pruning the creature data json

This commit is contained in:
Greg Gauthier 2024-07-17 23:24:39 +01:00
parent 670e19f496
commit a0b08f515e

View File

@ -646,26 +646,14 @@
0
],
"attacks": {
"claw 1": [
1,
6,
0
],
"claw 2": [
1,
6,
0
],
"bite": [
1,
10,
0
]
"claw 1": [1, 6, 0],
"claw 2": [1, 6, 0],
"bite": [1, 10, 0]
},
"mutations": [
"See Description"
"Gas Generation (See Description)"
],
"description": "It is rumored that the Buggems appeared even before the onset of the shadow years, having been spawned decades earlier by the radioactive fallout of on atomic bomb test. In appearance, these malevolent creatures have the synthesized features of a man and a gargantuan insect. The creatures are bipedal (standing between 150-200 centimeters) and have only two arms. Their bloated abdomen and thorax are connected to a large head complete with long, fern-like antennae and broad mandibles. When attacking, Buggems either strike with their two claws and bite, or they can use a crude weapon such as an axe, sword, or mace. When using a weapon the creatures can also bite. These termite men live within nests made up of a myriad of burrowed passages and chambers. Due to the lack of light in the buggem nests, the creatures have developed heightened senses that allow them to see in the dark. Buggem nests are found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. Like any of their smaller relations these termite creatures are primarily fungus eaters, raising their own food supply deep within their dark burrows in strange fungus gardens. Although they prefer to remain in their nests, buggems must occasionally venture outside to get hosts for their parasitic infants. These hosts are invariably humanoid and always perish during the eventual hatching of the young. In a world of far more dangerous creatures, the buggem species survives partially due to two unique mutations that occur occasionally among their kind. Appearing in one creature out of twenty, the buggems first mutation is that of gas generation. Several different types of gas are possible with varying probability of appearance. The types and associated probability are: <table><thead><td><b>Die Roll</b></td><td><b>Gas</b></td></thead><tbody><tr><td>1-40</td><td>Opaque Gas</td></tr><tr><td>41-80</td><td>Caustic Gas</td></tr><tr><td>81-100</td><td>Poison Gas</td></tr></tbody></table> Each mutated buggem is able to generate only one type of gas, and may use this ability only three times per day. Each generation fills a five meter by five meter area and lasts for five minutes or less depending upon the strength of the prevailing winds (if any). Opaque gas forms a billowing, harmless cloud, thick, white, and impenetrable to normal vision. Caustic gas is an acidic vapor that burns all within its area of effect for 1-6 points of damage per round. In addition, all individuals affected fight and defend at a penalty of -3. Poison gas is a colorless, odorless cloud of lethal vapor (intensity 3-18, roll for each mutated buggem with this ability). All buggems are immune to any of the gases effects. The second mutation is more rare, occurring in only 1% of the species. The abnormality causes the termites size and strength to decrease, but, in return the creature gains greater dexterity, heightened intelligence, and telepathic ability. These telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. They direct all important actions taken in their nests, allowing a degree of intelligence to enter into their lesser brothers actions. In addition, these biological freaks use archaic weaponry such as blasters, lasers, and death ray projectors whenever such advanced weapons are available. "
"description": "Buggems are bipedal (standing between 150-200 centimeters) and have only two arms. Their bloated abdomen and thorax are connected to a large head complete with long, fern-like antennae and broad mandibles. When attacking, Buggems either strike with their two claws and bite, or they can use a crude weapon such as an axe, sword, or mace. When using a weapon the creatures can also bite. These termite men live within nests made up of a myriad of burrowed passages and chambers. Due to the lack of light in the buggem nests, the creatures have developed heightened senses that allow them to see in the dark. Buggem nests are found in almost all climes and are easily recognizable by the prominent mound of dirt formed over the opening into their chambers. Appearing in one creature out of twenty, the Buggems first mutation is that of gas generation. Several different types of gas are possible with varying probability of appearance. The types and associated probability are: <table><thead><td><b>Die Roll</b></td><td><b>Gas</b></td></thead><tbody><tr><td>1-40</td><td>Opaque Gas</td></tr><tr><td>41-80</td><td>Caustic Gas</td></tr><tr><td>81-100</td><td>Poison Gas</td></tr></tbody></table> Each mutated Buggem is able to generate only one type of gas, and may use this ability only three times per day. Each generation fills a five meter by five meter area and lasts for five minutes or less depending upon the strength of the prevailing winds (if any). Opaque gas forms a billowing, harmless cloud, thick, white, and impenetrable to normal vision. Caustic gas is an acidic vapor that burns all within its area of effect for 1-6 points of damage per round. In addition, all individuals affected fight and defend at a penalty of -3. Poison gas is a colorless, odorless cloud of lethal vapor (intensity 3-18, roll for each mutated Buggem with this ability). All Buggems are immune to any of the gases effects. The second mutation is more rare, occurring in only 1% of the species. Telepaths are able to communicate with any member of their hive regardless of distance or physical obstruction. They direct all important actions taken in their nests, allowing a degree of intelligence to enter into their lesser brothers actions. In addition, these biological freaks use archaic weaponry such as blasters, lasers, and death ray projectors whenever such advanced weapons are available."
},
"blaash": {
"number": [
@ -4269,70 +4257,22 @@
"description": "<span class='nickname'>Orange Scarfers</span> This flying creature of unknown origin has a 9-meter wingspan and stands 3 meters tall on 2 hairy hind legs. I has human hands attached to its shapely wings and a lion-like head with large mandibles. It is entirely covered in long, soft, orange down. Yexils are slow-witted, but friendly. Their size and ability to shoot a laser blast from their eyes (24-meter range and 5d6 damage) discourage predators. Yexils are immune to old attacks. They eat manufactured clothing of all types and find synthetics especially tasty. In fact, the snappier the outfit, the better Yexils like the taste. They will often trade 'worthless' artefacts for 'food' of this type."
},
"zeethh": {
"number": [
5,
20,
0
],
"morale": [
1,
4,
6
],
"hit dice": [
1,
4,
0
],
"number": [5, 20, 0],
"morale": [1, 4, 6],
"hit dice": [1, 4, 0],
"armour": 10,
"environ": [
"land"
],
"land speed": [
0,
0,
0
],
"ms": [
1,
12,
4
],
"in": [
1,
4,
0
],
"dx": [
1,
4,
0
],
"ch": [
1,
4,
0
],
"cn": [
1,
4,
0
],
"ps": [
1,
4,
0
],
"environ": ["land"],
"land speed": [0, 0, 0],
"ms": [1, 12, 4],
"in": [1, 4, 0],
"dx": [1, 4, 0],
"ch": [1, 4, 0],
"cn": [1, 4, 0],
"ps": [1, 4, 0],
"attacks": {
"poison": [
0,
0,
0
]
"poison": [0, 0, 0]
},
"mutations": [
"Teleportation (See below)"
],
"mutations": ["Teleportation (See below)"],
"description": "<span class='nickname'>Gamma Grass</span> This purple grass is easily identifiable in summer by its long tassels topped by spiked seeds. When one or more warm-blooded entities are within 30 meters of this grass, the individual stalks will each try to teleport 25% of their seeds into the bodies of the entities. Seed which miss vaporize instantly. Those that enter the body do 2d6 damage immediately and secrete a Dissolving Juice that does an extra 1d4 damage per day for 7 days (after which they die if the victim is still alive). Damage caused by seeds can't heal until the seeds are dead. If the host dies while infected, the seeds cause Zeethh to sprout from his body within an hour and the blades grow tassels within 3 days. Teleported seeds are replaced at the rate of 1 per day. If more than one target is in range of a Zeethh field, the grass attacks everyone in range impartially."
}
}