Showing posts with label Critters. Show all posts
Showing posts with label Critters. Show all posts

Saturday, August 20, 2011

Madling Island part 2.2: Encounters in the region South west of Ssaur:

The move is over at long last, so (semi) regular posting will now resume. I want to thank everyone for their feedback on the maps I've been posting.


Anyway, lets get on with it!

Critters:


Icyopteryx

AC: 7 [12]

HD: 2

Attack: Beak

Special: Dive 2d6 on first attack.

Move 15 (fly)

X.P. 60

These large birds (wingspan 15 feet) travel in hunting groups of three. During the summer months Icyopteryx primarily nest and hunt in the mountains; however, during the winter and during freak summer snowstorms, they will descend to the lower elevations in search of prey.

Icyopteryx hunt in groups of three (known as triads) and will not hesitate to attack large prey animals. They have an uncanny ability to see and navigate during the heaviest weather and will often accost prey during the peak of a blizzard.

Special Dive: prior to the first round of attack Icyopteryx will climb high and then dive, adding the benefit of inertia to their strike and therefore doing double damage.



Na-Mammoth:

AC 4 (16)

HD 6-8

Attack: Gore 1d6/ Trample 1d6

Special: Breath Weapon

Move 12

Xp 1600-2000


Na-mammoth are large mammal like creatures, which live year round on the Wasted Plain and in the Dire Hills. They are omnivores and will eat virtually anything. A Na-mammoth can breath 40 foot cone of fire, 15 feet wide at its base, twice daily. During winter months this ability is often used to soften the turf in order to access buried plant food .

Perhaps the most interesting thing about the na-mammoth is it’s life cycle. These creatures have a unique form of asexual reproduction. Every spring, the na-mammoth gives (live, pseudo-vaginal) birth to one of the humanoid creatures known as mammoth men. Mammoth men are born full grown, but despite their name, and their brutish hairy appearance, these creatures are actually sexless. Mammoth men and na-mammoth work in concert to find food. Mammoth men take their nutrition directly from the na-mammoth, drinking a milky blood-like secretion from pseudo-mammary arrangements on the na-mammoth’s underside.

When the Na-mammoth dies, the mammoth men eat its corpse. Over the next several days they work in concert to spread their excrement over a small section of tundra. The high acid content of their dung softens the earth. Once this task is complete, the creatures engage in a horrific orgy of violence, during which, they kill and eat one another. The final survivor burrows its way into the softened earth, and generates a mucus sheath around its body. After this, it hibernates for 6 or more months and transforms; a fully formed juvenile na-mammoth emerges from the earth at the beginning the following spring.

For game purposes, each na-mammoth is accompanied by one mammoth man per hit die.



Mammoth Men

AC 10[9]

HD 1+1

Attack: Club 1d6/ Tusks 1d6

Move: 5

XP 100

The larval form of Na-Mammoths, these creatures are roughly humanoid in appearance, although they sport thick coats of coarse hair and large upward thrusting tusks. They are possessed of a rude intelligence, but have no culture or language and exist only to gather food for the Na-mammoth that spawned them.





Next time: I haven't a clue, really, but, possibly, a more detailed look at Madling Isles.

Tuesday, September 21, 2010

Aliens and animal heads: Player Species


Gray: Small humanoid aliens, stranded on the Metal Earth so far in the past that they have almost forgotten that they come from another world. Usually live in homogeneous hive like settlemtents, but sometimes venture out in the world for trade and adventure.

Attribute Generation Method: 4d6 Intelligence and Constitution; 3d6 Wisdom, Dexterity and Strength; 1d6 Charisma.

Special: Mind blast: 1d6 Damage- treats everyone as AC 10 [9] unless they have a mind shield; range of 100'. All normal critical hit and wound rules apply.. Note- this power does not work on undead, magical or mechanical creatures.



Humans: Ancient race, possibly the oldest sentient species native to the planet. Humans are nearly extinct, considered to be unclean, and unwelcome everywhere.

Attribute Generation Method: 3d6 in order.

Special: Humans are highly evolved and may re- roll all 1’s during character generation. +2 on task resolution saving throws involving technology.

-5 charisma Vs. mobs formed of other species.



Insectors: Human-sized upright mantis-like insects. Usually loners.

Attribute Generation Method: 4d6 Constitution and Strength; 3d6 intelligence and Dextarity; 2d6 Wisdom and Charisma.

Special: AC 4 [15]; Two attacks a round- with claws (1d4) or one handed two one handed weapons.



Lizard Men. Savage swamp dwelling reptile species.

Attribute Generation Method: 4d6 Strength and Constitution; 3d6 Intelligence and Wisdom; 2d6 Dexterity and Charisma.

Special: Tough hide AC 4 [15]. Amphibious; Can breath underwater



Minotaurs: Bull headed peasantry of the latter earth. They like mazes.

Attribute Generation Method: 5d6 Strength and Constitution; 3d6 Dexterity; 2d6 wisdom; 2d6 Intelligence; 1d6 Charisma.

Special: Gore 1d6+ Strength modifier damage, must have a running start; without a running start horns do 1d4 + strength modifier damage.



Mongrels: Humanoids with animal like heads. Often treated like second class citizens by other species. Dogmen and pigmen are the most common "races" of sentient beings in the Ruinlands. Tiger girls are hot.

Attribute Generation Method: 3d6 in order to start, but mongrels my move around 1d3 dice.

Special: Natural Weaponry: 1d6 +Strength modifier damage. Darkvision 20m.



Sasquatch: Elusive solitary ape folk, Sasquatch are often very wise and usually smell pretty bad.
Attribute Generation Method: 4d6 for Wisdom/ Strength, 3d6 Constitution/intelligence; 2d6 Dexterity/Charisma.
Special: Blurry. +2 to all stealth related saves. Sasquatch are hard to see at a distance and have a 4 [15] armor class against all ranged weapons, furthermore, scopes and other technological aim enhancement devices do not work on Sasquatch



Shae: Diminutive, urban dwelling ultra-conformist. Shae resemble small, hairless Humans and are rumored to be a product of Human-Grey cross breeding

Attribute Generation Method:

4d6 Intelligence and Wisdom; 3d6 Charisma and and Dexterity; 2d6 Strength and Constitution.

Special: Shae are the only race which can become magic users.




I tried to make them all unique and interesting, but I need to do some more work here. Robots, cyborgs and freaks will require some random tables, and I need to think about that. Furthermore, I'll have to expand the modifier tables for scores over 18 and under 3.




Friday, August 20, 2010

NSFW?: The Scorn, Part 2





Note: the pic above is just so that nobody gets boobs on their blogroll by accident. See below for the source drawing in its entirety.

Scorn Drone:

AC: 9 [10]

Special: Can only attack every other round

HD: 4

Move: 6

Attacks: Fist (2d6)

HDE: 2/

Drones are the work force of the Scorn people. They are slow witted, slow moving sexless creatures usually organized in groups of 10 led by a technician or a leader. Drones are immensly strong and can lift at least a ton unaided. Dependant on the type of work they do drones range in height from 3' to 12' tall; they have dull gray hides and usually wear no clothes, except for the occasional tool belt. Drones will enter combat if urged to do so by a Leader, Technician, or Imperial, but left to their own devices they will allow themselves to be slaughtered without fighting back.

Scorn Warriors:

AC: 7 [12]

Special: Natural Camouflage -2 to hit during the first round of combat

HD: 5

Move: 12

Attacks: + 2 combo gun: energy blast (3d6) or pain bolt (save or paralyzed for 1d6 rounds). Tooth and nail (2d6).

HDE: 6/400

Scorn warriors are smarter and more savage versions of the Drones. They are organized into squads of 5 each led by a Sargent who is slightly more intelligent than the others. Scorn warriors are fearless and will fight to the last unless ordered not to do so by a Leader or a Technician. Scorn will usually shoot to kill, but situations sometimes arise which compel them tho take prisoners. In these cases, they will use the pain bolt. Warriors have no sex organs, and no sense of modesty- although, sometimes senior warriors will tie a bit of cloth around one arm, or apply war paint. Warriors have thick leathery skin and natural camouflage.


Scorn Technicians:

AC: 5 [14] (Shipsuit, silver)

Special: 2cnd level MU

HD:7

Move: 15

Attacks: + 2 Blaster (3d6) (15 charges), Energy sword (3d6)

HDE: 9/1100

Unlike drones and warriors , Technicians have a biological sex and reproductive capability. Technicians keep the complex technology of the Scorn settlements functioning; they are also responsible for supervising drones, and occasionally, groups of warriors. Every technician is (effectively) a 2cnd level magic user. All are equipped with the power up spell and another first level spell of the referee's choice. Despite their name, Technicians are able and formidable combatants. Unlike drones and warriors, technicians have a sense of modesty and tend to wear clothing when outside of the domiciles. Standard attire is a silver shipsuit- a skin tight garment, which is actually a form of high tech armor. The armor works by activating a localized micro force field at the point of impact/contact of any weapon or blow. The reaction system is controlled by a highly efficient logic circuit woven into the fabric of the shipsuit which can effectively react at light speed. The listed armor class is valid against any sort of weapon including firearms and energy weapons.


Scorn Leaders:

AC: 3 [16] (Shipsuit, black)

Special: 4th level MU

HD:7

Move: 15

Attacks: + 2 Blaster (3d6) (15 charges), Energy sword (3d6)

HDE: 12/2000

Scorn leaders run the day to day affairs of Scorn society. Like Technicians, leaders are also sexed and capable of reproduction. Leaders use a slightly better version of the shipsuit, which is black and somewhat more loose fitting. Leaders have a complex inner hierarchy which informs their every interaction with one another and with the other castes. This hierarchy is sometimes (intentionally) subverted by the Imperials. Leaders are formidable combatants, without fear, but will not throw their lives away for a lost cause.

Imperials:

AC: 1 [18] (Super skin)

Special: 5th level MU

HD:14

Move: 15

Attacks: + 4 blaze pole (5d6/ 3 attacks/round)

HDE: 15/2900

Imperials are the executives of each Scorn settlement. Although they defer to the Collective, imperials have absolute rule at the local level. At any given time there is one Female and one male Imperial for each settlement. However, Imperials are usually content to leave the day to day management of local affairs in the hands of Leaders and Technicians, preferring to fill their time with hedonistic pursuits. Imperials are hyper sexed, with exaggerated primary and secondary sexual traits. They rarely wear any clothing, and although they can reproduce, they are not, as is the case with Leaders and Technicians, compelled to do so. Imperials will occasionally go mad with lust for a member of the opposite sex- they especially prone to do this in regards to Humans who show a high degree of competence. A lust crazed imperial is liable to sacrifice anything in the pursuit of this desire.

Imperials are extremely potent on the battlefield (and in the bedroom) and will only withdraw if they are seriously over matched and losing- and even then they virtually never forgive or forget.

Here's the pic, and yeah I made some mistakes with perspective.
Edit: this looks a lot racier on my drawing board but I'll leave the NSFW tag up just in case.


Click the image for a bigger version

Wednesday, August 11, 2010

The Scorn: Part I

The Scorn:


The Scorn are humanoid aliens with several settlements on The metal Earth in the vicinity of the Burning Peaks. How long they have been on Earth is unknown as are their ultimate aims.
The Scorn are masters of Technology. They posses a full gamut of high tech items including a fleet of space worthy flying saucers.

Although they are apparently mammals the Scorn have distinct physical types associated with the types of work they do, not unlike insect castes. The Scorn come in four basic types or castes: Leader, Technician, Warrior and Drone. Of these types only the Leader and the Technician castes have sexual differentiation. Individuals of the Drone and Warrior castes are sexless brutes. Their is a fifth type of Scorn, the Imperial, of which only two adult individuals exist for each major settlement at one time.

Scorn children, known as waifs, and borne only by females of the Leader and Technical castes, effectively comprise another caste. Raised in creches by Drones, waifs nearly always grow into adult Drones, unless, however, some catastrophe has thinned the ranks of the upper casts; in which case, they will grow in such a way as to fill the gaps. In the normal course of things, birthrates are low, and Drones will actually change to fill any gaps in the Warrior class, Warriors will mutate to fill gaps in the Technician castes, and Technicians will transform into leaders. It is the task of the Imperials to decide which individuals are worthy for the transformation; these decisions are as a rule, based upon merit, but favoritism can play a role. If one of the Imperial pair dies, the surviving Imperial chooses their new mate. If both Imperials perish, their replacements are determined by a series of trials involving all members of the Leader caste.
However, death is not the end for members of the Imperial caste. If it is possible their brains are preserved in a huge tank with all those that have come before them. This tank acts as sort of living computer, known as The Collective. The collective rules over all the various Scorn settlements on a given world. It also what the Scorn consider the afterlife and the highest reward one can earn.

Saturday, May 22, 2010

Critters 1


Screamers

AC: 0 [19]

Special: see below

HD:7

Move: 15

Attacks: claw

HDE: 11/1,700


Diseased looking, red-eyed, skeletally gaunt humanoids of giant stature, Screamers gain their name from their most fearsome attack. Once per day a screamer may release special howl which hypnotizes all within a 60’ radius. Save or paralyzed for 2d6 rounds. Screamers prefer to eat their prey while it is still alive, paralyzed and helpless. Hungry, these monstrosities roam the wastelands, continually on the lookout for fresh meat. Screamers can run fast and have the stamina to cover very long distances and they never give up. Often they hunt in packs. Due to their thick hides screamers cannot be harmed by normal melee weapons.



Zetoan

AC:4 [15]

Special: prettifying gaze

HD: 6

Move: 12 (float)

Attacks: Bite

HDE: 8/800


Extra dimensional beings that look like giant tentacled eyeballs. Anyone who meets the gaze of a Zetoan is turned to glass. Zetoans sometime construct elaborate labyrinthine gardens full of glass figures. Zetoans are irrational beings with alien motives. They communicate with telepathy.



Cave Maggots

AC: 4 [15]

Special: none

HD 1+1

Move: 12

Attacks: bite

HDE: 1/15


Meter long carnivorous iridescent worms. Cave maggots often lure prey close by clustering into a “doorway” shape along the walls of dark caves. This produces the illusion of a lit entrance way, curious animals wander close. Will glow for up to 1d6 after death and can be used as a light source. Given time they can borrow throw solid rock and subsequently are often a problem in greenshafts.



Sparkling ooze

AC: 6 [13]

Special: acidic

HD: 10

Move: 6

Attacks:1d3 pseudopod

HDE: 11/1700


Sparkling ooze was originally designed to be a self directed cleaning agent by its forgotten creators. Often found in ruined cities, this semi intelligent translucent slime is the ultimate solvent, dissolving conventional materials on contact. Conventional weapons and armor will dissolve with one successful hit. Sparkling ooze will fission if hit by energy weapons. Some sparkling oozes emit a soothing gentle noise like wind chimes or elevator music.



Slaard

AC:5 [14]

Special: Burrowing

HD: 4

Move: 12/10 (borrowing)

Attacks: Bite

HDE: 5/ 240


The green blooded, red scaled Slaard is neither arthropod nor reptile, but possess characteristics of both. While they dig, Slaard continually emit an ultrasonic pulse which destabilizes the solid rock before them and makes it possible for them to burrow at incredible rates. Slaard live and hunt in rocky badlands, often tracking their prey from beneath the surface.



Ape, Crypt

AC: 4 [15]

Special: Crushing embrace/ breath weapon

HD: 6

Move: 12

Attacks: Strike

HDE: 7/600


Voracious scavengers, Crypt Apes live under ground in the forgotten necropolises which honeycomb the subterranean space of the ancient earth. Despite their predilection for dead flesh, crypt apes will not turn away from a a chance at fresh meat. Instead of striking with its powerful fist, the crypt ape can grab hold of an enemy for 2d6 damage. ST -2 for escape. The crypt ape can also breath on anyone it catches hold of. If the victim fails their saving through (-2) they spend the next 1d4 rounds incapacitated, vomiting. This only works once per attack, per victim. A favorite tactic of crypt apes is to lay in wait for unwary grave robbers inside of empty sarcophagi.



Centauripedes

AC:3 [16]

Special: none

HD: 4

Move: 18

Attacks: Weapon

HDE: 5/240


Half distorted manthing, half centipede, Centauripedes live in savage tribes hostile to outsiders.



Trilon

AC: 9 [10]

Special: radiation

HD: 2

Move: 13

Attacks: bite

HDE: 2/ 30


Similar in appearance to a trilobite, the trilon is a mutant arthropod about the size of a dinner plate. Its bite is radioactive; anyone bitten must make a saving throw (+4 mod to their roll) or contract radiation sickness. If untreated, radiation sickness will lead to death in 4 days -25% hit points each day.



Trilon, large

AC: 5 [14]

Special: radiation

HD: 2

Move: 15

Attacks: Bite

HDE: 4/240


Larger Trilon, weaker radiation; +6 to victim’s saving throw.



Trilon, Giant

AC: 0 [19]

Special: radiation breath

HD: 5

Move: 18

Attacks: Bite

HDE: 7/500


Huge (20’ long), fast moving engines of destruction. Giant trilon can project a stream their own irradiated blood in cone for 15’ (five foot wide at the base). Anyone inside of the come must make a save (with a +4 modifier for the victim). Those that fail the save take 3d6 damage and contract radiation sickness (see Trilon, small); those that make the ST take 3d6 in damage. Giant Trilon are sometimes used as mounts by the soldiers of Ssaur, but only the shae beast masters know the secret of their gentling.



Devilgoat

AC: 2 [17]

Special: breathes fire, ram

HD:9

Move: 20/ 22 (when jumping)

Attacks: Bite, stamp

HDE:11/ 1700


Huge, intelligent and evil predators. Devilgoats hate everyone and every thing. They live to kill and destroy. In addition to their bite and stamp (1d6 each), Devilgoats can breathe fire 3 times a day in a 45 foot cone, 15 feeet wide at its base. Anyone caught in cone takes 3d8 damage, (1/2 damage with a successful ST). Devilgoats can jump 100 feet horizontally and 30 feet vertically.



Iron serpent

AC: 0 [19]

Special: Bite turns victim into iron.

HD: 5

Move: 10

Attacks: bite, crush

HDE 7/ 500


Snake made of living metal. Any one bitten takes 1d6 damage and must make a ST or they will turn into iron.