Sunday, February 16, 2014

[Numenera] Hlosh

HLOSH  2 (6)

These ultraterrestrial creatures appear as a pinkish blob that has a large red circular region on it's body that is most likely an eye.   Thet stand about 2.5 meters tall.  The Hlosh are surrounded by a tough but pliable transparent membrane that protects them from harm. This membrane allows the creature to extend it's 3 manipulator appendages and 4 locomotive appendages in order to interact and move with the outside environment. It is believed that membrane is some kind of bio-organic encounter suit which is under pressure with the native atmosphere that keeps the Hlosh alive. These alien creatures are usually encountered in ruins where they are found exploring. They sometimes capture other creatures for study. They usually carry strange alien devices and weapons to protect themselves.

Motive:  Exploration
Environment: Small parties of explorers found near ruins.
Health: 6
Damage Inflicted: 4 points
Armor: 4
Movement: Short
Modifications: Level 5 with Numenera
Combat:  Hlosh will usually only attack if they feel threatened.  If they are reduced to 2 health, it means that the structure of their membrane has been compromised.  At that point they will withdraw all appendages within their membrane and will dimensionally phase out of the physical world, back to their home dimension.  While in their home dimension they can regenerate from their wounds a 2 points of damage per round.  Once they are back to full health, their membrane is repaired.  If brought to 0 health, the membrane ruptures and the Hlosh begins to rapidly decompose as if exposed to a corrosive atmosphere.
Interaction:  The Hlosh are intelligent, but being aliens they do not understand the language of the Ninth World.  Their agenda is unknown but they seem interested in the technology found in ancient ruins.  They are curious of other life-forms and if they can overpower a creature safely, they will do so in order to study it for a period of time before going on their way.
Loot: Hlosh will usually have 1d6+2 cyphers with them that they have found in nearby ruins or taken from sentient subjects they captured for study.

Friday, February 14, 2014

[Numenera] Man Catcher


MAN CATCHER 3 (9)                                       


Man Catchers are large insect-like creatures about 1 metal tall and 2 meters long.  They are covered in a hard chitin.  They have a prominent set of large pincher-like mandibles on their head which they use to grab prey and crush them.  They also have a smaller set of pinchers attached to the back of their abdomen which is flexible, allowing it to make strikes against any prey grabbed by the large mandibles.  The Man Catcher has two stalks that grow out of each side of it's head that end in a cluster of ocular sensory organs.  This allows it to see in all directions at all times.  They are usually encountered in small groups of two to four that are on the hunt for prey.

Motive:  Hungers for flesh.
Environment: Any wooded area or jungles.
Health: 9
Damage Inflicted: 4 (Large mandible), 3 (tail pincher)
Armor: 2
Movement: Short
Modifications: Climb as level 4
Combat: When a Man Catcher successfully attacks a character with it's large mandible, he must make a Might defense roll to avoid being held fast by the crushing mandibles.  Anyone held by the mandibles automatically take damage each round.  Any physical actions the captured target attempts will be increased by one step.  The Man Catcher also gets to attack any held prey with its tail pincher at Level 5.  Attempting to break out of the hold takes an action which requites a Might-based roll.
Interaction:  Man Catchers are predatory animals. 
Use: Some local communities consider Man Catchers a tasty delicacy.  Though very dangerous to hunt or catch, they are usually roasted over an open fire and their shells cracked open and the juicy and cooked insides are eaten.  Some merchants are willing to pay several shins for each Man Catcher brought to them dead or alive, but preferably dead.

GM Intrusion: Several Man Catchers gang up on one PC in order to bring down their prey quickly.  If the character is grabbed by any of the large mandibles and does not break free, the group begin dragging the PC away in order to eat their meal.

Wednesday, February 12, 2014

[Numenera] Krthateli

KRTHATELI  4 (12)

Krthateli are transdimensional aliens that make raids to capture humans as slaves for physical labor.  They appear octopoidal with an over-sized head dominated by a single large eye.  Their small torso and large head are supported by four tentacles used for mobility.  They have several manipulator tentacles that sprout from their small torso and sides of their head.  They have a mouth-slit in which they ingest food, but they do not communicate verbally.  They wield a variety of weapons and numenera devices.  Krthateli stand approximately 2 meters.

Motive: Capture slaves.
Environment: Anywhere, usually in groups of two to eight.
Health: 12
Damage Inflicted: 4
Armor: 0
Movement: Short
Modifications: Might defense as level 2, Perception as level 5, Understands the numenera as level 6, level 5 in any defense rolls involving cold attacks.
Combat:  Krthateli are usually armed with numenera weapons, most notably the Stun Rod.  A hit with this device is defended by a Speed defense roll.  If struck by the cold, blue beam, the target must succeed in a level 6 Might roll or fall unconcious for an hour.  The Krthateli also have several psionic abilities, which only affect organic targets that have brains.  These do not affect automatons:
1) Mental Illusions.  Can create mental projections that appear real.  A target of these illusions must make a Level 6 Intellect defense roll, or believe the illusions to be real.
2) Invisibility.  The Krthateli can bend light around them to make themselves invisible.  Any attacks made against them are at Level 6.  If they attack, they lose their invisibility that turn.
3) Cause Fear: The Krthateli can telepathically probe a target's fear centers in the brain and can induce severe panic.  The target must make a level 5 Intellect defense roll or flee in a panic for 1d6 minutes.
Interaction:  Krthateli are highly intelligent.  They communicate by telepathy.  They do not have a high regard for humans, whom they equate more as work animals.
Use: A local community has had several of their number abducted by a group of Krthateli which have taken them to nearby ruins as slave labor to clear out rubble so that the Krthateli can get access to something within.
Loot: Stun Rod artifact device (depletion 1 in 1d10), range 6 meters.  1d6 cyphers.

GM Intrusion:  Invisible Krthateli suddenly appear as they attack the character..

[Numenera]: Doarg

I haven't posted anything since September 2013, mostly due to a lack of projects to write about, plus most of my online activity has been in the form of commenting on G+.  I recently ordered the new Numenera: Ninth World Bestiary which arrived yesterday and I spent the previous evening reading through it.

I mentioned in my last post that I thought Numenera would be an ideal game system to for the Xhuul setting.  More specifically, Xhuul would need some tweaking and just place it somewhere in the Ninth World of Numenera.  So, I plan on making future posts in this regard.

I thought it might be interesting to look over some of the monsters I made and translate them for use with Numenera.

DOARG      6 (18)
A large (20' at the head) hoofed quadraped with bovine features.  It is covered in a thick coat of green fur.  It had sharp teeth and large tusks.  It is a predator that roams the forested regions of the Ninth World.  It is aggressive and is usually on the hunt for food.  The green coloring of it's fur helps to conceal it before it attacks from dense underbrush.



Motive: Hunger for flesh. 
Environment: Doargs live in temperate forests and are found in groups numbering two to four.
Health: 18
Damage Inflicted: 6 points
Armor: 0
Movement: Short
Modifications:  Speed defense is 5 due to it's size. Hides in Forested terrain as a Level 7.
Combat: The Doarg gores it's foes or prey with it's sharp tusks.  It hides in thick underbrush ready to ambush creatures in order to feed.
Interaction:  Doargs are animal predators and cannot be reasoned with.
Use: These are very dangerous predators and when encountered in a large group can spell trouble.  Fortunately, because of their large size, their presence can be betrayed by means of their passage due to trampled foilage and broken branches.  They are good for surprise attacks.
Loot: Any loot found near a Doarg would be coincidental from a prior victim(s).  Maybe 1d6 shins and a cypher.


GM Intrusion: The Doarg charges from cover and automatically surprises the character, inflicting damage and knocking him prone.