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Stangs Rule PDF Print E-mail
Written by Steve Peterson   
Saturday, 01 July 2006

Bodies and Souls: Stangs

Okay, this was a good lesson: don't hide an Easter Egg in a PDF product. It's like one of those puzzles or riddles you put in a scenario when you're GMing and only you could ever figure it out (and even then you likely forget the answer after a few months). Regardless, if you've got a copy of Bodies and Souls: 20 Templates there's a pop-up message that gives this web address. If you want to look for it you have to hold your mouse pointer over just the right spot on a certain page... Perhaps the abysmal likelihood of that ever happening helps explain why one shouldn't include Easter Egg in a PDF.

Here’s another sample for the Bonesmith template. I have a couple versions of the Bonesmith Stang because we’ve got an awful lot of rules out there that don’t match up perfectly well. As more open content chase and vehicle rules come along I’ll try to update this page.

 

art by Jeremy Dale

 

Bodies and Souls: Stangs

 

Bonesmith Sample: ’72 Mustang

Huge Outsider (Evil, Possessed)

Fighter* 3

Hit Dice: 11d10 (60 hp)

Initiative: +6 (+2 Dex, +4 Improved Initiative)

Speed: lurching 15 ft., wheels 90 ft.

AC: 19 (-2 size, +2 Dex, +2 armor, +6 natural, +1 deflection)

Attacks: Slam +16/+11/+6 melee (2d8+7); or weapon forming +16/+11/+6 melee (2d8+7, 20/x3, hack), or (2d8+7, 19-20/x2, blade), or (2d6+7, 20/x4, spikes)

Face/Reach: 10 ft. by 20 ft./10 ft. (long)

Special Attacks: Trample, weapon forming

Special Qualities: Hardness 10, improved speed; fire, cold, and electricity resistance 20; repair 3; DR 10/+1; SR 20

Saves: Fort +9, Ref +9, Will +12

Abilities: Str 20, Dex 14, Con -, Int 14, Wis 16, Cha 16

Skills: Craft (Blacksmith) +13, Craft (Mechanic) +11, Drive +17, Jump +16, Hide +2, Listen +11, Move Silent +10, Search +10, Spot +11

Feats: Cleave, Combat Reflexes, Improved Initiative, Power Attack, Skill Focus (Drive, +3)

Climate/Terrain: Any land but mostly highway

Organization: Solitary

Challenge Rating: 10

Treasure: +1 ring of protection, +2 bracers of armor (worn on various protruding bits).

Alignment: Neutral evil

Advancement: —

Combat

Possessed Construct: Immune to poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Trample (Ex): The Mustang can trample creatures of Medium-size or smaller for its slam damage. Opponents who do not make attacks of opportunity against the ‘Stang can attempt Reflex saves (DC 14) to halve the damage.

Hardness (Ex): An animated ’72 Mustang has a hardness of 10.

Improved Speed (Ex): The lurching base speed assumes that the car stretches and bounces itself over rough terrain in an awful mockery of animal walking. Most often though it drives on all four wheels. In close combat it sticks to first gear but this still gives it a better speed than most animated objects. On the open road and at high gears increase its wheeled speed to 270 ft. (if “running” this equates out to about 120 mph).

Skills: The ’72 Mustang takes a -4 penalty to Move Silently checks due to engine noise. It also gains a +1 to Driving checks due to its solid, but not excellent, handling (higher than normal because it is a demon after all).

 

 

If you’d like to use the bonesmith ‘stang in more spy era game the following stats should do the job.

 

Bonesmith Sample: ’72 Mustang

Huge Outsider (Evil, Possessed)

Wheelman 3

Hit Dice: 3d12+110 (129 hp)

Initiative: +8 (+2 Dex, +4 Improved Initiative, +2 class)

Speed: lurching 15 ft., wheels 90 ft.

AC: 12 (-2 size, +2 Dex, +2 class)

Attacks: Slam +16/+11/+6 melee (2d8+7); or weapon forming +16/+11/+6 melee (2d8+7, 20/x3, hack), or (2d8+7, 19-20/x2, blade), or (2d6+7, 20/x4, spikes)

Face/Reach: 10 ft. by 20 ft./10 ft. (long)

Special Attacks: Trample, weapon forming

Special Qualities: Hardness 10, improved speed; fire, cold, and electricity resistance 20; repair 3; DR 10/+1; SR 20; lucky; daredevil; kick start 1/session

Saves: Fort +7, Ref +11, Will +12

Abilities: Str 20, Dex 14, Con -, Int 14, Wis 16, Cha 16

Skills: Balance +5, Boating +7 (19+), Craft (Blacksmith) +13, Driver +16 (19+), Jump +13, Hide +2, Intimidate +6, Listen +11, Mechanics +13, Move Silent +10, Pilot +7 (19+), Search +10, Spot +14

Feats: Improved Initiative, Offensive Driving, Relentless Pursuit, Speed Demon

Climate/Terrain: Any land but mostly highway

Organization: Solitary

Challenge Rating: 10

Treasure: None

Alignment: Neutral evil

Advancement: —

Combat

Possessed Construct: Immune to poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Trample (Ex): The Mustang can trample creatures of Medium-size or smaller for its slam damage. Opponents who do not make attacks of opportunity against the ‘Stang can attempt Reflex saves (DC 14) to halve the damage.

Hardness (Ex): An animated ’72 Mustang has a hardness of 10.

Improved Speed (Ex): The lurching base speed assumes that the car stretches and bounces itself over rough terrain in an awful mockery of animal walking. Most often though it drives on all four wheels. In close combat it sticks to first gear but this still gives it a better speed than most animated objects. On the open road and at high gears increase its wheeled speed to 700 ft. (70 MPH cruising/140 MPH top).

Skills: The ’72 Mustang takes a -4 penalty to Move Silently checks due to engine noise. It also gains a +1 to Driving checks due to its solid, but not excellent, handling (higher than normal because it is a demon after all).

Chase Stats: If you’d like to use the bonesmith ‘stang with some chase rules use the following characteristics. Naturally, it uses its own Driving skill and feats.

Handling: +1; Speed: 700 ft.; MPH: 70/140

 

 

 

 

 

Legal Notice

Written and designed by Steven Palmer Peterson

Even for something like this we need all the legal text…

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Last Updated ( Saturday, 01 July 2006 )
 
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