Monsters: Guardian Familiars
Spark Guardian [Complete Warrior, page 119]
Attribute Modifiers: ST-6 [-60]; DX+3 (No Fine Manipulators, -40%) [36]; IQ-10 [-200].
Secondary Characteristic Modifiers: SM-3; Will+10 [50]; Per+12 [60]; Basic Speed +0.25 [5]; Basic Move -4 [-20].
Advantages: Acute Vision 2 [4]; DR 1 [5]; Detect (Master; Long-Range 1, +50%; Magical, -10%; Reflexive, +40%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Dark Vision [25]; Enhanced Move 1 (Air) [20]; Flight (Cannot Hover, -15%; Winged, -25%) [24]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (Homogenous, No Blood, No Eyes) [50]; Sharp Beak [1]; Sharp Claws [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Sparks: Burning Attack 1d (Increased 1/2D, 10x, +15%; Magical, -10%; Nuisance Effect, Behaves erratically around conductors, -5%; Reduced Range, 1/10, -30%; Side Effect, Stunning, +50%; Surge, Arcing, +100%) [11].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Foot Manipulators [-6]; Mute [-25]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Typical Stats
ST: |
4 |
HP: |
4 |
Speed: |
6 |
DX: |
13 |
Will: |
10 |
Move: |
2 ground, 12 air (cannot hover) |
IQ: |
0 |
Per: |
12 |
|
|
HT: |
10 |
FP: |
N/A |
SM: |
-3 |
Dodge: |
9 |
Parry: |
10 (unarmed) |
DR: |
1 |
Sharp Claws (15): thrust 1d-5 cutting (KYOS: 1d-6 cutting), Reach C.
Sparks (13): 1d burning surge. Range 10, no 1/2D. Treat any metallic armor as DR 1 against this attack. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover. Sparks behave unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Traits: Acute Vision 2; Affected by Magnetism; Affected by Rust; Automaton; Dark Vision; Detect (Master; Long-Range 1; Magical; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Enhanced Move 1 (Air); Foot Manipulators; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (Homogenous, No Blood, No Eyes); Mute; No Fine Manipulators; No Sense of Smell/Taste; Numb; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unhealing (Total); Unnatural; Unfazeable; Vacuum Support; Wealth (Dead Broke).
Skills: Aerobatics-13; Brawling-15; Innate Attack (Breathe)-13; Flight-13.
Creature Type: Construct.
Gauntlet Guardian [Complete Warrior, page 120]
Attribute Modifiers: IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: SM-1; HP+2 [4]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5].
Advantages: Arm ST 2 (Two Arms) [10]; Dark Vision [25]; DR 2 [10]; Detect (Master; Long-Range 1, +50%; Magical, -10%; Reflexive, +40%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Eyes, No Head, No Vitals, Unliving) [42]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Spell Storing: Wild Talent 1 (Accessibility, Must be imparted by another creature, -20%; Based on the caster’s attribute, +20%; Focused, Arcane Spells, -20%; Magical, -10%; Wild Ability, +50%) [25].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Ham-Fisted 1 [-5]; Mute [-25]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Notes: Weight 200 lbs.
Typical Stats
ST: |
10 |
HP: |
12 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
4 |
IQ: |
0 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
N/A |
SM: |
-1 |
Dodge: |
8 |
Parry: |
10 (unarmed) |
DR: |
2 |
Spell Storing: A gauntlet guardian can store one arcane spell (up to 30 character points) that is cast into it by another creature. It "casts" this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the gauntlet guardian can store another spell (or the same spell again) after a day passes. The gauntlet guardian uses the creature’s attributes and skills for the purpose of this spell.
Skills: Brawling-14.
Creature Type: Construct.
Notes: Weight 200 lbs.
Blade Guardian [Complete Warrior, page 120]
Attribute Modifiers: ST+2 (No Fine Mainupators, -40%) [12]; IQ-10 [-200]; HT+2 [20]. Secondary Characteristic Modifiers: HP+2 [4]; Will+10 [50]; Per+10 [50]; Basic Move -1 [-5].
Advantages: Dark Vision [25]; DR 2 [10]; Detect (Master; Long-Range 1, +50%; Magical, -10%; Reflexive, +40%) [9]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Eyes, No Vitals, Unliving) [35]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Whirling Blades: Cutting Attack 1d (Follow-Up, Punch, +0%) [7].
Spell Storing: Wild Talent 1 (Accessibility, Must be imparted by another creature, -20%; Based on the caster’s attribute, +20%; Focused, Arcane Spells, -20%; Magical, -10%; Wild Ability, +50%) [25].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Mute [-25]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Notes: Weight 400 lbs.
Knowing Your Own Strength [-116] |
Typical Stats
ST: |
12 |
HP: |
14 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
4 |
IQ: |
0 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
N/A |
SM: |
+0 |
Dodge: |
8 |
Parry: |
10 (unarmed) |
DR: |
2 |
Spell Storing: A blade guardian can store one arcane spell (up to 30 character points) that is cast into it by another creature. It "casts" this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the blade guardian can store another spell (or the same spell again) after a day passes. The gauntlet guardian uses the creature’s attributes and skills for the purpose of this spell.
Traits: Affected by Magnetism; Affected by Rust; Automaton; Cannot Learn; Dark Vision; Detect (Master; Long-Range 1; Magical; Reflexive); Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (No Blood, No Eyes, No Vitals, Unliving); Mute; No Fine Manipulators; No Sense of Smell/Taste; Numb; Reprogrammable; Sacrificial Parry (Brawling); Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
Skills: Brawling-14.
Creature Type: Construct.
Notes: Weight 400 lbs.
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