Scorpion
Represents: Pain and Suffering
Scorpions revel in causing pain and suffering. This can be physical pain, sickness, or crippling; or it can be mental anguish. All suffering tastes just as sweet to the Scorpion. Their sting can inflict Poison, which can lead to weakness and fatigue. Their Claws can grapple and crush, inflicting intense pain. Scorpions are very well defended, hearty, and swifter than you might think. During conflict, many Scorpions will take a defensive posture when engaged, watching for opportunities to grapple and poison their foe.
Special Abilities
When using a known Maneuver, Martial Mastery grants the Scorpion a bonus to Precision (or Guard, whichever is applicable) equal to the Mastery Level of the Maneuver.
Martial Mobility allows the Scorpion to remain somewhat mobile while in Defensive Stance. Each Turn they are in Defensive Stance, they can perform one Maneuver without halving the distance travelled. Alternatively, they can add 1" (unhalved) to a single Move during that Turn. (Martial Mobility cannot allow the character to exceed the distance they would have travelled without Defensive Stance.)
Strength in Struggle reflects the Scorpion’s toughness by reducing damage related to Strikes received by 20%. Damage related to Strikes dealt by a Scorpion is increased by 20%.
Strength in Struggle |
Tier:1 |
Tier:2 |
Tier:3 |
Tier:4 |
Warrior |
+20% damage dealt with Strikes -20% damage received from Strikes |
+1 to Resist Checks |
+2 to Resist Checks |
+3 to Resist Checks |
[In Dry Bones, none of these Special Abilities are in effect.]
Weapons
Scorpions most often poke at their enemy while shielding themselves with their claws, waiting for an opening to Grapple their foe with their powerful claws and then poison them with their tail sting.
Weapon |
Range |
Standard Effect |
Passion Effect |
Claw |
Melee |
12 = may Grapple |
+2 Exertion to Target |
Tail Sting |
Melee |
12 = Poison:4 (1/Strike); 2 Action Point Strikes |
Poison:2 |
The Scorpion does not have to release a Grappled Target after rolling a regular Strike or Maneuver. Further, the Scorpion can Grapple a 2nd Target if their Might allows for them to Strike other Targets. If Grappling a 2nd Target, the Scorpion's Might is then split evenly between the Grappled Targets.
Maneuvers
Scorpions can use their massive claws to Seize their opponents, bypassing some of their defenses. They can also Skewer Grappled opponents with their venomous Tail Sting causing damage and Poison.
Seize (3 AP)
Seize (Claw only) is a Strike that ignores an amount of Guard provided by Defensive Stance, Parry, and Grand Parry. Seize also allows the Scorpion to ignore a single 1 in order to Grapple. At Mastery Level 4 the Scorpion can also count a single 11 as a 12 in order to Grapple.
Seize can still be used while the Target is not benefitting from any Guard boosting effects.
The Scorpion has Seize at Mastery Level 2 as a Tier:1. Mastery Level 3 at Tier:2. Mastery Level 4 at Tier:3. Mastery Level 5 upon becoming a Scorpion Beast.
Mastery Level 1 |
ignores 1 Guard from Defensive Stance, Parry, & Grand Parry |
Mastery Level 2 |
ignores 3 Guard from Defensive Stance, Parry, & Grand Parry |
Mastery Level 3 |
ignores 5 Guard from Defensive Stance, Parry, & Grand Parry |
Mastery Level 4 |
ignores 7 Guard from Defensive Stance, Parry, & Grand Parry |
Mastery Level 5 |
ignores 10 Guard from Defensive Stance, Parry, & Grand Parry |
Skewer (2 AP)
Skewer (Tail only) is a 2 Action Point Strike vs. a Grappled Target. The Scorpion gains additional Passion for the Strike, excited by the vulnerability of their enemy. At Mastery Level 4, the Passion Effect can trigger up to 4 times. At Mastery Level 5, the Passion Effect can trigger up to 5 times.
The Scorpion has Skewer at Mastery Level 2 as a Tier:1. Mastery Level 3 at Tier:2. Mastery Level 4 at Tier:3. Mastery Level 5 upon becoming a Scorpion Beast.
[In Flesh, there are no Passion Effects. Instead, Skewer adds Poison:1 at Mastery Level 1 and then adds Poison:2, 3, 5, and 7 at Mastery Levels 2, 3, 4, and 5 respectively.]
Mastery Level 1 |
+24 Passion for determining Passion Effects |
Mastery Level 2 |
+48 Passion for determining Passion Effects |
Mastery Level 3 |
+72 Passion for determining Passion Effects |
Mastery Level 4 |
+96 Passion for determining Passion Effects |
Mastery Level 5 |
+120 Passion for determining Passion Effects |
Shielded Defense (1 AP)
Mastery Level 2 as a Tier:1. Mastery Level 3 at Tier:2. Mastery Level 4 at Tier:3. Mastery Level 5 upon becoming a Scorpion Beast.
[In Dry Bones, there are no Maneuvers.]
Attributes
Scorpions are treated as Warriors and also have enhanced Swiftness and Resolve, receiving an additional 12 at 1st Domain, this increases to 24 at 2nd Domain, 40 at 3rd Domain, and 80 once becoming a Scorpion Beast.
Scorpions also are very defensive and have improved Guard, gaining an additional 1 at 1st Domain, this increases to 2 at 2nd Domain, 3 at 3rd Domain, and once becoming a Scorpion Beast, each "1" in Strike Rolls against the Scorpion will negate up to two "12"s.
Size and Mutations
Scorpions fit the standard rules of Occupying Space for elohim. However, the height is of course skewed when not standing upright. Also, like all bestial elohim, Scorpions will gain varying Mutations when increasing in Tier.
The example below shows a sampling of Scorpions increasing from 1st Domain to Scorpion Beast. In this instance, the Mutations gained in order are: Gluttonous Body, Toothy Maw, and Membranous Wings.