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Savage Monster Manual

Manalishi66
Table of Contents
Alligator 5 Demon, Succubus/Incubus 45
Amphisoena 6 Dinosaur, Allosaurus 46
Ant, Giant 7 Dinosaur, Ankylosaurus 48
Arachan 8 Dinosaur, Apatosaurus 49
Baboon 10 Dinosaur, Pteranodon 50
Banshee 11 Dinosaur, Tricerotops 51
Bargest 12 Dinosaur, Tyrannosaurus Rex 52
Basilisk 13 Dinosaur, Velociraptor 53
Bat, Giant 14 Dissolver 55
Bee/Wasp, Giant 15 Dragon, Acid 56
Beetle, Giant 16 Dragon, Death 58
Beetle, Ham 17 Dragon, Fire 60
Beetle, Karrg 18 Dragon, Frost 62
Beetle, Watch 19 Dragon, Lightning 64
Behemoth 20 Dragon, Sand 66
Blob 22 Dragon, Swamp 68
Boar, Tusker 23 Dragonsnail, Acid 70
Boar, Wild 24 Dragonsnail, Two-Headed 72
Catoblepas 25 Dragonsnail 74
Centipede, Giant 26 Drake 76
Changeling 27 Dryad 77
Chimera 28 Elemental, Air 80
Chonchon 29 Elemental, Earth 82
Crocotta 31 Elemental, Fire 83
Deer 32 Elemental, Water 84
Demi-Bird 33 Elephant 85
Demon, Black Knight 34 Fachan 86
Demon, Collector 36 Fury 87
Demon, Demonic Soldier 38 Gargoyle, Natural 88
Demon, Imp 40 Gargoyle, Stone 89
Demon, Lasher 42 Ghost Blade 90
Demon, Nightmare 43 Ghost 91
Ghoul 92 Hobgoblin, Shaman 150
Giant Worm 94 Hobgoblin 152
Giant, Common 96 Homunculus 153
Giant, Cyclops 97 Horse, Elf 155
Giant, Fire 99 Horse, Riding 156
Giant, Frost 101 Horse, War 157
Giant, Grotaron 103 Hydra, Fire 157
Giant, Sea 105 Hydra, Sea 160
Glide Monkey 107 Jabber Birds 162
Goblin, Redcap 109 Jack O' Bear 163
Goblin, Shaman 111 Jinni 165
Goblin 113 Lamia 167
Golden Ram 115 Liche 169
Golem, Clay 116 Lion 172
Golem, Corpse 118 Lizard Men, Giant 173
Golem, Glass 120 Lizard Men, Shaman 174
Golem, Jade 122 Lizard Men 176
Golem, Lava 124 Lizard, Bolo 177
Golem, Metal 126 Lizard, Rock 178
Golem, Stone 128 Ludoch 179
Golem, Straw 130 Mammoth, Frost 180
Gorp 132 Mammoth, Woolly 182
Grave Guardian 133 Manticore 183
Griffin 135 Medusa (Gorgon) 184
Guardian, Sentinel 136 Mermaid 186
Guardian, Stone 138 Minotaur 187
Hag 139 Morokanth 188
Harpy 141 Moss Man 189
Hawk, Common 142 Mummy Lord 190
Hawk, Giant 143 Mummy, Greater 192
Headhanger 144 Mummy 194
Hellhound 146 Naga, Corrupt 196
Hellion 147 Naga, Guardian 199
Hippogriff 148 Naiad 201
Hobgoblin, Chieftain 149 Octopus, Giant 204
Orc, Chieftain 205 Spider, Giant 248
Orc, Shaman 207 Spirit, Disease 249
Orc, Tusker 209 Spirit, Fear 250
Orc 211 Spirit, Healing 251
Panther, Black 213 Spirit, Madness 252
Panther 214 Spirit, Magic 254
Pegasus 215 Spirit, Pain 255
Peripati, Giant 216 Stoorworm 256
Phoenix 217 Swarm 258
Rat Man, Shaman 219 Toad, Cliff 259
Rat Man 221 Toad, Giant 260
Rat, Dire 223 Troll, Cave 261
Rhino 225 Troll, Dark 263
Roc 226 Troll, Great 265
Sabre-Toothed Tiger 227 Troll, Snow 267
Salamander, Fire 228 Unicorn 269
Scorpion Man 229 Vampire, Ancient 271
Scorpion, Giant 230 Vampire, Young 274
Sea Devil, Shaman 232 Walktapus 276
Sea Devil, Warrior 235 War Tree 278
Sea Serpent 236 Wight 280
Shade 237 Will-o-the-Wisp 282
Shadow Cat 238 Wolf, Dire 284
Shark, Great White 239 Wolf, Frost 285
Shark, Medium Maneater 240 Wolf/Dog 286
Siren Bush 242 Wyvern 287
Skeleton 243 Zombie, Greater 289
Snake, Constrictor 244 Zombie, Plague 291
Snake, Venomous 245 Zombie 293
Solpugid, Giant 246
Sphinx 247
Alligator
Alligator/Crocodile
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .3/5
. . . . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Armor
..................................
Natural Armor +2 (+2, Covers: A,H,L,T)
Creature Abilities
Aquatic 5" The creature is native to the water. It is a natural Weapons
swimmer and cannot drown. While in the water, its Pace is Attack Damage AP Range
generally equal to its Swimming skill, but some creatures (usually
fish) may have much higher movement rates. Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Bite (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack. Injuries Wounds Fatigue
Natural Armor +2 A creature's Armor adds to the creature's -None- -1 -2 -3 INC -2 -1
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Rollover Both gators and crocs are notorious for grasping


their prey in their vice-like jaws and rolling over and over with
their flailing victims in their mouth. If one of these large
amphibians hits with a raise, it causes an extra 2d4 damage to its
prey in addition to its regular Strength damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Amphisoena
Amphisoena
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .. ..10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .9. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Weapons
Bite (Str+d8) Most creatures have some form of natural Attack Damage AP Range
attack. This ability allows you to specify the particulars for the
creatures attack. Bite . . . . . . . . . . . . . . . . . . d12
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Poison A character bitten by an Amohisoena must make a


Vigor roll at -4. With success, the bite area swells and becomes
numb. The victim becomes Exhausted until healed. With a failure, Injuries Wounds Fatigue
the victim becomes Incapacitated and must make a second Vigor
roll or die in 2d6 rounds. -None- -1 -2 -3 INC -2 -1
Quick Your character was born with lightning-fast reflexes and ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
a cool head. Whenever you are dealt a 5 or lower in combat, you
may discard and draw again until you get a card higher than 5. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Level Headed characters draw their additional card and take the
best before using their Quick Edge.

Rolling (d12) An amphisboena is capable of fast movement


by taking one of its heads into the mouth of the other and rolling
across the ground like a large, scaly hoop. So, they roll d12
when running.

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Ant, Giant
Ant, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .7(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Armor
Notice . . . . . . . . . . . . . . . . .Tracking ..................................
Natural Armor +2 (+2, Covers: A,H,L,T)
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Bite (Str+d6) Most creatures have some form of natural Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
attack. This ability allows you to specify the particulars for the
creatures attack.

Natural Armor +2 A creature's Armor adds to the creature's Injuries Wounds Fatigue
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. -None- -1 -2 -3 INC -2 -1
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arachan
Arachan
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Shooting
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Intimidation . . . . . . . . . . . Survival
..............................................................................
Size +1
A creature's size has a lot to do with how much
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . take,
.Tracking damage it can . . . .so
. .we
. . add
. . . a. modifier
. . . . . . to
. . its
. . Toughness
. . . . . . . . to
..............
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Creature Abilities
Bite (Str+d6) Most creatures have some form of natural The Toughness modifiers on the table below represent average
attack. This ability allows you to specify the particulars for the specimens of particular species for comparison, but there are
creatures attack. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Cautious Some folks gather too much intelligence. This humans suffer a -1 penalty, while those with the Brawny Edge
character personifies over-cautiousness. He never makes rash gain a +1 bonus. Use the table as a baseline when creating your
decisions and likes to plot things out in detail long before any own creatures then adjust for particularly large or smaller
action is taken. versions.

Poison A character stricken by poison must make a Vigor Training Some Heroes begin life with a great deal more
roll. With success, the bite area swells and becomes numb. The training under their belt, due either to membership in some kind
victim becomes Fattigued (1 level) until healed or 30 minutes has of organization which values proficiency, or growing up with one
passed. With a failure, the victim suffers a Wound as well. or more outstanding mentors. Training confers 4 additional skill
points that can be spent on any skill not covered by the
Quick Your character was born with lightning-fast reflexes and Education Edge. The Hero gains one additional Defining Interest
as well (though this cannot be used for a new Language).
a cool head. Whenever you are dealt a 5 or lower in combat, you
may discard and draw again until you get a card higher than 5.

Level Headed characters draw their additional card and take the
best before using their Quick Edge.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Cautious Some folks gather too much intelligence. This
character personifies over-cautiousness. He never makes rash
decisions and likes to plot things out in detail long before any
action is taken.

Armor
Leather Haulberk, Heavy (+2/+1, Covers: A,L,T)
Buckler Shield (+1, Parry: +1)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Crossbow, Medium . . . .d8 . . . . . . .2d6
. . . . . .2. . . 15/30/60
.................................................................
«RoF 1, Reload 1 action(s), AP 2, Requires two hands
Broadsword . . . . . . . . . . d8
. . . . . .Str+1d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Baboon
Baboon
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Attack . . . . . . Damage. . . . . . . .AP . . . . .Range .............

Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Bite
. . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .d8
. .. .. .. .. .. Str+d4
.. .. .. .. .. .. .. ..-.. .. .. .. .. .. -.. .. .. .. .. .. .. .. .. .. .. ..

Creature Abilities
Bite (Str+d4) Most creatures have some form of natural Injuries Wounds Fatigue
attack. This ability allows you to specify the particulars for the -None- -1 -2 -3 INC -2 -1
creatures attack.

¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨


Hurl Glide monkeys hurl hard nuts or stones from the high
branches of their homes before gliding down to snatch stunned ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
prey. These cause Str+d6 damage if they are above a victim, or
Str if the monkey does not have a significant altitude advantage.
Range is 5/10/20.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Banshee
Banshee
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Elf

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Claws . . . . . . . . . . . . . . . . d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Claws (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.

Scream Once per day (or on a Joker) the Banshee may elicit Injuries Wounds Fatigue
it's trademark scream. Anyone within 12” (24 yards) must make a
Spirit roll at -2 or die. Those who are successful automatically
-None- -1 -2 -3 INC -2 -1
lose 2 Wounds and are Shaken.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Undead Zombies, skeletons, and similar Undead horrors are
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
particularly difficult to destroy. Below are the benefi ts of being
such an abomination.

• Undead add +2 to their basic Toughness.


• Undead add +2 when attempting to recover from being Shaken.
• Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Bargest
Bargest
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Skills Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . . .Str
. . . . . . -. . . . . . -. . . . . . . . . . . .
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Injuries Wounds Fatigue
Creature Abilities -None- -1 -2 -3 INC -2 -1
Bite (Str) Most creatures have some form of natural attack.
This ability allows you to specify the particulars for the creatures ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Curse The first time the characters see an individual bargest,
they must make a Spirit roll at –2 or suffer a curse. Those who
fail lose all their bennies and cannot earn any more for the
remainder of the session. If a character has no bennies left when
he sees the bargest, he suffers a –2 penalty to all trait rolls for
the rest of the session instead.

Fleet-Footed (d10) Roll a d10 instead of a d6 when


running.

Go for the Throat Wolves and dogs instinctively go for an


opponent's soft spots. With a raise on its attack roll, it hits the
target's most weakly-armored location.

Size +1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Basilisk
Basilisk
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . +2
......................................................................................

Derived Traits
Pace . . . . . . . .7/6
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Small Creatures the size of rats or pixies are very difficult to
hit, especially when moving. Assuming such a creature is active,
Bite + Poison (Str+d4) Most creatures have some form of
attackers subtract 2 from any attack rolls directed at it.
natural attack. This ability allows you to specify the particulars for
the creatures attack.

Death Gaze Victims of the basilisk do not have to meet its Weapons
gaze to be affected by its deadly power. As an action, the basilisk Attack Damage AP Range
can stare at any creature it can see. Opponents must make a Bite + Poison . . . . . . . . . .d4
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Vigor roll opposed by the basilisk’s Spirit or suffer an automatic
wound.

Flight 6" The creature can fly at the Pace indicated.


Injuries Wounds Fatigue
Poison A character stricken by poison must make a Vigor -None- -1 -2 -3 INC -2 -1
roll. With success, the bite area swells and becomes numb. The
victim becomes Fattigued (1 level) until healed or 30 minutes has
passed. With a failure, the victim suffers a Wound as well. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Poison Blood A basilisk’s blood is highly toxic. When it
receives a wound, every adjacent creature must make an Agility
roll to avoid the deadly spray. Those who fail take a wound.

Size -2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Bat, Giant
Bat, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .2/8
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Weapons
Attack Damage AP Range
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Bite . . . . . . . . . . . . . . . . . . .d4
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creature Abilities Injuries Wounds Fatigue


Bite (Str+d4) Most creatures have some form of natural -None- -1 -2 -3 INC -2 -1
attack. This ability allows you to specify the particulars for the
creatures attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Echo-Location The creature suffers no penalties for bad ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
lighting, even in Pitch Darkness.

Flight 8" The creature can fly at the Pace indicated.

Size -1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Bee/Wasp, Giant
Bee/Wasp, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .3/6
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Weapons
Flight 6" The creature can fly at the Pace indicated. Attack Damage AP Range
Sting . . . . . . . . . . . . . . . . . d6
. . . . . . Str+d4
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
Poison A character stricken by poison must make a Vigor
roll. With success, the bite area swells and becomes numb. The
victim becomes Fattigued (1 level) until healed or 30 minutes has
passed. With a failure, the victim suffers a Wound as well.
Injuries Wounds Fatigue
Size -1 A creature's size has a lot to do with how much
-None-
damage it can take, so we add a modifier to its Toughness to
-1 -2 -3 INC -2 -1
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
out.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Sting (Str+d4) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Beetle, Giant
Beetle, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .6(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Armor
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Natural
. .. .. .. .. .. .. ..Armor
.. .. .. .. .. ..+2
(+2, Covers: A,H,L,T)
Fighting . . . . . . . . . . . . . . . .Survival .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range

Creature Abilities Bite . . . . . . . . . . . . . . . . . . .d6


. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Bite (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.
Injuries Wounds Fatigue
Natural Armor +2 A creature's Armor adds to the creature's -None- -1 -2 -3 INC -2 -1
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of protection. Supernatural creatures may have much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size -1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Wall Crawling Wall crawlers can move over any moderately


rough vertical surface at their normal Pace and can even move
along overhangs at half Pace.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Beetle, Ham
Beetle, Ham
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .4(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Bite (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Weapons
creatures attack.
Attack Damage AP Range

Natural Armor +2 A creature's Armor adds to the creature's Bite . . . . . . . . . . . . . . . . . . .d4


. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Injuries Wounds Fatigue
points of Armor or more. -None- -1 -2 -3 INC -2 -1
Size -3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Wall Crawling Wall crawlers can move over any moderately


rough vertical surface at their normal Pace and can even move
along overhangs at half Pace.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Beetle, Karrg
Beetle, Karrg
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .6/4
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Armor
Fighting . . . . . . . . . . . . . . . .Survival . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Natural Armor +2 (+2, Covers: A,H,L,T)
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Bite (Str+d8) Most creatures have some form of natural Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
attack. This ability allows you to specify the particulars for the
creatures attack.

Flight 4" These creatures fly at a rate of 4".


Injuries Wounds Fatigue
Natural Armor +2 A creature's Armor adds to the creature's -None- -1 -2 -3 INC -2 -1
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Beetle, Watch
Beetle, Watch
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .6(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Bite (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Weapons
creatures attack.
Attack Damage AP Range

Natural Armor +2 A creature's Armor adds to the creature's Bite . . . . . . . . . . . . . . . . . . .d8


. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Injuries Wounds Fatigue
points of Armor or more. -None- -1 -2 -3 INC -2 -1
Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Wall Crawling Wall crawlers can move over any moderately


rough vertical surface at their normal Pace and can even move
along overhangs at half Pace.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Behemoth
Behemoth
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+15
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+15
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..28(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 210


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..210x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +10 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Bite (Str+d8) Most creatures have some form of natural
reflect its tremendous mass. Note that a beast's size has nothing
attack. This ability allows you to specify the particulars for the to do with Vigor - even a mighty kraken can catch a cold or tire
creatures attack. out.

Fear -2 Particularly frightening monsters cause Guts checks The Toughness modifiers on the table below represent average
to all who see them. Some truly terrifying monsters may inflict specimens of particular species for comparison, but there are
penalties on Guts checks as well. A creature with Fear -2, for always exceptions. Not every Great White has a +4 Toughness
instance, causes those who see it to make their Guts checks at bonus. A young specimen might have a +3, while a larger fish
-2. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
Hardy Very tough and resilient creatures do not fall from
own creatures then adjust for particularly large or smaller
lesser wounds, no matter how many they suffer. A decisive blow versions.
is needed to put one of these tenacious creatures down.

If the beast is Shaken, further Shaken results have no further Tail Lash A Behmothe can sweep all opponents in its rear
effect - they do not cause a wound. facing in a 8" long by 4" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
x2.
Huge Truly huge creatures, at least as big as a dragon, are +4
to be hit.
Trample If a Behemoth takes a run action, it tramples
everything in its path. Make a single Fighting roll against all
Natural Armor +3 A creature's Armor adds to the creature's
targets. Victims suffer Strength damage x2. The Behemoth may
Toughness (already added in to its statistics), usually in all only move in a straight line while performing this maneuver.
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 Armor
points of Armor or more.
Natural Armor +3 (+3, Covers: A,H,L,T)

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . .d10
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Blob
Blob
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +3 (+3, Covers: A,H,L,T)
Blob +2 to recover from being Shaken; No wound penalties;
Immune to poison and disease. Weapons
Attack Damage AP Range
Engulf (Blob) A blob may make a grapple attack against
every creature under its template (see Variable Size). On a Psudopod + Acid . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .- . . . . . . . . . . .
success, it has engulfed its foe. Each round the grapple is
maintained thereafter, the victim suffers 2d4 damage. Victims
reaching Death are absorbed and add to the blob’s bulk.
Injuries Wounds Fatigue
Mindless Immune to Fear and Tests of Will.
-None- -1 -2 -3 INC -2 -1
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Pseudopod (Blob) A blob can extend up to four


pseudopod out to 2”. Damage is unamred +2d4 acid damage and
must check to see if they continue to burn from acid. This is an
Agility check, failure means the acid burnes for 1d4 per round
until washed off, which is an action lasting 1d4 rounds.

Psudopod + Acid (Str+d4) Most creatures have some


form of natural attack. This ability allows you to specify the
particulars for the creatures attack.

Variable Size (Blob) The blob begins as a Small Burst


Template (Size +2). For each victim it absorbs, it grows 1” and
adds +1 Size (and Toughness), with no limit.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Boar, Tusker
Boar, Tusker
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Berserk Immediately after suffering a wound (including a
Shaken result from physical damage), your hero must make a Weapons
Smarts roll or go berserk.
Attack Damage AP Range
While Berserk, his Parry is reduced by 2, but he adds +2 to all Tusks . . . . . . . . . . . . . . . . d8
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Fighting and Strength rolls (including melee damage) and his
Toughness. The warrior ignores all wound modifiers while
berserk, but cannot use any skills, Edges, or maneuvers that
require concentration, including Shooting and Taunt, but not
Intimidation. Injuries Wounds Fatigue
Berserkers attack with reckless abandon. Anytime his Fighting die -None- -1 -2 -3 INC -2 -1
is a 1 (regardless of his Wild Die), he hits a random adjacent
target (not the original target). The attack may hit friend as well
as foe. If there are no other adjacent targets, the blow simply ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
misses. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at -2.

Gore If the creature can charge at least 6" before attacking,


they add +4 to their damage total.

Large Large creatures, at least the size of a rhino, are


somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Tusks (Str+d8) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Boar, Wild
Boar, Wild
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Creature Abilities Attack Damage AP Range
Tusks . . . . . . . . . . . . . . . . d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Berserk Immediately after suffering a wound (including a
Shaken result from physical damage), your hero must make a
Smarts roll or go berserk.

While Berserk, his Parry is reduced by 2, but he adds +2 to all Injuries Wounds Fatigue
Fighting and Strength rolls (including melee damage) and his
Toughness. The warrior ignores all wound modifiers while -None- -1 -2 -3 INC -2 -1
berserk, but cannot use any skills, Edges, or maneuvers that
require concentration, including Shooting and Taunt, but not
Intimidation. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Berserkers attack with reckless abandon. Anytime his Fighting die
is a 1 (regardless of his Wild Die), he hits a random adjacent
target (not the original target). The attack may hit friend as well
as foe. If there are no other adjacent targets, the blow simply
misses.

The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at -2.

Gore If the creature can charge at least 6" before attacking,


they add +4 to their damage total.

Tusks (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Catoblepas
Catoblepas
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . 10
. . . . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Bite (Str+d6) Most creatures have some form of natural
reflect its tremendous mass. Note that a beast's size has nothing
attack. This ability allows you to specify the particulars for the to do with Vigor - even a mighty kraken can catch a cold or tire
creatures attack. out.

Death Gaze Victims of the Catebepos do not have to meet The Toughness modifiers on the table below represent average
its gaze to be affected by its deadly power. As an action, the specimens of particular species for comparison, but there are
basilisk can stare at any creature it can see. Opponents must always exceptions. Not every Great White has a +4 Toughness
make a Vigor roll opposed by the basilisk’s Spirit or suffer an bonus. A young specimen might have a +3, while a larger fish
automatic wound. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
Grapple The hair of a catoblepas can attempt to grapple every
own creatures then adjust for particularly large or smaller
creature within 2" of the beast. In order to free itself, the grappled versions.
creature must overcome the catoblepas in an opposed Strength
test. Another character may attempt to free his fellow by hacking
through the catoblepas’s hair, which has 9 Toughness and does Trample If a creature takes a run action, it tramples
no harm to the creatures. Cutting through one hank of the everything in its path. Make a single Fighting roll against all
creature’s hair will not prevent it from making targets. Victims suffer Strength damage. The creature may only
more grapple attempts – the beast has a greatdeal of hair. move in a straight line while performing this maneuver.

Hardy Very tough and resilient creatures do not fall from


lesser wounds, no matter how many they suffer. A decisive blow Weapons
is needed to put one of these tenacious creatures down. Attack Damage AP Range

If the beast is Shaken, further Shaken results have no further Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
effect - they do not cause a wound.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Centipede, Giant
Centipede, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Bite (AP 4) (Str+d8) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for Weapons
the creatures attack.
Attack Damage AP Range

Large Large creatures, at least the size of a rhino, are Bite (AP 4) . . . . . . . . . . . .d6
. . . . . Str+d8
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Natural Armor +2 A creature's Armor adds to the creature's Injuries Wounds Fatigue
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. -None- -1 -2 -3 INC -2 -1
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Poison A character stricken by poison must make a Vigor


roll. With success, the bite area swells and becomes numb. The
victim becomes Fattigued (1 level) until healed or 30 minutes has
passed. With a failure, the victim suffers a Wound as well.

Size +4 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Changeling
Changeling
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Elf

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Unarmed Strike . . . . . . . d6
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Change Form A changeling can assume the form of the last
person it has killed. This requires an action and a Smarts roll at
–2. Changing back to their natural form requires a Smarts roll.
Changelings only assume the physical form — clothing and
equipment must be taken from the corpse. Injuries Wounds Fatigue
Demon +2 to recover from being Shaken; Immune to poison -None- -1 -2 -3 INC -2 -1
and disease; Half damage from non-magical attacks except for
cold iron. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Fear -2 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at
-2.

Weakness (Cold Iron) Demons take normal damage from


cold iron weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Chimera
Chimera
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . .+2
. . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Alertness Not much gets by your hero. He's very observant
reflect its tremendous mass. Note that a beast's size has nothing
and perceptive, and adds +2 to his Notice rolls to hear, see, or to do with Vigor - even a mighty kraken can catch a cold or tire
otherwise sense the world around him. out.

Bite/Claw (Str+d8) Most creatures have some form of The Toughness modifiers on the table below represent average
natural attack. This ability allows you to specify the particulars for specimens of particular species for comparison, but there are
the creatures attack. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Fiery Breath (Chimera) Chimera breathe fire using the
humans suffer a -1 penalty, while those with the Brawny Edge
Cone Template. Every target within this cone may make an Agility gain a +1 bonus. Use the table as a baseline when creating your
roll at -2 to receive half damage. Those who fail suffer 2d10 own creatures then adjust for particularly large or smaller
damage and must check to see if they catch fire. This is another versions.
Agility check at -2, failure means the victim burnes for 1d10 per
round until put-out, which is an action lasting 1d4 rounds.
Two Fisted A chimera may attack with its claws and bite in
A Chimera may not attack with its claws or bite in the round it the same round with no multi-action penalty.
breathes fire.

Improved Frenzy If a chimera does not use its Fiery Armor


Breath Ability, it may make an additional Fighting attack with no
penalty Natural Armor +2 (+2, Covers: A,H,L,T)

Natural Armor +2 A creature's Armor adds to the creature's


Weapons
Toughness (already added in to its statistics), usually in all
Attack Damage AP Range
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more Bite/Claw . . . . . . . . . . . . .d6
. . . . . .Str+d8
. . . . . . . -. . . . . . .- . . . . . . . . . . .
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Chonchon
Chonchon
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Demonic

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .0/8
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .8. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
.. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Natural
. . . . . . . Armor
. . . . . . .+4
A creature's Armor adds to the creature's
........................................
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . ."Armored"
. . . . . . . .creatures
. . . . . . .like
. . a. .stegosaurus
. . . . . . . . .generally
. . . . . . have
. . . .4. or
. .more
.............
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Creature Abilities points of Armor or more.
Arcane Magic Note: This is the Edge your character must
purchase to possess the "Magic" arcane background and cast spells. Weakness (Dispel/Daylight) Chonchons are
automatically returned to thier spiritual plane if hit by natural
sunlight (not magical or torchlight and the like). The Dispel
Arcane Resistance +2 Armor against damage-causing Power, if successful, will bnaish it back as well. This is an
powers and +2 on trait rolls to resist opposed powers. opposed Spirit roll versus the casters' skill roll. Failure the
creature is banished, a Raise utterly destroys the creature.
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or
by heritage. He acts as if he had 2 points of Armor when hit by Arcane Drawbacks
damage-causing arcane powers, and adds +2 to his Trait rolls
when resisting opposed powers. Even friendly arcane powers Backlash When a wizard rolls a 1 on his Spellcasting die
must subtract this modifier to affect the resistant hero. (regardless of his Wild Die), he is automatically Shaken. This can
cause a wound.
Bite (Str+d8) Most creatures have some form of natural Armor
attack. This ability allows you to specify the particulars for the
creatures attack. Natural Armor +4 (+4, Covers: A,H,L,T)
Bite Effect (Chochon) Victims of the Chonchons bite (i.e.,
pass through Toughness, regardless if it Wounds it's targe), must Weapons
make a Vigor roll opposed by the Chochuns’s Spirit or suffer an Attack Damage AP Range
automatic wound. Bite . . . . . . . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
If it gets a Raise, it aoutmatically latches on causing it's bite
damage per round until destrroyed. Furthermore, the victim must
make a Vigor check (at -2) each round to avoid a Wound.

Flight 8" These creatures fly at a rate of 8". Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Life Sense Chochons can detect all living creatures within 8"
regardless of cover, hidden by Stealth, or otherise invisible. This
requies no Notice check. Beyond 8", checks as usual in ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
appropriate. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (10 Points)
Cost Range Dur/Maint Trappings
1-3 12/24/48 Inst Colored bolts
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
1-3 Sma*2 Inst Hypnotic lights
Instilling confusion in enemies is a powerful aid in
combat, and this power provides that ability.

On a success, a target must make a Smarts roll


at –2 or be Shaken, and on a raise, the roll is
Confusion made at –4.

Additional Targets: The character may affect up


to 3 targets by spending a like amount of Power
Points. This must be decided before the power is
cast. This counts as one action with one arcane
skill die per target and a single Wild Die.
4 Tch 3 (1/rnd) Electrical field.
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
in close combat. The damage affects any adjacent
character who makes a successful attack roll
against the subject. It has no effect on non-
adjacent attackers (for example, Reach or ranged
attacks).

If a character with a damage field strikes someone


in unarmed combat, the target takes the field’s
Damage Field damage plus the character’s Strength die
(Str+2d6). The character may also simply touch
the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
field’s damage each round on the attacker’s action;
if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
die to the damage roll as above and may get a
bonus die for a raise.

With a success, the power does 2d6 damage.


With a raise, damage field causes 2d8 damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Crocotta
Crocotta
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
xBite (AP 10) . . . . . . . . . .d6
. . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Bite (AP 10) (Str+d12) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack.

Fleet-Footed (d10) Roll a d10 instead of a d6 when Injuries Wounds Fatigue


running.
-None- -1 -2 -3 INC -2 -1
Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Deer
Deer
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . .+1
...................................................................................
Weapons
Creature Abilities Attack Damage AP Range
Kick/Horns . . . . . . . . . . . .d4
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Fleet-Footed (d12) Roll a d12 instead of a d6 when
running.

Kick/Horns (Str+d6) Most creatures have some form of


natural attack. This ability allows you to specify the particulars for Injuries Wounds Fatigue
the creatures attack.
-None- -1 -2 -3 INC -2 -1
Sharp Senses Creature gets a +1 to Notice rolls.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demi-Bird
Demi-Bird
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .9. . . . . . . . Toughness
. . . . . . . . . . . . .. ..11
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Beak/Kick . . . . . . . . . . . . d10
. . . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Beak/Kick (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack.

Fleet-Footed (d8) Roll a d8 instead of a d6 when running. Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Black Knight
Demon, Black Knight
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .8. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Riding
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Knowledge: Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Demon +2 to recover from being Shaken; Immune to poison
and disease; Half damage from non-magical attacks except for
Creature Abilities cold iron.

Arcane Resistance +2 Armor against damage-causing


Elite Soldiers Black knights have the following Combat
powers and +2 on trait rolls to resist opposed powers.
Edges: Combat Reflexes, Improved Block, Improved Frenzy,
Improved Sweep, and Level Headed.
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or Frenzy Frenzied fighters make fast and furious melee attacks,
by heritage. He acts as if he had 2 points of Armor when hit by
sacrificing finesse for raw speed. This allows them to make an
damage-causing arcane powers, and adds +2 to his Trait rolls
extra Fighting attack per round at a -2 penalty to all Fighting
when resisting opposed powers. Even friendly arcane powers
rolls. This attack must be taken at the same time as another
must subtract this modifier to affect the resistant hero.
Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
Balefire Weapons Great sword (Str+d10) and lance penalty is subtracted from all attacks.
(Str+d10), if mounted. Anyone struck by a weapon, whether
injured or not, has a chance of catching fire. A character armed with two weapons still only makes one extra
attack.
Block Heroes who engage in frequent hand-to-hand combat
are far more skilled in personal defense than most others. Impr Block Same as Block, but the hero adds a net +2 to his
They've learned not only how to attack, but how to block their Parry.
opponent's blows as well. A hero with this Edge adds +1 to his
Parry. Impr Frenzy Same as Frenzy, but the character may ignore
the -2 attack penalty.
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognize this. When encountering a Impr Sweep Same as Sweep, except the hero may ignore the
creature of Chaos, it may make a Spirit roll. If successful, the
-2 penalty.
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their motives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.
Injuries Wounds Fatigue
Combat Reflexes Your hero recovers quickly from shock
and trauma. He adds +2 to his Spirit roll when attempting to -None- -1 -2 -3 INC -2 -1
recover from being Shaken.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties Weapons
Attack Damage AP Range
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognize this. When encountering a Lance . . . . . . . . . . . . . . . .d10
. . . . .Str+1d10
. . . . . . . . .2. . . . . .-. . . . . . . . . . . .
creature of Chaos, it may make a Spirit roll. If successful, the «Reach 2, AP 2, Requires two hands, AP when charging only
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more Unarmed Strike . . . . . . .d10. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
intelligent creatures will react according to their motives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Creature Abilities
Level Headed Fighters who can keep their cool when
everyone else is running for cover are deadly customers in
combat.

A hero with this Edge draws an additional action card in combat


and acts on the best of the draw.

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Summon Reinforcements Once per day a black knight


can summon forth 1d6 demonic soldiers per success and raise on
a Spirit roll. The minions appear within 6” of the knight.

Sweep Sweep allows a character to make a single Fighting


attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Weakness (Cold Iron) Demons take normal damage from


cold iron weapons.

Armor
Full Plate (Suit) (+5, Covers: A,L,T)
Natural Armor +3 (+3, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Greatsword . . . . . . . . . . . d10
. . . . . Str+1d10
. . . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, Requires two hands
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Collector
Demon, Black Knight
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Ogre

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .9. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Riding
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Knowledge: Battle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Demon +2 to recover from being Shaken; Immune to poison
and disease; Half damage from non-magical attacks except for
Creature Abilities cold iron.

Arcane Resistance +2 Armor against damage-causing


Elite Soldiers Black knights have the following Combat
powers and +2 on trait rolls to resist opposed powers.
Edges: Combat Reflexes, Improved Block, Improved Frenzy,
Improved Sweep, and Level Headed.
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or Frenzy Frenzied fighters make fast and furious melee attacks,
by heritage. He acts as if he had 2 points of Armor when hit by
sacrificing finesse for raw speed. This allows them to make an
damage-causing arcane powers, and adds +2 to his Trait rolls
extra Fighting attack per round at a -2 penalty to all Fighting
when resisting opposed powers. Even friendly arcane powers
rolls. This attack must be taken at the same time as another
must subtract this modifier to affect the resistant hero.
Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
Balefire Weapons Great sword (Str+d10) and lance penalty is subtracted from all attacks.
(Str+d10), if mounted. Anyone struck by a weapon, whether
injured or not, has a chance of catching fire. A character armed with two weapons still only makes one extra
attack.
Block Heroes who engage in frequent hand-to-hand combat
are far more skilled in personal defense than most others. Impr Block Same as Block, but the hero adds a net +2 to his
They've learned not only how to attack, but how to block their Parry.
opponent's blows as well. A hero with this Edge adds +1 to his
Parry. Impr Frenzy Same as Frenzy, but the character may ignore
the -2 attack penalty.
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a Impr Sweep Same as Sweep, except the hero may ignore the
creature of Chaos, it may make Spirit roll. If successful, the
-2 penalty.
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.
Injuries Wounds Fatigue
Combat Reflexes Your hero recovers quickly from shock
and trauma. He adds +2 to his Spirit roll when attempting to -None- -1 -2 -3 INC -2 -1
recover from being Shaken.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties Weapons
Attack Damage AP Range
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a Greatsword . . . . . . . . . . d10
. . . . . Str+1d10
. . . . . . . . . -. . . . . . -. . . . . . . . . . . .
creature of Chaos, it may make Spirit roll. If successful, the «Parry -1, Requires two hands
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more Lance . . . . . . . . . . . . . . . .d10
. . . . .Str+1d10
. . . . . . . . .2. . . . . .-. . . . . . . . . . . .
intelligent creatures will react according to their movtives. «Reach 2, AP 2, AP when charging only
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Creature Abilities
Level Headed Fighters who can keep their cool when
everyone else is running for cover are deadly customers in
combat.

A hero with this Edge draws an additional action card in combat


and acts on the best of the draw.

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Summon Reinforcements Once per day a black knight


can summon forth 1d6 demonic soldiers per success and raise on
a Spirit roll. The minions appear within 6” of the knight.

Sweep Sweep allows a character to make a single Fighting


attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Weakness (Cold Iron) Demons take normal damage from


cold iron weapons.

Armor
Natural Armor +3 (+3, Covers: A,H,L,T)
Full Plate (Suit) (+5, Covers: A,L,T)

Weapons
Attack Damage AP Range
Unarmed Strike . . . . . . .d10
. . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Demonic Soldier
Demon, Demonic Soldier
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creature Abilities
Creature Abilities
Berserk Immediately after suffering a wound (including a
Shaken result from physical damage), your hero must make a Size -1 A creature's size has a lot to do with how much
Smarts roll or go berserk. damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
While Berserk, his Parry is reduced by 2, but he adds +2 to all to do with Vigor - even a mighty kraken can catch a cold or tire
Fighting and Strength rolls (including melee damage) and his out.
Toughness. The warrior ignores all wound modifiers while
berserk, but cannot use any skills, Edges, or maneuvers that The Toughness modifiers on the table below represent average
require concentration, including Shooting and Taunt, but not specimens of particular species for comparison, but there are
Intimidation. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Berserkers attack with reckless abandon. Anytime his Fighting die might be +5 or even +6. The same is true for humans. Small
is a 1 (regardless of his Wild Die), he hits a random adjacent humans suffer a -1 penalty, while those with the Brawny Edge
target (not the original target). The attack may hit friend as well gain a +1 bonus. Use the table as a baseline when creating your
as foe. If there are no other adjacent targets, the blow simply own creatures then adjust for particularly large or smaller
misses. versions.

The Berserker may end his rage by doing nothing (not even Weakness (Cold Iron) Demons take normal damage from
moving) for one full action and making a Smarts roll at -2. cold iron weapons.

Bite/Claws (Str+d6) Most creatures have some form of


natural attack. This ability allows you to specify the particulars for Weapons
the creatures attack.
Attack Damage AP Range

Chaotic Aura This creature is tainted by Chaos and other Bite/Claws . . . . . . . . . . . .d6
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Injuries Wounds Fatigue
Generally good character's may misinterpret him as "evil" or evil -None-
creatures as a possible friend? Whatever situation the GM deems -1 -2 -3 INC -2 -1
appropriate.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Demon +2 to recover from being Shaken; Immune to poison ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
and disease; Half damage from non-magical attacks except for
cold iron.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Imp
Demon, Imp
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Creature Abilities reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Arcane Magic Note: This is the Edge your character must out.
purchase to possess the "Magic" arcane background and cast spells.
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Arcane Resistance +2 Armor against damage-causing always exceptions. Not every Great White has a +4 Toughness
powers and +2 on trait rolls to resist opposed powers. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Arcane Resistance Your character is particularly resistant humans suffer a -1 penalty, while those with the Brawny Edge
to magic (or psionics, or weird science, etc), whether by nature or gain a +1 bonus. Use the table as a baseline when creating your
by heritage. He acts as if he had 2 points of Armor when hit by own creatures then adjust for particularly large or smaller
damage-causing arcane powers, and adds +2 to his Trait rolls versions.
when resisting opposed powers. Even friendly arcane powers
must subtract this modifier to affect the resistant hero. Weakness (Cold Iron) Demons take normal damage from
cold iron weapons.
Bite/Claws (Str+d4) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack.
Arcane Drawbacks
Demon +2 to recover from being Shaken; Immune to poison Backlash When a wizard rolls a 1 on his Spellcasting die
and disease; Half damage from non-magical attacks except for (regardless of his Wild Die), he is automatically Shaken. This can
cold iron. cause a wound.
Weapons
Lending (Imp) An imp can share its Power Points with its Attack Damage AP Range
master. It cannot be forced to share its power. Range is 12".
Bite/Claws . . . . . . . . . . . .d6
. . . . . Str+d4
. . . . . . . . -. . . . . . .- . . . . . . . . . . .

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (20 Points) Arcane Powers (20 Points)
Cost Range Dur/Maint Trappings Cost Range Dur/Maint Trappings
1-3 12/24/48 Inst Fire bolt 5 Self 3 (1/r) Iridescent lights
Bolt is a standard attack power of wizards, and Being invisible is a powerful aid in combat and
can also be used for ray guns, bursts of energy, useful for spying on maidens’ changing rooms as
streaks of holy light, and other ranged attacks. The well.
damage of the bolt is 2d6.
With a success, the character is transparent, but a
Additional Bolts: The character may cast up to 3 vague outline is visible. A character may detect
bolts by spending a like amount of Power Points. the invisible presence if he has a reason to look
The bolts may be spread among targets as the and makes a Notice roll at –4. Once detected, he
Bolt character chooses. This is rolled just like fully- Invisibility may attack the foe at –4 as well. With a raise, the
automatic weapons fire but without the full-auto character is completely invisible. The penalty to
penalty—the character rolls a spellcasting die for Notice or hit him is –6.
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card, In either case, the power affects the character and
he also rolls a Wild Die, which may replace any of his personal items. Anything picked up after the
the casting dice. power was cast remains visible.

Additional Damage: The caster may instead cast Additional Targets: The character may affect up
a single 3d6 bolt for 2 Power Points. He may not to five targets by spending a like amount of
cast multiple bolts when using this ability. additional Power Points.
2 Sight 3,1hr (1/?) Waving hands 2 Sma 3 (1/r) Misty Darkness
Detect/conceal arcana allows a character to sense This power does exactly what its name implies -
supernatural persons, objects, or effects within Obscure creates an area of obscurement equal to a Large
sight. This includes invisible foes, enchantments Burst Template. Attacks into, out of, or through
on people or items, mad science devices, and so the area of effect suffer the standard penalty for
on. absolute blindness of -6.
Spec Self 1min (1/min) 'Morphing'
The power can also be reversed to conceal a
Detect/Conceal single supernatural item, being, or effect. This has Many cultures have legends of shamans or
Arcana the same cost, but the duration is much longer — wizards who take on the shape of animals. This
1 hour with a maintenance cost of 1 per hour. power does just that. This version of the power
When used in this way, those who wish to see only allows a user to transform into mundane
through the ruse with detect arcana use their animals, but more bizarre transmutations may be
arcane skill roll as an opposed roll against the found.
concealer’s skill (rolled anew each time detect
arcana is cast). The detecting character may only A character may learn this spell while of Novice
attempt to see through concealed powers once per Rank but cannot transform into the more powerful
fresh casting. creatures until he attains the appropriate Rank.
The cost in Power Points depends on the type of
2-4 Sma Spec spider webs creature the character wishes to change into. Use
This power allows the character to restrain a the Shape Change table as a guideline for
target with snaking vines, lengths of hair, spider unlisted creatures.
webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s Weapons and other personal effects are assumed
Agility. Success indicates partial restraint so that into the animal’s form and reappear when the
the target suffers a –2 penalty to Pace and skills power ends, but other objects are dropped.
linked to Agility and Strength. A raise restrains the
Entangle target fully. He cannot move or use any skills While transformed, the character retains his own
linked to Agility or Strength. Smarts, Spirit, and linked skills (though he may
Shape Change not be able to use them since he cannot speak).
Each following round, an entangled target may He gains the animal’s Agility, Strength, and linked
make a Strength or Agility roll to break free. Other skills and cannot use most devices. He has no
characters may also attempt to free the ensnared capacity for speech and cannot use powers,
person by making a Strength roll at –2. though he may continue to maintain powers
For 2 Power Points entangle targets a single previously activated. Vigor is the higher of the
opponent. For 4 points it affects everyone in a caster’s or the creature’s.
Medium Burst Template.
The GM has final say on what an animal can and
cannot do. A shaman in dog-form might be able
to pull the trigger on a shotgun, for instance, but
would use a default skill roll of d4–2 as the animal
has no Shooting score of its own. The shaman’s
Persuasion functions normally, but might suffer a
–4 or worse penalty without speech, depending on
what he tries to accomplish.

Shape Change
Cost - Rank - Animal Types
3 - Novice - Hawk, rabbit, cat
4 - Seasoned - Dog, wolf, deer
5 - Veteran - Lion, tiger
6 - Heroic - Bear, shark
7 - Lengendary - Great white shark

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Lasher
Demon, Lasher
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .0/12
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..14(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . .+2
. . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. ..+2.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Creature
. .. .. .. .. .. .. .. .. .. Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Fly 12" The creature can fly at the Pace indicated.
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Infravision Nocturnal beasts often see in the infrared
Knowledge: Battle . . . . . . . . . . . . . . . . . . . . . . . . . . spectrum
. . . . . . . -. meaning
. . . . . . they
. . . .can
. . ."see"
. . . .by
. .detecting
. . . . . . .heat.
. . . Creatures
.................
with Infravision halve penalties (round down) for bad lighting
when attacking living targets.
Creature Abilities
Clever characters may figure out ways to mask their heat from
Arcane Resistance +2 Armor against damage-causing such creatures. Smearing cold mud over one's body or wearing
powers and +2 on trait rolls to resist opposed powers. special heat-filtering suits generally obscures the target from
those with Infravision.
Arcane Resistance Your character is particularly resistant
Creatures with Infravision almost always have normal sight as
to magic (or psionics, or weird science, etc), whether by nature or
well.
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls
when resisting opposed powers. Even friendly arcane powers Natural Armor +3 A creature's Armor adds to the creature's
must subtract this modifier to affect the resistant hero. Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
Chaotic Aura This creature is tainted by Chaos and other "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
creatures can sometimes recognise this. When encountering a
higher Armor values. A living statue, for example, might have 8
creature of Chaos, it may make Spirit roll. If successful, the
points of Armor or more.
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Claws (Str+d4) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Demon +2 to recover from being Shaken; Immune to poison Injuries Wounds Fatigue
and disease; Half damage from non-magical attacks except for
cold iron. -None- -1 -2 -3 INC -2 -1
Fear -2 Particularly frightening monsters cause Guts checks ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
instance, causes those who see it to make their Guts checks at
-2.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Creature Abilities
Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Sweep (Lasher) By whirling its whip round, a lasher can


attack all opponents within 2” at no penalty.

Weakness (Cold Iron) Demons take normal damage from


cold iron weapons.

Armor
Natural Armor +3 (+3, Covers: A,H,L,T)

Magic Weapons
Attack Damage AP Range

Barbed Lasher Whip « d10+2 Str+1d10 - -


• Attack Bonus: +2; • Damage Bonus: +2

Weapons
Attack Damage AP Range
Claws . . . . . . . . . . . . . . d10+2
. . . . . . . .Str+d4
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Nightmare
Demon, Nightmare
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 10
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a Size +3 A creature's size has a lot to do with how much
creature of Chaos, it may make Spirit roll. If successful, the damage it can take, so we add a modifier to its Toughness to
creature will not be attacked (if a normal animal), so long as he reflect its tremendous mass. Note that a beast's size has nothing
does not take any hostile action towards it. Other, more to do with Vigor - even a mighty kraken can catch a cold or tire
intelligent creatures will react according to their movtives. out.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems The Toughness modifiers on the table below represent average
appropriate. specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Demon +2 to recover from being Shaken; Immune to poison
might be +5 or even +6. The same is true for humans. Small
and disease; Half damage from non-magical attacks except for humans suffer a -1 penalty, while those with the Brawny Edge
cold iron. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Fleet Footed (Nightmare) Nightmares roll a d8 for their versions.
running die. Nightmares run just above the surface of the ground
and do not suffer movement penalties for Difficult Terrain. Smoke (Nightmare) In battle, a nightmare exhales smoke
that chokes and blinds foes, filling a Small Burst Template
Kick (Str+d6) Most creatures have some form of natural centered on the horses head per round (No Muti-Action Penalty).
attack. This ability allows you to specify the particulars for the Anyone in the SBR must succeed on a Vigor roll or become
creatures attack. Fatigued (1 level) until 2d6 rounds after leaving the area. The
smoke persists for 1 round.
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Kick . . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Demon, Succubus/Incubus
Demon, Succubus/Incubus
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............4 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Persuasion
..............................................................................

Notice . . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Creature Abilities Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Attractive Your hero or heroine is very handsome or
locations. Thick, leathery hide generally offers 2 points of Armor.
beautiful. His or her Charisma is increased by +2. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Chaotic Aura This creature is tainted by Chaos and other higher Armor values. A living statue, for example, might have 8
creatures can sometimes recognise this. When encountering a points of Armor or more.
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he Very Attractive Succubi and incubi resemble stunningly
does not take any hostile action towards it. Other, more beautiful creatures in their illusory form. They can assume the
intelligent creatures will react according to their movtives. shape of any sentient being. Their illusory appearance gives them
Generally good character's may misinterpret him as "evil" or evil +6 Charisma. A detect arcana spell can penetrate the illusion.
creatures as a possible friend? Whatever situation the GM deems
appropriate.
Very Attractive Your hero or heroine is drop-dead
gorgeous. His or her Charisma is increased by +4 total.
Claws (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack. Weakness (Cold Iron) Demons take normal damage from
cold iron weapons.
Demon +2 to recover from being Shaken; Immune to poison
and disease; Half damage from non-magical attacks except for
cold iron. Armor
Life Drain These foul creatures have more than one way to Natural Armor +2 (+2, Covers: A,H,L,T)
kill. If a succubus or incubus kisses a victim, they must make a
Vigor roll opposed by the demon’s Spirit or lose one die of Vigor.
If Vigor drops to zero, the demon has sucked out the victim’s life
Weapons
force, killing him. Assuming the victim survives, lost Vigor returns Attack Damage AP Range
at the rate of one die per day. Claws . . . . . . . . . . . . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Lure Sometimes good looks aren’t enough to lure prey to their
doom. These demons can use the puppet power using their Spirit as
their arcane skill. They have 20 Power Points for this purpose.
Injuries Wounds Fatigue
Puppet is an opposed roll of the character’s arcane skill versus the -None- -1 -2 -3 INC -2 -1
target’s Spirit. The user must score a success and beat the target’s
roll to gain complete control. The victim will attack friends and even
commit suicide, though such acts a llow the victim another opposed ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Spirit roll to break the spell. PP = 3; R = Smarts; Dur = 3; Mnt = 1/r.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Allosaurus
Dinosaur, Allosaurus
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .9. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.70
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..70x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Skills
Natural Armor +2 (+2, Covers: A,H,L,T)
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range
Bite (AP 1)/Kick . . . . . . . d8
. . . . . .Str+d8
. . . . . . . .-. . . . . .-. . . . . . . . . . . .
Creature Abilities
Bite (AP 1)/Kick (Str+d8) Most creatures have some
form of natural attack. This ability allows you to specify the
particulars for the creatures attack. Injuries Wounds Fatigue
Large Large creatures, at least the size of a rhino, are -None- -1 -2 -3 INC -2 -1
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +2 A creature's Armor adds to the creature's ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +5 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Ankylosaurus
Dinosaur, Ankylosaurus
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..17(6)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Armor
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Natural
Fighting . . . . . . . . . . . . . . . .Stealth . .. .. .. .. .. .. ..Armor
.. .. .. .. .. ..+6
.. .. .. .(+6,
. .. .. ..Covers:
.. .. .. .. .. ..A,H,L,T)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range
Creature Abilities Tail . . . . . . . . . . . . . . . . . . .d6
. . . . .Str+d10
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Large Large creatures, at least the size of a rhino, are
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.
Injuries Wounds Fatigue
Natural Armor +6 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
-None- -1 -2 -3 INC -2 -1
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more.

Size +5 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail (Str+d10) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Trample If a creature takes a run action, it tramples


everything in its path. Make a single Fighting roll against all
targets. Victims suffer Strength damage. The creature may only
move in a straight line while performing this maneuver.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Apatosaurus
Dinosaur, Apatosaurus
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+5
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..23(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 160


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..160x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +3 (+3, Covers: A,H,L,T)
Large Large creatures, at least the size of a rhino, are
somewhat easier to hit. Attackers may add +2 to any attack rolls Weapons
directed at Large targets.
Attack Damage AP Range

Natural Armor +3 A creature's Armor adds to the creature's Tail . . . . . . . . . . . . . . . . . . .d6


. . . . .Str+d10
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Injuries Wounds Fatigue
points of Armor or more. -None- -1 -2 -3 INC -2 -1
Size +10 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail (Str+d10) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Trample If a creature takes a run action, it tramples


everything in its path. Make a single Fighting roll against all
targets. Victims suffer Strength damage. The creature may only
move in a straight line while performing this maneuver.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Pteranodon
Dinosaur, Pteranodon
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .3/12
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................
Natural Armor +2 (+2, Covers: A,H,L,T)
Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Skills Attack Damage AP Range
Bite/Claws . . . . . . . . . . . .d6
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Injuries Wounds Fatigue
Creature Abilities -None- -1 -2 -3 INC -2 -1
Bite/Claws (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
the creatures attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Flight 12" Flying Pace 12"

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +3 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Swoop A flying creature that gets a raise on a Fighting attack


has caught its victim in its mouth or talons, counting as a free
grapple. A flying creature can fly its normal Pace carrying a Size
-1 or smaller target, but each increase in Size reduces its Pace
by half (round down).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Tricerotops
Dinosaur, Tricerotps
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Skills Trample
If a creature takes a run action, it tramples
everything in its path. Make a single Fighting roll against all
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...................................targets.
...........Victims
...........suffer
.........Strength
.............damage.
............The
......creature
............may
.......only
...........................
move in a straight line while performing this maneuver.
Intimidation . . . . . . . . . . . Stealth
..............................................................................
Armor
Creature Abilities (+2, Covers: A,H,L,T) Natural Armor +2
Gore If the creature can charge at least 6" before attacking,
they add +4 to their damage total.
Weapons
Horns (Str+d8 AP2) Most creatures have some form of Attack Damage AP Range
natural attack. This ability allows you to specify the particulars for Horns . . . . . . . . . . . . . . . .d10
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
the creatures attack. This one does AP2, and is considered a
Heavy Weapon.

Large Large creatures, at least the size of a rhino, are


Injuries
somewhat easier to hit. Attackers may add +2 to any attack rolls Wounds Fatigue
directed at Large targets. -None- -1 -2 -3 INC -2 -1
Natural Armor +2 A creature's Armor adds to the creature's
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +6 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Tyrannosaurus Rex
Dinosaur, Tyrannosaurus Rex
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Armor
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Natural
. .. .. .. .. .. .. ..Armor
.. .. .. .. .. ..+2
(+2, Covers: A,H,L,T)
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range

Creature Abilities Bite (AP 2)/Kick . . . . . . .d10


. . . . . Str+d10
. . . . . . . . .-. . . . . .-. . . . . . . . . . . .
Bite (AP 2)/Kick (Str+d10) Most creatures have some
form of natural attack. This ability allows you to specify the
particulars for the creatures attack.
Injuries Wounds Fatigue
Large Large creatures, at least the size of a rhino, are -None- -1 -2 -3 INC -2 -1
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +2 A creature's Armor adds to the creature's ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Roar (T-Rex) As an action a T-rex can emit a terrifying roar.


All those who hear the roar — typically anyone within a mile —
must make a Spirit roll or be Shaken.

Size +7 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dinosaur, Velociraptor
Dinosaur, Velociraptor
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 10
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Armor
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +4 (+4, Covers: A,H,L,T)
Creature Abilities
Weapons
Bite/Rake (Str+d8) Most creatures have some form of
Attack Damage AP Range
natural attack. This ability allows you to specify the particulars for
the creatures attack. Bite/Rake . . . . . . . . . . . . .d8
. . . . . .Str+d8
. . . . . . . -. . . . . . .- . . . . . . . . . . .

Natural Armor +4 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Injuries Wounds Fatigue
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much -None- -1 -2 -3 INC -2 -1
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size +1 A creature's size has a lot to do with how much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dissolver
Dissolver
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Creature Abilities
Weapons
Acid (Dissolver) Roll a d6 every time a weapon is used to Attack Damage AP Range
strike a dissolver. On a 6, the weapon is dissolved by the acidic
secretions. Pseudopod + Acid . . . .d6
. . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . .

Camouflage (Dissolver) When lying still, dissolvers gain


+4 to Stealth rolls.
Injuries Wounds Fatigue
Envelope (Dissolver) If a dissolver succeeds in a Fighting
-None-
roll it has enveloped part of its target. Each round the victim
-1 -2 -3 INC -2 -1
remains enveloped, he suffers 2d6 damage. All equipment
permanently loses 1 point of Toughness (Protection for armor) ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
per round until it reaches zero, at which point it is destroyed.
Trying to escape from a grapple requires a Strength roll at –6. A ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
dissolver may only envelope one foe at a time, regardless of its
size.

Pseudopod (Dissolver) A dissolver can extend a single


pseudopod out to 1”. Damage is unamred +2d6 acid damage and
must check to see if they continue to burn from acid. This is an
Agility check, failure means the acid burnes for 1d6 per round
until washed off, which is an action lasting 1d4 rounds.

Pseudopod + Acid (Str+d6) Most creatures have some


form of natural attack. This ability allows you to specify the
particulars for the creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Acid
Dragon, Acid
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Gargoyle

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .7/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 150


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..150x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Hardy Very tough and resilient creatures do not fall from
lesser wounds, no matter how many they suffer. A decisive blow
Acid Breath Dragons breathe acid using the Cone Template.
is needed to put one of these tenacious creatures down.
Every target within this cone may make an Agility roll at -2 to
receive half damage. Those who fail suffer 2d10 damage and If the beast is Shaken, further Shaken results have no further
must check to see if they continue to burn from acid. This is effect - they do not cause a wound.
another Agility check at -2, failure means the acid burnes for
1d10 per round until washed off, which is an action lasting 1d4
rounds. Huge Truly huge creatures, at least as big as a dragon, are +4
to be hit.
A dragon may not attack with its claws or bite in the round it
breathes acid. Immunity: Acid Creatures born in fire aren't affected by
heat, and a horror made of pure lightning won't suffer from a bolt
Claws/Bite (Str+d8) Most creatures have some form of attack with an electrical trapping.
natural attack. This ability allows you to specify the particulars for
the creatures attack. Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named.
Fear -2 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Impr Frenzy Same as Frenzy, but the character may ignore
instance, causes those who see it to make their Guts checks at the -2 attack penalty.
-2.
Level Headed Fighters who can keep their cool when
Flight 24" (Climb 6") Dragons have a Flying Pace of 24", everyone else is running for cover are deadly customers in
with a Climb of 6". combat.

A hero with this Edge draws an additional action card in combat


Frenzy Frenzied fighters make fast and furious melee attacks,
and acts on the best of the draw.
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
penalty is subtracted from all attacks.

A character armed with two weapons still only makes one extra Injuries Wounds Fatigue
attack.
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Death
Dragon, Death
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Undead

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .8/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..22(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 150


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..150x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Immunity: Death/Negativ Energy Creatures born in
fire aren't affected by heat, and a horror made of pure lightning
Claws/Bite (Str+d8) Most creatures have some form of
won't suffer from a bolt attack with an electrical trapping.
natural attack. This ability allows you to specify the particulars for
the creatures attack. Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
Fear -2 Particularly frightening monsters cause Guts checks they just ignore damage from the specific attack types named.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Impr Frenzy Same as Frenzy, but the character may ignore
instance, causes those who see it to make their Guts checks at the -2 attack penalty.
-2.

Level Headed Fighters who can keep their cool when


Flight 24" (Climb 6") Dragons have a Flying Pace of 24",
everyone else is running for cover are deadly customers in
with a Climb of 6". combat.

Frenzy Frenzied fighters make fast and furious melee attacks, A hero with this Edge draws an additional action card in combat
sacrificing finesse for raw speed. This allows them to make an and acts on the best of the draw.
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another Natural Armor +4 A creature's Armor adds to the creature's
Fighting attack though it may target any two foes adjacent to the Toughness (already added in to its statistics), usually in all
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 locations. Thick, leathery hide generally offers 2 points of Armor.
penalty is subtracted from all attacks. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
A character armed with two weapons still only makes one extra higher Armor values. A living statue, for example, might have 8
attack. points of Armor or more.

Hardy Very tough and resilient creatures do not fall from


lesser wounds, no matter how many they suffer. A decisive blow Armor
is needed to put one of these tenacious creatures down.
Natural Armor +4 (+4, Covers: A,H,L,T)
If the beast is Shaken, further Shaken results have no further
effect - they do not cause a wound.

Huge Truly huge creatures, at least as big as a dragon, are +4


Injuries
to be hit.
Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Negative Energy Breath Dragons breathe negative
energy using the Cone Template. Every target within this cone
may make an Agility roll at -2 to receive only half damage. Those
who fail suffer 2d10 damage and must check to see if they are
fatigued. This is a Vigor roll at -2, failure results in two levels of
fatigue until cured by magic (only).

A dragon may not attack with its claws or bite in the round it
breathes.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Undead Zombies, skeletons, and similar Undead horrors are


particularly difficult to destroy. Below are the benefi ts of being
such an abomination.

• Undead add +2 to their basic Toughness.


• Undead add +2 when attempting to recover from being Shaken.
• Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Fire
Dragon, Fire
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Salamander

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .8/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 150


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..150x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................
Creature Abilities
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Hardy. . . . . . . Very
. . . .tough
. . . . and
. . . resilient
. . . . . . creatures
. . . . . . . do
. . not
. . .fall
. . from
................
lesser wounds, no matter how many they suffer. A decisive blow
is needed to put one of these tenacious creatures down.
Creature Abilities
If the beast is Shaken, further Shaken results have no further
Claws/Bite (Str+d8) Most creatures have some form of
effect - they do not cause a wound.
natural attack. This ability allows you to specify the particulars for
the creatures attack.
Huge Truly huge creatures, at least as big as a dragon, are +4
to be hit.
Fear -2 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Immunity: Fire Creatures born in fire aren't affected by
instance, causes those who see it to make their Guts checks at heat, and a horror made of pure lightning won't suffer from a bolt
-2. attack with an electrical trapping.

Immunities are always to specific types of attacks, such as fire,


Fiery Breath (Dragon) Dragons breathe fire using the
cold, electricity, and so on. Such creatures aren’t invulnerable,
Cone Template. Every target within this cone may make an Agility they just ignore damage from the specific attack types named.
roll at -2 to receive half damage. Those who fail suffer 2d10
damage and must check to see if they catch fire. This is another
Agility check at -2, failure means the victim burnes for 1d10 per Impr Frenzy Same as Frenzy, but the character may ignore
round until put-out, which is an action lasting 1d4 rounds. the -2 attack penalty.

A dragon may not attack with its claws or bite in the round it Level Headed Fighters who can keep their cool when
breathes fire. everyone else is running for cover are deadly customers in
combat.
Flight 24" (Climb 6") Dragons have a Flying Pace of 24",
with a Climb of 6". A hero with this Edge draws an additional action card in combat
and acts on the best of the draw.
Frenzy Frenzied fighters make fast and furious melee attacks,
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting Armor
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the Natural Armor +4 (+4, Covers: A,H,L,T)
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
penalty is subtracted from all attacks.

A character armed with two weapons still only makes one extra
attack. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Frost
Dragon, Frost
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .8/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................
Creature Abilities
Encumbrance . . .0. /. 150
. . . . . Load
. . . . . .Limit .. .. .. .. .. .. .. ..Hardy
. . . . . .. .. .. .. .. ..150x1 .. .. .. .. .. .. .. Very
.. .. .. ..tough
.. .. .. .. and
.. .. ..resilient
.. .. .. .. .. ..creatures
.. .. .. .. .. .. ..do
.. ..not
.. .. ..fall
.. .. from
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
lesser wounds, no matter how many they suffer. A decisive blow
is needed to put one of these tenacious creatures down.
Skills
If the beast is Shaken, further Shaken results have no further
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...................................effect
.........-.they
.......do
....not
......cause
.........a..wound.
......................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Huge
. . . . . . .Truly
. . . .huge
. . . .creatures,
. . . . . . .at. least
. . . . as
. . big
. . .as. .a.dragon,
. . . . . .are
. . +4
...........
to be hit.

Creature Abilities Immunity: Cold Creatures born in fire aren't affected by


heat, and a horror made of pure lightning won't suffer from a bolt
Claws/Bite (Str+d8) Most creatures have some form of
attack with an electrical trapping.
natural attack. This ability allows you to specify the particulars for
the creatures attack. Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
Fear -2 Particularly frightening monsters cause Guts checks they just ignore damage from the specific attack types named.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Impr Frenzy Same as Frenzy, but the character may ignore
instance, causes those who see it to make their Guts checks at the -2 attack penalty.
-2.

Flight 24" (Climb 6") Dragons have a Flying Pace of 24",


Level Headed Fighters who can keep their cool when
everyone else is running for cover are deadly customers in
with a Climb of 6". combat.

Frenzy Frenzied fighters make fast and furious melee attacks, A hero with this Edge draws an additional action card in combat
sacrificing finesse for raw speed. This allows them to make an and acts on the best of the draw.
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another Natural Armor +4 A creature's Armor adds to the creature's
Fighting attack though it may target any two foes adjacent to the Toughness (already added in to its statistics), usually in all
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 locations. Thick, leathery hide generally offers 2 points of Armor.
penalty is subtracted from all attacks. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
A character armed with two weapons still only makes one extra higher Armor values. A living statue, for example, might have 8
attack. points of Armor or more.

Frost Breath Dragons breathe frost using the Cone


Template. Every target within this cone may make an Agility roll
at -2 to receive only half damage. Those who fail suffer 2d10
Armor
damage and must check to see if they are frozen. This is a Vigor Natural Armor +4 (+4, Covers: A,H,L,T)
roll at -2, failure results in half-movement and one level of
fatigued until warmed by a fire for at least 30 minutes.

A dragon may not attack with its claws or bite in the round it
breathes. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Size +8 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Lightning
Dragon, Lightning
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Elemental (Air)

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .8/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 150


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..150x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Immunity: Electricity Creatures born in fire aren't affected
by heat, and a horror made of pure lightning won't suffer from a
Claws/Bite (Str+d8) Most creatures have some form of
bolt attack with an electrical trapping.
natural attack. This ability allows you to specify the particulars for
the creatures attack. Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
Fear -2 Particularly frightening monsters cause Guts checks they just ignore damage from the specific attack types named.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Impr Frenzy Same as Frenzy, but the character may ignore
instance, causes those who see it to make their Guts checks at the -2 attack penalty.
-2.

Level Headed Fighters who can keep their cool when


Flight 24" (Climb 6") Dragons have a Flying Pace of 24",
everyone else is running for cover are deadly customers in
with a Climb of 6". combat.

Frenzy Frenzied fighters make fast and furious melee attacks, A hero with this Edge draws an additional action card in combat
sacrificing finesse for raw speed. This allows them to make an and acts on the best of the draw.
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another Lightning Breath Dragons breathe lightning using the Cone
Fighting attack though it may target any two foes adjacent to the Template. Every target within this cone may make an Agility roll
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 at -2 to receive only half damage. Those who fail suffer 2d10
penalty is subtracted from all attacks. damage and must check to see if they are Paralized. This is a
Vigor roll at -2, failure results in half-movement and one level of
A character armed with two weapons still only makes one extra fatigued until at least least one-hour has passed.
attack.
A dragon may not attack with its claws or bite in the round it
Hardy Very tough and resilient creatures do not fall from breathes.
lesser wounds, no matter how many they suffer. A decisive blow
is needed to put one of these tenacious creatures down.

If the beast is Shaken, further Shaken results have no further


effect - they do not cause a wound.

Huge Truly huge creatures, at least as big as a dragon, are +4


Injuries
to be hit.
Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Sand
Dragon, Sand
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Elemental (Earth)

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .8/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 150


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..150x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................
Immunity: Earth Creatures born in fire aren't affected by
Creature Abilities heat, and a horror made of pure lightning won't suffer from a bolt
attack with an electrical trapping.
Claws/Bite (Str+d8) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for Immunities are always to specific types of attacks, such as fire,
the creatures attack. cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named.
Fear -2 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict Impr Frenzy Same as Frenzy, but the character may ignore
penalties on Guts checks as well. A creature with Fear -2, for the -2 attack penalty.
instance, causes those who see it to make their Guts checks at
-2. Level Headed Fighters who can keep their cool when
everyone else is running for cover are deadly customers in
Flight 24" (Climb 6") Dragons have a Flying Pace of 24", combat.
with a Climb of 6".
A hero with this Edge draws an additional action card in combat
Frenzy Frenzied fighters make fast and furious melee attacks, and acts on the best of the draw.
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting Natural Armor +4 A creature's Armor adds to the creature's
rolls. This attack must be taken at the same time as another Toughness (already added in to its statistics), usually in all
Fighting attack though it may target any two foes adjacent to the locations. Thick, leathery hide generally offers 2 points of Armor.
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 "Armored" creatures like a stegosaurus generally have 4 or more
penalty is subtracted from all attacks. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
A character armed with two weapons still only makes one extra points of Armor or more.
attack.

Hardy Very tough and resilient creatures do not fall from


lesser wounds, no matter how many they suffer. A decisive blow
is needed to put one of these tenacious creatures down.

If the beast is Shaken, further Shaken results have no further


effect - they do not cause a wound.

Huge Truly huge creatures, at least as big as a dragon, are +4


Injuries
to be hit.
Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Sand Breath Dragons breathe caustic sand using the Cone
Template. Every target within this cone may make an Agility roll
at -2 to receive only half damage. Those who fail suffer 2d10
damage and must check to see if they are blind. This is a Vigor
roll at -2, failure results in blindness and one level of fatigued
until for at least 30 minutes.

A dragon may not attack with its claws or bite in the round it
breathes.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragon, Swamp
Dragon, Swamp
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dragonewt, Lizard Men

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .8/24
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 150


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..150x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................
Hardy Very tough and resilient creatures do not fall from
lesser wounds, no matter how many they suffer. A decisive blow
Creature Abilities is needed to put one of these tenacious creatures down.
Claws/Bite (Str+d8) Most creatures have some form of
If the beast is Shaken, further Shaken results have no further
natural attack. This ability allows you to specify the particulars for effect - they do not cause a wound.
the creatures attack.

Huge Truly huge creatures, at least as big as a dragon, are +4


Fear -2 Particularly frightening monsters cause Guts checks
to be hit.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at Immunity: Poison/Gas Creatures born in fire aren't
-2. affected by heat, and a horror made of pure lightning won't suffer
from a bolt attack with an electrical trapping.
Flight 24" (Climb 6") Dragons have a Flying Pace of 24",
Immunities are always to specific types of attacks, such as fire,
with a Climb of 6". cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named.
Frenzy Frenzied fighters make fast and furious melee attacks,
sacrificing finesse for raw speed. This allows them to make an Impr Frenzy Same as Frenzy, but the character may ignore
extra Fighting attack per round at a -2 penalty to all Fighting the -2 attack penalty.
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 Level Headed Fighters who can keep their cool when
penalty is subtracted from all attacks. everyone else is running for cover are deadly customers in
combat.
A character armed with two weapons still only makes one extra
attack. A hero with this Edge draws an additional action card in combat
and acts on the best of the draw.
Gas Breath Dragons breathe caustic gas using the Cone
Template. Every target within this cone may make an Agility roll
at -2 to receive only half damage. Those who fail suffer 2d10
damage and must check to see if they are blind. This is a Vigor
roll at -2, failure results in blindness and one level of fatigue
until for at least 30 minutes.

A dragon may not attack with its claws or bite in the round it
breathes. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tail Lash The dragon can sweep all opponents in its rear
facing in a 3" long by 6" wide rectangle. This is a standard
Fighting attack, and damage is equal to the creature's Strength
–2.

Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragonsnail, Acid
Dragonsnail, Acid
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+4
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .30(12)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Creature
.. .. .. .. .. .. .. .. .. .Abilities
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Gargantuan
Gargantuan creatures are those that are at least
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
size 9 or better relative to their normal environment. Classic
movie monsters like Godzilla or King Kong fit into this category.
Creature Abilities Gargantuans have Heavy Armor, so they can only be hurt by
Acid Breath (Dragonsnail) The Dragonsnail can breathe Heavy Weapons, and all their attacks count as Heavy Weapons as
well.
acid using the Cone Template. Every target within this cone may
make an Agility roll at -2 to receive half damage. Those who fail
Gargantuan creatures suffer the penalty for being Huge - +4 to
suffer 2d10 damage and must check to see if they continue to
ranged attack rolls from man-sized creatures.
burn from acid. This is another Agility check at -2, failure means
the acid burnes for 1d10 per round until washed off, which is an
These creatures can also bring their immense weight to bear
action lasting 1d4 rounds.
when moving over creatures or obstacles. Add their Size to their
Strength roll when doing so, but subtract the Size of their foe as
A Dragonsnail may not attack with its bite in the round it
well. Don’t add the "size" of vehicles, building, or ships - that's
breathes acid.
already figured into their Toughness.

Bite (Str+d8) Most creatures have some form of natural


Huge Truly huge creatures, at least as big as a dragon, are +4
attack. This ability allows you to specify the particulars for the
to be hit.
creatures attack.

Chaotic Aura This creature is tainted by Chaos and other Natural Armor +12 A creature's Armor adds to the
creatures can sometimes recognise this. When encountering a creature's Toughness (already added in to its statistics), usually
creature of Chaos, it may make Spirit roll. If successful, the in all locations. Thick, leathery hide generally offers 2 points of
creature will not be attacked (if a normal animal), so long as he Armor. "Armored" creatures like a stegosaurus generally have 4
does not take any hostile action towards it. Other, more or more points of protection. Supernatural creatures may have
intelligent creatures will react according to their movtives. much higher Armor values. A living statue, for example, might
Generally good character's may misinterpret him as "evil" or evil have 8 points of Armor or more.
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Dark Sight Many monsters, and even fantasy races such as


elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Creature Abilities
Size +8 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Slow The creature cannot run.

Weakness (Fire) Creature takes +4 damage from fire.

Weakness (Head, Dragonsnail) Shots to a


Dragonsnail's head are for double damage.

Armor
Natural Armor +12 (+12, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d6
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragonsnail, Two-Headed
Dragonsnail, Two-Headed
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+4
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .30(12)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Creature
.. .. .. .. .. .. .. .. .. .Abilities
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Huge
Truly huge creatures, at least as big as a dragon, are +4
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
to be hit.

Creature Abilities Natural Armor +12 A creature's Armor adds to the


creature's Toughness (already added in to its statistics), usually
Bite (Str+d8) Most creatures have some form of natural in all locations. Thick, leathery hide generally offers 2 points of
attack. This ability allows you to specify the particulars for the Armor. "Armored" creatures like a stegosaurus generally have 4
creatures attack. or more points of protection. Supernatural creatures may have
much higher Armor values. A living statue, for example, might
Chaotic Aura This creature is tainted by Chaos and other have 8 points of Armor or more.
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the Size +8 A creature's size has a lot to do with how much
creature will not be attacked (if a normal animal), so long as he damage it can take, so we add a modifier to its Toughness to
does not take any hostile action towards it. Other, more reflect its tremendous mass. Note that a beast's size has nothing
intelligent creatures will react according to their movtives. to do with Vigor - even a mighty kraken can catch a cold or tire
Generally good character's may misinterpret him as "evil" or evil out.
creatures as a possible friend? Whatever situation the GM deems
appropriate. The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Dark Sight Many monsters, and even fantasy races such as always exceptions. Not every Great White has a +4 Toughness
elves and dwarves, are typically able to see in all but the bonus. A young specimen might have a +3, while a larger fish
blackest darkness. Low light vision ignores penalties for Dim and might be +5 or even +6. The same is true for humans. Small
Dark lighting, allowing the creature to see in all but pitch black humans suffer a -1 penalty, while those with the Brawny Edge
conditions. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.
Gargantuan Gargantuan creatures are those that are at least
size 9 or better relative to their normal environment. Classic
movie monsters like Godzilla or King Kong fit into this category.
Slow The creature cannot run.

Gargantuans have Heavy Armor, so they can only be hurt by Two Heads Each head of the creature gets an individual bite
Heavy Weapons, and all their attacks count as Heavy Weapons as attack during combat with no Multi-Action penalty.
well.

Gargantuan creatures suffer the penalty for being Huge - +4 to


Weakness (Fire) Creature takes +4 damage from fire.
ranged attack rolls from man-sized creatures.

These creatures can also bring their immense weight to bear


when moving over creatures or obstacles. Add their Size to their Injuries
Strength roll when doing so, but subtract the Size of their foe as Wounds Fatigue
well. Don’t add the "size" of vehicles, building, or ships - that's -None-
already figured into their Toughness.
-1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Creature Abilities
Weakness (Head, Dragonsnail) Shots to a
Dragonsnail's head are for double damage.

Armor
Natural Armor +12 (+12, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d6
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dragonsnail
Dragonsnail
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+4
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .30(12)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Creature
.. .. .. .. .. .. .. .. .. .Abilities
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Huge
Truly huge creatures, at least as big as a dragon, are +4
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
to be hit.

Creature Abilities Natural Armor +12 A creature's Armor adds to the


creature's Toughness (already added in to its statistics), usually
Bite (Str+d8) Most creatures have some form of natural in all locations. Thick, leathery hide generally offers 2 points of
attack. This ability allows you to specify the particulars for the Armor. "Armored" creatures like a stegosaurus generally have 4
creatures attack. or more points of protection. Supernatural creatures may have
much higher Armor values. A living statue, for example, might
Chaotic Aura This creature is tainted by Chaos and other have 8 points of Armor or more.
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the Size +8 A creature's size has a lot to do with how much
creature will not be attacked (if a normal animal), so long as he damage it can take, so we add a modifier to its Toughness to
does not take any hostile action towards it. Other, more reflect its tremendous mass. Note that a beast's size has nothing
intelligent creatures will react according to their movtives. to do with Vigor - even a mighty kraken can catch a cold or tire
Generally good character's may misinterpret him as "evil" or evil out.
creatures as a possible friend? Whatever situation the GM deems
appropriate. The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Dark Sight Many monsters, and even fantasy races such as always exceptions. Not every Great White has a +4 Toughness
elves and dwarves, are typically able to see in all but the bonus. A young specimen might have a +3, while a larger fish
blackest darkness. Low light vision ignores penalties for Dim and might be +5 or even +6. The same is true for humans. Small
Dark lighting, allowing the creature to see in all but pitch black humans suffer a -1 penalty, while those with the Brawny Edge
conditions. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.
Gargantuan Gargantuan creatures are those that are at least
size 9 or better relative to their normal environment. Classic
movie monsters like Godzilla or King Kong fit into this category.
Slow The creature cannot run.

Gargantuans have Heavy Armor, so they can only be hurt by Weakness (Fire) Creature takes +4 damage from fire.
Heavy Weapons, and all their attacks count as Heavy Weapons as
well.
Weakness (Head, Dragonsnail) Shots to a
Gargantuan creatures suffer the penalty for being Huge - +4 to Dragonsnail's head are for double damage.
ranged attack rolls from man-sized creatures.

These creatures can also bring their immense weight to bear


when moving over creatures or obstacles. Add their Size to their Injuries
Strength roll when doing so, but subtract the Size of their foe as Wounds Fatigue
well. Don’t add the "size" of vehicles, building, or ships - that's -None-
already figured into their Toughness.
-1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Armor
Natural Armor +12 (+12, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d6
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Drake
Drake
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Tough
. . . . . . . .. .. .. .. ..17(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Creature Abilities


Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Size
.. .. .. .. .+5
. .. .. .. .A
. ..creature's
.. .. .. .. .. .. .. size
.. .. .. .has
. .. .. a.. .lot
. .. .to
. .. .do
. .. .with
. .. .. ..how
.. .. ..much
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
damage it can take, so we add a modifier to its Toughness to
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. reflect
Intimidation . . . . . . . . . . . Tracking .. .. .. .. ..its
.. ..tremendous
.. .. .. .. .. .. .. .. ..mass.
.. .. .. ..Note
.. .. .. ..that
.. .. ..a..beast's
.. .. .. .. .. size
.. .. .. has
.. .. .. nothing
.. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Creature Abilities always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Claws/Bite (Str+d8) Most creatures have some form of
might be +5 or even +6. The same is true for humans. Small
natural attack. This ability allows you to specify the particulars for humans suffer a -1 penalty, while those with the Brawny Edge
the creatures attack. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Fear Particularly frightening monsters cause Guts checks to all versions.
who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Tail Lash (Drake) A drake can sweep all opponents in its
instance, causes those who see it to make their Guts checks at rear facing in a 3" long by 6" wide rectangle. This is a standard
-2. Fighting attack, and damage is equal to the creature's Strength
–2.
Fiery Breath (Drake) Drakes breathe fire using the Cone
Template. Every target within this cone may make an Agility roll
at -2 for half damage. Those who fail suffer 2d10 damage and Armor
must check to see if they catch fire. This is another Agility check
at -2, failure means the victim burnes for 1d10 per round until Natural Armor +4 (+4, Covers: A,H,L,T)
put-out, which is an action lasting 1d4 rounds.

A drake may not attack with its claws or bite in the round it Weapons
breathes fire.
Attack Damage AP Range

Large Large creatures, at least the size of a rhino, are Claws/Bite . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Natural Armor +4 A creature's Armor adds to the creature's Injuries Wounds Fatigue
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. -None- -1 -2 -3 INC -2 -1
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8
points of Armor or more. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Dryad
Dryad
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Elf, Halfling, Plants

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............2 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Persuasion
. . . . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Arcane Drawbacks
Notice . . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Backlash When a wizard rolls a 1 on his Spellcasting die
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wild
(regardless of his . . . .Die),
. . . he
. . is
. .automatically
. . . . . . . . . .Shaken.
. . . . . This
. . . .can
... .........
cause a wound.
Arcane Powers (30 Points)
Creature Abilities Cost Range Dur/Maint Trappings
Animate Tree A dryad may animate her tree as a war tree 2 Touch 3 (1/r) Bark
(see War Tree). This costs 20 Power Points and has a fixed Armor creates a field of magical protection around
duration of one hour. a character or an actual shell of some sort,
effectively giving the target Armor. Success grants
Arcane Magic Note: This is the Edge your character must Armor the recipient 2 points of Armor. A raise grants 4
purchase to possess the "Magic" arcane background and cast spells. points of Armor.

Whether the armor is visible or not depends


Attractive Your hero or heroine is very handsome or largely on the trapping.
beautiful. His or her Charisma is increased by +2.
Weapons
Tree Bond Dryads share their soul with a particular tree.
Attack Damage AP Range
They must remain within 36” of the tree or their magic does not
work. If the tree dies or becomes unhealthy, so does the dryad Unarmed Strike . . . . . . . d4
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
(and vice versa).

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
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Arcane Powers (30 Points) Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings Cost Range Dur/Maint Trappings
1/sct Sma 3 (1/s/r) Thorns 2-4 Sma Spec Vines
Barrier creates a solid, immobile wall to protect the This power allows the character to restrain a
user against attack or to entrap an opponent. target with snaking vines, lengths of hair, spider
webs, or some other vine-like trapping.
Regardless of what the barrier is made of (ice, The arcane skill roll is opposed by the target’s
thorns, stone, energy, etc.), it has a Toughness of Agility. Success indicates partial restraint so that
10. Every Power Point spent creates a 1” wide the target suffers a –2 penalty to Pace and skills
section of wall. The barrier ranges in thickness linked to Agility and Strength. A raise restrains the
from a few “real world” inches for stone or other Entangle target fully. He cannot move or use any skills
hard materials up to a foot for things like bones or linked to Agility or Strength.
ice. (If you’re using a gridded mat to play, draw
the barrier between the squares directly along the Each following round, an entangled target may
grid-lines.) The exact placement of each section is make a Strength or Agility roll to break free. Other
defined by the caster, but each section must be characters may also attempt to free the ensnared
connected to at least one other section after the person by making a Strength roll at –2.
Barrier first. For 2 Power Points entangle targets a single
opponent. For 4 points it affects everyone in a
When the spell expires or a section is broken, it Medium Burst Template.
crumbles to dust or dissipates. Trappings are
3 Touch Inst Laying on hands
never left behind.
Healing repairs recent bodily damage. It must be
Each section of the barrier may be destroyed by used within the “Golden Hour,” though, for it has
an attack that equals its Toughness of 10. Physical no effect on wounds more than one hour old.
walls are treated exactly like inanimate objects;
they are considered to have a Parry of 2 (ranged For Wild Cards, each use of the healing spell
attacks work as normal), but raises on the attack removes a wound with a success, two with a
roll do not grant bonus damage nor do damage raise. The roll suffers a penalty equal to the
dice Ace. Opponents may climb the barrier at –2 Healing victim’s wounds (in addition to any the caster
to their Climbing roll if it is made of something might be suffering himself).
solid. Fiery versions of the barrier cause 2d4
damage to anyone who wishes to leap through For Extras, the GM must first determine if the ally
instead. is dead (see Aftermath on page 78). If so, no
healing may be attempted. If not, a successful
Spec Sma*100 10min Concentrates and arcane skill roll returns the ally to the game
This spell allows mages to speak withgestures with his
and guide Shaken.
hands
the actions of nature’s beasts. It works only on Healing can also cure poison and disease if used
creatures with animal intelligence, not humanoids. within 10 minutes of the event.
Nor does it work on conjured, magical, or
otherwise “unnatural” animals.

The target must be within the sorcerer’s range —


it is not conjured.
Beast Friend
The cost to control a creature depends on its Size.
The base cost is 3, plus twice its Size for
creatures with a Size greater than 0. A great white
shark (Size +4) costs 3 plus 8 (2x4), or 11 points.
A roc (Size +8) costs 19 Power Points to control.

Swarms may also be controlled. Small swarms cost


3, Mediums 5, and Large 8. Thus a single rat
costs 3 to control, as does a small swarm of the
creatures.
2 Touch 3 (1/r) Tree branches
Deflection powers work in a variety of ways. Some
actually deflect incoming attacks, others blur the
target’s form or produce other illusionary effects.
The end result is always the same however — to
Deflection misdirect incoming melee and missile attacks from
the user.
With a standard success, attackers must subtract
2 from any Fighting, Shooting, or other attack rolls
directed at the user. A raise increases the penalty
to –4. This also acts as Armor against area effect
weapons.

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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings
Spec Self 1min (1/min) 'Morphing'
Many cultures have legends of shamans or
wizards who take on the shape of animals. This
power does just that. This version of the power
only allows a user to transform into mundane
animals, but more bizarre transmutations may be
found.

A character may learn this spell while of Novice


Rank but cannot transform into the more powerful
creatures until he attains the appropriate Rank.
The cost in Power Points depends on the type of
creature the character wishes to change into. Use
the Shape Change table as a guideline for
unlisted creatures.

Weapons and other personal effects are assumed


into the animal’s form and reappear when the
power ends, but other objects are dropped.

While transformed, the character retains his own


Smarts, Spirit, and linked skills (though he may
Shape Change not be able to use them since he cannot speak).
He gains the animal’s Agility, Strength, and linked
skills and cannot use most devices. He has no
capacity for speech and cannot use powers,
though he may continue to maintain powers
previously activated. Vigor is the higher of the
caster’s or the creature’s.

The GM has final say on what an animal can and


cannot do. A shaman in dog-form might be able
to pull the trigger on a shotgun, for instance, but
would use a default skill roll of d4–2 as the animal
has no Shooting score of its own. The shaman’s
Persuasion functions normally, but might suffer a
–4 or worse penalty without speech, depending on
what he tries to accomplish.

Shape Change
Cost - Rank - Animal Types
3 - Novice - Hawk, rabbit, cat
4 - Seasoned - Dog, wolf, deer
5 - Veteran - Lion, tiger
6 - Heroic - Bear, shark
7 - Lengendary - Great white shark
2 12/24/48 Spec Bolts of energy
Stun shocks those within a Medium Burst
Template with concussive force, sound, light,
magical energy, or the like.
Stun
If the arcane character scores a success, targets
within the area of effect must make Vigor rolls or
be Shaken. With a raise, victims must make Vigor
rolls at –2.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Elemental, Air
Elemental, Air
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .3/6
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Creature Abilities Natural Armor +5 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Elemental Air, earth, fire, and water form the basis of the
locations. Thick, leathery hide generally offers 2 points of Armor.
elemental realms, wherein dwell strange, unfathomable creatures. "Armored" creatures like a stegosaurus generally have 4 or more
Below are the benefits of being an elemental. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
• Elementals don't suffer additional damage from called shots. points of Armor or more.
• Elementals are Fearless.
• Elemental Wild Cards never suffer from Wound Modifiers.
• Elementals do not suffer from disease or poison. Push The air elemental can push a single target 1d6" directly
away from the spirit by directing a concentrated blast of air at
him. The victim may make a Strength roll against the attack, with
Ethereal Ghosts, shadows, will-o-the-wisps, and similar
each success and raise reducing the amount he's moved by 1”.
intangible creatures have no form in the physical world (or can
turn it on and off at will). They cannot be harmed by physical
attacks, and cannot even be seen unless they desire to be. Whirlwind As long as the air elemental does not move that
Ethereal creatures are always affected by magical items, turn it may attempt to pick up a foe. Make an opposed Strength
weapons, and supernatural powers. check and if the air elemental wins then its foe is pulled into the
swirling maelstrom of its body. While trapped, the target is at -2
Most ethereal creatures can still affect things in the physical on all rolls including damage, to hit and Strength rolls to free
world - throwing objects, wielding ghostly swords, or even himself. The air elemental cannot move as long as it wants to
pushing heroes down long, dark stairs. keep foes trapped inside it form.

Fearless Mindless creatures, some undead, robots, and the Wind Blast Air Elementals can send directed blasts of air at
like don't suffer from the weaknesses of the mortal mind. Fearless foes using the Cone Template and a Shooting roll. Foes may
creatures never suffer from Fear effects and cannot be make an opposed Agility roll to avoid the blast. The damage is
Intimidated (though they may be affected by the Taunt tests of 2d6 points of nonlethal damage.
wills).

Flight 6" (Climb 4") Air Elementals fly at a rate of 6" with Armor
a climb rate of 4".
Natural Armor +5 (+5, Covers: A,H,L,T)
Immunity: Non-magic except fire Creatures born in
fire aren't affected by heat, and a horror made of pure lightning
won't suffer from a bolt attack with an electrical trapping.
Injuries Wounds Fatigue
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable, -None- -1 -2 -3 INC -2 -1
they just ignore damage from the specific attack types named.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Weapons
Attack Damage AP Range
Unarmed Strike . . . . . . .d8
. . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Elemental, Earth
Elemental, Earth
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .4/10
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(8)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Creature Abilities
Creature Abilities
Bash (Str+d8) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Immunity: Non-magic exc. water/Cold Creatures
creatures attack. born in fire aren't affected by heat, and a horror made of pure
lightning won't suffer from a bolt attack with an electrical
trapping.
Burrowing 10" From massive worms to sand-dwelling
humanoids, many creatures are able to burrow beneath the earth Immunities are always to specific types of attacks, such as fire,
and move within it. These creatures can tunnel underground and cold, electricity, and so on. Such creatures aren’t invulnerable,
reappear elsewhere for devastating surprise attacks against their they just ignore damage from the specific attack types named.
foes. The distance a creature can burrow in a turn is written
immediately after its Burrow ability. A burrowing creature may
tunnel on its action, and may erupt from the ground at any point Natural Armor +8 A creature's Armor adds to the creature's
within its burrowing Pace the same round if desired. It cannot be Toughness (already added in to its statistics), usually in all
attacked while beneath the earth unless the attacker has some locations. Thick, leathery hide generally offers 2 points of Armor.
special means of detecting it and penetrating the intervening dirt. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Burrowing creatures strike by erupting from beneath their higher Armor values. A living statue, for example, might have 8
opponents and taking them by surprise. When this occurs, the points of Armor or more.
Burrowing creature makes an opposed Stealth roll versus the
target's Notice. If the creature wins, it gains +2 to attack and
damage that round, or +4 if it gets a raise. If the victim wins and Armor
was on Hold, he may try to interrupt the burrower's attack as
usual. Natural Armor +8 (+8, Covers: A,H,L,T)
Elemental Air, earth, fire, and water form the basis of the
elemental realms, wherein dwell strange, unfathomable creatures. Weapons
Below are the benefits of being an elemental. Attack Damage AP Range

• Elementals don't suffer additional damage from called shots.


Bash . . . . . . . . . . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
• Elementals are Fearless.
• Elemental Wild Cards never suffer from Wound Modifiers.
• Elementals do not suffer from disease or poison.
Injuries Wounds Fatigue
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless -None- -1 -2 -3 INC -2 -1
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
wills).
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Elemental, Fire
Elemental, Fire
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . .+1
. . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Shooting
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Creature Abilities Natural Armor +5 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Elemental Air, earth, fire, and water form the basis of the
locations. Thick, leathery hide generally offers 2 points of Armor.
elemental realms, wherein dwell strange, unfathomable creatures. "Armored" creatures like a stegosaurus generally have 4 or more
Below are the benefits of being an elemental. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
• Elementals don't suffer additional damage from called shots. points of Armor or more.
• Elementals are Fearless.
• Elemental Wild Cards never suffer from Wound Modifiers.
• Elementals do not suffer from disease or poison.
Armor
Fearless Mindless creatures, some undead, robots, and the Natural Armor +5 (+5, Covers: A,H,L,T)
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of Weapons
wills).
Attack Damage AP Range

Fiery Touch (Str+d8) Most creatures have some form of Fiery Touch . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
natural attack. This ability allows you to specify the particulars for
the creatures attack.

Flame Strike Fire elementals can project a searing blast of Injuries Wounds Fatigue
flame using the Cone Template. Characters within the cone must
beat the Fire Elemental'sShooting roll with Agility (at -1) to suffer -None- -1 -2 -3 INC -2 -1
only half damage. Failure means the victim suffers 2d10 damage
and check if he catches on fire. This is another Agility check (at
-1) or burn for 1d10 per round until put-out, which is an action
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
lasting 1d4 rounds. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Invulnerability Fire Elementals are immune to all non-


magical attacks, but suffer 1d6 damage when doused in at least a
gallon of water, +2 per additional gallon.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Elemental, Water
Elemental, Water
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Creature Abilities
Armor
Elemental Air, earth, fire, and water form the basis of the
elemental realms, wherein dwell strange, unfathomable creatures. Natural Armor +5 (+5, Covers: A,H,L,T)
Below are the benefits of being an elemental.

• Elementals don't suffer additional damage from called shots. Weapons


• Elementals are Fearless. Attack Damage AP Range
• Elemental Wild Cards never suffer from Wound Modifiers.
• Elementals do not suffer from disease or poison.
Slam . . . . . . . . . . . . . . . . . d8
. . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . .

Fearless Mindless creatures, some undead, robots, and the


like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be Injuries Wounds Fatigue
Intimidated (though they may be affected by the Taunt tests of
wills). -None- -1 -2 -3 INC -2 -1
Invulnerability Water Elementals are immune to all non- ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
magical attacks except fire. A torch or lantern causes them 1d6
damage but is instantly put out if it hits. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Natural Armor +5 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Seep Water elementals can squeeze through any porous gap


as if it were Difficult Ground.

Slam (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Water Spout Water spirits can project a torrent of rushing


water. This automatically puts out any normal fires, or 1d6 ship
fires. Creatures within the cone must make a Strength roll at -2
or be Shaken.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Elephant
Elephant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..18(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 140


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..140x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Hardy Very tough and resilient creatures do not fall from
lesser wounds, no matter how many they suffer. A decisive blow Trample If a creature takes a run action, it tramples
is needed to put one of these tenacious creatures down. everything in its path. Make a single Fighting roll against all
targets. Victims suffer Strength damage. The creature may only
If the beast is Shaken, further Shaken results have no further move in a straight line while performing this maneuver.
effect - they do not cause a wound.
Tusks (Str+d10) Most creatures have some form of natural
Headbutt Str+d6. Heavy Weapon. A war elephant cannot attack. This ability allows you to specify the particulars for the
headbutt anything of Size +3 or smaller. creatures attack.

Huge Truly huge creatures, at least as big as a dragon, are +4


to be hit. Armor
Thick hide +2 (+2, Covers: A,H,L,T)
Platform The wooden platform provides Light Cover to
anyone riding in it and grants +2 Armor.
Weapons
Size +8 A creature's size has a lot to do with how much Attack Damage AP Range
damage it can take, so we add a modifier to its Toughness to Tusks . . . . . . . . . . . . . . . . d8
reflect its tremendous mass. Note that a beast's size has nothing
. . . . . Str+d10
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
Injuries Wounds Fatigue
always exceptions. Not every Great White has a +4 Toughness -None- -1 -2 -3 INC -2 -1
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
versions.

Thick hide +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Fachan
Fachan
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Broo, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 110


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..110x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all Weapons
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more Attack Damage AP Range
points of protection. Supernatural creatures may have much Flail, Military . . . . . . . . . d10
. . . . .Str+2d6+1
. . . . . . . . . -. . . . . . -. . . . . . . . . . . .
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
«Requires two hands, Ignores Shield Parry and Cover bonus
Unarmed Strike . . . . . . .d10 . . . . . .Str+d4
. . . . . . . .-. . . . . .-. . . . . . . . . . . .
Weakness: If a fachan is knocked down, it must roll an
Agility check in order to regain its footing, an activity that
requires all the fachan’s attention for a full combat round.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Fury
Fury
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .3/6
. . . . . . . . . . Toughness
. . . . . . . . . . . . .7(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Taunt
. . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Persuasion . . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Flight 6" The creature can fly at the Pace indicated.
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +1 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Creature Abilities locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Arcane Resistance +2 Armor against damage-causing points of protection. Supernatural creatures may have much
powers and +2 on trait rolls to resist opposed powers. higher Armor values. A living statue, for example, might have 8
points of Armor or more.
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or
by heritage. He acts as if he had 2 points of Armor when hit by Armor
damage-causing arcane powers, and adds +2 to his Trait rolls
when resisting opposed powers. Even friendly arcane powers Natural Armor +1 (+1, Covers: A,H,L,T)
must subtract this modifier to affect the resistant hero.
Leather Haulberk (+1/+1, Covers: A,L,T)
Berserk Immediately after suffering a wound (including a
Buckler Shield (+1, Parry: +1)
Shaken result from physical damage), your hero must make a
Smarts roll or go berserk.

While Berserk, his Parry is reduced by 2, but he adds +2 to all


Weapons
Fighting and Strength rolls (including melee damage) and his Attack Damage AP Range
Toughness. The warrior ignores all wound modifiers while Claws/Bite . . . . . . . . . . . .d6. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
berserk, but cannot use any skills, Edges, or maneuvers that
require concentration, including Shooting and Taunt, but not Bow, Self . . . . . . . . . . . . d4-2
. . . . . . Str+2d6
. . . . . . . . -. . . 12/24/48
...............
Intimidation. «RoF 1, Requires two hands, Bow Weapon
Berserkers attack with reckless abandon. Anytime his Fighting die Broadsword . . . . . . . . . . .d6
. . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
is a 1 (regardless of his Wild Die), he hits a random adjacent
target (not the original target). The attack may hit friend as well
as foe. If there are no other adjacent targets, the blow simply
misses.
Injuries Wounds Fatigue
The Berserker may end his rage by doing nothing (not even -None-
moving) for one full action and making a Smarts roll at -2. -1 -2 -3 INC -2 -1

Claws/Bite (Str+d6) Most creatures have some form of ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
natural attack. This ability allows you to specify the particulars for ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
the creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Gargoyle, Natural
Gargoyle, Natural
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .3/10
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +2 (+2, Covers: A,H,L,T)
Creature Abilities
Weapons
Bite/Claws (Str+d6) Most creatures have some form of
Attack Damage AP Range
natural attack. This ability allows you to specify the particulars for
the creatures attack. Bite/Claws . . . . . . . . . . . d10
. . . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .

Camoflauge (Gargoyle, Natural) Gargoyles receive +2


to Stealth rolls in their matching terrain due to their skin color.
Injuries Wounds Fatigue
Fiy 10" The creature can fly at the Pace indicated.
-None- -1 -2 -3 INC -2 -1
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Gargoyle, Stone
Gargoyle, Stone
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .3/10
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Creature Abilities locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Bite/Claws (Str+d6) Most creatures have some form of points of protection. Supernatural creatures may have much
natural attack. This ability allows you to specify the particulars for higher Armor values. A living statue, for example, might have 8
the creatures attack. points of Armor or more.

Camoflauge (Gargoyle, Stone) Gargoyles receive +4 to Plunge Gargoyles can literally drop like a rock. Any gargoyle
Stealth rolls in stone/rocky terrain due to their skin color. that falls at least 4” to attack may add +4 to its damage.

Construct Robots, golems, and other animated objects are


collectively called "constructs."Some are sentient beings while Armor
others are mere automatons following the will of a hidden master.
Natural Armor +4 (+4, Covers: A,H,L,T)
Whatever their origin or material, such beings have several
inherent advantages over creatures of flesh and blood:
Weapons
• Constructs add +2 when attempting to recover from being Attack Damage AP Range
Shaken.
• Constructs do not suffer additional damage from called shots Bite/Claws . . . . . . . . . . . d10
. . . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
(unless otherwise specifi ed in their description).
• Construct Wild Cards never suffer from Wound Modifiers.
• Constructs do not suffer from disease or poison.
Injuries Wounds Fatigue
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless -None- -1 -2 -3 INC -2 -1
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills). ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Fly 10" The creature can fly at the Pace indicated.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Ghost Blade
Ghost Blade
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .9(4)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .9. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . +2 . . . . . Taunt
. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +4 (+4, Covers: A,H,L,T)
Creature Abilities
Weapons
Block Heroes who engage in frequent hand-to-hand combat Attack Damage AP Range
are far more skilled in personal defense than most others.
They've learned not only how to attack, but how to block their Greatsword . . . . . . . . . . d12
. . . . . Str+1d10
. . . . . . . . . -. . . . . . -. . . . . . . . . . . .
opponent's blows as well. A hero with this Edge adds +1 to his «Parry -1, Requires two hands
Parry. Unarmed Strike . . . . . . .d12
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Fear -4 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at Injuries Wounds Fatigue
-2.
-None- -1 -2 -3 INC -2 -1
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
wills).

Ghost Warrior The ghostly figure cannot be harmed or


dispelled by any means. The sword, however, can be damaged as
a regular character. The sword breaks when Incapacitated.
Because the ghostly warrior is a figment of the sword’s memory
and not a real being, it cannot be disarmed.

Impr Block Same as Block, but the hero adds a net +2 to his
Parry.

Natural Armor +4 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Ghost
Ghost
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .9(4)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . +2 . . . . . Taunt
. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Notice . . . . . . . . . . . . . . . . .Throwing
..............................................................................
Natural Armor +4 (+4, Covers: A,H,L,T)
Creature Abilities
Weapons
Ethereal Ghosts, shadows, will-o-the-wisps, and similar Attack Damage AP Range
intangible creatures have no form in the physical world (or can
turn it on and off at will). They cannot be harmed by physical Thrown Objects . . . . . . .d12
. . . . . .Str+d4
. . . . . . . .-. . . .3/6/12
..............
attacks, and cannot even be seen unless they desire to be. «RoF 1, Thrown
Ethereal creatures are always affected by magical items, Spectral Claws . . . . . . . . d6
weapons, and supernatural powers. . . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . .

Most ethereal creatures can still affect things in the physical


world - throwing objects, wielding ghostly swords, or even
pushing heroes down long, dark stairs. Injuries Wounds Fatigue
Fear -2 Particularly frightening monsters cause Guts checks -None- -1 -2 -3 INC -2 -1
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
instance, causes those who see it to make their Guts checks at
-2. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Natural Armor +4 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Spectral Claws (Str+d6) Most creatures have some form


of natural attack. This ability allows you to specify the particulars
for the creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Ghoul
Ghoul
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Paralysis Victims of a ghoul’s claw attacks must make a
Vigor roll at –2 or be paralyzed for 1d6 rounds.
Creature Abilities
Chaotic Aura This creature is tainted by Chaos and other Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
creatures can sometimes recognise this. When encountering a
such an abomination.
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
• Undead add +2 to their basic Toughness.
does not take any hostile action towards it. Other, more
• Undead add +2 when attempting to recover from being Shaken.
intelligent creatures will react according to their movtives.
• Undead don't suffer additional damage from called shots.
Generally good character's may misinterpret him as "evil" or evil
• Undead Wild Cards never suffer from Wound Modifiers.
creatures as a possible friend? Whatever situation the GM deems
• Undead do not suffer from disease or poison.
appropriate.

Claw/Bite (Str+d4) Most creatures have some form of


natural attack. This ability allows you to specify the particulars for Weapons
the creatures attack. Attack Damage AP Range
Claw/Bite . . . . . . . . . . . . .d6
. . . . . .Str+d4
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Fear -1 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at
-2. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Infravision Nocturnal beasts often see in the infrared
spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
when attacking living targets. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Clever characters may figure out ways to mask their heat from
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from
those with Infravision.

Creatures with Infravision almost always have normal sight as


well.

Keen Nose Ghouls get +2 to Notice and Tracking rolls


against living targets.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant Worm
Giant Worm
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .6/20
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..22(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 160


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..160x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Bite (Str+d8) Most creatures have some form of natural
locations. Thick, leathery hide generally offers 2 points of Armor.
attack. This ability allows you to specify the particulars for the "Armored" creatures like a stegosaurus generally have 4 or more
creatures attack. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Burrowing 20" From massive worms to sand-dwelling points of Armor or more.
humanoids, many creatures are able to burrow beneath the earth
and move within it. These creatures can tunnel underground and Size +10 A creature's size has a lot to do with how much
reappear elsewhere for devastating surprise attacks against their damage it can take, so we add a modifier to its Toughness to
foes. The distance a creature can burrow in a turn is written reflect its tremendous mass. Note that a beast's size has nothing
immediately after its Burrow ability. A burrowing creature may to do with Vigor - even a mighty kraken can catch a cold or tire
tunnel on its action, and may erupt from the ground at any point out.
within its burrowing Pace the same round if desired. It cannot be
attacked while beneath the earth unless the attacker has some The Toughness modifiers on the table below represent average
special means of detecting it and penetrating the intervening dirt. specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
Burrowing creatures strike by erupting from beneath their bonus. A young specimen might have a +3, while a larger fish
opponents and taking them by surprise. When this occurs, the might be +5 or even +6. The same is true for humans. Small
Burrowing creature makes an opposed Stealth roll versus the humans suffer a -1 penalty, while those with the Brawny Edge
target's Notice. If the creature wins, it gains +2 to attack and gain a +1 bonus. Use the table as a baseline when creating your
damage that round, or +4 if it gets a raise. If the victim wins and own creatures then adjust for particularly large or smaller
was on Hold, he may try to interrupt the burrower's attack as versions.
usual.

Slam Giant worms attempt to rise up and crush their prey


Hardy Very tough and resilient creatures do not fall from
beneath their massive bodies. This is an opposed roll of the
lesser wounds, no matter how many they suffer. A decisive blow creature's Fighting versus the target's Agility. If the worm wins,
is needed to put one of these tenacious creatures down. the victim suffers 4d6 damage.
If the beast is Shaken, further Shaken results have no further
effect - they do not cause a wound.

Huge Truly huge creatures, at least as big as a dragon, are +4


to be hit.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d6
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant, Common
Giant, Common
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(1)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 110


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..110x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Creature Abilities Leather Hauberk (+1/+1, Covers: A,L,T)
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls. Weapons
Attack Damage AP Range
Impr Sweep Same as Sweep, except the hero may ignore the
-2 penalty. Wooden Club (Giant) d8 Str+2d10 - -
«Requires two hands
Large Large creatures, at least the size of a rhino, are Unarmed Strike . . . . . . . d8
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Size +5 A creature's size has a lot to do with how much Injuries Wounds Fatigue
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing -None- -1 -2 -3 INC -2 -1
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
The Toughness modifiers on the table below represent average ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Sweep Sweep allows a character to make a single Fighting


attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant, Cyclops
Giant, Cyclops
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. ..11
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. ..-2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Creature Abilities Attack Damage AP Range
Wooden Club (Giant) d8 Str+2d10 - -
Boulders (Cyclops) (Str) A cyclops may throw a boulder
(if available) as an action, using both hands. Range 6/12/24,
«Requires two hands
Damage Str+d12, Small Burst Template. Boulders (Cyclops) . . . .d8
. . . . . . . Str
. . . . . . -. . . . . . .- . . . . . . . . . . .

Large Large creatures, at least the size of a rhino, are


somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets. Injuries Wounds Fatigue
One Eye µ Your hero has had an eye gouged out by some -None- -1 -2 -3 INC -2 -1
nefarious villain in his past. If he doesn't wear a patch or buy a
glass replacement (typically $500), he suffers -1 to his Charisma ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
for the grotesque wound.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
He suffers -2 to any Trait rolls that require depth perception, such
as Shooting or Throwing, jumping from one mast to another, and
so on.

Size +4 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
One Eye µ Your hero has had an eye gouged out by some
nefarious villain in his past. If he doesn't wear a patch or buy a
glass replacement (typically $500), he suffers -1 to his Charisma
for the grotesque wound.

He suffers -2 to any Trait rolls that require depth perception, such


as Shooting or Throwing, jumping from one mast to another, and
so on.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant, Fire
Giant, Fire
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Elemental, Fire

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..17(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Size +5 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Creature Abilities reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Clueless µ Your hero isn't as aware of his world as most out.
others. He suffers -2 to Common Knowledge rolls.
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Fire Aura This ceatue radiates fearsome heat. All adjacent always exceptions. Not every Great White has a +4 Toughness
foes within 1" suffer 2d6 damage per round while in range. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Immunity: Fire Creatures born in fire aren't affected by humans suffer a -1 penalty, while those with the Brawny Edge
heat, and a horror made of pure lightning won't suffer from a bolt gain a +1 bonus. Use the table as a baseline when creating your
attack with an electrical trapping. own creatures then adjust for particularly large or smaller
versions.
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable, Sweep Sweep allows a character to make a single Fighting
they just ignore damage from the specific attack types named. attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
Impr Sweep Same as Sweep, except the hero may ignore the attacks as well, so heroes must be careful when and how they
-2 penalty. use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.
Large Large creatures, at least the size of a rhino, are
somewhat easier to hit. Attackers may add +2 to any attack rolls Weakness (Cold) Magical cold and ice attacks cause +4
directed at Large targets. damage. Nonmagical cold has no additional effect.

Armor
Full Plate (Suit) (+5, Covers: A,L,T)

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Weapons
Attack Damage AP Range
Greatsword (Giant) . . . .d8
. . . . Str+2d10
. . . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, Reach 1, Requires two hands
Unarmed Strike . . . . . . .d8 . . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant, Frost
Giant, Frost
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Size +4 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Creature Abilities reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Clueless µ Your hero isn't as aware of his world as most out.
others. He suffers -2 to Common Knowledge rolls.
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Icy Aura This ceature radiates chilling cold. All adjacent foes always exceptions. Not every Great White has a +4 Toughness
within 1" suffer 2d6 damage per round while in range. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Immunity: Cold Creatures born in fire aren't affected by humans suffer a -1 penalty, while those with the Brawny Edge
heat, and a horror made of pure lightning won't suffer from a bolt gain a +1 bonus. Use the table as a baseline when creating your
attack with an electrical trapping. own creatures then adjust for particularly large or smaller
versions.
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable, Sweep Sweep allows a character to make a single Fighting
they just ignore damage from the specific attack types named. attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
Impr Sweep Same as Sweep, except the hero may ignore the attacks as well, so heroes must be careful when and how they
-2 penalty. use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.
Large Large creatures, at least the size of a rhino, are
somewhat easier to hit. Attackers may add +2 to any attack rolls Weakness (Fire) Magical fire and heat attacks cause +4
directed at Large targets. damage. Nonmagical fire has no additional effect.

Armor
Brigandine Hauberk (+4, Covers: T)

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Weapons
Attack Damage AP Range
Axe, Great (Giant) . . . . .d8
. . . . .Str+2d10
. . . . . . . . 2. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, Reach 1, AP 2, Requires two hands
Unarmed Strike . . . . . . .d8 . . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant, Grotaron
Giant, Grotaron
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(1)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 110


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..110x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Leather Hauberk (+1/+1, Covers: A,L,T)
Creature Abilities
Weapons
Clueless µ Your hero isn't as aware of his world as most Attack Damage AP Range
others. He suffers -2 to Common Knowledge rolls.
Greatsword (Giant) . . . d10
. . . . . .Str+2d10
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Impr Sweep Same as Sweep, except the hero may ignore the «Parry -1, Reach 1, Requires two hands
-2 penalty. Bow, Long (Gisnt) . . . . . d8 . . . . .Str+3d10
. . . . . . . . .- . . 48/96/192
...............
«RoF 1, Requires two hands, Bow Weapon
Large Large creatures, at least the size of a rhino, are Unarmed Strike . . . . . . .d10 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Size +6 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
Injuries Wounds Fatigue
reflect its tremendous mass. Note that a beast's size has nothing -None-
to do with Vigor - even a mighty kraken can catch a cold or tire -1 -2 -3 INC -2 -1
out.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Sweep Sweep allows a character to make a single Fighting


attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Giant, Sea
Giant, Sea
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..17(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Size +8 A creature's. . . . . . . . . . . size
. . . has. . . a. lot. . .to. do . . with
. . . .how . . .much.................
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Creature Abilities to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Aquatic The creature is native to the water. It is a natural
swimmer and cannot drown. While in the water, its Pace is The Toughness modifiers on the table below represent average
generally equal to its Swimming skill, but some creatures (usually specimens of particular species for comparison, but there are
fish) may have much higher movement rates. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Briney Aura This ceature radiates a brine of caustic water. might be +5 or even +6. The same is true for humans. Small
All adjacent foes within 1" suffer 2d6 damage per round while in humans suffer a -1 penalty, while those with the Brawny Edge
range. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.
Sweep Sweep allows a character to make a single Fighting
attack and apply it against all adjacent targets at a -2 penalty.
Huge Truly huge creatures, at least as big as a dragon, are +4 Resolve each damage roll separately. Allies are affected by such
to be hit. attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
Immunity: Water/Cold Creatures born in fire aren't same round she uses Frenzy.
affected by heat, and a horror made of pure lightning won't suffer
from a bolt attack with an electrical trapping. Weakness (Fire) Magical fire and heat attacks cause +4
damage. Nonmagical fire has no additional effect.
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named.

Impr Sweep Same as Sweep, except the hero may ignore the
-2 penalty.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Armor
Scalemail Shirt (+2, Covers: A,L,T)

Weapons
Attack Damage AP Range
Trident (Giant) . . . . . . . . d8
. . . . Str+4d4+2
. . . . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry +1, Reach 2, Requires two hands
Unarmed Strike . . . . . . .d8 . . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Glide Monkey
Glide Monkey
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Weapons
Notice . . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Attack
. . . . . . Damage
. . . . . . . AP
. . . . . Range
..............

. . . . . . . . . . . . . . . . . . . . . . . . Bite
Stealth . . . . . . . . . . . . . . . . .Tracking . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..d6
.. .. .. .. .. Str+d4
.. .. .. .. .. .. .. .. -.. .. .. .. .. .. -.. .. .. .. .. .. .. .. .. .. .. ..

Creature Abilities
Bite (Str+d4) Most creatures have some form of natural Injuries Wounds Fatigue
attack. This ability allows you to specify the particulars for the -None-
creatures attack.
-1 -2 -3 INC -2 -1

Gliders These creatures can glide, descending 1” vertically for ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
every 2” moved horizontally. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hurl Glide monkeys hurl hard nuts or stones from the high
branches of their homes before gliding down to snatch stunned
prey. These cause Str+d6 damage if they are above a victim, or
Str if the monkey does not have a significant altitude advantage.
Range is 5/10/20.

Size -1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Goblin, Redcap
Goblin, Redcap
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Orc

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Creature Abilities
Intimidation . . . . . . . . . . . Taunt. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Frenzy
Frenzied fighters make fast and furious melee attacks,
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .for
Notice . . . . . . . . . . . . . . . . .Throwing sacrificing finesse . . raw
. . . speed.
. . . . . This . . . allows
. . . . . them . . . . to . .make
. . . .an .............
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Shooting . . . . . . . . . . . . . . Tracking
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Fighting
.. .. .. .. .. ..attack
.. .. .. .. .though
. .. .. .. .. ..it..may
.. .. .. .target
. .. .. .. ..any
.. .. .two
. .. .. .foes
. .. .. ..adjacent
.. .. .. .. .. ..to
.. ..the
.. .. .. .. .. .. .. .. .. .. .. ..
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .penalty . . . . . is . .subtracted
. . . . . . . .from . . . all. . attacks.
..................................
A character armed with two weapons still only makes one extra
Creature Abilities attack.

Berserk Immediately after suffering a wound (including a Impr Frenzy Same as Frenzy, but the character may ignore
Shaken result from physical damage), your hero must make a the -2 attack penalty.
Smarts roll or go berserk.

While Berserk, his Parry is reduced by 2, but he adds +2 to all Impr Nerves of Steel Same as Nerves of Steel, except
Fighting and Strength rolls (including melee damage) and his that the character can ignore a total of 2 points of wound
Toughness. The warrior ignores all wound modifiers while penalties.
berserk, but cannot use any skills, Edges, or maneuvers that
require concentration, including Shooting and Taunt, but not Impr Sweep Same as Sweep, except the hero may ignore the
Intimidation. -2 penalty.
Berserkers attack with reckless abandon. Anytime his Fighting die
is a 1 (regardless of his Wild Die), he hits a random adjacent
target (not the original target). The attack may hit friend as well
as foe. If there are no other adjacent targets, the blow simply
misses.

The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at -2.

Combat Reflexes Your hero recovers quickly from shock


and trauma. He adds +2 to his Spirit roll when attempting to Injuries
recover from being Shaken. Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Fear Particularly frightening monsters cause Guts checks to all
who see them. Some truly terrifying monsters may inflict ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
-2.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Infravision Nocturnal beasts often see in the infrared
spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting
when attacking living targets.

Clever characters may figure out ways to mask their heat from
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from
those with Infravision.

Creatures with Infravision almost always have normal sight as


well.

Nerves of Steel Your hero has learned to fight on through


the most intense pain. He may ignore 1 point of wound penalties.

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Sweep Sweep allows a character to make a single Fighting


attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Armor
Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)

Weapons
Attack Damage AP Range
Axe, Great . . . . . . . . . . . d10
. . . . . Str+1d10
. . . . . . . . .1. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, AP 1, Requires two hands
Bow, Long . . . . . . . . . . . d10
. . . . . .Str+2d8
. . . . . . . . -. . . 24/48/96
.................................................................
«RoF 1, Requires two hands, Bow Weapon
Dagger . . . . . . . . . . . . . . d10
. . . . . . Str+1d4
. . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Unarmed Strike . . . . . . .d10 . . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Goblin, Shaman
Goblin, Shaman
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Goblin, Orc

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .5(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Taunt
. . . . . .................................................................................................................................................
Size -1
A creature's size has a lot to do with how much
. . . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..take,
Shooting . . . . . . . . . . . . . . Throwing damage it can .. .. .. .so
. .. .we
. .. ..add
.. .. ..a..modifier
.. .. .. .. .. ..to
.. ..its
.. ..Toughness
.. .. .. .. .. .. .. ..to
.. .. .. .. .. .. .. .. .. .. .. .. .. ..
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Stealth . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . . . . . . . . . . . . . . . . . out. ......................................................

Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . .The


. . .Toughness
. . . . . . . .modifiers
. . . . . . .on
. .the
. . .table
. . . below
. . . . .represent
. . . . . . .average
................
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
Creature Abilities bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Arcane Magic Note: This is the Edge your character must humans suffer a -1 penalty, while those with the Brawny Edge
purchase to possess the "Magic" arcane background and cast spells. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.
Bad Luck µ Your hero is a little less lucky than most. He
gets one less benny per game session than normal. A character
cannot have both Bad Luck and Good Luck. Sneak Attack During combat you may use a Stealth roll
against your opponent. A success gives you +2 to your attack
and damage rolls against that opponent on your next action. A
Infravision Nocturnal beasts often see in the infrared raise will grant you +4 to attack and damage on your next action.
spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting
when attacking living targets.
Arcane Drawbacks
Clever characters may figure out ways to mask their heat from
such creatures. Smearing cold mud over one's body or wearing Backlash When a wizard rolls a 1 on his Spellcasting die
special heat-filtering suits generally obscures the target from (regardless of his Wild Die), he is automatically Shaken. This can
those with Infravision. cause a wound.
Armor
Creatures with Infravision almost always have normal sight as
well. Leather Hauberk (+1/+1, Covers: A,L,T)

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances Weapons
Attack Damage AP Range
Bad Luck µ Your hero is a little less lucky than most. He
gets one less benny per game session than normal. A character Unarmed Strike . . . . . . . d6 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
cannot have both Bad Luck and Good Luck.
Dagger . . . . . . . . . . . . . . . d6
. . . . . Str+1d4
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .

Arcane Powers (15 Points)


Cost Range Dur/Maint Trappings
1-3 12/24/48 Inst Fire bolt
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
2 Sma*2 Inst Eldritch energy
This power causes the target overwhelming dread
and horror. The area of effect is the Large Burst
Fear Template. Every creature beneath the template
must make a Fear check, at –2 if the caster got a
raise. Wild Cards who fail roll on the Fear Table.
Extras are Panicked instead.
3 Touch Inst Chanting
Healing repairs recent bodily damage. It must be
used within the “Golden Hour,” though, for it has
no effect on wounds more than one hour old.

For Wild Cards, each use of the healing spell


removes a wound with a success, two with a
raise. The roll suffers a penalty equal to the
Healing victim’s wounds (in addition to any the caster
might be suffering himself).

For Extras, the GM must first determine if the ally


is dead (see Aftermath on page 78). If so, no
healing may be attempted. If not, a successful
arcane skill roll returns the ally to the game
Shaken.
Healing can also cure poison and disease if used
within 10 minutes of the event.
2 Touch 3 (1/r) Electrical energy
This power is cast on a weapon of some sort. If
it’s a ranged weapon, it affects one entire
magazine, 20 bolts, shells, or arrows, or one full
“load” of ammunition (the GM may have to
determine the exact quantity for unusual
Smite weapons). While the spell is in effect, the
weapon’s damage is increased by +2 or +4 with a
raise.

Additional Targets: The character may affect up


to five targets by spending a like amount of
additional Power Points.

Weapons
Attack Damage AP Range
Spear, Short . . . . . . . . . . d6
. . . . . .Str+1d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry +1, Reach 1
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Goblin
Goblin
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Orc

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .5(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Taunt
. . . . . .................................................................................................................................................
Sneak Attack During combat you may use a Stealth roll
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..A.. .success
Throwing against your opponent. . .. .. .. .. .. .gives
. .. .. .. ..you
.. .. ..+2
.. ..to.. .your
. .. .. ..attack
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
and damage rolls against that opponent on your next action. A
raise will grant you +4 to attack and damage on your next action.
Stealth . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creature Abilities Armor


Bad Luck µ Your hero is a little less lucky than most. He Leather Hauberk (+1/+1, Covers: A,L,T)
gets one less benny per game session than normal. A character
cannot have both Bad Luck and Good Luck.
Weapons
Infravision Nocturnal beasts often see in the infrared Attack Damage AP Range
spectrum - meaning they can "see" by detecting heat. Creatures Spear, Short . . . . . . . . . . .d6
. . . . .Str+1d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
with Infravision halve penalties (round down) for bad lighting «Parry +1, Reach 1
when attacking living targets.
Unarmed Strike . . . . . . . d6 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Clever characters may figure out ways to mask their heat from Sling . . . . . . . . . . . . . . . . . d8
such creatures. Smearing cold mud over one's body or wearing
. . . . . .Str+1d4
. . . . . . . .-. . . .4/8/16
..............
special heat-filtering suits generally obscures the target from «RoF 1
those with Infravision. Dagger . . . . . . . . . . . . . . . d6
. . . . . Str+1d4
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .
Creatures with Infravision almost always have normal sight as
well.

Size -1 A creature's size has a lot to do with how much Injuries Wounds Fatigue
damage it can take, so we add a modifier to its Toughness to -None-
reflect its tremendous mass. Note that a beast's size has nothing
-1 -2 -3 INC -2 -1
to do with Vigor - even a mighty kraken can catch a cold or tire
out. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
The Toughness modifiers on the table below represent average ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Bad Luck µ Your hero is a little less lucky than most. He
gets one less benny per game session than normal. A character
cannot have both Bad Luck and Good Luck.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golden Ram
Golden Ram
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.70
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..70x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Skills Attack Damage AP Range
Horns . . . . . . . . . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Injuries Wounds Fatigue
Creature Abilities -None- -1 -2 -3 INC -2 -1
Gore (Ram) Rams use the charge maneuver to gore their
opponents with their long horns. If they can move at least 6” ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
before attacking, they add +4 to their damage total.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Horns (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.

Mountain Beast The creature ignores penalties for Difficult


Terrain in mountainous regions.

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Clay
Golem, Clay
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Arcane Resistance Your character is particularly resistant locations. Thick, leathery hide generally offers 2 points of Armor.
to magic (or psionics, or weird science, etc), whether by nature or "Armored" creatures like a stegosaurus generally have 4 or more
by heritage. He acts as if he had 2 points of Armor when hit by points of protection. Supernatural creatures may have much
damage-causing arcane powers, and adds +2 to his Trait rolls higher Armor values. A living statue, for example, might have 8
when resisting opposed powers. Even friendly arcane powers points of Armor or more.
must subtract this modifier to affect the resistant hero.
Size +1 A creature's size has a lot to do with how much
Arcane Resistance +2 Armor against damage-causing damage it can take, so we add a modifier to its Toughness to
powers and +2 on trait rolls to resist opposed powers. reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Construct Robots, golems, and other animated objects are
collectively called "constructs."Some are sentient beings while The Toughness modifiers on the table below represent average
others are mere automatons following the will of a hidden master. specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
Whatever their origin or material, such beings have several bonus. A young specimen might have a +3, while a larger fish
inherent advantages over creatures of flesh and blood: might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
• Constructs add +2 when attempting to recover from being gain a +1 bonus. Use the table as a baseline when creating your
Shaken. own creatures then adjust for particularly large or smaller
• Constructs do not suffer additional damage from called shots versions.
(unless otherwise specifi ed in their description).
• Construct Wild Cards never suffer from Wound Modifiers.
• Constructs do not suffer from disease or poison. Stone Fists (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack.
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Impr Arcane Resist Same as Arcane Resistance, but
Armor is 4 points and resistance rolls are at +4
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Stone Fists . . . . . . . . . . . d10
. . . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Corpse
Golem, Corpse
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .9(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Construct Robots, golems, and other animated objects are
collectively called "constructs."Some are sentient beings while
Arcane Resistance +2 Armor against damage-causing
others are mere automatons following the will of a hidden master.
powers and +2 on trait rolls to resist opposed powers.
Whatever their origin or material, such beings have several
Arcane Resistance Your character is particularly resistant inherent advantages over creatures of flesh and blood:
to magic (or psionics, or weird science, etc), whether by nature or
by heritage. He acts as if he had 2 points of Armor when hit by • Constructs add +2 when attempting to recover from being
damage-causing arcane powers, and adds +2 to his Trait rolls Shaken.
when resisting opposed powers. Even friendly arcane powers • Constructs do not suffer additional damage from called shots
must subtract this modifier to affect the resistant hero. (unless otherwise specifi ed in their description).
• Construct Wild Cards never suffer from Wound Modifiers.
• Constructs do not suffer from disease or poison.
Berserk Immediately after suffering a wound (including a
Shaken result from physical damage), your hero must make a
Smarts roll or go berserk. Fear -1 Particularly frightening monsters cause Guts checks
to all who see them. Some truly terrifying monsters may inflict
While Berserk, his Parry is reduced by 2, but he adds +2 to all penalties on Guts checks as well. A creature with Fear -2, for
Fighting and Strength rolls (including melee damage) and his instance, causes those who see it to make their Guts checks at
Toughness. The warrior ignores all wound modifiers while -2.
berserk, but cannot use any skills, Edges, or maneuvers that
require concentration, including Shooting and Taunt, but not Fearless Mindless creatures, some undead, robots, and the
Intimidation. like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Berserkers attack with reckless abandon. Anytime his Fighting die Intimidated (though they may be affected by the Taunt tests of
is a 1 (regardless of his Wild Die), he hits a random adjacent wills).
target (not the original target). The attack may hit friend as well
as foe. If there are no other adjacent targets, the blow simply
misses. Fists (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
The Berserker may end his rage by doing nothing (not even creatures attack.
moving) for one full action and making a Smarts roll at -2.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Improved Arcane Resistance +4 Armor against
damage-causing powers and +4 on trait rolls to resist opposed
powers.

Impr Arcane Resist Same as Arcane Resistance, but


Armor is 4 points and resistance rolls are at +4

Natural Armor +1 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Slow (Pace 4) The creatures have a Pace of 4 and roll a d4


for their running die.

Armor
Natural Armor +1 (+1, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Fists . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Glass
Golem, Glass
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Improved Arcane Resistance +4 Armor against
damage-causing powers and +4 on trait rolls to resist opposed
Arcane Resistance +2 Armor against damage-causing
powers.
powers and +2 on trait rolls to resist opposed powers.

Impr Arcane Resist Same as Arcane Resistance, but


Arcane Resistance Your character is particularly resistant
Armor is 4 points and resistance rolls are at +4
to magic (or psionics, or weird science, etc), whether by nature or
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Natural Armor +4 A creature's Armor adds to the creature's
when resisting opposed powers. Even friendly arcane powers Toughness (already added in to its statistics), usually in all
must subtract this modifier to affect the resistant hero. locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Camouflage (Glass) When guarding a temple, glass
higher Armor values. A living statue, for example, might have 8
golems stand motionless in stained glass windows, appearing to points of Armor or more.
be part of the scene. When in this environment, detecting them
requires an opposed Notice roll at –4 against their Stealth.
Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Construct Robots, golems, and other animated objects are reflect its tremendous mass. Note that a beast's size has nothing
collectively called "constructs."Some are sentient beings while to do with Vigor - even a mighty kraken can catch a cold or tire
others are mere automatons following the will of a hidden master. out.
Whatever their origin or material, such beings have several The Toughness modifiers on the table below represent average
inherent advantages over creatures of flesh and blood: specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
• Constructs add +2 when attempting to recover from being bonus. A young specimen might have a +3, while a larger fish
Shaken. might be +5 or even +6. The same is true for humans. Small
• Constructs do not suffer additional damage from called shots humans suffer a -1 penalty, while those with the Brawny Edge
(unless otherwise specifi ed in their description). gain a +1 bonus. Use the table as a baseline when creating your
• Construct Wild Cards never suffer from Wound Modifiers. own creatures then adjust for particularly large or smaller
• Constructs do not suffer from disease or poison. versions.

Fearless Mindless creatures, some undead, robots, and the


like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of Injuries Wounds Fatigue
wills).
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Stone Fists (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack.

Weakness (Glass) Glass golems take double damage from


blunt weapons, such as clubs and hammers.

Armor
Natural Armor +4 (+4, Covers: A,H,L,T)
Glass Shield (+2, Parry: +2)

Weapons
Attack Damage AP Range
Stone Fists . . . . . . . . . . . d10
. . . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Glass Sword . . . . . . . . . .d10 . . . . . Str+1d10
. . . . . . . . .-. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Jade
Golem, Jade
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .8(4)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Infravision Nocturnal beasts often see in the infrared
spectrum - meaning they can "see" by detecting heat. Creatures
Creature Abilities with Infravision halve penalties (round down) for bad lighting
when attacking living targets.
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or Clever characters may figure out ways to mask their heat from
by heritage. He acts as if he had 2 points of Armor when hit by such creatures. Smearing cold mud over one's body or wearing
damage-causing arcane powers, and adds +2 to his Trait rolls special heat-filtering suits generally obscures the target from
when resisting opposed powers. Even friendly arcane powers those with Infravision.
must subtract this modifier to affect the resistant hero.
Creatures with Infravision almost always have normal sight as
well.
Arcane Resistance +2 Armor against damage-causing
powers and +2 on trait rolls to resist opposed powers.
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Claws (Str+d4) Most creatures have some form of natural locations. Thick, leathery hide generally offers 2 points of Armor.
attack. This ability allows you to specify the particulars for the "Armored" creatures like a stegosaurus generally have 4 or more
creatures attack. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Construct Robots, golems, and other animated objects are points of Armor or more.
collectively called "constructs."Some are sentient beings while
others are mere automatons following the will of a hidden master.

Whatever their origin or material, such beings have several


Armor
inherent advantages over creatures of flesh and blood: Natural Armor +4 (+4, Covers: A,H,L,T)
• Constructs add +2 when attempting to recover from being
Shaken. Weapons
• Constructs do not suffer additional damage from called shots
(unless otherwise specifi ed in their description). Attack Damage AP Range
• Construct Wild Cards never suffer from Wound Modifiers. Claws . . . . . . . . . . . . . . . . d6
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
• Constructs do not suffer from disease or poison.

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Impr Arcane Resist Same as Arcane Resistance, but
Armor is 4 points and resistance rolls are at +4 ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Size -2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Small Creatures the size of rats or pixies are very difficult to


hit, especially when moving. Assuming such a creature is active,
attackers subtract 2 from any attack rolls directed at it.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Lava
Golem, Lava
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Natural
. . . . . . . Armor
. . . . . . .+3
. . . .A. creature's
. . . . . . . .Armor
. . . . adds
Toughness (already added in to its statistics), usually in all
. . . .to. .the
. . creature's
...............
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Creature Abilities points of protection. Supernatural creatures may have much
Arcane Resistance Your character is particularly resistant higher Armor values. A living statue, for example, might have 8
to magic (or psionics, or weird science, etc), whether by nature or points of Armor or more.
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Size +1 A creature's size has a lot to do with how much
when resisting opposed powers. Even friendly arcane powers damage it can take, so we add a modifier to its Toughness to
must subtract this modifier to affect the resistant hero. reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Construct Robots, golems, and other animated objects are out.
collectively called "constructs."Some are sentient beings while
others are mere automatons following the will of a hidden master. The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Whatever their origin or material, such beings have several always exceptions. Not every Great White has a +4 Toughness
inherent advantages over creatures of flesh and blood: bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
• Constructs add +2 when attempting to recover from being humans suffer a -1 penalty, while those with the Brawny Edge
Shaken. gain a +1 bonus. Use the table as a baseline when creating your
• Constructs do not suffer additional damage from called shots own creatures then adjust for particularly large or smaller
(unless otherwise specifi ed in their description). versions.
• Construct Wild Cards never suffer from Wound Modifiers.
• Constructs do not suffer from disease or poison. Spit Lava (Lava Golem) Lava golems can spew a glob
of molten lava. Range 6/12/24, Damage: 2d10, Medium Burst
Fearless Mindless creatures, some undead, robots, and the Template. Targets under the Template may make an Agility roll at
like don't suffer from the weaknesses of the mortal mind. Fearless –2 to for half damage.. Victims hit take 1d10 fire damage per
creatures never suffer from Fear effects and cannot be round until snuffed-out which takes 1d4 rounds.
Intimidated (though they may be affected by the Taunt tests of
wills). A lava golem cannot spit lava and attack with fists in the same
round.

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers.
Injuries Wounds Fatigue
Impr Arcane Resist Same as Arcane Resistance, but
-None-
Armor is 4 points and resistance rolls are at +4
-1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Superheated Fists (Str+d10) Most creatures have some
form of natural attack. This ability allows you to specify the
particulars for the creatures attack.

Armor
Natural Armor +3 (+3, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Superheated Fists . . . . d10
. . . . . .Str+d10
. . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Metal
Golem, Metal
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+1
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................
Creature Abilities
Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . Impr
. . . . . Sweep
. . . . . . . .Same
. . . . as
. . Sweep,
. . . . . .except
. . . . .the
. . hero
. . . .may
. . .ignore
. . . . .the
..........
-2 penalty.

Creature Abilities Iron Fists (Str+d8) Most creatures have some form of
Arcane Resistance Your character is particularly resistant natural attack. This ability allows you to specify the particulars for
to magic (or psionics, or weird science, etc), whether by nature or the creatures attack.
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Natural Armor +5 A creature's Armor adds to the creature's
when resisting opposed powers. Even friendly arcane powers Toughness (already added in to its statistics), usually in all
must subtract this modifier to affect the resistant hero. locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Arcane Resistance +2 Armor against damage-causing points of protection. Supernatural creatures may have much
powers and +2 on trait rolls to resist opposed powers. higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Construct Robots, golems, and other animated objects are


Size +2 A creature's size has a lot to do with how much
collectively called "constructs."Some are sentient beings while
others are mere automatons following the will of a hidden master. damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Whatever their origin or material, such beings have several to do with Vigor - even a mighty kraken can catch a cold or tire
inherent advantages over creatures of flesh and blood: out.

• Constructs add +2 when attempting to recover from being The Toughness modifiers on the table below represent average
Shaken. specimens of particular species for comparison, but there are
• Constructs do not suffer additional damage from called shots always exceptions. Not every Great White has a +4 Toughness
(unless otherwise specifi ed in their description). bonus. A young specimen might have a +3, while a larger fish
• Construct Wild Cards never suffer from Wound Modifiers. might be +5 or even +6. The same is true for humans. Small
• Constructs do not suffer from disease or poison. humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Fearless Mindless creatures, some undead, robots, and the versions.
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Impr Arcane Resist Same as Arcane Resistance, but
Armor is 4 points and resistance rolls are at +4
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Sweep Sweep allows a character to make a single Fighting
attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Armor
Natural Armor +5 (+5, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Axe, Great . . . . . . . . . . . d10
. . . . . Str+1d10
. . . . . . . . .1. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, AP 1, Requires two hands
Iron Fists . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Stone
Golem, Stone
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..14(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Natural Armor +5 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Arcane Resistance Your character is particularly resistant
locations. Thick, leathery hide generally offers 2 points of Armor.
to magic (or psionics, or weird science, etc), whether by nature or "Armored" creatures like a stegosaurus generally have 4 or more
by heritage. He acts as if he had 2 points of Armor when hit by points of protection. Supernatural creatures may have much
damage-causing arcane powers, and adds +2 to his Trait rolls higher Armor values. A living statue, for example, might have 8
when resisting opposed powers. Even friendly arcane powers points of Armor or more.
must subtract this modifier to affect the resistant hero.

Size +1 A creature's size has a lot to do with how much


Arcane Resistance +2 Armor against damage-causing
damage it can take, so we add a modifier to its Toughness to
powers and +2 on trait rolls to resist opposed powers. reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Construct Robots, golems, and other animated objects are out.
collectively called "constructs."Some are sentient beings while
others are mere automatons following the will of a hidden master. The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Whatever their origin or material, such beings have several always exceptions. Not every Great White has a +4 Toughness
inherent advantages over creatures of flesh and blood: bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
• Constructs add +2 when attempting to recover from being humans suffer a -1 penalty, while those with the Brawny Edge
Shaken. gain a +1 bonus. Use the table as a baseline when creating your
• Constructs do not suffer additional damage from called shots own creatures then adjust for particularly large or smaller
(unless otherwise specifi ed in their description). versions.
• Construct Wild Cards never suffer from Wound Modifiers.
• Constructs do not suffer from disease or poison. Stone Fists (Str+d8) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
Fearless Mindless creatures, some undead, robots, and the the creatures attack.
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Impr Arcane Resist Same as Arcane Resistance, but
Armor is 4 points and resistance rolls are at +4
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +5 (+5, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Stone Fists . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Golem, Straw
Golem, Straw
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Impr Arcane Resist Same as Arcane Resistance, but
Armor is 4 points and resistance rolls are at +4
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or Natural Armor +2 A creature's Armor adds to the creature's
by heritage. He acts as if he had 2 points of Armor when hit by
Toughness (already added in to its statistics), usually in all
damage-causing arcane powers, and adds +2 to his Trait rolls
locations. Thick, leathery hide generally offers 2 points of Armor.
when resisting opposed powers. Even friendly arcane powers
"Armored" creatures like a stegosaurus generally have 4 or more
must subtract this modifier to affect the resistant hero.
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Arcane Resistance +2 Armor against damage-causing points of Armor or more.
powers and +2 on trait rolls to resist opposed powers.
Size +1 A creature's size has a lot to do with how much
Construct Robots, golems, and other animated objects are damage it can take, so we add a modifier to its Toughness to
collectively called "constructs."Some are sentient beings while reflect its tremendous mass. Note that a beast's size has nothing
others are mere automatons following the will of a hidden master. to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Whatever their origin or material, such beings have several
inherent advantages over creatures of flesh and blood: The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
• Constructs add +2 when attempting to recover from being always exceptions. Not every Great White has a +4 Toughness
Shaken. bonus. A young specimen might have a +3, while a larger fish
• Constructs do not suffer additional damage from called shots might be +5 or even +6. The same is true for humans. Small
(unless otherwise specifi ed in their description). humans suffer a -1 penalty, while those with the Brawny Edge
• Construct Wild Cards never suffer from Wound Modifiers. gain a +1 bonus. Use the table as a baseline when creating your
• Constructs do not suffer from disease or poison. own creatures then adjust for particularly large or smaller
versions.
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless Weakness (Fire 2) Fire attacks cause double damage.
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Fists (Str+d4) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Improved Arcane Resistance +4 Armor against
damage-causing powers and +4 on trait rolls to resist opposed
powers. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Fists . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Gorp
Gorp
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Acidic Sudopod (2" reach) Gorps attack in unarmed
combat with highly acidic sudopods (one for each PC). Aside from Weakness: A gorp can only be killed by fire or magic.
the unarmed damage (witch is considered leathal), causes 2d10 Normal weapons merely pass through the gorp’s rancid tissue
acid damage as well (Agility roll for half damage). This damage without causing damage (though they themselves will be
is 1d6 on the second round and 1d4 on the third and final round damaged by the gorp’s acid (2d10) if it overcomes the weapon’s
(no Agility check for half). Toughness).

Invulnerability Savage Settings are filled with violent


combat, but many often feature desperate puzzle-solving or dark Armor
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both. Natural Armor +2 (+2, Covers: A,H,L,T)
Invulnerable creatures can be Shaken, but they can't be wounded
by anything but their Weakness (all such creatures have at least Weapons
one if not more). An ancient dark god given life by misguided Attack Damage AP Range
cultists, for example, might be immune to mortal weapons, but is
vulnerable to shards of stained glass gathered from a church.
Sudopod + Acid . . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Injuries Wounds Fatigue
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much -None- -1 -2 -3 INC -2 -1
higher Armor values. A living statue, for example, might have 8
points of Armor or more. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size +1 A creature's size has a lot to do with how much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Grave Guardian
Grave Guardian
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. ..10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Weakness
Intimidation . . . . . . . . . . . Tracking .. .. .. .. .. .. .. .. .. .. .(Cold
. .. .. .. .. ..Iron)
.. .. .. .. .. .. .Demons
. .. .. .. .. .. .take
. .. .. ..normal
.. .. .. .. ..damage
.. .. .. .. .. ..from
.. .. .. .. .. .. .. .. .. .. ..
cold iron weapons.
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Arcane Drawbacks
Creature Abilities
Backlash When a wizard rolls a 1 on his Spellcasting die
Arcane Magic Note: This is the Edge your character must (regardless of his Wild Die), he is automatically Shaken. This can
purchase to possess the "Magic" arcane background and cast spells. cause a wound.

Arcane Resistance +2 Armor against damage-causing


Arcane Powers (15 Points)
Cost Range Dur/Maint Trappings
powers and +2 on trait rolls to resist opposed powers.
2 Touch 3 (1/r) A mystical glow
Arcane Resistance Your character is particularly resistant Armor creates a field of magical protection around
a character or an actual shell of some sort,
to magic (or psionics, or weird science, etc), whether by nature or
effectively giving the target Armor. Success grants
by heritage. He acts as if he had 2 points of Armor when hit by Armor the recipient 2 points of Armor. A raise grants 4
damage-causing arcane powers, and adds +2 to his Trait rolls
points of Armor.
when resisting opposed powers. Even friendly arcane powers
must subtract this modifier to affect the resistant hero.
Whether the armor is visible or not depends
largely on the trapping.
Claws (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack. Weapons
Attack Damage AP Range
Fear -2 Particularly frightening monsters cause Guts checks Claws . . . . . . . . . . . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at
-2.
Injuries Wounds Fatigue
Undead Zombies, skeletons, and similar Undead horrors are -None- -1 -2 -3 INC -2 -1
particularly difficult to destroy. Below are the benefi ts of being
such an abomination.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
• Undead add +2 to their basic Toughness. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
• Undead add +2 when attempting to recover from being Shaken.
• Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (15 Points)
Cost Range Dur/Maint Trappings
4 Tch 3 (1/rnd) Fiery aura
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
in close combat. The damage affects any adjacent
character who makes a successful attack roll
against the subject. It has no effect on non-
adjacent attackers (for example, Reach or ranged
attacks).

If a character with a damage field strikes someone


in unarmed combat, the target takes the field’s
Damage Field damage plus the character’s Strength die
(Str+2d6). The character may also simply touch
the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
field’s damage each round on the attacker’s action;
if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
die to the damage roll as above and may get a
bonus die for a raise.

With a success, the power does 2d6 damage.


With a raise, damage field causes 2d8 damage.
2 Sma*2 Inst Eldritch energy
This power causes the target overwhelming dread
and horror. The area of effect is the Large Burst
Fear Template. Every creature beneath the template
must make a Fear check, at –2 if the caster got a
raise. Wild Cards who fail roll on the Fear Table.
Extras are Panicked instead.
2 Sma 3 (1/r) Inky Darkness
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Griffin
Griffin
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .6/12
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Swoop A flying creature that gets a raise on a Fighting attack
has caught its victim in its mouth or talons, counting as a free
Bite/Claws (Str+d6) Most creatures have some form of
grapple. A flying creature can fly its normal Pace carrying a Size
natural attack. This ability allows you to specify the particulars for -1 or smaller target, but each increase in Size reduces its Pace
the creatures attack. by half (round down).

Fly 12" The creature can fly at the Pace indicated.


Weapons
Grapple (Griffin) If a griffin gets a raise while performing a Attack Damage AP Range
grapple, it has knocked its foe to the ground and pinned it with
its paws. Bite attacks against a pinned foe are made at +2. Bite/Claws . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .

Horse Terror (Griffin) Griffins’ favorite prey is horse flesh.


Horses seeing a griffin must make a Fear roll or become
Panicked.abGrapple Injuries Wounds Fatigue
Improved Frenzy The creature may make an additional -None- -1 -2 -3 INC -2 -1
Fighting attack with no penalty
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size +2 A creature's size has a lot to do with how much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Guardian, Sentinel
Guardian, Sentinel
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..14(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Arcane Bond (Sentinel) Sentinels count as having
reflect its tremendous mass. Note that a beast's size has nothing
Arcane Resistance for anyone other than their summoner. +2 to do with Vigor - even a mighty kraken can catch a cold or tire
Armor against damage-causing powers and +2 on trait rolls to out.
resist opposed powers.
The Toughness modifiers on the table below represent average
Construct Robots, golems, and other animated objects are specimens of particular species for comparison, but there are
collectively called "constructs."Some are sentient beings while always exceptions. Not every Great White has a +4 Toughness
others are mere automatons following the will of a hidden master. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Whatever their origin or material, such beings have several humans suffer a -1 penalty, while those with the Brawny Edge
inherent advantages over creatures of flesh and blood: gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
• Constructs add +2 when attempting to recover from being versions.
Shaken.
• Constructs do not suffer additional damage from called shots Sweep Sweep allows a character to make a single Fighting
(unless otherwise specifi ed in their description). attack and apply it against all adjacent targets at a -2 penalty.
• Construct Wild Cards never suffer from Wound Modifiers. Resolve each damage roll separately. Allies are affected by such
• Constructs do not suffer from disease or poison. attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
Fearless Mindless creatures, some undead, robots, and the same round she uses Frenzy.
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Impr Sweep Same as Sweep, except the hero may ignore the
-2 penalty.

Natural Armor +4 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Injuries Wounds Fatigue
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much -None- -1 -2 -3 INC -2 -1
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Greatsword . . . . . . . . . . . d10
. . . . . Str+1d10
. . . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, Requires two hands
Unarmed Strike . . . . . . .d10
. . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Guardian, Stone
Guardian, Stone
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Armor
Construct Robots, golems, and other animated objects are
collectively called "constructs."Some are sentient beings while Natural Armor +4 (+4, Covers: A,H,L,T)
others are mere automatons following the will of a hidden master.

Whatever their origin or material, such beings have several Weapons


inherent advantages over creatures of flesh and blood: Attack Damage AP Range

• Constructs add +2 when attempting to recover from being


Broadsword . . . . . . . . . . .d6
. . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Shaken. Unarmed Strike . . . . . . . d6 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
• Constructs do not suffer additional damage from called shots
(unless otherwise specifi ed in their description).
• Construct Wild Cards never suffer from Wound Modifiers.
• Constructs do not suffer from disease or poison.
Injuries Wounds Fatigue
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless
-None- -1 -2 -3 INC -2 -1
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
wills).
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hag
Hag
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Goblin, Orc, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .7(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Persuasion
..............................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Arcane Drawbacks
Notice . . . . . . . . . . . . . . . . .Taunt
. . . . . .................................................................................................................................................
Backlash When a wizard rolls a 1 on his Spellcasting die
Knowledge: Arcana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wild
(regardless of his . . . .Die),
. . . he
. . is
. . automatically
. . . . . . . . . .Shaken.
. . . . . .This
. . .can
... .........
cause a wound.

Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Arcane


. . . . . . . . Powers
. . . . . . . . .(20
. . . .Points)
........................
Cost Range Dur/Maint Trappings
2 Touch 3 (1/r) A mystical glow
Creature Abilities Armor creates a field of magical protection around
Arcane Magic Note: This is the Edge your character must a character or an actual shell of some sort,
purchase to possess the "Magic" arcane background and cast spells. effectively giving the target Armor. Success grants
Armor the recipient 2 points of Armor. A raise grants 4
points of Armor.
Claws (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Whether the armor is visible or not depends
creatures attack. largely on the trapping.

Fear -1 Particularly frightening monsters cause Guts checks Armor


to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Natural Armor +1 (+1, Covers: A,H,L,T)
instance, causes those who see it to make their Guts checks at
-2.
Weapons
Natural Armor +1 A creature's Armor adds to the creature's Attack Damage AP Range
Toughness (already added in to its statistics), usually in all Claws . . . . . . . . . . . . . . . . d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (20 Points) Arcane Powers (20 Points)
Cost Range Dur/Maint Trappings Cost Range Dur/Maint Trappings
4-6 Sma*2 3 (2/rnd) Vile curse. 3 Sma 3 (1/r) Pesuasive words
This power allows a character to increase a single Sometimes it pays to persuade others to do your
Trait for all characters in a Medium Burst Template fighting for you. Some do this by blatant mind
by one die type with a standard success, by two control, others do it by manufacturing visual and
with a raise. The affected Trait can exceed d12. auditory illusions. Puppet is an opposed roll of the
Each step over d12 adds +1 to the Trait total. For Puppet character’s arcane skill versus the target’s Spirit.
example, a raise on someone who already has a The user must score a success and beat the
d12 in the affected Trait grants him d12+2 for the target’s roll to gain complete control. The victim
duration of the power. will attack friends and even commit suicide,
though such acts a llow the victim another
The power can also be used to lower a Trait of all opposed Spirit roll to break the spell.
targets in a Medium Burst Template as well. This
4 Touch 3 (2/r) Superhuman
is an opposed roll against the victims’ Spirit.
reflexes
This power grants incredible swiftness to the
Success lowers a single Trait of the caster’s
choice one step, and a raise lowers it two steps. recipient. With success the target has two separate
Bless/Curse turns per round on his action card instead of the
A Trait cannot be lowered below a d4. Multiple Quickness
castings stack, though the caster must keep track usual one. Each turn is handled independently with
of when each casting expires as usual. its own actions, but the character must resolve
one turn entirely before beginning the second. With
Regardless of raising or lowering, this power a raise, the recipient can redraw any initiative
always affects the same Trait for all targets with a cards lower than Eight each round.
single casting, though the Trait may be different for
separate castings.

For example, all targets have their Fighting


increased or lowered with one casting and then
their Strength increased or lowered with another.

Additional Effects: For two more Power Points,


the area is increased to a Large Burst Template.
2 Sma 3 (1/r) Physical change
This power allows a character to increase any of a
target’s Traits by one die type for a standard
success, or by two with a raise. The affected Trait
can exceed d12. Each step over d12 adds +1 to
his Trait total. For example, a raise on someone
who already has a d12 in the affected Trait grants
him d12+2 for the duration of the power.
The power can also be used to lower an
Boost/Lower opponent’s Trait. This is an opposed roll against
Trait the victim’s Spirit. Success lowers any Trait of the
caster’s choice one step, a raise lowers it two
steps. A Trait cannot be lowered below a d4.
Multiple castings stack, though the caster must
keep track of when each casting expires as usual.

Additional Targets: The power may affect an


additional target for every additional Power Point
spent, up to a maximum of five targets. All targets
share the same effect and Trait affected.
2 Sma*2 Inst Cold chills
This power causes the target overwhelming dread
and horror. The area of effect is the Large Burst
Fear Template. Every creature beneath the template
must make a Fear check, at –2 if the caster got a
raise. Wild Cards who fail roll on the Fear Table.
Extras are Panicked instead.
2 Sma 3 (1/r) Mist
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Harpy
Harpy
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Avian, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .2/8
. . . . . . . . . . Toughness
. . . . . . . . . . . . .7(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +2 (+2, Covers: A,H,L,T)
Creature Abilities
Weapons
Claws + Disease (Str+d4) Most creatures have some
Attack Damage AP Range
form of natural attack. This ability allows you to specify the
particulars for the creatures attack. Claws + Disease . . . . . . d6
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .

Diseased Touch The creature causes a disease by touch.


The victim's makes a Vigor roll at -2. Should this roll fail, the
target begins to caugh and wretch uncontrollably. He suffers one Injuries Wounds Fatigue
level of Fatigue and is Shaken. Once he recovers from being
shaken he may act normally, but the Fatigue remains (and thus -None- -1 -2 -3 INC -2 -1
the disease) remains for 2d6 days.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Flight 8" The creature can fly at the Pace indicated.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Rocks (Harpy) (Str) A harpy may throw a rocks (if


available) as an action, using both hands. Range 3/6/12, Damage
Str+d6, at a single target. Harpies will oftenn roll a stone in its
dung before dropping it, which will also transmit a disease.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hawk, Common
Hawk, Common
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . .........................+4
......................................................................................................................

Creature Abilities
Weapons
Claw/Beak (Str+d4) Most creatures have some form of Attack Damage AP Range
natural attack. This ability allows you to specify the particulars for
the creatures attack. Claw/Beak . . . . . . . . . . . .d8
. . . . . Str+d4
. . . . . . . . -. . . . . . .- . . . . . . . . . . .

Go for the Eyes! With a raise on its Fighting roll, the hawk
has attached itself to the targets head, and will begin clawing and
pecking at their face. The target is at -4 to all rolls while they’re Injuries Wounds Fatigue
being attacked, and must make an opposed Strength roll to get
the hawk off. While attached, the hawk gets a +2 to its Fighting -None- -1 -2 -3 INC -2 -1
and damage rolls. If the character suffers an Injury from this
damage, they’ve lost an eye. Anyone attacking the hawk while it’s
attached must get a raise on their attack roll or they’ll hit the
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
victim instead! ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Sharp Eyes Creature gets a +4 to Notice rolls.

Size -2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Slow (bird) On the ground, birds can only hop for a Pace of
2, and can't run.

Swoop A flying creature that gets a raise on a Fighting attack


has caught its victim in its mouth or talons, counting as a free
grapple. A flying creature can fly its normal Pace carrying a Size
-1 or smaller target, but each increase in Size reduces its Pace
by half (round down).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hawk, Giant
Hawk, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . .........................+4
......................................................................................................................

Creature Abilities
Weapons
Claw/Beak (Str+d8) Most creatures have some form of Attack Damage AP Range
natural attack. This ability allows you to specify the particulars for
the creatures attack. Claw/Beak . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . .- . . . . . . . . . . .

Go for the Eyes! With a raise on its Fighting roll, the hawk
has attached itself to the targets head, and will begin clawing and
pecking at their face. The target is at -4 to all rolls while they’re Injuries Wounds Fatigue
being attacked, and must make an opposed Strength roll to get
the hawk off. While attached, the hawk gets a +2 to its Fighting -None- -1 -2 -3 INC -2 -1
and damage rolls. If the character suffers an Injury from this
damage, they’ve lost an eye. Anyone attacking the hawk while it’s
attached must get a raise on their attack roll or they’ll hit the
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
victim instead! ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Sharp Eyes Creature gets a +4 to Notice rolls.

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Slow (bird) On the ground, birds can only hop for a Pace of
2, and can't run.

Swoop A flying creature that gets a raise on a Fighting attack


has caught its victim in its mouth or talons, counting as a free
grapple. A flying creature can fly its normal Pace carrying a Size
-1 or smaller target, but each increase in Size reduces its Pace
by half (round down).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Headhanger
Headhanger
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Arcane Resistance +2 Armor against damage-causing
locations. Thick, leathery hide generally offers 2 points of Armor.
powers and +2 on trait rolls to resist opposed powers. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Arcane Resistance Your character is particularly resistant higher Armor values. A living statue, for example, might have 8
to magic (or psionics, or weird science, etc), whether by nature or points of Armor or more.
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Shrieking Heads The heads on a headhanger’s body aid
when resisting opposed powers. Even friendly arcane powers the beast in combat by
must subtract this modifier to affect the resistant hero. shrieking, biting and spitting at foes. This poses little physical
danger, but it is a horrifying and distracting experience, causing
Bite (Str+d6) Most creatures have some form of natural all characters within 2" of the headhanger to suffer a -1 penalty
attack. This ability allows you to specify the particulars for the on all skill, trsit, etc. rolls untill all heads are destroyed. A Silence
creatures attack. spell or similar magic will nullify this if successful.

Hardy Very tough and resilient creatures do not fall from


lesser wounds, no matter how many they suffer. A decisive blow Armor
is needed to put one of these tenacious creatures down.
Natural Armor +2 (+2, Covers: A,H,L,T)
If the beast is Shaken, further Shaken results have no further
effect - they do not cause a wound.
Weapons
Invulnerability Savage Settings are filled with violent Attack Damage AP Range
combat, but many often feature desperate puzzle-solving or dark Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both.

Invulnerable creatures can be Shaken, but they can't be wounded


by anything but their Weakness (all such creatures have at least Injuries Wounds Fatigue
one if not more). An ancient dark god given life by misguided
cultists, for example, might be immune to mortal weapons, but is -None- -1 -2 -3 INC -2 -1
vulnerable to shards of stained glass gathered from a church.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Weakness (Headhanger): Headhanger's have from 4 -8


heads at all times. In order to Wound a Headhunter, these heads
must be individually targeted (as per a Called Shot -4). Once all
the heads are incapacitated will the Headhunter perish. This
means a Headhunter could have up to eight Wounds.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hellhound
Hellhound
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creature
Notice . . . . . . . . . . . . . . . . .Tracking . . . . . . . . . . Abilities
..............................
Natural Armor +2 A creature's Armor adds to the creature's
Creature Abilities Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
Bite (Str+d6) Most creatures have some form of natural "Armored" creatures like a stegosaurus generally have 4 or more
attack. This ability allows you to specify the particulars for the points of protection. Supernatural creatures may have much
creatures attack. higher Armor values. A living statue, for example, might have 8
points of Armor or more.
Fear Particularly frightening monsters cause Guts checks to all
who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for Armor
instance, causes those who see it to make their Guts checks at
-2. Natural Armor +2 (+2, Covers: A,H,L,T)

Fiery Breath (Hellhound) Hellhounds breathe fire using


Weapons
the Cone Template. Every target within this cone may make an
Agility roll for half damage. Those who fail suffer 2d6 damage Attack Damage AP Range
and must check to see if they catch fire. This is another Agility Bite . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
check, failure means the victim burnes for 1d10 per round until
put-out, which is an action lasting 1d4 rounds.

A Hellhounds may not attack with its bite in the round it breathes
fire. Injuries Wounds Fatigue
Fleet-Footed (d10) Roll a d10 instead of a d6 when -None- -1 -2 -3 INC -2 -1
running.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Go for the Throat Wolves and dogs instinctively go for an ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
opponent's soft spots. With a raise on its attack roll, it hits the
target's most weakly-armored location.

Immunity: Fire Creatures born in fire aren't affected by


heat, and a horror made of pure lightning won't suffer from a bolt
attack with an electrical trapping.

Immunities are always to specific types of attacks, such as fire,


cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hellion
Hellion
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .0/6
. . . . . . . . . . Toughness
. . . . . . . . . . . . .7(3)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Draining Touch Victims of this creatures attacks cause
reflect its tremendous mass. Note that a beast's size has nothing
Fatigue. Each strike by the creature, the victim must make a to do with Vigor - even a mighty kraken can catch a cold or tire
Spirit roll opposed by the creatures Spirit or suffer one level of out.
Fatigue. This Fatigue lasts one hours unless magically dispeled.
The Toughness modifiers on the table below represent average
Energy Sudopds (Hellion) A hellion's sudopods have a specimens of particular species for comparison, but there are
reach of 6" and an employ up to three in combat with no Multi- always exceptions. Not every Great White has a +4 Toughness
Action penalty. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
Energy Sudopods 6" (Str+d6) Most creatures have
gain a +1 bonus. Use the table as a baseline when creating your
some form of natural attack. This ability allows you to specify the own creatures then adjust for particularly large or smaller
particulars for the creatures attack. versions.

Flight 6" These creatures fly at a rate of 6". Weakness (Magic) Only magical weapons and spells can
harm the creature.
Invulnerability Savage Settings are filled with violent
combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both.
Armor
Natural Armor +3 (+3, Covers: A,H,L,T)
Invulnerable creatures can be Shaken, but they can't be wounded
by anything but their Weakness (all such creatures have at least
one if not more). An ancient dark god given life by misguided Weapons
cultists, for example, might be immune to mortal weapons, but is
Attack Damage AP Range
vulnerable to shards of stained glass gathered from a church.
Energy Sudopods 6" d8 Str+d6 - -
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more Injuries
points of protection. Supernatural creatures may have much Wounds Fatigue
higher Armor values. A living statue, for example, might have 8 -None-
points of Armor or more.
-1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hippogriff
Hippogriff
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .8/6
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. ..11
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Attack . . . . . . .Damage . . . . . . . AP . . . . . Range..............
Bite/Claws . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Creature Abilities
Bite/Claws (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Flight (Pace, Climb 4") The creature can fly at Pace with
a climb rate of 4".
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Impr Frenzy Same as Frenzy, but the character may ignore ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
the -2 attack penalty.

Size +3 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hobgoblin, Chieftain
Hobgoblin, Chieftain
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Goblin

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .9. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Armor
Intimidation . . . . . . . . . . . Taunt. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Scalemail Shirt (+2, Covers: A,L,T)
Notice . . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (+2,
Scalemail Skirt . . . .Covers: . . . . . .A,L,T)
...........................

Shooting . . . . . . . . . . . . . . Tracking
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Kite
.. .. .. .. .Shield
. .. .. .. .. .. .. .(+2,
. .. .. .Parry:
. .. .. .. .. ..+2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Attack Damage AP Range
Creature Abilities Axe, Battle . . . . . . . . . . . d10
. . . . . Str
. . . +. .1d8
. . . . -. . . . . . .- . . . . . . . . . . .
Infravision Nocturnal beasts often see in the infrared Bow, Self . . . . . . . . . . . . d10
. . . . . . Str+2d6
. . . . . . . . -. . . 12/24/48
...............
spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting
«RoF 1, Requires two hands, Bow Weapon
when attacking living targets. Dagger . . . . . . . . . . . . . . .d10
. . . . . Str+1d4
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .
Clever characters may figure out ways to mask their heat from
Unarmed Strike . . . . . . .d10 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from
those with Infravision.

Creatures with Infravision almost always have normal sight as


Injuries Wounds Fatigue
well. -None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hobgoblin, Shaman
Hobgoblin, Shaman
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Goblin, Orc

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .8. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Arcane Drawbacks
Intimidation . . . . . . . . . . . Taunt. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Protector Those who cast miracles are champions of their
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Good
Notice . . . . . . . . . . . . . . . . .Throwing particular religions. . . . .priests
. . . . .vow . . . to . .protect
. . . . . the. . .innocent,
..................
fight evil, and obey all other tenets of their particular religion. Evil
priests typically vow to defeat those who oppose their religion, or
Shooting . . . . . . . . . . . . . . Tracking
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..simply
.. .. .. .. ..to.. .cause
. .. .. .. ..as
.. ..much
.. .. .. .. .misery
. .. .. .. .. .and
. .. .. strife
.. .. .. ..as
.. ..possible.
.. .. .. .. .. .. ..The
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
player and Game Master should come up with a simple list of
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .what . . . . Arcane
. . . .is. important . . . to. .the Powers
. . .character's
. . . . . . . .religion.(15
. . . .Points)
and
. . . use
. . .this. . .as . .a. . . . . . . . . . . . .
guide. Cost Range Dur/Maint Trappings
Faith (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Champions
. . . . . . . .who
. . . violate
. . . .2-6
. their
. . . .beliefs
. . . . .are
24/48/96 . . temporarily
. . Inst
. . . . . . Balls
.or. . .of. fire
..............
Blast is an area effect power that can put down
permanently forsaken by their chosen deity. Minor sins give the
many opponents at once. The caster first picks
character a -2 to his Faith rolls for one week. Major sins rob him
Creature Abilities where he wants to center the blast, then makes
of all arcane powers for one week. Mortal sins cause the
the appropriate skill roll. Normal ranged attack
character to be forsaken until the penitent hero completes some
Arcane Miracles Note: This is the Edge your character must modifiers apply.
great quest or task of atonement to regain his lost powers.
purchase to possess the "Miracles" arcane background and invoke The area of effect is a Medium Burst Template. If
miracles. Blast the roll is failed, the blast deviates as a launched
projectile.
Targets within the blast suffer 2d6 damage. Blast
Infravision Nocturnal beasts often see in the infrared
counts as a Heavy Weapon.
spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting Additional Effects: For double the Power Points,
when attacking living targets. the blast does 3d6 damage, or the size is
increased to a Large Burst Template. For triple the
Clever characters may figure out ways to mask their heat from points, it does both.
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from
those with Infravision.

Creatures with Infravision almost always have normal sight as


well.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (15 Points) Weapons
Cost Range Dur/Maint Trappings Attack Damage AP Range
1-3 12/24/48 Inst Ice bolt Axe, Throwing . . . . . . . . d6
. . . . . .Str+1d6
. . . . . . . .-. . . .3/6/12
..............
Bolt is a standard attack power of wizards, and «RoF 1, Thrown
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
Dagger . . . . . . . . . . . . . . .d10
. . . . . Str+1d4
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .
damage of the bolt is 2d6. Unarmed Strike . . . . . . .d10
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Additional Bolts: The character may cast up to 3
bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
4 Tch 3 (1/rnd) Spikes
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
in close combat. The damage affects any adjacent
character who makes a successful attack roll
against the subject. It has no effect on non-
adjacent attackers (for example, Reach or ranged
attacks).

If a character with a damage field strikes someone


in unarmed combat, the target takes the field’s
Damage Field damage plus the character’s Strength die
(Str+2d6). The character may also simply touch
the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
field’s damage each round on the attacker’s action;
if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
die to the damage roll as above and may get a
bonus die for a raise.

With a success, the power does 2d6 damage.


With a raise, damage field causes 2d8 damage.
3 Touch Inst chanting
Healing repairs recent bodily damage. It must be
used within the “Golden Hour,” though, for it has
no effect on wounds more than one hour old.

For Wild Cards, each use of the healing spell


removes a wound with a success, two with a
raise. The roll suffers a penalty equal to the
Healing victim’s wounds (in addition to any the caster
might be suffering himself).

For Extras, the GM must first determine if the ally


is dead (see Aftermath on page 78). If so, no
healing may be attempted. If not, a successful
arcane skill roll returns the ally to the game
Shaken.
Healing can also cure poison and disease if used
within 10 minutes of the event.

Armor
Chainmail Shirt (+2, Covers: T)

Weapons
Attack Damage AP Range
Spear, Medium . . . . . . . .d10
. . . . Str+1d6+1
. . . . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry +1, Reach 1, Requires two hands
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hobgoblin
Hobgoblin
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Goblin

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .8. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Survival
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................
Armor
Intimidation . . . . . . . . . . . Taunt. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)
Notice . . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .(+2,
Target Shield . . . Parry: . . . . . +2)
..............................

Shooting . . . . . . . . . . . . . . Tracking
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Attack . . . . . . .Damage . . . . . . . AP . . . . . Range..............
Broadsword . . . . . . . . . . .d8 . . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Creature Abilities Bow, Self . . . . . . . . . . . . .d8
. . . . . Str+2d6
. . . . . . . . -. . . 12/24/48
...............
Infravision Nocturnal beasts often see in the infrared «RoF 1, Requires two hands, Bow Weapon
spectrum - meaning they can "see" by detecting heat. Creatures Dagger . . . . . . . . . . . . . . . d8
. . . . . Str+1d4
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .
with Infravision halve penalties (round down) for bad lighting
when attacking living targets. Unarmed Strike . . . . . . . d8
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .

Clever characters may figure out ways to mask their heat from
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from
those with Infravision.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Creatures with Infravision almost always have normal sight as
well.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Homunculus
Homunculus
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .3/12
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .5(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Creature Abilities Noxious Breath A homunculus can exhale a small cloud of
gas that works as a very mild sedative. There is no effect against
Claws (Str+d4) Most creatures have some form of natural
a fully conscious target, but a victim who is already sleeping
attack. This ability allows you to specify the particulars for the must make a Vigor roll (–2) or fall into a deeper slumber that
creatures attack. lasts one hour. Targets that have suffered one or more Fatigue
levels are also susceptible, but they roll a straight Vigor roll
Combat Reflexes Your hero recovers quickly from shock instead (minus any Fatigue modifiers, of course). The sleep is so
and trauma. He adds +2 to his Spirit roll when attempting to deep that a victim is only allowed a Vigor roll to awaken
recover from being Shaken. whenever she takes actual physical damage.

Flight 12" The creature can fly at the Pace indicated. Poison (Homunculus) A character struck by a
homunculus in combat must make a Vigor roll, regardless of
whether the creature deals enough damage to overcome
Malleable Body A homunculus can squeeze its body
Toughness. If he fails, he gains a Fatigue level. This poison is
through any space at least 1 inch in diameter. not strong enough to cause death and Fatigue levels gained in
this fashion are removed after one hour.
Mute µ Your hero is completely without speach. He suffers a
-6 to all tasks that require speach - including spellcasting (that Quick Your character was born with lightning-fast reflexes and
requires it anyway), and -2 to most social tasks as he can't a cool head. Whenever you are dealt a 5 or lower in combat, you
communicate effetively with those he's interacting with as well as may discard and draw again until you get a card higher than 5.
others.
Level Headed characters draw their additional card and take the
On the plus side, Mute characters gain their choice of a free best before using their Quick Edge.
Edge to compensate for this particularly deadly Hindrance.

Natural Armor +1 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Mute µ Your hero is completely without speach. He suffers a
-6 to all tasks that require speach - including spellcasting (that
requires it anyway), and -2 to most social tasks as he can't
communicate effetively with those he's interacting with as well as
others.

On the plus side, Mute characters gain their choice of a free


Edge to compensate for this particularly deadly Hindrance.

Creature Abilities
Size -2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Small Creatures the size of rats or pixies are very difficult to


hit, especially when moving. Assuming such a creature is active,
attackers subtract 2 from any attack rolls directed at it.

Telepathic Link (Homunculus) A homunculus cannot


speak, but the process of creating one links it telepathically with
its creator. A homunculus knows what its master knows and can
convey to him or her everything it sees and hears, out to a
distance of 1,500 feet (250").

Armor
Natural Armor +1 (+1, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws . . . . . . . . . . . . . . . .d4
. . . . . .Str+d4
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Horse, Elf
Horse, Elf
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 10
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ........................................................................Weapons
.......................................................................
Attack Damage AP Range
Creature Abilities Kick . . . . . . . . . . . . . . . . . . .d4
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Fleet-Footed (d12) Roll a d12 instead of a d6 when
running, and do not suffer movement penalties for Difficult
Terrain.
Injuries Wounds Fatigue
Kick (Str+d6) Most creatures have some form of natural
-None-
attack. This ability allows you to specify the particulars for the -1 -2 -3 INC -2 -1
creatures attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Rider Empathy ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Horse, Riding
Horse, Riding
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 10
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ........................................................................Weapons
.......................................................................
Attack Damage AP Range
Creature Abilities Kick . . . . . . . . . . . . . . . . . . .d4
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Fleet-Footed (d8) Roll a d8 instead of a d6 when running.

Kick (Str+d4) Most creatures have some form of natural


Injuries
attack. This ability allows you to specify the particulars for the Wounds Fatigue
creatures attack. -None- -1 -2 -3 INC -2 -1
Size +2 A creature's size has a lot to do with how much
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Horse, War
Horse, War
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. ..10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Weapons
Fleet-Footed (d8) Roll a d8 instead of a d6 when running. Attack Damage AP Range
Kick . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Kick (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.

Size +3 A creature's size has a lot to do with how much Injuries Wounds Fatigue
damage it can take, so we add a modifier to its Toughness to -None-
reflect its tremendous mass. Note that a beast's size has nothing
-1 -2 -3 INC -2 -1
to do with Vigor - even a mighty kraken can catch a cold or tire
out. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
The Toughness modifiers on the table below represent average ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hydra, Fire
Hydra, Fire
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice Creature Abilities
. . . . . . ...............................................................................................................................................
Large Large creatures, at least the size of a rhino, are
Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . somewhat
. . . . . . . .easier
. . . . to
. .hit.
. . .Attackers
. . . . . . .may
. . .add
. . .+2
. .to. .any
. . attack
. . . . .rolls
.............
directed at Large targets.

Creature Abilities Multiple Heads (Hydra) A hydra can attack different


targets with each of its heads at no multi-action penalty. It can
Claws/Fangs (Str+d6) Most creatures have some form of
also attack one target with two of its heads, treating it as a
natural attack. This ability allows you to specify the particulars for single action like Improved Frenzy.
the creatures attack.

Natural Armor +2 A creature's Armor adds to the creature's


Fear -4 Particularly frightening monsters cause Guts checks
Toughness (already added in to its statistics), usually in all
to all who see them. Some truly terrifying monsters may inflict locations. Thick, leathery hide generally offers 2 points of Armor.
penalties on Guts checks as well. A creature with Fear -2, for "Armored" creatures like a stegosaurus generally have 4 or more
instance, causes those who see it to make their Guts checks at points of protection. Supernatural creatures may have much
-2. higher Armor values. A living statue, for example, might have 8
points of Armor or more.
Fiery Breath (Hydra)) Hydra's breathe fire using the Cone
Template. Every target within this cone may make an Agility roll Fast Regen Legend has it that trolls, vampires, and certain
at -1 for half damage. Those who fail suffer 2d8 damage and other types of legendary creatures can Regenerate damage
must check to see if they catch fire. This is another Agility check caused to them.
at -1, failure means the victim burnes for 1d10 per round until
put-out, which is an action lasting 1d4 rounds. Fast Regeneration means that a wounded creature makes a Vigor
roll every round to heal any damage it has sustained - even after
A hydra may not attack with its claws or bite in the round it it has been "killed." Most creatures with this ability have a
breathes fire. Only one head at a time may breathe fire. Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
Hardy Very tough and resilient creatures do not fall from regenerate it (it may heal naturally, however). Such creatures also
lesser wounds, no matter how many they suffer. A decisive blow add +2 to Spirit rolls made to recover from being Shaken.
is needed to put one of these tenacious creatures down.

If the beast is Shaken, further Shaken results have no further


effect - they do not cause a wound.

Immunity: Fire Creatures born in fire aren't affected by


heat, and a horror made of pure lightning won't suffer from a bolt
attack with an electrical trapping.

Immunities are always to specific types of attacks, such as fire,


cold, electricity, and so on. Such creatures aren’t invulnerable, Injuries Wounds Fatigue
they just ignore damage from the specific attack types named.
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Size +6 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Special Regen Hydras can sweep all opponents in their


rear facing in a 3” long by 6” wide square. Make a Fighting roll
for the hydra. Each opponent must beat the total with his Agility
or be smashed for Str x2. This counts as a normal action for the
creature, applying multi-action penalties if combined with other
attacks or actions.

Weakness (Cold) Magical cold and ice attacks cause +4


damage. Nonmagical cold has no additional effect.

Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws/Fangs . . . . . . . . . .d10
. . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hydra, Sea
Hydra, Sea
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .5/10
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Multiple Heads (Hydra) A hydra can attack different
targets with each of its heads at no multi-action penalty. It can
Aquatic 10" The creature is native to the water. It is a
also attack one target with two of its heads, treating it as a
natural swimmer and cannot drown. While in the water, its Pace single action like Improved Frenzy.
is generally equal to its Swimming skill, but some creatures
(usually fish) may have much higher movement rates.
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Briney Breath (Hydra) Hydra's breathe acidic brine using locations. Thick, leathery hide generally offers 2 points of Armor.
the Cone Template. Every target within this cone may make an "Armored" creatures like a stegosaurus generally have 4 or more
Agility roll at -1 for half damage. Those who fail suffer 2d8 points of protection. Supernatural creatures may have much
damage and must check to see if they continue to burn. This is higher Armor values. A living statue, for example, might have 8
another Agility check at -1, failure means the victim burnes for points of Armor or more.
1d10 per round until put-out, which is an action lasting 1d4
rounds.
Fast Regen Legend has it that trolls, vampires, and certain
A hydra may not attack with its claws or bite in the round it other types of legendary creatures can Regenerate damage
breathes fire. Only one head at a time may breathe fire. caused to them.

Fast Regeneration means that a wounded creature makes a Vigor


Claws/Fangs (Str+d6) Most creatures have some form of
roll every round to heal any damage it has sustained - even after
natural attack. This ability allows you to specify the particulars for it has been "killed." Most creatures with this ability have a
the creatures attack. Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
Fear -4 Particularly frightening monsters cause Guts checks regenerate it (it may heal naturally, however). Such creatures also
to all who see them. Some truly terrifying monsters may inflict add +2 to Spirit rolls made to recover from being Shaken.
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at
-2.

Hardy Very tough and resilient creatures do not fall from


lesser wounds, no matter how many they suffer. A decisive blow
is needed to put one of these tenacious creatures down.

If the beast is Shaken, further Shaken results have no further


effect - they do not cause a wound.
Injuries Wounds Fatigue
Large Large creatures, at least the size of a rhino, are -None- -1 -2 -3 INC -2 -1
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Size +6 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Special Regen Hydras can sweep all opponents in their


rear facing in a 3” long by 6” wide square. Make a Fighting roll
for the hydra. Each opponent must beat the total with his Agility
or be smashed for Str x2. This counts as a normal action for the
creature, applying multi-action penalties if combined with other
attacks or actions.

Weakness (Fire) Magical fire and heat attacks cause +4


damage. Nonmagical fire has no additional effect.

Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws/Fangs . . . . . . . . . .d10
. . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Jabber Birds
Jabber Birds
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .0/6
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Weapons
Fly 6" The creature can fly at the Pace indicated. Attack Damage AP Range
Unarmed Strike . . . . . . . d4
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Jabber The jabbering of these birds fills a Medium Burst
Template centered on the bird. Characters within the Template
must make as Spirit roll, –1 for each additional Template they are
caught in, or become disoriented. Disoriented characters suffer a
–2 penalty to trait rolls and Pace so long as they remain within at Injuries Wounds Fatigue
least one Template and for 3 rounds after they leave.
-None- -1 -2 -3 INC -2 -1
Size -2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Jack O' Bear
Jack O' Bear
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Creature Abilities locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Bear Hug Bears don’t actually "hug" their victims, but they points of protection. Supernatural creatures may have much
do attempt to use their weight to pin their prey and rend it with higher Armor values. A living statue, for example, might have 8
their claws and teeth. A bear that hits with a raise has pinned his points of Armor or more.
foe. The opponent may only attempt to escape the "hug" on his
action, which requires a raise on an opposed Strength roll. Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Chaotic Aura This creature is tainted by Chaos and other reflect its tremendous mass. Note that a beast's size has nothing
creatures can sometimes recognise this. When encountering a to do with Vigor - even a mighty kraken can catch a cold or tire
creature of Chaos, it may make Spirit roll. If successful, the out.
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more The Toughness modifiers on the table below represent average
intelligent creatures will react according to their movtives. specimens of particular species for comparison, but there are
Generally good character's may misinterpret him as "evil" or evil always exceptions. Not every Great White has a +4 Toughness
creatures as a possible friend? Whatever situation the GM deems bonus. A young specimen might have a +3, while a larger fish
appropriate. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
Claw (Str+d8) Most creatures have some form of natural gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
attack. This ability allows you to specify the particulars for the
versions.
creatures attack.

Immobilise (6" Jack O' Bear) Each round, as an


action, a Jack O' Bear may attempt to overcome one of it's foes
(within 6") in an opposed Spirit roll. If the target is overcome, he
is imobilised on the spot, unble to move or taked any action,
including speach. This lasts until the Jack O' Bear dies or is
dispeled. Failure, the victim is slowed (pace halved, all actions at
-1) until the Jack O' Bear killed, etc. A Raise ny the victim
negates its effects entirely.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claw . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Jinni
Jinni
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Demonic, Elemental, Fire

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Taunt
. . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Smoky Form (Jinni) A jinni can assume a smoky form
with a successful Smarts roll. While in this form, the jinni cannot
Creature Abilities be harmed by any means, but it cannot affect the world in any
way. As smoke, they can fit into small containers, such as lamps.
Arcane Magic Note: This is the Edge your character must
purchase to possess the "Magic" arcane background and cast spells. Teleport (Jinni) Jinn can teleport anywhere in the world. A
Smarts roll is required for teleporting to an unseen location as
Claws (Str+d4) Most creatures have some form of natural normal.
attack. This ability allows you to specify the particulars for the
creatures attack. Variable Size (Jinni) Jinn can vary their size from that of
a man (their base form) to over 100' high. The base statistics
Immunity: Fire Creatures born in fire aren't affected by assume they are human-sized. Each point of Size they gain gives
heat, and a horror made of pure lightning won't suffer from a bolt them +1 Toughness and Strength. At Size +4 they become Large
attack with an electrical trapping. creatures, at Size +8 they are Huge, and at Size +12 and over
they are Gargantuan. Changing Size requires a Smarts roll, with
Immunities are always to specific types of attacks, such as fire, the jinni gaining or losing 1 level of Size per success and raise.
cold, electricity, and so on. Such creatures aren’t invulnerable, The roll may be made once per round.
they just ignore damage from the specific attack types named.
Weakness (Jinni) Jinn were born of fire, but man, who the
Invisibility (Total) Teh creature can become completely gods favor over jinn, was born of clay. Attacks involving earth,
invisible with a successful Smarts roll and can remain that way whether thrown rocks or magical trappings, inflict double damage.
indefinitely.

Natural Armor +2 A creature's Armor adds to the creature's Arcane Drawbacks


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Backlash When a wizard rolls a 1 on his Spellcasting die
"Armored" creatures like a stegosaurus generally have 4 or more (regardless of his Wild Die), he is automatically Shaken. This can
points of protection. Supernatural creatures may have much cause a wound.
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Servitude A jinni Incapacitated by violent means will seek to


make a bargain with its opponent. The jinni offers service for a
year and a day in return for sparing its life. During the period of Injuries Wounds Fatigue
servitude, the jinni is gracious and obedient (though not suicidal),
but once the period elapses it strives to destroy the one who -None- -1 -2 -3 INC -2 -1
forced its enslavement.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (20 Points) Arcane Powers (20 Points)
Cost Range Dur/Maint Trappings Cost Range Dur/Maint Trappings
2-6 24/48/96 Inst Balls of fire Spec Self 1min (1/min) 'Morphing'
Blast is an area effect power that can put down Many cultures have legends of shamans or
many opponents at once. The caster first picks wizards who take on the shape of animals. This
where he wants to center the blast, then makes power does just that. This version of the power
the appropriate skill roll. Normal ranged attack only allows a user to transform into mundane
modifiers apply. animals, but more bizarre transmutations may be
The area of effect is a Medium Burst Template. If found.
Blast the roll is failed, the blast deviates as a launched
projectile. A character may learn this spell while of Novice
Targets within the blast suffer 2d6 damage. Blast Rank but cannot transform into the more powerful
counts as a Heavy Weapon. creatures until he attains the appropriate Rank.
The cost in Power Points depends on the type of
Additional Effects: For double the Power Points, creature the character wishes to change into. Use
the blast does 3d6 damage, or the size is the Shape Change table as a guideline for
increased to a Large Burst Template. For triple the unlisted creatures.
points, it does both.
Weapons and other personal effects are assumed
1-3 12/24/48 Inst Fire bolt into the animal’s form and reappear when the
Bolt is a standard attack power of wizards, and power ends, but other objects are dropped.
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The While transformed, the character retains his own
damage of the bolt is 2d6. Smarts, Spirit, and linked skills (though he may
Additional Bolts: The character may cast up to 3 Shape Change not be able to use them since he cannot speak).
He gains the animal’s Agility, Strength, and linked
bolts by spending a like amount of Power Points. skills and cannot use most devices. He has no
The bolts may be spread among targets as the capacity for speech and cannot use powers,
Bolt character chooses. This is rolled just like fully- though he may continue to maintain powers
automatic weapons fire but without the full-auto previously activated. Vigor is the higher of the
penalty—the character rolls a spellcasting die for caster’s or the creature’s.
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card, The GM has final say on what an animal can and
he also rolls a Wild Die, which may replace any of cannot do. A shaman in dog-form might be able
the casting dice. to pull the trigger on a shotgun, for instance, but
would use a default skill roll of d4–2 as the animal
Additional Damage: The caster may instead cast has no Shooting score of its own. The shaman’s
a single 3d6 bolt for 2 Power Points. He may not Persuasion functions normally, but might suffer a
cast multiple bolts when using this ability. –4 or worse penalty without speech, depending on
2 Sma*2 Inst Gestures what he tries to accomplish.
This power causes the target overwhelming dread
and horror. The area of effect is the Large Burst Shape Change
Fear Template. Every creature beneath the template Cost - Rank - Animal Types
must make a Fear check, at –2 if the caster got a 3 - Novice - Hawk, rabbit, cat
raise. Wild Cards who fail roll on the Fear Table. 4 - Seasoned - Dog, wolf, deer
Extras are Panicked instead. 5 - Veteran - Lion, tiger
6 - Heroic - Bear, shark
7 - Lengendary - Great white shark

Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws . . . . . . . . . . . . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lamia
Lamia
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Dwarf, Halfling, Ogre

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............6 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Streetwise
..............................................................................
Creature Abilities
Persuasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Mind Control (Lamia) Each round, as an Action, a lamia
may make a gaze attack to try to overcome a male humanoid
Creature Abilities (including humans, dwarfs, elfs, trolls, halflings, etc.) in an
opposed roll of her Spirit against the male’s Smarts. If the lamia
Charismatic Charisma +4. Lamias are very attractive and wins, the man immediately falls hopelessly in love with her for as
charismatic, but any Charisma bonuses (including those gained long as she is present. If he succeeds, he breaks free, but if he
from draining victims) only apply to those who are attracted to fails, he remains entranced as long as he is in her presence. If a
their gender. character is able to resist the lamia’s gaze attack, he will be
immune to it for a full 24 hours.
Claws/Bite (Str+d4) Most creatures have some form of
The surest way to break someone of a lamia’s influence is to
natural attack. This ability allows you to specify the particulars for remove him from her presence. Even then, the victim will remain
the creatures attack. in love with the lamia for 2d6 days. The lamia uses this ability to
keep a handful of strong warriors as her willing slaves and
Draining Bite A lamia sustains itself by draining willpower bodyguards for extended periods of time. Eventually, her gnawing
from its victims. As an action, it can make an opposed Spirit roll hunger leads her to drain them of their blood, but such men may
against a single victim who’s attracted to it. If the lamia wins, the live for weeks or even months as a lamia’s servant.
victim gains a Fatigue level and the lamia gains +1 Charisma. The
Charisma bonus lasts for one day, but the Fatigue level cannot A man in thrall to a lamia will do virtually anything she asks,
be recovered until the lamia is killed. A victim who is drained to including attacking friends and comrades.
Incapacitation by a lamia’s feeding must make a Spirit roll each
hour or die. Unearthly Beauty Anyone who attempts to attack a lamia
with a Charisma bonus of +6 or higher must win an opposed
Spirit roll against the creature (assuming it’s of the gender the
character is attracted to), or refuse to harm the lamia. The lamia
receives a modifier to its roll equal to its Charisma bonus. If
passed, the victim can attack normally for the next 24 hours.

Very Attractive Your hero or heroine is drop-dead


gorgeous. His or her Charisma is increased by +4 total.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Weapons
Attack Damage AP Range
Claws/Bite . . . . . . . . . . . . .d8
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Liche
Liche
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Broo, Common, Duck, Dwarf, Elf, Ogre,
Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . .+2
. . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................

. . . . . . . Improved
Knowledge: Occult . . . . . . . . . . . . . . . . . .+2 . . . . . . . . . .Arcane
. . . . . . .Resistance
. . . . . . . . . . . . .+4. .Armor
. . . . against
..................
damage-causing powers and +4 on trait rolls to resist opposed
powers.
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Impr Arcane Resist Same as Arcane Resistance, but
Creature Abilities Armor is 4 points and resistance rolls are at +4

Arcane Magic Note: This is the Edge your character must


Natural Armor +4 A creature's Armor adds to the creature's
purchase to possess the "Magic" arcane background and cast spells.
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
Arcane Resistance +2 Armor against damage-causing "Armored" creatures like a stegosaurus generally have 4 or more
powers and +2 on trait rolls to resist opposed powers. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
Arcane Resistance Your character is particularly resistant
to magic (or psionics, or weird science, etc), whether by nature or
by heritage. He acts as if he had 2 points of Armor when hit by Undead Zombies, skeletons, and similar Undead horrors are
damage-causing arcane powers, and adds +2 to his Trait rolls particularly difficult to destroy. Below are the benefi ts of being
when resisting opposed powers. Even friendly arcane powers such an abomination.
must subtract this modifier to affect the resistant hero.
• Undead add +2 to their basic Toughness.
• Undead add +2 when attempting to recover from being Shaken.
Chaotic Aura This creature is tainted by Chaos and other • Undead don't suffer additional damage from called shots.
creatures can sometimes recognise this. When encountering a • Undead Wild Cards never suffer from Wound Modifiers.
creature of Chaos, it may make Spirit roll. If successful, the • Undead do not suffer from disease or poison.
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Claws (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.
Injuries Wounds Fatigue
Death Touch Liches drain the lives of those around them -None- -1 -2 -3 INC -2 -1
with a touch. Instead of a normal attack, a liche may make a
touch attack. Every raise on its Fighting roll automatically inflicts
one wound to its target. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties Arcane Powers (50 Points)
Cost Range Dur/Maint Trappings
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a 1-3 12/24/48 Inst Fire bolt
creature of Chaos, it may make Spirit roll. If successful, the Bolt is a standard attack power of wizards, and
creature will not be attacked (if a normal animal), so long as he can also be used for ray guns, bursts of energy,
does not take any hostile action towards it. Other, more streaks of holy light, and other ranged attacks. The
intelligent creatures will react according to their movtives. damage of the bolt is 2d6.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems Additional Bolts: The character may cast up to 3
appropriate. bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
Creature Abilities penalty—the character rolls a spellcasting die for
Zombie Liches are necromancers first and foremost. The each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
undead they raise through the zombie spell are permanent, so
he also rolls a Wild Die, which may replace any of
they are usually surrounded by 4d10 skeletons or zombies as
the casting dice.
they choose. Some liches have entire armies of the undead at
their disposal.
Additional Damage: The caster may instead cast
a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
Arcane Drawbacks 4 Tch 3 (1/rnd) Electrical field
Backlash When a wizard rolls a 1 on his Spellcasting die Damage Field creates an effect around a character
(regardless of his Wild Die), he is automatically Shaken. This can that deals damage to anyone who contacts them
cause a wound. in close combat. The damage affects any adjacent
character who makes a successful attack roll
Arcane Powers (50 Points) against the subject. It has no effect on non-
Cost Range Dur/Maint Trappings adjacent attackers (for example, Reach or ranged
attacks).
2 Touch 3 (1/r) A mystical glow
Armor creates a field of magical protection around If a character with a damage field strikes someone
a character or an actual shell of some sort, in unarmed combat, the target takes the field’s
effectively giving the target Armor. Success grants Damage Field damage plus the character’s Strength die
Armor the recipient 2 points of Armor. A raise grants 4 (Str+2d6). The character may also simply touch
points of Armor. the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
Whether the armor is visible or not depends field’s damage each round on the attacker’s action;
largely on the trapping. if the attacker chooses on following rounds to
2-6 24/48/96 Inst Ice Shards actively damage the target, he adds his Strength
die to the damage roll as above and may get a
Blast is an area effect power that can put down
bonus die for a raise.
many opponents at once. The caster first picks
where he wants to center the blast, then makes
With a success, the power does 2d6 damage.
the appropriate skill roll. Normal ranged attack
With a raise, damage field causes 2d8 damage.
modifiers apply.
The area of effect is a Medium Burst Template. If 2 Sma*2 Inst Cold Chills
Blast the roll is failed, the blast deviates as a launched This power causes the target overwhelming dread
projectile. and horror. The area of effect is the Large Burst
Targets within the blast suffer 2d6 damage. Blast Fear Template. Every creature beneath the template
counts as a Heavy Weapon. must make a Fear check, at –2 if the caster got a
raise. Wild Cards who fail roll on the Fear Table.
Additional Effects: For double the Power Points, Extras are Panicked instead.
the blast does 3d6 damage, or the size is
increased to a Large Burst Template. For triple the 5 Self 3 (1/r) Iridescent lights
points, it does both. Being invisible is a powerful aid in combat and
useful for spying on maidens’ changing rooms as
well.

With a success, the character is transparent, but a


vague outline is visible. A character may detect
the invisible presence if he has a reason to look
and makes a Notice roll at –4. Once detected, he
Invisibility may attack the foe at –4 as well. With a raise, the
character is completely invisible. The penalty to
Notice or hit him is –6.

In either case, the power affects the character and


his personal items. Anything picked up after the
power was cast remains visible.

Additional Targets: The character may affect up


to five targets by spending a like amount of
additional Power Points.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (50 Points) Armor
Cost Range Dur/Maint Trappings
Natural Armor +4 (+4, Covers: A,H,L,T)
2 Sma 3 (1/r) Inky Darkness
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large Weapons
Burst Template. Attacks into, out of, or through Attack Damage AP Range
the area of effect suffer the standard penalty for
absolute blindness of -6. Claws . . . . . . . . . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
3 Sma 3 (1/r) Glowing eyes
Sometimes it pays to persuade others to do your
fighting for you. Some do this by blatant mind
control, others do it by manufacturing visual and
auditory illusions. Puppet is an opposed roll of the
Puppet character’s arcane skill versus the target’s Spirit.
The user must score a success and beat the
target’s roll to gain complete control. The victim
will attack friends and even commit suicide,
though such acts a llow the victim another
opposed Spirit roll to break the spell.
4 Touch 3 (2/r) Blurred motion
This power grants incredible swiftness to the
recipient. With success the target has two separate
turns per round on his action card instead of the
Quickness usual one. Each turn is handled independently with
its own actions, but the character must resolve
one turn entirely before beginning the second. With
a raise, the recipient can redraw any initiative
cards lower than Eight each round.
Spec Self 1min (1/min) 'Morphing'
Many cultures have legends of shamans or
wizards who take on the shape of animals. This
power does just that. This version of the power
only allows a user to transform into mundane
animals, but more bizarre transmutations may be
found.

A character may learn this spell while of Novice


Rank but cannot transform into the more powerful
creatures until he attains the appropriate Rank.
The cost in Power Points depends on the type of
creature the character wishes to change into. Use
the Shape Change table as a guideline for
unlisted creatures.

Weapons and other personal effects are assumed


into the animal’s form and reappear when the
power ends, but other objects are dropped.

While transformed, the character retains his own


Smarts, Spirit, and linked skills (though he may
Shape Change not be able to use them since he cannot speak).
He gains the animal’s Agility, Strength, and linked
skills and cannot use most devices. He has no
capacity for speech and cannot use powers,
though he may continue to maintain powers
previously activated. Vigor is the higher of the
caster’s or the creature’s.

The GM has final say on what an animal can and


cannot do. A shaman in dog-form might be able
to pull the trigger on a shotgun, for instance, but
would use a default skill roll of d4–2 as the animal
has no Shooting score of its own. The shaman’s
Persuasion functions normally, but might suffer a
–4 or worse penalty without speech, depending on
what he tries to accomplish.

Shape Change
Cost - Rank - Animal Types
3 - Novice - Hawk, rabbit, cat
4 - Seasoned - Dog, wolf, deer
5 - Veteran - Lion, tiger
6 - Heroic - Bear, shark
7 - Lengendary - Great white shark

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lion
Lion
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Bite/Claw (Str+d6) Most creatures have some form of
reflect its tremendous mass. Note that a beast's size has nothing
natural attack. This ability allows you to specify the particulars for to do with Vigor - even a mighty kraken can catch a cold or tire
the creatures attack. out.

Frenzy Frenzied fighters make fast and furious melee attacks, The Toughness modifiers on the table below represent average
sacrificing finesse for raw speed. This allows them to make an specimens of particular species for comparison, but there are
extra Fighting attack per round at a -2 penalty to all Fighting always exceptions. Not every Great White has a +4 Toughness
rolls. This attack must be taken at the same time as another bonus. A young specimen might have a +3, while a larger fish
Fighting attack though it may target any two foes adjacent to the might be +5 or even +6. The same is true for humans. Small
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 humans suffer a -1 penalty, while those with the Brawny Edge
penalty is subtracted from all attacks. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
A character armed with two weapons still only makes one extra versions.
attack.

Impr Frenzy Same as Frenzy, but the character may ignore Weapons
the -2 attack penalty. Attack Damage AP Range
Bite/Claw . . . . . . . . . . . . .d8
. . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Low Light Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Injuries Wounds Fatigue
Pounce Lions often pounce on their prey to best bring their -None- -1 -2 -3 INC -2 -1
mass and claws to bear. It can leap 1d6" to gain +4 to its attack
and damage. Its Parry is reduced by -2 until its next action when ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
performing the maneuver however.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lizard Men, Giant
Lizard Men, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
. . . . . . . . . . . . . . . . . . .+2
. . . . . . . . . . . . . . . . . . . Creature
. . . . . . . . . .Abilities
..............................

Notice . . . . . . . . . . . .+2 . . . . . . . . . . . . . . . . . . . . . . . .Size


. . . . .Throwing . . . . +2
. . . . .A.creature's
. . . . . . . size
. . . has
. . . a. lot
. . .to. do
. . .with
. . .how
. . . much
.................
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Creature Abilities to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Alertness Not much gets by your hero. He's very observant
and perceptive, and adds +2 to his Notice rolls to hear, see, or The Toughness modifiers on the table below represent average
otherwise sense the world around him. specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Keen Senses (Lizard Men) Lizard men “taste” the air, might be +5 or even +6. The same is true for humans. Small
giving them +2 to all Notice rolls. This everpresent advantage humans suffer a -1 penalty, while those with the Brawny Edge
means they are always considered “Active” when consulting the gain a +1 bonus. Use the table as a baseline when creating your
Stealth results table. own creatures then adjust for particularly large or smaller
versions.
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Armor
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)
higher Armor values. A living statue, for example, might have 8
points of Armor or more. Natural Armor +3 (+3, Covers: A,H,L,T)
Natural Swimmer The Lizard Man's' tails also make them
powerful swimmers, giving them +2 on all Swimming rolls and Weapons
increasing their swimming Pace to equal their Swimming skill. Attack Damage AP Range
Axe, Great . . . . . . . . . . . d10
. . . . . .Str+1d10
. . . . . . . . 1. . . . . . .- . . . . . . . . . . .
«Parry -1, AP 1, Requires two hands
Axe, Throwing . . . . . . . . d8
. . . . . .Str+1d6
. . . . . . . .-. . . .3/6/12
..............
«RoF 1, Thrown
Unarmed Strike . . . . . . .d10
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lizard Men, Shaman
Lizard Men, Shaman
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Orc, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
. . . . . . . . . . . . . . . . . . .+2
...........................................................
Arcane Drawbacks
Notice . . . . . . . . . . . .+2
. . . . .Throwing
..............................................................................
Backlash When a wizard rolls a 1 on his Spellcasting die
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wild
(regardless of his . . . .Die),
. . . he
. . is
. .automatically
. . . . . . . . . .Shaken.
. . . . . This
. . . .can
... .........
cause a wound.
Arcane Powers (20 Points)
Creature Abilities Cost Range Dur/Maint Trappings
Alertness Not much gets by your hero. He's very observant Spec Sma*100 10min The mage
and perceptive, and adds +2 to his Notice rolls to hear, see, or This spell allows mages to speak withconcentrates
and guide
otherwise sense the world around him. the actions of nature’s beasts. It works only on
creatures with animal intelligence, not humanoids.
Arcane Magic Note: This is the Edge your character must Nor does it work on conjured, magical, or
purchase to possess the "Magic" arcane background and cast spells. otherwise “unnatural” animals.

The target must be within the sorcerer’s range —


Keen Senses (Lizard Men) Lizard men “taste” the air, it is not conjured.
giving them +2 to all Notice rolls. This everpresent advantage Beast Friend
means they are always considered “Active” when consulting the The cost to control a creature depends on its Size.
Stealth results table. The base cost is 3, plus twice its Size for
creatures with a Size greater than 0. A great white
Natural Armor +2 A creature's Armor adds to the creature's shark (Size +4) costs 3 plus 8 (2x4), or 11 points.
A roc (Size +8) costs 19 Power Points to control.
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
Swarms may also be controlled. Small swarms cost
"Armored" creatures like a stegosaurus generally have 4 or more
3, Mediums 5, and Large 8. Thus a single rat
points of protection. Supernatural creatures may have much
costs 3 to control, as does a small swarm of the
higher Armor values. A living statue, for example, might have 8
creatures.
points of Armor or more.

Natural Swimmer The Lizard Man's' tails also make them


powerful swimmers, giving them +2 on all Swimming rolls and
increasing their swimming Pace to equal their Swimming skill.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (20 Points) Weapons
Cost Range Dur/Maint Trappings Attack Damage AP Range
2-6 24/48/96 Inst Balls of fire Trident . . . . . . . . . . . . . . . d8
. . . . Str+2d4+1
. . . . . . . . . .- . . . . . .-. . . . . . . . . . . .
Blast is an area effect power that can put down «Parry +1, Reach 1, Requires two hands
many opponents at once. The caster first picks
where he wants to center the blast, then makes
Axe, Throwing . . . . . . . . d8. . . . . .Str+1d6
. . . . . . . .-. . . .3/6/12
..............
the appropriate skill roll. Normal ranged attack «RoF 1, Thrown
modifiers apply. Unarmed Strike . . . . . . . d8 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
The area of effect is a Medium Burst Template. If
Blast the roll is failed, the blast deviates as a launched
projectile.
Targets within the blast suffer 2d6 damage. Blast
counts as a Heavy Weapon.

Additional Effects: For double the Power Points,


the blast does 3d6 damage, or the size is
increased to a Large Burst Template. For triple the
points, it does both.
1-3 12/24/48 Inst Ice bolt
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
4 Tch 3 (1/rnd) Spikes
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
in close combat. The damage affects any adjacent
character who makes a successful attack roll
against the subject. It has no effect on non-
adjacent attackers (for example, Reach or ranged
attacks).

If a character with a damage field strikes someone


in unarmed combat, the target takes the field’s
Damage Field damage plus the character’s Strength die
(Str+2d6). The character may also simply touch
the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
field’s damage each round on the attacker’s action;
if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
die to the damage roll as above and may get a
bonus die for a raise.

With a success, the power does 2d6 damage.


With a raise, damage field causes 2d8 damage.
2 Sma 3 (1/r) Inky Darkness
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.

Armor
Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)
Natural Armor +2 (+2, Covers: A,H,L,T)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lizard Men
Lizard Men
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Swimming
. . . . . . . . . . . . . . . . . . .+2
...........................................................
Armor
Notice . . . . . . . . . . . .+2
. . . . .Throwing
..............................................................................
Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Alertness Not much gets by your hero. He's very observant Buckler Shield (+1, Parry: +1)
and perceptive, and adds +2 to his Notice rolls to hear, see, or
otherwise sense the world around him.
Weapons
Keen Senses (Lizard Men) Lizard men “taste” the air, Attack Damage AP Range
giving them +2 to all Notice rolls. This everpresent advantage Axe, Battle . . . . . . . . . . . .d8
. . . . Str
. . . +. .1d8
. . . . -. . . . . . .- . . . . . . . . . . .
means they are always considered “Active” when consulting the
Stealth results table. Axe, Throwing . . . . . . . . d8 . . . . . .Str+1d6
. . . . . . . .-. . . .3/6/12
..............
«RoF 1, Thrown
Natural Armor +2 A creature's Armor adds to the creature's Unarmed Strike . . . . . . . d8
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 Injuries Wounds Fatigue
points of Armor or more.
-None- -1 -2 -3 INC -2 -1
Natural Swimmer The Lizard Man's' tails also make them
powerful swimmers, giving them +2 on all Swimming rolls and ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
increasing their swimming Pace to equal their Swimming skill.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lizard, Bolo
Lizard, Bolo
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(1)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................
Armor
Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Natural Armor +1 (+1, Covers: A,H,L,T)
Skills
Weapons
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Attack
. .. .. .. .. .. ..Damage
.. .. .. .. .. .. .. .AP
. .. .. .. .. .Range
. .. .. .. .. .. .. .. .. .. .. .. .. ..
Bite/Kick . . . . . . . . . . . . . .d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . .
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creature Abilities
Injuries Wounds Fatigue
Bite/Kick (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for -None- -1 -2 -3 INC -2 -1
the creatures attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Fleet-Footed (d8) Roll a d8 instead of a d6 when running.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +1 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Lizard, Rock
Lizard, Rock
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Armor
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Natural Armor +3 (+3, Covers: A,H,L,T)
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range
Bite/Claws . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Creature Abilities
Bite/Claws (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
the creatures attack. Injuries Wounds Fatigue
Natural Armor +3 A creature's Armor adds to the creature's -None- -1 -2 -3 INC -2 -1
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +1 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Ludoch
Ludoch
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Aquatic, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .0/12
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +2 (+2, Covers: A,H,L,T)
Creature Abilities
Weapons
Aquatic 12" The creature is native to the water. It is a Attack Damage AP Range
natural swimmer and cannot drown. While in the water, its Pace
is generally equal to its Swimming skill, but some creatures Spear, Long . . . . . . . . . . .d8
. . . . .Str+2d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
(usually fish) may have much higher movement rates. «Parry +1, Reach 1, Requires two hands
Crossbow, Wrist . . . . . . d8 . . . . . . . 1d6
. . . . . . .1. . . 6/12/24
...............
Bite/Claws (Str+d6) Most creatures have some form of «RoF 1, Reload 1 action(s), AP 1
natural attack. This ability allows you to specify the particulars for
the creatures attack. Bite/Claws . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Dagger . . . . . . . . . . . . . . . d8
. . . . . Str+1d4
. . . . . . . . .- . . . . . .-. . . . . . . . . . . .
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much Injuries Wounds Fatigue
higher Armor values. A living statue, for example, might have 8
points of Armor or more. -None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Mammoth, Frost
Mammoth, Frost
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..16(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Frost Beeath (Fost Mammoth) Frost mammoths
breathe an icy blast using the Cone Template. Every target within Size +6 A creature's size has a lot to do with how much
this cone may make an Agility roll at –2 for half damage from the damage it can take, so we add a modifier to its Toughness to
attack. Those who fail suffer 2d8. A frost mammoth may not reflect its tremendous mass. Note that a beast's size has nothing
attack with its tusks or trample in the round it breathes frost. to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Immunity: Cold Creatures born in fire aren't affected by The Toughness modifiers on the table below represent average
heat, and a horror made of pure lightning won't suffer from a bolt specimens of particular species for comparison, but there are
attack with an electrical trapping. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Immunities are always to specific types of attacks, such as fire, might be +5 or even +6. The same is true for humans. Small
cold, electricity, and so on. Such creatures aren’t invulnerable, humans suffer a -1 penalty, while those with the Brawny Edge
they just ignore damage from the specific attack types named. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Large Large creatures, at least the size of a rhino, are versions.
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets. Trample Elephants can trample creatures of Size +3 or
smaller. If the elephant runs, anyone in its path must make an
Natural Armor +2 A creature's Armor adds to the creature's Agility roll or be run down. Victims take damage equal to the
Toughness (already added in to its statistics), usually in all elephant’s Str plus its Size and are knocked prone.
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more Tusks (Str+d6) Most creatures have some form of natural
points of protection. Supernatural creatures may have much attack. This ability allows you to specify the particulars for the
higher Armor values. A living statue, for example, might have 8 creatures attack.
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Tusks . . . . . . . . . . . . . . . .d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Mammoth, Woolly
Mammoth, Woolly
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..16(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Immunity: Cold Creatures born in fire aren't affected by
heat, and a horror made of pure lightning won't suffer from a bolt Tusks (Str+d6) Most creatures have some form of natural
attack with an electrical trapping. attack. This ability allows you to specify the particulars for the
creatures attack.
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named. Armor
Large Large creatures, at least the size of a rhino, are Natural Armor +2 (+2, Covers: A,H,L,T)
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.
Weapons
Natural Armor +2 A creature's Armor adds to the creature's Attack Damage AP Range
Toughness (already added in to its statistics), usually in all Tusks . . . . . . . . . . . . . . . . d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Size +6 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Trample Elephants can trample creatures of Size +3 or


smaller. If the elephant runs, anyone in its path must make an
Agility roll or be run down. Victims take damage equal to the
elephant’s Str plus its Size and are knocked prone.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Manticore
Manticore
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . +2
......................................................................................

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Creature Abilities reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Bite/Claw/Stinger (Str+d10) Most creatures have some out.
form of natural attack. This ability allows you to specify the
particulars for the creatures attack. The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
Impr Frenzy Same as Frenzy, but the character may ignore
bonus. A young specimen might have a +3, while a larger fish
the -2 attack penalty. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
Low Light Many monsters, and even fantasy races such as gain a +1 bonus. Use the table as a baseline when creating your
elves and dwarves, are typically able to see in all but the own creatures then adjust for particularly large or smaller
blackest darkness. Low light vision ignores penalties for Dim and versions.
Dark lighting, allowing the creature to see in all but pitch black
conditions.
Armor
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all Natural Armor +3 (+3, Covers: A,H,L,T)
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much Weapons
higher Armor values. A living statue, for example, might have 8 Attack Damage AP Range
points of Armor or more.
xBite/Claw/Stinger . . . .d8
. . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Poison (Manticore) A character stung by a Manticore
must make a Vigor roll at -2. With success, the bite area swells
and becomes numb. The victim suffers 2 levels of fatigue until
healed. With a failure, the victim still loses 2 levels of fatigue, but Injuries Wounds Fatigue
also a Wound.
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Medusa (Gorgon)
Medusa (Gorgon)
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .3/12
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Snake Hair The writhing snake hair of a medusa can attack
all adjacent foes with no multi-action penalty. The bite inflicts
Creature Abilities d4+2 damage, and also delivers poison. Victim must make a
Vigor roll at –2. With success, the bite area swells and becomes
Bite/Claws (Str+d6) Most creatures have some form of numb. The victim becomes Exhausted until healed. With a failure,
natural attack. This ability allows you to specify the particulars for the victim becomes Incapacitated and must make a second Vigor
the creatures attack. roll or die.

Chaotic Aura This creature is tainted by Chaos and other


creatures can sometimes recognise this. When encountering a Armor
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he Natural Armor +4 (+4, Covers: A,H,L,T)
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil Weapons
creatures as a possible friend? Whatever situation the GM deems Attack Damage AP Range
appropriate.
Bite/Claws . . . . . . . . . . . .d4
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Fly 12" The creature can fly at the Pace indicated.

Natural Armor +4 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all Injuries Wounds Fatigue
locations. Thick, leathery hide generally offers 2 points of Armor. -None- -1 -2 -3 INC -2 -1
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Petrify (Medusa) The visage of a medusa is deadly to
behold. In combat, a character may avert his eyes by taking a
penalty to his attack roll. The attacker may take a –1, –2, –4, or
–6 penalty to his attack roll (his choice). Whether the attack is
successful or not, he must then make a Spirit roll with a bonus
equal to the penalty he took to his attack roll. On a failure, he
catches sight of the medusa’s face and is turned to stone —
permanently. A character Surprised by a medusa may make an
Agility roll at –4 to avert his gaze.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Mermaid
Mermaid
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .0/6
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Notice . . . . . . . . . . . . . . . . .Taunt
. . . . . .................................................................................................................................................
Armor
Persuasion . . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Natural Armor +4 (+4, Covers: A,H,L,T)
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range

Aquatic 6" The creature is native to the water. It is a natural


Claws . . . . . . . . . . . . . . . . d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
swimmer and cannot drown. While in the water, its Pace is
generally equal to its Swimming skill, but some creatures (usually
fish) may have much higher movement rates.
Injuries Wounds Fatigue
Claws (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the -None- -1 -2 -3 INC -2 -1
creatures attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +4 A creature's Armor adds to the creature's
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Siren Song The mermaid’s song is like a narcotic for men.


When first heard, male characters of all species must make Spirit
rolls. Those who fail stumble into the sea and become completely
complacent, believing they’re cavorting with the beautiful sea
nymphs. In truth, the victims are drowning. Every time the victim
suffers a wound or a Fatigue level from any source, he gets a
Spirit roll at –2 (plus the Fatigue penalty) to realize his peril and
break the spell. Those who do are quickly savaged by the
watching mermaids. Aquatic races may fall victim to the
mermaids as well, but since they can’t drown, they’ll simply be
ripped to shreds.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Minotaur
Minotaur
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Creature Abilities Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)
Fleet-Footed (d10) Roll a d10 instead of a d6 when
Natural Armor +3 (+3, Covers: A,H,L,T)
running.

Gore Minotaurs use this maneuver to gore their opponents Weapons


with their horns. If they can charge at least 6" before attacking, Attack Damage AP Range
they add +4 to their damage total.
Axe, Great . . . . . . . . . . . d10
. . . . . .Str+1d10
. . . . . . . . 1. . . . . . .- . . . . . . . . . . .
«Parry -1, AP 1, Requires two hands
Horns (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Axe, Throwing . . . . . . . . d6
. . . . . .Str+1d6
. . . . . . . .-. . . .3/6/12
..............
creatures attack. «RoF 1, Thrown
Horns . . . . . . . . . . . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much Injuries Wounds Fatigue
higher Armor values. A living statue, for example, might have 8
points of Armor or more. -None- -1 -2 -3 INC -2 -1
Size +2 A creature's size has a lot to do with how much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Morokanth
Morokanth
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Halfling

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Stealth . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
Dark Sight Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the Weapons
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black Attack Damage AP Range
conditions. Unarmed Strike . . . . . . . d8
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Injuries Wounds Fatigue
points of protection. Supernatural creatures may have much -None-
higher Armor values. A living statue, for example, might have 8 -1 -2 -3 INC -2 -1
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Moss Man
Moss Man
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .9(3)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +3 (+3, Covers: A,H,L,T)
Bite/Claws (Str+d6) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for Weapons
the creatures attack.
Attack Damage AP Range

Camoflauge (Moss Man) Moss men gain +2 to Stealth Bite/Claws . . . . . . . . . . . .d6


. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
rolls in forest and jungle because of their appearance.

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all Injuries Wounds Fatigue
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more -None- -1 -2 -3 INC -2 -1
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Spores (Moss Man) Moss men can release a cloud of
choking spores. The cloud fills a Medium Burst Template
centered on the moss man. Creatures within the Template must
makea Vigor roll or be Shaken. Moss Men can do this every 1d4
round.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Mummy Lord
Mummy Lord
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Any Other,
Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(5)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................

Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . .Mummy


. . . . . . . .Rot
. . . . . Anyone
. . . . . .touched
. . . . . .by
. .a.mummy,
. . . . . . whether
. . . . . . he
. . is
............
damaged or not, must make a Vigor roll. Failure means the
character has “mummy rot” and suffers an immediate wound.
Creature Abilities Victims who die as result of “mummy rot” may be brought back
as mummies through the zombie power.
Arcane Magic Note: This is the Edge your character must
purchase to possess the "Magic" arcane background and cast spells. Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Arcane Resistance +2 Armor against damage-causing locations. Thick, leathery hide generally offers 2 points of Armor.
powers and +2 on trait rolls to resist opposed powers. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Arcane Resistance Your character is particularly resistant points of Armor or more.
to magic (or psionics, or weird science, etc), whether by nature or
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Shuffling Gait (Mummy) Mummies roll a d4 running die.
when resisting opposed powers. Even friendly arcane powers
must subtract this modifier to affect the resistant hero. Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
Fear -2 Particularly frightening monsters cause Guts checks such an abomination.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for • Undead add +2 to their basic Toughness.
instance, causes those who see it to make their Guts checks at • Undead add +2 when attempting to recover from being Shaken.
-2. • Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.
Fist (Str+d10) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack. Weakness (Fire) Creature takes +4 damage from fire.

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers.

Impr Arcane Resist Same as Arcane Resistance, but Injuries Wounds Fatigue
Armor is 4 points and resistance rolls are at +4
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Drawbacks Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings
Backlash When a wizard rolls a 1 on his Spellcasting die
(regardless of his Wild Die), he is automatically Shaken. This can 2 Sma*2 Inst Unearthly cry
cause a wound. This power causes the target overwhelming dread
and horror. The area of effect is the Large Burst
Arcane Powers (30 Points) Fear Template. Every creature beneath the template
Cost Range Dur/Maint Trappings must make a Fear check, at –2 if the caster got a
1/sct Sma 3 (1/s/r) Wall of Darkness raise. Wild Cards who fail roll on the Fear Table.
Extras are Panicked instead.
Barrier creates a solid, immobile wall to protect the
user against attack or to entrap an opponent. 2 Sma 3 (1/r) Area of darkness
This power does exactly what its name implies -
Regardless of what the barrier is made of (ice, Obscure creates an area of obscurement equal to a Large
thorns, stone, energy, etc.), it has a Toughness of Burst Template. Attacks into, out of, or through
10. Every Power Point spent creates a 1” wide the area of effect suffer the standard penalty for
section of wall. The barrier ranges in thickness absolute blindness of -6.
from a few “real world” inches for stone or other
hard materials up to a foot for things like bones or 3/Crps Sma Spec Ritual
ice. (If you’re using a gridded mat to play, draw This power is considered evil in most settings, and
the barrier between the squares directly along the so is typically used only by villainous nonplayer
grid-lines.) The exact placement of each section is characters such as necromancers, evil scientists,
defined by the caster, but each section must be dark cultists, and the like.
connected to at least one other section after the
first. When cast, zombie raises a number of dead
Barrier specified by the character when he spent his
When the spell expires or a section is broken, it Power Points. The undead are immediately
crumbles to dust or dissipates. Trappings are obedient, though perhaps a bit mischievous and
never left behind. literal-minded in their duties.

Each section of the barrier may be destroyed by Corpses aren’t summoned by this ability, so there
an attack that equals its Toughness of 10. Physical Zombie must actually be a supply of bodies available for
walls are treated exactly like inanimate objects; the power to have any effect. The bodies don’t
they are considered to have a Parry of 2 (ranged have to be fresh — zombie can raise servants that
attacks work as normal), but raises on the attack have been waiting patiently for centuries.
roll do not grant bonus damage nor do damage Graveyards, morgues, and battlefields can all serve
dice Ace. Opponents may climb the barrier at –2 this purpose.
to their Climbing roll if it is made of something
solid. Fiery versions of the barrier cause 2d4 With a success, the dead remain animated for 1
damage to anyone who wishes to leap through hour. With a raise, they remain animated for 1d6
instead. hours. With two raises, they remain animated for
an entire day.
1-3 12/24/48 Inst Swarm of skulls
Bolt is a standard attack power of wizards, and Certain powerful necromancers may have improved
can also be used for ray guns, bursts of energy, versions of this power that are cheaper to cast and
streaks of holy light, and other ranged attacks. The create permanent undead.
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3 Armor


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the Full Plate (Suit) (+5, Covers: A,L,T)
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto Natural Armor +3 (+3, Covers: A,H,L,T)
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card, Weapons
he also rolls a Wild Die, which may replace any of Attack Damage AP Range
the casting dice. Fist . . . . . . . . . . . . . . . . . . d10
. . . . . .Str+d10
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Additional Damage: The caster may instead cast
a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
2 Touch 3 (1/r) Swirling skulls
Deflection powers work in a variety of ways. Some
actually deflect incoming attacks, others blur the
target’s form or produce other illusionary effects.
The end result is always the same however — to
Deflection misdirect incoming melee and missile attacks from
the user.
With a standard success, attackers must subtract
2 from any Fighting, Shooting, or other attack rolls
directed at the user. A raise increases the penalty
to –4. This also acts as Armor against area effect
weapons.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Mummy, Greater
Mummy, Greater
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Arcane Resistance +2 Armor against damage-causing
locations. Thick, leathery hide generally offers 2 points of Armor.
powers and +2 on trait rolls to resist opposed powers. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Arcane Resistance Your character is particularly resistant higher Armor values. A living statue, for example, might have 8
to magic (or psionics, or weird science, etc), whether by nature or points of Armor or more.
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Shuffling Gait (Mummy) Mummies roll a d4 running die.
when resisting opposed powers. Even friendly arcane powers
must subtract this modifier to affect the resistant hero.
Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
Fear -2 Particularly frightening monsters cause Guts checks
such an abomination.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for • Undead add +2 to their basic Toughness.
instance, causes those who see it to make their Guts checks at • Undead add +2 when attempting to recover from being Shaken.
-2. • Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
Fist (Str+d8) Most creatures have some form of natural • Undead do not suffer from disease or poison.
attack. This ability allows you to specify the particulars for the
creatures attack. Weakness (Fire) Creature takes +4 damage from fire.

Improved Arcane Resistance +4 Armor against


damage-causing powers and +4 on trait rolls to resist opposed
powers.

Impr Arcane Resist Same as Arcane Resistance, but


Armor is 4 points and resistance rolls are at +4

Mummy Rot Anyone touched by a mummy, whether he is


damaged or not, must make a Vigor roll. Failure means the
character has “mummy rot” and suffers an immediate wound. Injuries Wounds Fatigue
Victims who die as result of “mummy rot” may be brought back
as mummies through the zombie power. -None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +3 (+3, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Fist . . . . . . . . . . . . . . . . . .d10
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Mummy
Mummy
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Arcane Resistance +2 Armor against damage-causing
locations. Thick, leathery hide generally offers 2 points of Armor.
powers and +2 on trait rolls to resist opposed powers. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Arcane Resistance Your character is particularly resistant higher Armor values. A living statue, for example, might have 8
to magic (or psionics, or weird science, etc), whether by nature or points of Armor or more.
by heritage. He acts as if he had 2 points of Armor when hit by
damage-causing arcane powers, and adds +2 to his Trait rolls Shuffling Gait (Mummy) Mummies roll a d4 running die.
when resisting opposed powers. Even friendly arcane powers
must subtract this modifier to affect the resistant hero.
Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
Fear -1 Particularly frightening monsters cause Guts checks
such an abomination.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for • Undead add +2 to their basic Toughness.
instance, causes those who see it to make their Guts checks at • Undead add +2 when attempting to recover from being Shaken.
-2. • Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
Fearless Mindless creatures, some undead, robots, and the • Undead do not suffer from disease or poison.
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be Weakness (Fire) Creature takes +4 damage from fire.
Intimidated (though they may be affected by the Taunt tests of
wills).

Fist (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Mummy Rot Anyone touched by a mummy, whether he is


damaged or not, must make a Vigor roll. Failure means the
character has “mummy rot” and suffers an immediate wound.
Victims who die as result of “mummy rot” may be brought back
as mummies through the zombie power. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Fist . . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Naga, Corrupt
Naga, Corrupt
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Any Other,
Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Taunt
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . .Abilities
.............................

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Hypnotic
. . . . . . . . .Gaze
. . . . . (Naga)
. . . . . . . . .Hypnotic
. . . . . . Gaze
. . . .is. .an. .opposed
. . . . . .roll
...........
of the Spirit ability versus the target’s Spirit. The naga must score
a success and beat the target’s roll to gain complete control. The
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . .victim
. . . . will
. . . attack
. . . . .friends
. . . . .and
. . .even
. . . .commit
. . . . . suicide,
. . . . . .though
. . . . . such
..... .........
acts a llow the victim another opposed Spirit roll to break the
spell..
Creature Abilities
A Naga can use and maintain the power indefinitely, but may only
Arcane Magic Note: This is the Edge your character must
affect one target at a time.
purchase to possess the "Magic" arcane background and cast spells.

Natural Armor +2 A creature's Armor adds to the creature's


Bite (Str+d6) Most creatures have some form of natural
Toughness (already added in to its statistics), usually in all
attack. This ability allows you to specify the particulars for the locations. Thick, leathery hide generally offers 2 points of Armor.
creatures attack. "Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Chaotic Aura This creature is tainted by Chaos and other higher Armor values. A living statue, for example, might have 8
creatures can sometimes recognise this. When encountering a points of Armor or more.
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he Quick Your character was born with lightning-fast reflexes and
does not take any hostile action towards it. Other, more a cool head. Whenever you are dealt a 5 or lower in combat, you
intelligent creatures will react according to their movtives. may discard and draw again until you get a card higher than 5.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems Level Headed characters draw their additional card and take the
appropriate. best before using their Quick Edge.

Constrict (Naga) A naga may choose to constrict a foe in


Shape Change (Naga) As an action, a naga can change
her coils by making a Fighting attack. The round it entangles and into female human form with a Smarts roll at –2. Changing back
each round thereafter it causes Str+d8 damage. The prey may into naga form requires a Smarts roll.
attempt to escape by getting a raise on an opposed Strength roll.
Given its large size, a naga may constrict one foe and bite
another, suffering the standard multiaction penalty.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a 2 Sma 3 (1/r) Physical change
creature of Chaos, it may make Spirit roll. If successful, the This power allows a character to increase any of a
creature will not be attacked (if a normal animal), so long as he target’s Traits by one die type for a standard
does not take any hostile action towards it. Other, more success, or by two with a raise. The affected Trait
intelligent creatures will react according to their movtives. can exceed d12. Each step over d12 adds +1 to
Generally good character's may misinterpret him as "evil" or evil his Trait total. For example, a raise on someone
creatures as a possible friend? Whatever situation the GM deems who already has a d12 in the affected Trait grants
appropriate. him d12+2 for the duration of the power.
The power can also be used to lower an
Boost/Lower opponent’s Trait. This is an opposed roll against
Trait the victim’s Spirit. Success lowers any Trait of the
Creature Abilities caster’s choice one step, a raise lowers it two
Size +3 A creature's size has a lot to do with how much steps. A Trait cannot be lowered below a d4.
Multiple castings stack, though the caster must
damage it can take, so we add a modifier to its Toughness to
keep track of when each casting expires as usual.
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Additional Targets: The power may affect an
out.
additional target for every additional Power Point
spent, up to a maximum of five targets. All targets
The Toughness modifiers on the table below represent average
share the same effect and Trait affected.
specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness 3 Sma*2 3 (2/r) Dissolving into
bonus. A young specimen might have a +3, while a larger fish Burrow allows a mage standing onthe rawearth
earth to
might be +5 or even +6. The same is true for humans. Small meld into it. He can remain underground if he
humans suffer a -1 penalty, while those with the Brawny Edge wants in a sort of “limbo” or burrow to anywhere
gain a +1 bonus. Use the table as a baseline when creating your with a Pace equal to the power’s Range. A mage
own creatures then adjust for particularly large or smaller with a Smarts of d8 could therefore move up to
versions. 16” (32 yards) on the first round, then maintain the
spell and stay submerged for the second and
Strong Willed The creature cannot be swayed by threats or move another 16”.
taunts. She receives a +2 bonus to defend against Tests of Will. Burrow
A burrowing earth mage can attempt to surprise a
foe (even one who saw him burrow) by making an
opposed Stealth versus Notice roll. If the mage
Arcane Drawbacks wins, he gains +2 to attack and damage that
round, or +4 with a raise. Targets on Hold may
Backlash When a wizard rolls a 1 on his Spellcasting die attempt to interrupt the attack as usual.
(regardless of his Wild Die), he is automatically Shaken. This can
cause a wound. Additional Targets: The power may affect an
additional target for every additional Power Point
Arcane Powers (30 Points) spent, up to a maximum of five targets.
Cost Range Dur/Maint Trappings
2 Touch 3 (1/r) Mystical shield
2 Touch 3 (1/r) A mystical glow Deflection powers work in a variety of ways. Some
Armor creates a field of magical protection around actually deflect incoming attacks, others blur the
a character or an actual shell of some sort, target’s form or produce other illusionary effects.
effectively giving the target Armor. Success grants The end result is always the same however — to
Armor the recipient 2 points of Armor. A raise grants 4 misdirect incoming melee and missile attacks from
points of Armor.
Deflection
the user.
With a standard success, attackers must subtract
Whether the armor is visible or not depends 2 from any Fighting, Shooting, or other attack rolls
largely on the trapping. directed at the user. A raise increases the penalty
1-3 12/24/48 Inst Fire bolt to –4. This also acts as Armor against area effect
Bolt is a standard attack power of wizards, and weapons.
can also be used for ray guns, bursts of energy, 2 Sight 3,1hr (1/?) Waving body
streaks of holy light, and other ranged attacks. The Detect/conceal arcana allows a character to sense
damage of the bolt is 2d6. supernatural persons, objects, or effects within
sight. This includes invisible foes, enchantments
Additional Bolts: The character may cast up to 3 on people or items, mad science devices, and so
bolts by spending a like amount of Power Points. on.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully- The power can also be reversed to conceal a
automatic weapons fire but without the full-auto Detect/Conceal single supernatural item, being, or effect. This has
penalty—the character rolls a spellcasting die for Arcana the same cost, but the duration is much longer —
each bolt and compares each to the Target 1 hour with a maintenance cost of 1 per hour.
Number separately. If the caster is a Wild Card, When used in this way, those who wish to see
he also rolls a Wild Die, which may replace any of through the ruse with detect arcana use their
the casting dice. arcane skill roll as an opposed roll against the
concealer’s skill (rolled anew each time detect
Additional Damage: The caster may instead cast arcana is cast). The detecting character may only
a single 3d6 bolt for 2 Power Points. He may not attempt to see through concealed powers once per
cast multiple bolts when using this ability. fresh casting.

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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (30 Points) Armor
Cost Range Dur/Maint Trappings
Natural Armor +2 (+2, Covers: A,H,L,T)
3 Sma Inst Whispered words
Dispel allows a hero to negate enemy spells,
miracles, mad science, or super powers. It has no Weapons
effect on innate powers, such as a dragon’s breath Attack Damage AP Range
or a banshee’s scream. Neither does dispel work
on magic items or permanent enchantments Bite . . . . . . . . . . . . . . . . . . .d4
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
unless the specific item or enchantment says
otherwise.

Dispel Dispel can be used on a power already in effect


or to counter an enemy power as it’s being used.
The latter requires the countering mage to be on
Hold and interrupt his foe’s action as usual.

In either case, dispelling the opponent’s power is


an opposed roll of arcane skills. The dispelling
character suffers a –2 modifier if the target power
is of another type (magic vs. miracles,
superpowers vs. mad science, etc).
2 Sma*2 Inst Cold chills
This power causes the target overwhelming dread
and horror. The area of effect is the Large Burst
Fear Template. Every creature beneath the template
must make a Fear check, at –2 if the caster got a
raise. Wild Cards who fail roll on the Fear Table.
Extras are Panicked instead.
5 Self 3 (1/r) Iridescent lights
Being invisible is a powerful aid in combat and
useful for spying on maidens’ changing rooms as
well.

With a success, the character is transparent, but a


vague outline is visible. A character may detect
the invisible presence if he has a reason to look
and makes a Notice roll at –4. Once detected, he
Invisibility may attack the foe at –4 as well. With a raise, the
character is completely invisible. The penalty to
Notice or hit him is –6.

In either case, the power affects the character and


his personal items. Anything picked up after the
power was cast remains visible.

Additional Targets: The character may affect up


to five targets by spending a like amount of
additional Power Points.
2 Sma 3 (1/r) Misty Darkness
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.
4 Touch 3 (2/r) Blurred motion
This power grants incredible swiftness to the
recipient. With success the target has two separate
turns per round on his action card instead of the
Quickness usual one. Each turn is handled independently with
its own actions, but the character must resolve
one turn entirely before beginning the second. With
a raise, the recipient can redraw any initiative
cards lower than Eight each round.
1 Touch 10min Body motions
(1/10min)
This power allows a character to speak, read, and
Speak write a language other than his own. The language
Language must be of an advanced form — not animalistic. A
raise on the arcane skill roll allows the user to
project a particular dialect as well.

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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Naga, Guardian
Naga, Guardian
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Any Other,
Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Persuasion
..............................................................................

Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................

. . . . . .....................................Quick
Notice . . . . . . . . . . . . . . . . .Taunt ..............Your
........character
.............was
.......born
.......with
......lightning-fast
....................reflexes
...........and
......................
a cool head. Whenever you are dealt a 5 or lower in combat, you
may discard and draw again until you get a card higher than 5.
Creature Abilities Level Headed characters draw their additional card and take the
Bite (Str+d8) Most creatures have some form of natural best before using their Quick Edge.
attack. This ability allows you to specify the particulars for the
creatures attack. Shape Change (Naga) As an action, a naga can change
into female human form with a Smarts roll at –2. Changing back
Constrict (Naga) A naga may choose to constrict a foe in into naga form requires a Smarts roll.
her coils by making a Fighting attack. The round it entangles and
each round thereafter it causes Str+d8 damage. The prey may Size +3 A creature's size has a lot to do with how much
attempt to escape by getting a raise on an opposed Strength roll. damage it can take, so we add a modifier to its Toughness to
Given its large size, a naga may constrict one foe and bite reflect its tremendous mass. Note that a beast's size has nothing
another, suffering the standard multiaction penalty. to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Hypnotic Gaze (Naga) Hypnotic Gaze is an opposed roll
of the Spirit ability versus the target’s Spirit. The naga must score The Toughness modifiers on the table below represent average
a success and beat the target’s roll to gain complete control. The specimens of particular species for comparison, but there are
victim will attack friends and even commit suicide, though such always exceptions. Not every Great White has a +4 Toughness
acts a llow the victim another opposed Spirit roll to break the bonus. A young specimen might have a +3, while a larger fish
spell.. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
A Naga can use and maintain the power indefinitely, but may only gain a +1 bonus. Use the table as a baseline when creating your
affect one target at a time. own creatures then adjust for particularly large or smaller
versions.
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all Strong Willed The creature cannot be swayed by threats or
locations. Thick, leathery hide generally offers 2 points of Armor. taunts. She receives a +2 bonus to defend against Tests of Will.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +3 (+3, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d8
. . . . . .Str+d8
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Naiad
Naiad
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Common, Elf, Halfling

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............2 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Swimming
..............................................................................
Arcane Drawbacks
Persuasion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Backlash When a wizard rolls a 1 on his Spellcasting die
Spellcasting (Arcane) . . . . . . . . . . . . . . . +6
....... . . . . . . . . . . . . . Wild
(regardless of his . . . .Die),
. . . he
. . is
. .automatically
. . . . . . . . . .Shaken.
. . . . . This
. . . .can
... .........
cause a wound.
Weapons
Creature Abilities Attack Damage AP Range
Aquatic The creature is native to the water. It is a natural Unarmed Strike . . . . . . . d4
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
swimmer and cannot drown. While in the water, its Pace is
generally equal to its Swimming skill, but some creatures (usually
fish) may have much higher movement rates.

Arcane Magic Note: This is the Edge your character must


Injuries Wounds Fatigue
purchase to possess the "Magic" arcane background and cast spells. -None- -1 -2 -3 INC -2 -1
Attractive Your hero or heroine is very handsome or
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
beautiful. His or her Charisma is increased by +2.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Attractive (Naiad) Naiads resemble beautiful human
females.

Pool Bond (Naiad) Naiads share their soul with a


particular pool or similar small body of water. They must remain
within 36” of the water or their magic does not work. If the pool is
polluted, the naiad must make a Vigor roll each day or suffer a
Fatigue level until the taint is cleared.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (30 Points) Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings Cost Range Dur/Maint Trappings
1/sct Sma 3 (1/s/r) Water 3 Touch Inst Laying on hands
Barrier creates a solid, immobile wall to protect the Healing repairs recent bodily damage. It must be
user against attack or to entrap an opponent. used within the “Golden Hour,” though, for it has
no effect on wounds more than one hour old.
Regardless of what the barrier is made of (ice,
thorns, stone, energy, etc.), it has a Toughness of For Wild Cards, each use of the healing spell
10. Every Power Point spent creates a 1” wide removes a wound with a success, two with a
section of wall. The barrier ranges in thickness raise. The roll suffers a penalty equal to the
from a few “real world” inches for stone or other Healing victim’s wounds (in addition to any the caster
hard materials up to a foot for things like bones or might be suffering himself).
ice. (If you’re using a gridded mat to play, draw
the barrier between the squares directly along the For Extras, the GM must first determine if the ally
grid-lines.) The exact placement of each section is is dead (see Aftermath on page 78). If so, no
defined by the caster, but each section must be healing may be attempted. If not, a successful
connected to at least one other section after the arcane skill roll returns the ally to the game
Barrier first. Shaken.
Healing can also cure poison and disease if used
When the spell expires or a section is broken, it within 10 minutes of the event.
crumbles to dust or dissipates. Trappings are
5 Self 3 (1/r) Trasnlucent
never left behind.
watery form
Being invisible is a powerful aid in combat and
Each section of the barrier may be destroyed by useful for spying on maidens’ changing rooms as
an attack that equals its Toughness of 10. Physical well.
walls are treated exactly like inanimate objects;
they are considered to have a Parry of 2 (ranged With a success, the character is transparent, but a
attacks work as normal), but raises on the attack vague outline is visible. A character may detect
roll do not grant bonus damage nor do damage the invisible presence if he has a reason to look
dice Ace. Opponents may climb the barrier at –2 and makes a Notice roll at –4. Once detected, he
to their Climbing roll if it is made of something Invisibility may attack the foe at –4 as well. With a raise, the
solid. Fiery versions of the barrier cause 2d4 character is completely invisible. The penalty to
damage to anyone who wishes to leap through Notice or hit him is –6.
instead.
In either case, the power affects the character and
Spec Sma*100 10min Gestures with his his personal items. Anything picked up after the
This spell allows mages to speak withhands
and guide power was cast remains visible.
the actions of nature’s beasts. It works only on
creatures with animal intelligence, not humanoids. Additional Targets: The character may affect up
Nor does it work on conjured, magical, or to five targets by spending a like amount of
otherwise “unnatural” animals. additional Power Points.

The target must be within the sorcerer’s range —


it is not conjured.
Beast Friend
The cost to control a creature depends on its Size.
The base cost is 3, plus twice its Size for
creatures with a Size greater than 0. A great white
shark (Size +4) costs 3 plus 8 (2x4), or 11 points.
A roc (Size +8) costs 19 Power Points to control.

Swarms may also be controlled. Small swarms cost


3, Mediums 5, and Large 8. Thus a single rat
costs 3 to control, as does a small swarm of the
creatures.
2-4 Sma Spec Water bands
This power allows the character to restrain a
target with snaking vines, lengths of hair, spider
webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s
Agility. Success indicates partial restraint so that
the target suffers a –2 penalty to Pace and skills
linked to Agility and Strength. A raise restrains the
Entangle target fully. He cannot move or use any skills
linked to Agility or Strength.

Each following round, an entangled target may


make a Strength or Agility roll to break free. Other
characters may also attempt to free the ensnared
person by making a Strength roll at –2.
For 2 Power Points entangle targets a single
opponent. For 4 points it affects everyone in a
Medium Burst Template.

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Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings
Spec Self 1min (1/min) 'Morphing'
Many cultures have legends of shamans or
wizards who take on the shape of animals. This
power does just that. This version of the power
only allows a user to transform into mundane
animals, but more bizarre transmutations may be
found.

A character may learn this spell while of Novice


Rank but cannot transform into the more powerful
creatures until he attains the appropriate Rank.
The cost in Power Points depends on the type of
creature the character wishes to change into. Use
the Shape Change table as a guideline for
unlisted creatures.

Weapons and other personal effects are assumed


into the animal’s form and reappear when the
power ends, but other objects are dropped.

While transformed, the character retains his own


Smarts, Spirit, and linked skills (though he may
Shape Change not be able to use them since he cannot speak).
He gains the animal’s Agility, Strength, and linked
skills and cannot use most devices. He has no
capacity for speech and cannot use powers,
though he may continue to maintain powers
previously activated. Vigor is the higher of the
caster’s or the creature’s.

The GM has final say on what an animal can and


cannot do. A shaman in dog-form might be able
to pull the trigger on a shotgun, for instance, but
would use a default skill roll of d4–2 as the animal
has no Shooting score of its own. The shaman’s
Persuasion functions normally, but might suffer a
–4 or worse penalty without speech, depending on
what he tries to accomplish.

Shape Change
Cost - Rank - Animal Types
3 - Novice - Hawk, rabbit, cat
4 - Seasoned - Dog, wolf, deer
5 - Veteran - Lion, tiger
6 - Heroic - Bear, shark
7 - Lengendary - Great white shark
2 12/24/48 Spec Bolts of energy
Stun shocks those within a Medium Burst
Template with concussive force, sound, light,
magical energy, or the like.
Stun
If the arcane character scores a success, targets
within the area of effect must make Vigor rolls or
be Shaken. With a raise, victims must make Vigor
rolls at –2.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Octopus, Giant
Octopus, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Creature Abilities
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .A
Size +6
. ..creature's
.. .. .. .. .. .. .. size
.. .. .. .has
. .. .. a.. .lot
. .. .to
. .. .do
. .. .with
. .. .. ..how
.. .. ..much
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
damage it can take, so we add a modifier to its Toughness to
Notice . . . . . . . . . . . . . . . . .Swimming
. . . . . . . . . . . . . . . . . . . . . . . .reflect
. . . . .its. .tremendous
. . . . . . . . mass.
. . . . .Note
. . . that
. . . a. .beast's
. . . . .size
. . . has
. . .nothing
...............
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Creature Abilities
The Toughness modifiers on the table below represent average
Aquatic The creature is native to the water. It is a natural
specimens of particular species for comparison, but there are
swimmer and cannot drown. While in the water, its Pace is always exceptions. Not every Great White has a +4 Toughness
generally equal to its Swimming skill, but some creatures (usually bonus. A young specimen might have a +3, while a larger fish
fish) may have much higher movement rates. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
Beak/Tentacle (Str+d8) Most creatures have some form gain a +1 bonus. Use the table as a baseline when creating your
of natural attack. This ability allows you to specify the particulars own creatures then adjust for particularly large or smaller
for the creatures attack. versions.

Huge Truly huge creatures, at least as big as a dragon, are +4 Tentacles (Octopus) A giant octopus may make up to
to be hit. four attacks each round. On a raise, the creature has grappled the
victim. An entangled victim may only attempt an opposed
Strength roll each round to escape. Once grappled, the octopus
Ink Cloud (Octopus) A giant octopus can spurt a cloud of does its natural weapon damage automatically by crushing with
black ink once per day. The cloud fills a sphere equal to a Large its arms and rending with its beak. A victim killed by an octopus’
Burst Template. No sight or smell functions within this putrid tentacles is usually ripped in half.
stuff, even for the octopus.

Natural Armor +3 A creature's Armor adds to the creature's


Armor
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Natural Armor +3 (+3, Covers: A,H,L,T)
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 Weapons
points of Armor or more. Attack Damage AP Range
Beak/Tentacle . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Orc, Chieftain
Orc, Chieftain
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Troll

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
. . . . . . . . . . . . . . .-2 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Throwing
..............................................................................
Infravision Nocturnal beasts often see in the infrared
spectrum - meaning they can "see" by detecting heat. Creatures
Creature Abilities with Infravision halve penalties (round down) for bad lighting
when attacking living targets.
Arrogant µ Your hero doesn't think he's the best - he
knows he is. Whatever it is - swordsmanship, kung fu, running - Clever characters may figure out ways to mask their heat from
there is no one who can touch his skills and he flaunts it every such creatures. Smearing cold mud over one's body or wearing
chance he gets. special heat-filtering suits generally obscures the target from
those with Infravision.
Winning just isn't enough for your hero. He must completely
dominate his opponent. Anytime there is even a shadow of a Creatures with Infravision almost always have normal sight as
doubt as to who is the better, he must humiliate his opponent well.
and prove he can snatch victory any time he wishes. He is the
kind of man who disarms an opponent in a duel just so he can Mean Your hero is ill-tempered and disagreeable. No one
pick the sword up and hand it back with a smirk.
really likes him, and he has trouble doing anything kind for
anyone else. He must be paid for his troubles and doesn't even
Arrogant heroes always look for the "master" in battle, attacking
accept awards graciously. Your hero suffers -2 to his Charisma.
lesser minions only if they get in the way.

Battle Hardened The Hero’s conditioning reflects the rigors


of a martial career. He gets +2 to Soak rolls. Armor
Brigandine Hauberk (+4, Covers: T)
Decapitating Swing You like targeting an opponents head.
By incurring a further -2 penalty on your attack roll (-6 total),
your damage bonus increases to +6. Further, your targets Weapons
Toughness is lowered by 1. Attack Damage AP Range

Frenzy Frenzied fighters make fast and furious melee attacks,


sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Injuries Wounds Fatigue
Fighting attack though it may target any two foes adjacent to the -None- -1 -2 -3 INC -2 -1
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
penalty is subtracted from all attacks.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
A character armed with two weapons still only makes one extra
attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Arrogant µ Your hero doesn't think he's the best - he
knows he is. Whatever it is - swordsmanship, kung fu, running -
there is no one who can touch his skills and he flaunts it every
chance he gets.

Winning just isn't enough for your hero. He must completely


dominate his opponent. Anytime there is even a shadow of a
doubt as to who is the better, he must humiliate his opponent
and prove he can snatch victory any time he wishes. He is the
kind of man who disarms an opponent in a duel just so he can
pick the sword up and hand it back with a smirk.

Arrogant heroes always look for the "master" in battle, attacking


lesser minions only if they get in the way.

Mean Your hero is ill-tempered and disagreeable. No one


really likes him, and he has trouble doing anything kind for
anyone else. He must be paid for his troubles and doesn't even
accept awards graciously. Your hero suffers -2 to his Charisma.

Creature Abilities
Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Sweep Sweep allows a character to make a single Fighting


attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Tough As Nails Your hero is a grizzled veteran. Increase


his Toughness by +1.

Weapons
Attack Damage AP Range
Axe, Great . . . . . . . . . . . d12
. . . . . Str+1d10
. . . . . . . . .1. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, AP 1, Requires two hands
Axe, Throwing . . . . . . . . d8 . . . . . Str+1d6
. . . . . . . . .- . . . .3/6/12
...............................................................
«RoF 1, Thrown
Unarmed Strike . . . . . . .d12 . . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Orc, Shaman
Orc, Shaman
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Goblin

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Throwing
..............................................................................
Size +1 A creature's size has a lot to do with how much
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .take,
damage it can . . . .so. .we
. .add
. . .a. modifier
. . . . . . to
. .its
. . Toughness
. . . . . . . . to
..... .........
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.
Creature Abilities
Arcane Magic Note: This is the Edge your character must The Toughness modifiers on the table below represent average
purchase to possess the "Magic" arcane background and cast spells. specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Clueless µ Your hero isn't as aware of his world as most might be +5 or even +6. The same is true for humans. Small
others. He suffers -2 to Common Knowledge rolls. humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
Frenzy Frenzied fighters make fast and furious melee attacks, own creatures then adjust for particularly large or smaller
versions.
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the Arcane Drawbacks
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
penalty is subtracted from all attacks. Backlash When a wizard rolls a 1 on his Spellcasting die
(regardless of his Wild Die), he is automatically Shaken. This can
A character armed with two weapons still only makes one extra cause a wound.
attack.

Infravision Nocturnal beasts often see in the infrared


spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting
when attacking living targets.

Clever characters may figure out ways to mask their heat from
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from Injuries Wounds Fatigue
those with Infravision.
-None- -1 -2 -3 INC -2 -1
Creatures with Infravision almost always have normal sight as
well. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances Weapons
Attack Damage AP Range
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls. Spear, Medium . . . . . . . . d6
. . . . .Str+1d6+1
. . . . . . . . .-. . . . . . -. . . . . . . . . . . .
«Parry +1, Reach 1, Requires two hands
Axe, Throwing . . . . . . . . d6. . . . . .Str+1d6
. . . . . . . .-. . . .3/6/12
..............
Arcane Powers (10 Points) «RoF 1, Thrown
Cost Range Dur/Maint Trappings Unarmed Strike . . . . . . . d6 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
1-3 12/24/48 Inst Fire bolt
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
4 Tch 3 (1/rnd) Fiery aura
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
in close combat. The damage affects any adjacent
character who makes a successful attack roll
against the subject. It has no effect on non-
adjacent attackers (for example, Reach or ranged
attacks).

If a character with a damage field strikes someone


in unarmed combat, the target takes the field’s
Damage Field damage plus the character’s Strength die
(Str+2d6). The character may also simply touch
the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
field’s damage each round on the attacker’s action;
if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
die to the damage roll as above and may get a
bonus die for a raise.

With a success, the power does 2d6 damage.


With a raise, damage field causes 2d8 damage.
3 Touch Inst Laying on hands
Healing repairs recent bodily damage. It must be
used within the “Golden Hour,” though, for it has
no effect on wounds more than one hour old.

For Wild Cards, each use of the healing spell


removes a wound with a success, two with a
raise. The roll suffers a penalty equal to the
Healing victim’s wounds (in addition to any the caster
might be suffering himself).

For Extras, the GM must first determine if the ally


is dead (see Aftermath on page 78). If so, no
healing may be attempted. If not, a successful
arcane skill roll returns the ally to the game
Shaken.
Healing can also cure poison and disease if used
within 10 minutes of the event.

Armor
Chainmail Shirt (+2, Covers: T)
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Orc, Tusker
Orc, Tusker
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Throwing
..............................................................................
Frenzy Frenzied fighters make fast and furious melee attacks,
Riding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .for
sacrificing finesse . . raw
. . .speed.
. . . . .This
. . . allows
. . . . . them
. . . .to. .make
. . . .an
.... .........
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the
Creature Abilities hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
Berserk Immediately after suffering a wound (including a penalty is subtracted from all attacks.
Shaken result from physical damage), your hero must make a
Smarts roll or go berserk. A character armed with two weapons still only makes one extra
attack.
While Berserk, his Parry is reduced by 2, but he adds +2 to all
Fighting and Strength rolls (including melee damage) and his Infravision Nocturnal beasts often see in the infrared
Toughness. The warrior ignores all wound modifiers while spectrum - meaning they can "see" by detecting heat. Creatures
berserk, but cannot use any skills, Edges, or maneuvers that with Infravision halve penalties (round down) for bad lighting
require concentration, including Shooting and Taunt, but not when attacking living targets.
Intimidation.
Clever characters may figure out ways to mask their heat from
Berserkers attack with reckless abandon. Anytime his Fighting die such creatures. Smearing cold mud over one's body or wearing
is a 1 (regardless of his Wild Die), he hits a random adjacent special heat-filtering suits generally obscures the target from
target (not the original target). The attack may hit friend as well those with Infravision.
as foe. If there are no other adjacent targets, the blow simply
misses. Creatures with Infravision almost always have normal sight as
well.
The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at -2.

Bloodthirsty µ Your hero never takes prisoners unless


under the direct supervision of a superior. This can cause major
problems in a military campaign unless your superiors condone
that sort of thing. Your hero suffers -4 to his Charisma, but only
if his cruel habits are known.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Bloodthirsty µ Your hero never takes prisoners unless
under the direct supervision of a superior. This can cause major
problems in a military campaign unless your superiors condone
that sort of thing. Your hero suffers -4 to his Charisma, but only
if his cruel habits are known.

Creature Abilities
Size +2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Tough As Nails Your hero is a grizzled veteran. Increase


his Toughness by +1.

Two Fisted A chimera may attack with its claws and bite in
the same round with no multi-action penalty.

Armor
Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)

Weapons
Attack Damage AP Range
Axe, Battle . . . . . . . . . . . .d8
. . . . Str
. . .+. .1d8
. . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Unarmed Strike . . . . . . .d8 . . . . . . . Str
. . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Bow, Self . . . . . . . . . . . . .d8
. . . . .Str+2d6
. . . . . . . . -. . . 12/24/48
.................................................................
«RoF 1, Requires two hands, Bow Weapon
Dagger . . . . . . . . . . . . . . .d8
. . . . . Str+1d4
. . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Orc
Orc
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .8(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Throwing
..............................................................................
Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Creature Abilities reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Clueless µ Your hero isn't as aware of his world as most out.
others. He suffers -2 to Common Knowledge rolls.
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Frenzy Frenzied fighters make fast and furious melee attacks, always exceptions. Not every Great White has a +4 Toughness
sacrificing finesse for raw speed. This allows them to make an bonus. A young specimen might have a +3, while a larger fish
extra Fighting attack per round at a -2 penalty to all Fighting might be +5 or even +6. The same is true for humans. Small
rolls. This attack must be taken at the same time as another humans suffer a -1 penalty, while those with the Brawny Edge
Fighting attack though it may target any two foes adjacent to the gain a +1 bonus. Use the table as a baseline when creating your
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 own creatures then adjust for particularly large or smaller
penalty is subtracted from all attacks. versions.
A character armed with two weapons still only makes one extra
attack.
Armor
Infravision Nocturnal beasts often see in the infrared Leather Hauberk (+1/+1, Covers: A,L,T)
spectrum - meaning they can "see" by detecting heat. Creatures
with Infravision halve penalties (round down) for bad lighting Target Shield (+2, Parry: +2)
when attacking living targets.

Clever characters may figure out ways to mask their heat from Weapons
such creatures. Smearing cold mud over one's body or wearing
special heat-filtering suits generally obscures the target from Attack Damage AP Range
those with Infravision. Broadsword . . . . . . . . . . .d6 . . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Creatures with Infravision almost always have normal sight as Bow, Self . . . . . . . . . . . . .d6
. . . . . Str+2d6
. . . . . . . . -. . . 12/24/48
...............
well. «RoF 1, Requires two hands, Bow Weapon
Unarmed Strike . . . . . . . d6. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Panther, Black
Panther
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .9. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Bite/Claw (Str+d6) Most creatures have some form of
reflect its tremendous mass. Note that a beast's size has nothing
natural attack. This ability allows you to specify the particulars for to do with Vigor - even a mighty kraken can catch a cold or tire
the creatures attack. out.

Frenzy Frenzied fighters make fast and furious melee attacks, The Toughness modifiers on the table below represent average
sacrificing finesse for raw speed. This allows them to make an specimens of particular species for comparison, but there are
extra Fighting attack per round at a -2 penalty to all Fighting always exceptions. Not every Great White has a +4 Toughness
rolls. This attack must be taken at the same time as another bonus. A young specimen might have a +3, while a larger fish
Fighting attack though it may target any two foes adjacent to the might be +5 or even +6. The same is true for humans. Small
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 humans suffer a -1 penalty, while those with the Brawny Edge
penalty is subtracted from all attacks. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
A character armed with two weapons still only makes one extra versions.
attack.

Impr Frenzy Same as Frenzy, but the character may ignore Weapons
the -2 attack penalty. Attack Damage AP Range
Bite/Claw . . . . . . . . . . . . .d8
. . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Low Light Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Injuries Wounds Fatigue
Pounce Lions often pounce on their prey to best bring their -None- -1 -2 -3 INC -2 -1
mass and claws to bear. It can leap 1d6" to gain +4 to its attack
and damage. Its Parry is reduced by -2 until its next action when ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
performing the maneuver however.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Panther
Panther
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Bite/Claw (Str+d6) Most creatures have some form of
reflect its tremendous mass. Note that a beast's size has nothing
natural attack. This ability allows you to specify the particulars for to do with Vigor - even a mighty kraken can catch a cold or tire
the creatures attack. out.

Frenzy Frenzied fighters make fast and furious melee attacks, The Toughness modifiers on the table below represent average
sacrificing finesse for raw speed. This allows them to make an specimens of particular species for comparison, but there are
extra Fighting attack per round at a -2 penalty to all Fighting always exceptions. Not every Great White has a +4 Toughness
rolls. This attack must be taken at the same time as another bonus. A young specimen might have a +3, while a larger fish
Fighting attack though it may target any two foes adjacent to the might be +5 or even +6. The same is true for humans. Small
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 humans suffer a -1 penalty, while those with the Brawny Edge
penalty is subtracted from all attacks. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
A character armed with two weapons still only makes one extra versions.
attack.

Impr Frenzy Same as Frenzy, but the character may ignore Weapons
the -2 attack penalty. Attack Damage AP Range
Bite/Claw . . . . . . . . . . . . .d8
. . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Low Light Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Injuries Wounds Fatigue
Pounce Lions often pounce on their prey to best bring their -None- -1 -2 -3 INC -2 -1
mass and claws to bear. It can leap 1d6" to gain +4 to its attack
and damage. Its Parry is reduced by -2 until its next action when ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
performing the maneuver however.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Pegasus
Pegasus
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .5/12
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .9(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................
Armor
Creature Abilities Natural Armor +1 (+1, Covers: A,H,L,T)
Fleet-Footed (d8) Roll a d8 instead of a d6 when running.
Weapons
Flight 12" The creature can fly at the Pace indicated. Attack Damage AP Range
Kick . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Kick (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.

Natural Armor +1 A creature's Armor adds to the creature's


Injuries Wounds Fatigue
Toughness (already added in to its statistics), usually in all -None- -1 -2 -3 INC -2 -1
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8 ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more.

Size +2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Peripati, Giant
Peripati, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting Creature Abilities
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Squirt Glue (Peripatus) Giant Peripati can cast glue from
Notice . . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..their
.. .. .. .mouth
. .. .. .. .. .tentecles
. .. .. .. .. .. ..that
.. .. ..are
.. .. .the
. .. ..size
.. .. .. of
.. ..Small
.. .. .. .. Burst
.. .. .. .. .Templates.
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
This is a Shooting roll with a range of 3/6/12. Anything in the glue
must cut or break their way free (Toughness 7). Webbed
Creature Abilities characters can still fight, but all physical actions are at -4.

Bite (AP 4) (Str+d8) Most creatures have some form of


Weakness (Peripatus): Peripati take double damage
natural attack. This ability allows you to specify the particulars for from fire-based attacks.
the creatures attack.

Large Large creatures, at least the size of a rhino, are


Armor
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets. Natural Armor +2 (+2, Covers: A,H,L,T)
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all Weapons
locations. Thick, leathery hide generally offers 2 points of Armor. Attack Damage AP Range
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
Bite (AP 4) . . . . . . . . . . . .d8
. . . . . Str+d8
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Poison (Peripatus) A character bitten by a Peripatus must Injuries Wounds Fatigue


make a Vigor roll at -2. With success, the bite area swells and
becomes numb. The victim becomes Exhausted until healed. With -None- -1 -2 -3 INC -2 -1
a failure, the victim becomes Incapacitated and must make a
second Vigor roll or die in 2d6 rounds.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size +4 A creature's size has a lot to do with how much ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Phoenix
Phoenix
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Any Other,
Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .2/12
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Creature


. . . . . . . . . . Abilities
..............................
Size -1 A creature's size has a lot to do with how much
Creature Abilities damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Arcane Magic Note: This is the Edge your character must to do with Vigor - even a mighty kraken can catch a cold or tire
purchase to possess the "Magic" arcane background and cast spells. out.

Beak/Claws (Str+d6) Most creatures have some form of The Toughness modifiers on the table below represent average
natural attack. This ability allows you to specify the particulars for specimens of particular species for comparison, but there are
the creatures attack. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Fiery Auara (Phoenix) This ceatue radiates fearsome humans suffer a -1 penalty, while those with the Brawny Edge
heat. All adjacent foes within 1" suffer 2d4 damage per round gain a +1 bonus. Use the table as a baseline when creating your
while in range. own creatures then adjust for particularly large or smaller
versions.
Flight 12" The creature can fly at the Pace indicated.
Tail Feathers (Phoenix) Every phoenix has 35 magical
Immunity: Fire Creatures born in fire aren't affected by tail feathers, each acting as a one-shot spell. Each of the thirteen
yellow feathers contain bolt (one bolt, 3d6 damage), the twelve
heat, and a horror made of pure lightning won't suffer from a bolt
orange feathers have burst, and the ten red feathers hold blast
attack with an electrical trapping.
(3d6 damage in Medium Burst Template). The powers are cast
using the phoenix’s Spellcasting — all the user need do to
Immunities are always to specific types of attacks, such as fire,
activate the power is throw the feather at the target (as an action).
cold, electricity, and so on. Such creatures aren’t invulnerable,
Removed tail feathers do not grow back. Furthermore, each lost
they just ignore damage from the specific attack types named.
feather permanently reduces the bird’s Power Points by one.
When the last feather is removed, the bird explodes (as above)
Natural Armor +4 A creature's Armor adds to the creature's but is not reborn.
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Rebirth (Phoenix) If a phoenix is killed, it explodes into


flame filling a Medium Burst Template. Creatures within the Injuries Wounds Fatigue
Template suffer 2d10 damage and have a chance of catching fire.
This is an Agility check, failure means the victim burnes for 1d10
-None- -1 -2 -3 INC -2 -1
per round until put-out, which is an action lasting 1d4 rounds.
During the explosion, the body of the phoenix transforms into an ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
egg. A new phoenix hatches 2d6 days later.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Drawbacks Arcane Powers (35 Points)
Cost Range Dur/Maint Trappings
Backlash When a wizard rolls a 1 on his Spellcasting die
(regardless of his Wild Die), he is automatically Shaken. This can 1-3 12/24/48 Inst Fire bolt
cause a wound. Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
Arcane Powers (35 Points) streaks of holy light, and other ranged attacks. The
Cost Range Dur/Maint Trappings damage of the bolt is 2d6.
1/sct Sma 3 (1/s/r) Fire wall
Additional Bolts: The character may cast up to 3
Barrier creates a solid, immobile wall to protect the
bolts by spending a like amount of Power Points.
user against attack or to entrap an opponent.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
Regardless of what the barrier is made of (ice,
automatic weapons fire but without the full-auto
thorns, stone, energy, etc.), it has a Toughness of
penalty—the character rolls a spellcasting die for
10. Every Power Point spent creates a 1” wide
each bolt and compares each to the Target
section of wall. The barrier ranges in thickness
Number separately. If the caster is a Wild Card,
from a few “real world” inches for stone or other
he also rolls a Wild Die, which may replace any of
hard materials up to a foot for things like bones or
the casting dice.
ice. (If you’re using a gridded mat to play, draw
the barrier between the squares directly along the
Additional Damage: The caster may instead cast
grid-lines.) The exact placement of each section is
a single 3d6 bolt for 2 Power Points. He may not
defined by the caster, but each section must be
cast multiple bolts when using this ability.
connected to at least one other section after the
Barrier first. 2 Flame Inst A shower of
Burst produces a large fan of energy flames
that bathes
When the spell expires or a section is broken, it its targets in red-hot fire or other damaging
crumbles to dust or dissipates. Trappings are energy.
never left behind.
Burst When cast, place the thin end of the Cone
Each section of the barrier may be destroyed by Template at the character’s front. Targets within
an attack that equals its Toughness of 10. Physical the template may make Agility rolls versus the
walls are treated exactly like inanimate objects; caster’s arcane skill roll to avoid the blaze. Those
they are considered to have a Parry of 2 (ranged who fail suffer 2d10 damage. This counts as a
attacks work as normal), but raises on the attack Heavy Weapon.
roll do not grant bonus damage nor do damage
dice Ace. Opponents may climb the barrier at –2 1 Touch 10min Different colors
to their Climbing roll if it is made of something The ability to create light(1/min)
is a pretty simple one as
solid. Fiery versions of the barrier cause 2d4 magical spells and powers go, but a party trapped
damage to anyone who wishes to leap through in the dark with loathsome undead is happy to
instead. have an ally with this ability. Light must be cast on
an inanimate object, such as a coin, a sword, a
2-6 24/48/96 Inst Balls of fire shield, or even someone's clothing. Clever casters
Blast is an area effect power that can put down
Light
often cast light on a foe's clothes or weapon to
many opponents at once. The caster first picks make him easier to see - ignore any penalties for
where he wants to center the blast, then makes illumination when attacking such an affected target.
the appropriate skill roll. Normal ranged attack
modifiers apply. The light is as bright as a torch, and provides
The area of effect is a Medium Burst Template. If clear illumination in an area equal to a Large
Blast the roll is failed, the blast deviates as a launched Burst Template.
projectile.
Targets within the blast suffer 2d6 damage. Blast
counts as a Heavy Weapon. Armor
Additional Effects: For double the Power Points, Natural Armor +4 (+4, Covers: A,H,L,T)
the blast does 3d6 damage, or the size is
increased to a Large Burst Template. For triple the
points, it does both. Weapons
Attack Damage AP Range
Beak/Claws . . . . . . . . . . .d6
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Rat Man, Shaman
Rat Man, Shaman
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .6(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Infection (Rat Man)
Anyone bitten by a rat man must
make
. . . . . . . . . . . . . . . . . . . . . becomes
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .The a Vigor roll or the wound . . . . . . .swollen
. . . . . and
. . . infected.
..................
victim suffers a level of Fatigue, which is recovered with a
successful Healing roll or after 24 hours. Cumulative infections
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . .can . . .cause
. . . . a. victim
. . . . .to
. .be
. .Incapacitated,
. . . . . . . . . .but
. . .cannot
. . . . .lead
. . .to. .Death.
..............

Creature Abilities Low Light Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the
Arcane Magic Note: This is the Edge your character must blackest darkness. Low light vision ignores penalties for Dim and
purchase to possess the "Magic" arcane background and cast spells. Dark lighting, allowing the creature to see in all but pitch black
conditions.
Bite (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack. Arcane Drawbacks
Backlash When a wizard rolls a 1 on his Spellcasting die
Chaotic Aura This creature is tainted by Chaos and other (regardless of his Wild Die), he is automatically Shaken. This can
creatures can sometimes recognise this. When encountering a cause a wound.
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he Arcane Powers (15 Points)
does not take any hostile action towards it. Other, more Cost Range Dur/Maint Trappings
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil 2 Touch 3 (1/round) Gestures
creatures as a possible friend? Whatever situation the GM deems This spell can be cast on any weapon with a
appropriate. blade (including piercing such as arrows). It
Bladesharp increases the chance to hit with the weapon by
+2 and deals one point of extra damage. This
Direction Sense (Rat Man) Rat men usually live in extra damage is Not magical and will Not affect
sewers or slums. Maneuvering around these mazes has given creatures who can only be hurt by magic. On a
them a good sense of direction. Rat men never get lost, even in raise the blade is +4 to hit and damage.
nonnative locales.

Immunity: Poison and Disease Creatures born in fire


aren't affected by heat, and a horror made of pure lightning won't
suffer from a bolt attack with an electrical trapping.
Injuries Wounds Fatigue
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable, -None- -1 -2 -3 INC -2 -1
they just ignore damage from the specific attack types named.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Arcane Powers (15 Points)


Cost Range Dur/Maint Trappings
1-3 12/24/48 Inst Darkness bolt
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
2-4 Sma Spec Vines
This power allows the character to restrain a
target with snaking vines, lengths of hair, spider
webs, or some other vine-like trapping.
The arcane skill roll is opposed by the target’s
Agility. Success indicates partial restraint so that
the target suffers a –2 penalty to Pace and skills
linked to Agility and Strength. A raise restrains the
Entangle target fully. He cannot move or use any skills
linked to Agility or Strength.

Each following round, an entangled target may


make a Strength or Agility roll to break free. Other
characters may also attempt to free the ensnared
person by making a Strength roll at –2.
For 2 Power Points entangle targets a single
opponent. For 4 points it affects everyone in a
Medium Burst Template.
2 Sma 3 (1/r) Misty Darkness
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.

Armor
Leather Haulberk (+1/+1, Covers: A,L,T)

Weapons
Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d6
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Gladius . . . . . . . . . . . . . . .d6 . . . . Str+1d4+2
. . . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Bow, Self . . . . . . . . . . . . .d6 . . . . .Str+2d6
. . . . . . . . -. . . 12/24/48
.................................................................
«RoF 1, Requires two hands, Bow Weapon
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Rat Man
Rat Man
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .6(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Low Light Many monsters, and even fantasy races such as
Shooting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . are
elves and dwarves, . . .typically
. . . . . .able
. . . to
. .see
. . .in. all
. . but
. . .the
......... .........
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions.
Creature Abilities
Bite (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Armor
creatures attack.
Leather Haulberk (+1/+1, Covers: A,L,T)
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
Buckler Shield (+1, Parry: +1)
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
Weapons
intelligent creatures will react according to their movtives. Attack Damage AP Range
Generally good character's may misinterpret him as "evil" or evil Gladius . . . . . . . . . . . . . . . d6
. . . . Str+1d4+2
. . . . . . . . . .- . . . . . .-. . . . . . . . . . . .
creatures as a possible friend? Whatever situation the GM deems
appropriate. Bow, Self . . . . . . . . . . . . .d6 . . . . . Str+2d6
. . . . . . . . -. . . 12/24/48
...............
«RoF 1, Requires two hands, Bow Weapon
Direction Sense (Rat Man) Rat men usually live in Bite . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
sewers or slums. Maneuvering around these mazes has given
them a good sense of direction. Rat men never get lost, even in
nonnative locales.

Immunity: Poison and Disease Creatures born in fire Injuries Wounds Fatigue
aren't affected by heat, and a horror made of pure lightning won't -None-
suffer from a bolt attack with an electrical trapping. -1 -2 -3 INC -2 -1
Immunities are always to specific types of attacks, such as fire, ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Infection (Rat Man) Anyone bitten by a rat man must


make a Vigor roll or the wound becomes swollen and infected.
The victim suffers a level of Fatigue, which is recovered with a
successful Healing roll or after 24 hours. Cumulative infections
can cause a victim to be Incapacitated, but cannot lead to Death.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Rat, Dire
Rat, Dire
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .6(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .2. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Stealth
. . . . . . . . .............................................................................................................................................

Notice . . . . . . . . . . . .+2
. . . . .Swimming
..............................................................................
Armor
Creature Abilities Natural Armor +1 (+1, Covers: A,H,L,T)
Alertness Not much gets by your hero. He's very observant
and perceptive, and adds +2 to his Notice rolls to hear, see, or Weapons
otherwise sense the world around him.
Attack Damage AP Range
Bite/Claws (Str+d4) Most creatures have some form of Bite/Claws . . . . . . . . . . .d4-2
. . . . . . Str+d4
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
natural attack. This ability allows you to specify the particulars for
the creatures attack.

Chaotic Aura This creature is tainted by Chaos and other Injuries Wounds Fatigue
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the -None- -1 -2 -3 INC -2 -1
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Generally good character's may misinterpret him as "evil" or evil ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Infection (Dire Rat) Anyone bitten by a dire rat man make


a Vigor roll at +1 or the wound becomes swollen and infected.
The victim suffers a level of Fatigue, which is recovered with a
successful Healing roll or after 12 hours. Cumulative infections
can cause a victim to be Incapacitated, but cannot lead to Death.

Low Light Many monsters, and even fantasy races such as


elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions.

Natural Armor +1 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Rhino
Rhino
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 110


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..110x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Armor
. . . . . . ........................................Natural
Fighting . . . . . . . . . . . . . . . .Notice ...............Armor
.............+2
......(+2,
.......Covers:
.............A,H,L,T)
.................................................

Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range
Creature Abilities Horn . . . . . . . . . . . . . . . . . d6
. . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
Gore (Rhino) Rhinos use the Charge maneuver to gore their
opponents with their long horns. If one can charge at least 6”
before attacking, it adds +4 to its damage.
Injuries Wounds Fatigue
Horn (Str+d6) Most creatures have some form of natural
-None-
attack. This ability allows you to specify the particulars for the -1 -2 -3 INC -2 -1
creatures attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +2 A creature's Armor adds to the creature's
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +4 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Roc
Roc
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .5/16
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .. ..14
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 140


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..140x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Talons (AP 4) . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Bash (Roc) Rocs have incredible lift, and can pick up small
ships (those with a base Toughness of 15 or less) to drop them
on the rocks. It takes the roc a full round to properly grasp a
ship, which is a Fighting attack against a “Parry” of 2. With a
raise, the roc lifts the boat in the air and ascends 6” per round Injuries Wounds Fatigue
afterward. After five full rounds, it drops its prey, automatically
destroying any boat it can lift. Characters suffer damage -None- -1 -2 -3 INC -2 -1
according to the height.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Flight 16" The creature can fly at the Pace indicated.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Huge Truly huge creatures, at least as big as a dragon, are +4
to be hit.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Talons (AP 4) (Str+d6) Most creatures have some form of


natural attack. This ability allows you to specify the particulars for
the creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Sabre-Toothed Tiger
Sabre-Toothed Tiger
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .. ..10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Size +3 A creature's size has a lot to do with how much
Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. damage
.. .. .. .. .. ..it.. can
.. .. .. take,
.. .. .. ..so
.. ..we
.. .. add
.. .. .. a.. .modifier
. .. .. .. .. .. .to
. .. its
.. .. Toughness
.. .. .. .. .. .. .. .. to
.. .. .. .. .. .. .. .. .. .. .. .. .. ..
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Creature Abilities out.

Bite (AP1) (Str+d10) Most creatures have some form of The Toughness modifiers on the table below represent average
natural attack. This ability allows you to specify the particulars for specimens of particular species for comparison, but there are
the creatures attack. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Claws (Sabre-Toothed Tiger) Claws Str+d6.
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
Frenzy Frenzied fighters make fast and furious melee attacks, own creatures then adjust for particularly large or smaller
sacrificing finesse for raw speed. This allows them to make an versions.
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
Weapons
penalty is subtracted from all attacks. Attack Damage AP Range
Bite (AP1) . . . . . . . . . . . . .d8
. . . . . Str+d10
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
A character armed with two weapons still only makes one extra
attack.

Impr Frenzy Same as Frenzy, but the character may ignore


the -2 attack penalty. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Low Light Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Dark lighting, allowing the creature to see in all but pitch black ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
conditions.

Pounce Lions often pounce on their prey to best bring their


mass and claws to bear. It can leap 1d6" to gain +4 to its attack
and damage. Its Parry is reduced by -2 until its next action when
performing the maneuver however.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Salamander, Fire
Salamander, Fire
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Common, Elemental, Fire

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .9(3)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Natural Armor +3 (+3, Covers: A,H,L,T)
Creature Abilities
Weapons
Fiery Body (Fire Salamander) Fire attacks cause no
Attack Damage AP Range
damage. Nonmagical attacks “melt” as they impact the
salamander’s body, and the attacker must roll a d6. On a 5–6, Unarmed Strike . . . . . . .d10 . . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
wooden weapons catch fire and disintigrate. On a 6, metal Spear, Long . . . . . . . . . . d10
weapons melt slightly and cause 1 less die of damage until
. . . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
repaired by a blacksmith. «Parry +1, Reach 1, Requires two hands

Whenever s Fire Slamander strikes with it's weapons or claws/tail


(or is struck in combat), those who fail an Agility check suffer
2d6 damage and must check to see if they catch fire. This is Injuries
another Agility check, failure means the victim burnes for 1d10 Wounds Fatigue
per round until put-out, which is an action lasting 1d4 rounds. -None- -1 -2 -3 INC -2 -1
Natural Armor +3 A creature's Armor adds to the creature's
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Tail Lash (Fire Salamander) A Fire Salamander can


sweep all opponents in its rear facing in a 3" long by 3" wide
rectangle. This is a standard Fighting attack, and damage is equal
to the creature's Strength.

Weakness (Water) Magical water-based attacks cause +4


damage. Nonmagical water has no additional effect.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Scorpion Man
Scorpion Man
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common, Orc

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Shooting
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..Armor
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .Natural
Fighting . . . . . . . . . . . . . . . .Stealth . .. .. .. .. .. .. ..Armor
.. .. .. .. .. ..+2
.. .. .. .(+2,
. .. .. ..Covers:
.. .. .. .. .. ..A,H,L,T)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range
Creature Abilities Stinger . . . . . . . . . . . . . . . d8. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Fleet-Footed (d8) Roll a d8 instead of a d6 when running. Wooden Club . . . . . . . . . .d8 . . . . .Str+1d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Sling . . . . . . . . . . . . . . . . .d10
. . . . . .Str+1d4
. . . . . . . .-. . . .4/8/16
..............
Marksman The hero excels at taking controlled, measured
«RoF 1
shots. If he does not move in a turn, he may fire as if he took the
aim maneuver. Marksman may never be used with a rate of fire
greater than 1.

Marksman works with both Shooting and Throwing. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Poison (Scorpion Man) A character stung by a Scorpion


Man must make a Vigor roll at -1. With success, the bite area
swells and becomes numb. The victim becomes Exhausted until
healed. With a failure, the victim becomes Exhausted and suffers
a Wound.

Stinger (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Scorpion, Giant
Scorpion, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.70
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..70x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Poison A character stricken by poison must make a Vigor
roll. With success, the bite area swells and becomes numb. The
Creature Abilities victim becomes Fattigued (1 level) until healed or 30 minutes has
passed. With a failure, the victim suffers a Wound as well.
Frenzy Frenzied fighters make fast and furious melee attacks,
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting
Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
rolls. This attack must be taken at the same time as another
reflect its tremendous mass. Note that a beast's size has nothing
Fighting attack though it may target any two foes adjacent to the
to do with Vigor - even a mighty kraken can catch a cold or tire
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
out.
penalty is subtracted from all attacks.
The Toughness modifiers on the table below represent average
A character armed with two weapons still only makes one extra
specimens of particular species for comparison, but there are
attack.
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Grapple (Giant Scorpion) A scorpion may grapple a foe might be +5 or even +6. The same is true for humans. Small
with one or both pincers. If it uses both, each must make a humans suffer a -1 penalty, while those with the Brawny Edge
successful opposed Strength roll. Escaping from a double grapple gain a +1 bonus. Use the table as a baseline when creating your
gives the prey a –4 penalty to his Strength roll to escape. A own creatures then adjust for particularly large or smaller
stinger attack against a grappled foe is made at +2, +4 if the versions.
victim is held in both pincers.
Stinger (Giant Scorpion) Damage Str+d6.
Impr Frenzy Same as Frenzy, but the character may ignore
the -2 attack penalty.

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Pincer (Str+d6) Most creatures have some form of natural Injuries Wounds Fatigue
attack. This ability allows you to specify the particulars for the -None-
creatures attack.
-1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +3 (+3, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Pincer . . . . . . . . . . . . . . . .d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Sea Devil, Shaman
Sea Devil, Shaman
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .5/8
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Swimming
..............................................................................
Creature Abilities
Shooting . . . . . . . . . . . . . . Tracking
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Clueless µ Your hero isn't as aware of his world as most
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .-2. to
others. He suffers . .Common
. . . . . . .Knowledge
. . . . . . . .rolls.
............ ...........
Frenzy Frenzied fighters make fast and furious melee attacks,
Creature Abilities sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting
Aquatic 8" The creature is native to the water. It is a natural rolls. This attack must be taken at the same time as another
swimmer and cannot drown. While in the water, its Pace is Fighting attack though it may target any two foes adjacent to the
generally equal to its Swimming skill, but some creatures (usually hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
fish) may have much higher movement rates. penalty is subtracted from all attacks.

Arcane Magic Note: This is the Edge your character must A character armed with two weapons still only makes one extra
purchase to possess the "Magic" arcane background and cast spells. attack.

Berserk Immediately after suffering a wound (including a Hardy Very tough and resilient creatures do not fall from
Shaken result from physical damage), your hero must make a lesser wounds, no matter how many they suffer. A decisive blow
Smarts roll or go berserk. is needed to put one of these tenacious creatures down.

While Berserk, his Parry is reduced by 2, but he adds +2 to all If the beast is Shaken, further Shaken results have no further
Fighting and Strength rolls (including melee damage) and his effect - they do not cause a wound.
Toughness. The warrior ignores all wound modifiers while
berserk, but cannot use any skills, Edges, or maneuvers that Natural Armor +2 A creature's Armor adds to the creature's
require concentration, including Shooting and Taunt, but not Toughness (already added in to its statistics), usually in all
Intimidation. locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Berserkers attack with reckless abandon. Anytime his Fighting die points of protection. Supernatural creatures may have much
is a 1 (regardless of his Wild Die), he hits a random adjacent higher Armor values. A living statue, for example, might have 8
target (not the original target). The attack may hit friend as well points of Armor or more.
as foe. If there are no other adjacent targets, the blow simply
misses.

The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at -2.

Claws/Bite (Str+d4) Most creatures have some form of Injuries Wounds Fatigue
natural attack. This ability allows you to specify the particulars for
the creatures attack.
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances Arcane Powers (25 Points)
Cost Range Dur/Maint Trappings
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls. 1-3 12/24/48 Inst Ice bolts
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
Creature Abilities damage of the bolt is 2d6.
Size +1 A creature's size has a lot to do with how much
Additional Bolts: The character may cast up to 3
damage it can take, so we add a modifier to its Toughness to
bolts by spending a like amount of Power Points.
reflect its tremendous mass. Note that a beast's size has nothing
The bolts may be spread among targets as the
to do with Vigor - even a mighty kraken can catch a cold or tire
Bolt character chooses. This is rolled just like fully-
out.
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
The Toughness modifiers on the table below represent average
each bolt and compares each to the Target
specimens of particular species for comparison, but there are
Number separately. If the caster is a Wild Card,
always exceptions. Not every Great White has a +4 Toughness
he also rolls a Wild Die, which may replace any of
bonus. A young specimen might have a +3, while a larger fish
the casting dice.
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
Additional Damage: The caster may instead cast
gain a +1 bonus. Use the table as a baseline when creating your
a single 3d6 bolt for 2 Power Points. He may not
own creatures then adjust for particularly large or smaller
cast multiple bolts when using this ability.
versions.
4 Tch 3 (1/rnd) Electrical field
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
Arcane Drawbacks in close combat. The damage affects any adjacent
Backlash When a wizard rolls a 1 on his Spellcasting die character who makes a successful attack roll
(regardless of his Wild Die), he is automatically Shaken. This can against the subject. It has no effect on non-
cause a wound. adjacent attackers (for example, Reach or ranged
attacks).
Arcane Powers (25 Points)
Cost Range Dur/Maint Trappings If a character with a damage field strikes someone
in unarmed combat, the target takes the field’s
Spec Sma*100 10min The mage Damage Field damage plus the character’s Strength die
This spell allows mages to speak withconcentrates
and guide and (Str+2d6). The character may also simply touch
gestures
the actions of nature’s beasts. It works only on the opponent (+2 to Fighting) and do the field’s
creatures with animal intelligence, not humanoids. damage only. A target who is grappled suffers the
Nor does it work on conjured, magical, or field’s damage each round on the attacker’s action;
otherwise “unnatural” animals. if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
The target must be within the sorcerer’s range — die to the damage roll as above and may get a
it is not conjured. bonus die for a raise.
Beast Friend
The cost to control a creature depends on its Size. With a success, the power does 2d6 damage.
The base cost is 3, plus twice its Size for With a raise, damage field causes 2d8 damage.
creatures with a Size greater than 0. A great white
shark (Size +4) costs 3 plus 8 (2x4), or 11 points. 3 Sma Inst Waving hands
A roc (Size +8) costs 19 Power Points to control. Dispel allows a hero to negate enemy spells,
miracles, mad science, or super powers. It has no
Swarms may also be controlled. Small swarms cost effect on innate powers, such as a dragon’s breath
3, Mediums 5, and Large 8. Thus a single rat or a banshee’s scream. Neither does dispel work
costs 3 to control, as does a small swarm of the on magic items or permanent enchantments
creatures. unless the specific item or enchantment says
otherwise.
2 Touch 3 (1/round) Markings on
This spell can be cast on any weapon blade
with a Dispel Dispel can be used on a power already in effect
blade (including piercing such as arrows). It or to counter an enemy power as it’s being used.
Bladesharp increases the chance to hit with the weapon by The latter requires the countering mage to be on
+2 and deals one point of extra damage. This Hold and interrupt his foe’s action as usual.
extra damage is Not magical and will Not affect
creatures who can only be hurt by magic. On a In either case, dispelling the opponent’s power is
raise the blade is +4 to hit and +2 damage. an opposed roll of arcane skills. The dispelling
character suffers a –2 modifier if the target power
is of another type (magic vs. miracles,
superpowers vs. mad science, etc).
2 Sma 3 (1/r) Inky Darkness
This power does exactly what its name implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Trident . . . . . . . . . . . . . . .d6
. . . . Str+2d4+1
. . . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry +1, Reach 1, Requires two hands
Claws/Bite . . . . . . . . . . . . .d6
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Sea Devil, Warrior
Sea Devil, Warrior
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .3/8
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Swimming
..............................................................................
Creature Abilities
Shooting . . . . . . . . . . . . . . Tracking
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Frenzy Frenzied fighters make fast and furious melee attacks,
sacrificing finesse for raw speed. This allows them to make an
Creature Abilities extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Aquatic 8" The creature is native to the water. It is a natural Fighting attack though it may target any two foes adjacent to the
swimmer and cannot drown. While in the water, its Pace is hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
generally equal to its Swimming skill, but some creatures (usually penalty is subtracted from all attacks.
fish) may have much higher movement rates.
A character armed with two weapons still only makes one extra
attack.
Berserk Immediately after suffering a wound (including a
Shaken result from physical damage), your hero must make a
Smarts roll or go berserk. Hardy Very tough and resilient creatures do not fall from
lesser wounds, no matter how many they suffer. A decisive blow
While Berserk, his Parry is reduced by 2, but he adds +2 to all is needed to put one of these tenacious creatures down.
Fighting and Strength rolls (including melee damage) and his
Toughness. The warrior ignores all wound modifiers while If the beast is Shaken, further Shaken results have no further
berserk, but cannot use any skills, Edges, or maneuvers that effect - they do not cause a wound.
require concentration, including Shooting and Taunt, but not
Intimidation. Natural Armor +2 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
Berserkers attack with reckless abandon. Anytime his Fighting die
locations. Thick, leathery hide generally offers 2 points of Armor.
is a 1 (regardless of his Wild Die), he hits a random adjacent
"Armored" creatures like a stegosaurus generally have 4 or more
target (not the original target). The attack may hit friend as well
points of protection. Supernatural creatures may have much
as foe. If there are no other adjacent targets, the blow simply
higher Armor values. A living statue, for example, might have 8
misses.
points of Armor or more.
The Berserker may end his rage by doing nothing (not even
moving) for one full action and making a Smarts roll at -2.
Armor
Claws/Bite (Str+d4) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for
Natural Armor +2 (+2, Covers: A,H,L,T)
the creatures attack.

Clueless µ Your hero isn't as aware of his world as most


others. He suffers -2 to Common Knowledge rolls. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Hindrances
Clueless µ Your hero isn't as aware of his world as most
others. He suffers -2 to Common Knowledge rolls.

Creature Abilities
Size +1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Weapons
Attack Damage AP Range
Trident . . . . . . . . . . . . . . .d8
. . . . Str+2d4+1
. . . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry +1, Reach 1, Requires two hands
Crossbow, Heavy . . . . . .d8
. . . . . . .2d8
. . . . . . 2. . . 18/36/72
.................................................................
«RoF 1, Reload 2 action(s), AP 2, Requires two hands
Claws/Bite . . . . . . . . . . . . .d8
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Sea Serpent
Sea Serpent
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. ..19
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 140


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..140x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Swimming
. . . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Creature Abilities Quick Your character was born with lightning-fast reflexes and
a cool head. Whenever you are dealt a 5 or lower in combat, you
Aquatic The creature is native to the water. It is a natural
may discard and draw again until you get a card higher than 5.
swimmer and cannot drown. While in the water, its Pace is
generally equal to its Swimming skill, but some creatures (usually Level Headed characters draw their additional card and take the
fish) may have much higher movement rates. best before using their Quick Edge.

Bite (reach 2") (Str+d6) Most creatures have some form


Size +12 A creature's size has a lot to do with how much
of natural attack. This ability allows you to specify the particulars damage it can take, so we add a modifier to its Toughness to
for the creatures attack. reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Crush A sea serpent may wrap its serpentine body around a out.
ship (or large sea creature) as a grapple. Victims suffer damage
each round the grapple is maintained. A sea serpent may crush The Toughness modifiers on the table below represent average
and bite in the same round without incurring a multi-action specimens of particular species for comparison, but there are
penalty. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Gargantuan Gargantuan creatures are those that are at least
humans suffer a -1 penalty, while those with the Brawny Edge
size 9 or better relative to their normal environment. Classic gain a +1 bonus. Use the table as a baseline when creating your
movie monsters like Godzilla or King Kong fit into this category. own creatures then adjust for particularly large or smaller
versions.
Gargantuans have Heavy Armor, so they can only be hurt by
Heavy Weapons, and all their attacks count as Heavy Weapons as
well.
Weapons
Gargantuan creatures suffer the penalty for being Huge - +4 to Attack Damage AP Range
ranged attack rolls from man-sized creatures.
Bite (reach 2") . . . . . . . . d8
. . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
These creatures can also bring their immense weight to bear
when moving over creatures or obstacles. Add their Size to their
Strength roll when doing so, but subtract the Size of their foe as
well. Don’t add the "size" of vehicles, building, or ships - that's
already figured into their Toughness. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Huge Truly huge creatures, at least as big as a dragon, are +4
to be hit.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Long Neck A sea serpent’s long neck gives it a Reach of 2. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Shade
Shade
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 8
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creature Abilities
Creature Abilities
Chilling Claws (Str+d8) Most creatures have some form
of natural attack. This ability allows you to specify the particulars Invulnerability Savage Settings are filled with violent
for the creatures attack. combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both.
Ethereal Ghosts, shadows, will-o-the-wisps, and similar
intangible creatures have no form in the physical world (or can Invulnerable creatures can be Shaken, but they can't be wounded
turn it on and off at will). They cannot be harmed by physical by anything but their Weakness (all such creatures have at least
attacks, and cannot even be seen unless they desire to be. one if not more). An ancient dark god given life by misguided
Ethereal creatures are always affected by magical items, cultists, for example, might be immune to mortal weapons, but is
weapons, and supernatural powers. vulnerable to shards of stained glass gathered from a church.
Most ethereal creatures can still affect things in the physical
world - throwing objects, wielding ghostly swords, or even
pushing heroes down long, dark stairs. Weapons
Attack Damage AP Range
Fear -3 Particularly frightening monsters cause Guts checks xChilling Claws . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at
-2.
Injuries Wounds Fatigue
Fear Shock When a shade gets a Raise when attacking, the -None-
opponent must make a Vigor roll opposed by theShades Spirit or
-1 -2 -3 INC -2 -1
suffer an automatic wound, even if successful, the victim is
enveloped by magical darkness and suffers one level of Fatigue, ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
and also Blinded. This blindness even exgtends to racial abilities
or edges that negate darkness or blindess penalties. The only ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
cure for the fatigue and blindness is to dispel the magical
darkness.

Fearless Mindless creatures, some undead, robots, and the


like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Shadow Cat
Shadow Cat
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 10
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Bite/Claw (Str+d4) Most creatures have some form of
reflect its tremendous mass. Note that a beast's size has nothing
natural attack. This ability allows you to specify the particulars for to do with Vigor - even a mighty kraken can catch a cold or tire
the creatures attack. out.

Frenzy Frenzied fighters make fast and furious melee attacks, The Toughness modifiers on the table below represent average
sacrificing finesse for raw speed. This allows them to make an specimens of particular species for comparison, but there are
extra Fighting attack per round at a -2 penalty to all Fighting always exceptions. Not every Great White has a +4 Toughness
rolls. This attack must be taken at the same time as another bonus. A young specimen might have a +3, while a larger fish
Fighting attack though it may target any two foes adjacent to the might be +5 or even +6. The same is true for humans. Small
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 humans suffer a -1 penalty, while those with the Brawny Edge
penalty is subtracted from all attacks. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
A character armed with two weapons still only makes one extra versions.
attack.

Impr Frenzy Same as Frenzy, but the character may ignore Weapons
the -2 attack penalty. Attack Damage AP Range
Bite/Claw . . . . . . . . . . . . .d6
. . . . . .Str+d4
. . . . . . . -. . . . . . .- . . . . . . . . . . .
Low Light Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Injuries Wounds Fatigue
Pounce Lions often pounce on their prey to best bring their -None- -1 -2 -3 INC -2 -1
mass and claws to bear. It can leap 1d6" to gain +4 to its attack
and damage. Its Parry is reduced by -2 until its next action when ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
performing the maneuver however.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Simmering Coat The Shadow Cat's fur is seemingly
merging with the background. All attacks against them are made
at –4.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Shark, Great White
Shark, Great White
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .0/10
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .. ..12
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Skills Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . d10
. . . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Injuries Wounds Fatigue
Creature Abilities -None- -1 -2 -3 INC -2 -1
Aquatic 10" The creature is native to the water. It is a
natural swimmer and cannot drown. While in the water, its Pace ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
is generally equal to its Swimming skill, but some creatures
(usually fish) may have much higher movement rates. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Bite (Str+d8) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the
creatures attack.

Hardy Very tough and resilient creatures do not fall from


lesser wounds, no matter how many they suffer. A decisive blow
is needed to put one of these tenacious creatures down.

If the beast is Shaken, further Shaken results have no further


effect - they do not cause a wound.

Large Large creatures, at least the size of a rhino, are


somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Size +4 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Shark, Medium Maneater
Shark, Medium Maneater
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .0/10
. . . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
Fighting . . . . . . . . . . . . . . . .Swimming ...................................
Attack Damage AP Range
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Bite
. . . . . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Creature Abilities
Aquatic 10" The creature is native to the water. It is a Injuries Wounds Fatigue
natural swimmer and cannot drown. While in the water, its Pace
is generally equal to its Swimming skill, but some creatures -None- -1 -2 -3 INC -2 -1
(usually fish) may have much higher movement rates.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Bite (Str+d6) Most creatures have some form of natural
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
attack. This ability allows you to specify the particulars for the
creatures attack.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Siren Bush
Siren Bush
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Weapons
Plant Plants are not subject to Fear and Tests of Will. Attack Damage AP Range
Unarmed Strike . . . . . . . d6
. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Siren Song (Siren Bush) Siren bushes emit a low,
hypnotic hum when a living creatures approaches within 12”. All
creatures in range must make an opposed Spirit roll. Those who
fail are subject to the puppet power. The user must score a
success and beat the target’s roll to gain complete control. The Injuries Wounds Fatigue
victim will attack friends and even commit suicide, though such
acts a llow the victim another opposed Spirit roll to break the -None- -1 -2 -3 INC -2 -1
spell.

Normally the tree uses the power to draw its prey close enough ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
for its roots to attach themselves, though if the need arises it can ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
order them to defend it from attackers.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Skeleton
Skeleton
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Creature Abilities Target Shield (+2, Parry: +2)
Bony Claws (Str+d4) Most creatures have some form of
natural attack. This ability allows you to specify the particulars for Weapons
the creatures attack.
Attack Damage AP Range

Fearless Mindless creatures, some undead, robots, and the Broadsword . . . . . . . . . . .d6 . . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
like don't suffer from the weaknesses of the mortal mind. Fearless Bow, Self . . . . . . . . . . . . .d6
. . . . . Str+2d6
. . . . . . . . -. . . 12/24/48
...............
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of «RoF 1, Requires two hands, Bow Weapon
wills). Bony Claws . . . . . . . . . . .d6
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Undead Zombies, skeletons, and similar Undead horrors are


particularly difficult to destroy. Below are the benefi ts of being
such an abomination. Injuries Wounds Fatigue
• Undead add +2 to their basic Toughness. -None-
• Undead add +2 when attempting to recover from being Shaken.
-1 -2 -3 INC -2 -1
• Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
• Undead do not suffer from disease or poison.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Snake, Constrictor
Snake, Constrictor
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Weapons
Bite (Str+d6) Most creatures have some form of natural Attack Damage AP Range
attack. This ability allows you to specify the particulars for the
creatures attack. Bite . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Constrict Large constrictors have very little chance of


entangling active mansized prey in the real world - they must
attack while their victim is sleeping, stunned, paralyzed, and so Injuries Wounds Fatigue
on. Constrictors in pulp and other fantastic genres might be far
more deadly. These creatures bite when they succeed at a -None- -1 -2 -3 INC -2 -1
Fighting roll, and entangle when they succeed with a raise. The
round they entangle and each round thereafter, they cause
damage to their prey equal to Str+d6. The prey may attempt to
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
escape on his action by getting a raise on an opposed Strength ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
roll.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Snake, Venomous
Snake, Venomous
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Bite (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the Small Creatures the size of rats or pixies are very difficult to
creatures attack. hit, especially when moving. Assuming such a creature is active,
attackers subtract 2 from any attack rolls directed at it.
Poison Snakes this size do little serious damage with their
bite, but may inject deadly venom. A character bitten by a
rattlesnake or similar viper must make a Vigor roll at -2. With Weapons
success, the bite area swells and becomes numb. The victim Attack Damage AP Range
becomes Exhausted until healed. With a failure, the victim
becomes Incapacitated and must make a second Vigor roll or die. xBite . . . . . . . . . . . . . . . . d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .

More deadly snakes (cobra, Australian fi erce snake, etc), cause


death if the Vigor roll is failed. A few such snakes cause death in
2d6 rounds. Death in 2d6 minutes is more common, but a few
take 2d6 hours to kill a full-grown man.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Quick Your character was born with lightning-fast reflexes and
a cool head. Whenever you are dealt a 5 or lower in combat, you
may discard and draw again until you get a card higher than 5.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Level Headed characters draw their additional card and take the
best before using their Quick Edge.

Size -2 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Solpugid, Giant
Solpugid, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Toughness
. . . . . . . . . . . . .8(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . .+2
. . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Armor
Intimidation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Natural Armor +2 (+2, Covers: A,H,L,T)
Creature Abilities
Weapons
Bite (Str+d6) Most creatures have some form of natural Attack Damage AP Range
attack. This ability allows you to specify the particulars for the
creatures attack. Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Injuries Wounds Fatigue
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much -None- -1 -2 -3 INC -2 -1
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Wall Crawling Wall crawlers can move over any moderately ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
rough vertical surface at their normal Pace and can even move
along overhangs at half Pace.

Weakness (Solpugid): An adventurer that presents a


bright light to a solpugid may cause it to make a Vigor roll or
flee, so long as the creature is not feeding, guarding young or
cornered. If the solpugid makes its check, it will not flee from any
bright light for the remainder of the combat.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Sphinx
Sphinx
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Any Other, Any
Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . .+1
. . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .5/12
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..11(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Persuasion
..............................................................................

Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Creature
. . . . . . . . . Abilities
..............................

. . . . . .....................................Wise
Notice . . . . . . . . . . . . . . . . .Taunt ...........(Sphinx)
...................Sphinxes
.............are
......renowned
..............for
.....their
.......wisdom.
.................................
They get +2 to all Common Knowledge rolls and roll a d8 for all
Knowledge skills.
Creature Abilities
Bite/Claws (Str+d6) Most creatures have some form of
Armor
natural attack. This ability allows you to specify the particulars for
the creatures attack. Natural Armor +3 (+3, Covers: A,H,L,T)
Flight 12" The creature can fly at the Pace indicated.
Weapons
Natural Armor +3 A creature's Armor adds to the creature's Attack Damage AP Range
Toughness (already added in to its statistics), usually in all Bite/Claws . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Riddles (Sphinx) Rather than immediately attack sentient
prey, sphinxes prefer to enter into riddle contests. If the prey
loses, it gets eaten. Riddle contests are conducted as an opposed ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Smarts roll.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size +2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spider, Giant
Spider, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 5
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . .+2
. . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Intimidation . . . . . . . . . . . Stealth
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Attack . . . . . . Damage. . . . . . . .AP . . . . .Range .............
Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Creature Abilities
Bite (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Poison (-4) The bite of the spider causes instant paralysis
for those who fail their Vigor roll. It lasts for 2d6 minutes. Even if
successful, 1 level of fatigue is incured lasting 30 minutes or until ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
healed. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Webbing The spiders can cast webs from their thorax that
are the size of Small Burst Templates. This is a Shooting roll with
a range of 3/6/12. Anything in the web must cut or break their
way free (Toughness 7). Webbed characters can still fi ght, but all
physical actions are at -4.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spirit, Disease
Spirit, Disease
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Possession (6") A Spirit with this ability can, as an action,
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .attempt
. . . . . to
. . possess
. . . . . . a. .victim
. . . . within
. . . . .6".
. .This
. . . is
. .opposed
. . . . . . Spirit
.................
rolls. Failure results in the victim under the control of the Spirit
until it breaks free (opposed Spirit roll at –2 each round). This
Creature Abilities doesn’t change the nature of the ghost—it’s still a distant, angry
spirit with few cogent thoughts—but it can make its host perform
Dark Sight Many monsters, and even fantasy races such as
basic tasks such as giving orders in his own language, attack, or
elves and dwarves, are typically able to see in all but the operate machinery. The host will never deliberately commit
blackest darkness. Low light vision ignores penalties for Dim and suicide.
Dark lighting, allowing the creature to see in all but pitch black
conditions.
Spectral Claws (Str+d8) Most creatures have some form
of natural attack. This ability allows you to specify the particulars
Diseased Touch The creature causes a disease by touch.
for the creatures attack.
The victim's makes a Vigor roll at -2. Should this roll fail, the
target begins to caugh and wretch uncontrollably. He suffers one
level of Fatigue and is Shaken. Once he recovers from being Weakness (Magic) Only magical weapons and spells can
shaken he may act normally, but the Fatigue remains (and thus harm the creature.
the disease) remains for 2d6 days.

Invulnerability Savage Settings are filled with violent Armor


combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable Natural Armor +3 (+3, Covers: A,H,L,T)
creature, you’ll need a little of both.

Invulnerable creatures can be Shaken, but they can't be wounded Weapons


by anything but their Weakness (all such creatures have at least Attack Damage AP Range
one if not more). An ancient dark god given life by misguided
cultists, for example, might be immune to mortal weapons, but is Spectral Claws . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
vulnerable to shards of stained glass gathered from a church.

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all Injuries Wounds Fatigue
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more -None- -1 -2 -3 INC -2 -1
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Night Sight Those with Night Sight ignore penalties for Dim
and Dark lighting, allowing the creature to see in all but pitch
black conditions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spirit, Fear
Spirit, Fear
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Possession (6") A Spirit with this ability can, as an action,
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .attempt
. . . . . to
. . possess
. . . . . . a. .victim
. . . . within
. . . . .6".
. .This
. . . is
. .opposed
. . . . . . Spirit
.................
rolls. Failure results in the victim under the control of the Spirit
until it breaks free (opposed Spirit roll at –2 each round). This
Creature Abilities doesn’t change the nature of the ghost—it’s still a distant, angry
spirit with few cogent thoughts—but it can make its host perform
Dark Sight Many monsters, and even fantasy races such as
basic tasks such as giving orders in his own language, attack, or
elves and dwarves, are typically able to see in all but the operate machinery. The host will never deliberately commit
blackest darkness. Low light vision ignores penalties for Dim and suicide.
Dark lighting, allowing the creature to see in all but pitch black
conditions.
Spectral Claws (Str+d8) Most creatures have some form
of natural attack. This ability allows you to specify the particulars
Fear -4 Particularly frightening monsters cause Guts checks
for the creatures attack.
to all who see them. Some truly terrifying monsters may inflict
penalties on Guts checks as well. A creature with Fear -2, for
instance, causes those who see it to make their Guts checks at Weakness (Magic) Only magical weapons and spells can
-2. harm the creature.

Invulnerability Savage Settings are filled with violent


combat, but many often feature desperate puzzle-solving or dark Armor
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both. Natural Armor +3 (+3, Covers: A,H,L,T)
Invulnerable creatures can be Shaken, but they can't be wounded
by anything but their Weakness (all such creatures have at least Weapons
one if not more). An ancient dark god given life by misguided Attack Damage AP Range
cultists, for example, might be immune to mortal weapons, but is
vulnerable to shards of stained glass gathered from a church. Spectral Claws . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Injuries Wounds Fatigue
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much -None- -1 -2 -3 INC -2 -1
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Night Sight Those with Night Sight ignore penalties for Dim ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
and Dark lighting, allowing the creature to see in all but pitch
black conditions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spirit, Healing
Spirit, Healing
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Night Sight Those with Night Sight ignore penalties for Dim
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .and
. . .Dark
. . . lighting,
. . . . . . allowing
. . . . . . .the
. . creature
. . . . . . to
. .see
. . .in. all
. . but
. . . pitch
................
black conditions.
Creature Abilities Possession (6") A Spirit with this ability can, as an action,
Dark Sight Many monsters, and even fantasy races such as attempt to possess a victim within 6". This is opposed Spirit
elves and dwarves, are typically able to see in all but the rolls. Failure results in the victim under the control of the Spirit
blackest darkness. Low light vision ignores penalties for Dim and until it breaks free (opposed Spirit roll at –2 each round). This
Dark lighting, allowing the creature to see in all but pitch black doesn’t change the nature of the ghost—it’s still a distant, angry
conditions. spirit with few cogent thoughts—but it can make its host perform
basic tasks such as giving orders in his own language, attack, or
operate machinery. The host will never deliberately commit
Healing Touch Healing repairs recent bodily damage. It must
suicide.
be used within the “Golden Hour,” though, for it has no effect on
wounds more than one hour old.
Spectral Claws (Str+d8) Most creatures have some form
The Healing Spirit rolls his Spirit die, removing a wound with a of natural attack. This ability allows you to specify the particulars
success, two with a raise. The roll suffers a penalty equal to the for the creatures attack.
victim’s wounds (in addition to any the Spirit might be suffering
himself). It can be used once per person in a 24-hour period. Weakness (Magic) Only magical weapons and spells can
harm the creature.
Healing can also cure poison and disease if used within 10 minutes of
the event.

Invulnerability Savage Settings are filled with violent Armor


combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable
Natural Armor +3 (+3, Covers: A,H,L,T)
creature, you’ll need a little of both.

Invulnerable creatures can be Shaken, but they can't be wounded


Weapons
by anything but their Weakness (all such creatures have at least Attack Damage AP Range
one if not more). An ancient dark god given life by misguided Spectral Claws . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
cultists, for example, might be immune to mortal weapons, but is
vulnerable to shards of stained glass gathered from a church.

Natural Armor +3 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all Injuries Wounds Fatigue
locations. Thick, leathery hide generally offers 2 points of Armor. -None- -1 -2 -3 INC -2 -1
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8 ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spirit, Madness
Spirit, Madness
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Possession (6") A Spirit with this ability can, as an action,
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .attempt
. . . . . to
. . possess
. . . . . . a. .victim
. . . . within
. . . . .6".
. .This
. . . is
. .opposed
. . . . . . Spirit
.................
rolls. Failure results in the victim under the control of the Spirit
until it breaks free (opposed Spirit roll at –2 each round). This
Creature Abilities doesn’t change the nature of the ghost—it’s still a distant, angry
spirit with few cogent thoughts—but it can make its host perform
Dark Sight Many monsters, and even fantasy races such as
basic tasks such as giving orders in his own language, attack, or
elves and dwarves, are typically able to see in all but the operate machinery. The host will never deliberately commit
blackest darkness. Low light vision ignores penalties for Dim and suicide.
Dark lighting, allowing the creature to see in all but pitch black
conditions.
Spectral Claws (Str+d8) Most creatures have some form
of natural attack. This ability allows you to specify the particulars
Invulnerability Savage Settings are filled with violent
for the creatures attack.
combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both. Weakness (Magic) Only magical weapons and spells can
harm the creature.
Invulnerable creatures can be Shaken, but they can't be wounded
by anything but their Weakness (all such creatures have at least
one if not more). An ancient dark god given life by misguided
cultists, for example, might be immune to mortal weapons, but is
Armor
vulnerable to shards of stained glass gathered from a church.
Natural Armor +3 (+3, Covers: A,H,L,T)
Madness Touch The spirit can cause madness by touch.
On a success, a target must make a Smarts roll at –2 or be Weapons
Shaken and Fatigued (1 level), and on a raise, the roll is made at Attack Damage AP Range
–4. The victim immediately falls to his knees babbles
incoherently until the Shaken condition ends. Even when this Spectral Claws . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
ends, the victim has 1 level of Fatigue until rested (for at least 30
minutes) or cured.

Natural Armor +3 A creature's Armor adds to the creature's Injuries Wounds Fatigue
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. -None- -1 -2 -3 INC -2 -1
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Night Sight Those with Night Sight ignore penalties for Dim
and Dark lighting, allowing the creature to see in all but pitch
black conditions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spirit, Magic
Spirit, Magic
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Possession (6") A Spirit with this ability can, as an action,
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .attempt
. . . . . to
. . possess
. . . . . . a. .victim
. . . . within
. . . . .6".
. .This
. . . is
. .opposed
. . . . . . Spirit
.................
rolls. Failure results in the victim under the control of the Spirit
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . .until
. . . it. .breaks
. . . . .free
. . .(opposed
. . . . . . .Spirit
. . . .roll
. . at
. .–2
. .each
. . . .round).
. . . . .This
...............
doesn’t change the nature of the ghost—it’s still a distant, angry
spirit with few cogent thoughts—but it can make its host perform
Creature Abilities basic tasks such as giving orders in his own language, attack, or
operate machinery. The host will never deliberately commit
Arcane Magic Note: This is the Edge your character must suicide.
purchase to possess the "Magic" arcane background and cast spells.
Spectral Claws (Str+d8) Most creatures have some form
Dark Sight Many monsters, and even fantasy races such as of natural attack. This ability allows you to specify the particulars
elves and dwarves, are typically able to see in all but the for the creatures attack.
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black Weakness (Magic) Only magical weapons and spells can
conditions.
harm the creature.

Invulnerability Savage Settings are filled with violent


combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable Arcane Drawbacks
creature, you’ll need a little of both. Backlash When a wizard rolls a 1 on his Spellcasting die
(regardless of his Wild Die), he is automatically Shaken. This can
Invulnerable creatures can be Shaken, but they can't be wounded
cause a wound.
by anything but their Weakness (all such creatures have at least
one if not more). An ancient dark god given life by misguided Armor
cultists, for example, might be immune to mortal weapons, but is
vulnerable to shards of stained glass gathered from a church. Natural Armor +3 (+3, Covers: A,H,L,T)
Natural Armor +3 A creature's Armor adds to the creature's
Weapons
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Attack Damage AP Range
"Armored" creatures like a stegosaurus generally have 4 or more Spectral Claws . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Night Sight Those with Night Sight ignore penalties for Dim Injuries Wounds Fatigue
and Dark lighting, allowing the creature to see in all but pitch
black conditions.
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (10 Points)
Cost Range Dur/Maint Trappings
2-6 24/48/96 Inst Blast of Energy
Blast is an area effect power that can put down
many opponents at once. The caster first picks
where he wants to center the blast, then makes
the appropriate skill roll. Normal ranged attack
modifiers apply.
The area of effect is a Medium Burst Template. If
Blast the roll is failed, the blast deviates as a launched
projectile.
Targets within the blast suffer 2d6 damage. Blast
counts as a Heavy Weapon.

Additional Effects: For double the Power Points,


the blast does 3d6 damage, or the size is
increased to a Large Burst Template. For triple the
points, it does both.
1-3 12/24/48 Inst Bolt of energy
Bolt is a standard attack power of wizards, and
can also be used for ray guns, bursts of energy,
streaks of holy light, and other ranged attacks. The
damage of the bolt is 2d6.

Additional Bolts: The character may cast up to 3


bolts by spending a like amount of Power Points.
The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
automatic weapons fire but without the full-auto
penalty—the character rolls a spellcasting die for
each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
he also rolls a Wild Die, which may replace any of
the casting dice.

Additional Damage: The caster may instead cast


a single 3d6 bolt for 2 Power Points. He may not
cast multiple bolts when using this ability.
4 Tch 3 (1/rnd) Energy field
Damage Field creates an effect around a character
that deals damage to anyone who contacts them
in close combat. The damage affects any adjacent
character who makes a successful attack roll
against the subject. It has no effect on non-
adjacent attackers (for example, Reach or ranged
attacks).

If a character with a damage field strikes someone


in unarmed combat, the target takes the field’s
Damage Field damage plus the character’s Strength die
(Str+2d6). The character may also simply touch
the opponent (+2 to Fighting) and do the field’s
damage only. A target who is grappled suffers the
field’s damage each round on the attacker’s action;
if the attacker chooses on following rounds to
actively damage the target, he adds his Strength
die to the damage roll as above and may get a
bonus die for a raise.

With a success, the power does 2d6 damage.


With a raise, damage field causes 2d8 damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Spirit, Pain
Spirit, Pain
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 12
. . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..10(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
Fighting . . . . . . . . . . . . . . . .Stealth .. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Possession (6") A Spirit with this ability can, as an action,
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .attempt
. . . . . to
. . possess
. . . . . . a. .victim
. . . . within
. . . . .6".
. .This
. . . is
. .opposed
. . . . . . Spirit
.................
rolls. Failure results in the victim under the control of the Spirit
until it breaks free (opposed Spirit roll at –2 each round). This
Creature Abilities doesn’t change the nature of the ghost—it’s still a distant, angry
spirit with few cogent thoughts—but it can make its host perform
Dark Sight Many monsters, and even fantasy races such as
basic tasks such as giving orders in his own language, attack, or
elves and dwarves, are typically able to see in all but the operate machinery. The host will never deliberately commit
blackest darkness. Low light vision ignores penalties for Dim and suicide.
Dark lighting, allowing the creature to see in all but pitch black
conditions.
Spectral Claws (Str+d8) Most creatures have some form
of natural attack. This ability allows you to specify the particulars
Invulnerability Savage Settings are filled with violent
for the creatures attack.
combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable
creature, you’ll need a little of both. Weakness (Magic) Only magical weapons and spells can
harm the creature.
Invulnerable creatures can be Shaken, but they can't be wounded
by anything but their Weakness (all such creatures have at least
one if not more). An ancient dark god given life by misguided
cultists, for example, might be immune to mortal weapons, but is
Armor
vulnerable to shards of stained glass gathered from a church.
Natural Armor +3 (+3, Covers: A,H,L,T)
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all Weapons
locations. Thick, leathery hide generally offers 2 points of Armor. Attack Damage AP Range
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much Spectral Claws . . . . . . . . d8
. . . . . . Str+d8
. . . . . . . .-. . . . . . -. . . . . . . . . . . .
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Night Sight Those with Night Sight ignore penalties for Dim Injuries Wounds Fatigue
and Dark lighting, allowing the creature to see in all but pitch
black conditions. -None- -1 -2 -3 INC -2 -1
Pain Touch The spirit can cause pain by touch. On a ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
success, a target must make a Vigor roll at –2 or be Shaken and
Fatigued (1 level), and on a raise, the roll is made at –4. The ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
victim is immediately wracked with pain until the Shaken
condition ends. Even when this ends, the victim has 1 level of
Fatigue until rested (for at least 30 minutes) or cured.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Stoorworm
Stoorworm
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+1
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Tough
. . . . . . . .. .. .. .. ..20(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Creature Abilities Gas Breath (Stoorworm) Stoorworm's breathe caustic
gas using the Cone Template. Every target within this cone may
Bite (Str+d8) Most creatures have some form of natural
make an Agility roll at -2 to receive only half damage. Those who
attack. This ability allows you to specify the particulars for the fail suffer 2d8 damage and must check to see if they are blind.
creatures attack. This is a Vigor roll at -2, failure results in blindness and one
level of fatigue until for at least 30 minutes.
Dark Sight Many monsters, and even fantasy races such as
elves and dwarves, are typically able to see in all but the A Stoorworm may not attack with its bite in the round it breathes.
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black Huge Truly huge creatures, at least as big as a dragon, are +4
conditions. to be hit.

Fear -2 Particularly frightening monsters cause Guts checks


Natural Armor +4 A creature's Armor adds to the creature's
to all who see them. Some truly terrifying monsters may inflict Toughness (already added in to its statistics), usually in all
penalties on Guts checks as well. A creature with Fear -2, for locations. Thick, leathery hide generally offers 2 points of Armor.
instance, causes those who see it to make their Guts checks at "Armored" creatures like a stegosaurus generally have 4 or more
-2. points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
Gargantuan Gargantuan creatures are those that are at least points of Armor or more.
size 9 or better relative to their normal environment. Classic
movie monsters like Godzilla or King Kong fit into this category.

Gargantuans have Heavy Armor, so they can only be hurt by


Armor
Heavy Weapons, and all their attacks count as Heavy Weapons as Natural Armor +4 (+4, Covers: A,H,L,T)
well.

Gargantuan creatures suffer the penalty for being Huge - +4 to Weapons


ranged attack rolls from man-sized creatures.
Attack Damage AP Range
These creatures can also bring their immense weight to bear Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
when moving over creatures or obstacles. Add their Size to their
Strength roll when doing so, but subtract the Size of their foe as
well. Don’t add the "size" of vehicles, building, or ships - that's
already figured into their Toughness.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Fast Regen Legend has it that trolls, vampires, and certain
other types of legendary creatures can Regenerate damage
caused to them.

Fast Regeneration means that a wounded creature makes a Vigor


roll every round to heal any damage it has sustained - even after
it has been "killed." Most creatures with this ability have a
Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
regenerate it (it may heal naturally, however). Such creatures also
add +2 to Spirit rolls made to recover from being Shaken.

Size +8 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Swarm
Swarm
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Weapons
...................................
Attack Damage AP Range

Creature Abilities Unarmed Strike . . . . . . .d4-2


. . . . . . . .Str
. . . . . .-. . . . . .-. . . . . . . . . . . .
Bite or Sting Swarms inflict hundreds of tiny bites every
round to their victims, hitting automatically and causing 2d4
damage to everyone in the template. Damage is applied to the
least armored location (victims in completely sealed suits are Injuries Wounds Fatigue
immune). -None- -1 -2 -3 INC -2 -1
Split Some swarms are clever enough to split into two smaller
swarms (Small Burst Templates) should their foes split up. The
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness of these smaller swarms is lowered by -2 (to 5 each). ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Swarm Parry +2; Because the swarm is composed of scores,


hundreds, or thousands of creatures, cutting and piercing
weapons do no real damage. Area-effect weapons work normally,
and a character can stomp to inflict his damage in Strength each
round. Swarms are usually foiled by jumping in water (unless
they are aquatic pests, such as piranha).

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Toad, Cliff
Toad, Cliff
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .5. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Armor
Creature Abilities Natural Armor +2 (+2, Covers: A,H,L,T)
4 (Str+d10) Most creatures have some form of natural attack.
This ability allows you to specify the particulars for the creatures
attack.
Weapons
Attack Damage AP Range
Engulf Giant toads can swallow prey as large as Size +2 4 . . . . . . . . . . . . . . . . . . . . .d8
. . . . .Str+d10
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
whole. While engulfed, the target is grappled as per the core
rulebook with a –4 penalty to Strength rolls to escape and suffers
2d6 damage per round from digestive juices. Armor offers no
protection.
Injuries Wounds Fatigue
Large Large creatures, at least the size of a rhino, are -None- -1 -2 -3 INC -2 -1
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Natural Armor +2 A creature's Armor adds to the creature's ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Size +6 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Toad, Giant
Toad, Giant
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. ..10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
4 . . . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
4 (Str+d8) Most creatures have some form of natural attack.
This ability allows you to specify the particulars for the creatures
attack.

Engulf Giant toads can swallow prey as large as Size +2 Injuries Wounds Fatigue
whole. While engulfed, the target is grappled as per the core
rulebook with a –4 penalty to Strength rolls to escape and suffers
-None- -1 -2 -3 INC -2 -1
2d6 damage per round from digestive juices. Armor offers no
protection. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Large Large creatures, at least the size of a rhino, are
somewhat easier to hit. Attackers may add +2 to any attack rolls
directed at Large targets.

Size +4 A creature's size has a lot to do with how much


damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Troll, Cave
Troll, Cave
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.60
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..60x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fast Regen Legend has it that trolls, vampires, and certain
other types of legendary creatures can Regenerate damage
Creature Abilities caused to them.

Claws (Str+d6) Most creatures have some form of natural Fast Regeneration means that a wounded creature makes a Vigor
attack. This ability allows you to specify the particulars for the roll every round to heal any damage it has sustained - even after
creatures attack. it has been "killed." Most creatures with this ability have a
Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
Dark Sight Many monsters, and even fantasy races such as
regenerate it (it may heal naturally, however). Such creatures also
elves and dwarves, are typically able to see in all but the add +2 to Spirit rolls made to recover from being Shaken.
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Size +2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Earth Sense Some creatures are so in tune with the rock
to do with Vigor - even a mighty kraken can catch a cold or tire
around them that they can work perfectly well in the total out.
darkness of the deep. By sensing heat and air pressure, a
creature with Earth Sense can fight and make Notice rolls with no The Toughness modifiers on the table below represent average
penalty so long as their specimens of particular species for comparison, but there are
target is no more than 5" away. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Impr Sweep Same as Sweep, except the hero may ignore the might be +5 or even +6. The same is true for humans. Small
-2 penalty. humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Natural Armor +2 A creature's Armor adds to the creature's
versions.
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Reach (Troll, 1") The troll's long arms allow it to make


melee attacks on targets up to +1” away. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Sweep Sweep allows a character to make a single Fighting
attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Armor
Leather Hauberk (+1/+1, Covers: A,L,T)
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Wooden Club, Big . . . . d10
. . . . . .Str+1d10
. . . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Requires two hands
Claws . . . . . . . . . . . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Troll, Dark
Troll, Dark
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Reach (Troll, 1") The troll's long arms allow it to make
Ritualism (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .to. +1”
melee attacks on targets up . . . away.
................... ...........
Fast Regen Legend has it that trolls, vampires, and certain
Creature Abilities other types of legendary creatures can Regenerate damage
caused to them.
Ritual Magic Note: This is the Edge your character must
purchase to possess the "Ritual Magic" arcane background and cast Fast Regeneration means that a wounded creature makes a Vigor
spells. roll every round to heal any damage it has sustained - even after
it has been "killed." Most creatures with this ability have a
Claws (Str+d6) Most creatures have some form of natural Weakness or Vulnerability as well, such as fire. If the creature
attack. This ability allows you to specify the particulars for the suffers a wound due to its Weakness or Vulnerability, it may not
creatures attack. regenerate it (it may heal naturally, however). Such creatures also
add +2 to Spirit rolls made to recover from being Shaken.

Dark Sight Many monsters, and even fantasy races such as


Size +2 A creature's size has a lot to do with how much
elves and dwarves, are typically able to see in all but the
blackest darkness. Low light vision ignores penalties for Dim and damage it can take, so we add a modifier to its Toughness to
Dark lighting, allowing the creature to see in all but pitch black reflect its tremendous mass. Note that a beast's size has nothing
conditions. to do with Vigor - even a mighty kraken can catch a cold or tire
out.

Earth Sense Some creatures are so in tune with the rock The Toughness modifiers on the table below represent average
around them that they can work perfectly well in the total specimens of particular species for comparison, but there are
darkness of the deep. By sensing heat and air pressure, a always exceptions. Not every Great White has a +4 Toughness
creature with Earth Sense can fight and make Notice rolls with no bonus. A young specimen might have a +3, while a larger fish
penalty so long as their might be +5 or even +6. The same is true for humans. Small
target is no more than 5" away. humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
Impr Sweep Same as Sweep, except the hero may ignore the own creatures then adjust for particularly large or smaller
versions.
-2 penalty.

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
Injuries Wounds Fatigue
points of protection. Supernatural creatures may have much -None-
higher Armor values. A living statue, for example, might have 8 -1 -2 -3 INC -2 -1
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Sweep Sweep allows a character to make a single Fighting
attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Arcane Drawbacks
Backlash When a wizard rolls a 1 on his Spellcasting die
(regardless of his Wild Die), he is automatically Shaken. This can
cause a wound.
Arcane Powers (5 Points)
Cost Range Dur/Maint Trappings
2 Touch 3 (1/round) Markings on
This spell can be cast on any blunt weapon
weapon. It
increases the chance to hit with the weapon by
Bludgeon +2 and deals one point of extra damage. This
extra damage is Not magical and will Not affect
creatures who can only be hurt by magic. On a
raise the blade is +4 to hit and damage.
2 Sma 3 (1/r) Shroud of
This power does exactly what its nameDarkness
implies -
Obscure creates an area of obscurement equal to a Large
Burst Template. Attacks into, out of, or through
the area of effect suffer the standard penalty for
absolute blindness of -6.
2 Touch 3 (1/r) Runes
This power is cast on a weapon of some sort. If
it’s a ranged weapon, it affects one entire
magazine, 20 bolts, shells, or arrows, or one full
“load” of ammunition (the GM may have to
determine the exact quantity for unusual
Smite weapons). While the spell is in effect, the
weapon’s damage is increased by +2 or +4 with a
raise.

Additional Targets: The character may affect up


to five targets by spending a like amount of
additional Power Points.

Armor
Leather Hauberk (+1/+1, Covers: A,L,T)
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Axe, Great . . . . . . . . . . . d10
. . . . . Str+1d10
. . . . . . . . .1. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, AP 1, Requires two hands
Claws . . . . . . . . . . . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Troll, Great
Troll, Great
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+4
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Tough
. . . . . . . .. .. .. .. ..16(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fast Regen Legend has it that trolls, vampires, and certain
other types of legendary creatures can Regenerate damage
Creature Abilities caused to them.

Claws (Str+d6) Most creatures have some form of natural Fast Regeneration means that a wounded creature makes a Vigor
attack. This ability allows you to specify the particulars for the roll every round to heal any damage it has sustained - even after
creatures attack. it has been "killed." Most creatures with this ability have a
Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
Dark Sight Many monsters, and even fantasy races such as
regenerate it (it may heal naturally, however). Such creatures also
elves and dwarves, are typically able to see in all but the add +2 to Spirit rolls made to recover from being Shaken.
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Size +4 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Earth Sense Some creatures are so in tune with the rock
to do with Vigor - even a mighty kraken can catch a cold or tire
around them that they can work perfectly well in the total out.
darkness of the deep. By sensing heat and air pressure, a
creature with Earth Sense can fight and make Notice rolls with no The Toughness modifiers on the table below represent average
penalty so long as their specimens of particular species for comparison, but there are
target is no more than 5" away. always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Impr Sweep Same as Sweep, except the hero may ignore the might be +5 or even +6. The same is true for humans. Small
-2 penalty. humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Natural Armor +2 A creature's Armor adds to the creature's
versions.
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Reach (Troll, 1") The troll's long arms allow it to make


melee attacks on targets up to +1” away. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Sweep Sweep allows a character to make a single Fighting
attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Armor
Leather Hauberk, Heavy (+2/+1, Covers: A,L,T)
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Maul, Troll . . . . . . . . . . . d10
. . . . . .Str+2d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, Requires two hands
Claws . . . . . . . . . . . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Troll, Snow
Troll, Snow
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...................+2
............................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Tough
. . . . . . . .. .. .. .. ..15(3)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 100


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..100x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Swimming
..............................................................................

Intimidation . . . . . . . . . . . Throwing
. . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fast Regen Legend has it that trolls, vampires, and certain
other types of legendary creatures can Regenerate damage
Creature Abilities caused to them.

Claws (Str+d6) Most creatures have some form of natural Fast Regeneration means that a wounded creature makes a Vigor
attack. This ability allows you to specify the particulars for the roll every round to heal any damage it has sustained - even after
creatures attack. it has been "killed." Most creatures with this ability have a
Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
Dark Sight Many monsters, and even fantasy races such as
regenerate it (it may heal naturally, however). Such creatures also
elves and dwarves, are typically able to see in all but the add +2 to Spirit rolls made to recover from being Shaken.
blackest darkness. Low light vision ignores penalties for Dim and
Dark lighting, allowing the creature to see in all but pitch black
conditions. Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
Immunity: Cold Creatures born in fire aren't affected by
to do with Vigor - even a mighty kraken can catch a cold or tire
heat, and a horror made of pure lightning won't suffer from a bolt out.
attack with an electrical trapping.
The Toughness modifiers on the table below represent average
Immunities are always to specific types of attacks, such as fire, specimens of particular species for comparison, but there are
cold, electricity, and so on. Such creatures aren’t invulnerable, always exceptions. Not every Great White has a +4 Toughness
they just ignore damage from the specific attack types named. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Impr Sweep Same as Sweep, except the hero may ignore the humans suffer a -1 penalty, while those with the Brawny Edge
-2 penalty. gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.
Natural Armor +3 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Reach (Troll, 1") The troll's long arms allow it to make Injuries Wounds Fatigue
melee attacks on targets up to +1” away.
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Sweep Sweep allows a character to make a single Fighting
attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
use this powerful ability. A character may not use Sweep in the
same round she uses Frenzy.

Armor
Leather Hauberk (+1/+1, Covers: A,L,T)
Natural Armor +3 (+3, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Greathammer . . . . . . . . .d10
. . . . Str+1d8+2
. . . . . . . . . .2. . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
«Parry -1, AP 2, Requires two hands, AP vs. rigid armor only (plate
mail)
Claws . . . . . . . . . . . . . . . .d10
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Unicorn
Unicorn
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .7. . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Creature Abilities
Spellcasting (Arcane) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Size +3 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
Creature Abilities reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
Arcane Magic Note: This is the Edge your character must out.
purchase to possess the "Magic" arcane background and cast spells.
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Fleet-Footed (d10) Roll a d10 instead of a d6 when
always exceptions. Not every Great White has a +4 Toughness
running. bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
Force of Good Unicorns add +2 to damage when attacking humans suffer a -1 penalty, while those with the Brawny Edge
supernatural evil foes, and have +2 Toughness when suffering gain a +1 bonus. Use the table as a baseline when creating your
damage from such creatures. own creatures then adjust for particularly large or smaller
versions.
Healing A unicorn can cast healing and greater healing by
touching its horn to a target. It has 40 Power Points. A horn cut
from a living unicorn retains these powers. Anyone performing Arcane Drawbacks
such a foul deed is cursed by the gods of good. The victim’s
skin becomes covered in boils and blisters which no magic can Backlash When a wizard rolls a 1 on his Spellcasting die
heal. He suffers –4 Charisma. (regardless of his Wild Die), he is automatically Shaken. This can
cause a wound.
Kick (Str+d6) Most creatures have some form of natural Armor
attack. This ability allows you to specify the particulars for the
creatures attack. Natural Armor +2 (+2, Covers: A,H,L,T)

Natural Armor +2 A creature's Armor adds to the creature's


Weapons
Toughness (already added in to its statistics), usually in all
Attack Damage AP Range
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more Kick . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (30 Points) Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings Cost Range Dur/Maint Trappings
2 Touch 3 (1/r) A mystical glow 1-3 12/24/48 Inst Energy bolts
Armor creates a field of magical protection around Bolt is a standard attack power of wizards, and
a character or an actual shell of some sort, can also be used for ray guns, bursts of energy,
effectively giving the target Armor. Success grants streaks of holy light, and other ranged attacks. The
Armor the recipient 2 points of Armor. A raise grants 4 damage of the bolt is 2d6.
points of Armor.
Additional Bolts: The character may cast up to 3
Whether the armor is visible or not depends bolts by spending a like amount of Power Points.
largely on the trapping. The bolts may be spread among targets as the
Bolt character chooses. This is rolled just like fully-
1/sct Sma 3 (1/s/r) Thorns
automatic weapons fire but without the full-auto
Barrier creates a solid, immobile wall to protect the penalty—the character rolls a spellcasting die for
user against attack or to entrap an opponent. each bolt and compares each to the Target
Number separately. If the caster is a Wild Card,
Regardless of what the barrier is made of (ice, he also rolls a Wild Die, which may replace any of
thorns, stone, energy, etc.), it has a Toughness of the casting dice.
10. Every Power Point spent creates a 1” wide
section of wall. The barrier ranges in thickness Additional Damage: The caster may instead cast
from a few “real world” inches for stone or other a single 3d6 bolt for 2 Power Points. He may not
hard materials up to a foot for things like bones or cast multiple bolts when using this ability.
ice. (If you’re using a gridded mat to play, draw
the barrier between the squares directly along the 3 Sma Inst Waves horn
grid-lines.) The exact placement of each section is Dispel allows a hero to negate enemy spells,
defined by the caster, but each section must be miracles, mad science, or super powers. It has no
connected to at least one other section after the effect on innate powers, such as a dragon’s breath
Barrier first. or a banshee’s scream. Neither does dispel work
on magic items or permanent enchantments
When the spell expires or a section is broken, it unless the specific item or enchantment says
crumbles to dust or dissipates. Trappings are otherwise.
never left behind.
Dispel Dispel can be used on a power already in effect
Each section of the barrier may be destroyed by or to counter an enemy power as it’s being used.
an attack that equals its Toughness of 10. Physical The latter requires the countering mage to be on
walls are treated exactly like inanimate objects; Hold and interrupt his foe’s action as usual.
they are considered to have a Parry of 2 (ranged
attacks work as normal), but raises on the attack In either case, dispelling the opponent’s power is
roll do not grant bonus damage nor do damage an opposed roll of arcane skills. The dispelling
dice Ace. Opponents may climb the barrier at –2 character suffers a –2 modifier if the target power
to their Climbing roll if it is made of something is of another type (magic vs. miracles,
solid. Fiery versions of the barrier cause 2d4 superpowers vs. mad science, etc).
damage to anyone who wishes to leap through
2-4 Sma Spec Vines
instead.
This power allows the character to restrain a
Spec Sma*100 10min Concentration target with snaking vines, lengths of hair, spider
This spell allows mages to speak with and guide webs, or some other vine-like trapping.
the actions of nature’s beasts. It works only on The arcane skill roll is opposed by the target’s
creatures with animal intelligence, not humanoids. Agility. Success indicates partial restraint so that
Nor does it work on conjured, magical, or the target suffers a –2 penalty to Pace and skills
otherwise “unnatural” animals. linked to Agility and Strength. A raise restrains the
Entangle target fully. He cannot move or use any skills
The target must be within the sorcerer’s range — linked to Agility or Strength.
it is not conjured.
Beast Friend Each following round, an entangled target may
The cost to control a creature depends on its Size. make a Strength or Agility roll to break free. Other
The base cost is 3, plus twice its Size for characters may also attempt to free the ensnared
creatures with a Size greater than 0. A great white person by making a Strength roll at –2.
shark (Size +4) costs 3 plus 8 (2x4), or 11 points. For 2 Power Points entangle targets a single
A roc (Size +8) costs 19 Power Points to control. opponent. For 4 points it affects everyone in a
Medium Burst Template.
Swarms may also be controlled. Small swarms cost
3, Mediums 5, and Large 8. Thus a single rat
costs 3 to control, as does a small swarm of the
creatures.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Arcane Powers (30 Points)
Cost Range Dur/Maint Trappings
3+ Spec Inst Cloud of smoke
Teleport allows a character to disappear and
instantly reappear up to 10” distant for each 3
Power Points spent, or 15” with a raise. This
counts as his movement for the round. Adjacent
opponents do not get a free attack against the
teleporting character. If the hero wishes to teleport
somewhere he can’t see, he must make a Smarts
roll at –2. If it is an unknown area he has never
seen, the roll is at a –4 penalty.

Failure of either roll means the teleporter hit an


Teleport object of some sort. He returns where he came
from and is Shaken. A roll of 1 on the casting die
(regardless of the Wild Die) indicates a more
serious disaster — in addition to being Shaken he
also suffers 2d6 damage.
The teleporter can never enter a solid space even
if he tries. The power instantly returns him to his
starting location as above.

Carrying Others: The hero can carry other beings


with him at the cost of a level of Fatigue per
additional “rider.” More than two may be carried at
once, but causes instant Incapacitation. One
Fatigue level is regained for each full hour of rest.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Vampire, Ancient
Vampire, Ancient
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Any Other,
Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+3
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .. ..10
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .7. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.90
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..90x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. Creature
.. .. .. .. .. .. .. .. .. ..Abilities
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

. . . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. ..Invulnerability
Savage Settings are filled with violent
Intimidation . . . . . . . . . . . Swimming .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
combat, but many often feature desperate puzzle-solving or dark
research into unholy horrors as well. To defeat an Invulnerable
Notice . . . . . . . . . . . . . . . . .Throwing
. . . . . . . . . . . . . . . . . . . . . . . .creature,
. . . . . . you’ll
. . . . .need
. . . a. .little
. . .of. .both.
.................................
Invulnerable creatures can be Shaken, but they can't be wounded
Creature Abilities by anything but their Weakness (all such creatures have at least
one if not more). An ancient dark god given life by misguided
Change Form As an action, a vampire can change into a cultists, for example, might be immune to mortal weapons, but is
wolf or bat with a Smarts roll at -2. Changing back into humanoid vulnerable to shards of stained glass gathered from a church.
form requires a Smarts roll.
Level Headed Fighters who can keep their cool when
Charm Vampires can use the Puppet power on the opposite everyone else is running for cover are deadly customers in
sex using their Smarts as their arcane skill. They can cast and combat.
maintain the power indefinitely, but may only affect one target at
a time. A hero with this Edge draws an additional action card in combat
and acts on the best of the draw.
Children of Night Ancient vampires have the ability to
summon and control wolves or rats. This requires an action and Mist Greater vampires have the ability to turn into mist. This
a Smarts roll at -2. If successful, 1d6 wolves or 1d6 swarms of requires an action and a Smarts roll at -2.
rats (see Swarm) come from the surrounding wilds in 1d6+2
rounds.
Sire Anyone slain by a vampire has a 50% chance of rising as
a vampire themselves in 1d4 days.
Claws (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.
Weapons
Frenzy Frenzied fighters make fast and furious melee attacks, Attack Damage AP Range
sacrificing finesse for raw speed. This allows them to make an Claws . . . . . . . . . . . . . . . .d10
. . . . . .Str+d4
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
extra Fighting attack per round at a -2 penalty to all Fighting
rolls. This attack must be taken at the same time as another
Fighting attack though it may target any two foes adjacent to the
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2
penalty is subtracted from all attacks. Injuries Wounds Fatigue
A character armed with two weapons still only makes one extra -None- -1 -2 -3 INC -2 -1
attack.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Impr Frenzy Same as Frenzy, but the character may ignore
the -2 attack penalty. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
such an abomination.

• Undead add +2 to their basic Toughness.


• Undead add +2 when attempting to recover from being Shaken.
• Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.

Weakness (Holy Symbol) A character with a holy


symbol may keep a vampire at bay by displaying a holy symbol.
A vampire who wants to directly attack the victim must beat her
in an opposed test of Spirits.

Weakness (Holy Water) A vampire sprinkled with holy


water is Fatigued. If immersed, he combusts as if it were direct
sunlight (see above).

Weakness (Invitation Only) Vampires cannot enter a


private dwelling without being invited. They may enter public
domains as they please.

Weakness (Stake in Heart) A vampire hit with a called


shot to the heart (-4) must make a Vigor roll versus the damage.
If successful, it takes damage normally. If it fails, it disintegrates
to dust.

Weakness (Sunlight) Vampires catch fire if any part of


their skin is exposed to sunlight. After that they suffer 2d10
damage per round. Armor does not protect.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Vampire, Young
Vampire, Young
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 9
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.70
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..70x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Swimming
. . . . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Notice . . . . . . . . . . . . . . . . .Throwing
..............................................................................
Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
Creature Abilities such an abomination.

Claws (Str+d4) Most creatures have some form of natural • Undead add +2 to their basic Toughness.
attack. This ability allows you to specify the particulars for the • Undead add +2 when attempting to recover from being Shaken.
creatures attack. • Undead don't suffer additional damage from called shots.
• Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.
Frenzy Frenzied fighters make fast and furious melee attacks,
sacrificing finesse for raw speed. This allows them to make an
extra Fighting attack per round at a -2 penalty to all Fighting Weakness (Holy Symbol) A character with a holy
rolls. This attack must be taken at the same time as another symbol may keep a vampire at bay by displaying a holy symbol.
Fighting attack though it may target any two foes adjacent to the A vampire who wants to directly attack the victim must beat her
hero (Wild Cards roll two Fighting dice and one Wild Die). The -2 in an opposed test of Spirits.
penalty is subtracted from all attacks.

A character armed with two weapons still only makes one extra
Weakness (Holy Water) A vampire sprinkled with holy
water is Fatigued. If immersed, he combusts as if it were direct
attack.
sunlight (see above).

Invulnerability Savage Settings are filled with violent


Weakness (Invitation Only) Vampires cannot enter a
combat, but many often feature desperate puzzle-solving or dark
private dwelling without being invited. They may enter public
research into unholy horrors as well. To defeat an Invulnerable
domains as they please.
creature, you’ll need a little of both.

Invulnerable creatures can be Shaken, but they can't be wounded Weakness (Stake in Heart) A vampire hit with a called
by anything but their Weakness (all such creatures have at least shot to the heart (-4) must make a Vigor roll versus the damage.
one if not more). An ancient dark god given life by misguided If successful, it takes damage normally. If it fails, it disintegrates
cultists, for example, might be immune to mortal weapons, but is to dust.
vulnerable to shards of stained glass gathered from a church.

Level Headed Fighters who can keep their cool when


everyone else is running for cover are deadly customers in
combat.

A hero with this Edge draws an additional action card in combat Injuries Wounds Fatigue
and acts on the best of the draw.
-None- -1 -2 -3 INC -2 -1
Sire Anyone slain by a vampire has a 50% chance of rising as
a vampire themselves in 1d4 days. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Weakness (Sunlight) Vampires catch fire if any part of
their skin is exposed to sunlight. After that they suffer 2d10
damage per round. Armor does not protect.

Weapons
Attack Damage AP Range
Claws . . . . . . . . . . . . . . . .d8
. . . . . .Str+d4
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Walktapus
Walktapus
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .0. . . . . . . . Toughness
. . . . . . . . . . . . .8(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Survival
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Swimming
..............................................................................
Creature Abilities
Stealth . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Fast Regen Legend has it that trolls, vampires, and certain
other types of legendary creatures can Regenerate damage
Creature Abilities caused to them.

Aquatic The creature is native to the water. It is a natural Fast Regeneration means that a wounded creature makes a Vigor
swimmer and cannot drown. While in the water, its Pace is roll every round to heal any damage it has sustained - even after
generally equal to its Swimming skill, but some creatures (usually it has been "killed." Most creatures with this ability have a
fish) may have much higher movement rates. Weakness or Vulnerability as well, such as fire. If the creature
suffers a wound due to its Weakness or Vulnerability, it may not
regenerate it (it may heal naturally, however). Such creatures also
Chaotic Aura This creature is tainted by Chaos and other
add +2 to Spirit rolls made to recover from being Shaken.
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he Size +2 A creature's size has a lot to do with how much
does not take any hostile action towards it. Other, more damage it can take, so we add a modifier to its Toughness to
intelligent creatures will react according to their movtives. reflect its tremendous mass. Note that a beast's size has nothing
Generally good character's may misinterpret him as "evil" or evil to do with Vigor - even a mighty kraken can catch a cold or tire
creatures as a possible friend? Whatever situation the GM deems out.
appropriate.
The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Natural Armor +1 A creature's Armor adds to the creature's
always exceptions. Not every Great White has a +4 Toughness
Toughness (already added in to its statistics), usually in all bonus. A young specimen might have a +3, while a larger fish
locations. Thick, leathery hide generally offers 2 points of Armor. might be +5 or even +6. The same is true for humans. Small
"Armored" creatures like a stegosaurus generally have 4 or more humans suffer a -1 penalty, while those with the Brawny Edge
points of protection. Supernatural creatures may have much gain a +1 bonus. Use the table as a baseline when creating your
higher Armor values. A living statue, for example, might have 8 own creatures then adjust for particularly large or smaller
points of Armor or more. versions.

Poison ink Cloud A Walktapus can once every 3 rounds,


emit a poisonus ink cloud using the Medium Burst Template
centerd on the creature. Every target within this burst must make
a Vigor roll at -2 to receive only half damage. Those who fail
suffer 2d6 damage and must check to see if they are blind. This
is a Vigor roll at -2, failure results in blindness and one level of
fatigue until rested for at least 30 minutes.
Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Creature Abilities
Tentacles (Walktapus) A Walktapus may make up to four
attacks each round. On a raise, the creature has grappled the
victim. An entangled victim may only attempt an opposed
Strength roll each round to escape. Once grappled, the walktapus
does its natural weapon damage automatically by crushing with
its arms and rending with its beak.

Tentacles/Beak (Str+d6) Most creatures have some form


of natural attack. This ability allows you to specify the particulars
for the creatures attack.

Armor
Natural Armor +1 (+1, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Tentacles/Beak . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
War Tree
War Tree
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .6. . . . . . . . Tough
. . . . . . . .. .. .. .. ..19(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . .0. /. 120


. . . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. ..120x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Creature Abilities
Creature Abilities
Branch (Reach 1") (Str+d6) Most creatures have some
form of natural attack. This ability allows you to specify the Sweep Sweep allows a character to make a single Fighting
particulars for the creatures attack. attack and apply it against all adjacent targets at a -2 penalty.
Resolve each damage roll separately. Allies are affected by such
attacks as well, so heroes must be careful when and how they
Huge Truly huge creatures, at least as big as a dragon, are +4
use this powerful ability. A character may not use Sweep in the
to be hit. same round she uses Frenzy.

Natural Armor +4 A creature's Armor adds to the creature's Weakness: Fire Some creatures suffer additional damage
Toughness (already added in to its statistics), usually in all or other effects when attacked by their Weakness. A creature
locations. Thick, leathery hide generally offers 2 points of Armor. made of ice, for example, might take double damage from fi re. A
"Armored" creatures like a stegosaurus generally have 4 or more vampire suffers from a Weakness to sunlight, causing it to catch
points of protection. Supernatural creatures may have much fire and burn when exposed to its rays.
higher Armor values. A living statue, for example, might have 8
points of Armor or more. See the creature's description for the particular effects of its
Weakness.
Plant Plants are not subject to Fear and Tests of Will.
Some creatures can only be killed by their Weakness. They may
feel pain or even become Shaken from other attack types, but
Size +8 A creature's size has a lot to do with how much only suffer wounds when struck by their Weakness. A vampire,
damage it can take, so we add a modifier to its Toughness to for instance, ignores wounds from swords and bullets, but suffers
reflect its tremendous mass. Note that a beast's size has nothing damage normally if hit in the heart with a wooden stake.
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.
Injuries Wounds Fatigue
Stomp Str+d10. The creature is naturally adept at using its full -None- -1 -2 -3 INC -2 -1
weight to smash its foes. Nonrigid armor (leather, chain mail)
offers no protection against the stomp.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +4 (+4, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Branch (Reach 1") . . . . .d8
. . . . . .Str+d6
. . . . . . . -. . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Wight
Wight
Male; Age: 25; Height: 5' 8"; Weight: 160
lb.
Languages: Any Other, Any Other, Common

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .3. . . . . . . . Toughness
. . . . . . . . . . . . .9(1)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Notice
. . . . . . ...............................................................................................................................................

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Creature Abilities Poison A character stricken by poison must make a Vigor
roll. With success, the bite area swells and becomes numb. The
Bony Claws (Str+d6) Most creatures have some form of
victim becomes Fattigued (1 level) until healed or 30 minutes has
natural attack. This ability allows you to specify the particulars for passed. With a failure, the victim suffers a Wound as well.
the creatures attack.

Quick Your character was born with lightning-fast reflexes and


Chaotic Aura This creature is tainted by Chaos and other
a cool head. Whenever you are dealt a 5 or lower in combat, you
creatures can sometimes recognise this. When encountering a may discard and draw again until you get a card higher than 5.
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he Level Headed characters draw their additional card and take the
does not take any hostile action towards it. Other, more best before using their Quick Edge.
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems Undead Zombies, skeletons, and similar Undead horrors are
appropriate. particularly difficult to destroy. Below are the benefi ts of being
such an abomination.
Fear -1 Particularly frightening monsters cause Guts checks
• Undead add +2 to their basic Toughness.
to all who see them. Some truly terrifying monsters may inflict • Undead add +2 when attempting to recover from being Shaken.
penalties on Guts checks as well. A creature with Fear -2, for • Undead don't suffer additional damage from called shots.
instance, causes those who see it to make their Guts checks at • Undead Wild Cards never suffer from Wound Modifiers.
-2. • Undead do not suffer from disease or poison.

Fearless Mindless creatures, some undead, robots, and the


like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of
wills).

Natural Armor +1 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much Injuries Wounds Fatigue
higher Armor values. A living statue, for example, might have 8
points of Armor or more. -None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Armor
Natural Armor +1 (+1, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bony Claws . . . . . . . . . . d8
. . . . . . Str+d6
. . . . . . . .-. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Will-o-the-Wisp
Will-o-the-Wisp
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . .0/8
. . . . . . . . . . Toughness
. . . . . . . . . . . . .5(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .2. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.20
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..20x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Creature Abilities
Creature Abilities
Charm (Will-o-the-Wisp) By swaying from side to side
and pulsating, wisps can charm prey into following them. This Psudopod 2" (Str+d8) Most creatures have some form of
requires a Spirit roll opposed by the victim’s Smarts. If the victim natural attack. This ability allows you to specify the particulars for
ever loses sight of the wisp, the charm is broken. the creatures attack.

Electrified (Will-o-the-Wisp) Any creature touching the Fast Regen Legend has it that trolls, vampires, and certain
wisp with its hands or a metal melee weapon takes 2d6 electrical other types of legendary creatures can Regenerate damage
damage. A Wisps need only deliver a Touch Attack to shock an caused to them.
opponent.
Fast Regeneration means that a wounded creature makes a Vigor
roll every round to heal any damage it has sustained - even after
Fear -2 Particularly frightening monsters cause Guts checks it has been "killed." Most creatures with this ability have a
to all who see them. Some truly terrifying monsters may inflict Weakness or Vulnerability as well, such as fire. If the creature
penalties on Guts checks as well. A creature with Fear -2, for suffers a wound due to its Weakness or Vulnerability, it may not
instance, causes those who see it to make their Guts checks at regenerate it (it may heal naturally, however). Such creatures also
-2. add +2 to Spirit rolls made to recover from being Shaken.

Feed on Fear (Will-o-Wisp) Any time a will-o-wisp is


within 5" of an immobilized (due to wounds) creature or creature Armor
subject to a fear effect (Shaken), it gains Regenration (Fast).
Natural Armor +2 (+2, Covers: A,H,L,T)
Flight 8" The creature can fly at the Pace indicated.

Weapons
Immunity: Magic Creatures born in fire aren't affected by
Attack Damage AP Range
heat, and a horror made of pure lightning won't suffer from a bolt
attack with an electrical trapping. xPsudopod 2" . . . . . . .d4-2
. . . . . .Str+d4
. . . . . . . .-. . . . . .-. . . . . . . . . . . .
Immunities are always to specific types of attacks, such as fire,
cold, electricity, and so on. Such creatures aren’t invulnerable,
they just ignore damage from the specific attack types named.
Injuries Wounds Fatigue
Natural Armor +2 A creature's Armor adds to the creature's -None- -1 -2 -3 INC -2 -1
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
points of Armor or more.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Creature Abilities
Size -2 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Small Creatures the size of rats or pixies are very difficult to


hit, especially when moving. Assuming such a creature is active,
attackers subtract 2 from any attack rolls directed at it.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Wolf, Dire
Wolf, Dire
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . 10
. . . . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 6
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.40
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..40x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Weapons
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Attack . . . . . . .Damage . . . . . . . AP . . . . . Range..............
Bite . . . . . . . . . . . . . . . . . . .d8
. . . . . Str+d6
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Creature Abilities
Bite (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
Fleet-Footed (d10) Roll a d10 instead of a d6 when
running.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Go for the Throat Wolves and dogs instinctively go for an ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
opponent's soft spots. With a raise on its attack roll, it hits the
target's most weakly-armored location.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Wolf, Frost
Wolf, Frost
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 7
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills Creature Abilities


Size +1 A creature's size has a lot to do with how much
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..damage
.. .. .. .. .. ..it..can
.. .. ..take,
.. .. .. .so
. .. ..we
.. ..add
.. .. ..a..modifier
.. .. .. .. .. .. .to
. ..its
.. ..Toughness
.. .. .. .. .. .. .. ..to
.. .. .. .. .. .. .. .. .. .. .. .. .. ..
reflect its tremendous mass. Note that a beast's size has nothing
Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . . . . . . . . . . . . . . . . . to
. .do
. .with
. . . Vigor
. . . . -. even
. . . .a. mighty
. . . . . kraken
. . . . . can
. . . catch
. . . . a. cold
. . . .or. .tire
.............
out.

Creature Abilities The Toughness modifiers on the table below represent average
specimens of particular species for comparison, but there are
Bite + Chill (Str+d8) Most creatures have some form of always exceptions. Not every Great White has a +4 Toughness
natural attack. This ability allows you to specify the particulars for bonus. A young specimen might have a +3, while a larger fish
the creatures attack. might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
Chill Bite (Frost Wolf) The icy bite of a frost wolf can gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
paralyze prey. Anyone Shaken or wounded must make a Vigor
versions.
roll or be paralyzed for 2d6 rounds. Failure or when recovered
from paralysis resustls in 1 level of fatigue until healed.

Fleet-Footed (d10) Roll a d10 instead of a d6 when Weapons


running. Attack Damage AP Range
Bite + Chill . . . . . . . . . . . .d6
. . . . . Str+d8
. . . . . . . . -. . . . . . .- . . . . . . . . . . .
Go for the Throat Wolves and dogs instinctively go for an
opponent's soft spots. With a raise on its attack roll, it hits the
target's most weakly-armored location.
Injuries Wounds Fatigue
Immunity: Creatures born in fire aren't affected by heat, and
a horror made of pure lightning won't suffer from a bolt attack -None- -1 -2 -3 INC -2 -1
with an electrical trapping.

Immunities are always to specific types of attacks, such as fire, ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
cold, electricity, and so on. Such creatures aren’t invulnerable, ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
they just ignore damage from the specific attack types named.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Wolf/Dog
Wolf/Dog
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .8. . . . . . . . Toughness
. . . . . . . . . . . . .. .. .. 4
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Notice . . . . . . . . . . . . . . . . .Tracking
. . . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Weapons
Creature Abilities Attack Damage AP Range
Bite . . . . . . . . . . . . . . . . . . .d6
. . . . . Str+d4
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
Bite (Str+d4) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the
creatures attack.

Fleet-Footed (d10) Roll a d10 instead of a d6 when Injuries Wounds Fatigue


running.
-None- -1 -2 -3 INC -2 -1
Go for the Throat Wolves and dogs instinctively go for an
opponent's soft spots. With a raise on its attack roll, it hits the ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
target's most weakly-armored location. ¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Size -1 A creature's size has a lot to do with how much
damage it can take, so we add a modifier to its Toughness to
reflect its tremendous mass. Note that a beast's size has nothing
to do with Vigor - even a mighty kraken can catch a cold or tire
out.

The Toughness modifiers on the table below represent average


specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
might be +5 or even +6. The same is true for humans. Small
humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
versions.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Wyvern
Wyvern
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. ..+2
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . .0/12
. . . . . . . . . . . Tough
. . . . . . . .. .. .. .. ..12(2)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .4. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.80
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..80x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Climbing . . . . . . . . . . . . . . Notice
. . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .

Fighting . . . . . . . . . . . . . . . .Stealth
. . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Creature Abilities
Intimidation . . . . . . . . . . . Tracking
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Quick Your character was born with lightning-fast reflexes and
a cool head. Whenever you are dealt a 5 or lower in combat, you
Creature Abilities may discard and draw again until you get a card higher than 5.

Bite/Sting (Str+d8) Most creatures have some form of Level Headed characters draw their additional card and take the
natural attack. This ability allows you to specify the particulars for best before using their Quick Edge.
the creatures attack.
Size +3 A creature's size has a lot to do with how much
Dark Sight Many monsters, and even fantasy races such as damage it can take, so we add a modifier to its Toughness to
elves and dwarves, are typically able to see in all but the reflect its tremendous mass. Note that a beast's size has nothing
blackest darkness. Low light vision ignores penalties for Dim and to do with Vigor - even a mighty kraken can catch a cold or tire
Dark lighting, allowing the creature to see in all but pitch black out.
conditions.
The Toughness modifiers on the table below represent average
Flight 12" The creature can fly at the Pace indicated. specimens of particular species for comparison, but there are
always exceptions. Not every Great White has a +4 Toughness
bonus. A young specimen might have a +3, while a larger fish
Improved Frenzy Wyverns may make a bite and sting might be +5 or even +6. The same is true for humans. Small
attack in the same round at no penalty. humans suffer a -1 penalty, while those with the Brawny Edge
gain a +1 bonus. Use the table as a baseline when creating your
own creatures then adjust for particularly large or smaller
Natural Armor +2 A creature's Armor adds to the creature's
versions.
Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Night Sight Those with Night Sight ignore penalties for Dim
and Dark lighting, allowing the creature to see in all but pitch
black conditions.

Poison A character stricken by poison must make a Vigor Injuries Wounds Fatigue
roll. With success, the bite area swells and becomes numb. The
victim becomes Fattigued (1 level) until healed or 30 minutes has -None- -1 -2 -3 INC -2 -1
passed. With a failure, the victim suffers a Wound as well.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Bite/Sting . . . . . . . . . . . . .d4
. . . . . Str+d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Zombie, Greater
Zombie, Greater
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Tough
. . . . . . . .. .. .. .. ..13(4)
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .6. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.50
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..50x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
Creature Abilities such an abomination.

Chaotic Aura This creature is tainted by Chaos and other • Undead add +2 to their basic Toughness.
creatures can sometimes recognise this. When encountering a • Undead add +2 when attempting to recover from being Shaken.
creature of Chaos, it may make Spirit roll. If successful, the • Undead don't suffer additional damage from called shots.
creature will not be attacked (if a normal animal), so long as he • Undead Wild Cards never suffer from Wound Modifiers.
does not take any hostile action towards it. Other, more • Undead do not suffer from disease or poison.
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil Weakness (Head) Shots to a zombie's head are +2
creatures as a possible friend? Whatever situation the GM deems
damage.
appropriate.

Claws (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the Armor
creatures attack.
Natural Armor +4 (+4, Covers: A,H,L,T)
Fearless Mindless creatures, some undead, robots, and the Plate, Breast & Back (+3, Covers: T)
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of Weapons
wills). Attack Damage AP Range
Claws . . . . . . . . . . . . . . . . d8
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .
Natural Armor +4 A creature's Armor adds to the creature's
Toughness (already added in to its statistics), usually in all Broadsword . . . . . . . . . . .d8 . . . . .Str+1d8
. . . . . . . . -. . . . . . -. . . . . . . . . . . .
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more. Injuries Wounds Fatigue
-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Zombie, Plague
Zombie, Plague
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Plague Touch If a victim is Shaken or wounded by direct
contact with a plague zombie, he must make a Vigor roll. Failure
Creature Abilities indicates transmission of a necrotic rotting disease. Death in 2d6
hours, suffers 1 wound and 1 level of Fatigue per hour. Success
Chaotic Aura This creature is tainted by Chaos and other results in 1 level of Fatigue and 1 wound untill healed.
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the Anyone who comes in contact with the victim, must also make a
creature will not be attacked (if a normal animal), so long as he Vigor roll or contract the disease as well. Needless to say, plague
does not take any hostile action towards it. Other, more zombies should be avoided at all costs, and dealt with by ranged
intelligent creatures will react according to their movtives. weapons if unavoidable.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems Undead Zombies, skeletons, and similar Undead horrors are
appropriate.
particularly difficult to destroy. Below are the benefi ts of being
such an abomination.
Claws (Str+d6) Most creatures have some form of natural
attack. This ability allows you to specify the particulars for the • Undead add +2 to their basic Toughness.
creatures attack. • Undead add +2 when attempting to recover from being Shaken.
• Undead don't suffer additional damage from called shots.
Fearless Mindless creatures, some undead, robots, and the • Undead Wild Cards never suffer from Wound Modifiers.
• Undead do not suffer from disease or poison.
like don't suffer from the weaknesses of the mortal mind. Fearless
creatures never suffer from Fear effects and cannot be
Intimidated (though they may be affected by the Taunt tests of Weakness (Head) Shots to a zombie's head are +2
wills). damage.

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor.
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much
higher Armor values. A living statue, for example, might have 8
points of Armor or more.

Injuries Wounds Fatigue


-None- -1 -2 -3 INC -2 -1
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Armor
Natural Armor +2 (+2, Covers: A,H,L,T)

Weapons
Attack Damage AP Range
Claws . . . . . . . . . . . . . . . .d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .- . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Zombie
Zombie
Male; Age: 25; Height: 5' 8"; Weight: 160 lb.
Languages: None

Attributes
Agility . . . . . . . . . . . . . . . . .Strength
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Smarts . . . . . . . . . . . . . . . . .Vigor
. . . . . ...............................................................................................................................................

Spirit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Derived Traits
Pace . . . . . . . . . .4. . . . . . . . Toughness
. . . . . . . . . . . . .9(2)
. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..
Parry . . . . . . . . . .5. . . . . . . . Charisma
...............0 ................................................................

Encumbrance . . . 0. ./.30
. . . . Load
. . . . . .Limit
. . . . . .. .. .. .. .. .. ..30x1
.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Skills
Fighting . . . . . . . . . . . . . . . .Shooting
. . . . . . . . . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. ..

Intimidation . . . . . . . . . . . Stealth
..............................................................................
Creature Abilities
Notice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Undead Zombies, skeletons, and similar Undead horrors are
particularly difficult to destroy. Below are the benefi ts of being
Creature Abilities such an abomination.

Chaotic Aura This creature is tainted by Chaos and other • Undead add +2 to their basic Toughness.
creatures can sometimes recognise this. When encountering a • Undead add +2 when attempting to recover from being Shaken.
creature of Chaos, it may make Spirit roll. If successful, the • Undead don't suffer additional damage from called shots.
creature will not be attacked (if a normal animal), so long as he • Undead Wild Cards never suffer from Wound Modifiers.
does not take any hostile action towards it. Other, more • Undead do not suffer from disease or poison.
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil Weakness (Head) Shots to a zombie's head are +2
creatures as a possible friend? Whatever situation the GM deems
damage.
appropriate.

Claws (Str+d6) Most creatures have some form of natural


attack. This ability allows you to specify the particulars for the Armor
creatures attack.
Natural Armor +2 (+2, Covers: A,H,L,T)
Fearless Mindless creatures, some undead, robots, and the
like don't suffer from the weaknesses of the mortal mind. Fearless Weapons
creatures never suffer from Fear effects and cannot be Attack Damage AP Range
Intimidated (though they may be affected by the Taunt tests of
wills). Claws . . . . . . . . . . . . . . . . d6
. . . . . .Str+d6
. . . . . . . .- . . . . . .-. . . . . . . . . . . .

Natural Armor +2 A creature's Armor adds to the creature's


Toughness (already added in to its statistics), usually in all
locations. Thick, leathery hide generally offers 2 points of Armor. Injuries Wounds Fatigue
"Armored" creatures like a stegosaurus generally have 4 or more
points of protection. Supernatural creatures may have much -None- -1 -2 -3 INC -2 -1
higher Armor values. A living statue, for example, might have 8
points of Armor or more.
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨
¨¨¨¨¨ ¨¨¨¨¨ ¨¨¨¨¨

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.
Racial Properties
Chaotic Aura This creature is tainted by Chaos and other
creatures can sometimes recognise this. When encountering a
creature of Chaos, it may make Spirit roll. If successful, the
creature will not be attacked (if a normal animal), so long as he
does not take any hostile action towards it. Other, more
intelligent creatures will react according to their movtives.
Generally good character's may misinterpret him as "evil" or evil
creatures as a possible friend? Whatever situation the GM deems
appropriate.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Copyright © 2004-2014 by Pinnacle Entertainment Group. All rights reserved.

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