Space Rabbits and Radioactive Robots

Just the other day we took a look inside the covers of the Starfinder Roleplaying Game: Alien Archive. I shared some of my favourite creatures, spoke about what the book contains, and touched on the easy and adaptable monster and NPC creation process. My children and I tested out the creation system, and today, we’re going to share what they made in order to emphasize just how fun and easy it is.

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The creatures featured today are for use with the Starfinder Roleplaying Game: Core Rulebook.

Now, it should be noted, that my children are young. My daughter turned six last month, while my son turned seven last month. This means that if they can do it, you can do it.

Now, where to start?

The first step is the concept and CR. My daughter immediately decided to make a colossal rabbit which flies through space, firing laser beams from her eyes, breathing fire from her nose, and feeding off the electrical energy of space storms, starships, asteroids, and even other living beings. It’s quite big and strong, so she’s hoping to make it a CR 10 or so. And my son? He made radioactive robots! As their creators and their societies were destroyed by nuclear war, some of the robots survived the devastation. Damaged from the blast and the centuries that have passed since, these robots have broken chassis, exposed wiring, and scratched and dented frames. Their solar panels no longer work, but they absorbed a huge amount of radiation, and function on nuclear power, instead. He’s aiming for a lower powered monster, making it CR 3.

The next step is to choose the creature’s array, which is its role in combat. Although my daughter strongly debated changing around her concept to make her space rabbits spellcasters, in the end she stuck to her original concept, and made her space rabbits a combatant. My son chose the same. Once you know your array you check out the associated charts and get all of your statistics for the creature. We wrote these down, and got ready for the next step: selecting a creature type. My daughter’s space rabbits were going to be magical beasts, and didn’t need a subtype. This means they’ll be getting dark vision, low-light vision, +2 to Fortitude and Reflex saving throws, and +1 on attack rolls. Meanwhile, my son’s radioactive robots were going to be constructs, which grants his monster a -2 to all its saving throws, a +1 to its attack rolls, and some snazzy traits including darkvision and construct traits. They would also have the technological subtype, which didn’t add any new abilities.

The next step is adding a class graft, which neither of my children’s creations needed. Skipping this step meant we would next be adding any any other templates they desired, which they also both decided against.

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Creatures featured today were created with the rules found inside the Starfinder Roleplaying Game: Alien Archive.

The next step they found the most fun: selecting special abilities and your creature’s attack forms. Their array and CR will determine how many abilities they can choose. In addition, some abilities are free. It should also be noted that this number is a guideline, and can be altered as necessary to make your monster concept come to life. The special abilities you can select include things like feats, universal monster abilities, and statistic increases. You can also select abilities that show up in other stat blocks.

So what did they choose? Well, our space rabbits already have darkvision and low-light vision from being a magical beast, but my daughter was very intrigued with the idea of giving them blindsight (voltage), which would allow them to detect and see electrical fields to a range of 60 feet. If she did choose to add this, it would count as one special ability. Attacks are necessary to the creature, so the natural attacks it would receive (a piercing bite and laser beam eyes) would be free of charge. Other free abilities creatures receive is anything that they require to survive in their environments. For our space rabbits this means they need immunity to cold and a vacuum, as well as the no breath ability. Because of her CR she’d get a third immunity, so my daughter chose electricity.

Which brings us to our second special ability! Space rabbits would get a breath weapon which shoots out a super heated blast of energy–fired from their nose, of course! She also contemplated taking the swallow whole ability, but was undecided. This would be their third ability, if she chose to select it. And lastly, they’d need a supernatural fly speed so that they can move around in space. Luckily, movement speeds (within reason) are also free. That left her with three abilities. Her chart suggested having two, but, as mentioned, you can go over within reason (or under, for that matter). There was one other ability my daughter thought they needed: the ability to land upon and leave planets safely. After all, how could they escape a planet’s gravity with only a 60 ft. move speed…? We left my daughter to mull this over, and moved on to help my son.

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Starfinder Roleplaying Game: Alien Archive 2, due out in October,is currently available for preorder!

So what did our radioactive robots need? Well, unlike the rabbits, they didn’t need any special abilities to survive in their environment, nor did they need a fancy move speed. Just walking was fine. As a construct, they would already have plenty of immunities and snazzy traits, so he didn’t want to add to that. The robot’s natural attacks would be a slam attack. Originally this would have done bludgeoning damage, but my son adores the idea of them broken and crackling with electricity, so he decided it does bludgeoning and electricity damage. He also gave it the arc critical ability. To represent that the robots are already broken open and damaged, he gave them a weakness: vulnerable to critical hits. The first special ability he knew he wanted to give them was an aura of radiation. Due to their minor CR, it would only be low level radiation, which he thought was a little disappointing–especially since they would be found on a radiated planet and the PCs would likely already have their armour’s environmental protections up (which would make them immune to low levels of radiation). We decided to revisit the radiation levels later, and continue on with planning. For their ranged attack, he decided that they would shoot out a beam of their internal nuclear energy–an attack against EAC which would deal fire damage. He wants them to explode upon destruction, so we gave them the self-destruct special ability, but we were torn on whether to make it deal fire or electricity damage–fire to represent their minor nuclear explosion, and electricity to represent their sparking, glitching exposed wiring. In the end we decided to make it deal fire. There was one other thing he wanted to make his robots do: spark with electricity when touched in melee combat. We decided that this would do only minor damage, just a single zap of damage to anyone touching them with a manufactured or natural melee attack. And that was it! He was happy.

From there we chose which skills each creature would be best with, a simple step which was over in a flash. Then you select spells and spell-like ability–if your monster has a spell casting class graft or a special ability which grants them casting. Neither of our creatures did, so all that was left was to put it together and check it over.

So how did it turn out? Take a peek for yourself.


GALACTIC RABBIT

CR 10                  XP 9,600
N Colossal magical beast
Init +5; Senses blindsense (electicity) 60 ft., darkvision 60 ft., low-light vision; Perception +24

DEFENSE           HP 165
EAC 23; KAC 25
Fort +14; Ref +14; Will +9
Immune cold, electricity, vacuum

OFFENSE
Speed 30 ft., fly 60 ft. (Su, good); thermal flight (speed 6; maneuverability good (turn 1))
Melee bite +21 (2d8+18 P plus swallow whole)
Ranged eye lasers +19 (3d4+10 F)
Offensive Abilities breath weapon (70 ft. cone, 11d6 F, DC 17, usable every 1d4 rounds), swallow whole (1d6+15 F, EAC 23, KAC 21, 41 HP)
Space 30 ft.; Reach 20 ft.

STATISTICS
Str +8; Dex +5; Con +3; Int –2; Wis +2; Cha +0
Skills Acrobatics +24, Intimidate +19, Survival +19
Languages Sylvan (can’t speak any language)
Other Abilities no breath, thermal flight

SPECIAL ABILITIES
Eye Lasers (Ex): Galactic rabbits can fire laser beams from their eyes at a range of 120 feet. Despite having two eyes, both laser beams must be directed at the same target, and function as a single attack.

Thermal Flight (Su): Galactic rabbits can use the thermal energy stored in their stomachs to achieve incredible bursts of speed for a short time. This enables them to land upon and take off from planets without difficulty, and reach speeds equivalent to that of a spaceship. A galactic rabbit cannot activate thermal flight if they have used their breath weapon within four rounds. Once activated, the galactic rabbit gains shields as if it were a starship (20 shields, split evenly between its four quadrants), and a fly speed of 6 hexes (good maneuverability). This flight speed lasts for a number of minutes equal to the galactic rabbits CR (10 minutes for adult galactic rabbits). After activating thermal flight, galactic rabbits no longer have enough thermal energy to utilize their breath weapon, or thermal flight for 24 hours.

ECOLOGY
Environment space
Organization solitary, pair, or herd (2 galactic rabbits with 2–6 galactic bunnies)

GALACTIC BUNNY
CR 4                    XP 1,200
N Large magical beast
Init +5; Senses blindsense (electicity) 60 ft., darkvision 60 ft., low-light vision; Perception +15

DEFENSE           HP 50
EAC 16; KAC 18
Fort +8; Ref +8; Will +3
Immune cold, electricity, vacuum

OFFENSE
Speed 30 ft., fly 40 ft. (Su, average); thermal flight (speed 4; maneuverability average (turn 2))
Melee bite +12 (1d6+9 P plus swallow whole)
Ranged eye lasers +9 (1d4+4 F)
Offensive Abilities breath weapon (40 ft. cone, 5d6 F, DC 13, usable every 1d4 rounds), swallow whole (1d4 F, EAC 16, KAC 14, 12 HP)
Space 10 ft.; Reach 5 ft.

STATISTICS
Str +5; Dex +3; Con +1; Int –2; Wis +0; Cha +0
Skills Acrobatics +15, Intimidate +10, Survival +10
Languages Sylvan (can’t speak any language)
Other Abilities no breath, thermal flight

SPECIAL ABILITIES
Eye Lasers (Ex): Galactic bunnies can fire laser beams from their eyes at a range of 90 feet. Despite having two eyes, both laser beams must be directed at the same target, and function as a single attack.

Thermal Flight (Su): Galactic bunnies can use the thermal energy stored in their stomachs to achieve incredible bursts of speed for a short time. This enables them to land upon and take off from planets without difficulty, and reach speeds equivalent to that of a spaceship. A galactic bunny cannot activate thermal flight if they have used their breath weapon within four rounds. Once activated, the galactic bunny gains shields as if it were a starship (4 shields, split evenly between its four quadrants), and a fly speed of 4 hexes (average maneuverability). This flight speed lasts for a number of minutes equal to the galactic bunnies CR (4 minutes for galactic bunnies). After activating thermal flight, galactic bunnies no longer have enough thermal energy to utilize their breath weapon, or thermal flight for 24 hours.

ECOLOGY
Environment space
Organization solitary, litter (2-6), or herd (2 galactic rabbits with 2–6 galactic bunnies)

Galactic rabbits look surprisingly like their mundane counterparts—on a much large scale. Although capable of flying through any environment, galactic rabbits prefer to live in the void of space. They survive on electrical energy, and are capable of seeing it from great distances. They can devour any sources with electrical fields, including electrical devices, starships, satellites, asteroids, and even other lifeforms. They can also absorb it directly from space storms. Electricity is digested and stored as thermal energy in their stomachs. This thermal energy can be released in a superheated exhalation shot from their constantly twitching nose, or used to power extreme bursts of speed.

Although quite rare, galactic rabbits can wreak havoc on technologically advanced planets and starships and are often attacked with extreme prejudice when spotted. Because of their modest intelligence, Xenowardens often befriend galactic rabbits. In most cases, this is to protect them, or raise them as companions, while more violent xenowardens use them as a weapon against their enemies, releasing them upon corporate satellites, and exploitive colonies.

It is unknown how galactic rabbits came into being, although their ability to understand the language of the fey makes most scholars suggest that they are a beings of the fabled First World, or perhaps the result of fey experimentation upon the galactic rabbit’s mundane cousins. Whatever the case, galactic rabbits are here to stay, and are capable of procreating incredibly rapidly. Their offspring, galactic bunnies, are capable of living alone after only two months, and are full grown within a year. Galactic rabbits live for centuries, and can go for extended periods of time without feeding. They are capable of birthing two litters of young a year, if given even electrical currents to feed off of.  Although this can easily overrun a planet, the galactic rabbit’s fondness for space means that this is rarely a problem. Even a horde of well-fed galactic rabbits cannot overpopulate the infinite solar systems.

There are rumours that a galactic rabbit exists deep in the Vast, so large it can devour an entire planet, and swallow the largest of starships whole. These rumours are unsubstantiated, and no reliable source has ever reported or proven such claims.


Radioactive Robot (Patrol Class)
CR 3                    XP 800
N Medium construct (technological)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +8
Aura radiation (15 ft., DC 13)

DEFENSE           HP 40
EAC 14; KAC 16
Fort +3; Ref +3; Will +1
Immunities construct immunities, electrified exterior
Weaknesses vulnerable to critical hits

OFFENSE
Speed 20 ft.
Melee slam +12 (1d6+7 B & E; critical arc 1d4)
Ranged nuclear beam +9 (1d4+3 F; critical burn 1d4)
Offensive Abilities self-destruct (1d6+3 F, DC 12)

STATISTICS
Str +4; Dex +2; Con —; Int —; Wis +1; Cha +0
Skills Athletics +8
Languages One local language (can’t speak any language)
Other Abilities mindless, unliving

SPECIAL ABILITIES
Aura of Radiation (Ex)
Due to the devastation of nuclear war or extremely radioactive environments, radioactive robots have absorbed extreme levels of radiation, and have evolved the ability to produce, store and redirect this energy without being harmed by it. A radioactive robot emanates low radiation out to 15 feet.

Electrified Exterior (Ex)
Radioactive robots are broken and damaged, and spark with electricity. Making physical contact with a radioactive robot can cause electrocution. Any creature that succeeds on a melee attack against a radioactive robot with a manufactured or natural weapon—even if this attack does not harm the radioactive robot—takes 1 electricity damage.

Self-destruct (Ex)
A radioactive robot is highly unstable and self-destructs when it is reduced to 0 HP, dealing an amount of fire damage equal to 1d6 + the robot’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any technological components that could have been salvaged from the radioactive robot.

Radioactive Robot (Enforcer Class)
CR 7                    XP 3,200
N Large construct (technological)
Init +2; Senses darkvision 60 ft., low-light vision; Perception +14
Aura radiation (30 ft., DC 17)

DEFENSE            HP 105
EAC 19; KAC 21
Fort +7; Ref +7; Will +4
Immunities construct immunities, electrified exterior
Weaknesses vulnerable to critical hits

OFFENSE
Speed 30 ft.
Melee slam +18 (2d6+12 B & E; critical arc 1d6)
Ranged nuclear beam +15 (2d6+7 F; critical burn 1d6)
Offensive Abilities self-destruct (1d6+7 F, DC 15)

STATISTICS
Str +5; Dex +4; Con —; Int —; Wis +2; Cha +0
Skills Athletics +14
Languages One local language (can’t speak any language)
Other Abilities mindless, unliving

SPECIAL ABILITIES
Aura of Radiation (Ex)
Due to the devastation of nuclear war or extremely radioactive environments, radioactive robots have absorbed extreme levels of radiation, and have evolved the ability to produce, store and redirect this energy without being harmed by it. A radioactive robot emanates medium radiation out to 15 feet and low radiation for an additional 15 feet.

Electrified Exterior (Ex)
Radioactive robots are broken and damaged, and spark with electricity. Making physical contact with a radioactive robot can cause electrocution. Any creature that succeeds on a melee attack against a radioactive robot with a manufactured or natural weapon—even if this attack does not harm the radioactive robot—takes 1d4 electricity damage.

Self-destruct (Ex)
A radioactive robot is highly unstable and self-destructs when it is reduced to 0 HP, dealing an amount of fire damage equal to 1d6 + the robot’s CR to all creatures in a 10-foot-radius burst. A creature can attempt a Reflex saving throw to reduce this damage by half. This ability destroys any technological components that could have been salvaged from the radioactive robot.

ECOLOGY
Environment any environment with high levels of radiation
Organization solitary, pair, unit (3-4 radioactive robots attempting to complete a similar objective)

Radioactive robots are found in places where nuclear war or high levels of radiation have destroyed technologically advanced societies. The few robots who survive such destruction are battered and broken—sparking with electricity form their exposed, tattered wiring and circuitry. These robots have absorbed the radiation around them, and use it to power themselves. Mindless and glitching they wander aimlessly, sometimes attempting to continue their original purposes, and other times corrupted to the point of senseless violence. They never wander far from their radioactive environments.

Radioactive robots can be found in localized areas of devastation, like the ruins of exploded nuclear reactors, or the wreckage of crashed starships that were once powered by nuclear engines. They can also be found in large swaths of territories that have high radiation levels, like the desert wastes of a planet destroyed by nuclear war, or natural phenomenon. They are a common sight on the ghibrani homeworld of Elytrio, which was devastated by thermonuclear war, and Jasterax, a planet in the Vast wracked with fierce storms of radioactive rain.


I hope you enjoyed reading about our creations as much as we enjoyed making them. My kids and I had a blast, and they couldn’t be more proud with what they’ve developed.

Have any creations you’d like to share with us? Let us know in the comments!

See you soon,

Jessica (and kids)