BEAST MEN
You originate from the Vine Jungle and your civilization both rules and protects its homeland. Your kin have developed are adept at handling animals and they are an essential part of your kingdom.Beast Men Names
Grax, Krigor, Romm, Ungor
Playing an Avion
If you choose to play a beast man, modify your character as follows:
• Add 1 to your Strength ability.
• Pick one of the following ability focuses: Communication (Animal Handling) or Perception (Smelling).
• You have Dark Sight, which allows you see up to 20 yards in darkness without a light source.
• Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
7-8 +1 Constitution
If you choose to play a beast man, modify your character as follows:
• Add 1 to your Strength ability.
• Pick one of the following ability focuses: Communication (Animal Handling) or Perception (Smelling).
• You have Dark Sight, which allows you see up to 20 yards in darkness without a light source.
• Your Speed is equal to 12 + Dexterity (minus armor penalty if applicable).
• You can speak and read the Beast Man and Common Tongue.
• Roll twice on the Beast Man Benefits table. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
• Roll twice on the Beast Man Benefits table. Roll 2d6 and add the dice together. If you get the same result twice, re-roll until you get something different.
Avion Benefits
2d6 Roll Benefit
2 +1 Perception
3-4 Focus: Strength (Might)
5 Focus: Intelligence (Natural Lore)
6 Weapon Group: Spears
7-8 +1 Constitution
9 Focus: Communication (Leadership)
10-11 Focus: Fighting (Light Blades)
12 +1 Fighting
Beast Man Stunt
Charm Animals (2 Stunt Points): You communicate with one animal of your choice within 10 yards of you. You must make an opposed test of your Communication (Animal Handling) vs. the target’s Willpower (Self-Discipline). If you win, the target suffers a –2 penalty on attack rolls on their next turn.
12 +1 Fighting
Beast Man Stunt
Charm Animals (2 Stunt Points): You communicate with one animal of your choice within 10 yards of you. You must make an opposed test of your Communication (Animal Handling) vs. the target’s Willpower (Self-Discipline). If you win, the target suffers a –2 penalty on attack rolls on their next turn.
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