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Monsters, Monster everywhere; Raise your hands into the air!
Topic Started: May 14 2013, 01:27 PM (528 Views)
Soulblazer_87

Well, seeing as how I'm making a Monster Tamer class, added to the issue of not having that many or dangerous wild monsters to face, I thought, why not make some of my own. Along with their general 'type' and a basic description (a quasit of fire will differ little from a quasit of wind), I will also make a few templates that occasional, VERY rare (or even unique) such monsters might possess to make them EVEN more dangerous.

So, without further ado, a bunch of monsters to fight. More will be added in time:

Cyber Elf (Cyber):
Cyber Elves are constructs of concentrated energy and guided by an advanced AI. Frail and almost incapable of physical action, they can manipulate their energy-fueled bodies to attack with beams of highly-condensed energy or cast some spells. Can be convinced or re-programmed to follow someone.
Cyber Elf
STRDEXCONCHAFELCMPINTWISWIL
131223222
Skills: Tech-Use 3, Perception 2, [Any 1 Lore] 2
Size/Resilience: 1/2
Static Defence: 23
HP: 6
Feats: Spell Might
Armor: None
Attacks: Energy Ray (2k2 E, S/-, 0Pen, 30m, 30, full-round reload)
Abilities: Lazer (Energy Ray functions as a Laspistol).
Traits: Caster (Any, except Necromancy), Phasing, Machine
Gear: None
Level: 1

Dire Predator (Dire):
Prodigious in size, ferocity and aggressiveness, Dire Predators are often relics of bygone eras that somehow manage to sneak into this time. Most often canine or feline in general appearence, they might look close to some of their more tame cousins, but they often boast larger natural weapons, plating and size.
Dire Predator
STRDEXCONCHAFELCMPINTWISWIL
444123122
Skills: Brawl 4, Perception 3, Athletics 2, Acrobatics 2, Stealth 2
Size/Resilience: 6/6
Static Defence: 16
HP: 12
Feats: Heightened Senses (Scent), Fleet Of Foot, Power Attack, Evasion, Swift Attack, Crushing Blow, Step Aside
Armor: 4 to all locations (Amor Plating)
Attacks: Bite( 5k4R+2, Tearing), Claw (7k5+2 R)
Abilities:
Traits: Armor Plating (4)
Gear: None
Level: 3

Dinosaur (Dire):
Creatures of large, arborean forests and lush environments. Extinct from most planets, but rulers of the ones they are not extinct from. This is for a Velociraptor.
Dinosaur
STRDEXCONCHAFELCMPINTWISWIL
444123122
Skills: Brawl 4, Perception 3, Athletics 2, Acrobatics 2, Stealth 2
Size/Resilience: 6/6
Static Defence: 16
HP: 12
Feats: Heightened Senses (Scent), Fleet Of Foot, Power Attack, Evasion, Swift Attack, Crushing Blow, Step Aside
Armor: 4 to all locations (Amor Plating)
Attacks: Bite( 5k4R+2, Tearing), Claw (7k5+2 R)
Abilities:
Traits: Armor Plating (4)
Gear: None
Level: 3

Drake (Magical):
Much small cousins to the Dragons, Drakes are far less unintelligent and far less dangerous. That, of course, means little when one takes into account their tough scales, fiery breath and nasty claws.
Drake
STRDEXCONCHAFELCMPINTWISWIL
333123122
Skills:
Size/Resilience: 6/6
Static Defence: 13
HP: 12
Feats: Heightened Senses (Scent), Sound Constitution (x2), Power Attack, Crushing Blow
Armor: 4 to all locations (Amor Plating)
Attacks: Bite( 4k2R+2, Tearing), Claw (7k2+2 R), Breath Weapon (4k3, 6, S/-, 20m, Flame)
Abilities: Dragon Breath - Functions as Flamer weapon, usable 3/scene
Traits: Armor Plating (4), Quadruped
Gear: None
Level: 3

Droid (Cyber):
Droids are a catch-all phrase for all mechanical, non-Promethean constructs. Powered by a simple A.I., with several combat programs and a tough chassis, they can be a nasty surprise.
Droid
STRDEXCONCHAFELCMPINTWISWIL
435113212
Skills: Tech-Use 3, Perception 2, Ballistics 3, Weaponry 2
Size/Resilience: 4/5
Static Defence: 14
HP: 14
Feats: Double Tap OR Crack Shot OR Far Shot, Hip Shot, Armor Proficiency (Light, Medium)
Armor: 5 AP (Flak)
Attacks: LasGun (3k2 E, 0 Pen, S/3, 60m, 60, full reload), Sword (7k2 R, 0 Pen)
Abilities: Trick Shot - Accurate Attack (-3k0 to damage, +3k0 to damage, Standard Attack)
Traits: Caster (One Gun Kata), Auto-Stabilized, Machine
Gear: Lasgun, Sword
Level: 3

Imp (Warp):
Beings of the Warp itself, minor desires, sins and fears coalesced. Usually summoned by mages as practice, or created by accident. Cowardly, but capable casters, if limited in intellect. Still, occasionally they form contacts, and they can, in time, learn a vocal language.
Imp
STRDEXCONCHAFELCMPINTWISWIL
111223222
Skills: Arcana 3, Perception 2
Size/Resilience: 2/3
Static Defence: 15
HP: 6
Feats: Spell Might
Armor: None
Attacks: Slam (2k1 I)
Abilities: None
Traits: Caster (Evocation 1 OR Necromancy 1 OR Conjuration 1), Dark Sight
Gear: None
Level: 1

Quasit (Warp):
Quasi-elemental beings. Sentient, but only enough for an animal. Wild, untrained and unpredictable.
Quasit
STRDEXCONCHAFELCMPINTWISWIL
222123123
Skills: Perception 3, Brawl 3
Size/Resilience: 4/4
Static Defence: 17
HP: 6
Feats: None
Armor: None
Attacks: Slam (5k3 I)
Abilities:
Quasits get one of the following, according to their element:
Earth - An Earth Quasit gets 4 AP to all locations
Air - An Air Quasit gains Flyer
Fire - A Fire Quasit deals E damage with their Natural Weapons
Water - A Water Quasit gains Regeneration 1
Traits: None
Gear: None
Level: 1

Skeleton (Undead):
Skeletons are like zombies, only, you know, without the flesh and rotting skin. Kind of an improvement when you think about the stench. Faster in reflexes than zombies, but less tough, unless dealing with blunt force trauma.
Skeleton
STRDEXCONCHAFELCMPINTWISWIL
333----22
Skills: Weaponry 3, Ballistics 2
Size/Resilience: 4/4
Static Defence: 17
HP: 6
Feats: Armor Proficiency (Light, Medium), Power Attack
Armor: 5 AP to all locations (Flak Armor)
Attacks: Bow (2k2 R, 0 Pen, S/-, 30m, 1, free reload), Hand Weapon (6k2 R OR I, 0 Pen)
Abilities: Bony - Against I-type attacks, double Resilience, also Gizzards damage goes to Body
Traits: Mindless, Undead
Gear: Hand Weapon, Armor, Bow
Level: 2
Edited by Soulblazer_87, May 14 2013, 03:26 PM.
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Soulblazer_87

These are templates that can, very rarely, exist on an pre-existing being and enhance it further. They grant additional powers at no cost and are more often random mutations or experiments.

Magic-Induced Template
Magic-Induced beings possess a natural affinity for magic. They gain a free level in any one Magic School they previously had nor ranks in. They can increase with exp as if it were part of any of their classes, if any. They are considered to be Sanctioned for purposes of Psychic Phenomena/Perils of the Warp. Increase Threat Level by 1.

War-Formed Template
War-Formed beings possess an innate talent for the Sublime Way. They gain a free level in any one Sword School or Gun Kata (only if they possess/can use ranged weapons) they previously had no ranks into. They can increase their ranking as if it were part of any of their classes, if any. They also begin knowing one maneuvre of their making, for which they begin with 150 exp to spend in. Increase Threat Level by 1.

Anti-Magic Template
Anti-Magic beings exist untouched by the Warp, both the good effects and the bad. Because of that, they may never learn to cast a Magic Spell or use a supernatural power (such as Desert Wind maneuvres). Additionally, all magic that tries to affect them does so at a +10 TN, both beneficial and hostile. Weapons or Natural Weapons that deal magic damage instead deal normal damage of their type. Increase Threat Level by 1.

Uber Template
An Uber-being is exactly that; a being FAR superior to all others. Its resilience increases by 2 and may distribute 3 dots to any physical stat. If they lacked a class, they gain one now and, either way, gain 300exp to spend on class-related benefits. Additionally, they may gain 1 Trait, with the SM's approval, or one of the Templates above. Threat level and actual levels increase by 1 -this CAN bring their level to above 5.
Edited by Soulblazer_87, May 14 2013, 01:36 PM.
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