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Monster Stat Block Template for the d6 RPG System

Name: [Monster Name]
Type: [Creature Type - e.g., Beast, Undead, Elemental]
Environment: [Preferred Habitat or Origin]
Description: [Brief physical and behavioral description]


Attributes:

  • Coordination: 3D
  • Endurance: 5D+2
  • Reflexes: 2d+1
  • Strength: 6D+2
  • Intellect: 2D
  • Knowledge: 1D+2
  • Magic: 4D
  • Mechanical: 1D
  • Perception: 3D+1
  • Confidence: 4D
  • Psionic Power: 3D
  • Technical: 1D
  • Willpower: 4D+2

Skills:

Communications

Confidence

  • Public Speaking: 2D+2 (For intimidation, commands, or animalistic "speech")

Cowboy

Coordination

  • Breaking/Taming a Wild Horse: 3D (If the creature interacts with other animals in this way)

Perception

  • Herding Cattle: 3D+1 (For predatory or protective behaviors in a pack)

Cultural/Domestic

Perception

  • Animal Husbandry: 3D+1 (Understanding dynamics within a group of animals)
  • Farming: 2D+1 (For animals that might assist in farming tasks or have an understanding of crop cycles, like some birds)
  • Fishing: 3D+1 (For aquatic or semi-aquatic animals)

Espionage

Perception

  • Detect Ambush: 3D+1 (Natural instinct for detecting threats)
  • Tracking: 3D+1 (For hunting or trailing)

Physical

Endurance

  • Forced March: 5D+2 (Enduring long distances)
  • Swimming - Basic: 5D+2 (For aquatic animals)

Reflexes

  • Climbing: 2D+1 (For arboreal animals)
  • Prowl: 2D+1 (Stealth movements)

Wilderness

Perception

  • Agriculture: 2D (Understanding of natural food sources)
  • Hunting: 3D+1 (Tracking and capturing prey)
  • Land Navigation: 3D+1 (Navigating territories or migration paths)
  • Preserve Food: 2D+2 (Instinctual food storage behaviors)
  • Sense of Direction: 3D+1 (Innate or learned navigation)
  • Track Animals: 3D+1 (Tracking prey or members of the same species)
  • Winter Survival: 3D+1 (Surviving in cold environments)

Special Abilities: (Describe any unique abilities, magical powers, or special attacks)

  • Mighty Roar: Unleashes a deafening roar that can stun enemies. Mechanic: Enemies within 30 meters must make a Willpower check of 20 or be stunned for 2 rounds.

  • Saber Fangs: Utilizes its enormous tusks to deliver a devastating bite. Mechanic: Bite attack deals 6D+2 damage.

  • Thick Fur: Provides natural armor against the elements and attacks. Mechanic: +2D to resist cold damage and +1D to resist physical damage.

  • Thunderous Stomp: Causes the ground to tremble, potentially knocking foes off balance. Mechanic: Enemies within 15 meters must make a Strength check of 15 or be knocked prone.

  • Tail Swipe: Can use its muscular tail to strike multiple enemies. Mechanic: Tail attack deals 5D damage in a 180-degree arc up to 5 meters away.

  • Intimidating Presence: Instills fear in lesser creatures. Mechanic: Creatures with a lower Willpower automatically retreat unless they pass a Willpower check of 25.

  • Charge: Can perform a powerful charge attack. Mechanic: When charging, it deals an additional 2D damage and can move up to 20 meters in a straight line towards a target.

  • Primal Senses: Has heightened senses that detect movement and scent. Mechanic: +2D to Perception checks involving smell or detecting movement.

  • Enduring Stamina: Can travel long distances without tiring. Mechanic: Can force march for an additional 10 hours beyond normal limits.

  • Territorial Dominance: Can mark and defend its territory fiercely. Mechanic: Within its territory, gains +1D to all combat skill checks.

  • Primal Healing: Recovers from wounds quickly due to its robust vitality. Mechanic: Heals 1D health points every two days naturally.

  • Elemental Fury: Can call upon the forces of nature to attack its enemies. Mechanic: Once per day, can cast a spell-like ability that deals 4D elemental damage (fire, ice, wind, etc.) to all enemies within a 10-meter radius.

Weaknesses: (List any vulnerabilities or weaknesses)

  1. Sensitivity to High Frequencies:

    • The creature's acute hearing makes it especially sensitive to high-pitched sounds or sonic attacks.
    • Mechanic: When exposed to high-frequency sounds or sonic abilities, the creature must make a Willpower check with a difficulty of 20. Failure results in disorientation and a -2D penalty to all actions for the next 2 rounds.
  2. Underbelly Vulnerability:

    • The creature's underbelly is not as well-protected as the rest of its body, making it a prime target for attacks.
    • Mechanic: Attacks specifically aimed at the underbelly that succeed on a called shot with a -1D penalty to the attacker's skill roll, bypass the creature's natural armor, dealing an additional +1D damage on a successful hit.
  3. Overheating:

    • The dense muscle mass and heavy fur of the creature contribute to a vulnerability to overheating during extended exertion, especially in warmer climates or intense battles.
    • Mechanic: After three consecutive rounds of strenuous activity (like combat or running), the creature must make an Endurance check against a difficulty of 15. Failure results in fatigue, imposing a -1D penalty to all physical actions until a full round of rest is taken.

Combat Tactics: [Brief description of typical combat behaviors, strategies, and preferences]


Loot: (Optional - Describe any typical items, materials, or valuables that can be obtained from the monster)

  • [Item/Material]: [Description or Value]
  • [Item/Material]: [Description or Value]
    (Add or remove items as necessary)

Difficulty Level: [Suggested overall challenge rating or difficulty level for encounters]



Wound Levels: -0 (x1)/-1 (x1)/-2 (x1)/-1d6(x1)/-1d6+1(x1)/-1d6+2(x1)/-2d6(x1)/-2d6+1(x1)/-2d6+2(x1)/3d6(x2)/-3d6+1(x2)/-3d6+2(x2)/-4d6(x3)/-4d6+1(x3)/-4d6+2(x3)/-5d6(x4)/-5d6+1(x4)/-5d6+2(x4)/-6d6(x5)
 

Edited by Sensibleshoes (see edit history)
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Combat Rules: Continuous Combat

Continuous combat uses intervals of one second, although one complete combat round consists of rive seconds. Like when running intiative rounds, all characters (player and gamemaster) make Reflexes rolls at the beginning of each round. This time, however, refer to the Continuous Combat Intiative Determination to determine on which second (out of the five-second round) each character takes their action.

Now call out the first second of the round by saying "one." At this point every character may make one-firth of his movement (his total movement divided by five), and any characters who are allowde to make their action on the first second of the round may either do something or hold hteir actions until the next second.

One all the characters whose Reflexes rolls were 26 or better perform their actions (i.e., those allowed ot take their actions in the first second of the round), call out the next second by saying "two." All character may move one-fifth of their movement again, and any characters who generated a Reflexes roll of 21-25 may take their actions (as well as any characters who rolled a 26 or better but held their action). Continue this sequence until you complete the firth second of the five-second round, and then start over.

If more than one character takes an action at the same time (in the same combat second), treat the exchange like a simultaneous combat. Boht may take their actions regardless of whether one or the other is killed. A character who dies, hoever, may not take any actions after this second.

 

1. Roll Initiative: All gamemaster and player characters make a Reflexes roll (modified by contextual factors and weapon speed)

2. The gamemaster calls out the current second of the round (starting at one)

3. All characters may move one-fifth of their movement.

4. Characters who may take an action in this second do so now. Every character has 4 actions per round. Subtract 1D from every action pool for every additional action taken.

Attacks

Attack: Attack -- roll appropriate skill (weapon, etc.) against difficulty (base 10).
Reaction: Defender can dodge, parry. Dodge is an opposed skill roll. Parry is an opposed skill roll. Failed dodges and parries potentially lower attack difficulty (result replaces existing attack difficulty).
Damage: If hit, roll against against hit location to see area effected and result. Then roll damage against an opposed endurance check roll to see how many wounds are caused.

5. Add one to the current second and then go back to step 2 (after five seconds, the round ends)



Hit Locations (Roll 1d46)

Head

  1. Cranial Region (Upper Head)
  2. Facial Region (Lower Head)
  3. Frontal Region (Forehead)
  4. Orbital/Ocular Region (Eyes)
  5. Buccal Region (Cheeks)
  6. Auricle/Otic Region (Ears)
  7. Nasal Region (Nose)
  8. Oral Region (Mouth)
  9. Mental Region (Chin)
  10. Cervical Region (Neck)

Trunk

  1. Thoracic Region (Chest)
  2. Mammary Region (Breasts)
  3. Sternal Region (Sternum)
  4. Abdominal Region (Stomach Area)
  5. Umbilical Region (Navel)
  6. Coxal Region (Hips)
  7. Pubic Region (Above Genitals)

Pelvis and Legs

  1. Inguinal Region (Groin)
  2. Femoral Region (Thighs)
  3. Patellar Region (Knee Front)
  4. Crural Region (Lower Leg)
  5. Fibular Region (Outside Lower Leg)
  6. Tarsal Region (Ankle)
  7. Pedal Region (Foot)
  8. Digital/Phalangeal Region (Toes)
  9. Hallux (Great Toe)

Upper Limbs

  1. Axillary Region (Armpit)
  2. Brachial Region (Upper Arm)
  3. Antecubital Region (Elbow Front)
  4. Antebrachial Region (Forearm)
  5. Carpal Region (Wrist)
  6. Palmar Region (Palm)
  7. Digital/Phalangeal Region (Fingers)
  8. Pollex (Thumb)

Posterior View

  1. Scapular Region (Shoulder Blade Area)
  2. Dorsal Region (Upper Back)
  3. Lumbar Region (Lower Back)
  4. Sacral Region (Base of Spine)
  5. Acromial Region (Shoulder)
  6. Olecranal Region (Back of Elbow)
  7. Manual/Manus Region (Back of Hand)

Posterior Regions of Legs

  1. Gluteal Region (Buttocks)
  2. Popliteal Region (Back of Knee)
  3. Sural Region (Calf)
  4. Calcaneal Region (Heel)
  5. Plantar Region (Sole of Foot)

Head

Cranial Region (Upper Head): -2D to Intellect and Knowledge checks; concussion checks for impacts.
Facial Region (Lower Head): -1D to social skills; vision impairment checks for swelling/blood.
Frontal Region (Forehead): Stamina checks to avoid stun; -1 to sight-based Perception checks.
Orbital/Ocular Region (Eyes): Blindness checks for direct hits; -2D to sight-requiring actions.
Buccal Region (Cheeks): -1D to Communication due to swelling/pain; infection risk checks.
Auricle/Otic Region (Ears): Hearing checks for noises/punctures; -1D to balance skills.
Nasal Region (Nose): Breathing checks for blockages; -1 to exertion actions due to airflow issues.
Oral Region (Mouth): Eating/speaking difficulty checks; -1D to vocal skills.
Mental Region (Chin): Jaw movement checks for fractures; -1D to Communication if impaired.
Cervical Region (Neck): Breathing/blood flow checks for constrictions; critical damage can incapacitate.

Trunk

Thoracic Region (Chest): Stamina checks for lung function; -2D to physical actions for breathing issues/internal bleeding.
Mammary Region (Breasts): Pain checks for impacts; social penalties for distress.
Sternal Region (Sternum): Organ damage checks for heavy blows; -1D to upper body strength actions.
Abdominal Region (Stomach Area): Internal bleeding/organ damage checks; -2D to physical actions.
Umbilical Region (Navel): Infection checks for wounds; -1D to core movement Agility/Stamina.
Coxal Region (Hips): Mobility/stance checks; -1D to stable/ agile movement actions.
Pubic Region (Above Genitals): Pain checks for trauma; reproductive system assessments for significant damage.

Pelvis and Legs

Inguinal Region (Groin): Severe pain/incapacitation checks; -2D to leg movement actions.
Femoral Region (Thighs): Blood loss checks for deep wounds; -1D to movement actions.
Patellar Region (Knee Front): Function/stability checks; -2D to knee-flexing actions.
Crural Region (Lower Leg): Walking/running checks for injuries; -1D to lower leg actions.
Fibular Region (Outside Lower Leg): Lateral movement difficulty checks; -1 to balance actions.
Tarsal Region (Ankle): Movement hindrance/swelling checks; -2D to foot flexibility actions.
Pedal Region (Foot): Walking/balance/agility checks; -1D to stealth/movement actions.
Digital/Phalangeal Region (Toes): Balance/walking pain checks; -1 to precise footwork actions.
Hallux (Great Toe): Balance/gait checks; -1D to stable footing actions.

Upper Limbs

Axillary Region (Armpit): Movement checks for arm injuries; -1D to affected arm actions.
Brachial Region (Upper Arm): Strength/movement checks; -2D to upper arm strength actions.
Antecubital Region (Elbow Front): Stiffness/pain checks; -1D to elbow flexing actions.
Antebrachial Region (Forearm): Grip/wrist movement checks; -1D to grip strength actions.

Posterior View

Scapular Region (Shoulder Blade Area): Movement checks for shoulder injuries; -1D to arm movement actions.
Dorsal Region (Upper Back): Back pain/stiffness checks; -1D to torso movement actions.
Lumbar Region (Lower Back): Chronic pain/mobility checks; paralysis risk for severe injuries.
Sacral Region (Base of Spine): Lower body function checks; severe pain checks for trauma.
Acromial Region (Shoulder): Lifting/carrying ability checks; -1D to arm lifting actions.
Olecranal Region (Back of Elbow): Arm straightening restriction checks; -1D to straightening actions.
Manual/Manus Region (Back of Hand): Hand function/pain checks; -1D to grip strength actions.

Posterior Regions of Legs

Gluteal Region (Buttocks): Sitting/lower body movement pain checks; -1D to sitting/movement actions.
Popliteal Region (Back of Knee): Flexion/stability/mobility checks; -1D to knee flexing actions.
Sural Region (Calf): Walking/running pain checks; -1D to calf-involved actions.
Calcaneal Region (Heel): Walking pain checks; -1D to stance/walking actions.
Plantar Region (Sole of Foot): Standing/walking/mobility checks; -1D to standing actions.
 



Wound Levels

Unharmed: -0. No penalties; the character is in optimal condition. Full mobility and access to all abilities and skills without restriction.
Bruised: -1. Minor cosmetic damage only. Slight discomfort affecting performance, leading to a -1 penalty on all actions requiring fine motor skills or detailed precision.
Scratched: -2. Noticeable discomfort; minor hindrance to actions. -1 to all concentration and precision-based tasks due to persistent pain, and a -2 penalty on all actions involving physical exertion.
Hurt: -1D6. Variable penalty reflecting the unpredictable severity of injuries. -1D to all action dice pools. No movement penalties, but a -1D penalty on all skill checks involving physical strength.
Battered: -1D6+1. -1D to all action dice pools. Minor discomfort causes -1 to all physical actions requiring strenuous effort, and characters must make a stamina check for actions that require sustained physical activity.
Injured: -1D6+2. -1D to all actions requiring agility or quick movement due to slight impairment. Characters have a -1D penalty on defense rolls due to decreased mobility.
Wounded: -2D6. Movement limited to walking and jogging. -2 to all actions requiring agility or quick movement, and characters suffer a -1 level on initiative rolls due to slower reaction times.
Lacerated: -2D6+1. -2 to all actions due to frequent sharp pains that limit agility and reflexes. Characters must pass a concentration check to perform any action that requires focus or precision.
Mauled: -2D6+2. Significant movement impairment, requiring a -2D to any action involving movement beyond a slow pace. Characters also have a -2D penalty on all survival checks due to decreased resilience.
Broken: -3D6. Acute pain causes -3D to any actions if movement is attempted without support. Characters cannot use any abilities that require standing or significant physical movement without passing a difficult stamina check.
Crippled: -3D6+1. Movement nearly impossible. -4D to any action involving physical movement, even with assistance. Characters also automatically fail any agility-based checks.
Crushed: -3D6+2. Even with assistance, attempting any physical action incurs a -4D penalty due to intense pain. Characters are also at a -2D disadvantage on all willpower checks due to diminished morale.
Severely Crippled: -4D6. Life-threatening injuries with a wide range of potential impacts. Characters suffer a -4D penalty on all action dice pools and must make a critical willpower check to perform any action.
Near Death: -4D6+1. Injuries so severe that survival is in question. Characters can only make passive actions and require a successful critical care check for stabilization.
Critical Condition: -4D6+2. Characters are on the brink of death, with all actions requiring assistance. Automatic failure on all physical actions and a critical care check required each round to remain conscious.
Incapacitated: -5D6. Unable to perform any actions or move; characters are unconscious and cannot respond to external stimuli. Immediate medical intervention is required to prevent death.
Comatose: -5D6+1. Beyond normal incapacitation; characters are unresponsive and require advanced medical intervention to sustain life. Survival depends on external care, and recovery is uncertain.
Lifeless: -5D6+2. Characters are in a state suggesting imminent death. Only magical or advanced technological intervention can sustain life, with no guarantee of recovery.
Expired: -6D6. The character has succumbed to their injuries. No standard actions or rolls are possible, and revival can only be achieved through extraordinary means.

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Edited by Sensibleshoes (see edit history)
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