Tyferian, Drone
Basic Information
Anatomy
These creatures have six-legs and a serpentine body. Their legs end in sharp claws for scaling trees. On their upper torso, they have four arms. To move quickly or through the trees, Tyferians drop to all ten and walk like a centipede. To perform actions they rise up and use their four arms. The head of a Tyferian consists of four fierce reptilian eyes, two crushing mandibles and a long coiling tongue. They have a long slender tail that they use to balance as well.
Biological Traits
Blank Mind: A Tyferian drone's lack of mental capacity helps protect it against mind effects. Whenever an effect would require an INT save, if the drone's INT score is less than 10 it is treated as 10 instead.
Crushing Mandibles: A Tyferian can perform an bite attack that has a WDR of 6 + Str/4 Piercing.
Darting Tongue: As a partial action, a Tyferian can perform a melee attack at a 3m range. This has a weapon rating of 2 Crushing. If the tongue hits an object or creature under 5 kg, the Tyferian can pull it back. Creatures can perform a STR save against the Crushing Improvised skill of the Tyferian plus the Tyferian's Level*10 to resist being pulled.
Frail Body: Tyferian drones have a frail body type, due to this they have a -15 to Fortitude. In addition, they are vulnerable to Crushing.
Porter's Strength: When calculating the workers carrying capacity, add +5 to Strength. Drones treat overencumbrance as one category lesser.
Worker's Constitution: A drone can work, walk and do other tasks for twice as long as other creatures before taking fatigue. They receive only half the effects of fatigue and exhaustion.
Worker's Knowledge: Tyferian drones are proficient in manufacturing of things. They gain a +15 in Crafting (Pick one) and +5 Crafting (All Other).
Additional Information
Perception and Sensory Capabilities
Thermalscale Vision: Focusing on the infrared side of the light spectrum. It allows for vision based on heat sources. Thermalscale is the closest to darkvision one can get without magical assistance. Visual arc 120 degrees.
Thermalscale Vision
Characters with thermalscale vision can see through certain objects. If a creature of the heat or flesh types is behind cover they may still be "visible". If the target is not trying to hide you must roll a Challenging Success, if the target is attempting to hide you must roll 3 more successes than they do on thier hide or move silently check.
If the creature or object is the fire type reduce the number of successes needed by 2
Light Level | Visual Penalty | Max Visual Range | Information |
---|---|---|---|
Very Bright (8000+ lux) | -116 | 100 meters | Prolonged exposure can cause permanent blindness |
Bright (4000-7999 lux) | -46 | 500 meters | Prolonged exposure can cause permanent blindness |
Daylight (2000-3999 lux) | none | 1km | None |
Well Lit (500-1999 lux) | +3 | 2km | None |
Dim (1-499 lux) | +12 | 2km | None |
Dark (>1lux) | +12 | 2km | None |
Pitch Dark (0 lux) | -9 | 750 meters | None |
Civilization and Culture
Major Language Groups and Dialects
Tyferian
Strength: +5
Endurance: -2
Intellect: -8
Perception: +4
Foresight: +2
Magic: 0
Beauty: 0
Rhetoric: 0