Leadfoot: Difference between revisions

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|basicspecialties=Brutal
|basicspecialties=Brutal
|extras=Hopper
|extras=Hopper
|ad=4 |gd=3 |will=0
|ad=5 |gd=4 |will=0
|accuracy=1 |agility=1 |stealth=0 |perception=0
|accuracy=1 |agility=1 |stealth=0 |perception=0
|movement=20 meter [[land speed]] with 6 meter jump distance. 3 meter [[swim speed]] with 10 meter sink.
|movement=20 meter [[land speed]] with 6 meter jump distance. 3 meter [[swim speed]] with 10 meter sink.
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}}
}}


Leadfeet have no hands, but deal 1d6 damage with [[unarmed]] attacks ([[Strongman]] included).
Leadfeet have no hands, but deal 1d6-1 damage with [[unarmed]] attacks ([[Muscle]] included).


When a leadfoot successfully begins [[riding]] a creature, it deals its [[unarmed]] damage to that creature.
When a leadfoot successfully begins [[riding]] a creature, it deals its [[unarmed]] damage to that creature.
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===== Advancement =====
===== Advancement =====


'''Pact of Chastity (4 points):''' The leadfoot gains a [[Basic Specialty]], 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]].
'''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]].

Latest revision as of 19:03, 23 June 2024

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 4     Will 0     HP  1     Toughness 3
Muscle -1     Accuracy  1     Save DC 4     Magic Power -1
Stealth 0     Perception 0     Agility 1
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Angel ], [ Black ]
Movement  20 meter land speed with 6 meter jump distance. 3 meter swim speed with 10 meter sink.
Size  0.5 meters     Reach 0.5 meters
Carrying Capacity 5 kilograms      Weight 20 Kilograms
Basic Specialties  Brutal
Extras  Hopper

Leadfeet have no hands, but deal 1d6-1 damage with unarmed attacks (Muscle 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.