Giant Mosquito

(Generated 157 times)
Namelist None
Rank Novice
Race Giant Mosquito
Cult rank None
Notes Blood-sucking insects that inhabit woodlands, marshlands and bogs, giant mosquitoes breed wherever there is standing water and are attracted by carbon dioxide – the exhaled breath of breathing creatures. Mosquitoes are, in general,nectar feeders and only the females require blood to stimulate egg production. However the giant variety, unable to gain enough sustenance from the small amounts of nectar normal sized plants produce, compared to the giant mosquitoes’ size, have adapted to rely on blood. Giant mosquitoes are the size of a cat and the high pitched buzzing of their wings provides an early warning of an attack. They are most active at dawn and dusk, preferring to lie dormant during the day – but they will attack if disturbed. A single giant mosquito can drink a number of Hit Points’ worth of blood equal to its SIZ x2 before being satiated. However, it is not necessarily blood loss that is the killer. To drain blood the mosquito injects anti-coagulant saliva into its prey, and, at the levels a giant mosquito uses, this can overwhelm a bite victim after the mosquito has taken it fill. Giant mosquitoes can penetrate up to two points of armour with their needle-sharp proboscis, so clothing is no guarantee of protection against a bite, although uncovered areas are targeted first and the creature can use the inject venom special effect to latch onto armoured foes. On a successful attack the mosquito drains blood every Combat Action that it remains attached to the victim, beginning on the same CA it makes its first attack. It does not need to make any attack roll to continue draining blood and it will not actively defend; however if swatted or attacked in an attempt to remove it, it is allowed an Athletics roll to remain attached and continue draining blood. This costs it a Combat Action. The giant mosquito’s bite ignores the first two points of armour. On a successful bite it immediately draws a number of Hit Points of blood equal to its bite damage but once it has drunk an amount equal to its SIZ x2, it is satiated and leaves the host. However the anti-coagulant pumped into a host can have a severe effect. The victim must make an Endurance roll, vs 80 potency, 1D6+1 minutes after a successful bite. If the roll fails the anti-coagulant causes the bitten location to swell, itch and ache copiously, inflicting a further 1D3 damage and rendering it useless for a number of days equal to the damage sustained. If the location bitten is the chest or head, the airway can become restricted causing the victim to lose consciousness if the Hit Points for the location fall to 0 or below.
STR 2d6-1
CON 2d3
SIZ 1d3+1
DEX 2d6+6
INT 2d6+2
POW 2d6
D20Hit locationArmor
01 Right Rear Leg 1
02 Left Rear Leg 1
03 Right Middle Leg 1
04 Left Middle Leg 1
05-07 Abdomen 1
08-09 Thorax 1
10-11 Right Wing 1
12-13 Left Wing 1
14 Right Front Leg 1
15 Left Front Leg 1
16-20 Head 1
Movement 18 (fly)
Natural armor Yes

Non-random features

Ability ***Venomous*** Has a venomous attack. May use Inject Venom Special effect
Ability ***Adhering*** Can move on vertical surfaces and even on a ceiling at half normal Movement rate.
Ability ***Flyer*** May substitute the Fly skill for Evade whilst fighting aloft. Only rolls Fly skill when attempting unusually difficult task
Ability ***Life Sense*** Aware of any form of within a Willpower number of metres. Perception roll and touch - learns injuries, Fatigue level and if poisoned or diseased

Standard skills

Athletics STR+DEX+55 Brawn STR+SIZ Endurance CON+CON+15
Evade DEX+DEX Perception INT+POW+15 Unarmed STR+DEX
Willpower POW+POW+15

Custom skills

flying STR+DEX+53

Combat styles


Weapon options

1-handed weapons

Amount: 1
Bite (1)

2-handed weapons

Amount: 0

Ranged weapons

Amount: 0


Amount: 0

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Bite 1h-melee 1d3+1 S T - None Y Y 0 0 head