Showing posts with label Featured Creature. Show all posts
Showing posts with label Featured Creature. 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)

Thursday, October 8, 2015

Ponyfinder/MLP-style Ponies for Great & Small

Given my penchant for animal fantasy tales, it is probably ironic that I've never seen an episode of any version of My Little Pony (MLP).  It has managed to cruise under my radar for the entire span of its existence; it's not that I'm averse to it, per se.  It's just that I wasn't the franchise's target demographic.  I always filed it under, "Get Around To It One Day."

There is, however, no irony in the fact that I've never been a big fan of Pathfinder.  Just not my cup of tea.  After the burn-out I had with 3.5, I just wasn't ready for a system that doubled-down on all the elements of which I'd grown weary.  Though they do put out some excellent supplements...

So, imagine the quandary in which I found myself when I stumbled upon the Ponyfinder game yesterday.

One the one hand, it's a complete campaign setting designed for animal player characters.  Well, sort of (I'll come back to that).  And it's gotten excellent reviews, especially from people who claim to have been skeptical of the project.

So, I sort of feel like I have an obligation to buy it, both for scholarly and collecting purposes, and for solidarity with other animal roleplaying fans.

On the other hand, it's a Pathfinder supplement, which makes me want to avoid it.  There is, apparently, a 5e conversion manual, and like many PF-compatible products, it's full of rules-neutral setting fluff... so I'll probably end up buying a copy in the near future.

Which means I'll probably get around to watching MLP.  

(To be clear, Ponyfinder doesn't reference any of MLP's intellectual property, just creates a set of rules for PCs who are similar enough to ponies to pass whatever the MLP version of the Turing test would be, and gives them a setting that "feels" like MLP at its best without actually using anything from the show. Or so I am told.)

Meanwhile, I figured, why not drum up some blog hits by statting out Ponyfinder ponies in Great & Small?  Following is a more-or-less straight conversion of the basic pony from Ponyfinder (which I am able to read as part of the product's free review pages).  If I buy the actual product, I might do more conversions later.

You knew this day was coming...

Fey Pony
"Ponies are a race whose time has come and left. According to their legend and lore, they once oversaw nature, guiding and protecting it much like contemporary druids: controlling the weather,overseeing animal migrations, and protecting the lands they called home. They have surrendered much of these tasks over time, but their spirit is not yet faded. Most ponykind live in isolated communities, far from civilization, but growing numbers have migrated to join multiracial cities, where they trade, craft, and make their livings."
-- Ponyfinder Campaign Setting, p. 8.

     AC: 7
     AT: Bite 1d3 [1d4], two hooves 1d5 [1d6] 
     Beginning HP: 7 [8]
     Habitat: Any
     MV: 8 (4 bipedal)
     SZ: Medium

Species Traits:
  • Feyborn:  Ponies and their kin are natives of the faerie realms.  As such, they are considered fey for the purpose of herbal, magical, or other effects that effect or can be used by fey beings.
  • Feyspeech:  Ponies automatically know and can speak the language of faeries.
  • Low-Light Vision 
  • +2 bonus on all Poison saves
  • +2 bonus on all saves vs. magic, regardless of save category
  • +1 bonus on all Runner lore checks
  • +1 bonus all lore checks to push, pull, drag, break, or otherwise use their raw muscle power on heavy objects.
  • Suitable Niches: Any

Friday, October 2, 2015

Featured Creature: Chameleon

A few weeks back, a reader inquired if I planned to stat out chameleons, geckos, and other lizards.  I thought I might create a stock "Lizard" entry with sub-headings for different species, the way I've done with apes, cats, and monkeys.  It's quite a challenge, though, because lizards are an amazingly diverse clade; aside from being squamate reptiles, there is little that all lizards have in common.  So, I've decided to go with individual species entries instead.  First up is chameleons.

Chameleon
Like many of their kin, chameleons are deliberative -- indeed, seemingly inactive -- taking their time to reach any decision.  But once decided on a course of action, they act swiftly.  This is especially true where acquiring food is concerned.

Though they are fully capable of terrestrial movement, chameleons prefer spending as much of their time as possible hidden among the flowers and leaves of their canopy home.  When long journeys are called for, they demand to be carried by larger, stronger, faster beings at every opportunity, and thus have a reputation for laziness.

     AC: 6
     AT: Bite (1d2)
     Beginning HP: 3 [4]
     Habitat: Tropical forest
     MV: 4
     SZ: Tiny

Species Traits:
  • Adaptive Camouflage
  • Independently Focusing Eyes: Chameleons have amazing eyesight.  Because they can focus each eye independently, they have 360 degree vision, and can only be surprised while asleep.  Further, they are immune to sneak attacks, unless both of their eyes are engaged in paying attention to the same target. In addition, chameleons get a +2 bonus on all lore checks that involve detecting things by sight.
  • Low-Light Vision
  • Prehensile Tail
  • +4 bonus on all lore checks involving climbing.
  • +2 bonus on all attack rolls against targets smaller than themselves.
  • -4 penalty on all lore checks involving feats of strength 
  • Suitable Niches: Any 

Tuesday, September 15, 2015

A First Look At The Longpaws

I've received several private inquiries as to how I plan to stat out humans and demihumans in Great & Small.  Here's a preliminary look.  These are only first drafts, and don't necessarily reflect what will end up in the final version of the rules.

Longpaws 
“Longpaw” is a slang term for humanoid, believed to have been coined by the first dogs.  It is used when referring to any bipedal, mostly hairless, tool-using creature that does things like hunt with weapons, construct and live in buildings, wear clothing, practice agriculture, domesticate other species, and so on.  In some settings, humans will be the only species of longpaw.  In others, typically ones inspired by classic fantasy, the term will also refer to dwarfs, elves, halflings, orcs, goblins, and any number of other humanoid creatures.

Aside from dogs, farm creatures, horses, and small cats, most animals see few relevant distinctions between the different kinds of longpaws.  Nearly all of them are disruptive invaders or upstarts from animals’ point of view, best avoided or driven off when possible.  However, some smaller species – like mice, raccoons, rats, pigeons, and squirrels – have managed to make homes for themselves on the fringes of longpaw settlements, living off of the scraps that longpaws foolishly cast aside as waste.

Although Great & Small is not a game about longpaws, it can be useful to know their game stats anyway, as they make excellent antagonists. Also, some groups may prefer mixed games in the style of Russian fairy tales, Mercedes Lackey’s Valdemar stories, or C.S. Lewis’ Chronicles Of Narnia, which often feature humans and talking animals adventuring alongside each other.

To that end, the four main longpaw races of the classic fantasy game – man, dwarf, elf, and halfling – are detailed below.

Unless otherwise noted, all longpaws have the following default game stats.

     AC: 9 or by armor type
     AT: Unarmed (1d2), or by weapon type
     Beginning HP: 7
     Habitat: Any
     MV: 8
     SZ: Medium 

Species Traits:
  • Bipedal:  Longpaws walk on their hind legs at all times, making them especially susceptible to trip attacks.  They receive no bonuses to resist such assaults.
  • Encumbered: Lacking naturally tough hides, longpaws have invented armor to protect themselves.  However, this slows them down in a fight.  Longpaws add their AC rather than their MV to Initiative rolls.
  • Tool Users:  Longpaws never have to make lore checks to understand or properly use levers, latches, doors, springs, or any other simple tools.  They automatically succeed at such tasks.
Men
Humans like to think themselves the measure of all things, and the masters of all they survey.  Rarely considering other species, they will move into an area and struggle epically to master it by establishing settlements and farms.  This activity drives out some animals, but creates opportunities for others.  In some settings, animals are divided over the question of Man’s existence; those who travel and live alongside Men – notably, dogs, their most loyal companions – are set against those who are driven out by them.  Nearly all animals marvel that individual men are able to survive at all, lacking as they do any claws, teeth, or tough hides.  Weak though they may be compared to some other animals, though, men are nearly unstoppable in large numbers, as many great beasts have learned to their detriment.

Species Traits:
In addition to the standard longpaw traits above, men also possess the following abilities.
  • +2 on all lore checks to interact with dogs, even feral ones.
  • +1 on all lore checks to interact with small cats, even feral ones.
  • +1 on all lore checks to interact with horses and farm creatures.
  • Versatility: Men have a permanent +2 bonus on all lore checks with a single lore of their choice outside their niche, chosen at 1st level and remaining the same throughout their life.
  • Suitable Niches: Any.  
Dwarf
Dwarfs are a longpaw race only found in fantasy worlds where magic and monsters are real.  In such worlds, they are a race of miners who prefer to live underground, and value gold, gems, and mineral wealth above almost all other things (such is their reputation among fellow longpaws, anyway).  They are gruff, surly, and stocky of build, average about 4 ft. tall, and weigh about 150 lbs. as adults.  Their males prefer to grow and decorate their beards.  They tend to have hostile relations, often unintentionally, with subterranean animals, but are not especially cruel towards them when encountered. 

Species Traits:
In addition to the standard longpaw traits above, dwarfs also possess the following abilities.
  • Darkvision:  Dwarfs can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • Tunnel sense: Thanks to their long experience living underground, dwarfs get a +2 bonus on all lore checks to notice unusual earthenworks, such as traps, recent mining, unsafe tunnels, and so forth.
  • +4 bonus on all saves vs. magical effects.
  • +1 bonus on all lore checks to interact with burrowing animals.
  • Suitable Niches:  All dwarfs are trained as Warriors at 1st level.  They make take levels in other lores after this, but Warrior remains their niche.
Elf 
Like dwarfs and halflings, elves are a longpaw race usually only found in settings where magic and monsters are real.  They fancy themselves a people of the forests and woodlands, self-appointed “protectors” of such realms.  And to be fair, many animals feel that elves are less bad than other longpaws when it comes to respecting other species’s territory… but not by much.  Like all longpaws, elves have certain animal species they like more than others, and will alter their forest homes to favor such species.  They are nearly as tall as men, on average, and have long, pointed ears and slender, graceful frames.

Species Traits:
In addition to the standard longpaw traits above, elves also possess the following abilities.
  • Darkvision:  Elves can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • Fey Magic:  Every elf knows one 1st level magic-user spell of her choice.
  • Ghoulbane:  Elves are immune to the touch attacks of ghouls.
  • +2 bonus on Scout lore checks to spot secret doors; merely passing near such a door entitles an elf to an unmodified Scout lore check to spot it, as though she had been looking the entire time.  The bonus applies if she is actually actively searching.
  • +1 on attack rolls made with long bows or swords
  • +1 on all lore checks to interact with forest or woodland animals
  • Suitable Niches: Familiar, Magic-User, Scout, Trickster, Warrior.
Halfling
This race of small longpaws is usually only found in classic fantasy settings, where magic and monsters are real.  They resemble men in their proportions, but are notably shorter as adults, average about 3 ft tall in maturity.  They are known for their love of fine food and drink, their gentle disposition, and their adeptness with slight-of-hand tricks.  Notably for longpaws, they often do not cover their feet in shoes or boots, unless it is exceptionally cold.  They normally burrow their homes into the sides of hills, which sometimes causes them to disrupt communities of burrowing animals.

     AC 7 (or by armor type)
     Beginning HP: 5
     MV: 6
     SZ: Small

Species Traits:
In addition to the longpaw traits above, halflings also possess the following abilities.
  •  Darkvision:  Halflings can see without the aid of any light at all, out to a range of 60 ft.  This vision is black & white only.
  • +4 bonus to saves vs. magical effects
  • +2 bonus on Trickster lore checks to climb walls, hide in shadows, and move silently
  • +1 on all attack rolls using missile weapons
  • +1 on all lore checks to interact with burrowing mammals
  • Suitable Niches: Herbalist, Scout, Storyteller, Trickster, Warrior.