Arthropus: Difference between revisions
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|descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ] | |descriptors=[ [[Blooded]] ], [ [[Bony]] ], [ [[Living]] ] | ||
|tier=Common | |tier=Common | ||
|ad= | |ad=4 |gd=5 |will=0 | ||
| | |accuracy=0 |stealth=0 |perception=0 |initiative=-2 | ||
|hp=1 |toughness=4 |savedc=6 | |hp=1 |toughness=4 |savedc=6 |damage=0 | ||
|size=0.5 meters |reach=0.5 meters |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink. | |size=0.5 meters |reach=0.5 meters |movement=15 meter [[land speed|land]] with 1 meter jump. 3 meter [[swim speed|swim]] with 5 meter sink. | ||
|carrying=2 [[Kilograms|Kilogram]] |strongman=3 |attacks=2 |weight=8-12 [[Kilograms]] | |carrying=2 [[Kilograms|Kilogram]] |strongman=3 |attacks=2 |weight=8-12 [[Kilograms]] | ||
}} | }} | ||
Arthropi | Arthropi have hard shells shells which serve as a form of armor. The shells can count as an obstacle for firing through, or [[total cover]], attacker's choice. The shell's [[AD]] is the same as its wearer's, and it has 1 [[HP]] and 6 [[Toughness]]. It takes an Arthropus four rounds to regrow its shell if destroyed. | ||
Arthropi are somewhat attuned with Green energies to the point that a predominance of other colors can destroy them. At the beginning of their turn, if they have more non-Green gems implanted than Green ones, they take 1d10-2 Disease damage. | Arthropi are somewhat attuned with Green energies to the point that a predominance of other colors can destroy them. At the beginning of their turn, if they have more non-Green gems implanted than Green ones, they take 1d10-2 Disease damage. | ||
Revision as of 06:23, 19 June 2014
Arthropus
Young Arthropi look like large eyes in a shiny black and green chitinous shell, with four equidistant legs, as well as two arms protruding from the centers of opposite sides of the shell.
Base Stats
| Arthropus Common — 3 points
| |
| AD 4 GD 5 Will 0 HP 1 Toughness 4 | |
| Accuracy 0 Save DC 6 | |
| Stealth 0 Perception 0 Agility {{{agility}}} | |
| Descriptors [ Blooded ], [ Bony ], [ Living ] | |
| Movement 15 meter land with 1 meter jump. 3 meter swim with 5 meter sink. | |
| Size 0.5 meters Reach 0.5 meters | |
| Weight 8-12 Kilograms |
Arthropi have hard shells shells which serve as a form of armor. The shells can count as an obstacle for firing through, or total cover, attacker's choice. The shell's AD is the same as its wearer's, and it has 1 HP and 6 Toughness. It takes an Arthropus four rounds to regrow its shell if destroyed.
Arthropi are somewhat attuned with Green energies to the point that a predominance of other colors can destroy them. At the beginning of their turn, if they have more non-Green gems implanted than Green ones, they take 1d10-2 Disease damage.
Unique Options
| Acid Blood Common Tier Genomorph
| |
| Prerequisites None. | |
| Technologies Genetic Programming | |
| Bonuses: | |
| ♦ Any melee attack which wounds you inflicts 1d6-1 Acid damage on the weapon (or the creature, in the case of an unarmed attack). | |
| ♦ You can secrete acid at will, dealing +1 Acid damage with Unarmed attacks. | |
| ♦ You gain Acid Resist 1. |
| Pheromones Elite Tier Genomorph
| |
| Technologies Genetic Programming | |
| Bonuses: | |
| ♦ You can release calming pheromones that soothe people as a standard action. Make a ranged attack against GD against all other creatures in a 5 meter Muscle-Area blast: creatures you hit get a -2 penalty to Will Saves and Insight and treat all Insight checks against them as being 2 points higher. This effect lasts for 5 rounds. | |
| ♦ You can release intimidating pheromones that terrify people as a standard action. Creatures in a 5 meter Muscle-Area blast find you Frightening. After 5 rounds, creatures who were still suffering from this fear automatically recover. | |
| ♦ You can suppress your scent as a standard action. This lasts until you use a pheromone ability, and quarters the distance at which you can be smelled. |
| Lengthened Form Elite Tier Expertise
| |
| You grow a few millipede-like segments from one edge of your body. | |
| Prerequisites Arthropus race. | |
| Bonuses: | |
| ♦ Your size and reach increase by 50%. You get +1 Muscle, and your weight triples. | |
| ♦ You get +5 meters to your movement speeds. | |
| ♦ You can clamber up walls and ceilings as though they were the floor. |
| Acid Spit Elite Tier Genomorph
| |
| Prerequisites Acid Blood | |
| Technologies Genetic Programming | |
| Bonuses: | |
| ♦ The Acid damage inflicted upon weapons or creatures that attack you is repeated one round later. | |
| ♦ You gain a Muscle-Damage acid spit weapon, with 10m/40m range, which deals 1d6-2 Acid damage. If the attack hits, it also deals another 1d6-2 Acid damage one round later. | |
| ♦ Your Acid Resist increases by 1. |
