Title: Rain Drop +75 -37 build Primary ST 11 DX 12 IQ 9 HT 11 Secondary DMG Author: Anonymous Pastebin link: http://pastebin.com/U85Cr3Qd First Edit: Tuesday 3rd of June 2014 07:02:08 PM CDT Last Edit: Tuesday 3rd of June 2014 07:02:08 PM CDT Rain Drop +75 -37 build   Primary ST 11 DX 12 IQ 9 HT 11   Secondary DMG Thrust 1d-1 Swing 1d+1 HP 11 Will 9 Perception 9 Fatigue Points 11 Basic Speed 5.75 Encumberance 11 24 BL 24 None 48 Light 72 Medium 144 Heavy 240 Extra Heavy   Racial Traits Hooves +1 per die damage w/ kick feet DR +1 3 points Enhanced Dodge +2 to dodge score 30 points Flight Winged 10 points Magery 0 5 points to understand/feel magic and learn it. [Weather Aspected Requires Weather of some sort to manipulate]   +35 -37   Traits Attactive +1 to reaction rolls, 4 points Mostly Illeterate can only read Basic -3 points Wealth-Dead Broke- No cash -25   Advantages Acute Sense Smell +3 to sense rolls 6 points Animal Empathy GM rolls against IQ telling what I feel. 5 points Plant Empathy Gm rolls against IQ telling what I feel from plant 5 points   Talent +1 relating to the skill sets below. Animal Friend: Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction bonus: all animals. 5 points/level. Animal Friend: Animal Handling, Falconry, Packing, Riding, Teamster, and Veterinary. Reaction bonus: all animals. 5 points/level.   Disadvantage Absentminded -5 on all IQ and IQ basked skill rolls save for those currently concentating on. Attention drifts if nothing takes my noitce until something catches attention. Berserk when you or loved one is harmed from damage 1/4 of hp in the space of a second or loved one is harmed make a self control roll. May deliberately go bersekf by taking concentrate manuever and make successful will roll once berserk the following applies:   -If armed with hand weapon must make All Out Attacks each turn foe is in range. If no one is in range must use Move manuever to get as close as possible to a foe and if you can Move and Attack or end move with a slam you will. -You are immune to stun and shock, and your injuries cause no penalty to your Move score. You make all rolls to remain conscious or alive at +4 to HT. If you don’t fail any rolls, you remain alive and madly attacking until you reach -5¥HP. Then you fall – dead! -When downing a foe may attempt another self control roll to see if you sanpe out of it if failed remain berserk and attack next foe treat any friend who attempts restraint as a fore, get to roll each time when foe is down and when no foes remain if still berserk start to attack friends.   Once snap out of bersekf all wounds immedietly affect you roll at normal HT to see where remain conscious and alive   Charity -15, acutely aware of others emotions and feel compelled to help those around you - even legitamate enemies make self control roll when in a situtaion where you could render aid or are specifically asked for help but should resist the urge if fail must offer assistance even if its a trap.   Chummy: You react to others at +2 most of the time. When alone, you are unhappy and distracted, and suffer a -1 penalty to IQ-based skills. -5 points.   Clueless -10 points You totally miss the point of any wit aimed at you, and are oblivious to attempts to seduce you (+4 to resist Sex Appeal).-4 to savoir faire skill. and colloqual expressions escape you.   Curious -5 Investigate everything and cannot turn away from intersting things. Make self control roll when presented with a interesting thing.   Stubbornness -5 Hard to go alond with something others react at -1