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Showing posts with label Creatures. Show all posts
Showing posts with label Creatures. Show all posts

Tuesday, April 19, 2011

Abbekqorru and their Bows-

The Abbekqorru are a group of species of Bear-Wolf-like starfaring creatures renown for their tenacity, ferocity, and honour. Those that were stranded upon Urutsk during the Latter Summer Era (after having been hired by the Aelbaan to act as peacekeepers) took to the wilds as their military training well taught them. As powered items failed, it became necessary for them to 'go native' with weapons constructed out of re-purposed tech items as well as Urutskan materials. These bows are a cross-section of the sorts employed:

Self Bow: 13 Str/BDY
Damage: 1d6+1d4P
Range: 300' (240' Earth)

Tech Bow: 14 Str/BDY
Damage: 1d8+1d6P
Range: 355' (266' Earth)

Long Bow: 15 Str/BDY
Damage: 2d6+2P
Range: 450' (360' Earth)

Recurved: 18 Str/BDY
Damage: 2d8+4P
Range: 536' (402' Earth)

Mechanically speaking, one can approximate an Abbekqorru in AD&D by adding together the stats for a Bugbear and an Orc, and allowing for levels in either Ranger or Thief, depending upon wilderness or technological bent. Each Ranger level counts as an additional HD, but Thief levels only count as 3/4 HD (+3HD for Thief 4). Ranger Magics should be understood as a combination of Wilderness Rapport and Alchemical Artifice. Clerics are rare (1:100), and each level counts as +2 HD for XP calculations, and would worship Humanoid deities.

Unlike either Bugbears or Orcs, Abbekqorru are perfectly rational and honourable creatures, making them more likely to operate in the L+N sphere of the Alignment spectrum. Contracts are vital to interactions with them, and breach of contract is mightily detested, marking the offending party out as lifetime enemies of the given clans/tribes.

Str 2d6+7, Con 2d6+8, Dex 2d6+5, Int 3d6-1, Wis 2d6+6, Cha = Str

Sunday, April 17, 2011

Urutsken Creature (Dual-Stat):


By house-artist Silvia (c) Alternate Reality Games

CEPHALOMALIAN-

:: Seloud 'Subtle Intelligent People of the Waters'

1/2 to 16+HD | (68)HP | 04AC | 1/2HD#d8 Constrict | 80' Land | 480' Swim

Menace Rating: 04 to 144+ (Average listed below)
FD: 8d8 | DP: 64 | DEF: +06 | ARM: 1d8 | DMG: 4d8 Constrict | MOV: 10/60

:: The Seloud ("Seh Lo Ood") are highly intelligent, furred and temperature-regulating, cephalopod-like creatures possessing a seamed cartilaginous brain pod which allows them to squeeze under a gap of (1/4" or 0.67 Snk) per (HD/FD). With any number between five and twelve suckered or 'fingered' highly dexterous arms (1d6+15 Dex/AGL), the Cephalomalian family of creatures are naturally adept at manipulating the most delicate and puzzling of mechanical objects, let alone hunting aquatic prey. While metabolic carnivores, it is well documented that the Seloud ingest aqua-flora, and some types promote the growth of such upon their bodies, both as camouflage, as well as to attract smaller prey to them. The most extraordinary capabilities of the Seloud are their land-crossing and tree-climbing tendency, being able to remain outside of the water for 4 Hours per (HD/FD), although few will ever venture far from whatever water they prefer (pure, brackish, or sea), and their aquatic creature control. This control functions (as per Charm Animal spell at [HD+1] Caster Level) through the flow of chemical-laden ink, and totals no more than (HD/FD) of such creatures (fish, crustaceans, etc.) in a (15' per HD/2 Msnk per FD). In addition, each two (HD/FD) of the creature grants it 1 (HD/FD)-worth of 'pet' that is permanently under its control, like a living tool. The Seloud are clever enough to elude most hunters/fishers and will only show themselves to Human/oids when they estimate they could take them in combat. With such a mindset, Cephalomalians of great size and age will consider business interactions under favourable conditions, but are highly suspicious of others motivations. From 8 (HD/FD) on, the Seloud begin to exhibit Psionic capabilities, and Empathy and Telepathy are common in those creatures. They are fond of alcohol and other Human/oid vices, and are known to 'shake-down' craft transporting such luxury cargo.

Saturday, April 16, 2011

Urutsken Creature (Dual-Stat):

DRAKE-
:: Xadouvh 'Great Dweller Upon the Waters; a Glorious Fighter'

4HD | 32HP | 09AC | 1d4 Peck | 80' Waddle | 160' Swim | 320' Good Flyer

Menace Rating: 36
FD: 4d8 | DP: 32 | DEF: +0 | ARM: 1d4+2 | DMG: 2d6 Peck | MOV: 10/20//40

:: Mammalavian creatures the size of a dinghy with iridescent green feathers of scale-like properties, Drake rule the waterways of the Marnharnnan Sea and its marshland coast. Fearless of anything smaller, Drakes will buffet boats and attempt to land upon them to eat the catch before flying off. Characters caught in the buffet of the large creature's wings are forced to attempt a (PPP Save/T18 Reflexes CT) or fall. Small animals, children, and the elderly are not safe from predation by Drakes and have been known to be swallowed whole. Drake meat commands a great price (100 gp/10 Ct.) per (Lb.).

Friday, February 18, 2011

You've seen this creature before... :D

YQAOM
'Purple Bounders' -- Aberant Animal (AA)
Menace Rating: 63 (7d8) | DEF +0 | ARM 2d6 | MOV 40
Damage: 4d6B Pounce, 3d6EP Bite

With swollen-seeming bodies of deep purple leathery hide, the cylindrical legged and footed Yqaom is a sight to behold. Its upper body (for indeed, they are an upright locomotive being) has humanoid qualities with a strong yet flexible neck supporting a proportionally very large head. The maw of this creature ia a vast portion of its head and this mouth is visually dominated by two pairs of tusks followed by banks of complex molars. Its tongue can extend nearly four Snk and is about as big as a dinner plate. It is the dainty pair of feathered wings and curious antennae which mark out the Yqaom as truly weird. Genalchemic inspection has revealed that the Yqaom are a relatively recent mutation, suggesting that the deadly mutagens of the North Western Sphere may still lurk in the wilds and pose a danger.
The Yqaom is an aggressive, territorial omnivore that uses its combination of aberrant powers to facilitate its hunting/grazing and its ranging. By use of its magneto-repulsion power, it is able to levitate, which is controlled by the tiny wings and allows this lumbering beast to rotate in a corkscrew manoeuvre or even perform loops, with all lateral movement generated through running and its bounding-power. Its top recorded speed is in the 8-12 XsM/H range. The Yqaom's bony antennae are used to sense electrical fields, and are sensitive enough to detect living auras within an 8 Msnk Radius, but not with pinpoint accuracy, and is tested against the creature's PSI.

:: AP Value: 1st Encounter 775, subject to Group Multiplier Bonus +(2/3); 1/10th, 1/100th, etc. thereafter.

Length/Height:
* Snk: 2.68 Inches
* Msnk: 4.47 Feet
* XsM: 11,800.98 Feet ( 3.6 km / 2.23 mi.)

B = Blunt
E = Edged
P = Piercing

Friday, March 19, 2010

Update 19th, March-

This Week's Top 5 List of Stuff-

* Intro/Overview of the game, Die-Rolling Conventions, and the obligatory What is a RolePlaying Game?

* Putting the Fight in Fight Dice

* Duty, Glory, and Honour as the social-currency of the system (Playtest starts this session).

* M. Thomas' Aroshi critter write-up

* I am currently working on the South East section of the map of the Marnharnnan continent, as that is the section most applicable to my Playtest Campaign.


Tandoor lunch planned for the game. :)

Monday, June 1, 2009

[RPG] Experience Points by Fight Dice/Special Ability-

(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved

Determining Experience Points (XP)-

The meaning of an asterisk after the Fight Dice listing indicates a Special Ability, and adds a bonus once per *.

--Example: a creature with a Fight Dice of 2** is worth 105 XP.


For monsters with more than 19 Fight Dice, add 300 XP to the listed XP Value (2,325), and +20 XP per Special Ability for each additional Fight Die.


  • FD |XP |Bonus
  • 1-1|10 |5
  • 01 |30 |10
  • 02 |75 |15
  • 03 |150 |20
  • 04 |225 |25
  • 05 |300 |30
  • 06 |375 |35
  • 07 |450 |40
  • 08 |525 |45
  • 09 |600 |50
  • 10 |675 |60
  • 11 |825 |70
  • 12 |975 |80
  • 13 |1,125 |90
  • 14 |1,275 |105
  • 15 |1,425 |120
  • 16 |1,650 |135
  • 17 |1,875 |150
  • 18 |2,100 |165
  • 19 |2,325 |180

Monday, May 18, 2009

[RPG] Critter (Limited OGC)-

(c) Copyright 2009 Kyrinn S. Eis

Limited OGC Creature-

Text between ]OGC[ symbols is designated Open Gaming Content under the Open Gaming License version 1.0a.

Hish Marik (< -Flying Bounder- >,'Vial Bite')-
]OGC[
Fight Dice: 3+3**
Resolve: +6
Defence/Armour: +8 (immune: Flank|Rear|Sneak)/1d6
AB: +4
# Attacks: Clutch/Rake/Bite/Clutch-Rake-Bite
Damage: Str 14 Grapple/1d8+1d4/1d6 + Toxin (1d6 + Health Test or 1d6 ea. for 3 Turns)
Move: Walk 40' Run 100' Fly 280'
Organisation: Solitary 80%, with 3d4 young 15%, mating #1d8 5%
CT: +3/+5 v. Reflex, etc.
Loot: Type II-I; 50% Type III; 25% 2Sd6 Commons
XP: 320
]OGC[
Rust to Ochre-coloured creatures with black vertical stripes overall, and rosettes of black dots over their paler hindquarters and long black-tipped tail. Their overall shape is tiger-like except the immediately obvious fact that it is spider-eyed and without a neck, hexapedal (six limbed) with long and slender legs, and has feathered wings. The front two limbs are without manipulators and are used for locomotion and Clutching, where they attempt to pin the victim. The second pair of legs terminate in bird-foot-like toes with an opposing digit with which they run, climb, and manipulate objects. The hind pair are powerful flanks that allow them to climb very steep surfaces with the minimum of holds, or leap 3x their Walking or Running speed in height, or 5x that speed if a long jump.
These hunters are aloof from the goings-on in their environment until either prey or a threat present themselves. It is at this point that the Hish Marik pounce upon their victim and viciously clutch, rake, and bite until their victim has ceased to struggle, or the hunter must abandon the fight. They are of average human intelligence in all ways, and exceptionally clever ambush killers and tool users. Accordingly, they will only remain in a losing fight if it is for their life, but may attempt to surrender or ransom themselves. They understand the gist of human speech, and have displayed the capacity to communicate in clicks and gestures.

Wednesday, March 25, 2009

[RPG] Creatures 2 (Limited OGC)-

(c) Copyright 2009 Kyrinn S. Eis

I have updated the XP values of the first Creatures post.

Here is my latest batch, expanded/updated.

Only the text marked within the ]OGC[ header and footer is Open Gaming Content, as governed by the Open Gaming License version 1.0a. The names and descriptive text are reserved as Product Identity.

Ourden (Tangle-Lurks, Bush-Hounds)-
]OGC[
Fight Dice: 3*
Resolve: +14
Defence/Armour: +1/1d4
AB: +2
# Attacks: 2 Claws/Entangle/1 Rake
Damage: 1d4+1/1d4+1/Str @ 14/4d4+4
Move: 30'
Organisation: 1d8 per Zone
CT: +7
Loot: None
XP: 175
]OGC[
These quadrupedal plants are best likened to Sundews, and use the sticky glands that cover their body to ensnare their prey, while their dagger-like 'paws' are used to defend themselves as well as take some of the fight out of the creatures they have engaged.
Thought to have been created in the distant past to act as estate guards by the Ancients, these creatures are rarely encountered outside of ruin-grounds and still intact complexes and other sites of that long ago time.
Non-human, bipedal creatures are the first targets chosen by these guardians, then dangerous quadrupeds and other more truly alien creatures, and lastly humans -- if given a variety of interlopers to engage. This tactic appears to operate on a territorial level, and is never applied to others of its kind.


Qobryn (The Yellow-Ones, Blademasters)-
]OGC[
Fight Dice: 1+3
Resolve: +1
/+8 if Young are harmed or family killed
Defence/Armour: +4/1d4
AB: +2
# Attacks: 2 Hand/2 By Weapon/Bash*
Damage: 1d4/1d4/1d8
Move: Walk 25' Run 50'
Organisation: Clans of 50, 25% Young; Females 75% chance as listed
CT: +1/+5 if Young are harmed or held hostage/+10 if family killed
Loot: Aver. civilised gear, above-average/Fine blades, Good shields
XP: 70
]OGC[
The Qobryn <'Unwise' in Vrun> are a very Patriarchal culture of shorter, near-humans (Humanoid) which breeds two sorts of females: Domestics and Workers, and practises intraclan breeding. Workers may join the fighting without question or notice of difference within the warbands. Domestics usually only join the fighting after a child or children have died. However, even in these cases, captive males are often presented with breeding with their females (which foes produce viable offspring) to invigorate the clan-blood, or death. Generally this is only open to especially difficult foes, but in many smaller clans, any male captive will do. Many are 'studded-out' to cousin-clans, or presented as gifts to more powerful warlords along with daughters and wives.
The Qobryn are expert if utilitarian bladesmiths and possess a secret alloy and firing technique that produces an orange 'steel' Nqarii <'Aetheric'> which ignores an Armour die equal to or lower than it (a d8 blade, such as the Qobryn employ, ignores 1d8 through 1d4 Armour, whereas a d4 dagger would only ignore 1d4 or less Armour).
As outlined in the Characteristics, the clan is the essential life of the Qobryn, and one might better regard it as a poly-intelligent organism. Losses are so profoundly felt by the survivors, that the protection of the clan can easily lead to avenging the clan. The eldest patriarch serves as spiritual leader, but they are almost invariably Animists, along Taoist or Druidic lines of thought, but on an instinctive level. Moreover, all half-breeds scores are rounded in the favour of the father's traits, should a Qobryn character be desired and approved by the Referee. No other modifiers to scores, as the Qobryn are extremely Human-like (Demi-human).


Yrmohved* (Shadow Steeds)-
]OGC[
Fight Dice: 4+22 (*6)
Resolve: +5
Defence/Armour: +2/By Armour Type
AB: +4
# Attacks: 2 Hooves Front/By Weapon Front & Rear/2 Hooves Rear
Damage: Hoof 1d8 each/By Weapon/2-Hoof Kick 2d10
Move: Walk 40' Run 160'
Organisation: 1d4; Rarely (10%) with rider
CT: +3
Loot: Weapons, victim's possessions [33%](1d12x55)
XP: 1,525
]OGC[
A large headless quadruped with two pairs of arms, one set forward, one set rearward. It appears mammalian and vaguely equine in body, save the extra limbs and lack of head.
As disturbing as these features are, the Yrmohved is capable of leaving three-dimensional space, only appearing as a shadow. During this phase, it is immune to all mundane attempts to interact with it, including strong light. Beyond whatever senses this creatures possesses, it can 'see' perfectly in the dark, and is unhindered by the invisibility effect of creatures, persons, or objects. Sages are of many different minds as regards the awesome shadow-form ability, with most conjecturing that the creature is actually made of shadow-stuff. A counter hypothesis is that instead of being a flat and lesser sort of life, the Yrmohved is rather in the Empyrean, and only its shadow can be witnessed by mortal eyes. Regardless, while in this phase, the Yrmohved is also incapable of interacting with the mundane realm.
The Yrmohved exhibit at least average-Human intelligence, but their motives as well as most other aspects of these terrifying creatures, are entirely unknown. Very rarely will one be seen with a humanoid rider, and this is almost invariably female.