The twisted torqs are 9'-tall slabs of hairless, hideous, mangled muscle. Their bodies are so warped, the creatures no longer feel pain. Preternaturally agile despite their deformities, torqs climb, leap, and brachiate at full movement rate no matter the terrain or obstacles. Torqs even secrete a "sleeper toxin"!
Best way to deal with a torq? Blast it—repeatedly, and vigorously—from afar.
Best way to deal with a torq? Blast it—repeatedly, and vigorously—from afar.
Torq
Attributes: Agility d12, Smarts d4, Spirit d10, Strength d12+5, Vigor d12+4
Skills: Fighting d12, Intimidation d10, Throwing d10
Derived: Charisma -2, Pace 8, Parry 8, Toughness 18 (5)
Hindrances: Ugly, Vengeful (Major)
Hindrances: Ugly, Vengeful (Major)
Special Abilities
- Armor +4: Musclebound might.
- Brawler: Being adept rasslers, torqs are never considered unarmed in combat (and therefore never subject to the Unarmed Defender rule); with a successful unarmed attack, adds +6 to the Strength damage.
- Bruiser: Torqs roll a d8 instead of a d6 on a raise with bare-handed fighting attacks.
- Can Take A Hit: Torqs add +2 to Spirit rolls to recover from being Shaken.
- Fear -4: A torq's warped features and unholy savagery triggers Fear checks at -4.
- Grappler: Torqs gain +4 to all rolls involving Grapple attacks
- Improved Sweep: Torqs can attack all adjacent foes at no penalty.
- Poison -2: Torqs secrete a Knockout "sleeper" toxin from their hands.
- Size +4: Torqs are broad, burly, brawny behemoths that stand over 9' tall.
- Wrestlemaniac: Once per round, a torq receives on free Fighting attack against one adjacent foe who failed their own Fighting attack against it. The Counterattack must be a normal attack (no Disarm, Wild Attack, or other maneuver), and may not be combined with Improved Sweep.
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Inspired by What's New, Scooby-Doo? episode #32, "Wrestle Maniacs" (2005).
And for the Mutant Future version, click here!
And for the Mutant Future version, click here!
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