Saturday, April 18, 2015

A-Z Challenge - P is for Pirate

I love pirates. I don't think that's a secret. Stat wise, pirates should be similar to bandits (page 432 in the core book). However you can use the following table to turn a common bandit into a pirate. Instead of scimitar's they have cutlasses. You can roll a d6 and use the table below to make your pirates unique.

1 - Peg Leg - reduce movement to 15'
2 - Hook Hand - the pirate can make a hook attack in addition to his standard sword, using 1d14 as their action dice.
3 - Eye Patch - reduce ranged attack modifier's by 2
4 - Tempest Warrior - can go into a fit of battle rage (as Berserker, page 433 of core rules)
5 - Parrot - gains trained parrot companion (see below)
6- Deep One Blood - gains a swim speed 40' and can breathe underwater


Parrot: Init +0; Atk beak +0 melee (dmg 1d2); AC 12; HD 1d4; MV Fly 30’Act 1d20; SV Fort -2, Ref +2, Will +0; AL N.

A-Z Challenge - O is for Ooze

I like the way oozes are treated in the DCC Corebook. There is one main stat block that is modified by size. You then roll  1d4-1  for special properties. The table is set up for a d10. Instead of statting a new ooze, I'm going to expand the table to a d16 (remember DCC uses funky die).

11 - Creatures .killed by the ooze rise as skeletons(see page 426 of core book).
12 - Movement becomes 30'.
13 - Gain a swim speed of 30'
14 -  Ooze has dog-like intelligence and is friendly. If properly fed it will become a loyal follow.
15 Ooze is a part of a symbiotic relationship with an insect swarm (see page 419 of the core book) that lives within it.. Roll a d6 to determine type 1 - ants 2- spiders 3- bees 4 - horseflies 5 - mosquitoes 6 - scorpions
16 -Ooze is sentient. It retains the memories of all creatures it has consumed and can communicate with all intelligent creatures within 30' via telepathy.

Friday, April 17, 2015

A-Z Challenge: N is for Namor


Keep the DCC/Marvel Mash-ups going. Namor works well as a reluctant ally or as the leader of an aquatic invasion.

Disclaimer: I like Aquaman better. 

Namor the Submariner

Namor McKenzie (aka the Submariner) is the mutant son of a human and an Altantean princess. Namor possesses superhuman strength and is equally capable on land and in the water. Sometimes times he is a short-fused hero, other times he's a cold invader. No matter what the situation though, Namor is royalty and acts with an air of superiority.

Namor: Init +5; Atk trident +8 melee (dmg 1d8+6); AC 15; HD 8d8+32; HP 54 MV 30’, Fly 30' Swim 60'; Act 1d20/1d20; SP: winged feet, amphibious; SV Fort +10, Ref +8, Will +8; AL L.

Wednesday, April 15, 2015

A-Z Challenge: M is for Moon-Boy

What would Devil Dinosaur be without Moon-Boy?

Moon-Boy

Moon-Boy is a small fur-covered ape-like member a race called the Small-Folk. He was ostracized by his people for his association with Devil. The pair left the tribe and began to wander to the world. Unlike most, Moon-Boy can understand Devil's guttural noises.

Moon-Boy : Init +2; Atk club +3 melee (dmg 1d4+2); AC 13; HD 2d8+2; HP 16 MV 30’; Act 1d20; SV Fort +2, Ref +2, Will +2; AL L.

Tuesday, April 14, 2015

A-Z Challenge: L is for Liontaur

Liontaur

The liontaur (also known as a wemic) is a tauric creature with the upper body of a catman and the lower body of a lion. They are a proud, superstitious race of nomads. Their technology is very limited (equivalent of stone age man) and their prides are led by shamans.

Liontaur: Init +2; Atk claw +3 melee (dmg 1d6) bite +3 melee (1d8); AC 14; HD 4d8+4; MV 40’; Act 1d20/1d20/1d20; SP Leap SV Fort +4, Ref +2, Will +2; AL Neutral

If given a running start a liontaur can leap up to 30'.

Monday, April 13, 2015

A-Z Challenge - K is for Kappa

Kappa

Kappa are mischievous river humanoids. They look like humanoid turtles. However, this isn't the most unusual thing about them. The top of their heads forms a natural bowl that is filled with water. Should this bowl ever be emptied the kappa is rendered immobile and will bargain with those around it to refill the bowl.

Kappa: Init +2; Atk claw +2 melee (dmg 1d6); AC 14; HD 2d8+2; MV 30’, 30' (swim); Act 1d20; SP headbowl; SV Fort +4, Ref +0, Will +0; AL Neutral

If a Kappa's headbowl is emptied it is unable to move.