Amaranthine Annelid

Amaranthine-Annelid-PatreonThe Amaranthine Annelid is an updated version of a large, violet-hued burrowing monster found in the Dungeons & Dragons roleplaying game. We wrote up the original version about two years ago, and like many of our early resources, it was inspired by one of  Printable Heroes’ paper miniatures.

Apart from cleaning up some wording and deciding what skills/ratings the Fate Core version of the monster would have based on its Fate Accelerated approaches, we didn’t change much from the original. Even after all this time, we’re still pretty happy with that Belly of the Beast stunt. Swallowing opponents whole is a signature move of the monster, and we wanted it to be scary while not spelling instant death for the heroes. We very much believe that, at least for most types of games, character death should be meaningful and that the player should have a large say in the ultimate fate of their character. Moving swallowed heroes to a separate zone, complete with its own aspects and hazards, which they have a set amount of time to escape from is a great way to make things tense and challenging while still giving the player ample opportunity to escape what is essentially a giant purple death trap.

The links for the Amaranthine Annelid on the front page under Resource Catalogue have been updated, or you can grab the A4 sized version here and the letter sized version here.

We’ll continue to post updates like this when heroes and monsters released prior to the Patreon page have been updated to include both Fate Accelerated and Fate Core stats.


Just a reminder, these resources are made possible thanks to the supporters of the Fantastic Fate Patreon page. Patrons get new resource packs a full month before they’re released to the public, get to vote on the theme of upcoming monthly sets, as well as help make decisions regarding the stats and presentation of antagonists.

Amaranthine Annelid

Cortex Fridays: Minstrel, Mercenary, Purple Worm, and Ogre

Here are the Cortex Prime versions of the High Elf Minstrel, Cyclops Mercenary, Purple Worm, and the Ogre. There were some stunts and effects in this group that were rather tricky to translate, given the differences between Fate Accelerated and Cortex Prime.


High Elf Minstrel

Distinctions:

  • Dramatic High Elf Minstrel
  • Traveled To Every Corner of the World
  • My Reputation Precedes Me

Approaches:

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

Roles:

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

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:

  • Arcane Lore (Mage) d6
  • Bluff (Scoundrel) d6
  • Heraldry (Mage) d6
  • Oration (Scoundrel) 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:

  • Heirloom Wyvernbone Lyre d6

Stunts:

  • Charming and Open: Because I can trick people into saying more than they should, after I Sneakily create a complication related to lies, deceit, or doublespeak, I may double my Sneaky die when creating a complication on that character for the rest of the scene.
  • Flashing Blade: Because I am a master duelist, at the start of a conflict, as a free action before anyone else acts, I may take an action against the doom pool to attempt to Flashily create an asset demonstrating how impressive of a fighter I am.
  • Story Collector: Because I have memorized hundreds of stories, I may double my Clever die to overcome obstacles if I can recite a story or poem of a famous hero facing similar circumstances and how they triumphed.

Cyclops Mercenary

Distinctions:

  • Precise Cyclops Mercenary
  • Former Bloodstone Wastes Bandit
  • Civilization Is For the Weak

Approaches:

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

Roles:

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

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:

  • Small Group Tactics (Warrior) d6
  • Survival (Scoundrel) d6
  • Tracking (Scoundrel) 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:

  • Behemoth Hide Armor d6
  • Behemoth Hide Buckler d6

Stunts:

  • Giantkin: Because I tower over most other humanoids, I count as a large creature with weight 2. (I add a d8 scale die to my pool and keep an extra die in my total when acting against creatures smaller than I am.)
  • Limited Prescience: Because I can foresee my opponents’ next actions, I may double my Careful die and keep an extra die in my total when defend myself against physical attacks. If I do, I can not use my effect die to inflict stress or a complication on my opponent.
  • Voice of Command: Because I am used to commanding troops, I add a d6 to my dice pool and step up my effect die whenever I Forcefully create an asset for one of my allies representing my tactical orders or advice.

Purple Worm (Major NPC)

Distinctions:

  • Gargantuan Magical Worm
  • I Must Consume Massive Amounts
  • Nearly Blind Tunneling Terror

Approaches:

  • Forceful d12+d8
  • Quick d6
  • Sneaky d6
  • Others d4

Roles:

  • Brute d10
  • Controller d4
  • Lurker d10
  • Reviver d4

Specialties:

  • Burrowing (Lurker) d6

Signature Assets:

  • Massive Tooth-Filled Maw d8
  • Inch-Thick Purple Armor Plates d8

Stunts:

  • Belly of the Beast: Because I swallow creatures whole, when I achieve a heroic success on a Forceful attack against a single creature that weighs less then me, I may move the defender to the Worm Guts zone instead of stepping up my effect die (see Digested! below).
  • It’s an Ambush!: Because I ambush my prey from beneath, I can spend a plot point to burrow into the ground, vanishing from the scene. Then, at the end of any later turn, I can spend another plot point to reappear anywhere in the scene and immediately attack.
  • Venomous Stinger: Because my tail is tipped with an envenomed spike, when I succeed with style on a Sneaky attack, I may forgo the boost to give the defender a Poisoned aspect with a free invoke.

Digested!:

The Worm Guts zone is a separate zone representing the gullet of the massive worm. The only way for someone to move into this zone is by being swallowed by the beast, either as a result of the Belly of the Beast stunt or by willingly jumping into the creature’s mouth. This zone has Hunks of Unrefined Ore, Littered with Precious Gemstones, and Grinding Muscular Contractions scene distinctions. When someone enters the Worm Guts zone, they gain the Digested! d6 complication.

Getting out of the Worm Guts zone requires a successful action against the doom pool, plus an additional d12 for the worm’s esophageal muscles. At the beginning of the purple worm’s turn, each Digested! complication automatically steps up. If it would step up past a d12, the character is dumped into the roiling pool of acid that is the worm’s stomach. They’re most likely dead.

Scale:

The Purple Worm is a Gargantuan creature (weight 8). It adds a d8 scale die to its dice pool and keeps an extra die in its total for every time it weighs twice its opponent. (In other words, against a lone adventurer, the worm is getting to add 3d8 to its roll and keeping four dice for its total. It takes an entire party of at least five characters all engaging it at once to negate the scale bonus.)


Hill Ogre (Major NPC)

Distinctions:

  • Large Brutish Humanoid
  • I Must Vent My Rage on Those Nearby
  • Built Like a Brick Outhouse

Approaches:

  • Flashy d8
  • Forceful d10
  • Others d4

Roles:

  • Brute d10
  • Controller d4
  • Lurker d4
  • Reviver d4

Signature Assets:

  • Giant Spiked Club d6

Stunts:

  • Grim Trophies: Because I wear bits of those I’ve killed as jewelry, I add a d6 and step up my effect die by +1 when including Flashy in my dice pool to create or step up complications 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 step back the highest die in my dice pool but keep an extra die for my total when making a Forceful attack.

Scale:

The Hill Ogre is a Large creature (weight 2). It adds a d8 scale die to its dice pool and keeps an extra die in its total when acting against opponents that weigh less than it does.


The character 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: Minstrel, Mercenary, Purple Worm, and Ogre

Monday Monsters: Purple Worm

I ran a poll on Twitter and Google Plus two weeks ago asking which monster people wanted to see for future Monday Monsters posts. The Purple Worm and Juvenile Blue Dragon tied for second place and as I have something special planned for the dragon, I decided to do the Purple Worm next. To be honest, I’d already statted up the massive creature before running the poll, but I made some changes to it over the weekend with stuff from the fantastic Fate Adversary Toolkit.

The Purple Worm has several notable features that I wanted to capture: its massive size, its tunneling ability, and its propensity to swallow opponents whole. I’m already using the Weight rules from War of Ashes: Fate of Agaptus, conveying its size was fairly easy. As this is Fate and everything can be treated as a character, even various parts of the same huge monster, I could have broken the worm into two smaller characters; a head and a tail. That would have allowed the two halves to operate independently, making separate attacks even, but I felt that would be too complicated. More NPCs on the board means more of a hassle for the GM, so I kept the worm as a single character.

The tunneling ability could have been handled a number of ways too. I like stunts that allow a character to create aspects at the beginning of a conflict as a way to set the scene. I feel these sorts of stunts are great for monsters that will most likely be encountered in their lair or in a place of the monster’s choosing. The worm could have had a stunt that created a Broken Ground, Unstable Terrain, or Miles of Tunnels aspect to represent it honeycombing the area with tunnels prior to the encounter. I feel that I’ve been overusing those sorts of stunts though, and so looked for something else. A stunt that granted a bonus to creating tunneling related aspects would have been appropriate too. But as the worm would most likely do that with the Forceful approach, which is Fantastic (+6), there would only be a very small chance of them failing. An “auto-succeed” dice roll like that seemed rather boring.

Ultimately I went with a stunt found in the Fate Adversary Toolkit and reflavored it. I imagine the worm burrowing so deep that they’re impossible to spot, attack, or affect in any way. Removing the character from the scene seemed the best way to represent that, as a Burrowed aspect could be overcome. Plus, if the characters can get out of the scene before the worm reemerges again, it’s a way for them to escape the monster. Moving to any zone and instantly attacking is pretty powerful, but the stunt costs two Fate points, (one to disappear and another to reappear) so it’s something I see happening only once or twice during an encounter.

Swallowing characters whole was the hardest ability to decide on. Again, there were multiple ways I could have done this. Both Dungeons & Dragons and Pathfinder versions of the worm give swallowed characters a chance to escape. Which is only fair, really. It’s no fun at all to have your character get one-shotted, even if it is by a giant worm. Giving swallowed characters an Engulfed aspet would have worked, and has the benefit of being simple. A stunt that granted a free attack against everyone with the Engulfed aspect at the end of the worm’s turn could represent the crushing and acid damage a character takes from being in the monster’s guts. I could also have made the inside of the worm a separate character, complete with aspects, approaches, and a separate stress track. But as I said with the tail, that means more for the GM to keep track of. Plus, I wanted to use some of the new stuff found in the Fate Adversary Toolkit.

One of the new things in that book are countdowns, a way to track elapsing time and increase tension. I think it works wonderfully here, as the longer a character stays in the worm’s esophagus, the farther down they get pushed until plop! They’re dropped into it’s stomach. To really reinforce that swallowed characters are in a different location than those outside the worm, I made the worm’s esophagus a separate zone, complete with its own aspects. (I read that indigestible items like metal and gems are often found in the guts of Purple Worms, and thought that would be fun to include. Plus, the character has to deal with the contracting muscles of the esophagus itself.) My gut (See what I did there?) said to make the countdown only three boxes, but I was feeling generous.

Looking at it now, a separate zone with an individual countdown for each swallowed character isn’t any simpler than breaking the worm into two, or even three, separate characters. But I’m pretty happy with how this came out. Make no mistake, this thing is a beast. It’s lead approach is three steps higher than the fantasy characters I’m making. Coupled with its weight of 8, it will almost always succeed with style on any of its forceful attacks. This thing is meant to be a serious challenge, and smart characters will probably run rather than try to fight it.


Purple Worm

High Concept: Gargantuan Magical Worm
Motivation: I Must Consume Massive Amounts
Aspect: Nearly Blind Tunneling Terror
Aspect: Massive Tooth-Filled Maw
Aspect: Inch-Thick Purple Armor Plates

Approaches:

  • Careful: Mediocre (+0)
  • Clever: Mediocre (+0)
  • Flashy: Mediocre (+0)
  • Forceful: Fantastic (+6)
  • Quick: Average (+1)
  • Sneaky: Fair (+2)

Stunts:

  • Belly of the Beast: Because I swallow creatures whole, when I succeed with style on a Forceful attack against a single creature that weighs less then me, I may forgo the boost to move the defender to the Worm Guts zone (see Notes).
  • It’s an Ambush!: Because I ambush my prey from beneath, I can spend a Fate point to burrow into the ground, vanishing from the scene. Then, at the end of any later turn, I can spend another Fate point to reappear anywhere in the scene and immediately attack.
  • Venomous Stinger: Because my tail is tipped with an envenomed spike, when I succeed with style on a Sneaky attack, I may forgo the boost to give the defender a Poisoned aspect with a free invoke.

Weight: 8 (Gargantuan)
Role: Enemy: Great Threat
Stress: ▢ ▢ ▢
Consequences:

  • Mild (2):
  • Moderate (4):
  • Severe (6):

Notes:

The Worm Guts zone is a separate zone representing the gullet of the massive worm. The only way for someone to move into this zone is by being swallowed by the beast, either as a result of the Belly of the Beast stunt or by willingly jumping into the creature’s mouth. This zone has Hunks of Unrefined Ore, Littered with Precious Gemstones, and Grinding Muscular Contractions aspects. When someone enters the Worm Guts zone, start the following countdown for that character:

DIGESTED!
Obstacle:
Opposition: Great (+4) Esophageal Muscles
Countdown: ▢ ▢ ▢ ▢
Trigger: An exchange elapses with someone in the Worm Guts zone.
Outcome: The character is dumped into the roiling pool of acid that is the worm’s stomach.


You can download the Purple Worm as a two-page A4-sized PDF or a letter-sized PDF.

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: Purple Worm