Tuesday, May 24, 2016

Forest Managers of Elysium

Here's the 1st half of the Forest Managers in Elysium!

Steely and Greedy

Fafnir
MotSP
Close Defense: 24
Ranged Defense: 24
Armour: 1D12
Hit Dice: 12 (48hp)
Initiative: +11
Movement: 10m per round walking / 55m per round flying.
Attacks: 2 / +11 (Claws) and 1/+11 (Laser Breath)
Damage: 1D12 Claws (*Rending, Armor Defeating) / 1D10 Laser Breath (Auto-fire x3, Igniting, Armor Defeating x3, Long Range)
Saves: 16
Traits: Robotic – Interface, Brother Machine, and Painless. Reptilian – Cold Blooded, Infrared Vision, and Scales. **Soporific Drone, ***Overclock, and ****Neural Overload
*Rending – Each time a character takes damage, after armor reduces the damage, the character takes an additional point of damage each round. Each successful instance of damaging a target adds another point of ongoing damage. If a successful Medicine or First Aid skill check is made, as well as any effect that would restore hit-points, ends all the continuing damage. The continuing damage is due to the ragged wounds left behind by the attack, any being that does not bleed or have blood is immune to this effect.
**Soporific Done – Fafnir is able to produce an almost sub-sonic drone that can cause an individual to drop into a deep sleep. Treat this ability as the Sleep Psi-Talent with Fafnir's Hit-Dice as the caster level. He may use this power 4 times per day.
***Overclock – Fafnir is able to overclock his processor speed, allowing him to act faster than normal. Treat this ability as the Speed Psi-Talent with Fafnir's Hit-Dice as the caster level. He may is this power 2 times per day.
****Neural Overload – Fafnir is able to produce an electromagnetic shock wave that overloads the neural processes of organics and machines. Treat this ability as the Stun Psi-Talent with Fafnir's Hit-Dice as the caster level. He may use this power 1 time per day.

Alpha Blue
Health: 80
Armor: 4 + 1D6
Action Dice: 4d6
#Attacks: 3 [Level: 12]
Special: Flight: Fafnir is capable of flight 5 times faster than a human. Laser Breath: Fafnir has the ability to 'breathe lasers' as one of his attacks, this ability ignores armor and may target up to 3 people at once. Rending Claws: Fafnir's claws cause 1 point of continuing damage from bleeding. This type of damage may be applied multiple times, once for each successful melee hit. Any type of successful medical attention will end all instances of bleeding damage on a character. Soporific Drone: 4 times per day, Fafnir can produce a soporific tone that can cause individuals to fall into a deep slumber on a failed save. Overclock: 3 times per battle, Fafnir can act twice in a single round. Neural Overload: Once per day, Fafnir can cause a single target to fall unconscious for 4 rounds, no save.

OSR
Armor Class: 24
Hit Dice: 12
Initiative: +6
Movement: 40 Feet Walking / 150 Feet Flying.
Attacks: 2 / +12 (Claws) and 1 / +12 (Bite)
Damage: 1D10 Claws (Wounding) / 3D6 Bite
All Saves: 4
Magic Resistance: 25%
Size: 48' Long
Alignment: Lawful
Intelligence: Supra-Genius
Special Abilities:
Machine: Fafnir is immune to all mind-effecting abilities and illusions.

Laser Breath: Once every 1D4 rounds, along with the all his normal attacks, can 'breathe' a wide swathe of lasers. All those caught in the 45 foot long and 15 foot wide area take 12D4 damage, a successful save versus breath reduces the damage by half.

Wounding Claws – Each time a character takes damage, the character takes an additional point of damage each round. Each successful instance of damaging a target adds another point of ongoing damage. If a successful Medicine or First Aid skill check is made, as well as any effect that would restore hit-points, ends all the continuing damage. The continuing damage is due to the ragged wounds left behind by the attack, any being that does not bleed or have blood is immune to this effect.

Soporific Done – Fafnir is able to produce an almost sub-sonic drone that can cause an individual to drop into a deep sleep. Treat this ability as the Sleep spell with Fafnir's Hit-Dice as the caster level. He may use this ability 4 times per day.

Overclock – Fafnir is able to overclock his processor speed, allowing him to act faster than normal. Treat this ability as the Haste spell with Fafnir's Hit-Dice as the caster level. He may is this ability 2 times per day.

Neural Overload – Fafnir is able to produce an electromagnetic shock wave that overloads the neural processes of organics and machines. Treat this ability as the Hold Monster spell with Fafnir's Hit-Dice as the caster level, however, no save is allowed. He may use this power 1 time per day.

Lady of Weaves and Webs.

Arachne
MotSP
Close Defense: 25
Ranged Defense: 25
Armour: 1D10 + 1 / 20 HP Force-Field
Hit Dice: 13 (52hp)
Initiative: +12
Movement: 30 meters per round, may effortlessly climb any surface.
Attacks: 2 / +12 (Claws – Hands), 6 / +12 (Claws – Legs), and +11 *Spit Gravity-Web
Damage: 1D8 Claws – Hands (Armor Defeating) and 1D12 Claws – Legs (Armor Defeating x3)
Saves: 17
Traits: Insectoid – Chitin, Extra Action x6, and UV Vision. **Psi-Talents.
*Spit Gravity-Web: The first hit massively changes the gravity in a small area and can rip flesh from bones. Longer term - for the length of the encounter - each hit also halves the target’s movement. D10 damage, -1 accuracy, Close Range. Useable once 1D4 rounds.
** Psi-Talents: Arachne can use certain Psi-Talents a limited number of times per day. Her Hit-Dice are considered her level when determining talent effects. 4/Day each – Bearing, Light Heal, Mindbolt, and Beguile. 3/Day each – Enthrall, ESP, Mindwipe, and Silence. 2/Day Each – Flight, Speed, Suggestion, and Telekinetic Bonds. 1/Day each – Confusion, Melee Shield, Moderate Heal, and TeleStep.

Alpha Blue
Health: 85
Armor: 3 + 1D6
Action Dice: 4d6
#Attacks: 3 [Level: 13]
Special: Spit Gravity-Web: Once every 1D4 round Arachne may spit a gravity-web at a target. Along with doing normal damage, the target is held immobile for a 4 rounds, or 2 rounds with a successful save. Wall Crawler: Arachne is capable of climbing any surface. Psychic Mojo: Arachne is capable of telepathy, telekinesis, jaunting (teleporting) short distances, dominate the weak-minded, and electrocuting people with lightning that shoots out of her fingers.

OSR
Armor Class: 24
Hit Dice: 13
Initiative: +7
Movement: 40 Feet Walking, may climb any surface as if permanently under the effects of the Spider Climb Spell.
Attacks: 6 / +13 (Claws) and 1 / +12 (*Spit Gravity-Web)
Damage: 1D6 Claws (Wounding) / 1D8 (*Spit Gravity-Web)
All Saves: 3
Magic Resistance: 30%
Size: 8' Tall
Alignment: Lawful
Intelligence: Supra-Genius
Special Abilities: Arachne has the ability to cast the following spells with a caster level equal to her Hit-Dice -
4/Day each – Command, Cure Light Wounds, Magic Missle, and Charm Person.
3/Day each – Enthrall, ESP, Forget, and Silence 15' Radius.
2/Day Each – Fly, Haste, Suggestion, and Hold Person.
1/Day each – Confusion, Protection From Normal Weapons, Cure Serious Wounds, and Dimension Door.

Charming and Dangerous

Reynard
MotSP
Close Defense: 22
Ranged Defense: 22
Armour: 1D8
Hit Dice: 10 (40hp)
Initiative: +9
Movement: 30m per round walking
Attacks: 2 / +9 (Claws) and 1 / +9 (Bite) OR 1 / +9 (Claw), 1 / +9 (Bite), and 1 / +9 (BFL 9 x 10^3 a.k.a Big Foxy Laser 9000)
Damage: 1D8 Claws (Armor Defeating x6) / 1D10 Bite (Armor Defeating x6) / 1D10 Big Foxy Laser 9000 (Armor Defeating x2, Long Range, Igniting, Explosive, Ammo Save: 15)
Saves: 14
Traits: Canine – Acute Hearing, Acute Sense of Smell, Fur, and Natural Weapons.
Trap Master: As long as Reynard is unseen, he may set a trap each round without making a sound. Reynard possesses a BFBT 9 x 10^3 (a.k.a Big Foxy Bag of Traps 9000), and can pull an infinite number of random traps from it. He may only have a number of active traps equal to his Hit-Dice.

Random Trap – 1D4: Trap stats may be found on MoTSP core book pg. 156.
  1. Plasma Mine
  2. Primitive Pit Trap (Works in a similar manner to a portable hole that disappears when the victim escapes)
  3. Shotgun Mine
  4. Unmatter Orb

Fox of Charm and Illusions: Reynard is able to use certain Psi-Talents at will, and others a certain number of times per day. Reynard's caster level is equal to his Hit-Dice. At-will: *Change Self and Beguile. 2/day each: Enthrall and Suggestion. 1/day each: Confusion and Mass Suggestion.

*Change Self – Reynard is capable of making himself look like any species of humanoid with any kind of appearance. Reynard is unable to recreate the looks of a specific person.

Alpha Blue
Health: 70
Armor: 2 + 1D6
Action Dice: 3d6
#Attacks: 3 [Level: 10]
Special: Like a Dog But Better: Reynard has an incredible sense of smell and hearing. He also has super-luxuriant fur to keep him warm. Reynard's teeth and claws are incredibly sharp. Handsome and Tricky: Reynard is capable of setting up a trap faster than a Blue-Light District sex bot can turn a trick. Sexy By Any Standard: Reynard is capable of making himself look like any species of humanoid with any kind of appearance. Reynard is unable to recreate the looks of a specific person. A Mind is A Sexy Thing to Waste: Reynard is capable of dominating the weak-minded... WITH HIS BRAIN POWERS!!!

OSR
Armor Class: 22
Hit Dice: 10
Initiative: +5
Movement: 40 Feet Walking.
Attacks: 2 / +10 (Claws) and 1 / +10 (Bite) OR 1 / +10 (Claw), 1 / +10 (Bite), and 1 / +10 (BFL 9 x 10^3 a.k.a Big Foxy Laser 9000)
Damage: 1D6 Claws / 1D8 Bite / 1D12 (Plus 1D4 burning damage for 2 rounds and x3 damage on a critical hit) Ammo: 15 Range: Short – 50 ft. Medium – 100 ft. Long – 200 ft.
All Saves: 6
Magic Resistance: 20%
Size: 6' Tall
Alignment: Neutral
Intelligence: Supra-Genius
Special Abilities:
Spell Casting: Reynard is capable of casting the following spells with a caster level equal to his Hit-Dice: At-will: Change Self and Charm Person. 2/day each: Enthrall, Suggestion, and Audible Glamour. 1/day each: Confusion, Mass Suggestion, and Hallucinatory Terrain.

Trap Master: As long as Reynard is unseen, he may set a trap each round without making a sound. Reynard possesses a BFBT 9 x 10^3 (a.k.a Big Foxy Bag of Traps 9000), and can pull an infinite number of random traps from it. He may only have a number of active traps equal to his Hit-Dice.

Random Trap – 1D4
  1. Glyph of Warding (Blast)
  2. Scything Blade Trap
  3. Basic Arrow Trap
  4. Camouflaged Pit Trap (Works in a similar manner to a portable hole that disappears when the victim escapes)

Glyph of Warding (Blast): Spell; spell trigger; no reset; 2d8 damage, multiple targets (all targets within 5’); caster level: 5.
Scything Blade Trap: Mechanical; location trigger; automatic reset; +8 BTH, 1d8 damage; creator level: 5.
Basic Arrow Trap: Mechanical; proximity trigger; manual reset; +5 BTH, 1d6 damage; creator level 5.
Camouflaged Pit Trap: Mechanical; location trigger; manual reset; 10’ fall, 1d6 damage; creator level 5.

Like a Dog But Better: Reynard has an incredible sense of smell and hearing. He also has super luxuriant fur to keep him warm (+2 to saves versus cold effects).