Writing
game reviews is always partly a matter of fact and partly a matter of
opinion. One can surely argue a game’s quality based on subjective
matters, like atmosphere and story. Sometimes, however, you can rely
on objective matters to defend your point of view, which mostly has
to do with the game’s functionality or originality. The latter is
very much preferable, because you can make a way more certain case.
I find myself in that comfortable position right now, reviewing Ride
to Hell Retribution, also known as the worst game ever.
Abandon all hope ye who enter here. Know the face of the beast.
The
quality of this game has reached such a low point that the amazement
is less about how the developers could make such horrible mistakes
and more about how no one apparently raised the question if perhaps
this abomination should be cancelled to save developer Eutechnyx’s
dignity. After all, it does not take a trained eye to discover the
gullibility in the first minute of gameplay.
Considering that this
game is so bad that a standard reviewing structure won’t be very
practical here, I decided the best way to review Ride to Hell was to
first list the few things that the game did not do poorly, as well as
the possibilities that the game had as a concept, after which I’ll
list the most prominent failures. I can unfortunately not mention all
of them, because my review’s reading time would outlast the game’s
miserable runtime.
This could of a way of exploring the desire for freedom but what we got was every horrible element from the life.
Firstly,
the game had some good potential in the conceptual stages of
development. Since there are not so many games set in the 1960’s
and since a biker game could be cool it makes sense that the devs
wanted to make something like that. Prior to release there was talk
of Ride to Hell being an open world sandbox where you could explore
the American motorways in a true biker-gang style. That would be
awesome, for sure. Ride to Hell is no sandbox and offers no freedom,
but if it had been that many would have appreciated it. It would have
had an original setting and time period, as well as gameplay that
would fit the setting well.
And
even though some will certainly disagree with me, there are a few
things that the game does do well. Most of them are hard to spot
because failures pile up on them like leaves during autumn, but in
those little pieces you can see the shine of the diamond that was the
concept. Most prominently, the game offers nice variation. The
hub-based mission gameplay switches between biker-driving sections,
sometimes intermixed with combat, melee combat sections and
cover-based shooting. In between all of that you can spend time in
the microscopic hub town where you can buy upgrades and modify your
motorbike.
No Saints Row 3 but I see the possibilities.
Bike modification is the third bit the game did well.
There are plenty of options and styles for your wheels and everything
fits nicely into place. The final upside are the bright graphics,
which make the world look colourful and pleasant. The graphics are by
no means good, but the colour scheme gives everything a pleasant
feel.
Now
that we are done with the four only points that are in the slightest
bit positive, let me give you an impression of the vastness of this
abominable failure.
Firstly,
the game is hideously broken. Glitches are everywhere and often quite
hilarious. On one occasion, I head shot an enemy which caused him
to fly into the distance like an emptying balloon. Another enemy
suddenly had his bottom half several meters away from his top half,
while the two were still connected by a narrow little stretch of
body. An animation that was meant to demonstrate a newly unlocked
melee combo to me bugged after which my character, which was supposed
to execute the combo, was standing inside the target of said combo.
Ragdolls get stuck in either props or in the world geometry all the
time.
On another occasion, the unintuitive level design caused me to lose
my way. Then a message came up saying that ‘all enemies in the area
are dead’, meaning that I have no reason to loiter. For whatever
reason that text never went away that mission. And some other time I
switched from my dynamite sticks to my assault rifle, after which the
dynamite model did not go away and got stuck in my rifle.
Finally,
the most important cutscene in the first half of the game has only
half the sound effects it should have, and what should have been an
exciting moment loses something if you hear nothing save the ambient
noise of the environment. These are by far not all bugs, but
hopefully this gives you some impression of how many there are. The
weird thing is that this game is not broken in the same way as, say,
Big Rigs over the Road Racing was, because you can play all the way
through this without problems. Game breaking glitches are the only
kind that Ride to Hell does not have.
The
next issue the game has is misogyny. To complete the stereotypical
biker image seen In this game there has to be plenty of sex, the
developers thought, so consequently you have sex with more than half
of the members of the opposite sex you meet. Often such encounters
take place when you find a lady, dressed in the most oversexed way
possible, sexually harassed by a few men. Then you shoot all of them
in the head after which you are rewarded with a rather unsettling
show of the protagonist, Jake, rubbing his crotch against said lady
while both are still fully clothed.
Just look at their faces, it looks like both of them regret doing this.
Most of the times this take place
less than half a meter away from the corpses of those harassing men
you shot in the head a few seconds earlier. What makes it even
weirder is that there are only four female models for about ten
encounters, so it almost seems as if we come across the same women
two or three times for whatever reason. None of this adds anything at
all and solely exists to satisfy the three-year-old that came up with
this stupid idea.
I
mentioned that it was a good thing that occasionally there are some
biking sections. It is nice that the game has them, but in all other
respects they are a massive nuisance. Often these sequences mean you
have to chase someone and in order to make sure you can always catch
up with someone, your speed is always higher than that of your
target. However, the game does not want you to get to him before the
end of the sequence, so when you get too close the hand of god pushes
your goal away from you with noticeable force. That kind of
puppet-master interference should not be visible at all.
Why did this guy seeming explode into more blood than he can possible have?
What is most
striking with the biking is how you die in them. You can fail them by
crashing into things, but unlike a sensible game that would make the
player die on impact, Ride to Hell takes a different approach. You
can fail up to three times and every time you hit something, even if
it is just a scrape, the game waits just long enough for you to think
you can resume your drive and then fades the screen out. You are then
restarted a hundred meters back. When this happens the third time you
would think that you would just die and fail, right? Wrong. When you
fail the last time, the game waits a few seconds again, then restarts
you. Now however, you have no control over your character and the
game pushes your bike into the ditch. You explode. You die. End. So
rather than making you fail on its own, the game restarts you and
makes you die again, as if to rub it in one more time, and the delay
of a few seconds between hitting something is very annoying, because
now the pace or the race is not only broken by your own crash, but
also by the respawning which happens just when you have gotten back
up to speed. And when you die, the game does not restart but brings
you to the pause menu where every option except loading the save
again is blocked. That is not particularly streamlined design,
The
fact that Ride to Hell was released on PC almost seems like a
mistake, considering that the ‘video’ tab in the options menu
only lets you toggle subtitles and fullscreen and lets you adjust the
brightness. Also, you are only allowed to select preset control
setups, rather than being able to adjust everything freely. That is
especially frustrating considering that standard controls are
unintuitive and irritating to use. Most control options only relate
to controllers anyway, considering that you can adjust sensitivity
but not, say, whether you want to hold the mouse to aim or if you
want to toggle aim with it. It is evident that, apart from the
fullscreen option, the entire thing was just hauled over from the
console port without adjustment. However, I don’t think graphical
options would have added anything, because the game looks horrible
anyway. Textures only load after one second of gameplay, the textures
have a very low resolution and there are next to no effects. The only
effects are blood, and that is overdone to the point that punching
someone’s shoulder looks like you had a jam jar taped to your
knuckles when you hit him.
If the earlier example wasn't enough for you.
Then
there is the voice acting, which comes across as either completely
disinterested or extremely overdone. Some enemies that are supposed
to say angry or intimidating things while fighting you sound more
like they express their annoyance over having spilled their coffee,
while others groan out their lines like they are simultaneously
passing a kidney stone.
Then
there is the melee combat. Although it is nice variation, the entire
system is completely broken because the attack that is meant to just
break the enemy’s block is the only one you need. That kicking
attack breaks the enemy’s block, stops any attack they are
executing and does damage as well. You can probably already tell that
doing the can-can on anyone for a few seconds kills anyone without
issue. You would be right, and you would probably not work at
Eutechnyx. I played through an entire chapter, which is only melee
combat, with just this attack and when the QTE’s came up I just
rubbed over my keyboard randomly, as the game does not fail a
quick-time-event if you press the wrong button. Beyond this there are
unlockable combo’s, but their explanation was bugged up so I had
not the faintest clue how to use them. Also there is a counter move
which is about as overpowered as the kick attack, so the entire melee
half of the game just ends up as a coffee break in between the
driving and shooting.
Obviously this guy hasn't discovered the wonder of kicks yet.
And
shooting is a challenge indeed. Any sense of balance in this respect
of the combat has been thrown out the window and was then run over by
a truck carrying leaking barrels of nuclear waste. You have the
choice, like in most games, to take out enemies with multiple body
shots or one headshot. What is new here is that you would need
fifteen shots to the chest, which mostly are three magazines, to kill
anyone. Consequently I only killed two people that way, and that was
just to count how much it would take. The frustration of headshotting
is that whenever you make a headshot, or blow up an explodable
barrel, the game goes into slow-motion bullet time for about a
quarter of a second. I will admit that it was satisfying when I once
managed to chain together a few headshots using this slow-motion
period but the hundreds of other times it was just annoying. Usually
the time window is way to short to be helpful, especially with
explosions.
And
there is more. Everyone has hair that looks like mashed paper and
which often collides with their head or shoulders. The soundtrack
consists of extremely repetitive tracks with always the same kind of
horrible wailing for vocals. The reload animation for the gun turret
looks like I’m waving my hand at some enemy as if I think I might
know him. Every time a loading screen is complete the game waits for
you to press the enter key, which always delays the load a few
seconds because of that the message that the load is over is a bit
hard to notice.
So,
Ride to Hell is bad. No surprise there, considering that it is
already two years old by now. What is nice about it is that this game
is the fun kind of bad. It is not like Big Rigs, which is bad because
it outright does not work, but it is fun because of that it makes
every bad decision it ever could make. I spent the first few hours of
this game laughing at everything new I found and I don’t believe I
ever laughed more. This is the kind of bad you just need to see, and
unlike a game such as Goat Simulator this was not meant to be
horrible and because of that Retribution takes itself seriously it
just gets better and better.
Steam took this title down,
unfortunately, but if you can get it I would recommend that you try
it. This might be a bad game, but if they changed the official genre
from ‘action-adventure’ to ‘comedy’ it would have been a game
of the year contender for sure.
So its been a while since the last Chapter Master update but it good news everyone Flows C++ project has some updates, it now has its own development blog and links to the Marine editor.
Now don't expect this to suddenly sky rocket into a full game any time soon as Flows own post explains below:
The primary focus of this blog is going to be my development of the
Space Soldier Management Engine, development name "Superhuman Space
Soldiers". For the benefit of having a complete set of lore, artwork and
references to draw from, the initial version is going to be sampled on
the Chapter Master game and will be based in the 40k universe.
Ultimately, however, I am creating a general engine here. Swapping out
mods is going to be seamless and easy, and will allow for a variety of
games including but not limited to European historical conflicts, the
Age of Sail-based pirate adventures, far future sci-fi games, fantasy
universe games and many more.
With that said, for the foreseeable future the engine will be created to
serve the Chapter Master game's design goals, though will in all cases
be mod-independent and documented as such.
This project will be undertaken between paid contract work and will
therefore vary in speed of progress and inevitably take quite a while to
make.
A Little Background
So you're probably wondering "Who even is this Streamline guy?". Well,
I'm not going to delve into any personal details but I will say that I
have been programming for several years, primarily focused around
cross-platform desktop applications in C and C++. Like many programmers,
I have dabbled in numerous languages to varying extents, but have a
particular love for C++. I have been working as a freelance software
developer for roughly two years and have completed a number of projects,
most pertinently I am currently contracted to create another large
scale strategy game, which I am unable to disclose many details about at
this time.
With all of that said, I have no concerns about ability ot complexity of
the project, the only determining factor for completing it will be time
and motivation, as with all things.
So why blog?
Well, simply put, I need your help! This is a big project, and has lofty
goals. The engine itself I can create all myself with no real issues,
however there's more to a game than just an engine.
I have no artistic ability, little knowledge of the core game material -
the 40K universe - and will inevitably need assisstance in testing,
quality control and numberous other aspects. This blgo is intended to be
a central repository of progress, knowledge about the engine/game, and
to gather support and help in its creation. If you'd like to geti n
touch for any reason or believe you'd be able to help out in any way -
little or big - please e-mail me at cmggamedev@gmail.com
That's it for this post at least.
Peace out!
Meanwhile Journier and Thy are still working on the Game maker version of Chapter Master however Thy is current MIA and they are awaiting news from the programmer.
Duke has also emerged once more but with a new project, having learnt lessons from Chapter Master he is now working upon Towergirls.
Here is the description by Duke below:
Towergirls is a mix of JRPG and Grand Strategy. Create Sir or Lady
Knight, and go on a quest to rescue the land of Corona from the
depredations of the Dragon Queen and her Daughters! You must brave
dungeons and towers against their vile minions and allies to rescue the
princesses of various kingdoms. Once rescued, you may return them to
their kingdoms for diplomatic benefits, or seek to befriend or even
romance them to unite your kingdoms, even eventually marrying them!
Then, use those connections to expand and unite the kingdoms of Corona
in the face of the threats to come.
Characters you meet in the
game become party members, ministers, or related to vital services of
your Kingdom. Your Kingdom itself will advance both in terms of
technology and infrastructure you build, but also in laws and culture
due to decisions you make with the help of your advisers and princesses.
In turn, you advance your own skills, either as a leader or an
adventurer, to improve your abilities to rule and lead armies, or to
fight your way through dungeons for treasure, rescues, and chivalry.
Greetings and Salutations I hope your all having a great start to April, this April fools I'm releasing a small project I've been working on with friends for the last two weeks, the video below covers a few points on design decisions I made and a very brief overview of the whole project.
(If Video is not visible it can be viewed here:https://www.youtube.com/watch?v=-lZuu0LU7zI)
Now there is still a lot of work that needs to be done as well as formatting to make it all easily readable but constructive feedback is welcome.
Carefinder V0.1
Updated 01/04/2016
Contents
Foreword
How
to use this supplement.
Origins
of the Care Bears and the Kingdom of Caring
Creating
a Care Bear and Care Bear Cousin
Belly
Badges, Feats and Class Archetypes
Items
Foes
of the Care Bears
1.
Foreword
Simply it began with
a bet.
For some years now
myself and my other half have been making friendly bets while playing
pool, often these bets were who would buy the next drink, do chores
and other similar silly little things. One of our favourite bets was
the winner would pick the movie for our bad movie night where we
would delve through the depths of NetFlixs, pick a movie and take it
apart like an amateur MST3K.
This particular
night on my birthday while browsing together we saw that the original
Care Bears movie was available, initially creating a small drinking
game as we watched the film my girlfriend uttered the words that
would spur the creation of this document "I wonder what the
damage on a Care Bear stare is?"
For the next week we found ourselves constantly going
back and discussing how to stat and balance Care Bears for a short
adventure in Pathfinder while making them thematically fit within the
D20 settings.
I hope you all enjoy this and we would love to see some
feedback and your own adventures.
Carefinder
is a supplement designed to be used in conjunction with the
Pathfinder
Core Rule Book
and Bestiary
in order to play, in addition it makes references to Spells available
upon the Pathfinder
SRD
and provides hyperlinks were available.
2.
Origins of the Care Bears and the Kingdom of Caring
There is not much
known about the origins of the Care Bears and Care Bear Cousins, the
current Care Bears and Cousin inhabitants of the Kingdom of Caring
are descendants of refugees who brought no historical records of
their homeland and were reluctant to speak of the disaster that drove
them from it. This combined with the Care Bears tendency towards oral
lore rather than creating written records has resulted in their
history falling into folklore and legend, leaving much to speculation
but there are certain details that remain the same in all accounts.
The original home of
the Care Bears and Care Bear Cousins was a bountiful paradise without
predators both natural and banditry, the Care Bears sustaining
themselves as peaceful farmers within small villages and the Cousins
living off the land. This small kingdom grew overtime as the villages
expanded eventually joined together into a single thriving metropolis
centred around a spectacular castle that sat upon a nearby mountain,
its many spires towering into the sky. The relationship between the
Care Bears and their Cousins at this time was somewhat strained,
several Cousins becoming upset as the growing villages covered fields
and forests were cut down to create them while the Care Bears were
growing wary of the Cousins who lived solidarity lives within the
wilds and did not understand the nuances of city life often causing
disturbances in their rare visits.
It is perhaps this
which made the original refugees reluctant to speak of their homeland
fearing similar distrust would begin to appear in their new home,
regardless of the reasons it is this distrust which caused the early
warnings that something was wrong to be ignored.
It started slowly
with various Care Bear Cousins going missing for weeks in advance,
their Care Bear neighbours often not noticing or simply relieved that
they were no longer visiting the town. Tensions rose amongst the
Cousins some seeking friends suspecting the Care Bears knowing where
their friends were while others simply retreated deeper into the wild
areas of the land. Those Cousins who continued to visit began to
mention strange sightings and animals leaving the area as if
frightened with growing concern and while some Care Bears now began
to pay attention and offer aid many others just didn't know how to
respond. Their kingdom had never faced a real threat or emergency in
their lifetimes and the large forum where the Care Bears held council
was paralysed with indecision.
Then suddenly over a
period of hours dozens of Cousins arrived at the city tired, scared
and injured telling tales of horrible spiked and horned creatures,
living evil shadows and a sorcerer of dark power slaying and
destroying all in their path, hunting them down through the forests
and wilds driving them towards the city. This warning was too late
however as the shape-shifting sorcerer No Heart and his demonic
allies fell upon the the kingdom that very night, the Care Bears and
Cousins having no magic of their own and no weapons or army to speak
of were thrown into a nightmare of chaos and carnage which very few
escaped.
Two such survivors
risked everything to rescue as many children as they could onto one
of the few boats of the Kingdom, these two would later be known as
True Heart Bear and Noble Heart Horse. Having stolen back the
children from Dark Heart one of No Hearts lieutenants and another
malefic shape-shifter who had wished to corrupt them they fled the
enraged the powerful entity across the stormy ocean. However as the
storm grew worse the ships mast was destroyed allowing Dark Heart to
catch up with the escapees, it seemed that all hope was lost until
the intervention of a powerful being (often speculated by scholars to
be a Archon) known only to the Care Bears as the Great Wishing Star
drove Dark Heart back. The Great Wishing Stars powerful magic lifted
the damaged boat into the sky transforming it into the first Cloud
Clipper as a rainbow beam plane shifted them all into what is known
as the Kingdom of Caring.
It is the Great
Wishing Star that granted these first Care Bears and Cousins the
powers of the belly badge explaining to them that it was their
immense love, caring and self sacrifice that drew his attention and
that the Care Bears should spread that caring to the people of the
material plane. In addition to ensure that the Care Bears and Cousins
remembered this task a great Care Meter would stand in the Kingdom of
Caring measuring the positive energy and emotions of the world within
the material plane, should it ever drop too low the kingdom of Caring
would begin to break down starting at its centre the Care Bears new
home of Care-a-Lot and fracture until the plane itself would vanish.
True Heart Bear and
Noble Heart Horse fulfilled their duties as best they could as they
took care of the young children but the events of the past fresh in
their minds and with the threat of Dark Heart still threatening them
Noble Heart Horse eventually took the remaining Cousins from
Care-a-Lot deeper into the Kingdom of Caring settling them in a land
now known as the Forest of Feelings. It wouldn't be until several
years later when the children had grown and eventually reunited that
Dark Heart would re-emerge and be defeated and in the process
redeemed.
However
the malefic energy that once inhabited Dark Heart was not so easily
destroyed, driven from its host it sought
another
and in the process was drawn back to No Heart and his forces. The
years had not been kind to No Heart and his demonic allies, their
presence having attracted the attention of powerful enemies and the
very land itself reduced to desert by their actions they had found
themselves forced back trapped in the ruined former castle of the
Care Bears in siege. The dark energies whispered their secrets to No
Heart informing him of the failure of his lieutenant and the Kingdom
of Caring on which the Care Bears resided.
Surrounded by foes
and untrustworthy minions No Heart decided on a plan, sending his
forces out leading them to believe that they were to break the siege
as he cast a great spell to destroy the enemy leaders he began a
great incantation drawing upon his reserves of power. As his forces
neared destruction and the castle about to be overrun the ritual was
completed and the entire castle and most of the mountain was
planeshifted into the Kingdom of Caring. This was at a great cost to
himself however draining his powers to a fraction of their former
strength and the very properties of the plane seemed to weaken and
pain No Heart who became reliant on a magical amulet to ward of its
effects. No Heart has since tried to destroy the remaining Care Bears
and Cousins but with their new magic and purpose they driven him back
time and time again forcing him to remain with the ruins of the
castle.
3.
Creating a Care Bear and Care Bear Cousin
Care
Bears:
Physical
Description: Care
Bears are small humanoids which resemble small bears covered in soft
fur, both males and females stand about 3 feet tall and are stocky
which due to their fur appears to resemble a fat rather than muscular
build. They can be any colour from pastel shades to brighter colours
all over except for a while stomach and pale muzzle. There may
occasionally be Care Bears with similar markings to a Panda but they
still retain the white stomach. On the stomach a symbol (known as a
belly badge) unique to each bear can be found.
Society:
From
the outside the care bear society may seem focused upon solely fun
and games however each bear or cousin spends considerable time each
day training physical or mental skills through their daily tasks.
Most activities are training wrapped up in a layer of whimsy
including competitive sports, cross country races and talent contests
though the bears often have parties and games in order to keep morale
high amongst themselves.
Due to the nature of
the training many young Bears may not realise they are training at
all but the purpose of this training is to ensure that a Care Bear is
in peak condition to respond to an emergency at anytime. Unless a
task is vital to Care-a-Lot a Care Bear is willing to cease it at a
moments notice if required to part in a mission to help others.
Relations:
Care
Bears try to spread a message of friendship and joy, however this
can occasionally come across as preachy and naive. While some can
find them annoying others can respect the amount of courage which
these small creatures can exhibit. Care Bears are more likely to be
friends with good or neutral aligned creatures though may try to make
friends with evil aligned creatures to help them.
On the very rare
occasion a care bear lives outside of the Kingdom of Caring they will
feel most at home in stationary, small settlements as they are not
used to city life. Some farming settlements may try to encourage a
care bear to stay with them as rumour has it that a care bear brings
good luck and increases the bounty of harvest in locations where they
live.
Alignment
and Religion: Care
Bears do not worship a deity instead they follow concepts and try to
embody a concept ideal at all times. Care Bears strive to instil
their concept into others as well as use the concept to drive their
own actions. Concepts include but are not limited to: love, hope,
cheer, friendship.
Sometimes
a bear may stray from one of these concepts but this is seen as a
learning experience for all involved, if a bear or cousin becomes
greedy or overly prideful they are expected to learn from it. Care
Bears can fight and argue amongst themselves or with others, the act
of fighting is not condoned as an evil action in itself but repeating
such behaviour time and time again is against the Care Bears way of
life.
Importantly
Care Bears believe that many evil creatures can be redeemed, often
giving someone a chance to learn or to surrender but once that offer
is spurned all bets are off and foes often find themselves on the end
of a mighty care bear stare.
A care bear who is
exposed to the culture of other races may adopt good aligned gods
which they share ideals with. Yolanda the Halfling God of home and
family is very appealing to Care Bears.
Adventurers:In
the beginning Care Bears and Cousins came from a completely peaceful
society, adventurers were rare because there was no need to leave
their idyllic homeland though wanderlust and desire for exploration
drove these exceptional individuals.
However in recent times with the
growing danger to what is left of their society and their new
responsibilities some bears try to take a more pro active approach to
defending themselves and others. Seeking to redeem or extinguish
sources of evil while spreading Care Bears message of love and hope
far and wide without waiting to be called.
However these Care
Bears or cousins who become true adventurers are seldom understood
within their wider society as some cannot abide by any violence even
with the most pure of intentions. To some however becoming an
adventurer is a natural extension to the Care Bears calling to help
others but attitudes differ in how a care bear seeks to fulfil the
calling.
Names:
Care
Bears and cousins tend to be named after an aspect of their
personality or physical trait. This can sometimes be followed with
heart such as with Tenderheart or the name of their species such as
Grumpy bear. In some cases both heart and species may be used such as
Swift Heart Rabbit or Brave heart Lion.
Names for Care Bears
and care bear cousins are unisex and may be applied equally to either
gender.
Standard
Racial Traits
Ability
Score Racial Traits: Care
Bears are
physically weaker
than other races but
surprisingly hardy and have strong personalities.
They gain +2 Constitution, +2 Charisma, and –2 Strength.
Size:
Care Bears are Small creatures and gain a +1 size bonus to their AC,
a +1 size bonus on attack rolls, a –1 penalty to their CMB and
CMD, and a +4 size bonus on Stealth checks.
Base
Speed (Slow Speed):
Care Bears have a base speed of 20 feet.
Type:
Care Bears have the Outsider (native) type.Care
Bears do not have
Darkvision as
standard ability.
Languages:
Care Bears begin play speaking Common and Celestial. Care Bears with
high Intelligence scores can choose from the following: Dwarven,
Elven, Halfling, Gnome, and Goblin.
Defensive
Racial Traits
Eternal
Hope:
Care Bears rarely lose hope and are always confident that even
hopeless situations will work out. Care Bears with this racial trait
receive a +2 racial bonus on saving throws against fear and despair
effects. Once per day, after rolling a 1 on a d20, the Care Bears
may re-roll and use the second result.
Magical
Racial Traits
Belly
Badge: Care
Bears gain an Cantrip or Orison which can be cast at will as a
spell-like ability. In addition Care Bears
with Charisma scores of 11 or higher also gain the following
spell-like abilities: 1/Day
2x First Level Spell, 1x Second Level spell.
These
spell-like abilities are chosen at 1st level and cannot be changed,
they may be chosen from both the Arcane or Divine spell lists but
they must be linked thematically (See Belly Badges for examples.) The
DC for these spells is equal to 10 + the spell's level + the Care
Bears's
Charisma modifier.
These
spell-like abilities emanates
from the image of the Belly Badge and cannot be used through armour
and clothing unless the Belly Badge is exposed or the power is
channelled through a Belly
Badge Symbol.
Special
Attacks
Care
Bear Stare:
A Care Bear has a once
per day supernatural
ability called a Care Bear Stare which is a rainbow beam that
emanates from the Belly Badge and travels in a 40ft line striking all
in the effect, the Care Bear Stare deals 2d6 hit points of damage
plus Charisma modifier (Will Save half; DC 10 + 1/2 creature's HD +
creature's Cha modifier, creatures that fail this save are also
treated as been affected by the Colour
Spray
Spell.) This damage classes as magical and good aligned for damage
reduction purposes and may be declared to be lethal or non lethal
damage (before the dice are rolled), Care Bears are unaffected by the
Care Bear Stare and take no damage.
The
damage of a Care Bear Stare increases
by 1 dice step
per 4 Hit Dice so 2d8 at 4th
level, 3d6 at 8th
level, 3d8 at 12th
level, 4d6 at 16th
level and 4d8 at 20th
level respectively.
As
a Full Round Concentration Check a Care Bear can maintain the Stare
safely for rounds up to 1 + Cha modifier after which the Care Bear
must make Fort Saves (DC15 + additional rounds maintained) each round
or become Exhausted
and the Stare ends.
Finally
the most powerful ability of the Care Bear Stare is its ability to be
performed as a joint action, for this to occur two or more (to a
maximum of 10) Care Bears or Care Bear Cousins must be within 5ft
of another Bear taking part in the Stare, the target must be with
their range and each member must ready their actions to perform a
Care Bear Stare at the same time. Of the group a leader of the Stare
is selected and are the basis upon the stares abilities are based,
once selected this cannot be changed during the Stare.
The Group Stare is
handled similar to a normal stare with the following changes:
Area
of Effect:
Each Care Bear in the Stare projects a 40ft Line towards their
target, additional targets may be hit if caught in the line.
Damage:
The attack only damages on the Leaders turn with the damage
calculation now been Leaders Stare Damage + Total HD of Bears in
Group + Leaders Charisma modifier and the save DC is increased to
Will Save half; DC 10 + 1/2 Leader's HD + number of Bears in Stare +
Leader's Cha modifier.
Maintaining
a Stare: All
of the group roll Concentration Checks separately if they wish to
maintain the stare, however if the leader fails the Concentration or
Fortitude Check at any point the entire stare ends. Members of the
group may chose to end their Stare at any time during their turn as a
free action and the Stares effects are recalculated on the leader
turn.
Example:
Armoured
Heart leads his 4 bear party in a Care Bear Stare against a troll
which is threatening the villagers they are defending. Armoured Heart
is 8th
level with a Charisma of 18 but his fellow adventures are only 4th
level so the possible damage would be: 3d6 + 20 + 4 unless the troll
passed a Will Save DC 22 to half the damage.
While Armoured Heart
can safely maintain the stare for 5 rounds if not interrupted his
fighter companion Quickpaw Wolf can only do so for 2 so on his third
turn rather than risking becoming exhausted Quickpaw Wolf decides to
cease aiding the stare and charge the stunned troll.
Care
Bear Cousins:
Physical
Description:
The cousins are related to Care Bears however each cousin resembles a
humanoid animal with features of the animal it is based upon. Like
Care Bears the cousins are covered in soft fur (or feathers in some
cases) which varies in colour and they share the White belly with
belly badge.
Like Care Bears the
Cousins stand about 3 feet tall though the physical traits of a Care
Bear Cousin depend highly on the animal it resembles and there little
consistency within the species as a whole. While there are several
Cousins that have resemblance to flightless birds such as penguins
there are no Cousins which can fly, likewise there are also no
completely aquatic animal Care Bear Cousins.
Society:
Care
Bear Cousins living with Care Bears have nearly the same social
structure and day to day life as their close kin, Care Bear Cousins
living in the Forest of Feelings however have nearly no society to
speak of, living independently and grouping together only for
companionship and games. This lifetime of foraging and exploring does
make them physically stronger and robust if usually less educated
than the Care Bears.
Relations:
Many races simply treat the Care Bear Cousins the same as they would
treat Care Bears though the Cousins own views differ slightly from
their kin though this is partially dependant on their animal
resemblance with Cousins that resemble carnivores more likely to act
aggressively if threatened and even responding with violence if
needed.
Alignment
and Religion: Whilst
sharing many beliefswith
Care Bears,Cousins
tend to focus towards physical concepts with a beneficiary goal or
self improvement, it is not uncommon to find a Cousin focusing on
trying to be the strongest or fastest with a desire to protect others
or trying to instil self confidence in others.
True to their nature
and upbringing Cousins tend to act impulsively on their gut feelings,
often dashing forward to help or defend others before assessing a
situation. They are also less reluctant about using force to achieve
these aims when face with obviously unnatural foes such as Undead or
Demons with Cousins that resemble carnivores more likely to lead a
charge with the nearest weapon to hand.
Adventurers:
Cousins are more likely to become adventurers than their Care Bear
Kin either through their own actions or joining a fellow adventuring
Care Bear or Cousin. More often than not they tend to fall into the
more physical roles of such groups such as Fighters but this is no
means definite each cousins traits are unquie.
Standard
Racial Traits
Ability
Score Racial Traits: Care
Bear Cousins are
varied and versatile and may have any number of physical traits
depending on their animal form.
They gain a +2 bonus to any two characteristics.
Size:Care
Bear Cousins
are Small creatures and gain a +1 size bonus to their AC, a +1 size
bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4
size bonus on Stealth checks.
Base
Speed (Slow Speed):Care
Bear Cousins
have a base speed of 20 feet.
Type:
Care Bear Cousins
have the Outsider (native) type.Care
Bears Cousins do not have
Darkvision as
standard ability.
Languages:
Care Bear Cousins begin play speaking Common and Celestial. Care
Bear Cousins with high Intelligence scores can choose from the
following: Dwarven, Elven, Halfling, Gnome, and Goblin.
Magical
Racial Traits
Lesser
Belly Badge: Care
Bear Cousins gain an Cantrip or Orison which can be cast at will as
a spell-like ability.
The
DC for these spells is equal to 10 + the spell's level + the Care
Bear Cousin's
Charisma modifier.
These
spell-like abilities emanates from the image of the Belly Badge and
cannot be used through armour and clothing unless the Belly Badge is
exposed or the power is channelled through a Belly
Badge Symbol.
Special
Attacks
Care
Bear Stare:
See Above,
Cousins
often refer to this as the Cousin Call.
Other
Traits
Due
to their unusual variation Care
Bear Cousin may select up to two of the following abilities based
upon the animal they resemble:
Movement TraitsClimb: gain a 20ft climb speed and +8 to Climb skill.Swim: gain a 20 ft swim speed and +8 to swim skill.Fast: gain + 10 ft to all movement types. Sense TraitsLow light visionDark vision 60ftBody and other TraitsNatural armour +1 (cannot be taken twice).
Energy resistance: 5 Cold (For animals who live in cold environments).
Energy resistance: 5 Fire (For animals who live in very hot environments).
Terrifying
Cry/Roar:
Members of this race gain the following supernatural ability: Once
per hour as a standard action, a member of this race can emit a
thunderous croak. Any creature not of its subtype (if humanoid) or
type (if another race type) must make a successful Will saving throw
(DC 10 + 1/2 the user's character level + the user's Charisma
modifier) or become shaken for 1d4 rounds. A target that successfully
saves cannot be affected by the user's terrifying croak for 24 hours.
Creatures that are already shaken become frightened for 1d4 rounds
instead. This is a sonic, mind-affecting effect.
Natural attack: Additional suitable types can be additionally selected.
Natural Attack Type
Damage
Damage Type
Attack type
Bite
1d4
B, P, and S
Primary
Claw
1d3
B and S
Primary
Gore
1d4
P
Primary
Hoof, Tentacle, Wing
1d3
B
Secondary
Pincers, Tail Slap
1d4
B
Secondary
Slam
1d3
B
Primary
Sting
1d3
P
Primary
Talons
1d3
S
Primary
Other
1d3
B, P, or S
Secondary
Prehensile Tail: This Cousin has a long, flexible tail that she can use to carry objects. She cannot wield weapons with her tail, but the tail allows her to retrieve a small, stowed object carried on her person as a swift action.
Lucky: +1 to all saving throws.
Existing cousins examples of these abilities:Brave Heart Lion: Terrifying Roar and Claws.Cozy Heart Penguin: Swim Speed and Energy Resistance: 5 Cold.Bright Heart Raccoon: Dark Vision and Natural Armour +1 Lotsa Heart Elephant: Terrifying Roar and Prehensile Tail (applied to trunk). Swift Heart Rabbit: Fast and Lucky
Table:
Random Starting Ages for Care Bears and Care Bear Cousins
Adulthood
Intuitive1
Self-Taught2
Trained3
100 years
+4d6 years
(104 -
124 years)
+6d6 years
(106 –
136 years)
+10d6 years
(110
- 160 years)
1 This category includes
barbarians, oracles, rogues, and sorcerers. 2 This category
includes bards, cavaliers, fighters, gunslingers, paladins, rangers,
summoners, and witches. 3 This category includes alchemists,
clerics, druids, inquisitors, magi, monks, and wizards.
Table:
Random Height and Weight for Care Bears and Care Bear Cousins
Gender
Base Height
Height Modifier
Base Weight
Weight Modifier
Male
2 ft. 8 in.
+2d4 in.
(2 ft.
10 in. - 3 ft. 4 in.)
30 lbs.
+(2d4 lbs.)
(32 -
38 lbs.)
Female
2 ft. 6 in.
+2d4 in.
(2 ft. 8
in. - 3 ft. 2 in.)
25 lbs.
+(2d4 lbs.)
(27 -
33 lbs.)
Care
Bears in the World
Relationships with other races:
Elves
Elves attitudes towards Care Bear like their
attitude towards other races is somewhat dismissive and have in first
encounters considered Care Bears as nothing more than magical
animals, a bemusing curiousity but nothing more. While recognising
the Care Bears innate magical abilities they are often view as little
more than parlour tricks by Elven Wizards, it is only the Care Bear
Stare that is worth some praise and respect in their eyes.
Similarly active and impulsive nature of the Care
Bears way of life is admired for its energy but regarded more nothing
more than just fun and games, in spite of this in the rare case of
Care Bears/Cousins settling down nearby they are often welcome as due
to their similar lifespans and are consider
excellent nursemaids and child carers.
Care Bears often have a hard enough time
understanding when one of their own kind needs time alone so when
faced with the naturally private and reserved nature of Elves they
find it overly suspicious and stand offish.
Dwarves
Dwarves tend to find Care Bears frivolous and
flighty, too easy to celebrate and at a glance unable to endure the
hardships of life outside of their own realm, while the dwarves find
the Care Bears ability to craft cloud unique it is viewed as
impractical and delicate compared to their own prefer crafts and
frowned upon for relying more on magic than actual crafting skill.
Care Bears meanwhile find dwarves rather dour, too
ready to focus on the negative aspects of events around them and
disprove of their habit of holding grudges. Often though if a
individual Dwarf and a Care Bear spend some time together curious
friendships may arise due their mutual focus upon loyalty, bravery
and greater understanding, a Dwarf may realise that the Care Bears
routine is in fact dedicated training while a Care Bear may to
appreciate the work hard, play hard ethic of many Dwarfs.
Dwarves are more likely to get along with Care
Bears of the adventuring variety because of their determination and
dedication to their cause which commands respect and to Dwarves is a
sign of the Care Bears growing up to face the hard realities of life.
Gnomes
Gnomes the curious and whimsical
creatures they are often find Care Bears fascinating due to their
vast differences from the other civilised races both physically and
socially, the two races share common ground in their activity and
drive making it easy for them to get along though they do have their
differences.
When faced with a Gnomes reckless
behaviour or a seemingly malicious prank Care Bears will often
chastise the Gnome like an older sibling talking to a child and if
the pair are together long enough a Care Bear will often place
themselves in a guardian (though some would use the term babysitter)
role for the gnome. For their part most Gnomes are both delighted and
frustrated by this strange relationship, enjoying the friendship and
companionship but feeling the Care Bears need to lighten up and be
less of a stick in the mud.
Half Elves
Half Elves are natural diplomats but tend to be
more subtle than a Care Bears method. On the whole they find Care
Bears brash and impulsive, lacking subtlety and seemingly never being
able to see the bigger picture being so focused on their smaller
goals. Care Bears see the half elves as outcasts and wish to share
camaraderie and kindness but only
occasionally does this turn out well, many Half Elves feel that the
offer of friendship while not unwelcome is insincere at its core and
more the product of the the Care Bears social beliefs than a actual
personal desire to be friends.
This can lead to a difficult personal relationship
between a Half Elf and a Care Bear as the Half Elf attempts to push
the Care Bear away the Care Bear sees the Half Elf more in need than
ever redoubling their efforts.
Half Orcs
Half Orcs raised in Orc society may scorn Care
Bears finding small and weak, however they seems to pose no threat
and may be tolerated at first even kept around because they are
entertaining at the very least. Half Orcs raised in human society may
appreciate a Care Bears genuine friendship and ability to look past
their differences. This is something the Half Orc rarely finds in
human society so if they find a good friend in a Care Bear they may
become protective of the little ones until the care bear or cousin
proves their strength against foes.
Halflings
There's much a gentle Halfling society and Care
Bears have in common. Care Bears appreciate Halfling cooking and
music as well as their strong family bonds. They even recognise the
need for stealth and secrecy in both races, though Halflings
tendancy to do what ever is required to survive including stealing
and dishonesty can cause some friction between the two races. Care
Bears can sometimes mistake a halfling for a human child something
which a halfling may find annoying or use to their advantage.
Humans
Care Bears understand how different humans can be,
as they believe that within the human race can be found the biggest
of hearts but also the greatest depths of evil. As a result they are
drawn to humans more than any other race, sometimes acting as
protectors for them hoping to sway their hearts to the side of good
rather than the evil they can become.
Ponies from PonyFinder
Care Bears get along with ponies as they share
many of the same core beliefs in love, friendship and harmony. They
are both magical races and have much to learn from one another.
However they differ slightly in their system of marking. A care bear
can sometimes wrongly assume that a blank flanked pony is very very
young and treat them as such, much to a filly or foals annoyance.
Likewise ponies sometimes assume a bear or cousin
with a belly badge must have mastered the ability to earn it, not
understanding that a bear will gain powers some time after the badge
appears. Some unicorn scholars have tried to understand and master
the art of a care bear stare, legend has it that the stare and the
powers of harmony can be combined however there is no solid evidence
beyond old tales.
4.
Belly Badges, Feats and Class Archetypes
Belly
Badges
Care
Bears and Cousins in
Care-a-Lot are usually born with Belly badges or gain them very early
on in development, however it is not until the bears are nearing
adulthood that they may find out the meaning of the badge or what
power it bestows on the bear though it may manifest early under great
pressure.
It is possible however for Care Bears and Cousins
to not develop their badges (though this a more common occurrence in
the less magically inclined Cousins) in these situations belly badges
need to be bestowed upon a Care Bear by another Care Bear with a
belly badge.
A bear with no badge may feel some shame in not
having one, it can be noted that badge-less bears may hide this fact
by drawing on a badge or using other magical means to fake the
presence of a belly badge.
A badge may be based on the
temperament, personality, prominent physical attribute or a skill of
the Bear/Cousin or more related to the power it bestows, badges are
rarely direct representations and are more abstract images however
often a belly badge is very important to the personal identity of the
Bear/Cousin. As a result they normally do not wear clothing which
covers it, if required to wear clothing which would obscure the mark
such as a raincoat or armour it will generally have the bears mark
upon it in the general belly location as a Belly
Badge Symbol.
which they can use their powers through.
It can be assumed that if Care Bears make armour
for themselves or others that it would also bear the mark of the one
who is to wear it.
Power
Concept: Each badge has an
overarching concept which reflects the care bears personality or
special talent, several bears may share similar powers with different
concepts.
Here is a suggestion of concepts, bear attitudes
or badge themes which could be compatible with these powers. Badges
are never a direct representation of the powers within so feel free
to take some creative leeway matching a badge to a set of powers.
In no way are these examples definite, feel free
to create your own or to mix and match spells appropriate to your
concept.
Power Concept:
Sun/Light/Fiery Personality.
Typical Badge Appearance: A stylised sun, a
lantern, flames.
Prerequisites: Belly
Badge or Lesser Belly Badge Racial ability.
You may use your
Belly Badge abilities an additional once per day, this feat can be
taken repeatedly. A Care Bear Cousin taking this feat for the first
time gains full Belly Badge abilities as listed under the Belly Badge
description.
Greater
Belly Badge
Prerequisites:
Improved Belly Badge.
You
gain a 3rd
level spell as a 1/day spell-like ability, this may be chosen from
both the Arcane or Divine spell lists but must be linked thematically
with existing abilities.
Care
Bear Stare Feats
It should be noted
that all additional/alternative effects caused by Stare Feats
continue for the duration that the Care Bear Stare is maintained,
when Stare ends the additional effect duration dice is then rolled.
Barrier
Rainbow
Prerequisites: Care
Bear Stare Racial ability.
When using a Care
Bear Stare you can choose to create 10ft by 10ft vertical plane of
rainbow energy instead of producing its normal effects. The opaque
wall's endpoint begins at any corner of your square and extends in a
straight line for 10ft or until it contacts a solid surface.
This wall lasts for
1d4 rounds and any creatures passing through the wall take damage
equal to that normally dealt by the Stare, a successful Reflex save (
DC 10 + 1/2 casters HD + casters Cha modifier) halves this damage. If
you create the wall so it appears where creatures are they take
damage as if they had walked through the wall and may make a Reflex
save.
Barrier
Rainbow Improved
Prerequisites: Care
Bear Stare Racial ability. Barrier Rainbow.
When using a Care
Bear Stare you can choose to create a plane of rainbow energy instead
of producing its normal effects
This
wall lasts for 1 minute/level treating the Care Bears Hit Dice as it
caster level, the wallis 1
inch thick per four caster levels and composed of up to one 5-foot
square per level. You can double the wall's area by halving its
thickness but in either case the
wall's endpoint begins at any corner of your square.
Each 5-foot square of the wall has hardness 8 and
15 hit points per inch of thickness. A section of wall whose hit
points drop to 0 is breached. If a creature tries to break through
the wall with a single attack, the DC for the Strength check is 20 +
2 per inch of thickness.
The wall cannot be conjured so that it occupies
the same space as a creature or another object.
You can create aRainbow
Barrierin almost any shape you desire. The wall
created need not be vertical, nor rest upon any firm foundation,
however if it does not merge with or is solidly supported by existing
earth or structures then a single point of damage to the wall will
cause the entire wall to fracture and vanish.
It
is possible, but difficult, to trap mobile opponents within or under
a
Rainbow Barrier provided
the wall is shaped so it can hold the creatures. Creatures can avoid
entrapment with successful Reflex saves.
Bludgeoning
Blast
Prerequisites: Care
Bear Stare Racial ability.
As part of a Care
Bear Stare you may make a ranged Bull Rush attempts against all
creatures within the effect of the Stare, for determining CMB
Charisma is used instead of Strength and the Stare is treated as a
Large size creature (+1). If you are a leader of a group Care Bear
Stare when using this effect then for every additional member within
the group that has this feat treat the Stare as a size category
larger (to the maximum of colossal) when determining CMB.
Care
Conductor
Prerequisites: Care
Bear Stare Racial ability. Leadership Feat, Level 12
When acting as
Leader of a Care Bear Stare additional Care Bears/Cousins equal to
your Hit Dice + Charisma Modifier may aid in your Stare.
Normal: A Care Bear
Stare has a maximum of 10 Care Bears/Cousins in a Group.
Entangling
Rainbow
Prerequisites: Care
Bear Stare Racial ability.
When using a Care
Bear Stare you can choose to enmesh all creatures in its area instead
of producing its normal effects. Your Stare deals half its normal
dice damage however any creature that takes damage from your Stare
becomes entangled an additional 1d6 damage each round at the start of
your turn. This effect lasts for 1d4 rounds.
Extra
Stare
Prerequisites: Care
Bear Stare Racial ability.
You may use your
Care Bear Stare an additional once per day, this feat can be taken
repeatedly.
Redeeming
Rainbow
Prerequisites: Care
Bear Stare Racial ability. Level 4
When
using a Care Bear Stare you can choose to mimic the effects of Charm
Monster
to all creatures in its area instead of producing its normal effects.
This effect last for 1d4 rounds and the Will Save DC to resist this
effect is equal to that of the Care Bear Stare.
Rather than linking
with a divine creature or spirit a Care Crusader focuses inward upon
the innate abilities of the Care Bear Family, channelling the Care
Bear Stare to devastating effect.
Stare
Focus:
At 5th
level and every 3 levels after the Care Crusader gain a bonus feat,
this feat must be selected from the Care Bear Stare feat list or a
Channelling feat. At 10th
level the Care Crusader adds his Charisma modifier to the rolls when
determining the duration of Stare effects.
This replaces divine
bond
Wellspring
of Hope:
At 3rd
level Care Crusader with the Eternal Hope racial ability adds the +2
racial bonus on saving throws against fear and despair effects to the
existing bonus granted to allies within 10ft by Aura of Courage.
5.
Items
With many of their
needs of life supplied by the Kingdom of Caring Care Bears and Care
Bear Cousins do not have the same priorities and views towards
crafting and creating as other races, Care Bears/cousins tend to
focus on artistic crafts such as painting and sewing, horticulture or
personal culinary skills. The few Care Bears\Cousins that focus
beyond these areas are usually driven individuals often exploring and
weaving the very cloud stuff that makes up their plane and are
regarded as strange or reclusive by their fellows.
New
Materials:
Cloud
Matter:
Mundane
Items:
Belly
Badge Symbol:
An embroidered or embossed precise replica of the intended recipients
Belly Badge these are typically worn as a tabard or created as part
as a item of clothing/armour that may obscure a Care Bear\Cousins
Belly Badge.
A Belly Badge Symbol
allows a Care Bear\Cousin to channel their Belly Badge powers or a
Care Bear Stare through the symbol, a Belly Badge Symbol must be the
same shape and size as the Care Bears Belly Badge and requires be
worn for at least 24 hours over a period of a week to begin working.
While simply staining or minor tears will not stop its effects
significant damage such as burning or acid damage can render a Belly
Badge Symbol ineffective.
Beginning Care
Bear\Cousins characters may begin play with a Belly Badge Symbol on
their armour or a item of clothing for free. Price: 25gp.
Magical
Items:
6.
Foes of the Care Bears
Due to the mission
given to them by the Great Wishing Star the Care Bears are no longer
simple bystanders and even the Care Bears who are not adventurers
risk their lives on the material plane against a multiple of foes in
their desire to do good.
Traditional
Pathfinder foes:
Dark
Folk:
When children have been snatched in the night or a town left
frightened by these sinister folk Care Bears have driven them from
the streets and pursued them in the the depths of the earth. The Care
Bears and Dark Folk have clashed time and time again with neither
side ever understanding the motives of the ofther.
Demons
and Devils:
Very rarely encountered these are one of the Care Bears most
dangerous foes often causing problems by proxy before they are
discovered as its source. Thankfully the power of the Care Bear Stare
is unbearable to these creatures often driving them from an area if
not able to destroy them completely.
Fey:
Care Bears encounters with the fey can be summarised in a word:
unpredictable. Many good aligned fey are charmed by the kind nature
of the Care Bears but even then may be reluctant to release a lost
child from their spells or to cease action against a mortal who has
angered them. A fey who seems friendly may suddenly become hostile
because of a unknown slight or enraged fey may be calmed with a
simple apology, as a result many Care Bears find such dealings
exhausting.
Goblinoids:
Prolifically
spread throughout the dark places of the world Goblinoids are the
most commonly encounter of the Care Bears monstrous foes. Many Care
Bears treat simple goblins like naughty uneducated children or simple
minions of evil and have on numerous occasions attempted the
redemption of individual goblins to varying degrees of success.
Hobgoblins are
encounter less regularly and more often than not a direct encounter
with these warlike creatures is avoided with Care Bears attempting
stealth and trickery to release slaves than risk force. The lone
BugBears however are a foe that all Care Bears attempt to exterminate
whenever possible as their desire to cause maximum pain, fear and
suffering to all living creatures is everything they stand against,
likewise BugBears when face with a Care Bear will try their best to
both physically and mentally break down the small creature's often
dragging out an encounter stalking a chosen prey or refusing to deal
a finishing blow to build as much terror as possible.
Undead:
While the undead are often foes to all living creatures in particular
Wraths, Wights and spectres are viewed as the most dangerous amongst
them as their malevolent anger fuelled personalities that seek death
and destruction of all life and light are beyond negotiation.
Destruction of such creatures is seen simply allowing a tortured
spirit to move on and dismissing a dangerous hazard from the world.