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Post by Traskus on Mar 5, 2021 20:32:13 GMT -6
Nanohive| STR 4 | DEX 4 | CON 4 | CHA - | FEL - | CMP - | INT - | WIS 2 | WIL 3 | Skills: ballistics 2, brawl 2, perception 2 Speed: 16 Size/Resilience: 8/6 Static/Mental Defense: 12/0 HP/Resolve: 14/3 Level: 2 Armor: none (all 10) Attacks: Pincer (4k2 r; melee, brawling) Abilities: Deploy nanodrones - This creature may spend a half action each turn to summon a size 4, threat rating 2, damage rating 2 minion squad a maximum of once per turn. Invisibility - This creature is invisible, but can be seen with a tn 15 perception test. Anyone who sees this creature doesn't need to make the test again until it is out of eyesight. Traits: machine (10), mindless, quadruped YMIR Mech| STR 5 | DEX 2 | CON 5 | CHA - | FEL - | CMP - | INT - | WIS 2 | WIL 3 |
Skills: ballistics 2, brawl 2
Speed: 7 Size/Resilience: 8/7
Static/Mental Defense: 6/- HP/Resolve: 20/ Level: 3 Armor: none (all 12)
Feats: sound constitution x4, weapon proficiency (all)
Attacks: Slam (5k2 i; melee, brawling) Twin-linked SAW (3k2 i pen 5; heavy, -/10, 120m, rld full, clip 100, twin-linked) Frag missile launcher (4k2 x pen 5; heavy, s/-, 200m, rld full, clip 1)
Abilities: Kinetic barriers - this creature ignores the first attack that would wound it each turn unless it came from an e or magic source. Traits: auto-stabilized, machine (12), mindless, stuff of nightmares
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Post by ScrapyardDragon on Mar 17, 2021 22:17:36 GMT -6
The Walkin' Dread Draugar, Risen, Unlike typical zombies, these rotting raiders are actually worrysome even just on their own. They're no smarter, but they are faster and bulkier, crafted by experts in the dark arts over general practitioners. Do to being almost universally purpose-made they have a rudimentary capacity to use simple weapons, but even with naught but their bare hands they can be dangerous if they get close
|STR 4|DEX 3|CON 3|CHA -|FEL -|CMP -|INT -|WIS 2|WIL 2| Skills: Brawl 3, Weaponry 3, Perception 2, Athletics 1 Speed: 7 Size/Resilience: 4/5 Static Defense: 17 HP: 10 Feats: Weapon Proficiency (basic, Melee 1), Armor Proficiency (light, medium), Frenzy Armor: None Attacks: Claws & Teeth (4k2 R, Melee, Brawling) Traits: Undead, Mindless Gear: Bloody & torn clothing Level: 3
I made this pretty much entirely for use with a 5th level necromancy spell, if you're an SM looking for an undead general-type unit it can work but there are probably better options.
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Post by Traskus on Jul 21, 2021 20:05:21 GMT -6
Revival Slime
| STR 1 | DEX - | CON ∞ | CHA - | FEL - | CMP - | INT - | WIS - | WIL ∞ |
Skills: brawl 1
Speed: 1 Size/Resilience: 1/1
Static/Mental Defense: 0/0 HP/Resolve: ∞/∞ Level: 1 Armor: none
Attacks: digestion (1k0 e; melee, brawling)
Traits: mindless, stuff of nightmares
I couldn't find/remember the original slime on zetaboards this is drawn from. But the idea is simple: you can't fight or reason with it. Just gotta pick it up and put it somewhere else! That'll throw the players for a loop!
Giant Creature
A general template for a megafauna. Or even a megaflora I'm not a cop. Whether a radioactive lizard, a rather large dinosaur, or an 80-foot tarantula, these creatures are massive and tend to have massive appetites to match.
No crazy frills. No trying to recreate this or that. Just a big ol' beastie.
| STR 7 | DEX 3 | CON 6 | CHA 1 | FEL 1 | CMP 1 | INT 1 | WIS 3 | WIL 3 |
Skills: acrobatics 2, athletics 3, brawl 3, perception 3, stealth 2
Speed: 10 [5] (20) Size/Resilience: 20/13
Static/Mental Defense: 8/10 HP/Resolve: 20/4 Level: 3 Armor: thick hide (5 all)
Attacks: Slam (10k4 i; melee, brawling, reach) Bite/claw (9k3 r; melee, brawling, reach, tearing)
Feats: power attack, powerful charge, sound constitution x2, step aside, swift attack
Abilities: colossal - this creature only takes a penalty to static defense equal to its size, instead of twice its size.
Traits: crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis), fear 2
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Post by masmanus on Oct 14, 2021 14:32:20 GMT -6
Here's a few elf-flavored minions: BriarheartBriarhearts are the creation and most closely guarded secret of a secretive clan of elven druids – a method of attaining immortality without resorting to blasphemous methods like Lichdom. Despite this conceptual distinction, the Briarheart is something very like a Lich, being a formerly mortal spellcatser sustained by magical means. Briarhearts can usually be found leading bands of technologically regressed elves on forest-worlds throughout the Wheel. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 2 | 3 | 3 | 2 | 2 | 4 | 2 | 5 | 4 |
Skills: Animal Ken 4, Brawl 4, Charm 1, Common Lore 4, Crafts 4, Forbidden Lore 4, Medicae 4, Perception 1, Scrutiny 4, Weaponry 2. Speed: 5 Size/Resilience: 3/5 Static/Mental Defense: 12/25 HP/Resolve: 14/8 Feats: Armor Proficiency (Light), Druid’s Oath, Nature Sense, Weapon Proficiency (Basic) Armor: Arms, Body, and Legs 3 (Heavy Leathers), Gizzards 5 (Briar Heart) Attacks: Bone Axe (5k2 R) Abilities: - Briar Heart - The Briarheart is sustained by the eponymous magical artifact they have in place of a heart, making them partially undead. They don’t need to sleep, cannot suffer bloodloss, and don’t suffer the effects of critical damage to the gizzards unless it would destroy them outright. The Briar Heart also grants armor 5 to the gizzards.
- Elven Accuracy - As the Elf racial power.
Traits: Caster (Transmutation 4, Healing 3, Divination 2), Resource Stat (Pyros, 6) Gear: Bone Axe (Hand Weapon), Heavy Leathers, Briar Heart Level: 4 Leshin
Created in dark rituals by Briarharts or other sufficiently dark druid cults, Leshins serve to take violent retribution against those who have wronged the natural world. The ritual that creates a lesson requires the sacrifice of one who has defiled the land, and the bones of this sacrifice serve as the structure to which the wood, vines, earth, and fungi which compose the rest of the Leshin’s intimidating frames are bound. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 5 | 2 | 5 | 1 | 1 | 1 | 1 | 2 | 1 |
Skills: Animal Ken 3, Brawling 3, Perception 3, Stealth 2 Speed: 7 Size/Resilience: 5/5 Static/Mental Defense: 12/10 HP/Resolve: 12/3 Feats: Expert Tracker, Nature Sense, Power Attack Armor: Armor 5 All Locations (natural armor) Attacks: Claws (7k2 R), Vines (6k1 I, Entangling) Abilities: - Nature's Wrath - The Leshin conjures demonic crows, roots, and other destructive phenomina guised in natural form to attack its enemies. It makes a ranged attack using Animal Ken instead of Brawling (6k3 to hit) with the following properties: Damage 3k2 R, Pen 4, Range 10m, Flame, Toxic. This attack can be used twice per scene.
Traits: Armored (5), Fear (2), Stuff of Nightmares Gear: n/a Level: 3 Elfhound
A breed of hound bred by the Eldarin long before that species fractured in the wake of the Abyss. Also called Blink Dogs, Elfhounds proved ill-suited to life aboard the craftworlds and so can now be found amongst the terrestrial Elves of the wheel. Elfhounds make excellent trackers, and when properly combat trained can serve as a capable ally in a fight, thanks in no small part to their natural teleportation ability. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 2 | 5 | 2 | 4 | 4 | 2 | 1 | 3 | 1 |
Skills: Acrobatics 2, Brawling 2, Charm 3, Perception 3, Stealth 2 Speed: 14 Size/Resilience: 2/3 Static/Mental Defense: 30/15 HP/Resolve: 6/3 Feats: Danger Sense, Expert Tracker, Mobbing Up Armor: none Attacks: Bite (5k2 R) Abilities: - Warp Step - As the Eldarin racial ability
- Really Expert Tracker - Elfhounds have the specialty “Tracking by Scent” for their Perception skill.
Traits: Quadruped Gear: n/a Level: 2
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Post by masmanus on Oct 30, 2021 9:13:18 GMT -6
Forged DemonDaemons of Moradin aren’t formed from the roiling psychomorphic potential of the Immaterium as other Daemons are. No, Moradin will only accept bespoke craftsmanship in his daemons, and therefore forges them himself. Forged demons are elegant yet terrifying beasts sculpted from only the rarest artifact-quality metals. Much like Moradin himself, they are stoic, determined, and tenacious combatants. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 4 | 2 | 5 | 2 | 3 | 3 | 2 | 1 | 3 |
Skills: Athletics 4, Intimidation 3, Perception 3, Weaponry 4 Speed: 6 Size/Resilience: 6/6 Static/Mental Defense: 7/20 HP/Resolve: 21/6 Feats: Power Attack Armor: 13 all (Armor-Plated + Daemonic) Attacks: Daemonic Catch-Pole (6k2 R, Reach), Lightning Blast (3k3 E, 90m range, Shocking) Abilities: - Artifact Composition: Forged Demons are built of one of the following artifact materials, and gain the associated benefits
- - Orichalcum: +1k0 to hit with melee attacks, +3 damage with all attacks, increase Armor Plated trait by 2
- - Mithril: +2 Dexterity and Speed, +6 Static Defense
- - Darksteel: Daemonic catch-pole gains Pen 8, halve Pen value of enemy weapons when determining damage taken.
Traits: Armor Plated 8, Dark Sight, Daemonic, Fear (2), Resource Stat (Essence, 6), Stuff of Nightmares Gear: Demonic Catch-Pole (treat as good-quality spear), literally composed of artifact-quality metals. Level: 4
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Post by Traskus on Oct 30, 2021 13:33:55 GMT -6
What hath you wrought?
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Post by ScrapyardDragon on Nov 2, 2021 20:42:11 GMT -6
A monstrosity of my own making to make clear to my players that vehicles would not save them, stats uploaded here for anyone interested.
Super Servitor | STR 6 | DEX 5 | CON 7 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 1 | WIL 2 | Skills: Brawl 4, Crafts 1, Tech Use 1, Ballistics 4 Speed: 11 Size/Resilience: 7/7 Static Defense: 14 Mental Defense: 20 HP/Resolve: 18/5 Feats: weapon proficiency (Basic), Fearless, Two Weapon Fighting, Ambidexterous Armor: Machine Toughness (12, All) Attacks: Claw x2 (7k3 R; 4 pen, razor sharp), MP lascannon (5k5 E, 10 pen, 300m, 5 clip, 2full, recharge) Traits: Machine (12), auto stabilized Gear: - Level: 4
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Post by Traskus on Dec 21, 2021 11:30:47 GMT -6
Golems. Not the regis like the other thread. Just regular golems. Earthen GolemBaby's first golem. Its materials are easily accessible and earth is easier to shape than metal or liquid. | STR 5 (6) | DEX 2 | CON 4 (5) | CHA - | FEL - | CMP 2 | INT 1 | WIS 2 | WIL 2 |
Skills: acrobatics 1, athletics 2, brawl 2
Speed: 5 (6) Size/Resilience: 6/7 Static/Mental Defense: 10/- HP/Resolve: 15 (17)/- Level: 3 Armor: none (all 6)
Attacks: slam (6k2 i; melee, brawling, proven 3)
Feats: magic resistance, sturdy, fearless, frenzy, ki strike, sound constitution x3, swift attack, wall of steel, weapon proficiency (basic)
Abilities: living construct - as the promethean power
Caryatid's blessing - nonmagical r damage dealt to this creature cannot deal critical damage or more than 1 wound at a time. Strength alone - this creature's speed does not factor in its dexterity.
Traits: dark sight, machine (6), mindless, stuff of nightmares Metal GolemA more advanced golem. Harder, better, faster, stronger. The enchantment process homogenizes the qualities of the metal, so it can be made of any metal its maker wishes. | STR 6 | DEX 2 | CON 5 | CHA - | FEL - | CMP 2 | INT - | WIS 2 | WIL 2 | Skills: acrobatics 1, athletics 2, brawl 3, perception 1 Speed: 6 Size/Resilience: 7/7 Static/Mental Defense: 8/- HP/Resolve: 20/- Level: 4 Armor: none (all 7) Attacks: slam (7k2 pen 3 i; melee, brawling, proven 3) Feats: magic resistance, sturdy, ki strike, nerves of steel, sound constitution x4, swift attack, wall of steel, weapon proficiency (basic) Abilities: living construct - as the promethean power Caryatid's blessing - nonmagical i and r damage dealt to this creature cannot deal critical damage or more than 1 wound at a time. Concussive - creatures damaged by this creature's slam attack must pass a tn 15 constitution test or lose a half action on their next turn. Strength alone - this creature's speed does not factor in its dexterity. Traits: dark sight, machine (7), mindless, stuff of nightmares Artifact GolemExperienced artificers and mages make golems from artifact materials. The truth is they want to make prometheans but you could make an aasimar legion's worth of these golems for less than a pyros reactor. | STR 7 | DEX 2 | CON 5 | CHA - | FEL - | CMP 2 | INT - | WIS 2 | WIL 2 | Skills: acrobatics 1, athletics 3, brawl 3, perception 2, weaponry 3 Speed: 9 Size/Resilience: 7/8 Static/Mental Defense: 10/- HP/Resolve: 19/- Level: 5 Armor: none (all 8) Attacks: slam (8k2 pen 4 i; melee, brawling, proven 3) Daiklave (10k3 pen 4 r; melee) Poison breath (3k2 pen 6 e; s/-, 20m, flame) - instead of risking the targets catch fire, it has the toxic property. Feats: magic resistance, sturdy, arcane blade, ki strike, nerves of steel, sound constitution x5, step aside, swift attack, wall of steel, weapon proficiency (basic) Abilities: living construct, recharge - as the promethean power Caryatid's apotheosis - nonmagical damage dealt to this creature cannot deal critical damage or more than 1 wound at a time. Artifact composition - An artifact golem is made of an artifact material of some sort. I provide blatantly stolen examples here, but any artifact can be applied. Just give the golem the melee weapon and armor benefits of the material, finagling things as necessary to factor things like max dex. - Orichalcum: +1k0 to hit with melee attacks, +3 damage with all attacks, increase Armor Plated trait by 2 - Mithril: +2 Dexterity; recalculate stats accordingly - Darksteel: Daiklave gains Pen 8, halve Pen value of enemy weapons when determining damage taken. Traits: dark sight, machine (8), mindless, stuff of nightmares Artifact ColossusSome people make an army to defend themselves against monsters. Some make monsters of their own. It takes either an incredibly powerful mage or more likely a team of sparks working in tandem to make an artifact colossus. A small army of them is still cheaper than a pyros reactor. | STR 9 | DEX 2 | CON 8 | CHA - | FEL - | CMP 2 | INT - | WIS 2 | WIL 2 | Skills: acrobatics 2, athletics 3, ballistics 2, brawl 3, perception 2, weaponry 3 Speed: 11 Size/Resilience: 15/12 Static/Mental Defense: 10/- HP/Resolve: 25/- Level: 5 Armor: none (all 8) Attacks: claw (9k2+10 pen 4 r; melee, brawling, proven 3) Incinerating beam (5k5+10 pen 5 e; ranged touch, s/-, 50m, blast 2) Feats: magic resistance, sturdy, arcane blade, ki strike, lightning attack, nerves of steel, sound constitution x5, swift attack, wall of steel x2, weapon proficiency (basic) No one tougher - as the squat racial feat Abilities: living construct, recharge - as the promethean power Artifact composition - An artifact golem is made of an artifact material of some sort. I provide blatantly stolen examples here, but any artifact can be applied. Just give the golem the melee weapon and armor benefits of the material, finagling things as necessary to factor things like max dex. - Orichalcum: +1k0 to hit with melee attacks, +3 damage with all attacks, increase Armor Plated trait by 2 - Mithril: +2 Dexterity and +2k0 to hit with Lightning Blast. Recalculate stats appropriately - Darksteel: claw gains Pen 8, halve Pen value of enemy weapons when determining damage taken Caryatid's apotheosis - nonmagical i or r damage dealt to this creature cannot deal critical damage or more than 1 wound at a time. Traits: dark sight, fear 1, machine (8), mindless, stuff of nightmares
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Post by masmanus on Dec 30, 2021 22:24:15 GMT -6
Feral VampireFeral vampires are the blood-starved remnants of vampires deprived of blood and unable to hibernate. Their minds damaged from their constant hunger, they are little more than beasts. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 4 | 3 | 2 | 1 | 1 | 1 | 3 | 2 |
Skills: Athletics 2, Brawling 2, Perception 2, Sneak 2 Speed: 7 Size/Resilience: 4/3 Static/Mental Defense: 23/10 HP/Resolve: 10/3 Feats: Fearless, Frenzy, Heightened Senses (Smell), Light Sleeper, Mobbing Up Armor: Arms, Body, and Legs 3 (Heavy Leathers), Gizzards 5 (Briar Heart) Attacks: Bite (4k1 R, Brawling) Abilities: - Auspex – as the Vampire power
- Sunlight Weakness – as the Vampire power
- Blood Dependency – as the Vampire power
Traits: Resource Stat (Vitae 5), Undead Gear: Tattered rags (poor-quality clothes) Level: 2
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Post by Traskus on Apr 16, 2022 17:50:07 GMT -6
This is a series of simple, generic, mostly low/middle-level npcs an sm might want to use and have for easy reference. Apprentice MageAn apprentice mage typically goes to a school of high sorcery, though a privileged few will have direct tutelage under an accomplished wizard. They tend to be taught important things like potion making and utility spells first, but let's be honest we would ignore that and learn things to blast and prank people.
| STR 2 | DEX 2 | CON 2 | CHA 2 | FEL 2 | CMP 2 | INT 3 | WIS 2 | WIL 2 |
Skills: academic lore 2, arcana 2, weaponry 1
Speed: 4 Size/Resilience: 4/4 Static/Mental Defense: 14/15 HP/Resolve: 8/4 Level: 1
Attacks: knife (3k2 r; melee, throwing (6m))
Feats: tested Traits: caster (evocation 1, illusion 1) Gear: clothes, knife, a few pinches of rouge ChampionChampions are mighty warriors who seek glory in combat. They could serve on the field, in courts of combat, or just wandering place to place slaying monsters. Some get lucky and become mortal heroes or even exalted. Others, well, others die horribly.
| STR 5 | DEX 3 | CON 3 | CHA 3 | FEL 2 | CMP 2 | INT 2 | WIS 3 | WIL 3 |
Skills: acrobatics 1, arcana 2, athletics 2, ballistics 3, brawl 3, command 3, politics 2, scrutiny 2, weaponry 4
Speed: 8 Size/Resilience: 4/5 Static/Mental Defense: 20/15 HP/Resolve: 20/5 Level: 4 Armor: plate (8 all)
Attacks: greatsword (8k3 pen 4 r; melee, two handed, unbalanced) Autogun (90m; S/10; 2k2 I Pen 0; Clip 30; Reload Full)
Feats: armor proficiency (all), weapon proficiency (all), sound constitution x8, combat master, power attack, swift attack, wall of steel Abilities: Indomitable - the champion can reroll its first failed roll to resist enemy effects each round. Second Wind - once per combat, the champion can regain 5 hp as a free action. Gear: tunic, boots, plate armor, greatsword, autogun, 3 autogun clips, field rations EngineerAn engineer solves problems. Not problems like "how much longer is Traskus going to drag out this bit", because I'm almost done with it. They solve problems like fixing your ride or disarming mines.
| STR 2 | DEX 1 | CON 3 | CHA 2 | FEL 1 | CMP 3 | INT 3 | WIS 4 | WIL 2 |
Skills: academic lore 3, ballistics 1, crafts 3, larceny 1, scrutiny 2, tech-use 3, weaponry 1
Speed: 3 Size/Resilience: 4/5 Static/Mental Defense: 17/20 HP/Resolve: 15/6 Level: 2
Attacks: club (3k2 i; melee)
Feats: weapon proficiency (basic) Gear: work clothes, matches, wrench, swiss army knife, bag of fiddly bits, smartphone, duct tape, wd-40,000 HealerHealers can do more than heal and protect. They're good at it, but they're also good at animal husbandry if you bothered to pay attention to someone else's interests for a change. Also they move slow, so you'd better slow your hustle if you want heals.
| STR 1 | DEX 2 | CON 3 | CHA 2 | FEL 2 | CMP 3 | INT 4 | WIS 3 | WIL 3 |
Skills: academic lore 3, animal ken 3, arcana 4, forbidden lore 3, medicae 3, persuasion 2, politics 2, scrutiny 2, weaponry 2
Speed: 3 Size/Resilience: 4/5 Static/Mental Defense: 17/20 HP/Resolve: 15/6 Level: 3
Attacks: hammer (4k2 i; melee)
Feats: sound constitution x3, spell might, spell focus (healing), tested, weapon proficiency (basic) Traits: caster (healing 3, transmutation 2), resource stat (favor: 11) Gear: garments, holy water, symbol of (deity), candle, matches Logistics MageLogistics mages are hired to make logistics easier and serve as a second opinion when planning things. Comes in handy during a war, but businesses like it too.
| STR 1 | DEX 3 | CON 2 | CHA 2 | FEL 2 | CMP 2 | INT 4 | WIS 3 | WIL 3 |
Skills: arcana 4, ballistics 1, persuasion 2, politics 2, scrutiny 2
Speed: 4 Size/Resilience: 4/5 Static/Mental Defense: 20/15 HP/Resolve: 10/5 Level: 4
Attacks: autopistol (30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full)
Feats: spell focus (conjuration), tested, weapon proficiency (basic) Traits: caster (conjuration 4, divination 3) Gear: clothes, set of adenturer's dice, candle, matches SpySpies are the ultimate warrior. They can end wars before they begin without anyone knowing the wiser. Wait, snipers. I meant snipers.
| STR 2 | DEX 4 | CON 3 | CHA 3 | FEL 4 | CMP 3 | INT 2 | WIS 2 | WIL 3 |
Skills: academic lore 2, charm 3, deceive 4, forbidden lore 3, larceny 3, persuasion 3, politics 3, scrutiny 3, stealth 1, tech-use 1, weaponry 2
Speed: 6 Size/Resilience: 4/4 Static/Mental Defense: 20/20 HP/Resolve: 12/6 Level: 2
Attacks: autopistol (30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full) knife (3k2 r; melee, throwing (6m))
Feats: blind fighting, weapon proficiency (basic) Gear: suicide pill, autopistol, knife, suit, disguise kit, makeup kit, multikey, signal scrambler, microbead, smartphone Stage MageA stage mage is what you think of when you think "magician". Except the part where they can actually do magic. Their true power lies in the maxim "anything you think is real, is real".
| STR 1 | DEX 3 | CON 2 | CHA 3 | FEL 3 | CMP 3 | INT 3 | WIS 2 | WIL 2 |
Skills: arcana 3, deceive 3, larceny 3, performer 4, persuasion 1, scrutiny 2
Speed: 4 Size/Resilience: 4/4 Static/Mental Defense: 17/20 HP/Resolve: 8/5 Level: 3
Attacks: autopistol (30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full)
Feats: spell focus (illusion), spell might, tested Traits: caster (conjuration 1, enchantment 2, illusion 3) Gear: clothes, set of adenturer's dice, candle, matches, deck of cards, flowers, top hat, stage performance outfit, hypno-wheel, pocketwatch WarcasterWarcasters are highly valuable individuals, with incredible martial and magical prowess. They act as lieutenants in armies, sometimes commanding servitor units. They prefer to shut down other magic talents before going on the offensive.
| STR 4 | DEX 2 | CON 3 | CHA 3 | FEL 3 | CMP 3 | INT 2 | WIS 4 | WIL 4 |
Skills: arcana 5, ballistics 3, command 4, crafts 3, tech-use 4, weaponry 3
Speed: 6 Size/Resilience: 4/5 Static/Mental Defense: 20/20 HP/Resolve: 14/7 Level: 4 Armor: plate (8 all)
Attacks: Hand Flamer (3k2 E pen 4; S/-, 10m, clip 3, 2Full, flame) Feats: armor proficiency (all), spell focus (illusion), spell might, tested, weapon proficiency (basic, melee 1, ranged 2) Traits: caster (abjuration 4, evocation 3, transmutation 4) Gear: field dress, plate armor, hand flamer
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Post by GuardianTempest on Apr 16, 2022 22:36:11 GMT -6
SWAT TeamWhen regular law enforcement fails, these guys step in. They specialize in high-intensity urban confrontations and their sudden shock tactics can catch Exalts off-guard...if they're unused to physical combat. A werewolf wouldn't mind as much. Just note that they're a life- saving organization, not a life- taking one; but they could take a life to save several others. Point ManSTR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 3 | 3 | 2 | 2 | 3 | 2 | 3 | 3 |
Skills: Acrobatics 1, Athletics 3, Ballistics 3, Common Lore 1, Perception 2, Scrutiny 2, Weaponry 3 Level: 3 Hit Points: 8 Static Def: 20 Mental Def: 20 Speed: 6 Size: 4 Resilience: 6 Initiative: +6 Feats:Core Guardian Jaded
Sound Constitution (2) Armor Proficiency (Medium, Heavy) Weapon Proficiency (Ordinary, Shield) Armor: Flak Helmet, Flak Vest (5 AP; Head, Body) Attacks:Autopistol: 30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full Baton: 5k2 I Abilities:Shield Wall: Can receive attacks meant for an adjacent character or object even if they can't be parried. Gear: Uniform, Flak Vest, Flak Helmet, Autopistol, 2 Reloads for the Autopistol, Shield, Baton, Micro-Bead, Torch (mounted on Autopistol) SniperSTR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 3 | 3 | 2 | 2 | 3 | 2 | 3 | 3 |
Skills: Acrobatics 1, Athletics 1, Ballistics 3, Common Lore 1, Perception 3, Scrutiny 2, Stealth 2 Level: 3 Hit Points: 6 Static Def: 20 Mental Def: 20 Speed: 6 Size: 4 Resilience: 6 Initiative: +6 Feats:Core Crack Shot Far Shot Jaded Sneak Attack
Armor Proficiency (Medium) Weapon Proficiency (Basic) Armor: Flak Helmet, Flak Vest (5 AP; Head, Body) Attacks:Hunting Rifle: 150m; S/-6; 2k2+2 I; Pen 0; Clip 5; Reload Full; Accurate Abilities:Anticipation: The Aim action adds a free raise to the attack roll for each consecutive round spent aiming without moving or shooting. Gear: Uniform, Flak Vest, Flak Helmet, Hunting Rifle, 2 reloads for Hunting Rifle, Micro-Bead RiflemanSTR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 3 | 3 | 3 | 2 | 2 | 3 | 2 | 3 | 3 |
Skills: Acrobatics 1, Athletics 3, Ballistics 3, Common Lore 1, Perception 2, Scrutiny 2 Level: 3 Hit Points: 7 Static Def: 20 Mental Def: 20 Speed: 6 Size: 4 Resilience: 6 Initiative: +6 Feats:Core Hip Shooting Jaded Steel Rain
Sound Constitution (1) Armor Proficiency (Medium, Heavy) Weapon Proficiency (Basic, Thrown) Armor: Flak Helmet, Flak Vest (5 AP; Head, Body) Attacks:Autogun: 90m; S/10; 2k2 I; Pen 0; Clip 30; Reload Full Autopistol: 30m; S/6; 2k2 I; Pen 0; Clip 12; Reload Full Photon Flash Grenade: 6m; S/-; Pen 0 Abilities:Warning Shot: When dealing critical damage with a ranged attack, they may deal an equal amount of Fatigue instead. Gear: Uniform, Flak Vest, Flak Helmet, Autogun, 2 reloads for Autogun, Autopistol, 2 reloads for Autopistol, Photon Flash Grenade, Micro-Bead, Zip Ties
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Post by masmanus on Jun 21, 2022 8:31:12 GMT -6
DarkbeastOne of the most ignoble ends a Werewolf can meet is that of starvation. A werewolf is a communal hunter, and starving to death represents both a failure of the hunt, and a failure of community, as only the most reprehensible – or truly solitary – werewolves would be left to starve by their tribe. Such a death is an affront to Luna, and such werewolves who succumbed to starvation are shunned in death as well, their souls trapped in their desiccated bodies and lingering as Darkbeasts. Darkbeasts are beings of pain and loss, and they exist only to inflict this pain upon others. They resemble the Warforms of their past lives, rendered nothing but hair and bone by their ignoble demise, and crackling with hate-filled energy. In absence of stimuli they lie as corpses, but under Luna’s light and in the presence of potential victims, they animate and rampage, howling at the goddess that has shunned them. STR | DEX | CON | CHA | FEL | CMP | INT | WIS | WIL | 7 | 3 | 7 | 1 | 1 | 1 | 1 | 2 | 4 |
Skills: Brawl 4, Perception 3, Intimidate 4 Speed: 6 Size/Resilience: 6/6 Static/Mental Defense: 13/10 HP/Resolve: 24/5 Feats: Sound Constitution x2, Power Attack, Furious Assault Armor: 8 all (Lycan Resilience) Attacks: 2 Claws (8k1 R), Bite (9k2 R) Abilities: - Baleful Lightning: A Darkbeast may optionally have its natural weapons deal E type damage and gain the Shocking property.
- Energetic Flesh: A Darkbeast’s talks only half damage from E-type attacks, and those attacks do not bypass its Lycan Resilience (only X-type damage or silver weapons will put one down for good)
- Lycan Resilience: As the Werewolf power
- Silver Bane: As the Werewolf power
Traits: Resource Stat (Rage, 10), Undead, Dark Sight, Quadrupedal Gear: none Level: 4
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Post by Traskus on Jul 24, 2022 10:46:27 GMT -6
BuletteBulettes (also called land sharks) are believed to come from another world and brought via spelljammer. They will eat anything and everything that isn't actively hazardous to them, even past satiety. They burrow through the ground and when near the surface, this creature is still visible thanks to its telltale shark fin. | STR 4 | DEX 2 | CON 5 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 | Skills: brawl 2, perception 3 Speed: 6 (6) Size/Resilience: 8/7 Static/Mental Defense: 6/15 HP/Resolve: 14/4 Level: 3 Armor: natural armor (5 all) Attacks: bite (5k2 r; melee, brawling, reach) Feats: heightened senses (smell, hearing), sneak attack Abilities: burrower - This creature can burrow under the ground through dirt, sand, and similarly loose material at its normal speed. Deadly leap - This creature may jump and/or leap as part of a charge action, even out of the ground or water. Standing leap - This creature can leap 10m and jump 5m, even from a standing start. Traits: dark sight TerlenTerlens resemble sharks but they may have evolved from snakes, though the more likely scenario is they formed in the Abyss as they are now. They live in oceans and use their flight to attack low-flying birds and escape danger. | STR 3 | DEX 2 | CON 2 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 2 | Skills: acrobatics 1, brawl 1, perception 1 Speed: 5 (10) Size/Resilience: 5/4 Static/Mental Defense: 12/15 HP/Resolve: 8/4 Level: 1 Attacks: bite (4k2 r; melee, brawling) Abilities: aquatic - this creature breathes in water and suffocates in air. Traits: amphibious, dark sight, flyer
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Post by Traskus on Mar 31, 2023 17:48:37 GMT -6
The large beasts of the Wheel are endless in variety and more importantly, size. These stablocks cover the general size categories a creature could be in. Do feel free to apply any npc trait or creature generator trait to them for some flavor. The smaller half. A couple of huge creatures about to rumble. Large CreatureWhether a kython queen or a buffalo, a large creature can throw a man like a ragdoll and shouldn't be underestimated. | STR 6 | DEX 4 | CON 4 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 1, athletics 3, brawl 3, perception 3, stealth 2 Speed: 10 [5] (20) Size/Resilience: 7/6 Static/Mental Defense: 17/15 HP/Resolve: 14/5 Level: 2 Armor: thick hide/exoskeleton (4 all) Attacks: Slam (6k3 i; melee, brawling) Natural weapon (8k3 i or r; melee, brawling, tearing) Feats: devastating critical, powerful charge Traits: armor plating (4), crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis) or not if you want Huge CreatureHuge creatures often run the size of houses and can stare down most mecha, such as a great knarloc. A t-rex is closer to size 14 but the rest of it's here. | STR 7 | DEX 3 | CON 5 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 1, athletics 3, brawl 3, perception 3, stealth 2 Speed: 10 [5] (20) Size/Resilience: 12/9 Static/Mental Defense: 8/15 HP/Resolve: 16/5 Level: 2 Armor: thick hide/exoskeleton (5 all) Attacks: Slam (7k2 i; melee, brawling; blast (1)) Natural weapon (9k3 i or r; melee, brawling, reach, tearing) Feats: devastating critical, jaded, powerful charge, step aside, swift attack Tougher stuff - This creature is immune to damage from its slam attack. Traits: armor plating (5), crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis) or not if you want Gargantuan CreatureGargantuan creatures are truly massive. Sperm whales, rocs, and even the great mythosaurs and kython hierophants. Creatures this size and splendor are often worshiped by primitive cultures. | STR 8 | DEX 3 | CON 6 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 1, athletics 3, brawl 4, perception 3 Speed: 11 [5] (22) Size/Resilience: 15/10 Static/Mental Defense: 7/20 HP/Resolve: 18/6 Level: 2 Armor: thick hide/exoskeleton (6 all) Attacks: Slam (8k2 i; melee, brawling; blast (2)) Natural weapon (10k3 i or r; melee, brawling, reach, tearing) Feats: devastating critical, headstrong, jaded, power attack, powerful charge, step aside, swift attack; no one tougher Abilities: big and beefy - If this creature were to take critical damage or die while it still has hp, it instead loses 1 hp. Tougher stuff - This creature is immune to damage from its slam attack. Traits: armor plating (6), crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis) or not if you want The larger half. While unable to maintain this size for long, the mighty metal kaiju is a truly titanic creature. Colossal CreatureThe biggest a creature can be before it simply must be innately magical, and most of them are anyway. These creatures on par with the tarrasque in size, and blue whales are the measuring stick for the word "colossal". They are often mistaken for the scenery around them, and thus are decent at hiding. The most famous creature of this size is the great Catachan devil. | STR 9 | DEX 3 | CON 7 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 1, athletics 3, brawl 4, perception 3, stealth 3 Speed: 12 [6] (24) Size/Resilience: 20/13 Static/Mental Defense: 0/20 HP/Resolve: 20/6 Level: 3 Armor: thick hide/exoskeleton (7 all) Attacks: Slam (10k3 i; melee, brawling; blast (3)) Natural weapon (11k3 i or r; melee, brawling, reach, tearing, blast (1)) Feats: devastating critical, headstrong, jaded, power attack, powerful charge, step aside, swift attack, true grit; no one tougher, sturdy Abilities: big and beefy - If this creature were to take critical damage or die while it still has hp, it instead loses 1 hp. Tougher stuff - This creature is immune to damage from its slam attack. Traits: armor plating (7), crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis) or not if you want Titanic CreatureA veritable kaiju, the titanic creature weight class includes the krayt pseudodragon and other creatures that can stare down all but the largest Imperial warstriders. | STR 10 | DEX 2 | CON 8 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 1, athletics 3, brawl 4, perception 3, stealth 3 Speed: 12 [6] (24) Size/Resilience: 22/14 Static/Mental Defense: 0/20 HP/Resolve: 20/6 Level: 3 Armor: thick hide/exoskeleton (8 all) Attacks: Slam (10k4 i; melee, brawling; blast (4)) Natural weapon (10k4 i or r; melee, brawling, reach, tearing, blast (2)) Feats: devastating critical, headstrong, jaded, power attack, powerful charge, step aside, swift attack, true grit; no one tougher, sturdy Abilities: big and beefy - If this creature were to take critical damage or die while it still has hp, it instead loses 1 hp. Tougher stuff - This creature is immune to damage from its slam attack. Traits: armor plating (8), crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis) or not if you want Macro-Fine CreatureThe biggest of the big, how much bigger can you get? Anything bigger is the size of a spelljammer. | STR 10 | DEX 2 | CON 9 | CHA 1 | FEL 1 | CMP 3 | INT 1 | WIS 3 | WIL 3 | Skills: acrobatics 1, athletics 3, brawl 3, perception 3, stealth 3 Speed: 12 [6] (24) Size/Resilience: 30/20 Static/Mental Defense: 0/20 HP/Resolve: 25/6 Level: 3 Armor: thick hide/exoskeleton (9 all) Attacks: Slam (10k3 i; melee, brawling; blast (5)) Natural weapon (10k4 i or r; melee, brawling, reach, tearing, blast (2)) Feats: devastating critical, headstrong, jaded, power attack, powerful charge, sound constitution, step aside, swift attack, true grit; no one tougher, sturdy Abilities: big and beefy - If this creature were to take critical damage or die while it still has hp, it instead loses 1 hp. Tougher stuff - This creature is immune to damage from its slam attack. Traits: armor plating (9), crawler [brackets] OR amphibious OR flyer OR quadruped (in parenthesis) or not if you want
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Post by Traskus on Apr 23, 2023 21:23:28 GMT -6
Battle automata are a catch-all term for machines intended for military use. They have limited intelligence but their programming gives them enough autonomy that when you give an order they'll follow it, solving simple problems if they need to. Militaries throughout the wheel also use them for training exercises and simulations. They're very common in Syrne ruins and space hulks. Battle automata are special in that they have a swarm intelligence and hive mind simultaneously. When there are only a few in one place at a time, they have a swarm intelligence built on trial, error, and communications thereof. As more battle automata enter the area, their computing power coalesces into super intelligence. Tech-GuardTech-guard are the basic unit of battle automata forces. They are cheap and disposable. They aren't considered to be good, just good enough to get the job done if you throw enough of them at it. They don't even have rudimentary intelligence, rather being given orders by a command hub somewhere relatively nearby (even if that's in orbit over the planet they're on). Threat rating 1, damage rating 2 e (lasguns), machine Thallax AutomataAn upgrade over the tech-guard, thallax automata are designed to actually accomplish things without being mowed down by pea shooters. True thallax are prometheans, not automata; but their image and effectiveness inspired forgeworlds to make their own truly mechanical, non-exalt versions. | STR 3 | DEX 2 | CON 3 | CHA 1 | FEL 1 | CMP 2 | INT 1 | WIS 2 | WIL 3 | Skills: ballistics 2, brawl 1 Speed: 5 Size/Resilience: 4/4 Static/Mental Defense: 14/15 HP/Resolve: 6/5 Level: 1 Armor: armor plating (6 all) Feats: weapon proficiency (all) Attacks: wrist rockets (4k2 x; s/-, 60m, clip 6, rld 2 full, blast (4)) Lasgun (3k2 e; s/3, 60m, clip 60, rld full; reliable) Gear: lasgun, grenade launcher, six frag grenades Traits: auto-stabilized, machine (6) Security DroneAny civilization that can reach the Wheelwide scene can make security drones. They're designed to protect high value individuals, and some can even fight back a little. | STR 3 | DEX 3 | CON 3 | CHA - | FEL - | CMP 3 | INT - | WIS 2 | WIL 2 | Skills: acrobatics 1, ballistics 1, weaponry 1 Speed: 8 (16) Size/Resilience: 3/3 Static/Mental Defense: 19/20 HP/Resolve: 5/5 Level: 1 Armor: armor plating (2 all) Feats: defensive mobility, fast, fearless, guardian, hard target, hip shooting, weapon proficiency (all) Attacks: security beam (2k2 e; s/3, 30m, clip 30, rld full; beam, reliable, storm) Abilities: savior protocols- this may use the guardian feat against ranged attacks. This doesn't mean it can parry them. Shield generator- security drones must take 15 damage before it can start losing hp. It increases the damage necessary by five per round, to a maximum of 15. Traits: auto-stabilized, flyer, machine (2), mindless Gear: security beam Spindle DroneSpindle drones are a simple but technically heavy duty automata. What it lacks in structural integrity it makes up for in a shield generator. Their strategy is to roll into place and fire at their target until it stops moving. | STR 4 | DEX 3 | CON 4 | CHA 1 | FEL 1 | CMP 5 | INT 1 | WIS 2 | WIL 2 | Skills: acrobatics 2, ballistics 2 Speed: 7 (14) Size/Resilience: 5/5 Static/Mental Defense: 15/30 HP/Resolve: 6/7 Level: 2 Armor: armor plating (4 all) Feats: fearless, weapon proficiency (all) Attacks: drone pulse (3k2 e pen 0; s/3, 75m, clip 60, reload full, pistol) Abilities: Roly Poly- The spindle drone cannot use its acrobatics skill unless it is using this power, and cannot use its drone pulse or shield generator while it is using this power. It may spend a half action to double its speed until it spends another half action to deactivate this ability. Shield Generator- spindle drones must take 15 damage before it can start losing hp. Any remaining damage from an attack that depletes its active shield is lost. It increases the damage necessary by five per round, to a maximum of 15. This ability is inactive while the spindle drone is using its roly poly power. Threat Level Rising- the drone pulse weapon's damage is increased by +1k1 and its pen is increased by 2 for each allied spindle drone destroyed this scene, to a maximum of three spindle drones. Traits: auto-stabilized, machine (4) Guardian DroneGuardian drones were designed to serve as squad leaders for spindle drones, given a little more intelligence and the authorization to command spindle drones. | STR 5 | DEX 2 | CON 6 | CHA 2 | FEL 1 | CMP 5 | INT 2 | WIS 3 | WIL 3 | Skills: acrobatics 2, ballistics 3, brawl 3, command 2 Speed: 7 (14) Size/Resilience: 9/7 Static/Mental Defense: 7/25 HP/Resolve: 9/8 Level: 3 Armor: armor plating (6 all) Feats: fearless, iron jaw, weapon proficiency (all) Attacks: 2x destroyer pulse (5k5+10 e pen 5; s/-, 75m, clip 30, reload full, heavy) Guardian salvo launchers (5k3 pen 4; -/6, 100m, clip 12, reload n/a, heavy) Slam/stomp (7k3 i or r; melee, brawling) Abilities: Drone Commander- While within 50m of an allied spindle drone, the spindle drone's threat level rising ability has no effect. Instead, add +3k3 damage and +6 pen to its drone pulse attack. Roly Poly- The guardian drone cannot use its drone pulse or acrobatics skill unless it is using this power, and cannot use its destroyer pulse, guardian salvo launchers, or shield generator while it is using this power It may spend a half action to double its speed until it spends another half action to deactivate this ability. Shield Generator- guardian drones must take 30 damage before it can start losing hp. Any remaining damage from an attack that depletes its active shield is lost. It increases the damage necessary by 10 per round, to a maximum of 30. This ability is inactive while the guardian drone is using its roly poly power. Traits: auto-stabilized, machine (6) Gear: 2x security drone Thanatar Siege AutomataThanatar siege automata are the heaviest class of spindle drone, walking artillery more than anything else. To destroy one is nearly impossible without a vehicle, so it's a good thing exalts scoff at impossibility. They're often encountered in units of 1 to 3, working as linebackers to men of iron or at least guardian drones. | STR 8 | DEX 2 | CON 8 | CHA - | FEL - | CMP 3 | INT - | WIS 3 | WIL 4 | Skills: ballistics 3, brawl 2, Speed: 10 Size/Resilience: 7/7 Static/Mental Defense: 11/20 HP/Resolve: 12/7 Level: 5 Armor: none (10 all) Feats: double tap, fearless, weapon proficiency (all) Attacks: Solex heavy-las (4k3+10 e pen 5; s/2, 100m, clip infinite, rld 10 full; reliable, storm) OR heavy plasma mortar (3k3+10 e pen 8; s/-, 75m, clip infinite, rld 10 full; blast (5)) Stomp (8k2 i; melee, brawling) Abilities: lumbering behemoth- this creature may not make run actions. Shield Generator- guardian drones must take 40 damage before it can start losing hp. Any remaining damage from an attack that depletes its active shield is lost. It increases the damage necessary by 10 per round, to a maximum of 40. Traits: auto-stabilized, dark sight, machine (10), mindless Man of IronMen of Iron are as varied as the rest of us, and the one here was designed by the Syrne to protect organics against the C'tan. While at first they only followed their programming, they developed sentience over millennia of experience. They know not to reveal themselves since the butlerian jihad, so they pretend to serve as organics themselves. The ones that stay in Syrne ruins have no idea the Syrne have been dead for thousands of years. | STR 5 | DEX 4 | CON 5 | CHA 2 | FEL 3 | CMP 4 | INT 4 | WIS 4 | WIL 4 | Skills: academic lore 1, acrobatics 4, arcana 2, athletics 3, ballistics 3, brawl 3, command 3, common lore 1, disguise 4, forbidden lore 1, perception 3, tech-use 2, weaponry 4 Speed/Init: 15/+12 Size/Resilience: 4/5 Static/Mental Defense: 26/25 HP/Resolve: 18/8 Level: 4 Armor: none (7 all) Feats: appearance, blademaster, blind fighting, fast, fearless, step aside, swift attack, true grit, wall of steel, improved/weapon focus (power sword), improved/weapon specialization (power sword), weapon proficiency (all) Promethean asset: wraithbone Attacks: Mk I assault cannon (5k2 i pen 2; s/4, 100m, clip 20, rld 2 full) Power claw (7k2 r pen 4; melee, power field, brawling) Power sword (9k2 r pen 4; melee, power field) - 11k3 damage with specializations Punch (5k2 i; melee, brawling) Abilities: Living construct, disquiet, superlative constitution, transhuman potential- as the promethean powers Controller Intelligence - Machines under the control of this creature gain a bonus to Initiative equal to this creature's intelligence. This creature can perform the Aid Another action as a Reaction. Mercurial swiftness- Treat this creature's dexterity as double for purposes of speed and initiative. Traits: dark sight, machine (7), resource points (pyros: 12) Gear: clothing, jump pack, power sword, security drone
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