Difference between revisions of "Hostiles"
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==OO== | ==OO== | ||
The OO (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn't. | The OO (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn't. |
Revision as of 22:28, 19 November 2010
Name | Type | Tier Range | Location | Size Class | Weight Class |
---|---|---|---|---|---|
Adamite | Animal | Tier 1-2 | Anywhere (Mana Source) | Very Small | Very Light |
Basilisk | Humanoid, Reptile | Tier 3-4 | Any Wild | Mid | Mid |
Boogey | Humanoid | Tier 2-3 | Abandoned/Neglected Camps | Mid | Mid |
Child of the Black Lotus | Demi-Human, Void | Tier 4-5 | No Regular (Created) | Mid | Very Heavy |
Cockatrice | Animal | Tier 2-3 | Forests, Plains? | Small | Light |
Corrupter | Demi-Human, Undead | Tier 3-4 | No Regular (Created) | (Depends on Race) | (Depends on Race) |
Drake | Animal, Reptile | Tier 4 | Any Wild | Very Large | Very Heavy |
Dryad (Hostile) | Demi-Human | Tier 3-4 | Forests | Mid | Mid |
Ghoul | Humanoid, Undead | Tier 2 | No Regular (Created) | (Depends on Race) | (Depends on Race) |
Kobold | Humanoid | Tier 2-3 | Forests, Plains? | Small | Light |
Lich | Demi-Human, Undead | Tier 4-5 | No Regular (Created) | (Depends on the Race) | (Depends on the Race) |
Nymph | Demi-Human | Tier 3-4 | Abandoned/Neglected Camps | Mid | Mid |
Ogre | Humanoid | Tier 3 | Plains? | Mid | Very Heavy |
OO | Demi-Human | Tier 2-4 | ??? | Mid | Mid |
Phoenix | Bird, Fire | Tier 2-4 | Volcanoes | Mid-Large | Light |
Planet Eater | Void, Animal | Tier 5 | The Void | Very Large | Very Heavy |
Robot | Humanoid, Electric | Tier 2-3 | No Regular (Manufactured) | Mid-Large | Heavy-Very Heavy |
Tanuki | Humanoid | Tier 2-3 | Forests, Plains? | Mid | Mid |
Undine (Hostile) | Animal | Tier 2-4 | Water | Small-Very Large | Light-Very Heavy |
Yuki (Hostile) | Demi-Human | Tier 3 | Snowtipped Mountains, Arctic | Mid-Large | Mid-Heavy |
Gnoll
Gnolls are trolls who have never experienced or outright refused society. They tend to be no more dangerous than trolls by themselves, but an aged gnoll usually is the leader of a pack of whatever monster they've chosen to associate with.
Traits
- Claws
- Tier 2-4
Combat
Encounter Party: 1 Gnoll, 2-6 Monsters of One Type
Attacks:
- Feral Melee - Two dice of damage.
OO
The OO (pronounced Oh-Oh, as all things the name may change) was once a powerful sect of elf belief, that elves were loved and nurtured by the Gods and the other races and monsters were responsible for everything else wrong. This was attractive to the pride of many elves, and they became violent, hateful people, wiping out whatever they could and trying to figure out how to with anything they couldn't.
Although their capital and homeland are destroyed in modern times, there are still small groups who follow the preachings. They are almost always built of having at least one of each type of soldier.
OO Restorer
OO men who took up two-handed swords, the most favored of all OO. Any leader of a conventional OO group is guaranteed to be one, although some groups may try less traditional organizations.
These men are trained to be in perfect physical shape, and it is generally forbidden for them to learn magic. They play the general role of a fighter or more aptly barbarian, and tend to be leaders of groups and organizations, portrayed as exemplars of masculinity.
Traits
- Tier 2-4
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Attacks:
- Melee - Normal, only when disarmed. Two dice of damage.
- Swordplay - Normal, short. Three dice of damage.
OO Rejuvenator
OO women who took up healing and defensive magic. The favored women of OO, and may be matriarchs in some rare groups. Any psychic OO women are automatically placed here.
These women are taught magic past down through generations of OO, and generally act as clerics. They are usually sought as wives by Restorers and portrayed as exemplars of femininity. However, they tend to house a much darker and violent personality than they show with their combat skills, and a less advertised part of their job description is acting as lead torturers and conditioners of slaves and prisoners.
Traits
- Tier 2-4
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Special Notes:
- Rejuvenators have no melee, and more or less go limp if grappled. However, they are masters of manipulation, and may be able to break free by disorienting the character.
Attacks:
- Heal - The character regains three dice of hit points.
OO Purifier
OO women who took up offensive magic. Though they are not as favored as Rejuvenators, they tend to be much more useful in furthering the goals of OO.
These women are taught select magic that are not considered heresy, and discouraged from working beyond those. They generally act as mages, but are taught how to disengage from melee. Being of a lower class, they are considered expendable by the OO and many of their higher spells indeed shortly cost them their lives. Restorers and Rejuvenators will use them as shields in combat if it means victory or escape for them.
Traits
- Tier 2-4
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Attacks:
- Divine Blast - Special, any. Three dice of damage.
- Melee - Normal, only when engaged in melee. One dice of damage, the character is pushed out of melee range.
OO Infiltrator
OO men who took up light weapons and stealth. They are men who were not physical enough to work as Restorers. They are generally considered disgraces and have very few rights within the organization. Any psychic OO men are automatically placed here.
These men are taught stealth and trickery, and act as rogues and spies. Although OO does not recognize it in the slightest, they are essential for their success. Infiltrators often are sent into local villages and other organizations to learn weaknesses and sabotage them. Their lives are meaningless to OO as a whole, who will often raze areas they have Infiltrators in if their success is guaranteed. For some reason, Infiltrators have a highest defection rate.
Traits
- Tier 2-3
Combat
Encounter Party: 1 Restorer, 1 Rejuvenator, 1-2 Purifier, 1-2 Infiltrator
Attacks:
- Melee - Normal, only when engaged in melee. Two dice of damage, the character is pushed out of melee range.
- Swordplay - Normal, only when behind a character. Three dice of damage.
Phoenix
Fiery birds that feed off of heat, phoenixes are most often found in volcanoes, although they may frequent deserts or nest someone else temporarily.
Phoenixes are extremely territorial, and deal fire damage to anything that touches them. In the presence of a large source of heat, they can grow massively and regenerate with ease.
Salamander villages often catch and release phoenixes to partially feed off of.
Traits
- Size: Mid-Large
- Tier 2-4
Combat
Encounter Party: 1-2 Phoenixes
Special Notes:
- Phoenixes regenerate from fire damage.
Attacks:
- Charge - Normal, long. The character(s) take one dice of fire damage and are knocked to the ground.
- Grab - Normal, short. The phoenix grasps a grounded character in their claws, who is unable to move until they break free. One dice of ongoing fire damage.
- Heat Wave - Special, mid. The phoenix releases a wave of fire that most dangerous when adjacent to it.
- Peck - Normal, short. One dice of fire damage.
- Scratch - Normal, Short. Two dice of fire damage.
Robot
Humanoid automatons become more and more commonplace, and are used in place of Tellurians in mechanical and military work and service.
Robots, unlike androids, cannot disobey directives, and are easily manipulated by those who can edit them. A more technical way of saying this is they have very low mental defense stats, they're primarily physical beings.
Traits
- Tier 2-3
Combat
Encounter Party: 2-6 Robots
Special Notes:
- Robots are healed by electric attacks.
Attacks:
- Melee - Two dice of damage.
Tanuki
The sibling race of kitsune, who approached magic at the same time. However, they believed magic was less a field of knowledge and more a muscle. Their power grew, and the less they thought, the better they performed. They abandoned any pretense of civilization and became savage, feral creatures.
Tanukis often travel in small packs, and are capable of using large bursts of magic. They are most likely to attack in forests, where they often have magic traps set up.
Traits
- Tier 2-3
Combat
Encounter Party: 2-4 Tanuki
Attacks:
- Feral Blast - Special, mid. Two dice of damage.
- Feral Melee - Normal, short. Two dice of damage.
Undead
Ghouls
The most common form of undead, these usually spawn after a ritual gone wrong (or sometimes right). These are usually beings devoid of mind and spirit, only aware of a hunger for chakra as theirs bleeds away.
Ghouls rarely are spawned alone, usually they reside with a few to many others.
Traits
- Tier 2
Combat
Encounter Party: 3-9 Ghouls
Lich
Many powerful mages saw the beginning of the influence, and figured they'd cut out the middle man and sustain themselves. Indeed, although they require chakra as much as any other undead, they simply use their mana to fulfill the role, although they can drain chakra from any interlopers in their schemes.
Liches tend to sustain themselves through a magical artifact they created, which supplies or houses the mana they need. As such, even if their body is destroyed by some plucky young adventurers, they can regenerate in a new body within a short number of days. However, the cost for this is very high in knowledge and power, so liches are thankfully extraordinarily rare.
However, liches tend to live long lives interrupted or not, and as such have access to spells and abilities even high level mages can barely imagine. The fact that they tend to fight alone is little comfort when confronted with their dazzling abilities. Which I can't think of defining yet!
Traits
Combat
Encounter Party: 1 Lich
Undine
Main article: Undine
Although many Undines have found society to be the most beneficial option, the large majority of Undine still maintain their predatory roots.
Undine by themselves are generally pretty harmless to anyone who is capable of swimming, as they're mostly focused on catching fish. However, their power increase around each other, and they ARE areas in the ocean where pretty much form a coral reef OF DEATH. These areas are generally well-marked on maps and pretty obvious, but a convenient storm might force PCs at sea into them at times.
Traits
- Tier 2
Combat
Encounter Party: 2-12 Undine
Attacks:
- Pull - Special, any. The character is pulled a number of squares closer.
- Whip - Normal, short. Three dice of damage.
Voidspawn
The Void is barely known. Mages occasionally use it as a dumpster for particularly bad experiments, but none have survived trips into it. It's been made clear it is largely if not entirely devoid of mana, but it appears some creatures have adapted to survive.
Planet Eater
Planet Eaters are the only known inhabitants of the Void, as they are the only one to have ever crossed over. They are slaves to their hunger for mana, and any creature in the Void would have to be more powerful than it to survive.
Planet Eaters are the most dangerous hostile force in the known universe. They are immense, easily one and a half times the size of a hospitable planet. Due to their size and power, it is hard to tell if magic has any effect at all, as they shrug off anything thrown at them. The only confirmed way to stop them is trapping them between several black holes.
It's rumored that the Zero Hunter once devoured one from the inside, but even if it was true, the situation would be excessively hard to replicate.
Traits
- Tier 5
Combat
Probably not.
Yuki
Main article: Yuki
Yuki are a race that roam the tundra, the arctic, and mountaintops, anywhere they can experience and embrace the cold. Though a few might decide to explore society, the vast majority are ecstatic where they are. They reject society in the sense they don't even try to understand other races. They have their villages, but should an outsider come hoping for hospitality, they will more find themselves frozen to death.
Yuki are capable of manipulating and creating ice in cold temperatures, as well as shapeshifting to a more powerful Yeti form. In addition, Yuki often have assistance from their wolflike pets, Snow.
Traits
- Tier 3
Combat
Encounter Party: 1-3 Yuki, 1-3 Snows
Special Notes:
- All are resistant to ice magic.
Attacks (Snow):
- Bite - Normal, only when in engaged in melee. Two dice of damage.
- Scratch - Normal, short. One dice of damage.
Attacks (Yuki):
- Ice Magic - Special, mid. Two dice of damage.
- Melee - Normal, short. One dice of damage.
- Shapeshift - Special. The Yuki turns into its Yeti form, knocking any adjacent out of melee range.
Attacks (Yeti):
- Feral Melee - Normal, short. Three dice of damage.
- Shapeshift - Special. The Yeti reverts to its Yuki form.