Something like this, but nothing like this. |
Mechanics
A jelly. It kinda evokes a certain laziness. In nature they go wherever the current takes them without much ability to propel themselves at all; actually they do swim by propelling water. I'm playing with a real tight budget though because Agony is a real expensive ability in terms of CER; I also want to go with it as a follow-up, which will help us save some points if we go with a weakish attack. If I want to keep a manageable low level threat under 30 points, I am going to need to give this thing some notable weaknesses, so I'm thinking super slow.
Attack Skill | 0 | Active Defense | 0 |
Affliction | 20 | Damage Resistance | 0 |
Damage | 1 | Health | 0 |
Fatigue Points | 0 | Hit Points | 0 |
Move | -4 | Will | 0 |
Total Offensive Rating (OR) | 17 | Total Protective Rating (PR) | 0 |
Attack Skill | 4 | Active Defense | 0 |
Affliction | 20 | Damage Resistance | 8 |
Damage | 2 | Health | 0 |
Fatigue Points | 0 | Hit Points | 0 |
Move | -4 | Will | 0 |
Total Offensive Rating (OR) | 17 | Total Protective Rating (PR) | 8 |
ST: 10 | HP: 10 | Speed: 5 |
DX: 10 | Will: 10 | Move: 1, Air 2 |
IQ: 4 | Per: 8 | |
HT: 10 | FP: 8 | SM: +0 |
Dodge: 8 | Parry: N/A | DR: 0 |
Smack Follow Up Venom: If the smack connects, then the target must roll against HT-4, but with bonuses for any unpenetrated DR. Failure inflicts Moderate Pain (-2 to DX and IQ) for margin of failure minutes. If envenomed successively, the condition accumulates to Severe Pain (-4 to DX and IQ), Terrible Pain (-6 to DX and IQ). If it accumulates one more time, the target remains in Terrible Pain but is also in Agony (You are in such tremendous pain you can do nothing but scream, wail, and fall on the ground. You lose 1 FP per minute in this state.) Time accumulates. High Pain Threshold cuts penalties in half.
Traits: Laziness (12), Flight (Low Ceiling, 5 yards), Injury Tolerance (Homogeneous), Gluttony (6), Extra Arms (6, Long(4 yards, Flexible)), Vibration Sense
Skills: Brawling-14
Fluff
This is an animal, and a very low form at that. It is not capable of malice; it only attacks because it needs to eat and doesn't know well enough to separate prey from delvers. It is attuned to vibrations and attacks instinctively whenever it feels a vibration in the air. It lives in caves where it likes to eat small animals like bats and flying insects, though it is not unheard of for it to eat small primates that might nest in such caves. It maintains flight by expelling air and being incredibly light. A tell-tale sign that a party might be blundering into a group of Airmen at War is the sound of a breeze brushing dust and pebbles away from the ground. Indeed, one specimen in captivity had remained aloft for its entire adult lifespan of 4 months, and it is rare to see any touch the ground except if injured or dying. Some peoples enjoy eating the raw flesh of these animals as a prized delicacy, others for pain remedy medication, and you might be able to collect enough material from a defeated one for $100!
Other Notes
There are a lot of ways to easily make this thing stronger. I'd focus on giving it a bit more resiliency first by buffing its Hit Points. I'd let players circumvent the threat by attempting to feed it at a distance and running while it is busy eating. Giving it extra attacks, or skipping straight to the worse levels of pain could also make it incredibly dangerous. Be careful! Agony can lead to a total party kill if you are relentless and without mercy. It would be hard to justify a jelly fighting alongside anything but a swarm of jellies unless you refluff it and say it has a symbiotic relationship: my version is dumb and just reflexively attempts to eat things that get close. Maybe something akin to a flying clown fish if you think of the jelly more like a flying sea anemone? In any case, many of the ideas included with the "Electric Jelly" in Dungeon Fantasy Monsters 1 would also probably work well with this variant concept.
Precis - A flying jelly who inflicts agonizing pain.
No comments:
Post a Comment