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