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The Griffin

The Griffin

John Horton

F) Ex20
A) Ty6
S) Un100
E) Un100
R) Fe2
I) Ex20
P) Ty6

Health: 226 Karma: 28
Resources: Sh-0 Pop: -25

Known Powers:
Body Armor: Mn protection vs. Physical and Energy
Resistance to Heat, Cold and Radiation: Am
Wings: Ex airspeed (10 areas/round)
Claws: Mn material, Un Edge
Tail: The Griffin’s tail can strike anyone one area to the rear for Am Blunt
Bird Control: In control over birds within 10 areas
New Powers: If the Griffin is hard-pressed in a physical fight, his body will spontaneously mutate. These mutations should be random towards an “ideal” griffin, rather than handy defenses against a particular attack. Mental and psionic attacks, as well as magical attacks, will not trigger a mutation. Possible mutations might include:
-Complete Feline Musculature: Rm running on land
-Acute Senses: Rm Tracking
-Resistance to Diseases
-Life Support
-Regeneration: Rm

Equipment:
None

Talents: (As Horton) Law Enforcement

Contacts: None