Tatterman
(Generated 25 times)Namelist | None |
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Tags | Classic fantasy
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Rank | Skilled |
Race | Human |
Cult rank | None |
Notes | "These creatures are able to assume the shape of humans, non-hu- mans, and humanoids alike through a form of shape changing mim- icry, transforming their bodies even into the weapons, armour, or clothing possessed by their victims. For this reason, they are unable to drop or otherwise discard ‘carried’ items, but if out of sight may absorb them back into their bodies to convey the appearance of having discarded them.The natural form of the doppelganger is generally humanoid, with frail bodies, thick grey hairless skin, and large bulging cat-like yellow eyes. able to read minds as per the Read Thoughts spell at will, and uses this ability to gather information about its vic- tim before assuming its form. It does not gain any skills possessed by the subject, instead attempting to fool others using the Acting skill to mimic the mannerisms of the individual in question. A successful Insight roll used on the target during the use of telepathy makes all Acting skill rolls 1 grade easier. The doppelganger is able to take the form of any humanoid target between half and twice its SIZ, duplicating both its form and any equipment carried or worn, after which it will attempt to kill the original and assume its place. If this proves unsuccessful, it will cre- ate as much confusion as possible, causing doubt as to which is the original." Classic Fantasy |
Creator | JInkyz |
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Non-random features
List | Feature |
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Ability | ***Shape-shifter*** Can shape-shift to named forms. Costs it 1 Magic Point per shift. Cannot change SIZ unless specifically mentioned. Takes 1d6 rounds to complete. |
Ability | ***Dark Sight*** ' see’ normally in any level of limited light, even its complete absence. |
Ability | ***Regenerate*** The creature is able to regenerate Hit Points lost to damage. The speed of regeneration varies depending upon the creature. Default is 1 HP / Location / Round (not turn). Unless specifically noted, regeneration does not replace lost limbs, and the severing of a vital location (head, chest or abdomen) will still result in death |
Ability | ***Vulnerable*** The creature’s natural and magical protection cannot mitigate damage caused by a named source. |
Ability | ***Terrifying*** Unopposed Willpower roll. Success -- - shaken for one round and cannot act offensively. Failure - flee in terror. Fumble collapse unconscious from the shock. Critical success - act unhindered. Once per encounter. |
Etemmu Ghost Ability | Miasma - Enables the spirit to induce feelings of despair, dread and horror within a radius of its POW in metres. The Magnitude of the effect is equal to twice the spirit’s Intensity. Anyone unable to block the magic must succeed in an opposed test of Willpower skills, or else flee the area in abject terror. |
Standard skills
Athletics | STR+DEX+47 | Brawn | STR+SIZ+32 | Endurance | CON+CON+40 |
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Evade | DEX+DEX+44 | Influence | CHA+CHA+57 | Insight | INT+POW+58 |
Locale | INT+INT+60 | Perception | INT+POW+45 | Stealth | DEX+INT+56 |
Unarmed | STR+DEX+46 | Willpower | POW+POW+44 |
Professional skills
Acting | CHA+CHA+80 | Bureaucracy | INT+INT+35 | Disguise | INT+CHA+60 |
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Seduction | INT+CHA+49 |
Custom skills
Customs | INT+INT+60 | Language(local) | INT+INT+60 |
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Combat styles
Sneaky Strike | STR+DEX+57 |
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Weapon options
1-handed weaponsAmount: 4
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2-handed weaponsAmount: 0 |
Ranged weaponsAmount: 0 |
ShieldsAmount: 0 |
Custom weapons
Name | Type | Damage | Size | Reach | Range | SpecialFX | Dam. mod. |
Natural weapon |
AP | HP |
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claws | 1h-melee | 1d4 | S | T | - | Bleed | Y | Y | Arm |