Assimilator (Alpha 0.1)
Added 2021-11-29 03:14:34 +0000 UTCMassive humanoid constructs that stand approximately fourteen feet tall, Assimilators are creations of the Cult of Conformity. Only capable of moving as long as the power core within their forehead is inserted and active, these mechanical giants are able to cause devastating destruction with their physical offense, potentially freezing targets in place with its Beam of Ice.
While its raw power allows it to do much of the heavy lifting and manual labor for the Cult of Conformity, as its name would suggest, its primary purpose is to assimilate others, turning them into exact copies of a chosen model. An Assimilator's power core can store data of one model creature with specified visual and mental characteristics, even able to store data of an outfit. The chest of the Assimilator is capable of opening and storing up two humanoid creatures at once. If creatures are unfortunate enough to stay within this chest compartment for too long without escaping, their bodies, minds, and outfits become overwritten with the model date within the Assimilator's power core.
Different Assimilators are programmed to alter creatures into varying forms. While some may Assimilate targets into identical bimbos or a form a member of the Cult finds attractive, others may turn others into identical loyal soldiers to serve the Cult of Conformity.
While incredibly dangerous, Assimilators are not only susceptible to electricity, but they can't function without a power core. This means that if one were to remove or destroy an Assimilator's power core, it would be rendered completely useless. Additionally, an Assimilator is completely duty bound to the creature that installed its power core, unable to act without orders and indefinitely attempting to carry out the last order issued to it.
Movement: 4
Combat Stats:
HP: 240
Will: 30
MP: 150
Strength: 20
Mind: 0
Defense: 18
Resolve: 5
Finesse: 7
Speed: 4
Utility Stats:
Awareness: 0
Diplomacy: 0
Knowledge: 0
Physicality: 10
Subtlety: 7
Weaknesses And Resistances: The assimilator is resistant to cold damage and immune to psychic damage and all poisons. However, it is highly susceptible to lighting, taking three times as much damage from lightning sources.
Inventory:
None
Abilities:
Mechanical Fist
Range: 1
One-handed action:
Accuracy dice: 1d10 + Finesse
Damage dice: 1d6 + Strength
Beam Of Ice:
Range: 1-7
Two-handed action:
Accuracy dice: 1d10 + Finesse
Damage dice: None
Additional effect: On a hit, the target is afflicted with the frozen condition until the end of the Assimilator's next turn.
Assimilating Capture: As a two-handed action, the assimilator attempts to insert a creature within its chest compartment. The target can roll 1d8 and add their finesse or strength the the result. If the total is less than the Assimilator's stength, they are captured. An unconscious or frozen creature automatically fails this roll. If a creature remains inside of the assimilator for two consecutive turn rotations, their nonmagical equipment is transformed into the model equipment programmed into the Assimilator, automatically equipping it to the target. Once wearing the model outfit of the Assimilator, if a creature spends another consecutive three turns inside the Assimilator, their body is transformed into that of the model programmed in the Assimilators, altering the targets race, gender, and physical stats accordingly. Once physically transformed, if a creature spends another consecutive three turns inside the Assimilator, their mind is altered, becoming overwritten by that of the model programmed in the Assimilator. The target's mental stats and personality traits become that of the model. Each of these three changes can respectively be undone via a ritual of purification (three total to remove all three effects). As a two-handed action, a conscious creature inside the Assimilator can roll 1d8 and add their strength to the result. If the result exceeds the Assimilator's strength, they escape.
Massive Size: The Assimilator takes up four horizontal spaces and it three spaces tall.
Core Model: No two assimilators are alike. Each Assimilator's power core stores information of a humanoid creature and outfit designated by the creature that created the core. The Model has a race, stats, and class levels dictated by the GM as well as an outfit dictated by the GM.
Power Core: When attacking the Assimilator, a target can choose to instead attack its power core, located atop its head. The core has 75 HP and is resistant to all non-lightning magical damage. If a creature is able to touch the core, they can attempt to remove it as a two-handed action. They must roll 1d8 and add their strength the result. If the total is 20 or greater, the core is removed. If the power core's HP is reduced to 0 or it is removed, the Assimilator's HP immediately becomes zero.