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

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

Displacer Beasts

Post by Jabroniville »

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DISPLACER BEAST
Role:
Weird Psuedo-Cat Thing, D&D Legend
PL 8 (116)- Minion Rank 8, Sidekick Rank 24
Normal Version:
PL 6-7
STRENGTH 6 STAMINA 6 AGILITY 4
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 1 PRESENCE -2

Skills:
Acrobatics 3 (+6)
Athletics 3 (+9)
Expertise (Survival) 9 (+10)
Intimidation 10 (+9 Size)
Perception 9 (+10)
Stealth 10 (+10, +14 Darkness)

Advantages:
Accurate Attack, All-Out Attack, Chokehold, Diehard, Extraordinary Effort, Fast Grab, Fearless, Follow-Up Strike, Great Endurance, Improved Critical (Natural Weapons) 3, Improved Hold, Improved Initiative, Prone Fighting

Powers:
"Animal Senses" Senses 5 (Low-Light Vision, Acute & Extended Scent, Extended & Ultra-Hearing) [5]
Speed 4 (32 mph) [4]
"Natural Weapons- Claws & Teeth" Strength-Damage +2 [2]
"Cat Agility" Leaping 1 [1]

"Black Coat" Enhanced Skills 4: Stealth 4 (+14) (Flaws: Limited to Dark Areas) [1]
"Six Legs, Two Tentacles" Extra Limbs 4 (Feats: Reach 2) [6]

"Displacement" Enhanced Dodge & Parry 2 [4]
Enhanced Advantages 4: Evasion 2, Improved Defense, Uncanny Dodge [4]

"Magical Resistance" Immunity 20 (Magical Effects) (Flaws: Limited to 1/4 Resistance) [5]
"Natural Size" Growth 3 (Str & Sta +3, +3 Mass, +1 Intimidation, -1 Dodge/Parry, -3 Stealth) -- (10 feet) (Feats: Innate) (Extras: Permanent +0) [7]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Claws & Teeth +8 (+8 Damage, DC 23)
Initiative +8

Defenses:
Dodge +8 (+10 Displacement, DC 18-20), Parry +8 (+10 Displacement, DC 18-20), Toughness +6, Fortitude +8, Will +5

Complications:
Disabled (Animal)- Cats cannot speak to humans, nor use their paws to easily manipulate objects.
Power Loss (Displacement)- Creatures that can accurately detect a Displacer Beast by means other that sight (Accurate Scent, Tremorsense, etc.), are not affected by it's Displacement effect.

Total: Total: Abilities: 28 / Skills: 44--22 / Advantages: 15 / Powers: 39 / Defenses: 12 (116)

Era: Fantasy Realms
Range: Dark Jungles, dungeons, Subterranea
[Colouring: Black, blue or violet
Size: Up to 6.5 feet long (80-350 lbs.)
Encounter Groups: Solitary, pairs, or small packs.
Diet: Humanoids, hoofed mammals.
Tactics: Silent stalking, followed by pounce. Chokes or severs the spinal cord.

-Displacer Beasts are assumed to have that most cliched of origins- A Wizard (presumably an Alchemist) constructed a large-sized Black Panther in his sanctum, grafting magical implements and effects onto it. The creature (or a pair) eventually escaped, and formed it's own breeding population. Though unimaginative types believe that nearly every strange creature is the result of such things (the only logical explanation for the Platypus), this is in fact true in this creature's case.

Jab's Notes: Displacer Beasts are one of the all time CLASSIC D&D monsters, typifying the early part of the game's history: Lots of absolutely weird crap that makes no sense. Land Sharks made of rock, ten-eyed flying heads, octopus-headed brain-eaters, and six-legged panthers with giant back-tentacles. All crazy stuff (many of which are apparently based off of obscure novels or plastic toys the D&D creators found). And I LOVE the cliche that all weird D&D creatures were the result of "A Wizard Did It", and magical creatures escaping labs and forming breeding populations. I mean, it's stupid and lazy, but it's fun to make fun of, and at least play straight once to keep everyone guessing. The Displacer Beast is a PL 8 creature, about equivalent to a Lion or smaller Tiger, though it's a bit smarter, and has more options in combat, and is way harder to hit with it's Defensive Advantages.
Jabroniville
Posts: 24694
Joined: Fri Nov 04, 2016 8:05 pm

Behir

Post by Jabroniville »

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BEHIR
Role:
Multi-Limbed Super-Monster
PL 11 (143)- Minion Rank 15, Sidekick Rank 29
Normal Version:
PL 9-10
STRENGTH 10 STAMINA 12 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -4

Skills:
Close Combat (Unarmed) 2 (+8)
Expertise (Survival) 5 (+5)
Intimidation 11 (+7, +11 Size)
Perception 4 (+4)
Stealth 8 (+8, +0 Size)

Advantages:
All-Out Attack, Benefit (Ambidexterity), Chokehold, Daze (Intimidation), Fast Grab, Follow-Up Strike, Improved Critical (Unarmed), Improved Grab, Improved Initiative, Improved Hold, Improved Trip, Power Attack, Startle, Takedown 2

Powers:
Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
Speed 4 (60 mph) [4]
"Natural Size" Growth 8 (Str & Sta +8, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (24 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Strength-Damage +2 [2]
"Ultra-Hard Scales" Impervious Toughness 11 [11]
"Electrical Creature" Immunity 10 (Electrical Effects) [10]

"Twelve Legs"
Extra Limbs 8 [8]
Movement 2 (Sure-Footed, Slithering) [4]

"Lightning Breath" Damage 11 (Extras: Area-30ft. Line, Penetrating 8) (Flaws: Unreliable) (19) -- [21]
  • AE: "Multi-Limbed Attack" Strength-Damage +0 (Extras: Multiattack 10) (10)
  • AE: "Area Attack" Strength-Damage +0 (Extras: Area- 30ft. Burst for 11 Ranks) (11)
Offense:
Unarmed +9 (+12 Damage, DC 27)
Area Attack +11 (+11 Damage, DC 26)
Lightning Blast +11 Area (+11 Damage, DC 26)
Initiative +0

Defenses:
Dodge +7 (DC 17), Parry +9 (DC 19), Toughness +12 (+6 Impervious), Fortitude +12, Will +6

Complications:
Disabled (Animal)- Behirs cannot speak to humans, nor use their limbs to easily manipulate objects.
Rivalry (Dragons & Other Apex Predators)- As semi-intelligent Apex Predators, Behirs will not share territory with other large predators- especially Dragons, who are the most powerful creatures around. A Behir will attack any smaller Apex Predator, but will likely flee if a more powerful one arrives.

Total: Total: Abilities: 12 / Skills: 30--15 / Advantages: 15 / Powers: 80 / Defenses: 21 (143)

Era: Fantasy Realms
Range: Large plains or mountainous terrain
Colouring: Purple, blue, green
Size: Up to 40 feet long (4,000 lbs. to 20 tons)
Encounter Groups: Solitary or pair
Diet: Large animals.
Tactics: Sudden attacks, using grappling and multiple claw-rakes.

-Behirs are Apex Predators that inhabit wide berths of land on Castellia and other continents- usually to the South. They are titanic, multi-limbed creatures that share lineages with no others, implying that they are a wide-spread breed of beasts descended from a single creature (likely created by the Gods as some form of hero's test or a guardian monster). As intelligent as Great Apes and Dolphins, they are nonetheless monstrous animals, and will attack and consume nearly any creature they can catch. Their Immunity to electrical attacks, combined with their tremendous size, makes them greatly feared by Storm Giants and Lightning Dragons, both of whom will pay great fees to anyone who can deal with such creatures.

Jab's Notes: Behirs are cool- I like some of the weird, random monsters that appear in the various Monster Manuals, and this one is so crazy that it practically fits with the nutty monsters of Greek Myth. I mean, a twelve-limbed, chitinous serpentine monster with Lightning Breath? This beastie is set up to be T-Rex/Wyvern powerful, packing Area Damage from both melee attacks and a Breath Weapon (Unreliable instead of "once per minute" like in D&D), as well as Multiattack damage. Paying for eight limbs is pricey for little major benefit, but it's a non-PC monster, and most of it's claws look identical to each other, implying that they can ALL be used for the same grappling purposes. These guys are bad-ass, but a notable step below the mighty Dragons, as they fail to meet a lot of their caps.
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L-Space
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Re: Castellia- A Fantasy Setting (Minotaurs! Oozes! Ditto! Lizardmen! Bulette!)

Post by L-Space »

Jabroniville wrote: Sat Jul 22, 2017 5:57 am 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.
I remember liking Digimon quite a bit and even as a kid didn't get the whole "Digimon rips off Pokémon" thing. Besides them both ending in 'mon' they were pretty different. I always hated how Ash entering the new area meant they came up with contrived reasons to get rid of his old pokemon. Bulbasaur was with you since the beginning Ash and you just abandon him you bastard!
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KorokoMystia
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Re: Castellia- A Fantasy Setting (Oozes! Ditto! Lizardmen! Bulette! Gengar!)

Post by KorokoMystia »

I really liked Digimon, too. Some of the designs are great, even if there are a load of pallete swaps and ones that are just "Here's the same monster, but with something minor changed about it, like it now has a hat!" Yo-Kai Watch also seems to have this problem, since a bunch of the rare Yo-Kai are just pallete swaps. I even searched around, but didn't find any 3E Digimon builds.
Jabroniville
Posts: 24694
Joined: Fri Nov 04, 2016 8:05 pm

Blastoise

Post by Jabroniville »

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BLASTOISE
Role:
Giant Water Turtle
PL 10 (159)- Minion Rank 11, Sidekick Rank 32
Normal Version:
PL 8-9
STRENGTH 9 STAMINA 10 AGILITY 0
FIGHTING 7 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Expertise (Survival) 4 (+5)
Intimidation 9 (+7, +11 Size)
Perception 4 (+5)
Ranged Combat (Water Attacks) 6 (+10)
Stealth +3 (-5 Size, +7 Water)

Advantages:
Accurate Attack, Chokehold, Fast Grab, Interpose, Power Attack, Ranged Attack 4, Withstand Damage (Trade Defenses For Toughness)

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Acute & Extended Scent) [3]
"Large Size" Growth 6 (Str & Sta +6, +8 Mass, +4 Intimidation, -4 Dodge/Parry, +1 Speed, -8 Stealth) -- (18 feet) (Feats: Innate) (Extras: Permanent +0) [17]
Strength-Damage +1 [1]
Protection 2 (Extras: Impervious 9) [11]

"Water-Type Magical Creature"
Immunity 30 (Fire, Water & Ice Effects) (Flaws: Limited to Half-Effect) [15]
Movement 1 (Environmental Adaptation- Aquatic) [2]
Enhanced Skills: Stealth 12 (+7) (Flaws: Limited to Water) [3]
Swimming 8 (120 mph) [8]

"Hydro Pump Stream" Damage 10 (Extras: Area- 60ft. Line +2) (Quirks: Cannot Attack In the Round Before) (29) -- [35]
  • AE: "Hydro Pump" Blast 12 (Feats: Penetrating 6) (Inaccurate -1, Quirks: Cannot Attack In the Round Before) (28)
  • AE: "Water Gun/Aurora Beam" Blast 10 (Feats: Split, Variable- Ice or Water) (21)
  • AE: "Power Spray" Damage 8 (Extras: Area- 60ft. Cone) Linked to Affliction 10 (Strength; Hindered/Prone) (Extras: Area- 60ft. Cone) (Flaws: Limited Degree, Instant Recovery) (21)
  • AE: "Water Pulse" Blast 9 Linked to Affliction 8 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Flaws: Unreliable) (26)
  • AE: "Haze" Nullify 7 (Status Affects) (Extras: Area- 30ft. Burst, Simultaneous, Broad) (Flaws: Touch Range) (21)
  • AE: "Surf" Damage 10 (Extras: Area- 30ft. Burst) (20)
Offense:
Unarmed +7 (+10 Damage, DC 25)
Water Gun +10 (+10 Ranged Damage, DC 25)
Hydro Pump +8 (+12 Ranged Damage, DC 27)
Hydro Pump Stream +10 Area (+10 Damage, DC 25)
Power Spray +8-10 Area (+8 Damage & +10 Affliction, DC 23 & 20)
Water Pulse +10 (+9 Ranged Damage & +8 Ranged Affliction, DC 24 & 18)
Initiative +0

Defenses:
Dodge +4 (DC 14), Parry +7 (DC 17), Toughness +12 (+5 Impervious), Fortitude +10, Will +7

Complications:
Disabled (Animal)- Blastoise cannot speak to humans.
Weakness (Electrical & Plant Attacks)- Blastoise's creature type leaves it vulnerable to certain types of attack.

Total: Total: Abilities: 18 / Skills: 28--14 / Advantages: 10 / Powers: 95 / Defenses: 22 (159)

-Blastoise is the final form of a creature that starts out as a mere three-foot-high creature (often called "Squirtles" in an endearing fashion). Titanic underwater Turtles, these creatures can force huge plumes of water out from a pair of holes at their shoulders, and are nearly-impossible to harm at times. Powerful yet peaceful, Blastoise are often sought for their thick shells (which can be turned into armor or shielding), but few adventurers would dare challenge one, even as a solitary creature. They are generally only seen alone, though congregate on a few rare beaches in faraway lands in order to lay their eggs, which hatch and return to the sea. Squirtle are relatively common in some areas, but Blastoise are not- many travellers claim to have never even seen these larger creatures, or believe them to be myths.

Jab's Notes: Squirtle, with its wide face and water-spitting power, was very iconic to Pokemon, and is probably still the most popular Water Starter.
Jabroniville
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Demon Wasps

Post by Jabroniville »

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Image

DEMON WASP
Role:
Giant Swarm Animal
PL 5 (58)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 3-4
STRENGTH 0 STAMINA 3 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -3

Skills:
Intimidation 6 (+3)
Perception 5 (+5)
Ranged Combat (Twin-Needle) 5 (+5)

Advantages:
Improved Critical (Stingers), Improved Initiative, Teamwork

Powers:
"Giant Insect"
Flight 3 (16 mph) (Flaws: Winged) [3]
"Insect Senses" Senses 3 (Acute Scent, Radius Sight, Direction Sense) [3]
Movement 1 (Wall-Crawling) [2]

"Twin-Needle" Blast 3 (Extras: Multiattack) Linked to Weaken Strength 5 (Extras: Ranged, Multiattack) (24) -- [25]
  • AE: "Lethal Stingers" Strength-Damage +3 (Feats: Split) Linked to Weaken Strength 5 (Feats: Split) (Extras: Progressive +2) (20)
Offense:
Unarmed +5 (+0 Damage, DC 15)
Stingers +5 (+3 Damage & +5 Weaken, DC 18 & 15)
Twin-Needle +5 (+5 Ranged Damage & Weaken, DC 18 & 15)
Initiative +7

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +3, Fortitude +3, Will +1

Complications:
Vulnerable (Fire)- Demon Hornets are vulnerable to fire.

Total: Abilities: 10 / Skills: 16--8 / Advantages: 3 / Powers: 33 / Defenses: 5 (58)

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.

-Demon Wasps are the name given to the quasi-bipdedal giant wasps that inhabit several regions of the civilized world. Among the largest common forms of arthropoda in the world, they form monstrous super-hives of hundreds of creatures, providing a terrible adversary to anyone who is deemed a threat to the nest. Many unfortunate Questers have been hired to "burn out Demon Wasp hives" by fearful villagers, only to meet horrible ends as endless hordes of the creatures sting them to death. Despite their name and reputation, Demon Wasps are not generally prone to attacking for no reason. Though one or two may lash out defensively if a creature gets too close, it takes a direct assault on the hive to launch a full-scale swarming.

-Demon Wasps differ from common wasps (themselves related to ants) by their bipedal stance, and the large, conical stingers on their forelimbs. They also possess the trademark stingers of regular wasps. Their mouths are tiny, and their eyes large and red. Unlike most insects, they can fire out ranged weapons- their paralytic stingers may be fired out from their forelimbs, striking foes repeatedly. This attack is notorious, though does not have the same effect as their tail's venom, which is much more potent, and gets worse over time. When attacking en masse, these can be easily fatal. Weakened foes are often taken back to the hive to be devoured.

-Demon Wasps have a metamorphosis much like others of their kind- their small "Weedle" forms are cat-sized caterpillar-like creatures, and can form thick cocoons that are as hard as iron- these "Kakuna" shells are often taken by Questers and turned into various artifacts, either artistic or weapon-based.

Jab's Notes: I actually got a hell of a lot of use out of my Beedrill back in the day. I dunno what it was, but the famously low-end "Bug-Type" Pokemon became indispensible in the early stages of the first game, owing to the fact that strong Pokemon were hard to come by, and whatever you had ended up gaining strength out of necessity. I remember Twin-Needle killing a LOT of stuff. The anime used them most-often as generic Background Filler, and antagonistic Pokemon- an obvious counterpart to the adorable, Poison-Powdering Butterfree (one of Ash's early signature Pokemon).
Last edited by Jabroniville on Tue Nov 28, 2023 8:26 am, edited 1 time in total.
Jabroniville
Posts: 24694
Joined: Fri Nov 04, 2016 8:05 pm

Kadabra

Post by Jabroniville »

Image

The creature has a human-like stance, but is clearly no man- it's yellow-ish body is atrophied, and it's eyes are truly alien. It's long face ends with a prodigious mustache.

KADABRA
Role:
Psychic Monster
PL 9 (128)
Normal Version:
PL 2-3
STRENGTH -2 STAMINA 2 AGILITY 0
FIGHTING 2 DEXTERITY 0
INTELLIGENCE 0 AWARENESS 2 PRESENCE -2

Skills:
Athletics 4 (+2)
Expertise (Survival) 4 (+6)
Insight 4 (+6)
Intimidation 6 (+2 Size)
Perception 8 (+10)
Stealth 2 (+6 Size)

Advantages:
Defensive Attack, Eidetic Memory, Fearless, Improved Initiative 2, Power Attack, Ranged Attack 8

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

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

"Psychic-Type Magical Creature" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Mind Reading 5 [10]
Quickness 4 (Flaws: Limited to Mental Tasks) [2]
"Psionic Shield" Force Field 3 [3]

"Psychic" Mental Blast 9 (36) -- [43]
  • AE: "Psy-Beam" Blast 10 Linked to Affliction 10 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (Flaws: Unreliable) (30)
  • AE: "Confuse Ray" Affliction 9 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Perception Range +2) (27)
  • AE: "Hold Monster" Affliction 9 (Will; Dazed/Stunned/Paralyzed) (Extras: Perception Range +2) (27)
  • AE: Teleport 5 (10)
  • AE: "Psychokinesis" Move Object 7 (Extras: Perception Range) (21)
  • AE: "Recover" Healing 8 (Extras: Restorative, Energizing) (Flaws: Limited to Self) (24)
  • AE: "Disable" Affliction 9 (Will; Impaired Move/Disabled Move/Transformed to Powerless) (Extras: Perception Range +2) (Flaws: Limited to one Random Move) (18)
Offense:
Unarmed +2 (-2 Damage, DC 13)
Psychic +9 Perception (+9 Perception Will Damage, DC 24)
Psy-Beam +8 (+10 Ranged Damage & Affliction, DC 25 & 20)
Confuse Ray, Disable & Hold Monster +9 Perception (+9 Perception Affliction, DC 19)
Initiative +0

Defenses:
Dodge +10 (DC 20), Parry +7 (DC 17), Toughness +2 (+5 Force Field), Fortitude +4, Will +8

Complications:
Disabled (Animal)- Kadabra cannot speak to humans.
Vulnerable (Bug, Ghost & Dark Attacks)- Kadabra's creature type leaves it vulnerable to the attacks of insect-like creatures, Ghosts & Darkness.
Weakness (Psionic Movement)- Kadabra have great psionic powers, but weak muscles. If it's psionic powers were somehow disabled, it would become unable to move itself- as it floats and even holds it's own enlarged brain up via psychokinesis.

Total: Total: Abilities: 6 / Skills: 28--14 / Advantages: 14 / Powers: 74 / Defenses: 19 (128)

Era: Fantasy Realms
Range: Nearly any terrain
Colouring: Yellow, orange, ochre
Size: Up to 4 feet tall (30-75 lbs.)
Encounter Groups: Solitary
Diet: Berries, psionic energies of living beings.
Tactics: Avoid & flee if possible, attacking with Psionic Powers.

-Kadabra are highly powerful Psionic Creatures, considered sacred to Violet Mages (Psionicists)- many of their training schools and orders contain these creatures as pets, mascots or trainers' aides. Starting out as tiny creatures, they grow in size, but often thin out greatly as they age, eventually becoming short, scrawny creatures that need their considerable psionic powers to hold themselves up.

Jab's Notes: I combined Abra, Kadabra and Alakazam together to make this build- a very weak, but highly-dangerous psionic creature- Kadabra is probably the best name in the bunch (and sounds more like something a creature would actually be called). It's more powerful than any psionic creature I've built so far, and would be incredibly-hard for PL 8-ish heroes to bring down, despite it's Glass-Cannoniness.
Jabroniville
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Mummies

Post by Jabroniville »

Image
Image

MUMMY
Role:
Scary Monster
PL 7 (93)
STRENGTH
6 STAMINA -- AGILITY -2
FIGHTING 8 DEXTERITY 0
INTELLIGENCE -2 AWARENESS 0 PRESENCE -2

Skills:
Perception 4 (+4)
Stealth 4 (+2)

Advantages:
Fast Grab, Improved Hold, Startle

Powers:
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection 6 [6]
Regeneration 2 (Feats: Regrowth) [3]
Senses 3 (Detect Life- Ranged & Acute) [3]

"Horrible Appearance" Affliction 5 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- Visual Perception, Reaction +3) (Flaws: Limited to First Look Per Encounter) [20]
"The Mummy's Curse" Affliction 6 (Will; Transformed to Cursed) (Extras: Reaction +3) (Flaws: Limited to When Slain, Limited to Slayer, Limited to Final Degree) [6]

Offense:
Unarmed +8 (+6 Damage, DC 21)
Paralyzing Gaze +5 Area (+5 Affliction, DC 15)
Mummy's Curse +8 (+6 Affliction, DC 16)
Initiative -2

Defenses:
Dodge +6 (DC 16), Parry +8 (DC 18), Toughness +6, Fortitude --, Will +4

Complications:
Vulnerable (Fire)- Mummies take extra damage from Fire, which continuously damages them each turn once set alight.

Total: Abilities: 6 / Skills: 8--4 / Advantages: 3 / Powers: 68 / Defenses: 12 (93)

-Mummies are horrible Undead creatures, formed of ancient rituals involving spices, ointments and magical incantations. Thus, the ancient form of burial becomes shifted into the creation of a guardian monster- one that awakens after centuries of slumber, slowly shambling towards horrified victims, which often find themselves frozen to the spot, unable to move. Mummies can barely speak, and lose much of the sentience they had in life, but are adequate guardians (and require no upkeep beyond shelter from the elements). Typically, only human-sized humanoids are transformed into Mummies, though Ogres, Hill Giants and even Sand Giants are known.

Image

MUMMY TEMPLATE (64-x+y points):
* On any creature greater than human-sized:
Strength +1 [2]
Stamina -- [-x]
"Undead Monster" Immunity 30 (Fortitude Effects) [30]
Protection = Base Creatures's Stamina +1 [y + 1]
Regeneration 2 (Feats: Regrowth) [3]
Senses 3 (Detect Life- Ranged & Acute) [3]

"Horrible Appearance" Affliction 5 (Will; Dazed/Stunned/Paralyzed) (Extras: Area- Visual Perception, Reaction +3) (Flaws: Limited to First Look Per Encounter) [20]
"The Mummy's Curse" Affliction 6 (Will; Transformed to Cursed) (Extras: Reaction +3) (Flaws: Limited to When Slain, Limited to Slayer, Limited to Final Degree) [6]

-On any creature larger than a human or orc, use this.
Jabroniville
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Joined: Fri Nov 04, 2016 8:05 pm

Hypno-Tapir

Post by Jabroniville »

Image

The creature does not appear menacing at first, looking like a large, fat pig with an elephantine nose that hangs lazily over it's mouth. It's yellow front half, and dark back half give in a Honeybee-esque appearance as well. You suddenly find yourself getting very sleepy, and the creature lifts it's nose, giving you a horrific look into it's sharp-toothed maw.

HYPNO-TAPIR
Role:
Sleep-Inducing Dream-Eater
PL 7 (93)- Minion Rank 7, Sidekick Rank 19
Normal Version:
PL 5-6
STRENGTH 5 STAMINA 5 AGILITY -1
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 2 (+7) -- Flaws: Limited to Swimming
Expertise (Survival) 4 (+4)
Intimidation 7 (+6 Size)
Perception 2 (+2)
Ranged Attack (Psychic Attacks) 6 (+6)

Advantages:
None

Powers:
"Animal Senses" Senses 2 (Acute & Extended Scent) [2]
"Natural Size" Growth 2 (Str & Sta +2, +2 Mass, +1 Intimidation, -1 Dodge/Parry, -2 Stealth) -- (8 feet) (Feats: Innate) (Extras: Permanent +0) [5]
Protection 1 [1]

"Psychic-Type Magical Creature" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Mind Reading 7 (Extras: Area) (Flaws: Limited to Sleeping Subjects, Limited to Dreams) [7]

"Hypnosis" Affliction 7 (Will; Fatigued/Exhausted/Asleep) (Extras: Perception Range +2, Cumulative, Concentration) (35) -- [37]
  • AE: "Confusion" Affliction 8 (Will; Impaired/Immobile/Transformed to Confused) (Extras: Ranged) (16)
    AE: "Dream Eater" Blast 7 (Flaws: Limited to Sleeping Targets) Linked to Healing 8 (Flaws: Limited to Self, Limited to Damage Done w/ Blast) (12)
Offense:
Unarmed +4 (+5 Damage, DC 20)
Hypnosis +7 Perception (+7 Affliction, DC 17)
Confusion +6 (+8 Ranged Affliction, DC 18)
Dream Eater +6 (+7 Ranged Damage, DC 22)
Initiative -1

Defenses:
Dodge +2 (DC 12), Parry +2 (DC 12), Toughness +6, Fortitude +5, Will +3

Complications:
Disabled (Animal)- Tapirs cannot speak to humans, nor use their hooves to easily manipulate objects. Also, they have very poor eyesight, even at night, and must rely on their sense of smell to locate food and each other.
Rivalry (Other Males)- Like moost hoofed animals, Tapirs must compete with other males for mating rights.
Vulnerable (Dark Attacks)- Hypno-Tapirs' Creature Type leaves them vulnerable to certain types of attack.

Total: Total: Abilities: 8 / Skills: 20--10 / Advantages: 0 / Powers: 57 / Defenses: 8 (93)

Era: Modern
Range: Western Isles
Colouring: Black, brown, red, black & white, yellow, orange
Size: Up to 7-8 feet long (300-1000 lbs.)
Encounter Groups: Solitary and territorial
Diet: Grass & vegetation.
Tactics: Attempt to Hypnotise attackers.

-A strange creature from the Western Isles, Hypno-Tapirs are related to their more common brethren, but possess the odd psionic power of Dream-Eating, allowing them to read the minds and consume the dreams of living beings. This appears to not harm the victims, save prevent them from dreaming for a time. They typically wait on common pathways, and attack whichever creatures (preferably sentient) they can find, Hypnotise them, and then eat their dreams.
Jab's Notes: I was thinking Hypno/Drowzee were kind of redundant with the Psychic-Types I've already made, so I decided to do something unique with it- I left on only it's defining powers, plus Confusion (for the hell of it), and threw them onto a REGULAR Tapir, instead of making it yet another man-shaped Pokemon. So we have a big, fat Dream-Eater.
Jabroniville
Posts: 24694
Joined: Fri Nov 04, 2016 8:05 pm

Yeti

Post by Jabroniville »

ImageImage

YETI:
Creature Type: Altered Humanoid, Beast-Kin, Ape
Typical Adult Height: 8'6"-10'6"
Birth Rate: 1-2 Infants every 11 months
Lifespan: 0-2 (Infant), 3-15 (Child), 16-50 (Adult), 51-70 (Elder)
Nicknames: Ape-Men, Sasquatch, Samscrantch
Sexual Dimorphism: Smaller, mammaries, usually has longer fur
Skin Tones: Pink or Brown
Hair: White or brown fur, occasionally black or red
Racial Mounts: Bralox, Mammoths
Racial Weapons: Spears, Clubs
Religion: Varies (usually none)

Allies: None

Encounter Groups:
Solo (1)
Group (2-5 plus 0-2 Elites)
Bands (5-12 plus 0-5 Elites)
Tribe (10-20 plus 0-10 Elites)

PL Variants:
PL 0-5: Weaker Specimens
PL 6: Common Yeti
PL 7+: Elites, Important Characters

-Yeti are a hidden race found amongst the most Northern parts of the world, with scattered tribes in the Western forests. They are so rare that they are almost never seen- with often only a single individual being spotted. Primitive club-wielders, they are extremely strong, but can be victimized by Frost Giants if they discover these ape-like Beast-kin. They are fierce when provoked, but are generally xenophobic and refuse to make contact with any other sentient race. Typically they gather in numbers fewer than 20- the better to continue their nomadic lifestyles.

Jab's Notes: Another Beast-kin, I just wanted to add some sentient Yetis to the world. They can also be taken as intelligent Sasquatches or something.

YETI
Role:
Hidden Arctic Creatures, Wildmen
PL 6 (77)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 1 PRESENCE -2

Skills:
Athletics 4 (+10)
Close Combat (Unarmed) 2 (+6)
Expertise (Survival) 7 (+8)
Intimidation 8 (+6, +7 Size)
Perception 7 (+8)
Ranged Attack (Rocks) 2 (+6)
Stealth 8 (+10, +7 Size, +11 Snow)

Advantages:
Diehard, Equipment (Club), Extraordinary Effort, Fast Grab, Hide In Plain Sight, Improved Critical (Unarmed), Improved Hold, Power Attack, Ranged Attack 4, Startle, Ultimate Strength Check, Ultimate Stealth Check

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [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]
"Ape Arms" Strength-Damage +0 (Feats: Reach) [1]
Speed 1 (4 mph) [1]
"White Fur" Enhanced Stealth 4 (+11) (Flaws: Limited to Arctic/Snow Conditions) [1]

Equipment:
"Club" Strength-Damage +2 (Feats: Reach) (3)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Club +4 (+8 Damage, DC 23)
Initiative +2

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

Complications:
None

Total: Abilities: 22 / Skills: 38--19 / Advantages: 15 / Powers: 13 / Defenses: 8 (77)
Last edited by Jabroniville on Tue Aug 29, 2017 8:16 pm, edited 1 time in total.
Spectrum
Posts: 3128
Joined: Fri Nov 04, 2016 8:08 pm

Re: Castellia- A Fantasy Setting (Lizardmen! Bulette! Gengar! Blastoise! Beedrill!)

Post by Spectrum »

How awesomely weird! D&D has a skeletal platypus as an iconic psionic monster, you have a split coloured tapir.
We rise from the ashes so that new legends can be born.
Jabroniville
Posts: 24694
Joined: Fri Nov 04, 2016 8:05 pm

Man-Scorpions

Post by Jabroniville »

Image

The creature is vaguely humanoid, but could never be mistaken for a man- it's skin is notched with spike-like growths and is brick-red save for the chest and belly. And instead of legs, the waist leads directly into the body of a huge Scorpion, complete with massive pincers and an enormous tail, large enough to fit over the creature's torso (itself much bigger than a human's) and strike straight down in front of it.

MAN-SCORPION:
Creature Type: Altered Humanoid, Beast-Kin, Arthropod
Typical Adult Height: 6'8"-8'6"
Birth Rate: 1-20 Infants every 4-9 months
Lifespan: 0-7 (Pup), 8-59 (Adult), 60-85 (Elder)
Nicknames: Scorpion-Men, Scorpionfolk
Sexual Dimorphism: Smaller, mammaries, usually has hair
Skin Tones: Usually brown, gray or red
Hair: None or black on males, black or brown on females
Racial Mounts: None
Racial Weapons: Spears, Natural Weapons
Religion: Varies (usually none)

Allies: Beast-Kin, Orcs, Ogres, Sun Giants

Encounter Groups:
Solo (1)
Group (2-5 plus 0-2 Elites)
Bands (5-12 plus 0-5 Elites, 0-10 Slaves)

PL Variants:
PL 0-6: Weaker Specimens
PL 7: Common Man-Scorpion

MAN-SCORPION
Role:
Desert Monster
PL 7 (147)
STRENGTH
6 STAMINA 7 AGILITY 2
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -1 AWARENESS 0 PRESENCE -3

Skills:
Athletics 4 (+10)
Expertise (Survival) 5 (+5)
Insight 2 (+2)
Intimidation 12 (+9, +11 Size)
Peception 8 (+8)
Stealth 6 (+8, +4 Size, +12 Deserts)

Advantages:
All-Out Attack, Chokehold, Diehard, Equipment (Spear), Fast Grab, Follow-Up Strike, Improved Critical (Pincers), Improved Critical (Stinger) 2, Improved Grab, Improved Initiative 2, Improved Hold, Improved Smash, Power Attack, Precise Attack (Close/Concealment), Ranged Attack 4, Startle, Takedown 2

Powers:
"Natural Size" Growth 4 (Str & Sta +4, +4 Mass, +2 Intimidation, -2 Dodge/Parry, -4 Stealth) -- (12 feet) (Feats: Innate) (Extras: Permanent +0) [9]
"Desert Creature" Enhanced Skills 6: Stealth 6 (+12) (Flaws: Limited to Deserts) [1.5]

"Half-Arachnid Physiology"
Senses 1 (Low-Light Vision) [1]
"Tremorsense" Senses 4 (Ranged Touch- Accurate & Extended) [4]
Speed 3 (16 mph) [3]
Movement 2 (Wall-Crawling 2) [4]
Extra Limbs 8 [8]
Burrowing 6 (4 mph) [6]

"Stinging Tail" Strength-Damage +2 (Feats: Reach 3- one for Each Power, Penetrating 6) Linked to Weaken Stamina 6 (Extras: Progressive +2) & Affliction 7 (Fort; Impaired/Disabled/Paralyzed) (36) -- [37]
  • AE: "Multi-Limb Attack" Strength-Damage +0 (Extras: Multiattack 6) (6)
Equipment:
"Spear" Strength-Damage +2 (Feats: Reach 2) (4)

Offense:
Unarmed +6 (+6 Damage, DC 21)
Spear +6 (+8 Damage, DC 23)
Stinging Tail +6 (+8 Damage, +6 Weaken & +7 Affliction, DC 23, 16 & 17)
Initiative +10

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

Complications:
None

Total: Abilities: 18 / Skills: 37--18.5 / Advantages: 23 / Powers: 73.5 / Defenses: 14 (147)

-Man-Scorpions are terrifying Desert-based predators, though much more intelligent than standard arachnids. They lie waiting in sandy regions, burrowing several feet beneath the ground, waiting for interlopers to step across. In a flash, the Man-Scorpion rises up from the depths, lashing out with two hands, two pincers, eight legs and a massive stinging tail. Though not entirely evil (they are survivors, and must eat to live), few are kind. Most are very solitary, though a few are known to have been trained by Desert Kings as guards.

Jab's Notes: First saw this guy in that Fantasy board game that was pushed HARD in the comic books of the early 1990s, but they've been around for literally centuries- images of Man-Scorpions have appeared on ancient Assyrian artwork that pre-dates anything from Greece or Rome. And for a scary Centaur-like creature, how can be possibly do nastier than one of THESE?
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Gryph

Post by Jabroniville »

Image

GRYPH
Role:
Freakish Flier
PL 5 (43)
STRENGTH
0 STAMINA 2 AGILITY 2
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 1 PRESENCE -2

Skills:
Aerobatics 6 (+8)
Perception 4 (+5)
Stealth 4 (+10 Size)

Advantages:
Close Attack 3, Fast Grab, Improved Grab, Improved Hold

Powers:
"Animal Senses" Senses 3 (Low-Light Vision, Darkvision) [3]
"Racial Bonus to Grappling" Enhanced Strength 2 (Flaws: Limited to Grappling) [2]
"Six Limbs" Extra Limbs 2 [2]
Flight 4 (30 mph) (Flaws: Winged) [4]

"Implant Eggs"
Damage 2 (Flaws: Grab-Based) [1]
Linked to
Weaken Stamina 4 (Extras: Multiattack) (Flaws: Grab-Based, Randomized Multiattack -1/2) (Quirks: Takes 1d4 Minutes) [1]

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

Offense:
Unarmed +5 (+0 Damage, DC 15)
Implant Eggs +5 (+2 Damage & +4 Weaken, DC 17 & DC 14)
Initiative +2

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

Complications:
Motivation (Justice)

Total: Abilities: 4 / Skills: 14--7 / Advantages: 6 / Powers: 22 / Defenses: 4 (43)

-Gryphs are very rare, multi-limbed, stork-like creatures which inhabit the western portions of Gallea's coasts. Approximately as large as human children, they are believed to have been mutated by magical forces hundreds of years ago, though the origins of this are not known- the best evidence suggests the hand of the Aboleths- ancient, inhuman monsters. Though not typically aggressive, they are known to use a particularly lethal method of attack- they implant eggs into their victims, which quickly renders them violently ill.

Jab's Notes: This is a direct conversion of the Pathfinder Gryph... I just thought they were gross-looking and neat :).
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Eevee

Post by Jabroniville »

Image

Tiny and fluffy, this creature looks about as harmful as a baby kitten wrapped in velvet. It's fur is long and brown, with tan markings on the feet and stomach, with large rabbit-like ears and big, black eyes that glisten with loving emotion. It's tail is a large puffball at the end of it's short body.

EEVEE
Role:
Multi-Evolutionary Animal, Cutest Thing Ever
PL 4 (57)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 2-3
STRENGTH -3 STAMINA 1 AGILITY 1
FIGHTING 2 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Athletics 8 (+5)
Expertise (Survival) 5 (+5)
Intimidation 2 (-4 Size)
Perception 5 (+5)
Stealth 0 (+7 Size)

Advantages:
Close Attack 4, Defensive Attack, Defensive Roll, Evasion, Improved Defense, Improved Initiative, Uncanny Dodge

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Tackle" Damage 2 [2]
Speed 2 (4 mph) [2]

"Natural Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) [17]
(-2 Strength, -1 Speed, +4 Dodge/Parry, +8 Stealth, -4 Intimidation)

Offense:
Unarmed +6 (+2 Damage, DC 17)
Initiative +5

Defenses:
Dodge +6 (DC 16), Parry +6 (DC 16), Toughness +1 (+2 D.Roll), Fortitude +4, Will +3

Complications:
Disabled (Animal)- Eevee cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Total: Abilities: -6 / Skills: 20--10 / Advantages: 12 / Powers: 24 / Defenses: 7 (57)

Era: Fantasy Realms
Range: Forests.
Colouring: Brown with lighter markings.
Size: Up to 2 feet long (7-20 lbs.)
Encounter Groups: Large groups.
Diet: Berries.
Tactics: Avoid & flee if possible, tackling if attack is necessary.

-Eevee are cute animals, and tend to make good companions for sentient beings, but are slightly different from most pets. Despite being about as large as a Housecat, they are quite powerful tacklers, and can do almost as much damage as a Wolf in combat. This marks them as Magical Creatures- this and their bizarre "Evolutionary" ability. Moreso than any other creature, Eevee can alter their bodies to match a certain element- all it takes is proximity to one kind of energy, access to magical materials containing said energy, or living in a certain environment, and the Eevee will transform into a much larger, extremely powerful elemental being. It is thought that these creatures are innately attuned to Magic in a way that few other creatures are- their entire anatomies scintillate in the presence of any form of magic.

-It's Evolutions include Leafeon (proximity to forests), Jolteon (electrical storms, Pikachu, Thunder Stones, Elemental Mages), Glaceon (arctic areas), Flareon (Red Mages, volcanic regions), Espeon (Violet Mages/Psionics), Umbreon (nocturnal lifestyle), Vaporeon (oceans and other water sources).

Image
Image

These animals resemble long, thin cats, almost Cheetah or Jackal-like in shape. They possess an incredible grace, with cat-like faces and long, rabbit-like ears. It is clear which Elemental power they possess on first appearance- they are very unsubtle in their identifiers.

EVOLVED EEVEE- Base Form
Role:
Basis to Add Templates
PL 7 (80)
Normal Version:
PL 2-3
STRENGTH 0 STAMINA 3 AGILITY 3
FIGHTING 6 DEXTERITY 0
INTELLIGENCE -3 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 5 (+8)
Athletics 8 (+8)
Close Combat (Unarmed) 2 (+8)
Expertise (Survival) 6 (+6)
Intimidation 10 (+6 Size)
Perception 5 (+5)
Ranged Combat (Elemental Attacks) 2 (+7)
Stealth 0 (+7 Size)

Advantages:
Defensive Attack, Defensive Roll, Evasion 2, Improved Defense, Improved Initiative, Ranged Attack 5, Uncanny Dodge

Powers:
"Animal Senses" Senses 3 (Acute & Extended Scent, Low-Light Vision) [3]
"Tackle" Strength-Damage +2 [2]
Speed 2 (8 mph) [2]

"Natural Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength, +2 Dodge/Parry, +4 Stealth, -2 Intimidation)

Offense:
Unarmed +8 (+0 Damage, DC 15)
Tackle +8 (+2 Damage, DC 17)
Initiative +7

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +3 (+4 D.Roll), Fortitude +6, Will +5

Complications:
Disabled (Animal)- Eevee and it's evolutions cannot speak to humans, nor use their paws to easily manipulate objects.

Total: Total: Abilities: 16 / Skills: 38--19 / Advantages: 18 / Powers: 16 / Defenses: 11 (80)

Era: Fantasy Realms
Range: Forests.
Colouring: Varies depending on type
Size: Up to 5 feet long (50-100 lbs.)
Encounter Groups: Large groups.
Diet: Berries.
Tactics: Avoid & flee if possible, attacking with Magical Powers if attack is necessary.

-The "Eeveelutions" (as they are colloquially referred to) are larger and more athletic than their smaller morphological stage by far. Very quick, they can dive into combat and unleash a great array of powerful Elemental-based attacks. Among the best Magical Animals as Companions, they are nonetheless incredibly rare, and difficult to train properly.

Variants:
LEAFEON- PL 7 (115)

"Grass Type" Immunity 40 (Water/Grass/Electric/Ground Effects) (Flaws: Limited to 3/4 Effect) [10]
"Photosynthesis" Immunity 1 (Starvation) [1]

"Razor Leaf" Blast 7 (Feats: Improved Critical) (Extras: Multiattack) (22) -- [24]
  • AE: "Leaf Blade" Strength-Damage +7 (Feats: Improved Critical 2, Penetrating 5) (14)
  • AE: "Giga Drain" Weaken Stamina 7 (Extras: Ranged) (Diminished Range -1) Linked to Healing 7 (Flaws: Limited to Amount of Damage Done) (20)
Vulnerable to (Fire/Ice/Bug/Poison/Flying)

GLACEON- PL 7 (115)
"Ice Type" Immunity 10 (Ice Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 1 (Cold Environments) [1]
Movement 1 (Environmental Adaptation- Arctic) [2]

"Icy Wind" Blast 6 Linked to Affliction 6 (Fort; Hindered/Exhausted) (Extras: Ranged, Cumulative) (Flaws: Limited Degree) (24) -- [27]
  • AE: "Ice Shard" Blast 5 (Feats: Accurate) & Enhanced Advantage: Improved Initiative 2 (13)
  • AE: "Ice Fang" Blast 7 Linked to Snare 7 (Flaws: 25% Chance of Working -2) (Dim. Range -1) (22)
  • AE: "Hail" Environment 2 (60 feet) (Impede Movement, Visibility, Cold 2) Linked to Damage 4 (Extras: Area- 30ft. Burst) (16)
Vulnerable to (Rock/Fire)

UMBREON- PL 7 (120)
"Dark Type" Immunity 20 (Ghost & Dark Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Psychic Effects) [10]
Senses 1 (Darkvision instead of Low-Light Vision) [1]

"Darkness Beam" Blast 7 (Feats: Improved Critical) (15) -- [19]
  • AE: "Confuse Ray" Affliction 7 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (14)
  • AE: "Moonlight" Healing 8 (Flaws: Limited to Half-Power By Day -1/2) (12)
  • AE: "Hold Monster" Affliction 7 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (14)
  • AE: "Dark Bite" Strength-Damage +7 (Feats: Improved Critical, Penetrating 6) (14)
Vulnerable to (Bug)

ESPEON- PL 7 (112)
"Psychic Type" Immunity 10 (Psychic Effects) (Flaws: Limited to Half-Effect) [5]
Senses 5 (Precognition, Danger Sense) (Flaws: Precog Limited to Weather Changes) [3]

"Psychic" Mental Blast 7 (Flaws: Unreliable- 5 Uses) (21) -- [24]
  • AE: "Psybeam" Blast 5 Linked to Affliction 7 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (Flaws: 25% Chance of Working -2) (13.5)
  • AE: "Confuse Ray" Affliction 7 (Will; Dazed/Compelled/Transformed to Confused) (Extras: Ranged) (14)
  • AE: "Hold Monster" Affliction 7 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (14)
Vulnerable to (Bug/Ghost/Dark)

FLAREON- PL 7 (117)
"Fire Type" Immunity 30 (Fire, Grass & Ice Effects) (Flaws: Limited to Half-Effect) [15]

"Fire Blast" Blast 7 (Feats: Improved Critical, Penetrating 6) (Extras: Secondary Effect) (28) -- [32]
  • AE: "Fire Wave" Damage 7 (Extras: Area- 60ft. Cone) (14)
  • AE: "Fire Stream" Damage 7 (Extras: Area- 60ft. Line +2) (21)
  • AE: "Choking Smog" Blast 4 Linked to Weaken Strength 4 (Extras: Ranged, Progressive +2) (Flaws: Unreliable) (20)
  • AE: "Lava Plume" Damage 7 (Extras: Area- 30ft. Burst) (14)
Vulnerable to (Ground/Rock/Water)

JOLTEON- PL 7 (113)
"Electric Type" Immunity 10 (Water Effects) (Flaws: Limited to Half-Effect) [5]
Immunity 10 (Electrical Effects) [10]
Speed +2 (32 mph) [2]

"Thunder" Blast 7 (Feats: Improved Critical, Penetrating 6) (21) -- [26]
  • AE: "Thundershock" Blast 7 Linked to Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Extras: Ranged) (Flaws: Unreliable -2- 25% Chance) (17.5)
  • AE: "Thunder Storm" Damage 7 (Extras: Area- 60ft. Cone) (14)
  • AE: "Thunder Wave" Affliction 7 (Fort; Dazed/Stunned/Paralyzed) (Extras: Ranged) (14)
  • AE: "Discharge" Damage 7 (Extras: Area- 30ft. Burst) Affliction 7 (Fort; Dazed/Stunned/Incapacitated) (Extras: Area- 30ft. Burst) (Flaws: Unreliable -2- 25% Chance) (17.5)
  • AE: "Pin Missile" Blast 6 (Extras: Multiattack) (18)
Vulnerable to (Ground)

VAPOREON- PL 7 (151)
"Water Type" Immunity 20 (Fire & Ice Effects) (Flaws: Limited to Half-Effect) [10]
Immunity 10 (Water Effects) [10]
Movement 2 (Environmental Adaptation- Aquatic, Water-Walking) [4]
Immunity 2 (Drowning, Pressure) [2]
"Melt Into Water" Insubstantial 2 (Flaws: Limited to While In Water) Linked to Concealment (Visuals) 4 (Flaws: Limited to While In Water) [12]
Swimming 5 (16 mph) [5]

"Hydro Pump" Blast 9 (Feats: Penetrating 6) (Inaccurate -1, Quirks: Cannot Use Water Attacks In the Round Before) (22) -- [28]
  • AE: "Hydro Pump Stream" Damage 7 (Extras: Area- 30ft. Line) (Quirks: Cannot Use Water Attacks In the Round Before) (13)
  • AE: "Water Gun/Aurora Beam" Blast 7 (Feats: Split, Variable- Ice or Water) (16)
  • AE: "Power Spray" Damage 8 (Extras: Area- 60ft. Cone) Linked to Affliction 10 (Strength; Hindered/Prone) (Extras: Area- 60ft. Cone) (Flaws: Limited Degree, Instant Recovery) (21)
  • AE: "Water Pulse" Blast 7 Linked to Affliction 7 (Will; Dazed/Stunned/Paralyzed) (Extras: Ranged) (Flaws: Unreliable) (21)
  • AE: "Haze" Nullify 7 (Status Affects) (Extras: Area- 30ft. Burst, Simultaneous, Broad) (Flaws: Touch Range) (21)
  • AE: "Surf" Damage 7 (Extras: Area- 30ft. Burst) (14)
Vulnerable to (Grass/Electric)

SYLVEON- PL 7 (114)
"Fairy Type" Immunity 10 (Darkness Effects) (Flaws: Limited to Half-Effect) [5]

"Moonblast" Blast 7 Linked to Weaken Special Moves 7 (Extras: Ranged) (28) -- [29]
  • AE: "Fairy Wind" Blast 5 Linked to Healing 6 (Flaws: Limited to Amount of Damage Done) (16)
Vulnerable to (Metal Attacks)

Jab's Notes: The varied "Eeveelutions" are more or less combos of what's come before in terms of Elemental powers, mixed with an Eevee's athletic prowess. They're about PL 7 (better than a Pikachu, since these are meant to be quite rare and vaguely super-predator-ish like a Wolf or Leopard would be), and use a swack of Special Attacks and Immunities. Surprisingly, the Vaporeon is BY FAR the most expensive (costing as much as a beginner PL 10 PC!), thanks to it's high Immunities (is it really immune to ALL Water attacks? Bulbapedia says so), and all the additional statistical requirements for an Aquatic creature (Immunities, Swimming), plus some weird off-hand thing they mentioned where they can merge into Water itself to become invisible- something that doesn't show up in the games AT ALL, but costs 12 points.

Me, I don't think I ever got an Eevee- tough to get in the first game, and I never quite got that far. Plus I could never decide what to evolve it into- Flareon is the cutest one, but there is a HUGE glut of Fire-Types in the latter part of the game (which is handy if you started without Charmander). Vaporeon is also cool, but again, multiple Water types, even early on. Jolteon seems better than Pikachu, but I liked it the least. The later Eeveelutions (a GREAT idea- I wish more Pokémon were like this) were great ideas, but only Leafeon looks particularly cool- the other two are more like Cat-Jackals with their skinny features and didn't look as great.
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Re: Castellia- A Fantasy Setting (Blastoise! Beedrill! Drowzee! Man-Scorpions!)

Post by Jabroniville »

GIANT-KIN:
The precise origins of Giant-Kin are unknown, but they are mostly related, and often look quite similar to each other. They are all bipedal, and uniformly enormous in size, with even the smallest matching the tallest of other races. Racially, many are related directly to each other, and can breed as such, while others are more closely related to other humanoid races. This brings into question whether Giants count as a singular "Race" at all, but most scholars simply ignore it by virtue of easy justification. It appears that Ettins take the most from Greenskins (they can interbreed), Ogres & Hill Giants from Humans, Forest Giants from Elves, and Fire Giants from Dwarves, though any long-since-lost racial history to the forebears (or even who is the forebear to whom) is unknown. In fact, Humans can breed with almost all varieties of Giant.

Jab's Notes: I love Giants- always have. There's nothing quite like the visceral appeal of a GIANT version of a normal thing, and Giants represent the best of that, along with Giant versions of animals in Fantasy Worlds. First time I read a D&D Monster Manual, I was stunned to see like SIX different kinds of Giants, and so I copied them wholesale for the world of Castellia, plus a bunch of other types.

Giant Heights-
Ogres: 7-9 feet/10 feet (650) 5 -1 2
Hill Giants: 9-11 feet/10 feet (1,100) 7 -1 4
Fire Giant: 12-15 feet/16 feet/12 feet (7,000) 10 -1 5
Troll: 7-11 feet/14 feet (1,000) 5 2 6
Forest Giant: 16-20 feet (3,000) 11 1 6
Frost Giant: 13-17 feet/15 feet (2,800) 9 -1 5
Cloud Giant: 18 feet (5,000) 12 1 6 levitate/mist/fog cloud
Stone Giant: 12 feet (1,500) 8 2 4
Storm Giant: 21 feet (12,000) 14 2 6 call/chain lightning/control weather, levitate
Ettin: 13 feet (5,200) 6 -1 2 CR 5 1,040 lbs.
Firbolg: 10 feet (800) 13 1 6 alter self/detect magic/feeblemind/know direction Regeneration
Sun Giant: 16 feet (7,000) 13 2 7 stone shape/wall of stone/spike stones Fire type
Ocean Giant: 16 feet (4,000) 14 2 14 no bludgeoning damage/cold type/land form
Mountain Giant: 40 feet (50,00) 21 0 13


Human: 6 feet, 200 lbs.
Ogre: 8 feet, 711 lbs.
Hill Giant: 1,064 lbs.
Frost Giant: 3,906 lbs.
Forest Giant: 3,413 lbs.
Fire Giant: 3,051 lbs.
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