Monsters/NPCs: Elves II
And three more sample monsters/NPCs based on elf racial templates.
Gray Elf Wizard
Typical Stats
ST:
|
8
|
HP:
|
8
|
Speed:
|
5
|
DX:
|
11
|
Will:
|
11
|
Move:
|
5
|
IQ:
|
11
|
Per:
|
12
|
||
HT:
|
9
|
FP:
|
9
|
SM
|
+0
|
Dodge:
|
8
|
Parry:
|
N/A
|
DR:
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-
|
Punch (11): thrust 1d-4
crushing (KYOS: 1d-5 crushing), Reach C.
Elven Reverie: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.
Traits: Early Maturation 2.5; Extended
Lifespan 3; Night Vision 5; Slow Healing 1; Wizardly Study 5.
Skills:
Innate Attack (Projectile)-11; Savoir-Faire (High Society)-12; Thaumatology-14.
Spells: College of Force-13; College of Meta-Spells-13.
Creature Type: Humanoid
(Elf).
Wild Elf Berserker
Typical Stats
ST:
|
14
|
HP:
|
14
|
Speed:
|
6
|
DX:
|
12
|
Will:
|
9
|
Move:
|
7
|
IQ:
|
9
|
Per:
|
10
|
||
HT:
|
12
|
FP:
|
12
|
SM
|
+0
|
Dodge:
|
10
|
Parry:
|
10U
|
DR:
|
2* (torso and limbs)
|
Great Axe (13): swing 3d cutting, Reach 1, 2*.
Elven Reverie: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.
Traits: Acute Hearing 2; Berserk
(9) (Battle Rage); Bully (9); Bloodlust (9); Combat Reflexes; Early Maturation 2.5; Extended Lifespan
3; Night Vision 5; Precise Hearing (Biological (Passive)).
Skills:
Intimidation-12; Survival (Woodlands)-12; Two-Handed Axe/Mace-13.
Gear: Layered
Light Leather Armor (torso and limbs).
Creature Type: Humanoid
(Elf).
Wood Elf Archer
Typical Stats
ST:
|
11
|
HP:
|
11
|
Speed:
|
5.5
|
DX:
|
11
|
Will:
|
9
|
Move:
|
5
|
IQ:
|
9
|
Per:
|
10
|
||
HT:
|
11
|
FP:
|
11
|
SM
|
+0
|
Dodge:
|
9
|
Parry:
|
N/A
|
DR:
|
2* (torso and limbs)
|
Longbow (14):
thrust 1d+1 impaling, Acc 3, x15/x20 (165/220), RoF 1, Shots 1(2).
Elven Reverie: Elves do not sleep, as members of the other common races do. Instead, an elf meditates in a deep trance for 4 hours a day. An elf resting in this fashion gains the same benefit that a human does from 8 hours of sleep. While meditating, an elf “dreams,” though these dreams are actually mental exercises that have become reflexive through years of practice. The elf is still conscious and aware of his surroundings, but immobile. The human word for an elf’s meditation is “trance,” as in “four hours of trance,” but the elves themselves call this “reverie.” When an elf is suffering from a disease, poison, or is below 2/3 of his HP, he cannot enter this meditative state and has to sleep normally.
Traits: Combat
Reflexes; Early Maturation 2.5; Extended Lifespan 3; Night
Vision 5.
Skills:
Bow-14; Camouflage-14; Fast-Draw (Arrow)-14; Stealth-14; Survival (Woodlands)-14.
Gear: Layered
Light Leather Armor (torso and limbs).
Creature Type: Humanoid (Elf).
NEW WIZARDRY SPELLS
Magic Missile
Keywords: Missile, Obvious.
Full Cost: 4 points.
Casting Roll: Magic Missile
(IQ/Hard). Use Innate Attack (Projectile) to «lock on».
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
A magical force missile flies off
your fingertips towards your target. A successful hit does 1d-1 crushing damage.
The missile can strike even insubstantial targets. The projectile is homing, so
it steers itself. As it uses normal vision to seek its target, it does not ignore
darkness penalties. To “lock on,” you must Aim at the target and make an
unmodified skill roll. Do not roll against your skill to hit. Instead, use the
attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore
all range penalties. The projectile moves 4 yards per second. For more
information, see Guided and Homing
Weapons (p. B412).
Statistics:
Crushing Attack 1d-1 (Affects Insubstantial, +20%; Costs 1 FP, -5%; Homing, +50%;
Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, x1/5, -20%; Requires
Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4].
Mind-Sending
Keywords: None.
Full Cost: 20 points.
Casting Roll: Mind-Sending (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster transmits thoughts
directly to the subject’s mind. The subject receives the caster’s thoughts even
if he lacks this ability. Range is theoretically unlimited, but the skill roll
to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or
otherwise sense his subject, he has an additional penalty: -1 for family,
lovers, or close friends; -3 for casual friends and acquaintances; or -5 for
someone met only briefly.
The caster can send words at the
speed of ordinary speech or pictures at the speed at which he could draw them. After
casting this spell, no concentration is required. The caster can maintain multiple
contacts, but the skill roll is at a cumulative -1 per contact after the first.
Statistics:
Telesend (Costs 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires
Magic Words, -10%) [20].
Truthsayer
Keywords: Resisted (IQ).
Full Cost: 6 points.
Casting Roll: Truthsayer (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
Perform a Quick Contest of caster's skill
versus the subject’s IQ (or Fast-Talk or Acting skill, if appropriate). Success
lets the caster pinpoint if a phrase spoken in the last five minutes by the subject
was a lie, or if the last statement uttered by the subject was a lie, caster's
choice. The caster can voluntarily penalize his casting roll; for each -1
penalty to the roll, he can reach an additional 5 minutes into the past.
Statistics: Unusual
Training (Detect Lies) + Detect Lies (H) Per (Based on IQ, +20%; Costs 1 FP,
-5%; Magical, -10%; No Signature, +20%; Requires Gestures, -10%; Requires Magic
Words, -10%; Time Spanning, Past, (Reduced Range, 1/200, 5 minute intervals
instead of 24 hour intervals, -70% Short-Range 2, -1 penalty for every 5
minutes back, -20%), +10%) [6].
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