Wednesday, June 8, 2016

Finally, a Revision of Critters, Creatures, and Denizens

It only took two years, but we finally updated Critters, Creatures, and Denizens. We added 30 pages of material, and corrected errors in grammar and game mechanics.  Available in both hardcopy and digital download from http://drivethrurpg.com/product/112841/Critters-Creatures--Denizens



We have a couple of new projects in development and testing, and one big project that we cannot talk about yet. Stay tuned,  more to come.

Wednesday, July 8, 2015

An announcement and Pink Flamingos

Cognition Pressworks is going to GenCon!  Liber Arcanum will be available for purchase at the Goodman Games booth. For $15 you get a signed copy of Liber Arcanum and a special drop in adventure - The Wizard's Cottage.

Coming soon:

Critters, Creatures, and Denizens is in the process of a revision. We are fixing a few errors, adding a few creatures, and some new art. We hope to have it finished by the end of the year. CCD will not be available at GenCon. We are working with our distributors to provide updates and changes to all who have purchased CCD already.  We will keep you posted.

Drop-in Adventures are coming. We are working on small modules designed to be used in the between module spaces of your campaigns. Stay tuned for more information.

And now, Pink Flamingos!
Yesterday a photo was shared with me on Facebook by my wife. Obviously, a gauntlet was thrown down. You would think this would be the extent of the trouble, but no, someone had to bring up zombies.


So of course, someone needed to write some rules for flamingos (two sizes), mutant lawn flamingos, and zombie flamingos.  Here you go.






Flamingos
Alignment: neutral
Type
bird
bird
Mutant bird
Zombie
bird
Zombie
bird
Zombie
bird
Name
Lesser
Flamingo
Greater Flamingo
Lawn Flamingo
Lesser
Flamingo
Greater Flamingo
Lawn Flamingo
Size
Small
Medium
Small
Small

Medium
Reach
5ft
5ft
5ft
5ft
5ft
5ft
STRength
8/ -1
10
10
8/ -1
10
10
AGILity
14/ +1
13/ +1
16/ +2
14/ +1
16/ +2
13/ +1
STAMina
11
13/ +1
10
---
---
---
INTelligence
2/ -4
2/ -4
4/ -2
---
---
---
PERsonality
9
9
13/ +1
---
---
---
LUCK
9
9
9
---
---
---
Action Die
1d20
1d20
1d20
1d10
1d10
1d10
Lift
8lbs
30lbs
10lbs
8lbs
10lbs
30lbs
Drag
---
---
---
---
---
---
Carry
4lbs
20lbs
5lbs
4lbs
5lbs
20lbs
Speed (Land)
10ft
15ft
10ft*
5ft
5ft
10ft
Run
30ft
60ft
40ft*
15ft
20ft
30ft
Sprint
No
No
80ft*
No
No
No
Speed (Swim)
No
No
No
No
No
No
Run
No
No
No
No
No
No
Sprint
No
No
No
No
No
No
Speed (Fly)
65ft
150ft
100ft
30ft
50ft
75ft
Acceleration
25ft
50ft
40ft
10ft
20ft
25ft
Deceleration
50ft
100ft
80ft
20ft
40ft
50ft
Glide
5ft
10ft
5ft
No
No
No
Hover
No
No
No
No
No
No
Initiative
+1
+1
+2
+1
+2
+1
AC
12
11
13
12
13
11
HD
1d4
1d6+1
1d8
1d10
1d10
1d10
Attack Die
1d20+1
1d20+1
1d20+2
1d20+1
1d20+2
1d20+1
Damage






(Beak)
1 pt
1d3
1d4
1pt
1d4
1d3
(Kick)
1d3-1
1d4
1d6
1d3-1
1d6
1d4
(Soul Drain)
1pt
1d3
1d4
1pt
1d4
1d3
Crit Die & Table
1d6/ M
1d6/ M
1d6/ M
1d6/ U
1d6/ U
1d6/ U
Fortitude
+1
+2
+1
+1
+1
+2
Reflex
+2
+2
+3
+2
+3
+2
Willpower
+1
+1
+2
+1
+2
+1
General Information:
These normally gentle birds live in extremely large colonies; spending their days idly wading through shallow fresh and saltwater lagoons and marshes.  They use their beaks to filter the muddy water for algae, worms, mollusks and other invertebrates.  They are known for their vivid pink coloration, but they are actually white; their coloration is a sign of their health, the fetter the food supply the brighter their colors.

Attack Profile:
When startled, the only real strategy for normal flamingos is to take to the air in large, loud, flocks that confuse predators.  When cornered they kick with the claws on their long legs as their primary attack.  Normal flamingoes have no bite attacks.  Encountered in flocks of 1d10 x10 birds.

However, several versions of mutated and carnivorous flamingos exist; a creation of demented wizardry, and large amounts of alcohol.  It is thought that these odd creatures were invented by an insane wizard looking to add a little style to their tower defenses, but these creatures soon escaped into the wild and have become quite the nuisance in arid, yet well irrigated regions.  These carnivorous mutants show no proclivity towards any type of prey.  They are even known to eat people, usually caught by surprise within a few yards of their front door.  Last but perhaps the most horrible incarnation of the majestic flamingo, is that some depraved soul decided to create several large flocks of zombie flamingos which have been known to descend upon small towns without warning.  The Mutant Lawn Flamingos rarely flock, choosing instead to focus on stealth and surprise.

Special Attacks:
None, normally, but mutant flamingos have shown a wide variety of special attacks, both in the wild and in captivity.  The list below is a small sampling of their more commonly known traits:

Flocking Dangerous – They gain a +1 bonus to attacks and save rolls for every 10 birds in the flock; max +10 bonus. 

Razor Beak: Grants the beak attack listed in the table above to the flamingo.

Special Powers:
Soul Drain: Successful beak attack provokes a DC10 Fortitude save from the victim, failure allows the mutant to drain their victim of 1d4 Stamina points.

*Polymorphic: This is strange manifestation of this mutation.  The flamingos do not transform into other creatures, but they turn into statues.  These strange sculptures are neither stone, nor wood, nor metal but are extremely durable (+10 hit points, DR5 overcome by creatures with at least 3HD, magic weapons, and spells)  When they are in this form they are unable to move, but are still aware of their environment.  In this form they gain a surprise attack on the first round of any encounter unless someone in the party succeeds at a DC15 spot traps roll, or a DC20 normal spot check.

Immunities & Vulnerabilities:
Captive versions of these flamingos are prone to instability as their masters continue to mutate them, but wild versions have the powers listed here and have stabilized into a new species.  

Undead Versions:
Action die is half of their attack die and they have half their normal number of actions; one minimum.  They retain any special attacks granted by their mutations, but must still provide stat-points to fuel them when necessary.

Blindsight – Undead can ‘see’ 20ft, +5ft per hit die or level. The creature or character can see invisible as well as ethereal creatures and is unaffected by magical darkness.

Fleshy undead take only half damage from crushing and piercing attacks.

Skeletal undead are immune to piercing damage and only take half damage from slashing attacks.

Immune to any damage from critical hits.

Take double damage from fire and roll at least 1d4 on Critical Table U of the DCC Core Rules, pgs. 385, and 390-91

Fear – The sight of the undead is enough to chill the blood of even the most heroic of warriors, all living creatures must succeed at a Willpower save against a DC equal to
7, +1 per hit die of the zombie or flee in terror for 1d6 rounds. This may be ignored in situations where the undead are ubiquitous or if the characters are familiar with undead and how to fight them at the Storyteller’s discretion.