Friday, 23 May 2008
-
Its DONE!
Yes, I have completed the manuscript for the "Forward... to Adventure! Gamemaster's Notebook!" (a.k.a. "FtA!GN!"), and it is already in the very capable of hands of Clash Bowley. I can't say for sure when it'll be released, but it is now completely finished as a manuscript.
And to celebrate this, I will provide you FtA! fans with another preview of a particularly terrible monster that will be among the selection of 20 or so new monsters for the game:
WereSwine
HD 2
HP 20
Speed 2
Combat 3d6+6
PAS +4
ACT +3
Special: Base move 30’. Wereswine have a natural DR4, they attack with their bite (damage +3).
Wereswine are a particular kind of lycanthrope, possibly mutated by the touch of pure chaos. When they are in human form, they will be slightly filthy and unkempt, but will nevertheless act with an air of command and superiority over others (although they can choose to attempt to hide their real feelings with deception, if it serves their purposes). Wereswine are prolific liars, and will usually say anything (including making absurd claims) in order to attempt to win over any group they encounter and be allowed to travel with them. They will often claim to be either powerful wizards, champions of a deity, rich merchants experiencing temporary setbacks (that are always due to the fault of others), great scholars, or renowned artists. They will promise great rewards to anyone who travels with them or helps them get to civilization.
At the night of the full moon, they transform into a horrid humanoid swine-creature and will attempt to infect their foes (ideally helpless foes) with their particular breed of disease. Anyone bitten so that they take damage from a Wereswine must make a PAS WIS check (DC 15) or he will also become a Wereswine; and will furthermore be forced (even when in his normal form) to obey the commands of the Wereswine who infected him (if that Wereswine is still alive). During the time he is actually transformed into a Swine-creature he is out of the player’s control, and the GM will determine what horrendous and degenerate acts he might commit.
Wereswine in human form get a +4 to any attempt to bluff or deceive people.
Wereswine in Swine-creature form get to double their regular bite damage any time they attack an opponent who is taken by surprise.
Wereswine can see in the dark, but have a -2 penalty to all actions when acting in daylight.
Wereswine are immune to normal weapons, but can be harmed by silver weapons, natural flames, or magic weapons.
Fortunately, Wereswine are particularly cowardly when facing an armed opponent capable of fighting back; as such any attempt to intimidate them will have a +5 bonus.Number appearing: 1 or 3d6; Wereswine are almost never found alone, but when they are in a group usually only one or two of them in normal form will try to worm their way into a group, and the others will stay a safe distance away until the nighttime, when they all turn into Swine-creatures and attack en masse.
RPGPundit
Currently Smoking: Moretti agate-ring bent billiard + Ashton II
Post a Comment
- Back to RPGpundit's Xanga Site!
- Note: your comment will appear in RPGpundit's local time zone: GMT -05:00 (Eastern Standard - US, Canada)



Comments (6)
Hahahahaha. Beautiful.
Pete
I'm looking forward... to the supplement.
Will there also be variants of this monster, like Swineguijuelas? And is the Morale Check penalty negated if a Wereswine happens to be in a smithy?
It could be. I leave that up to the GM.
Pure and Utter Blogging Gold!
Hey, theRPGSite is screwed up. You can view some threads, but not subforums, and Reply isn't too reliable. What gives? Some of us are trying to hold contests this weekend! :)
I think its been fixed now, Zach.