(Creatures & Colliseums) People, let's make some monsters!

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(Creatures & Colliseums) People, let's make some monsters!

Postby Agrippa » Sat Mar 29, 2014 12:25 am

It's been several months after my original Pokemon-like rules addition, but I'm finally giving it another crack. The idea here is to make up our own tiny, ankle-biting critters of mass destruction. Type isn't important yet, we'll figure it out as we go along. Right now we're working on base stats. Let's use Dyson's Mutant Omega, my Creatures & Coliseums and maybe even MythAdvocate's Mutations Packages for this one for this one.

For the purpose of creating your own first level starter Poke... er, battle beast take 66 points and divide them among the categories below, with no statistic receiving fewer than five points or more than 16 points. Then figure out the ability minimum and bonuses from the averages.

Average Strength
Average Constitution
Average Dexterity and Complete Wing Development or Psionic Flight (if applicable)
Defensive mutation
Average Willpower
Average Wisdom

Type: Type refers to the general aptitude and nature of your creature beyond it's breed or species. It determines what base mutations it has. They are the following, with their base mutations. For additional mutations use either the feral, brickhouse, speedster, aerial, aquatic, psychokinetic, telepathic, doppelganger or clairvoyant mutation packages as you feel appropriate for the monster.
  • Air: Increased Dexterity, Force Screen and or Greater Force Screen (defensive), Control Weather, Psionic Flight and Quickness
  • Fire: Increased Dexterity (defensive), Energy Ray, Reflective Epidermis, Control Light Waves, Disintegration, Killing Sphere and Temperature Control
  • Electric: Increased Dexterity and or and Greater Force Screen (defensive), Energy-Retaining Cell Structure, Energy Ray, Reflective Epidermis and Control Weather
  • Water: Increased Dexterity or Increased Constitution (defensive)
  • Ice: Natural Armor or Force Screen (defensive), Energy Ray, Reflective Epidermis, Control Light Waves, Killing Sphere, Temperature Control and Skeletal Enhancement
  • Psychic: Force Screen, Increased Dexterity or Damage Turning (defensive), Unique Sense and Optic Emissions plus any four beneficial mental mutations
  • Earth (including rock, metal and bone): Natural Armor (defensive), Giantism, Echolocation, Increased Strength, Skeletal Enhancement, Spiny Growth, Unique Sense (tremorsense) and Increased Willpower
  • Plant: Natural Armor or Increased Dexterity (defensive), Epidermal Photosynthesis and six beneficial plant mutation

Battle Beast/Pet Creature template
SPECIES NAME ([type and package])
Height:
[height] Weight: [weight]
[Brief description of appearance.] or picture
[creature lore]
Typical Alignment: [typical alignment]
Ability Minimums/Bonuses:
Mutations:
Energy Damage Bonus:
Last edited by Agrippa on Sun Mar 30, 2014 4:42 am, edited 2 times in total.
Agrippa
 
Posts: 755
Joined: Thu Jan 06, 2011 3:35 am

Re: (Creatures & Colliseums) People, let's make some monster

Postby Agrippa » Sun Mar 30, 2014 12:57 am

I divided up the 66 points like this.

Average Strength - 8
Average Constitution - 13
Average Dexterity - 7
Defensive mutation - 14
Average Willpower - 12
Average Wisdom - 12

Then I settled on giving it the ice type and psychokinetic package. Here it is, the frostoad. I should note that these monsters all have one free Natural Attack mutation due to their nature as mutant animals.

FROSTOAD (icy psychokinetic)
Height: 1' at the withers Weight: 70-90 lbs.
Frostoad example
Frostoads, are a curious breed of intelligent giant toads that hail from arctic regions. While very much toads, these creature's legs are too small and weak in comparison to their girth and weight to allow frostoads to make great leaps like other amphibians. Instead frostoads half-crawl half-hop as a form of movement. In spite of these weakness, frostoads are a force to be reckoned with due to their physical resilience, crushing tongue, cryokinesis and psychokinetic powers along with human-like intellects. Fortunately these creatures have no designs on world domination. That said, frostoads have a notable pugnacious and bellicose streak, along with a true relish for combat and other conflicts. Like other battle beasts, frostoads are capable of extreme loyalty to their often humanoid trainers/commanders.
Typical Alignment: True Neutral
Ability Minimums/Bonuses: Wisdom and Willpower 6, Constitution 8, Dexterity -3, Strength -2, Charisma -1
Mutations: Natural Attack (constricting tongue) 10 (1st level)
(Ice Mutations) Force Field 14 (1st level), Energy Ray (cold) 16 (1st level), Reflective Epidermis (cold) 12 (1st level), Control Light Waves 13 (16) (3rd level), Killing Sphere 15 (7th level), Temperature Control 17 (9th level), Skeletal Enhancement 10 (1st level) and Epidermal Susceptibility (fire) (1st level)
(Psychokinetic Mutations) Optic Emissions (bright eyes) 12 (2nd level), Reduced Oxygen Efficiency, Control Light Waves +3, Phobia (fire) and Neural Telekinesis 8 (4th level)
Energy Damage Bonus: +2d6
Agrippa
 
Posts: 755
Joined: Thu Jan 06, 2011 3:35 am


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