Monday, November 16, 2015

IT'S MY THING — ADARO


Adaro


STR:
7 (105)
WPR:
7 (105)
DEX:
3 (45)
PER:
4 (60)
AGL:
5 (75)
PCN:
4 (60)
ATT:
1 / 90%
WND:
15
MV:
L 100, W 200






Experience:
1500




The sinister adaro (singular and plural) are imperious aquatic entities that claim the waters of the world as their kingdom, and all living things as their cattle.  They are amphibious blue humanoids with gills, webbed extremities, fin-like crests atop their skulls, and prominent protrusions (either bladed like a sawfish’s, or pointed like a swordfish’s) jutting from their foreheads.

Adaro suffer Stamina damage as normal, but only take wounds from blessed, enchanted, or silvered weapons, or electricity-based attacks.

Adaro control water psychokinetically, and use it like Telekinesis [Cryptworld, p. 30; substitute PWR for WPR] to move it or objects within.  This costs 15 WPR per use.  And for 20 WPR, they can summon schools of 5d10 carnivorous flying fish that attack as large birds [p. 54] and inflict up to moderate damage.

Adaro Powers

Hydro-Control:  In addition to the abilities above, adaro can manipulate water to create a number of effects.  This requires a specific PWR check, and costs 50 WPR.

S =
Light fog covers a 100’ radius for 2d10 minutes.  All attacks suffer a -15 modifier.
L =
Heavy fog obscures a 300’ radius for 4d10 minutes.  All melee attacks suffer a -25 modifier, and ranged attacks a -50 modifier.
M =
Heavy rains pelt a 500’ radius for an hour.  Visibility is reduced to zero; all melee attacks suffer a -50 modifier, and ranged attacks are impossible.  Movement is quartered.
H =
Storms deluge a 1000’ radius, with the same effects as M above, plus lightning strikes, geysers, and / or whirlpools.  The Crypt Master should determine the specific damage(s) involved.
C =
A mighty wave crushes everything in a quarter-mile radius, inflicting Catastrophic damage.



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