Annoying heal-bot, the second |
So, I think a 2d6 heal is what I'm looking for. Using information from Powers, and Sorcery, I came up with the following:
Medium Healing (+115%): Heal (Affects Self, +50%; Cannot restore crippled limbs, ‑10%; Capped, 4 FP, ‑15%; Injuries Only, ‑20%; Magical, ‑10%; Reduced Fatigue Cost 4, +80%; Ranged, +40%) [86]
Ok, let's plug that into the CER template.
Attack Skill | 0 | Active Defense | 0 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 0 | Health | 0 |
Fatigue Points | 0 | Hit Points | 6 |
Move | 0 | Will | 0 |
Total Offensive Rating (OR) | 0 | Total Protective Rating (PR) | 6 |
Cool, this ability is a lot less valuable than the other healing ability. When used, roll against IQ + talent, success means target recovers 2d HP. As normal, penalties for cumulative healing apply. This never costs FP.
So let's see, taking some work from yesterday and adjusting it a bit, this guy does a cutting tip slash with his hat, so almost similar to striker sharp claws, and because the stats are low enough, we can give him the evasiveness I wanted yesterday... let's give him a dodge of 12, and 5 HP, and give him the flight that will generally mean doubled move:
Attack Skill | 0 | Active Defense | 8 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 2 | Health | 0 |
Fatigue Points | 0 | Hit Points | 1 |
Move | 6 | Will | 0 |
Total Offensive Rating (OR) | 8 | Total Protective Rating (PR) | 9 |
OK, so we are at 17, that's just a little shy of the level I want. Let's bump up dexterity a bit to increase attack skill, and perhaps give it a bit of will.
Attack Skill | 4 | Active Defense | 8 |
Affliction | 0 | Damage Resistance | 0 |
Damage | 2 | Health | 0 |
Fatigue Points | 0 | Hit Points | 1 |
Move | 8 | Will | 2 |
Total Offensive Rating (OR) | 14 | Total Protective Rating (PR) | 11 |
Cool, he's right where I want him... or her. 25 is a nice starting point for a weak healer that can be scaled up for stronger adventurers, and a challenge for the weaker 250 point or stronger 125 point templates.
Putting its stats together:
ST: 5 | HP: 5 | Speed: 7 |
DX: 14 | Will: 10 | Move: G7, A14 |
IQ: 10 | Per: 10 | |
HT: 10 | FP: 10 | SM: -4 |
Dodge: 12 | Parry: 8 | DR: 0 |
Medium Heal (15): 1/2D 10, Max 100, Acc 3, RoF 1, Shots N/A, and Recoil 1. Green Requiem can roll against 15 (with a cumulative penalty of -3 for each time a target has been healed, and a -2 if target is unconscious) Mind distance penalties. Success heals 2d HP.
Traits: Enhanced Dodge 2, Healing Magery 5, Sharp Hat (Sharp Claws refluffed)
Other Notes
This heal bot is roughly half the power level of yesterday's but is actually a bit more resilient; Lies, and statistics. It doesn't have the ability to annoyingly come to though every second, so putting it down for a long temporary without a lethal blow is possible. Obvious power ups to make it stronger are compartmentalized mind to heal more disparate targets, the aerobatics skill to increase dodge, or Area of Effect to heal many allies in a given area. Giving it a decent melee attack might be useful because of its ability to duck in or out from opponents. It has a human like intelligence so negotiating with it might be within a player's reach. Someone that could impress a spirit compulsed to heal might have an edge, like someone with the healer talent, or who takes a non-violent approach to the encounter. It could easily be strengthened with a few points in brawling or strength with a good enough speed to attack and step out of range.
Dangit, you release those on the Infinite Worlds and Sora is gonna have to come clean things up! :P
ReplyDeleteOr anyone that can afford a pretty good deceptive attack.
ReplyDelete