Attributes
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Stats
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Skills
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Hindrances/Equipment
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Edges
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Golem (Lv. 5) |
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Agility: d10 |
Pace: 6" |
Fighting: d6 |
Bad Eyes (-2 Notice without glasses) |
Deflection (-2 to be attacked)
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Smarts: d6 |
Parry: 5 |
Guts: d8 |
Heroic (must help people) |
Entangle (hold target)
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Spirit: d8 |
Toughness: 5 |
Notice: d8 |
Small (-1 Toughness) |
Quick Draw (no draw penalty)
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Strength: d4 |
Charisma: 0 |
Persuade: d8 |
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Vigor: d6 |
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Streetwise: d6 |
'Go' Shirt (+1 Toughness) |
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Power Points: 25 |
Scarf Powers: d6 |
Scarf (Str+1, Reach 2) |
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TASTS (plot device) |
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Rhyk (Lv. 5) |
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Agility: d10 |
Pace: 6" |
Fighting: d8 |
Cautious (spends time planning) |
Construct (+2 recovery)
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Smarts: d10 |
Parry: 6 |
Investigation: d6 |
Overconfident (won't back down) |
Ambidextrous (can use both hands)
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Spirit: d4 |
Toughness: 5 |
Notice: d8 |
Small (-1 Toughness) |
Steady Hands (can shoot while moving)
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Strength: d4 |
Charisma: 0 |
Repair: d8 |
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Two-Fisted (can attack with two weapons)
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Vigor: d6 |
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Stealth: d6 |
'Ri' Shirt (+1 Toughness) |
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Power Points: 30 |
Weird Science: d8 |
Laser Gloves (Bolt) |
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Jet Shoes (Fly) |
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Sapphire (Lv. 7) |
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Agility: d6 |
Pace: 6" |
Fighting: d6 |
Arrogant (must be the best) |
Detect (senses antics)
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Smarts: d10 |
Parry: 5+1 |
Intimidation: d10 |
Code of Honor (follows the rules) |
Dispel (gets rid of antics)
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Spirit: d6 |
Toughness: 5+1 |
Investigation: d6 |
Stubborn (must be in charge) |
Noble (Rich, +2 Charisma)
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Strength: d6 |
Charisma: 2 |
Notice: d8 |
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Sidekick (Chuca)
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Vigor: d6 |
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Taunt: d6 |
Red Coat (+1 Toughness) |
Strong Willed (+2 Intimidation, Taunt)
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Power Points: 25 |
Cynicism: d6 |
Red Parasol (Str+d4, +1 Parry) |
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Red Glasses (disguise) |
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Chuca (sidekick) |
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Big Al (Lv. 15) |
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Agility: d4 |
Pace: 6" |
Fighting: d8 |
Blind (-6 vision) |
Brawny (carries more, +1 Toughness)
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Smarts: d6 |
Parry: 6+1 |
Guts: d6 |
Clueless (-2 common knowledge) |
Infravision (can see without light)
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Spirit: d8 |
Toughness: 8+2 |
Lockpicking: d4 |
Loyal (obeys Flutter) |
Shape Change (transform into Big Bear)
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Strength: d10 |
Charisma: 0 |
Throwing: d8 |
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Vigor: d10 |
Power Points: 20 |
Weird Science: d10 |
Cyborg Arm (Str+d4) |
Flare Arm (Light)
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Power Points: 30 |
Big Bear: d8 |
Gatling Arm (2d8, 24/48/96) |
Cannon Arm (Blast)
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Shield Arm (+2 Toughness, +1 Parry) |
Missile Arm (Fly)
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Flutter (Lv. 11) |
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Agility: d10 |
Pace: 8" |
Gambling: d6 |
Delusional (lives in his own world) |
Burst (breathes flames)
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Smarts: d4 |
Parry: 2 |
Persuasion: d10 |
Greedy (takes what he can) |
Barrier (makes a wall of flames)
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Spirit: d6 |
Toughness: 8 |
Streetwise: d4 |
Illiterate (can't read or write) |
Very Attractive (+4 Charisma)
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Strength: d6 |
Charisma: 5 |
Swimming: d6 |
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Fleet-Footed (+2 Pace, Running d10)
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Vigor: d10 |
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Taunt: d10 |
Leather Jacket (+1 Toughness, Charisma) |
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Power Points: 30 |
Dry Scales: d4 |
Swiss Vorpal Knife (Str+d4, +1 Survival) |
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Flask of Water (the good shtuff) |
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Guana Mann (Lv. 9) |
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Agility: d8 |
Pace: 6" |
Fighting: d8 |
Big Mouth (can't keep secrets) |
Gadgeteer (builds new gadgets)
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Smarts: d8 |
Parry: 6 |
Knowledge (mecha): d6 |
Curious (must explore) |
Speed (doubles Pace)
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Spirit: d6 |
Toughness: 6 |
Knowledge (weird): d6 |
Habit (Akira Sojo) |
Invisibility (-4 to be noticed)
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Strength: d8 |
Charisma: 0 |
Repair: d8 |
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Sweep (attack adjacent spaces)
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Vigor: d6 |
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Tracking: d8 |
Red Shorts (+1 Toughness) |
Combat Reflexes (+2 recovery)
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Power Points: 20 |
Weird Science: d8 |
Claws (Str+d4) |
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Tool Kit (no Repair penalty) |
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Mr. Predict (Lv. 9) |
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Agility: d8 |
Pace: 6" |
Knowledge (Future): d10 |
Habit (answering questions early) |
Fear (frighten enemies)
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Smarts: d12 |
Parry: 2 |
Notice: d10 |
Overconfident (knows the future) |
Speak Language (understand others)
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Spirit: d6 |
Toughness: 6 |
Persuasion: d6 |
Pacifist (avoids fighting) |
Stun (stun enemies)
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Strength: d4 |
Charisma: -1 |
Stealth: d6 |
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Teleport (warp to a new point)
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Vigor: d4 |
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Taunt: d4 |
Shadow Cloak (+2 Toughness) |
Puppet (control enemies)
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Power Points: 20 |
Psionics: d8 |
Sling (Str+d4, 4/8/16) |
Alertness (+2 Notice)
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Lantern (medium light) |
Mentalist (+2 Psionics)
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Danger Sense (+2 against sneak attacks)
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Fuzzball (Lv. 9) |
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Agility: d6 |
Pace: 6" |
Guts: d10 |
Habit (blowing things up) |
McGuyver (can cobble items together)
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Smarts: d6 |
Parry: 2 |
Intimidation: d8 |
Hard of Hearing (-2 Notice) |
Fast Healer (+2 Healing)
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Spirit: d10 |
Toughness: 8+2 |
Knowledge (Bombs): d4 |
Outsider (-2 Charisma) |
Improved Nerves of Steel (no dmg penalty)
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Strength: d4 |
Charisma: -2 |
Notice: d8 |
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Combat Reflexes (+2 recovery)
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Vigor: d8 |
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Repair: d6 |
Fuzzy Jacket (+2 Toughness, +4 vs bullets) |
Marksman (Aims when not moving)
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Throwing: d8 |
Grenades (3d6, medium burst) |
No Mercy (can re-roll damage)
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Gunpowder (for blasting) |
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Wrange Tirk (Lv. 11) |
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Agility: d6 |
Pace: 6" |
Fighting: d10 |
All Thumbs (-2 Repair) |
Berserk (loses control when injured)
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Smarts: d4 |
Parry: 4 |
Guts: d6 |
Bloodthirsty (-4 Charisma) |
Woodsman (+2 Tracking, Survival, Stealth)
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Spirit: d8 |
Toughness: 9 |
Healing: d4 |
Vengeful (abhors Danes) |
Improved Nerves of Steel (no dmg penalty)
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Strength: d10 |
Charisma: -4 |
Intimidation: d4 |
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Frenzy (can attack twice)
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Vigor: d8 |
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Survival: d8 |
Plate Armor (+3 Toughness) |
No Mercy (can re-roll damage)
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Tracking: d8 |
Great Sword (Str+d10, -1 Parry) |
Giant Killer (+1d6 against giant enemies)
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Flint (for lighting) |
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