Post by logan9a on Sept 1, 2019 22:12:15 GMT
Although any guest GM is free to use whatever stats they want, I've been asked to post some of my stats I use. These are of course subject to change etc. Here in are none of my 'special' monsters. Also, the monsters sometimes change from encounter to encounter. There is no official stuff but just going through my notes (I have my own 'monster manual') here are some of them:
BEAR
Travel rate:
Maneuver%; Combat move: 40%; 6/18m
To hit/Damage: 40%, d6+d8
Armor/HP: None/16
SANITY ROLL: Nil
Special attacks:
Special defenses:
Special weaknesses:
Special other:
Diet:
Where/when found:
Default disposition toward PC's: Variable
Other notes:
COUGAR (or any ‘big cat’)
Travel rate:
Maneuver%; Combat move: 60%; 8/24m per round.
To hit/Damage: 30%/d8
Armor/HP: NA/14
SANITY ROLL: nil
Special attacks: Ambush predator, stealth 60% (gain +30% and two bumps in damage for full surprise!). Can leap 5m straight up or up to 12m horizontally.
Special defenses:
Special weaknesses:
Special other:
Diet:
Where/when found:
Default disposition toward PC's: They are mobile food
Other notes:
Crocodile, alligator, etc
Travel rate: 30KPH
Maneuver%; Combat move: 30%; 15/45m
To hit/Damage: 30%/2d10
Armor/HP: one/20
Special attacks: 50% stealth!
Special defenses:
Special weaknesses:
Description:
Diet:
Where/when found: Wet areas.
Default disposition toward PC's: ADVs = food.
Other notes:
"Fuck!" deer.
Travel rate: about 42KPH
Maneuver%; Combat move: 21/63m (quick!)
To hit/Damage: None
Armor/HP: 0/4
Special attacks: None
Special defenses: -30% to be hit - small and fucking fast.
Special abilities: Running
Special weaknesses: Getting hit.
Description:
Source: en.wikipedia.org/wiki/Dik-dik
Tiny little deer, about a third of a meter tall.
Diet: Plants and low stuff.
Lootability/Treasure: Nothing
Where/when found: Prefer grasslands, even if hot.
Default disposition toward PC's: To most people, it sounds like a sharp piercing cry. Since the PC's can understand all language, it sounds like they yell "Fuck!" in a high pitched, panicked voice. This is all they ever say. They shriek this and take off. [Even if a PC somehow manages to capture one - quite a feat - they only say this one word. And always in panic. These things are always in a panic.]
Other notes:
T-REX
Travel rate: 20 KPH (it doesn’t run but walks fast)
Maneuver%; Combat move: 10m/round (no sprint)
To hit/Damage: 30% (including the PC’s are small modifier)
Armor/HP: One place/250 HP
Special attacks:
Special defenses:
Special weaknesses:
Special other:
Diet: Carnivore
Where/when found:
Default disposition toward PC's: PC’s = Food
Other notes:
Farters
Travel rate: 30KM/day
Maneuver%; Combat move: 20%; 2/5m
To hit/Damage: 0/0
Armor/HP: 0/14
Special attacks: None
Special defenses:
They have ONE trick which helps them avoid predators. They can puff up their body with some sort of gas (only once a day unless they eat a lot or are weird) and float about four meters off the ground. They can make themselves move slowly - by farting. They can stay up there for a really long time but need to come down if they want to eat. Oddly, they can also fart themselves along at that same speed though only for a few minutes. They usually only go up and move around to avoid predators (usually unsuccessfully) or go over things blocking their path.
Special weaknesses:
Description:
They have kind of short, stubby legs (see picture "Food"), vaguely horse like heads and huge bodies.
Diet: Plants and stuff.
Other notes:
Where/when found: Grasslands, savanahs.
Default disposition toward PC's: Neutral.
Not all that bright.
The females always seem to be pregnant or giving birth. These things have mad reproductive speed. They give birth once every four months which is a bit faster than double cows.
The perfect food animal as they taste delicious. They are perfectly fine eating grass or hay. Or pretty much anything like that.
The only problem is that standard pens don't work well - you need something with a ceiling. Even one of woven vines would work fine.
(Note that if they are floating and a PC lassos one, they can take it to where ever they want like some sort of fucked up furry balloon.)
Note: An encounter - small kid sneaks up to one then (with a step ladder or something) jumps on to it's back. It starts, rises into the air and begins 'farting around' (yee haw!! screams the kid who is now probably in trouble)
Shamelessly stolen from: starwars.wikia.com/wiki/Shaak/Legends
Giants (generic)
Travel rate: 100KM/day
Maneuver%; Combat move: 25%; 6/20m
To hit/Damage: Massive club (or kick or stomp): 30%, damage 2d10 (note: This is for fighting human sized creatures, vs other giants, 50% hit)
Armor/HP: variable/40
Special attacks:
Special defenses:
Special weaknesses: +20% to hit for the ADVs/PC's if they're under 10m away.
Description: 7m tall giants.
Diet:
Other notes:
Where/when found: Special
Default disposition toward PC's: Neutral on down.
Goblins
Travel rate: 40KM/day (hurrying)
Maneuver%; Combat move: 30%; 3/8
To hit/Damage: 50%. Damage d6 (plus willpower x3 or take d4 more in poison - to save on the book keeping they take it RTFN) Note, non-combatants Hit 30%, damage d4.
Armor/HP: 0 (usually)/7
Special attacks: Poison, see above.
Special defenses:
Stealth, 60%
Special weaknesses:
Description: Green skin, pointy head.
Diet: Omnivore
Other notes:
Where/when found: Usually swamps, etc.
Default disposition toward PC's: Unfriendly (note - fluently speaking their language moves them up to 'curious')
Hawk - ordinary
Travel rate:
Maneuver%; Combat move: 20/50m round unless diving - then 100/250m per round. Fast.
To hit/Damage: 30%, d3 + distraction if flap around in face (puts PC at -30%)
Armor/HP: 0/3
SANITY ROLL: 0
Special attacks: Dive - super fast.
Special defenses: -30% to be hit (small)
Special weaknesses:
Special other:
Diet: Carnivore
Where/when found:
Default disposition toward PC's: Neutral
Other notes:
Sickly Post Apocalyptic Cannibals
Travel rate: Slow human
Maneuver%; Combat move: 20% 3/10m
To hit/Damage: 20%/d6
Armor/HP: None/10
SANITY ROLL: 0
Special attacks: Some - d6 from each group - have sharpened sticks that can be thrown for d6 in addition to hand held weapons.
Special defenses:
Special weaknesses:
Special other:
Diet: Cannibals
Where/when found: Placed
Default disposition toward PC's: Capture or kill on sight.
Other notes:
Moose/Elk/etc
Travel rate:
Maneuver%; Combat move: 50%; 5/15m
To hit/Damage: 30%/2d8
Armor/HP: 16
SANITY ROLL: nil
Special attacks: Charge, gore, kick
Special defenses:
Special weaknesses:
Special other:
Diet:
Where/when found:
Default disposition toward PC's:
Other notes:
Skeletons
Travel rate: 40KM/day
Maneuver%; Combat move: 10%; 3/10m
To hit/Damage: 30%/d6 (usually with various rusted and decaying weapons - not d8 due to crappy condition of normal weapons)
Armor/HP: 0/special
Skeletons are an 'all or nothing' thing. Either your hit destroys it or you have effectively done nothing to it.
Skeletons are rated from 1 (amazingly brutal) to 10 (pussy). Note, '5' is the norm.
Multiply the skeletons rating by the amount of damage of total damage done in a single hit. This is the chance to destroy.
Example - the skeleton is pretty tough rating a '3'. The character does 8 points of damage. 8x3=24% chance of destruction.
Special attacks: None unless the skeleton is a reanimated giant or special critter.
Special defenses: Note that knocking off any limbs - or even the head - will not slow or hamper the skeleton in any way. Only by shattering the whole thing can it be stopped.
Special abilities: None
Special weaknesses: None
Description: Bones dem bones dem dry bones!
Diet: None
Lootability/Treasure: NA/variable
Where/when found: Usually tombs
Default disposition toward PC's: Attack!
Other notes:
Man Sized Spiders
Travel rate: (homebodies)
Maneuver%; Combat move: 30%; 4/12m
To hit/Damage: 30%/ d6 + poison. Con/endurance roll or take extra (stun!) d6 immediately.
Armor/HP: 0/12
Special attacks: Once someone goes unconscious, they can get them 'all webbed up' (8 rounds). Once that happens, the PC will need to be let free or get a STR skill roll at -60% to free themselves. The webbed are fucked.
Special defenses:
Special weaknesses:
Description: It's a big assed spider, man!
Diet:
Other notes: If any of the PC's can figure out a way to take these things captive and get them to alchemists, holy shit they can make something that is like silk rope with amazing strength.
Also - their webs do NOT burst into flame. If you keep enough flame there long enough, it will burn through. Assuming the webbing has 20 HP and a torch does d6 per round... Yeah. Strong stuff and not D&D 'flare web'.
Where/when found: Specially placed, forests are nice.
Default disposition toward PC's: They want to eat them.
Troll
Travel rate: 40KPD
Maneuver%; Combat move: 30%; 3/10m
To hit/Damage: Three attacks per round - 30% for each - d4, d4, d6 (claw, claw, bite)
Armor/HP: one place/15
Special attacks: 50% stealth!
Special defenses: Regenerate 1 HP per round unless something (usually fire, may be different depending on area the troll is in) is used to stop it. (Fire flavor will stop regen though not do extra damage if it is just flavor).
Special weaknesses: Ambush predator.
Description: Man sized or smaller
Diet: ADVs.
Where/when found: Pretty much everywhere.
Default disposition toward PC's: ADVs = food.
Other notes: Low cunning. Some (30%) can speak/understand. The rest can't.
SANITY 1/d6 (max 12)
Zombie, tough
Maneuver%; Combat move: 30%; 3/10m
To hit/Damage: 50%/d8
Armor/HP: Nil/20 HP
SANITY ROLL: 1/d8 (toward zombie, max 16)
Special attacks: For non-DORA’s, disease.
Special defenses: Any attacks targeted to the head (-30% to hit) multiply damage taken by two.
Special weaknesses: Headshots
Special other:
Loot:
Diet: Brains.
Where/when found:
Default disposition toward PC's: Hostile.
GOALS:
Other notes:
BEAR
Travel rate:
Maneuver%; Combat move: 40%; 6/18m
To hit/Damage: 40%, d6+d8
Armor/HP: None/16
SANITY ROLL: Nil
Special attacks:
Special defenses:
Special weaknesses:
Special other:
Diet:
Where/when found:
Default disposition toward PC's: Variable
Other notes:
COUGAR (or any ‘big cat’)
Travel rate:
Maneuver%; Combat move: 60%; 8/24m per round.
To hit/Damage: 30%/d8
Armor/HP: NA/14
SANITY ROLL: nil
Special attacks: Ambush predator, stealth 60% (gain +30% and two bumps in damage for full surprise!). Can leap 5m straight up or up to 12m horizontally.
Special defenses:
Special weaknesses:
Special other:
Diet:
Where/when found:
Default disposition toward PC's: They are mobile food
Other notes:
Crocodile, alligator, etc
Travel rate: 30KPH
Maneuver%; Combat move: 30%; 15/45m
To hit/Damage: 30%/2d10
Armor/HP: one/20
Special attacks: 50% stealth!
Special defenses:
Special weaknesses:
Description:
Diet:
Where/when found: Wet areas.
Default disposition toward PC's: ADVs = food.
Other notes:
"Fuck!" deer.
Travel rate: about 42KPH
Maneuver%; Combat move: 21/63m (quick!)
To hit/Damage: None
Armor/HP: 0/4
Special attacks: None
Special defenses: -30% to be hit - small and fucking fast.
Special abilities: Running
Special weaknesses: Getting hit.
Description:
Source: en.wikipedia.org/wiki/Dik-dik
Tiny little deer, about a third of a meter tall.
Diet: Plants and low stuff.
Lootability/Treasure: Nothing
Where/when found: Prefer grasslands, even if hot.
Default disposition toward PC's: To most people, it sounds like a sharp piercing cry. Since the PC's can understand all language, it sounds like they yell "Fuck!" in a high pitched, panicked voice. This is all they ever say. They shriek this and take off. [Even if a PC somehow manages to capture one - quite a feat - they only say this one word. And always in panic. These things are always in a panic.]
Other notes:
T-REX
Travel rate: 20 KPH (it doesn’t run but walks fast)
Maneuver%; Combat move: 10m/round (no sprint)
To hit/Damage: 30% (including the PC’s are small modifier)
Armor/HP: One place/250 HP
Special attacks:
Special defenses:
Special weaknesses:
Special other:
Diet: Carnivore
Where/when found:
Default disposition toward PC's: PC’s = Food
Other notes:
Farters
Travel rate: 30KM/day
Maneuver%; Combat move: 20%; 2/5m
To hit/Damage: 0/0
Armor/HP: 0/14
Special attacks: None
Special defenses:
They have ONE trick which helps them avoid predators. They can puff up their body with some sort of gas (only once a day unless they eat a lot or are weird) and float about four meters off the ground. They can make themselves move slowly - by farting. They can stay up there for a really long time but need to come down if they want to eat. Oddly, they can also fart themselves along at that same speed though only for a few minutes. They usually only go up and move around to avoid predators (usually unsuccessfully) or go over things blocking their path.
Special weaknesses:
Description:
They have kind of short, stubby legs (see picture "Food"), vaguely horse like heads and huge bodies.
Diet: Plants and stuff.
Other notes:
Where/when found: Grasslands, savanahs.
Default disposition toward PC's: Neutral.
Not all that bright.
The females always seem to be pregnant or giving birth. These things have mad reproductive speed. They give birth once every four months which is a bit faster than double cows.
The perfect food animal as they taste delicious. They are perfectly fine eating grass or hay. Or pretty much anything like that.
The only problem is that standard pens don't work well - you need something with a ceiling. Even one of woven vines would work fine.
(Note that if they are floating and a PC lassos one, they can take it to where ever they want like some sort of fucked up furry balloon.)
Note: An encounter - small kid sneaks up to one then (with a step ladder or something) jumps on to it's back. It starts, rises into the air and begins 'farting around' (yee haw!! screams the kid who is now probably in trouble)
Shamelessly stolen from: starwars.wikia.com/wiki/Shaak/Legends
Giants (generic)
Travel rate: 100KM/day
Maneuver%; Combat move: 25%; 6/20m
To hit/Damage: Massive club (or kick or stomp): 30%, damage 2d10 (note: This is for fighting human sized creatures, vs other giants, 50% hit)
Armor/HP: variable/40
Special attacks:
Special defenses:
Special weaknesses: +20% to hit for the ADVs/PC's if they're under 10m away.
Description: 7m tall giants.
Diet:
Other notes:
Where/when found: Special
Default disposition toward PC's: Neutral on down.
Goblins
Travel rate: 40KM/day (hurrying)
Maneuver%; Combat move: 30%; 3/8
To hit/Damage: 50%. Damage d6 (plus willpower x3 or take d4 more in poison - to save on the book keeping they take it RTFN) Note, non-combatants Hit 30%, damage d4.
Armor/HP: 0 (usually)/7
Special attacks: Poison, see above.
Special defenses:
Stealth, 60%
Special weaknesses:
Description: Green skin, pointy head.
Diet: Omnivore
Other notes:
Where/when found: Usually swamps, etc.
Default disposition toward PC's: Unfriendly (note - fluently speaking their language moves them up to 'curious')
Hawk - ordinary
Travel rate:
Maneuver%; Combat move: 20/50m round unless diving - then 100/250m per round. Fast.
To hit/Damage: 30%, d3 + distraction if flap around in face (puts PC at -30%)
Armor/HP: 0/3
SANITY ROLL: 0
Special attacks: Dive - super fast.
Special defenses: -30% to be hit (small)
Special weaknesses:
Special other:
Diet: Carnivore
Where/when found:
Default disposition toward PC's: Neutral
Other notes:
Sickly Post Apocalyptic Cannibals
Travel rate: Slow human
Maneuver%; Combat move: 20% 3/10m
To hit/Damage: 20%/d6
Armor/HP: None/10
SANITY ROLL: 0
Special attacks: Some - d6 from each group - have sharpened sticks that can be thrown for d6 in addition to hand held weapons.
Special defenses:
Special weaknesses:
Special other:
Diet: Cannibals
Where/when found: Placed
Default disposition toward PC's: Capture or kill on sight.
Other notes:
Moose/Elk/etc
Travel rate:
Maneuver%; Combat move: 50%; 5/15m
To hit/Damage: 30%/2d8
Armor/HP: 16
SANITY ROLL: nil
Special attacks: Charge, gore, kick
Special defenses:
Special weaknesses:
Special other:
Diet:
Where/when found:
Default disposition toward PC's:
Other notes:
Skeletons
Travel rate: 40KM/day
Maneuver%; Combat move: 10%; 3/10m
To hit/Damage: 30%/d6 (usually with various rusted and decaying weapons - not d8 due to crappy condition of normal weapons)
Armor/HP: 0/special
Skeletons are an 'all or nothing' thing. Either your hit destroys it or you have effectively done nothing to it.
Skeletons are rated from 1 (amazingly brutal) to 10 (pussy). Note, '5' is the norm.
Multiply the skeletons rating by the amount of damage of total damage done in a single hit. This is the chance to destroy.
Example - the skeleton is pretty tough rating a '3'. The character does 8 points of damage. 8x3=24% chance of destruction.
Special attacks: None unless the skeleton is a reanimated giant or special critter.
Special defenses: Note that knocking off any limbs - or even the head - will not slow or hamper the skeleton in any way. Only by shattering the whole thing can it be stopped.
Special abilities: None
Special weaknesses: None
Description: Bones dem bones dem dry bones!
Diet: None
Lootability/Treasure: NA/variable
Where/when found: Usually tombs
Default disposition toward PC's: Attack!
Other notes:
Man Sized Spiders
Travel rate: (homebodies)
Maneuver%; Combat move: 30%; 4/12m
To hit/Damage: 30%/ d6 + poison. Con/endurance roll or take extra (stun!) d6 immediately.
Armor/HP: 0/12
Special attacks: Once someone goes unconscious, they can get them 'all webbed up' (8 rounds). Once that happens, the PC will need to be let free or get a STR skill roll at -60% to free themselves. The webbed are fucked.
Special defenses:
Special weaknesses:
Description: It's a big assed spider, man!
Diet:
Other notes: If any of the PC's can figure out a way to take these things captive and get them to alchemists, holy shit they can make something that is like silk rope with amazing strength.
Also - their webs do NOT burst into flame. If you keep enough flame there long enough, it will burn through. Assuming the webbing has 20 HP and a torch does d6 per round... Yeah. Strong stuff and not D&D 'flare web'.
Where/when found: Specially placed, forests are nice.
Default disposition toward PC's: They want to eat them.
Troll
Travel rate: 40KPD
Maneuver%; Combat move: 30%; 3/10m
To hit/Damage: Three attacks per round - 30% for each - d4, d4, d6 (claw, claw, bite)
Armor/HP: one place/15
Special attacks: 50% stealth!
Special defenses: Regenerate 1 HP per round unless something (usually fire, may be different depending on area the troll is in) is used to stop it. (Fire flavor will stop regen though not do extra damage if it is just flavor).
Special weaknesses: Ambush predator.
Description: Man sized or smaller
Diet: ADVs.
Where/when found: Pretty much everywhere.
Default disposition toward PC's: ADVs = food.
Other notes: Low cunning. Some (30%) can speak/understand. The rest can't.
SANITY 1/d6 (max 12)
Zombie, tough
Maneuver%; Combat move: 30%; 3/10m
To hit/Damage: 50%/d8
Armor/HP: Nil/20 HP
SANITY ROLL: 1/d8 (toward zombie, max 16)
Special attacks: For non-DORA’s, disease.
Special defenses: Any attacks targeted to the head (-30% to hit) multiply damage taken by two.
Special weaknesses: Headshots
Special other:
Loot:
Diet: Brains.
Where/when found:
Default disposition toward PC's: Hostile.
GOALS:
Other notes: