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 póśÂnocy t. 2 2==01==Calamity Janes Woods Sherryl ZAPOMNIJ I WYBACZ Anne Cain Pawprints 1 Pawprints 1893115925 {398FAFD3} Java Collections [Zukowski 2001 04 26] |
[ Pobierz całość w formacie PDF ] 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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