Difference between revisions of "Arthropus"

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==== Arthropus ====
 
==== Arthropus ====
 
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{{Jpeg|Arthropus|300px}}
 
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.
 
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.
  
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|name=Arthropus |points=3
 
|name=Arthropus |points=3
 
|race=[[Arthropus]]
 
|race=[[Arthropus]]
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]
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|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Green]] ]
 
|tier=Common
 
|tier=Common
|ad=4 |gd=5 |will=0
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|ad=2 |gd=3 |will=0
|accuracy=0 |stealth=0 |perception=0 |initiative=-2
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|accuracy=0 |stealth=0 |perception=0 |agility=-2
|hp=1 |toughness=4 |savedc=6 |damage=0
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|hp=1 |toughness=4 |savedc=4 |muscle=-1 |magic=0
 
|size=0.5 meters |reach=0.5 meters |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.
 
|size=0.5 meters |reach=0.5 meters |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink.
|carrying=2 [[Kilograms|Kilogram]] |strongman=3 |attacks=2 |weight=8-12 [[Kilograms]]
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|weight=8-12 [[Kilograms]]
 
}}
 
}}
  
Arthropi have hard shells 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.
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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 1d10-2 Disease damage.
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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 =====
 
===== Unique Options =====
  
{{:Acid blood}}
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{{:Acid blood (Arthropus)}}
  
{{:Pheromones}}
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{{:Pheromones (Arthropus)}}
  
 
{{:Lengthened form}}
 
{{:Lengthened form}}
  
{{:Acid spit}}
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{{:Acid spit (Arthropus)}}

Latest revision as of 18:46, 13 March 2018

Arthropus

Arthropus.jpg

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
AD  2     GD 3     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
Prerequisites  Arthropus race.
Bonuses:
♦ Any melee attack which wounds you inflicts 1d6 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
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
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
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 1d6-1 Acid damage. If the attack hits, it also deals another 1d6-1 Acid damage one round later.
♦ Your Acid Resist increases by 1.