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Over the years, the canines of the badlands have been interbreeding – coyotes, wolves and domestic dogs: everything from chihuahuas to mastiffs mixing into one new modern breed, officially known as the Golden Wolf, but more commonly known as the Dhoggie. Dhoggies are slightly smaller than wolves, with a tawny pelt, erect ears and bushy, curled tail. Dhoggies travel in packs, typically in packs of 8-12, though larger packs aren’t uncommon. In most ways, their hunting hunting tactics are similar to that of wolves, supplemented by scavenging, but the Dhoggie is also a keen reader of human facial/body language, giving them a major advantage over over wolves and coyotes, which they are rapidly replacing. Several clans of Nomads are known to keep Dhoggies as pets/hunting companions/emergency food supply.
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| DX: 12 * |
Will: 10 |
Move: 6/9 |
| IQ: 4 [-120] |
Per: 10 |
|
| HT: 11 |
FP: 12 |
SM: +0 |
| Dodge: 9 |
Parry: 9 |
DR: 0 |
| Bite (14): |
1d-2 cutting |
| Claw (14): |
1d-1 crushing |
| |
| Advantages: |
Acute Smell 3 ; Combat Reflexes ; Discriminatory Smell ; Enhanced Move 1/2 (Ground) ; Night Vision 4 ; Parabolic Hearing 2 ; Fast Eater ; Fur ; Reduced Consumption 2 (Cast Iron Stomach -50%) ; Sharp Teeth ; Temperature Tolerance 1 (Cold) ; Ultrahearing ; Vibration Sense (Air; Based on Hearing) |
| Disadvantages: |
Bad Sight 2 (Motion Sensitive) [-2]; Chummy [-5]; Gluttony (12-) [-10]; Quadruped [-35]; Quirk (Incompetence (Climbing)) [-1]; Quirk (Red-Green Colorblindness) [-1]; Sense of Duty (Pack) [-5]; Wild (or Domestic) Animal [-30]. |
| Features: |
Born Biter 2; Tail. |
| Skills: |
Brawling (E) DX+2 -14; Intimidation (A) Will+1 -11; Running (A) HT -11; Stealth (A) DX -12; Survival (A) Per -12; Tracking (A) Per -16; Wrestling (A) DX+2 -14. |
*Cost reduced for No Manipulators (-40%).
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Horror-Birds are the gene-warped decedents of chickens, appearing as squat axe-beaked flightless monstrosities. Origninally, Gen-Nu was breeding a experimental ‘super-poultry’ – larger and producing more eggs, but when the Gen-Nu Disaster hit, the resulting species was a vicious predatory creature with a keen intellect and rapid breeding rate. Horror-Birds typically form flocks of 2-5 active females hunters and 1 “rooster” with an equal number of females tending hatchlings in the nesting area. Eggs are laid every 12hrs, but as the chics are cannibalistic, about 60% of the chics don’t survive. Horror-Birds stay with the nest for week before they are driven out by the elders to form their own flocks. The Horror-Bird has a natural life expectancy of about 15 years, but few make it longer than 4. Other than the threat they pose in the wild, there are persistent rumors that security forces are experimenting with Horror-Bird guard animals.
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| DX: 12 * |
Will: 10 |
Move: 6/9 |
| IQ: 4 [-120] |
Per: 12 |
|
| HT: 12 |
FP: 12 |
SM: -2 (3’, 55lbs) |
| Dodge: 9 |
Parry: 9 |
DR: 0 |
| Bite (14): |
1d-2 Large Piercing |
| Claw (14): |
1d-3 cutting |
| |
| Advantages: |
Acute Vision 4 ; Claws (Sharp) ; Combat Reflexes ; Striking ST (Neck) 3 ; Talons ; Teeth (Sharp Beak) . |
| Disadvantages: |
Bad Temper [-10]; Bloodlust [-10]; No Fine Manipulators [-30]; Wild Animal [-30]. |
| Features: |
Feathers |
| Skills: |
Brawling (E) DX+2 -14; Observation (A) Per+1 -13; Survival (Badlands) (A) Per+1 -13; Stealth (A) DX+1 -13. |
*Cost reduced for No Manipulators (-40%).
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As it’s name suggests, the Gila Dragon is a Gen-Nu altered gila monster, averaging around 100lbs. Gila Dragons walk in a slow and lumbering gait, but are capable of running at respectable speeds if they need to. As predators, Gila Dragons locate prey almost entirely by scent, and use patience and ambush tactics to deliver their powerful venom
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| DX: 12 * |
Will: 10 |
Move: 5/6 [] |
| IQ: 3 [-140] |
Per: 12 |
|
| HT: 12 |
FP: 12 |
SM: 0 (7’5”; 100lbs) |
| Dodge: 9 |
Parry: – |
DR: 5 |
| Bite (14): |
1d cut + Venom |
| Claw (14): |
1d-1cut |
| |
| Advantages: |
Acute Smell 3 ; Amphibious ; Breath Holding 3 ; Combat Reflexes ; Hard to Kill 2 ; Hard to Subdue 2 ; Discriminatory Smell ; Extra Legs (4 legs) ; Peripheral Vision ; Perfect Balance (Skill and DX bonuses only, does not negate need for rolls -20%; Only if braced with tail -20%) ; Perk (Fast Digger) ; Perk (Septic Bite) ; Reduced Consumption 2 (Cast Iron Stomach -50%) ; Sharp Claws ; Terrain Adaptation (undergrowth) ; Terrain Adaptation (uneven) ;
° Innate Attack 2 (bite venom – hemorrhagic; 2d toxic; follow up (bite); linked (other venoms) 10%; cyclic (3 hourly cycles) 60%; cyclic (1 daily cycle) 10%; blood agent -40%; onset (10 minute) -10%; resistable (HT-4, doesn’t stop cycles) -10%; no crippling -10%; low accumulation -10%; limited use (10 per day) -10%) ;
° Innate Attack 0.5 (bite venom – necrotizing; 1d-2 toxic; follow up (bite); linked (other venoms) 10%; cyclic (3 hourly cycles) 60%; cyclic (1 daily cycle) 10%; blood agent -40%; onset (10 minute) -10%; resistable (HT-4, doesn’t stop cycles) -10%; low accumulation -5%; limited use (10 per day) -10%) ;
° Innate Attack 5.7 (bite venom – immediate effects; 6d-1 toxic; follow up (bite); linked (other venoms) 10%; symptoms (moderate pain, 1/3 HP) 60%; symptoms (severe pain, 1/2 HP) 80%; symptoms (terrible pain, 2/3 HP) 60%; blood agent -40%; resistable (HT-4) -10%; no wounding -50%; heals quickly -10%; low accumulation -10%; limited use (10 per day) -10%) |
| Disadvantages: |
Bad Smell (stinky breath; not versus others of same species 20%; half penalty (only -1 reaction) -50%) [-3]; Bad Sight 4 (Motion Sensitive) [-4]; Bad Sight (Night Blindness) [-10]; Cold Blooded (65°) [-10]; Gluttony (12) [-5]; Low Empathy [-20]; No Fine Manipulators [-30]; Non-Discriminatory Hearing[-5]; Reduced Endurance 1 [-3]; Restricted Diet (carnivore) [-10]; Semi-Upright [-5]; Short Lifespan 2 [-20]; Wild Animal [-30] |
| Features: |
Long forked tongue; scaled; Long neck; Loud hiss; Born Biter 2 |
| Skills: |
Brawling (E) DX+2 – 14 ; Intimidation (A) Will – 10 ; Stealth (A) DX – 12 ; Survival (A) Per – 12 ; Tracking (A) Per – 15 ; Wrestling (A) DX+2 – 14 |
*Cost reduced for No Manipulators (-40%).
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Gnox are genetically designed meat animals sharing genetic material with the old bison of the plains, but also with African water buffalo and wildebeast, then mutated further by the gen-Nu viruses. They stand up to seven feet at the shoulder, shaggy but lean and with a terrible temper. Their sharp horns and tusks can be as much as eight feet in span, and they weigh in at around two thousand pounds – with old bulls being up to twice that size. A herd will descend on cropland or a patch of other greenery and eat it bare, then move on.
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| DX: 12 * |
Will: 10 |
Move: 7/10 |
| IQ: 3 [-140] |
Per: 9 |
|
| HT: 11 |
FP: 12 |
SM: +2 (7’ at shoulder, 2000lbs) |
| Dodge: 9 |
Parry: 9 |
DR: 4/9 |
| Bite (12): |
2d- crushing |
| Tusk-Rack (12): |
2d+4 impaling |
| Trample (12): |
2d+5 crushing |
| |
| Advantages: |
Acute Hearing 2 ; Damage Resistance 5(Partial; Skull Only, -70%) ; Discriminatory Smell ; Night Vision 4 ; Peripheral Vision ; Striker (tusks; impaling) |
| Disadvantages: |
Bad Sight 4 (Motion Sensitive) [-4]; Bad Temper [-10]; Berserk [-10]; Quirk (Red-Green Colorblindness) [-1]; Quadruped [-35]; Restricted Diet (herbivore) [-10]; Weak Bite [-2]; Wild Animal [-30] |
| Skills: |
Brawling (E) DX+2 -12; Intimidation (A) Will – 10 ; Stealth (A) DX – 10 ; Survival (A) Per – 11 ; Swimming (E) HT – 11 ; Tracking (A) Per -9 |
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Infamous “Hogzillas”, demestic pigs gone feral and reaching monstrous sizes, have been devisting rural areas for centuries. But as bad as they were, their destructive tendencies were raised an order of magnitude after the Gen-Nu disaster, when feral hogs were gene-warped into 1200lb gluttonous death machines, eating anything they can get a hold of – with the possible exception of Gnox and Vile Goats. Hell Pigs are thankfully solitary, except in mating season, when their bellicose mating fights reaches epic levels of violence but pales to what they do to any creature that disrupts one.
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| DX: 11 * |
Will: 10 |
Move: 7 (Top Speed 10) |
| IQ: 5 [-100] |
Per: 13 |
|
| HT: 12 |
FP: 12 |
SM: 2 (1200lbs) |
| Dodge: 8 |
Parry: |
DR: 3 (Tough Skin) |
| Bite (12): |
2d-2cut |
| Kick (10): |
2d-3cr |
| |
| Advantages: |
Acute Smell 3 ; Combat Reflexes ; Discriminatory Smell ; Enhanced Move 1/2 (land) ; High Pain Threshold ; Hooves ; Night Vision 4 ; Peripheral Vision ; Parabolic Hearing 2 ; Reduced Consumption 2 (Cast Iron Stomach -50%) ; Sharp Teeth ; Temperature Tolerance 1 (cold) ; Terrain Adaptation (undergrowth) ; Ultrahearing |
| Disadvantages: |
Bad Sight 4 (Motion Sensitive) [-4]; Bad temper [-10]; Berserk [-15]; Quirk (Red-Green Colorblindness) [-1]; Gluttony (12-) [-10]; Quadruped [-35]; Quirk (Likes to wallow in mud) [-1]; Reduced Endurance 1 [-3]; Short Lifespan 2 [-20]; Wild Animal [-30] |
| Features: |
|
| Skills: |
Brawling (E) DX+1 – 12 ; Intimidation (A) Will – 10 ; Stealth (A) DX – 11 ; Survival (A) Per – 12 ; Swimming (E) HT – 12 ; Tracking (A) Per – 15 |
*Cost reduced for No Manipulators (-40%).
Montauk
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| The Montauk is a mutated cougar, no data exists of any experiments being done on cougars prior to the Gen-Nu disaster, but the number of Montauk roaming the badlands suggests the outbreak started among a larger population than is believed to have existed in the wilds – possibly a controled breeding population. Montauks are incredibly solitary, except durring mating season, and male will attempt to kill/drive away any other male in their territory with fierce determination. Like most cats, Montauks are ambush hunters that use stealth and a leap attack to break preys neck, and are hard-wired to pounce – a trait that a cleaver person may use to their advantage. |
| DX: 13 * |
Will: 10 |
Move: 12/14 |
| IQ: 4 [-120] |
Per: 12 |
|
| HT: 11 |
FP: 9 [-6] |
SM: +0 |
| Dodge: 9 |
Parry: 9 |
DR: 0 |
| Bite (15): |
1d+2 cutting |
| Claw (15): |
1d cutting |
| |
| Advantages: |
Acute Hearing 2 ; Catfall ; Clinging (Requires claw-holds -30%) ; Combat Reflexes ; Discriminatory Smell ; Flexibility ; Leaper2 ; Night Vision 6 ; Parabolic Hearing 2 ; Perfect Balance ; Perk (fur) ; Racial Talent 2 (stealth) ; Sharp Claws ; Striker (bite; cutting; cannot parry -40%; half blunt trauma -10%; armor divisor 0.5 (not against skin or Tough Skin) -20%) ; Temperature Tolerance 1 (cold) ; Terrain Adaptation (uneven) ; Ultrahearing |
| Disadvantages: |
Bad Sight 4 (Motion Sensitive) [-4]; Callous [-5]; Careful [-1]; Quirk (Red-Green Colorblindness) [-1]; Compulsive Pouncing (12-) [-15]; Laziness [-10]; Intolerance (other males of same species) [-5]; Nosy [-1]; Quadruped [-35]; Restricted Diet (carnivore) [-10]; Short Lifespan 2 [-20]; Wild Animal [-30]. |
| Features: |
Born Biter 2; Tail. |
| Skills: |
Brawling (E) DX+2 – 15 ; Climbing (A) DX – 17 ; Intimidation (A) Will+1 – 11 ; Jumping (E) DX – 13 ; Stealth (A) DX+2 – 17 ; Survival (A) Per – 12 ; Wrestling (A) DX+2 – 15 . |
*Cost reduced for No Manipulators (-40%).
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Much like the Dhoggie, Plague-Wolves, sometime called Dire-Mutts, are the result of several generations of canine interbreeding. Unlike the Dhoggie, the Plague-Wolf seems to be mostly made up of larger breed guard dogs plus the mutating effects of the Gen-Nu virus. Thick bodied with shortened muzzles, wrinkled folds in their toughened skin, and drooping ears, Plague-Wolves are massive and vicious, and fortunately are rarely in groups larger than 4. Their short, bristly fur is usually black or brindle, but other ranges have been observed. Plague-Wolves use wolf-like tactics to harry and disorient foes, but have a brutal viciousness about them, and their domestic ancestors have imparted an understanding of human facial/body language and a complete lack of fear of humans.
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| DX: 12 * |
Will: 10 |
Move: 6/9 |
| IQ: 4 [-120] |
Per: 12 |
|
| HT: 12 |
FP: 12 |
SM: +0 |
| Dodge: 9 |
Parry: 9 |
DR: 3 |
| Bite (14): |
1d-1 cutting |
| Claw (14): |
1d-1 crushing |
| |
| Advantages: |
Acute Smell 3 ; Combat Reflexes ; Discriminatory Smell ; Enhanced Move 1/2 (land) ; Night Vision 4 ; Parabolic Hearing 2 ; Perk (fast eater) ; Perk (fur) ; Reduced Consumption 2 (Cast Iron Stomach -50%) ; Sharp Teeth ; Temperature Tolerance 1 (cold) ; Ultrahearing ; Vibration Sense (air; based on hearing) . |
| Disadvantages: |
Bad Sight 2 (Motion Sensitive) [-2]; Bad Temper [-10]; Bloodlust (12-) [-10]; Bully [-10]; Gluttony (12-) [-10]; Quadruped [-35]; Quirk (Incompetence (Climbing)) [-1]; Quirk (Red-Green Colorblindness) [-1]; Wild Animal [-30]; |
| Features: |
Born Biter 2; Tail. |
| Skills: |
Brawling (E) DX+2 – 14 ; Intimidation (A) Will+1 – 11 ; Running (A) HT – 11 ; Stealth (A) DX – 12 ; Survival (A) Per – 12 ; Tracking (A) Per – 16 ; Wrestling (A) DX+2 – 14 |
*Cost reduced for No Manipulators (-40%).
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Pokia are large gen-nu altered jackrabbits, averaging around 40lbs, they are crepuscular (active at dusk and dawn) herbivores that are prey to any predators able to catch them, which due to their incredible speed and agility generally involves more cunning or luck than speed. Like the aardvarks of Africa, Pokia occasionally leave abandoned warrens near the surface, which are quickly adopted by other critters, including dhoggies and even gila dragons. Pokia are a favored food source of everything in the Badlands cunning or lucky enough to catch them, and they have a rabbits insane panic reflexes, but for the rare animal that crosses paths with a Pokia without startling it, the Pokia are known to use slam attacks pretty effectively.
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| DX: 13 * |
Will: 10 |
Move: 8 (20 top Speed) |
| IQ: 4 [-120] |
Per: 12 |
|
| HT: 11 |
FP: 11 |
SM:-1 (40lbs) |
| Dodge: 12 |
Parry: – |
DR: 1 (Tough Skin) |
| Bite (15): |
1d-3cr |
| Punch (15): |
1d-2cr |
| Kick (15): |
1d-1cr (on a miss roll vs. Brawling to avoid falling) |
| |
| Advantages: |
Blunt Claws ; Discriminatory Smell ; Enhanced Defences (dodge) ; Enhanced Move 1.5 (land) ; Leaper 2 ; Night Vision 4 ; Panic Reflexes ; Peripheral Vision ; Parabolic Hearing 2 ; Perk (Fast Digger) ; Perk (fur) ; Temperature Tolerance 1 (cold) ; Ultrahearing ; Vibration Sense (air; based on hearing) ; Vibrissae |
| Disadvantages: |
Bad Sight 4 (Motion Sensitive) [-4]; Panic (9-) [-15]; Quadruped [-35]; Quirk (Careful) [-1]; Quirk (Red-Green Colorblindness) [-1]; Reduced Endurance 1 [-3]; Restricted Diet (herbivore) [-10]; Short Lifespan 4 [-40]; Wild Animal [-30] |
| Features: |
|
| Skills: |
Brawling (E) DX+2 – 15 ; Intimidation (A) Will – 10 ; Jumping (E) DX+2 – 15 ; Stealth (A) DX – 13 ; Survival (A) Per – 12 ; Swimming (E) HT – 11 ; Sumo Wrestling (A) DX+1 – 14 |
| Techniques: |
Kicking (A) 2 – 15 ; Rip Kick (A) 3 – 15 . |
*Cost reduced for No Manipulators (-40%).
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The Nova Monitor is a terrifying bad-lands predator – an incredibly fast, very large lizard that hunts in a way not seen in reptiles for millennia. More like cheetahs than lizards, Nova Monitors run down prey with incredible speed, then allow their septic bite to take affect. As of yet, all attempts to identify the parent species of the Nova Monitor have turned up nothing, but all leads hint at an equal part gengineering and Gen-Nu mutation. Nova Monitors are violently solitary and viscously carnivorous, not detoured carrion or cannibalism.
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| DX: 12 * |
Will: 10 |
Move: 6 (15 top speed) [-] |
| IQ: 3 [-140] |
Per: 12 |
|
| HT: 13 |
FP: 13 |
SM: 0 (10’ long, including tail, 176lbs ) |
| Dodge: 8 |
Parry: |
DR: 5 |
| Bite (14): |
1d+2 cut + Septic Bite |
| Claw (14): |
1d cut |
| Tail (14): |
1d+1 cr |
| |
| Advantages: |
Acute Smell 3 ; Amphibious ; Anticoagulant 2 (Bite; not cumulative with venom) ; Clinging (Requires claw-holds -30%) ; Breath Holding 3 ; Combat Reflexes ; Enhanced Move 1.5 (land) ; Hard to Kill 2 ; Hard to Subdue 2 ; Discriminatory Smell ; Extra Legs (4 legs) ; Peripheral Vision ; Perfect Balance (Skill and DX bonuses only, does not negate need for rolls -20%; Only if braced with tail -20%) ; Perk (Fast Digger) ; Reduced Consumption 2 (Cast Iron Stomach -50%) ; Sharp Claws ; Striker (bite; cutting; cannot parry -40%; armor divisor 0.5 (not against skin or Tough Skin) -20%; half blunt trauma -10%) ; Striker (tail; crushing; long +2 200%; cannot parry -40%; weak -50%) ; Terrain Adaptation (undergrowth) ; Terrain Adaptation (uneven) ;
° Innate Attack 0.5 (bite venom – anticoagulant; 1d-2 toxic; follow up (bite); cyclic (3 hourly cycles) 60%; cyclic (1 daily cycle) 10%; symptoms (-2 HT (only for bleeding checks -60%), 1/3 HP) 12%; symptoms (another -2 HT (only for bleeding checks -60%), 1/2 HP) 8%; symptoms (another -2 HT (only for bleeding checks -60%), 2/3 HP) 4%; symptoms (hemophilia, full HP) 15%; blood agent -40%; onset (1 minute) -10%; resistable (HT-4, doesn’t stop cycles) -10%; no wounding -50%; low accumulation -10%; limited use (10 per day) -10%) ;
° Innate Attack 0.5 (bite venom – vasodilator; 1d-2 toxic; follow up (bite); cyclic (3 hourly cycles) 60%; cyclic (1 daily cycle) 10%; symptoms (-4 FP , 1/3 HP) 18%; symptoms (another -4 FP, 1/2 HP) 12%; symptoms (daze, 2/3 HP) 50%; symptoms (unconsciousness, full HP) 100%; symptoms (heart attack, 2 × HP) 75%; blood agent -40%; onset (1 minute) -10%; resistable (HT-4, doesn’t stop cycles) -10%; no wounding -50%; low accumulation -10%; limited use (10 per day) -10%) |
| Disadvantages: |
Bad Sight 4 (Motion Sensitive) [-4]; Bad Sight (Night Blindness) [-10]; Cold Blooded (65°) [-10]; Gluttony (12-) [-5]; Low Empathy [-20]; No Fine Manipulators [-30]; Non-Discriminatory Hearing [-5]; Reduced Endurance 1 [-3]; Restricted Diet (carnivore) [-10]; Semi-Upright (can sprint while upright -30%) [-3]; Short Lifespan 2 [-20]; Wild Animal [-30] |
| Features: |
Long forked tongue; scaled; Long neck; Loud hiss; Born Biter 2 |
| Skills: |
Brawling (E) DX+2 – 14 ; Climbing (A) DX+2 – 14 ; Intimidation (A) Will – 10 ; Stealth (A) DX – 12 ; Survival (A) Per – 12 ; Tracking (A) Per – 15 ; Wrestling (A) DX+2 – 14 |
*Cost reduced for No Manipulators (-40%).
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Genetic experiments with goats has been common since the dawn of genetic engineering, some of the most impressive experiments were manipulating goats to produce various chemicals though their milk – the most noted were Kevlar and highly effective anti-biotics used for everything from fighting the common cold to HIV treatment. When the Gen-Nu disaster hit, many of these so-called “Pharm Animals” escaped and bred with local sheep populations. The combination of various genetically altered chemicals in their milk and the gene-warping effects of the Gen-Nu virus lead to hardy breed of cantankerous goats that can survive just about anywhere and have no natural enemies, due to the toxic nature of their flesh. Vile goats are grumpy and aggressive, and are incredibly resistant to toxins (including tranquilizers), but many Nomad tribes are known to have domesticated the foul creatures, partly for a walking drug factory, but mostly as mascots that look so much like early ’80’s icons of satanism.
|
| DX: 12 * |
Will: 10 |
Move: 7 : Land Move 7 (10 Top Speed)/Climb Move 3 (4 Top Speed) |
| IQ: 4 [-120] |
Per: 12 |
|
| HT: 14 |
FP: 14 |
SM: 0 (160lbs) |
| Dodge: 9 |
Parry: – |
DR: 2 (Tough Skin)/6 (Partial, Skull) |
| Bite (14): |
1d-3cr |
| Kick (14): |
1d-1cr |
| Horns (13): |
1d+1cr |
| |
| Advantages: |
Clinging (Requires hoof-holds -30%) ; Discriminatory Smell ; Enhanced Move 1/2 (ground) ; Hooves ; Leaper 5 ; Night Vision 4 ; Peripheral Vision ; Parabolic Hearing 2 ; Perfect Balance ; Perk (fur) ; Reduced Consumption 2 (Cast Iron Stomach -50%) ; Resistant to Toxins (+8) ; Striker (horns; crushing) ; Temperature Tolerance 1 (cold) ; Terrain Adaptation (uneven) ; Ultrahearing |
| Disadvantages: |
Bad Sight 4 (Motion Sensitive) [-4]; Bad Smell (not versus others of same species 20%; half penalty (only -1 reaction) -50%) [-3]; Bad Temper (12) [-10]; Chummy [-5]; Quadruped [-35]; Quirk (Careful) [-1]; Quirk (Nosy) [-1]; Quirk (Red-Green Colorblindness) [-1]; Restricted Diet (herbivore) [-10]; Short Lifespan 1 [-10]; Stubbornness [-5]; Weak Bite [-2]; Wild Animal [-30] |
| Features: |
Toxic Flesh; °Toxic Milk (Females Only; Milk is a thick, slimy goo with a horrid stench, it is highly toxic to anything except vile goats, may be distilled into a potent poison or even the base of a hallucinogenic drug.) |
| Skills: |
Brawling (E) DX+2 – 14 ; Climbing (A) DX+1 – 14 ; Intimidation (A) Will – 10 ; Jumping (E) DX+2 – 14 ; Stealth (A) DX – 12 ; Survival (A) Per – 12 ; Sumo Wrestling (A) DX+1 – 13 |
*Cost reduced for No Manipulators (-40%).