Interested in helping create a BTS creature for the Rifter?

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vika
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by vika »

mrloucifer wrote:
vika wrote:
mrloucifer wrote:-I’m not sure about the HTH equivalent thing Vika, I need some explaining on this and why you think so. In the meantime I’ll hold off on that.
The design decision is based on the innate fighting ability of the monster. This skill provides them with the automatic parry, rolling with impact, and pulled pinch. My original design was the powerful prankster requiring the powerful PC team to fight them. Even if the monster has the equivalent of level of experience of 5 for example, they still get HtH: Basic at the level 1. Without the automatic parry - more than any from the other things - it becomes the less powerful monster. But maybe the prankster nature requires to remove the equivalency.


I follow you now Vika, and I must say qe seem to be on a simialr wave length, I was thinking about this action issue as well (before I understood your HTH theory) and I was concidering giving them "Auto Dodge" to compensate for this.
Yay for great minds. Or great fools. :p

mrloucifer wrote:As such small and prankish creatures I would see them dodging something before parrying. The lack of weight/leverage would means that players could swing a nin iron at them and even if they parried they would go flying.
Yes, but they are the supernatural monsters (supernatural physics not cares about leverage) and the supernatural strength (maybe means that their claws could take the hit). But my mind is changing.

mrloucifer wrote:So I follow you, but I still think something like Auto Dodge would be more beneficial for them. What do you think?
One or the other. Or not at all. Making them into footballs sounds a bit interesting. I'm so indecisive. :oops: Well I think it is the good idea to make them footballs. Even if you not defeat the armour rating, you still get something for your successful strike. Ok to drop the equivalency.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by vika »

Sir Neil wrote:They killed Sasha's team three times in a row -- five times? -- autododge is not something they need. :D The rules don't take into account weight/leverage, so if they had HTH Basic they could auto-parry any melee attack. But what if we don't give them HTH Basic, and say the reason they need to spend an attack to parry is because they have to brace themselves first? Or, you could mention in vulnerabilities that undodged attacks send them flying.
Sasha was the GM. And our team is full of wussies :lol:

But, yes. They spend the attack to brace and if they fail to parry (or to dodge), then they fly. :mrgreen:
Or maybe. They are the supernatural monsters and not have to brace.

I think flying lobsters is funnier, and so the better choice.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by mrloucifer »

vika wrote:But, yes. They spend the attack to brace and if they fail to parry (or to dodge), then they fly. :mrgreen:
Or maybe. They are the supernatural monsters and not have to brace.

I think flying lobsters is funnier, and so the better choice.



How bout a compromise and do both? :)

-I will add a section in the vulenrabilties under "minimal leverage" which means attacks like punting style kicks, golf swings, attacks from underneath them and so on will send them flying if they fail their parry roll. If its below their armor rating but still hits, they go flying without damage. Either way they must roll a 1-50% to land on their feet;51% or higher means they lond on their back and will need to take an action to flip themselves over. And I like the loss of the "auto parry" theory due to fact they have to brace for impact with parry due to their small stature. Sound fair peeps?

-Therefore I will add the auto dodge in place of the parry, giving them something to work with combat wise. two fo the four players have 6 actions to the lobsters 4 and in those two actions they riddled the lobsters with bullets. Keeping auto dodge would mean they keep a fighting chance against opponents with superior numbers of attacks who cna just wait their attacks out. Hows this sound?
vika wrote:
Sir Neil wrote:They killed Sasha's team three times in a row -- five times? -- autododge is not something they need. :D The rules don't take into account weight/leverage, so if they had HTH Basic they could auto-parry any melee attack. But what if we don't give them HTH Basic, and say the reason they need to spend an attack to parry is because they have to brace themselves first? Or, you could mention in vulnerabilities that undodged attacks send them flying.
Sasha was the GM. And our team is full of wussies :lol:

But, yes. They spend the attack to brace and if they fail to parry (or to dodge), then they fly. :mrgreen:
Or maybe. They are the supernatural monsters and not have to brace.

I think flying lobsters is funnier, and so the better choice.
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mrloucifer
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Re: Interested in helping create a BTS creature for the Rifter?

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Shady Character wrote:Could get either funnier or more scary if said flying lobsters smack into another PC.
Funnier if the PC's try a Volleyball move, and set then spike a Demon Lobster into a pot of Boiling water.
Scarier if they use the momentum of of their flight to attack a new target.


This is something I'll have to add to the write up notes, telekinesis could easily alter their flight to more dangerous use :twisted:
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by Sir Neil »

I misspoke and should have said "Sasha's group".

mrloucifer wrote:-Either way they must roll a 1-50% to land on their feet;51% or higher means they lond on their back and will need to take an action to flip themselves over.


What if they had to make a "roll with impact" instead of giving them 50/50? Also, it should be if they fail their parry or dodge.

-two fo the four players have 6 actions to the lobsters 4 and in those two actions they riddled the lobsters with bullets.

Then you need MOAR lobsters.

If they don't have any automatic defense, the GM would be free to use the defense that fits the situation best. If they had autododge, they'd never waste an attack trying to parry. They're also pretty studly critters -- it seems odd for monsters with natural armor to be best at avoiding hits.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by mrloucifer »

Point taken Sir Neil, I'm dropping the auto dodge ability, making them more reliant on their natural armor :)
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by Sir Neil »

When will you be able to test them out? (I haven't played since the Decepticons attacked Autobot City in 2005.)
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Re: Interested in helping create a BTS creature for the Rifter?

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Sir Neil wrote:When will you be able to test them out? (I haven't played since the Decepticons attacked Autobot City in 2005.)


I heard the deceptions lost that paticular battle ;)

I'm playtesting the updated creature this Sunday in fact. If it holds up as expected I plan to start writing up the description details next week and post them here.

I've written an addon for a "victims" campaign with my latest update, when I get a moment I'll post version 3.1 here for all to enjoy :)
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Re: Interested in helping create a BTS creature for the Rifter?

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Ok gang, here we go, version 3.2 of the Devil Lobster for your enjoyment... I am playtesting this version this weekend, and anyone who can alos playtest and let me know the results would be most appreciated.

There are small changes on this version you may not have noticed (like the lowered the SDC), but there are also some big additions including the boiling water and steam based attacks and the "minimal leverage" vulnerability and an added section on the bottom for "victim campaigns". Enjoy gang!

The Devil Lobster
Also known as
the Maine Prankster and Demon Crustacean
Alignment: Half are Diabolic, the other half Miscreant.
Attributes: I.Q. 1D4 +8, M.E. 1D6+5, M.A. 1D6+5, P.S. 1D6+10 (Supernatural),
P.P. 2D6+10, P.E. 1D6+10, P.B. 1D4+3, Spd 1D4+10
Armor Rating (A.R.): 11, any attack less than 12 does no damage even if it hits.
Hit Points: 2D6 plus P.E. attribute number.
S.D.C.: 1D4 x10.
Discorporation: When slain, the Devil Lobster’s body breaks down into a thick layer of slimy ooze that resembles melted butter. Examination of the ooze will reveal it to be ordinary butter.
Threat Level: x4; Prankster, a Lesser Demon
Horror Factor: 9
Size: About 6-9 inches tall and 24-30 inched long (resembling “jumbo” sized Maine lobsters in market terms).
Weight: between three to four pounds.
Average Life Span: Unknown, probably immortal.
P.P.E.: 1D6.
Natural Abilities: Nocturnal pranksters and predators, supernatural P.S. and P.E.; never tires. Good Nightvision (700 feet), does not need to breathe air, can leap five feet high and across, ambidextrous and bio-regenerates 1D4 S.D.C. or Hit Points per hour.
Shape Change into Maine Lobster: To blend in with normal lobsters, the Demon Lobster can reduce its size and change its colors to resemble a normal lobster. These changes take place instantly (does not cost an action) and they can change at will. While the Demon Lobster loses all their supernatural abilities when imitating a normal lobster, they do not emit a supernatural aura and therefore won’t be felt by nearby psychics.
Paired Telepathic Communication: The Devil Lobsters are naturally drawn together and work in pairs. When paired together they psychically bond to each other, allowing them to keep in continual contact and awareness of each other. This allows them to perform coordinated ambushes or work as a team to perform a variety of tasks they wouldn’t be able to do alone. The maximum distance they can travel from each other is 800 feet before losing their psychic connection. However if the Demon Lobsters get separated but finds their way back, their connection is instantly restored.
Influence normal lobsters: When two Devil Lobsters have bonded together, their psychic bond also affects any Maine Lobster (also referred to as the clawed lobster) within 800 feet of the pair. Normal lobsters under their influence will suddenly spring to life and begin attacking people closest to it. While this is merely a distraction and an amusing prank to the Devil Lobster, their distraction can prove deadly as the Devil Lobsters may be given time and opportunity to ambush someone or set up a wicked trap or prank.
The stats for a normal Maine lobster: S.D.C. is 1D12+1 points, has no armor rating (they can simply be crushed underfoot), does one single point of damage per pinching attack and has no special abilities otherwise. They will simply attack whatever they can reach (usually the feet, ankles and calves unless attacking a downed opponent). A stomp attack on a normal lobster does 1D6 S.D.C. plus damage bonus.
Sensitive Antennas: A Devil Lobsters have both a set of large and small antenna. The large antennas help them detect movement and find their way in dark (even pitch black) environments while their small antennas help them recognize specific odors and chemicals. Together they allow the Devil Lobster to move about unhindered in complete darkness along with the ability to track by smell at 45%.
Knows all Languages: Magically understands all languages at 60%, but they are not able to speak or read. They can however emit an ear piercing screech (and usually do so when attacking) and snap and click their claws to make noise. They communicate with each other via telepathy (see psionics below).
Limited invulnerability: Invulnerable to poison, gases, toxins, mind control, possession, charms and illusions.
Vulnerabilities:1.Boiling water and Steam based attacks. Such attacks are extremely detrimental to a Devil Lobster as they bypass their Armor Rating, doing 1D4 x 10 per strike. This includes psionic attacks like Hydrokinesis and Steam Blast as well as simply spilling a pot of boiling water or bursting a steam pipe. Steaming hot liquids such as coffee, tea, and hot cocoa will also cause similar damage if poured on them.
2. Man-made weapons that penetrate its A.R. inflict full damage, as do fire, magic, psionics and physical blows.
3. Sensitive to light. The Devil Lobster is a nocturnal prankster and predator and does not like bright light. When subjected to bright or well lit environments the Devil Lobster is partially blinded and suffers a loss of an action (due to the unexpected shock) followed by a penalty of -4 to all strike, parry and dodge rolls while in the light. Perception rolls are impossible while the Devil Lobster is partially blinded. The combat penalties continue to affect them for one melee round after they’ve found shelter from the light. Shinning a flashlight in the Devil Lobsters eyes are enough to affect them.
4. Minimal Leverage. The Devil Lobsters are extremely small supernatural creatures, and while they possess low supernatural strength, they are still bound to the laws of physics. Consequently their diminutive size and weight can be used against them, especially melee attacks. For example, a “punting” style kick, a golf swing with a golf club or other melee weapon, or attacks from underneath can literally send them flying!
Whenever these types of attacks take place, when a lobster fails their parry or dodge roll, they are sent flying backwards at a distance of four inches per each P.S. point of their attacker. On o roll of 1-50% the lobster lands on their legs, 51% and over they land on their back will need to use an action to flip themselves over. If a successful strike does not make it past their armor rating, they will still be sent flying without taking damage.
When attacking via a flying leap attack, instead of dodging their attack, if the target attempts a simultaneous strike against the Devil Lobster with a swinging melee action with a decent blunt weapon (say, like a baseball bat), the same flying results will apply if the attack is successful (rolls a higher strike than the lobster.)
R.C.C. Skills or Equivalents (do not improve with experience): Swim 95%,
Prowl 80%, Climbing 70%, Land Navigation 70% and Track Humanoids 40%.
Equivalent Level of Experience: 1D4+3.
Attacks per Melee: Four physical or psionic attacks per melee.
Damage: Pincher claw attacks do 1D8 damage while crusher claw attacks do 2D6 damage. A power crushing claw attack does 4D6 while a flying leap attack does 3D6 (both of these type of attacks cost 2 actions to perform).
Note: with a successful flying leap attack, the Devil Lobster can cling to their target with their pincher claw and continue attacking with the crushing claw. To pull the lobster off they will either need to take off the clothing the lobster clings to (if applicable) or pull it off of them. Both parties roll a twenty sided die and then adds their P.S. number to the total, the highest roll wins.
R.C.C. Bonuses (in addition to attribute bonuses): +2 Strike, +3 Parry, +2 Dodge, +4 Perception rolls (in dark areas) and +4 save vs. Horror Factor.
Magic: None.
Psionics: Needs a 12 or higher to save vs. psionic attacks. I.S.P.: 1D4x10 +10.
Limited Psi-Powers: Levitation, Telekinesis, Telekinetic Leap (8), Telekinetic Lift (7) and Telekinetic Push (4).
Enemies: They despise human beings and see them as prey and fodder for their pranks and mischief. However, they are kindling something of a grudge match with Gremlins, who see their habits and talent for pranks encroaching on their “territory”. Consequently Gremlins and Devil Lobsters have begun pulling pranks on each other when they can and their pranks are becoming more and more dangerous. In time, a full blown hatred between them will inevitably blossom.
It’s also interesting to note that the Devil Lobster is cannibalistic and has been known to attack and eat their wounded.
Allies: The Devil Lobster is a social creature, but only amongst their own kind. They may congregate in numbers ranging from two to twenty happily, but generally wont associate with anyone else, human or non human.
Habitat: The majority of their sightings have been in cities that dot the worlds many coastlines, but can be found anywhere. Many travel in disguise as live lobsters and therefore can be found lying in wait for an ambush at seafood restaurants, fish markets, supermarkets, shipping companies and other unexpected locations.


The alternative “victims campaign” Devil Lobster

For those who enjoy playing in a “victims” setting, the Devil Lobster would make a great monster to use in such a campaign. That being said they are deceptive capable and dangerous therefore some GM’s might find their involvement in a victim’s game to be too strong for the characters to deal with. To help with this situation it has been suggested that the following changes are used in your game;

-When blinded, they automatically lose the initiative and two attacks per melee round.
-Lower their Armor Rating to 7
-Lower all their physical attributes by 2
-Roll 6D6 to determine their S.D.C. and 2D6 to determine their Hit Points
-Remove their Automatic Dodge ability
-Remove their leap attack and power crushing attack abilities
-Remove their ability to work in pairs and limit their influence over normal lobsters to six per pair of Devil Lobsters.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by Sir Neil »

Here are just some quick notes on the writeup: Regular devil lobsters don't have autododge, so the victim version doesn't need to lose it, and you left out the number of attacks real lobsters get.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by mrloucifer »

Sir Neil wrote:Here are just some quick notes on the writeup: Regular devil lobsters don't have autododge, so the victim version doesn't need to lose it, and you left out the number of attacks real lobsters get.


DOH!!! :lol:
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by mrloucifer »

OK, this last sunday's session had a rematch of the lobsters, this time taking place in the supermarket.

It turned out to be a very swank fight where the lobsters did present challenge by superior numbers and crafty tactics, but the heroes prevailed (with injuries but all alive).

At this point I think they are where they need to be and I'm going to start fleshing out the description portions of the lobster and do final edits and whatnot. Once finished I will post it here and submit it to the Wayne to hopefully see print in the Rifter. Thank you everyone for all your comments, advice, suggestions and wisdom in helping bring this creature to life. We make a good team! We must do this again sometime. :)

Stay tuned for the final document gang.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by Sir Neil »

mrloucifer wrote:
Sir Neil wrote:When will you be able to test them out? (I haven't played since the Decepticons attacked Autobot City in 2005.)


I heard the deceptions lost that paticular battle ;)


Not only that -- BRAWN LIVES!
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by Sir Neil »

"Why do you say this to me when you know I will kill you for it?"

--General Zod

http://images3.wikia.nocookie.net/trans ... velTFU.jpg
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by mrloucifer »

Hey, so y'all know... this was submitted about two weeks ago after my final edit.

Here's hoping that they post it!
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by mrloucifer »

Mephisto wrote:
mrloucifer wrote:Hey, so y'all know... this was submitted about two weeks ago after my final edit.

Here's hoping that they post it!


That reminds me I might have to do some more editing on my next submission, but it's getting to the point where it's burning a hole in my brain...


I know that story. :)
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by gaby »

I Love to see more ideas,maybe more Ghosts?

I like to see a Ghost that can take over Vechicles like cars,Trains,airplanes and Cruiseships.
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Re: Interested in helping create a BTS creature for the Rifter?

Unread post by Lord Z »

Like a cross between a gremlin and an entity? Maybe converting the bugs from Systems Failure to BtS critters would fill that need.
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