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Copyright © 2001 by Robert J. Hall
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A denizen of the ocean depths, this unusual being can alter its body shape
so as to appear as an attractive object. The Nautic then captures and envelops
the victim in the folds of its body where it slowly digests its catch. Limited
telepathic abilities allow the Nautic to determine the form needed to attract
a victim. Since the Nautic is anchored to the bottom, however, it is unable to
pursue victims that escape its lengthy grasp.
Val Char Cost Val Char Cost
18 STR 8 4 PD 0
12 DEX 6 2 ED 0
9 CON -2 2 SPD -2
14 BODY 8 6 REC 0
4 INT -6 24 END 6
10 EGO 0 28 STUN 0
8 PRE -2
4 COM -3
Cost Abilities END
16 3d6 Entangle, Impervious to Sight Group, Nautic takes
damage done to Entangle (-1), No Range 5
25 2d6 Drain, first STUN then BODY, recover 1/minute,
0 END, Only versus Entangled targets (-1/2) 0
25 Shape Shift (Any Lure), 1/2 END 1
15 6d6 Telepathy, Only to Determine Shape of Lure (-1) 3
8 -8" Knockback Resistance, Always On - Anchored.
10 2" Stretching
6 +3 w/ Grab
5 Life Support (Breath Underwater)
25 Spacial Awareness - sense fine currents
5 Disguise 12-
ES: Concealment, Stealth 8-
75+ Disadvantages
12 -6" Running (0" Total) - Anchored.
2 -2" Swimming (0" Total)
10 Phys. Lim: Anchored to Sea Bottom
15 Physical Limitation: No fine manipulation
39 Creature Bonus
OCV: 4; DCV: 4; ECV: 3; Modifiers: +3;
Phases: 6, 12
Points = 13 + 140 = 153 = 78 + 75
|
This primordial slayer has lain dormant for millennia, awaiting the next
call to go forth and extinguish more life. Few know of the existence of this
nihilistic horror, and none who yet live know of his origins. Once set upon
this task, he will relentlessly pursue his victim, using all the powers and
guile at his disposal, until he has extracted any remaining life force. Unless
promptly given a new task, Nemesis with slay and destroy with wanton
abandon.
When visible, Nemesis has a tapered, serpentine body, with four oversized
arms, each tipped with two long, non-retractable force blades. His face is
little more than a beaked mouth surrounded by tentacles, the inner side of
which are covered in suction cups. Protruding wedges to either side of the
head house the primary senses organs. A spiked fin runs from the back of the
head to just past his armored torso, protecting the neck. The body is a dark
metallic color, with a light grey sheen across the belly.
Val Char Cost Val Char Cost
92 STR* 32 20 PD* 8
32 DEX 66 18 ED* 5
50 CON 80 12 SPD 88
42 BODY 64 44 REC 40
18 INT 8 200 END 50
12 EGO 4 140 STUN 37
40 PRE 30
2 COM -4
*Density Increase already included in the totals
Cost Abilities END
144 6d6 HKA Talons, x2 Armor Piercing (+1), 18
Reduced Penetration (-1/4)
65 4d6 BODY Drain, Recover every 5 minutes (+1/2),
Continuous Uncontrolled (+1+1/2); Gradual Effect
(every turn) (-1/4), Must do BODY with talons first
(-1/4), 1d6 charges per hit (-1-1/4)
51 2d6 BODY Drain, Area Effect (6" Radius) (+1), 0 END
Persistent (+1); Always On (-1/2), Only versus life
forms (-1/4)
67 Density Increase (50pts, 100,000kg, -10KB), 0 END
Persistent (+1), Always On (-1/2)
53 Invisibility to Sight/Smell Groups with Fringe, 0 END
Persistent (+1), Always On (-1/2), Visible when struck
by electric field or radiation (-1/4)
18 +20 PD, +18 ED Damage Resistance
60 75% Resistant Physical Damage Reduction
24 50% Resistant Energy Damage Reduction, Not versus
Electricity or Radiation attacks (-1/4)
20 Regenerate 2 Body/turn
10 Mental Defense (10 pts)
10 Power Defense (10 pts)
5 -5 Lack of Weakness
200 50" Teleport, 0 END (+1/2), Armor 20
Piercing (+1/2)
90 10d6 Mind Scan, +20 Attack 9
30 +10 PER, All Senses
28 Infrared/UV Vision, Mental Awareness, Tracking
Scent, Ultrasonic Hearing
20 N-Ray Vision, Blocked by radioactive material
40 Extradimensional Movement, Any Dimension 4
30 Full Life Support
20 +4 w/ H-to-H combat
11 Tracking 17-
0 ES: Climbing, Deduction 8- (each)
75+ Disadvantages
15 Psych. Limitation: Must find and slay target (Uncommon, Total)
5 Psych. Limitation: Fear of Electricity (Uncommon)
15 Psych. Limitation: Destructive (Common, Strong)
15 Phys. Limitation: No fine manipulation
10 2x BODY from Electricity and Radiation (Uncommon)
10 Reputation (Extreme) 8-
10 1" Running
1 1" Swimming
1286 Creature Bonus
OCV: 11; DCV: 11; ECV: 4; Modifiers: +0;
Phases: 1-12
Points = 508 + 1009 = 1517 = 1442 + 75
|
This mythical being most closely resembles a giant mountain ram, with a
pearly-white marble body, tough crystalline horns, diamond-hard hooves, and
deep green crystals that serve as eyes. A long mane of silky, black fibers
flow the full length down the creature's back. The legs of the Nepalope are
both powerful and nimble, allowing the beast to leap gracefully across the
most hazardous terrain.
It is a legend among certain mountain tribes that a Nepalope is a sacred,
immortal being that guards a place of great power. The creatures are extremely
rare, however, so few can attest to the truth of the matter.
Val Char Cost Val Char Cost
23 STR* 7 8 PD* 1
16 DEX 18 4 ED* 0
15 CON 10 3 SPD 4
22 BODY* 24 6 REC 0
9 INT -1 30 END 0
15 EGO 10 42 STUN* 3
24 PRE 14
16 COM 3
* Bonuses for Growth and Density Increase already figured in
Cost Abilities END
13 Growth (10 Pts), Persistent, Always On (400 KG,
+1 to others' Sight Perception, -2" KB)
26 Density Increase (20 Pts), Persistent, Always On
(8x mass (3,200 KG total), -4" KB (-6" total))
14 +6d6 HA, reduced penetration (-1/4) - crystal horns
10 +4d6 HA, reduced penetration (-1/4) - stone hooves
12 +4 DEF Armor
12 25% Resistant Physical Damage Reduction, not versus
Stone-affecting powers (-1/4)
12 25% Resistant Energy Damage Reduction, not versus
Stone-affecting powers (-1/4)
12 Life Support (Low Pressure and Intense Cold; Immune to
Disease and Aging)
10 +10" Superleap
8 +4" Running (10" total)
6 +3 to all Perceptions (14-)
5 Defense Maneuver
9 +3 to all attacks
6 Climbing, not vertically (-1) 16-
3 Breakfall 12-
6 Survival, Tracking 11-
Language: Local Peasant Tongue
AK: Sacred ground
ES: Stealth
PS: Herding mountain sheep
75+ Disadvantages
15 Phys. Lim.: No fine manipulation
20 Psych. Lim.: Must defend its sacred trust (Very, Strong)
10 2x BODY from Stone-affecting powers (Uncommon)
5 Must remain within influence (usually 3-5km) of sacred
site (Uncommon, 1d6/Hour)
132 Creature Bonus
OCV: 5; DCV: 5; ECV: 5; Modifiers: +3;
Phases: 4, 8, 12
Points = 93 + 164 = 257 = 182 + 75
|
This horrific beast from the plane of Doom is spawned from the darkest
recesses of the humanoid subconscious. The monster is invisible to all save
the victim from whom it draws its essence, and will pursue this target until
it has completely drained the life force. Once the minion has completed its
purpose in life, the nightmare rejoins the swirling vortex of primordial chaos
on its home plane of Doom, perhaps to be reborn in another nightmare.
Val Char Cost Val Char Cost
15 STR 5 5 PD 2
15 DEX 15 5 ED 3
10 CON 0 3 SPD 5
15 BODY 10 7 REC 4
5 INT -5 24 END 2
10 EGO 0 28 STUN 0
20 PRE 10
0 COM -5
Cost Abilities END
40 Shapeshift, Any Nightmare Form, 0 END Persistent (+1).
22 12d6 Telepathy, Single Recoverable Charge (Return to
home plane) (-1-1/4), Only to find a nightmare form
from the target (-1/2).
20 2d6 BODY Drain.
20 Extradimensional Travel (Return to home dimension)
24 Invisibility to Sight Groups, 0 END Persistent (+1),
Not versus target (-1), Always On (-1/2).
17 5d6 Mind Scan, Only versus target (-1/2)
10 Regenerate 1 BODY/turn
5 5 DEF Damage Resistance
6 +3 OCV w/ Drain
6 Climbing, Disguise 11-
2 KS: Nightmare forms 11-
75+ Disadvantages
25 Distinctive Features (Not conceal, Extreme Reaction)
20 Psych. Lim.: Must pursue target until slain (Common, Total)
30 x2 BODY from attacks not coming from target (Very Common)
68 Creature Bonus
OCV: 5; DCV: 5; ECV: 2; Modifiers: +3;
Phases: 4, 8, 12.
Points = 46 + 172 = 218 = 143 + 75
|
Once a typical tribe of Goblins, these deformed beings were cursed by a
witch to live forever in the dankest marshes. Partially transformed into
frogs, the Nilbog are amphibious in appearance, and are capable of swimming
and leaping sizeable distances. Their wide, gaping mouth still contains the
large incisors of their ancestors, however, and they wear a full head of
stringy green hair. When a Nilbog is slain, it turns to stone, trapping the
instrument of its demise and dragging it into the swamp.
As a race, the Nilbog are particularly ashamed of their origin, and will
take immediate offense to any depreciating remarks they actually understand.
They are usually found grubbing for food in the muck or luring some
unsuspecting victim into the marsh. The males are armed with snake-skin armor,
leather shield, and a crude spear, stone axe, or knife. The chieftain will
have the best armaments in the tribe, but this was inevitably stolen from an
ambush victim.
Val Char Cost Val Char Cost
13 STR 3 5 PD 2
12 DEX 6 3 ED 0
14 CON 8 3 SPD 8
9 BODY -2 6 REC 0
4 INT -6 28 END 0
8 EGO -4 24 STUN 1
10 PRE 0
2 COM -4
Cost Abilities END
27 Damage Shield w/ STR 24 Telekinesis, linked to 400kg
Density Increase; Trigger: death of the Nilbog, Only to
hold on to instrument of death (-1), Single Charge,
Persistent, Continuous, Uncontrolled, Charge can not be
recovered.
5 +5" Superleap 1/5"
5 Life Support (Water breathing)
5 Ultraviolet vision
5 +1 w/ hand-to-hand
2 FAM w/ Common melee weapons
3 Goblin, fluent w/ dialect accent
2 AK: Home marshland 11-
3 Stealth 11-
2 +2" Swimming (4" total)
-4 -2" Running (4" total)
50+ Disadvantages
10 Psych. Limitation: easily offended
5 Susceptibility: 1d6 STUN per turn away from marsh
0 Creature Bonus
OCV: 3; DCV: 3; ECV: 3; Modifiers: +1;
Phases: 6, 12
Points = 10 + 55 = 65 = 15 + 50
|
Created from primordial magic, this chaotic being exists only as a complex
field of interacting forces and energies. To interact with the real world an
Ntt must possess and control a physical host. However, due to the alien nature
of this being, the behavior of the occupied host will be incomprehensible to
most mundane beings. The occupied host will act in a seemingly irrational and
often malign fashion, although there is nothing intrinsically evil about an
Ntt. The creature will travel from host to host randomly, occupying one being
for a few moments or another for many years, as the Ntt's interests and moods
shift.
Val Char Cost Val Char Cost
0 STR -10 1 PD 1
6 DEX -12 1 ED 1
4 CON -12 3 SPD 14
8 BODY -4 4 REC 6
18 INT 8 10 END 1
20 EGO 20 10 STUN 0
12 PRE 2
10 COM 0
Cost Abilities END
53 Desolidification (Affected by polished surfaces),
0 END Persistent, Always On, Blocked by mirrors (-1/4)
10 Invisibility to Sight, Only when occupying body (-1),
Not when viewed in a mirror (-1/2).
56 6d6 Mind Control, Telepathic (+1/4), Affects Physical
World (+2), No Range, 1/2 DCV Concentrate (-1/4)
16 +24 Mental Defense, Not during Telepathy attack (-1/2)
18 Life Support, Self-contained breathing; No need to
eat, sleep, or excrete; Immune to Disease
36 12" Flight, 0 END
5 Infrared Vision
-12 -6" Running (0" Total)
-2 -2" Swimming (0" Total)
Transport Familiarity: Host body
AK: Local region
ES: Concealment, Deduction, Shadowing, Stealth
75+ Disadvantages
15 Goes berserk without explanation (Very common: 8-, 14-)
15 Phys. Lim.: No Hands (All the time, slightly impairing)
15 Psych. Lim.: Irrational and Unpredictable (Common, Strong)
10 Psych. Lim.: Fear of mirrors (Uncommon, Strong)
5 Dependence: Host Body (Common, 2d6/Hour)
60 Creature Bonus
OCV: 2; DCV: 2; ECV: 7; Modifiers: +0;
Phases: 4, 8, 12
Points = 15 + 180 = 195 = 120 + 75
|
The Nublings are a short, compact race of humanoids that resemble cute and
somewhat stocky human youngsters, roughly one meter in height. They have a
dense coat of curly, banded-golden hair; amber or deep-emerald slitted eyes;
heavy limbs; and large, four-digit extremities. The head is very human in
appearance, although the eyes and diamond-shaped ears are larger than would be
expected.
The tribes of Nublings constantly travel the rolling central plains in
small wood wagons. These compact vehicles are the product of generations of
Nubling craftsmen who have mastered every detail of wagon building. The wooden
sides are covered by bleached animal hides, cunningly sewn together and dyed
to provide camouflage. The hides also serve as water carriers, providing fire
protection when punctured. When attacked, the wagons can be circled to form a
nearly impregnable laager, and the Nublings can move around the ring through
the sealed wagon tunnel to pick off their foe from arrow slits.
The wagons are towed by Mastallions, a special hybrid of mastiff and small
plains horse. A Mastallion stands as tall at the shoulder as the largest
Nubling, and is more than strong enough to serve as a mount. In addition to
being reasonably intelligent, the Mastallion share a special mental bond with
their Nubling masters.
Each year the Nublings migrate between the alpine grasslands and the warmer
southern lowlands. They bring along their goats and other domesticated animals
to provide food, clothing, and other useful items. The Nublings are also
master traders, carrying all manner of scarce goods across the dangerous
plains.
The spiritual beliefs of the Nublings are based on the ring, representing
the circle of life, the seasons, and the ebb and flow of daily events. The
traditional greeting of the tribes has all concerned locking hands to form a
circle, then exchange words of greeting, friendship, and good fortune.
The shamanistic magic of the Nublings is based on the circle, as
represented by a ring of worshippers. Each tribe has a Wohma, the head shaman,
who has mastered the arts of the five circles. His temple wagon unfolds to
form a ring-shaped church, with the sacred altar of stone placed in the exact
center. The wagons of the tribe are then arranged around the temple to form an
outer ring.
Nublings, especially those of higher rank, wear an inordinate amount of
jewelry, often to the point of gaudiness. They especially prefer ring-shaped
ornaments, such as bracelets, earrings, finger rings, etc. They wear little
else in the way of garb, other than that required to protect their modesty or
ward against the elements, the better to show off their finery.
For weaponry, tribal warriors favor a small crossbows, staff sling, circlet
mace, or a light lance. Their nimble fingers can manufacture a very fine ring
mail armor that is 5 DEF, and they usually carry a round shield bearing a
symbol of interlocking circles. Mounted Mastallion patrols are usually seen
ranging well in advance of approaching Nubling tribal columns, searching out
potential threats or trade opportunities. The close link between Nublings and
their Mastallion make them effective cavalry, despite their diminutive
size.
Typical Nubling
Val Char Cost Val Char Cost
9 STR 0 2 PD 0
12 DEX 6 3 ED 0
14 CON 8 3 SPD 8
10 BODY 0 5 REC 0
10 INT 0 30 END 1
15 EGO 10 20 STUN -2
16 PRE 6
12 COM 1
Cost Abilities END
13 Shrinking (10pts), Persistent, Always On, (12.5kg, -2
to others Sight Perception, +2 CV, +3" KB)
10 Mind Link, any clan Mastiff
5 +1 PD/ED Damage Resistance -- Heavy Fur
3 +1 w/ Single Weapon of Choice
1 Familiarity with Single Weapon
7 Danger Sense, Linked to Mind Link (11-)
3 Trading (12-)
9 Combat Driving, Navigation, Riding (11-)
5 Stealth 11-
3 Language: Nubling (Native), Regional (Fluent)
Transport Familiarity: Wagon
AK: Plains
PS: Wagon Builder (8-)
ES: Climbing, Concealment, Conversation, Deduction,
Shadowing, Stealth
-2 -1" Running (5" Total)
-1 -1" Swimming (1" Total)
50+ Disadvantages
10 Distinctive Features (Conceal with major effort)
5 Psych. Limitation: Afraid of being alone (Uncommon)
10 Psych. Limitation: Hate all felines (Uncommon, Strong)
19 Creature Bonus
OCV: 4; DCV: 4; ECV: 5; Modifiers: +1;
Phases: 4, 8, 12
Points = 38 + 56 = 94 = 44 + 50
|
These horrible creatures are a nightmare blend of a giant spider and
a troll. They are normally found in only a few rugged mountaneous areas,
but during their mating season they will rove about as packs in the
lowlands. Ollorogs have the head, arms, and upper torso of a troll, and
the body and six legs of a giant spider. On their face are the eight
black eyes of a spider, with a fanged mouth surrounded by twitching, hairy
mandibles. Ollorogs are slightly shorted than normal Trolls, but occupy
a wider diameter area due to their six legs.
Due to their merged form, the web silk of an Ollorog is
insufficiently strong to create a web that will support their own weight.
Thus the Ollorog normally hunt their prey, rather than waiting for the
food to come to them. The Ollorog attacks primarily with its front claws
and a fanged mouth. The two large fangs are equipped with a paralyzing
toxin, and any foe bitten by an Ollorog must Save vs. Paralyzation or be
completely incapacitated for several minutes.
While an Ollorog is unable to build webs sufficiently strong to
support their weight, their light web silk is tough enough to secure even
the most powerful foes. However, it requires a full turn for an Ollorog
to wrap its paralyzed prey in a silk coccoon.
Due to the manner in which Ollorogs were created, they are highly
susceptible to sunlight. Exposure to direct sunlight inflicts burning
damage. For this reason Ollorogs are usually found only at night. They
have a powerful digging ability that allows them to tunnel through one
foot of earth each round. If caught out in the open at dawn, they will
use this ability to dig a hole in the ground and bury themselves until
dusk.
Ollorogs prefer the mountainous heights or the safety of the
subterranean depths. Ordinarily the males travel in small groups of one
to four. During their infrequent mating season, however, they will
wander the lowlands while traversing the distance to distant mountain
habitats. These Ollorog males rove the lands in swarming groups,
scouring the lowlands for any form of prey.
Ollorog females form packs with the eldest serving as their leader.
These packs will drive away any males who are not rutting. Elegible
males battle amongst themselves to determine the dominant male, and the
winner mates with the entire pack. Due to their regenerative abilities,
these battles can be long, drawn out affairs. But sooner or later one
of the males will acknowledge the other as superior.
As the Ollorogs are outcasts from their ancestral deities, they
worship no god. Instead they follow a form of ancestor worship, a
religious belief that provides no shamanistic magical benefits, but
does provide some degree of cultural identity.
Ollorogs prey on any and all creatures, using their swarming groups
and a toxic bite to subdue their foe. Only a fully adult dragon or its
ilk has little to fear from this unholy beast. Unlike the Trolls,
Ollorogs have no particular dislike for good-aligned giants, nor any
liking for that matter.
As exposure to direct sunlight will cause Orrolog body parts to burst
into flame, alchemists must be carefully to keep their components in opaque
containers. The blood of the Ollorog can be used as an antidote to the
bite of a poisonous spider.
Val Char Cost Val Char Cost
30* STR 10 10 PD 6
15 DEX 15 6 ED 2
22 CON 24 4 SPD 15
20* BODY 14 9 REC 2
8 INT -2 48 END 2
10 EGO 0 50* STUN 2
25 PRE 15
0 COM -5
*Bonuses for Growth already figured in.
Cost Abilities END
13 Growth (10 pts.), 0 END, Persistent, Always On (800
KG, +2 to others' Sight Perception, -3" KB, +1" Reach)
10 1/2d6 HKA - bite
25 15d6 Mind Control, Gradual Effect: Full Turn (-1/4),
Only if bite does BODY (-1/2), 6 Charges/day (-3/4),
Attack based on CON (-1/2) - paralyzing toxin
24 2d6 HKA, reduced penetration (-1/4) - claws
6 +3 PD, +1 ED Armor
8 +8 PD, +8 ED Armor, Activation 8- (Areas 13-18, -2)
12 25% Resistant Physical Damage Reduction, Not versus
magic or magic weapons (-1/2)
10 Regeneration 1 BODY/Minute
5 Ultraviolet Vision
3 Bump of Direction
15 3d6 Entange (3 DEF), Takes full minute - webbing 1/5"
14 1" Tunneling through 4 DEF - digging 1/5"
5 Extra Limbs
13 Clinging +9 STR (39 STR total)
4 +2 Hearing Perception (11-)
8 +4 Smell Perception (13-)
3 Concealment 11-
3 Shadowing 11-
3 Stealth 11-
2 FAM w/ Common Melee weapons
10 +2 w/ H-to-H combat
2 AK: Home Area 11-
2 KS: Caves and Tunnels
1 Language: Local Common (Basic Conversation)
2 +3" Running (9" total) 1/5"
-2 -2" swimming (0" total)
0 ES: Climbing, Conversation, Deduction 8- (each)
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
10 Psychological Limitation: Frequently Hungry (Goes out of
way to find food) (Common)
10 2x effect from Flash (Uncommon)
15 1d6 RKA per minute from direct sunlight (Very Common)
10 Reputation (Extreme) 8-
161 Creature Bonus
OCV: 5; DCV: 5*; ECV: 3;
Modifiers: +2; Phases: 3, 6, 9, 12
Points = 100 + 201 = 301 = 231 + 75
|
This predatory beast has the body and antlers of a deer, and the wings of a
giant eagle. This creature aggressively hunts its human prey by goring the
target, or entangling the victim in its antlers and dropping the being from a
great height. The Peryton casts the shadow of a humanoid, and is thought by
scholars to be the spirit of a wayfarer who had died far from home. When the
antlers of a Peryton are damaged, they will magically grow back within a short
period.
Val Char Cost Val Char Cost
25* STR 5 8 PD 1
14 DEX 12 4 ED 0
18 CON 16 3 SPD 6
14* BODY 4 11 REC 0
5 INT -5 36 END 0
12 EGO 4 34* STUN 0
15 PRE 5
10 COM 0
* Bonuses for Growth already figured in.
Cost Abilities END
13 Growth (10 pts), Persistent, Always On, (4x Mass,
+1 to other's sight PER, -2" KB)
16 1d6+1 HKA, Reduced Penetration (-1/4) - antlers 2
12 1d6 HKA, Reduced Penetration (-1/4) - kick 1
2 +1 DC w/ HKA, reduced penetration (-1/4), only
when charging or diving (-1).
5 +1 w/ Hand-to-Hand
12 +6" Running (12" total)
16 +12" Flight, OIF - Wings
3 +1 PD/+1 ED Armor
6 +2 to all Perceptions
75+ Disadvantages
5 Distinctive Features - Casts a humanoid shadow
15 No fine manipulation
46 Creature Bonus
OCV: 5; DCV: 5; ECV: 4; Modifiers: +1;
Phases: 4, 8, 12
Points = 56 + 85 = 141 = 66 + 75
|
These ravenous creatures from the elemental plane of fire resemble
dogs that are completely formed by orange flames. They will consume
any form of flammable materials, including clothing and other equipment.
In many aspects they closely resemble their more powerful cousins the
Fire Elementals. However the much quicker Plasma Dogs have the ability
to fly and they can spit balls of flame. Fortunately they are relatively
vulnerable creatures and easily slain, if they can be hit.
Val Char Cost Val Char Cost
5 STR -5 1 PD 0
21 DEX 33 2 ED 0
9 CON -2 5 SPD 17
6 BODY -8 3 REC 0
4 INT -6 18 END 0
5 EGO -10 14 STUN 0
12 PRE 2
10 COM 0
*Bonuses for Shrinking already figured in
Cost Abilities END
13 Shrinking (10 Pts.), Persistent, Always On
(-2 to others sight PER, +2? KB)
30 Elemental Control - Fire
a-21 1d6 Energy RKA, Persistent, Damage Shield, Personal
Immunity, No Range, Always On, Not versus wet
targets (-1/2) - flaming body
b-9 4d6 Energy Blast, Sticky, Reduced by Range, not 3
versus wet targets (-1/2) - fire breath
c-20 75% Resistant Physical Damage Reduction, not
versus water (-1/2)
d-15 75% Resistant Energy Damage Reduction, only versus
fire (-1)
9 +2 PD/+2 ED Armor
3 Life Support: Intense Heat
12 10? Flight, 0 END, Only in atmosphere (-1/4)
4 +2" Running (8" total)
-2 -2" Swimming (0" total)
9 Infrared Vision, +2 to Infrared Vision PER
5 +1 w/ H-to-H
5 Defense Maneuver
75+ Disadvantages
25 Distinctive Features (Not concealable, Major Reaction)
15 Phys. Limitation: No fine manipulation
10 1.5x Effect from fire manipulating powers (Uncommon)
20 1.5x Effect from cold (Common)
40 2x Effect from water (Common)
20 1d6/Turn from water (Very Common)
-31 Creature Bonus
OCV: 7; DCV: 9*; ECV: 2; Modifiers: +1;
Phases: 3, 5, 8, 10, 12
Points = 21 + 153 = 174 = 99 + 75
|
This hideous mound was spawned from toxic nuclear secretions
which oozed out of leaky storage bins. It has the appearance of
a viscous dark blue-green fluid that is filled with bubbles of
various sizes and carrying along lumps of solid waste. It
constantly radiates nuclear energy, producing an eerie glow and
intense heat. Fortunately it can only consume fissionable
materials so it must remain in the vicinity of a nuclear waste
dump or a broken reactor core in order to survive.
Exposure to the sludge monster for more than short periods of
time can be lethal. To reach sources of nuclear material, the
sludge monster can tunnel through very hard material.
This creature is unsuitable for most fantasy settings. However,
it might be found in the ruins of an ancient civilization, or dumped
on the ground when an alien space craft disposed of its nuclear
wastes.
Val Char Cost Val Char Cost
-10 STR* -20 6 PD* 5
12 DEX 6 8 ED* 7
4 CON -12 2 SPD -2
20 BODY 20 4 REC 6
3 INT -7 8 END 0
0 EGO -0 12 STUN 0
12 PRE 2
0 COM 0
* Bonuses for Density Increase already factored in.
Cost Abilities END
15 Cannot be Stunned (Automaton)
13 Density Increase (10 pts.), Persistent, Always On
(400kg total, -2" KB) - heavy materials
25 5d6 Energy Blast, NND (Radiation Shielding, Life
Support: High Radiation), Explosion, 0 END
Persistent, Always On, No Range - radioactivity
5 +5 rPD/+5 rED Damage Resistance
10 +10 Mental Defense - alien psychology
10 +15 Power Defense, Only versus Drain (-1/2)
7 Regenerate 2 BODY/turn, Only 2 BODY/hour when
not contacting nuclear material (-2)
15 25% Resistant Physical Damage Reduction
15 Change Environment (Radioactive Glow and Warmth),
4" Radius, 0 END Persistent, Always On, No Range
20 Life Support: No need to sleep, Immune to disease,
aging, vacuum, high pressure, intense heat, and
high radiation
11 N-Ray Vision, Not through radiation shielding, +8
Telescopic, Only to locate fissionable material (-2).
10 360 Degree Vision Group
38 Tunneling, Leave passage behind, 1" through 12 DEF,
Not through radioactive shielding (-1/2) 1/5"
-4 -2" Running (4" total)
-2 -2" Swimming (2" total)
- ES: Climbing 8-
75+ Disadvantages
15 Distinctive Features (Not Concealable)
15 Phys. Lim.: No fine manipulation
10 Phys. Lim.: Cannot jump (Frequent, Slightly)
10 Phys. Lim.: Has no sense of hearing or smell (Frequent,
Slightly)
10 2x BODY from carbon-based projectiles (Uncommon)
15 2d6/Turn from strong water currents (Uncommon)
5 Phys. Lim.: Must consume nuclear material (Infrequent)
48 Creature Bonus
OCV: 4; DCV: 4; ECV: n/a; Modifiers: +0;
Phases: 6, 12.
Points = 5 + 188 = 193 = 118 + 75
|
This is the final form assumed by the Priests of Decay when they have
sufficiently displeased their god Festur. The enormous rat is the size of a
bear, and is capable only of animal-like behavior and reasoning. Nevertheless,
these can be cunning and dangerous beasts when encountered in their haunts.
They are sometimes hunted down and captured to serve as lair guardians by a
Rataga and his pack of loyal Wererats.
Val Char Cost Val Char Cost
18 STR* -2 6 PD 4
17 DEX 21 4 ED 1
15 CON 10 4 SPD 13
9 BODY* -6 5 REC 0
5 INT -5 32 END 2
6 EGO -8 24 STUN 4
16 PRE 6
6 COM -2
*Bonuses for Growth already figured in
Cost Abilities END
13 Growth (10 Pts), Persistent, Always On.
(400 KG, +1 to others' Sight Perception, -2 KB)
15 1d6 HKA - bite. 1
16 1d6+1 HKA, reduced penetration (-1/4), claws 1
7 1d6 Major Transform (humanoid target into wererat),
0 END, Cumulative, No Range, Linked to bite, only
if bite does BODY (-1/2), Activation 14-.
10 +4 PD.
8 +4 Hearing and Smell Perceptions (15- total).
15 Tracking Scent, Ultraviolet Vision.
9 Climbing 14-
12 Concealment, Stealth 12-
2 +1" Running (7" total)
1 +2" Swimming (3" total)
3 AK: Home territory
75+ Disadvantages
25 Distinctive Features (Not concealable, Major Reaction)
15 Phys. Limitation: No fine manipulation
24 Creature Bonus
OCV: 6; DCV: 6; ECV: 2; Modifiers: +0;
Phases: 6, 12
Points = 38 + 111 = 149 = 74 + 75
|
The Rataga is a member of the personal bodyguard and retinue of Lord
Festur, and usually resides on the Plane of Pestilence. He has a dark-brown
serpentine lower body, a rat-like head and torso, and two hairy, humanoid
arms.
The Rataga instantly commands the attention and loyalty of any rat-like
beings in his presence, including any Wererats. His powerful bite often causes
lycanthropy, and he emits a foul odor that will induce most beings in his
presence to gag and wretch from nausea. He can cast any of the spells known to
Priests of Festur, and is immune to their side effects. In addition to his
special abilities, he is especially proficient with the Venial Bow, and
usually carries this weapon and a selection of arrows slung across his
back.
Val Char Cost Val Char Cost
40 STR* 0 10 PD 6
16 DEX 18 6 ED 1
24 CON 28 4 SPD 14
19 BODY* 10 10 REC 2
16 INT 6 48 END 0
15 EGO 10 40 STUN* 0
18 PRE 8 4 COM -3
*Bonuses for Growth already figured in
Cost Abilities END
33 Growth (20 Pts, 1,600KG, +2 to others Sight PER,
-2 DCV, -4" KB, +1" Reach), Persistent, Always On.
40 Variable Point Magic Pool (30 pts), Change is 0
phase action (+1), Requires a Magic Skill Roll to
change (-1 to skill per 10 pts).
15 Magic Skill 20-, Only Church of Putrefaction (-1/4).
20 Immunity to Side Effect (-1/2) of any spell in
pool not exceeding 30 Real Points (120+ Active). 2
40 1d6+1d6 HKA, Continuous - bite.
27 2d6 Major Transform (target into wererat), 0 END,
Cumulative, No Range, Linked to bite, only if
bite does BODY (-1/2), Activation 15-.
10 +6 PD, +4 ED Armor, Not vs. silver or fire (-1/2).
40 75% Physical rDR, Not vs. silver or fire (-1/2).
20 50% Energy rDR, Not vs. silver or fire (-1/2).
30 Extradimensional Movement, Earth & Home Plane
16 2d6 EB Noxious Odor, NND (Gas attack), Explosion,
Persistent, No Range, Always On, Not versus
minions or animal vermin (-1/2).
40 Mind Link w/ minions and animal vermin (max. 64).
15 Discriminatory Tracking Scent.
5 Ultraviolet Vision.
6 +2 to all Perceptions (14- total).
8 +2 Hearing and Smell Perceptions (16- total).
5 +10 PRE, Only versus minions (-1).
3 Life Support (Immune to Disease).
3 Familiarity w/ common melee weapons and Bows.
9 +3 w/ Bows.
9 Deduction, Tactics, Tracking. 12- each.
6 Conversation, Interrogation. 13- each.
0 ES: Climbing, Concealment, Stealth. 8- each.
2 Any single Earth Language. Fluent.
7 AK: Home plane. 14-
7 KS: Ways of Festur's minions. 14-
75+ Disadvantages
25 Distinctive Features (Not concealable, Extreme)
15 Hunted by local powers (As powerful, extensive NCI,
frequently 11-)
15 Psych. Limitation: Must serve Festur (Common, Strong)
10 Psych. Limitation: Manipulative (Common, Moderate)
15 Psych. Limitation: Greedy (Common, Strong)
10 2x BODY from silver weapons
15 1d6 RKA per Minute from Daylight (Very Common)
10 Rivalry with other Rataga
10 Reputation (Extreme) 8-
-316 Creature Bonus
OCV: 5; DCV: 5; ECV: 5; Modifiers: +3;
Phases: 6, 12
Points = 100 + 416 = 516 = 441 + 75
|
These giant creatures dwell beneath the sandy deserts. They are
covered in a thick, tan-colored downy fur with thicker bristles which
will sense vibrations in the earth. Once prey has been detected, the
sand worm will tunnel through the ground to close on their meal. The
gaping maw of a Sand Worm is lined with triangular fangs which it uses
to draw prey into the gut. Once engulfed, a strong acid will slowly
dissolve any victims. Sand Worms will consume just about any living prey.
Species of the Sand Worm can also be found under the loam in more
fertile regions, although in lesser numbers. Such worms are darker in
hue, ranging from scarlet to deep purple.
Val Char Cost Val Char Cost
70 STR* 0 6 PD 4
12 DEX 6 4 ED 0
20 CON 20 3 SPD 8
22 BODY 0 6 REC 0
3 INT -7 30 END 5
6 EGO -8 32 STUN 0
20 PRE 10
2 COM -4
* Bonuses for Growth already figured in.
Cost Abilities END
80 Growth (60pts), Persistent, Always On, (400tn, +8
to others Sight PER, -8 DCV, -12 KB, +8" Reach)
10 1d6+1 HKA, reduced penetration (-1/4), No damage after
target is entangled (-1/4), Linked to EB (-1/2) - bite
14 4d6 Entangle, Stops Sight Group, No Range (-1/2),
Linked to EB (-1/2), Target is free to attack
entangle with small weapons (-1/2), Feedback
(Sand Worm takes same damage as Entangle) (-1)
- swallow
47 4d6 Energy Blast against Physical Defense,
0 END Persistent (+1), Continuous (+1),
Penetrating (+1/2), No Range (-1/2) - stomach acid
39 6" Tunneling through 4 DEF - dirt, sand, or clay
9 +4 PD/+2 ED Armor - tough hide
12 Sense Vibrations, 360 Degree Sensing, Ranged,
+4 Range Mod Telescopic, Only through the earth (-1/4)
+2 to Vibration Perception
5 Life Support: Breathe Underground
3 Stealth 12-
3 Survival 11-
4 +2 OCV w/ Bite
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
15 Phys. Limitation: No fine manipulation
5 Phys. Lim.: Cannot Leap
10 Frequently Hungry (goes out of way to find food) (Common)
130 Creature Bonus
OCV: 4; DCV: -4; ECV: 2; Modifiers: +2;
Phases: 4, 8, 12
Points = 34 + 226 = 260 = 185 + 75
|
This giant, sleek, six-legged cat is magically summoned from
an extra-dimensional plane to serve as a mount for the Sankaran
elite cavalry. When summoned, it will choose a companion to serve
loyally until one of the pair dies or grows too old. A special
mental ability allows the cat to form a special bond with its
companion and the two can then communicate instantly at a
primitive level. Once its chosen companion is dead, however, the
cat is free to return to its native plane. The dark purple-furred
riding cat requires a lot of attention from its bonded companion,
and needs a considerable amount of food to satisfy its ravenous
appetite.
Val Char Cost Val Char Cost
36* STR 11 10 PD 6
18 DEX 24 9 ED 4
24 CON 14 4 SPD 12
21* BODY 16 12 REC 6
7 INT -3 48 END 0
10 EGO 0 45* STUN 3
25 PRE 15
10 COM 0
*Bonuses for Growth already factored in.
Cost Abilities END
20 Growth (15 pts), Persistent, Always On
(8x mass, +2 to others' sight PER, -3" KB, +1" reach)
20 2d6-1 HKA, reduced penetration (-1/4) - bite 2
28 2d6+1 HKA, reduced penetration (-1/4) - claws 3
6 +2 PD/+2 ED Armor
12 +20 PRE, create fear only (-1/2), while roaring (-1/4)
12 Running +6" (12" total) 1/5"
2 Superleap +2" (9" total) 1/5"
10 Tracking Scent
6 +2 to all Perceptions (12-)
4 +1 to hearing & smell Perceptions (13- total)
5 Extra Limbs
10 Mind Link, Current Companion
10 Extra-Dimensional Movement, Home Plane, Extra Time:
Full Turn (-1)
5 Regeneration, 1 BODY/turn, Only on home plane (-1)
3 Lightsleep
3 Climbing 13-
7 Concealment 12-
3 Stealth 13-
10 +2 w/ H-to-H combat
- AK: Home Plane 11-
- ES: Shadowing 8-
75+ Disadvantages
25 Distinctive Features (Not Concealable, Major Reaction)
15 Phys. Lim.: No Fine Manipulation
15 Psych. Lim.: Loyal to mind-linked companion (Strong, Common)
15 Psych. Lim.: Needs attention from companion (Moderate, Very Common)
10 Frequently hungry (goes out of way to find food) (Common)
15 Berserk when companion slain (Uncommon) 14-, 14-
114 Creature Bonus
OCV: 6; DCV: 4*; ECV: 3; Modifiers: +2;
Phases: 3, 6, 9, 12.
Points = 108 + 176 = 284 = 209 + 75
|
Also known as a Metalator, this rare beast from the plane of metal exists
only to consume rich ore veins found deep within the earth. It is completely
lost outside its home plane, and considers the world to be a desert with only
a few prime sources of metal. Processed ores, such as plate armor or steel
swords, are a delicacy to the Metalator, and it will hunt down a group of well
armed fighters seeking only to consume their metal goods. Unfortunately, the
Scallion is a formidable opponent that will challenge even the best equipped
warriors.
The body of the Metalator has a smooth, pear-shaped torso, with six
double-jointed legs, and a single, razor-sharp bronze talon at the end of each
limb. The head is attached to a long, flexible pipe that emerges from the top
of the torso. A large mouth in the head is filled with bristling spines of
polished titanium that can eat through common metal ore like butter. A
Scallion is completely blind, but it can sense any traces of processed metals
from a distance.
If a Metalator can be slain, its various refined-metal body parts could be
sold for a considerable sum to a wealthy smith guild.
Val Char Cost Val Char Cost
30 STR* -5 7 PD* 0
6 DEX -12 12 ED* 0
24 CON 28 2 SPD 4
20 BODY 20 7 REC 0
5 INT -5 48 END 0
12 EGO 4 36 STUN -1
13 PRE 3
8 COM -1
* Bonuses for Density Increase already figured in.
Cost Abilities END
33 Density Increase (25 points), 0 END Persistent,
Always On (+25 STR, 3,200kg, -5 KB, +5 PD/ED)
36 2d6 HKA, Armor Piercing, Reduced Penetration - Bite 4
24 1d6+1 HKA, Armor Piercing, Reduced Penetration - Claws 2
8 2" Stretching, Only with bite (-1/4) 1
48 75% Resistant Physical Damage Reduction, Not
versus water (-1/4)
10 25% Resistant Energy Damage Reduction, Not versus
cold or electricity (-1/2)
30 10 PD / 10 ED Armor
34 2" Tunneling through 9 DEF 1/5"
5 Extra Limbs - legs
30 Sense Metal, Targeting, Ranged
6 +2 to all Perceptions 12-
25 Life Support - No need to breathe, Vacuum, High
Pressure, High Radiation, Intense Heat, Immune
to Disease.
8 Climbing, Survival 11-
ES: Deduction 8- (each)
AK: Plane of Metal
4 +2" Running (8" Total)
-2 -2" Swimming (0" Total)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
25 Physical Lim: Blind (Always, Fully)
15 Physical Lim: No fine manipulation
10 Psych Lim: Must consume processed metals (Common, Moderate)
15 Psych Lim: Fears deep water (Common, Strong)
20 Susceptibility - 2d6 STUN damage per turn from water
10 2x Damage from cold-based attacks (Uncommon)
10 Temperatures below freezing Suppress 3d6 DEX
10 Electricity causes 1 point of SPD Drain per point of BODY
25 Berserk when exposed to electricity (Uncommon, 14-, Rec 8-)
99 Creature Bonus
OCV: 2; DCV: 2; ECV: 4; Modifiers: +0;
Phases: 6, 12
Points = 35 + 299 = 334 = 259 + 75
|
Shaped much like a huge snake, the Sea Serpent possesses fish-like gills, a
powerful jaw lined with fangs, and a dorsal fin that runs the length of its
slender body. The tough hide is usually a dark green hue, with a lighter
blue-green underbelly and fins. The vertical tail is a darker shade of green,
with the upper fluke being slightly longer than the lower.
These creatures typically dwell in the lower depths of the oceans, although
they will occasionally come to the surface to satisfy their ravenous hunger.
Their immense size and strength allows the Sea Serpent to attack and sink
large sailing ships, then feed upon the passengers and crew in the water. They
will often live within a relatively narrow territory, and these areas will
eventually become known for Sea Serpents attacks.
A Sea Serpent has a remarkably lengthy life span, and legend speaks of
these creatures becoming permanently locked in deep, freshwater lakes (due to
geological activity and long-term changes in climate.)
Val Char Cost Val Char Cost
85* STR 0 12 PD 10
12 DEX 6 6 ED 0
30 CON 40 2 SPD -2
30* BODY 10 24 REC 2
5 INT -5 60 END 0
6 EGO -8 40* STUN 0
45 PRE 35
2 COM -4
* Bonuses for Growth already figured in.
Cost Abilities END
100 Growth (75pts), Persistent, Always On, (3,200tn, +10
to others Sight PER, -10 DCV, -15 KB, +16" Reach)
54 3d6 HKA, Area Effect (Hex) (+1/2), Reduced Penetration
(-1/4) - Bite 5
24 +4d6 HA, Area Effect (Line) - Tail Slap
21 +8 PD/+6 ED Armor
10 +2 w/ H-to-H combat
28 Targeting Sense (Sound), +4 to Hearing PER
11 Life Support: Underwater Breathing, High Pressure,
Immune to Aging
3 Bump of Direction
-8 -4" Running (2" Total)
8 +8" Swimming (10" Total)
AK: Ocean
ES: Concealment, Stealth
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme Reaction)
15 Phys. Limitation: No fine manipulation
15 Phys. Limitation: 1d6/phase out of water
5 Phys. Limitation: +2 PER Sight out of water (Slightly)
15 Psych. Limitation: Always Hungry (Common, Strong)
10 Enraged by injury or loud noises (Uncommon, 11-, 8-)
175 Creature Bonus
OCV: 4; DCV: -6; ECV: 2; Modifiers: +2;
Phases: 6, 12
Points = 84 + 251 = 335 = 260 + 75
|
The body of the Sharod consists of a thick, serpentine tail attached
to a humanoid upper torso, head and two arms. Due to their appearance,
these creatures have often been called an Ice Naga. Such a name is a
misnomer, however, as they are purely an elemental being. Most of their
body is composed of a blue, watery liquid that acts as a powerful
anti-freeze. Even in the most extreme cold temperatures the liquid body
of a Sharod stays fluid. The body is held together by an icy skeletal
structure that is clearly visible through their liquid form. This ice
is tougher than bone and is very difficult to hit or damage.
The Sharod forms an elite warrior force on the Ice Para-Elemental
plane. They are completely loyal to their current master and will fight
until death to protect their ward. They normally form tight-knit clans
that will defend each other's honor to the last drop of their bodies.
They are known to hold grudges for many generations, and it is not
unknown for Sharod clans to eradicate each other over a "blood" feud.
Sharod are cruel and ruthless warriors, and they gleefully enjoy
tormenting their foes.
They reproduce by merging the bodies of a male and female and then
splitting into a clutch of 5-8 hatchlings. Thus each hatchling has a
memory of its ancestors stretching back many centuries. A mental tie
known as the Khadol allows each of the clutch members to know the
position and physical health of its fellow. This tie can last for many
years, although it usually only lasts into adulthood for the closest of
siblings.
Sharod like to draw certain nutrients from the bodies of their fallen
foes. They usually allow the body to freeze and then dissolve the precious
nutrients by wrapping it in their body.
While they appear unarmed, the Sharod is able to form icy appendages
at the end of their arms that serve as weapons. These appendages can be
a sword, hammer, hook, or club. All such weapons do additional cold damage
when they strike, in addition to the normal physical damage. The balance
provided by heavy tail allows the Sharod to perform an attack with each
of their arms during the same round.
Because most of the body of a Sharod is liquid, piercing weapons are
less effective. Blows struck against a Sharod cause the body to turn
slushy, slowing the creature down and making it easier to hit. When in
temperatures below freezing, a Sharod will regenerate any damage. As they
suffer more damage, however, the rate of regeneration will slow down. If
the Sharod is slain its body will collapse in a pool of blue water,
leaving only a melting icy skeleton.
Due to their fierce combative natures, the Sharod have particularly
strong defences against mental attacks.
The Sharod dislikes bodies of liquid water and suffers dissolving
damage if it is immersed. Mist or fog has no effect on this creature,
however. Any cold-based attacks against a Sharod have their damage
reduced. Fire or heat has the opposite effect, however, and all damage
from such an attack is increased.
Val Char Cost Val Char Cost
30* STR 5 6 PD 3
16 DEX 18 5 ED 1
18 CON 16 4 SPD 14
20* BODY 14 8 REC 2
12 INT 2 36 END 0
15 EGO 10 40* STUN 3
16 PRE 12
10 COM 0
*Bonuses for Growth already figured in.
Cost Abilities END
20 Growth (15 pts), 0 END, Persistent, Always On
(800kg, +2 to others' Sight PER, -3" KB, +1" Reach)
17 1d6 RKA, Persistent, Damage Shield, Personal Immunity
No Range, Always On, not versus cold targets (-1/2)
24 2d6 HKA, reduced penetration (-1/4) - ice weapons
20 50% Resistant Physical Damage Reduction, not versus
normal attacks (-1/2)
5 25% Resistant Energy Damage Reduction, only versus
cold damage (-2)
8 Regeneration, 1 BODY/Turn, Interval increases by
one turn per 5 points of BODY damage (-1/4)
20 +20 Mental Defense
7 Mind Link, Any Mind, Only with member of clutch (-1)
3 Life Support - Intense Cold
5 Infrared Vision
10 +2 w/ H-to-H
- ES: Concealment, Conversation, Deduction, Stealth 8-
- AK: Ice Elemental Plane
5 Language: Sharod (native w/ literacy)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
10 1d6/Turn when immersed in liquid water (Uncommon)
10 1d6/Hour in temperatures above 30 degrees C (Common)
10 1.5x Effect from ice manipulating powers (Uncommon)
20 1.5x Effect from heat (Common)
20 Psych Lim.: Loyal to master (Common, Total)
15 Psych Lim.: Wants to return to home plane (Common, Strong)
64 Creature Bonus
OCV: 5; DCV: 3; ECV: 5; Bonuses: +2;
Phases: 3, 6, 9, 12
Points = 100 + 144 = 244 = 169 + 75
|
These huge, floating bags closely resemble a flying Man o' War Jellyfish.
They hunt by floating over a target, then reaching down to grab the victim
with their flexible tendrils. Once captured, the victim is repeatedly jolted
with electric shocks, then drawn into the sack for digestion. Floaters only
hunt for food, and will depart after capturing a live meal.
Silver Floaters sense their prey by the electrical emissions, allowing them
to hunt in total darkness. Since they make no noise, Floaters will often gain
complete surprise for their strike. However, they are not well armored against
attack, relying on their height and extension to remain out of reach of ground
beasts. Electric stinging cells on their outer sack protect them against birds
and other flying predatory. Floaters sometimes hunt in packs, communicating
via tiny electrical flashes.
Val Char Cost Val Char Cost
15 STR 5 1 PD -2
16 DEX 18 4 ED 2
12 CON 4 3 SPD 4
4 BODY -12 10 REC 10
5 INT -5 36 END 6
2 EGO -16 18 STUN 0
12 PRE 2
5 COM -2
Cost Abilities END
41 1d6 RKA, NND (Insulated), Damage Shield, 1/2 END. 2
20 Invisible to Sound Group, 0 END Persist, Always On.
10 50% resist Damage Reduction, Only vs. Electric (-2).
13 5" Flight, 0 END Persistent, Always On.
6 2" Stretching, Only downward (-3/4).
5 Extra Limbs (3d6 Hanging Tentacles)
10 Clinging (normal STR)
24 Electrical Sense, Discriminatory, Targeting, Not when
raining or snowing (-1/4).
3 Life Support (Intense Cold)
8 +4 w/ Grab
0 ES: Climbing 8-
75+ Disadvantages
8 Large Volume Sack (3" radius, -4 DCV, +4 to other PER)
5 x2 Knockback from Wind
15 Distinctive Features (Not concealable)
15 Physical Limitation: No fine manipulation
10 -5" Running (1" Total)
2 -2" Swimming (0" Total)
6 -2 to all Perceptions (except Electrical Sense) 8-
18 Creature Bonus
OCV: 5(9); DCV: 1; ECV: 1; Modifiers: +4;
Phases: 4, 8, 12
Points = 14 + 140 = 154 = 79 + 75
|
A Skulk is a humanoid skull that has been animated to serve as a scout and
spy for a Necromancer. The skull is able to fly about, but can neither run nor
swim. While active, the eyes of the Skulk glow a sinister red. The Skulk does
not possess willpower or a self-awareness, although it appears to think and
act in an intelligent manner.
Val Char Cost Val Char Cost
5 STR -5 3 PD 0
15 DEX 15 5 ED -1
10 CON 0 3 SPD 10
5 BODY -10 5 REC 4
10 INT 0 0 END -10
0 EGO -10 0 STUN -13
13 PRE 3
2 COM -4
Cost Abilities END
27 Shrinking (20 pts), Persistent, Always On
(-4 to others' Sight Perception, +6" KB)
20 Flight 5", Invisible Power Effects (All) 1/5"
5 Mind Link w/ Necromancer
15 Takes No STUN (Automaton)
15 Does Not Bleed (Automaton)
5 1 pip HKA - bite
9 +2 PD, +4 ED Armor
30 After Life Support (Full)
5 Infrared Vision
3 Concealment 11-
0 ES: Conversation, Deduction 8- (each)
-12 -6" Running (0" Total)
-4 -2" Swimming (0" Total)
75+ Disadvantages
25 Distinctive Features (Not Concealable, Extreme)
10 1+1/2x BODY from blunt weapons (Common)
15 Phys. Limitation: No fine manipulation
15 1d6/Turn from Sunlight (Common)
-63 Creature Bonus
OCV: 5; DCV: 5; ECV: 0; Modifiers: +0;
Phases: 4, 8, 12
Points = -41 + 118 = 77 = 2 + 75.
|
In their chrysalis state, these long, sinuous creatures from the Plane of
Smoke closely resemble a short, smooth piece of weathered drift wood. Such a
stick may be found by a traveller while out collecting fire wood, then placed
on a burning pile. Once in contact with an open flame, the Smoke Snake emerges
from the chrysalis state and begins to take on its natural form - a serpentine
creature made from smoke. However, this being will be very difficult to
distinguish from the other smoke emerging from the fire, and therein lies the
danger.
To lay its eggs, the Smoke Snake will now seek out a warm, sheltered place
free from rain or other hazards. Often times, this will be the nostrils of a
man or beast that is close to the fire. The Snake is relatively odorless,
compared to normal smoke, and it may easy escape the notice of a sleeping
victim when it enters the lungs. Once inside, the Snake begins to lay its
wispy eggs, simultaneously causing the victim to choke and gag from lack of
clean air.
Val Char Cost Val Char Cost
0 STR -10 0 PD 0
14 DEX 12 4 ED 2
10 CON 0 3 SPD 7
2 BODY -16 4 REC 4
6 INT -4 10 END -5
10 EGO 0 18 STUN 11
8 PRE -4
6 COM -2
Cost Abilities END
32 Desolidification (Affected by Magic, Winds, and
Water), 0 END Persistent, Not through solids (-1/2)
Only when placed on fire (-1) - Smoke Form
31 2d6 EB, NND (Choke), 0 END, Continuous, While
Desolid; No Range, Only while in smoke form (-1/4)
21 Invisibility to Sight w/ Fringe, 0 END Persistent,
While Desolid, Only while in smoke cloud (-2),
Only while in smoke form (-1/4)
20 Shrinking (20 pts), Persistent, Not while in smoke
form (-1/2). (0.5m length, 1.6kg, -4 to other's
sight PER, +4 DCV, +6" KB)
6 +1 PD / +5 ED Armor, Not while in smoke form (-1/2)
12 4" Flight, Persistent, Only while in smoke form (-1/4) 1/5"
5 Infrared Vision
3 Simulate Death, Not while in smoke form (-1/2)
8 Life Support (No need to eat, excrete, or sleep;
Intense Heat)
7 Stealth 14-
ES: Concealment, Deduction 8- (each)
-12 -6" Running (0" total)
-2 -2" Swimming (0" total)
50+ Disadvantages
15 Distinctive Features (Not concealable, Major Reaction)
15 Physical Lim: No fine manipulation
10 Psych. Lim: Must lay eggs in warm shelter (Uncommon, Strong)
5 x1.5 BODY from wind and water-based attacks (Uncommon)
10 Susceptibility (Winds stronger than 10 kph, 1d6/Turn)
10 Susceptibility (Immersion of smoke in water, 1d6/Turn)
11 Creature Bonus
OCV: 5; DCV: 5; ECV: 3; Modifiers: +0;
Phases: 4, 8, 12
Points = -5 + 131 = 126 = 76 + 50
|
The Sonic is a being from the elemental plane of Air that exists only as a
complex soliton wave in the atmosphere. Other beings will see this entity only
as a slight rippling effect in the air that emits a high-pitched warbling
sound resembling vibrating crystal. The Sonic is attracted to any new noises
in the vicinity, and will close to investigate. While not overtly hostile, the
Sonic is mysteriously enraged by certain low frequency sounds and will
relentlessly attack until it has damaged or destroyed the source of the
noise.
Val Char Cost Val Char Cost
0 STR -10 0 PD 0
12 DEX 6 1 ED 0
5 CON -10 3 SPD 8
8 BODY -4 5 REC 10
11 INT 1 20 END 5
12 EGO 4 15 STUN 4
10 PRE 0
15 COM 3
Cost Abilities END
53 Desolidification (Affected by Sounds/Vacuum), 0 END
Persistent, Always On.
30 3d6 EB, NND (Sonic Attack, +1), While Desolid;
Incantations (Climbing Hum), Reduced by Range,
Extra time (Full Phase) - Sonic Blast 6
24 2d6 Flash (Normal Hearing), While Desolid;
Incantations (Climbing Hum), Reduced by Range,
Extra time (Full Phase), Linked to Sonic Attack. 4
16 6" Flight, 0 END Persistent, Always On.
22 +2 Hearing; Ultrasonic Hearing; Active Sonar
10 Life Support (No need to eat, excrete, or sleep;
no need to breathe)
3 Perfect Pitch
6 Conversation, Oratory 11-
5 PS: Singing 14-
Language: Native Song
ES: Deduction
-12 -6" Running (0" Total)
75+ Disadvantages
15 Distinctive Features (Not concealable, Noticed)
10 Berserk (Low frequency sounds: Berserk 8-, Recover 11-)
10 x2 BODY from low frequency sounds (Uncommon)
20 Susceptibility (Vacuum/Darkness to Sound, 2d6/Phase)
5 Physical Limitation: Blind (Infrequently, Slightly)
15 Physical Limitation: No fine manipulation
40 Creature Bonus
OCV: 4; DCV: 4; ECV: 4; Modifiers: +0;
Phases: 4, 8, 12
Points = 21 + 169 = 190 = 115 + 75
|
Spider, Large
These spiders are the smallest members of the class of giant Arachnids.
Large spiders typically spin their tough webs across tunnels or other openings
to catch passing animals. They typically feed on birds, rodents, and the
occasional small reptile or tunneling mammal. The webs are strong and sticky,
but large creatures can readily escape given enough time. The spiders lair
within their webs and spring out to poison any trapped victims with their
venomous bite. The incapacitated victim is wrapped in a blanket of silken web,
and the spider injects acidic juices to begin the digestive process.
Large spiders are usually earthen-hued, ranging from grayish tan to a very
dark green, with a large thorax bearing unusual patterned stripes. Like their
smaller cousins, they have eight hairy legs and multiple eyes upon their
pincered skull.
Val Char Cost Val Char Cost
5 STR -5 4 PD 3
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 15 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)
4 1 pip HKA - bite
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
20 2d6 Entangle (2 DEF), Sticky, Full Phase - webbing 2
4 1d6 Entangle (1 DEF), Sticky, Area Effect (hex),
Caster Immune, Independent, takes 30 minutes - web 1
12 Clinging +6 STR (4 STR total)
6 +2 PD, +2 ED Armor
5 Extra Limb - 8 Legs
6 +2 to all Perceptions (12-)
2 +1 w/ bite
7 Concealment 12- (each)
3 Stealth 13-
-6 -3" Running (3" total); -2" Swimming (0" total)
50+ Disadvantages
25 Dist. Features (Not concealable, Extreme Reaction)
15 Physical Limitation: No fine manipulation
-3 Creature Bonus
OCV: 4; DCV: 8*; ECV: 2; Modifiers: +1;
Phases: 6, 12
Points = -14 + 101 = 87 = 47 + 50
|
This creature is nearly invisible to sight, unless the observer is able to
detect its magnetic effects. The shape of a Spinar is roughly that of a torus,
floating and wobbling in mid air with the central opening parallel to the
ground. It can easily pass through most solid materials without effect, as
long as their is even a weak magnetic field present which it can use to
levitate, The Spinar is particularly attracted to ferrous metals and
electronic devices, and will spend much of its time seeking such materials in
an effort to return to its homeland.
The Spinar is a being drawn from the magnetic core of the world. Unless
dislodged from its habitat by some means, it is content to bathe itself in the
powerful magnetic field generated by the liquid iron near the center of the
planet. If summoned from the field, it becomes confused and irrational, often
moving at random and dragging along bits and pieces of iron and other ferrous
materials it may find lying about.
When it comes upon a heavily armed and armored group of medieval warriors,
the Spinar can easily run amuck. The weapons and armor of the warriors will be
dragged and flung about by the powerful magnetic field. There is little the
victims can do to protect themselves, as this creature is immune to non-
magical weapons and most invocation spells. However, a blast of electricity
will scramble a Spinar, and both slow and confuse the creature.
This creature has little comprehension of the surface world, other than to
know it is mostly barren of iron. The weak magnetic field at the surface
confuses the directional sense of the spinar, so it seems to move without
purpose.
Val Char Cost Val Char Cost
10* STR -40 2 PD 0
20 DEX 30 10 ED 9
5 CON -10 4 SPD 10
13* BODY -10 4 REC 0
8 INT -2 10 END 0
12 EGO 4 10* STUN 15
5 PRE -5
10 COM 0
* Bonuses for Growth already figured in.
Cost Abilities END
53 Growth (40 pts), Persistent, Always On (2" radius,
25,600 kg, -4 DCV, +4 to Other's Sight PER, -8" KB) 0
53 Desolidification (Vulnerable to electricity),
Persistent, Always On 0
40 Invisible to Sight Group w/ Fringe, 0 END
Persistent, Always On 0
44 18 STR Telekinesis, Explosion (+1/2), 0 END
Persistent, Affects Physical World (+2), Affects
all parts of target (-1/4), No Range (-1/2), Only
ferrous materials (-1) 0
32 8" Flight, 0 END Persistent 0
25 Life Support: No need to breathe, Safe versus
Vacuum, High Pressure, Extreme Heat/Cold, Immune
to Disease
15 Sense Magnetic Fields, 360 Degrees
35 Sense Ferrous Metals, Targeting, 360 Degrees
ES: Deduction 8-
AK: Core of Planet
75+ Disadvantages
15 Psych Lim: Attracted to Ferrous Metals (Common, Strong)
10 Psych Lim: Must return to homeland (Uncommon, Strong)
15 Timid (Common, Strong)
15 Phys Lim: No fine manipulation (Frequent, Greatly)
15 Phys Lim: Blind and Deaf (Frequent, Greatly)
10 Phys Limitation: Can not speak (Frequent, Slightly)
15 Confused in a weak magnetic field (Frequently, Greatly)
128 Creature Bonus
OCV: 4; DCV: 4; ECV: 3; Modifiers: +0;
Phases: 6, 12
Points = 1 + 297 = 298 = 223 + 75
|
This enormous gastropod is equally at home on land and at sea, but prefers
damp, marshy terrain, such as a sewer or swamp. The organism closely resembles
a slug, with a tapered tail and a single clinging foot running the length of
the body. A clump of flexible tendrils is mounted atop the back where the
shell would be located, and each arm is equipped with a potent bundle of
stingers. Victims grabbed by the stinging limbs are drawn into a
flexible gullet, there to be slowly dissolved by gastric juices.
Spine Flayers are resistant to most toxins, and their thick, rubbery flesh
protects them from attackers. They are omnivorous, feeding primarily off
weeds, slime, and muck dwellers, plus any live game that happens their way.
They can cling to almost any surface, even walls and ceilings, and slide along
in complete silence. Their flesh is poisonous, as the yellow flesh tones
clearly warn any would-be predators.
Flayers are solitary creatures, meeting only to mate.
Val Char Cost Val Char Cost
45 STR* 20 10 PD 4
9 DEX -3 6 ED 1
25 CON 30 2 SPD 1
23 BODY* 20 10 REC -2
1 INT -9 50 END 0
6 EGO -8 55 STUN* 4
20 PRE 10
0 COM -5
*Bonuses for growth already figured in.
Cost Abilities END
20 Growth (15 pts), Persistent, Always On, (800 KG,
-2 DCV, +2 PER Against, +1" Reach, -3 KB).
17 2d6 DEX Drain, Recover 5/Minute (+1/4), Only after
target is grabbed (-1/2) - Toxic Stingers 2
5 2d6 EB, NND (Acid Proof), No Range, Only after target
is paralyzed (-1), Extra Time: 1 minute (-1-1/2) 1
7 1d6 BODY Drain, Continuous Uncontrolled (+1+1/2),
Gradual Effect (every turn, -1/4), Only when eaten
uncooked (-1), 4 charges (-1) - Poisonous Flesh
12 +15 Power Defense, Only versus poison (-1/4).
4 5 rPD/3 rED Damage Resistance
5 Life Support (Breathe Underwater)
24 +2 Scent PER, Targeting
10 Clinging
4 +2 w/ Grab
9 Stealth 14-
-8 -4" Running (2" Total)
75+ Disadvantages
20 Physical Limitation: Blind (All the time, Greatly)
15 Physical Limitation: No fine manipulation
15 Psych. Limitation: Fear of heat (Common, Strong)
10 Susceptibility: 1d6/minute when hot and dry
10 Vulnerability: x1.5 damage from heat or fire
5 Leaves distinctive slime trail
15 Distinctive Features (Not concealable)
15 Creature Bonus
OCV: 3; DCV: 1; ECV: 2; Modifiers: +2;
Phases: 6, 12
Points = 63 + 117 = 180 = 105 + 75
|
These diminutive beings live their lives at such an accelerated pace that
they are all but impossible to perceive by normal beings, unless they stand in
one place for a time. They migrate along historical trails in small clans,
constantly seeking new game to replenish their supercharged metabolism.
Spratlings live for only three to five years, but their perceived life span is
far longer, surpassing that of most humans.
The Spratling resembles a deep violet-colored fairy race, with enlarged
eyes and ears. They are very wiry and sleek in physique, with very little body
fat. Their hairless flesh is covered in many long, thin, twisting folds of
white flesh, which form unusual patterns across their bodies and serve to
radiate excess heat.
The culture of the the Spratling is primitive but rich, as is their buzzing
language. When they meet other Spratling clans on migration, they join
together for a time to sing, dance, tell tales, and trade. They have little
patience for interaction with the slower races, however, and usually avoid
their uncomfortable, smelly places of residence. Only when great destruction
is being wreaked upon their tribal hunting grounds will Spratlings seek
retribution.
Val Char Cost Val Char Cost
5 STR -5 1 PD 0
14 DEX 12 2 ED 0
10 CON 0 12 SPD 96
4 BODY -12 3 REC 0
9 INT -1 20 END 0
10 EGO 0 12 STUN 0
10 PRE 0
10 COM 0
Cost Abilities END
13 Shrinking (10 pts) (-2 PER against, +2 DCV, +3 KB),
Persistent, Always On.
20 Invisibility to Sight w/ Fringe, 0 END,
Not when stationary (-1).
6 +2 to Sight and Hearing
9 +2" Running, x2 Non-Combat (8" total, 32" Non-combat)
1 Familiarity w/ Spear, Knife, and Club
3 +1 w/ Spear, Knife, and Club
3 One of: Navigation, Paramedic, Survival, Trading
1 Perk: Member of Spratling tribe
1 KS: Game hunting and stripping
0 Language: Spratling
0 AK: Tribal hunting trails
0 ES: Climbing, Conversation, Deduction, Trading
75+ Disadvantages
2 -2" Swimming (0" total)
15 Avoids interaction with slower races (Common, Strong)
10 Distinctive Features (Concealable with Major Effort)
5 1d6/hour without food (Common)
5 1d6/minute when wearing extensive covering (Uncommon)
5 Movement creates noticeable draft (Common)
5 Short lived (3-5 years)
29 Creature Bonus
OCV: 5; DCV: 7; ECV: 3; Modifiers: +1;
Phases: 1-12
Points = 102 + 49 = 151 = 76 + 75
|
Resembling large spiders, these creatures have a crystalline body that is
nearly transparent to light, making them difficult to see when stationary.
Unlike most normal spiders, these beings lead highly social lives in a
sizeable community. They use their web-spinning abilities to weave a complex
maze of vegetation that can trap large forest animals. Creatures wandering
into the maze are trapped by new or shifting walls, and gradually maneuvered
into cocoon pens for later consumption.
Val Char Cost Val Char Cost
6 STR -4 4 PD 3
15 DEX 15 4 ED 1
12 CON 4 3 SPD 5
8 BODY -4 4 REC 2
8 INT -2 26 END 2
9 EGO -2 17 STUN 0
10 PRE 0
12 COM 1
Cost Abilities END
27 Shrinking (20 pts), Persistent, Always On
(-4 to others' Sight Perception, +6" KB)
4 1d6-1 HKA - bite
20 2d6 Entangle (2 DEF), Sticky, Full Phase - webbing 2
4 1d6 Entangle (1 DEF), Sticky, Area Effect (hex),
Caster Immune, Independent, takes 30 minutes - web 1
12 Clinging +6 STR (4 STR total)
6 +2 PD, +2 ED Armor
5 Extra Limb
6 +2 to all Perceptions (12-)
2 +1 w/ bite
9 Concealment 14-
3 Stealth 12-
3 Tactics 11-
AK: Native woods
Language: Light Flashes (4 pts)
ES: Climbing, Deduction
-2 -1" Running (5" total); -1" Swimming (1" total)
75+ Disadvantages
25 Dist. Features (Not concealable, Extreme Reaction)
15 Physical Limitation: No fine manipulation
5 Creature Bonus
OCV: 5; DCV: 5; ECV: 3; Modifiers: +1;
Phases: 4, 8, 12
Points = 21 + 99 = 120 = 45 + 75
|
Sylphs appear as unusually beautiful human females, except for the large
wings on their backs. They normally reside in high places, such as mountain
tops, and will sense and avoid any who mean them ill. Usually solitary
creatures, a Sylph is willing to aid a humanoid in need in exchange for a
favor, or befriend one to whom they take a liking. They never physically
attack a foe, but will use their powers of Air magic to defend themselves.
Val Char Cost Val Char Cost
5 STR -5 2 PD 1
16 DEX 18 3 ED 1
12 CON 4 2 SPD 0
6 BODY -12 3 REC 0
15 INT 5 30 END 3
10 EGO 0 16 STUN 2
18 PRE 8
18 COM 4
Cost Abilities END
30 30 points in spells from Air College
20 Flight 10", OIF - wings, 0 END
20 Invisibility to Sight w/ fringe 2
16 Detect Harmful Intent (Range, Discriminatory): only
when toward Sylph (-1/4), 0 END.
7 AK: Mountain Tops 16-
2 KS: Weather Forecast 11-
3 KS: Knowledge of Air Magic 12-
0 ES: Concealment, Conversation, Stealth, Survival 8- (each)
3 Language: Local Common (fluent w/ accent)
4 Language: Sylph (fluent)
7 Air Magic Skill at +2
75+ Disadvantages
10 Distinctive Features (Concealable with Major Effort)
10 Psych. Limitation: Will not go indoors (Common, Moderate)
10 Psych. Limitation: Avoids Physical Combat (Uncommon,
Strong)
5 Physical Limitation: Mate with human (Infrequent, Slightly)
5 Reputation 8-
26 Creature Bonus
OCV: 5; DCV: 5; ECV: 3; Modifiers: +0;
Phases: 6, 12
Points = 29 + 112 = 141 = 66 + 75.
|
This beast inhabits the dark recesses of the nether planes, feeding off the
carrion left by the demon hordes. Its formidable defenses consist of a tough,
spiked carapace; eight stubby, taloned legs; and a beaked jaw wrapped by saw-
toothed mandibles. The long talons allow the Targ to cling to wall surfaces,
or dig rapidly through soft earth. When a ready cave is not available, the
Targ excavates a den in the upper part of a wall from where it can hide until
it spots a carcass it can drag back to its larval hatchings. This creature is
quite hardy, and can survive for lengthy periods without food or drink.
Val Char Cost Val Char Cost
16 STR 6 3 PD 0
10 DEX 0 3 ED -3
30 CON 40 2 SPD 0
18 BODY 16 9 REC 0
6 INT -4 60 END 0
8 EGO -4 40 STUN -1
10 PRE 0
4 COM -3
Cost Abilities END
20 2" Tunneling through 3 DEF 1/5"
17 1d6 HKA, Continuous, Reduced Penetration, Only
after successful grab (-1/2) - Bite 1
24 2d6 HKA, Reduced Penetration - Claws 1
20 1d6-1 RKA Damage Shield, 0 END Persistent,
Always On - Spiked shell
24 +8 PD/+8 ED Armor
15 25% Resistant Physical Damage Reduction
10 Clinging
5 Extra Limbs - 8 legs
5 Infrared Vision
10 Tracking Scent
6 +2 PER all senses
10 +2 w/ H-to-H
5,3 Concealment, Climbing 11-
75+ Disadvantages
15 Physical Limitation: No fine manipulation
5 Physical Limitation: Cannot leap (Frequently)
10 Psych. Limitation: Stubborn (Uncommon, Strong)
10 Psych. Limitation: Hypnotized by music (Uncommon, Strong)
66 Creature Bonus
OCV: 3; DCV: 3; ECV: 3; Modifiers: +2;
Phases: 6, 12
Points = 47 + 174 = 221 = 106 + 75
|
These dark, sinister forms dwell in the heart of a forest that has been
twisted by evil sorcery. Born of the shy nature spirits that normally inhabit
the woods, these beings have been tormented into near madness by the
abominations perpetrated against their home. Now they lash out against any and
all who invade their territory, including indigenous creatures and friends of
the forest.
A Tree Shadow usually inhabits the inky shadows at the base of a large
tree. The dark, smoky form resembles a predatory beast, with two unblinking
eyes that glow with a faint golden light. Tree Shadows silently stalk invaders
through their native woods, sliding from tree to tree until a favorable
opportunity allows the beast to strike. Victims are often severely disfigured
and left as a warning to others.
The shadows are usually found alone, but will hunt in packs when many
invaders are present.
Val Char Cost Val Char Cost
12 STR 2 4 PD 2
19 DEX 27 2 ED 0
8 CON -4 4 SPD 11
10 BODY 0 8 REC 8
5 INT -5 16 END 0
11 EGO 2 24 STUN 4
20 PRE 10
4 COM -3
Cost Abilities END
20 2d6 Drain STUN, Does Knockback (+1/4), Reduced
Penetration (-1/4) - Claws 2
27 2" Tunneling through 5 DEF, Closes behind, Invisible
Power Effects (Sight) (+1/4), Only to pass through
wood (-1/2) 4
10 +8 rPD Armor, Not versus Silver (-1/4)
10 Regenerate 1 BODY/turn
11 Life Support: No need to eat, excrete, or sleep;
Immune to Aging and Disease
5 +5 Mental Defense, Not versus nature magic (-1/4)
6 +3 OCV w/ Drain
6 +2 to all Perceptions
4 +2" Running (8" total)
3 Stealth 13-
AK: Native woodlands
75+ Disadvantages
20 Distinctive Features: Sinister form (Not conceal, strong)
15 No fine manipulation
5 Enraged when woodlands violated (Uncommon, 11-, 11-)
10 Phys. Lim: Unable to cross bodies of water
15 Psych. Lim: Must attack woodland intruders (Common, Strong)
10 2x effect from PRE Attacks of Nature Priests
6 Creature Bonus
OCV: 5; DCV: 5; ECV: 4; Modifiers: +1;
Phases: 4, 8, 12
Points = 54 + 102 = 156 = 81 + 75
|
An Undying Knight is the horrible, twisted spirit of a former Knight. The
Gods have condemned the Knight to haunt a site for all eternity as a
punishment for betraying his code of honor. The desiccated, skeletal form is
encased in its original armor, which has turned charcoal black as if scorched
by a fire. Within the eye sockets glows the eerie red light of the Undying
Knight's eyes, and the voice is a deep, cold sound that chill any listener to
the very bone.
In addition to retaining its original skill with the sword and other
weapons, the Undying Knight has available various necromantic and other
magical powers, and is often surrounded by a retinue of undead servants and
aids. An Undying Knight wears Plate Armor (8 DEF) and carries a fine sword,
which is usually magical.
Val Char Cost Val Char Cost
25 STR 15 5 PD 0
16 DEX 18 8 ED 3
18 CON 16 4 SPD 14
30 BODY 40 9 REC 0
19 INT 9 36 END 1
21 EGO 22 60 STUN 8
30 PRE 20
2 COM -4
Cost Abilities END
15 Cannot be Stunned (Automaton)
45 (30 pts.) Necromantic Magic, No aging
27 Death Magic Skill (Intrinsic) 25-
42 6d6 Mind Control, Telepathic, Only to flee in fear
(-1/2), 1" radius Area Effect, Personal Immunity
0 END Persistent, Always On, No Range.
46 10d6 Dispel, Any Magic, Personal Immunity, Only on 12-
(-3/4), 0 END Persistent, Always On, No range.
7 +10 Mental Defense, Only vs. Fear (-1/2)
15 Infravision, Sense Magic, Sense Invisible
4 Familiarity with common melee and missile weapons
10 +2 w/ Hand-to-Hand
12 +4 w/ Swords
3 Combat Sense 13-
5 Defense Maneuver
21 After-life support (No need to eat, breathe, excrete, or
sleep; Immune to Disease & Aging)
3 High Society 15-
3 Riding 12-
4 Native Tongue, Local Tongue
AK: Haunt
ES: Climbing, Concealment, Conversation,
Deduction, Stealth 8-
75+ Disadvantages
25 Distinctive Features (Not concealable, Extreme reaction)
10 2x BODY from holy weapons (Uncommon)
20 Physical Limitation: Dead (All the Time, Greatly)
15 Psych. Limitation: Dead (Very Common)
15 Psych. Limitation: Combat honor (Common, Strong)
20 Psych. Limitation: Hate the living (Common, Strong)
25 Psych. Limitation: Haunt area (Common, Total)
215 Creature Bonus
OCV: 3; DCV: 3; ECV: 7; Modifiers: +2, +4;
Phases: 6, 12
Points = 162 + 262 = 424 = 349 + 75
|
These diminutive, humanoid demons stand less than 50 centimeters in height.
Their flesh and hair is a bright red color, and their sharp fangs are
constantly blood-stained. The demonic Virikas enjoy preying on the sick and
injured, and they attack in an excited, jabbering horde. Individually, the
Virikas are not much of a threat, but as a group they are even feared by other
demons. They appear surrounded by a reddish mist.
Val Char Cost Val Char Cost
25 STR 15 7 PD 2
18 DEX 18 5 ED 0
24 CON 28 4 SPD 12
30 BODY 40 8 REC -4
9 INT -1 50 END 1
6 EGO -8 55 STUN 0
24 PRE 14
6 COM -2
Cost Abilities END
40 1d6+1 HKA, Continuous, Area Effect (Hex), reduced
penetration (-1/4) - bites 5
30 75% Resistant Physical Damage Reduction, Not versus
Area Effect powers (-1)
15 50% Resistant Energy Damage Reduction, Only versus
heat and cold (-1)
11 Life Support: No need to sleep, Immune to Cold/Heat
5 +4 rPD / +4 rED Damage Resistance
10 Regeneration, 1 BODY / Turn
5 Infrared Vision
10 360 Degree Vision
10,5 Tracking Scent, Discriminatory Smell
3 +1 to all Perceptions (12-)
4 +2 to Scent Perception (14- total)
5 Defensive Maneuver
10 +2 w/ Hand-to-Hand Combat
3,3 Concealment, Tracking 11-
3 Stealth 13-
-2 -1" Running (5" total)
-1 -1" Swimming (1" total)
ES: Climbing, Conversation, Deduction 8- (each)
75+ Disadvantages
20 Distinctive Features - Aura of Evil (Unable to Conceal,
Major Reaction)
10 2x BODY from Silver and Holy Weapons (Uncommon)
25 4d6/turn when on holy ground (Uncommon)
15 1d6 RKA from holy water & items (Uncommon)
10 2x Effect from PRE attacks of Holy Men
15 Physical Lim: Blocked by pentagrams (Infrequent, Fully)
15 Psych. Lim: Malicious (Very Common)
15 Psych. Lim: Must prey on Sick and Injured (Common)
15 Psych. Lim: Fear of holy symbols (Uncommon, Total)
25 Berserk when attacking sick or injured (Common, 11-, 8-)
5 1d6 Flash to Scent from sweet-smelling blossoms (Uncommon)
-39 Creature Bonus
OCV: 6; DCV: 6; ECV: 2; Modifiers: +2;
Phases: 3, 6, 9, 12
Points = 115 + 169 = 284 = 209 + 75
|
These diminutive creatures are almost always found gathered in small tribes
within an underground Mushroom Forest.
Physically, the Vug are less than impressive. They have stooped shoulders,
a protruding belly and short, knobby limbs. Their heads resemble a large,
slightly curved bean, bending back over their scrawny, goitered neck. Although
they wear little in the way of garb, other than a breach cloth, their tough,
mud-colored flesh provides a measure of protection against wounds.
Culturally, the Vug live in hunter gatherer tribes of about 20-50 members,
and the only reason they achieved that degree of sophistication is due to
their ability to join mentally with their fellows. This ability makes them
collectively smarter than the sum of their parts, and in turn makes them more
formidable in battle than you would otherwise expect.
Typically the Vug live in the shelter of a ring of mushrooms about a forest
clearing. They know how to create fire and they can manufacture crude stone or
bone tools and weapons. Their religion is primitive, usually involving some
simple burial rites and the ritual killing and eating of their foes. The Vug
are mute, and they lack any form of written language. However, their ability
to mind link allows them to communicate collectively.
Val Char Cost Val Char Cost
5 STR -5 2 PD 1
12 DEX 6 2 ED 1
11 CON 2 2 SPD 0
6 BODY -8 3 REC 0
5 INT -5 25 END 3
8 EGO -4 15 STUN 0
8 PRE 8
6 COM -2
Cost Abilities END
7 Shrinking (5 pts), Persistent, Always On,
(1m, 12.5kg, -2 PER, +2 CV, +3 KB)
15 Mind Link, Any Vug, 2 at a time
3 +4 Improved INT*, linked to Mind Link
5 2d6 HA, reduced penetration - hands
6 +2 PD, +2 ED Armor
5 Infrared Vision
2 FAM w/ Common missile weapons
3 Concealment 10- (*11-)
5 Stealth 11-
3 Survival 11-
7 AK: Mushroom Forest 16-
0 ES: Climbing 8-
4 (Mental) Language: Vug (fluent)
-2 -1" Running (5" total)
50+ Disadvantages
10 Distinctive Features (Conceal with Major Effort)
10 Phys. Limitation: Can not speak (Frequent, Slightly)
-10 Creature Bonus
OCV: 4; DCV: 4; ECV: 3; Modifiers: +0;
Phases: 6, 12
Points = -3 + 63 = 60 = 10 + 50
|
This is a large chest that has been animated by a Wizard. The sole function
of the chest is to follow the Wizard about, usually 1" to his rear. The chest
is incapable of jumping gaps, but it can swim, and climb (or descend) stairs.
The mind link with its owner allows the Wizard to silently direct the actions
of the chest, even if the two are widely separated. However, due to the
limited Intelligence of the chest, it is incapable of following more than
rudimentary instructions.
Val Char Cost Val Char Cost
5 STR -5 3 PD 2
5 DEX -15 3 ED 1
10 CON 0 2 SPD 10
8 BODY -4 0 REC -6
1 INT -9 0 END -10
0 EGO -20 0 STUN -16
10 PRE 0
10 COM 0
Cost Abilities END
30 Takes no STUN. Takes only BODY (Automaton)
10 Mind Link, Only with master, Any Distance
20 +30 Mental Defense, Always On
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)
50+ Disadvantages
15 Phys. Limitation: No arms (Frequent, Greatly Impairing)
20 Psych. Limitation: Only to follow master (Common, Total)
2 4" Running
1 1" Swimming
-33 Creature Bonus
OCV: 3; DCV: 3; ECV: 0; Modifiers: +0;
Phases: 6, 12
Points = -72 + 89 = 17 = -71 + 50
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These strange beings are native to the Elemental Plane of Water, and are
all but indistinguishable from their natural environment. However, when they
emerge from the water into the air, they take the form of a glassy, serpentine
being. Their bite, while causing little physical damage, drains the life
energy from their victim, inducing paralysis. The Water Worm drags the
helpless victim into the water to drown, feeding on the fading life essence in
some manner.
A Water Worm possesses a keen intelligence and can be reasoned with if a
means of communication can be found. However they are treacherous and
unpredictable beings at best.
Val* Char Cost Val* Char Cost
15 STR 0 3 PD 0
13 DEX 9 3 ED 2
6 CON -8 2 SPD 0
10 BODY -2 4 REC 0
16 INT 6 24 END 6
12 EGO 4 21 STUN 0
13 PRE 3
8 COM -1
* Bonus for size already figured in.
Cost Abilities END
7 Growth (5 pts), Persistent, Always On (200 KG, -1" KB)
32 Desolidification (affected by heat, cold), 0 END(1/2),
Persistent (1/2), only works in water (-1-1/2)
13 Invisibility to Sight w/ fringe, 0 END (1/2), 0
Persist (1/2), Always On (-1/2), Only in water (-1-1/2)
27 4d6 DEX Drain, only after target is grabbed (-1/2 4
22 10d6 Mind Control, no range (-1/2), only versus 6
Water Elementals (-2), once per day (-2), 1/2 END (1/4)
7 Regeneration, 1 BODY/turn, linked to desolified (-1/2)
15 50% Resistant Physical Damage Reduction, only versus
BODY damage (-1)
15 50% Res. Energy Damage Reduction, only vs. fire (-1)
21 Life Support (doesn't breathe, eat, excrete or sleep;
immune to disease and aging)
4 +2 w/Grab
4 Swimming +4" (6" total)
18 Concealment, Stealth 15-
2 AK: Water Elemental plane 11-
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
10 3d6 DEX Drain from cold attacks (common)
10 Take 2x STUN and BODY from Purify Water (uncommon)
10 1.5x Effect from water manipulating powers (uncommon)
5 Violent, hostile, treacherous, unpredictable (common)
10 Psych. Limitation: kill by drowning (common, strong)
15 Psych. Limitation: Wants to return to home plane
(common, strong)
25 Physical Limitation: Body must contact water (always,
fully)
10 Physical Limitation: Sluggish in cold environments
(infrequently, greatly)
16 Creature Bonus
OCV: 6; DCV: 4; Modifiers: +2; Phases: 6,
12
Points = 19 + 187 = 206 = 131 + 75
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Little understood mankind, the Way are rare Tharsian Elves who have
lost the inner harmony of the Long Dance, and now view existence as a
dream state. This odd detachment from reality gives the Way the
relentless drive and endurance of an automaton, but leaves them
completely isolated from their fellow Elves, both socially and
spiritually. The Way constantly seek to find the path back to the
Long Dance, and search the world for the answers to their personal
discord.
The Way usually travel in solitude, but some will serve among
travelling groups, such as a merchant caravan or adventuring band.
Unlike their Elven fellows, the sober Way find no joy in any of the
arts, and seek knowledge and power only as a means to an end. They
are virtually impervious to pain and suffering, and become very
single-minded about any task, once begun.
Val Char Cost Val Char Cost
8 STR -2 3 PD 1
18 DEX 18 2 ED 0
12 CON 4 3 SPD 2
10 BODY 0 4 REC 0
13 INT 3 24 END 0
13 EGO 6 20 STUN 0
8 PRE -2
17 COM 3
Cost Abilities END
15 Automaton: Cannot be Stunned
5 UV Vision
3 Life Support: Immune to Aging
3 Lightsleep
5 +5 Resistance
2 +1" Running (7" total)
2 FAM w/ Common Melee Weapons
2 FAM w/ Common Missile Weapons
3 +1 w/ H-to-H combat
3 Stealth 13-
3 Survival 11-
3 Riding 13-
2 PS: Current Occupation 11-
2 KS: Elven Culture 11-
5 Language: Elven (Fluent, Literate)
75+ Disadvantages
20 Distinctive Features (Concealable, Noticed)
15 Hunted (Watched) by normal elves 14-
15 Psych. Lim.: Detatched and Aloof
15 Psych. Lim: Seek pack back to Long Dance (Common, Strong)
-49 Creature Bonus
OCV: 6; DCV: 6; ECV: 4; Modifiers: +1;
Phases: 4, 8, 12
Points = 33 + 58 = 91 = 16 + 75
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These frightful creatures lurk in the darkest depths of large caves during
the daylight hours, waiting for night to fall. When darkness arrives, the
swarm emerges to hunt for prey - usually herd animals. Shaped somewhat like a
cross between a bat and a manta ray, their inner hide is covered with many
spines which they use to shred the flesh of their prey. They attack by
expanding their dark wings and completely cloaking the victim. By drawing back
their wings, their spines penetrate even the toughest skin and drains the
blood. The Yierd then settles in to slowly digest the prey, eventually leaving
behind only bones and cartilage.
Young Yierd are half the size of their parents, and have a distinctive
mottled grey flesh. They normally feed off the scraps left behind by their
parents. As they grow older and larger, the Yierd then learn to slay small
animals the size of chickens. Only upon reaching adulthood are the Yierd able
to tackle larger targets, such as sheep, hogs, and humans.
Val Char Cost Val Char Cost
12 STR 2 2 PD 0
14 DEX 12 2 ED 0
8 CON -4 3 SPD 7
13 BODY 6 4 REC 0
4 INT -6 26 END 0
8 EGO -4 24 STUN 1
14 PRE 4
6 COM -3
Cost Abilities END
7 Growth (5 pts), Persistent, Always On (200 KG, -1" KB)
12 2d6 Entangle, Stops Sight, OIF Wings (-1/2), No Range
(-1/2) 2
30 2d6 HKA, Continuous (+1), No Range (-1/2), only versus
entangled target (-1/2) 6
9 3 DEF Armor
4 +2 w/ Entangle
10 8" Flying, OIF Wings (-1/2) 1/5"
19 Active Sonar, +2 PRE
18 Concealment, Stealth 15-
-8 -4" Running (2" total)
-2 -2" Swimming (0" total)
75+ Disadvantages
20 Distinctive Features (Not Concealable, Major Reaction)
5 Phys. Lim: Unable to See (Infrequent, slightly)
48 Creature Bonus
OCV: 6; DCV: 4; Modifiers: +2; Phases: 6,
12
Points = 49 + 99 = 148 = 73 + 75
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The Zone of Avoidance is an intelligent and powerful magical enchantment
that will actively repel intruders by using illusionary obstacles, phantasmal
foes, and, if all else fails, seizing control of an invader's mind and
instructing him to leave.
Val Char Cost
15 DEX 15
18 INT 8
12 EGO 4
4 SPD 15
Cost Powers
80 Invisibility to Sight, Sound, and Mental Groups, No Fringe,
0 END Persistent (+1); Always On (-1/2)
132 +5 PER Sight and Sound, Clairsentience, +16 Telescopic,
360 degrees, 0 END Persistent (+1); Always On (-1/2)
250 20d6 Mental Illusion, Area Effect (8km Radius) (+3), 0 END
Persistent (+1); Always On (-1/2), No Range (-1/2)
87 20d6 Mind Control, Telepathic Contact (+1/4), 0 END (+1/2);
Reduced by Range (-1/4), Only to flee area (-1/2),
Target will think actions were natural (requires EGO+20
for success) (-1/4)
171 4d6 RKA versus PD, Invisible Power Effects (All Senses) (+1),
+2 Variable Advantage (+3); Must match illusion (-1/4), 8
charges/day (-1/2).
155 8d6 Suppress, All Magic (+2), Area Effect (8km Radius)
(+3+1/2), Personal Immunity (+1/4), 0 END Persistent (+1);
Always On (-1/2), No Range (-1/2).
20 +20 Mental Defense
20 Universal Translator
5 Tactics 13-
7 KS: produce realistic natural illusions 16-
1 Program: identify intruders
1 Program: deceive intruders into leaving area
1 Program: attack intruders and drive from area
AI Psychological Limitations
20 Psych. Limitation: Must defend land from intruders
(Common, Total)
15 Psych. Limitation: Must obey orders when addressed
by true name (Uncommon, Total)
10 Psych. Limitation: Allow anybody entering inner 2km
radius to remain or leave freely (Uncommon, Strong)
OCV: 5; DCV: 5; ECV: 4; Modifiers: +0;
Phases: 3, 6, 9, 12
Points = 972
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