Showing posts with label Character Stats. Show all posts
Showing posts with label Character Stats. Show all posts

Thursday, July 14, 2016

Featured Creature -- Panda

Pandas are to their fellow bears as cheetahs are to other cats: technically a relative, but "weird" enough compared to them that they stand apart. Unlike other bears, they do not hibernate for the winter, and almost never eat meat. They also have strange "thumbs" that have become legendary among those who study the history of life.

Pandas are serene and ponderous (other bears say, "lazy"), and have an even greater association with meditative and spiritual practices than their cousins in other lands. Almost purely vegetarian, they are peace-loving and playful to a fault, but still capable of handling themselves in a fight if necessary.

     AC: 6  
     AT (Dam): 1 bite (1d5 [1d6]), 2 claws (1d3)
     Beginning HP: 7 [8]
     Habitat: Temperate forest and mountains
     MV: 6
     SZ: Medium

Species Traits:
  • Calming Presence: Pandas inspire stillness in others.  Simply being in their presence grants other animals a +2 bonus on Seer checks or other lore checks that involve concentration, and a +1 bonus on Fear saves and other rolls to resist a forced shift in Attitude.
  • Low-Light Vision
  • Panda's Thumb: Pandas have a "mutant" radial sesamoid bone that functions almost like a thumb, and makes them better at grasping small objects than other bears.  They get a +1 bonus on all lore checks that involve tool use or manipulation of objects (but not trap-springing, sleight of paw, or other uses that mimic the use of true hands).
  • Scent
  • Still Mind: It's difficult to get a panda riled up.  Storyteller lore checks attempting to shift their Attitude in a more hostile direction suffer a -2 penalty.  Pandas also get a +2 bonus on Fear saves. 
  • Unique Diet: Pandas are the only bears naturally capable of eating bamboo, their favorite and almost only food.  They get a +2 bonus on all Herbalist lore checks involving the use of bamboo, and with a successful Challenging Healer lore check, can boost their natural healing capability by 50% per day by eating a dose of bamboo
  • +2 bonus on all lore checks that involve climbing.  This becomes +4 if climbing rocks or trees.
  • Suitable Niches: Guardian, Healer, Herbalist, Seer

Featured Creature -- Snake (Venomous)

Venomous snakes are far more dynamic than their constrictor kin, and often greatly more feared by others, as well.  For while constrictors are a lethal threat only to animals smaller than them, venomous snakes have the potential to kill opponents much larger than themselves. This gives them a much eviler reputation among non-snakes, and some venomous varieties embrace this perception and lead lives devoted to cruelty and terror.

Nonetheless, like constrictors, they are also regarded as symbols of change and wisdom, and tend to deliberate for as much time as they can before committing to an action.

     AC: 6
     AT (Dam.): bite (1d3)
     Beginning HP: 7 [8]
     Habitat: Temperate to Tropical (any)
     MV: 4; crawling, climbing, swimming 
     SZ: Tiny
 
Species Traits:
All venomous snakes share the following abilities in common.
  • Diminished Profile 
  • Low-Light Vision 
  • Natural Armor: Improve AC by 1 point at 1st, 3rd, and 5th Total Levels. 
  • Niche Restriction:  Because they lack limbs, snakes cannot choose Herbalist as their niche. 
  • Spit Venom: Some venomous snakes have an additional use for their poison attack. Instead of delivering their poison through a bite, they can choose to spit their venom as a ranged attack.  On a successful hit, the target must make an Average Poison save or become blinded.  The blindness lasts for 1d5 [1d6] turns, but only if it gets cleaned out within 1d5 [1d6] minutes.  Otherwise, the blindness is permanent.
  • Steady Growth: Venomous snakes can increase in SZ once per level, but can never grow larger than Large SZ without the aid of magic or other exceptional means.  They cannot skip a level of growth and resume it later, however; once they stop at a particular SZ, it remains their natural length until death. 
  • Stealthy:  +1 bonus on Trickster lore checks to hide in shadows and move silently.  
  • Threat Display: Some of the most famous venomous snakes (cobras, rattlers) have some natural method of making themselves seem more menacing or threatening, especially towards those larger than them.  This gives these snakes a +2 bonus on all lore checks to frighten or intimidate foes. 
  • Venom Attack: Venomous snakes can make an envenomed Bite attack a number of times per day equal to 3x their Healer lore level, to a minimum of three times per day. Victims of a SZ category two larger than the snake or smaller must succeed on a Challenging Poison save or die within 1d10 turns. For creatures one SZ category larger, the save is Tough; for two categories larger, the save is Average; and at three or more categories larger, the save is Easy. 
  • Suitable Niches: Healer, Runner, Scout, Seer, Trickster, Warrior.

Thursday, July 7, 2016

Featured Creature -- Eagle

There's a dearth of avians and sea creatures here at the G&S HQ, so let's remedy that with this week's entry.  And since it's still 4th of July week in the U.S., I'll do my patriotic duty and stat out our national dinosaur bird.

Eagle
Among the noblest and most majestic of raptor birds, eagles range most of the world and prey on all manner of species.  They have even been known to attack prey larger than themselves, and are in fact one of the physically strongest flying birds in all the animal kingdom.

In fantasy realms, eagles often ally with elves and other fey creatures, especially in times of war against goblins, orcs, and the twisted worg wolves who serve them.

To small terrestrial species, eagles are a nightmare from the sky, but they are also respected for their courage.  Potential prey approaching an eagle would do well to shower the bird with flattery, as eagles are quite susceptible to their own self-image as the kings of the birds.

     AC: 7
     AT (Dam): 2 claws, 1 bite (1d2/1d2/1d4)
     Beginning HP: 5 [6]
     Habitat: Sub-arctic to sub-tropical
     MV: 2; flying 12
     SZ: Small

Species Traits:
  • Excellent Vision: Eagles can see three times better than a longpaw under normal conditions, granting them a +4 bonus on all lore checks to spot hidden objects or track moving targets on the ground from great heights. 
  • Flyby Attack
  • Great Strength: Eagles are among the strongest flying birds in existence; some have been known to lift targets three times their own body weight into the air.  They get a +2 bonus on all lore checks involving airborne feats of strength made against targets on the ground.
  • Low-Light Vision
  • Spatial Awareness: Like other flying birds and most sea creatures, eagles can easily think and fight in three dimensions. They suffer no penalties in "aerial" combat against land-dwelling creatures who enter their habitat.
  • Swoop: Eagles can mount a flying charge attack against creatures at a lower altitude.  This gives them a +2 to hit and lets them inflict double damage on their target.  However, it imposes a 2-point penalty on their Armor Class.
  • Ultravision
  • +6 bonus on all move silently checks while airborne
  • Suitable Niches: Herbalist, Runner, Scout, Warrior

Thursday, June 30, 2016

Featured Creature -- Rats!

Rats are living paradoxes: individually fastidious, but notorious as plague-carriers; brave when facing bigger opponents, but always willing to run and hide when not being watched; adorable, yet feared by many species.

Rats exploit their reputations for skullduggery and deceit for maximum effect, and some even embrace the role of thugs towards smaller rodents like mice.  Nonetheless, they are exceedingly loyal to those who see past this veneer to their true selves, and will think nothing of rushing into battle in defense of their friends, no matter how fearsome the opponent.

They typically live in large communities, and are experts in the geography of longpaw settlements.

     AC: 9
     AT (Dam): 1 bite (1d6 + disease)
     Beginning HP: 3 [4]
     Habitat: Any
     MV: 4 (3 climbing, 2 swimming)
     SZ: Tiny

Species Traits:
  • Courageous: Rats are notoriously brave (some would say foolhardy) when facing foes larger than themselves.  They get a +2 bonus on all Fear saves.
  • Disease Carrier:  Though not individually unclean, rats are widely known as disease carriers by other species.  When a rat character is first created, the BM should make a secret core dice roll (2d10); on a result of 2 (or 1, if using the classic 1d20), the rat character carries a disease of the BM's choice that does not affect the rat herself, but can infect other animals.  Anyone bitten by such a rat must make a Poison save against the disease's listed Threat Level, or become infected.  Diseases commonly carried by rats include leprosy, plague, and rabies.  Note that a rat PC does not necessarily know that she is a disease carrier; if and when she finds out, she can take any actions she chooses to be healed of the affliction.
  • Iron Stomach: Consummate omnivores, rats are highly resistant to the effects of spoiled food, and can often eat things that are totally inedible to other species.  Rats get a +2 bonus on all Poison or other saves against the effects of spoiled foods, and with a successful Healer check, can eat an object or substance that other species find impossible to digest.
  • Low-Light Vision
  • Natural Climber: +1 bonus on all climbing checks.
  • Primitive Hands
  • Scent
  • Sneaky: Rats get a +2 bonus on all Scout or Trickster checks that involve hiding or moving silently.
  • Suitable Niches: Herbalist, Scout, Seer, Trickster

Thursday, April 21, 2016

Return of the Blog! + Featured Creature -- Manta Ray

Apologies for my long absence.  This project is still alive and well.  Meatspace commitments and problems drew me away for a while, but I hope to keep this on track until it's ready to go to crowd-funding and beyond.

Incidentally, hiccups like this are the reason I didn't start with a crowd-funding; if you go into crowd-funding on something like this without having a huge portion of the work done beforehand, you're running a bigger risk of an uncompleted project and wasted money.  Doesn't seem fair to anyone involved to impose that risk, so I'm holding off on the crowd-funding step until the entire manuscript has been written, edited, and laid out without art.  That document will be a PDF available for free on the crowd-funding site, and the fundraising will be, first, to hire and pay some artists; and second, to produce and distribute hard copies and PDFs with art for distribution.

So, without further ado, I'll re-launch with a modest entry: another Featured Creature from the pages of the old Rules Cyclopedia, the manta ray!

This one presents kind of a conundrum.  The RC monster entry for manta rays is biologically inaccurate, attributing to them behaviors (hiding on the sea floor) and natural abilities (poisonous stingers) they don't possess in real life.  So, do I convert this monster as is and just call it a sting ray, or create an entirely new, and more accurate, entry for mantas and leave the sting rays for another time?

I split the difference with this entry. Since many of the RC version's stats are for an animal roughly the size of a real manta ray, I kept them intact.  But I added in Species Traits closer to what real mantas are like.

Manta Ray
One of the most fearsome-looking animals in the sea is also one of the most docile.  Manta rays, sometimes called "devil fish" by land-dwellers because of their "horns," are gentle filter-feeders with little interest in or talent for violence.  Often, they are as playful as dolphins or whales, and are known to breach the ocean's surface like those animals, too.  Mantas give birth to live young, who are left to their own devices once emerging from the mother's oviduct.

Manta rays are also one of the smartest sea species in the world, and are renowned among fishes as keepers and teachers of knowledge ancient and new.  Their reputation among fish is similar to that of whales among sea-dwelling mammals: wise, gentle, and honorable to a fault.

     AC: 6
     AT (Dam):  1 slam (1d3 [1d4])
     Beginning HP: 7 [8]
     Habitat: Temperate, tropical, or sub-tropical oceans
     MV: 8
     SZ:  Small

Species Traits:
  • Brain Power: Manta rays have the largest brain-to-body mass ratio of any fish species, making them among the most intelligent animals in the sea.  They get a +2 bonus on all lore checks involving complex problem-solving or tactical thinking.
  • Cold Resistance:  Mantas possess a mammal-like network of blood vessels in their brain called the retia mirabilia, which helps keep them warm.  This grants them a +1 bonus on all saving throws to resist magical or natural cold.
  • Growth Spurt: Mantas become Medium in SZ at 4 Total Levels
  • Pressure Tolerance: Mantas can dive to depths of up to 2000 m (roughly 6500 ft) without suffering any MV penalties due to increased water pressure.
  • Scent
  • Spatial Awareness: Like birds and most sea creatures, manta rays think and fight in 3 dimensions.  They suffer no penalties in "aerial" combat against land-dwelling creatures who enter their natural habitat.
  • Suitable Niches: Any.

Friday, December 25, 2015

Christmas Creature -- Reindeer

Someone's already gamified Santa into a playable OSR class, so here's the skinny on some of his most famous helpers.

Reindeer
Also known as caribou, reindeer are among the hardiest animals in the world, thriving in climes that would end lesser herd beasts.  They grow and shed their famous antlers seasonally on both sexes (another unique feature of the species), and have been symbols of strength and wisdom among longpaws for millennia.  

In classic fantasy settings, reindeer often serve powerful fairy lords or even deities as mounts or sleigh-pullers.  The greatest of these reindeer have been granted natural flight abilities, and possibly even other magical powers.  Young bucks and does aspiring to such heights have excellent motivations for adventuring.

     AC: 7
     AT (Dam): antlers (1d7 [1d8]), bite (1d2 [1d3]), hooves (1d5 [1d6])
     Beginning HP: 7 [8]
     Habitat: Arctic & subarctic land
     MV: 10
     SZ: Medium

Species Traits:
  • Low Light Vision
  • Scent
  • Ultravision
  • Unique Diet: Reindeer are the only mammals naturally capable of eating lichens, their favorite being reindeer moss.  They get a +2 bonus on all Herbalist lore checks involving the use of lichens, and with a successful Challenging Healer lore check, can boost their natural healing capability by 50% per day by eating a dose of reindeer moss.
  • +2 on all lore checks to detect hidden or hear noise
  • +2 on all saves to resist cold, either magical or natural
  • +2 bonus on Warrior lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
  • Suitable Niches: Any

Friday, December 11, 2015

Featured Creature: Dolphin

Dolphins have a reputation among longpaws as playful, benevolent sea creatures with great affection for land-dwellers.  But at best, they only half-deserve this reputation.

Much of it comes from the dolphins' ancient feud against shark-kind; whenever a dolphin or group of dolphins protects a swimming longpaw from sharks, it is mostly to deny the shark a meal and not because they have any special affection for humanoids.

Dolphins are also predators, so from the point of view of many fish species, they are fearsome monsters.  Even among themselves, dolphins are prone to violent rivalries and even sexual assault, with losers of conflicts often finding themselves in lonely exile for the rest of their lives.

Nonetheless, dolphins are highly intelligent and social creatures, usually forming strong bonds of friendship within their pods.  In classic fantasy-style campaigns, they can even become Magic-Users, and often form alliances with longpaw races like merfolk and sea elves.

     AC: 5
     AT (Dam): 1 head butt (1d7+1 [2d4])
     Beginning HP: 9 [10]
     Habitat: Oceans
     MV: 12 swimming only
     SZ: Medium

Species Traits: 
  • Air Breathers:  Unlike most sea creatures, dolphins cannot breathe water.  They must surface every 15 minutes to take in fresh air.  They can extend this time between breaths by 1 minute per Total Level, after which they must begin making Trauma saving throws.  Failure on this save means they have begun drowning, and must be aided to the surface by companions or they will die.
  • Detect Magic: In high fantasy campaigns, dolphins can detect magic to a range of 360 feet underwater.
  • Echosight: Dolphins can "see" by means of a natural form of sonar that has a range of 120 feet, enabling them to detect objects or creatures within this range.  If blinded, they can even rely on this echosight to continue acting normally with a successful Scout lore check each round (or other relevant unit of time). This ability is negated by spells or other effects that create areas of unnatural silence.
  • Far Speech: Dolphins can communicate with each other over a range of 50 miles underwater, using their language of clicks and whistles (related to whale speech).
  • Growth Spurt:  Dolphins become Large in SZ at 3rd Total Level/Hit Dice.
  • Legless:  Dolphins have no natural means of moving about on dry land.   Without the aid of magic or super-science, they are confined entirely to aquatic environments.
  • Low-Light Vision
  • +2 bonus on all Warrior lore checks to formulate plans against sharks and their allies.
  • +1 bonus on all attacks vs. sharks and their allies.
  • +2 bonus on all lore checks to detect hidden objects or hear noise while underwater.
  • Suitable Niches: Healer, Runner, Scout, Seer, Trickster, Warrior.

Wednesday, December 9, 2015

Featured Creature: Cheetah

Cheetahs are about as un-cat-like as an animal can get and still be considered a cat; indeed, some big cats and great cats consider them freaks of nature, while cheetahs themselves take pride in the features that set them apart from other felines.  Cheetah evolution diverged from that of big cats and great cats some five million years ago, and has continued distinguishing them ever since.

Unlike other cats, cheetahs primarily rely on great speed to capture their prey, and they make poor warriors against other animals of their size.  If a fight cannot be won right away, cheetahs will flee the conflict at top speed.  Though this gives them a reputation for cowardice among other cats, cheetahs like to point out how much their speed is envied by them, too.  Cheetahs are the fastest land animals in existence, and they don't let anyone forget it.

     AC: 6
     AT (Dam): 1 bite (1d5 [1d6]), 2 claws (1d3 [1d4])
     Beginning HP:  7 [8]
     Habitat: Savannah
     MV: 12
     SZ: Small

Species Traits:
  • Epic Sprint:  When taking a charge or run maneuver, cheetahs can travel up to 10 times their base MV in a single round.  They can do this a number of times per day equal to their Total Level; if they exceed this amount, cheetahs have to make a Trauma save or suffer the effects of fatigue (-2 on all lore checks involving feats of strength or endurance) until they obtain a full 8 hours of rest.
  • Growth Spurt: Cheetahs increase to Medium SZ at 3rd Total Level/Hit Dice.
  • Low-Light Vision
  • Scent
  • Special Maneuvers: Charge, Claw/Claw, Pounce, Rake, Wrestle
  • Ultravision
  • +4 bonus on all lore checks to make quick turns, sudden stops, or other fast movements during a combat round.
  • +1 bonus on all lore checks to climb, hide in shadows, or move silently.  The bonus is +3 in tall grass or other thick foliage.
  • Suitable Niches: Runner, Scout, Seer, Trickster.

Featured Creatures: Back To The Cats

Next in alphabetical order from the old RC was the entry for Cats.  I've already covered small cats and the great cats, so that leaves us with the big cats in the middle... along with one very odd kitty out, the cheetah.

I'll cover the big cats in this post, and cheetahs in the next one.

Cats, Big
The name "big cat" covers a range of feline predators in various climates and habitats who are larger than domestic cats but smaller than the great lions and tigers.  This includes bobcats, cougars, jaguars, leopards, lynxes, mountain lions, ocelots, and panthers.






















 
Like their kin at either end of the feline size range, big cats tend to be curious, patient, solo hunters adept at stealth and ambush tactics.  They are good climbers with reputations for both ferocity and wisdom in equal measure, and love a good prank at the expense of their kin or even potential prey.

     AC: 4
     AT (Dam): 1 bite (1d7 [1d8]), 2 claws (1d3 [1d4])
     Beginning HP: 7 [8]
     Habitat: Any, varies by species
     MV: 10
     SZ: Small

Species Traits:
  • Growth Spurt: Except for bobcats and lynxes, big cats become Medium at 2nd Total Levels/Hit Dice
  • Low-Light Vision
  • Nine Lives: Cats can re-roll nine critical failures over the course of their career.  Often, this will mean the difference between life and death; hence, the name nine lives.  Once these “lives” are used up, they cannot be restored.
  • Scent
  • Special Maneuvers: Claw/claw, bite/claw/claw, pounce, rake, wrestle
  • Ultravision
  • +2 bonus on all lore checks to climb, hide in shadows, and move silently. The bonus is +4 in tall grass or other thick foliage.
  • Suitable Niches: Any 

Wednesday, November 25, 2015

Featured Creature: Camel

Back on track with the alphabetical animal listings from the Rules Cyclopedia.

Camel
There are two extant species of camel in most worlds: one-humped (dromedaries) and two-humped (bactrian), both of which are exceptionally well-adapted to life in arid climes.  Like horses, they have a long association with longpaws as service animals, companions, and even war mounts.  But unlike horses, they never seem to have gotten over their foul disposition towards longpaws; they are notorious for their bad tempers and moody behaviors.  Nonetheless, they are sturdy beasts and faithful companions, able to weather environments that end lesser animals quickly.

     AC: 7
     AT (Dam): Bite (1 HP), hoof (1d3 [1d4])
     Beginning HP: 7 [8]
     Habitat: Arid lands (Bactrian), desert (dromedary)
     MV: 10
     SZ: Medium

Species Traits: 
  • Arid Adapted: Camels need less water than other animals, and can function longer in hot, dry climates, as well.  A well-watered camel can travel for two weeks without needing to drink water.  After this, she needs only to make a Trauma save vs. dehydration every 36 hours, instead of the normal 24 hours.
  • Growth Spurt: Camels become Large at 2 Total Levels/Hit Dice
  • Low-Light Vision
  • Scent
  • Spit Attack: Camels are prone to spitting at targets who aggravate them.  While this inflicts no actual damage, it does require an attack roll to successfully spit upon a target.  The subject of a spit attack must make a successful Blast save or be partially blinded until she cleans out her eyes.  This inflicts a -2 penalty on all attack rolls and lore checks until the camel's phlegm is removed from her eyes.
  • +4 bonus on all endurance-based lore checks
  • +2 bonus on lore checks to detect noise and spot hidden attempts.
  • Suitable Niches: Any

Thursday, November 12, 2015

Belated Halloween Post -- Featured Creature (Crocodilian) and An Animal Darklord

So, there's been a delay in my posting schedule, because meatspace reasons.

But not to worry: Halloween season at my house runs right up til Christmas, so I can still legitimately post my promised game stats for crocodile (and alligator) PCs, along with Great & Small stats for Death Bringer, the animal darklord of Ravenloft's Wildlands.

Crocodilian
Other than the great cats, crocodilians are perhaps the most feared predators on land, for they will eat anything or anyone they can catch in their powerful jaws.  They specialize in striking suddenly from a well-hidden position; so suddenly, in fact, that potential allies have little time to notice them, let alone establish parley, and so often become victims.  Despite their prowess, though, crocodilians rarely leave their habitat, and thus have limited knowledge of the world beyond their swamps and wetlands.  Like lizards and snakes, they are deliberative and ponderous, but swift and deadly when finally taking action.

There are three main kinds of crocodilians: alligators (which includes caimans), crocodiles, and gharials.  In a reality-lite setting, they will occupy separate continents but have very similar habits, while in a fantasy setting, they can mingle more or less freely.  The listed game stats cover all three types.

     AC: 5
     AT (Dam): Bite 1d7 [1d8], Tail slap 1d5 [1d6]
     Beginning HP: 7 [8]
     Habitat: Semitropical, tropical swamps & wetlands
     MV: 5, swim 6
     SZ: Small

Species Traits:
  • Death Roll
  • Fast Swimmer:  Crocodilians can use the run action while swimming, provided they only move in a straight line.
  • Growth Spurt: Crocodilians become Medium at 2nd Total Level
  • Hold Breath: Crocodilians can hold their breath for 10 minutes + 1 minute per Total Level/Hit Dice.
  • Low-Light Vision
  • Surprise Attack:  If successfully hidden at the beginning of a combat round, crocodilians surprise their foes on a roll of 1-3.
  • +4 bonus on all lore checks that involve swimming.
  • +2 bonus on checks to hide or move silently in the water.  This bonus becomes +5  if the character lies under the water with only her eyes and nostrils above the surface.
  • Suitable Niches: Any
Death Bringer, King Crocodile, Darklord of Ravenloft's Wildlands
This great monster began life as a typical crocodile in a distant land that closely resembled sub-Saharan Africa.  When longpaws first arrived in this land, the other animals lived in fear of their weapons and mastery of fire, finding themselves driven further and further from their original home habitats.  It was then that Death Bringer seized his opportunity.  He visited all the other animals of his land, and made a pact with them: in exchange for a bit of their power, he would slay all the longpaws.  The other animals quickly agreed to this pact, for none of them had been able to defeat the longpaws on their own.

With each ritual infusion of other animals' power, Death Bringer grew larger in size and more versatile in his capabilities.  After the last longpaw was slain, he declared himself King Crocodile, and refused to return any of the other animals' power to them.  Instead, he began to prey upon his fellows, and became a horrible tyrant.  It was then that the Mists claimed him, and created the Wildlands as his domain.

The following stats use the Rules Cyclopedia entry for a giant crocodile as their base, with spandrels added on from each of the other species in the Wildlands, representing the powers Death Bringer claimed from them.

Death Bringer possesses all the standard crocodilian traits, except as noted below.

Death Bringer, 15th-level giant crocodile (Warrior)
     AC: 1
     AT (Dam): Bite 3d7 [3d8], tail slap 3d5 [3d6]
     HP: 98
     SZ: Huge

Spandrels:  In addition to the standard crocodilian traits, Death Bringer possess the following traits claimed from other species of animals through dark pacts born of fear and vengeance.
  • Brachiation (claimed from the apes)
  • Prehensile Tail (claimed from the monkeys)
  • MV 8 on land (claimed from the elephants)
  • Nine Lives (claimed from the lions) 
  • Scent (claimed from the herdbeasts)
  • Venom Resistance (claimed from the boars)

Friday, September 4, 2015

Sample PCs for Great & Small

NOTE: These stats have been edited to conform to the rules revisions posted on 9/8/15.

Tomorrow (Saturday, Sept. 5, 2015) I'm running my homebrew adventure, "Secret Of The Spooky Old Warren," for some friends, and using pre-genned characters.  I thought I'd share their stats, so you, dear reader, can get an idea what beginning PCs for Great & Small look like.

Remember while reading this that "Secret Of The Spooky Old Warren" assumes most of the party will be rabbits or other Tiny sized characters.  For variety, I've included three non-rabbit characters, though I will only be allowing two (at most) at the game table tomorrow.

Bramble
1st-level rabbit, Seer (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
SZ: Tiny
Save Bonus: +1d2 vs. Deception
Threat: 9 (Easy)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Trance: precognition grants +2 bonus to you or one ally on a single dice roll
Brogan
1st-level rabbit, Warrior (d2), 6 hp
AC: 6
Attacks: 1 bite (1d5), rear kick (1d2)
MV: 8
SZ: Tiny
Save Bonus: +1d2 vs. FearThreat: 3 (Tough)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Combat Specialization: +1 to attack, +2 on damage with bite
Chamomile
1st-level rabbit, Storyteller (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
SZ: Tiny
Save Bonus: +1d2 vs. Charm
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Enthrall with lore check
  • Grant +1 bonus to Seer attempt to enter Trance
  • Inspire Allies: +1 bonus on rolls to all within 50 ft.
Evra 
1st-level constrictor snake, Magic-User (d2), 9 hp
AC: 5
Attacks: 1 bite (1d3), constriction (1d2) 
MV: 4 (crawling, climbing, swimming)
Save Bonus: +1d2 vs. Spells
SZ: Small
Threat: 9 (Easy)
Special:
  • +1 on Warrior lore checks involving feats of strength (including melee attacks)
  • +1 on Trickster lore checks to hide in shadows & move silently
  • Diminished Profile: fits into spaces small enough for Diminutive creatures
  • Read Magic
  • Spellcasting: 2 cantrips, 2 spells, 1 ritual
Fallon
1st-level rabbit, Herbalist (d2), 4 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp) 
MV: 8
Save Bonus: +1d2 vs. Poison
SZ: Tiny
Threat: 9 (Easy)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength 
  • Know Average recipes for two schools of herbalism
  • Begin with 2d5 prepared doses of Average herbs of your choice.
Holly
1st-level rabbit, Scout (d2), 6 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Device
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Master of Scents
  • +2 on all lore checks to detect traps, find hidden objects, follow a trail, identify subjects by use of your senses , or spring traps.
  • Know 1d5 additional species languages
Source
Lulu
1st-level rabbit, Healer (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Trauma
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • Absorb 1 (+1d2) hp/level of damage from another
Meander
1st-level gopher tortoise, Guardian (d2), 6 hp
AC: 3/-1
Attacks: 1 bite (1d3) 
MV: 1
Save Bonus: +1d2 vs. Fear
SZ: Tiny
Threat: 6 (Average)
Special:
  • +2 bonus on Herbalist lore checks to identify edible plants & fresh water
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -5 on all Runner lore checks
  • -3 on Trickster lore checks
  • Initiative Penalty: all your actions have a Speed of 2 (Slow)
  • Protective Shell: AC -1 when withdrawn into shell
  • +2 on attack & damage rolls vs. opponents who threaten that which is under your protection
  • Grant +1 bonus to allies' attack & damage rolls when they are defending your charge
  • Opponents who fail Tough save vs. paralysis suffer -1 on attack & damage rolls when fighting you, your allies, or your charge.
Polly
1st-level rabbit, Runner (d2), 5 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Blast
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • +1d2 to Initiative score
  • +1d2 improvement to AC once per encounter
  • +1d2 to Run speed
Ritixitik
1st-level squirrel, Warrior (d2), 4 hp
AC: 6
Attacks: 1 bite (1d5) 
MV: 4 (climbing)
Save Bonus: +1d2 vs.Fear
SZ: Diminutive
Threat: 3 (Tough)
Special:
  • +2 bonus on lore checks to hide in shadows & move silently
  • +4 bonus on all lore checks to balance or climb
  • -3 on Warrior lore checks for feats of strength 
  • Brachiation: full move rate in branches
  • Scamper: move at full run speed while climbing, if going in straight line
  • Vestigial Hands: +1 bonus to manipulate fine tools, spring traps, perform “sleight of paw” tricks, or other activities that mimic the ape or human use of real hands.
  • Combat Specialization: +1 to attack, +2 on damage with bite
Rose
1st-level rabbit, Trickster (d2), 6 hp
AC: 6
Attacks: 1 bite (1d3), rear kick (1 hp)
MV: 8
Save Bonus: +1d2 vs. Paralysis
SZ: Tiny
Threat: 6 (Average)
Special:
  • +4 on lore checks involving jumps (3 ft. height, 9 ft. length)
  • +2 on Trickster lore checks to hide in shadows & move silently
  • +1 bonus on all lore checks to notice unusual earthenworks, such as traps, recent burrowing, unsafe tunnels, etc.
  • -3 on Warrior lore checks for feats of strength
  • +4 to hit on sneak attacks; double damage
  • Play Dead: opponents must save vs. paralysis at -4 to detect

Thursday, May 21, 2015

Building a Featured Creature from the Basics

NOTE: These stats have been edited to conform to the rules revisions posted on 9/8/15.
 
From here on out, I'm going to approach the Featured Creatures with a new strategy.  I'll be going in alphabetical order through the Monsters chapter of the Rules Cyclopedia, and converting animal monster entries there into playable character species.  I've been using the B/X rules and Rules Cyclopedia as the "DNA" of Great & Small, with the obvious tweaks and homebrews of my own creation.

Anyway, the first animal we find in the RC is "Animal Herd."  It's meant to represent statistics for various types of wild ungulates, such as caribou, deer, elk, goats, moose, and wild oxen.  It then groups the animals together by Hit Dice, with the "antelope, deer, goats" category listed as 1 to 2 Hit Dice, "wild horses, zebra" listed as 2 HD, "caribou, oxen" as 3 HD, and "elk, moose, cattle" as 4 HD.

Right away, this is problematic, because from a role-playing perspective, there is a big difference between deer and cattle, for  instance, or between oxen and zebras.

Since I already have stats for horse characters and was planning to give antelope and deer their own entries, I've decided to narrow the focus of "Animal Herd" to various types of cattle and related species like bison, buffalo, musk oxen, and oxen.

I assume that the listed HD for animals applies to adult specimens, so a beginning-level character with fewer than the listed HD is going to be an adolescent.  I have replaced the term "Hit Dice" for animal player characters with "Total Levels," but they mean essentially the same thing.  In G&S game terms, this means beginning herd animal characters will have Growth Spurt at 3rd Total Level (that is, at 3 HD), representing their finally achieving full physical maturity.

Finally, I'm left with the decision of how to assign starting hit points and hit points per level.  As I noted in a previous blog entry, I give each Featured Creature maximum possible hit points at 0-level, followed by an average value of their listed Hit Die type each consecutive level thereafter.  For herd animals, I have to choose between a 1d5 (or 1d6 if using standard dice) or a 1d7 (1d8 in standard dice), since oxen & cattle are listed with different HD choices.  I'm going to use a 1d7, since it reflects roughly the same level of hardiness as horses, who occupy the same Size category.

Finally, Rules Cyclopedia animal herds have kind of a neat special ability: they can spark a mass trample attack of the whole herd against foes, for 1d20 damage.  This is described in the original rules as  panic response with a percentage chance of occurrence. However, I'd like PC herd animals to have more agency, so I'm going to convert this attack form into a high-level special ability.

The final result looks like this:
--------------------------------
Herd Animal
There is great strength in numbers, as any herd beast can tell you.  But this does not mean that individual members of the herd are weak.  Indeed, many herd animals -- such as bison, or male cattle -- are symbols of strength and virulence among other species, and such individuals make for powerful foes on their own terms.  Nonetheless, even such great warriors would not deny that the true strength of the Hoofed Lords (as they like to call their species) lies in their vast herds: a veritable forest of sharp horns and muscled bulk waiting to gore and trample any enemy foolish enough to attack them.  For this reason, most predators prefer herd animal stragglers -- the sick, dying, or those too foolish to stay with the rest of the herd.


These stats can be used to represent characters from the species of bison, buffalo, cattle, oxen, or other Large grazing ungulates.

     AC: 7
     AT (Dam.): Head butt (1d5 [1d6])
     Beginning HP: 7 [8]
     Habitat: Any, plains
     MV: 16
     SZ: Medium


Species Traits:
  • Gore Bonus: male herd animals get a +1 bonus to attack rolls when making a Gore attack with their horns.
  • Growth Spurt: Herd animals gain a Size category at 3rd Total Levels, going from Medium to Large Size.
  • Low-Light Vision
  • Rouse The Herd: At 9th Total Level, a herd animal can release a call that sparks her entire herd into action against a single target, be it an individual or a group. This takes the form of a mass Trample attack.
  • Scent
  • +1 bonus on all Scout lore checks to hear noise or detect hidden objects
  • +2 bonus on Warrior lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
  • Special Maneuvers: Gore, Trample
  • Suitable Niches: Healer, Runner, Scout, Seer, Warrior.