Monday Monsters: Ogre

Unfortunately, I’m still under the weather from whatever bug my child brought home from daycare last week. (Which was the reason last Friday’s Cortex Prime content went out on Saturday afternoon.) So this week’s Monday Monster is going to be fairly straightforward. The ogre is a recent paper by Printable Heroes, and, like almost all of their minis, I felt compelled to stat it up for Fate Accelerated Edition.

Ogres seemed like they’d be a threat, a type of enemy introduced in the Fate Adversary Toolkit. Unlike hitters, such as the basilisk from a few weeks ago, threats can both dish out a lot of damage and absorb a lot of damage. They’re meant to grab and then hold the player characters’ attention. That being said though, they’re not all that challenging compared to many other monsters found in Dungeons & Dragons style fantasy games.

So I made the ogre an average threat, setting its lead approach at Good (+3), the same as the adventures found on this site. Apart from Flashy and Forceful, I really couldn’t justify putting any of its approaches above Mediocre; ogres are not know for being particularly careful, clever, quick, or sneaky. I usually try to follow the 1/2/2/1 or 1/2/3 spread for a monster’s approaches, but that just didn’t seem to fit here. So I went with what felt right rather than following the rules.

Which is basically what I always do anyway.


OgreHill Ogre

High Concept: Large Brutish Humanoid
Motivation: I Must Vent My Rage on Those Nearby
Aspect: Built Like a Brick Outhouse

Approaches:

  • Flashy: Fair (+2)
  • Forceful: Good (+3)
  • Others: Mediocre (+0)

Stunts:

  • Grim Trophies: Because I wear bits of those I’ve killed as jewelry, I get +2 to Flashily create advantages related to instilling fear in my opponents, such as Cowed, Daunted, or Intimidated.
  • Heavy Hitter: Because I hit with the force of a freight train, I deal +2 stress on a tied or better Forceful attack. (I don’t also gain a boost on a tie this way.)

Weight: 2 (Large)
Role: Enemy: Average Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):

The monster illustration is the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Monday Monsters: Ogre

Cortex Fridays: Runepriest, Druid, Umber Hulk, and Basilisk

Welcome to the first Cortex Fridays post! Last Saturday I said that I’d start making Cortex Prime versions of the fantasy adventurers and monsters on this blog. I’m still not entirely sure how I’m going to organize things, but for the time being I’m going to try and post two adventurers and two monsters every Friday: one of each will be from an older post, and the other will be from the current week. That’ll allow the Cortex Prime content to eventually catch up with the Fate Accelerated content, at which point each Cortex Friday post will just be that week’s monster and adventurer. So let’s get started!


Dwarven Runepriest

Dwarf_Runepriest

Distinctions:

  • Cautious Dwarven Runepriest
  • By the Will of the Forgelord
  • Solid As Stone

Approaches:

  • Careful d10
  • Clever d6
  • Flashy d8
  • Forceful d8
  • Quick d6
  • Sneaky d4

Roles:

  • Holy One d10
  • Mage d6
  • Scoundrel d4
  • Warrior d8

Note: For both Approaches and Roles, a d10 may be split into either 2d8 or 3d6, and a d8 may be split into 2d6.

Specialties:

  • Smithing (Warrior) d6
  • Stonecraft (Mage) d6

Note: Specialties may only be included in a dice pool when the listed Role die is also included, unless the player spends a plot point.

Signature Assets:

  • Dwarven-forged Heavy Plate Armor d8
  • Rune-scribed Heavy Warhammer d6

Stunts:

  • Defensive Fighter: Because I fight defensively, if I include Careful in my dice pool and achieve a heroic success when defending against a physical attack, I may turn my effect die into a Wide Open complication attached to my opponent.
  • Unrelenting: Because I am relentless in my advance, whenever a trap or
    opponent attempts to create a complication hindering my mobility, such as
    Slowed or Net Trap, I may step up my Forceful die when opposing.
  • Wards and Sigils: Because I can scribe runes of protection, I may double my Careful die whenever I create or step up assets on myself or my companions representing magical defense or shielding.

Vigilant Minotaur Druid

Minotaur_Druid

Distinctions:

  • I Must Halt Civilization’s Advance
  • Hurloon Tribe Stone-Caller
  • Ridiculously Bull-Headed

Approaches:

  • Careful d10
  • Clever d8
  • Flashy d6
  • Forceful d8
  • Quick d6
  • Sneaky d4

Roles:

  • Holy One d10
  • Mage d6
  • Scoundrel d4
  • Warrior d8

Note: For both Approaches and Roles, a d10 may be split into either 2d8 or 3d6, and a d8 may be split into 2d6.

Specialties:

  • Astrology (Holy One) d6
  • Earth Magic (Holy One) d6
  • Stonecraft (Mage) d6

Note: Specialties may only be included in a dice pool when the listed Role die is also included, unless the player spends a plot point.

Signature Assets:

  • Ironbark Quarterstaff d6
  • Ironbark Buckler d6

Stunts:

  • Burden of Stone: Because my counterstrikes magically weigh down my opponents, whenever I succeed in defending against a physical attack and included Careful in my dice pool, I may convert my opponent’s effect die into a Weighed Down stunt asset.
  • Hymns of the Earth: Because I can raise spires of rock from the ground with my song, I add a d6 and step up my effect die by +1 when including Clever in my dice pool to create or step up assets related to rough, impassible or hazardous rocky terrain in my or an adjacent zone.
  • Thunderhoof Charge: Because I hit with the strength of an avalanche after building up momentum, I may double my Forceful die to attack with my horns as long as I moved at least one zone before attacking.

OK. I hadn’t really meant to put notes on these entries, as four characters makes the post pretty long already. But I feel the need to clarify that I’m still feeling things out with the Cortex Prime versions of the monsters. Major NPCs are meant to be built with the same pieces as PCs (distinctions, attributes, skills, and signature assets/specialties if you’re using the “standard” Cortex Prime pieces). But I’m using approaches and roles for the heroes, rather than attributes and skills. It makes sense for the monsters to have approaches, but unless they’re intelligent, the holy one / mage / scoundrel / warrior roles that PCs have don’t really fit.

But as major NPCs should have similar number of “dice buckets” to the PCs,  I suppose I could use behaviors instead of roles. Something like brute / controller / lurker / reviver, to help reinforce how the monster acts. Does it wade heedlessly into battle? That’s brute. Does it toss out effects that make things more difficult for the heroes to deal with? Controller. Hang back and harry the PCs directly but run from a fair fight? Lurker. Reinforce its monstrous allies rather than directly engaging the heroes? Reviver. (MMOs aren’t really to my tastes, but you can see I’m borrowing some of their terminology here.) I think that sounds pretty good, so let’s go with that for now.


Umber Hulk (Major NPC):

Umber_Hulk

Distinctions:

  • Large Gorilla-Beetle Hybrid
  • I Must Gorge on Humanoid Meat
  • Subterranean Juggernaut

Approaches:

  • Careful d4
  • Clever d6
  • Flashy d4
  • Forceful d12
  • Quick d8
  • Sneaky d8

Roles:

  • Brute d10
  • Controller d8
  • Lurker d4
  • Reviver d6

Specialties:

  • Burrowing (Forceful) d6

Signature Assets:

  • Steel-Hard Chitin Plates d8
  • Super Sensitive Antenna d8

Stunts:

  • UMBER HULK SMASH!: Because I am an insectile engine of destruction, I may double my Forceful die when attempting to overcome physical obstacles that can be smashed through.
  • Sharp Digging Claws: Because I have claws sharp enough to burrow through solid stone, I add a d6 to my pool and step back the highest die in my pool by one when making an attack. If the attack is successful, I step up my effect die by one.
  • Mind Scrambler: Because I have a hypnotic gaze, I may double my Sneaky die whenever I create or step up a complication representing my mind scrambling effects, such as Confused, Dazed, or Hypnotized.

Scale:

The Umber Hulk is a Large creature (weight 2). It adds a d8 scale die to its dice pool and keeps a third die in its total when acting against opponents that weigh less than it does. Two Medium creatures (each weight 1) or four Small creatures (each weight 1/2) must engage the Umber Hulk at once to negate the scale die bonus.


Stone-Eyed Basilisk (Major NPC):

Basilisk

Distinctions:

  • Medium Magical Lizard
  • I Must Add To My Den’s Statuary
  • Incredibly Slow Metabolism

Approaches:

  • Careful d8
  • Clever d6
  • Flashy d6
  • Forceful d10
  • Quick d4
  • Sneaky d8

Roles:

  • Brute d4
  • Controller d6
  • Lurker d8
  • Reviver d4

Specialties:

  • Lying in Wait (Sneaky) d6
  • Extremely Robust Digestive System (Forceful) d6

Stunts:

  • Cunning Ambush Predator: Because I attack from ambush, whenever I include both my Sneaky die and an asset related to concealment, such as Buried, Disguised, or Hidden in my dice pool on an attack, I keep a third die for my total.
  • Paralyzing Gaze: Because I can turn creatures to stone by locking eyes with them, I can include my Forceful die in a roll to create a Slowly Petrifying complication on an opponent at any distance, as long as we can both see each other. In addition to creating the complication, a success begins the Stone Curse effect for that character (see below).

The Stone Curse

At the beginning of the basilisk’s turn, each Slowly Petrifying complication automatically steps up. If it would step up past a d12, the character is taken out of the scene and the complication becomes Totally Petrified d12.


The character and monster illustration are the free paper mini made by Printable Heroes. The free versions are backless, but if you support the Patreon at just $1 a month you get minis with backs. For $2 a month you get access to “reskins”, and for $3 a month you get multiple color options. That’s a fantastic deal.

Cortex Fridays: Runepriest, Druid, Umber Hulk, and Basilisk