Giant Crab
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ES 20
|
|
Size 2
Reach 2
Speed 3
|
Dodge 16
Armour 5
KO
110
|
|
Powers
|
||
Double Claw: +6 Hit, +12 Damage against two targets.
Clumsy Rush: Move, then +6 Hit, +12 Damage.
|
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Traits
|
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Tough Shell: Resistant to Physical damage.
Swimming: Normal speed while under water.
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Aspects and Skills
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Str Dex Con Int Will Pres
10 4 4 1 4 1
Hiding: 9
Might: 18
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Giant crabs are
aggressive carnivores who rely on their incredible natural armour to keep them
safe from enemies. They are as tall as a human but very wide and
tremendously strong with claws that are half a meter in length. These claws have terrifying strength and can
crush or smash nearly anything in the crab's way. They generally move slowly but can move much
more quickly in short bursts. These creatures are happy to attack
anything that moves and which appears to be a significant sized meal.
They usually stay on shore or under water and are remarkably skilled at
camouflaging themselves despite their great size.
Will O The Wisp
|
ES 17
|
|
Size 1
Reach -
Speed 10
|
Dodge 22
Armour 2
KO 20
|
|
Powers
|
||
Disrupt (R): +12 Hit, +12 Lightning Damage and Confused
for 1 round.
Seizure (R): +10 Hit, Stunned for 1 round.
Vanish (R): +10 Hit, +12 Lightning Damage and Will O
The Wisp is invisible for 1 round.
|
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Traits
|
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Immunities: Lightning.
Flying: Speed 10 flight, can hover.
Construct: Destroyed when KO.
|
||
Aspects and Skills
|
||
Str Dex Con Int Will Pres
1 12 4 8
4 4
Alertness:
13
|
||
Will O The Wisps are
glowing balls of electricity somehow imbued with intelligence and purpose.
They are malevolent and destructive and seek to maximize the carnage and
discord they sow wherever they go. They can hover and are incredibly fast
and as such they favour ambushes in terrain where their opponents will be
unable to maneuver properly. Will O The Wisps love hit and run tactics
where they dash in and out of range using their speed and ability to be
temporarily invisible to confuse their opponents. Normally Will O The Wisps
are solitary but sometimes they will cooperate to attack some particularly
difficult foe.
Dragon
|
ES 100
|
|
Size 5
Reach 3
Speed 6
|
Dodge 16
Armour 13
KO
250
|
|
Powers
|
||
Elemental Breath: Blast 7. +14 Hit,
+20 Fire / Cold / Lightning damage.
Savage Bite: +14 Hit, +30 Damage + Persistent.
Tail Swipe: Blast 3.
+14 Hit, +20 Damage + knocked Prone.
Terrifying Roar: All targets within 5 spaces of the
dragon. +14 Hit, Afraid for 2 rounds.
|
||
Traits
|
||
Flying: Speed 20 while flying.
Elemental Resistance: Resistant to Fire / Cold / Lightning
damage.
|
||
Aspects and Skills
|
||
Str Dex Con Int Will Pres
24 2 6 8 10 9
Intimidate:
17
Magic Theory:
13
|
||
Dragons are one of the
legendary threats in the world but are rarely seen as they generally live far
from civilization. They are incredibly intelligent and usually have
knowledge of a great number of Rituals and other secrets. They have four
legs, a long tail, and huge wings that allow them to cover enormous distances
at high speeds. Because of their size dragons find it difficult to take
off and require a decent and uninterrupted run to take to the skies. They
cannot fight effectively while flying and must land to engage their
enemies.
The most famous dragons
breathe fire but there are other types that breath cold or lightning using
their Elemental Breath. Each dragon is Resistant to the damage type that
their Elemental Breath deals. Fire
dragons are red, cold dragons are blue, and lightning dragons are yellow in
colour.
The stories tell that
all dragons are unnaturally attracted to valuables, with yellow ones liking
gold, blue ones liking silversteel, and red ones liking adamantium. They often hoard treasure in their lairs and
sit in total bliss, mesmerized by their finds.
Those that can kill them and take their hoards can expect to be well and
truly rewarded for their efforts.
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There are of course many monsters that are much simpler than the ones shown above. Lots of the creatures I have designed are basically just thugs who bash people's faces and don't have a ton going on in terms of mechanics. I think this is a good thing to have, particularly for the new GM who doesn't want to deal with a ton of weird rules and options. Sometimes all you want is a bear or a zombie who can lay on some beats.
Brown Bear
|
ES 18
|
|
Size 2
Reach 1
Speed 7
|
Dodge 15
Armour 8
KO
100
|
|
Powers
|
||
Rend: +7 Hit, +10 Damage + Persistent.
Charge: Move, then +7 Hit, +10 Damage.
|
||
Aspects and Skills
|
||
Str Dex Con Int Will
Pres
8 5 4 2
4 1
|
||
Bears are usually
uninterested in humanoids and will avoid them in most cases. They generally
subsist on berries, grubs, or fish. If a bear is particularly hungry,
rabid, or protecting its cubs however it will attack and eat people.
Bears can run very quickly and climb trees so they are exceedingly
difficult to escape from when they do decide to attack.
Zombie
|
ES 2
|
|
Size 1
Reach 1
Speed 5
|
Dodge 14
Armour 3
KO
20
|
|
Powers
|
||
Teeth: +4 Hit, +6 Damage.
|
||
Traits
|
||
Undead: Immune to Afraid. Falls to dust when KO.
|
||
Aspects and Skills
|
||
Str Dex Con Int Will Pres
4 3 4 2 2 0
|
||
Zombies are remains of
the dead, animated using a Shadow Ritual to mindlessly serve their masters.
They obey the last orders given to them by their creator but unless kept
under close supervision they will attack and kill any living creature they
happen across. Zombies cannot make use of weapons and simply claw or bite
at opponents with sharp bony fingers and teeth. Zombies only last 1 month
and after that they crumble to dust.
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