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MurfinMS

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Posts posted by MurfinMS

  1. MurfinMS,

    Your stats always seem right on the spot, but I do think this is a little too powerful. Maybe this ability should only kick in on a Special or Critical?

    Hi, and thanks for the input.

    The hanging on and worrying mechanic isn't my own, but was lifted straight from some old RQ2 material abour dogs or wolves.

    When I decided to give it to canines in my version of the Bestiary (I love to tinker with things), I remember that in RQ2 there werre 12 Strike Ranks per round, so the dog could bite then worry 3 RSs later. With RQ3's 10 SR per round, the dog (and the normal hyena, as it works out) didn't have enough SRs to do both actions in a round anymore, so they instead bite 1 round, then hang on and continue biting the next round, worrying the target.

    Wolves, with a bite attack as SR7, and the Hyenadont, with bite at SR 6 will bite, then hang on and worry 3 SRs later instead of having to wait all the way til the next round.

    Now if you feel the chances or effects of worrying are too much, by all means, feel free to modify as desired :)

    Best,

    -Ken-

  2. Hi gang,

    I was reading abour dire wolves and wondering about just how bif they *really* got too--none of this D&D nondsense. Anyway, it got me to thinking about Wargs in tolkien, and just how big they're supposed to be...Then around that time the 2nd LOTR movie came out with the orcs riding their Wargs, which looked decidedly NOT like wolves, regular or dire. Well, they looked a lot more like hyenadonts to me, so I decided to track down *that*

    elusive beasty, and eventually worked out stats for them, just because I thought they'd be cool :)

    Anyways, here they are ...

    _______________________________________________________________

    Hyenadont

    This species of gigantic carnivore shares traits common to both hyena and wolf, and is characterized by a broad, massive head with extremely powerful, long jaws mounted on a short, powerfully muscled neck. Its strong, wolf-like body is stocky, with heavy forequarters, high, strong shoulders, long muscular limbs, and a sloping back. The hyenadont’s coarse coat, usually short, can be of any of a wide variety of colors.

    Hyenadonts are 3.7-5m in length, stand 1.8-2m at the shoulders, have a skull more than 1m in length, and can reach weights in excess of 800 kg.

    Hyenadont

    Characteristics Average

    STR 3D6+25 35-36 Move 8

    CON 2D6+8 15 Hit Points 28

    SIZ 4D3+32 40 Fatigue 51

    INT 5 5

    POW 3D6 10-11

    DEX 2D6+6 13

    Notes: The creature’s large size gives foes +10% to their

    chances to hit.

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 3/ 7

    LH Leg 03-04 03-04 3/ 7

    Hind Q 05-07 05-09 3/ 11

    Fore Q 08-10 10-14 3/ 11

    RF Leg 11-13 15-16 3/ 7

    LF Leg 14-16 17-18 3/ 7

    Head 17-20 19-20 3/ 9

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 6 40+8 1D8+1+4D6

    Notes: After a successful bite, a hyenadont will hang on and continue biting each melee round. Roll to determine whether the creature obtains a Critical hit, but it does damage on any roll except 96-00. It will only release its grip if it fumbles or is wounded.

    Skills: Dodge 35-17, Listen 75-1, Track by Scent 80-1,

    Hide 30-38

    Armor: 3-point fur.

  3. Hi gang.

    Another animal I knew really nothing about :)________________________________________________________________

    Hyena

    The Hyena is a strong, stocky, vaguely dog-like species of large carnivore characterized by a massive, broad head, with extremely powerful, robust jaws which, in proportion to its size.

    These sturdily-built beasts have heavily built forequarters, high, strong shoulders, long muscular limbs, and sloping backs. The hyena’s short, rough coat is a mottled, often spotted reddish brown to tan. The large, rounded, bear-like ears, as well as its nose and nub of a tail are always black.

    Male hyenas are .95-1.3m in length, stand .79-.86m at the shoulders, and can reach weights in excess of 60 kg. Females are larger and more massive than the males, and are

    1.3-1.85m in length, stand .84-.9m at the shoulder, and can reach weights in excess of 80 kg.

    Hyenas occupy grasslands, woodlands, savannas, dry plains, brush, sub-deserts, forest edges, and mountains to 4,000m elevation throughout Eastern Africa, parts of the Middle East and the Indian subcontinent.

    A female can accept a male for mating several times during the year. A litter of 1-4 cubs (usually 2) is born 4 months later inside the entrance of an unused or abandoned den, burrow, cave, or hollow. The male plays no part in raising the cubs.

    Several weeks later, the mother transports the young to a communal den. Since most kills are made far from the den, and hyenas do not bring back food, they will regurgitate it for their young. Cubs begin eating meat at 5 months, and follow their mothers on hunting and scavenging forays at 1 year.

    Hyenas are weaned at 1-1½ years.

    Female hyenas remain in their clan, while males disperse to join other clans at 2 years.

    Hyenas are organized into large, female-dominated territorial groups called clans, made up of related individuals. The communal den is shared by up to 10 females, their dependent and older offspring. It is also where the cubs are raised, but seldom provisioned or guarded by clan members. The den is usually situated on high ground in the center of the clan’s territory; its above-ground entrances being connected by a series of underground tunnels.

    Hyenas patrol their territories, and mark them by depositing a strong-smelling secretion along the boundaries.

    The high mineral content of the bones hyenas consume make their droppings an easily visible chalky white.

    Hyenas are cautious, patient pack hunters that usually hunt at night. However, predation also occurs spontaneously; for example, when a daytime thunderstorm makes the ground slippery and antelope become easier to catch . Hyenas are able to run down large healthy ungulates, or await the right moment to finish off sick or crippled stragglers.

    When hyenas do kill prey, it is usually lost to scavenging lions, and the hyenas must wait for the lions to have their fill before reclaiming the kill.

    Hyenas routinely take leopard and cheetah kills, as well as racing to the spot where a vulture or condor is coming in for a landing, to hijack the bird’s meal. Hyenas in force are often able to unnerve female and immature lions by advancing noisily shoulder-to-shoulder, though rarely attacking. This tactic is ineffective with large male lions..

    The hyena always takes the path requiring the least effort and risk, and may ignore fresh carrion and bones if there is, for example, an abundance of vulnerable live game.

    Hyenas are smart enough to avoid large bands of men, but will sometimes attack a lone human. They are familiar with missile weapons, and use available cover to get close to their prey before attacking.

    Hyenas consume animals of all types and sizes, including domestic stock, buffalo, zebra, wildebeest, carrion, eggs, insects, animal droppings and even other hyenas. Travelers’ tales even indicate instances where pots and pans are fair game. In addition, the powerful jaws and strong digestive tract of the hyena allow it to process and obtain nutrients from mummified carcasses, dried bones and tough skin; even teeth are digested.

    While hyenas seldom eat invertebrates, or fruit and other vegetation, they will devour all parts of their prey but the stomach contents and the horn bosses of the biggest antelopes; the hyena regurgitating. A kill’s hair, horns and hooves.

    Hyenas can go without water entirely for several days.

    When 2 or more hyenas feed on the same carcass, they inevitably begin squabbling; thus unwittingly inviting all pack members (or even lions) within earshot to the feast

    Pitched battles between rival clans are likely when kills are made near territorial borders.

    Hyenas can be viscous or cowardly.

    Hyenas can lope along tirelessly at an ambling walk, at Move 3, and can gallop at Move 16 for several kilometers. Top speed is approximately Move 20.

    Hyena

    Characteristics Average

    STR 3D6+6 16-17 Move 8

    CON 2D6+6 13 Hit Points 12

    SIZ 2D6+4 11 Fatigue 30

    INT 5 5

    POW 3D6 10-11

    DEX 2D6+6 13

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 2/ 3

    LH Leg 03-04 03-04 2/ 3

    Hind Q 05-07 05-09 2/ 5

    Fore Q 08-10 10-14 2/ 5

    RF Leg 11-13 15-16 2/ 3

    LF Leg 14-16 17-18 2/ 3

    Head 17-20 19-20 2/ 4

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 8 40+2 1D8+1+1D4

    Notes: After a successful bite, a hyena will hang on and continue biting each Melee round. Roll to determine whether the creature obtains a Critical hit, but it does damage on any roll except 96-00. It will only release its grip if it fumbles or is wounded.

    Skills: Dodge 25+6, Track by Scent 25-2, Hide 30+1

    Armor: 2-point fur

  4. Hi gang,

    The cheetah's more-sketchuly-detailed big-ass prehistoric counterpart.

    Best,

    -Ken-

    ________________________________________________________________

    Giant Cheetah

    The giant cheetah is a larger, more robust version of the standard cheetah. Males are 1.7-2.4m in length, stand 1.2m at the shoulders, and can reach weights in excess of 250kg. Females are 1.6-1.9m in length, stand .8-1.1m at the shoulder,, and can reach weights in excess of 120kg.

    The giant cheetah can accelerate from a standstill to Move 1D4+20 in 2 SR, which can be maintained for up to 5 melees. On switching to its full speed, at which the cat’s body stretches out to its full 8.5m stride, it can Move 2D4+30, which can be maintained for up to 3 melees.

    Statistics below are for male giant cheetahs. Females have STR of 4D6+12, and SIZ 2D3+16.

    Giant Cheetah

    Characteristics Average

    STR 5D6+12 29-30 Move 23/ 35

    CON 3D6+2 12-13 Hit Points 18

    SIZ 2D6+16 23 Fatigue 43

    INT 5 5

    POW 2D6+6 13

    DEX 3D6+6 16-17

    Notes: The creature’s large size gives foes +1% to their chances to hit.

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 2/ 5

    LH Leg 03-04 03-04 2/ 5

    Hind Q 05-07 05-09 2/ 7

    Fore Q 08-10 10-14 2/ 7

    RF Leg 11-13 15-16 2/ 5

    LF Leg 14-16 17-18 2/ 5

    Head 17-20 19-20 4/ 6

    _________________________________________________

    Weapon SR Attack% Damage

    Paw 5 50+12 1D8+2D6

    Throat bite 5 40+12 1D10+2D6

    Notes: A cheetah attacks by slamming into prey and bowling it over, followed by a bite to the throat 3 SR later.

    Skills: Climb 75+4, Hide 60-9, Sneak 70-9, Scan 70-1,

    Listen 50-1, Scent 50-1

    Armor: 2-point fur.

  5. Hi gang,

    Again, another animal I knew almost nothing about.

    Best,

    -Ken-

    -------------------------------------------------------------------------

    Cheetah

    The light-boned cheetah is one of the smaller species of big cat, with a small round head which seems too small for its body, mounted on a long neck. Its orange eyes have round pupils. The cheetah’s long, slender body has a deep chest and large lungs, which, combined with its large nasal passages, enables the cheetah to produce tremendous bursts of oxygen when running at speed. Its four long, slim legs are complex, with two sets of muscles; one set for walking, and the other for high-speed hunts. The pads on the cheetah’s feet

    are ridged, and its wide forepaws, with non-retractable claws, help provide traction when maneuvering. The long, upward-sweeping tail helps the cheetah to maintain its balance when making abrupt turns.

    Adult males are up to 2.15m long, stand .84m at the shoulders, and can reach weights in excess of 50 kg. Females are slightly smaller, up to 1.8m long, stand .73m at the shoulders, and can reach weights in excess of 40 kg. Cheetahs have a tail .66-.84m long.

    The cheetah inhabits savannah, plains, grasslands and light woodlands, semi-deserts, forests and mountainous terrain up to 5,000m throughout Africa, the Middle East, Southern Asia and the Indian subcontinent.

    Females stay with a male for a few days for mating. There is no set mating season. About 3 months after mating, a litter of up to 8 cubs (3 average) are born in seclusion. The mother moves the cubs to new hiding places every few days.

    A mother cheetah must eat to feed her cubs milk, and so, may kill every day, during which the cubs are left in hiding, unprotected. Adults normally hunt every 2-5 days.

    Cubs follow mother and eat from her kills at 6 weeks. At 6 months they begin learning to hunt; the mother bringing small game for them to chase and kill. Cubs go off on their own at a year.

    Cheetahs hunt in early morning, evening, or at night. Finding a high position from which to observe prey, it stalks as close as possible, using cover---which may take from a few seconds to several hours—-until within 50m, at which point it is close enough to run down its prey.

    The cheetah can accelerate from a standstill to Move 1D4+20 in 2 SR, which can be maintained for up to 5 melees. On switching to its full speed, it can Move 2D4+30, which can be maintained for up to 3 melees.

    Overtaking its prey, the cat smashes into and knocks it to the ground, either by sinking its claws into the animal’s hindquarters, or tripping or knocking it off balance with a blow to the back legs with its paw. The cheetah then closes its jaw on the animal’s throat in an effort to suffocate it---

    which takes 4-5 minutes---or tries to snap the prey’s neck.

    The energy requirements for such a chase limits the cheetah to only a single sprint, and leaves it exhausted; requiring a ½ hour’s rest to recover. During which, it lacks the strength to defend its kill, and if another animal attempts to hijack it, the cheetah gives up and move off.

    Cheetahs are sometimes trained as hunting beasts, and are taken, hooded and slung on horseback or loaded into a cage in the back of a cart, to a likely spot for coursing, or hunting by sight, rather than scent. The cat’s handler sights the game, removes the hood, and unleashes the cheetah. Like a falcon, the cheetah catches the game, and is rewarded with a share.

    The cheetah's primary source of food includes various small species of antelope, birds and hares, as well as warthogs.. Cheetahs don’t drink water,; getting their moisture from the bodies of their prey

    Statistics below are for male cheetahs. Females have

    SIZ of 1D4+5.

    Cheetah

    Characteristics Average

    STR 3D6+6 16-17 Move 23/ 35

    CON 3D6 10-11 Hit Points 10

    SIZ 1D6+5 8-9 Fatigue 28

    INT 5 5

    POW 2D6+6 13

    DEX 3D6+6 16-17

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 2/ 3

    LH Leg 03-04 03-04 2/ 3

    Hind Q 05-07 05-09 2/ 5

    Fore Q 08-10 10-14 2/ 4

    RF Leg 11-13 15-16 2/ 3

    LF Leg 14-16 17-18 2/ 3

    Head 17-20 19-20 2/ 3

    _________________________________________________

    Weapon SR Attack% Damage

    Paw 7 50+12 1D8+1D4

    Throat bite 7 40+12 1D10+1D4

    Notes: A cheetah attacks by slamming into prey and bowling it over, followed by a bite to the throat 3 SR later.

    Skills: Climb 75+12, Hide 60-9, Sneak 70-9, Scan 70-1, Listen 50-1, Scent 50-1

    Armor: 2-point fur.

  6. Hi gang,

    I'd done some rreeading about deer at some point (as I knew almost nothing about them aside from them tasting yummy, and after generating several different breeds for my Alternate Earth RQ cqmpaign, thoughtI'd try to knock out Elk.

    Reading the information below, both the Moose and Megalocros are mentioned. I have yet to knock out versions of *these* just yet, however.

    Best,

    _Ken-

    --------------------------------------------------------------------------

    Elk

    The third largest species of deer in the World, after the Megaloceros and the Moose, the elk is a large, animal, with a strong, solid body carried on long, slender legs, with a long head carried on a thick neck. Elk have small and clearly defined rump patches with short tails. Elk have different coloration based on season, with gray or lighter coloration prevalent in the winter, and more reddish, yellow-brown to orange-brown in warmer months. Elk have contrasting dark brown hair on the head, with lighter brown on the chin and around around the eyes. The neck and throat have long, shaggy, sometimes nearly black hair known as the mane.

    Only male elk have antlers, which begin growing in spring, and are shed annually. These antlers grow to a length of 1.2m, may weigh as mauch as 18kg, and typically have 6 or more tines each.

    Elk stags are about 1/4 larger than the female, stand 1.5m at the shoulder, are 2.4m in length, and can reach weights in excess of 600kg, while hinds stand 1.3m at the shoulder, are 2m in length, and can reach weights in excess of 400kg.

    Elk are quite agile, and can clear obstacles of at least 2m height.

    Elk are split into herds based on sex. Herds tend to employ one or more scouts while the remaining members eat and rest. During mating seaon males compete for the possession of small harens of females; bellowing, and sometimes fighting using their antlers from late summer to early winter. Usually the strongest, most dominant males obtain harems, and so, get to mate.

    The female has a 6 month gestation period, after which a single calf is born, although two animals can sometimes occur. The calf is born spotted, weaned at 2 months., and stays with its mother for almost a year---until the following mating season.

    Females live with their young in small herds of some 50 animals, while males in their prime tend to be loners; the older and younger males living in bachelor herds.

    Elk can be active throughout either the day or night.

    Elk are found in semi-desert, forest, and along forest edges across North America and Eurasia nea the Arctic Circle.

    Statistics below are for male elk. Females have SIZ 2D6+18.

    Elk

    Characteristics Average

    STR 3D6+16 26-27 Move 8

    CON 2D6+6 13 Hit Points 21

    SIZ 3D6+18 28-29 Fatigue 40

    INT 4 4

    POW 3D6 10-11

    DEX 2D6+6 13

    Notes: The creature’s large size gives foes +4% to their chances to hit.

    Elk can sprint short distances at Move 2D3+16.

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 1/ 5

    LH Leg 03-04 03-04 1/ 5

    Hind Q 05-07 05-09 1/ 8

    Fore Q 08-10 10-14 1/ 8

    RF Leg 11-13 15-16 1/ 5

    LF Leg 14-16 17-18 1/ 5

    Head 17-20 19-20 1/ 7

    _________________________________________________

    Weapon SR Attack% Damage

    Butt 6 40+6 1D10+2D6

    Kick 6 40+6 2D6+2D6

    Notes: An elk will butt or kick, not both. If, following the butt, half the elk’s STR is greater than victim’s SIZ, it will toss the victim a number of meters equal to the difference between ½ the elk’s STR and victim’s SIZ. The victim will take damage as if from a fall of the length of the toss.

    Skills: Dodge 25-7, Jump 90-7, Swim 60-7, Scent 50-3, Listen 75-3, Scan 75-3, Search 10-3, Hide 26-17, Sneak-17.

    Armor: 1-point hide.

  7. Hi gang,

    Thought you might find this of interest.

    Best,

    -Ken-

    _________________________________________________________________

    Deinosuchus

    Deinosuchus is a species of cyclopean crocodilian; its 2m-long, blunt head has a broad-snout and massive, powerful jaws packed with sharp teeth. Its wide, streamlined, 9-15m long body ends in a thick and powerful tail , which, used for propulsion and defense, accounts for half the animal’s length.

    Each of its four tree trunk-sized legs ends in a four-toed, blunt-clawed foot.

    The creature is protected by thick, knobby, armored hide; its back and tail also covered with embedded plates of thick, bony armor called scutes, which run in lines down the creature’s back, from the neck to the point of the tail.

    Deinosuchus

    Characteristics Average

    STR 4D8+46 64 Move 4/ 6 swimming

    CON 3D6+30 40-41 Hit Points 53

    SIZ 4D8+46 64 Fatigue 105

    INT 3 3

    POW 2D6+8 15

    DEX 2D6 7

    Notes: The creature’s large size gives foes +22% to their chances to hit.

    _________________________________________________

    Hit Location (D20) Points

    Tail 01-03 15/ 18

    RH Leg 04 15/ 13

    LH Leg 05 15/ 13

    Hind Q 06-09 15/ 21

    Fore Q 10-14 15/ 21

    RF Leg 15 15/ 13

    LF Leg 16 15/ 13

    Head 17-20 15/ 18

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 7 70-2 2D6+7D6

    Tail Lash 7 50-2 7D6+knockdown

    Notes: Each melee, deinosuchus may use either tail lash or bite in combat, but not both .

    A successful tail lash counts as a knockdown attack.

    Tail damage is equal to the crocodile’s damage bonus.

    If deinosuchus bites a target in the water, it will hang on and spin around, twisting off a hunk of the prey to eat. This does damage equal to deinosuchus’ damage bonus to the area struck each melee. Armor will not protect against this damage. The attack is not efficacious on land.

    Skills: Scan 75+6, Smell 60+6, Hide 60-34,

    Glide Stealthily Through Water 75-34

    Armor: 15-point knobby hide and bone armor.

  8. Oh hell.

    On looking over my notes, SIZ is not the proper ranger I actually need for this big thing... :(

    25D10+65 gives a range of 90-315.

    I need it to have a SIZ range of 90-751.

    Drat.

    Any math wizes out there?

    -Ken-

  9. After my posting of the dragon stuff, someone (maybe Nick?) didn't think the things were *big* enough...

    Howbout now? :)

    -Ken-

    ________________________________________________________________

    Monstrous Dragon (21-72m)

    Characteristics Average

    STR 25D10+65 202-203 Move 3/ 7 flying

    CON 24D10+33 165 Hit Points 184

    SIZ 25D10+65 202-203 Fatigue 368

    INT 4D6 14

    POW 4D6+30 44

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +91% to their chances to hit.

    Any attacks on flying dragons are halfed before any mods for large size are included.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) AP/ HP

    Tail 01-02 01 48/ 46

    RH Leg 03-04 02 48/ 61

    LH Leg 05-06 03 48/ 61

    Hind Q 07-08 04-08 48/ 74

    Fore Q 09-10 09-14 48/ 74

    R Wing 11-12 15 48/ 46

    L Wing 13-14 16 48/ 46

    RF Leg 15-16 17 48/ 61

    LF Leg 17-18 18 48/ 61

    Head 19-20 19-20 48/ 61

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 48/ 46

    RH Leg 04 48/ 61

    LH Leg 05 48/ 61

    Hind Q 06-09 48/ 74

    Fore Q 10-14 48/ 74

    RF Leg 15 48/ 61

    LF Leg 16 48/ 61

    Head 17-20 48/ 61

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9 +15* varies

    Bite 6 55+9/ +15* 2D8+24D6

    Claw 6 30+9/ +15* 1D10+24D6

    Tail Lash 6 45+9/ +15* 24D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The monstrous dragon’s breath blankets an area with a cone of effect 33m wide to a range of 50m.

    The monstrous dragon’s flames do 10D6 damage, while the acid cloud does 16pts damage, and the poison gas cloud has POT 55.

    The flying dragon’s dive can, given enough distance and time, reach Move 106 when it slams into its prey; ripping with both claws.

    Skills: Scan 60+18/ +26*, Search 60+20/ +24*, Smell Prey (to 40km) 60+20/ +24*, Listen 60+20/ +24*,

    Speak Many Languages 40+14**, Fast Talk 40+14**, Orate 40+14**, Bargain 40+14**, Persuade 40+14**

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Armor: 46-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +39

  10. Deinosuchus

    Deinosuchus is a species of cyclopean crocodilian; its 2m-long, blunt head has a broad-snout and massive, powerful jaws packed with sharp teeth. Its wide, streamlined, 9-15m long body ends in a thick and powerful tail , which, used for propulsion and defense, accounts for half the animal’s length.

    Each of its four tree trunk-sized legs ends in a four-toed, blunt-clawed foot.

    The creature is protected by thick, knobby, armored hide; its back and tail also covered with embedded plates of thick, bony armor called scutes, which run in lines down the creature’s back, from the neck to the point of the tail.

    Deinosuchus

    Characteristics Average

    STR 4D8+46 64 Move 4/ 6 swimming

    CON 3D6+30 40-41 Hit Points 53

    SIZ 4D8+46 64 Fatigue 105

    INT 3 3

    POW 2D6+8 15

    DEX 2D6 7

    Notes: The creature’s large size gives foes +22% to their chances to hit.

    _________________________________________________

    Hit Location (D20) Points

    Tail 01-03 15/ 18

    RH Leg 04 15/ 13

    LH Leg 05 15/ 13

    Hind Q 06-09 15/ 21

    Fore Q 10-14 15/ 21

    RF Leg 15 15/ 13

    LF Leg 16 15/ 13

    Head 17-20 15/ 18

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 7 70-2 2D6+7D6

    Tail Lash 7 50-2 7D6+knockdown

    Notes: Each melee, deinosuchus may use either tail lash or bite in combat, but not both .

    A successful tail lash counts as a knockdown attack.

    Tail damage is equal to the crocodile’s damage bonus.

    If deinosuchus bites a target in the water, it will hang on and spin around, twisting off a hunk of the prey to eat. This does damage equal to deinosuchus’ damage bonus to the area struck each melee. Armor will not protect against this damage. The attack is not efficacious on land.

    Skills: Scan 75+6, Smell 60+6, Hide 60-34, Glide Stealthily Through Water 75-34

    Armor: 15-point knobby hide and bone armor.

  11. Hi gang,

    Here's another creature for you.

    Saw the armored skull of one of these things in the local museum, and thought *damn*!. Definately the thing to liven up a party crossing a lake :)

    --------------------------------------------------------------------------

    Dunkleosteus

    A voracious carnivore, this huge species of predatory fish ranges in length from 6-12m, with a body up to 3.5m wide, Dunkleosteus have a split, shark-like tail, and may reach weights in excess of 4,000 kg.

    Dunkleosteus’ 3.5m long skull is protected by thick, armored plates. Its massive jaws lack teeth, but instead have a prominent ridge of bony, serrated, teeth-like armor plating, which, slicing together in a scissor-like action when the creatures opens or closes its mouth, are kept razor sharp. A hinged neck-joint allows the fish to roll its head back and increase the gape of its jaws.

    Dunkleosteus

    Characteristics Average

    STR 4D6+38 52 Move 8

    CON 3D6+24 34-35 Hit Points 44

    SIZ 4D6+38 52 Fatigue 87

    INT 3 3

    POW 2D6+6 13

    DEX 2D6+3 10

    Notes: The creature’s large size gives foes +16% to their chances to hit.

    _________________________________________________

    Hit Location (D20) AP/ HP

    Tail 01-03 12/ 15

    Hindbody 04-08 12/ 18

    Forebody 09-13 18/ 18

    R Fin 14 12/ 11

    L Fin 15 12/ 11

    Head 16-20 18/ 15

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 6 75+3 6D6

    Fin Slash 6 50 3D3

    Notes: Dunkleosteus can swallow anything up to 1/2 its SIZ in a single gulp.

    This armored fish can either attempt to bite or perform a fin slash in a melee. Fin slash damage equals a number of D3s equal to half of the fish’s damage modifier, or 2D3, whichever is higher.

    Skills: The fish body shape removes any negative agility modifier for SIZ. Aquatic Dodge 35+10, Jump 45+10, Scan 50+5, Search 50+5, Smell Blood 80+5, Listen 60+5

    Armor: 18-point thick armor plating on head and forebody, 12-point rough skin elsewhere.

  12. In a message posted previouslyr, Trifletrax wonders about the Mantikhoras:

    Could you clarify these last attack options a bit?

    Is it attack with claw x1-2 then tail strike?

    Is the poison of the tail sting, tail strike and darts the same?

    Is it okay if I add your creatures to the new wiki that is under construction? :)

    SGL.

    Hmmm,

    Looking at the thing, I think it goes like this:

    (a) 1 claw attack at SR6, then tail sting at SR9.

    (B) 2 claw attacks simultaneously at SR6, with hanging on if both successful, then follow up with bite at SR9.

    © 2 claw attacks simultaneously at SR6, then tail sting at SR9.

    (d) 1 claw attack at SR6, then hurled tail dart at SR9.

    (e) 2 claw attacks simultaneously at SR6, then hurled tail dart at SR9.

    (f) Looking at the SR of the hurled darts, I suppose the creature could hurl a dart before the melee attacks instead of after them, or it could perform several dart throws instead of engaging in melee altogether...

    The poison from the tail stinger acts as systemic poison; inflicting

    damage equal to POT directly to Total Hit Points at end of the 3rd melee following injection if target CON is overcome. Failure to overcome victims CON indicates target takes damage equal to 1/2 POT directly to Total HP..

    The tail spikes and hurled tail darts are the same thng. I'm unsure what BRP would consider it, but RQ proper would call it Blade Venom;acting only against the Hit Location affected. If POT overcomes the target’s CON, damage equal to POT is done to the location’s HP at the end of the Melee in which the victim is successfully exposed. Failure indicates the target takes damage equal to half POT.

    If yu can kill one of these things, I'd imagine it'd be a good source of poison for a group of adventurers. Of course, make 'em succeed at DEX rolls everytime they try isolating/harvesting the noxious goop, so's they don't *knick* themselves. LOL!

    Best,

    -Ken-

  13. [table]small 3-8m dragon|average SIZ 32

    moderately sized 6-16m dragon|average SIZ 56

    larger 9-24m one|average SIZ 70

    huge 12-32m monster|average SIZ 80

    gigantic 15-40m terror|average SIZ 88

    colossal 18-48m specimen|average SIZ 151-152[/table]

    Seems like the colossal dragon should be larger when taking its SIZ score into account?

    SGL.

    As I said, I started out using Hadrosaurs as a base (with plusses to weight for having to attach pesky wings. Once I had the length, weight, and contrived wing width, I merely doubled them until I hqad the beast at whatever point I decided to work up stats for, as IIRC (its been a while...) I didn't just double the dimesions (and thus 8x weight) to get the next dragon. Might've doubled a few times, or did stuff like 2 1/2 previous dimensions (which'd make for something like 15.625 x weight instead of the standard double=8x weight).

    Anyhow, I think the *real* reason the Colossal Dragon doewsn't feel big enough for you is that when dealing with numbers below 100 SIZ, the SIZ table given a pretty broad range of weights within a particular SIZ.

    SIZ 100 (for RQ3, anyhow) has arange of 104-105 metric tons. Each additional ton weight adds 1 SIZ at this point.

    My Colossal top out at 48mm with SIZ ranging from 84-219. Now something like a 70m dragon (which someone mentioned)would essentially be 1.5 x the dimension of the 48m one (to keep it simple), so we do 1.5x1.5x1.5=3.375 x the weight of the 48m version.

    SIZ 84=36,200kg, and SIZ 219=105 metric tons for SIZ 100+119 additional tons for the 119 additional pts of SIZ.

    3.375x the dragon's minimum weight of 36200kg=122.175 tons, or SIZ 117.

    3.375x thbe 48m dragon's max weight of [105 (for SIZ 100), +the 119 tons for additional 119 pts of SIZ=224 tons] gives a max weight of our 70m dragon at 756 tons, or SIZ 651.

    So our spanking new 70m long dragon has a SIZ (and thus STR) range of 117-651. CON is half STR and SIZ, and AP is equal to damage bonus.

    Unfortunately, I originally worked these things up a copuple years back, and the formula I used toi roll up stats for the Colossal Dragon is scribbled somewhere in my lil notebooks full of sanity-blasting game scrawl...

    Really Scarry 49-70m Dragon

    STR 117-651 Move 3/7

    CON 1/2 CON HP Average CON + SIZ

    SIZ 117-651 Ftg STR + CON

    INT 14 AP Double damage mod

    POW 3D6+24 34-36

    DEX 3D6 10-11

    Best,

    -Ken-

  14. Hi gang,

    As some of you familiar with the RQ Rules list might remember, one of my pet peeves is creature SIZ and the square cube law.

    Anyhow, when I was trying to assign proper, listable dimensions for various creatures in my bestiary,things were going pretty well, until I hit the Dragon.

    Here was this creature with a *huge* range in its SIZ, with absolutely no dewcription about just how big it might be. Looking through various BRP-related sources, I finally found some dimensions for the Melnibonean dragons in Elric/Stormbringer. I also found some pretty scarry dimension for dragons in the decidedly non-BRP MERP game.

    Trying to figure out sizes for the things eventually had me assigning various rough sizes to the dragons (Small, Medium, Large, Huge, Gigantic and Colossal ), with a SIZ range appropriate to each. It also helped that I based the small dragon on one of the hardosaur, so I had a pretty solid point to start on with the square cube law :)

    After a bit of work, I came up with the following. Hope it may be of use.

    Best,

    -Ken-

    --------------------------------------------------------------------------

    Dragon

    Dragons are large, highly magical, powerfully-muscled reptilian quadrupeds with legs ending in clawed feet. Its sleek body, which can range from 6-48m in length, ends in a long, whip-like tail that makes up almost half the creature’s length. Dragons possess jaws packed with fierce, razor-sharp teeth and fangs. Each dragon is unique, varying in size and appearance. Many, though certainly not all species of dragon are hexapods, with two additional limbs---a pair of huge, leathery, bat-like wings with a span 1.5 to 2 times the creature’s length.

    The dragon’s often quite colorful hide is made up of thick, overlapping armored scales, and is quite resilient; shielding the creatures from the harshest of elements. In older dragons, such armor can be almost impenetrable.

    Dragons have amazingly keen senses, giving them excellent vision and hearing, as well as heightened senses of smell and taste. They can see equally well in daylight, at night, or in the uttermost darkness, and are capable of smelling prey to a distance of their POW in kilometers..

    Dragons inhabit remote forest depths, forlorn countryside, desolate wastes, windswept ruins, high mountain passes, frozen peaks, ancient caves or deep river, lake or sea, and are highly territorial creatures; jealously guarding their domains and driving off or killing other dragons and other, lesser threats infringing on them, when not otherwise tucked away in their remote lairs, reclining, often deep in sleep on a golden treasure.

    The dragon’s solitary nature, especially among the intelligent ones, is generally enough to precludes them from cooperating with one another. Dragons have, on occasion, come together for some mutually beneficial purpose, such as mating, but, as they are virtually immortal; never having been known to have died from any disease or old age, and living for hundreds, or even thousands of years, such coupling are exceedingly rare.

    Some dragons are capable of belching out clouds of searing flame, caustic acid or poisonous gas.

    Dragons capable of projecting fire or the like must first spend a full round taking a very deep breath before exhaling the following melee. While inhaling, the dragon is limited to a single action that round.

    Each use of its breath-costs the dragon 2D6+3 Fatigue points, and it may attack normally in the same melee.

    A dragon’s breath, regardless of type, blankets an area with a cone of effect 1/5th the dragon’s CON in meters wide, to a range of the dragon’s POW+6 meters.

    Flaming Breath: The flames do 2D6,+1D6 per 12 points of the dragon’s CON over 20 matched against the victim's best armor (including Protection and Shield spells). If AP are overcome, the victim takes full damage directly to Total HP on SR 10. Should AP resist, only half the roll is taken as burn damage.

    If, after being enveloped, a roll of the victim’s POW x5 fails, he will continue to burn for another melee; taking 1D6 additional damage until extinguished. A Fumble indicates the flames burn unchecked for 1D3 more melees before another POW roll is possible. Once engulfed, a roll of the victim’s CON must succeed for him to hold his breath. Failure indicates the victim takes 1D8 additional damage to Total HP on SR 10 from inhaling the intense heat and flame.

    Acid Cloud: This is capable of eroding stone and withering plants. Each melee spent enveloped does 1/10th the dragon’s CON in points of acid damage to everything present on SR 10-—leather cracks, metals lose their finish or shine, cloth is eaten away, and skin is scalded.

    Once engulfed, a roll of the victim’s CON must succeed for him to hold his breath. Failure indicates the victim suffers acid damage each melee spent breathing the stuff on SR 10. This cloud linger for 1D3 melees before dissipating.

    Poison Gas Cloud: This clinging cloud has a POT equal to 1/3rd the dragon’s CON. Each melee spent enveloped in the fetid fumes requires a roll of the victim’s CON for him to hold his breath. Failure indicates the victim has breathed the poison, and a roll of the victim’s CON must then succeed in resisting the poison’s POT. Failure indicates the victim takes damage equal to POT to Total Hit Points 2 melees later at SR 10. Success indicates the victim takes only ½ POT as damage instead. This cloud lingers for 1D3 melees before dissipating.

    Winged dragons can use them to beat the air around them into a spout or drive it into a gale. Such manipulation takes 1D3 melees to perform, and stirs the air within the dragon’s STR in meters. This wind will usually play havoc with torches and the like, as well as affecting the accuracy of missile fire; each STR point above 10 reducing missile accuracy in the affected area by -05%.

    This wind may also be used to drive the beast’s breath before it; allowing an entire valley to be scoured in minutes. Such effluence is driven forward at Move 1, +1 per melee spent fanning, with a top Move equal to 1/10th its STR..

    Some wingless dragons may still travel through the air; able to climb or gallop across the sky at high speed.

    While some dragons are merely cunning animals with a Fixed INT of 1D6+2, others are endowed with normal, or even exceptional intelligence. Many of the brightest dragons are also powerful spell-casters. Dragons usually know an array of potent, mind-manipulating spells.

    Whether sorcerers or not, intelligent dragons are usually able to dominate or hypnotize others with eyes or voice alone.

    While mainly sedentary creatures, dragons are carnivores,

    and must leave their lairs at some point to hunt; stalking prey, or flying or swimming out from their lairs in an expanding spiral until a suitable meal has been spotted and set upon.

    Dragons prefer fresh meat; able to devour twenty or more small-to-medium sized animals in an hour or two.

    Equipped with extremely sophisticated metabolisms that adjust to the availability of food, dragons are able to subsist on virtually any substance; drawing essential nutrients from anything from meat to rocks and stones, to rare metals, and storing away most of this food for very long periods; allowing them to hibernate for extended periods with impunity.

    Dragons are able to swallow huge amounts of food in a single gulp---SIZ equal to the dragon’s CON.

    Winged dragons are not normally found within the confines of a forest, though they will sometimes hunt along its fringes.

    Dragons have armor equal to 2x the number of dice in their damage bonus.

    Statistics for a relatively small 3-8m dragon, a moderately sized 6-16m dragon, a larger 9-24m one, a huge 12-32m monster, a gigantic 15-40m terror, and a colossal 18-48m specimen are given below.

    Small Dragon

    Characteristics Average

    STR 4D6+18 32 Move 3/ 7 flying

    CON 3D6+9 19-20 Hit Points 26

    SIZ 4D6+18 32 Fatigue 52

    INT 4D6 14

    POW 3D6+6 16-17

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +6% to their chances to hit.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) Points

    Tail 01-02 01 6/ 7

    RH Leg 03-04 02 6/ 9

    LH Leg 05-06 03 6/ 9

    Hind Q 07-08 04-08 6/ 10

    Fore Q 09-10 09-14 6/ 10

    R Wing 11-12 15 6/ 7

    L Wing 13-14 16 6/ 7

    RF Leg 15-16 17 6/ 9

    LF Leg 17-18 18 6/ 9

    Head 19-20 19-20 6/ 9

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 6/ 7

    RH Leg 04 6/9

    LH Leg 05 6/ 9

    Hind Q 06-09 6/ 10

    Fore Q 10-14 6/ 10

    RF Leg 15 6/ 9

    LF Leg 16 6/ 9

    Head 17-20 6/ 9

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9/ +15* varies

    Bite 6 55+9/ +15* 2D8+3D6

    Claw 6 30+9/ +15* 1D10+3D6

    Tail Lash 6 45+9/ +15* 3D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The small dragon’s breath blankets an area with a cone of effect 4m wide to a range of 26m.

    The small dragon’s flames do 2D6 damage, while the acid cloud does 2pts damage, and the poison gas cloud has POT 7.

    The flying dragon’s dive can, given enough time, reach Move 40 when it slams into prey; ripping with both claws.

    Skills: Dodge 40-11, Aerial Dodge 60-11, Scan 60+7/ +14*, Search 60+7/ +14*, Smell Prey (to 17km) 60+7/ +14*,

    Listen 60+7/ +14*, Speak Many Languages 40+8**, Fast Talk 40+8**, Orate 40+8**, Bargain 40+8**, Persuade 40+8**

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Armor: 6-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +12

    Medium Dragon

    Characteristics Average

    STR 4D6+42 56 Move 3/ 7 flying

    CON 3D6+21 31-32 Hit Points 44

    SIZ 4D6+42 56 Fatigue 88

    INT 4D6 14

    POW 4D6+6 20

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +18% to their chances to hit.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) Points

    Tail 01-02 01 12/ 11

    RH Leg 03-04 02 12/ 15

    LH Leg 05-06 03 12/ 15

    Hind Q 07-08 04-08 12/ 18

    Fore Q 09-10 09-14 12/ 18

    R Wing 11-12 15 12/ 11

    L Wing 13-14 16 12/ 11

    RF Leg 15-16 17 12/ 15

    LF Leg 17-18 18 12/ 15

    Head 19-20 19-20 12/ 15

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 12/ 11

    RH Leg 04 12/ 15

    LH Leg 05 12/ 15

    Hind Q 06-09 12/ 18

    Fore Q 10-14 12/ 18

    RF Leg 15 12/ 15

    LF Leg 16 12/ 15

    Head 17-20 12/ 15

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9/ +15* varies

    Bite 6 55+9/ +15* 2D8+6D6

    Claw 6 30+9/ +15* 1D10+6D6

    Tail Lash 6 45+9/ +15* 6D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The medium dragon’s breath blankets an area with a cone of effect 6m wide to a range of 26m.

    The medium dragon’s flames do 3D6 damage, while the acid cloud does 3pts damage, and poison gas has POT 11.

    The flying dragon’s dive can, given enough time, reach Move 48 when it slams into its prey; ripping with both claws.

    Skills: Dodge 40-35, Aerial Dodge 60-35, Scan 60+13/ +19*, Search 60+13/ +19*, Smell Prey (to 20km) 60+13/ +19*, Listen 60+13/ +19*, Speak Many Languages 40+9**, Fast Talk 40+9**, Orate 40+9**, Bargain 40+9**, Persuade 40+9**

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Armor: 12-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +15

    Large Dragon

    Characteristics Average

    STR 4D6+56 70 Move 3/ 7 flying

    CON 3D6+28 38-39 Hit Points 55

    SIZ 4D6+56 70 Fatigue 109

    INT 4D6 14

    POW 3D6+12 22-23

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +25% to their chances to hit.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) Points

    Tail 01-02 01 16/ 14

    RH Leg 03-04 02 16/ 18

    LH Leg 05-06 03 16/ 18

    Hind Q 07-08 04-08 16/ 22

    Fore Q 09-10 09-14 16/ 22

    R Wing 11-12 15 16/ 14

    L Wing 13-14 16 16/ 14

    RF Leg 15-16 17 16/ 18

    LF Leg 17-18 18 16/ 18

    Head 19-20 19-20 16/ 18

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 16/ 14

    RH Leg 04 16/ 18

    LH Leg 05 16/ 18

    Hind Q 06-09 16/ 22

    Fore Q 10-14 16/ 22

    RF Leg 15 16/ 18

    LF Leg 16 16/ 18

    Head 17-20 16/ 18

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9/ +15* varies

    Bite 6 55+9/ +15* 2D8+8D6

    Claw 6 30+9/ +15* 1D10+8D6

    Tail Lash 6 45+9/ +15* 8D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The large dragon’s breath blankets an area with a cone of effect 8m wide to a range of 28m.

    The large dragon’s flames do 4D6 damage, while the acid cloud does 4pts damage, and the poison gas has POT 13.

    The flying dragon’s dive can, given enough distance and time, reach Move 64 when it slams into its prey; ripping with both claws.

    Skills: Dodge 50-49, Aerial Dodge 60-49, Scan 60+15/ +21*, Search 60+15/ +21*, Smell Prey (to 23km) 60+15/ +21*, Listen 60+15/ +21*, Speak Many Languages 40+11**, Fast Talk 40+11**, Orate 40+11**, Bargain 40+11**, Persuade 40+11**

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Armor: 16-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +18

    Huge Dragon

    Characteristics Average

    STR 4D6+66 80 Move 3/ 7 flying

    CON 3D6+33 43-44 Hit Points 62

    SIZ 4D6+66 80 Fatigue 124

    INT 4D6 14

    POW 2D6+18 25

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +30% to hit.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) Points

    Tail 01-02 01 18/ 16

    RH Leg 03-04 02 18/ 21

    LH Leg 05-06 03 18/ 21

    Hind Q 07-08 04-08 18/ 25

    Fore Q 09-10 09-14 18/ 25

    R Wing 11-12 15 18/ 16

    L Wing 13-14 16 18/ 16

    RF Leg 15-16 17 18/ 21

    LF Leg 17-18 18 18/ 21

    Head 19-20 19-20 18/ 21

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 18/ 16

    RH Leg 04 18/ 21

    LH Leg 05 18/ 21

    Hind Q 06-09 18/ 25

    Fore Q 10-14 18/ 25

    RF Leg 15 18/ 21

    LF Leg 16 18/ 21

    Head 17-20 18/ 21

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9/ +15* varies

    Bite 6 55+9/ +15* 2D8+9D6

    Claw 6 30+9/ +15* 1D10+9D6

    Tail Lash 6 45+9/ +15* 9D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The huge dragon’s breath blankets an area with a cone of effect 9m wide to a range of 30m.

    The huge dragon’s flames do 4D6 damage, while the acid cloud does 4pts damage, and the poison gas cloud has POT 15.

    The flying dragon’s dive can, given enough time, reach Move 80 when it slams into its prey; ripping with both claws.

    Skills: Scan 60+16/ +22*, Search 60+16/ +22*, Smell Prey (to 25km) 60+16/ +22*, Listen 60+16/ +22*, Speak Many Languages 40+12**, Fast Talk 40+12**, Orate 40+12**, Bargain 40+12**, Persuade 40+12**

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Armor: 18-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +20

    Gigantic Dragon

    Characteristics Average

    STR 4D6+74 88 Move 3/ 7 flying

    CON 3D6+37 47-48 Hit Points 68

    SIZ 4D6+74 88 Fatigue 136

    INT 4D6 14

    POW 3D6+18 28-29

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +34% to their chances to hit.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) Points

    Tail 01-02 01 20/ 17

    RH Leg 03-04 02 20/ 22

    LH Leg 05-06 03 20/ 22

    Hind Q 07-08 04-08 20/ 27

    Fore Q 09-10 09-14 20/ 27

    R Wing 11-12 15 20/ 17

    L Wing 13-14 16 20/ 17

    RF Leg 15-16 17 20/ 22

    LF Leg 17-18 18 20/ 22

    Head 19-20 19-20 20/ 22

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 20/ 17

    RH Leg 04 30/ 22

    LH Leg 05 20/ 22

    Hind Q 06-09 20/ 27

    Fore Q 10-14 20/ 27

    RF Leg 15 20/ 22

    LF Leg 16 20/ 22

    Head 17-20 20/ 22

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9/ +15* varies

    Bite 6 55+9/ +15* 2D8+10D6

    Claw 6 30+9/ +15* 1D10+10D6

    Tail Lash 6 45+9/ +15* 10D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The gigantic dragon’s breath blankets an area with a cone of effect 10m wide to a range of 32m.

    The large dragon’s flames do 5D6 damage, while the acid cloud does 5pts damage, and the poison gas has POT 16.

    The flying dragon’s dive can, given enough distance and time, reach Move 106 when it slams into its prey; ripping with both claws.

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Skills: Scan 60+18/ +24*, Search 60+18/+24*, Smell Prey

    (to 29km) 60+18/+24*, Listen 60+18/+24*, Speak Many Languages 40+14**, Fast Talk 40+14**, Orate 40+14**, Bargain 40+14**, Persuade 40+14**

    Armor: 20-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +24

    Colossal Dragon

    Characteristics Average

    STR 15D10+69 151-152 Move 3/ 7 flying

    CON 14D10+35 112 Hit Points 132

    SIZ 15D10+69 151-152 Fatigue 264

    INT 4D6 14

    POW 2D6+24 31

    DEX 3D6 10-11

    Notes: The creature’s large size gives foes +66% to their chances to hit.

    _________________________________________________

    Winged Dragon

    Hit Location Melee (D20) Missile (D20) Points

    Tail 01-02 01 36/ 33

    RH Leg 03-04 02 36/ 44

    LH Leg 05-06 03 36/ 44

    Hind Q 07-08 04-08 36/ 53

    Fore Q 09-10 09-14 36/ 53

    R Wing 11-12 15 36/ 33

    L Wing 13-14 16 36/ 33

    RF Leg 15-16 17 36/ 44

    LF Leg 17-18 18 36/ 44

    Head 19-20 19-20 36/ 44

    _________________________________________________

    Wingless Dragon

    Hit Location (D20) Points

    Tail 01-03 36/ 33

    RH Leg 04 36/ 44

    LH Leg 05 36/ 44

    Hind Q 06-09 36/ 53

    Fore Q 10-14 36/ 53

    RF Leg 15 36/ 44

    LF Leg 16 36/ 44

    Head 17-20 36/ 44

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+9/ +15* varies

    Bite 6 55+9/ +15* 2D8+18D6

    Claw 6 30+9/ +15* 1D10+18D6

    Tail Lash 6 45+9/ +15* 18D6

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    Notes: A dragon can attack twice per melee round. Unless using its breath weapon, or grabbing or clawing on the move, a dragon cannot attack ground targets unless it lands.

    The colossal dragon’s breath blankets an area with a cone of effect 22m wide to a range of 45m.

    The colossal dragon’s flames do 10D6 damage, while the acid cloud does 11pts damage, and the poison gas cloud has POT 37.

    The flying dragon’s dive can, given enough distance and time, reach Move 106 when it slams into its prey; ripping with both claws.

    Skills: Scan 60+18/ +24*, Search 60+18/ +24*, Smell Prey (to 31km) 60+18/ +24*, Listen 60+18/ +24*,

    Speak Many Languages 40+14**, Fast Talk 40+14**, Orate 40+14**, Bargain 40+14**, Persuade 40+14**

    * The first value is for unintelligent dragons; the 2nd for Intelligent ones.

    ** This skill is only available to intelligent dragons.

    Armor: 36-point tough scales.

    Magic: Intelligent dragons may learn any variety of magic, and frequently are masters. Magic modifier +26

  15. Hi gang,

    In an effort to *goad* you lay-abouts into posting some monsters, I'll try another :)

    -Ken-

    _______________________________________________________________

    Hadrosaurus

    Hadrosaurus are large, herbivorous dinosaurs; its heavy body reaching 6-16m in length; with a heavy, muscular tail measuring up to almost half the total body length, and standing from 3-9m tall at the highest point along its spine while on all fours. Hadrosaurus can reach weights in excess of 4,000 kg.

    Hadrosaurus are quadrupeds with long, muscular hindlegs and shorter front legs supporting its bulky, somewhat boxy body. Hadrosaurus spends much of their time on all-fours feeding on tree leaves, fruit and seeds, but can rear up on their back legs to a height of ¾ the creature’s length, to reach food higher up in the trees. When threatened, hardosaurus will usually rear up on its back legs to run away.

    Its nearly 1m long head, with its long, flattened, toothless beak, rests atop a long, flexible neck which allows hadrosaurus to gather low-growing plants from a wide area around it, without requiring the creature to move.

    Hardosaurus is a herd animal that nests in the same location each breeding season.

    The stats below can also be used to represent any of the various breeds of crested duckbill dinosaurs, including Saurolophus, Parasaurolophus and Corythosaurus.

    Hadrosaurus

    Characteristics Average

    STR 4D6+24 38 Move 7

    CON 3D6+12 22-23 Hit Points 37

    SIZ 4D6+36 50 Fatigue 61

    INT 3 3

    POW 2D6+6 13

    DEX 1D6+6 9-10

    Notes: The creature’s large size gives foes +15% to their chances to hit.

    _________________________________________________

    Hit Location D20 Points

    Tail 01-02 18/ 12

    RH Leg 03-05 12/ 12

    LH Leg 06-08 12/ 12

    Hind Q 09-11 18/ 15

    Fore Q 12-15 18/ 15

    RF Leg 16 12/ 12

    LF Leg 17 12/ 12

    Head 18-20 18/ 12

    _________________________________________________

    Weapon SR Attack% Damage

    Kick 6 40+3 1D8+4D6

    Bite 6 25+3 1D6+4D6

    Skills: Scan 40+2, Scent 45+2

    Armor: 8-point pebbled hide.

  16. Hmm, note to self...DO NOT FIGHT the Dragon Turtle...

    Very nice, as usual. Appreciate seeing those wonky MM critters here. Any chance you could work up some Kaiju/gargantua a la the Terrasque or Godzilla?

    -STS

    Hi,

    Thanks for the kudos, Slade.

    I'm unfamiliar with this creature you mention... By "Godzilla" do you mean *the* Godzilla? :)

    Egads, man, that thing would be really, *really* scary... I'll have to think about that one.

    But in the menatime, I'd watched the deluxe 2 disc version of the original King Kong, and found it interesting that Kong varied in height depending on what they had him doing.

    Anyhow, taking a noemal gorilla and sqwuare-cubing the thing up to appropriate Kongesque dimensions, I wound up with stats for a Giant Gorilla.

    Enjoy,

    -Ken-

    ______________________________________________________________

    Giant Gorilla

    Giant gorillas are jungle-dwelling apes. The are quite large, with strength excessive to even their massive size. Gorillas are quadrupeds, but can walk and stand on their hind legs.

    Giant gorillas tend to be solitary, usually only coming together for mating.

    Giant gorillas live in more remote sections of Africa.

    Male giant gorillas range from 4.7-5.5m in height, are very wide, and may reach weights in excess of 6,000kg. Females are around 4m in height, may reach weights in excess of 2,200kg and have STR 5D6+53 and SIZ 5D4+14..

    Giant Gorilla

    Characteristics Average

    STR 5D6+63 80-81 Move 4/ 6 in trees

    CON 5D6+18 35-36 Hit Points 54

    SIZ 5D6+53 70-71 Fatigue 117

    INT 7 7

    POW 3D6 10-11

    DEX 3D6+3 13-14

    Notes: The creature’s large size gives foes +25% to their chances to hit.

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-03 01-02 8/ 14

    LH Leg 04-06 03-04 8/ 14

    Abdomen 07-09 05-08 8/ 18

    Chest 10 09-13 8/ 22

    RF Leg 11-14 14-16 8/ 18

    LF Leg 15-18 17-19 8/ 18

    Head 19-20 20 8/ 18

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 6 40+11 1D10+8D3

    Wallop 6 20+11 1D6+8D3

    Grapple 6 50+11 8D6

    Stomp 6 20+11 2D6+8D6

    Note: Each melee a giant gorilla may attack twice. It may wallop twice, bite and wallop, or bite and grapple. The attacks occur 3 SR apart.

    The giant gorilla’s bite and wallop damage has only half its damage modifier.

    If a grapple succeeds, the giant gorilla grips its opponent and does full damage modifier each Melee. It may continue to bite as well.

    Skills: Climb 60-2, Dodge 40-2, Listen 25+1, Scan 25+1, Swim 00, Hide 40-13, Sneak 30-13.

    Armor: 8-point skin, muscle, and hair.

  17. I wonder if there would be interest ito be worth doing up a bunch of horse stats by type/breed? Or would that just be going into too much detail for most BRPers? :confused:

    Hi,

    Are you kidding? :)

    Bring 'em on. Can't have enough different breeds of horse (for my taste, anyways). People who could care less can roll up the generic 4D6+24 SIZ (or whatever it is), and those who'd appreciate the variations could enjoy the variations :)

    Best,

    -Ken-

  18. Hi gang,

    Well, looking through the old Monster Manual, I ran across the Dragon Turtle. I like it. Just plain weird. So I worked one up for RQ3.

    Prertty straight=forward, I think. Lifted the write-up bodily from the MM, I think. All the weird creatures that don't makje *any* sense to me wind upo being sorcerous creations---an excvellent dodge, if ya ask me :)

    Enjoy.

    -Ken-

    ________________________________________________________________

    Dragon Turtle

    An unnatural sorcerous creation, this colossal, aquatic horror resembles an amalgam of gigantic marine turtle, plesiosaur and dragon. Its large, relatively flat, oval body, where not covered by its thick, armored carapace of bony plates, is covered with tough, scaled hide.

    A dragon turtle typically has a body length of 6.8-10m, including its short, pointed tail. Its wide, draconic head, with wide jaws packed with rows of deadly fangs, is supported by a long, agile neck ranging from 4-6m in length. The creature’s width, flipper-to-flipper, ranges from 4-9m.

    The dragon turtle’s massive, paddle-like flippers cleave the water in powerful, vertical strokes; propelling it smoothly and almost silently through the water.

    Dragons turtles are able to belch out clouds of obscuring fog or scalding steam.

    A dragon turtle must first spend an entire melee round taking a very deep breath before exhaling the next melee. While inhaling, the creature is limited to only one other action for that round.

    Each use of its breath-weapon costs the dragon turtle 2D6+3 Fatigue points, and it may attack normally in the same melee. A dragon turtle can use its breath-weapon once every 1D3 minutes.

    Dragon Turtle

    Characteristics Average

    STR 6D6+62 83 Move 2/ 6 swim

    CON 6D6+18 39 Hit Points 61

    SIZ 6D6+62 83 Fatigue 122

    INT 3 3

    POW 2D6+8 15

    DEX 2D6+6 13

    Notes: The listed DEX assumes the creature is in the water. Should a dragon turtle leave the sea for land, its DEX is assumed to be only 2D6.

    The creature’s large size gives foes +31% to their chances to hit.

    _________________________________________________

    Hit Location (D20) AP/ HP

    RH Flipper 01-02 14/ 15

    LH Flipper 03-04 14/ 15

    Hindbody 05-10 20/ 24

    Forebody 11-15 20/ 24

    RF Flipper 16-17 14/ 15

    LF Flipper 18-19 14/ 15

    Neck and Head 20 14/ 20

    _________________________________________________

    Weapon SR Attack% Damage

    Breath 3 60+6 varies

    Bite 3 60+6 9D3

    Flipper 6 60+6 1D6+5D6

    Gore 6 40+6 1D10+9D6

    Notes: Dragon turtles are difficult to kill because of their shells. They are able to retract their heads and flippers into their shells.

    The long neck of the dragon turtle gives it a weapon SR of zero. It only receives half normal damage modifier on bite attacks.

    A Special Gore indicates victim has been Impaled by the dragon turtle’s horns. If the creature’s STR then successfully overcomes the victim’s SIZ, it will Toss its foe 3 SR later; rolling 4D6 for distance and delivering Knockback damage.

    Should the beast’s STR roll fail, the victim remains

    impaled, and a Toss may be attempted again next round.

    The cloud of dank, clinging fog produced by the dragon turtle blankets an area approximately 45m in diameter, and is almost completely opaque; reducing the Perception skills of those engulfed by the creature’s POW x3 at anything beyond a distance of 3m for the duration. This cloud linger for 1D6 melees before dissipating.

    The blast of scalding, shriveling steam produced by the dragon turtle blankets an area with a cone of effect 8m wide to a range of 30m. The initial melee spent engulfed in this burning cloud inflicts 4pts burn damage on a victim. The heat of the steam quickly dissipates, however, lowering damage done by -1 point per additional melee. This cloud linger for 1D3 melees before dissipating.

    Skills: The dragon turtle’s body shape removes any negative Agility modifier for SIZ. Dodge 60+13 (only applies to head and neck), Aquatic Dodge 40+13, Scan 60+3, Search 60+3, Smell 60+3.

    Armor: 14-point thick, pebbled hide on flippers, neck and head; 20-point thick shell on body.

  19. Btw,

    The small donkey is equivalent to the miniature donkey native to Greece or Sardinia or someplace, IIRC.

    The average or oridinary donkey (whatever I called it---the 2nd example) is a standard, unremarkable ass of some sort.

    The mammoth donkey is this huge, thickly-furred French donkey whose real name I forget,

    Hope thast helps :)

    Best,

    -Ken-

  20. Very nice...My creature descriptions seem lame and...pedestrian by comparison. Are you a biologist?

    Hi,

    Thanks.

    No, I am *not* a biologist, I'm a framer by trade ( a person who frames art).

    Most of the creatures in my bestiary---at least the ones I'm curious about at any rate---get this sort of write-up. There are exceptions, however, like "Cattle", who get as superficial a treatment as they received in their original RQ3 write-up simply because I couldn't give two hoots about the biology of cattle.

    The information is generally cut-n-pasted from a variety sources into a document, which I then cobble together into a fairly informative introduction to the creature.

    And there ya have it! :)

    Best,

    -Ken-

    --------------------------------------------------------------------------

    Lela: "Uh, Professor, are we even allowed in the Forbidden Zone?"

    Professor: "Why of course. Its just a name, like "The Death Zone' or 'The Zone of No Return'.

    All the zones have names like that in 'The Galaxy of Terror'."

    ---Futurama

  21. Hiya gang,

    In an effort to get others posting *their* creatures (either Real World or homebrewed fantasy/sci-fi or whatever) I decided to post some *more* cresatures.

    This time, its the ubiquitous donkey.

    Best,

    -Ken-

    _________________________________________________________________

    Donkey

    The donkey, or ass is a member of the equine family, differing from the horse most notably with its large ears. Donkey ears are much longer in proportion to their size than a horse’s. The neck is straighter in the donkey than in the horse, and supports a large head. Its back is straighter than a horse’s due to the donkey’s lack of a true wither. The donkey’s coat is short and coarse, with a strip of dark hair

    running down the length of its spine, and another across the shoulders. Donkeys have short, stiff, upright manes which stands erect. The donkey’s slender legs end in rounded hooves, and its tail is short and tufted. Donkeys lack a true forelock, though the mane sometimes grows long enough to be combed down between the ears toward the eyes.

    The donkey’s most valuable qualities are sturdiness and endurance. Donkeys are renowned for their ability to perform difficult work under unfavorable conditions and exist with little care and poor food. During the dry summer, when the limited rain brings out grasses and wildflowers, donkey herds gorge themselves; gaining almost half their body weight. This serves them well during both winter and breeding season. Donkeys eat almost anything, but grasses and scrubby bushes seem to feature highly in their diet.

    Donkeys are more surefooted when carrying heavy loads over rough terrain than are horses.

    Donkeys are good swimmers, and frequently wallow in water if they find a body of it. Donkeys are also highly resistant to disease.

    Donkeys range from .87-2.6m in length, stand .61-1.8m at the shoulders, and can reach weights in excess of 600kg.

    Herds are lead by an elderly male or female, and normally made up of less than 50 individuals., but can occasionally exceed 200. Sentries are posted during grazing, and they rely on their speed to evade predators. During breeding season herds break into family groups, and the males compete to form harems, which they guard. Females usually have a single foal in isolation before rejoining the larger female and young herds.

    Donkeys inhabit open plains, steppes, grasslands, meadows, valleys and open forests to altitudes of 5,200m, and can easily scramble up almost vertical rock slopes.

    Donkeys originate in North Africa, but thanks to trade, have spread across the world, and may now be found throughout Africa, the Mediterranean , Asia, the Indian subcontinent and the Middle East.

    SMALL DONKEY

    Small donkeys range from .87-1.23m in length, stand .61-.86m at the shoulders, and can reach weights in excess of 200kg. A small donkey can carry 50kg of baggage.

    Small Donkey

    Characteristics Average

    STR 2D6+12 19 Move 10

    CON 3D6 10-11 Hit Points 15

    SIZ 2D6+12 19 Fatigue 30

    INT 4 4

    POW 3D6 10-11

    DEX 2D6+6 13

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 2/ 4

    LH Leg 03-04 03-04 2/ 4

    Hind Q 05-07 05-09 2/ 6

    Fore Q 08-10 10-14 2/ 6

    RF Leg 11-13 15-16 2/ 4

    LF Leg 14-16 17-18 2/ 4

    Head 17-20 19-20 2/ 5

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 7 25+2 1D8

    Kick 7 40+2 1D6+1D6

    Rear & Plunge 7 40+2 2D6+1D6

    Trample 7 75 2D6 downed foe.

    Notes: A donkey may attack once in a melee.

    Skills: Dodge 45-1, Climb 60-1, Jump 50-1, Swim 60-1, Listen 30-4, Scent 60-4, Hide 25-7, Sneak 30-7.

    Armor: 2-points of hide and muscle.

    ORDINARY DONKEY

    Ordinary donkeys range from 1.3-2m in length, stand

    .91-1.42m at the shoulders, and can reach weights in excess of 400kg. An ordinary donkey can carry 100kg of baggage.

    Ordinary Donkey

    Characteristics Average

    STR 2D4+24 29 Move 11

    CON 3D6 10-11 Hit Points 20

    SIZ 2D4+24 29 Fatigue 40

    INT 5 5

    POW 3D6 10-11

    DEX 2D6+6 13

    Notes: The creature’s large size gives foes +4% to their chances to hit.

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 2/ 5

    LH Leg 03-04 03-04 2/ 5

    Hind Q 05-07 05-09 2/ 8

    Fore Q 08-10 10-14 2/ 8

    RF Leg 11-13 15-16 2/ 5

    LF Leg 14-16 17-18 2/ 5

    Head 17-20 19-20 2/ 7

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 6 25+7 1D8

    Kick 6 40+7 1D6+3D6

    Rear & Plunge 6 40+4 2D6+3D6

    Trample 6 75 6D6 to downed

    foe.

    Notes: A donkey may attack once in a melee.

    Skills: Dodge 45-6, Climb 60-6, Jump 50-6, Swim 60-6, Listen 30-4, Scent 60-4, Hide 25-17, Sneak 30-17.

    Armor: 2-point of hide and muscle.

    MAMMOTH DONKEYS

    Mammoth donkeys are very large, with a long head carried on a strong neck and rounded haunches. Its long ears are so large that some are carried horizontal. Its limbs are heavy, with large joints, and its large feet are covered with the same thick fur as ther rest of its body. Mammoths range from 2-2.6m in length, stand 1.43-1.8m at the shoulders, and can reach weights in excess of 650kg. A mammoth donkey can carry 150kg of baggage.

    Mammoth Donkey

    Characteristics Average

    STR 2D4+30 35 Move 9

    CON 2D6+6 13 Hit Points 24

    SIZ 2D4+30 35 Fatigue 48

    INT 4 4

    POW 3D6 10-11

    DEX 2D6+6 13

    Notes: The creature’s large size gives foes +7% to their chances to hit.

    _________________________________________________

    Hit Location Melee (D20) Missile (D20) Points

    RH Leg 01-02 01-02 3/ 6

    LH Leg 03-04 03-04 3/ 6

    Hind Q 05-07 05-09 3/ 10

    Fore Q 08-10 10-14 3/ 10

    RF Leg 11-13 15-16 3/ 6

    LF Leg 14-16 17-18 3/ 6

    Head 17-20 19-20 3/ 8

    _________________________________________________

    Weapon SR Attack% Damage

    Bite 6 25+7 1D8

    Kick 6 40+7 1D6+3D6

    Rear & Plunge 6 40+7 2D6+3D6

    Trample 6 75 6D6 to downed

    foe.

    Notes: A donkey may attack once in a melee.

    Skills: Dodge 45-12, Climb 60-12, Jump 50-12, Swim 60-12, Listen 30-3, Scent 60-3, Hide 25-23, Sneak 30-23.

    Armor: 3-point of hide and muscle covered in long, thick fur.

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