Simple Expanded Bestiary
Aug 10, 2018 13:15:37 GMT -6
Post by Traskus on Aug 10, 2018 13:15:37 GMT -6
You can add whatever npcs and monsters you like, under these conditions:
1. The usage of homebrew materials (weapons, racial abilities, exalt powers, etc.) is not allowed. Well, you can use them, but you can't link to them and have to spell them out here.
2. You may add a maximum of three "new" abilities per npc/monster, including from rule 1.
3. Non-feat, non-trait abilities such as exalt powers and racial abilities/feats must be pointed out or spelled out like so:
And they shall know no fear- as the Aasimar racial power.
Formatting optional.
Profile template
| STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL |
Skills:
Speed:
Size/Resilience: /
Static/Mental Defense: /
HP/Resolve: /
Armor/Aura:
Attacks:
Feats:
Abilities:
Traits:
Gear:
Level:
Aasimar
Elves
Dark Eldarin
Orks
Tau
Tiefling
Thri-kreen
Dryad
Machines
1. The usage of homebrew materials (weapons, racial abilities, exalt powers, etc.) is not allowed. Well, you can use them, but you can't link to them and have to spell them out here.
2. You may add a maximum of three "new" abilities per npc/monster, including from rule 1.
3. Non-feat, non-trait abilities such as exalt powers and racial abilities/feats must be pointed out or spelled out like so:
And they shall know no fear- as the Aasimar racial power.
Formatting optional.
Profile template
| STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL |
Skills:
Speed:
Size/Resilience: /
Static/Mental Defense: /
HP/Resolve: /
Armor/Aura:
Attacks:
Feats:
Abilities:
Traits:
Gear:
Level:
Aasimar
Chapter Champion
Each chapter of Aasimar has a dedicated champion to perform duels and trials by combat. They must accept every challenge, but only once. If an Aasimar defeats a chapter champion in a duel, they become the champion themselves.
| STR 5 | DEX 4 | CON 5 | CHA 5 | FEL 3 | CMP 4 | INT 3 | WIS 5 | WIL 5 |
Skills: Acrobatics 2, Athletics 3, Ballistics 3, Common Lore 3, Perception 2, Scrutiny 3, Weaponry 5
Speed: 9
Size/Resilience: 5/6
Static/Mental Defense: 27/25
HP/Resolve: 15/9
Level: 4
Armor: power armor (12 AP, all)
Feats: Jaded, Fearless, Sound Constitution x5, combat master, wall of steel, Armor Proficiency (all), Weapon Proficiency (all)
Weapon Focus (daiklave), weapon specialization (daiklave)
Attacks: Power Sword (11k2 R pen 4, power field)
Boltgun (4k2 X pen 6, tearing; S/3, 90m, clip 24, rld full)
Shield (5k1 I, armored, defensive)
Abilities: Celestial Wrath - as the Aasimar racial feat.
Gear: power sword, boltgun, 2 clips, shield, chapter trappings, medals, power armor, purity seals, gum
Each chapter of Aasimar has a dedicated champion to perform duels and trials by combat. They must accept every challenge, but only once. If an Aasimar defeats a chapter champion in a duel, they become the champion themselves.
| STR 5 | DEX 4 | CON 5 | CHA 5 | FEL 3 | CMP 4 | INT 3 | WIS 5 | WIL 5 |
Skills: Acrobatics 2, Athletics 3, Ballistics 3, Common Lore 3, Perception 2, Scrutiny 3, Weaponry 5
Speed: 9
Size/Resilience: 5/6
Static/Mental Defense: 27/25
HP/Resolve: 15/9
Level: 4
Armor: power armor (12 AP, all)
Feats: Jaded, Fearless, Sound Constitution x5, combat master, wall of steel, Armor Proficiency (all), Weapon Proficiency (all)
Weapon Focus (daiklave), weapon specialization (daiklave)
Attacks: Power Sword (11k2 R pen 4, power field)
Boltgun (4k2 X pen 6, tearing; S/3, 90m, clip 24, rld full)
Shield (5k1 I, armored, defensive)
Abilities: Celestial Wrath - as the Aasimar racial feat.
Gear: power sword, boltgun, 2 clips, shield, chapter trappings, medals, power armor, purity seals, gum
Elves
Heavy Weapons Elf
These elves have done everything in their power to avoid the moniker of "dainty." They learn the ways of the running gunner, hefting massive weapons that by all rights they shouldn't be able to lift much less fire. While their weapons are dangerous, the most common way to die to one is by exhaustion considering how agile they are.
| STR 3 | DEX 2 | CON 4 | CHA 3 | FEL 2 | CMP 2 | INT 3 | WIS 3 | WIL 4 |
Skills: Academic Lore, Acrobatics 2, Athletics 4, Ballistics 3, Command 1, Intimidate 2, Scrutiny 2, Weaponry 2
Speed: 5
Size/Resilience: 3/4
Static/Mental Defense: 19/15
HP/Resolve: 10/6
Level: 2
Armor: Gun crew plating (5 AP; head, body, gizzards)
Feats: rock and roll, Fleet of Foot, storm of iron, nerves of steel, sound constitution x2
Attacks: SAW (3k2 I pen 5; heavy, -/10, 120m, clip 100, rld full)
Frag grenade (4k2 X; S/-, S*3m, blast 4)
Hand cannon (3k2 I pen 3; S/-, 35m, clip 6, rld 2full, two hands or -2k0 to hit roll)
Abilities: Bulging Biceps - as the Crisis Zone power
Elven Accuracy - as the elf racial trait
Elven Precision - as the elf racial feat
Gear: SAW, bandolier (2 clips) for SAW, 5 frag grenades, hand cannon, 2 clips, cigar, sammich, 30 minute exercise dvd
Arcane Blademaster
Elves practice for decades in the arts of swordsmanship and sorcery. The arcane blademasters were their teachers, guardians of their worlds for thousands of years before they were nearly all wiped out in a war.
| STR 3 | DEX 5 | CON 3 | CHA 3 | FEL 4 | CMP 4 | INT 4 | WIS 4 | WIL 3 |
Skills: Acrobatics 3, Arcana 3, Forbidden Lore 2, Ballistics 3, Weaponry 4, Stealth 3, Perception 4, Persuasion 3, Intimidate 1
Speed: 8 (10)
Size/Resilience: 3/5
Static/Mental Defense: 31/25
HP/Resolve: 6/6
Level: 4
Armor: Mesh overcoat (4 AP; body, head, arms)
Feats: Arcane Blade, Daggerspell Stance, Feather Step, Iron Tower, Expert tracker, Naturalize, Nerves of Steel, Paranoia, Raven's Eye
Attacks: Phase Sword (6k2 R pen 7; balanced, power field)
Abilities: Elven Accuracy - as the elf racial trait
Elven Precision - as the elf racial feat
Light Step - as the elf racial feat
Fast
Empower Spell - as the Atlantean power
Magical Aptitude - as the Atlantean power
Paradox - as the Atlantean power
Past Lives - as the Atlantean power
Traits: Caster (Evocation 3, Abjuration 2), Resource Points (Motes: 15)
Gear: Charm, fetish, phase sword, locket, grimoire of spells, loose change, chrono
These elves have done everything in their power to avoid the moniker of "dainty." They learn the ways of the running gunner, hefting massive weapons that by all rights they shouldn't be able to lift much less fire. While their weapons are dangerous, the most common way to die to one is by exhaustion considering how agile they are.
| STR 3 | DEX 2 | CON 4 | CHA 3 | FEL 2 | CMP 2 | INT 3 | WIS 3 | WIL 4 |
Skills: Academic Lore, Acrobatics 2, Athletics 4, Ballistics 3, Command 1, Intimidate 2, Scrutiny 2, Weaponry 2
Speed: 5
Size/Resilience: 3/4
Static/Mental Defense: 19/15
HP/Resolve: 10/6
Level: 2
Armor: Gun crew plating (5 AP; head, body, gizzards)
Feats: rock and roll, Fleet of Foot, storm of iron, nerves of steel, sound constitution x2
Attacks: SAW (3k2 I pen 5; heavy, -/10, 120m, clip 100, rld full)
Frag grenade (4k2 X; S/-, S*3m, blast 4)
Hand cannon (3k2 I pen 3; S/-, 35m, clip 6, rld 2full, two hands or -2k0 to hit roll)
Abilities: Bulging Biceps - as the Crisis Zone power
Elven Accuracy - as the elf racial trait
Elven Precision - as the elf racial feat
Gear: SAW, bandolier (2 clips) for SAW, 5 frag grenades, hand cannon, 2 clips, cigar, sammich, 30 minute exercise dvd
Arcane Blademaster
Elves practice for decades in the arts of swordsmanship and sorcery. The arcane blademasters were their teachers, guardians of their worlds for thousands of years before they were nearly all wiped out in a war.
| STR 3 | DEX 5 | CON 3 | CHA 3 | FEL 4 | CMP 4 | INT 4 | WIS 4 | WIL 3 |
Skills: Acrobatics 3, Arcana 3, Forbidden Lore 2, Ballistics 3, Weaponry 4, Stealth 3, Perception 4, Persuasion 3, Intimidate 1
Speed: 8 (10)
Size/Resilience: 3/5
Static/Mental Defense: 31/25
HP/Resolve: 6/6
Level: 4
Armor: Mesh overcoat (4 AP; body, head, arms)
Feats: Arcane Blade, Daggerspell Stance, Feather Step, Iron Tower, Expert tracker, Naturalize, Nerves of Steel, Paranoia, Raven's Eye
Attacks: Phase Sword (6k2 R pen 7; balanced, power field)
Abilities: Elven Accuracy - as the elf racial trait
Elven Precision - as the elf racial feat
Light Step - as the elf racial feat
Fast
Empower Spell - as the Atlantean power
Magical Aptitude - as the Atlantean power
Paradox - as the Atlantean power
Past Lives - as the Atlantean power
Traits: Caster (Evocation 3, Abjuration 2), Resource Points (Motes: 15)
Gear: Charm, fetish, phase sword, locket, grimoire of spells, loose change, chrono
Dark Eldarin
Flying Dutchman
Dark Eldarin are best known as pirates, and pirates need captains. The Flying Dutchmen have captained ships for thousands of years, eventually passing away and returning as Wraiths.
| STR 3 | DEX 5 | CON 2 | CHA 4 | FEL 4 | CMP 4 | INT 3 | WIS 3 | WIL 4 |
Skills: Academic Lore 2, Acrobatics 4, Athletics 3, Ballistics 3, Command 3, Deceive 4, Drive 2, Intimidate 3, Pilot 3, Persuasion 2, Scrutiny 2, Stealth 3 Tech use 2, Weaponry 4
Speed: 8
Size/Resilience: 3/5
Static/Mental Defense: 28/25
HP/Resolve: 6/8
Level: 4
Armor: Shroud (8 all)
Feats: Blademaster, Catfall, Feather Step, Defensive mobility, decadence, fleet of foot, sneak attack, weapon proficiency (all)
Attacks: Needle pistol (2k2 R; accurate, toxic, S/-, 30m, clip 6, rld full)
Web pistol (snare, S/-, 30m, clip 1, rld full)
Phase Sword (6k2 R pen 7; balanced, power field)
Abilities: Ghost Dice - as the Wraith power
Second Death - as the Wraith power
Shroud - as the wraith power
Warp Miasma - as the dark eldarin power
Traits: Dark Sight, Phasing, Resource stat (Plasm: 12)
Gear: Grappling Hook, flask of brandy, needle pistol, 2 clips, web pistol, 5 webs, phase sword, spiked dildo, two doses of alpha, comfort, hither, null, riding crop, injector kit
Dual-Wielder
The dual-wielders are would-be disciples of a long-dead Dark Eldarin. They wish to emulate his less-than-demented deeds and give a more friendly image of their race. These warriors have actual population dynamic projections. They are so common and so annoying that every now and again they are rounded up and killed off, making their ideals novel again and inspire new Dark Eldarin to emulate them.
| STR 3 | DEX 3 | CON 2 | CHA 2 | FEL 3 | CMP 2 | INT 2 | WIS 4 | WIL 2 |
Skills: Academic Lore 2, Acrobatics 2, Athletics 3, Ballistics 3, Charm 2, Command 3, Pilot 3, Persuasion 2, Scrutiny 2, Stealth 3, Weaponry 3
Speed: 6
Size/Resilience: 3/4
Static/Mental Defense: 25/15
HP/Resolve: 4/4
Level: 2
Armor: Slacks (3 AP; legs)
Feats: catfall, swift attack, defensive mobility, two weapon fighting, hard target, weapon specialization (hand weapon), weapon focus (hand weapon), Wall of Steel
Attacks: hand weapon (6k2 R/I)
Abilities: Warp Miasma - as the dark eldarin power
Ambidextrous
Gear: 2 hand weapons, book of deeds, self-flagellation kit
Dark Eldarin are best known as pirates, and pirates need captains. The Flying Dutchmen have captained ships for thousands of years, eventually passing away and returning as Wraiths.
| STR 3 | DEX 5 | CON 2 | CHA 4 | FEL 4 | CMP 4 | INT 3 | WIS 3 | WIL 4 |
Skills: Academic Lore 2, Acrobatics 4, Athletics 3, Ballistics 3, Command 3, Deceive 4, Drive 2, Intimidate 3, Pilot 3, Persuasion 2, Scrutiny 2, Stealth 3 Tech use 2, Weaponry 4
Speed: 8
Size/Resilience: 3/5
Static/Mental Defense: 28/25
HP/Resolve: 6/8
Level: 4
Armor: Shroud (8 all)
Feats: Blademaster, Catfall, Feather Step, Defensive mobility, decadence, fleet of foot, sneak attack, weapon proficiency (all)
Attacks: Needle pistol (2k2 R; accurate, toxic, S/-, 30m, clip 6, rld full)
Web pistol (snare, S/-, 30m, clip 1, rld full)
Phase Sword (6k2 R pen 7; balanced, power field)
Abilities: Ghost Dice - as the Wraith power
Second Death - as the Wraith power
Shroud - as the wraith power
Warp Miasma - as the dark eldarin power
Traits: Dark Sight, Phasing, Resource stat (Plasm: 12)
Gear: Grappling Hook, flask of brandy, needle pistol, 2 clips, web pistol, 5 webs, phase sword, spiked dildo, two doses of alpha, comfort, hither, null, riding crop, injector kit
Dual-Wielder
The dual-wielders are would-be disciples of a long-dead Dark Eldarin. They wish to emulate his less-than-demented deeds and give a more friendly image of their race. These warriors have actual population dynamic projections. They are so common and so annoying that every now and again they are rounded up and killed off, making their ideals novel again and inspire new Dark Eldarin to emulate them.
| STR 3 | DEX 3 | CON 2 | CHA 2 | FEL 3 | CMP 2 | INT 2 | WIS 4 | WIL 2 |
Skills: Academic Lore 2, Acrobatics 2, Athletics 3, Ballistics 3, Charm 2, Command 3, Pilot 3, Persuasion 2, Scrutiny 2, Stealth 3, Weaponry 3
Speed: 6
Size/Resilience: 3/4
Static/Mental Defense: 25/15
HP/Resolve: 4/4
Level: 2
Armor: Slacks (3 AP; legs)
Feats: catfall, swift attack, defensive mobility, two weapon fighting, hard target, weapon specialization (hand weapon), weapon focus (hand weapon), Wall of Steel
Attacks: hand weapon (6k2 R/I)
Abilities: Warp Miasma - as the dark eldarin power
Ambidextrous
Gear: 2 hand weapons, book of deeds, self-flagellation kit
Orks
Warboss
Leaders of orks. You'll know who they are. It's simple, really. The biggest ork is the one in charge. Though there's more to it than that: Warbosses are ideals of greatness to strive to for orks. They provide for their horde and take them to the fighting.
| STR 6 | DEX 3 | CON 5 | CHA 4 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 5 |
Skills: Intimidation 4, Command 5, Scrutiny 3, Ballistics 3, Weaponry 4, Brawl 4
Speed: 9
Size/Resilience: 8/7
Static/Mental Defense: 12/20
HP/Resolve: 20/8
Level: 4
Armor: Cybork Body (10 all)
Feats: Air of Authority, Cleave, Crushing blow, power attack, mental fortress, fearless, powerful charge, armor proficiency (all), weapon proficiency (basic, melee 2)
Attacks: heavy bolter (4k2 X pen 8; -/10, 120m, clip 60, rld 2 full)
Inbuilt power klaw (8k3 R pen 4; brawling, power field)
Abilities: WAAAAAGH! - As the Ork racial power
I'm Da Boss! - as the Ork racial feat
WAAAAAGH CRY! - as the Ork racial feat
Traits: Auto-stabilized, Resource Stat (Action: 8, Pressure: 12), Unnatural Toughness
Gear: charm, heavy bolter, 3 belts of ammunition, patchwork clothing, boss pole, Shrunken heads
Leaders of orks. You'll know who they are. It's simple, really. The biggest ork is the one in charge. Though there's more to it than that: Warbosses are ideals of greatness to strive to for orks. They provide for their horde and take them to the fighting.
| STR 6 | DEX 3 | CON 5 | CHA 4 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 5 |
Skills: Intimidation 4, Command 5, Scrutiny 3, Ballistics 3, Weaponry 4, Brawl 4
Speed: 9
Size/Resilience: 8/7
Static/Mental Defense: 12/20
HP/Resolve: 20/8
Level: 4
Armor: Cybork Body (10 all)
Feats: Air of Authority, Cleave, Crushing blow, power attack, mental fortress, fearless, powerful charge, armor proficiency (all), weapon proficiency (basic, melee 2)
Attacks: heavy bolter (4k2 X pen 8; -/10, 120m, clip 60, rld 2 full)
Inbuilt power klaw (8k3 R pen 4; brawling, power field)
Abilities: WAAAAAGH! - As the Ork racial power
I'm Da Boss! - as the Ork racial feat
WAAAAAGH CRY! - as the Ork racial feat
Traits: Auto-stabilized, Resource Stat (Action: 8, Pressure: 12), Unnatural Toughness
Gear: charm, heavy bolter, 3 belts of ammunition, patchwork clothing, boss pole, Shrunken heads
Tau
Earth engineer
Earth caste engineers are smaller than the common fire warrior and are dedicated to technology. They make the weapons and armor, and keep the prototypes to themselves.
| STR 2 | DEX 2 | CON 3 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 2 | WIL 3 |
Skills: Ballistics 1, Brawl 1, Academic lore 3, Common lore 2, Crafts 3, Tech Use 3
Speed: 4
Size/Resilience: 3/4
Static/Mental Defense: 16/20
HP/Resolve: 6/6
Level: 2
Armor: Carapace armor (7 all)
Feats: Gain Access, mechanicus implants, ferric lure, ferric summons, luminen chage, binary chatter, chem geld, armor proficiency (light, medium, heavy), mental fortress
Attacks: Plasma pistol (3k3 E pen 8; recharge, overheats, S/-, 30m, clip 10, rld 4full)
Abilities: Fall back - as the tau racial power
Move and shoot - as the tau racial feat
Cooling systems- If the engineer's plasma pistol ever overheats, the engineer may spend a reaction to negate that effect.
Traits: Auto-stabilized, Resource Stat (Action: 8, Pressure: 12)
Gear: Voidskin, Manipulator mechadendrite, utility mecadendrite, fuzzy keychain
Earth caste engineers are smaller than the common fire warrior and are dedicated to technology. They make the weapons and armor, and keep the prototypes to themselves.
| STR 2 | DEX 2 | CON 3 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 2 | WIL 3 |
Skills: Ballistics 1, Brawl 1, Academic lore 3, Common lore 2, Crafts 3, Tech Use 3
Speed: 4
Size/Resilience: 3/4
Static/Mental Defense: 16/20
HP/Resolve: 6/6
Level: 2
Armor: Carapace armor (7 all)
Feats: Gain Access, mechanicus implants, ferric lure, ferric summons, luminen chage, binary chatter, chem geld, armor proficiency (light, medium, heavy), mental fortress
Attacks: Plasma pistol (3k3 E pen 8; recharge, overheats, S/-, 30m, clip 10, rld 4full)
Abilities: Fall back - as the tau racial power
Move and shoot - as the tau racial feat
Cooling systems- If the engineer's plasma pistol ever overheats, the engineer may spend a reaction to negate that effect.
Traits: Auto-stabilized, Resource Stat (Action: 8, Pressure: 12)
Gear: Voidskin, Manipulator mechadendrite, utility mecadendrite, fuzzy keychain
Tiefling
Possessed Marine
The possessed (or gifted, depending on who you ask) are front-line fodder. Not because they're disposable but because they're dangerous to their own. They get into the thick of it and want to become full avatars of their god.
| STR 6 | DEX 3 | CON 5 | CHA 3 | FEL 3 | CMP 4 | INT 3 | WIS 4 | WIL 4 |
Skills: Acrobatics 2, Arcana 3, Athletics 3, Forbidden Lore 2, Perception 2, Intimidate 4, Brawl 4
Speed: 9
Size/Resilience: 5/6
Static/Mental Defense: 21/25
HP/Resolve: 9/6
Level: 4
Armor: Daemonic resilience (9 all)
Feats: Frenzy, Battle Rage, Bear Hug, Crushing Bear, Fearless, Naturalize, Perfect Self, Spell shield
Attacks: Natural Weapon (8k3 I/R; brawling, melee)
Abilities: Bloody Minded - as the Tiefling racial power
Outsider - as the Tiefling racial feat
Rejected by Creation - As the daemonhost power
Feeding - As the daemonhost power
Scorn Earth - As the daemonhost power
Traits: Daemonic, Caster (Transmutation 3), Resource stat (Arcanoi: 15)
Gear: Charm, necklace, seal, branding iron
The possessed (or gifted, depending on who you ask) are front-line fodder. Not because they're disposable but because they're dangerous to their own. They get into the thick of it and want to become full avatars of their god.
| STR 6 | DEX 3 | CON 5 | CHA 3 | FEL 3 | CMP 4 | INT 3 | WIS 4 | WIL 4 |
Skills: Acrobatics 2, Arcana 3, Athletics 3, Forbidden Lore 2, Perception 2, Intimidate 4, Brawl 4
Speed: 9
Size/Resilience: 5/6
Static/Mental Defense: 21/25
HP/Resolve: 9/6
Level: 4
Armor: Daemonic resilience (9 all)
Feats: Frenzy, Battle Rage, Bear Hug, Crushing Bear, Fearless, Naturalize, Perfect Self, Spell shield
Attacks: Natural Weapon (8k3 I/R; brawling, melee)
Abilities: Bloody Minded - as the Tiefling racial power
Outsider - as the Tiefling racial feat
Rejected by Creation - As the daemonhost power
Feeding - As the daemonhost power
Scorn Earth - As the daemonhost power
Traits: Daemonic, Caster (Transmutation 3), Resource stat (Arcanoi: 15)
Gear: Charm, necklace, seal, branding iron
Thri-kreen
Praying Mantis
| STR 2 | DEX 3 | CON 2 | CHA 3 | FEL 2 | CMP 3 | INT 2 | WIS 2 | WIL 3 |
Skills: Acrobatics 2, Arcana 3, Ballistics 2 Athletics 3, Forbidden Lore 2, Medicae 3, Perception 2, Weaponry 3
Speed: 5
Size/Resilience: 4/5
Static/Mental Defense: 17/20
HP/Resolve: 5/6
Level: 3
Armor: plate mail (6 all)
Feats: Armor of Contempt, Double Tap, Divine Ministration, Divine Bond (giant dragonfly), Nerves of Steel, Jaded, weapon proficiency (melee 1, ranged 1)
Attacks: Bolt pistol (4k2 X pen 6; tearing, S/-, 30m, clip 8, rld full)
Shield (2k1 I; armored, defensive)
Mandibles (3k2 R; brawling, toxic)
Abilities: Multi-armed - as the Thri-keen racial power
Noisy Cricket - as the Thri-keen racial power
Traits: Caster (Healing 3), Resource stat (Favor: 10)
Gear: filings, 4 bolt clips, marker, seal, locket, coupon for a fast food meal, buiness card
| STR 2 | DEX 3 | CON 2 | CHA 3 | FEL 2 | CMP 3 | INT 2 | WIS 2 | WIL 3 |
Skills: Acrobatics 2, Arcana 3, Ballistics 2 Athletics 3, Forbidden Lore 2, Medicae 3, Perception 2, Weaponry 3
Speed: 5
Size/Resilience: 4/5
Static/Mental Defense: 17/20
HP/Resolve: 5/6
Level: 3
Armor: plate mail (6 all)
Feats: Armor of Contempt, Double Tap, Divine Ministration, Divine Bond (giant dragonfly), Nerves of Steel, Jaded, weapon proficiency (melee 1, ranged 1)
Attacks: Bolt pistol (4k2 X pen 6; tearing, S/-, 30m, clip 8, rld full)
Shield (2k1 I; armored, defensive)
Mandibles (3k2 R; brawling, toxic)
Abilities: Multi-armed - as the Thri-keen racial power
Noisy Cricket - as the Thri-keen racial power
Traits: Caster (Healing 3), Resource stat (Favor: 10)
Gear: filings, 4 bolt clips, marker, seal, locket, coupon for a fast food meal, buiness card
Dryad
Speaker for the trees
Dryad matrons in positions of even greater leadership and grow to greater sizes. They guard their forests viciously and appear as nothing more than a normal tree at first glance.
| STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Athletics 3, Crafts 2, Intimidation 2, Persuasion 3, Common Lore 3, Brawl 4
Speed: 7
Size/Resilience: 7/7
Static/Mental Defense: 11/20
HP/Resolve: 7/6
Level: 4
Armor: Bark (4 all)
Feats: weapon proficiency (melee 2), sound constitution, mental fortress, absolution, armor of contempt, nature sense, naturalize, Bear hug, druid's oath
Attacks: Limb (7k1 I; toxic, brawling)
Abilities: Matron - as the dryad racial feat
Photosynthetics - as the dryad racial feat
Blood Quickening (Wood) - as the Dragonblooded power
Traits: Resource Stat (Breath: 8), Caster (Healing 3, Transmutation 3)
Gear: Leavings of various animals, flowers, fruits, charm, implement
Commando
Dryad commandos specialize in raids and spec ops to protect ecological interests outside of their own territory. They do whatever it takes to get the job done, but are partial to blowing things up.
| STR 2 | DEX 3 | CON 2 | CHA 3 | FEL 4 | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Intimidate 3, Brawl 3, Ballistics 3, Acrobatics 4, Athletics 2, Perception 3, Common Lore 2, Charm 3, Persuasion 3, Tech use 2, Crafts 2
Speed: 5
Size/Resilience: 4/5
Static/Mental Defense: 20/20
HP/Resolve: 5/7
Level: 3
Armor: Commando armor (6 AP; all)
Feats: Daggerspell stance, weapon proficiency (all), Elemental Shot I/II/III, Gun blessing, fearless, Lead fingers, pinball wizard, spell bullet, spell shield
Attacks: Pump Shotgun (3k2 I; scatter, S/-, 30m, clip 8, rld 2full)
Autogun (2k2 I; S/10, 30m, clip 12, rld full)
Autopistol (2k2 I; S/6, 90m, clip 30, rld full)
Abilities: Pheromones - as the Dryad racial power
Treestrider - as the Dryad racial power
Traits: Caster (Abjuration 3, Evocation 3)
Gear: 2 clips for pump shotgun, autogun, autopistol, magnoculars, auspex, climbing kit, combi-tool, data slate, medkit, biofoam, multikey, torch, writing kit, handcuffs, interrogation kit
Dryad matrons in positions of even greater leadership and grow to greater sizes. They guard their forests viciously and appear as nothing more than a normal tree at first glance.
| STR 5 | DEX 2 | CON 4 | CHA 2 | FEL 2 | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Athletics 3, Crafts 2, Intimidation 2, Persuasion 3, Common Lore 3, Brawl 4
Speed: 7
Size/Resilience: 7/7
Static/Mental Defense: 11/20
HP/Resolve: 7/6
Level: 4
Armor: Bark (4 all)
Feats: weapon proficiency (melee 2), sound constitution, mental fortress, absolution, armor of contempt, nature sense, naturalize, Bear hug, druid's oath
Attacks: Limb (7k1 I; toxic, brawling)
Abilities: Matron - as the dryad racial feat
Photosynthetics - as the dryad racial feat
Blood Quickening (Wood) - as the Dragonblooded power
Traits: Resource Stat (Breath: 8), Caster (Healing 3, Transmutation 3)
Gear: Leavings of various animals, flowers, fruits, charm, implement
Commando
Dryad commandos specialize in raids and spec ops to protect ecological interests outside of their own territory. They do whatever it takes to get the job done, but are partial to blowing things up.
| STR 2 | DEX 3 | CON 2 | CHA 3 | FEL 4 | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Intimidate 3, Brawl 3, Ballistics 3, Acrobatics 4, Athletics 2, Perception 3, Common Lore 2, Charm 3, Persuasion 3, Tech use 2, Crafts 2
Speed: 5
Size/Resilience: 4/5
Static/Mental Defense: 20/20
HP/Resolve: 5/7
Level: 3
Armor: Commando armor (6 AP; all)
Feats: Daggerspell stance, weapon proficiency (all), Elemental Shot I/II/III, Gun blessing, fearless, Lead fingers, pinball wizard, spell bullet, spell shield
Attacks: Pump Shotgun (3k2 I; scatter, S/-, 30m, clip 8, rld 2full)
Autogun (2k2 I; S/10, 30m, clip 12, rld full)
Autopistol (2k2 I; S/6, 90m, clip 30, rld full)
Abilities: Pheromones - as the Dryad racial power
Treestrider - as the Dryad racial power
Traits: Caster (Abjuration 3, Evocation 3)
Gear: 2 clips for pump shotgun, autogun, autopistol, magnoculars, auspex, climbing kit, combi-tool, data slate, medkit, biofoam, multikey, torch, writing kit, handcuffs, interrogation kit
Machines
Safeguard
Safeguards are assassination servitors that protect the interiors of sensitive facilities. If the lights aren't out when they get activated, they are shortly after.
| STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Brawl 3, Stealth 2, Athletics 3, Acrobatics 2, Tech use 2
Speed: 6
Size/Resilience: 4/5
Static Defense: 20
HP: 6
Level: 3
Armor: None (all 6)
Attacks: Claws (6k2 R pen 3; brawling)
Abilities: Superative Constitution - as the Promethean power
Safeguard protocols - Blast weapons take a -1k0 to damage this unit.
Traits: Dark Sight, Machine (6), Resource Stat (Pyros: 9)
Terminator
Terminators are assassination servitors that protect the exteriors of sensitive facilities from sniper towers. They're only as good as their programming, but they're a good deterrent in any case.
| STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Ballistics 3, Stealth 2, Athletics 3, Acrobatics 2, Tech use 2
Speed: 6
Size/Resilience: 4/5
Static Defense: 20
HP: 6
Level: 3
Armor: None (all 6)
Feats: Far Shot
Attacks: Pulse Rifle (2k2 E pen 2; reliable, S/4, 100m, clip 40, rld full)
Pulse pistol (2k2 E pen 2; reliable, S/2, 50m, clip 40, rld full)
Abilities: Superative Constitution - as the Promethean power
Traits: Dark Sight, Machine (6), Resource Stat (Pyros: 9)
Gear: integrated auspex, integraded magnoculars, 2 clips for pulse rifle, pistol
T-9001
T-9000 robots are activated when its owner doesn't feel like there's anything worth protecting anymore. They're produced by humans, and humans have no appreciation for collateral damage.
| STR 4 | DEX 4 | CON 4 | CHA - | FEL - | CMP 4 | INT 2 | WIS 3 | WIL 4 |
Skills: Ballistics 4, Brawl 4, Stealth 2, Athletics 3, Acrobatics 2, Tech use 3
Speed: 8
Size/Resilience: 5/6
Static Defense: 21
HP: 8
Level: 5
Armor: None (all 8)
Feats: Far Shot
Attacks: Integrated Claws (7k3 R pen 3; brawling, razor sharp)
Integrated MP lascannon (5k5 E pen 10; recharge, S/-, 300m, clip 5, rld 2full)
Integrated Burst cannon (2k2 E pen 4; -/10, 150m, clip 100, rld full)
Abilities: Integrated Weapons, Superative Constitution, Transhuman Potential, Warstrider - as the Promethean power
Safeguard protocols - Blast weapons take a -1k0 to damage this unit
Traits: Dark Sight, Machine (8), Resource Stat (Pyros: 15)
Gear: integrated auspex, integrated magnoculars
Safeguards are assassination servitors that protect the interiors of sensitive facilities. If the lights aren't out when they get activated, they are shortly after.
| STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Brawl 3, Stealth 2, Athletics 3, Acrobatics 2, Tech use 2
Speed: 6
Size/Resilience: 4/5
Static Defense: 20
HP: 6
Level: 3
Armor: None (all 6)
Attacks: Claws (6k2 R pen 3; brawling)
Abilities: Superative Constitution - as the Promethean power
Safeguard protocols - Blast weapons take a -1k0 to damage this unit.
Traits: Dark Sight, Machine (6), Resource Stat (Pyros: 9)
Terminator
Terminators are assassination servitors that protect the exteriors of sensitive facilities from sniper towers. They're only as good as their programming, but they're a good deterrent in any case.
| STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP 3 | INT 2 | WIS 3 | WIL 3 |
Skills: Ballistics 3, Stealth 2, Athletics 3, Acrobatics 2, Tech use 2
Speed: 6
Size/Resilience: 4/5
Static Defense: 20
HP: 6
Level: 3
Armor: None (all 6)
Feats: Far Shot
Attacks: Pulse Rifle (2k2 E pen 2; reliable, S/4, 100m, clip 40, rld full)
Pulse pistol (2k2 E pen 2; reliable, S/2, 50m, clip 40, rld full)
Abilities: Superative Constitution - as the Promethean power
Traits: Dark Sight, Machine (6), Resource Stat (Pyros: 9)
Gear: integrated auspex, integraded magnoculars, 2 clips for pulse rifle, pistol
T-9001
T-9000 robots are activated when its owner doesn't feel like there's anything worth protecting anymore. They're produced by humans, and humans have no appreciation for collateral damage.
| STR 4 | DEX 4 | CON 4 | CHA - | FEL - | CMP 4 | INT 2 | WIS 3 | WIL 4 |
Skills: Ballistics 4, Brawl 4, Stealth 2, Athletics 3, Acrobatics 2, Tech use 3
Speed: 8
Size/Resilience: 5/6
Static Defense: 21
HP: 8
Level: 5
Armor: None (all 8)
Feats: Far Shot
Attacks: Integrated Claws (7k3 R pen 3; brawling, razor sharp)
Integrated MP lascannon (5k5 E pen 10; recharge, S/-, 300m, clip 5, rld 2full)
Integrated Burst cannon (2k2 E pen 4; -/10, 150m, clip 100, rld full)
Abilities: Integrated Weapons, Superative Constitution, Transhuman Potential, Warstrider - as the Promethean power
Safeguard protocols - Blast weapons take a -1k0 to damage this unit
Traits: Dark Sight, Machine (8), Resource Stat (Pyros: 15)
Gear: integrated auspex, integrated magnoculars