Special Abilities & Characteristics
Special Abilities
Poison Resistance
Humma are unaffected by any poison that they eat or drink.
Prehensile Tail
The tail of the humma is 2 meters long and has a grip stronger than a human hand. The tail is capable of holding an item or swinging a melee weapon. When holding an item, the humma can use its two arms normally. When using the tail to wield a weapon, the humma must concentrate on it and connot use its arms to operate anything else. The tail can only wrap around hilts, handles, etc., but cannot throw grenades or operate devices. The tail itself is treated as a rifle butt for damage. It is strong enough to support a humma's body, but only for a number of turns equal to the humma's Stamina divided by 10.
Spring Charge:
The humma have a special spring charge that allows them to move, by jumping, before and after a melee attack. The attack is done with the tail and maximum distance of 25m cannot be exceded on that turn. The humma gets to move attack and move without his opponent being able to attack back. The opponent can move and engage the humma on his initiative but good tactical use of this ability can prevent an opponent from ever striking back.
The spring charge is best employed by large numbers of humma circling a victim and springing to attack in round robin. This tactic, known in Pan Gal as the carousel attack, was so named by a human witness.
Humma Characters Ability Scores STR/STA | +10 |
DEX/RS | +0 |
INT/LOG | +0 |
PER/LDR | -10 |
Movement Walk |
|
Walking | 10 meters/turn |
Running | 35 meters/turn
|
Hourly | 6 kilometers/hour
|
Leaping* | |
Walking | 25 meters/turn
|
Running | 50 meters/turn
|
Hourly | N/A |
*Leaping can be maintained only 10 turns, and must be followed by 30 minutes of rest.
Special Abilities
insert table of spec abilities