Val CHA Cost Roll Notes 10 STR 0 11- 100kg; 2d6 10 STR 0 11- Lift 100 kg; 2d6 HTH Damage  18 DEX 24 13- OCV: 6/DCV: 6 15 CON 10 12- 12 BODY 4 11- 5 INT -5 10- PER Roll 10- 8 EGO -4 11- ECV: 3 15 PRE 5 12- PRE Attack: 3d6 10 COM 0 11- 12 PD 6 Total: 12 PD (4 rPD) 12 ED 5 Total: 12 ED (4 rED) 3 SPD 2 Phases: 4, 8, 12 5 REC 0 30 END 0 25 STUN 0 Total Characteristic Cost: 47 Movement: Running: 8"/16" Leaping: 2"/4" Swimming: 2"/4"" Cost Powers & Skills 51 Claws: HKA 2d6, Armor Piercing (+1/2), Reduced Endurance (0 END; +1/2), Area Of Effect: Trail (see The Ultimate Speedster, pages 49-50; +1); No STR Bonus (-1/2), Reduced Penetration (-1/4) 12 Hard Shell: Armor (4 PD/4 ED) 4 Fast: Running +2" (8" total), END 1 60 Invisible: Invisibility to Sight Group , No Fringe, Reduced Endurance (0 END; +1/2), Persistent (+1/2) 33 Planar Travel: Extra-Dimensional Movement (Home Dimension, Any Location corresponding to current physical location), Reduced Endurance (0 END; +1/2) Skills 8 +4 with Claws 10 Hard To Hit: +2 with DCV 3 Easily Hidden: +2 with Concealment; Self Only (-1/2) 4 Hard To Perceive: +2 with Stealth Total Powers & Skill Cost: 185 Total Cost: 232 75+ Disadvantages 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) 5 Physical Limitation: Reduced Leaping, cannot leap (Infrequently, Slightly Impairing) 5 Physical Limitation: Small (Infrequently, Slightly Impairing) 15 Physical Limitation: Very Limited Manipulation (Frequently, Greatly Impairing) 15 Vulnerability: 1 1/2 x STUN fire attacks (Very Common) 15 Vulnerability: 1 1/2 x BODY fire attacks (Very Common) 87 Experience Points 232 Total Disadvantage Points
Description: The Tou-Chao is a large (two feet long from head to tail) and very fast crab-like creature with three LARGE claws on its tail, pointing downwards. It is one of the most common magical beasts and was extensively used by Yakumo before he acquired Kuan-Yaa.
Normally invisible, the Tou-Chao will run after its target cutting through almost anything in its path, until it slices the target. The only visible effect of the Tou-Chao are the three holes on the ground were the monster first brings its claws into play (usually the exact place it was summoned) and the three two inch grooves it rips into hard ground or wood.
The three claws will inflict a 2d6 HKA to any targets in the Tou-Chao's path (see pages 49-50 of The Ultimate Speedster for more on this). Tou-Chao will usually go all the way over the intended target only once, and then disappear, but the operator can modify this behavior by ordering Tou-Chao to stay, or attack again. The operator can also instruct Tou-Chao to perform somewhat complicated tasks, like attacking whoever is carrying some certain object, or to keep running in circles around him instead of attacking somebody (but if anything strays into Tou-Chao's path it will be attacked immediately).
Tou-Chao will usually not dodge any attacks, and will not change targets unless given a specific order (or if it was ordered to hunt an item). If summoned against a small crowd, Tou-Chao will run wild among them, attacking the nearest target and proceeding to another until it can find no other obvious targets in its field of view. The only things a Tou-Chao will dodge are fires and sources of extreme heat. Tou-Chao will avoid fire. If put on fire, it will immediately disappear. If one wants to summon more than one Tou-Chao, he will need to enslave multiple Tou-Chao and summon them one by one.
Most casters will summon Tou-Chao in such a way it will appear from between their hands (doing damage directly to anything they might be holding or touching). It can be summoned to appear from any limb, although this information is not common knowledge, as Tou-Chao will appear to come out from the arms "by default".
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