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MANDRELS
Identity: N/A
Sex: N/A
Age: N/A
Height: 5' 6"
Hair: Brown
Eyes: Green
Level: 4th
Side: Neutral
Experience: 9000
Training: +1 Agility
First Appearance: 'Nightmare of Eden' (Nov 24 - Dec 15, 1979)
Other Appearances: None
1. Chemical Power (Unique Body Chemistry): At death, the mandrel decomposes into a toxin which is known as the most addictive drug in the galaxy, Vraxoin. Once this drug is consumed, it requires an immediate Endurance (at half value) save on d100. Failure means that the user has succumbed to the euphoric effects of the drug and cannot act or do anything except laugh and spout gibberish (during this time -5 to Int). This effect lasts for 1d6x10 minutes and then the user comes crashing down. Once the effects wear off, the user must make anothert save (again at half End on d100) or do nothing but try to score another fix of the drug.
2. Heightened Attack (Bestial Ferocity): +1 Damage per level (Currently +4).
3. Heightened Endurance A +14
4. Heightened Strength A +8
5. Heightened Expertise (Bestial Ferocity): +4 to hit with all of the mandrel's natural attacks (claws & bite).
6. Heightened Senses: [Nightvision] The mandrels can see as well in the dark as in daylight with their large green eyes. [Predator's Instinct] The mandrels are exceptional hunters who rely on their savage cunning and instinct. (treat Int as being doubled when calculating Detect Danger and Detect Hidden percentages, then apply a x3 multiplier bonus). [Recognize Scent] Range 24", can only remember up to 6 individual scents, any beyond that will require an Int roll on d20 to remember. [Track by Scent] Range: 48", Int save on d20 per hour to track a trail, -1 per hour of age of trail.
7. Natural Weaponry (Claws and Fangs): +3 to hit, +6 Damage.
8. Weakness (Reduced Intelligence): The Mandrels are of animal intelligence and can only communicate with each other through a series of limited growls and gutteral noises (-6 Int).
Weight: 220 lbs. Basic Hits: 5 Agility Mod: Nil
Strength: 18 Endurance: 24
Agility: 14 Intelligence: 6
Charisma: 14 Reactions from:   Good: -1     Evil: -1
Hit Mod. (1.6) (3) (1.3) (.9) = 5.616 Hit Points: 29
Damage Mod.: +0 Healing Rate: 3.5
Accuracy: +1 Power: 62
Carrying Capacity: 906 lbs. Basic HTH Damage: 1d8
Movement Rates: 56" ground.
Det. Hidden: 30% Det. Danger: 42%
Inventing Points: 2.4 Inventing (18%):
Origin and Background: