Alignment: Neutral
Movement: 90' (30')
Armor Class: 7
Hit Dice: 3
Attacks: 2 (hooves)
Damage: 1d6/1d6
Save: L2
Morale: 9
Horde Class: None
Primarily used as a means of transport, the Equort is a large horse-like creature with a beak-like mouth, cat-like eyes, and a thick reptilian tail. Equorts are hairless, covered instead with a thick pale-yellow hide, with pointed ears that could be mistaken for horns at a distance.
Equorts are incredibly strong creatures, often used as pack animals and cart-pullers. They can carry up to 450 pounds and move at full speed, and up to 900 pounds and have their movement halved. Because of their size and strength, they are the favored mounts of Moks, who often use them for transport. When threatened, an Equort will rear up and kick with their front hooves for 1d6 hit points of damage. Equorts are not agile creatures when at a full gallop, often crashing through smaller barriers rather than leaping over them the way a horse will. They are also somewhat slower than a Riding Horse (MF rulebook, pg. 76) with a max speed of 90' per turn.
Equorts are as loyal as horses and are incredibly protective of their master. They will never be found in the wild, however, since they are specifically bred, raised, and trained by Equort handlers. A PC who wishes one as a mount will have to find someone willing to sell theirs.
Mutations: none
just a general note - it seems (to me at least) that many of your creatures have far too few HD. They seem more in line with D&D conventions - 3 HD in that context is respectable. In the Mutant Future on the other hand, the puniest player character possible, with a 3 CON, is going to be roughly comparable to this large horse size creature in terms of damage absorbing capacity. Not to get into a debate about what exactly HP mean, but even the most nebulous of HP definitions would be hard pressed to explain this discrepancy.
ReplyDeleteJust my two cents, and feel free to ignore them.
Oh - and the Equort is one of my girlfriend's favorite things about Thundarr. Good choice for the menagerie!
On page 76 of the MF rulebook, you'll see that both the war horse and the draft horse - both big damn horses - each have 3 HD. Truth be told, the equort is a war horse with a draft horse's movement rate. Hence the stats.
ReplyDeleteNice post! As a GM, I'm always on the prowl for well designed creatures that serve as mounts in the game. I won't be surprised (but my players may be) if some wasteland warriors go riding into town soon on Equorts.
ReplyDeleteAwesome! I've been a fan of the Equort since I first saw it. Thanks for statting this up!
ReplyDelete@ Sniderman regarding the HD - that is an eminently reasonable explanation. I guess the whole 1 HD per point of CON thing just throws off my comparison meter between PCs and monsters.
ReplyDeleteI have been handing out the hit points like candy to the monsters in my Mutant Future campaign, but that is partly because the PCs have guns that do lots of damage as well.
@Carl: You have to keep in mind that just-beginning MF characters have 1HD per CON point. If you roll up a Pure Human with a CON of 18 and then somehow all 8's for HPs, you have a 1st-level character with a potential max HP of 144 HPs. Compare that with a beginning LL Fighter. His max HP at first level is 8. Big difference. However, the LL Fighter will increase in HD as he levels up, whereas the MF Pure Human will level up his stats and bonuses, but his HD will pretty much remain untouched. Really, it's the main verging point of the two systems. MF is for survivor-type characters and they start out with the HD to enable them to live longer in a hostile environment.
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