FrivYeti/Snowrunners
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Snowrunners
Sometimes, travellers in the Northern borderlands, or even within the boundaries of Creation, will be surprised to find a herd of six-legged caribou racing towards them, around them, and past them. These creatures, with short antlers that curve back behind them, are known colloquially as 'snowrunners'. The descendants of beasts that wandered into a space-warping region of the Wyld and were irrevocably altered, they run endlessly throughout the Wyld, not stopping even to eat, sleep, or mate; all of their functions can be performed while running.
Many northern tribesmen have learned to track the pathways followed by the snowrunners, and to co-opt them for journeys. The ability of the caribou to cover over seventy miles per hour in the Wyld allows for extensive movement, and they are extremely docile; if a tribesman jumps on one as it slows to eat, he can reasonably expect to hang on for the duration of the trip. Actually directing the creatures is all but impossible (treat them as having a Control rating of 6), but few feel the need, and they can always jump off the next time the beasts begin to slow.
Stats
Attributes: Strength 4, Dexterity 3, Stamina 5, Perception 2, Intelligence 2, Wits 3 (Animal)
Abilities: Athletics 4, Awareness 2, Dodge 2, Integrity 1, Investigation 1, Martial Arts 1, Presence 1, Resistance 2, Survival 2
Willpower: 4, Dodge DV: , Soak: , Health: OK, -1, -1, -2, -2, -4, Inc
Move: 11 yards (22 miles per hour), Dash: 18 yards (36 miles per hour), Jump:</i> 16 yards
<b>Mutations: Wyldrunning* (Affliction), Inexhaustible (Affliction), Gazelle's Pace (Affliction), 'Allergy' [Stopping] (Deficiency)
Wyldrunning - As long as the snowrunners are within the Wyld, they can travel at immense speed by warping terrain that they pass over. This effect halves the distance of any journey that they take, and multiplies fully with their enhanced movement rates. Note that if they suffer a collison, they do so at their true speed, not their effective speed.
Allergy - Whenever a snowrunner moves less than 5 yards per tick, they suffer a -1 penalty to all actions. Stopping movement for more than ten or fifteen seconds causes their bodies to start to rupture and bleed, dealing bashing damage unless they pass out, at which point they continue to rupture until death. Someone else carrying or otherwise moving a wyldrunner at sufficient speed suffices to cancel this allergy.
Note: This build assumes that horses and caribou naturally have a Dexterity of +4 for movement purposes, as suggested by the Affliction Gazelle's Pace. Their own Gazelle's Pace further enhances this.