The Wolf said:Thanks Prime_Evil. I've got to go through the placeholder descriptive text, since a lot of it comes directly from the source book. I would have preferred MoL 2 to be about more generic monsters myself - since a lot of this seems to be Good/Evil focussed and I'm not sure (as you said) that concept works at all in the scope of d100/Legend games (unless we're talking Warhammer of course).
The Wolf said:I might be able to generate a sidebar which explains the way good/evil appear in the book's writeup. I suppose I could use Light/Darkness perhaps. As you said, it is a tricky thing considering the source material I'm having to work from.
The Wolf said:The powers are literally direct conversions from the d20. I like the Pow / 4 (rounded down) method though - that's something I'll incorporate into things right now.
The Wolf said:The armour I can sort out, the Strike Rank came directly from the creature's stats. I am wondering if converting directly from d20 to Legend in this regard might be a little bit problematic.
Prime_Evil said:...Here's an adventure idea - imagine a religious leader who summons a Hammer Anarchon to break up an unlawful protest by a group of peasants angry about some petty injustice inflicted by their feudal overlord. The Anarchon regards rebellion against rightful authority is a sin that must be punished and proceeds to make an example of the peasants...and their families...including their children...
The Wolf said:I saw it, I'm a big fan of Moonstone
As for the name, this is from the d20 document I'm working from so I can't ask the original authors where they got it from - sorry.
DamonJynx said:Until he (the Anarchron) realises that the 'rightful authority' is riddled with evil & injustice and sides with the peasants... like Erekose, in Moorcock's, The Eternal Champion
DamonJynx said:After a quick look at the D20 version I would make the following changes;
DEX 3D6+6 giving an average of 17, this increases CA's to 3
IMHO skills should be:
- Hammer combat style 124% = D20 Attack bonus - magic = 17 * 5 = 85 + 39 (STR+DEX).
Resilience = 96%, Evade = 84%, Persistence = 92% (D20 Skills * 5 + Legend base) and so on
Prime_Evil said:Yep...they are sensible changes.
Hammer Anarchon
The figure is that of a man, over 5 meters in height, built broadly and solidly. He wears a loose white tunic fastened with large clasps of black iron, and a band of the same material encircles his head. Held in one hand is a massive, two-headed hammer, and he moves it as if it were a part of his own flesh.
Hammer anarchons are boisterous celestial beings who seem to enjoy battling evil as much for the battle as for the fact evil is being defeated, something which sometimes causes tension with other forces for good on the outer planes. They gleefully hurl themselves into conflict on any plane, often venturing into realms of evil for no reason other than to "smash up some evil beings". If summoned for purposes other than conflict, they are not good at hiding their disappointment. In addition, they have a slightly hedonistic bent, and enjoy good food, drink and music much more than many of their staid counterparts. A hammer anarchon on a mission on the material plane, in humanoid guise, may be slightly side-tracked by a welcoming inn or town fair.
Hammer anarchons are often summoned for missions dealing with large numbers of smaller foes. A group of heroes may ask a hammer anarchon to clear a path for them through an encamped army or aid them in breaking out of a besieged fortress.
Combat Notes
Hammer anarchons rarely have much in the way of complex tactics. They are skilled at sizing up foes and knowing who to hit first, but such decisions are about the extent of their tactical thinking. They will use ranged attacks against foes they cannot easily hit, such as distant mages or flyers, but they prefer to get "up close and personal". They use their hammer's quake ability as often as they can, sending nearby foes tumbling, then follow up with lethal blows against the prone opponents. If badly wounded, they will indulge in a "tactical retreat", but doing so galls them, and they will always return later to "finish the job" if they can. Against non-evil and much weaker foes, they will temper their blows (taking a -10% penalty and trying to stun them, but against evil, they show no mercy.
Hammer Time: Hammer anarchons use a massive hammer. This huge metal weapon is made from black steel, wrapped in dark leather and it roils with chaotic and dangerous energies. It can be thrown with a Combat Action and returns to the thrower’s hand even if it hits or misses. The favourite use for this weapon is to unleash the power inside, using a Combat Action – it produces a devastating quake – see below. If the hammer anarchon is slain then the hammer becomes a mundane Great Hammer. If the hammer and anarchon are separated, he can call it back to his hand using a Combat Action, as long as it remains on the same plane as he is.
Quake: Every POW/4 (rounded down) rounds, the hammer anarchon can channel the energy inside his hammer by smashing it into the ground. This unleashes a short-range, but very powerful shockwave out to 30 meters. The wave vibrations last until the hammer anarchon’s next round Combat Action and all characters within this area of effect must make Difficult Athletics tests or fall over, becoming disorientated and struggling to stand. Any objects and structures in the area take 5D6 points of damage.
Dice Average 1D20 Hit Location AP/HP
STR 5D6+4 22 1-3 Right Leg 6/8
CON 4D6+4 18 4-6 Left Leg 6/8
SIZ 5D6+2 20 7-9 Abdomen 6/9
INT 2D6+3 10 10-12 Chest 6/10
POW 3D6+5 16 13-15 Right Arm 6/7
DEX 3D6+6 17 16-18 Left Arm 6/7
CHA 3D6+3 14 19-20 Head 6/8
Combat Actions 3 Armour: Celestial cloth. No Armour Penalty.
Damage Modifier +1D8
Magic Points 16 Traits: Anarchon Traits.
Movement 8m
Strike Rank +17 Common Skills: Brawn 90%, Evade 84%, Insight 50%, Lore (Celestial Beings) 83%, Perception 80%, Persistence 92%, Resilience 96%, Unarmed 87%
Advanced Skills: Language (All) 89%, Lore (Celestial Magic) 86%, Pact (Celestial Powers) 84%
Magic: Berserk, Channel Strength, Crash of Thunder, Disarm, Fear, True (Great Hammer)
Combat Styles
Quake Hammer (Great Hammer) 124%
Weapons
Type Range Size Reach Damage AP/HP
Great Hammer -- H L 1D10+3+1D8 Stun Location, Sunder 4/10
The Wolf said:I saw it, I'm a big fan of Moonstone
As for the name, this is from the d20 document I'm working from so I can't ask the original authors where they got it from - sorry.
Black Shuck
This is a big black dog, as dark as midnight. Its eyes gleam with an unnatural green light.
Black shucks are normally dismissed as folklore or peasant tales, but the eerie creatures have been encountered by adventurers in the oddest of places. Physically, they appear to be ordinary dogs such as pitbulls or wolfhounds, but their eyes glow slightly green in the darkness. Black shucks are associated with treasure troves, haunted sights, dungeons and ruins and druidic groves, leading some to believe that they are wardens of such dangerous places. They have been known to hunt down and kill travellers, but the locals tend to think ill of anyone killed by a black shuck. The general sentiment is that the fearsome hounds are beneficent in some fashion and anyone killed by one probably had it coming.
Attempts to capture black shucks are always fruitless, thanks to their ability to pass through shadows. They may sometimes accompany a rural adventurer for a time, but are not true companions and only work towards their own cryptic ends. There are many other stories and tales that surround these enigmatic beasts and a few tell of the hounds leading children to safety, or particularly wicked children to their doom.
Combat Notes
A black shuck prefers to fight single opponents one at a time, using its pass through shadows ability to move between them. If it’s given half a chance it’ll kill one opponent before it moves onto the next one. Overwhelming numbers may force the black shuck to flee; in this case it’ll enter the shadows and vanish from sight.
Pass through shadows: The black shuck can meld into one shadow and enter it to appear in another shadow elsewhere. The beast must have line of sight from entry to destination otherwise it can only enter the shadow to escape from battle. It can only perform this shadowy walk POW/4 (rounded up) times per day. It requires at least one use of this ability to escape from combat, if it has used all of its allotted times then the black shuck must stay and fight, even overwhelming odds or seek to flee in a more conventional manner.
Dark breath: The black shuck can emit a black vaporous mist once per combat round; this mist obscures the sight of creatures caught in the 10 meter cloud. They suffer the effects of blindness for the creature’s POW/4 (rounded up) combat rounds. Blind creatures cannot attack opponents.
Shadow protection: The black shuck’s fur confers armour of sorts on the animal. It cannot be dispelled or bypassed by attacks which normally penetrate armour.
The jaws of a black shuck are nimble and its knowledge of tactics fairly advanced for a so-called animal – it can use the trip and bleed combat manoeuvres with its bite attack.
Dice Average 1D20 Hit Location AP/HP
STR 3D6+5 16 1-2 Right Hind Leg 2/6
CON 3D6+4 15 3-4 Left Hind Leg 2/6
SIZ 3D6+4 15 5-7 Hindquarters 2/7
INT 8 8 8-10 Forequarters 2/8
POW 3D6+2 13 11-13 Right Front Leg 2/5
DEX 3D6+1 12 14-16 Left Front Leg 2/5
17-20 Head 2/6
Combat Actions 2 Armour: Shadow protection. No Armour Penalty.
Damage Modifier +1D4
Magic Points 13 Traits: Night Sight
Movement 11m
Strike Rank +10 Common Skills: Athletics 77%, Evade 54%, Perception 50%, Persistence 46%, Resilience 65%, Stealth 57%
Advanced Skills: Survival 75%, Track 70%
Combat Styles
Jaws of Shadow (Bite) 70%
Weapons
Type Range Size Reach Damage AP/HP
Bite -- M T 1D8+1D4 Bleed, Trip As for Head