Difference between revisions of "Leadfoot"

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(Leadfoot)
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|basicspecialties=Brutal
 
|basicspecialties=Brutal
 
|ad=6 |gd=5 |will=0
 
|ad=6 |gd=5 |will=0
|accuracy=0 |agility=1 |stealth=1 |perception=0
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|accuracy=1 |agility=1 |stealth=0 |perception=0
 
|movement=20 meter [[land speed]] with 4 meter jump distance. 3 meter [[swim speed]] with 10 meter sink.
 
|movement=20 meter [[land speed]] with 4 meter jump distance. 3 meter [[swim speed]] with 10 meter sink.
 
|hp=1 |toughness=3
 
|hp=1 |toughness=3
|savedc=6 |strongman=-1
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|savedc=6 |strongman=-1 |magic=-1
 
|size=0.5 meters |reach=0.5 meters |weight=20 [[Kilograms]]
 
|size=0.5 meters |reach=0.5 meters |weight=20 [[Kilograms]]
 
}}
 
}}

Revision as of 06:13, 1 February 2015

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  6     GD 5     Will 0     HP  1     Toughness 3
Accuracy  1     Save DC 6     Magic Power -1
Stealth 0     Perception 0     Agility 1
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+1 damage with unarmed attacks (Strongman 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.