Newsgroups: rec.games.frp.misc From: [i--bl--e] at [eskimo.com] (Bob) Subject: FHERO: November Monstrous Date: Fri, 17 Nov 1995 02:25:22 GMT More fantasy monsters, HERO-style... NAUTIC A denizen of the ocean depths, this unusual being can alter its body shape so as to appear to be an attractive object. The Nautic then captures and envelops the victim in the folds of its body where it slowly digests its catch. Limited telepathic abilities allow the Nautic to determine the form needed to attract a victim. Since the Nautic is anchored to the bottom, however, it is unable to pursue victims that escape its lengthy grasp. Val Char Cost Val Char Cost ----------------------------------------------------------------- 18 STR 8 4 PD 0 12 DEX 6 2 ED 0 9 CON -2 2 SPD -2 14 BODY 8 6 REC 0 4 INT -6 24 END 6 10 EGO 0 28 STUN 0 8 PRE -2 4 COM -3 Cost Abilities END ----------------------------------------------------------------- 16 3d6 Entangle, Impervious to Sight Group, Nautic takes damage done to Entangle (-1), No Range 5 25 2d6 Drain, first STUN then BODY, recover 1/minute, 0 END, Only versus Entangled targets (-1/2) 0 25 Shape Shift (Any Lure), 1/2 END 1 15 6d6 Telepathy, Only to Determine Shape of Lure (-1) 3 8 -8" Knockback Resistance, Always On - Anchored. 10 2" Stretching 6 +3 w/ Grab 5 Life Support (Breath Underwater) 25 Spacial Awareness - sense fine currents 5 Disguise 12- ES: Concealment, Stealth 8- 75+ Disadvantages ----------------------------------------------------------------- 12 -6" Running (0" Total) - Anchored. 2 -2" Swimming (0" Total) 10 Phys. Lim: Anchored to Sea Bottom 15 Physical Limitation: No fine manipulation -39 Creature Bonus OCV: 4; DCV: 4; ECV: 3; Modifiers: +3; Phases: 6, 12 Points = 13 + 140 = 153 = 78 + 75 ----------------------------------------------------------------- NTT Created from primordial magic, this chaotic being exists only as a complex field of interacting forces and energies. To interact with the real world an Ntt must possess and control a physical host. However, due to the alien nature of this being, the behavior of the occupied host will be incomprehensible to most mundane beings. The occupied host will act in a seemingly irrational and often malign fashion, although there is nothing intrinsically evil about an Ntt. The creature will travel from host to host randomly, occupying one being for a few moments or another for many years, as the Ntt's interests and moods shift. Val Char Cost Val Char Cost ----------------------------------------------------------------- 0 STR -10 1 PD 1 6 DEX -12 1 ED 1 4 CON -12 3 SPD 14 8 BODY -4 4 REC 6 18 INT 8 10 END 1 20 EGO 20 10 STUN 0 12 PRE 2 10 COM 0 Cost Abilities END ----------------------------------------------------------------- 53 Desolidification (Affected by polished surfaces), 0 END Persistent, Always On, Blocked by mirrors (-1/4) 10 Invisibility to Sight, Only when occupying body (-1), Not when viewed in a mirror (-1/2). 56 6d6 Mind Control, Telepathic (+1/4), Affects Physical World (+2), No Range, 1/2 DCV Concentrate (-1/4) 16 +24 Mental Defense, Not during Telepathy attack (-1/2) 18 Life Support, Self-contained breathing; No need to eat, sleep, or excrete; Immune to Disease 36 12" Flight, 0 END 5 Infrared Vision -12 -6" Running (0" Total) -2 -2" Swimming (0" Total) Transport Familiarity: Host body AK: Local region ES: Conceealment, Deduction, Shadowing, Stealth 75+ Disadvantages ----------------------------------------------------------------- 15 Goes berserk without explanation (Very common: 8-, 14-) 15 Phys. Lim.: No Hands (All the time, slightly impairing) 15 Psych. Lim.: Irrational and Unpredictable (Common, Strong) 10 Psych. Lim.: Fear of mirrors (Uncommon, Strong) 5 Dependence: Host Body (Common, 2d6/Hour) -60 Creature Bonus OCV: 2; DCV: 2; ECV: 7; Phases: 4, 8 12 Points = 15 + 180 = 195 = 120 + 75 ----------------------------------------------------------------- NEPALOPE This mythical being most closely resembles a giant mountain ram, with a pearly-white marble body, tough crystalline horns, diamond-hard hooves, and deep green crystals that serve as eyes. A long mane of silky, black fibers flow the full length down the creature's back. The legs of the Nepalope are both powerful and nimble, allowing the beast to leap gracefully across the most hazardous terrain. The territory of the Nepalope is usually home to a herd of mountain sheep. It is a legend among certain mountain tribes that a Nepalope is a sacred, immortal being that guards a place of great power. The creatures are extremely rare, however, so few can attest to the truth of the matter. Val Char Cost Val Char Cost ----------------------------------------------------------------- 23 STR* 7 8 PD* 1 16 DEX 18 4 ED* 0 15 CON 10 3 SPD 4 22 BODY* 24 6 REC 0 9 INT -1 30 END 0 15 EGO 10 42 STUN* 3 24 PRE 14 16 COM 3 * Bonuses for Growth and Density Increase already figured in Cost Abilities END ----------------------------------------------------------------- 13 Growth (10 Pts), Persistent, Always On (400 KG, +1 to others' Sight Perception, -2" KB) 26 Density Increase (20 Pts), Persistent, Always On (8x mass (3,200 KG total), -4" KB (-6" total)) 14 +6d6 HA, reduced penetration (-1/4) - crystal horns 10 +4d6 HA, reduced penetration (-1/4) - stone hooves 12 +4 DEF Armor 12 25% Resistant Physical Damage Reduction, not versus Stone-affecting powers (-1/4) 12 25% Resistant Energy Damage Reduction, not versus Stone-affecting powers (-1/4) 12 Life Support (Low Pressure and Intense Cold; Immune to Disease and Aging) 10 Superleap +10" 8 Running +4" (10" total) 6 +3 to all Perceptions (14-) 5 Defense Maneuver 9 +3 to all attacks 6 Climbing, not vertically (-1) 16- 3 Breakfall 12- 6 Survival, Tracking 11- Language: Local Peasant Tongue AK: Sacred ground ES: Stealth PS: Herding mountain sheep 75+ Disadvantages ----------------------------------------------------------------- 15 Phys. Lim.: No fine manipulation 20 Psych. Lim.: Must defend its sacred trust (Very, Strong) 10 2x BODY from Stone-affecting powers (Uncommon) 5 Must remain within influence (usually 3-5km) of sacred site (Uncommon, 1d6/Hour) -132 Creature Bonus OCV: 5; DCV: 5; ECV: 5; Modifiers: +3; Phases: 4, 8 12 Points = 93 + 164 = 257 = 182 + 75 -- Bob | [i--bl--e] at [eskimo.com] |