Castellia- A Fantasy Setting (Sudowoodo! Sunflora! Donphan!)

Where in all of your character write ups will go.
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KorokoMystia
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by KorokoMystia »

Thanks for working on my requests, Jab! The Mimics are a classic annoyance, and I think the Bonewheels are quite unique (plus they're really annoying in the source game, able to chip off most your life, maybe even all of it, if they get you with a good Multiattack.). Despite still using a bunch of standard fantasy stuff, the Demon's/Dark Souls (and Bloodborne) games have quite a few unique monsters and bosses, too.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by catsi563 »

There was an interesting thing I read on FB about mimics it was basically a what if about Mimics predatory natures., The notion of them not being Evil but simply predatory animals, ambush predators of course. But what if the reason they mimic things was to avoid larger nastier predators such as ogres, dragons or armored armed adveturers etc.

the notion of the mimic attacking the players disguised as a chest or other innocuous item would be no more then a defensive reaction to being poked and prodded by some hapless rogue.

And if that's the case what else could they do. could one mimic who has a steady food supply grow to the size of a house? this lead to discussion of an entire village of mimics literally house sized creatures roaming about in a pack for protection.

There was even some discussion of mimic pets like if an adventurer fed a mimic something and the mimic bonded with him disguising itself as a staff or some such and got fed on offal or small animals the party catches that sort of thing.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Gamebook »

I always interpreted mimics as not being natural creatures but being magical creations of wizards. They create them in their alchemical vats and then distribute them throughout the dungeons beneath their tower as a nasty surprise for thieving adventurers. Over time as they devour more hapless fools they grow in size until they split in two like an amoeba and then you have two mimics, each of which waddles off to a new location. In this way dungeon complexes tend to become populated by them, even when abandoned by the original builders.

I have also read of other mimic like creatures that take the form of doors or other common items of furniture. Some of them exude a contact glue that fastens anyone who touches them in place so they can be attacked without fleeing from the largely immobile mimic.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Jabroniville »

"A Wizard Did It" is an origin I try not to over-use- Displacer Beasts, Platypi and a few others are like that, but only a handful.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Ken »

You can always say their powers were imported in from offworld.
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Werewolves

Post by Jabroniville »

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WEREWOLF
Role:
Monster
62-Point Template
Abilities: STRENGTH +4, STAMINA +4, AGILITY +1, FIGHTING +2, PRESENCE -2 [18]
Skills: Intimidation +4, Perception +6 [5]
Advantages: Fast Grab, Improved Trip, Startle [3]
Powers: "Animal Senses" Senses 8 (Acute & Extended Scent, Low-Light Vision, Scent-Tracking, Ultra & Extended Hearing, Infra & Ultravision), "Animal Physiology" Speed 3 (16 mph), "Nigh-Unkillable" Regeneration 8 (Feats: Regrow Limbs), "Werewolf's Bite" Affliction 8 (Fort; Entranced/Compelled/Transformed to Werewolf) (Extras: Cumulative, Progressive +2) (Flaws: Grab-Based, Limited to Drained Victims) [36]

Complications:
Prejudice (Werewolf)- Few people on either side of the law trust lycanthropes overly-much.
Power Loss (Regeneration)- Several objects can cause Jack's regenerative power to not work. Silver and Magical attacks are chief among them- both affect him normally.
Power Loss (All Powers, by Day)- Werewolves only change form at night. They also do not remember their activities while in lycanthropic form.

Total: Abilities: 18 / Skills: 10--5 / Advantages: 3 / Powers: 31 / Defenses: 0 (62)

-Werewolves are dangerous shapeshifters known to be afflicted with a deadly, contagious curse. Upon biting sentient beings, werewolves transport their curse across civilization. Every night, the being transforms into a humanoid wolf shape, and becomes a slavering monster, obsessed with its next meal. Werewolves are deadly when placed next to populous communities, and many raiding parties have gone to their doom attempting to finish off one of these creatures (problematically, the victim rarely understands their affliction, nor remembers their nightly rampages).

Jab's Notes: Another request, Werewolves became defining Lycanthropes of a system that actually added a great number of them- Werebears, Wereboars and Wererats (which actually became a bit setting thing, inspired by Warhammer's Skaven and another fantasy book or two prominently featuring Ratmen as a "thing". I figured I'd make them a Template that could be added to any sentient creature.
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Farfetch'd

Post by Jabroniville »

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KAMONEGI
Role:
Farfetched Swordfighting Waterfowl
PL 4 (58)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 2
STRENGTH -3 STAMINA 1 AGILITY 3
FIGHTING 5 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -3

Skills:
Athletics 10 (+7)
Close Combat (Stick-Fighting) 2 (+7)
Expertise (Survival) 4 (+4)
Perception 4 (+4)

Advantages:
Close Attack 2, Great Endurance, Improved Critical (Stick), Improved Disarm, Improved Initiative

Powers:
"Animal Senses" Senses 3 (Extended Scent, Low-Light & Extended Vision) [3]
Flight 3 (16 mph) (Flaws: Winged) [3]
"Semi-Aquatic" Movement 1 (Environmental Adaptation- Aquatic) [2]
Swimming 3 (4 mph) [3]

"Tiny Size" Shrinking 8 (Feats: Innate) (Extras: Permanent +0) -- (1 foot) [17]
(-2 Strength, +4 Defenses, +8 Stealth, -4 Intimidation, -1 Speed)

"Stick-Fighting" Strength-Damage +4 (Flaws: Source- Sticks, Reeds or Wooden Objects) [2]

Offense:
Unarmed +5 (-3 Damage, DC 12)
Stick +7 (+1 Damage, DC 16)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +1, Fortitude +2, Will +4

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their wings & beaks to easily manipulate objects.
Obsession (Weapon)- Kamonegi are trained to obsess over the defense of their chosen weapons- most will fight to the death to defend theres, and will fight other creatures over similar objects.

Total: Abilities: 2 / Skills: 20--10 / Advantages: 5 / Powers: 31 / Defenses: 10 (58)

Era: Fantasy Worlds
Range: High Elven Lands.
Stereotypes: Aggressive buttholes.
Colouring: Typically brown.
Size: Up to 18 inches long (about 8 lbs. maximum)
Encounter Groups: Groups of 2-35 in the wild; solitary when trained.
Diet: Small sealife, fish.
Tactics: Flee (Wild), Lash out with sticks (Trained)

-The High Elves are so obsessed with swordfighting and martial competitions that a strange sport has developed on their home isle. They have trained a species of waterfowl, known for manual dexterity of its wings, to combat each other using sticks, reeds and branches as wooden "swords". This activity, akin to cockfighting with weapons, is considered a high and noble pursuit to the Elves, and notable trainers are allowed great wealth and respect. The birds are trained to obsess over their weapons, defending them to the death. Typical members of the species feature far less fighting capability- these are specially-bred fighters.

Jab's Notes: Farfetch'd is another unique Pokemon, giving a distinct look and concept (swordfighting bird with a reed for a blade!), no Evolutions in its line whatsoever (like Tauros, Kanghaskhan and a few others), and a unique origin in the game (you have to trade a Spearow to an NPC for one). Being a pretty simple Flying/Normal-type Pokemon, it doesn't really do much any other Pokemon doesn't do better, and only appears in minor roles in the TV show. His weird concept is probably due to a Japanese saying "a duck comes bearing green onions" (ie. something surprising but convenient). It's Japanese name is basically "wild duck spring onion".
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Jabroniville »

Damn, my "To Build" list of Pokemon is actually rather substantial. Any other Fantasty/Pokemon stuff anybody'd like to see? Once I delve into the Aquatic Sentients, I'm largely out of old material.

1) Magneton
2) Voltorb
3) Electabuzz
4) Jynx
5) Mr. Mime
6) Dragonite
7) Aerodactyl
8) Kabutops
9) Omanyte
10) Slowpoke
11) Snorlax
12) Butterfree
13) Pidgey
14) Venomoth
15) Cubone
16) Poliwrath
17) Duduo
18) Exeggcutor
19) Meowth
20) Seaking
21) Tentacool
22) Lapras
23) Seel
24) Tangela
25) Vileplume
26) Bellsprout
28) Kangaskhan
29) Chansey
30) Jigglypuff
31) Seadra
32) Psyduck
33) Hitmonlee
34) Hitmonchan
35) Cloyster
36) Krabby
37) Porygon
38) Machop
39) Clefairy
40) Ekans
41) Koffing
42) Vulpix
43) Ponyta
44) Zubat
45) Diglett
46) Grimer
47) Lickitung
48) Pinsir
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KorokoMystia
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by KorokoMystia »

I think I requested Quicklings as well, and I thought of something else: Elementals. (fire, water, earth, ect.)
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Jabroniville »

Oh yeah, that was the other one! I had it on one of my lists, but then forgot about it.

Elementals I could do. Not terribly interesting as CHARACTERS, but a Template would be fine.
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Spearow & Fearow

Post by Jabroniville »

Image

SPEAROW (aka Asshole Birds)
Role:
Swarming Predators
PL 4 (57)- Minion Rank 4, Sidekick Rank 12
Normal Version:
PL 2-3
STRENGTH -1 STAMINA 0 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 4 (+8)
Athletics 6 (+5)
Close Combat (Natural Weapons) 1 (+5)
Expertise (Survival) 6 (+6)
Intimidation 12 (+6 Size)
Perception 9 (+9)

Advantages:
Evasion, Fast Grab, Improved Critical (Natural Weapons), Improved Hold, Startle

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +4 [4]

Flight 5 (60 mph) (Flaws: Winged) [5]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Offense:
Unarmed +4 (-1 Damage, DC 14)
Natural Weapons +5 (+3 Damage, DC 18)
Initiative +4

Defenses:
Dodge +7 (DC 17), Parry +7 (DC 17), Toughness +0, Fortitude +5, Will +6

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their talons to easily manipulate objects.
Disabled (Flying)- Asshole Birds cannot fly at great heights, or for long distances.

Total: Abilities: 4 / Skills: 28--14 / Advantages: 5 / Powers: 21 / Defenses: 13 (57)

FEAROW (Asshole Bird Queen)
Role:
Elite Queen
PL 7 (74)- Minion Rank 5, Sidekick Rank 15
Normal Version:
PL 5-6
STRENGTH 0 STAMINA 2 AGILITY 4
FIGHTING 4 DEXTERITY 0
INTELLIGENCE -4 AWARENESS 0 PRESENCE -2

Skills:
Acrobatics 2 (+6)
Athletics 7 (+6)
Close Combat (Natural Weapons) 4 (+8)
Expertise (Survival) 6 (+6)
Intimidation 14 (+7 Size)
Perception 9 (+9)

Advantages:
Evasion, Fast Grab, Improved Critical (Natural Weapons) 2, Improved Hold, Power Attack, Startle

Powers:
"Animal Senses" Senses 3 (Extended, Ultra & Low-Light Vision) [3]
"Natural Weapons- Talons & Beak" Strength-Damage +5 [5]

Flight 5 (60 mph) (Flaws: Winged) [5]

"Small Size" Shrinking 4 (Feats: Innate) (Extras: Permanent +0) [9]
(-1 Strength & Speed, +2 Defenses, +4 Stealth, -4 Intimidation)

Offense:
Unarmed +4 (+0 Damage, DC 15)
Natural Weapons +8 (+5 Damage, DC 20)
Initiative +4

Defenses:
Dodge +8 (DC 18), Parry +8 (DC 18), Toughness +2, Fortitude +6, Will +6

Complications:
Disabled (Animal)- Birds cannot speak to humans, nor use their talons to easily manipulate objects.

Total: Abilities: 10 / Skills: 42--21 / Advantages: 7 / Powers: 22 / Defenses: 14 (74)

Era: Modern
Range: North America, Europe & Asia
Stereotypes: Regal & proud.
Colouring: Dark brown & tawny
Size: Up to 35 inches long (6-14 lbs.)
Encounter Groups: Swarms of 2-50 birds with one dominant Queen.
Diet: Mountain Goats, rabbits, rodents, tortoises, small birds
Tactics: Dive-bomb from above, possibly dragging off cliffs!

-Asshole Birds are an infamous nuisance across Castellia, as the birds (typically no different from many other Birds of Prey) are known to swarm together in massive groups, dive-bombing perceived victims simply for walking too close. Unusually for birds, they operate under "Insect Hive" rules- huge groups flock under the leadership of a dominant breeding female, multiple times the size of any of the others. This "Queen" appears more condor-like, with a long neck, long beak and a shaggier-looking plumage, but is a much more dangerous predator than the rest of the flock.

-Naturists refer to the smaller form as "Spearow" and the larger Queens as "Fearow", but the colloquial term has become pretty common across all of Castellia- a byproduct of the swarming nature of the creatures. Many amateur Questers count "clear out a Next of Assholes" among their first paid quests, as farmers and townsfolk typically do not wish to have these creatures close by. Though fast-moving, the smaller variety are poor distance flyers who can also not take too high to the air. The "Fearow" Queens do not suffer this flaw, but each swarm only has one.

Jab's Notes: Spearow and Fearow are Odd Pokemon Out in this franchise. While Pidgey became all-important as one of Ash's first Pokemon, and rapidly-evolved into a powerful Pidgeot, Spearow... was just some background asshole. Hell, the VERY FIRST EPISODE throws them out there as this jerk-off, swarming species of birds who attack Ash and his new Pikachu (who had been disagreeable before this), nearly killing both of them until they escaped with their lives. Pidgeot is a major character, and inspires tons of later Pokemon, and Spearow (who shares the Type and even has similar stats and moves) gets THAT? Sure, Ash threw a rock at one to weaken it, but hey- animals in this universe should be used to random assaults for cockfighting purposes. Fearow appear more often than Spearow, typically in more antagonistic roles, like working for toughs, or attacking other Pokemon. The Spearow that led the first attack on Ash & Pikachu evolved into Fearow and attacked once more, necessitating Pidgeotto's transformation into Pidgeot in order to defeat it. See? Asshole Birds.

-Its Japanese name basically means "Oni Sparrow", so we're really not meant to like these things. Their pretty bland design (it's basically a wilder-looking sparrow/falcon thing- more or less a combination of "Generic Bird Things" than a well-designed Pokemon) dooms them as well. The anime pretty much never uses them after this first appearance- they're mere backgrounders after the debut episode.
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Aquatic Races

Post by Jabroniville »

Image

AQUATIC CREATURES:
Creature Type: Altered Humanoid, Beast-Kin, Aquatic
Typical Adult Height: 4'11"-6'6"
Birth Rate: 1-2 Infants every 9 months/1-10 Eggs every 5 months (depending on similarity to Humans)
Lifespan: 0-7 (Pup/Calf/etc.), 8-59 (Adult), 60-85 (Elder)
Nicknames: Depends on the Race, Animal-Kin
Sexual Dimorphism: Usually smaller, occasionally mammaries
Skin Tones: Any colouring possible
Hair: Any colour possible
Racial Mounts: Dolphins, Sharks, Swordfish, Cephalopods,
Racial Weapons: Spears, Tridents, Javelins, Nets
Religion: The Animal Spirits

Allies: Other Aquatic Creatures

Encounter Groups:
Solo (1 plus 0-2 Animals)
Group (2-12 plus 0-20 Animals)
Bands (10-30 plus 0-5 Elites, 0-40 Animals, 0-20 Allies, 0-2 Monsters)
Tribe (20-80, plus 3-30 Elites, 0-20 Mounts, 0-85 Animals, 0-40 Allied Beast-Kin, 2-20 Heavies, 0-5 Monsters)

PL Variants:
PL 0-2: Weaker Specimens
PL 3: Weaker Standard Specimens
PL 4: Standard Specimen
PL 5: Elites
PL 6+: Important Characters

-The Oceans of the world contain many sentient beings, Humanoid and otherwise. Most of them are rarely encountered by surface folk, unless they maintain close proximity to shorelines- these creature thus often fall into mythology and storytelling. Mermaids, Mermen, and various other creatures are known of, or spoken about, and tales vary as to whether they are good or evil. The truth is complex- most Aquatic races are of similar alignment to people on land, and evil or good societies are both known. The most common type of Aquatic Sentient is the Merpeople (usually called Mermen in plural), who possess a lower half resembling that of a fish. The type of fish greatly varies, as does the colour of the scales, and even the Humanistic quality of the creatures' face- some are basically Human or Elf-like in features, but others have large scales, finned ears, or even animalistic faces.

-Other common types of Aquatic creatures include the Aquans, who have scaled lower bodies, but still possess actual legs that end in large flippered feet. The Locathah are humanoid, but have fish faces with sharp teeth. Pirhanoids are from faraway Western Isles, but resemble the Locathah. The Sahuagin are more reptilian in features, and resemble fierce, toothed toads (these frequently ally with Sharks or Dragons). Kuo-Tua are frog-like, and are the most amphibious Aquatic creatures in the world- often living in the Southern Wetlands.

-Few Aquatic races are advanced technologically to the equal of the surface races- smelting metals is impossible underwater, and so most people rely on coral and stone-crafting, as well as magic. Huge underwater civilizations are known, and many large cities- these survive thanks to effective crop-farming of strange underwater vegetation, as well as skilled hunting groups and animal allies- no other races tame animals like the Aquatic ones do- huge amounts of Cetaceans, Sharks, Rays and other fish are common to any Aquatic City, Town or Village, and almost any encountered party will have several.

Jab's Notes: I kinda like the idea of a lower-level D&D world within the world, separate from the Underworld or Surface. It's fun for an adventure or two, though my friends always insist that such a campaign (where most races have similar abilities and most animals are a bit alike) would get old after a point- there's just less variety underwater. There's still some great stuff, like Giant Squids, Aquatic Dragons, Sea Serpents, etc., but almost everyone prefers the open land. I couldn't quite decide on peoples or cultures, so I just kinda got lazy and said "There's lots of them"- use the more animalistic ones as "Races of Evil" (or at least races with nasty leaders), or even surprise people with one of those evil societies of Mermen (never liked the term "Merfolk"- nobody talks like that). Aquatic races are a good time to use some of those unused "fantasy cultural representatives" if you're missing some- maybe make them Arabic-acting (well, turbans underwater would be dumb, but you get the idea), some of the other Asian races, Pacific Islanders, whatever. Unless you think it's cliche to just transplant human culture onto monsters, but hey- that's what fantasy is all about.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Gamebook »

I have a particular fondness for underwater settings, ever since reading the classic Fighting Fantasy gamebook Demons of the Deep. The old D&D Basic supplement Creature Crucibles: The Sea Peoples is a good example of an underwater setting. It's also something we see in comics a lot, with Aquaman and Namor especially.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Jabroniville »

Gamebook wrote: Wed Sep 06, 2017 9:19 am I have a particular fondness for underwater settings, ever since reading the classic Fighting Fantasy gamebook Demons of the Deep. The old D&D Basic supplement Creature Crucibles: The Sea Peoples is a good example of an underwater setting. It's also something we see in comics a lot, with Aquaman and Namor especially.
Sounds interesting- what were the stand-out bits? I think the closest thing I've read was the Stormwracked book for D&D 3.5- I never read any books earlier than that.
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Re: Castellia- A Fantasy Setting (Raticate! Tauros! Titans! Wights! Mimic!)

Post by Gamebook »

Particular features were:

1. A large, color, fold-out map (two A4 by four A4 sheets in size) done in a hex grid detailing underwater nations, points of interest and contour lines.

2. The undersea world being an area just off the coast of the main area of the D&D game world, around two island nations, so players sail over it every time they go to sea.

3. An underwater Scotsman in a kilt, that tends to swirl up and show everybody just what the Scots wear under the kilt.

Also all the usual undersea races (variously small, huge, charming or ugly), sunken ruins and lost treasure and sea monsters galore.
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