Index
068. Webber Meredith Spotkanie w przestworzach
Alex Archer Rogue Angel 14 The Golden Elephant
Carleen Sally Zostań na kolacj
Foster, Alan Dean Spellsinger 7 Son of Spellsinger
MA11_ _System_Shock
Chris Manby Wojny w SPA
Dare Tessa Spindle Cove 03.2 Dama o póśÂ‚nocy t. 2
2==01==Calamity Janes Woods Sherryl ZAPOMNIJ I WYBACZ
Anne Cain Pawprints 1 Pawprints
1893115925 {398FAFD3} Java Collections [Zukowski 2001 04 26]
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    will protect their nest and their young. Though griffins Giant Worms
    bear their young as a lion does, they also lay eggs as One of the nastiest creatures known is the
    a bird lays eggs. However, one out of five griffin Giant Acid Worms of Marmo. These giant slug-like
    eggs are solid gold, weighing upwards of five worms burrow through the earth using their grinding
    kilograms. If this wasn't enough incentive for teeth and acidic juices, forming deep tunnels
    unscrupulous thieves, it is said that a griffin's claw underground. Many of their tunnels intersect natural
    holds certain magical healing properties. If made into cave systems, and even the underground Temple of
    a drinking vessel, the griffin's claw-cup can magically Falaris and Kardis. The Giant Worms are only known
    heal anyone who drinks from it! to exist in Marmo, but it is not impossible that they
    Griffins are not considered evil monsters, and may reside elsewhere.
    in actuality, griffins want nothing better than to simply The worms are extremely large, and can
    be left alone. Griffins are clearly intelligent. It is said grow upwards of a hundred meters in length. Newly
    that if you save a griffin's life (or the life of its young) it hatched, they are only as big as a man. The Giant
    will give you one of it's healing claws as a gift. Worms are rarely seen, as their tunnels are very
    Below is an average Griffin template. Actual deep underground. The only recorded attack
    griffins may very. occurred during the final siege against the Temple of
    Chars: INT 5, WILL 5, PRE 6, TECH 3, REF 7, Kardis, when the group of adventures accidentally
    DEX 5, CON 8, STR 8, BODY 10, MOVE 6 [16 in stumbled across one. There may have been other
    flight], MAGE 5 attacks in the past, but if so, none survived to tell
    Weight: 400 kgs about them.
    Armor: 10 KD The Giant Acid Worms have many dozens of
    Hit Points: 50 slimy tendrils they use to grab victims and shove into
    Attack: Claw attack - 6 DC, Bit attack - 4 DC their gapping, wormy mouth. It is nearly impossible
    Spells: a few... to break the grip of a tendril once it has taken hold,
    and cutting a tendril can be extremely fatal. The
    blood of a Giant Acid Worm is, as its name implies,
    Gargoyles
    pure acid. When attacking such a worm, you must
    Gargoyles are monstrous creatures spawned
    take careful measure not to be hit by its blood as you
    of magical energy and are an abomination of nature.
    strike. Anyone hit by the corrosive acid takes 4 DC
    They may have been first created in Kastuul as a
    damage. It will continue to burn, doing 1 less DC
    weapon of war, but could have existed far earlier.
    every round, for the next three rounds (3 DC, 2 DC, 1
    Gargoyles are large, green, winged monsters
    DC). Usually this is fatal. In any event, it is bad
    who attack without warning or provocation. Their
    news. Fire spells are very effective against a Giant
    greatest ability lies in concealment. Gargoyles have
    Acid Worm, as the fire blast generally seals the
    the magical ability to turn themselves into stone, and
    wound it makes before the creature can spurt its
    make themselves seem as mere statues. When a
    blood everywhere. Acid worms are also very fearful
    tasty-looking traveler ventures by, the gargoyle
    of fire, and may simple flee if attacked by several fire
    awakens, sheds his stony disguised, and attacks the
    spells, whether they harm it or not.
    hapless victim.
    Below is an average Giant Worm template.
    Gargoyles usually reside in unsuspecting
    Actual worms may very.
    places, where it would not be unusually to see old
    Chars: INT 1, WILL 3, PRE 3, TECH 1, REF 5,
    statues. Ancient ruins or abandoned fortresses are a
    DEX 5, CON 10, STR 15, BODY 50, MOVE 4
    common hiding place for gargoyles. Many gargoyles
    Weight: 400 kgs
    also live on Marmo. On Marmo it is common sense
    Armor: 20 KD
    to avoid old ruins and to never get close to a
    Hit Points: 5 Kills (250 hits)
    monstrous looking statue, so these Marmo gargoyles
    Attack: Tendril - 3 DC, Acid - 4 DC
    Demons
    Many thousand years ago, when the War of
    the Gods raged across the heavens and the earth,
    the bowels of hell itself were torn asunder. That
    infernal realm, once ruled by Barbas and dominated
    by the Gods of Darkness, now lies in ruin in chaos.
    Yet, the greater servitors of darkness live on, fighting
    and warring amongst themselves for the hellish lands
    of their netherworld realms.
    Few demons venture beyond the veil that
    separates the world of the living from the world of the
    dead. But they can be summoned by dark mages,
    priests of darkness, and demonalators. They often
    react poorly to such arrogant interlopers, but those
    summoned in the name of Barbas, Kardis, or Falaris
    are open to hearing the pathetic request of the all too
    mortal wizard. Many demons find pleasure in
    manipulating the sorcerer, making him believe he is
    in control, while it is the demon himself who is pulling
    all the strings.
    Demons are powerful and terrible creatures
    to be reckoned with. If one is every invoked into
    combat, it will wreck havoc with both sides, unless
    one side is fast enough and smart enough to strike a
    deal. But remember, any deal struck with a demon is
    never in your favor. Consider your soul damned for
    eternity. And if a demon is every actually losing a
    fight, it can always summon a half dozen allies from
    the depths of hell itself.
    Demons are horrifying creatures to behold.
    They are large, strong, and often red or black in
    color. They have mighty bat-wings and twisted goat-
    horns on their ferocious, bestial heads. Demons are
    masters of magic, and can cast spells faster than any
    mortal mage could ever hope to achieve.
    Below is an average demon template. Actual
    demons may very.
    Chars: INT 6, WILL 8, PRE 4, TECH 4, REF 6,
    DEX 7, CON 8, STR 8, BODY 8, MOVE 5 (14 in
    flight), MAGE 6+
    Weight: 80 kgs
    Armor: none, unless worn
    Hit Points: 40
    Attack: Usually with magical combat spells
    Characters
    Lifepath, you can decide if your character is more
    suited toward being a cold and unscrupulous thief, or
    hartacters
    a wise and patient Priest of Marfa. If you have
    Before any game can be played, each player
    C
    already decided you want to play a Mage or Fighter,
    must create a character. Characters are
    by all means, do so. But for much more interesting
    created as prescribed in the basic Fuzion rules with
    and unpredictable character generation, let the roll of
    very little modification. It is a good idea to have a
    the dice develop your character. After all, in reality,
    character concept in mind before you start to make a
    what we get in life is just the luck of the dice.
    character.
    You should have the Fuzion core rules
    ame Settings
    handy. The character creation rules are pretty much
    In Fuzion there are a number of game
    G
    universal, so any Fuzion powered RPG book should [ Pobierz całość w formacie PDF ]
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