70 posts
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Post by equivocation on Jun 27, 2015 15:27:36 GMT -8
This thread contains IC knowledge that can be considered "commonly known" about the creatures of the Isle of Valesk and the world at large. If you wish to submit info for an entry, send a message to me on the forum here or in-world to Equivocation ( Equivocation Resident). Non-staff should not post to this thread directly; however, we accept submissions. While only things that actually exist will be listed... probably... the information here is subject to IC correctness or incorrectness. Below is a table that will contain information on the traits/powers of commonly known creatures/monsters
Beast/NPC | Fighting | Knowledge | Shadows | Huntsman | Resolve | Strength | Reflexes | Magic | Social Standing | Normal HP | Attacks/Damage | Special Abilities | Bear | 4 | 0 | 1 | 4 | 5 | 8 | 2 | 0 | 0 | 6 | Claw/Bite: Medium Hug: Massive | If 2 consecutive claw attacks hit, next attack does hug damage
| Boar | 3 | 1 | 2 | 0 | 3 | 3 | 3 | 0 | 0 | 5 | Tusk/Gore: Medium
| None | Deer, Buck | 2 | 0 | 2 | 2 | 3 | 3 | 3 | 0 | 0 | 5 | Horns/Gore: Medium
| None
| Deer, Doe | 2 | 0 | 2 | 2 | 3 | 2 | 4 | 0 | 0 | 4 | Horns/Gore: Medium
| None
| Drakeling | 2 | 0 | 2 | 4 | 4 | 1 | 4 | 0 | 0 | 5 | Bite: Light, Resolve 18 Wound Venom
| Flight. Any bite incurs a Resolve 90 check to avoid taking 1 HP of damage on top of the bight damage itself. | Hydra | 1 per head (7 starting) | 2 | 1 | 4 | 7 | 9 | 7 | 4 | 0 | 2 per head (Each separate) | Bite: Massive
Breath: Resolve 18 nauseating poison (1 HP)
Blood: Resolve 18 nauseating poison (2 HP)
| A "Megabeast" of legend, hydras are enormous amphibious wyverns with 7 heads. Their breath and blood are both poisonous, and exposure to either incurs a Resolve 90 check to avoid taking 1 HP from breath, 2 HP from blood exposure, and nausea from either. Nausea causes traits to be rolled at 1/3 capacity (rounded up) for one turn, acting only through crippling sickness and vomiting.. At the end of its turn, a hydra rolls Resolve, divides the result by 2, rounds down, and grows back that many heads, then returns to its maximum health. A Knowledge (Medical) 12 check will yield that burning a head stump or using a fire elemental attack will prevent a neck from healing.
| Rat, Dire | 2 | 0 | 4 | 2 | 2 | 1 | 2 | 0 | 0 | 3 | Bite: Light
| Maybe it has rabies. Maybe it doesn't. Better go have the infirmary check that bite.
| Spider, Giant | 3 | 1 | 3 | 3 | 2 | 3 | 4 | 0 | 0 | 3 | Bite: Medium, wound applies Resolve 13 Fear Venom
| Fear Venom: After two turns, causes vivid hallucinations and fear. Victim rolls resolve at the start of each turn; failure to pass the Resolve 13 check means the turn is spent fighting or fleeing from hallucinations or paralyzed by fear. Lasts 3 hours from end of scene.
| Spider, Massive | 4 | 1 | 3 | 4 | 4 | 5 | 5 | 0 | 0 | 4 | Bite: Large, wound applies Resolve 17 Terror Venom
| Terror Venom: After two turns, causes the effects of Fear Venom at a Resolve 17 check to resist. Additionally, a Crit Fail (35 or lower on the roll) results in an attack on the nearest of the victim's allies (if there are any) with the most immediate weapon at hand. Lasts 6 hours from end of scene.
| Squirrel | 1 | 1 | 3 | 2 | 2 | 0 | 3 | 0 | 0 | 1 | Bite: Light
| Tastes delicious. | Wolf | 3 | 0 | 3 | 3 | 3 | 3 | 3 | 0 | 0 | 4 | Bite: Medium
| None
| Wyvern, Lesser (Example) | 5 | 1 | 3 | 5 | 5 | 5 | 5 | 1 | 0 | 4 | Bite: Medium | This wyvern is an example, about the size of a small jungle cat and prone to traveling in packs of three. |
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70 posts
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Post by equivocation on Jun 27, 2015 15:32:52 GMT -8
Shades
Appearance: ? ? ?
Habitat: ? ? ?
Capabilities, Biology, and Behaviors: ? ? ?
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70 posts
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Post by equivocation on Jun 27, 2015 15:33:02 GMT -8
Dragons
Appearance: Dragons are large, scaled reptiles that come in a variety of colors. Their scales may be matte or shine. Dragons sometimes have horns, but always have teeth and claws. They can be quite large. Most dragons have four legs, two wings, two eyes, and an angular head at the end of an elongated, flexible neck.
Habitat: Dragons, while rare, exist in all climates of land or sea. They prefer large enclosed areas and high peaks.
Capabilities, Biology, and Behaviors: Enormous and wickedly intelligent serpentine creatures, dragons are known to be avaricious, prideful, gluttonous, envious, and wrathful; when not exhibiting those traits, they are often slothful or lustful. Dragons are power incarnate and they know it. They exist far beyond the capabilities of mere mortals, and only the strongest heroes of legend have slain one alone. They often collect massive quantities of valuable metals, gems, artwork, and even slaves into their homes, which tend to include caves, ruins, or other large, spacious areas.
KNOWLEDGE SKILL Knowledge 1 Dragons always choose areas which are large and open but never exposed to the sky, and are capable of digging proper caves should they not find one. Dragons are extremely intelligent, capable of incredible forethought and insight. Dragon scales are comparable in strength to the finest steel.
Knowledge 2 Dragons bear a strong resemblance to wyverns, but are unrelated despite the scales. If the front two arms/legs are also the wings, it is a wyvern, not a dragon. Dragons breathe fire of exceptional heat that is extraordinarily difficult to extinguish and that can instill unique properties when used to treat obsidian or forge metal. Dragons like to have perches in high places, but will always sleep with their Hoard. Dragons become larger with age.
Knowledge 3 The most common dragon colors are the chromatic (red, blue, green, yellow, white, black) and the metallic (bronze, cobalt, copper, brass, silver, gold). Dragons are only ever one color, no exceptions. Dragons take on a coloration to match their environment or take an environment to match their coloration (red dragons are drawn to volcanoes, yellow or bronze to sand deserts. White and blue as well as silver inhabit arctic or snowy regions, while green and black prefer swamps and forests). Dragon body parts are exceptionally potent magic reagents, worth as much as thousands of gold to the right buyers - entire cities' economies have risen and fallen on the sale of a dragon's tooth, and wars have been won or lost on the power those items have brought. The potency of the ingredient increases with the dragon's age. If you possess Magic 5, you will also know this. Dragons have a compulsive need to form a Hoard, a stockpile of valuables unique to the dragon, jealously guarded. Taking an item from a dragon's hoard will ensure it seeks vengeance that will end with the death of the thief, the death of the dragon, the return of the item with a great deal of begging for mercy (and often being bound to service or enslaved). If one destroys an item of a dragon's hoard, it will vow vengeance.
Knowledge 4 Dragons are exceptionally powerful mages, with even a juvenile capable of acts that would stagger a mortal archmage. Elder dragons are capable of feats that entire rituals cannot carry out. Dragons are not social with each other, being fiercely territorial, but often enjoy having slaves or servants.
Knowledge 5 It is estimated that fewer than one thousand dragons exist in the entire world. Dragons are capable of breathing underwater in addition to being able to fly. Sometimes, those sentient properties may be considered by the dragon to be part of its Hoard, as will be their children, and so on.
Knowledge 6 For reasons unknown, some dragons mark people of interest to them as important, protecting them, conversing with them peaceably, and even demonstrating a curious interest in their lives. They may also mark someone as an enemy, a foe they believe 'worthy' of a draconic opponent. This is generally agreed to be a bad thing to have happen to you. Dragons have powerful inherent magic and are capable of spells that mortals simply cannot do. Dragons can change to a humanoid form where they are still extraordinarily powerful.
Knowledge 7 There are 6 known stages of the dragon life cycle: Egg (a large, white egg of a size that could comfortably hold a human ten-year-old), Infant, Child, Adolescent, Mature/Adult, and Elder. The Infant stage lasts from birth to approximately 5 years of age, and the dragon grows from the size of a human ten-year-old until they are roughly size of a bull. The Child stage lasts from 5-25 years. During it, the dragon progresses from the size of a bull to the size of a medium wyvern, reaching a size where it can crush a small building by body slamming it. The Adolescent stage lasts from 25-150 years. A dragon of this age enters a period of slower growth, progressing from the size of a small building to the size of a large one. Once their growth to adulthood is complete, they can crush a small building (or person) with a foot, rend trenches several feet deep with their claws, and have a wingspan of upwards of 30 to 40 feet. Adult Dragons begin a slow progression from 150 years of age; there is no clear delineation when an Adult becomes an Elder, as at this point their body will only slowly grow as long as they eat well and their Hoard grows. An Adult dragon can sense when someone has taken an item from its Hoard and will be bothered by this knowledge until the theft is accounted for, an ability shared by late adolescents. However, their magic will continue to mature indefinitely and at some point (usually around 1200 or more years of age) the dragon will be termed an Elder, one that predates the memories of most living beings. Dragons can change their bodies with magic to adapt to environments.
Knowledge 8 Dragons in a humanoid form are comparatively vulnerable. While they may make it appear to be different a race, it is always recognizably the same features. They most often do this to satisfy curiosity, lust, or greed, 'casing' places they intend to raid later. There is always something obviously unnatural about them in such a state. There are Ancient Dragons or Primordial Dragons, creatures even older than the normal draconic lifecycle, often with strange or bizarre forms, such as gossamer wings, tentacles, whiskers, or even more unusual traits. Dragons will often become hostile or even violent when asked about these. Age estimates are impossible - even the oldest creatures do not remember their births. These creatures have been confirmed by dragons to be kin of some sort (if only reluctantly) but they almost never deign to speak with humans.
Knowledge 9 ? ? ?
Knowledge 10 ? ? ?
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70 posts
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Post by equivocation on Jun 27, 2015 15:33:05 GMT -8
Wyverns
Appearance: Wyverns are large, scaled or furred creatures with winged front legs or arms. They may be as small as wolves or as large as buildings. They continue to grow as long as they have food to sustain them.
Habitat: Wyverns of different types live in all parts of the world. There are literally hundreds of known species.
Capabilities, Biology, and Behaviors: Some wyverns are capable of flight gliding. Most of them are carnivorous, with a handful of wyvern species being native to each region. No two wyvern species are perfectly alike.
Knowledge Skill In progress. There's a lot to know about 'em.
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36 posts
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Post by xolg on Jun 29, 2015 17:35:55 GMT -8
The Balwrath
Balwrath are an abomination. A mixture of bat, dragon and shadeling, forged in ages long ago by cultists seeking favor with the infernal realms. Luckily few in number, the creatures were a malevolent breed, and while they were capable of breeding with one another, should none of them be nearby, able to self fertilize their eggs to ensure more of them existed.
Quite intelligent, for animals, they have a degree of vocal mimicry that is frightening, and it is rumored, are immortal. Even their blood is said to carry a curse in it, so that one who does manage to slay one will succumb to a foul death soon after. Massive, and with a large wingspan, they are more than capable of lifting a grown, armored man off the ground and flying off with him.
Fighting: 7 Magic: 4 Shadows: 8 Knowledge: 2 Reflexes: 6 Strength: 8 Huntsman: 6 Social Standing: 0 Resolve: 7
Wounds: 5 (First wound has no effect, -1 on rolls after that per wound) Armor: Medium (thick hide, muscles and scales) Natural Weapons: Claws and fangs: Large, wing Buffet, Large
Special Powers: Vocal Mimicry: Can imitate a voice, and a limited phrase used by a victim. Toxic Saliva: Wounds from them have a target 90 poison. If the roll is failed, the victim suffers a -1 on all trait rolls. 24 hours later, they check again. On a failure, it gets worse by an additional -1 to rolls. Success means they fight off the Toxin. If at any times their penalty exceeds their Resolve, they die. Death Curse: When killed, the person who slew the Balwrath suffers a curse from its blood. Unless removed via magic ritual, they gain the Unlucky flaw. Any time they roll, if their Trait roll is 20 or lower, something HORRID happens to them. This could be suffering an extra wound, a weapon breaking, temporary blindness, etc. It depends on the situation. The curse can only be removed by a specialized spell. Regeneration: The creature is capable of slow regeneration, restoring missing limbs over a period of a week, and healing wounds at a rate of 3 per day. Enhanced Senses: It can see in utter darkness up to 30 feet, hear as well as an owl, and track by scent. Simple Tool Use: While not intelligent, per se, it is VERY clever, and can manipulate simple tools, create deadfall snares and even, should it manage to steal one, use a bow, though at -2 Huntsman. Quite capable of opening doors and the like. Magic Resistant: It gains +2 Resolve vs spells, and armor counts as 1 higher against damage spells
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70 posts
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Post by equivocation on Jul 31, 2015 20:33:34 GMT -8
GolemsDescription: There are two types of golems. The summoned ones are created in a short period of time, with a small amount of preparation, to execute a task. These are not covered here. The constructed golems are animated entities, created painstakingly for long-term performance. They can be intelligent, mindless, or somewhere between. They are generally produced of one material, but can be made of several in combination. They are designed to do work too dangerous or repetitive for their creators, generally. Golems made of formerly-animate material (flesh, etc.) are not, strictly speaking, actual golems - they are necromantic constructs, and thus also not covered here. Appearance: A golem is a work of artifice, usually made of stone or metal in a humanoid shape. They may, however, be made in more utilitarian forms. Some, for instance, may be made without heads, having eyes carved into their torsos instead. Two parts, however, are necessary to all golems. Firstly, they must have a facsimile of any sensory organs their creator wishes them to use (a nose to smell, eyes to see, ears to hear, etc.). Secondly, any point where they are to have joints, they must have a point of articulation shaped in them and a precious stone implanted in the middle of it. If a construct golem is able to have any independent thought, it must have a metaphorical representation of a "heart," "soul," and "brain" implanted. The heart determines what it prioritizes, the soul determines its ability to empathize or interpret the needs and wants of others, and the brain determines its preferred methodology of problem-solving. Habitat: Golems are susceptible to rust, erosion, or the usual forces that affect whatever they are made of. They can be magically protected against those forces. Capabilities, Biology, and Behaviors: Golems are never able to wear armor on account of their inhuman articulation. Customized armor can be made for them but it can never be more than Light unless made from exotic materials or even enchanted materials. Golems have a fixed Magic score of 1, but can never memorize spells. They only cast by using magic tattoos created by others and etched in channels carved upon their bodies. They can have up to two of these. Golems, while they do not heal naturally, are fairly easy to repair (except in the most esoteric and rare of designs) by any competent mage or smith. Golems vary wildly in their capabilities, having generally been purpose-built for one task or another. Intelligence is one that often is neglected, whereas in rare instances it is developed not only to the point of being useful but far beyond that. Some are proofs of concept - others, meant as companions. Their intelligence can be circumscribed, but the most complex golems are capable of emergent development, spontaneity, and even creativity. They can make art, music, poetry, etc. - though they may have profoundly inhuman sensibilities and such works may be unappealing to humans (or even to anyone else at all). Most golems do not have sapient consciousness. Being an artificial consciousness of magic, created by a mortal (usually a mortal, anyway) means that their perspective is profoundly alien, utterly unrecognizable to sentients or demons alike. Very rarely are sapient golems made, those designed (successfully) to resemble people in their minds. Golems are, because of this, immune to mind-affecting magics, including Invisibility. OoC: Construct golem has 9/10 HP for being made of stone/metal. Their Resolve cannot start above 3 and their Magic is 1, never lower or higher. They can never wear armor except for custom-made light armor (2HP). They do not heal naturally, nor can they be healed with Healing/Fleshmend, but can be repaired by a competent mage or smith. Knowledge or Magic can be used to restore a golem, healing 1 HP per increment of 30 (30:1, 60:2, 90:3, 120:4, 150:5, 180:6). Only one such roll can be made per day, and it must be as part of a full repair scene (unless, naturally, it is an NPC with other NPCs). Construct golems are presently not a player-allowed race. They are made with a ritual which is not presently available to players. Summoned golems are covered in isleofvalesk.weebly.com/summoning.html under the Animate Golem spell.
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