01-21-2020, 06:18 AM
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#1
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Modified Monsters: Soar
Sometimes it is easier to just slightly modify an existing critter than build from scratch.
SoarSoar are a relative of dinomen, but instead of 'Small Filthy T-Rex' think 'Five Foot Tall Grey Archaeopteryx.' Their blue-gray plumage blends into the sky, they have toothy dino maws instead of beaks, and they have clever feet that allow them to use weapons while flying. Soar have little respect or patience for peoples who can't fly (-5 reaction rolls) but respect air and weather magic (+3).
Soar have the same stats as Dinomen, with the following changes:- Add winged flight (move 12 when flying)
- Base IQ is 9
- Add +4 to grapple rolls as they can grab on with feet, hands, and teeth
- Add Temperature tolerance 5 (cold)
- No hatchet or club, just a quiver of darts and some webbing to hold shiny knickknacks.
- Out of the sun: Soar are adept at blending into the sky, using a combination of camouflage, bird impersonation, and blind spot exploitation. They can use stealth in the sky, with a -3 stealth penalty if the target is watching for attacks from above, and a +3 if they aren't.
- Thrown Dart Attack: Skill 14, Acc 1, range 27/37, 1d-1 impaling (or pi) damage. If they ambush from above they will dive bomb: This takes three rounds and gives them effective Skill 19 (from elevation and aiming) and +2 damage. Usually they fly off to regain altitude after a bombing run, but if the targets are all hurt and look nonthreatening they will land to finish them off. Most soar carry 4 regular and 2 bodkin darts.
SoarcerorsSoar have a natural magery that only works with air spells. The most talented study magic obsessively with the goal of mastering the sacred power of lightning.
Treat as regular soar with the following differences:- ST is 10 (so -1 to damage)
- Weapon skills are -2, but they have innate attack at 15 for lightning
- IQ 10, will 12
- Magery 4 for air spells only, energy reserve 3, some sparkly power item worth $120 and 2 Fp.
- Six air spells as prerequisites for lightning at 12, lightning at 15.
- Lightning : Skill 15, Acc 3, range 50/100, 2d-2 burn, Metal armor is DR1, HT roll at -2 per 2HP suffered or stunned, costs 1 FP. (Can plink 1d-1 for free, or charge up to 4d-4 per turn with a max of 12d-12 if desired.)
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