Savage Worlds - Pregenerated Characters
Savage Worlds - Pregenerated Characters
This page provides pregenerated characters that you can use for a one shot or as a way to start your own character.
Pirates Supers
Juan Carlos - Portuguese navigator with a Spain-sized
chip on his shoulder.
Schrodinger's Cat - An everyday cat who is currently
"Calamity's" Sidekick.
Reynolds Guyer (Ryn) "Nerf" - A charismatic Hispanic 6th
Pulp grader who has the mutant ability to charge Nerf darts
with energy.
Muscles Malone - Prohibition Era muscle bound
enforcer.
The Red Death - Seasoned - Assassin who kills only the Western
wicked.
Vitus Bowman - A brutish Hillbilly.
Modern
Others
Spy: Thief/Safecracker: Seasoned espionage agent team
member. Mar-R-LYN-1 - A troubleshooter from Alpha Complex
Spy: Wheelman: Seasoned espionage agent team that thinks diamonds are big lumps of black rock.
member. (Paranoia)
Spy: Femme Fatale / Don Juan: Seasoned espionage
agent team member.
Spy: Hacker: Seasoned espionage agent team member.
Zondo the Acrobat - Once a circus performer Zondo now
Pinnacle Settings uses his acrobatic skills to 'take back the night'.
Doktor Georgi Abromovitch Krasne - Former unwitting
50 Fathoms tool of the Cabal, the 'Red Doctor' now fights with the
Rippers.
Ras Baray - An Atani failed healer, braggart and Caspian 'Joe' Oxley - Adventurer and big game hunter
musketeer. . who now stalks the creatures of the night.
Eugene Smithe - Ship's Captain Human (1700s Alabaster Warren - One of Scotland Yard's most
American). idiosyncratic detectives.
Valler Gill - Doreen. Clancy Garrett - High plains drifter whose blazing six gun
Balthus 'Billy' Brak - Ship's mage and mere strip of a lad. is the last thing many a night terror has seen.
Sharn Windsprit - Atani adventuress and vengeful soul.
Hoy the Doreen - Wandering, homeless fighter.
Hhuk the Grael - Boisterous peg-legged warrior.
Safara - Former slave and Barbary pirate (1600s).
Space 1889 - Red Sands
Edward Van Helgen - Gentlemen pirate of the High Seas
Kurt Warwick - American adventurer with family ties to
(1700s).
English blue-bloods
Jack Doran - Jittery thief and cracksman (1800s).
Aubrey Harrington - Doctor, naturalist and explorer
(1900s).
Cardiff - Curious and 'civilised' kehana. Tour of Darkness
Mike Waneson - Big, dumb and clumsy machinegunner.
Deadlands Reloaded
Benjamin Perth - A tenderfoot foreigner who’s hell with
a blade and can steal the horns off a steer.
David Quick - A duelist who isn't long for this world.
Paycheck - A problem solver. Licensees Settings
Hellfrost
Necessary Evil
Corbin Frostshadow - Frostborn Rogue
Arthur "The Pugilist" Mapplethorpe Kladr Deepgaze - Frost Dwarf Rune Mage
Pastor Diego Mendoza, "The Curse" - A harbinger for the Kaldric Garulfsunu - Human Noble/Mercenary
Angel of Death, chosen by God to shepherd humanity. Rurick Halfgraden - Frost Dwarf Fighter
Birgir Oathspeaker - Young Human Spearman
Rippers
The Stalker - A close combat masked crusader with weird Necropolis
science gadgets.
The Black Swami - By day Gideon Simm is a humble Janus - An Incinerator knight-infantryman.
alienist, by night he is the mysterious Black Swami.
Father Randor - Christian Monk and Knight of the Order
of St George. Shaintar: Immortal Legend
Joe Curse - Cursed by witchcraft, Furlough Brister
became 'Joe Curse'; gun-tooting enemy of witches and Kerf Mindril - An Olaran Dwarf warrior.
warlocks. Balan of Malak - A Malakaran Human thief-acrobat.
Gravner Stone - Notorious playboy and consulting
detective.
Akaradolk
Race: Dwarf (Savage Worlds Rulebook)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Climbing d4, Fighting d6, Guts d6, Lockpicking d4, Notice d4, Persuasion d4, Repair d4, Shooting d6, Survival d4,
Swimming d4, Taunt d4, Tracking d4
Pace: 5; Parry: 5; Toughness: 7
Hindrances: Greedy; Stubborn, Quirk (minor)
Edges: Racial: Low Light Vision
Gear: Battle Axe, Large Shield (equipment is not added to Parry/Toughness yet)
Description: Akaradolk is your typical dwarf. He is still young, but proud to live up to all the dwarven clichés you expect.
That's his quirk.
Astner
Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Faith d6, Fighting d6, Guts d6, Healing d4, Notice d6, Persuasion d8, Riding d4, Swimming d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Heroic; Poverty, Vengeful (minor)
Edges: Arcane Background (Miracles), Holy Warrior
Gear: spear with head in form of the holy symbol (equipment is not added to Parry/Toughness yet)
Powers:
Healing
Smite
Description: Astner is a member of the holy order of the sun god. He is fighting for the weak and follows a vow of poverty,
giving at least half of his funds to the temple every week.
Beta Flatfinger
Race: Half-Folk
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d4, Notice d6, Persuasion d4, Swimming d4, Taunt d4, Stealth d6, Lockpicking d4,
Streetwise d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 5 (Small)
Hindrances: Small; Curious; Big Mouth, Quirk (Eating)
Edges: Luck; Greater Luck
Gear: Bow, Flail; Leather Armor (equipment is not added to Parry/Toughness yet)
Description: Beta is your typical halfling. She has many different talents, but also seems to be loved by fate. Normally she
is pretty slim, even for her size, but after a proper meal - she eats at least as much as dwarf - her belly pops out
enormously. She extremely curious and cannot keep her mouth shut.
Galloran (WC)
Race: Human Male
Rank: Novice
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d8
Skills: Fighting d6, Intimidate d4, Investigate d6, Knowledge(Magic) d8, Notice d6, Persuasion d6, Spellcasting d8
Pace: 6+1d6; Charisma: 0; Parry: 5; Toughness: 6 (Base 6, Small -1, Armor +1)
Edges: Arcane Background (Magic), Wizard
Powers: Bolt, Deflection, Obscure
Hindrances: Small (M), Quirk - Needlessly attempts to prove his superiority over formally educated wizards (m), Enemy -
Rival Wizard that Galloran defeated in a duel (m)
Gear: Leather Armor (Armor +1), Club (Brass Topped Walking Stick; STR+d4), Magical Supplies, Fine Clothing, 240 Coins
Backstory
Born the only son of village schoolteachers, Galloran was raised with a love of learning. Always bookish and kind of pudgy,
he none the less showed a willingness to engage in hard work and daily chores. When the gift of magic manifested,
Galloran's parents were ecstatic... until the reality of their situation set in. Too poor to get the boy formal training, they
managed to acquire what books and information they could.
Through second hand grimoires and the odd lesson gleaned from passersby, Galloran was largely self taught. He furthered
his study by traveling where he could, using the resources of other libraries to answer question after question. Even as a
young man, Galloran retained his short stature and quickly learned to defend himself against all but the most skilled of
bullies. He toughened up immensely, and learned not to be pressured by others who would sway him.
But Galloran developed a bit of a chip on his shoulder. He saw plainly those other magic wielders born to privilege enough
to afford more formal training. He noted how much easier their studies became within the constraints of a structured
environment. Galloran seethed at their coddled lifestyle and little social cliques.
Perhaps it was just a bad day (though in truth part of Galloran wanted it to happen) when a cluster of these young wizards
pushed past him arrogantly. Galloran demanded an apology, but received a snide, mocking comment instead. Galloran
demanded a wizard's duel. Once the laughter subsided from his peers, the other wizard agreed haughtily.
He simply could have walked away, any offense subsiding in short time. Instead, Galloran forcibly escalated the matter.
The dual was fought, and in truth both casters were fairly evenly matched in magical abilities. But Galloran had one
advantage -- some measure of experience growing up in the real world. As flurries of eldritch energies were launched and
deflected until both caster panted near exhaustion, Galloran did the unexpected. After deflecting a final bolt from his
opponent, Galloran closed the distance and struck him hard across the head with walking stick. The young wizard dropped
to the ground, unconscious and twitching, even as Galloran laughed and walked away. Magic doesn't solve everything.
In the weeks that have followed since defeating a schooled wizard, Galloran's ego has grown, and so has his own
estimation of his abilities. Now Galloran is poised to travel to a new locale, one in which a powerful Magus once had a
library of over a hundred volumes. But the journey will be long, and who knows what he will find along the way.
Notes
Galloran is a fairly direct wizard build with no real surprises. He's just a basic example of a usable wizard who is capable of
surviving from Novice rank, despite his Small hindrance.
Backstory
Gardiff always was a little dim – the last to understand the moral of a story, the last to learn to tie his shoes. He couldn't
fix a cart or plow. He never did learn his letters or how to write his own name. But what Gardiff did learn, he learned well.
A strong sense of right and wrong, for example, always has colored Gardiff’s perception of the world. A good thing, too,
since even as Gardiff’s mind lagged behind his fellows, his body grew to dwarf theirs. Standing a hair under seven feet tall
and well over 300 lbs, Gardiff is a physical monster among men.
Think what you wish of young Gardiff, he was not so stupid he couldn’t recognize what few talents and advantages he
held. Easily enough he could have bullied the people around him. Instead, his strong moral compass led him in the other
direction. Gardiff became a protector, helping those persons weaker than he against those would prey upon them. In a
way, he forged a symbiotic relationship with his peers; where he kept them from harm, they looked out for him when
faced with persons who would dupe or manipulate him.
Gardiff and his friends grew to adulthood, in time joining their home town militia. Trained to fight with blade and fist, it
appeared that Gardiff had found his place in the world. He threw himself into his studies with impassioned fervor,
diligently absorbing each lesson his swordmasters presented. But near the end of his training, Gardiff’s world collapsed.
Alongside his friends, Gardiff had been camped in the hills just outside of town. They never saw their attackers as arrows
tore through the thin tent-cloth and sank deeply into unsuspecting flesh. Gardiff awoke two days later in cabin of the
town’s healer, his wounds bound in thin gauze. He was the sole survivor.
Gardiff lost his place in the world, namely a place alongside his friends. Now, Gardiff has found no other choice but to
leave his homeland and all of its tumultuous memories. He is disheartened, a little broken inside, but he knows he must
find a new way in the world.
Gatun
Race: Human
Rank: Novice; XP: 10
Attributes: Agility d8, Smarts d4, Spirit d6, Strength: d8, Vigor d8
Skills: Climb d4, Fight d6, Notice d6, Riding d4; Shooting d4, Stealth d6+2,
Survival d8+2, Swimming d6, Throwing d4, Tracking d8+2
Pace: 6, Parry 6 (7 with spear), Toughness 7 (1), Charisma 0
Hindrances: Illiterate; Clueless; Poverty (Doesn’t really understand money).
Edges: Raise Strength; Raise Vigor; Raise Skills (2 skills); Woodsman (+2
Track, Survival and Stealth); Martial Artist (never unarmed, +d4 unarmed
damage).
Weapon Range ROF Damage Weight Notes
Spear 3/6/12 1 d8+d6 2 1 Reach, +1 Parry
Staff — — d8+d4 use spear as staff
Dagger 3/6/16 1 d8 + d4 1
Hatchet 3/6/12 1 d8+d6 2
Brawling — — d8+d4 —
Armor: Leather +1 Torso, Arms & Legs
Equipment: Hatchets (3), Tent, Backpack, Saddle Bags, Sacred Rocks,
Torches (3), 20’ rope, Bedroll, Horse.
Description:
Age: 19 Hair: Light Brown
Gender: Male Weight: 160
Height: 5’ 8” Eyes: Green
Despite his difficult life, Gatun is an optimist and fun loving sort. He loves people and is friendly and congenial. Instead of
despising civilization, he has embraced it and loves what it has to offer. He loves bright clothes and shiny objects.
However, Gatun does not understand money or how it works. He spends his money quickly and is generous to a fault. His
naïveté is endearing but can get him into trouble. This is also true for his curiosity. Gatun observes the law of the wild and
this may come out when he his angry or threatened.
Background/History:
Gatun’s memory of his childhood is vague. He was the son of a wood cutter who lived on the edge of civilization. He spent
most of his time alone or with his father. His mother was not around and he has no memory of having a mother. At some
point he became separated from his father at what was approximately the age of around 10.
While in the wild Gatun was befriended and adopted by a pack of wolves. He later befriended an orphaned bear cub.
Gatun was the alpha male of the pack when he was found by a group of Sitara (gypsies) that were part of a traveling
circus. At first he was a novelty act know as “The Wolf Boy” but he eventually escaped from the camp.
He had travelled far from home but was taken in during the winter by monks known as White Cloaks. They were strict and
difficult and forced him to wear clothes and learn to fear the gods and how to conduct himself in civilized society. He
eventually ran away but it had been years and he no longer knew how to return to his pack.
Wondering from town to town was difficult for the boy but he eventually found himself with a group of brigands know as
the Corsarians. The group had a falling out and Gatun ended up in the teeming city of Tuam.
In Tuam he fell in with a group of low level thugs and was befriended by “Rat.” Rat exploits Gatun and uses him for
muscle. Gatun is oblivious to this and probably wouldn’t even believe anyone who pointed this out.
Special Ability: Gatun has the ability to communicate with wolves and bears. He has a special affinity with them and has a
+2 on any interaction with these animals.
Special Disability: Gatun is socially clueless and in any formal setting is bound to make a social blunder. He is usually very
direct with people.
Hugo Rune
Race: Human
Rank: Novice, XP: 10
Attributes: Agility d6, Smarts d8, Spirit d8, Strength: d4, Vigor d6
Skills: Fighting d4, Healing d4, Investigation d6, Knowledge (academics)
(arcana) d8, Notice d6, Spell Weaving d8, Shooting d6, Swimming d4
Pace 6, Parry 5, Toughness 5 (1), Charisma 0
Hindrances: Curious (Hugo is curious about everything), Enemy
(Medula’s guild of thieves), Loyal (Hugo will not leave a friend behind.).
Arcane Drawback (shaken on spell weaving die of 1)
Edges: Increase Agility, Arcane Background (sorcerer), Wizard (-1 spell
point per raise), Summon Ally (1st adv); Shape Change (2nd adv)
Weapons
Staff d4 + d4 1 reach, +1 Parry
Sling 12/24/48 2d4
Dagger 3/6/16 Str + d4 1
Armor: Leather +1 Torso, Arms & Legs 15
SPELLS
Spell Points: 15
Spell Range Damage Duration Cost Description Dispel Magic 8 — Instant 3
Bolt 12/24/48 2d6 Instant 1 Bolt of Electricity Summon Ally 8 — 3 (1/round) 3 Lighting Lizard
Bolt (2) 2d6 (each) 2 Shape Change Self — 1 minute (1/min)3 Hawk, Rabbit,
Bolt (3) 2d6 (each) 3 Cat
Bolt (charged) 3d6 2
Equipment: 20 Sling Bullets, Tent, Backpack, Saddle Bags, Scrolls & cases, Torches (3), Writing Utensils, 20’ rope, Bedroll,
Horse.
Description:
Age: 21 Gender: Boy
Height: 5’ 10” Hair: Black
Weight: 150 Eyes: Brown
Background:
Hugo was born in the small town of Gaimen where magic was illegal. As a young man Hugo did not realize he had powers
but sometimes did strange things by accident and nobody realized what he had done. An army of religious fanatics known
as White Cloaks attacked the town; burning it to the ground. Hugo saw the army coming because he was out hunting and
he was able to flee to safety. The people of Gaimen were bonded into slavery.
Hugo eventually made his way to Tuam (a large city) where he lived on the streets until he was discovered by Whittier Von
Litvig. Mr. Litvig immediately recognized Hugo’s potential when he observed Hugo being accosted in the street by a group
of Medula’s goons. They quickly overwhelmed Hugo but suddenly dropped to the ground in convulsions.
Mr. Litvig took Hugo in and helped him develop is innate ability to channel electricity. Mr. Litvig was not a traditional
mentor and was a scoundrel and crook before anything. He was also an intellectual and well studied and read. Why he
helped Hugo is a mystery. He sometimes worked for the Hart Organization (a guild of thieves in Tuam). It should not have
come as a surprise that Hugo returned to their apartments one day to find Litvig gone and all of their things gone.
Having nowhere to go, Litvig fell in with a thief named Zilch and a barbarian named Kunta Hora. Hugo must keep his
talents a secret since Magic is illegal in the Kingdom of Tullamore.
Agility d6 Pace 6
Smarts d6 (A) Parry 5
Spirit d6 Toughness 8
Strength d6
Vigor d10
Skills: Climb d6, Fight d6, Notice d6, Shoot d6, Stealth d6, Throw d6
Hindrances: Animal Intelligence (minor), Cannot be Touched
(minor)
Edge: Increased Agility
Weapon
Shocking Touch d6 + d8 No Range
Lightning Bolt 2d6 12/24/48
When Hugo Rune summons a creature it is a shock lizard. It has a pale blue belly and a darker blue color on its back. It
looks like a common lizard but with electricity all around it. It is about 2 feet long and weighs about 40 pounds. It can
shoot a lightning bolt from its mouth but may also attempt to grab and shock its prey. It is not at any disadvantage when
fighting an armed creature.
Design notes: As a practical matter this is the exact same as summoned guardian. It has the disadvantage of being an
animal so given animal intelligence. Since it cannot be summoned to help instead of attacked this is also a disadvantage.
So it is allowed a heightened vigor in exchange.
Hutchins the Archer (WC)
Race: Human Male
Rank: Novice
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d4, Healing d6, Notice d6, Shooting d8, Stealth d8, Streetwise d6
Pace: 8+1d10; Charisma: 0; Parry: 4; Toughness: 5
Edges: Danger Sense, Fleet Footed
Hindrances: Greedy (m), Phobia – Enclosed Spaces (m), Yellow (M)
Gear: Bow (Damage 2d6; 12/24/48; RoF 1), Short Sword (STR+1d6), Quiver with 20 Arrows, 15 Coins
Backstory
Hutchins had a childhood dream. He wanted to be a Hero. Unfortunately, as Hutchins learned quickly enough, Heroes get
hurt. They get cut. They bleed. They die. And as quickly as he'd begun training with a blade, he gave it up. No Sir, the
Heroes life was not the right choice after all. Better to stand far... FAR... away from a fight and launch an arrow or three. If
the fighting gets too close, well, that’s what running away is for. Indeed, Hutchins found himself to be proficient at both
shooting AND fleeing. Coupled with a nose for scenting out danger, Hutchins was far from heroic material. Hutchins is a
natural born coward.
Now, please don't think that makes Hutchins a bad person. He's affable enough and his cowardice doesn't usually affect
others too badly. See, Hutchins is a man with ideas. That’s right, ideas. He figures he can still manage to find a Hero's
payoff without the entire Hero's risk. It’s just a matter of finding the angle, right? And the key to that angle seems to be
hiding among more sturdy folk, letting the folk who want to fight – who get off on fighting – do what they do best. See, no
problems there. Hutchins will just hang back, take a shot when the opportunity presents itself, and let the cash roll in. If
things get hairy, well, he'll do what he does best and run his buns off.
Hutchins is an Archer for hire, and tends to take jobs where there are lots of wide open spaces. No dungeon delving for
Hutchins, no Sir. Keep to the wide open spaces, that’s his motto. More space to shoot. More space to run away. Space is
good. Goooooood.
Jorgindel
Race: Elf (Savage Worlds Rulebook)
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Guts d4, Notice d4, Persuasion d4, Riding d4, Shooting d8, Spellcasting d6, Stealth d4,
Survival d4, Swimming d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Overconfident; Pacifist (minor), Poverty; All Thumbs
Edges: Low Light Vision
Gear: Bow
Powers:
Beast Friend
Entangle
Deflection
Description: Jorgindel is the typical elf traveling with humans. She seems not to care too much about anything, but on the
other hand never attacks first. Wealth has no meaning to her and she gives her belongings away regularly and
spontaneously, making fun of those valuing it. Beware! She just gave away her Short Sword...
Kirla D'sa
Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d8, Guts d6, Intimidation d4, Notice d4, Persuasion d4, Riding d4, Shooting d8, Survival d4,
Swimming d4
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Code of Honor; Doubting Thomas, Enemy (minor)
Edges: Sweep
Gear: Long Sword, Large Shield (equipment is not added to Parry/Toughness yet)
Description: Kirla is a young fighter in her late teens. She just finished training at the fighters' academy of Ulrich. But she
already has an enemy: when she accused a fellow student of bullying the local peasantry, getting him banned from the
academy, he secretly swore revenge. She does not trust magic.
Description: Leopold is a young wizard in his early twenties. He spent most of his life in libraries and laboratories. It's hard
for him to listen, because it seems a bodyless voice is always mumbling to him in an unknown language.
Juan Carlos
Rank: Novice XP: 0
Attributes: Agility D8, Smarts D6, Spirit D6, Strength D6, Vigor D4
Skills: Boating d6, Climbing d4, Fighting D6, Guts d6, Knowledge (Navigation) d8, Notice d6, Riding d6, Shooting d4,
Swimming d4
Languages: English, Portuguese, Spanish.
Charisma: 0 (-2); Pace: 6"; Parry: 6 (+1); Toughness: 5 (1)
Fame: 0;
Hindrances: Cocky, Code Of Honor, Jingoistic (minor)
Edges: Ambidextrous, Two-Fisted
Gear: Leather Armor, Rapier (str +d4), Dagger (str +d4), Spyglass, $25
Description
Olive skin, brown eyes and an unruly shock of black hair. Although youthful in appearance, his eyes betray some part of
the anger within his soul (think Antonio Banderas)
Quote: “You have a long swim back to Spain, dog !.”
Background
Juan Carlos is Portuguese, and proud of it. His background was privileged and he was apprenticed to the famous
Portuguese merchant, Luiz Valdes de Lobo.
He was sent to sea as a young man on one of de Lobo's ships where he was treated with great respect and affection by the
crew. On one fateful voyage, a Spanish privateer attacked the ship and murdered most of the ship's company for its cargo
of textiles. Carlos was clever enough to hide his true position on the crew and was spared by the Spaniards because of his
age. He was put to menial work on the ship and bided his time. His chance for escape came when the Spaniard vessel was
itself attacked by a pirate ship. The young Carlos joined the fight on the side of the pirates, and when brought before the
pirate captain, declared his true identity and his skill as a navigator. The pirate captain could hardly believe his luck and so
began a life as a buccaneer. Although considered too valuable to risk in combat often, Juan has managed to acquire some
skill with the rapier and nurtures a hatred of the Spanish.
Muscles Malone
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d4, Spirit d4, Strength d10, Vigor d6
Skills: Driving d8, Fighting d8, Gambling d6, Intimidation d6, Notice d4, Shooting d8
Pace: 6 Parry: 6 Toughness: 5
Hindrances: Clueless, All Thumbs, Big Mouth
Edges: Two Fisted
Gear: Tommy Gun, 50 rounds .45, .38 Special*, 50 rounds .38, Billy Club, Brass Knuckles
Description:
Muscles Malone may not be the brightest of the bunch, but he's the strongest. He has always been a bit slower than those
around him, but they tend to treat him okay, so he never minds when they correct him or joke about how dumb he is.
When there's someone that needs a little persuasion of the physical kind, Muscles steps in to have a "conversation". One
thing that the boss knows is not to tell Muscles the whole plan unless he has to, because everyone knows that Muscles
has a hard time remembering which parts he isn't supposed to tell anyone. When he's not working, Muscles can be found
sitting at the card table trying to make a big score.
*Stats for .38 Special
Weapon Range Damage ROF Cost Weight Shots Notes
S&W .38 Special 10/20/40 2d6 1 200 1 6 Revolver
Al Cooper
Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Driving d4, Fighting d6, Gambling d4, Guts d6, Intimidation d4, Notice d4, Persuasion d4, Repair d6,
Shooting d4, Stealth d4, Streetwise d6, Survival d4, Swimming d4, Throwing d4
Charisma: 0; Pace: 5+d4; Parry: 5; Toughness: 6
Hindrances: Heroic; Obese, Habit (Heavy Smoker)
Edges: Ace
Gear: 500$
Description: Al Cooper is a heavy-weight biker guy, who never left his city. He is already nearly 40 years old, but till now he
was mostly hanging out or driving in circles.
Benjamin Cooper
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d6, Guts d6, Notice d6, Shooting d8, Stealth d8, Survival d6, Knowledge (Zombies) d6
Pace: 6 Parry: 5 Toughness: 4
Hindrances: Curious (Major), Delusional (Minor): Convinced that the government is behind the zombies, Vow (Minor)
Prove that the government is behind the zombies.
Edges: Alertness, Luck
Gear: Flashlight, Lighter, Pump Shotgun, 50 shotgun shells, Machete (use short sword stats)
Description:
They used to call him crazy when he warned them about zombies. He read all the books and watched all the movies. He
told them that the government was working on zombie viruses and that one day they would let the zombies loose on the
public to combat overpopulation. He told them they would come and that they'd be sorry they didn't listen to him. Well,
who's laughing now? Not Benjamin, because he knows it isn't funny.
Benjamin used to work in a copy shop in Brooklyn. It didn't pay much; just enough to keep him in his little apartment and
to buy new books and movies about the undead shambling monsters. Oh, and to play those arcade games where you use
the plastic shotgun to kill all of the on-screen zombies. Turns out that that was pretty good training for the real thing, once
he learned how to load and got used to the recoil. Now, he's on a personal mission to prove that the government is
behind the zombie plague and maybe, just maybe, to put a stop to it.
Debbie Sheehan
Race: Human (additional Edge)
Attributes: Agility d8(+2), Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Driving d4, Fighting d6, Guts d4-2, Healing d4, Notice d4, Persuasion d6+2, Shooting d4, Stealth d4,
Swimming d6, Survival d4, Throwing d6
Charisma: +2; Pace: 6+d10; Parry: 6 (5 with encumbrance); Toughness: 5
Hindrances: Yellow; Greedy (minor), Quirk (call the team spirit)
Edges: Attractive, Acrobat, Fleet-footed
Gear: 500$
Description: Debbie is a proud, young high school cheerleader. She is not really prepared for the things to come soon, but
at least she is athletic, fast and trusting the team spirit.
Edwin Downing
Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d4, Driving d4, Fighting d6, Guts d6, Notice d8, Shooting d8, Stealth d6, Swimming d4, Throwing d6
Charisma: -2; Pace: 6+d6; Parry: 5; Toughness: 5
Hindrances: Arrogant; Outsider, Phobia (kids)
Edges: Danger Sense
Gear: 500$
Description: Edwin Downing always preferred to stay home, instead of playing with other kids. He thought they were
creepy and he was disgusted by them. He was happy, when he could drop out of school to take care for his sick mother. He
does not like people, even now that he owns a gun range. And he is sure, he is the best sniper there is.
Film Student
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d8, Spirit d4, Strength d6, Vigor d6
Skills: Driving d6, Fighting d4, Guts d10, Knowledge (film) d8, Notice d6, Repair d6, Shooting d6
Pace: 6; Parry: 5; Toughness: 4
Hindrances: Curious, Habit (minor; emotionally withdrawn), Small
Edges: Block (with GM's permission)
Gear: $10 in quarters and scavenged goods (in Zombie Run)
Description: Growing up on a farm, the film student learned how to shoot, drive, and maintain some of the equipment on
the place, but the best days were trips into town to the movie theatre. There, it didn't matter how little interest he had in
sports or sticking around after high school. Now he's been in college for three years, taken some self-defense courses, and
struggled to make it as a young man who never quite did right by his father.
The recent zombie uprising hasn't done much for his self confidence, but the film student has seen so much in movies and
his short time surviving the apocalypse that nothing seems to faze him - which may prove his biggest asset.
Corinth (Cory) Terson
Race: Human
Rank: Novice XP: 10
Attributes: Agility d8, Smarts d6, Spirit d6, Strength: d6, Vigor d8
Skills: Climb d4, Driving d6, Fighting d6, Gambling d4,
Intimidation d4, Lock-Picking d4, Notice d6, Shooting d8, Stealth
d4, Streetwise d6, Throwing d4
Pace: 6, Parry 5 (5 ranged), Toughness 10 (7) (1), Charisma 0
Hindrances: Overconfident (major), Wanted - AWOL (minor),
Quirk – problem with authority (minor)
Edges: Raise Agility; Raise Vigor; Raise Skills (2 skills); Dodge (+1
Parry ranged attacks); Quick (discard an initiative card of 5 or less)
Equipment: Backpack, Canteen (purifier), Flashlight, Computer / Phone, Lock-Pick tools, Hiking Boots, Camouflage
Fatigues. Money: Credits 0
Description:
Age: 22 Gender: Male
Height: 5’ 10” Hair: Black
Weight: 180 Eyes: Green
Personality:
Cory is a street kid who has difficulty in formal settings. He makes wisecracks and is often direct in expressing his ideas and
feelings and this sometimes gets him in trouble. At times he acts like he has a chip on his shoulder and is more than a little
arrogant. Not only does he have the sense of invincibility brought by youth but he takes this to a whole other level.
Background/History:
Corinth (Cory) was born on Atlas 3 in the Nautilus sector. The planet was an earth like planet terraformed centuries
before. It had very modern economy but was an below average technology level. Most of the available jobs were
agricultural or industrial in nature. There was a much defined class system and it was difficult to achieve upward mobility.
Cory’s parents were poor and he spent youth running with street gangs and thugs. After falling into trouble with the law
Cory was given a choice between jail and military service and a clean record. He was allowed to serve a tour duty in the
Atlas 3 army.
At the time of his service, Atlas 3 was in the progress of “reintegrating” the mining colonies on the planet of Astros. There
he witnessed the brutality of The Alliance of planets and witnessed a number of human rights abuses. Though he was
ordered to serve a tour of 4 years, the Alliance ordered re-enlistment of many of its conscripts. Not willing to participate in
an unjust and unpopular war (in Cory’s eyes, he was fighting on the wrong side) he went AWOL and fled the Alliance
controlled territories.
After a time he fell in with the crew of The Pandora and has been traveling with them since.
SGT Bob "Chopper" Hart
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Guts d6, Knowledge (Battle) d6, Notice d6, Shooting d8, Survival d6, Driving d6, Climbing d4, Swimming
d4
Pace: 6 Parry: 5 Toughness: Base: 5 Mod (kevlar vest): 7/9
Edges: Command
Hindrances: Local (Minor), Phobia: Heights (Minor), Vow: Never leave a fallen comrade (Major)
Gear: Kevlar Vest, M-16, 100 rounds, Survival Knife, Camo Fatigues, $205
Description:
SGT "Chopper" Hart, so named by his squad because of his love for his motorcycle, was part of a convoy moving supplies
from one base to another just after the robots first attacked when his unit came under attack from a robot patrol. His
truck was hit with a small rocket, and the blast knocked Chopper unconscious. When he came to, he was surrounded by
burning wreckage and acrid smoke. He checked the area and found that there were only two survivors of the attack:
himself and his SAW gunner, Pvt. Thompson. Thompson was heavily wounded, so Chopper fashioned a makeshift litter
and started dragging the Pvt. toward the nearest town. When he got there, the town had been hit hard. A man scavenging
the town for medicine came across Chopper and Thompson and offered to take them to a nearby abandoned missile silo
that a group of survivors was using as a secret hideout from the roving robot patrols. Now, SGT Hart is ready to pay the
robot menace back for what they did to his comrades.
Michael One
Special Notes: This character was created using material available in the Science Fiction Gear Toolkit. This includes Robot
(As Character), and some gear.
Schrödinger’s Cat
(Power: Sidekick [3 power points] -1 Device; -1 Limited Power*)
Attributes: Agility d8, Smarts d6 (A), Spirit d8, Strength: d4 -2, Vigor d8
Skills: Fight d8, Climb d10, Notice d8, Stealth d10, Swim: d6
Pace: 6, Parry 6, Toughness 6
Hindrances: Loyal (owner) (minor), No fine manipulation (minor), Small (-1 toughness) (major), Curious (minor); Animal
Intelligence (major), -1 Strength (major), Cannot communicate with anyone but the owner.
Edges: Acrobat, Small (-2 attacks against cat), Attributes (Smarts, Vigor), Quick
Powers:
- Regeneration (Level 5) [6] (-2 Slow Activation: Once every 24 hours) (-2 Limitation: Only works after dead).
- Low Light Vision [1].
- Teleport [1] (-2 Slow Activation (1 minute) & Requires a vigor check).
- Cat Scratch Fever (Paralysis) [2] (-1 Limited: Should the cat actually scratch’s a target (i.e. Causes shaken or wound
status) then it would also acts as a paralysis attack Vigor TN 4).
Description:
Schrödinger’s Cat was a common household tabby cat before Schrödinger’s famous experiment. Contrary to popular
belief, the experiment wasn’t just a thought experiment. Instead, he really did do an experiment on a cat involving a box
and the poison gas. The result of the experiment is Schrödinger’s Cat. At any given time the cat is dead… and alive. It can
be in two places at once. When he concentrates for a minute his form will appear in two places (the original starting point
and another point within 12”) and the cat may choose which one it wants to manifest in. It is vulnerable to attack in both
locations at the same time during the last 2 rounds of the power.)
The cat bonds with the owner of Schrödinger’s Box (Device -1). Whoever possesses (or last possessed) the box, is the cat’s
owner. The cat is completely loyal to its owner. The cat also gained the ability to communicate with its owner as a familiar
(see Page 5 of Fantasy Companion).
The creature is both dead and alive at any given time and therefore cannot actually be killed. If the cat is killed, his
regeneration power is activated. The regeneration power works at no other time. He may make a regeneration check once
per day and when he makes it his body will dissipate and reappear in Schrödinger’s Box.
*-1 limited - The limited disadvantage is simply because Schrödinger’s Cat is more like a familiar than a true sidekick and
more limited in powers and ability than a sidekick. For example, the creature is useless in combat and the powers are very
limited. In game terms, Schrödinger’s Cat is a Sidekick companion for a superhero character.
Personal Details: 11-year-old Ryn is good natured but scrappy. He is small and defensive about it. He speaks Spanish
because his mother is from Columbia. His father is american. He loves a good story and to be the center of attention. Even
though he talks too much, Ryn is well liked and likes to be in the center of the social action. He is immature and loves fart
jokes. He can be a big mouth and often lands himself in trouble. He is a little ADD and hyper. He struggles in school due to
his dyslexia.
He first became aware of his power when he was 10 while having a Nerf gun war at a friend’s house. He knocked a door
off its hinges. Nobody knows about his ability to charge Nerf darts and equipment with energy. His ability to do this is a
psychological limitation due to his immaturity. His powers are mutant powers and he is exceedingly agile and resistant to
damage for his size.
Vitus Bowman
Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d4, Intimidation d6, Notice d4, Persuasion d4, Riding d4, Shooting d4, Stealth d4,
Swimming d4, Survival d4, Throwing d4, Tracking d4
Charisma: -4 Pace: 6; Parry: 5; Toughness: 7
Hindrances: Clueless; Outsider, Ugly
Edges: Nerves of Steel, Brawny
Gear: 500$ in form of an old family bible, a goat and a stick.
Description: Vitus comes from a small farm in the mountains. After all his family died, and he was on his own, he
wandered out in the world. He does not know about the worth of his bible, but would not sell it anyways - under normal
conditions.
MAR-R-LYN-1
Service Group: Housing Preservation, Development & Mind Control
Attributes: Agility d8, Smarts d4, Spirit d8, Strength: d4, Vigor d6
Skills: Bootlicking d6+2, Drive d6, Fighting d6, Knowledge: Old Reckoning Cultures (treasonous) d4, Notice d6, Persuasion
d6+2, Shoot d6, Spurious Logic (persuasion for computers) d6
Pace: 6, Parry 5, Toughness 8 (5), Charisma +2
Hindrances: Clueless, Big Mouth, Quirk: Ditzy blond who is obsessed with how she looks, accessories and what everyone
thinks about her.
Edges: Attractive (+2 Charisma and Persuasion trait checks), Dodge (-1 to be hit with ranged attacks), Mutant Ability
(treasonous)
Powers: Mutant Ability (10 Power Points)
- Charm (3/1 power points)
- Duration: Spirit Check in Minutes.
- Range: 5’ (must be able to smell you)
- Trappings: Pheromones (User begins sweating profusely) (-1 Charisma while sweating and 1d4 minutes after stops using
power.
- Description: Your glands emit pheromones that imbue trust in others. Spirit v. Spirit check. Those under your control
will act as your BFF and treat you like a much higher ranking secret society member.
Description:
Mar-R-LYN you are cut from a different cloth. You may come off as a bouncy, bubbly and a free spirited trouble shooter
without a care in the world, and those are the types of things that will get you killed in alpha complex, but you find it
makes others think you are bouncy, bubbly and free spirited, so you can't help yourself. You love to talk and know that
talking a lot and interrupting people makes you compelling and attractive. However, beneath that simple exterior lies a
ruthless troubleshooter. You will stop at nothing to get what you need. You need more money, more adulation and more
Stuff. Anyone who gets in your way better watch out! Boys are toys to be used to get what you want. You never have to
tell the truth to a boy. In fact, you shouldn’t as a matter of principle. Boys are dumb and have cooties. Diamonds
(whatever they are) are definitely a girl's best friends and one day you will surly find one; they are big and black and once
used to fuel industry.
Secret Society: Free Enterprise. Capitalism is just great, great, great. You live for the sound of jingling plastic reds.
Accumulating things is good for the economy and stuff. Buy low and sell high is your motto.
Equipment: accessory)
1 red jumpsuit (modified to look more elegant) 1 Bag Crunchytyme Algae Chips (You Can’t Eat Just One)
Laser Pistol (2 Red fuel cells 20 shots each) (3d6 dmg) 1 Flashlight
Red Reflec Armor (+3 toughness against red laser barrel 1 Filter Mask (to protect from poisonous gas)
attacks)
1 bottle liquid (unlabeled) (bubble fizz sweet drink) Treasonous Equipment:
1 Can Pain-Be-Gone (reduces the wound effect so there 1 Yellow fuel cell 20 shots (3d6 dmg)
are no penalties) (5 uses) 1 tube cherry scented lip gloss
1 Teele-O-MLY-3 collector card 2 cyanide tablets
1 fire proof cape (She thinks it is a clever fashion
Ras Baray
Race: Atani (50 Fathoms)
Rank: Novice XP: 11
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Healing d6+2, Fighting d6, Shooting d8, Climbing d6, Swimming d6, Flying d6, Taunt d4, Guts d4, Notice d4
Charisma: +2; Pace: 6; Parry: 5; Toughness: 4
Hindrances: Yellow, Garrulous, Quirk (braggart)
Edges: Healer, Musketeer, Charismatic
Gear: Musket (.75); Rapier; Bonesaw
Description: Ras Baray is a winged Atani. He is quite small for a member of his race and is the eldest son of the most
respectable healer of Maroa. Nevertheless he was always more of a braggart and drinker than an achiever and the night
before his final exam as a healer, he ran off on a ship, not wanting to disgrace his family. Now he serves on vessels where
his mediocre talent as quack is urgently needed and where he can tell many a stranger tales of his grandeur. He swore
only to return to Maroa once he is as rich as all his family combined. A hard task when most of the money ends up with
the barmaids...
Eugene Smithe
Rank: Novice XP: 0 Race: Human (1700s American)
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Boating d8, Fighting d6, Shooting d8, Swimming d4, Knowledge (Masaquani) d6, Notice d6, Taunt d4, Climbing d4,
Guts d6
Pace: 5; Parry: 6; Toughness: 5 Charisma: 0 Age: 24
Hindrances: Overconfident, Delusional (this is just a dream), Loyal
Edges: Musketeer, Ace (boating)
Gear: Flintlock pistol, Rapier, Dagger, 10 Shot w/Powder, Map of Carribdus, 65gp
Description: Pending
Valler Gill
Rank: Veteran XP: 49
Race: Doreen
Attributes: Agility 10, Smarts 4, Spirit 6, Strength 8, Vigor 6
Skills: Boating 6, Climb 8, Fighting 10, Notice 4, Stealth 8, Intimidation 4,
Survival 4, Throwing 4, Swimming 8, Guts 6
Charisma 0, Parry 7+, Toughness 5
Edges: Two Fisted, Florentine, Ambidextrous, Frenzy, Improved Frenzy,
Close Fighting, Gift of the Water Spirit (+1 benny), Sea Hunter(Racial),
Coup(Racial), Semi Aquatic(Racial)
Hindrances: Overconfident (Major), Loyal (Minor), Deathwish (Minor),
Racial Enemy Kehana (Racial)
Equipment: 3 knives in Quickdraw bandoleer, Torturer's Knife (+2
attack/dmg), Dagger of Recovery (Heal a wound on a raise), Poison fan, 3
taro root poison doses, 2 carroway fruits, Leather Satchel, Whetstone,
Grappling Hook, 10 yards rope, 5 days rations, Whistle, Waterskin
Money: POE: 600, Doubloons: 20
Description: "He looks...well, like a doreen." That's invariably what people would say if pressed to describe Valler; so few
of them exist that comparisons are difficult. For those in the know, he's slim for his race, built for quick movements in
water and out. His skin is smooth and a dull grey, smelling of brine and dusted in places with the white grains of dried
saltwater when on land. In his element, the ocean, the skin turns a more vibrant blue with a whitish stomach and thighs to
better blend with the shallows where his people hunt. Over a shoulder hangs a shark skin bag, perforated at the bottom to
allow for quick draining. Another water-tight bag hangs next to it, most likely a waterskin. The knives that hang around his
waist show the patina of much use. Each is a different sort: one thin like a stiletto, another flat and double bladed,
another swept in an elegant curve (the one favored by most doreen). He wears little adornment, but each give a clue to
other doreen or those in the know to his past life. A coral necklace with each piece separated by a dark pearl to keep them
from grinding against each other and making noise when moving hangs loosely on him. His "hair" (famlok in his tongue) is
tied back by a smooth stone. Famlok are used in courtship and can be fanned out in display. The fact that his are tied back
indicates he is wed or is no longer looking for a mate. In his ear is another small coral ring. The shape and color mark it
originally as a decorative famlok ring for a little girl.
History: Valler wasn't always the way he is now, although he was always a pain in the ass. Once he was happy, living out a
secluded life on a desolate rock just off the southern tip of the whip islands. He had met another of his kind. Perhaps fate
had brought these two together. Only a special kind of doreen could put up with Valler's impatience, who could soothe his
rough sides and lend calm to his stormy demeanor. Morlee was just that kind. She was sensitive and nurturing and an
emotional anchor for Valler. The fact that these two disparate personalities of a doomed race had met and fell for each
other, had met and had a child, seems too good to be true. And it appears it was.
For a year after the birth of their daughter, Gaella, Morlee seemed the same as she always was. But after that year, she
began distancing herself. Valler was only partially aware of the change, however; he was so absorbed in his new daughter
and his own simple, overbearing passions that little of nuance could filter through. But even he could see the change in
the few weeks preceding her death. He reacted with idiomatic anger at her change, at her lack of interest in him or
especially their daughter. His guilt over those last days still tears at him deep down. In the end, she left a cryptic note and
disappeared. Gaella was three. Valler searched for her for months after, hoping she had just retreated into her strange
depression, but in the end he gave up, and focused his sole energies on his daughter...until she too disappeared.
She was six and Valler was again out hunting fish in the shallows two islands away. He had always left her alone before.
The rock was of no interest to anyone besides the two of them. Nowhere to land a boat, no fresh water, no resources.
Only a small shelter on the rocks. But when he returned, she was gone. Their shelter was rifled through and strangely
most of Gaella's things were gone whereas his were untouched. He found a powder horn that had fallen from the hip of
one of the kidnappers, one common to humans. He set off immediately to find her, his hatred growing every day. That
was ten years ago. Between then and now he has killed or beaten hundreds of men, sailed on ships and slipped aboard
their enemies’ vessels, killing the loaders below decks. Every day he gives up a little more in ever finding his daughter and
remembers a little bit more the last regrettable days with Morlee.
Is Morlee actually dead? Who took Gaela? Will Valler find her and "save" her before he succumbs to his own hateful
deathwish?
Safara
Rank: Novice XP: 0
Attributes: Agility D6, Smarts D6, Spirit D8, Strength D6, Vigor D6
Skills: Knowledge (Masaquani) d6, Fighting d8, Throwing d4, Boating d6, Guts d6, Intimidation d8, Swimming d4, Taunt d6
Charisma: 0; Pace: 6"; Parry: 6; Toughness: 6
Hindrances: All Thumbs, Heroic, Stubborn
Edges: Brawny, Strong Willed
Gear: 270 silver pieces; Scimitar, Dagger, Whetstone, Waterskin
Description:
Tall in stature, a lean, hard physique and shaved head. Wears embroidered waistcoat, baggy silk trousers with red sash
and stout leather sandals. His back is crisscrossed by scars - the long, distinctively brutal marks of the lash.
Likeness: Woody Strode
Background
When Arab raiders attacked his African village, Safara was just a boy. This didn’t stop them taking him (and many others)
to Algiers to be sold into slavery. Although they could shackle his limbs they could not chain his spirit and desire for
freedom. His many attempts to escape captivity proved to be more trouble than he was worth, and having a strong back
his masters sold him to one of the Barbary Pirates (and were glad to be rid of the willful adolescent). For many long years
he toiled at the oars of a galley; under the lash of his cruel captors.
Conditions were harsh but he bided his time. Eventually the chance came and leading the slaves in revolt they captured
the ship and dispatched its former masters. With a vessel and a willing crew he took up the sword against the Barbary
Corsairs. Attacking and sinking their ships, freeing their captives and stealing their gold, he and his crew soon became a
legend of the Barbary Coast and the name of Safara was much feared by his former masters.
Although many would later claim the destruction of their troublesome enemy, the truth will probably never be known.
While pursuing a rich prize off the coast of Italy the ship was overtaken by an intense storm that seemed to materialise
out of nowhere. Their quarry lost, the ship battled against the storm's fury for hours. Eventually however the exhausted
survivors emerged to find themselves in the place known as the Devil’s Cross. Straining at the oars, through sheer brute
strength and courage the crew escaped, battling horrific creatures all the way. The storm and the minions of the Sea Hags
had taken their toll however. With the ship slowly sinking and the tiller and sail smashed, the few survivors could do little
more than drift where the currents took them. Hunger and thirst would do for the rest of the crew and by the time the
ship ran aground on rocks at Brigandy Bay, Zafara was the only one still alive (though barely). The pirates helped
themselves to anything of value left on the ship, but also took the lone survivor and nursed him back to health. From them
Safara learned the truth; that he was no longer on Earth, but like Earth there was still cruelty and injustice and also true
evil in this world. He also understood as well that there were opportunities for great deeds and great glory...
Notes
As a child Safara had often heard tales of spirits and the supernatural so was less disconcerted than most to find that in
Caribdus these things were very real. The harsh realities of his life have taught him to think beyond the petty attitudes of
his time. He loves only freedom, liberty and the courage to shape one’s own destiny. Any man (or woman) who stands by
those ideals he will gladly count as comrade, no matter their race, colour or creed. He will oppose his lion-like courage
against any evil, be from in the hearts of men or from forces beyond… His one weakness is perhaps his pride, which often
makes him seem unreasonable and difficult to get along with.
Quote: “Stand aside or be cut down like a dog!”
Aubrey Harrington
Rank: Novice XP: 0
Attributes: Agility D4, Smarts D8, Spirit D8, Strength D4, Vigor D6
Skills: Knowledge (Masaquani) D6, Fighting D4, Guts D6, Healing D8, Knowledge – Naturalist D8, Notice D8, Survival D6,
Swimming D4
Charisma 0; Pace: 6"; Parry: 4; Toughness: 5
Hindrances: Doubting Thomas, Quirk – values his notebooks above his life
Edges: Healer, Luck
Gear: 275 silver pieces; Walking Stick, Backpack, Bedroll, Blanket, Flint & Steel, Leather Satchel, Map of Caribdus, Soap &
Razor, Rope, Waterskin, Notebooks, Quill & Ink
Description:
A man of middling years, distinguished features, high intelligent brow and a kind face. He dresses simply and practically in
stout canvas trousers, good boots and cotton shirt - his formally fine clothing is gradually ‘going native’, as is the man
himself. He does try to shave every day however as one should try to keep up appearances.
Likeness: John Hannah
Background
Trained as a doctor (and a damn good one at that), Aubrey became a ship’s surgeon in the British Navy (seeing action at
Trafalgar as well as other places). He also received a broad and excellent education in his youth and maintained a keen
interest in zoology and biology into his adult years. When the chance came to be chief naturalist on an expedition to South
America to gather samples for the Royal Society he jumped at the chance.
The expedition was barely underway however when, responding to the eerie cries of what was thought to be a shipwreck
survivor lost in a fog bank, the ship found itself in the midst of a terrible storm the like of which the Captain (of many years
experience) had never seen the like of. The ship survived the tempest but when the skies cleared, the bedraggled crew
found they were in a place not marked on any charts. Before they could learn the truth their ship was attacked by pirates
– some appeared human, some did not… They set upon the exhausted crew and would have massacred them all had they
not been driven off by the timely arrival of Admiral Nelson Duckworth and the H.M.S. Justice.
Their ship was escorted to Baltimus and Aubrey could have taken a position with the Admiral (the two striking up an
instant friendship) as ship’s surgeon aboard his flagship. However the lure of discovery and the chance to document and
(by the grace of God) someday present his findings to the Royal Society was too strong. Perhaps rather foolhardily Aubrey
opted to become an explorer in this new and alien world, determined to unlock its secrets and record its many wonders.
Notes
Aubrey is fully aware of the dangers he faces exploring the often savage world of Caribdus, but the quest for knowledge
must go on. He honestly can’t understand why anyone would stand in the way of scientific discovery. Luckily his skill in the
medical arts is always in demand and it is easy for him to get working passage on a ship. He is a good and caring man, if
slightly foolhardy (as is often the way with explorers). Always a determined rationalist, his disbelief in the supernatural is
not so much now a denial that such phenomenon exists, more his belief that there simply has to be a rational scientific
explanation for it. He is constantly recording his findings and periodically returns to Baltimus where he gives his precious
notebooks over to Admiral Duckworth for safe keeping. Duckworth, having a keen amateur interest in such things, is
happy to oblige. Not much of a fighter, the extent of his combat skills generally consists of whacking opponents with his
walking stick.
Quote: “Here be dragons…”
Cardiff
Rank: Novice XP: 0
Attributes: Agility D6, Smarts D6, Spirit D6, Strength D6, Vigor D6
Skills: Swimming D6, Fighting D8, Shooting D4, Boating D6, Climbing D6, Guts D6, Intimidation D4, Notice D6, Survival D6
Charisma: -2; Pace: 6"; Parry: 6 (+1 w/t rapier); Toughness: 5
Hindrances: Curious, Enemy (minor) – Former Shipmates
Edges: Berserk
Racial Edges & Hindrances:
Aquatic
Dehydration
Habit – Unwholesome Appetite
Racial Enemy – Doreen
Teeth and Claws
Gear: 200 silver pieces; Rapier, Flintlock Pistol
Description
Young Kehana with dark blue skin that changes to reddish, orange down his back. Unreadable coal black eyes and sharp
teeth. His exudes an odd combination of naivety and savagery that many people can find quite disturbing. He dresses
(overdresses really) in a garish mismatch of cloths and styles, but fails to look after them giving him a rather disheveled
appearance.
Background
Cardiff (as he is known) was quite young when he discovered a human shipwreck survivor. He had heard of the other
peoples of Caribdus but had never seen them; especially the exotic humans that had begun appearing in the world. He
was instantly fascinated by the man, especially his cloths and mannerisms and unlike many of his kind did not immediately
set upon the scared individual and kill him. In fact he befriended the terrified survivor - as much as a kehana understands
the concept - and brought him food (well raw fish). He kept his existence secret from the others for many weeks and
learned a great deal about the world beyond his home. However certain changes in his demeanour alerted his xenophobic
people and both he and the human were eventually discovered. The pack instantly set upon the pair. He was wounded,
but escaped, but the human was savagely ripped to shreds. He did not try to save the man; the concept of endangering his
own life for a stranger still being an alien concept to him.
Now an outsider and facing further retribution if he stayed, he left The Flumes in search of that certain special something
(civilisation). He swam south, journeying for many weeks until he spied a boat, a merchantman bound for the Freetowns.
Catching up with it he climbed aboard. The crew was understandably alarmed by the sudden appearance of such a savage
creature and would have killed him then and there. However the captain - a wily old masaquani sea dog of many years
experience - had been around and seen this sort of thing before. He called off his men and once he had determined that
the kehana did actually come in peace, invited him to join his crew. The young kehana thought this ‘very civilised’ and
accepted the offer.
He meant well but his general behaviour did not engender him to the rest of the crew too well. However he was eager to
learn the ropes and tried to fit in. He sailed with them for many months and the crew’s fear of him dissipated (though not
their disgust). Unable to pronounce his real name, one of the human crew members jokingly nicknamed him ‘Cardiff’ (as it
sounded a bit like his actual name) and it stuck - he had no idea that they were secretly mocking him. One night in port
one of the crew got drunk and began deriding him. His goading became nastier and eventually turned violent. At that
point something snapped in the kehana and he attacked the man in a savage rage, badly wounding his persecutor before
his shipmates could pull him off. Escaping the vengeful crew and unable to return to the ship, he set out on his own to
learn more about the ‘civilised world’.
Notes
Cardiff is enamoured with the trappings of civilisation – and compared with his homeland pretty much all of Caribdus
appears pretty civilised to his eyes. He tries very hard to ‘get it’ but is frequently betrayed by his savage upbringing. He will
latch on to anyone who he sees exhibiting sophisticated behaviour and imitate it - at best this usually appears gauche. He
is also prompt to pick up new affectations at the drop of a hat, until some other aspect of civilisation catches his eye;
mixing and matching inappropriately in a effort to appear more cultured. He is often mocked for his attitudes (but only
behind his back). Generally he is good natured (for a kehana) but his savage side is never far from the surface and he can
fly into a berserker rage; as the saying goes ‘you can take the kehana out of the Flumes, but you can’t take the Flumes out
of the kehana’. He fights with a dashing, savage exuberance.
Quote: “A gun? How very civilised.”
Benjamin Perth
Rank: Seasoned XP: 20
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d4
Skills: Climbing d8, Fighting d8; Guts d6; Lockpicking d8; Notice d6; Shooting d4; Stealth d10; Streetwise d6
Pace: 6; Parry: 5; Toughness: 4; Charisma: 0; Grit: 1
Hindrances: Bad Eyes; wears spectacles (minor), Tenderfoot (minor), Clueless (major)
Edges: Acrobat, Luck, Two-fisted, Thief
Gear: Saber, Str+d6; Dagger Str+d4+1; Derringer 5/10/20 2d6
Description: Benjamin Perth, age 26, is a foreigner and just can't seem to get the ways of the West. Nonetheless, he's a
mighty sneaky thief and does his fighting the old-fashioned way: with a saber and a knife.
David Quick
Rank: Seasoned XP: 20
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6; Guts d6; Notice d6; Persuasion d4; Riding d8; Shooting d10; Stealth d6; Taunt d6
Pace: 6; Parry: 5; Toughness: 5; Charisma: 0; Grit: 2
Hindrances: Ailin' (minor), Heavy Sleeper (minor), Overconfident (major)
Edges: Dead Shot, Duelist, Quick Draw
Gear: Colt Peacemaker 12/24/48, 2d6+1; Derringer (vest) 5/10/20 2d6
Description: David Quick, age 28, is the oldest of three brothers and ostensible leader of the Quick Gang. Usually the gang
makes decisions by popular acclaim, but, should they need leadership , the others look to David (never Dave, that was
Father's name). He sometimes bites off more than he can chew, snores like a sawmill, and has been gettin' wore out
mighty easily of late.
Paycheck
Rank: Veteran XP: 55
Attributes: Agility d10, Smarts d4, Spirit d8, Strength d6, Vigor d10
Skills: Climb d4, Fighting d8, Guts d8, Intimidate d4, Notice d6, Shooting d10, Stealth d8, Swimming d4
Pace: 8+ d10; Parry: 6; Toughness: 7 Charisma: -2 Grit: 3
Hindrances: Enemy (those he's wronged, minor), Overconfident (major), Mean (minor)
Edges: Alertness, Combat Reflexes, Danger Sense, Dodge, First Strike, Fleet Footed, Quick, Speed Load
Gear: Double Barrel Problem Solver, Peacemaker Double Action, Bowie Knife
Background
"Folks back at the railroad used to call me paycheck cause if they sent me out it was a sure thing that someone was gonna
get what was comin' to them. I solved problems with the workers and the locals where the railroad was passin’ through... I
find most of life's problems only got but one solution once you get right down to it. You could say there's a lot of folks that
don't like me, but then again I don't like a lot of folks neither. I guess you could even say there are some folks that want
me dead. Can't really say I want a lot of folks dead though, cause anyone I've ever wanted dead I already killed."
My Worst Nightmare- They keep huntin' me. I'm alone and my gun quits workin’ then I slowly go blind. They catch me and
eat me slowly an inch at a time starting with my feet.
The Stalker
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d4, Fighting d8, Guts d6, Notice d4, Shooting d6, Stealth d6, Weird Science d6
Pace: 6; Parry: 7; Toughness: 5(1); Charisma: 0; Reason: 0; Status: 5/5; Faction: Masked Crusader
Hindrances: Heroic (Major), Loyal (Minor), Wanted (Minor, he's a dangerous vigilante)
Edges: Arcane Background (Weird Science), Alter Ego
Gear: Ripper Claws, Leather Costume, Mini-Crossbow, 5 Trick Bolts (Grappling), 4 Trick Bolts (Binding), 20 Quarrels
Powers: Smite: modified Ripperclaws (ripping/sawing mechanism)
Description: The Stalker is a vigilante that only recently appeared on the streets. Always dressed in a tight black leather
costume including a bright white mask he's a sight to behold. He is armed with a modified Ripperclaw and a mini-crossbow
including various trickbolts. One of his favorite battle tactics is to stalk his prey from the rooftops, then to swing down into
close combat via one of his grappling line bolts.
Note: his AB (Weird Science) is representing the associate and technical advisor of the stalker who builds all his gadgets.
That is also the reason why The Stalker doesn’t have a repair skill - it's not easy to track down his gadget building
acquaintance.
Gideon Simm aka 'The Black Swami'
Rank: Novice XP: 0
Attributes: Agility D6, Smarts D8, Spirit D8, Strength D4, Vigor D4
Skills: Fighting D4, Guts D6, Healing D6, Knowledge – Psychology D6, Notice D6, Persuasion D6, Psionics D8, Taunt D4
Languages: English, German, Hindustani, Tibetan
Charisma: 0; Pace: 6"; Parry: 4; Toughness: 4
Status: 5; Reason: 0
Hindrances: Vow (minor) – Bring Singh to justice, Pacifist (minor)
Edges: Alienist, Arcane Background (Psionics)
Gear: £2, Reading Spectacles, Walking Stick, Fine Clothing
Powers:
Mesmeric Suggestion: boost/lower trait
Deep Concentration: detect/conceal arcane
Mental Shield: deflection
Description
A restrained, youngish Englishman; thin and pale with dark hair, moustache, and cool, penetrating eyes
Likeness: Jeffrey Combs
Background
Plagued as a child and into adulthood by strange nightmares and visions of horror, the intelligent, bookish Simms grew up
to be a reclusive introverted man. In an effort to relieve the visions that bombarded him he sought out the keenest
intellects in the field of the mind in hopes of finding a cure. Travelling Europe – often becoming a talented student of
many of these learned men - he was still unable to find the remedy for his condition. In desperation he sought further a
field for an answer. Consulting with many mystics and holy men he eventually arrived in India where he learned of and
sought out an old hermit. It was from this holy man that he learned of the Temple of Shendoo, located high in the
Himalayas; there he was told he might find those who could help him.
After an arduous journey of many months he finally reached the hidden temple and became a student of the mystics
there. From them he learned to control and use his gift and with their discipline and training he was able to quell his
troubled mind. They also instilled in him their beliefs of responsibility and goodness. When he left them he was a changed
man, determined to use both his learning and his gifts to aid mankind. He became an alienist by day, helping the troubled
and the sick and by night The Black Swami, using his amazing talents to confront evil. When his own investigations crossed
that of a team of Rippers he accepted the invitation to join their organisation.
On a recent return to the Temple to seek deeper training he found it destroyed; ransacked and all the wise men killed. He
later discovered a former student, Kalif Singh had betrayed the Temple. Singh had been studying with him during his time
at there, but was expelled after it became apparent that he sought to abuse his gifts. He now seeks to bring Kalif Singh to
justice and thwart his plans, whatever they may be.
Notes: By day he dresses as any normal successful Victorian professional. As The Black Swami he wears a black suit and
waistcoat and a small black turban with an opal at its centre, red domino mask and a red carnation in his lapel.
Quote: "I suggest you look into my eyes..."
Father Randor
Rank: Novice XP: 0
Attributes: Agility D6, Smarts D6, Spirit D8, Strength D6, Vigor D6
Skills: Fighting D6, Shooting D6, Guts D8, Faith D6, Intimidation D8, Notice D6, Riding D4
Languages: English, Latin, Romanian
Charisma: 0; Pace: 6"; Parry: 5; Toughness: 6
Status: 2; Reason: 0
Hindrances: Cautious, Code of Honor, Disowned
Edges: Brawny, Arcane Background - Miracles
Gear: £0.5, Monk’s Robles, Crucifix, Good Boots, Sword (Str+3), Rifle (+50 rounds)
Powers:
Amour
Smite
Description
A large, burly man with a weather-beaten face and graying beard and hair
Likeness: Andrew Keir
Background
Father Randor was a Christian monk. He had taken his holy orders at a young age, knowing even as a boy that he wished
to serve God. However as the years passed he came to believe more in confronting evil than in turning the other cheek.
Whilst staying at a monastery in deepest, darkest Romania he learned firsthand that there were things far more terrible
than mere human evil. Evil that had to be confronted and destroyed. Attempting to learn more about these creatures of
the night, he began delving into folklore and the occult. However his studies into magic and demonology alienated him
from his brother monks and his Holy Order and he was eventually forced to leave his monastery and was later disowned
by the Church.
His further studies and adventures led him to the Order of St George. Now as a Knight of St George, Randor travels the
world, still dressed in his monk’s habit, taking the holy might of God against the forces of the night. Although he knows
that his actions make him a poor Christian in some eyes, he is nevertheless a pious and devout man who feels that it is his
duty to protect mankind from evil, even if the cost might mean his immortal soul. He has since returned to his native
England as member of the Rippers.
Notes: Randor habitually wears his heavy monks robes, finding they not only protect him from the elements on his travels,
but that they are also useful for gaining entry into places a less pious appearing man would not permitted - they also come
in handy for concealing his weapons.
Quote: “Back to the Pit with you Hell fiend!”
Notes:
As Zantini he appears as a small wiry man; his street clothes are clean (though a little thread bear). As Zondo he wears a
patchwork costume in the style of an Italian clown under which he wears his armor. His gloved hands conceal the brass
knuckles. To hide his identity he wears clown makeup - his 'face' a slightly sinister, smiling aspect of black and white. A
quiet man by day, in his Zondo persona he rarely speaks at all (not wanting his thick Italian accent to reveal his identity),
this has lead many of his enemies to believe he is a mute.
Quote: “…”
Notes:
Krasne is mostly found in the lab in his dirty lab coat. Although he tries to fight his demonic urges, as time goes by he finds
it increasingly hard – in fact he is starting to relish the power it gives him. It may be that some day he will fully embrace his
new nature. When he is under the berserker possession of his demonic blood, his usually pasty white complexion changes
to a flushed red and his eyes burn like embers. Some refer to him as The Red Doctor.
Alabaster Warren
Rank: Novice XP: 0
Attributes: Agility D4, Smarts D10, Spirit D8, Strength D4, Vigor D4
Skills: Fighting D4, Shooting D4, Guts D6, Intimidation D6, Investigation D8, Notice D4, Streetwise D8, Taunt D6
Languages: English, Latin, Greek, German, Criminal Cant
Charisma: 0; Pace: 6"; Parry: 4; Toughness: 4
Status: 5; Reason: 0
Hindrances: Bad Eyes, Orders - Scotland Yard
Edges: Investigator, Strong Willed
Gear: £1.25; Derringer (+50 rounds), Pocket Watch, Notepad, Fountain Pen (engraved), Spyglass, Pipe, Matches, Tobacco,
Tinted Spectacles, Common Clothing
Description: Pale skin. Head (crowned by conservatively cut, bone colored hair) features a long delicate nose and a small,
precise mouth - rose-tinted spectacles habitually cover rose-tinted eyes.
Likeness: Alan Cummings
Background: Inspector Alabaster Warren is one of Scotland Yard’s most singular (and striking) talents. Born to wealthy
middleclass parents (the youngest of five) he was a sickly child with the albino condition - his skin and eyes lacking any
pigmentation. He was to spend most of his early life confined to a sick bed – where a succession of doctors would often
tell his parents he would not see out the year. Despite (or perhaps because of) his bodies frailness his mind was sharp and
clever and he exercised it constantly, both with the help of the tutors his parents hired to educate him, but mostly by
reading anything and everything he could to while away the solitary hours he spent recovering from this ailment or that.
When he was fit enough, he like his brothers and sister was packed off to boarding school where he faired extremely well
academically, but not so well socially. His early years of isolation, together with his odd appearance did not make him
many friends and would often bring unwanted attention. Realising that he did not have the brawn to defend himself, he
instead chose to use his brain to outfox his would-be tormentors. It was probably these early encounters and his studies
into the behavior of his persecutors that would lead him to pursue his eventual career.
His father (a well respected and high ranking government official) had wanted all his sons to follow him into the Civil
Service. Alabaster defied his father’s wishes however determined to join the police force. After much bitter argument his
father eventually relented (and in fact used his influence to secure his son a position at Scotland Yard, perhaps recognising
that his singular talents would be wasted behind a desk).
Despite his idiosyncratic nature he quickly rose to the rank of inspector, becoming recognised as one of the Yard’s most
talented detectives and developing a reputation for solving the most perplexing and peculiar crimes (the Hobbs Lane
murders and the affair of the Peking Homunculus are two that spring to mind). Any cases that would defy logic or reason
would be routinely (and gladly) handed over the Inspector Warren of the Yard and it was through these investigations that
he came into contact with the Rippers.
Although not as yet a fully fledged member, his is certainly well aware of the sorts of affairs in which they become
embroiled. He has aided them in the past, recognising the evil they resist, but for the time being he feels his duty is still
first and foremost as an officer of the law.
Notes: Alabaster has a mind that can turn on a six-pence and believes strongly in the law and justice for the innocent. Able
to move seamlessly between cultured society and the dingiest corners of London’s criminal underworld, he realizes that
his intellect and will are the only real edges he has and he uses them both to the fullest. Although no coward, when the
'rough stuff' is required he is quite happy to step back out of the way, light up his pipe and let half a dozen stout bobbies
pile in when needed.
Quote: “The first principle is that you must not fool yourself – and you are the easiest person to fool.”
Clancy Garrett
Rank: Novice XP: 0
Attributes: Agility D8, Smarts D6, Spirit D4, Strength D6, Vigor D6
Skills: Climbing D4, Fighting D6, Guts D6, Notice D6, Riding D6, Shooting D8, Survival D4, Tracking D4
Languages: English, Spanish, Navajo
Charisma: 0; Pace: 4"; Parry: 5; Toughness: 6 (+1)
Status: 5; Reason: 0
Hindrances: Lame, Vengeful (minor)
Edges: Stout Hearted, Quick Draw
Gear: £1; Heavy Coat (Armor +1), Colt Peacemaker
Description: A man of few words, whose face bears the weather beaten look of one whose spent too many summers on
the range. His hair is thick and grey and he wears an unrefined, grey moustache. His dark eyes peer over a distinguished,
hook like nose.
Likeness: Sam Elliott
Background: Clancy Garrett grew up on the barren plains of Arizona. From his late teens, he rode herd for his father, and
then, following the death of his father and mother from illness, the Circle K ranch took in the intense young man and he
joined the tight brotherhood of the cowhand for real, learning the ways of the desert and relishing the hard life of the
plains. Things changed little for Garrett until one moonlit night a stranger joined the fireside group of the Circle K hands.
This stranger appeared from the desert, strangely dressed and speaking with a European accent, although his words were
few. The cowhands offered what hospitality they could until a frightful spasming took the stranger, and his howls of agony
rent the night. He began to change, growing in size and changing in form. And then there was just the blood and the
screams of the dying. Garrett felt an agonising pain in his leg, and passed out.
He awoke in the dwelling of a Navajo family, who told him in halting english how he had been found in the desert, alone
and nearly dead from a terrible wound in his leg. The Navajo nursed him to what health they could, although the full use
of his leg was never to return.
As his recovery continued, another stranger appeared in the Navajo community. This man, also a European, had come to
consult with the tribe elders regarding certain matters of tribal legend and, on hearing Clancy’s story, struck up a
friendship with the solitary plainsman. The European told Garrett that he suspected the man who had killed his friends
had fled back to London. Garrett asked when the European was returning home and calmly told him he would be coming
with him. He now had a score to settle, and the plains would not seem like home until the debt was squared.
Notes: He wears a slightly tatty frock coat with bootlace tie in the western style, over which he normally wears his duster,
a heavy overcoat which conveniently covers the pistol and rig he wears low on his right hip.
Quote: "I got a right powerful hankerin’ for a warm bed and the company of a fine lady, but I’ll settle for sendin’ you and
your foul kin straight to hell!"
Mike Waneson
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Boating d4, Climbing d4, Fighting d4, Guts d4, Notice d4, Repair d4,
Riding d4, Shooting d8, Survival d4, Swimming d4, Throwing d4, Tracking d4
Pace: 6; Parry: 4; Toughness: 7
Hindrances: Clueless (Major), FNG (Minor), Loyal (Minor)
Edges: Hose 'em Down, Brawny
Gear: M60 w/Ammo Belt x3, M1911 pistol w/7-round .45 Magazines x4, Flak
Vest, Steel Helmet, LBE Webbing, 1-qt Canteen x4, C-Rations x12, M60
Barrel Bag, Rucksack
Description:
Mike Waneson is tall and brawny, perhaps 6'-3" and 240 pounds, all muscle.
A life of hard work on the family farm has made him lean and fit! He has a
somewhat amusing farmer's tan if you spot him without his t-shirt on.
History: Mike led a rather unremarkable life prior to joining the service. He
worked on the farm, he went to church with his mom (dad wouldn't go). He
got passing grades in school, did a bit of hunting and camping. And - he
drank a lot. Moonshine mostly. One day he was out at cousin Jeb's still
drinking some moonshine with a friend of Jeb's, when they got to arguing.
Perhaps it was the booze, perhaps just Mike's sheer size, but when it was
over the other guy was badly beaten, and not moving. Mike figured the guy
was dead and, rather than shame his ma (or do jail time), he hitchhiked to
Des Moines a few hours away, walked into the army recruiter's station, and
said "Sign me up, Mister. I want to get out of Iowa." Get him out of Iowa
they did! A couple months later, confused and a bit scared, Mike walked off
the transit plane for his Day One of The 'Nam.
Corbin Frostshadow
Rank: Novice XP: 0
Attributes: Agility d10, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: d10 Stealth, d4 Streetwise, d6 Lockpicking, d8 Shooting, d6 Climbing, d6 Notice, d4 Hrimwizardry
Pace: 6; Parry: 4; Toughness: 6
Hindrances:
God Cursed by Thrym (Major) Any beneficial spells cast on Corbin by a Priest of Thrym fail. Harmful spells cast by a Priest of
Thrym do extra +2 damage. Opposed spells gain +2 bonus against Corbin.
Loyal (Minor) Would give his life for his true friends
Enemy (Minor) Not only do all priests of Thrym feel a special vengeance for Corbin, but it is possible someone survived from
his past looking for vengeance.
Outsider (Racial) Most non-Frostborn feel nervous around Corbin adding a permanent -2 to his charisma unless he is speaking
with another Frostborn
Heat Lethargy (Racial) Frostborn become lethargic at temperatures above 53 degrees or higher thus they suffer a -1 on all
trait rolls in such temps.
Edges:
Thief +2 to Climbing, Lockpicking, Stealth, (also Notice\Repair regarding traps)
Frigid Form (Racial) Special, see Hrimwizardry Innate Powers
Winter Soul (Racial) +2 Vigor to resist effects of cold weather, & +2 Armor vs
Cold, Coldfire, or Ice Attacks
Languages:
Trader: Common Speak for many a traveler
Fingerspeak: Sign Language for thieves
Frosttongue: Sentient denizens of the Hellfrost; Frostreavers, Hellfrost Dragons,
Frost Giants etc.
Weapons:
Bow - Range: 12/24/48 Damage: 2d6 Weight: 3 lbs
Arrows, Standard (30): Weight: 6 lbs
Arrows, Fleshripper (10): +2 Damage dbl Protection of any Armor Weight: 2 lbs
Arrows, Armor Piercing (10): Armor Piercing 2 Weight: 2 lbs
Arrows may be recovered on a roll of 4-6 on a d6 (changes to 5-6 indoors)
Armor: Leather Shirt (T) - +1 Armor - 3 lbs.
Gear: (12 lbs / 30 lbs.) Quiver: Holds 20 arrows Wgt: 2 lbs, Backpack: Wgt 3 lbs, Flint and
Steel: Wgt 1 lb, Lockpick: Attempting to pick a lock w/o = -2 on check, Goggles: Avoid
Snowblindness Wgt: 2 lbs, Pipe: Wgt: .5 lbs, $175 Scields
Innate Powers (Racial): Armor (Icy Skin), Environmental Protection, Smite, Speed
Description: Race: Forstborn (Human)
Origin: Barony of Cul – Eastern Farm Lands Gender: Male
Class: Rogue Height: 5’ 9”
Age: 29 Weight: 170 lbs.
Being born a Frostborn does have some advantages. It also has major draw backs, mainly being despised by almost everyone. With the
constant feeling of being an outsider, Corbin left his home when he was in his late teens. He almost immediately fell in with a bad
crowd, a very bad crowd. He was recruited by a cult of Thrym made up exclusively of Frostborn. Finally feeling accepted, Corbin was
devout to the cult, Thrym, and the cult’s charismatic leader, Glacier. It was also here that Corbin made his first true friend, a Frostborn
named Gregor.
After several years of being a low level initiate, Corbin had learned enough that he was ready to gain full membership to the group. He
and Gregor were to take their final oaths and trials together. The night of the ceremony, Corbin witnessed a few of the brothers
bringing in prisoners. This was something that was not extremely unusual, but what did stand out to Corbin was that they were not the
typical adventure types. They looked like peasants. Corbin was able to gather the truth from a few of the brothers who had consumed
too much ale. These prisoners were peasants from Corbin’s village. Glacier had decided that the cult needed to purge the locals from
the land in the name of Thrym. Worse, Gregor and he were to execute the captives that night as their last rite of passage. Corbin felt
that he could not let these innocent people be slaughtered. Believing his friend to be of like mind as him, Corbin informed Gregor
about the rite that was to happen that night. Gregor was horrified, and together they hatched a plan to try and save the prisoners.
Gregor created a distraction using magic while Corbin snuck to the prisoners and set them free. The two looked like they had
succeeded until they ran into Glacier on their way out. The two friends tried to hold off the cult and allow the villagers to escape. Many
of the prisoners did make it and there were more than a few casualties. Gregor told Corbin to fall back and protect the villagers, so he
did. What he did not know was that the wizard was going to cause a cave in to stop the cult. Corbin turned around at the last moment
to see his friend bringing down the ceiling of the cult’s cave as Glacier struck at him.
Corbin led the group to a road where the group ran into a group of Roadwardens. The leader of the wardens named Payne ordered his
men to attend to the villagers and Corbin. Corbin told his story and was patched up by the group. The villagers returned home, and
Corbin stayed with the Roadwardens to help protect more people from groups like the one he was a part of. Corbin is always vigilant
that the remnant of the cult or other priest of Thrym could show up at any moment to dispatch him for his crimes against Thrym.
Kladr Deepgaze, the Self-Exiled
Rank: Novice XP 0
Attributes: d6 Agility, d10 Smarts, d6 Strength, d6 Spirit, d6 Vigor
Skills: d4 Climbing, d6 Fighting, d8 Notice, d8 Knowledge Arcana, d10 Arrow-Rune (Rune Magic)
Pace 5" / Parry 7 / Toughness 7 / Charisma -2*
Edges:
Low Light Vision: Ignore attack penalties in dim and dark lighting.
Mountain-Born: No penalties in rough terrain associated with hills and mountains
Winter Soul: +2 Vigor to resist effects of cold weather, & +2 Armor vs Cold, Coldfire, or Ice Attacks
Tough: Start with a d6 in vigor and it can be increased as much as d12+3
Arcane Background - Rune Magic: See list of spells
Hindrances:
God Cursed by Hela, the Black Queen (Major) Any beneficial spells cast on Kladr by a Priest of Hela fails. Harmful
spells cast by a Priest of Hela do extra +2 damage. Opposed spells gain +2 bonus against Kladr.
Stubborn (Minor) Always wants his way and never admits when wrong even when it is plain as day
Necromantic Weakness (Minor) Incorporates a -2 penalty when attempting to resist an undead creature's special
attacks. No affect on mundane damage from such creatures and fear is not considered an attack
Insular (Racial) Frost Dwarves have long kept to themselves and thus have a permanent -2 to their charisma
unless they are speaking with another Frost Dwarf where they then gain a +2
Heat Lethargy (Racial) Frost Dwarves become lethargic at temperatures above 53 degrees or higher thus they
suffer a -1 on all trait rolls in such temps.
Slow (Racial) Frost Dwarves are stout and can only move at Pace 5"
Languages:
Trader: Common Speak for many a traveler
Dwarven: Frost Dwarves
Earthtongue: Gargoyles, Trolls, Trow
Giant: Giants
Orcish: Orcs, Ogres, Goblins
Weapons:
Long Spear - Attack Roll: d6 Damage Roll d6+d6 Notes: +1 Parry, Requires 2 Hands 5 lbs
Dagger - Attack Roll: d6 Damage Roll d6+d4 Notes: 1 lb
Rune Magic: The Arrow Rune(N), Bolt, Aim, Boost\Lower trait: Shooting and Throwing only
Armor:
Chain Shirt (T) - +2 Armor - 10 lbs.
Chain coif (H) - 75% chance to protect head - 3 lbs.
Gear: (45 lbs / 30 lbs.) -1 encumbrance penalty to all Agility and Strength rolls, Backpack: 2 lbs, Climbing Gear: +2 Climb
checks – 4 lbs, Lantern: 3 lbs., Oil: 1 pint - 1 lb, Pick: 5 lbs, Rope: 10 yards - 10 lbs, Parchment: 60 sheets - 3 lbs, Writing
Equipment: 1 lb, Flint and Steel: Wgt 1 lb, Whetstone: 1 lb, $17 Scields
Description:
Race: Frost Dwarf Gender: Male
Origin: Karad Zor Height: 4' 10"
Class: Rune Mage Weight: 180 lbs.
Age: 55
30 years ago, Kladr's father, Kalfor Deepgaze, was badly wounded in a gruesome battle near the city of Karad Zor. In the
following weeks, Kalfor's confrontation with mortality drove him mad with fear and desperation, his thoughts constantly
dwelling on an answer to overcome his pain and anxiety. Ultimately, he decided to defy his family oaths and activate a
sacred rune, he and so many others of his clan, had sworn to protect and keep sealed. This rune contained a forbidden
spell of immortality, and he was ready to cross any line to defy death's whims.
Young Kladr, a skilled rune mage in training, did not agree with his father's plan, but after seeing the hysteria in Kalfor's
eyes one night too many, he reluctantly gave his aid. Through a week's worth of struggle and exhaustion, the two were
successful in performing the harsh ritual, and eternal life was granted to the venerable rune mage. This taboo did not go
unnoticed, however, as Hela, the Black Queen, felt the disturbance against the cycle of life and then set a wrathful curse
upon both father and son. Both would die at the meager age of 70 with no chance for redemption -- their fates branded
and their half-lives spent knowing their own end.
Kladr has long since left his home, his family, and his late father behind. He now searches Rassilon for an answer to
breaking this curse, and redeeming his father along the way.
Kaldric Garulfsunu, the Iron Guild's Noble
Rank: Novice XP 0
Attributes: d8 Agility, d8 Smarts, d6 Strength, d4 Spirit, d6 Vigor
Skills: d8 Fighting, d4 Riding, d8 Notice, d6 Taunt, d8 Streetwise, d8 Investigation
Pace 6" / Parry 7 / Toughness 6 / Charisma 0
Edges:
Rich: Starting Scields = 3x typical
Investigator: Add +2 to all Investigation & Streetwise rolls. Also includes
Notice rolls made to search through evidence.
Hindrances:
Loyal (Minor) Would give his life for his true friends
Enemy (Minor) An accident during a drinking contest caused a rival family's
son to be scarred beyond repair. The rival family may seek revenge!
Stubborn (Minor) Always wants his way and never admits when wrong even
when it is plain as day
Languages:
Trader: Common Speak for many a traveler
Saxa: Saxa
Anari: Alantaris Isle, The Magacracy
Hearth Elven: Hearth Elves
Weapons: Short Sword - Damage d6+d6 wgt 4lbs
Armor: Leather Suit (T,A,L) +1 Armor - 10 lbs, Buckler +1 Parry - 8 lbs
Gear: (53 lbs / 30 lbs.) -1 encumbrance penalty to all Agility and Strength rolls, Bedroll - 4 lbs, Winter Gear (cloak\Parka) -
Adds a +2 to vigor vs cold weather 3 lbs, Flint & Steel - 1 lb, Lantern - Light in a 4" Radius 3 lbs, Whetstone - 1 lb, Rope
(10") - 15 lbs, 2 Blankets - 4 lbs, 897 Scields
Description
Race: Saxa Gender: Male
Origin: Ostmark Height: 5'10"
Class: Iron Guild Member Weight: 185
Age: 22
Being the third son of a successful merchant has its perks. While Boric, the eldest, is the master mind behind their contracts and
Yoric, the second eldest, has the brawn covered, all Kaldric has to do is flash his smile and seal the deal while sniffing out plots to
undermine their profits. After that all he had to do was kick back, have a drink and let the scields and good times flow.
That was all before the ill fated contract with Maenar Cynricsunu. Maenar was another merchant on the rise and had
maintained a friendly rivalry with Garulf and his sons years. Each man knew that if they could claim the other contracts their
family would be a force to be reckoned with. In a flurry of contractual wizardry, Boric drafted an agreement that left both men in
a position for great profits at the cost of great risks. They were to trade third sons for the span of five years.
For two years, the plan unfurled with neither man gaining an edge over the other. Both of their sons had a knack for uncovering
secrets and for every advantage Kaldric gained, he was countered by Wealgar.
As time passed Kaldric grew close to Maenar's sons and was often seen carousing and gallivanting about with Eowuld and
Faenar. Their exploits ranged from drinking to gambling to womanizing. If there was an uncouth deed to be done, they were
there doing it with style. They had a knack for trouble.
Many claim to have been there on the unlucky night of Eowuld's disfigurement. Some claim that Kaldric pushed Eowuld into the
fire. Some say Kaldric was trying to catch him. Others say neither, stating that Eowuld, in a drunken stupor, dove into the fire of
his own accord. Whatever the case, Kaldric had earned Maenar's fury and hatred. Maenar swore the debt to his son would be
paid in blood.
Kaldric fled. He thought to return home and seek the protection that his family could offer. His father was wealthy and had the
influence to see to his safety. In truth, he was excited to be home with his brothers once more. Unfortunately, Kaldric's
excitement was short lived. Garulf saw reinstating Kaldric into their operations as a breach in contract with Maenar. His honor
would not let him send Maenar's son home before the agreed time had passed, even at the expense of their families’ mercantile
security.
Although Garulf did not shelter his son, he would not abandon him. Kaldric was sent off with his father’s instructions to seek his
refuge among the Iron Guild. Garulf had made a large "donation" to grease the wheels and to see to it that his son would be
traveling from place to place for his own safety. After the three remaining years of the contract have passed Kaldric will be
allowed to return home.
Now, Kaldric travels from place to place as a member of the Iron Guild. He looks for opportunities to expand his family’s wealth
and perhaps make new connections to compensate for his father's compromised position. Kaldric is determined to return home
with his head held high and a great deal of wealth for his family to enjoy.
Rurick Halfgraden, The Legion's Fostered Child
Rank: Novice w/0XP
Attributes: d8 Agility, d4 Smarts, d10 Strength, d4 Spirit, d6 Vigor
Skills: d8 Climbing, d12 Fighting, d4 Notice, d4 Intimidation, d8 Throwing
Pace 5" / Parry 8 (7) / Toughness 8 / Charisma -2*
Edges:
Sweep: Make an attack with a melee weapon against all
adjacent targets (friends and foes) at a -2 penalty. Resolve
damage separately.
Low Light Vision (Racial): Ignore attack penalties in dim and
dark lighting.
Mountain-Born (Racial): No penalties in rough terrain
associated with hills and mountains
Winter Soul (Racial): +2 Vigor to resist effects of cold weather,
& +2 Armor vs Cold, Coldfire, or Ice Attacks
Tough (Racial): Start with a d6 in vigor and it can be increased
as much as d12+3
Hindrances:
Overconfident (Major): Your character thinks he can handle
anything, not suicidal but certainly takes bigger risks than others
would who use their common sense.
Doubting Thomas (Minor): Skeptical when it comes to the supernatural and is thus all the more frightened when
finally face to face with it. -2 to fear checks when facing undeniable supernatural horrors.
Loyal (Minor): Willing to put himself at risk to save a friend.
Insular (Racial): Frost Dwarves have long kept to themselves and thus have a permanent -2 to their charisma
unless they are speaking with another Frost Dwarf where they then gain a +2
Heat Lethargy (Racial): Frost Dwarves become lethargic at temperatures above 53 degrees or higher thus they
suffer a -1 on all trait rolls in such temps.
Slow (Racial): Frost Dwarves are stout and can only move at Pace 5"
Languages:
Trader: Common Speak for many a traveler
Dwarven: Frost Dwarves
Weapons:
Great Axe - Attack Roll: d12 Damage Roll d10 + d10 Notes: AP 1 Parry -1 Req 2 hands 15 lbs
Throwing Axe (2) - Range: 3/6/12 Attack Roll: d8 Damage Roll d10 + d6 Notes: 2*2 lbs (4)
Armor: Plate Corselet (T) +3 Armor - 20 lbs.
Gear: (49 lbs / 50 lbs.), Backpack: 2 lbs, Climbing Gear: +2 Climb checks - 4 lbs, Bedroll: 4 lbs, $60 Scields
Description
Race: Frost Dwarf Gender: Male
Origin: Varied Height: 5'1"
Class: Fighter Weight: 210 lbs
Age: Unsure, 30's
Rurick knows little about his family or his background. As far back as he can remember there has always been conflict.
Whether he was forced to fight the wilds of the Winterlands and all the harshness they entail, or his first conflict with the
living. Much of his memory is a white haze either created to block horrific memories or because much of his childhood
was spent waist deep in snow.
His first memory he can recall was meeting his mentor/father figure Detran Halfgraden who educated him in blood and
taught him the ways of the axe. Rurick looked up to him and followed him everywhere which eventually led him to join
the Grey Legion. After years and years of conflict for various causes Rurick has found himself at an impasse.
The Legion had called upon Detran however not himself. Having lost his only connection to others he now seeks
adventure and a cause worthy of his talents. Little is known about where or why Detran was called upon. However, Rurick
feels simply that he was not strong enough to accompany him.
Rurick will continue to seek out the strong and fight for a cause that will continue to test his abilities and eventually lead
him to be called alongside his Mentor once again.
Birgir Oathspeaker, the Youthful Wanderluster
Rank: Novice XP 0
Attributes: d8 Agility, d4 Smarts, d8 Strength, d6 Spirit, d6 Vigor
Skills: d10 Fighting, d6 Climbing, d6 Intimidation, d6 Notice, d4 Survival, d6 Swimming
Pace 6" / Parry 8 / Toughness 8 / Charisma 0
Edges:
Brawny: Toughness +1 load limit is Strength x 8
First Strike: May attack one foe who moves adjacent
Hindrances:
Heroic (Major) Character always helps those in need
Illiterate (Minor) Unable to read or write
Hard of Hearing (Minor) -2 to notice sounds
Languages:
Trader: Common Speak for many a traveler
Saxa: Saxa
Weapons: Long spear: Damage d8+d6 - Parry +1, Reach 1, 2 Hands wgt 5lbs
Armor: Scale Hauberk (T,A,L) +2 Armor - 25 lbs, Pot Helm +1 Head 50% head protection - 4 lbs
Gear: (48 lbs / 64 lbs.), Bedroll - 4 lbs, Winter Gear (cloak\Parka) - Adds a +2 to vigor vs cold weather 3 lbs
Description
Race: Saxa Gender: Male
Origin: Not saying atm Height: 6' 2"
Class: Spearman Weight: 198 lbs
Age: 19
Today was the day.
Birgir slowly climbed out of his bed, though truth be told, he hadn't slept a wink last night. He gingerly tiptoed through the
common sleeping room he shared with his brothers and sisters. They would arise soon to begin their chores around the
farm, but Birgir wanted to be on the road before they awoke. The goodbyes would be too hard.
Today was the day.
Birgir crept past the room where his parents were sleeping. If his father was awake, Birgir would only have to listen to
another lecture about responsibility. It was his mother that convinced the cantankerous old man to let him leave, and for
that Birgir would always be grateful.
Today was the day.
Birgir finally reached the front door to his family's tiny cottage. He looked at the equipment he had left neatly stacked by
the door. It had taken him several seasons of odd jobs around the village but he had finally saved enough money to afford
his very own weapon and suit of armor. The blacksmith had chuckled as he counted out Birgir's hard earned coin. His
departure had become something of a joke around the village. There were even bets being placed on when he would
return: freezing, broke, humbled.
As he donned the winter clothes his mother had stitched for him, Birgir thought back on what had instilled him with this
wanderlust. The epics of the Skalds had enthralled him since he was a child and he had grown up dreaming of becoming a
hero. His parents had hoped that time would temper his desires, but Birgir would not be dissuaded from his path. He
would protect the defenseless. He would punish the wicked. He would become a hero his village could be proud of.
Pushing the last of his doubts out of his mind, Birgir quietly opened the front door of the cottage. He took a deep breath
of the chilly morning air as he gazed at the road stretched out in front of him.
Today was the day.
Janus
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Driving d4, Guts d6, Knowledge (Undead) d6, Notice d6, Shooting d8, Survival d6
Pace: 6; Parry: 6; Toughness: 5+Armor
Hindrances: Slow (Major), Weak-Willed (Minor), Loyal (Minor), Vows (Necropolis)
Edges: Brave (Necropolis), Cleanse By Fire (Necropolis), Dig In!
Gear: Medium armor, molecular sword, flechette rifle (3 mags), 5 Incendiary grenades, ID tag, Basic Equipment (stored in
combat webbing, 15 LBS, per Necropolis setting guide)
Description: Janus is an average-looking man, unremarkable in most regards. He is about 5'-11" in height, 165 pounds,
with brown hair he keeps very short in what he calls a 'high and tight'. His uniform is acceptably maintained, and his gear
is well cared for.
History: Janus was born and raised in the Iron Belt, and thus grew up with a solid familiarity with the Church's various
orders, lore, mission and conduct. He fell in love with the bright uniforms and media portrayal of life in the Orders, and
after caring for his father's farm until his sister was married, he jumped at the chance to join up.
Kerf Mindril
Rank: Novice XP: 10
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d10
Skills: Fighting d8, Guts d10, Knowledge (Battle) d6, Knowledge (Tactics) d6, Repair d4, Riding d4, Shooting d6
Languages: Dwarvish, Galean, Olaran, Goblinesh, Camonere
Pace: 5; Parry: 6 (7); Toughness: 7 (9 Melee / 11 Ranged)
Hindrances: Stoic, Slow, Cannot Swim, Heroic (Major), Enemy (Minor), Loyal (Minor)
Edges: Stalwart, Lowlight Vision, Old Ways, Intestinal Fortitude, Berserk, Brawny, Raise Attribute (Strength), First strike
Gear: Dwarven Axe, Dwarven Bow, Full Scale Mail, Medium Shield, Basic survival gear, small horse, rations for 1 week
(including for horse), 5 Crossbow cartridges (15 bolts total)
Description: Kerf is agile as an experienced warrior, but what people first see is that he is massively strong, a brawny
dwarf with a look of toughness, and a few scars already including one over his left eye. He wears a full suite of scale armor
without a helmet, and carries a massive Dwarven Axe, which he uses one-handed; in his other hand is a sturdy medium
shield with his family crest painted on it. At once dour and friendly, pessimistic and jovial, Kerf understands the need to
live for the day, as the morrow may well bring another battle and chance for death.
Background: Kerf is a warrior from the Olaran nation, of the Clan Mindril from the city of Harken in southern Olara. He has
fought several battles, first in a minor war against a city-state in the Wildlands, and then against a Goblinesh horde that
swept into Olara from the wildlands. He has a reputation as a loyal friend and nearly compulsive defender of right and
justice.
Balan of Malak
Rank: Novice XP: 10
Attributes: Agility d8+2, Smarts d8, Spirit d4, Strength d6, Vigor d4
Skills: Climbing d6+2, Fighting d8, Guts d4, Lockpicking d6+2, Notice d8, Riding d4,
Shooting d8, Stealth d8+2, Streetwise d8
Languages: Malakaran, Galean, Aradish
Pace: 6; Parry: 8; Toughness: 4(5)
Hindrances: Enemy: Malakar Dominion (Major), Loyal (Minor), Wanted: Treason to
Dominion (Minor)
Edges: Acrobat, Thief, Two-Fisted, Skills (Fighting, Shooting), Skills (Stealth, Notice)
Gear: Rapier x2, Bow, Full Leather Armor, Bracers, Basic Survival Gear, Small Horse and
Tack, Rations for a week (including horse), Lockpicks, Climbing Gear
Description: Balan is a fairly short, slender man of typical Malakar traits. He wears
leather armor with a hood that usually masks his face, and his boots are soft leather. He
moves quietly and quickly, often startling people who don't hear him come up. He carries
a bow strapped to his back, and at his sides are two rapiers, which he wields in battle.
History: Balan was born and raised in Malak, the great city of the Malakar Dominion. As with many people in the
Dominion, Balan made his living working for a guild of spies and thieves, and quickly proved his worth again and again in
battle and on the streets. Unfortunately, his captain was caught stealing from the guild, and they put a hit on him. Balan,
loyal to the end, helped his captain escape and thus sealed his fate. He had to ride for his life, and barely made it out of
Malak alive. He found refuge in the nation of Olara, and has put his skills to use ever since then, but now working for
himself.