Val CHA Cost Roll Notes 13 STR 3 12- Lift 151.6kg; 2 ½d6 [3] 13 DEX 6 12- OCV: 6/DCV: 6 23 CON 13 14- 23 INT 13 14- PER Roll 18- 18 EGO 8 13- ECV: 6 - 6 28 PRE 18 15- PRE Attack: 5 ½d6 6 OCV 15 6 DCV 15 6 OMCV 9 6 DMCV 9 4 SPD 20 Phases: 3, 6, 9, 12 16 PD 2 Total: 16 PD (16 rPD) 16 ED 2 Total: 16 ED (16 rED) 10 REC 6 75 END 11 35 BODY 25 70 STUN 25 Total Characteristic Cost: 184 Movement: Flight: 8m/16m Cost Powers & Skills 75 Eye Rays: Multipower, 150-point reserve, all slots Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼) 3f 1) Searing Ray (Radiant): RKA 4d6, SE: Radiant (+0), Affects Desolidified spirits (+¼) (75 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Beam (-¼), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 3f 2) Withering Ray (Necrotic): RKA 1 ½d6, SE: Necrotic (+0), Damage Over Time, Lock out (cannot be applied multiple times), Target's defenses only apply once (3 damage increments, damage occurs every three Segments, +2) (75 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), No Knockback (-¼), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 3f 3) Sleep Ray: Mental Blast 7d6 (Human and Animal classes of minds) (75 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Normal Range (-¼), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 4f 4) Telekinesis Ray: Telekinesis (42 STR), Fine Manipulation, Reduced Negation (1) (75 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 3f 5) Hold Ray: Entangle 3d6, 3 PD/3 ED, ACV (uses OCV against DMCV; +¼), Works Against EGO, Not STR (+¼), Affects Desolidified spirits (+¼), Takes No Damage From Attacks (All Attacks, EGO only to break out; +¾) (75 Active Points); Mental Defense Adds To EGO (-½), Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 2f 6) Confusion Ray (Charm): Mind Control 11d6 (Human and Animal classes of minds), Telepathic (+¼) (75 Active Points); Set Effect ("Charge your nearest ally and make a melee basic attack against it."; -1), Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Normal Range (-¼), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 2f 7) Fear Ray (Fear, Psychic): Mind Control 11d6 (Human and Animal classes of minds), Telepathic (+¼) (75 Active Points); Set Effect ("Moves your normal movement rate away from the beholder by the safest route possible.""; -1), Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Normal Range (-¼), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 3f 8) Petrifying Ray: Severe Transform 1d6 (target into statue of target, reversed by stone to flesh or dispelling), Partial Transform (+½), Damage Over Time, Lock out (cannot be applied multiple times) (50 damage increments, damage occurs every Segment, +3 ¼) (71 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 3f 9) Death Ray (Necrotic): RKA 1d6, SE: Necrotic (+0), Attack Versus Alternate Defense (Power Defense; +1), Does BODY (+1), Damage Over Time, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, +1 ¾) (71 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 3f 10) Disintegrate Ray: Drain BODY 2 ½d6, Damage Over Time, Lock out (cannot be applied multiple times) (4 damage increments, damage occurs every three Segments, +1 ¾) (69 Active Points); Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 7 25 Eyes Of The Beholder: Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; whenever a foe within 8m starts his Phase; +1) for up to 75 Active Points of Eye Rays Multipower slot; No Conscious Control (random eye ray power targets Triggering foe; -2), END 7 43 Eye Ray Frenzy: Multipower, +150-point reserve; Only Usable When At Half BODY (-1), all slots Individual Slots Can Be Disabled With Called Shots (all slots are -8 OCV, PD 6, ED 6, BODY 1; -½), Costs Endurance (-½), Limited Range (35m; -¼), Limited Arc Of Fire (each slot must target a different creature; -¼), END 15 28 Central Eye: Mental Blast 3d6 (Human and Animal classes of minds); Limited Range (35m; -¼), END 3 30 Bite: HKA 2d6 (2 ½d6 w/STR), END 3 16 Alien Mind: Mental Defense (16 points total) 56 Rocky Hide: +12 PD, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (Modifiers affect Base Characteristic) plus +12 ED, Hardened (+¼), Impenetrable (+¼), Resistant (+½) (Modifiers affect Base Characteristic) 29 Floating Sphere: Flight 8m, Position Shift, Persistent (+¼), Reduced Endurance (0 END; +½), No Gravity Penalty (+½) 12 All-Around Vision: +4 PER with all Sense Groups 10 All-Around Vision: Increased Arc Of Perception (360 Degrees) with Sight Group 5 Darkvision: IR Perception (Sight Group) Talents 10 Dangerously Fast: Lightning Reflexes (+10 DEX to act first with All Actions) Skills 10 +2 with Eye Blasts Multipower 12 +4 with Multiple Attacks 4 +2 with Bite 3 AK: Home Territory 14- 1 Language: Deep Speech (fluent conversation; literate) 0 PS: Eye Tyrant Abilities 11- 5 Rapid Attack ; Ranged Multiple Attacks Only (-1) 3 Shadowing 14- 3 Stealth 12- 2 Survival (Underground) 14- 3 Tactics 14- 5 Two-Weapon Fighting ; Ranged Multiple Attacks Only (-1) Total Powers & Skill Cost: 419 Total Cost: 603 603+ Matching Complications 15 Negative Reputation: Eye Tyrant, Very Frequently (Extreme; Known Only To A Small Group [adventurers, scholars, etc.]) 10 Physical Complication: Large (+2 OCV to be hit, +2 to PER Rolls to perceive) (Infrequently; Slightly Impairing) 20 Physical Complication: No Manipulatory Appendages (All the Time; Barely Impairing) 15 Psychological Complication: Aggressive, Greedy And Hateful (Common; Strong) Total Disadvantage Points: 348
Background/History: Beholder Eye Tyrants consider themselves to be paragons of creation, and they like to rule over "lesser" creatures. An Eye Tyrant's ego prevents it from getting along with others of its kind.
Character sheet by Roland Volz.
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