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| 1 | - | Villains Victorious- Beast Statting: |
| 1 | + | Villains Victorious- Beast Stats: |
| 2 | ||
| 3 | - | Beasts have a -2 penalty on any Linguistics/Communication rolls to non-Beast characters, -1 to Intelligence, -4 on rolls for Agility when used for operating any tools if the character does not have opposable digits. |
| 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- +12 on Prevent Harm rolls, -8 on melee offensive rolls, -6 on rolls to operate larger items and +3 to operate equal sized. Only difference between the two is spaces they can fit through. |
| 14 | + | -MINUSCULE/TINY- +4 Agility, Agility cap up by 2, -2 Robustness |
| 15 | - | -SMALL- +6 on Prevent Harm rolls, -4 on melee offensive rolls, +2 Agility |
| 15 | + | -SMALL- +2 Agility. |
| 16 | -MEDIUM- Gets a +2 Charge! bonus when running into melee combat on melee offensive rolls | |
| 17 | - | -LARGE- -4 on Prevent Harm rolls, +4 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- -10 on Prevent Harm rolls, +2 bonus to all melee offensive rolls due to sheer magnitude, +4 Charge! bonus on Melee rolls |
| 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 (We can stat this later when weapon bonuses are discussed) |
| 26 | + | Natural Weapons: Slash, Bite give +2 on Brawl rolls. |
| 27 | ||
| 28 | Traits: | |
| 29 | - | -Low to the Ground- +2 to Stealth rolls in environments with tall grass or of similar color to the character |
| 29 | + | -Low to the Ground- +2 to Stealth rolls where visual detection is a possibility |
| 30 | - | -Pinned Ya Again- Once per combat, 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. |
| 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 | - | -Regal Appearance- +2 to Charisma; Replaces Low to the Ground |
| 31 | + | -Regal Appearance- +2 to Charisma; Alternatively Primal Hunter: +2 to Robustness |
| 32 | - | -Swiftness- +2 to Agility |
| 32 | + | +2 to Agility |
| 33 | ||
| 34 | ~Bears | |
| 35 | Size: Large | |
| 36 | ||
| 37 | - | Natural Weapons: Slash, Bite |
| 37 | + | Natural Weapons: Slash, Bite give +2 on Brawl rolls. |
| 38 | ||
| 39 | Traits: | |
| 40 | -Bear Hug- +2 bonus to Sensibility rolls involving friendly characters | |
| 41 | - | -Hibernation- Can sleep for a to-be-determined amount of time to remove 1d6 strikes |
| 41 | + | -Thick-Hide- +2 more robustness on top of Large bonus, increase Robustness cap by 2. |
| 42 | - | -Thick-Hide- +2 to defensive Robustness rolls |
| 42 | + | -Bear-Necessities- +2 on Endure, +3 Travel. |
| 43 | - | -Bear-Necessities- Roll required for an Endure check is halved; Replaces Hibernation |
| 43 | + | |
| 44 | ~Primates | |
| 45 | Size: Monkey (Small) or Ape (Medium) | |
| 46 | - | Size: Small to Medium |
| 46 | + | |
| 47 | 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. | |
| 48 | - | Natural Weapons: Punch, Grapple |
| 48 | + | |
| 49 | Traits: | |
| 50 | -Wanna Be Like You- 1 rank of Linguistics at Character Creation | |
| 51 | - | -Wanna Be Like You- +2 on Linguistic rolls with a friendly character |
| 51 | + | -Monkeyin' Around- Monkey only: +2 to Deceive. |
| 52 | - | -Monkeyin' Around- Requires small size or less. Character gets +2 on rolls to distract a target (We should get a skill that represents a character's ability to keep focus); Replaces Wanna Be Like You |
| 52 | + | -Increased Mobility- +2 to Acrobatics. |
| 53 | - | -Increased Mobility- Requires a tail and size SMALL. +2 Agility, +1 Charisma, -2 Robustness, bonus to movement if climbing. |
| 53 | + | -Attribute Bonuses: Monkey: +2 Agility, +2 Charisma, -2 Robustness. |
| 54 | - | -Sturdiness- Requires size MEDIUM and for the character to not have a tail. +2 Robustness, +2 Sensibility, +1 Will. |
| 54 | + | -Attribute Bonuses: Ape: +2 Robustness, +2 Agility, -2 Sensibility |
| 55 | ||
| 56 | ~Canines | |
| 57 | - | Size: Small; Sometimes Medium |
| 57 | + | Size: Small; Sometimes Medium (Wolves, big-ass dogs, etc) |
| 58 | ||
| 59 | - | Natural Weapons: Bite |
| 59 | + | Natural Weapons: Bite, +2 to Brawl rolls. |
| 60 | ||
| 61 | Trait: | |
| 62 | - | -Loyalty- +2 Robustness and +2 Agility when attacking an enemy that has damaged a party-member in the current or previous combat |
| 62 | + | -Loyalty- +2 on attack rolls against an enemy that has Struck an ally. |
| 63 | - | -Puppy-Dog Eyes- Use once a day; +10 to a Deceive/Persuasion roll |
| 63 | + | -Puppy-Dog Eyes- Spend a Will point; +4 on Convince/Deceive) |
| 64 | - | -Wild- -1 on Linguistics rolls with non-Beast characters, +1 Robustness or Agility |
| 64 | + | -Wild- 1 rank of Travel and +2 Endure OR: Domesticated: 1 rank of Linguistics and +2 Convince |
| 65 | - | -Pack-Member- +2 on Linguistics rolls with unfriendly characters. Friendly Beast characters within twenty feet get +1 Robustness. |
| 65 | + | -Pack-Member- +2 on Linguistics rolls with unfriendly characters. +2 to allies making Melee/Ranged attack rolls against targets in combat with the Canine. |
| 66 | - | -Domesticated- +2 on Linguistics rolls with friendly characters; Replaces Wild |
| 66 | + | -Attribute bonuses: +2 Robustness and +2 Agility, -2 Intelligence OR: +2 Robustness and +2 Charisma, -2 Intelligence. |
| 67 | - | round |
| 67 | + | |
| 68 | - | -Good and Smart Master- Requires Domesticated. +2 Charisma, -1 Robustness. Friendly non-Beast characters within ten feet get +1 Intelligence and +1 Sensibility |
| 68 | + | ~Crocodilia |
| 69 | Size: Medium | |
| 70 | - | ~Crocodilians |
| 70 | + | |
| 71 | Natural Weapons: Bite, Tail; +2 to Brawl Rolls. | |
| 72 | ||
| 73 | - | Natural Weapons: Bite, Tail |
| 73 | + | |
| 74 | -Rivergoer- Bonus to movement in water, penalty to movement on land | |
| 75 | -All-Natural Armor- +2 to Prevent Harm. | |
| 76 | -Tick-Tock- +2 Intimidate to Pirates | |
| 77 | - | -All-Natural Armor- +3 to defensive rolls; Replaces Rivergoer |
| 77 | + | -Crocodile Tears- +2 to Deceive. |
| 78 | -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. |