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<blockquote data-quote="kronos182" data-source="post: 8506316" data-attributes="member: 6668634"><p>Some more Mega Man enemy robots, great cheap NPCs to throw at players, or can function as 'hired' minions.</p><p></p><p><strong><span style="font-size: 26px">Crazy Razy</span></strong></p><p>Crazy Razy is a security guard robot that is equipped with a simple blaster mounted in the torso, a dome head that barely raises above the shoulders, barrel body and large sensor eyes. After suffering heavy damage, the upper part of the robot, the head, arms and a small portion of the upper body, detach and fly about and can only engage in melee combat. Unfortunately they do have a weakness to high electricity based weapons.</p><p></p><p><strong>Crazy Razy (PL 6)</strong></p><p>CR: 2</p><p>Size: Medium</p><p>Hit Points: 25 hp (2d10+10)</p><p>Init: +1 (Dex)</p><p>Speed: 20 ft</p><p>Defense: +14 (+3 armour +1 Dex)</p><p>Hardness:</p><p>BAB/Grp: 0/+1</p><p>Attack: +1 melee (fist 1d4+1) or +1 ranged (arm blaster 2d6)</p><p>FS/Reach: 5 ft / 5 ft</p><p>Special Attacks: none</p><p>Special Qualities: drone, electricity vulnerability</p><p>Saves: Fort +0, Reflex +1, Will +0</p><p>Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1</p><p>Skills: Listen +2, Search +3, Spot +3</p><p>Feats: Personal Firearms Proficiency</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (Pair)</p><p>Manipulators: Hand (2 hands)</p><p>Armour: Duraplastic</p><p>Superstructure:</p><p>Sensors: Class II</p><p>Skill Software: chip Listen +2, Search +2, Spot +2</p><p>Feat Software: progit (Personal Firearms Proficiency), progit (Shield Proficiency)</p><p>Accessories: Feat Progit, weapon mount, skill chip x3, AV transmitter, av recorder</p><p>PDC: 27</p><p></p><p><strong>Drone</strong></p><p>When the Crazy Razy is reduced to 0 hit points, the upper part separates and flies about. Has 10 hit points, speed is 30 fly, rest of stats are the same, except it can't use the blaster</p><p></p><p><strong>Electricity Vulnerability</strong></p><p>The Crazy Razy suffers 50% more damage from electricity type of damage.</p><p></p><p><strong>Blaster</strong></p><p>A blaster is built into the right arm of the robot, drawing power from its power core. The weapon has 40 charges and slowly recharges 1 charge every 2 minutes the weapon is not used.</p><p>Damage: 2d6</p><p>Critical: 20</p><p>Damage Type: fire</p><p>Range Increment: 75 ft</p><p>Rate of Fire: Semi</p><p>Ammo: 40 charges</p><p></p><p><strong><span style="font-size: 26px">PickelMan</span></strong></p><p>The Pickelman robot is humanoid in shape, with a round body and head with a hardhat with light. It is equipped with a shield and pick, used originally for mining but make decent guard or attack robots.</p><p></p><p><strong>PickelMan (PL 6)</strong></p><p>CR: 1</p><p>Size: Medium</p><p>Hit Points: 25 hp (2d10+10)</p><p>Init: +1 (Dex)</p><p>Speed: 20 ft</p><p>Defense: +19 (+5 armour +1 Dex +3 shield)</p><p>Hardness: 5</p><p>BAB/Grp: 0/+1</p><p>Attack: +1 melee (pickaxe 1d6+1 20/x4)</p><p>FS/Reach: 5 ft / 5 ft</p><p>Special Attacks: none</p><p>Special Qualities:</p><p>Saves: Fort +0, Reflex +1, Will +0</p><p>Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1</p><p>Skills: Knowledge earth and life sciences +2, knowledge physical sciences +2, Listen +2, Search +1, Spot +2</p><p>Feats: Exotic Weapon Proficiency (Pickaxel), shield proficiency</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (Pair)</p><p>Manipulators: Hands (pair)</p><p>Armour: Alumisteel</p><p>Superstructure:</p><p>Sensors: Class II</p><p>Skill Software: chip Listen +2, Search +2, Spot +2, knowledge: earth and life sciences & physical sciences +2</p><p>Feat Software: progit (Exotic Weapon Proficiency: pickaxe)</p><p>Accessories: Feat Progit, weapon mount, AV transmitter, AV recorder, pickaxe, shield</p><p>PDC: 25</p><p></p><p></p><p><strong><span style="font-size: 26px">Friender</span></strong></p><p>The Friender is robot that looks like a blue wolf, originally designed to protect forests, with a fire extinguisher built into their tail, but Dr Wily modified them with flamethrowers. These modified versions can still be used in fire fighting in forests using fire break principles (fighting fire with fire), as well as the extinguishers.</p><p></p><p><strong>Friender (PL 6)</strong></p><p>CR: 2</p><p>Size: Medium</p><p>Hit Points: 30 hp (2d10+10)</p><p>Init: +1 (Dex)</p><p>Speed: 40 ft</p><p>Defense: +16 (+5 armour +1 Dex)</p><p>Hardness: 5</p><p>BAB/Grp: 0/+1</p><p>Attack: +2 melee (bite 2d4+2)</p><p>FS/Reach: 5 ft / 5 ft</p><p>Special Attacks: Flamethrower</p><p>Special Qualities: Fire immunity</p><p>Saves: Fort +0, Reflex +1, Will +0</p><p>Abilities: Str 14, Dex 12, Con -, Int 8, Wis 10, Cha 1</p><p>Skills: Knowledge earth and life sciences +2, Listen +2, Search +1, Spot +2</p><p>Feats: Exotic Weapon Proficiency (flamethrower)</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (quad)</p><p>Manipulators: none</p><p>Armour: Alumisteel</p><p>Superstructure:</p><p>Sensors: Class II</p><p>Skill Software: chip Listen +2, Search +2, Spot +2, knowledge: earth and life sciences</p><p>Feat Software: progit (Exotic Weapon Proficiency: flamethrower)</p><p>Accessories: Feat Progit, weapon mount, AV transmitter, AV recorder, flamethrower (2d6 30 foot x 5 ft wide line, 20 uses), fire extinguisher (30 foot long cone, 20 uses)</p><p>PDC: 27</p><p></p><p></p><p><strong><span style="font-size: 26px">Ice Man</span></strong></p><p>Ice Man is a robot designed by Dr Light to perform human-like tasks under extreme cold conditions, such as exploring artic and frozen landscapes, working in freezer warehouses. They appear as slightly shorter than human humanoid robots wearing a winter coat with fur-lined hood. Impervious to extreme cold and fitted with a special weapon the Ice Slasher built into the mouth.</p><p></p><p><strong>Ice Man (PL 6)</strong></p><p>CR: 4</p><p>Size: Medium</p><p>Hit Points: 50 hp (5d10+10)</p><p>Init: +1 (Dex)</p><p>Speed: 20 ft</p><p>Defense: +17 (+5 armour +2 Dex)</p><p>Hardness: 5</p><p>BAB/Grp: +4/+1</p><p>Attack: +6 melee (fists 1d4+2), +6 ranged (ice slasher 1d4 piercing +1d6 cold +special)</p><p>FS/Reach: 5 ft / 5 ft</p><p>Special Attacks: Ice Spear</p><p>Special Qualities: Cold immunity, Ice walk, Fire vulnerability</p><p>Saves: Fort +1, Reflex +3, Will +1</p><p>Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 1</p><p>Skills: Balance +4, Listen +3, Search +4, Spot +4</p><p>Feats:</p><p></p><p>Frame: Biomorph</p><p>Locomotion: Legs (Pair)</p><p>Manipulators: Hands (pair)</p><p>Armour: Alumisteel</p><p>Superstructure:</p><p>Sensors: Class III</p><p>Skill Software: chip Balance +2, Listen +3, Search +4, Spot +4</p><p>Feat Software:</p><p>Accessories: skill Progit, weapon mount, AV transmitter, AV recorder,</p><p>PDC: 30</p><p></p><p><strong>Cold Immunity</strong></p><p>Ice Man is immune to all cold damage, including magical cold.</p><p></p><p><strong>Fire Vulnerability</strong></p><p>Ice Man suffers 50% more damage from fire based attacks (except lasers).</p><p></p><p><strong>Ice Walk</strong></p><p>Ice Man ignores rough terrain from ice and snow, does not slip on ice. Movement is increased to 50 ft while on snow and ice.</p><p></p><p><strong>Ice Slasher</strong></p><p>This weapon fires an arrow shaped projectile of ice from Ice Man's mouth which has a few modes of attack</p><p>The basic attack fires an arrow shaped projectile of ice that can temporarily freeze a target, requiring a Fort save DC 18 or be stunned due to sheer cold for 1d4 rounds. Targets immune to stun are still stunned due to the cold shock. Targets immune to cold don't suffer the cold damage or the stun.</p><p>Ice Spear - this special attack able to be performed once 1d4 rounds fires a spear of ice that strikes everything in a 50 foot long, 5 foot wide line, dealing 2d4 piercing and 2d6 cold damage, Reflex save DC 15 for half damage.</p><p>Create Snow/Ice - Ice Man can create a 1 foot cube amount of snow or ice as a standard action. This ice or snow can be used for any purpose one can use ice or snow, as it's normal ice or snow. Great for making ice for drinks on a hot day, or making snowballs for a snowball fight.</p></blockquote><p></p>
[QUOTE="kronos182, post: 8506316, member: 6668634"] Some more Mega Man enemy robots, great cheap NPCs to throw at players, or can function as 'hired' minions. [B][SIZE=7]Crazy Razy[/SIZE][/B] Crazy Razy is a security guard robot that is equipped with a simple blaster mounted in the torso, a dome head that barely raises above the shoulders, barrel body and large sensor eyes. After suffering heavy damage, the upper part of the robot, the head, arms and a small portion of the upper body, detach and fly about and can only engage in melee combat. Unfortunately they do have a weakness to high electricity based weapons. [B]Crazy Razy (PL 6)[/B] CR: 2 Size: Medium Hit Points: 25 hp (2d10+10) Init: +1 (Dex) Speed: 20 ft Defense: +14 (+3 armour +1 Dex) Hardness: BAB/Grp: 0/+1 Attack: +1 melee (fist 1d4+1) or +1 ranged (arm blaster 2d6) FS/Reach: 5 ft / 5 ft Special Attacks: none Special Qualities: drone, electricity vulnerability Saves: Fort +0, Reflex +1, Will +0 Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1 Skills: Listen +2, Search +3, Spot +3 Feats: Personal Firearms Proficiency Frame: Biomorph Locomotion: Legs (Pair) Manipulators: Hand (2 hands) Armour: Duraplastic Superstructure: Sensors: Class II Skill Software: chip Listen +2, Search +2, Spot +2 Feat Software: progit (Personal Firearms Proficiency), progit (Shield Proficiency) Accessories: Feat Progit, weapon mount, skill chip x3, AV transmitter, av recorder PDC: 27 [B]Drone[/B] When the Crazy Razy is reduced to 0 hit points, the upper part separates and flies about. Has 10 hit points, speed is 30 fly, rest of stats are the same, except it can't use the blaster [B]Electricity Vulnerability[/B] The Crazy Razy suffers 50% more damage from electricity type of damage. [B]Blaster[/B] A blaster is built into the right arm of the robot, drawing power from its power core. The weapon has 40 charges and slowly recharges 1 charge every 2 minutes the weapon is not used. Damage: 2d6 Critical: 20 Damage Type: fire Range Increment: 75 ft Rate of Fire: Semi Ammo: 40 charges [B][SIZE=7]PickelMan[/SIZE][/B] The Pickelman robot is humanoid in shape, with a round body and head with a hardhat with light. It is equipped with a shield and pick, used originally for mining but make decent guard or attack robots. [B]PickelMan (PL 6)[/B] CR: 1 Size: Medium Hit Points: 25 hp (2d10+10) Init: +1 (Dex) Speed: 20 ft Defense: +19 (+5 armour +1 Dex +3 shield) Hardness: 5 BAB/Grp: 0/+1 Attack: +1 melee (pickaxe 1d6+1 20/x4) FS/Reach: 5 ft / 5 ft Special Attacks: none Special Qualities: Saves: Fort +0, Reflex +1, Will +0 Abilities: Str 12, Dex 12, Con -, Int 8, Wis 10, Cha 1 Skills: Knowledge earth and life sciences +2, knowledge physical sciences +2, Listen +2, Search +1, Spot +2 Feats: Exotic Weapon Proficiency (Pickaxel), shield proficiency Frame: Biomorph Locomotion: Legs (Pair) Manipulators: Hands (pair) Armour: Alumisteel Superstructure: Sensors: Class II Skill Software: chip Listen +2, Search +2, Spot +2, knowledge: earth and life sciences & physical sciences +2 Feat Software: progit (Exotic Weapon Proficiency: pickaxe) Accessories: Feat Progit, weapon mount, AV transmitter, AV recorder, pickaxe, shield PDC: 25 [B][SIZE=7]Friender[/SIZE][/B] The Friender is robot that looks like a blue wolf, originally designed to protect forests, with a fire extinguisher built into their tail, but Dr Wily modified them with flamethrowers. These modified versions can still be used in fire fighting in forests using fire break principles (fighting fire with fire), as well as the extinguishers. [B]Friender (PL 6)[/B] CR: 2 Size: Medium Hit Points: 30 hp (2d10+10) Init: +1 (Dex) Speed: 40 ft Defense: +16 (+5 armour +1 Dex) Hardness: 5 BAB/Grp: 0/+1 Attack: +2 melee (bite 2d4+2) FS/Reach: 5 ft / 5 ft Special Attacks: Flamethrower Special Qualities: Fire immunity Saves: Fort +0, Reflex +1, Will +0 Abilities: Str 14, Dex 12, Con -, Int 8, Wis 10, Cha 1 Skills: Knowledge earth and life sciences +2, Listen +2, Search +1, Spot +2 Feats: Exotic Weapon Proficiency (flamethrower) Frame: Biomorph Locomotion: Legs (quad) Manipulators: none Armour: Alumisteel Superstructure: Sensors: Class II Skill Software: chip Listen +2, Search +2, Spot +2, knowledge: earth and life sciences Feat Software: progit (Exotic Weapon Proficiency: flamethrower) Accessories: Feat Progit, weapon mount, AV transmitter, AV recorder, flamethrower (2d6 30 foot x 5 ft wide line, 20 uses), fire extinguisher (30 foot long cone, 20 uses) PDC: 27 [B][SIZE=7]Ice Man[/SIZE][/B] Ice Man is a robot designed by Dr Light to perform human-like tasks under extreme cold conditions, such as exploring artic and frozen landscapes, working in freezer warehouses. They appear as slightly shorter than human humanoid robots wearing a winter coat with fur-lined hood. Impervious to extreme cold and fitted with a special weapon the Ice Slasher built into the mouth. [B]Ice Man (PL 6)[/B] CR: 4 Size: Medium Hit Points: 50 hp (5d10+10) Init: +1 (Dex) Speed: 20 ft Defense: +17 (+5 armour +2 Dex) Hardness: 5 BAB/Grp: +4/+1 Attack: +6 melee (fists 1d4+2), +6 ranged (ice slasher 1d4 piercing +1d6 cold +special) FS/Reach: 5 ft / 5 ft Special Attacks: Ice Spear Special Qualities: Cold immunity, Ice walk, Fire vulnerability Saves: Fort +1, Reflex +3, Will +1 Abilities: Str 14, Dex 14, Con -, Int 10, Wis 10, Cha 1 Skills: Balance +4, Listen +3, Search +4, Spot +4 Feats: Frame: Biomorph Locomotion: Legs (Pair) Manipulators: Hands (pair) Armour: Alumisteel Superstructure: Sensors: Class III Skill Software: chip Balance +2, Listen +3, Search +4, Spot +4 Feat Software: Accessories: skill Progit, weapon mount, AV transmitter, AV recorder, PDC: 30 [B]Cold Immunity[/B] Ice Man is immune to all cold damage, including magical cold. [B]Fire Vulnerability[/B] Ice Man suffers 50% more damage from fire based attacks (except lasers). [B]Ice Walk[/B] Ice Man ignores rough terrain from ice and snow, does not slip on ice. Movement is increased to 50 ft while on snow and ice. [B]Ice Slasher[/B] This weapon fires an arrow shaped projectile of ice from Ice Man's mouth which has a few modes of attack The basic attack fires an arrow shaped projectile of ice that can temporarily freeze a target, requiring a Fort save DC 18 or be stunned due to sheer cold for 1d4 rounds. Targets immune to stun are still stunned due to the cold shock. Targets immune to cold don't suffer the cold damage or the stun. Ice Spear - this special attack able to be performed once 1d4 rounds fires a spear of ice that strikes everything in a 50 foot long, 5 foot wide line, dealing 2d4 piercing and 2d6 cold damage, Reflex save DC 15 for half damage. Create Snow/Ice - Ice Man can create a 1 foot cube amount of snow or ice as a standard action. This ice or snow can be used for any purpose one can use ice or snow, as it's normal ice or snow. Great for making ice for drinks on a hot day, or making snowballs for a snowball fight. [/QUOTE]
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