HumanPlus
Sleeper Agent
Rolling damage. If i get 3 or more successes i'll spend a willpower on my current shape's ability Clamp Down, which will be uncontested since i'm legendary size unless she has specialized charms.
Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.
Health Levels
- 0 [ ]
- 1 [ ][ ]
- 2 [ ][ ][ ][ ]
- 4 [ ][ ][ ][ ]
- Incap
Willpower: 2/7
Essence: 1
Personal: 0/16
Peripheral: 27/38
Committed: 0
Join Battle: 4
Parry: 3
Evasion: 3
Resolve: 3
Guile: 3
Natural Soak: +5
Armored Soak: 0
Hardness: 0
Weapon
Unarmed
Acc+1, Dmg+7, Def+0, O:1
Acc: 6, Dmg: 10, Def: 3, O:1
Tags: Bashing, Brawl, Grappling, Natural
Armor
None
Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.
Health Levels
- 0 [ ]
- 1 [ ][ ]
- 2 [ ][ ][ ][ ]
- 4 [ ][ ][ ][ ]
- Incap
Willpower: 2/7
Essence: 1
Personal: 0/16
Peripheral: 27/38
Committed: 0
Join Battle: 4
Parry: 3
Evasion: 3
Resolve: 3
Guile: 3
Natural Soak: +5
Armored Soak: 0
Hardness: 0
Weapon
Unarmed
Acc+1, Dmg+7, Def+0, O:1
Acc: 6, Dmg: 10, Def: 3, O:1
Tags: Bashing, Brawl, Grappling, Natural
Armor
None
Sea Serpent (River Dragon eel chimera)
Essence: 1; Willpower: 5
Join Battle: 5 dice
Health Levels: -0x4/-1x6/-2x6/-4x5/Incap. River dragons
will flee if dealt 10+ levels of damage, but refuse to release
their hold on any prey they have grappled, dragging it
back into the water with them to drown it if necessary.
Actions
Feats of Strength: 10 dice (may attempt Strength 5 feats);
Intimidate: 5 dice;
Resist Poison/Disease: 8 dice;
Senses: 5 dice (see Keen Nose and Night Vision);
Stealth: 5 dice (see Undertow Menace);
Tracking: 6 dice (see Keen Nose)
Resolve 3,
Guile 1
Combat
Attack (Bite): 9 dice (Damage 19, minimum 5, Piercing)
Attack (Grapple): 9 dice (11 dice to control). The river
dragon makes unopposed control rolls against smaller
opponents, unless its victims use magic that allows
them to clinch larger enemies, such as Dragon Coil
Technique.
Combat Movement: 6 dice
Evasion 0, Parry 4
Soak/Hardness: 16/10
Special Attacks
Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.
Death Roll: A river dragon that has grappled an enemy
and built up to Initiative 11+ may use the terrifying death
roll, a decisive savaging attack that benefits from double
7s as the dragon twists to forcibly rip off chunks of flesh.
The death roll inflicts a crippling injury (p. 201) on its
victim, but with the river dragon’s player choosing how
severe an injury to inflict and forgoing the appropriate
amount of damage. Once per fight.
Lunge From the Depths: While the river dragon is underwater,
it may rush enemies on land from out to medium
range, moving one range band towards its victim on each
of that character’s turns in addition to its normal movement.
If it is concealed from its victim, it adds two successes
on the rush roll.
Merits
Bioluminescent: The mutant radiates light, equivalent to a
glowing anima banner. She can suppress this for a scene
with a miscellaneous action.
Fins (2): The mutant has fins, webbed hands, or a fishlike
lower body. She adds dice equal to this Merit’s value on
movement rolls while swimming, and ignores difficult
terrain from poor swimming conditions.
Drawback: The mutant suffers a penalty of half this Merit’s
value, rounded up, on land-based movement. With three
or more dots, she treats all land as difficult terrain.
Serpentine: Instead of legs, the mutant has a serpentine
lower body or similar anatomy. She ignores penalties for
being prone.
Drawback: The mutant suffers −2 penalty on jumping-based
movement actions.
Deadly Weaponry: This mutation depicts especially
dangerous natural weapons: long claws, piercing tusks,
stinging tails, etc. One of the mutant’s natural attacks gains
one of the Balanced, Chopping, Disarming, Flexible,
Piercing, or Smashing tags.(Bite attack gets piercing)
Bottomless Lungs: A river dragon can hold its breath
underwater for fifteen minutes before it needs to surface.
In a scene of combat or intense physical exertion, it may
hold its breath for the entire scene, but must then surface
at the end of the scene.
Keen Nose: River dragons apply the double 9s rule on
Perception-based rolls made using scent.
Legendary Size: The river dragon’s size makes it extraordinarily
difficult for human-scale enemies to engage it in
combat. It does not take onslaught penalties from any
attack made by a smaller opponent, although magically inflicted
onslaught penalties still apply against it. Withering
attacks made by smaller enemies cannot drop it
below 1 Initiative unless they have a post-soak damage of
10 dice (although attackers can still gain the full amount
of Initiative damage dealt). Decisive attacks made by
smaller enemies cannot deal more than (3 + attacker’s
Strength) levels of damage to the river dragon with a single
attack, not counting any levels of damage added by Charms
or other magic.
Night Vision: River dragons can see in dim conditions as
though they were in broad daylight, and reduce the difficulty
of Perception-based checks made in deeper darkness
by one.
Undertow Menace: The river dragon gains double 8s
whenever it attempts to establish Stealth while underwater.
Essence: 1; Willpower: 5
Join Battle: 5 dice
Health Levels: -0x4/-1x6/-2x6/-4x5/Incap. River dragons
will flee if dealt 10+ levels of damage, but refuse to release
their hold on any prey they have grappled, dragging it
back into the water with them to drown it if necessary.
Actions
Feats of Strength: 10 dice (may attempt Strength 5 feats);
Intimidate: 5 dice;
Resist Poison/Disease: 8 dice;
Senses: 5 dice (see Keen Nose and Night Vision);
Stealth: 5 dice (see Undertow Menace);
Tracking: 6 dice (see Keen Nose)
Resolve 3,
Guile 1
Combat
Attack (Bite): 9 dice (Damage 19, minimum 5, Piercing)
Attack (Grapple): 9 dice (11 dice to control). The river
dragon makes unopposed control rolls against smaller
opponents, unless its victims use magic that allows
them to clinch larger enemies, such as Dragon Coil
Technique.
Combat Movement: 6 dice
Evasion 0, Parry 4
Soak/Hardness: 16/10
Special Attacks
Clamp Down: A river dragon that deals 3+ levels of damage
to a victim with a decisive bite attack may pay a point of
Willpower to begin grappling them, making the opposed
roll to establish control over the clinch. A successful clinch
adds +1 to the base Initiative it resets to for every round
of control it gains. Once per fight.
Death Roll: A river dragon that has grappled an enemy
and built up to Initiative 11+ may use the terrifying death
roll, a decisive savaging attack that benefits from double
7s as the dragon twists to forcibly rip off chunks of flesh.
The death roll inflicts a crippling injury (p. 201) on its
victim, but with the river dragon’s player choosing how
severe an injury to inflict and forgoing the appropriate
amount of damage. Once per fight.
Lunge From the Depths: While the river dragon is underwater,
it may rush enemies on land from out to medium
range, moving one range band towards its victim on each
of that character’s turns in addition to its normal movement.
If it is concealed from its victim, it adds two successes
on the rush roll.
Merits
Bioluminescent: The mutant radiates light, equivalent to a
glowing anima banner. She can suppress this for a scene
with a miscellaneous action.
Fins (2): The mutant has fins, webbed hands, or a fishlike
lower body. She adds dice equal to this Merit’s value on
movement rolls while swimming, and ignores difficult
terrain from poor swimming conditions.
Drawback: The mutant suffers a penalty of half this Merit’s
value, rounded up, on land-based movement. With three
or more dots, she treats all land as difficult terrain.
Serpentine: Instead of legs, the mutant has a serpentine
lower body or similar anatomy. She ignores penalties for
being prone.
Drawback: The mutant suffers −2 penalty on jumping-based
movement actions.
Deadly Weaponry: This mutation depicts especially
dangerous natural weapons: long claws, piercing tusks,
stinging tails, etc. One of the mutant’s natural attacks gains
one of the Balanced, Chopping, Disarming, Flexible,
Piercing, or Smashing tags.(Bite attack gets piercing)
Bottomless Lungs: A river dragon can hold its breath
underwater for fifteen minutes before it needs to surface.
In a scene of combat or intense physical exertion, it may
hold its breath for the entire scene, but must then surface
at the end of the scene.
Keen Nose: River dragons apply the double 9s rule on
Perception-based rolls made using scent.
Legendary Size: The river dragon’s size makes it extraordinarily
difficult for human-scale enemies to engage it in
combat. It does not take onslaught penalties from any
attack made by a smaller opponent, although magically inflicted
onslaught penalties still apply against it. Withering
attacks made by smaller enemies cannot drop it
below 1 Initiative unless they have a post-soak damage of
10 dice (although attackers can still gain the full amount
of Initiative damage dealt). Decisive attacks made by
smaller enemies cannot deal more than (3 + attacker’s
Strength) levels of damage to the river dragon with a single
attack, not counting any levels of damage added by Charms
or other magic.
Night Vision: River dragons can see in dim conditions as
though they were in broad daylight, and reduce the difficulty
of Perception-based checks made in deeper darkness
by one.
Undertow Menace: The river dragon gains double 8s
whenever it attempts to establish Stealth while underwater.