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Bioborg Were-rat Cyborg Techno Wizard Power Armour Pilot Mage
(Click a picture to view it full size)
MDC: 320 (This is how much damage you can take before your
character is dead )
Weapons: (This is what you are going to hurt people with)
Bio-Cannon: A very scary gun that is powered by the psionic energy of the actual bio-borg. It fires a double blast that does 2d8x10 md. this means that if you hit you roll between 20 and 160 damage.
BioBlast: Once per game the bio-borg may try to channel more energy through their gun - if they hit they double the damage done
Claws: The hands of the bio-borg have been mutated to exclude large claws which can rip through metal. They do 1d6 x 10 damage.
Notes: Bio-borgs are most often made by advanced genetic experimentation or by foul magical processes of changing, morphing and adding to bodies.
1st prize - Net: If the net hits a foe they suffer 1d4 x 10 damage and must save (12 or higher) or are tangled.
Were-Rat
MDC: 200
Weapons:
Paired Blades: The were rat shows incredible skill with sharp & nasty weapons. They do 3d4 x 10 damage. They also use
poisoned weapons so that if they hit flesh their foe must save or be riddled with pain this means that
their foe must roll the d20 and get higher than 12 or take off another 50 damage.
Daggers etc: Were rats collect jagged bits of metal and wood to throw things they
don't like. They do 1d20 damage. They are also poisoned.
Notes: The were-rat is partially immune to the weapons of others - all non silver & non magical weapons do half damage.
1st prize - Skill: Once / battle the Were rat can strike in rapid succession, allowing it to strike twice.
Cyborg 
MDC: 400
Weapons:
BFG: Big Fraggin` gun. This is a modified rail gun firing thousands bursts of metallic
rounds in a second. It does 3d6 x 10 to anything that gets in its path. Also called the crowd cleaner.
HTH weapons: Most Cyborg feel that being able to rip heads off torsos with but a flex and being able to bend most swords is enough of a
HTH weapon. They punch/tear/kick/slam for 2d4 x 10 MD
Notes: Cyborg are killing machines - made by hi-tech and high budget military scientists.
1st prize Item: Tear gas grenade, Foes within 50' save(15) or lose 1-2
attacks gagging.
Techno-Wizard 
MDC: 200
PPE: 100
Techno-wizards are adept at melding modern technology with magical forces. How ever to power their weapons they need to expend energy called PPE. When
their PPE drops to 0 they are no longer able to cast spells or even fire their weapons.
Weapons:
Telekinetic machine gun - instead of mundane means the TW (techno=Wizard) fires a machine gun aimed and powered by
their mind. It does 2d6 x 10 damage and costs 5 PPE.
Fire ball grenades - Exploding for a fire ball these devices do 4d6 x 10 damage and cost
25 PPE
Claws: when charged with magic (5 PPE) they do 1 d6 x 10 damage, otherwise they do 1d6.
Notes: You will be expected to keep track of how much PPE you use yourself. Techno-wizards can become very powerful
characters with a wide range of powers
1st prize - spell: Weapon Jam costs 30ppe and can make one weapon of foes fail
Power Armour Pilot
MDC: 360
Weapons:
Chest mounted Laser: 3d4 x 10 MD
Mini-missile rack: The Power Armour holds 6 mini missiles (that do 1d10 x 10 each) and can fire them in volleys of 1 or 2( that is can fire one or two
mini missiles at once
Claws: 1d6 x 10 damage
Notes: Out side of the Armour the pilot is very weak, but in it watch out !
1st prize - Upgrade: Rate of fire with the mini missile increases
to 1/2/3 and payload increases to 8.
Mage 
MDC: 120
PPE: 200
Weapons and Spells: Mages get the most varied spells (of course) but are feeble attacking
with weapons.
Knife: 1d6 damage
Punch: 1d4 damage
Spells work different to striking. Instead of rolling to hit the foe must roll to avoid the effects (a saving throw). This changes but most of the time is a 14.
Agony: A nasty spell that inflicts pain on foes making them lose 1d4 attacks (costs
40 PPE)
Fire-bolt: acts like a 16 was rolled on the to hit dice. does 1d12 x 10 damage (costs
15 PPE)
Curse: Makes foe - 1 to dodge and save. This can be cast more than
once at a foe to increase the penalty (costs 10 PPE)
Magic Missile: Hits foes for 2d4 x 10 damage - no saving throw or dodge (costs 20 PPE)
Invisibility: Makes you invisible. This will give the caster a + 4 bonus
for dodging attacks (costs 25 PPE)
Harm: Takes a lot of damage (200) to your foe if they fail their save (costs 75 PPE)
Shield: Gives you a force field that protects you from 50 damage (costs 20 PPE)
Wand: The Mage also has a willow wand that can be fired for 1d4 x 10
damage
Notes: Mages are probably the hardest characters to play well, but they can be devastating in combat
First Prize: A spell, Maim: Delivers a Critical blow to the foe (costs 75 PPE)
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