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Tinsuit

Tinsuits are sniper Armos, armed with a crossbow, installed in advantageous locations, designed to rain arrows on foes.

Tinsuit
Rank 1 Mechanical Hunter
HP: 12 MP: 0 SP: 16
Defense: 8 (Heavy) Concentration: 15
Initiative: +2 Evasion: 8
Size: Medium Vitality: 15
Movement: 3-8 (Walking) (See Below)
Shoot Arrow Damage: 9, Earth
To-Hit Check: +8 Range: Projectile 6
Pinning Shot Damage: 9
4 Stamina Range: Projectile 8
Roll To-Hit target’s Concentration; on success, the target is Halted until the end of their next turn.
Default Weapon: Stone Crossbow
(Rank 1 Metal Crossbow, Earth damage)
Ammunition: 5x Arrows
Accuracy: 4 Attack: 6 Durability: 6
Invincible Until Instigated (Passive)
This creature is immobile, unable to act, and invulnerable to all harm, until it awakens or otherwise enter combat.
Random Rapidity (Passive)
When initally awoken, roll (1d6 + 2). This becomes this creature’s Movement until it returns to an inactive state.
Limited Intelligence
Immunity: Shock
Vulnerability: Ice
Combat 3 Willpower 0 Accuracy 4
Hearts 3 Magic 0 Stamina 4
Athletics 3 Arcana 0 Nature 0
Civilization 4 Perception 3 Agility 2
Fortitude 5 Influence 0 Command 0
Intimidate 2 Discipline 5 Insight 0
Mechanics 0 Perform 0 Guile 0
Smithing 0 Enchanting 0 Cooking 0
Drops Weapons (when available) & Remaining Ammo
2x Tykogi Iron or Clay (Rank 1 Metal or Stone)

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This is a mirror of Reclaim the Wild's supplement Ravage the Wild's rules and and is based on the publicly available PDFs of it. This website isn't in any way affiliated with either Nintendo, or the Reclaim the Wild's team.