Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

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Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Goblins

Post by Jabroniville »

Image

You come upon a huge gathering of creatures, both man-sized and smaller. Some are built like toddlers- others like musclebound hunched-over brawlers. Some have little pug-noses, while others have a nasal bridge over a foot long. Some are well-armed, and others have a mere pointy piece of scrap metal in their hands. But they are all vile, some shade of green, and possess cruel, insane eyes.

GOBLIN
Creature Type: Humanoid, Greenskin
Typical Adult Height: 3'6"-5'0"
Birth Rate: Litter of 3-12 "Snotlings" twice a year.
Lifespan: 0-5 (Snotling), 5-50 (Adult), 50-80 (Elder)
Nicknames: Gobbos, Gobs, Archery Targets, Snots, Snotters, Snotlings, Greenies
Sexual Dimorphism: Mammaries, little else.
Skin Tones: Varying shades of green for the vast majority (75%). Brown & grey are also common.
Hair: Usually none, save some scraggly bits of dark colour. Occasionally blonde or brown hair.
Racial Mounts: Wolves, Big Wolves, Struthiomimus, Gallimimus
Racial Weapons: Goblin Dirks (Small, Jagged pieces of scrap turned into blades)
Religion: Mork & Gork (violent, war-mongering Orc deities), Kelsnik (Sneaky Goblin Patron)

Allied Races: Other Greenskins (Goblins are frequently seen as slaves/allies of other, larger Greenskins, but large bands may have Bugbears, Trolls and the like working for them)

Encounter Groups:
Gang (5-12 with 1 Elite, plus 0-5 Big Wolves)
Band (13-30 with 1-6 Elites, plus 1-10 Big Wolves, 0-10 Wolves, 0-5 Slaves, 0-3 Heavies)
Tribe (31-700 with 5-100 Elites, plus 5-70 Big Wolves, 0-80 Wolves, 10-100 Slaves, 0-15 Heavies, 0-2 Monsters)

PL Variants:
PL 0-1: Weaker Specimens
PL 2: Common Goblins
PL 3: Forest Goblins, Elites
PL 4: Big Gobs, Wolf Riders
PL 5+: Important Characters

-Goblins are fairly short creatures, featuring a variance of facial features, often exaggerated, giving them an appearance that's a mix of comical and vile. Their noses, ears and mouths can be either far too big or far too small to be normal, often mixing and matching. They're much shorter than humans by a ways, though some can be rather muscular or fat, making up the weight difference, and a few are even of slightly-below average height for a man. Goblins are likely the single most common race on all of Castellia. They're generally small, weedy and not very dangerous by themselves, which of course is why they're famous for ganging up on adventurers.

-As a rule, Goblins are small, smelly, angry and cowardly- freely attacking anyone they outnumber, but fleeing quickly (VERY quickly) if things don't start going their way. Though arrogant when surrounded by weaker Gobs, their tough-talking goes away quickly when a bigger Gob (or even worse, an Orc) shows up. As such, Goblins control very few lands- usually there are just minor "Kings" taking control of Goblin shanty-towns or larger villages until the nearest Orc comes along and realizes these Gobs don't know their place yet. Goblins are the most numerous Greenskin by a long ways, but are almost always found in Orc lands. Goblins tend to be an unpopular slave type, as they're too small for a lot of work, and are generally nasty and incompetent, but they are often used as humorour "early bout" material in gladatorial fights, or as plow-drivers in poor lands. Most of the time, Goblins encountered are the minions (paid or enslaved) of a larger, nastier opponent, and used as unending hordes (they breed and age quickly enough to replace the dead).
-Most Goblins train & breed captive Big Wolves (larger than Dire Wolves, smaller than most Giant Wolves, which are up to 12 feet long- these are a "mere" seven-feet long in most cases) as mounts, though in Dinosaur-common portions of the continent will capture Struthiomimus for a less-unruly, faster mount.

Jab's Notes: Goblins are the Unending Horde type of creature, meant to oppose the heroes in great numbers and act as goofy, unlikeable Mooks. This often makes them comedic Butt-Monkeys, but it's good to laugh at things sometimes, y'know? Their role can also easily be played by Kobolds (they take up the exact same role in D&D) or Rat-Kin (Warhammer's Skaven were like this).

COMMON GOBLIN
Role:
Expendable Mooks
PL 2 (24)
STRENGTH
-1 STAMINA 0 AGILITY 0
FIGHTING 0 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Deception 4 (+2)
Expertise (Survival) 5 (+4)
Perception 3 (+2)
Sleight of Hand 4 (+4)

Advantages: 
Close Attack 3, Equipment 2, Favored Environment (Darkness), Ranged Combat 1, Teamwork

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
"Dirty Green Cowards" Speed 2 (4 mph) (Flaws: Limited to Fleeing Actions) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Equipment:
"Crossbow" Blast 3 (Quirk: Requires Action to Reload) (5) -- (6)
AP: "Goblin Dirk" Strength-Damage +1 (Feats: Improved Critical) (2)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Shabby Armour" Protection 1 (1)

Offense:
Unarmed +3 (-1 Damage, DC 14)
Goblin Dirk +3 (+0 Damage, DC 15)
Initiative +0

Defenses:
Dodge +2 (+3 Shield, DC 13), Parry +2 (+3 Shield, DC 13), Toughness +0 (+1 Armour), Fortitude +0, Will +0

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Goblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: -8 / Skills: 16--8 / Advantages: 8 / Powers: 15 / Defenses: 1 (24)

-Common Goblins are of course the most numerous Greenskins alive, breeding quickly and amassing huge numbers. Their life expectency is by far the worst, however, and even the best generals only view them as cannon fodder in large combat. Their small size means they're weaker than the average human, but they can be sneaky (making PL 2 with a combination of Favored Environment & their small size). The smallest of the Goblinoids, they're subserviant to the larger ones in nearly all cases, as a bigger Orc will find Goblins without a leader something that needs "rightin'", so they'll bully them into submission. Some Gobbos don't seem to mind, as the war-hungry Orcs provide a much easier "Meat Shield" to fight off adventurers. As such, you'll often see gigantic enclaves of "Gobbos" surrounding bigger Orc encampments.

Jab's Notes: Basically a Mini-Mook, even more pathetic than a common Human Peasant. They run (and FAST!) from anything remotely resembling a threat, unless they outnumber it ten to one. They're small, puny, and don't do that much damage. They have an EXCELLENT sense of smell, however, giving them the ability to detect things in the dark just by smelling them- I figured I'd toss in a little "Extra" to the common Greenskin abilities. It helps to keep them different. Annoyingly, small things have to use lots of Close Attack instead of higher Fighting, because of how their size affects their Defenses.

FOREST GOBLIN
Role:
Expendable Mooks, Wild Variety
PL 3 (40)
STRENGTH
-1 STAMINA 0 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Deception 4 (+2)
Expertise (Survival) 7 (+6)
Perception 5 (+4)
Sleight of Hand 4 (+4)

Advantages: 
Close Attack 3, Equipment 3, Favored Environment (Darkness), Improved Initiative, Ranged Combat 4, Teamwork

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
"Dirty Green Cowards" Speed 2 (4 mph) (Flaws: Limited to Fleeing Actions) [1]
"Forest Creatures" Movement 1 (Environmental Adaptation- Forests & Jungles) [2]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Equipment:
"Poisoned Arrows" Blast 2 Linked to Weaken Strength 2 (Extras: Ranged, Progressive +2) (12) -- (13)
AP: "Goblin Dirk" Strength-Damage +1 (Feats: Improved Critical) (2)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)

Offense:
Unarmed +5 (-1 Damage, DC 14)
Goblin Dirk +5 (+0 Damage, DC 15)
Bow +4 (+2 Ranged Damage & Weaken, DC 17 & 12)
Initiative +5

Defenses:
Dodge +4 (+5 Shield, DC 15), Parry +4 (+5 Shield, DC 14), Toughness +0, Fortitude +0, Will +0

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Goblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 0 / Skills: 20--10 / Advantages: 13 / Powers: 15 / Defenses: 2 (40)

-Forest Goblins are a little-known side-breed, living in the darkest forest & jungles. Rare on Castellia, they are known on many islands, especially the Dark Continent. Wearing tribal paint, feathers & leaves for clothing, they are known for as much trickery as common Gobs, as well as the lethal poisons they anoint their weapons with.

-Forest Gobbos appear in Warhammer, and were an infantry unit back in the day... they vanished for an edition or two, but came back in big numbers with Spider Riders first, and now currently have a HUGE Spider Mount, far bigger than any of the game's other Monsters- this is an individual Forest Goblin, with poisoned weapons.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Goblin Elites

Post by Jabroniville »

Image

BIG GOB
Role:
Elite Goblins
PL 4 (36)
STRENGTH
1 STAMINA 1 AGILITY 2
FIGHTING 3 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Deception 4 (+3)
Expertise (Soldier) 3 (+3)
Intimidation 4 (+3)
Perception 4 (+4)
Stealth 3 (+5)

Advantages: 
Equipment 2, Favored Environment (Darkness), Ranged Combat 2, Set-Up, Teamwork

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
"Dirty Green Cowards" Speed 2 (8 mph) (Flaws: Limited to Fleeing Actions) [1]

Equipment:
"Heavy Dirk" Strength-Damage +2 (Feats: Improved Critical) (3)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Armour" Protection 2 (2)

Offense:
Unarmed +3 (+1 Damage, DC 16)
Heavy Dirk +3 (+3 Damage, DC 18)
Initiative +2

Defenses:
Dodge +3 (+4 Shield, DC 14), Parry +3 (+4 Shield, DC 14), Toughness +1 (+3 Armour), Fortitude +1, Will +1

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Goblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 12 / Skills: 18--9 / Advantages: 7 / Powers: 6 / Defenses: 2 (36)

-Big Gobs are about man-sized, but still rather short, and are consider the elite infantry of the Goblin Race. Though much weaker than their Orc Kin, they are nonetheless crafty and trained to fight well, lacking the cowardice of their smaller cousins. Typically, only the largest Gob of a litter will be awarded the honor of wearing armour and joining their Bosses in mass combat. This is considered the highest form of compliment to any Goblin, though most other Greenskins will only look upon them as "the best o' the wurst", deriding their accomplishments.

-Your token "Non-Sucky" Goblin. They're not elite by any means, but they're as good as Human Soldiers and other Gener-ohs, so they're a bit handy. Notably, they lack the Shrinking common to other Goblins- I felt it necessary to have a really variable, odd-looking race that can be nearly any size. It makes them unique, and it easily explains all the other variations of what an Orc or Goblin should look like out there- if they ALL look different, then it doesn't matter!

WOLF RIDER
Role:
Goblin Cavalry
PL 4 (45)
STRENGTH
1 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Deception 4 (+2)
Expertise (Survival) 5 (+4)
Expertise (Wolf Rider) 6 (+5)
Intimidation 4 (+3, -1 Size)
Perception 3 (+2)
Sleight of Hand 4 (+4)

Advantages: 
Animal Empathy, Close Attack 2, Equipment 2, Favored Environment (Darkness), Improved Initiative, Minion 4 (Big Wolf), Ranged Combat 2, Set-Up, Teamwork

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
"Dirty Green Cowards" Speed 2 (4 mph) (Flaws: Limited to Fleeing Actions) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Equipment:
"Cavalry Spear" Strength-Damage +3 (Feats: Reach 2) (Flaws: Limited to When Mounted) (3.5) -- (5)
AE: "Heavy Dirk" Strength-Damage +2 (Feats: Improved Critical) (2)

"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Leather Armour" Protection 1 (1)

Offense:
Unarmed +4 (+1 Damage, DC 16)
Heavy Dirk +4 (+3 Damage, DC 18)
Cavalry Spear +4 (+4 Damage, DC 19)
Initiative +5

Defenses:
Dodge +3 (+4 Shield, DC 14), Parry +4 (+5 Shield, DC 15), Toughness +1 (+2 Armour), Fortitude +1, Will +1

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Goblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 8 / Skills: 28--14 / Advantages: 14 / Powers: 6 / Defenses: 3 (45)

BIG WOLF
Role:
Apex Predator, Pack Hunter
PL 4 (53)- Minion Rank 4
STRENGTH
3 STAMINA 4 AGILITY 4
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 2 PRESENCE -2

Skills:
Athletics 2 (+6)
Close Combat (Natural Weapons) 1 (+7)
Expertise (Hunters) 4 (+6)
Insight 2 (+4)
Intimidation 8 (+6)
Perception 6 (+8)
Stealth 1 (+5)

Advantages: 
All-Out Attack, Great Endurance, Improved Critical (Natural Weapons), Fast Grab, Improved Trip, Startle

Powers:
"Animal Senses" Senses 6 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing) [6]
"Animal Physiology" Speed 2 (8 mph) [2]
"Natural Weapons- Teeth" Strength-Damage +2 [2]

Offense:
Unarmed +3 (+3 Damage, DC 18)
Natural Weapons +3 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +4, Fortitude +6, Will +4

Complications: 
Disabled (Animal)- Wolves cannot speak to humans, nor use their paws to easily manipulate objects.
Relationship (The Pack)- Wolves are known by a strict pecking order in the pack, with the Alphas getting first choice in any matter, and Omegas at the bottom. The pack fights as one, and moves as one.

Total: Abilities: 20 / Skills: 24--12 / Advantages: 6 / Powers: 10 / Defenses: 5 (53)

-Goblin Cavalry is a very large part of the races' overall tactics. Lacking the height and power of most humanoid races, they learned to tame the smaller and easier wild animals of their regions, and break their spirits. Most common among these are the Wolf Cavalry, made up of any Goblin that managed to ride a Wolf without being eaten. Choosing the largest and meanest wolves of the continent, they were bred for size and meanness, producing some large, angry beasts as large as a man, and more than capable of carrying a 90-pound Goblin at full stride. Unusual for most cavalry, the mount is more dangerous than it's rider, who is really just a slightly more skilled & gifted Common Goblin, and needs to be mounted to use his Spear.

Jab's Notes: These guys are basically your Weakest Cavalry Ever, though they're still half-decent. They're using much larger Wolves than is normal, but they're still merely PL 4 (little better than a starting Ranger PC's Animal Companion).
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Hobgoblins

Post by Jabroniville »

Image

The creatures you see are man-sized and man-shaped in almost every way, save their protruding lower teeth, pug noses and pointy ears. They also possess a strange bright orange hue and sparse hair- unlike most Goblins, they are decked out in Full Plate Armour, and wield 18-foot long War Pikes.

HOBGOBLIN
Creature Type: Humanoid, Greenskin
Typical Adult Height: 5'6"-6'2"
Birth Rate: 1 Offspring per year (rarely more)
Lifespan: 0-16 (Child), 17-50 (Adult), 50-80 (Elder)
Nicknames: Hobs, Greenies
Sexual Dimorphism: Extreme; women are shorter, never bald, and possess mammaries.
Skin Tones: Varying shades of green, orange & brown mostly. Gray common.
Hair: Often none, save some scraggly bits of dark colour. Brown or green full hair common.
Racial Mounts: Horses, Deinonychus, Utahraptor, Riding Wyvern
Racial Weapons: War Pikes, Tower Shields
Religion: Kiragg (Militaristic Patron of Hobgoblins)

Allied Races: Greenskins, Dark Elves (the two are Subterranean Races much of the time, and rarely intrude upon each other's territory), Trolls, Giants

Encounter Groups:
Gang (4-12 plus 0-3 Elites, 0-12 Mounts, 0-1 Riding Wyvern)
Band (13-30 plus 1-10 Elites, 0-45 Goblins, 0-20 Mounts, 0-5 Riding Wyverns, 0-2 Heavies)
Village (31-200 plus 10-75 Elites, 20-300 Goblins, 5-45 Mounts, 0-40 Big Wolves, 0-35 Riding Wyverns, 2-30 Heavies, 0-2 Monsters)

PL Variants:
PL 1-3: Commoners, Weaker Specimens
PL 4-5: Soldiers
PL 6: Wyvern Knights
PL 7+: Elites, Important Characters

-Hobgoblins are an odd branch of the Greenskin race, in that they resemble mixes of their Goblin relatives alongside normal Humans or Elves. Though fully-Greenskins, they are as tall as Men and built as them. Their faces are unmistakeably Goblin-esque, featuring large, pointed ears, small, dark-coloured noses, and maws full of sharp teeth, though generally all with a very Manlike context to them, as opposed to Orcish tusks.

-Hobgoblins are heavily related to Orcs & Goblins, but are very different from them culturally. Rather than frequently living in small camps or tribes, there is a very regimented society about them, akin to the most militaristic of Human societies. All male children are brought up and raised by the military through regimented training, and Hobgoblins are known to live in large cities as often as smaller towns, in permanent living quarters. Despite this, the Hobgoblin Nation is very small, bordering on Orc lands, and mostly keeps to itself. Most people in civilization only see Hobgoblins when they are mercenaries (which is very common, as the Nation likes to send warriors out into the world for experience and information), working in large regiments for other powers.

Jab's Notes: Hobgoblins exist to be hard to type out, resulting in lots of "Hogboblins" (G & B are too close together in QWERTY lay-outs, dammit!). And also to be another Token Evil Race, but often as regimented, armoured soldiers- effectiveliy acting like The Evil Empire compared to the more Horde-like other Greenskins. D&D used them in such a manner, actually- most Fantasy considers them indistinguishable from regular Goblins. I've seen them become much more popular with Gamers over time (my friend/GM, ProdigyDuck and others), however, as they are PERFECT for Evil Empire types of roles. I decided to make part of the race orange to match with the excellent webcomic, "The Order of the Stick".

Image

HOBGOBLIN
Role:
Infantry
PL 5 (38)
STRENGTH
2 STAMINA 2 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Intimidation 4 (+4)
Expertise (Soldier) 5 (+5)
Perception 3 (+3)

Advantages:
Equipment 4, Improved Critical (Pike), Teamwork

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]

Equipment:
"Plate Armour" Protection 3 (Extras: Impervious 5) (8)
"Tower Shield" Enhanced Dodge 3 & Parry 1, Reduced Fighting 1 (3)
"War Pike" Strength-Damage +2 (Reach 3) (5)

Offense:
Unarmed +4 (+2 Damage, DC 17)
War Pike +4 (+4 Damage, DC 19)
Initiative +1

Defenses:
Dodge +2 (+5 Shield, DC 16), Parry +4 (+5 Shield, DC 15), Toughness +2 (+5 Armour, +3 Impervious), Fortitude +3, Will +1

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Hobgoblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 18 / Skills: 12--6 / Advantages: 6 / Powers: 5 / Defenses: 3 (38)

-The Peak Guard is the elite of the Hobgoblin Infantry, being taken from the finest soldiers available. Nobles too poor to afford upkeep of their own Riding Wyverns will similarly be placed here, amongst the best of the dregs of society. They are actually quite similar to their Common brethren in many ways, but are much more skilled at combat.

Jab's notes: Hobgoblins are meant to be a "bigger, tougher" grade of Goblins that more resembles an "Evil Nation" type of race, in full military regalia. Their common specimens are large, well-built humanoids using long War-Pikes in mass formation, making them very hard to break. PL 4 on offense, PL 5 on defense (because of their massive Tower Shields, though these detract from their offense when in-use, making them more like PL 3.5 in that regard), they're among the most elite "Baseline Soldiers" in Castellia.

Image

WYVERN KNIGHT
Role:
Flying Cavalry
PL 5 (58)
STRENGTH
3 STAMINA 3 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 1

Skills:
Intimidation 6 (+7)
Expertise (Soldier) 7 (+7)
Expertise (Animal Handling) 5 (+6)
Perception 4 (+5)

Advantages:
Close Combat, Equipment 3, Improved Critical (Spear), Minion 4 (Riding Wyvern), Teamwork

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]

Equipment:
"Plate Armour" Protection 3 (Extras: Impervious 5) (8)
"Shield" Enhanced Dodge & Parry 1 (2)
"Spear" Strength-Damage +2 (Feats: Reach 2) (4)

Offense:
Unarmed +5 (+3 Damage, DC 18)
Spear +5 (+5 Damage, DC 20)
Initiative +2

Defenses:
Dodge +4 (+5 Shield, DC 15), Parry +4 (+5 Shield, DC 15), Toughness +3 (+5 Armour, +3 Impervious), Fortitude +5, Will +2

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Hobgoblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 28 / Skills: 22--11 / Advantages: 9 / Powers: 5 / Defenses: 5 (58)

-The Wyvern Knights are the most recognizable and famous example of the Hobgoblin race and it's armies. Beginning centuries ago when the first Wyverns were tamed from the mountains surrounding Castellia's Western lands, the Knights are elite trained soldiers, perfected through countless hours of training, having been given their Wyverns personally as hatchlings, to create a formidable bond. Only the wealthiest and most powerful of nobles can afford the upkeep of such a beast, so these are truly the elites of their society. Hobgoblin Wyvern Knights are known for being haughty and overly-proud, but are nonetheless among the most professional and honourable soldiers in Castellia.

Jab's Notes: These guys are a variation of the Fire Emblem "Wyvern Knights" (called Dracoknights in Japan- but tiny, animal-intelligent dragons are often called "Wyverns" in Western stories)- rather than let the humans have all the cool mounts, I gave at least one unique one to each race I could think of. They're basically Flying Cavalry like the Pegasus Knights, with a bit more of a punch. I think I saw a Hogb... goddammit... Hobgoblin riding a Wyvern in one of those side D&D 3.5 Edition books somewhere as a Prestige Class, too, so I think I added that to it.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Riding Wyverns

Post by Jabroniville »

Image

RIDING WYVERN
Role:
Awesome Flying Mount
PL 6 (57), Minion Rank 4
STRENGTH
7 STAMINA 7 AGILITY 2
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+5)
Insight 4 (+5)
Intimidation 8 (+8 Size)
Perception 6 (+7)

Advantages:
Favored Environment (Airborne), Great Endurance, Improved Critical (Bite), Move-By Action, Set-Up, Teamwork

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Flight 6 (120 mph) (Flaws: Winged) [6]
"Animal Senses" Senses 2 (Low-Light Vision, Extended Scent) [2]

Offense:
Unarmed +5 (+7 Damage, DC 22)
Initiative +2

Defenses:
Dodge +4 (DC 14), Parry +5 (DC 15), Toughness +7, Fortitude +8, Will +1

Complications:
Disabled (Animal)- Wyverns cannot speak to humanoids, nor use their wings or talons to easily manipulate objects.

Total: Abilities: 16 / Skills: 22--11 / Advantages: 6 / Powers: 17 / Defenses: 7 (57)

-The riding mounts of the Hobgoblins are typically Wyverns- the name usually given to armless Dragons of low, animalistic intelligence. Much smaller than typical Wyverns, they are capable of much more graceful flying.

Jab's Notes: Murkglow bugged me in 2011 by pointing out my error in saying that Fire Emblem's Wyverns/Dragons in fact HAD arms more often than not- the size of the Game Boy Advance screens and a lack of attention to detail on my part had me thinking that their tiny arms were nonexistant. But his general "As your pictures show, even" really irked me- probably because it came off as smart-assed/passive-aggressive, and pointed out how I typically wrote down everything, THEN looked for a pic, or else I might have notice that ahead of time.
MissRo
Posts: 364
Joined: Sun Dec 25, 2016 4:18 am
Location: Newfoundland, Canada

Re: Castellia- A Fantasy Setting (Centaurs, Hawlucha, Goblins & Hobgoblins)

Post by MissRo »

Gotta say, I'm loving these fantasy builds Jab! Is this a setting you've played in?

Also, those Pokemon builds are super bad-ass. I used Hawlucha on my competitive team at one point.
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Centaurs, Hawlucha, Goblins & Hobgoblins)

Post by Jabroniville »

MissRo wrote: Tue Jul 04, 2017 6:49 pm Gotta say, I'm loving these fantasy builds Jab! Is this a setting you've played in?

Also, those Pokemon builds are super bad-ass. I used Hawlucha on my competitive team at one point.
Unfortunately not- my group almost never gets together. It'd make world-building easier, though- you have to think more about your setting in one country if that's all you play in at first, so you can build from the ground up. I find most of my nations are only half-realized because I've only been able to info-dump them instead of live in them, y'know?
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Orcs

Post by Jabroniville »

Image

The creatures are large, burly and hideous to watch- resembling a mix of Human and Great Ape with their long arms, shorter legs and pronounced lower jaws. Their bottom teeth jut out from their prodigious maws like a Boar's tusks, and their eyes are deep-set, beady yellows or reds. Their skin colours are a mix of dark and lighter greens, with the largest specimens being darker. They wear full armour, but of a cobbled-together variety, and their weapons are huge, laying in monstrous hands.

ORC:
Creature Type: Humanoid, Greenskin
Typical Adult Height: 5'10"-8'5"
Birth Rate: 2-4 Offspring per year
Lifespan: 0-12 (Orcling), 13-50 (Adult), 50-80 (Elder)
Nicknames: Greenies, Pigborn, Boyz
Sexual Dimorphism: Mammaries, little else
Skin Tones: Varying shades of green & brown mostly. Gray uncommon.
Hair: Often none, save some scraggly bits of dark colour or a small mohawk or tuft.
Racial Mounts: Giant Boar, Rhinoceros (Orcs have recently discovered the Wild Rhinos from other continents, and have immediately started to use them as status symbols.
Racial Weapons: Choppas (Large chunks of stone or metal shaped into axe-like form), Warhammer, Club
Religion: Mork & Gork (violent, war-mongering Orc deities)

Allies: Greenskins (Orcs frequently use other Greenskins as slaves and/or unpaid allies who share the spoils of war), Trolls, Giants (especially Hill Giants)

Encounter Groups:
Gang (3-10 plus 0-2 Elites)
Band (11-30 plus 3-30 Goblins, 2-5 Giant Boars & Big Wolves, 0-10 Slaves, 0-4 Heavies)
Tribe (31-100 plus 5-30 Elites, 15-200 Goblins, 5-30 Giant Boars & Big Wolves, 10-60 Slaves, 4-16 Heavies, 0-2 Monsters)

PL Variants:
PL 1-3: Commoners, Weaker Specimens
PL 4: Common Orc Boyz
PL 5: Big 'Uns, Boar Boyz
PL 6: 'Eavy Metal Orcs
PL 7+: Elites, Important Characters

-Orcs are one of the most common humanoid races on all of Castellia, matched only by the Humans, Goblins & Kobolds. Freakishly strong and powerful, they grow much larger than most men, and are on average capable of knocking even a horse to the ground with a full charge. A full foot taller than a man of comparably "Average" height to his race, an Orc is extremely wide, thick-muscled, and often possesses a large gut, rather more solid than made of squishy fat like a man's. They lack hair for the most part, preferring to shave off the small tufts that do sprout up, but a few sport mohawks or large braids. They slope forward, with trunk-like arms longer than their legs (which are relatively stout for large beings), and their jaws project the furthest forward of any humanoid race, giving them a simian appearance. They have tusks projecting from the lower jaw, and large, sharp teeth in front- Orcs are omnivorous, but specialize at eating meat. Their eyes are very small and beady, often lacking pupils entirely in yellow or red orbs. Orcs possess small amounts of regenerative qualities, able to reattach lost limbs by placing them on the stump.

-Orcs live in large encampments for the most part, though large cities are known to exist in the more "civilized" areas. They can have culture as any humanoid (in fact, many Orcs taken from their homelands have been raised into otherwise-normal citizens on occasion), but most degenerate into nasty, violent, vulgar activities. Rarely intelligent, Orc society worships War first and foremost, preferring to gain ground via conquest. Orcen "Raids" on nearby civilizations are common, and purely massive ones are known to sprout up once every couple years (thanks to a quick reproductive rate and aging), spoken of for years in drunken tales of glory by the survivors. To die in combat is honorable amongst Orcish society, making them one of the most dangerous races to encounter.

-Orcish civilization is centred on the Western part of the continent, splitting two large human nations. They border on Marsellia, Lacae, and the Hobgoblin Empire. Raiding parties and smaller nations are prone to sprout all over the continent, however, and Orcen raiders are known over every square inch, often providing quite a nuisance. In fact, Orcs are by far the most common source of income for Questers, as nearly any village has some form of commitee for hiring Parties to destroy the nearest band of Orcs.

Jab's Notes: Orcs appear differently in many sources of media- Tolkien used them as basically what most people would consider Goblins- they're shorter than men. My modern sensibility mostly comes from the Warcraft Orc, which is a giant rip-off of the Warhammer Orc, with the green skin, tusks, etc. I copied part of their Cosmology as well, as I like their crazy, half-retarded Gods of Destruction. I hesitate to do Race of Evil stuff, so I made it a cultural and religious thing, while also including a higher-society type of Orc with their own civilized city. Most of the following is derived from Warhammer- right down the funny Cockney accents (because British social differences are fun to look at).

COMMON ORC BOY
Role:
Bad-Ass Tough Mook
PL 4 (30)
STRENGTH
3 STAMINA 3 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -2

Skills:
Close Combat (Unarmed) 2 (+4)
Expertise (Survival) 6 (+5)
Intimidation 8 (+6)

Advantages:
All-Out Attack, Equipment 2, Power Attack, Startle

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
Regeneration 1 (Feats: Regrowth) [2]

Equipment:
"Choppa" Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 3) (7)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Leather or Chain-Mail Armour" Protection 1 (1)

Offense:
Unarmed +4 (+3 Damage, DC 18)
Choppa +2 (+6 Damage, DC 21)
Initiative +0

Defenses:
Dodge +2 (+3 Shield, DC 13), Parry +3 (+4 Shield, DC 14), Toughness +3 (+4 Armour), Fortitude +5, Will +0

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Orcs, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 4 / Skills: 16--8 / Advantages: 5 / Powers: 7 / Defenses: 6 (30)

-Jab's Notes: My Orcs are very much like the Warhammer variety in appearance and ways, complete with comedic Cockney accents and goofy nature, but are noticeably capable of civilization like various other fantasy works' examples of the race. Very strong, they are capable of minor Regeneration, but are mostly inaccurate Powerhouses on a low-level. They're easy to upgrade to higher levels of threat, merely by increasing their strength or accuracy.

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ORC BIG 'UN
Role:
Bad-Ass Tougher Mook
PL 5 (43)
STRENGTH
4 STAMINA 4 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -1

Skills:
Close Combat (Unarmed) 2 (+5)
Expertise (Soldier) 8 (+6)
Intimidation 8 (+7)

Advantages:
All-Out Attack, Equipment 2, Improved Initiative, Power Attack, Startle, Withstand Damage

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
Regeneration 1 (Feats: Regrowth) [2]

Equipment:
"Choppa" Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 3) (7)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Leather or Chain-Mail Armour" Protection 1 (1)

Offense:
Unarmed +5 (+4 Damage, DC 19)
Choppa +3 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +3 (+4 Shield, DC 14), Parry +4 (+5 Shield, DC 15), Toughness +4 (+5 Armour), Fortitude +6, Will +1

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Orcs, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 14 / Skills: 18--9 / Advantages: 7 / Powers: 7 / Defenses: 7 (43)

-Big 'Uns is the unofficial name given to the "Elite" Orc warriors- generally, the biggest & best of the regular "Boyz", the ones who've won the most fights, beaten up the most of their buddies, and the ones with the best war stories. As they move up the pecking order of their own unit, they are allowed to 'try out' for the "Big 'Uns" units (themselves indentured warriors who look down upon most other Greenskins)- the 'try out' process tends to involve embarassing, painful or otherwise dangerous tests of character (the amount of dung able to be buried under before they can't get out, taking a foot-stomping from his allies, or foolishly one-sided challenges in combat), but once in, "They's Big 'Uns f'r loif!" These units are rarer, but much more dangerous on the battlefield, often using the weaker "Boyz" as Meat Shields as the Boyz would use Gobbos. So the rewards are indeed great for these units.

Jab's Notes: More Warhammer-y stuff, as these were the Elite Orcs.
Last edited by Jabroniville on Wed Jul 05, 2017 6:19 am, edited 2 times in total.
Jabroniville
Posts: 24689
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Orc (Elites)

Post by Jabroniville »

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ORC BOAR BOY
Role:
Bad-Ass Tough Cavalry
PL 5 (49)
STRENGTH
4 STAMINA 4 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -1

Skills:
Close Combat (Unarmed) 2 (+5)
Expertise (Soldier) 8 (+6)
Expertise (Animal Handling) 4 (+3)
Intimidation 8 (+7)

Advantages:
All-Out Attack, Equipment 2, Improved Initiative, Minion 3 (Giant Boar), Power Attack, Startle, Withstand Damage

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
Regeneration 1 (Feats: Regrowth) [2]

Equipment:
"Choppa" Strength-Damage +3 (Feats: Improved Critical) (Extras: Penetrating 3) (7)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Leather or Chain-Mail Armour" Protection 1 (1)

Offense:
Unarmed +5 (+4 Damage, DC 19)
Choppa +3 (+7 Damage, DC 22)
Initiative +4

Defenses:
Dodge +3 (+4 Shield, DC 14), Parry +4 (+5 Shield, DC 15), Toughness +4 (+5 Armour), Fortitude +6, Will +1

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Orcs, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 14 / Skills: 22--11 / Advantages: 10 / Powers: 7 / Defenses: 7 (49)

DIRE BOAR (Sus giganteus)
Role:
Orc Mount
PL 5 (38), PL 6 (38) Raging- Minion Rank 3
STRENGTH
6 STAMINA 7 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS -1 PRESENCE -3

Skills:
Expertise (Survival) 5 (+4)
Intimidation 11 (+10 Size)
Perception 2 (+1)

Advantages:
All-Out Attack, Improved Critical (Unarmed), Improved Initiative, Last Stand, Power Attack

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Animal Physiology" Speed 1 (Total 2) [1]

Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, +1 Speed) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]

"Swine Rage" (All Powers- Flaws: Fades)
Enhanced Strength 1 [1]
Enhanced Stamina 1 [1]

Offense:
Unarmed +4 (+6 Damage, DC 21)
Raging Unarmed +4 (+7 Damage, DC 22)
Initiative +3

Defenses:
Dodge +2 (DC 12), Parry +3 (DC 13), Toughness +7 (+8 Raging), Fortitude +9 (+10 Raging), Will +0

Complications:
Disabled (Animal)- Dire Boars cannot speak to humans, nor use their hooves to easily manipulate objects.
Rivalry (Other Males)- Like moost hoofed animals, Dire Boars must compete with other males for mating rights.
Temper- Dire Boars are heavily-prone to outbursts, and will charge the first thing that annoys them.
Reputation (Flatulent)- Dire Boars are notoriously smelly, and nobody wants to be around them for long, save the Goblinoid races.

Total: Abilities: 0 / Skills: 18--9 / Advantages: 5 / Powers: 15 / Defenses: 9 (38)

-Boar Boyz are much like the Big 'Uns, but take up a higher point on the pecking order of Orcish society. They're often bigger and stronger than even Big 'Uns, but Orcs can move up from the common or Big 'Un ranks to get up to them, simply by virtue of being able to handle the massive, flatulent, vile creatures known as the Giant Boars. These animals, often exterminated in more civilized communities (as their capabilities as plow animals are extremely low, their tameability even worse, and they tend to draw out horrific monsters that prey on them), are highly-prized in Orcen civilization (such as it is), because these very same properties are shared by the Orcs themselves! So any Boy brave (or foolish) enough to approach the Boar Sties, or even worse, a creature from the wild, and survive, is often pushed right up to the front ranks and given his own Boar. The Boars' nasty nature means that many applicants tend to not survive for more than a few weeks, but those that do are given high standing indeed: The Boar Boyz are a much smaller rank of Cavalry, with far vaster hitting power (after all, a Boar plus an Orc is better than an Orc alone- that math even ORCS can do!), and are thus highly prized by many Generals. Some Orc Leaders prefer the simpler tactics of up-front Infantry units, so only the wiliest or craziest (or wiliest AND craziest) use these in any large number- Cavalry is more complicated than just "stand & charge!", after all.

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'EAVY METAL ORC
Role:
Bad-Ass Elite Mook
PL 6 (58)
STRENGTH
5 STAMINA 5 AGILITY 0
FIGHTING 3 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Close Combat (Unarmed) 2 (+6)
Expertise (Soldier) 9 (+8)
Intimidation 9 (+8)

Advantages:
Accurate Attack, All-Out Attack, Close Combat, Equipment 5, Fearless, Power Attack, Startle, Ultimate Strength Check, Withstand Damage

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
Regeneration 1 (Feats: Regrowth) [2]

Equipment:
"Choppa" Strength-Damage +3 (Feats: Improved Critical, Reach) (Extras: Penetrating 5) (10)
"Shield" Enhanced Dodge & Parry 2 (4)
"Plate Armour" Protection 2 (Extras: Impervious 5) (7)

Offense:
Unarmed +6 (+5 Damage, DC 20)
Choppa +4 (+8 Damage, DC 23)
Initiative +0

Defenses:
Dodge +3 (+5 Shield, DC 15), Parry +3 (+5 Shield, DC 15), Toughness +5 (+7 Armour), Fortitude +9, Will +3

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Orcs, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 20 / Skills: 16--8 / Advantages: 13 / Powers: 7 / Defenses: 10 (58)

-The Elite of the Elite are unquestionably the "'Eavy Metal" Orcs. Wearing full plate armour and brandishing even larger axes than their comrades, the 'Eavy Metal Orcs are chosen from the very biggest and strongest. Virtually every Orc General or other Leader-type will be drawn from these ranks, unless there are no other 'Eavy Metal Orcs around. They're big, tough, and nigh-unstoppable en masse.

Jab's Notes: These are the Black Orcs of Warhammer fame- the biggest and baddest of the Orc Army, with huge weapons and awesome armour (resistant to to +3 damage!). They're Immune to Psychology, won't Squabble like their poor-Leadership fellows tend to, and they can get the job done! Unfortunately, they tend to be weaker than most other Armies' Elites (they will NOT hold up to High Elf White Lions) because they're a cheaper 12-13-point per mini unit (vs) their 16+ point-costs, but Orcs tend to make up for that in numbers and crazy stuff. I based their name off of the elite painters & sculptors that Games Workshop uses for it's way-too-bloody-expensive products.
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Bugbears

Post by Jabroniville »

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The creature before you is truly bestial in appearance, looking like a cross between a large Goblin and a Grizzly Bear. It is seven feet tall, covered in course, short hair, and features a large red mane of matted and curled hair around it's head. It's long Goblinoid ears stick almost straight out at the sides, and it's lower tusks are enormous. It wears cobbled-together plate armour in moderation, and wields a heavy Club in it's large hand.

BUGBEAR
Creature Type: Humanoid, Greenskin
Typical Adult Height: 7'-8'6"
Birth Rate: 1 Cub per year
Lifespan: 0-5 (Cub), 5-40 (Adult), 40-60 (Elder)
Nicknames: Bugs
Sexual Dimorphism: Mammaries, little else.
Skin Tones: Brown most common, in various amounts. Black, grey & white seen.
Hair: Fur over the entire body.

Allies: Greenskins

Encounter Groups:
Solo (1)
Gang (2-6, plus 0-1 Elite)
Band (7-15 plus 0-6 Elites, 0-20 Orcs, 0-35 Goblins, 0-3 Mounts, 3-15 Slaves)

PL Variants:
PL 4-5: Weaker Specimens
PL 6: Common Bugbear
PL 7+: Elites, Important Characters

-Bugbears are believed to be an ancient offshoot of the Greenskin race, being much larger, brutish and violent than their brethren, and having a totally different society. Whereas common Orcs, Goblins & Hobgoblins frequently gather in large groups (even cities), Bugbears are comparatively solitary, typically gathering in tribes of four to five at the most, before social conflicts drive them apart. Also separating them from their kin is full-body fur, giving them a more bestial appearance. Furrowed brows, sharper tusks and clawed fingers are all signifiers of being a more primitive species.

-Bugbears more often resemble beasts than sentient beings, but many have proven to be socialized if separated from their kin at an early age. They are most commonly encountered in the wilderness, though Greenskin armies often field them (promising food and shelter as opposed to monetary values). Bugbear mercenaries have also been seen in Human armies.

Image

BUGBEAR
Role:
Bad-Ass Tough Guy
PL 6 (50)
STRENGTH
5 STAMINA 6 AGILITY 1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -2 AWARENESS -1 PRESENCE -1

Skills:
Expertise (Survival) 7 (+6)
Intimidation 8 (+7)
Perception 5 (+4)

Advantages:
All-Out Attack, Equipment, Improved Critical (Club), Improved Grab, Improved Hold, Power Attack, Startle

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]

Equipment:
"Cheap Club" Strength-Damage +2 (2)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)

Offense:
Unarmed +4 (+5 Damage, DC 20)
Club +4 (+7 Damage, DC 22)
Initiative +1

Defenses:
Dodge +2 (+3 Shield, DC 13), Parry +4 (+5 Shield, DC 15), Toughness +6, Fortitude +7, Will +1

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Bugbears, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 24 / Skills: 20--10 / Advantages: 7 / Powers: 5 / Defenses: 4 (50)

Jab's Notes: Bugbears are a weird "offshoot" Goblinoid in D&D, so I kept that going here, as the largest variety of "Greenskin". It resembles most D&D-ish media, being a big, hairy Chewbacca-type monster, more suited for Minions than anything else. Honestly, I always found it odd how many creatures occupy nearly the same role in D&D (various Large & large-ish brutes out there), but it makes sense as far as keeping your players from becoming bored. Bugbears also represent one of the things I like about 3e M&M- it's large Strength score actually equates to a LOT of strength in these stats- 1,600 pounds is a HELL of a lift, and puts it above what any human can really do. Exactly what a musclebound seven-footer should be able to do.
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Re: Castellia- A Fantasy Setting (Humans, Dire Bear, Dwarves)

Post by L-Space »

Jabroniville wrote: Sat Jul 01, 2017 2:19 am so for those Pokémon, I think I'll make them "to order" :). What powers & stuff do you guys want on Volcarona, Magmar, Nidoran, Gengar, etc? I'm a bit out of practice as to "What's Very Effective" these days.
I'm a bit out of touch about weaknesses for Pokémon, but I certainly know some of the powers and flavor text they'd have. Volcarona would have some area fire attacks, including an Area Aura type power as it's described as being "engulfed in a sea of flames" while fighting. Magmar has more single target ranged attacks and is known to burn whoever touches them and giving off enough heat to create heat waves around it. Nidoking/Nidoqueen are pretty physically strong and tough ground creatures that are covered in poison spikes. Gengar's being a ghost type as quite a few different abilities to go with it. It's able to levitate, hypnotise, curse people, hide in shadows, steal the life force of other creatures, and being a "ghost" is immune to physical attacks.
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Re: Castellia- A Fantasy Setting (Hawlucha, Hobgoblins, Orcs, Bugbears)

Post by L-Space »

I always liked Pathfinder's goblins as these dumb, backstabbing, chaotic pyromaniacs. As a GM they were fun to roleplay and it did a good job describing why they need a firm handed leader to actually make them useful. Granted with any type of chaotic, slapstick-esque character you had to know when to not go to far or oversaturate your party with them before they got too annoying :).
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Re: Castellia- A Fantasy Setting (Hawlucha, Hobgoblins, Orcs, Bugbears)

Post by Spectrum »

If you're looking for a Victorian underclass British humor massive variety of goblins, I really enjoyed this take:

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We rise from the ashes so that new legends can be born.
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Grotsnik

Post by Jabroniville »

Image

GROTSNIK (Male Goblin Mercenary)
Role:
Mage Hunter, Recurring Foe
PL 7 (136), PL 8 (136) Against Mages
STRENGTH
1 STAMINA 2 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 2 AWARENESS 2 PRESENCE 1

Skills:
Acrobatics 6 (+10)
Close Combat (Knives) 2 (+9)
Expertise (Arcane Lore) 6 (+8)
Expertise (Mercenary) 5 (+7)
Insight 5 (+7)
Intimidation 4 (+5)
Investigation 6 (+7)
Perception 7 (+9)
Sleight of Hand 8 (+8)
Stealth 1 (+9) (+13 with Shoes of Silence)

Advantages:
Accurate Attack, Close Attack, Elusive Target, Equipment, Favoured Environment (Darkness), Improved Critical (Lucky Dirk), Improved Defense, Power Attack, Ranged Attack 10, Sneak Attack

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
"Dirty Green Coward" Speed 2 (8 mph) (Flaws: Limited to Fleeing Actions) [1]
"Fast For a Gob" Speed 1 (2 mph) [1]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

"Mage Hunter" (All Have Flaws: Limited to Mages)
Enhanced Advantages 3: Favoured Foe (Mages), Ranged Attack 2 [2]
Enhanced Fighting 2 [2]
Enhanced Dodge 2 [1]

"Lucky Dirk" (Flaws: Easily Removable) [8]
"Lucky Strike" Strength-Damage +3 (Feats: Penetrating 10) (13 points)

"Greeklak's Ring o' Magic Stealin'" (Flaws: Removable) [16]
Nullify All Magic Effects 10 (Extras: Broad, Simultaneous, Area- 30ft. Burst) (Flaws: Touch Range, Side-Effect if not "Released" in a Full Round when Used) (20 points)

Equipment:
"Chainmail" Protection 2, Impervious 3 (5)
"Wooden Shield" Enhanced Dodge & Parry 1 (2)
"Shoes of Silence" Enhanced Skills 4: Stealth 4 (+13) (2)

Offense:
Unarmed +9 (+1 Damage, DC 16)
Lucky Dirk +9 (+4 Damage, DC 19)
(vs) Mages +11 (+1-4 Damage, DC 16-19)
Initiative +4

Defenses:
Dodge +8 (+9 Shield, DC 19), Parry +8 (+9 Shield, DC 19), Toughness +2 (+4 Armour), Fortitude +5, Will +6

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Goblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 40 / Skills: 50--25 / Advantages: 17 / Powers: 45 / Defenses: 9 (136)

-Grotsnik was a mere Common Goblin, until his Band came across the Light Brigade on their way to a mission (in a shocking random encounter, to be sure). Outnumbering their foes five-to-one (23 Gobs versus seven heroes... their math wasn't too good), they attacked, and were about to weigh down the heroes, when their Wizard threw down with a powerful Area Affect Spell, wiping out a shocking SEVEN of their number with a single attack! Grotsnik was the sole survivor of the band (a few wounded members died within hours), and the experienced changed his life. No longer a single, ambling Goblin making his way in the world, he had a supreme fear of Magic. Unable to master it's power himself (he slew a Goblin Shaman who was trying to teach him- Grotsnik was enraged at his failure), Grotsnik instead decided to become a Mage Hunter. He has continually hunted Magically-powered inividuals across Castellia, and especially that one Human Wizard who so frightened him all those years ago.

Jab's Notes: Grotsnik's an odd little idea I had regarding a Recurring Goblin Foe- a subversion of the Mook concept of his race, he's still cowardly, but focuses his cowardice on hate, becoming a semi-fearsome opponent. He's PL 6.5 against most opponents, but is PL 7.5 against Mages. He uses a few unique Magic Items designed around killing Armoured Opponents (his strike is pretty weak, but effectively removes Impervious Toughness), and Nullifying Magical Power.
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Tirr'krohkt

Post by Jabroniville »

Image

TIRR'KROHKT (Male Hobgoblin Wyvern Knight)
Role:
Flying Cavalry Leader, Elite Soldier
PL 8 (118)
STRENGTH
3 STAMINA 4 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE 1/3

Skills:
Athletics 4 (+7)
Athletics 4 (+11) (Flaws: Limited to Riding)
Expertise (Animal Handling) 8 (+9)
Expertise (Soldier) 8 (+8)
Insight 3 (+5)
Intimidation 5 (+6, +8 to Hobs)
Perception 4 (+6)

Advantages:
Accurate Attack, All-Out Attack, Close Attack 2, Defensive Strike, Equipment 4, Improved Critical (War Pike), Improved Disarm, Leadership, Move-By Action, Power Attack, Rallying Cry, Ranged Attack 4, Sidekick 15 (Elite Riding Wyvern), Takedown

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]

"Badge of Arrow Reflection" (Flaws: Easily Removable) [3]
Immunity 5 (Arrows) (5 points)

"Magic Extendable War Pike" (Flaws: Easily Removable) [9]
Strength-Damage +3 (Feats: Reach 4, Penetrating 5) (12)
Enhanced Presence 4 (Flaws: Limited to Hobgoblins) (2)
-- (14 points)

Equipment:
"Full Plate Armour" Protection 3 (Extras: Impervious 5) (8)
"Metal Shield" Enhanced Dodge & Parry 2 (4)
"Sword" Strength-Damage +3 (Feats: Improved Critical, Penetrating 3) (7)

Offense:
Unarmed +9 (+3 Damage, DC 18)
Sword +9 (+6 Damage, DC 21)
War Pike +9 (+6 Damage, DC 21)
Initiative +3

Defenses:
Dodge +7 (+9 Shield, DC 19), Parry +7 (+9 Shield, DC 19), Toughness +4 (+7 Armour), Fortitude +6, Will +5

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Hobgoblins, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.

Total: Abilities: 40 / Skills: 34--17 / Advantages: 35 / Powers: 17 / Defenses: 9 (118)

-Tirr'Krohkt is the leader of the Hobgoblin City-State's Honour Guard, the Elite of their Wyvern Knights. Riding the finest Riding Wyvern, he is the perfect soldier- steadfast, ultra-loyal and competent. He fights with great skill, and even has a sense of honour unusual to his race- he sees the members of the Light Brigade as honoured foes, and looks forward to their meetings, despite being angered at his frequent losses.

Jab's Notes: A simple "upgraded" Hobgoblin, fighting with an Extending War-Pike, and acting like a PL 7.5 character.

RIDING WYVERN
Role:
Awesome Flying Mount
PL 8 (72), Minion Rank 5, Sidekick Rank 15
STRENGTH
7 STAMINA 8 AGILITY 3
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+5)
Insight 4 (+5)
Intimidation 8 (+8 Size)
Perception 6 (+7)

Advantages:
Accurate Attack, Favored Environment (Airborne), Great Endurance, Improved Critical (Bite), Improved Initiative, Move-By Action, Set-Up, Teamwork

Powers:
Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
Flight 6 (120 mph) (Flaws: Winged) [6]
"Animal Senses" Senses 2 (Low-Light Vision, Extended Scent) [2]
"Bite" Strength-Damage +1 [1]

Offense:
Unarmed +7 (+8 Damage, DC 23)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +7 (DC 17), Toughness +8, Fortitude +9, Will +4

Complications:
Disabled (Animal)- Wyverns cannot speak to humanoids, nor use their wings or talons to easily manipulate objects.

Total: Abilities: 24 / Skills: 22--11 / Advantages: 8 / Powers: 18 / Defenses: 11 (72)
Jabroniville
Posts: 24689
Joined: Fri Nov 04, 2016 8:05 pm

Arghast

Post by Jabroniville »

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ARGHAST (Bugbear Pirate)
Role:
King of the Seven Seas
PL 8 (50)
STRENGTH
5 STAMINA 6 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE 3

Skills:
Deception 4 (+7)
Expertise (Piracy) 7 (+6)
Insight 5 (+6)
Intimidation 8 (+7)
Investigation 2 (+3)
Perception 6 (+7)
Persuasion 2 (+5)

Advantages:
Accurate Attack, All-Out Attack, Equipment 4, Improved Critical (Cutlass), Improved Grab, Improved Hold, Power Attack, Ranged Attack 6, Startle, Takedown, Taunt

Powers:
"Greenskin Senses" Senses 5 (Low-Light Vision, Acute, Extended & Accurate Scent) [5]
Strength-Damage +1 [1]
"Sea Legs" Movement 1 (Environmental Adaptation- The Seas) [2]

"Arghast's Sea Cutlass" (Flaws: Easily Removable) [8]
Strength-Damage +3 (Feats: Improved Critical, Penetrating 5) (9) -- (10)
  • AE: "Beacon at Sea" Environment 4 (Light 2) (8)
Senses 4 (Precognition) (Flaws: Limited to Oncoming Storms & Weather Patterns) (2)
-- (12 points)

"Blunderbuss" (Flaws: Easily Removable) [11]
Blast 8 (16) -- (17 points)
  • AE: Dazzle Visuals 8 (16)
Equipment:
"Metal Shield" Enhanced Dodge 2 & Parry 2 (4)
"Various Knives" Strength-Damage +1 (Feats: Improved Critical) (2)
"Light Armour" Protection 1 (1)
"The Jolly Gobbo" Pirate Ship (10)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Knives +6 (+7 Damage, DC 22)
Sea Cutlass +6 (+9 Damage, DC 25)
Blunderbuss +6 (+8 Ranged Damage, DC 23)
Dazzle Visuals +6 (+8 Ranged Affliction, DC 18)
Initiative +2

Defenses:
Dodge +5 (+7 Shield, DC 17), Parry +6 (+8 Shield, DC 18), Toughness +6 (+7 Armour), Fortitude +8, Will +6

Complications:
Disabled (Nearsighted)- Though they can see well in the dark, Bugbears, like most Greenskins, have difficulty spotting objects more than fifty feet away. If something gives off no scent, they are pretty hampered.
Motivation (Greed)- Arghast loves shiny stuff.
Responsibility (Honour)- Though a Pirate, if Arghast swears upon his ship to keep his word, then his word is guaranteed.
Responsibility (The Pirate Code)- People who surrender are not killed if at all possible (if it becomes known that Pirates kill everyone, then everyone will fight to the last- this is costly). Many other rules are taken into effect as well.

Total: Abilities: 46 / Skills: 34--17 / Advantages: 18 / Powers: 27 / Defenses: 10 (50)

-Arghast is a fabled Pirate- one of the most famous in all of Castellia and lands beyond. A simple Bugbear of fifteen (well into his adult years), he was captured and enslaved by a band of nasty Orcs, who were quickly overtaken by a band of Ogres. While about to be overtaken by a band of Hill Giants ('twas a bad part of Castellia, to be certain), the Ogres instead stole away onto a Pirate Ship as mercenaries, along with their Greenskin slaves. Arghast, as he came to be known, was first an enslaved deckhand, who was occasionally allowed to let out his frustrations on the ship's enemies. The Captain, an aged Human getting on in years, grew to like the lad, and started to train him in the finer arts of Piracy. When the original First Mate met an untimely end against a platoon of Mermen trying to protect their coral jewelry, Arghast was given the position. Years later, the old Pirate finally died, and gave his ship to Arghast. The most civilized Bugbear in the world (since he was merely a carousing, violent braggart who would kill a man for scuffing his boots), Arghast grew to advanced fame, and even bought a few new ships legitimately!

-Years have passed since then, and Arghast is a 38-year-old Captain of a crew of hundreds. Speaking with a strange variation of the Greenskin dialect (full of long "Arrrr" sounds), he gathered millions in gold, jewelry and Magic Items, and found some of the dirtiest and roughest pirates in all the lands for his crew. Though brutal and unfeeling, Arghast is personable and charismatic, often drawing others into his drunken parties and raiding groups. Most civilized people in the coasts of Castellia fear him, as more than one down has been ransacked by his forces. The only seas he avoids are the ones of the Frost Giants, and only then because they made a peaceful exchange of weapons to stay out of each others' hair. Despite a penchant for lawlessness, he has a sense of honour (he'd keep his word), and can be easily-impressed by a show of strength or skill. A party attempting to assassinate him may well be invited to his latest party by virtue of their skill and bravery!

-Arghast's Crew: Arghast has three ships in his "navy", with his flagship being the new Jolly Gobbo, a giant galleon still mostly-unsoaked with beer. He has a total crew of approximately 100 on his own ship, with around that number on the other two (both of which have their own Captain- a PL 7 Orc & a PL 6.5 Human). The crews are made up of mostly Human, Orc & Goblin Pirates between PL 3 (Bandits) and PL 5, with a few PL 6s throughout. There are a total of 18 Ogres on the three ships (they usually have a few Ogres each, to "spread the wealth"), five Hill Giants (same) and one trained Gryphon, with which to scout reconaissance (there are a few trained riders). There are six Spellcasters, mostly low-level, but one PL 7 Orc Shaman (Red Magic). Arghast also has a small band of loyalist Aquans working for him, mostly PL 4-5 Soldier-types with some Hippocamps as mounts.

Jab's Notes: Okay, reading up on Pirates and their rules is actually pretty fun stuff. Apparently they were democratic before democracy was cool! Arghast's an idea I had a long time ago (no idea if it's original or not- it could easily be from a D&D Manual somewhere), basically being a one-shot NPC who would likely recur later, should the heroes impress him enough, and they need to buy quick passage somewhere.
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