Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Tuesday, May 2, 2017

Tidying up and adding old files

Spent the morning tidying up the static pages for 5th edition, Fantasy AGE, Basic fantasy, and the Other Games, adding back links to some of the missing game materials that I've previously had around here.

One thing I have also had added a long time ago but never made a mention of (I think), was my attempt at bringing the Stargate setting to True20. To fix that, here is a link to the PDF. Enjoy.

Edit ---

I've also gone and added lot more old files that I once had on my website long ago. These files are OLD! Old enough for me to feel kinda guilty about how bad they look and read. But, at the time I was having a blast writing up all those things. Still wished I had that kind of enthusiasm and energy back then, would post more often here if I did.

I've added...

... four PDFs detailing my long-forgotten Aliens vs Predator project for Alternity; covering character backgrounds, the Colonial Marines, the Yaujta, and Xenomorphs.

... a PDF detailing set of guidelines to creating starship identification codes for Alternity's Star*Drive setting.

... two PDFs detailing an insectoid race called the Waspfolk. One for True20 and one for Alternity.

... a PDF with new True20 options for adept characters.

... two PDFs detailing two monsters for D20 fantasy. The pettrin, a large flightless bird (possibly a conversion from a Dark Sun creature?), and the spider demon (basically a re-branded xenomorph).

... two PDFs concerning the divine for True20. First is the Avatar template for divinely-empowered mortals, and second is the Deity template for true divine beings.

Saturday, April 8, 2017

Fantasy AGE - Welcome to Hadley's Hope!

Spent the morning watching my favorite movie ever, Aliens! I have seen the movie so many times that I can picture what is happening on-screen exactly from the dialogue alone, and have most of the lines memorized. Such a good action movie!

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.

Saturday, November 12, 2016

5th Edition - Grigori Rasputin (Anastasia, 1997)

Today, I have a character/monster write-up of for 5th edition; Grigori Rasputin from the animated movie, Anastasia. At first, this was going to be a standard character write-up, like my previous ones. But like pretty much all of my ideas, I switched mid-way through the process and started writing it as a "monster". I don't have much play experience with 5th edition, so the write-up is pretty much the same as a player character, with minor tweaks here and there.