NPCs

Quick NPC Stats Document. Use this file for quick humanoid NPC stats. Not suitable for monsters or unusual characters. Note that NPCs may have background exploits which affect statistics; these are not needed in play and therefore are not shown below.


AMAZON
Medium rare sentient humanoid (7d6)

Proud tribal women warriors.                                                           

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

HEALTH 56  
MELEE DEFENSE 28; RANGED DEFENSE 21; MENTAL DEFENSE 21
SOAK 6 (studded leather); VULN -    

INITIATIVE 7d6
PERCEPTION 4d6                                                            
SPEED 8 CLIMB 6; JUMP 16'/6'
CARRY 120lb (max lift 300lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+3
REACH 5'                                                                                            

Shortsword 7d6 (4d6+3 piercing damage)
Longbow 5d6 (3d6 piercing damage; range 18)    

Skills swords 6 (3d6), bows 6 (3d6), tracking 3 (2d6), religion 1 (1d6), perception 1 (1d6), meditation 3 (2d6), running 3 (2d6), climbing 3 (2d6), tactics 6 (3d6), dodging 6 (3d6)
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 vs. MENTAL DEFENSE attack. If successful, the target focuses all its attacks on her until the start of her next turn.


ARCHMAGE
Medium very rare sentient humanoid (10d6)  

Accomplished wizards and masters of magic.

STR 3 (2d6)  AGI 4 (2d6)  END 4 (2d6)
INT 18 (5d6)  LOG 12 (4d6)  WIL 10 (4d6) CHA 6 (3d6)  LUC 6 (3d6)  REP 18 (5d6)
MAG 21 (6d6)    

MAG 21 (6d6)
evoke 10 (4d6)
  abjure 10 (4d6)
enchant 10 (4d6)
creature
fire
ice

HEALTH 40   
MELEE DEFENSE 26; RANGED DEFENSE 26; MENTAL DEFENSE 30
SOAK 8 (mageshield); VULN -    

INITIATIVE 6d6
PERCEPTION 3d6
SPEED 6; CLIMB 2; JUMP 8'/3'
CARRY 70lb (max lift 150lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2

High quality staff 5d6 (4d6+2 blunt/fire or ice damage)
Elemental bolt 10d6 (5d6+2 fire or ice damage; range 20)    

Skills evocation 10 (4d6), abjuration 10 (4d6), enchantment 10 (4d6), concentration 10 (4d6), history 6 (3d6), spellcraft 10 (4d6), alchemy 3 (2d6), herbalism 3 (2d6), staves 6 (3d6), tactics 1 (1d6)
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 (1). 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 (10d6) ranged attack.

Elementalist spirit (1). 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 (2). With this enchantment one humanoid target within 10' becomes enchanted (the severe Charm status) for 1 hour with a MAG (10d6) mental attack.

Word of sleep (2). This enchantment inflicts the snoozing status (moderate Drowsiness) on one humanoid within 30' for one minute with a MAG (10d6) mental attack.


ASSASSIN
Medium rare sentient humanoid (8d6)    

Stealthy, trained killers for hire.                                                                                                                 

STR 6 (3d6)  AGI 10 (4d6)  END 6 (3d6)                                                                
INT 8 (3d6)  LOG 6 (3d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 3 (2d6)  REP 14 (4d6)                                                                                                                            

HEALTH 64                                                               
MELEE DEFENSE 32; RANGED DEFENSE 24; MENTAL DEFENSE 24                                                            
SOAK 6 (high quality leather); VULN -                                                                
                                                                
INITIATIVE 8d6                                                                
PERCEPTION 3d6                                                             
SPEED 8; CLIMB 5; JUMP 20'/6'                                                                
CARRY 120lb (max lift 300lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 1d6+3   
REACH 5'
                                
High quality shortsword 8d6 (5d6 piercing damage)                                                                
Light crossbow 5d6 (3d6+2 piercing damage; range 10)                                                                
                                                                
Skills crossbows 3 (2d6), herbalism 3 (2d6), stealth 6 (3d6), thievery 3 (2d6), concentration 3 (2d6), climbing 3 (2d6), tactics 3 (2d6), dodging 3 (2d6), swords 3 (2d6), medicine 3 (2d6)
Gear high quality leather armor, short sword, light crossbow                                                               

Achilles heel. Identifying a weakness in his target, the assassin pays 2d6 and bypass its SOAK score. This exploit can only be performed once per target.


BANDIT    
Medium common sentient humanoid (5d6)

Thieves and ruffians of the wilderness.    

STR 8 (3d6)  AGI 6 (3d6)  END 6 (3d6)    
INT 4 (2d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 7 (3d6)

HEALTH 20    
MELEE DEFENSE 11; RANGED DEFENSE 20; MENTAL DEFENSE 20
SOAK 2 (hide armor); VULN -            

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 7; CLIMB 4; JUMP 12'/8'    
CARRY 140lb (max lift 400lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+3    

Scimitar 4d6 (2d6 slashing damage)    
Light crossbow 5d6 (3d6+3 piercing damage; range 10)    

Skills tracking 1 (1d6), swords 1 (1d6), survival 1 (1d6), stealth 1 (1d6),  thievery 3 (2d6), perception 1 (1d6), running 3 (2d6), climbing 1 (1d6), dodging 3 (2d6), crossbows 3 (2d6), reactions 3 (2d6)
Gear light crossbow, scimitar, leather armor   

Bandit Lord (7d6). A Bandit Lord is a bandit (+2d6) with +8 to all DEFENSEs and 28 HEALTH. The bandit lord wears splintmail (SOAK 7) and wields a high quality longsword (3d6+5 damage). The Bandit Lord has CHA 10 and leadership 10 (4d6).
Kingpin (7d6). A Kingpin is a Bandit Lord (see above) but wears a long kevlar coat (SOAK 6) and wields a high quality pistol (2d6 ballistic damage; range 10). His crossbows skill is replaced with pistols and his swords skill is replaced with clubs.

BANDIT LORD

See Bandit.


BARBARIAN
Medium common sentient humanoid (7d6)    

Wild tribal warriors, fierce in battle.                                                                                                                       

STR 8 (3d6)  AGI 6 (3d6)  END 8 (3d6)                                                                
INT 6 (3d6)  LOG 4 (2d6)  WIL 3 (2d6) CHA 4 (2d6)  LUC 2 (1d6) REP 10 (4d6) 
                                                                                                                            
HEALTH 56                                                               
MELEE DEFENSE 28; RANGED DEFENSE 17; MENTAL DEFENSE 17                                                               
SOAK 12 (hide armor); VULN -                                                                
                                                                
INITIATIVE 4d6                                                                
PERCEPTION 5d6                                                            
SPEED 5; CLIMB 3; JUMP 12'/8'                                                                
CARRY 160lb (max lift 400lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 1d6+3  
REACH 5'                                                            
                                                             
Battleaxe 7d6 (4d6+3 slashing damage)                                                                                                       

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

Charge. The barbarian pays 2d6, moves his SPEED, and makes a melee attack at the end of it. He gains +1d6 damage to the attack.


BARD
Medium uncommon sentient humanoid (6d6)        

Minstrels with the power to affect others with music.    

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

HEALTH 24
MELEE DEFENSE 18; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 4 (leather); VULN -    

INITIATIVE 6d6
PERCEPTION 5d6    
SPEED 6; CLIMB 3; JUMP 12'/4'
CARRY 80lb (max lift 200lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+2

High quality rapier 4d6 (2d6+2 piercing damage)        

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

Lullaby (2). The bard can use both actions to sing a lullaby, making a 6d6 mental attack to all within 30'. Those who succumb begin snoozing (the moderate Drowsiness status) while the song continues, after which they may shake the condition off.

Inspire (2).  The bard can use both actions to sing an inspiring song, making allies within 30' brave while the song continues.


BATTLEPSYCHE
Medium rare sentient humanoid (7d6)

Psionic soldiers who use their minds to kill.

STR 4 (2d6)  AGI 10 (4d6)  END 8 (3d6)
INT 12 (4d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 4 (2d6)  LUC 4 (2d6)  REP 14 (4d6)
PSI 12 (4d6)

HEALTH 28  
MELEE DEFENSE 17; RANGED DEFENSE 28; MENTAL DEFENSE 28
SOAK 6 (mesh lining); VULN -  
STATUS IMMUNITIES -                                                              

INITIATIVE 5d6
PERCEPTION 5d6
SPEED 8; CLIMB 4; JUMP 12'/4'    
CARRY 120lb (max lift 200lb)                                            

ACTIONS 2    
NATURAL DAMAGE 1d6+2
REACH 5'

Laser pistol 5d6 (3d6 heat damage; range 6)
Psi-blast 7d6 (3d6 psychic damage; range 2)
Electrokinetic blast 7d6 (4d6+3 electricity; range 4)  
Psychic cone auto (3d6 psychic damage; 30' cone)                                                       

Skills pistols 3 (2d6), perception 1 (1d6), concentration 6 (3d6), tactics 1 (1d6), reactions 4 (2d6), dodging 4 (2d6)
Psionic skills telekinesis 6 (3d6), ergokinesis 6 (3d6)
Gear laser pistol, synthetic weave                                                                

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

Psi-blast (1). Battlepsyches can use an action and make a PSI vs. MENTAL DEFENSE attack to blast an opponent with a mental burst which does 3d6 psionic damage and has a range increment of 10'.

Psychic cone (1). Once per day a battlepsyche can spend 1d6 HEALTH to project a 30' cone of psychic energy which automatically causes psychic damage equal to her PSI check to all in the area of effect. If the 1d6 HEALTH causes her to fall to zero HEALTH, the power fails.

Electrokinetic blast (1). Battlepsyches can blast an opponent with a range increment of 20' with a bolt of focused electricity with a PSI vs. DEFENSE attack which does 2d6 electricity damage.


BOUNTY HUNTER    
Medium uncommon sentient humanoid (7d6)       

Armed and professional hunters for hire.                                           

STR 8 (3d6)  AGI 8 (3d6)  END 8 (3d6)                    
INT 10 (4d6)  LOG 8 (3d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 4 (2d6)  REP 14 (4d6)

HEALTH 28   
MELEE DEFENSE 17; RANGED DEFENSE 28; MENTAL DEFENSE 28
SOAK 6 (long kevlar coat); VULN -    
STATUS IMMUNITIES -                             

INITIATIVE 5d6
PERCEPTION 7d6                                     
SPEED 8; CLIMB 4; JUMP 16'/8'    
CARRY 160lb (max lift 400lb)                                                                

ACTIONS 2    
NATURAL DAMAGE 1d6+3
REACH 5'                                                                

Brawling 5d6 (3d6 blunt damage)        
Laser rifle 7d6 (4d6+3 heat damage; range 10)                

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

Achilles heel (m). Identifying a weakness in their target, bounty hunters pay 2d6 and bypass its SOAK score. This exploit can only be performed once per target.

Crippling strike (m). By paying 1d6; a leg wound renders the bounty hunter's target Slowed [21].

Stunning attack (m).  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
Medium common sentient humanoid (4d6)    

Young military men and women.        

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

HEALTH 16   
MELEE DEFENSE 18; RANGED DEFENSE 18; MENTAL DEFENSE 11
SOAK 2 (synthetic weave); VULN -

INITIATIVE 3d6
PERCEPTION 3d6    
SPEED 5; CLIMB 3; ZERO-G 4; JUMP 12'/4'
CARRY 80lb (max lift 200lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+2                                                              

Brawling 3d6 (1d6+2 blunt damage)
Phaser pistol 4d6 (2d6+2 heat damage; range 15)    

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


CAPTAIN            
Medium sentient humanoid (7d6)                        

Brave starship commanders and leaders of men.         

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

HEALTH 28   
MELEE DEFENSE 21; RANGED DEFENSE 28; MENTAL DEFENSE 28
SOAK 6 (mesh lining); VULN -    

INITIATIVE 7d6 (starship tactics 7d6)
PERCEPTION 6d6    
SPEED 6; CLIMB 3; JUMP 16'/8'    
CARRY 160lb (max lift 400lb)                                                                
            
ACTIONS 2    
NATURAL DAMAGE 1d6+3  
                                 
Brawling 5d6 (3d6 blunt damage)        
HQ laser pistol 5d6 (3d6 heat damage; range 10)    

Skills starship tactics 6 (3d6), piloting 6 (3d6), gunnery 6 (3d6), astrogation 6 (3d6), law 6 (3d6), perception 6 (3d6), leadership 10 (4d6), computers 3 (2d6), engineering 3(2d6), tactics 3 (2d6),  dodging 3 (2d6), pistols 6 (3d6), brawling 3 (2d6)
Gear high quality laser pistol, hand scanner, mesh lining, communicator

Always prepared. Starship captains have brilliant tactical mindd, 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.


CHAMPION

See Knight.


CIVILIAN

See Peasant.


CLERIC                                                
Medium common sentient humanoid (6d6)    

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

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

MAG 6 (3d6)
evoke 3 (2d6)
heal 3 (2d6)
good/evil
light/shadow

HEALTH 24                                                                
MELEE DEFENSE 18; RANGED DEFENSE 24; MENTAL DEFENSE 24                                                               
SOAK 4 (ringmail); VULN -
                                                                
INITIATIVE 6d6                                                                
PERCEPTION 5d6                                                             
SPEED 6; CLIMB 3; JUMP 8'/6'                                                                
CARRY 120lb (max lift 300lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 1d6+3  
REACH 5'                                                            
                                                             
Mace 4d6 (2d6+2 blunt damage)    
Ray of light/shadow 4d6 (2d6+2 light/shadow damage; range 6)                                                                                                                                   

Skills religion 6 (3d6), medicine 3 (2d6), history 3 (2d6), healing* 3 (2d6), evocation* 3 (2d6), perception 3 (2d6), meditation 6 (3d6), maces 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’.

Ray of light/shadow. The cleric can cast a ray of light or shadow as a signature spell; this has range of 30’ and targets one creature’s DEFENSE score, doing 3d6 light (good clerics) or shadow (evil clerics) damage on a hit.       


COP
Medium common sentient humanoid (6d6)

Police and security officers, trained and alert.

STR 6 (3d6)  AGI 6 (3d6)  END 6 (3d6)
INT 8 (3d6)  LOG 8 (3d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 4 (2d6)  REP 7 (3d6)

HEALTH 24
MELEE DEFENSE 14; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 4 (kevlar vest); VULN -      
STATUS IMMUNITIES -                                                          

INITIATIVE 4d6
PERCEPTION 5d6    
SPEED 7; CLIMB 4; JUMP 12'/6'
CARRY 120lb (max lift 300lb)                                                

ACTIONS 2
NATURAL DAMAGE 1d6+3
REACH 5'                                                               

Brawling 4d6 (2d6 blunt damage)    
Stun baton 4d6 (2d6+2 blunt/electricity damage; stun)    
Pistol 6d6 (4d6 ballistic damage; range 10)                                                        

Skills clubs 1 (1d6), pistols 1 (1d6), brawling 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    

Troublesense. Cops are easily able to spot trouble before it happens. They gain a +1d6 bonus to initiative checks (included above).

Dive for cover (0). 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 common sentient humanoid (4d6)        

Petty thieves and pickpockets.

STR 4 (2d6)  AGI 8 (3d6)  END 4 (2d6)    
INT 8 (3d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 1 (1d6)  REP 5 (2d6)

HEALTH 16
MELEE DEFENSE 16; RANGED DEFENSE 14; MENTAL DEFENSE 11
SOAK 0; VULN -

INITIATIVE 3d6    
PERCEPTION 4d6        
SPEED 7; CLIMB 4; JUMP 16'/4'    
CARRY 80lb (max lift 200lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+2                                               

Knife 4d6 (2d6+2 piercing damage)                                                                   

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


DARKLORD

See Star Knight.


FIREMAGE                                    
Medium rare sentient humanoid (8d6)    

Quick, fiery wizards with a taste for battle.                                                                                                                      

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

MAG 10 (4d6)
evoke 10 (4d6)
create
6 (3d6)
abjure
6 (3d6)
fire
light

HEALTH 32                                                               
MELEE DEFENSE 20; RANGED DEFENSE 20; MENTAL DEFENSE 24                                                               
SOAK 6 (fire); VULN 1d6 (cold)                                                            
                                                                
INITIATIVE 5d6                                                                
PERCEPTION 4d6                                                            
SPEED 5; CLIMB 3; JUMP 20'/4'                                                                
CARRY 80lb (max lift 200lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 2d6+3 fire    
                                                            
Flaming touch 4d6 (3d6+3 fire damage)                                                                
Dagger 4d6 (3d6+3 piercing damage)                                                                
Firebolt 8d6 (4d6+2 fire damage; range 6)                                                                
                                                                
Skills bluffing 3 (2d6), concentration 6 (3d6), reactions 3 (2d6), dodging 3 (2d6), knives 3 (2d6), evocation* 10 (4d6), creation* 6 (3d6), abjuration* 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).

Firebolt. The firemage can throw a bolt of fire as a single ranged attack (using her MAG attribute) which has a range increment of 30' and does 2d6 fire damage.

Flaming touch. The firemage’s touch becomes hot enough to injure others, causing an additional 1d6 of heat damage beyond her natural damage.


FUNCTIONARY
Medium common sentient humanoid (6d6)    

Bureaucrats, politicians, and corporate lackeys.    

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

HEALTH 12   
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 0; VULN -

INITIATIVE 4d6    
PERCEPTION 3d6        
SPEED 5; CLIMB 3; JUMP 12'/4'    
CARRY 80lb (max lift 200lb)                                   

ACTIONS 2
NATURAL DAMAGE 1d6+2  
                                                             
Brawling 4d6 (2d6+2 blunt damage)
Pistol 4d6 (2d6+2 ballistic damage; range 10)    
Charm offensive 6d6 (special)

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

Charm offensive (2). The functionary can use his charisma and negotiating skills to render a target who can hear him beguiled with a 6d6 mental attack.


GAMBLER
Medium sentient humanoid (5d6)    

Merchants of chance who cast their fate to the winds.    

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

HEALTH 16
MELEE DEFENSE 11; RANGED DEFENSE 11; MENTAL DEFENSE 20
SOAK 0; VULN -                                    

INITIATIVE 4d6
PERCEPTION 4d6 (insight 5d6)    
SPEED 7; CLIMB 3; JUMP 12'/4'
CARRY 80lb (max lift 200lb)            

ACTIONS 2        
NATURAL DAMAGE 1d6+2                                                                
Brawling 3d6 (1d6+2 blunt damage)    

Skills gambling 10 (4d6), bluffing 6 (3d6), persuasion 6 (3d6), insight 6 (3d6), local knowledge 6 (3d6), concentration 6 (3d6),  running 3 (2d6), carousing 6 (3d6)
Gear cards, dice    

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


GUARD

See Watchman.


HEALER

See Medic.


HEAVYWEIGHT

See Pugilist.


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

Exemplars and leaders of their faith.

STR 4 (2d6)  AGI 6 (3d6)  END 6 (3d6)
INT 8 (3d6)  LOG 8 (3d6)  WIL 10 (4d6) CHA 8 (3d6)  LUC 8 (3d6)  REP 18 (5d6)
MAG 10 (4d6)        

MAG 10 (4d6)
evoke 10 (4d6)
  abjure 10 (4d6)
enchant 10 (4d6)
person
good
evil

HEALTH 32
MELEE DEFENSE 24; RANGED DEFENSE 32; MENTAL DEFENSE 32
SOAK 0; VULN -

INITIATIVE 8d6
PERCEPTION 3d6 (insight 6d6)    
SPEED 6; CLIMB 3; JUMP 12'/4'
CARRY 100lb (max lift 200lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2

Exceptional mace 5d6 (3d6+2 blunt/good or evil damage)    

Skills religion 10 (4d6), history 10 (4d6), law 6 (3d6), leadership 6 (3d6), insight 6 (3d6), meditation 10 (4d6), maces 6 (3d6),
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 +8 to all DEFENSEs against creatures with the opposite virtue.

Divine touch (1). The high priest's touch either heals 2d6 HEALTH or does 2d6 unholy damage to the target. A target can one benefit from the healing (but not the damage) once per day.

Blessing/curse (1). Once per day the high priest can issue a blessing or curse to a target within 30'. A blessing grants it +3d6 to isn LUC dice pool for one hour; a curse deprives it of its LUC dice pool for one hour.


ICEMAGE                                    
Medium rare sentient humanoid (8d6)    

Cold, pale wizards with control of ice and snow.                                                                                                                      

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

HEALTH 32                                                               
MELEE DEFENSE 20; RANGED DEFENSE 20; MENTAL DEFENSE 24                                                               
SOAK 6 (cold); VULN 1d6 (fire)                                                            
                                                                
INITIATIVE 5d6                                                                
PERCEPTION 4d6                                                            
SPEED 5; CLIMB 3; JUMP 20'/4'                                                                
CARRY 140lb (max lift 200lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 2d6+3 cold   
                                                            
Icy touch 4d6 (3d6+3 cold damage)                                                                                                                              
Icebolt 8d6 (4d6+2 cold damage; range 6)                                                                
                                                                
Skills concentration 6 (3d6), concentration 3 (2d6), knives 3 (2d6), evocation* 10 (4d6), creation* 6 (3d6), abjuration* 6 (3d6), insight 6 (3d6)
Gear ice dagger, high quality wand of ice

Arctic blast (2). The icemage releases a mighty spray of ice shards and dense, frigid water, impacting foes and possibly freezing them. Creatures in the area of effect (40' line, 5' wide) take 3d6 points of elemental ice damage from the cold. The area of the line becomes slippery for one minute.

Icebolt (1). The icemage can throw a bolt of ice as a single ranged attack (using her MAG attribute) which has a range increment of 30' and does 2d6 cold damage.

Icewall (2). The icemage creates a wall of ice up to 50' in length and 10' in height which asts for one hour.

Icy touch. The icemage’s touch becomes cold enough to injure others, causing an additional 1d6 of cold damage beyond her natural damage.


INQUISITOR    
Medium rare sentient humanoid (7d6)    

Street judges, juries, and executioners.    

STR 10 (4d6)  AGI 8 (3d6)  END 8 (3d6)
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 6 (3d6)  LUC 3 (2d6)  REP 14 (4d6)

HEALTH 55   
MELEE DEFENSE 28; RANGED DEFENSE 17; MENTAL DEFENSE 17
SOAK 12 (exceptional riot armor); VULN -    

INITIATIVE 4d6
PERCEPTION  6d6    
SPEED 5; CLIMB 3; JUMP 16'/10'    
CARRY 180lb (max lift 500lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+4                                                               

Brawling 7d6 (d6+3 blunt damage)
Inquisitor's carbine slugger mode 7d6 (4d6+3 ballistic damage; range 10)
Inquisitor's carbine screecher mode 7d6 (d6+3 sonic damage; range 10)
Inquisitor's carbine shocker mode 7d6 (d6+3 electricity damage; range 3)
Inquisitor's carbine grenade mode 7d6 (damage varies; range 10)
Inquisitor's carbine armor-piercing mode 7d6 (d6+3ballistic damage; range 4)

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), pistols 6 (3d6), local knowledge 6 (3d6), intimidation 3 (2d6), interrogation 3 (2d6)
Gear inquisitor's carbine, exceptional riot armor    

Inquisitor's carbine. This mastercraft piece of equipment is actually so well-made that most Inquisitor's are unable to get the most out of it. ID-locked to their owner, only a single Inquisitor can use a given weapon; unauthorised attempts to use the carbine result in an electric shock (2d6 electricity damage). The carbine can be switched between slugger, screecher, shocker, armor-piercing, and grenade mode by voice command as a free action. Armor-piercing mode ignores up to 10 SOAK from armor in the first range increment only, and has a lower range increment than slugger mode.

Freeze! (1). An inquisitor can make a CHA mental attack at a single target who can hear him. If successful, the target is stunned. The target must be able to understand the Inquisitor and have an INT attribute of 2 or more.

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


KILLER                                
Medium rare sentient humanoid (10d6)    

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

STR 8 (3d6)  AGI 12 (4d6)  END 8 (3d6)                                                                
INT 8 (3d6)  LOG 8 (3d6)  WIL 6 (3d6) CHA 4 (2d6)  LUC 3 (2d6) REP 14 (4d6)                                                                                                              

HEALTH 80                                                            
MELEE DEFENSE 40; RANGED DEFENSE 30; MENTAL DEFENSE 30                                                               
SOAK 8 (exceptional studded leather); VULN 5 (cold)                                                                
                                                                
INITIATIVE 10d6                                                                
PERCEPTION 6d6                                                            
SPEED 9; CLIMB 5; JUMP 24'/8'                                                                
CARRY 160lb (max lift 400lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 1d6+3
REACH 5'                                                              
                                                                
Exceptional knife 10d6 (6d6 piercing damage; range 3)                                                        
                                                                
Skills stealth 6 (3d6), perception 6 (3d6), meditation 6 (3d6), running 6 (3d6), climbing 6 (3d6), tactics 6 (3d6), dodging 6 (3d6), knives 6 (3d6),                                                                 
Gear exceptional knife                                                                

Surprise attack/death blow. If he successfully hits a target before it becomes aware of him, the killer gains a +2d6 damage bonus.

Achilles heel. Identifying a weakness in his target, the killer pays 2d6 and bypass its SOAK score. This exploit can only be performed once per target.   


KINGPIN

See bandit.


KNIGHT
Medium rare sentient humanoid (7d6)    

Noble, armoured warriors who honour courage and chivalry.                       

STR 8 (3d6)  AGI 4 (2d6)  END 6 (3d6)                                                  
INT 6 (3d6)  LOG 4 (2d6)  WIL 6 (3d6) CHA 6 (3d6)  LUC 3 (2d6)  REP 10 (4d6)                            
HEALTH 56
MELEE DEFENSE 28; RANGED DEFENSE 17; MENTAL DEFENSE 21
SOAK 12 (platemail, helm); VULN -

INITIATIVE 4d6
PERCEPTION 3d6     
SPEED 5; CLIMB 4; JUMP 8'/8'    
CARRY 140lb (max lift 400lb)   

ACTIONS 2   
NATURAL DAMAGE 1d6+3  
REACH 5'                                                              

High quality longsword 7d6 (4d6+3 slashing damage)
                                                                
Skills lances 3 (2d6), riding 3 (2d6), heraldry 3 (2d6), heavy armor 3 (2d6), climbing 3 (2d6), tactics 3 (2d6), swords 3 (2d6)                                                            
Gear high quality longsword, platemail, helm, dagger                                        

Deadly strike. The knight inflicts an additional 1d6 damage with a successful hit.

Honorable. The knight’s courage and honor are such that he automatically succeeds in attempts to shake off Fear status track effects.

Champion (8d6). A Champion is an elite warrior. As a knight (+2d6), the Champion's armour is exceptional quality (granting SOAK 13), all DEFENSes gain +8, and the Champion has 32 HEALTH. The Champion is also completely immune to the Fear status track.

MAGE
Medium sentient humanoid (6d6)

Generalist practitioners of magic.    

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

HEALTH 24   
MELEE DEFENSE 18; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 4 (thick robes); VULN -

INITIATIVE 6d6
PERCEPTION 3d6 (insight 5d6)
SPEED 6; CLIMB 3; JUMP 12'/4'
CARRY 80lb (max lift 200lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+2

Staff 4d6 (2d6+2 blunt damage)    
Shortword 4d6 (2d6+2 piercing damage)    

Skills [artistic] 6 (3d6), [lore] 6 (3d6), linguistics 3 (2d6), history 6 (3d6), herbalism 3 (2d6), insight 3 (2d6), concentration 6 (3d6), tactics 6 (3d6), staves 3 (2d6), evocation 6 (3d6), enchantment 6 (3d6), movement 6 (3d6)
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 (2). 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 take 3d6 points of elemental ice damage from the cold if struck by a successful MAG (6d6) ranged attack. The area of the line becomes slippery.

Friendship (2). One humanoid target within 10' becomes enchanted (the severe Charm status) if hit with a successful MAG (6d6) mental attack. The effect wears off after one hour if the victim is unable to shake it off.

Mage armor (2). The mage is encased in invisible force armor, granting SOAK 4 for 10 minutes.

Mage's thrust (1). The mage throw a large-sized or smaller person within 30' back by 10' with a successful MAG (6d6) ranged attack. This spell is used primarily to knock opponents around, like Saruman did to Gandalf. This is a signature spell used in emergencies.

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 (2). 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 (3d6) mental attack as long as the caster is powerful enough. The target gains the snoozing status (the moderate Drowsiness status). The effect wears off after one minute if not shaken off.


MARINE    
Medium uncommon sentient humanoid (7d6)

The trained, professional soldiers of the Navy.

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

HEALTH 28   
MELEE DEFENSE 17; RANGED DEFENSE 28; MENTAL DEFENSE 28
SOAK 6 (battlesuit); VULN -     
STATUS IMMUNITIES -                                                           

INITIATIVE 5d6
PERCEPTION 3d6    
SPEED 8; CLIMB 3; JUMP 16'/8'    
CARRY 190lb (max lift 550lb)                                                

ACTIONS 2
NATURAL DAMAGE 2d6+3
REACH 5'

Longsword 5d6 (3d6 slashing damage)    
Laser rifle 7d6 (4d6+3 heat damage; range 20)

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)
Gear laser rifle, laser pistol, navy battle suit, hand scanner, medkit

Hunker downCover grants marines one extra die of cover 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 (2). Once per day, marines can pause for two actions and recover 2d6 HEALTH.

Double tap (m). Once per turn, a marine can fire two quick shots at a target at the cost of just one action, paying 2d6.


MARTIAL ARTIST

See Pugilist.


MEDIC
Medium common sentient humanoid (6d6)        

Professional doctors and nurses.    

STR 4 (2d6)  AGI 8 (3d6)  END 6 (3d6)    
INT 8 (3d6)  LOG 8 (3d6)  WIL 8 (3d6) CHA 6 (3d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 24        
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 24
SOAK 0; VULN -

INITIATIVE 4d6
PERCEPTION 6d6        
SPEED 6; CLIMB 3; JUMP 16'/4'        
CARRY 100lb (max lift 200lb)        

ACTIONS 2
NATURAL DAMAGE 1d6+2                                                               

Brawling 4d6 (2d6+2 blunt damage)  
Syringe 4d6 (special damage)    

Skills medicine 6 (3d6), psychology 3 (2d6), bureaucracy 3 (2d6), computers 3 (2d6), perception 8 (3d6), concentration 6 (3d6)
Gear high quality medical scanner, high quality medkit        

Medical advice (0). Identifying a weakness in a target, the medic can spend a free action in an ally turn to allow that ally to bypass a creature's SOAK score. This exploit can only be performed once per target.

Healing hands (1). The medic can use a medkit to heal 1d6 HEALTH to a creature she can touch.

Syringe (1). The medic's syringe (part of the medkit) can be used to inflict conditions on targets. Once per turn, the medic may choose any mild END-base condition. On a critical hit, she may choose a moderate condition. As always, multiple aplications increase the status track.

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 dartgun.

MINER
Medium common sentient humanoid (4d6)    

Tough men and women of the space lanes.        

STR 8 (3d6)  AGI 4 (2d6)  END 6 (3d6)    
INT 6 (3d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 5 (2d6)

HEALTH 24    
MELEE DEFENSE 16; RANGED DEFENSE 10; MENTAL DEFENSE 11
SOAK 0; VULN -

INITIATIVE 3d6
PERCEPTION 3d6    
SPEED 5; CLIMB 4; ZERO-G 4; JUMP 8'/8'
CARRY 170lb (max lift 550lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+3                                                               

Brawling 4d6 (1d6+3 blunt damage)
Club 3d6 (2d6+3 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)
Gear club, tools

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 6 (3d6)  AGI 10 (4d6)  END 6 (3d6)
INT 10 (4d6)  LOG 8 (3d6)  WIL 5 (2d6) CHA 8 (3d6)  LUC 6 (3d6)  REP 0 (0d6)

HEALTH 24
MELEE DEFENSE 14; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 4 (cuirass); VULN -

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

ACTIONS 2    
NATURAL DAMAGE 1d6+3                                                                

Brawling 4d6 (2d6+2 blunt damage)    
Rapier 4d6 (2d6+2 piercing damage)    
Musket 6d6 (4d6 ballistic damage; range 7)    

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


NECROMANCER                                   
Medium very rare sentient humanoid (7d6)    

Masters of the dark arts. 

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

MAG 8 (3d6)
summon 6 (3d6)
compel
3 (2d6)
create
3 (2d6)
undead
death
shadow

HEALTH 28                                                               
MELEE DEFENSE 21; RANGED DEFENSE 28; MENTAL DEFENSE 28                                 SOAK 6 (corpse visage); VULN 1d6 (light)                                                            
                                                                
INITIATIVE 7d6                                                                
PERCEPTION 3d6; darksight 60'                                                           
SPEED 6; CLIMB 3; JUMP 12'/4'                                                                
CARRY 80lb (max lift 200lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 2d6+2 fire    
                                                            
Touch of the grave 5d6 (3d6 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)
Gear high quality ceremonial dagger

Undead servant (2). The necromancer can spend two actions to summon a skeleton within 30' which will obey and protect him.  The skeleton falls apart in one hour. The necromancer can maintain one such skeleton at a time.


NOBLE
Medium uncommon sentient humanoid (6d6)

Wealthy, educated lords and ladies.

STR 4 (2d6)  AGI 6 (3d6)  END 4 (2d6)    
INT 6 (3d6)  LOG 6 (3d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 24
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 24
SOAK 0; VULN -

INITIATIVE 4d6
PERCEPTION 3d6
SPEED 6; CLIMB 3; JUMP 12'/4'    
CARRY 80lb (max lift 200lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+2                                                                

Brawling 3d6 (1d6+2 blunt damage)        
High quality rapier 4d6 (2d6+2 piercing damage)    

Skills law 3 (2d6), history 3 (2d6), leadership 3 (2d6), carousing 3 (2d6), musical instrument 3 (2d6), dodging 3 (2d6), swords 3 (2d6)
Gear high quality rapier, 200gc

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    
Medium common sentient humanoid (2d6)    

Men and women trying to make a living.                                                                                                                       

STR 4 (2d6)  AGI 4 (2d6)  END 4 (2d6)                                                                
INT 4 (2d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 1 (1d6)                                                    

HEALTH 16                                                                
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 10                                                                
SOAK 0; VULN -                                                                
                                                                
INITIATIVE 2d6                                                                
PERCEPTION 2d6                                                                
SPEED 5; CLIMB 2; JUMP 8'/4'                                                                
CARRY 90lb (max lift 250lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 1d6+2     
REACH 5'                                                          
                                                            
Sickle 2d6 (2d6+6 slashing damage)                                                                
Sling 2d6 (1d6 blunt damage; range 8)                                                                
                                                                
Skills farming 3 (2d6), cooking 1 (1d6), animal handling 1 (1d6), local knowledge 3 (2d6), running 1 (1d6), swimming 1 (1d6), carrying 1 (1d6)                                                        
Gear sickle, sling                                    

Pack attack. Peasants work together well in a mob. Any allies adjacent to the victim count as flanking, gaining the +1d6 bonus to attack. When 4 or more peasants are adjacent to the victim, the victim is pushed one step along the Tiredness status track at the start of its turn.   

Civilian (2d6). The modern or future version of a peasant is called a Civilian. For a civilian, simply switch the farming and animal handling skills for computers and bureacracy. You can add another skill represenitng a career or hobby.

PUGILIST    
Medium uncommon sentient humanoid (6d6)    

Hardy boxers with a heavy punch.    

STR 8 (3d6)  AGI 8 (3d6)  END 12 (4d6)    
INT 6 (3d6)  LOG 4 (2d6)  WIL 6 (3d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 48       
MELEE DEFENSE 24; RANGED DEFENSE 14; MENTAL DEFENSE 14
SOAK 8; VULN -        

INITIATIVE 4d6
PERCEPTION 4d6    
SPEED 4; CLIMB 2; JUMP 16'/10'    
CARRY 250lb (max lift 650lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+4   

Boxing 6d6 (4d6 blunt damage)    

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

One-two (1). Once per round the pugilist may make two boxing attacks with a single action.

Knockdown (m). For a cost of 2d6, the pugilist's target is knocked prone as long as it is size medium or smaller.

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 rare sentient humanoid (6d6)    

Experts at infiltration and destruction.

STR 6 (3d6)  AGI 8 (3d6)  END 6 (3d6)
INT 6 (3d6)  LOG 8 (3d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 0 (0d6)  REP 10 (4d6)

HEALTH 24   
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 24
SOAK 0; VULN -    

INITIATIVE 4d6
PERCEPTION 6d6        
SPEED 6; CLIMB 4; JUMP 16'/6'    
CARRY 120lb (max lift 300lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+3                                                              

Laser knife 4d6 (2d6+2 heat damage)    
Pistol 4d6 (2d6+2 ballistic damage; range 10)    

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 3 (2d6), disguise 6 (3d6), thievery 6 (3d6)
Gear pistol, laser knife, mesh lining, toolkit, explosives   

Trapsetter. With two actions, a saboteur can set a proximity explosive in an adjacent square which does 4d6 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 can be spotted with a Difficult [16] INT check.


SAGE
Medium rare sentient humanoid (5d6)        

Learned scholars and students.    

STR 4 (2d6)  AGI 4 (2d6)  END 4 (2d6)    
INT 6 (3d6)  LOG 10 (4d6)  WIL 8 (3d6) CHA 6 (3d6)  LUC 0 (0d6)  REP 7 (3d6)

HEALTH 20    
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 20
SOAK 0; VULN -

INITIATIVE 5d6
PERCEPTION 5d6    
SPEED 4; CLIMB 2; JUMP 8'/4'    
CARRY 80lb (max lift 200lb)        

ACTIONS 2        
NATURAL DAMAGE 1d6+2    
                                                            
Brawling 2d6 (1d6+2 blunt damage)    

Skills law 6 (3d6), alchemy 6 (3d6), history 6 (3d6), herbalism 6 (3d6), negotiation 6 (3d6), perception 3 (2d6), concentration 6 (3d6), medicine 6(3d6), astronomy 6 (3d6), history 6(3d6), religion 6 (3d6), heraldry 6(3d6), tactics 3 (2d6)
Gear -

Sage advice (2). 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.


SCIENTIST
Medium uncommon sentient humanoid (5d6)        

Trained academic experts and medics.    

STR 4 (2d6)  AGI 4 (2d6)  END 4 (2d6)    
INT 6 (3d6)  LOG 10 (4d6)  WIL 8 (3d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 7 (3d6)

HEALTH 20
MELEE DEFENSE 10; RANGED DEFENSE 10; MENTAL DEFENSE 14
SOAK 0; VULN -

INITIATIVE 3d6    
PERCEPTION 5d6        
SPEED 4; CLIMB 2; JUMP 8'/4'
CARRY 80lb (max lift 200lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2                                                               

Brawling 2d6 (1d6+2 blunt damage)                                                                   

Skills [scientific] 6 (3d6), computers 6 (3d6), bureaucracy 3 (2d6), engineering 3 (2d6), perception 3 (2d6)
Gear [scientific] toolkit, personal computer, hand scanner

Scientific knowledge. The scientist knows a range of [scientific] skills at rank 6 (3d6). Choose three for more [scientific] skills.

Analytical eye (1). 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 (2). Using a hand scanner and a toolkit, the scientist can cause 1d6 ion damage in a 30' burst.

Healing hands (2). The scientist can heal an ally she can touch, restoring 1d6 health.


SCOUT    
Medium uncommon sentient humanoid (6d6)    

Stealthy outdoorsmen, hunters, and guides.    

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

HEALTH 24
MELEE DEFENSE 14; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 4 (hide armor); VULN -    

INITIATIVE 4d6
PERCEPTION 6d6    
SPEED 10; CLIMB 5; JUMP 20'/6'        
CARRY 180lb (max lift 600lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+3

Scimitar 4d6 (2d6+2 slashing damage)    
Shortbow 6d6 (4d6 piercing damage; range 12)

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


SHAMAN    
Medium rare sentient humanoid (7d6)    

Primitive practitioners of spirit magic.

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

MAG 6 (3d6)
summon 3 (2d6)
hex
6 (3d6)
enchant
6 (3d6)
person
beast

HEALTH 28   
MELEE DEFENSE 21; RANGED DEFENSE 28; MENTAL DEFENSE 28
SOAK 6 (hides); VULN -                                               

INITIATIVE 7d6    
PERCEPTION 3d6    
SPEED 6; CLIMB 3; JUMP 12'/4'    
CARRY 100lb (max lift 200lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+2                                                               

Club 5d6 (3d6 blunt damage)    
Blowgun 5d6 (3d6 piercing/poison damage; range 6)    

Skills nature 6 (3d6), herbalism 6 (3d6), enchantment 6 (3d6), summoning 3 (12d6), hexes 6 (3d6), medicine 3 (2d6), meditation 6 (3d6), clubs 1 (1d6)
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 (2). All allies within 30' of the shaman or its spirit companion heal 2d6 HEALTH.

Dire hex (2). The target of the shaman's dire hex must be within 30'. If the mental attack (6d6) 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    
Medium sentient humanoid (6d6)    

Ruffians and scoundrels of the space lanes.

STR 6 (3d6)  AGI 10 (4d6)  END 6 (3d6)    
INT 10 (4d6)  LOG 8 (3d6)  WIL 4 (2d6) CHA 8 (3d6)  LUC 6 (3d6)  REP 0 (0d6)                                                

HEALTH 24       
MELEE DEFENSE 18; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 4 (mesh lining); VULN -

INITIATIVE 4d6 (starship tactics 5d6)    
PERCEPTION 6d6    
SPEED 7; CLIMB 4; JUMP 20'/6'        
CARRY 120lb (max lift 300lb)                                                                

ACTIONS 2    
NATURAL DAMAGE 1d6+3                                                                

Brawling 4d6 (2d6+2 blunt damage)
Blaster pistol 6d6 (4d6 heat damage; range 10)    

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


SPY
Medium very rare sentient humanoid (7d6)        

Elite secret agents and intelligence officers.            

STR 6 (3d6)  AGI 8 (3d6)  END 6 (3d6)    
INT 10 (4d6)  LOG 10 (4d6)  WIL 8 (3d6) CHA 8 (3d6)  LUC 3 (2d6)  REP 14 (4d6)

HEALTH 56   
MELEE DEFENSE 28; RANGED DEFENSE 21; MENTAL DEFENSE 21
SOAK 6 (high quality mesh lining); VULN -    

INITIATIVE 7d6
PERCEPTION 7d6    
SPEED 8; CLIMB 4; JUMP 16'/6'    
CARRY 120lb (max lift 300lb)    

ACTIONS 2    
NATURAL DAMAGE 1d6+3                                                               

Martial arts 7d6 (3d6 blunt damage)    
Pistol 5d6 (4d6+3 ballistic damage; range 10)    

Skills stealth 6 (3d6), thievery 6 (3d6), bluffing 10 (4d6), carousing 6 (3d6), computers 3 (2d6), perception 6 (3d6), concentration 6 (3d6), dodging 6(3d6), martial arts 6(3d6),  tactics 3 (2d6),  pistols 6 (3d6)
Gear high quality mess lining, pistol, false ID                                                   


STAR KNIGHT        
Medium very rare sentient humanoid (8d6)    

Intergalactic, laser-sword wielding peacekeepers.    

STR 6 (3d6)  AGI 12 (4d6)  END 8 (3d6)
INT 10 (4d6)  LOG 8 (3d6)  WIL 12 (4d6) CHA 6 (3d6)  LUC 6 (3d6)  REP 14 (4d6)
PSI 6 (3d6)    

HEALTH 64   
MELEE DEFENSE 32; RANGED DEFENSE 24; MENTAL DEFENSE 24
SOAK 6 (mesh lining); VULN -    

INITIATIVE 8d6
PERCEPTION 6d6        
SPEED 8; CLIMB 4; JUMP 24'/6'    
CARRY 140lb (max lift 300lb)        

ACTIONS 2    
NATURAL DAMAGE 1d6+3                                                               

Martial arts 8d6 (4d6+3 blunt damage)            
Laser sword 8d6 (5d6 heat damage)            
Psychic push 5d6 (0 damage; range 20')

Skills telekinesis 3 (2d6), martial arts 6 (3d6), telepathy 3 (2d6), stealth 3 (2d6), piloting 3 (2d6), concentration 6 (3d6), tactics 6 (3d6), acrobatics 1 (1d6), swords 3 (2d6), law 6 (3d6)
Gear high quality laser sword, synthetic weave

Missile deflection.  The star knight's laser sword can be used for RANGED DEFENSE.

Psychic push (1). The star knight can push a target within 20' back a number of feet equal to his PSI check.    

Psychic leap (1). The star knight can leap into the air up to 30' vertically and 50' horizontally once every five minutes.

Summon (2). The star knight can telekinetically call a small or smaller object within 10' to his hand. If the object is held by someone else, it requires a PSI attack.

Refocus (2). Once per day the star knight can make a PSI check and recover that much HEALTH.

Darklord (8d6). A Darklord is the evil version of a Star Knight. Darklords are star knights (+1d6), and also have a Psychic Choke ability which squeezes the breath from a victim withn 30', causing 3d6 blunt damage. Darklords have +4 to all DEFENSEs and 32 HEALTH.

thugs-jeff-porter.jpg

THUG
Medium common sentient humanoid (3d6)

Thieves and bullies who prey on the defenceless.

STR 4 (2d6)  AGI 4 (2d6)  END 4 (2d6)
INT 4 (2d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 4 (2d6)  LUC 0 (0d6)  REP 3 (2d6)                

HEALTH 16
MELEE DEFENSE 11; RANGED DEFENSE 11; MENTAL DEFENSE 10
SOAK 4 (leather vest); VULN -      
STATUS IMMUNITIES -                                      

INITIATIVE 2d6
PERCEPTION 2d6    
SPEED 5; CLIMB 2; JUMP 8'/4'
CARRY 80lb (max lift 200lb)                                            

ACTIONS 2
NATURAL DAMAGE 1d6+2         
REACH 5'                                                               

Knife 3d6 (1d6+2 piercing damage)
Pistol 3d6 (2d6 ballistic damage; range 10)
                
Skills pistols 1 (1d6), knives 1 (1d6), carousing 1 (1d6), local knowledge 1 (1d6),  thievery 1 (1d6), running 1 (1d6), dodging 1 (1d6)
Gear pistol, leather vest, knife

Dive for cover (0). If a ranged attack misses a street 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 common sentient humanoid (6d6)    

Experienced merchants and salesmen.    

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

HEALTH 24   
MELEE DEFENSE 14; RANGED DEFENSE 14; MENTAL DEFENSE 24
SOAK 0; VULN -

INITIATIVE 4d6    
PERCEPTION 4d6        
SPEED 6; CLIMB 3; JUMP 12'/4'    
CARRY 80lb (max lift 200lb)                                   

ACTIONS 2
NATURAL DAMAGE 1d6+2  
                                                             
Brawling 4d6 (2d6+2 blunt damage)
Pistol 4d6 (2d6+2 ballistic damage; range 10)   

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

Hard to fool. Traders gain +4 MENTAL DEFENSE (included above).


VETERAN    
Medium common sentient humanoid (7d6)    

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

STR 10 (4d6)  AGI 6 (3d6)  END 10 (4d6)                                                                
INT 10 (4d6)  LOG 4 (2d6)  WIL 4 (2d6) CHA 6 (3d6)  LUC 3 (2d6)  REP 14 (4d6)                                                                                                                    

HEALTH 56                                                               
MELEE DEFENSE 28; RANGED DEFENSE 17; MENTAL DEFENSE 17                                                               
SOAK 12 (chainmail or riot armor); VULN -                                                                
                                                                
INITIATIVE 4d6                                                                
PERCEPTION 4d6                                                           
SPEED 5; CLIMB 3; JUMP 12'/10'                                                                
CARRY 230lb (max lift 650lb)                                                                
                                                                
ACTIONS 2                                                                
NATURAL DAMAGE 1d6+4                                                                
                                                                 
Longsword 7d6 (d6+3 slashing damage)                                                                    

or

Laser pistol 7d6 (4d6+3 heat damage; range 10)                                                    
                                                                
Skills medium armor 3 (2d6), history 1 (1d6), carousing 6 (3d6), leadership 3 (2d6), survival 3 (2d6), concentration 3 (2d6), hardy 1 (1d6), carrying 3 (2d6), tactics 6 (3d6),  swords or pistols 6 (3d6), spears or rifles 6 (3d6)
Gear longsword, chainmail; or laser pistol, riot armor                                                               

Charge. The veteran pays 2d6, moves his SPEED, and makes a melee attack at the end of it. He gains +1d6 damage to the attack.

Advance. Proficient at charging across poor terrain or mud, the veteran ignores terrain when charging.

Knockback. The target is pushed back 5' for a cost of 1d6. For 2d6, this can be increased to 10'.


WATCHMAN    
Medium common sentient humanoid (4d6)

Peacekeepers and investigators of the medieval era.

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

HEALTH 20    
MELEE DEFENSE 16; RANGED DEFENSE 16; MENTAL DEFENSE 11
SOAK 5 (ringmail); VULN -  
STATUS IMMUNITIES -                                                      

INITIATIVE 4d6    
PERCEPTION 5d6    
SPEED 8; CLIMB 3; JUMP 12'/6'
CARRY 120lb                                            

ACTIONS 2    
NATURAL DAMAGE 1d6+3                
REACH 5'                                                

Brawling 3d6 (1d6+3 blunt damage)    
Shortsword 4d6 (1d6+3 slashing damage)                                                                
Light crossbow 3d6 (1d6+2 piercing damage; range 15)

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

Guard (3d6). A guard is a watchman (-1d6), and wields a halberd instead of a shortsword (damage 2d6 slashing, reach 10'). The guard has -4 to all DEFENSes and 16 HEALTH.

WITCH
Medium evil sentient humanoid (7d6)        

Evil, cackling hags.

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

MAG 10 (4d6)
hex 6 (3d6)
  enchant 6 (3d6)
inflict 6 (3d6)
transform 6 (3d6)
divine 6 (3d6)
person
beast

HEALTH 28                                   
MELEE DEFENSE 17; RANGED DEFENSE 28; MENTAL DEFENSE 28
SOAK 6 (enchantments); VULN -                                                                        

INITIATIVE 5d6
PERCEPTION 6d6
SPEED 8; CLIMB 4; JUMP 12'/3'
CARRY 110lb (max lift 150lb)    

ACTIONS 2
NATURAL DAMAGE 1d6+2  
                                                             
Claws 5d6 (1d6+2 piercing damage)    
Sacrificial dagger 5d6 (3d6 slashing/poison damage; pain)    
Infernal bolt 7d6 (4d6+3 poison damage; range 6)        

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

Evil eye. The witch can make a 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 pushes the victim one stage along the pain status track on a hit.

Backstab (2). 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 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. If the affected creature is adjacent to an enemy and none of its allies are also adjacent to that enemy, the affected creature is frightened of the enemy.

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 wrtch 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. Attacks made by and spells cast by witches deal an extra 1d6 necrotic damage to the affected creature. Natural animals are spooked by the affected creature.                      


WORKER

See Miner.