Abilities:
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
If proficient: The BV is now +2. If fluent: The BV is now +3.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You dig at quarter speed.
You are immune to being frightened.
Attribute improvement: This ability sets your STR score to a minimum of -1.
You cannot use items in your hands.
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.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target is blinded, loses their largest remaining hit die, and loses their largest remaining mana die. It is though those dice are spent, but without providing any healing or revitalization.
Your hands and other handy body parts count as shields for the purposes of abilities that target them (although they cannot be shattered or destroyed). You may block with them and their BV is +1.
Note: This does not make your hands blocking.
If proficient: The BV is now +2. If fluent: The BV is now +3.
Attribute improvement: This ability sets your INT score to a minimum of -2.
You dig at quarter speed.
You are immune to being frightened.
Attribute improvement: This ability sets your STR score to a minimum of -1.
You cannot use items in your hands.
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.
Attribute improvement: This ability sets your SNK score to a minimum of 0.
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target is blinded, loses their largest remaining hit die, and loses their largest remaining mana die. It is though those dice are spent, but without providing any healing or revitalization.
Familiar Abilities:
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target becomes incapable of the ability they were using. If proficient: This also makes the effect of that ability fizzle.
You are resistant to being bite delivery abilities.
Trigger: Another creature uses a non-basic active or reactive ability that isn't a spell against a different creature or some equipment that different creature bares.
Mana cost: This costs 0 MP if the triggering ability was used on you or some equipment you bear. It costs 1 MP otherwise.
Requirements: You may only target the triggering creature.
End condition: At the end of each of the target's turns, they roll 2d4. If either of these dice roll a 4, this effect ends. On hit: Target becomes incapable of the ability they were using. If proficient: This also makes the effect of that ability fizzle.
You are resistant to being bite delivery abilities.
Note: This does not make you resistant to all weapon delivery abilities where a mouth is the weapon being used.
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