, Repair d6, Intimidation d6

Pace: 6; Parry: 6; Toughness: 9

SPECIAL ABILITIES

Claws: STR

Shock Whips: A shock whip delivers STR+d4 damage on a successful attack 2d6 non-lethal damage from electricity. On a Damage raise, the victim must make an Agility check or be entangled (as the power).

Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Blunt weapons do half damage. Called shots to the head to double damage, all other called shots do no additional damage; Immune to disease poison, and mind-affecting spells.

 

 

Reference: Title of Scenario

 

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Ogre Mage

Attributes: Agility d8, Smarts d10, Spirit d10, Strength d12, Vigor d8

Skills: Fighting d8, Guts d8, Spellcasting d10, Notice

Pace: 8; Parry: 6; Toughness: 9

SPECIAL ABILITIES

Gear: Haramaki-do (plate corselet) +3, Pot helmet (+3), Katana (str +4), Wakazashi (STR +2)

Flight: Ogre Mages can fly at pace 8 and acceleration 4.

Powers: (20) Invisibility, Puppet, Bolt.

Ambidextrous: No penalty for off-hand attack.

Improved Frenzy: No penalty for second attack.

Hold the Line: +1 Toughness to creatures under their command.

Size: +3

 

Reference: Title of Scenario

 

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Rakshasa

Attributes: Agility d6, Smarts d12, Spirit d10, Strength d6, Vigor d10

Skills: Fighting d6, Guts d10, Intimidation d10, Knowledge (Arcana) d12, Notice d8, Shooting d10, Spellcasting d12+2, Stealth d6

Pace: 6; Parry: 5; Toughness: 7

SPECIAL ABILITIES

Edges: Arcane Background (Magic), Connections, Improved Rapid Recharge, Wizard

Improved Arcane Resistance: +4 Armor against damage-causing arcane powers and +4 on trait rolls to resist opposed powers.

Deflection: Affected by a constant raised Deflection affect (-4 to attack).

Resistances: Non-magical weapons to not damage the Rakshasa

Vulnerabilities: Vulnerable to blessed crossbow bolts (Must make a Spirit check or die)

Spell-like abilities (40 power points):

'Domination:' (puppet) – Must make a Spirit check at -2 or be the slave of the Rakshasa. (PP5)

'Pleasing Form:' (shape change) – The Rakshasa can change into any humanoid creature that he/she’s observed for a full day. The disguise is complete (including voice, etc). (3PP +1 every 2 hours)

'Armor of Kali:' A blinding light surrounds the rakshasa acting as an arcane armor. Those that view the armor suffer effects like Stun for the first round. Those that fail are blinded (-6 to attack). The armor grants +2 Armor. (4PP + 2/rd)

'Read Minds:' The Rakshasa has the ability to read minds. This allows them to properly impersonate someone they’ve killed, as well as anticipate enemies’ moves. The range is close (within the same room) and grants the Rakshasa a free Hold/Interrupt, as well as the ability to act first in every round (Wild Cards still act first, however). (4 PP +2/rd)

'Detect Arcane'

'Conceal Arcane'

'Dispel Arcane'

'Magic Circle vs. Good' (Barrier)

 

Reference: Title of Scenario

 

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Redcap

 

Redcaps are small demonic little fey that plague drafty castles and dark alleys. In combat, they typically gang up on a single opponent either throwing their spears or using their wicked cleavers. The only way to distract a redcap from its bloody work is with games of chance. Typically redcaps only wager on things that interest it (pints of fresh blood, slaves, etc). They often bet their own freedom on big wagers leading to many gamblers having a redcap servant for a period of a few weeks to many years. The redcaps adhere to a strict moral code regarding servitude and would never directly harm their 'masters,' though they have no compunction about letting their master come to harm through inaction.

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, Vigor d6

Skills: Fighting d6, Throwing d10, Taunt d8, Stealth d10, Lockpicking d8, Gambling d8

Pace: 8; Parry: 6; Toughness: 5

SPECIAL ABILITIES

Iron Boots: STR+2 (on a raise, the opponent is stunned)

Bloody Cap: The redcap must keep its cap soaked with blood. If for any reason this blood dries up or is washed away, the redcap disentigrates into iron-tinted sand. (This sand can be sold to spellcasters, artificers and the like for about 200 gp per pound -- a redcap produces about 1/2 a pound of sand). Once per day, a redcap can call upon the power within his cap to increase his Strength by 1 die for every round he spends concentrating, up to d12. This effect lasts 5 rounds.

Code of Honor: A redcap always backs its wagers and deals. If a redcap has agreed to a deal, he will adhere to the agreement to the letter, though they have no concept of the "spirit of the agreement." They never directly harm those that they have an agreement with (until after the agreement has terminated). If someone renigs on a deal with a redcap, they have gained a species of enemies for life. Redcaps plague the double-dealer until sufficient restitution is made.

Swarming Attack: recaps attack en masse and typically target a single opponent (usually a strong brawler or a spellcaster). In addition to ganging up bonuses, the redcaps receive a +1 to their STR for every redcap in the swarm. This bonus does not add to Fighting damage, but is used to incapacitate opponents with complex group wrestling holds and the like.

Compulsive Gambler: If a redcap is shown any sort of gambling-type game or activity, the creature must make a Spirit roll or be forced to forget all else but participating in the game.

Uncanny Luck: The redcap receives a +2 bonus to Gambling checks when playing against creatures other than redcaps.

Typical Equipment: Iron spear (STR+3 - Thrown), Iron Cleaver (STR+1 - Can be thrown)

 

Reference: Title of Scenario

 

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Salamander

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d12, Vigor d8

Skills: Fighting d10, Throwing d8, Survival d8, Swimming d10

Pace: 7; Parry: 7; Toughness: 6 (8 on lower torso)

SPECIAL ABILITIES

Armor +2: (Lower torso only)

Fiery Touch: Any successful Fighting attack causes an additional 1d6 points of fire damage to the victim.

Iron Trident: Salamanders fight with an iron trident. This weapon does STR +2 damage +1d6 fire damage on a successful Fighting check. If the Salamander gets a raise on the Fighting and the Damage check, the trident sticks in the victim. Such an attack automatically deals 1d6 fire damage per round(in addition to the normal weapon damage). The victim can remove the stuck trident with a raise on an opposed STR check, but such checks are made at -2 due to the excruciating pain involved. Salamanders often use this tactic to pin opponents by attacking from opposite sides.

Constriction: when a salamander gets a raise on a Fighting roll, it can choose to entangle its victim. For that round and every round thereafter, the salamander can constrict its prey (STR +3 constriction damage and an additional 1d6 of fire damage). The victim can take the following actions: Attempt to escape (raise on an opposed Strength roll), attack with a small weapon, such as a knife at -2 Fighting, or use a power that doesn’t require gestures or other complex bodily motions at 2 to the relevant skill check. Salamanders often use this tactic to entangle opponents and then dive into raging fires or lava pools.

Coiling Defense: Salamanders use their armored lower bodies like a shield. By coiling and writhing in place, they attempt to keep their coils between themselves and their opponent. Unless the attacker receives a Fighting raise on a regular attack, they connect with the defending coils of the salamander (Armor 8).

Resist Heat: Salamanders take no damage from extreme heat, and in fact, typically live inside volcanoes where they swim through lava channels searching for food. Anyone that directs a fire-based attack at a salamander is silly at best.

Size +2: Salamanders have long serpentine lower bodies.

 

Reference: Title of Scenario

 

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Skeleton (Dagon)

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d6, Vigor d6

Skills: Fighting d8, Shooting d6

Pace: 6; Parry: 6; Toughness: 8

SPECIAL ABILITIES

Claws: STR

Slick: Skeletons created by priests of Dagon are coated with a clear slime. This slime gives them a +2 bonus to resist or escape a grapple

Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Piercing weapons do half damage; Immune to disease poison, and mind-affecting spells.

Gear:

  • Long Sword (Str +2)
  • Long bow (12/24/48, 2d6)

 

 

Reference: Prison of Abazad

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Troll, Marsh

Also known as swamp trolls, bog trolls, and marsh fiends, these foul creatures haunt dank marshes. Their skin is black and slimy, matching the murky waters of their home, and stinks like rotting vegetation.

 

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d10

Skills: Fighting d8, Notice d6, Stealth d8, Swimming d6

Pace: 7; Parry: 6; Toughness: 9

SPECIAL ABILITIES

Armor +1: Rubbery hide.

Claws: Str+2.

Immunity: Immune to poison and disease.

Infection: The claws of a marsh troll are caked in filth. Any creature Shaken or wounded by a claw must make a Vigor roll. On a failure, the wound becomes infected. The victim has a cumulative –1 penalty to trait rolls until the wound is cleaned. This requires a successful Healing roll for each wound.

Infravision: Trolls halve penalties for bad lighting when attacking living targets (round down).

Regeneration (Fast): Trolls roll to regenerate each round. Fire stops their regeneration, as does cutting off their heads.

Size +1: Marsh trolls are smaller than regular trolls, being only 7’ tall.

Stench: Any creature adjacent to a marsh troll must make a Vigor roll or become Shaken with nausea

Typical Gear: Spiked club (Str+3)

 

Reference: Title of Scenario

 

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Vairubi

 

The Vairubi are an intelligent race of humanoid spider that roams wildspace raiding settlements and planets in order to supply their customers with high-quality slaves. These creatures appear to be slightly dusky-skinned humans, however, when closely inspected, tiny bristly hairs cover their exposed skin. The most telling feature of the Vairubi is the four spider-like legs that sprout from their shoulder blades. The lower set of legs are long enough to reach the ground and primarily assist the Vairubi in jumping, while the upper, slightly shorter, legs are used for climbing and defense (an 8" chitin claw sprouts from both sets of upper legs). Vairubi typically arm themselves with razor-bows and stun rifles. They are the mortal enemies of formians and harvest the poison glands of formian warriors for use on their weapons.

 

Vairubi Soldiers

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8

Skills: Fighting d8; Shooting d6; Throwing d6; Guts d6; Tracking d6; Stealth d6; Notice d6

Pace: 6; Parry: 6; Toughness: 7

SPECIAL ABILITIES

Claws: STR+1d6

Disguise: Vairubi are masters of blending into almost any humanoid population. Their back "legs" fold up into a slight hump on their back, which is usually concealed with a cloak or other clothing. Their features are somewhat savage and they typically pose as barbarian or half-breed humanoids. In order to detect a Vairubi, the viewer must make a Notice roll at -2.

Springing Jump: Vairubi can jump 8 every round.

Immunity: Vairubi are immune to formian poison.

Wallcrawler: Vairubi are able to climb sheer surfaces at their full pace.

 

Typical Equipment

  • Leather Armor (+1)
  • Razor-bow (10/20/40 2d6 ROF 1, persistent 1d6 damage on damage raise, 10 razor discs)
  • Stun rifles (Small burst template, Spirit check or take a Fatigue level)
  • Formian poison (if injured by poisoned weapon, Vigor or paralyzed for 2d6 rounds)
  • Shard Grenade (5/10/20, 3d6, Small burst template)

 

 

Vairubi Sorcerers

Vairubi sorcerers pilot the spider-men vessels, manning the helm and keeping their charges focused. The sorcerers also raise dead enemies in order to serve in the motive pumping rooms, keeping Vairubi ships moving.

Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6

Pace: 6; Parry: 2; Toughness: 6

Skills: Spellcasting d8, Shooting d6, Piloting d6, Stealth d6, Notice d6, Throwing d6

SPECIAL ABILITIES

Claws: STR+1d6

Disguise: Vairubi are masters of blending into almost any humanoid population. Their back "legs" fold up into a slight hump on their back, which is usually concealed with a cloak or other clothing. Their features are somewhat savage and they typically pose as barbarian or half-breed humanoids. In order to detect a Vairubi, the viewer must make a Notice roll at -2.

Springing Jump: Vairubi can jump 8 every round.

Immunity: Vairubi are immune to formian poison.

Wallcrawler: Vairubi are able to climb sheer surfaces at their full pace.

Powers (10): Armor, Daze, Detect/Conceal Arcane, Deflection, Entangle, Zombie

Typical Equipment

  • Leather (+1)
  • Razor-bow (10/20/40 2d6 ROF 1, persistent 1d6 damage on damage raise, 10 razor discs)
  • Formian poison (if injured by poisoned weapon, Vigor or paralyzed for 2d6 rounds)
  • Shard Grenade (5/10/20, 3d6, Small burst template)

 

 

Reference: Title of Scenario

 

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Yikaria

 

Yikaria Controller

 

Attributes: Agility d8, Smarts d12, Spirit d10, Strength d8, Vigor d10

Skills: Fighting d6, Spellcasting d12, Guts d10, Notice d8, Persuasion d12, Knowledge (any three) d12,

Pace: 6; Parry: 5; Toughness: 7

SPECIAL ABILITIES

Powers: (15) Puppet, Obscure, Barrier, Zombie

Possession: Yikaria controllers can enter any living creature, taking over their thoughts and actions. The Yikaria must succeed at an opposed Spirit check (with a +2 circumstance bonus if the subject is surprised or otherwise not expecting the attack). If successful, the Yikaria can possess the creature for the Yikaria's Smarts x 3 in hours. Once the Yikaria releases the possession (either at the time limit, willingly, or unwillingly), the subject is disoriented (Shaken) for 1d4 minutes. The subject can attempt to break the possession with an opposed Spirit roll (at -2 due to the Yikaria's position of strength) under the following conditions:

  • The subject's physical body takes a Wound
  • The Yikaria's psyche becomes Shaken
  • Some outside influence intercedes (such as a second possession attempt, a Banish/Dispel-type spell, or the like).

Great Mental Fortitude: The Yikaria gains a +2 bonus to resist any mind-affecting spells or effects (Puppet, illusions, etc)

 

Reference: Title of Scenario

 

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Yuan-ti

Yuan-ti are the abominable results of the degradations of the Pel empire's many religious cults devoted to the snake gods. Over the centuries, these worshippers became the object of their worship and successive interbreeding with snakes and other reptilian humanoids has produced three distinct 'races' of Yuan-ti: the Purebloods, Halfbloods, and Abominations.

'Purebloods' are humanoid shaped creatures with the ability to pass as human, though purebloods have some serpentine features, such as scaly skin, reptilian eyes, fangs and the like.

'Halfbloods' retain some human and some serpentine features, making it almost impossible for these creatures to pass as human. The sheer varieties of halfblood physique have led many to wonder if there are other sub-species within the halfblood ranks. The following varieties are known to exist (roll 2d6, ignoring duplicates or conflicting features):

Roll Feature Effect
1 Snake Head Bite STR+1
2 Flexible Torso +1 Agility checks
3 No Legs; Snake Tail Fighting raise entangles (STR+3 Constriction)
4 Snakes for arms 2 Bite attacks (STR damage) Raise entangles (STR+1 constriction)
5 Heavily Scaled Armor +3
6 Legs; Snake Tail 1 Tail Slam (STR+1) Raise entangles (STR+1 constriction)

 

'Abominations' have fully-formed serpentine bodies, though they possess either a humanoid head or arms.

 

Halfblood Psionicists

Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8

Skills: Fighting d6, Shooting d6, Psionics d10, Guts d8, Intimidation d10, Stealth d8

Pace: 6; Parry: 5; Toughness: 7

SPECIAL ABILITIES

Scales: Armor 1 (some have armor 3)

Chameleon Skin: Stealth +2

Poison: (those with fangs or snake heads only) Vigor -2 or be incapacitated. Second Vigor or die.

Psionics: (12) Fear, Entangle, Speed, Suggestion, Stun, Caustic Touch (work on these).

Equipment: Rapier, Crossbows

 

Reference: Title of Scenario

 

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Half-Blood or Pureblood Enforcers

Attributes: Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10

Skills: Fighting d10, Shooting d8, Psionics d4, Guts d8, Intimidation d10, Stealth d6

Pace: 6; Parry: 5; Toughness: 10

SPECIAL ABILITIES

Scales: Armor 3

Mighty Blow: Double melee damage when dealt a Joker on initiative.

Berserk: Smarts roll or go berserk after being wounded (+2 fighting and STR, -2 Parry, +2 Toughness -- roll of 1 hits random adjacent target.

Chameleon Skin: Stealth +2

Half-Blood traits: As rolled above for halfbloods only.

Poison -2: (those with fangs or snake heads only) Vigor -2 or be incapacitated for 1d4 days.

Psionics (8): Fear, Speed, Caustic Touch (work on these). PP 8

Typical Equipment: Falchion (STR+3, 2 handed, AP1), Crossbow,

 

Reference: Title of Scenario

 

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Abomination Mystics

Attributes: Agility d8, Smarts d12, Spirit d12, Strength d8, Vigor d10

Skills: Psionics d12, Guts d12, Intimidation d12, Fighting d10, Throwing d10

Pace: 6; Parry: 7; Toughness: 10

SPECIAL ABILITIES

Scales: Armor 3

Bite: STR+2

Poison -2: (those with fangs or snake heads only) Vigor -2 or die within 2d6 minutes (Incapacitated after failure. Exhausted after success).

Constrict: Raise on Fighting (bite) entangles. STR+3 constriction. STR check each round to escape.

Psionics (14): Greater Entangle, Summon Snakes, Puppet, Caustic Touch, Terrify, Sicken

Typical Equipment: Tridents, Falchions, Longspears, etc.

 

Reference: Title of Scenario

 

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Small Wyvern

 

Attributes: Agility d8, Smarts d4(A), Spirit d6, Strength d10, Vigor d8

Skills: Climbing d6, Fighting d6, Guts d4, Intimidation d6, Notice d8

Pace: 6; Parry: 6; Toughness: 9

SPECIAL ABILITIES

Armor +2: Thick scales.

Bite/Sting: STR+1d6/STR+1d4, Reach 1.

Improved Frenzy: Wyverns may make a bite and sting attack in the same round at no penalty.

Poison: Anyone Shaken or wounded by a sting attack must make a Vigor roll at –2 or be paralyzed for 2d6 minutes.

Quick: Wyverns move with exceptional speed. They redraw action cards of 5 or lower.

Size +1: Small Wyverns weigh about 800 pounds

 

 

 

Reference: Title of Scenario

 
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Zombie (Dagon)

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d6

Skills: Fighting d8

Pace: 6; Parry: 6; Toughness: 8

SPECIAL ABILITIES

Claws: STR

Slick: Zombies created by priests of Dagon are coated with a clear slime. This slime gives them a +2 bonus to resist or escape a grapple

Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Blunt weapons do half damage. Called shots to the head to double damage, all other called shots do no additional damage; Immune to disease poison, and mind-affecting spells.

 

 

Reference: Prison of Abazad

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Zombies (Greater - Dagon)

 

Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8

Pace: 4; Parry: 6; Toughness: 8

Skills: Fighting d8, Tracking d6

SPECIAL ABILITIES

Tentacles: STR and poison (must grapple first)

Slick: Zombies created by priests of Dagon are coated with a clear slime. This slime gives them a +2 bonus to resist or escape a grapple

Mobile Tentacles: Greater Zombies created by a Dagon priest sprout hundreds of small tentacles. These are typically used to grant a land-based pace to a water creature (the corpses of dolphins and small whales are those favored by Dagon's priests). Mobile tentacles grant a 4" land-based pace.

Grasping Tentacles: Greater Zombies of Dagon sprout two tentacles that are about four feet long. These are used to grapple and damage opponents. Each is lined with hair-like spines that inject a weak poison into the victim. Those so affected must make a Vigor check +1 or be paralyzed for three rounds.

Undead: +2 Toughness; +2 to recover from being Shaken; No additional damage from called shots; Blunt weapons do half damage. Called shots to the head to double damage, all other called shots do no additional damage; Immune to disease poison, and mind-affecting spells.

 

Reference: Prison of Abazad

Fantasy Mooks

 

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Rashnu Witchhunters

 

 

Recruits - Trackers

Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6

Skills: Fighting d4, Shooting d6, Tracking d6, Streetwise d6, Notice d6, Investigation d6

Edges: Trademark weapon (mancatcher), Investigator, Woodsman

Hindrances: Vow (Major)

Pace: 6; Parry: 4 (5 with mancatcher); Toughness: 7

SPECIAL ABILITIES

Proof Against Witches: Acts as Arcane Resistance (Armor 2 vs. Magic, +2 vs magic effects - non-faith-based magic only). Additionally, gain +2 for non-magical persuasion, notice, and tracking vs. arcane spellcasters.

Typical Equipment

  • Seasoned Breastplate (+2, Defeats 1 AP of piercing damage)
  • Arcane Manacles (Drains 1 PP per round)
  • Mancatcher (STR+1d6, Reach 2, +1 Parry, Agility check or Entangled (as per power) )
  • Flintlock Pistols (2) (5/10/20, 2d6+1, reload 2)
  • Reupen Longrifle (15/30/60, 2d8, AP2, reload 3)

 

 

Reference: Title of Scenario

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Veterans - Patrol Leaders

Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, Vigor d8

Skills:: Fighting d6, Shooting d6, Intimidate d10, Faith d10, Tracking d10, Streetwise d8, Notice d8, Investigation d8,

Edges: Improved Trademark Weapon (mancatcher +2 fighting), Investigator, Woodsman, Arcane Background (Rashnu), Natural Leader

Hindrances: Vow (Major)

Pace: 6; Parry: 7 (9 with mancatcher); Toughness: 8

SPECIAL ABILITIES

Proof Against Witches: Acts as Improved Arcane Resistance (Armor 4 vs. Magic, +4 vs magic effects). Additionally, gain +4 for non-magical persuasion, notice, and tracking vs. arcane spellcasters.

Witchbane:(5) Spend 1 Power Point to make arcane spellcasters make Spirit check or be Shaken; roll of 1 kills Extras, wounds Wild Cards; cost is 1 Power Point per creature affected - 5 Power Points

Usual Equipment: Arcane chains (drains 1 power point per round.), Mancatcher (Reach weapon, STR +2 damage on a Fighting Raise, the opponent is trapped (figure out the rules for this), 2 pistols, rapier, Reupen longrifle, Seasoned Breastplate (+2 Armor, Defeats 1 AP),

 

 

Reference: Title of Scenario

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Thugs

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6

Skills:Climbing d6, Fighting d6, Guts d6, Notice d6, Intimidate d6

Charisma -2; Pace: 6; Parry: 5; Toughness: 6

SPECIAL ABILITIES

Bolstered: With a strong leader (Charisma +1 or greater), thugs get a +1 to Guts and Intimidate checks. If this leader falls, they receive a -1 to Guts and Intimidate checks.

Mean as Hell: Thugs are sloppy, bullying and just punks, really, suffering a -2 Charisma.

Gear:

  • Leather armor (+1)
  • Club (STR +2)
  • Possessions (Meager treasure)

Reference: Title of Scenario

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Priam, Gang Assassin

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6

Skills: Climbing d8, Fighting d6, Guts d6, Intimidation d6, Notice d8, Stealth d8, Shooting d6, Streetwise d6, Throwing d8; Persuasion d6; Lockpick d6

Charisma +2 Pace: 6; Parry: 5; Toughness: 6

SPECIAL ABILITIES

Commanding Prescence: Priam has a captivating voice and an engaging manner giving him a +2 Charisma.

Alertness: Priam's job as an assassin and spy has trained him to be hyper-alert, receiving a +2 to his Notice checks.

Thief: Priam has the skills necessary to keep his quarry in sight, as well as to gathering information or items that may be under guard and key. He recieves a +2 to Climbing, Stealth, and Lockpicking checks.

Gear:

  • Leather Armor (+1)
  • Throwing Knives (3/6/12, STR+1, Poisoned: Vigor -2 or take a wound)
  • Flintlock pistol (3/6/12 1d6+1)
  • Flintlock rifle (carried on special missions -- 10/20/40 2d8 - With Scope: 20/40
  • Short Sword (Str +2)
  • Possessions: (Some treasure)

Reference: Prison of Abazad

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Lesser Priests of Dagon

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Pace: 4; Parry: 5; Toughness: 6

Skills: Fighting d6, Shooting d6, Knowledge (Dagon) d6, Guts d6, Stealth d6, Persuasion d8, Faith d4

Powers 10 Power Points: Retribution (Smite - weapon takes on a spiritual tentacled/fishy form), Deep Armor (Armor - chitin trapping), Stinging Barbs (Bolt - small squid shaped bolts that inject a painful substance)

 

SPECIAL ABILITIES:

Reverie: Lesser priests of Dagon can enter a kind of fugue state in which the priest makes contact with the True Servants of Dagon. This reverie lasts for a full minute, but afterwards, the priest remains in a slightly delusional state in which he or she sees the forces of the Prince of the Deep moving in a kind of ethereal dance, affecting actions all around him. The state lasts for 2 hours, consumes 3 power points and gives the priest a +1 to Parry, Fighting, and Shooting. He or she must succeed in a Faith check in order to reap the benefits of the Reverie. Failure reduces the priest into a shrieking insanity in which he or she sees the forces of Dagon thwarted in their attempts to influence the world.

 

Gear

  • Leather Armor (+1)
  • Spear (Str+2, Parry +1; Reach of 1; 2 hands)
  • Crossbow (15/30/60, 2d6, AP2, 1 action to reload)

Reference: Prison of Abazad

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Cultists of Dagon

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, Vigor d6

Pace: 4; Parry: 5; Toughness: 6

Skills: Fighting d6, Shooting d6, Knowledge (Dagon) d4, Guts d6, Stealth d6

 

SPECIAL ABILITIES:

Adherents of Dagon: As a worshipper of Dagon, adherents receive a +1 to Guts, Spirit and Vigor checks when they can see a priest of Dagon. If the priest flees or is killed, they lose this bonus.

 

Gear

  • Leather Armor (+1)
  • Club (STR +2)

 

Reference: Prison of Abazad

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Elite Greenstone Watchmen

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6

Pace: 4; Parry: 5; Toughness: 6

Skills: Fighting d8, Shooting d6, Notice d6, Intimidate d6, Guts d6, Tracking d6, Investigation d6

Gear

  • Leather Armor (+1)
  • Club (STR +2)
  • Flintlock rifle (10/20/40 2d8)

Reference: Prison of Abazad

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Greenstone Watchmen

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6

Pace: 4; Parry: 5; Toughness: 6

Skills: Fighting d6, Shooting d6, Notice d6, Intimidate d6, Guts d6

Gear

  • Leather Armor (+1)
  • Club (STR +2)
  • Crossbow (10/20/40 2d6)

Reference: Prison of Abazad

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Dwarven Artillerists

Attributes: Agility d6, Smarts d6, Spirit d6, Strength

d6, Vigor d6

Skills: Fighting d6; Shooting d6; Notice d6, Knowledge (Artillery) d8

Pace: 6; Parry: 5; Toughness: 6

Typical Gear

  • Short Swords (STR+d6)
  • Blunderbuss (10/20/40, 1-3d6, 2 actions to reload)
  • Mortar (50/100/200, 3d6+1, AP 4, HW)

SPECIAL ABILITIES

Mortermen: Dwarven artillerists are masters of cannons. They use the better of Shooting or Knowledge (Artillery) when firing any heavy weapon.

 

Reference: Title of Scenario

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

Fantasy Wild Cards

 

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Archogados, Second Circle Priest of Dagon

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d8, Vigor d8

Charisma 2 Pace: 4; Parry: 4; Toughness: 8

Skills: Faith d10, Fighting d4, Shooting d6, Guts d10, Intimidate d8, Persuasion d8, Knowledge (Dagon) d10, Healing d6

 

Edges: Arcane Background (Miracles), New Power(x2) Power Points(x2), Lesser Priest of Dagon, Second Circle Priest of Dagon, Command, Improved Dodge, Charismatic

Hindrances: Delusions (Minor), Vow (Major)

Powers (15 PP): Dagon's Greater Zombie (Greater Zombie with tentacle trapping), Armor of the Deep (Armor - chitin trapping), Deepslave (Puppet), Retribution (Smite - weapon takes on a spiritual tentacled/fishy form), Doom (Fear with an illusionary form trapping), Sea's Embrace (Entangle with kelp/seaweed trapping)

 

SPECIAL ABILITIES:

 

Reverie: A Lesser Priest of Dagon can enter a kind of fugue state in which he or she makes contact with the True Servants of Dagon. This reverie lasts for a full minute, and afterwards, the priest must succeed on a Faith check. Success indicates that the priest maintains a slightly delusional state in which he sees the forces of the Prince of the Deep moving in a kind of ethereal dance, affecting actions all around the priest, granting him or her a +1 to Parry, Fighting and Shooting. On a failed Faith roll, the priest has similar delusional visions, however, they are of the forces of Dagon being thwarted at every turn. The priest is unable to function, maintaining a shrieking delusional state for the entire duration. The state lasts for 1 hour and consumes 3 Power Points. On a Faith raise, the state lasts for 2 hours. On a Faith snake-eyes, the shrieking delusional state is permanent until cured.

 

Soul of the Sea: The Second Circle priest of Dagon has a permanent "Kiss of the Prince" power that allows him or her to breathe and move normally underwater. The priest has a swim speed equal to his or her normal land speed.

 

Gear:

  • Breastplate (+2 Torso)
  • Trident (Str+2, Parry +1; Reach of 1; 2 hands)
  • 2 flintlock pistols (3/6/12 1d6+1)
  • Wand of Stinging Barbs (Bolt - small squid shaped bolts that inject a painful substance - 10 Power Points)
  • Possessions: (Symbol of Dagon, 200 smerduks)

 

Reference: Prison of Abazad

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The Creature

 

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d12+2, Vigor d12

Pace: 4; Parry: 7; Toughness: 14

Skills: Fighting d10, Notice d8, Intimidation d10, Tracking d8, Guts d10

SPECIAL ABILITIES

Aquatic: Pace 8"

Flight: Pace 6"

Huge: Characters add +4 when attacking Dagon's Creature due to their great size.

Size +6: The body of Dagon's creature is as large as a sloop, while each tentacle is over 20' long.

Tentacles: Dagon's Creature may make up to four attacks each round. On a raise, the creature has

grappled the victim. An entangled victim may only attempt an opposed Strength roll each round to escape. Once grappled, the creature does its Strength damage automatically by crushing with its arms. The creature may entangle only two human-sized victims at a time.

Aura of Madness: Anyone within a Medium Burst template of Dagon's Creature receives mental images of wisdom that is not meant to be known by mortal men. The affected creatures must make a Spirit check. Success indicates that the victim has the mental fortitude to resist these unknowable images, and gains a +1 to future Spirit checks for this creature. They also understand what is happening (and can thus take action). On a raise, the victim is immune to the power from this particular creature for 24 hours. Failure indicates that the victim's mind is assailed by revelations, insights and godlike observations reducing their Smarts score and any linked skills by one dice. When the victim's Smarts is reduced to 0, they are permanently insane, and considered a thrall of the Creature (treat as a permanent Puppet power), until cured.

Reference: Prison of Abazad

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Investigator Prybel

Attributes: Agility d8, Smarts d8, Spirit d8, Strength d10, Vigor d8

Charisma: +2; Pace: 6; Parry: 6; Toughness: 9

Skills: Fighting d8, Shooting d10, Knowledge (Dagon) d4, Guts d10, Persuasion d8, Investigation d10, Notice d8, Lockpick d8, Stealth d8, Faith d4

Hindrances: Delusional (Minor), Vow (Major), Secret (Major)

Edges: Brawny, Command, Hold the Line, Charismatic, Adherent of Dagon, Marksman, Combat Reflexes, First Strike

 

SPECIAL ABILITIES:

 

Adherent of Dagon: When a person gives themselves to the Prince of the Deep, they immediately lose one die of Smarts and gain one die of Knowledge (Dagon) and Faith, as if they had the Arcane Background (Miracles). Once per day, the adherent can cast one of the following powers. The power costs 3 power points (the adherent essentially gets 3 power points per day), and regardless of the spell description, the power lasts for 3 rounds (if it has a duration). Powers: Retribution (Smite -- weapon takes on an illusionary form relevant to the sea), Touch of the Master (Healing), Benevolent Hand (Deflection), Deep Armor (Armor - chitin trapping), Kiss of the Prince (Environmental Protection with gill and webbed digit trapping -- swim at land pace). When an adherent makes the transition to a Priest of Dagon, they lose this innate spellcasting ability, though they retain the loss of Smarts and gains in skills.

 

Gear

  • Breastplate (+2 - Torso only)
  • Sword (STR+2)
  • 2 Flintlock pistols (3/6/12 1d6+1)
  • Arcane Manacles (drains 1 power point per round)
  • Flintlock Rifle (10/20/40 2d8)

 

Reference: Prison of Abazad

Yummy, sushi...

Loach, Morkoth Priest of Dagon

Attributes: Agility d8, Smarts d4, Spirit d10, Strength d10, Vigor d10

Pace: 4; Parry: 6; Toughness: 7

Skills: Faith d8, Fighting d8, Guts d8, Intimidate d8, Persuasion d6, Knowledge (Dagon) d6, Swimming d12, Healing d6

 

Edges: Arcane Background (Miracles), New Power, Power Points, Lesser Priest of Dagon

Hindrances: Delusions (Minor), Vow (Major)

Powers (15 PP): Dagon's Gift (Zombie with slime trapping), Armor of the Deep (Armor - chitin trapping), Deepslave (Puppet)

 

SPECIAL ABILITIES:

 

Tentacles: STR (must grapple to cause damage)

Hooked Appendages: STR (+1 bonus to grapple)

 

Reverie: As a lesser priest of Dagon, Loach can enter a kind of fugue state in which she makes contact with the True Servants of Dagon. This reverie lasts for a full minute, but afterwards, she remains in a slightly delusional state in which she sees the forces of the Prince of the Deep moving in a kind of ethereal dance, affecting actions all around her. The state lasts for 2 hours, consumes 3 power points and gives Loach a +1 to Parry, Fighting, and Shooting. She must succeed in a Faith check in order to reap the benefits of the Reverie. Failure reduces Loach into a shrieking insanity in which she sees the forces of Dagon thwarted in their attempts to influence the world.

 

Aquatic: The morkoth is a deep-ocean creature that, though it can move on land, has severe disabilities out of the ocean. While on land, the morkoth can only move at Pace 4 and cannot run. Each round, the Morkoth must make a Vigor check or take one wound from the rigors of moving its body without the support of water. While in the ocean, the morkoth moves 8 and uses d8 for 'running' and has no penalties with regard to movement, fighting, and the like. A morkoth can communicate freely with any ocean creature.

 

Nightvision: Morkoth can see in total darkness as well as a human in daylight. They have no penalties for full daylight, either.

 

Gear:

  • Leather Armor (+1 - Torso)
  • Spear (Str+2, Parry +1; Reach of 1; 2 hands)
  • Possessions: (Symbol of Dagon, Meager treasure)

Reference: Prison of Abazad

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Yoa, Dagon Priest

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d8

Skills:Faith d8, Fighting d6, Shooting d6, Guts d8, Intimidate d8, Persuasion d6, Knowledge (Dagon) d4, Swimming d6, Healing d4

Edges: Arcane Background (Miracles), New Power, Power Points, Lesser Priest of Dagon

Hindrances: Delusions (Minor), Vow (Major)

Pace: 6; Parry: 5; Toughness: 6

Powers (15 PP): Dagon's Gift (Zombie with slime trapping), Armor of the Deep (Armor - chitin trapping), Kiss of the Prince (Environmental Protection with gill and webbed digit trapping -- swim at land pace)

SPECIAL ABILITIES

Reverie: As a lesser priest of Dagon, Yoa can enter a kind of fugue state in which he makes contact with the True Servants of Dagon. This reverie lasts for a full minute, but afterwards, he remains in a slightly delusional state in which he sees the forces of the Prince of the Deep moving in a kind of ethereal dance, affecting actions all around him. The state lasts for 2 hours, consumes 3 power points and gives Yoa a +1 to Parry, Fighting, and Shooting. He must succeed in a Faith check in order to reap the benefits of the Reverie. Failure reduces Yoa into a shrieking insanity in which he sees the forces of Dagon thwarted in their attempts to influence the world.

 

Gear:

  • Leather Armor (+1)
  • Spear (Str+2, Parry +1; Reach of 1; 2 hands)
  • Knife (Str+1)
  • Possessions: (Symbol of Dagon, Meager treasure)

 

Reference: Prison of Abazad

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Mook1

Attributes: Agility dX, Smarts d, Spirit d, Strength d, Vigor d

Skills:

Edges:

Hindrances:

Pace: ; Parry: ; Toughness:

SPECIAL ABILITIES

Special Ability 1:

Special Ability 2:

 

Reference: Title of Scenario

 

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