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Special Conversion Thread: Sheens
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<blockquote data-quote="Shade" data-source="post: 4910115" data-attributes="member: 287"><p>The final one!</p><p></p><p><strong>Power Tree</strong></p><p>Power trees are vast, slow-moving towers of metallic beams branching from a squat, multilegged base covered in huge, polished plates of crystal that harness the power of sunlight. Sheens in need of recharging or repair plug into the power tree’s modules to recharge while the tree’s ten spidery manipulator arms do rapid repairs where needed. These repair routines “heal” damaged sheens at a rate of 1d8 hp per turn. Power trees can recharge and perform repairs on ten different sheens at a time.</p><p></p><p>Power trees never travel far from their cysts. A single power tree can fully recharge a sheen in 1 turn per HD of the sheen being charged and can charge up to 50 HD of sheens per day. Depleted power trees recharge in 4d6 hours in direct sunlight.</p><p></p><p>Power trees are heavily armored and have redundant systems to ensure their continuance. For this reason, these sheens can repair damage inflicted to themselves at triple the normal rate of other sheens.</p><p></p><p>Power Tree, machine life form: AC 8 (heavy steel plating); MV 3; HD 36; hp 300; THAC0 15; #AT 10 arms; Dmg 4d6 (x10); SA electrical discharge; SD grade 5 defensive field, mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ G (30’ wide, 50’ tall); ML champion (16); AL N; Str 24, Dex 19, Con 18, Int 17, Wis 15, Cha 0.</p><p>SA –Electrical discharge. Similar to the discharge ability possessed by many sheens, power trees can use this ability ten times per day without depleting energy. Because of the tremendous energy reserves, power trees can project their electrical discharges up to 300 feet away, causing 10d10 points of damage. A successful saving throw vs. breath weapon reduces this damage by half.</p><p>SD—Grade 5 Defenseive Field. This field can absorb 300 points of damage before needing to be recharged. Recharging takes 1 hour for every 50 points of damage absorbed by the field.</p><p>SW – Magic Susceptibility. Most forms of machines are unsuited to resist mage, with the exception of mind-affecting magic. Sheens make saving throws against all spells with a -3 penalty, and sheens suffer an additional +1 point of damage per die of damage delivered from spells that cause physical harm. Thus, a 6d6 fireball inflicts 6d6+6 points of damage to a sheen.</p><p></p><p>Originally appeared in Dragon Magazine #270 (2000).</p></blockquote><p></p>
[QUOTE="Shade, post: 4910115, member: 287"] The final one! [B]Power Tree[/B] Power trees are vast, slow-moving towers of metallic beams branching from a squat, multilegged base covered in huge, polished plates of crystal that harness the power of sunlight. Sheens in need of recharging or repair plug into the power tree’s modules to recharge while the tree’s ten spidery manipulator arms do rapid repairs where needed. These repair routines “heal” damaged sheens at a rate of 1d8 hp per turn. Power trees can recharge and perform repairs on ten different sheens at a time. Power trees never travel far from their cysts. A single power tree can fully recharge a sheen in 1 turn per HD of the sheen being charged and can charge up to 50 HD of sheens per day. Depleted power trees recharge in 4d6 hours in direct sunlight. Power trees are heavily armored and have redundant systems to ensure their continuance. For this reason, these sheens can repair damage inflicted to themselves at triple the normal rate of other sheens. Power Tree, machine life form: AC 8 (heavy steel plating); MV 3; HD 36; hp 300; THAC0 15; #AT 10 arms; Dmg 4d6 (x10); SA electrical discharge; SD grade 5 defensive field, mind-affecting spells, spells that affect life force, and psionics; SW Magic susceptibility; SZ G (30’ wide, 50’ tall); ML champion (16); AL N; Str 24, Dex 19, Con 18, Int 17, Wis 15, Cha 0. SA –Electrical discharge. Similar to the discharge ability possessed by many sheens, power trees can use this ability ten times per day without depleting energy. Because of the tremendous energy reserves, power trees can project their electrical discharges up to 300 feet away, causing 10d10 points of damage. A successful saving throw vs. breath weapon reduces this damage by half. SD—Grade 5 Defenseive Field. This field can absorb 300 points of damage before needing to be recharged. Recharging takes 1 hour for every 50 points of damage absorbed by the field. SW – Magic Susceptibility. Most forms of machines are unsuited to resist mage, with the exception of mind-affecting magic. Sheens make saving throws against all spells with a -3 penalty, and sheens suffer an additional +1 point of damage per die of damage delivered from spells that cause physical harm. Thus, a 6d6 fireball inflicts 6d6+6 points of damage to a sheen. Originally appeared in Dragon Magazine #270 (2000). [/QUOTE]
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