We are concluding both April and finals week with a look at the Prosimii clans. These are the least advanced but most adorable primate clans, and will wrap up Monkeys With Guns, which means actual usable stats for games that already exist and which you can play will resume tomorrow.
We finish up with the New Monkeys today, which means we’re just about done with this foray into the fluff of Monkeys With Guns. At some point I’d like to finish up the actual rules (they’re about 2/3s finished) and release the game, but I’m not promising to work on that any time soon, since I have plenty of other unfinished projects I’m trying to tie off right now.
And also yeah, this blog is a one-man show right now, which defeats the original point and is probably also having a negative impact on quality.
Today we dig into the generally smaller, more agile New Monkeys.
Today we finish up with the Old Monkeys. Tomorrow, we’re going into the New Monkeys.
There’s a lot of monkeys. Like, a lot of monkeys. This is good news for me, since I’m trying to stretch this across finals week. The monkey clans are split into two groups, old and new, and we’ll be further splitting those groups into two posts. Up first, the first half of the Catarrhini Clans, the Old Monkeys.
In an effort to keep our buffer from being chewed completely to pieces by finals week, we’re going to post some fluff from an old project, Monkeys With Guns, a war game about monkeys scavenging the remains of human machinery and weapons after the apocalypse. Specifically, we’re going to be posting the clan descriptions. Up first: The ape clans.
Today’s entry in “monsters that are slightly different in Guild Wars than in the regular Monster Manual” is the ettin. Tomorrow will have a double feature with dryders and minotaurs!
Well, that was quick. On to the Shiverpeaks, then.
Most of the Ascalonian monsters are palette swaps of Pre-Searing monsters. That’s the point, after all, it’s the same place but after the apocalypse. For the sake of keeping the project’s scale somewhat manageable, I have collapsed lots of similar monsters together so, for example, we’re not getting a whole bunch of extra types of grawl, here. Also, I completely forgot oakhearts in the Pre-Searing bestiary, so we’re getting those here.
With the last of the charr the Pre-Searing bestiary is now complete. We’ve also thrown in the Flame Caller for good measure. In the actual game of Guild Wars he didn’t appear until post-Searing, but adding him in made for a nice, symmetric two posts of three charr each capstone to the Pre-Searing. We’ll be looking at Post-Searing monsters tomorrow.