Monday 28 February 2022

Monster: Zeitgeist

Monster: Zeitgeist

Cityscape is a useful D&D supplement that might be useful to read even to GURPS GMs. Also, it has a few new monsters, some of which I've already converted, so let's do the rest. Zeitgeist is an uber-powerful fey that I dreaded to convert. However, when I started I quickly realized that it's basically a slightly reflavored spirit of the land from Monster Manual II.


Zeitgeist [Cityscape, page 138]

1,143 points
Attribute Modifiers: IQ+4 [80]; HT+4 [40].
Secondary Characteristic Modifiers: SM+3; HP+20 (Size Modifier, -30%) [28]; Will+4 [20]; Per+6 [30].
Advantages: 360° Vision (Panoptic 2, +60%) [40]; Dark Vision [25]; Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; Doesn’t Sleep [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Insubstantiality (Affect Substantial, +100%; Always On, -50%) [120]; Invisibility (Affects Machines, +50%; Magical, -10%) [56]; Magic Resistance 4 (Improved, +150%) [20]; Regeneration (Fast) [50]; Telesend (Magical, -10%; Universal, +50%) [42].
    Urban Perception: Clairsentience (Accessibility, Only the city, -50%; Area Perception, +300%; Fixed Range, -5%; Increased Range 10, +100%; Magical, -10%) [218].
    Urban Manifestation: Alternate Form (Mob Form, Smoke Form, Stone Form; Costs Fatigue, 4 FP, -20%; Magical, -10%) [33].
    Spell-Like Abilities (Alternative Abilities) [226]:
    Calm Emotions [33/5=7];
    Confusion 1 [42/5=9];
    Cure Disease [54/5=11];
    Dancing Object 1 [21/5=5];
    Pacify 1 [52/5=11];
    Panic 1 [35/5=7];
    Repair [17/5=4];
    Shape Earth 3 [75/5=15];
    Shape Plant 3 [75/5=15];
    Stone Spikes 1 [9/5=2];
    Wall of Stone 1 [140].
Disadvantages: No Manipulators [-50]; Sense of Duty (City) [-15].
Features: No Legs (Aerial).
Creature Type: Fey.
Notes: Stone Form template is Greater Stone Golem with the same array of spell-like abilities as the base form.
    Smoke Form template is Smoke Monolith with the same array of spell-like abilities as the base form.
    Mob Form template is a 0-point human template with the same array of spell-like abilities as the base form, plus the following ability:
    Mob: Ally (0-point humans; Built on 25%; Constantly Available; Ally Group Size 50; Conjured, +100%; Minion, +50%) [100]

Knowing Your Own Strength [1,155]
Replace HP+20 (Size Modifier, -30%) [28] with HP+20 [40]

Typical Stats

ST:

10

HP:

30

Speed:

6

DX:

10

Will:

18

Move:

6 air

IQ:

14

Per:

20

 

 

HT:

14

FP:

14

SM:

+3

Dodge:

9

Parry:

N/A

DR:

-

    Urban Perception: The zeitgeist knows every part of its home city. The zeitgeist lives in a specific area up to 40,000 yards in diameter.
    The zeitgeist can displace its sight and hearing to any point within range - or encompass everything within the area - as a free action. To use this ability, the zeitgeist picks the desired viewpoint (which can be inside something) and its facing, and then makes an IQ roll.
    On a success, the zeitgeist can use its ranged senses as if it was physically present at the viewpoint. When watching everything, apply the area’s SM as a penalty to Per (in addition to normal range penalties, if any).
    The zeitgeist’s vision ignores darkness penalties completely. It cannot see through solid objects, but if its viewpoint were inside (for example) a closed chest, it would see what was inside despite the lack of light. If it is using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from the body, not the viewpoint.
    On failure by 1, the sight goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples this ability for 1d hours.
    Urban Manifestation: The zeitgeist can manifest itself in three forms. Using each manifestation requires 4 FP, plus 2 FP per minute to maintain. To change shape, the zeitgeist must take 10 consecutive Ready maneuvers. When manifested, the zeitgeist changes its racial template, but retains its IQ (in case of stone manifestation), mental disadvantages, and spell-like abilities.
    The stone manifestation works as the greater stone golem.
    The smoke manifestation works as the smoke monolith.
    The mob manifestation works as a normal human with no traits with with 50 more identical allies that do not have the spell-like abilities.
    Spell-Like Abilities (Alternative Abilities):
    Calm Emotions (14);
    Confusion 1 (18);
    Cure Disease (14);
    Dancing Object 1;
    Pacify 1 (18);
    Panic 1 (14);
    Repair (14);
    Shape Earth 3 (14);
    Shape Plant 3 (14);
    Stone Spikes 1 (14);
    Wall of Stone 1 (14).

    
    Traits: 360° Vision (Panoptic 2); Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; Immunity to Metabolic Hazards; Injury Tolerance (Diffuse); Insubstantiality (Affect Substantial; Always On); Invisibility (Affects Machines; Magical); Magic Resistance 4 (Improved); No Manipulators; No Legs (Aerial); Regeneration (Fast); Sense of Duty (City); Telesend (Magical; Universal).
    Skills: Area Knowledge (City)-18; Innate Attack (Gaze)-14; Observation-18.
    Creature Type: Fey.

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