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Yagathai
09-16-2005, 12:24 PM
It was missing from Pete's Wild Kingdom, so I thought I'd take a turn at burning one up.

Alligator

Wi B4
Pe B5
Pow B5
Fo B7
Agi B4
Spd B4

He B6
Reflexes B4
Hesitation B6
Steel B7
MW B12

Movement multipliers: Land: x3 Swim: x5

Traits: Reptilian Body, Massive Stature, Scaly Hide (plated leather equivalent), Crushing Jaws, Club Tail, Implacable Grip (+3D to lock), I'm A Log! (call-on for stealthy), Cold Blooded, Pressure sense (no penalties from darkness), Lightning Charge (see below), Suspend Metabolism (see below)

Lightning charge: In short bursts, alligators can move really really fast. Double the gator's standard land movement multiplier when charging or withdrawing, usable one exchange per volley.

Suspend Metabolism: Alligators can hold their breath up to a number of hours equal to Health, if they're not doing anything but hanging around. Assume three times Health in minutes of physical activity.

Crushing jaws: +3 Pow, Add 2, VA 2, Short, Fast, can be used on the inside
Club tail: +2 Pow, Add 2, VA 1, Longer, Slow. No tail-slapping and biting in the same exchange!

Sample script:

V1
Tackle

V2
Lock/bite
Lock

V3
Throw (into water)

Ozark Tim
09-17-2005, 12:25 AM
You might consider "One Way Jaw" making the gator susceptible to Locks due to its weak jaw opening muscles.

Yagathai
09-18-2005, 12:29 PM
I like it! I'll delete Implacable Grip, increase the Power to B7, and add "One Way Jaw: +1D to locks, but opponents get +2D to lock the 'gator."