Nope Eldrad is not dead. Almost but not yet. Working on monsters.
Here is the Monster List from CFRPG. Damn there seems to be a huge shortage of monsters from level 7th to 11th. Got any ideas out there? I will include the Easy to create monster rules below the monster list so feel free to create away!
Send them to solomanwolf777@yahoo.com
0- Bat Cat Dogmen Goblin Rat
1- Bat,Giant Bee Centipede Dwarves,Dark Dark One Deepmen Dog, Common Dwarf Eagle Elf Elf, Dark Ferret Fey,Tiny Fey,Winged Fly Ghost Halfling Hawk Human Mermaid Orc Rat, Giant Ratmen Skeleton
2-Ant,Worker Baboon Badger Beetle,Blue Cat, Large Cavemen Dinosaur,SC Wardog Dolphin Dryad Fallen Fish,Scaler Flamedead Frogmen Ghoul Gnoll Green Slime Hobgoblin Horse, Pony Lizard, Screamer Ooze, Brown Rat,Dire Saurians Serpent Vampire Spawn Wolf Zombie
3-Ant,Warrior Beetle,Glow Bugbear Camel Choker Cow, Heifer Dinosaur,SH Donkey Horse,Riding Lizard,Spitting Wolfrat Wererat Wight Wolf,Black
4- Ape Bear BlinkDog Cat,Great Centaur Cow,Bull Crab Dino,MC Dopplganger Ethereal Fiend Fish,Reaper Gargoyle Gorgon Harpy Hawk,Giant Horse,War Lizard,Hunter Mule Nymph Oger Pegasus Scorpion Spider,Hunter Tentacle Unicorn Werewolf Wolf,Dire Wraith
5- Beetle,Stag Boar Cockatrice Crocodile Eagle,Giant Elemental Ettercap Ferret,Giant Horse,Work Ooze,Yellow Vampire,Lesser Weasel,Dire
6-Basilisk Bargheist Bear,Grizzley Cat,Sabertooth Cloker Cyclops Demon,Reaver Dinosaur,MH Displacer Drider Elephant Formorian Frog Manticore Minotaur Mummy Rhinoceros Slug Specter Stalker Troll
7- Dragon,Swamp Griffin Oooze,Black
8-Bar,Hunter Chimera Dinosaur,LC Dragon,Forest Giant,Hill Hellhound Shambler
9-Bulette Dragon,Desert Roc Treeman
10-Ant,Queen Bear,Dire Devil Dragon,Fire Ettin Genie Giant,FOrest Hydra Mastodon Rhinoceros,Dire Toad Vampire
11-
12-Dinosaur,LH Devourer
13-
14-
15- Delver
16- Dinosaur,HC
24-Dinosaur,HH
Monster have AC, HD, Movement. The descriptions are deliberately left vague and simple in order for you to customize your game world.
AC is the Armor Class. Here below is the table to explain.
None Skin 10
Padded or tough skin 11
Leather Fur or very tough skin 12
Studded Leather Scales Fur with very tough skin 13
Chain Chitin Bone Plates Wood 14
Scale Stone 15
Plate Metal 16
Shield adds +1,+2, or +3
Small Adds +1
Quick or Tricky Adds +1
Very Quick or Tricky adds +2
Extremely Quick or Tricky +3
Magical +1 and up
Large Subtracts -1
Huge Subtract -2
Armor Class m=Magic is the only way this creature can be harmed. Normal weapons simply bounce off or the wound instantly heals and e=elemental means that the attack must be from some elemental source such as earth, air, fire, or water as described in monster description and s=silver means silver weapons must be used to hit this creature. A Plus + mean Armor can give greater AC
Hit Dice are how many d6 that you roll for the monster's hit points. All monster save at +1 for every 2 hit dice for attacking and any skill check unless there is another modifier listed. Saves against monster's spells or poisons is at 10 + ½ Hit Dice Some monsters may have an additional save against certain types of attacks.
Movement is how many feet the monster moves per round in combat or in a turn on a map. If there are different modes here will be the symbols: Flying = f, Burrowing =b, Jumping = j Swimming = s, and Climbing = c
Making Monsters! I fully expect with these simple rules that you make your own monsters Use the information provided to help you out. Send them to me and I will put them in a future book. AC HD Move
This is a blog dedicated to the simplicity of the Old School Renaissance of Role Playing Games and the Fusion of Modern Role Playing Game Ideas.
Saturday, November 26, 2011
Saturday, November 5, 2011
Hero's Mag PART DUEX!
http://backtothedungeon.blogspot.com/2010/04/heros-mag.html
My Friday, April 2, 2010 post of Hero's Mag a nearly free-form superhero role playing game has a few changes. The number AFTER the result is a difficulty if you want to assign a difficulty number to roll against. The next is an elaboration on character creation. Read the old post and then read this one. What do you think? I was amazed on the negative reaction I got on the Forge. Most gamers can't wrap their head around free-form.
WRITING INSTEAD OF ROLLING A CHARACTER:
When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exist “outside” the game itself. The players write up Characters and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is.
First chose a power level of your character.
Four Color – This is you standard superhero comic book. In this level cars get throw around the place and building are leveled.
Teen Supers – Here the players are young super powered beings with the problems of youth and the problems of superpowers.
Street Level – In this play level the players are against street thugs and mafia. There are a few superheroes and supervillains lurking around but most are low powered.
Epic – Here are the planet sized adventures where the planet, solar system, galaxy, or the very fabric of time and space is in danger. Seven points (or more) Perfection Maximum.
Second Choose a Concept. There is a large list of Super Hero Concepts farther back in the book.
There may be a concept that I missed that's fine write it up and submit it for a future Hero's Mag's Ultimate Concept Book.
Third elaborate on the character's concept.
Here are a few guidelines called the 8 Ms. Discuss the 8 Ms of the character concept if they are above or below average.
-Might or how resistant to damage and harm.
-Muscle or how strong you are compared to an average human.
-Moves or your agility and speed.
-Mind as is how strong mind is and will power.
-Manipulation as in your personality and manipulative ability.
-Martial as in your raw brawling ability.
-Missile as in your accuracy at ranged combat.
-Mystical is your intuition and ability to manipulate arcane forces.
What is his physical description? What is his personality?
Forth discuss your Powers, Abilities, Devices, and Skills.
How powerful they are and what they do. It's fine to add an array of powers, devices, and abilities just don't go overboard.
Fifth is background.
Does your character have a life other than super heroics? What does he do for a living? What hobbies does he have? What is his social status and wealth? Many of these backgrounds will provide skills and abilities that may provide useful in some game events.
Sixth is Mental and Physical Condition
Does your character have a bad back? Is he afraid of the dark? Has he an addiction to drugs? Is he completely healthy? All these are noted on the sheet. This is also the area where you note damage from combat.
Seventh is Equipment
What do you have equipment wise? You and the game master get together and discuss your hero's equipment and then your person equipment such as home and cars.
Eighth guideline is all these “rules” are just guidelines! The point is to have fun!
My Friday, April 2, 2010 post of Hero's Mag a nearly free-form superhero role playing game has a few changes. The number AFTER the result is a difficulty if you want to assign a difficulty number to roll against. The next is an elaboration on character creation. Read the old post and then read this one. What do you think? I was amazed on the negative reaction I got on the Forge. Most gamers can't wrap their head around free-form.
WRITING INSTEAD OF ROLLING A CHARACTER:
When you want to make a character you need to forget all that you know about attributes, hit points, and anything else you have learned from other RPGs. Remember what you have learned on Free Form RPG boards on the Internet. If they work there they will work here. There is a dice roll mechanic but it exist “outside” the game itself. The players write up Characters and give the Characters reasonable powers and equipment based on the power level being played. The game master will have the final say on “how powerful” your character is.
First chose a power level of your character.
Four Color – This is you standard superhero comic book. In this level cars get throw around the place and building are leveled.
Teen Supers – Here the players are young super powered beings with the problems of youth and the problems of superpowers.
Street Level – In this play level the players are against street thugs and mafia. There are a few superheroes and supervillains lurking around but most are low powered.
Epic – Here are the planet sized adventures where the planet, solar system, galaxy, or the very fabric of time and space is in danger. Seven points (or more) Perfection Maximum.
Second Choose a Concept. There is a large list of Super Hero Concepts farther back in the book.
There may be a concept that I missed that's fine write it up and submit it for a future Hero's Mag's Ultimate Concept Book.
Third elaborate on the character's concept.
Here are a few guidelines called the 8 Ms. Discuss the 8 Ms of the character concept if they are above or below average.
-Might or how resistant to damage and harm.
-Muscle or how strong you are compared to an average human.
-Moves or your agility and speed.
-Mind as is how strong mind is and will power.
-Manipulation as in your personality and manipulative ability.
-Martial as in your raw brawling ability.
-Missile as in your accuracy at ranged combat.
-Mystical is your intuition and ability to manipulate arcane forces.
What is his physical description? What is his personality?
Forth discuss your Powers, Abilities, Devices, and Skills.
How powerful they are and what they do. It's fine to add an array of powers, devices, and abilities just don't go overboard.
Fifth is background.
Does your character have a life other than super heroics? What does he do for a living? What hobbies does he have? What is his social status and wealth? Many of these backgrounds will provide skills and abilities that may provide useful in some game events.
Sixth is Mental and Physical Condition
Does your character have a bad back? Is he afraid of the dark? Has he an addiction to drugs? Is he completely healthy? All these are noted on the sheet. This is also the area where you note damage from combat.
Seventh is Equipment
What do you have equipment wise? You and the game master get together and discuss your hero's equipment and then your person equipment such as home and cars.
Eighth guideline is all these “rules” are just guidelines! The point is to have fun!
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