Reaction
- Friendly
- Ancestor worshippers, followers of the Horned God.
- Neutral
- Other amphibious or aquatic creatures, provided they are not initiates of a death-rune cult (such as Humakt or Wachaza). You can convince Taddy of your aquatic ability by taking a swim. Taddy won’t mind if you strip off first. If you succeed in your Swim roll he’ll become neutral. If you really impress him (by making a “special” Swim roll), he’ll become your friend. If you fail you’ll have to fight him; but Taddy’s only going to give you two melee rounds to get back into your fighting gear. In the meantime he’ll be busy casting his spells.
- Hostile
- Everyone else.
Notes
Captain Taddy is little, but tough! Because of his small SIZ, you’ll have to subtract -20% off your chance to hit him.
However, if you’re over SIZ 12, Taddy’s going to have trouble hitting you anywhere above the abdomen. Roll 1d20-10 on your own hit location table when Taddy hits you.
Unless you had to get back into your fighting gear after an unsuccessful Swim, Taddy parries and dodges in the first round, whilst he casts a Strength-2 spell (SR 4) and True Net-1 (SR 10). The Strength spell gives Taddy a +1d4 damage modifier!
In the second round Taddy attempts to ensnare you in his combat net, and parries with his trident. If you fail in your parry, Taddy’s net ensnares two hit locations. You will need to rip, cut or burn your way out (unless Taddy releases the tension). If you successfully parried with a shield, it and your shield arm is immobilized, unless your parry roll was a special success or a critical. Any other weapon used to parry a net instead will be caught unless you rolled equal to or less than twice your “special success” parry chance. Your chance to dodge the net is reduced by 10%, because of the net’s large size.
Once Taddy has succeed in netting you, he attacks with his trident.
If you defeat Taddy, you can cut off his tail and tie or sew it shut. Newtling tails provide nutritious and flavoursome food, and are considered delicacies by decadent epicures. Here on your DreamQuest, if you eat the tail it will cure up to 6 hit points damage, spreading the points across those locations damaged as evenly as possible. If you return with it to the Material Plane, you will have a magical newtling tail that will always provide you with a satisfying meal. Whether you eat the tail either here or later, you will ever after be regarded as an enemy by the newtling race.
Melee Sequence
- Make Statement of Intent
- Resolve spells
- Resolve attacks and parries, remembering to subtract -20% off your chance to hit Taddy. Also remember to add 10 to Taddy’s hit location rolls against you. Any dodge made against a combat net attack is at -10%, due to the large size of the net.
Taddy the Newtling STR 18 CON 18 SIZ 02 INT 13 POW 12 DEX 16 APP 10 R Leg 01-03 01-04 5/3 L Leg 04-06 05-08 5/3 Guts 07-10 09-11 5/4 Chest 11-15 12 5/4 R Arm 16-17 13-15 5/3 L Arm 18-19 16-18 5/3 Head 20 19-20 5/3 Magic Points: 12 Fatigue: 36 – 11 ENC = 23 Dodge: 46% – 11 ENC = 35% Hit Points: 10 Move: 2/4 (swim) Trident (2d3) A-35% SR-7 Parry-(9)-25% Combat Net (1d6) A-35% SR-6 Parry-(6)-35% [Net Strength 18]Skills: Swim 90%. Spirit Magic (89%): Strength-2 (yields a +1d4 damage bonus, +6 to Fatigue points, +3% to Attack, Parry and Dodge); True Net-1 (increases Net Attack by 5%; raises Net Strength and AP by 1); Heal-1. |
Related Pages
- [21] Thanatar Mad-Head Ghost
- [23] Mad Oakley the Illuminate, image of Flesh Man
- [24] Anax the Aristocratic Healer
- [25] Plethon the Philosophical Broo
- [26] Stony the Gargoyle
- [27] Rip and Rend, Shadow Cat twins
Page Last updated: 2024-04-21 12:26:44
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