This week's DMG roll led to Ape, Carnivorous...
A bit of a respite given the last three week's rolls!
The DMG notes the beast is large, strong, aggressive and fairly intelligent.
It possesses keen senses (sight, hearing, smell) and so is rarely surprised.
It is capable of double strike bonuses (which we've done before in sessions).
Here's how it all goes down:
APE, CARNYArketype: Trickster (Warrior/Mage)
Minion Level: Any
Number Appearing: d3
Size: 1 SQR
General Notes:As a natural creature, it has no spoint pool, though chapter spoints can help it.
Despite the Trickster arketype, it only possesses
Warrior Attack Forms.
Mage is a second tier arketype, as the beast has high intelligence and cunning.
Carny Strength: +4 WS
This is a natural talent and can be used for every attack.
A 6/66 ape attacks with 8 Warrior Strength.
(Warrior is second tier stat (4/44). The bonus is added to that base, not the prime stat.)
Carny Speed
The ape can always
Move + Attack or
Attack + Move, regardless of Minion Level.
If of ML 6/66, 7/77 or 8/88, they gain an additional +2 WS (making their Natural Strength +6 WS).
Carny Apes generally break away from combat post-strike.
Carny Strike
The ape can opt to strike twice in one inning, sacrificing the next inning attack.
If both attacks succeed, the opponent takes an additional (d6 x ML) wounds loss.
Carny Surprise!
You can't shock a carny ape. For any surprise attack, the carny ape gets an
Act Fast! test, only truly failing for dicing boxcars (6,6).
If the roll is below their Move Strength, they immediately get a free action.
No petting the animals!
L. Willy Wick
www.GameWick.comMaker of
WEGS, the Wickedly Errant Game System
Sword-n-Sorcery With A Vegas Twist!
"Stick THAT in your bag of holding!"