Ramblings, Musings, Thoughts, Feelings, The Odd, The Curious, Et Cetera, So On, and So Forth
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  1. Greetings! I know it's been a while since I've posted much of anything, so today's entry is going to be a doozie!

    So...the title says that there's going to be a new monster today. Well, there is.

    This monster is called a Tikbalang, or "Horse Demon". A while back, I was cruising pony picture sites and I came upon this beast and thought to myself, "Wow! This would be a great monster for a Pony campaign!" Alas, I hadn't made any pony campaigns at that time, so I would have to wait to use this fine beast.

    Eventually, I created the semi-horror campaign called "The Shadow Over Ponyville." (The "A" was a typo on my part that I never bothered to fix. Obvious Lovecraft reference is obvious.) The campaign deat with Twilight Sparkle getting a hold of the Necronomicon (actually, the Book is never referred by name in-game, but the name that I gave it is the "Necroequicon".) She used this book to summon a Tikbalang, whose stats I actually just whipped up on the spot for the campaign. It wasn't until after the players had killed it that I actually set to work hammering out the details.

    While I was creating the Tikbalang for use in TwV campaigns, I researched it online. As it turns out, the Tikbalang (of Tigbalang) is a piece of Filipino folklore, and it's not quite as Chaotic Evil as I make it in the game. According to legend, they spend a majority of their time in the woods, tricking travelers into getting themselves lost. The best way to repel the creatures is to wear your shirt inside out. I did not make that up.

    That being said, no amount of inside-out shirt wearing will save you from this: (As usual, I will be supplying commentary.)

    [size=+1]Tikbalang[/size]
    Semi-Magical Infernal Humanoid – CR = 2 and up It says "2 and up" because I wanted to make it scalable, and the players were only a CR 1 at the time.
    Size: Large (10’ x 10’)
    HP: 60 WP: 30
    MP: 10 SP: 5
    Init: +6 Hit:+8
    Dodge: +6 Block: ---
    Def: 14/0 (14) M.Def: -1/0 (-1)
    Basic Attack: Tikbalangs carry a maul as a means to disable Aspect Producers. It does 1d6+STR Crushing damage. According to Eight Star, the best way to harvest an Aspect Stone is to crush the pelvis.
    Bite: Tikbalangs have sharp fangs for latching on to prey. Bite does 1d4+5*1/2 STR. I should add something that also allows it to Grapple soemthing with its mouth.
    Aspect Harvester: The Tikbalang’s sole purpose is to harvest Aspect Stones. As a means to that end, they have the innate ability to cast a 10’ AoE Slow spell and Soul Trap spell at 1MP a piece.
    Innate Spells:
    Slow (Area of Effect) (lvl 2): The Tikbalang performs a few gestures with its hands and mumbles, causing an Orange 10’ bubble to appear around it. Everything within the bubble (except for the Tikbalang) has its movement speed reduced by half. (Gameplay-wise, this means that every action takes twice the normal number of turns to perform. For example: If attempting to cast a spell when inside the bubble, the spell will be read on the first turn and cast on the next turn.) Since the Tikbalang’s speed in unaffected, if attacked, the Tikbalang gets two dodge rolls and can choose between the higher of the two.
    Soul Trap (lvl 3): Once the Aspect Stone in harvested, the harvester has 15 seconds to cast Soul Trap (30 seconds if AoE Slow has been cast). If successful, the target (which must be the Aspect Producer whose stone was harvested) loses all of its soul points which are transferred into the stone. In TwV, you must have 15 seconds in order to properly harvest and Aspect Stone. Otherwise, it turns to ash.
    Spell Notes: All Tikbalangs have these spells to start, but Unicorn and Alicornus Tikbalangs can be given their own learned spells at the GM’s discretion (which cost their normal amount of MP to cast).
    Fearsomely Strong: The Tikbalang can use two-handed weapons one-handed and double their strength when using a weapon with both hands.
    Implacable: Tikbalangs are immune to Fear and Charm effects, and will only flee a battle if they are in danger of being killed, run out of MP, or have completed their task. Since they are technically undead, the do not bleed, making them immune to Bloodletting and similar wounds. As long as they have Hit Points, they can move and attack, regardless of any disabling wounds they receive (broken bones and the like).
    Gangly: The Tikbalang has long arms and legs, giving it an additional +5 to Hit, +5 to Grab an opponent, and -5 to Dodge. This also reduces its movement speed indoors (or any other sufficiently small area, like a dense forest) by 1/3. According to Filipino folklore, the Tikbalang's limbs are so long that when it sits, its knees go higher than it's head.
    Magical Lust: If a Tikbalang has not harvested an Aspect Stone and is engaged in battle, they will almost always target the enemy with the highest Magic stat.
    Base Stats: (Earth)
    Str: 14 End: 14
    Mag: 5 Will: -1
    Spd: 6 Sth: -2
    Per: 8 Kno: 2
    Monstrous Lore:
    Check 65: Equinus Faust nightmares made manifest, the Tikbalang hails from the land of Neighwa, in the lands east of the Forbidden Passage. They appear to be an amalgamation of Equinus Faust and Human, possessing the head and torso of an Equinus Faust and the limbs of a human. They are not known to eat or sleep, and for the enterprising (non-Aspect-producing) necromancer or summoner, they make faithful servants. Tikbalangs have a 20% chance of being an Aspect Producer (having a “Cutie Mark”) in the wild. Tikbalangs are not known to prey on each other, but they can be sent against another by a sufficiently powerful master. They appear in the wild in Neighwa, but they are typically only summoned in lands that are outside the Forbidden Passage.
    Check 85: Tikbalangs are summoned by drawing a Summoning Circle on the ground and chanting a spell from a scroll or a book. They can be sent back to where they came by reading or reciting the spell backwards. (Knowledge 75 if reading from the book. 90 if attempting to recite it from memory. Falls under the “Read/Comprehend Language” skill set. The language [for purposes of learning the skill] is “Deep Draconequi”)

    Notes: Tikbalangs come in several flavors: Earth, Unicorn, Pegasus, and Alicornus. Pegasus Tikbalangs gain the Flight ability. Unicorn Tikbalangs gain a stat adjustment of +10 to their Magic and the base level Levitation super power. Alicornus Tikbalangs gain both the abilities of the Pegasus and Unicorn backgrounds, and all stats are increased by 5 (note that they do not receive any extra superpowers, like the Equinus Faust Alicornus do). If a Tikbalang possesses a Cutie Mark, they gain the trait: Aspect Producer, and gain constant benefits from their Aspect Stone as if they were armor. As with any Aspect Stone, the aspect stone from a Tikbalang can be harvested (if you dare…).

    Whew! That was a lot to write. What do you think? ^_^
  2. *ahem*

    An Open Letter to the Citizens of Everypony:

    Dear Everypony,
    As a diplomatic gesture, I, Quilliam Bartholomew Inkwell III, have recently taken it upon myself to begin a mini-blog dedicated to answering any questions any of you might have about the inner workings of Canterlot, the Castle, the Princesses, or...um, myself.

    I have extensive knowledge of Canterlot, since I grew up there, and the surrounding area, since I work there.

    So, without further ado, please ask away! I sincerely hope to answer your questions in a timely and satisfactory manner.

    Sincerely,
    Quilliam Bartholomew Inkwell III
  3. So... Changelings.

    [​IMG]
    [size=+1]Changeling[/size]
    Semi-Magical Fae-Kin Equine – CR = 2
    Size: Average
    HP: 50 WP: 25
    MP: 20 SP: 10
    Init: +4 Hit: +6
    Dodge: +4 Block: ---
    Def: 10/0 (10) M.Def: -2/0 (-2)
    Melee Attacks:
    Bite: A frontal attack made with their sharp, strong teeth. This attack deals weapon damage of a 1d4*5 in Breaching 8 damage.
    Hind Kick: An attack to the rear. This has a weapon damage of 1d12+half STR Crushing damage, and requires the enemy to make an Endurance check versus Knockback. This can only be performed once in a turn.
    Trample: Stomping on an enemy that is either Knocked Down, or below them, this attack can deal weapon damage of 1d10+half STR Crushing damage.
    Charge: The Changeling can throw their entire weight into its target for flat damage which is Total WU plus Endurance.
    Equine Speed: While half the size of a normal horse, they’re still able to move at the same rate, allowing them access to the “mount” speed list, instead of the normal walk/run of bipedal species.
    Polymorph: Changelings have access to the Level 9 Polymorph spell at a cost of 5 MP. This spell allows them to take the form of any creature of Average Size or smaller. Polymorphing also gives them all of the abilities of the creature that they turn into while eliminating all of their standard abilities besides Polymorph and Faithful Minion.
    Hive Tribe: Changelings rarely travel alone, and can send out signals via vibrations to call for others of their kind, up to 3 reinforcements.
    Faithful Minion: Changelings automatically gain a +10 bonus to Initiative and +10 to Hit when in the presence of their Queen.
    Base Stats:
    Str: 8 End: 10
    Mag: 5 Will: -2
    Spd: 4 Sth: 4
    Per: 6 Kno: -2
    Monstrous Lore:
    Check 50: Changelings are not really fighters, as they prefer to use stealth and subterfuge to eliminate their foes, but when cornered, they can be quite fearsome. When you spot one in its natural form, don’t let it out of your sight!

    Changelings are faily simple. I took most of the stats and abilities from the Equinus Faust and added the Polymorph and Hive Minded abilites.

    Why is the CR so low? It's because I made them so they could scale to the enemy. This is just your basic Changeling. Changelings are also intended to be a playable race, but the stats and info will be changed greatly. Kind of like in Pokemon, a player Changeling will be stronger than one found in the wild.

    There will be more monsters coming! I have a basic outline for the cockatrice that I'm hammering out, then I'll set to work on the Timber Wolf.

    I'm really, really dreading making stats for Chrysalis and Discord...
  4. Are expecting a monster today? Maybe a Changeling? Oh, I have Changelings. I have lots of Changelings...

    But none for you, today. Sorry.

    Eight Star brought up some interesting points about the Windigo yesterday that I'm attending to at the moment. Stuff having to do with damage and increasing Challenge Ratings.

    In between that, I found to my pleasure that I once again have access to FIMfiction.net! Huzzah!

    I'll bet you're asking yourself, "Now, why would a devilishly handsome pony like Quill be so happy about being able to once again access FIMfiction.net? Why didn't that suave, debonair stallion tell us he didn't have access in the first place?"

    Well, my friend, as it is, I'm starting this post en medias res, or "in the midst of things".

    One thing that most ponies don't know about me is that I love reading badfics (whether the badness is intentional or not). I've read the classics, like My Immortal, Doom: The Repercussions of Evil, and My Second Life. I've also recently finished reading Travis Tea's Magnum Opus, Atlanta Nights.

    Well, a certain fic was brought to my attention. This fic is called, My Little Unicorn by a mister Dakari King Mykan. It has been reposted on FIMfiction.net, and I took it upon myself to check it out. After reading the first two chapters, I've decided that I couldn't stand it any longer and have decided to read it as Quilliam Bartholomew Inwell III.

    After downloading the first five chapters and riffing on them, I lost access to FIMfiction.net. It's related to why I had to leave Everypony for a short time: Lack of access. Well, now that my access has returned, I decided to take a little trip there and download the next few chapters of My Little Unicorn and get back to work.

    I would like to post it here, but I'm not sure that it complies with the rules of either the Blog or the Fanfiction section. If anypony could give me a word of advice, I'd appreciate it.
  5. So, I found a workaround for the copy/paste issue I was experiencing other day, so today, I bring you the Windigo! I had a lot of fun making this particular monster, too. As with the Blanks, I’m going to include creator commentary.

    Incidentally, as I’m writing this, I’m listening to “Winter Wrap Up” on my mp3 player.

    Did it just get a little chillier?

    [​IMG]
    [size=+1]Windigo[/size]
    “My mentor Star Swirl the Bearded taught me about them. They're winter spirits that feed off fighting and hatred. The more hate the spirit feels, the colder things become!” – Clover the Clever, Adviser to Princess Platinum I read the transcript for Hearth’s Warning Eve to find this quote. It’s one of the only times that the Windigoes are mentioned by name, and the only time anyone actually talks about them.
    Elemental Equine – CR = 6
    Size: Average
    HP: 250 WP: 125
    MP: 125 SP: 62
    Emotion Points: 5/20
    Init: +20 Hit: +16
    Dodge: +20 Block: ---
    Def: 14/0 (14) M.Def: 6/0 (6)
    Chilling Gaze: The Windigo’s primary attack is to chill the air around its prey to sub-freezing temperatures. Chilling Gaze is a conical attack that covers a 15’ radius. It can be avoided by RC Speed 70. The target receives 1d12*2+40 Ice Elemental Damage. The enemy must roll RC Endurance 70 to avoid Frozen Encasement. Windigoes do not have a primary attack in the show besides flying around, to my recollection. But, they need to have some sort of attack in-game because the way the monster sheet is written up, the first attack listed is affected by the Berserk condition. So, I gave it an innate spell-like ability based on a spell called “Breath of Winter”. D&D players might know it better as “Cone of Cold”. Frozen Encasement is also a spell, as well as a status. It comes with cold damage and Asphyxiation.
    Howling Winds: At a cost of 10 MP, the Windigo can Create Sound that causes Fear and Disorientation in its target. The target must roll a Willpower save against the Windigo’s Willpower for both effects (in other words, the character must roll two times) or be affected for 2d4 rounds. In the show, they call this a “Roar”. I always thought it was more of a howl. The fear status is self-explanatory, but I added the disorientation because of the snow and ice that would likely be whipping around an affected player.
    Does It Seem Colder To You?: Windigoes do not immediately make their presence known to their enemy. Instead, they will attempt to ward their foe by chilling the air. For each round that the enemy does not turn away, they lose 1 WP. This effect can be mitigated by a successful Endurance roll (75) per round. WP lost by Does It Seem Colder To You cannot be replenished by natural means while in the cold area. The “cold area” covers an area of 50’x50’ (100 squares) and the Windigo will be approximately in the center. The effects of the cold area do not stack if more than one Windigo occupies the same 100 square space or if their respective Cold Areas overlap.
    Emotion Parasite: Windigoes feed off of Negative Emotions. For every attack witnessed by the Windigo (whether directed against it or not) the Windigo receives 1 Emotion Point. For every 20 Emotion Points received, the Windigo’s CR goes up by 1 and each stat is increased by 2. Its HP and MP are also raised by 30 points apiece. When the Windigo’s stats are raised in this manner, the damage of their Chilling Gaze increases by 10 and the RC Endurance check is raised by 2 but cannot exceed 100. The original name for this was “Emotion Eater”. During a recent trip to the MLP Wiki, I was reading up on the Windigo, and saw that on the wiki, they (as well as Changelings) were referred to as “Emotion Parasites”. I liked that term better, so I changed it.
    Fire Apathy: They are unable to count any of their Willpower, and only up to half of their Endurance towards any Fire-based spells or attacks. Like any respectable ice-based enemy, they are weak to fire.
    Hatred Affinity: They double any Endurance or Willpower check against Hatred-based attacks. They receive 2 Emotion Points whenever they witness a Hatred-based attack and gain 4 when a Hatred-based attack is directed against them. There is a “color” of magic in TwV called Hatred Magic. Its color is red. There are quite a number of spells in this color, and they all have to do with dealing damage. Berserk is also in this color, I believe.
    Fun fact: This ability is broken. There is a Hatred spell in TwV called “Hyper Burst” that doubles or triples all stats, thereby increasing the target’s CR. Because of the wording of Hatred Affinity, the Windigo gains a beefy 4 Emotion Points if Hyper Burst is used on it. Not only that, but technically via game mechanics, Windigoes can be captured and trained (due to their positive Knowledge stat). Yes, even you can have a nigh-unstoppable horse-like elemental! (You just can’t ride it. That would be a little too awesome. :p)
    I told Eight Star that I’m not going to fix it. :D

    Incorporeal: Non-magical, physical attacks do not affect them, but do give them +1 Emotion Point. They can be harmed by enchanted weapons, but only the magical damage applies.
    Defeated Through The Power of Friendship: Windigoes lose 1 Emotion Point for every Life spell or effect witnessed, half an Emotion Point for every instance of a party member “helping” another, and they lose 2 Emotion Point for a Life spell directed at it. When all Emotion Points are reduced to -5, the Windigo disappears (this counts as a Defeat [but not a “Kill”] and players receive normal experience). Like I wasn’t going to add this in here…
    Base Stats:
    Str: 10 End: 14
    Mag: 18 Will: 6
    Spd: 20 Sth: 10
    Per: 16 Kno: 4
    Monstrous Lore:
    Check 65: Windigoes are equine-shaped Gale Elementals created by a Gale Mana crystal that has assumed a defensive stance. They primarily attack by chilling the air around them and have been known to turn entire countries into frozen wastelands, killing everything that stand in their way. It is easy to tell when one is entering a place where Windigoes reside because the temperature drops abruptly and greatly.
    Check 85: The Equinus Faust tell a story of how a small band of Equinus Faust saved their home from Windigoes by using the so-called “Power of Friendship”.
  6. I was going to post my writeup on Windigoes today, but for some reason, I can't seem to copy/paste at the moment.

    So, instead I'll ramble a little bit. That's mostly what blogs are for, right?

    So, here's the story of how I became a brony: (Names have been changed to protect the guilty)

    One fine...was it spring, or winter? I think it was winter. Anyway, my friend Eight Star introduced me to a friend of his named Nyss. Nyss mentioned that he was a fan of the show, My Little Pony: Friendship is Magic.

    I had heard, though the TV Tropes fora (I'm a troper. Name's Karl Kadaver, if anyone else out there is a troper.), about these guys. They called themselves 'bronies' and they were a pretty crazy, if loving and tolerating, subculture. I had a passing familiarity with the likes of Twilight Sparkle, Pinkie Pie, Fluttershy, and the rest, but I resolved to never get into it myself (mostly because of the trope It's Popular, Now It Sucks). But here was this guy, roughly my age, who genuinely liked the show. That night, or not long after, he sent me a link to a video on Youtube called Pony Anthology. I watched most of the 24 minute video and found myself intrigued. I clicked on another video. I can't remember the name of it, but it was a compilation of scenes from the first two episodes, but they bleeped some of the words to give the appearance that the characters were swearing. There was much laughter to be had.

    The next day, I gave the trope page a look-see and found to my surprise, that the show was created by a one Ms. Lauren Faust. It also seemed that Ms. Faust had a hand in creating a couple of other shows that I liked, namely "Foster's Home for Imaginary Friends", and "The Powerpuff Girls".

    Okay, I have to watch this show, I said to myself. That night, I watched the first two episodes on Youtube and thoroughly enjoyed them. From there, I was hooked.

    Quill Inkwell, my ponysona was created not long after.

    P.S. Eight Star became a brony around the same time I did. We are knee-deep in the fandom and I, for one, am never leaving.

    This is the first fandom that I've completely immersed myself in, and I have no regrets.

    You guys are awesome!
    [​IMG]
  7. Hey all! It's time for another update!
    You've caught me in a good mood today, so I thought I'd show you all one of my favorite creatures, The Blank.

    For those who haven't played Story of the Blanks, do it. Now. I'll wait (it only takes about 10 minutes to beat).

    Blanks are one of my favorite pieces of fanon, and I think they could make a terrifying enemy. Below I'll post its stats, and then I'll give a little insight on why I wrote it up the way I did. Kind of a "behind-the-scenes" thing. I'll put my supplimentary text in my personal color, Goldenrod. So, without further ado, here's...

    [​IMG]
    [size=+1]The Blanks[/size]
    "Thoughout Equestria, relics of the past lay forgotten and alone, never truly resting, awaiting recognition..."
    Blanks are undead equines which have only recently been discovered in Equestria. During the day, they take the form of a “blank flank” Equinus Faust, but when night falls, they become jet black, skeletal versions of themselves with glowing, red eyes. They are capable of speech, and will often try to “reason” with their prey. They only appear in the Everfree Forest, and have a settlement there called “Sunny Town”. I normally don't write descriptions for something like this; I usually save it for the Monstrous Lore section. The reason I have it up here is because not everyone knows what a Blank is, so for their convenience, I added this short description.
    Undead Equine – CR = 6 This is the first thing I come up with when I create a monster. This part tells you how the creature is classified. Undead creatures have different mechanics than living creatures, the least of which is that killing one does not add to your Kill Count (you know, since it's already dead). The CR stands for Challenge rating. This is how you determine what kind of creature to send against your party of adventurers. Reasonably, 1 player with a CR of 6 should be able to take a single Blank in combat. Here's a bit of trivia: I gave the Blank the same CR as I gave the Windigo.
    Size: Average
    HP: 300 WP: 150
    MP: 80 SP: 40
    Init: +10 Hit: +16
    Dodge: +10 Block: ---
    Def: 14/0 (14) M.Def: 6/0 (6) All of this stuff is determined by the Challenge Rating. Eight Star provided me with a nice, big table to use to calculate all of this stuff. ^_^ WP (Weapon Points) are always half of your total HP and SP (Soul Points) are always half of your total MP.
    Deadly Touch: The Blank doesn’t attack by biting or kicking its enemy, like a normal equine. Just a touch from this nightmare is enough to make the target lose its will to live. Upon contact, the Blank casts Dread Touch for 1d20+90 Touch-cast Death damage (Ignores Magic Defense from worn items). The target must also make a Will save of 70 or suffer Crushing Depression (target cannot perform normal actions besides walking for 1d4 rounds). Deadly Touch does not affect anyone who attacks it with a weapon or magic. The contact must be body-to-body. The first attack listed is its primary attack. In the game, you die by touching a Blank. That was kind of hard to translate into game mechanics, so I made the attack high damage with some kind of after effect for any who survive it. In TwV terms, Applebloom is a CR1 Blank Flank Juvenile Adventurer. An attack like this would kill her on contact.
    Charge: At a cost of 20 WP, the Blank can dash toward, and crash into, its opponent dealing damage equal to its WU + Endurance in addition to damage dealt by Deadly Touch. Blanks walk pretty slowly in the game, so I thought I'd give them a fighting chance against speedier oppenents with this one-off move. WU is Weight Units, or how much something weighs divided by ten. For reference, your average Pony has about 30 WU.
    Rise from the Grave: As an action, the Blank can sink into the ground and rise from anywhere on the field, except a spot occupied by another object or creature. This action takes 2 rounds to complete. (Sinks into the ground on the first round, rises on the second round.) If the Blank rises close enough to a target, the target gets an Attack of Opportunity (PER vs. SPD). If the fails, the Blank may use Deadly Touch as part of its action. They can do this in the game, so I had to include it in the write up. Besides, it makes the encounter more exciting! ^_^
    Aspect Haters: Blanks consider Aspects, (or “Cutie Marks”) a curse, and will seek to destroy any creatures that are Aspect Producers before any others, when faced with multiple targets. This hatred extends to any target that has an Aspect Stone equipped as part of their armor or weapon. In TwV lore, Equinus Faust (ponies) are Aspect Producers and the source of their Cutie Mark is actually a stone that's located in their spine, just above their tailbone. This stone also gives them an Aspect, or persistent enchantment, usually in the form of a bonus of some kind. Players of "A Shadow Over Ponyville" will understand what I mean.
    Life Apathy: The Blank is unable to count any of its Willpower and only half of its Endurance against Life-based attacks. Like any good zombie, Blanks have a weakness to Life-type spells and attacks.
    Fear of Light: During the night, when a Blank becomes skeletal, they will refuse to go near a source of light. If they are so inclined, they will stay just out of the light’s radius until an opportunity to attack presents itself. They can also counter this effect by Charging at a cost of double the normal WP.
    “One of Us”: An Equinus Faust that has been killed by a Blank (and has not been resurrected, or similarly healed) has a 40% chance of becoming a Blank itself. Upon becoming a Blank, the Equinus Faust loses all of the abilities that it had during life (this includes Racial and Class abilities), and gains all of the abilities that a Blank has. The new Blank doesn’t lose any memories of its life, and can, in some cases, seek healing. Just like in the game. Sorta... This was inspired by some pieces of fanart that I saw of Applebloom as a Blank and I thought it would be an interesting mechanic.
    Base Stats:
    Str: 10 End: 14
    Mag: 18 Will: 6
    Spd: 10 Sth: 20
    Per: 16 Kno: 4 The table that I have determines what the single highest stat can be for a certain CR. From there, you just throw the rest of the stat points wherever you want. Trivia: The CR can be found by adding all of the stats together and dividing by 16. Blanks are what I call a "Low" 6.
    Monstrous Lore:
    Check 85: It is said that the Blanks are all that remains of the settlement of Sunny Town after an outbreak of Cutie Pox. From that day forth, the survivors saw Cutie Marks as a curse, and have killed any among them who’ve obtained one. Ironically, this has cursed them to a fate of never truly knowing what their respective talents are…
    Monstrous Lore is what the player can find out by rolling Knowledge. If the player rolls less than 85, the GM tells them "OMG ZOMBIE PONEES!!11!!1!" or something to that effect.

    I hope this has been a fun and informative trip into how to make a monster.
    Your friend, Quilliam Bartholomew Inkwell
  8. Here is a rough outline for the dreaded Hydra.

    [​IMG]
    [size=+1]Hydra[/size]
    Monstrous Dragon-kin – CR = 12
    Size: Huge (4x4 squares 20’x20’)
    HP: 1200 WP: 600
    MP: 700 SP: 350
    Init: +10 Hit: +0
    Dodge: +10 Block: ---
    Def: 70/0 (70) M.Def: 15
    Basic Melee Attacks:
    Bite: The Hydra lashes out with one of its heads. If it hits, it deals 2d12*10+STR Breaching 10 damage.
    Stomp: At a cost of 50 WP, it brings one of its feet down on its unfortunate prey. If the prey fails to dodge, the Stomp deals 2d20*10+STR Crushing damage. If the attack misses, it still has a chance of causing any enemy within 10’ to Stumble, and lose its action. The enemy must make an RC Endurance check of 70 to avoid Stumbling.
    Four Heads are Better than One: The Hydra begins the encounter with four (4) heads. At a cost of 20WP per head, the Hydra can roll Initiative equal to its number of heads, then take a turn on each Initiative.
    Malodorous: A strange smell emanates from the Hydra at all times. Any time a melee attack is made against it, the attacker must roll RC Endurance 65 or have their total damage reduced by 15 for that round.
    Head Regeneration: The Hydra cannot be Decapitated. If it loses one of its heads, two more grow in its place, increasing its total HP by 40 per new head.
    Base Stats:
    Str: 100 End: 70
    Mag: 8 Will: 15
    Spd: 10 Sth: -15
    Per: 20 Kno: -5
    Monstrous Lore:
    Check 50: It’s a gigantic, dragon-like creature with multiple heads. Not much more to say. The heads seem to be able to interact independently of one another.

    Keep in mind, this isn't the final draft. I already don't like it very much, for a few reasons:
    1) The Challenge rating is too low. According to a conversation between Eight Star and myself, we determined that the CR for each memeber of the Mane 6 is around 10 (in TwV terms, that is).
    2) I feel like it should have more abilities. I don't think it could breathe fire or anything in the show, right? Maybe I should use abilities that the mythological Hydra had.

    Some terminology:
    "Breaching" - The Parasprite had an attack like this, too. Breaching damage means that it ignores a certain amount of defense. In the Hydra's case, it's Bite ignores 10 defense.
    "RC" - A flat roll check. "RC Endurance 70" means that the target has to roll over 70 for Endurance.
    "Crushing" - Unblockable damage. No defense is counted when determining damage.
  9. I had a lot of time on my hooves.
    One never realizes how much one has come to depend on something, like the Internet, until it is violently ripped from his grasp.
    In lieu of going online during my downtime, I did a lot of reading, and quite a bit of writing.

    Ponies who frequent the RP section may know that Eight Star is creating a tabletop game called Timewarp Vortex. All of the RPs he's created here use that system as a base for character creation, encounters and such.

    Well, during my time without Internet, I assisted him with a few details, namely creating monsters. Well, actually, it was "writing stats for monsters", which I really enjoyed doing.

    I enjoyed it so much that I started writing stats for some MLP-themed monsters. Currently, I have writeups for Parasprites, Windigoes, Changelings, and Blanks (from Story of the Blanks). I also created stats for my own monster, the fearsome Tikbalang (players of A Shadow Over Ponyville would know it better as "Buttercup." ::S:)

    I ultimately plan on making writeups for Chrysalis, Cerberus, Minotaurs, and many others. With any luck, an entire book could be created with just MLP monsters.

    If anypony has a request for a particular monster, I'd like to hear it.

    Here is the dreaded Parasprite:

    [size=+1]Parasprites (4)[/size]
    Semi-Magical Fae-Kin Arthropod – CR = 1
    Size: Tiny
    HP: 25 WP: 12
    Init: +7 Hit: +0
    Dodge: +7 Block: ---
    Def: 2/0 (2) M.Def: ---
    Om Nom Nom: Parasprites primarily attack by biting. This is a touch-based attack (PER vs. SPD) that does 1d4*5 Breaching 6 damage.
    Devour: They are capable of opening their mouths very wide and eating things many times the size of their bodies. As an action at a cost of 2 WP, they can Devour any object or creature that is considered Small or smaller. Creatures can dodge this attack by rolling their SPD against the Parasprite’s PER. Any object Devoured by a Parasprite is lost forever, even if the Parasprite is killed.
    Instantaneous Reproduction: When the number of Parasprites in a given encounter is reduced to half of the original number, and as long as at least one Parasprite has successfully used its Devour ability, a Parasprite can spend 3 WP to reproduce itself. During its action, it coughs up a hairball-like object which becomes another Parasprite (with full stats) at the end of the original’s turn.
    Cuteness Proximity: Parasprites are pretty darn cute. Unless a character has encountered the Parasprite before (and fought it), they must succeed a WILL check (70) upon seeing them, or become Charmed. While Charmed, the affected character will be compelled to feed the Parasprite with any object it can find and will not attack it. If the WILL check succeeds, it will be impossible for the Parasprite to charm the character in subsequent encounters.
    Music Appreciation: Parasprites can be Charmed by music (instrumental or through the spell Background Music). This effect is instant and they have no save against it. While Charmed, they will follow the musician in a Pied-Piper-esque fashion until they reach any heavily-wooded area, where they will enter the forest and leave the encounter. This action does not count as an Escape for the Parasprite, and players receive experience like normal, but do not add to their Kill Count.
    Base Stats:
    Str: 1 End: 2
    Mag: 5 Will: 0
    Spd: 7 Sth: 3
    Per: 0 Kno: -1
    Monstrous Lore:
    Check 50: Aww, isn’t it cute? Who’s a wittle itty-bitty bubbly wubbly bitsy pookums? You are! Are ya hungry, little guy? Are ya? Yes you are!
    Check 80: Parasprites are big trouble, especially to farmers, shop owners, pet owners, homeowners, small children, and pretty much anyone who is not a Parasprite. They’ve been known to reduce entire towns to rubble and leave nothing but destruction and chaos in their wake. They’re like locusts, only worse, and the only sure-fire way to stop them is with a banjo, cymbals, drums, and a harmonica. And for the love of Celestia, don’t keep one as a pet!