Sunday, May 19, 2013

Companion: Shifty Rat:

Rats spread parasites that carry disease with relative ease, they breed wildly, consume the waste of civilizations and can never be fully eliminated from any area that they have populated with absolute certainty. Before the Mutrant, as terrifying accentuation of these traits was described, but this time, a look at another side, that of the loyal Shifty Rat. Some people love companions that are cute and cuddly, others that are horrifying to their foes, others that are functional above all else, and others choose companions that strangely enough, fit all three. The Shifty Rat may have soft fur, but it is dreaded by most species and so, often overlooked due to the number of non-companion rats that an area might have. It is also very functional as a companion due to its ability to fit into very tight spaces, grasp items to carry to their owner, climb walls, swim and yes, serve as a tiny thief.

Companion: Shifty Rat: A semi-trained animal, the Shifty Rat is useful to all sorts of individuals as a companion, but especially those sneaking about as Rogues or utilizing their companion for otherwise shady tactics. A Shifty Rat is able to fit into any two-inch wide hole, climb and swim easily, making it useful for things such as opening some doors or locks from the other side, exploring piping and ducts systems, pick-pocketing and other assorted similar things. More often than not, Shifty Rats respond to training best when using a flute.

HP: 12 / EP: 5 / LP: 0 / SP: 1 / FP: 10
Reaction: 19 / Finesse: 12 / Intelligence: 5
Wisdom: 13 / Willpower: 18 / Strength: 7
Speed: 10 (13 feet per second, 5 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Lightning, Bone

Common Drops: Rat Pelt, Rat Heart, Rat Skeleton

Bite III (0 FP Each): 3 damage on success against armor-less targets.

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

Climb II (1 FP Each): Climb upward at 50% horizontal speed if a surface can be climbed without special equipment.

Dig II (1 FP Each): Digs one-third its body height in a single turn.

Gnaw II (1 FP Each): Chew through most materials in a matter of minutes. Anything of less than 5 hardness can be chewed through, scaling from 4 hardness taking an hour per cubic foot downward to 1 hardness at 15 minutes per cubic foot.

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

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

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim. Moves two-thirds its land speed while in water.

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

No comments:

Post a Comment