Thorn Beast of Optera

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Sgt 86Delta
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Thorn Beast of Optera

Post by Sgt 86Delta »

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?
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Re: Appendages Strength Attribute

Post by Radecliffe »

Whatever provides the better challenge I say.
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Venatus Vinco
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Re: Appendages Strength Attribute

Post by Venatus Vinco »

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

Post by Tribe of One »

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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Re: Appendages Strength Attribute

Post by Pender Lumkiss »

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

Post by Freemage »

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?
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'.
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Re: Appendages Strength Attribute

Post by Ndreare »

Freemage wrote:
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?
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'.
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.
  • 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.
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.

AOE becomes everyone's friend.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
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Re: Appendages Strength Attribute

Post by Maximilian »

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.
  • 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.
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.

AOE becomes everyone's friend.
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?
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Appendages Strength Attribute

Post by Ndreare »

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?
Edited and fixed. My phone sucks balls and apparently it wants all of us to have the opportunity as well.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Maximilian
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Re: Appendages Strength Attribute

Post by Maximilian »

RFT wrote:
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?
Edited and fixed. My phone sucks balls and apparently it wants all of us to have the opportunity as well.
I'm just over here wondering why your phone will default to testicles instead of tentacles.
MERCY.
What if the tentacles each have testicles?!
Game over, man. GAME OVER!
Maximilian
Maximilian character sheet
Alex - Allied Extra character sheet
Bennies: 5 (+1 omission from debrief, +1 roommate interlude, -1 EE search for wand, +1 no armor, -1 soak, -1 EE resist fear, -1 EE shooting, +1 showering, +1 RP lunch area, +1 intercepted radio, -1 reroll Piloting, +1 Mikey Danger)
Wounds / Fatigue: 0 / 0
Parry: 7
Toughness: 22 (9) (Enchanted Berserker Plate Armor, Tough Breed)
Pace: 6/8 in armor
Edges: Robot Armor Jock, Ace, Combat Ace, Ambidextrous, Quick, Level Headed, Improved Level Headed, Charismatic, I Know A Guy, Elan, Battle Hardened
Weapon in hand: none
Weapon in holster: Vibroswords (2)
Wilk's 227 Pulse Laser
  • Range: 18/36/72
    Damage 2d6+1, AP 2
    ROF 2, Payload 24, Semi auto, 3RB
2 spare e-clips
Standard out-of-robot gear from NG-S2: flashlight, compass, radio, first aid kit, fire starter, wooden cross, 1 flare, 30 feet rope
Adventure Cards
  • Epiphany: Something you never understood before suddenly "clicks." You gain a d6 in any skill you previously did not have for the remainder of this game session.
    Boom! Head Shot: You may ignore any Called Shot penalties on your next ranged attack.
    Rally: Play to cause all allies in sight/hearing to immediately lose their Shaken status.
Titan TR-001 Combat Robot
Size: 8
Crew: 1+2
Toughness: 44 (22)
Pace: 10
Weapons:
  • Medium Rail Gun
    • Range: 100/200/400
      Damage: 3d10+4, AP 14
      ROF 3, shots 60
    Medium Missile Launchers (2)
    • Range: 200/400/800
      Damage: 8d6, AP 15, MBT
      ROF 1, shots 4
    Mini Missile Launchers (2)
    • Range: 100/200/400
      Damage: 5d6, AP 6, SBT
      ROF 1, shots 12
    Medium Laser
    • Range: 150/300/600
      Damage: 3d10, AP 10
      ROF 1
    Dino Bladder Water Cannon
    • Range: cone
      Damage: 3d10
      5 bursts
    Good Night
    • Melee damage: Str + 2d10 MD Plasma
      Plasma Ejector damage:
      • 2d6 plasma & heat (vigor -2 or suffer level of fatigue
      • 3d6 using 2 shots
      • 6d6 using 4 shots
      Payload: 10 shots unless hooked to permanent power supply
      ROF: 3
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Re: Appendages Strength Attribute

Post by High Command »

And the conversation just hit full anime
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Sgt 86Delta
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Re: Thorn Beast of Optera

Post by Sgt 86Delta »

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

Post by Sgt 86Delta »

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)

  • 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.
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