azato Posted January 25, 2009 Report Share Posted January 25, 2009 Rather than creating a jillion threads I will just put all the creatures in just one. Quote Link to comment Share on other sites More sharing options...
azato Posted January 25, 2009 Author Report Share Posted January 25, 2009 Re: Star Frontiers Bestiary Loper Player: Val Char Cost 15 STR 5 12 DEX 6 14 CON 8 12 BODY 4 7 INT -3 4 EGO -12 12 PRE 2 6 COM -2 8 PD 5 5 ED 2 3 SPD 8 6 REC 0 28 END 0 29 STUN 2 12" RUN 0 0" SWIM -2 3" LEAP 0 Characteristics Cost: 23 Cost Power 22 "Powerful jaws": HKA 1d6 (1 1/2d6 w/STR), Armor Piercing (+1/2) (22 Active Points) 4 "Small fore claws": HKA 1 point (1/2d6 w/STR) (5 Active Points); Reduced Penetration (-1/4) 2 Immune to needlers: Damage Resistance (3 PD/2 ED) 12 "Rapid gate": Running +6" (12" total) 6 Reptile Senses: +2 PER with All Sense Groups 3 "Inhabiting the deserts": Life Support (Eating: Character only has to eat once per week; Safe in Intense Heat) Powers Cost: 49 Cost Skill 10 +2 with HTH Combat 3 Stealth 11- 3 Tracking 10- Skills Cost: 16 Total Character Cost: 88 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 15 Physical Limitation: Large (up to 4m long and 2m tall, and weighing about 700 kg; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing, Custom Adder 5 Psychological Limitation: Tamable (Uncommon, Moderate) 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing Disadvantage Points: 50 Base Points: 75 Experience Required: 0 Total Experience Available: 42 Experience Unspent: 42 Quote Link to comment Share on other sites More sharing options...
azato Posted January 25, 2009 Author Report Share Posted January 25, 2009 Re: Star Frontiers Bestiary How to I simulate the MUTATING FUNGUS? Here is the write-up DESCRIPTION: It is uncertain whether the mutating fungus is an animal, a plant, or a cancer, for it has aspects of all three. In outward appearance, it resembles a white, pasty fungus, yet it is capable of self-locomotion, creeping across small areas of land to attack its prey. Its attack form, however, resembles that of a cancer; replacing the normal, healthy cells of any creature with its own mushy cells. Any character who is exposed to the mutating fungus for eight hours or more, or who sleeps near it for any amount of time, will find a while, pasty growth covering parts of his body. If the character notices the presence of the fungus within three hours of its attack, he may treat the infected part of his body with antibody plus and counteract the effects of the fungus (though he will not tee protected from further attacks!. If the character is not treated within three hours, the infected body part must be amputated, or the character will be completely consumed by the fungus within three days. Any character exposed to a mutating fungus for three days without treatment will be transformed into a mutating fungus permanently. --------------------------------------------- I am thinking of doing a bit of hand wavium. But here are some thoughts 1. If the players are exposed for the minimum duration, roll 1d3 for the number of locations afflicted. 2. Use the hit location rule to determine affected limbs (in general, I am not planning on using hit locations in the game). 3. Apply a killing attack to each location and using the disable rules to determine when a limb needs amputating 4. Us a combination of CONTINUOUS and EXTRA TIME. Quote Link to comment Share on other sites More sharing options...
azato Posted January 25, 2009 Author Report Share Posted January 25, 2009 Re: Star Frontiers Bestiary I made some modifications. The writeup said it was 7 meters tall! The damage they gave did not line up with the size of the creature. I looked at where it shows up in the module and decided to just make it smaller. Any suggestions or critiques are welcome. Volturnian Cave Bear Player: Val Char Cost 35 STR 25 9 DEX -3 22 CON 24 23 BODY 26 8 INT -2 5 EGO -10 23 PRE 13 8 COM -1 17 PD 10 8 ED 4 2 SPD 1 11 REC 0 44 END 0 52 STUN 0 6" RUN 0 4" SWIM 0 7" LEAP 0 Characteristics Cost: 87 Cost Power 40 Bite: HKA 2 1/2d6 (5d6 w/STR) 20 "Massive foreclaws": HKA 1 1/2d6 (3d6+1 w/STR) (25 Active Points); Reduced Penetration (-1/4) 10 "Large": Energy Damage Reduction, 25% 10 "Large": Physical Damage Reduction, 25% 15 Stretching 3" 6 Heavy: Knockback Resistance -3" 1 Burst Of Speed: Running 3" (6 Active Points); Increased Endurance Cost (8x END; -3 1/2) 2 Large Paws: Swimming +2" (4" total) 6 Inhabiting the caverns: +2 PER with all Sense Groups Powers Cost: 110 Cost Skill 5 +1 with HTH Combat 6 +3 Grab Skills Cost: 11 Total Character Cost: 208 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 20 Physical Limitation: Large (up to 6m and ; -2 DCV, +2 to PER Rolls to perceive) (Frequently, Slightly Impairing, Custom Adder) 15 Physical Limitation: Hungy all the time - "It attempts to eat any organic substance it finds," (Frequently, Greatly Impairing) 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing Disadvantage Points: 65 Base Points: 75 Experience Required: 68 Total Experience Available: 6 Experience Unspent: 0 Quote Link to comment Share on other sites More sharing options...
Nolgroth Posted January 25, 2009 Report Share Posted January 25, 2009 Re: Star Frontiers Bestiary How to I simulate the MUTATING FUNGUS?My first thought was Transform. I know a lot of people hate that method, but it makes a certain amount of sense. My second thought is to write it up like a venom with lots of DC Killing Attack, Gradual Effect and maybe even some variation of Invisible Power Effects. Not completely invisible, but something that requires at least a self examination. I would treat AntiBody Plus as a Dispel versus chemical/biological attacks. You could even write up a Naked Advantage: Difficult to Dispel, Extra Time: 3 Hours (would probably have to buy it at the 1 hour value, but that's semantics). You could even possibly still get rid of the infection after the 3 hours, but it would be much more difficult. If you want to keep it lethal, then you either add more DC (thus having more active points) or you "stack" Difficult to Dispel. Just my thoughts. Quote Link to comment Share on other sites More sharing options...
Vestnik Posted January 27, 2009 Report Share Posted January 27, 2009 Re: Star Frontiers Bestiary What about a Quickdeath? Quote Link to comment Share on other sites More sharing options...
azato Posted January 27, 2009 Author Report Share Posted January 27, 2009 Re: Star Frontiers Bestiary That creature has already been created and exists in this board's achieves (if you do a search I am sure you will find it). When I get the others done I will post it with the proper credit. What about a Quickdeath? Quote Link to comment Share on other sites More sharing options...
Susano Posted January 28, 2009 Report Share Posted January 28, 2009 Re: Star Frontiers Bestiary I'd be willing to host the finished product(s) on my site if you send me the HDC files. Quote Link to comment Share on other sites More sharing options...
azato Posted January 28, 2009 Author Report Share Posted January 28, 2009 Re: Star Frontiers Bestiary It would be an honor. I will do that once I am closer to finished with the line. I'd be willing to host the finished product(s) on my site if you send me the HDC files. Quote Link to comment Share on other sites More sharing options...
azato Posted January 31, 2009 Author Report Share Posted January 31, 2009 Re: Star Frontiers Bestiary I just gave the info from Star Frontiers. Let me know what you think. I plan to "Heroize" the description later. Dropper Player: Val Char Cost 10 STR 0 10 DEX 0 10 CON 0 4 BODY -12 2 INT -8 2 EGO -16 5 PRE -5 10 COM 0 1 PD 0 1 ED 0 2 SPD 0 4 REC 0 20 END 0 2" RUN -8 0" SWIM -2 0" LEAP -2 Characteristics Cost: -53 Cost Power 5 "it driops a tentacle-like pseudo-pod": Stretching 3" (15 Active Points); Only To Grab an opponent (-1/2), Can only drop down (-1/2), Always Direct (-1/4), No Velocity Damage (-1/4), Limited Body Parts (psuedo pod) (-1/4) 13 "A giant ameoba": Clinging (20 STR) 53 "Projectile weapons will not affect the dropper": Desolidification , Reduced Endurance (0 END; +1/2), Persistent (+1/2), Continuous (+1) (120 Active Points); Only vs. puncturing type physical attacks (bullets, needlers, spears, etc) (-1 1/4) 60 Amoeba-like body": Automaton (Takes No STUN) 3 "Dropper never sleeps": Life Support (Sleeping: Character does not sleep) 65 "Sticky digestive acid": Killing Attack - Ranged 1d6+1, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (65 Active Points) Powers Cost: 199 Cost Skill 6 Concealment 14- (13 Active Points); Self Only (-1/2), Does not work in bright sunlight (-1/2) 15 +2 with DCV (30 Active Points); Only when against rock surfaces (-1/2), Only vs ranged attacks (-1/2) Skills Cost: 21 Total Character Cost: 167 Pts. Disadvantage 20 Physical Limitation: Simple Animal Intelligence (All the Time, Greatly Impairing) 25 Psychological Limitation: Always hungry and follows simple patterns (Very Common, Total) 20 Psychological Limitation: No manipulation (Very Common, Strong) Disadvantage Points: 65 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 DESCRIPTION: The dropper resembles a giant amoeba. It is a flat, irregular blob up to 1 meter in diameter. The dropper inhabits cavern ceilings all over Volturnus, always ready to drop on any unsuspecting prey walking beneath it. When the dropper senses another creature approaching, it crops a tentacle-like pseudo-pod covered with a sticky digestive acid. If this pseudo-pod strikes the prey, the dropper falls onto the creature in the same turn and attempts to envelop it (treat as a grapple). The dropper then begins to digest the creature, releasing digestive acids that cause 2d10 damage every turn the victim fails to break the dropper's hold. The smell of this digestive acid will attract 2d10 more droppers to the area in 1d10 turns. Because of its amoeba-like body, projectile weapons will not affect the dropper. It is also immune to the effects of tangier grenades,. for it simply oozes out of the tangier strings. Since the dropper never sleeps (even if artificially stimulated), doze grenades will not' affect it, either. In addition, any person using a ranged weapon attacks at -10 due to the dropper's ability to blend with its natural) rock surroundings (droppers cannot even be seen from distances greater than 5 meters). Very bright light will cancel the effects oft the dropper's camouflage. Quote Link to comment Share on other sites More sharing options...
azato Posted January 31, 2009 Author Report Share Posted January 31, 2009 Re: Star Frontiers Bestiary I changed the attack for the dropper and made it cause less damage and delayed its affect. Currently, I believe I am going to handle the SF conversion by not having any armor (at least for volturnus). The skein suits and shields will be damage reduction. That being the case I thought my initial damage was a bit high both for game balance and for realism. The SF write up states that the droppers "grab" the victims, however I thought that simple clinging fit better with the concept. Your thoughts? -------------------------------------------------------------------- 16 "Sticky digestive acid": Killing Attack - Ranged 1/2d6, Reduced Endurance (0 END; +1/2), Damage Shield (Offensive; +3/4), Continuous (+1) (32 Active Points); Clothes stop the effects for 1 phase. (The clothing, at least the thit location, is destroyed.; -1) Powers Cost: 90 ----------------------------------------------------------------- Quote Link to comment Share on other sites More sharing options...
azato Posted February 1, 2009 Author Report Share Posted February 1, 2009 Re: Star Frontiers Bestiary THOUGHTS? I am not sure if I did the harpoon barb correctly. Queequeg Player: Val Char Cost 25 STR 15 10 DEX 0 15 CON 10 20 BODY 20 7 INT -3 5 EGO -10 14 PRE 4 10 COM 0 5/9 PD 0 3/7 ED 0 2 SPD 0 8 REC 0 30 END 0 41 STUN 0 10" RUN 0 0" SWIM -2 5" LEAP 0 Characteristics Cost: 34 Cost Power 10 "three eyes spaced evenly around the body": Increased Arc Of Perception (360 Degrees) with Sight Group 8 Fast: Running +4" (10" total) 10 "A single 5-meter-long tentacle": Stretching 3" (15 Active Points); Limited Body Parts - Harpoon tentacle (-1/4), no Noncombat Stretching (-1/4) 81 "Harpoon tentacle": (Total: 120 Active Cost, 81 Real Cost) Killing Attack - Hand-To-Hand 1 1/2d6 (3d6+1 w/STR), Reduced Endurance (0 END; +1/2) (37 Active Points) (Real Cost: 37) plus Clinging (35 STR), Uncontrolled (+1/2) (19 Active Points); Activation Roll 12- ("the sharp barb makes it difficult to pull out"; -3/4), Can only be used on the creature hit by the harpoon (-1/2) (Real Cost: 8) plus Killing Attack - Ranged 1d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger requires a Zero Phase Action, Trigger resets automatically, immediately after it activates; When victim pulls free from the barbed harpoon; +3/4), No Normal Defense ([standard]; +1), Does BODY (+1) (64 Active Points); No Range (-1/2), Activation Roll 15- (-1/4) (Real Cost: 36) 18 "Mouth": Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (0 END; +1/2) (22 Active Points); Reduced Penetration (-1/4) 5 "Filaments": Extra Limbs (15), Inherent (+1/4) (6 Active Points); Limited Manipulation (-1/4) 5 "natural camouflage": Concealment 12- (7 Active Points); Self Only (-1/2) 6 +2 PER with all Sense Groups 12 "Hard exoskeleton": Armor (4 PD/4 ED) Powers Cost: 155 Cost Skill 4 +2 with harpoon Skills Cost: 4 Total Character Cost: 193 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) Disadvantage Points: 15 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 DESCRIPTION: Queequegs have barrel-shaped bodies with three jointed legs arranged like a tripod, and three eyes spaced evenly around the body so it can see all directions at once. They have a hard exoskeleton that matches the color of the plants where they live, providing a natural camouflage. Its mouth is in its underbelly, surrounded by small tentacles. A single 5-meter-long tentacle grows from the top of the body. The long tentacle tapers to a point with a razor-sharp barb. The queequeg attacks by whipping this tentacle at its prey like a harpoon. Once the tentacle hits a target the sharp barb makes it difficult to pull out. The queequeg then pulls the victim to its mouth in one turn, and holds the prey with the filaments while devouring it. A character that is being eaten automatically takes 2d10 points of damage each turn until rescued. The victim can not fight back once he is held in the small tentacles. If characters attack the harpoon tentacle and cause 20 points of damage, the tentacle is severed. The hard exoskeleton is very effective defense against physical damage. In game terms, it acts as a skeinsuit against all non-energy damage (reducing all incoming attack damage by one half).[\font] Quote Link to comment Share on other sites More sharing options...
Susano Posted February 1, 2009 Report Share Posted February 1, 2009 Re: Star Frontiers Bestiary I don't know what any of this stuff is, so it's hard to comment. Quote Link to comment Share on other sites More sharing options...
azato Posted February 1, 2009 Author Report Share Posted February 1, 2009 Re: Star Frontiers Bestiary http://www.starfrontiersman.com/PDF/Star%20Frontiers.pdf This is the rule book with the first adventure included. Very, very cool. The other modules are posted here as well. I don't know what any of this stuff is' date=' so it's hard to comment.[/quote'] Quote Link to comment Share on other sites More sharing options...
azato Posted February 14, 2009 Author Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary Here is the creature I like the least because it seems too stupid. Thought about just giving him wide feet but decided that I needed to be faithful to the concept. Luckily the text never really describe their "rear defense" of shard grass projectile. If I was to venture forth I suppose I would write it up as an explosion cone 1d6k 1 charge that would take x number of turns to recharge. Roller Player: Val Char Cost 45 STR 35 11 DEX 3 30 CON 40 30 BODY 40 8 INT -2 5 EGO -10 25 PRE 15 7 COM -1 12 PD 3 9 ED 3 2 SPD 0 15 REC 0 60 END 0 68 STUN 0 7" RUN 2 0" SWIM -2 0" LEAP -9 Characteristics Cost: 117 Cost Power 4 "Thick Hide": Damage Resistance (6 PD/2 ED) 16 Heavy: Knockback Resistance -8" 6 Animal Senses: +2 PER with All Sense Groups 27 "huge, cylindrical, hide-covered mass of bane and cartilage": Hand-To-Hand Attack +8d6 (40 Active Points); Hand-To-Hand Attack (-1/2) Powers Cost: 53 Cost Skill 5 +1 with HTH Combat Skills Cost: 5 Total Character Cost: 175 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 10 Physical Limitation: Enormous (up to 8m long, 4m tall at the shoulder, and 6,000 kg weight; -4 DCV, +4 to PER Rolls to perceive) Frequently, Slightly Impairing 10 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing 0 Physical Limitation: Reduced Leap, cannot leap Infrequently, Slightly Impairing, Already figured in Disadvantage Points: 35 Base Points: 75 Experience Required: 65 Total Experience Available: 63 Experience Unspent: 0 DESCRIPTION: A roller is a large herbivore named for its unusual "steam roller" type organ. This organ is actually a huge, cylindrical, hide-covered mass of bane and cartilage attached to two frontal limbs by ball and socket joints. The organ is used to crush the shard grass on which the creature feeds. The mouth of the roller is located on its underside. The crushed shards from the digestible shoots of grass are sucked up into this mouth. Internal organs of the creature separate the glass-like shards from the digestible shoots of grass. The indigestible shards are then stored in a special organ and used as missile weapons for the creature's rear defense. The roller has four normal limbs used for locomotion. The two eyes of the creature are located on the head near the large ears. The head does not have a mouth. A roller has a thick hide that protects it from being cut by shard grass. Rollers are generally docile creatures, and will not attack unless frightened or attacked themselves. They are usually found grazing on the grassy plains of Volturnus in herds of 5 to 50. If a roller scores a successful hit upon a character, the victim must roll his Reaction Speed or less. If the roll is successful, the roller attack is avoided; if not, the unfortunate character suffers 8-80 points of damage. (Note: if avoiding the roller means flinging oneself into the shard grass, the usual 1-10 points of damage will be taken.) Quote Link to comment Share on other sites More sharing options...
Susano Posted February 14, 2009 Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary That has to be the most absurd thing I have ever seen. Quote Link to comment Share on other sites More sharing options...
azato Posted February 14, 2009 Author Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary Cyboslug Player: Val Char Cost 35 STR 25 14 DEX 12 28 CON 36 28 BODY 36 8 INT -2 5 EGO -10 20 PRE 10 8 COM -1 21 PD 8 14 ED 4 2 SPD 0 13 REC 0 56 END 0 60 STUN 0 4" RUN -4 0" SWIM -2 0" LEAP -7 Characteristics Cost: 105 Cost Power 15 Thick Skin: Armor (6 PD/4 ED) 16 Heavy: Knockback Resistance -8" 67 Flamethrower: Killing Attack - Ranged 3d6, Area Of Effect (19" Cone; +1 1/4) (101 Active Points); No Range (-1/2) 15 "cling to walls and ceilings": Clinging (normal STR), Uncontrolled (+1/2) (15 Active Points) 17 "reflective slime": Energy Damage Reduction, Resistant, 50% (30 Active Points); Custom Modifier (Only against laser or fire attacks; -3/4) 25 Undergroud dweller: Infrared Perception (Smell/Taste Group), +3 to PER Roll, Increased Arc Of Perception (240 Degrees), Range, Targeting Powers Cost: 155 Cost Skill 6 +3 with any flame attack Skills Cost: 6 Total Character Cost: 266 Pts. Disadvantage 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing 5 Physical Limitation: Large (up to about 5m long and 3.5 tons; -2 DCV, +2 to PER Rolls to perceive) Infrequently, Slightly Impairing 0 Physical Limitation: Reduced Leap, cannot leap Infrequently, Slightly Impairing, Already figured in 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing 20 Psychological Limitation: "Attacks all non-Sathar life forms on sight" (Common, Total) Disadvantage Points: 55 Base Points: 75 Experience Required: 136 Total Experience Available: 45 Experience Unspent: 0 DESCRIPTION: A cyboslug is a living nightmare created by the Sathar to attack all non-Sathar life forms on sight. A cyboslug attacks with a flamethrower which has been surgically implanted in its body. It can cling to walls and ceilings. Its body is covered with a reflective slime which reduces damage taken from laser or fire attacks to one half normal. The Sathar introduced cyboslugs to Volturnus during their first attack. A stock of cyboslugs is kept in cryogenic storage in The Artifact and are periodically rereleased to roam the caverns of Volturnus. Quote Link to comment Share on other sites More sharing options...
azato Posted February 14, 2009 Author Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary I know, I know! Hopefully the cyboslug will make up for it. That has to be the most absurd thing I have ever seen. Quote Link to comment Share on other sites More sharing options...
azato Posted February 14, 2009 Author Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary Rogue Crystals Player: Val Char Cost 20 STR 10 11 DEX 3 18 CON 16 25 BODY 30 3 INT -7 10 EGO 0 15 PRE 5 8 COM -1 10 PD 6 10 ED 6 2 SPD 0 8 REC 0 36 END 0 44 STUN 0 6" RUN 0 0" SWIM -2 0" LEAP -4 Characteristics Cost: 62 Cost Power 37 "Stored energy": Killing Attack - Ranged 2d6, Variable Special Effects (Limited Group of SFX; Sonic, Laser or Electrical; +1/4) (37 Active Points) 30 Energy Resistance: Energy Damage Reduction, Resistant, 50% 10 Life Support (Self-Contained Breathing) 10 Crystal life form: Increased Arc Of Perception (360 Degrees) with Sight Group Powers Cost: 87 Cost Skill 2 +2 with any single attack with energy blast Skills Cost: 2 Total Character Cost: 151 Pts. Disadvantage 10 Psychological Limitation: "semi-intelligent" (Common, Moderate) 20 Psychological Limitation: "instinctive hatred for carbon-based life forms" (Common, Total) 10 Physical Limitation: limited manipulation (Frequently, Slightly Impairing) 5 Unluck: 1d6 Disadvantage Points: 45 Base Points: 200 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 DESCRIPTION: Rogue Crystals are another Eorna experiment gone wrong. The Eorna managed to foster silicon-based life, but failed at all attempts to make such life forms intelligent. At the point where semi-intelligence was reached, the silicon crystal life form invariably turned on its creator, as if it had an instinctive hatred for carbonbased life forms. The Eorna eventually gave up. Some of the creatures escaped, however, and still survive. Rogue crystals are indistinguishable from Eorna crystal sculptures to anyone except an Eorna. The first time the player characters encounter rogue crystals, the rogue crystals will attack with surprise. Rogue crystals store energy which can be released as sound, light, or electricity. Treat the rogue crystals as if firing a sonic disruptor, a laser pistol, or an electrostunner. Only one attack per turn may be made. The first attack of a rogue crystal will be a random choice of energy. The creature will switch to other energy types if the first attack is negated by a defensive screen or suit. Rogue crystals also have a melee attack which will be used instead of an energy attack if an opponent closes to melee combat. Rogue crystals take half damage from the following weapons: all laser weapons, all sonic weapons, electric swords, electrostunners, shock gloves and stunsticks. Rogue crystals are immune to gasses which affect carbonbased life forms, such as the gas in doze grenades, poison grenades, and the tear gas effect of smoke grenades Quote Link to comment Share on other sites More sharing options...
azato Posted February 14, 2009 Author Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary My plan is to go through them all, first blush. Then I will rewrite the background info to fit the Hero System, make modifications to the creatures (based on how they are presented in the modules) and resubmit them as a bundle. Again, if anybody has comments..good, bad whatever... feel free state them. Quote Link to comment Share on other sites More sharing options...
clsage Posted February 14, 2009 Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary Rogue Crystals Cost Power 37 "Stored energy": Killing Attack - Ranged 2d6, Variable Special Effects (Limited Group of SFX; Sonic, Laser or Electrical; +1/4) (37 Active Points) 30 Energy Resistance: Energy Damage Reduction, Resistant, 50% 10 Life Support (Self-Contained Breathing) 10 Crystal life form: Increased Arc Of Perception (360 Degrees) with Sight Group Powers Cost: 87 ......................................Rogue crystals store energy which can be released as sound, light, or electricity. Treat the rogue crystals as if firing a sonic disruptor, a laser pistol, or an electrostunner. Only one attack per turn may be made. The first attack of a rogue crystal will be a random choice of energy. The creature will switch to other energy types if the first attack is negated by a defensive screen or suit. Rogue crystals also have a melee attack which will be used instead of an energy attack if an opponent closes to melee combat. Hmmm....Not very familiar with Star Frontiers and such, but the energy storage function sounds like the critter should have an Absorbtion slot in its powers build.....Or perhaps an END Reserve that has a limited recovery (must be exposed to "X type of energy", etc). Just my $.02US from the wilds of Arkansas. -Carl- Quote Link to comment Share on other sites More sharing options...
azato Posted February 14, 2009 Author Report Share Posted February 14, 2009 Re: Star Frontiers Bestiary You have a good point. The write up you see is *mostly* based just on the text. Unfortunately they did not proved much write-up on creatures and the game system follows a somewhat rigid (and simple) set of rules. That being said, I do plan to go through each of these creatures and flesh them out (can you say that about silicon based life forms?). The question is, do I want to add that much complexity (that I as a dm has to keep track of) to a creature that may play a very minor role in the module and will never be seen again? The answer may be yes. It may be that I come up with two versions. It maybe be something that could show up in Champions one day. I welcome any submissions of SF creatures to this thread, even if they are different versions of creatures I have already posted. Hmmm....Not very familiar with Star Frontiers and such, but the energy storage function sounds like the critter should have an Absorbtion slot in its powers build.....Or perhaps an END Reserve that has a limited recovery (must be exposed to "X type of energy", etc). Just my $.02US from the wilds of Arkansas. -Carl- Quote Link to comment Share on other sites More sharing options...
clsage Posted February 17, 2009 Report Share Posted February 17, 2009 Re: Star Frontiers Bestiary The question is, do I want to add that much complexity (that I as a dm has to keep track of) to a creature that may play a very minor role in the module and will never be seen again? The answer may be yes. . Indeed. Granularity is good.....so says me. :D It may be that I come up with two versions. It maybe be something that could show up in Champions one day. Hmmmm.....A silcon life-form...and a lab who has had a history of "lab accidents" involving strange crystals and obscure radiations. Double hmmmm. Sounds like Norfolk to me. :sneaky: -Carl- Quote Link to comment Share on other sites More sharing options...
azato Posted February 18, 2009 Author Report Share Posted February 18, 2009 Re: Star Frontiers Bestiary PICTuRE to come later. I made these a bit smaller than called out in the books for two reasons. One it is not a major encounter and there is very little reasons for the players or the animals to attack each other. Secondly they are part of a larger herd and the cumulative effect of acid attacks could be awful and I want to make sure the besties could be killed fairly easily if needed. Spitter Player: Val Char Cost 7 STR -3 8 DEX -6 9 CON -2 7 BODY -6 6 INT -4 5 EGO -10 8 PRE -2 10 COM 0 2/8 PD 1 1 ED -1 2 SPD 2 3 REC 0 18 END 0 16 STUN 0 5" RUN -2 0" SWIM -2 0" LEAP -1 Characteristics Cost: -36 Cost Power 6 Animal Senses: +2 PER with All Sense Groups 30 "stream of highly corrosive acid": Killing Attack - Ranged 1d6, Sticky (+1/2), Reduced Endurance (0 END; +1/2), Continuous (+1) (45 Active Points); Custom Modifier (Alchohol or base will stop the effects of the acid; -1/2) 9 "thick hide protects ...from shard grass": Armor (6 PD/0 ED) Powers Cost: 45 Total Character Cost: 9 Pts. Disadvantage 15 Physical Limitation: Very Limited Manipulation Frequently, Greatly Impairing 0 Physical Limitation: Human size 15 Physical Limitation: Animal Intelligence Frequently, Greatly Impairing Disadvantage Points: 30 Base Points: 75 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 DESCRIPTION: Spitters are reptilian herbivores found in herds on the shard grass plains of Volturnus. The creatures feed on the grass by shooting a stream of highly corrosive acid from their mouths. This acid breaks down the hard outer shells of the shard grass in a few seconds. The spitter can then eat the shard grass safely. The spitter's thick hide protects it from being cut by shard grass. Spitters will not attack other creatures unless extremely frightened or attacked first. Quote Link to comment Share on other sites More sharing options...
azato Posted February 18, 2009 Author Report Share Posted February 18, 2009 Re: Star Frontiers Bestiary I did tone it down a little bit. I probably need to revisit it since it was done quickly. Most likely the party will not fight it...if they are smart. Megasaurus Player: Val Char Cost 40 STR 30 13 DEX 9 25 CON 30 30 BODY 40 7 INT -3 15 EGO 10 25 PRE 15 8 COM -1 15 PD 7 15 ED 10 3 SPD 7 15 REC 4 50 END 0 65 STUN 2 14" RUN 16 0" SWIM -2 15" LEAP 7 Characteristics Cost: 181 Cost Power 40 Bite: HKA 2 1/2d6 (5d6+1 w/STR) 24 Claws: HKA 2d6 (4d6 w/STR) (30 Active Points); Reduced Penetration (-1/4) 14 Scaly Skin: Damage Resistance (14 PD/14 ED), Does Not Protect Hit Location 18 (+0) 30 Tough Body: (Total: 30 Active Cost, 30 Real Cost) Physical Damage Reduction, Resistant, 25% (Real Cost: 15) plus Energy Damage Reduction, Resistant, 25% (Real Cost: 15) 18 Heavy: Knockback Resistance -9" 5 Magical Beast: Power Defense (5 points) 5 Predator's Nose: Tracking with Normal Smell 6 Animal Senses: +2 PER with All Sense Groups Powers Cost: 142 Cost Skill 24 +3 with All Combat 3 Concealment 10- 3 Stealth 12- 3 Survival (choose appropriate environment) 10- Skills Cost: 33 Total Character Cost: 356 Pts. Disadvantage 40 Physical Limitation: Huge, up to eight times human size (16m, or 4.1-8"; -6 DCV, +6 to PER Rolls to perceive) Frequently, Slightly Impairing, Custom Adder 10 Physical Limitation: Limited Manipulation Frequently, Slightly Impairing 20 Psychological Limitation: Overconfidence Very Common, Strong 15 Physical Limitation: Animal Intelligence (Frequently, Greatly Impairing) Disadvantage Points: 85 Base Points: 75 Experience Required: 196 Total Experience Available: 350 Experience Unspent: 154 DESCRIPTION: A megasaurus is 10 meters long and stands 5 meters high at the shoulders. It looks like a giant reptilian cat with a thick tail. It has huge claws and a massive mouth filled with sharp teeth, and can leap up to 50 meters to attack. Quote Link to comment Share on other sites More sharing options...
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