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<blockquote data-quote="The Grumpy Celt" data-source="post: 2484389" data-attributes="member: 1019"><p><span style="font-size: 22px"><strong>Clockwork Creatures</strong> </span></p><p></p><p>As a general phrase, “living machine” is as accurate a term as “organic creature.” More prosaic – and less offensive to them – is “karakuri.” They are also a new creature type, in the same way aberration and dragon are creature types.</p><p></p><p>There are two broad categories into which all karakuri fall: outsiders and the created. The outsiders – including but not limited to the mechina described in this section – are “natural” karakuri. They come from a self-reproducing race of unknown origins. The created are those karakuri assembled and granted life by mechamancers, such the myrmidons of the first Mechamancy book.</p><p></p><p><span style="font-size: 18px"><strong>Karakuri Type</strong> </span></p><p></p><p>A karakuri is a living machine. They might resemble constructs in many ways but there are important differences; constructs are often entirely animated by magic while Karakuri are at most only augmented by magic.</p><p></p><p><em>Features: </em> A karakuri possesses the following features (unless otherwise noted in a creature’s entry).</p><p></p><p>–8-sided Hit Die.</p><p></p><p>–Base attack bonus equal to total hit dice (as fighter).</p><p></p><p>–They possess a constitution score.</p><p></p><p>–Good fortitude or reflex saves.</p><p></p><p>–Skill points equal to (2 + Int. modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Dice.</p><p></p><p><em>Traits: </em>A karakuri possesses the following traits (unless otherwise noted in a creature’s entry).</p><p></p><p>Darkvision out to 30 feet, or blindsight and tremorsense.</p><p></p><p>–Proficient with its natural, or built-in, weapons. If humanoid in form, is proficient with all simple weapons and any weapons it is described as employing.</p><p></p><p>–Karakrui are immune to all know poisons and diseases.</p><p></p><p>–If a created karakuri enters an area of antimagic, or a region where magic does not function, then it collapses into an unconscious state because the various cylinders that allow it to function are at least in part magic items and they cannot function in an area without magic. Antimagic has no effect on mâchina.</p><p></p><p>–Enchantment spells such as <em>daze</em> or <em>geas/quest</em> have no effect on a karakuri. <em>Charm monster</em> and hold monster[/i] both affect all karakuri as per the standard spell description. </p><p></p><p>–Karakuri are fully susceptible to transmutation, divination, spells. Karakuri are fully susceptible to abjuration spells. A created karakuri must make a will save (DC 15) or permanently die if its conscious cylinder is subject to a <em>disjunction. </em> They are fully susceptible to conjuration spells. The spell <em>trap the soul </em>only works on sentient karakuri. Karakuri are immune to necromancy spells.</p><p></p><p>–Living machines are immune to the traditional healing and wounding spells such as <em>harm or <em>cure critical wounds. </em></em></p><p><em></em></p><p><em>–<em>Limited wish</em> may <em>heal</em> (as the spell) or be used to function as <em>raise dead</em> (as the spell) on a karakuri. In addition this spell may be used to duplicate the effects of <em>regenerate, resurrection</em> or <em>true resurrection. </em></em></p><p><em></em></p><p><em>–Karakuri are immune to gaze attacks that are the result of a spell or specifically designed to attack organic creatures – such as the <em>flesh to stone</em> gaze of a beholder. </em></p><p><em></em></p><p><em>–It is not possible for a karakuri to drown or die due to pressures at great depths. However, they are rarely buoyant enough to swim. </em></p><p><em></em></p><p><em>–They take no damage from very hot conditions (90o degrees and above) or extreme heat (110o and above). They take half damage from abysmal heat (140o and above) and heat from spells such as <em>fireball</em> and <em>burning hands</em>. They take normal damage from exposure to and immersion in lava. They take no damage if unprotected in cold weather (below 40 o degrees). Karakuri take quarter damage from cold from spells, such as <em>chill touch</em> or <em>wall of ice</em></em></p><p><em></em></p><p><em>–Created karakuri only take half-damage from electricity and that includes spells such as <em>shocking grasp</em> or <em>lightening bolt</em>. In any situation where electricity and lightning are present but not specifically targeted – such as in a thunder storm – any bolt of lightning and the electricity strikes the karakuri 50 percent of the time.</em></p><p><em></em></p><p><em>–Lack of air, suffocation, smoke-inhalation, altitude sickness, <em>stinking clouds</em> and similar forces have no effect on the karakuri.</em></p><p><em></em></p><p><em><span style="font-size: 18px"><strong>Mechina</strong> </span></em></p><p><em><strong>Type Four (Mechina) “Gammaculus” </strong></em></p><p><em>Small Outsider (Lawful, Neutral, Extraplanar, Karakuri)</em></p><p><em><strong>Hit Die: </strong> 4d8+12</em></p><p><em><strong>Initiative: </strong> +4</em></p><p><em><strong>Speed: </strong> 20 ft. crawling, 50 ft. fly. (Good)</em></p><p><em><strong>AC: </strong> 19 (+6 natural, +2 Dex., +1 size), flatfooted 16, touch 14</em></p><p><em><strong>Attacks: </strong> Laser blast +1, blades +1/+1, grapple +2</em></p><p><em><strong>Damage: </strong> 1d4+4 blades, 1d6 laser blast</em></p><p><em><strong>Face/Reach: </strong> 5 ft. by 5 ft./10 ft.</em></p><p><em><strong>Special Attacks: </strong> 2d10 laser blast, daze, rending/constriction 2d6+1</em></p><p><em><strong>Special Qualities: </strong> Resistance as spell-like effect: invisibility a spell-like effect: damage reduction 8, scent, containment cell</em></p><p><em><strong>Saves: </strong> Fort +7 , Ref +6, Will +0</em></p><p><em><strong>Abilities: </strong> Str 15, Dex 15, Con 20, Int 9, Wis 7, Cha 6.</em></p><p><em><strong>Skills: hide +8, knowledge (metallurgy) +8, spot +5, disable device +5, listen +5.</strong></em></p><p><em><strong><strong>Feats: </strong> Improved initiative</strong></em></p><p><em><strong><strong>Climate/Terrain: </strong> Any land or location with metal.</strong></em></p><p><em><strong><strong>Organization: </strong> Solitary, swarm (6-15)</strong></em></p><p><em><strong><strong>Challenge Rating: </strong> 5</strong></em></p><p><em><strong><strong>Treasure: </strong> Standard</strong></em></p><p><em><strong><strong>Alignment: </strong> Always-lawful neutral.</strong></em></p><p><em><strong><strong>Advancement: </strong> 4-7</strong></em></p><p><em><strong></strong></em></p><p><em><strong>Mechina are specific karakuri (living machine race) from Mechanus, a dimension governed by laws and order. The formian race also dwells in the same plane – they and the mechina are locked in a calculated war. The two races are vying for who defines “lawful neutral” for the omniverse – the organic formian or the mechanical mechina.</strong></em></p><p><em><strong></strong></em></p><p><em><strong>These karakuri are not as expansionist as are the formian. Their obsession is with understanding, exploring, mapping and cataloging all of the omniverse. They believe that attaining omniscience grants them omnipotence, i.e. knowledge equates power. As such, they do not feel a need to actively conquer the entire omniverse nor do they possess a desire to eliminate or subjugate all other races.</strong></em></p><p><em><strong></strong></em></p><p><em><strong>More over the mechina are remarkably mercenary and are possibly the outsider race most willing to work with creatures from the prime material planes. Any deals made between creatures from the prime material planes and the mechina are –10 percent the standard cost for services. Further, mechina are willing to accept payment in the form of reliable and verifiable information of all kinds. They rarely take any particular pains to hide their existence when they are fulfilling a contract, unless required to do so by the contract.</strong></em></p><p><em><strong></strong></em></p><p><em><strong>As the mechina explore the near endless plains of the omniverse, they establish bases were they have access to metal ores, refined metals and machinery. A good example is an abandoned mine. When they move into a new plain they attempt to be as discrete as possible. From the base they have established, smaller mechina fly out, conduct reconnaissance, map and in general spy on everything they can.</strong></em></p><p><em><strong></strong></em></p><p><em><strong>A great deal of what mechamancers have learned about their magic and craft they have learned from mechanical outsiders. The mechamancers call in various mechina and disassemble them – ignoring the squealing noises the summoned karakuri make when this happens – and intently study the mechanical systems and technology employed in the works of the outsider.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><span style="font-size: 15px"><strong>Combat</strong> </span></strong></em></p><p><em><strong></strong></em></p><p><em><strong>Mechina seldom initiate combat – however they are adept at ending a conflict. An individual mechina always signals others when attacked. They seldom go anywhere alone. Most fight to their destruction if their base in threatened.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Appendages: </strong> Mechina are equipped with blades attached at the end of articulated, retractable tentacle-like appendages. These all do slashing damage. The mechina may do rending or constriction damage if they make a successful grapple attack against a target smaller than themselves with the tentacle-like appendages. The amount depends upon the size of the mechina.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Collective: </strong> All mechina on the same plane and with in 20 kilometers of a Type Four are in constant communication. They keep each other appraised as to what they observe and their situation. Some position themselves to serve as relays to extend the service communication area of exploring mechina.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Karakuri: </strong> Mechina are living machines and possess all the benefits and all the immunities of karakuri.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Laser Blast: </strong> All mechina are equipped with a sophisticated weapon system capable of producing a laser blast. The mechina may fire once every other round (see the <em>DMG</em> for more on lasers.)</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Mechanical Systems: </strong> The technology employed in the mechina exceeds even most mechamancy theories.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Metallic: </strong> Mechina are made of polytyrine – they have damage reduction of 8 – but are susceptible to corrosion attacks, such as by spells, spell-like effects and that employed by rust monsters.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Resistances: </strong> All mechina have sonic, acid, cold and fire resistances at 18.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Flight: </strong> The mechina possess fly as an extraordinary ability and may crawl along with their tentacle-like appendages at a speed half that, or less, than their flying speed. The nature of their flight does not make any noise.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><span style="font-size: 18px"><strong>Type Four “Gammaculus” </strong> </span></strong></em></p><p><em><strong></strong></em></p><p><em><strong><em>This creature resembles a mechanical fusion of an arachnid and a thorny-headed worm the size of a child. It has a number of glowing yellow eyes scattered in an asymmetrical pattern across what must be its face. </em></strong></em></p><p><em><strong></strong></em></p><p><em><strong>These units are more durable than are the Type Two – they are sent into an area where it is certain damage is going to be inflicted to the mechina or some other incident with which the Type Two is not designed to deal. They spend as much time <em>invisible</em> as possible. The Type Four are more combat oriented than Types One, Two or Three.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Combat</strong></strong></em></p><p><em><strong></strong></em></p><p><em><strong>Type Four flees if forced. However, it attempts to out maneuver a foe or disable them through use of its <em>daze</em> like effects. Following this they use their blades or <em>laser blasts</em> until their foe has fled or is no longer a threat. </strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Appendages: </strong> An Type Four in proper working order has six tentacle-like appendages with which it may manipulate tools, pick up items or make attacks. It may make a grapple attack against a single creature its size level, or two creatures so long as neither creature is greater than two size categories smaller than the Type Four itself. It must have at least one tentacle-like appendage operational to make a grapple attack. Lastly, it may attempt to use its grapple/constriction attack to garrote foes, up to two size levels larger than itself, from behind.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Rending/Constriction: </strong> If the Type Four succeeds on a grapple attack with its tentacle-like appendages then it may automatically inflict additional, rending or constriction, damage for 2d6+1 points.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Laser Blast: </strong> The Type Four laser weapon has a range increment of 20 feet and does 1d12 damage.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Daze: </strong> If the Type Four successfully hits with a laser attack, it may opt to impose daze as a spell-like effect on the target rather than the damage normally caused by the laser blast.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Containment Cell: </strong> The mechina form includes a containment cell where it can store and keep creatures, items and samples up to one size category than it is.</strong></em></p><p><em><strong></strong></em></p><p><em><strong><strong>Type Five: </strong> This mechina possesses the aquatic subtype and is unable to function outside of a liquid environment, but it otherwise identical to Type Four mechina.</strong></em></p></blockquote><p></p>
[QUOTE="The Grumpy Celt, post: 2484389, member: 1019"] [size=6][b]Clockwork Creatures[/b] [/size] As a general phrase, “living machine” is as accurate a term as “organic creature.” More prosaic – and less offensive to them – is “karakuri.” They are also a new creature type, in the same way aberration and dragon are creature types. There are two broad categories into which all karakuri fall: outsiders and the created. The outsiders – including but not limited to the mechina described in this section – are “natural” karakuri. They come from a self-reproducing race of unknown origins. The created are those karakuri assembled and granted life by mechamancers, such the myrmidons of the first Mechamancy book. [size=5][b]Karakuri Type[/b] [/size] A karakuri is a living machine. They might resemble constructs in many ways but there are important differences; constructs are often entirely animated by magic while Karakuri are at most only augmented by magic. [i]Features: [/i] A karakuri possesses the following features (unless otherwise noted in a creature’s entry). –8-sided Hit Die. –Base attack bonus equal to total hit dice (as fighter). –They possess a constitution score. –Good fortitude or reflex saves. –Skill points equal to (2 + Int. modifier, minimum 1) per Hit Dice, with quadruple skill points for the first Hit Dice. [i]Traits: [/i]A karakuri possesses the following traits (unless otherwise noted in a creature’s entry). Darkvision out to 30 feet, or blindsight and tremorsense. –Proficient with its natural, or built-in, weapons. If humanoid in form, is proficient with all simple weapons and any weapons it is described as employing. –Karakrui are immune to all know poisons and diseases. –If a created karakuri enters an area of antimagic, or a region where magic does not function, then it collapses into an unconscious state because the various cylinders that allow it to function are at least in part magic items and they cannot function in an area without magic. Antimagic has no effect on mâchina. –Enchantment spells such as [i]daze[/i] or [i]geas/quest[/i] have no effect on a karakuri. [i]Charm monster[/i] and hold monster[/i] both affect all karakuri as per the standard spell description. –Karakuri are fully susceptible to transmutation, divination, spells. Karakuri are fully susceptible to abjuration spells. A created karakuri must make a will save (DC 15) or permanently die if its conscious cylinder is subject to a [i]disjunction. [/i] They are fully susceptible to conjuration spells. The spell [i]trap the soul [/i]only works on sentient karakuri. Karakuri are immune to necromancy spells. –Living machines are immune to the traditional healing and wounding spells such as [i]harm or [i]cure critical wounds. [/i] –[i]Limited wish[/i] may [i]heal[/i] (as the spell) or be used to function as [i]raise dead[/i] (as the spell) on a karakuri. In addition this spell may be used to duplicate the effects of [i]regenerate, resurrection[/i] or [i]true resurrection. [/i] –Karakuri are immune to gaze attacks that are the result of a spell or specifically designed to attack organic creatures – such as the [i]flesh to stone[/i] gaze of a beholder. –It is not possible for a karakuri to drown or die due to pressures at great depths. However, they are rarely buoyant enough to swim. –They take no damage from very hot conditions (90o degrees and above) or extreme heat (110o and above). They take half damage from abysmal heat (140o and above) and heat from spells such as [i]fireball[/i] and [i]burning hands[/i]. They take normal damage from exposure to and immersion in lava. They take no damage if unprotected in cold weather (below 40 o degrees). Karakuri take quarter damage from cold from spells, such as [i]chill touch[/i] or [i]wall of ice[/i] –Created karakuri only take half-damage from electricity and that includes spells such as [i]shocking grasp[/i] or [i]lightening bolt[/i]. In any situation where electricity and lightning are present but not specifically targeted – such as in a thunder storm – any bolt of lightning and the electricity strikes the karakuri 50 percent of the time. –Lack of air, suffocation, smoke-inhalation, altitude sickness, [i]stinking clouds[/i] and similar forces have no effect on the karakuri. [size=5][b]Mechina[/b] [/size] [b]Type Four (Mechina) “Gammaculus” [/b] Small Outsider (Lawful, Neutral, Extraplanar, Karakuri) [b]Hit Die: [/b] 4d8+12 [b]Initiative: [/b] +4 [b]Speed: [/b] 20 ft. crawling, 50 ft. fly. (Good) [b]AC: [/b] 19 (+6 natural, +2 Dex., +1 size), flatfooted 16, touch 14 [b]Attacks: [/b] Laser blast +1, blades +1/+1, grapple +2 [b]Damage: [/b] 1d4+4 blades, 1d6 laser blast [b]Face/Reach: [/b] 5 ft. by 5 ft./10 ft. [b]Special Attacks: [/b] 2d10 laser blast, daze, rending/constriction 2d6+1 [b]Special Qualities: [/b] Resistance as spell-like effect: invisibility a spell-like effect: damage reduction 8, scent, containment cell [b]Saves: [/b] Fort +7 , Ref +6, Will +0 [b]Abilities: [/b] Str 15, Dex 15, Con 20, Int 9, Wis 7, Cha 6. [b]Skills: hide +8, knowledge (metallurgy) +8, spot +5, disable device +5, listen +5. [b]Feats: [/b] Improved initiative [b]Climate/Terrain: [/b] Any land or location with metal. [b]Organization: [/b] Solitary, swarm (6-15) [b]Challenge Rating: [/b] 5 [b]Treasure: [/b] Standard [b]Alignment: [/b] Always-lawful neutral. [b]Advancement: [/b] 4-7 Mechina are specific karakuri (living machine race) from Mechanus, a dimension governed by laws and order. The formian race also dwells in the same plane – they and the mechina are locked in a calculated war. The two races are vying for who defines “lawful neutral” for the omniverse – the organic formian or the mechanical mechina. These karakuri are not as expansionist as are the formian. Their obsession is with understanding, exploring, mapping and cataloging all of the omniverse. They believe that attaining omniscience grants them omnipotence, i.e. knowledge equates power. As such, they do not feel a need to actively conquer the entire omniverse nor do they possess a desire to eliminate or subjugate all other races. More over the mechina are remarkably mercenary and are possibly the outsider race most willing to work with creatures from the prime material planes. Any deals made between creatures from the prime material planes and the mechina are –10 percent the standard cost for services. Further, mechina are willing to accept payment in the form of reliable and verifiable information of all kinds. They rarely take any particular pains to hide their existence when they are fulfilling a contract, unless required to do so by the contract. As the mechina explore the near endless plains of the omniverse, they establish bases were they have access to metal ores, refined metals and machinery. A good example is an abandoned mine. When they move into a new plain they attempt to be as discrete as possible. From the base they have established, smaller mechina fly out, conduct reconnaissance, map and in general spy on everything they can. A great deal of what mechamancers have learned about their magic and craft they have learned from mechanical outsiders. The mechamancers call in various mechina and disassemble them – ignoring the squealing noises the summoned karakuri make when this happens – and intently study the mechanical systems and technology employed in the works of the outsider. [size=4][b]Combat[/b] [/size] Mechina seldom initiate combat – however they are adept at ending a conflict. An individual mechina always signals others when attacked. They seldom go anywhere alone. Most fight to their destruction if their base in threatened. [b]Appendages: [/b] Mechina are equipped with blades attached at the end of articulated, retractable tentacle-like appendages. These all do slashing damage. The mechina may do rending or constriction damage if they make a successful grapple attack against a target smaller than themselves with the tentacle-like appendages. The amount depends upon the size of the mechina. [b]Collective: [/b] All mechina on the same plane and with in 20 kilometers of a Type Four are in constant communication. They keep each other appraised as to what they observe and their situation. Some position themselves to serve as relays to extend the service communication area of exploring mechina. [b]Karakuri: [/b] Mechina are living machines and possess all the benefits and all the immunities of karakuri. [b]Laser Blast: [/b] All mechina are equipped with a sophisticated weapon system capable of producing a laser blast. The mechina may fire once every other round (see the [i]DMG[/i] for more on lasers.) [b]Mechanical Systems: [/b] The technology employed in the mechina exceeds even most mechamancy theories. [b]Metallic: [/b] Mechina are made of polytyrine – they have damage reduction of 8 – but are susceptible to corrosion attacks, such as by spells, spell-like effects and that employed by rust monsters. [b]Resistances: [/b] All mechina have sonic, acid, cold and fire resistances at 18. [b]Flight: [/b] The mechina possess fly as an extraordinary ability and may crawl along with their tentacle-like appendages at a speed half that, or less, than their flying speed. The nature of their flight does not make any noise. [size=5][b]Type Four “Gammaculus” [/b] [/size] [i]This creature resembles a mechanical fusion of an arachnid and a thorny-headed worm the size of a child. It has a number of glowing yellow eyes scattered in an asymmetrical pattern across what must be its face. [/i] These units are more durable than are the Type Two – they are sent into an area where it is certain damage is going to be inflicted to the mechina or some other incident with which the Type Two is not designed to deal. They spend as much time [i]invisible[/i] as possible. The Type Four are more combat oriented than Types One, Two or Three. [b]Combat[/b] Type Four flees if forced. However, it attempts to out maneuver a foe or disable them through use of its [i]daze[/i] like effects. Following this they use their blades or [i]laser blasts[/i] until their foe has fled or is no longer a threat. [b]Appendages: [/b] An Type Four in proper working order has six tentacle-like appendages with which it may manipulate tools, pick up items or make attacks. It may make a grapple attack against a single creature its size level, or two creatures so long as neither creature is greater than two size categories smaller than the Type Four itself. It must have at least one tentacle-like appendage operational to make a grapple attack. Lastly, it may attempt to use its grapple/constriction attack to garrote foes, up to two size levels larger than itself, from behind. [b]Rending/Constriction: [/b] If the Type Four succeeds on a grapple attack with its tentacle-like appendages then it may automatically inflict additional, rending or constriction, damage for 2d6+1 points. [b]Laser Blast: [/b] The Type Four laser weapon has a range increment of 20 feet and does 1d12 damage. [b]Daze: [/b] If the Type Four successfully hits with a laser attack, it may opt to impose daze as a spell-like effect on the target rather than the damage normally caused by the laser blast. [b]Containment Cell: [/b] The mechina form includes a containment cell where it can store and keep creatures, items and samples up to one size category than it is. [b]Type Five: [/b] This mechina possesses the aquatic subtype and is unable to function outside of a liquid environment, but it otherwise identical to Type Four mechina.[/b][/i] [/QUOTE]
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