List | Feature |
Ability |
***Cold-blooded*** One meal a week. Below 15C Strike Rank -6, - 1 AP per round. Below 5C catatonic. |
Ability |
***Hold Breath*** The creature can hold its breath for extended periods of time. If prepared and remaining fairly static the creature can hold its breath for a number of minutes equal to its CON. This period is halved if the creature is active, such as when swimming or fighting. |
Ability |
***Night Sight*** Partial darkness as illuminated and darkness as partial darkness.(Mythras Core 214-218) |
Ability |
***Swimmer*** Automatically succeeds in everyday moving and manoeuvring whilst swimming unless attempting an unusually difficult task. May substitute the Swim skill for Athletics and Evade rolls whilst in water (Mythras Core 214-218) |
Monster Island Warrior Style |
***Tua Skirmisher*** Primarily use missile weapons. Blowpipe, Bola, Sling. Skirmisher trait |
Monster Island Tribe |
Anguri - Armadillo Tribe Hate Ghidori Tribe, Despise Kamacuri, Friends with Kumongi. Friends with Agartha people.
***Totem God:*** Anguru the Eater of Insects
***Friendly Spirits:*** Ancestor Spirits (Anguri Tribe), Nature Spirits (Boost Armour Points), Nature Spirits (Dominate Armadillo), Nature Spirits (Manifest Earth Sense), Shape-shifting Spirits (Armadillo)
***Neutral Spirits:*** Bane Spirits, Guardian Spirits, Sick- ness Spirits
***Gift:*** Invulnerability (Unarmed Attacks)
MI pg 137 |
Monster Island Warrior Style |
***Mua Infantry*** Experienced warriors. Hand to hand combat. Woven mat armor, dyed distinctive colors. Helmets decorated with status feathers (Club, Spear, shield) Swashbuckling Trait |
Monster Island Warrior Style |
***Eiki Elites*** Champions of the tribe. Jade maces, shark toothed swords. Shell,bone,ivory armor. skull of fearsome beast as helmet. Permitted to wear feather cloak. Mace,Shark toothed Sword and Strangle Cord Intimidating Scream trait. |
Basic Poison |
**Blowgun Poison**
*Application*: Injected
*Potency*: 70
*Resistance*: Endurance
*Onset time*: 1d6 rounds
*Duration*: 4 hours
*Conditions*: Paralysis
*Antidote/Cure*: Only time |