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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Mar 21, 2013 11:48 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
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Comment: Kill it with Fire.
Still redoing the queens, havent likes them as much in their tougher incarnations. So here is another faerie Lord


The Wild Hunt

The wild hunt is a collection of faeries (good and bad surprisingly enough) that race through the woods and over the hills and plains chasing whatever takes their fancy, which is unfortunate for whomever they chase because it rarely ends well for the quarry. Saying that the first target of the Hunt if they weren't summoned is a worthy opponent, preferably supernatural evil. If the target manages to lose the hunt it will then generally hunt whomever it can find. The Master of the Hunt is excellent wielder of the bow , and spear and light shield, and can do amazing tricks on his horse not even possible for the best human riders. It is said that if he wills it, the hunt can take to the air, to help catch the more elusive foes. If the Hunt comes across another hunter the Master of the Hunt has a charm ability a lot like the spell, except that it works on everything and has a bonus 5 spell strength on top of the already formidable magic strength wielded by fairies (-8 to save all told or 20 or higher). Those charmed will find a horse waiting for them with appropriate weapons and garb, and they will feel the cadence of the hunt in thunder and lightning that can precede them. If you are ever chased by the Hunt you have a few choices. 1 Slay the Master of the Hunt (Hunt disappears), 2 evade the hunt until sunup (Hunt then disappears), 3 Join the hunt (not often available), 4 Throw yourself on the mercy of the Hunt (who aren't known for mercy, this almost never works so be prepared to be chewed, then speared, and chewed some more then crapped onto the ground)

The Hunt is made up of two main groups, the first are the trooping faeries who ride nightmares with Lord Cernunnos the Erl King. These carry bows, spears and swords with which to dispatch their quarry, and much honour and gifts are given to he who brings the quarry down.
The second group are the hounds of the hunt, these are the faerie equivalent of Hell Hounds and are probably more fearsome, they snort fire when running hard, can leave burning footprints and if the Master of the Hunt wills it they can fly.

Cernunnos the Erl King
OCC: Lvl 12 Longbowman
Alignment: Aberrant
The Eight Attributes: I.Q: 18, M.E: 18 , M.A. 18, P.S: 24, P.P: 24, P.E: 24, P.B: 24, Spd: 42 running, 60mph/100kph flying, Wil: 18, Per: 22, Luck: 20
Hit Points: 200
S.D.C.: 200 (only 2nd ed)
Natural A.R.: 14
Horror Factor: 14 normal 18 on hunt
P.P.E.: 600
Magic: All Wizard Spells lvl 1-8.
Charm Being. When hunting Cernunnos can charm a being into joining the hunt, said being has to make a saving throw vs spells at -6 to the roll or they will join him in the hunt, the Erl King will provide a magical steed if they have none.
Summon Steed. The Erl King can summon as many Nightmare steeds as required for the hunt.
Psionics: None.
Skills of note: Track %160, ID Tracks %180, Swim, Horemanship Palladin @ lvl 12
Natural Abilities: Keen vision, nightvision 600 feet (~300m). Track by Scent (blood) %200 Trick shots. 1500ft range with his hair, horn and hide shortbow.
Special Abilities: 1/2 damage from Cold, 1/2 damage from lightning, 1/2 damage from fire.
Spear Mastery, when using his spear and an opponent strikes at him and doesn't draw blood he gets a free attack then and there. Heal 1d6x10hp(or sdc) 12 times a day.
Call Hunt: This lets the Erlking summon and control the Hunt.
Attacks Per Melee: 6+ special
Weapons: Spear 4d6+3 criticals on a 15-20, Bow 3d6+3 shoots 2 arrows at once, Fists 2d6, Antlers 3d6, x3 when charging.
Bonuses: +5 to initiative, +8 to strike, +12 to parry, +8 to dodge, and +6 to save vs. magic/wards/circles. +10 vs psionics. Immune to poison. Gets 1 reroll on failed saves.
Vulnerability: Pollution weakens him by %5 -%50 depending on the pollutant. (Heavy metals dissolved in water are the worst for him)
Average Life Span: Immortal and if struck down will reappear again the next night.
Value: The Erl King is a very powerful nature spirit, his bits can be substituted where anything from a faerie would be used.
Habitat: Faerie, but likes walking through autumnal forests.
Language: All
Enemies: Creatures from the Outer Dark, Demons and Devils, Supernatural Evil, Necromancers.
Allies: Fae
Physical Appearance: Graceful elfin features, Shaggy brown hair full of leaves (actually growing out of his head) and a magnificent set of antlers. Likes wearing browns and olives on the hunt. He Looks to be about 16 - 18
Size: 6'4, but can change size at will up to 20ft and down to 3ft
Weight: 200lbs
Other:
The Erl King is the leader of the Hunt, the hunt can be summoned by the queens or lords of faerie, some good gods and some secret druidic rituals. The hunts preferred enemy are necromancers and supernatural evil, but will settle pretty much for anything if preferred prey isn't found.
When summoned the hunt will look for its target. If the target isn't found it will move on 2 miles over easy terrain or 1 mile over hard and look again. It will do this 7 times in total and if the target isn't found will then start hunting any mortal foolish enough to be out when the hunt is on.
If the target is found the hunt will close on the target, with the hounds using either the fear howl to make the target run at the last second, or the paralysing howl to make them freeze. The hounds then disable the target so it cannot run, and the Erl King (or a "Guest") will dispatch the prey.
The hunt will not kill those of principled alignment, hurt, chase all night and maim is fine, beat down and take all their goods is fine, but no killing.


Hounds of Cernunnos
The Hounds of Cernunnos are mean looking, huge black Rottweiler types, they have magical abilities for bringing their prey down in a hunt, and are good at doing so

Alignment: Any, but lean towards Selfish and Aberrant
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 3d6+10, P.P. 4d6, P.E. 5d6, P.B. 2d6, Spd 1d6 + 40, Wil: 3d6 Per: 3d6+3, Luck: 3d6
Hit Points: P.E. +40
S.D.C.: 80
Natural A.R.: 12
Horror Factor: 15
P.P.E.: 4d6+40
Natural Abilities: Prowl 80%, track 120%, Track Magic %80, swim 90%. Leap 10 feet high and 15 feet long. Nightvision 500 feet.
Attacks Per Round: Three per round.
Damage: Bite does 1d12+4 points of damage, claw rake does 1d8+4 points of damage, or by weapon. Special Hamstring Attack, every critical also reduces speed by the amount of damage doneas well as the damage done. If any 2 connect with a bite in one round and they latch on the target he has to make a PS +d20 check and beat a PS +d20 check from the hound or be dragged to the ground and made prone (no dodge or parry bonuses)
Bonuses: Autododge, +4 damage(doesnt include ps bonus), +2 initiative, +2 to strike, +4 to dodge
Magic: Fear Howl - Save vs spells at -3 or run for 3d6 minutes.
Paralysing Howl, Save vs spells at -3 or cant run or walk (can crawl) for 1d4 rounds.
Howl Range: 500ft
Vulnerabilities: Weapons made out of silver or Rowan ignore sdc and do damage straight to HP. St Johns Wort will prevent them from tracking for 1/2 an hour (this enrages the Erl King though)
Psionics: None
Average Life Span: 5000 years
Value: 50000gp+
Habitat: Faerie
Language: Fairie, Elven + Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: The Hunt
Physical Appearance: Look like 5ft at the shoulder 7 ft long rottweilers with shark teeth and burning red eyes..
Size: 4-6 feet tall, 6-8ft long (no tail)
Weight: 100-300 pounds
Notes: The Hounds are %100 loyal to Cernunnos and would take a deific level event to sway them from their master. They are bloodthirsty, loud and fast but will not harm Principled people or children under the age of 2. Preferred targets are living necromancers and witches.

Nightmares of Cernunnos
The Nightmares of Cernunnos are mean looking, huge black Arabian horse types, they have magical abilities and are just plain mean, make sure you know how to ride before climbing on the back of one or you will be in for a surprise or two.

Alignment: Any, but lean Selfish and Evil
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, P.S. 4d6+10, P.P. 3d6, P.E. 5d6, P.B. 6d6, Spd 3d6 + 40, Wil: 3d6, Per: 3d6 Luck: 4d6
Hit Points: P.E. +80
S.D.C.: 120
Natural A.R.: 12
Horror Factor: 16 (awe, they are pretty)
P.P.E.: 80
I.S.P.: 100 + ME
Natural Abilities: Nightvision 2000 feet, Fly, Breathe Fire (4d6 damage)
Attacks Per Round: 3 per round. (2 front and 1 rear)
Damage: Front Kick does 2d6+ps points of damage, Rear Kick does 5d6+ps points of damage
Bonuses: Autododge, +4 damage(doesn't include ps bonus), +2 initiative, +2 to strike, +4 to dodge.
Magic: Any nightmare riding within 300 ft of a dreamer can choose to enter the dream of said sleeper and turn his dreams to nightmares which stop him from getting a full nights rest (Target will wake up fatigued, like he has been running all day)
Vulnerabilities: Weapons made out of silver or Rowan ignore sdc and do damage straight to HP
Psionics: All lvl 1-3
Average Life Span: 1000 years
Value: 250000gp+
Habitat: Faerie
Language: Fairie, Elven + Three of choice (+15%)
Enemies: None per se; bipedal humanoids in general
Allies: The Hunt
Physical Appearance: Look like huge black Arabian horses, they are very graceful and beuatiful to watch, but have a nasty streak a mile wide.
Size: 6-8 feet tall, 9-14ft long
Weight: 500-1300 pounds
Notes: The Nightmares are %100 loyal to Cernunnos and would take a deific level event to sway them from their master. They love to cause bad dreams amongst men, for this Mabh tends to like them a lot


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 22, 2013 10:33 am
  

Knight

Joined: Fri Jan 03, 2003 2:01 am
Posts: 4322
Location: Québec
Will you do the Summer faeries.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 22, 2013 12:22 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Cernunnos is another one better suited as a deity, not a high form of faerie creature. And if they are merely faeries, their Natural AR is way too high. And since when is Cernunnos a god of the hunt? You appear to be mixing him with Norse deities of the hunt, such as Odin. What source are you using for this depiction of him?

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 22, 2013 8:37 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
Posts: 2347
Comment: Kill it with Fire.
gaby wrote:
Will you do the Summer faeries.

i have some yes


well if you look up cernunnos some think that because of the location he can be an aspect of herne the hunter who actually does lead the hunt, and i prefer cernnunos as a name over herne, and odin is already taken in palladium.
http://en.wikipedia.org/wiki/List_of_hunting_deities
http://www.ancientrails.com/The%20Wild%20Hunt.htm

but it wouldn't matter, cernunnos is a better name.

and Cernunnos needs to be defeatable when he is chasing pc's, so making him godlike would take away that part that i use him for, and with his AR the pc's will penetrate his armour generally on a roll of 8 or 9 so thats about where i want him to be. He had leaf and bark armour as well but i cant find it.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 22, 2013 9:53 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
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Comment: Kill it with Fire.
Asrai or Ashray
Asrai are water faeries found in the colder and lonesome parts of the coast, and this isn'tthe only thing that makes them hard to find, as direct sunlight will melt them into rainbow coloured pools of water. They are also usually fairly shy of land dwellers as they cant leave the sea themselves. Asrai like to walk across calm seas singing beautiful songs to the moon, who will sometimes reply, and if a lucky mortal is nearby he/she can ask a question of the moon as well. As solitary faeries they make no friends and generally seem to be in a world of their own. Asrai look to be translucent bluish ghosts, and are sometimes mistaken for such, but they are solid enough if you provoke them.

Alignment: Any, but lean Selfish and Scrupulous
Attributes: I.Q. 3d6, M.E. 4d6, M.A. 4d6, P.S. 3d6, P.P. 4d6, P.E. 3d6+4, P.B. 4d6, Spd 4d6 (on or in water), Wil: 5d6 Per: 3d6+3, Luck: 4d6
Hit Points: P.E. +30
S.D.C.: 20
Natural A.R.: 8
Horror Factor: 13 (Awe, they look pretty, male or female)
P.P.E.: 125
Natural Abilities: Prowl 80%, swim 110%. Nightvision 500 feet, Watervision 500 ft.
Attacks Per Round: Two per round.
Damage: Water Dagger does 2d4, otherwise by spell or weapon
Bonuses: +3 Dodge (don't actually dodge, just become less solid, works like autododge except attacks just pass straight through them, and any dodge bonuses are added)
Magic: All Water Elemental Magic Lvls 1-5
Vulnerabilities: Weapons made out of driftwood ignore sdc and do damage straight to HP.
Psionics: None
Average Life Span: Unknown
Value: For the elixer 30000gp +
Habitat: Faerie
Language: Fairie, Elven + and two of choice, usually ones common for the area (+15%)
Enemies: None-Leave them alone and they will return the favour
Allies: None
Physical Appearance: Look like 5-6ft tall ethereal youths wearing transclucent blue white robes walking on the sea, singing and looking a little melancholy unless playing with the denizens of the sea.
Size: 5-6 feet tall
Weight: 30-140 pounds
Notes: Are a solitary faerie. The Asrai celebrate the full moon with singing between the hours of 12 and 2, after they finish singing they actually tell their sorrows to the moon, and the moon replies, when this occurs a pc can sneak up and ask the moon 1 question for every song they successfully sing up to 3, can get an answer to a question. The moon is almost all knowing about things it has "seen". (i.e. underground things, or things that have never seen the light of the moon won't be answered).
Also drinking the dissolved fluids of an a Asrai will give you the powers of a 5th level water elementalist until sunup, however most good creatures find this distasteful.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 22, 2013 10:21 pm
  

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Champion

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Comment: Kill it with Fire.
Moss People
The moss people are small flying faerie folk who's wings look like leaves, and they are divided up into clans who's wings have the shape of particular trees. They prefer dense woodlands and hills as they are fairly shy around the big people. They are also a source of luck to those that they call friend and a source of discomfort for those who harass them.

Alignment: Any, but lean Selfish and Scrupulous
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 1d6, P.P. 4d6, P.E. 2d6, P.B. 4d6, Spd 2d4+4 on land, x10 flying., Wil: 3d6 Per: 3d6, Luck: 5d6
Hit Points: P.E. +40
S.D.C.: 10
Natural A.R.: 8
Horror Factor: 10 in large numbers if you know what they are, otherwise they do tend to look like swirling leaves from a distance.
P.P.E.: 40
Natural Abilities: Prowl 80%, Nightvision 500 feet, Track %90, Trap humanoids %80, ID plants/fruits %95, ID Tracks %80, When a mossman wraps his/her wings around himself he looks like a leaf (camouflage %90, unless in a different tree type %50). Anyone who has offered elderberry sweets or wine has a %50 chance of gaining 1d4 bonus luck points for the day, these fade at sundown and can be used as rerolls)
Attacks Per Round: Two per round.
Damage: Mossman arrows are the equivalent of human shortbows. Mossman Sword 1d4+2, Mossman Stone Greataxe 1d6+3 (magical).
Bonuses: +2 Strike, +4 dodge, +1 Parry, +3 to save vs magic and psionics.
Vulnerabilities: Will do just about anything for elderberry wine or sweets.
Psionics: None
Magic: Grow Plants, animate plants, wind rush, circle of rain, hopping stones, quicksand, repel animals, faeries dance. +3 spell strength, same magic limitations as book.
Average Life Span: 1000 years
Value: Unknown
Habitat: Faerie, Dense Woodland Forests
Language: Fairie, + and two of choice, usually ones common for the area (+15%)
Enemies: Dark Faeries and evil creatures, woodpeckers.
Allies: All good aligned folk
Physical Appearance: Look like 6-8 inch tall, leaf winged faeries, like most faeries are graceful and beautiful.
Size: 6-8 inches tall.
Weight: 1/2 pound
Notes: Are a trooping faerie and have the same negatives as all trooping fae. The Moss People enjoy midday feasts and have been known to invite friendly humanoids into these as long as they don't make and quick or dangerous looking movements. They make little houses hanging of the sides of tall trees and like to hang shinies in the branches.


Last edited by kiralon on Sat Mar 23, 2013 10:41 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Mar 22, 2013 11:22 pm
  

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The Grant
Certain isolated villages around the palladium world have come under the protection of these strange creature. They look like foals standing upright and erect on their hind legs, with sparkling red eyes that lend a hellish bent to its looks, to help with this demonic horse look there are times when it will dash around a village, setting the dogs to barking and the cats to hissing, and if it can will leads the village dogs out towards a particular direction. Those of religious bent have been known to try to cast the fire demons down, and when that happens they do just leave as they actually are one of the seelie court, and the ruckus they make warns of impending doom from the direction the try to lead the dogs, and only fools ignore them. If the villagers immediately respond to the warning and always keep up the required gifts, the Grant will even help out if there is a fight.

Alignment: Any, but lean Selfish and Scrupulous
Attributes: I.Q. 2d6, M.E. 3d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 4d6, P.B. 2d6, Spd, Wil: 3d6 Per: 4d6, Luck: 3d6
Hit Points: P.E. +50
S.D.C.: 20
Natural A.R.: 10
Horror Factor: 12 (Look like demon horses standing on their back legs)
P.P.E.: 150
Natural Abilities: Impervious to fire, Prowl 80%, swim 90%. Nightvision 500 feet, See Invisible, Track by scent %60, Track %85
Attacks Per Round: Two Physical and Two Magical per round. (cant swap between them either)
Damage: Front hooves do 1d6+ps +2d4 fire damage. Back hooves do 4d6+ps+2d6 fire damage.
Bonuses: +4 Strike, +4 Dodge, +2 parry.
Magic: All Fire Elemental Magic Lvls 1-4 at 6th level proficiency. 16 spells per day.
Vulnerabilities: Standard
Psionics: None
Average Life Span: 2000+ years
Value: Unblemished skin is worth 10000+gp.
Habitat: Faerie
Language: Fairie, Elven + and five of choice, usually ones common for the area (+15%)
Enemies: Those who disturb the ones they have chosen to protect
Allies: Good creatures
Physical Appearance: Look like a 5-6ft tall glinting red eyed black foals walking on their hind legs. Rather scary really.
Size: 5-6 feet tall
Weight: 200-400 pounds
Notes: The Grant doesn't like villages over 200, nor does he like villages with militia armed with iron. He likes milk, beer and bread and will stay as long he gets some of the above left out for him every new moon. The grants skin can be tanned and made into strong soft leather that has the attributes of chainmail, and is fire resistant.


Last edited by kiralon on Sat Mar 23, 2013 10:40 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 23, 2013 1:54 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
How are you listing Faerie as a Habitat? Is this some realm that I am unaware of? I have never seen it listed as a region before.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 23, 2013 2:00 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
kiralon wrote:
The Grant
Certain isolated villages around the palladium world have come under the protection of these strange creature. They look like foals standing upright and erect on their hind legs, with sparkling red eyes that lend a hellish bent to its looks, to help with this demonic horse look there are times when it will dash around a village, setting the dogs to barking and the cats to hissing, and if it can will leads the village dogs out towards a particular direction. Those of religious bent have been known to try to cast the fire demons down, and when that happens they do just leave as they actually are one of the seelie court, and the ruckus they make warns of impending doom from the direction the try to lead the dogs, and only fools ignore them. If the villagers immediately respond to the warning and always keep up the required gifts, the Grant will even help out if there is a fight.

Alignment: Any, but lean Selfish and Scrupulous
Attributes: I.Q. 2d6, M.E. 3d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 4d6, P.B. 2d6, Spd, Wil: 3d6 Per: 4d6, Luck: 3d6
Hit Points: P.E. +50
S.D.C.: 20
Natural A.R.: 10
Horror Factor: 12 (Look like demon horses standing on their back legs)
P.P.E.: 150
Natural Abilities: Prowl 80%, swim 90%. Nightvision 500 feet, See Invisible, Track by scent %60, Track %85
Attacks Per Round: Two Physical and Two Magical per round. (cant swap between them either)
Damage: Front hooves do 1d6+ps +2d4 fire damage. Back hooves do 4d6+ps+2d6 fire damage.
Bonuses: +4 Strike, +4 Dodge, +2 parry.
Magic: All Fire Elemental Magic Lvls 1-4 at 6th level proficiency. 16 spells per day.
Vulnerabilities: Standard
Psionics: None
Average Life Span: 2000+ years
Value: Unblemished skin is worth 10000+gp.
Habitat: Faerie
Language: Fairie, Elven + and five of choice, usually ones common for the area (+15%)
Enemies: Those who disturb the ones they have chosen to protect
Allies: Good creatures
Physical Appearance: Look like a 5-6ft tall glinting red eyed black foals walking on their hind legs. Rather scary really.
Size: 5-6 feet tall
Weight: 200-400 pounds
Notes: The Grant doesn't like villages over 200, nor does he like villages with militia armed with iron. He likes milk, beer and bread and will stay as long he gets some of the above left out for him every new moon. The grants skin can be tanned and made into strong soft leather that has the attributes of chainmail, and is fire resistant.

Since when are will and luck listed as attributes? Are they fire resistant or impervious, or is that only something that can be done to the skin when treated? Also, five additional languages seems like too many.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 23, 2013 2:05 pm
  

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Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
kiralon wrote:
Moss People
The moss people are small flying faerie folk who's wings look like leaves, and they are divided up into clans who's wings have the shape of particular trees. They prefer dense woodlands and hills as they are fairly shy around the big people. They are also a source of luck to those that they call friend and a source of discomfort for those who harass them.

Alignment: Any, but lean Selfish and Scrupulous
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 1d6, P.P. 4d6, P.E. 2d6, P.B. 4d6, Spd 2d4+4 on land, x10 flying., Wil: 3d6 Per: 3d6, Luck: 5d6
Hit Points: P.E. +40
S.D.C.: 10
Natural A.R.: 8
Horror Factor: zip
P.P.E.: 40
Natural Abilities: Prowl 80%, Nightvision 500 feet, Track %90, Trap humanoids %80, ID plants/fruits %95, ID Tracks %80, When a mossman wraps his/her wings around himself he looks like a leaf (camouflage %90, unless in a different tree type %50). Anyone who has offered elderberry sweets or wine has a %50 chance of gaining 1d4 bonus luck points for the day, these fade at sundown and can be used as rerolls)
Attacks Per Round: Two per round.
Damage: Mossman arrows are the equivalent of human shortbows. Mossman Sword 1d4+2, Mossman Stone Greataxe 1d6+3.
Bonuses: +2 Strike, +4 dodge, +1 Parry, +3 to save vs magic and psionics.
Vulnerabilities: Will do just about anything for elderberry wine or sweets.
Psionics: None
Magic: Grow Plants, animate plants, wind rush, circle of rain, hopping stones, quicksand, repel animals, faeries dance. +3 spell strength, same magic limitations as book.
Average Life Span: 1000 years
Value: Unknown
Habitat: Faerie, Dense Woodland Forests
Language: Fairie, + and two of choice, usually ones common for the area (+15%)
Enemies: Dark Faeries and evil creatures, woodpeckers.
Allies: All good aligned folk
Physical Appearance: Look like 6-8 inch tall, leaf winged faeries, like most faeries are graceful and beautiful.
Size: 6-8 inches tall.
Weight: 1/2 pound
Notes: Are a trooping faerie and have the same negatives as all trooping fae. The Moss People enjoy midday feasts and have been known to invite friendly humanoids into these as long as they don't make and quick or dangerous looking movements. They make little houses hanging of the sides of tall trees and like to hang shinies in the branches.

I like this with the exception of how you listed the Horror Factor. It should read "None" not "Zip". I would also give them at theast three attacks per melee round, not just two.

_________________
"SG, you are a limitless fountain of Butt-Saving Advice. You Rock, Stone and Concrete." ~ TrumbachD
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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 23, 2013 2:10 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
kiralon wrote:
Asrai or Ashray
Asrai are water faeries found in the colder and lonesome parts of the coast, and this isn'tthe only thing that makes them hard to find, as direct sunlight will melt them into rainbow coloured pools of water. They are also usually fairly shy of land dwellers as they cant leave the sea themselves. Asrai like to walk across calm seas singing beautiful songs to the moon, who will sometimes reply, and if a lucky mortal is nearby he/she can ask a question of the moon as well. As solitary faeries they make no friends and generally seem to be in a world of their own. Asrai look to be translucent bluish ghosts, and are sometimes mistaken for such, but they are solid enough if you provoke them.

Alignment: Any, but lean Selfish and Scrupulous
Attributes: I.Q. 3d6, M.E. 4d6, M.A. 4d6, P.S. 3d6, P.P. 4d6, P.E. 3d6+4, P.B. 4d6, Spd 4d6 (on or in water), Wil: 5d6 Per: 3d6+3, Luck: 4d6
Hit Points: P.E. +30
S.D.C.: 20
Natural A.R.: 8
Horror Factor: 13 (Awe, they look pretty, male or female)
P.P.E.: 125
Natural Abilities: Prowl 80%, swim 110%. Nightvision 500 feet, Watervision 500 ft.
Attacks Per Round: Two per round.
Damage: Water Dagger does 2d4, otherwise by spell or weapon
Bonuses: +3 Dodge (don't actually dodge, just become less solid, works like autododge except attacks just pass straight through them, and any dodge bonuses are added)
Magic: All Water Elemental Magic Lvls 1-5
Vulnerabilities: Weapons made out of driftwood ignore sdc and do damage straight to HP.
Psionics: None
Average Life Span: Unknown
Value: For the elixir 30000gp +
Habitat: Faerie
Language: Faerie, Elven + and two of choice, usually ones common for the area (+15%)
Enemies: None-Leave them alone and they will return the favour
Allies: None
Physical Appearance: Look like 5-6ft tall ethereal youths wearing translucent blue white robes walking on the sea, singing and looking a little melancholy unless playing with the denizens of the sea.
Size: 5-6 feet tall
Weight: 30-140 pounds
Notes: Are a solitary faerie. The Asrai celebrate the full moon with singing between the hours of 12 and 2, after they finish singing they actually tell their sorrows to the moon, and the moon replies, when this occurs a pc can sneak up and ask the moon 1 question for every song they successfully sing up to 3, can get an answer to a question. The moon is almost all knowing about things it has "seen". (i.e. underground things, or things that have never seen the light of the moon won't be answered).
Also drinking the dissolved fluids of an a Asrai will give you the powers of a 5th level water elementalist until sunup, however most good creatures find this distasteful.
If the Horror Factor is actually an Awe Factor, you should have listed it as Horror Factor/Awe. And again, I would have given them at least three attascks per melee round.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sat Mar 23, 2013 10:39 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
Posts: 2347
Comment: Kill it with Fire.
luck, perception and willpower have been stats since between 95 and 2000 ;)
willpower is save vs magic instead of PE, and it is also bonus to spell strength
perception - spot checks and ranged bonuses
Luck - 1 point can be burned for a reroll once a round, comes back slowly. Low luck attracts more misfortune (more nastier random encounters). Very high luck effects ecerything you do with a luck bonus equivalent to IQ for skills and PP for combat, except that the modifier number for combat starts at 20 instead of 16
yes the grant is impervious to fire, not sure how i missed that cheers, and they live a long time anf get kicked out often because of their demonic visage, this makes them sad but they then travel a long way to find another village, so if the first village was in ophids grasslands the next place he guards could quite well be in timiro.

this is palladium 1st ed for attacks per round, 3 is quite a lot. Most first ed fairies have only 1.

And with the habitat i use the walk around the mound 3 times anti clockwise and it will take you to the faerie realm, i have it as part of the ethereal plane that the faeries have inhabited for themselves, and there is a definate border between the light fae and the dark fae. The old forest in GNW expresses this by kidnapping people occasionally and dumping them there. While there IQ is PP and speed, Wil is PS, ME is PE and alignment is PB (diabolic is UUUgly, Principled is pretty).


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 4:46 am
  

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Champion

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Comment: Kill it with Fire.
Creatures of the Outer Dark
Imagine that the world you lived in was one of billions, and the plane you exist in one of an infinite amount. These different planes of existence wrap around the palladium world like the layers of an onion and at the centre of these is The Palladium World (That's why the old ones chose the palladium world as their home base, it was at the centre of reality, with the cracks (rifts) leading to many other places. The next physical layer is rifts earth, and it shares that layer with earth N&S, and robotech earth. Lubricating the lot is the astral plane, and the squidgy ball at the centre is the ethereal plane.
The outer planes slowly rotate in as the inner planes rotate out, but the earths and palladium stay where they are. (This is what caused the nightbane effect, the world where this occurred had been knocked out of rotation and ended up partially outside reality, that's why it is so hard to get to).
The elemental planes, demon and devil planes, angelic planes and some of the deific planes all rotate to the outer edge, and when they do it is war, as there are creatures outside of reality that want in where it is warm and full of juicy little meatsacks. Worse still it's not a random just trying to bash our way in, there is a malevolent force directing or controlling these things, and whatever this being was it fought the Old Ones for ownership of the know multiverse, and lost - just. In fact if it wasn't for the malevolent force attacking the old ones the Alliance of Light would have lost.
(The spell that the three cast was always assumed to be an uber sleep spell, on the guys who made magic . . . really, on the creatures that made magic, well everything. What really happened was in their greatest despair the three cast a great magic that opened a portal to the outer dark, which is really, really hard as their rules of physics/life or whatever aren't the same and magic (not just magic unfortunately) often doesn't work or works differently there (and on them). This entity came in and made itself known, and immediately attacked the old ones and put them to sleep in a magical battle that lasted about 10 seconds, as XY was already down for the count and XY was the one responsible for removing the entity last time the others were overwhelmed rapidly. Fortunately a plan that XY had came to fruition and prevented the apocalypse as King of the Outer Dark was heroically forced back out where it belongs, mostly. Over time they found little fragments left behind but apparently XY had foreseen this and had hidden information and items around the world on how to disrupt, destroy or deny existence to these fragments, but every now and again some make it through the defences to the palladium world, and in the palladium world these fragments can drain the slumbering old ones of their power, and if they gain enough power they will be able to recreate the portal and allow all the entity/ies? through.
That's where we come to the creatures of the outer dark, they come in all shapes, sizes and powers. Their major plan is to open the door to the darkness permanently, and will always be working towards this end even if they aren't specifically working together.


Vulnerabilities
The Creatures of the Outer Dark (CotOD) don't belong here, and because of this there are things that break down their power structure, effectively killing them. They are only fully vulnerable in their manifested form, if they are possessing someone or something it is a lot harder to effect them with their particular vulnerabilities, but this is offset by the fact the the CotOD are a lot weaker when they possess somebody.
Vulnerability: Music
Music is an anathema to CotOD, well played music (especially sung, harped or fluted, they do +2 damage per round) hurts them and hurts them bad, but the musician has to be almost perfect, average tavern musician need not apply, The top paid opera singers, harpist's and flutist's are what you need. For every %10 the person succeeds in their music roll over the base %50 (you have to make your music roll by %50 or they don't even flinch) they do 1d6 damage straight to HP. If its vs a possessed, its only 1pt of damage. Multiple singers don't do extra damage. The music or singing rolls have to be made each round because the unreality of the CotOD is very distracting, and it always wants to distract you.
While the music is still going the CotOD's natural AR drops by 2d6 for 1 hour per level of the player, can only be overridden by higher level musicians (the theory there is they are better).
Poetry
Really good poetry is a potent attack form. Each successfully spoken line (effectively an attack per melee) has +IQ to strike, does 3d6 + wil damage. If you have an MA of 21 or higher you also hit it with a D.O.T. (damage over time) of 2d6 for your level in rounds. There can be only one D.O.T. per person. Same as music, your poetry/prose roll has to be made by %50 or more to be of any effect. Range is 20ft per level.
Storytelling
If your public speaking score is high enough you can tell heroic stories which somehow interact with the unreality of the CotOD and sort of become reality, while successfully telling a story the story teller gives the following bonuses. This is the only type that requires the person to be stationary.
Make roll by %50 or more
gain second attack per round
+2 S/P/D/Dam vs CotOD
+2 to all saves from things originating from the CotOD.
--------------------------------------------------------------------------------------------------------------------------------------
Make roll by %60 or more
as above +
Gain third attack per round
+2 S/P/D/Dam vs CotOD
+2 to all saves from things originating from the CotOD
these bonuses are cumulative.
--------------------------------------------------------------------------------------------------------------------------------------
Make roll by %70 or more or a natural %1 roll
as above +
Gain fourth attack per round
+2 S/P/D/Dam vs CotOD
+2 to all saves from things originating from the CotOD
each blow from a CotOD that does damage instantly heals 1d6 hp or sdc.
and
Gain Range attack vs CotOD only for 1 minute per level
Bloodstrike
300ft range
+3 (and any other bonuses to strike)
does your level d6 damage
costs 1 hp damage.
--------------------------------------------------------------------------------------------------------------------------------------

Gold
Surprisingly gold isn't good for their health either, they cannot pass through it ethereal, astral or any ***al. Weapons made out of gold do double damage and ignore their armour. Molten or Burning gold does max damage (which is doubled) and the CotOD has to make a saving throw vs pain/unconsciousness or be paralysed until the end of round.

Lasers (You never know when this might be handy)
True Lasers do x4 damage, and ignore natural AR. The rest of technologically advanced weaponry does half damage, just like almost everything else.

Fertility Rituals
Anything expressing the affirmation of life (making love counts, prostitution or worse doesn't) creates a 50ft diameter per 4 people (1-4 people 50ft, 5-8 people 100ft etc) radius area of protection while it is occurring. During this time the CotOD or its magic cannot enter the area nor can it even notice the area to affect it.

Elementals
Elemental attacks and magic do normal damage, rather than halved.

Angels
Angel attacks and magic do normal damage, rather than halved.

Faeries
Faerie magic attacks at normal for faerie strength, weapons made in palladium do half damage, weapons made in faerie do normal damage.

Demons/Devils
Ignore CotOD's natural AR.
Demon Locusts do normal damage
Balrogs do x2 normal damage.

Elvis
Elvis is king, so he smites CotOD's with impunity, he does 1d6 CotOD's damage per round.







Footsoldier of the Outer Dark
These are tiny shards of the creature of the outer dark that have manifested a body or have possessed someone (possession is preferred)



Manifested Body
Alignment: Diabolic
Attributes: I.Q. 1d6(d6), M.E. 1d6(d6), M.A. 1d6(d6), P.S. 1d6(d6), P.P1d6(d6), P.E. 1d6(d6), P.B. 1d6(d6), Spd 1d6(d6), Wil: 1d6(d6) Per: 1d6(d6), Luck: 2d6
Hit Points: P.E. + (1d6)
S.D.C.: Base 2d6 + PE+10. Then 2d6 per level
Natural A.R.: 8+2d6 , or by armour.
Horror Factor: 1d6+14 unless possessing someone
P.P.E.: They have 1d8-2(x10) ppe available per round, changes round to round.
Attacks Per Round: 1d6 + 2 per round. Changes round by round
Damage: 1d6(d6), might be tentacle, tooth or weapon
Bonuses: 1d12-3 to Strike, Parry, Dodge, Damage, and all Saves
Magic: Roll 1d6, 1-2 no, 3-4 wizard, 5-6 warlock. 1d6+2 lvls.
Natural Abilities: 1/2 damage from everything, Prowl 80%, swim 110%. Darkvision 500 feet.
Vulnerabilities: special, see above notes
Psionics: non direct damage psionics do nothing, evil eye is reflected back at caster. Direct damage psionics do max damage (no need to roll)
Average Life Span: doesn't technically have a life
Value: Unknown
Habitat: Unreality
Languages: Elven, giantish, Faerie, Elemental, Demonic.
Enemies: Everyone who likes living
Allies: Other critters of the outer dark
Physical Appearance: Look like all the bad things you ever imagined were lurking in the dark,
waiting for their prey . . . waiting to carve pain into your very being. For inspiration for looks google cthulu images or geiger images.
Size: 1.5-12 feet tall
Weight: 30-1400 pounds
Notes:
Manifested bodies are killing machines, they have multiple bladed limbs for scything, mouths full of razor sharp teeth, ooze acid slime, spit fire. They are wholly unpleasant beings that like to see if they can cut out enough of your tendons to make you a marionette. However, the outlook isn't all bleak, when they are in their "real" forms they are also vulnerable to certain things, and these things can kill them a lot quicker.


Possession
When a footsoldier possesses someone or something it gains the following.
Natural AR: 12
+15 HP
+(3d6)-(1d6) to all physical stats, roll for each.
+1 attack per melee
+2 all saves
triple endurance (go 3 nights without sleep, run 3 times longer etc).
Loses vulnerabilities to poetry, storytelling, and gold.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 1:28 pm
  

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Monk

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Posts: 15962
Location: Eastvale, calif
kiralon wrote:
snip...
Elvis
Elvis is king, so he smites CotOD's with impunity, he does 1d6 CotOD's damage per round.
...snip

While singing? or mere presence? What about playing his records?

-------------------
kiralon wrote:
snip...

Gold
Surprisingly gold isn't good for their health either, they cannot pass through it ethereal, astral or any ***al. Weapons made out of gold do double damage and ignore their armour. Molten or Burning gold does max damage (which is doubled) and the CotOD has to make a saving throw vs pain/unconsciousness or be paralysed until the end of round.
...snip

What about the other noble metals?

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 3:25 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
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Comment: Kill it with Fire.
drewkitty ~..~ wrote:
kiralon wrote:
snip...
Elvis
Elvis is king, so he smites CotOD's with impunity, he does 1d6 CotOD's damage per round.
...snip

While singing? or mere presence? What about playing his records?

-------------------
kiralon wrote:
snip...

Gold
Surprisingly gold isn't good for their health either, they cannot pass through it ethereal, astral or any ***al. Weapons made out of gold do double damage and ignore their armour. Molten or Burning gold does max damage (which is doubled) and the CotOD has to make a saving throw vs pain/unconsciousness or be paralysed until the end of round.
...snip

What about the other noble metals?


The elvis thing came about from a party encounter in chicago in the1960's and elvis music from the radio was used to drive it off. It was a pretty much you had to be there situation but it was funny so i decided to add i,. and i guess that his presense would kill 1d6 CotOD per round.

Any metal that has the same resistance to oxidising as gold would likely react like gold, palladium however is a showstopper for them and is a bit like sun to vamps, but since it hasn't been used on them yet i haven't had to nail it down.

and anything that really gets the creative juices flowing is nasty to them (they hate muses)
The parties have only figured out music, gold and some of the creation aspects of their vulnerabilities over the last 5 years


Last edited by kiralon on Wed Mar 27, 2013 4:12 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 3:37 pm
  

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Megaversal® Ambassador

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kiralon wrote:
luck, perception and willpower have been stats since between 95 and 2000
willpower is save vs magic instead of PE, and it is also bonus to spell strength
perception - spot checks and ranged bonuses
Luck - 1 point can be burned for a reroll once a round, comes back slowly

I think SG was asking since when has wil and luck been an attribute in Palladium Fantasy. Cause I have never seen either listed.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 4:06 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
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Comment: Kill it with Fire.
Grug wrote:
kiralon wrote:
luck, perception and willpower have been stats since between 95 and 2000
willpower is save vs magic instead of PE, and it is also bonus to spell strength
perception - spot checks and ranged bonuses
Luck - 1 point can be burned for a reroll once a round, comes back slowly

I think SG was asking since when has wil and luck been an attribute in Palladium Fantasy. Cause I have never seen either listed.


I think it was a rhetorical question because SG already knew the answer
House rules rule.
I was just mentioning when i added them, i didnt like pe being the base for saves vs magic, especially mind altering magic.
People do a lot of perception checks (is there anything in the room that stands out. i dont know, make a per check etc)
and luck was because i wanted the pc's to be able to reroll that critical failure when the bad guy hit the big red button.

One of the things i like about palladium is the house rules, i know people who play dnd straight out of the book (boring), but other then when we first started i don't know anyone who plays vanilla palladium. Im a believer in story trumps rules, but that might be because i do most of the DM'ing.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 7:10 pm
  

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Comment: "Your inferiority complex might be justified."
kiralon wrote:
Grug wrote:
kiralon wrote:
luck, perception and willpower have been stats since between 95 and 2000
willpower is save vs magic instead of PE, and it is also bonus to spell strength
perception - spot checks and ranged bonuses
Luck - 1 point can be burned for a reroll once a round, comes back slowly

I think SG was asking since when has wil and luck been an attribute in Palladium Fantasy. Cause I have never seen either listed.


I think it was a rhetorical question because SG already knew the answer
House rules rule.
I was just mentioning when i added them, i didnt like pe being the base for saves vs magic, especially mind altering magic.
People do a lot of perception checks (is there anything in the room that stands out. i dont know, make a per check etc)
and luck was because i wanted the pc's to be able to reroll that critical failure when the bad guy hit the big red button.

One of the things i like about palladium is the house rules, i know people who play dnd straight out of the book (boring), but other then when we first started i don't know anyone who plays vanilla palladium. Im a believer in story trumps rules, but that might be because i do most of the DM'ing.
I personally don't think that you should present them on a creation such as you did without explanation. But ultimately it comes down to the fact that I don't have the energy to argue about it, as you seem to want to write up your stuff the way you want to without considering that someone else, such as myself, probably won't use it since it uses a lot of oddball stuff that they don't already incorporate into their games. I can't realy stop you from posting your stuff here, just know that I don't really have use for any of it myself.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Mar 27, 2013 10:05 pm
  

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Champion

Joined: Wed Jan 25, 2012 10:05 pm
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Comment: Kill it with Fire.
Quote:
I personally don't think that you should present them on a creation such as you did without explanation. But ultimately it comes down to the fact that I don't have the energy to argue about it, as you seem to want to write up your stuff the way you want to without considering that someone else, such as myself, probably won't use it since it uses a lot of oddball stuff that they don't already incorporate into their games. I can't realy stop you from posting your stuff here, just know that I don't really have use for any of it myself.


Im sorry, i didn't know that the extra little bits were that disconcerting, i just copied them out of my note books. But the fact that you saying i cant stop you from posting here means im bugging you which wasn't my intent, i'll leave your thread alone from this point on and make my own, sorry for the bother. I didnt think the extra not in use stuff for a normal game(like 3 extra stats) would make a difference as all my monsters are first ed anyway, and i tried to do a bit of conversion but it can make things confuzzling.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Mar 28, 2013 12:22 pm
  

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Comment: "Your inferiority complex might be justified."
kiralon wrote:
Quote:
I personally don't think that you should present them on a creation such as you did without explanation. But ultimately it comes down to the fact that I don't have the energy to argue about it, as you seem to want to write up your stuff the way you want to without considering that someone else, such as myself, probably won't use it since it uses a lot of oddball stuff that they don't already incorporate into their games. I can't realy stop you from posting your stuff here, just know that I don't really have use for any of it myself.


Im sorry, i didn't know that the extra little bits were that disconcerting, i just copied them out of my note books. But the fact that you saying i cant stop you from posting here means im bugging you which wasn't my intent, i'll leave your thread alone from this point on and make my own, sorry for the bother. I didnt think the extra not in use stuff for a normal game(like 3 extra stats) would make a difference as all my monsters are first ed anyway, and i tried to do a bit of conversion but it can make things confuzzling.
The little bits are only disconcerting because of the fact that they were not fully explained from the time you started posting them. But I did explain from the beginning that I thought what you were presenting was more akin to gods than actually being faeries. Your material seems to encompass more than just the creatures now, including your interpretation of how the rifts work and relationships to the other realms of the Megaverse, which are becoming more and more outside of just posting creatures.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue May 21, 2013 3:21 pm
  

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Comment: "Your inferiority complex might be justified."
The following creature was inspired by an image a friend of mine, Andy Beattie, created using the Sculptris 3D modeling program and posted on Facebook.

Deerborne

Deerborne are a race of tauric creatures that are half cat person, half deer. They have the bodies of humanoid cat people from the waist up sprouting out of a deer body. Deerborne are psychically sensitive and aware of supernatural forces. Extremely rare, they are known to inhabit forests and savanna in small family units of 1-4 members. Their diet consists mainly of fish, which they catch primarily using spears, very rarely resorting to using nets or other methods. The spear is their weapon of choice, though they will also use swords and other types of blades in addition to their natural weaponry of claws and teeth. Though some grow antlers which they can be trained to fight with, this consists of only 5% of the males that can grow them. Deerborne are covered in fur on humanoid torsos and wear very little in the way of clothing. When using armor, they will generally use leather types and dislike having metal of any sort resting against their bodies.

Alignment: Any
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, P.S. 3d6, P.P. 4d6, P.E. 3d6, P.B. 3d6, Spd 4d6X2
Hit Points: P.E. attribute number +1d6 per level of experience
S.D.C.: 25, plus those gained by O.C.C.s and physical skills
Natural A.R.: 5
Horror Factor: 12
P.P.E.: 1d6X10 for typical Deerborne
O.C.C.s Available to Deerborne: Any, with many choosing to study magic and spiritualism
Natural Abilities: In addition to great speed and prowess, Deerborne can prowl 70%, track by smell or sight 60%, swim 50%, and have nightvision 600 feet and exceptional hearing and eyesight. Leaps 8 feet high and 16 feet across +1 foot per level of experience. Sensitive to Supernatural and Potential Psychic Energy (P.P.E.) by instinct, range of sensitivity 400 feet. Sense ley lines, nexuses, and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more), range of sensitivity 200 feet.
Attacks Per Melee: Three per round, or by hand-to-hand combat training, whichever is greater.
Damage: Kick does 2d4 points of damage, those 5% of males having horns/antlers have a head butt doing 2d6 damage, claws on hands do 1d6+2 points of damage, bite 1d4+2 damage, or by weapon.
Bonuses: +3 to initiative, +5 to strike, +3 to parry, +6 dodge, +2 to save vs. Horror Factor
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 90 years; some have lived to 140
Habitat: Forest and savana; can be found in areas of the Eastern Territory and the Baalgor Wastelands
Languages: Three of choice (+20%)
Enemies: Deevils and other supernatural creatures
Allies: Elves and Faerie Folk
Physical Appearance: They look like deer with a humanoid torso coming out of the neck. The head and hands resemble those of a cat, with fur covering the humanoid torso, arms, head and hands. 5% of males have horns/antlers.
Size: 6-7 feet tall
Weight: 500-600 pounds
Notes: Deerborne like weapons of all kinds but they rarely use bows, preferring the rush of close quarter combat. They are typically trained to use spears and pole-arms, which they use for fishing and hunting, and blades. They can wear half-suits of any kind of armor but generally prefer leather types due to a dislike of metal against their skin.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Jun 02, 2013 9:24 am
  

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Stone Gargoyle wrote:
The following creature was inspired by an image a friend of mine, Andy Beattie, created using the Sculptris 3D modeling program and posted on Facebook.

Deerborne

Deerborne are a race of tauric creatures that are half cat person, half deer. They have the bodies of humanoid cat people from the waist up sprouting out of a deer body. Deerborne are psychically sensitive and aware of supernatural forces. Extremely rare, they are known to inhabit forests and savanna in small family units of 1-4 members. Their diet consists mainly of fish, which they catch primarily using spears, very rarely resorting to using nets or other methods. The spear is their weapon of choice, though they will also use swords and other types of blades in addition to their natural weaponry of claws and teeth. Though some grow antlers which they can be trained to fight with, this consists of only 5% of the males that can grow them. Deerborne are covered in fur on humanoid torsos and wear very little in the way of clothing. When using armor, they will generally use leather types and dislike having metal of any sort resting against their bodies.

Alignment: Any
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, P.S. 3d6, P.P. 4d6, P.E. 3d6, P.B. 3d6, Spd 4d6X2
Hit Points: P.E. attribute number +1d6 per level of experience
S.D.C.: 25, plus those gained by O.C.C.s and physical skills
Natural A.R.: 5
Horror Factor: 12
P.P.E.: 1d6X10 for typical Deerborne
O.C.C.s Available to Deerborne: Any, with many choosing to study magic and spiritualism
Natural Abilities: In addition to great speed and prowess, Deerborne can prowl 70%, track by smell or sight 60%, swim 50%, and have nightvision 600 feet and exceptional hearing and eyesight. Leaps 8 feet high and 16 feet across +1 foot per level of experience. Sensitive to Supernatural and Potential Psychic Energy (P.P.E.) by instinct, range of sensitivity 400 feet. Sense ley lines, nexuses, and places of power, as well as incredibly powerful creatures of magic (1500 P.P.E. or more), range of sensitivity 200 feet.
Attacks Per Melee: Three per round, or by hand-to-hand combat training, whichever is greater.
Damage: Kick does 2d4 points of damage, those 5% of males having horns/antlers have a head butt doing 2d6 damage, claws on hands do 1d6+2 points of damage, bite 1d4+2 damage, or by weapon.
Bonuses: +3 to initiative, +5 to strike, +3 to parry, +6 dodge, +2 to save vs. Horror Factor
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 90 years; some have lived to 140
Habitat: Forest and savana; can be found in areas of the Eastern Territory and the Baalgor Wastelands
Languages: Three of choice (+20%)
Enemies: Deevils and other supernatural creatures
Allies: Elves and Faerie Folk
Physical Appearance: They look like deer with a humanoid torso coming out of the neck. The head and hands resemble those of a cat, with fur covering the humanoid torso, arms, head and hands. 5% of males have horns/antlers.
Size: 6-7 feet tall
Weight: 500-600 pounds
Notes: Deerborne like weapons of all kinds but they rarely use bows, preferring the rush of close quarter combat. They are typically trained to use spears and pole-arms, which they use for fishing and hunting, and blades. They can wear half-suits of any kind of armor but generally prefer leather types due to a dislike of metal against their skin.


Hey SG these guys are really cool :ok:


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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Jun 02, 2013 9:27 am
  

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CASTLE CROW

Since the beginning of the Age of as Thousand Magicks, Castle Crows have coexisted with
elves and humans. These birds are often seen eating freshly dead corpses probably killed by
other means and have been hunted to no end for eating the grain in the Timiro Kingdom and
raiding date crops in the Baalgor Wastelands. In the Eastern Territory, they have been
documented chasing, attacking and seriously injuring young lambs. The birds can be found
nearly everywhere, from deserts to coniferous forests and coastal cliffs. In forests, they
make stick-made nests on trees, on deserts in rock cavities. Yet for some reason they seem
to have a deep love for humanoid built fortifications, thus reason behind their name. Mated
pairs form large families of up to 15 individuals from several breeding seasons that remain
together for decades. Offspring from a previous nesting season will usually remain with the
family to assist in rearing new nestlings. It was During the Age of Elves that these annoying
scavengers were discovered to possess a talent that makes them highly prized messenger
birds. Each bird has an innate homing ability, meaning that it will generally return to its nest.
No matter how far away the bird is taken it will repeatedly find its way home even over long
distances. Even young birds can be taken as far as 1200 miles (1920 km), and once the bird
is allowed to fly away on its own accord, it will find its way back home. And because of
their astounding endurance and environmental adaptively, the birds can survive almost any
climate conditioning they should happen to fly into. They have successfully flown over the
Northern Mountains and endured the harsh climate of the sandy desert of the Baalgor
Wastelands. By tradition, the messages the birds carry are written on thin parchment that is
rolled into a small glass tube attached to the bird's leg. The birds can only find its way back
to its "natural starting point” that place the bird has identified as its home , where its nest,
parent, or siblings can be found. So “crow mail” can only work when the sender is actually
holding the receiver’s crow.

Besides being astounding navigators, Castle Crows are capable of aerial stunts similar to
those executed by birds of prey. This makes them difficult targets to be shot down and
ensures that they have few natural predators. The birds are quite vigorous at defending
their young and are usually successful at driving off perceived threats. They attack
potential predators by flying at them and lunging with their large bills. Humanoids are
occasionally attacked if they get close to a nest, though serious injuries are unlikely. The
birds prey on small invertebrates, amphibians, reptiles, small mammals and birds. They may
also consume the undigested parts of animal feces and humanoid garbage.

Castle Crows are considered extremely intelligent, displaying a high learning ability and the
use of logic for solving problems. They can even be taught to count and naturally mimic
sounds from their environment, including humanoids speech. These birds are also known to
steal and cache shiny objects such as pebbles (gemstones), pieces of metal (gold, silver, or
bronze coins), and small sacks (who knows what may lie inside). They are also one of only a
few wild animals who make their own toys. They have been observed breaking off twigs to
play with socially. This behavior becomes expanded as the bird grows in age and starts
learning to manufacture and use its own tools in the day-to-day search for food. These
tools include “knives” cut from stiff leaves and stiff stalks of grass. Another skill involves
dropping tough nuts in front of horses and/or wheel vehicles then waiting for the nut to be
crushed open. These birds have even have demonstrated the ability to distinguish individual
humanoids by recognizing facial features.

The Castle Crow is a nuisance and asset. Particularly in Timiro and the Eastern Territory
where the birds are used to communicate back and forth with the forts and cities, but in
the Western Empire these birds often gather in large communal roosts at night (by the
hundreds, sometimes thousands), driving most individuals mad with their constant
caaw-caaw-caaw or worse repeating the conversations that they heard like talking parrot.
It’s enough to drive most people into a frenzy of madness.

Alignment: Considered anarchist
The Eight Attributes: I.Q. 1D6+4 (a high animal intelligence), M.E. 1D4, M.A. 1D4,
P.S. 1D4, P.P. 3D6+6, P.E. 2D6+4, P.B. 2D6+2, Spd 1D4 (walking), 50 mph (80.5 km) flying,
can be pushed up to 60 mph (96.6 km) for short distance (less than 100 miles/(161 km).
Hit Points/S.D.C. Combined: 2D6+2
Horror Factor/Awe: 8 when in group over 30.
P.P.E.: 1D4
Magics: None
Psionics: None, although it has the same natural sensitivity to ley lines and magic as horses.
Natural Abilities: Fly, change direction, superior aerial acrobats, hearty endurance,
resistant to heat and cold (reduce temperature penalties by one-half), land and aerial
navigation 96%, detect ambush 50%, mathematics: basic 40%, pick pocket 45%, wilderness
survival 80%, prowl 65%, recognize a specific person by sight 55%, concealment (hiding
items in a nest) 65%, imitate voice & sounds 70%, salvage 65%, dowsing 70%, track
animals 50%, area knowledge 70%, and fashion tools 35%.
Attacks Per Melee: Three
Damage: Bite 1 point, raking talons 1D4, or flying lunge 1D6 damage.
Bonuses: +2 on initiative, +3 to strike, and +2 to automatic flying dodge. These
bonuses do not include attribute bonuses.
Value: A trained bird is worth 35 gold. In the Western Empire killing at least 50 birds
can be worth 15 gold in some cities.
Average Life Span: They can live 40 years in the wild and 70 in the right castle conditions.
Habitat: All areas accept the Yin Sloth Jungle, especially common in the Timiro
Kingdom and Eastern Territory.
Language: Each bird knows between 30 to 45 categories of vocalization, most of
which are used for social interaction. Calls include alarm calls, chase calls, and flight calls.
Non-vocal sounds include wing whistles and bill snapping. Those trained in falconry can
learn to mimic these calls to command the birds. The birds are also amazing mimics and
impersonators, able to replicate simple human speech in the manner equal to a parrot.
Enemies: They are very territorial when it comes to their nest when there are eggs
or chicks being raised. Large mammalian predators such as lynxes, coyotes, wolves and
cougars have been known to prey upon them. The birds face potential attack from Great
Horned Owls, Red-tailed Hawks, Peregrine Falcons and eagles.
Allies: None
Physical Appearance: The bird has a longish, strongly graduated tail, with a mostly
black iridescent plumage, and a dark brown iris. The bill is large and slightly curved.
Size: Two feet (60 cm) long, with a wingspan of almost 3.3 feet (1 m).
Weight: 3 lbs (1.3 kg) for a mature adult.
Rifts® Conversion Notes: Remains an S.D.C. creature in Mega-Damage settings. On
Rifts® Earth, they can be found throughout North America, Australia, most of Asia, and
Europe.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Jun 02, 2013 9:32 am
  

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CINDERHAUNT (The Burning Entity)

The Cinderhaunt (or Burning Entity) is an extremely malevolent supernatural creature
that is said to be the spirit of a trapped victim killed by fire without receiving last rites or
improperly executed by fire without receiving a proper burial. Elf legends also insist
Cinderhaunts are the spirits of pyromaniac that escaped the Underworld and now seeks to
burn everything until there is nothing but cinders. The latter is heavily disputed, but for
certain the Cinderhaunt is among the most feared entities around, and thankfully among the
rarer types. Most of the time, the Cinderhaunt lives very much like a poltergeist, a malicious
spirit that takes great delight in deliberately starting fires for gratification and self induced
euphoria, and often fixates on those able to control fire (warlocks in particular) or put them
out. However, setting a wheat field ablaze, while gratifying, does little to satisfy its need to
watch living things become overcome by panic/sense of hopeless as it is surrounded and
eventually consumed by flames. This emotional energy the creature craves, just as much as
consuming the psychic energy of a victim burned to death. This stolen energy is used to
spread even more flames or make an existing fire rage completely out of control (fuel flame).
Once there is nothing left to burn, the entity departs for someplace else to cause even
more mayhem. In the past a lone entity has reducing a large fortification (a castle) to a
smoldering ruin, but if there is nothing alive to watch suffer, there is little enjoyment out of
it. Killing animals while slightly amusing doesn’t provide the emotional desire the entity longs
for. It’s only by incinerating humanoids that it can feel satisfaction. Once it starts setting
fires, and the screaming begins, it’s nearly impossible to get it to stop, unless one is
actually able to confront the entity and force it to depart. While they enjoy burning living
things, the entity is apprehensive about going against those capable of snuffing out their
flames, specifically warlocks. Those who cannot be burned are no fun to torment, nor are
those who can force the entity to spend its precious stolen energy just to generate fires
and/or restore its fiery aura. The Cinderhaunts is very difficult to combat, yet relatively
easy to return to its native dimension. An exorcism will banish the creature and has a +10%
bonus success rate, far greater than all other entities. These pyromaniac bullies are easily
frightened by those who can do them harm, making them quickly abandoning an area, never
to return.

Alignments: Diabolic only.
The Eight Attributes: Not applicable. Medium intelligence (I.Q. 7) with very little
personality other than a pyromaniac or a sadistic burned victim and a M.E. of 12. The
entity’s natural energy form is invisible and intangible and has a speed of 40 (28 mph/32.2
km).
Hit Points: 1D6x10+20.
S.D.C.: Not applicable
Natural A.R.: 14 with flaming aura
Horror Factor/Awe: 16
P.P.E.: 10, plus can automatically draw on the P.P.E. around them from ley lines and
nexus points, but prefers to drawn upon living beings as they die via fire.
Magic: None.
Psionics: Automatic Empathy (counts and costs no I.S.P.), Ectoplasm, Levitation,
Mind Block, Pyrokinesis, Presence Sense, See the Invisible, See Aura, Sixth Sense, and
Spontaneous Combustion. Equal to a 7th level master psychic.
Psychic Vampire: Natural Base I.S.P. is a mere 10 points, but the entity can draw on
the I.S.P. and/or P.P.E. around it to perform psionic feats. This means the entity has a
virtually unlimited amount of I.S.P. when on a ley line (converting one P.P.E. point into four
I.S.P.). The entity however prefers to gains it’s P.P.E. by extracting it from a living creature
by burning it death! Any living animal (or humanoid) that is killed by fire within a 100 foot
(30 m) radius of entity will have its P.P.E. doubled at the moment of death then instantly
absorbed. There is no limit to the amount of P.P.E. or I.S.P, the entity can absorb by those
incinerated by flame.
Stealing psychic energy: In order to initiate its pyrokinetic attack, the Cinderhaunt
will likely need to steal I.S.P. or P.P.E. from a living source. Stealing psychic energy is
considered a psychic attack and intended victims must roll to save vs. psionics (standard
save). A successful roll means the entity did not gain any energy from that particular victim
and must use its own energy reserve or skip an attack. A failed roll means the entity can
steal up to 20 I.S.P. or 5 P.P.E. from that specific person. That individual temporarily loses
the energy points as if he had used psionic powers or cast magic himself. Stealing psychic
energy doesn’t harm the individual. However, the entity is likely to use the stole psychic
energy to begin burning living beings in order to steal even more psychic energy via their
death.
Natural Abilities: Ethereal and Intangible, meaning it can walk through solid matter.
Its natural state is invisible, but if it can steal 30 I.S.P., during a five minute period, it
becomes semi-transparent, visible to the human eye. At this point, it can no longer go
through walls or other solid objects. The entity is surrounded by a fiery aura. Despite being
semi-transparent, the entity can emerge through any small opening (size of a keyhole). The
fire will ignite anything the entity touches, such as carpets, drapes, furniture, paper, wood,
etc. Although semi-transparent, the entity is still impervious to normal weapons and
non-magical energy attacks. The entity is impervious to heat and fire, including plasma and
fire attacks generated by psychic abilities and magic.
Fiery Aura: Range: Self, Duration: Fourteen Minutes, Natural Armor Rating: 14.
Damage: 4D6 per strike to anyone or thing that it touches. Damage is accumulative. Plus,
all combustible articles will catch on fire, doing 4D6 additional points of damage per melee
round until the fire is extinguished. Any physical attack (solid object) that fails to penetrate
the natural armor rating via hand to hand or a hand held weapon, the victim and the object
takes 4D6 points of damage and the aura and the entity suffers no damage. Physical
attacks/objects that inflict damage against the aura, still suffer 4D6 points of damage harm
passing through the flames. Conventional weapons (including projectiles and energy
attacks) can penetrate the aura, but only magic weapons and magical energy attacks can
harm the entity. I.S.P. Cost: 30. Note: The aura can be neutralized by water and/or ice
attacks (magical attacks inflict double damage). The aura has 30 S.D.C. that has to be
destroyed first before the actual entity takes any damage.
Attacks per Melee: Two psionic attacks per melee, however once it gains its fiery
aura it gains two additional psychic attacks per melee round.
Bonuses: +1 on initiative, +3 to dodge, +2 to save vs. magic and psychic attack,
and +14 to save vs. horror factor (no bonus against fire or water warlocks or anyone
capable of putting out its fire or impervious to fire).
Vulnerability: The entity is vulnerable against magic (magic weapons) and psionic
energy attacks (impervious to bio-manipulation, telekinesis, and psychic powers that affect
the mind, but takes full damage from psi-sword and mind bolt).
Average Life Span: Immortal until slain.
Habitat: Anywhere
Languages: Communicates by empathy (but the only thing it really cares about is burning down anything standing).
Enemies: Enjoys watching living things burn and flee from fire. The prettier and nicer
it looks, the greater the desire to burn it down.
Allies: None per say, unless controlled by a summoner or a powerful psychic
(commune with spirit) who helps to feed it hunger by giving its things to destroy.
Physical Appearance: Its normal state is a large energy sphere, but once it gains
enough for a fiery aura it takes on an appearance of a ghostly apparition with a beautiful
face that turns skeletal as it starts to set everything on fire.
Size: The energy sphere is the size of a baseball but as it feeds on more psychic
energy it grows, at its maximum it can be a troll-size energy being.
Weight: Not applicable.
Rifts® Conversion Notes: Becomes an MDC creature in Mega-Damage settings with
1D6x10+20 M.D.C. On Rifts® Earth, they are among the most rarer of entities, however
their fiery aura is not powerful enough to damage M.D.C. items/armor unless within a mile
(1.6 km) radius of a ley line, then the S.D.C. damage can be increased to 1D4 MD (2D4 at a
nexus point). The fiery aura provides a limited field of protection equal to 30 MDC. This aura
can be destroyed by conventional MD weapons, MD physical attacks, and non-magical MD
energy attacks, but the entity itself is only harmed by magical (weapons) and psionic
energy attack.


Last edited by Reagren Wright on Thu Jun 06, 2013 12:17 am, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jun 04, 2013 2:28 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
Stone Gargoyle wrote:
Deerborne


Hey SG these guys are really cool :ok:
Thanks. I might do a few more tauric hybrid creatures like this.
As far as your recent contributions, I liked the Castle Crow quite a bit.

Update: I have started figuring out what I want to do for a Woolly Centaur, which would basically be half bear man and half buffalo or other creature with a large amount of hair. I am debating whether I want to give it Supernatural PS and PE.

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Last edited by Stone Gargoyle on Wed Jun 05, 2013 2:23 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jun 04, 2013 2:35 pm
  

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Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
CINDERHAUNT (The Burning Entity)

The Eight Attributes: Not applicable. Medium intelligence (I.Q. 8) with very little
personality other than a pyromaniac or a sadistic burned victim and a M.E. of 12. The
entity’s natural energy form is invisible and intangible and has a speed of 40 (28 mph/32.2
km).
I think you want to edit this so it does not make an emoticon with the 8 and the ). Otherwise it is pretty cool.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jun 06, 2013 12:19 am
  

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Palladium Books® Freelance Writer

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Hmm, thanks for noticing that SG. As for the question of strength, I'd say stay with normal
strength. I'm Bear Men and Centaurs don't have it. Why would these Wooly Centaurs? Just a
thought.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jun 06, 2013 12:57 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
Reagren Wright wrote:
Hmm, thanks for noticing that SG. As for the question of strength, I'd say stay with normal
strength. I'm Bear Men and Centaurs don't have it. Why would these Wooly Centaurs? Just a
thought.
Well, Bear Men do have 4d6+8 P.S. and 6d6 P.E., which is pretty high. I was thinking of giving it to Woolly Centaurs because of a possible link to giants. I wrote them up as having it, but someone could always exclude it as part of their Natural Abilities.

Woolly Centaur

Vile tempered and solitary creatures, Woolly Centaurs seem to resent their very existence on the face of the planet. The result of some magical experiment gone awry, these half bear man, half woolly mammoth elephant creatures killed their masters long ago and now wander, simply wishing to be left alone. They can mostly be found wandering in the area of the Old Kingdom.
They are relentlessly hunted as prize trophies by those wishing to kill them for the sport of it and are considered the most exotic of creatures. They are not sought out as much by slavers as they once were, as they are hard to keep imprisoned, but when they are kept as slaves it is as warriors in the arena or as heavy laborers. As a result of their mistreatment by other races, they have a great hatred and dislike for other intelligent beings.
Although generally antisocial, Woolly Centaurs are not particularly aggressive. Most are loners and just want to be left alone. Woolly Centaurs are very blunt creatures who say what's on their mind, typically being rude and insulting. Their pursuits are typically more geared toward food, drink, animal traps and weapons, but some have been known to have more scholarly pursuits.

Alignment: Any, but mostly aberrant or anarchist
Attributes: I.Q. 2d6+1, M.E. 2d6, M.A. 2d6, P.S. 4d6+8 (supernatural), P.P. 4d6, P.E. 6d6, P.B. 3d6, Spd 3d4
Hit Points: P.E. attribute number X2 plus 1d6 per level of experience
S.D.C.: 3d6X10 plus those gained from O.C.C.s and physical skills
Natural A.R.: 11
Horror Factor: 14
P.P.E.: 3d6
O.C.C.s Available to Woolly Centaurs: Any Men of Arms, with some taking interest in magic.
Natural Abilities: Superior physical strength and endurance, considered the equivalent of supernatural physical P.S. and P.E. Nightvision 10 ft. (3m), poor daylight vision (about 120 ft./36.6m), superior sense of smell and hearing, prowl 10%, track (by smell) 68%, swim 60%, recognize poison 90%.
Attacks Per Melee: +1 attack per melee round, in addition to hand to hand combat training
Damage: Claws do 2d6 plus P.S. bonus, Power Punch 4d6 plus P.S. bonus (but counts as two attacks), bite does 2d4 damage, head butt 1d6 damage, stomp 5d6, trample does 5d6+2 damage, or by weapon.
Bonuses: +1 on initiative and +1 to save vs. Horror Factor at levels 1, 2, 3, 4, 5, 6, 8, 10, 12, and 14
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 60 years; some have lived up to 90
Habitat: Varied; mainly found in the Old Kingdom
Languages: Three of Choice (+10%)
Enemies: Everybody
Allies: Faeries are tolerated
Physical Appearance: They look like woolly mammoths with a humanoid torso coming out of the neck. The head and hands resemble those of a bear, with fur covering the upper body.
Size: 12-15 feet tall
Weight: 8000-12,000 pounds
Notes: Woolly Centaurs never use armor because they believe it impairs their movement and that armor is for cowards and humans. However, they will wear arm bands and gauntlets. Resourceful warriors, most will use whatever weapon may be at hand, be it a sword or club, or a table or door. If a Woolly Centaur comes across a weapon he likes, he may carry it around until it breaks. Large, two-handed swords, giant battle exes, and small trees (used as clubs) are favorite weapons.
Fewer than 5,000 Woolly Centaurs are believed to exist in the Palladium World. Of those, 80% are found in the area of the Old Kingdom.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jun 06, 2013 1:35 pm
  

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I'm impressed by the submissions!
Well done to all. I'd love to see more. :D


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jun 06, 2013 3:07 pm
  

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Virtuoso of Variants

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
RGG wrote:
I'm impressed by the submissions!
Well done to all. I'd love to see more. :D
They are more contributions than submissions, as they won't be appearing anywhere other than here unless the creators of the material also submit them to Palladium for publication in the Rifter and other places. I do thank you for the compliment, though, and I will be adding more as I get inspired and have time to do them.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jun 06, 2013 8:59 pm
  

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Palladium Books® Freelance Writer

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Stone Gargoyle wrote:
RGG wrote:
I'm impressed by the submissions!
Well done to all. I'd love to see more. :D
They are more contributions than submissions, as they won't be appearing anywhere other than here unless the creators of the material also submit them to Palladium for publication in the Rifter and other places. I do thank you for the compliment, though, and I will be adding more as I get inspired and have time to do them.


My thoughts exactly. Anything you see on the board here is just for pure fun and enjoyment.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jun 11, 2013 2:26 pm
  

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Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I have a few ideas circulating in my mind's eye that should be written up and put up in here this week. I got lazy over the weekend, though, and have not begun putting them to paper yet.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Jun 14, 2013 2:20 pm
  

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Although the name is the same as a certain Marvel Comics character who is an enemy of Doctor Strange, this is in no way based on that and is not in any way related. I just thought the name was cool and sounded aquatic.

Dormammu

These water creatures were created as slaves to unknown beings who wished to keep them as slaves but they killed their masters long ago rather than live in bondage. Humanoid from the waist up, they have the tails of sharks and their right arms form sceondary heads with the shape and teeth of sharks. 75% of all Dormammu are males, making competition between males for mating rights fierce.
Dormammu are aggressive towards strangers and other races, and will readily attack other creatures in the water for food. Able to breathe air as well as in the water, they make their homes in the shallow waters near beaches.

Alignment: Any, but usually selfish or evil.
Attributes: I.Q. 2d6, M.E. 2d6, M.A. 2d6, P.S. 4d6, P.P. 4d6, P.E. 4d6, P.B. 2d6, Spd 1d6 on dry land, 5d6+5 in water
Hit Points: P.E. attribute number X2 plus 1d6 per level of experience
S.D.C.: 6d6 plus those gained by O.C.C.s and physical skills
Natural A.R.: 8
Horror Factor: 14
P.P.E.: 2d6
O.C.C.s Available to Dormammu: Any men of arms
Natural Abilities: Breathe in air as well as in water, swim 100%, nightvision 3000 feet (914m), can locate moving objects in water 90% by keen hearing (can hear prey up to 3000 feet/914m away). Like sharks, their sensory system makes them sensitive to movement in the water around them (within 60 foot/18.3m radius), thus they will know where prey is even if they cannot see it. Their eyes are sensitive to light, making them close their eyes to attack (other senses compensate for their poor vision). Maximum depth tolerance is unlimited.
Attacks Per Melee: Three, or by hand to hand combat training, whichever is greater.
Damage: Their actual head bites for 1d6 damage, the shark head on their right arm does 1d6 damage on a nip, 4d6 damage on a full strength bite. Slashing tail does 2d4 damage, or by weapon.
Bonuses: +4 on initiative, +4 to strike, +2 to dodge, +4 to save vs. poison and disease, +10 to save vs. Horror Factor
Magic: None
Psionics: Standard
Average Life Span: 100 years
Habitat: Shallow water areas near beaches; Land of the Damned
Languages: Three of choice (+10%)
Enemies: Everybody
Allies: None per se
Physical Appearance: Humanoid from the waist up with shark tail and right arm with a shark head instead of the forearm and hand
Size: 9-13 feet long
Weight: 600-1200 pounds

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Jun 14, 2013 2:53 pm
  

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This one was inspired by a drawing game I play with my friend Adam on the weekends.

The Skwawk

The Skwawk are a race of humanoid bird people with bird heads in the place of hands. They are not very intelligent and are kept as slaves for the arena. As they have arms and not wings, they are flightless. Aggressive, they do make adequate fighters.

Alignment: Any, but usually good or selfish
Attributes: I.Q. 2d6, M.E. 2d6, M.A. 2d6, P.S. 3d6, P.P. 4d6, P.E. 3d6, P.B. 2d6, Spd 4d6
Hit Points: P.E. attribute number plus 1d6 per level of experience
S.D.C.: 3d6+6
Natural A.R.: None; must wear armor for protection
Horror Factor: 10
P.P.E.: 2d6
O.C.C.s: None (natural fighters)
Natural Abilities: Keen eyesight and hearing, can leap six feet high or twelve feet lengthwise
Attacks Per Melee: Five
Damage: Kick does 2d6 points of damage, bite or peck from beaks on any of the heads do 2d6 damage (plus P.S. damage bonus if head on arms), or by weapon
Bonuses: +3 on initiative, +4 to strike, +1 to parry, +2 to dodge
Magic: None
Psionics: Standard
Average Life Span: 45 years; some have lived up to 60
Habitat: Grasslands and forests of the Eastern Territory, Ophid's Grasslands
Enemies: None per se, however, they are hunted and captured as slaves for the arena
Allies: None per se
Physical Appearance: Bird-like humanoids with arms that have bird heads instead of hands, and bird legs
Size: 7-10 feet tall
Weight: 150-300 pounds
R.C.C. Skills: Speak three languages of choice at +10%, land navigation 70%, wilderness survival 70%, track animals 60%, track humanoids 70%, climb 60%, prowl 50%, with skills increasing at +2% per level of experience
Notes: Can be dressed in armor when kept as slaves in the arens, and they will not use it normally in the wild. Rarely use weapons in the wild, though they can be trained to hold weapons using the beaks on the heads at the ends of their arms.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jun 25, 2013 3:07 pm
  

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I am still planning on doing a few more, just got a bit sidetracked.

Squidron

The Squidron are a race of humanoids with up to four tentacles replacing one of their forearms, with the other being a normal hand and arm, and smaller tentacles instead of hair on their heads. They can breathe in air as well as in water and have skin colors ranging from greens to blues to reds to purples.

Alignment: Any
Attributes: I.Q. 3d6, M.E. 3d6, M.A. 3d6, P.S. 4d6 with each arm tentacle having an P.S. of 30 (with a strong grip) and head tentacles able to grip and hold items with a P.S. 0f 10, P.P. 3d6, P.E. 4d6, P.B. 2d6, Spd 3d6 (X2 swimming)
Hit Points: P.E. attribute number +1d6 per level of experience
S.D.C.: 3d6+6
Natural A.R.: 8
Horror Factor: 10
P.P.E.: 5d6
O.C.C.s Available to Squidron: Any
Natural Abilities: Swimming 80%, climb 80%, prowl 60%. One of their arms has 1d4 tentacles, 01-50% left arm, 51-00% right arm. Maximum depth tolerance of two miles, can breathe in air as well as in water.
Attacks Per Melee: Three plus one per tentacle on arm
Damage: A hit from one of the arm tentacles does 2d6 damage with damage cumulative for more than one tentacle being struck with simultaneously, crush/squeeze does 1d6 points of damage per melee attack per tentacle, which is cumulative using multiple tentacles on a single target or can be used to attack multiple targets simultaneously. May pick up objects with arm tentacles and use them as weapons or throw objects in tentacles as weapons. Can attack with weapons normally with off hand for normal damage.
Bonuses: +3 initiative, +4 to strike, +2 to parry
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 80-120 years
Habitat: Oceans of the world
Languages: Three of choice (+15%)
Enemies: None per se
Allies: None per se
Physical Appearance: Humanoid with 1d4 tentacles replacing one of their forearms and smaller tentacles on the head in place of hair. Skins in a variety of colors.
Size: 5-6 feet tall
Weight: 150-250 pounds
Notes: Squidron live in families of 3d4 members and hunt in groups. Their favorite weapons are spears.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Jul 19, 2013 1:07 pm
  

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Dragonnu

The Dragonnu are creatures similar to the Dormammu, in that one of their arms is a dragon-like head, with the opposite arm being a whip-like tail. They are otherwise humanoid but are covered in scales and have leathery wings coming out of their backs. They are typically found in areas where there is intense heat and smoke that would normally be inhospitable to life, but they are able to endure in such environments They can see well even in smoky areas and have excellent nightvision. They will often lurk in dark places, attacking violently when approached.

Alignment: Evil or selfish
Attributes: I.Q. 1d6+1, M.E. 2d6, M.E. 2d6, P.S. 4d6, P.P. 3d6, P.E. 4d6, P.B. 2d6, Spd 4d6 (X5 in flight)
Hit Points: P.E. attribute number X2 +12
S.D.C.: 2d6X10+20
Natural A.R.: 12
Horror Factor: 16
P.P.E.: 4d6
O.C.C.s: Not applicable, instinctive predators. Not recommended as a player character.
Natural Abilities: Fly, nightvision 100 feet, infrared vision 1200 feet, keen hearing and smell, track by smell 65%, breathe in smoke as well as regular air, impervious to poisons, gases and toxins, resistant to intense heat and fire (half damage).
Attacks Per Melee: Four, or by hand to hand combat training, whichever is greater.
Damage: Regular head's bite does 1d6 damage, head butt does 2d4. Dragon head on arm has head butt/punch of 2d6+4 plus P.S. damage bonus, bite does 1d6 points of damage on a nip, 4d6 damage on a full strength bite, plus the dragon head on the arm has fire breath capable of doing 3d6 damage at a range of 80 feet (can preform two breath attacks par melee). Whip tail arm does 2d4 slashing damage, claws on feet do 2d6 damage, spikes on wingtips can be used to slash for 1d4 damage.
Bonuses: +4 initiative, +4 to strike, +2 to parry, +4 to save vs. disease, +10 to save vs. Horror Factor.
Magic: None
Psionics: None
Skills of Note: Languages: Dragonese/elf and two of choice. Can also select a total of four skills from the categories of Rogue, Scholar/Technical, and/or Wilderness. No skill bonuses apply.
Average Life Span: 1000 years
Habitat: Volcanic areas and mountain tunnels. Most often sighted in the Old Kingdom.
Enemies: Everybody
Allies: None per se
Physical Appearance: Humanoid with arms which appear to be the head and tail of a dragon, with leather wings and scales.
Size: 7-9 feet tall; wingspan 9-12 feet
Weight: 500-800 pounds

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Jul 23, 2013 3:16 pm
  

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Jarkuzzu

The Jarkuzzu are a race of humanoids with 3d4 tentacles coming out of their heads instead of hair. They are very much known for coming to the aid of others, and for being scholarly and doing research. Amphibious, they can breathe well in or out of water, and they have webbed hands and feet which aid them in swimming. In addition to the tentacles with which they can attack prey, and their arms and legs, Jarkuzzu have long, barbed tongues which can be used to strike targets and pull them into their mouths for food. Jarkuzzu also have other octopus-like abilities, including natural camouflage and glands which produce ink they can secrete to blind opponents.
Jarkuzzu come in a variety of colors, some being black, gray or brown, with others being shades of red, blue, green, yellow, orange or purple. Both males and females have slender bodies and they are hard to differentiate between until they reach maturity. A strict caste system has evolved based on the number of tentacles one has, with those having more tentacles having a better place in Jarkuzzu society and being considered more capable.

Alignment: Any
Attributes: I.Q. 3d6, M.E. 2d6, M.A. 2d6, P.S. 3d6 with each tentacle having a P.S. equal to 24, P.P. 3d6, P.E. 3d6, P.B. 3d6, Spd 3d6, X2 swimming
S.D.C.: 3d6+4
Natural A.R.: None, must wear armor for protection
Horror Factor: 6
P.P.E.: 4d6
O.C.C.s Available to Jarkuzzu: Any
Natural Abilities: Swim 90%, climb 80%, prowl 59%. Change color and texture to completely blend with surrounding terrain (requires half a melee round for full change); camouflage ability is equal to a prowl of 92%. Has 3d4 tentacles on head which are 10 feet long. Can breathe in air or in water.
Ink Cloud: Jarkuzzu can spray a cloud that covers a 60 foot radius in the water - dissipates in 3d4 minutes (penalty of -9 to strike, parry and dodge to those affected by it).
Attacks Per Melee: Three, plus one per every three tentacles on the head
Damage: A hit from a tentacle arm does 2d6 points of damage per tentacle, crush/squeeze does 2d6 points of damage per melee attack; both are cumulative with multiple tentacles used. May pick up objects with tentacles to use as weapons or throw rocks with them. The barbed tongue can attack at a range of three feet and does 1d6 damage upon a successful strike. Can also use weapons with arms for normal damage.
Bonuses: +3 on initiative, +4 to strike, +6 to parry, +4 to dodge
Magic: By O.C.C. only
Psionics: Standard
Average Life Span: 120-200 years
Value: 100-250 gold for full ink glands
Habitat: Oceans of the world
Languages: Three of choice (+15%)
Enemies: None per se
Allies: None per se
Physical Appearance: Humanoid with 3d4 tentacles coming off of the head, barbed tongue, and webbed hands and feet. Skins in a variety of colors, with natural camouflage ability.
Size: 6-8 feet tall
Weight: 240-360 pounds

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 Post subject: Re: Monstrous Creations
Unread postPosted: Wed Jul 24, 2013 7:06 pm
  

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I think the damage is a little high for the tentacles of both the Jarkuzzu and the Squidron. You seem to have based it off of the damage for the giant squid and octopus in the Monsters & Animals book, and the tentacles of both those creatures would be significantly larger than those of what you have written up. I should think that yours should have damage to strike of no more than 1d6, with the crush/squeeze doing 1d4. As they have no smaller creatures written up, it is hard to be certain. The PS values seem too high as well, and I am not understanding how you see them as being coordinated enough to combine the tentacles to do a combined tentacle attack for more damage based on number of tentacles. The number of attacks also seems like it should not be based on the number of tentacles. Just my thoughts on the matter.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Jul 25, 2013 1:17 pm
  

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Gryphon Chick wrote:
I think the damage is a little high for the tentacles of both the Jarkuzzu and the Squidron. You seem to have based it off of the damage for the giant squid and octopus in the Monsters & Animals book, and the tentacles of both those creatures would be significantly larger than those of what you have written up. I should think that yours should have damage to strike of no more than 1d6, with the crush/squeeze doing 1d4. As they have no smaller creatures written up, it is hard to be certain. The PS values seem too high as well, and I am not understanding how you see them as being coordinated enough to combine the tentacles to do a combined tentacle attack for more damage based on number of tentacles. The number of attacks also seems like it should not be based on the number of tentacles. Just my thoughts on the matter.
Yeah, they are a bit on the overpowered side, but I did that rather than have them be underpowered. I may wind up editing them and fixing stuff eventually.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Oct 06, 2013 2:06 pm
  

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Been a while since I presented a critter for the board, but I'm kinda doing some other fantasy
stuff right now. Still I think I having something that I can donate to the board in the near future.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Sun Oct 06, 2013 3:38 pm
  

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Stone Gargoyle wrote:
I personally don't think that you should present them on a creation such as you did without explanation. But ultimately it comes down to the fact that I don't have the energy to argue about it, as you seem to want to write up your stuff the way you want to without considering that someone else, such as myself, probably won't use it since it uses a lot of oddball stuff that they don't already incorporate into their games. I can't realy stop you from posting your stuff here, just know that I don't really have use for any of it myself.

Really SG? I expect better from you- many people feel that your creations are "oddball stuff" but we enjoy them, even if we don't incorporate them in our games. No one owns a thread, and asking someone to post somewhere else, even inferred, is pretty bush- and you are usually above that stuff.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Tue Oct 08, 2013 3:29 pm
  

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zyanitevp wrote:
Stone Gargoyle wrote:
I personally don't think that you should present them on a creation such as you did without explanation. But ultimately it comes down to the fact that I don't have the energy to argue about it, as you seem to want to write up your stuff the way you want to without considering that someone else, such as myself, probably won't use it since it uses a lot of oddball stuff that they don't already incorporate into their games. I can't realy stop you from posting your stuff here, just know that I don't really have use for any of it myself.

Really SG? I expect better from you- many people feel that your creations are "oddball stuff" but we enjoy them, even if we don't incorporate them in our games. No one owns a thread, and asking someone to post somewhere else, even inferred, is pretty bush- and you are usually above that stuff.
He was posting more than just monsters and animals. There was an entire setting in the stuff he was presenting and a lot of stuff that falls outside of the way the book stuff is written, special attributes and whatnot. I did not feel that it belonged here, but I did not tell him he could not post it here, and moving it to his own thread was ultimately his decision. I am not going to pretend to like something and will voice objections when I feel I have the need. My stuff may be oddball, but it is written according to the format and limits set forth in the books.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 05, 2013 11:08 pm
  

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Been a while since this post had :hug: so I'm going put some stuff on here soon.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Fri Dec 06, 2013 1:08 pm
  

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I might start posting stuff here again soon as well. I just had a lot of stuff happen that made it difficult to coordinate but hopefully will be back to it before the new year.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 12, 2013 1:51 am
  

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ANIWYE

The name translates from elf to mean “skunkbear”. This medium-sized bear is far more
common than most city dwellers realize. Living typically in largely sparsely settled forested
areas, the animal on occasion leaves the forest in search of food, sometimes becoming
attracted to humanoid communities because of the immediate availability of food. Active at
twilight, it feeds on insects; honey, nuts, rodents, eggs, carrion, grubs, fish, and berries. At
sunrise, it retires to its den, which may be in a ground burrow, or beneath ruins, boulders, or
a rock pile. While a male dens by itself, several females may live together. Although most do
not engage in active predation of other large animals, Aniwye will attack deer fawns, elk and
moose calves. It most certainly will attack domesticated livestock if they are easily
accessible and not heavily defended. Aniwye may even hunt prey up to the size of adult
moose by ambushing them. Humanoids are usually not hunted unless the animal is having
difficulty find food in the winter or it has decided to steal a kill from a humanoid hunter. Long
ago elves gave it the name skunk bear not just because it resembled a skunk in color and
shape, but because it also possessed the animal’s terrible smelling spray. So powerful is this
odor, it will even repel a Woolly Dragon or an Ice Demon! Unlike skunks, Aniwye will use their
spray as an offensive weapon for the highly acid nature can burn the skin of its opponents.
Half starved Aniwye have been known to spray humanoids, resulting in immediate
incapacitation, only to be savagely mauled, then dragged away and eaten. Fortunately these
accounts are extremely rare and almost unheard of south of the Disputed Region of the
Eastern Territory. Both the meat and fur of these animals is highly prized for its difficulty to
obtain. A fur pelt is about the only organic material the spray won’t eat through.

Aniwye sows produce a litter of two or three cubs every two years. During this time the cubs
are dependent upon their mother, who will take great lengths to protect them, attacking
anything that might threaten them, including predators three times her size. But to attack a
sow with her cubs means more than likely getting sprayed by three or four of the smelly
bears.

The Eight Attributes: I.Q. 1D4+2 (low animal intelligence), M.E. 1D6+6, M.A. 1D6, P.S.
2D6+14, P.P. 1D6+14, P.E. 2D6+14, P.B. 1D6+6, Spd 3D6+20/2D6 digging.
Hit Points: 1D4x10
S.D.C.: 3D6+18
Natural Armor Rating: 8
Horror Factor: 14
P.P.E.: 6D6
Magic: None
Psionics: None, although it has the same natural sensitivity to ley lines and magic as
canines do.
Natural Abilities: Nightvision 120 feet (36 m), very fast diggers, excellent sense of
smell and hearing, track by smell 65% (+20% if following a strong or blood scent, can be up
to 48 hours old), good swimmer 80%, climb trees 70%, prowl 35%, and resistant to poison
and toxins (one-third damage, duration, effect, and penalty, if fail the saving throw), and
impervious to the spray of other Aniwye and other smelly odors.
Special Abilities: Noxious stench; Aniwye have two glands, one on each side of the
anus. These glands produce a mixture of acidic chemicals. The odor of the fluid is so strong it
will even affect creatures of magic and supernatural beings. The noxious, fluid can be
sprayed with a high degree of accuracy (+3 to strike), but even those not in the spray are
affected by its terrible odor within a 100 foot (30.5 m) radius and can be smelled by a human
nose up to a two miles (3.2 km) down wind. The liquid itself causes 1D6 points of damage for
four melee rounds to organic materials/leather/skin. The victim then must make a saving
throw of 16 or better (P.E. attribute bonuses can be applied). Those who fail are overcome
by the putrid stench, instantly feel nauseous, are likely to start vomiting (75%), and will be
compelled to flee the area (effectively a Horror Factor of 16). The victim is -8 to initiative, -4
to all combat rolls and maneuvers, plus is -40% to perform any skill, and loses two melee
attacks do to vomiting. Those who make the saving throw or are not directly in the path of
the spray but within the 100 foot radius (30.5 m) suffer only half the penalties and no horror
factor, but still have a 25% chance of vomiting. Anyone sprayed will find themselves reeking
of the terrible odor for 3D4 days (unless receive a remove curse). The smell will never come
out of organic materials (clothes, boots, leather armor, etc). A lingering odor will also remain
for at least 4D6 minutes afterward. Range: 30 feet (9.1m). The spray can be done three
times in a 30 hour period, then requires 30 hours to fully recharge.
Attacks Per Melee: Three physical attacks plus spray (considering an extra attack per
melee).
Damage: Claws 1D6+6 points of damage, bite does 1D6+2 points of damage.
Bonuses: +1 on initiative, +3 to strike, +2 to parry, +3 to save vs. poison and disease,
+2 to roll with punch, and +4 to save vs. horror factor. These are in addition to attribute
bonuses.
Value: Fur: 300 gold; meat (whole animal) 200 gold.
Average Life Span: 20-30 years.
Habitat: Great Northern Wilderness, Eastern Territory, forests of the Timiro Kingdom,
and parts of the Northern Hinterlands.
Language: They understand faerie and speak a guttural version 80%.
Enemies: They have no natural predators, everything fears them; the more sensitive
the nose, the greater the fear. Humanoids, however, value their fur and meat.
Allies: None.
Physical Appearance: A large black bear with an elongated body with relatively short,
well-muscled legs, and long front claws. They may have a single white, thick stripe across
back and tail, two thinner white stripes, or a series of white spots and broken white stripes
Size: 2.5-3.5 feet (0.7-1.06 m) at shoulder, 5-8 feet (1.52-2.43 m) in length, the tail
measures 20-35 inches (50.1-88.9 cm) long.
Weight: 200-500 lbs (90-225 kg). Females usually weigh in the 200-335 lbs (90-150
kg) range.
Rifts® Conversion Notes: Remains an S.D.C. creature in Mega-Damage settings. On
Rifts® Earth, they can be found throughout the sub-arctic of Canada, the Plains and Great
Lake regions of the former United States. The Coalition has a standard issue to all its soldiers
to leave this animal alone or you’re responsible for cleaning the equipment and vehicle
(outside and away from everyone else).


Last edited by Reagren Wright on Thu Dec 12, 2013 8:53 pm, edited 1 time in total.

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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 12, 2013 1:59 am
  

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Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
ELLE FOLK

There are two theories about Elle Folk. They are either a sub-species of elf or a genetic
mutated faerie race. They share traits and commonalities with both elves and goblins. Like
elves they live in complex societies with kings, laws, customs, and traditions only they take
place underground. They are cruel, malevolent creatures who are easily attracted to evil and
power. Yet Elle Folk are cautious and reluctant to venture beyond the protection of their
underground cities, namely because of their vulnerability to the sun’s rays. They live deep
underground, in large, crude tunnels and chambers that can extend in all direction for 15 to
20 square miles in diameter. Anywhere from 40-160 (4D4x10) can be found living under the
rule of a single king. The monarch is chosen among their strongest hunters. He remains their
leader until he can be defeated by another in a battle of wits and riddles, should he lose, he
must leave never to return unless he wishes to fight to reclaim his crown. Thus the reason
Elle Folk usually war upon each other. Often the former king is a sibling looking to take back
what he declares is rightfully his. Sometimes half of the Elle folk depart with the exiled king,
choosing to make their home just a few miles away from the other. For the next couple of
decades (sometimes centuries), the two tribes war upon each other until a king is defeated,
then both tribes forget all past crimes and reunite peacefully until its happens all over again
with a new king.

Between their times of warring on each other, Elle Folk entertain themselves with hunting wild
game, which can also include humanoid travelers if they should come across them. Elle Folk
also enjoy dancing and wood carving beneath trees in the moonlight, well at least the men
do. Females sing or play the lyre so beautifully that it can entice hunters and travelers who
hear their song. Young men need to be especially on their guard against Elle females, for their
singing voice can easily charm a mortal man’s mind. The same cannot be said about Elle
males. Their only interest when encountering humanoids is to kill them as quickly and
efficiently as possible.

Most Elle Folk avoid deliberate encounters with humanoids, but they love the taste of beef,
and have devised a means to get the farmer to do most of the work for them. For reasons
unknown their odorless and tasteless spittle and urine has an adverse effect on animals when
consumed after coming into contact with vegetation. At first the cattle look as if they’ve
been attacked by some grievous disease which can only be cured by giving it to eat a
handful of Chase Devil (St. John’s Wort). The color change does not harm the animal or make
it unhealthy, nor does it make its meat inedible, it just looks rotten and moldy. Unable to sell
the animals or eat them, the farmer can choose to abandon the blue animals or destroy them,
either way the Elle Folk will eat the cattle.

Alignments: Anarchist or any evil.
The Eight Attributes: I.Q. 2D6+2, M.E. 2D6+8, M.A. 2D6, P.S. 2D6, P.P. 2D6+10, P.E.
2D6+8, P.B. 1D6+3 (males), 4D6+3 (females), Spd 5D6 (2D6 when digging).
Hit Points: P.E. attribute number plus 1D6 per level of experience.
S.D.C.: 3D6 plus those gained from physical skills and O.C.C. category.
Natural A.R.: 7
Horror Factor/Awe: 8 of 12 if encounter a large group (10 or more).
P.P.E.: 6D6.
O.C.C.s available to Elle Folk: Noble, Beastmaster, Ranger, Thief, Vagabond (peasant),
Miner, Trapper/Woodsman, or Artisan.
O.C.C. Skill Note: In addition to other O.C.C. and related skills, Elle Folk automatically
get the following depending upon their gender; Males: Detect Ambush (+10%), Land
Navigation (+15%), Wilderness Survival (+20%). Females: Play Musical Instrument (+20%),
Sing (+20%), Seduction (+10%), Concealment (+25%), and Wilderness Survival (+15%).
Natural Abilities: Nightvision 300 feet (91 m), excellent sense of hearing and smell, plus
an aptitude for digging and living in tunnels.
Underground Tunneling (Special): Fundamentally the same as for dwarves, only
much cruder. Base Skill: 30% +5% per level of experience.
Underground Architecture: Fundamentally the same skill as for dwarves, only
much simpler and cruder. Base Skill: 20% +5% per level of experience; detection and
deactivation of traps is done at half his normal architecture level.
Underground Sense of Direction: Fundamentally the same skill as for the dwarf.
Base Skill: 40% +5% per level of experience. Judging the approximate relation/proximity to
surface structures (natural and artificial) is poor. Base Skill: 10% +5% per level of experience;
-20% if in an unfamiliar area.
Bonuses: +1 to initiative, +2 to save vs. faerie magic, +1 to save vs. poison,
and +2 to save vs. horror factor.
Special Abilities: Males; Fog of Sickness. Males can belch out poisonous vapor
once an hour equal to a 3rd level Miasma spell, range: 30 feet (9 m) and affects a 10 foot (3
m) area. Females; Charm Song, their singing is similar to a Mermaid’s Song of the
Damned, with the only difference being their magic saving throw requires a 13 or better.
Attacks Per Melee: As per Hand to Hand Combat skill.
Damage: By weapon type or clawed hands inflict 1D4 damage + P.S. bonus, and a bite
attack does 1D4+1 but no P.S. bonus is applicable.
Vulnerabilities: Light greater than a single torch (lantern) is considered bright. Any
greater would be considered blinding (-9 to strike, parry, and dodge). The light of dawn
(rising of the sun) that touches the skin of an Elle Folk transforms them into an oak tree. The
light of dusk (setting of the sun) restores them to normal. As a tree, the folk become rooted
to the ground, requiring a Supernatural P.S. of 30 or greater to move them. As a tree, their
Natural Armor Rating becomes 13 and they acquire an additional 200 S.D.C. They cannot
move as trees, nor are the capable of responding to any form of communications including
telepathy. Their consciousness is locked in suspended animation. A Globe of Daylight is not
powerful enough to cause the transformation but the light is blinding and reduces all combat
bonuses, Spd attribute, & attacks per melee by half. A Globe of True Daylight can bring about
the transformation.
Psionics: None
Value: None, although they are hunted and executed on sight by orders of various
ruling human nobles of the Land of the South Winds. In the Timiro Kingdom, they are
responsible for dozens of lost cattle each season.
Average Life Span: 120 years average, although some have lived to be almost 180.
Habitat: Found beneath the surface of secluded woodlands or under fruit tree bearing
hills.
Language: Speak Faerie and Gobblely 98%, understand and speak a guttural form of
Dragonese/Elven at 50%.
Enemies: Humans, kobolds, troglodytes, dwarves, and gnomes. They dislike good faerie
folk. They are indifferent toward elves and wolfen. Yet the worst enemy is likely a rival group
of Elle Folk, who is usually their closest neighbor and may share numerous common relatives.
Allies: They rejoice being around evil and ugly faerie people such as goblins,
hobgoblins, bogies, toadstools, and satyrs. May associate with powerful evil beings adept
with magic particularly summoners, and they always seek to align themselves whenever
possible with were-beasts or vampires.
Physical Appearance: Elle Folk are short, thin men and women of slight builds with
large, pointed ears. All males look elderly and almost always wear a low-crowned hat on their
head. The hat hides the bald head with a stingy crop of black or grey hair behind the ears.
They are not muscular and seem a bit flabby, despite their thinness. Females are young,
delicate, split high with an attractive expression and long, silky black hair. The back and
shoulders of all females is hollow about a foot (.3 m) wide, 1½ feet (.45 m) deep, and 8 to 12
inches (20-30 cm) long. A flap of skin conceals this cavity from view and keeps items from
falling out. This hollow area can be used for storage, but females are embarrassed to show it
anyone (considered something private and personal). Both males and females smell like rancid
milk.
Size: 4-5 feet (1.2 to 1.5 m) tall.
Weight: 90-120 lbs (40.5 to 54 kg)
Rifts® Conversion Notes: Becomes an MDC creature in Mega-Damage settings with
4D6 M.D.C. The O.C.C.s available on Rifts® Earth, Vagabond, Wilderness Scout, Bandit,
Professional Thief, or Sheriff (equal to Noble). Elle Folk dwell in remote locations far removed
from surface villages, towns, and cities. They will defend their underground dwellings to the
very last individual, if threatened by surfaces armies such as the Coalition, Triax, the Republic
of Columbia, and the Geofront. They can be found in any secluded mild temperate or tropical
wilderness in the world. They can be found in abundance beneath the surface of jungles and
tropical forests of South and Central America. Here they align themselves with the Vampire
Kingdom of Haktla, yet they also make alliances with were-beasts (were-jaguars), thus
forging alliances with both sides. Note: O.C.C. & Skill Adjustment. Elle Folk are not interested
in high technology, science, or other aspects of surface dwellers. Consider them Traditional
Native Americans in regard to use of technology and a simply lifestyle close to nature.

Other Notes:
1. They once worship exclusively the Death Cult of Utu, now however the worship of
Vald-Tegor (not the Cult of the Undead) is starting to grow among their number.
2. They rarely leave the confines of the wilderness, unless it’s at night to explore a
nearby surface city, or they find easy access to steal precious stones/metals, iron/steal,
gold, food, or alcohol. They have little need of surface magic items, paper, or technology.
3. Expert craftsmen, miners, and diggers. Have been known to create sink holes
beneath human dwellings just to destroy them.
4. They are malevolent being and best avoided.
5. They enjoy the taste of beef and will steal/slaughter an entire heard of cattle if they can.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 12, 2013 2:09 am
  

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Palladium Books® Freelance Writer

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Posts: 3160
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
FACHIN

Sometimes called a Peg-Leg-Jack, these creatures are cousins to Boogie-Men but share little
in common with them. While Boogie-Men traverse the old cities of the world, haunting dark
allies and slums, Fachin prefer the wilderness, far removed from humanoid civilization. They
love deserted places, abandoned strongholds and old ruins. They can also be found living in
vacant underground dwellings of any subterranean race (dwarf, kobold, troglodyte, etc).
Fachin desire their privacy. Though he is likely to be alone, he must be considered highly
dangerous and likely to kill any who wanders into his territory. His mere appearance alone is
enough to frighten a common man into almost having a heart attack. And though he looks
incapable of a engaging in a fight, his strong, singular, withered arm can tear down a tree or
slash through the strongest dwarf made armor.

Fachin are not as ignorant as their cousins. They are expert navigators, and more than likely
to know the location of any lost temple hidden deep in the wilderness. They too are quite
cunning and deceitful, lurking in shadow to strike with stealth and their horrific looks (horror
factor aura actually). Anyone they’ve defeated in combat will be mutilated then devoured.
Fachin are omnivores, preferring to eat wild game, fruits, and nuts. They are especially keen
on apples. A lone individual might leap up and down for several hours, snatching and gulping
down all the fruit from a single tree since they can eat their weight in apples in a single
sitting. Similarly they possess a unique enchantment that can turn apples as hard as stone.
The enchantment is permanent any many Fachin can be seen carrying a flail dripping with
bewitched apples. If not carrying an apple flail, the Fachin is just as likely to carry a spiked or
war club. Having a single arm and leg makes carrying anything rather encumbering so they
take and want as little as possible. If he can’t eat it, the ugly muck wants nothing to do with
it. Fachin are neither impressed nor amused by shinny metals or precious stones. Tempting
them with babbles and trinkets is useless, but they crave any type of alcohol produced by
fermentation of grains and fruits (beer and wine). They don’t care for mead or beverages that
require distillation after fermentation. Yet to engage one in conversation is perilous for he
likely wants to kill the person he’s talking to than desire anything in his backpack.

Alignments: Any, but almost always evil.
The Eight Attributes: I.Q. 1D6+3, M.E. 2D6, M.A. 1D6, P.S. 4D6+6 (supernatural), P.P.
3D6, P.E. 4D6, P.B. 1D6, Spd 2D6+6 (hopping).
Hit Points: P.E. attribute number plus 1D6 per level of experience.
S.D.C.: 1D4x10.
Natural A.R.: 9
Horror Factor/Awe: 16. Unlike a normal horror factor roll which only has to be saved on
the initial encounter, Fachin radiate a powerful aura of evil, horror, and power that frightens
opponents almost into submission. A failed roll mean the individual loses initiative, lose one
attack/melee action, and cannot defend himself (no parry or dodge) against the creature’s
first attack of the melee round. The following melee everyone must roll again, even those
who successfully saved the following melee. This continues until the creature is slain or flees
beyond a 20 foot (6 m) radius.
P.P.E.: 3D6
O.C.C.s available to Fachin: Thief, assassin, or vagabond/peasant.
Natural Abilities: Supernatural strength and endurance, superior sense of balance
(+5% to acrobatics & gymnastics), horror factor aura (see above), never gets dizzy or
vertigo, nightvision 90 feet (27.4 m), land navigation 90%, wilderness survival 92%, excellent
day vision, prowl 70%, and superior leaping-equal to P.S. attribute number x2 feet (3 m)
across (one-half for vertical).
Attacks per Melee: Four, regardless of experience level or hand to hand combat
training.
Damage: Supernatural P.S. the following are in addition to the supernatural P.S.
damage: Giant hand claws 1D6 damage per punch, stab, or raking strike. Leap Kick with
clawed foot 2D6. Leaping pounce has a 01-45% chance of knocking human size pray off
balance or even off his feet (victim loses initiative and one melee attack). The kick and
pounce count as two melee attacks/action per round.
Bonuses: +1 to initiative, +1 to parry & dodge, +2 to roll with punch, +5 to maintain
balance, +2 to save vs. all poison, and +6 to save vs. horror factor.
Vulnerabilities: Having one leg and one arm may seem a liability but Fachin suffers no
penalty because of it. However, if knocked off his foot, he not only loses initiative but lose
two melee attacks/actions just to stand back up again.
Magic: None
Psionics: None
Value: None, they are a menace to a farmer’s orchards.
Average Life Span: 400 years, some have lived as long as 500.
Habitat: Temperate wilderness or grasslands.
Language: Gobblely and two others, usually one human (pick two)
Enemies: Humans, elves, dwarves, and gnomes. Indifferent to everyone else.
Allies: None per se, but least fearful of goblins and hob-goblins. They regard
Boogie-Men as true friends and allies.
Physical Appearance: A truly bizarre looking creature with a single eye, a very wide
mouth, one tuft of black hair on its head, a very wide mouth, a single, mangled, arm-like
appendage protruding out of the center of its chest, and its single leg from its hip, but bent
at an awkward angle. It wears a rough cloak of tattered black feathers.
Size: 2-3 feet (0.6 to 0.9 tall.
Weight: 75 lbs (33.75 kg) of solid muscle.
Rifts® Conversion Notes: Remains an SDC being in a Mega-Damage setting however
their P.S. and hand attacks can inflict MDC damage. On Rifts® Earth, Fachin can be found in
abundance on the British Isles and throughout Europe in regions not controlled or patrolled
regularly by Triax. They avoid the Gargoyle Empire and the Brodkill whenever possible.
Note: The apple-flail of a fachin though peculiar looking can fetch a price of 1500 gold
for those desiring such an unusual weapon. It is +1 to strike and parry, and inflicts the same
damage as a normal flail, but will harm creatures/beings impervious to normal weapons
(consider it a cheap magic weapon).


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 12, 2013 2:15 am
  

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Palladium Books® Freelance Writer

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Posts: 3160
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
MARINE LION

Marine Lions are similar to their land based relatives. The pride consists of five or six related
females, their cubs of both sexes, and one or two males who mate with the adult females and
defend the pride from other predators, namely sea serpents and large sharks. Groups of
female marine lions typically hunt together, preying mostly on squid, bony fish, sharks,
porpoises, sea turtles, and seabirds. Lone males will devour anything they can catch and kill.
The lions do on occasion prey upon humanoids, but such attacks almost always occur
because the lion smells blood in the water. These animals are also extremely territorial and
attack animals that enter their territory or threaten their young. Marine Lions can come
ashore, but they only do so to mate and to scavenge dead or dying animals near the water’s
edge. Lions have even boarded dock fishing ships because the smell of blood is so strong.
Because of several notorious attacks, one involving a respectable nobleman, all vessels that
dock in any of the harbors in the Timiro Kingdom are required to keep their boats clean or
face a serious fine (60-80 gold a day).

A female will give birth to a litter of one to four cubs in a secluded underwater cave usually
away from the rest of the pride. She will often hunt by herself while the cubs are still
helpless, staying relatively close to the cave where the cubs are kept. The cubs are born
blind but fully able to swim. They will stay in the den at least until three weeks of age where
they are old enough (and large enough) to join back up with the pride. Both females and
males (especially the male pride leader) will defend the young from potential enemies,
sometimes attacking without provocation, just to be sure, the victim makes no intension of
targeting the youngsters.

Typically, several females work together and encircle large prey from different points. Once
they have closed within 50 feet (15.24 m), one female goes for the initial kill strike. The
attack is short and powerful, lunging vertically up and tearing off chunks off their preys’
flanks and fins, or sometimes biting the tail clean off. Large prey like sharks and dolphin get
grabbed by the lion’s front claws then it starts tearing hunk of meat off their victim body until
it stops moving and/or bleeds to death. Once the prey is immobilized or dead, the other
females move in.

Most sailors and fishermen do not consider marine lions a serious threat. In fact, marine lions
will attack sea serpents and other giant oceanic predators that threaten sailing vessels. If
anything marine lions face a more serious threat from the Western Empire. Their scaly pelts
are prized in the Western Empire by aristocrats, merchants, and mariners. The Timiro Kingdom
regards them more as a nuisance because the animals have the tendency to scavenge
long-lined and netted fish.

Alignments: Considered anarchist or miscreant
The Eight Attributes: I.Q. 1D4+4 (high animal intelligence), M.E. 2D6, M.A. 1D6, P.S.
2D6+18, P.P. 2D6+12, P.E. 3D6+8, P.B. 2D6, Spd 1D6+6 (waddle walk), 31 mph (50 km)
swimming with a short burst of 46 mph (76 km) for two minutes.
Hit Points: 4D6+20
S.D.C.: 1D4x10 for females. 1D6x10+20 for males.
Natural A.R.: 9
Horror Factor: 10 for an individual, 16 when facing four or more
P.P.E.: 3D6
Magic: None
Psionics: None, but they can sense the supernatural and places of power in the water
or on land (same as normal lions). Like their land cousins, marine lions avoid such places.
Natural Abilities: Swim 100%, breathe underwater indefinitely, and breathe on land for
1D4 hours, keen vision and sense of smell. Their sense of smell is especially sensitive to the
scent of blood. It can smell a few drops of blood 1000 yards away and a gallon or more for
one mile (1.6 km). Nightvision 120 feet (36.5 m), prowl 70%, track by sight or smell 70%
(+15% if bleeding), and leap 30 feet (9 m) out of the water.
Attacks per Melee: 3
Damage: Claws 2D6+4 points of damage, full strength bite does 3D6 points, and a
slashing tail does 1D6 damage. Increase the damage by 1D6 points if the lion is male.
Bonuses: +2 on initiative, +3 to strike, +1 to parry, +4 to dodge, +6 to save vs. poison
& drugs, +3 to save vs. mind control, and +6 to save vs. horror factor.
Average Life Span: 45-60 years
Value: The scaly pelt is worth 180 gold coins in the Western Empire. Young cubs can
be domesticated but after one year there is an ever increasing 15% chance the animal will
suddenly turn on its owner regardless how well it’s been trained or made to love/obey its
owner.
Habitat: Open seas worldwide.
Language: None, but they have a voice similar to that of elves.
Enemies: Other sharks, sea serpents, dolphins & whales, and humanoids.
Allies: None, if its looks weak and helpless (and bleeding) marine lions will attack and
kill anything.
Physical Appearance: These animals have the body of a lion (African type) with a
vertically-elongated shark tail. Their bodies are completely covered in brilliant metallic blue
scales. Males have greenish manes.
Size: An average adult specimen will measure nearly 10 feet (3 m). Some mature males
can exceed a length of 12 feet (3.65m).
Weight: 400-800 lbs (180 to 360 kg) is an average weight. The largest males can
weigh 1300 lbs (585 kg).
Rifts® Conversion Notes: Still an S.D.C. creature in Mega-Damage settings. Its
attacks only inflict S.D.C. damage. On the Rifts® Earth setting, Marine Lions can be found
throughout the Mediterranean Sea, especially off the coast of Africa. They have made their
way into the Indian Ocean. They avoid contact with the Lord of the Deep and other
supernatural sea creatures. Marine Lions are prized by Lemuria who possesses the knowledge
to train them to become riding animals and war steeds.


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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 12, 2013 1:07 pm
  

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Virtuoso of Variants

Joined: Tue Jan 30, 2007 2:18 pm
Posts: 6917
Location: Lurking on rooftops like a proper gargoyle should, in and around Lakewood, WA.
Comment: "Your inferiority complex might be justified."
I'm liking the Elle Folk, Reagren. I had actually contemplated doing something similar. Well done.

_________________
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 Post subject: Re: Monstrous Creations
Unread postPosted: Thu Dec 12, 2013 8:44 pm
  

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Palladium Books® Freelance Writer

Joined: Sun Feb 10, 2002 2:01 am
Posts: 3160
Location: LaPorte, In USA
Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
Best part again about those guys, I didn't make them up. Their actual fairy folk people believed existed as are all the
creatures I recently put on the board. Real life fantasy is so much easier than make believe fantasy.


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