Just expanding my monster list.
R.O.S.S.
HP: 6
STR: 4 DEX: -4 MIND: 0
ATTACK: 2 DEFENSE: 1
INITIATIVE: 0
ITEM SLOTS: 6
STEALTH: -4
MOVE: 2
Abilities:
- Can punch for 1d4 damage.
- Can fire spinning battle tops for 1d4 damage (-1 to ATTACK for each 5' of range).
The Robotic Operating Super Servant was a toy shipped with the Hyper Funicom game console. It could walk, synthesize speech, and even play Super Fighters! Battle Tops. One thing it couldn't do, however, was sell. The Hyper Funicom was a colossal failure, leaving millions of units on store shelves at the time of the Great Crash. The R.O.S.S. units have grown accustomed to the lack of human interaction, forming clans of often up to a hundred robots that war with each other over petty things such as country of manufacture, or what promotional color their chassis is. Most R.O.S.S. units, as such, can be placated with assistance in their feuds.
Danger Michaels
LEVEL: 3HP: 10STR: 5* DEX: 5* MIND: 5*ATTACK: 5* DEFENSE: 1INITIATIVE: 0ITEM SLOTS: 1STEALTH: 2MOVE: -2
Abilities:- Swarm of 10 (each HP represents 1 Danger Michael). Treat as one entity for combat purposes.
- Can attack with a Spring-Powered Karate Chop Action for 1d8 damage.
- Can fire their Full-Auto Danger Kalashnikov for 1d6 damage (-1 ATTACK for every 10' of range).
- STR, DEX, MIND, and ATTACK are all equal to their current HP divided by 2 (round down).
- Upon death, roll 1d10. That many Danger Michaels are salvageable. You can fit up to 10 Danger Michaels in one item slot, and they usually sell for 4 Bitcoins each.
Danger Michael is a household name, even now. Every kid wants a Danger Michael, with his Spring-Powered Karate Chop Action and his signature Full-Auto Danger Kalashnikov. It's truly the action figure to have. The Great Crash rendered many Danger Michaels sentient, but more importantly they were inaccessible to the general public. With no one to send them on play missions against the evil forces of the Soviet Demon Underground Felons (the enemy of Danger Michael's Supreme Democratic Ultimate Force), the Danger Michaels of the megamalls set their own missions. Mostly recon, but they occasionally take it upon themselves to obliterate "dangerous foreign actor(s)". This can be anyone from a Talker simply minding it's own business to a Mall Rat delving into the mall for treasure. Danger Michaels cannot be convinced to abandon their mission - although they can be stalled with discussion about SDUF (or more effectively, discussion about SDUF), and their short legs allow for most to escape them easily.
The Dangerwagon
HP: 8STR: 4 DEX: -4 MIND: -4ATTACK: 3 DEFENSE: 4INITIATIVE: 0ITEM SLOTS: 0STEALTH: -3MOVE: 0
Abilities:- Cannot melee attack.
- Can fire it's Danger Cannon for 1d8 damage (-1 to ATTACK for every 20' of range)
- Can carry 1 swarm of Danger Michaels
The Dangerwagon is Danger Michael's preferred mode of transport. It's designed as more of a mobile HQ than a standard tank, but doesn't lack for firepower or armor. While Danger Michael was a massive hit, the Dangerwagon was too expensive to reach anywhere near the same level of sales. Still, it was popular enough to warrant continued production up until the Great Crash. Dangerwagons are autonomous, but only follow the directions of a nearby Danger Michael. Lacking new orders, it will continue to do whatever it was last directed to do.
Classio VL-1LEVEL: 5HP: 14STR: -20 DEX: -20 MIND: 10ATTACK: 6 DEFENSE: 1INITIATIVE: 0ITEM SLOTS: 0STEALTH: 4MOVE: -20
Abilities:- Cannot melee attack.
- Can fire musical notes for 1d12 damage (-1 ATTACK for every 30' of range).
- Can synthesize Pocket Rocker cassettes.
- Can make items Rad (giving them special supernatural abilities).
- Cannot move (I mean obviously - It's a keyboard).
The Classio VL-1 is basically the best keyboard ever, so it's no surprise that it took the Great Crash with style. For some reason stores never seem to keep them in stock, though. Both a pocket synthesizer and a pocket calculator, the post-Crash VL-1 has the ability to create the mysterious and powerful items that we call "Rad". This is a valuable ability, and the VL-1 knows it. It does not grant it's powers lightly. The VL-1 prefers quiet solitude, only tolerating visitors who bring gifts of new sounds and interesting stories. If a sound is unique enough, or a story is interesting enough, the VL-1 might Radify one of the visitors items, or synthesize them a unique Pocket Rocker cassette.
- Swarm of 10 (each HP represents 1 Danger Michael). Treat as one entity for combat purposes.
- Can attack with a Spring-Powered Karate Chop Action for 1d8 damage.
- Can fire their Full-Auto Danger Kalashnikov for 1d6 damage (-1 ATTACK for every 10' of range).
- STR, DEX, MIND, and ATTACK are all equal to their current HP divided by 2 (round down).
- Upon death, roll 1d10. That many Danger Michaels are salvageable. You can fit up to 10 Danger Michaels in one item slot, and they usually sell for 4 Bitcoins each.
Danger Michael is a household name, even now. Every kid wants a Danger Michael, with his Spring-Powered Karate Chop Action and his signature Full-Auto Danger Kalashnikov. It's truly the action figure to have. The Great Crash rendered many Danger Michaels sentient, but more importantly they were inaccessible to the general public. With no one to send them on play missions against the evil forces of the Soviet Demon Underground Felons (the enemy of Danger Michael's Supreme Democratic Ultimate Force), the Danger Michaels of the megamalls set their own missions. Mostly recon, but they occasionally take it upon themselves to obliterate "dangerous foreign actor(s)". This can be anyone from a Talker simply minding it's own business to a Mall Rat delving into the mall for treasure. Danger Michaels cannot be convinced to abandon their mission - although they can be stalled with discussion about SDUF (or more effectively, discussion about SDUF), and their short legs allow for most to escape them easily.
The Dangerwagon
HP: 8
STR: 4 DEX: -4 MIND: -4
ATTACK: 3 DEFENSE: 4
INITIATIVE: 0
ITEM SLOTS: 0
STEALTH: -3
MOVE: 0
Abilities:
- Cannot melee attack.
- Can fire it's Danger Cannon for 1d8 damage (-1 to ATTACK for every 20' of range)
- Can carry 1 swarm of Danger Michaels
The Dangerwagon is Danger Michael's preferred mode of transport. It's designed as more of a mobile HQ than a standard tank, but doesn't lack for firepower or armor. While Danger Michael was a massive hit, the Dangerwagon was too expensive to reach anywhere near the same level of sales. Still, it was popular enough to warrant continued production up until the Great Crash. Dangerwagons are autonomous, but only follow the directions of a nearby Danger Michael. Lacking new orders, it will continue to do whatever it was last directed to do.
Classio VL-1LEVEL: 5HP: 14STR: -20 DEX: -20 MIND: 10ATTACK: 6 DEFENSE: 1INITIATIVE: 0ITEM SLOTS: 0STEALTH: 4MOVE: -20
Abilities:- Cannot melee attack.
- Can fire musical notes for 1d12 damage (-1 ATTACK for every 30' of range).
- Can synthesize Pocket Rocker cassettes.
- Can make items Rad (giving them special supernatural abilities).
- Cannot move (I mean obviously - It's a keyboard).
The Classio VL-1 is basically the best keyboard ever, so it's no surprise that it took the Great Crash with style. For some reason stores never seem to keep them in stock, though. Both a pocket synthesizer and a pocket calculator, the post-Crash VL-1 has the ability to create the mysterious and powerful items that we call "Rad". This is a valuable ability, and the VL-1 knows it. It does not grant it's powers lightly. The VL-1 prefers quiet solitude, only tolerating visitors who bring gifts of new sounds and interesting stories. If a sound is unique enough, or a story is interesting enough, the VL-1 might Radify one of the visitors items, or synthesize them a unique Pocket Rocker cassette.
LEVEL: 5
HP: 14
STR: -20 DEX: -20 MIND: 10
ATTACK: 6 DEFENSE: 1
INITIATIVE: 0
ITEM SLOTS: 0
STEALTH: 4
MOVE: -20
Abilities:
- Cannot melee attack.
- Can fire musical notes for 1d12 damage (-1 ATTACK for every 30' of range).
- Can synthesize Pocket Rocker cassettes.
- Can make items Rad (giving them special supernatural abilities).
- Cannot move (I mean obviously - It's a keyboard).
The Classio VL-1 is basically the best keyboard ever, so it's no surprise that it took the Great Crash with style. For some reason stores never seem to keep them in stock, though. Both a pocket synthesizer and a pocket calculator, the post-Crash VL-1 has the ability to create the mysterious and powerful items that we call "Rad". This is a valuable ability, and the VL-1 knows it. It does not grant it's powers lightly. The VL-1 prefers quiet solitude, only tolerating visitors who bring gifts of new sounds and interesting stories. If a sound is unique enough, or a story is interesting enough, the VL-1 might Radify one of the visitors items, or synthesize them a unique Pocket Rocker cassette.
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