Graboids
F: Ex (20)
A: Gd (10)
S: Rm (30)
E: In (40)
R: Pr (4)
I: Mn (75)
P: Pr (4)
Health: 100
Karma: 83
Popularity: (At the end of the first movie) -10
Resources: N/A
Talents:
N/A
Powers:
Subterranean adapted physiology: The Graboid is ideally suited to its underground existence, capable of the following powers:
- Armored Skin: Rm (30) resistance to Physical (It is practically immune to small arms fire), Ex (20) vs. energy
- Hyper-Burrowing: Am (50) through rock and porous earth
- Vibration detection: Am (50) - The Graboid can detect the smallest vibration across several miles
- Protected Senses: Sight: The Graboid cannot be blinded, as it is already
- 720 degree "vision": The Graboid cannot be blindsided, although it is capable of being distracted.
- Mouth 'Tentacles': The graboid utilizes several appendages capable of grappling with In (40) ability and doing Ex (20) edge damage, limited to about 6-8 feet. The typical graboid can have between 4 - 6 such tentacles, and uses them to snare prey.
- Natural Weaponry: Bite: A Graboid can tear through obstacles and food with In (40) bite.
- One Area Charge: The graboid's physiology allows it to be able to enact a charge within one area. A graboid's head is reinforced and capable to handling a charge.
- Land Stealth: A graboid is capable of Ex (20) stealth, and can perform a sneak attack if not encountered in the same area.
Contacts:
None
Limitations:
- Limited Senses: A graboid is functionally blind, and is extremely reliant on its vibratory sense. Kinetic or vibration area attacks gain a +2cs bonus to stun a graboid. A graboid suffers an additional 1d10 rounds of stun if it fails its Endurance FEAT.
- Monstrous Size: A graboid is between 15 - 25 feet in length, and as easily spotted when near the surface. If spotted, the Graboid loses its ability to make a sneak attack.
No comments:
Post a Comment