Difference between revisions of "Explosive charger"

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==== Explosive Charger ====
 
==== Explosive Charger ====
 
{{Image|Explosive charger|300px}}
 
{{Image|Explosive charger|300px}}
An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back. It has one "hand", its mouth, and deals +4 damage with [[unarmed]] attacks (damage bonus included). It has an Explosion attack, which deals 1d6+5 Heat damage (damage bonus included), and targets all other creatures within reach. It gets [[Demolition]] +3. When it [[rush|rushes]], it may travel in a straight line, without need for a floor. When it Runs with any speed that would normally double while running, its speed is tripled instead.
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An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back.
  
 
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.
 
Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.
  
 
{{Creature
 
{{Creature
|name=Explosive Charger |points=125 |tier=Paragon
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|name=Explosive Charger |points=140 |tier=Paragon
|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ]
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|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ], [ [[Orange]] ]
|basicspecialties=Ungrabbable, Defensive, Offensive, Sturdy, Brutal
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|basicspecialties=Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal
|advancedspecialties=Avoider, Ungrabbable 2, Stubborn, Violent, Aggressive 2, Stealthy 2, Perceptive, Sturdy 2, Super-Aggressive
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|advancedspecialties=Ungrabbable 2, Aggressive 2, Stealthy, Perceptive, Sturdy
|extras=Big 2, Destructive 3
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|extras=Big 2, Might & Magic 1
|abilities=Special (Survival) x2, Quick x1, Destructive x3
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|ad=3 |gd=6 |will=1
|ad=7 |gd=9 |will=2
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|accuracy=0 |agility=0 |stealth=2 |perception=1
|accuracy=2 |initiative=4 |stealth=3 |perception=1
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|movement=50 meter [[land speed]] with 1 meter jump. 15 meter [[swim speed]] with 5 meter sink.
 
|movement=50 meter [[land speed]] with 1 meter jump. 15 meter [[swim speed]] with 5 meter sink.
|hp=3 |toughness=5
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|hp=3 |toughness=6
|attacks=3 |savedc=6 |damage=3
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|savedc=4 |muscle=6 |magic=1
|size=4 meters |reach=3 meters |carrying=784 [[Kilograms]] |strongman=7 |weight=5760 [[Kilograms]]
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|size=4 meters |reach=3 meters |weight=5760 [[Kilograms]]
 
}}
 
}}
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An explosive charger has one "hand", its mouth, and deals 1d6+7 damage with [[unarmed]] attacks ([[Muscle]] included).
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It has a [[Loud]] [[Magic-Damage]] [[Muscle-Area]] Explosion attack, which deals 1d6+2 Heat damage ([[Magic Power]] included), and targets all other creatures in a 12 meter [[blast]] ([[Muscle]] included).
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When it [[rush|rushes]], it may travel in a straight line, without need for a floor.
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When it Runs with any speed that would normally double while running, its speed is tripled instead.
  
 
===== Advancement =====
 
===== Advancement =====
  
'''Mole Heritage (30 points):''' The Explosive Charger gains a 25 meter [[burrow speed]]. Its Explosion attack [[fling|flings]] creatures away from itself 2 meters per wound. It gains two [[Advanced Specialties]].
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'''Mole Heritage (30 points):''' The Explosive Charger gains a 25 meter [[burrow speed]]. Its Explosion attack [[fling|flings]] creatures away from itself 2 meters per wound. It gains an [[Advanced Specialty]].
  
'''Aquatic (15 points):''' The Explosive Charger's [[swim speed]] increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains two [[Advanced Specialties]].
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'''Aquatic (15 points):''' The Explosive Charger's [[swim speed]] increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains an [[Advanced Specialty]].
  
'''Hover (30 points):''' As an [[immediate action]], the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it [[rush|rushes]]. It gains two [[Advanced Specialties]].
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'''Hover (30 points):''' As an [[immediate action]], the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it [[rush|rushes]]. It gains an [[Advanced Specialty]] and becomes [ [[Pink]] ].

Latest revision as of 19:51, 16 February 2018

Explosive Charger

Explosive charger.png

An explosive charger is a sort of hunched-over rhinoceros creature with spines all down its back.

Explosive chargers are not particularly smart, and can only speak Grassmuncher languages.


Explosive Charger
Paragon   —   140 points
AD  3     GD 6     Will 1     HP  3     Toughness 6
Muscle 6     Accuracy  0     Save DC 4     Magic Power 1
Stealth 2     Perception 1     Agility 0
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Orange ]
Movement  50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink.
Size  4 meters     Reach 3 meters
Carrying Capacity 640 kilograms      Weight 5760 Kilograms
Basic Specialties  Physical Evasion, Slippery Wit, Offensive, Sturdy, Brutal
Advanced Specialties  Ungrabbable 2, Aggressive 2, Stealthy, Perceptive, Sturdy
Extras  Big 2, Might & Magic 1

An explosive charger has one "hand", its mouth, and deals 1d6+7 damage with unarmed attacks (Muscle included).

It has a Loud Magic-Damage Muscle-Area Explosion attack, which deals 1d6+2 Heat damage (Magic Power included), and targets all other creatures in a 12 meter blast (Muscle included).

When it rushes, it may travel in a straight line, without need for a floor.

When it Runs with any speed that would normally double while running, its speed is tripled instead.

Advancement

Mole Heritage (30 points): The Explosive Charger gains a 25 meter burrow speed. Its Explosion attack flings creatures away from itself 2 meters per wound. It gains an Advanced Specialty.

Aquatic (15 points): The Explosive Charger's swim speed increases by 50 meters, and all of its other speeds increase by 15 meters. It does not need to breathe. It gains an Advanced Specialty.

Hover (30 points): As an immediate action, the Explosive Charger can fix its position, becoming stuck. It cannot be moved by gravity, movement speeds, flinging, or inertia. This effect ends when it rushes. It gains an Advanced Specialty and becomes [ Pink ].