Albionic animals and abominations

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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

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

Barghest

Lindmark is home to fearsome Lonehounds known as barghests, canines with burning coal for eyes that vanish in the mists, those bitten by them are doomed to die, or worse. Burgeists are canine beasts with black, sored skin and red eyes. They are infamous for spreading disease, starvation and rust wherever they go. They hunt alone and will only attack if the victim has it's guard down. Folklore has it that even the purest and healthiest of humans will turn into a mutant if they are bitten. What would be considered a head for most creatures is without an openable mouth and eye. Instead, the mouth is at the stomach and the eyes are everywhere.

2t6+6 Str/13

2t6 Size/7

3t6 Physic/11

3t6 Agility/11

Number: Always alone

Bite has STRx5% of hitting. 1t6+1 dmg

Has a 60% of giving each PC 1t3 diseases.

Slaughter Tree

The Slaughter Tree is a horrifying reality for zone travellers. The sanguinary plant has a cunning which can overthrow the most experienced adventurer. The mothertree's immobility is compensated with the seed's mobility - in the Cyllmauntens called "lil". On the outside they look like almost perfect copies of earlier victims and they can be in the shape of both humans, mutants and animals. However, they are pure reflections of the mothertree's will in mind. The Slaughter Tree uses lils to gather food, both through force and guile. All reports indicate that the Slaughter Tree prefers to root in dark and dank spaces, like caves, ravines and olden buildings. It is usual that uncatious zone looters falls victim to the Mothertree itself, and experienced adventurers being on their guard when they meet old "friends" in the zone. The area around the tree is always patrolled by lils: partly guards who protect the tree from monster, partly hunters who gather food and search after places for new Slaughter trees to root in.


The mothertree is usually described as robust, naked and disgusting. It is four to six meters tall and a whole bear's heigt wide. The treetrunk is covered by a thick grey-green bark and lacks branches. The crown of the tree is made up of dozen long tentacles which always turns in snake-like movements. In the middle of the tentacle bush is the mouth: a wet grey-brown opening, full-blown with sharp teeth and always surronded with a thick cloud of coffin flies.

Rules: The victim-cloning is the Slaughter tree's absolutely terrifying weapon. The tree can hatch a new lil with the victims outer attributes 3t10 hours after ingestion, and the lil is usually very hard to separate from the original. However, there is a 25% chance that the seed has tiny cosmetic mistakes - anything from the wrong hair colour to skin resembling bark or tentacles. Further, some lils tend to have grey-green "whites of the eyes". A lil does not inherit memories or mental attributes from the victim. They are, however, skilled at reading reactions and thus identifies the victims friends without problem. A lil can learn to communicate in albionic dialects, but they have a limited vocabulary and is usually laconic while moving alongside potential prey.


Knowledge about Slaughter Trees: Zoneknowledge: A successful roll means you recognize a Slaughter tree, the remnants of lilcapsules and the like. Zoneknowledge can replace Observation to notice a lils eventual defects, and then see the lils for what they really are. Even if a creature notices the defects with Observation, Zoneknowledge is required to identify the carriers as lils.


Size: 4d6+20/34 Int: 3d6/11 Agi: 2d6/7 Wil: 3d6/11 2d4 Tentacles

Hp: 68 for the trunk, 7 for each tentacle dmgb: +3t6

Tt: 34 for the trunk, 7 for each tentacle move: Nothing

Amount: 1 + lil, look below.

Armour: The trunk's bark absorbs 6 points. The tentacles lacks bark.

Skills: Observation int x 5/55%

Abilities Init % Dmg

Bite 7 sizeX3/102% 3t6

Tentacles 11 sizeX1/34% Paralyzing poison tox 2

Lil Regler Lils egenskaper och färdigheter är identiska med det klonade offrets. De socialt svaga lilerna får dock en per motsvarande 2/3 av offrets värde. sty: 3t6/11 fys: 3t6/11 sto: Spec./11 smi: 3t6/11 int: 2t6/7 vil: 1t6+3/7 per: 2t6/7 kp: 22 tt: 11 sb: 0 ff: 4,5 m/sr Antal: 6t6 per dråparträd, påträffas oftast i grupper om 1t6 lil. Pansar: Ingen, kan bära rustning. Färdigheter: Iakttagelseförmåga int x 3/33%, Smyga/Gömma sig smi x 7/77%. Attacker Init % Skada 1 Närstridsvapen 11 + vapen sty x 4/44% Varierar 1 Avståndsvapen 11 + vapen smi x 4/44% Varierar


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