M

Pr (3)

C
Av (6)

Cloud Horse
B F I
Fb (1) Gd (10) Fb (1) 360

A
Pr (3)

W
Fb (1)

M
Gd (10)

C
Pr (3) 60

B Move

HORC
F Res
Pr

I Rep
N/A

A
Pr (3)

W
Pr (3)

Ex (20) Gd (10) Fb (1)

Life
20

Move

Res
N/A

Rep
N/A

Luck
5

Life
43

Luck
7

MUTATIONS

Hypnotic Gaze: The piercing eyes of a cloudhorse are often the last thing a mutie sees—they hypnotize at Average (3) strength. Those failing a Willpower Conflict against the Hypnotic Gaze are held in place, hypnotized for 1d10 rounds. During this period the victim cannot defend himself. Sorcerers are unaffected by this, and mutants gain a +1RS on their Conflict. Flying: Cloudhorses fly at Exceptional (20) speed. Swimming: Cloudhorses swim at Exceptional (20) speed. Body Armor: Cloudhorses are extremely flexible and bend with any blow, providing Feeble (3) Body Armor. Invulnerability to Radiation & Toxins: Cloudhorses are not affected by radiation or poisons. Tail Spike: Cloudhorses attack with their tail spike on the Slashing table.

MUTATIONS

Invulnerability to Toxins: Horcs have adaptive metabolisms that quickly nullify poisons without any ill effects. Regeneration: Horcs possess Good (10) Regeneration. Enhanced Senses: The sensitive-nosed Horc possesses an Incredible (40) sense of smell.

Fae Creature
Horcs are bipedal warthog men with antelope horns. They favor primitive weaponry and are often used as shock troops by foul wizards. Horcs are perfect cannonfodder: strong in body and weak in mind. Sages speculate that Horcs are drawn from the nightmares of sentient creatures, for they appear devoid of reproductive organs. When not in the service of powerful wizards or charismatic deathlanders, horcs form small nomadic communities of 20-60 members. They split their time between sleeping, hunting and gathering, and reproduction. Horc reproduction varies from group to group, but always involves the entire band. Some bands built bonfires around which extensive dancing and music occurs for hours before a fully-grown horc emerges from the flames, the newest member of the band. Other groups form meditation circles and silently meditate until the newly arrived horc announces its appearance with a warcry.

Nano-biological Creature
Slender and almost snake-like, the cloudhorse is a nanobiological organism formed through the obsession of the mad and egomaniacal Javanese doctor P.K. Reyzano. His ego was such that the phrase “This cloudhorse created by the brilliant Dr. P.K. Reyzano” grows under the tongue of each of the creatures. Mixing nanotechnology with the biological base of a seahorse and a common lizard, the cloudhorse bears only a passing resemblance to either. It is an amphibious creature, birthing in the water (fresh or salt), and spending most of its life upon the short stubby wings which, by all rationality, should never be able to hold its 40lbs. body aloft. Although it can breathe water without difficulty, it is rarely encountered there. The cloudhorse is an unpleasant and aggressive creature—dumb as a post and just as durable. It attacks whenever it feels threatened, and cases of cloudhorses attacking trees are known—apparently a tree can appear aggressive in the eyes of a cloudhorse.

Horcs under the leadership of a powerful individual are generally less-dangerous than free-roaming horcs as they are more predictable. Tribal horcs are extremely difficult to predict, sometimes even from one minute to the next.

Furthermore...
Horcs are fae creatures, but their link to Faerie is slimmer than most fae’s. This results in a rather short lifespan of 10 to 15 years, and the last 5 or so years is spent in a pitiable state. During the end years, the horc slowly rots away as if already dead or as if under an intense case of leprosy. Because of this, horcs tend to desire death in battle and seek out chances to end their life once the first palsy of the end times appears. These older horcs are also often more powerful than the common horc and they have no concern for their safety. Additionally, these elder horcs are typically the leaders of the nomadic bands—which is part of the reason why the roving bands are so dangerous. A lone mutie would be well-advised to flee before any diseased-looking horc, for it only desires to fight to the death. That said, a band of nomadic horcs also presents an opportunity for a sufficiently powerful and charismatic mutie. If all the elder horcs are defeated in combat, there’s a decent chance the nomadic horcs will agree to follow a new leader as long as loot and food are promised and delivered. Horcs that are not provided their just due become unruly and prone to desertion or active subversion. The horcs may not be able to defeat their boss, but maybe those adventurers trying to sneak in can...

Furthermore... Furthermore...
The cloudhorse isn’t a smart opponent and should be easily avoided by any half-witted mutie. They only pose a serious threat to a lone mutie that falls victim to their Hypnotic Gaze, or when found in large groups, such as during mating season (March-May). If a GM wishes to power up a cloudhorse, pumping up the Title of hypnotic Gaze is the obvious choice, but additional mutations that make avoidance more difficult are perhaps the better idea. Consider Invisiblity or Teleportation or perhaps a chameleonlike skin requiring a successful Awareness Conflict against a Remarkable strength to notice when the cloudhorse isn’t moving. These suggestions still won’t make a lone cloudhorse much of a threat to most muties, but they’ll spice up an encounter and keep the players on their toes. And of course, if that doesn’t float your boat, have that lone cloudhorse be a shapechanged mutie of significantly more power on the run from a local Secret Society…

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