Rippped from The Fantasy Trip Facebook group is Henry Cobb's Man-Elephant
Man-Elephant (3-hex)
ST 30 DX 11 IQ 7 MA 10
Trunk(as whip), tusks(as halberd), two hands(various), Hide(stops 2 hits)
-4 DX on all if multiple attack forms used in the same turn.
I believe it was intended to model Robert E. Howard's creation from "The Tower of the Elephant".
I thought it was was an excellent model for the Pachyaur (Elephant centaurs) from Dragon Kings, the spiritual successer to Dark Sun.
That said I have always wanted stats for Wayne Douglas Barlowe's Thype from the back of his Guide to Extraterrestrials.
There is very little information about the Thype in Barlowe's book unfortunately and only two other illustrations depict them. One is in a market with a Thype walking away and another the Thype is traveling along side a lake leading a headless creature that I originally took for Larry Niven's Puppeteer based on other illustrations but seems to have an incorrect number of limbs to be a match.
Well we don't have much to go on but here's what I've got.
Fantasy Trip
Thype Mercenary (36 points)
ST 10 DX 14 (11) IQ 11 MA 12 (8)
Weapon: Saber 2d-2 (2d-1)
Armor: Scale (chainmail) 3 hits (melee attacks at -1 DX to hit Thype Mercenary)
Talents: Fencer (Saber), Swords & Knives, Crossbow, Literacy, Quickdraw, Alertness, Recognize Value, Business Sense
Thype Trader (32 points)
ST 9 DX 10 IQ 13 MA 14
Weapon: Quarterstaff 1d+2
Armor: none
Talents: Crossbow, Quarterstaff, Running, Charisma, Driver, Recognize value, Business Sense, Literacy, Assess Value, Area knowledge (trade routes)
Thype Player Characters
ST 8 DX 8 IQ 9 with 8 points to spend. MA 12
Thype must purchase Architect/Builder, Armorer, Business Sense or 2 IQ points worth of Mundane Talents at character creation as they are a practical people first. If a 1 IQ talent is picked then another talent from the above list must be selected so that 2 IQ worth of talents is purchased.
Though Thype make good sailors they are rarely good swimmers so saves vs drowning are always 1 die more difficult for them (this penalty is eliminated by the diving talent). Furthermore the Swimming talent costs 2 points for a Thype to purchase (the diving talent cost is unaffected).
Thype attention to detail means that they can build faster, cheaper, or better. They have a unique IQ 10 talent that they may purchase for 1 point. Thype craftsman. It allows any physical thing the Thype builds by himself to take either only 75% of the time, cost only 75% to make, be worth 125% of normal value. For group projects 50% of the workforce must have this Talent for it to be effective. The GM may rule that only one of these options is possible. Potions and magic items are not the purview of this Talent
Lastly Thype hands are three fingered and Thype find it difficult to use bows therefore they prefer crossbows. However the crossbow often needs to be modified from the design used by humans. In places where Thype tend to live this is no problem. Otherwise increase the cost of a crossbow by 50% to preform a modification. Thype shoot bows with a -2 DX and unmodified crossbows with a -1 DX. In both cases they will complain endlessly about the inferior human design.
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