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attacks), and wings (for aerial movement, initially at<br />

half land base movement rate). Wings may be made of<br />

stretched skin, replace or incorporate arms (with the<br />

hand in the middle) or be an extra pair of limbs.<br />

Manipulator Alteration: Fingers (and thumbs) will improve<br />

manual dexterity (and encourage tool use),<br />

webbing between digits will assist swimming, and<br />

claws add a natural weapon. Retractable claws won’t<br />

impair manual dexterity (if any).<br />

Mouth Alteration: Changes to the mouth could provide a<br />

Bite, Tusk or Stinger attack.<br />

Sensory Alteration: Possibilities include nightvision, lowlight<br />

vision and infravision, ultrasonic and infrasound<br />

hearing, improved smell and taste, echolocation, magnetic<br />

and electrical senses. Sensitivity to colors, eye<br />

placement (depth perception versus 360 degree vision),<br />

and single versus compound eyes (greater resolution<br />

versus faster update) are all vision-specific modifications.<br />

(See Mentalism Companion for an in-depth<br />

treatment of animal senses.)<br />

Skin Changes: These may assist in camouflaging the<br />

beneficiary in specific environments or provide greater<br />

sensitivity to or greater protection from sunlight.<br />

8.3.5 SAMPLE CHANGELINGS AND<br />

ABOMINATIONS<br />

Aquatic Orcs<br />

Level: 4 Size: M MS/AQ: MD/MD<br />

Base Move: 60 Max Pace: FSpt MM Bonus: +10<br />

Hits: 60 Crits: - AT(DB): 1(40s)<br />

Attacks: 70Melee / 45Missile<br />

Aquatic Orcs have the grotesque faces, brutish features,<br />

and muscular bodies of their Orcish heritage.<br />

From the waist downward, a fish-like scaly tail has replaced<br />

their legs. Their hide and scales are colored for the<br />

gloom of deep waters. They are equally able to breathe air<br />

and water, having both gills and lungs.<br />

Aquatic Orcs can be created as Changelings by adding<br />

gills, replacing legs with a single tail, altering eyesight for<br />

better underwater vision, and changing skin color. Alternatively<br />

they may be Abominations formed of the union<br />

of Orcs and Mermen.<br />

Demonic Scorpinaur<br />

Level: 4 Size: M MS/AQ: MD/FA<br />

Base Move: 60 Max Pace: FSpt MM Bonus: +20<br />

Hits: 70 Crits: I AT(DB): 12(30)<br />

Attacks: 60Weapon / 60 LSt / 40LPi / Spells<br />

The Demonic Scorpinaur is an Abomination created<br />

through the union of a Culraug Elf-Demon and a Scorpion<br />

Centaur. From the waist up, they have golden-red<br />

slim bodies with elven features. Below the waist, they<br />

have the body of a fiery red scorpion, complete with<br />

stinger (which delivers a level 6C respiratory poison).<br />

This creature is immune to flames and has access to the<br />

Fire Law spell list (up to 5th level) with 4PPs per level.<br />

Winged (Horse) Centaurs<br />

Level: 3 Size: M MS/AQ: FA/MD<br />

Base Move: 100 Max Pace: Dash MM Bonus: +20<br />

Hits: 45 Crits: - AT(DB): 1(30s)<br />

Attacks: 35Melee/55Missile/Spells<br />

Winged Centaurs stand 6' tall (from hoof to head)<br />

with a pair of great wings (12' wingspan) growing out of<br />

their human backs. Slimmer than their flightless brethren,<br />

the winged centaurs also have a lighter bone structure,<br />

making them less resilient to injury. If forced to<br />

fight, they will always seek to use missile weaponry and<br />

gain an altitude advantage over their foes.<br />

Winged Centaurs can be created as Changelings by<br />

adding a pair of wings, giving them transparent nictitating<br />

membranes to protect their eyes from dust in flight,<br />

reducing their bone density, and increasing their lung<br />

capacity for high altitudes. Alternatively Winged Centaurs<br />

can be the Abomination offspring of Horse Centaurs<br />

and Hira’razhir (avians).<br />

CONSTRUCT COMPANION<br />

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