Creature Name: Ancient One of Magyaru
Habitat: Ancient Ruins on the Island of
Magyaru (Trotsky V)
Ecological Niche ( Apex Predator, Special )
Schtick: These highly-intelligent beings are members of an ancient race, native to
Trotsky V. They are hexapodal, and look like very large, armored, six-armed
octopi (or hexapi, if you prefer). They are intimate with the Warp, and wise in
its ways. They keep more or less to themselves, but venture out of their
underground lairs at times to bask in the full light of Trotsky V's green-blue
moon, and feed upon the life essences of whatever creatures they encounter, the
more intelligent the better (the complex thoughts and emotions of intelligent
creatures are "tasty" to them. They have the ability to cast
"spells" like a psyker or sorcerer, but are not subject to perils of
the Warp or to Tzeetch's curse. Their spells tend to be about concealment,
illusion, confusion, and fear. They also are capable of Telepathy, and have a
very potent attack, the Dream Killer. This works from a successful Illusion
spell and a successful Telepathy check (both must be accomplished, and it takes
two half-actions, one for each). Once
cast, the target is confronted by a Fear 3 creature of his or her worst
nightmares, tailored to the PC or NPC's psyche. These creatures attack the
target's Willpower, holding them still and reducing them to abject horror, and,
eventually, complete insanity. They also have immensely strong tentacles, and
are capable of the same sorts of attacks as Water Whips. Binding targets with
tentacles, and paralyzing them. These, however, do not feed directly on the
target, but simply disable it and make it easier to target with the Dream
Killer attack.
WS
|
BS
|
S
|
T
|
Ag
|
Int
|
Per
|
WP
|
Fel
|
35
|
00
|
50
|
40(8)
|
39
|
50
|
45
|
55
|
20
|
Wounds: 25
Movement: 9/18/18/36
Skills: Awareness (Per), Climb
(Str), Concealment (Ag), Contortionist (Ag), Shadowing (Ag), Silent Move (Ag),
Swim (Str)
Talents: Catfall, Die Hard,
Fearless, Heightened Senses (Hearing), Iron Jaw, Psy Rating 5, Strong Minded,
Traits: Dark Sight, Natural Armor
(4), Hexaped (x3 movement), Sturdy, Unnatural Toughness (x2), Unnatural Senses
Armor: (4 All)
Other Weapons:
·
Tentacle (1d5+4 Primitive,
Special: Toxic): Target must make
Toughness test at -10 to avoid paralysis, and an opposed Strength test to
escape. From there on out, the victim will take 1 point of corrosion damage
from acid oozing from spines. This also affects armor, which loses AP on that
location until all AP gone. This causes damage to the armor itself, reducing
that number of points of protection on that location until it is repaired).
Powers:
·
Illusion [Threshold: varies
Focus Time: varies Sustain: Yes Range: 15m]: This power
gives the creature the ability create illusions of various sorts. Any creature
within range of the power must make a Hard (-20) Willpower Test, or be
convinced of its reality.
o
simple (8, half action): Hides or
alters small things in small ways (e.g., hide a pit in the floor)
o
intermediate (16, full action): Hides or alters substantial things in substantial ways
(e.g., the illusion of a large group of orks attacking)
o
complex (24, full action): Creates
world-building illusion, creating a whole new reality for the target.
·
Telepathy (11)
[Threshold: 11 Focus Time: Half Action Sustain: Yes
Range: 100m]: As per telepathy in the DHCR. When used with Dream Killer, it's
used as a transference mechanism for the complex Illusion element of that
attack.
·
Dominate [Threshold: 24 Focus Time: Half Action Sustain: Yes Range:
8m]
One of the most infamous of all telepathic
abilities, you reach out with your mind to seize control of another’s body.
Make an Opposed Test, pitting your Willpower against the target’s. If you
succeed, you control your target’s body as if it were a puppet. For as long as
the power remains active, you may divide up your Actions between yourself and
your target. The dominated target uses its own Characteristics, but takes a –10
penalty to all Tests because it is controlled. Any action that could be deemed
as suicidal grants the target a new Willpower Test to try and break your hold. Overbleed:
For every 10 points by which you exceed the power’s Threshold, you gain a
+10 bonus on your Opposed Willpower Test.
·
Dream Killer (requires
successful casting roll for both illusion (complex) and Telepathy).
1. Once that
happens, target must make WP test against Fear 3, or be afflicted by the Dream
Killer. If target fails to save, he or she is paralyzed with fear.
2. The creature
will then begin to draw life energy from the target at a rate of 1d2 Wounds per
round.
3. The target
will also accumulate Insanity Points at a rate of 1d10 per round.
4. Finally, the
target will lose 5 points-WP Bonus from Willpower, permanently, each round it's
in the creature's power.
5. Once
successfully attacked, the target cannot break free of the creature's influence
without outside help—he or she is locked into the terrifying illusion. In order
to break the creature's grip on the target, it must take 5 or more damage in a
single round.
6. If the target
doesn't break free before its wounds reach 0, it dies.
7. The target
can burn a Fate Point to escape, and we could just assume that the creature has
tired of "eating" because it has become "full."
·
Regenerate [Threshold
23/ Focus Time: Full Action / Sustain: Yes / Range: Self]: As per the Biomancy
power of this name.
Each Round this power is active, you remove 1d5
points of Damage (removing Critical Damage first) and have all levels of
Fatigue removed. Once all Damage is removed, you begin to regrow lost organs,
limbs, and so on.
Too fun not to use! I demand a restat for DCC! ; )
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