Difference between revisions of "Arthropus"
From Gempunks
Foxwarrior (Talk | contribs) (I guess in order to make this look all proper-like, it should get Prerequisite: Arthropus for its Unique classes.) |
Foxwarrior (Talk | contribs) (→Base Stats) |
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|tier=Common | |tier=Common | ||
|ad=7 (+8 Factor (Armor)) |gd=5 |will=0 |fortitude=0 | |ad=7 (+8 Factor (Armor)) |gd=5 |will=0 |fortitude=0 | ||
− | |attack=0 |stealth=0 |perception= | + | |attack=0 |stealth=0 |perception=0 |initiative=0 |
− | |hp=1 |toughness=4 | + | |hp=1 |toughness=4 |savedc=6 |
|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]] | |carrying=2 [[Kilograms|Kilogram]] |strongman=3 |attacks=2 |weight=8-12 [[Kilograms]] |
Revision as of 03:44, 4 April 2014
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
| |
AD 7 (+8 Factor (Armor)) GD 5 Will 0 HP 1 Toughness 4 | |
Accuracy {{{accuracy}}} Save DC 6 | |
Stealth 0 Perception 0 Agility {{{agility}}} | |
Descriptors [ Blooded ], [ Bony ], [ Living ] | |
Movement 15 meter land with 1 meter jump. 3 meter swim with 5 meter sink. | |
Size 0.5 meters Reach 0.5 meters | |
Weight 8-12 Kilograms |
Arthropi do not benefit from armor.
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.
Unique Options
Acid Blood Common Tier Genomorph
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Prerequisites None. | |
Technologies Genetic Programming | |
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 Genomorph
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Technologies Genetic Programming | |
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 Genomorph
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Prerequisites Acid Blood | |
Technologies Genetic Programming | |
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. |