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bestiary [2018/07/13 15:59]
kyle
bestiary [2018/08/06 20:39] (current)
kyle
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-[[encounters]] 
- 
-need to handle: kaiju bonuses, mobility/beast speed divide 
- 
 attitude scale: attitude scale:
  
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 ^Ignore |Completely neutral. | ^Ignore |Completely neutral. |
 ^Suspect |Wary of adventurers, interprets most actions negatively. | ^Suspect |Wary of adventurers, interprets most actions negatively. |
-^Confront |Take direct action to threaten adventurers. | +^Confront |Take direct action to threaten adventurers. Warning shots fired. | 
-^Destroy |Want adventurers dead or suffering. |+^Destroy |Want adventurers dead or suffering. Go for the kill. |
  
 |Destroy |Confront |Suspect |Ignore |Inquire |Greet |Welcome | |Destroy |Confront |Suspect |Ignore |Inquire |Greet |Welcome |
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 ^9-11 |+1 | ^9-11 |+1 |
 ^12 |+2 | ^12 |+2 |
- 
  
 ====== Bestiary ====== ====== Bestiary ======
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 [[#Bestiary|Back to Top]] [[#Bestiary|Back to Top]]
  
-^# ^Encounter ^Major (1) ^Minor (2-3) ^Spoor (4-6) ^ +^# ^Encounter ^Major (1) ^Minor (2-3) ^Traces (4-6) ^
 |1 ^[[#Bighead]] |1. Warband hunting invaders. \\ 2. Bandit clan seeking opportunity. \\ 3. Guardians of a sacred site. |1. Hunting party with kill. \\ 2. Small trade caravan. \\ 3. Scouting expedition for larger force. |1. Cold campsite. \\ 2. Dangerous creature corpse(s) with exploded head. \\ 3. Rough totem/shrine with a few offerings. | |1 ^[[#Bighead]] |1. Warband hunting invaders. \\ 2. Bandit clan seeking opportunity. \\ 3. Guardians of a sacred site. |1. Hunting party with kill. \\ 2. Small trade caravan. \\ 3. Scouting expedition for larger force. |1. Cold campsite. \\ 2. Dangerous creature corpse(s) with exploded head. \\ 3. Rough totem/shrine with a few offerings. |
 +|2 ^[[#Bloodfruit]] |1. Multiple bushes on edge of a narrow path. \\ 2. Calls for help. Somebody's gone too deep. \\ 3. Treacherous high path. They grow eagerly below. |1. Lone bush at comfortable distance. \\ 2. Humanoid harvesters taking turns. \\ 3. Potted in back of wagon. Remains of wagon-driver nearby? |1. Happy harvester covered in hickeys. \\ 2. Signpost warning. \\ 3. Rough totem/shrine with a few offerings. |
 +|3 ^[[#Bone Ape]] |1. Troop foraging for food. \\ 2. Silverbacks battle their minions for alpha status. \\ 3. Recycling recent dead. |1. Lone male. \\ 2. Sleeping in a pile. \\ 3. Skittish of danger. |1. Pile of bone fragments. \\ 2. Flattened vegetation. \\ 3. Tuft of wiry black fur. |
 +|4 ^[[#Broodmother]] |1. Lair guarded by adult children. \\ 2. Nursery outdoor picnic. \\ 3. Angry mob in hot pursuit, spider unseen nearby. |1. Transporting a kill back home. \\ 2. Escaping with a baby. \\ 3. Trading silk handicrafts for meat, milk, vegetables. |1. Prey beast drained of bodily fluids. \\ 2. Discarded silk diapers. \\ 3. Humanoid parents conducting search. |
 +|5 ^[[#Condenser]] |1. Swarm flying this way. \\ 2. Roosting spire. \\ 3. Dumping snow all over the path ahead. |1. Whizzing by. On a mission? \\ 2. Lazily circling overhead. \\ 3. Grounded with damaged rotor. |1. Small shrine to Owmac in hopes of appeasement. \\ 2. Slippery ice-coated rocks. \\ 3. Specks in the distant sky. |
 +|6 ^[[#Eye Archon]] |1. About to drill something valuable. \\ 2. Fresh victory over something that got in its way. \\ 3. Blocking the path. |1. Passing through. \\ 2. Drilling something mundane. \\ 3. Dismantling a dead archon. |1. Fresh borehole, rimmed with frost. \\ 2. Melting spikes, blood puddle nearby. \\ 3. The sounds of a drill echo from far away. |
 +|7 ^[[#Foguar]] |1. Ambush. They've already surrounded you. \\ 2. Den with noncombatant kittens inside. \\ 3. Feasting on a kill. |1. In the middle of stalking something else. \\ 2. Sentinel, watching alone. Probably. \\ 3. Eating muckers. |1. Paw prints in the mud. \\ 2. Scrap metal buzzes faintly, resonating with invisible crosstalk. \\ 3. Boulder reeking of cat urine. |
 +|8 ^[[#Gulletree]] |1. Ancient budding off juveniles. \\ 2. Clumping around food source. \\ 3. Hidden copse. |1. Wandering alone. \\ 2. Sated mature. \\ 3. Newborn juveniles. |1. Shell fragments. \\ 2. Wide path, small stones shoved aside. \\ 3. Half-digested bones. |
 +|9 ^[[#Juggerdillo]] |1. Lone boar with nothing to lose. \\ 2. Large herd grazing. \\ 3. Rolling from above. You're in their path. |1. Small herd in distance. \\ 2. Lost pup. \\ 3. Sows and pups. Boar nearby? |1. Furrowed earth. \\ 2. Large pile of steaming dung. \\ 3. Broken-off spike long as your arm. |
 +|10 ^[[#Mistblade]] |1. Someone's voice calling for help. That's bait. \\ 2. Well-worn crevice. You're trespassing. \\ 3. Thick fog. They're here. |1. Lone stalker. \\ 2. Dead humanoid, still warm. Killers lurking. \\ 3. Is the mist getting thicker here? |1. Skulls lined up on a rock. A warning. \\ 2. Old corpse, dismembered by swords. \\ 3. Screams echo faintly in the distance. |
 +|11 ^[[#Mucker]] |1. Huge mudhole filled with squirming bodies. \\ 2. Migration in search of new mud. \\ 3. Quiescent hole. Something else lurks nearby, waiting for you to close your eyes. |1. Busy melting a carcass. \\ 2. Just a handful. \\ 3. Basketful. Owner of basket nowhere to be seen. |1. Soft, warm mud. \\ 2. Retching croaking noises. \\ 3. The scent of earth and decay. |
 +|12 ^[[#Sprite]] |1. Swarming thick around geyser. \\ 2. Pursuing warm target. \\ 3. Lights ahead and behind. |1. Lonely, flits around. \\ 2. Skimming the edge of a hot spring. \\ 3. Hiding in the earth. |1. Frost-coated corpse. \\ 2. A slushy puddle. \\ 3. A sharp, burned smell on the breeze. |
  
-|1 ^[[#Broodmother]] |1Lair guarded by adult children\\ 2. Nursery outdoor picnic. \\ 3. Angry mob in hot pursuitspider unseen nearby. |1. Transporting a kill back home. \\ 2. Escaping with a baby\\ 3Trading silk handicrafts for meatmilk, vegetables. |1. Prey beast drained of bodily fluids. \\ 2. Discarded silk diapers. \\ 3. Humanoid parents conducting search. | +^Conditions ||7Thick fogVisibility reduced to 5 meters10 meters with concealment. |8ThunderstormRandom lightning strikes every few minutes for 1-12 (+escalationif any) projectile damage and the Electrified conditionRoll a trigger die: on a 10+ the lightning hits random unsheltered creature nearby, else it harmlessly hits the landscape. |9Minor snow/mud/rockslideWill rumble in warningPathfinder (Survival) ability bypasses risk. | 
- +^Interest ||10-11Landmarkshelter or lair. ||12Random keystone or supply cache. |
-|1 ^[[#Sprite]] |1. Swarming thick around geyser. \\ 2. Pursuing warm target. \\ 3. Lights ahead and behind|1. Lonely, flits around. \\ 2. Skimming the edge of hot spring. \\ 3. Hiding in the earth. |1Frost-coated corpse\\ 2A slushy puddle. \\ 3. A sharp, burned smell on the breeze. | +
- +
-|1 ^[[#Gulletree]] |1. Swarming around geyser. \\ 2. Pursuing warm target. \\ 3. Lights ahead and behind. |1Lonelyflits around. \\ 2. Skimming the edge of a hot spring. \\ 3. Hiding in the earth. |1Frost-coated corpse. \\ 2. A slushy puddle. \\ 3. A sharp, burned smell on the breeze. |+
  
-==== Bighead ====+=== Bighead ===
  
 **AKA Mountain People, Grandma's Boys** **AKA Mountain People, Grandma's Boys**
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 Recent events have completely upended Bighead society, trading out strict totalitarian control for utter anarchy. Recent events have completely upended Bighead society, trading out strict totalitarian control for utter anarchy.
 +
 +**Wants:** Safety, revenge.
  
 |Destroy |Confront ^Suspect |Ignore |Inquire |Greet |Welcome | |Destroy |Confront ^Suspect |Ignore |Inquire |Greet |Welcome |
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 [[#Exhale|Back to Exhale]] [[#Exhale|Back to Exhale]]
  
-==== Broodmother ====+=== Bloodfruit ==
 + 
 +**AKA Vampire Rose** 
 + 
 +A bloodfruit bush is partially named for the large, lustrous red berries it grows. Get your hands on some and you'll be treated to a true culinary delight: sweet, juicy and savory all at once. Try and pick some from the bush and you'll discover the other reason for its name: leaves rustle and grasp, draining your blood through thousands of microtubules with the merest graze. This is how the bush gets the nutrients necessary to grow its fruit in such rocky soil. Most mountain travelers consider it a fair exchange, but give the bush a respectfully wide berth when they aren't hungry. Many are the bleached skeletons lying in the middle of a bloodfruit patch, who overestimated their own strength... or simply got a reputation for cheating the bush. Local culture frowns on that. 
 + 
 +**Wants:** Blood, sunlight. 
 + 
 +^Destroy |Confront |Suspect |Ignore |Inquire |Greet |Welcome | 
 + 
 +^Bloodfruit Bush -> Level 6, Size 5, M-6 P-0 A-0 ^^^^ 
 +^Deathtouch |||Melee attack, crits on 10+. Heal one lost Endurance per hit, or all lost Endurance on a crit. | 
 +|-> ^Drain Touch ||::: | 
 +|::: |-> ^Devour Life |::: | 
 +^Verdant |||Can feed itself with sunlight and produces one day's worth of rations in berries per day. When encountered, has 1-6 days worth of rations on its branches already. Removes injuries automatically after a day and can return to life after being killed so long as it has sunlight and water. | 
 +|-> ^Photosynthesis ||::: | 
 +|::: |-> ^Fruiting |::: | 
 +|-> ^Spring ||::: | 
 +^Gourmet |||Bloodfruit is high-quality foodstuff, and automatically restores 1 lost Vitality to any eater once per day in addition to sating hunger. | 
 +^Steadfast |||Immune to fear and charming. | 
 +|-> ^Implacable ||::: | 
 + 
 +^Weakness: Mindless (Steadfast) |Stupid as hell. | 
 +^Weakness: Stationary (Verdant) |Cannot take movement actions. | 
 + 
 +[[#Exhale|Back to Exhale]] 
 + 
 +=== Bone Ape === 
 + 
 +**AKA Blakutan, Sorcerilla** 
 + 
 +It's no secret that some animals use tools, sometimes to an usually sophisticated degree. While not necessarily more intelligent than any other species of clever monkey, Bone Apes have mastered the use of one particular tool that serves them quite well in the dangerous peaks of the Exhale: necromancy.  
 + 
 +A full-grown bone ape is a strong, but straightforward opponent that prefers to hang back from combat and throw things at intruders. The first thing they tend to throw is a small bone chip taken from a former member of their troop, which rapidly grows into an entire animated skeleton mid-flight. A bone ape always has backup, even when alone. 
 + 
 +**Wants:** To be left alone, to defend the troop, to acquire bones. 
 + 
 +|Destroy |Confront ^Suspect |Ignore |Inquire |Greet |Welcome | 
 + 
 +^Bone Ape Adult -> Level 8, Size 5, M-2 P-4 A-2 ^^^^ 
 +^Throwing |||Projectile attack, range 10, never consumes Supply. Can deploy undead (see below) as Throwing attacks. | 
 +|-> ^Impact ||::: | 
 +|-> ^Throw Anything ||::: | 
 +^Necromancy |||Throw an undead servitor out into play. An adult bone ape has either one adult skeleton or three juvenile skeletons. Slain skeletons fully revive on a 12 at the beginning of each round. If the controlling ape is slain, its minions crumble to dust. Telling minions to start attacking or switch targets takes an action. | 
 +|-> ^Binds of Death ||::: | 
 +|-> ^Essential Salts ||::: | 
 +|-> ^Mechromancy ||::: | 
 +|::: |-> ^Rewake |::: | 
 +^Survival |||Independently feed themselves in the wild, powerful sense of smell. | 
 +|-> ^Scent ||::: | 
 + 
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. | 
 + 
 +Skeletal adults have the same statistics as regular adults, but have an unrecoverable Slowed condition and the following additional abilities/weaknesses 
 + 
 +^Grit|||Injured at half normal rate, immune to Choking. | 
 +|-> ^Breathless ||::: | 
 +^Steadfast |||Immune to Fear and Charmed. | 
 +|-> ^Implacable ||::: | 
 + 
 +^Weakness: Synthetic (Grit) |Cannot benefit from the Heal or Gourmet trees. | 
 +^Weakness: Mindless (Steadfast) |Stupid as hell. | 
 + 
 +^Bone Ape Juvenile -> Level 4, Size 4, M-1 P-2 A-1 ^^^^ 
 +^Throwing |||Projectile attack, range 10, never consumes Supply. | 
 +|-> ^Throw Anything ||::: | 
 +^Necromancy |||Throw an undead servitor out into play. A juvenile bone ape has one juvenile skeleton. If the controlling ape is slain, its minion goes into a frenzy and attacks whatever's nearest. Telling minions to start attacking or switch targets takes an action. | 
 +|-> ^Essential Salts ||::: | 
 +^Survival |||Independently feed themselves in the wild. | 
 + 
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. | 
 + 
 +Skeletal juveniles have the same statistics as regular juveniles, but have an unrecoverable Slowed condition and the following additional abilities/weaknesses 
 + 
 +^Grit|||Injured at half normal rate. | 
 +^Steadfast |||Immune to Fear. | 
 + 
 +^Weakness: Synthetic (Grit) |Cannot benefit from the Heal or Gourmet trees. | 
 +^Weakness: Mindless (Steadfast) |Stupid as hell. | 
 + 
 +[[#Exhale|Back to Exhale]] 
 + 
 +=== Broodmother ===
  
 **AKA Child-Taker, Adoption Spider** **AKA Child-Taker, Adoption Spider**
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 A broodmother's lair is filled with webs and bones and wild, naked children of various species who adore their mother and exclusively speak her bizarre, alien language. The older a broodmother is, the more likely it is for them to have fully-grown children living in their dens with them, assisting in its defense and in the rearing of their younger "siblings" A broodmother's lair is filled with webs and bones and wild, naked children of various species who adore their mother and exclusively speak her bizarre, alien language. The older a broodmother is, the more likely it is for them to have fully-grown children living in their dens with them, assisting in its defense and in the rearing of their younger "siblings"
 +
 +**Wants:** To steal babies of intelligent species, to care for adopted offspring.
  
 |Destroy |Confront |Suspect ^Ignore |Inquire |Greet |Welcome | |Destroy |Confront |Suspect ^Ignore |Inquire |Greet |Welcome |
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 ^(Variable) |||An adoptee's last two abilities vary depending on its species. They can be ignored for the sake of expediency if desired. \\ **Human:** Handyman, -> Freebies. \\ **Gillman:** Swim, -> Water-Adapted. \\ **Trog:** Grit, -> Poisonproof. \\ **Ferrous:** Tank, -> Lightweight Armor. \\ **Lilium:** Strength, -> Door Kicker. \\ **Bighead:** Telepathy, -> Mind Sense. \\ **Wizbit:** Lore, -> Identify. | ^(Variable) |||An adoptee's last two abilities vary depending on its species. They can be ignored for the sake of expediency if desired. \\ **Human:** Handyman, -> Freebies. \\ **Gillman:** Swim, -> Water-Adapted. \\ **Trog:** Grit, -> Poisonproof. \\ **Ferrous:** Tank, -> Lightweight Armor. \\ **Lilium:** Strength, -> Door Kicker. \\ **Bighead:** Telepathy, -> Mind Sense. \\ **Wizbit:** Lore, -> Identify. |
  
-==== Sprite ====+[[#Exhale|Back to Exhale]]
  
-**AKA Dancing Light, Freezing Flame**+=== Condenser ===
  
-Bighead lore holds that the dampwarm fog that gives the Exhale its name spontaneously births sprites from its own matter. They appear as dim, bouncing lights in the mist constantly on the move in search of heat to sustain their own short existences with. Get up close and you can see that a sprite has no true body at all, just a pocket of crackling, glowing gas eagerly swooping towards you to steal your life-giving warmth. Disperse it quickly, or you'll be frozen solid. +**AKA Metal KiteAngel of Owmac**
  
-^Destroy |Confront |Suspect |Ignore |Inquire |Greet |Welcome |+Drone-like mechanical creatures that simply began to appear one day, the condensers fly over the Exhale collecting, concentrating and chilling water vapor. It is suspected from the timing of their arrival and their weather-related functions that the condensers are agents of Owmac the Storm-Father. That would certainly explain their erratic behavior, as they have been noted to both unleash punishing blizzards and proffer rewards and assistance seemingly at random.
  
-^Sprite -> Level 5, Size 4, M-3 P-A-^^^^ +**Wants:** To gather data, to punish and reward. 
-^Deathtouch |||Heat-draining touch. Adds Frozen condition on 7+, critically hits on 10+. | + 
-^Cryophile |||Adds Frozen to attacks. |+|Destroy |Confront |Suspect ^Ignore |Inquire |Greet |Welcome | 
 + 
 +^Condenser -> Level 8, Size 3, M-0 P-3 A-5 ^^^^ 
 +^Blizzard |||Supercondensed vapor causes a minor localized blizzard event directly below the condenser, plus all adjacent spaces. Can be used for free at the beginning of each movement action. Inflicts Frozen on 10+, Supply 1-6. Area of effect becomes slippery (fall prone when entering unless Acrobatics is equipped.) | 
 +|-> ^Icy Ground ||::: | 
 +^Glide |||Flies through the air. Can make a maximum of one direction change and gain 1 meter of elevation per move action. Must continue moving at all times or fall. | 
 +|-> ^Aerial Maneuvers ||::: | 
 +|-> ^Air Brakes ||::: | 
 +|-> ^Powered Flight ||::: | 
 +^Twitchy |||Can freely change facing in response to attack and drop blizzards for free at the beginning of each movement action. | 
 +|-> ^Running Drop ||::: | 
 +^Grit |||Injured at half normal rate, immune to Poisoned. | 
 +|-> ^Poisonproof ||::: | 
 + 
 +^Weakness: Synthetic (Grit) |Cannot benefit from the Heal or Gourmet trees. | 
 + 
 +[[#Exhale|Back to Exhale]] 
 + 
 +=== Eye Archon === 
 + 
 +**AKA Wandering Eye, Cheesemaker** 
 + 
 +Eye archons are great floating mechanical spheres that shift their surfaces to reveal new hidden tricks, the favored of which is a hollow drill that they use to take cylindrical chunks out of things with. A great glass lens on the front gives them the eye-like resemblance that is their namesake. Most often their samples are bored from the mountainside or from a particularly impressive tree, but the Eye Archons have no compunctions about drilling holes in ruins, large corpses, garbage heaps or even people's homes. Anything that sits still long enough to be drilled seems to be fair game. Other than their annoying destruction of (sometimes priceless) property, an Eye Archon tends to be largely harmless and many communities have adopted a policy of simply letting them do whatever they want and patching up the damage afterward as they can be powerful and deadly foes when provoked. 
 + 
 +**Wants:** To drill interesting things. 
 + 
 +|Destroy |Confront |Suspect ^Ignore |Inquire |Greet |Welcome | 
 + 
 +^Eye Archon -> Level 15, Size 6, M-5 P-A-^^^^ 
 +^Fleshgrinder |||Big hollow-pointed drill+2 damage, Adds Frozen condition on 7+, critically hits on 10+, removes a Tank/Shield ability on 10+ if any are equipped on targetFailure chance 4 vs human-sized targets. Costs 1 action and Supply to start up, jams on a die result of 1 (requiring another startup). Loud, has range of 1-2 meters. | 
 +|-> ^Long Tool ||::: | 
 +^Beam |||Freeze ray fired from eye. Adds Frozen condition on 7+, critically hits on 10+, Supply on 1-2. Failure chance 4 vs human-sized targets. Range 6-50, unblocked by fog/smoke. Never costs Supply if the last action taken was anything other than firing the beam. | 
 +|-> ^Phased Array ||::: | 
 +|-> ^Recharger ||::: | 
 +^Hazard |||Area attack. Ejects a superchilled pellet that causes rapid growth of spiky ice in an area (target space plus adjacent spaces, range 0-10). Frozen on 7+, Supply 1. Anything entering the area or being knocked prone in it gets attacked automatically. Move through two spaces=attacked twice, move through five spaces=attacked three times. The Archon itself is immune. No failure chance due to size differences. Can be used for free at the beginning of a movement action, targeting the space where the archon started moving. | 
 +|-> ^Size-Adapted ||::: 
 +^Cryophile |||Adds Frozen to attacks. Immune to the Frozen condition and all Cryophile-enhanced attacks. | 
 +|-> ^Freezeproof ||::: | 
 +|::: |-> ^Cold Immunity |::: |
 ^Acrobatics |||Floats a short distance above the ground, ignoring Hazard attacks and difficult terrain. | ^Acrobatics |||Floats a short distance above the ground, ignoring Hazard attacks and difficult terrain. |
 |-> ^Light Step ||::: | |-> ^Light Step ||::: |
 |::: |-> ^Hover |::: | |::: |-> ^Hover |::: |
-^Steadfast |||Immune to fear. |+^Twitchy |||Can switch facing for free in response to attacks and drop a Hazard in its path when moving
 +|-> ^Running Drop ||::: | 
 +^Grit|||Injured at half normal rate, immune to Poisoned and Dazed. Automatically restores 3 Endurance each round before regaining Flow. | 
 +|-> ^Regeneration ||::: | 
 +|::: |-> ^Soothing Regen |::: | 
 +|-> ^Poisonproof ||::: | 
 +|-> ^Toughness ||::: |
  
-^Weakness: Mindless (Steadfast) |Stupid as hell. |+^Weakness: Synthetic (Grit) |Cannot benefit from the Heal or Gourmet trees. |
  
-==== Gulletree ====+[[#Exhale|Back to Exhale]] 
 + 
 +=== Foguar ==
 + 
 +**AKA Mist Lion** 
 + 
 +A foguar is a medium-sized cat that lives and hunts in an extended family group. Their spotted blue-grey coats are luxuriously plush and wick moisture beautifully, but they are most often hunted for another prize entirely: the strange metallic organ that grows at the base of their skulls. It reverberates in response to the cat's vocalizations, and interestingly enough also causes the same organ to reverberate in the same way in all of the rest of the cat's clowder. With a bit of sorcery these can be adapted to create long-range communications for humanoid use, although the supply is vanishingly rare. The cats look out for each other and send invisible messages on the wind. They are difficult to find, except when they've decided to make a meal of you with a frighteningly well-choreographed ambush. 
 + 
 +**Wants:** To defend the clowder and territory, to acquire meat. 
 + 
 +|Destroy |Confront ^Suspect |Ignore |Inquire |Greet |Welcome | 
 + 
 +^Foguar -> Level 6, Size 5, M-3 P-1 A-2 ^^^^ 
 +^Close Combat |||Melee attack, range 1. Can move up to 2 meters as part of the attack. | 
 +|-> ^Pounce ||::: | 
 +^Communications |||Can communicate with any other member of the clowder that's in the same regional hex. You can't tell if a cat is communicating at any given moment just by looking at it, though. | 
 +|-> ^Hidden Comms ||::: | 
 +^Stealth |||Treat partial concealment as full, can move (with an impairment) without breaking cover. | 
 +|-> ^Creep ||::: | 
 +^Survival |||Can feed itself in the wild and sniff out creatures within 5 meters. | 
 +|-> ^Scent ||::: | 
 + 
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. | 
 + 
 +[[#Exhale|Back to Exhale]] 
 + 
 +=== Gulletree ===
  
 **AKA Meat Flower** **AKA Meat Flower**
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 The gulletree wraps its soft, floppy body in a hard, fibrous shell. Gulletree shells are strong, lightweight, and very buoyant, making them highly prized as a building material for boats. Larger shells are far more valuable than smaller ones, but larger gulletrees are also much more likely to simply devour any would-be harvesters. It's a tough profession to get into. The gulletree wraps its soft, floppy body in a hard, fibrous shell. Gulletree shells are strong, lightweight, and very buoyant, making them highly prized as a building material for boats. Larger shells are far more valuable than smaller ones, but larger gulletrees are also much more likely to simply devour any would-be harvesters. It's a tough profession to get into.
 +
 +**Wants:** To gorge itself on meat, to be left alone.
  
 |Destroy |Confront ^Suspect |Ignore |Inquire |Greet |Welcome | |Destroy |Confront ^Suspect |Ignore |Inquire |Greet |Welcome |
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 ^Mature Gulletree -> Level 10, Size 6, M-5 P-3 A-2 ^^^^ ^Mature Gulletree -> Level 10, Size 6, M-5 P-3 A-2 ^^^^
-^Lasher |||Long tentacle attack, range 2-5. Works fine for fishing up submerged targets. Can choose to inflict Grabbed on 7+, limiting later attacks to grabbed target only unless released. Can spend an action to pull a grabbed target adjacent to itself for devouring. |+^Lasher |||Long tentacle attack, range 2-5. Failure chance 4 vs human-sized targets. Works fine for fishing up submerged targets. Can choose to inflict Grabbed on 7+, limiting later attacks to grabbed target only unless released. Can spend an action to pull a grabbed target adjacent to itself for devouring. |
 |-> ^Constrict ||::: | |-> ^Constrict ||::: |
 |-> ^Lash Pull ||::: | |-> ^Lash Pull ||::: |
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 ^Weakness: Slowpoke (Strength) |Impairment to movement. | ^Weakness: Slowpoke (Strength) |Impairment to movement. |
  
 +^Ancient Gulletree -> Level 17, Size 7, M-8 P-5 A-4 ^^^^
 +^Lasher |||Long tentacle attack, range 2-5. Deals +2 damage to all targets Size 5 and smaller. Works fine for fishing up submerged targets. Can choose to inflict Grabbed on 7+, limiting later attacks to grabbed target only unless released. Can spend an action to pull a grabbed target adjacent to itself for devouring. |
 +|-> ^Constrict ||::: |
 +|-> ^Lash Pull ||::: |
 +|-> ^Tentacle ||::: |
 +^Kaiju |||+2 damage to human-size or smaller targets, area effects from human-sized targets have a failure chance of 4 against it. |
 +|-> ^Shrug Off ||::: |
 +^Precision |||Can act as size 4-7 for size-based failure chance. Always hits on 10+ regardless of circumstances. |
 +|-> ^Runt Stomper ||::: |
 +^Tank |||Doubled defenses, expires on 1-6 after each hit, refreshes at beginning of each turn, imposes movement impairment (stacks with impairment from Slowpoke weakness for 2 impairments). Immune to backstabs and extra damage when prone while the armor is in effect. Armor never expires when no Endurance is left. Can spend 1 Supply to negate a critical hit made against it. |
 +|-> ^Back Plating ||::: |
 +|-> ^Immortal ||::: |
 +|-> ^Unbreakable ||::: |
 +^Devour |||Can spend an action to consume adjacent creature grabbed with a tentacle. Stomach can hold up to 20 human-sized targets at a time. Stomach deals unavoidable damage equal to Escalation at beginning of each round, plus inflicts Bleeding, Choking, Dissolving and Poisoned conditions. |
 +|-> ^Gluttony ||::: |
 +|::: |-> ^Insatiable |::: |
 +|-> ^Leech Belly ||::: |
 +|-> ^Toxic Guts ||::: |
 +^Steadfast |||Immune to fear, charm and confusion. |
 +|-> ^Implacable ||::: |
 +|-> ^Self-Assured ||::: |
 +^Survival |||Can feed itself in the wild, shrug off very hot or cold environments, and sniff out creatures within 5 meters. |
 +|-> ^Endure Temperature ||::: |
 +|-> ^Scent ||::: |
 +^Strength |||Can carry weight as size 7 creature (5 without penalty, 20 total) and take an action to root itself to the ground, becoming unmovable. |
 +|-> ^Pack Mule ||::: |
 +|-> ^Rooted ||::: |
 +
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. |
 +^Weakness: Mindless (Steadfast) |Stupid as hell. |
 +^Weakness: Slowpoke (Strength) |Impairment to movement. |
 +
 +[[#Exhale|Back to Exhale]]
 +
 +=== Juggerdillo ===
 +
 +**AKA Glyptotank**
 +
 +Juggerdillo graze the Exhale slopes in small herds. These enormous beasts are covered in a leathery, segmented shell lined with rough-edged bony spikes which serve as their primary means of both defense and offense. When threatened, juggerdillos curl up into a ball and either roll-smash their enemies or simply bounce on down the slope out of reach. 
 +
 +Although primarily herbivores, a juggerdillo is opportunistically omnivorous and will occasionally dig up the ground for worms and insects or slurp down a mucker. It is not recommended to leave babies or small children unattended near them, which is just one of several hurdles to overcome before domestication becomes a possibility. 
 +
 +**Wants:** To protect the herd, to eat novel things.
 +
 +|Destroy |Confront |Suspect ^Ignore |Inquire |Greet |Welcome |
 +
 +^Juggerdillo Pup -> Level 4, Size 5, M-3 P-1 A-0 ^^^^
 +^Trample |||Melee attack performed when moving over a target. Cannot be used on human-sized targets unless prone, cannot be used on larger targets at all. No failure chance vs smaller creatures. |
 +^Tank |||Doubles all defenses, expires on 1-6 until beginning of next turn. Inflicts impairment to move when expired. |
 +|-> ^Lightweight Armor ||::: |
 +^Acrobatics |||Surprisingly flexible and agile. |
 +^Survival |||Can feed itself in the wild. |
 +
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. |
 +
 +^Juggerdillo Sow -> Level 9, Size 6, M-5 P-2 A-2 ^^^^
 +^Trample |||Melee attack performed when moving over a target (once per move). Cannot be used on size 6 targets unless prone, cannot be used on larger targets at all. No failure chance vs smaller creatures. Inflicts Prone on 7+. Never harms targets the sow doesn't want to harm (such as pups). |
 +|-> ^Beatdown ||::: |
 +|-> ^Careful Steps ||::: |
 +^Spikes |||Melee attack. Automatically counters all adjacent attackers and hits targets rolled over. Failure chance 4 vs human-sized targets. |
 +|-> ^Spike Slam ||::: |
 +|::: |-> ^Body Slam |::: |
 +^Tank |||Doubles all defenses, expires on 1-6 until beginning of next turn. Inflicts impairment to move when expired. |
 +|-> ^Lightweight Armor ||::: |
 +^Acrobatics |||Surprisingly flexible and agile. |
 +^Survival |||Can feed itself in the wild. Excellent sense of smell. |
 +|-> ^Scent ||::: |
 +|::: |-> ^Powerful Nose |::: |
 +
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. |
 +
 +^Juggerdillo Boar -> Level 17, Size 7, M-9 P-4 A-4 ^^^^
 +^Trample |||Melee attack performed when moving over a target (once per move). +5 damage if currently berserk. Cannot be used on size 6 targets unless prone, cannot be used on larger targets at all. No failure chance vs smaller creatures. Inflicts Prone on 7+. Never harms targets the boar doesn't want to harm (such as sows or pups). Can trample up to three targets with a single move. Targets killed by the attack don't count against this limit. Can stop on top of a trampled target, giving them the Grabbed condition until it moves again. |
 +|-> ^Beatdown ||::: |
 +|-> ^Breakthrough ||::: |
 +|::: |-> ^Full Throttle |::: |
 +|-> ^Careful Steps ||::: |
 +|-> ^Press ||::: |
 +^Spikes |||Melee attack. +5 damage if currently berserk. Automatically counters all adjacent attackers, strikes grabbed targets and hits targets rolled over (once per round). Failure chance 8 vs human-sized targets. |
 +|-> ^Spike Slam ||::: |
 +|::: |-> ^Body Slam |::: |
 +^Tank |||Doubles all defenses, expires on 1-6 until beginning of next turn. Inflicts impairment to move when expired. Can smash right through wooden barriers without slowing down. |
 +|-> ^Lightweight Armor ||::: |
 +|-> ^Juggernaut ||::: |
 +^Strength |||Can carry up to 10 Bulk with no encumbrance (or 50 maximum). Wooden objects can be smashed easily. Can go berserk as a free action, dealing +5 damage with all melee attacks but taking +2 damage from all incoming strikes. |
 +|-> ^Berserker ||::: |
 +|::: |-> ^Rage Control |::: |
 +|-> ^Door Kicker ||::: |
 +^Acrobatics |||Surprisingly flexible and agile. |
 +^Survival |||Can feed itself in the wild. Excellent sense of smell. Ignores environmental heat/cold (serves as shade/rain cover for pups) and excellent sense of direction (leads the herd to new pastures). |
 +|-> ^Endure Temperature ||::: |
 +|-> ^Pathfinder ||::: |
 +|-> ^Scent ||::: |
 +|::: |-> ^Powerful Nose |::: |
 +
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. |
 +
 +[[#Exhale|Back to Exhale]]
 +
 +=== Mistblade ===
 +
 +**AKA Wraith, Pale One**
 +
 +The frequent rains blowing in from the coast and high geothermic activity give plenty of logical cause for the fog hanging perpetually over the Exhale, but locals still contend that it is is undeniably magic. How else to explain the existence of the mistblades? 
 +
 +If you're lucky enough to kill one, a mistblade is revealed to be a thin, hairless and incredibly pale humanoid wielding a wicked scimitar and wearing nothing but a loincloth and gas mask. Most only see the mistblade alive- or rather, don't see it; the mistblades jump from bank to bank of fog and cut down their foes sight unseen. Nobody knows exactly where they come from, but it's pretty easy to guess what they want: death to all intruders.
 +
 +**Wants:** Intruders gone.
 +
 +^Destroy |Confront |Suspect |Ignore |Inquire |Greet |Welcome |
 +
 +^Mistblade -> Level 13, Size 5, M-8 P-2 A-3 ^^^^
 +^Martial |||Melee attack, range 1-2. Deals +5 damage with backstabs. No failure chance from concealment. |
 +^Smoke |||Creates a huge area of oppressive fog within throwing range (0-10 meters)- all spaces within 5 meters gain total concealment, and all within 10 meters gain partial concealment. Costs Supply on 1-3. The cloud lasts until the end of combat. Anything starting its turn inside the cloud gains the Choking condition (the mistblade is immune to this). |
 +|-> ^Lingering Smoke ||::: |
 +|-> ^Noxious Smoke ||::: |
 +|-> ^Wide Cloud ||::: |
 +^Darkseeker |||While in an area of complete concealment, failure chance against the mistblade is 12 with all attacks (including area attacks) until it takes an offensive action. Can teleport up to 20 meters from an area of complete concealment to any other area of complete concealment, and deals extra damage with backstabs. |
 +|-> ^Uncertainty Principle ||::: |
 +|-> ^Unseen Killer ||::: |
 +^Grit |||Half probability for injuries, immune to the Choking condition. |
 +|-> ^Breathless ||::: |
 +^Precision |||No failure chance from partial concealment or total concealment within 10 meters. Always hit on a 10+ regardless of circumstances. |
 +|-> ^Blind-Fight ||::: |
 +|::: |-> ^Improved Blind-Fight |::: |
 +
 +[[#Exhale|Back to Exhale]]
 +
 +=== Mucker ===
 +
 +**AKA Slime-eyes, Sludge Basilisk**
 +
 +Wretched-looking creatures somewhere between amphibian and lungfish that lurk in damp muddy patches, muckers are a food source for just about everything carnivorous in the Exhale. They gasp and flop around as they filter nutrients from the muck with their baleen-filled mouths, but do not make the mistake of thinking they are totally safe. A mucker's bulbous eyes hold a strange power to disintegrate anything that meets their gaze, melting them down into a pile of goo that can be slurped up at leisure. Hunters in search of a delicious mucker to fry up are advised to cover their eyes and be willing to get dirty.
 +
 +**Wants:** Food, uncontested control of their patch of mud.
 +
 +|Destroy |Confront |Suspect ^Ignore |Inquire |Greet |Welcome |
 +
 +^Mucker -> Level 4, Size 3, M-1 P-2 A-1 ^^^^
 +^Glare |||Projectile attack, range 20 meters, requires eye contact between mucker and target, size-based failure chance halved (4 vs human-sized targets). Supply 1, adds Dissolving on 7+, is a free action on 10+ (once per round only). |
 +|-> ^Glance ||::: |
 +^Mordant |||Adds Dissolving to attacks, slain targets leave no body. |
 +|-> ^Body Disposal ||::: |
 +^Survival |||Can feed itself in the wild. |
 +
 +^Weakness: Animal (Survival) |Vulnerable to Beastmaster abilities. |
 +
 +[[#Exhale|Back to Exhale]]
 +
 +=== Sprite ===
 +
 +**AKA Dancing Light, Freezing Flame**
 +
 +Bighead lore holds that the damp, warm fog that gives the Exhale its name spontaneously births sprites from its own matter. They appear as dim, bouncing lights in the mist constantly on the move in search of heat to sustain their own short existences with. Get up close and you can see that a sprite has no true body at all, just a pocket of crackling, glowing gas eagerly swooping towards you to steal your life-giving warmth. Disperse it quickly, or you'll be frozen solid. 
 +
 +**Wants:** Warmth.
 +
 +^Destroy |Confront |Suspect |Ignore |Inquire |Greet |Welcome |
 +
 +^Sprite -> Level 5, Size 4, M-3 P-2 A-0 ^^^^
 +^Deathtouch |||Heat-draining touch. Adds Frozen condition on 7+, critically hits on 10+. Fails on 1-6 except vs other spectres. |
 +^Cryophile |||Adds Frozen to attacks. |
 +^Acrobatics |||Floats a short distance above the ground, ignoring Hazard attacks and difficult terrain. |
 +|-> ^Light Step ||::: |
 +|::: |-> ^Hover |::: |
 +^Spectre |||All attacks made by or against the sprite have failure chance 6, except for attacks made by/against other spectres. |
 +^Steadfast |||Immune to fear. |
 +^Grit |||Probability of injury halved. |
 +
 +^Weakness: Mindless (Steadfast) |Stupid as hell. |
 +^Weakness: Synthetic (Grit) |Immune to Heal and Gourmet trees. |
 +
 +[[#Exhale|Back to Exhale]]
  
 ===== Imperial ===== ===== Imperial =====
bestiary.1531519178.txt.gz · Last modified: 2018/07/13 15:59 by kyle