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Beasts V2.0 for DVV

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Nov 12th, 2014
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  1. Villains Victorious- Beast Stats:
  2.  
  3. Beasts cannot speak with non-beast characters unless they have at least one rank in Linguistics. Similarly, Beasts may not attempt Mechanics or Drive without at least one rank. Beasts move 10 meters per round faster than basic speed.
  4.  
  5. Beasts will be categorized based on sizes; Minuscule, Tiny, Small, Medium, Large, Gigantic
  6. -MINUSCULE- Smaller than a human hand- ranging anywhere from an inch to the size of a finger; Reserved for only insect characters
  7. -TINY- The size of a human hand or small enough to be cupped by two; Rodents, Some Birds, Lizards, Frogs, etc.
  8. -SMALL- Creatures measuring between a foot and two feet comfortably held by one human; Cats, Monkeys, Experiment 626, Most Dogs,etc.
  9. -MEDIUM- Greater than SMALL and under 10 feet long and no taller than 10 feet; Horses, Crocodilians, Deer/Antelope, Big Cats, etc.
  10. -LARGE- Creatures ranging in heights up to 15 feet tall; Elephants, Hippos, Rhinos, Moose, Bears, etc.
  11. -GIANT- Creatures that exceed LARGE; Most Dinosaurs, Whales, Mammoths, etc.
  12.  
  13. Bonuses/Penalties Based on Size-Groupings:
  14. -MINUSCULE/TINY- +4 Agility, Agility cap up by 2, -2 Robustness
  15. -SMALL- +2 Agility.
  16. -MEDIUM- Gets a +2 Charge! bonus when running into melee combat on melee offensive rolls
  17. -LARGE- +2 Robustness, +2 on Brawl rolls when running into combat.
  18. -GIGANTIC- +4 Robustness, increase Robustness cap by 2, +4 Brawl rolls when running into combat.
  19.  
  20.  
  21. Statted Out Species:
  22.  
  23. ~Big Cats
  24. Size- Medium
  25.  
  26. Natural Weapons: Slash, Bite give +2 on Brawl rolls.
  27.  
  28. Traits:
  29. -Low to the Ground- +2 to Stealth rolls where visual detection is a possibility
  30. -Pinned Ya Again- Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape.
  31. Attribute Bonuses:
  32. -Regal Appearance- +2 to Charisma; Alternatively Primal Hunter: +2 to Robustness
  33. +2 to Agility,
  34.  
  35. ~Bears
  36. Size: Large
  37.  
  38. Natural Weapons: Slash, Bite give +2 on Brawl rolls.
  39.  
  40. Traits:
  41. -Bear Hug- +2 bonus to Sensibility rolls involving friendly characters
  42. -Thick-Hide- +2 more robustness on top of Large bonus, increase Robustness cap by 2.
  43. -Bear-Necessities- +2 on Endure, +3 Travel.
  44. Attribute Bonuses: +2 Robustness, +2 Sensibility, -2 Intelligence
  45.  
  46. ~Primates
  47. Size: Monkey (Small) or Ape (Medium)
  48.  
  49. Natural Weapons: Punch, Grapple. Primates can use human weaponry and armor with a modicum of fuss, so no bonus to attack rolls -- they'll be using weapons of their own soon enough.
  50.  
  51. Traits:
  52. -Wanna Be Like You- 1 rank of Linguistics at Character Creation
  53. -Monkeyin' Around- Monkey only: +2 to Deceive.
  54. -Increased Mobility- +2 to Acrobatics.
  55. -Attribute Bonuses: Monkey: +2 Agility, +2 Charisma, -2 Robustness.
  56. -Attribute Bonuses: Ape: +2 Robustness, +2 Agility, -2 Sensibility
  57.  
  58. ~Canines
  59. Size: Small; Sometimes Medium (Wolves, big-ass dogs, etc)
  60.  
  61. Natural Weapons: Bite, +2 to Brawl rolls.
  62.  
  63. Trait:
  64. -Loyalty- +2 on attack rolls against an enemy that has Struck an ally.
  65. -Puppy-Dog Eyes- Spend a Will point; +4 on Convince/Deceive)
  66. -Wild- 1 rank of Travel and +2 Endure OR: Domesticated: 1 rank of Linguistics and +2 Convince
  67. -Pack-Member- +2 on Linguistics rolls with unfriendly characters. +2 to allies making Melee/Ranged attack rolls against targets in combat with the Canine.
  68. -Attribute bonuses: +2 Robustness and +2 Agility, -2 Intelligence OR: +2 Robustness and +2 Charisma, -2 Intelligence.
  69.  
  70. ~Crocodilia
  71. Size: Medium
  72.  
  73. Natural Weapons: Bite, Tail; +2 to Brawl Rolls.
  74.  
  75. Traits:
  76. -Rivergoer- Bonus to movement in water, penalty to movement on land
  77. -All-Natural Armor- +2 to Prevent Harm.
  78. -Tick-Tock- +2 Intimidate to Pirates
  79. -Crocodile Tears- +2 to Deceive.
  80. -Death Roll- Spend a Will Point and the character may choose to roll their Brawl vs. an enemy's Robustness/Agility to pin that enemy to the ground at risk of opening up another attack on the character upon failure. Pinned enemies cannot attack until unpinned and must make a Robustness check against a character's Brawl roll to become unpinned every round until defeated or successful escape. Crocodiles do two strikes to Pinned enemies on a successful strike.
  81. Attribute Bonuses: +2 Robustness, +2 Charisma, -2 Agility
  82.  
  83. Small Cats
  84. Size Small
  85. Natural weapons: Claws and teeth provide +2 to Brawl, assuming they can hook them into a vulnerable place.
  86. Racial Traits:
  87. Slippery Git: +2 to Ledgermain rolls.
  88. Tree Climber: +3 to Acrobatics rolls involving climbing.
  89. Nine Lives: Spend a Will Point to miraculously survive an attack that SHOULD have killed you, you lucky bastard. -1 Strike.
  90. Attribute Bonuses: +2 Agility, +2 Intelligence, -2 Sensibility OR:
  91. +2 Agility, +2 Charisma, -2 Intelligence.
  92.  
  93. Elephant
  94. Size Large
  95. Natural Weapons: Tusks, Smash provide +2 to Brawl rolls.
  96. Racial Traits:
  97. An Elephant Never Forgets: +2 to all Science, Occult, Academia, or Insight rolls to remember something that you know.
  98. Terrifying: +3 to Intimidate if you are physically larger than your target.
  99. Hard Skin: +2 to Endure and Prevent Harm rolls.
  100. Flight: It is a rarely-known and carefully guarded secret that Elephants are capable of short-distance flights. Sssh! Spend a Will Point to achieve flight (slow, 20 meters a round) for one minute.
  101. Attributes: +2 Robustness, +2 Intelligence, -2 Charisma, -2 Agility.
  102.  
  103. Insects
  104. Size Miniscule!
  105. Natural weapons: Stingers, Poisonous bites provide +2 to Brawl -- but you're playing a fools game if you think that's how you'll inflict any serious harm unless you've got one nasty dose of poison.
  106. Racial Traits:
  107. Creepy and Crawly: One rank of Intimidate, and your size is never a problem in an Intimidate roll.
  108. Flight: Whether an incredible jump or actual wings, you possess the ability to stay airborne pretty much indefinitely.
  109. OR:
  110. Scuttle: Spend a Will point to double your current Speed for a round -- this may be done as many times as you have Will points, and stacks.
  111. Absolutely Insignificant: +2 on Stealth rolls, and another +2 against Humans.
  112. Quick-legged: +2 to Prevent Harm checks.
  113. Attributes: -2 Robustness, +2 Intelligence, +2 Agility
  114.  
  115. Birds:
  116. Size Small
  117. Natural Weapons: Beaks, Talons provide +2 to Brawl.
  118. Flight: Obviously, you can fly. That's just the nature of the beast.
  119. Birdsong: 1 rank of Music. Not all birds have birdsong, but this is Disney so they can sing regardless.
  120. Shiny!: +4 on Legerdemain when Stealing something shiny. (It's hidden in your beak.)
  121. Skyhunter: +2 to Brawl
  122. OR:
  123. Bird of Omen: 1 rank of Occult
  124. Attributes:
  125. +2 Agility, -2 Robustness, +2 Charisma (Pretty bird!)
  126.  
  127.  
  128. Horses:
  129. Size Large
  130. Natural Weapons: Hooves provide +2 to Brawl.
  131. Racial Traits:
  132. Run Like The Wind (Name Pending): +2 to Athletics and Travel. Add 20 meters to base speed. +2 to Agility cap.
  133. Smarter Than You Look: 1 rank in Academics, Occult, or Science (Filler trait. I really have no idea what to add for horses.)
  134. Attribute Bonuses: +4 Agility, -2 Sensibility.
  135.  
  136.  
  137. Snakes:
  138. Size: Small to Medium
  139. Racial Weapons: Constricting coils OR Venomous Bite provide +2 to Brawl
  140. Racial Traits:
  141. Slow: -20 meters a round. If this would somehow leave you with no speed, you move one meter a round.
  142. Trussssst Me: +2 to Deceive.
  143. Gift of Kaa: Spend a Will point to roll Deceive+Charisma against an opponent who can see you. (They roll Sensibility+Endure) If you gain a Strike against them, instead of being defeated or gaining a Strike, you may order them to obey one command that does not immediately endanger their life. After one minute this hypnosis wears off.
  144. Cold-Blooded: +2 to Stealth and +2 to resist Fear.
  145. Snake Charmer: +2 to Persuasion.
  146. Attributes: +2 to Charisma, +2 to Agility, -2 to Robustness
  147. OR:
  148. +2 to Charisma, +2 to Robustness, -2 to Sensibility
  149.  
  150.  
  151. CARNOSAUR
  152. Size: Giant, occasionally Large (Small male Allosaurus, etc)
  153. Natural weapons(Bite, Smash) provide +2 to Brawl.
  154.  
  155. Racial traits:
  156. Lizard King: +3 on all Social rolls against Lizards and other cold-blooded landdwellers.
  157.  
  158. Bonecruncher: Ignores Armor on Brawl or Melee rolls
  159. OR:
  160. Slicing Teeth: +2 on Brawl and Melee rolls using natural weapons.
  161. Bull Charge: Make the bonus +2, and stacks with Giant Size bonus for a total of +6 on a charge.
  162. Impossible Strength: +2 to Robustness Cap
  163.  
  164. Attributes: +2 Robustness to stack with the +4 for Giant, for a total of 12 of 14.
  165. +2 Agility, -2 Intelligence, -2 Sensibility.
  166. Tyrant's Roar: Spend a Will Point to gain +10 to an Intimidate roll, and it affects everyone within a hundred meters instead of one target.
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