Thursday, November 17, 2011

A slight redux...

When I wrote up the different PC races for the Harvesters RPG, I didn't do a write-up for just the regular, run-of-the-mill critter. So, I've been working on fixing that. Here's what I have so far for the mouse. Let me know what you think!



Mouse
Frequency:  Common
NO. ENCOUNTERED:  1 - 100
SIZE:  Small
HD:  1 (d4)
MOVE:  6ft
AC:  11
ATTACK:  Bite (1d3) or by weapon type
SPECIAL:  Climbing/Move Silently
SAVES:  P
INT:  Average to High
ALIGNMENT:  Neutral to Good/Evil (5%)
TYPE:  Animal
TREASURE: 1
XP:  7 + 1/HP
Mice are the most common critter found in Wheat Hollow. They can be found just about anywhere you look – in the open fields, in the woods, or in villages, towns or cities. They come in many colors – from white, brown, gray, or black. Mice will make their homes in many different places - under logs, dig their own hole, build their own houses, or just about any place suitable that they can find. They have large ears, beady little black eyes, and a long skinny hairless tail. Mice are curious and often times will seek their fame and fortune as adventurers (see the Harvesters book for specific details). They are very good climbers, almost as good as squirrels in some cases, and are able to scale just about any surface (+6 to dexterity rolls).  If they are required to fight, they will often use daggers, short swords, or short bows. They can use any type of armor; however, this will adversely affect their climbing scores due to its bulkiness and weight (add +1 CL/AC point above 11). However, if the mouse is a rogue, there is no penalty for leather armor due to training. Likewise for moving silently, they receive a +6 to their rolls versus dexterity (add +1 CL/AC point above 11).

P.S. - Still working on the Animal Spells...

3 comments:

  1. This comment has been removed by the author.

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  2. I'm glad to see you are writing up the player races as creature descriptions. This is perfect for large battles or retainers.

    I am not too crazy about the departure from the siege engine for abilities. The tests vs stats really does work for everything including saves.
    I sitched to C&C because of the unified mechanic of the 12/18 split handling everthing without having skills that work on a different die system or scale. Using a percent chance for climbing implies it does not vary with difficulty of task, and if it does it must use a different system than the challenge level. (5% x CL I assume).

    Maybe give the mouse a +6 on their seige check instead, since they already have a 12 base save in physical, this gives them 75% chance at CL=0.
    This would save you having to describe the effects of armour in the description.

    KAW

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  3. Duh. That makes sense. I guess the ole 1ed AD&D in me just doesn't want to leave!! :o)

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