1d8+DB Posted May 27, 2013 Posted May 27, 2013 The trouble-making Demi-God from Chinese legend, scaled down to merely superhuman levels. Sun Wukong - Wikipedia, the free encyclopedia The Monkey King STR 14 CON 14 SIZ 8 INT 12 POW 20 DEX 22 APP 15 MOV 10 Hit Points: 21 DB: 0 Powers: Super Characteristic: DEX (15), Super Characteristic: POW (9), Extra Hit Points (10), Alternate Form*(x5)(100), Extra Energy (5), Flight (3), Invisibility (8), Leap (4) , Size Change (Shrink)(7), Size Change (Grow)(12), Super Movement: Lightfoot (10), Super Skill: Bo staff(4), Super Skill: Acrobatic (4), and Unarmed Combat (40). (Total Power Cost: 231) Mutation: Hands (x2)(for feet and tail). Magic:Change, Dispel, Light, Lift, and Illusion. Skills: Climb 88%, Dodge 66%, Jump 60%, Grapple 50%, Martial Arts 70%, Perform: Acrobatics 95%, and Boasting 95%. Weapon Skill % Damage Bo Staff 85% 1d6 Notes: If you know any spoiled two-year-olds then you know the personality of the Monkey King. Arrogant, impulsive, and petulant, the only sure way to get him to do anything is to specifically forbid it. *Suggested Alternate forms would be trout, dragon-fly, snake, bear and ox. Quote
Zarameus Posted May 28, 2013 Posted May 28, 2013 No, no, no, no, and yes. What I got is a very old SIZ table that continues a pre-existing progression. THe normal RQ3 SIZ table is used as the basis for the SIZ tables in CoC, and BRP. On the table, SIZes from 8-88 use a logrymic double progression. Every doubling of the mass equal +8. 50kg is SIZ 8, 100kg is SIZ 16, 200kg is SIZ 24, and do on. Then after SIZ 88 the table jerks around in fits and starts and is practically useless. After SIZ 330, the SIZ is 1/10th the weight (in short tons). Now, Showa-era GOjira has a mass of 20,000 tons. If we assume those are metric tons (most likely as his other measurements are given in meters), then he would weight about 22100 short tons, and be SIZ 2210. Since we know he can body slam King Ghidoran, who has a mass of 30,000 tons, we can work out GOji's STR at around 3315. Now those numbers are a bit hard to work with, as would Gojira +344D6 damage bonus, not to mention his very high armor score (about 1000 points if he is to fight other giant monsters). But, if we just continue the doubling progression used from SIZ 8-88 beyond SIZ 88 we get much more user friendly values (see Goji's stats above), and a consistent progression in SIZ, STR and damage bonus. We now know that something that something 32 SIZ larger than another something, is 16 times the mass and weight, no matter what SIZ you you are dealing with. Erasamus and I have been using that progression to write up Kaiju stats, and one thing we noticed is that the doubling scale makes it much easier for the Kaiju to interact with each other. Hojira with a mass of 20,000 ton (SIZ 156) and STR 170 (lift about 62,000 tons), can go to the resistance table with a 40,000 ton MechGojira (SIZ 165) which he couldn't do with the linear scale used in BRP. We might have to fudge hit points a bit for vehicles using this scale (probably makes sense since a ton of steel is tougher than a ton of flesh), but otherwise it seems to work out nicely. Wait. Guys, help me out here. I read through your calculation stuff, but I'm not entirely sure I understand the idea of Godzilla hitting 150 on the SIZ stat. The back of the Malleus Monstrorum states that after 330 or such, it becomes 1/10th scale - thus a 80,000 ton Dhole has a SIZ 8000. Why are we ignoring this for Godzilla? He has an established tonnage of 20,000 some, thus SIZ 2000, right? And I know you said that absurd damage bonus was, well, absurd - but that doesn't make sense for him? Or wait. Did I misread it? Are we talking, like, on a sort of different scale? Like a giant monster specific table, so the totals are reduced? I'm just trying to wrap my head around this whole thing. Quote
seneschal Posted May 28, 2013 Author Posted May 28, 2013 The trouble-making Demi-God from Chinese legend, scaled down to merely superhuman levels. Sun Wukong - Wikipedia, the free encyclopedia The Monkey King STR 14 CON 14 SIZ 8 INT 12 POW 20 DEX 22 APP 15 MOV 10 Hit Points: 21 DB: 0 Powers: Super Characteristic: DEX (15), Super Characteristic: POW (9), Extra Hit Points (10), Alternate Form*(x5)(100), Extra Energy (5), Flight (3), Invisibility (8), Leap (4) , Size Change (Shrink)(7), Size Change (Grow)(12), Super Movement: Lightfoot (10), Super Skill: Bo staff(4), Super Skill: Acrobatic (4), and Unarmed Combat (40). (Total Power Cost: 231) Mutation: Hands (x2)(for feet and tail). Magic:Change, Dispel, Light, Lift, and Illusion. Skills: Climb 88%, Dodge 66%, Jump 60%, Grapple 50%, Martial Arts 70%, Perform: Acrobatics 95%, and Boasting 95%. Weapon Skill % Damage Bo Staff 85% 1d6 Notes: If you know any spoiled two-year-olds then you know the personality of the Monkey King. Arrogant, impulsive, and petulant, the only sure way to get him to do anything is to specifically forbid it. *Suggested Alternate forms would be trout, dragon-fly, snake, bear and ox. I like it. You've captured the essence of the character, within the limits of BRP's super powers rules. Good job! The only thing I'd add is a good Fast-Talk and/or Intimidation skill, since he tends to do a lot of both to try and get his way. Quote
1d8+DB Posted July 15, 2013 Posted July 15, 2013 Grendel, monster of Anglo-Saxon legend. STR 30 CON 22 SIZ 25 INT 10 POW 16 DEX 21 HP 23 DB +2d6 SAN 2/1d8 Weapon % Damage Special Fist 66% 2d6+db Fling Opponent 40% (d6)d6+db Foe is flung d6x3m away. Armor: 6 point rubbery skin, all locations. Note that due to Mutation Grendel only takes ½ damage from edged weapons. Powers: Super-sense (hearing) (8 levels) and Major Mutation (Hardy). Skills: Dodge 42%, Listen 70%, Stealth 40%, and Throw 44%. Appearance: A flayed giant, with long, twisted limbs and a grotesque, over-sized head. Grendel is normally timid, preferring to remain in his watery grotto with his monstrous mother. However, loud noises in the range of his extremely sensitive hearing can drive him to a murderous rage. 1 Quote
seneschal Posted July 17, 2013 Author Posted July 17, 2013 (edited) Good write-up. However, I have trouble reconciling the shy momma's boy you describe with the ravenous critter in the poem who likes Danish for breakfast. To think that the debacle began as a simple domestic disturbance; King Hrothgar could have avoided the whole thing by having his soldiers turn down their stereos. Warriors: "Crank it, baby. Yeah! Battle of the bands." Grendel: "Can't ... stand ... disco!" One thing I could never determine from the story was exactly how far Castle Heorot was from Grendel's lake. In the versions I read, it seemed like a pretty good trek. Which begs the question: Just how loudly were the Danes singing and carrying on? And just how sensitive was Grendel's hearing (since he was in a cave, beneath a lake, a pretty good walk down the hill from the mead hall)? Edited July 17, 2013 by seneschal Quote
seneschal Posted July 18, 2013 Author Posted July 18, 2013 Toad for BRP Source: Kenneth Grahame, The Wind in the Willows, 1908 WANTED: TOAD For Grand Theft, Hijacking, Reckless Endangerment, Escape, Resisting Arrest, Disturbing the Peace, and Impersonating a Washerwoman. ALIASES: Toad of Toad Hall; Elias Jeremiah Toad II, Esquire; They call me MISTER Toad; The Sultan of Speed; “Mad Wheels” Toad; Agnes the Washerwoman DESCRIPTION: Suspect is 4-feet, 10-inches tall, weighs approximately 60 pounds, has extremely long legs for his height, large yellow eyes, wide mouth, webbed fingers and toes, and damp, warty skin. No distinguishing scars, marks or tattoos. Was last seen wearing washerwoman’s cap and dress. REWARD: 10,000 pounds for information leading to the capture and arrest of this convicted felon. Subject is to be considered armed and extremely dangerous. If sighted, do not approach, do not attempt to apprehend. Contact your local constable or police station immediately. STR 10 CON 17 SIZ 7 INT 13 POW 10 DEX 16 APP 12 SAN 35 (originally 50) Move: 10 Hit Points: 12 Damage Bonus: +0 Armor: None Attacks: Brawl 25%, 1D3 + DB; Grapple 25%, 1D3 +1/2 DB Skills: Bargain 39%, Climb 40%, Disguise 35%, Dodge 32%, Driving (horse cart) 20%, Driving (automobile) 20%, Driving (motorcycle) 20%, Etiquette 39%, Fast-Talk 45%, Insight 39%, Jump 40%, Language (English) 65%, Listen 25%, Navigate 44%, Persuasion 39%, Pilot (boat) 35%, Pilot (hot air balloon) 20%, Pilot (Wright Model A airplane) 20%, Spot 25%, Status 49%; Swimming 40% Notes: I started to base Toad on the Dilettante profession in Call of Cthulhu but finally decided that the Confidence Man profession from the Investigator’s Companion was a better fit, given his checkered career. In the book, Toad was fascinated by a succession of boats and four-wheeled land vehicles only, but I figured it was only a matter of time until motorcycles and aircraft caught his attention as well. The Wright Model A was being manufactured by European licensees during the era in which The Wind in the Willows takes place. Grahame, unlike C.S. Lewis, never gives us dimensions for his talking animal characters. When dealing with other animals, they seem normal animal size (and children’s book illustrators tend to depict them that way). On the other hand, Toad was large enough to operate various man-sized vehicles, to peer through the windows of human dwellings, to appear in a human court of law without special restraints, and to impersonate a (short) woman. I settled on just under 5 feet tall, with weight to match. Usually I don’t include SAN for characters created with the Big Gold Book, but Toad practically requires the stat, whether the Mythos Knowledge skill exists in the campaign or not. He’s a classic manic personality, co-dependent on his trio of faithful friends to get him out of the trouble he causes. Fortunately, despite numerous crashes and wrecks, Toad has managed not to kill anyone (so far) and to injure only himself. If Toad ever actually took the time to learn to operate his many vehicles, he’d have a personal fleet to rival that of Bruce “Batman” Wayne. 250 skill points plus 130 personal skill points = 380 points. 34 each plus 6 Quote
MrJealousy Posted August 25, 2013 Posted August 25, 2013 (edited) Ok, I'm sure someone has done this before, but here's my attempt anyway... Yeti ... updated later in this thread... Edited July 12, 2016 by MrJealousy kill those typos... Quote Mr Jealousy has returned to reality!
seneschal Posted August 26, 2013 Author Posted August 26, 2013 I like the way you've created a believable ecology and sociology for the yeti, making them not just another monster but people (albeit, strange people). Quote
MrJealousy Posted August 26, 2013 Posted August 26, 2013 Yeah, over the years I have begun to really dislike the needless killing of natural creatures in my games. If my players stumble across a bear in my RQ campaign, for example, and they kill it. They then discover that it was only defending its cub, or it was stalking something really dangerous and might have been helpful, or something just NASTY happens to then in return. So when I'm creating new critters I'm not thinking 'this will make a good combat opportunity' I'm thinking 'why is it here, what is it doing, what does it want'. Most of the time the critter is essentially unaware of other societies (when you are talking about beasts they just don't understand) but that doesn't mean that it does not have a motive and an objective of its own. And I think having access to that motive can make a creature more than just a combat encounter. Anyway, thanks for the nice compliment. My RQ gang are going to bump into a couple of these tonight Quote Mr Jealousy has returned to reality!
seneschal Posted August 26, 2013 Author Posted August 26, 2013 Required viewing: Jonny Quest, Monsters in the Monastery Monsters in the Monastery is the twenty-fifth episode of the first season of Jonny Quest (1964) - YouTube Quote
1d8+DB Posted October 7, 2013 Posted October 7, 2013 (edited) Inspired by Seneschal's Ship of Monsters Post. Space Vixen, comely invader from the stars! STR 10 CON 12 SIZ 10 INT 16 POW 15 DEX 12 APP 17 DB 0 HP 17(11+6) Move 10 Skills: Command 44%, Dodge 30%, Dance 65%, Energy Weapon (Pistol) 44%, Persuade 56%, Pilot Spacecraft 50%, and Science: Cosmo-physics 65%. Weapon Raygun Damage 1d8+2 Attacks/Round 2 Range 15 m Ammo capacity 15 Powers: Psionics: Telepathy and Eidetic Memory Other Powers: Additional Hit Points (+6), and Super Movement (athletic grace in stiletto heels). Super-garment: the metallic singlets and micro-skirts worn by these shapely aliens is in fact one of their greatest technological developments. Indestructible and self-cleaning. Adaptibility (3). These brief garments generate micro-climatic controls that allow the wearer to function in otherwise hostile environments. Extreme cold. Extreme heat. Vacuum ( a fish bowl helmet appears, providing a breathable atmosphere). Defense (3). -15 to attacks made against the wearer. Armor(6): 3 points of armor versus kinetic and energy attacks. Weaknesses: Space-girls want love. Space Vixens are extremely susceptible to seduction attempts by square-jawed terrestrial heroes. In such seduction attempts, if the hero has an APP of 16 or more, he gets two rolls, and uses the better roll. Space Vixens love to dance! In the presence of rhythmic music the Space Vixen must roll her INTx3% or less, or immediately stop what she was doing to perform a flirty twist. Lousy shots when it matters. When using her ray-gun against Player Characters the Space Vixen rolls twice, and uses the worse roll. Cosmo-Physics: Space Vixen physics is based on principles that baffle the male mind. Any attempt to use their technology by males is at -20%. Notes: Coming to earth for nefarious purposes, these beauteous cosmic travelers are usually thwarted by a weakness for steely-eyed earth-men and go-go dancing. Edited October 7, 2013 by 1d8+DB Quote
seneschal Posted October 7, 2013 Author Posted October 7, 2013 I'd say your write-up has them down pat. Quote
seneschal Posted October 19, 2013 Author Posted October 19, 2013 Uk, the Mexican Cyclops Mexican filmmakers (and apparently audiences) love the Universal Monsters. The national cinema had been influenced by U.S. horror imports starting with the Spanish-language version of Tod Browning’s Dracula in 1931, a film which in many respects improved upon the English language version shot at the same time. Mexican fantasy and science fiction movies have featured vampires ever since, and Mexican cinematographers also created their own versions of the Wolf Man, the Frankenstein monster, and the Mummy. One U.S. monster they apparently couldn’t duplicate was the Creature from the Black Lagoon. So instead they created a substitute to fill out the monster pantheon: Uk the Cyclops. The choice may have been influenced by a little-known U.S. science fiction movie, The Cyclops (1957), which was set in Mexico. Forget ancient Greek mythology. This Cyclops is an alien space creature imported by would-be invaders for nefarious purposes. The muscular 7.5-foot humanoid has a domed head with large pointed ears that flap, a single eye on a stalk like a snail’s, a Cookie Monster-like muzzle filled with sharp fangs, rough armored hide capable of deflecting revolver shots, and large three-fingered claws. A mane runs from the top of Uk’s head down its back. The Cyclops is sentient and can speak fluent Spanish but prefers to let its claws do the talking. Uk is strong enough to uproot and lift large trees. Despite its talons and formidable dental equipment, it absorbs its prey’s tissues by unknown means, leaving the intact skeleton standing in the victim’s last living attitude and position. In combat Uk will pick out the biggest, strongest-looking opponent to attack first as the most worthy adversary. Uk was introduced in The Ship of Monsters (1960) and returned in Santo and Blue Demon Against the Monsters (1970). In the first film it was electrocuted during a grand brawl with a robot. In the second it was supposedly destroyed when the mad scientist’s laboratory blew up. But we all know cinematic monsters only stay dead until the next movie. STR 70 CON 18 SIZ 23 INT 10 POW 12 DEX 11 Move: 10 Hit Points: 21 (41 CON + SIZ option) Damage Bonus: +5D6 Armor: 20/5 (kinetic, heat) Attacks: Bite 40%, 1D10 + DB; Claw 50%, 1D6 + DB; Grapple 55%, 1D3 + DB Skills: Climb 40%, Dodge 22%, Language (Spanish) 50%, Listen 65%, Spot 45%, Throw 45%, Track 35% Quote
rogerd Posted November 4, 2013 Posted November 4, 2013 (edited) Okay people let's list some monsters, or templates that are totally invented, or existing modified existing templates. What made me think of this? Well I was reading Poetry and the Gods and I started thinking of how we can make sense of the Gods of earth existing with Mythos critters. So here goes. Okay I was thinking of using the stats for Jinn as per Cthulhu Invictus, page 116. Generic Jinn I'm using these as stats for the normal Gods of Earth, as if we go by mythology there were three races: Angels or Devas (beings of light - see CoC: Dark Ages - Old Ones), Humankind, and the Jinn (composed of smokeless fire). History Origin They inhabit an unseen world in dimensions beyond the visible universe of humans. Together, the jinn, humans and angels make up the three sapient creations of God. The Qur'an mentions that the jinn are made of a smokeless and scorching fire but also physical in nature, being able to interact physically with people and objects and likewise be acted upon. However, individuals retain different attributes of their true form, so no two jinn are alike. Second Age After Ahura Mazda formed the Holy Ones (see CoC: Dark Ages - Old Ones) he then created the Jinn. They walked the world when it was young and treated it and the species as a plaything. They watched indolently when the Kings of Atlantis struggled against the creatures that emerged from a rift in the ocean floor. The lives of mortals meant nothing, all they wanted was adoration. Then something odd happened, some managed to drain the collective psychic energy and use it to empower themselves with. Some gained so much power that they became the equal of the Elder Ones and where they trod, all fell in abject fear. Characteristics Generally depicted as beings with godlike powers, they are beings that have been worshipped as Deities or Gods throughout history, and on many worlds. They are a race of immortal preternatural beings, and each is a prime authority in the religion or pantheon that they established or belonged to. Despite having a role in human religion and possessing free will, the majority of them are cruel, petty, uncaring, and only concerned with themselves and their survival. Some of them are neutral, but the majority are evil. Their natural skin colours range from obsidian black to milky white, with eyes varying from violet to gold. Abilities Biology Although immune to harm from conventional weapons, it must be noted however a sufficient injury from certain sources can still kill them although it would require being at ground zero to a relatively large explosion, or having their whole body immersed in extremely corrosive acid, or going through a wood chipper being prime examples. Whereas humans have blood, they bleed something called Ichor which is an ethereal golden fluid that is toxic to mortals in close proximity. This same fluid shares some characteristics with Ambrosia. Certain gods and creatures are immortal, unable to die by the passage of time, immune to all human and supernatural diseases, most forms of magic, and able to survive damage that would easily destroy a mortal. Many control the forces of nature, magic, and ruled over the Earth, animals and mortals. Most of the Olympian Gods and the Titans fall under this category. Some of them, however still age until they achieve their immortality and then once achieved do not age. Most are described as being part of a family or pantheon and some of them rely on their mortal devotees for worship. Many are indistinguishable from humans in appearance, though some look radically different. Those that are human in appearance have white/blue glowing eyes which lack pupils. Also noteworthy is the fact that when a God dies, a catastrophic event occurs like an explosion or a devastating occurrence that is sometimes called a plague. Only a few artefacts can kill immortals. Powerful gods such as Zeus can also kill immortals. Str: 6d6 Con: 6d6+3 Dex: 3d6 Siz: 3d6+6 Int: 3d6 Pow: 4d6 Cha / App: 5d6 Traits Immortal: Do not age and cannot be magically aged. Invulnerable: Non-magical weapons will not harm one and neither will poisons, disease or viruses. Magic: Many possess a variety of magic spells. Regeneration: 2 HP per round (5 seconds) Shapechange: By expending 1 MP they can change into any form of similar size. This lasts two rounds. Common Disciplines These are powers that have a suite of uses, and are less limited than talents. Control Element (See Runequest: Slaine) Common Talents These are abilities that only cover one area or use. Divine Radiance: This will allow them to create a forcefield comprised of light, and each MP = AP. Due to the brightness all that view this suffer 5 rounds of temporary blindness. Inhuman Visage: Many of them have true forms that are more monstrous than human; for instance Kali's true form had blue skin, fangs, and multiple pairs of arms and hands. Some deities possess animalistic features. This costs 3 MP and does not last more than one round, and may incur San loss. Circle of Purifying Flame: There are many depictions in mythology, certainly in Hindu and Buddhist texts, of gods being surrounded by flames. Not only do these protect from attacks, but it also causes horrendous amounts of damage. Each MP = AP & 1d6 Dam. Teleport: Allows the god to teleport. See Gate spells for MP costs. Weaknesses Specific Weapons: Certain exotic weapons can kill them. This could high tech weapons such as a disintegration weapon, or some other exotic energy used by some Mythos races. Sufficient Force: Being submerged in highly corrosive acid, whether ground zero in a nuclear explosion or being fed through a wood chipper - homage to all Supernatural fans Weapons of the gods: These were weapons forged by other Jinn, although weapons forged by the Holy Ones (See Old Ones from Call of Cthulhu Dark Ages) are also effective. Higher beings: Higher beings can easily kill them, including other higher gods (Great Old Ones, Elder Gods etc) Environmental Habitat: Gravity: Atmosphere: Population: Miscellaneous Government: Unknown Technology: Unknown Culture: At some point they are known to have split into various factions: Gods (Olympians) & Titans (Asuras). Another lesser known faction are the Tuatha that fled towards Europe after being cast out during the God-Wars. Members: Many beings such as Zeus, Indra and such are Jinn. Relationships: Like humans they find it difficult to form a cohesive whole, and often war among themselves. Edited November 4, 2013 by rogerd Quote
seneschal Posted January 29, 2014 Author Posted January 29, 2014 Flynn Source: Skylanders video game “You check out the terrain from ground level. I’ll scout overhead and meet you at the other end of the island.” Skyland is a mystic dimension of beautiful green, sheep-filled islands floating over, well, it isn’t clear what but it’s a long way down. This once peaceful realm is currently besieged by the hordes of Kaos, a diminutive would-be conqueror with loads of confidence, resources, and followers. Can you say “Napoleon complex”? The Portal Master, guardian of Skyland, has been using his magic to summon heroes from nearby dimensions to defend his homeland and its creatures. Unfortunately, that means the player-characters whether they will or no. Assigned to assist the PCs in reaching their various quest destinations is Flynn, possibly the only being in Skyland with an ego bigger than that of Kaos. The vainglorious balloon pilot resembles a bipedal yellow tabby cat clad in a 1920s leather flight suit, complete with cap and goggles. He’s convinced that since he’s chauffeuring such epic champions, he must be one himself. Flynn will brag incessantly about how awesome he is, how the ladies just can’t keep their paws off of him, how there is no problem he can’t solve – that is, as long as the adventurers go first. He is, in fact, a reasonably competent pilot and airship mechanic who is not too bad in a scrap. (He will avoid combat at all costs.) Although his daring may not extend further than the edge of his gondola, Flynn is bold enough while dodging Kaos’ air patrols to land his unarmed vessel in enemy occupied territory. STR 8 CON 12 SIZ 11 INT 11 POW 10 DEX 10 APP 6 Move: 10 Hit Points: 12 Damage Bonus: None Armor: 2 (leather flight suit and cap with goggles) Attacks: Brawl 43%, 1D3+db; Pistol 38%, 1D8 Skills: Climb 58%, Command 30%, Craft (Blacksmithing) 30%, Craft (Sewing) 21%, Dodge 38%, Drive 30%, Fine Manipulation 23%, Heavy Machine 26%, Knowledge (Skyland) 30%, Listen 50%, Navigate 35%, Pilot (Hot-Air Balloon) 41%, Repair (Mechanical) 40%, Spot 70% Mutations: Hybrid (cat man), Increased DEX, +2D6), Keen Vision (2X distance, +20% to Spot) Notes: Flynn had 250 skill points plus 110 personal skill points based on INT. Profession: Pilot. He’s a rather clumsy cuss despite being a feline; his DEX is a mere 10 even after being enhanced by his mutation. Hugo Source: Skyland video game “Well, I didn’t really build the Core of Light, the original one. But I’m sure I could reconstruct it if you can get me the parts.” Skyland is a mystic dimension of beautiful green, sheep-filled islands floating over, well, it isn’t clear what but it’s a long way down. This once peaceful realm is currently besieged by the hordes of Kaos, a diminutive would-be conqueror with loads of confidence, resources, and followers. Can you say “Napoleon complex”? The Portal Master, guardian of Skyland, has been using his magic to summon heroes from nearby dimensions to defend his homeland and its creatures. Unfortunately, that means the player-characters whether they will or no. Hugo, Skyland’s foremost (fur-most?) scholar and scientist, resembles a short, bespectacled ground squirrel. He’s a bit of a pedant and old maid (always fussing at the PCs to be about their current mission) but the information he can provide about Skyland’s history, denizens, and technology will prove invaluable. Hugo has become convinced that the adventurers can defeat Kaos if only they can help him duplicate or reconstruct a mystical artifact known as the Core of Light, said to have repelled the enemy’s forces in ancient times. And he’s got a handy shopping list of components for them to acquire for him during their quest. Since Skyland equipment is an amalgam of Da Vinci mechanism, gee-whiz pulp science fiction gadgetry, and magic item, they’ll have to take his word for it. Although Hugo’s advice is generally sound, the stress of war has made him a little eccentric. He is sure that Skyland’s ubiquitous sheep are a malevolent force, always following and spying on people, attempting to sneak up on them to steal their possessions. Hugo will urge the heroes to beware of them. Upon casual observation, the sheep appear no more intelligent or sinister than those of Earth. STR 4 CON 10 SIZ 2 INT 17 POW 12 DEX 19 APP 12 Move: 6 Hit Points: 6 Damage Bonus: -1D6 Armor: None Attacks: Clipboard 25%, 1D3+2+db Skills: Fine Manipulation 31%, Heavy Machine 30%, Hide 34%, Knowledge (Skyland People and Places) 31%, Knowledge (Skyland History) 31%, Knowledge (Skyland Flora and Fauna) 31%, Language (English) 28%, Language (Skylander) 85%, Persuade 33%, Repair (Mechanical) 39%, Repair (Electrical) 39%, Research 52%, Science (Natural History) 28%, Science (Physics) 28%, Spot 49%, Stealth 34%, Teach 37% Notes: Hugo was built on the Halfling template with his INT and CON stats switched. He had 250 skill points and 170 personal skill points based on INT. Profession: Scholar. Quote
1d8+DB Posted March 3, 2014 Posted March 3, 2014 Dimetrodon Though often mistaken for a dinosaur, the dimetrodon is actually a kind of proto-mammal . It's most distinctive feature is is the tall 'sail' that adorns its back; created by long spines that project from its vertebrae. It is an aggressive carnivore. STR 3d6+3 CON 3d6+4 SIZ 2d6+6 INT 1d6 POW 1d6 DEX 2d6 HP 12 (avg) DB 1d4 (avg) Movement: 8 (6 Swimming) Armor: 2 point hide Weapon Attack% Damage Bite 40 1d10+Toxin Toxin: The dimetrodon's saliva contains a toxin (POT=CON) that interferes with blood coagulation. If the Resistance roll is missed, the afflicted character or creature begins loosing 1 hit point per round for bleeding; until the blood flow can be staunched (First Aid) skill. Note that this effect can stack, with each wound inflicted by the dimetrodon requiring further Resistance rolls. Skills: Stealth 50+1d0%. Special Rules: At this point in the evolution of terrestrial life, the problems of bodily temperature regulation had not been completely resolved: during the cold nights the dimetrodon is often torpid and sluggish, its movement and DEX are both halved. Quote
seneschal Posted March 3, 2014 Author Posted March 3, 2014 I like the write-up. How big were the things? Quote
NathanIW Posted March 3, 2014 Posted March 3, 2014 They varied in size from small dog to crocodile sized. If I had to guess, 1d8+DB is representing an average one the size of a lion or tiger. Quote
seneschal Posted March 3, 2014 Author Posted March 3, 2014 Even the dog-sized ones would be dangerous. I had to ask because my old dinosaur books showed Dimetrodons in the swamp with no sense of scale and Saturday morning cartoons usually made them at least as big as a Chevy sedan. Crocodiles and lions are a good benchmark for the threat. Hope if my PCs encounter one it'll be early one rather chilly morning. Quote
seneschal Posted March 10, 2014 Author Posted March 10, 2014 Inspired by the dragon discussion in the Damage Bonus: BRP vs. RuneQuest thread: St. George style dragon Possessing a long, snakelike body with short, strong legs, the “Georgian” dragon is a solitary ambush predator that prefers habitats that provide cover, such as wooded areas or debris. It can swim but is not primarily aquatic. Glands in its jaws emit a powerful neurotoxin which the dragon can exhale as a mist or squirt like a spitting cobra. The dragon’s flexible body also enables it to coil around a victim like a serpent. It has large forward-facing eyes for good binocular vision and mobile external ear flaps, giving the upper face a vaguely canine appearance. Smaller, younger specimens are capable of climbing trees but mature dragons are too heavy for this, although they can traverse rugged terrain in search of prey. STR (4D6+12) 28 CON (3D6+8) 18-19 SIZ (4D6+12) 26 INT 3 POW (3D6) 10-11 DEX (3D6+6) 16-17 Move: 10/3 swimming Hit Points: 23 Damage Bonus: +2D6 Armor: 2 (tough hide) Attacks: Bite 65%, 1D8+1/2DB plus poison; Grapple 40%, 1D6+DB Skills: Climb 65%, Dodge 55%, Hide 75%, Jump 50%, Listen 75%, Spot 60%, Stealth 80%, Swim 30% Dragons of Babylon Babylonian dragons are lake- and river-dwelling omnivores with webbed paws and ridiculously long necks and tails. They usually subsist on fish and the tender parts of water plants but don’t mind nibbling on unwary Mesopotamian fishermen and farmers. Powerful swimmers, these dragons are surprisingly swift on land. They usually attack by biting with their turtle-like beaks; their long necks enable them to reach targets two to five meters away, depending on the dragon’s size. They can also knock opponents down with their tails or rear up on their hind legs to swipe at foes with their clawed forepaws. Unlike many dragons, they live in small family groups consisting of the parents and one to three young and are protective enough of their offspring to raid villages and towns in search of captured whelps. Once the young dragons are self-sufficient, the adults go their separate ways. Although dragons aren’t truly capable of domestication, the priests of various Middle Eastern cults devoted to their worship sometimes keep (usually juvenile) specimens in captivity. If well-fed and given fresh water to wallow in, they can live in a temple complex fairly peacefully, as long as the keepers don’t stray within reach. STR (6D6+24) 45 CON (3D6+12) 22-23 SIZ (6D6+24) 45 INT 3 POW (3D6) 10-11 DEX (3D6+2) 13 Move: 12/12 swimming Hit Points: 34 Damage Bonus: +5D6 Armor: 8 (scales) Attacks: Bite 45%, 1D10+DB; Claw 25%, 1D6+DB; Tail Bash 30%, 1D8+DB plus knockdown Skills: Blow Mysterious Bubbles 90%, Hide 60%, Sense 65%, Stealth 55%, Swim 70%, Track 50% Notes: The "Georgian" dragon was based on the Crocodile stats from the Big Gold Book with skills modeled after those of a Snake. The Babylonian dragon was based on Rhinocerous stats from the BASIC Bestiary. Quote
1d8+DB Posted March 11, 2014 Posted March 11, 2014 (edited) So, in the spirit of Pelgrane Press's system spanning Beastiary here's a write up for the Dimetrodon using FreeFate and 13th Age rules. First FreeFate Aspects: Primeval Beast, Aggressive Carnivore, and prominent Dorsal Sail. Skills: Good Athletics (+4), Good Endurance (+3), Good Stealth (+3), Great Survival (+4), and Great Weapon: Bite (+4). Stunts: Slow Acting Poison (Good Potency (+3) and Fair Subtlety (+2)), Swim as Athletics Skill. Armor: Leather equivalent, 0 Stress Boxes, -1 Consequence. 7 Stress Boxes 13th Age Prehistoric Beast Role 3rd Level Wrecker Initiative: +3 Attack: Bite +8 vs AC: 12 DMG Natural 13+ Target takes 1d8 ongoing poison damage. Swim: Capable and powerful swimmer. AC 16 PD 17 MD 9 HP 80 Edited March 13, 2014 by 1d8+DB Added Armor to the Fate writeup Quote
1d8+DB Posted March 23, 2014 Posted March 23, 2014 (edited) Pier Anthony's Manta From Omnivore The Manta's homeworld is Nacre, a planet where fungal life is dominant, and a world with a stable, 'ordered' eco-system. Despite its amazing mobility the Manta is a fungal creature, and a sapient, though it has no culture and no technology, requiring neither, as it is so perfectly adjusted to its ecological niche. In appearance the Manta's upper body is a flattened disk, with a large, unblinking eye in the front, and a thin, whip like tail in the rear. This upper body is supported by a trunk-like 'foot'. In movement the 'foot' contracts and expands, like a piston, giving the Manta the ability to run at a very great speed. It is also capable of short, gliding flights, by leaping into the air and stretching its upper body into a kind of wing. The eye of the Manta does not see in the visible spectrum, but ultraviolet and infra-red. It can also transmit in a narrow beam, which is how the Manta's communicate. The spongy body of the Manta weighs about 40-50 kilograms (adult), and stand a little over a meter tall. STR 2d6+3 CON 3d6 SIZ 2d6 INT 3d6+6 POW 3d6 DEX 4d6+12 HP 8 Average Move 72 Armor: None, but, due to a lack of significant internal structure, impaling weapons only do their minimal damage; and slashing/cutting weapons only do half-damage. Weapon Tail Whip 120% 1d10+2 damage Skills: Acrobatics and Dodge 90% Powers: Gliding flight || 5 levels of leap Super-Movement: The Manta can skip across water, but must move at its full speed to do so. Weaknesses: The Manta's skin blisters and burns in bright sunlight, for 1 hp/round when so exposed. The Manta lacks peripheral vision, though it can gauge distance perfectly (it can calculate delays in the 'bounce' of it UV eye-beam). A shroom from hell! Our favorite Italian plumber would be no match for one of these beasts. In the novel, a human agent, conditioned to an superhuman level of physical perfection, was only just able to defeat a juvenile in unarmed combat. Edited March 23, 2014 by 1d8+DB Corrected author Quote
seneschal Posted March 23, 2014 Author Posted March 23, 2014 The manta's tail is a nasty weapon! But if they're intelligent, can they be talked to and negotiated with? Any chance of Star Trek style amity? Quote
1d8+DB Posted March 23, 2014 Posted March 23, 2014 (edited) Read the book! Ugggh! Fumbled my Lore: American Science Fiction roll. The trilogy that the Manta appears in, "Omnivore", "Orn", and "Ox" is by Piers Anthony. http://en.wikipedia.org/wiki/Of_Man_and_Manta Edited March 23, 2014 by 1d8+DB Correctly identified author Quote
1d8+DB Posted December 14, 2014 Posted December 14, 2014 Not so much a monster, here is the Super Martial Artist of wuxia cinema. Super Martial Artist (171 points) STR 15 CON 13 SIZ 8 INT 14 POW 17 DEX 20 APP 11 EDU 11 HP 14 db +0 Mutation1: Metabolic Improvement and Double-jointed. Psychic Powers: Danger Sense (passive), Dead Calm, and Empathy. Powers: Diminish Characteristic: CON (3 levels | 15 pts.), Diminish Characteristic:DEX (3 levels |15 points), Leap (5 levels | 5 points), Extra Characteristic: POW (+5 | 5 points), Extra Characteristic: DEX (+8 | 8 points), Super-movement: Lightfoot (10 points), Super-skill:Climb (+40% | 4 points), Super-Skill: Dodge (+40% | 4 points), Super-skill:Escape Artist (+40% | 4 points), Super-skill: (+40% | 4 points), Super-skill:Martial Artist (+50 | 5 points), Super-skill: Sleight of Hand (+20% | 2 points), and Unarmed Combat (5 levels | 100 points). Skills (with bonuses): Brawl 50%, Climb 90%, Dodge 90%, Escape Artist 90%, Grapple 50%, Sleight of Hand 70%, Projection: Nerve-point manipulation 50%, and Martial Artist 100% Metabolic Improvement |Not an actual physical mutation: through training and meditation the super martial artist has attained an amazing level of control over her metabolic processes; allowing her to slow them down to such an extent that they seem to stop entirely. Through this technique the damages due to poisons, toxins, or environmental effects can be slowed down or halted, until the danger has passed. Diminish Characteristic: CON |Through the manipulation of nerve-points the super martial artist can cause a fatal disruption of chi energy within a foe's body. Diminish Characteristic: DEX | As above, though the intent is to induce temporary paralysis. Escape Artist | Due to their flexibility and body control, the super martial artist is at -3 to SIZ for squeezing into tight and confining places. Quote
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