10-29-2009, 11:38 AM | #71 | |
Join Date: Jun 2008
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Re: [DF] Homebrew Monsters
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But like RedMattis is saying, it's hard for a complete newbie to know -aside from obvious examples, like Epics- what monsters are appropriate for starting players. Is that info in the DF books, or is it something we just need to get a feel for? |
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10-29-2009, 12:00 PM | #72 | |
Join Date: Sep 2006
Location: SF Bay Area, CA
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Re: [DF] Homebrew Monsters
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10-29-2009, 12:19 PM | #73 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: [DF] Homebrew Monsters
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@Mailanka: Do you mind if the rest of us post worked samples using these templates here for the noobs, preferably with full transparency like the last Orc above? |
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10-29-2009, 02:22 PM | #74 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: [DF] Homebrew Monsters
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Knock yourself out. |
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10-29-2009, 02:29 PM | #75 | |
Join Date: Sep 2009
Location: The top of a skyscraper downtown
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Re: [DF] Homebrew Monsters
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- In a very early GURPS game (2nd ed.), my brother and I had 100-point PCs, and ran into 3 25-point orcs. We each had one in front, then one got behind. Result: we did kill them all, but ended up 1 dead, 1 crippled. - Had a PC super once (3rd ed.) who absolutely cleaned everyone's clock; she had 20d Absorption feeding her moderate-to-start-with TK, and once she absorbed some damage, she clobbered everything. Then had a 50-point TL 8 merc catch her with nothing absorbed yet; he had an SMG with AP rounds. First burst into the chest, then walked the burst up into her brain. The AP went through her DR (Absorption was filled by the 2nd burst), and she was dead before she could do anything. In other words: it all depends on the situation. If the group has a weakness (attacks from behind, too much damage before getting a turn) and the tactical situation reflects it, the group can get toasted. Sometimes the situation will defy expectations. |
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10-29-2009, 04:31 PM | #76 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Faeries
Thanks! :)
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Generic Red Cap (Worthy) Malice incarnate, the Red Caps are the terror of unruly children and travelers who lose their way in the woods. They don't particularly care about protecting nature and don't play well with others (including faerie folk), but can often be persuaded to point their aggression at somebody specific by the Forest Royalty. They are quite clever despite their brutality, and will usually attempt to separate and/or ensnare their victims before they strike. Their blows aren't very hard, but rain down with deadly precision and blinding speed (3/Round if they use Rapid Strikes) as the Red Cap dances, cackling, around counterattacks light as a feather. Code:
ST: 8/9 HP: 8 Speed: 8.0 DX: 17 Will: 12 Move: 10 IQ: 11 Per: 13 HT: 11 FP: 11 SM: -5 Dodge: 13 Parry: 15 DR: 0/4 Eagle Claws (24): 1d-2 CuttingTo create this classic monster, I started off with Mailanka's basic Pixie Soldier template, then made them one SM bigger and three steps uglier, ripped off the wings, deleted Impulsiveness, and added claws through the magic of creative license, and selected Brawling and Loner instead of Bow and Sense of Duty (Nature) for the options on the basic Stalker template. I then improved the Stalker template to Cunning, Swift Stalker (choosing Tangled Growth terrain and Climbing skill for the options), added the Basic and Swift Killer templates (choosing the extra ST bonuses because they already got Combat Reflexes from Swift Stalker, adding Bully, and improving Brawling by 16 points), and finally added the Basic Brute template (choosing yet more ST, Vulnerability to Pure Iron, and Brawling/Wrestling) to make them tough little bastards for their size and speed. Marrow Mouth (Boss) One of the most clever, feared, and deadly Red Caps known, Marrow Mouth's tall, pointy hat stands straight up, stiffened by being soaked and re-soaked in decades of blood. Though he is as solitary as his kin, he is more likely to interact with his prey because he enjoys spinning a good yarn and frightening people before he kills them. Code:
ST: 9/10 HP: 21 Speed: 10.0 DX: 20 Will: 18 Move: 12 IQ: 13 Per: 18 HT: 12 FP: 12 SM: -5 Dodge: 16 Parry: 21 DR: 2*/6 Eagle Claws (30): 1d-2 CuttingTo make this nasty little fellow, I just took the basic Red Cap, above, and improved his Basic Brute template to Hardy, Graceful, and Stolid Brute, improved his Swift Killer template to Elegant and Greater Swift Killer, and added the Basic Trickster template (choosing Perception, Compulsive Lying, and Intimidation). Note that he gets a 2-Hex Step with his Move 12. His tactics are similar to those of his lesser brethren only smarter and better, and he will typically use his ATR intelligently for an AoA (Strong or Double) followed by a normal Attack (usually with one or two Rapid Strikes) or other non-AoA maneuver so he retains his considerable full active defenses. For a similar but Epic Boss Red Cap, throw on a few more things like Nightmarish Trickster, Greater Power Killer, and Blood Caster and you're cooking with gas. Last edited by Gold & Appel Inc; 10-30-2009 at 04:02 PM. |
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10-29-2009, 05:39 PM | #77 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Faeries
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Alrighty, you noticed that Pixies are Stalkers, good. And HP totaled up correctly (Pixies only start with 1 HP), but what I've bolded confuses me. You've not added the Swift Killer template, but both Killer and Swift Killer. That means he's got Stalker, Cunning Stalker, Swift Stalker, Brute, Killer, Swift Killer, for about 300 points or so. I personally prefer 150-200, as I found that tends to be a solid challenge for most players. If you look at the resulting numbers, you'll notice a Dodge of 13 (16 on a retreat) layered atop a -5 to hit. He's gonna be hell to hit, and he's getting off two attacks in a turn while still dodging like mad. I think your players are going to find him definitely on the tough side. On the other hand, 8 hit points, loner 6 and Bully (so two red-caps in a room will try to snap at one another, and the other will hate it. Something easily exploited by players). The vulnerability won't matter too much, though, because it's so hard to hit and has so few hit-points. If I were using him, I'd probably ditch the Swift Killer Template. I'm not sure what else I'd kill, though. Maybe get rid of Enhanced Dodge via "creative license" You've picked templates as much for the disads as the advantages, and getting rid of that will kill his flavor some. He's nasty, worse than the Faun Knight, I think, but not so much that players would throw up their hands and walk away. You wouldn't want to fight a dozen of these guys, but with their disads, you'll never have to. |
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10-29-2009, 05:43 PM | #78 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Faeries
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10-29-2009, 06:20 PM | #79 | |
Join Date: Jul 2007
Location: One Mile Up
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Re: Faeries
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Fair enough; title edited. If I was going to use him as the "real" boss of the scenario, I'd probably try to finagle up some fodder for him though... maybe some pixies who have been Intimidated into attacking trapped characters on his behalf (while he stays far away because he can't stand them). :) |
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10-29-2009, 06:30 PM | #80 | ||
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: Faeries
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As for your question about the basic templates: You're right, the Swift Killer template DOES stack on the Killer template. However, the Swift Killer template does not have the Combat Reflexes/+1 ST option, nor the extra skills or disadvantages. It just has Extra Attack and +1 basic speed. Hence why I bolded that portion of your text: your statement implied you also took the Killer template. EDIT: Because this is getting confusing. Your post (My comments in bold) Quote:
You seem to think you have Stalker, Cunning Stalker, Swift Stalker, Swift Killer, and Brute, but you clearly also have the basic Killer template here. Last edited by Mailanka; 10-29-2009 at 06:48 PM. |
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bestiary, dungeon fantasy, homebrew, monsters |
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