Tear

The tear is a large, cliff-dwelling bird that hunts in a pack, native to the Gulf of Echoes and called “the wolf of the sky” by fearful sailors. A full-grown tear can dive into the sea and emerge with a baby dolphin or manta ray in its clutches. Mariners atop the crow’s nests of mighty ships know to keep a sharp eye on the sky when approaching Corbel, for more than one has been pulled from their perch by the lacerating talons of the tear. Tales of their frightening strength and taste for human flesh have traveled far and wide, but none fear these predators more than the prisoners of the Listing Tower. The upper levels of the tower have become a favored roost for the birds—a place to feed their young on prey that fights back just enough. At the prison’s zenith, many of the cells face the full brunt of the elements, where walls and flooring have crumbled into the Azule. Here, unruly prisoners are chained and left to die, meals for the tear chicks small enough to slip through prison bars.

Origin/Ancestry
Beast

Combat
Brawn
Agility
Perception
Intelligence
Willpower
Fellowship
45 [6]
40 [4]
50 [7]
45 [6]
40 [4]
40 [4]
35 [3]
  • Melee: +30
  • Athletics: +20
  • Toughness: +10
  • Coordination: +10
  • Stealth: +30
  • Awareness: +30
  • Resolve: +10
  • Dodge: 60%
  • Damage Threshold: 12/18/24/30
  • Movement: 10
  • Flying: 14
  • Initiative: 15
  • Size: Large
  • Peril Threshold: 7/13/19/25
  • Type: Beast
  • Risk: Intermediate
  • Beak: 75% - Distance (Melee Engaged) - Damage 2D6+7 - Finesse, Vicious
  • Talons: 75% - Distance (Melee Engaged or 1 stride) - Damage 2D6+7 - Fast, Punishing


 
  • BUFFET: This creature buffets a foe with its wings when attacking. Make a successful Toughness test for the target, or they lose 1 AP.
  • DIRE CONSEQUENCES: Injuries caused by this creature’s attacks occur on a face ‘5’ or ‘6’ when rolling an Injury die.
  • PACK TACTICS: Add +10 to all Skill tests made for this creature on its Turn when it begins that Turn within 3 strides of another creature of the same type.


 
  • SNATCH FROM ABOVE (2 AP, COMBAT ACTION): This creature flies at its full Movement without triggering Opportunity Attacks and makes an attack during the move. The attack gains the Entangling Quality, and if successful at gaining a Grapple, its target moves the rest of the way with the bird.
  • ASSAULT FROM THE SUN (2 MISFORTUNE, NON-COMBAT ACTION): This creature can make a flying attack from the direction of the sun, initiating a Surprise Round. Attempts to defend against it are Flip to Fail, even for those aware of the bird’s approach. This attack gains an extra 1D6 Damage die beyond the bonus Damage awarded for surprise.