Wilmer
Hero
Jag tänker som sagt göra det bästa monstersamlar/avlar-rollspelet i världen och det här är mitt första försök. Även om listan på gener är lång så är den fattig på variation eftersom varje monster har sju gener i sex olika kategorier. Det jag vill att folk gör i den här tråden:
-Bygger ett skitbra eller intressant monster och spekulerar kring balans och rolighet (går det bra kan vi ju ha lite dueller)
-Föreslår nya gener, mekanik eller flavour spelar ingen roll
-Inte påpekar grammatiska fel eller typos eller regelbuggar som uppstår om man läser syntax och shit, jag kommer spela det här med folk jag kan resonera med ansikte mot ansikte inte publicera det, till exempel så är saker som bara heter attack närstridsattacker
Märk väl att i själva spelet kommer optning vara betydligt svårare och faktiskt den enda mekaniska drivkraften då jakten på gener leder till äventyr. Det är också så varelserna levlar eftersom kraftnivån på en varelse med två, tre synergier är enorm jämfört med en utan.
Regler för byggande och fajtande (1 mot 1 är det som gäller när det balanseras, gruppstrider kommer mer ses som fulkul)
Slots att lägga gener i: (read from top to bottom when stacking passive effects)
I – Limbs
II – Skin
III – Body type
IV - Instincts
V – Chemistry
VI – Bony growths
VII – Limbs
Priority (speed or accuracy of an attack)
Effect (what it does)
Alla varelser har 5 boxes of health som grund
Moves är aktiva grejer som har prioritetstärning, man kan göra en per runda
Passive effecter händer ändå
Unless effects say otherwise: roleplay who starts with initiative or flip a coin if you can't decide. The creature with initiative states its move first. Roll priority to see what move happens first. Whoever had the highest priority has the initiative next round.
Read effects from the one with highest priority to the one with the lowest priority.
Highest possible priority (i e 6 on a T6) means you get a critical hit, critical hits doesn’t mean shit except in special cases
Ranged attacks have automatic priority in the first round of combat
Should the priority of passive effects come in question their priority is 0
When taking damage you draw the symbol of the damage type in the health box (generic damage is X)
When all health boxes are filled with damage the creature can’t dish out effects and is seen as defeated
If two effects can’t both the negative one wins (ie the immovable object DOES stop the unstoppable force)
I & VII
Membrane wings – This creature can fly clumsily with the help of its batlike wings. It can lift off the ground to dodge attacks (priority 2T10 movement, avoids all effects with lower priority)
Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)
Javelin tongue – This creature can shoot out its extremely long and powerful tongue at enemies hurting them with the calcareous spear at the end (priority T10 ranged attack, deals one box of damage)
Critical eye – Eyes on stalks provide this creature with a good view of its target (granting it critical hits on the next best priority result as well as the best)
Rock hard fists – Clenched fists that strike relentlessly (priority T6 blunt attack, deals two boxes of damage)
Tesla hand – This limb can release eletrical energy stored within a creature to project a terrifying bolt of lightning (priority T10 special ranged attack, move all electrical damage from this creature to target)
Tazer trident – This creature can lodge a spear into another creature, a conductive string connects the spear with this creatures body (priority T6 ranged attack, all electrical damage is shared equally and instantly by the connected creatures, halves are rounded upwards)
Grounded soles – This creature can rid itself of electrical charges by stomping the ground (priority 2T10 movement, remove all electrical damage from this creature)
Guillotine claw – This huge guillotine like claw can cut off any limb if it manages to close around it (priority T6 attack, successful attack removes limb (I or VII) from target creature and it can only be reattached with flesh forging, deals one box of damage)
Snaring tentacle – A long whiplike tentacle portrudes from this creature, it’s used to snare limbs of the opponent (priority 2T6, locks down a limb of choise on an enemy creature, this limb has no priority what so ever, only one limb can be locked down at once)
Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
Sickles – Long arms with a few joints that ends in bony but razor sharp sickles (priority 2T6 attack, deals one box worth of damage)
Shield – This creature has a heavy but mobile shield (priority 2T6 movement, blocks all attacks with lower priority, ranged attacks doesn’t get automatic priority versus this)
Leaper legs – Strong legs with backwards knee joint, excellent for gaining distance to an opponent or dodge melee attacks (priority 2T6 movement, aviods melee attacks of lower priority and ranged attacks regain their automatic priority)
Leper legs – Falls off
Teeth like assassinous daggers – These vicious teeth twist once inside flesh (priority T10 attack, deals one box of damage, doubles damage on a critical hit)
Digging claws – This creature has shovel like claws with which it can burrow into the ground quickly for protection (priority T6 movement, this creature is now burrowed, it can’t make melee attacks and movement cancels being burrowed when they come into effect, burrowed creatures takes one less box of damage from attacks)
II
Chameleon skin – This creature can blend in with the background no matter what and strike from an unexpected angle or foil an enemy attack with ease (grants plus two to priority when it has the initiative)
Bony armor – This creature is covered in bony plates offering excellent protection against attacks but slows the creature down considerably (minus four to priority but it can subtract one of the boxes of damage each time its dealt damage unless the hit was critical)
Blubber – Excellent insulation and decent protection this blubber doesn’t actually hinder the creatures movement (grants one extra box of health)
Disruptive patterns – Bright colors and confusing spots and stripes makes wrapping your mind around how this creature is built difficult (attacks directed at this creature get minus one to priority)
Fur – Thick unruly fur cover this creature and its limbs making them impossible to target (the limbs of this creature can’t be targeted)
Feathers – These stiff feathers acts as fins and helps this creature control its moves gracefully (this creature can, if it wants, lower the priority dice for a move)
Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, the trapped limb can’t be used)
Living hide – The hide of this creature moves around in a most unsettling way, the fasciculations increases and decreases the thickness of it constantly like waves and it seems to track the movements of other creatures (critical hits have no effect on this creature)
III
Husklike – This creature is almost void of bodily fluids with the blood either hidden deep within the body or protected by thick veins or absent altogether (this creature doesn’t take poison damage or bleed, effects that imply bleeding doesn’t happen)
Segmented – The body of this creature is divided into distinct segments making it more agile (all movement gets plus T6 to priority)
Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
Collective – This creature is actually a collective of smaller creatures working in perfect symbiosis and are quick to fill missing functions by respecializing (this creature can never take more than one box of damage in one round)
Coillike – This creature has a coillike body, after a moment of charging it’s ready to spring (plus three to priority when not on the initiative)
Tanklike – Being dense and muscular this creature can take quite a beating before going down (it grants the creature an additional box of health)
Humanoid – This creature has the approximate shape of a civilized being
IV
Untouchable – This creature doesn’t give a shit (immune to mental effects) but unwilling to attack unless attacked first (it can’t make attacks against a creature that hasn’t attacked it)
Rabid –Unless kept in check by magic of chains it will attack closest being. In a fight it’s super aggressive (granting it initiative in all rounds)
Calculating – Quickly catching on to patterns this creature knows how to exploit them (if an enemy uses the same move twice in a row this creatures move always gets higher priority the second round)
Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
Hesitant – This creature thinks twice and thrice about acting denying it any initiative (never has initiative in combat)
Ambush predator – This creature prefers to act first so it can strike a sweet spot (if this creature gets priority in the first round of combat it deals double damage)
Cutthroat – This creature knows how to bring death (deals double damage on critical hits)
Zealous – This creature is so devoted to its task its prepared to give its life to succeed (this creature can choose to take one box of damage to gain plus T6 to priority)
V
Acidic blood – Black sulfur stinking blood flows through this creatures veins, taking a bite out of it is a nasty surprise (damaging melee attacks landed on this creature deals one box of damage to the attacker)
Biocapacitator – This creature continously builds up electrical an charge within itself (at the end of each round it takes one box of electrical damage)
Vampiric – This creature lives off blood (damaging attacks dealt by this creature makes it regenerate the latest box of health crossed off unless that is fire damage then it doesn’t regenerate)
Volatile innards – When the hide of this creature is breached the hot and volatile innards explode out of it possibly harming the aggressor (when taking damage from a critical hit by a melee attack it deals two boxes of damage to the attacker)
Thick blooded – This creature has thick resin like blood that actually oxygenizes its body faster when it has open sores (this creature gets as many bonus points to priority as it has crossed off health boxes)
Quick blooded – This creature has fast flowing but thin blood making it very active but also vulnerable to truma (this creature has plus two to priority minus the number of crossed off health boxes it has)
Extra organs- This creature has more organs than it needs letting it survive with some destroyed (grants one extra box of health)
Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
Regeneration – Focusing intensly this creature can regenerate damage and even whole limbs (priority 0, regain one box of health unless the damage is fire type OR regain a lost limb)
Extreme metabolism – This creature has to eat a lot but keeps its muscles filled to the brim with energy (all movement gets plus T6 to priority)
Breath of fire – This creature can exhaust roaring flames that sear all in its path, this display of power drains heavily on its internal strength though (priority T6 special ranged attack, deals two boxes of fire damage to target and one box of generic damage to the creature itself)
VI
Spine darts – This creature has spines growing out of it which can be launched at enemies (priority T6 ranged attack, deals one box of damage)
Hard spines – This creature is protected by hard spines (deals one box of damage to attackers who land a melee attack unless critical)
Sharp horns – This creature has straight pointy horns (priority T6 attack, deals one box of damage and cancels attacks of lower priority)
Gnarled horns – Twisted and mottled horns portrude from this creature, should they enter flesh pulling them free would be hard (priority T10 attack, deals one box of damage, should it have priority the horns get stuck in the target creature and can’t be used further, target creature can’t use move effects)
Curled horns – Big backwards curled horns and a reinforced skull lets this creature head butt opponents so they fall on their butts (priority 2T6 blunt attack, cancels moves of lower priority)
Blinding fog – This creature can release a thick black fog around itself that lingers and disrupts the enemy, this creature can see through the fog no problem (priority 2T10, protects this creature from ranged attacks till movement happens)
Lightning rod – A weird metallic growth on this creature continously catches electrical charges and store them inside the creature (at the end of each round this creature takes one box of electrical damage)
Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)
Insulated nose – This creature can blow a thin but hot beam of fire through its nose (priority T6 special ranged attack, deals one box of fire damage)
Spore capsules – This creature have spore capsules that can be opened at will to release a cloud of paralyzing spores (priority T6 attack, target creature can’t act untill it takes damage, it can still choose moves and roll priority once per round, when the creature is released from the paralyzation the effect of that move takes place)
En exempelvarelse:
Scyphozouron
I - Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
II - Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, trapped limbs can’t be used)
III - Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
IV - Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
V - Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
VI - Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)
VII - Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)
-Bygger ett skitbra eller intressant monster och spekulerar kring balans och rolighet (går det bra kan vi ju ha lite dueller)
-Föreslår nya gener, mekanik eller flavour spelar ingen roll
-Inte påpekar grammatiska fel eller typos eller regelbuggar som uppstår om man läser syntax och shit, jag kommer spela det här med folk jag kan resonera med ansikte mot ansikte inte publicera det, till exempel så är saker som bara heter attack närstridsattacker
Märk väl att i själva spelet kommer optning vara betydligt svårare och faktiskt den enda mekaniska drivkraften då jakten på gener leder till äventyr. Det är också så varelserna levlar eftersom kraftnivån på en varelse med två, tre synergier är enorm jämfört med en utan.
Regler för byggande och fajtande (1 mot 1 är det som gäller när det balanseras, gruppstrider kommer mer ses som fulkul)
Slots att lägga gener i: (read from top to bottom when stacking passive effects)
I – Limbs
II – Skin
III – Body type
IV - Instincts
V – Chemistry
VI – Bony growths
VII – Limbs
Priority (speed or accuracy of an attack)
Effect (what it does)
Alla varelser har 5 boxes of health som grund
Moves är aktiva grejer som har prioritetstärning, man kan göra en per runda
Passive effecter händer ändå
Unless effects say otherwise: roleplay who starts with initiative or flip a coin if you can't decide. The creature with initiative states its move first. Roll priority to see what move happens first. Whoever had the highest priority has the initiative next round.
Read effects from the one with highest priority to the one with the lowest priority.
Highest possible priority (i e 6 on a T6) means you get a critical hit, critical hits doesn’t mean shit except in special cases
Ranged attacks have automatic priority in the first round of combat
Should the priority of passive effects come in question their priority is 0
When taking damage you draw the symbol of the damage type in the health box (generic damage is X)
When all health boxes are filled with damage the creature can’t dish out effects and is seen as defeated
If two effects can’t both the negative one wins (ie the immovable object DOES stop the unstoppable force)
I & VII
Membrane wings – This creature can fly clumsily with the help of its batlike wings. It can lift off the ground to dodge attacks (priority 2T10 movement, avoids all effects with lower priority)
Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)
Javelin tongue – This creature can shoot out its extremely long and powerful tongue at enemies hurting them with the calcareous spear at the end (priority T10 ranged attack, deals one box of damage)
Critical eye – Eyes on stalks provide this creature with a good view of its target (granting it critical hits on the next best priority result as well as the best)
Rock hard fists – Clenched fists that strike relentlessly (priority T6 blunt attack, deals two boxes of damage)
Tesla hand – This limb can release eletrical energy stored within a creature to project a terrifying bolt of lightning (priority T10 special ranged attack, move all electrical damage from this creature to target)
Tazer trident – This creature can lodge a spear into another creature, a conductive string connects the spear with this creatures body (priority T6 ranged attack, all electrical damage is shared equally and instantly by the connected creatures, halves are rounded upwards)
Grounded soles – This creature can rid itself of electrical charges by stomping the ground (priority 2T10 movement, remove all electrical damage from this creature)
Guillotine claw – This huge guillotine like claw can cut off any limb if it manages to close around it (priority T6 attack, successful attack removes limb (I or VII) from target creature and it can only be reattached with flesh forging, deals one box of damage)
Snaring tentacle – A long whiplike tentacle portrudes from this creature, it’s used to snare limbs of the opponent (priority 2T6, locks down a limb of choise on an enemy creature, this limb has no priority what so ever, only one limb can be locked down at once)
Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
Sickles – Long arms with a few joints that ends in bony but razor sharp sickles (priority 2T6 attack, deals one box worth of damage)
Shield – This creature has a heavy but mobile shield (priority 2T6 movement, blocks all attacks with lower priority, ranged attacks doesn’t get automatic priority versus this)
Leaper legs – Strong legs with backwards knee joint, excellent for gaining distance to an opponent or dodge melee attacks (priority 2T6 movement, aviods melee attacks of lower priority and ranged attacks regain their automatic priority)
Leper legs – Falls off
Teeth like assassinous daggers – These vicious teeth twist once inside flesh (priority T10 attack, deals one box of damage, doubles damage on a critical hit)
Digging claws – This creature has shovel like claws with which it can burrow into the ground quickly for protection (priority T6 movement, this creature is now burrowed, it can’t make melee attacks and movement cancels being burrowed when they come into effect, burrowed creatures takes one less box of damage from attacks)
II
Chameleon skin – This creature can blend in with the background no matter what and strike from an unexpected angle or foil an enemy attack with ease (grants plus two to priority when it has the initiative)
Bony armor – This creature is covered in bony plates offering excellent protection against attacks but slows the creature down considerably (minus four to priority but it can subtract one of the boxes of damage each time its dealt damage unless the hit was critical)
Blubber – Excellent insulation and decent protection this blubber doesn’t actually hinder the creatures movement (grants one extra box of health)
Disruptive patterns – Bright colors and confusing spots and stripes makes wrapping your mind around how this creature is built difficult (attacks directed at this creature get minus one to priority)
Fur – Thick unruly fur cover this creature and its limbs making them impossible to target (the limbs of this creature can’t be targeted)
Feathers – These stiff feathers acts as fins and helps this creature control its moves gracefully (this creature can, if it wants, lower the priority dice for a move)
Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, the trapped limb can’t be used)
Living hide – The hide of this creature moves around in a most unsettling way, the fasciculations increases and decreases the thickness of it constantly like waves and it seems to track the movements of other creatures (critical hits have no effect on this creature)
III
Husklike – This creature is almost void of bodily fluids with the blood either hidden deep within the body or protected by thick veins or absent altogether (this creature doesn’t take poison damage or bleed, effects that imply bleeding doesn’t happen)
Segmented – The body of this creature is divided into distinct segments making it more agile (all movement gets plus T6 to priority)
Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
Collective – This creature is actually a collective of smaller creatures working in perfect symbiosis and are quick to fill missing functions by respecializing (this creature can never take more than one box of damage in one round)
Coillike – This creature has a coillike body, after a moment of charging it’s ready to spring (plus three to priority when not on the initiative)
Tanklike – Being dense and muscular this creature can take quite a beating before going down (it grants the creature an additional box of health)
Humanoid – This creature has the approximate shape of a civilized being
IV
Untouchable – This creature doesn’t give a shit (immune to mental effects) but unwilling to attack unless attacked first (it can’t make attacks against a creature that hasn’t attacked it)
Rabid –Unless kept in check by magic of chains it will attack closest being. In a fight it’s super aggressive (granting it initiative in all rounds)
Calculating – Quickly catching on to patterns this creature knows how to exploit them (if an enemy uses the same move twice in a row this creatures move always gets higher priority the second round)
Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
Hesitant – This creature thinks twice and thrice about acting denying it any initiative (never has initiative in combat)
Ambush predator – This creature prefers to act first so it can strike a sweet spot (if this creature gets priority in the first round of combat it deals double damage)
Cutthroat – This creature knows how to bring death (deals double damage on critical hits)
Zealous – This creature is so devoted to its task its prepared to give its life to succeed (this creature can choose to take one box of damage to gain plus T6 to priority)
V
Acidic blood – Black sulfur stinking blood flows through this creatures veins, taking a bite out of it is a nasty surprise (damaging melee attacks landed on this creature deals one box of damage to the attacker)
Biocapacitator – This creature continously builds up electrical an charge within itself (at the end of each round it takes one box of electrical damage)
Vampiric – This creature lives off blood (damaging attacks dealt by this creature makes it regenerate the latest box of health crossed off unless that is fire damage then it doesn’t regenerate)
Volatile innards – When the hide of this creature is breached the hot and volatile innards explode out of it possibly harming the aggressor (when taking damage from a critical hit by a melee attack it deals two boxes of damage to the attacker)
Thick blooded – This creature has thick resin like blood that actually oxygenizes its body faster when it has open sores (this creature gets as many bonus points to priority as it has crossed off health boxes)
Quick blooded – This creature has fast flowing but thin blood making it very active but also vulnerable to truma (this creature has plus two to priority minus the number of crossed off health boxes it has)
Extra organs- This creature has more organs than it needs letting it survive with some destroyed (grants one extra box of health)
Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
Regeneration – Focusing intensly this creature can regenerate damage and even whole limbs (priority 0, regain one box of health unless the damage is fire type OR regain a lost limb)
Extreme metabolism – This creature has to eat a lot but keeps its muscles filled to the brim with energy (all movement gets plus T6 to priority)
Breath of fire – This creature can exhaust roaring flames that sear all in its path, this display of power drains heavily on its internal strength though (priority T6 special ranged attack, deals two boxes of fire damage to target and one box of generic damage to the creature itself)
VI
Spine darts – This creature has spines growing out of it which can be launched at enemies (priority T6 ranged attack, deals one box of damage)
Hard spines – This creature is protected by hard spines (deals one box of damage to attackers who land a melee attack unless critical)
Sharp horns – This creature has straight pointy horns (priority T6 attack, deals one box of damage and cancels attacks of lower priority)
Gnarled horns – Twisted and mottled horns portrude from this creature, should they enter flesh pulling them free would be hard (priority T10 attack, deals one box of damage, should it have priority the horns get stuck in the target creature and can’t be used further, target creature can’t use move effects)
Curled horns – Big backwards curled horns and a reinforced skull lets this creature head butt opponents so they fall on their butts (priority 2T6 blunt attack, cancels moves of lower priority)
Blinding fog – This creature can release a thick black fog around itself that lingers and disrupts the enemy, this creature can see through the fog no problem (priority 2T10, protects this creature from ranged attacks till movement happens)
Lightning rod – A weird metallic growth on this creature continously catches electrical charges and store them inside the creature (at the end of each round this creature takes one box of electrical damage)
Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)
Insulated nose – This creature can blow a thin but hot beam of fire through its nose (priority T6 special ranged attack, deals one box of fire damage)
Spore capsules – This creature have spore capsules that can be opened at will to release a cloud of paralyzing spores (priority T6 attack, target creature can’t act untill it takes damage, it can still choose moves and roll priority once per round, when the creature is released from the paralyzation the effect of that move takes place)
En exempelvarelse:
Scyphozouron
I - Mucus cannon – This creature can spit coarse mucus at its opponent possibly trapping it (priority T10 ranged attack, target a limb and it can’t be used this turn or the next)
II - Jello – This creature is covered in or consists mostly of a viscous gel (melee attacks landed on this creature traps the used limb till movement happens, trapped limbs can’t be used)
III - Towering – This creature is very tall either standing on its hind legs or through a long body (ranged attacks from this creature gets automatic priority the first two rounds of combat instead of the normal one)
IV - Bully – For this creature it’s all about getting on top and staying on top (plus two to priority when on the initiative)
V - Toxin glands – This creature is filled with toxin producing organs and the substance seep through pores and cover parts of the creature (attacks from this creature deals an extra box of poison damage unless the attack is blunt or special)
VI - Razor growths – Sharp shards grow out of the skin of this creature (blunt attacks from this creature also count as not blunt)
VII - Staff sling - This creature uses a stiff limb to throw hard projectiles at distant targets (priority 2T6 ranged attack, deals one box of blunt damage)