Difference between revisions of "Leadfoot"
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{{Creature | {{Creature | ||
|name=Leadfoot |points=5 |tier=Common | |name=Leadfoot |points=5 |tier=Common | ||
− | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Angel]] ], [ [[ | + | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Angel]] ], [ [[Black]] ] |
|basicspecialties=Brutal | |basicspecialties=Brutal | ||
|ad=5 |gd=5 |will=0 | |ad=5 |gd=5 |will=0 |
Revision as of 06:59, 19 November 2014
Leadfoot
An leadfoot is a pair of large leaden feet connected by stubby legs, with a small head on top.
Leadfeet are not particularly smart, and can speak.
Leadfoot Common — 5 points
| |
AD 5 GD 5 Will 0 HP 1 Toughness 4 | |
Accuracy 0 Save DC 6 | |
Stealth 0 Perception 0 Agility 0 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Angel ], [ Black ] | |
Movement 20 meter land speed with 4 meter jump distance. 3 meter swim speed with 10 meter sink. | |
Size 0.5 meters Reach 0.5 meters | |
Weight 20 Kilograms | |
Basic Specialties Brutal |
Leadfeet have no hands, but deal 1d6+3 damage with unarmed attacks (damage bonus included).
When a leadfoot successfully begins riding a creature, it deals its unarmed damage to that creature.
Advancement
Pact of Chastity (4 points): The leadfoot gains two Basic Specialties, and can form a Pact of Chastity, which gives the creature "When this creature successfully begins riding a creature, it deals its unarmed damage to that creature", but requires them to avoid touching any living creature with anything other than their feet (the Pact is broken if they hit a living creature or are hit by a living creature with a handed unarmed attack). The penalty for Breaking the Pact is a 2 energy Personal Sacrifice.