Monsters: Automatons
Automatons (isn't the plural form automata?) are clockwork constructs given quasi-consciousness via shadow magic. I actually like them a lot, I've used them several times in my D&D games, but not in GURPS. At least yet.
Pulverizer [Monster Manual II, page 27]
Attribute Modifiers: ST+8 (No Fine Mainupators, -40%) [48]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: HP+6 [12]; Will+10 [50]; Per+10 [50]; Basic Move +2 [10].
Advantages: Blunt Claws [3]; Dark Vision [25]; DR 2 [10]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Extra Legs (Four Legs) [5]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to Mind Control [30]; Injury Tolerance (No Blood, No Head, No Neck, No Vitals, Unliving) [42]; Sonar (Accessibility, In air, -10%; Restricted Arc, 60°, -75%; Targeting, +20%) [7]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Sonic Shriek: Corrosion Attack 2d (Cone 5, +100%; Environmental, Sound-transmitting mediums, -10%; Increased 1/2D, x5, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Side Effect, Stunning, +50%; Takes Recharge, 5 seconds, -10%) [40].
Disadvantages: Automaton [-85]; Blindness [-50]; Cannot Learn [-30]; Decreased Time Rate [-100]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Mute [-25]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unhealing (Total) [-30]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Perks: Burrower [1].
Quirks: Affected by Magnetism [-1]; Affected by Rust [-1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Knowing Your Own Strength [-162] |
Typical Stats
ST: |
18 |
HP: |
24 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
7 |
IQ: |
0 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
N/A |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 (unarmed) |
DR: |
2 |
Sonic Shriek (12): 2d corrosion, takes 5 seconds to recharge. Range 5/10, maximum width 5 yards. If any damage penetrates the target’s DR, he must make a HT roll, at -1 per 2 points of injury or become stunned. The target may roll HT to recover normally on subsequent turns. Can only be used in sound-transmitting mediums (air or water; is blocked by Silence and similar effects).
Traits: Affected by Magnetism; Affected by Rust; Automaton; Blindness; Burrower; Cannot Learn; Dark Vision; Decreased Time Rate; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Extra Legs (Four Legs); High Pain Threshold; Immunity to Metabolic Hazards; Immunity to Mind Control; Injury Tolerance (No Blood, No Head, No Neck, No Vitals, Unliving); No Fine Manipulators; No Sense of Smell/Taste; Numb; Reprogrammable; Social Stigma (Valuable Property); Sonar (Accessibility, In air; Restricted Arc, 60°; Targeting); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
Skills: Brawling-12; Innate Attack (Breath)-12.
Creature Type: Construct.
Hammerer [Monster Manual II, page 27]
Attribute Modifiers: ST+8 (No Fine Mainupators, -40%) [48]; IQ-10 [-200]; HT+2 [20].
Secondary Characteristic Modifiers: HP+6 [12]; Will+10 [50]; Per+10 [50]; Basic Move +2 [10].
Advantages: Blunt Claws [3]; Dark Vision [25]; DR 2 [10]; 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 Neck, No Vitals, Unliving) [40]; Striker (Crushing) [5]; Unaging [15]; Unfazeable [15]; Vacuum Support [5].
Disadvantages: Automaton [-85]; Cannot Learn [-30]; Decreased Time Rate [-100]; No Fine Manipulators [-30]; No Sense of Smell/Taste [-5]; Mute [-25]; Numb [-20]; One Arm [-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.
Knowing Your Own Strength [-182] |
Typical Stats
ST: |
18 |
HP: |
24 |
Speed: |
5.5 |
DX: |
10 |
Will: |
10 |
Move: |
7 |
IQ: |
0 |
Per: |
10 |
|
|
HT: |
12 |
FP: |
N/A |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
2 |
Pincer Arm (12): thrust 2d-1 crushing (KYOS: 3d+1 crushing), Reach C.
Traits: Affected by Magnetism; Affected by Rust; Automaton; Cannot Learn; Dark Vision; Decreased Time Rate; 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 Neck, No Vitals, Unliving); No Fine Manipulators; No Sense of Smell/Taste; Numb; One Arm; Reprogrammable; Social Stigma (Valuable Property); Sterile; Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unhealing (Total); Unnatural; Vacuum Support; Wealth (Dead Broke).
Skills: Brawling-12; Wrestling-12.
Creature Type: Construct.
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