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 | |||||
|---|---|---|---|---|---|
| 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) | |||||