Dwemer Sphere
Animunculi, Construct; Average
Stats
| Characteristic | Value | Attribute | Value | Skill | Value |
|---|---|---|---|---|---|
| Strength | 40 | Hit Points | 20 | Combat | 60 |
| Endurance | 40 | Wound Thr. | 12 | Magic | - |
| Agility | 55 | Magicka | - | Evade | 60 |
| Willpower | 5 | Initiative | +11 | Stealth | 55 |
| Perception | 45 | Action Pts. | 3 | Knowledge | - |
| Personality | 5 | Speed | 14m | Social | - |
| Morale | 100 | Size | Std. | Physical | 40 |
Weapons & Armor
- Has one of:
- • Dwemer Sphere Blade: 1d8+1; Slashing, Magic; Reach 2m
- • Dwemer Sphere Mace: 1d6+1; Crushing, Unwieldy, Magic,
- Reach 2m
- • Dwemer Sphere Spear: 1d8+1; Impaling, Unwieldy, Magic,
- Reach 2-3m
- May have one of:
- • Dwemer Crossbow: 1d10; Crushing (4), Magic, Complex,
- Reload (0); Range (25/105/255)
- ▪ Includes 12 Dwemer Bolts (+2 dmg)
- • Dwemer Sphere Shield: BR 10 / MR 6; Medium, Magic
- Also has:
- • Dwemer Plating: AR 5 / Magic 2; Full, Magic
Special Abilities
- • Rapid Fire (1 AP + 1 SP): As an attack, the Dwemer Sphere
- can fire at up to 3 targets with it’s Centurion Crossbow as
- a single attack.
- • Shift Form (1 AP): As a Secondary Action the Dwemer
- Sphere shifts to it’s sphere form or shifts back. In sphere
- form all attacks hit the sphere location, its Speed becomes
- 16, its Evade becomes 70, and it can only use the Steam
- Roll special ability.
- • Steamroll (1 AP + 1 SP): While in sphere form, the Dwemer
- Sphere moves in a straight line as an attack. Any characters
- it comes within 1m of must test Evade or take 1d10 damage
- and be knocked prone.
- Dwemer Sentry
- A small spherical animunculi that changes form with a small “head”
- extending above it.
Encountering Dwemer Sphere
Traits • Mechanical • Tonal Reinforcement • Dark Sight: The character an see and act normally in areas with no light. • Nimble: This character can disengage from melee combat as a free action. • Sphere: This creature has one Leg hit location. • Weakness (Shock, 3) Dwemer Spheres are another common form of Dwemer construct. They typically move around in sphere form allowing them to navigate the specially designed pipework most dwemer ruins contain. However when they enter a state of combat readiness, the sphere splits and a mechanical humanoid torso, head and arms emerge, each arm ends in a weapon or shield their heads are typically stylized visages of their dwemeri creators. They are not sentient and thus technically do not have any kind of intelligence, however their creators provided them with the ability to handle complex tactical situations. They remain in the ancient ruins of Dwemer civilization and are typically very aggressive toward anything entering their masters domain despite the disappearance of the dwemer.
Loot
- A character can attempt a +0 Profession (Engineering or
- Smithing) test over a short rest to recover 2d4 pieces of
- dwemer scrap metal worth 90 Drakes and 2 ENC each.
- On a -10 Profession (Engineering or Smithing) or +0
- Mysticism test, a character can extract a common soul gem
- from the animunculi’s chassis over the course of a short rest.
- A character can attempt a -20 Alchemy test to extract DoS+2
- doses of Dwarven Oil, which is a Very Rare Alteration
- ingredient.
- 70
- Traits
- Mechanical
- Tonal Reinforcement
- Dark Sight: The character an see and act normally in areas
- with no light.