AUTHOR: Josh Kapfer (ReptileJK)
ISSUE: 10:9
Attributes |
BRG 8 (+1) |
NIM 10 (+2)* |
PER 10 (+2) |
STR 5 (+0) |
VIT 8 (+1)* |
WIT 4 (+0) |
Reactions |
STAM +1 |
SWIFT +2* |
WILL +1 |
WIS +2 |
Defence |
12 |
Size |
Courage |
| |
Health |
8 |
Move |
3 |
Renown |
|
Edges |
none |
Flaws |
none |
Special Abilities |
Natural weapon (1D6-1, bite), The Blood of Huan, Silent and Cunning Ways, Ill-at-Ease in Trees |
Skills |
Armed Combat: Natural Weapons (Bite) +3, Jump +4, Observe (Smell) +5, Run +5, Stealth (Sneak) +9, Survival (Forests, Mountains, Plains) +5, Track (Scent) +6 |
TN Equivalent |
|
Description
The coyote is a wild relative of the domestic dog. It stands less than 2 feet tall and varies in color from gray to tan with sometimes a reddish tint to its coat. A coyote's ears and nose appear long and pointed, especially in relation to the size of its head. It weighs between 20 - 50 lbs. The coyote can be identified by its thick bushy tail, which it often holds low to the ground. It can be distinguished from its much larger relative, the wolf, by its overall slight appearance compared to the massive stockiness of the bigger canid. The coyote is an extremely lean animal and may appear underfed even if healthy.
Unique Special Abilities
The Blood of Huan: All dogs and wolves are said to be the descendants of Huan, an immortal hunting dog of Orome, Huntsman of the Valar. Therefore, they have an uncanny ability to use their hearing and sense of smell to find quarry, locate their master, or guard a home or encampment.
Effects: Once per day, all dogs and wolves receive a +7 to a Track (Scent) or Observe (Smell) test. In the case of a domestic dog, the person rolling the dice for that test is allowed to choose when it will be used and with which skill it will be used (i.e. Track or Observe). However, the intention to use this ability must be stated at the beginning of his/her turn during the round. Furthermore, if a dog is present at a home or encampment, there is a large chance that it will be alerted to anyone/anything approaching and warn their master of potential danger. Therefore, for every “intruder” that attempts to infiltrate a campsite or homestead, roll 2D6. A result of 10 or less means that the dog has detected the intruder and will warn his master immediately.
Restrictions: Domestic dogs will only perform actions for or defend encampments belonging to their master.
Silent and Cunning Ways: All wild and fell canids have an extraordinary ability to employ stealth to mask themselves and their scents. They also have an uncanny ability to find track scents over large distances.
Effects: All wild and fell canids automatically receive a +3 to the first Stealth (Sneak) test performed during an attempt to catch something unawares. They also gain a +2 to any Track (Scent) skill one time per day.
Ill-at-Ease in Trees: Canids are not physically designed for climbing. Therefore, they cannot climb trees after quarry, no matter how much goading occurs. This is also true of true wolves and dogs. However, what they lack in arboreal prowess, they make up for in patience. Thus, Wargs and Hybrids can wait hours and even days for quarry that is attempting to escape them in trees to come down (or fall down after fainting from lack of sleep, food, or water).