ArseneLupin32

The Scrapyard

Aug 22nd, 2018
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  1. The Scrapyard
  2. Cyclops Die: Scavengers roam the halls of the Scrapyard, and any Homunculus that die around them are devoured. Every time a Homunculus is eaten by them you roll the Cyclops Die, which begins at a d20. If they roll within the range stated for each dice, the Cyclops is formed and the Scavengers disappear. If they do not roll within the range the range is increased.
  3. Starting Point: 19-20
  4. 1 Eaten: 17-20
  5. 2:15-20
  6. 3:13-20
  7. 4: 11-20
  8. 5: 9-20
  9. 6: 7-20
  10. 7: 5-20
  11. 8: 3-20
  12. 9: 1-20 (Instant Summon)
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  19. 12 Enemy Horde Fight
  20. Broken Changelings
  21. Bad Fight to finish
  22.  
  23. 'it's been a pleasantly warm autumn this year, don't you think?'
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  43. **Name:** Imperfect Flesh Hound
  44. **Purpose:** Flawed Cannon Fodder
  45. **Nature:** Bestial, no thoughts other than following orders and killing it's prey.
  46. **Description/History:** Flesh formed into the shape of a dog with arms coming out of it's back and it's jaw broken and hanging limply. it's roughly the size of a fully grown Husky. It has sharp teeth molded into it's mouth.
  47.  
  48. Weapons: Bite: 1d2
  49. +++++ Health
  50.  
  51. * **Physical Health:** 2
  52. * **Mental Health:** 2
  53.  
  54. * Strength: 2
  55. * **Athletics**
  56. * Melee
  57. * Ranged (heavy)
  58.  
  59. * Toughness: 2
  60. * Resilience
  61. * Determination
  62. * Antipsychic
  63.  
  64. * Speed: 2
  65. * Acrobatics
  66. * Stealth
  67. * Ranged
  68.  
  69.  
  70. **Skills:**
  71. **Amorphous Form: Homunculi by nature are formed of preserved flesh with the consistency of clay, this makes it near impossible to get a good grasp on one. It can also shape this flesh to it's advantage, such as squishing itself into vents.
  72.  
  73. **Name:** Singing Flesh
  74. **Purpose:** Boss
  75. **Nature:** A beast driven by it's orders, which is to kill and consume everyone it sees. It cannot speak or be reasoned with and it will not falter in it's mission.
  76. **Description/History:**A creature that resembles a white piece of flesh with a thin neck. It's face has black empty eye sockets and a mouth filled with broken teeth that were once razor sharp. It's flesh is malleable, allowing it to fit through small areas, however while it is digesting it cannot fit into these places. It's about the size of a person, and it's jaw is locked in place.
  77. **Other:**
  78. Weapons: Bite: 1d3
  79. +++++ Health
  80.  
  81. * **Physical Health:** 2
  82. * **Mental Health:** 2
  83.  
  84. * Strength: 2
  85. * Athletics
  86. * Melee
  87. * Ranged (heavy)
  88.  
  89. * Toughness: 2
  90. * Resilience
  91. * Determination
  92. * Antipsychic
  93.  
  94. * Speed:
  95. * Acrobatics
  96. * Stealth
  97. * Ranged
  98.  
  99. * Charm:
  100. * Persuasion
  101. * Bluff
  102. * Intimidation
  103.  
  104. * Intelligence: 2
  105. * Perception
  106. * Insight
  107. * Logic
  108.  
  109. * Education:
  110. * Science
  111. * Engineering
  112. * History
  113. * Survival
  114. * Medicine
  115.  
  116. **Skills:**
  117. *Silent Song: Disabled
  118.  
  119. Consume: Disabled
  120.  
  121. **Engagement Style:** It jumps out of hiding once it stops it's song and attempts to consume it's prey. Once it's prey is consumed it starts it's song again and retreats. If cornered, it will lash out and fight to it's last breath.
  122.  
  123. Broken Changelings:
  124.  
  125. Changelings that have been broken and ripped apart for spare pieces. They are missing varying amounts of limbs but all are very weak. Some can even be heard moaning in pain.
  126.  
  127. Weapons: Flail: 1 Damage
  128. +++++ Health
  129.  
  130. * **Physical Health:** 2
  131. * **Mental Health:** 2
  132.  
  133. * Strength: 2
  134. * Athletics
  135. * Melee
  136. * Ranged (heavy)
  137.  
  138. * Toughness: 2
  139. * Resilience
  140. * Determination
  141. * Antipsychic
  142.  
  143. * Speed:
  144. * Acrobatics
  145. * Stealth
  146. * Ranged
  147.  
  148. * Charm:
  149. * Persuasion
  150. * Bluff
  151. * Intimidation
  152.  
  153. * Intelligence: 2
  154. * Perception
  155. * Insight
  156. * Logic
  157.  
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  159. **Engagement Style:** They can't focus on a target and attack wildly
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