Castellia- A Fantasy Setting (Donphan! Celebi! Misdreavus!)

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Jabroniville
Posts: 24808
Joined: Fri Nov 04, 2016 8:05 pm

Kobolds

Post by Jabroniville »

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KOBOLDS
Typical Adult Height: 3'6"-4'6"
Birth Rate: Clutch of 6-12 eggs every few months
Lifespan: 0-4 (Child), 5-10 (Young Adult), 11-54 (Adult), 55-80 (Elder)
Nicknames: Rat Lizards
Sexual Dimorphism: Very little
Skin Tones: Nearly any possible shade or design (Grey & Blue most common colours, usually striped darker)
Hair: None
Racial Mounts: Monitor Lizards, Komodo Dragons, Deinonychus, Struthiomimus, Pterosaurs
Racial Weapons: Spears, Javelins, Traps
Religion: Elder Dragon Gods, The Clutch Mother

Allies: Skinks, Lizardmen, Dragons

Encounter Groups:
Group (2-12, plus 0-15 Animals, 0-2 Mounts)
Bands (4-45 plus 0-5 Elites, 0-10 Mounts, 5-50 Animals, 0-15 Skinks, 0-2 Lizardmen, 0-1 Heavies, 0-1 Monster)
Tribe (15-75, plus 3-30 Elites, 5-45 Mounts, 0-45 Animals, 0-100 Kobolds, 0-40 Lizardmen, 0-25 Heavies, 0-4 Monsters)

PL Variants:
PL 0-1: Weaker Specimens
PL 2: Common Kobold
PL 3-4: Elites, Trappers
PL 5+: Important Characters

-Kobolds are one of the most numerous races in the world, existing largely as a 'pest' race, much like the Greenskins, but numerous in large clutches rather than vast expanses or territorial holdings. Living inside hills, caves and mountains, Kobolds inhabit part-Subterranean, part-Overworld status, and usually only maintain temporary lodging, packing up and moving when things become too difficult. A short, tiny race, Kobolds are reptilian in form, with rough, scaled and knotted textures of any sort of colour, and possess little in the way of muscle mass.

-Kobolds are characterized by cowardice to most races- they simply are pragmatic and prefer to flee if things get too difficult (as in; they don't outnumber the foe by 10 to 1). Their preferred tactics are to horde over the enemy with sheer numbers, attacking at range with long spears or crossbows if possible, or letting tamed pets do the dirty work. In fact, Kobolds, as reptilians, have a closer link to Dinosaurs than most sentient races do, taming and trapping many of the smaller ones for various uses- usually packing & carrying, or even as mounts or warriors in battle. Kobolds are sneaky and spry, often quickly overwhelming unprepared adventurers expect "easy" kills and rewards for their hides. Their nomadic lifestyle and raiding nature (Kobolds are known to attack lone individuals or small towns if possible, to eat or enslave the victims) has left them little respect among other races, even the similar Lizardmen.

-Reptilian creatures such as Kobolds are actually very ancient, and worship the Elder Dragon Gods long since forgotten by most of Castellia. They believe that many of these beings (including their patron Goddess, the Clutch-Mother) are laying in wait, plotting for the day when they can return, and destroy all the other Gods that cast them down.

Jab's Notes: I like Kobolds a whole lot better than Goblins, for the most part. More inventive, unique-looking and with their own personality (trap-making cowardly guys with mommy issues), versus the "same old" kind of Disposable Goblin that most Fantasy worlds use. Of course, both races occupy the EXACT SAME ROLE in most gaming- the wussy, "starter" race that's easy to kill. Of cours, those races are often the most fun to play with and modify, not to mention they make easy-to-kill Hordes. I made them more the "random bands" threat than anything, but they're also notable for being the weakest servants of the mighty Dragons.


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KOBOLD
Role:
Reptilian Mooks
PL 2 (40)
STRENGTH
-2 STAMINA 0 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS -1 PRESENCE -2

Skills:
Athletics 6 (+4)
Expertise (Traps) 5 (+4)
Expertise (Animal Handling) 6 (+4)
Expertise (Survival) 4 (+3)
Perception 5 (+4)
Stealth 2 (+4, +8 Size)

Advantages:
Equipment, Ranged Attack 2, Teamwork

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

"Not THAT Weak" Power-Lifting 1 (25 lbs.) [1]
"Cold-Blooded" Immunity 1 (Heat) [1]
"Fleet of Foot" Speed 1 (2 mph) [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]

"Dragon Children" Senses 3 (Detect Dragons, Ranged, Acute) [3]
"Ditch-Diggers" Movement 1 (Environmental Adaptation- Underground) [2]

Equipment:
"Spear" Strength-Damage +2 (Feats: Reach 2) (4) -- (5)
  • AE: "Handbow" Blast 2 (4)
Offense:
Unarmed +4 (-2 Damage, DC 13)
Spear +4 (+0 Damage, DC 15)
Handbow +2 (+2 Ranged Damage, DC 17)
Initiative +2

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +0, Fortitude +1, Will +0

Complications:
Weakness (Cold)- As cold-blooded reptiles, Kobolds are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 0 / Skills: 28--14 / Advantages: 4 / Powers: 19 / Defenses: 3 (40)

-The most common of Kobolds are small, weak and very stupid, but have attained a survivalist nature, an ability to craft ingenious traps, and minor combat capabilities. They are little threat individually, but tend to gather in huge groups, allowing them massive outnumbering. They prefer to await victims that fall into their traps, then attack from range and, if necessary, attack with their Spears in tandem.

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KOBOLD ELITE
Role:
Reptilian Mooks
PL 4 (61)
STRENGTH
-1 STAMINA 1 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE -1

Skills:
Acrobatics 2 (+5)
Athletics 7 (+6)
Expertise (Traps) 8 (+8)
Expertise (Animal Handling) 10 (+9)
Expertise (Survival) 5 (+5)
Intimidation 6 (+1 Size)
Perception 7 (+7)
Stealth 2 (+5, +9 Size)

Advantages:
Close Combat, Defensive Attack, Equipment 2, Evasion, Improved Critical (Spear) 2, Improved Defense, Power Attack, Ranged Attack 6, Teamwork, Tracking

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

"Not THAT Weak" Power-Lifting 1 (50 lbs.) [1]
"Cold-Blooded" Immunity 1 (Heat) [1]
"Fleet of Foot" Speed 1 (2 mph) [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]

"Dragon Children" Senses 3 (Detect Dragons, Ranged, Acute) [3]
"Ditch-Diggers" Movement 1 (Environmental Adaptation- Underground) [2]

Equipment:
"Trapping Gear" (5)
"Spear" Strength-Damage +2 (Feats: Reach 2) (4) -- (5)
  • AE: "Handbow" Blast 2 (4)
Offense:
Unarmed +6 (-1 Damage, DC 14)
Spear +6 (+1 Damage, DC 16)
Handbow +6 (+2 Ranged Damage, DC 17)
Initiative +3

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1, Fortitude +3, Will +2

Complications:
Weakness (Cold)- As cold-blooded reptiles, Kobolds are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 14 / Skills: 48--24 / Advantages: 17 / Powers: 19 / Defenses: 7 (61)

-The most common of Kobolds are small, weak and very stupid, but have attained a survivalist nature, an ability to craft ingenious traps, and minor combat capabilities. They are little threat individually, but tend to gather in huge groups, allowing them massive outnumbering. They prefer to await victims that fall into their traps, then attack from range and, if necessary, attack with their Spears in tandem.
Jabroniville
Posts: 24808
Joined: Fri Nov 04, 2016 8:05 pm

Saurus

Post by Jabroniville »

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THE SAURUS
Typical Adult Height: 5'10"-7'5"
Birth Rate: Clutch of 6-12 eggs every few months
Lifespan: 0-4 (Child), 5-10 (Young Adult), 11-499 (Adult), 500-700 (Elder)
Nicknames: Lizardmen, Lizardfolk, Scalies
Sexual Dimorphism: Very little
Skin Tones: Nearly any possible shade or design (Yellow, Red, Green, Blue, etc.- Usually striped)
Hair: None
Racial Mounts: Deinonychus, Struthiomimus, Pterosaurs, Carnosaurs
Racial Weapons: Spears, Clubs
Religion: Elder Dragon Gods

Allies: Skinks, Kobolds, Dragons

Encounter Groups:
Solitary (1)
Group (2-10, plus 0-10 Animals, 0-10 Mounts)
Bands (8-15 plus 0-4 Elites, 0-15 Mounts, 0-20 Animals, 0-40 Skinks, 0-50 Kobolds, 0-5 Heavies, 0-1 Monster)
Tribe (15-40, plus 3-18 Elites, 0-30 Mounts, 0-55 Animals, 5-65 Skinks, 0-200 Kobolds, 0-20 Heavies, 0-4 Monsters)

PL Variants:
PL 0-4: Weaker Specimens
PL 5: Saurus Soldier
PL 6: Elites
PL 7+: Important Characters

-The Lizardmen (often called "Saurus", after the old name for all reptiles) are one or the larger breeds of Reptile Men in the world, and are the major political power on the Dark Continent to the South of Castellia. They run a series of empires that have carved out territories separated by near-impassable terrain, thus leaving them fragmented politically, while also lording over Skinks, Kobolds and Humans in these regions. However, the Lizardmen themselves are merely the foot soldiers- their Empires are led by mighty Dragons, though warfare often breaks out between them, leaving many tribes leaderless for long periods. Though less intelligent than many creatures (below Humans and Dwarves, for example), they possess a raw, animalistic cunning belonging to a creature created when the world was young. Though
-Lizardmen (often called The Saurus) are large, physically-powerful, and man-shaped, though their legs are like a Theropod's and they have a six-foot tail projecting from their lower back. Their heads resemble those of a strong, horned lizard with Theropod teeth and jaws. They can be nearly any combination of colour or pattern- most tribes have a common colouration through most generations, meaning that more experienced Saurus will likely be of a different colouration than their brethren.

Jab's Notes: These guys are basically Warhammer's Lizardmen, but with actual personality (their Saurus are more or less "Big Silent Warriors" with absolutely zero character, using Skinks as scholars, and big, fat, ancient Frog Mages as leaders), and led by Dragons. They act as basically a signifier of the "Old World" (one ruled by Dragons and other reptiles, not Giants or Humanoids), and a potential menace and exotic threat for when heroes travel abroad- the Dark Continent is basically Africa without Egypt, Carthage and the whole Northern portion, meaning it can inhabit the unexplored wilderness of European imagination all the better. The fact that they're ruled by Dragons means that they can be MUCH more dangerous than you'd expect.

LIZARDMAN SAURUS WARRIOR
Role:
Reptilian Mooks
PL 5 (42)
STRENGTH
3 STAMINA 4 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -2

Skills:
Athletics 3 (+6)
Expertise (Survival) 4 (+4)
Intimidation 8 (+6)
Perception 3 (+3)
Stealth 3 (+3)

Advantages:
Equipment 2, Power Attack, Teamwork

Powers:
"Cold-Blooded" Immunity 1 (Heat) [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]
"Scaly Skin" Protection 1 [1]
"Ageless Warriors" Immunity 1 (Aging) (Flaws: Limited to Half-Effect) [0.5]

Equipment:
"Heavy Weapon" Strength-Damage +3 (3)
"Spear" Strength-Damage +2 (Feats: Reach 2) (4)
"Shield" Enhanced Dodge & Parry 1 (2)

Offense:
Unarmed +4 (+3 Damage, DC 18)
Heavy Weapon +4 (+6 Damage, DC 21)
Spear +4 (+5 Damage, DC 20)
Initiative +0

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

Complications:
Weakness (Cold)- As cold-blooded reptiles, Lizardmen are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 16 / Skills: 21--10.5 / Advantages: 4 / Powers: 4.5 / Defenses: 7 (42)

-Saurus are large, mighty Humanoids, capable of much greater feats of strength than Humans, Dwarves or Elves. Even their most baseline soldiers are well above the common average- the Saurus Warriors are a frightening sight indeed.
Jab's Notes: Big, tough Mooks, Lizardmen are just like they are in Warhammer, but they can talk and stuff. They're nearly Ageless, and also highly resistant to Poison (my own addition- I figure it makes sense).

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LIZARDMAN ELITE
Role:
Reptilian Mooks
PL 6 (69)
STRENGTH
5 STAMINA 5 AGILITY 0
FIGHTING 5 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 1 PRESENCE -2

Skills:
Athletics 5 (+9)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 4 (+5)
Expertise (Soldier) 6 (+6)
Intimidation 10 (+8)
Perception 3 (+4)
Stealth 3 (+3)

Advantages:
Equipment 2, Fast Grab, Fearless, Improved Critical (Weapon), Power Attack, Startle, Teamwork, Withstand Damage

Powers:
"Cold-Blooded" Immunity 1 (Heat) [1]
"Reptilian Senses" Senses 2 (Acute Scent, Infravision) [2]
"Scaly Skin" Protection 1 [1]
"Ageless Warriors" Immunity 1 (Aging) (Flaws: Limited to Half-Effect) [0.5]

Equipment:
"Heavy Weapon" Strength-Damage +2 (Feats: Reach 2) (4)
"Spear" Strength-Damage +2 (Feats: Reach 2, Improved Smash) (5)
"Shield" Enhanced Dodge & Parry 1 (2)

Offense:
Unarmed +7 (+5 Damage, DC 20)
Weapon +5 (+7 Damage, DC 22)
Initiative +0

Defenses:
Dodge +5 (+6 Shield, DC 16), Parry +5 (+6 Shield, DC 16), Toughness +6, Fortitude +7, Will +5

Complications:
Weakness (Cold)- As cold-blooded reptiles, Lizardmen are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 28 / Skills: 33--16.5 / Advantages: 9 / Powers: 4.5 / Defenses: 11 (69)

-The Elites of the Saurus race are mighty and less slow-witted than their fellows, and are often much more ancient. They are given the most elite roles, and are often seen as the Honour Guard of sorts to the Tribal & Empire Leaders. Many of them are decked out in the skeletal matter of great Dinosaurs, or even other Saurus heroes!

Lizard Spawnings:
-Lizardmen are known to come in many varieties depending on region, origin, or special magical emplacements put upon them by powerful Mystics or Dragons.
Jungle Spawning- Movement 1 (Environmental Adaptation- Jungles), Enhanced Stealth 4 (Limited to Jungles) [3] (Jungle denizens, often elaborately striped)
Aquatic Spawning- Movement 1 (Environmental Adaptation- Aquatic), Swimming 4, Immunity (Drowning) [7] (Highly-aquatic creatures, often interacting with Underwater Beast-kin)
Magical Spawning- Immunity 20 (Magical Effects) (Flaws: Limited to Half-Effect) [10] (Specially-bred to fight immediate magical-based threats)
Rapid Spawning- Agility 2, Improved Initiative, Speed 2 [5] (Often red-striped, these Lizardmen defy the "slow" stereotype prescribed to the race)
Poisonous Spawning- Weaken Stamina or Strength (Linked to Unarmed) 4-6 [4-6] (Lethally-poisonous)
Jabroniville
Posts: 24808
Joined: Fri Nov 04, 2016 8:05 pm

Big Lizards

Post by Jabroniville »

ImageImage

HEAVY LIZARDMEN
Typical Adult Height: 7'5""-10'5"
Birth Rate: Clutch of 6-12 eggs once a year
Lifespan: 0-4 (Child), 5-10 (Young Adult), 11-499 (Adult), 500-700 (Elder)
Nicknames: Unique to various races (Horn-Heads, Rexes, Kroxigor, etc.)
Sexual Dimorphism: Very little
Skin Tones: Nearly any possible shade or design (Yellow, Red, Green, Blue, etc.- Usually striped)
Hair: None
Racial Mounts: Carnosaurs
Racial Weapons: Huge Clubs
Religion: Elder Dragon Gods

Allies: Skinks, Lizardmen, Kobolds, Dragons

Encounter Groups:
Solitary (1)
Group (2-8, plus 0-3 Elites)
Bands (8-13 plus 0-6 Elites, 0-2 Mounts, 0-5 Animals, 0-30 Skinks, 0-40 Kobolds, 0-1 Monster)

PL Variants:
PL 0-6: Weaker Specimens
PL 7: Common Heavy
PL 8+: Elites, Important Characters

-The creatures usually refered to as "Heavy Lizardmen" are in fact numerous races, all Humanoid in shape, and reflecting some form of Reptile in physiology. Big, slow and mighty, they are nonetheless near-animalistic in intelligence, and rarely capable of much thought. Instead, they are used as the strongest Heavy Infantry of the various Reptilian Races, often being the heavy "Hammer" unit brought down on interlopers. Many more of these creatures are found throughout the Dark Continent, with others making their way to other lands via the slave trade.

-The reptilians known to be featured as Heavy Lizardmen are as follows: Crocodilians (long or short snouts- these are the most-commonly-seen race), Carnosaurs (among the largest- these are vicious predatory creatures), Stegosaurs, Ceratopsians (nearly any variety of horned types- these are the second-most common), Pterosaurs (usually much lighter and with Flight capability- use Beast-Kin as a template), Horned Lizards, Pachycephalosaurs, Komodo Dragons (these retain a Poisonous Bite- Weaken Stamina 4- Extras: Disease +2) & Hadrosaurs.

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HEAVY REPTILIAN
Role:
Reptilian Elite Mooks
PL 7 (54)
STRENGTH
7 STAMINA 8 AGILITY -1
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Athletics 1 (+8)
Close Combat (Unarmed) 2 (+7)
Expertise (Survival) 4 (+4)
Intimidation 11 (+10 Size)
Perception 2 (+2)

Advantages:
Equipment, Fast Grab, Fearless, Improved Critical (Weapon), Improved Critical (Unarmed), Power Attack, Startle, Withstand Damage

Powers:
"Cold-Blooded" Immunity 1 (Heat) [1]
"Reptilian Senses" Senses 3 (Acute & Extended Scent, Infravision) [3]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Equipment:
"Heavy Weapon" Strength-Damage +2 (Feats: Reach 2) (4)

Offense:
Unarmed +7 (+7 Damage, DC 22)
Weapon +5 (+9 Damage, DC 24)
Initiative -1

Defenses:
Dodge +3 (DC 13), Parry +5 (DC 15), Toughness +8, Fortitude +9, Will +4

Complications:
Weakness (Cold)- As cold-blooded reptiles, Lizardmen are very prone to temperature change, and will not survive for long in winter habitats. Similarly, they will take additional afflictions from any Cold-based attack.

Total: Abilities: 14 / Skills: 20--10 / Advantages: 8 / Powers: 11 / Defenses: 11 (54)
Jabroniville
Posts: 24808
Joined: Fri Nov 04, 2016 8:05 pm

Bulette

Post by Jabroniville »

Image

"... Candygram.

BULETTE
Role:
Land Shark, D&D Legend
PL 10 (105)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 8-9
STRENGTH 8 STAMINA 10 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Unarmed) 4 (+8)
Expertise (Survival) 5 (+5)
Insight 1 (+1)
Intimidation 11 (+11 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Bite) 3, Improved Hold, Last Stand, Startle, Takedown 2, Withstand Damage

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]
"Tremorsense" Senses 4 (Accurate Ranged x2 Touch) [4]
"Bulette's Bite" Strength-Damage +2 (Feats: Penetrating 8) [10]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +2 (Feats: Reach 2) [4]
"Thick Layer of Skin" Protection 2 (Extras: Impervious 9) [11]

"Huge Burrowing Speed" Burrowing 7 (8 mph) [7]
"Sudden Leap" Leaping 1 (15 feet) [1]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +6 (DC 16), Toughness +12 (+4 Impervious), Fortitude +12, Will +6

Complications:
Disabled (Animal)- Bulettes cannot speak to humans, nor use their feet to easily manipulate objects.
Obsession (Eating)- Bulettes are shockingly gluttonous, and will literally attempt to eat anything.

Total: Total: Abilities: 6 / Skills: 24--12 / Advantages: 14 / Powers: 53 / Defenses: 20 (105)

Era: Fantasy Realms
Range: Subterranea
Colouring: Blue-gray or gray-green
Size: Up to 20 feet long (80-350 lbs.)
Encounter Groups: Solitary, pairs, or small packs.
Diet: Anything but Elves or Dwarves.
Tactics: Startling burrowing charge, lethal bite.

-Bulettes are famously-gluttonous "Land Sharks" that burrow deep into the earth, and spring forth to consume unaware travellers or animals. They have been known to eat all of the animals in a given area, including younger Bulettes, so these creatures are often rare- as cannibalism and vengeful sentients will often run rampant.

Jab's Notes: Another famous D&D monster, this one based off of a plastic toy found in some cheap store (same with the Rust Monster). Great for a temporary berserker threat that can wipe out the entire party and eat them.
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KorokoMystia
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Re: Castellia- A Fantasy Setting (Minotaurs! Oozes! Ditto! Lizardmen! Bulette!)

Post by KorokoMystia »

So I had a couple more ideas (please let me know if I've been making too many suggestions!) Owlbears, because there's one in that So Bad It's Good Dragon Strike board game VHS, and Quicklings, because I read a "bad DM" D&D story about a low-level party being wiped by a quickling somehow. Also, anyone remember when there used to be a ton of Pokemon ripoffs floating around? Stuff like Robopon, Monster Rancher, Jade Cocoon, Telefang (the source of those weird bootleg "Pokemon Jade/Diamond" games for Gameboy Colour), ect. (People often call Digimon a ripoff, but it actually came first!) The only one that's really around nowadays is Yo-kai Watch, which has some..really weird designs, and is really destined to not be as popular outside Japan due to its inherent Japanese-ness. (since it's based around youkai, which is only really a Japanese thing)
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Ken
Posts: 3461
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Re: Bulette

Post by Ken »

Jabroniville wrote: Fri Jul 21, 2017 7:38 am "... Candygram.

BULETTE
Role:
Land Shark, D&D Legend
PL 10 (105)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 8-9
STRENGTH 8 STAMINA 10 AGILITY 0
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Close Combat (Unarmed) 4 (+8)
Expertise (Survival) 5 (+5)
Insight 1 (+1)
Intimidation 11 (+11 Size)
Perception 3 (+3)

Advantages:
All-Out Attack, Diehard, Extraordinary Effort, Fast Grab, Fearless, Improved Critical (Bite) 3, Improved Hold, Last Stand, Startle, Takedown 2, Withstand Damage

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Extended Hearing) [3]
"Tremorsense" Senses 4 (Accurate Ranged x2 Touch) [4]
"Bulette's Bite" Strength-Damage +2 (Feats: Penetrating 8) [10]

"Natural Size" Growth 6 (Str & Sta +6, +6 Mass, +3 Intimidation, -3 Dodge/Parry, +1 Speed) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [13]
Strength-Damage +2 (Feats: Reach 2) [4]
"Thick Layer of Skin" Protection 2 (Extras: Impervious 9) [11]

"Huge Burrowing Speed" Burrowing 7 (8 mph) [7]
"Sudden Leap" Leaping 1 (15 feet) [1]

Offense:
Unarmed +8 (+10 Damage, DC 25)
Initiative +0

Defenses:
Dodge +2 (DC 12), Parry +6 (DC 16), Toughness +12 (+4 Impervious), Fortitude +12, Will +6

Complications:
Disabled (Animal)- Bulettes cannot speak to humans, nor use their feet to easily manipulate objects.
Obsession (Eating)- Bulettes are shockingly gluttonous, and will literally attempt to eat anything.

Total: Total: Abilities: 6 / Skills: 24--12 / Advantages: 14 / Powers: 53 / Defenses: 20 (105)

Era: Fantasy Realms
Range: Subterranea
Colouring: Blue-gray or gray-green
Size: Up to 20 feet long (80-350 lbs.)
Encounter Groups: Solitary, pairs, or small packs.
Diet: Anything but Elves or Dwarves.
Tactics: Startling burrowing charge, lethal bite.

-Bulettes are famously-gluttonous "Land Sharks" that burrow deep into the earth, and spring forth to consume unaware travellers or animals. They have been known to eat all of the animals in a given area, including younger Bulettes, so these creatures are often rare- as cannibalism and vengeful sentients will often run rampant.

Jab's Notes: Another famous D&D monster, this one based off of a plastic toy found in some cheap store (same with the Rust Monster). Great for a temporary berserker threat that can wipe out the entire party and eat them.
I've never seen this caliber of bulette before.
Last edited by Ken on Sat Jul 22, 2017 4:36 am, edited 1 time in total.
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
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Ken
Posts: 3461
Joined: Fri Nov 04, 2016 10:40 pm
Location: Sycalb, Madiganistan

Re: Bulette

Post by Ken »

...
Last edited by Ken on Sat Jul 22, 2017 4:35 am, edited 3 times in total.
My Amazing Woman: a super-hero romantic comedy podcast.

When the most powerful super hero on Earth marries an ordinary man, hilarity ensues.
Jabroniville
Posts: 24808
Joined: Fri Nov 04, 2016 8:05 pm

Re: Castellia- A Fantasy Setting (Minotaurs! Oozes! Ditto! Lizardmen! Bulette!)

Post by Jabroniville »

KorokoMystia wrote: Fri Jul 21, 2017 6:07 pm So I had a couple more ideas (please let me know if I've been making too many suggestions!) Owlbears, because there's one in that So Bad It's Good Dragon Strike board game VHS, and Quicklings, because I read a "bad DM" D&D story about a low-level party being wiped by a quickling somehow. Also, anyone remember when there used to be a ton of Pokemon ripoffs floating around? Stuff like Robopon, Monster Rancher, Jade Cocoon, Telefang (the source of those weird bootleg "Pokemon Jade/Diamond" games for Gameboy Colour), ect. (People often call Digimon a ripoff, but it actually came first!) The only one that's really around ownthread nowadays is Yo-kai Watch, which has some..really weird designs, and is really destined to not be as popular outside Japan due to its inherent Japanese-ness. (since it's based around youkai, which is only really a Japanese thing)
Meh- I asked for requests, so more is fine. Just don't plan on any of them getting done super quickly.

PS: do more on your own thread. I've been missing it :).
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Re: Castellia- A Fantasy Setting (Minotaurs! Oozes! Ditto! Lizardmen! Bulette!)

Post by KorokoMystia »

Jabroniville wrote: Sat Jul 22, 2017 3:05 am
KorokoMystia wrote: Fri Jul 21, 2017 6:07 pm So I had a couple more ideas (please let me know if I've been making too many suggestions!) Owlbears, because there's one in that So Bad It's Good Dragon Strike board game VHS, and Quicklings, because I read a "bad DM" D&D story about a low-level party being wiped by a quickling somehow. Also, anyone remember when there used to be a ton of Pokemon ripoffs floating around? Stuff like Robopon, Monster Rancher, Jade Cocoon, Telefang (the source of those weird bootleg "Pokemon Jade/Diamond" games for Gameboy Colour), ect. (People often call Digimon a ripoff, but it actually came first!) The only one that's really around ownthread nowadays is Yo-kai Watch, which has some..really weird designs, and is really destined to not be as popular outside Japan due to its inherent Japanese-ness. (since it's based around youkai, which is only really a Japanese thing)
Meh- I asked for requests, so more is fine. Just don't plan on any of them getting done super quickly.

PS: do more on your own thread. I've been missing it :).
Of course. These things take time, after all. As my my own thread..I've -wanted- to do things with it, but have been having a bad case of creativity block.
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Okorizaru

Post by Jabroniville »

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OKORIZARU
Role:
Powerful Ape
PL 8 (92)
Normal Version:
PL 6-7
STRENGTH 7 STAMINA 8 AGILITY 4
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Athletics 1 (+7)
Close Combat (Unarmed) 3 (+9)
Expertise (Survival) 6 (+7)
Insight 3 (+4)
Intimidation 10 (+8)
Perception 4 (+5)

Advantages:
All-Out Attack, Diehard, Evasion, Fast Grab, Fearless, Improved Critical (Unarmed) 3, Improved Hold, Improved Smash, Improved Trip, Power Attack, Prone Fighting, Startle, Takedown

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Ape Arms" Strength-Damage +0 (Feats: Reach) [1]
Leaping 2 (30 feet) [2]

"Power Strike" Strength-Damage +2 (Inaccurate) [1]
"Fury Jabs" Strength-Damage +0 (Extras: Multiattack 6) (Flaws: Distracting) [3]

Offense:
Unarmed +9 (+7 Damage, DC 22)
Power Strike +7 (+9 Damage, DC 24)
Fury Jabs +9 (+6 Damage, DC 21)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +8 (DC 18), Toughness +8, Fortitude +9, Will +6

Complications:
Disabled (Animal)- Okorizaru cannot speak to humans.
Vulnerable (Psionic Attacks)- Okorizaru's creature type leaves them vulnerable to psionic attack.
Quirk (Temper)- Okorizaru are incredibly easy to anger, and often fly into an uncontrollable rage when provoked (even if it's as simple as being awoken or startled).

Total: Total: Abilities: 42 / Skills: 28--14 / Advantages: 15 / Powers: 10 / Defenses: 11 (92)

Era: Fantasy Worlds
Range: Nearly any terrain
Colouring: White, silver, brown, gray, black
Size: Up to 7.5 feet tall (200-650 lbs.)
Encounter Groups: Small troops (3-20)
Diet: Seeds, fruit, leaves
Tactics: Attack all-out with powerful limbs and teeth.

-Okorizaru are a rapidly-growing Ape-like species that resembles a large ball with limbs. Easily-angered and fantastically powerful in hand-to-hand combat, they originate in faraway lands, and seem to have unarmed combat skill rivalling those of elite training schools. It appears that Okorizaru troops actually directly train their offspring in combat methods more like humans would (as opposed to simple "watch and copy" traits that most animals do). This allows them to unleash high-powered punches and kicks.

Jab's Notes: Mankey & Primeape (I chose the Japanese name for Primeape since it's less silly, and sounds kinda cool) are weird Pokémon that kinda got forgotten as the years went on- the Hitmon-group got more famous, the Machamp group were ALWAYS more famous (I think they're the iconic Fighting-type Pokémon), and the Slaking group almost seems to have replaced them in concept). looked rather weird, but they're a good example of a "Fighting"-type Pokémon. It's less based around it's supernatural powers than just straight-up beating ass more like a Street Fighter character would. This almost fits a "Monk"-like role in a D&D world as well. I figure almost any Fighting-type Pokémon could be built using this method here- Machamp just has Extra Limbs 2.
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Gengar

Post by Jabroniville »

ImageImage

GENGAR
Role:
Evil Ghosts
PL 8 (112)- Minion Rank 7, Sidekick Rank 21
Normal Version:
PL 4-6
STRENGTH -- STAMINA -- AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 1 PRESENCE 0

Skills:
Intimidation 8 (+8)
Perception 4 (+5)
Ranged Combat (Ghostly Powers) 8 (+8)

Advantages:
Close Attack, Improved Critical (Ghostly Powers), Improved Initiative, Move-By Action, Power Attack

Powers:
"Monstrous Ghost"
Immunity 30 (Fortitude Effects) [30]
Protection 8 [8]
Insubstantial 4 (Flaws: Limited to Non-Magical Attacks) [16]
Flight 2 (8 mph) (Flaws: Low Ceiling) [2]

"Ghostly Sickness" Weaken Awareness 8 (Feats: Accurate) (Extras: Affects Corporeal, Progressive +2) (33) -- [36]
  • AE: "Shadow Ball" Blast 8 (Extras: Affects Corporeal, Affects Will) (32)
  • AE: "Hex" Affliction 8 (Will; Dazed/Stunned/Affected By Random Third-Level Affliction) (Extras: Affects Corporeal, Ranged) (24)
  • AE: "Invisibility" Concealment (Visuals) 2 (4)
Offense:
Unarmed +6 (-- Damage, DC 0)
Sickness +8 (+8 Weaken, DC 18)
Shadow Ball +8 (+8 Ranged Damage, DC 23)
Hex +8 (+8 Ranged Affliction, DC 18)
Initiative +1

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +8, Fortitude --, Will +5

Complications:
Vulnerable (Mental Attacks)- Gengar's nature as a psionic entity renders it more vulnerable to psionic and other mental attacks.

Total: Abilities: -8 / Skills: 20--10 / Advantages: 5 / Powers: 92 / Defenses: 13 (112)

Era: Fantasy Realms
Range: Regions of mass death.
Colouring: Dark purple or black.
Size: Up to 5 feet tall (no weight)
Encounter Groups: Solitary or small groups (2-10)
Diet: The spirits of living creatures.
Tactics: Appear suddenly, intimidate foes, and lash out with Ghostly attacks.

-Gengar are the ultimate form of a rare breed of ghost found on Castellia- these creatures are formed from the souls of Magical Animals- from Pegasi to Pikachu. If these creatures die violent or especially horrific deaths, their spirits may coagulate into odd spectral creatures, first appearing as black balls of mist-covered energy with fanged mouths and large eyes. As time goes on, they develop arms and legs, then slowly lose them once more, becoming floating, spiked, headless torsos with arms that float independently of the body. Though they occasionally act only as tricksters, out to frighten living beings, others are quite malicious, and drain the very will of their foes.

-Unable to be touched by physical attacks that are non-magical, Gengar are considered to be extremely dangerous for all but wealthy, heavily-prepared adventurers, or magical creatures.

Jab's Notes: Among the most unique Pokemon in the original game was the Gastly/Haunter/Gengar line. The only Ghost type you could catch, they were immune to both Fighting & Normal-Type moves, making them quite useful. However, their weakness to Psychic Attacks made them vulnerable, as that was the most powerful type in the first generation. Nonetheless, their status made the Gengar line quite iconic to the series, and most other Ghost-Types seem inspired by them in some way- floating spirits, though they usually have more complicated designs these days.

-For my Gengar, I decided to go with an "Immune to Normal Damage" thing, then average out some of their attacks, giving them a Blast, a Weaken and a Hex (with random Afflictions at the third level), in addition to some Ghost-related stuff. I left out the "Poison" stuff, save the Progressive Weaken (which is more of an Awareness Drain), as I felt it unnecessary.
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Re: Castellia- A Fantasy Setting (Minotaurs! Oozes! Ditto! Lizardmen! Bulette!)

Post by Jabroniville »

But yeah, I definitely remember the Horde of Pokemon-Alikes of the late '90s/early 2000s era. Though it was always kind of a popular thing in Japan to "Collect 'Em All", the West started buying up every remotely similar property (including stuff like Medabots). I remember Digimon actually being pretty good- though the ridiculous number of Digimon made it impossible to follow (each one had like five or six forms), the arcs got INCREDIBLY epic, and the later monster designs were great. Pokemon, while full of inane filler, stuff that ignores the game rules (PIKACHU SHOULD NOT BEAT GROUND POKEMON!!!), and basically became endless seasons of the exact same thing (why is Pikachu now losing to early trainers? He should be like Lvl 200 by now! Oh look- now Ash has to collect the new region's Pokemon, and it JUST SO HAPPENS that he grabs the three Starts first!)... but I did appreciate how it's the one shonen show with a hero that fails. Ash CONSTANTLY loses, and the Pokemon tournament arcs actually had some bad-ass fights, complete with crushing disappointment as Ash gets ever-further, but always comes up short.

Speaking of Pokemon- it always irked me that Ground & Rock were different types. That seems a bit too specific for each one, and often left the Double-Type Pokemon (especially Onix) extremely weak against certain attacks- Grass & Water are EXTREMELY common throughout the game- so Ground/Rock-Types were a liability.

Of course, Psychic was way-over-represented as a powerhouse Type early on- something they were able to hamper by the usage of Dark-Type Moves. But then STEEL became a bit too good! And the Legendary Pokemon started getting rather generic, with more over-use of Psychic types.

---

Me, I'm just annoyed that Pokemon Ruby & Sapphire had the Ice-Type Elite Four member, and me realizing that I'd not built my Pokemon up to the right level (I was way below the Elite Four's average Level, and relied on good tactics/Type set-ups), nor did I have any good Electric attacks. That was really my only Achilles Heel, as I realized my favorite Electric-Type was Minun or Plusle (or maybe Pikachu), but they had nowhere near the experience to be fighting at that level, and I'd not given Thunder-related moves to any of my elite Six (which was some combination of Aggron, Blaziken, Tropius, Milotic and probably some Psychic thing). So when my GROUDON (a Legendary Pokemon!) went down in a few hits to that goddamn Walrein, I was toast- Blaziken (Fire/Fighting), Aggron (Ground/Steel), Tropius (Grass/Fighting), etc. were all WAY too vulnerable to Ice, and I couldn't get past the guy without Level Grinding... and I DESPISE Level Grinding (I view it as "fake gameplay" designed to extended the game artificially).
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Re: Castellia- A Fantasy Setting (Oozes! Ditto! Lizardmen! Bulette! Gengar!)

Post by Jabroniville »

Wow, check the bitching gallery of Realistic Pokemon stuff I found: http://mrredbutcher.deviantart.com/gall ... 19/POKEMON
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Pikachu

Post by Jabroniville »

ImageImage

The creature is cuteness personified- round and bubbly, it looks like a bright yellow squirrel or mouse with long ears, and a lightning-bolt shaped tail. But be warned- it's rosy red cheeks crackle with energy on occasion, marking this as a magical creature.

PIKACHU
Role:
Electric Animal, Cutest Thing Ever
PL 6 (86)- Minion Rank 6, Sidekick Rank 17
Normal Version:
PL 4-5
STRENGTH -3 STAMINA 2 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 11 (+8)
Expertise (Survival) 6 (+6)
Intimidation 6 (+2 Size)
Perception 5 (+5)
Stealth 0 (+7 Size)

Advantages:
Defensive Attack, Defensive Roll, Evasion, Improved Aim, Improved Critical (Thunderbolt), Improved Defense, Improved Initiative, Power Attack, Ranged Attack 5, Uncanny Dodge

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]

"Electric Type Magical Creature"
Immunity 10 (Electrical Effects) (Flaws: Limited to Half-Effect) [5]

"Thundershock" Blast 7 Linked to Affliction 6 (Fort; Dazed/Stunned/Incapacitated) (Flaws: Unreliable -2- 25% Chance) (15.5) -- [18.5]
  • AE: "Thunder Storm" Damage 6 (Extras: Area- 60ft. Cone) (12)
  • AE: "Thunder Wave" Affliction 7 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (14)
  • AE: "Iron Tail" Damage 3 (3)
"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +6 (-3 Damage, DC 12)
Iron Tail +6 (+3 Damage, DC 18)
Thundershock +7 (+5 Ranged Damage, DC 20)
Thunder Wave +6 Area (+6 Damage, DC 21)
Initiative +7

Defenses:
Dodge +9 (DC 19), Parry +9 (DC 19), Toughness +2 (+3 D.Roll), Fortitude +4, Will +4

Complications:
Disabled (Animal)- Pikachu cannot speak to humans, nor use their paws to easily manipulate objects.
Weakness (Ground Damage)- Pikachu's creature type leaves it vulnerable to certain types of attack.

Total: Total: Abilities: 10 / Skills: 31--15.5 / Advantages: 14 / Powers: 35.5 / Defenses: 11 (86)

Era: Fantasy Realms
Range: Forests.
Colouring: Yellow with red markings, later brown with yellow.
Size: Up to 3 feet long (7-25 lbs.)
Encounter Groups: Large groups.
Diet: Berries.
Tactics: Avoid & flee if necessary, shocking with electricity.

-Pikachu are adorable, curious creatures that are nonetheless known for their temper, and ability to violently shock people who stray too close or take liberties with their personal space. Gathering in forests in large quantities, they are primarily berry-eaters that climb trees. They possess tremendous electrical power for a creature so small. Pikachu age into slightly-larger creatures with darker fur (called "Raichu" at first, but Animologists eventually discovered the two were the same species at different ages), but they always possess great electrical power, owing to proximity to powerful Ley Lines that breach the fundamental forces of the universe- many Electrical-Type animals draw power from the same source.

Jab's Notes: The Pokemon mascot himself- Ash's Pikachu should be like PL 15 with all the fights he's had, but most of the creatures should probably be around this level- dangerous and powerful for starter heroes, but not THAT great.
Last edited by Jabroniville on Thu Aug 24, 2017 8:37 pm, edited 1 time in total.
Jabroniville
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Shokan

Post by Jabroniville »

ImageImage

awwwwwwwwwww YEAH.

SHOKAN:
Typical Adult Height: 6'5"-9'
Birth Rate: 1-2 infants every 12 months
Lifespan: 0-15 (Child), 16-24 (Young Adult), 25-80 (Adult), 81-130 (Elder)
Nicknames: Four-Arms, Half-Dragons
Sexual Dimorphism: Mammaries, size, slightly more delicate features
Skin Tones: Yellow, green, brown, orange/ochre, red
Hair: Almost always black. Tiger-striped fur uncommon.
Racial Mounts: Underground Mammoths, Bulettes
Racial Weapons: Swords, Hammers, Clubs, Spears, but usually Unarmed
Religion: The Goro (elite Warrior God)

Allies: Skinks, Kobolds, Dark Elves, Dwarves, Fire Giants, Dragons

Encounter Groups:
Solitary (1)
Group (2-10, plus 0-3 Elites, 0-10 Animals, 0-2 Mounts, 0-20 Allies, 0-1 Heavies, 0-20 Slaves)
Bands (8-15 plus 0-6 Elites, 0-15 Mounts, 0-25 Animals, 0-30 Allies, 0-5 Heavies, 0-35 Slaves 0-1 Monster)
Tribe (15-40, plus 3-18 Elites, 0-30 Mounts, 0-45 Animals, 0-100 Allies, 0-20 Heavies, 0-65 Slaves, 0-2 Monsters)

PL Variants:
PL 0-5: Weaker Specimens
PL 6: Common Shokan
PL 7: Elites
PL 8: Shokan Kombatant
PL 9+: Important Characters

-The Shokan are a powerful, enigmatic four-armed warrior race that exist in a single nation stronghold underneath Castellia. Their Subterranean homeland is quite vast, though prone to invasion from Dark Elf forces on one side, and Fire Giants on the other- Dwarf and Shokan forces tended to leave each other alone, aided by the fact that their armies were often very far apart. Currently, the Shokan are at an uneasy peace with the other Underworld nations- their land is highly-coveted (it is rich in mineral resources that the Shokan themselves do not inherently value, and also has a wide variety of wildlife and magical properties), but wars between Underworld nations are quite devastating, especially since many Empires are attempting to bolster their might for Surface-world invasions.

-Shokan are very large as a rule, taking a mainly humanoid shape, but having a second pair of arms beneath the ones at the upper shoulders- these arms sprout from secondary shoulders (connected via a second collarbone underneath the ribcage), and all four hands end with two fingers and one thumb. They are also two-toed. Bodies are mainly hairless, and vaguely reptilian- they often have scales and darker spots on their bodies, despite the occasional specimen with animal-patterned fur on their bodies. Such creatures are rare (1 in 100), but are highly-coveted for religious and mystical power.
-Combat (spelled in their language with a "K-like" symbol) is sacred to the Shokan, who value unarmed fighting as the source to end all disputes. Familial conflicts are rare, as the situations is considered ended when a "Champion" from one side defeats the "Champion" of another in "Mortal Kombat". Since other nations do not uphold this tradition, Shokan are forced into more direct, mass battle.

-Shokan venture onto the surface rarely (only great shame or ambition can separate them from their clans), and those individuals can be highly-dangerous, not needing a weapon to be devastating.

Jab's Notes: Yeah, this would get me sued should I release my Campaign-World as a real thing :). I'd just switch a few thing around to avoid it, though- probably swap out the four arms for fur or something, I dunno.

I personally feel that every good Campaign World has many of the major Fantasy Races, plus at least ONE "Iconic" race that stands a bit alone. Eberron has their Warforged, Tolkien has, well, everything (since he invented half the stuff), Dark Sun (aka "when D&D takes a page out of the 1990s' Comic Books' approach") has Thri-Kreen, etc. 4th Edition D&D seems to use those Dragon-like guys as this role. And my intentions were to create a handful "new" races- many of them Beast-Kin, but also the Shokan and the Yeti. Essentially something for people to recognize as THIS Campaign World's "Special Race". Of course, like I said, these ain't exactly original, but what the hell- it's not like I'm selling books of the stuff :).


SHOKAN
Role:
Underworld Mooks
PL 6 (73)
STRENGTH
4 STAMINA 5 AGILITY 1
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -1

Skills:
Athletics 6 (+10)
Expertise (Survival) 5 (+5)
Intimidation 8 (+7)
Perception 5 (+5)
Stealth 2 (+3)

Advantages:
Benefit (Ambidexterity), Chokehold, Daze (Intimidation), Diehard, Fast Grab, Improved Critical (Unarmed), Improved Grab, Improved Hold, Power Attack, Ranged Attack 3, Takedown

Powers:
"Four Arms" Extra Limbs 2 [2]
"Long Arms" Strength-Damage +1 (Feats: Reach) [2]
"Underworld Creatures" Senses 4 (Low-Light Vision, Acute & Extended Scent, Infravision) [4]
"Strong Legs" Leaping 1 (15 feet) [1]

Offense:
Unarmed +6 (+5 Damage, DC 20)
Initiative +1

Defenses:
Dodge +5 (DC 15), Parry +6 (DC 16), Toughness +5, Fortitude +7, Will +4

Total: Abilities: 28 / Skills: 24--12 / Advantages: 13 / Powers: 9 / Defenses: 11 (73)

Jab's Notes: Standard Shokan lack Growth, but are still very strong, hefty fighters. They're powerful ass-kickers, focused on grappling and choking over fancy-schmancy martial arts moves.

Image

ELITE SHOKAN KOMBATANT
Role:
Underworld Elite Mooks
PL 6 (105)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 0 PRESENCE 0

Skills:
Athletics 6 (+12)
Close Combat (Unarmed) 3 (+9)
Expertise (Survival) 6 (+6)
Insight 1 (+1)
Intimidation 9 (+10 Size)
Perception 6 (+6)
Stealth 3 (+5, +3 Size)

Advantages:
Accurate Attack, All-Out Attack, Benefit (Ambidexterity), Chokehold, Daze (Intimidation), Diehard, Equipment (Any Melee Weapon), Fast Grab, Great Endurance, Improved Critical (Unarmed) 2, Improved Grab, Improved Hold, Improved Initiative, Last Stand, Power Attack, Ranged Attack 4, Startle, Takedown 2

Powers:
"Four Arms" Extra Limbs 2 [2]
"Long Arms" Strength-Damage +1 (Feats: Reach) [2]
"Underworld Creatures" Senses 4 (Low-Light Vision, Acute & Extended Scent, Infravision) [4]
"Strong Legs" Leaping 1 (15 feet) [1]

"Large Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]

Equipment:
"Assorted Melee Weapons"
"Sword" Strength-Damage +2 (Feats: Split 2) (4)
or
"Spear" Strength-Damage +2 (Feats: Reach 2) (4)

Offense:
Unarmed +9 (+7 Damage, DC 22)
Melee Weapon +6 (+9 Damage, DC 24)
Initiative +6

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +7, Fortitude +9, Will +6

Total: Abilities: 34 / Skills: 36--18 / Advantages: 23 / Powers: 14 / Defenses: 16 (105)

-Kombatants are Goro-style ultimate warriors that kick ass and take names, using all four limbs (provoking a Power Attack- less accuracy with four arms to take into account) and even an optional weapon (that's a bit under-capped) in times of war. They're powerful survivors, and have WAY more martial arts-related Advantages than most other "Heavies" like Minotaurs. This also makes them among the priciest Elites in my game world.
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