Tuesday, July 30, 2013

Creature: Jackalope:

Sometimes rare creature mutations occur that if allowed to breed into the general population enough may cause the mutation to become more prominent than it would ordinarily be. As a result of successive generations of breeding, this mutation may become the dominant type of a breed in an area. Jackalopes are one such rare breed of hare which populates MaL and in some areas of pollution may become more prominent.

Creature: Jackalope: A rare mutation in a hare that causes them to sprout horns or antlers, with females forming the antlers and the males forming horns. They are generally peaceful pests that eat at crops if unsecured, but may become quite enraged if anyone comes too close to a pregnant female or their young.

HP: 20 / EP: 3 / LP: 2 / SP: 4 / FP: 12
Reaction: 19 / Finesse: 14 / Intelligence: 12
Wisdom: 7 / Willpower: 17 / Strength: 16
Speed: 30 (30 feet per second, 15 movement spaces per turn <10 ft x 10 ft per square>)

Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Ice, Bone

Common Drops: Jackalope Antler, Jackalope Pelt, Jackalope Skeleton, Jackalope Skull, Jackalope Lucky Foot

Bestow Luck (2 FP Each): Bestows a positive or negative luck point from its positive pool.

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

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

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.

Gnaw II (1 FP Each): Chew through most materials in a matter of minutes. Anything of less than 6 hardness can be chewed through, scaling from 5 hardness taking an hour per cubic foot downward to 1 hardness at 20 minutes per cubic foot.

Headbutt (0 FP Each): 4 damage on success against armor-less targets.
Magic Siphon II (2 FP): Drains up to 2 FP from an active focus point or active spell and heals itself 1 HP.

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.

Sneak III (1 FP Each): Crosses an area at two-thirds speed without making a sound in the process.

Stalk III (2 FP Each): Able to follow at one-third speed the scent or tracks of another character or creature without making a sound.

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.

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