Arthropus
From Gempunks
Arthropus
Young Arthropi look like large eyes in a shiny black and green chitinous shell, with four equidistant legs, as well as two arms protruding from the centers of opposite sides of the shell.
Base Stats
Arthropus Common — 3 points
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AD 3 GD 4 Will 0 HP 1 Toughness 4 | |
Muscle -1 Accuracy 0 Save DC 4 Magic Power 0 | |
Stealth 0 Perception 0 Agility -2 | |
Descriptors [ Blooded ], [ Bony ], [ Living ], [ Green ] | |
Movement 15 meter land with 1 meter jump. 3 meter swim with 5 meter sink. | |
Size 0.5 meters Reach 0.5 meters | |
Carrying Capacity 5 kilograms Weight 8-12 Kilograms | |
Race Arthropus |
Arthropi have hard shells which serve as a form of armor. The shells can count as an obstacle for firing through, or total cover, attacker's choice. The shell's AD is the same as its wearer's, and it has 1 HP and 6 Toughness. It takes an Arthropus four rounds to regrow its shell if destroyed.
Arthropi are somewhat attuned with Green energies to the point that a predominance of other colors can destroy them. At the beginning of their turn, if they have more non-Green gems implanted than Green ones, they take 1d6 Disease damage.
Unique Options
Acid Blood Common Tier Expertise
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Prerequisites Arthropus race. | |
Bonuses: | |
♦ Any melee attack which wounds you inflicts 1d6-1 Acid damage on the weapon (or the creature, in the case of an unarmed attack). | |
♦ You can secrete acid at will, dealing +1 Acid damage with Unarmed attacks. | |
♦ You gain Acid Resist 1. |
Pheromones Elite Tier Expertise
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Prerequisites Arthropus race. | |
Bonuses: | |
♦ You can release calming pheromones that soothe people as a standard action. Make a ranged attack against GD against all other creatures in a 5 meter Muscle-Area blast: creatures you hit get a -2 penalty to Will Saves and Insight and treat all Insight checks against them as being 2 points higher. This effect lasts for 5 rounds. | |
♦ You can release intimidating pheromones that terrify people as a standard action. Creatures in a 5 meter Muscle-Area blast find you Frightening. After 5 rounds, creatures who were still suffering from this fear automatically recover. | |
♦ You can suppress your scent as a standard action. This lasts until you use a pheromone ability, and quarters the distance at which you can be smelled. |
Lengthened Form Elite Tier Expertise
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You grow a few millipede-like segments from one edge of your body. | |
Prerequisites Arthropus race. | |
Bonuses: | |
♦ Your size and reach increase by 50%. You get +1 Muscle, and your weight triples. | |
♦ You get +5 meters to your movement speeds. | |
♦ You can clamber up walls and ceilings as though they were the floor. |
Acid Spit Elite Tier Expertise
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Prerequisites Acid Blood | |
Bonuses: | |
♦ The Acid damage inflicted upon weapons or creatures that attack you is repeated one round later. | |
♦ You gain a Muscle-Damage acid spit weapon, with 10m/40m range, which deals 1d6-2 Acid damage. If the attack hits, it also deals another 1d6-2 Acid damage one round later. | |
♦ Your Acid Resist increases by 1. |