Hi all mammals! (or divine creations if you prefer). Next week I start making concepts and illustrations for an Australian project (a fantasy on-line game of sorts), that will take my attention away from this Bestiary to some extent. Exactly to what degree is yet uncertain, and it looks as if my work for the project will come in waves, at least in the initial stages. You never know about the future though... Just don't count on a new creature every week for a while...
I received an email from a person who desired to see a playable reptile or insectoid creature on the blog. Such wishes or requests are gratefully received, and I had that one in mind when coming up with this week's creature. Perhaps not a draconian or dragonborn, but more of an amphibian/fish-like creature. I probably strayed miles away from the request, but it certainly inspired my work this week, so thanks for that.
Also thanks to:
Rock falls, everyone dies
(Possibly the greatest name for an rpg blog imaginable) and
Smortazavi for kind writings about RPG Creatures.
I will probably have to consider genus issues here eventually, but for now, here is a male Ferrenai warrior for you.
≡FERRENAI≡
------GENERAL-----------------------------------------
CATEGORY: Amphibian mammal
TERRAIN: Jungles, damp forests, and swamps
FOOD: Omnivore
AGGRESSION: Controlled (short-tempered)
SIZE: About 5 feet, 6 inches (167 cm)
NUMBERS: 1-100
------CHARACTERISTICS-----------------------------
STRENGTH: 5-15
AGILITY: 5-20
ENDURANCE: 3-18
INTELLIGENCE: 3-15
MENTAL RESILIENCE: 3-18
CHARM: 2-8
(If stats of a human ranges from 3 to 18)
SPEED: Running x 0,8 Swimming x 1,3
(Multiple is times human speed)
MAGIC POWER: 3-16
(Ranges from 0-100)
HIT POINTS: 3-16
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 2
HEAD: 2
TORSO: 1
ARMS: 2
LEGS: 2
(If Full Plate Armour is 10)
The skin of the Ferrenai is hardier and more resilient than human skin. It is not as easily charred by fire, affected by cold, or other physical phenomena. Ferrenai are immune to skin disease and other skin disorders. The creatures prefer natural armour like leather and scales, but outside-clan individuals have been seen wearing metal
------ATTACKS/DAMAGE---------------------------
2 FISTS: 1-3
2 CLAWED KICKS: 1-6
(If a Long Sword makes a damage of 1-8)
------POWERS/EFFECT-------------------------------
READ MEMORY OF WATER CREATURES: The Ferrenai can telepathically tune in, and to some extent, listen to the memories of fish and other creatures living in water. They have a 50 percent chance of gathering the memory reflections of any water-living creature. The ability is very unreliable and the information is rarely coherent. It is suggested that a d100 be used to see how usable and extensive the memory information may be. The same water creature can only be used once a day for this sort of inquiry.
------DESCRIPTION------------------------------------
In the dampest places, where no other beings will settle, the Ferrenai tribes live and thrive. They have specialised in aquaculture, the farming of water plants and fish, and are also expert hunters.
The Ferrenai are intelligent beings, but emotionally and socially quite different from the typical human. They never greet each other through words or gestures, but seem to take other tribe members for granted. This wordless acceptance of their fellow beings prevents many conflicts in the Ferrenai tribal life. To them it is natural that opinions differ and they never really bother with changing the minds of others, until matters of life an death emerge. The hierarchy of the Ferrenai tribal system solves most disagreements very swiftly, and if not, a ritualised fight to the death is undertaken.
This trait makes the Ferrenai rather vulnerable when thrown into a human society. When regularly questioned (dishonoured) or blatantly disrespected, it is in Ferrenai nature (culture) to resort to lethal violence. Though great hunters, and skilled warriors, the Ferrenai are not a violence-loving people, and therefore avoid other civilisations and beings, unless driven by some uncommon motif. Some individuals have made an effort, and learned the hard way, to interact smoothly with non-Ferrenai societies, but the number of creatures outside the tribes are very small.
The Ferrenai culture is normally based around a shamanistic pantheism, and the ritualistic celebration of water, fish and amphibians in many forms. The position of Tribe Leader and Head Shaman is always held by the same individual, and it is the level of mastery in shamanism that primarily is considered when new leaders are chosen. Ferrenai do not read and write, and resort purely to oral traditions for knowledge. This works well in simple tribal communities, but has obvious weaknesses when a wider scale of knowledge is desired. Many of the Ferrenai outside of the tribes are in fact seekers of wisdom and clearly curious of the ways of others. The Ferrenai language is hard to learn and the clicking and gurgling sounds are strenuous and tough to duplicate for most other beings. However it is said that there is much to learn about the water, and of shaman secrets, for those willing to integrate and manage to be accepted by Ferrenai societies.
Not used to the many nuances in human interaction, the Ferrenai have a hard time understanding what's communicated beyond the words. This is compensated by an intuitive judgement about the character of people and beings they encounter. It is commonly considered that it is the antennae, or the bulges at the back of the Ferrenai head, that somehow make them able to know the heart of people. Even if they can't follow a complex dialogue very well, they have an instant, and far better notion than others, about who to put their trust in, and what to be expected from any person. This gift can be used quite well to tackle most beings, without having to resort to the subtleties of social masquerade. Ferrenai normally always say what they mean, and tend to stand up to their opinions. If not corrected by a higher member of their tribal order, they will defend their stand with their lives if necessary. Ferrenai can tell a lie if they need to, but only do so in extreme and rare situations.
The Ferrenai is a mammal with many amphibian attributes. They give birth to fully developed children, but these stay encased in a tight and soft, water-filled, and semi-translucent "egg" for the first two days. In that period they shed most of the fish-like scales acquired in the womb, and then eat their way out of it. Ferrenai breath through lungs but can stay under water for twenty minutes without much effort. Their skin is not affected or softened by it, and their vision is kept sharp while submerged, due to a thick lens that automatically covers the eyes.
© Copyright 2010 - Nicholas Cloister
Friday, March 26, 2010
Thursday, March 18, 2010
Flowers from the sky
Wait a minute… didn't I say “I promise to make a more ordinary creature” next time? What a hell was I thinking? Well, consider it a promise broken. This is not an ordinary beast. It is the Elor Than. You know when the players finally reach that hidden valley or the secret magical kingdom? That’s when these creatures enter. Or perhaps when waking up from an unsettling dream and finding themselves upon the banks of a forest river. Yes, you’re the Game Master, and as always everything is up to you. These are simply my suggestions.
Game Masters or not, I want to welcome and greet all the new followers here. You are most welcome, and I will do my best to keep your attention for some time ahead. I would also like to give great thanks to the following sites/people for writing about 'RPG Creatures':
RPG Dumping Ground
Back Screen Pass - A DM's Secrets
The Rune Under Water
Green Skeleton Gaming Guild
Monttu(a Finnish language blog)
Any questions or requests? Send me an email.
(I’m installing a new workstation – computer and screen – this weekend. A long overdue upgrade that I’m rather exited about. Let's see if it affects the quality of my creations...)
Until next time, have fun with the Elor Than.
≡ELOR THAN≡
------GENERAL-----------------------------------------
CATEGORY: Possibly unearthly
TERRAIN: Misty plains and waterways
FOOD: Carnivore
AGGRESSION: Controlled
SIZE: 15 feet (460 cm)
NUMBERS: 2 (or 30-100)
------CHARACTERISTICS-----------------------------
STRENGTH: 28-30
AGILITY: 8-10
ENDURANCE: 20-25
INTELLIGENCE: 7-9
MENTAL RESILIENCE: 20-25
CHARM: 5-7
(If stats of a human ranges from 3 to 18)
SPEED: Running x 3
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 30-35
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
LEGS: 4
TENTACLES: 2
CHEST: 2
BACK: 6
MEMBRANES: 1
(If Full Plate Armour is 10)
The Elor Than are only well protected on the back and sides of the main body. Even a frail strike towards the membranes are said to anger them, and can make them hostile.
------ATTACKS/DAMAGE---------------------------
4 KICKS: 6-12
4 TENTACLE BURNS: 4-10 (+ acidic damage)
(If a Long Sword makes a damage of 1-8)
The jellyfish-like ends “flowers” of the Elor Than tentacles are dexterous and lethal constructions. Once an animal is caught by the many smaller arms, the centre fungus emits an acidic substance that breaks down and softens the flesh of the prey. Small creatures are digested directly by the red fungi, while others are delivered to and sucked up through the creature’s elongated tongue. Any remaining hard parts are swallowed whole. A sting by these flowers result in great pain, and continues to do 1-4 four points of acidic damage for an additional 4-8 rounds. If necessary the Elor Than can use all four tentacles to bring down larger beasts and patiently work their flesh into a digestible ooze.
------POWERS/EFFECT-------------------------------
(See description)
------DESCRIPTION------------------------------------
Rare and strange, the Elor Than can be seen walking slowly across fields covered by morning mist. Their legs moving soundlessly while their tentacles scour through the soggy grass. In such a way they gather the frogs, the fat worms, the slugs, and all other life forms drawn out by the damp. Sometimes seen striding through a course of water, they trap the fish with their deadly flowers, and then stop to unhurriedly consume them. Many have tried to pursue and track these creatures, but all return with the same story; They were there before us, and then they were suddenly gone. The Elor Than are said to travel – to journey through planes unknown. It is said that they leave for places where no man has ever been. Who knows? What is certain is that they usually appear in pairs. But there are some reports of “forests” of great legs suddenly moving through the fog.
Standing more than twice the height of a man these giants are gentle, and avoid contact with most intelligent beings. They have been worshipped as deities by druidic orders, perhaps due to their breathtaking presence. When attacked the Elor Than usually run off and soon vanishes from all sense perception. However, should they stay and fight, they make a deadly opponent.
These creatures are normally found far away from settlements and civilisation. They are smart and commune with eerie series of sounds – reminiscent of the hooting song of pigeons. Some scholars have spent their entire lives hunting and studying them, most in the hope of revealing and understanding their rumoured plane-travelling abilities.
The big membranes on the head, back and joints of the Elor Than are extremely sensitive to sound, and pick up frequencies beyond the capacity of any normal ear. In reality they hear through several worlds at once, and can sometimes pick up the noises of the future, as well as the lingering waveforms of the past. No human has of yet managed to communicate with the strange Elor Than. That is a quest still to be completed.
No young or small Elor Than have ever been spotted. But ancient tomes speak of “the giants among giants” – huge creatures towering far above the others, and “great hungry flowers” descending from the sky.
© Copyright 2010 - Nicholas Cloister
Game Masters or not, I want to welcome and greet all the new followers here. You are most welcome, and I will do my best to keep your attention for some time ahead. I would also like to give great thanks to the following sites/people for writing about 'RPG Creatures':
RPG Dumping Ground
Back Screen Pass - A DM's Secrets
The Rune Under Water
Green Skeleton Gaming Guild
Monttu(a Finnish language blog)
Any questions or requests? Send me an email.
(I’m installing a new workstation – computer and screen – this weekend. A long overdue upgrade that I’m rather exited about. Let's see if it affects the quality of my creations...)
Until next time, have fun with the Elor Than.
≡ELOR THAN≡
------GENERAL-----------------------------------------
CATEGORY: Possibly unearthly
TERRAIN: Misty plains and waterways
FOOD: Carnivore
AGGRESSION: Controlled
SIZE: 15 feet (460 cm)
NUMBERS: 2 (or 30-100)
------CHARACTERISTICS-----------------------------
STRENGTH: 28-30
AGILITY: 8-10
ENDURANCE: 20-25
INTELLIGENCE: 7-9
MENTAL RESILIENCE: 20-25
CHARM: 5-7
(If stats of a human ranges from 3 to 18)
SPEED: Running x 3
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 30-35
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 4
LEGS: 4
TENTACLES: 2
CHEST: 2
BACK: 6
MEMBRANES: 1
(If Full Plate Armour is 10)
The Elor Than are only well protected on the back and sides of the main body. Even a frail strike towards the membranes are said to anger them, and can make them hostile.
------ATTACKS/DAMAGE---------------------------
4 KICKS: 6-12
4 TENTACLE BURNS: 4-10 (+ acidic damage)
(If a Long Sword makes a damage of 1-8)
The jellyfish-like ends “flowers” of the Elor Than tentacles are dexterous and lethal constructions. Once an animal is caught by the many smaller arms, the centre fungus emits an acidic substance that breaks down and softens the flesh of the prey. Small creatures are digested directly by the red fungi, while others are delivered to and sucked up through the creature’s elongated tongue. Any remaining hard parts are swallowed whole. A sting by these flowers result in great pain, and continues to do 1-4 four points of acidic damage for an additional 4-8 rounds. If necessary the Elor Than can use all four tentacles to bring down larger beasts and patiently work their flesh into a digestible ooze.
------POWERS/EFFECT-------------------------------
(See description)
------DESCRIPTION------------------------------------
Rare and strange, the Elor Than can be seen walking slowly across fields covered by morning mist. Their legs moving soundlessly while their tentacles scour through the soggy grass. In such a way they gather the frogs, the fat worms, the slugs, and all other life forms drawn out by the damp. Sometimes seen striding through a course of water, they trap the fish with their deadly flowers, and then stop to unhurriedly consume them. Many have tried to pursue and track these creatures, but all return with the same story; They were there before us, and then they were suddenly gone. The Elor Than are said to travel – to journey through planes unknown. It is said that they leave for places where no man has ever been. Who knows? What is certain is that they usually appear in pairs. But there are some reports of “forests” of great legs suddenly moving through the fog.
Standing more than twice the height of a man these giants are gentle, and avoid contact with most intelligent beings. They have been worshipped as deities by druidic orders, perhaps due to their breathtaking presence. When attacked the Elor Than usually run off and soon vanishes from all sense perception. However, should they stay and fight, they make a deadly opponent.
These creatures are normally found far away from settlements and civilisation. They are smart and commune with eerie series of sounds – reminiscent of the hooting song of pigeons. Some scholars have spent their entire lives hunting and studying them, most in the hope of revealing and understanding their rumoured plane-travelling abilities.
The big membranes on the head, back and joints of the Elor Than are extremely sensitive to sound, and pick up frequencies beyond the capacity of any normal ear. In reality they hear through several worlds at once, and can sometimes pick up the noises of the future, as well as the lingering waveforms of the past. No human has of yet managed to communicate with the strange Elor Than. That is a quest still to be completed.
No young or small Elor Than have ever been spotted. But ancient tomes speak of “the giants among giants” – huge creatures towering far above the others, and “great hungry flowers” descending from the sky.
© Copyright 2010 - Nicholas Cloister
How cold (sloppy) can you get?
Today I happened to erase this demonic blog entry by mistake and replace it with another one… it all got very confusing. So here it is again, but this time without the introductory writing, which is also gone. :(
≡RHONX AIBIA≡
------GENERAL-----------------------------------------
CATEGORY: Demon (Ice)
TERRAIN: Frozen Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 12 feet (365 cm) when hulking
NUMBERS: 1 to numerous
------CHARACTERISTICS-----------------------------
STRENGTH: 50-60
AGILITY: 20-30
ENDURANCE: 20-30
INTELLIGENCE: 6-10
MENTAL RESILIENCE: 6-10
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 4, Swimming x 3
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 40-60
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 8
HEAD: 10
UPPER LEGS: 9
LOWER LEGS: 4
CLAWS: 9
FRONT ARMS: 9
BACK "VENTING" ARMS: 4
CHEST: 8
BACK: 12
(If Full Plate Armour is 10)
The unnatural and fierce inner cold of the Aibia demon spreads out through its hard body. Any non-magical weapon touching this immense cold face a 50% chance of instantly shattering. All others (including most magical weapons) will inflict 3-6 points of cold damage to the wielder. Gauntlets (not metal ones) and thick gloves can reduce the damage. The material of the weapon handle can also influence this. Note that wounding the Rhonx Aibia with cutting or piercing weapons may result in a burst of liquid ice (its blood). Such a burst may hit home and is to be treated like a vent shower (see 'Attacks'). Magical fires cause half of the usual damage to the demon.
------ATTACKS/DAMAGE---------------------------
1 BITE: 2-6 (+ 10-20 of ice damage)
2 CLAWS: 2-12 (+ 5-10 of ice damage)
2 POURING VENT SHOWERS: 20-30 of ice damage
2 CLAWED KICKS: 4-14
(If a Long Sword makes a damage of 1-8)
The Rhonx Aibia is a killing machine. The liquid cold of its interior is death to ordinary life forms. Before attacking it “dips” its scissor-like claws in liquid ice from the vents, and wielding these it destroys most in its way. When necessary it emits liquid ice in arc-like showers from the vents, effectively freezing, and killing most that it makes contact with. It can bite with some liquid bursting through its mouth, and the hind leg of this demon makes a horse’s kick look frail. The showers spread out 10-30 feet in a 180 arc before the demon. A tough agility/dexterity test must be passed in order to avoid it.
------POWERS/EFFECT-------------------------------
MARK OF ICE: When threatened the Aibia makes use of a trap to protect itself and its territory. By letting go of a part of its inner cold (its life energy) it can leave a mark of never melting liquid ice. This matter (usually applied as a round pool) will make the air and the surrounding ground cold and freezing. Stepping in such a mark will shatter the leg of the unlucky one, as well as causing 20-30 points of damage. Passing swiftly above it (up to three meters above) will cause 1-10 points of damage. Magical protections against cold can decrease the damage. The demon does its best to hide the mark, and place it where its enemies must pass. The place of a mark will remain in effect forever. Only the most magical fires can undo them. The surrounding area up to 1 mile (1,6 kilometres) away will turn noticeably colder for as long as the mark remains. The demon can produce 5 marks in a day. When making a mark it will loose its power to vent liquid cold as showers for an hour.
KISS OF THE FROZEN ABYSS: When desirable, enemies not instantly dying when trapped in the claws of the Aibia, may be temporarily spared and turned into allies. One of the vents is then applied to cover the victim’s face and inject a great amount of liquid ice into brain and body. This quick “freeze-down” will make the chosen body subject to the warped ice and turned instantly into a thrall of its frozen rule. The demon and the victim are made into one, and the fury of the Abyss will reign in them both alike. This transformation will last only for ten to twenty minutes. The victim then dies. For this to succeed the enemy must be held for two rounds. Use your game’s rules for holding/grappling etc.
AURA OF COLD: The Rhonx Aibia carries a constant aura of cold around it. All within 20 yards (18 meters) suffers 2 points of cold damage every round, unless protected properly by magic. Heat will not help against the aura. This is not a normal cold but something beyond it, rebellious and untied from the natural counterbalance of fire and ice. The only way of extinguishing this cold is to kill the demon. Preferably through crushing its bones, or through magical damage – bleeding it is far too dangerous.
------DESCRIPTION------------------------------------
It is said that the lesser deities looked with horror upon the Abyss when it was first created. To end the horror some of them ventured there, into the pits where chaos was lord supreme. There the minor gods gathered their powers and laid a binding cold upon the deeper levels. Frozen into a state of petrification, the life-forms of the Abyss went into slumber, but chaos soon stirred again. The underworld of ice was shattered and the bondage destroyed. Still these parts of the Abyss remain in a cold warped by evil. The cold did not lessen, but was turned colder still, into an unnatural state where the ice liquefied, not into water, but into actual floating ice. This perverted and evil cold – a creation of malevolence untold – was a triumph of chaos. When the demons awoke they had a new kind of energy.
No longer did spending energy cause heat, but cold in the form of liquid ice. When eating, cold was generated inside the demons. Not a regular cold that would have their hearts stop, but a new and distorted cold that brought vigour to demonic flesh. Everything was turned upside down. The abysmal cold was now part of the demons, and in time it became their very essence. There is now little difference between the living cold and the demons themselves. The life forms in these parts of the Abyss were changed forever, and their realms made colder than any other part of the universe.
When a demon from this underworld is summoned or escapes, it brings the warped Abyss inside of it. No longer the mere absence of warmth and energy, but a power in its own right, it cannot be destroyed by natural heat or fire. Inside of it is a sun of liquid cold, strengthened further by consumption of any life or edible matter. The surplus cold thus generated, isn’t let out into the air, but concentrated and vented through special outlets in the body. The entire creature is colder than any other thing alive, but it moves with the power and agility of a predator unleashed, leaving the mark of utter cold in its path.
The Rhonx Aibia is such a demon, and one of the lesser powers from the Abyssian Ice. Still a formidable power it will slay most other creatures without effort. The authority of its cold is so vast it will move unhindered through armies, unless they’re strengthened by magical power. It doesn’t think much, except for short-term scheming on how to gain more energy. It moves and eats, that is about it. Like other beasts it will brand its territory with marks of ice, and usually sees no reason to limit it. It will roam, slaughter and consume all living things until blocked or killed by greater powers. When venting liquid ice in the natural world, the demonic fluid soon freezes, to be melted slowly away if the temperature is high. But inside the Aibia it remains constantly liquid and glows with cold energy. The dark creature can choose to let go of parts of it icy soul, and does so when its territory is threatened. (See ‘Powers’ – Mark of Ice).
The Rhonx Aibia are immortal unless slain. They obey no command if not severely wounded and helpless, or if bound by strong magic. In their home world of the icy Abyss they are numerous and pushed around by Greater Demons, but in the world of men they are a fierce and terrible power. They move over land and through water and fire unhindered. They cannot fly, but leap over two story buildings with ease.
© Copyright 2010 - Nicholas Cloister
≡RHONX AIBIA≡
------GENERAL-----------------------------------------
CATEGORY: Demon (Ice)
TERRAIN: Frozen Abyss
FOOD: Carnivore
AGGRESSION: Extreme
SIZE: 12 feet (365 cm) when hulking
NUMBERS: 1 to numerous
------CHARACTERISTICS-----------------------------
STRENGTH: 50-60
AGILITY: 20-30
ENDURANCE: 20-30
INTELLIGENCE: 6-10
MENTAL RESILIENCE: 6-10
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 4, Swimming x 3
(Multiple is times human speed)
MAGIC POWER: 0
(Ranges from 0-100)
HIT POINTS: 40-60
(If a human commoner has about 11 hit points)
------PROTECTION-------------------------------------
AVERAGE: 8
HEAD: 10
UPPER LEGS: 9
LOWER LEGS: 4
CLAWS: 9
FRONT ARMS: 9
BACK "VENTING" ARMS: 4
CHEST: 8
BACK: 12
(If Full Plate Armour is 10)
The unnatural and fierce inner cold of the Aibia demon spreads out through its hard body. Any non-magical weapon touching this immense cold face a 50% chance of instantly shattering. All others (including most magical weapons) will inflict 3-6 points of cold damage to the wielder. Gauntlets (not metal ones) and thick gloves can reduce the damage. The material of the weapon handle can also influence this. Note that wounding the Rhonx Aibia with cutting or piercing weapons may result in a burst of liquid ice (its blood). Such a burst may hit home and is to be treated like a vent shower (see 'Attacks'). Magical fires cause half of the usual damage to the demon.
------ATTACKS/DAMAGE---------------------------
1 BITE: 2-6 (+ 10-20 of ice damage)
2 CLAWS: 2-12 (+ 5-10 of ice damage)
2 POURING VENT SHOWERS: 20-30 of ice damage
2 CLAWED KICKS: 4-14
(If a Long Sword makes a damage of 1-8)
The Rhonx Aibia is a killing machine. The liquid cold of its interior is death to ordinary life forms. Before attacking it “dips” its scissor-like claws in liquid ice from the vents, and wielding these it destroys most in its way. When necessary it emits liquid ice in arc-like showers from the vents, effectively freezing, and killing most that it makes contact with. It can bite with some liquid bursting through its mouth, and the hind leg of this demon makes a horse’s kick look frail. The showers spread out 10-30 feet in a 180 arc before the demon. A tough agility/dexterity test must be passed in order to avoid it.
------POWERS/EFFECT-------------------------------
MARK OF ICE: When threatened the Aibia makes use of a trap to protect itself and its territory. By letting go of a part of its inner cold (its life energy) it can leave a mark of never melting liquid ice. This matter (usually applied as a round pool) will make the air and the surrounding ground cold and freezing. Stepping in such a mark will shatter the leg of the unlucky one, as well as causing 20-30 points of damage. Passing swiftly above it (up to three meters above) will cause 1-10 points of damage. Magical protections against cold can decrease the damage. The demon does its best to hide the mark, and place it where its enemies must pass. The place of a mark will remain in effect forever. Only the most magical fires can undo them. The surrounding area up to 1 mile (1,6 kilometres) away will turn noticeably colder for as long as the mark remains. The demon can produce 5 marks in a day. When making a mark it will loose its power to vent liquid cold as showers for an hour.
KISS OF THE FROZEN ABYSS: When desirable, enemies not instantly dying when trapped in the claws of the Aibia, may be temporarily spared and turned into allies. One of the vents is then applied to cover the victim’s face and inject a great amount of liquid ice into brain and body. This quick “freeze-down” will make the chosen body subject to the warped ice and turned instantly into a thrall of its frozen rule. The demon and the victim are made into one, and the fury of the Abyss will reign in them both alike. This transformation will last only for ten to twenty minutes. The victim then dies. For this to succeed the enemy must be held for two rounds. Use your game’s rules for holding/grappling etc.
AURA OF COLD: The Rhonx Aibia carries a constant aura of cold around it. All within 20 yards (18 meters) suffers 2 points of cold damage every round, unless protected properly by magic. Heat will not help against the aura. This is not a normal cold but something beyond it, rebellious and untied from the natural counterbalance of fire and ice. The only way of extinguishing this cold is to kill the demon. Preferably through crushing its bones, or through magical damage – bleeding it is far too dangerous.
------DESCRIPTION------------------------------------
It is said that the lesser deities looked with horror upon the Abyss when it was first created. To end the horror some of them ventured there, into the pits where chaos was lord supreme. There the minor gods gathered their powers and laid a binding cold upon the deeper levels. Frozen into a state of petrification, the life-forms of the Abyss went into slumber, but chaos soon stirred again. The underworld of ice was shattered and the bondage destroyed. Still these parts of the Abyss remain in a cold warped by evil. The cold did not lessen, but was turned colder still, into an unnatural state where the ice liquefied, not into water, but into actual floating ice. This perverted and evil cold – a creation of malevolence untold – was a triumph of chaos. When the demons awoke they had a new kind of energy.
No longer did spending energy cause heat, but cold in the form of liquid ice. When eating, cold was generated inside the demons. Not a regular cold that would have their hearts stop, but a new and distorted cold that brought vigour to demonic flesh. Everything was turned upside down. The abysmal cold was now part of the demons, and in time it became their very essence. There is now little difference between the living cold and the demons themselves. The life forms in these parts of the Abyss were changed forever, and their realms made colder than any other part of the universe.
When a demon from this underworld is summoned or escapes, it brings the warped Abyss inside of it. No longer the mere absence of warmth and energy, but a power in its own right, it cannot be destroyed by natural heat or fire. Inside of it is a sun of liquid cold, strengthened further by consumption of any life or edible matter. The surplus cold thus generated, isn’t let out into the air, but concentrated and vented through special outlets in the body. The entire creature is colder than any other thing alive, but it moves with the power and agility of a predator unleashed, leaving the mark of utter cold in its path.
The Rhonx Aibia is such a demon, and one of the lesser powers from the Abyssian Ice. Still a formidable power it will slay most other creatures without effort. The authority of its cold is so vast it will move unhindered through armies, unless they’re strengthened by magical power. It doesn’t think much, except for short-term scheming on how to gain more energy. It moves and eats, that is about it. Like other beasts it will brand its territory with marks of ice, and usually sees no reason to limit it. It will roam, slaughter and consume all living things until blocked or killed by greater powers. When venting liquid ice in the natural world, the demonic fluid soon freezes, to be melted slowly away if the temperature is high. But inside the Aibia it remains constantly liquid and glows with cold energy. The dark creature can choose to let go of parts of it icy soul, and does so when its territory is threatened. (See ‘Powers’ – Mark of Ice).
The Rhonx Aibia are immortal unless slain. They obey no command if not severely wounded and helpless, or if bound by strong magic. In their home world of the icy Abyss they are numerous and pushed around by Greater Demons, but in the world of men they are a fierce and terrible power. They move over land and through water and fire unhindered. They cannot fly, but leap over two story buildings with ease.
© Copyright 2010 - Nicholas Cloister
Etiketter:
abyss,
beast,
concept,
creature,
Demon,
monster,
rhonx aibia,
rpg,
rpg creatures
Free publishing?
There are some requests coming in, regarding publication of my creatures. Therefore I have decided to make a special entry about the use of these creatures in public contexts. Here I have tried to summon up what you can do (legally) without, and with, my approval. If there are any questions or doubts, just write me an e-mail.
Without asking you are free to:
• Make a small and limited number of copies for use in game role playing situations, or to decorate your wall, school locker, personal t-shirt, club house toilet, etc
• Publish any one creature image when specifically writing an article/review about me or my blog in a public paper/website/blog etc. But only if you add a link (or the address) to this blog and give full credit. (Neo-nazi propaganda posters, porn websites, or any other context/place that risk violating my moral/ethical rights are not included)
If you ask you have a fair chance of getting my permission to:
• Publish a creature or two in your fanzine for free, even as decoration. But only if you add a link (or the address) to this blog.
• Decorate your non-commercial, non-profit website with my creatures for free, if the address to this blog is included somewhere fairly visible.
• Make use of my creatures for your personal tattoos without cost.
• Make use of some of my creatures for your non-profit organisation.
• Use one or two of my creatures for free in any context, but only if you can convince me that it will draw a lot of new people to this blog.
I will add to this list when/if new situations occur that I haven’t yet considered.
On a philosophical level I don’t believe there is such a thing as ownership. I don’t believe you can accomplish anything by yourself, and I certainly don’t believe in the expression ‘self-made millionaire’. In every single action we are completely dependant on the so called surrounding world. Even thinking would be quite impossible without impressions. What would we think about? Still, we can have the experience of making an effort. We can have the experience of concentration and will, and through such effort creativity and accomplishment might follow. That is why I dare call these creatures mine, and claim the copyright to them. I also believe making art all day should be considered a profession, and ignite the chance of making a livelihood.
/Nicholas Cloister
Without asking you are free to:
• Make a small and limited number of copies for use in game role playing situations, or to decorate your wall, school locker, personal t-shirt, club house toilet, etc
• Publish any one creature image when specifically writing an article/review about me or my blog in a public paper/website/blog etc. But only if you add a link (or the address) to this blog and give full credit. (Neo-nazi propaganda posters, porn websites, or any other context/place that risk violating my moral/ethical rights are not included)
If you ask you have a fair chance of getting my permission to:
• Publish a creature or two in your fanzine for free, even as decoration. But only if you add a link (or the address) to this blog.
• Decorate your non-commercial, non-profit website with my creatures for free, if the address to this blog is included somewhere fairly visible.
• Make use of my creatures for your personal tattoos without cost.
• Make use of some of my creatures for your non-profit organisation.
• Use one or two of my creatures for free in any context, but only if you can convince me that it will draw a lot of new people to this blog.
I will add to this list when/if new situations occur that I haven’t yet considered.
On a philosophical level I don’t believe there is such a thing as ownership. I don’t believe you can accomplish anything by yourself, and I certainly don’t believe in the expression ‘self-made millionaire’. In every single action we are completely dependant on the so called surrounding world. Even thinking would be quite impossible without impressions. What would we think about? Still, we can have the experience of making an effort. We can have the experience of concentration and will, and through such effort creativity and accomplishment might follow. That is why I dare call these creatures mine, and claim the copyright to them. I also believe making art all day should be considered a profession, and ignite the chance of making a livelihood.
/Nicholas Cloister
Etiketter:
free,
publishing,
rpg creatures
Tuesday, March 9, 2010
Frogs - a new power source?
There - a new slimy creature pulled out of the sleeve. Together with working on this eighth creature I have started some effort in spreading the word about this blog. There are now enough critters here so that any visitor can judge the place, and see if it is worthwhile following. I want to express my sincere thanks to Puple Pawn, Hero Press, and Greywulf's Lair for writing about it. Perhaps it has been mentioned elsewhere, but those are the places I know about. Okay, so any suggestions on the next creature? Perhaps somebody would like to purpose a category or direction? What kind or creatures do you miss, so far? Anything bothersome or annoying about what I’ve so far created? Your opinions are very welcome here, as I hope you will welcome the Mellion Trollfrog.
≡MELLION TROLLFROG≡
------GENERAL-----------------------------------------
CATEGORY: Amphibian (Plant)
TERRAIN: Deciduous forests, jungles, marshes, and stale waters
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 4 feet (120cm), without the weed
NUMBERS: 1-40
------CHARACTERISTICS-----------------------------
STRENGTH: 2-9
AGILITY: 12-24
ENDURANCE: 4-24
INTELLIGENCE: 2
MENTAL RESILIENCE: 1-3
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming 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: 2
HEAD: 3
BACK LEGS: 2
FRONT LEGS: 2
CHEST: 2
BACK: 3
(If Full Plate Armour is 10)
The Trollfrog has a slippery, elastic skin that gives it a little protection. The areas covered (usually back and head) by the weed are tougher. The weed parasite can’t be killed in itself, since it is part of the genetic code of the host creature. If carved off it will grow back again.
------ATTACKS/DAMAGE---------------------------
1 BITE: 1-6
2 SLAPS: 1-3
(If a Long Sword makes a damage of 1-8)
The only potent natural weapon of the Trollfrog is its jaws. The Trollfrog tends to rely heavily on electrical powers when attacked by larger and armed creatures.
------POWERS/EFFECT-------------------------------
ELECTRIC CHARGE: The Trollfrog can send out electrical charges at will. These do 4-12 points of damage to all within three feet (90 cm) of the creature. When injured a Trollfrog lets go of such a charge automatically as a means of defence. A fully charged frog can manage 9 such charges before it needs refilling in the form of lightning, or other strong electrical sources.
LIGHTNING BOLT: When desirable the Trollfrog can discharge the electricity in the form of a bolt. The bolt travels up to 20 yards (18 meters) and does 8-24 points of damage. One bolt drains the same amount of power as three normal charges.
------DESCRIPTION------------------------------------
In some of the still and murky waters of the world, a weed grows that is like no other. Dark and leathery it can live for eons, lying in wait for a suitable life form on which to sponge upon. When that happens it ensnares it, and smothers it. In a very short time it probes and finds an entryway into the body. Once inside it starts to change the host in a remarkable fashion. Through biochemical substances it takes control, and the host creature is resurrected. Every cell goes through transformation, and within a few hours a new life form is born. This genetic combination works much like the ensnared creature, but is now governed and kept alive by the sea-weed.
Strengthened by a host the weeds attract the lightning of thunder. They can store electrical power, deliver electrical charges, and shoot minor bolts of lightning. Through electricity the host is kept animated and strong, even when the brain and organs are weakened by the parasite. The weed doesn’t kill its host, but makes sure it eats for two, so that the weed can grow and that the creature can mate.
This parasitic transformation affects DNA, and the offspring of the victim is born with a weed parasite inside of them. The weed attacks a number of different creatures, but has been most successful with what was once the Mellion Frog, now called Trollfrog. The original species is extinct and only the Trollfrog remain. Once a year the Trollfrogs shed parts of the parasites in a suitable watery area, so that the parasite can spread. The weed favours sponging upon land-living creatures, which enables it to multiply over wider areas. It does attack humans, but unless dazed, drowning, or otherwise weakened, fully grown humans have little problems disentangling themselves before the weed manages to smother them. Luckily, human beings rarely swim in the murky waters preferred by the seaweed.
The Mellion Trollfrog can be found mainly in leafy forested areas and big marshlands, but may roam over greater areas to find new waters for their leathery masters. They become ecstatic and join in great numbers in storms of lightning and thunder. Their intelligence is like that of a smart dog, and they move about semi-erect on land, leaping now and then to avoid obstacles, and when attacking prey. They eat mainly smaller creatures, like hares, squirrels, badgers, snakes, etc. But when in greater numbers the can attack elks, bears and other larger creatures. In some cases Trollfrogs have been known to catch victims alive, only to sink them down into the waters where the dark seaweed grows. They give off a deep bellowing sound when agitated, and they have a constantly crazed look upon their faces, as if in great pain or in a violent madness.
In the winter the Mellion Trollfrogs rest upon the bottom of lakes and deep marshes. They go, like many other frogs, into a hibernating state, and stay so until springtime. They lay eggs in the early summer, but unlike normal sized frogs, the eggs of a Trollfrog are only five-fifteen in number. The tadpoles, which are about four inches (10 cm) at birth, can already unleash discouraging electrical charges, and are thereby safe from most predators. Unluckily, some dark guilds of man have discovered that eating only small pieces of the flesh of such a tadpole (before they reach full frog state) makes the consumer vulnerable to the weed infection. Thus infected the consumer normally dies, but in some cases the cells are transformed correctly, and the weed starts to grow out of the victim’s flesh. A being transformed in such a manner looses all will and is “zombified” by the weed parasite. In this case the full transformation takes about three weeks. If there are cures or not is up to the Game Master.
The slimy skin and electrical properties of the Trollfrogs make them extremely hard to catch, and attacking them with weapons of steel can send strong electrical charges up the arm of the attacker. A Trollfrog can live for 200 years. They reach adulthood in 10 years, and male and female differ little from each other. The colours of their skin tend to darken in the autumn, and reach their most vivid at midsummer. Trollfrogs are constantly hungry, and very active as long as the temperature stays above freezing. The creatures can hold their breath for up to twenty minutes.
© Copyright 2010 - Nicholas Cloister
≡MELLION TROLLFROG≡
------GENERAL-----------------------------------------
CATEGORY: Amphibian (Plant)
TERRAIN: Deciduous forests, jungles, marshes, and stale waters
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 4 feet (120cm), without the weed
NUMBERS: 1-40
------CHARACTERISTICS-----------------------------
STRENGTH: 2-9
AGILITY: 12-24
ENDURANCE: 4-24
INTELLIGENCE: 2
MENTAL RESILIENCE: 1-3
CHARM: 0
(If stats of a human ranges from 3 to 18)
SPEED: Running x 1, Swimming 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: 2
HEAD: 3
BACK LEGS: 2
FRONT LEGS: 2
CHEST: 2
BACK: 3
(If Full Plate Armour is 10)
The Trollfrog has a slippery, elastic skin that gives it a little protection. The areas covered (usually back and head) by the weed are tougher. The weed parasite can’t be killed in itself, since it is part of the genetic code of the host creature. If carved off it will grow back again.
------ATTACKS/DAMAGE---------------------------
1 BITE: 1-6
2 SLAPS: 1-3
(If a Long Sword makes a damage of 1-8)
The only potent natural weapon of the Trollfrog is its jaws. The Trollfrog tends to rely heavily on electrical powers when attacked by larger and armed creatures.
------POWERS/EFFECT-------------------------------
ELECTRIC CHARGE: The Trollfrog can send out electrical charges at will. These do 4-12 points of damage to all within three feet (90 cm) of the creature. When injured a Trollfrog lets go of such a charge automatically as a means of defence. A fully charged frog can manage 9 such charges before it needs refilling in the form of lightning, or other strong electrical sources.
LIGHTNING BOLT: When desirable the Trollfrog can discharge the electricity in the form of a bolt. The bolt travels up to 20 yards (18 meters) and does 8-24 points of damage. One bolt drains the same amount of power as three normal charges.
------DESCRIPTION------------------------------------
In some of the still and murky waters of the world, a weed grows that is like no other. Dark and leathery it can live for eons, lying in wait for a suitable life form on which to sponge upon. When that happens it ensnares it, and smothers it. In a very short time it probes and finds an entryway into the body. Once inside it starts to change the host in a remarkable fashion. Through biochemical substances it takes control, and the host creature is resurrected. Every cell goes through transformation, and within a few hours a new life form is born. This genetic combination works much like the ensnared creature, but is now governed and kept alive by the sea-weed.
Strengthened by a host the weeds attract the lightning of thunder. They can store electrical power, deliver electrical charges, and shoot minor bolts of lightning. Through electricity the host is kept animated and strong, even when the brain and organs are weakened by the parasite. The weed doesn’t kill its host, but makes sure it eats for two, so that the weed can grow and that the creature can mate.
This parasitic transformation affects DNA, and the offspring of the victim is born with a weed parasite inside of them. The weed attacks a number of different creatures, but has been most successful with what was once the Mellion Frog, now called Trollfrog. The original species is extinct and only the Trollfrog remain. Once a year the Trollfrogs shed parts of the parasites in a suitable watery area, so that the parasite can spread. The weed favours sponging upon land-living creatures, which enables it to multiply over wider areas. It does attack humans, but unless dazed, drowning, or otherwise weakened, fully grown humans have little problems disentangling themselves before the weed manages to smother them. Luckily, human beings rarely swim in the murky waters preferred by the seaweed.
The Mellion Trollfrog can be found mainly in leafy forested areas and big marshlands, but may roam over greater areas to find new waters for their leathery masters. They become ecstatic and join in great numbers in storms of lightning and thunder. Their intelligence is like that of a smart dog, and they move about semi-erect on land, leaping now and then to avoid obstacles, and when attacking prey. They eat mainly smaller creatures, like hares, squirrels, badgers, snakes, etc. But when in greater numbers the can attack elks, bears and other larger creatures. In some cases Trollfrogs have been known to catch victims alive, only to sink them down into the waters where the dark seaweed grows. They give off a deep bellowing sound when agitated, and they have a constantly crazed look upon their faces, as if in great pain or in a violent madness.
In the winter the Mellion Trollfrogs rest upon the bottom of lakes and deep marshes. They go, like many other frogs, into a hibernating state, and stay so until springtime. They lay eggs in the early summer, but unlike normal sized frogs, the eggs of a Trollfrog are only five-fifteen in number. The tadpoles, which are about four inches (10 cm) at birth, can already unleash discouraging electrical charges, and are thereby safe from most predators. Unluckily, some dark guilds of man have discovered that eating only small pieces of the flesh of such a tadpole (before they reach full frog state) makes the consumer vulnerable to the weed infection. Thus infected the consumer normally dies, but in some cases the cells are transformed correctly, and the weed starts to grow out of the victim’s flesh. A being transformed in such a manner looses all will and is “zombified” by the weed parasite. In this case the full transformation takes about three weeks. If there are cures or not is up to the Game Master.
The slimy skin and electrical properties of the Trollfrogs make them extremely hard to catch, and attacking them with weapons of steel can send strong electrical charges up the arm of the attacker. A Trollfrog can live for 200 years. They reach adulthood in 10 years, and male and female differ little from each other. The colours of their skin tend to darken in the autumn, and reach their most vivid at midsummer. Trollfrogs are constantly hungry, and very active as long as the temperature stays above freezing. The creatures can hold their breath for up to twenty minutes.
© Copyright 2010 - Nicholas Cloister
Friday, March 5, 2010
Thieves in fine fur
A little quicker this time, right!? Here is the first playable race among these creatures, so I added some equipment and clothing to give it some "character". A strange type of beings with unknown origins, that might attract players that are drawn to thieves. Give it a read and see what you think. I understand that some of those who visit this blog never bother about the text. That is expected of course, in these speedy Internet days, but the description is as important to me as the artwork, and I do think they enhance each other. What do you think? No comments yet... Are you afraid to mess up the Bestiary? ;) Well, as long as you enjoy what you see AND read, I'm happy to supply.
≡JARMA-LOH≡
------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Any
FOOD: Omnivore
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm)
NUMBERS: 1-20
------CHARACTERISTICS-----------------------------
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
(If stats of human ranges from 3 to 18)
SPEED: Running x 1
(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: 2
HEAD: 2
LEGS: 2
ARMS: 2
CHEST: 2
BACK: 2
TAIL: 2
(If Full Plate Armour is 10)
The Jarma-Loh have a thick fur and hard skin for natural protection. In addition to which they can wear armour of any kind, but usually stay away from the heavier sorts. They tend to prefer swiftness and agility to a cumbersome defence.
------ATTACKS/DAMAGE---------------------------
1 ANTLER GORE: 1-4
2 FISTS: 1-3
2 KICKS: 1-4
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)
The Jarma-Loh have several natural weapons but will use these only when no actual weapons are available, or when an armed attack is uncalled for, like in a common street brawl. In non-lethal situations they avoid goring and biting their opponents. The Jarma-Loh are civilized creatures that normally try to blend in with the civilization at hand.
------POWERS/EFFECT-------------------------------
SCENT OUT MINERALS: The ability to actually smell out minerals from a distance is unique to the Jarma-Loh. It can determine the location, type, quality, and amount from about 200 yards. The creatures are oftenly hired by mining-companies and many Jarma-Lohs start mining operations themselves.
UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an eerie power of understanding what’s being said, even though they do not speak the language in question. If a test roll of intelligence is successful 10-50% of what’s being said will be understood by the creature. If the roll is really good, the full meaning of what’s said will be comprehended. This ability may only be used once a day per conversation or speaker.
LEARN MINOR MAGIC: Jarma-Loh can learn simple magic, no matter what their choice of profession. This is an innate understanding of “survival magic”, like starting fires, opening locks, ventriloquism, eavesdropping, and producing minor illusions. Exactly what kind of spells should be regarded as minor is up to the Game Master, but shooting fireballs, and summoning elementals are definitely out of the intended range.
------DESCRIPTION------------------------------------
The Jarma-Loh have no culture or civilazation of their own. If there was once such a thing as Jarma-Loh societies they are now gone, and the race is scattered. Most live by themselves, while others group together in families or small clans.
The creatures have a human level intelligence and a corresponding emotional life. What differs them from human beings is primarily that they are quite happy by themselves, and don’t mind being scattered as a race. Nor do they react nearly as strongly to mockery, harassment or even persecution, which they are quite used to. The Jarma-Loh are hardy survivors that never misses an opportunity, and most of them do well in life.
Secondarily they differ from humans in their strong desire for treasure and riches. Few Jarma-Loh prioritize any other goal in life than wealth. Gems especially draw their attention, and with their ability to sniff out every kind of mineral, they usually find them. This obsession with treasure draw many Jarma-Loh into thievery, and excellent thieves they do make. Their short stature and agile bodies are perfect when sneaking through the darkness of night. Most Jarma-Loh also have a natural nose for business and are quick at picking up social codes and etiquette. There have been more than a couple Jarma-Loh serving as royal advisors and agents.
Perhaps it is the lack of a culture of their own that make the Jarma-Loh so keen on achievement and wealth. Whatever the cause, few beings are so well equipped for personal gain as the Jarma-Loh. The strange look of these creatures is and have been a burden for them - another cause for the way of the rouge – but unless they are banished as a race from a country, they tend to stay, survive, and accomplish what they aim for.
The Jarma-Loh live to be about 50 years old. They don’t respond very well to liquor (tends to turn aggressive), and heavier drugs are not common among them. The females carry their young for three months only, so if they had been more inclined to making families, their offspring could have been plenty. They have little understanding of music, and eating the meat raw instead of cooked is no big difference to them. This doesn’t stop them from distinguishing a good musical performance from a bad one, and they are not ignorant when presented with a fine meal. It is just that the Jarma-Loh prefers fine clothing, jewellery, luxurious tapestries, and over-adorned furniture. They would rather eat raw potatoes with silver cutlery than having a fine steak on a pewter plate. They love and would gladly join in on any kind of adventure, just as long as there is a promise of wealth at the end of it. They simply cannot get rich enough.
These creatures are mostly found in cities and larger townships, where opportunities are many, and wealth more common. If successful the Jarma-Loh might withdraw to a countryside castle when older, since their social life is mainly a means to their personal wealth. However, just like human beings, all Jarma-Loh are different, and some differ more than others from the norm. If a player chooses to play a Jarma-Loh character, it may of course stray from typical race behaviour, if that is desirable. A normal Jarma-Loh will be rather fearless of most situations, except when its valuables are at risk.
© Copyright 2010 - Nicholas Cloister
≡JARMA-LOH≡
------GENERAL-----------------------------------------
CATEGORY: Two-legged Mammal
TERRAIN: Any
FOOD: Omnivore
AGGRESSION: Controlled
SIZE: 4-5 feet (120-150 cm)
NUMBERS: 1-20
------CHARACTERISTICS-----------------------------
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
(If stats of human ranges from 3 to 18)
SPEED: Running x 1
(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: 2
HEAD: 2
LEGS: 2
ARMS: 2
CHEST: 2
BACK: 2
TAIL: 2
(If Full Plate Armour is 10)
The Jarma-Loh have a thick fur and hard skin for natural protection. In addition to which they can wear armour of any kind, but usually stay away from the heavier sorts. They tend to prefer swiftness and agility to a cumbersome defence.
------ATTACKS/DAMAGE---------------------------
1 ANTLER GORE: 1-4
2 FISTS: 1-3
2 KICKS: 1-4
1 BITE: 1-4
(If a Long Sword makes a damage of 1-8)
The Jarma-Loh have several natural weapons but will use these only when no actual weapons are available, or when an armed attack is uncalled for, like in a common street brawl. In non-lethal situations they avoid goring and biting their opponents. The Jarma-Loh are civilized creatures that normally try to blend in with the civilization at hand.
------POWERS/EFFECT-------------------------------
SCENT OUT MINERALS: The ability to actually smell out minerals from a distance is unique to the Jarma-Loh. It can determine the location, type, quality, and amount from about 200 yards. The creatures are oftenly hired by mining-companies and many Jarma-Lohs start mining operations themselves.
UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an eerie power of understanding what’s being said, even though they do not speak the language in question. If a test roll of intelligence is successful 10-50% of what’s being said will be understood by the creature. If the roll is really good, the full meaning of what’s said will be comprehended. This ability may only be used once a day per conversation or speaker.
LEARN MINOR MAGIC: Jarma-Loh can learn simple magic, no matter what their choice of profession. This is an innate understanding of “survival magic”, like starting fires, opening locks, ventriloquism, eavesdropping, and producing minor illusions. Exactly what kind of spells should be regarded as minor is up to the Game Master, but shooting fireballs, and summoning elementals are definitely out of the intended range.
------DESCRIPTION------------------------------------
The Jarma-Loh have no culture or civilazation of their own. If there was once such a thing as Jarma-Loh societies they are now gone, and the race is scattered. Most live by themselves, while others group together in families or small clans.
The creatures have a human level intelligence and a corresponding emotional life. What differs them from human beings is primarily that they are quite happy by themselves, and don’t mind being scattered as a race. Nor do they react nearly as strongly to mockery, harassment or even persecution, which they are quite used to. The Jarma-Loh are hardy survivors that never misses an opportunity, and most of them do well in life.
Secondarily they differ from humans in their strong desire for treasure and riches. Few Jarma-Loh prioritize any other goal in life than wealth. Gems especially draw their attention, and with their ability to sniff out every kind of mineral, they usually find them. This obsession with treasure draw many Jarma-Loh into thievery, and excellent thieves they do make. Their short stature and agile bodies are perfect when sneaking through the darkness of night. Most Jarma-Loh also have a natural nose for business and are quick at picking up social codes and etiquette. There have been more than a couple Jarma-Loh serving as royal advisors and agents.
Perhaps it is the lack of a culture of their own that make the Jarma-Loh so keen on achievement and wealth. Whatever the cause, few beings are so well equipped for personal gain as the Jarma-Loh. The strange look of these creatures is and have been a burden for them - another cause for the way of the rouge – but unless they are banished as a race from a country, they tend to stay, survive, and accomplish what they aim for.
The Jarma-Loh live to be about 50 years old. They don’t respond very well to liquor (tends to turn aggressive), and heavier drugs are not common among them. The females carry their young for three months only, so if they had been more inclined to making families, their offspring could have been plenty. They have little understanding of music, and eating the meat raw instead of cooked is no big difference to them. This doesn’t stop them from distinguishing a good musical performance from a bad one, and they are not ignorant when presented with a fine meal. It is just that the Jarma-Loh prefers fine clothing, jewellery, luxurious tapestries, and over-adorned furniture. They would rather eat raw potatoes with silver cutlery than having a fine steak on a pewter plate. They love and would gladly join in on any kind of adventure, just as long as there is a promise of wealth at the end of it. They simply cannot get rich enough.
These creatures are mostly found in cities and larger townships, where opportunities are many, and wealth more common. If successful the Jarma-Loh might withdraw to a countryside castle when older, since their social life is mainly a means to their personal wealth. However, just like human beings, all Jarma-Loh are different, and some differ more than others from the norm. If a player chooses to play a Jarma-Loh character, it may of course stray from typical race behaviour, if that is desirable. A normal Jarma-Loh will be rather fearless of most situations, except when its valuables are at risk.
© Copyright 2010 - Nicholas Cloister
Etiketter:
creature,
fantasy,
Jarma-Loh,
mammal,
rpg creatures,
rpg-creatures,
thief,
two-legged
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