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Author Topic: [Fantasy Craft] A Catalogue of Creatures  (Read 13068 times)
Krensky
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« Reply #60 on: January 26, 2010, 11:41:10 AM »

The short answer is that I thought it thematic.

The long answer is that it's not a cat. It looks and acts like one, but cats don't have an intelligence of 14 or a strength of 10, or the ability to speak, not to mention that cats are animals, not beasts.
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TheAuldGrump
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« Reply #61 on: February 03, 2010, 07:47:13 AM »

Sometimes, at night, you might hear a near silent scrabbling of claws on a tile roof, or see a shadow leap from one building to another. The wise know better than to look, there are things that do not wish to be seen, and might demonstrate their unhappiness with sharp and silent knives in the shadows. Browned bones, empty eyes, clothed in tattered dark rags might be the last thing that you see.

Though dangerous in combat, favoring numbers, the Roof Leapers prefer to be left to their nightly robberies, stealing unwatched trinkets, glittering beads, and small valuables, choosing shine over value, and secreting their gleanings in hidden rooftop nests. Unless under the control of another they will avoid combat, except against lone witnesses at night.

Roof Leaper (Medium Undead Walker — 67 XP): Str 12, Dex 16, Con 10, Int 14, Wis 12, Cha 10; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init VI; Atk II; Def IV; Res III; Health III; Comp V; Qualities: achilles heel (fire, flash), banned action, chameleon (indoors/settled I), class ability (Burglar: bloody mess, Burglar: evasion I, Burglar: evasion II, Burglar: slippery), darkvision II, feat (Wolf Pack Basics, Wolf Pack Mastery, Wolf Pack Supremacy), nocturnal, superior climber II, superior jumper IV, superior runner II.
Attacks/Weapons: Dagger (1d6 lethal 19–20 Bleed, hurl D/1h Hard 2 7D 2 lbs. Primitive 15s)
Treasure: 1G, 1L

Note - Roof Leapers are mute, unable to use any skill involving the voice. If there is a sign language they may use it to communicate with those who know the silent speech. Roof Leapers communicate with each other by sign and posture.

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« Reply #62 on: February 12, 2010, 09:53:03 AM »

Because I remember the fun I had springing thiis on my Survival Horror players:

     Sentry Pod (Small Immobile Construct — 91 XP). Str 10, Dex 10, Con 10, Int 6, Wis 10, Cha 0; Init V; Atk VII; Def I; Res IV; Comp I; Skills: Notice VIII, Search VIII, Tactics V; Health V; Qualities: Achilles heel (electricity), darkvision II, frenzy III, hive mind, improved stability, lumbering, tough I, treacherous.
     Attack: Acid paintballs (Extraordinary attack III, alternate damage: acid, AP 4, bleed, 80 ft. beam).
     Tactics: An individual sentry pod's first attack in a scene alway deals subdual damage, a gambit intended to lull targets into a false sense of security when they see that it's 'only' firing liquid dye pellets (particularly effective in more modern settings). All subsequent attacks deal acid damage, and a pod will always frenzy. When multiple pods are deployed, they are typically placed with intersecting fields of fire and often within range of each other as a defensive measure.




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Morgenstern
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« Reply #63 on: February 12, 2010, 11:38:32 AM »

Sentry Pod = Yikes Shocked
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« Reply #64 on: February 12, 2010, 10:46:18 PM »

A Spycraft version of the pod in play, with the reveal of the trap taking place here.

The video that inspired the idea

For comparison, the spycraft statblock:

Sentry Pod (Standard Construct ― 62 xp). Init VII; Atk X; Def I; Comp 0; Dmg IV; Resil III; Skills: Notice VII; Wlth 0; Wpns: FN P90 (1d10+1 subdual + 2d6 acid, E/T 1-3/20, Rng 35, Ammo 150, UPG: Red-dot sight(atk +1)) ×2. Gear: None. Vehicle: None. Qualities: Class Ability (Alpha Strike(std action auto fire 1/rd), Construct, Extra Stability, Feat (CQB Basics (+1 atk/dmg), Marksmanship Basics, 2 Weapon Basics), Shadowvision, Sluggish (0 ft), Thick Hide IV, Undersized (Small), Unnerving I.

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« Reply #65 on: March 18, 2010, 08:31:44 AM »

Droid X-1 (Medium Construct Walker — 86 XP):  Str 14, Dex 10, Con 14, Int 6, Wis 10, Cha 1; SZ M (1×1, Reach 1); Spd 30 ft. ground; Init III; Atk X; Def V; Res III; Health V; Comp I; Skills: Athletics V, Notice V, Tactics V; Qualities: achilles heel (electrical), damage reduction 4, darkvision II, feat (Wolfpack Basics), hive mind, improved stability.
Attacks/Weapons: Cyborg X-1 Electrothrower (damage II; beam 60ft. range; damage type: electrical)ectrical)
« Last Edit: March 24, 2010, 04:19:26 PM by samsimilian » Logged

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« Reply #66 on: March 18, 2010, 10:49:22 AM »

Droid X-2 (Large Construct Walker — 119 XP):  Str 16, Dex 10, Con 16, Int 6, Wis 10, Cha 1; SZ L (1×1, Reach 1); Spd 40 ft. ground; Init III; Atk X; Def V; Res IV; Health VI; Comp I; Skills: Athletics V, Notice V, Tactics V; Qualities: achilles heel (electrical), damage reduction 4, darkvision II, feat (Wolfpack Basics), hive mind, improved stability.
Attacks/Weapons: Cyborg X-1 Electrothrower (damage III; beam 60ft. range; damage type: electrical), Talon II × 2 (armour piercing 4), Stunblaster (stunning III; beam 30ft. range)
« Last Edit: March 24, 2010, 04:20:22 PM by samsimilian » Logged

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« Reply #67 on: March 18, 2010, 12:55:19 PM »

Droid S-1 (Medium Construct Walker — 88 XP):  Str 10, Dex 16, Con 10, Int 8, Wis 10, Cha 1; SZ M (1×1, Reach 1); Spd 40 ft. ground; Init VI; Atk VI; Def VIII; Res II; Health IV; Comp III; Skills: Athletics III, Notice VII, Sneak IV, Tactics V; Qualities: achilles heel (electrical), class ability (Scout: sneak attack 2d6), damage reduction 3, darkvision II, feat  (Quick Draw, Wolfpack Basics), hive mind.
Attacks/Weapons: Claw I (armour piercing 4; finesse)

I'm still thinking about a Mastercraft "Sniper Rifle" to equip this guy with.
« Last Edit: March 24, 2010, 04:24:19 PM by samsimilian » Logged

Crafty_Alex
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« Reply #68 on: March 18, 2010, 03:41:32 PM »

I'm still thinking about a Mastercraft "Sniper Rifle" to equip this guy with.

The Long Rifle is probably the closest you've got out of the box - if you give the droid the Black Powder feat tree and/or some Deadeye class abilities, you'd be doing quiet well as Robo-sniper.
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« Reply #69 on: March 24, 2010, 04:17:36 PM »

SpyDrone A-1 (Tiny Construct Flyer — 57 XP): Str 10, Dex 14, Con 10, Int 6, Wis 16, Cha 1; SZ T (1×1, Reach 1); Spd 60 ft. flight; Init VII; Atk I; Def V; Res I; Health I; Comp I; Skills: Notice X, Sneak X; Qualities: achilles heel (electrical), darkvision II, improved sense (hearing, sight).
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TheAuldGrump
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« Reply #70 on: May 01, 2010, 06:00:41 PM »

Why The Auld Grump should not be allowed to make creatures at 3:00 AM while suffering from insomnia:

Phlying Phlegm (Medium Folk Flyer/Walker — 74 XP): Str 10, Dex 10, Con 16, Int 10, Wis 10, Cha 10; SZ M (1×1, Reach 1); Spd 120 ft. flight, 10 ft. ground; Init II; Atk IV; Def III; Res I; Health V; Comp —; Skills: Notice III, Survival III; Qualities: achilles heel (fire), blindsight, critical hesitation, damage immunity  (acid, blackpowder, blunt, bows, sneak attack), splitter  (damage).
Attacks/Weapons: Swallow III (armour piercing 4; grab)
Notes: The Phlying Phlegm's Spd starts at 30 ft. flight, and increases by 30 ft./rnd until it reaches top speed. Unless it is Split by damage a Phlying Phlegm will regurgitate its prey after dealing a total damage equal to twice the level of the adventure.

A variant of the Phlying Phlegm devours dead organic matter, and will deal the damage directly to the clothing and armor of the prey, rather than the prey itself. As a side effect of this damage the victim does receive 1d6 Cha damage.

The Auld Grump, hey, at 3AM it seemed pretty funny....
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« Reply #71 on: May 15, 2010, 04:31:11 AM »

Three AM, making critters again. This time I know the cause of my insomnia - too much Dr. Pepper at work last night, I was there until almost 2AM, and had been working days. Next week I am back on days, and need to rederange my schedule again. Sad

Since I am awake anyway, I may as well use the time productively.

These are the combat minions for MOLOCH in my steampunk game.

Arachne (Large Construct Walker — 88 XP):  Str 14, Dex 14, Con 10, Int 10, Wis 10, Cha 10; SZ L (3×3, Reach 1); Spd 30 ft. ground; Init III; Atk IV; Def III; Res III; Health IV; Comp —; Skills: Acrobatics I, Athletics II, Intimidate II, Notice II; Qualities: achilles heel (blackpowder), cold-blooded, damage defiance (fire), damage reduction 5, death throes (fire), fatal falls, improved stability, superior climber I, tough I.
Attacks/Weapons: Bite III (armour piercing 4; grab; keen 4), Steam Vent (damage II; cone 10ft range; damage type: fire; armour piercing 2)
Treasure: 1T

Notes: A steam powered, six legged spider like robot. Resistant to heat, vulnerable to cold and firearms. The high pressure boiler bursts when the construct is destroyed. When intimidating the Arachne uses a classic spider 'threat' pose - spreading its front two legs in an attempt to look bigger - and it works. Not as hostile as it might be, if a foe flees from its threat it follows for only a single round, before moving on to its next victim. It uses its steam vent attack when entering combat against a foe that was not successfully intimidated, following up with it's toxic bite. Once the Arachne bites it holds on until the victim goes all still and boring. It is possible for prey to trick the Arachne - a victim playing dead can make the Arachne release him.


Miniature by Grenadier/Mirliton

I like it better than the Phlying Phlegm at any rate. Tongue

The Auld Grump, I found a miniature for the Phlying Phlegm...  Embarrassed
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« Reply #72 on: May 18, 2010, 01:55:15 AM »

Howler Hornets (Small Horror Flyer/Walker — 55 XP) Always Standard NPC: Str 10, Dex 12, Con 12, Int 6, Wis 10, Cha 10; SZ S (1×1, Reach 1); Spd 60 ft. flight, 10 ft. ground; Init II; Atk I; Def I; Res I; Health I; Comp —; Skills: Notice II; Qualities: darkvision  II, scent mark I, frenzy  III.
Attacks/Weapons: Bite II, Talon I (venomous: Disorienting), Claw I × 2

New quality: Scent Mark I - when a member of the NPC group is killed then all other members of the NPC group gain + 1 to attack and damage rolls against all enemies within 1 square of the dead NPC.

Note: Monkey Bees!

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« Reply #73 on: May 18, 2010, 08:50:31 AM »

Note: Monkey Bees!
I recall specific mention of FantasyCrafts pleasant lack of monkey bees?
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TheAuldGrump
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« Reply #74 on: May 18, 2010, 03:36:27 PM »

Well, you can't say that I didn't warn you. Tongue

Actually, change the name, and they aren't a bad creature. In use I would be tempted to add the horde quality, and maybe hive mind.

It is merely the concept of Monkey Bees! that makes them so risible. Make them just another flying nasty and the problem goes away.

Th Auld Grump
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