Wednesday, 25 March 2020

Monster: Thoon Infiltrator

Monster: Thoon Infiltrator

The Thoon infiltrator is a human enhanced by a set of metallic, parasitic tentacles on the back of his neck. They keep him alive, let him fire poisonous darts, infect others, and cast spells.

Thoon Infiltrator [Monster Manual V, page 109]

403 points
Attribute Modifiers: ST+2 [20]; DX+1 [20]; IQ+3 [60]; HT+2 [20].
Advantages: Elastic Skin (Magical, -10%) [18]; Infravision [10]; Telesend (Magical, -10%; Racial, -20%) [21]; Unkillable 1 (Terminal Condition, Removal of parasitic tentacles, -5%) [48].
                Parasitic Tentacles [96]: Affliction 1 (HT; Accessibility, Only on humanoids, -25%; Accessibility, Only when the tentacles are not submerged, -5%; Advantage, Spawn Thrall, +700%; Blood Agent, -40%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 1 minute, -30%; Limited Use, 1/week, -80%; Magical, -10%; Melee Attack, Reach C, -30%) [88] + Affliction 1 (HT; Accessibility, Only when the tentacles are not submerged, -5%; Magical, -10%; Reduced Range, 1/10, -30%; Unconsciousness, +200%) [26/5=6] + Controllable Disadvantage (Unnatural Features 2; Once On, Stays On, +50%) [2]. Note: “Spawn Thrall” is Alternate Form (Thoon Thrall) [70].
                Spell-Like Abilities (Alternative Abilities) [90]:
Detect Magic (Accessibility, Only when the tentacles are not submerged, -5%) [7/5=2] - see GURPS Thaumatology: Sorcery, page 19;
Dimension Door (Accessibility, Only when the tentacles are not submerged, -5%) [55/5=11];
Sense Quintessence (Improved) (Accessibility, Only when the tentacles are not submerged, -5%) [9/5=2];
Suggestion (Accessibility, Only when the tentacles are not submerged, -5%) [75].
Creature Type: Monstrous Humanoid.

Typical Stats
ST:
12
HP:
12
Speed:
6
DX:
11
Will:
13
Move:
6
IQ:
13
Per:
13


HT:
12
FP:
12
SM:
+0
Dodge:
9
Parry:
8
DR:
-
Punch (11): 1d-2 crushing (KYOS: 1d-1 crushing), Reach C.
Dagger (12): 1d-2 impaling (KYOS: 1d-1 impaling), Reach C.
Parasitic Tentacles: A Thoon inflitrator has a set of metallic tentacles on the back of his neck. The tenatcles give him Unnatural Features 2 (p. B22). At any time, the Thoon infiltrator can make a Will roll to submerge the tentacles into his flesh, but he cannot use his spell-like abilities and other abilities granted by the parasitic tentacles while they are submerged. Submersion takes 5 seconds.
The Thoon infiltrator can have his parasitic tentacles extend themselves up his throat and out his mouth, from where they can shoot tiny poisoned darts. This is a ranged attack with Acc 3, Range 1/10. It uses Innate Attack (Breath) to hit. Any creature struck by this dart must make an HT roll or fall unconscious for margin of failure minutes. Apply the DR of the hit location as a bonus, but ignore DR with Tough Skin. Upon regaining consciousness, the subject is stunned (p. B420) and may roll vs. HT once per second to recover.
If a Thoon infiltrator can spend an uninterrupted minute with a helpless humanoid, the infiltrator can turn it into a Thoon thrall by snaking its thin neck-tentacles into the victim’s mouth. Sleeping creatures automatically awaken when a Thoon infiltrator attempts this, so it works only on creatures that are bound or truly unconscious. The victim can resist with HT. A Thoon infiltratos can only make one attempt per week.
Spell-Like Abilities (Alternative Abilities):
Detect Magic (13) - see GURPS Thaumatology: Sorcery, page 19;
Sense Quintessence (Improved) (13);
Suggestion (13).

                Traits: Elastic Skin (Magical); Infravision; Telesend (Magical; Racial); Unkillable 1 (Terminal Condition, Removal of parasitic tentacles).
Skills: Acting-14; Disguise (Human)-14; Fast-Talk-14; Knife-12; Innate Attack (Breath)-14; Shadowing-14; Stealth-14.
Creature Type: Monstrous Humanoid.


NEW SORCERY SPELL

Sense Quintessence
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (4-point) version of this spell, you can immediately sense all nearby sources of quintessence, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate source of quintessence, and inform you if you succeed.
The improved (9-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Quintessence; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version adds Precise (+100%) [+5].

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