Monsters: Stormwrack Monsters II
Caller from the
Deeps [Stormwrack, page 140]
Attribute Modifiers: ST+25 (No Fine Manipulators, -40%; Size Modifier, -30%) [75]; IQ+1 [20]; HT+4 [40].
Secondary Characteristic Modifiers: SM+3; HP+25 (Size Modifier, -30%) [35]; Basic Move +3 [15].
Advantages: 360° Vision (Panoptic I, +20%) [30]; Doesn’t Breathe [20]; Doesn’t Sleep [20]; Extra Arms 2 (Extra-Flexible, +50%) [30]; Extra-Flexible Arms [10]; Immunity to Metabolic Hazards [30]; Infravision [10]; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck) [62]; Pressure Support 3 [15]; Slippery 5 [10]; Speak Underwater [5]; Unaging [15].
Energy Drain: Leech 1 (Heals FP, +60%; Magical, -10%) [38].
Siren’s Call: Mind Control (Accessibility, Only sapient beings, -10%; Accessibility, Only to make the victims approach the caller, -30%; Area Effect, 32 yards, +250%; Emanation, -20%; Magical, -10%; Selective Area, +20%) [150].
Disadvantages: Invertebrate [-20]; Mute [-25]; No Mouth [-4]; No Fine Manipulators [-30]; Restricted Diet (Carnivore) [-10]; Social Stigma (Monster) [-15]; Vulnerability (Dehydration, x2) [-20].
Features: No Legs (Aquatic).
Creature Type: Elemental (Water).
Notes: Size 7 hexes; Weight 2,500 lbs.
Knowing Your Own Strength [624] |
Typical Stats
ST: |
35 (KYOS: 26) |
HP: |
60 |
Speed: |
6 |
DX: |
10 |
Will: |
11 |
Move: |
9 water |
IQ: |
11 |
Per: |
11 |
|
|
HT: |
14 |
FP: |
14 |
SM: |
+3 |
Dodge: |
9 |
Parry: |
9 (unarmed) |
DR: |
- |
Energy Drain: While maintaining ongoing contact (grappling, for example), the caller from the deeps can drain 1 HP per second from the victim, while healing 1 HP or 1 FP per 3 stolen HP.
Siren’s Call (11): A caller from the deeps can emit a mental call that affects sapient creatures within 32 yards of it. It can exclude any creatures from this effect. To affect each victim, the caller from the deeps must win a Quick Contest of IQ with the victim’s Will, using normal range penalties (p. B550). Apply a -1 penalty per creature already under caller’s control. If the caller of the deeps loses, it cannot attempt to control that victim again for 24 hours, and he feels a sense of mental coercion emanating from the caller. On a critical failure, the caller from the deeps also loses control of anyone else under the influence of this ability!
Captivated victims do everything they can to come as close as possible to the caller while it keeps taking Concentrate maneuvers and for margin of failure minutes after it stops. If the caller is incapacitated, or if the victim is forced to move through something that can cause his death, roll another Quick Contest.
Traits: 360° Vision (Panoptic I); Doesn’t Breathe; Doesn’t Sleep; Extra Arms 2 (Extra-Flexible); Extra-Flexible Arms; Immunity to Metabolic Hazards; Infravision; Injury Tolerance (Homogenous, No Blood, No Eyes, No Head, No Neck); Invertebrate; No Fine Manipulators; No Legs (Aquatic); No Mouth; Pressure Support 3; Restricted Diet (Carnivore); Slippery 5; Social Stigma (Monster); Speak Underwater; Unaging; Vulnerability (Dehydration, x2).
Skills: Brawling-12; Wrestling-12.
Creature Type: Elemental (Water).
Notes: Size 7 hexes; Weight 2,500 lbs.
Darfellan [Stormwrack, page 143]
Attribute Modifiers: ST+2 [20]; DX-1 [-20].Advantages: Amphibious [10]; Breath-Holding 4 [8]; Pressure Support 1 [5]; Sharp Teeth [1]; Sonar (Reduced Range, 1/10, -30%) [14].
Creature Type: Humanoid (Darfellan).
Typical Stats – Darfellan
Warrior
ST: |
12 |
HP: |
12 |
Speed: |
5 |
DX: |
9 |
Will: |
10 |
Move: |
5 ground, 5 water |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
8 |
DR: |
2* (light layered leather; torso) |
Spear (two-handed) (11): thrust 1d+2 impaling (KYOS: 1d+3 impaling), Reach 1-2*.
Spear (one-handed) (11): thrust 1d+1 impaling (KYOS: 1d+2 impaling), Reach 1*.
Traits: Amphibious; Breath-Holding 4; Pressure Support 1; Sonar (Reduced Range, 1/10).
Skills: Brawling-11; Intimidation-11; Spear-11.
Creature Type: Humanoid (Darfellan).
Typical Stats – Darfellan
Barbarian
ST: |
15 |
HP: |
15 |
Speed: |
6 |
DX: |
11 |
Will: |
10 |
Move: |
6 ground, 6 water |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
13 |
FP: |
13 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
11 |
DR: |
2* (light layered leather; torso) |
Spear (two-handed) (14): thrust 2d impaling (KYOS: 2d+2 impaling), Reach 1-2*.
Spear (one-handed) (14): thrust 2d-1 impaling (KYOS: 2d+1 impaling), Reach 1*.
Traits: Amphibious; Berserk (12); Breath-Holding 4; Combat Reflexes; Pressure Support 1; Sonar (Reduced Range, 1/10).
Skills: Brawling-14; Intimidation-13; Spear-14.
Creature Type: Humanoid (Darfellan).
Aquatic Elf [Stormwrack, page 148]
Attribute Modifiers: DX+1 [20]; IQ-1 [-20].Secondary Characteristic Modifiers: Per +1 [5].
Advantages: Amphibious [10]; Extended Lifespan 3 [6]; Night Vision 8 [8]; Pressure Support 2 [10]; Speak Underwater [5].
Elven Reverie [9]: Doesn’t Sleep (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Mental Only, Has to rest the body, -50%) [6] + Less Sleep 4 (Accessibility, Not when diseased, poisoned, or under 2/3 HP, -20%; Physical Only, -50%) [3].
Typical Stats – Aquatic
Elf Warrior
ST: |
10 |
HP: |
10 |
Speed: |
5.25 |
DX: |
11 |
Will: |
9 |
Move: |
5 ground, 5 water |
IQ: |
9 |
Per: |
10 |
|
|
HT: |
10 |
FP: |
10 |
SM: |
+0 |
Dodge: |
8 |
Parry: |
9 |
DR: |
2* (light layered leather; torso) |
Short Spear (underwater) (11): thrust 1d-2 impaling, Reach 1.
Dagger (13): thrust 1d-3 impaling, Reach C.
Elven Reverie: Aquatic 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: Amphibious; Doesn’t Breathe (Gills); Early Maturation 2.5; Extended Lifespan 3; Night Vision 8; Pressure Support 2; Speak Underwater; Weakness (Immersion in fresh water, 1d per 30 minutes).
Skills: Aquabatics-12; Camouflage-12; Knife-13; Spear-13; Stealth-12; Survival (Salt-Water Sea)-12; Tracking-12.
Techniques: Underwater Combat (Spear)-11.
Creature Type: Humanoid (Elf).
Typical Stats – Aquatic
Elf Dolphin Rider
ST: |
12 |
HP: |
12 |
Speed: |
6 |
DX: |
13 |
Will: |
10 |
Move: |
6 ground, 6 water |
IQ: |
10 |
Per: |
10 |
|
|
HT: |
11 |
FP: |
11 |
SM: |
+0 |
Dodge: |
10 |
Parry: |
11 |
DR: |
2* (light layered leather; torso) |
Short Spear (underwater) (12): thrust 1d-1 impaling (KYOS: 1d impaling), Reach 1.
Dagger (14): thrust 1d-2 impaling (KYOS: 1d-1 impaling), Reach C.
Elven Reverie: Aquatic 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: Amphibious; Combat Reflexes; Doesn’t Breathe (Gills); Early Maturation 2.5; Extended Lifespan 3; Night Vision 8; Pressure Support 2; Speak Underwater; Weakness (Immersion in fresh water, 1d per 30 minutes).
Skills: Animal Handling (Dolphins)-12; Knife-14; Riding (Dolphins)-14; Spear-14; Survival (Salt-Water Sea)-12.
Techniques: Underwater Combat (Spear)-12.
Creature Type: Humanoid (Elf).
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