Saturday, January 2, 2010

Apes cause Desert Storm

Parallel to producing creature number five I'm negotiating a contract with a gaming company. This means that the blog might enter slow-motion mode for an unknown time ahead. Nothing is settled yet, but in either case I will keep the blog moving, if slow, until I'm able to give it my full attention once again. As of now, here is a real slugger for you. Something to spice up those desert adventures. Take care, and just in case you didn't catch a stomach sickness (throwing up etc) twice this winter, you can be pleased knowing that I did... a splendid way of starting 2010! ;)



≡RA'KHUNI≡




------GENERAL-----------------------------------------
CATEGORY: Mammal
TERRAIN: Sandy deserts
FOOD: Omnivore
AGGRESSION: Normal/Extreme
SIZE: 6' 5" (195 cm) upright
NUMBERS: 3-20


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

SPEED: Running x 1
(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: 3
HEAD: 4
LEGS: 2
UPPER ARMS: 2
LOWER ARMS: 4
CHEST: 2
BACK: 4
TAIL: 3
(If Full Plate Armour is 10)


------ATTACKS/DAMAGE---------------------------
2 FISTS: 2-6
1 TAIL: 2-8
1 BITE: 1-3
(If a Long Sword makes a damage of 1-8)

The powerful arms and fists of the Ra’khuni are its weapons of choice. When truly threatened it will also swing about with its long tail and bite at its opponent. The tail does more damage than a single fist, but is more easily dodged. The Ra’khuni avoids using the tail when fighting because of the risk of injury to it.


------POWERS/EFFECT-------------------------------
SUMMON SAND VORTEX: The Ra’khuni has discovered the secret of the sands, and possess the ability to magically awaken it. Through rhythmically beating its fists and tail into the sand, it can cause it to rise and form a violent vortex. The vortex is about 10 feet high and 4 feet wide (3 x 1, 2 m), travels at twice the speed of a man, and lasts for 1-10 rounds. It is controlled by the will of its creator. The sands blind those in it, and do 1-2 points of damage per round to any unprotected skin. The victim should also make a dexterity roll each round to keep standing. Bows become virtually useless, and all other attacks are made at -2. At times several Ra’khuni join together to create a single and greater vortex. These whirling storms blind all things within them, can (Game Master’s choice) cause permanent eye-damage, peel off skin and clog up the ears to reduce hearing. The size of the storm is increased by an additional 10 x 4 feet for every additional creature partaking in the summoning. Damage is increased by 1 point per every five Ra’khuni and the dexterity check should become harder with vortex size. This elemental earth magic can be used once a day.


------DESCRIPTION------------------------------------
The Ra’khuni is an ape creature dwelling in the sandy deserts of the world. Here they travel around like nomads to find what food and water there is, but can settle for some months in the same location. They live in groups of five to twenty adults, with about a third as many young. To protect themselves from the cold of the night and from the burning sunlight of the midday, they dig out holes and tunnels in the dunes. These are very simple but usually have separate rooms for sleeping, storing food and defecating.

On the back, tail, lower arms, and head of the Ra’khuni there are tough, pointy, leathery outgrowths that can store up fat- and water reserves. The colours of these lumps vary from ochre to deep red. Saturated colours mean a higher place in the group hierarchy, and are also an indication of the level of venom in the outer skin. The pointy shape and poison of the outgrowths prevent the Ra’khuni from being eaten by larger desert predators, and can also be used as a trap. These apes have been discovered semi-buried in the sand with only the very tip of their backs protruding from the surface. This technique can be used to protect the entrance of their temporary lairs, or when hunting in narrow passes. The venom is deadly, but the Ra’khuni themselves are immune.

The creatures can walk for weeks without food and water if properly prepared. They seek nothing in life, but can be temporarily enchanted by shiny objects, and might drag on a necklace or carry random treasure. In extremely hot summers they have been seen in the outskirts of human civilization, looking for food, but the main cause of conflict with these creatures is when trespassing through Ra’khuni territory. The territorial instincts of the Ra’khuni are strong, and the level of aggression displayed towards intruders knows no boundaries – a potentially dangerous trait, since the territory changes as the desert apes move along, and thus change the borders of their claimed domain.

It is said that in the past the shamans of nomad people learned from the Ra’khuni the secrets of the sand. Some of these secrets supposedly went beyond summoning the sand vortex. Legend claims for example that a few of these apes could actually become sand, and move about unobstructed through the desert dunes. A sandglass made from a Ra’khuni trapped in that form is said to hold the strangest and most remarkable powers. No one knows very much about these creatures, but it is true that they lived and walked the sandy realms ages before the coming of man.

The Ra’khuni can live to be 50 years old. They use gorilla-like grunts and their long tails for communication, enabling them to communicate silently and when partly hidden. They prefer meat but eat everything edible, including cadaver. The female are slightly smaller, not as bright in colours, and not quite as poisonous. As young they can be held as pets, but a mature Ra’khuni will inevitable feel the call of the desert wilds, and rebel fiercely against any master.



© Copyright 2009 - Nicholas Cloister

Monday, December 28, 2009

5 year old, killed by reptiles

From the snowy Sweden I bring you some really hostile vermin to help you with the Christmas chocolate. Of course, you might not be celebrating Christmas, or gulping down an excess of chocolate (like I have), but I hope you accept this new creature anyway. I thought it was time for a smaller creature… so here it is, unwrapped and greasy; the Marajack.



≡MARAJACK≡




------GENERAL-----------------------------------------
CATEGORY: Reptile
TERRAIN: Any dark and damp
FOOD: Carnivore/Omnivore
AGGRESSION: Normal/High
SIZE: 1-2 feet tall (head)
NUMBERS: 1 to thousands


------CHARACTERISTICS-----------------------------
STRENGTH: 4-5
AGILITY: 11-15
ENDURANCE: 15-24
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 1-3
CHARM: 0
(If stats of human ranges from 3 to 18)

SPEED: Running x 1,2 Swimming x 1
(Multiple is times human speed)

MAGIC POWER: 0
(Ranges from 0-100)

HIT POINTS: 4-7
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 6
BODY: 6
BELLY: 1
(If Full Plate Armour is 10)


------ATTACKS/DAMAGE---------------------------
1 BITE: 1-4
4 CLAWS: 1-4
(If a Long Sword makes a damage of 1-8)

When standing, the Marajack will attack only with its front claws and mouth. In water, or when clinging to a victim, the creature will attack with all limbs if possible.


------POWERS/EFFECT-------------------------------
OILY JET: The Marajack has the ability to spurt out an oily substance through its hollow tongue. The consistency of the black substance can be controlled by the creature, and is used for many purposes. It can be shot out to temporarily blind a creature, or gushed out to make the ground slippery when chased. It is also used to spray down birds to hinder them from flying, and to make the Marajack slimy to reduce its chance of being caught. The double jet can reach up to 20 feet (6 meters) from the creature’s mouth, and a single creature can create quick puddles covering up to 10 x 10 feet (9 sq meters). It can use this ability two times a day, or four times a day when applied sparingly. If a player is hit (in the face) by a jet, he or she will be blinded for 1-4 rounds. If moving quickly through an area covered with the oily substance, a successful roll based on dexterity should be made to avoid falling.


------DESCRIPTION------------------------------------
The Marajack is a quick reptile that moves about with little support from its front legs. Descendants of a creature living only in the watery darkness of deep grottos, this reptile has transformed to survive basically anywhere. Like its ancestors though, it is drawn to water and prefers the dampness of the underground. Completely blind the Marajack has developed an incredible sense of smell. The forked tongue, which moves constantly in and out of its mouth, can even sense vibrations in the surrounding air. This ability is so finely tuned that the Marajack navigates in complete darkness just as well as any seeing creature would in the day. Typically these reptiles live in riverbank hollows and dark humid caves. Their favourite food is fish, a trait that has drawn them also into human settlements. In the long winters, when the inland waterways freeze, some move down along the rivers to discover the wealth of the human city.

Especially coastal towns are prone to these creatures, and when they come it is no less than a curse. As long as the sewers and catacombs are full of rats, and gulls are still there to compete for the fish, they will barely be noticed. But when the fishermen start guarding their haul more closely, and when the rats and sea-birds are gone, the Marajacks take to the streets for food. At night they will move up in great numbers and some bolder individuals even in the day. At such a point pets and young children should be carefully looked after. A Marajack female produces between 10 to 100 eggs in a year, depending on the abundance of space and food in the area. When times are good the young will be many and reach adulthood in a couple of months. A plentiful year followed by a bad one is bound to bring a lot of Marajacks to the surface.

A starving Marajack will eat almost anything and is highly aggressive. With tough bodies covered in hard slippery scales, these creatures are notoriously hard to catch and kill. Their main weakness is that they lack the soft and silent movement of the rat, and will produce an audible clatter when moving for example on cobbled streets. Though short they can jump really well and will usually find a way to upper floors and roofs if need be. Should a Marajack loose its tongue it will become totally disoriented and a very easy target, but otherwise it takes a lot of skill or cunning to defeat them. They do have some fear of fire and intense heat, but it will not stop these reptiles for more than a couple of minutes. Then the hissing noise of the creatures will recommence with even more fervour and the fire jumped through if need be.



© Copyright 2009 - Nicholas Cloister

Thursday, December 17, 2009

Magic on wings

I'm blasting out one more pretty fast here, thinking it will give me some time with my family, preparing for Christmas and all. Nothing more to say really, just hoping you like it. Now I'm off looking for the enigma of steel, again ;) More creature after the holidays!



≡NORDJARIMM≡




------GENERAL-----------------------------------------
CATEGORY: Magical creature
TERRAIN: Any
FOOD: Carnivore
AGGRESSION: Normal/Controlled
SIZE: 6’ 3” (head)
NUMBERS: 1


------CHARACTERISTICS-----------------------------
STRENGTH: 15-22
AGILITY: 12-15
ENDURANCE: 13-18
INTELLIGENCE: 17-24
MENTAL RESILIENCE: 15-24
CHARM: 13-18
(If stats of human ranges from 3 to 18)

SPEED: Flying (eagle x 2), Running x 1,5
(Multiple is times human speed)

MAGIC POWER: 50-100
(Ranges from 0-100)

HIT POINTS: 24-28
(If a human commoner has about 11 hit points)


------PROTECTION-------------------------------------
AVERAGE: 3
HEAD: 3
BODY: 3
LEGS: 3
TAIL: 2
WINGS: 2
(If Full Plate Armour is 10)


------ATTACKS/DAMAGE---------------------------
2 TALONS: 2-5 (+frost)
2 TAILS: 1-6
1 BEAK: 1-4
(If a Long Sword makes a damage of 1-8)

The Nordjarimm primarily use magic when fighting, but when forced to physical combat they will try to stay airborne (out of range) and lash about with the long double tail. When on the ground or when facing other flying opponents it will also use its talons and beak, if currently unable to cast spells. See Powers for more info. (Swooping attacks can cause 1-4 extra damage)


------POWERS/EFFECT-------------------------------
FROST: The Nordjarimm can create frost magic instantly with its talons at any time, without using Magic Power. This is an innate ability that does 1-6 points extra damage whenever hitting with the talons.

MAGICAL COLD: Instead of attacking the Nordjarimm can cause a magical cold to spread through any firm surface (ground, stone, wood etc) over a circular area up to 50 feet (15 meters) from where it stands. This makes 1-4 points of damage every round to all in contact with the area of effect (unless immune to cold) for 1-10 rounds, which is the duration of the spell. This magic is also natural, can be repeated any number of times (no double effect), without reduction of Magic Points for the Nordjarimm.

FROST MISSILE: If not attacking any other way, the Nordjarimm can produce and throw two frost missiles with its tails. The missiles can travel up to 100 yards (ca 90 meters) and do 2-4 points of damage each. A hit-roll is required. Like the others above, this power is unlimited in use. (The chance of hitting is not numbered here, because of the great variety in rpg systems.)


------DESCRIPTION------------------------------------
The Nordjarimm is a magical creature. The origin of the species is clouded, but according to the Nordjarimm themselves; they were created by a powerful Mage a long time ago, in the mythic past of the world. How many of them still remain is uncertain, but only one hundred were originally created (if these creatures are to be believed). The Nordjarimm cannot die, unless slain. They need not feed, but do so anyway to stay alert, and to avoid the drowsiness that otherwise beset them. The creatures have no genitalia and lack the power of procreation. There are no young. All were created as adults, and all are untouched by aging. Very little differ in appearance between one Nordjarimm and another.

These creatures are highly intelligent and natural magicians. Every individual has a will and a personality of its own, but there is one goal that unites them – the quest for further magical power. Why the Nordjarimm searches ever for higher levels of magic is unclear, but some suggest they look for a means to reproduce. Whatever the reason, the Nordjarimm acts individually and will fight others of their species if necessary. The hunt for the arcane knowledge of magic is what drives them, and they will use many different methods to reach it.

It is not uncommon to find the Nordjarimm in the company of wizards, and other powerful beings of the world. Whatever gives them access, or hope of access, to new magic is part of their agenda. They are not in a hurry, and are masters of long-term scheming. This doesn’t necessarily make them false, or untrustworthy. Like master politicians they do not need to lie to get what they desire. Most Nordjarimm avoid killing and hurting the innocent. They do not however hesitate to remove wicked beings or other evil forces that come in their way.

All remaining Nordjarimm have lived for a very long time, and possess great knowledge of magic. The power to create frost and cold is theirs from the beginning, but they may know any number of spells, including the most powerful kinds. Exactly what spells any encountered Nordjarimm has mastered is up to the Game Master, but their long life-span and their magical nature should be taken into account.

The Nordjarimm can dwell and live anywhere, but prefer a base in the mountain peaks, above snow level, where they might have a cultivated cave, a small castle, or even a stronghold. The creature cares nothing for political power or dominion (as such) but is interested in protecting gathered scrolls, and magical items. Nor is it really interested in gold or treasure, but can hoard any kind of valuables to be used as bribes, or to purchase information/access. The Nordjarimm may gather followers and guards, and at times they might serve others for personal gain. They speak any number of languages and are well versed in the various cultures and societies of the world.



© Copyright 2009 - Nicholas Cloister