94210-sample monsturario

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    M a r a j a c k

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    R a ’ K h u n i

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    GENERAL CATEGORY: MammalTERRAIN: Sandy desertsFOOD: OmnivoreAGGRESSION: Normal/ExtremeSIZE: 6’ 5” (195 cm) uprightNUMBERS: 3-20

    CHARACTERISTICS STRENGTH: 17-24AGILITY: 12-18ENDURANCE: 14-20INTELLIGENCE: 1-3MENTAL RESILIENCE: 2-6CHARM: 1-4(If stats of humans range from 3 to 18)

    SPEED: Run x 1, Swim x 0,5, Climb x 2(Multiple is times human speed)

    MAGIC POWER: 5 (to 20)(Ranges from 0-100)

    HIT POINTS: 16-23(If a human commoner has about 11 hit points)

    PROTECTION AVERAGE : 3HEAD: 4CHEST: 2BACK: 4UPPER ARMS: 2LOWER ARMS: 4LEGS: 2TAIL: 3(If Full Plate Armor is 10)

    ATTACKS/DAMAGE2 FISTS: 2-61 TAIL: 2-81 BITE: 1-3(If a Long Sword causes 1-8 points of damage)

    Te power ul arms and sts o the Ra’khuni are itsweapons o choice. When truly threatened it will alsoswing about with its long tail and bite at its opponents.Te tail does more damage than a single st, but is moreeasily dodged. Te Ra’khuni avoids risking injury to it.

    POWERS/EFFECTSUMMON SAND VORTEX: Te Ra’khuni hasdiscovered the secret o the sands, and possess the abilityto magically awaken it. Trough rhythmically beatingits sts and tail into the sand, it can cause it to rise andorm a violent vortex. Te vortex is about 10 eet highand 4 eet wide (3 x 1, 2 m), travels at twice the speedo a man, and lasts or 1-10 rounds. It is controlled bythe will o its creator. Te sands blind those in it, and do1-2 points o damage per round to any unprotected skin.Te victim should also make a Dexterity roll each roundto keep standing. Bows become virtually useless, and allother attacks are made at -2. At times several Ra’khuni join together to create a single and greater vortex. Tesewhirling storms blind all things within them, can (GameMaster’s choice) cause permanent eye-damage, peeloff skin and clog up the ears to reduce hearing. Tesize o the storm increases by an additional 10 x 4 eetor every extra creature partaking in the summoning.Damage increases by 1 point per every ve Ra’khuni andthe Dexterity check should become harder with vortexgrowth. Tis elemental earth magic can be used once aday.

    DESCRIPTIONTe Ra’khuni is an ape creature dwelling in the sandydeserts o the world. Here they travel around like nomadsto nd what ood and water there is, but can settle orsome months in the same location. Tey live in groups ove to twenty adults, with about a third as many young.o protect themselves rom the cold o the night androm the burning sunlight o the midday, they dig outholes and tunnels in the dunes. Tese are very simple butusually have separate rooms or sleeping, storing ood,and de ecating.

    On the back, tail, lower arms, and head o the Ra’khunithere are tough, pointy, leathery outgrowths that canstore at and water. Te colors o these lumps vary romochre to deep red. Saturated colors mean a higher placein the group hierarchy, and are also an indication o thelevel o venom in the outer skin. Te pointy shape andpoison o the outgrowths prevent the Ra’khuni rombeing eaten by larger desert predators, and can also beused as a trap. Tese apes have been discovered semi-buried in the sand with only the very tip o their backsprotruding rom the sur ace. Tis technique can be usedto protect the entrance o their temporary lairs, or whenhunting in narrow passes. Te venom is deadly, but theRa’khuni themselves are immune.

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    POWERS/EFFECTCONTROL WOODLAND CREATURES: Toughundead the Lammathen retain their ability to controlthe nearby woods at will. Tis power includes summon-ing and mastering all non-intelligent creatures in the vicinity, including everything rom esh-eating plants,to insects and greater beasts like bears and reptiles. TeLammathen do this instantly and without effort. Everyliving thing with the ability to move, within our squaremiles (10,5 square kilometers), is affected and ollowsthe will o the Lammathen with no consideration orsel preservation. Tis doesn’t include the pets o playercharacters, or creatures temporarily visiting the area.Druids, rangers and other classes related to religion andnature can be given a chance o turning hostile crea-tures.

    CREATE DARKNESS: Tis spell-like ability is alsomanaged at will and generates a dense, black, and eeriemist that also covers our square miles. All rules applica-ble to blindness should be used here. Te mist goes romlight to ully blinding in one minute and stays as long asthe Lammathen desires or lives. Spells creating windsand similar effects may be used to lessen the impact othe darkness.

    DESCRIPTION Initially blessed and wondrous creatures o the deepwoods, much like the Unicorns, the Lammathen arenow a twisted version o their ormer selves. It is saidthat once, a long time ago, a great power managed towin their trust and lured them out o the woods to aidin what seemed a noble cause. Betrayed and vulnerableoutside their natural habitat all the Lammathen werehorribly slain.

    Being magical in nature the creatures never really died.One year afer their doomsday all the Lammathen aroserom the dead, and made their way back into the coreo the woods in great con usion. o this day the minds

    o the Lammathen are trapped in their dark ate. Teylive on but with no real purpose. Be uddled and sad-dened they keep mostly to themselves. Schizophrenicand rightened they are ckle and erratic. Some daysthey remember their nature, and do what they can tokeep the orest alive, and ree rom dark powers. Whileother days they charge all that come in their way andunleash mighty spells o darkness, learned rom theirtime among the dead. Venge ul without an enemy toabsorb their aggression, the Lammathen are thrown attimes into a state o agony, pain and great ury.

    Exactly what kind o spells the Lammathen knows, andremembers, on any certain day is up to the Game Master.It is suggested that they are a combination o druid-likehealing and elemental spells, and death-related spells odestruction and summoning. Whatever the choice theyshould pre erably reect the two-sided temperamentand tale o the Lammathen.

    Te Lammathen are drawn to, and intimately connectedto the very center o the orest where it lives. A orest witha Lammathen at its spiritual heart is basically reectingthe creature’s mood. As centuries pass, the woods turnever more into the likeness o its Lammathen guest, andsuch orests turn hazardous and chaotic, especially nearthe Lammathen lair. Tis is usually close to a dark pondwhere the creature can mirror itsel to be reminded othe truth o its story.

    Te creatures don’t eat. Tey seek nothing but peaceo mind, and true death. Tey nd no likeness in otherundead, and avoid mingling in the affairs o others. Teymight inter ere with interests entering their woods, butwhat cause o action they’d take is very uncertain. Teonly way to destroy a Lammathen is to stick a power ulweapon o silver or magic into its glowing chest. As longas that spark o unnatural li e still remains, the Lamma-then will nd no rest. Even i destroyed, it is uncertaini the Lammathen stays among the dead or very long.

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    GENERAL CATEGORY: wo-legged mammalTERRAIN: AnyFOOD: OmnivoreAGGRESSION: ControlledSIZE: 4-5 eet (120-150 cm) tallNUMBERS: 1-20

    CHARACTERISTICS STRENGTH: 3-13AGILITY: 6-24ENDURANCE: 3-20INTELLIGENCE: 6-18MENTAL RESILIENCE: 6-18CHARM: 3-18(If stats of humans range from 3 to 18)

    SPEED: Run x 1, Swim x 0,5(Multiple is times human speed)

    MAGIC POWER: 5-10(Ranges from 0-100)

    HIT POINTS: 3-13(If a human commoner has about 11 hit points)

    PROTECTION AVERAGE : 2HEAD: 3BODY: 2(If Full Plate Armor is 10)

    Te Jarma-Loh have a thick ur and hard skin or naturalprotection. In addition to which they can wear armor oany kind, but usually stay away rom the heavier sorts.Tey typically pre er swifness and agility to a cumber-some de ense.

    ATTACKS/DAMAGE1 ANTLER GORE: 1-42 FISTS: 1-32 KICKS: 1-41 BITE: 1-4(If a Long Sword causes 1-8 points of damage)

    Te Jarma-Loh have several natural weapons but willuse these only when no actual weapons are available, orwhen an armed attack is uncalled or, like in a common

    street brawl. In non-lethal situations they avoid goringand biting their opponents. Te Jarma-Loh are civilizedcreatures that normally try to blend in with the civiliza-tion at hand.

    POWERS/EFFECTSCENT OUT MINERALS: Te ability to actually smellout minerals rom a distance is unique to the Jarma-Loh. It can determine the location, type, quality, andamount rom about 200 yards. Te creatures are ofenhired by mining-companies and many Jarma-Lohs startmining operations themselves.

    UNDERSTAND LANGUAGES: Tough normal learn-ers when it comes to language, the Jarma-Loh have aneerie power o understanding what’s being said, eventhough they do not speak the language in question. Ia test roll o intelligence is success ul 10-50% o what’sbeing said will be understood by the creature. I the rollis really good, the ull meaning o what’s said will becomprehended. Tis ability may only be used once aday per conversation or speaker.

    LEARN MINOR MAGIC: Jarma-Loh can learn simplemagic, no matter what their choice o pro ession. Tis isan innate understanding o “survival magic”, like start-ing res, opening locks, ventriloquism, eavesdropping,and producing minor illusions. Exactly what kind ospells should be regarded as minor is up to the GameMaster, but shooting reballs, and summoning elemen-tals are denitely out o the intended range.

    DESCRIPTION Te Jarma-Loh have no culture or civilazation o theirown. I there was once such a thing as Jarma-Loh socie-ties they are now gone, and the race is scattered. Mostlive by themselves, while others group together in ami-lies or small clans.

    Te creatures have a human level intelligence and a cor-responding emotional li e. What differentiates themrom human beings is primarily that they are quitehappy by themselves, and don’t mind being scattered asa race. Nor do they react nearly as strongly to mockery,harassment or even persecution, which they are quiteused to. Te Jarma-Loh are hardy survivors that nevermisses an opportunity, and most o them do well inli e. Secondarily they differ rom humans in their strongdesire or treasure and riches. Few Jarma-Loh prioritize

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    GENERAL CATEGORY: Amphibian (+Plant)TERRAIN: Deciduous orests, jungles, marshes, andstale watersFOOD: CarnivoreAGGRESSION: Normal to highSIZE: 4 eet (120 cm) tall, without the weedNUMBERS: 1-40

    CHARACTERISTICS STRENGTH: 2-9AGILITY: 12-24ENDURANCE: 4-24INTELLIGENCE: 2MENTAL RESILIENCE: 1-3CHARM: 0(If stats of humans range from 3 to 18)

    SPEED: Run x 1, Swim x 3(Multiple is times human speed)

    MAGIC POWER: 0(Ranges from 0-100)

    HIT POINTS: 3-10(If a human commoner has about 11 hit points)

    PROTECTION AVERAGE : 2HEAD: 3CHEST: 2BACK: 3FRONT LEGS: 2BACK LEGS: 2(If Full Plate Armor is 10)

    Te roll rog has a slippery, elastic skin that gives itsome protection. Te areas covered (usually back andhead) by the weed are tougher. Te weed parasite can’tbe killed in itsel , since it is part o the genetic code othe host creature. I carved off it will grow back again.

    any other goal in li e than wealth. Gems especially drawtheir attention, and with their ability to sniff out everykind o mineral, they usually nd them. Tis obsessionwith treasure draws many Jarma-Loh into thievery,and excellent thieves they do make. Teir short statureand agile bodies are per ect when sneaking throughthe darkness o night. Most Jarma-Loh also have anatural nose or business and are quick at picking upsocial codes and etiquette. Tere have been more than acouple Jarma-Loh serving as royal advisors and agents.

    Perhaps it is the lack o a culture o their own that makethe Jarma-Loh so keen on achievement and wealth.Whatever the cause, ew beings are so well equippedor personal gain as the Jarma-Loh. Te strange look othese creatures is and have been a burden or them –another cause or the way o the rouge – but unless theyare banished as a race rom a country, they tend to stay,survive, and accomplish what they aim or.

    Te Jarma-Loh live to be about 50 years old. Tey don’trespond very well to liquor (tend to turn aggressive),and heavier drugs are not common among them. Teemales carry their young or three months only, but ewJarma-Loh prioritize large amilies. Teir understand-

    ing o music is weak, and eating the meat raw insteado cooked is no big difference to them. Tis doesn’t stopthem rom distinguishing a good musical per ormancerom a bad one, and they are not ignorant when pre-sented with a ne meal. It is just that the Jarma-Lohpre er ne clothing, jewellery, luxurious tapestries,and over-adorned urniture. Tey would rather eat rawpotatoes with silver cutlery than having a ne steak ona pewter plate. Tey love and would gladly join in onany kind o adventure, just as long as there is a promiseo wealth at the end o it. Tey simply cannot get richenough.

    Tese creatures are mostly ound in cities and largertownships, where opportunities are many, and wealthmore common. I success ul the Jarma-Loh might with-draw to a countryside castle when older, since theirsocial li e is mainly a means to their personal wealth.However, just like human beings, all Jarma-Loh aredifferent, and some differ more than others rom thenorm. I a player chooses to play a Jarma-Loh character,it may o course stray rom typical race behavior, i thatis desirable. A normal Jarma-Loh will be rather earlesso most situations, except when its valuables are at risk.

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    ATTACKS/DAMAGE1 BITE: 1-62 SLAPS: 1-3(If a Long Sword causes 1-8 points of damage)

    Te only potent natural weapon o the roll rog is its jaws. Te roll rog tends to rely heavily on electricalpowers when attacked by larger and armed creatures.

    POWERS/EFFECTELECTRIC CHARGE: Te roll rog can send out elec-trical charges at will. Tese do 4-12 points o damageto all within three eet (90 cm) o the creature. Wheninjured a roll rog lets go o such a charge automaticallyas a means o de ense. A ully charged rog can manage9 such charges be ore it needs relling in the orm olightning, or other strong electrical sources.

    LIGHTNING BOLT: When desirable the roll rog candischarge electricity in the orm o a bolt. Te bolttravels up to 20 yards (18 meters) and does 8-24 pointso damage. One bolt drains the same amount o poweras three normal charges.

    DESCRIPTION In some o the still and murky waters o the world, aweed grows that is like no other. Dark and leathery itcan live or eons, lying in wait or a suitable li e- orm onwhich to sponge upon. When that happens it ensnaresit, and smothers it. In a very short time it probes andnds an entryway into the body. Once inside it starts tochange the host in a remarkable ashion. Trough bio-chemical substances it takes control, and the host crea-ture is resurrected. Every cell goes through trans orma-tion, and within a ew hours a new li e- orm is born.Tis genetic combination works much like the ensnaredcreature, but is now governed and kept alive by the sea-weed. Strengthened by a host the weeds attract the light-ning o thunder. Tey can store electrical power, deliverelectrical charges, and shoot minor bolts o lightning.Trough electricity the host is kept animated andstrong, even when the brain and organs are weakenedby the parasite. Te weed doesn’t kill its host, but makessure it eats or two, so that the weed can grow and thatthe creature can mate.

    Tis parasitic trans ormation affects DNA, and the off-spring o the victim is born with a weed parasite inside oit. Te weed attacks a number o different creatures, but hasbeen most success ul with what was once the Mellion Frog,now called roll rog. Te original species is extinct and only

    the roll rog remain. Once a year the roll rogs shed partso the parasites in a suitable watery area, so that the para-site can spread. Te weed avors sponging upon land-livingcreatures, which enables it to multiply over wider areas. Itdoes attack humans, but unless dazed, drowning, or oth-erwise weakened, ully grown humans have little prob-lems disentangling themselves be ore the weed manages tosmother them. Luckily, human beings rarely swim in themurky waters pre erred by the seaweed.

    Te Mellion roll rog can be ound mainly in lea y orestedareas and big marshlands, but may roam over greater areasto nd new waters or their leathery masters. Tey becomeecstatic and join in great numbers in storms o lightning andthunder. Teir intelligence is like that o a smart dog, andthey move about semi-erect on land, leaping now and thento avoid obstacles, and when attacking prey. Tey eat mainlysmaller creatures, like hares, squirrels, badgers, snakes, etc.But when in greater numbers the can attack elks, bears andother larger creatures. In some cases roll rogs have beenknown to catch victims alive, only to sink them down intothe waters where the dark seaweed grows. Tey give off adeep bellowing sound when agitated, and they have a con-stantly crazed look upon their aces, as i in great pain or ina violent madness.

    In the winter the Mellion roll rogs rest upon the bottomo lakes and deep marshes. Tey enter a hibernating state,and remain in it until springtime. Tey lay eggs in theearly summer, but unlike normal sized rogs, the eggs oa roll rog are only ve-feen in number. Te tadpoles,which are about our inches (10 cm) at birth, can alreadyunleash discouraging electrical charges, and are thereby sa erom most predators. Unluckily, some dark guilds o manhave discovered that eating only small pieces o the esh osuch a tadpole (be ore they reach ull rog state) makes theconsumer vulnerable to the weed in ection. Tus in ectedthe consumer normally dies, but in some cases the cells aretrans ormed correctly, and the weed starts to grow out othe victim’s esh. A being trans ormed in such a mannerlooses all will and is “zombied” by the weed parasite. Inthis case the ull trans ormation takes about three weeks. Ithere are cures or not is up to the Game Master.

    Te slimy skin and electrical properties o the roll rogsmake them extremely hard to catch, and attacking themwith weapons o steel can send strong electrical charges upthe arm o the attacker. A roll rog can live or 200 years.Tey reach adulthood in 10 years, and male and emalediffer little rom each other. Te colors o their skin tend todarken in the autumn, and reach their most vivid at mid-summer. roll rogs are constantly hungry, and very activeas long as the temperature stays above reezing. Te crea-tures can hold their breath or up to twenty minutes.

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