Automatons

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Automatons

Postby Augur » Thu Jun 06, 2019 6:34 pm

Automatons

Battlelord Automaton
Colossus Automaton
Earth Thunder Automaton
Fire Demon Automaton
Ice Drake Automaton
Infiltrator Automaton
Kilairgh Automaton
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Re: Automatons

Postby Augur » Thu Jun 06, 2019 6:34 pm

Earth Thunder Automaton
Image
M.D.C. by Location:
  • Hands (2): 75 each
  • Arms (2): 140 each
  • *Legs (2): 200 each
  • *Feet (2): 100 each
  • Mystic Sword: 200
  • Main Body: 500
  • **Head: 120
  • Eyes (2): 100 each
* Destroying a foot will reduce speed by 15%. Destroying an entire leg will reduce speed by 50%.
** Destruction exposes the pilot (partial cover). The Automaton can no longer use any features built into the head & sees through its pilot.
Statistical Data:
Running: 40 mph
Leaping: 20' across and 10' high
Swimming: Not possible, but can walk underwater on the sea floor at 10% speed
Body Type: Stone or hard clay; always an M.D.C. structure
Crew: One
Pilot Area: The back, between the shoulders
Dimensions: 10-12' high, 5-6' wide, 4-5' long, 5-7 tons
Physical Strength: Supernatural P.S. 30
Cargo: None
Power System: Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 100; regenerates 10 P.P.E. per hour
Maximum Control Range: Standard
Weapon Systems:
Single-edged Sword
Magic weapon; inflicts full damage to creatures of magic, supernatural beings, & magic armor; 6-7' long, weighs 500 lbs.
  • Range: Close combat
  • Damage: 1D4x10 M.D.
  • Modifiers: +5 to strike with sword, +6 to parry with sword (total)
Hand to Hand Combat:
Damage: as per Supernatural P.S.
Stomp: 1D6 M.D.
No leap kick
Features of Note:
  • All standard features common to Automatons (p.96-97, WB16)
  • Horror Factor: 14
  • Eyes
    • Magically see in any (including magical) darkness, see through smoke, see the invisible, see astral beings & spirits
    • Enables the linked Controller with extraordinary vision (see small objects 2 miles away)
  • Spell Casting Abilities:
    • Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells.
    • Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its Controller.
    • Spells available:
    • See Aura (6), Chameleon (6; conceals Automaton and rider), Detect Concealment (6), Throwing Stones (5), Deflect (10), Mystic Fulcrum (5)
    • Crushing Fist (12), Fireblast (8), Power Bolt (20), Spinning Blades (20; applicable to sword), Wall of Defense (55)
Modifiers: +2 to initiative, +3 to strike, +4 to parry, critical strike on a natural 19-20, +2 to pull/punch, Cannot roll w/impact
Book Reference: p. 101-104, WB16


Code: Select all
[b]Earth Thunder Automaton[/b]
[img]http://explorersunlimited.com/images/upload/2019/06/06/20190606195243-322bba16.png[/img]
[size=85][u][b]M.D.C. by Location:[/b][/u]
[list][*]Hands (2): 75 each
[*]Arms (2): 140 each
[*]*Legs (2): 200 each
[*]*Feet (2): 100 each
[*]Mystic Sword: 200
[*]Main Body: 500
[*]**Head: 120
[*]Eyes (2): 100 each[/list]
* Destroying a foot will reduce speed by 15%. Destroying an entire leg will reduce speed by 50%.
** Destruction exposes the pilot (partial cover). The Automaton can no longer use any features built into the head & sees through its pilot.
[u][b]Statistical Data:[/b][/u]
Running: 40 mph
Leaping: 20' across and 10' high
Swimming: Not possible, but can walk underwater on the sea floor at 10% speed
Body Type: Stone or hard clay; always an M.D.C. structure
Crew: One
Pilot Area: The back, between the shoulders
Dimensions: 10-12' high, 5-6' wide, 4-5' long, 5-7 tons
Physical Strength: Supernatural P.S. 30
Cargo: None
Power System:  Magic; lifetime is unlimited on worlds with high levels of magic energy like Rifts Earth
P.P.E. Battery: 100; regenerates 10 P.P.E. per hour
Maximum Control Range: Standard
[u][b]Weapon Systems:[/b][/u]
[b]Single-edged Sword[/b]
[i]Magic weapon; inflicts full damage to creatures of magic, supernatural beings, & magic armor; 6-7' long, weighs 500 lbs.[/i]
[list][*]Range: Close combat
[*]Damage: 1D4x10 M.D.
[*]Modifiers: +5 to strike with sword, +6 to parry with sword (total)[/list]
[b]Hand to Hand Combat:[/b]
Damage: as per Supernatural P.S.
Stomp: 1D6 M.D.
No leap kick
[b]Features of Note:[/b]
[list][*]All standard features common to Automatons (p.96-97, WB16)
[*]Horror Factor: 14
[*]Eyes
[list][*]Magically see in any (including magical) darkness, see through smoke, see the invisible, see astral beings & spirits
[*]Enables the linked Controller with extraordinary vision (see small objects 2 miles away)[/list]
[*]Spell Casting Abilities:
[list][*]Only a Controller Magus, High Magus, or the Lords of Magic can make the Automaton cast spells.
[*]Each spell draws on the P.P.E. reserve of its internal battery or the P.P.E. of its Controller.
[*]Spells available:
[*]See Aura (6), Chameleon (6; conceals Automaton and rider), Detect Concealment (6), Throwing Stones (5), Deflect (10), Mystic Fulcrum (5)
[*]Crushing Fist (12), Fireblast (8), Power Bolt (20), Spinning Blades (20; applicable to sword), Wall of Defense (55)[/list][/list]
Modifiers: +2 to initiative, +3 to strike, +4 to parry, critical strike on a natural 19-20, +2 to pull/punch, Cannot roll w/impact
Book Reference: p. 101-104, WB16[/size]


Cost: Not Available; Exclusive to the Dweomer Defense Force

Special Piloting Information:
Attacks per melee round: Equal to those of the pilot.
+6 APM when controlled by a Lord of Magic
+1 APM when piloted by a Lord Magus or High Magus
Additional APM apply to the Controller O.C.C. (+1 per every 2 levels of experience, starting with level 2)
Hand to hand combat bonuses of the pilot are not added to those of the Automaton, unless "linked" to a Controller, in which case a +2 bonus is added to each.
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Augur
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Joined: Sat Aug 20, 2005 3:19 pm
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