Difference between revisions of "Unicorn"

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(Unicorn)
(Unicorn)
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|movement=60 meter [[land speed]] with 6 meter jump. 30 meter [[swim speed]] with 5 meter sink.
 
|movement=60 meter [[land speed]] with 6 meter jump. 30 meter [[swim speed]] with 5 meter sink.
 
|hp=4 |toughness=4
 
|hp=4 |toughness=4
|attacks=3 |savedc=9
+
|attacks=3 |savedc=10
 
|size=2 meters |reach=2 meters |carrying=144 [[Kilograms]] |strongman=6 |weight=500 [[Kilograms]]
 
|size=2 meters |reach=2 meters |carrying=144 [[Kilograms]] |strongman=6 |weight=500 [[Kilograms]]
|abilities=Special (Survival) x1, Destructive x3, Violent x1
+
|abilities=Special (Survival) x1, Destructive x3, Violent x1, Smooth x1
 
}}
 
}}
  
 
===== Advancement =====
 
===== Advancement =====
  
The Unicorn may be given up to four more [[abilities]] for the normal price.
+
The Unicorn may be given up to three more [[abilities]] for the normal price.
  
 
'''Nightmare (35 points):''' When the Unicorn kills a creature, all enemies within 30 meters find the Unicorn [[Fight or flight|Frightening X]], where X is their Save DC -2. The range of the Unicorn's calming waves increases by 10 meters.
 
'''Nightmare (35 points):''' When the Unicorn kills a creature, all enemies within 30 meters find the Unicorn [[Fight or flight|Frightening X]], where X is their Save DC -2. The range of the Unicorn's calming waves increases by 10 meters.
  
 
'''Gravitational Inversion (35 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 125 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]].
 
'''Gravitational Inversion (35 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 125 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]].

Revision as of 04:58, 3 June 2014

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 gets Demolition +3.

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 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 Will Save with -2 to the DC or be stunned for 1 round.

The unicorn is quite smart, but can only speak Grassmuncher languages.

Unicorn
Paragon   —   140 points
AD  8 (15 factor)     GD 9 (25 factor)     Will 5 (50 factor)     HP  4     Toughness 4
Accuracy  {{{accuracy}}}     Save DC 10
Stealth 2 (6 factor)     Perception 0     Agility {{{agility}}}
Descriptors  [ Blooded ], [ Bony ], [ Living ]
Movement  60 meter land speed with 6 meter jump. 30 meter swim speed with 5 meter sink.
Size  2 meters     Reach 2 meters
Weight 500 Kilograms
Advancement

The Unicorn may be given up to three more abilities for the normal price.

Nightmare (35 points): When the Unicorn kills a creature, all enemies within 30 meters find the Unicorn Frightening X, where X is their Save DC -2. The range of the Unicorn's calming waves increases by 10 meters.

Gravitational Inversion (35 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 125 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.