[March Monster Madness] The AGE Monster Design Challenge 2

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[March Monster Madness] The AGE Monster Design Challenge 2

Postby HalWhitewyrm » Mon Mar 05, 2012 6:50 pm

The Dragon Age Oracle is running the 2nd Annual MARCH MONSTER MADNESS: AGE System Monster Design Challenge.

Contest runs from March 6-31. You can read the rules here.

This thread is for posting the entries to the monster design challenge. Check it out and join in!
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Disemvowel » Mon Mar 05, 2012 7:08 pm

Broken link is broken
На войне, победе. В мире, бдительность. В смерти, предлагая
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby HalWhitewyrm » Mon Mar 05, 2012 7:43 pm

Contest launches tomorrow March 6 at 9 AM EST. I just needed to have things set up.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Saisei » Tue Mar 06, 2012 2:02 am

Really need to try to find some free time for this!
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Estoirtoh » Tue Mar 06, 2012 2:46 am

Is it just me or is the link still broken?
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby IronWolf » Tue Mar 06, 2012 6:10 am

Estoirtoh wrote:Is it just me or is the link still broken?


Works for me. I don't think it went live though until 9am Eastern time.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby HalWhitewyrm » Tue Mar 06, 2012 12:23 pm

Indeed, we are now live.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby DomeyDome » Wed Mar 07, 2012 5:19 am

Four hundred years ago the wizard Gadek created a force to help him take the kingdom. He went about making standard earthworms sapient, the only way to do this was make them a hive mind. The worms join together and make a huge monster nearly impossible to kill. The monsters are fond of wearing armor, a shield and wielding a giant sword. Only a few great warriors are able to bring these beasts down. Gadek was eventually defeated but his creations still roam the land.

Gadek Monster

Comm 0
Con 8
Cunning 3
Dex 2
Magic 2
Perception 2
Str 10
Will 2

Defense 22 (+10 Gadek’s Shield)
Hunter Armor AP 15
HP: 88

Great Sword +10 3d6 + 10
Shield Slam +10 2d6 + 10
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Saisei » Wed Mar 07, 2012 7:41 am

Yikes. I can't see anyone bringing that thing down.

Though it doesn't have any focuses at all?
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby HalWhitewyrm » Wed Mar 07, 2012 2:06 pm

Make sure that all monster entries are complete (include focuses, stunts, equipment, etc. and are formatted as those in the DARPG book) and that you link them in the comments of the Dragon Age Oracle post.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby newbiedm » Thu Mar 08, 2012 12:06 pm

One-of-Many-Eyes

Communication 1
Constitution 2
Cunning 2
Dexterity 6
Magic 3
Perception (seeing) 3
Strength (intimidation) 9
Willpower 4

Speed (Hover): 10 Health: 90 Defense: 18 Armor: 5

Attacks:

• Bite +9 (1d6+9 damage)
• Central Eye (range 20 yds.; can be used as a minor action) Attack: +6 (1d6+6 penetrating damage)

Eye Rays (Attack +6; range 20 yards) As a major action the One-of-Many-Eyes can select two of the following attacks, each against a different target. Each ray makes its own attack roll. Ray attacks only generate stunt points when applicable.

• Fire Ray - 2d6+6 penetrating damage, if the target makes a successful Dexterity (Acrobatics) test vs. the attack roll, the damage is halved. (Stunts apply)
• Sleep Ray - the target falls asleep for 1d6 rounds. He is considered unconscious. If the target makes a successful Willpower test vs. the attack roll, he or she stays awake and falls prone instead.
• Telekinesis Ray - the target is moved 20 yards in the direction of the One-of-Many-Eyes’ choosing.
• Confusion Ray - On his or her next turn, the target must attack his closest ally.
• Fear Ray - The target is frozen with fear and cannot move for 1d6 rounds. During this time the target’s attacks and defense are at a -5. A successful Willpower test vs. the attack roll negates these effects.
• Paralyzing Ray - 2d6+6 damage, and the target must make an opposed Dexterity (Acrobatics) or Strength (Jumping) test vs. the Attack Roll. If the test is failed, the target is paralyzed for 1d6 rounds or until the One of Many Eyes is destroyed. (Stunts apply)
• Disintegrate Ray - 3d6+6 penetrating damage, if the target makes an opposed Dexterity (Acrobatics) or Strength (Jumping) test vs. the Attack Roll, the damage is halved. (Stunts apply)

Favored Stunts: Lethal Blow, Eye Frenzy

Eye Frenzy Attack: After attacking with Bite or Central Eye, and at a cost of 5 Stunt points, the One-of-Many-Eyes can select up to 4 Eye Ray attacks. Each attack must be against different targets.

The One-of-Many-Eyes has a strong natural hide, providing an Armor Rating of 5.

Not quite fully a magical creature, yet somehow possessing what seem like magical powers, the creature known as the One-of-Many-Eyes is somewhat of an enigma. Only found in the darkest bowels of the earth beneath the Deep Roads, the creature also known as the Eye Tyrant is one of the deadliest in the land. The taint’s corruption of the host body, combined with an entity from the Fade known as a Gluttony Demon, creates this macabre, engorged sphere, covered in fast moving eye stalks that surround a larger central eye.

All this creature can think about is looking for and devouring its next meal, and uses the power afforded to it by the taint’s corruption, the demon that possesses it, and the lyrium laced walls that line the caverns it lives in to find its next prey, kill it, and swallowing it whole. Most dwarves will refuse to go anywhere near caverns rumored to house an Eye Tyrant, and adventurers would by wise to heed the advice of the bravest of Dwarven Paragons: “If you see one, you will die, because it has already seen you first.”
Last edited by newbiedm on Thu Mar 08, 2012 10:52 pm, edited 2 times in total.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby HalWhitewyrm » Thu Mar 08, 2012 2:13 pm

Remember to add focuses. As scary as that may be.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby newbiedm » Thu Mar 08, 2012 2:42 pm

He's got 10 fckng eyes.
He's never out of focus.
:)
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby HalWhitewyrm » Fri Mar 09, 2012 2:00 am

LOL!
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Haaldaar » Fri Mar 09, 2012 1:37 pm

Darkspawn are not the only creatures that have taken residence in the long abandoned Thaigs and tunnels of the Dwarven Deep Roads.

Deep Roads Minotaur

Abilities (Focuses)
Communication: 0
Constitution (Stamina): 7
Cunning: 1
Dexterity: 2
Magic: -1
Perception (Seeing): 3
Strength (Axes, Might): 8
Willpower: 2

Combat Ratings
Speed: 10
Health: 64
Defense: 12
Armor Rating: 6

Attacks
Two-Handed Axe: +10 (3d6+8 damage)
Horn: +8 (2d6+8 damage)

Powers
Favored Stunts: Gore (4 SP), Knock Prone, Lightning Attack (Special), Toss (3 SP)

Gore (4 SP) - Following a successful attack, and if the Minotaur has not used his minor action, the Minotaur can charge a new opponent using a horn attack. This attack does 1d6 additional damage and knocks the opponent prone. This ends the Minotaurs turn.

Toss (3 SP) - Following a successful horn attack, the Minotaur can lift his opponent off of the ground with his horns and toss them up to 4 yards in any direction. This inflicts an addition 1d6+4 damage due to the wound tearing and impact. The opponent lands prone.

Head-Butt - Following a successful non-horn attack, the Minotaur can perform the Lightning Attack Stunt for 2 SP (instead of 3) but may only use the horn attack.

Trample - The Minotaur may freely walk over any prone character during a Charge action. This does 1d6+3 damage.

Vision: The Minotaur can see normally in the dark

Tough Hide: A Minotaurs hard and thick hide gives it an Armor Rating of 6.

Weapon Groups
Brawling and Axes

Equipment
Two-Handed Axe
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby 5trangeCase » Wed Mar 14, 2012 10:16 am

GYROMEN (JURR-OH-munn)

ABILITIES (FOCUSES)

2 COMMUNICATION
4 CONSTITUTION (Stamina)
6 CUNNING (Arcane Lore, Navigation)
8 DEXTERITY (Acrobatics, Stealth)
4 MAGIC (Entropy)
10 PERCEPTION (Searching, Seeing)
1 STRENGTH (Talons, Bite)
1 WILLPOWER

COMBAT RATINGS

SPEED: 12 (FLYING 30)
HEALTH: 70
DEFENCE: 18
ARMOR RATING: 3

ATTACKS

TALONS: +10 – 1D6+1
BITE: +10 – 1D3+1

POWERS


SPELLPOWER: 14 MANA: 30

FAVOURED STUNTS: Pierce Armour.

SPELLS: Scream, Weakness, Drain Life.

FLEET: Invigorated by whatever dark magic fuels it, Gyromen has +2 Speed.

SCALES: Demonic corruption has formed scales over Gyromen's small form, providing 3 AR.

MAGICAL: Gyromen’s demonic nature causes all its attacks to be magical. Devour does not count as a magical attack.

QUICK STRIKE: Immediately after making a successful Bite attack, Gyromen can make a Talons attack. This attack cannot generate stunt points.

SWOOP: On the turn Gyromen charges, it ignores Armor Rating.

SONG: As a major action, Gyromen can emit a supersonic song which immediately and uncontrollably attracts every bird of prey within 3 miles to it. They become bound to its will and it controls them as if they were extensions of itself (Bird of Prey Swarms take actions on the same initiative as Gyromen, but take actions separately). As enemies, they should be amalgated into separate swarms in order to avoid ceaseless dice rolling for each individual bird. The number of Bird of Prey Swarms that result from this action are entirely up to DM choice.

A Bird of Prey Swarm has the same statistics as a Falcon, but also has a Talons attack (3D6), Strength (Talons) focus, its Bite attack now does 1D6+6, has the Quick Strike and Swoop power, performs the Pierce Armour stunt at 1SP instead of 2 and has 50 Health. It is immune to any Willpower tests because it is driven by another sentience.

It also has its own Special Power, Swarm. As a major action, a Bird of Prey Swarm engulfs an adjacent foe by moving into its position. That foe suffers 3D6 penetrating damage per round and can only perform minor actions until it passes a TN 13 Dexterity (Acrobatics) test and then moves away from its current position.
Bird of Prey Swarms disperse as soon as Gyromen is slain.

SCREAM: This is a unique spell costing 5MP. All creatures within 100yrds that are not Gyromen or Bird of Prey Swarms suffer the effects of the Daze spell unless they succeed on a Willpower (Self-Discipline) test vs. Gyromen's Spellpower.

SWARMSHIELD: By moving into the same space as a Bird of Prey Swarm, Gyromen can conceal itself. While it is concealed within a Bird of Prey Swarm it cannot be targeted for spells or attacks and it suffers no damage. It cannot attack but it can perform actions as nomal. The Bird of Prey Swarm can attack in addition to performing actions as normal. While Gyromen is concealed within a swarm, they are treated as single entity for the purposes of movement, using Gyromen’s movement speed.

Gyromen is both physically and magically concealed within the Swarm, so while it is also impossible to target or harm him while he is part of the Swarm, it is also virtually impossible to visibly determine whether he is within a swarm or not. Without magical detection, it requires a TN 25 Perception (Seeing) test major action focusing on one specific swarm to see Gyromen within, with +2 to the difficulty for every 20 yards he is away.

DEVOUR: This is a special stunt costing 5SP and can only be performed with Bird of Prey Swarms that have generated SP during this turn. Gyromen commands at least three Bird of Prey Swarms (of which the one he is concealed within may or may not be among) to begin circling in the sky above an enemy. This a major action vs. an adjacent enemy. During the turn following this action they make their attack against their target, regardless of its current position. Unless the targets succeeds on a TN 16 Dexterity (Acrobatics) test (+3 for every additional Bird of Prey swarm committed) they are consumed by the swarm, and left in a dying state. They will die unless saved within the usual number of rounds.

Bar Father Sigurd and the Bearhold Clan’s sorrow consumed by hatred toward the Bereskarn, the Gyromen is the creature the Avvar most revile. It is in turn, one of the mysterious creatures that has set foot on Thedas, not least because no scholar has ever encountered the beast and lived to record it.

It appears, to the Avvar and all onlookers, as some kind of possessed swarm of malicious birds; specifically, owls, hawks, ravens, crows, falcons; the only consistent thing is that they are all native to the Frostback Mountains. For an unknown reason, it is not known to have ever appeared outside those snowy reaches. One supposes that it is a demon that possesses the swarm, although there has not been another recorded case of a creature of the fade dividing itself to manipulate more than one creature in such a way; and the suggestion that in some cases thousands of different demons would operate in such unity is preposterous. Additionally, demons are not known to replicate one another’s habits. Usually if something as anomalous as the Gyromen emerges, it is in but a single instance, before it is slain. Yet Avvar history, enigmatic and badly recorded as it may be, notes that the Gyromen has been a persistently recurring menace for as long as they remember. Despite how many times they slay it and burn every last bird “infected”, much to their sorrow, it reappears. The regularity of these reappearances is also the height of inconsistency: a lone Gyromen in a single century has been recorded, while two in a year were mentioned in another account. One supposes the explanation might be that the nefarious demon that possesses these creatures has somehow escaped destruction every single time, despite the influence of the clans’ apostate shamans, but the Avvar have their own explanation.

Educated scholars would recall that the Avvar revere a deity known as the Lady of the Skies. This god is said to not only be the patron of all birds and creatures that wander the skies, but also can be treated as their god of death. Although the Avvar dearly love their birds, and thus are filled with such inimitable sorrow at having to slaughter – and unmatched fury at having them turned against – them, they are also freely recognised and even revered as agents of death. Instead of cremating or burying their dead, the Avvar dismember them and grind their bones to ease their consumption by the birds of prey, and in turn, the Lady of the Skies.

The Avvar, in their superstitious ways, have come to believe that the Gyromen is an agent of the Lady, sent to wreak her vengeance when they offend her. Truly, this is one of the most devastating grievances that the Avvar face, for not only do they suffer in the abhorrent nature of fighting their own birds, but they are driven to seek a cause they will not find for their god betraying them. In the past this has lead to human sacrifice, but more recent shamans among them have decreed that those hunters lost in slaying the terrible beast are enough to appease the Lady.

A note to a scholar or explorer who would investigate, an attempt to document this anomaly is a fool’s errand. There is no way to predict its appearance unless you believe that offending the Lady of the Skies will cause it to appear. Even if you were to stumble upon it, you would meet a swift and terrible death. The creature is highly aggressive and should be avoided at all costs, without exception it has never communicated to any human and thus cannot be reasoned with. A single bird of prey can kill a man, you are pursued by on occasion thousands, united as a perversely harmonic entity masterminded by a terrifying intellect, unable to be attributed to a simple animal. The physical danger is further backed with a demonic magical threat, a master of entropic magic in its own right.
It is in my professional opinion, that the recorded power and ferocity of this creature, combined with the many mysteries and the lack of knowledge surrounding it, the Gyromen, as the Avvar call it, should be considered one of the most dangerous creatures in Thedas, and should be treated as such. I hope you live to never encounter it.

(From the journal of former Senior Enchanter Maleus)


The Gyromen, because of its complex nature, cannot be attributed as a challenge for a specific number of PCs at any given level. Although as noted, no living individual is aware of this, the Gyromen is just one possessed bird, a bird which, alone, most Level 5 parties could easily dispose of, but the danger a Gyromen’s Song ability presents can be varying. The number of Bird of Prey Swarms you as the GM make appear can make the difficulty of the encounter dramatically vary. You can limit it to 1 or 2, and thus prevent the use of Devour, or make it 10 or more swarms, providing a serious danger to even the toughest parties. All in all, the Gyromen can be as difficult or as weak as you want it to be. It can be the heart of a scenario, or a random encounter and without modifying any stats.

EDITED 03/04/12: changed the manifestation of Entropy spells as stunts to Gyromen simply having Mana and casting spells. Fixed typos/grammatical mistakes. Added "Scales". Changed Bird of Prey Swarms to being immune to all Willpower tests rather than just Morale. Altered reqs for using Devour slightly.
Last edited by 5trangeCase on Tue Apr 03, 2012 3:28 am, edited 2 times in total.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Loswaith » Wed Mar 14, 2012 7:29 pm

Keep in mind that birds of prey dont generally flock and arent often in that large a group enough to cause the size of swarms you are anticipating from this creature. So to get them a Gyromen would need to travel far afield to amass anything that would be of a size enough to not only hide it but also pose major threats (beyond those of the individual birds itself).

While Ravens, Crows and other Corvid seem to be the likely target for this creature and are generally more opertunistic scavenger/predators. They are also a more likely target for demons as the ready supply of rucruits given they tend to travel in larger groups and are still individually dangerous.

Though you could make it possible for all birds too, as they can be dangerous in large numbers. While there is some charm (creepyness and humor) in a rabid flock of chickens too.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby 5trangeCase » Thu Mar 15, 2012 4:55 am

I did not say they did flock, for the record. I said it mystically or mentally or however you wish to explain it calls all birds of prey within 3 miles, and birds of prey are fairly prevalent in the Frostbacks based on the fact that all Avvar hunters are supposed to have their own falcon. It isn't usual behaviour for a pile of bones to get up, sprout fangs and start chopping people up, none of these birds' actions are of their own free will. If they were, they'd never attack their masters. I specified that ravens, hawks etc. were among the creatures recruited, but I suppose I was mistaken and they aren't actually birds of prey. Regardless, they are treated the same by the Avvar, are still creatures they associate with the Lady of the Skies, so they'll do.

Chickens, while sinister, don't fly.

If they aren't enough birds for my idea in a 3-mile radius, then extension of that is perfectly possible.

P.S. That thing about Father Sigurd and the Bearhold Clan isn't from any canon material, but from our game. Father Sigurd is what the Avvar call the leader of the Bearhold Clan, because he is the oldest living Avvar. They like bears, so they hate the bereskarn.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby Saisei » Wed Mar 21, 2012 5:01 am

Reaper
Reapers are spirits that feed off the life force of the living. They are often enslaved by powerful mages and used to track down someone that the mage considers important. These creatures can be invaluable tools as they can take on the form of those that they reap and gain all of that persons knowledge and secrets. Reapers can also be used in a ritual as a means for a mage to take on and impersonate a subject and usurp positions of power and authority. The subject of the reaping does not need to be kept alive for the ritual to remain effective.


Abilities (Focuses)
Communication 0
Constitution 0
Cunning 0
Dexterity 4 (Claws, Stealth)
Magic 6 (Reaping)
Perception 4 (Seeking)
Willpower 0

Combat Ratings

Speed: Fly 18
HP: 50
Defence: 14
AR: 0

Attacks
Claws +6 (1D6 + 6 penetrating damage)

Powers
Favoured Stunts: Seize The Initiative, Lightning Attack

Spectral: Reapers are spectral beings, largely immune to physical harm. Magic and magical weapons affect them normally. An attacker can also perform a special spectral attack stunt for 3 SP when attacking a Reaper, which allows a normal attack to inflict its typical damage, save that Magic is the ability used in the damage calculation.

Soul Seeker: The Reaper uses Perception (Seeking) in place of Perception (Tracking) for the purpose of tracking a target.

Reaping: The claws of a Reaper pierce both the flesh and the spirit. After a successful Claws attack a Reaper can immediately attempt one of 3 Reapings: Reap the Body, Reap the Mind, or Reap the Soul.

    Reap the Body: The Reaper makes a Magic (Reaping) vs. Constitution (Stamina) test against the subject of the reaping. If the Reaper succeeds it gains 1D3 advancement points in Constitution as well as any Constitution focuses that the subject possesses.

    Reap the Mind: The Reaper makes a Magic (Reaping) vs. Cunning (Arcane Lore) test against the subject of the reaping. If the Reaper succeeds it gains 1D3 advancement points in Cunning as well as any Cunning focuses that the subject possesses.

    Reap the Soul: The Reaper makes a Magic (Reaping) vs. Willpower (Self-Discipline) test against the subject of the reaping. If the Reaper succeeds it gains 1D3 advancement points in Willpower as well as any Willpower focuses that the subject possesses.

Reave: If a Reaper successful performs Reap the Body, Reap the Mind, and Reap the Soul attack on a single target then they can reave the spirit of that target as a major action. The target suffers 3D6+10 penetrating damage and suffers -1 to all social interactions and Willpower tests until the Reaper has been killed or their spirit has been recovered. After a successful Reave attack the Reaper will do one of two things:

    Doppleganger: The Reaper can take a major action and, for all intents and purposes, become the target that was the subject of the Reave attack. The Reaper takes on the appearance of the target and has all their knowledge and memories, as well as duplicates of their possessions and gear. The Reapers abilities and combat scores also match those of the subject (even if this decreases them), but the Reaper's attacks are penetrating. The Reaper can return to its original form as a major action.

    Flee: If the Reaper is under the control of another and has been sent to reap the specific spirit of the subject of the Reave attack, then it immediately attempts to flee and return to its master.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby dailor » Wed Mar 21, 2012 6:13 am

Okay, okay. I wan't to give my share, too. Had me covered all morning doing illustrations, writing, etc. so i hope, you like it. I packed it into a pdf. Is that okay? If not, ... sigh ..., i may of course copy and paste the text into here but i just hope i don't have to.

Alright now. I made two monsters. The first is the Shadeling. I designed it, because most of the time, the groups try the tank - damagedealer - healer stuff having the tanks block the enemies and the others being relatively safe. I wanted to have that be more dynamic, having the party to be watchful all the time. Though, they are obviously not without weaknesses, a flock of them might cause chaos on the battlefield, if the party isn't smart.
Shadeling

The second one is a tough one. I wanted something sinister and badass. Something about the danger level of the ogre in set 2. It should strike fear into the hearts of the party and should need some strategy. If the shadeling is the arch enemy of the weakly armored mages and maybe rangers, then this is the bane of the melee classes. You will need to keep distance and still, it'll be hard to damage this one at all. I think over all it does match the threat level of the ogre, though i think, the ogre is tougher than

the Half Life
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby HalWhitewyrm » Wed Mar 21, 2012 11:32 pm

Very cool. And no worries, they are technically posted to the thread, so they count. :)
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby dailor » Thu Mar 22, 2012 4:42 am

So. I am sick and at home at the moment. So i got time this morning and thought i might as well use it. My monsters all had tactical specialties with which i tried to liven up the fight. But the monsters themselves are just like all of the lot: they're just evil. Blah, blah ... kill this. Blah, blah, ... kill that.

Now i wanted something not so terrible. Some comic relieve, maybe. An enemy (not necessarily a monster, though the guildmages surelay call them an abomination), that is a little amiable. This is the

Jesting Knight

Hmpf! Probably doesn't qualify at a monster. I like him nonetheless and still post it here. Have fun.
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby GlimmTheGnome » Wed Mar 28, 2012 8:10 pm

Centuries ago, a great human civilization rose in the southern jungles. For generations, its cities were bustling centers of commerce and scholarship in the once savage wilderness. Over time, the city's nobles turned away from the gods of light and began to worship a dark god of serpents. Corruption spread through the civilization like a slow rot and eventually the entire empire collapsed. Its nobles were cursed with serpentine forms and its cities were overgrown by the jungle and forgotten. Today, the still-cursed descendants of the empire's nobles still lurk in their crumbling palaces and have begun to infiltrate the new kingdoms that have risen on the edges of the jungle. (The serpent lord is based on D&D's yuan-ti)

Serpent Lord
Abilities (Focuses)
3 - Communication (Deception, Persuasion)
3 - Constitution
4 - Cunning (Historical Lore, Poison Lore)
3 - Dexterity (Bite)
5 - Magic (Entropy, Spirit)
2 - Perception
5 - Strength (Heavy Blades)
4 - Willpower

Combat Ratings
Speed: 12
Health: 60
Defense: 13
Armor Rating: 4

Attacks
Two-handed sword: +7 attack roll, 3D6+5 damage
Bite: +5 attack roll, 1D6+6 damage

Powers
Spell Power: 15 Mana: 75

Favored Stunts: Constrict, Mighty Blow, and Poison Bite

Chameleon Power: A serpent lord can subtly shift the color of its scales to blend in with the surrounding jungle. While in a jungle environment, the serpent lord gets a +2 bonus on Dexterity (Stealth) tests.

Constrict Stunt: After a successful attack, a serpent lord can use a Constrict stunt for 2 SP to coil around the target and constrict. While constricted, the target cannot move and takes 1d6+5 damage each round. The serpent lord may only constrict one target at a time, but may continue making other attacks against the same target or other targets while constricting. A constricted victim may escape as a major action with a successful TN 15 Strength (Might) or Dexterity (Brawling) test.

Poison Bite Stunt: After a successful bite attack, a serpent lord can use a Poison Bite stunt for 3 SP to poison the attack's target. The victim must make a successful TN 13 Constitution (Stamina) test at the beginning of each turn or suffer 1d6 penetrating damage. This effect lasts for 1d6 turns or until the victim is healed.

Scales: The scales covering a serpent lord's body give it an AR of 4.

Snake Form: A serpent lord may change its shape to resemble a large constrictor. While in this form, it is unable to cast spells or use weapons, but it may still make bite attacks and its speed increases to 14. Changing forms requires a major action.

Spells: Daze, Horror, Memory, Mind Blast, Spell Shield, Vulnerability Hex

Talents: Spirit Magic (Novice), Two-Hander Style (Journeyman)

Weapon Groups: Brawling, Heavy Blades, Light Blades

Equipment
Two-handed sword
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Re: [March Monster Madness] The AGE Monster Design Challenge

Postby ColdSteel1 » Wed Mar 28, 2012 9:11 pm

GlimmTheGnome wrote:Centuries ago, a great human civilization rose in the southern jungles. For generations, its cities were bustling centers of commerce and scholarship in the once savage wilderness. Over time, the city's nobles turned away from the gods of light and began to worship a dark god of serpents. Corruption spread through the civilization like a slow rot and eventually the entire empire collapsed. Its nobles were cursed with serpentine forms and its cities were overgrown by the jungle and forgotten. Today, the still-cursed descendants of the empire's nobles still lurk in their crumbling palaces and have begun to infiltrate the new kingdoms that have risen on the edges of the jungle. (The serpent lord is based on D&D's yuan-ti)

Serpent Lord
Abilities (Focuses)
3 - Communication (Deception, Persuasion)
3 - Constitution
4 - Cunning (Historical Lore, Poison Lore)
3 - Dexterity (Bite)
5 - Magic (Entropy, Spirit)
2 - Perception
5 - Strength (Heavy Blades)
4 - Willpower

Combat Ratings
Speed: 12
Health: 60
Defense: 13
Armor Rating: 4

Attacks
Two-handed sword: +7 attack roll, 3D6+5 damage
Bite: +5 attack roll, 1D6+6 damage

Powers
Spell Power: 15 Mana: 75

Favored Stunts: Constrict, Mighty Blow, and Poison Bite

Chameleon Power: A serpent lord can subtly shift the color of its scales to blend in with the surrounding jungle. While in a jungle environment, the serpent lord gets a +2 bonus on Dexterity (Stealth) tests.

Constrict Stunt: After a successful attack, a serpent lord can use a Constrict stunt for 2 SP to coil around the target and constrict. While constricted, the target cannot move and takes 1d6+5 damage each round. The serpent lord may only constrict one target at a time, but may continue making other attacks against the same target or other targets while constricting. A constricted victim may escape as a major action with a successful TN 15 Strength (Might) or Dexterity (Brawling) test.

Poison Bite Stunt: After a successful bite attack, a serpent lord can use a Poison Bite stunt for 3 SP to poison the attack's target. The victim must make a successful TN 13 Constitution (Stamina) test at the beginning of each turn or suffer 1d6 penetrating damage. This effect lasts for 1d6 turns or until the victim is healed.

Scales: The scales covering a serpent lord's body give it an AR of 4.

Snake Form: A serpent lord may change its shape to resemble a large constrictor. While in this form, it is unable to cast spells or use weapons, but it may still make bite attacks and its speed increases to 14. Changing forms requires a major action.

Spells: Daze, Horror, Memory, Mind Blast, Spell Shield, Vulnerability Hex

Talents: Spirit Magic (Novice), Two-Hander Style (Journeyman)

Weapon Groups: Brawling, Heavy Blades, Light Blades

Equipment
Two-handed sword


Consider this swiped. :green: Well done! Though i will modify this to have the god of serpents to that of dragons and most of the serpent men were destroyed by the Nevarran dragon hunters.
It all comes down to blood and choice.
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Flesh Legion

Postby Elfie » Thu Mar 29, 2012 1:43 pm

Cultist worshipers of Urthemiel, the Old God of beauty, created this terrible abomination by sewing together all of the pieces of their victims that they found to possess the most beauty. The result, however, is anything but beautiful. The head has multiple faces sewn to it, all with vacant stares. Each arm or leg is actually several arms and legs sewn together. And, the body itself is a seemingly random collection of chunks of flesh and grafts of skin. Due to the numerous lives that went into its creation, when the cultists summoned a demon to give life to this monstrous body, not just one came, but many. They are Legion.

Flesh Legion (Large)
Com -2
Con 8 (Stamina)
Cun -2
Dex 2
Mag 6 (Spirit)
Per 0
Str 8
Wil 2 (Morale)
HP: 80
Mana: 40 (though it casts no spells, this creature does posses Mana)
Speed: 10
Defense: 12
AR: 6
Preferred Stunts: Threaten, Crush, Dual Strike
Powers: As per a level 17 Warrior (Threaten for 1 SP, Dual Strike for 3 SP with two targets, Expert Strike, Quick Strike), May also use the Crush stunt as per an Ogre in the Set 2 GM's Guide
Attack: Smash +8 attack, 3D6+8 damage
When a Large Flesh Legion takes 15 or more damage from a single attack (after AR), the chunk of flesh that is rend from the body becomes a Tiny Flesh Legion, which can act on the following turn.
When a Large Flesh Legion is defeated, on its next turn, the bloody chunks of random flesh and appendages collect themselves into two Medium Flesh Legions, which can act on the following turn.

Flesh Legion (Medium)
The magical energy let loose from the destruction of a Large Flesh Legion, imbues its smaller counterpart with the ability to put its mana to use. However, the numerous chaotic minds inside it prevent it from focusing enough to cast spells, instead letting the energy erupt from its mangled hands as a Power Lance.

Has all of the same Abilities and Focuses as a Large Flesh Legion, but with 2 less Constitution, Strength, and AR, 2 more Dexterity, and half the HP and Mana.
Preferred Stunts: Lightning Attack, Spell Lance
Powers: As per a Level 12 Mage (Power Lance, Smell Lance, Long Lance, Lightning Attack for 2 SP with Arcane Lance)
Spells: Flame Blast, Winter's Grasp, Mana Drain, Mind Blast, Daze, Heroic Offense, Weakness
Attack: Power Lance +6 attack, 2D6+6 damage
A Medium Flesh Legion does not cast spells, instead using its mana for Power Lance. However, it may cast any of the spells it possesses as part of a Spell Lance stunt.
When a Medium Flesh Legion is defeated, on its next turn, the bloody chunks of random flesh and appendages collect themselves into two Small Flesh Legions, which can act on the following turn.

Flesh Legion (Small)
Small Flesh Legions still maintain somewhat of a humanoid form, though some may have a hand for a head or a skull for a foot. They no longer cast spells, instead ripping sharp shards of bone from themselves to stab with or to throw.

Has all of the same Abilities and Focuses as a Medium Flesh Legion, but with 2 less Constitution, Strength, and AR, 2 more Dexterity, and half the HP and Mana.
Preferred Stunts: Pierce Armor, Perforate
Powers: As per a Level 17 Rogue (Pierce Armor for 1 SP, Backstab, Bluff, Perforate, Dirty Fighting, Slippery, Quick Throw)
Attack: Shard of Bone +6 attack, 1D6+4 damage, short range 6 yards, long range 12 (or may be used in melee)
May yank a new bone from itself or pick one up from the ground as a Free Action
When a Small Flesh Legion is defeated, on its next turn, the bloody chunks of random flesh and appendages collect themselves into two Tiny Flesh Legions, which can act on the following turn.

Flesh Legion (Tiny)
Tiny Flesh Legions no longer maintain any sort of humanoid shape. They are made up of enough flesh and bone to form something like legs, and every sharp piece of them is formed into a terrible chomping mouth.

Has all of the same Abilities and Focuses as a Small Flesh Legion, but with 2 less Constitution, Strength, and AR, 2 more Dexterity, and half the HP and Mana.
Preferred Stunts: Disarm (1 SP), Pack Tactics
Powers: May use the Pack Tactics stunt as per a Deepstalker in the Set 2 GM's guide
Attack: Penetrating Bite +8 attack, 1D3+2 penetrating damage
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