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Sun Dec 03, 2017 11:55 pm by SgtSarros
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If you do not have your own IRC client you can go to www.esper.net and click chat now. to go to mibbit.com for their IRC client.

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 Monster Island

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SgtSarros
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PostSubject: Monster Island   Tue Oct 31, 2017 7:41 pm

Information about the fort, island and more coming shortly.


Currently researchers at the fort are looking for gems dropped by some of the monsters, believing it to have special properties. They are offering a bounty for those turned in and keeping a leader board of who has turned in the most.

Segment Crystal Points collected: 5/75

Leader Rankings:
Megan - 3
Aseirr - 1
Aeryn - 1



Total Crystal Points collected: 249

Leader Rankings:
Shanoa - 33
Hinoe Lightwind - 27
Glenn - 21
Strato - 18
Krishi - 12
Pelagia - 11
Arngrim - 8
Ryu - 8
Elorani - 7
Ethan - 6
Ramza - 6
Harkarne - 5
Bethany Lewis - 4
Shaiya - 4
Bakkar - 4
Natrias - 4
Jubilee - 3
Faunalyn - 3
Vharna - 3
Lucien - 3
Passion - 3
Darkchylde - 3
Missy - 3
Simone - 3
Megan - 3
Obadiah - 2
Selene - 2
Larsa - 2
Danica - 2
Sarros - 2
Mary - 2
Rubina - 2
Aeryn - 2
Ivy Lightwind - 1
Laura Brooks - 1
Justice - 1
Deliliah - 1
Daisy - 1
Leah - 1
Salcor - 1
Savonia - 1
Corann - 1
Ciyaje - 1
Shanelle - 1
Venia - 1
Li Chen - 1
Sonji - 1
Ghia - 1
Jasmin - 1
Manney - 1
Savonia - 1
Jubilee - 1
Axel - 1
Liana - 1
Coireana - 1
Mouse - 1
Aqua - 1
Ravenous - 1
Aseirr - 1


EVENT 1: After 20 points of gems were collected, the gems exploded out in energy, healing everyone at the fort to full HP and MP. The researchers now are looking for more gems to see if they can unlock the power of the gems without having to wait for an autoamtic burst.

EVENT 2: After a large gem was found the gem suddenly started resonating with the other gems, before moving up into the air and vanishing, followed by an earthquake. The volcano seemed slightly different but none could see why.

EVENT 3: A large red dragon, nearly 20 feet tall, was guarding the Volcano. After a valiant fight, the dragon was vanquished. The monsters across the island seemed calmer after the dragons's defeat. Is the task completed?

EVENT 4: After collecting a large number of gems, some of them merged into different types of gems, that would restore the health of others when injured. Fascinated with the discovery, the researchers ask the adventurers to bring back more.

EVENT 5: A dark force unleashed the monsters from Monster Isle, sending them after the island residents! Also strange new monsters were seen among the invasion. What does this mean for Monster Island?

EVENT 6: Lizardmen are invading parts of the island, and will randomly join in fights to add to the difficulty. The type of Lizardman depends on the section of the island.

EVENT 7: The Ice Princess has been vanquished, and with her the militarization of the island has come to an end. Though during the night there were more earthquakes on the island, changing the landscape again.


Last edited by SgtSarros on Mon Feb 05, 2018 12:34 am; edited 3 times in total
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PostSubject: Re: Monster Island   Tue Oct 31, 2017 7:44 pm

Section One: The Forest

Roll 1d5 to determine the level of monsters.

Level 1:
Kobold

Fighting: Typical
Agility: Typical
Strength: Poor
Endurance: Typical

Reasoning: Poor
Intuition: Typical
Psyche: Poor

Number of combatants:
When this number comes up roll 1d 4 + fighters ( 4 fighters means 1d4 +4, for example )

Attack patterns:
Basic attack only, blunt damage.

Special circumstances:
When the number of Kobolds is half of the adventurers they will run away.




Level 2:
Kobold Swordfighters

Fighting: Typical
Agility: Typical
Strength: Poor
Endurance: Typical

Reasoning: Poor
Intuition: Typical
Psyche: Poor

Number of combatants:
When this number comes up roll 1d 3 + fighters ( 4 fighters means 1d3 +4, for example )

Attack patterns:
Basic attack only. Slashing damage.

Special circumstances:
When the number of Kobolds is half of the adventurers they will run away.




Level 3:
Kobold Army

Mages:
Fighting: Typical
Agility: Typical
Strength: Poor
Endurance: Typical

Reasoning: Poor
Intuition: Typical
Psyche: Good


Kultists:
Fighting: Typical
Agility: Typical
Strength: Poor
Endurance: Typical

Reasoning: Typical
Intuition: Typical
Psyche: Good


Number of combatants:
When this number comes up roll 1dx, where X is the number of players, these will be mages.. Then add in 1d(X plus 3) , where they will be Swordfighters.
Add one Kobold Kultist for every 5 Kobolds ( Minimum 2 )

Attack Patterns:
Mages attack with a fireball. Agility or Psyche to avoid. Good damage. After 5 attacks it switches to blunt damage from the staff at Typical.

Kultists Roll 1d3.to determine their attacks
1 - 2: Staff attack. Blunt Damage
3: Hold Person. Psyche vs Psyche. If target loses they are held in place ( all attacks automatically hit ). Lasts until target rolls a green psyche or all Kultists are defeated.

Special circumstances:
When the number of Kobolds is half of the adventurers they will run away.




Level 4:
Goblins

Fighting: Typical
Agility: Typical
Strength: Typical
Endurance: Typical

Reasoning: Typical
Intuition: Typical
Psyche: Good

Number of combatants:
When this number comes up roll 2dx, where X is the number of players.

Attack Patterns:
Roll 1d3 to determine their attacks.
1 -2: Simple sword strike. Slashing damage.
3: A blow dart is fired at their opponent. Agility to avoid. If it strikes, roll endurance. On a white roll you take -1CS to agility and fighting for 2 rounds. If you get affected again in the next round, the penalty stacks and the timer resets. If either agility or fighting reach shift-0, you are unable to take any actions.

Special circumstances:
When the number of Goblins is one third of the adventurers they will run away.




Level 5:
Goblin Leader

Fighting: Good
Agility: Typical
Strength: Good
Endurance: Typical

Reasoning: Typical
Intuition: Typical
Psyche: Good

Number of combatants:
One leader for every 2 characters, rounded down with a minimum of 1
Then roll 2dx for normal goblins, where X is the number of players.

Attack Patterns:
Roll 1d4 to determine their attacks.
1 -2: Simple sword strike. Slashing damage.
3: Simple punch. Blunt damage.
4: The leader jumps and tries to thud the hilt of his weapon into his target's head. Blunt damage that ignores armor unless they are wearing a helmet. On a red this also stuns them until their next turn ( next enemy's attack towards this player automatically hit ).

Special Circumstances:
When there are less goblins remaining then there are leaders, they will run away on their turn.
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PostSubject: Re: Monster Island   Tue Oct 31, 2017 7:49 pm

Section 2: The Plains

Roll 1d6+4 to determine the level of monsters.


Level 5:
Goblin Leader

Fighting: Good
Agility: Typical
Strength: Good
Endurance: Typical

Reasoning: Typical
Intuition: Typical
Psyche: Good


Number of combatants:
One leader for every 2 characters, rounded down with a minimum of 2
Then roll 2dx+2 for normal goblins, where X is the number of characters.


Attack Patterns:
Roll 1d4 to determine their attacks.
1 -2: Simple sword strike. Slashing damage.
3: Simple punch. Blunt damage.
4: The leader jumps and tries to thud the hilt of his weapon into his target's head. Blunt damage that ignores armor unless they are wearing a helmet. On a red this also stuns them until their next turn ( next enemy's attack towards this player automatically hit ).


Special Circumstances:
When there are less goblins remaining then there are leaders, they will run away on their turn.



Level 6:
Orc

Fighting: Good
Agility: Typical
Strength: Good
Endurance: Good

Reasoning: Typical
Intuition: Good
Psyche: Good

Number of combatants:
Roll xd3, where X is the number of characters. Minimum 2 orcs.

Attack Patterns:
Roll 1d5 to determine attack
1 - 4: Sword strike. Slashing damage.
5: Shoulder tackle. Typical blunt damage. On a yellow attack or a botch, inflict knockdown. On a Red or a Defensive Botch, target is pinned down by the orc and must roll Strength vs Strength to break free or take the initial attack's damage every round.

Special Circumstances:
None.



Level 7:
Orc Army

Mage
Fighting: Typical
Agility: Typical
Strength: Good
Endurance: Good

Reasoning: Good
Intuition: Good
Psyche: Excellent


Leader:
Fighting: Excellent
Agility: Typical
Strength: Good
Endurance: Good

Reasoning: Good
Intuition: Good
Psyche: Good

Number of combatants:
Roll xd3 for orcs, where x is the number of characters
Add 1 mage for every 2 orcs ( minimum 1 )
Add 1 leader for every 4 orcs ( minimum 1 )

Attack Patterns:
Mages roll 1d3 to determine attack
1: Fireball. Good fire damage.
2. Lightning Bolt. Good lightning damage
3. Cure. Heal 6hp to injured ally. If no allies are injured, roll again.
After casting a total of 4 spells, attack becomes staff strike. Blunt damage.

Leaders roll 1d5 to determine attack
1-3 sword strike. Slashing damage
4: Shoulder tackle. Typical blunt damage. On a yellow attack or a botch, inflict knockdown.
5: Battle Cry. Psyche roll vs one enemy. If successful, inflict minor fear ( -1 to all combat rolls for 1d3 rounds ). Targets with Remarkable or higher psyche are immune.

Special Circumstances:
None.



Level 8:
Ogre

Fighting: Excellent
Agility: Typical
Strength: Good
Endurance: Excellent

Reasoning: Typical
Intuition: Good
Psyche: Good

Number of combatants:
1 for every character. Minimum 3.

Attack Patterns:
Roll 1d5 to determine attack
1-4 Club swing. Blunt damage
5: Bearhug. Grapple attack. If successful Blunt damage every round until freed. Roll Strength vs Strength on target's turn else take damage every round. User cannot make any actions until freed.

Special Circumstances:
Due to their bulk, ogres have a natural Typical protection against blunt attacks ( all attacks that do blunt damage, including clubs and fists, do 6 less damage ).



Level 9:
Troll

Fighting: Excellent
Agility: Good
Strength: Excellent
Endurance: Excellent

Reasoning: Typical
Intuition: Good
Psyche: Good

Number of combatants:
1 for every characters. Minimum 4.

Attack Patterns:
Roll 1d5 to determine attack
1-3 Club swing. Blunt damage
4: Claw strike. Slashing damage
5: Double Claw. Attack with both hands. Slashing damage. roll 1d2 to determine how many hit.

Special Circumstances:
Trolls regenerate 2hp every turn. If at the end of the combat round there are trolls between 0 and -5hp and there are still allies in the fight, they revive with 2hp.
Trolls takes +1cs damage from all Fire attacks.



Level 10:
Monster Army

Number of combatants:

Roll xd2 for orcs, where x is the number of characters.
Add 1 orc mage for every 4 orcs, minimum 1.
Add 1 orc leader for every 8 orcs+ mages, minimum 1.
Add 1 ogre for every 10 combined characters and orcs. However if the combined total is less then 13, then no ogres appear.
Add 1 troll for every 12 combined characters, orcs, and ogres. However, if the combined total is less then 16, then no trolls appear.

Attack Patterns:
Monsters follow all previous attacks.

Special Considerations:
Monsters follow all previous considerations.


Last edited by SgtSarros on Wed Nov 15, 2017 5:32 pm; edited 1 time in total
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PostSubject: Re: Monster Island   Tue Oct 31, 2017 7:58 pm

Section 3A: The Swamp

Roll 1d8+8 to determine the level of monsters.


Level 9
Troll

Fighting: Excellent
Agility: Typical
Strength: Excellent
Endurance: Excellent

Reasoning: Typical
Intuition: Good
Psyche: Good

Number of combatants:
1 for every two characters, rounded up. Minimum 2.

Attack Patterns:
Roll 1d5 to determine attack
1-3 Club swing. Blunt damage
4: Claw strike. Slashing damage
5: Double Claw. Attack with both hands. Slashing damage. roll 1d2 to determine how many hit.

Special Circumstances:
Trolls regenerate 2hp every turn. If at the end of the combat round there are trolls between 0 and -5hp and there are still allies in the fight, they revive with 2hp.
Trolls takes +1cs damage from all Fire attacks.



Level 10
Monster Army

Number of combatants:
Roll xd2 for orcs, where x is the number of characters.
Add 1 orc mage for every 4 orcs, minimum 1.
Add 1 orc leader for every 8 orcs+ mages, minimum 1.
Add 1 ogre for every 10 combined characters and orcs. However if the combined total is less then 13, then no ogres appear.
Add 1 troll for every 12 combined characters, orcs, and ogres. However, if the combined total is less then 16, then no trolls appear.

Attack Patterns:
Monsters follow all previous attacks.

Special Considerations:
Monsters follow all previous considerations.



Level 11
Lizardman Scouts

Fighting: Excellent
Agility: Good
Strength: Good
Endurance: Excellent

Reasoning: Good
Intuition: Excellent
Psyche: Good

Number of Combatants:
Roll 1d4+X, where X is the number of characters.

Attack Pattern:
Roll 1d4 to determine their attacks
1 - 2: Simple dagger strike. Piercing damage
3: Two-hit combo attack, following normal rules. Piercing damage
4. Trip. Target rolls fighting. If successful attack is yellow, or successful attack is green and defending roll is white, incur knockdown. and Typical blunt damage.

Special Considerations:
Lizardmen take +1CS damage from Ice ( But not water )



Level 12
Bhut

Fighting: Excellent
Agility: Remarkable
Strength: Typical
Endurance: Excellent

Reasoning: Typical
Intuition: Remarkable
Psyche: Remarkable

Number of Combatants:
1d3+x, where X is the number of characters.

Attack Patterns:
Note: All attacks ignore armor that is not bolstered by Light magic.
1 - 3 = Claw. Slashing damage
4 = Bite. Piercing damage. On damage, roll 1d4, that stat ( Among F A S and E ) takes -1 for 5 rounds. On a yellow bite attack roll 2d4 ( both stats much be different ), on a crit all four stats are affected. This effect stacks. If Endurance reaches shift-0 target is unconscious and cannot be revived without a remove poison spell first being cast or eight hours rest. If any other stat reaches Shift-0 they are helpless and unable to act until poison wears off.

Special Considerations:
Bhut are resistant to physical damage and have Typical protection from all weapon damage.
Being Undead, they CAN be damaged with the Banish spell line.



Level 13
Lizardman Warrior

Fighting: Remarkable
Agility: Good
Strength: Good
Endurance: Excellent

Reasoning: Good
Intuition: Excellent
Psyche: Good

Number of Combatants:
Roll 1d3+X, where X is the number of characters

Attack Pattern:
Roll 1d5 to determine their attacks
1: Simple sword strike. Slashing damage
2: Two-hit combo attack, following normal rules. Slashing damage
3: Three-hit combo attack, following normal rules. Slashing damage.
4: Trip. Target rolls fighting. If successful attack is yellow, or successful attack is green and defending roll is white, incur knockdown. and Typical blunt damage.
5: Shield Slam. Target rolls fighting. If successful attack that does damage after armor, target is staggered for 1 round ( -1 to Fighting and Agility )

Special Conditions:
This warrior has Studded Leather armor. ( -4 damage from piercing, -6 everything else )
Lizardmen take +1CS damage from Ice ( But not water )



Level 14
Young Wyvern

Fighting: Excellent
Agility: Excellent
Strength: Excellent
Endurance: Good

Reasoning: Good
Intuition: Excellent
Psyche: Excellent

Number of Combatants:
1dx+3, where X is the number of characters.

Attack Patterns:
1 - 3 = Claw. Slashing damage.
4 - 6 = Bite: Piercing damage. On a red player is swung back and forth some in the creature's mouth before being thrown away. Target rolls agility and needs a green roll. Upon failing is put into knockdown.
7 - 8 = Tail Lash. Blunt damage.Any attack yellow or higher that is coupled with a white defense adds knockdown.
9 = Stomp. The Wyvern leaps at the target, agility to avoid. On a green attack success or higher, the wyvern lands on the target, taking Good blunt damage and pinning them to the ground. Target must roll a strength of the same color of the attack to break free. Crits add 3d6 damage to initial pounce and per round, but still only need a yellow to break free. On a botch defense, up the color requirement 1 level.

Special Considerations:
Wyvern's scales are hard, providing Typical protection against Blunt and Slash damage, and Poor against Piercing damage.
There is a 33% chance to get a wyvern scale from a youth when defeated. Roll 1d100 for each one defeated. Any number 33 or less gives 1 scale



Level 15
Wyvern

Fighting: Remarkable
Agility: Remarkable
Strength: Remarkable
Endurance: Excellent

Reasoning: Excellent
Intuition: Remarkable
Psyche: Remarkable

Number of Combatants:
1dX, where X is the number of characters, though the number has to be at least half the number of characters.

Attack Patterns:
1 - 3 = Claw. Slashing damage.
4 - 6 = Bite: Piercing damage. On a yellow player is swung back and forth some in the creature's mouth before being thrown away. Target rolls agility and needs a green roll. Upon failing is put into knockdown.
7 - 8 = Tail Lash. Blunt damage.Any attack yellow or higher that is coupled with a white defense adds knockdown.
9 = Stomp. The Wyvern leaps at the target, agility to avoid. On a green attack success or higher, the wyvern lands on the target, taking Excellent blunt damage and pinning them to the ground. Target must roll a strength of the same color of the attack to break free. Crits add 3d6 damage to initial pounce and per round, but still only need a yellow to break free. On a botch defense, up the color requirement 1 level.

Special Considerations:
Wyvern's scales are very hard, providing Good protection against Blunt and Slash damage, and Typical against Piercing damage.
There is a 50% chance to get a wyvern scale from a youth when defeated. Roll 1d100 for each one defeated. Any number 50 or less gives 1 scale



Level 16
Chimera

Fighting: Incredible
Agility: Incredible
Strength: Remarkable
Endurance: Remarkable

Reasoning: Excellent
Intuition: Amazing
Psyche: Remarkable

Number of Combatants:
1 - 5 Characters: 1
6 - 9 Characters: 2
10 + Characters: 3

Attack Patterns:
1 - 2 = Claw. Slashing Damage
3 - 4 = Claw two people. Slashing Damage.
5 = Tail poison attack. 20 damage plus Endurance roll. Target needs Yellow to resist.
6 = Tail poison attack two people. Normal combo rules apply. 20 damage plus Endurance roll. Target needs Yellow to resist
7 = Mauling attack. 1d3 hits. First two hits are Slashing, third hit is Piercing.
8 = Fire to all targets. Remarkable Fire damage
9 = Poison breath. 20 Poison damage, plus endurance roll. Target needs Yellow to resist or takes Typical poison damage for 1d5 rounds.

Special Considerations:
The poison breath attack triggers special resistances or weaknesses vs poisons ( Such as Elven bonus to rolls and bonus damage if affected ).
The Lion's head takes +1CS damage to Blunt.
The Dragon's head takes +1CS damage to Ice / Water


Last edited by SgtSarros on Wed Nov 15, 2017 5:06 pm; edited 1 time in total
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PostSubject: Re: Monster Island   Wed Nov 15, 2017 5:06 pm

Section 4A: Volcano Vicinity

Level 15
Wyvern

Fighting: Remarkable
Agility: Remarkable
Strength: Remarkable
Endurance: Excellent

Reasoning: Excellent
Intuition: Remarkable
Psyche: Remarkable

Number of Combatants:
1dX, where X is the number of characters, though the number has to be at least half the number of characters.

Attack Patterns:
1 - 3 = Claw. Slashing damage.
4 - 6 = Bite: Piercing damage. On a yellow player is swung back and forth some in the creature's mouth before being thrown away. Target rolls agility and needs a green roll. Upon failing is put into knockdown.
7 - 8 = Tail Lash. Blunt damage.Any attack yellow or higher that is coupled with a white defense adds knockdown.
9 = Stomp. The Wyvern leaps at the target, agility to avoid. On a green attack success or higher, the wyvern lands on the target, taking Excellent blunt damage and pinning them to the ground. Target must roll a strength of the same color of the attack to break free. Crits add 3d6 damage to initial pounce and per round, but still only need a yellow to break free. On a botch defense, up the color requirement 1 level.

Special Considerations:
Wyvern's scales are very hard, providing Good protection against Blunt and Slash damage, and Typical against Piercing damage.
There is a 50% chance to get a wyvern scale from a youth when defeated. Roll 1d100 for each one defeated. Any number 50 or less gives 1 scale



Level 16
Chimera

Fighting: Incredible
Agility: Incredible
Strength: Remarkable
Endurance: Remarkable

Reasoning: Excellent
Intuition: Amazing
Psyche: Remarkable

Number of Combatants:
1 - 5 Characters: 1
6 - 9 Characters: 2
10 + Characters: 3

Attack Patterns:
1 - 2 = Claw. Slashing Damage
3 - 4 = Claw two people. Slashing Damage.
5 = Tail poison attack. 20 damage plus Endurance roll. Target needs Yellow to resist.
6 = Tail poison attack two people. Normal combo rules apply. 20 damage plus Endurance roll. Target needs Yellow to resist
7 = Mauling attack. 1d3 hits. First two hits are Slashing, third hit is Piercing.
8 = Fire to all targets. Remarkable Fire damage
9 = Poison breath. 20 Poison damage, plus endurance roll. Target needs Yellow to resist or takes Typical poison damage for 1d5 rounds.

Special Considerations:
The poison breath attack triggers special resistances or weaknesses vs poisons ( Such as Elven bonus to rolls and bonus damage if affected ).
The Lion's head takes +1CS damage to Blunt.
The Dragon's head takes +1CS damage to Ice / Water



Level 17
Floating Man-O-War

Fighting: Good
Agility: Incredible
Strength: Good
Endurance: Excellent

Reasoning: Remarkable
Intuition: Remarkable
Psyche: Amazing


Number of Combatants:
1dx+1 ( Where X is the number of characters )


Attack Patterns:
1 - 2 = Tendril Strike. The Man O War lowers into Melee Range and strikes with it's tendrils. Blunt damage. On an offensive crit or defensive botch target rolls endurance. Target is stunned ( next attack automatically hits ) Unless they roll a yellow.
3 = Mental Bolt. Opponents roll psyche to resist. Remarkable damage. Those with at least one circle 4 mind magic ability take 1cs less damage
4 = Telekinesis ( Object ). A giant rock is thrown at target. Agility to avoid. Remarkable blunt damage. If the attack is yellow or higher, inflict knockdown.
5 = Telekinesis ( Person ). The target ( provided they are less then 400lb ) is picked up and thrown away. Psyche to resist. Blunt damage. On a yellow or higher attack target needs a green agility or they are in knockdown.
6 = Stun. Target rolls psyche to resist. If attack is successful target is stunned for 1 round ( next attack automatically hits ).
7 = Sleep. Target rolls psyche to resist. If attack is successful target is asleep. Any HP damage will wake them ( from allies or enemies ). Automatically wears off when all Man O Wars are defeated.
8 = Mind Control. Target rolls psyche to resist. If attack is successful target becomes an enemy for 1 round, 2 on green, 3 on yellow, 5 on Red. Attacks are determined in this order:
- 1 is always single attack
- If they are capable of multiple attacks without going below typical, 2 will be a double attack and 3 a full combo ( if a double attack is not full )
- If they are capable of magic, the next available numbers will be all of the spells and abilities they currently have mana for.
After this is determined, then you roll 1dX, where X is the remaining players who are still conscious. Attack then occurs as normal. If the character takes HP damage, a psyche roll can be done, a yellow roll or higher breaks the mind control. If the Man O War controlling the player is killed, the mind control ends.
9 = Fly. Only available if in Melee Range. This will take them back up into the air out of melee range.


Special Considerations:
Once a Man O War has taken at least 30hp damage, they will drop to melee range and be unable to fly back up unless they are somehow healed.



Level 18
Elementals

Fire Elemental

Fighting: Excellent
Agility: Remarkable
Strength: Good
Endurance: Excellent

Reasoning: Good
Intuition: Excellent
Psyche: Remarkable


Water Elemental

Fighting: Excellent
Agility: Incredible
Strength: Good
Endurance: Excellent

Reasoning: Good
Intuition: Good
Psyche: Remarkable


Air Elemental

Fighting: Good
Agility: Incredible
Strength: Excellent
Endurance: Excellent

Reasoning: Typical
Intuition: Excellent
Psyche: Remarkable


Earth Elemental

Fighting: Remarkable
Agility: Excellent
Strength: Remarkable
Endurance: Remarkable

Reasoning: Typical
Intuition: Good
Psyche: Excellent


Number of Combatants:
Roll 1dX, where X is the number of characters. Once you know this number, roll d4 ( Where 1 = Fire, 2 = Water, 3 = Air, and 4 = Earth )


Attack Patterns:
Fire rolls 1d9
1 - 3 = Punch. Blunt damage.
4 - 6 = Flaming Punch. Blunt damage, then roll 1d100. Any roll 51+ adds Good Fire damage ( unaffected by color ).
7 =  Fireshield. Lasts 1 round, 2 on green, 3 on yellow. Any melee attack on the target results in Typical fire damage per successful hit. Can be removed with dispel magic.
8 = Fireball. Target rolls agility. Remarkable Fire damage.
9 = Flame Wave. All targets roll agility. Excellent Fire damage.


Water rolls 1d8
1 - 3 = Punch. Blunt damage
4 = Hydrant Blast. Blunt damage, knockdown on yellow
5 = Double Hydrant Blast. Two targets. Blunt damage, knockdown on yellow
6 = Rejuvenating Water. Heals 30hp to self
7 = Rejuvenating Spring. Heals 20hp to all non-Fire allies.
8 = Water Prison. Target rolls agility. If caught roll endurance. Target has Endurance-level rounds of air, double on yellow, half on botch. Target inside the prison is helpless ( They cannot act or be healed ). When the Elemental is defeated, the prison vanishes. The Elemental can only have one prison active at a time ( Roll 1d7 if they already have one active )


Air rolls 1d8
1 - 2 = Stone Throw. Blunt damage
3 - 4 = Double Stone Throw. Normal multi-attack rules apply. Blunt damage
5 = Knockback. Target rolls endurance. No damage, but if attack is successful, target is knocked away one area. ( Those with typical running speed must use their next turn to return to the combat to use melee attacks. ) If red, target is also put into knockdown.
6 = Wind Shield. Lasts 1 round, 2 on green, 3 on yellow. Provides Good protection from ranged attacks. ( All non-bullet damage is reduced by 10 )
7 = Gale Force. All targets roll endurance. No damage, but those who fail are put into knockdown.
8 = Hurricane. All targets roll Agility. Remarkable Blunt damage.


Earth rolls 1d7
1 - 3 = Punch. Blunt damage.
4 = Double Punch. Blunt damage.
5 = Earthgrab. Target rolls agility. If attack is successful Target cannot move from that spot. They defend at -2cs, and can only attack with ranged at -2cs. Strength roll to break free is the same as the color rolled. On a red attack, target is helpless until they break free ( But still only need a yellow strength ).
6 = Mass Earthgrab. Three targets roll agility. Rules follow same as above. If the Elemental is holding two or more people at once it cannot move and defends at -2cs, and cannot make any other attacks.
7 = Stone Prison. Target rolls agility. If attack is successful, target is helpless and takes Excellent Blunt damage every round until free. Strength roll to break free is the same as the color of the attack. Crit bonuses apply. The elemental can only have one Stone Prison at a time, if one is active roll 1d6 instead.


Special Considerations:
Fire take +1cs damage from Water or Ice, and are immune to any plant-based attack ( Such as creeping vines )
Water if hit by an Ice damage spell of Yellow or higher reduces their stats by 1cs for 2 rounds. Additional Ice spells increases the duration, but not the penalty.
Air takes additional damage from wind attacks, as the wind patterns that keep them moving and alive are disrupted. It also takes damage from Wind Dispersal. Some spells from other schools may work as well if you're creative with it.
Earth has Good armor and is immune to ranged damage ( even bullets ). However the sonic vibrations from Bardic magic has proven to be very effective.
All Elementals take damage from the Banish spell, however can only be destroyed with Greater Banish. Crit and botch adjustments on a Banish spell follow normal combat rules.



Level 19
Rakshasa

Fighting: Incredible
Agility: Incredible
Strength: Excellent
Endurance: Excellent

Reasoning: Excellent
Intuition: Incredible
Psyche: Remarkable


Number of Combatants:
1 - 2 Characters: 1
3 - 5 Characters: 3
6 - 8 Characters: 6


Attack Patterns:
1 - 2 = Claw, Slashing damage
3 = Double Claw, Slashing damage
4 = Dagger, Piercing damage
5 = Invisibility. Becomes unforgettable. Next round on it's turn, target rolls intuition -2 vs Rakshasa's agility. If attacker succeeds, target takes Remarkable piercing damage. If target succeeds, target rolls fighting -2 vs Rakshasa's agility. If target succeeds with a red Target gets to attack first with no penalties.
6 = Charm Person. Target comes under Rakshasa's control. Can be broken by the Rakshasa being killed, the target taking HP damage, or the Target on it's turn rolling the same color as the charm ( A red still requires just a yellow ).


Special Considerations:
Rakshasas have Good protection against non ranged attacks, Typical vs ranged. They are immune to all beginner-level spells.
If a Rakshasa is targeted by an 'evil' creature ( such as a demon or succubus ) or one with Shadow magic, this protection increases to Excellent / Good.
If a Rakshasa is targeted by a 'good' creature ( such as a Deva or True angel ) or one with Light magic, this Protection decreases to Poor against slashing, blunt and ranged, and none vs piercing.
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