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] |