Difference between revisions of "Explosive charger"

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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   —   125 points
AD  5     GD 9     Will 2     HP  3     Toughness 7
Accuracy  0     Save DC 7     Magic Power 1
Stealth 3     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
Weight 5760 Kilograms
Basic Specialties  Ungrabbable, Defensive, Offensive, Sturdy, Brutal
Advanced Specialties  Avoider, Ungrabbable 2, Determined, Aggressive 2, Might & Magic, Stealthy 2, Perceptive, Sturdy 2, Super-Aggressive
Extras  Big 2

An explosive charger has one "hand", its mouth, and deals 1d6+8 damage with unarmed attacks (Strongman included).

It has a 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 (Strongman 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 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 and becomes [ Pink ].