Monday, July 29, 2013

Terror: Unatte:

Sometimes wealthy individuals may pay those with access to advance science or magic to create items for them, or pets for themselves or their progeny.  Sometimes this is as simple as a talking cat, one of the many theorized ways the Felinae race came into being.  Usually it is to create something appealing to the childish whimsy, but sometimes for darker purposes.  Occasionally, one might pay to have a monster developed to guard something, or to take to war, or to hunt for the challenge, or to use to seek vengeance on others.  Sometimes the purpose intended is not what eventually arises.

Terror: Unatte: The Unatte is a strange creature too seemingly innocent to be the threat that it is, an unintentional deception as they were originally intended as mere pets.  An Unatte is a hybrid creature in its nature, comprised of the body and head of a bunny, the tail of a cat, enlarged dragonfly wings, a single horn rising from the forehead, and ordinary rodent teeth visible normally with another two sets of retractable teeth behind them which serve to rip whatever they bit to shreds.  They tend to come in white, black, cream, pink, periwinkle, mint and lavender colors of fur, with their eyes being vermillion in hue usually.  They can and do breed with normal bunnies and hares, tricking them into believing they are others of their species instead of the monsters they are.  They are rarely found without at least one more somewhere in the nearby area, and are very rapid breeders.

HP: 22 / EP: 4  / LP: 0 / SP: 3 / FP: 11
Reaction: 19 / Finesse: 14 / Intelligence: 12
Wisdom: 6 / Willpower: 16 / Strength: 18
Speed: 32 (32 feet per second, 16 movement spaces per turn <10 ft x 10 ft per square>)

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

Common Drops: Unatte Pelt, Unatte Skeleton, Unatte Skull, Unatte Lucky Foot

Bite VII (0 FP Each): 7 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.

Ensnaring Vegetation (3FP Each): The character using this ability utilizes local plantlife to try to trap an enemy in place, utilizing its strength to prevent their foe from moving.  If successful, the opponent's turn after the ensnaring occurs will leave them unable to move their feet or equivalent appendages, and the following will move higher and higher until they cannot move anything.

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.

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.

Pebble Growth (2 FP Each): The character using this ability turns a pebble or small stone into a bolder fifteen feet in diameter for 3 turns or 25 minutes.  The stone needs to be visually targeted for this to work.

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 III (0 FP Each): 6 damage on success against armor-less targets.

Sneak IV (1 FP Each): Crosses an area at full speed without making a sound in the process.

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

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.

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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