
ClockworkGamer1 |
Due to my own love of the comic, another players interest, and they fact that I have been running a steampunk-ish game, I am in need of assistance in creating a Jägermonster creature.
From what my friend and I could figure based on the comic (see http://girlgenius.wikia.com/wiki/J%C3%A4germonster)that yes they are a construct, created by an alchemical mixture called Jägerbräu. He had the idea of using the construct trait and combine it with the alchemical mixture in regards to the were-creatures disease as the base idea behind the brew.
Now that's about where we are at, so if anyone has any ideas on how to build this and would like to share (for the love of the gods!) please share

Min2007 |

Oooh I love that comic!
My take...
They have pointy teeth.
They are taller and stronger than humans.
They are difficult to kill, but can be wounded, and they do bleed.
They LIVE for the right hat!
They are a created race.
They have a weird culture of loyalty...
-Since I have no recollection of them using natural weapons, I am going to say the sharp bits aren't weapons.
-Boosted STR and CON, lowered INT. They don't seem to be as smart as humans in that setting.
-They are definitely not constructs. Perhaps critical immunity would be appropriate however.

Drejk |

I guess that Jaegermonsters should be an acquired template applied through alchemy/mad science. They type is either Monstrous Humanoid or outrightly Aberration. Some of them get half-construct subtype due to mechanical augmentation.
Bonus to Strength and high bonus to Constitution - they seem to be extremaly resilient - but not beyond a human with superior conditioning can reach (see a short arc about old man that served with JMs and owned a hat of great fame).
Type: Changes to Monstrous Humanoid (augmented humanoid)
Senses: Gains darkvision with 60 feet range.
Armor Class: Gains +3 natural armor.
Defenses: Fast Healing equal to their Constitution bonus
Melee: Gains slam attack dealing 1d4 points of damage (1d6 for Large).
Ability Scores: Str +2, Con +4, Int -2, Wis -2. Jaegermonsters are strong and very tough. They aren't exactly stupid but they show lack of restrain and bad judgement, and their aggressive approach can easily too over logic. They seem to be able to impress others quite well so no penalty to Charisma.
Other: Jaegermonsters are long lived and their aging seems to make them bigger and stronger, not weaker.
Old Jaegers gain advanced and giant template, 2 slam attacks (1d6) and other qualities based upon individual mutations.
All folks who went through transformation had high Strength and Constitution scores. It is unknown if it is requirement of the process or just a matter of volunteer selection.

Son of the Veterinarian |

I'd just tweak the Élan race from Dreanscarred Press' Psionic's Handbook. Both the fluff and powers work out fairly well as is.
All you really need is something with a high con and hit points, after that playing a Jagermonster is largely a matter of role playing the part.

Randall Newnham |

Hy voot geef dem dis, also:
Loyalty: Jagermonsters have a programmed loyalty toward their creator's family. They may not act in a way that harm's those they are loyal to, and the jager may always identify those who fit this category as if he had the Scent special quality. This only applies toward members of the creator's family.
:)

Blue Star |

I guess that Jaegermonsters should be an acquired template applied through alchemy/mad science. They type is either Monstrous Humanoid or outrightly Aberration. Some of them get half-construct subtype due to mechanical augmentation.
Bonus to Strength and high bonus to Constitution - they seem to be extremaly resilient - but not beyond a human with superior conditioning can reach (see a short arc about old man that served with JMs and owned a hat of great fame).
Type: Changes to Monstrous Humanoid (augmented humanoid)
Senses: Gains darkvision with 60 feet range.
Armor Class: Gains +3 natural armor.
Defenses: Fast Healing equal to their Constitution bonus
Melee: Gains slam attack dealing 1d4 points of damage (1d6 for Large).
Ability Scores: Str +2, Con +4, Int -2, Wis -2. Jaegermonsters are strong and very tough. They aren't exactly stupid but they show lack of restrain and bad judgement, and their aggressive approach can easily too over logic. They seem to be able to impress others quite well so no penalty to Charisma.
Other: Jaegermonsters are long lived and their aging seems to make them bigger and stronger, not weaker.Old Jaegers gain advanced and giant template, 2 slam attacks (1d6) and other qualities based upon individual mutations.
All folks who went through transformation had high Strength and Constitution scores. It is unknown if it is requirement of the process or just a matter of volunteer selection.
I disagree, Maxim, Dimo, and Oggie are some of the oldest around, they definitely gained a higher than average str, dex, and con, but they are also a heck of a lot smarter than ordinary Jägers. The only ones that are really bigger are the Jäger generals, though that may just be a product of their station.
Then there's the time Maxim got Old Man Death's hat, that was way smarter than any Jägermonster has the right to be.

Analysis |

I think they have Scent, actually. They seem to determine if someone is a Heterodyne that way, so perhaps their pheromone reception system was improved, altered and targeted to recognize their masters.
They don't seem to bleed out. Auto-stabilizing?
Note that they can breed with humans. Not clear on whether the offspring inherit some Jäger traits or not.

thejeff |
I disagree, Maxim, Dimo, and Oggie are some of the oldest around, they definitely gained a higher than average str, dex, and con, but they are also a heck of a lot smarter than ordinary Jägers. The only ones that are really bigger are the Jäger generals, though that may just be a product of their station.
Then there's the time Maxim got Old Man Death's hat, that was way smarter than any Jägermonster has the right to be.
I'm not sure there's any evidence that the Trio are particularly old. As Jägermonsters go, that is. They were obviously around when the Heterodyne Boys disappeared, but so were they all. Are there references I'm missing?
They are smarter, but appear ashamed of it. They attribute it to having had be on their own. Maybe Jägers aren't really particularly stupid, they just don't value it, preferring straightforward strength and savagery? And since they are by nature obedient, thinking for themselves isn't really necessary for most of them.
Even the smart ones, like the trio and the Generals, are definitely impulsive and aggressive. Low wisdom for sure.
I also agree the generals might not be bigger due to age. They may have started out that way and become generals because of it.

Blue Star |

I'm not sure there's any evidence that the Trio are particularly old. As Jägermonsters go, that is. They were obviously around when the Heterodyne Boys disappeared, but so were they all. Are there references I'm missing?
They are smarter, but appear ashamed of it. They attribute it to having had be on their own. Maybe Jägers aren't really particularly stupid, they just don't value it, preferring straightforward strength and savagery? And since they are by nature obedient, thinking for themselves isn't really necessary for most of them.
Even the smart ones, like the trio and the Generals, are definitely impulsive and aggressive. Low wisdom for sure.
I also agree the generals might not be bigger due to age. They may have started out that way and become generals because of it.
Nah, most Jägers are actually pretty stupid, look at the one that became Gil's pet. That is not a clever Jäger and it helps that Gil is made of far sterner materials than ordinary people, even the DOOM bell didn't really phase him.
Da boyz, as they are called in fandom, are 250-300 years ago, making them -really- old for characters who have so many issues with aggression, and rather old for Jägers. Presumably a few people volunteered for the Jägerdrought.
I suspect the generals may have simply been made bigger, so they could keep the others in line, they probably got a better Jägerdrought formula, or had a better reaction.

Analysis |

Not every general is really large. Both the one with a broken tusk and Mama Gkika (stated to be a general) are close to human size. The age of the Trio is implied, because the wandering political satirist bard is apparently the great-grandchild or something of one of them.
Regardless, I think the Jägers are an amazing idea for super-soldiers. They are long-lived and have enforced loyalty to you and your lineage. As such: they cannot be used for infighting within your dynasty. They cannot betray you. They can and will gain levels over their long years, so effectively you will end up with a horde of high-level NPCs who are strongly emotionally invested in working for your family. Actual strength or speed is less important - time to gain levels and the mindset not to defect before this happens will eventually outweigh whatever their initial state is.

Drejk |

@Blue Star
I think that Maxim, Dimo and Ogie just are build with more points and thus could get higher mental scores than average Jaegers. The same would apply to generals and other exceptional Jaegers.
In case of generals being older and getting extra templates was mostly a guess and gut feeling. Also, they look older than other Jaegermonsters to me.
@Analysis
This is border case that is subject to interpretation but I think that Fast Healing counts as healing and stops bleeding and stabilizes in 1 round.
I am not so certain about their loyalty being infallible - it might be more of a jaegers' custom, tradition and social conditioning instead of physically built-in trait. Also note that traditional Heterodyne values (Large Explosions! Ordered Chaos! MAD SCIENCE! Destruction! Fun!) seem to be epitome of Jaegers' values. Maybe we see more about this in the future.