Difference between revisions of "Unicorn"

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|ad=8 (15 factor) |gd=9 (25 factor) |will=5 (50 factor)
 
|ad=8 (15 factor) |gd=9 (25 factor) |will=5 (50 factor)
 
|attack=4 (25 factor) |initiative=0 |stealth=2 (6 factor) |perception=2
 
|attack=4 (25 factor) |initiative=0 |stealth=2 (6 factor) |perception=2
|movement=24 meter [[land speed]] with 6 meter jump. 12 meter [[swim speed]] with 2 meter sink distance.
+
|movement=24 meter [[land speed]] with 6 meter jump. 12 meter [[swim speed]] with 2 meter sink.
 
|hp=4 |toughness=4
 
|hp=4 |toughness=4
 
|attacks=3
 
|attacks=3

Revision as of 00:50, 5 August 2013

Unicorn

A unicorn is a pink horse, with a single horn protruding from the center of its forehead. At the base of this horn there is a pink gem. Its unarmed attacks deal +4 damage. It also has a Brutal Skewer attack which deals 1d6+5 Physical damage, and any creature wounded by this skewering becomes the Unicorn's devoted protector and minion for 1 round per wound. Its other attacks deal +3 damage, and it deals +3 damage against objects.

As a standard action, the Unicorn can gently touch a creature with its horn to cure that creature of any psychological or emotional problems the Unicorn chooses; this somewhat reduces the creature's ability to experience those emotions in any context. A creature touched in this way gets a DC 9 Will save to resist.

As a standard action, the Unicorn can emit calming waves of energy. Creatures within 20 meters (including the Unicorn) must make a DC 7 Will Save or be stunned for 1 round.

The unicorn is quite smart, but cannot speak.

Unicorn
Paragon   —   100 points
AD  8 (15 factor)     GD 9 (25 factor)     Will 5 (50 factor)     HP  4     Toughness 4
Accuracy  {{{accuracy}}}     Save DC {{{savedc}}}
Stealth 2 (6 factor)     Perception 2     Agility {{{agility}}}
Descriptors  {{{descriptors}}}
Movement  24 meter land speed with 6 meter jump. 12 meter swim speed with 2 meter sink.
Size  2 meters     Reach 2 meters
Weight 500 Kilograms
Skills  Strongman +3, Acrobatics +1, Arcana +3, Bluff +3
Advancement

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

Nightmare (25 points): When the Unicorn kills a creature, all enemies within 30 meters find the Unicorn Frightening 7. The range of the Unicorn's calming waves increases by 10 meters.

Gravitational Inversion (25 points): The Unicorn can invert gravity for itself freely. This lets its jump distance become infinite, and if it uses brief inversions to reduce its falling speed to 50 meters per round or less, it doesn't take fall damage. If it attempts to flip between ceiling or floor during an action, and the two are less then 20 meters apart, it must succeed on a DC 9 Acrobatics check or fall prone.