Monster: Tatalla
Tatalla, whose name means "the eye", are malicious little creatures often employed as spies or assassins by larger creatures. Tatalla reside only in urban areas, where their services are often desired, and where they are never far from vermin to aid them in their tasks. Tatalla are scavengers, living off the remains of society. They steal what they need and give nothing back to society or to their environment.
Tatalla [City of Delights]
41 points
Attribute Modifiers: ST-6 [-60]; DX+2 [40].
Secondary
Characteristic Modifiers: SM-3.
Advantages: Danger Sense [15]; Enhanced Dodge 1
[15]; Infravision [10]; Sharp Claws [5]; Sharp Teeth [1]; Silence 2 [10].
Call Swarm [17]: Ally (Bat
swarm; Built on 100%; 12 or less; Conjured, +100%; Limited Use, 1/day,
-40%; Magical, -10%; Maximum Duration, 1 hour, -10%; Minion, +0%) [14/5=3] +
Ally (Rat
swarm; Built on 100%; 12 or less; Conjured, +100%; Limited Use, 1/day,
-40%; Magical, -10%; Maximum Duration, 1 hour, -10%; Minion, +0%) [14].
Tatalla Wasting: Toxic Attack 1d-1 (Follow-Up, Bite, +0%; Resistible, HT, -30%; Onset,
2 hours, -20%; Cyclic, 12-hour cycle with 12 cycles, +120%; Symptoms, 1/2 HP, HT-4,
+40%) [7].
Venom: Affliction 1 (HT; Extended
Duration, 100x, +80%; Follow-Up, Sharp Teeth, +0%; Nauseated, +30%) [21].
Disadvantages: One Eye [-15]; Restricted Diet
(Carnivore) [-10]; Skinny [-5]; Social Stigma (Savage) [-10].
Creature Type: Monstrous Humanoid.
Typical Stats
ST:
|
4
|
HP:
|
4
|
Speed:
|
5.5
|
DX:
|
12
|
Will:
|
10
|
Move:
|
5
|
IQ:
|
10
|
Per:
|
10
|
||
HT:
|
10
|
FP:
|
10
|
SM:
|
-3
|
Dodge:
|
8
|
Parry:
|
10
|
DR:
|
-
|
Sharp Claws (11): thrust 1d-6 cutting (KYOS: 1d-9 cutting), Reach C.
Sharp Teeth (11): thrust 1d-6 cutting (KYOS: 1d-9 cutting) + follow-up poison (resisted by HT;
nauseated for 5 hours per point of margin of failure) + follow-up disease (1d-1
toxic; resisted by HT; 13 12-hour cycles; onset 2 hours; symptoms – a -4
penalty to HT after losing 1/2 HP to the disease), Reach C.
SM-3 Shortsword (13): swing 1d-5 cutting (KYOS: 1d-7 cutting), Reach 1 or thrust 1d-5 impaling (KYOS: 1d-8 impaling), Reach 1.
Call Swarm:
Once per day, a tatalla can summon a rat swarm or a bat swarm to assist him in combat. The swarm’s
point total must not be higher than 25% of the tatalla’s point total. The swarm
appears on a roll of 12 or less. It takes 2d seconds for the swarm to appear,
but the GM may lower or increase this, depending on the availability of bats
and rats in the vicinity. The swarm obeys the tatalla for up to one hour, then
disperses.
Traits:
Danger Sense; Immunity to Poison; Infravision; One Eye; Restricted Diet
(Carnivore); Silence 2; Skinny; Social Stigma (Savage).
Skills: Filch-14;
Pickpocketing-14; Poisons/TL3-14; Shadowing-16; Shortsword-14; Stealth-16.
Creature Type: Monstrous
Humanoid.
Tatalla Venom
This poison is extracted from a tatalla. This
victim must make an HT roll or be nauseated for 5 hours per point of margin of
failure.
Form: Follow-Up Poison.
Cost: $570 (singular); $205 (5-batched).
Recipe: $57; 2 days; defaults to
Poisons-2.
Statistics: Affliction 1 (HT; Extended
Duration, 100x, +80%; Follow-Up Poison, -20%; Nauseated, +30%) [19].
Tatalla Wasting
Tatallas spread this disease that
makes their victim more vulnerable to physical afflictions, including poison.
Statistics: Blood;
HT to resist; 2 hours delay; 1d-1 toxic damage (with HT-4 after loss of 1/2 HP);
12-hour cycle with thirteen cycles. Not contagious.
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