One
of the few things I did like about 4E is the streamlined purpose
driven monster system. Because I don't wish to spend a ton of time
creating monsters I will use something similar.
Minions
will
be the weakest of the bunch, expected to die in the dozens and only
annoy the players unless of course they take on far too many. For
level 1 their basic stats will be as follows:
HP:
10-14, Def: 10-12, Atk: 0-2, Damage: 4-6. Expose 20. Initiative 0. In
addition they only get a single action and do not roll damage nor
saves and do not get a turn in the first round.
Normal
monsters
will still be slightly weaker than the players but be able to
actually put up a decent fight. These should be the bread and butter
of combat creatures. In the end I would like to create 'roles' or
classes for these to be chosen from with quick creation tables for
rapid generation.
HP:
20-28, Def: 12-14, Atk: 2-6, Damage: d6-d10. Exploit: d4-d8 OR Expose
19, Perception 0, Initiative 0. They do get 2 actions but should not
typically make two attacks.
Elite
monsters
will have higher raw stats than the players without containing as
many of the special abilities the players would. They would be
considered equal or slightly stronger than a PC.
HP:
50, Def: 16, Atk: 6, Damage: 2 dice. Perception +5, Initiative +5.
These
bad boys though are going to require a template smashed on top to
work properly such as:
Bruiser:
+10 HP, +3 Fort, -2 Ref, -3 Will, +2 Melee Attack, -2 Ranged Attack,
d6 ranged, d10 melee, exploit 1d6. Rager Special: Increase Melee
attack by 2 and damage to d12 with -2 penalty to all defenses at half
health.
Marksman:
+3 Ref, -2 Fort, -1 Will, +4 Ranged Attack, d8 ranged, d6 melee,
exploit 1d10. Aimed Shot Special: May make secondary special attack
at +0 vs targets will defense. If successful target is exposed against
marksman's first shot. May only use ability once.
Boss
monsters
are the biggest and the baddest. Each should be handmade for proper
PC butt-whooping potential, but they should still follow some simple
guidelines.
HP:
80, Def: 18, Atk: +8, Damage: 2 dice, Armor: 1, Gain extra secondary
action. Luck Roll(s).
So
the first encounter I intend to run will involve them breaking out of
their bonds and facing a small group of mutated giant rambo chickens
that intended to eat them.
6x
Normal Chickens
Perception
0 / Initiative 0
HP:
22
Defenses:
14 Fort, 12 Ref, 12 Will
Claw
Attack: +6 (1d8 damage) Expose
19
Stub
Shotgun: +2 (1d10 damage) Expose
19
Bruiser
Chicken
Perception
+5 / Initiative +5
HP:
60 / At 30 HP or less enrages
Defenses:
19 Fort, 14 Ref, 13 Will / Enrage: 17 Fort, 12 Ref, 11 Will
Razor
Claws: +8 (2d10 damage) Exploit
1d10 / Enrage: +10 (2d12
damage) Exploit 1d10
Stub
Shotgun: +4 (2d6 damage) Exploit
1d6
They
will get away of course, until they are ambushed(!) by the rambo
chicken chief! And yes they all wear bandanas and warpaint.
2x
Normal Chickens
Perception
0 / Initiative 0
HP:
22
Defenses:
14 Fort, 12 Ref, 12 Will
Claw
Attack: +6 (1d8 damage) Exploit
1d6
Stub
Shotgun: +2 (1d10 damage) Exploit
1d6
6x
Minion Chickens
Initiative
0
HP:
10
Defense:
10 Fort, 12 Ref, 10 Will
Beak
Attack: +0 (6 damage) Expose
20
Stub
Pistol: +2 (4 damage) Expose
20
Rambo
Chicken
Perception
+20 / Initiative +10
HP:
80
Armor:
1
Defense:
16 Fort, 16 Reflex, 18 Will
Fortune:
2 / Luck: d6
Primary
Attacks
Razor
Claw Attack: +8 (2d8 damage) Exploit
2d6
Machine
Gun: +8 (2d6 damage) Expose
17-20
Secondary
Attacks
Bayonet:
+5 (2d6 damage) Expose
20
Special
Attacks
Charging
Fire (once per encounter)
The
rambo chicken charges toward you firing his gun until the last moment
when he slams into you.
Type:
Standard Action + Secondary Action
Against
a target within 30 ft make a machine gun attack. Then move into melee
range and make a bayonet attack with a +4 bonus on the attack roll if
the ranged attack hit. If the bayonet attack hits the target is moved
15ft (3 squares) back and exposed with the rambo chicken directly
infront of them.
Sweeping
Fire (at will if 40 HP or above)
Type:
Standard Action
Make
a standard machine gun attack roll against all targets within 15 feet
from each other with a -2 penalty on the attack roll. Deal damage as
normal if you hit.
Blood
Frenzy (once when below 50 HP)
The
rambo chicken lets our a bloody scream and begins to frantically claw
at you.
Type:
Standard Action
Make
a razor claw attack as normal with a +4 bonus on the attack roll. If
you hit deal damage normally and continue to make razor claw attacks
and dealing damage with a cumulative -4 penalty to the roll each time
until the target is unconscious or you miss.
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