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Hierax

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Everything posted by Hierax

  1. That's a damn good point! I wasn't looking at it that way, thanks for pointing it out! If I just give them straight-up PRE that fixes that problem, but what is the best way to handle/simulate the difference between a high PRE from being "Charismatic/Persuasive" vs. being "Big and/or Scary/Intimitading"? Any suggestions?
  2. As per my comments under the Hill Giant write-up thread, I'll be revising these guys to remove the AoE - 1 Hex on both the HTH and the RKA attacks as Stone giants really aren't big enough to warrant it. They were intended to be tough enough to be feared but that just gives them too much. I want their attacks to be extremely deadly when they hit, but not that hard for a deft Hero to avoid. AoE is too much, the CSLs cover (or more than cover?) the size differential of the attacks. The biggest remaining challenge with Stone Giants is that even though they are only second from the bottom of the feeding chain of Giants, they are one of the harder ones to kill because of their stone-like flesh giving such a high rDEF. Is it too much? Against normal opponents who don't have any magic weapons, yeah probably unless they can swarm it and have AP attacks (picks or something), but Heroes with Magical Weapons that are Penetrating and possibly AP and have extra DCs, they will be damaged far more often. Anything else look like it needs to be revised?
  3. That's a good point. I didn't have the AoE - 1 Hex originally but I didn't want to leave anything out that might be appropriate and when I was skimming through MMM I saw the "Sweeping Blow" was a common construction for 5e HERO Giants so I took it into the write-up. But now that you bring it up, it does make Giants too deadly on the attack. I think that I'll have to reconsider this and probably remove the AoE except for the very largest Giants; I guess it doesn't make sense for a double-sized fist to affect a whole 2m area; and, in fact, the rocks that the Giants carry bags of to throw so far aren't likely 6' human-sized anymore than I can throw a 3' round rock, so AoE for that doesn't quite work either. Thanks for pointing this out to me before someone got hurt
  4. Updated the above write-up to be more inline with updated Orc write-up: 2 rDEF, +2/+2 PD/ED, reduced Tireless to be only on 10 STR, and reduced Running back down to human norm; and to emphasize the more Lawful/Organized nature of Hobgoblins added Teamwork Skill familiarity.
  5. Outsider, I agree with you 100%. I never could see HERO STR as non-linear since the Damage is clearly linear, and giving reasonable STR to characters based on the super-Champions biased lifting tables would only decrease the variety/range/granularity of STR in the game and keeping the stats confined to that narrow of a range really didn't sit well with me, so I don't use the non-linear STR, but haven't actually bothered to make up a replacement, so I'm quite glad to see how you handle this! Always good to see things from a fresh perspective. Thanks!
  6. I'm reading it that the "Damage Resistance" is the regular skin and the "Armor" is the thaches of thick hide. If the stoney exterior armor grows in patches, maybe an Activation Roll or partial Location coverage is warranted? If this extra armor actually grows then it might be interesting to have it as "Ablative" chipping off and growing back later. How tough is rock-like skin anyway? I think the 9 rDEF you have is about right (I have my won Stone Giants with 10 rDEF, 3 of which is from size which is one or two greater than what your trolls would be), but official write-ups for Stone Golems (HSB.79) are 5 rPD and Gargoyles are 6 rPD (HSB.76), while Stone Giants (MMM.47) have 0 rPD. Not sure how other folks are handling stone-like skin but it would be interesting to compare. PRE, again, I'd give them PRE Only for PRE attacks, not straight up PRE. What makes the noses "Legendary" just the size or do they grant some sort of special ability? Tracking Scent, Discriminatory Smell? If stubborn and hard to train they might have extra EGO, or Mental Defence, or the Resistance Talent. How do these guys swim? Shouldn't they get a penalty? Does their massive weight reduce their jumping/leaping ability or does the great STR cancel out the great mass? Judging by the KB Resistance, I'd say they are heavier than stronger (5 to 3 using the old Growth method of size as a guideline), Discrimination, just part of the DF or might they actually be hunted by some? Are they just Stone-like in appearance or do they have some sort of affinity for Elemental Earth and, if so, might not some other options open up? If the rocky growths on them are jagged they could get a HKA for attacks or even a HKA Damage Shield for those that strike them. Well those are a few quick thoughts that come to mind while reading it over, but I'm tired and will have to leave it at that and get some sleep. Overall, another good write-up, Ed, thanks for sharing it with us and keep 'em coming...
  7. Kobolds (Hieraxian) Draft 2I've revised myKobold write-up, taking into account the above feedback and versions, the second draft is appended below.Tail - just cosmetic now. Though I'll have some divinely inspired mutants with Prehensile Tails with poison stingers like the Kobold god.Intelligence: xDnD Kobolds are smarter than a lot of the bigger sword-fodder humanoids like Orcs, Kobolds "Average" INT, which is 8-10 ("Low" INT is 5-7 which I convert to Hero as 6 for things like Goblins, Orcs, Ogres, Hill Giants). The difference between 8 and 10 is small since the Skill roll is the same and the 2 points are needed for other things, like skills - say Familiarity with Teamwork and Tactics which makes them effectively "smarter" than if they just had 10 INT. They really don't need to be smarter than the average man, just cunning and using good tactics. Presence: looking at the list of skills that are PRE-based I'm not convinced that Kobolds need more PRE.Claw Attack: I'm going to keep this the same because Kobolds unarmed damage in xDnD is the same as a Dagger (1-4), so I'm going to stick with the 1/2d6 HKA but giving it "Reduced Penetration" makes it pretty weak (they'll have a hard time clawing through leather armor) already and gives the little blighters plenty of reason to use weapons, but still gives them something reasonable against the unarmoured.Tucker's Kobolds: I re-read it, FYI, it is in DRAGON #127 I've got an electronic text copy if anyone is interested.I couldn't get them down to the 25-point mark without loosing some of the feel so they still weigh-in at 50 points.Kobold (50 Points) Val Char Cost 5 STR -5 10 DEX 0 10 CON 0 4 BODY -12 8 INT -2 8 EGO -4 8 PRE -2 8 COM -1 2 PD 1 2 ED 0 2 SPD 0 3 REC 0 20 END 0 12 STUN 0 3" RUN-61" SWIM-11" LEAP0Characteristics Cost: -32Cost Power END 1 Scaly Skin: Damage Resistance (1 PD/1 ED) 10 Small and Hard To Hit: +2 with DCV 6 Fangs/Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 6 Hyper Alert: +2 PER with all Sense Groups 10 Infrared Perception (Sight Group), Discriminatory 8 Ultrasonic Perception (Hearing Group), Discriminatory 5 Snout: Tracking with Normal Smell 1 Tireless: Naked Modifier - on 5 STR, Reduced Endurance (1/2 END; +1/4) (1 Active Points) 1 Life Support (Longevity 135 Years) 8 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 50% Effect From) (-1) 2 Deprived: Life Support (Custom Adder; Eating Character only has to eat once per week; Sleeping Character only has to sleep 8 hours per week) Powers Cost: 58Cost Skill 0 WF: Clubs, Fist-Loads, Thrown Rocks, Unarmed Combat 3 WF - Choice of 3 points worth or Default of: Blades, Javelins and Thrown Spears, Polearms and Spears 0 Language: Kobold (idiomatic) (4 Active Points) 1 Language: Goblin, Orc, Hobgoblin, or Common (basic conversation) 1 AK: Lair and Surrounding Territory 8- 1 Climbing 8- 1 Concealment 8- 3 +2 with Concealment (4 Active Points); Self Only (-1/2) 2 PS: Dungeon Commando (Fighter/Thief) 11- 1 Shadowing 8- 1 Stealth 8- 4 +2 with Stealth 2 Survival 11- 1 Tactics 8- 1 Teamwork 8- 1 Tracking 8- 1 KS: Traps 8- Skills Cost: 24Val Disadvantages 5 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Normal Characteristic Maxima - Kobold 5 Psychological Limitation: Aversion to Sunlight (Uncommon, Moderate) 5 Psychological Limitation: Hatred of Gnomes (Uncommon, Moderate) 5 Psychological Limitation: Sadistic Trickster (Uncommon, Moderate) 10 Psychological Limitation: Timid Common, Moderate 5 Physical Limitation: Small, down to half human size (1m, or 1/2"; +3" KB) Infrequently, Slightly Impairing 5 Physical Limitation: suffers -2 to all Sight PER Rolls in sunlight or bright light (Infrequently, Slightly Impairing) 5 Reputation: Cowardly but Trickey Wimps, 8- 10 Susceptibility to Sunlight or Very Bright Light: , -1 to CV Instant (Common) Disadvantage Points: 75Base Points: 0Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 50 Cost Equipment END 4 Dagger (Kobold-Sized Short Sword): Killing Attack - Hand-To-Hand 1d6-1, Reduced Endurance (0 END; +1/2), Ranged (+1/2) (20 Active Points); Independent (-2), OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) [Notes: Can Be Thrown] 5 Sword, Short (Kobold-Sized Longsword): Killing Attack - Hand-To-Hand 1d6, Reduced Endurance (0 END; +1/2) (22 Active Points); Independent (-2), OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) 6 Sword, Broad (Kobold-Sized Greatsword): Killing Attack - Hand-To-Hand 1d6+1, Reduced Endurance (0 END; +1/2) (30 Active Points); Independent (-2), OAF (-1), STR Minimum (-1/2), Real Weapon (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost. Height: 0.91 m Hair: Brown Weight: 15.00 kg Eyes: Brown Appearance: 3' tall with scaly hides and a tail, vaguely reptillian, dog-like, and rat-like at the same time.Personality: Sadism, Cruel Humour, Survival.Quote:Background: Kobolds are amongst the longest lived but the weakest of all the humanoid races. As such, they survive only by being aware of dangers and either staying out of the way or ganging up against a threat. As they can’t rely on physical force to defeat their enemies they must resort to all means of trickery, they aren’t very smart but they are cunning and don’t play fair. One weapon strike can take out pretty much any Kobold. Because of these things, I’ve given Kobolds excellent perception abilities, and a number of skills to make up for their small size and innate weakness in combat. Sources - RC.187; 1e-MM.57-58, DMG.40; 2e-MM.214, CBoH.38-40; 3e-MM.123-124. - "Tucker's Kobolds" Dragon.127.3+88. - Kobolds compare in power roughly to "Ratlings" MMM.90 - Kid on Aliens Powers/Tactics: Tricks, Traps, Ambush, Swarming, Hit and Run (emphasis on Run), False Retreats into Ambushes and Traps. In short, by any dirty and unfair means necessary. Weapons (typical): 5% short sword and javelin 10% short sword and spear 10% shortsword 20% axe 30% spiked wooden club 15% javelins (2-3) 10% spear Campaign Use: When you need the smallest, weakest, and most numerous sword fodder Kobolds are the first answer. If you want something tougher, Goblins are next up the humanoid line. Weaker is hard to find, but Jermalaine are probably the best bet.Possible Skills Animal Handler -- Giant Weasel or Boar (some) AK: Lair and surrounding territory Breakfall (some, roll w/ the punches) Bribery (some) Climbing Familiarity -- Common Melee Weapons Familiarity -- Common Missile Weapons KS: various Language -- Celbit Language -- Jebline (75% chance) Language -- Euroz (75% chance) Lockpicking (some) Mimicry (some) Riding -- Boar or Giant Weasel (some) Shadowing Stealth Streetwise (some in Molag or Dorakaa) Survival -- Subterranean Survival -- Forest Tactics (leaders) Tracking (some) Transport Familiarity -- Giant Weasels or Boars (some) Ventriloquist (some) Weapon Familiarity -- various (most) Weaponsmith (some) Variations for Pre-Fab Add-Ons: - Animal Handlers for weasels, boars, rats, etc. - Guards: +1 CSL (all combat, 4 OCV), ~ Goblin 2/40 - Leader: +1 CSL (all combat, 4 OCV), +1 BODY (5 total) 1/40 ~ Goblin or Orc - Bodyguard: +1 CSL (all combat, 4 OCV), +3 BODY (7 total) 2/Chief ~ Goblin or Hobgoblin - Chieftain: +2 CSL (all combat, 5 OCV), +6 BODY (10 total) 1/Lair ~ Hobgoblin or Gnoll - Shaman: (D&DG 110, DMG 40) “Kobold shamans always wear orange robes with a white death’s-head sigil on the chest. They can rise up to the 5th level of clerical ability.†(i.e., 50-point Power Pool) +d4hp/level after 1st, +1HD/THAC0 per 2 levels. = 5th level +4d4hp (5d4hp total ~10 BODY), +2 OCV (5 OCV total). - Witchdoctor: (DMG 40) up to 2nd level as magicuser (up to 20 Active Points) and 5th level as cleric (50 Active Points). - Monks: Kobold/Celbit Martial Arts: vital strikes, dodging attacks, ganging up, etc. fast and tricksy; actually able to make tail prehensile! - Urd: Wings = Flying 7"/15"
  8. Yeah, Orcs are bigger, stronger, and tougher than the average run-of-the-mill humans 6' to 6'3" seems reasonable to me for Orcs, with Hobgoblins being about 6'6". As an aside, after playing xDnD for many years I got into MERP and Rolemaster and I gained new respect for what Orcs and their kin could do and I've tried to make my write-ups sort of a hybrid of the two styles. So I agree, Goblins would definately get far more general use as sword-fodder since they are indeed smaller and weaker. The trick is to use the right humanoid to challenge the Player's Characters current abilities, that's why I like having the wide variety of humanoids with a range of fighting abilities. FWIW, I've just posted a write-up for Goblins to the boards so you can compare all the various "Goblinoid" races -- Goblins, (Half-Orcs), Orcs, Hobgoblins, and Bugbears. Goblins (1-1 Hit Dice, 25 Points): http://www.herogames.com/forums/showthread.php?s=&threadid=12485&highlight=Monster%2FRace Orcs (1 Hit Dice, 50 Points): see above Hobgoblins (1+1 Hit Dice, 75 Points): http://www.herogames.com/forums/showthread.php?s=&threadid=12302&highlight=Monster%2FRace Bugbears (3+1 Hit Dice, 150 Points): http://www.herogames.com/forums/showthread.php?s=&threadid=12291&highlight=Monster%2FRace
  9. Here's the first draft write-up of Goblins:Goblin (Standard 25 Point Warrior) Val Char Cost 8 STR -2 8 DEX -6 8 CON -4 8 BODY -4 6 INT -4 6 EGO -8 6 PRE -4 6 COM -2 3 PD 1 3 ED 1 2 SPD 2 4 REC 0 16 END 0 16 STUN 0 3" RUN-61" SWIM-11 1/2" LEAP0Characteristics Cost: -37Cost Power END 1 Tough Leathery Skin: Damage Resistance (1 PD/1 ED) 10 Small and Hard To Hit: +2 with DCV 6 Claws/Fangs: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 5 Infravision 60': Infrared Perception (Sight Group) 2 Snout: +2 PER with Normal Smell 5 Snout: Tracking with Normal Smell 2 Tireless: Naked Modifier - on 10 STR, Reduced Endurance (1/2 END; +1/4) (2 Active Points) 8 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 50% Effect From) (-1) 1 Deprived: Life Support (Custom Adder; Eating Character only has to eat twice per week (30% of Human); Sleeping Character only has to sleep 16 hours per week (30% of Human)) Powers Cost: 40Cost Skill 4 WF: Common Melee Weapons, Common Missile Weapons 0 Language: Goblin (Jebline) (idiomatic) (4 Active Points) 2 Language: Hobgoblin (Ho-Jebline) (fluent conversation) 1 Language: Orc (Euroz) (basic conversation) 1 Language: Bugbear (Buheer) (basic conversation) 1 Language: Kobold (Celbit) (basic conversation) 2 PS: Warrior 11- 2 Survival 10- 1 Stealth 8- 4 +2 with Stealth 1 Concealment 8- 3 +2 with Concealment (4 Active Points); Self Only (-1/2) Skills Cost: 22Val Disadvantages 20 Normal Characteristic Maxima - Goblin 5 Distinctive Features - Goblin: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Physical Limitation - Short Lived (~50 years): (Infrequently, Slightly Impairing) 5 Physical Limitation: Small, down to half human size (1m, or 1/2"; +3" KB) Infrequently, Slightly Impairing 5 Physical Limitation: Reduced Leap, can only leap 1" Infrequently, Slightly Impairing 10 Physical Limitation: Poor Eyesight, suffers -2 to all Sight PER Rolls in sunlight or bright light (Infrequently, Greatly Impairing) 15 Psychological Limitation: Aversion to Sunlight (Common, Strong) 10 Psychological Limitation: Hatred of Dwarves and Gnomes (Uncommon, Strong) 10 Psychological Limitation: Timid Common, Moderate 5 Rivalry: Professional (Other Goblins and Tribes of Goblins; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Susceptibility to Sunlight or Very Bright Light: , -1 to All Rolls Instant (Common) Disadvantage Points: 100Base Points: 0Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 25 Height: 1.07 m Hair: n/a Weight: 15.00 kg Eyes: Red Appearance: Goblins are a humaniod race, small (3.5' to 4.5' tall) and very ugly by human standards. They have pointed ears and misshapen teeth. Thier skin is tough and leathery and is a pale earthy color, such as chalky tan or livid gray. Their eyes are red or yellow, and glow when there is little light.Personality: Quote:Background: Goblins are basically a smaller version of Hobgoblins or Orcs. Goblins live underground in caves and caverns and have well-developed infravision, with a 60-90' range. In full daylight they fight with a penalties, so they normally send hunting parties out at night to scavenge food and attack poorly -defended groups of humans. Powers/Tactics: Outnumber and overwhelm.Campaign Use: Archtypical small sub-human monster race. Variants: - Leader = Orc (1/40); Assistants = Orc (4/40); Guards = Hobgoblin (1/50); Sub-Chief = Hobgoblin (1/200); Bodyguards = Gnoll (2-8/Chief). - Sub-Chief: 1+1 HD = 11 BODY, STUN figured +4. - Chief: 2+2 HD = 12 BODY, STUN figured +8. - King: 3+3 HD = 13 BODY, STUN figured +12, no penalties in daylight, all goblins +2 Morale. - Shaman: up to 7th level Cleric (up to 70 Active Points of Divine Spells) - Witchdoctor: up to 4th level Magic-User (up to 40 Points of Arcane Spells) Sources: - RC.180; 1e-MM.47, 1e-DMG.40; 2e-MM.163, 2e-CBoH.35-36; 3e-MM.107-108. - Roger E. Moore "The Half-Orc Point of View" and "The Gods of the Orcs" Dragon Magazine #62 (June 1982) Reprinted in Best of Dragon Magazine #3 (July 1983) p.28ff. - Tolkienesque Orcs, Goblins, Hobgoblins, and Uruk-Hai: tCGtME.304-306, 404-405; RM/MERP: LoME-V3.84ff. - Rolemaster Orcs: Races + Cultures: Underground Races (Goblins, Hobgoblins, Common Orcs, Greater Orcs, and Grey Orcs) (1996) - Hero: FH.118; 4e FH.172-173, FHC.72-74; 5e HSB.27, MMM.50.
  10. Half-Orc (Hieraxian) First DraftHere's my First Draft write-up of a Half-Orc:Half-Orc (Standard 25 Point Warrior) Val Char Cost 13 STR 3 9 DEX -3 13 CON 6 10 BODY 0 8 INT -2 8 EGO -4 8/13 PRE -2 8 COM -1 4 PD 1 4 ED 1 2 SPD 1 6 REC 0 26 END 0 25 STUN 1 6" RUN02" SWIM02 1/2" LEAP0Characteristics Cost: 1Cost Power END 1 Tough Skin: Damage Resistance (1 PD/1 ED) 4 Infravision 60': Infrared Perception -1 to PER Roll in this spectrum (Sight Group), Custom Adder 1 Snout: +1 PER with Normal Smell 1 Tireless: Naked Modifier - on 5 STR, Reduced Endurance (1/2 END; +1/4) (1 Active Points) 6 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 75% Effect From) (-2) 1 Deprived: Life Support (Custom Adder; Eating Character only has to eat four times per week (60% of Human); Sleeping Character only has to sleep 32 hours per week (60% of Human)) 2 Intimidating: +5 PRE (5 Active Points); Limited Power (Only for PRE Attacks) (-1) Powers Cost: 16Cost Skill 4 WF: Common Melee Weapons, Common Missile Weapons 2 PS: Warrior 11- 0 Language: Orc (Euroz) or Common (Aerdian or Other Human Trade Tongue) (idiomatic) (4 Active Points) 2 Survival 11- Skills Cost: 8Val Disadvantages 20 Normal Characteristic Maxima - Half-Orc 0 Distinctive Features - Half-Orc: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Physical Limitation - Short Lived (~40 years): (Infrequently, Slightly Impairing) Disadvantage Points: 25Base Points: 0Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 25 Height: 2.00 m Hair: Black Weight: 100.00 kg Eyes: Red Appearance: Half-Orcs are human-sized (~6' tall) but as a race they tend to be slightly more bestial and disgusting, both in appearance and behaviour than pure-blooded humans.Personality: Almost as varied as humans but as a race they tend towards orcish attitudes.Quote:Background: Half-Orcs are half-orc and half-human crossbreeds. In a way, half-orcs take the best of both parentages -- they stronger and tougher than a human, and are smarter and more self-disciplined than an orc.Powers/Tactics: Almost as varied as humans but as a race they tend to prefer violence up close and personal as possible.Campaign Use: Archtypical sub-human semi-humanoid, often used when you need something nasty that is about human-sized but not quite human. Often used as an NPC or instead of just a "monster". By far the most common non-human/non-demi-human PC race. Sources: - B.40, RC.199; 1e-MM.76, 1e-PHB.17; 2e-MM.281-282; 3e-MM.146-147, 3e-PHB.18-19; HM-HoB-v6.32-44, HoBv7.60-61, HM-PHB-35-36. - Roger E. Moore "The Half-Orc Point of View" and "The Gods of the Orcs" Dragon Magazine #62 (June 1982) Reprinted in Best of Dragon Magazine #3 (July 1983) p.28ff. - Tolkienesque Orcs, Goblins, Hobgoblins, and Uruk-Hai: tCGtME.304-306, 404-405; RM/MERP: LoME-V3.84ff. - Rolemaster Orcs: Races + Cultures: Underground Races (Goblins, Hobgoblins, Common Orcs, Greater Orcs, and Grey Orcs) (1996) - Hero: MMM.77-78 For the Hero Designer folk amongs you here's a .hdt file:
  11. Orcs (Hieraxian) 3rd DraftHere's my 3rd Draft write-up for Orcs:Orc (Standard 50 Point Warrior) Val Char Cost 15 STR 5 8 DEX -6 15 CON 10 11 BODY 2 6 INT -4 6 EGO -8 6/16 PRE -4 6 COM -2 5 PD 2 5 ED 2 2 SPD 2 6 REC 0 30 END 0 29 STUN 2 6" RUN02" SWIM03" LEAP0Characteristics Cost: 1Cost Power END 2 Tough Skin: Damage Resistance (2 PD/2 ED) 6 Fangs and Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 5 Infravision 60': Infrared Perception (Sight Group) 7 Snout: (Total: 7 Active Cost, 7 Real Cost) +2 PER with Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) 2 Tireless: Naked Modifier - on 10 STR, Reduced Endurance (1/2 END; +1/4) (2 Active Points) 8 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 50% Effect From) (-1) 1 Deprived: Life Support (Custom Adder; Eating Character only has to eat twice per week; Sleeping Character only has to sleep 16 hours per week) 5 Intimidating: +10 PRE (10 Active Points); Limited Power (Only for PRE Attacks) (-1) Powers Cost: 36Cost Skill 5 +1 with HTH Combat 4 WF: Common Melee Weapons, Common Missile Weapons 2 PS: Warrior 11- 0 Language (idiomatic) (4 Active Points) 2 Survival 10- Skills Cost: 13Val Disadvantages 20 Normal Characteristic Maxima - Half-Orc 5 Distinctive Features - Orc: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Psychological Limitation - Hated of Elves: (Uncommon, Moderate) 5 Physical Limitation - Short Lived (~40 years): (Infrequently, Slightly Impairing) 5 Rivalry: Professional (Other Orcs and Tribes of Orcs; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) 10 Susceptibility to Sunlight or Very Bright Light: , -1 to All Rolls Instant (Common) Disadvantage Points: 50Base Points: 0Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 50 Height: 2.00 m Hair: Black Weight: 100.00 kg Eyes: Red Appearance: Orcs are human-sized (~6' tall) but more are more bestial and disgusting, both in appearance and behaviour.Personality: Only the Strong Can Survive. Survival of the Fittest and Most Brutally Ruthless. Might Makes Right. Hatred of Smaller and Weaker; Fear of Bigger and Stronger. Tend strongly towards impulsive, short-term/instant gratification over long-range planning. Strong kill or enslave the weak. Quote:Background: Orcs are ugly human-like creatures who look like a combination of animal (typically a pig/boar) and man. Orcs are nocturnal and prefer to live underground. When fighting in daylight, they must subtract 1 from their to hit rolls. They have bad tempers and do not like other living things; they will often kill something for their own amusement. They are afraid of anything which looks larger and stronger than they are but may be forced to fight by their leaders. xDnD orcs are somewhat of a mix of the traits of Tolkien's Goblins, Orcs, and Uruk-Hai along with that of generic pig/boar-men or ape-men. Strong, Tough, and Stupid. Powers/Tactics: Campaign Use: Archtypical sub-human humanoid, often used when you need something nasty that is about human-sized but not quite human. If you need something tougher try a Hobgoblin, Gnoll, or even a Bugbear; if you need something weaker try a Goblin or Kobold. Sources: - B.40, RC.199; 1e-MM.76, 1e-PHB.17; 2e-MM.281-282; 3e-MM.146-147, 3e-PHB.108-109; HM-HoB-v6.32-44, HoBv7.60-61, HM-PHB-35-36. - Roger E. Moore "The Half-Orc Point of View" and "The Gods of the Orcs" Dragon Magazine #62 (June 1982) Reprinted in Best of Dragon Magazine #3 (July 1983) p.28ff. - Tolkienesque Orcs, Goblins, Hobgoblins, and Uruk-Hai: tCGtME.304-306, 404-405; RM/MERP: LoME-V3.84ff. - Rolemaster Orcs: Races + Cultures: Underground Races (Goblins, Hobgoblins, Common Orcs, Greater Orcs, and Grey Orcs) (1996) - Hero: MMM.77-78 For the Hero Designer folk amongs you (like Eosin) here's a .hdt file:
  12. Orc Update I've taken Ed's "Killer" Orcs under closer consideration and upped the rDEF from 1 to 2 and increased the PD/ED by +1/+1 to +2/+2, this will make them a bit tougher to kill and give them twice the toughness of Half-Orcs. Only half as tough as his but a fair compromise I think.
  13. Stone Giant (500 Points) Val Char Cost 40 STR 50 8 DEX -6 25 CON 40 22 BODY 28 8 INT -2 8 EGO -4 8/23 PRE -2 8 COM -1 18 PD 20 15 ED 17 2 SPD 2 16 REC 12 50 END 0 82 STUN 54 12" RUN161" SWIM-14" LEAP-4Characteristics Cost: 219Cost Power END 10 Thick Stoney Skin: Damage Resistance (10 PD/10 ED) 30 Twice As Big: Physical Damage Reduction, Resistant, 50% 30 Twice As Big: Energy Damage Reduction, Resistant, 50% 4 Long of Arm: Stretching 1", Reduced Endurance (0 END; +1/2) (7 Active Points); Always Direct (-1/4), No Noncombat Stretching (-1/4), No Velocity Damage (-1/4) 40 Huge Hit: Naked Modifier on up to 40 STR, Area Of Effect (up to One Hex; +1/2), Reduced Endurance (0 END; +1/2) 75 Hurl Rocks: Killing Attack - Ranged 5d6, Area Of Effect (One Hex; +1/2) (112 Active Points); OIF (Focus - Rocks of Opportunity; -1/2) 11 10 Rock Catching: Missile Deflection (Thrown Objects), Missile Reflection (25 Active Points); Limited Power (Only vs. Large Roughly Rock/Boulder Shaped Objects) (-1), Activation Roll 14- (-1/2) 7 Impressive Size: +15 PRE (15 Active Points); Limited Power (Only for PRE Attacks) (-1) 6 Heavy: Knockback Resistance -3" 3 Life Support (Longevity 800 Years) Powers Cost: 215Cost Skill 32 +4 with All Combat 2 WF: Common Melee Weapons, Thrown Rocks 3 Climbing 11- 3 Concealment 11- 2 +2 with Concealment (4 Active Points); Self Only (-1/2), Limited Power (Only in Stoney Settings) (-1/2) 2 KS: Lair and Surrounding Environment 11- 0 Language: Stone Giant (idiomatic) (4 Active Points) 2 Language: Hill Giant (fluent conversation) 2 Language: Cloud Giant (fluent conversation) 2 Language: Storm Giant (fluent conversation) 1 Language: Ogre (basic conversation) 1 Language: Common (Aeridian or other Human Trade Tongue) (basic conversation) 2 PS: Warrior 11- 2 Survival 11- Skills Cost: 56Cost Talent 10 Follow-Through Attack Talents Cost: 10Cost Equipment END 10 Giant-Sized (2x) Club: Hand-To-Hand Attack +8d6, Reduced Endurance (0 END; +1/2) (60 Active Points); Independent (-2), STR Minimum 20 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 12 Giant-Sized (2x) War Club: Hand-To-Hand Attack +10d6, Reduced Endurance (0 END; +1/2) (75 Active Points); Independent (-2), STR Minimum 24 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) 14 Giant-Sized (2x) Great Club: Hand-To-Hand Attack +12d6, Reduced Endurance (0 END; +1/2) (90 Active Points); Independent (-2), STR Minimum 30 (-1), OAF (-1), Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), Real Weapon (-1/4) Equipment costs shown above are for reference only, and are not included in Total Cost.Val Disadvantages 15 Dinstinctive Features - Stone Giant: Not Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses, Not Distinctive In Some Cultures 0 Normal Characteristic Maxima 15 Physical Limitation - Bigger And Easier to be Seen and be Hit (2x human size = -2 DCV, and +2 to PER Rolls to Percieve): (All the Time, Slightly Impairing) 5 Physical Limitation - Too Big to Fit, Too Heavy to Support: (Infrequently, Slightly Impairing) 15 Reputation - Playful Rock Chuckers: , 14- 150 Monster Bonus Disadvantage Points: 200Base Points: 300Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 500 Height: 4.27 m Hair: Blue-Grey if any (tend to be bald) Weight: 4500.00 kg Eyes: Silvery or Black Appearance: Averaging 14' in height (ranging from 12' to 18' tall). Personality: Playful, artistic, but clannishly protective of their own.Quote:Background: These giants are 14' tall and have gray rocklike skin. Htey use large stalactites as clubs. HTey often hurl rocks. They may have cave bears as guards. With their gray to gray-brown skins, dark gray to blue-gray hair, and metallic-looking eyes (silver to steel), tone giants are both striking in appearance and able to blend easily into stoney settings. The latter effect is enhanced by their choice of rock-colored garments. Stone giants are typically armed with stone weapons. Stone giants are lean but muscular. Their hard, hairless flesh is smooth and gray, making it easy for them to blend in with their mountanous surroundings. Their guant facial features and deep, sunken black eyes make them seem perpetually grim. Clan structure ~ 1-10 giants are typical but clans tend to cluster in the same general area in tribes of ~2-8 clans. Unlike most other giants, stone giants don't have the immense voracious hunger to maintain their large physiques since they have a much slower silicon-based physiology. Sources: ~(D+D-X.32) (RC.179); (AD+D-1e-MM.45); (AD+D-2e-MM.145); (D+D-3e-MM.98-100); (HM-HoB-vIII.58-59); (H4e-BFHC.62-63); (H5e-MMM.47). Powers/Tactics: Prefer to fight at a distance by hurling large rocks/boulders (from hiding if possible) up to 300 yards/meters, but if anyone survives to close with happily pound them to a bloody pulp with an immense stalactite club. Sometimes protect approach to their lairs with deadfall avalanches and similar traps. Fond of Cave (or Polar) Bears and often have several (~1-8) of them as pets/guards. Tend not to wear armour since flesh is already harder than any non-magical armor. Campaign Use: Above write-up is for an adult warrior. Variants children ~ ogres; teen-agers ~ hill giants. Some ~5% of stone giants, called "elders", have innate magical stone-related abilities (stone shape, stone tell, rock to mud, mud to rock, once per day each) stemming from their close bond to the elemental plane of earth; 10% of these giants have innate arcane (sorcerous) abilites up to 3rd level (30 Active Points). Some stone giants may also learn the ways of their god and can advance to be clerics of 7th level (70 Active Point powers), a significant amount of those who chose the way of the gods are elders already blessed with the innate elemental abilities above. Fond of playing various rock hurling games -- just imagine a party walking into the middle of a target range or an inter-clan dodge-boulder game!
  14. Good point, I'll reconsider the PRE and skills in the revision (which BTW, I'm going to try to get down to 25 points, but I'm not yet sure if this is feasible) to make them more 'tricksy'.
  15. My Implicit Assumptions For SPD to Make Adapting Easier Thanks again, Eosin! I appreciate the kind words. Glad I could be of help to you and your players -- that's why we're on these boards to share with each other to improve our respective games. As for SPD, when I give a creature 2 SPD that means that I'm saying that they don't really get more attacks than a normal average run-of-the-mill human warrior who is a "Noteworthy Normal" who has a SPD of 2, but if you consider a normal Man-at-Arms to be more like a "Skilled" or "Competent" Normal who has 3 SPD, then you should most certainly add at least +1 SPD to any of my write-ups to have them scale up properly and proportionally -- e.g., if I say 4 SPD I mean twice as fast as the normal base-line human warrior, so if your baseline human warrior is 3 SPD, then you'd adapt my write-up as 6 SPD. That is the assumption underlying the write-ups -- and this assumption used for my Grey Hero conversion is based on the fact that an xD+D normal human (i.e., an AD+D 0-Level Fighter or 3E 1st Level Warrior) gets 1 attack per round and a normal human in the Hero System gets 2 attacks per Turn. These initial write-ups I'm posting assume the basic rank-and-file soldiers such as these, but more experienced ones would certainly be higher. Hope that helps explain the SPD difference you are experiencing.
  16. Hill Giant Updated 2004-01-14 AM Above is now updated with lower rDEF, Basic Equipment added, Rock Catching Improved. Suggestions for improvements?
  17. HDC/HDT Files Thanks, Eosin! Yeah, that's why I was looking for some feedback so I could get these guys into good enough shape to post on my website along with the printable .pdfs. In fact, I fully intend to have actual template and character files (.hdt, .hdc) that can be downloaded and serve as starting points for customization to create individuals of those races. I was also going to upload the Hero Designer files to the boards here once I'm happy I have a workable version 1.0. Hey, as long as credit is given where due, I have no problem with you having them on your site; actually, it is quite an honour to have you ask. I can send you the rough draft files pretty much whenever you want, but in a week or so (or two, depending on how things go with work and visiting relatives) I should have the basic humanoid races revised and have proper template files with full NCMs included. Feel free to e-mail me and I'll get you what I can whenever you need it...
  18. I'd like to improve my write-up for Hobgoblins (Greater Goblins), here's the First Draft version for 5th ed.:Does anyone have any suggestions or would like to compare their own versions here?Hobgoblin (Standard 75 Point Warrior) Val Char Cost 15 STR 5 10 DEX 0 15 CON 10 11 BODY 2 8 INT -2 8 EGO -4 8/18 PRE -2 8 COM -1 5 PD 2 5 ED 2 2 SPD 0 6 REC 0 30 END 0 31 STUN 4 6" RUN02" SWIM03" LEAP0Characteristics Cost: 16Cost Power END 2 Tough Skin: Damage Resistance (2 PD/2 ED) 6 Fangs and Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 5 Infravision 60': Infrared Perception (Sight Group) 7 Snout: (Total: 7 Active Cost, 7 Real Cost) +2 PER with Normal Smell (Real Cost: 2) plus Tracking with Normal Smell (Real Cost: 5) 2 Tireless: Naked Modifier - on 10 STR, Reduced Endurance (1/2 END; +1/4) (2 Active Points) 8 Durable: Life Support (Immunity Viral Infections; Immunity Bacterial Infections; Immunity Zootoxins; Immunity Phytotoxins; Safe in Intense Cold; Safe in Intense Heat) (17 Active Points); Limited Power (Only 50% Effect From) (-1) 1 Deprived: Life Support (Custom Adder; Eating Character only has to eat twice per week; Sleeping Character only has to sleep 16 hours per week) 5 Intimidating: +10 PRE (10 Active Points); Limited Power (Only for PRE Attacks) (-1) Powers Cost: 36Cost Skill 5 +1 with HTH Combat 4 WF: Common Melee Weapons, Common Missile Weapons 0 Language: Hobgoblin(Ho-Jebline) (idiomatic) (4 Active Points) 3 Language: Goblin(Jebline) (completely fluent) 2 Language: Orc (Euroz) (fluent conversation) 2 Language: Bugbear (Buheer) (fluent conversation) 1 Language: Common (Aerdian or other Human Tongue) (basic conversation) 2 PS: Warrior 11- 2 Survival 11- 1 Tactics 8- 1 Teamwork 8- Skills Cost: 23Total Character Cost: 75Val Disadvantages 20 Normal Characteristic Maxima - Hobgoblin No Age Restriction 5 Distinctive Features: Hobgoblin (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Psychological Limitation: Agressive and Violent (Uncommon, Moderate) 5 Psychological Limitation: Hated of Elves (Uncommon, Moderate) 5 Psychological Limitation: Honourable (Uncommon, Moderate) 5 Reputation: War-Like, 8- 5 Rivalry: Professional (Other Hobgoblins and Tribes of Hobgoblins; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 50Base Points: 25Experience Required: 0Total Experience Available: 0Experience Unspent: 0 Height: 2.00 m Hair: Black Weight: 100.00 kg Eyes: Red Appearance: Hobgoblins are slighly larger than human-sized (~6.5' 220 lbs) Goblinoids.Personality: Fight with Strength and HonourQuote:Background: Hobgoblins are related to Goblins (and Orcs), but are bigger, meaner, smarter, and better organized and disciplined. They live underground in caves and dungeons, but often hunt outdoors in rough, rugged wasteland and wilderness (having no penalties in daylight). They are natural warriors and many of them are skilled tactitians and strategists. xDnD hobgoblins are somewhat of a mix of the traits of Tolkien's Goblins, Orcs, and Uruk-Hai. I like to think of them with a bit of Mongol, Samurai, and Klingon influence thrown in as well. Powers/Tactics: Any as appropriate to the situation.Campaign Use: Standard humanoid warrior (roughly equal to a 1st level Fighter) if you need something tougher try a Gnoll, or even a Bugbear; if you need something weaker try an Orc, Goblin, or even a Kobold.Sources - RC.185; 1e-MM.52-53m 1e-DMG.40; 2e-MM.191; 3e-MM.119-120; Strength and Honor - The Mighty Hobgoblins of Tellene; HM-HoB-v?.??. - Tolkienesque Hobgoblins, Goblins, Orcs, and Uruk-Hai: tCGtME.304-306, 404-405; RM/MERP: LoME-V3.84ff. - Rolemaster Hobgoblins: Races + Cultures: Underground Races (Goblins, Hobgoblins, Common Orcs, Greater Orcs, and Grey Orcs) (1996) - Hero: MMM.50-51,.77-78. Variations - Leader/Sergeant (2+2 HD) = +3 STR, +3 CON, +1 BODY, +2 PRE, +1 PD, +1 ED, +1 SPD, +1 REC, +2 STUN, upgrade CSLs to +1 with All Combat. - Sub-Chief/Bodyguard/Lieutenant (3+3 HD) = +5 STR, +5 CON, +2 BODY, +5 PRE, +2 PD, +2 ED, +1 SPD, +1 REC, +4 STUN, upgrade CSLs to +1 with All Combat and +1 with HTH. - Chief/Captain (4+4 HD) = +8 STR, +8 CON, +3 BODY, +7 PRE, +3 PD, +3 ED, +2 SPD, +2 REC, +6 STUN, upgrade CSLs to +2 with All Combat. - King/General (5+5 HD) = +10 STR, +10 CON, +4 BODY, +10 PRE, +4 PD, +4 ED, +3 SPD, +3 REC, +8 STUN, upgrade CSLs to +2 with All Combat and +1 with HTH. - Witchdoctor/Shaman: up to 4th level magic-user (40 Active Points) or 7th level cleric (70 Active Points). - Monk/Martial Artist: Highly Appropriate, both unarmed and armed (HTH and Ranged).
  19. Here's the 2nd Draft write-up on Bugbears (giant hairy Goblins): http://www.hierax.com/hero/fantasy/grey/monster/bugbear.pdf or http://www.hierax.com/hero/fantasy/grey/monster/bugbear.hdtBugbear (175 Point Warrior) Val Char Cost 20 STR 10 12 DEX 6 20 CON 20 14 BODY 8 8 INT -2 8 EGO -4 18 PRE 8 6 COM -2 7 PD 3 7 ED 3 2 SPD 0 10 REC 4 40 END 0 43 STUN 9 8" RUN41" SWIM-13" LEAP-1Characteristics Cost: 65Cost Power END 3 Thick Tough Skin/Fur: Damage Resistance (3 PD/3 ED) 2 Large (8' Tall, 1.33x human): Knockback Resistance -1" 2 Long Arms: Stretching 1", Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (11 Active Points); (Only 1/4" Stretch) (-3), Always On (-1/2), No Velocity Damage (-1/4), no Noncombat Stretching (-1/4) 15 Fangs/Claws: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) 10 Throw Normally Unthrowable Weapons: Killing Attack - Hand-To-Hand 1d6-1 (1d6+1 w/STR), Ranged (+1/2), Reduced Endurance (0 END; +1/2) (20 Active Points); OIF (Focus - Weapons of Opportunity; -1/2), Limited Range (4") (-1/4), Range Modifer -1 at 3"-4" (-1/4) 6 Keen Senses: +2 PER with all Sense Groups 3 Darkvision: +4 PER with Normal Sight (4 Active Points); Limited Power Only to Counteract Darkness Modifiers (-1/2) 1 Darksight: Sight Group Flash Defense (2 points) (2 Active Points); Limited Power (Only vs. Darkness-based Attacks) (-1) 2 Stench Guard: Smell/Taste Group Flash Defense (2 points) 5 Discriminatory with Normal Smell 5 Tracking with Normal Smell 5 Stamina: Naked Modifier - on 20 STR, Reduced Endurance (1/2 END; +1/4) (5 Active Points) 1 Efficient Metabolism: Life Support (Sleeping Character only has to sleep 8 hours per week) 2 Thin Air Adapted Lungs: Life Support (END Per Minute) (Extended Breathing 1 END per Minute) 5 Disease Resistant: Life Support (Immunity All terrestrial diseases and biowarfare agents) (10 Active Points); 50% Immunity, Only 50% Effect From. (-1) 5 Poison Resistant: Life Support (Immunity All terrestrial poisons and chemical warfare agents) (10 Active Points); 50% Immunity, Only 50% Effect From. (-1) 1 Pressure Resistant: Life Support (Safe in High Pressure; Safe in Low Pressure/Vacuum) (3 Active Points); 50% Immunity, Only 50% Effect From. (-1) 2 Temperature Resistant: Life Support (Safe in Intense Cold; Safe in Intense Heat) (4 Active Points); 50% Immunity, Only 50% Effect From. (-1) Powers Cost: 75Cost Skill 8 +1 with All Combat 5 +1 with HTH Combat 4 WF: Common Melee Weapons, Common Missile Weapons 0 Acting 8- 0 Climbing 8- 2 +1 with Climbing 0 Concealment 8- 3 +2 with Concealment (4 Active Points); Self Only (-1/2) 0 Conversation 8- 0 Deduction 8- 0 AK: Lair and Surrounding Territory 8- 0 Language: Bugbear (idiomatic) (4 Active Points) 2 Language: Goblin (fluent conversation) 2 Language: Hobgoblin (fluent conversation) 2 Language: Orc (fluent conversation) 0 Paramedics 8- 0 Persuasion 8- 0 PS: Warrior 8- 0 Shadowing 8- 0 Stealth 8- 4 +2 with Stealth (50%) 0 Survival 8- 1 Tactics 8- 1 Teamwork 8- 1 Tracking 8- 0 TF: Custom Adder Skills Cost: 35Val Disadvantages 10 Distinctive Features (and Social Limitation)- Bugbear: (Concealable; Always Noticed and Causes Major Reaction; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 5 Enraged: (Uncommon), go 8-, recover 14- 5 Hunted: Humanoid Haters 8- (Less Pow, Harshly Punish) 0 Normal Characteristic Maxima - Bugbear 0 NCM: 30 STR, 22 DEX, 30 CON, 24 BODY, 16 INT, 16 EGO, 28 PRE, 12 COM, 13 PD, 13 ED, 4 SPD, 15 REC, 70 END, 75 STUN (Limit for buying at Normal Cost, x2 Above this up to ACM). 0 ACM (Absolute Characteristic Maxima): 40 STR, 32 DEX, 40 CON, 34 BODY, 18 INT, 18 EGO, 38 PRE, 18 COM, 26 PD, 26 ED, 8 SPD, 30 REC, 140 END, 150 STUN (Absolute Maximum Limit without Magical Enhancement). 0 Physical Limitation: Lifespan 75 Years = Old Age (Median) (Infrequently, Slightly Impairing, Custom Adder) 5 Physical Limitation: Arcane Inhibition - Limited Ability to Learn Magic (Infrequently, Slightly Impairing) 5 Psychological Limitation: "Chaotic Evil" Tendencies (Stubborn, Greedy, Violent Temper, Alcoholic) (Uncommon, Moderate) 5 Psychological Limitation: Hatred of Demi-Humans (Uncommon, Moderate) 5 Rivalry: Professional (Other Bugbears or Clans or Tribes of Bugbears), Rival is As Powerful, Seek to Outdo, Embarrass, or Humiliate Rival, Rival Aware of Rivalry 5 Reputation: Fierce and Sneaky, 8- 5 Social Limitation: Bugbear, Not Part of Most Civilized Societies (Occasionally, Major, Not Limiting In Some Cultures) 0 Susceptibility: Pro- and Anti-Bugbear and Giant-Class Magics, 1d6 damage per Hour (Uncommon) Disadvantage Points: 50Base Points: 125Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 175 Height: 2.45 m Hair: Reddish-Yellow Fur Over Yellowish-Brown Weight: 182.00 kg Eyes: Greenish White with Red Pupils Appearance: Bugbears are large and very muscular (around 8' tall and 400 lbs). The skin of bugbears is light yellow to yellow brown - typically dull yellow. Their thick corse fur/hair ranges in color from lusterless tannish brown to brick red. Their eyes resemble those of a savage animal, being greenish white with red pupils., and they have large wedge shaped ears. A bugbear's mouth is full of long, sharp fangs, and its nose is much like that of a bear, with the same fine sene of smell. Thier tough hides and sharp claws also resemble those of bears, but they are far more dexterous. The odds and ends of armor they wear, as well as whatever cloth, skins, or hides they drape themselves in, tends to be ill-kept, dirty, and dingy.Personality: Bugbears have only two genuine goals in life: Food and Treasure. Prey and intruders are considered a valuable source of both. These extremely greedy creatures prize anything shiny, including arms and armor. They never miss an opportunity to increase their hoards through theft, plunder, and ambush. On rare occassions they parley with other beings if they believe something can be gained, but they are not skilled negotiators, losing their patience quickly if such encounters run overlong. They are sometimes found commanding goblins and hobgoblins, whom they bully mercilessly. Theses creatures survived primarly by hunting, and they eat whatever they can bring down. Any creature is a legitimate source of food, including monsters and even their own smaller kin. When game is scarce, bugbears turn to raiding and ambush to fill their stewpots.Quote:0e-RC.162, 0e-OoT; 1e-MM.12, 1e-DMG.40; 2e-MM.32, 2e-CBoH.21-22; 3e-MM.27-28; HM-HoB-v1.96-97; cf. HSB.40,97,104-105,134,165.Background: Bugbears are huge hairy goblins who operate equally well in bright daylight or great darkness. The biggest and strongest of the goblinoids, bugbears are even more aggressive than their relatives. They live by hunting any creature weaker than themselves. Although bugbears are clumsy looking and walk with a shambling gait, they are actually able to move very quickly and with great stealth, surprising opponents as often as not. They live for approximately 75 years. Bugbears are like a sort of mixture of Hobgoblin and Grizzly Bear -- they aren't really, but it is an easy way to first think of them. Powers/Tactics: Ambush or straight up combat, whatever it takes to get what they want, they enjoy it both ways.Campaign Use: Standard NPC Monster humanoid: the largest of the goblinoids, Bugbears are just slighly bigger and tougher than a Gnoll or Half-Ogre, but smaller and weaker than an Ogre yet in some ways they are more of a challenge than Ogres due to their sneakiness. Takes an average of 2 hits from a 3d6+1K attack to kill, or 1 attack from 3d6K to STUN. Variations - Sub-Chief (1/12) = STR +5 (25 Total), DEX +1, CON +5, BODY +1, SPD +1, STUN +2, CSLs +2 with All Attacks, Better Equipment. - Chief (1/24) = STR +10 (30 Total), DEX +2, CON +10, BODY +2, SPD +2, STUN +4, CSLs +2 with All Attacks and +1 with HTH, Damage Reduction 25% Resistant vs. PD and ED, Even Better Equipment. - Witchdoctor/Shaman = up to 2nd level (20 Active Points) of Arcane Spells and up to 5th level (50 Active Points) of Divine Spells. - Assassin/Theives: add Class Level abilities. - Heroic Warriors: add in Fighter or Barbarian Class Level abilities. - Females = Hobgoblins for combat purposes - Children = Kobolds for combat purposes - Greater Bugbear (Hackmaster HoB.v1.96-97) size in between ogre and hill giant = 10-11' Tall = 2 Growth Level Equivalents, 35 STR, 14 DEX, 35 CON, 8+2 HD = 20 BODY, INT 8-14 (instead of 5-10), +1 SPD, STUN Fig +22, +1rDEF (thicker skin/fur), Move 12" instead of 9" in D+D = as fast as man + height = 10" in Hero, CSL +2 All and +2 HTH, 25% Resistant Damage Reduction vs PD and ED.
  20. Gnoll (Hieraxian) 2nd DraftSorry, I forgot to post the update in my message yesterday.Gnoll (Standard 100 Point Warrior) Val Char Cost 20 STR 10 10 DEX 0 15 CON 10 13 BODY 6 8 INT -2 10 EGO 0 8/18 PRE -2 8 COM -1 6 PD 2 5 ED 2 2 SPD 0 8 REC 2 30 END 0 36 STUN 5 7" RUN22" SWIM04" LEAP0Characteristics Cost: 34Cost Power END 2 Thick Fur/Tough Skin: Damage Resistance (2 PD/2 ED) 15 Fangs: Killing Attack - Hand-To-Hand 1/2d6 (1d6+1 w/STR), Reduced Endurance (0 END; +1/2) (15 Active Points) 2 +2 PER with Normal Smell 5 Discriminatory with Normal Smell 5 Tracking with Normal Smell 2 +2 PER with Normal Hearing 3 Ultrasonic Perception (Hearing Group) 5 Infrared Perception (Sight Group) 5 Intimidating: +10 PRE (10 Active Points); Limited Power (Only for PRE Attacks and Intimidation) (-1) 2 Large (7.5' Tall): Knockback Resistance -1" Powers Cost: 46Cost Skill 8 +1 with All Combat 4 WF: Common Melee Weapons, Common Missile Weapons 0 Language: Gnoll (idiomatic) (4 Active Points) 1 Language: Orc or Hobgoblin (basic conversation) 1 Language: Troll (basic conversation) 1 Mimicry 8- 2 PS: Warrior 11- 2 Survival 11- 1 Tracking 8- Skills Cost: 20Val Disadvantages 5 Distinctive Features (and Social Limitation)- Gnoll: (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses) 20 Normal Gnoll Characteristic Maxima 5 Physical Limitation - Short-Lived (~35 Years): (Infrequently, Slightly Impairing) 5 Psychological Limitation - Hatred of Felines and Canines: (Uncommon, Moderate) 5 Psychological Limitation - Lazy (Dislike Physical Work): (Uncommon, Moderate) 5 Psychological Limitation: Dislike Bright Light (Uncommon, Moderate) 5 Reputation: coward, scavenger, lazy, bully, slaver, demon-worshipper, 8- Disadvantage Points: 50Base Points: 50Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 100 Height: 2.29 m Hair: Reddish-Yellow Weight: 160.00 kg Eyes: Green Appearance: A typical Gnoll is 7.5' tall weighing around 350 lbs. Gnoll fur is most often spotted Reddish-Yellow but may be striped or brown as well. Personality: Hunt and KillQuote:Background: Often mistaken for Dog-Humanoids, Gnolls are actually Hyena-Humanoids. Gnolls are ferocious humanoids of low intelligence. They resemble a cross between a human and a hyena. They live in rough, rugged wasteland and wilderness areas. Gnolls may use all weapons, but most do not work metal; they steal most of their metal weapons from humans. They are strong, but dislike work and prefer to bully and steal (D&D Rules Cyclopedia p.180). Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane. (2e-MM) - Can actually eat and digest bone Sources: - DD-RC.180; 1e-MM.46; 2e-MM.158; 3e-MM.105-106; HM-HoB.v?.??. - "Gnolls, those Dog-Faced Killers" ( http://www.wizards.com/default.asp?x=books/fr/gnolls ) - http://www.callofthenightwalker.com/gnoll.htm - http://www.korinth.com/3eKorinthContent/Rulebook/Chap01_Races/gnoll.shtml - Hero: Gnolls are Hyena-Humanoids and while Hyenas are neither dogs nor cats, the write-ups on "Erqigdlit" MMM.38 and "Pakasa" MMM.80 still are useful points of comparison for animal-based humanoids. - Buffy the Vampire Slayer: "The Pack" (Season 1, Episode 6) where Xander and some bullies get possessed by Hyenas. - Hyenas: - "The Hyena Pages" ( http://www.liberalmafia.org/hyenas/ ) - http://www.lioncrusher.com/family.asp?family=Hyaenidae - http://sailfish.exis.net/~spook/hyenatxt.html Powers/Tactics: Prey on the Weak, Taunt and Tease, Lure and AmbushCampaign Use: Standard NPC Monster humanoid: bigger than an Orc or even Hobgoblin, slightly smaller than a Bugbear or Ogre. When you want the characters hunted by an unruly Pack.
  21. Here's the first rough draft write-up of the very weakest of the standard humanoid races -- Kobolds (evil's 3' tall answer to gnomes):I welcome any suggestions that you may have on how I can improve this write-up... and I'm just plain curious how other folks would write-up these staple fodder wimps.Kobold (Standard 50 Point Warrior) Val Char Cost 5 STR -5 10 DEX 0 10 CON 0 4 BODY -12 8 INT -2 8 EGO -4 8 PRE -2 8 COM -1 2 PD 1 2 ED 0 2 SPD 0 3 REC 0 20 END 0 12 STUN 0 3" RUN-61" SWIM-11" LEAP0Characteristics Cost: -32Cost Power END 1 Scaly Skin: Damage Resistance (1 PD/1 ED) 6 Fangs/Claws: Killing Attack - Hand-To-Hand 1 point (0 1/2d6 w/STR), Reduced Endurance (0 END; +1/2) (7 Active Points); Reduced Penetration (-1/4) 6 +2 PER with all Sense Groups 15 Infrared Perception (Sight Group), Discriminatory, Analyze 13 Subsonic Perception (Hearing Group), Discriminatory, Analyze 5 Tracking with Normal Smell 5 Tail: Extra Limb (1) 13 Shrinking (0.475 m tall, 1.625 kg mass, -2 PER Rolls to perceive character, +2 DCV, takes +3" KB), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (20 Active Points); Always On (-1/2) 1 Life Support (Longevity 135 Years) Powers Cost: 65Cost Skill 5 WF: Common Melee Weapons, Common Missile Weapons, Sling 0 Language: Kobold (idiomatic) (4 Active Points) 1 Language: Goblin, Orc, or Hobgoblin (basic conversation) 3 Concealment 11- 3 Stealth 11- 2 Survival 11- 1 Teamwork 8- 1 AK: Lair and Surrounding Territory 8- 1 Tracking 8- Skills Cost: 17Val Disadvantages 5 Distinctive Features: (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses; Not Distinctive In Some Cultures) 20 Kobold Normal Characteristic Maxima 5 Psychological Limitation: Hatred of Gnomes (Uncommon, Moderate) 5 Psychological Limitation: Sadistic Trickster (Uncommon, Moderate) 5 Physical Limitation: Diminutive (Infrequently, Slightly Impairing) 5 Reputation: Cowardly but Trickey Wimps, 8- 5 Susceptibility to Sunlight or Very Bright Light: , -1 to CV Instant (Uncommon) Disadvantage Points: 50Base Points: 0Experience Required: 0Total Experience Available: 0Experience Unspent: 0Total Character Cost: 50 Height: 0.95 m Hair: Brown Weight: 13.00 kg Eyes: Brown Appearance: 3' tall with scaly hides and a tail, vaguely reptillian, dog-like, and rat-like at the same time.Personality: Sadism, Cruel Humour, Survival.Quote:Background: Kobolds are amongst the longest lived but the weakest of all the humanoid races. As such, they survive only by being aware of dangers and either staying out of the way or ganging up against a threat. As they can’t rely on physical force to defeat their enemies they must resort to all means of trickery, they aren’t very smart but they are cunning and don’t play fair. One weapon strike can take out pretty much any Kobold. Because of these things, I’ve given Kobolds excellent perception abilities, and a number of skills to make up for their small size and innate weakness in combat. Sources - 1e-MM.57-58; 2e-MM.214; 3e-MM.123-124; Dragon Magazine story about "Tucker's Kobolds". - Kobolds compare in power roughly to "Ratlings" MMM.90 Powers/Tactics: Tricks, Traps, Ambush, Swarming, Hit and Run (emphasis on Run), False Retreats into Ambushes and Traps. In short, by any dirty and unfair means necessary.Campaign Use: When you need the smallest, weakest, and most numerous sword fodder Kobolds are the first answer. If you want something tougher, Goblins are next up the humanoid line. Weaker is hard to find, but Jermalaine are probably the best bet.Possible Skills Animal Handler -- Giant Weasel or Boar (some) AK: Lair and surrounding territory Breakfall (some, roll w/ the punches) Bribery (some) Climbing Familiarity -- Common Melee Weapons Familiarity -- Common Missile Weapons KS: various Language -- Celbit Language -- Jebline (75% chance) Language -- Euroz (75% chance) Lockpicking (some) Mimicry (some) Riding -- Boar or Giant Weasel (some) Shadowing Stealth Streetwise (some in Molag or Dorakaa) Survival -- Subterranean Survival -- Forest Tactics (leaders) Tracking (some) Transport Familiarity -- Giant Weasels or Boars (some) Ventriloquist (some) Weapon Familiarity -- various (most) Weaponsmith (some) Variations (for Pre-Fab add-ons): - Animal Handlers for weasels, boars, rats, etc. - Guards: +1 CSL (all combat, 4 OCV), - Leader: +1 CSL (all combat, 4 OCV), +1 BODY (5 total) - Bodyguard: +1 CSL (all combat, 4 OCV), +3 BODY (7 total) - Chieftain: +2 CSL (all combat, 5 OCV), +6 BODY (10 total) - Shaman: (D&DG 110, DMG 40) “Kobold shamans always wear orange robes with a white death’s-head sigil on the chest. They can rise up to the 5th level of clerical ability.†(i.e., 50-point Power Pool) +d4hp/level after 1st, +1HD/THAC0 per 2 levels. = 5th level +4d4hp (5d4hp total ~10 BODY), +2 OCV (5 OCV total). - Witchdoctor: (DMG 40) up to 2nd level as magicuser and 5th level as cleric. - Monks: Kobold/Celbit Martial Arts: vital strikes, dodging attacks, ganging up, etc. fast and tricksy; actually able to make tail prehensile!
  22. PRE for PRE Attacks OK, I just fiddled with it and by reducing the Tracking Skill to Familiarity (which makes sense for a base template, since it can be bought up for the real tracking individuals of the race) it gives just enough points to increase the PRE to "PRE +10 Only for PRE Attacks or Intimitation" giving a total of 18 PRE or 3.5d6 for a PRE Attack, or 13- for an Intimidating use of persusion (1.5d6 or 11- for friendly persuasion). Hope that helps...
  23. PRE and Scavenging The PRE is so low because I didn't want Gnolls to be particularly persuasive beyond using force or threats (and I like to keep the two distinct to seperate the diplomats from the thugs, if you will); you see, I wanted them to be less persuasive than humans and certainly not more persuasive, I thought about lowering it to 6 or 7 to get the Characteristic Roll and Skill Rolls down by 1, but that seemed a bit too much so I though the 8 lowering the NCM to 18 would have to be close enough to get that effect. Now, don't get me wrong, I still want them to be pretty bloody Intimidating so I went with the "Only for PRE Attacks" thing -- originally I had this at +10 but lowered it to get the points to work out evenly. I'll see if I can find efficiencies elsewhere to get the effective PRE Attack up to 18 PRE/3.5d6 -- does this sound like a more reasonable level? Yeah, sorry I was trying to avoid giving that impression. Since Gnolls are more based on "Spotted Hyenas" the scavengers is more of "Reputation" thing (hence the Disadvantage) I just forgot to take it out of the PS (it was a placeholder there, should just be Warrior now); that said, they still have a wee bit of scavenger left in them, as they are also partially based on "Brown Hyenas" too, but more in the 'take what you can from others rather than building it yourself' way; i.e., they prefer to hunt the prey but in order to survive have the ability to scavenge effectively (sort of a 75% Spotted, 25% Brown kindof way if you see what I'm clumsily trying to get at) -- basically, I wanted the Reputation to have some basis but be largely overstated as they really are fearsome predators not just bottom feeders.
  24. Growth Equivalent Implicit I should make it more explicit that I gave Gnolls the equivalent of 1 level of "Growth" because they are on the border of that size (being 7.5' tall); so, if you think they don't deserve that or you just want to make a slightly smaller Gnoll (say 7' tall) then subtract the equivalents of 1 level of Growth (5 STR, 1 BODY, 1 STUN, -1" KB) that I built into the write-up. FWIW, I use "Growth" equivalents for converting at: ~7.5' (1.25x man-sized) = 1 Level of Growth. ~ 9' (1.5x man-sized) = 2 Levels of Growth ~12' (2x man-sized) = 3 Levels of Growth I'm used to seeing these write-ups in 4th ed. terms and am trying to put them into 5th ed. terms but this makes implicit what once was explicit.
  25. Distinctive Features and Social Disadvantage I guess I see part of the "Distinctive Features" Disadvantage as a form of "Social Disadvantage" i.e., racism that is based on a distinctive appearance.
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