Creatures (Kishanko)

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Wildlife

Diatramy

Diatramy are large, flightless birds with soft tan feathers. Omnivorous, they dash across the Plains of Wrath in the Southern Continent, devouring anything which holds still long enough (or can be made to hold still) and looks tasty. Capable of speeds up to 100 kph, few creatures can outrun the slashing talons and stabbing beaks of a Diatramy pack. Oddly enough, despite their voracious natures, Diatramy are actually cute and easily trained once captured. They can easily carry one rider and their gear. A combat-trained Diatramy will go for hundreds of matins on the open market, although it is a rare trainer who can successfully hone the Diatramy's killer instinct into a battle-hardened mount. A more common rider-trained Diatramy will go for around twenty or thirty matins. As mounts, they may be purchased as Items.

CP Total 127: Body 5 [50], Mind 2 [20], Soul 4 [40], Health 45, Energy 30, CV 3, Shock 9

Attributes: Features 4 (Cute, Extra Capacity 1, Sharp Beak, Sharp Talons) [4], Special Movement 2 (Fastx3) [6], Large Size [20]

Defects: Easily Distracted (Nature Elemental Stones) [-1], Impaired Manipulation [-6], Impaired Speech [-6]

Green Diatramy

Green Diatramy are large, flightless birds with soft green feathers. Unlike the more common tan Diatramy, Green Diatramy are native to the island of Kirdan. The elves of Kirdan have domesticated the creature, and raise them as mounts. Although slower than their cousins on the South Continent, the Green Diatramy is smarter and possesses an innate 'killer instinct' which makes them more capable in combat. They can easily carry one rider and their gear, and will gladly fight on their behalf.

CP Total: 140, Body 5 [50], Mind 3 [30], Soul 4 [40], Health 45, Energy 35, CV 4, Shock 9

Attributes: Features 4 (Cute, Extra Capacity 1, Sharp Beak, Sharp Talons) [4], Special Movement 2 (Fastx4) [8], Large Size [20]

Defects: Impaired Manipulation [-6], Impaired Speech [-6]

Fool's Dragon

The Fool's Dragon is a gliding reptile which lives in mountainous regions of the Northern Continent. Profoundly stupid, the Fool's Dragon is almost extinct, due to villagers mistaking it for the larger, more intelligent Crimson Dragon. Also, Fool's Dragons have an exceptionally high infant mortality rate. They serve no real purpose in the ecosystem, being primarily scavengers, and their flesh is mildly toxic. Fool's Dragon hide is mostly unworkable, typically disintegrating during the tanning process unless very carefully prepared, and no one is willing to go to the effort.

CP Total: 105, Body 4, Mind 1, Soul 4, Health 40, Energy 25, CV 3, Shock 8

Attributes: Armor 1 [1], Flight 1 (Gliding) [7], Weapon 1 Claws (Range 0) [1], Large Size [20]

Defects: Easily Distracted -2 (Food), Impaired Manipulation -6, Impaired Speech -6

Galzhen

Native to the Ktal Mountains, the Galzhen are a tan colored, fast moving quadruped ruminant, they are entirely tame, having been domesticated in the early first century. They remain agile, as the Ktal Mountains tend to have better grazing in hard to reach areas. Galzhen are a staple of the Ktaln diet, although they tend to do poorly outside of the Ktal Mountains, raising the demand for smoked or dried Galzhen meat. Wild Galzhen (of which there are very few) travel in large family groups, domesticated Galzhen easily herd together.

CP Total: 94, Body 5, Mind 1, Soul 4, Health 45, Energy 25, CV 3, Shock 9

Attributes: Features 1 (Soft fur) [1], Heightened Senses 2 (Hearing, Smell) [4], Jumping 1 [2], Special Movement (Fast) 1 [2]

Defects: Impaired Manipulation -9, Impaired Speech -6

Giant Eagle

Roosting only on the island of Cronus, giant eagles subsist entirely on the abnormally large fish which prowl the ocean surrounding the island. While not adverse to catching the occasional small whale, dolphin, or pirate sloop, they prefer fish. Giant eagles tend to the same color ranges as regular eagles, with no particular type dominant.

They can be tamed, although not easily, and are frequently used as transport by Time Sorcerers and other inhabitants of Cronus.

CP Total: 155, Body 6, Mind 2, Soul 4, Health 50, Energy 30, CV 4, Shock 10

Attributes: Features 1 (Extra Capacity 1) [1], Flight 3 [24], Heightened Sense 2 (Vision, Telescopic Vision) [4], Weapon 1 Talons (Range 0) [1], Large Size [20]

Defects: Impaired Manipulation -9, Impaired Speech -6

Mountain Cat

Widespread throughout the Northern Continent, the mountain cat is a close relative of the Ktaln, although lacking in grasping paws or a vertical posture. Unlike their more evolved relatives, mountain cats have regional fur color variations, typically for better camouflage. Mountain cats also tend to avoid the works of civilization, and will not attack farms or travelers unless starving or provoked. Mountain Cats are solitary creatures, except during mating season and shortly afterward.

CP Total: 152, Body 8, Mind 2, Soul 5, Health 65, Energy 35, CV 5, Shock 13

Attributes: Features 2 (Night vision, soft fur) [2], Heightened Awareness 1 [2], Heightened Senses 2 (Hearing, Smell) [4], Melee Attack (Claws) 1 [3], Special Movement 2 (Fast x2) [4], Weapon 2 Claws (Range 0) [2]

Defects: Impaired Manipulation -9, Impaired Speech -6

Sand Viper

Sand Vipers are a species of snake native to Southern Continent's only stretch of desert, the Devil's Forge. Lightly colored, they hide beneath the sands and strike when they sense something walking nearby. Their fangs carry a slow toxin which weakens those it bites, allowing the viper to constrict or suffocate their prey with sand. Sand Vipers and Diatramy are natural enemies.

CP Total: 143, Body 6, Mind 2, Soul 5, Health 40, Energy 35, CV 4, Shock 8

Attributes: Armor 1 [1], Elasticity 2 [8], Heightened Senses 1 (Hearing) [2] Supersenses (Heat Vision) 2 [4]. Supersenses (Vibration Sense) 3 [6], Tunneling 3 [12], Weapon 2 Viper Fangs (Continuing (slow), Enervation x2, Ammo-1, Toxic, Unreliable) [2]

Defects: Impaired Manipulation -9, Impaired Speech -6, Not So Tough -6, Phobia 1 (Fire)


Monsters

Night Hound

Night Hounds are nocturnal pack hunters native to the Sidun region. Averaging 1.6 meters at the shoulder and massing 150 kilograms, Night Hounds originally hunted Wolfen packs, running them down at high speeds, but have since been domesticated by the Vampire Lords. Demonic in appearance, the Night Hound is a giant, black-scaled dog with a mouth full of sharp teeth and talons on its feet. Male Night Hounds have curving horns over each eye, which they use to gore in combat. Female Night Hounds lack these horns, but tend to be much more intelligent, as they usually led the packs. Night Hounds can easily keep pace with or even outrun most horses, so the Vampire Lords use them to keep unwanted visitors out, and dinner in. As Night Hounds are relatively easy to care for, a Noble Vampire may have a few packs (of 5-15 Hounds) in their territory.

CP Total: 99/107, Body 5, Mind 1 (2), Soul 3, Health 40, Energy 20 (25), CV 3, Shock 14

Attributes: Armor 1 [2], Features 1 (Night Vision) [1], Heightened Senses 2 (Smell x2) [4], Melee Attack (Claws) 1 [3], Melee Attack (Bites) 1 [3], Mind Shield 1 [2], Weapon 2 Claws (Range 0) [1], Weapon 3 Horns (Range 0, Penetrating) [4]

Skills: Wilderness Survival (Forest) 2 [4], Wilderness Tracking (Forest) 2 [4]

Defects: Achilles Heel -2, -2 (Fire, Silver), Impaired Manipulation -9, Impaired Speech -6

Orc

Although not the threat they once were, the disorganized clans of Orcs still pose some danger to isolated villages and unwary travelers. These strong, although not terribly bright, warriors wreak havoc everywhere they go. Only a few Orc clans remain after the death of Mordont, but the possibility of the dark god's resurrection is still feared, as the Orc Shamans practice a debased form of High Magic gleaned from their ancient ties with Vampires. Orcs are typically encountered in warbands of around twenty, although scouts and foragers can be encountered individually or in pairs. Their preferred weapons are the battle axe and long bow, and they usually wear light mail of Orcish construction (typically with spikes on the shoulders, knees, and elbows).

CP Total: 129, Body 5, Mind 3, Soul 4, Health 45, Energy 35, CV 4, Shock 9

Attributes: Features 1 (Night Vision) [1], Melee Attack (Chosen Weapon) 2 [6], Melee Defense (Chosen Weapon) 1 [3]

Defects: Wanted -1

Vampire, Thrall

The Thrall Vampire is the natural servant of the Noble Vampire. Created by mixing vampire blood into a living human (or by the poison of the Thrall Vampire's claws), Thrall Vampires are fast, somewhat strong, but loaded with vulnerabilities. They literally explode after a minute's exposure to sunlight, silver causes potentially fatal burns, fire, wooden weapons, and Light spells are likewise lethal. In addition, Thrall Vampires require more blood than their masters, lapsing into a coma if deprived for more than a few days. While the Thrall Vampire's claws are coated with a poison which transforms those attacked into Thrall Vampires themselves, exposure to sunlight before the transformation is complete will dispel the poison. For the most part, Noble Vampires will only keep a small cadre of Thrall Vampires (10-20) at their lair, and most of these will be in a blood coma unless the Noble is expecting visitors or prefers not to be interrupted in their work.

CP Total: 145, Body 5, Mind 4, Soul 4, Health 45, Energy 40, CV 4, Shock 9

Attributes: Armor 2 [2]. Jumping 1 [2], Metamorphosis (Thrall Vampire) 2 [20], Special Movement 1 (Fast) [2]. Weapon 2 Claws (Range 0) [2]

Defects: Achilles Heel -2x2 -1x2 (Fire, Wood, Light Attacks, and Silver), Bane -2 (Sunlight), Bane -1 (Silver), Special Requirement -2 (Blood), Wanted -2

Template (15 points)

  • Armor 2 [2]
  • Jumping 1 [2]
  • Metamorphosis (Thrall Vampire) 2 [20]
  • Special Movement 1 (Fast) [2]
  • Weapon 2 Claws (Range 0) [2]
  • Achilles Heel -2x2 -1x2 (Fire, Wood, Light Attacks, and Silver),
  • Bane -2 (Sunlight), -1 (Silver)
  • Special Requirement -2 (Blood)
  • Wanted -2

Wolfen

Created to be the scourge of the forests and bane of the elves, Wolfen are humanoid wolves. Typically, Wolfen hunt by night in packs of three to twelve, using claws and fangs to bring down prey. They aren't quite as tough as their physical prowess would indicate, and they are weak against fire and silver. Their society echoes the wolves they were created from, the smartest and strongest Wolfen leads the pack in the hunt and other matters, and they tend to settle in a migratory pattern over a large territory. Wolfen speak a debased version of the Low Tongue of Mu, but can be taught other languages, as they tend to be more intelligent than most Orcs and even some humans. Some Vampires and Werewolves enslave Wolfen packs by slaying the leader and assuming command. A standing bounty is paid by most nations for Wolfen pelts, although the amount differs, and is almost always in local coin, instead of matins.

CP Total: 170, Body 6, Mind 4, Soul 6, Health 50, Energy 45, CV 5, Shock 10

Attributes: Armor 1 [1], Features 2 (Night Vision, Homing Instinct) [2], Heightened Senses 2 (Hearing, Smell) [4], Special Movement 1 (Fast) [2], Weapon 2 Claws (Range 0) [2]

Defects: Achilles Heel -2x2 (Fire and Silver), Bane -2 (Silver), Not So Tough -4. Wanted -2

Skills: Stealth 1 [3], Wilderness Survival 2 [4], Wilderness Tracking 2 [4]

Skeleton

A creation of vampire necromancy or Shadow Sorcery/Elemental Magic, the skeleton is the reanimated bones of a dead human or elf. Dwarves and Ktaln make poor skeletons, although a few have tried with limited results, Golems leave no lasting skeleton, and thus cannot be reanimated. Skeletons tend to be weak and easily dispatched, although they are somewhat creepy. The stats below are for a human skeleton.

CP Total: 71, Body 3, Mind 2, Soul 1, Health 20, Energy 15, CV 2, Shock 4

Attributes: Melee Attack (Chosen Weapon) 3 [9], Melee Defense (Chosen Weapon) 3 [9], Special Defense 8 (Disease, Lack of Air, Lack of Food, Lack of Water x2) [16]

Defects: Achilles Heel -3 (Crushing Attacks), Impaired Speech -10, Less Capable (Body: Running Speed) -1, Unappealing -3, Sensory Impairment -6 (Taste and Smell)

Zombie

Similar to the skeleton, a zombie is the reanimated body of a human or elf. Dwarven and Ktaln zombies are also possible, although Golems, being made of metal, cannot be turned into zombies. Typically zombies are purchased as Servants, although a very permissive (or power gaming) GM would allow them to be purchased as Flunkies. Upon reanimation, a zombie's nails harden into claws, giving them an effective attack, although they can and do still bite. Certain zombies are even harder to kill than this template would indicate and have Reincarnation.

CP Total: 150, Body 8, Mind 2, Soul 6, Health 60, Energy 40, CV 5, Shock 12

Attributes: Special Defense 8 ((Disease, Lack of Air, Lack of Food, Lack of Water x2) [16], Weapon 1 Claws (Range 0) [1]

Defects: Achilles Heel -2 (Fire), Impaired Speech -10, Less Capable (Body: Running Speed) -2, Not So Tough -4, Unappealing -3, Sensory Impairment -6 (Taste and Smell)