Showing posts with label Pertwee. Show all posts
Showing posts with label Pertwee. Show all posts

Wednesday, 15 March 2023

DW Monsters: Eight-Legs

The next story we come to is The Monster of Peladon, which, for the most part, features the same aliens and creatures we have already seen in The Curse of Peladon. There is one new alien race introduced, the Vegans (yes, that’s actually their name), but the one individual we see isn’t around long enough to tell us much about his wider race. The tie-in novel Legacy does add that the race can see in the infrared and adds some further detail about their culture, but they remain tangential enough in the TV series itself that I am going to leave them out. Which brings us to the final Third Doctor story, Planet of the Spiders.

Wednesday, 15 February 2023

DW Monsters: Exxilons

The first two stories of season 11 are:

The Time Warrior – The first appearance of the Sontarans.

Invasion of the Dinosaurs – Dinosaurs are real-world creatures and often already statted up in RPGs

The story that follows is Death to the Daleks, which has exactly the main foes that you would expect it to have. It does, however, also feature the Exxilons. While there’s no reason to suppose Exxilons are dramatically different from other humanoids, they can serve as an example of a primitive race and do at least have some minor differences from regular humans. They appeared only once in the TV series, but have appeared twice in audio stories and, because of their history as an advanced space-faring power, have occasionally been mentioned in tie-in novels and elsewhere.

Description and Biology

The Exxilons are hairless humanoids with rough skin, flat noses, and large eyes. Since they are alien and not even as visibly similar to humans as Time Lords are, we can’t conclude too much about their biology and internal anatomy. The humanoid shape has some implications for this – the presence of a rib cage implies that that is where the lungs are, for example – but there are limitations. One thing that might be worth noting is that we never see any evident females. This could be due to a patriarchal society that hides their women away, but it’s also possible that they just aren’t mammalian, and the sexes aren’t that easy for we humans to tell apart.

Another difference is the large, dark, eyes which fit with the idea that the Exxilons are naturally nocturnal (or subterranean, as stated in the novelisation). This, of course, does not imply anything like the magical ‘darkvision’ of D&D, but they should be able to see in much fainter light than humans can and be more affected by bright glare than we are.

Game Attributes

The living Exxilons that we see are all warriors and their society appears to be one of hunter-gatherers, so it may be that this is true of the bulk of their population. They seem to be reasonably well-built, as one would expect for someone trained as a warrior, but the average individual is unlikely to be remarkable by human standards. The harsh environment in which they live also implies a reasonable degree of physical fitness.

While they are primitive by the time period seen in the story, in the past they were a highly advanced spacefaring race. This indicates at least human-level intelligence and, although one could argue that their current ‘degenerate’ state has lowered this somewhat, it’s perhaps more likely that it remains the same as it always was. Their limitations are in their skill and knowledge, not their basic brainpower. 

Speaking of which, their skills are likely to be the same as any other hunter-gatherer. We know that they can use bows and other simple weapons are surely in their repertoire. Survival skills are also a must and they probably have abilities relating to hunting and the local vegetation (such as it is) even if there’s nothing in the TV story to indicate what their prey might be. Religion is central to their society, so that may be relevant, too, depending on the game system.

They don’t have any particularly exciting special abilities, but their skin looks tough and resilient, so there’s probably some minimal armour, equivalent to leather. And, of course, there’s the night vision.


5E - Exxilon

Medium humanoid, neutral

Armour Class: 11 (natural)

Hit Points: 17 (3d8+3)

Speed: 30 ft.

STR 12 (+1)

DEX 10 (+0)

CON 12 (+1)

INT 10 (+0)

WIS 10 (+0)

CHA 8 (-1)

Skills: Athletics +3, Religion +2, Survival +2

Combat Skills: Ranged Attack +2, Melee Attack +3

Senses: Passive Perception 10, Night Vision (the Exxilon treats dim light as if it were bright light and regular nighttime darkness as if it were dim light, but cannot see in pitch blackness).

Challenge: ¼ (50 XP)


BRP - Exxilon


STR 3D6 (10-11)

CON 3D6+3 (13-14)

SIZ 2D6+6 (13)

INT 2D6+6 (13)

POW 3D6 (10-11)

 

DEX 3D6 (10-11)

CHA 2D6 (7)

 

Hit Points: 13

Move: 10

 

Base SR: 5

Damage Bonus: 0

 

Armour: 1-point leathery skin

Skills: Hide 40%

Combat Skills: Bow 50%, Brawl 50%

Night Vision: An Exxilon’s combat skills do not become Difficult in conditions of near-total darkness, but suffer the usual penalties in pitch-black darkness.


GURPS - Exxilon

ST 12

DX 10

IQ 10

HT 12

Thrust: 1d-1

 

Swing: 1d+2

 

Speed: 5.5

 

Move: 5

 

Advantages: Fit, Night Vision-4

Disadvantages: Fanaticism (worship the City)

Skills: Bow-12, Brawling-13, Climbing-12, Stealth-10, Survival (quarry-like planets)-13, Theology-9


Savage Worlds - Exxilon

Agility: d6

Smarts: d6

Spirit: d6

Strength: d8

Vigour: d8

 

Skills: Athletics d4, Fighting d8, Shooting d6, Survival d8

Hindrances: Vow (Minor, worship the City)

Special Abilities: Low Light Vision

Pace: 6                  Parry: 6               Toughness: 7 (1)                   Size: 0


STA - Exxilon

Control: 8

Fitness: 10

Presence: 8

Daring: 9

Insight: 8

Reason: 8

Command: 0

Security: 2

Science: 0

Conn: 0

Engineering: 0

Medicine: 0

Stress: 12

Resistance: 1

 



Wednesday, 18 January 2023

DW Monsters: Giant Maggots

Continuing through season 10, we get:

Frontier in Space – While the Draconians are undeniably interesting, this is primarily due to their culture. In terms of basic attributes, they don’t seem that different from humans and can probably be described in the same way. Therefore, I will pass on them.

I will also pass on the unnamed Ogron-eating blob monster from the same story, on the grounds we know almost nothing about it.

Planet of the Daleks – It’s still not quite time for the Daleks on this blog yet…

Which brings us to The Green Death… and giant maggots!

Thursday, 15 December 2022

DW Monsters: Drashigs

The next two stories, moving us from season 9 into season 10 are:

The Time Monster – while the monster of the title is described as belonging to a race of beings (the Chronovores) we don’t see any others, so it’s hard to know what their generic abilities might be, and I will therefore leave them out. I will also leave the Minotaur until later.

The Three Doctors – while there are antimatter blobs in this story, they’re more a peril than a ‘monster’, and the real foe is Omega, so this is another one I will skip.

Next up is Carnival of Monsters. Despite the title, most of the monsters are only seen briefly over the viewing screen. The only exceptions, and the only ones that are original to the story, are the drashigs. This is their only significant appearance on screen so far, but they have proved popular enough in the ‘deadly alien animals’ niche to appear in two of the spin-off novels and two of the audios – in each case, making one appearance inside a miniscope, and one out in the wild. 

The audio Planet of the Drashigs makes the most use of them, as a sort of Jurassic Park homage that introduces two new subtypes of the creatures. But I will stick with the version seen on screen.

Description and Biology

The drashigs are large creatures with snake-like bodies. Their bodies appear to be segmented, more like earthworms than snakes, although this may well be a muscular adaptation for a worm-like mode of movement rather than a reflection of genuine segmentation in their internal anatomy. The head is also not snake-like, having a shape similar to that of a dog and decidedly mammalian teeth (for good reason, considering how the prop was made for the series). 

From both this, and the description of their behaviour, we can infer a mode of attack quite different from that of either venomous or constrictor snakes. For instance, while they probably do eat smaller prey whole, they are unlikely to swallow larger prey in the way that snakes do; those teeth are clearly there for something.

The other distinctive feature, of course, is the presence of six eyestalks on the head. Although we’re told that they hunt by scent, the number of eyes, and the fact that they’re raised above the level of the head implies that vision is also important - and there are, of course, many real-world animals that use a combination of vision and scent to track prey. The eyestalks make perfect sense for a creature that can ambush prey by hiding beneath swamp water, although such an adaptation could be even more useful for a herbivore wanting to look out for predators around it, so perhaps drashigs evolved from something less dangerous.

That there are six eyes, rather than two, is unusual from a real-world perspective; while spiders, for example, do have multiple eyes, those that require good binocular vision for hunting (rather than allowing prey to fall into their webs) tend to have two that are much larger than the others, which they use for that purpose. This may imply an unusual brain structure.

While there is a published non-canonical source that states otherwise, drashigs are indicated to be alien in the canonical material. This means that we know little about their more detailed biology. For instance, just because they look reptilian, this is no guarantee that they lay eggs or that they’re cold-blooded.

Game Attributes

Clearly, our starting point for drashigs is not going to be the humanoid base levels that I have been using for most aliens. For a start, drashigs are much larger than humans. Exactly how much larger is difficult to gauge since there are no shots in the serial that give us a firm basis for comparison, but the creatures are undeniably substantial. This alone would give them significant resistance to damage, and they also seem to have a tough hide, making them difficult to injure. 

Their strength at least matches their size and may even be higher than we might typically expect. We’re told, for instance, that they can literally eat a spaceship, although this comes from a man who has good reason to exaggerate and who, even if he is being honest, might simply be repeating an urban legend. Either way, they have a powerful bite, although they don’t look to be agile enough to, say, swat somebody with their tails as a means of attack. Indeed, their overall agility is likely unimpressive, although probably not terrible.

Drashigs are regular, non-sentient, animals, and in some systems will therefore not receive any statistics related to intelligence. Where such figures are given, there’s no particular reason to limit such alien beings to the low ratings often given to crocodiles and the like, and their ability at tracking probably implies something closer to a cat or dog. Speaking of which, since they hunt at least partially by scent, we know that they have a particularly keen sense in that area.


5E - Drashig

Huge animal, unaligned

Armour Class: 16 (natural)

Hit Points: 105 (10d12+40)

Speed: 30 ft.

STR 22 (+6)

DEX 10 (+0)

CON 18 (+4)

INT 3 (-4)

WIS 12 (+1)

CHA 12 (+1)

Skills: Perception +3, Survival +3

Senses: Passive Perception 13

Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (1d12+6) slashing damage

Challenge: 3 (700 XP)


BRP - Drashig


STR 4D6+30 (44)

CON 3D6+6 (16-17)

SIZ 4D6+24 (38)

DEX 3D6 (10-11)

POW 3D6 (10-11)

 


 

Hit Points: 28

Move: 10

 

Base SR: 3

Damage Bonus: +4D6

 

Armour: 10-point tough hide

Skills: Track 75%

Combat Skills: Brawl 60% (1D10+4D6 damage)


GURPS - Drashig

ST 25

DX 10

IQ 5

HT 16

Damage: 2d+2

 

Move: 5

 

DR: 10

 

Size: 6

 

Traits: 360° Vision, Discriminatory Smell, No Legs (slithers)



Savage Worlds - Drashig

Agility: d8

Smarts: d6 (A)

Spirit: d10

Strength: d12+6

Vigour: d12

 

Skills: Athletics d8, Fighting d12, Notice d8

Special Abilities: Bite (Str+d6)

Powers: Blast, Intangibility, Mind Link, Telekinesis

Pace: 6                  Parry: 8               Toughness: 8 (4)                   Size: 7 (large)


STA - Drashig

Control: 6

Fitness: 12

Presence: 10

Daring: 10

Insight: 5

Reason: 4

Command: 2

Security: 2

Science: 0

Conn: 0

Engineering: 0

Medicine: 0

Stress: 21

Resistance: 2

 


Traits: Due to its large size, the drashig has 50% more Stress than it would normally have.

Attack: Bite 5^ (Piercing-1, Vicious-1)


Wednesday, 16 November 2022

DW Monsters: Solonians

Following on from The Sea Devils, the next story we come to is The Mutants. The eponymous monsters here turn out not to be “mutants” at all but are instead a natural form of an alien race native to the planet Solos. While they have since received the odd passing reference here and there, they currently remain a one-off race, never appearing again in any of the novels, audios, or even (so far as I can tell) shorter works such as comics.

Saturday, 17 September 2022

DW Monsters: Sea Devils

Next up in season 9, we’re back to present-day Earth and The Sea Devils. The eponymous race are introduced as a variant form of the Silurians adapted to underwater life and, beyond the aquatic theme, provide a similar role in the TV show – although they do appear to be more inherently violent, presumably due to a warrior upbringing. They return much later in the classic run alongside the Silurians in Warriors of the Deep but were not seen again on screen until almost the end of the Thirteenth Doctor’s run. 

Outside of the TV series, they have proved less popular than their Silurian kin, appearing alongside the latter in the 1993 novel Blood Heat, but rarely featuring on their own outside of a few comics and short stories. They have appeared in just a couple of the audios, neither of which feature the Doctor and one of which is part of a larger Silurian plot arc. A mention in a novel that doesn’t feature them directly implies that they are the same as the Deep Ones created by H.P. Lovecraft - although beyond living underwater and being cold-blooded, there doesn’t seem to be much resemblance between the two.

Saturday, 30 July 2022

DW Monsters: Peladon

The next story that we come to is The Curse of Peladon, which features no fewer than four different kinds of alien. Chief among them are the Ice Warriors, which I have already covered. Of the three new introductions, Arcturus’ abilities are more a product of the device he is using to move around, which must be customisable, so I’ll leave him out. That leaves Alpha Centauri and Aggedor.

Both reappear a couple of seasons later in The Monster of Peladon, and Alpha Centauri also has a cameo appearance (voiced by the same actress, no less) in the Twelfth Doctor story Empress of Mars. To date, Alpha Centauri has also appeared in five audios and one original novel, all set on Peladon, and the race has been referenced in a number of other novels. Aggedor is slightly less popular, appearing in two novels and one audio – although in their case, it’s different members of the same species rather than the same individual.

Saturday, 9 July 2022

DW Monsters: Ogrons


The remaining two stories of season 8 are:

  •          The Colony in Space – apart from their leader, the aliens here do not seem very different from humans in their basic biology, although they do have specific skill sets
  •          The Daemons – so far as we can tell, most, perhaps all, of the Daemons’ special abilities come from their near-magical technology, so I will pass on them

This brings us to season 9 and Day of the Daleks which, apart from including the obvious (albeit only briefly), introduces the Ogrons. These appear in two more stories during the Third Doctor’s era but have not been seen since then in the TV series. They have, however, often been mentioned or made brief appearances in other media, with significant roles in at least five novels and six audio plays to date. They mostly appear as mercenaries, but the audio Planet of the Ogrons does give us a brief look at their homeworld and native culture adding a little to what we already see in Frontier in Space.

Description and Biology

The Ogrons are tall and heavily muscled humanoid aliens with ape-like faces.  Given that they are alien, we don’t know how distinct they may be from humans biologically, although the implication would be “not by much”, at least to anyone that isn’t, say, trying to perform abdominal surgery on one. At least on TV, we haven’t seen any females of the species, so technically we don’t know that they’re mammalian, although they certainly seem to be and the likelihood is that here, too, they are little different from humans.

Game Attributes

The most obvious distinction between Ogrons and humans in terms of their statistics is that the former are much stronger. Given their builds and basic biology, it seems unlikely that their typical strength exceeds the human maximum, although some exceptional individuals clearly might. Nonetheless, even the average Ogron is clearly much stronger than the average human. There is some evidence that they are physically resilient, too – one would certainly expect them to have high endurance and they seem to be quite difficult to hurt. On the other hand, they are not inherently armoured, although they are usually seen wearing something that’s probably equivalent to leather armour. (Going from looks alone, it could also be some sort of Kevlar, but they don’t seem to be bullet-proof, so probably not).

It's also clear that Ogrons are relatively unintelligent. Nor do they seem especially strong-willed, given that they’re mostly seen working as grunts for the Daleks, implying a rather pliable mindset. Quite how stupid Ogrons are is difficult to say; they are clearly capable of using high-tech equipment provided to them by others, although this may require a fair bit of training. Even so, while it’s low, it’s probably not dramatically so, with the main limitation being their lack of native technology.

All the Ogrons we see are mercenaries (in a manner of speaking; it’s hard to imagine that the Daleks are actually paying them). They clearly have good combat skills, including with weapons beyond their native technology – after all, it doesn’t require tremendous smarts and understanding to point and fire a gun. They may have some other basic military skills, but otherwise they must be geared towards what’s essentially a tribal life on their home planet.


5E - Ogron

Medium humanoid, neutral

Armour Class: 11 (light armour)

Hit Points: 34 (4d8+16)

Speed: 30 ft.

STR 16 (+3)

DEX 10 (+0)

CON 18 (+4)

INT 8 (-1)

WIS 8 (-1)

CHA 8 (-1)

Saving Throws: Strength +5, Constitution +6

Skills: Athletics +5, Intimidation +1, Perception +1

Combat Skills: Ranged Attack +2, Melee Attack +5

Senses: Passive Perception 11

Challenge: ¼ (50 XP)


BRP - Ogron


STR 3D6+6 (16-17)

CON 3D6+9 (19-20)

SIZ 2D6+9 (16)

INT 2D6+3 (10)

POW 3D6 (10-11)

 

DEX 3D6 (10-11)

CHA 2D6 (7)

 

Hit Points: 18

Move: 10

 

Base SR: 4

Damage Bonus: +1D6

 

Armour: 1-point light armour

Skills: Throw 40%

Combat Skills: Brawl 70%, Energy Pistol 60%


GURPS - Ogron

ST 16

DX 10

IQ 8

HT 16

Thrust: 1d+1

 

Swing: 2d+2

 

Speed: 6.5

 

Move: 5

 

Advantages: Extra Hit Points +2, Fit

Disadvantages: Status -1 (mercenary)

Skills: Beam Weapons (energy pistol)/TL10-12, Brawling-14, Intimidation-10, Knife-11, Soldier-10, Survival (quarry-like planets)-12, Throwing-10


Savage Worlds - Ogron

Agility: d6

Smarts: d4

Spirit: d6

Strength: d10

Vigour: d12

 

Skills: Fighting d8, Shooting d8, Survival d6

Edges: Brawny, Brute

Pace: 6                  Parry: 6                Toughness: 10 (1)                   Size: 1


STA - Ogron

Control: 8

Fitness: 11

Presence: 8

Daring: 9

Insight: 7

Reason: 7

Command: 0

Security: 2

Science: 0

Conn: 0

Engineering: 0

Medicine: 0

Stress: 13

Resistance: 1

 


Saturday, 18 June 2022

DW Monsters: Axos

Moving on to season 8:

·       Terror of the Autons features one of the key races I covered at the start

·       The Mind of Evil features an alien psychic parasite that’s really more of an effect than a monster

And that brings us to The Claws of Axos. Technically, Axos is a single individual, which could be left out on the same grounds that I’m not attempting to stat up (say) the Master. But it functions as an alien race and it’s at least possible that there are more of its kind out in space somewhere.

Aside from a couple of short stories and comics, Axos only makes a return appearance in a single audio-play, The Feast of Axos, featuring the Sixth Doctor.

Description and Biology

Axos is a space-faring being whose ability to mould its own form extends to creating autonomous lifeforms that it can send out to interact with others. As such, in addition to the primordial matter from which it is constructed, in the course of the story, we see it take on four different forms, all of which are controlled by the same central mind.

Firstly, there are the beings typically referred to as the ‘Axons’ since that’s how they describe themselves when they’re still pretending to be a regular race of aliens. These are golden-skinned humanoids with large pupil-less eyes. Given their need to function in an Earth-like environment and imitate more normal humanoids, they’re likely biologically similar in most respects. Obviously, they don’t need reproductive organs, and it’s also plausible that they obtain sustenance directly from the mothership without the need for regular digestive systems; even if they do eat in a regular manner such systems would be simple, since the food Axos creates for them would already be, in effect, pre-digested. But, otherwise, they may be much as they appear.

Secondly, there are the much larger forms that Axos uses in combat, whether attacking or defending itself. These have a vaguely humanoid shape but are covered with orange tendrils and paired lumpy structures that might be external lungs. They don’t seem to have any eyes or mouth, suggesting that they don’t need to eat and that they interact with their environment using some sense other than vision. They don’t have a name in the TV series, but the audio play refers to them as ‘Axonoids’ so that will do as well as anything else.

The third example is a comparatively amorphous blob of axonite, the cellular material from which Axos is composed. It’s mostly seen taking on other forms and is resistant to damage, probably because it lacks internal organs, which would make it a rather temporary being if we’re using anything like real-world physics (which, admittedly, is debatable, especially considering axonite’s energy absorbing and transforming abilities).

Finally, of course, there’s the space-travelling form that acts as a spaceship from which the other parts are budded as required. This is presumably where Axos’s central brain is located, but it’s sufficiently large that, in game terms, it’s a location rather than a ‘monster’, albeit a mutable organic one that can attack people inside it by growing tentacles from the walls.

Game Attributes

The Axons do not require attributes significantly different from those of humans, since their only function is diplomacy. Having said which, being composed of axonite, an energy-absorbing readily transformable material, probably does make them resistant to damage and likely also gives them a high stamina or resistance to fatigue.

The Axonoids are a different matter, being larger and stronger than regular humans; there would be no point in creating them were they not better at fighting than the humanoid Axons. They are clearly very resistant to damage, at least from purely kinetic attacks, perhaps due to lacking much in the way of vital organs. It seems plausible that they regenerate from damage inflicted on them, although this is probably too slow to affect a regular combat – it’s just that you have to be very sure you’ve destroyed them completely to stop them from regrowing (or trap them in a time loop).

The axonite blob is clearly less effective when it isn’t taking on human form. It’s comparatively slow-moving and probably not very strong, although it would share the same sort of damage resistance that the other forms have.

Axos itself is too large an entity to be described easily in most systems designed for human-level interactions. Even where it can be, the reality is that it primarily functions as a dangerous location, rather than a creature, especially since it can’t move except to fly through space. As such, I won’t be providing its physical stats here.

All these various forms are extensions of the core Axos entity, and thus should have the same mental attributes. In game terms, Axos probably has a high intelligence score, and decent willpower. Its ability to con world leaders in the story implies a good rating in whatever ability or attribute is used to measure that – although it’s helped to a large extent by the greed of the people it’s talking to, so it’s not necessarily extraordinary. The entity must also have the skills necessary to navigate space, and a good understanding of its own biological technology, as well as the ability to observe humans and deduce what will work best on them.

Special Abilities

The axonoids demonstrate the ability to stun people by striking them with their tentacles, but little else beyond their resistance to injury. More generally, the various forms can shapeshift into one another, and can closely imitate humans – and presumably other lifeforms. Other than this, the axonite material itself seems to have a range of powers, transforming and enlarging other creatures it is injected into, and so on, but these are outside the scope of the stats of the regular beings. Similarly, we can assume that Axos is capable of faster-than-light travel and surviving in deep space, but we’re not statting up the core entity.



5E - Axon

Medium aberration, neutral evil

Armour Class: 12 (natural)

Hit Points: 22 (4d8+4)

Speed: 30 ft.

STR 10 (+0)

DEX 10 (+0)

CON 12 (+1)

INT 18 (+4)

WIS 14 (+2)

CHA 14 (+2)

Saving Throws: Wisdom +4, Charisma +4

Skills: Biotechnology +6, Deception +2

Senses: Passive Perception 12

Shapechanger: The axon can use its action to transform into an axonoid.

5E - Axonoid

Large aberration, neutral evil

Armour Class: 18 (natural)

Hit Points: 76 (8d10+32)

Speed: 20 ft.

STR 18 (+4)

DEX 12 (+1)

CON 18 (+4)

INT 18 (+4)

WIS 14 (+2)

CHA 10 (+0)

Saving Throws: Constitution +6, Wisdom +2, Charisma +1

Skills: Biotechnology +6, Deception +2

Combat Skills: Melee Attack +6

Damage Resistances: Bludgeoning, Piercing, Slashing

Senses: Passive Perception 12

Shapechanger: The axonoid can use its action to transform into an axon.

Stunning Tentacle: Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: The target must succeed in a Constitution saving throw against a DC of 12. On a failed save, it is stunned, and must make a further save at the beginning of each turn until it recovers.

Disintegrate (Recharge 5-6): Melee Weapon Attack: +6 to hit, reach 5ft., one creature. Hit: 11 (3d6) force damage. 

Challenge: 3 (700 XP)

5E - Axonite Blob

Medium aberration, neutral evil

Armour Class: 15 (natural)

Hit Points: 26 (4d8+8)

Speed: 20 ft.

STR 10 (+0)

DEX 8 (-1)

CON 14 (+2)

INT 18 (+4)

WIS 14 (+2)

CHA 10 (+0)

Saving Throws: Constitution +4, Wisdom +2, Charisma +1

Skills: Biotechnology +6, Deception +2

Combat Skills: Melee Attack +2

Damage Resistances: Bludgeoning, Piercing, Slashing

Senses: Passive Perception 12

Shapechanger: The axonite blob can use its action to take on the appearance of any Small or Medium creature it has previously observed.

Engulf: Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 7 (2d6) bludgeoning damage and the target must make a DC 12 Strength save or be grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blob cannot engulf another target.

Challenge: 1 (200 XP)


BRP - Axon

STR 3D6 (10-11)

CON 2D6+6 (13)

SIZ 2D6+6 (13)

INT 18

POW 15

 

DEX 3D6 (10-11)

CHA 2D6+6 (13)

 

Hit Points: 13

Move: 10

 

Base SR: 5

Damage Bonus: 0

 

Armour: 1-point resistant flesh

Skills: Biology 80%, Biotechnology 90%, Chemistry 80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%

Combat Skills: Brawl 25%

Shapechanger: The axon can take one round to transform into an axonoid.

BRP - Axonoid

STR 2D6+12 (19)

CON 3D6+6 (16-17)

SIZ 3D6+12 (22-23)

INT 18

POW 15

 

DEX 2D6+6 (13)

CHA 2D6 (7)

 

Hit Points: 20

Move: 10

 

Base SR: 2

Damage Bonus: +2D6

 

Armour: 8-point resistant flesh

Skills: Biology 80%, Biotechnology 90%, Chemistry 80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%

Combat Skills: Brawl 50%

Shapechanger: The axonoid can take one round to transform into an axon.

Stunning Tentacle: The axonoid can choose to make a Knockout Attack instead of a normal attack, and does so at the Normal success chance, instead of making a Difficult roll.

Disintegrate: If an axonoid reduces an opponent to 0 hit points or less as the result of a Special or Critical success on its Brawling roll, the target is instantly disintegrated.

BRP - Axonite Blob

STR 3D6 (10-11)

CON 2D6+6 (13)

SIZ 2D6+6 (13)

INT 18

POW 15

 

DEX 2D6 (7)

CHA 3D6 (10-11)

 

Hit Points: 13

Move: 8

 

Base SR: 6

Damage Bonus: 0

 

Armour: 5-point amorphous substance

Skills: Biology 80%, Biotechnology 90%, Chemistry 80%, Craft Axonite 80%, Navigate 70%, Persuade 60%, Physics 80%

Combat Skills: Brawl 50%, Grapple 50%

Shapechanger: The axonite blob can use its action to take on the appearance of any creature it has previously observed that has a SIZ between 5 and 18.


GURPS - Axon

ST 10

DX 10

IQ 18

HT 12

Thrust: 1d-2

 

Swing: 1d

 

Speed: 5.5

 

Move: 5

 

Advantages: Alternate Form (axonoid), Attractive, Doesn’t Sleep, Mindlink-3, Reduced Consumption-1

Skills: Acting-17, Bioengineering (tissue engineering)/TL10-16, Biology/TL10-17, Chemistry/TL10-17, Intelligence Analysis/TL10-16, Navigation (space)/TL10-18, Physics/TL10-17

GURPS - Axonoid

ST 18

DX 10

IQ 18

HT 15

Thrust: 1d+2

 

Swing: 3d

 

Speed: 6.25

 

Move: 4

 

SM: +1

Advantages: Alternate Form (axon), Damage Resistance 8, Disintegrate (as the spell; only on the body of a victim already killed), Doesn’t Sleep, Innate Attack-2 (Fatigue, Melee Attack, Reach-1), Mindlink-3, Reduced Consumption-1, Striker

Disadvantages: Cannot Speak, No Fine Manipulators

Skills: Bioengineering (tissue engineering)/TL10-16, Biology/TL10-17, Brawling-13, Chemistry/TL10-17, Intelligence Analysis/TL10-16, Navigation (space)/TL10-18, Physics/TL10-17

GURPS - Axonite Blob

ST 10

DX 8

IQ 18

HT 12

Thrust: 1d-2

 

Swing: 1d

 

Speed: 5

 

Move: 4

 

Advantages: Damage Resistance 3, Doesn’t Sleep, Mindlink-3, Morph (cosmetic, mass conservation), Reduced Consumption-1

Skills: Bioengineering (tissue engineering)/TL10-16, Biology/TL10-17, Brawling-13, Chemistry/TL10-17, Intelligence Analysis/TL10-16, Navigation (space)/TL10-18, Physics/TL10-17


Savage Worlds - Axon

Agility: d6

Smarts: d4

Spirit: d6

Strength: d12

Vigour: d10

 

Skills: Persuasion d8, Repair d10, Science d10

Edges: Attractive

Shapeshifting: As an action, an axon can transform into an axonoid.

Pace: 6                  Parry: 2                 Toughness: 6                      Size: 0

Savage Worlds - Axonoid

Agility: d8

Smarts: d12

Spirit: d10

Strength: d12

Vigour: d12

 

Skills: Fighting d8, Repair d10, Science d10

Edges: Hard to Kill

Hindrances: Mute

Powers: Stun

Shapeshifting: As an action, an axonoid can transform into an axon.

Disintegrate: If the axonoid incapacitates an opponent using its Fighting skill, they are disintegrated if they fail their Vigour roll to resist injury.

Pace: 4                  Parry: 6                Toughness: 11 (3)            Size: 2

Savage Worlds - Axonite Blob

Agility: d4

Smarts: d12

Spirit: d10

Strength: d6

Vigour: d10

 

Skills: Fighting d8, Persuasion d6, Repair d10, Science d10

Edges: Hard to Kill

Shapeshifting: As an action, an axonite blob can take on the appearance of any creature with a Size  of ‑1, 0, or +1 that it has previously observed.

Pace: 4                  Parry: 6                Toughness: 8 (1)               Size: 0


STA - Axon

Control: 9

Fitness: 8

Presence: 10

Daring: 9

Insight: 9

Reason: 12

Command: 2

Security: 0

Science: 3

Conn: 3

Engineering: 3

Medicine: 1

Stress: 8

Resistance: 0

 

Traits: Shapeshift to Axonoid

STA - Axonoid

Control: 9

Fitness: 12

Presence: 8

Daring: 9

Insight: 9

Reason: 12

Command: 1

Security: 3

Science: 3

Conn: 3

Engineering: 3

Medicine: 1

Stress: 15

Resistance: 2

 

Traits: Shapeshift to Axon

Attacks: Stun (Melee, 2^), Disintegrate (3^, Vicious 1)

STA - Axonite Blob

Control: 9

Fitness: 9

Presence: 8

Daring: 9

Insight: 9

Reason: 12

Command: 1

Security: 1

Science: 3

Conn: 3

Engineering: 3

Medicine: 1

Stress: 10

Resistance: 1

 

Traits: Shapeshift to any similarly sized form it has previous observed