From: [i--bl--e] at [eskimo.com] (Innocuous Appellation) Newsgroups: rec.games.frp.archives Subject: SUPPLEMENT: Hero: More beasties for Fantasy/SciFi Date: 25 Jan 1995 11:51:28 -0500 Here are descriptions of five more creatures suitable for use in a HERO Fantasy or Sci-Fi setting. Haven't had the opportunity to try them out yet, but I will soon... >:-> -------------------------------------------------------------------------- Disclaimer: HERO System is a trademark of Hero Games, Inc. Any reference to HERO, the HERO System Rulesbook, or any of the HERO System supplements should not be construed as a challenge to the trademark status. The author is not affiliated in any manner with Hero Games, Inc. You can distribute this product freely, but you can not charge more than a minimum delivery fee. Copyright 1995, All rights reserved. -------------------------------------------------------------------------- This series of supplements can be used to expand those available in the Fantasy HERO books from HERO Games, Inc. They can not be used without reference to the HERO System Rulesbook. This material is a mix of original designs and adaptations from other game systems. The official archive site is 'ftp.cs.pdx.edu' in the directory '/pub/frp/hero/fantasy-hero'. -------------------------------------------------------------------------- CINDERLINGS Native to the plane of Lava, these faintly glowing, egg-shaped rocks fly in small packs looking for a warm place to nest. Their small size, combined with a swift, darting flight pattern, make them especially difficult to strike. They will drive off anybody who disturbs their home by ramming the intruders with their scorching hot bodies. When not in their native plane, Cinderlings are commonly found near active lava tubes, hot springs, and other sources of geologic heat. Naturally, cool water or cold weather conditions can be quite lethal to these beings. Val Char Cost Val Char Cost ----------------------------------------------------------------- 5 STR -5 2 PD 1 21 DEX 33 3 ED 0 15 CON 10 4 SPD 9 14 BODY 8 4 REC 0 5 INT -5 30 END 0 8 EGO -4 50 STUN 25 6 PRE -4 4 COM -3 Cost Abilities END ----------------------------------------------------------------- 53 Shrinking (40 pts), Persistent, Always On (-8 to others' PER, +8 DCV, +12 KB) 20 -10" Knockback Resistance (+2" total) 20 1d6 Energy HKA, 0 END Persistent, Damage Shield, Personal Immunity, Always On, No Knockback, Reduced Penetration - Heat 26 Tunneling 3" through 10 DEF, Closes Behind, Only through stone (-1). 1/5" 15 75% Resistant Energy Damage Reduction, only vs. fire (-1) 11 Life Support (Doesn't eat or excrete, Immune to Disease, Intense Heat) 15 Flight 5", 0 END 12 +4 PD/ +4 ED Armor 6 +2 w/ Unarmed Combat 5 Infrared Vision 3 Bump of Direction 2 AK: Geologically Active Areas 11- 75+ Disadvantages ----------------------------------------------------------------- 15 Phys. Lim: No fine manipulation 15 Phys. Lim: No sense of hearing or smell (Always, Slightly) 10 Psych. Lim: Defend nesting grounds (Uncommon, Strong) 5 1.5x Effect from Earth/Fire Manipulating Powers (Uncommon) 20 2x Effect from water or cold (Common) 10 3d6/Hour in freezing environment (Common) 15 1d6/Turn from cold water (Common) 12 1" Running (1" total) 2 0" Swimming (0" total) 25 Distinctive Features (Not concealable) -49 Creature Bonus OCV: 7(9); DCV: 15; Phases: 3, 6, 9, 12 Points = 65 + 188 = 253 = 178 + 75 ----------------------------------------------------------------- GIBBER-BEASTS These howling, jabbering abominations were created in the heart of chaos and exist only to destroy. Gibbering packs relentlessly haunt the barren lands, looking for any creatures to consume, regardless of how small or pitiful a meal they may provide. When their numbers grow too great for the land to support, the Gibbering instinctively form great hordes and advance out of their lands destroying all in their path. Insane beyond measure, these hordes will flow forth without stopping to feast or rest. They will not stop until they are all slain or have starved to death. Fortunately, major invasions of this type are quite rare, only happening every few centuries. More often their numbers are culled by constant wars between the packs. As creatures go, Gibberings are both revolting and terrifying to behold. Their tapered, fang-filled maws dominate their over-large heads. Small, beady eyes are set atop the head, with inadequate ear holes just behind. The body tapers from front to back, with powerful front shoulders and peculiarly small hammocks. Thick plates of cartilege along the back provide protection to the neck and back, favorite targets of rival Gibberings. A pathetic looking tail, bearing a small tuft at the end, drags along behind. Val Char Cost Val Char Cost ----------------------------------------------------------------- 16 STR 6 4 PD 1 11 DEX 3 2 ED 0 10 CON 0 3 SPD 9 14 BODY 8 10 REC 10 5 INT -5 40 END 10 6 EGO -8 25 STUN -2 25 PRE 15 1 COM -4 Cost Abilities END ----------------------------------------------------------------- 30 1d6 Energy RKA, Continuous, Uncontrolled, Penetrating, Sticky, Reduced by Range, Extra Time: Phase - bile 5 18 1d6 HKA (2d6 w/ STR), Armor Piercing, Continuous, Reduced Penetration - bite 2 13 1d6+1 HKA (2d6+1 w/ STR), Reduced Penetration (-1/4), only when biting (-1/4) - claws 2 8 +4" Running (10" total) 4 1/2 END while running 1/10" 3 +4 PD/+2 ED Damage Resistance 10 +15 Mental Defense, Only when berserk (-1/2) 10 Tracking Scent 10 +2 w/ H-to-H Combat 3 Tactics (Pack) 10- 3 Survival 11- 75+ Disadvantages ----------------------------------------------------------------- 15 Phys. Lim: No fine manipulation 20 Distinctive Features (Not concealable, Major Reaction) 15 Psych. Lim: Must slay creatures (Common, Strong) 5 Psych. Lim: Form horde when starving (Uncommon) 20 Berserk while in combat (Common, 11- Berserk, 11- Recover) -5 Creature Bonus OCV: 4(6); DCV: 4; Phases: 4, 8, 12 Points = 43 + 112 = 155 = 80 + 75 ----------------------------------------------------------------- SILVER FLOATER These huge, floating bags closely resemble a flying Man o' War Jellyfish. They hunt by floating over a target, then reaching down to grab the victim with their flexible tendrils. Once captured, the victim is repeatedly jolted with electric shocks, then drawn into the sack for digestion. Floaters only hunt for food, and will depart after capturing a live meal. Silver Floaters sense their prey by the electrical emissions, allowing them to hunt in total darkness. Since they make no noise, Floaters will often gain complete surprise for their strike. However, they are not well armored against attack, relying on their height and extension to remain out of reach of ground beasts. Electric stinging cells on their outer sack protect them against birds and other flying predatory. Floaters sometimes hunt in packs, communicating via tiny electrical flashes. Val Char Cost Val Char Cost ----------------------------------------------------------------- 15 STR 5 1 PD -2 16 DEX 18 4 ED 2 12 CON 4 3 SPD 4 4 BODY -12 10 REC 10 5 INT -5 36 END 6 2 EGO -16 18 STUN 0 12 PRE 2 5 COM -2 Cost Abilities END ----------------------------------------------------------------- 41 1d6 RKA, NND (Insulated), Damage Shield, 1/2 END. 2 20 Invisible to Sound Group, 0 END Persist, Always On. 10 50% resist Damage Reduction, Only vs. Electric (-2). 13 5" Flight, 0 END Persistent, Always On. 6 2" Stretching, Only downward (-3/4). 5 Extra Limbs (3d6 Hanging Tentacles) 10 Clinging (normal STR) 24 Electrical Sense, Discriminatory, Targeting, Not when raining or snowing (-1/4). 3 Life Support (Intense Cold) 8 +4 w/ Grab 0 ES: Climbing 8- 75+ Disadvantages ----------------------------------------------------------------- 8 Large Volume Sack (3" radius, -4 DCV, +4 to other PER) 5 x2 Knockback from Wind 15 Distinctive Features (Not concealable) 15 Physical Limitation: No fine manipulation 10 -5" Running (1" Total) 2 -2" Swimming (0" Total) 6 -2 to all Perceptions (except Electrical Sense) 8- -18 Creature Bonus OCV: 5(9); DCV: 1; Phases: 4, 8, 12 Points = 14 + 140 = 154 = 79 + 75 ----------------------------------------------------------------- SPINE FLAYER This enormous gastropod is equally at home on land and at sea, but prefers damp, marshy terrain, such as a sewer or swamp. The organism closely resembles a slug, with a tapered tail and a single clinging foot running the length of the body. A clump of flexible tendrils is mounted atop the back where the shell would be located, and each arm is equipped with a potent bundle of stingers. Victims grabbed by the stinging limbs are drawn into a flexible gullet, there to be slowly dissolved by gastric juices. Spine Flayers are resistant to most toxins, and their thick, rubbery flesh protects them from attackers. They are omnivorous, feeding primarily off weeds, slime, and muck dwellers, plus any live game that happens their way. They can cling to almost any surface, even walls and ceilings, and slide along in complete silence. Their flesh is poisonous, as the yellow flesh tones clearly warn any would-be predators. Flayers are solitary creatures, meeting only to mate. Val Char Cost Val Char Cost ----------------------------------------------------------------- 45 STR* 20 10 PD 4 9 DEX -3 6 ED 1 25 CON 30 2 SPD 1 23 BODY* 20 10 REC -2 1 INT -9 50 END 0 6 EGO -8 55 STUN* 4 20 PRE 10 0 COM -5 *Bonuses for growth already figured in. Cost Abilities END ----------------------------------------------------------------- 20 Growth (15 pts), Persistent, Always On, (800 KG, -2 DCV, +2 PER Against, +1" Reach, -3 KB). 17 2d6 DEX Drain, Recover 5/Minute (+1/4), Only after target is grabbed (-1/2) - Toxic Stingers 2 5 2d6 EB, NND (Acid Proof), No Range, Only after target is paralyzed (-1), Extra Time: 1 minute (-1-1/2) 1 7 1d6 BODY Drain, Continuous Uncontrolled (+1+1/2), Gradual Effect (every turn, -1/4), Only when eaten uncooked (-1), 4 charges (-1) - Poisonous Flesh 12 +15 Power Defense, Only versus poison (-1/4). 4 5 rPD/3 rED Damage Resistance 5 Life Support (Breathe Underwater) 24 +2 Scent PER, Targeting 10 Clinging 4 +2 w/ Grab 9 Stealth 14- -8 -4" Running (2" Total) 75+ Disadvantages ----------------------------------------------------------------- 20 Physical Limitation: Blind (All the time, Greatly) 15 Physical Limitation: No fine manipulation 15 Psych. Limitation: Fear of heat (Common, Strong) 10 Susceptibility: 1d6/minute when hot and dry 10 Vulnerability: x1.5 damage from heat or fire 5 Leaves distinctive slime trail 15 Distinctive Features (Not concealable) -7 Creature Bonus OCV: 3(5); DCV: 1; Phases: 6, 12 Points = 63 + 117 = 180 = 105 + 75 ----------------------------------------------------------------- SPRATLING These diminutive beings live their lives at such an accelerated pace that they are all but impossible to perceive by normal beings, unless they stand in one place for a time. They migrate along historical trails in small clans, constantly seeking new game to replentish their supercharged metabolism. Spratlings live for only three to five years, but their perceived life span is far longer, surpassing that of most humans. The Spratling resembles a deep violet-colored fairy race, with enlarged eyes and ears. They are very wiry and sleek in physique, with very little body fat. Their hairless flesh is covered in many long, thin, twisting folds of white flesh, which form unusual patterns across their bodies and serve to radiate excess heat. The culture of the the Spratling is primitive but rich, as is their buzzing language. When they meet other Spratling clans on migration, they join together for a time to sing, dance, tell tales, and trade. They have little patience for interaction with the slower races, however, and usually avoid their uncomfortable, smelly places of residence. Only when great destruction is being wreaked upon their tribal hunting grounds will Spratlings seek retribution. Val Char Cost Val Char Cost ----------------------------------------------------------------- 5 STR -5 1 PD 0 14 DEX 12 2 ED 0 10 CON 0 12 SPD 96 4 BODY -12 3 REC 0 9 INT -1 20 END 0 10 EGO 0 12 STUN 0 10 PRE 0 10 COM 0 Cost Abilities END ----------------------------------------------------------------- 15 Shrinking (10 pts) (-2 PER against, +2 DCV, +3 KB), Persistent, Always On. 20 Invisibility to Sight w/ Fringe, 0 END, Not when stationary (-1). 6 +2 to Sight and Hearing 9 +2" Running, x2 Non-Combat (8" total, 32" Non-combat) 1 Familiarity w/ Spear, Knife, and Club 3 +1 w/ Spear, Knife, and Club 3 One of: Navigation, Paramedic, Survival, Trading 1 Perk: Member of Spratling tribe 1 KS: Game hunting and stripping 0 Language: Spratling 0 AK: Tribal hunting trails 0 ES: Climbing, Conversation, Deduction, Trading 75+ Disadvantages ----------------------------------------------------------------- 2 -2" Swimming (0" total) 15 Avoids interaction with slower races (Common, Strong) 10 Distinctive Features (Concealable with Major Effort) 5 1d6/hour without food (Common) 5 1d6/minute when wearing extensive covering (Uncommon) 5 Movement creates noticeable draft (Common) 5 Short lived (3-5 years) -27 Creature Bonus OCV: 5; DCV: 7; Phases: 1-12 Points = 102 + 47 = 149 = 74 + 75 -- Bob | Multitusking: What happens when the Elephant [i--bl--e] at [eskimo.com] | stops worrying and learns to love the mouse.