Scarebears are blazing-eyed ursinoids that inhabit the most polluted of environs: areas with heavy fallout, acid geysers, incandescent streams, freakish plants, twisted wildlife, etc. Accordingly, they are immune to all toxins, chemicals, diseases, and radiation. Scarebears down trees and shear through metal walls with just a single swipe of their unbreakable, retractable claws.
A scarebear can metamorphose into human form (albeit a hirsute one), or a part-bear, part-man hybrid with each part determined at will (allowing for, say, a bear head and human hands, or bear body with human head).
Vengeful creatures, scarebears never let a slight go unpunished. They are adept at using computers and artifacts, and combine these skills with their shape-shifting to be experts at infiltration and sabotage.
Scarebears are irrationally terrified of birds, mutant and otherwise.
Scarebear
Attributes: Agility d8, Smarts d6, Spirit d10, Strength d12+6, Vigor d12+2
Skills: Climbing d6, Fighting d12, Intimidation d12, Investigation d6, Knowledge (Computers) d6, Lockpicking d6, Notice d6, Stealth d6, Survival d6, Tracking d6
Derived: Pace 8, Parry 8, Toughness 13 (1)
Hindrances: Phobia (Avians, Minor), Vengeful (Major)
Hindrances: Phobia (Avians, Minor), Vengeful (Major)
Special Abilities
- Armor +1: Shaggy fur.
- Claws: Str +d10
- Fear -4: Scarebears live up to their name, triggering Fear checks at -4.
- Improved Sweep: Scarebears can attack all adjacent foes at no penalty.
- Night-Sight: Ignores penalties for Dim and Dark lighting.
- Size +3: Larger than your average bear... much, much larger.
- Toxic Terror: Immune to poisons, diseases, radiation, and chemicals.
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Inspired by Scooby-Doo! Mystery Incorporated episode #38, "Scarebear" (2012).
And for the Mutant Future version, click here!
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