Tuesday, May 21, 2013

Companion: Nosey Parrot:

Nosey Parrots are mostly for amusement and morale boosting, but also useful as a spy or a distraction.  Some are used as spies for their owners or for leaving messages to others, but the more colorful it is the harder it is for it to go unnoticed while spying.

Companion: Nosey Parrot:  Nosey Parrots are mostly for amusement and morale boosting, but also useful as a spy or a distraction.  Depending on the breed they may be quite colorful or more bland.  The more brightly colored and loud it is, the more likely it is to serve as a distraction, but also makes it harder to be unnoticed when listening in for information to later tell its owner.

HP: 11 / EP: 4 / LP: 0 / SP: 3 / FP: 11
Reaction: 16 / Finesse: 12 / Intelligence: 12
Wisdom: 19 / Willpower: 8 / Strength: 6
Speed: 20 (25 feet per second, 10 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Air, Stone, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops: Nosey Parrot Corpse, Nosey Parrot Skeleton

Flight (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Peck II (0 FP Each): 2 damage on success against armor-less targets.

Repeat Message (1 FP Each): The Nosey Parrot repeats something intentionally that it has heard for its owner or as a distraction.

Run (1 FP Each): Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash (0 FP Each): 2 damage on success against armor-less targets.

Steal I (2 FP Each): Attempt to steal something hidden in a pocket or otherwise unguarded area with low skill.

Swift Flight (2 FP Each): Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Walk (0 FP Each): Moving at half a character's current max speed, rounded up.

Will Boost (1 FP Each):  For one turn or fifteen minutes, the Nosey Parrot will attempt to amuse its owner and nearby allies in a radius of four movement squares, giving them a temporary +1 Willpower.

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