Thorn Beast of Optera
- Sgt 86Delta
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Thorn Beast of Optera
I got a creature that is massively huge. (Str d12+12) due to its size. However it is limited in its attacks by its spine covered roots.
Does it make more sense to just keep everything about this monstrosity the same (Str d12+12) or should the roots have their own strength and even agility?
Does it make more sense to just keep everything about this monstrosity the same (Str d12+12) or should the roots have their own strength and even agility?
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Re: Appendages Strength Attribute
If you look at the Neuron Beast it has tentacles, similar enough to roots, and I think they use the same strength.
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Re: Appendages Strength Attribute
You could always stat the roots as weapons, at Str - 4 or something. Or for something really big, the main trunk could be a Wild Card and the roots could be statted out as Extras.
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- Pender Lumkiss
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Re: Appendages Strength Attribute
I think in gchat I suggested keep the d12 and then determine the size of the roots and add a bonus to strength based on size.
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Re: Appendages Strength Attribute
Make the roots separate creatures entirely, with their own stats, but use the Fanatics rule to force the PCs to destroy all of them in order to destroy the central plant. You can even vary the size of the roots to make big Wild Cards and smaller 'mooks'.Sgt 86Delta wrote:I got a creature that is massively huge. (Str d12+12) due to its size. However it is limited in its attacks by its spine covered roots.
Does it make more sense to just keep everything about this monstrosity the same (Str d12+12) or should the roots have their own strength and even agility?
- Ndreare
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Re: Appendages Strength Attribute
I have used this approach for Hydra's, Demon Lord's with layers of arcane defenses and Giant city destroying monsters. It works really well.Freemage wrote:Make the roots separate creatures entirely, with their own stats, but use the Fanatics rule to force the PCs to destroy all of them in order to destroy the central plant. You can even vary the size of the roots to make big Wild Cards and smaller 'mooks'.Sgt 86Delta wrote:I got a creature that is massively huge. (Str d12+12) due to its size. However it is limited in its attacks by its spine covered roots.
Does it make more sense to just keep everything about this monstrosity the same (Str d12+12) or should the roots have their own strength and even agility?
- Hydra = Each head is a Wild Card that must be destroyed.
Demon Lord = had 6 semi-tangible Ward Layers each wielding a different spell and with a different immunity.
Giant City Monster = dozens of extra tentacles, that needed to be destroyed as they would get in the way of incoming attacks.
AOE becomes everyone's friend.
, and of course update your signatures!
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Re: Appendages Strength Attribute
You're going to need AOE for all those testicles. Good gracious, man, what happens if the heroes don't beat the monster? Does it impregnate the world with a weird kaiju / human hybrid monster?RFT wrote:I have used this approach for Hydra's, Demon Lord's with layers of arcane defenses and Giant city destroying monsters. It works really well.Suddenly the one shot one kills are gone as the players need to use tactics and the different roles in a build have a purpose.
- Hydra = Each head is a Wild Card that must be destroyed.
Demon Lord = had 6 semi-tangible Ward Layers each wielding a different spell and with a different immunity.
Giant City Monster = dozens of extra testicles, that needed to be destroyed as they would get in the way of incoming attacks.
AOE becomes everyone's friend.
Maximilian
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Re: Appendages Strength Attribute
Edited and fixed. My phone sucks balls and apparently it wants all of us to have the opportunity as well.Maximilian wrote:You're going to need AOE for all those testicles. Good gracious, man, what happens if the heroes don't beat the monster? Does it impregnate the world with a weird kaiju / human hybrid monster?
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: Appendages Strength Attribute
I'm just over here wondering why your phone will default to testicles instead of tentacles.RFT wrote:Edited and fixed. My phone sucks balls and apparently it wants all of us to have the opportunity as well.Maximilian wrote:You're going to need AOE for all those testicles. Good gracious, man, what happens if the heroes don't beat the monster? Does it impregnate the world with a weird kaiju / human hybrid monster?
MERCY.
What if the tentacles each have testicles?!
Game over, man. GAME OVER!
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Re: Appendages Strength Attribute
And the conversation just hit full anime
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"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- Sgt 86Delta
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Re: Thorn Beast of Optera
Roots (below) and Brambles (above) - Extras and Wild Cards - Fanatics (SWD 108, softcover) - 3 to 8 (1d6+2) Roots/Brambles in a 10 foot area
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Re: Thorn Beast of Optera
Thorn Beast of Optera
Description: The Thorn Beast of Optera was one of only a few plants that adapted and survived the time of the Masters (Robotech) on Optera. This plant became carnivorous and learned to dimensionaly travel. Primarly seen as an incredible thorn bush, there are a few who have encountered it's roots. Brambles or roots are equipped to feed the Thorn Beast. (Source material if applicable.)
Race Description: There are several features to the Thorn Beast.
Core: The very center and the only means to truly destroy it. Part of it resides above ground. The other half is buried in the ground.
Brambles: The arms/tenticles of the Thorn Beast above ground. (Wild Cards and Extras)
Roots: The arms/tenticles of the Thorn Beast below ground. (Wild Cards and Extras)
Seed Pod/Burr: This is the beacon that tells the Thorn Beast where to travel to next.
(Witchlings)
Description: The Thorn Beast of Optera was one of only a few plants that adapted and survived the time of the Masters (Robotech) on Optera. This plant became carnivorous and learned to dimensionaly travel. Primarly seen as an incredible thorn bush, there are a few who have encountered it's roots. Brambles or roots are equipped to feed the Thorn Beast. (Source material if applicable.)
Race Description: There are several features to the Thorn Beast.
Core: The very center and the only means to truly destroy it. Part of it resides above ground. The other half is buried in the ground.
Brambles: The arms/tenticles of the Thorn Beast above ground. (Wild Cards and Extras)
Roots: The arms/tenticles of the Thorn Beast below ground. (Wild Cards and Extras)
Seed Pod/Burr: This is the beacon that tells the Thorn Beast where to travel to next.
(Witchlings)
- Racial Abilities and Complications
- Environmental Weakness The Thorn Beast suffers +4 damage from heat or fire attacks, and a -4 penalty to resist any other effects.
- Summon Ally A Brief Description of Ability of Complication.
- Puppet A Brief Description of Ability of Complication.
- Illusion A Brief Description of Ability of Complication.
- Bark Skin A Brief Description of Ability of Complication.
- Hardy A Brief Description of Ability of Complication.
- Nettle Touch A Brief Description of Ability of Complication.
- Thorns A Brief Description of Ability of Complication.
- Fanatic The Brambles and Roots will sacrifice themselves when the core is attacked. Every Brambles and Root will need to be removed from the Core before it can or will take damage.
- Psychic Vampire A Brief Description of Ability of Complication.
- Psychic Awareness A Brief Description of Ability of Complication.
- Ability of Complication A Brief Description of Ability of Complication.
- Ability of Complication A Brief Description of Ability of Complication.
- Ability of Complication A Brief Description of Ability of Complication.
Sarge's Roles _