Newsgroups: rec.games.frp.misc From: [i--bl--e] at [eskimo.com] (Bob) Subject: FHERO: 2 Creatures Date: Wed, 31 Jan 1996 14:32:45 GMT KHRYG The Khryg are lithe, fur-covered humanoids with long, prehensile tails. Their heads are narrow and triangular, with a fleshy beak and a long, flowing mane. The arms and legs are long and sinewy, with three-digit hands and feet. Triple-jointed legs give them an odd, tottering gait that is somehow elegant. The beautiful fur coloration of a Khryg is grown according to a complex pattern determined by the social structure within their tribes, and is a source of considerable pride for these beings. Fur coloration ranges from drab browns, yellows, or gray, to brilliant green and blue with some red, white and black banding around the neck. Fully erect, they stand about 6-1/2 feet tall and usually wear minimal attire. This race is very agile and can leap between tree branches effortlessly. The Khryg also have an amazing ability to heal wounds at an prodigal rate, exceeded only by that of a Troll. It is believed that this ability allows the Khryg to survive falls from great heights. Unfortunately, they are very vulnerable to fire and have a great fear of combustion. Despite their remarkable powers of healing, the Khryg are a cowardly race and will usually flee their home rather than risk battle. To some folks, their natural honesty more than makes up for their flightiness. However, they are not widely respected among the other races. While the Khryg fall somewhat below a typical humansk in intelligence, they are masters of plant lore and have learned to shape their surroundings through magic and careful cultivation. Living plants and trees are the only comfortable habitat for a Khryg. While they can tolerate wood or stone structures for a period, they are always uncomfortable in such surroundings. Their deep love and knowledge of plant life gives the Khryg a profound understanding of vegetation, it’s function within the ecosystem, and how to alter its form and function. Val Char Cost Val Char Cost ----------------------------------------------------------------- 9 STR -1 2 PD 0 15 DEX 15 1 ED -3 18 CON 16 3 SPD 5 10 BODY 0 6 REC 0 8 INT -2 36 END 0 8 EGO -4 24 STUN 0 9 PRE -1 10 COM 0 Cost Abilities END ----------------------------------------------------------------- 30 30 Pts. Elemental Control (Plant Powers) 15 1d6-1 HKA - Bite 10 Regeneration, 1 BODY/Turn 10 Clinging 5 +5” Superleap 1/5” 5 Ultraviolet vision 7 +2 PER to smell; +1 PER to all senses 10 Breakfall, Climbing 13- 8 Stealth, Survival 12- 2 KS: Plant Biology, Jungle Language: Khryg (Fluent) AK: Local Jungle ES: Concealment, Conversation, Deduction, Shadowing 50+ Disadvantages ----------------------------------------------------------------- 20 x2 BODY from Fire damage (Uncommon) 15 Psych. Lim.: Cowardice (Common, Strong) 15 Psych. Lim.: Honesty (Common, Strong) 10 Psych. Lim.: Fear of Fire (Uncommon, Strong) -17 Creature Bonus OCV: 4; DCV: 4; ECV: 3; Modifiers: +3; Phases: 6, 12 Points = 25 + 102 = 127 = 77 + 50 ----------------------------------------------------------------- DEMON EYE This spawn of the nether planes is both hideous to behold and extremely dangerous to defy. Through some mysterious means, the large, armored body constantly floats about a meter above the ground. The wide, fanged maw sits low in the short belly, surrounded by a mat of waving tentacles that trail down to the ground. Clustered about the scalp, a number of rubbery eye stalks project outward, peering in all directions. One particularly large eye looks out from just above the mouth, and serves as the primary source of vision for this villainous beast. The Demon Eye is utterly without redeeming humanitarian qualities, and lives only to dominate or destroy those around it. The floating eyes have lethal powers that efficiently serve the beast to this end. The cunning mind of this creature makes it a particularly dangerous opponent, even to the demon lords of the nether planes. When released upon the realms, a Demon Eye is a most formidable foe indeed. The Eye will usually be found among dark, dank, subterranean ruins, surrounded by a retinue of slaves, guardians, evil allies, and other spawn from the depths. Val Char Cost Val Char Cost ----------------------------------------------------------------- 12 STR 2 4 PD 2 13 DEX 9 3 ED 0 16 CON 12 4 SPD 17 12 BODY 4 5 REC 0 18 INT 9 32 END 0 14 EGO 8 28 STUN 2 20 PRE 10 4 COM -3 Cost Abilities END ----------------------------------------------------------------- 34 60 Pt. Multipower, OIF - Eyes, Breakable (-1/2), Each slot can only be used once/turn (-1/4). Fixed Slots: 3 1) 10d6 Mind Control, Reduced by Range (-1/4) - 50pts 5 3 2) 9d6 Mind Control, Telepathic (+1/4), Only to Flee in Fear (-1/2) - 60pts 6 3 3) 6d6 EGO Attack, Based on CON (-1/2) - 60pts 6 2 4) 20 STR Telekinesis, Fine Manipulation - 40pts 4 2 5) 2d6 Major Transform (Flesh to Stone), Cummulative (+1/2) - 45pts 4 2 6) 2d6 RKA, No Range Penalty (+1/2) - 45pts 4 2 7) 3d6 Drain SPD, No Range Penalty (+1/2) - 45pts 4 3 8) 2d6 BODY Drain, Recover 5/week (+1+1/2) - 45pts 4 47 6d6 Dispel Magic, All Forms, Area Effect (12” Cone), Personal Immunity, 0 END Persistent, No Range, Always On. 20 1d6+1 HKA - Bite 2 7 2” Flight, 0 END Persistent, Always On, Only to hover or glide one meter above ground (-1). 30 50% Resistant Physical Damage Resistance 15 25% Resistant Energy Damage Resistant 14 6 DEF Armor, Only 4 DEF from front (-1/4) 10 360 degree sensing to Sight Group 5 Infrared Vision 4 +2 to Sight PER 6 +2 OCV w/ Multipower 6 Persuasion, Tactics 13- 3 Language: Local Evil Language: Demon Eye (Fluent) AK: Den & Vicinity KS: Managing servants 11- ES: Conversation, Deduction, Shadowing -12 -6” Running (0” Total) 75+ Disadvantages ----------------------------------------------------------------- 25 Distinctive Features (Not concealable, Extreme Reaction) 15 Phys. Limitation: No fine manipulation 10 Psych. Limitation: Must be Obeyed (Common, Moderate) 15 Psych. Limitation: Malicious (Very Common) 10 Psych. Limitation: Short Tempered (Common) -244 Creature Bonus OCV: 4; DCV: 4; ECV: 3; Modifiers: +2; Phases: 3, 6, 9, 12 Points = 185 + 209 = 394 = 319 + 75 -- Bob [[i--bl--e] at [eskimo.com]]