Chaser
Chasers are upgraded Blade Traps, equipped with a single eye. Unlike the classic Blade Trap, Chasers do not have to return to their origin point to attack again. They mindlessly follow a chosen foe, trying to catch them in their whirring blades.
Chaser | |||||
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Rank 2 Mechanical Trap | |||||
HP: 20 | MP: 0 | SP: 16 | |||
Defense: 26 (Impervious) | Concentration: 13 | ||||
Initiative: +4 | Evasion: 7 | ||||
Size: Medium | Vitality: 16 | ||||
Movement: 4 (Walking) | |||||
Strike | Damage: 14 | ||||
To-Hit Check: +8 | Range: Melee | ||||
Boot-Cut Buzzsaw | Damage: 14 | ||||
8 Stamina | Range: Melee | ||||
You cut through the foe in a straight line, ending on the other side of them. Make a Disarm attempt against the foe (Accuracy and Combat v. Vitality); on success, you knock their Leg armor off, depriving them of its use. | |||||
Default Weapon: Chaser’s Blade | |||||
(Rank 2 Metal Dagger) | |||||
Accuracy: 4 | Attack: 8 | Durability: 9 | |||
Cardinal Charger (Passive) | |||||
Aside from any listed attacks, this creature may only use the Charge Basic Attack. Further, it may only attack or move in cardinal directions (directly North, South, East, or West). | |||||
Night-Unstoppable (Passive) | |||||
This creature has +2 to resist being Grappled, Halted, Knocked Prone, Pushed, or Slowed. | |||||
Instinctive Intelligence | |||||
Immunity: Blind, Distracted, Flirt | |||||
Combat | 6 | Willpower | 0 | Accuracy | 4 |
Hearts | 5 | Magic | 0 | Stamina | 4 |
Athletics | 4 | Arcana | 0 | Nature | 0 |
Civilization | 0 | Perception | 4 | Agility | 4 |
Fortitude | 6 | Influence | 0 | Command | 0 |
Intimidate | 3 | Discipline | 3 | Insight | 0 |
Mechanics | 2 | Perform | 0 | Guile | 0 |
Smithing | 2 | Enchanting | 0 | Cooking | 0 |
Drops | Weapon (when available) | ||||
2x Soldier Steel (Rank 2 Metal) |