There are a number of explanations for the existence of Ratlings. Currently most Sages suspect they came into being due to improper disposal of mutagenic substances in a Rakashan alchemists lab.
Special Abilities
• Skitters: Ratlings all have Dodge.
• Keen Sense of Smell: +2 to Notice checks involving smells.
• Low Light Vision: No penalties for dim or dark lighting.
• Wall Walker: Can scurry on rough surfaces at their full pace.
• Small: -1 size.
• Racial Enemy: Rakashans.
Wednesday, 4 December 2013
Kallaguk, King of the Trolls
Wild Card
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidate d10, Notice d6, Stealth d4, Streetwise d6, Swimming d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Command, Frenzy, Strong Willed
Special Abilities
• Armour +1: Scaled skin.
• Claws: Str+d6; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Fast Regeneration: May make a Vigor roll every round to heal damage.
• Hardy: A second Shaken result doesn't become a wound.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
• Weakness: Fire (double damage).
• Size +2: Twelve feet tall; Toughness +2.
Gear: Giant Club (Str+d8; AP1)
Attributes: Agility d12, Smarts d6, Spirit d6, Strength d12+1, Vigor d12
Skills: Fighting d8, Intimidate d10, Notice d6, Stealth d4, Streetwise d6, Swimming d10, Throwing d6
Charisma: -; Pace: 7; Parry: 6; Toughness: 11 (1)
Edges: Command, Frenzy, Strong Willed
Special Abilities
• Armour +1: Scaled skin.
• Claws: Str+d6; Grab.
• Low Light Vision: No penalties for dim or dark lighting.
• Grab: Pin your opponent if you hit with a raise, they require a raise on an opposed Strength roll to escape.
• Amphibious: Swimming Pace of 10", and cannot drown, but can also breathe air and survive indefinitely on land.
• Fast Regeneration: May make a Vigor roll every round to heal damage.
• Hardy: A second Shaken result doesn't become a wound.
• Wall Walker: Can automatically move across vertical or inverted surfaces with Pace 7".
• Weakness: Fire (double damage).
• Size +2: Twelve feet tall; Toughness +2.
Gear: Giant Club (Str+d8; AP1)
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