Explosive charger: Difference between revisions
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|abilities=Special (Survival) x2, Quick x1, Destructive x3 | |abilities=Special (Survival) x2, Quick x1, Destructive x3 | ||
|ad=9 (30 factor) |gd=10 (50 factor) |will=3 (10 factor) | |ad=9 (30 factor) |gd=10 (50 factor) |will=3 (10 factor) | ||
|attack=5 (50 factor) |initiative=4 |stealth=3 (8 factor) |perception= | |attack=5 (50 factor) |initiative=4 |stealth=3 (8 factor) |perception=1 (2 factor) | ||
|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=6 | |hp=3 |toughness=6 | ||
Revision as of 06:24, 12 March 2014
Explosive Charger
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. It has an Explosion attack, which deals 1d6+5 Heat damage, and targets all other creatures within reach. Any other attack it makes deals +3 damage, and the thresholds for dividing its damage against objects are reduced by 3. When it charges, 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 — 150 points
| |
| AD 9 (30 factor) GD 10 (50 factor) Will 3 (10 factor) HP 3 Toughness 6 | |
| Accuracy {{{accuracy}}} Save DC 9 | |
| Stealth 3 (8 factor) Perception 1 (2 factor) 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 |
Advancement
The Explosive Charger may be given up to three more abilities for the normal price.
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.
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.
