Difference between revisions of "Tentacles"
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|xp=3 | |xp=3 |
Revision as of 22:51, 8 July 2013
This rule just plain sucks. It needs a complete overhaul in order to be useful. We don't want to deprecate it, so get cracking on a revision, slacker! |
Me gusta. This rule should be included in the first release of the book. Let's make it happen. |
Rarity | 3 |
---|---|
AP | 4 |
Target | Area |
Distance | Far |
Lasts | Two rounds per rank |
The mage summons 15-foot-long, oozy, black tentacles that burst from the floor or ground. The GM should treat the tentacles as a single being, with 30 Health Points. The tentacles act on the initiative order of the mage. The tentacles have a sticky substance on their underside, so when a tentacle makes a Grab check, it receives a +10 bonus, and its enemies have a tougher time escaping. If a tentacle has a creature constricted, it deals crushing damage equivalent to its Muscle ×2. The power of the tentacles is dependent on the Intensity.
Intensity Effects
- Two tentacles. Mus 3, End 3. Slap Damage 2
- Two tentacles. Mus 4, End 3. Slap Damage 4
- Three tentacles. Mus 4, End 4. Slap Damage 6
- Three tentacles. Mus 6, End 6. Slap Damage 8
- Four tentacles. Mus 8, End 8. Slap Damage 10