zanarkand
Lone Wanderer
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Here are some templates!!
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Here are some templates!!
- The Driver
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The Driver
- Bennies: Attributes Agility: d8 Strength: d6 Smarts: d6 Vigor: d6 Spirit: d6Derived Stats Parry: 4 Toughness: 5 Pace: 6 Charisma: --
- Skills Driving: d8 Fighting: d4 Notice: d6 Shooting: d6 Lockpicking: d6 Repair: d6 Knowledge (Vehicles): d6 Streetwise: d4
- Edges <strong>Ace: </strong>Aces add +2 to Boating, Driving, and Piloting rolls. In addition, they may also spend Bennies to make Soak rolls for any vehicle or vessel they control. This is a Boating, Driving, or Piloting roll at –2 (cancelling their usual +2). Each success and raise negates a wound and any critical hit that would have resulted from it. <strong>Quick: </strong>Quick characters have lightning-fast reflexes and a cool head. Whenever you are dealt a 5 or lower in combat, you may discard and draw again until you get a card higher than 5. Hindrances
- Weapons
Name Damage Range Rate of Fire Shots Notes Random Gun Example 2d8 15/30/60 3 20 Auto Ripper Str+d10+1 -- -- -- AP +2 Type Armor Notes Tunnelsnakes Jacket +1 Covers torso, arms. Intimidation -1(jk) Power Armor +12 Covers entire body. Strength +1 die type, Agility -2
<ul><li>?? </li></ul><p> - Fatigue
-1 -2 x -1 -2 -3
- Fighter
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Fighter
- Bennies: Attributes Agility: d8 Strength: d6 Smarts: d6 Vigor: d6 Spirit: d6Derived Stats Parry: 8 Toughness: 5 Pace: 6 Charisma: --
- Skills Fighting: d12 Notice: d6 Stealth: d6 Taunt: d8
- Edges <strong>Florentine: </strong>A character trained to fight “Florentine” is a master at wielding two weapons at once. He adds +1 to his Fighting rolls versus an opponent with a single weapon and no shield. In addition, opponents subtract 1 from any “gang up” bonuses they would normally get against the fighter as his two flashing blades parry their blows. <strong>Two Fisted: </strong>A Two-Fisted hero isn’t ambidextrous—he’s simply learned to fight with two weapons (or both fists) at once. When attacking with a weapon in each hand, he rolls each attack separately but ignores the multi-action penalty. Hindrances
- Weapons
Name Damage Range Rate of Fire Shots Notes Random Gun Example 2d8 15/30/60 3 20 Auto Ripper Str+d10+1 -- -- -- AP +2 Type Armor Notes Tunnelsnakes Jacket +1 Covers torso, arms. Intimidation -1(jk) Power Armor +12 Covers entire body. Strength +1 die type, Agility -2
<ul><li>?? </li></ul><p> - Fatigue
-1 -2 x -1 -2 -3
- Another Fighter
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Another Fighter
- Bennies: Attributes Agility: d6 Strength: d10 Smarts: d4 Vigor: d6 Spirit: d6Derived Stats Parry: 7 Toughness: 6 Pace: 6 Charisma: --
- Skills Fighting: d10 Notice: d6 Intimidation: d6 Throwing: d6 Survival:d6
- Edges <strong>Brawny: </strong>Your bruiser is very large or perhaps just very fit. His bulk resists damage better than most and adds +1 to his Toughness. In addition, the character can carry more than most proportional to his Strength. He can carry 8 times his Strength in pounds without penalty instead of the usual 5 times his Strength. <strong>Sweep: </strong>Sweep allows a character to make a single Fighting attack and apply it against all currently adjacent targets at a –2 penalty (friends and foes alike—be careful). Resolve each damage roll separately. The attack is applied immediately when rolled and only affects targets adjacent at that time. A character may not use Sweep in the same round she uses Frenzy, nor may she Sweep more than once per round, or with a second weapon held in another hand. In effect, the hero may only perform Sweep once per action unless she somehow gets two entire actions (perhaps under the effects of a spell or power, for example). Hindrances
- Weapons
Name Damage Range Rate of Fire Shots Notes Random Gun Example 2d8 15/30/60 3 20 Auto Ripper Str+d10+1 -- -- -- AP +2 Type Armor Notes Tunnelsnakes Jacket +1 Covers torso, arms. Intimidation -1(jk) Power Armor +12 Covers entire body. Strength +1 die type, Agility -2
<ul><li>?? </li></ul><p> - Fatigue
-1 -2 x -1 -2 -3
- Mage (summoner)
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Mage (summoner)
- Bennies: Power Points: 15 Attributes Agility: d6 Strength: d4 Smarts: d10 Vigor: d4 Spirit: d8Derived Stats Parry: 4 Toughness: 5 (1) Pace: 6 Charisma: --
- Skills Fighting: d4 Notice: d6 Investigation: d6 Knowledge (Arcana): d6 Spellcasting: d10 Shooting: d4 Taunt: d6 Healing: d4
- Edges <strong>Arcane Background(Magic): </strong>3 spells, 10 power points, Arcane Skill: Spellcasting(smarts) <strong>New Power: </strong>1 additional spell <strong>Power Points: </strong>5 additional power points Hindrances
- Spells <strong>Summon Ally</strong> Power Points: 3+ Range: Smarts Duration: 3 (1/round) Trappings: Call elemental, ghostly dog, dimensional double. This power allows the character to summon a loyal and obedient servant. On a success, the ally is placed at any point within the range if the power. On a raise, the ally is more durable and gains the Hardy ability. A summoned ally acts on the initiative card of the caster and gets an immediate action as soon as it is summoned. <strong>Summoned Slime</strong> Attributes: Agility d6, Smarts d4, Spirit d4, Strength d8, Vigor d8 Skills: Fighting d6, Notice d6 Pace: 4; Parry: 5; Toughness: 6 Special Abilities: </p>
<ul><li>Acid: Roll a d6 every time a weapon is used to strike a dissolver. On a 6, the weapon is dissolved by the acidic secretions. </li>
<li>Camouflage: When lying still, dissolvers gain +4 to Stealth rolls. </li>
<li>Envelope: If a dissolver succeeds in a Fighting roll it has enveloped part of its target. Each round the victim remains enveloped, he suffers 2d6 damage. All equipment permanently loses 1 point of Toughness (Protection for armor) per round until it reaches zero, at which point it is destroyed. Trying to escape from a grapple requires a Strength roll at –6. A dissolver may only envelope one foe at a time, regardless of its size. </li>
<li>Pseudopod: A dissolver can extend a single pseudopod out to 1”. Damage 2d6. </li>
</ul><p> <strong>Beast Friend</strong> Power Points: Special Range: Smarts x 100 yards Duration: 10 minutes Trappings: The mage concentrates and gestures with his hands. This spell allows mages to speak with and guide the actions of nature’s beasts. It works only on creatures with animal intelligence, not humanoids. Nor does it work on conjured, magical, or otherwise “unnatural” animals. The target must be within the sorcerer’s range — it is not conjured. The cost to control a creature depends on its Size. The base cost is 3, plus twice its Size for creatures with a Size greater than 0. A great white shark (Size +4) costs 3 plus 8 (2x4), or 11 points. A roc (Size +8) costs 19 Power Points to control. Swarms may also be controlled. Small swarms cost 3, Mediums 5, and Large 8. Thus a single rat costs 3 to control, as does a small swarm of the creatures. <strong>Detect Arcana</strong> Rank: Novice Power Points: 2 Range: Sight Duration: 3 (1/round) or 1 hour (1/hour) Trappings: Waving hands, whispered words. Detect arcana allows a character to sense supernatural persons, objects, or effects within sight. This includes invisible foes, enchantments on people or items, mad science devices, and so on. <strong>Boost/Lower Trait</strong> Rank: Novice Power Points: 2 Range: Smarts Duration: 3 (1/round) Trappings: Physical change, glowing aura, potions. This power allows a character to increase any of a target’s Traits by one die type for a standard success, or by two with a raise. The affected Trait can exceed d12. Each step over d12 adds +1 to his Trait total. For example, a raise on someone who already has a d12 in the affected Trait grants him d12+2 for the duration of the power. The power can also be used to lower an opponent’s Trait. This is an opposed roll against the victim’s Spirit. Success lowers any Trait of the caster’s choice one step, a raise lowers it two steps. A Trait cannot be lowered below a d4. Multiple castings stack, though the caster must keep track of when each casting expires as usual. </p>
<ul><li>Additional Targets: The power may affect an additional target for every additional Power Point spent, up to a maximum of five targets. All targets share the same effect and Trait affected. </li></ul><p> - Weapons
Name Damage Range Rate of Fire Shots Notes Spear Str+d6 Reach 1 -- -- Reach 1, Parry +1, 2 hands Dagger Str+d4 -- -- -- -- Type Armor Notes Leather Armor +1 Covers torso, arms, legs.
<ul><li>?? </li></ul><p> - Fatigue
-1 -2 x -1 -2 -3
- Marksman
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Marksman
- Bennies: Attributes Agility: d10 Strength: d6 Smarts: d6 Vigor: d6 Spirit: d6Derived Stats Parry: 5 Toughness: 7 (2) Pace: 6 Charisma: --
- Skills Fighting: d6 Notice: d6 Shooting: d10 Taunt: d6 Stealth: d6 Throwing: d6 Climbing: d4
- Edges <strong>Alertness: </strong>+2 to Notice rolls to see, hear or sense the world around them. Hindrances
- Weapons
Name Damage Range Rate of Fire Shots Notes Bow 2d6 12/24/48 1 -- -- Short Sword Str+d6 -- -- -- -- Type Armor Notes Leather Hauberk +2 Covers torso, arms. Intimidation -1(jk) Pot Helm +3 50% vs Headshot
<ul><li>?? </li></ul><p> - Fatigue
-1 -2 x -1 -2 -3
- Paladin
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Paladin
- Bennies: Power Points: 10 Attributes Agility: d6 Strength: d8 Smarts: d6 Vigor: d6 Spirit: d8Derived Stats Parry: 7 Toughness: 10 (5) Pace: 6 Charisma: --
- Skills Fighting: d10 Notice: d6 Intimidation: d6 Notice: d6 Faith: d8 Healing: d4 Knowledge (Deities): d4
- Edges <strong>Arcane Background (Miracles): </strong>Starting power points: 10, Starting Powers: 2, Arcane Skill: Faith <strong>New Power:</strong> 1 additional power Hindrances
- Spells <strong>Deflection</strong> Power Points: 2 Range: Touch Duration: 3 (1/round) Trappings: Mystical shield, gust of wind, phantom servant that intercepts the missiles. Deflection powers work in a variety of ways. Some actually deflect incoming attacks, others blur the target’s form or produce other illusionary effects. The end result is always the same however — to misdirect incoming melee and missile attacks from the user. With a standard success, attackers must subtract 2 from any Fighting, Shooting, or other attack rolls directed at the user. A raise increases the penalty to –4. This also acts as Armor against area effect weapons. <strong>Dispel</strong> Power Points: 3 Range: Smarts Duration: Instant Trappings: Waving hands, whispered words. Dispel allows a hero to negate enemy spells, miracles, mad science, or super powers. It has no effect on innate powers, such as a dragon’s breath or a banshee’s scream. Neither does dispel work on magic items or permanent enchantments unless the specific item or enchantment says otherwise. Dispel can be used on a power already in effect or to counter an enemy power as it’s being used. The latter requires the countering mage to be on Hold and interrupt his foe’s action as usual. In either case, dispelling the opponent’s power is an opposed roll of arcane skills. the dispelling character suffers a –2 modifier if the target power is of another type magic vs. miracles, superpowers vs. mad science, etc). <strong>Pummel</strong> Power Points: 2 Range: Cone Template Duration: Instant Trappings: Rippling earth, buffeting winds, rushing waters. Pummel allows a character to knock down multiple foes. The caster makes an arcane skill roll and then places a Cone Template in front of him. Any friend or foe touched by the template must make a Strength roll (at –2 if the caster gets a raise). Any target that fails is knocked back 2d6” and becomes prone. If the target strikes an inanimate object, he is Shaken as well. Targets with cover may subtract the cover modifier from the total distance moved (to a minimum of 0), and flying targets suffer an additional –2 to their Strength roll.
- Weapons
Name Damage Range Rate of Fire Shots Notes Long Sword Str+d8 -- -- -- -- Great Sword Str+d10 -- -- -- Parry -1, 2 hands Type Armor Notes Plate Armor +5 Covers torso, arms, legs(jk) Shield -- +1 Parry, +2 to Ranged Attacks that hit
<ul><li>?? </li></ul><p> - Fatigue
-1 -2 x -1 -2 -3
- Cleric
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Cleric
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Bennies: Power Points: 10 Attributes Agility: d6 Strength: d6 Smarts: d6 Vigor: d6 Spirit: d8Derived Stats Parry: 6 (1) Toughness: 5 Pace: 6 Charisma: --
- Skills Faith: d8 Fighting: d6 Healing: d8 Notice: d6 Persuasion: d6 Survival: d6
- Edges <strong>Arcane Background (Miracles): </strong>Starting power points: 10, Starting Powers: 2, Arcane Skill: Faith <strong>Healer: </strong>+5 to healing rolls/ Up to five companions add the bonus to their healing rolls as well. Hindrances
- Spells <strong>Healing</strong> Power Points: 3 Range: Touch Duration: Instant Trappings: Laying on hands, touching the victim. Healing repairs recent bodily damage. It must be used within the “Golden Hour,” though, for it has no effect on wounds more than one hour old. For Wild Cards, each use of the healing spell removes a wound with a success, two with a raise. The roll suffers a penalty equal to the victim’s wounds (in addition to any the caster might be suffering himself). For Extras, the GM must first determine if the ally is dead. If so, no healing may be attempted. If not, a successful arcane skill roll returns the ally to the game Shaken. Healing can also cure poison and disease of used within 10 minutes of the event. <strong>Stun</strong> Power Points: 2 Range: 12/24/48 Duration: Special Trappings: Bolts of energy, stun bombs, sonic booms, burst of blinding light. Stun shocks those within a Medium Burst Template with concussive force, sound, light, magical energy, or the like. If the arcane character scores a success, targets within the area of effect must make Vigor rolls or be Shaken. With a raise, victims must make Vigor rolls at –2.
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Weapons
Name Damage Range Rate of Fire Shots Notes Short Sword Str+d6 -- -- -- -- Type Armor Notes Pot Helmet +3 Covers head, 50% vs headshot Buckler -- +1 Parry
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Fatigue
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