Grimgrin
First Post
Taking a steampunk spin on Gamma World. This is a template for GW monsters. Its longer than normal because I wanted it to be unpredictable and flexible.
Clockwork Monster Template
The clockwork is a mechanical augmentation designed enhance the abilities of an organic creature. Many of these constructs are created as emblems of a twisted genius, others are an attempt at restoring or replacing lost organs, and many are surgical experiments on criminals or innocents. Clockwork servants can perform tasks that would risk infection, poisoning, or suffocation to purely organic creatures. Clockwork warriors are created specifically for combat; whether as exotic gladiators, horrific bodyguards, or mechanical cannon fodder.
PREREQUISITES: Any living creature
Elite: The creature becomes elite
Resist 5 against fire, acid, cold, and radiation damage.
Immune to Disease, Poison, and Fear based attacks and effects
Action Points +1
Hit Points 10 per level + Constitution score
Mechanical Advantage
Choose three as new powers/traits for the creature.
Automated Repair Systems (minor action) ✦ Encounter
The clockwork creature spends a healing surge it restores 5 hit points to any clockwork allies within 10 squares.
Level 11: 10 Hit Points restored.
Nothing Up My Sleeve (standard; weapon) ✦ At Will
A clockwork creature’s limbs conceal a mechanized weapon. A retractable weapon scaled to its size is built into the device as a spring loaded surprise. This trait automatically grants proficiency with the weapon as well, and can be a melee, thrown, or ranged weapon. In addition, the clockwork creature gains a +2 bonus to damage rolls with the hidden weapon and gains “combat advantage” on the first attack this weapon is used in an encounter.
Level 11: +4 bonus to damage rolls.
Bloody Vial (immediate reaction) ✦ Rechargeable
A vial of artificial adrenalin is encased in a metal collar surgically implanted into the creature's neck. As an immediate action, the adrenalin is injected into a "bloodied" creature. This modification stacks with any other abilities the creature may possess. The creature gains an action point it must spend on its next turn. This ability recharges on a roll of "6" and will retrigger so long as the creature remains bloodied.
Level 11: Recharges on a roll of 5 or 6
Panoramic Strobe (standard) ✦ Encounter
The eyes of the creature are replaced by a series of glass lenses that provide the character with telescopic sight (1 mi), dark vision (60ft), and can see in a 360 degree arc. The eye-cams can also emit a blinding flash (Close Blast 3), Attack Roll: Level +3 vs Reflex.
All victims not wearing polarized goggles are blinded (save ends).
Level 11: Level +6 versus Reflex.
Can Opener (triggered effect) ✦ At Will
A serrated clamp is attached instead of a claw or pincer to the clockwork. The character can no longer use that hand to hold weapons or shields and suffers a -2 on any skill that requires the use of its hands (such as Thievery, Climb, etc.). The "Can Opener" gets its name from its ability to strip armor away from its target. On a successful critical hit the target also loses 1d4 armor bonus until the armor is repaired/restored.
Contact Goop (minor action) ✦ At Will
A sticky syrup released from the creature's hands and feet allows a to "climb" as quickly as the character can walk on smooth surfaces including ceilings. In addition, the creature reduces the distanced pushed, shifted, or pulled by its CON modifier.
Clockwork Heart (triggered effect) ✦ Encounter
The clockwork heart makes the creature invulnerable to “sleep” effects and allows the creature to fight for one more combat turn when reduce to zero or less hit points
Level 11: Two more combat turns when reduced to zero or less hit points.
Greased Lightning (minor action) ✦ At Will
The body fluids of the creature are oil rather than water based. The clockwork can slip hand cuffs, ropes, chains, and get through tight spaces as a minor action without losing speed, provoking opportunity attacks, or granting combat advantage.
Iron Mask (minor action) ✦ At Will
This gruesome modification replaces the face and skull of the clockwork with one of metal. This prevents anyone from reading the expressions of the creature making the creature more frightening. Add a +2 equipment bonus to Bluff and Intimidate checks. The metal skull also adds an additional +1 AC armor bonus to the creature. Finally, the clockwork can add the "rattling" effect to all head butts and bite attacks. Rattling: If you are trained in Intimidate and you deal damage with an attack that has this keyword, the target takes a –2 penalty to attack rolls until the end of your next turn. A creature immune to fear is not subject to this penalty.
Ironsides ✦ Trait
Clockwork Monster Template
The clockwork is a mechanical augmentation designed enhance the abilities of an organic creature. Many of these constructs are created as emblems of a twisted genius, others are an attempt at restoring or replacing lost organs, and many are surgical experiments on criminals or innocents. Clockwork servants can perform tasks that would risk infection, poisoning, or suffocation to purely organic creatures. Clockwork warriors are created specifically for combat; whether as exotic gladiators, horrific bodyguards, or mechanical cannon fodder.
PREREQUISITES: Any living creature
Elite: The creature becomes elite
Resist 5 against fire, acid, cold, and radiation damage.
Immune to Disease, Poison, and Fear based attacks and effects
Action Points +1
Hit Points 10 per level + Constitution score
Mechanical Advantage
Choose three as new powers/traits for the creature.
Automated Repair Systems (minor action) ✦ Encounter
The clockwork creature spends a healing surge it restores 5 hit points to any clockwork allies within 10 squares.
Level 11: 10 Hit Points restored.
Nothing Up My Sleeve (standard; weapon) ✦ At Will
A clockwork creature’s limbs conceal a mechanized weapon. A retractable weapon scaled to its size is built into the device as a spring loaded surprise. This trait automatically grants proficiency with the weapon as well, and can be a melee, thrown, or ranged weapon. In addition, the clockwork creature gains a +2 bonus to damage rolls with the hidden weapon and gains “combat advantage” on the first attack this weapon is used in an encounter.
Level 11: +4 bonus to damage rolls.
Bloody Vial (immediate reaction) ✦ Rechargeable
A vial of artificial adrenalin is encased in a metal collar surgically implanted into the creature's neck. As an immediate action, the adrenalin is injected into a "bloodied" creature. This modification stacks with any other abilities the creature may possess. The creature gains an action point it must spend on its next turn. This ability recharges on a roll of "6" and will retrigger so long as the creature remains bloodied.
Level 11: Recharges on a roll of 5 or 6
Panoramic Strobe (standard) ✦ Encounter
The eyes of the creature are replaced by a series of glass lenses that provide the character with telescopic sight (1 mi), dark vision (60ft), and can see in a 360 degree arc. The eye-cams can also emit a blinding flash (Close Blast 3), Attack Roll: Level +3 vs Reflex.
All victims not wearing polarized goggles are blinded (save ends).
Level 11: Level +6 versus Reflex.
Can Opener (triggered effect) ✦ At Will
A serrated clamp is attached instead of a claw or pincer to the clockwork. The character can no longer use that hand to hold weapons or shields and suffers a -2 on any skill that requires the use of its hands (such as Thievery, Climb, etc.). The "Can Opener" gets its name from its ability to strip armor away from its target. On a successful critical hit the target also loses 1d4 armor bonus until the armor is repaired/restored.
Contact Goop (minor action) ✦ At Will
A sticky syrup released from the creature's hands and feet allows a to "climb" as quickly as the character can walk on smooth surfaces including ceilings. In addition, the creature reduces the distanced pushed, shifted, or pulled by its CON modifier.
Clockwork Heart (triggered effect) ✦ Encounter
The clockwork heart makes the creature invulnerable to “sleep” effects and allows the creature to fight for one more combat turn when reduce to zero or less hit points
Level 11: Two more combat turns when reduced to zero or less hit points.
Greased Lightning (minor action) ✦ At Will
The body fluids of the creature are oil rather than water based. The clockwork can slip hand cuffs, ropes, chains, and get through tight spaces as a minor action without losing speed, provoking opportunity attacks, or granting combat advantage.
Iron Mask (minor action) ✦ At Will
This gruesome modification replaces the face and skull of the clockwork with one of metal. This prevents anyone from reading the expressions of the creature making the creature more frightening. Add a +2 equipment bonus to Bluff and Intimidate checks. The metal skull also adds an additional +1 AC armor bonus to the creature. Finally, the clockwork can add the "rattling" effect to all head butts and bite attacks. Rattling: If you are trained in Intimidate and you deal damage with an attack that has this keyword, the target takes a –2 penalty to attack rolls until the end of your next turn. A creature immune to fear is not subject to this penalty.
Ironsides ✦ Trait
Every inch of the clockwork's skin is now covered with articulated scales. This boosts the resistance to fire, cold, acid, and radiation damage to 10.
Level 11: Resist 20 to fire, cold, acid, and radiation damage
Bulldozer (standard action) ✦ At Will
These creature designed to plow into his foe and squash them. If a creature makes a successful charge attack it can make a secondary attack to knock the target prone. The clockwork makes a secondary attack roll equal with a bonus equal to half its level + its STR modifier vs. Reflex to knock the target prone.
Spring Heel Pounce (standard action) ✦ Encounter
The creature can jump its "speed" score without triggering opportunity attacks from intervening models.
Range: Equal to Speed in squares
Attack Roll: Level + 5 vs. AC
Damage: 1d6 + STR Mod + level points of damage on its target.
Effect: Land standing adjacent to target. Range: Equal to Speed in squares
Attack Roll: Level + 5 vs. AC
Damage: 1d6 + STR Mod + level points of damage on its target.
Level 11: 2d6 + STR Mod + level damage
Piston Legs (free action) ✦ Rechargeable (5, 6)
The legs of the creature have been replaced with a mechanical version that will add a breif boost to the creature's speed. Add one to the creature's speed.
Level 11: Add 2 to the creature's speedOrchestrated Sympathy (free action) ✦ At Will
This modification provides the clockwork with an exquisite sculpted body, a harmonized voice, and tactical acumen. Anyone of the same race as the clockwork will find him or her beautiful. This clockwork a +2 bonus on CHA based skill checks on their race. Unfortunately, beauty is subjective and these bonuses do not apply to creatures that aren’t the same race as the clockwork. Additionally any clockwork minions commanded by the clockwork gain a +1 to attack and damage rolls while within its leadership aura (Close Burst 10) of this clockwork.
Level 11: Leadership Aura (close burst 15), +2 attack and damage bonusSteel Punch ✦ Trait
One mechanical arm is larger than normal and can always be used as a basic bludgeoning weapon (1d8 + STR Modifier + Half level). In addition the modified hand and arm are strong enough to wield a melee weapon with a +2 damage bonus. If the Gear Head wishes to use his iron fist defensively, he treats it the same as a small steel shield (+1AC). Unfortunately the arm is so large, it permanently throws off the character's balance and inflicts a -1 penalty to Athletics and Acrobatic checks.
Wound Too Tight ✦ Trait
The clockwork reacts quickly to danger and gains a +4 equipment bonus to initiative and a +2 to Reflex, but suffers a -2 to Fortitude checks.
Death-Clock (when reduced to 0 HP)
The clockwork creature is reduced to 0 HP it explodes in a cloud of toxic fumes.
Range: Close burst 1
Attack Roll: Level +5 Vs. Reflex
Damage: 2d6 poison.
Level 11: Close burst 2, Damage: 3d6. Range: Close burst 1
Attack Roll: Level +5 Vs. Reflex
Damage: 2d6 poison.
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