SHoD PC06A

From RPGnet
Jump to navigation Jump to search

< < < Back to Main Page

F.U.M.P. (Flying Unicorn, Miniaturized Prototype)​

Ancestry | Homunculus | Seasoned

Traits: Construct, Very Small, Darkvision, Horn, Fearless, Extradimensional Space, Armor (2)

Attributes

Agility || Smarts || Spirit || Strength || Vigor

Derived Stats

Walking Pace || Flying Pace || Parry || Size - || Toughness () || Scale Modifier -

Skills

Athletics || Notice || Stealth || Fighting +

Languages

Sylvan (Native) | Common | Elven | ???

Note: FUMP is mute (to anyone except Brook), but can understand several languages.

Traits

Very Small - Very Small races (Size −3) have a maximum Strength of d6. They subtract 3 from their Toughness and damage rolls (melee, ranged, magic, etc.) Gear made for Very Small characters weighs and costs a quarter the listed value. Reduce the Min Str for Very Small Armor three die types (minimum d4).
Construct - Constructs are artificial beings made of inorganic material. They add +2 to recover from being Shaken, ignore one level of Wound modifiers, don’t breathe, and are immune to disease and poison. Wounds must be mended via the Repair skill. Each attempt takes one hour per current Wound level and ignores the “Golden Hour.”
Darkvision: The species can see in the dark a short distance, ignoring all illumination penalties and up to 2 points of penalties from invisibility or similar powers within 10" (20 yards) distant.
Horn: Natural Weapon, d4+Str damage
Fearless: Homunculi are immune to Fear and Intimidation.
Extradimensional Space: Pocket dimension roughly equivalent to a normal-sized person's backpack.
Armor: Armor +2

Edges

Dodge: '−2 to be hit by ranged attacks.
Improved Extraction: Three adjacent foes don’t get free attacks when you withdraw from combat.
Trademark Weapon (Horn): +1 to Fighting with a specific weapon; +1 Parry while weapon is readied. Note: given by Familiar at Novice Rank.
Heroic Defiance: You struggle on when others would fall. Once per encounter, the valiant hero may automatically remove the Bound, Entangled, Distracted, or Vulnerable condition. The character may spend a Benny to remove these conditions in the same encounter afterwards.

Equipment/Gear

Armor

Scale Barding (3) + 1/2 value of built-in armor (2) = 4

Weapons

Horn - d4+Str-3; Natural Weapon; Add +4 damage at the end of one Fighting action in which it Runs, moves at least 5″(10 yards), and successfully hits with its horn.

< < < Back to Main Page