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... >:->
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  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.
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  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'.
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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

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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

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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

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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

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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.