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Awaypturwpn
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Sat Aug 04, 2012 9:07 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2500 Location: Tacoma, WA
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Cool.
Here's the Stone Mites. I found some RCR stats on archive.org, so I attempted to convert them. There's also stats for a triont (seemingly a very common configuration for the stone mites), and for a swarm (I applied the swarm stats to the triont).
Stone Mite CL 1
Fine beast 1 Init +0; Senses Perception +0 Languages none -------------------- Defenses Ref 21 (flat-footed 21), Fort 15, Will 10 hp 6; Threshold 15 Immune poison -------------------- Speed 1 squares Melee bite -4 (1 plus Acidic Enzymes) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -20 Atk Options Acidic Digestive Enzymes -------------------- Abilities Str 2, Dex 10, Con 20, Int 2, Wis 10, Cha 2 Special Actions Form Triont, Weld Feats Skill Training (Stealth) Skills Jump +1, Stealth +25
Acidic Digestive Enzymes—Stone mites secrete enzymes onto objects and beings they attack that dissolve any substance and allow them to ingest the minerals in it, dealing 1d6 damage per stone mite per round. 1 point per d6 of this damage bypasses the target's Damage Reduction, if any. Form Triont—As a full-round action, 3 stone mites can join together in what is called a “triont,” acting as one creature and gaining extra traits, as detailed below. Immune to Toxins—No known poisons, chemical or natural, have any effect on stone mites. Weld—A Stone Mite can spend a full-round action to “weld” itself onto a host. They prefer metal, then rocks and soil, then living creatures, in that order. A Stone Mite gains the DR of the host to which it’s attached and gains a +20 bonus to opposed grapple checks to resist being removed from the host.
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Awaypturwpn
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Sat Aug 04, 2012 9:13 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2500 Location: Tacoma, WA
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Excuse the fairly bastardized squad-forming rules here. This is a quasi-"squad," but with a few notable differences (e.g. no area melee attacks or splash damage). This allows me to apply the Swarm rules to this stat block, as it will be in the next post.
Stone Mite Triont CL 3
Diminutive beast triad 1 Init +0; Senses Perception +0 Languages none -------------------- Defenses Ref 16 (flat-footed 16), Fort 15, Will 10 hp 12; DR 10; Threshold 25 Immune poison -------------------- Speed 1 squares Melee bite +0 (1d4 plus Acidic Enzymes) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -20 Attack Options Acidic Digestive Enzymes, Electroshock -------------------- Abilities Str 2, Dex 10, Con 20, Int 2, Wis 10, Cha 2 Special Actions Weld Feats Skill Training (Stealth) Skills Jump +1, Stealth +25 -------------------- Acidic Digestive Enzymes—Stone mites secrete enzymes onto objects and beings they attack that dissolve any substance and allow them to ingest the minerals in it, dealing 3d6 damage per stone mite triont per round. 1 point per d6 of this damage bypasses the target's Damage Reduction, if any. Electroshock—When welded to metal or another conductive surface, multiple Stone Mites can make an attack roll at +4, deal 2d6 points of energy damage against a single target or half on a miss. Immune to Toxins—No known poisons, chemical or natural, have any effect on stone mites. Weld—A Stone Mite Triont can spend a full-round action to “weld” itself onto a host. They prefer metal, then rocks and soil, then living creatures. A Stone Mite Triont can gain the DR of the host to which it’s attached and gains a +20 bonus to opposed grapple checks to resist being removed from the host.
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Awaypturwpn
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Sat Aug 04, 2012 9:17 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2500 Location: Tacoma, WA
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Stone Mite Swarm CL 5
Tiny beast swarm 1 Init +0; Senses Perception +0 Languages none -------------------- Defenses Ref 14 (flat-footed 14), Fort 15, Will 10 hp 24; DR 10; Threshold 25 Immune poison -------------------- Speed 1 squares Melee bite +0 (1d4 plus Acidic Enzymes; area attack) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -20 -------------------- Abilities Str 2, Dex 10, Con 20, Int 2, Wis 10, Cha 2 Feats Skill Training (Stealth) Skills Jump +1, Stealth +25
Acidic Digestive Enzymes—Stone mites secrete enzymes onto objects and beings they attack that dissolve any substance and allow them to ingest the minerals in it, dealing 1d6 damage per stone mite per round (at the GM’s discretion). 1 point per d6 of this damage bypasses the target's Damage Reduction, if any. Stone mites travel in groups of anywhere from 10 to 100. Electroshock—When welded to metal or another conductive surface, a stone mite swarm can make an attack roll at +4, deal 4d6 points of energy damage against a single target or half on a miss. Immune to Toxins—No known poisons, chemical or natural, have any effect on stone mites. Weld—A stone mite swarm can spend a full-round action to “weld” themselves onto a host. They prefer metal, then rocks and soil, then living creatures. Stone mite swarms gain the DR of the host to which they are attached, and gain a +20 bonus to opposed grapple checks to resist being removed from the host.
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Awaypturwpn
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Sat Aug 04, 2012 9:19 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2500 Location: Tacoma, WA
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And here's some info on the Stone Mites, courtesy of web.archive.org Quote: Stone Mite Among the many dark legacies of the Clone Wars that continue to plague the galaxy are the repulsive creatures known as stone mites.
Stone mites originated as a bio-engineered weapon that was unleashed on a number of worlds in the Outer Rim Territories and the Expansion Region. Reports from the Clone Wars indicate that they are the creation of Arkanian scientists. The Arkanian central government fiercely denied any involvement or knowledge of where these creatures came from, starting with an investigation led by the Imperial Senate early in Palpatine's reign. Their denial persists into the New Jedi Order era, and Arkanian scientists even joined the effort to discover a means of eradicating stone mites after one of their prime colonies was destroyed by the vicious animals shortly before the Yuuzhan Vong invasion. It is interesting to note that Arkanians have proven to be the only scientists to so far make any progress in devising narrowly targeted methods to destroy the creatures, something which some New Republic analysts believe indicates that they actually were involved in creating the mites.
Stone mites are the ultimate scavengers. They are capable of extracting the minerals they live off from virtually any substance, or even from the bloodstream of living beings. Each mite is a fast-breeding hermaphrodite literally born with a clutch of eggs in its abdomen. A single mite can multiply into 500 within five standard days. They are immune to most toxins, and more than one world has been rendered uninhabitable by the massive swarms of stone mites that creep across their surface. Even if extreme measures are taken to exterminate stone mites (such as orbital bombardment or surface detonations of primitive nuclear devices), enough stone mites usually survive underground to reestablish the infestation. So far, not even the Arkanians can reclaim a world from stone mites once they start multiplying in earnest.
Systems containing planets infested with stone mites are usually evacuated of all inhabitants, so feared is the risk of spreading these creatures to the rest of the galaxy. Worlds so abandoned became locations for both Alliance bases and secret Imperial installations during the Rebellion era. Squib and other scavengers have also been known to search stone mite-ravaged worlds for undamaged equipment. Although the Squib reclamation teams are usually canny enough to avoid exporting stone mites to other worlds, many other scavengers are either unaware of or indifferent to the problem.
During the final death throes of the Empire, stone mites were also purposefully unleashed on worlds by terrorists unwilling to accept that the New Order had been crushed. Fortunately, most such potential infestations were stopped before they got out of control.
Stone mites are always encountered in swarms numbering from 10 to 100 (1d10 x 10). They travel by crawling along surfaces or by leaping short distances. In natural surroundings, their presence can be detected by strange pitting in stone faces, and, when they have been active on a world for some time, large boulders may crumble to the touch, as the creatures have hollowed them out. Their presence can be detected in high-tech environments by pitting and outright holes in metallic and plastic surfaces.
Stone mites survive by digesting minerals. They focus their initial attacks on non-living objects made out of processed metals, such as droids, blasters, and starships. They are particularly fond of the alloys used in wiring and transparisteel, making them extremely dangerous when they infest a starship. Once they have consumed processed metals, they proceed to devour stones and earth, draining virtually all mineral content from them. Next, the mites move on to living beings. They also attack living beings that attempt to prevent them from feeding. A swarm of 2 to 10 stone mites attacks each being that disturbs their feeding.
To make matters worse, the waste products that stone mites excrete poison the soil from which they extract nutrients, making it extremely costly and difficult to render the soil capable of supporting life again. Much more complete than the Wookieepedia article.
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Awaypturwpn
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Mon Aug 06, 2012 12:42 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2500 Location: Tacoma, WA
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Okay, and last but not least, the conduit worm. I thought this guy would function best as a skill challenge rather than a direct threat.
You could also have the Failure aspect of the skill challenge move one of the PCs down the Condition Track (depending on how many failures the group accrued that day) as the conduit worm sneaks its way into the sleeping character's bed chambers and feeds on the electricity in his/her brain.
SKILL CHALLENGE: CONDUIT WORMS
This skill challenge represents the difficult task of dealing with a conduit worm infestation aboard a ship or building. The goal is to kill the conduit worm, which is exceptionally hard to do given the worms’ decentralized systems and lack of any vital organs. This skill challenge could be part of a combat encounter where the heroes realize their ship is starting to lose power inexplicably, or take place outside of combat over a period of hours or even days.
CL 4 Complexity: 3 (11 successes before 3 failures)
Suggested Skills: The following are suggested primary skills for this skill challenge: Perception [DC 21]: The heroes can spot signs of infestation, or an actual conduit worm appendage. Knowledge (life sciences) [DC 21]: The heroes can correctly identify a part of a conduit worm, giving beneficial circumstances to the next skill check made in the skill challenge as well as earning a success. Knowledge (technology) [DC 16]: The heroes realize something is wrong with a particular system, and that conduit worms are a logical conclusion to the cause of their problem. Mechanics [DC 21]: The heroes can attempt to isolate the conduit worm or regulate power to a damaged system. Treat Injury [DC 29]: A hero can attempt to extract the conduit worm (or parts of it) without further damaging (and therefore replicating) it. Use the Force [varying DC]: A Force-user can use the morichro power (Fort Def 25) or the Beast Trick talent (Will Def 16) to coax the Conduit Worm to be more placid, and possibly to crawl out of the conduits it has infested. For the purposes of this skill challenge, the Conduit Worm has a Reflex Defense of 25 (this includes a cover bonus). The GM may decide the beast has Total Cover at any given point. -------------------------------- Challenge Effects: The following are suggested challenge effects for this skill challenge: Recovery: Any hero who succeeds on a skill check by 5 or more can forfeit that success in exchange for removing one failure. -------------------------------- Success: The heroes are successful in removing or killing the conduit worm. Failure: The heroes do not fail the skill check as normal. Instead, every failure results in the infested ship or electrical system moving -1 step on the condition track at the end of the encounter or the end of the day.
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Smiley88
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Tue Aug 07, 2012 4:29 am |
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| Youngling |
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Joined: Tue Jul 03, 2012 4:13 am Posts: 20
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Very nice job ! Thank you so much Awaypturwpn ! I think they'd be usefull to others GM's.
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Darth_Scorpion
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Post subject: Re: Creatures from the lower levels of an urbanized planet Posted: Wed Aug 08, 2012 5:36 pm |
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| Super Hero in Training |
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Joined: Sun Oct 10, 2010 3:17 pm Posts: 91 Location: A Koros-Strohna flying in my own universe
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This is my version of the Vrblther, based on the one found in the OCR Tempest Feud adventure (though properly constructed beast with the SE rules rather than a conversion): Vrblther CL 5Medium beast 6 Init +11; Senses Low-light Vision; Perception +10 ------------------------------------------------------------------------------------------------------------ Defences Ref 19 (Flat-footed 16), Fort 12, Will 12; Natural armour +6 hp 48; Threshold 12 ------------------------------------------------------------------------------------------------------------ Speed 10 squares, 6 squares (climb) Melee 2 Claws +11 each (1d4+5/ 19-20) and Melee Bite +11 (1d6+5) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +7 ------------------------------------------------------------------------------------------------------------ Abilities Str 15, Dex 17, Con 15, Int 3, Wis 15, Cha 9Special Qualities Frenzied, Low-light Vision, Vicious Feats Skill Training (Initiative, Perception, Stealth, Survival) Skills Climb +10, Initiative +11, Perception +10, Stealth +11, Survival +10 ------------------------------------------------------------------------------------------------------------ Frenzied: Vrblthers receive a +5 bonus to all their melee attack rolls. Skill Training (Survival): Vrblthers have Skill Training (Survival) as a bonus feat. Vicious: Vrblthers are particularly vicious with their claws. The threat range of a vrblther's claw attack is 19-20, though only a natural 20 is considered an automatic hit. Hope it is of use to you. 
_________________ "Have you triple-checked this order with your superiors?" - Nom Anor musing on the Intendant caste's probable battle crySaga Edition Resources - Official, Fan-made and my own
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