Difference between revisions of "WalkingWarMachines/FellBeast"

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Bite:  Accuracy 6(+1), Damage 7L(+3L), Defense: 3(-2), Rate 2<br>
 
Bite:  Accuracy 6(+1), Damage 7L(+3L), Defense: 3(-2), Rate 2<br>
 
<b>Dodge Pool:</b>  7, <b>Soak:</b> 3L/5B(+1L/1B leathery skin)<br>
 
<b>Dodge Pool:</b>  7, <b>Soak:</b> 3L/5B(+1L/1B leathery skin)<br>
<b>Willpower:</b> 10, <b>Health Levels:</b> -0/-0/-1/-1/-1/-2/-2/-2/-4/Destroyed.<br>
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<b>Willpower:</b> 10, <b>Health Levels:</b> -0/-0/-1/-1/-1/-2/-2/-2/-4[[/Destroyed]].<br>
 
<b>Essence:</b> 1<br>
 
<b>Essence:</b> 1<br>
 
<b>Other Notes and Powers:</b>
 
<b>Other Notes and Powers:</b>
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Back to WalkingWarMachines <br>
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Back to [[WalkingWarMachines]] <br>
 
Back to [[Dorchadas]]
 
Back to [[Dorchadas]]
  
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Yes, the name is shamelessly ripped off the Fell Beasts from MERP -[[Dorchadas]]
 
Yes, the name is shamelessly ripped off the Fell Beasts from MERP -[[Dorchadas]]
  
Why can it carry more zombies than human troops? -- JesseLowe
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Why can it carry more zombies than human troops? -- [[JesseLowe]]
  
 
Presumably they can be packed in tighter. I mean, literally -packed- in, one on top of the other. Not sure about the warghosts though.<br>-- [[Darloth]]
 
Presumably they can be packed in tighter. I mean, literally -packed- in, one on top of the other. Not sure about the warghosts though.<br>-- [[Darloth]]
  
Can't warghosts theoretically dematerialize to cram in tighter? If anything dematerialized can be thought of in such terms, anyway. -- AntiVehicleRocket
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Can't warghosts theoretically dematerialize to cram in tighter? If anything dematerialized can be thought of in such terms, anyway. -- [[AntiVehicleRocket]]
  
 
:The "cramming" is the reason why it can carry more zombies than humans.  Zombies don't need to breathe, don't need to shuffle or sit down, and so on.  As for war ghosts...well, I guess that depends on how dematerialization works.  Are dematerialized creatures immaterial to each other?  If so, you could theoretically cram in an <i>infinite</i> number of them, but that seems wonky to me.  War ghosts can change their shape to a limited extent as well, but I wanted a hard and fast number as a basis, so I figured that choosing the same number as zombies was a good start. -[[Dorchadas]]
 
:The "cramming" is the reason why it can carry more zombies than humans.  Zombies don't need to breathe, don't need to shuffle or sit down, and so on.  As for war ghosts...well, I guess that depends on how dematerialization works.  Are dematerialized creatures immaterial to each other?  If so, you could theoretically cram in an <i>infinite</i> number of them, but that seems wonky to me.  War ghosts can change their shape to a limited extent as well, but I wanted a hard and fast number as a basis, so I figured that choosing the same number as zombies was a good start. -[[Dorchadas]]

Revision as of 09:06, 3 April 2010

Fell Beast

Exotic Components: Making a Fell Beast requires the corpses of two Hybrocs, as well as a that of a Yeddim and a captured Consumption Cloud.
Successes Needed to Assemble: 4 (Difficulty: 2)
Mote Cost to Animate: 20 motes

Fell Beasts are flying horrors designed to carry zombie and mortal troops great distances quickly. The skeletons of two Hybrocs are fused together, with the wings and legs of one transported onto the other, giving the finished product a grotesque appearance. The bones of the Yeddim, and those left over from the second Hybroc, are used to construct a cage beneath the wing assembly capable of carrying up to thirty human warriors (or 50 zombies or war ghosts). Finally, the whole thing is infused with the Essence of the Consumption Cloud to allow the construct to get off the ground. While Fell Beasts do not fight well, they are very useful at getting troops where they need to go.

Attributes: Strength 4, Dexterity 4, Stamina 4. No social attributes. Perception 4, Intelligence 1, Wits 3.
Virtues: Not applicable. Never fails Valor rolls, never succeeds on any other rolls.
Abilities: Athletics 3, Awareness 3, Brawl 1, Dodge 3, Endurance 4, Presence 2, Resistance 3, Survival 2
Base Initiative: 7
Attack:
Claws: Accuracy 5, Damage 5L(+1L), Defense 5, Rate 4
Bite: Accuracy 6(+1), Damage 7L(+3L), Defense: 3(-2), Rate 2
Dodge Pool: 7, Soak: 3L/5B(+1L/1B leathery skin)
Willpower: 10, Health Levels: -0/-0/-1/-1/-1/-2/-2/-2/-4/Destroyed.
Essence: 1
Other Notes and Powers:

  • Flight: Fell Beasts can fly at about 40 miles an hour. As undead, they do not tire and can fly for as long as necessary--even days without stopping, if they are carrying only zombies. If a Fell Beast must make a dodge roll in the air, then all occupants must roll Dexterity + Athletics, Difficulty 3, or fall through the holes constructed in the cage. Fell Beasts can no longer fly if reduced to -2 health levels or below, though they can still glide down to safety. If reduced to -4, then they crash and the occupants take appropriate damage.

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Comments, Suggestions, or Flames

Yes, the name is shamelessly ripped off the Fell Beasts from MERP -Dorchadas

Why can it carry more zombies than human troops? -- JesseLowe

Presumably they can be packed in tighter. I mean, literally -packed- in, one on top of the other. Not sure about the warghosts though.
-- Darloth

Can't warghosts theoretically dematerialize to cram in tighter? If anything dematerialized can be thought of in such terms, anyway. -- AntiVehicleRocket

The "cramming" is the reason why it can carry more zombies than humans. Zombies don't need to breathe, don't need to shuffle or sit down, and so on. As for war ghosts...well, I guess that depends on how dematerialization works. Are dematerialized creatures immaterial to each other? If so, you could theoretically cram in an infinite number of them, but that seems wonky to me. War ghosts can change their shape to a limited extent as well, but I wanted a hard and fast number as a basis, so I figured that choosing the same number as zombies was a good start. -Dorchadas