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W20 - Changing Breeds.pdf

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Champsa (Nile crocodile): Str +3, Dex –2, Sta +3,Man –4, Rage 3Gharial (Gavails): Str +1, Dex –1, Sta +3, Man –4,Rage 4Halpatee (American alligator): Str +2, Dex –1, Sta+3, Man –2, Rage 4Note: Running speed is halved; swimming speedequals Homid form’s land speed.Karna (Saltwater Crocodile): Str +3, Dex –2, Sta +3,Man –4, Rage 3Makara (Mugger crocodile, Chinese alligator): Str +1,Dex +0, Sta +2, Man –3, Rage 3Ora (Monitor lizards): Str +0, Dex +0, Sta +2, Man–4, Rage 5Note: Running speed same as Homid form; sprints arepossible; limited swimming. Poison Sacs, per the ArchidCharacteristic above.Paisa (American crocodile): Str +2, Dex –1, Sta +3,Man –2, Rage 4Note: Running speed is halved; swimming speedequals Homid form’s land speed.Syrta (Caimans): Str +1, Dex –1, Sta +3, Man –4,Rage 4Unktehi (Gila monster): Str –1, Dex +0, Sta +1, Man–3, Rage 5Note: Half human running speed, cannot swim.Bite inflicts Strength –1 damage. Poison Sacs, per theArchid Characteristic above.Archid CharacteristicsThe following characteristics are appropriate for aMokolé’s Archid form. All bonuses and penalties areeffective only while in Archid form. Starred characteristicsmay be purchased more than once, the bonusesfrom each stack.Armored Scales*: +2 Soak.Behemoth*: Body mass doubles, height remains same.Stamina +1, +2 damage to Body Slam or Tackleattempts.Binocular Vision: +2 on all visual-based Perception rolls.–2 to opponents attempts to surprise.Bladed Tail: Gains a tail lash maneuver (Str +2 aggravateddamage, difficulty 7).Color Change: +1 difficulty to spot the Mokolé whilehiding.Constricting Coils: +3 dice to attempts to immobilizetarget.Deep Lung: Can swim underwater for up to an hour orhold breath up to 5 minutes in combat.Fiery Pearl: +3 to Intimidate versus vampires and wyrmcreatures.MOKOLÉFins: Double swimming speed.Fire Breath*: Can breathe fire (or a corrosive aerosol)once per day for each time this trait is taken. Thecloud is a fire with soak difficulty 7, damage per turn2, and extends out to (Rage) yards in front of thecharacter. The attack lasts only one turn but mayignite flammable objects for continued damage.Gills: Fully amphibious.Grasping Hands: Normal manual dexterity in Archidform.Hinged Jaw: May unhinge jaw to swallow (non-resisting)objects up to equal its Size.Hollow Bones: Bones are hollow, but strong. +3 toDexterity for purposes of movement, and may soareffortlessly for hours if also has Wings Characteristic.Horn: Gains a gore maneuver (Str +2 aggravated damage,difficulty 7).Long Neck: Can attack targets up to 10 feet away withBite attack.Long Teeth: Bite damage is increased to Strength +3.Long Tongue: Tongue is as long as Archid body, hasStrength 1 and Dexterity equal to Mokolé’s Dexterityin Archid form.Poison Sacs*: May inject poison once per day for eachtime this trait is taken. On a successful bite attack,the victim must soak four additional dice of poisondamage.Predator’s Roar: Gains roar attack usable once per scene.All characters (including allies) within close combatrange roll Willpower (difficulty equal to Mokolé’sRage). Anyone who fails the roll must flee as thoughin a fox frenzy.Prehensile Tail: May use as if it was a hand, includingwielding a weapon. Normal attack limits apply.Resplendent Crest: +3 to Appearance and +1 to Charisma.Royal Crest: +2 to Social rolls involving Nagah or anyMokolé stream.Sickening Slime: Any opponent that bites you loses theirnext full turn retching. –2 to non-Mokolé Socialinteractions.Tall*: Body mass and height doubles, +1 Stamina. Canreach/see over obstacles more easily. +2 to Perceptionwhen Storyteller deems appropriate due to height.Terrible Claws: Claw damage increases to Strength +3.Tongue Flick: +2 to tracking rolls involving scentUpright Walking: Frees up forelimbs when walking.Webbed Feet: May swim at 150% speed and walk withouttrouble on soft surfaces.Wings: Can fly at 20mph for 1 hour per point of Stamina,then must rest for 8 hours. Can be combined withHollow Bones for longer flight.147

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