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Author Topic: [Fantasy Craft] A Catalogue of Creatures  (Read 13112 times)
Mister Andersen
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« Reply #75 on: May 18, 2010, 03:48:49 PM »

Monkey Bee -- they're not all bad
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« Reply #76 on: May 23, 2010, 01:40:53 PM »

Ummm....
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« Reply #77 on: May 23, 2010, 02:04:59 PM »

Monkey Bee -- they're not all bad
I remain confident that video demonstrates the lack of goodness that comes with combining monkeys and bees.  Anyone have a clue what those lyrics mean?
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"Quemadmodum gladius neminem occidit, occidentis telum est."  ("A sword is never a killer, it's a tool  in the killer's hands.")
- Lucius Annaeus Seneca "the younger" ca. (4 BC - 65 AD)
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« Reply #78 on: May 23, 2010, 08:44:36 PM »

It's been a while since I last watched Drunken Master, so my Chinese is rusty, but I'm going to guess that the chorus has something to with dropping acid.
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Mister Andersen
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« Reply #79 on: May 23, 2010, 09:32:55 PM »

Monkey Bee -- they're not all bad
I remain confident that video demonstrates the lack of goodness that comes with combining monkeys and bees.  Anyone have a clue what those lyrics mean?

The only way to pass is a volcano blocking the passage of Tripitaka and co is to extinguish the volcano using a magic fan belonging to Princess Iron Fan. She refuses to give the fan, and at first Monkey is unable to defeat her. With help from Guan Yin, he transforms himself into a bee, which the Princess swallows, and Monkey is able to defeat her from inside. He claims the fan, and the group continues on its journey.



Princess Iron Fan’s Servants:

NAI NAI WAI MIAN YOU GE QI TIAN DA SHENG YAO JIE BA JIAO BAO SHAN (Repeat throughout)
Princess, a monkey called “Equal to Heaven” wants to see you


Princess Iron Fan:

BA WAN SI QIAN
How can you be back so soon?

WEI HE PO HOU
You impossible monkey!

ZAI SHAN SAN SHAN FAN ZHUAN YU ZHOU
I will impel you away again with my fan, churning the universe over and over

BA JIAO BAO SHAN WEI LI WU BI
The Palm-leaf fan is powerful

BA WAN SI QIAN ZHUAN SHEN HUI CI
How can he be back so soon?

WEI HE PO HOU JING SHAN BU ZOU.
You impossible monkey!

ZAI SHAN SAN SHAN FAN ZHUAN YU ZHOU
I will impel you away again with my fan, churning the universe over and over


Monkey King:

WO BAO TANG SENG QU XI JING
I’m guarding Tripitaka on his way to India for the Holy Scriptures

JIE NI BAO SHAN YONG YI YONG
Could you please lend me your fan

YONG WAN LE JIU HUAN GEI NI
I will return it to you as soon as we’re done

BIE NA MUO XIAO QI MA
Don’t be so stingy


Guan-Yin:

WU KONG GONG XI
Congratulations Monkey

QU JING LAI LIAO
You have come to retrieve the holy scriptures

SHI FU TANG SENG ZAI NA
Where is Tripitaka?

SONG NI YI LI DING FENG DAN
Take this magic pill so she will not be able to blow you away again

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« Reply #80 on: May 25, 2010, 04:41:58 PM »

Swamp Drake (Large Animal Walker/Swimmer — 88 XP): Str 12, Dex 14, Con 12, Int 4, Wis 14, Cha 10; SZ L (2×3, Reach 0); Spd 30 ft. ground, 30 ft. swim; Init III; Atk III; Def II; Res III; Health III; Comp —; Skills: Athletics IV, Notice IV, Sneak V, Survival IV; Qualities: chameleon (aquatic I, forest/jungle I), grappler, superior climber II, superior swimmer IV, tough  II.
Attacks/Weapons: Tentacle slap II (damage type: subdual; grab; reach 3), Swallow II (damage type: acid)
Treasure: 1T

The swamp drake is a patient ambush predator, waiting, hidden, for prey of Small size or smaller to enter its range. Typically it waits in shallow water, below a plant, or hangs from the branches of a tree - its chameleon scales blending in with the surrounds.

Once prey is within range the drake grabs it, using either its long sticky tongue or its prehensile tail, whichever is nearer the target. The drake never grabs more than a single victim, dragging the prey to its mouth, then swallowing it whole.

It is worth noting that should the drake ever be seriously injured by its prey it will never again try to grab or swallow that type of creature again. As a result swamp goblins often use the drakes as guardians, having taught the drake who is boss at an early age.

Based on the old Swamp Dragon miniature by Grenadier/Mirliton.



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« Reply #81 on: May 26, 2010, 01:43:12 AM »

based on you beeing a Pratchett fan, i would have expected another form of swamp dragons Grin those would be fun
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« Reply #82 on: May 26, 2010, 01:53:15 AM »

based on you beeing a Pratchett fan, i would have expected another form of swamp dragons Grin those would be fun

That would be excellent.  FC really needs the removable NPC quality, for the swamp dragon to be able to run out of gas, so to speak.  Speaking of Pratchett, anyone wear a sprig of lilac today / yesterday [depending on your time zone]?
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TheAuldGrump
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« Reply #83 on: May 26, 2010, 08:37:27 PM »

Swamp Dragon (Small Animal Flyer/Walker — 40 XP): Str 10, Dex 10, Con 8, Int 4, Wis 14, Cha 10; SZ S (1×1, Reach 1); Spd 30 ft. flight, 10 ft. ground; Init III; Atk II; Def II; Res II; Health II; Comp —; Skills: Athletics II, Intimidate I, Notice III, Survival III; Qualities: death throes (fire), mook.
Attacks/Weapons: Bite II (grab), Flaming Breath (damage II; cone 10ft range; damage type: fire)
Treasure: 1T

*NEW QUALITY* Unstable Digestion -2 XP; any attack or skill roll that is activated as a critical failure results in the swamp dragon's digestive process going unstable, resulting in the immediate expiration of the dragon and resulting in Death Throes as normal.

For you Pratchett fans out there.

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« Reply #84 on: June 20, 2010, 05:03:29 PM »

Revisiting a favorite critter - the Goblin. Not the species from FC, but those nasty things from folk tales....

First off, Goblin-Imps or Ouphes:
Goblin-Imp (Small Outsider Walker — 65 XP):  Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ S (1×1, Reach 1); Spd 40 ft. ground; Init IV; Atk III; Def IV; Res IV; Health V; Comp III;  Qualities: achilles heel (divine), chameleon  (forest/jungle I, indoors/settled I), class ability  (Scout: sneak attack 1d6), darkvision II, devour, feat (Battlefield Trickery, Bow Basics, Bow Mastery, Bushwack Basics), interests (Evil), light-sensitive, daylight anathema, treacherous, unnerving.
Attacks/Weapons: Bite II (venomous: Aelph-Stroke), Shortbow (Short bow Arrow 19–20 20 ft. × 6 Cavalry S/2h Hard 1 10D 4 lbs. Primitive 40s Barbed Arrow 12 1d6 lethal - Bleed, poisonous Aelph-Stroke)

*New Quality* Daylight Anathema (-2 XP if NPC is Everlasting or Story Critical, or -4XP otherwise) - the NPC is either helpless during daylight hours (from dawn to dusk) or simply does not exist while the sun is in the sky. If day breaks during an interaction with the NPC then the NPC immediately becomes helpless or fades away. If the NPC has Everlasting or Story Critical then it vanishes, only to reappear when the sun goes down.

*New Poison* Aelph-Stroke - Onset: 1 minute, Duration: until treated (Healing DC 22) or until target is touched by daylight. Effect: target is paralyzed. While paralyzed the target does not need to eat, drink, or sleep, but does need to breath as normal. The target can see and hear, but cannot turn his head, seeing only what is within his field of view. Aelph-Stroke remains usable until dawn, but loses all potency with daybreak, even if protected from the daylight.
« Last Edit: June 20, 2010, 05:33:47 PM by TheAuldGrump » Logged

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« Reply #85 on: June 20, 2010, 05:32:15 PM »

Still under construction - the Church Grim

Church Grim (Small Outsider Walker — 65 XP):  Str 10, Dex 10, Con 12, Int 14, Wis 14, Cha 14; SZ S (1×1, Reach 1); Spd 40 ft. ground; Init IV; Atk III; Def IV; Res IV; Health V; Comp III;  Qualities: class ability (Priest: benediction, Priest: sacred weapon), darkvision II, dual shape (dog)*, everlasting, fearless II, interests (Good), light-sensitive, nocturnal, sacred ground, treacherous, turn immunity*, turning* (Fey, Outsider, Undead).
Attacks/Weapons: Short Staff (1d4 subdual 20 Double, trip T/1h 4 lbs)

New Quality - Sacred Ground (-2 XP) - the NPC has greater power while within the boundaries of its domain. For a church grim that boundary is the church and church yard. Qualities and abilities marked with an Astrix (*) only pertain within the NPCs sacred ground.   A church grim's shape reverts to that of a Medium hound or mastiff when off of church grounds. A grim will often follow folks who it either wants to protect or that it suspects are up to no good, but must do so in dog shape when off of church grounds. All traits are those of a riding dog.

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« Reply #86 on: June 25, 2010, 06:52:33 AM »

hmmm a alt/redesign of the boggle in the new species thread *might* be on thr cards...
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« Reply #87 on: July 22, 2010, 11:47:01 PM »

   Little Yellow God (ImmobileTiny Construct Horror -- 55 XP). Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10. Init I, Atk 0, Def I, Res I, Comp 0; Health I; Skills: Medicine IV, Spellcasting IX; Speed: 0 ft; Qualities: Banned actions (may only make skill & spellcasting checks), blindsight, class ability (master of magic, spell secret: dimension door), damage immunity (lethal), devoted (Path of Life V), everlasting, feat (spellcasting basics), lumbering, repulsive VII,  turn immunity, unlimited spell points.
   Attacks: Cursed orb (Attribute draining I - Charisma; DC 10 Fortitude save, touch only). Dread presence (Shaking I; DC 10 Will save, 10 ft aura, contact grants temporary immunity).
   Description: The little yellow god is a statue seemingly made of gold or brass, depicting a cyclopean figure that is roughly humanoid with an expression that is ghastly and menacing, creating within the beholder feelings of apprehension and dread. Its single eye is a carved from a fire opal the size of a baby's heart, the patterns of which shift when people aren't looking. Anyone who comes into possession of the eye itself finds their Charisma slowly dwindling away until they become ghastly mockeries of themselves.
   The pattern of the opal is not the only thing that changes. While the creepy little idol doesn't move an inch while under observation, once it has decided to attach itself to a person or group it always appears right behind them whenever they turn around, regardless of how far away they've moved from where they last saw it. Why it does this is unknown, but when so attached it heals the party to the best of its ability and acts as a source of fear to their opponents. Against this however is that the little yellow god is not considered part of the party, thus passively feeding on their will due to its horrific nature. Further, failure to touch the idol a minimum of once per day renders those it chooses to grace with its presence vulnerable to its dread presence.



I think I may have been enthused by the "creepy" part of the original concept, but OTOH it is an interesting personal lieutenant (or even a contact...)
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« Reply #88 on: September 21, 2010, 01:01:05 PM »

You all Inspired me  Grin

Here is my Deathjack converted from the Monsternomicon of Iron Kingdoms.


Deathjack (Large Construct Walker — 116 XP): Str 20, Dex 8, Con 14, Int 10, Wis 10, Cha 14; SZ L (2×2, Reach 3); Spd 30 ft. ground; Init I; Atk V; Def III; Res I; Health V; Comp I; Qualities: banned action (Swim), class ability (Paladin: smite the indifferent), condition immunity (flanked), conversion (killing), critical hesitation, damage reduction 4, devoted (Death I, Destruction II), tough I.
Attacks/Weapons: Slam III × 2 (grab; reach 3), Necrovent (sickening III; aura 30ft. radius), Swallow III (damage type: fire)
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« Reply #89 on: October 01, 2010, 11:06:49 AM »

That's a wicked picture!

Here's my quick conversion of The Faceless, devil assassin in Green Ronin's Book of Fiends. They are large and humanoid in shape, but have no face in their natural form. The image has several humanoid faces strapped to the creature, which I took the liberty of converting into trophies as treasure.

They really turned out rather wicked compared to the original stat block. I guess fiends, with all their abilities, tend that way.

The Faceless (Large Outsider Walker — 160 XP): Str 12, Dex 14, Con 12, Int 10, Wis 12, Cha 14; SZ L (1×1, Reach 2); Spd 40 ft. ground; Init VI; Atk VI; Def III; Resilience IX; Health V; Comp III; Skills: Acrobatics VIII, Athletics VII, Notice VI, Sneak VII, Spellcasting IV; Spells: Brawn I, Charm Person I, Invisibility, Teleport; Qualities: Achilles heel (divine, good), class ability (Burglar: I'll cut you! stunned, Scout: sneak attack 2d6), contagion immunity, damage defiance (acid, cold), damage immunity (fire), damage reduction 8, feat (Knife Basics, Knife Mastery, Two Weapon Basics), interests (Alignment-Law/Evil), monstrous attack I, shapeshifter I, spell defense IV, tough I, treacherous, tricky (called shot, cheap shot, mix-up/feint).
Attacks/Weapons: 2 Large scale kukri (1d8 dmg, error 1-2, threat 19-20, finesse, keen 4)
Treasure: 2T, 1C
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