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Elementals for Virtual

Cyberhawk

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In the Virtual minigame (published by Fantasy Flight Games as part of their Horizon line) elementals are programs that have formed out of the local code environment. This is fine, but in a world of sentient computer programs the four basic elements don’t necessarily fit in.
Here are three Elementals with more of a computer feel to them:

Code Elemental
Large Elemental
Hit Dice: 8d8 +32 (68hp)
Initiative: -1
Speed: 20 ft
AC: 18 (-1 size, -1 Dex, +10 Natural) touch 8, flat-footed 18
Base Attack/Grapple: +6/+17
Attack: Slam +12 Melee (2d8+7)
Full Attack: 2 slams +12 melee (2d8+17)
Space/Reach: 10ft/10ft
Special Attacks: Push, Demolish
Special Qualities: Damage Reduction 5/-, darkvision 60’, Codeburrow, Dense, elemental traits
Saves: Fort +10, Ref +1, Will +2
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 11, Chr, 11
Skills: Listen +5, Spot +5
Feats: Cleave, Great Cleave, Power Attack
Environment: Program Space
Organization: Solitary
Challenge Rating: 5
Treasure: None
Advancement: 9-15HD (Large)

Code Elementals are massive creatures formed out of the very fabric of Program Space. Composed of massive amounts of very dense code they appear as large humanoids created out of the environment (so in an earthlike area they would be formed out of earth and vegetation, a city would create one made of concrete and steel and in virtual environments they are silvery beings with blue code visible running along the skin). They have no visible facial features and cannot speak. Code Elementals speak BASIC.

The elementals are slow and clumsy, but they have two attributes that make them useful servants: Brutal and Resilient.

Combat
Code Elementals are fearsome opponents. They are very strong and can ignore or destroy environmental barriers.

Push (Ex) A Code elemental can start a bull rush maneuver without provoking an attack of opportunity.
Demolish (Ex): Code Elementals can do terrible things to non-living code. When attacking objects or buildings with a Full Attack the damage done by a Code Elemental is doubled.
Codeburrow (Su): While the Code Elemental can destroy non-living Code easily it also has the option of slipping through it at will. This acts as Burrowing and can be done at the same speed as the creatures Walk speed. This type of movement does not create a tunnel or hole behind it. Code Elementals cannot burrow through Firewalls. A Move Code spell cast on an area containing a Codeburrowing Code Elemental flings it back 30 ft and stunning it unless the elemental succeeds on a DC 14 Fortitude Save.
Dense (Ex): Code Elementals possess some of the tightest code in Program space. As such they are very difficult to disrupt or move against their will. This is reflected in the Damage Resistance but also grants the Elemental an additional +2 on checks resisting Bull Rushes, Trips and other similar attacks.

Power Elemental
Medium Elemental
Hit Dice: 4d8+8 (26hp)
Initiative: +7
Speed: 50 ft, Swim 90 ft
AC: 16 (+3 Dex, +3 natural), Touch 13, Flat-footed 13
Base Attack/Grapple: +3/+4
Attack: Slam +6 melee (1d6+1)
Full Attack: Slam +6 melee (1d6+1)
Space/Reach: 5 ft/5 ft
Special Attacks: Power Surge, Power Drain
Special Qualities: Energy Resistance 10/-, Darkvision 60 ft., elemental traits
Saves: Fort +3, Ref +7, Will +1
Abilities: Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11
Skills: Listen +3, Spot +4
Feats: Dodge, Improved Initiative, Mobility, Weapon Finesse
Environment: Program Space
Organization: Solitary
Challenge Rating: 3
Treasure: None
Advancement: 5-7 HD (Medium)
Power Elementals are formed from power supply and control software/hardware of a computer system. They are extremely dangerous as they can affect the amount of energy available in an area.
Power Elementals appear to be a mass of Lightning in a rough humanoid form. They have two glowing eyes but no other facial features. Power Elementals speak BASIC but have a tendency to speak at a very high speed making them difficult to understand.

Combat
In combat Power Elementals are brash and impulsive to the point of foolhardiness. If pressed the Power Elemental attempts to use its Power Drain ability and flee.

Power Surge (Su): The Power Elemental can flood the area that it’s in with energy. Every bit of Code within 60 ft of the Elemental glows brightly (including Programs and the Elemental!) and feels energy speeding through them. This is energy overloads the code, however and causes 2d6+2 damage (Fort. Save DC 15 for half) to everyone except the Elemental. The Power Surge ability is a Full-Round Action.
Power Drain (Su): Conversely the Power Elemental can cause the area to become under-powered. All light in the area seems to dim and everyone within 60 ft of the elemental is slowed as if under a Slow spell. Power Drains last as long as the Elemental maintains concentration and is in the area of effect. Power Drains do not affect the Power Elemental.
Energy Resistance (Su): Any energy attacks, including Coderippers, are less effective against Power Elementals. This gives the Elemental Resistance 10 against such attacks.


I/O Elemental
Medium Elemental
Hit Dice: 4d8 +12 (30hp)
Initiative: 0
Speed: 30 ft
AC: 12 (+2 Natural)
Base Attack/Grapple: +3/ +8
Attack: Slam +8 Melee (1d6 +2)
Full Attack: Slam +8 (1d6 +2)
Space/Reach: 5 ft/ 5ft
Special Attacks: Scrambling Touch, Scrambling Field
Special Qualities: Enchantment Immunity, Darkvision 60 ft., elemental traits
Saves: Fort. +2, Ref. +1, Will +7
Abilities: Str. 12, Dex. 11, Con 12, Int 6, Wis 11, Cha 11
Skills: Listen +4, Spot +4
Feats: Iron Will, Dodge
Environment: Program Space
Organization: Solitary
Challenge Rating: 5
Treasure: None
Advancement: 5-7 HD (Medium)

I/O Elementals are among the most feared of all elementals. They form out of the hardware control software, some of the most ingrained and deepest commands and also the same type of command that Users have!. The only limiting I/O elementals is their limited intelligence and lack of sentience.

I/O Elementals appear to be Prototype humanoids but have no facial features. They speak all languages but tend to speak in the last language they heard.

Combat
I/O Elementals are dangerous because they attack the subroutines that affect programs thoughts. They prefer to target Programmers first in combat, as the I/O Elementals see the Rewrites as similar to their own abilities and consider them a threat.

Scrambling Touch (Su): Slam attacks from the I/O Elemental have a disorientating affect on programs. Any program that is successfully hit by an I/O Elemental must make a Will save at DC 15. Sleepers automatically fail this check. A successful save means the Character suffers the same effects as the Daze spell. An unsuccessful save means the Character suffers from the Confusion spell. The Confusion effect from a Scrambling Touch lasts 1 round.
Scrambling Field (Sp): The I/O Elemental can expand its Scrambling Touch in a wave of energy. This is a full-round action and effects all programs within 30 ft of the elemental. All Programs in the area of effect must make a Will. Save at DC 15. Sleepers automatically fail this check. Success means the Program has resisted the field and may act normally. Failure means the program must roll on the following table:
1d10/Effect
1: The program suffers from the Daze spell
2-3: The program begins jumping in place for the next 1d6 rounds. No other effects.
4-5: The program sits and laughs uncontrollably for 1d6 rounds. The program can do no other actions and is considered Flat-Footed against attacks.
6-7: The program suffers from a Hold Program spell for the next 1d6 rounds
8-9: The program throws any objects in its hands as hard as it can in a random direction. No other effects.
10: The Program suffers from the Confusion spell for 1d6 rounds
Enchantment Immunity (Ex): I/O Elementals are immune to Mind-Affecting spells.

And that's the elementals. Have fun :)
 

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