Monday, April 21, 2014

Monstrous Workshop: Putting It All Together

Now that we've gone through all of the elements of a monster in Torchbearer, it's time to actually make one. For some reason this idea didn't occur to me until after I began this series of posts. No matter, I think handling it all in one shot will make clear some steps that were not evident in my breakdown of monsters.

Before even thinking about how to represent your creature within the framework of the rules, you need a concept. Given that we have 40 years worth of roleplaying game materials to serve as inspiration, I won't waste any time on where to turn for ideas. The only thing that is necessary is that turning the concept into a creature excites you.

The Torchbearer rulebook covers a lot of the classic monsters, but is missing marine-based monsters. For this reason, I'm building a variant of a Giant Crab. Only, that's kind of boring. I want this creature to be just as feared as a Dragon. I'm thinking it lays dormant in its caves for years at a time before emerging from the deeps to hunt and feast. For the time being, let's call this thing the Cragon.

Might: While I want it to be as feared as a Dragon, I don't want it to be quite as powerful. Might 6 seems a little steep for this creature. If I were building an average Giant Crab Might 4 would be appropriate, similar to a Stone Spider, but I want this thing to be a little stronger. Might 5 feels perfect. Without the aid of magic, players cannot Kill or Capture the Cragon, but they can drive it off each time it wakes from its slumber to feed. Or they can do what most people do, and run at the first sight of it.

Nature: Since the Cragon isn't quite as powerful as a Dragon I'm going to assign it Nature 6 for the moment, right in between keeping it equal and within two steps of its Order of Might. Depending on the kinds of weapons it has, it will reliably be able to throw 3-4 successes, enough to challenge players but not overwhelm them.

Nature Descriptors: The first thing that pops into my head is Scuttling. Looking at Merriam Webster, I am delighted to find that this word has an additional meaning of which I was unaware.

to cut a hole through the bottom, deck, or side of (a ship); specifically :  to sink or attempt to sink by making holes through the bottom

This is perfect.

Feasting seems appropriate as well, but it's a little flat given that this thing basically feeds on an entire village once every few years. I'm remembering the Nature question I wrote, "Does the sun fill your wings as you rule your from kingdom high above the clouds or do you wear a crown fashioned from the bones of dead sailors, commanding the waves that crash on every shore?" The Cragon doesn't wear a crown, but it certainly feasts on the bones of dead sailors. That's two.

I'm a little stumped for the third descriptor. I didn't realize what I found boring about just making a Giant Crab, but I think it has to do with its anatomy. Once you get beyond the claw, there is not much there. Crushing would probably be the appropriate descriptor, but I'm not sure that I want something that plain. Let's think more about this.

The name Cragon, originally just a playful portmanteau meant to sum up my concept, seems to suggest something a little different. It definitely doesn't have wings or a breath weapon, but maybe it has a tail? The creature I'm imagining now looks something closer to a giant lobster or maybe a marine-based scorpion, even. Crushing seems a lot more interesting in this context. Let's leave it here knowing that it might change.

Conflict Dispositions: This creature is definitely geared towards the martial Conflicts and its dispositions are going to reflect this. Still, I tried to make this thing more than just a killing machine.
  • Kill: Those foolish enough to go to blows with this thing will have a hard time taking this thing down. 
  • Capture: Capturing this thing isn't going to be any easier.
  • Drive-Off: Most people are going to go for this option when taking it on. The Cragon definitely feeds down the food chain, and if its prey makes a stand they could potentially drive it off. Lose, however, and you'll likely find yourself on its dinner plate.
  • Pursue: The Cragon has a lot of things going for it, but speed is not one of them. Those with the good sense to run will likely live to see another day as this thing scurries frantically and clumsily after its prey.
Conflict Weapons: There are really three things that jump out to me about the Cragon: the claw, the tail, and it's shell. Looking at it's Scuttling Nature, I remember that crabs often dig/burrow into the sea floor, as well. I'm going to assign the names as I assign them to the conflict below:
  • Kill
    • Attack: +2D Claw Vice
    • Defend: +1D Parry and Scuttle
    • Maneuver: +1D Burrow
    • Feint: +1D Tail Sweep
  • Capture
    • Attack: +2D Claw Vice
    • Maneuver: +1D Burrow
    • Feint: +1D Tail Sweep
  • Drive Off
    • Attack: +2D Claw Vice
    • Defend: +1D Parry and Scuttle
    • Maneuver: +1D Burrow
    • Feint: +1D Tail Sweep
  • Pursue
    • Attack: -1D Frantic Scuttle
    • Maneuver: +1D Burrow
    • Feint: +1D Claw Vice
Instinct: I want something that speaks to its feasting ritual--Always feast in my lair.

Special: The Cragon's carapace functions like plate armor in Kill, Capture, and Drive Off conflicts. While the Cragon is burrowed, change its bonus for any Feint action to +1s. Additionally, all character actions taken while the Cragon is burrowed suffer  a -1D penalty. If the Cragon scripts Attack, it leaves its burrow removing these bonuses and penalties.

Finally, let's put the whole thing together!

The Cragon

Deep beneath the black waters of the sea, the Cragon sleeps for years at a time. Upon waking, it swims to the surface, attacking ships and coastal towns, capturing as much food as possible before returning to its lair to feast. While it only wakes once every 10 years or so, its reign of terror often lasts weeks and The Cragon has completely destroyed entire towns. No one has ever seen its lair, but it is rumored to be full of the sunken treasure of a dozen fleet of ships by now.


Might: 5
Nature: 6
Descriptors: Scuttling, Feasting on the Bones of Dead Sailors, Crushing

Conflicts

  • Kill: 14
    • Attack: +2D Claw Vice
    • Defend: +1D Parry and Scuttle
    • Maneuver: +1D Burrow
    • Feint: +1D Tail Sweep
  • Capture: 9
    • Attack: +2D Claw Vice
    • Maneuver: +1D Burrow
    • Feint: +1D Tail Sweep
  • Drive Off: 6
    • Attack: +2D Claw Vice
    • Defend: +1D Parry and Scuttle
    • Maneuver: +1D Burrow
    • Feint: +1D Tail Sweep
  • Pursue: 3
    • Attack: -1D Frantic Scuttle
    • Maneuver: +1D Burrow
    • Feint: +1D Claw Vice
Instinct: Always feast in my lair.

Special: The Cragon's carapace functions like plate armor in Kill, Capture, and Drive Off conflicts. While the Cragon is burrowed, change its bonus for any Feint action to +1s. Additionally, all character actions taken while the Cragon is burrowed suffer  a -1D penalty. If the Cragon scripts Attack, it leaves its burrow removing these bonuses and penalties.

3 comments:

  1. This comment has been removed by the author.

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  2. Looks great!

    Here's some guidelines I came up with a while back to help people make their own monsters; it might be helpful: http://www.burningwheel.org/forum/showthread.php?13600-Mighty-Men-amp-Monster-Maker

    Also, re: the Capture conflict, remember that you should always think of conflicts in terms of players facing the monster. Giving your Cragon a high disposition for Capture conflicts isn't really about the Cragon being great at capturing things. It's about the Cragon being great at fighting off PCs trying to capture it.

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  3. Ah, that's true! I swapped Kill and Capture as I originally had it. Thanks for the link.

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