Generic NPCs

AMAZON
Medium sentient humanoid (7d6)

Proud tribal women warriors.                                                           

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 28
RANGED DEFENCE 21
MENTAL DEFENCE 14
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Shortsword 7d6 (4d6+4 piercing damage)
Longbow 4d6 (2d6 piercing damage; range 11)

Skills hardy 6 (3d6), combat 6 (3d6), perception 3 (2d6), movement 3 (2d6), tactics 6 (3d6), stealth 4 (2d6), tracking 3 (2d6), religion 1 (1d6)

Gear longbow, shortsword, small shield, studded leather armor

Quickstand. Once per turn the amazon can stand immediately from prone as a free action.

Taunt. The amazon taunts her target, enraging it, and make a CHA (4d6) mental attack. If successful, the target becomes Angry.


ARCHMAGE
Medium sentient humanoid (10d6)  

Accomplished wizards and masters of magic.

STR 6 (3d6) AGI 15 (5d6) END 6 (3d6)
INT 21 (6d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6)
MAG 15 (5d6)

MELEE DEFENCE 20
RANGED DEFENCE 40
MENTAL DEFENCE 30
VITAL DEFENCE 20

HEALTH 30
SOAK 5; VULN none
IMMUNE none

INITIATIVE 8d6
PERCEPTION 10d6
SPEED 5; CLIMB 3; JUMP 30'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Staff 5d6 (3d6+3 blunt damage)
Elemental bolt 10d6 (5d6 fire or ice damage; range 23)

Skills staves 3 (2d6), perception 10 (4d6), tactics 3 (2d6), evocation 10 (4d6), abjuration 10 (4d6), enchantment 10 (4d6), history 6 (3d6), spellcraft 10 (4d6), alchemy 3 (2d6), herbalism 3 (2d6) Gear high quality staff of abjuration (+36 MP)

Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.    

Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like. 

Concussive fireblast. This signature evocation causes an explosion to burst outwards in a 25' cone, doing 2d6 fire damage and 2d6 air damage, and knocking creatures back by 5' with a MAG (9d6) vital attack.

Elementalist spirit. The archmage cast an evocation and is surrounded by a fiery or icy nimbus for 10 minutes, 5' in diameter, which does 2d6 damage of the appropriate type to any who come into contact with him. He also gains SOAK 10 to that damage type.

Friendship. With this enchantment one humanoid target within 10' becomes Charmed with a MAG (9d6) mental attack.

Word of sleep. This enchantment inflicts the Sleeping condition on one humanoid within 30' with a MAG (9d6) mental attack.


ASSASSIN
Medium sentient humanoid (8d6)    

Stealthy, trained killers for hire.                                                                                                                 

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 16
RANGED DEFENCE 32
MENTAL DEFENCE 24
VITAL DEFENCE 24

HEALTH 24
SOAK 4; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 8d6
SPEED 8; CLIMB 8; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Shortsword 4d6 (2d6+3 piercing damage)
Light crossbow 8d6 (4d6 piercing damage; range 18)

Skills combat 1 (1d6), perception 6 (3d6), running 15 (5d6), tactics 1 (1d6), herbalism 3 (2d6), stealth 6 (3d6), thievery 3 (2d6)
Gear high quality leather armor, short sword, light crossbow; or high quality leather, short sword, laser rifle                                                       

Achilles heel. Identifying a weakness in his target, the assassin bypasses its SOAK score. This exploit can only be performed once per target.


BANDIT    
Medium sentient humanoid (5d6)

Thieves and ruffians of the wilderness and the streets.    

STR 5 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 20
MENTAL DEFENCE 15
VITAL DEFENCE 15

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Scimitar 3d6 (2d6+2 slashing damage)
Crossbow 5d6 (3d6 piercing damage; range 12)

Skills combat 1 (1d6), perception 3 (2d6), movement 6 (3d6), tactics 1 (1d6), survival 1 (1d6), stealth 1 (1d6),  thievery 3 (2d6)
Gear light crossbow, scimitar, leather armor; or laser pistol, spiked club, kevlar vest

Quick escape. Used to making a quick getaway, the bandit can move at double speed as long as he does not make an attack that round.


BANDIT LORD/KINGPIN
Medium sentient humanoid (7d6)

Leaders of gangs and outlaws.    

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Longsword 6d6 (3d6+4 slashing damage)
Crossbow 6d6 (3d6 piercing damage; range 11)

Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6), survival 1 (1d6), stealth 1 (1d6),  thievery 3 (2d6)

Gear crossbow, longsword, brigandine armor  

Leadership. Donate LUC (4d6) dice to allies; must declare before dice are rolled.

Give Orders. All allies within 30' get an immediate bonus action.

Kingpin (7d6). A Kingpin is a Bandit Lord (see above) but wears a long kevlar coat and wields a pistol.

BARBARIAN
Medium sentient humanoid (6d6)    

Wild tribal warriors, fierce in battle.                                                                                                                       

STR 10 (4d6) AGI 3 (2d6) END 10 (4d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 24
RANGED DEFENCE 12
MENTAL DEFENCE 12
VITAL DEFENCE 24

HEALTH 60
SOAK 12; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 3; CLIMB 2; JUMP 6'/6'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Battleaxe 6d6 (3d6+4 slashing damage)
Spear 5d6 (3d6 piercing damage; range 9)

Skills nature 3 (2d6), tracking 3 (2d6), animal handling 3 (2d6), perception 1 (1d6), hardy 3 (2d6), running 3 (2d6), reactions 1 (1d6), dodging 3 (2d6), axes 3 (2d6)
Gear battle-axe, hide armor    

Charge. The barbarian moves his SPEED, and makes a melee attack at the end of it. He gains +1d6 damage to the attack.


BARD
Medium sentient humanoid (6d6)        

Minstrels with the power to affect others with music.    

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Rapier 4d6 (2d6+2 piercing damage)

Skills singing 6 (3d6), musical instrument 6 (3d6), history 6 (3d6), carousing 6 (3d6), negotiation 4 (2d6), perception 3 (2d6), reactions 3 (2d6), swords 1 (1d6)
Gear rapier, high quality musical instrument, leather armor    

Lullaby. The bard can sing a lullaby, making a 6d6 mental attack to all within 30'. Those who succumb gain the Sleeping conditin.

Inspire.  The bard can use both actions to sing an inspiring song, healing allies within 30' 2d6 HEALTH (any given ally can only benefit once).


BATTLEPSYCHE
Medium sentient humanoid (7d6)

Psionic soldiers who use their minds to kill.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6) PSI 10 (4d6)

MELEE DEFENCE 14
RANGED DEFENCE 28
MENTAL DEFENCE 21
VITAL DEFENCE 14

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 7d6
SPEED 4; CLIMB 2; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Laser knife 4d6 (2d6+3 heat damage)
Psi-blast 7d6 (4d6 psionic damage; range 7)
Psychic cone 4d6 (2d6+4 psionic damage; 30' cone)
Electrokinetic blast 7d6 (4d6 elecricity damage; range 17)                     

Skills knives 1 (1d6), perception 3 (2d6), tactics 1 (1d6), telepathy 6 (3d6), ergokinesis 6 (3d6)
Gear laser pistol, synthetic weave                                                                

Telekinetic shield. Battlepsyches maintain a permanent telekinetic shield which contributes to their DEFENSEs.


BOUNTY HUNTER    
Medium sentient humanoid (7d6)       

Armed and professional hunters for hire.                                           

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 14
RANGED DEFENCE 28
MENTAL DEFENCE 21
VITAL DEFENCE 21

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 7d6
SPEED 7; CLIMB 4; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 4d6 (2d6+3 blunt damage)
Laser pistol 7d6 (4d6 heat damage; range 17)

Skills rifles 6 (3d6), tracking 3 (2d6), law 3 (2d6), stealth 3 (2d6), computers 3 (2d6), perception 3 (1d6),  piloting 3 (2d6), tactics 1 (1d6), brawling 4 (2d6), 
Gear laser rifle, long kevlar coat, hand scanner

Crippling strike. A leg wound renders the bounty hunter's target Slowed.

Stunning attack.  When a target is reduced to 0 HEALTH, a bounty hunter can elect to merely disable it, allowing him to bring his prey in alive for a bounty.


cadet_-_Yihyoung_Li.jpg

CADET
Medium sentient humanoid (4d6)    

Young military men and women.        

STR 4 (2d6) AGI 4 (2d6) END 4 (2d6)
INT 3 (2d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 3 (2d6) LUC 1 (1d6) REP 3 (2d6)

MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 10

HEALTH 12
SOAK 2 (synthetic weave); VULN none
IMMUNE none

INITIATIVE 2d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 8'/4'
CARRY 80lb (max lift 200lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (1d6+2 blunt damage)
Phaser pistol 4d6 (1d6 heat damage; range 6)

Skills pistols 3 (2d6), zero-g 1 (1d6), computers 3 (2d6), carousing 1 (1d6), engineering or piloting 1 (1d6), law 1 (1d6), dodging 3 (2d6), perception 1 (1d6), brawling 1 (1d6)
Gear phaser pistol, synthetic weave

Follow orders. A cadet can be donated LUC dice by any other character, regardless of leadership abilities.


Captain_-_Huy_Mai_Van.png

CAPTAIN            
Medium sentient humanoid (7d6)                        

Brave starship commanders and leaders of men.         

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7 (mesh lining); VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Brawling 6d6 (3d6+4 blunt damage)
Phaser pistol 6d6 (3d6 heat damage; range 11)

Skills starship tactics 6 (3d6), tactics 3 (2d6),  piloting 3 (2d6), gunnery 3 (2d6), astrogation 3 (2d6), law 3 (2d6), perception 3 (2d6), computers 3 (2d6), engineering 3(2d6), tactics 3 (2d6),  dodging 3 (2d6), pistols 6 (3d6), brawling 3 (2d6), hardy 6 (3d6)
Gear high phaser pistol, hand scanner, mesh lining, communicator

Always prepared. Starship captains have brilliant tactical minds, and are always prepared. The captain may declare a single action which they took prior to the encounter (even if they didn't know the encounter was going to take place) which helps them in this exact scenario. This must be an action they were capable of.

Leadership. Donate LUC (4d6) dice to allies; must declare before dice are rolled.

Give Orders. All allies within 30' get an immediate bonus action.


CIVILIAN

See Peasant.


CLERIC                                                
Medium sentient humanoid (6d6)    

Servants of their god, dispensing justice with mace and virtue.                   

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)
MAG 10 (4d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 18

HEALTH 36
SOAK 6 (ringmail); VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Mace 5d6 (3d6+3 blunt damage)
Ray of light/shadow 5d6 (3d6 light or shadow damage; range 9)

Skills hardy 6 (3d6), staves 3 (2d6), perception 3 (2d6), tactics 3 (2d6), religion 6 (3d6), medicine 3 (2d6), healing 3 (2d6), evocation 3 (2d6)

Gear mace, medium shield, ringmail, holy symbol

 

Portfolio. The touch of a good cleric heals 1d6 HEALTH as a single action (although any given creature can only benefit from this once per day). The touch of an evil cleric inflicts 1d6 evil damage beyond his natural damage.

Sense virtue. The cleric can sense the presence of good or evil (the opposite to his own virtue) within 60’.    


COP/SECURITY
Medium sentient humanoid (6d6)

Police and security officers, trained and alert.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 24
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 18
SOAK 4; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 270lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Stun baton 5d6 (2d6+3 blunt/electricity damage)
Pistol 6d6 (3d6 ballistic damage; range 14)                                         

Skills clubs 3 (2d6), pistols 1 (1d6), light armor 1 (1d6), computers 1 (1d6), perception 3 (2d6),  hardy 3 (2d6), running 3 (2d6), thievery 1 (1d6), tactics 1 (1d6), dodging 3 (2d6) 
Gear pistol, kevlar vest, stun baton, hand scanner   

Dive for cover. If a ranged attack misses a cop, he may immediately move half his speed as a free action and either throw himself prone or get behind cover if it is in range.


CUTPURSE
Medium sentient humanoid (4d6)        

Petty thieves and pickpockets.

STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 10
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Knife 4d6 (2d6+2 piercing damage)                                                                   

Skills thievery 6 (3d6), stealth 6 (3d6), local knowledge 6 (3d6), appraisal 3 (2d6), perception 3 (2d6),  running 3 (2d6), climbing 3 (2d6), dodging 1 (1d6), knives 3 (2d6), reactions 3 (2s6)
Gear knife, thieves tools

Snatch. With an attack, a cutpurse can snatch any small item held or worn by his target, as long as he is aware of it. The snatch is not stealthy, and the target is aware of it.


dark_lord_-_Yihyoung_L.jpg

DARKLORD
Medium sentient humanoid (9d6)

Evil psionic students of the dark arts.

STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 1 (1d6) REP 15 (5d6)
PSI 10 (4d6)

MELEE DEFENCE 36
RANGED DEFENCE 27
MENTAL DEFENCE 18
VITAL DEFENCE 27

HEALTH 54
SOAK 9; VULN none
IMMUNE none

INITIATIVE 9d6
PERCEPTION 7d6
SPEED 9; CLIMB 5; JUMP 42'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Laser sword 9d6 (5d6+5 heat damage)
Lighting blast 5d6 (3d6 electricity damage; range 14)

Skills hardy 10 (4d6), combat 10 (4d6), perception 3 (2d6), movement 6 (3d6), tactics 10 (4d6), stealth 8 (3d6, psionicsl 15 (5d6)
Gear laser sword, riot armor


Missile deflection.  If the darklord is missed with a ranged attack, she may redirect it back at the attacker or another target, making a 9d6 ranged attack in return; the deflected shot does its normal damage.

Psychic Choke. The darklord uses a psionic ability vs. VITAL DEFENSE which squeezes the breath from a victim within 30', causing 3d6 blunt damage. This damage cannot be SOAKed.


FIREMAGE                                    
Medium sentient humanoid (8d6)    

Quick, fiery wizards with a taste for battle.                                                  

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
MAG 10 (4d6)

MELEE DEFENCE 16
RANGED DEFENCE 32
MENTAL DEFENCE 24
VITAL DEFENCE 16

HEALTH 24
SOAK 4; VULN none
IMMUNE fire

INITIATIVE 6d6
PERCEPTION 8d6
SPEED 4; CLIMB 2; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Flaming sword 4d6 (3d6+3 slashing/fire damage)
Firebolt 8d6 (4d6 fire damage; range 18)                                                      
                                                                
Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 1 (1d6), dodging 3 (2d6), swords 1 (1d6), evocation 10 (4d6), creation 6 (3d6), abjuration 6 (3d6), perception 6 (3d6)
Gear dagger, high quality wand of fire

Firesculptor. The firemage can 'sculpt' fire easily; any non-magical flame within 30' can be shaped or enlarged as a single action and a mere effort of will as long as it remains within 30' (things outside can catch fire as normal, but the firemage has no control over them).

Fire ball. A ball of fire streaks out and explodes, attacking all within Burst 4 at a range of up to 18 squares, doing 3d6 fire damage.


functionary_-_Yihyoung_Li.jpg

FUNCTIONARY
Medium sentient humanoid (6d6)    

Bureaucrats, politicians, and corporate lackeys.    

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (2d6+2 blunt damage)
Pistol 3d6 (2d6 ballistic damage; range 8)

Skills negotiating 6 (3d6), bureaucracy 3 (2d6), bluffing 3 (2d6), law 3 (2d6),  accounting 3 (2d6),  politics 3 (3d6), bribery 6(3d6), computers 3 (2d6), perception 1 (1d6)
Gear mesh lining, communicator

Charm offensive. The functionary can use his charisma and negotiating skills to render a target who can hear him Charmed with a 5d6 mental attack.


GAMBLER
Medium sentient humanoid (5d6)    

Merchants of chance who cast their fate to the winds.    

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 16
RANGED DEFENCE 14
MENTAL DEFENCE 15
VITAL DEFENCE 12

HEALTH 12
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6 (insight 4d6)
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (2d6+2 blunt damage)
Pistol 3d6 (2d6 ballistic damage; range 8)

Skills gambing 6 (3d6), computers 6 (3d6), bluffing 3 (2d6), bribery 6 (3d6), insight 1 (1d6), thievery 1 (1d6)
Gear cards. dice

Expert. The gambler's maximum dice pool is not capped when using his gambling skill.


GUARD/WATCHMAN    
Medium sentient humanoid (4d6)

Peacekeepers and jailers.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 1 (1d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 15

HEALTH 30
SOAK 5; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Shortsword or stun baton 4d6 (2d6+3 piercing or blunt/electricity damage)
Crossbow or pistol 4d6 (2d6 piercing or ballistic damage; range 8)

Skills swords 1 (1d6), light armor 1 (1d6), law 1 (1d6), thievery 1 (1d6), interrogation 1 (1d6), perception 4 (2d6),  running 3 (2d6), local knowledge 3 (2d6), tactics 1 (1d6), dodging 3 (2d6),   
Gear shortsword, ringmail, light crossbow; or stun baton, pistol, riot armor

Alert. Guards are difficult to surprise and hard to fool. Their dice explode when making checks involving ambushes or deception.

 


HEALER

See Medic.


HEAVYWEIGHT

See Pugilist.


HIGH PRIEST    
Medium good/evil sentient humanoid (8d6)

Exemplars and leaders of their faith.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MAG 15 (5d6)

MELEE DEFENCE 24
RANGED DEFENCE 24
MENTAL DEFENCE 32
VITAL DEFENCE 24

HEALTH 48
SOAK 8; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Mace 6d6 (3d6+4 blunt damage)
Holy/unholy word 6d6 (3d6+4 psychic damage) 

Skills religion 10 (4d6), history 10 (4d6), law 6 (3d6), leadership 6 (3d6), insight 6 (3d6), meditation 10 (4d6), maces 3 (2d6), perception 3 (2d6), reactions 3 (2d6)
Gear exceptional mace    

Sense virtue. The high priest automatically senses the presence of any beings or objects with a virtue opposite to himself.

Shield of faith. The high priest gains +4 to all DEFENSEs against creatures with the opposite virtue.

Divine touch. The high priest's touch either heals 3d6 HEALTH or does 3d6 unholy damage to the target (this cannot be SOAKed). A target can one benefit from the healing (but not the damage) once per day.

Blessing/curse. Once per day the high priest can issue a blessing or curse to a target within 30'. A blessing grants it +3d6 to its LUC dice pool for one hour; a curse deprives it of its LUC dice pool for one hour.

Holy judgement. Choose one target within sight. The high priest illuminates the target with holy or unholy light. That target may not benefit from cover until another target is selected.


ICEMAGE                                    
Medium sentient humanoid (8d6)    

Cold, pale wizards with control of ice and snow.                                                                                                                      

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
MAG 10 (4d6)

MELEE DEFENCE 16
RANGED DEFENCE 32
MENTAL DEFENCE 24
VITAL DEFENCE 16

HEALTH 24
SOAK 4; VULN none
IMMUNE cold

INITIATIVE 6d6
PERCEPTION 8d6
SPEED 4; CLIMB 2; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Icicle dagger 4d6 (3d6+3 piericng/cold damage)
Icebolt 8d6 (4d6 cold damage; range 18)                                                      
                                                                
Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 1 (1d6), dodging 3 (2d6), swords 1 (1d6), evocation 10 (4d6), creation 6 (3d6), abjuration 6 (3d6), perception 6 (3d6)
Gear ice dagger, high quality wand of ice

Icewall. The icemage creates a wall of ice up to 50' in length and 10' in height which lasts for one hour.

Icy ground. The icemage creates icy, difficult terrain in a Burst 4.

Freezing touch. With a 4d6 melee attack, the icemage touches a target which becomes Restrained.

 


Insquitor_-_Huy_Mai_Van.png

INQUISITOR    
Medium sentient humanoid (8d6)    

Street judges, juries, and executioners.    

STR 15 (5d6) AGI 6 (3d6) END 15 (5d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 32
RANGED DEFENCE 16
MENTAL DEFENCE 16
VITAL DEFENCE 32

HEALTH 80
SOAK 16; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Nightstick 8d6 (3d6 blunt damage)
Carbine 8d6 (4d6+5 ballistic damage; range 12)

Skills riding 6 (3d6), tracking 6 (3d6), computers 3 (2d6), leadership 6 (3d6), law 6 (3d6), perception 6 (3d6), concentration 6 (3d6), tactics 6 (3d6), clubs 6 (3d6), pistols 6 (3d6), local knowledge 6 (3d6), intimidation 3 (2d6), interrogation 3 (2d6)
Gear inquisitor's carbine, riot armor    

Inquisitor's carbine. This mastercraft piece of equipment is ID-locked to its owner; unauthorised attempts to use the carbine result in an electric shock (3d6 electricity damage). The carbine can be switched between slugger and armor-piercing mode as a free action.

Freeze! An inquisitor can make a REP mental attack at a single target who can hear him. If successful, the target is Restrained. The target must be able to understand the Inquisitor and have an INT attribute of 2 or more.

Backup. In an urban environment, an Inquisitor can call 2d6 cops as backup. They arrive in five minutes.

Stop Right There! Enemies which try to move past the Inquisitor (move within 5 feet) are subject to a free action nightstick attack, which stops their movement if successful.


KILLER                                
Medium sentient humanoid (10d6)    

Exceptional knife-wielding assassins, masters of the quick kill.                                                                                                                       

STR 15 (5d6) AGI 21 (6d6) END 15 (5d6)
INT 15 (5d6) LOG 15 (5d6) WIL 15 (5d6)
CHA 15 (5d6) LUC 3 (2d6) REP 15 (5d6)

MELEE DEFENCE 40
RANGED DEFENCE 30
MENTAL DEFENCE 20
VITAL DEFENCE 30

HEALTH 60
SOAK 10; VULN none
IMMUNE none

INITIATIVE 10d6
PERCEPTION 8d6
SPEED 10; CLIMB 5; JUMP 42'/15'
CARRY 300lb (max lift 750lb)

REACH 5-ft
ACTIONS 2

Knife 10d6 (5d6+5 slashing damage; poison)

Skills hardy 15 (5d6), combat 15 (5d6), perception 6 (3d6), running 6 (3d6), tactics 6 (3d6), stealth 10 (4d6), climbing 6 (3d6)                                                              
Gear knife, leather armor                                                            

Surprise attack. If he successfully hits a target before it becomes aware of him, the killer does double damage.

Achilles heel. Identifying a weakness in his target, the bypasses its SOAK score. This exploit can only be performed once per target. 

Poison. The killer's knife delivers a poison which causes the Sick condition on a hit. 


KINGPIN

See bandit.


KNIGHT
Medium sentient humanoid (7d6)    

Noble, armoured warriors who honour courage and chivalry.                       

STR 10 (4d6) AGI 6 (3d6) END 8 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 10 (4d6)
CHA 6 (3d6) LUC 1 (1d6) REP 10 (4d6)

MELEE DEFENCE 28
RANGED DEFENCE 14
MENTAL DEFENCE 14
VITAL DEFENCE 28

HEALTH 70
SOAK 14; VULN none
IMMUNE fear

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 4; CLIMB 2; JUMP 12'/12'
CARRY 180lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Longsword 7d6 (4d6+5 slashing damage)

Skills lances 3 (2d6), riding 3 (2d6), heraldry 3 (2d6), heavy armor 3 (2d6), climbing 3 (2d6), tactics 1 (1d6), swords 3 (3d6), perception 1 (1d6)                                                      
Gear longsword, platemail, helm, dagger                                       

Honorable. The knight’s courage and honor are such that he is immune to the Afraid condition.


MAGE
Medium sentient humanoid (6d6)

Generalist practitioners of magic.    

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)
MAG 8 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12

HEALTH 18
SOAK 6 (mage armor); VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Staff 3d6 (2d6+2 blunt damage)
Magic bolt 5d6 (3d6 force damage; range 9)

Skills [artistic] 6 (3d6), [lore] 6 (3d6), linguistics 3 (2d6), history 6 (3d6), herbalism 3 (2d6), insight 3 (2d6), concentration 6 (3d6), tactics 3 (2d6), staves 1 (1d6), evocation 3 (2d6), enchantment 3 (2d6), movement 6 (3d6), perception 3 (2d6)
Gear staff, shortsword

Attuned. Magi easily detect magic. They do not need to make an attribute check to detect magic within 30'; they are automatically aware of its existence.    

Prestidigitation. Magi learn little magical tricks to help with their chores as an apprentice. They are able to use small displays of magical prestidigitation at will to assist them with day-to-day inconveniences: cleaning clothes, keeping the rain or mud off, a tiny reading light, polishing silverware, and the like.                                                            

Arctic blast. The mage releases a mighty spray of ice shards and dense, frigid water, impacting foes and possibly freezing them. Creatures in the area of effect (50' line) take 3d6 points of elemental ice damage from the cold if struck by a successful MAG (5d6) ranged attack. The area of the line becomes slippery.

Friendship. One humanoid target within 30' becomes Charmed if hit with a successful MAG (5d6) mental attack.

Mage's thrust. The mage throws a large-sized or smaller person within 30' back by 10' with a successful MAG (5d6) ranged attack. This spell is used primarily to knock opponents around, like Saruman did to Gandalf.

Rescue featherfall. This is a contingency spell which automatically activates when the mage falls. The mage descends up to 600' at a safe speed of 60' per round, at which speed they take no damage.

Word of sleep. Though this spell creates just a light sleep from which the target can be easily awoken, it is easy to cast and can affect even the strongest minds within 30' with a MAG (5d6) mental attack as long as the caster is powerful enough. The target gains the Sleeping condition.


MARINE    
Medium sentient humanoid (7d6)

The trained, professional soldiers of the Navy.

STR 6 (3d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 24
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 30
SOAK 8; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 90lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Longsword 5d6 (2d6+2 slashing damage)
Laser rifle 6d6 (3d6 heat damage; range 14)

Skills rifles 3 (d6), pistols 3 (2d6), brawling 3 (2d6), heavy armor 3 (2d6), medicine 1 (1d6),  computers 1 (1d6),  hardy 3 (2d6), swimming  (0d6), carrying 3 (2d6), tactics 3 (2d6), dodging 3 (2d6), swords 3 (2d6), hardy 6 (3d6)
Gear laser rifle, laser pistol, navy battle suit, hand scanner, medkit

Hunker down. Marines take half damage when in cover.

Protector. Marines can take an attack meant for an adjacent ally. If the attack hits the ally, the marine takes the damage instead. If the marine has a shield, the ally also benefits from the shield's defense bonus.

Get on with it. Once per day, marines can pause for two actions and recover 2d6 HEALTH.


MARTIAL ARTIST

See Pugilist.


MEDIC
Medium sentient humanoid (6d6)        

Professional doctors and nurses.    

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 18

HEALTH 36
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Syringe 5d6 (3d6+3 poison damage)                                                     

Skills medicine 6 (3d6), psychology 3 (2d6), bureaucracy 3 (2d6), computers 3 (2d6), perception 3 (2d6), concentration 6 (3d6), hardy 6 (3d6), insight 3 (2d6)
Gear high quality medical scanner, high quality medkit        

Medical advice. Identifying a weakness in a target, the medic can spend a free action in an ally's turn to allow that ally to bypass a creature's SOAK score. This exploit can only be performed once per target.

Healing hands. The medic can use a medkit to heal 3d6 HEALTH to a creature she can touch. Each can only benefit once.

Alleviate condition. The medic can automatically remove a temporary condition from an adjacent target by spending an action.

Healer (6d6). A Healer is the archaic version of the medic. Replace computers with herbalism, the medkit with a healer's kit, and the syringe with a dart.

miner_-_Yihyoung_Li.jpg

MINER/WORKER
Medium sentient humanoid (5d6)    

Tough men and women of the space lanes.        

STR 6 (3d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Tool 3d6 (2d6+2 blunt damage)   

Skills mining 3 (2d6), zero-g 3 (2d6), computers 3 (2d6), hardy 1 (1d6), climbing 3 (2d6),  carrying 3 (2d6), brawling 1 (1d6), perception 1 (1d6)
Gear club, tools

Tools. A miner or worker cna use the tools of their trade as weapons with no improvisation penalty.

Worker. The mining skill can be replaced with engineering, farming, and other hardy occupations to create a range of workers. 

MONARCH

See Noble.


MUSKETEER    
Medium sentient humanoid (6d6)    

Swashbuckling soldiers wielding musket and rapier.                    

STR 4 (2d6) AGI 6 (3d6) END 4 (2d6)
INT 10 (4d6) LOG 6 (3d6) WIL 3 (2d6)
CHA 6 (3d6) LUC 3 (2d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 24
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 80lb (max lift 200lb)

REACH 5-ft
ACTIONS 2

Rapier 6d6 (2d6+2 piercing damage)
Musket 6d6 (3d6 ballistic damage; range 14)  

Skills swords 3 (2d6), carousing 6 (3d6), pistols 3 (2d6), brawling 1 (1d6), riding 1 (1d6), perception 3 (2d6), bravery 3 (2d6),  tactics 1 (1d6), dodging 6 (3d6), rifles 3 (2d6)
Gear musket, flintlock pistol, rapier

Whites of their eyes. When an attacker closes with a musketeer for a melee attack, the musketeer gets a free shot at the target as soon as they come within 10'.

Cape flourish. A musketeer can use use a cape to make a feint as a free action.


NECROMANCER                                   
Medium sentient humanoid (7d6)    

Masters of the dark arts. 

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42 (regen 1d6)
SOAK 7 (cropse visage); VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6; lifesense
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Touch of the grave 6d6 (3d6+4 unholy damage)                                         

Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 3 (2d6), dodging 3 (2d6), knives 3 (2d6), summoning 6 (3d6), compulsion 3 (2d6), creation 3 (2d6), hardy 6 (3d6), perception 3 (2d6)
Gear ceremonial dagger

Undead servant. The necromancer can summon a skeleton within 30' which will obey and protect him.  The skeleton falls apart in one hour. The necromancer can maintain 5 such skeletons at a time.


NOBLE
Medium sentient humanoid (5d6)

Wealthy, educated lords and ladies.

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 3; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Rapier 3d6 (2d6+2 piercing damage)
Crossbow or pistol 3d6 (2d6 piercing or ballistic damage; range 8)

Skills law 3 (2d6), history 3 (2d6), leadership 3 (2d6), carousing 3 (2d6), musical instrument 3 (2d6), dodging 3 (2d6), swords 3 (2d6)
Gear rapier, crossbow or laser pistol

Charming. With a 5d6 mental attack against a target within 30', the noble can render the victim Charmed.

Monarch (8d6). A Monarch is the top of the Noble's food chain - better trained, more charismatic, better equipped, well-educated.  As a noble (+2d6), the monarch has +8 to all DEFENSEs and 24 HEALTH. Additonally, the monarch's equipment is all of mastercraft quality. In combat situations, the monarch wears mastercraft platemail, giving her SOAK 14. Finally, the Monarch has a rank of 3 (2d6) in all [social] skills.

PEASANT/CIVILIAN
Medium sentient humanoid (4d6)    

Men and women trying to make a living.                                                                                                                       

STR 4 (3d6) AGI 4 (2d6) END 3 (2d6)
INT 3 (2d6) LOG 4 (2d6) WIL 3 (2d6)
CHA 3 (2d6) LUC 1 (1d6) REP 1 (1d6)

MELEE DEFENCE 12
RANGED DEFENCE 12
MENTAL DEFENCE 16
VITAL DEFENCE 10

HEALTH 12
SOAK 2; VULN none
IMMUNE none

INITIATIVE 2d6
PERCEPTION 3d6
SPEED 4; CLIMB 2; JUMP 6'/3'

REACH 5-ft
ACTIONS 2

Sickle or club 2d6 (1d6+2 blunt or slashing damage)
Sling or pistol 3d6 (1d6 blunt or ballistic damage; range 6)                                         

                                                                
Skills farming or bureacracy 3 (2d6), cooking 1 (1d6), animal handling 1 (1d6) or computers 1(1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6), combat 1 (1d6)                     
Gear sickle, sling or club, pistol                                

Mob attack. Though weak on their own, peasants work together well in a mob. Any peasants adjacent to the victim count as flanking, gaining +1d6 bonus to attack for each peasant beyond the first. When 4 or more peasants are adjacent to the victim, the victim gains the Fatigued condition at the start of its turn.   


PUGILIST    
Medium sentient humanoid (6d6)    

Hardy boxers with a heavy punch.    

STR 10 (4d6) AGI 5 (2d6) END 10 (4d6)
INT 3 (2d6) LOG 3 (2d6) WIL 6 (3d6)
CHA 3 (2d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 24
RANGED DEFENCE 12
MENTAL DEFENCE 12
VITAL DEFENCE 24

HEALTH 60
SOAK 12 v blunt; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 3d6
SPEED 3; CLIMB 2; JUMP 6'/6'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Boxing 6d6 (2d6+4 blunt damage)

Skills carousing 3 (2d6), sports trivia 3 (2d6), perception 1 (1d6), hardy 6 (3d6), running 3 (2d6), carrying 3 (2d6), reactions 1 (1d6), boxing 3 (2d6)
Gear -

One-two. Once per round the pugilist may make two boxing attacks with a single action. He cannot add any additional exploits to this, or benefit from any damage increases.

Knockdown. The pugilist's target is knocked prone as long as it is size medium or smaller.

Beat the Count. The pugilist gets +1 to all checks to shake off a condition.

Heavyweight (7d6). A heavyweight is a boxer (+1d6). The heavyweight has 12 STR, +4 to all DEFENSEs, and 44 HEALTH.

Martial Artist (6d6). A martial artists is similar to a pugilist, but uses martial arts instead of boxing. The Knockdown ability is replaced by a Flying Kick - the martial artist moves her SPEED and issues a flying kick at the end of it, dealing a bonus +1d6 damage.

SABOTEUR
Medium sentient humanoid (6d6)    

Experts at infiltration and destruction.

STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Laser knife 3d6 (2d6+2 heat damage)
Pistol 5d6 (3d6 ballistic damage; range 9)
Bomb 5d5 (2d6 heat damage; range 5; burst 2)

Skills demolitions 6 (3d6), engineering 6 (3d6), zero-g 3 (2d6), computers 3 (2d6), stealth 6 (3d6), bluffing 3 (2d6), climbing 3 (2d6), tactics 3 (2d6),  dodging 3 (2d6), pistols 1 (1d6), disguise 6 (3d6), thievery 6 (3d6)
Gear pistol, laser knife, mesh lining, toolkit, explosives   

Trapsetter. The saboteur can set a proximity explosive in an adjacent square which makes a 6d6 attack doing 3d6 heat/ballistic damage in a 30' burst when anybody other than the saboteur comes within 5' of it (enters the square, or an adjacent square). The trap's difficlt to spot and/or disable is 24.


SAGE/SCIENTIST
Medium sentient humanoid (5d6)        

Learned scholars and students.    

STR 3 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 6 (3d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 20
VITAL DEFENCE 10

HEALTH 15
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 5d6
SPEED 5; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (1d6+2 blunt damage) 

Skills law 6 (3d6), alchemy or chemistry 6 (3d6), history 6 (3d6), herbalism or botany 6 (3d6), negotiation 6 (3d6), perception 3 (2d6), concentration 6 (3d6), medicine 6 (3d6), astronomy 6 (3d6), history 6 (3d6), religion or [scientific] 6 (3d6), heraldry or computers 6 (3d6), tactics 3 (2d6)
Gear toolkit; hand scanner (scientist only)

Sage advice. The sage can offer advice to another creature. If the creature can understand the sage, it gains +1d6 to an action defined by the sage taken on its next turn.

Analytical eye. The scientist can identify a target's weakness by spending an action and advising an ally of that weakness. The ally can completely bypass the SOAK of the target once. The scientist can only perform this trick once per target.

Electronic attack (scientist only). Using a hand scanner and a toolkit, the scientist can cause 1d6 ion damage in a 30' burst.


SCOUT    
Medium sentient humanoid (6d6)    

Stealthy outdoorsmen, hunters, and guides.    

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 10 (4d6) LOG 6 (3d6) WIL 4 (2d6)
CHA 6 (3d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 24
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Scimitar 4d6 (2d6+2 slashing damage)
Longbow 6d6 (3d6 piercing damage; range 14)

Skills tracking 3 (2d6), navigation 6 (3d6), survival 3 (2d6), stealth 6 (3d6), perception 3 (32d6), meditation 3 (2d6), running 6 (3d6), climbing 6 (3d6), swimming 6 (3d6), carrying 6 (3d6), dodging 3 (2d6), bows 3 (2d6), swords 1 (!d6)
Gear padded armor, short bow, scimitar, spyglass   

Farstrider. Scouts ignore difficult terrain when outdoors.

Herbal remedy. A scout can use natural foliage to create a medical aid which resotres 2d6 HEALTH.


SHAMAN    
Medium sentient humanoid (7d6)    

Primitive practitioners of spirit magic.

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)
MAG 15 (5d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Club 6d6 (3d6+4 blunt damage)
Blowgun 6d6 (3d6 piercing/poison damage; range 11)

Skills nature 6 (3d6), herbalism 6 (3d6), enchantment 6 (3d6), summoning 3 (12d6), hexes 6 (3d6), medicine 3 (2d6), meditation 6 (3d6), clubs 3 (2d6), hardy 6 (3d6), reactions 3 (2d6)
Gear blowgun, club, hide armour, totem    

Spirit companion. The shaman is accompanied by an incorporeal spirit companion which takes the form of a wolf, bear, or similar animal. While the spirit cannot directly attack, it can form a flank and can serve as the origin point for any spells the shaman casts.

Spirit healing. All allies within 30' of the shaman or its spirit companion heal 2d6 HEALTH.

Dire hex. The target of the shaman's dire hex must be within 30'. If the mental attack (7d6) is successful, the target suffers a -1d6 die penalty to all checks for the next five minutes. This is cumulative; if multiple hexes reduce the target to a zero maximum dice pool, it falls into a coma until the hex expires.


smuggler_-_Yihyoung_Li.jpg

SMUGGLER    
Medium sentient humanoid (6d6)    

Ruffians and scoundrels of the space lanes.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 10 (4d6) LOG 6 (3d6) WIL 4 (2d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 24
MENTAL DEFENCE 18
VITAL DEFENCE 18

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 5d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Brawling 4d6 (2d6+2 blunt damage)
Blaster pistol 6d6 (3d6 heat damage; range 14)

Skills brawling 3 (2d6), carousing 6 (3d6), thievery 3 (2d6), piloting 3 (2d6), astrogation 3 (2d6), perception 3 (2d6),  starship tactics 3 (2d6), dodging 6 (3d6), pistols 3 (2d6), gunnery 3 (2d6), bluffing 3 (2d6)
Gear blaster pistol

Shoot first. If the smuggler is targeted by a ranged attack, he is able to quickly draw and fire upon his attacker with a single free shot before his attacker's shot. He can only do this once per attacker.


SPY
Medium sentient humanoid (7d6)        

Elite secret agents and intelligence officers.            

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)
CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)

MELEE DEFENCE 14
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 14

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 7d6
SPEED 7; CLIMB 4; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Martial arts 4d6 (2d6+3 blunt damage)
Pistol 6d6 (3d6 ballistic damage; range 11)

Skills martial arts 1 (1d6), pistols 3 (2d6), perception 3 (2d6), tactics 3 (2d6), bluffing 10 (4d6), disguise 6 (3d6), stealth 6 (3d6), computers 3 (2d6)

Suave. A 5d6 mental attack against a target within 30' makes the target Charmed.

Taunt. A 5d6 mental attack against a target within 30' makes the target Angry.

                                          


STAR KNIGHT        
Medium sentient humanoid (8d6)    

Intergalactic, laser-sword wielding peacekeepers.    

STR 10 (4d6) AGI 15 (5d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 1 (1d6) REP 10 (4d6)
PSI 10 (4d6)

MELEE DEFENCE 32
RANGED DEFENCE 24
MENTAL DEFENCE 16
VITAL DEFENCE 24

HEALTH 48
SOAK 8; VULN none
IMMUNE none

INITIATIVE 8d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 30'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Laser sword 8d6 (4d6+4 heat damage)
Psychic push 4d6 (2d6 blunt damage; range 12; push 10')

Skills hardy 10 (4d6), swords 10 (4d6), perception 3 (2d6), movement 6 (3d6), tactics 10 (4d6), stealth 8 (3d6), telekinesis 10 (4d6), telepathy 10 (4d6), piloting 3 (2d6), law 6 (3d6)

Missile deflection.  If the star knight is missed witha ranged attack, she may redirect it back at the attacker or another target, making an 8d6 arranged attack in return; the deflected shot does its normal damage.

Psychic leap. The star knight moves a double move (16 squares) as one action, ignoring difficult terrain, and landing at a location up to 30' above or below her current location.

Summon. The star knight can telekinetically call a small or smaller object within 30' to her hand. If the object is held by someone else, it requires a PSI attack.


thugs-jeff-porter.jpg

THUG
Medium sentient humanoid (5d6)

Thieves and bullies who prey on the defenceless.

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 1 (1d6) REP 1 (1d6)

MELEE DEFENCE 15
RANGED DEFENCE 15
MENTAL DEFENCE 12
VITAL DEFENCE 15

HEALTH 20
SOAK 5; VULN none
IMMUNE none

INITIATIVE 4d6
PERCEPTION 4d6
SPEED 5; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Club 4d6 (2d6+3 blunt damage)
Pistol 4d6 (2d6 ballistic damage; range 8)             

Skills pistols 1 (1d6), knives 1 (1d6), carousing 1 (1d6), local knowledge 1 (1d6),  thievery 1 (1d6), running 1 (1d6), dodging 1 (1d6), reactions 1 (1d6),
Gear pistol, leather vest, knife

Dive for cover. If a ranged attack misses a thug, they may immediately move half their speed as a free action and either throw themself prone or get behind cover if it is in range.


TRADER
Medium sentient humanoid (6d6)    

Experienced merchants and salesmen.    

STR 4 (2d6) AGI 6 (3d6) END 3 (2d6)
INT 10 (4d6) LOG 10 (4d6) WIL 6 (3d6)
CHA 10 (4d6) LUC 1 (1d6) REP 6 (3d6)

MELEE DEFENCE 12
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 12

HEALTH 18
SOAK 3; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 6; CLIMB 3; JUMP 12'/3'
CARRY 60lb (max lift 150lb)

REACH 5-ft
ACTIONS 2

Brawling 3d6 (2d6+2 blunt damage)
Pistol 5d6 (3d6 ballistic damage; range 9) 

Skills negotiating 6 (3d6), computers 6 (3d6), bureaucracy 3 (2d6), bluffing 6 (3d6), law 3 (2d6),  accounting 3 (2d6), appraisal 6 (3d6), carousing 3 (2d6)
Gear mesh lining, communicator


VETERAN    
Medium sentient humanoid (7d6)    

Experienced soldiers, captains, and men-at-arms.                                                                                                                    

STR 10 (4d6) AGI 10 (4d6) END 10 (4d6)
INT 10 (4d6) LOG 10 (4d6) WIL 10 (4d6)
CHA 10 (4d6) LUC 10 (4d6) REP 10 (4d6)

MELEE DEFENCE 21
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 21

HEALTH 42
SOAK 7; VULN none
IMMUNE none

INITIATIVE 6d6
PERCEPTION 6d6
SPEED 7; CLIMB 4; JUMP 20'/10'
CARRY 200lb (max lift 500lb)

REACH 5-ft
ACTIONS 2

Halberd (archiac only) 6d6 (3d6+4 slashing damage; reach 10')
Laser rifle (sci-fi only) 6d6 (3d6 heat damage; range 11)

Skills hardy 6 (3d6), combat 3 (2d6), perception 3 (2d6), tactics 3 (2d6)

Leadership. The veteran can donate LUC (4d6) dice to allies; he must declare this before dice are rolled.

Give Orders. All allies within 30' get an immediate bonus action.

Charge. The evetran may move and then make a melee attack with one action, ignoring difficult terrain.


WITCH
Medium evil sentient humanoid (7d6)        

Evil, cackling hags.

STR 6 (3d6) AGI 10 (4d6) END 6 (3d6)
INT 15 (5d6) LOG 15 (5d6) WIL 10 (4d6)
CHA 15 (5d6) LUC 3 (2d6) REP 10 (4d6)
MAG 21 (6d6)

MELEE DEFENCE 14
RANGED DEFENCE 21
MENTAL DEFENCE 28
VITAL DEFENCE 14

HEALTH 21
SOAK 4; VULN none
IMMUNE none

INITIATIVE 7d6
PERCEPTION 7d6
SPEED 7; CLIMB+ 7; JUMP 20'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Dagger 4d6 (2d6+3 percing/poison damage; pain)
Infernal bolt 6d6 (3d6 poison damage; range 11)  

Skills hexes 6 (3d6), enchantment 6 (3d6), infliction 6 (3d6), transformation 6 (3d6), divination 6 (3d6), perception 3 (2d6), knives 1 (1d6), reactions 3 (2d6)
Gear sacrificial dagger    

Evil eye. The witch can make a 7d6 MAG mental attack at a target within sight. On a success, that target is unable to access its LUC pool for one hour.

Sacrificial dagger. The witch's dagger automatically causes the Pain condition on a hit.

Backstab. The witch leaps onto the back of a target (she must be behind the target to do this); on a successful hit, she plunges her dagger repeatedly into the target's back, doing double damage. On a miss, she is flung to the ground and lands prone.  

Maniacal cackle. The witch lets loose a deranged cackle which disturbs all who hear it. She makes a 7d6 MAG mental attack against those within 30'; on a hit, targets are made Afraid.

Raven's Flight. The witch trasnforms into a raven, with a FLY speed of 10. She immediately moves that speed. She can only use this ability once per day.  

Torturous curse. With a 7d6 MAG mental attack, the witch casts one of the following curses on a creature within 30'. She can only do this once per target per day. The effects are persistent, and last until the victim takes a night's rest.  

Amateur's amnesia. Affected creatures are unable to remember the thing they do the best — for example, for a firemage this is fire magic; for a knight this is how to fight with a sword. Affected creatures simply cannot take actions having to do with their signature talent, as determined by the GM.  

Brainless. The affected creature cannot communicate with anything more than gestures, grunts, and gibberish, nor understand other people’s linguistic communications. This does not prevent spellcasting.

Cowardly lion. The affected creature becomes Afraid of the witch.

Heartless. The affected creature cannot heal.

Layabout's lethargy. The target suffers -1d6 to all physical checks, and always go last in the INITIATIVE order.    

Madman's mirth. The witch curses foes with insane laughter. The victim suffers -1d6 on all checks due to constant chortling and giggling. Additionally, the first time the victim takes damage in each encounter, he falls prone in a sudden fit of inexplicable laughter at the pain.               

Prey for the Coven. All attacks deal an extra 1d6 necrotic damage to the affected creature. Natural animals are spooked by the affected creature.                      


WORKER

See Miner.