Friday, 21 June 2013

Khlûl'-hloo


Wild Card
Attributes: Agility d6, Smarts d12+2, Spirit d12+2, Strength d12+10, Vigor d12
Skills: Fighting d12, Dreaming very loudly(Intimidate) d12+2, Knowledge(Things man was not meant to pronounce) d12, Throwing d6, Notice d4
Pace: 10; Parry: 8; Toughness: 19 (5)

Hindrances: Major Habit(Sleeping for Exceptionally Long Periods)
Edges: Connections, Luck,

Special Abilities:
• Aquatic:
Swimming Pace of 16", and cannot drown.
• Armor +5: Thick, blubbery hide.
• Fear -2: The blasphemous wrongness.
• Claws: Str+d8, Reach 2 Heavy Weapon.
• Four Tentacles: Str+d4 Can Attack with all four tentacles with no multiple action penalty.
• Vampiric Regeneration: For each living creature it kills the Eldritch demon can make a Vigor roll modified by the victims size to heal wounds. +2 to recover from Shaken.
• Flight: Eldritch Demons have a Flying Pace of 18”
• Immunity: Radiation
• Huge: -4 to attack medium-sized foes, they receive +4 to their attacks.
• Size +8
• Weakness: Double damage from Tramp Freighters.

"Ph'nglui mglw'nafh Khlûl'-hloo R'lyeh wgah'nagl fhtagn"

Depending on his purpose in a scenario it can be reasonable to consider this character to have Heavy Armor. If so the the Weakness also allows Tramp Freighters and Champions to count as Heavy weapons.

No comments:

Post a Comment