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Looks: Transparent blue crabs.
These odd crabs seem to only attack beings with memories and tend to pick out stragglers or prey on the scraps left behind by other creatures. They rarely eat along and can often be seen swarming over the corpses of some poor individuals that found their way into the Mists. Tide Drifters are believed to always be malicious, cruel, and deeply evil.
Abilities:
You are immune to elves. If they see you, they have an odd supernatural sense that there is something off about you, but not any further details. This sense extends over larger distances as well, causing elves to be occasionally drawn near you and for you to have more encounters with them that you might otherwise. The details of this effect are determined by the GM.
You are lighted to sources of music. This includes anyone singing or playing an instrument.
You no longer have to stay on the surface of water while Swimming.
You go Ethereal or manifest back into the Material Realm.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
You are vulnerable to mental effects and tradecrafts, except they also go through immunities!
Attribute improvement: This ability sets your STR score to a minimum of -1.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Slow Mana Drain, Undead Mind, and Undying Durability.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Deal enough memory drain to kill the target. If this successfully kills the target, you revitalize.
You body parts are spell turning.
You swim at full speed.
You are immune to elves. If they see you, they have an odd supernatural sense that there is something off about you, but not any further details. This sense extends over larger distances as well, causing elves to be occasionally drawn near you and for you to have more encounters with them that you might otherwise. The details of this effect are determined by the GM.
You are lighted to sources of music. This includes anyone singing or playing an instrument.
You no longer have to stay on the surface of water while Swimming.
You go Ethereal or manifest back into the Material Realm.
Attribute improvement: This ability sets your SNK score to a minimum of 5.
Gifted: This costs 1 additional MP per use. If it is passive, then it takes a single action to execute and has a duration of 1 minute.
You fly at quarter speed and can glide over terrain and other obstacles at normal speed. However, you cannot move more than a couple feet above the ground. You fall at the rate of 30 feet per round (30 feet per 5 seconds).
As you attack, choose either arm or leg. The damage gets dealt accordingly.
On critical hit: The target takes 2 hack damage on either arms or legs, depending on what you chose. On hit: The target takes 1 hack damage on either an arm or leg, depending on what you chose.
You are vulnerable to mental effects and tradecrafts, except they also go through immunities!
Attribute improvement: This ability sets your STR score to a minimum of -1.
You count as being undead for the purposes of abilities, damage, and other effects. You also gain Ethereal Senses, Healing Sensitivity, Slow Mana Drain, Undead Mind, and Undying Durability.
Your natural armor is unbreachable.
Attribute improvement: This ability sets your MOV score to a minimum of 0.
Attribute improvement: This ability sets your PER score to a minimum of 0.
Deal enough memory drain to kill the target. If this successfully kills the target, you revitalize.
You body parts are spell turning.
You swim at full speed.
Body Parts:
1Normal (5 feet)
0Self
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Foot | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Small | Body parts |
Mouths gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Mouth | 1 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Bashing, Biting, Small | Body parts |
Pincers gain SB when you're attacking a prone, snared, frightened, suffocating, or immobilized creature.
1d4Normal (5 feet)
| Name | Base Damage | Attack Penalty | Piercing | Range | BV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Pincer | 1d4 | -3 | Normal (5 feet) | 0 | 0 lb. | -3 | Handy, Weapon | Body parts |
| Name | Base Damage | Attack Penalty | Piercing | Range | AV | Weight | Min STR | Properties/Abilities | Equipment Classes |
|---|---|---|---|---|---|---|---|---|---|
| Reinforced Carapace | 0 | -3 | Self | 4 | 0 lb. | -3 | Armor, Body parts |