TEXT:  
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  1 
  General Noncombatant 
  The Wheel contains countless billions of 
  men and women, from the hab-workers trudging 
  to and from factories day after day, to the ratings 
  that blister their hands working impossible hours 
  onboard military ships, to ore miners providing 
  fuel and raw material to fuel the galaxy's lust for 
  wealth. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  Skills 
  Common Lore 1, Perception 1, 
  Craft 1 
  Speed 
  4 
  Size/Resilience 
  4/4 
  Static Defense 
  14 
  Mental Defense 
  15 
  HP/Resolve 
  8/4 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  Unarmed 
  Gear 
  Drab garb, a few coins 
  Level 
  1 
   
  Green Troops/Common Outlaws 
  The lowest of the low, these men 
  represent barely trained conscripts and thieves. 
  They present little threat to anyone armed or 
  ready for them, preying upon the weak and afraid. 
  Every day, wars and hardship drive more people 
  to these extremes - many are not even bad people, 
  just hungry and not able to see any other way out. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  Skills 
  Acrobatics 1, Perception 1, 
  Common Lore 1, Intimidate 2, 
  Scrutiny 1, Weaponry 1, 
  Ballistics 1. 
  Speed 
  5 
  Size/Resilience 
  4/4 
  Static Defense 
  12 
  Mental Defense 
  15 
  HP/Resolve 
  10/4 
  Feats 
  Weapon Proficiency (Ordinary, 
  Parrying) 
  Armor 
  Leathers (2 AP; Arms, Body, Legs) 
  Attacks 
  Knife (4k2 R; Pen 0), Autopistol (30m; 
  S/6; 2k2 I; Pen 0; Clip 12; Reload Full) 
  Gear 
  Threadbare clothing, leathers, 2 
  autopistol clips, a few coins. 
  Level 
  1 
   
   
  Regular Troops/Rebels 
  A common, every day soldier, armed with 
  standard service weapon and armor. They've gone 
  through basic training, unlike conscripted soldiers 
  forced into service, and can present an actual 
  threat if there are enough of them around to 
  concentrate fire. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  3 
  3 
  2 
  2 
  2 
  2 
  2 
  2 
  Skills 
  Acrobatics 1, Perception 1, 
  Common Lore 1, Intimidate 2, 
  Scrutiny 1, Weaponry 2, 
  Ballistics 2. 
  Speed 
  6 
  Size/Resilience 
  4/4 
  Static Defense 
  17 
  Mental Defense 
  15 
  HP/Resolve 
  12/4 
  Feats 
  Weapon Proficiency (Ordinary, 
  Parrying, Las). Sound Constitution x 2, Jaded, 
  Armor Proficiency (light, medium) 
  Armor 
  Flak Vest, Gauntlets, Helmet (5 AP; 
  Arms, Body, Head) 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  2 
  Attacks 
  Knife (4k2 R; Pen 0), Lasgun (60m; 
  S/3; 3k2 E; Pen 0; Clip 60; Reload Full) 
  Gear 
  Uniform, Flak Armor, Lasgun, 2 
  Energy Packs, Micro-bead, Torch 
  Level 
  2 
   
  Elite Soldiers/Raiders 
  Elite Soldiers are special forces, distinct 
  not just in having somewhat better equipment, but 
  also in having better training and experience. 
  They tend to not only perform better in combat 
  than the standard soldier, but also know when it's 
  time to leave. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  3 
  3 
  2 
  2 
  3 
  2 
  2 
  2 
  Skills 
  Acrobatics 1, Perception 2, 
  Common Lore 1, Intimidate 2, 
  Scrutiny 1, Weaponry 2, 
  Ballistics 3. 
  Speed 
  7 
  Size/Resilience 
  4/5 
  Static Defense 
  17 
  Mental Defense 
  20 
  HP/Resolve 
  12/5 
  Feats 
  Weapon Proficiency (Ordinary, 
  Parrying, Las), Sound Constitution x 2, Jaded, 
  Armor Proficiency (light, medium, Heavy) 
  Armor 
  Carapace Armor (7 AP; Arms, Body, 
  Legs, Head) 
  Attacks 
  Knife (5k2 R; Pen 0), Lasgun (60m; 
  S/3; 3k2 E; Pen 0; Clip 60; Reload Full) 
  Gear 
  Uniform, Carapace Armor, Lasgun, 2 
  En- ergy Packs, Micro-bead, Torch, Rebreather, 2 
  Frag Grenades 
  Level 
  3 
   
  Mortal Hero 
  The mortal hero represents a warrior near 
  the very peak of mortal ability, 
  armed with some of the best equipment 
  and training that a person can get. 
  To a newborn exalt, they present 
  a threat in one-on-one combat, 
  pure luck and bloody-mindedness 
  taking the place of supernatural 
  power.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  4 
  4 
  3 
  4 
  3 
  2 
  2 
  4 
  Skills 
  Acrobatics 2, Perception 2, 
  Common Lore 2, Intimidate 2, 
  Scrutiny 1, Weaponry 3, Ballistics 
  3. 
  Speed 
  9 
  Size/Resilience 
  4/6 
  Static Defense 
  18 
  Mental Defense 
  20 
  HP/Resolve 
  16/7 
  Feats 
  Weapon Proficiency (Ordinary, 
  Parrying, Las, Chain). Sound Constitution x 2, 
  Jaded, Armor Proficiency (light, medium, heavy, 
  extreme, power), True Grit, Blind Fighting, Luck 
  Armor 
  Light Power Armor (10 AP; All) 
  Attacks 
  Chainsword (8k2 R; Pen 4, Tearing), 
  Pulse Rifle (100m; S/4; 2k2 E; Pen 2; Clip 40; 
  Reload Full) 
  Gear 
  Flashy clothing, Light Power Armor, 
  Pulse Rifle, 2 Energy Packs, Micro-bead, Torch, 
  Rebreather, 2 Frag Grenades 
  Level 
  3 
   
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  3 
  Sabbat Thug 
  The Sabbat is a kind of vampire mafia, an 
  organization whose tendrils reach into many major 
  planetary cities and with political influence that 
  stems from simply being around for over a 
  thousand years and gaining lots and lots of wealth. 
  The lowest members of the Sabbat are thugs, 
  soldiers and enforcers who are at the bottom rung 
  of the organization with nowhere to go but up. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  3 
  3 
  2 
  2 
  2 
  1 
  1 
  2 
  Skills 
  Acrobatics 1, Athletics 1, 
  Ballistics 1, Brawl 2, Drive 1, 
  Intimidation 1, Perception 2, 
  Weaponry 2 
  Speed 
  6 
  Size/Resilience 
  4/4 
  Static Defense 
  14 
  Mental Defense 
  15 
  HP/Resolve 
  11/4 
  Feats 
  Sound Constitution, Weapon 
  Proficiency (Ordinary) 
  Armor 
  None 
  Attacks 
  Bite (4k1 R, Pen 0), Brass Knuckles 
  (3k2, Pen 0), Hand Cannon (35m; S/-; 3k2 I; Pen 
  3; Clip 6; Reload 2 Full) 
  Abilities 
  Undead Resilience – As the Vampire power 
  Sunlight Weakness – As the Vampire power 
  Blood Dependency – As the Vampire power 
  Traits 
  Resource State (Vitae; 5), Dark Sight 
  Gear 
  Dark clothing, Brass Knuckles, Hand 
  Cannon, Chrono, 5 reloads for the Hand Cannon 
  Level 
  2 
   
  Sabbat Prince 
  A Sabbat Prince is considerably higher up 
  in the organization than the thugs they command. 
  They have a huge amount of personal power, not 
  just from their undead abilities, but also because 
  they're so well connected with the local political 
  scene. They are rarely seen alone or in any kind of 
  vulnerable position, usually accompanied by 
  bodyguards and hired thugs. 
   
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  4 
  5 
  4 
  2 
  4 
  2 
  3 
  4 
  Skills 
  Acrobatics 2, Athletics 3, 
  Ballistics 2, Brawl 4, Drive 1, 
  Intimidation 3, Perception 3, 
  Politics 3, Weaponry 4 
  Speed 
  9 
  Size/Resilience 
  4/5 
  Static Defense 
  23 
  Mental Defense 
  25 
  HP/Resolve 
  21/8 
  Feats 
  Sound Constitution x3, Weapon 
  Proficiency (Ordinary), Quick Draw, Swift Attack, 
  Fearless, Wall of Steel 
  Armor 
  None 
  Attacks 
  Bite (6k1 R, Pen 0), Brass Knuckles 
  (5k2, Pen 0), Hand Cannon (35m; S/-; 3k2 I; Pen 
  3; Clip 6; Reload 2 Full) 
  Abilities 
  Undead Resilience – As the Vampire power 
  Sunlight Weakness – As the Vampire power 
  Blood Dependency – As the Vampire power 
  Traits 
  Resource State (Vitae; 15), Dark Sight, 
  Fear 1 
  Gear 
  Sharp black suit, Brass Knuckles, Hand 
  Cannon, Expensive Chrono, 5 reloads for the 
  Hand Cannon. 
  Level 
  3 
   
   
   
   
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  4 
  Zoanoid Thug 
  Werewolves are a divided group, and 
  Zoanoids are the worst of the worst, changed and 
  mutated by the powers of the Warp. They're 
  barely distinguishable from daemons in their 
  warforms, and it's entirely possible that they'll 
  have abilities and traits that aren't listed here as a 
  consequence of these mutations. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3[6] 
  2 
  4[6] 
  2 
  1 
  3 
  2 
  2 
  2 
  Skills 
  Brawl 2, Perception 3, 
  Intimidate 2, Weaponry 2 
  Speed 
  5 [8] 
  Size/Resilience 
  4/4 [6/5] 
  Static Defense 
  14 [10] 
  Mental Defense 
  20 
  HP/Resolve 
  12/5 [16/5] 
  Feats 
  Furious Assault, Heightened Senses 
  (smell), Iron Jaw 
  Armor 
  None 
  Attacks 
  [Claws (7k1 R), Bite (8k1 R)] 
  Abilities 
  Shifting – As the Werewolf power. Stats in 
  brackets are for Warform. 
  Lycan Resistance – As the Werewolf power 
  Silver Bane – As the Werewolf power 
  Traits 
  Resource Stat (Rage; 6), Regeneration 1 
  Gear 
  Torn street clothing 
  Level 
  2 
   
  Zoanoid Heavy 
  More powerful than the standard 
  Zoanoid, these monsters are deadly, sometimes 
  simply berserk monsters that go wild in the streets 
  but occasionally one with exceptional power or 
  charisma will form a gang of mutant monsters and 
  terrorize a city. Most appear as horrible 
  abominations in their warform, a mix of insect and 
  aquatic features that look unreal and terrible. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5[7] 
  3 
  5[7] 
  2 
  1 
  3 
  2 
  2 
  4 
  Skills 
  Brawl 4, Perception 3, 
  Intimidate 4, Weaponry 4 
  Speed 
  8 [10] 
  Size/Resilience 
  4/5 [6/6] 
  Static Defense 
  21 [18] 
  Mental Defense 
  20 
  HP/Resolve 
  20/7 [24/7] 
  Feats 
  Sound Constitution x2, Furious 
  Assault, Power Attack, Heightened Senses (smell), 
  Iron Jaw 
  Armor 
  None 
  Attacks 
  [Claws (8k1 R), Bite (9k1 R)] 
  Abilities 
  Shifting – As the Werewolf power. Stats in 
  brackets are for Warform. 
  Lycan Resistance – As the Werewolf power 
  Silver Bane – As the Werewolf power 
  Traits 
  Resource Stat (Rage; 10), Regeneration 
  1 
  Gear 
  Expendable suit, sunglasses 
  Level 
  3 
   
   
   
  Monodrone Modron 
  Modrons. The very name causes some of 
  the bravest heroes in the Wheel to shudder in 
  terror. They are immortal things, battle shells of 
  an unholy living metal. Their weapons fire beams 
  that tear their targets apart layer by layer. They 
  slowly and methodically seek out living things and 
  destroy them, implacable and terrible. 
  Monodrones are the most common Modron, 
  simple creatures like metal spheres of skeletal 
  metal with baleful eyes and long, birdlike legs. 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  5 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  2 
  5 
  - 
  - 
  - 
  - 
  4 
  5 
  Skills 
  Weaponry 3, Ballistics 3, Brawl 
  3, Perception 3 
  Speed 
  3 
  Size/Resilience 
  5/5 
  Static Defense 
  18 
  Mental Defense 
  - 
  HP/Resolve 
  20/- 
  Feats 
  True Grit 
  Armor 
  Armor Plating 4 (All) 
  Attacks 
  Gauss Flayer (80m; S/-; 2k2 X; Pen 12; 
  Clip -; Reload -; Tearing), Melee Attachment 
  (8k3 R; Pen 4) 
  Abilities 
  Gauss Weapon - Whenever a creature takes 
  damage from the Modron's Gauss Flayer, they 
  suffer 1 critical damage to that location even if 
  they have HP remaining. 
  Frightful Presence - Whenever this creature 
  charges or makes an All Out Attack, all creatures 
  within melee range of it must test against its fear 
  rating.  
  We'll Be Back - When 'killed', roll 1d10 at the start 
  at each of its turns. On an 8+, the creature fades 
  away, teleporting somewhere else. After three 
  rounds, the creature comes back to life at 0 
  wounds. 
  Traits 
  Armor Plating (4), Aura (4), Crawler, 
  Fear 2, Mindless, Regeneration 1, Stuff of 
  Nightmares 
  Gear 
  - 
  Level 
  3 
   
   
   
   
  Duodrone Modron 
  Duodrones are more advanced and 
  powerful than monodrones, capable of not only 
  destroying life, but seeking out new targets when 
  they have eliminated their targets. They have even 
  more deadly weapons than monodrones, and are 
  even tougher and stronger. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  3 
  8 
  - 
  - 
  - 
  - 
  4 
  8 
  Skills 
  Weaponry 4, Ballistics 4, Brawl 
  4, Perception 4 
  Speed 
  4 
  Size/Resilience 
  6/6 
  Static Defense 
  19 
  Mental Defense 
  - 
  HP/Resolve 
  32/- 
  Feats 
  True Grit 
  Armor 
  Armor Plating 6 (All) 
  Attacks 
  Gauss Blaster (80m; S/3; 2k2 X; Pen 
  12; Clip -; Reload -; Tearing), Melee Attachment 
  (9k3 R; Pen 4) 
  Abilities 
  Gauss Weapon - Whenever a creature takes 
  damage from the Modron's Gauss Flayer, they 
  suffer 1 critical damage to that location even if 
  they have HP remaining. 
  Frightful Presence - Whenever this creature 
  charges or makes an All Out Attack, all creatures 
  within melee range of it must test against its fear 
  rating.  
  We'll Be Back - When 'killed', roll 1d10 at the start 
  at each of its turns. On an 8+, the creature fades 
  away, teleporting somewhere else. After three 
  rounds, the creature comes back to life at 0 
  wounds. 
  Traits 
  Armor Plating (6), Aura (6), Crawler, 
  Fear 2, Mindless, Regeneration 1, Stuff of 
  Nightmares 
  Gear 
  - 
  Level 
  4 
   
  Cultist 
  A cultist is, naturally, a member of one of 
  the more extreme arms of a religion. They're not 
  any stronger, faster, or smarter than the average 
  person, but they've got just enough crazy to make 
  them really dangerous and the blessings of their 
  gods mean that they shouldn't be underestimated. 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  6 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  2 
  2 
  2 
  2 
  2 
  2 
  1 
  3 
  Skills 
  Academic Lore 2, Forbidden 
  Lore 2, Arcana 2, Weaponry 2, 
  Persuasion 2 
  Speed 
  4 
  Size/Resilience 
  4/4 
  Static Defense 
  11 
  Mental Defense 
  15 
  HP/Resolve 
  10/5 
  Feats 
  Lucky, Powerful Charge, Weapon 
  Proficiency (Ordinary) 
  Armor 
  None 
  Attacks 
  Hand Weapon (5k2 R; Pen 0) 
  Traits 
  Resource Stat (Favor; 6) 
  Gear 
  Tattered Robes, Hand Weapon, 
  Heretical Writings, Charm 
  Level 
  1 
   
  Arch-Heretic 
  A dangerous and fanatical champion of 
  their god, typically the leader of a radical sect. 
  They might even worship a daemon directly. 
  Regardless of their cause or master, they are 
  dangerous, not just because they have magical 
  blessings but because they cannot be reasoned 
  with. 
   
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  3 
  4 
  3 
  4 
  4 
  3 
  3 
  5 
  Skills 
  Academic Lore 2, Forbidden 
  Lore 4, Arcana 3, Weaponry 3, 
  Persuasion 3, Ballistics 3 
  Speed 
  6 
  Size/Resilience 
  4/5 
  Static Defense 
  20 
  Mental Defense 
  25 
  HP/Resolve 
  20/9 
  Feats 
  Lucky, Powerful Charge, Weapon 
  Proficiency (Ordinary, Flail, Flame), Armor 
  Proficiency (Extreme), Sound Constitution x2, 
  True Grit, Divine Ministration 
  Armor 
  Plate Armor 8 (Arms, Body, Legs) 
  Attacks 
  Dire Flail (5k3 I; Pen 3; Two Hands, 
  Flexible, Unwieldy), Hand Flamer (10m; S/-; 3k2 
  E; Pen 4; Clip 3; Reload 2Full, Flame) 
  Traits 
   Resource Stat (Favor; 8) 
  Gear 
  Ornate Robes, Dire Flail, Hand Flamer, 
  extra fuel tank, Plate Armor, Heretical Writings, 
  Charm 
  Level 
  3 
   
  Heretek 
  A Heretek is a failed promethean, a being 
  more machine than man and often driven insane 
  by the bionic upgrades and surgeries that they've 
  suffered in their attempt at immortality. Some are 
  the poor victims of mad scientists, others are the 
  mad scientists themselves, men with the will and 
  drive to experiment even on themselves. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  2 
  4 
  2 
  2 
  3 
  4 
  2 
  3 
  Skills 
  Academic Lore 3, Ballistics 2, 
  Drive 2, Forbidden Lore 3, Pilot 
  2, Tech-Use 3 
  Speed 
  5 
  Size/Resilience 
  4/4 
  Static Defense 
  14 
  Mental Defense 
  20 
  HP/Resolve 
  14/6 
  Feats 
  Weapon Proficiency (Las, Ordinary) 
  Armor 
  Subdermal Plating (2, All) 
  Attacks 
  Laspistol (30m; S/-; 2k2 E; Pen 0; Clip 
  30; Reload Full; Reliable), Wrench (4k2 I) 
   
  
   
   
  DRAMATIS PERSONAE 
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  7 
  Abilities 
  Man of Iron - The Heretek ignores critical effects 
  that would cause death except for effects resulting 
  from critical damage to the gizzards or head. 
  Traits 
  Armor Plating (2), Stuff of Nightmares, 
  Resource Stat (Pyros, 3) 
  Gear 
  Tattered robes, Combi-tool, Data Slate 
  filled with illegal data, Chrono, Laspistol, 2 power 
  packs, Heavy wrench 
  Level 
  2 
   
   
   
  Dark Mechanius 
  A powerful and dangerous opponent, 
  the Dark Mechanius is almost everything the 
  Heretek wants to be, merely the barest traces of 
  flesh remaining inside a machine shell. Nearly 
  every 
  part of them has been replaced with bionics, and 
  many are little more than a few scraps of brain 
  tissue controlling a machine. 
   
   
   
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  3 
  6 
  3 
  2 
  4 
  5 
  2 
  5 
  Skills 
  Academic Lore 3, Ballistics 2, 
  Drive 2, Forbidden Lore 3, Pilot 
  2, Tech-Use 3 
  Speed 
  8 
  Size/Resilience 
  4/5 
  Static Defense 
  17 
  Mental Defense 
  25 
  HP/Resolve 
  25/9 
  Feats 
  Weapon Proficiency (Las, Ordinary, 
  Plasma), Crack Shot, Sound Constitution x3, Iron 
  Jaw 
  Armor 
  Subdermal Plating (4, All) 
  Attacks 
  Integrated Plasma Gun (90m; S/2; 3k3 
  E; Pen 8; Clip -; Reload -; Recharge), Power 
  Sword (9k2 R; Pen 4; Power Field) 
  Abilities 
  Man of Iron - The Dark Mechanius ignores 
  critical effects that would cause death except for 
  effects resulting from critical damage to the 
  gizzards or head.  
  Mechendrites - The Dark Mechanius has a 
  number of extra mechanical limbs. These allow 
  him to take an extra half action on each of his 
  turns that can only be used for something those 
  extra limbs could do, such as a ready action or 
  attack. 
  Traits 
  Armor Plating (4), Stuff of Nightmares, 
  Resource Stat (Pyros, 9) 
  Gear 
  Tattered robes, Combi-tool, Data Slate 
  filled with illegal data, Chrono, Power Sword 
  Level 
  4 
   
  Incarnate Lesser Demon 
  A daemon brought from the warp and 
  into the real world, the incarnate daemon presents 
  a deadly threat. They're almost impossible to kill 
  by normal means, made more out of warp stuff 
  than any real matter. A lesser daemon is little 
  more than an animal, clever and dangerous but 
  not truly intelligent or with much magical ability. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  3 
  3 
  3 
  1 
  3 
  1 
  3 
  3 
  Skills 
  Perception 1, Arcana 2, Brawl 3 
  Speed 
  6 
  Size/Resilience 
  4/4 
  Static Defense 
  20 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  8 
  Mental Defense 
  20 
  HP/Resolve 
  15/6 
  Feats 
  None 
  Armor 
  Daemonic Toughness (3, All) 
  Attacks 
  Claws and Teeth (5k2 R; 
  Tearing) 
  Traits 
  Daemonic, Dark Sight, Fear 1, 
  Resource Stat (Essence; 7) 
  Gear 
  None 
  Level 
  2 
   
  Incarnate Greater Demon 
  Where the lesser daemon is 
  essentially a wild animal, the greater 
  daemon is an intelligent opponent that 
  uses its abilities to their all. With its 
  massive size and sheer toughness, the 
  Greater Daemon can shrug off all but the 
  most impressive attacks. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  6 
  4 
  6 
  3 
  1 
  3 
  3 
  3 
  5 
  Skills 
  Perception 1, Arcana 2, Brawl 4 
  Speed 
  10 
  Size/Resilience 
  8/7 
  Static Defense 
  15 
  Mental Defense 
  20 
  HP/Resolve 
  28/8 
  Feats 
  Frenzy, Swift Attack 
  Armor 
  Daemonic Toughness (6, All) 
  Attacks 
  Claws and Teeth (8k2 R; Tearing), 
  Warp Fire (50m; S/-; 4k3 E; Flame) 
  Traits 
  Daemonic, Dark Sight, Fear 2, 
  Resource Stat (Essence; 14) 
  Gear 
  None 
  Level 
  4 
   
  Beast of Burden 
  This stat block represents a great variety 
  of creatures. From oxen to heavy horses or grox, 
  the Beast of Burden takes as many shapes as there 
  are worlds. They're hardly dangerous, but they're 
  usually stubborn. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  2 
  4 
  1 
  1 
  1 
  1 
  3 
  2 
  Skills 
  Perception 2, Athletics 2, Brawl 1 
  Speed 
  12 
  Size/Resilience 
  8/6 
   
  Static Defense 
  9 
  Mental Defense 
  10 
  HP/Resolve 
  12/3 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  Kick (5k2 I) 
  Traits 
  Quadruped 
  Gear 
  None 
  Level 
  1 
   
  Ferocious Creature 
  A predatory creature much more 
  dangerous than the simple beast of burden, the 
  Ferocious Creature is typically cat- or wolflike. 
  They tend to be much less fearful than most 
  animals, and many are not afraid to hunt people 
  for food. Or sport. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  4 
  3 
  1 
  1 
  1 
  1 
  3 
  3 
  Skills 
  Perception 3, Athletics 3, 
  Acrobatics 2, Stealth 2, Brawl 3 
  Speed 
  16 
  Size/Resilience 
  4/4 
  Static Defense 
  23 
  Mental Defense 
  10 
  HP/Resolve 
  12/4 
  Feats 
  Heightened Senses (Scent), Step Aside 
  Armor 
  None 
  Attacks 
  Bite (6k3 R) 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  9 
  Traits 
  Quadruped, Dark Sight 
  Gear 
  None 
  Level 
  2 
   
  Flying Creature 
  From large hawks to severely pissed off 
  swans, there are plenty of things that fly around 
  that might give a Hero some trouble. They are 
  more dangerous because their mobility and 
  agility makes them difficult to hit than because of 
  their low damage potential. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  5 
  2 
  1 
  1 
  1 
  1 
  4 
  2 
  Skills 
  Perception 3, Athletics 2, 
  Acrobatics 1, Brawl 1 
  Speed 
  7 
  Size/Resilience 
  3/3 
  Static Defense 
  31 
  Mental Defense 
  10 
  HP/Resolve 
  8/3 
  Feats 
  Swift Attack 
  Armor 
  None 
  Attacks 
  Claws (3k1 R) 
  Traits 
  Flyer (14) 
  Gear 
  None 
  Level 
  1 
   
  Slithering Creature 
  Most worlds have some form or another 
  of sneaky ambush predator that uses poison and 
  stealth to get to its prey. Snakes are a surprisingly 
  common type of creature, with variants 
  throughout the stars. This stat block represents 
  something like a large rattlesnake or viper with a 
  dangerous enough bite to prove toxic even to a 
  Hero. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  4 
  2 
  1 
  1 
  1 
  1 
  4 
  2 
  Skills 
  Perception 2, Stealth 3, Brawl 2 
  Speed 
  3 
  Size/Resilience 
  3/3 
  Static Defense 
  28 
  Mental Defense 
  10 
  HP/Resolve 
  8/3 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  Bite (4k2 R; Toxic) 
  Traits 
  Crawler 
  Gear 
  None 
  Level 
  1 
   
  Walking Creature 
  A primitive humanoid creature like a 
  gorilla or vegetarian, these beasts are fairly rare 
  creatures on most worlds, but are sometimes 
  surprisingly intelligent and capable of learning 
  limited speech.
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  10 
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  3 
  3 
  1 
  1 
  1 
  1 
  3 
  3 
  Skills 
  Brawl 4 
  Speed 
  7 
  Size/Resilience 
  6/5 
  Static Defense 
  16 
  Mental Defense 
  10 
  HP/Resolve 
  12/4 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  Fist (4k2 I) 
  Gear 
  None 
  Level 
  1 
   
  Combat Servitor 
  A robot designed to kill, the Combat 
  Servitor is a dangerous machine with an integrated 
  multi-barrel las weapon that can put down an 
  impressive volley of fire. It isn't a terribly 
  intelligent machine, however, and its 
  programming typically has it do little else but keep 
  an overwatch over an area and fire at anything that 
  moves. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  4 
  6 
  1 
  1 
  3 
  1 
  1 
  2 
  Skills 
  Brawl 1, Crafts 1, Tech Use 1, 
  Ballistics 3 
  Speed 
  9 
  Size/Resilience 
  6/6 
  Static Defense 
  13 
  Mental Defense 
  20 
  HP/Resolve 
  16/5 
  Feats 
  None 
  Armor 
  Machine Toughness (6, All) 
  Attacks 
  Claw (6k2 I; Snare), Multilas (60m; 
  S/8; 3k2 E; Pen 0; Reliable) 
  Traits 
  Machine (6) 
  Gear 
  None 
  Level 
  3 
   
  Industrial Servitor 
  A more modest machine, the industrial 
  servitor is designed to work in environments 
  where people would be put too much at risk. They 
  have hardened plating designed to stand up to the 
  difficulties of an industrial workplace and an arc 
  welder that can be set to an amazingly dangerous 
  power level if it is programmed or ordered to 
  defend itself. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  2 
  5 
  1 
  1 
  3 
  1 
  1 
  1 
  Skills 
  Brawl 1, Crafts 1, Tech Use 1 
  Speed 
  6 
  Size/Resilience 
  5/5 
  Static Defense 
  9 
  Mental Defense 
  20 
  HP/Resolve 
  12/4 
  Feats 
  None 
  Armor 
  Machine Toughness (2, All) 
  Attacks 
  Claw (6k2 I; Snare), Arc Welder (10m; 
  S/-; 3k3 E; Flame) 
  Traits 
  Machine (2) 
  Gear 
  None 
  Level 
  2 
   
   
   
  
   
   
  DRAMATIS PERSONAE 
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  11 
  Dragon 
  Giant killing machines made of scales, 
  wings, and fire. They're also smarter than you are, 
  centuries old, and with more magic in their 
  fingernail than the typical wizard has in his entire 
  body. The stats presented here are only 
  representative of a fairly small and young dragon. 
  Ancient wyrms can be far, far more powerful. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  7 
  4 
  6 
  6 
  3 
  4 
  5 
  5 
  5 
  Skills 
  Academic Lore 3, Acrobatics 2, 
  Arcana 4, Athletics 2, Ballistics 
  3, Brawl 4, Charm 3, 
  Command 5, Common Lore 2, 
  Forbidden Lore 2, Intimidation 
  5, Perception 3, Politics 2, 
  Scrutiny 4, Weaponry 3 
  Speed 
  11 
  Size/Resilience 
  12/10 
  Static Defense 
  13 
  Mental Defense 
  25 
  HP/Resolve 
  22/9 
  Feats 
  Danger Sense, Eidetic Memory, Iron 
  Jaw, Power Attack, Powerful Charge, Strong 
  Minded 
  Armor 
  Iron Scales (10, All) 
  Attacks 
  Claws and Teeth (10k3 R; Tearing), 
  Dragon Fire (80m; S/-; 6k3 E; Flame) 
  Abilities 
  Frightful Presence  - Whenever this creature 
  charges or makes an All Out Attack, all creatures 
  within melee range of it must test against its fear 
  rating. 
  Traits 
  Flyer (22), Unnatural Toughness, 
  Armor Plating (10), Dark Sight, Caster 
  (Evocation 3, Divination 4), Fear 2 
  Gear 
  None 
  Level 
  5 
   
   
   
  Lich 
  Not everyone can become an immortal 
  Exalt. That doesn't mean there aren't other paths 
  to immortality. Well, being a Lich isn't quite 
  immortality – being an undead horror is more 
  accurate - but it's a pretty attractive option for a 
  sorcerer getting on in his years and feeling 
  mortality creeping up on him. Becoming a lich is a 
  terrible process that involves the death of someone 
  the lich deeply cares about as a sacrifice. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  3 
  3 
  5 
  1 
  4 
  5 
  4 
  4 
  Skills 
  Academic Lore 3, Acrobatics 2, 
  Arcana 5, Athletics 2, Brawl 4, 
  Charm 3, Command 5, 
  Common Lore 2, Forbidden 
  Lore 5, Intimidation 2, 
  Perception 3, Politics 2, 
  Scrutiny 4 
  Speed 
  5 
  Size/Resilience 
  4/5 
  Static Defense 
  23 
  Mental Defense 
  25 
  HP/Resolve 
  14/8 
  Feats 
  Wizard Tradition (All), Spell 
  Specialization (All), Tested 
  Armor 
  None 
  Attacks 
  Unarmed 
  Abilities  
  Phylactery – Every Lich has hidden their death 
  Skills somewhere safe. They cannot be killed as 
  long as their Phylactery exists. A lich's phylactery 
  
   
   
  DRAMATIS PERSONAE 
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  12 
  is invariably a constructed and typically valuable 
  item. 
  Traits 
  Undead, Dark Sight, Caster (Evocation 
  4, Speed Illusion 3, Abjuration 3, Conjuration 3) 
  Gear 
  Musty but expensive robes, staff, 
  ancient gems and jewelry. 
  Level 
  4 
   
   
  Mind Flayer 
  Mind Flayers are some of the most 
  dangerous creatures in the Wheel. They are evil, 
  mind-controlling things with only simple desires. 
  Desires like the subjugation of all living things, 
  brains to eat, and countless slaves. They're 
  humanoids with slick slimy skin, long fingers, and 
  tentacles sprouting around a beaked mouth. They 
  use those tentacles to pry open skulls from their 
  victims and extract their brains. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  3 
  2 
  3 
  2 
  4 
  5 
  5 
  5 
  Skills 
  Academic Lore 4, Acrobatics 2, 
  Arcana 4, Athletics 2, Brawl 4, 
  Command 3, Common Lore 2, 
  Forbidden Lore 5, Perception 3, 
  Scrutiny 5 
  Speed 
  5 
  Size/Resilience 
  3/4 
  Static Defense 
  28 
  Mental Defense 
  25 
  HP/Resolve 
  14/9 
  Feats 
  Danger Sense, Eidetic Memory, Strong 
  Minded 
  Armor 
  None 
  Attacks 
  Tentacles (2k2 I; Snare) 
  Abilities 
  Mind Blast – The mind flayer may spend a half 
  action to fire a 60' cone of psychic power. All 
  targets within the cone must make a TN 25 
  Willpower test or else become stunned for one 
  round. 
  Eats Your Goddamn Brain – A mind flayer's 
  attacks in a grapple always hit the head. While 
  grappling, a mind flayer's tentacles gain Tearing. 
  Traits 
  Dark Sight, Caster (Divination 3, 
  Enchantment 3, Illusion 3) 
  Gear 
  Blasphemous robes 
  Level 
  3 
   
   
   
  
   
   
  DRAMATIS PERSONAE 
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  13 
  Aboleth 
  Aboleths come from the same blasted and 
  forsaken place as the Mind Flayers. They're even 
  more powerful and evil than Mind Flayers, if 
  that's possible. They're bloated, scaled fish things 
  with bony ridges and four powerful tentacles. 
  They don't eat brains with them. They just poison 
  with the barbs on them, and anyone who dies 
  from this poison turns into a sludge that the 
  aboleth consume. They typically have a few slaves 
  on hand to deal with interlopers. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  3 
  4 
  4 
  1 
  4 
  6 
  5 
  6 
  Skills 
  Academic Lore 4, Acrobatics 2, 
  Arcana 4, Athletics 2, Brawl 4, 
  Command 3, Common Lore 2, 
  Forbidden Lore 5, Perception 3, 
  Scrutiny 5 
  Speed 
  4 
  Size/Resilience 
  8/7 
  Static Defense 
  18 
  Mental Defense 
  25 
  HP/Resolve 
  20/10 
  Feats 
  Danger Sense, Eidetic 
  Memory, Strong Minded, Swift Attack 
  Armor 
  Bone Ridges (3, All) 
  Attacks 
  Tentacles (5k2 I; Snare, Toxic) 
  Abilities 
  Mindslaver – An Aboleth can concentrate to 
  maintain Enchantment spells as a free action, and 
  targets do not get extra dice to resist the effects of 
  those spells based on the orders given. 
  Traits 
  Dark Sight, Caster (Divination 4, 
  Enchantment 4, Illusion 4), Crawler, Amphibious, 
  Armor Plating (3) 
  Gear 
  Slime 
  Level 
  4 
   
   
   
  Elemental 
  Elementals are spirit creatures that create 
  and inhabit bodies made of one of the four 
  primary primal elements - Earth, Air, Fire, or 
  Water. They're not really properly life forms, and 
  are quite common in the Umbra and places where 
  one of the elements is found in exceptional natural 
  purity. They're typically not dangerous as long as 
  they're left alone. 
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  3 
  2 
  3 
  2 
  4 
  5 
  5 
  5 
  Skills 
  Perception 3, Brawl 3 
  Speed 
  6 
  Size/Resilience 
  6/5 
  Static Defense 
  13 
  Mental Defense 
  20 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  14 
  HP/Resolve 
  12/6 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  Slam (6k3 I) 
  Abilities 
  Elementals get one of the following, depending on 
  their composition: 
  Earth – An earth elemental gains 6 armor to all 
  locations. 
  Air – An air elemental gains Phasing. 
  Fire – Fire elementals deal E damage with their 
  attacks and all targets within melee range must 
  test Constitution against TN 15 every turn or gain 
  a point of fatigue from waves of heat. 
  Water – Water elementals gain Regeneration 1. 
  Traits 
  Amorphous, Stuff of Nightmares 
  Gear 
  None 
  Level 
  2 
   
  The Walkin’ Dead 
  Zombies. Shamblers. They go around 
  biting people and eating their flesh. Sometimes 
  they're caused by a plague or curse, but they're 
  more often the result of evil sorcery and warp 
  energy. While they only really pose a threat in 
  huge numbers and to ill-prepared people, they still 
  manage to cause a lot of trouble on more primitive 
  or run-down worlds. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  2 
  2 
  - 
  - 
  - 
  - 
  2 
  2 
  Skills 
  Brawl 2, Perception 2 
  Speed 
  5 
  Size/Resilience 
  4/4 
  Static Defense 
  14 
  Mental Defense 
  - 
  HP/Resolve 
  8/- 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  Claws and Teeth (3k1 R) 
  Traits 
  Undead, Mindless 
  Gear 
  Bloody and torn clothing 
  Level 
  1 
   
  Ghost 
  When someone dies, their spirit can 
  linger, vengeful and angry. A ghost is just such a 
  spirit, a warp echo of someone who has died. 
  They're most commonly seen in the Umbra, but 
  their influence can extend to the real world in 
  places where the veil is thin. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  2 
  2 
  4 
  1 
  2 
  2 
  2 
  2 
  Skills 
  Brawl 2, Perception 2, Arcana 3 
  Speed 
  5 
  Size/Resilience 
  4/4 
  Static Defense 
  14 
  Mental Defense 
  15 
  HP/Resolve 
  8/4 
  Feats 
  None 
  Armor 
  None 
  Attacks 
  None 
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  15 
  Abilities 
  Possession – The Ghost may test Charisma and 
  Arcana to affect a target as the Dominate spell. 
  Traits 
  Undead, Flyer (10), Phasing, Fear 1 
  Gear 
  None 
  Level 
  2 
   
  Fire Warrior 
  Fire Warriors are the Tau's standard 
  military force, armed with better weapons and 
  excellent training. They're somewhat shorter and 
  stockier than the average Tau, and most are 
  trained from birth for their expected lifetime of 
  fighting for the Greater Good. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  3 
  2 
  2 
  2 
  3 
  2 
  2 
  2 
  Skills 
  Acrobatics 1, Perception 1, 
  Persuasion 2, Common Lore 2, 
  Scrutiny 1, Weaponry 1, 
  Ballistics 3 
  Speed 
  6 
  Size/Resilience 
  4/4 
  Static Defense 
  17 
  Mental Defense 
  20 
  HP/Resolve 
  9/5 
  Feats 
  Weapon Proficiency (Ordinary, 
  Parrying, Las), Sound Constitution x1, Armor 
  Proficiency (light, medium), Deadeye Shot 
  Armor 
  Flak Vest, Gauntlets, Helmet (5 AP; 
  Arms, Body, Head) 
  Attacks 
  Knife (4k2 R; Pen 0), Pulse Rifle 
  (100m; S/4; 2k2 E; Pen 2; Clip 40; Reload Full; 
  Reliable) 
  Abilities 
  Fall Back – As the Tau racial power. 
  Gear 
  Uniform, Flak Armor, Pulse Rifle, 2 
  Energy Packs, Micro-bead, Torch 
  Level 
  2 
   
  Ratling 
  Halflings typically live their life on the 
  wrong side of the law. They've fallen through the 
  cracks in modern society, and Ratlings are just 
  such halfling, thieves and pickpockets that prey on 
  unsuspecting people to survive in the slums and 
  gutters of the Wheel. 
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  3 
  2 
  2 
  2 
  2 
  2 
  3 
  2 
  Skills 
  Acrobatics 2, Perception 2, 
  Common Lore 3, Deceive 2, 
  Scrutiny 1, Weaponry 1, Larceny 
  3, Ballistics 1 
  Speed 
  5 
  Size/Resilience 
  2/3 
  Static Defense 
  22 
  Mental Defense 
  15 
  HP/Resolve 
  8/4 
  Feats 
  Weapon Proficiency (Ordinary, 
  Parrying), Sneak Attack 
  Armor 
  Leathers (2 AP; Arms, Body, Legs) 
  Attacks 
  Knife (3k2 R; Pen 0), Autopistol (30m; 
  S/6; 2k2 I; Pen 0; Clip 12; Reload Full) 
  Abilities 
  Shifty – As the Halfling racial power. 
  Gear 
  Threadbare clothing, leathers, 
  Autopistol, Knife, 2 autopistol clips, a few coins. 
  Level 
  1 
   
  Slayer 
  When a Squat does something truly 
  disgraceful and dishonorable, there is only one 
  option left for them in their society. They go to 
  find an honorable death, taking only the most 
  basic equipment - an Axe, their body marked with 
  the traditional paint used to bless those who are 
  already dead, and a grenade to give them a way 
  out that can take an enemy with them. 
   
   
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  16 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  2 
  3 
  2 
  2 
  3 
  2 
  2 
  3 
  Skills 
  Athletics 2, Crafts 2, 
  Intimidation 2, Weaponry 3, 
  Common Lore 2 
  Speed 
  5 
  Size/Resilience 
  3/5 
  Static Defense 
  16 
  Mental Defense 
  20 
  HP/Resolve 
  12/6 
  Feats 
  Iron Jaw 
  Armor 
  None 
  Attacks 
  Axe (6k2 R) 
  Abilities 
  Squat Toughness – As the Squat racial power. 
  Gear 
  Axe, boots, loincloth, body paint, mean 
  look, frag grenade 
  Level 
  2 
   
  Living Ancestor 
  A wise and respected member of Squat 
  society, the title of Living Ancestor is only given to 
  those with wisdom and ability that comes only 
  once in a hundred years. All other Squats try to 
  emulate the Living Ancestors, and whenever a 
  Squat is declared a Living Ancestor, they become 
  the head of a new noble house founded in their 
  name. While they have no special political position 
  save as the head of their noble family, they have 
  great pull in Squat society thanks to the respect 
  others give them. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  2 
  5 
  4 
  2 
  5 
  2 
  4 
  5 
  Skills 
  Athletics 3, Crafts 4, 
  Intimidation 2, Weaponry 4, 
  Common Lore 2, Command 3, 
  Academic Lore 2 
  Speed 
  7 
  Size/Resilience 
  3/6 
  Static Defense 
  18 
  Mental Defense 
  30 
  HP/Resolve 
  20/10 
  Feats 
  Iron Jaw, Armor Proficiency (Power) 
  Armor 
  Power Armor (12 AP, All) 
  Attacks 
  Power Axe (9k2 R Pen 4, Power Field), 
  Plasma Pistol (30m; S/-; 3k3 E Pen 8; Clip 
  10; Reload 4Full; Recharge, Overheats) 
  Abilities 
  Squat Toughness – As the Squat racial power 
  Gear 
  Power Axe, Power Armor, Plasma 
  Pistol, 2 extra plasma charges, mean look, beard 
  jewelry, embroidered clothing 
  Level 
  3 
   
  Talon of Tiamat 
  Tiamat's followers have never died out. 
  Some dragonborn carry on in her name, seeking 
  to destroy Bahamut and avenge their fallen lord. 
  Some rumor that Tiamat is still alive, taking a 
  hundred centuries to recover from her wounds, 
  almost ready to resume her war against Bahamut 
  and forge a new Draconic Empire in her fivefold 
  image. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  2 
  3 
  4 
  3 
  3 
  2 
  3 
  3 
  Skills 
  Command 2, Weaponry 3, 
  Intimidation 2, Ballistics 2, Brawl 
  2, Athletics 2. Acrobatics 2, 
  Perception 2 
  Speed 
  6 
  Size/Resilience 
  5/5 
  Static Defense 
  15 
  Mental Defense 
  20 
  HP/Resolve 
  12/6 
  Feats 
  Armor Proficiency (Medium), Weapon 
  Proficiency (Ordinary, Fencing) 
  Armor 
  Flak Jacket (5 AP; Arms, Body, Legs) 
  Attacks 
  Fencing Sword (6k2 R; Balanced), 
  Pump Shotgun (30m; S/-; 3k2 I Pen 0; Clip 8; 
  Reload 2Full; Scatter) 
  Abilities 
  Dragon Breath – As the Dragonborn racial power. 
  Gear 
  Flak Jacket, Pump Shotgun, 24 extra 
  shells, Fencing Sword, Micro-Bead, Tough 
  clothing 
  Level 
  2 
   
  Dragonfire Adept 
  Some Dragonborn focus on the power 
  within themselves, training themselves in magic. 
  Especially fire magic. And when that doesn't work, 
  they carry a really big gun that they can use to 
  shoot people to death. Typically one or the other 
  will work in any given situation. 
   
  
   
   
  DRAMATIS PERSONAE 
  Special thanks to SporkMaster5000 
  17 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  3 
  4 
  5 
  3 
  4 
  2 
  3 
  4 
  Skills 
  Command 2, Weaponry 3, 
  Intimidation 2, Ballistics 3, Brawl 
  2, Athletics 2, Acrobatics 2, 
  Perception 2, Arcana 2, 
  Academic Lore 2 
  Speed 
  7 
  Size/Resilience 
  5/5 
  Static Defense 
  18 
  Mental Defense 
  25 
  HP/Resolve 
  16/8 
  Feats 
  Armor Proficiency (Medium), Weapon 
  Proficiency (Ordinary, Fencing), Spell Focus 
  (Evocation) 
  Armor 
  Flak Jacket (5 AP; Arms, Body, Legs) 
  Attacks 
  Fencing Sword (6k2 R; Balanced), 
  Meltagun (20m; S/-; 4k3 E Pen 12; Clip 5; Reload 
  2Full) 
  Abilities 
  Dragon Breath – As the Dragonborn racial power. 
  Traits 
  Caster (Evocation 3) 
  Gear 
  Flak Jacket, Meltagun, 2 extra reloads, 
  Fencing Sword, Micro-Bead, Brightly colored 
  robes 
  Level 
  3 
   
  Tinkerer 
  Gnomes are generally harmless people, 
  more concerned with playing with new technology 
  (and fixing old technology) than hurting anyone. 
  Sometimes, though, they have to defend 
  themselves against thieves or, worse, saboteurs. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  3 
  2 
  2 
  3 
  2 
  3 
  1 
  2 
  Skills 
  Academic Lore 3, Acrobatics 2, 
  Arcana 2, Ballistics 1, Common 
  Lore 3, Drive 2, Perception 2, 
  Pilot 3, Scrutiny 1, Weaponry 2 
  Speed 
  5 
  Size/Resilience 
  3/4 
  Static Defense 
  16 
  Mental Defense 
  15 
  HP/Resolve 
  8/4 
  Feats 
  Blind Fighting, Evasion, Fearless 
  Armor 
  Mesh Vest (4 AP, Body) 
  Attacks 
  Laspistol (30m; S/-; 2k2 E Pen 0; Clip 
  30; Reload Full; Reliable), Web Pistol (30m; S/-; 
  Clip 1; Reload Full; Snare), Katar (2k2 R, Pen 3) 
  Abilities 
  Improvise – As the Gnome racial power. 
  Gear 
  Laspistol, 3 energy packs, Web Pistol, 2 
  web loads, Katar, Mesh Vest, Auspex, Backpack, 
  Chrono, Combi-Tool, Data Slate, Torch, Void 
  Suit, Clothing with a lot of pockets. 
  Level 
  2 
   
   
   
  Ork Freeboota 
  Orks love nothing more than a good fight. 
  An Ork freeboota is a fairly typical ork warrior 
  with little experience, almost no scars, and all his 
  own teeth. All of which mark him as being very 
  low on the totem pole indeed. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  4 
  2 
  3 
  3 
  2 
  2 
  2 
  3 
  3 
  Skills 
  Intimidation 2, Scrutiny 2, 
  Ballistics 1, Weaponry 3, Brawl 2 
  Speed 
  6 
  Size/Resilience 
  5/5 
  Static Defense 
  15 
  Mental Defense 
  15 
  HP/Resolve 
  12/5 
  Feats 
  Cleave, Crushing Blow, Power Attack, 
  Fearless, Armor Proficiency (Light), Weapon 
  Proficiency (Ordinary) 
  Armor 
  Heavy Leathers (3 AP, Arms, Body, 
  Legs) 
  
   
   
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  Attacks 
  Choppa (7k2 R), Autogun (90m; S/10; 
  2k2 I Pen 0; Clip 30; Reload Full) 
  Abilities 
  WAAAAAGH! – As the Ork racial power. 
  Gear 
  Charm, Heavy Leathers, Choppa, 
  Autogun, 3 clips, Patchwork clothing 
  Level 
  2 
   
   
   
  Ork Nob 
  An Ork Nob is much larger than a mere 
  freeboota, with the scars and a few bionik bitz to 
  prove it. They're good at yellin' really loud and 
  givin orders to make sure no one is muckin' about. 
  Most Ork Nobs love nothing more than gettin' 
  stuck in, and so they can be found in the very 
  thickest fighting. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  3 
  4 
  4 
  2 
  2 
  2 
  3 
  4 
  Skills 
  Intimidation 3, Command 4, 
  Scrutiny 2, Ballistics 3, 
  Weaponry 4, Brawl 3 
  Speed 
  8 
  Size/Resilience 
  6/6 
  Static Defense 
  16 
  Mental Defense 
  15 
  HP/Resolve 
  16/6 
  Feats 
  Cleave, Crushing Blow, Power Attack, 
  Fearless, Armor Proficiency (Light), Weapon 
  Proficiency (Ordinary) 
  Armor 
  Heavy Leathers (3 AP, Arms, Body, 
  Legs) 
  Attacks 
  Big Choppa (9k2 R; Pen 4), Autogun 
  (120m; -/10; 3k2 I Pen 5; Clip 100; Reload Full) 
  Abilities 
  WAAAAAGH! – As the Ork racial power. 
  Gear 
  Charm, Heavy Leathers, SAW, 
  Autogun, 3 belts of ammunition, Patchwork 
  clothing 
  Level 
  3 
   
  Aspect Warrior 
  Aspect Warriors are Eldarin warriors, 
  members of one of their great fighting schools. 
  Many fighting schools have extremely specialized 
  equipment or tactics - the following is a kind of 
  baseline warrior type with standard (very deadly) 
  weapons and armor. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  4 
  2 
  3 
  4 
  3 
  4 
  4 
  3 
  Skills 
  Academic Lore 2, Acrobatics 3, 
  Arcana 2, Athletics 2, 
  Ballistics 2, Common Lore 3, 
  Deceive 2, Perception 3, Scrutiny 
  2, Weaponry 4 
  Speed 
  7 
  Size/Resilience 
  3/4 
  Static Defense 
  28 
  Mental Defense 
  20 
  HP/Resolve 
  10/6 
  Feats 
  Blademaster, Armor Proficiency 
  (Light), Blind Fighting, Catfall, Defensive 
  Mobility, Fleet of Foot, Swift Attack, Weapon 
  Proficiency (Fencing, Syrneth) 
  Armor Mesh Overcoat (4 AP, All) 
  Attacks 
  Fencing Sword (5k2 R; Balanced), 
  Lightning Gun (30m; S/2; 4k2 E Pen 4; Clip 6; 
  Reload 2Full; Scatter, Shocking) 
  Abilities 
  Warp Step – As the Eldarin racial power. 
  Gear 
  Lightning Gun, 2 Lighting Charges, 3 
  Photon Flash Grenades, Fencing Sword, Mesh 
  Overcoat, silk suit 
  Level 
  3 
   
  
   
   
  DRAMATIS PERSONAE 
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  Eldarin Farseer 
  Eldarin Farseers are leaders in their race, 
  using powerful divinations and other magics to see 
  through the veil of the warp and determine the 
  best course of action. They're really too valuable 
  for the Eldarin to lose, but because their powers 
  are so useful they end up in all sorts of dangerous 
  situations. Most Eldarin have the sense to start 
  running once they see the Farseer absconding. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  2 
  4 
  2 
  4 
  4 
  2 
  4 
  3 
  4 
  Skills 
  Academic Lore 1, Acrobatics 3, 
  Arcana 4, Athletics 2, Ballistics 2, 
  Common Lore 3, Deceive 2, 
  Forbidden Lore 3, Perception 3, 
  Scrutiny 3 
  Speed 
  6 
  Size/Resilience 
  3/4 
  Static Defense 
  23 
  Mental Defense 
  15 
  HP/Resolve 
  12/6 
  Feats 
  Common Sense, Danger Sense, 
  Defensive Mobility, Fast Reflexes, Foresight, Spell 
  Might, Spell Penetration, Strong Minded, 
  Weapon Proficiency (Fencing, Syrneth) 
  Armor 
  Leathers (2 AP, Arms, Body, Legs) 
  Attacks 
  Fencing Sword (5k2 R; Balanced) 
  Abilities 
  Warp Step – As the Eldarin racial power. 
  Traits 
  Caster (Divination 4, Enchantment 2, 
  Illusion 3, Evocation 2) 
  Gear 
  Fencing Sword, Staff, Leathers, 
  Elaborate robes 
  Level 
  3 
   
  Space Marine 
  Armed with the best weapons, the thickest 
  armor, knowing no fear and with the sole purpose 
  of bringing the forces of Chaos to their knees. 
  These are the Space Marines. They are Aasimar 
  who are part of the elite forces of the Blessed 
  Pantheon, going out into the Wheel to smite the 
  enemies of their gods. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  3 
  5 
  3 
  3 
  4 
  3 
  5 
  4 
  Skills 
  Acrobatics 2, Athletics 3, 
  Ballistics 3, Common Lore 2, 
  Perception 2, Scrutiny 3, 
  Weaponry 3 
  Speed 
  8 
  Size/Resilience 
  5/6 
  Static Defense 
  22 
  Mental Defense 
  25 
   
  HP/Resolve 
  21/8 
  Feats 
  Jaded, Fearless, Sound Constitution x3, 
  Combat Master, Armor Proficiency (all), Weapon 
  Proficiency (all) 
  Armor 
  Power Armor (12 AP, All) 
  Attacks 
  Chainsword (8k2 R; Pen 4; Tearing), 
  Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload 
  Full; 
  Abilities 
  And They Shall Know No Fear – As the Aasimar 
  racial power. 
  Gear 
  Power Armor, Chainsword, Boltgun, 2 
  Bolt clips, Plain clothing, charms 
  Level 
  3 
   
   
  
   
   
  DRAMATIS PERSONAE 
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  Grey Knight 
  If the Space Marines are the best of the 
  best, the Grey Knights are the best of the best of 
  the best. They are issued relics and equipment 
  that is of such value that it must only be given to 
  those who can make the best use of it. They have 
  training superior even to that of a Space Marine, 
  and are sent to carry out missions with nearly no 
  chance of success but which they cannot afford to 
  fail. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  6 
  3 
  5 
  4 
  3 
  5 
  3 
  5 
  5 
  Skills 
  Acrobatics 3, Athletics 4, 
  Ballistics 4, Common Lore 3, 
  Forbidden Lore 3, Perception 3, 
  Scrutiny 4, Weaponry 4 
  Speed 
  9 
  Size/Resilience 
  5/7 
  Static Defense 
  22 
  Mental Defense 
  30 
  HP/Resolve 
  25/10 
  Feats 
  Jaded, Fearless, Sound Constitution x5, 
  Combat Master, Armor Proficiency (all), Weapon 
  Proficiency (all), Blind Fighting, Danger Sense, 
  Luck, Strong Minded 
  Armor 
  Power Armor (12 AP, All) 
  Attacks 
  Power Sword (10k2 R; Pen 4; Power 
  Field), Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; 
  Reload Full; Tearing) 
  Abilities 
  And They Shall Know No Fear – As the Aasimar 
  racial power. 
  Gear 
  Power Armor, Power Sword, Boltgun, 2 
  Bolt clips, Plain clothing, charms 
  Level 
  4 
   
  Chaos Marine 
  As the Space Marines serve the forces of 
  the Blessed Pantheon, the Chaos Marines serve 
  the Ruinous Powers of Chaos. They are a more 
  varied lot than the Space Marines, their armor 
  altered to serve the various mutations each 
  Tiefling gains over time, and covered in spiky bits 
  and garish colors for good measure. 
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  5 
  4 
  5 
  3 
  3 
  4 
  3 
  4 
  4 
  Skills 
  Acrobatics 2, Athletics 3, 
  Ballistics 2, Common Lore 2, 
  Perception 2, Intimidate 3, 
  Weaponry 4 
  Speed 
  9 
  Size/Resilience 
  5/6 
  Static Defense 
  22 
  Mental Defense 
  25 
  HP/Resolve 
  18/8 
  Feats 
  Sound Constitution x3, Armor 
  Proficiency (all), Weapon Proficiency (all), Frenzy 
  Armor 
  Power Armor (12 AP, All) 
  Attacks 
  Chainsword (8k2 R; Pen 4; Tearing), 
  Boltgun (90m; S/3; 4k2 X Pen 6; Clip 24; Reload 
  Full; Tearing) 
  Abilities 
  Bloody Minded – As the Tiefling racial power. 
  Gear 
  Power Armor, Chainsword, Boltgun, 2 
  Bolt clips, Plain clothing, charms 
  Level 
  3 
   
  
   
   
  DRAMATIS PERSONAE 
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  21 
  Obliterator 
  There is a kind of curse or magic or virus 
  (or all three) that infects some Chaos marines. 
  They become one with their weapons and armor, 
  mutating to become a mass of weaponry with flesh 
  stretched over gunmetal. They've almost all been 
  driven insane by the torment of their condition, 
  but serve well as engines of death and destruction. 
   
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  6 
  4 
  6 
  3 
  1 
  4 
  2 
  1 
  4 
  Skills 
  Acrobatics 2, Athletics 3, 
  Ballistics 3, Common Lore 2, 
  Perception 2, 
  Intimidate 3, Weaponry 3 
  Speed 
  10 
  Size/Resilience 
  8/7 
  Static Defense 
  9 
  Mental Defense 
  25 
  HP/Resolve 
  25/8 
  Feats 
  Sound Constitution x5, Armor 
  Proficiency (all), Weapon Proficiency (all), Frenzy 
  Armor 
  Armor Plating (10 AP, All) 
  Attacks 
  MP Lascannon (300m; S/-; 5k4 E Pen 
  10; Clip -; Reload -; Recharge), Heavy Bolter 
  (120m; - /10; 4k2 X Pen 8; Clip -; Reload -; 
  Tearing), Crushing Fist (6k3 I). 
  Abilities 
  Bloody Minded – As the Tiefling racial power.  
  Integrated Weapons Array – The Obliterator can 
  create nearly any weapon from its body. In 
  addition to the listed attacks, it can generate 
  nearly any Ordinary, Las, Plasma, Melta, Bolt, or 
  Flame weapon it needs to. An obliterator has 
  effectively infinite ammunition with all of its 
  weapons. It requires a full round action to shift 
  weapons, and can have any two at a time. 
  Traits 
  Auto Stabilized, Machine (10) 
  Gear 
  None 
  Level 
  4 
   
  Dark Eldarin Raider 
  The Dark Eldarin have a culture of 
  slavery, sacrifice of souls to the Daemon Lolth, 
  and incredible decadence that would make even 
  the most jaded whore blush. They often send 
  raiding parties out to capture fresh prey to bring, 
  screaming, to their hidden dark city of 
  Commorragh. Those that they take are typically 
  never seen again. 
  Str 
  Dex 
  Con 
  Cha 
  Fel 
  Cmp 
  Int 
  Wis 
  Wil 
  3 
  5 
  2 
  4 
  4 
  3 
  3 
  3 
  3 
  Skills 
  Academic Lore 1, Acrobatics 3, 
  Arcana 2, Athletics 2, Ballistics 2, 
  Common Lore 2, Deceive 4, 
  Forbidden Lore 2, Perception 3, 
  Scrutiny 2, Weaponry 4 
  Speed 
  8 
  Size/Resilience 
  3/4 
  Static Defense 
  28 
  Mental Defense 
  20 
  HP/Resolve 
  10/6 
  Feats 
  Blademaster, Armor Proficiency 
  (Light), Backstab, Catfall, Defensive Mobility, 
  Decadence, Fleet of Foot, Sneak Attack, Weapon 
  Proficiency (Fencing, Exotic, Parrying) 
  Armor 
  Mesh Overcoat (4 AP, All) 
  Attacks 
  Officer's Cutlass (5k2 R; Shocking), 
  Needle Gun (180m; S/-; 2k2 E Pen 0; Clip 6; 
  Reload 2Full; Accurate, Toxic) 
  Abilities 
  Warp Miasma – As the Dark Eldarin Racial 
  power. 
  Gear 
  Needle Gun, 2 Needle Packs, 3 Smoke 
  Grenades, Officer's Cutlass, Mesh Overcoat, 
  spider silk suit. 
  Level 
  3 
  
SOURCE: textdata/thevault/Dungeons The Dragoning/Dramatis Personae.pdf