Traveller Creature Encounter Ideas

DeHammer

Banded Mongoose
I'm creating some custom creatures for my players to encounter. I want to develop proper stats for this particular creature. What do you think? Have I over powered it and it's a total party kill? Five PCs. My players each have between 14 - 24 AP. This will be the one and only encounter on this mission, and it happens at the end of the mission. So it's okay if the players are badly banged up. I want them to be.

What stats would you give it (hits, attack damage, etc) ???

Sharu Cave Bear

Hits: 100???

Speed: 9m

Skills: Melee (Natural) 3 (DM+3), Athletics (Strength) 3, Athletics (Endurance) 2.

Attacks: Claw Swat (3D+3 + 1D of fall damage), Bite (4D+4)

Traits: Armor +6, Large +4, Heighted Senses, Fearful Roar (END roll needed to stand ground)

Behavior: Carnivore, Killer

On all fours, the Sharu Cave Bear stands about 8’ high at the shoulder. Standing on hind legs, they are roughly 16’ tall. Sharu Cave Bears are extremely aggressive. Their roar is so terrifying that anyone close by needs a successful END roll (8+) to ‘stand their ground’. Failed rolls mean the Travellers ‘flight’ or ‘freeze’ kicks in, and they either run away for one round (Effect of –1 to –3) or stand frozen in place for one round (Effect of –4 or less).

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Keep in mind that a 16 foot bear is larger than the largest prehistoric bear ever discovered. It will probably weigh close to 2 tons. When it swats a character, he will fly. Its bites will sever limbs instantly, and it will probably crush or dismember combat armor. A polar bear's skull has an average thickness of 4 inches. This thing's is probably at least 6 inches thick. An elephant's skull is 6 inches thick. They'll probably need at least gauss rifles to kill it with a head shot, and light assault guns to kill it with body shots. Unless they get a clean head shot, they may not be able to kill it before it kills them. I'm not sure Traveller's rules are granular enough to do justice to this apex predator.
 
Keep in mind that a 16 foot bear is larger than the largest prehistoric bear ever discovered. It will probably weigh close to 2 tons. When it swats a character, he will fly. Its bites will sever limbs instantly, and it will probably crush or dismember combat armor. A polar bear's skull has an average thickness of 4 inches. This thing's is probably at least 6 inches thick. An elephant's skull is 6 inches thick. They'll probably need at least gauss rifles to kill it with a head shot, and light assault guns to kill it with body shots. Unless they get a clean head shot, they may not be able to kill it before it kills them. I'm not sure Traveller's rules are granular enough to do justice to this apex predator.

Yea, there's no use shooting any bear in the head. We have a lot of large bears here and it's pretty standard to carry a shotgun loading buck shot as the first round to blind them as they charge, then a slug to shoot them in the center of mass. Body shots with slugs are key to killing large bears. I'm giving this guy 6 AP just for general body shots due to his thick fur hide and the possibility of shots being stopped by it's dense bone.

My guys are pretty well equipped. They have decent weapons, including gauss rifles. I'm planning on a claw swat doing decent slash damage (3D+3) then also 1D6 'fall damage' (ignores armor) because they'll be flying through the air and landing hard. I really want this thing to lay a beating on them... give them some near death excitement. I'm making the bear elderly, and keeping the HP fluid. Once the bear has done some damage, and if it looks bad for the PCs I'll pull them out of the fire.
 
Does it roll with a +6 to hit or a +3 to hit?

Does MoE also apply to the fall damage?

Does it get to use both attacks every round?

If its just +3 to hit, then that MoE +2, so the claws do 3d6+3+2 for 16 damage + falling for 3 and if MoE applies to falling +2 for. So thats 19-21 damage. And a range from 7-27 damage for the claw. A range of 8-28 for the bite. And the thing will be have a successful strike 83% of the time.
Its a brute in melee.


Last question.
Why would they ever fight it in melee range? Gauss rifles have a range of 600 meters. Unless all the terrain is made out crystal iron. They can just be 300 meters away, shoot holes through all the trees, and kill the bear as its enrages in confusion, not understanding why its in severe pain.

When folks go bear hunting in real life. They dont take their rifles, and walk sternly up to the bear. They get in comfortable range and attack the bear from afar.
 
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Does it roll with a +6 to hit or a +3 to hit?

Does MoE also apply to the fall damage?

Does it get to use both attacks every round?

If its just +3 to hit, then that MoE +2, so the claws do 3d6+3+2 for 16 damage + falling for 3 and if MoE applies to falling +2 for. So thats 19-21 damage. And a range from 7-27 damage for the claw. A range of 8-28 for the bite. And the thing will be have a successful strike 83% of the time.
Its a brute in melee.


Last question.
Why would they ever fight it in melee range? Are they glued to the floor? Will they get made fun of? Gauss rifles have a range of 600 meters. Unless all the terrain is made out crystal iron. They can just be 300 meters away, shoot holes through all the trees, and kill the bear as its enrages in confusion, not understanding why its in severe pain.

When folks go bear hunting in real life. They dont take their rifles, and walk sternly up to the bear. They get in comfortable range and attack the bear from afar.
+3 to hit and potential effect damage. The fall damage is just straight 1D6. Single attack per round. Player get a +4 to hit it due to it's size.

It can run 50% faster than they can, so it will close on them even if they are running. It's a cave bear living in a cave. They'll be encountering it around the cave entrance or possibly inside the dark cave initially. So there's basically a single round for it to close on the players up front at 9m per minor action. Players move 6m per ma.

Also, bears can and do charge people all the time, closing on them fast. We have large grizzlies here and you plan for them to charge. You shoot them in the face with lead shot, then side step and hit in them in the side at close range with a slug. It's a rare thing to be able to see a bear at long range and have the luxury of shooting at it from that distance. One of the reasons bear hunters use tree stands. Because if you don't, that bear will be on top of you in no time.

To help the players out I do plan to have it stand up at first, giving them the initiative essentially, and one round of 'free' shots at it.
 
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Right, while, running at 36m/combat turn is fast. It would still take 8ish combat turns for it to reach the PC even if the PC just stand still at 300 meters away. Scary fast to be sure. Thats still 8 turns of all the PC getting to attack the bear with zero danger of dying.
Wait. This isnt mean being nitpicking, This is me asking for clarification. Traveller does have a Run action and Move action. The Run Action is a Complex Action and the Move action is a simple action. And they arent strictly linked. Its weird. So does the Bear move at 50% then a regular Move Action or they run 50% as the Run Action? Or both?

And I will counter this is the far future with xray scopes and PRISM googles. And air/rafts that sit in the air at 300m. Air/raft starts low to the ground. Bear charges. Air/raft goes up. And aggressive reads to me, that I just make noises at the cave entrance, it will come out of the cave.
Though that would be a great use of either survival or animal skill to figure out how to goad the thing.

If I was a player. These would be my question. Depending on my character, they may or may not bring them up.
 
Vespilo from the discord suggested having the bear ambush them while they're camping en route.
Thats a great straightforward way to force the encounter into melee.
Make it at night. The heiten sense, negates any DM- for the bear.
And you can ask the PC a session before, how they plan on sleeping. Do they get into their pajamas. And you might get lucky they lack to put someone on watch.
Depending on the armor they have, I think it'd be fair to have them make a END vs 10 check to see if they got enough rest or make them fatigued.
 
Animals as monsters are somewhat more difficult to turn into major dangers in Traveller, since not being killed is often just a question of having the right gear, and animals evolve to do things in their ecosystem, which generally does not involve being optimized to crunch through combat armour. Generally.

Animals have definite behaviour patterns that it is advantageous for travellers to know about, and savy travellers will look stuff up and use that information to their advantage. I let them do this, by designing encounters that let them get advanatages from being clever and prepared, but dangerous moments still arise. If the PCs check up in advance on dangerous local animals, such information is often freely available - to stop offworlders being eaten, which tend to dampen the tourist trade. If isn't published as public safety information, maybe with an investigate roll they can find out. If they don't check up, or if it is an unexplored world, (as I am running DNR), I'll tell them on and Animals EDU roll, or Survival, or Science Biology or similar to guess some aspects of the animal's characteristics and behaviour - which might tell them how to kill it, or scare it off, or avoid it etc.

One way would be to give some small hints in advance about the bear, via skills or tourist safety brochures or 'Great White Whale" type rumours, but keep it general and in the background, just to raise apprehension. During the adventure, they see tracks, or scat, or maybe evidence of a kill - old because the bear will need to be hungry when they finally see it. Or maybe protecting its cubs but a winter scenario is better since a snowstorm would also be a useful backdrop to an encounter.

Maybe do some recon rolls, hinting they are being stalked. A glimpse of a large shadow in the distance, through the snowstorm, or a flash bear outline on a malfunctioning PRISM googles, as the battery dies.

Advanced sensors for building suspense is a problem here, since you'll want the PCs to detect the bear at the appropriate times and not other times. But a snowstorm with high winds can reduce visibility to single digit meters. If animals on this planet often see into the IR, it might make a better backdrop, since it means the bear will be aware of IR vision - its behaviour and physiology will reflect the need to stalk prey that can see its body heat.

Cold in the -40 or lower range might also disable equipment not designed for this, which can help set up the encounter. An ideal moment for them to stumble on the bear is when the cold front hits, disabling some of their gear, then followed by a snowstorm.

FYI: A charging polar bear can move about 50-60 kph, which is about 15 meters per second, or 90 meters per combat turn. Takes nerves of steel tho stand and shoot in that situation, but you can't run away, except maybe if you have a slower runner along with you.

That bear in the picture looks about twice the height of a polar bear, cube square law suggests it might mass around 3000-6000 kgs. What this means in terms of speed is anyone's guess, as it is going to be a very different creature internally, but probably it moves even faster.

In polar bear regions, it is common to use 30.06 rifles to defend against polar bears; they are far preferred to handguns because you will likely need to hit multiple times, so you need to start shooting at 100s of meters range. I know because my wife had to qualify to use one to go sample collecting on Svalbard. Shotgun slugs would not do the trick since you don't get to shoot enough times. However, in areas where there is more vegetation than Svalbard, you might not get to see the bear that far away anyways, so maybe a shotgun slug is better in that situation.

According the instructions given my wife, most of the time, if you shoot in the air the polar bear will decide not to attack. Most of the time. You're not allowed to kill them unless they are threatening your life, so you are supposed to shoot once over its head. You are also required not to shoot in the direction of town. In case the bear is coming from that direction at you just hope the bear decides that you don't smell tasty. These days with the sea ice receding, they often get very hungry in summer since it is harder to catch seals, so they aren't as picky about what - or whom - they eat. Tourists and visiting researchers might make a good alternative meal.
 
Those are some scary stats! It will really be an exciting end to the mission.

The fearful roar is something to think about. This takes away from the players being able to make a decision about fighting or fleeing. It doesn't let them choose to be brave or scared or any of the ways they think their Traveller will act.

The Traveller Companion has alternate rules with Morale Checks on Page 6, so you could use those as it has levels of difficulty that may make the encounter match what the Bear does. For example, First Injury is a 6 Constitution Check and First Casualty is higher, with each situation getting harder to stand your ground.

There are also Sanity Checks in the book, but this is not Cosmic Horror, it is a 100 hit horror!

You could also think of having the Bear retreat after taking half its hits, so the Travellers can choose to pursue it for the hide, avenge a fallen comrade, or let it go for another time.

Really scary encounter. Have a good time at your game!
 
Right, while, running at 36m/combat turn is fast. It would still take 8ish combat turns for it to reach the PC even if the PC just stand still at 300 meters away. Scary fast to be sure. Thats still 8 turns of all the PC getting to attack the bear with zero danger of dying.
Wait. This isnt mean being nitpicking, This is me asking for clarification. Traveller does have a Run action and Move action. The Run Action is a Complex Action and the Move action is a simple action. And they arent strictly linked. Its weird. So does the Bear move at 50% then a regular Move Action or they run 50% as the Run Action? Or both?

And I will counter this is the far future with xray scopes and PRISM googles. And air/rafts that sit in the air at 300m. Air/raft starts low to the ground. Bear charges. Air/raft goes up. And aggressive reads to me, that I just make noises at the cave entrance, it will come out of the cave.
Though that would be a great use of either survival or animal skill to figure out how to goad the thing.

If I was a player. These would be my question. Depending on my character, they may or may not bring them up.

Not that we are discussing actual bears... this is Traveller and my 'cave bear' is a non-terrestrial creature. But in reality, most bear encounters that result in an attack happen at close range, within 10m or so. Bear attacks simply don't occur at 300m. At 100m+ bears will run, and as a shooter myself I know that you have zero chance of hitting a bear at 200-300m once they are moving, and at that range you'd have to hit them many times. Also, you almost never happen upon bears in open plains where there are forests present. In this case... the bear is in a cave, located in a mountain crevasse, and the player must enter the cave to complete their quest. It's not complicated at all. It will be a relatively short range encounter. The players will be within a 100 feet of the bear if they want to complete their mission, either in a dark cave, or at the mouth of it.
 
Vespilo from the discord suggested having the bear ambush them while they're camping en route.
Thats a great straightforward way to force the encounter into melee.
Make it at night. The heiten sense, negates any DM- for the bear.
And you can ask the PC a session before, how they plan on sleeping. Do they get into their pajamas. And you might get lucky they lack to put someone on watch.
Depending on the armor they have, I think it'd be fair to have them make a END vs 10 check to see if they got enough rest or make them fatigued.

I could just see them sleeping in their pajamas when that cave bear comes upon them. LOL. Now that would probably be a TPK.
 
Those are some scary stats! It will really be an exciting end to the mission.

The fearful roar is something to think about. This takes away from the players being able to make a decision about fighting or fleeing. It doesn't let them choose to be brave or scared or any of the ways they think their Traveller will act.

The Traveller Companion has alternate rules with Morale Checks on Page 6, so you could use those as it has levels of difficulty that may make the encounter match what the Bear does. For example, First Injury is a 6 Constitution Check and First Casualty is higher, with each situation getting harder to stand your ground.

There are also Sanity Checks in the book, but this is not Cosmic Horror, it is a 100 hit horror!

You could also think of having the Bear retreat after taking half its hits, so the Travellers can choose to pursue it for the hide, avenge a fallen comrade, or let it go for another time.

Really scary encounter. Have a good time at your game!

Yes, I agree... which is kind of what I'm going for. When you put someone into fight or flight, their ability to choose an action simply doesn't exist. They will then generally run on their instinctual programming, which varies individual to individual. It's completely an emotional response, and their ability to think is incapacitated... which is why I've made it an END roll. The question I have about it is.... "is it too much?" Most of my team, and I think most players in general, choose higher END characteristic scores, as most player realize how important END is, especially for front line party members. So I suspect most players will have a positive DM. Alternatively, I might let the more intelligent characters use INT, since cognitive capability can overcome fear. I could temper the 'fearful roar' ability by making it an easier check as well.... say 6+ (END or INT). The other factor is the time it takes to do the roar. It could be a minor action, or a significant action, which will cost the creature time that it could have been using to move or attack. So for players that succeed in passing the check, it's basically a 'free' round attacking the bear where the bear is stationary for a time and neither charging or attacking them physically.
 
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Animals as monsters are somewhat more difficult to turn into major dangers in Traveller, since not being killed is often just a question of having the right gear, and animals evolve to do things in their ecosystem, which generally does not involve being optimized to crunch through combat armour. Generally.

Animals have definite behaviour patterns that it is advantageous for travellers to know about, and savy travellers will look stuff up and use that information to their advantage. I let them do this, by designing encounters that let them get advanatages from being clever and prepared, but dangerous moments still arise. If the PCs check up in advance on dangerous local animals, such information is often freely available - to stop offworlders being eaten, which tend to dampen the tourist trade. If isn't published as public safety information, maybe with an investigate roll they can find out. If they don't check up, or if it is an unexplored world, (as I am running DNR), I'll tell them on and Animals EDU roll, or Survival, or Science Biology or similar to guess some aspects of the animal's characteristics and behaviour - which might tell them how to kill it, or scare it off, or avoid it etc.

One way would be to give some small hints in advance about the bear, via skills or tourist safety brochures or 'Great White Whale" type rumours, but keep it general and in the background, just to raise apprehension. During the adventure, they see tracks, or scat, or maybe evidence of a kill - old because the bear will need to be hungry when they finally see it. Or maybe protecting its cubs but a winter scenario is better since a snowstorm would also be a useful backdrop to an encounter.

Maybe do some recon rolls, hinting they are being stalked. A glimpse of a large shadow in the distance, through the snowstorm, or a flash bear outline on a malfunctioning PRISM googles, as the battery dies.

Advanced sensors for building suspense is a problem here, since you'll want the PCs to detect the bear at the appropriate times and not other times. But a snowstorm with high winds can reduce visibility to single digit meters. If animals on this planet often see into the IR, it might make a better backdrop, since it means the bear will be aware of IR vision - its behaviour and physiology will reflect the need to stalk prey that can see its body heat.

Cold in the -40 or lower range might also disable equipment not designed for this, which can help set up the encounter. An ideal moment for them to stumble on the bear is when the cold front hits, disabling some of their gear, then followed by a snowstorm.

FYI: A charging polar bear can move about 50-60 kph, which is about 15 meters per second, or 90 meters per combat turn. Takes nerves of steel tho stand and shoot in that situation, but you can't run away, except maybe if you have a slower runner along with you.

That bear in the picture looks about twice the height of a polar bear, cube square law suggests it might mass around 3000-6000 kgs. What this means in terms of speed is anyone's guess, as it is going to be a very different creature internally, but probably it moves even faster.

In polar bear regions, it is common to use 30.06 rifles to defend against polar bears; they are far preferred to handguns because you will likely need to hit multiple times, so you need to start shooting at 100s of meters range. I know because my wife had to qualify to use one to go sample collecting on Svalbard. Shotgun slugs would not do the trick since you don't get to shoot enough times. However, in areas where there is more vegetation than Svalbard, you might not get to see the bear that far away anyways, so maybe a shotgun slug is better in that situation.

According the instructions given my wife, most of the time, if you shoot in the air the polar bear will decide not to attack. Most of the time. You're not allowed to kill them unless they are threatening your life, so you are supposed to shoot once over its head. You are also required not to shoot in the direction of town. In case the bear is coming from that direction at you just hope the bear decides that you don't smell tasty. These days with the sea ice receding, they often get very hungry in summer since it is harder to catch seals, so they aren't as picky about what - or whom - they eat. Tourists and visiting researchers might make a good alternative meal.

I agree with a lot of what you've said. Most terrestrial bears won't attack except at closer ranges. They are far more likely to run away. Of course, this cave bear is nonterritorial and a carnivore killer... unlike most normal bears. The polar bear is a good comparison as they do tend to be more aggressive due to their more limited food supply and more carnivore nature. Polar bears (and Kodiaks) can also possibly stand 10' tall and be 5' tall on all fours, so a relatively close match to my bear physically. In the circumstance I plan to use it in, longer range won't be a factor. It will be a relatively close encounter. This particular bear is older and more lumbers along, incapable of the speeds it was once able to achieve, even when motivated.
 
Not that we are discussing actual bears... this is Traveller and my 'cave bear' is a non-terrestrial creature. But in reality, most bear encounters that result in an attack happen at close range, within 10m or so. Bear attacks simply don't occur at 300m. At 100m+ bears will run, and as a shooter myself I know that you have zero chance of hitting a bear at 200-300m once they are moving, and at that range you'd have to hit them many times. Also, you almost never happen upon bears in open plains where there are forests present. In this case... the bear is in a cave, located in a mountain crevasse, and the player must enter the cave to complete their quest. It's not complicated at all. It will be a relatively short range encounter. The players will be within a 100 feet of the bear if they want to complete their mission, either in a dark cave, or at the mouth of it.
Oh. I am misunderstanding the encounter this isn't the purposely hunting the bear?
 
Oh. I am misunderstanding the encounter this isn't the purposely hunting the bear?

Correct. It's the end of a mission segment where the players need to located a lost entrance to an ancient warrior's crypt. The entrance to the crypt is hidden in the back of a large deep cave, where this Sharu Cave Bear has taken up residence. So they will eventually have to enter the cave. I plan to have the bear coming out to meet them as their ship will have made some noise landing nearby. But they will be around the area of the cave's entrance, or just inside the cave when the encounter ensues. My players are well equipped for both ranged and melee combat so they won't be too disadvantaged either way.
 
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