Albionic animals and abominations: Difference between revisions
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This is a page concerning the animals and abominations of the Albionic Isles. And some of the plants. | |||
= The List = | |||
== Bearmour == | == Bearmour == |
Revision as of 11:21, 12 August 2012
This is a page concerning the animals and abominations of the Albionic Isles. And some of the plants.
The List
Bearmour
Ireland's National Animal. Known for it's plate hide and magnetism. They hibernate during the warmest of summer and coldest of winter. Do not awake it. STR: 5t10+18/46
SIZE: 5t10+18/46
CON: 5t10+18/46
AGI: 2t6+3/10
INT: 2t6/7
WIL: 2t6/7
CHA: 2t6/7
Amount: 1
HP: 92
TT: 46
Armour: Plate hide 2t6 ABS
DmgBonus:5t6
Movement 16m/sr
Abilities Initiativ % Dmg/effect
Claws 10 STYx1,5/69 1t8
Magnetism 10 VILx7/49 Attracts/repels magnetic objects to itself
Hibernate 20 FYSx2/92 Hibernates
Rubbit
The rubbits are by some viewed as one of the largest threats to the dawning societies. They can be found on, or more appropriately, under, all of the islands. And most of their kingdoms have started to become aggresively expanding.
There has not yet been any wars against them by the surface-dwelling civilisations. The Albions have, however, been in at least five against them and two with them. And it is probably just a matter of time before a new one starts.
Rules: Rubbits above the surface always have weapons. Normal soldiers usually wear rubbit-made blunderbusses, while officers and special units are equiped with Hi-tekh weapons. Knowledge about rubbits: Education: The PC knows about at least war against the rubbits. If it is pressent or past is up to the GM to decide. For people not living in cities, the problem is usually more blatant.
Wilderness Experience/Zone Knowledge: Rubbits that aren't directly in war can traded with. They can even forget that the opposite part is a carnivore if the goods are good enough.
They like Hi-tekh and gladly trades with information
str: 1d6+1/5
con: 3d6/11
size: 1d6+1/5
int: 2d6+1/8
agi: 4d6+6/20
wil: 2d6+6/13
cha: 3d6
Hp: 16
tt: 8
dmgbonus: -1t6
Lake Nikkel Monster
There is no doubting that the lakes water is filled with ancient scraps and flavourful fishes of monstrous proportions. But best known of all is still the giant beast known as the Lake Nikkel-Beast. Some argue of course that the monster in question is a yarn and legend. But they rarely live in the vicinity of the lake. Stories are talking about huge arms clad in armor and curving seaweed which shot up from the waves, and easily torn down the whole ship into the deep, in just a few moments. Remaining on the site is nothing but the splinters and bodies that float to the surface when the beast has eaten its fill. The low number of onset suggests that there is a single beast. While it is not uncommon to hear that it happened long ago, indicating that there is a whole family of ravenous Beasts.
Many a keen to hear knowledgists are eager to find out what is truth and trivia on the island's most famous monster. There are even those who have done studies of the monster to their life's work. For their expeditions requires knowledgists capable crew - people who are willing to put their lives on the line for knowledgisms sake. And a reasonable pay, of course.
The Lake Nikkel Monster is actually a fully automated logging machine from before the disaster, which strayed into the Lake. That it goes to attack against sailing ships is simply due to its bored automatic brain longing for wood to cut, split and splinter. Its four telescopic arms can be stretched to more than fifteen meters in length. And they are certainly strong enough to first punch a hole in the hull and then pull
down the boat to the bottom. Here there awaits a whole arsenal of saw blades laser cutters and hydraulic branch pliers - all impossible to escape with life intact for the poor sod stuck in one of the machines
ten shorter gripping arms. The beast's only weakness is that it needs all its four telescopic arms to sink a ship. Should one of these break, the big fellow will flee to repair the damage. But even if one falls into water the race is far from over. The shorter gripping arms are not particularly accurate in their maneuvers against moving targets and if you have gotten up to the surface, the Beast is going to ingore you.
STR: 150
CON: 150
SIZE: 150
AGI: 8
INT: 8
WIL: 8
SB: +15T6
KP: 300
TT: 150*
IB: 8