WalkingWarMachines/CorpseGrinder

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the Corpse-Grinder

Exotic Components: the Flayed Skin of 25 humans per success required, fresh. Large amounts of mud from a Shadowland swamp.
Successes Needed to Assemble: 1 per 10-corpse capacity (Difficulty: 2)
Mote Cost to Animate: 20 motes
Special Notes: No Corpse-Grinder can have a Capacity greater than 50.

The Corpse-Grinder is a massive powerful slug-like beast, composed of a small forebody and a massive corpse-sac that can carry a large number of corpses with it for the later use of the necromancer or to heal it's own form. It has long spider-like forearms, and a massive toothless maw, which it uses to ingest the corpses of fallen warriors on a field of battle or to empty a graveyard of it's cadavers. It's also capable of creation it's own corpses the old fashion way, having cold claws on the ends of it's long arms.

Attributes: Strength 6, Dexterity 1, Stamina 4. No social attributes. Perception 2, Intelligence 1, Wits 2.
Virtues: Not applicable. Never fails Valor rolls, never succeeds on any other rolls.
Abilities: Athletics 1, Awareness 2 (Corpses x2), Brawl 3 (Claws +1 acc), Endurance 3, Larceny 2 (Graverobbing x2), Resistance 2, Survival 2
Base Initiative: 3
Attack:
Claws: Speed 5, Accuracy 6, Damage 9L, Defense 4, Rate 2
> Even more so than with zombies, wounds caused by Corpse-Grinders are likely to become infected -- the hulking //things// are regular petrie dishes for the cultivation of disease. Add 3 to the difficulty of the Stamina + Resistance roll to resist infection.
Dodge Pool: 1, Soak: 2L/4B (Skin) Willpower: 10, Health Levels: Three -0 levels. One -1 and two -2's per corpse capacity. Essence: 1
Other Notes and Powers:

  • Gorge A Corpse-Grinder can 'eat' up to two corpses each turn as a simple action. These corpses are kept safe within the gut of the massive beast, and decay at 1/5th the normal rate. It can release up to 5 corpses every turn, also as a simple action, or freely release one corpse a turn as a reflexive action.
  • Devour A Corse-Grinder can subsume some of it's internal corpse supply in order to repair damage to iself. This requires an hour per health level healed, and each such level consumes three corpses. A Corse-Grinder has to be ordered to do this by a Necromancer.

Comments:

Is this thing -really- supposed to have over 150 health levels at max capacity? -- Darloth

Well, it does have a dodge pool of 1, a soak of 2L/4B, and a parry of 4. You give it a good solid whack and you'd take off a fair chunk of health, I'd bet. - LeumasWhite, thinks the wounded horror bleeding across the battlefield = cool

But... 150? I mean... you can hack at it's head all day, and it'll still be going. (Assuming you get 40% damage, that means you need to do over... 375 raw damage to it... Now, assuming a hero with a grand daiklave, and say 2 actions per turn, with... say 6 successes per action. Strength 5, so 16L + 6 = 22L - 2L = 20L. 14L per second... It'll take almost half a minute to kill the thing. And it'll be an awful bore for the players unless you just go 'ahh, you hack at it for a minute or two, and once you've done more damage than would be needed to seriously harm a first-age war machine, it dies.' I think it should be tough... but perhaps not that tough. maybe divide by 3? Ah well... It's your creature in the end, and a cool one at that.)
-- Darloth

Or you use MartialArtsRelay/GiantSlaying (Inevitable Erosion Technique especially) to smack it down. Hard. and in two turns it's dust. B-) Nikink

Minor note: is CrownedSun's evil creation. :-) - LeumasWhite

Weirdly enough, I have no idea if I intended that or not. It seems very reasonable that I might have meant for it to be "per 10 corpse capacity" instead of being "x50". They aren't really supposed to be all that badass. However, I just don't remember. Do whatever you feel works better! -- CrownedSun