03-22-2012, 06:07 PM | #31 |
Join Date: Sep 2004
Location: Canada
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Re: Crafting fantastic dungeon creatures in GURPS
Spike-Crowned Fiend 4'8"; 200 lbs. Squat, bizarre conglomeration of a dire rat, a two-legged dwarf elephant, and a porcupine. ST 11*; DX 11; IQ 12; HT 13. Damage 1d-1/1d+1; BL 24 lb; HP 14; Will 12; Per 14; FP 16. Basic Speed 6.00; Move 6; Dodge 10†. Parry: 10 (Arm); 8 (Tusks). Dodge: 10. DR: 3. Burst of Barbs (17): 1d+1 imp. Acc 4. Range 275 yd / 320 yd. RoF 5. Rcl 1. Shots 15. The Spike-Crowned Fiend regrows one barb per second of Do Nothing. An aimed shot using Sonar to target has effective skill 24! Fel Gnawing (12): 1d+1 cut. Reach C. Counts as a grab with an effective SM of +2, against full hit-location penalties. On successive turns the Spike-Crowned Fiend may worry at the bite if not shaken off, for automatic Fel Gnawing damage (re-roll each turn). Elephantine Stomp (10): 1d-1 cr. Reach C. See Stilt Legs, below. Tail flail (12): 1d-2 cut/imp. Reach C-2. Short Tusks (12): 1d imp. Reach C. Desperate Trunk Claw (12): 1d-2 cut/imp. Reach C. Spiny Jabbing (7): 1d-2 imp. Reach C. The Spike-Crowned Fiend may roll vs Spiny Jabbing against every foe in close combat as a free action, once per foe per turn. This roll is +2 against opponents that attacked it from behind. Those who grapple the Spike-Crowned Fiend take damage automatically, and those who slam the Fiend automatically take maximum damage! Sonar: The Spike-Crowned Fiend has substandard vision, but it's long-ranged sonar makes up for it! The Spike-Crowned Fiend has sonar at a range of 500 yards, with a +4 to Sonar sense rolls, but must roll to detect fine details. By taking an Aim maneuver, the Fiend can "lock on" to any target within range and acquire its precise range and speed - this gives it an additional +3 to hit that target with an aimed ranged attack! Friend of the Dark: The Fiend blends in against nearly any background by complex colour changing, enjoying +8 to Stealth against visual creatures (whether moving or still). Foe of the Sun: The Fiend is greatly weakened by the purifying touch of the sun (or the Sunlight spell); its quills and spines immediately soften and turn an ashy grey, and the Fiend looses Burst of Barbs, Spiny Jabbing, and Friend of the Dark. Most Fiends when exposed to sunlight will flee immediately if possible, or "surrender" and attempt to murder its captors that night. Traits: Acute Hearing +4; Appearance (Monstrous); Bad Grip -2 (Tail Only); Bloodlust (12 or less); Born Biter +2; Bully (12 or less); Callous; Claws (Talons); Colorblindness; Combat Reflexes; Damage Resistance 3 (Flexible); Disturbing Voice; Extra-Flexible Arms (Two Arms); Fragile (Unnatural); Immunity (All Mind Control); Immunity to Metabolic Hazards; Incompetence (Climbing); Long Arms 3 (1 Arm); No Depth Perception; Selfish (12 or less); Social Stigma (Monster); Sonar (Targeting); Stretching 1 (Legs Only); Ultrasonic Speech (switchable). Skills: Acting-11; Brawling-12; Fast-Talk-9‡; Hidden Lore (Demon Lore)-12; Innate Attack (Projectile)-17; Intimidation-14; Stealth-14*, Wrestling-14. * +8 against vision from 'Friend of the Dark'.Features: Born Biter +2; Susceptible to demon-control magic; round enough to count as SM 0. Skills: Acting-12; Brawling-12; Fast-Talk-12; Hidden-Lore (Demon Lore)-12; Innate Attack (Projectile)-14; Stealth-14*. * +8 against vision from 'Friend of the Dark'.Class: Demon. Notes: Truly Evil, willing to negotiate but often lies. Appearance: A nearly spherical body with two thick elephantine legs, forward-thrust ratlike head with 4 huge humanoid ears, two to each side, and a long, prehensile ratty tail. The fiend has a crown of long spikes on its brow, and a carpet of shorter quills running all the way down to the tail tip, which is graced with a tuft of four foot long quills. It has two tiny little glassy white eyes that squint constantly. Its snout ends in a flexible trunk with a three lobed "hand" structure at the end, each lobe equiped with a retractable, "spike" claw. The mouth extends back to under the rear pair of ears, from where where two pairs of two-foot tusks protrude; its incisors are four inch long chisels with wicked edges. ts body is draped with sagging wrinkled layers of extremely loose hide; the folds and sags of extra flesh become extreme on the legs until it extends them, wherupon the skin is pulled taut over the stout muscles. The Fiend is able to speak, and usually knows one or two mortal languages, but its voice is an irritating and incongruent high pitched squeek. Behaviour: This fiend likes to use its stealth to Aim a burst on a target for maximum bonuses from Sonar, then scoot away to a new hidy hole to regrow a new volley of spines. Beware cornering it in its hide - its bite is ferocious, and it is able to co-ordinate a grapple between its trunk and Fel Gnaw, fill the target full of body spikes and rake at it with its tail spines!
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 03-22-2012 at 06:17 PM. |
03-22-2012, 06:44 PM | #32 | ||||
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Crafting fantastic dungeon creatures in GURPS
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High HT monsters is a pet peeve of mine too. I wonder if going straight 10-14 for HT would be better. Looks totally cool! And I wish I still had my MM2 now -- I only have my Fiend Folio left from 1e. (I am so Marcie from Dork Dungeons, except I'm a guy and I never could get a prom date.) |
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03-22-2012, 07:05 PM | #33 | ||||||
Join Date: Sep 2004
Location: Canada
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Re: Crafting fantastic dungeon creatures in GURPS
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I stole from Alien as well as Insect and (to a lesser extent) Amorphous. I like Elder Things but I don't think they should be every-day. Quote:
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog Last edited by Bruno; 03-22-2012 at 07:17 PM. Reason: got distracted and hit send before I was done. |
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03-22-2012, 08:24 PM | #34 | |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Crafting fantastic dungeon creatures in GURPS
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Oh, thanks for the link. |
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03-22-2012, 08:37 PM | #35 |
Aluminated
Join Date: Feb 2005
Location: East of the moon, west of the stars, close to buses and shopping
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Re: Crafting fantastic dungeon creatures in GURPS
There's a table of DF monster classes in DF 8 (p. 59).
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03-23-2012, 06:04 AM | #36 | ||||
Join Date: Sep 2004
Location: Canada
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Re: Crafting fantastic dungeon creatures in GURPS
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No problem. :D
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All about Size Modifier; Unified Hit Location Table A Wiki for my F2F Group A neglected GURPS blog |
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03-23-2012, 08:15 AM | #37 |
Join Date: Aug 2007
Location: Rochester, MN
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Re: Crafting fantastic dungeon creatures in GURPS
If the problem with "Mundane" is its vagueness and thus a problem with evoking an image of the creature, there are several possible solutions:
Treat the Animal, Humanoid, and Insect classifications as body plans instead of "types." Animals are quadriped, humanoids are humanoid, and insect means other body plans--maybe with hexapod as a baseline assumption. Repurpose the body plan generation tables from Space, though I think those are a little "in-depth" for generation on the fly. Combine the Animal and Insect classification into one category and have a subtable for generating a body plan, maybe based on the meta-traits in Basic. |
03-23-2012, 10:01 AM | #38 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Crafting fantastic dungeon creatures in GURPS
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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03-23-2012, 10:18 AM | #39 |
Join Date: Jan 2005
Location: Minneapolis, MN, USA
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Re: Crafting fantastic dungeon creatures in GURPS
I found this out the hard way with Demons last night. Constructs have a core of about six traits that they always have and about four that are quite common, but Demons are all over the place. The only commonality I think I found was Immune to Metabolic Hazards, which is pretty common for anything that isn't Plant, Animal or Mundane. So don't go into the dungeon looking to fight with metabolic hazards.
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03-23-2012, 11:07 AM | #40 | |
Join Date: Apr 2010
Location: Land of the Britons
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Re: Crafting fantastic dungeon creatures in GURPS
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In the same way as many things overcome Indomitable and Fearlessness, there are many ways to afflict those immune to metabolic hazards if that is your shtick. Well, at least in my world...
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creature crafter, dungeon fantasy, fantasy, gurps, monster, monster creation |
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