Difference between revisions of "Explosive charger"

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(there are a lot of damage bonus includeds in this world.)
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|abilities=Special (Survival) x2, Quick x1, Destructive x3
 
|abilities=Special (Survival) x2, Quick x1, Destructive x3
 
|ad=7 |gd=9 |will=2
 
|ad=7 |gd=9 |will=2
|attack=2 |initiative=4 |stealth=3 |perception=1
+
|accuracy=2 |initiative=4 |stealth=3 |perception=1
 
|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
 
|hp=3 |toughness=5

Revision as of 06:17, 17 June 2014

Explosive Charger

Explosive charger.png

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 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.

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


Explosive Charger
Paragon   —   130 points
AD  7     GD 9     Will 2     HP  3     Toughness 5
Accuracy  2     Save DC 6
Stealth 3     Perception 1     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  50 meter land speed with 1 meter jump. 15 meter swim speed with 5 meter sink.
Size  4 meters     Reach 3 meters
Weight 5760 Kilograms
Basic Specialties  Ungrabbable, Defensive, Offensive, Sturdy, Brutal
Advanced Specialties  Avoider, Ungrabbable 2, Stubborn, Violent, Aggressive 2, Stealthy 2, Perceptive, Sturdy 2, Super-Aggressive
Extras  Big 2, Destructive 3
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 two Advanced Specialties.

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.

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 two Advanced Specialties.