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| Tweet Topic Started: May 14 2013, 01:27 PM (528 Views) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Soulblazer_87 | May 14 2013, 01:27 PM Post #1 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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.
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.
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.
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.
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.
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.
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.
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.
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 | May 14 2013, 01:27 PM Post #2 | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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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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