Friday, June 3, 2016

Ghastly Gouging



Ghastly Gouging

◊Descriptors – natural, weapon
◊Effect – Damage 2 • 4 points

Ghastly Gouging (Strength-based Damage 6)

◊Modifiers – dangerous 1: 1 flat point, innate: 1 flat point, Strength-based: 0 points
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – dangerous Damage Rank 2 plus Strength
◊Resist – Toughness

Description

“Bamish and Randol were taken by grues at Sagma Field.”
        —Garstang

The cruel claws of a grue endeavor to shred flesh and engorge the dripping remnants thereof into its gaping maw.




Looming Presence



Looming Presence

◊Descriptors – natural, size
◊Effect – Enhanced Intimidation 6 and Growth 4 • 11 points

Looming Presence (limited Enhanced Trait 6 and innate permanent Growth 4)

◊Modifiers – limited: -1/rank (Enhanced Trait); innate: 1 flat point, permanent: +0/rank (Growth)
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – -2 Dodge and Parry; +2 Intimidation; mass rank 6; +4 Stamina and Strength; size rank -1; -4 Stealth

Description

“If I were to ferry you across the river you would be as good as dead, for the region is haunted by erbs and grues.”
        —Busiacos elder

As a large creature, grues posses the following bonuses and penalties (all taken into account in its traits above):

        • +4 Strength
        • +4 Stamina
        • +2 Intimidation
        • -4 Stealth
        • -2 Dodge
        • -2 Parry
        • +4 mass rank (mass 6)
        •+1 size rank (size -1)

In addition, a grue gains Enhanced Intimidation 6 when standing upright and not using its Speed 3 rank via the Swift as Night power.

Note: This power represents two distinct effects packaged together for thematic reasons; they are not linked. If the cost of these separate effects becomes important (due to a power stunt or Weaken effect, for example) they are respectively a 2 point sustained effect and 4 permanent effect (which cannot be used to generate a power stunt).



Membranous Mantle



Membranous Mantle

◊Descriptors – natural
◊Effect – Flight 1 • 2 points

Large Size (innate gliding Flight 1)

◊Modifiers – innate: 1 flat point, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – a grue can glide using the excess of flesh upon its limbs

Description

“Needless to say, you will need a stout arm and feet with wings to escape the vampires, grues, erbs and leucomorphs.”
        —Witch-chaser of the southern verge

A grue can glide through the air from a high starting point. The distance a grue can cover with this movement is limited to the vertical distance rank of its starting height, plus 1. 

For example, a grue roosting upon the top of a ponderous tree 80 feet in height (distance rank 2) can glide a maximum distance of 250 feet while slowly losing altitude with each foot travelled (see Ranks & Measures for more information).

Only very powerful wind gusts can cause a grue to gain altitude while gliding, due to its mass and size.



Stygian Sheath



Stygian Sheath

◊Descriptors – camouflage, natural
◊Effect – Enhanced Traits 8 • 5 points

Stygian Sheath (innate, limited, permanent Enhanced Defenses)

◊Modifiers – innate: 1 flat point, limited: -1/rank, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – a grue has a +4 bonus to active defenses in areas of darkness or dim light
Description


A grue is emboldened while under the cover of darkness. These creatures gain a +4 bonus to active defenses while in areas of darkness or poor lighting.



Swift as Night




Swift as Night

◊Descriptors – natural, speed
◊Effect – Speed 3 • 4 points

Swift as Night (Speed 3)

◊Modifiers – innate: 1 flat point, permanent: +0/rank
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – ground speed rank 3 (16 mph)

Description

A grue can move at a speed of about 16 miles per hour without becoming fatigued.



Umbral Fell



Umbral Fell

◊Descriptors – hide, natural
◊Effect – Protection 2 • 3 points

Umbral Fell (innate Protection)

◊Modifiers – innate: 1 flat point
◊Action – none
◊Range – personal
◊Duration – permanent
◊Results – a grue’s resilient black hide provides it with a +2 bonus to Toughness

Description

“She is of the House of Domber, gloomy and fitful; she looks little more than a girl, but she manifests the brooding carelessness of a forest grue.”
        —Slaye

The dark pelt of a grue pulses with think black ichor which congeals swiftly when exposed granting these creatures a +2 bonus to Toughness.



Thursday, June 2, 2016

Grue Skull-Stone





Grue Skull-Stone

◊Descriptors – artifact, variable
◊Effect – varies

Grue Skull-Stone

◊Modifiers – variable: 2 flat points; other modifiers may apply
◊Action – varies
◊Range – varies
◊Duration – varies
◊Results – varies
◊Resist – varies
◊Overcome – varies

Description

“This is the skull-stone of a grue, and at this moment trembles with force.”
        —An unnamed and deceased bandit

The calcareous white pebble located in the skull of a grue is believed to possess power by those living under the paling sun which grudgingly drags itself daily over the Earth. Certainly, a no great sensitivity is required to feel the dynamism present in some of these objects.

At the gamemaster’s option, a grue skull-stone (the more freshly procured from the late grue, the better) may be able to invigorate magic or empower the invocation of a curse (never to be taken lightly in the strange last days of the world).

Whatever effect a skull stone generates should be one-use only. Consider the following possibilities:

        ◊The wielder temporarily gains the Ritualist advantage and may make an untrained ExpertiseMagic check to create a curse as an Affliction.
        ◊The wielder invokes a curse which creates a complication which lasts until the curse is lifted by the target. Even if the “curse” has not true power, the target may gain an obsession with lifting it.
        ◊A wielder who possesses the Ritualist advantage gains Enhanced Expertise: Magic 4 if they expend the skull-stone’s power when completing their spell.
        ◊A wielder using a power with the magic descriptor gains a +2 or +5 circumstance bonus to power checks or attack rolls by expending the skull-stone’s power.
        ◊A wielder using a power with the magic descriptor can expend the skull-stone’s power to give the target a -2 or -5 circumstance penalty to resistance checks made against that power.