Sunday, 7 October 2018

Monsters/NPCs: Elves II

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:
-
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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