Val CHA Cost Roll Notes 30 STR 20 15- Lift 1600 kg; 6d6 HTH Damage  15 DEX 10 12- 25 CON 15 14- 8 INT -2 11- PER Roll 11-/15- 5 EGO -5 10- 25 PRE 15 14- PRE Attack: 5d6 6 OCV 15 5 DCV 10 2 OMCV -3 2 DMCV -3 3 SPD 10 Phases: 4, 8, 12 14 PD 6 Total: 14 PD (6 rPD) 12 ED 4 Total: 12 ED (6 rED) 9 REC 5 50 END 6 23 BODY 13 50 STUN 15 Total Characteristics Cost: 127 Movement: Running: 21m/42m Leaping: 0m Swimming: 0m Cost Powers & Skills 15 Bite: HKA 1d6 (3d6 w/STR), END 1 25 Greater Killing Spikes: HKA 1d6+1 (2 ½d6 w/STR), Armor Piercing (+¼), END 2 12 Lesser Killing Spikes: HKA 1d6-1 (2d6 w/STR), Armor Piercing (+¼), END 1 18 Tail Bash: HA +3d6, Reduced Endurance (0 END; +½); Hand-To-Hand Attack (-¼) 18 Armored Outer Shell: Resistant Protection (6 PD/6 ED) 12 Heavy: Knockback Resistance -12m 2 Used To The Cold: Life Support (Safe in Intense Cold) 7 Gripping Spikes: Clinging (normal STR); No Ceiling Movement Or Angles Of Less Than 80 Degrees (-¼), Sideways Movement Is At Half Running Speed (-¼) 0 Cannot Leap: Leaping -4m (0m total) 9 Swift For Its Size: Running +9m (21m total), END 1 0 Cannot Swim: Swimming -4m (0m total) 8 Polar Worm Senses: +4 PER with Touch Group 38 Sense Vibrations: Detect Physical Vibrations 14-/18- (Touch Group), Discriminatory, Analyze, Range, Targeting 5 Six Limbs, Tail: Extra Limbs (6), Inherent (+¼); Limited Manipulation (-¼) Talents 3 Ambidexterity (no Off Hand penalty) 2 Gripping Spikes: Environmental Movement (no penalties on slippery surfaces) Skills 16 +2 with HTH Combat 5 Winter Coat: +4 to Concealment; Self Only (-½) 2 Winter Coat: +2 to Stealth; Only In Snow/Ice (-1) Total Powers & Skill Cost: 197 Total Cost: 324 175+ Matching Complications (50) 20 Physical Complication: Animal Intelligence (Frequently; Greatly Impairing) 20 Physical Complication: Very Limited Manipulation (Frequently; Greatly Impairing) 15 Physical Complication: Enormous (10m long, +4 OCV for others to hit, +4 to PER Rolls for others to perceive) (Frequently; Slightly Impairing) Total Complications Value: 50 Experience Points: 149
Ecology: As its name suggests, the spiny polar worm of Lyrak 4924 dwells in the frigid wastes of the northern and southern polar regions. An ambush predator, it prefers to hide itself in crevices, hollows, and caves. Once settled, it will lay in wait, springing out with blinding speed at anything it considers a prey item, which is often anything smaller than itself.
Personality/Motivation: Typical animal motivations. Due to their size, polar worms are noted for being aggressive when in pursuit of prey, and can be hard to drive away from anything they’ve caught (a useful survival trait in the resource-poor wastes.)
Powers/Tactics: When attacking, a spiny polar worm usually tries to pin its prey with a Greater Killing Spike (treat this as a form of Grab), then follow up with a Multiple Power Attack consisting of the other Killing Spikes. They’re also known to use their Bite to Grab prey, brace their bodies with their Greater Killing Spikes, and then use a Multiple Power Attack with the Lesser Killing Spikes to basically hammer a foe to death. As prey is scarce in the polar wastes, the worms will quickly devour their kills, and have been known to start eating before their victim is fully dead.
Appearance: Measuring anywhere from 20 to 30 feet long, with a head three to four feet in length, spiny polar worms appear to be a form of arthropod. They have six limbs (two greater and four lesser killing spikes) and a long tail. Smaller spikes lining the worm’s underside aid in gripping the snow and ice. The limbs end in long armor piercing spikes capable of easily punching through the shells of other arctic dwellers. The worm is effectively blind, but hunts via detecting physical vibrations.
Designer's Notes: Adapted from a Warhammer 40,000 Tyranid miniature, the spiny polar worm of Lyrak 4924 can easily be used to other settings, especially fantasy. By changing the environmental template, you can create numerous worm variants—such as marine worms, swamp worms, desert worms, and so on.
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