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Copyright © 2001 by Robert J. Hall
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These stone guardians are magically enchanted to protect an important
location from intruders. When the specified conditions arise, the statue
will come to life and attack the closest foe. Animated statues are incapable
of distinguishing friend from foe, and will attack until all targets have
been slain. Once the threat is eliminated, the statue will return to its
previous pose.
Val Char Cost Val Char Cost
35* STR 0 7 PD* 0
15 DEX 15 5 ED* 0
0 CON -20 3 SPD 5
8 BODY -4 0 REC -4
5 INT -5 0 END 0
0 EGO -0 0 STUN -0
20 PRE 10
10 COM 0
* Bonuses for Density Increase already figured in.
Cost Abilities END
60 Takes no STUN. (Automaton)
15 Does Not Bleed (Automaton)
37 Density Increase (25 pts), 0 END Persistent, Always
On (-5" KB)
15 +5 PD/+5 ED Armor
30 50% Resistant Physical Damage Reduction
30 50% Resistant Energy Damage Reduction
12 +4d6 HA - fists
30 Life Support: Full
20 Targeting Hearing
3 Simulate Death
17 0 END w/ STR
6 0 END w/ Running
2 FAM w/ Common Melee Weapons
5 +1 w/ H-to-H combat
3 Climbing 12-
-2 -2" Swimming (0" total)
75+ Disadvantages
25 Psych. Lim.: Follows Orders (Common, Total)
15 Psych. Lim.: Only active when instructed condition
occurs (Uncommon, Total)
25 Berserk in combat (Uncommon) 14-, 8-
140 Creature Bonus
OCV: 5; DCV: 5; ECV: 0; Modifiers: +1;
Phases: 4, 8, 12.
Points = -3 + 283 = 280 = 205 + 75
|
Dark furred creatures about this size of a small monkey, these winged
beasts thrive in the Mystal Forest. Their facial features are somewhat
ape-like, with deep brown eyes, pointed ears, a flat nose, and pointed
jaw. While on the ground, the Batreng can travel upright using a slow,
waddling gait. Once they take to the wing, however, they are quite agile
flyers and can swoop and scramble through the heaviest growth.
The Batreng possess an intense curiosity, and will investigate any
unusual sounds or shiny objects. Many a merchant has cursed a Batreng
who stole a silver ornament or glassy gem. Families of Batreng organize
themselves into a travelling formation, with scouts above and to the
flanks, and the toughest males positioned in front where they can ward
off any approaching foe. Lone Batreng are much more cautious, and rarely
leave cover when a predator is nearby.
Orcs have been known to domesticate Batreng by capturing the young and
crippling their wings before they learn to fly. These pathetic specimens lurk
around the Orc camps, diving for scraps after a meal. They serve as sport for
the cruel games of the Orc infants.
Val Char Cost Val Char Cost
5 STR 0 4 PD 3
18 DEX 21 3 ED 0
14 CON 10 3 SPD 2
6 BODY 0 4 REC 0
7 INT -4 28 END 0
5 EGO -10 20 STUN 4
10 PRE -2
10 COM 0
Cost Abilities END
27 Shrinking (20 Pts.), Persistent, Always On
(-4 to others' sight PER, +6" KB)
3 +1d6 HA - Bite
5 UV Vision
3 +1 to all Perceptions (11-)
3 Acrobatics 13-
3 Breakfall 13-
3 Climbing 13-
3 Tactics (Pack) 10-
8 6" Flight, OIF Wings (-1/2)
-4 -2" Running (4" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
15 Timid when alone
10 Curious
56 Creature Bonus
OCV: 6; DCV: 10; ECV: 2; Modifiers: +0;
Phases: 4, 8, 12.
Points = 79 + 52 = 131 = 81 + 50
|
While they appear to be normal wolves with a thick, dull black coat, these
beasts exist only to spread fear and horror at the behest of the Doom Priests.
They will be found naturally only on the plane of Doom, or in the lands most
blighted with his evil.
Val Char Cost Val Char Cost
10 STR 0 5 PD 3
17 DEX 21 3 ED 0
15 CON 10 3 SPD 3
10 BODY 0 5 REC 0
6 INT -4 30 END 0
5 EGO -10 23 STUN 0
8 PRE -2
10 COM 0
Cost Abilities END
8 1/2d6 HKA, reduced penetration (-1/4) - Bite
24 2d6 STUN Drain, Recover every day (+1+1/2),
Continuous (+1), Uncontrolled (+1/2); Gradual Effect
(Every 10 Minutes) (-1/2), 3 Charges (-1-1/4), Only
after bite does at least 1 BODY (-1/2) - Green Venom.
5 Regeneration: 1 BODY/turn, Only on home plane (-1).
1 Damage Resistance 1 rPD/1 rED
12 +15 PRE, create fear only (-1/2), while growling
(-1/4)
2 +1" Running (7" total) 1/5"
5,5 Ultraviolet Vision, Ultrasonic Hearing
3 +1 to all Perceptions (11-)
6 +3 to Hearing Perception (14- total)
6,5 +3 to Smell Perception (14- total); Stealth 12-
7,7 Concealment 12-; (Pack) Tactics 13-
50+ Disadvantages
15 Physical Limitation: No fine manipulation
15 Pack goes berserk during combat 8-, Recover 11-
10 1d6 RKA from holy water & items
5 Vulnerability: x1+1/2 damage from holy weapons (Uncommon)
10 Must slay enemies of Doom
12 Creature Bonus
OCV: 6; DCV: 6; ECV: 2; Modifiers: +0;
Phases: 4, 8, 12.
Points = 21 + 96 = 117 = 67 + 50
|
These snow-white creatures appear similar to a lynx, but with a long
serated beak. This powerful beak can saw through most common armor.
Their shiny flesh appears to emit a blue flame that will inflict freezing
damage on contact. They can also emit a hideous screech that will cause
many beings to be paralyzed in terror. It is thought that the Blazing
Terror is a creature summoned from a parallel icy dimension, but little
is known about their habitat.
Val Char Cost Val Char Cost
18 STR 8 4 PD 1
21 DEX 33 3 ED 1
12 CON 4 4 SPD 9
15 BODY 10 5 REC 0
5 INT -5 30 END 0
8 EGO -4 36 STUN 7
15 PRE 5
10 COM 0
Cost Abilities END
31 1d6+1 RKA, Damage Shield (+1/2), Personal Immunity
(+1/4), Persistent (+1), Not versus Life Support:
Extreme Cold (-1/4), Always On (-1/2)
15 1d6 HKA, Armor Piercing (+1/2), Reduced Penetration
(-1/4), Not AP versus cold (-1/4)
5 Extra-Dimensional Movement - Home Plane, x5 Increased
Endurance Cost (-2), Extra Time - Full Phase (-1/2),
Not while berserk (-1/4) 2
20 6d6 Mind Control, Explosion (+1/2), While screeching
(-1/4), Only to cause paralysis (-1/2), No Range
(-1/2) 4
7 +15 PRE, While screeching (-1/4), Create fear only
(-1/2), Linked to Mind Control (-1/2)
9 +4 PD/+2 ED Armor
8 Life Support: Extreme Cold, No need to eat
15 50% Resistant Energy Damage Reduction, only versus
cold (-1)
5 Infrared Vision
3 +1 to all Perceptions
4 +2 to Infrared Perception
5 5" Superleap
5 Defense Maneuver
3 Acrobatics 13-
3 Breakfall 13-
2 AK: Home Plane 11-
4 +2" Running (8" total)
-2 -2" Swimming (0" total)
75+ Disadvantages
15 Distinctive Features (Not Concealable, Noticed)
15 Physical Limitation: No fine manipulation
10 Hatred of creatures from ice free environments
(Uncommon, Strong)
25 Berserk When Trapped (Uncommon) 14-, 8-
10 2x STUN from fire (Uncommon)
10 1.5x Effect from cold manipulating powers (Uncommon)
5 1d6/Minute when not in extreme cold (Uncommon)
2 Creature Bonus
OCV: 7; DCV: 7; ECV: 3; Modifiers: +0;
Phases: 3, 6, 9, 12
Points = 25 + 142 = 167 = 92 + 75
|
This odd creature lurks in the upper reaches of limestone caverns, waiting
for prey to walk underneath. When a sufficiently large target moves into
position, the Spike drops from the ceiling to pierce the victim with its hard,
conical body. Eggs are planted within the still-warm corpse, then the Spike
slowly climbs back to the ceiling using its single, muscular foot. The mature
spike consumes moss and lichen growing on the rock.
Val Char Cost Val Char Cost
5 STR -5 2 PD 1
3 DEX -21 4 ED 0
20 CON 20 1 SPD -3
21 BODY 22 5 REC 0
1 INT -9 20 END -10
5 EGO -10 30 STUN -4
6 PRE -4
10 COM 0
Cost Abilities END
30 4d6 RKA, Armor Piercing (+1/2), Only from drop (-2). 6
15 5 PD/ED Armor
15 25% resistant Physical Damage Reduction
12 +6 Clinging
15 Infrared Vision, 360 Degree
9 +3 OCV, +2 Range Offset during drop
15 Concealment 15-
7 Stealth 12-
-10 -5" Running (1" Total)
-2 -2" Swimming (0" Total)
50+ Disadvantages
15 Physical Limitation: No fine manipulation
18 Creature Bonus
OCV: 1; DCV: 1; ECV: 2; Modifiers: +3,+2;
Phases: 12
Points = -23 + 106 = 83 = 33 + 50
|
Also known as the Bone Crusher, the hideous Cellar Dweller is a creation
of pure evil. It dwells in the dark cramped spaces in the cellar and
under furniture, waiting for an opportunity to slay innocents and spread
mayhem. The Cellar Dweller resembles a small ogre with olive flesh and
sparkling white pupils. Staring into the eyes of this creature will cause
temporary blindness, while the fanged bite will cause a numbing weakness
to quickly spread through the body. Fortunately it is vulnerable to the
abilities of holy persons, and direct exposure to sunlight is lethal.
Val Char Cost Val Char Cost
15 STR 5 4 PD 1
21 DEX 21 4 ED 1
14 CON 8 4 SPD 9
12 BODY 4 12 REC 12
10 INT 0 28 END 0
15 EGO 10 40 STUN 13
10 PRE 10
0 COM -5
*Bonus for Shrinking already figured in.
Cost Abilities END
13 Shrinking (10 Pts.), Persistent, Always On
(-2 to others sight PER, +3" KB)
10 1/2d6 HKA - bite 1
16 2d6 STR Drain, Recover 5/minute, Continuous
Uncontrolled, Only if bite does BODY, Only
affect living things, Linked, 4 Charges
12 1d6 HKA, reduced penetration - claws 1
13 2d6 Flash to Sight, Persistent, Target must make eye
contact with eyes (-1), OIF Eyes, Always On
20 10" Teleport, Invisible Power Effects (All), Only
from shadow to shadow (-1) 4
3 +2 PD/+2 ED Armor - thick hide
30 Regenerate 3 BODY/Turn
10 +20 Power Defense, Only versus Drain (-1)
8 +20 PRE, Only to cause fear (-1/2), Only versus
animals (-1)
11 Life Support: Immunity to disease and aging, No need
to eat or excrete
4 +2 to Hearing Perception
20 Targeting Hearing
15 +4 to Concealment, Shadowing, and Stealth
3 Climbing 13-
3 Concealment 17-
3 Shadowing 17-
3 Stealth 17-
2 Ventriloquism 11-, only to throw voice (-3/4)
4 KS: Terror Techniques 13-
5 +1 w/ H-to-H combat
12 +2 to Move By and Move Through
6 +3" Running (9" total)
- Language: Local Tongue (Native)
- AK: Local Region 11-
- ES: Deduction 8-
75+ Disadvantages
25 Distinctive Features: aura of evil (Not Concealable, Extreme
Reaction)
10 1d6/turn when on holy ground (Uncommon)
5 1d6 RKA from holy water and items (Uncommon)
35 1d6 RKA/phase from direct sunlight (Very Common)
10 2x BODY from holy weapons (Uncommon)
10 2x Effect from PRE attacks of Holy Men
10 Psych. Lim.: Must Cause Fear (Common)
15 Psych. Lim.: Malicious (Very Common)
107 Creature Bonus
OCV: 7; DCV: 9*; ECV: 5; Modifiers: +1, +2;
Phases: 3, 6, 9, 12.
Points = 58 + 204 = 262 = 188 + 75
|
This small, flying creature has an appearance similar to a sprite, but is a
deep blue in color and constantly radiates a bitter cold. It can easily
withstand sub-zero temperatures, and prefers to dwell in icy surroundings such
as an Iceberg. The Chyte can fly slowly through most solid materials, allowing
it to penetrate through glaciers and build a dwelling in an ice cave. Due to
its icy nature, the Chyte is highly vulnerable to fire fire, and will suffer
excruciating pain when exposed to warmer temperatures.
It is a moderately intelligent and friendly creature, and will sometimes
aid travellers who do not carry fire. However, the Chyte will unceasingly
attack any beings who carry open flames into its territory. It wears simple
garb spun from lichen, and carries a tiny silver spear that only does 1-pip of
damage.
Val Char Cost Val Char Cost
0 STR -10 1 PD 1
15 DEX 15 1 ED 0
6 CON -8 3 SPD 5
8 BODY -4 1 REC 0
10 INT 0 12 END 0
12 EGO 4 12 STUN 1
4 PRE -6
16 COM 3
Cost Abilities END
67 Shrinking (50 pts), Persistent, Always On
(2gm, 6cm tall, -10 to other's Sight PER rolls)
40 1" Tunneling through 6 DEF, Closes Behind,
Invisible Power Effects (Sight) (+1/2), 0 END (+1/2)
19 2d6 EB versus ED, NND (Immune to Cold, Heaters) (+1),
Explosion (+1/2), 0 END Persistent (+1), Personal
Immunity (+1/4), No Range (-1/2), Always On (-1/2)
8 6" Flying, OIF - Wings (-1/2)
15 50% Resistant Energy Defense, Only versus Cold (-1)
3 Life Support - Immune to Cold
3 Breakfall, Stealth 12-
2 +1 OCV w/ Spear
ES: Climbing, Concealment, Conversation, Deduction,
Shadowing 8- (each)
AK: Home grounds
-10 -5" Running (1" Total)
-1 -1" Running (1" Total)
75+ Disadvantages
15 Distinctive Features (Not Concealable)
10 Psych. Lim: Fears fire (Uncommon, Strong)
10 x2 BODY from Heat or Fire (Uncommon)
15 1d6 per Turn above 10 degrees C. (Common)
22 Creature Bonus
OCV: 3; DCV: 13; ECV: 5; Modifiers: +1;
Phases: 4, 8, 12
Points = 1 + 146 = 147 = 72 + 75
|
Native to the plane of Lava, these faintly glowing, egg-shaped rocks fly in
small packs looking for a warm place to nest. Their small size, combined with
a swift, darting flight pattern, make them especially difficult to strike.
They will drive off anybody who disturbs their home by ramming the intruders
with their scorching hot bodies.
When not in their native plane, Cinderlings are commonly found near active
lava tubes, hot springs, and other sources of geologic heat. Naturally, cool
water or cold weather conditions can be quite lethal to these beings.
Val Char Cost Val Char Cost
5 STR -5 2 PD 1
21 DEX 33 3 ED 0
15 CON 10 4 SPD 9
14 BODY 8 4 REC 0
5 INT -5 30 END 0
8 EGO -4 50 STUN 25
6 PRE -4
4 COM -3
Cost Abilities END
53 Shrinking (40 pts), Persistent, Always On
(-8 to others' PER, +8 DCV, +12 KB)
20 -10" Knockback Resistance (+2" total)
20 1d6 Energy HKA, 0 END Persistent, Damage Shield,
Personal Immunity, Always On, No Knockback,
Reduced Penetration - Heat
26 Tunneling 3" through 10 DEF, Closes Behind,
Only through stone (-1). 1/5"
15 75% Resistant Energy Damage Reduction,
only vs. fire (-1)
11 Life Support (Doesn't eat or excrete, Immune to
Disease, Intense Heat)
15 Flight 5", 0 END
12 +4 PD/ +4 ED Armor
6 +2 w/ Unarmed Combat
5 Infrared Vision
3 Bump of Direction
2 AK: Geologically Active Areas 11-
75+ Disadvantages
15 Phys. Lim: No fine manipulation
15 Phys. Lim: No sense of hearing or smell (Always, Slightly)
10 Psych. Lim: Defend nesting grounds (Uncommon, Strong)
5 1.5x Effect from Earth/Fire Manipulating Powers (Uncommon)
20 2x Effect from water or cold (Common)
10 3d6/Hour in freezing environment (Common)
15 1d6/Turn from cold water (Common)
10 -5" Running (1" total)
2 -2" Swimming (0" total)
25 Distinctive Features (Not concealable)
51 Creature Bonus
OCV: 7(9); DCV: 15; ECV: 3; Modifiers: +2;
Phases: 3, 6, 9, 12
Points = 65 + 188 = 253 = 178 + 75
|
This spawn of the nether planes is both hideous to behold and extremely
dangerous to defy. Through some mysterious means, the hideous, egg-shaped
body constantly floats about a meter above the ground. The fanged maw sits
low in the gaunt belly, surrounded by a mat of waving tentacles that trail
down to the ground. Clustered about the scalp, a ring of black eyes peer
outward in all directions. A set of five somewhat larger eyes, with a
slightly larger central eye, looks out from just above the mouth, and serves
as the primary source of vision for this villainous beast.
The Demon Eye is utterly without redeeming humanitarian qualities, and
lives only to dominate or destroy those around it. The ring of eyes have
lethal powers that efficiently serve the beast to this end. The cunning
mind of this creature makes it a particularly dangerous opponent, even to
the demon lords of the nether planes. When released upon the realms, a
Demon Eye is a most formidable foe indeed. The Eye will usually be found
among dark, dank, subterranean ruins, surrounded by a retinue of slaves,
guardians, evil allies, and other spawn from the depths.
Val Char Cost Val Char Cost
16 STR 6 4 PD 2
13 DEX 9 3 ED 0
16 CON 12 4 SPD 17
12 BODY 4 5 REC 0
18 INT 9 38 END 3
12 EGO 4 28 STUN 2
20 PRE 10
4 COM -3
Cost Abilities END
30 60 Pt. Multipower, OIF - Eyes, Breakable (-1/2), Each
slot can be activated once/minute (-1/2). Fixed Slots:
3 1) 10d6 Mind Control, Reduced by Range (-1/4) - 50pts 5
3 2) 9d6 Mind Control, Telepathic (+1/4), Only to
Flee in Fear (-1/2) - 60pts 6
3 3) 6d6 EGO Attack, Based on CON (-1/2) - 60pts 6
2 4) 20 STR Telekinesis, Fine Manipulation - 40pts 4
2 5) 2d6 Major Transform (Flesh to Stone),
cumulative (+1/2) - 45pts 4
2 6) 2d6 RKA, No Range Penalty (+1/2) - 45pts 4
2 7) 3d6 Drain SPD, No Range Penalty (+1/2) - 45pts 4
3 8) 2d6 BODY Drain, Recover 5/week (+1+1/2) - 45pts 4
22 1d6 STR Drain, Area Effect (5" Cone), Personal
Immunity, 0 END Persistent, No Range, Always On.
16 1d6+1 HKA, reduced penetration (-1/4) - Bite 1
7 2" Flight, 0 END Persistent, Always On, Only to hover
one meter above ground (-1).
14 6 DEF Armor, Only 4 DEF from front (-1/4)
10 360 degree sensing to Sight Group
4 +2 to sight Perception (15- total)
6 +2 OCV w/ Multipower
6 Persuasion, Tactics 13-
3 Language: Demon Eye (Fluent)
AK: Den & Vicinity
KS: Managing servants 11-
ES: Conversation, Deduction, Shadowing
-12 -6" Running (0" Total)
-2 -2" Swimming (0" Total)
75+ Disadvantages
25 Distinctive Features (Not concealable, Extreme Reaction)
15 Physical Limitation: No fine manipulation
10 Psych. Limitation: Must be Obeyed (Common, Moderate)
15 Psych. Limitation: Malicious (Very Common)
10 Psych. Limitation: Short Tempered (Common)
15 Reputation (Extreme) 11-
51 Creature Bonus
OCV: 4; DCV: 4; ECV: 5; Modifiers: +2;
Phases: 3, 6, 9, 12
Points = 75 + 126 = 201 = 126 + 75
|
Demons come in many shapes and sizes, and possess all manner of powers.
All, however, are unspeakably evil. To generate a randomly summoned major
Demon, use the following description for the base, then roll on the
tables at
the end of this section to generate random characteristic modifiers, plus
additional powers and skills.
Val Char Cost Val Char Cost
14 STR 4 4 PD 1
12 DEX 6 3 ED 0
13 CON 6 3 SPD 8
11 BODY 2 6 REC 0
10 INT 0 26 END 0
12 EGO 4 25 STUN 0
15 PRE 5
4 COM -3
Cost Abilities
120 Roll twice on Table A
40 Roll twice on Table B
40 Roll twice on Table C
65 Roll once on each Table D
20 25% resistant Physical Damage Reduction: not vs. silver or magic.
75+ Disadvantages
10 2x Body from Holy Weapons
15 Phys Lim: Confined by Pentagrams
15 Phys Lim: Must obey anyone who knows true name
10 Psych Lim: Fears Holy Symbols (Uncommon, Strong)
15 Distinctive Features: Aura of Evil
20 Susceptibility to Holy Ground: 3d6 END Per Turn
25 Susceptibility to Holy Water: 3d6 Stun Per Phase
50 Roll once on Table E
174 Creature Bonus
Points = 124 + 285 = 409 = 334 + 75
|
This fierce warrior being is magically created from
the void when a dragon's tooth is planted in the ground.
It is humanoid in form, but has features of a dragon.
These include a scaled hide, a fanged protruding mouth,
no ear lobes or hair, a heavy neck, and a thick tail.
They begin with no will of their own, but quickly develop
a sense of self-identity. In due course they will strike
out to find their place in the world and seek others of
their kind.
The newly formed dragon warrior will have no
abilities besides a deeply predatory nature and basic
survival instincts, and must be taught nearly
everything. Fortunately it is a fast learner and will
be able to communicate on a basic level within a few
weeks.
When slain, the dragon warrior dissolves into a
cloud of smoke and vanishes. He can be slain by the
normal means or a suitably powerful dispel magic.
Val Char Cost Val Char Cost
25 STR 15 6 PD 1
15 DEX 15 5 ED 1
20 CON 20 3 SPD 5
18 BODY 16 9 REC 0
14 INT 4 40 END 0
0 EGO -20 41 STUN 0
19 PRE 9
6 COM -2
Cost Abilities END
6 2d6 Aid to EGO, 0 END Persistent (+1), x4 Difficult
to Dispel (+1/2), Gradual Effect (1-3 weeks) (-1-3/4),
Always On (-1/2), No Range (-1/2), Self Only (-1/2)
12 1d6-1 HKA, Reduced penetration (-1/4) - bite
12 1/2d6 HKA, Reduced penetration (-1/4) - clasw
4 +2d6 HA, OIF - tail whip
8 +4 PD/+4 ED Armor
5 Extra Limbs: Tail
5 Ultraviolet Vision
3 +1 to all Perceptions (12-)
3 Lightsleep
3 Concealment 11-
3 Stealth 12-
3 Survival 11-
4 +2" Running (8" total)
2 +2" Swimming (4" total)
- Language: Any Tongue (Basic), Must train for 1-3 weeks
- ES: Climbing, Deduction, Shadowing 8-
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
10 Psych. Lim.: Completely ignorant about life
(Common, Moderate)
10 Psych. Lim.: Curious (Common)
5 Takes STUN from Dispel Magic (Uncommon)
15 Enraged in combat (Common) 11-, 8-
0 Creature Bonus
OCV: 5; DCV: 5; ECV: 0;
Modifiers: +0; Phases: 4, 8, 12.
Points = 60 + 73 = 133 = 58 + 75
|
Shaped somewhat like their larger cousins, these Draconian beasts are
proportionally stockier in build, with a pale yellow hide and heavy limbs.
Dwarf Wyrms spend most of their life deep under the Eldar Mountains. They have
evolved powerful claws to dig quickly through solid rock. Their stubby wings
are now mere vestiges of their former glory, but they serve as adequate
climbing hooks when scaling a cavern wall or ceiling.
Despite their smaller size, Dwarf Wyrms are still a formidable foe and much
feared by inhabitants of the underground world. Their breath weapon has
adopted to the tunnel life, emitting a stream of powerful corrosive fluid. The
Wyrm hide is tougher than that of a lesser dragon, and sports two rows of
folding barbs along the back.
Val Char Cost Val Char Cost
40* STR 10 18* PD 14
16 DEX 18 18* ED 10
35 CON 50 3 SPD 4
28* BODY 30 10 REC 0
9 INT -1 70 END 0
12 EGO 4 55* STUN 1
30 PRE 20
5 COM -2
* Bonuses for Growth and Density Increase already figured in.
Cost Abilities END
20 Growth (15 pts), Persistent, Always On (800KG,
+2 to others' Sight PER, -3" KB, +1" reach)
7 Density Increase (5 pts), 0 END Persistent, Always
On (x2 Mass, -1" KB)
24 2d6 HKA, reduced penetration (-1/4) - bite 3
36 2d6 HKA, armor piercing, reduced penetration - claws 4
3" Tunneling through 9 DEF
4 +2d6 HA, OIF - tail lash
48 4d6 Energy Blast, NND (Acid, BODY versus metal) (+1),
Area Effect (Any) (+1), Reduced by Range - breath 6
24 +8 DEF Armor
30 75% Resistant Energy Damage Reduction, only versus
own breath type (-1)
5 Extra Limbs - wings & tail
8 +4" Running (10" total) 1/5"
7 Clinging, OIF - Wings
5 Infrared Vision
6 +2 to all Perceptions
6 +2 w/ H-to-H combat
3 Climbing 12-
3,3 Concealment, Survival 11- (each)
0 ES: Breakfall, Stealth, Tracking 8- (each)
AK: Underground passages and caverns
75+ Disadvantages
15 No fine manipulation
25 Distinctive Features: Sinister form (Not conceal, extreme)
10 Phys. Lim: Unable to cross bodies of water
15 Psych. Limitation: Greedy (Very Common)
15 Reputation (Extreme) 14-
242 Creature Bonus
OCV: 5; DCV: 5; ECV: 4; Modifiers: +1;
Phases: 4, 8, 12
Points = 158 + 239 = 397 = 322 + 75
|
These large, graceful predators dwell high in the mountain ranges, where
they soar among the clouds searching for suitable prey. Territorial in nature,
they build huge nests atop peaks and great cliffs, from whence they can survey
their land. However, they are unusually intelligent and possess an elegant
language and social structure. Giant Eagles will sometimes be seen in great
flock performing an aerial dance of unknown significance.
Much like their smaller cousins, the Giant Eagle has a huge wing span, with
sharp eye sight, talons, and a predatory beak. Most are dark brown in color
with a white head and wing tips. Their beak and talons are golden brown. Giant
Eagles will defend their hatchings with a furious valor that will make even an
aggressive gryphon pause.
The favorite prey of Giant Eagles are large, herd animals that dwell on the
mountain sides and alpine valleys. These include mountain sheep, elk, moose,
and goats. Typically they will leave the large predators alone, unless food is
in especially short supply.
Val Char Cost Val Char Cost
22* STR -8 2 PD 4
15 DEX 15 4 ED 0
18 CON 16 4 SPD 15
16* BODY 0 6 REC 8
9 INT -1 32 END 0
8 EGO -4 16* STUN 1
15 PRE 5
12 COM 1
*Effects of growth already factored in.
Cost Abilities
40 Growth (30 pts), Persistent, Always On.
(500kg, -4 DCV, +4 to other's PER, +2" Reach, -6"KB)
24 2d6 HKA, reduced penetration (-1/4) - bite 3
24 2d6 HKA, reduced penetration (-1/4) - claws 3
6 +4 PD / +4 ED Armor, Coverage (6-14) (-1)
31 Flight 16" (64" non-combat), 1/2 END (+1/4), OIF -
wings (-1/2) 1/10"
9 Telescopic Sight (+6 to ranged PER)
9 +3 to all Perceptions (14- total)
10 +2 w/ H-to-H combat
6 +3 w/ Move By
-10 -5" Running (0" Total)
-2 -2" Swimming (0" Total)
-6 +3" KB (+3" KB total)
ES: Breakfall, Deduction 8- (each)
Language: Giant Eagle (Native)
75+ Disadvantages
15 Physical Lim: no fine manipulation
10 Psych. Lim: Must protect nest (Uncommon, Strong)
15 Distinctive Features (Not Concealable, Major Reaction)
10 Reputation (Extreme) 11-
10 Physical Limitation: Cannot Leap
58 Creature Bonus
OCV: 5; DCV: 1; ECV: 3; Modifiers: +2, +3;
Phases: 3, 6, 9, 12
Points = 52 + 141 = 193 = 118 + 75
|
An Eerie Assistant is not a living being in the normal sense, but is a
magical force summoned to the bidding of a Wizard. The standar Assistant
will not engage in any form of combat, but will follow any orders given by
its master even at the cost of its own existence. The assistant is normally
wrapped in clothing to allow the Wizard to view his actions.
The Eerie Slugger is an enhanced version of the Eerie Assistant that
has some limited unarmed combat ability. This later type of entity is
very difficult to control during combat and will often attack any nearby
targets.
Val Char Cost Val Char Cost
5 STR -5 1 PD 0
10 DEX 0 1 ED 1
0 CON -20 4 SPD 20
10 BODY 0 0 REC -2
10 INT 0 0 END 0
0 EGO -20 0 STUN -7
10 PRE 0
10 COM 0
Cost Abilities END
30 Takes no STUN. Takes only BODY (Automaton)
40 Invisible to sight group, 0 END Persistent (+1),
Always On (-1/2)
2 0 END w/ STR
6 0 END w/ Running
21 Life Support (Immune to Disease, Immune to Aging,
Doesn't Eat, Sleep, Breath, or Excrete)
6 PS: Servant 15-
Cost Additional Abilities (Eerie Slugger) END
9 +2d6 HA, 0 END (+1/2)
2 +1 OCV w/ Punch
2 FAM w/ Unarmed Combat
50+ Disadvantages
20 Psych. Limitation: Will Not Fight (Common, Total), Eerie Assistant Only
10 Vulnerability: 2x Effect from Drain attacks (Uncommon), Eerie Slugger Only
15 Berserk while in combat (Common), 14-, 8-, Eerie Slugger Only
2 Creature Bonus, Eerie Assistant Only
10 Creature Bonus, Eerie Slugger Only
OCV: 5; DCV: 5; ECV: 0; Modifiers: +0;
Phases: 3, 6, 9, 12
Eerie Assistant: Points = -33 + 105 = 72 = 22 + 50
Eerie Slugger: Points = -20 + 105 = 85 = 35 + 50
|
This servant being from the plane of lava is magically created to carry out
the whims of its masters. It resembles little more than a big, shapeless
blob of molten rock. An Eldraal lacks any will of its own and has only a
modest intelligence. In the normal world, however, these creatures can be
tough and dangerous entities due to their molten bodies. They have the
ability to form new limbs that can be stretched out for several meters.
They can also pass through solid rock and can peer through the stone while
doing so. Finally, in addition to being physically tough, they have the
ability to heal themselves whenever they are in contact with lava.
Val Char Cost Val Char Cost
40 STR* 0 7 PD* 0
15 DEX 15 11 ED* 0
24 CON 28 3 SPD 5
15 BODY 10 7 REC 0
9 INT -1 48 END 0
0 EGO -20 32 STUN 0
20 PRE 10
4 COM -3
*Density Increase already included in the totals
Cost Abilities END
40 Density Increase (30 Pts.), Persistent, Always On
(-6" KB)
10 Change Environment (create light and heat) 2"
Radius, Persistent, Always On, Not in fog (-1/2)
12 +8 PD/+8 ED Armor
30 50% Resistant Physical Damage Reduction
30 50% Resistant Energy Damage Reduction
5 Regeneration 1 BODY/Turn, Only while in lava (-1)
14 Life Support: No need to eat, breathe, or excrete,
Immune to Disease and Aging, Intense Heat and
Radiation
10 N-Ray Vision (not through organic matter), Only
through earth and stone (-1)
5 Infrared Vision
3 +1 to all Perception rolls 12-
31 4" Tunneling through 10 DEF, Closes behind, Only
through stone (-1/2). 1/5"
1 FAM w/ Unarmed Combat
5 Extra Limbs - create new limbs at will
6 +2d6 HA - Lava Fists
10 2" Stretching
3 Climbing 12-
3 Deduction 11-
- Language: Native tongue (fluent)
- AK: Home plane 12-
-2 -2" Swimming (0" total)
75+ Disadvantages
15 Phys. Lim.: No fine manipulation
10 Phys. Lim.: Large, Bulky and Clumsy (Frequently)
15 Distinctive Features (Not Concealable, Extreme Reaction)
10 1.5x Effect from fire manipulating powers (Uncommon)
20 1.5x Effect from cold (Common)
20 2x Effect from water (Common)
20 1d6/turn from water (Very Common)
60 Creature Bonus
OCV: 5; DCV: 5; ECV: 0; Modifiers: +0;
Phases: 4, 8, 12
Points = 44 + 276 = 320 = 245 + 75
|
A creation of pure evil, this beast serves only to spread fear and dissent
among the weaker mortal races. Normally, this beast will take the form of an
small stone Idol. The features of this statue are absurdly exaggerated, with a
pot belly, large pointed ears, bulging eyes, and squat arms and legs. Whenever
this beast is not being observed, however, the Idol can assume its true
hideous form - that of a small, winged demon with red scaled flesh, a fang-
lined mouth, razor-sharp talons and bat-like wings. Regardless of its form,
the mind control abilities of the Idol allow it to spread horror wherever it
is carried.
Val Char Cost Val Char Cost
20 STR* -5 7 PD* 0
10 DEX 0 7 ED* 1
16 CON 12 2 SPD 0
15 BODY 10 7 REC 0
12 INT 2 32 END 0
11 EGO 2 33 STUN 0
20 PRE 10
2 COM -4
*Density Increase already included in the totals
Cost Abilities
10 Shape Shift - Fallen Idol, 0 END Persistent,
Uncontrolled, Invisible Power Effects (All),
Limitation - unable to move while in Idol Form (-2)
2 Simulate Death, Only while in form of Idol (-1/2)
13 Shrinking (10 points), Persistent, Always On (-2 to
others sight PER, +2 DCV)
20 Density Increase (15 points), 0 END Persistent,
Always On (+15 STR, 100kg, +0 KB, +3 PD / +3 ED)
37 6d6 Mind Control, Telepathic (+1/2), Invisible Power
Effects (All) (+1), Target must watch Idol (-1) 7
12 1d6 HKA, reduced penetration (-1/4) - bite 1
16 1d6+1 HKA, reduced penetration (-1/4) - claws 2
12 25% rPD, Not versus Holy Weapons (-1/4)
12 25% rED, Not versus Holy Weapons (-1/4)
7 +7 PD / +7 ED Damage Resistance
12 Flight 9", OIF - wings 1/5"
5 Extra limbs - wings and tail
30 Full Life Support
15 3d6 Luck
21 Infrared Vision, 360 Degree Sight Group, +2 to
all perceptions
20 Universal Translator 12-
9 Breakfall, Concealment, Stealth 11-
ES: Deduction, Shadowing
75+ Disadvantages
15 Distinctive Features: Aura of Evil (Easy to Conceal,
Extreme Reaction)
10 2x Body from Holy Weapons
10 1d6 RKA from holy water (Uncommon)
10 2x Effect from PRE Attacks of Holy Men
10 Psych Lim: Fears Holy Symbols (Uncommon, Strong)
20 Psych Lim: Malicious (Very Common, Strong)
20 Psych Lim: Must assume shape of fallen idol whenever
observer is present (Very Common, Strong)
111 Creature Bonus
OCV: 3; DCV: 3; ECV: 4; Modifiers: +0;
Phases: 6, 12
Points = 28 + 253 = 281 = 206 + 75
|
This hulking great creature of the earth has the appearance of a huge mound
of dirt, stones, moss, and plant roots that has taken the form of the upper
body of an oversized humanoid creature. In actuality, the Garguant is an
elemental life form that draws its primal powers from rich soil. The Garguant
fears little save for running water and great open spaces. It prefers to dwell
deep within an ancient forests, or in secluded alpine valleys. This beast is
unable to travel where there is no rich soil, and can not cross any flowing
water larger than a stream.
A Garguant has a great hatred for any life forms that mine the earth for
mineral wealth. This includes humans, dwarves, orcs, kobolds, and so forth. It
will normally attack its enemies by rumbling forward through the earth, then
enveloping and suffocating any targets. The Garguant can also form an arm-like
mass which can be used for a smashing blow. Finally, this beast is extremely
robust and proof against most physical attack forms, save for Water-based
spells.
Val Char Cost Val Char Cost
40 STR* 0 10 PD* 6
9 DEX -3 8 ED* 0
18 CON 16 2 SPD 1
30 BODY* 32 6 REC 0
9 INT -1 36 END 0
15 EGO 10 44 STUN* 0
10 PRE 0
6 COM -2
* Effects of Growth and Density Increase already included in totals.
Cost Abilities END
27 Growth (20 pts), Persistent, Always On
(+2 PER to other's sight, -2 DCV, +1" Reach)
13 Density Increase (10 pts), 0 END Persistent,
Always On (-1/2). (6,400kg, -6" KB)
29 2" Tunneling through 4 DEF, Closes behind. 3
27 3d6 Entangle, Blocks Sight Group, No Range (-1/2) 4
12 2d6 Energy Blast, NND (Appropriate Life Support)
(+1), 0 END (+1/2), No Range (-1/2), Linked to
Entangle (-1/2) - engulf & smother 2
24 +8d6 HA - punch 2
20 50% Resistant Physical Damage Reduction, Not versus
Water (-1/2)
7 Regeneration - 1 BODY / turn, Only while tunneling
through dirt (-1/2)
10 +5 rPD / +5 rED Damage Resistance
10 2" Stretching (4" Non-Combat) 1
18 Life Support - No need to Eat, Sleep, or Excrete;
Immune to Disease
-2 -1" Running (5" total)
-2 -2" Swimming (0" total)
13 Concealment 16-
0 ES: Deduction, Stealth 8- (each)
AK: Home forest or valley
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
15 Physical Limitation: No fine manipulation
10 Dependence on rich dirt (Very Common, 1d6 per turn)
20 1d6 BODY per phase of immersion in water (Common)
10 x2 BODY from water attacks (Uncommon)
10 Psych. Lim: Fear of wide open plains (Common, Moderate)
15 Psych. Lim: Fear of flowing water (Common, Strong)
10 Hatred of mining races (Uncommon, Strong)
80 Creature Bonus
OCV: 3; DCV: 1; ECV: 5; Modifiers: +0;
Phases: 6, 12
Points = 59 + 206 = 265 = 142 + 75
|
These unique entities were created by a god to guard a few sacred
sites. Column Giants have nearly infinite patience and spend the majority
of their life in the form of a natural-looking column of rock. While in this
state, the giant uses a magical clairsentience ability to view the area
and look for any threats to their ward. They have no need for sustainance,
as they draw all their needs from the earth. Column Giants are extremely
reticent and will not converse with anybody except their creator.
Val Char Cost Val Char Cost
65* STR 0 9* PD 2
15 DEX 15 9* ED 0
20 CON 20 3 SPD 5
34* BODY 36 12 REC 12
12 INT 2 56 END 8
20 EGO 20 60* STUN 39
40 PRE 30
10 COM 0
*Effects of growth and density increase already factored in.
Cost Abilities END
40 Growth (30 pts), Persistent, Always On
(+4 to others' sight PER, +2" reach, -6" KB)
33 Density Increase (25 Pts.), Persistent,
Always On (-5" KB)
30 50% Resistant Physical Damage Reduction
30 50% Resistant Energy Damage Reduction
14 +10 PD/+10 ED Armor
10 Shapeshift: Column of Stone 1
53 Clairsentience to Sight and sound, 10 km Range,
0 END, Invisible Power Effects (Sight), 1/2 DCV
Concentrate Throughout
6 +2 PER w/ all Perceptions
30 Life Support: Full
12 +4d6 HA
2 FAM w/ Common Melee Weapons
5 +1 w/ H-to-H combat
3 Breakfall 12-
3 Climbing 12-
3 Tactics 12-
4 +2" Running (8" total)
42 1" Tunneling through 10 DEF, Only through stone, Closes behind
2 KS: Siege Techniques 11-
2 AK: Area of ward 11-
- Language: Local tongue (Basic conversation)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
10 Phys. Lim.: Large, Bulky, and Clumsy (Frequently)
15 Psych. Lim.: Must protect ward (Uncommon, Total)
20 Psych. Lim.: Must assume form of column when not active (Very
Common, Strong)
15 Psych. Lim.: Only talks to creator (Uncommon, Total)
15 Psych. Lim.: Stubborn (Common, Strong)
10 1.5x Effect from Earth Manipulating Powers (Uncommon)
10 1d6/turn when not in contact with the earth (Uncommon)
321 Creature Bonus
OCV: 5; DCV: 1*; ECV: 3; Modifiers: +1, +2;
Phases: 4, 8, 12
Points = 189 + 322 = 511 = 436 + 75
|
Close relatives of the Mountain Giant, these huge beings thrive among the
dragon-free peaks of the rugged Eldar Mountains. Crevice Giants build their
mining villages out of stone, among inaccessible valleys and narrow gorges
high in the range. Their preferred hunting grounds are the peaks and rocky
water channels above the tree line, although they will make occasional
forays down into the hills when food is scarce.
They can be distinguished from their Mountain Giant cousins by flaming red
hair, a rudy complexion, and long, slender digits. Their preferred weapons
consist of large iron shot, which they can hurl at a foe from a great
distance, and massive clubs studded with iron spikes. At least three distinct
tribes of Crevice Giants live among the Eldar Mountain peaks, each with its
own distinct culture, garb, and dialect.
Val Char Cost Val Char Cost
38* STR 13 16 PD 11
15 DEX 15 10 ED 4
28 CON 36 3 SPD 5
24* BODY 22 12 REC 2
9 INT -1 60 END 2
10 EGO 0 60* STUN 9
28 PRE 18
8 COM -1
*Effects of growth already factored in.
Cost Abilities END
20 Growth (15 pts), 0 END Persistent, Always On
(800Kg, +2 to others sight PER, +1" Reach, -3" KB)
3 +2 PD Armor
6 +3" Running (9" total)
3 +1 to all Perceptions (12-)
5 Climbing 13-
3 Concealment 11-
2 AK: Eldar Mountains
2 KS: Mountains 11-
1 Lang: Tharse (Basic Conversation)
2 PS: Mining 11-
9 Survival 14-
3 FAM w/ Common Melee Weapons
5 +1 w/ H-to-H combat
3 +2 Range Offset w/ Shot
0 ES: Trading 8-
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
20 Reputation (Extreme) 14-
10 Phys. Lim.: Large, Bulky, and Clumsy (Frequently)
15 Psych. Lim.: Greedy (Common, Strong)
10 Dislike of racial enemies (Uncommon, Strong)
5 Hunted (Watched) by local races (Limited Area) 11-
42 Creature Bonus
OCV: 5; DCV: 3*; ECV: 3; Modifiers: +1, +2;
Phases: 4, 8, 12
Points = 135 + 67 = 202 = 127 + 75
|
This enormous race of seafaring amphibians shares a common ancestor with
the Lizardmen. Some time in the distant past, however, they were changed into
the largest of the common Giant races. The hands of the Sea Giants are webbed,
but capable of handling weapons and tools fashioned from coral. A spiked
dorsal fin peaks at the rib cage, then runs the length of their back to the
tail. The ocean water supports much of their vast bulk, and they are incapable
of standing upright on dry land, even if they had legs instead of a vertical
tail.
The tough, slick, dark-green hide of the Sea Giant provides considerable
protection, and streamlines their movement through the water. Their eyes are
slitted vertically much like a cat, and provide excellent vision underwater.
They also have large, spiked ears which sense minute noises from passing
fishes and other denizens of the depths.
Sea Giants travel in small hunting parties to trap and slay large sea
creatures, such as whales or giant sharks. They even gather Orcas to join
their hunt and round up the prey. Typically, a Sea Giant hunting party is
armed with razor-sharp coral spears, and they employ a large net made from
tough shark hide.
The Sea Giant clans typically reside in clusters of underwater caves,
surrounded by delightful gardens decorated by beautiful coral and many
tropical fishes. The clans grow extensive fields of sea weeds in the ocean
shallows. They have some limited commerce with Lizardmen, but usually avoid
contact with any other surface dwellers. They are greatly feared and hated by
other intelligent sea dwellers, whom they enslave to work the farms.
There may be a rare offshoot of the Sea Giants who inhabit large,
freshwater lakes. These are smaller than their sea-going cousins, and are not
held in high regard. Most Sea Giants avoid unsalted water, unless
necessary.
Val Char Cost Val Char Cost
40* STR -10 15 PD 15
15 DEX 15 10 ED 5
25 CON 30 3 SPD 5
26* BODY 22 12 REC 14
12 INT 2 50 END 0
12 EGO 4 60* STUN 19
30 PRE 20
8 COM -1
*Effects of growth already factored in.
Cost Abilities END
53 Growth (40 pts), 0 END Persistent, Always On
(-5 DCV, +5 to others sight PER, +3" Reach, -8" KB)
21 6d6 Mind Control, Non-verbal, only on water animals 3
8 Life Support (Breathe underwater, High pressure)
21 +2 Hearing, targeting, only in water (-1/4)
4 Ultraviolet Vision, only in water
9 Armor: +4 rPD, +2 rED, tough hide
3 FAM w/ Common Melee & Nets
5 +1 w/ Hand-to-hand
0 Language: Sea Signing (Native)
7 Navigation 13-
3 Survival 11-
2 AK: Home Area 11-
4 AK: Ocean Depths 13-
2 PS: Current occupation/hobby 11-
0 ES: Concealment, Conversation, Deduction 8- (each)
8 +8" Swimming (10" total)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
20 Reputation (Extreme) 14-
5 Unable to vocalize (Infrequently, Slightly)
10 Dislike of racial enemies (Uncommon, Strong)
5 Hunted (Watched) by underwater races 11-
12 -6" Running (0" total)
143 Creature Bonus
OCV: 5; DCV: 0; ECV: 4; Modifiers: +1;
Phases: 4, 8, 12
Points = 166 + 124 = 290 = 215 + 75
|
Apart from their dual heads, this race of Giants could easily be mistaken
for Stone Giants, both in appearance and life style. The second head does
provide advantages, including the ability to operate each arm independently.
Since one head can remain awake and alert at all times, it is difficult to
sneak up on these beings. However, the mind of the Giant has been split
between the two heads, so that they appear less intelligent and clumsier
overall than their stone cousins.
Val Char Cost Val Char Cost
40* STR 15 16 PD 11
13 DEX 9 10 ED 4
28 CON 36 4 SPD 17
25* BODY 24 12 REC 2
8 INT -2 50 END -3
11 EGO 2 65* STUN 23
30 PRE 20
8 COM -1
*Effects of growth already factored in.
Cost Abilities END
20 Growth (15 pts), Persistent, Always On
(-2 DCV, +2 to others sight PER, +1" Reach, -3" KB)
3 Life Support (Does not need to sleep)
3 Armor: +2 rPD, tough hide
3 +1 PER, all senses
5 Ultraviolet Vision
3 Ambidexterity
2 FAM w/ Common melee weapons
3 +1 w/ Clubs
2 Language: Local Common (Fluent Conversation)
2 AK: Home Area 11-
2 AK: Caves & Rocky Terrain 11-
5 Survival 12-
0 ES: Climbing, Concealment, Deduction 8- (each)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
5 Berserk (Enraged) when in combat 8-, Recovers 14-
20 Reputation (Extreme) 14-
10 Phys. Limitation: Large, Bulky & Clumsy (Frequently)
10 Dislike of racial enemies (Uncommon, Strong)
70 Creature Bonus
OCV: 4; DCV: 2; ECV: 4; Modifiers: +1;
Phases: 3, 6, 9, 12
Points = 157 + 53 = 210 = 135 + 75
|
Despite the similarity of their deprived behavior, these hulking beings are
not true Vampires. Instead, a hereditary defect fuels a severe craving for
large doses of growth hormones from other humanoid creatures. They satisfy
their urge by biting into their victim, and extracting most of the growth
glands from the body. The Vampires can exhale a powerful hypnotic gas that
will hold their target long enough to insert a special fang and extract the
gland. The wound from this bite usually proves fatal to the victim, unless
special care is taken by the Giant.
Their favorite victims are young giants with very active thyroids. For this
reason, the Giant Vampire are greatly feared by their normal kin, and are
shunned or slain outright when discovered. Giant Vampires do not receive
sufficient hormones from normal-sized humanoids, but will still attack when
their craving grows extreme.
In all other respects, Giant Vampire resemble their normal kin, and always
seek to disguise their true nature.
Val Char Cost Val Char Cost
50 STR* 20 19 PD 13
14 DEX 12 11 ED 6
25 CON 30 3 SPD 6
25 BODY* 26 12 REC 2
12 INT 2 65 END 7
20 EGO 20 70 STUN* 17
30 PRE 20
10 COM 0
* Bonuses for Growth already figured in.
Cost Abilities END
27 Growth (20 pts), Persistent, Always On (1,600 KG, +2
to others' Sight PER, -2 PER, -4 KB, +1" reach)
24 6d6 EB, NND (Hypnotic Gas Attack) (+1), Personal
Immunity (+1/4), Reduced by Range (-1/4), Extra Time
- Full Phase (-1/2), 4 Charges/day (-1) - Exhale gas
10 1d6-1 HKA - bite 1
3 +2 PD Armor
8 +4" Running (10" total)
5 Ultraviolet Vision
6 +2 to all Perceptions (13-)
9 Concealment 14-
3 Survival 11-
3 Language: Local (Fluent w/ Accent)
2 AK: Hunting grounds 11-
4 Fam. w/ Common Melee & Missile Weapons
75+ Disadvantages
25 Distinctive Features (Not concealable, Extreme Reaction)
20 Reputation (Extreme) 14-
10 Phys. Lim: Large, Bulky, & Clumsy (Frequently)
0 Dependent upon growth hormone (2d6 Shrinking/day)
15 Hunted by other giants (Frequently)
223 Creature Bonus
OCV: 5; DCV: 3; ECV: 7; Modifiers: +0;
Phases: 4, 8, 12
Points = 181 + 187 = 368 = 293 + 75
|
These howling, jabbering abominations were created in the heart of chaos
and exist only to destroy. Gibbering packs relentlessly haunt the barren
lands, looking for any creatures to consume, regardless of how small or
pitiful a meal they may provide.
When their numbers grow too great for the land to support, the Gibbering
instinctively form great hordes and advance out of their lands destroying all
in their path. Insane beyond measure, these hordes will flow forth without
stopping to feast or rest. They will not stop until they are all slain or have
starved to death. Fortunately, major invasions of this type are quite rare,
only happening every few centuries. More often their numbers are culled by
constant wars between the packs.
As creatures go, Gibberings are both revolting and terrifying to behold.
Their tapered, fang-filled maws dominate their over-large heads. Small, beady
eyes are set atop the head, with inadequate ear holes just behind. The body
tapers from front to back, with powerful front shoulders and peculiarly small
hammocks. Thick plates of cartilage along the back provide protection to the
neck and back, favorite targets of rival Gibberings. A pathetic looking tail,
bearing a small tuft at the end, drags along behind.
Val Char Cost Val Char Cost
16 STR 6 4 PD 1
11 DEX 3 2 ED 0
10 CON 0 3 SPD 9
14 BODY 8 10 REC 10
5 INT -5 40 END 10
6 EGO -8 25 STUN -2
25 PRE 15
1 COM -4
Cost Abilities END
30 1d6 Energy RKA, Continuous, Uncontrolled, Penetrating,
Sticky, Reduced by Range, Extra Time: Phase - bile 5
18 1d6 HKA (2d6 w/ STR), Armor Piercing, Continuous,
Reduced Penetration - bite 2
13 1d6+1 HKA (2d6+1 w/ STR), Reduced Penetration (-1/4),
only when biting (-1/4) - claws 2
8 +4" Running (10" total)
4 1/2 END while running 1/10"
3 +4 PD/+2 ED Damage Resistance
10 +15 Mental Defense, Only when berserk (-1/2)
10 Tracking Scent
10 +2 w/ H-to-H Combat
3 Tactics (Pack) 10-
3 Survival 11-
75+ Disadvantages
15 Phys. Lim: No fine manipulation
20 Distinctive Features (Not concealable, Major Reaction)
15 Psych. Lim: Must slay creatures (Common, Strong)
5 Psych. Lim: Form horde when starving (Uncommon)
20 Berserk while in combat (Common, 11- Berserk, 11- Recover)
5 Creature Bonus
OCV: 4(6); DCV: 4; ECV: 2; Modifiers: +2;
Phases: 4, 8, 12
Points = 43 + 112 = 155 = 80 + 75
|
This mysterious phenomenon has only been observed around wind-swept lava
flows, when dry winds sweep up the steep mountain faces and create strong
electrical disturbances. Strange lightning forms dance and cavort across the
crags, leaving a trail of singed plants and magnetized iron scraps.
A noted sage believes the Glashans to be extraplanar beings, possibly from
a dimension of pure lightning plasma. They possess powerful magnetic and
electrical abilities, and prefer to linger in regions where conditions are
ripe for lightning storms. Something about the land about lava eruptions
allows these beings to move easily between the planes and take advantage of
the heavily charged conditions along the coast.
Val Char Cost Val Char Cost
-10 STR -20 2 PD 4
20 DEX 30 10 ED 6
21 CON 22 5 SPD 20
18 BODY 16 5 REC 6
12 INT 2 84 END 21
10 EGO 0 24 STUN 0
20 PRE 10
10 COM 0
Cost Abilities END
15 Elemental Control - Plasma
25 - Desolidification
45 - 6d6 Energy Blast versus ED, Area Effect (Any) (+1)
5 - 20 STR Telekinesis, Only versus Ferrous Metals (-2)
25 2d6 Energy RKA, 0 END Persistent (+1), Damage Shield
(+1/2), Always On (-1/2), Not versus grounded or wet
targets (-1-1/2).
5 25% Resistant Physical Damage Reduction, Not versus
Metal, Earth, or Water (-2).
60 75% Resistant Energy Damage Reduction
14 Life Support (Doesn't Eat, Sleep, or Excrete, Immune
to Disease, Aging, and Vacuum)
5 +10 Mental Defense, Only versus Mind Control (-1)
40 5" Flight (x4 non-combat), 0 END Persistent
8 -6" Running (0" total)
2 -2" Swimming (0" total)
6 +2 to all Perceptions
6 +2 w/ H-to-H combat
75+ Disadvantages
15 No fine manipulation
25 Distinctive Features (Not conceal, extreme)
10 Susceptibility: Moisture, 1d6 per turn, (Common)
20 2x Vulnerability to Water (Common)
10 Phys. Lim: Unable to cross bodies of water
223 Creature Bonus
OCV: 5; DCV: 5; ECV: 4; Modifiers: +1;
Phases: 3, 5, 8, 10, 12
Points = 117 + 261 = 378 = 303 + 75
|
This slimy infestation is usually found in damp, underground locations.
Unable to move readily, Green Mounds lie in wait for food to come to them,
often dangling from ceilings where they can drop on passing creatures. Once in
contact with food, the slime begins dissolving the material and converting it
into more slime. Mounds can quickly eat their way through most metals and more
slowly through plant matter, but has little or no effect on
rock or glass.
Val Char Cost Val Char Cost
-10 STR -20 6 PD 8
0 DEX -30 3 ED 3
0 CON -20 1 SPD 0
8 BODY -4 2 REC 8
0 INT -10 0 END 0
0 EGO -20 15 STUN 12
10 PRE 0
0 COM -5
Cost Abilities END
15 Cannot be Stunned (Automaton)
15 Does not bleed (Automaton)
7 +12 STR Clinging, Always On
60 2d6 Major Transform to Green Mound, Any material
dissolved by acid, Cumulative Attack (+1/2), 0 END
Persistent, Sticky, No Range, Always On
60 75% Resistant Physical Damage Reduction
15 25% Resistant Energy Damage Reduction
75 10d6 Suppress All Magic, 0 END persistent, no
range, always on
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
75+ Disadvantages
15 Distinctive Features (Not concealable)
15 2x BODY from Cure Disease spells
10 1d6 Susceptibility: Sunlight (Common, Every Turn)
10 Phys Limit: no fine manipulation
30 Creature Bonus
OCV: 0; DCV: 0; ECV: 0; Modifiers: +0;
Phases: 12
Points = -78 + 233 = 155 = 80 + 75
|
These small creatures are sometimes kept as pets by Gargoyles. They
have a dark, furry, egg-shaped body with small slender legs. Their beady
eyes are a malevolent red and they have a wide, drooling mouth with
sharp, pointy teeth. Their ears are oversized and wrap around the sides
of their head. They will growl and snap like a dog and dart about with
unusual speed and energy.
The bite of these creatures can cause a harmless skin condition that
will spread across most of the body before fading away after several
weeks. This condition creates a grey, mottled-like texture that resembles
granite.
Val Char Cost Val Char Cost
8 STR -2 2 PD 0
12 DEX 6 2 ED 0
9 CON -2 4 SPD 18
10 BODY 0 4 REC 0
5 INT -5 18 END 0
9 EGO -2 19 STUN 0
12 PRE 2
2 COM -4
*Effects of shrinking already factored in.
Cost Abilities END
13 Shrinking (10 Pts.), Persistent, Always On
(-2 to others' sight PER, +3" KB)
12 1d6-1 HKA, reduced penetration (-1/4) - bite 1
6 +3 PD/+1 ED Armor
12 Clinging, +4 STR 1
6 +2 to all senses (12-)
6 +3 to smell/taste (15- total)
10 Tracking Scent
8 +4" Running (10" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
15 Physical Limitation: No fine manipulation
10 1d6/Minute from water (Common)
15 Psych. Lim.: Afraid of water (Common, Moderate)
-8 Creature Bonus
OCV: 4; DCV: 6*; ECV: 3; Modifiers: +0;
Phases: 3, 6, 9, 12
Points = 11 + 71 = 82 = 32 + 50
|
These pig-faced humanoids are undoubtedly members of the Goblinoid race,
as they share the same green flesh and stupid, unpleasant demeanor. However,
they also suffer from instability to direct sunlight, and their flesh will
boil and mutate when exposed directly to the sun. For this reason, the Grolt
always seek to hide within darkened holes during the day.
In the worst cases of lengthy exposure, a Grolt will be transformed into
a twisted, monstrous beast that seeks only to consume flesh. This sickly
form resembles a gaunt, predatory animal, with hairless, blackened flesh;
an arched backbone covered by a row of horns; barbed claws dripping with
sickly-green excretions; and a drooling jaw filled with short, crooked,
triangular fangs.
Val Char Cost Val Char Cost
14 STR 8 4 PD 1
14 DEX 12 3 ED 0
14 CON 8 2 SPD -4
10 BODY 0 6 REC 0
8 INT -2 28 END 0
9 EGO -1 26 STUN 2
11 PRE 1
4 COM -3
Cost Abilities END
5 Ultraviolet Vision
2 FAM w/ Common Melee Weapons
2 FAM w/ Common Missile Weapons
4 Multiform (into 41 point Hyena), only in direct
sunlight (-1), Requires 1 turn to shift forms
(-1), Change is permanent (-2).
50+ Disadvantages
15 Distinctive Features (Concealable, Major Reaction)
Psych. Lim.: Fear of Daylight (Common, Total)
10 1d6/Minute from COM in direct sunlight (Common)
20 1d6/Hour Major Cumulative Transform into Hyena-like
creature in direct sunlight
-60 Creature Bonus
OCV: 5; DCV: 5; ECV: 2; Modifiers: +0;
Phases: 6, 12
Points = 22 + 13 = 35 = -15 + 50
|
This rare beast has the head and wings of a great eagle, the forequarters
of a lion, and the hindquarters of a horse. The Hippogriff is less fierce than
its cousin the Griffon, and can move faster along the ground. In the right
hands, it can be tamed as a mount, and is capable of carrying a man in full
armor through the air.
Hippogriffs live in territorial herds on rolling plains, where they can
graze, hunt for meat, and readily take off in flight. The females lay their
sizeable eggs in a nest, then the combined herd guards the young and hunts for
their food. Young griffs are able to run long before they learn to fly, and
this is the best time to tame the creatures as mounts.
Val Char Cost Val Char Cost
28* STR 13 10 PD 6
18 DEX 24 8 ED 6
20 CON 20 4 SPD 17
16* BODY 10 12 REC 2
6 INT -4 40 END 0
8 EGO -4 41* STUN 0
25 PRE 15
18 COM 4
*Effects of growth already factored in.
Cost Abilities END
7 Growth (5 pts), Persistent, Always On
(200 KG, -1" KB)
15 1d6 HKA - bite 1
24 2d6 HKA, reduced penetration - claws 2
3 +1 PD, +1 ED Armor
20 +10" Running (16" total) 1/5"
17 10" Flight (20" non-combat), OIF - wings 1/5"
5 Ultraviolet Vision
6 +3 to Sight Perception (13-)
4 +2 to Hearing Perception (12-)
0 ES: Deduction 8- (each)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
15 Physical Limitation: No fine manipulation
20 Reputation (Extreme) 14-
15 Psych. Limit.: Fear of fire & loud noises
(Uncommon, Strong)
65 Creature Bonus
OCV: 6; DCV: 6; ECV: 3; Modifiers: +0;
Phases: 3, 6, 9, 12
Points = 109 + 101 = 210 = 135 + 75
|
An Ice Elemental resembles a crystalline stand of deep blue glacial ice.
The bitterly cold nature of this being draws much of the heat from the
surrounding air. They make a deep ice grinding noise whenever they move,
making it nearly impossible for the Elemental to sneak up on anyone with
normal hearing. They can exist anywhere there is frozen water, although they
prefer crevasses within deep glaciers.
Ice Elementals attack by freezing their foes in a shell of bitterly cold
ice. They can also blast shards of primordial ice at their foes, although by
doing so they wound themselves.
Val Char Cost Val Char Cost
20* STR 5 10 PD 0
16 DEX 18 7 ED 0
23 CON 26 2 SPD 0
15* BODY 8 9 REC 0
8 INT -2 50 END 2
10 EGO 0 40* STUN 2
20 PRE 10
8 COM -1
*Effects of growth already factored in.
Cost Abilities END
7 Growth (5 pts), Persistent, Always On (200kg, -1" KB)
30 30 points in spells from Air College
35 Elemental Control - Ice.
36 4d6 NND (Not vs. warm clothing or immunity to
Cold), 0 END Persistent, Explosion, Continuous,
Always On, No Range, No Knockback. 0
30 4d6 Ice Entangle* (4 DEF), Impervious to Hearing
and Smell Groups, Entangle takes all damage aimed
at victim (-1/2), x2 damage from Heat (-1/2). 6
13 *2d6 NND Cold (Not vs. warm clothing or immunity
to Cold), 0 END Persistent, Continuous, Independent,
Linked to Entangle, Only while Entangle Intact.
30 2d6 Energy RKA (Ice Shard), Armor Piercing,
Autofire 5 shots, Loses 1 BODY per shot (-1). 6x
19 Tunnelling 2" through 6 DEF, Closes Behind,
Only Through Ice or Snow (-1). 1/5"
12 +6 PD, +2 ED.
20 50% Resistant Physical Damage Reduction,
not vs. Fire or Heat (-1/2).
30 75% Resistant Energy Damage Reduction,
only versus Cold (-1).
4 Mental Defense (10 Pts), only vs Mind Control (-1).
14 Life Support (Doesn't eat, sleep or excrete,
Immune to Disease & Aging, Intense Cold).
3 Climbing 14-
3 Concealment 11-
2 AK: Home Plane 11-
ES: Deduction 8-
-8 -4" Running (2" Total)
75+ Disadvantages
10 Distinctive Features (Not Concealable, Extreme)
15 Physical Limitation: No fine manipulation
5 Physical Limitation: Loud grinding noise while moving
10 1.5x Effect from cold manipulating powers (Uncommon)
10 1.5x Effect from Heat (Common)
15 1d6/Turn from temperatures above 5 C (Common)
15 Psych. Limitation: Wants to return to home plane
(Common, Strong)
163 Creature Bonus
OCV: 5; DCV: 5; ECV: 3; Modifiers: +0;
Phases: 6, 12
Points = 67 + 251 = 318 = 243 + 75
|
This ferocious predator has a voracious appetite, and is much feared by all
grazing animals. The Karkadann resembles a giant, stag-like creature, with
wolf-like features and a temperament to match. Also known as a Karg, it lives
a solitary life at the edges of deserts and hot, barren lands. Much like a
Unicorn, a Karkadann bears a single horn in the center of its forehead. This
horn is reputed to be very tough, and is sensitive to the presence of poison.
One common myth concerning the Karg is that it can be stilled by the presence
of the Ringdove bird, or by a young woman of pure virtue.
Val Char Cost Val Char Cost
36 STR* 6 8 PD 5
15 DEX 15 7 ED 1
28 CON 36 3 SPD 5
25 BODY* 22 9 REC 0
6 INT -4 56 END 0
9 EGO -2 51 STUN* 0
20 PRE 10
10 COM 0
*Effects of growth already factored in.
Cost Abilities END
27 Growth (20 pts), Persistent, Always On (x16 mass,
+2 to other's sight PER, -2 DCV, -4" KB, +1" Reach)
24 2d6 HKA, Reduced Penetration (-1/4) - Bite 3
21 1d6 HKA, Armor Piercing (+1/2) - Horn 2
10 +4d6 HA, Reduced Penetration (-1/4) - Hooves 1
9 +4 PD / +2 ED Armor
12 +6" Running (12" total)
6 +2 to all Perceptions (12-)
4 Sense Poison, OIF - Horn (-1/2), Persistent (+1/2),
Always On (-1/2)
5 +1 w/ H-to-H Combat
4 +2 w/ Horn
3 +1 w/ Move By & Move Through
12 Concealment, Survival 12-
ES: Climbing, Navigation 8- (each)
75+ Disadvantages
15 Physical Lim: No fine manipulation
10 Frequently Hungry (goes out of way to find food) (Common)
25 Distinctive Features (Not Concealable, Extreme Reaction)
10 Reputation (Extreme) 8-
96 Creature Bonus
OCV: 5; DCV: 3; ECV: 3; Modifiers: +1,+2,+1;
Phases: 4, 8, 12
Points = 94 + 137 = 231 = 84 + 75
|
The Khryg are lithe, fur-covered humanoids with long, prehensile tails.
Their heads are narrow and triangular, with a fleshy beak and a long, flowing
mane. The arms and legs are long and sinewy, with three-digit hands and feet.
Triple-jointed legs give them an odd, tottering gait that is somehow
elegant.
The beautiful fur coloration of a Khryg is grown according to a complex
pattern determined by the social structure within their tribes, and is a
source of considerable pride for these beings. Fur coloration ranges from drab
browns, yellows, or gray, to brilliant green and blue with some red, white and
black banding around the neck. Fully erect, they stand about 6-1/2 feet tall
and usually wear minimal attire.
This race is very agile and can leap between tree branches effortlessly.
The Khryg also have an amazing ability to heal wounds at an prodigal rate,
exceeded only by that of a Troll. It is believed that this ability allows the
Khryg to survive falls from great heights. Unfortunately, they are very
vulnerable to fire and have a great fear of combustion.
Despite their remarkable powers of healing, the Khryg are a cowardly race
and will usually flee their home rather than risk battle. To some folks, their
natural honesty more than makes up for their flightiness. However, they are
not widely respected among the other races. While the Khryg fall somewhat
below a typical human in intelligence, they are masters of plant lore and have
learned to shape their surroundings through magic and careful cultivation.
Living plants and trees are the only comfortable habitat for a Khryg. While
they can tolerate wood or stone structures for a period, they are always
uncomfortable in such surroundings.
Their deep love and knowledge of plant life gives the Khryg a profound
understanding of vegetation, it's purpose within the ecosystem, and how to
alter its form and function.
Val Char Cost Val Char Cost
9 STR -1 2 PD 0
15 DEX 15 1 ED -3
18 CON 16 3 SPD 5
10 BODY 0 6 REC 0
8 INT -2 36 END 0
8 EGO -4 24 STUN 0
9 PRE -1
10 COM 0
Cost Abilities END
30 30 Pts. Elemental Control (Plant Powers)
15 1d6-1 HKA - Bite 1
10 Regeneration, 1 BODY/Turn
10 Clinging
5 +5" Superleap 1/5"
5 Ultraviolet vision
7 +2 PER to smell; +1 PER to all senses
10 Breakfall, Climbing 13-
8 Stealth, Survival 12-
2 KS: Plant Biology, Jungle
Language: Khryg (Fluent)
AK: Local Jungle
ES: Concealment, Conversation, Deduction, Shadowing
50+ Disadvantages
20 x2 BODY from Fire damage (Uncommon)
15 Psych. Lim.: Cowardice (Common, Strong)
15 Psych. Lim.: Honesty (Common, Strong)
10 Psych. Lim.: Fear of Fire (Uncommon, Strong)
17 Creature Bonus
OCV: 4; DCV: 4; ECV: 3; Modifiers: +0;
Phases: 6, 12
Points = 25 + 102 = 127 = 77 + 50
|
These four-legged insect-like creatures resemble a cross between a
large spider and a flightless dragon fly. The body of the Kyden is
polished black, with a red, symmetrical pattern along their bellies.
The tip of the tail contains a gland they use to secrete sticky
streamers the Kyden use to capture their prey. The mandibled jaws
inject a powerful juice that eats away at their victims from the
inside.
The Kyden dwell in hard nests on the underside of caverns. They
spend their entire existance living upside down near the cavern
openings. They build long, sticky streamers that are used to capture
flying creatures as they enter and exit the caverns. These streamers
hang down more than 50 meters. Old streamers often become entangled
and chocked with dirt. The Kyden build their nests within this dirt
mass, sealing the openings with secretions.
Various fungi and vine-like plants grow among the Kyden tubes,
giving the openiong a very lush appearance. During the occasional
quake, the Kyden tubes have been known to drop tons of dirt onto the
ground below. The Kyden that survive the fall become disoriented
and die.
Val Char Cost Val Char Cost
8 STR -3 4 PD 2
12 DEX 6 3 ED 1
12 CON 4 2 SPD -2
6 BODY -8 4 REC 2
3 INT -7 26 END 2
5 EGO -10 16 STUN 0
10 PRE 0
10 COM 0
* Bonus for shrinking already figured in.
Cost Abilities END
27 Shrinking (20 pts), Persistent, Always On
(-4 to others' Sight Perception, +6" KB)
15 1d6-1 HKA - Bite 1
13 2d6 (phy) Energy Blast, NND (appropriate immunity,
alien metabolism, or anti-venom, +2), Persistent, No
Range (-1/2), Gradual Effect (5 minutes) (-3/4),
only if bite does body (-1/2), only effects living
things (-1/2), 6 charges (-3/4) - venom
4 1d6 Entangle (1 DEF), Sticky, Area Effect (hex),
Caster Immune, Independent, takes 30 minutes - web 1
10 Clinging, Only to celing (-1/2)
6 +2 PD/+2 ED armor
5 Ultraviolet vision
6 +2 to all Perceptions (12-)
2 +1 PER to sight (13- total)
2 +1 w/ Bite
13 10" Flight, OIF Sheathed Wings (-1/2)
-8 -4" Running (2" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
25 Distinctive Features (Not concealable, Major Reaction)
15 Psych. Lim.: Disoriented when on ground - INT check
to perform any action (Uncommon, Total)
-11 Creature Bonus
OCV: 4; DCV: 8*; ECV: 2; Modifiers: +0;
Phases: 4, 8, 12
Points = -14 + 93 = 79 = 29 + 50
|
Lake Beast
Also known as the Occum, this hideous beast usually dwells at
the bottom of fresh water lakes and rivers. It can, however find
its way into the unguarded sewers of a city and become a menace.
It has a rubbery mottled brown-grey hide, two huge eyes at the
end of short stalks, several long tentacles, two blood-sucking
arms and a wide, gaping, tendril-lined maw. A profuse mat of
hair-like tendrils wave about its head.
The Lake Beast is primarily a scavenger, feeding on the
carrion and food debris that falls to the bottom. It will,
however, resort to predation when food runs low. Live prey is
captured by the tentacle arms and sucked dry of blood. The
corpse will then be buried until it begins to rot a few days
later. Carrion is drawn into the toothless maw to be squeazed
and ground into a cloudy pulp of mashed flesh.
For a beast, the Occum is a highly intelligent creature who
is a wily foe during combat. It will recognize weapons and seek
to disarm a foe it has grabbed. It will also flee when the odds
look poor or when it has taken serious damage. When several of
these creatures are found together, they will cooperate to
overwhelm a foe.
Val Char Cost Val Char Cost
30* STR 5 5 PD 2
15 DEX 15 5 ED 0
25 CON 30 3 SPD 5
25* BODY 24 8 REC 0
8 INT -2 50 END 0
11 EGO 2 45* STUN 0
15 PRE 5
4 COM -3
* Bonuses for Growth already figured in.
Cost Abilities END
20 Growth (15 pts), Persistent, Always On
(+2 to others' Sight Perception, -3" KB, +1" Reach)
12 1d6 HKA, reduced penetration (-1/4) - suck blood
3 3 rPD/3 rED Damage Resistance
8 Life Support - Breath Underwater, High Pressure
5 Extra Limbs - 6 tentacles
10 Stretching 2" (3" total reach), 0 END, No non-combat
stretching (-1/2)
10 Clinging (normal STR)
3 Concealment 12-
7 Stealth 14-
7 Survival 13-
5 (Pack) Tactics 12-
5 Ultraviolet Vision
3 +1 to all Perceptions (11-)
4 +2 to Sight Perception (13- total)
4 +2 w/ Grab
-8 -4" Running (2" Total)
2 +2" Swimming (4" Total)
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
15 Physical Limitation: No fine manipulation
10 1.5x STUN & BODY from heat (Uncommon)
53 Creature Bonus
OCV: 5; DCV: 3*; ECV: 4; Modifiers: +2; Phases: 4, 8, 12
Points = 83 + 95 = 178 = 103 + 75
|
This ancient race of intelligent amphibian beings have adopted to life in
the underground caverns and passages. Their flesh is pigment-free, with
prominent blood vessels and some internal organs visible. The red eyes of the
Larvae people are almost vestigial organs, and they now rely on sound and odor
for senses and communication. The lower body resembles a segmented worm, with
a slight bulge at the abdomen and an irregular taper. The upper body is more
amphibian in appearance, with two powerful arms, a wide neck and mouth, and a
dorsal fin running up the back to crest above the neck.
Although steadily declining in numbers due to constant warfare, the Larvae
people are well suited to life underground and they are not to be taken
lightly by any foe. The largest surviving community of Larvae people now
reside in the underground city of Khadringale, which they still rule by means
of their mysterious mind-controlling odors.
Val Char Cost Val Char Cost
13 STR 3 3 PD 0
15 DEX 15 2 ED 0
10 CON 0 3 SPD 5
9 BODY -2 8 REC 6
12 INT 2 20 END 0
15 EGO 10 21 STUN 0
14 PRE 4
6 COM -2
Cost Abilities END
22 30 pts Elemental Control (Chemical Mind Powers),
0 END (+1/2). Common limitations: Reduced by Range
(-1/4), Full Phase (-1/2), Transmitted via gaseous
chemicals (-1/4).
6 +2d6 HA, tail slap 1
4 +3 to Olfactory, +1 to Hearing Perception
20 Targeting Sense (Hearing)
5 +1 w/ H-to-H combat
6 Concealment, Shadowing 11-
0 ES: Climbing, Conversation, Deduction, Stealth 8- (ea)
AK: Home tunnels
Local Language (4 pts)
-2 +1" Running (5" total) 1/5"
2 +2" Swimming (4" total)
50+ Disadvantages
15 Distinctive Features (Difficult conceal, strong reaction)
15 Poor Sight (-3 PER) (All the time, slightly impairing)
10 1d6/turn Susceptibility to dry environment (Uncommon)
5 x2 Vulnerability to heat or fire attacks (Uncommon)
9 Creature Bonus
OCV: 5; DCV: 5; ECV: 5; Modifiers: +1;
Phases: 4, 8, 12
Points = 41 + 59 = 104 = 54 + 50
|
A Lenk is a giant, flightless bird known to inhabit certain thinly wooded
wild lands. Undoubtedly a magical creation, this beast has the legs of a
Crane, the wings and body of a Gull, and the head and beak of a Hawk. While
unable to provide lift, the wings of a Lenk can create a prodigious blast that
can knock a full grown man off his feet, and enables the beast to glide quite
respectable distances. Each long, gangly leg has four claws which can grab and
hold a human-sized creature long enough for the powerful beak to tear it
apart.
When they can locate a spouse, the Lenk are known to mate for life. The
male builds a large, covered nest from tree branches dragged far across the
woods. The call of a Lenk is a long, soulful cry that can carry a great
distance on a peaceful day.
Val Char Cost Val Char Cost
35 STR* 0 4 PD 0
15 DEX 15 2 ED 0
10 CON 0 3 SPD 5
13 BODY* -4 6 REC 0
6 INT -4 20 END 0
8 EGO -4 29 STUN* 1
24 PRE 14
16 COM 3
* Bonuses for Growth already figured in
Cost Abilities END
33 Growth (25 pts), Persistent, Always On (3,200KG,
+3 to others' Sight PER, -2 DCV, -5 KB, +1" Reach)
20 1d6+1 HKA - Beak 1
24 2d6 HKA, Reduced Penetration - Talons 1
22 20 STR Telekinesis, Area Effect (6" Cone), No Range,
Reduced by Range, Affects all parts of target (-1/4),
Only to push away (-1/4), Extra time - Full Phase.
OIF - wing buffet. 6
8 2" Stretching, Only with legs (-1/4)
7 10" Gliding, OIF - wings
6 Telescopic Vision (+4 to Ranged PER)
5 +1 w/ H-to-H combat
3 Stealth 12-
3 Survival 11-
4 +2" Running (8" total)
ES: Breakfall 8-
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
15 Physical Limitation: No fine manipulation
2 -2" Swimming (0" total)
38 Creature Bonus
OCV: 5; DCV: 3; ECV: 3; Modifiers: +1;
Phases: 4, 8, 12
Points = 26 + 119 = 155 = 80 + 75
|
Also called the Sissirin, this little-known race has a head resembling that
of a hooded cobra, with a wiry, humanoid frame. The arms and legs of the
Manta-kine consist of flexible tentacles, with a bundle of slender tendrils at
the tip of each arm. While less than physically imposing overall, the bite of
these beings produces a toxin that can completely paralyze smaller creatures
within a few moments.
Due to their sensitive eyes, Manta-kine much prefer dim lighting, and
usually wear loose, hooded robes to cover their heads and other extremities.
The flesh is a dark, scaly green, with light and dark tan stripes extending
from just above the wide nostrils to the base of their protruding spine. The
female of the species is smaller and more numerous than the males, deep aqua
in hue, and lacks a toxic bite. The Sissirin dwell in extensive, well-
concealed adobe tunnels in the barren lands. When they mate, the Sissirin
produce batches of eggs which are kept in a fanatically guarded rookery at the
heart of their hive.
Well versed in herbal lore, they have mastered the art of cultivating
different strains of mushrooms and fungi for various specialized purposes.
Despite their nature-based civilization, the Sissirin possess a sophisticated
culture and a highly centralized, theocratic government. Their serpentine
appearance causes strong reactions among outsiders, so the Manta-kin are
justifiably wary of any strangers. The priesthood often cultivates secret spy
networks among potential foes, seeking to play enemies against each other.
When travelling outside their hives, the Manta-kine are armed with a
hardwood staff that has a double-pronged tip. The longer barbed prong is used
to hook or trip an opponent, while the shorter tip is fitted with a nasty
stinging bulb. (Treat the weapon as a hooked Glaive that inflicts a single
charge of 3d6 STUN Drain when it causes BODY damage.) For extra protection,
woven leather armor (2 DEF) is often worn under the robes.
Val Char Cost Val Char Cost
10 STR 0 5 PD 3
9 DEX -3 4 ED 2
12 CON 4 3 SPD 11
11 BODY 2 4 REC 0
10 INT 0 24 END 1
13 EGO 6 20 STUN -2
9 PRE 5
8 COM -2
Cost Abilities END
15 1d6 HKA, reduced penetration (-1/4) - Bite 1
32 3d6 SPD Drain, NND (appropriate immunity, alien
metabolism, or anti-venom, +2), Persistent, Recover
every 5 minutes (+1/2), Gradual Effect (1 Turn), No
Range, Only if bite does BODY damage (-1/2), Only
affects living things (-1/2), 4 Charges - Venom (Male
only)
3 1 DEF Armor - Leathery Hide.
1 2 PD Resistant defense
5 Infrared Vision - Tongue
4 +2 to Sight PER
2 Familiar w/ Common Melee Weapons
4 +2 OCV w/ Bite attack
3 +1 w/ Hooked Staff
3 +1 w/ Fine Motor Skills (Pick Lock, Sleight of Hand, etc.)
4 +4 Resistance
3 Simulate Death
12 Climbing, Concealment, Paramedic, Shadowing 11-
4 KS: Herbal Lore 13-
3 KS: Selective breeding of vegetation 12-
ES: Deduction, Stealth 8-
AK: home region
75+ Disadvantages
15 Distinctive Features (Concealable, Major Reaction)
15 Psych. Lim: Distrust of Strangers (Common, Moderate)
5 2x Effect from Sight Flash (Uncommon)
2 -1" Running (5" total)
13 Creature Bonus
OCV: 3; DCV: 3; ECV: 4; Modifiers: +2, +1;
Phases: 4, 8, 12
Points = 27 + 98 = 125 = 50 + 75
|
These wonderful little mechanical devices were created by
the College of Animation to perform various services for their
owner, such as scouting and spying. They have a set of tiny
switches on their back that are used to activate and program
the device, although this requires special skills to perform.
Once activated, they will loyally follow the orders of their
owner even at the risk of their own life. They have a strange,
rasping language that only their owner seems to be able to
understand. Mechanical birds are made from special metal alloys
that are resistant to corrosion and they will operate well in
almost all conditions except intense cold.
Mechanical birds are exceedingly rare and very difficult and
expensive to create. Only a true master of animation, working
in concert with an expert mechanic, inventor, and smithy, can
build such a device.
Val Char Cost Val Char Cost
0 STR -10 4 PD 4
15 DEX 15 3 ED 1
10 CON 0 3 SPD 5
8 BODY -4 4 REC 4
10 INT 0 20 END 0
-0 EGO 0 -0 STUN 0
12 PRE 2
10 COM 0
* Bonus for shrinking already figured in.
Cost Abilities END
45 Takes no stun, Lose abilities each time BODY taken.
(Automaton)
13 Shrinking (10 pts), Persistent, Always On
(-2 to others' sight Perceptions, +3" KB)
8 1/2d6 HKA, reduced penetration (-1/4) - talons 1
20 15" Flight, 1/2 END, OIF Wings (-1/2) 1/10"
14 Life Support: No need to eat, sleep, or excrete,
Immune to Disease and Aging, Intense Heat
12 +15 Mental Defense, Not versus mind link (-1/4)
5 2d6 Mental Telepathy, 0 END (+1/2), Only to
communicate with owner verbally (-2)
9 +3 PD/+3 ED Armor
3 Telescopic Vision (+2 to ranged PER)
3 Concealment 12-
3 Shadowing 12-
5 +1 w/ H-to-H combat
4 +2 w/ Move By
16 Universal Translator 11-, Can only communicate with
owner (-1/4)
3 Simulate Death
-10 -5" Running (1" total)
-2 -2" Swimming (0" total)
2 Language: Mechanical tongue (native)
- ES: Climbing, Deduction 8-
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
15 Phys. Lim.: No fine manipulation
15 Phys. Lim.: Cannot be healed, must be repaired by Mechanic
(Infrequently, Fully)
20 Psych. Lim.: Obeys orders of owner (Very Common, Strong)
10 1.5x Effect from metal manipulating powers (Uncommon)
10 1d6 SPD Drain per phase from intense cold (Uncommon)
0 Creature Bonus
OCV: 5; DCV: 7*; ECV: 0;
Modifiers: +1, +2; Phases: 4, 8, 12.
Points = 17 + 153 = 170 = 95 + 75
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This metallic construct, built by the most arcane magic of the Animation
Wizards, is a peculiar combination of mechanical parts and magical powers. The
body consists of segmented metallic chambers, usually made from iron or
copper, joined by heavy ball-hinges. Several metal limbs are attached to the
body, each with a specialized tool at the tip. A Mekanoid is given only the
minimal intelligence required to perform its assigned task.
The magical power imbued in the device allows the Mekanoid to repair
itself, provided it retains sufficient END to continue functioning. The senses
of the Mekanoid are formed from mounted crystals, each enchanted by its
creator for a different purpose. When the Mekanoid runs out of END, the large
screw on its back must be wound up before it can function again.
The following values are for a typical Mekanoid, but will vary considerably
from device to device.
Val Char Cost Val Char Cost
30 STR* 20 7 PD* 0
6 DEX -12 5 ED* 0
18 CON 16 2 SPD 4
40 BODY 60 0 REC -14
5 INT -5 0 END** -18
0 EGO -20 64 STUN 0
15 PRE 10
10 COM 0
* Bonuses for Density Increase already figured in.
** Torsion spring
Cost Abilities
45 Takes no STUN (Automaton)
24 2d6 PD HKA, Reduced Penetration (-1/4) - tools
13 Density Increase (10 points), 0 END Persistent,
Always On. (400kg, -2" KB)
10 100 Pts. END Reserve (5 REC), Only recovered by
turning large screw on back (-1/2) - Torsion spring**
13 20 Pts. Mental Defense, Only versus Mind Control (-1/2).
7 Regeneration (1 BODY/turn), Costs END to use (-1/2).
20 1" Tunneling through 6 DEF
5 One of: Infrared Vision, Ultraviolet Vision
5 Extra Limbs
27 9 PD/ED Armor
30 Life Support (Full)
12 Mechanics, Security Systems 12-
9 +3 w/ Tools
3 Ambidexterity
-4 -2" Running (4" total)
-1 -1" Swimming (1" total)
ES: Deduction
Programmer's Language
75+ Disadvantages
25 Berserk (When Electrified, Berserk 14-, Recover 8-)
25 Psych. Lim.: Must follow programming (Very Common, Always)
10 Phys. Lim.: Unable to jump
10 x2 Damage from Metal-affecting attack (Uncommon)
114 Creature Bonus
OCV: 2; DCV: 2; ECV: 0; Modifiers: +3;
Phases: 6, 12
Points = 41 + 218 = 259 = 184 + 75
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The Bull is a large and powerful herd animal with large, curved horns and a
brown or black coat. They have an aggressive personality, expressed by
snorting and stomping motions, followed by a charge with their horns. Mature
Bulls will often be accompanied by one or more female cows which they will
protect against predators and other Bulls. The Minos Bull is a sacred member
of the species that carries all of the regular bovine traits, but is also
capable of breathing fire.
Val Char Cost Val Char Cost
36 STR* 11 4 PD 0
16 DEX 15 5 ED 0
25 CON 16 3 SPD 4
25 BODY* 24 9 REC 0
5 INT -5 50 END 0
10 EGO 0 52 STUN* 0
18 PRE 8
10 COM 0
* Bonuses for Growth already figured in
Cost Abilities END
20 Growth (15 points), Persistent, Always On (800kg,
+2 to Other's Sight PER, -2 DCV, -3" KB, +1" Reach)
16 1d6+1 HKA, reduced penetration (-1/4) - horns 2
10 +4d6 HA, reduced penetration (-1/4) - hooves 1
26 3d6 Energy Blast, NND (Immune to Heat) (+1), Area
Effect (Cone) (+1), No Range (-1/2), Reduced by
Range (-1/4) - Breath 4
9 +4 PD / +2 ED Armor
3 +1 to Hearing and Smell Perceptions
-4 -2 to Sight Perception
2 +1 w/ Horn
3 +1 w/ Move By and Move Through
6 Running +3" (9" total)
75+ Disadvantages
15 Distinctive Features (Not concealable)
15 Physical Limitation: No fine manipulation
5 Physical Limitation: Cannot leap (Frequently)
10 Psych Limitation: short-tempered (Common)
15 Reputation 11-
31 Creature Bonus
OCV: 5; DCV: 3; ECV: 3; Modifiers: +1,+1;
Phases: 4, 8, 12
Points = 75 + 91 = 166 = 91 + 75
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Roll 3d6 twice, then consult this table for the modifiers to the primary
characteristics
Roll Roll
#1 #2 STR DEX CON BODY INT EGO PRE COM
3 10 11 3 6 2 5 6 7 0
4 9 6 6 7 5 8 3 5 -4
5 8 12 2 4 1 5 7 12 4
6 7 0 8 5 4 7 1 8 4
7 6 3 2 10 7 2 5 5 0
8 5 10 1 4 2 10 6 11 4
9 4 9 5 0 8 4 4 10 10
10 3 16 3 1 4 3 8 6 0
11 18 2 5 9 0 7 9 3 -6
12 17 11 1 8 3 6 4 9 2
13 16 7 8 2 6 9 1 4 -4
14 15 14 4 1 5 0 7 7 2
15 14 1 7 7 1 5 8 0 -2
16 13 5 9 6 6 2 2 1 -2
17 12 13 7 3 3 6 0 2 0
18 11 4 4 5 9 0 5 6 0
Roll 2d6 twice, then consult this table for the attack forms. If a
duplicate attack occurs, select one or roll again.
Roll Roll
#1 #2 Power
2 6 2d6 HKA, Reduced Penetration (-1/4), Limited Power* (-1/4)
3 5 2d6 HKA, OAF (weapon), Armor Piercing, 0 END
4 4 4d6 EB, Indirect, Any Location, x2 END
5 3 1d6 HKA; 1d6 Drain, 5 per Minute (+1/4), Only if HKA does
BODY (-1/4), 4 charges (-1)
6 2 3d6 NND*, Cone Effect, No Range, Full Phase attack,
Limited Power* (-1/4)
7 12 20 STR TK, Full Phase
8 11 3d6 Flash, Single Sense, Limited Power* (-1/2)
9 10 6d6 EB, x2 END Cost
10 9 10d6 Mind Control, Activation 12- (-3/4) Limited
Power* (-3/4)
11 8 3d6 Entangle, Limited Power* (-1/2)
12 7 1d6 HKA, Continuous, Only after grabbed (-1/2)
*Determined by GM.
Roll 2d6 twice, then consult this table for the defense forms. If a
duplicate defense occurs, select one or roll again.
Roll Roll
#1 #2 Power
2 6 +25% resistant Physical Damage Reduction: not vs. silver
or magic (-1/2); Regeneration, 2 BODY/turn, home
dimension (-1)
3 5 50% resistant Energy Damage Reduction: only vs heat &
cold (-1); +5 Power Defense
4 4 Invisibility
5 3 Life Support, Immune to heat, cold, disease, aging;
+3 PD, +2 ED Armor
6 2 +25% resistant Physical Damage Reduction: not vs. silver
or magic (-1/2); Life Support, no need to breathe.
7 12 50% resistant Energy Damage Reduction: only vs heat &
cold (-1); +5 Mental Defense
8 11 +4 PD, +3 ED Armor, Hardened, OIF-Armor (-1/2)
Regeneration, 2 BODY/turn, home dimension (-1)
9 10 +5 rPD, +5 rED Damage Resistance; +5 Mental Defense;
Lack of Weakness; +5 Power Defense
10 9 Regeneration, 2 BODY/turn, home dimension (-1); Life
Support, no need to breathe
11 8 +25% resistant Physical Damage Reduction: not vs. silver
or magic (-1/2); Life Support, no need to breathe
12 7 50% resistant Energy Damage Reduction: only vs heat &
cold (-1); Lack of Weakness
Roll once on each of the following tables for the special powers and
abilities.
1d6 Power (30 pts)
1 Extradimensional Movement, Earth & Hells
2 Teleport 10", 4xMass
3 Shapeshift, Any Shape
4 Clairsentience, Sight Group
5 2d6 Major Transform (Dead to Life), Cumulative (1/2),
Full Phase (-1/2)
6 6d6 Telepathy
1d6 Power (20 pts)
1-2 Growth (15 pts), Persistent, Always On
3 Shrinking (15 pts), Persistent, Always On
4-6 Roll twice on table below
1d6 Power (10 pts)
1 +5" Swimming, Breath Underwater
2 +5" Running
3 10" Flight
4 Tracking Scent
5-6 Roll twice on table below
2d6 Power (5 pts)
2 Choose One: Concealment, Stealth, Tracking
3 +1 PER Ultrasonic Hearing
4 Choose One: Bribery, Bureaucratics, Streetwise
5 Choose One: Acting, Deduction, Persuasion, Seduction
6 Knowledge Skills
7 Infrared Vision
8 Familiarity w/ Weapons
9 Ultraviolet Vision
10 Choose One: Conversation, Interrogation, Oratory
11 Extra Limbs
12 Choose One: Lipreading, Mimicry, Ventriloquism
Roll once on the table below to determine the number of selections:
1d6 Number of Selections
1 1 x E1; 2 x E2
2 1 x E1; 1 x E2; 1 x E3; 1 x E4
3 1 x E1; 3 x E3
4 2 x E2; 2 x E3
5 1 x E2; 3 x E3; 1 x E4
6 4 x E3; 2 x E4
Select the appropriate number of disadvantages from each category:
E1(20 pts): No manipulatory limbs
x2 Vulnerability to a Common Attack Form
E2(15 pts): Psych. Limitation: Overconfident (Very Common)
Psych. Limitation: Malicious (Very Common)
Missing Sense (Always, Slightly Impairing)
E3(10 pts): 2x Effect from PRE Attacks of Holy Men
Psych. Limitation: Short Tempered (Common)
Psych. Limitation: Devious (Common)
Psych. Limitation: Greedy (Common, Strong)
Must Eat Frequently (Very Common, 1d6/turn)
Fear Creature or Person (Uncommon, Strong)
E4(5 pts): Enraged when insulted (Uncommon) 8-, 11-
Distinctive Smell
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