Difference between revisions of "Explosive charger"

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(Explosive Charger)
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|name=Explosive Charger |points=100 |tier=Paragon
 
|name=Explosive Charger |points=100 |tier=Paragon
 
|abilities=Special (Survival) x2, Quick x1, Destructive x3
 
|abilities=Special (Survival) x2, Quick x1, Destructive x3
|ad=10 (30 factor) |gd=12 (50 factor) |will=3 (10 factor)
+
|ad=9 (30 factor) |gd=10 (50 factor) |will=3 (10 factor)
|attack=7 (50 factor) |initiative=4 |stealth=2 (8 factor) |perception=3 (2 factor)
+
|attack=5 (50 factor) |initiative=4 |stealth=3 (8 factor) |perception=3 (2 factor)
 
|movement=20 meter [[land speed]] with 1 meter jump. 6 meter [[swim speed]].
 
|movement=20 meter [[land speed]] with 1 meter jump. 6 meter [[swim speed]].
 
|hp=3 |toughness=6
 
|hp=3 |toughness=6

Revision as of 03:11, 9 July 2013

Explosive Charger

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. It has an Explosion attack, which deals 1d6+5 Heat damage, and targets all other creatures within reach. Any other attack it makes deals +3 damage, and it deals +3 damage against objects. When it charges, 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.

Explosive chargers are not particularly smart, and cannot speak.


Explosive Charger
Paragon   —   100 points
AD  9 (30 factor)     GD 10 (50 factor)     Will 3 (10 factor)     HP  3     Toughness 6
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 3 (8 factor)     Perception 3 (2 factor)     Agility {{{agility}}}
Descriptors  {{{descriptors}}}
Movement  20 meter land speed with 1 meter jump. 6 meter swim speed.
Size  4 meters     Reach 3 meters
Weight 5760 Kilograms
Skills  Strongman +4, Legerdemain +1, Acrobatics +1, Arcana +3, Bluff +3
Advancement

The Explosive Charger may be given up to three abilities, with no more than three from any given category, for 9 points each.

Mole Heritage (20 points): The Explosive Charger gains a 10 meter burrow speed. Its Explosion attack flings creatures away from itself 2 meters per wound.

Aquatic (10 points): The Explosive Charger's swim speed increases by 20 meters, and all of its other speeds increase by 6 meters. It does not need to breathe.