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Wiki+ page: Echo Shiff


 

1. Basic Info

Type: Moderate Size Xenic Creature

Alignment: evil

Moral Points: -35

Build: small

Habitat: Most often found in dark caves, the Echo Shiff has also been spotted in deep forests and ancient ruins. If there are ruins along a roadside, the echo shiff may act as highway
men at night, robbing and murdering any hapless traveler.

Appearance: Echo Shiffs appear as humanoids with lanky, greasy hair that reaches to their knees. The eyes of the echo shiff are flat, reflection-less black, and their noses tiny. They have no visible orifices. Their hands and feet are clawed and they typically move in jerky manners.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 60 60  
 SA 30 30  
 EP 80 80  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 61 61  
 MR 77 77  
 Block 0 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 30 65  
Speed 60 95  
Mental 15 40  
Strength 40 50  
Luck 20 95  
Will 20 50  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 20  
Perception 18  
Weight Limits Carry:  120
Lift 1H:  20
Lift 2H:  40
 
Success Points 2  
Failure Points 1  
Move Rates World:  6
Area:  60
Battle:  9
move rates x 2
Area Ranges Throw:  4
Jump Up:  6
Jump Across:  8
 
Battle Ranges Throw:  8
Jump Up:  12
Jump Across:  16
 
Aim 8  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
attack 4 times with one attack (no skill use with this)
Initiative 6  +2
Evade 32  
Offense Melee:  4
Throw:  6
Bow:  2
Critical:  30
Melee: +10
Magic Stats Magic Power:  1
Critical:  18
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Echo Shiff Claws 5 + 2d8 0 N/A 1 N/A  
Left Hand Echo Shiff Claws 5 +2d8 0 N/A 1 N/A  

 

7. Equipped Armor

Location Item Block PR MR Weight Other Information
Over Garment Leather Cloak + cured, enchanted, cowl 0 9 13 2.6  
Torso Leather Brigandine + cured, enchanted, belted 0 27 35 19.5 no protection against axes
Legs Leather Greaves + cured, enchanted 0 25 29 13 no protection against axes
TOTAL ARMOR VALUES 0 61 77 35.1 no protection against axes
 

8. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Powered Claw Slash Puts full strength into claw slash, doubling total damage: can't use the 4 attack with this skill. 15 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Latching Attack Leaps up and grabs onto the target's back, holding on and constantly gnawing on the target causing claw damage increased by melee power damage per round. This also decreases the target's actions by half and prevents the target from moving while the echo shiff is latched on. 20 EP;
1 support and 1 attack
jump range affecting 1 target 1d6 rounds 2 skill points =
1 skill mastery %
30
Frenzy With this skill the echo shiff flails claws madly at the target. The echo shiff has to roll a 1d10. The
number showed on the 1d10 represents how many claw slashes land onto the target, each doing claw
damage plus melee power damage but no critical hit chance. The target can try to evade each claw individually or defend against the entire attack, but cannot evade against the entire attack with one evade action.
25 EP;
1 attack
1 hex affecting 1 target instant 4 skill points =
1 skill mastery %
35
Counter Attack This skill allows you to counter an enemy's attack with a normal attack. No skills may be used. You must be able to reach the attacker. You can move to reach the attacker if you have any movement left. 15 EP;
1 defense
weapon's + movement range affecting 1 target instant 1 skill point =
1 skill mastery %
60

9. 
Combat Notes

Perhaps one of the most malicious beasts, Echo Shiffs are more than willing to kill for the sake of killing and enjoy torturing their victims. They attack without provocations, are thieves, and will lie without moral dilemma or delay.


Echo Shiffs are hard to hit. In addition, Echo Shiffs are able of attacking four times faster than most other races, giving them 4 attacks for one action. These extra attack actions can only be used for normal attacks however, and not skill usage. Their two major weaknesses is their ability to get distracted with the idea of torture and their inability to decide upon a group leader. Echo Shiffs are never alone and are always encountered in odd numbered groups from three to twenty three.

 

10. Spoils

5d20 worth of Shillings: You may loot the body for 5d20 worth of shillings. If you are trying to pick pocket or steal the money from a living target, you will first need to determine how much shillings the target has by rolling 5d20. Then on a successful pick pocket or steal you will roll the percent dice, getting a percentage of the target's money.
Any and All Available Loot: You may loot the body of any weapons, armor, and other goods. Only the holster and back pack can be stolen from a living target.
Echo Shiff Claws: You may remove the claws of a dead Echo Shiff. Each claw weighs 0.5 pounds and has the same values as steel, except that its attack value is 5 + 2d8 and its worth is 9.00 (all values per pound), making each claw worth 4.50. Each echo shiff has a total of 8 claws. Claws cannot be used like other materials to make weapons however you can make a set of claw weapons with the claws, or attach the claws to your gloves or gauntlets to use them as a weapon.

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Wiki+ page: Green Climber


 

1. Basic Info

Type: Large Xenic Creature

Alignment: neutral

Moral Points: 0

Build: large-buff

Habitat: Well populated forests or along their masters or old master’s walls.

Appearance: The green climber appears to be a typical woody vine. It generally has a cluster about its base that contains the remnants of it’s last meal, as well as anything it could not absorb through its root system. The base vine is extra thick and hard, and there are several minor vines which grow off of it.

Runic Element: Earth

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the air element by +10. Decrease magical damage done against those of the fire element by -10.
  • Effects on Magic Defense: 20% chance for immunity to earth and air magic attacks.
  • Supportive Effects: 20% chance to decrease physical damages by half.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 120 120  
 SA 50 50  
 EP 160 160  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 Natural PR: 100
 MR 0 0  
 Block      

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 60 90  
Speed 10 30  
Mental 25 45  
Strength 80 95  
Luck 3 30  
Will 50 95  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 50  
Perception 26  
Weight Limits Carry:  410
Lift 1H:  68.34
Lift 2H:  136.67
weight limits x 2
Success Points 3  
Failure Points 1  
Move Rates World:  N/A
Area:  N/A
Battle:  N/A
Does not move;
Main vine can reach across 5 area, 10 battle;
Minor vines can reach an additional 2 area, 4 battle
Area Ranges Throw:  8
Jump Up:  N/A
Jump Across:  N/A
 
Battle Ranges Throw:  16
Jump Up:  N/A
Jump Across:  N/A
 
Aim 13  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
all actions +1
Initiative 1  
Evade N/A  
Offense Melee:  8
Throw:  10
Bow:  N/A
Critical:  42
Melee: +30
Throw: +20
Magic Stats Magic Power:  2
Critical:  14
 

6. 
Skills & Abilities

 

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Strangle This skill allows the climber to latch onto the target and then proceed to strangle the target. The entire time the climber is strangling the target, the climber may use drain and dominion on the target. The target can be freed when the climber is finished with the target or the climber is defeated. The target may also attempt a strength check with a 20 point penalty to escape the climber, if not under the climber's control. This can only be used on one target per vine. This skill does melee power damage per round. 5 EP per round;
1 attack and 1 support
1 hex affecting 1 target 1d10 rounds 1 skill point =
1 skill mastery %
70
Drain The green climber must be latched onto the target, using the strangle skill, to use this skill. With this skill, the climber sends root tendrils into the target which begins draining the target. The climber drains from the target 1d12 of HP, SA, and EP, gaining those drained stats for itself and its vines. The climber cannot receive more than its maximum/full stat but can send absorbed stats to any of its vines. Armor does not protect against this. N/A;
2 support
latched on target instant 1 skill point =
1 skill mastery %
50
Entangle With this skill the green climber uses its vines to entangle the target by its legs temporarily, causing the
target to lose a round trying to free their legs. This is used by the base, regardless if the vines have any
actions left or not.
5 EP;
1 attack
4 hex affecting 1 target instant 1 skill point =
1 skill mastery %
40
Dominion The green climber must be latched onto the target, using the strangle skill, to use this skill. With this skill, the climber sends root tendrils into the target and uses those embedded roots to take control of the target. Armor does not protect against this, but the target can make a will check with a 10 point penalty to resist the green climber's control per round. 25 SA;
1 attack and 2 support
latched on target for remainder of strangle duration 1 skill point =
1 skill mastery %
35
Combustion This is an automatic effect. Each time any part of the climber and its vines is attacked by a physical weapon that slices, cuts, or pierces, there is a chance that the attacked part of the climber will catch on fire. The chance is 15% for the vines and 30% for the base. Should combustion take place, there will be an initial and immediate blast of heat that does 5d12 magic damage to any target in the affected area, including the vine or climber itself. The hit portion that caught on fire will stay on fire until the vine is dead or the green climber is dead. The fire will do 2d10 magic damage to the vine or climber per round. Any target attacked by the flaming vine will receive an additional 2d10 magic damage.
Regrow This ability allows the green climber to regrow one of its vines at full stats. It costs the main vine 10 SA and 1 magic action. The green climber has a 35% chance for this ability to work.

7. 
Combat Notes

Once these plants have grown large enough to cover a small, 5’ by 5’ area, they begin producing scents to lure prey. These scents range from mating musks to complex perfumes. Any target within 10 area blocks must begin making will checks to resit going to the green climber. When the target is within 5 area blocks, the green climber will use its Influence stat as a penalty to the target's will check. When suitable prey steps onto the covered area or tries to climb it, the green climber whips its vines back to wrap it’s prey and begin digestion. It digests by sending root tendrils directly into it’s victim and can digest a large horse in a little over a week. Fortunately they do not spread easily nor do they need to feed very often.


The Green climber whips about with it’s four to six vines, and may bring any amount of them upon an opponent, each have a reach of 4 hexes (battle). The main vine is however stationary at it’s base, but can reach up to 10 hexes (battle) away and wrap around a target to begin feeding. Hacking away at a green climber or its vines is dangerous as the sap is flammable and has a 15% chance of combustion when exposed to air (30% for the main vine). Hacking the vine to pieces does not kill the vine as its root system will still live but slumber until it can regrow. Its vines each have 1/2 of it’s parent’s HP, but make full use of the rest of the stats for the parent Green Climber. Each vine has its own actions but if the main base vine cannot move then the minor vines will not move unless there is a target in their range.


Once tamed, the root of the green climber can be dug up by the one who tamed it. If anyone attempts to dig up an untamed green climber, or if anyone else besides the one who tamed the green climber tries to dig it up, the roots will release a strong perfume which will cause the targets to feel tired. Should they continue they will fall asleep and unwittingly become part of the plants food source.


A tamed green climber can be planted at the base of their master’s walls and they will happily climb the walls to protect their master’s home and allow their master to take their blossoms and keep them trimmed, as long as their master also provides plenty of water and food. However should the master forget to keep the green climber trimmed back away from their own
windows, the green climber may inadvertently strangle their master while he or she sleeps.

 

8. Spoils

Perfume Oils: Valued at 80.00 per vial, there are 1d4 vials worth of oil per green climber.
Perfume Blossoms: Valued at 100.00 per blossom, there are 1d6 blossoms on any green climber.
There is a potential of monetary reward as well as other treasures within the decaying mass that is within the base's cluster. The treasures stored there, if any, and their condition are up to the GM.

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Wiki+ page: River Quake

1. Basic Info

Type: Insect (crab but will be considered as an insect)

Alignment: neutral

Moral Points: 0

Build: medium

Habitat: River Quakes prefer marsh lands, wet lands, rivers and river deltas, and near or in lakes.

Appearance: This giant, greyish brown colored crab is roughly 3 feet across on average, but specimens with shells as large as 30 feet are not unheard of.  In general they grow larger in the oceans than in the lakes and rivers they are more commonly found in.

Runic Element: Water

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the fire element by +10. Decrease magical damage done against those of the air element by -10.
  • Effects on Magic Defense: 20% chance for immunity to water and fire magic attacks.
  • Supportive Effects: 20% chance for poison immunity.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 100 100  
 SA 10 10  
 EP 150 150  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0 30 Natural PR
 MR 0 0  
 Block 30 Weapon 0 Armor  

 

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 50 95  
Speed 10 30  
Mental 5 20  
Strength 75 95  
Luck 10 30  
Will 5 20  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 5  
Perception 13  
Weight Limits Carry:  245
Lift 1H:  40.84
Lift 2H:  81.68
 
Success Points 1  
Failure Points 1  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  N/A
Jump Up:  N/A
Jump Across:  N/A
 
Battle Ranges Throw:  N/A
Jump Up:  N/A
Jump Across:  N/A
 
Aim N/A  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Defense: +2
Initiative 1 - 2
Evade 9  
Offense Melee:  7
Throw:  N/A
Bow:  N/A
Critical:  43
Melee: +20
Magic Stats Magic Power:  0
Critical:  8
 

6. Equipped Weapons

 

Location Item Attack Block DP Range Weight Rune Stone or Enhantments
Right Hand Large Claw 4d12 30 40 1 8 Can't be stolen or disarmed
Left Hand Small Claw 2d10 0 40 1 2 Can't be stolen or disarmed

 

7. Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with both claws doing an extra 2d10 damage 10 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Quake Pound Pounds the ground hard with the large claw causing all within the area of effect to be knocked down 5 SA;
1 magic
a 3x3 hex area around the crab instant 2 skill points =
1 skill mastery %
45
Grab Grabs target with large claw, required for the river quake to use the enemy attack skill. 5 EP;
1 support
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
95
Enemy Attack This skill allows you to lift up and use your enemy target as a weapon against another enemy target and then throw your enemy target at that enemy target. Damage done to both enemies for the bash is Melee Power + 25. Enemy being used as a weapon is dropped after the attack. 10 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
1 skill mastery %
60
Ambidexterous Allows for dual wielding with no penalties.

8. 
Combat Notes

These nocturnal, amphibious creatures are meat eaters, but they prefer to eat carrion over hunting for themselves.  They are a greatest danger to those who camp near a body of water they inhabit as they will ‘attack’ sleeping creatures as though they were dead meat (which they often are after encountering the ‘quakes’) and are completely unafraid of fire.


River Quakes are rarely aggressive except when defending their meals, but when they attack they are capable of severing limbs with their claw (one of which is half the size of it’s shell, the other being much smaller and weaker).  Their smaller claw is used only to bring food to it’s mouth.  The attack that gives the River Quake it’s name, however, is a powerful quake attack.  Any creature with fewer than six legs on the ground at the time of a pounding must succeed in a speed check to remain standing. 

9. Spoils

10 pounds of Crab Shell: Valued as Iron
10 pounds of Crab Meat: Use in alchemy or in meals. Value is 5 shillings per pound.

  • Effect 1: Restores 2 HP
  • Effect 2: Restores 2 SA
  • Effect 3: 1d6 shock damage
  • Effect 4: Melee Power +10 for 1d4 rounds

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Wiki+ page: Scion

1. Basic Info

Type: Moderate Size Xenic Creature

Alignment: neutral

Moral Points: 0

Build: small

Habitat: Scions can be anywhere and not be noticed, but their homes are often in ancient ruins.

Appearance: Scions vary in appearance according to where they have lived over their first years.  It is a common misconception that scions are actually memebers of another species as they adopt the aspect and appearance of those creatures, but this is a misconception.  Their natural form is a corpse-white blob with three dark eyespots, most closely resembling a giant, pasty liver-fluke.

Runic Element: Time

Runic Element Information:

  • Effects on Magic Damage: Increase magical damage done against those of the life element by +10 . Decrease magical damage done against those of the death element by -10.
  • Effects on Magic Defense: 20% chance for immunity to time and life magic attacks.
  • Supportive Effects: Able to sacrifice your magic actions for an extra non-skill attack, potion use, or evasion chance for that round.

2. Vital Stats

Stat Name Current Full Modifiers
 HP 50 50  
 SA 100 100  
 EP 40 40  

3. Armor Stats

Stat Name Current Full Modifiers
 PR 0 0  
 MR 0 0  
 Block 0 Weapon 0 Armor  

 Receives 1/2 physical damage in natural blob form. Receives full damage in other forms.

4. Main Stats

Stat Name Stat Race Max Modifiers
Fortitude 25 50  
Speed 10 30  
Mental 50 95  
Strength 20 40  
Luck 25 60  
Will 20 40  

5. Secondary Stats

Stat Name Stat Modifiers
Influence 20  
Perception 35  
Weight Limits Carry:  60
Lift 1H:  6
Lift 2H:  12
 
Success Points 6  
Failure Points 4  
Move Rates World:  1
Area:  10
Battle:  4
 
Area Ranges Throw:  2
Jump Up:  1
Jump Across:  3
 
Battle Ranges Throw:  4
Jump Up:  2
Jump Across:  6
 
Aim 25  
Actions Attack: 1
Defense: 1
Support: 1
Magic: 1
Defense: +1
Magic: +2
Initiative 1  
Evade 29  
Offense Melee:  2
Throw:  4
Bow:  0
Critical:  23
 
Magic Stats Magic Power:  5
Critical:  38
Magic Power: +20

6. Equipped Weapons & Armor

It is up to the GM to decide if the Scion is being faced in blob form or in a shape shifted form. In blob form, the Scion cannot have weapons or armor. In a humanoid form, the Scion can. However, if the Scion is wearing armor and/or has a weapon, as soon as the scion changes to any form other than a humanoid form, that armor and weapon is dropped. It will be up to the GM to outfit the Scion as needed.

7. 
Skills & Abilities

Skill or Ability Effect Stat & Action Cost Range & Area Duration Skill Points to Skill Mastery Skill Mastery
Claw Slash Slashes at target with claws doing 2d10 plus melee power damage 5 EP;
1 attack
1 hex affecting 1 target instant 1 skill point =
2 skill mastery %
50
Vertigo Blast Produces an invisible magical attack which makes the target dizzy, causing the target to lose 1⁄2 of their actions and movement rate. 4 SA;
1 support and 1 magic
5 hex affecting 1 target dizzyness for 1d3 rounds 2 skill points =
1 skill mastery %
30
Trained Strike With this skill you preform a trained strike at an enemy with a weapon of your choice. This attack does +8 points of damage in gives a +5 to Critical Hit%. 5 EP;
1 attack
weapon's range instant 1 skill point =
2 skill mastery %
95
2-Hit Combo This skill lets you quickly attack twice. This skill does Melee Weapon and Melee Power damage with the first hit, but the following hit you only add your weapon damage. You can attack a seperate target per hit as long as you can reach that target without moving. This counts as two seperate attacks for the purposes of evading or defending. 20 EP;
1 attack
weapon's range affecting 1 to 2 targets instant 1 skill point =
1 skill mastery %
20
Crystal Ball This spell creates an orb of time magic that shows distorted images of the future. The images are far to blurry and are only blurry colors. The orb goes out and crashes into the target doing 2d10 damage. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Distortion Distortion causes time to warp right in front of the target. The time slows and speeds up across the vision of the target, making it difficult to see anything correctly. The target then has Visual Instability for the next four rounds and has to make perception checks to attack. 10 SA;
1 magic
1 target 4 rounds 1 skill point = 2 skill mastery % 95
Flashback This spell ignites old experiences in the mind of the target and allows them to see in full vision what they remember of the event. This sudden resurfacing of memories has a 25% chance of stunning the target for one round. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Past Pain This spell reaches into the past of the target and recreates a wound or a physical injury from the past and gives it to the target once again, doing 1d10+10 damage. This pain usually comes from old scars or the like. 10 SA;
1 magic
1 target instant 1 skill point = 2 skill mastery % 95
Restoration This spell is made to recover the target from status effects by warping the time until the effects wears off. Restoration cures most poisons, stun, visual instability, burns, heat exhaustion, and sickness. 20 SA;
2 magic
1 target instant 1 skill point = 1 skill mastery % 95
Suffering Returned Suffering Returned recreates a deep wound from the past suffered by any number of countless warriors. A warped distortion is created in front of you who aims it at the target. The distortion moves for the target and lands where the wound is to be placed. The distortion suddenly flashes and the wound is fresh in the body of the target, doing 2d20 damage. 20 SA;
1 magic
1 target instant 1 skill point = 1 skill mastery % 95
Time Slow With the casting of this spell you slow down a target so that the target's movement rates is halved and all of the target's skills and spells action costs are doubled. 20 SA;
2 magic
1 target 1d6 rounds 1 skill point = 1 skill mastery % 95
Compressed Time This spell creates a time distortion on the target of your choosing. This spell compresses the action costs of the target's spells and skills so that they cost one less action. If the skill or spell cost only one move it becomes a free action skill or spell, subject to the rules of free action skills. This spell can be used on any target including yourself. 30 SA;
2 magic
1 target 2d6 rounds 2 skill points = 1 skill mastery % 50
Doom's Injury Doom’s Injury creates a temporal distortion that floats over the body of the target. The spell reaches into the future and gives the target a wound from the future of the target. This wound is deep and bloody and deals 6d10 damage. The distortion disappears quickly. 30 SA;
2 magic
1 target instant 2 skill points = 1 skill mastery % 50
Renewal This spell renews the target by restoring the target's HP and EP by 2d20+1d10. 30 SA;
2 magic
1 target instant 2 skill points = 1 skill mastery % 50
Mass Time Slow With the casting of this spell you create a time-warped aura that slows down any target that enters it, friend or foe, so that the target's movement rates is halved and all of the target's skills and spells action costs are doubled for as long as they are in the aura + 2 rounds after leaving the aura. 30 SA;
3 magic
a 3x3 hex area around a selected spot 2d4 rounds 2 skill points = 1 skill mastery % 40
Shape Shift The scion can change to its default blob form or to any form that it can see as long as the form is a living form. It costs 10 SA and 1 support to use this ability
Slow Strike With each attack the scion makes it has a 20% chance to decrease the target's movement rates in half and to take away any extra actions (not the default 1 action) that the target might have for 1d4 rounds.

8. 
Combat Notes

Scions are prone to a pattern of behaviour similar to that of cartain bird species.  When they give birth to young they immediately place the child in the care of another creature, without that creatures’ knowledge.  Since they have no scent of their own and are capable of completely silent movements they are more often than not successful.  After being placed the scion spends a brief time (one to three hours on average) adopting the form of the specie they will be raised by.  In addition to their new form, they gain the attacks and natural abilities of this form.  Upon reaching Majority as a Scion (twenty to thirty years of age), they also gain the ability to assume the natural shape of a scion.  Aside from the instincive behavior of leaving their young to be cared for others, scions behave as somewhat impatient members of the specie they masquerade as.
 
It is also important to note that Scions contain both genders within each being, and are capable of producing young without a mate but are also capable of breeding true with other species.  Roughly half the children produced in this manner are born scions and the other half appear to be a member of the other parents’ species.  From time to time this latent bloodline becomes aparent and a scion is born to another species of creature


Scions choose to fight as the species they disguise themselves more often than not.  On the rare exception where its natural form is better suited to combat or they are forced to fight in that shape, they lunge forward to bludgeon oponents with their heads, appearing much as a striking snake.  Roughly two out of ten melee attacks by a scion has the side effect of slowing the target, no matter its form.  Those who have seen the scion’s native form have sometimes speculated that it might be vulnerable to salt while so shaped, but this has yet to be proven or disproven.

9. Spoils

Any and All Available Loot and/or Currency: You may loot the body of any weapons, armor, money, and other goods, if the GM has given the Scion any.

 

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