Difference between revisions of "Arthropus"

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(I guess in order to make this look all proper-like, it should get Prerequisite: Arthropus for its Unique classes.)
 
(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=4 |initiative=0
+
|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.png
Acid Blood
Common Tier Genomorph
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
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
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.png
Acid Spit
Elite Tier Genomorph
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.