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One character loses all of their Will Points. For every Will Point lost, the other character
replenishes 2 Will Points.
3 12 2 2 30 22
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
3 4 3 4 6
Weapon Range Evasion Damage Penetration Abilities
Character Abilities
• Fear (-2)
• Mage (3)
• Parry (3)
2.2.0
3 11 4 30 23
Actions Life Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 4 4 5
Weapon Range Evasion Damage Penetration Abilities
4 4 4 5 4
Weapon Range Evasion Damage Penetration Abilities
2.2.0
3 13 2 4 30 21
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 4 4 4
Weapon Range Evasion Damage Penetration Abilities
2.2.0
2 15 1 40 15
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 5 3 1
Weapon Range Evasion Damage Penetration Abilities
2.2.0
2 11 2 30 13
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
5 5 3 3 2
Weapon Range Evasion Damage Penetration Abilities
Keywords Unstable
• Faction (The Doctors) Any failed Combat actions with
• Hero Alchemical Bombs and Poison
• Doctor Bombs always count as fumbles.
Character Abilities
• Brave
2.2.0
2 25 50 19
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
3 3 6 3 1
Weapon Range Evasion Damage Penetration Abilities
Keywords Corpse
• Faction (The Doctors) If this character takes 4 or more
• Hero Damage in one action (before
making a Protection roll), add
2 extra Damage to the attack.
Character Abilities
• Bulky
• Fast Swimmer (3)
• Fear (-1)
• Mindless
• Water Creature
2.2.0
2 12 30 16
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 4
Weapon Range Evasion Damage Penetration Abilities
Character Abilities
• Frenzied
• Mage (2)
• Vampiric Attack (2)
2.2.0
2 11 2 2 30 13
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
5 4 3 3 4
Weapon Range Evasion Damage Penetration Abilities
Keywords Elixir
• Faction (The Doctors) PULSE Command Ability
• Hero One friendly character within 3"
• Doctor gains either Acrobatic (3),
Engage, or Slippery until the
end of the game.
Character Abilities
• Expert Offence (2)
• Slippery
2.2.0
2 11 2 2 30 14
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 4
Weapon Range Evasion Damage Penetration Abilities
Knockback, Stun,
Doctor of the Beasts Shock Staff 2" - +1 - Two-handed
2.2.0
2 10 2 2 30 16
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 2 4 5
Weapon Range Evasion Damage Penetration Abilities
2.2.0
2 12 2 2 30 15
Actions Life Will Command Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 3 4
Weapon Range Evasion Damage Penetration Abilities
2.2.0
2 12 2 30 14
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 4 3
Weapon Range Evasion Damage Penetration Abilities
2.2.0
2 12 3 30 15
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
5 5 4 2 1
Weapon Range Evasion Damage Penetration Abilities
Keywords Nexus
• Faction (The Doctors) Any character with the Doctor
• Hero keyword within 6" and line of sight
may use this character's Will Points
as if they were their own.
Character Abilities
• Brawler (1)
• Expert Grappler (3)
• Mindless
2.2.0
2 13 1 30 13
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 4 4 2
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Hero
Character Abilities
• Bodyguard (Doctor)
• Expert Protection (2)
2.2.0
2 10 2 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 3 3
Weapon Range Evasion Damage Penetration Abilities
Keywords Apprenticeship
• Faction (The Doctors) When choosing this character, pick If choosing the Mage ability, the
• Henchman one character in your gang with both disciplines available are the same as
• Doctor the Doctor and Hero keywords to be the mentor.
this character’s mentor.
If choosing a weapon with a
Character Abilities Choose one Character Ability, relevant unique rule, that rule is
• Companion (Doctor)
unique skill, or weapon profile that taken as well (such as Unstable on
mentor has for this character to gain. Alchemical Bombs).
2.2.0
2 8 4 30 10
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
6 5 3 2 1
Weapon Range Evasion Damage Penetration Abilities
Keywords Nexus
• Faction (The Doctors) Any character with the Doctor
• Henchman keyword within 6" and line of sight
may use this character's Will Points
as if they were their own.
Character Abilities
• Infiltration
• Mindless
• Pickpocket
2.2.0
2 13 50 14
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
3 4 4 4 1
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Henchman
• Animal
Character Abilities
• Fast Swimmer (3)
• Limited Movement
• Mindless
• Primitive
• Water Creature
2.2.0
2 9 30 10
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 5 3 3 2
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Henchman
Character Abilities
• Frenzied
• Limited Movement
• Primitive
• Vampiric Attack (1)
2.2.0
2 11 2 30 12
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 2 2
Weapon Range Evasion Damage Penetration Abilities
Black Powder,
Electron Cannoneer Electron Cannon 12" - +1 -1 Two-handed, Reload (2)
2.2.0
2 13 40 13
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 3 1
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Henchman
• Animal
Character Abilities
• Bodyguard (Doctor)
• Flight
• Primitive
2.2.0
2 6 30 6
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 2 2 1
Weapon Range Evasion Damage Penetration Abilities
2.2.0
2 8 30 4
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 2 3 0 1
Weapon Range Evasion Damage Penetration Abilities
Keywords Corpse
• Faction (The Doctors) If this character takes 4 or more
• Henchman Damage in one action (before
making a Protection roll), add
2 extra Damage to the attack.
Character Abilities
• Expert Grappler (2)
• Mindless
2.2.0
2 11 1 30 10
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 3 2 2
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Henchman
Character Abilities
• Companion (Doctor)
• Hunter
2.2.0
2 12 50 12
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
5 5 4 2 1
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Henchman
• Animal
Character Abilities
• Engage
• Expert Offence (3)
• Mindless
• Primitive
2.2.0
2 8 6 30 5
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
5 4 1 2 1
Weapon Range Evasion Damage Penetration Abilities
Keywords Nexus
• Faction (The Doctors) Any character with the Doctor
• Henchman keyword within 6" and line of sight
may use this character's Will Points
as if they were their own.
Character Abilities
• Limited Movement
• Mindless
2.2.0
2 14 40 10
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 2 3 0 1
Weapon Range Evasion Damage Penetration Abilities
Keywords Corpse
• Faction (The Doctors) If this character takes 4 or more
• Henchman Damage in one action (before
making a Protection roll), add
2 extra Damage to the attack.
Character Abilities
• Brawler (2)
• Mindless
2.2.0
2 10 1 30 7
Actions Life Will Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
4 4 2 2 2
Weapon Range Evasion Damage Penetration Abilities
Character Abilities
• Frenzied
• Primitive
2.2.0
2 20 50 15
Actions Life Size Ducats
MOVEMENT DEXTERITY ATTACK PROTECTION MIND
5 3 3 5 1
Weapon Range Evasion Damage Penetration Abilities
Keywords
• Faction (The Doctors)
• Henchman
• Animal
Character Abilities
• Bulky
• First Strike (2)
• Limited Movement
• Mindless
• Primitive
2.2.0