Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > The Fantasy Trip

Reply
 
Thread Tools Display Modes
Old 06-30-2018, 09:19 PM   #1
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default New Monsters

The name of the thread says it all. This is a place to share your new monsters for TFT. Here's one to start it off:

Note: Permission is given to Steve Jackson Games to use this in exchange for acknowledging my contribution.

Sky-jellies
Sky-jellies resemble airborne Portuguese Man-Of-Wars, and “swim” between planes, existing in our world only partially. Although they are rare, when they are seen they are usually found in pods of anywhere from a few to a dozen, though pods numbering in the hundreds to thousands or even millions are rumored. Some theorize an astronomical connection to their appearances. Sky-jellies can be surprisingly fast; they can increase their speed by 2 for each 1 point of ST they spend. Most sky-jellies are 1-hex, but 3-hex and 7-hex specimens have been observed. Most are bioluminescent.

A sky-jelly can make multiple attacks per round, one for each hex of its body and one for each hex adjacent to its body (they can divide or concentrate their attacks to any of those hexes), so a 1-hex specimen gets 7 attacks per round. These are made with venomous tentacles which inflict a painful sting. Any victim taking any damage from the sting must make a ST saving roll or take 1 point of venom damage each round for 1d-1 rounds. Given enough time—roughly a few hours for an adult human—sky-jellies dissolve and ingest their victims’ bodies entirely. Sky-jellies are immune to electricity, and some even have an electrical attack that, in addition to the above damage, requires victims to make a saving roll against ST or fall, stunned until a successful ST roll is made. Each electrical attack is powered by 2 ST from the Sky-jelly.

Sky-jellies’ strange bodies are difficult to injure, since they partially flow around wounds; all weapons do -4 damage, except fire, which does +1 point of damage per die. Images and illusions are not perceived by sky-jellies, and are thus totally ineffective

1-hex Sky-jelly
ST 8
DX 8
IQ 1
MA 8
Damage resistance (4)
Tentacle attack 1d-3

3-hex Sky-jelly
ST 16
DX 8
IQ 1
MA 10
Damage resistance (4)
Tentacle attack 1d-2

7-hex Sky-jelly
ST 30
DX 8
IQ 1
MA 12
Damage resistance (4)
Tentacle attack 1d-1

Last edited by Shostak; 07-07-2018 at 06:41 AM. Reason: Misprint, added permission
Shostak is offline   Reply With Quote
Old 07-04-2018, 11:39 AM   #2
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: New Monsters

Ahura: A different take on Harpies

ST 14 DX 14 IQ 10 MA 10/20 Prot 0
Attacks: adjDX Dmg Effect
Claw Rake 12 1+2 Melee while flying.

Desc: These are humanoid beings from another dimension. They can be summoned with the Summon Ahura spell, but there are still some Ahura that were brought here by the Outsider in one of his failed conquests.

Ahura appear for beautiful women with feathered wings instead of arms and clawed feet. They wear little or no clothing, but their bodies are covered with fine feathers that conceals all their naughty bits from casual view. While their wings appear to be just wings, they actually have a 3 fingered hand at the big joint that allows them to manipulate objects like clothing and jewelry.
Ahura often have male servants who assist them in dressing and see to their physical needs. Hay, I meant cooking food, doing laundry, and cleaning house.

Ahura are innate magic users, able to use Lightning Bolt at will (for the normal FT cost.) They attack while flying by swooping down to rake with their claws. Ahura fly much the same way Gargoyles do, using magic; they are capable for 20 hexes in tactical combat, but are able to fly at 100mph out of combat if they so choose. They can also carry up to 20lbs of stuff while flying at this speed.

Most Ahura are solitary (their male attendants don’t count, only other Ahura), but sometimes they form covens of up to 7 Ahura living in close proximity (each with her own attendants).
__________________
So you've got the tiger by the tail. Now what?
KevinJ is offline   Reply With Quote
Old 07-04-2018, 11:41 AM   #3
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: New Monsters

Bronze Bull:
ST 30 DX 10 IQ 5 MA 20 Prot 5
Attacks: adjDX Dmg Effect
Gore 10 3+3 melee
Charge 10 3+3 double damage.

Desc: This creature looks like a bull, but it’s ‘skin’ is bronze plates with burning red something in between them, flaming red eyes, and large, forward facing bronze horns. Bronze bulls charge, then sting about goring anyone who is silly enough to stand close by. Most weapons simply bounce off their skin.

Bronze Bulls take ˝ damage from fire, electricity, and force spells, but double damage from water and triple damage from cold.

Bronze Bulls are magical constructs created a very long time ago, at least those currently on Goranth are ancient. They are made from the same bronzish metal as Stone Folk doors and animated by a spirit with the intellect of an animal.

A ‘live’ Bronze Bull is worth thousands of Pips ($), but dead one is still worth a thousand, since there is so little known about them.
__________________
So you've got the tiger by the tail. Now what?
KevinJ is offline   Reply With Quote
Old 07-04-2018, 11:43 AM   #4
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: New Monsters

Doomchild
ST 4 DX 11 IQ 7 MA 5
Attacks: adjDX Dmg Effect
Large Knife 11 1-2
Death Blast - 2 fiery explosion
- 1 bone shards, 2-hex range

Desc: Doomchildren (plural – there’s always a horde) are pintsized demons, barely sapient, that attack viciously with unexpected strength and speed. Bulging eyes and bloated heads mar their disturbingly childlike appearance. They come in several pastel colors including pink, yellow, lavender, fuchsia, blue, and ‘flesh’ toned and their eyes are blight blue.

They attack as a horde, moving in to grapple in HTH combat. No more than 6 Doomchildren can engage in HTH combat with single character, others will simply wait their chance.

They’re very fragile; one solid hit will kill them. On dying, though, they explode in a cloud of flame, just like a magical fireball. When one is killed there is a chance that they will chain react, one explosion causing the next to explode and so on. Only the bone fragments will inflict damage in the next hex, but the fiery explosion will effect anyone they are grappling, including other Doomchildren also grappling that target.
__________________
So you've got the tiger by the tail. Now what?
KevinJ is offline   Reply With Quote
Old 07-04-2018, 11:48 AM   #5
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: New Monsters

NOT UNDEAD
Ghoul

ST Var DX Var IQ Var MA Var HT Var Prot var
Attacks: adjDX Dmg Effect
Bite 10 1-3 HTH; Infect: 4/ST save
Claw 10 1-2 HTH
Knife 10 1-2
Dirk 10
Club 10 1-3
Sling 10 1-2
Thrown Rock 10 1-4


Desc: These are individuals who have been infected with an alien parasite. They appear to be rotting corpses that shamble around in the darkness and underground looking for more hosts for the parasite.

Ghouls carry weapons and wear armor that they were wearing when they transformed, they will not pick up weapons or don armor out of the blue, though a weapon using ghoul will pick up a weapon if disarmed.

The Ghoul has the stats of the original victim with the following modifications. ST+2, DX-2, IQ-4, MA-2. They are nearly immune to thrusting/stabbing/piercing attacks, but cutting and crushing attacks do full damage.

Anyone bitten by a ghoul must make a 4/ST save or be infected by the parasite. If they fail the save, other ghouls immediately stop attacking that individual. The individual gets one more 4/ST save after 1 hour, success means that their body rejected the parasite and it dies. Failure means they transform into a Ghoul. It takes about 8 hours for the full transformation to take place.

Cleansing or Remedy will kill the parasite, stopping the infection or freeing the individual, though the individual may die afterwards from damage taken in an attack or while infected.

[Gah, I just realized that the formatting is wonky.]
__________________
So you've got the tiger by the tail. Now what?
KevinJ is offline   Reply With Quote
Old 07-04-2018, 11:54 AM   #6
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: New Monsters

Rat, Scragg
ST 6
DX 13
IQ 5
MA 12
Prot 1
Attacks: Bite/Claw
adjDX 13
Dmg 1-3
Effect: HTH


Desc: Scraggs are a cross between a giant rat and... something. They look like very big rats, but have fangs instead of chisel teeth. Their skin is also horny leather instead of fur. They fight just like rats, though, swarming their prey with 3 to 6 engaging one target in HTH combat; biting and clawing.

A Scrags leathery hide stops 1 damage, but they are still pretty easy to kill. If you attack one with that is in HTH with an ally and miss... Well, your ally might not be happy unless you are using a knife, then you can be a little more selective.
__________________
So you've got the tiger by the tail. Now what?
KevinJ is offline   Reply With Quote
Old 07-04-2018, 01:34 PM   #7
Shostak
 
Shostak's Avatar
 
Join Date: Oct 2015
Location: New England
Default Re: New Monsters

Note: Permission is given to Steve Jackson Games to use this in exchange for acknowledging my contribution.

Devil Cloak, a.k.a. Hell Skin
ST 6
DX 10 (6 on "zombie")
IQ 4
MA 2 ground (14 flying)
Fusing Attack: 2 damage per turn

The Devil Cloak is a parasite that is essentially a sheet of muscular skin, roughly 3x7 feet. They are clumsy and slow on the ground, but can fly like a butterfly. The feed on mammals, which they attack by engaging in HTH, wrapping themselves around a victim and fusing themselves to their body. Each round they are in contact, they inflict 2 damage. This damage should be considered cumulative with regard to how long armor protects against it; e.g. leather armor absorbs only the first round’s damage, the second round’s damage is applied directly to the victim. Attacks to a Devil Cloak attached to a person or animal will wound both the Devil Cloak and its victim, with the damage divided equally between them. Pulling the Devil Cloak off is relatively easy, (roll v ST) but does 1-2d of damage to the victim, peeling away skin with it as it is removed. When their victim’s ST reaches 0, they have fully fused together and the victim becomes a zombie-like corpus that feeds the Devil Cloak. It can walk, run, etc., but is very clumsy; mostly they just run away to a quiet safe place where the Devil Cloak can feed in peace. The victim’s body is eventually consumed or becomes thoroughly rotten, and the Devil Cloak subdivides and the two creatures go in search of other victims.

Last edited by Shostak; 07-07-2018 at 06:41 AM. Reason: Added permission
Shostak is offline   Reply With Quote
Old 07-05-2018, 08:22 PM   #8
Steve Jackson
President and EIC
 
Join Date: Jul 2004
Default Re: New Monsters

Keep it up!!!
Steve Jackson is offline   Reply With Quote
Old 07-05-2018, 11:10 PM   #9
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Re: New Monsters

Permission is given to Steve Jackson to use this in exchange for acknowledging my work.

I really hope the new TFT has some boar counters. A boar hunt is a traditional noble pastime, and nicely dangerous.


Boars and Hell Hogs in TFT
(C) 2018 By Richard Smith version 1.0.1


General:

Boars are dangerous creatures who have killed many a hunter. Entelodonts are prehistoric pig like creatures (sometimes called Hell Hogs or Terminator Pigs). Tho they resemble hogs, and share their omnivorous diet, Entelodont's are more closely related to whales or hippos than pigs. Boars have curved tusks which they can attack with, Entelodonts do not have these tusks (tho they do have canines and incisors suitable for rippling flesh).
Entelodont's bodies look very much like huge pigs, but their face is more dog like. They have stubby projecting bones under the skin at the back of the jaw to anchor strong muscles.


Shoulder Rush:
Boars and Entelodonts are fast low creatures which will ram their prey to knock it off it's feet. This is a charge attack (they must run 3 hexes towards the target), and they must make a 3vsDX roll to hit. If they fail, their attacked missed. If they succeed, both figures make a 4vsST contest. If the figures succeed on this 4vsST, keep track of by how much each made it.

– If the boar fails its ST roll, the attack fails and the target is not knocked off his or her feet.

– If the Boar made its ST roll, and the target fails, the target is knocked back a hex and falls prone. They lose their action for this turn, if they have not already acted.

– If the both sides succeed, look at by how much each succeeded by. If the target succeeds by more than the boar, then the target keeps its feet. But if the boar succeeds by more than the target, then the target must make a 4vsDX or fall. If the target falls, they have NOT lost their action this turn.


Trampling:
Boars and Entelodonts will trample figures on the ground. They will move onto the figure on the ground. (They will NOT go into HTH, unless the figure on the ground grabs them.) If the figure does not grab them, then they will attack needing a 3vsDX to hit at its normal DX. If the figure on the ground has a higher adj DX they may stand up in an adjacent hex, go into HTH, cast a spell, etc.
As per normal trampling rules this is a free attack. It may also gore with its tusk as well as trampling.

The damage of the trample is based on the size of the trampling figure:
– 1 hex: 1d–1 damage.
– 2 hex: 1d+1 damage.
– 3 hex: 2 dice damage.
– 4 hex: 2d+2 damage.


HTH Combat:
Boars and Entelodonts will bite in HTH. Normal rules apply.

(... to be continued.)

Last edited by Rick_Smith; 07-06-2018 at 02:19 AM.
Rick_Smith is offline   Reply With Quote
Old 07-05-2018, 11:17 PM   #10
Rick_Smith
 
Join Date: Apr 2014
Location: Coquitlam B.C.
Default Boars

Permission is given to Steve Jackson to use this in exchange for acknowledging my work.

Eurasian Boar:
The female pig is identical to the boar, except they do not have tusks. These creatures mass around 275 kg, and stand 90 cm tall. The male can use the tusks on figures in adjacent hexes. They form communities of 1 to 4 males and up to 10 females.

Pig or Boar 1 or 2 hex creature
ST 16 to 24
DX 11
IQ 5 or 6 (In rare cases, old, canny individuals can reach IQ 7.)

MA 14

............................... 1 hex ............... 2 hexes.
Tusks (males only): ... 1 die ................ 1d+2
Bite (HTH only): ........ 1d+1 ................ 1d+3
Trample: .................. 1d–1 ................. 1d+1

Thick hide: ............... –2 hits / attack ... –2 hits per attack.

If a Boar is wounded, roll 1 die. On a 1 or 2, it goes Berserk.

The 1 hex boar has 5 fronts, 0 sides and a rear.
The 2 hex boar has 5 fronts, 2 sides and a rear. (They are fast on their feet and can turn sharply, so they get the extra two front hexes compared to most typical creatures.)



Giant Forest Boar:
Similar to the boars above, the major difference is that their communities are smaller (usually 6 animals or less) and they are more aggressive, having a larger portion of meat in their diet.

Giant Forest Boar: 2 or 3 hex creature
ST 20 to 35
DX 11
IQ 5 or 6 (In rare cases, old, canny individuals can reach IQ 7.)

MA 15 (or rarely 16)

.................................... 2 hexes ........... 3 hexes.
Tusks (males only): ....... 1d+1 ............... 1d+3
Bite (HTH only): ............ 1d+2 ............... 2d+1
Trample: ...................... 1d+1 ................ 2 dice

Thick hide: .................. –2 hits / attack .. –3 hits per attack.

If a Giant Forest Boar is wounded, roll 1 die. On a 1, 2 or 3, it goes Berserk.

The 3 hex boar has 6 fronts, 2 sides and one rear.

Last edited by Rick_Smith; 07-06-2018 at 02:20 AM.
Rick_Smith is offline   Reply With Quote
Reply

Tags
creatures, monsters

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 01:44 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2018, vBulletin Solutions, Inc.