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Special Conversion Thread: Sheens
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<blockquote data-quote="Shade" data-source="post: 4660979" data-attributes="member: 287"><p><strong>Drifters</strong></p><p>Drifters float like carnival balloons, through heated air doesn’t seem to come into play (for that matter, neither do spells of flying or levitation, nor does telekinesis seem to be responsible for lift). A drifter’s body is composed mostly of a lumpy metallic ovoid 4 feet long and 3 feet broad. Three metal limbs, called sampler arms, hang from the bottom of the shiny egg. Like walkers, a drifter’s sampler arms are good for both taking stock of the environment and defending themselves from harm..</p><p></p><p>Drifters are like walkers in that they fulfill a similar function for the machine cyst. However, in addition to providing leads toward replenishing dwindling resources, drifters are also important to an existing machine cyst’s defensive perimeter. Generally, several drifters are always deployed within 1d4 miles of a machine cyst. Via an invisible and not yet understood means of communication, drifters can signal a machine cyst when potential organic intruders trespass. Until reinforcements are mustered, drifters can serve as the first line of defense.</p><p>Unlike walkers, drifters can replenish their energy stores through simple exposure to the sun.</p><p></p><p>Smaller varieties of the drifter are called flitters for their quicker movement. Flitters often serve as “familiars” for machine mages. The flitter can actually project its excess electrical charge in the form of a small electrical bolt, but it possesses only a single manipulator arm.</p><p></p><p><strong>Drifter, machine life form (1d4): </strong> AC 6 (metallic foil); MV 0, fly 12 (A); HD 3+1; hp 27; THAC0 17; #AT 3; Dmg 1d6 (sampler arm); SA Electrical discharge; SD Grade 2 defensive field, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ M (4’ long); ML Champion (16); AL N; XP 650; Str 10, Dex 10, Con 16, Int 6, Wis 5 Cha 0.</p><p>SA – Electrical discharge. See similar SA for walker; drifters can use this ability 5/day. Furthermore, usage does not deplete a drifter’s energy stores.</p><p>SD – Grade 2 defensive field. See similar SA for walker; drifter defensive field drains 2 points of damage per physical attack, to a maximum of 12 points of damage per day.</p><p>SW - Magic Susceptibility. See similar SW for walker.</p><p></p><p><strong>Flitter, machine life form (1d4):</strong> AC 2 (metallic foil + Dex); MV 0, fly 20 (A); HD 3+1; hp 27; THAC0 17; #AT 1; Dmg 1d4 (manipulator arm); SA Electrical bolt; SD Grade 2 defensive field, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ M (4’ long); ML Champion (16); AL N; XP 975; Str 10, Dex 18, Con 16, Int 6, Wis 5 Cha 0.</p><p>SA – Electrical bolt. Flitters can build up an electrical charge in their forward sensor array 3/day. Unlike other sheens, the flitter can project an excess electrical charge at any target within 30 feet for 3d4 points of electrical damage. Victims who make successful saving throw vs. spells suffer only half damage.</p><p></p><p>Originally appeared in Dragon Magazine #258 (1999).</p></blockquote><p></p>
[QUOTE="Shade, post: 4660979, member: 287"] [B]Drifters[/B] Drifters float like carnival balloons, through heated air doesn’t seem to come into play (for that matter, neither do spells of flying or levitation, nor does telekinesis seem to be responsible for lift). A drifter’s body is composed mostly of a lumpy metallic ovoid 4 feet long and 3 feet broad. Three metal limbs, called sampler arms, hang from the bottom of the shiny egg. Like walkers, a drifter’s sampler arms are good for both taking stock of the environment and defending themselves from harm.. Drifters are like walkers in that they fulfill a similar function for the machine cyst. However, in addition to providing leads toward replenishing dwindling resources, drifters are also important to an existing machine cyst’s defensive perimeter. Generally, several drifters are always deployed within 1d4 miles of a machine cyst. Via an invisible and not yet understood means of communication, drifters can signal a machine cyst when potential organic intruders trespass. Until reinforcements are mustered, drifters can serve as the first line of defense. Unlike walkers, drifters can replenish their energy stores through simple exposure to the sun. Smaller varieties of the drifter are called flitters for their quicker movement. Flitters often serve as “familiars” for machine mages. The flitter can actually project its excess electrical charge in the form of a small electrical bolt, but it possesses only a single manipulator arm. [B]Drifter, machine life form (1d4): [/B] AC 6 (metallic foil); MV 0, fly 12 (A); HD 3+1; hp 27; THAC0 17; #AT 3; Dmg 1d6 (sampler arm); SA Electrical discharge; SD Grade 2 defensive field, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ M (4’ long); ML Champion (16); AL N; XP 650; Str 10, Dex 10, Con 16, Int 6, Wis 5 Cha 0. SA – Electrical discharge. See similar SA for walker; drifters can use this ability 5/day. Furthermore, usage does not deplete a drifter’s energy stores. SD – Grade 2 defensive field. See similar SA for walker; drifter defensive field drains 2 points of damage per physical attack, to a maximum of 12 points of damage per day. SW - Magic Susceptibility. See similar SW for walker. [B]Flitter, machine life form (1d4):[/B] AC 2 (metallic foil + Dex); MV 0, fly 20 (A); HD 3+1; hp 27; THAC0 17; #AT 1; Dmg 1d4 (manipulator arm); SA Electrical bolt; SD Grade 2 defensive field, immune to all mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ M (4’ long); ML Champion (16); AL N; XP 975; Str 10, Dex 18, Con 16, Int 6, Wis 5 Cha 0. SA – Electrical bolt. Flitters can build up an electrical charge in their forward sensor array 3/day. Unlike other sheens, the flitter can project an excess electrical charge at any target within 30 feet for 3d4 points of electrical damage. Victims who make successful saving throw vs. spells suffer only half damage. Originally appeared in Dragon Magazine #258 (1999). [/QUOTE]
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