Monster Statblocks

For Discussion of all things Mutant Future (especially spidergoats).

Monster Statblocks

Postby Malcadon » Tue Dec 31, 2013 6:57 am

How do you guys present your monster statblocks?

What I posted are some of mine. Any entry listed in brackets ([like this]) are want you note down. Anything that ends with "..." means that they usually have multiple content. I use a lot of shorthand codes so I don't have to jaunt down long words, and cover my own shortcomings (do to dyslexia). I also saved further space by doubling-up on a number of the entries. Alignment is not listed, as I never found the need to use them in this genre (I find post-apocalyptic settings to be morally ambiguous).

_____________________

Monsters (androids, beasts, men, mutants, plants, etc.):

[name] ([creature type], [creature subtype])
#Enc.: xdx (xdx)
T/C: [terrain type]/[day/night cycle]*
Move: xx' (xxx')**
[Move type]: xx' (xxx')**
AC: xx ([armor type])
HD: x (x hp)
#Att/AL: x/x ([attack type])***
SpAtt: [special attack], ...
SpAbil: [special ability], ...
Dam: xdx ([damage type]) or xdx+xdx ([weapon type])****
S/M/W: L1/xx/xdx*****
HC/XP: x/xxx******

PhyMut: [physical mutation], ...
MenMut: [metal mutation], ...
Gear: [item], ...

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*Terrain/Cycle: I find this to be highly useful in most cases.
** I list combat/encounter speed by default.
*** Number of Attacks/Attack Level: Attack Level is a bonus to-hit akin to 3e D&D.
**** The first notes for basic physical attacks, while the second notes weapon attack. An entry in italic notes a speical attack type (acid, fire, ect.) Do to houserules, two dice are typical will most attacks (base attack die plus weapon attack die).
***** Saving Throws/Morale/Willpower:
****** Hoard Class/Experience Points:

____________________

Units (robots, mecha, powered armor, ships, vehicles, etc.):

[name] ([unit type])
Frm/SHP: [frame type]/xx
Armor: [armor type] (AC xx)
Move: [movement type] (xx'/t, xxm/d)*
Sen: [sensor type]
Crew: xx ([control type])**
Man: [manipulator type]
Att/AL: x/x (xdx) ([attack type])***
Dam: xdx ([damage type]), ...
Prog: [program or metal mutation], ...
Acc: [robot/vehicle accessory or physical mutation], ...
Wep:
  • [weapon type] — [attack arc] [range]ft, xdx (xdx)****
  • ...
____________________

*Movement notes feet per turn and miles per day of travel.
**The first is the number of men need to run a ship or vehicle, while the second notes the (Bbasic, virtual, or neuro) "Controls" of a vehicle or mecha.
***This is the same as monsters, but it notes ramming impact.
****The first damage entry is basic hit point damage, and the second is SHP damage. "Attack arc" notes the field of view of a weapon and it facing (this is a holdover form Battleteach and Heavy Gear).
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Re: Monster Statblocks

Postby Wizardawn » Tue Dec 31, 2013 11:54 am

On the Wizardawn website, I do it like this...

APEMAN [ENC: 1d8 (5d8); AL: Neutral; MV: 120` (40`); AC: 6; HD: 7; AT: 1 (weapon); DMG: As weapon, +2; SV: L5; ML: 9; IQ: Average; THAC0: 13; TRS: XX ]
-- There are 2 in this area [HIT POINTS: 28, 37]
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