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Welcome to Andalite Bandits (Animorphs)

21:22, 2nd June 2024 (GMT+0)

Jake Berenson

Jake Berenson
HP: 25

Morph time         5 seconds morph     5 seconds demorph
Blend              +0 morphed          +1 demorphed

       morphed: [dice=3d6+0 text="What you're rolling to do"]
       demorphed: [dice=3d6+1 text="What you're rolling to do"]
       Jake rolls at -1 against his parents for each hour he was out after dark.

Flight             +0 to all birds

       Housefly: [dice=3d6-2 text="What you're rolling to do"]
       Moving quickly: [dice=3d6+0 text="What you're rolling to do"]
       Continuing to move for more than 20 minutes: [dice=3d6+2 text="What you're rolling to do"]
       Catching thrown objects: [dice=3d6-6 text="What you're rolling to do"]

Self-Control       -1 morphed          +3 demorphed

       morphed: [dice=3d6-1 text="What you're rolling to do"]
       demorphed: [dice=3d6+3 text="What you're rolling to do"]
       Gain control of a new morph: [dice=3d6+0 text="What you're rolling to do"]
       Gain control of a familiar morph: [dice=3d6+0 text="What you're rolling to do"]

Vigilance          +0

       Determine current vigilance level: [dice=3d6+0 text="What you're rolling to do"]
       Understand a situation better: [dice=3d6+0 text="What you're rolling to do"]

(Don’t Call Me) Prince
You are naturally charismatic and have a fairly easy time getting people to listen to you. Any time you are attempting to give instructions to a sentient being, roll 3d6 to persuade them to listen. If you roll a 6 or above, they will need to make a Self-Control check to avoid wanting to believe you, if they wish to resist your influence. For any being that is hostile to you, roll at a -5. As always, the behavior of PCs is ultimately for the player to decide, and cannot be overridden by the influence of other PCs.

Politics
You have the ability to assess any pecking order, leadership chain, formal organizational structure, or informal power differential that you encounter. Roll a Vigilance Assessment check without a Vigilance Level check when encountering new groups to gain knowledge about how to approach them and where to leverage your own power to be persuasive.

Young Adult
In any situation where you are entering an area where you either need to pass for an adult or need adults to trust you, roll Blend +3. On a successful roll (10 - 20), you use a combination of physical size, savoir faire, charisma, and self-confidence to enter the situation unquestioned. For the duration of the situation, add +3 to any Blend checks when talking to an adult human.

Jake’s Achilles Heel
For every round that Jake is in combat with any yeerk using Tom as a host, Jake must make a Self-Control roll before each Attack roll to continue fighting. Following a failed roll, Jake will become unable to attack (with Dodge, defense, and bonus actions intact) for one round of combat.

Unless the plot causes this fact to change, Jake is the default leader of the Animorphs. Any team member can call for a vote on major decisions, but it should be Jake most often, and Jake can also make rapid unilateral decisions at times when voting would be inappropriate. Under these circumstances, the Animorphs should default to trusting Jake’s decision unless given plot or character reasons not to do so.
Jake can call a retreat. Players should be aware going into most battles that they will reach a point where they should ideally stop a battle to keep it from going too badly.

Saving Throws (don't forget your morph modifiers!)
Blend: [dice=1d6+0 target=3]
Dodge: [dice=3d6+0]

Morphs Acquired
MorphStat ModifiersSpecial Abilities
Human (base form)Speed: moderate-slow (-1 to all Dodge rolls; enemies are at +2 Dodge)
Hit dice: does 1d6 -2 bludgeoning damage if unarmed
Endurance: 4 rounds, after which you must disengage for 1 round
Environments: woods, flat land, sub/urban environments; can survive desert and tundra indefinitely if properly equipped; can survive deep water for up to 30 minutes if unequipped
DogSpeed: moderate (+1 to all Dodge rolls)
Hit dice: does 1d6-2 biting damage
Endurance: 15 rounds, after which it must disengage for 3 rounds
Health points: 25
Environments: woods, sub/urban areas; can survive for up to 1 hour in desert or arctic, and up to 10 minutes in water
Extra mechanics: get +3 to all Blend rolls; use Self-Control rolls +3 to ask human civilians for help when necessary; roll Flight +5 to track scents
Self-Control rolls: if in the presence of smells the Ellimist determines are interesting, roll at +3 to avoid investigating; if in the presence of humans or other canines, roll at +1 to avoid attempting to engage them in play
Peregrine FalconSpeed: extremely fast (+5 to all Dodge rolls; enemies are at -1 Dodge)
Hit dice: does 1d6 -1 slashing damage
Endurance: 4 rounds, after which it must disengage for 1 round
Health points: 7
Environments: air, trees, high surfaces; can stand on land but will be vulnerable to attack; cannot float in water
Extra mechanics: get +3 to all Vigilance Assessment rolls while using
Self-Control rolls: roll at +5 to avoid attacking any raptors who fly directly beneath you
DolphinSpeed: moderate-fast (+2 to all Dodge rolls)
Hit dice: does 1d6 bludgeoning damage
Endurance: 10 rounds, after which it must disengage for 2 rounds
Health points: 75
Environments: salt water; can survive for up 1 hour in fresh water or for 10 minutes on land
Self-Control rolls: roll at -3 if in fresh water, and -5 if on dry land
AntSpeed: moderate-slow (-1 to all Dodge rolls; enemies are at +2 Dodge)
Hit dice: does 1d6 damage to smaller or proportionate opponents; cannot damage opponents more than 3x larger than itself
Endurance: indefinite
Health points: 3
Environments: air and dry surfaces; cannot float in water and will take damage from rain
Self-Control rolls: must make every 5 minutes at a -6 to retain one’s sense of self, and become lost to the will of the queen for 5 minutes after every failed roll