Author Topic: Cinematica  (Read 36288 times)

Online bhu

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Re: Cinematica
« Reply #80 on: October 10, 2015, 07:40:06 PM »
         http://marvel.wikia.com/wiki/Googam_%28Earth-616%29
http://www.comicvine.com/googam/4005-44844/
http://www.marvunapp.com/Appendix/googam.htm


 GOOGAM, SON OF GOOM
                      Gargantuan Aberration
Hit Dice:             20d8+240 (330)
Initiative:           +0
Speed:                40 ft. (8 squares)
Armor Class:          20 (-4 Size, +14 Natural), touch 16, flat-footed 20
Base Attack/Grapple:  +15/+39
Attack:               Slam +23 melee (1d8+12)
Full Attack:          2 Slams +23 melee (1d8+12)
Space/Reach:          10 ft./10 ft.
Special Attacks:      Psi-Like Abilities, Trample
Special Qualities:    Darkvision 60 ft., Hold Breath
Saves:                Fort +18, Ref +6, Will +13
Abilities:            Str 34, Dex 10, Con 34, Int 8, Wis 8, Cha 20
Skills:               Climb +15, Intimidate +14, Jump +12, Listen +3, Spot +3, Swim +15
Feats:                Awesome Blow, Diehard, Endurance, Improved Bull Rush, Iron Will, Large and in Charge, Power Attack
Environment:          Any, environment on his native planet is unknown
Organization:         Solitary (Unique on our world)
Challenge Rating:     12
Treasure:             Standard
Alignment:            Initially Chaotic Evil
Advancement:          21+ HD (Colossal)
Level Adjustment:     ---

Googam is the infant son of Goom, a would be conqueror of Earth who abandoned his son when his schemes failed and he was taken back to his planet.  Googam, roughly the size of a man, quickly grew to a 40 foot giant with the intellect of a child.  Tricked into a pit of quicksand it was assumed that he had died, but he re-emerged to attack again.

Psi-Like Abilities (Ps): At will: Compression (others only, up to 5 targets at close range), Concussion Blast, Inertial Armor (can be used simultaneously at Close Range on up to 5 others).  3/day: Inertial Barrier, Telekinetic Force, Telekinetic Maneuver, Telekinetic Thrust

Trample (Ex): Reflex Save DC 32 for half damage.

Hold Breath (Ex): Googam can hold his breath for a number of rounds equal to 4 × its Constitution score before he risks drowning.

Combat:  Googam is a petulant child with a bit of a streak of megalomania due to being raised by a maniac.  Eventually he'll calm down and learn if taught by more powerful beings than himself.  Generally speaking he is no tactician, and will loudly announce his presence demanding submission from others.  If that fails he'll have a hissy fit and shrink them before stomping the lot.

Advancement: Should Goom eventually reach full maturity, his size will increase to Colossal, and he will become capable of limited flight.  His mental powers will increase exponentially, ending with him being able to telekinetically lift entire cities and being nearly invulnerable due to his force field.
« Last Edit: October 16, 2015, 01:50:29 AM by bhu »

Offline Braininthejar

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Re: Cinematica
« Reply #81 on: October 23, 2015, 05:49:14 PM »
Updates from how to train your dragon 2

1 there were a lot of new dragons, but mostly unnamed by species, sadly.

2 Instead of making a breath attack, a Nighfury can channel its power through the spikes along its back, projecting a concussive blast around itself. It is rarely used, mostly to break out of confines/grapples if the dragon is somehow forced to fight on the ground. A Nightfury can spend several rounds charging up, to increase the resulting force.

3 The dragon boss from movie one is referred to as Green Death in the books and as Red Death in the movies source material.

4 Leviathan Alpha
 
Leviathans are massive aquatic predators who use their giant bodies to disrupt sea currents and corral whole schools of fish into their open mouths. Feared for their strength, the mightiest of them (those who grow to colossal+size) develop another ability - to enforce the authority normally coming from their strength with psionic power, becoming the default alfa of whatever dragonflight they encounter.

Combat: A leviathan encountered in water will usually just ram through whatever offends him - anything big enough to be a significant threat is probably a dragon anyway, susseptible to his command ability. When fighting on land, a leviathan uses his tail sweep and breath weapon against lesser foes. If faced with colossal or bigger opponents he instead relies on his two slams with forelegs and a massive gore attack with his face horns.

Breath weapon: a cone of water suffused with ice magic, instantly freezing into giant structures of green ice - those who failm their reflex save (or simly lack the movement to feasibly leave the area) are embedded in ice and left to suffocate. The pressure of the growing mass is enough to crush ships and shove buildings out of the way.

Command dragons: A leviathan alpha can attempt to psionic dominate all dragons within half a mile, other than alphas. While barely any dragons can resist the power's call, there are several flaws in it.

- the effect doesn't work on dragons too young to develop proper hierarchy instincts.
- even though line of sight is not required, a blinded dragon will pass its will save automatically, as the leviathan lacks the context to give it a meaningful command.
- the effect requires an aura of authority - it doesn't work while the leviathan is shaken.
- finally, it is possible to break a dragon out of control, giving it a +4 bonus to subsequent checks, if the dragon's rider can beat the save DC with a wild empathy check

Online bhu

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Re: Cinematica
« Reply #82 on: October 23, 2015, 08:20:55 PM »
I'll be adding more Dragons as soon as I watch the sequel.  They prolly have a dragon encyclopedia or something on the disc, and if not there's always the wiki fro info

Offline Braininthejar

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Re: Cinematica
« Reply #83 on: October 24, 2015, 11:13:56 AM »
When you come back to them, I'd suggest

1 levelling them down a bit  - for something that appears in groups of dozens, you've made them horribly powerful.

and 2 possibly make the special attacks damage a factor of the level rather than a straight number.

(the authors themselves either are inconsistent with power levels or factor in the characters levelling up - the village used a gronkle as the first opponent in training, but I've seen Fishlegs' gronkle one-shot a siege engine in part 2.

Offline Braininthejar

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Re: Cinematica
« Reply #84 on: October 30, 2015, 11:20:30 AM »
There is lots more dragons in the tv series - it largely followed a "monster of the week" formula  :D

Offline Braininthejar

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Re: Cinematica
« Reply #85 on: November 03, 2015, 09:30:09 PM »
How about the Monster from the Id?

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Re: Cinematica
« Reply #86 on: November 04, 2015, 02:46:08 AM »
How about the Monster from the Id?

Forbidden Planet?

Offline Braininthejar

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Re: Cinematica
« Reply #87 on: November 04, 2015, 03:30:01 AM »
yes

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Re: Cinematica
« Reply #88 on: November 04, 2015, 05:14:46 PM »
lemme find a copy of the movie and watch it and I'll have it up.

Offline Braininthejar

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Re: Cinematica
« Reply #89 on: November 07, 2015, 09:32:58 PM »
seems like some epic variation on the astral construct

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Re: Cinematica
« Reply #90 on: November 08, 2015, 01:35:07 AM »
seems like some epic variation on the astral construct

god i hope not e[ic critters are a pain in the butt.  Especially figuring CR.

Offline Braininthejar

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Re: Cinematica
« Reply #91 on: November 08, 2015, 07:15:17 AM »
It did have regeneration that worked against disintegrators

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Re: Cinematica
« Reply #92 on: December 01, 2015, 09:16:35 PM »
                     Monster from the Id
                      Huge Construct
Hit Dice:             54d10+40 (337 hp)
Initiative:           +2
Speed:                30 ft. (6 squares)
Armor Class:          40 (-2 Size, +2 Dex, +30 Natural), touch 10, flat-footed 38
Base Attack/Grapple:  +40/+68
Attack:               Claw +58 melee (6d10+20 plus 2d6 fire)
Full Attack:          Claw +58 melee (6d10+20 plus 2d6 fire)
Space/Reach:          15 ft./15 ft.
Special Attacks:      Power Boost, Invisibility, Fiery Touch, Improved Grab, Trample (2d12+30 plus 2d6 Fire), Frightful Presence
Special Qualities:    Darkvision 60 ft., Low-Light Vision, Construct traits, Magic Immunity, Fast Healing 50, DR 15/-, Immune to Fire and Electricity, Vulnerabilities
Saves:                Fort +18, Ref +20, Will +20
Abilities:            Str 51, Dex 15, Con -, Int 1, Wis 15, Cha 24
Skills:               See text
Feats:                See text
Environment:          Any
Organization:         Unique?
Challenge Rating:     
Treasure:             None
Alignment:            Always Neutral Eivl
Advancement:          See text
Level Adjustment:     ---

On the Planet Altair IV, there once dwelt a mighty race known as the Krell.  Highly advanced, they had created a Great Machine capable of converting energy into matter (and vice versa) instantaneously, anywhere on their world.  It allowed them the benefits of technology without cumbersome instrumentation (unless of course you consider 9,200 thermonuclear reactors spanning the planet to power this machine cumbersome). 

Despite this they were wiped out in a night.  Their Great Machine tapped into their minds, and in some manner to their Id: a dark, primitive side of their personality driven to gratify any impulse or urge.  It created monsters from their own subconscious. 

Power Boost (Ex): When the Monster runs into something it cannot destroy, it draws upon the Great Machine for more power.  As the Monster lacks imagination this takes the form of more damage.  Each round the damage done by it's Fiery Touch increases by +1d6 to a maximum of 30d6.  If the target appears immune to Fire, then it will switch to boosting Strength instead, gaining +2 Str per round (to a maximum of +36 Str).  Likely it would exceed these limits given what it has access to, but for game purposes I have to write down something other than "infinite".

Fiery Touch (Ex): Touching or being touched by a Monster deals 2d6 points of fire damage.

Invisibility (Ex): The Monster permanently has the benefits of the Greater Invisibility spell in effect upon it's person.  When in contact with Force effects it can be seen as a translucent figure, and so loses it's invisibility in any round it is targeted by an attack doing force damage, or maintains contact with a construct or object made of Force.

Improved Grab (Ex): If the Monster of the Id successfully hits with it's Claw attack it can immediately make a Grapple attempt as a Free Action without provoking an Attack of Opportunity.  If it succeeds it does it's claw damage.

Trample (Ex): DC 50 Reflex Save for half damage (Save DC is Str based).

Frightful Presence (Ex): When the Monster attacks or charges, all living beings within 60 ft. must make a DC 44 Willpower Save (DC is Cha based) or be Shaken for 4d6 rounds.

Magic Immunity (Ex): A Monster of the Id is immune to any spell or spell-like ability that allows spell resistance, with the exception of spells or abilities doing Force damage or that have the Force descriptor.

Vulnerabilities (Ex): If the Great Machine is destroyed (or the person using it is killed), the Monster immediately ceases to exist.  Additionally, somehow interfering with the Machine's access to power could weaken the Monster significantly.  Any other attempt to destroy it merely causes the Monster to temporarily cease, only to reappear once the Great Machine is used again.  The downside of this is that destroying the Great Machine starts a chain reaction that wipes out more than a few planets...

Skills and Feats: The Monster of the Id has all the skills and Feats of whichever person is using the Great Machine to create it where applicable.  For example the version from the film has no hands, and so could not do fine manipulation skills such as Forgery or Open Lock, and it's body type may prevent the use of certain Feats.  For purposes of skills it uses the ranks and Int Bonus of the Machine's user, despite being unintelligent itself.  Using the Great Machine slowly grants the user more mental strength.  It permanently increases his Int by 1 for every year of use.

Combat: Fighting the Monster from the Id is nearly impossible, as the Great Machine immediately generates new matter to replace the damaged tissue.  No matter what the obstacle, the Machine will simply increase Power until the monster has sufficient ability to overcome it.  Fortunately the Monster is neither spectacularly intelligent, nor creative.  It simply reacts.  It cannot cross walls of Force, even though the machine could simply recreate it on the other side effectively teleporting it.  It will simply batter uselessly at the wall.  Even so, the only way to truly oppose it is cut off it's power source, destroy the Great Machine, or kill the person who is subconsciously using the Machine to generate it.
« Last Edit: February 12, 2016, 09:00:11 PM by bhu »

Offline Braininthejar

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Re: Cinematica
« Reply #93 on: January 16, 2016, 05:23:25 PM »
How about rathtar from the force awakens?

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Re: Cinematica
« Reply #94 on: January 16, 2016, 09:46:24 PM »
I has not seen it.  Lemme see if info is available

Offline Braininthejar

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Re: Cinematica
« Reply #95 on: January 17, 2016, 06:40:43 AM »
Available, but spoilerish.

a rathtar is an alien carnivore - it looks like a spongy ball of flesh with a lamprey mouth, lots of eyes covering its top half, and a number of tentacles. (it's somewhere between a large and huge size - it can fit into corridors designed for humans, but it would have to roll tight to fit on a 10'-10' base) It can move quite fast either by rolling or by grasping available surfaces with its tentacles.

Anatomy and behaviour: rathtars act purely on instinct, and might be mindless. They don't have a skeleton, and their anatomy seems rather simplistic - they are highly resistant to blaster fire, because a foot-deep plasma burn won't hit anything vital. By the same token, though they have enough eyes to have all-round vision, these don't seem to be a weak spot of any kind. Finally, a ship tasked with transporting them didn't have any means to sedate them, which suggests poison immunity.

Though they are likely abberations by D&D standards, they might qualify for a full set of plant type immunities.

Combat: A rathtar has one mode of attack - chase down the prey, grab with tentacles and stuff into its mouth. (a rathar is stretchy enough to swallow several humans.) If a rathar is full, it will instead retreat with a grappled victim, to eat it later at its lair (it is capable of moving at full speed with a medium-sized target dangling from its tentacles)

« Last Edit: January 17, 2016, 07:16:01 PM by Braininthejar »

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Re: Cinematica
« Reply #96 on: January 17, 2016, 09:04:32 PM »
damage type for a blaster?

Offline Braininthejar

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Re: Cinematica
« Reply #97 on: January 18, 2016, 10:48:57 AM »
you're the crunch guy here :P  I'd say it is fire, but the comment had less to do with fire resistance and more with not having many body parts that could be critically hit.

Offline Braininthejar

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Re: Cinematica
« Reply #98 on: February 05, 2016, 04:20:47 PM »
Eh... I see you already have tracker jackers...

I was thinking along the lines of
"Damage - venomous stingers (swarm) 2d6 or 1 for creatures immune to poison

Poison: primary: sickened and shaken for one minute,    secondary: unconscious for 6k6 hours, d3 WIS/ sickened for 2k6 hours on successful save. (the times are not cumulative - only the worst result counts)

If they don't kill you immediately, you'll probably live - but you'll wish you haven't.

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Re: Cinematica
« Reply #99 on: February 06, 2016, 12:59:15 AM »
 Rathtar
                      Large Aberration
Hit Dice:             15d8+60 (127 hp)
Initiative:           +3
Speed:                50 ft. (10 squares)
Armor Class:          26 (-1 Size, +3 Dex, +14 Natural), touch 12, flat-footed 23
Base Attack/Grapple:  +15/+25
Attack:               Tentacle +20 melee () or Bite +20 melee ()
Full Attack:          2 Tentacles +20 melee () or 1 Bite +20 melee ()
Space/Reach:          10 ft./10 ft.
Special Attacks:      Improved Grab, Swallow Whole
Special Qualities:    Darkvision 60 ft., DR 10/-, Energy Resistance 10 (Fire, Electricity), All-Around Vision, Omnivore
Saves:                Fort +13, Ref +8, Will +6
Abilities:            Str 22, Dex 16, Con 18, Int -, Wis 12, Cha 1
Skills:               Search +4, Spot +5
Feats:                ---
Environment:          Any land
Organization:         Solitary, Pack (2-6), or Horde (7-20)
Challenge Rating:     
Treasure:             None
Alignment:            Usually Neutral
Advancement:          16-24 HD (Large); 25-45 HD (Huge)
Level Adjustment:     ---

Rathtar's are large, red blobs of flesh with a fanged central mouth that can extend.   To the sides and underneath of the maw are two long tentacles used for grabbing prey, and various smaller tentacles used to aid in locomotion.  They're head and back are ringed with puce colored eyes.
 
Improved Grab (Ex): If the Rathtar succeeds in hitting with it's tentacle or Bite Attacks it may make a Grapple attempt as a Free Action without provoking an attack of opportunity.  If it succeeds it may use it's Swallow Whole Ability.

Swallow Whole (Ex):  A Rathtar can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. The swallowed creature takes 2d4+6 points of bludgeoning damage and 6 points of acid damage per round from the Rathtar’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.

A Large Rathtar’s gizzard can hold 1 Medium, 2 Small, 8 Tiny, or 32 Diminutive or smaller opponents.

All-Around Vision (Ex):  The Rathtar's many eyes give them a +4 racial bonus on Spot and Search checks, and they can't be flanked.

Omnivore (Ex): Rathtar's can eat virtually any organic matter, even poison or disease, without any harm whatsoever.

Combat: Rathtar are virtually mindless eating machines with no sense of tactics.  Forward is the direction they move in, giving up is no option. Even once they swallow an opponent they will still continue the melee.
« Last Edit: July 01, 2016, 06:14:07 PM by bhu »