ArseneLupin32

Horizons Homunculi

Jul 16th, 2018
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  1. **Name:** Singing Flesh
  2. **Purpose:** Boss
  3. **Nature:** A beast driven by it's orders, which is to kill and consume everyone it sees. It cannot speak or be reasoned with and it will not falter in it's mission.
  4. **Description/History:**A creature that resembles a white piece of flesh with a thin neck. It's face has black empty eye sockets and a mouth filled with razor sharp teeth. It's flesh is malleable, allowing it to fit through small areas, however while it is digesting it cannot fit into these places. It's about the size of a person, and it's jaw can unhinge to swallow things whole. Once it has swallowed something, it takes an hour to digest.
  5. **Other:** It has no great physical strength and relies on trickery to catch it's prey. It's more tried and true method of staying undetected is it's "song". It can produce a noise that resembles a garbled tune that alters the way the mind perceives things. As long as it sings it's song, no one can register it or it's presence. If you have seen it, your memory of it fades to nothing. When it feeds, it must stop it's song for a short time to devour it's prey. Once it has it's prey and starts it's song back up, it's singing is frantic and is easier to resist. This could mean anything from not being effected until it's song starts back up in full force, to being able to remember details you normally wouldn't due to it's effects. Once it has devoured enough prey, it may grow more heads, increasing in strength. By the time the players arrive, it is close to gaining a second head. It the players allow it to eat 3 people while they're there, it's song will stop as it grows a new head. It will make a screaming sound while it does, informing the players of it's whereabouts. This is a method to keep the run from dragging too long, at the cost of having to fight a stronger monster than if they had found it before.
  6.  
  7. Weapons: Bite: 1d6
  8. +++++ Health
  9.  
  10. * **Physical Health:** 15
  11. * **Mental Health:** 10
  12.  
  13. * Strength: 2
  14. * **Athletics**
  15. * **Melee**
  16. * Ranged (heavy)
  17.  
  18. * Toughness: 2
  19. * **Resilience**
  20. * Determination
  21. * Antipsychic
  22.  
  23. * Speed:
  24. * Acrobatics
  25. * Stealth
  26. * Ranged
  27.  
  28. * Charm:
  29. * Persuasion
  30. * Bluff
  31. * Intimidation
  32.  
  33. * Intelligence: 2
  34. * Perception
  35. * Insight
  36. * Logic
  37.  
  38. * Education:
  39. * Science
  40. * Engineering
  41. * History
  42. * Survival
  43. * Medicine
  44.  
  45. **Skills:**
  46. *Silent Song: As long as the Singing Flesh Sings, it cannot be seen or observed. Nor can you remember it or it's victims. Players must make a MDEF roll as soon as they enter the site. Anyone who rolls over a 5 feels a sense of wrongness but soon become accustomed to it's song and the feeling goes away. Once it has consumed someone and starts singing again, the players must make another MDEF roll. Depending on how they roll, they remember or don't remember certain things if they were observing the Singing Flesh feed.
  47. (Change MDEF Values to party. Change 6 to whatever the average MDEF of the party is)
  48. <0: They forget all about the Singing Flesh and it's victim
  49. 1: They remember someone was standing in front of them but can't remember who they were or where they went
  50. 2: They remember who they were talking to, but can't remember what happened to them
  51. 3: They remember who they were talking to and remember that they were attacked, but can't remember what attacked them
  52. 4: They remember the event perfectly
  53. 5: They remember perfectly and are able to perceive the Singing Flesh until it's song reaches it's climax again.
  54.  
  55. Consume: The Singing Flesh makes a contested MEL roll against it's target to swallow them whole. A swallowed target is unable to fight back. It will never use this ability against PCs
  56.  
  57. **Engagement Style:** It jumps out of hiding once it stops it's song and attempts to consume it's prey. Once it's prey is consumed it starts it's song again and retreats. If cornered, it will lash out and fight to it's last breath.
  58.  
  59.  
  60. **Name:** Wall Stalker
  61. **Purpose:** Boss
  62. **Nature:** It is a Homunculus with animalist instincts, coupled with knowledge of stealth tactics
  63. **Description/History:** all Stalkers are human shaped lumps of fresh with four spider like limbs made of bone coming out of it's back. The spider legs have hooks at the end that let them attach to walls.
  64. **Other:** Any other information someone might need.
  65.  
  66. Weapons: Impale: 1d6
  67. +++++ Health
  68.  
  69. * **Physical Health:** 15
  70. * **Mental Health:** 10
  71.  
  72. * Strength: 2
  73. * Athletics
  74. * **Melee**
  75. * Ranged (heavy)
  76.  
  77. * Toughness: 3
  78. * Resilience
  79. * **Determination**
  80. * **Antipsychic**
  81.  
  82. * Speed: 2
  83. * **Acrobatics**
  84. * **Stealth**
  85. * Ranged
  86.  
  87. * Charm:
  88. * Persuasion
  89. * Bluff
  90. * Intimidation
  91.  
  92. * Intelligence: 2
  93. * **Perception**
  94. * Insight
  95. * Logic
  96.  
  97. * Education:
  98. * Science
  99. * Engineering
  100. * History
  101. * Survival
  102. * Medicine
  103.  
  104. **Skills:**
  105. **Hoist: Whenever a Wall Stalker makes an attack using it's spider limbs, it attempts to dig it's hook into the target and lift them up. Upon a successful hit the target must make a contested AGI check to avoid being hoisted. If a target is hoisted they cannot make AGI checks in response to attacks from the Wall Stalker or move away from it. In addition, they gain a -2 penalty to RNG and a +2 Bonus to MEL to hit the Wall Stalker. On their turn, a Hoisted target can make an AGI or STR check to escape from it's grasp with a DC of 4. A Wall Stalker cannot only Hoist up to 2 people at once, and if it does, it becomes unable to attack.
  106.  
  107. *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents. Wall Stalkers have an exception to this in it's Spider Legs.
  108.  
  109. **Engagement Style:** Wall Stalkers prefer to use their limbs to suspend themselves on ceilings and drop down from above to get a surprise attack. It attacks using it's two spider arms to try and Hoist opponents. When it has a target Hoisted, it will tend to ignore it and assault the others unless the Hoisted target attacks it.
  110.  
  111.  
  112. **Name:** Changeling
  113. **Purpose:** Minion
  114. **Nature:** Changelings are intelligent, and wait for the perfect moment to come out of hiding and attack. They attempt to perfectly mimic whoever they're copying.
  115. **Description/History:** Changelings have no distinct form and merely adopt the form of people it sees
  116. **Other:** Any other information someone might need.
  117.  
  118. Weapons: Tongue Strike: 1d4
  119. +++++ Health
  120.  
  121. * **Physical Health:** 5
  122. * **Mental Health:** 5
  123.  
  124. * Strength: 2
  125. * Athletics
  126. * **Melee**
  127. * Ranged (heavy)
  128.  
  129. * Toughness: 1
  130. * Resilience
  131. * Determination
  132. * Antipsychic
  133.  
  134. * Speed: 2
  135. * **Acrobatics**
  136. * Stealth
  137. * **Ranged**
  138.  
  139. * Charm: 2
  140. * Persuasion
  141. * **Bluff**
  142. * Intimidation
  143.  
  144. * Intelligence: 3
  145. * Perception
  146. * Insight
  147. * Logic
  148.  
  149. * Education:
  150. * Science
  151. * Engineering
  152. * History
  153. * Survival
  154. * Medicine
  155.  
  156. **Skills:**
  157. **Shape-change: Changelings can emulate other's forms and their mannerisms. Anyone familiar with the person could identify them as a fake however.
  158.  
  159. *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents. Changelingstake this a step further by being able to extend it's limbs to attack from a distance.
  160.  
  161. *Hidden In Plain Sight: When a Changeling attacks after being seen as harmless, it's target must make a DC 5 perception check to notice it, otherwise the Changeling has a +1 bonus to that attack. This skill does not trigger if the Changelingwas being actively observed.
  162.  
  163. **Engagement Style:** Changelings hide in plain sight and wait for an opportune moment to attack, after which it proceeds to fight to the death with no concern for it's safety.
  164.  
  165.  
  166. **Name:** Flesh Hound
  167. **Purpose:** Cannon Fodder
  168. **Nature:** Bestial, no thoughts other than following orders and killing it's prey.
  169. **Description/History:** Flesh formed into the shape of a dog, roughly the size of a fully grown Husky. It has sharp teeth molded into it's mouth.
  170.  
  171. Weapons: Bite: 1d3
  172. +++++ Health
  173.  
  174. * **Physical Health:** 4
  175. * **Mental Health:** 4
  176.  
  177. * Strength: 2
  178. * **Athletics**
  179. * Melee
  180. * Ranged (heavy)
  181.  
  182. * Toughness: 2
  183. * Resilience
  184. * Determination
  185. * Antipsychic
  186.  
  187. * Speed: 3
  188. * Acrobatics
  189. * Stealth
  190. * Ranged
  191.  
  192. * Charm:
  193. * Persuasion
  194. * Bluff
  195. * Intimidation
  196.  
  197. * Intelligence:
  198. * **Perception**
  199. * Insight
  200. * Logic
  201.  
  202. * Education:
  203. * Science
  204. * Engineering
  205. * History
  206. * Survival
  207. * Medicine
  208.  
  209. **Skills:**
  210. **Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
  211.  
  212. *Pack Tactics: Flesh Hounds gain a +1 bonus to Melee and Resilience for every other Homunculus nearby, not counting itself. This counts Homunculi that are not engaged in combat as well.
  213.  
  214. **Engagement Style:** Flesh Hounds fight in packs and gang up on targets.
  215.  
  216.  
  217. **Name:** Drill Integrator
  218. **Purpose:** Boss
  219. **Nature:** The Integrator follows it's orders to fight the agents
  220. **Description/History:** A larger, meatier version of a Changeling in a jumpsuit with a mining mask over his mouth and a large drill in the place of his left hand. It also has a generator strapped to it's back.
  221. **Other:**
  222.  
  223. Weapons: Drill: 1d6
  224. Powered Drill: 1d6+1
  225. +++++ Health
  226.  
  227. * **Physical Health:** 15
  228. * **Mental Health:** 15
  229.  
  230. * Strength: 2
  231. * **Athletics**
  232. * **Melee**
  233. * Ranged (heavy)
  234.  
  235. * Toughness: 2
  236. * **Resilience**
  237. * Determination
  238. * Antipsychic
  239.  
  240. * Speed: 1
  241. * **Acrobatics**
  242. * Stealth
  243. * Ranged
  244.  
  245. * Charm:
  246. * Persuasion
  247. * Bluff
  248. * Intimidation
  249.  
  250. * Intelligence:
  251. * **Perception**
  252. * Insight
  253. * Logic
  254.  
  255. * Education:
  256. * Science
  257. * Engineering
  258. * History
  259. * Survival
  260. * Medicine
  261.  
  262. **Skills:**
  263. **Overcharge: The Drill Integrator can utilize the energy stored in the generator on it's back to charge itself up. The Integrator can take a turn to Overcharge and when it does, it gains a +3 bonus to Acrobatics and Athletics and all damage taken is halved for 1d4 turns. After the 1d4 rounds of Overcharge he enters into a Cooldown State for half of the Overcharge rounds. During Cooldown, the Integrator loses all it's Acrobatics and takes double damage. It can only use this ability twice per fight.
  264.  
  265. *Shred: During Overcharge, The Drill Integrator causes a -1 Penalty to PDEF to anyone it hits. This penalty does not stack, and is removed once Cooldown is over
  266.  
  267. *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
  268.  
  269. **Engagement Style:** It attacks wildly, picking targets at random by default and will not stop attacking until it dies or it is ordered to stop. After 1 turns, it activates Overcharge. After the Cooldown is over, it will use Overcharge again after 1 more turn.
  270.  
  271. **Name:** Cyclops
  272. **Purpose:** Boss
  273. **Nature:** The Cyclops is made to attack anything in sight that it perceives as a threat, but is very easy to lead, attacking whoever attacked it last
  274. **Description/History:** A hulking mass of flesh with bulging muscles. It has one, piercing eye that locks onto whoever attacked him last
  275. **Other:** The Cyclops can make an attack each turn alongside Titan's Grasp
  276.  
  277. Weapons:
  278. Smash: 1d8
  279. Shatter: 1d6+4
  280. Throw: 1d4
  281. +++++ Health
  282.  
  283. * **Physical Health:** 18
  284. * **Mental Health:** 15
  285.  
  286. * Strength: 3
  287. * **Athletics**
  288. * **Melee**
  289. * Ranged (heavy)
  290.  
  291. * Toughness: 2
  292. * **Resilience**
  293. * Determination
  294. * Antipsychic
  295.  
  296. * Speed:
  297. * Acrobatics
  298. * Stealth
  299. * Ranged
  300.  
  301. * Charm:
  302. * Persuasion
  303. * Bluff
  304. * Intimidation
  305.  
  306. * Intelligence:
  307. * Perception
  308. * Insight
  309. * Logic
  310.  
  311. * Education:
  312. * Science
  313. * Engineering
  314. * History
  315. * Survival
  316. * Medicine
  317.  
  318. **Skills:**
  319. **Titan's Grasp: The Cyclops can make an attack roll against Acrobatics against a target. If the attack succeeds, The Cyclops grabs the target. The target must then make an Athletics check on their next turn to break out. DC5. If you do not break out, the Cyclops throws you as a ranged attack on it's next turn at a teammate. If the throw misses, the thrown agent takes 1 point of damage. If the attack hits, the thrown agent takes damage equal to the amount taken by the person they hit.
  320.  
  321. *Gorgon's Gaze: At the start of each of it's turns, The Cyclops locks it's gaze onto the last person that attacked it. On it's turn, it fires off it's Gorgon's Gaze, freezing the target in place. This lasts until the targets next turn if the Gaze is shifted. A Frozen target is unable to use Acrobatics to dodge attacks, or preform any other action that requires movement. To shift the Gaze, you must deal 2 damage to The Cyclops before it uses Shatter. Once the Gaze is shifted, it cannot be used again for 1d2 rounds.
  322.  
  323. *Shatter: If Titan's Grasp is used on a Frozen target, The Cyclops can crush the target in their hand on their next turn instead of throwing them. This is a melee attack made at with a +4 Bonus to damage if it hits.
  324.  
  325. *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
  326.  
  327. **Engagement Style:** It runs solely on Aggro, attacking the person who attacked it last and focusing on them until the gaze is shifted
  328.  
  329.  
  330. **Name:** Porcupine
  331. **Purpose:** Boss
  332. **Nature:** The Porcupine is very bestial, attacking anything that threatens it or it's ordered to.
  333. **Description/History:** A large fleshly beast made of white flesh that has long quills sticking out of it's back. It's skin seems shiny at a glance, almost like there's a film of rubber over it
  334. **Other:** Any other information someone might need.
  335.  
  336. +++++ Health
  337.  
  338. * **Physical Health:** 15
  339. * **Mental Health:** 15
  340.  
  341. * Strength: 1
  342. * Athletics
  343. * **Melee**
  344. * Ranged (heavy)
  345.  
  346. * Toughness: 2
  347. * **Resilience**
  348. * Determination
  349. * Antipsychic
  350.  
  351. * Speed: 2
  352. * **Acrobatics**
  353. * Stealth
  354. * **Ranged**
  355.  
  356. * Charm:
  357. * Persuasion
  358. * Bluff
  359. * Intimidation
  360.  
  361. * Intelligence: 1
  362. * **Perception**
  363. * Insight
  364. * Logic
  365.  
  366. * Education:
  367. * Science
  368. * Engineering
  369. * History
  370. * Survival
  371. * Medicine
  372.  
  373. **Skills:**
  374. *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
  375. *Rubber Skin: The Porcupine has strange rubber like skin that allows it to protect itself from ranged attacks and deflect them back. Whenever a Porcupine successfully defends against Ranged Attack with Resilience it stores the bullets inside it's skin. On it's next turn it shoots the bullets back at the shooter with their same ranged modifier, although the damage is reduced to a d4.
  376.  
  377. **Attacks**
  378. *Quill Shot: 1d4
  379. *Claw Slash: 1d4
  380.  
  381. **Engagement Style:** The Porcupine attacks it's prey by shooting it's quills out at them and reflecting any shots that dont penetrate it's tough rubber hide
  382.  
  383.  
  384. **Name:** Bianchi The Singer Of The Silent Song
  385. **Purpose:** Artist(Infiltration and Subterfuge)
  386. **Nature:** A nice girl who seems to treat everyone as a friend.
  387. **Description/History:** A brief summary of its past activities and physical appearance.
  388. **Other:** Any other information someone might need.
  389.  
  390. +++++ Health
  391.  
  392. * **Physical Health:** 15
  393. * **Mental Health:** 15
  394.  
  395. * Strength: 0
  396. * Athletics
  397. * Melee
  398. * Ranged (heavy)
  399.  
  400. * Toughness: 0
  401. * Resilience
  402. * Determination
  403. * Antipsychic
  404.  
  405. * Speed: 3
  406. * **Acrobatics**
  407. * **Stealth**
  408. * **Ranged**
  409.  
  410. * Charm: 3
  411. * Persuasion
  412. * *Bluff*
  413. * Intimidation
  414.  
  415. * Intelligence: 3
  416. * **Perception**
  417. * **Insight**
  418. * Logic
  419.  
  420. * Education: 3
  421. * Science
  422. * Engineering
  423. * History
  424. * Survival
  425. * **Medicine**
  426.  
  427. **Skills:**
  428. *Silent Song (The Girl With The Empty House): Bianchi is capable of using the Silent Song Ability of the Singing Flesh with a few changes. She is able to attack while singing, giving the players an opposed Perception check against her Stealth with a -2 Penalty to her Stealth score. Any physical contact gives a DC5 Perception check to notice. Any attempt to notice her without her attacking gives her a +2 to Stealth.
  429.  
  430.  
  431. **Attacks**
  432. *Pistol: 1d6
  433.  
  434.  
  435. **Engagement Style:** Hit and Run Tactics
  436.  
  437.  
  438.  
  439. **Name:** Russo The Electric Bruiser
  440. **Purpose:** Artist(Bruiser)
  441. **Nature:** A prickly man who insults everyone.
  442. **Description/History:** A brief summary of its past activities and physical appearance.
  443. **Other:** Any other information someone might need.
  444.  
  445. +++++ Health
  446.  
  447. * **Physical Health:** 30
  448. * **Mental Health:** 30
  449.  
  450. * Strength: 3
  451. * **Athletics**
  452. * **Melee**
  453. * Ranged (heavy)
  454.  
  455. * Toughness: 3
  456. * **Resilience**
  457. * Determination
  458. * Antipsychic
  459.  
  460. * Speed: 3
  461. * Acrobatics
  462. * Stealth
  463. * Ranged
  464.  
  465. * Charm:
  466. * Persuasion
  467. * Bluff
  468. * Intimidation
  469.  
  470. * Intelligence: 3
  471. * **Perception**
  472. * **Insight**
  473. * Logic
  474.  
  475. * Education:
  476. * Science
  477. * Engineering
  478. * History
  479. * Survival
  480. * Medicine
  481.  
  482. **Skills:**
  483. *Overcharge (The Man With The Broken Heart): Russo is capable of using the Overcharge ability of the Drill Integrator, with no duration.
  484.  
  485.  
  486. **Attacks**
  487. *Pistol: 1d6
  488.  
  489.  
  490. **Engagement Style:** Hit and Run Tactics
  491.  
  492. **Name:** Flittermouse
  493. **Purpose:** Goon
  494. **Nature:** How it is, which is shown in how it acts.
  495. **Description/History:** A brief summary of its past activities and physical appearance.
  496. **Other:** Any other information someone might need.
  497.  
  498. +++++ Health
  499.  
  500. * **Physical Health:** 15
  501. * **Mental Health:** 15
  502.  
  503. * Strength: 2
  504. * **Athletics**
  505. * Melee
  506. * Ranged (heavy)
  507.  
  508. * Toughness: 1
  509. * **Resilience**
  510. * Determination
  511. * Antipsychic
  512.  
  513. * Speed: 3
  514. * **Acrobatics**
  515. * **Stealth**
  516. * Ranged
  517.  
  518. * Charm: 2
  519. * **Persuasion**
  520. * **Bluff**
  521. * Intimidation
  522.  
  523. * Intelligence: 3
  524. * **Perception**
  525. * Insight
  526. * Logic
  527.  
  528. * Education:
  529. * Science
  530. * Engineering
  531. * History
  532. * Survival
  533. * Medicine
  534.  
  535. **Skills:**
  536. *Red Wine: Whenever a Flittermouse deals damage to an enemy, it gives them a stack of Muddled as they drain their blood. 1 Stack of Muddled incurs a -1 INT Penalty. 2 Stacks incurs -2 INT and -1 STR. A third stack increases the amount of time needed for Muddled to wear off.
  537.  
  538. **Attacks**
  539. *Jagged Fang: 1d6
  540. *Half the Damage Dealt By Jagged Fang is restored to The Flittermouse as PHP
  541.  
  542. **Engagement Style:** How it fights or interacts.
  543.  
  544. **Name:** DeLuca: The Gorgonous Artist
  545. **Purpose:** Artist
  546. **Nature:** Dramatic, almost Announcerlike, revels in pain of others for sport
  547. **Description/History:** long black hair, ringmaster outfit
  548. **Other:** Any other information someone might need.
  549.  
  550. +++++ Health
  551.  
  552. * **Physical Health:** 13
  553. * **Mental Health:** 13
  554.  
  555. * Strength: 2
  556. * Athletics
  557. * **Melee**
  558. * Ranged (heavy)
  559.  
  560. * Toughness: 1
  561. * **Resilience**
  562. * Determination
  563. * Antipsychic
  564.  
  565. * Speed: 3
  566. * **Acrobatics**
  567. * Stealth
  568. * Ranged
  569.  
  570. * Charm: 2
  571. * **Persuasion**
  572. * **Bluff**
  573. * Intimidation
  574.  
  575. * Intelligence: 3
  576. * **Perception**
  577. * Insight
  578. * Logic
  579.  
  580. * Education:
  581. * Science
  582. * Engineering
  583. * History
  584. * Survival
  585. * Medicine
  586.  
  587. **Skills:**
  588. *Gorgon's Gaze: At the start of each of it's turns, The Cyclops locks it's gaze onto the last person that attacked it. On it's turn, it fires off it's Gorgon's Gaze, freezing the target in place. This lasts until the targets next turn if the Gaze is shifted. A Frozen target is unable to use Acrobatics to dodge attacks, or preform any other action that requires movement. To shift the Gaze, you must deal 2 damage to The Cyclops before it uses Shatter. Once the Gaze is shifted, it cannot be used again for 1d2 rounds.
  589.  
  590.  
  591. **Attacks**
  592. *Stun Baton: 1d4
  593.  
  594. **Engagement Style:** How it fights or interacts.
  595.  
  596. **Name:** Rasputin
  597. **Purpose:** Boss
  598. **Nature:** The Integrator follows it's orders to fight the agents
  599. **Description/History:** A larger changeling standing in at 8 feet tall with a set of speakers in it's shoulders and a fake beard.
  600. **Other:**
  601.  
  602. Weapons: Funk: 1d6
  603. Punishment Time: 1d6+1
  604. +++++ Health
  605.  
  606. * **Physical Health:** 30
  607. * **Mental Health:** 30
  608.  
  609. * Strength: 2
  610. * **Athletics**
  611. * **Melee**
  612. * Ranged (heavy)
  613.  
  614. * Toughness: 1
  615. * **Resilience**
  616. * Determination
  617. * Antipsychic
  618.  
  619. * Speed: 2
  620. * **Acrobatics**
  621. * Stealth
  622. * Ranged
  623.  
  624. * Charm:
  625. * Persuasion
  626. * Bluff
  627. * Intimidation
  628.  
  629. * Intelligence:
  630. * **Perception**
  631. * Insight
  632. * Logic
  633.  
  634. * Education:
  635. * Science
  636. * Engineering
  637. * History
  638. * Survival
  639. * Medicine
  640.  
  641. **Skills:**
  642. **Drop The Bass: Every turn Rasputin starts it's turn, it rolls a d6. Each number triggers a different effect from the list
  643. 1:One Random Ally is forced to spend their turn dancing
  644. 2:Everyone on the field gains -2 Acrobatics
  645. 3:Everyone on the field is affected by a healing dice
  646. 4:Everyone on the field must make a defense roll to cover their ears or take 1d4 Damage. DC4
  647. 5:Everyone on the field gains +2 Acrobatics
  648. 6:One Random Enemy is forced to spend their turn dancing
  649.  
  650. *Punishment Time: Anyone who does not speak in Rhyme and sing while in the Radius of Effect they take 1 damage. If they are engaged in combat with it, they immediately become targeted and suffer it's Punishment Time at a +1 Bonus to Melee
  651.  
  652. *Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
  653.  
  654. **Engagement Style:**
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