Monster: Kraken
Krakens in D&D are monstrous masterminds that live in oceanic depths. Quite different from the monster provided in GURPS Banestorm.
Kraken [Monster Manual, page 162]
Attribute Modifiers: ST+70 (Size Modifier, -90%) [140]; IQ+3 [60]; HT+4 [40].
Secondary Characteristic Modifiers: SM+9; HP+80 (Size Modifier, -80%) [32]; Will+2 [10].
Advantages: Ambidexterity [5]; Constriction Attack [15]; DR 5 (Tough Skin, -40%) [15]; DR 15 (Partial, Torso, -10%) [68]; Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute, -5%) [19]; Extended Lifespan 3 [6]; Extra Arms 6 (Extra-Flexible, +50%; Weak, 1/4 ST, -50%) [60]; Extra Attack 1 [25]; Extra-Flexible Arms [10]; Infravision [10]; Injury Tolerance (No Neck; No Vitals) [10]; Long Arms 1 [20]; Nictitating Membrane 5 [5]; Night Vision 5 [5]; Peripheral Vision [15]; Pressure Support 2 [10]; Sharp Beak [1]; Speak Underwater [5]; Subsonic Hearing [5].
Ink [90]: Obscure 4 (Smell; Area Effect, 32 yards, +200%; Drifting, +20%; Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [26] + Obscure 10 (Vision; Area Effect, 32 yards, +200%; Drifting, +20%: Limited Use, 4/day, -20%; Link, +10%; Only in Water or Zero-G, -30%; Persistent, +40%) [64].
Spell-Like Abilities (Alternative Abilities) [93]:
Animal Control [10/5=2] - see GURPS Thaumatology: Sorcery, p. 13;
Control Weather 1 [91].
Disadvantages: Bad Grip 1 [-5]; Callous [-5]; Cold-Blooded (50°) [-5]; Invertebrate [-20]; Odious Racial Habit (Eats sapient beings) [-15]; Selfish (9) [-7]; Social Stigma (Monster) [-15]; Weak Arms, 1/4 ST [-10].
Perks: Polarization Detection [1].
Features: Doesn’t Breathe (Gills); No Legs (Aquatic).
Notes: Size 70 hexes; Weight 500,000 lbs.
Creature Type: Magical Beast.
Knowing Your Own Strength [1,205] |
Typical Stats
ST: |
80 (KYOS: 48) |
HP: |
160 |
Speed: |
6 |
DX: |
10 |
Will: |
15 |
Move: |
6 water |
IQ: |
13 |
Per: |
13 |
|
|
HT: |
14 |
FP: |
14 |
SM: |
+9 |
Dodge: |
9 |
Parry: |
10 (unarmed) |
DR: |
5* (tough skin), 15 (torso) |
Sharp Beak (10): thrust 9d-1 large piercing (KYOS: 10d-1 large piercing), Reach C.
Ink: A kraken may fill a 32-yard-radius area with black ink. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. In addition, this ink cloud imposes a -4 penalty on Smell rolls. A kraken can use this ability only 4 times per day, and only in water or zero-G. Once created, the cloud persists for 10 seconds, drifting with the current.
Spell-Like Abilities (Alternative Abilities):
Animal Control (13) - see GURPS Thaumatology: Sorcery, p. 13;
Control Weather 1 (13).
Traits: Ambidexterity; Bad Grip 1; Callous; Cold-Blooded (50°); Constriction Attack; Doesn’t Breathe (Gills); Enhanced Move 1 (Water; Costs Fatigue, 1 FP/minute); Extended Lifespan 3; Extra Arms 6 (Extra-Flexible; Weak, 1/4 ST); Extra-Flexible Arms; Infravision; Injury Tolerance (No Neck; No Vitals); Invertebrate; Nictitating Membrane 5; Night Vision 5; No Legs (Aquatic); Odious Racial Habit (Eats sapient beings); Peripheral Vision; Polarization Detection; Pressure Support 2; Selfish (9); Social Stigma (Monster); Speak Underwater; Subsonic Hearing.
Skills: Innate Attack (Gaze)-13; Survival (Open Ocean)-14; Thaumatology-14; Wrestling-14.
Notes: Size 70 hexes; Weight 500,000 lbs.
Creature Type: Magical Beast.
NEW SORCERY SPELL
Control Weather
Keywords: Area (Special).
Full Cost: 91 points for level 1 +
81 points/additional level.
Casting Roll: IQ.
Range: Self.
Duration: Indefinite.
You can change the weather within the
0.1-mile-radius area around you – change the direction and strength of wind,
cause clouds to gather, make precipitation fall, calm or cause storms. Every level
of this spell gives -1 or +1 to rolls that could be hindered or helped by weather,
relative to the prevailing conditions. This can help with rolls for Boating,
Farming, Seamanship, Survival and anything the GM allows.
Statistics: Control
Weather 1 (Natural Phenomenon, +100%; Sorcery, -15%) [37] + Control Weather +2
(Does not increase area of effect, -50%; Natural Phenomenon, +100%; Sorcery,
-15%) [54]. Additional levels add Control Weather +3 (Does not increase area of
effect, -50%; Natural Phenomenon, +100%; Sorcery, -15%) [81/level]. Note: As this is one advantage (Control Weather)
with the Sorcery limitation, not two, it costs only 1 FP to use.
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