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  • File : 1274838620.jpg-(2.18 MB, 2550x1410, Animorphs_Races__Yeerk_by_Monster_Man_08.jpg)
    2.18 MB Yeerks Anonymous 05/25/10(Tue)21:50 No.10057244  
    Intelligence 3
    Wits 3
    Resolve 2
    Strength 0
    Dexterity 1
    Stamina 2
    Presence 3
    Manipulation 4
    Composure 2

    Skills:
    Mental- Computer 2, Investigation 1, Politics (Visser Succession) 1, Occult (Aliens) 2, Science (Yeerk Tech) 1

    Physical- Athletics 1, Drive 1, Firearms 2

    Social- Intimidation 3, Persuasion 3, Socialize 2, Subterfuge 3

    Merits: Allies 3, Resources 2
    Willpower: 4
    Morality: 5
    Initiative: 3
    Defense: 1
    Speed: 11 (Swim only, species factor 5)
    Size: 1
    Health: 3
    >> Anonymous 05/25/10(Tue)21:52 No.10057291
    Special: When inside a host, Yeerks use the host's merits, physical attributes, defense, speed, and size. The health totals are tracked separately, but only head trauma or brain damage can harm a Yeerk inside a host.

    Yeerks can substitute any of the host's skills for their own with an expenditure of one willpower point and a successful Presence + Manipulation roll (target number = host's composure).

    Control: Yeerks inside of a host automatically and intuitively gain complete control over the hosts voluntary muscular actions. They cannot control what the host thinks, but they are aware of their surface thoughts. The Yeerk can also probe more deeply, spending a full round to make a Presence + Resolve roll (target = host's Resolve) to fully "listen in" on everything the host is currently thinking. To examine a host's memories, the Yeerk must meditate, as per the WoD corebook. Each success, instead of providing a +1 on degeneration rolls, reveals all of the host's memories on a single subject (spouse, favorite hobby, childhood house).
    >> Lace 05/25/10(Tue)21:52 No.10057294
    >Animorphs
    >WoD
    I love you.

    Shouldn't they really only have Stamina 0, though?

    Don't... really know how you'd handle their Physical skills, either...

    In fact, they might just be better off statted with Power/Finesse/Resistance...
    And they're closer to Size 0 than Size 1...
    >> Anonymous 05/25/10(Tue)21:53 No.10057305
    The host can resist any action the Yeerk takes by spending one Willpower point and maing a contested Resolve + Composure roll. This can be used to hide a memory, prevent the Yeerk from doing something with the host's body, or for the host to take one free action. However, due to the Yeerk's control over the host's mind, hosts do not regain spent willpower points after a full nights sleep as all characters do. Instead, spent willpower is only regained when circumstances work against the Yeerk, or a setback occurs in the general invasion (this is mostly the Storytellers discretion).

    Kandrona Starvation: Yeerks require at leas 15 minutes of Kandrona immersion every 36 hours. If 36 hours elapse before the Yeerk returns to a Kandrona pool, the Yeerk begins to suffer the effects of Kandrona starvation. For every hour that elapses after the 36 hour mark, the Yeerk loses one point of Willpower. If the Yeerk has no more willpower points, it takes a point of bashing damage. For every six hours that pass in this way, the Yeerk acquires a derangement.
    >> Hork-Bajir Anonymous 05/25/10(Tue)21:54 No.10057319
         File1274838867.jpg-(3 KB, 88x122, images.jpg)
    3 KB
    Hork-Bajir

    Intelligence 2
    Wits 3
    Resolve 2
    Strength 3
    Dexterity 4
    Stamina 2
    Presence 2
    Manipulation 1
    Composure 3

    Skills:
    Physical- Athletics 3, Brawl 3, Stealth 1, Survival 4

    Social- Animal Ken 2, Intimidation 4

    Merits: Iron Stamina 2, Iron Stomach, Natural Immunity
    Willpower: 4
    Initiative: 6
    Defense: 3
    Speed: 12 (Climb 17, species factor 5)
    Size: 7
    Health: 9
    Armor: 1 (natural)
    Special: Damage dealt by Hork-Bajir in close combat is always lethal. Hork-Bajir get +1 to rolls made to grapple an opponent, and deal lethal damage as if attacking when grabbing or performing a maneuver in a grapple.
    >> Taxxon Anonymous 05/25/10(Tue)21:56 No.10057351
         File1274838995.jpg-(1.93 MB, 2228x2040, Animorphs_Races__Taxxon_by_Mon(...).jpg)
    1.93 MB
    Intelligence 1
    Wits 1
    Resolve 1
    Strength 3
    Dexterity 2
    Stamina 2
    Presence 2
    Manipulation 0
    Composure 1

    Willpower: 2
    Initiative: 3
    Defense: 1
    Speed: 15 (species factor 5)
    Size: 8
    Health: 10
    Special: Must succeed on a Resolve + Composure roll each turn or immediately attempt to eat the nearest food source (including wounded Taxxons).

    Bite: +4 in close combat, lethal
    >> Andalite Warrior Anonymous 05/25/10(Tue)21:57 No.10057365
         File1274839049.jpg-(18 KB, 275x350, Andalite.jpg)
    18 KB
    Intelligence 3
    Wits 3
    Resolve 3
    Strength 2
    Dexterity 3
    Stamina 4
    Presence 2
    Manipulation 2
    Composure 2

    Skills:
    Mental- Academics 2, Computer 3, Medicine (First Aid) 2, Science (Andalite Tech) 3

    Physical- Athletics 4, Brawl 2, Survival 1, Weaponry or Firearms (Andalite) 2

    Social- Intimidation 2, Subterfuge 2

    Willpower: 5
    Morality: 7
    Initiative: 5
    Defense: 3
    Speed: 20 (Species factor 10)
    Size:7
    Health: 11

    Special: Andalites cannot be knocked prone in a grapple. Andalites can make an additional attack in close combat at double their initiative. This attack deals lethal damage.
    Species traits: Intelligence +1, Stamina +2, Athletics +2
    >> Lace 05/25/10(Tue)21:59 No.10057401
    >>10057319
    Hork Bajir have... no mental skills?

    And why don't they have Survival (Forests) 2?
    In fact, why do they have Intimidation? They were peaceful. I'd say Frightful Looks (like Striking Looks, but for fear) would be much better.

    In fact, the Yeerk should use IT'S Mental and Social Skills instead of the Host's, and the lower of it or the host's Physical skills.
    It can use any skills it's host has that it doesn't with the untrained penalty, and can use the Host's full Mental/Social skill set by spending a Willpower.
    And the Yeerk should have more Willpower.
    >> Lace 05/25/10(Tue)22:02 No.10057473
    >>10057351
    Should have a lot more Dexterity.
    And Stamina.
    And Natural Immunity, or even an enhanced version.

    Their special should be a heavy addiction, where the Resolve+Composure roll is penalized by the damage done.

    >>10057365
    >Andalites can make an additional attack in close combat at double their initiative.
    Holy crap no. Or, alternately, with a Willpower point and a -2 penalty. It's not like they'll be punching things anyway, since they're weak armed. And you can't really kick and slash in the same turn. Not effectively.
    >> Anonymous 05/25/10(Tue)22:06 No.10057541
    >>10057401
    Thanks for the feedback. Will make the necessary adjustments. I was unaware of Frightful Looks, so I used Intimidate as a stand in.
    How should I up the Yeerks willpower? I didn't want to make the Yeerk's attributes very high, because of their spineless(lol) nature. I don't generally imagine Yeerks to be particularly bold except when they have the advantage.
    >> Lace 05/25/10(Tue)22:06 No.10057550
    >>10057365
    Also you should really mention the morphing technology. Spend a Willpower point and alter yourself into an animal, taking a number of turns equal to the difference in Size.
    You might also be called on to roll Resolve+Composure to resist giving in to the animal's instincts. Sufficiently alien animals such as insects--ants especially--might suffer a high penalty.

    And of course their fists should be -2B while their tail is +4L, but using it gives up their defense. Or something like that.
    >> Anonymous 05/25/10(Tue)22:08 No.10057590
    >>10057473
    I think it's two tail attacks.
    >> Lace 05/25/10(Tue)22:10 No.10057622
    >>10057541
    > I was unaware of Frightful Looks, so I used Intimidate as a stand in.
    I may have made it up. You shouldn't be afraid to do that. I think I saw a Nosferatu or Gangrel with it, though.
    >How should I up the Yeerks willpower? I didn't want to make the Yeerk's attributes very high, because of their spineless(lol) nature. I don't generally imagine Yeerks to be particularly bold except when they have the advantage.
    Yes. They may generally be a bit cowardice, but they're also strong willed enough to dominate and control other lifeforms, even when they have the home ground.
    Oh, and instead of what I suggested about Yeerks having only one health, instead something like having all damage be lethal might be good.
    They are pretty squishy.

    Don't know why they'd have high Stamina anyway. They're slugs, and soak up poison like crazy, considering how many times it's used on them.

    God, though, thanks for the Nostalgia Bomb.
    >> Lace 05/25/10(Tue)22:10 No.10057644
    >>10057590
    Oh, then it should definitely suffer a -2 or even -3 penalty and cost Willpower.
    >> Anonymous 05/25/10(Tue)22:16 No.10057763
    These stats were made with the Hork-Bajir as Controller antagonists in mind, so I didn't focus on character-friendly numbers. However, I will give them some mental skills and additional merits when I fully flesh them out.
    >> Anonymous 05/25/10(Tue)22:20 No.10057864
    There's a knockdown effect described in the corebook(for horses, and similar animals) that andalites could get when making an all-out attack. Representing them rearing up and kicking with their front pair of legs.
    >> Anonymous 05/25/10(Tue)22:24 No.10057930
    >>10057622
    >They're slugs, and soak up poison like crazy, considering how many times it's used on them.
    Don't forget the oatmeal weakness.
    >> Anonymous 05/25/10(Tue)22:25 No.10057954
    Stat humans, motherfucker.
    >> Anonymous 05/25/10(Tue)22:26 No.10057970
    >>10057954
    And don't do the typical LOL 5 IN ALL STATS shit. Be realistic. Humans could hold their own in the Animorph universe, but they're not demigods.
    >> Anonymous 05/25/10(Tue)22:30 No.10058033
    Hork-Bajir

    Mental: Crafts 2, Medicine (herbal) 2

    Physical: unchanged

    Social: Animal Ken 3, Expression (Hork-Bajir or Galard) 2, Socialize 2

    Fast Healing

    Frightful Looks
    >> Anonymous 05/25/10(Tue)22:37 No.10058184
    >>10057970
    Not really. Physically, humans were superior to Gedds and... that's about it. Taxxons would devour anything, Hork Bajir were close-combat monsters, and Andalites were basically OMG HAX.
    >> Anonymous 05/25/10(Tue)22:41 No.10058261
    Taxxon now have dexterity 3 and Stamina 4, Natural Immunity, Iron Stomach, and Direction Sense. Also, they can detect the presence of food(characters) even if blinded with a successful Wits + Presence + 2(species modifier) roll. Each additional success let's them sense what direction, how far, etc.
    >> Anonymous 05/25/10(Tue)22:55 No.10058478
    The reason I made the tail attack at double initiative was because their tail is invariably described as lightning fast, almost too fast to see. I might leave it as it is, fast, but with no bonus damage, or maybe make it a normal-turn attack as +2L.

    I'm not planning on making my campaign combat intensive. When my PCs(vanilla humans who don't know they're in an animorphs game) encounter taxxons, it'll be in swarms, and if they encounter a hork-bajir it'll be OH SHIT RUN RUN. Any andalites in the game may or may not be 'good guys' from the players perspective, and I don't mind them being overpowered in close combat- hopefully they'll learn andalites should be taken on from range.
    >> Anonymous 05/25/10(Tue)23:04 No.10058646
    Andalites

    Attacks:
    Fists -2B
    Tail +2L
    Hooves +2B, Knockdown, all-out attack

    Special: Morphing

    Andalites require an hour of exposure to natural soil and plants per day, to absorb the nutrients they require. If deprived of their food, they suffer as per the deptivation rules in the WoD corebook.
    >> Anonymous 05/25/10(Tue)23:43 No.10059259
    Jake Berenson
    Virtue: Fortitude Vice: Pride
    Intelligence 2
    Wits 3
    Resolve 3
    Strength 2
    Dexterity 2
    Stamina 2
    Presence 4
    Manipulation 1
    Composure 2

    Academics (grade school) 3, Computer 2, Investigation 3, Politics 2, Science 2

    Athletics 2, Brawl 1, Larceny(residential) 2, Stealth 1 Survival 1

    Persuasion(teammates) 2, socialize 2

    Danger Sense, Inspiring, Allies 1

    Health 6
    Willpower 5
    Morality 5
    Size 4
    Speed 9
    Initiative 4
    Defense 2
    Derangement: Suspicion
    Primary Morphs: Golden Retriever, Tiger, Peregrine Falcon, Flea, Wolf, Rhinoceros
    >> Anonymous 05/25/10(Tue)23:46 No.10059302
    Animorphs NWoD?

    My childhood has fused with my neckbeard, and the entire Central Florida region is glowing in awesome. Go outside and check.
    >> Anonymous 05/25/10(Tue)23:56 No.10059429
    >>10058184
    A baseline unarmed human would be a pretty sad sight, true, but arm 'em and they get dangerous.
    >> Anonymous 05/26/10(Wed)00:00 No.10059477
    >>10059429

    baseline human could take down maybe a small group of Taxxons on her own, and a Hork-Bajir, possibly an Andalite with proper weaponry.
    >> Anonymous 05/26/10(Wed)00:10 No.10059619
    Tobias Fangor (human morph)
    Virtue: Justice Vice: Envy
    Intelligence 4
    Wits 2
    Resolve 2
    Strength 2
    Dexterity 3
    Stamina 1
    Presence 1
    Manipulation 3
    Composure 3

    Academics (grade school) 1, Computer 4, Investigation 2 Occult (fantasy and scifi) 2, Science 3

    Larceny 2, Stealth (woods) 2

    Persuasion 2, Streetwise (suburbs) 3, Subterfuge 2

    Merits: Danger Sense, Meditative Mind, Unseen Sense, Fleet of Foot

    Health 4
    Willpower 5
    Morality 6
    Size 3
    Speed 11
    Initiative 7
    Defense 2
    Flaws: Nothlit (hawk)
    Derangements: Inferiority Complex
    Frequent Morphs: Red-Tailed Hawk(true form), Hork-Bajir, Seagull, Dolphin, Mallard
    >> Anonymous 05/26/10(Wed)00:44 No.10060164
    Rachel Berenson
    Virtue: Justice Vice: Wrath
    Intelligence: 2
    Wits: 2
    Resolve: 2
    Strength: 2
    Dexterity: 3
    Stamina: 3
    Presence: 3
    Manipulation: 2
    Composure: 2

    Athletics (gymnastics) 3, Brawl 1, Larceny 1, Stealth 2

    Expression 2, Intimidation 2, Socialize 3, Streetwise (clothing retailers) 2, Subterfuge 1

    Merits: Danger Sense, Fast Reflexes2, Fresh Start, Striking Looks

    Health 7
    Willpower 4
    Morality 6
    Size 4
    Speed 10
    Initiative 5
    Defense 2
    Derangements: Multiple Personality Disorder(in remission), Narcissism

    Combat Morphs: Grizzly Bear, African Elephant, Bald Eagle
    >> Anonymous 05/26/10(Wed)00:45 No.10060198
    >>10060164
    Whoops forgot Academics (grade school) 4...

    She always got those good grades
    >> Gaytheist !o3yhr0quTI 05/26/10(Wed)00:49 No.10060246
    >Kandrona Starvation: Yeerks require at leas 15 minutes of Kandrona immersion every 36 hours.
    Yeerks need to have Kandrona once every three days.
    >> Anonymous 05/26/10(Wed)01:21 No.10060792
    Marco

    Virtue: Prudence
    Vice: Wrath

    Intelligence 2
    Wits 3
    Resolve 3
    Strength 2
    Dexterity 2
    Stamina 2
    Presence 2
    Manipulation 2
    Composure 4

    Computer 4 (video games)

    Athletics 2, Drive 1, Larceny 3(residential)

    Expression 3(humor), Persuasion 2, Socialize 3, Streetwise 2, Subterfuge 2

    Merits: Danger Sense, Encyclopediac Knowledge, Allies 1

    Health 6
    Willpower 7
    Morality 6
    Size 4
    Speed 9
    Initiative 6
    Defense 2
    Derangements: Avoidance (ant morph)
    Morphs: Gorilla, Osprey, Cobra
    >> Anonymous 05/26/10(Wed)01:23 No.10060819
    >>10060246
    Whoops make that 72 hours
    >> Anonymous 05/26/10(Wed)01:23 No.10060822
    oh god, so much nostalgia it is clogging my arteries

    /tg/ you have killed me
    >> Anonymous 05/26/10(Wed)01:43 No.10061175
    Cassie

    Virtue: Hope
    Vice: Sloth
    Intelligence 3
    Wits 3
    Resolve 2
    Strength 2
    Dexterity 2
    Stamina 2
    Presence 1
    Manipulation 3
    Composure 2

    Medicine (veterinary) 4, Science (biology) 3

    Athletics 1, Survival (woodlands) 3

    Animal Ken 4, Empathy 3, Expression 2, Socialize 2

    Merits: Common Sense, Holistic Awareness

    Health 6
    Willpower 5
    Morality 7
    Size 4
    Speed 9
    Initiative 4
    Defense 2
    Derangements: Depression (in remission)
    Morphs: Horse, Osprey, Wolf, Great Horned Owl
    >> Animorphanon Anonymous 05/26/10(Wed)01:50 No.10061293
    Ok signing off now, but if there is interest please continue. Ideas for statting: Ax, Visser Three/One, Elfangor, Andalite and Yeerk weapons, and fine tuning the morphing process. I liked Laces suggestion tho, that can be built off of.

    Also, if there still is any interest at all when I return tomorrow, Id like to talk about using animorphs as a campaign setting. Like I said, I'm planning on running a WoD game set during the events of the books, focusing more on conspiracies and the secret invasion, hopefully giving the feel of mystery and paranoia WoD is so good for.

    Thanks for the support, Lace, and all the anons who nostalgia'd with me.
    >> Anonymous 05/26/10(Wed)02:17 No.10061741
    *dies from nostalgia overload*



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