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Additional Arms May parry (if appropriate) AND do a simultaneous attack. | | |
Antennae Character cannot be surprise attacked; always gets a chance to dodge/parry. | | Initiative: +1 |
Claws Small (human) d8Medium (large animal) d10Large (full dragon) d15 | | |
Cold Blooded Cold does double damage; heat does half damage. Cold weather -2 to all physical stats. | | |
Exoskeleton Cold and heat damage are halved. Cannot wear normal armor | AG (Agility): -2 DU (Durability): +5 SP (Speed): -2 | Breakaway: -1 |
Fangs Bite attack d6 | | |
Feathers Character gets +5 HP, if the feathers cover the entire body. | | |
Fins Fin-like appendages on the body, usually the back. If the entire lower half of the body is fin-like, swimming speed is twice that of regular speed attribute, but land speed is one tenth of the speed attribute (think Mermaid). | | |
Fur Cold does half damage | | |
Gills Allows character to breathe underwater. | | |
Hide A thick, leathery hide gives the character additional durability. | DU (Durability): +1 | |
Hoofs +5 damage for kick attack. | | |
Horns Attack with horns does d8 | | |
Pincers Pincer attack d10. Cannot hold normal weapons. | | |
Scales An outer skin composed of hundreds of reptilian platelets. | | |
Shell Shell has natural armor class of 5. Cannot wear normal armor | AG (Agility): -1 SP (Speed): -1 | |
Spikes Attack with spikes does d8. Cannot wear normal armor/clothing. | | |
Tail Allows for a save to knockdown attacks: have to roll 12 on d20. Tail attack is d6. | | |
Tentacles May parry (if appropriate) AND do simultaneous attacks. Cannot hold normal weapons. | | |
Trunk A long, narrow snout much like that of an elephant, or an anteater. | | |
Tusks Large, sharp protrusions usually from the face/jaw (but could be anywhere really). They do 2d5 damage plust ST bonus. | | |
Wings Flight at same speed as character's SP stat | | |