Tuesday, March 11, 2014

Triple Threat: Walloping Welk



Walloping welks are huge mollusks the size of a VW bus. Their tough shells are so durable that they are oft sought after to use in the creation of archaic armor and shields. Their mucous and slime also have curious properties (one is natural fire extinguisher and the other an anesthetic).

For Any Game…
ST: 21                    HP: 30                  Speed: 5.00
DX: 12                   Will: 12                Move: 4/12*
IQ: 4                      Per: 12                 Weight: 3 tons
HT: 12                   FP: 12                  SM: +2
Dodge: 8               Parry: n/a             DR: 17 (4 for head, neck, or “front” torso when not retracted into shell)

Anesthetic Slime (-): No damage, but the target must a HT-4 roll, failure causes the target to be Paralyzed for minutes equal to their margin of failure. Failure by 0-1 means only the target’s limb is paralyzed (he got a small dose!), not his entire body. Affects anyone who touches the welk, or vice versa.
Extinguishing Mucous (14): 3d special. Acc 5. Range 10/20. This attack doesn’t do any actual damage, but extinguishes most fires at least as well as a fire hose, but typically as if you were immersing the target in water. Compare your “damage” to the fire's, if you rolled the fire’s damage or less, then the fire goes out immediately; 3x or less and the fire goes out in 3d seconds; if you rolled up to 10x the damage of the fire, it goes out in 1dx20 seconds; you cannot affect fires that do more than 10x damage or more. If it is used offensively treat the damage as Knockback only (p. B00). This can be done up to 10 times per day, after which it requires a recharge and the welk to drink copious amounts of water.
Ram ‘n Slam (14): 4d+8 crushing. Reach C, 1. Performed as an All-Out Attack (Strong) and uses maximum Move. Costs 2 FP to use. Thanks to their odd musculature, Walloping Welks use their full Move, regardless of encumbrance, injury, etc. or even if they only moved one yard.
Wallop (14): 3d crushing dbk dbt. Reach C-4. Treat as a weapon (Striker), not as a body part.

Traits: Amphibious; Cannot Speak; Clinging; Doesn’t Breathe (Gills); Injury Tolerance (Damage Reduction 4; Burning, Crushing, or Impaling attacks only); Invertebrate; No Legs (Slithers); No Manipulators; Universal Digestion; Vibration Sense (Universal); Wild Animal;
Skills: Brawling-14; Innate Attack (Breath)-14; Stealth-15; Survival (Island/Beach)-13.
Notes: Hermaphroditic. If the GM is using Intrinsic Fright Check GURPS Horror, (p. 139) Walloping Welks’ have a modifier of -5.
* The welk can spend 2 FP to use the higher value for 1d seconds


For Dungeon Fantasy…
ST: 21                    HP: 30                   Speed: 5.00
DX: 12                   Will: 12                Move: 4/12*
IQ: 4                      Per: 12                  Weight: 3 tons
HT: 12                   FP: 12                   SM: +2
Dodge: 8               Parry: n/a            DR: 11 (4 for head, neck, or “front” torso when not retracted into shell)

Anesthetic Slime (-): No damage, but the target must a HT-4 roll, failure causes the target to be Paralyzed for minutes equal to their margin of failure. Failure by 0-1 means only the target’s limb is paralyzed (he got a small dose!), not his entire body. Affects anyone who touches the welk, or vice versa.
Extinguishing Mucous (14): 3d special. Acc 5. Range 10/20. This attack doesn’t do any actual damage, but extinguishes most fires at least as well as a fire hose, but typically as if you were immersing the target in water. Compare your “damage” to the fire's, if you rolled the fire’s damage or less, then the fire goes out immediately; 3x or less and the fire goes out in 3d seconds; if you rolled up to 10x the damage of the fire, it goes out in 1dx20 seconds; you cannot affect fires that do more than 10x damage or more. If it is used offensively treat the damage as Knockback only (p. B00). This can be done up to 10 times per day, after which it requires a recharge and the welk to drink copious amounts of water.
Ram ‘n Slam (14): 4d+8 crushing. Reach C, 1. Performed as an All-Out Attack (Strong) and uses maximum Move. Costs 2 FP to use. Thanks to their odd musculature, Walloping Welks use their full Move, regardless of encumbrance, injury, etc. or even if they only moved one yard.
Wallop (14): 3d crushing dbk dbt. Reach C-4. Treat as a weapon (Striker), not as a body part.

Traits: Amphibious; Cannot Speak; Clinging; Doesn’t Breathe (Gills); Injury Tolerance (Damage Reduction 4; Burning, Crushing, or Impaling attacks only); Invertebrate; No Legs (Slithers); No Manipulators; Universal Digestion; Vibration Sense (Universal); Wild Animal;
Skills: Brawling-14; Innate Attack (Breath)-14; Stealth-15; Survival (Island/Beach)-13.
Classification: Dire Animal.
Notes: Hermaphroditic.Plate armor and shields can be made out of the welk's shell, treat this as Dragonhide for cost and bonuses.
* The welk can spend 2 FP to use the higher value for 1d seconds


For Monster Hunters…
ST: 30                    HP: 50                   Speed: 5.00
DX: 12                   Will: 12                Move: 4/12*
IQ: 4                      Per: 12                  Weight: 3 tons
HT: 12                   FP: 12                   SM: +2
Dodge: 8               Parry: n/a            DR: 17 (4 for head, neck, or “front” torso when not retracted into shell)

Fright Check: -4

Anesthetic Slime (-): No damage, but the target must a HT-4 roll, failure causes the target to be Paralyzed for minutes equal to their margin of failure. Failure by 0-1 means only the target’s limb is paralyzed (he got a small dose!), not his entire body. Affects anyone who touches the welk, or vice versa.
Extinguishing Mucous (14): 3d special. Acc 5. Range 10/20. This attack doesn’t do any actual damage, but extinguishes most fires at least as well as a fire hose, but typically as if you were immersing the target in water. Compare your “damage” to the fire's, if you rolled the fire’s damage or less, then the fire goes out immediately; 3x or less and the fire goes out in 3d seconds; if you rolled up to 10x the damage of the fire, it goes out in 1dx20 seconds; you cannot affect fires that do more than 10x damage or more. If it is used offensively treat the damage as Knockback only (p. B00). This can be done up to 10 times per day, after which it requires a recharge and the welk to drink copious amounts of water..
Ram ‘n Slam (14): 12d+12 crushing. Reach C, 1. Performed as an All-Out Attack (Strong) and uses maximum Move. Costs 2 FP to use. Thanks to their odd musculature, Walloping Welks use their full Move, regardless of encumbrance, injury, etc. or even if they only moved one yard.
Wallop (14): 5d crushing dbk dbt. Reach C-4. Treat as a weapon (Striker), not as a body part.

Traits: Amphibious; Cannot Speak; Clinging; Doesn’t Breathe (Gills); Injury Tolerance (Damage Reduction 4; Burning, Crushing, or Impaling attacks only; Halved against other forms of attack); Invertebrate; No Legs (Slithers); No Manipulators; Universal Digestion; Vibration Sense (Universal); Wild Animal;
Skills: Brawling-14; Innate Attack (Breath)-14; Stealth-15; Survival (Island/Beach)-13.
Notes: Hermaphroditic. Use the skills listed under Cryptids in the Know Thy Enemy box in Monster Hunters 1 (p. 16). One welk is a fair fight for three to four champions.
* The welk can spend 2 FP to use the higher value for 1d seconds

No comments:

Post a Comment