MONSTERS or are they?
Beast Reaver | Dust Devil |
Scorpion of the Land | Forest night Crawler |
Wolfspider |
BEAST REAVER
The Beast Reaver is a humanoid insect, roughly five
foot six inches tall it has four arms and stands up right on two human like
legs. The face is like a classic insect fly it has two large eyes a retraceable
snorkel like trunk that it uses to suck up its food; they also possess an
intimidating set of mandibles that protrude from the lower jaw. The body is very
wide almost as wide as it is tall the legs are short and powerfully built the
arms are thick and strong. The upper set are half as long as the lower set and
are tipped with large a two-fingered hand with an opposing thumb. The lower set
is not quite as impressive and is used to walk/run they also end with the same
kind of hands. Their bodes are covered by a thick chitin’s exoskeleton with
many fine sharp hairs. The wings have shrunk and are useless for flight but they
are used to communicate and to make short hop/glides. Also like all insects they
can climb up and cling to almost any surface.
The Beast Reaver runs in packs or swarms that can range from 3 to 18 members.
Such packs are unusual and many do not number more than 2 to 6 members.
They are voracious eaters that hunt and eat constantly they can eat up to two
times their weight in food a day so there are not many large packs. Or echo
systems that could sustain them for long.
The
young can take up to two months to mature from maggot to grub and the adult
stage. Many Reavers mate and leave a few eggs behind on large kills luckily they
are only in heat a few times in the year. The maggots and grubs are not nearly
as dangers as the adults.
The
Reavers have a low I.Q. and never use manmade tools. But they can learn simple
words and fraises. Their language is simple and has few words that are not
articulate to humans or are hard to reproduce. Many will not stop to parlay or
would rather eat you instead. Some will use sticks or pick up a rifle and use
it, as a club but will not know how to fire it. They do not build shelters or
carry any valuables.
Alignment: Considered a diabolic predator
Attributes: I.Q.: 2D4, M.E.: 2D6+4,
M.A.: 1D6, P.S.:
3D6+30, P.P.: 3D6+, P.E.: 3D6+12,
P.B: 1D6,
M.D.C.: 150 (S.D.C. 100) Hit
Points: 30 in a S.D.C environment
Size:
Height:5ft
+1D6inches Width: 4 ft at the shoulder Weight:200 to 260
pounds Length: Young adults
Life Span: 2-5 years.
Available O.C.C. none
P.P.E.: 1D6
Natural Abilities:
1.
Polarized Sight: Can tell
direction (95%) by the position of the sun and by the direction of sunlight.
Not adversely affected by bright light and glare.
2.
Antenna:
·
Track and maneuver by smell alone:
75%; roll once for every 2000 feet (610m).
Double range for chemical secretions of that species and four miles (6.4
km) for smelling the chemical alarm of that species (automatically recognizes
alarm chemicals). A failed role
means the scent trail is temporarily lost; two successful rolls out of three
means the trail has been rediscovered.
·
Smell the coming of rain:60%
·
Accurately identify wind
dirction:80%. Furthermore the antenna (and body hair) are also sensitive to
vibration, enabling them to detect both motion and sound.
·
Motion detection and track by motion
detection alone: 50% can follow prey by following the air vibrations caused by
movement ( not sound per se, but air movement).
Range: 500 feet (152 m).
·
Hear ultrasonic sounds; super keen
hearing: Average range: 2000 feet
(365 m).
3.
Communicate with Ultrasonic
Sound: by vibrating their small wings on their backs they can produces
ultrasonic sounds. Average range
2000 feet (365 m). can
also product sounds that are audible to humans.
The same sound can by used to produce painful high pitched sound that can
be used to temporally stun prey for 1D4 melees in a 50-foot radius (double range
and duration under water). To do
this the Reaver must build up to a ultrasonic pulse that takes 4 melee rounds
during this time all attacks are cut in half.
If the attack is successful then their preys loses combat initiative and
must stop to reorient him/herself they are unable to perform difficult tasks and
are -40% to all skill roles. And
must role to remain standing 1-70% chance of being knocked to the ground.
4.
Chemical Sent Sprays:
·
Chemical Death:
When the Reaver is killed or looses 80% of it main body S.D.C. or M.D.C.,
it releases a strong chemical that reeks of death.
This warns others of its kind that one of their members has just been
violently slain, signaling danger.
·
Chemical Love: A chemical aroma is
released that can be smelled by adult males of the same species for up to four
miles 96.4). Males are irresistible
drawn to the are and are bewitched by the female’s aroma of love: must role an
18 or higher to save vs the insect love chemical- no bonuses to save are
applicable.
5.
Digestive Acid Spray: Like
the common house fly the Beast Reaver vomits or spits out a corrosive acid that
it uses to break down its food before it sucks it up and eats it.
The acid can be spit up to 30 feet away and does 3D6 MD damage (4D6 in
SDC worlds). If the acid is not wipe or washed off quickly it does 1D6 MD
(2D6 in SDC worlds) more damage for 1D6 more rounds. Should the acid get in to the eyes it well cause permanent
blindness. The acid can cover a
one-foot area and causes sever burns. The
acid can will break down MDC material, bones, walls, weapons, and armor luckily
the acid can be washed off with common water.
Magic Powers:
None
Psionics: None
Skills of Note All Reavers have these skills and
natural abilities:
Language Beast Reaver (98%) Prowl (89%) Swim (40%) Tracking (85%)
Combat: Bite (2D6 MD), Punch (6D6 MD), Raking Claw Strike (3D6 MD), Kick (1D4x10 MD), Crush/Squeeze (3D6 MD) per melee plus damage from spines 1D4 first round only.
Note: Add in P.S. bonuses to all attacks
Bonuses:7 attacks per melee round, +8 to Initiative, Bite/Head But +2 to strike, +4 to parry, +4 to dodge, + to pull punch, +to roll with impacted,
save vs: +4 Poison and chemicals
Natural AR Rating: 12
Body Armor: Only their natural armor they never use manmade armor or weapons
Cybernetics/Bionics: None
Market Value as Slaves or Fighters: None they are just too wild.
Savings: None
Equipment: None
The Dust Devil is a demon created by the symbol circle mage. The Dust Devil appears as a humanoid of about five to six feet in height with glowing red eyes that is composed of dust. The Devil can flow through cracks and under door jams only airtight chambers can keep it out. Dust Devils can not speak but make sounds like the wind stirring sand.
They have a low level of intelligence and can carry out simple instructions like move the box, kill him or stand guard. When sent to attack they will do so without fear or remorse. When ordered to kill it will use whatever weapons are at hand and /or magic but they can not fire guns or operate machinery. If they do pick up a gun they will us it as bludgeon.
The
Dust Devil can carry up to 1500 pounds and still moves at maximum speed.
The devil will obey only its creator and will remain in existences until
the spell's duration elapses or the spell caster cancels it.
It possesses supernatural strength and can inflict mega-damage.
Stats for the Dust Devil
IQ. 10 PS. 30 (super natural) PP. 25
Horror Factor 10
SDC/MDC 210
Can increase weight from 20 pounds up to one ton. Height can also very from five feet to ten feet by absorbing the dust around it. Bio-regenerate at 1D4 x 10 every 2 melees. Night vision 100 feet prowl 95% hide in shadows 95%.
Combat Bonuses
Plus 3 on initiative. 4 attacks per melee Damage: Plus 15
Plus5 to strike, parry, and dodge.
Critical Strike 19-20.
Restrained Punch 6D6 SDC. Punch 1D4 x 10 MD. Power Punch 1D6 x 10 MD.
Kick 1D4 x 10 Leap Kick 1D4 x 10 plus 10
Strengths/Weakness: Rune & Magical weapons do full damage all energy type weapons do only half damage. Bullets have no effect on dust devils; explosives well scatter the dust devil for 1D4-melee rounds it will then reform with no real damage done. Water does 1D6 MD per gallon. Punches and kick pass through the dust devil doing no damage at all.
Spells
The Dust Devil knows the following spells Magical Missile, Ground Thunder, Ball of Flames, and Poison Wind
Something’s should not be seen by the light of day the Forest Night Crawler is one such thing. The Forest Night Crawler is a fiendish creature it has a long sinuous serpentine body, six limbs, a massive head, large bulging eyes and powerful jaws with a large set of mandibles. Large segmented spiked plates cover their bodies very similar to crabs but there are very agile and fast.
The
Night Crawlers live high in the upper canopy among the shade of the great trees
that cover the Homeland. These
creatures live near the naturally accruing pools that form in the hallowed
trunks of the oldest trees.
Race: Amphibian
Life Span: 15 to 20 years
Hit Points: P.E. x 2
M.D.: (All are equal in an S.D.C. environment,
Natural AR rating:15)
25 per Arm (6)
10 per tail segment (7)
20 Head
100 Main Body (3)
Available O.C.C. None
NPC
Alignment: Considered diabolic predator.
Attributes:
I.Q.: 2D6 (highly intelligent predator), M.E.: 3D6, M.A.: 3D6, P.S.:
3D6+10, P.P.: 5D6, P.E.: 3D6,
P.B: 2D6, S.P.D: 1D4x10
PPE: 3D6
Size: Length: 15 feet Young adults 6 feet Weight:
Natural Abilities:
1.
Night Vision: Can see in
total darkness for up to 400 feet.
2.
Chameleon: The Night
Crawler’s scales are a mottled brown, black and white, useful for blending in
against dark objects, especially tree trunks, dark brushes, dark rocks and bare
earth. In the right environment, or
in near darkness (only starlight, or dim torch light), as long as the character
remains completely motionless, there is only a 10% chances of being detected.
This power is no substitute for the Prowl Skill, but it gives the character a
+20% bonus to prowl in the right environment. They are also able to temporally
make them selves invisible to the naked eye there for blending in to their
surroundings
3. Death-Like Stances: Allows the Night Crawler to become absolutely motionless, to slow breathing and other body functions. In this state the Night Crawler can go up to two weeks without food or water. Also, if the Night Crawler is trapped in a sealed area with a limited air supple, the Death-Like Stance will reduce the creature’s oxygen consumption to only a tenth of normal (the air would last ten times as long). While in the Death-Like Stance, hidden Night Crawler chances of being detected are only 15%. Combined with their natural camouflage pattern on their shells, then the chances of being detected while in a Death-Like Stances are reduced to 4%.
· Constrictive Body Muscles: All squeezing, weather from wrapping a flexible tail around a victim, or from wrapping around arms in a wrestling-style lock, is stronger and quicker because of the special design of their muscles. The Forest night Crawler can use these muscles with either a Pin/Incapacitate or Crush/Squeeze attack.
· Both Pin/Incapacitate and Crush/Squeeze are normal hand-to-hand attacks, and require a successful Roll to Strike. If successful, and not parried or dodged, then the attacker has a “bearhug” or “body lock” on the victom.
· If constrictive body muscles are used with a Pin/Incapacitate, then the victom is completely helpless, unable to attack, defend, or otherwise move physically, until released. Once a pin/incapacitate succeeds, the attacker can continue applying it as long as he likes, doing no damage.
· If constrictive body muscles are used with a Crush/Squeeze then the victom must save vs. Blackout (14 or better on twenty sided dices), with P.E. or P.S. bonus added in. Failure means the victom goes unconscious. The saving throw bonus comes from either P.E. or P.S., depending on how the victim is reacting. If the victim is just struggling to breath and stay awake, but not to escape, then the P.E. bonus applies. If the victim is just struggling to escape, then the P.S. bonus applies. While the crush/squeeze continues, the victim is helpless, and the attacker can continues, the victim is helpless, and the attacker can continue indefinitely, doing damage of 1D6, plus the attacking character’s P.S. damage bonus only (no damage bonus from other training allowed), per each melee attack. The victim cannot reduce the damage by Rolling with Punch/Fall.
4. Escape from a constrictive hold: Victims held by constrictive body muscles can only get out with brute strength, or if released by the attacker. Several people struggling to free the victim, including the victim and any helpful comrades, can try to break the hold by rolling a pure strength strike (twenty-sided dices and P.S. bonus only). The character doing the hold then rolls to parry, (twenty-sided dices and P.S. bonus, plus bonus to parry), the highest number wins the struggle.
Magic Powers: None
Psionics: None
Skills of Note:
Climb:( 98%) Back Flip (78%) Climb Rope (89%)Prowl (78%) Swim (98%) Jump (length 25ft) Tracking (68%) Detect Ambush (45%) Detect Concealment (75%)
Combat: Combat: Bite (4D6 MD), Punch (4D6 MD), Raking Claw Strike (3D6 MD), Crush/Squeeze (3D6 MD) per melee plus damage from spines 1D4 first round only.
Bonuses: Attacks per melee round 5, +3 to Initiative, +2 to strike, +3 to parry, +5 to dodge, +1 to pull punch, +8 to roll with impacted, save vs Insanity +, Magic +, Magic Ritual +, Poison + Horror Factor +3
Body Armor: None only their naturally occurring armor.
Cybernetics/Bionics:
Market Value as Slaves or Fighters: 2500 on the slave market as fighters can be tamed when captured young and
can be trained as guard dogs (add 1500 when trained as guards).
Savings: None
Equipment: None
Scorpion of the Land
The
Giant Scorpion is
a veracious hunter that only sleeps when it is to cold or there is no food
available other wise it is constantly on the hunt and can easily go into a
feeding Frenzy much like a shark
(+2 to all strikes). They
hunt by sight as well as by body heat and movement. They can see in Twilight
best (about 600 ft) normal daylight cuts their vision in half.
They can also sense where their prey is at by hairs that covers their
whole bode that work like heat and motion sensors so that they don't need light
to hunt.
The Giant Scorpion come equipped with a very toxic poison and a ultra
sharp stinger for delivering the poison. The
poison that the giant scorpion produces is so toxic that it eat through most
metals that requires a natural 15 to save vs poison (penalties still apply even
if save is successful exempted the hit point damage).
Victims stung by the scorpion take 1D6 Hit Point/MD damage for every
melee that they are effected by this poison.
They will soon die unless a poison cure is used fond to cure them.
If a cure is found they will be -5 to strike and -6 to dodge and parry
aswell as be unable to perform tasked that required a skill role (-45% to all
skills) And will have little to no sense of balance or direction along with
nausea ( for 2D6 hours). The
scorpion often shakes their prey after they have been stung it to get the most
poison delivered in a sting. The
stinger that delivers the poison can pierce most armor drop AR. rating by 5
points when a successful strike has been made.
Along with this stinger comes an impressive set of claws and body armor
that has spikes and barbs along the joints and lines the claws.
The giant scorpion is a constant menace to travelers because of the fact
that they are attracted to campfires, warm pieces of machinery and sleeping
people. Many unfortunate travelers
have fallen victim to roving bands and lone hunters of these vicious beasties.
They have been know to travel in packs ranging from 1 to 10 members.
The best thing that can be done to keep these roving band at bay is to
use plants and sent glands from creatures that prey on them.
Its young are born in eggs that are carried by the mother scorpion until
they are to big to carry. Typically
they can have as many as 50 eggs in one hatching but only 10 may survive to
adulthood. One of the biggest things that kills young scorpions is the
fact that they are cannibals and will eat their own young. They range in colors
from black, brown and yellow.
The Giant Scorpion likes warm climates typically deserts and
hot humid swamps. This helps to
keep the Giant Scorpion active. They
have little to no tolerate to the cold and quickly lose speed and mobility in
temperatures under 70 degrees ferrenhight (cut speed and all combat bonuses in
half).
Race: Giant Scorpion (Anthropoid) Life span: Five years
Hit
Points: PE. plus 2D6 S.D.C: 200 (young have 120 SDC.) AR: 17
Mega
damage in mega damage world's. M.D.C:
200 plus PE. (young have 120 MD.)
Level:
N/A O.C.C: None
Alignment: Diabolic Animal
Treasure:
None only that which is dropped in their lair after a meal.
Value: As arena stile fighters 1,000 to 20,000 gold depending on the buyer. The armor can be made into a suit of armor ( AR 12 80 SDC/MDC) or sold for 300 gold. The poison can also be used and sold for 150 in gold.
I.Q.:
1D6, PS: 2D6 + 18, P.P.: 2D6 +
12, P.E.: 2D6 + 18, P.B.:
1D4, S.P.D: 2D6 x 10 MPH:
PPE:
1D6
Size:
Height: Four feet at the shoulder. Length: Body Six feet, Tail nine feet, Five foot reach.
Weight: Five hundred pounds.
Natural
Abilities:
1.
Cling to any Surface: Like most insects the scorpion can cling to any
surface. They can even walk up
vertical walls and hang up side down from ceilings.
2.
Twilight Vision: The giant Scorpions are able to see better in half
light or near darkness that they can see in full light of day. They can see
clearly for up to 600 ft in twilight but in full daylight their vision is
greatly reduced to a mere 100 feet even then they are almost totally blind, and
must rely on their other sense to find prey.
3.
Heat Sensitive hairs and motion detectors: The Scorpions can locate
their prey by hairs that cover their bodes that work like heat and motion
sensors so that they don't need light to hunt.
The hairs allow the Scorpions to “sense” the location, size, and
temperature of warm objects and creatures, just by heat and movement.
Works in any amount of light, or in total darkness, with a 20 foot range.
Unfortunately they can not distinguish between living
creatures and intimate object that give off heat. So they can and will strike at
torches and warm pieces of machinery this is do in part to their poor vision.
The hairs also work as motion detectors by detecting the movement of the
surrounding air. With this they
will strike at almost any movement to check if it is prey or not.
4.
Toxic Venom: Victims stung by the scorpion take 1D6 Hit Point/MD
damage for every melee that they are effected by this poison.
They will soon die unless a poison cure is used fond to cure them.
If a cure is found they will be -5 to strike and -6 to dodge and parry
aswell as be unable to perform tasked that required a skill role (-45% to all
skills) And will have little to no sense of balance or direction along with
nausea ( for 2D6 hours).
Note: The
Scorpions are not immune to their own venom.
Skills:
Climb:(
83 %), Senesce of Balance ( 80%), Prowl ( 98%), Swim ( 45%), Tracking ( 75%),
Land Navigation ( 85%), Detect Ambush ( 78%), Detect Concealment ( 89%)
Save
VS.: Poison ( 2 )
Combat: Hand to hand:( Animal ) Number of attacks:( 5 ) Restrained Punch:( N/A ) Punch/Slap (6D6 SDC ) Full Punch/Slap ( 1D4 x 10 MD ) Claws ( 2D6 MD every melee trapped in the claws. Need a strength of 30 to open them. ) Spikes ( 2D6 SDC ) Flip/Throw ( 2D4 MD ) Head But ( 3D6 SDC ) Body Block ( 2D6 SDC ) Tear /Pry ( 4D6 MD )
Bonuses: Initiative:( 3 )Damage: + 6 (Tail strike +5) Strike: +4 (Tail strike +6) Parry: +4 Dodge: +4 Pull: +3 Roll: +3 Disarm:
Special
Attacks:
Knockout:( 20 ) Death blow:( 19-20 ) Critical Strike:( 20 )
Wolfspider
You are out for a quiet walk in the forest and you hear a lone howl in the distances and then several others in reply. Perhaps it is just a wolf, maybe not. You begin to look at your surroundings for shelter or a defensible position, for the first time you begin to note the large spider webs high in the tree tops. With this realization you hear the howling coming from all sides and growing closer.
Wolfspiders are natural pack hunters from an alien
dimension, they follow the strongest member of the pack who can lead the pack as well as
keep the pack will fed and healthy. In their home dimension they travel in packs
ranging from 6 to 30 pack members they tend to like forest and plains country. They
are very territorial and have been know to take on much larger and deadlier monsters than
them selves. In the wild it is a travelers worst nightmare to be caught by a pack of
hungry wolfspiders for rarely do they back away from large game or heavily armed foes
unless more than half of the hunting pack is slain or driven off. But even after
being driven off they may return with the rest of the pack members to Finnish what they
started.
Wolfspiders appear to be a cross between a wolf and a
spider they have the eight legs of a spider with a wicked sharp claw at the end. If
a leg is cut off or the wolfspider is engird and loses a part of their body they will grow
it back. A leg will take about a week where as a ear or eye about three days
injuries taken to the brain can not be repaired. The head looks like a normal wolfs
with hollow venom felled fangs. Their bodies are segmented (no tail )and their coats
are very thick in the winter and they thin out for the summer.
Just like the spider the Wolfspider can spin a web to
entangle their prey or make a large web (strength per foot 100 S.D.C... or 1 M.D.C.
a combined
strength of 25 is needed to break a one foot strand of web ). The webbing is not as
beautifully spun as a conventional spiders but every bet as effective. They have
been know to setup elaborate trap with giant webs strung up between trees to entangle
fleeing prey that is carefully herded into the webs, or make pits that are covered by
webbing that the wolfspiders hide in only to spring out at unsuspecting prey.
Wolfspiders range in color from white, brown, gray's,
black and a mixtures of colors. Their eye color ranges from blue to black they have
excellent night vision and can see in total darkness for up to 300 ft. They can be
taught to do simple thing just like dogs, some trainers have even taught them to use metal
leg spurs to hamstring fleeing prey. Wolfspiders also make for great watch
dogs. Some people have taken to using them for transportation or as defenders of a
house or village. Many wolf spiders that are used as watch dogs or guards are fitted
with soft leather armor or chain mail for extra protection.
They bread like wolves and have live births, in letters
of 2D6 pups. The milk that they produce is a excellent source for anti venom and can
be found in potions that fight the effects of magical and mundane poisons. And it
also makes for a tasty drink.
Race: Wolfspider
Life span: 25-30 years
Hit Points: Physical endurance plus 3D6 plus 3D6 per level
S.D.C..: 150 plus 3D6 per level (pups 75) AR: 15 (pups 8)
(- )
M.D.C: 150 plus PE. add 3D6 per level (pups 75)
(- )
Natural A.R. Rating: 14
Regenerates: 1D6 Hit Points/MD every three Minutes
Level: average level of 3-6
O.C.C: equal to wilderness scout
Rank: Alpha leader or pack member
Alignment: Any most are Unprincipled
Treasure: Tends to collect valuables from fallen prey.
Value: As a trained watch dog 6,000 to 5,000 gold as a war mount
1,500 to 4,500 gold.
I.Q.: 1D6 + 6 very cunning, ME: 2D6, MA: 1D6 +
4, PS: 2D6 + 15 (add 6 if alpha leader), PP: 2D6 + 15 ( add 6 if alpha
leader), PE: 3D6 + 6 P.B: 3D6 S.P.D: 1D4 x 10 Super natural
Strength and Physical Endurance .
Horror Factor: 8
PPE: 2D6
Size: Height Four feet plus 3D6 inches. Length of one leg three feet
. Length of the body four feet abdomen three feet . Width Body width of three
feet (add one foot to over all height, length and width for alphas) Weight:
300 lb.'s
Natural Abilities:
Spin Webbing: (strength per foot 100 SDC or 1 MDC a combined
strength of 25 is needed to break a one foot strand of web ).
Cling to all most any Surface: Like true spiders Spiderwolvies can cling to many of the same surfaces that they can. They can even walk up vertical walls and hang up side down from ceilings.
Poisonous Venom: The Wolfspider has a very toxic bite, it injects poison in to it prey through two fanged teeth. The poison bite causes 2D6 damage and injects poison into their prey. A save versus lethal poison ( 15 or higher ) is necessary or the character takes 3D6 points of additional damage and the entire body goes numb the heart slows down and general paralyses sets in. The victim of such a bit will die without a ant venom in one hour after being bit. Cut all combat bonuss speed attacks per melee in half even if a successful save is made and reduce skills by 50%. The effects last for 2D4 hours.
Skills on Note All Wolfspiders have the following skills that are
the equivalent of other skills:
Climb:89 %
Back Flip 80 %
Climb Rope 98 %
Senesce of Balance 89 %
Prowl 89 %
Swim 78 %
Jump (length 20 FT )
Tracking 55 % plus 4% per level
Counter Tracking 55 % plus 5% per level
Land Navigation 60 % plus 4% per level
Detect Ambush 70 % plus 55 per level
Detect Concealment 55 % plus 5% per level
Combat: Hand to hand:( animal ) Number of attacks 4 plus 1 for
every other level of experience.
Restrained Punch:( 5D6 SDC ) Punch ( 3D6 MD ) Full
Punch ( 6D6 MD ) Kick ( 4D6
)
Leap Kick ( 1D4 x 10 ) Bite ( 4D6 MD ) Poisson's Bite Fangs ( 2D4 MD ) Claws ( 2D6 MD )
Flip/Throw ( 2D4 ) Head But ( 1D6 SDC) Body Block ( 2D6 SDC) Tear
/Pry ( 2D6 MD )
Special Attacks
Knockout: ( 20 ) Death blow: ( 19-20 ) Critical Strike: ( 19-20 ) Entangle
( 16-20 )
Bonuses Initiative:( 2 )
Damage: + Strike: + 2 Parry: + 3 Dodge: + 3 Pull: + 2
Roll: + Disarm: 3: save vs. Magic +2, Magic Ritual +1, Poison +3 Horror Factor +2,
Psionics +2, Death /Coma +3%, and Poison +10
Weapons:
Metal Spurs 1D6
Ancient Weapons/W.P.s
Strike Parry Throw
Knife
(Spurs)
2
1
plus 1 every other level 3,5,7,9,11,13
Net
(Web)
2
3
4 plus 1 every
third level 3,6,9,12
Cybernetics/Bionics
None, cannot use them do to their ability to regenerate lost limbs and body
parts.