Anyway, about halfway through I wondered on how the drones would look like in Fantasy AGE. So, I wrote them up. I flipped through the rulebook and the Bestiary to see if there were any monsters that kinda resemble the xenomorphs. And I think the werewolf from the Bestiary fits pretty well, both have that "killing machine" vibe.
Even before finishing the drone I decided to write up the rest of the xenomorph life cycle; facehugger, chestburster, drone, and queen. Now these stats were not playtested at all, so I am sure any game balance is non-existent.
Maybe after finishing AGE of Tamriel, I might come back and do a proper write-up for the Aliens vs Predator universe.
But enough of that, onto the stats!
FACEHUGGER, XENOMORPH
ABILITIES & FOCUSES
3 Accuracy
0 Communication
4 Constitution
2 Dexterity -- Stealth
2 Fighting
0 Intelligence
4 Perception -- Hearing, Tracking
4 Strength -- Climbing, Intimidation, Jumping
3 Willpower -- Courage, Morale
SPEED HEALTH DEFENSE ARMOR 12 15 12 2 ATTACK ROLL DAMAGE NOTES Pounce +3 melee -- See description -- Strangle -- 2d6+4 Grappling only
ATTACKS
Pounce (+3 melee; See description)
Strangle (Grappling only; 2d6+4 damage; See description)
SPECIAL QUALITIES
— Favored Stunts: Skirmish, Seize initiative.
— Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
— Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
— Embryo Implantation: When the target is reduced to 0 Health and unconscious, the facehugger begins to implant an embryo into the target. This takes one hour. After 1d6+1 hours, the embryo emerges in a bloody messy as a chestburster, killing the host. Removing a facehugger requires an Advanced TN 13 Intelligence (Healing) test with a Threshold of 15 and ten minutes per test. Each failure brings the target closer to death as the facehugger tightens its grip; the target dies after three failures. The removal of an implanted embryo has an Advanced TN 17 Intelligence (Healing) test and the same effect on failure.
— Pounce: Facehuggers main method of attack is latching themselves onto their target. A pounce attack is treated as a Charge action. If the attack succeeds, the target must make a Strength (Might) test against the facehugger or become Strangled (see below).
— Stealthy: Xenomorphs are very stealth. They can re-roll failed Dexterity (Stealth) tests, but must keep the result of the second test, even if it is worse.
— Strangled: When a facehugger successfully grapples a target, they begin strangle the target, dealing damage automatically every round. This damage is non-lethal, rendering the target unconscious at 0 Health.
— Wall-Crawling: Xenomorphs can crawl along walls and ceilings at their full Speed.
THREAT: Minor
CHESTBURSTER, XENOMORPH
ABILITIES & FOCUSES
2 Accuracy -- Bite
0 Communication
3 Constitution
2 Dexterity -- Stealth
2 Fighting
0 Intelligence
4 Perception -- Hearing
3 Strength -- Jumping
3 Willpower -- Courage, Morale
SPEED HEALTH DEFENSE ARMOR 12 25 12 0 ATTACK ROLL DAMAGE NOTES Bite +4 melee 1d6+3 pen. Grappling only
SPECIAL QUALITIES
— Favored Stunts: Mighty blow, Seize initiative, Skirmish.
— Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
— Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
— Bite: Chestbursters only real means of defense is their bite, but they can only make bite attacks while grappling.
— Stealthy: Xenomorphs are very stealth. They can re-roll failed Dexterity (Stealth) tests, but must keep the result of the second test, even if it is worse.
THREAT: Minor
DRONE, XENOMORPH
ABILITIES & FOCUSES
4 Accuracy -- Bite
0 Communication
5 Constitution -- Stamina
4 Dexterity -- Stealth
6 Fighting -- Claws
0 Intelligence
4 Perception -- Hearing, Tracking
6 Strength -- Climbing, Intimidation, Might
3 Willpower -- Courage, Morale
SPEED HEALTH DEFENSE ARMOR 16 35 14 4 ATTACK ROLL DAMAGE NOTES Claws +8 melee 1d6+6 Bite +6 melee 3d6+6 pen. Grappling only Tail stinger +4 melee 1d6+4 pen. Reach 4 yards
SPECIAL QUALITIES
— Favored Stunts: Mighty blow, Overwhelm (3 SP), Seize initiative, Skirmish.
— Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
— Ambush Predator: When a xenomorph attacks a target that is unaware of them, they deal +1d6 damage with their first attack and the target's armor rating is halved (or ignored entirely with the Pierce Armor stunt).
— Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
— Bite: Xenomorphs have a secondary, extendable inner jaw that is extremely strong and capable of punching through tough materials. Xenomorphs can only make bite attacks while grappling.
— Exoskeleton: Xenomorphs have a natural armor rating of 4.
— Frenzy: Xenomorphs can make two claw attacks in a single Attack action. However, only the first attack may generate stunt points.
— Overwhelm: A xenomorph have access to a unique combat stunt, Overwhelm. For 3 SP, the creature knocks its opponent prone and pins it, giving the xenomorph a +2 bonus to further attacks as long as the victim remains pinned (this includes the usual +1 for attacking a prone target). The pinned character must make an opposed Strength (Might) test against the xenomorph to escape, which requires a minor action and leaves the character prone. The victim’s allies can also attempt this test, but they must spend a major action to do so.
— Stealthy: Xenomorphs are very stealth. They can re-roll failed Dexterity (Stealth) tests, but must keep the result of the second test, even if it is worse.
— Tail Stinger: Xenomorphs have a thick, bony tail that ends with a spike. They can lash out with their tail, allowing them to make a melee attack out to 4 yards, using Accuracy (Brawling) for the attack roll.
— Wall-Crawling: Xenomorphs can crawl along walls and ceilings at their full Speed.
THREAT: Moderate
QUEEN, XENOMORPH
ABILITIES & FOCUSES
3 Accuracy -- Bite
0 Communication
8 Constitution -- Stamina
3 Dexterity -- Stealth
4 Fighting -- Claws
4 Intelligence
5 Perception -- Hearing, Tracking
9 Strength -- Climbing, Intimidation, Might
6 Willpower -- Courage, Morale
SPEED HEALTH DEFENSE ARMOR 8 80 13 6 ATTACK ROLL DAMAGE NOTES Claws +6 melee 2d6+9 Reach 4 yards Small claws +6 melee 1d6+5 Grappling only Bite +5 melee 4d6+9 pen. Grappling only Tail stinger +3 melee 2d6+4 pen. Reach 6 yards
SPECIAL QUALITIES
— Favored Stunts: Knock prone, Lethal blow (4 SP), Overwhelm (3 SP), Pierce armor (1 SP).
— Acidic Blood: When subject to an attack that pierces the body, acidic blood sprays from the wound, inflicting 1d6+3 damage to anyone within 2 yards of the creature (4 yards if the attack is an explosion or similar effect). A successful TN 13 Dexterity (Acrobatics) reduces damage to 2 penetrating damage. See "Acid Damage Rules" below for more information.
— Blind Sight: Xenomorphs do not have any visible eyes but can still "see", even in total darkness.
— Bite: Xenomorphs have a secondary, extendable inner jaw that is extremely strong and capable of punching through tough materials. Xenomorphs can only make bite attacks while grappling.
— Exoskeleton: Xenomorphs have a natural armor rating of 6.
— Secondary Arms: The queen has a pair of small arms, allowing her to make two small claw attacks while grappling. However, only the first attack may generate stunt points.
— Tail Stinger: Xenomorphs have a thick, bony tail that ends with a spike. They can lash out with their tail, allowing them to make a melee attack out to 6 yards, using Accuracy (Brawling) for the attack roll.
THREAT: Major
ACID DAMAGE RULES
The acid found within the xenomorph is very powerful, capable of eating away most materials very quickly. Any time a character makes a melee attack with a non-acid proof melee weapon, the weapon automatically takes acid damage with each successful hit. Any time a character is subject to the acid splash from a wounded xenomorph, any acid damage negated by their worn armor will damage their armor by a like amount. Any object within the splash radius of a wounded xenomorph will take acid damage. Under most circumstances, any object can take up to 10 acid damage before being destroyed. Fragile items can only take up to 6 acid damage, while more durable items can take up to 20 acid damage before being destroyed. Acid-damaged items cannot be repaired without a proper workshop, materials, tools, and time. There are some acid-proof materials around that are immune to the xenomorph's acidic blood.
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