[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

Re: [Slope: Ch 12] New Monster - Flame Fiends. Comments are welcome.



An interesting form of fire demon, with some nice combat rules (though the 5-hex wants a facing diagram).

I don't follow what the last words "if it stays in its fire" refer to. The only fire hexes I noticed were randomly generated when doing a claw attack after having been attacked, and rolling a straight, or fire created with a 6-hex (?) fire spell?

Also, the claw attack says it does cutting and burning damage - does that mean the claws burn, or is it a reference to the fire hexes created when it rolls a  straight?

What can it do if engaged in HTH?

PvK


--- bofinger.david@gmail.com wrote:

From: David Bofinger <bofinger.david@gmail.com>
To: The_slope@googlegroups.com
Cc: tft@brainiac.com, Matt Fraser <mathesonfraser@gmail.com>,        Alec Morrison <alphaalec@gmail.com>, CJ <chrjames@gmail.com>
Subject: Re: [Slope: Ch 12] New Monster - Flame Fiends. Comments are welcome.
Date: Sat, 9 Jun 2018 21:17:01 +1000

If the flame fiend is insubstantial and I use a fire extinguishing method
like beating it with my jacket, or smothering it with a cloak, or pissing
on it, what is the effect?

--
David

On Sat, 9 Jun. 2018, 20:31 Rick, <rick_ww@lightspeed.ca> wrote:

> *Flame Fiends in TFT*
>
> *(C) 2018 - **By Richard Smith *
>
>
> Flame Fiends are thought to be weak demons. They look like a giant
> skeleton with a misshapen, elongated head with huge jaws. They have forward
> projecting sharp horns. This skeleton is always burning fiercely with magic
> orange flames, with yellow and blue flames bursting out from time to time.
> They have been known to be 1.5, 3 and 5 hex figures, tho the smaller
> version is the most common.
>
>
>
> *Flame Fiend: 1.5 hex figure.*
>
> *ST *15 to 22
>
> *DX *12*     sDX *–6 ………… *Claws: * 1d+1 (cutting and burning damage)
>
> *IQ* 7 to 9  ……………..… *Head butt:* 1d+3 (sharp piercing damage.)
>
> *RV* around 3
>
>
> *MA *14  ……………...… *Armor: *–2 hits per attack (magic).
>
>
>
> *Flame Fiend: 3 hex figure.*
>
> *ST *35 to 42
>
> *DX *13*    sDX *–6 ………… *Claws: * 2d+1 (cutting and burning damage)
>
> *IQ* 10 to 12      ………… *Head butt:* 2d+5 (sharp piercing damage.)
>
> *RV* around 4
>
>
> *MA *15    ……………….*Armor: *–2 hits per attack (magic).
>
>
>
> *Flame Fiend: 5 hex figure.*
>
> *ST *55 to 70
>
> *DX *14*    sDX *–6   ………… *Claws: * 3d+1 (cutting and burning damage)
>
> *IQ* 11 to 14  ………...….… *Head butt:* 3d+7 (sharp piercing damage.)
>
> *RV* around 6
>
>
> *MA *16   ……………....…  *Armor: *–3 hits per attack (magic).
>
>
> They attribute RV stands for Rvank. See Demons in TFT for more
> information.  This is mostly used for demon vs. demon conflicts, and can be
> ignored by non-demonologist adventurers.
>
>
> They do not walk, they hover above the ground, their flames occasionally
> touching the ground, but normally 10 to 25 cm above the surface. They can
> not teleport.
>
>
> When someone attacks them, keep track of all who so attacked, regardless
> of if they successfully hit or not. When a flame fiend attacks, it may get
> a special bonus against those who attacked it.
>
>
>
> *Head Butt Attack:*
>
> A Flame Fiend can head butt into one of its front hexes, but they prefer
> to not do so. When they make such an attack, they lunge forward, but become
> unbalanced and slowly rise back to vertical. On the next turn their
> movement is 4 lower, and all opponents can attack them at +2 DX. They can
> not defend on the turn after a head butt, nor may they head butt twice in a
> row, but they may claw normally.
>
>
>
> *Claw Attack:*
>
> This is the major attack by the creature and its attack is unusual in
> several respects.
>
> First it has –6 sDX (speed), so normally it attacks after all opponents.
>
> When it attacks, roll 3 dice of a single color, and any extra dice needed
> (by defending say, or because of talents like UC v), use dice of a
> different color. After the roll to hit, look at the 3 dice of the same
> color:
>
> ---- If those dice can be arranged into 3 consecutive numbers (a straight,
> e.g. 3,4 & 5), then as a free action and at no fST cost, it casts a fire
> hex into the hex of all figures who attacked it AND whom are within 5 hexes
> of the Fire Fiend.  (Straights can not ‘wrap round’, so 5, 6 & 1 is not a
> straight.)
>
> ---- If those 3 dice are triples (e.g. 3, 3, and 3), then blue flames
> blast away from it. These do (size of F. Fiend (round up)) damage to all
> figures within 3 hexes of it. This hot fire should cause flammable objects
> in this range to ignite.
>
>  (Example, a 1.5 hex Flame Fiend rolls 2, 2, & 2 on its to hit roll. In
> addition to its attack it explodes in a blue white fire ball. 1.5 hexes
> (round up) is 2 hexes. So it does two points of fire damage to all figures
> within 3 hexes of it. A wizard is holding a scroll and the GM says that the
> scroll is burning fiercely and is useless. Additionally the thick beard of
> another character is on fire and will do one damage each turn for 2 turns
> to the character’s face unless it is beaten out for one turn.)
>
>
>
> *Flame Fiend Regeneration:*
>
> If a Flame Fiend is standing in a fire hex or a bonfire, it regenerates 3
> points of damage per hex of the monster in the fire.
>
>
>
> *Magical Powers:*
>
> It may move one hex and cast the 6 hex fire spell, which only costs it 1
> fST.
>
>
> If it is standing in a magical fire hex, it may cast a spell, “Go Flame
> Like” for 5 fST. (Spell description is below.)
>
>
>
> *Weaknesses:*
>
> Note that the Magic Rainstorm spell does 20 points of damage per turn to
> them.
>
> A liter of water thrown on them does 3 points of damage.
>
> High pitched sounds like a tin whistle upsets them. If someone blows a
> loud whistle within 5 hexes of them, they must make a 3vsIQ or they act as
> if an Avert spell was cast on them. Each turn they may save. If they
> successfully save once, then they get +2 IQ for all later saves verses THAT
> whistle.
>
>
> *New Spell:*
>
>
> *Go Flame Like:* This spell is a natural ability of Flame Fiends, and
> causes them to go completely insubstantial for the rest of that turn, and
> the next four turns. Solid weapons can not hurt them. Attacks that can do
> damage to flame (cold attacks, water, Magic Rainstorm, etc.) do full damage.
>
> For the next four turns, the Flame Fiend can not physically attack others
> nor be attacked by them. It CAN cast spells. Note that it regenerates
> normally during this time, if it stays in its fire.
>
> *Cost: 5 fST.*
>
> --
> You received this message because you are subscribed to the Google Groups
> "The_Slope" group.
> To unsubscribe from this group and stop receiving emails from it, send an
> email to The_slope+unsubscribe@googlegroups.com.
> For more options, visit https://groups.google.com/d/optout.
>