Difference between revisions of "Unicorn"

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Unicorn

Unicorn.jpg

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.

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

Unicorn
Paragon   —   115 points
AD  7     GD 7     Will 5     HP  2     Toughness 6
Accuracy  2     Save DC 9     Magic Power 1
Stealth 3     Perception 2     Agility 1
Descriptors  [ Blooded ], [ Bony ], [ Living ], [ Pink ]
Movement  60 meter land speed with 6 meter jump. 30 meter swim speed with 5 meter sink.
Size  2 meters     Reach 1.5 meters
Weight 500 Kilograms
Basic Specialties  Stubborn, Defensive, Offensive, Well-Rounded, Brutal
Advanced Specialties  Avoider 2, Ungrabbable 2, Determined 2, Aggressive 2, Might & Magic, Stealthy 2, Perceptive, Sturdy 2, Super-Aggressive
Extras  Big, Destructive 2

The unicorn's unarmed attacks deal 1d6+6 damage (Strongman included).

It also has a melee Muscle-Damage Brutal Skewer attack which deals 1d6+6 Physical damage (Strongman included), and any creature wounded by this skewering becomes the unicorn's devoted protector and minion for 1 round per wound.

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.

Advancement

Nightmare (20 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. The unicorn gains two Advanced Specialties.

Gravitational Inversion (20 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 Agility check or fall prone. The unicorn gains two Advanced Specialties.