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Liberi Gothica: Reanimator
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==Animation== Animation: You can animate small objects of your own design, and even a mannequin bodyguard. You can also animate small, weak golems out of any materials you can get your hands on. Any such golems can be made of any material of size -3 [between the size of a baseball and a watermelon]. It costs 1 Vitality and 1 action to animate such a golem. You can have [Charm] golems in existence simultaneously. If a Reanimator is killed, all of his golems are destroyed. Golems have the following statistics: -------- Golem Life: 1 Vitality: 1 Attack: 2 Defense: 9 T: 1 A: 1 C: 1 K: 1 S: 1 Move speed: 10 feet Size: -3 Swarm: When golems are attacking the same creature, they may combine their attack into a single attack roll. For each golem after the first, the attack has a +1 to Attack and damage. When golems are all working together on the same skill, they may combine their check into a single roll. They get a +1 bonus to the roll for each golem beyond the first, and succeed/fail as a group. Use whoever has the highest base skill for the base check. Climbing: The golem can travel along any surface at its speed. ------ Upon creating a golem, you also give it one ability at the time of its creation: Tough: +3 Life. Skilled: Gains a +4 bonus to one skill of your choice. Fast: +10 feet of movement speed. For the Cause: The golem will throw itself in harm's way. Whenever an attack targets the reanimator, the golem rolls 1d6. On a 2 or less, the attack targets the golem instead. Can only be used if the golem is adjacent to the Reanimator. Weapon: The golem has some way to attack. It gains a +3 to Attack, and has an attack that deals 1 damage on a hit. Explode: The golem explodes upon its destruction, dealing 1d6 damage to everyone within 3 feet of it. It can willingly activate its own self destruction, at the Reanimator's command. Everyone in the area makes a Reflex check for half damage. If you take this trait multiple times, the damage stacks. Flight: The golem is capable of hovering in the air. It flies equal to its speed. Swim: The golem is capable moving through water rapidly. It swims equal to its speed. Lantern: The golem can glow on command, providing bright light within 15 feet, and dim light within 30. Grappler: The golem gains a +4 bonus to Grapple checks, and gets a +1 bonus for each golem helping his check via Swarm. Durable: The golem is made out of some tough material, making it harder to destroy. It has Damage Resistance 3. Aflame: The golem is continuously on fire. It sets things ablaze with its touch. It deals 1d4 fire damage as an attack. It burns itself out quickly though, and only lasts 1 minute. ------ You can also make a powerful Marionette bodyguard. The marionette is a doll built to whatever shape the creator desires. A marionette takes a week to build, and only one can be active at a time. However, you can have multiple spare bodies, for if your marionette is destroyed. The marionette takes one hour to animate, and costs 6 Vitality to do so. By salvaging parts of your marionette rather than customizing them yourself, you can cut corners and shave off time from the creation process. For each day you cut off, however, the marionette has 1 less special ability. If a Reanimator is killed, her marionettes are destroyed. All marionette dolls have the following base statistics: -------- Marionette Life: 5 + T + A Vitality: 5 + T + S Attack: A + S Defense: 7 + A + K T: 2 A: 2 C: 2 K: 2 S: 2 Skills: none. Move speed: 20 feet Slam attack: 1d6 damage. Size: 0 -------- Upon creating a marionette, you can choose one ability per point of Charm you have at the time of its creation. If you take the same ability multiple times, its effects stack: Tough: +2 Toughness. Athletic: +2 Athleticism. Cute: +2 Charm. Smart: +2 Knowledge. Willful: +2 Spirit. Fast: +20 feet move speed. Quadruped: The marionette moves on 4 legs. It can be ridden, and its move speed improves by 30 feet. Can only be taken once. Skilled: The marionette gains 6 XP to spend only on skill points. Durable: The marionette gains +4 Life. Protector: As long as the marionette is adjacent to the Reanimator, whenever an attack targets the Reanimator, the Marionette rolls 1d6. On a 2 or less, the attack targets the Marionette instead. Self-destruction: When destroyed, the Marionette explodes. This deals 3d6 damage to everything adjacent to the marionette. A Reflexes roll at -4 halves the damage. Crawlspace: The marionette has a hollowed out place, that can hold something up to 2 sizes smaller than the marionette itself. Mouth: The marionette is capable of speech. Lantern: The marionette can glow on command, producing bright light within 30 feet of it, and dim light to 60 feet. Blade: The Marionette has a blade, on a pseudo-arm. This deals 1d6+1 damage on a hit. These blades have either the Slashing or Piercing trait, decided when you take Blade. If taken a second time, the Marionette may make two attacks in one round. Blade Trait: Add one of the following traits to one of the marionette's Blades: Cleaving, Concealable [retracts into body], Piercing, Slashing, Steam-heated, Steam-propelled, Throwing [attached to body by 20 feet of chain; reeled in after attack as an action. Can be used as a climbing tool]. If you take a Steam trait, the weapon also gains Clumsy. Requires Blade. Slam trait: Add one of the following traits to the marionette's slam attacks: Bashing, Crushing, Steam-propelled, Steam-shroud, Throwing [attached to body by 20 feet of chain; reeled in after attack as an action. Can be used as a climbing tool]. If you take a Steam trait, the weapon also gains Clumsy. Shatter: The marionette is built in a way that it can simply fall apart with a command, and pull itself together again. When dealt a Crippling Wound, it just falls to pieces in this way, and can put itself back together as an action. In addition, when destroyed, the body shatters apart instead of being completely destroyed. This allows the body to be animated again, with minimal repairs. Clockwork: Add any Clockwork armor trait to the Marionette. It gains the Faulty trait as well. Requires Plating. Plating: The marionette gains a Passive defense of 2. ---- Animation costs 8 XP to learn. Animation Progression: 2 XP: Personal Study: One of your marionettes gains another ability from the above list. Each time you take this progression for a given marionette, it costs 1 more XP. ? XP: Training: You teach your marrionette how to use any 1 perk you know. This progression's XP cost is equal to the XP cost of the perk. 4 XP: Larger: You make one of your marionettes larger. Its size improves by 1. Each time you take this progression for a given marionette, it costs 2 more XP. 8 XP: Making Friends: You may create another Marionette. A new Marionette has a number of abilities from the chart above equal to your Charm score at the time of its creation. Each time you take Making Friends, it costs 2 more XP. 2 XP: Skilled Crafting: Your golems may have an extra special ability upon creation, one for each time you have taken this progression. For each special ability after the first, you must spend 1 more Vitality during the animation process. If you take the same trait multiple times, its effects stack [including Explode]. Each time you take this progression, it costs 1 more XP. 2 XP: More Toys: Your maximum limit on Golems increases by 1. Each time you take this progression, it costs 1 more XP. 3 XP: Defender: A marionette with the Protector trait now takes attacks on a roll of 3 or less. 8 XP: Improved Defender: A marionette with the Protector trait now takes attacks on a roll of 4 or less. Requires Defender.
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