Thursday, 17 October 2013

Water Weird

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d8
Skills: Fighting d6, Intimidation d6, Notice d10, Stealth d6, Swimming d12+1
Charisma: -; Pace: 6; Parry: 5; Toughness: 8 (2)


Edges: Assassin
 

Special Abilities
Armour +2: Made of Water.
Slam: Str+d6; Grab.
Darkvision: No vision penalties for darkness (range 12").
Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and can't drown.

Hides as Ripples: +2 to Stealth underwater.

"Swoosh"

Water Elemental

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Notice d8, Knowledge (Planes) d6, Stealth d6, Swimming d12+3

Charisma: -; Pace: 5; Parry: 6; Toughness: 12 (2)

Edges: Arcane Background (Super Powers), Dodge, Improved Sweep
Powers: Dispel (fire effects) d6, Elemental Control (Water) d8


Special Abilities
Armour +2: Made of water.
Slams: Str+d6.
Darkvision: No vision penalties for darkness (range 12").
Extraplanar: Not native to the material plane, and can be targeted by Banish.
Elemental: Immune to fear, ignore wound modifiers, poison, and extra damage from called shots.
Natural Swimmer: Swimming Pace of 12", and +2 to resist drowning.
Size +2: Increases Toughness by +2.


"Gloop."