Adaro Sharkman, Scout

(Generated 83 times)
Namelist None
Tags
Fantasy
Monster island
Sea
Rank Skilled
Race Adaro
Cult rank None
Notes MI pg 190
Creatorhkokko
Stats
STR 2d6+6
CON 3D6
SIZ 2d6+6
DEX 2d6+3
INT 1d6+12
POW 2d6+6
CHA 3D6
D20Hit locationArmor
01-03 Right leg 1
04-06 Left leg 1
07-09 Abdomen 1
10-12 Chest 1
13-15 Right Arm 1
16-18 Left Arm 1
19-20 Head 1
Attributes
Movement Movement 4m walking. 12
Natural armor Yes

Non-random features

ListFeature
Ability ***Aquatic*** Breathes water. If taken out of water and their breathing organs allowed to dry out, begin to suffocate after their CON in minutes if remaining passive or half that time if moving or fighting. (RQ6: pg 312-316)
Ability ***Blood Sense*** Traces of blood can be sensed at a distance of half its INS in kilometers. (RQ6: pg 312-316)
Ability ***Frenzy*** When wounded or exposed to a particular substance Willpower roll or enter a frenzy. Duration = CON rounds. Combat actions only on attack or move towards combat - no spells, parries,evades. No fatigue, immune to mental control, no detrimental effects of Serious Wounds, although a Major Wound will still incapacitate.Press Advantage has no effect on it. If still alive, once the frenzy finishes the creature automatically gains a fatigue level of Exhausted.
Ability ***Night Sight*** Partial darkness as illuminated and darkness as partial darkness. (RQ6: pg 312-316)
Ability ***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (RQ6: pg 312-316)

Standard skills

Athletics STR+DEX+35 Brawn STR+SIZ+20 Endurance CON+CON+40
Evade DEX+DEX+32 Perception INT+POW+30 Stealth DEX+INT+35
Swim STR+CON+50 Unarmed STR+DEX+40 Willpower POW+POW+26

Combat styles

Thrusting Sea WeaponsSTR+DEX+50

Weapon options

1-handed weapons

Amount: 3
Bite (1)
Claw (1)
Long Trident (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0

Shields

Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
mod.
Natural
weapon
AP HP
Bite 1h-melee 1d6 M T - Y N 1 5
Claw 1h-melee 1d4 S T - Y N 1 5
Long Trident 1h-melee 1d10 L VL - Y N 4 10

Sorcery spells

Amount: 1d3
SpellProb.   SpellProb.   SpellProb.
Bypass Armor 1 Damage Enhancement 1 Palsy 1