Droogami

Spirit of Beasts's page

7 posts. Alias of MisterLurch.


About Spirit of Beasts

Description:
This spirit of beasts seems to be a ghostly shape of a great cat, at least until it manifests. On the physical plane, it is the very image of a great cat, embodying everything iconic about a powerful feline.

Attributes:
BOD: (F)+2
AGI: (F)+1
REA: (F)+2
STR: (F)+2
CHA: (F)
INT: (F)
LOG: (F)
WIL: (F)
EDG: (F)
MAG: (F)

Derived Attribute
Essence: (F)
Initiative: (Fx2)+2
IP: 2
Astral Initiative: (Fx2)
Astral IP: 3
Physical Damage Track:
Stun Damage Track:
Movement: 10/45

Active Skills:
Assensing : (Fx2)
Astral Combat : (Fx2)
Dodge : (Fx2)+2
Perception : (Fx2)
Unarmed Combat: (Fx2)+1

Powers:
Animal Control: Type: M • Action: Complex • Range: LOS • Duration: Sustained
Some beings can mentally manipulate particular types of mundane animals. This power allows the being to direct the behavior of an animal or group of animals. This behavior must fall within what is normal for the animal. For example, a controlled monkey could not drive a car, but it could be ordered to climb a tree and retrieve something, attack, sit quietly, or follow someone. Animals may not be commanded if they leave line of sight, but they will continue to fulfill any orders they were given. The being may control a number of small animals (cats, rats, etc.) equal to its Charisma x 5, or a number of larger animals (wolves, lions, bears, etc.) equal to its Charisma. This power may not be used on any critter with the Sapience power or a Magic attribute.

Astral Form: Type: M • Action: Auto • Range: Self • Duration: Always
A critter with the Astral Form power exists in the astral plane only. It cannot be damaged by physical attacks or physical spells; only astral attacks or mana spells may hurt an astral critter. Likewise, an astral critter cannot affect other creatures in the material world, only dual natured creatures or astrally perceiving characters.
Critters with this power may manifest on the physical plane in the same way as astrally projecting magicians can (see p. 192).

Enhanced Senses (Hearing, Low-Light Vision, Smell): Type: P • Action: Auto • Range: Self • Duration: Always
Enhanced Senses covers any improved or augmented senses beyond the normal human range of awareness. This includes low-light and thermographic vision, improved hearing and smell, heat-sensing organs, natural sonar, and so on.

Fear: Type: M • Action: Complex • Range: LOS • Duration: Special
The Fear power gives a being the power to fill its victims with overwhelming terror. The victim will race in panic for the nearest point of apparent safety and will not stop until he is out of sight and a safe distance away. The critter makes a Willpower + Magic Opposed Test against the target’s Willpower. The terror lasts for 1 Combat Turn per net hit scored by the critter. Even after that point, the target must succeed in a Willpower + Charisma (critter’s net hits) Test to return or face the critter again.

Materialization: Type: P • Action: Complex • Range: Self • Duration: Sustained
Certain astral critters are capable of projecting themselves into the material world, thus allowing them to interact with physical beings. When materialized, critters may affect physical targets. Additionally, materialized critters gain Immunity to Normal Weapons. (Immunity to Normal Weapons: This immunity applies to all weapons that are not magical (weapon foci, spells, adept or critter powers). If the critter has the Allergy weakness, then the Immunity does not apply against non-magical attacks made using the allergen.)

Movement: Type: P • Action: Complex • Range: LOS • Duration: Sustained
The critter may increase or decrease the subject’s movement rate within the terrain it controls. Multiply or divide the target’s movement rate by the spirit or critter’s Magic. This power has its limits. If the Body of the target exceeds the critter’s Magic, reduce the Movement multiplier by half. If the Body of the target exceeds Magic x 2 then Movement has no effect.

Sapience: Type: P • Action: Auto • Range: Self • Duration: Always
Critters with the Sapience power are self-aware, with a choicemaking consciousness. Sapient critters are considered Untrained (see p. 119) in any skills they do not possess and can default normally. Sapient critters are also capable of learning new skills. While most sapient critters are mundane, some in their species are capable of Awakening and possessing a Magic attribute. Awakened sapient critters are capable of all magical tasks and follow the same rules for magic as normal characters. It has yet to be seen whether sapient critters can become technomancers.

Optional Powers (1 per 3 Force):
Concealment: Type: P • Action: Simple • Range: LOS • Duration: Sustained
This power refers to a critter’s ability to mystically hide itself or others, or alternatively to hide something that people are looking for. Concealment subtracts a number of dice equal to the critter’s Magic from any Perception Tests to locate the concealed subject. Concealment can be used on a number of targets simultaneously equal to the critter’s Magic; concealed subjects can see each other if the critter allows it. Concealment also allows dual natured critters to conceal themselves and others from astral detection.

Confusion: Type: M • Action: Complex • Range: LOS • Duration: Sustained
The Confusion power allows a critter to befuddle a victim, so that the target is unable to make decisions, loses his sense of direction, can’t remember what he was doing, and so on. The critter makes a Magic + Willpower Opposed Test versus the target’s Willpower. The nets hits scored by the critter serve as a dice pool modifier to any action the character takes.

Guard: Type: P • Action: Complex • Range: LOS • Duration: Sustained
The Guard power gives the critter the ability to prevent normal environmental accidents and hazards (both natural and those induced by the Accident power), such as preventing someone from succumbing to heatstroke or saving someone from drowning. The Guard power can also be used to prevent a glitch from occurring. Guard may be used on a number of characters at once equal to the critter’s Magic attribute.

Natural Weapon: Type: P • Action: Complex • Range: Touch • Duration: Instant
(DV: (F) P AP: 0 R: 0)
The critter possesses some natural form of weaponry capable of inflicting Physical damage, such as claws, sharp teeth, or a stinger. The description of this power describes the nature of the attack, as well as its Damage Value and Armor Penetration modifiers where applicable. Natural weapons may be either melee weapons or ranged weapons, and critters follow the standard rules of combat when using them. Critters use the Unarmed Combat skill to attack with natural melee weapons, and the Exotic Ranged attack skill to attack with natural ranged weapons.
Critters without a Natural Weapon may still make an unarmed attack. As with regular characters, the Damage Value is (STR ÷ 2)S. If the critter is dual natured, Natural Weapon may be used with the normal Unarmed Combat skill and physical Damage Value to perform attacks against astral opponents (within reach).

Noxious Breath: Type: P • Action: Complex • Range: special • Duration: Instant
The critter can project a nauseating stench to incapacitate victims. Treat it as an inhalation vector toxin attack (Speed: Immediate, Power: critter’s Magic, Effect: Stun damage, nausea; see p. 254). Armor does not help resist this damage, but respiratory protection will (see the Toxin Protection table, p. 254). This blast of breath extends in a cone out to (Body) meters, and can catch up to two targets who are within one meter of each other

Search: Type: P • Action: Complex • Range: Special • Duration: Special
The being may seek any person, place, or object. To find the target, the creature makes a Magic + Intuition (5, 10 minutes) Extended Test. Apply the dice pool modifiers from the Search Modifiers Table. The critter must have seen what it is searching for before; spirits may search out anything that their summoner provides them with a mental image of. Critters with the Astral Form power may use Search in astral space and do not have to materialize while searching.

Venom: Type: P • Action: Auto • Range: Touch • Duration: Instant
The critter secretes a natural venom that is poisonous to characters and other critters. Treat it as toxin (see p. 254) with the following attributes:

Vector: injection, Speed: 1 Combat Turn, Power: 6, Effect: Physical damage.

Note that some critters may have toxins with different attributes, as noted in their individual descriptions.