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Chronicles of the Future Earth


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So as there is apparently no future projects in the immediate pipeline, and as we've been told that if we want CotFE stuff we'll need to write it ourself, I'm starting a thread where those so inclined can make their own contributions to Ms. Newton's charming world.

Of course nothing that follows can be considered entirely 'canonical,' but then, when has that ever stopped us!

I'll begin:

The Sickle Islands, The Pirate Theurges, and the Ing Shu.

A curving chain of rocky, largely volcanic islands that stretches far into the Middle Sea. Ancient ruins are frequent upon the craggy slopes, and in the depths of the many shallow bays and coves. The most legendary of these drowned cities is Roma the Eternal. Legend has it that a fabled demi-god, Cezar Julus, sleeps in a tomb-temple within this ageless city, awaiting the time when he will waken and again rule the world.

The Scils are rocky islets at the southern end of the Sickle Islands that are the home of the Pirate Theurges, wizardly pirates who extort princely sums from those who ply the waters around their islands. Chief among these is Hareela Thun, Queen of the Scils, and captain of the Empress of the Storms, perhaps the greatest warship upon the Middle Sea. She commands a horrible aquatic demon, the Syclla, which dwells in a marine grotto somewhere in the Scils.

The amphibious Ing Shu are frequently found in the waters of the Sickle Islands, having established colonies in many of the drowned cities of the Ancients.

Ing Shu, amphibious non-human race.

The Ing Shu have two meter long eel-like bodies. At the lower part of their body they have stumpy lobe-like fins, upon which they can walk with an awkward, waddling gait. Their heads have a dome-like kneel, that contains their sonar organs. They possess two pairs of tentacles growing from their lower jaws; the outer tentacles longer than the inner. These tentacles are used for manipulation: the outer pair for more physical work, while the inner pair are reserved for fine manipulation.

They are mammals, and give birth to live young.

They are tireless enemies of the Atalaq, who are known to raid their creches to prey upon their young.

Their main economies are fishing, and scavenging the sea-beds for various treasures which they trade to to the land-dwelling folk for metal goods and the like.

STR 3D6+3

CON 4D6

SIZ 3D6+6

INT 3D6

POW 3D6

DEX 3D6

APP 3D6

HP 14 average

Movement

Walking/Swimming 3/25

Special

Echo-location: As per the Super Sense.

Must stay moist: After an hour out of water they must have their skin wetted, or suffer the loss of one point of CON. This continues for each remaining hour that they remain dry.

Blubber: Their blubbery hide gives them 2 AP.

Poor Eyesight: They are extremely near-sighted. Any tasks dependant upon long-range vision are difficult actions.

Dual Actions: Their outer and inner tentacles can wield weapons simultaneously. But see below.

Weak Inner Tentacles: Use Strength/2 for the weaker inner tentacles.

Sonic Blast: As per energy projection (Level 2). Note that out of the water they use this ability as Level 1. This is a focused blast of stunning sound waves. For determining their total pool of available power points, CON/3, rounded up.

Can Drown: They are air-breathers, and must routinely surface for air. The total time they can remain submerged is (4) times their CON in minutes. They are able to dive to a depth of 30 meters times their CON.

Hit Locations:

D20 Roll Location AP/HP

1-2 Tail 2/5

3-5 R. Leg 2/5

6-8 L. Leg 2/5

9-11 Abdomen 2/6

12-15 Chest 2/6

16 *R. Tentacle -/4

17 *L. Tentacle -/4

18-20 Head 2/5

*50% of either inner or outer-most tentacle being struck.

Skills: Projection: Sonic Blast 50%, Spear 45%, Speak Low Sakaraic INT+30%, Bargain INT+20%, and

Swim 60+DEX%.

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(Nothing too particulary original I know, just tweaking an Gloranthanian icon).

The Dral'ul

Beyond the Pylon Mountains, there stretches a coastal wilderness, the Angudosan Coast: also known as the Crab Coast, because of the fierce and monstrous crabs that inhabit its salt-water marshes and estauaries. Along this coast, in stilt villages, dwell a reclusive race, the Dral'ul, also sometimes derisively known as the 'Ducks'.

Their resemblance to avian water-fowl is slight: they do have broad-bills, and webbed- feet, however they have arms instead of wings; they only have feathers along their backs, the rest of their skin is scaled; they have reptilian tails; and the males of the race have tall, bony crests.

These crests, full of convoluted airways, allow the males to bellow out ululating cries and alarms; as well as mating challenges to rival males.

STR 2D6+3

INT 2D6+6

CON 2D6+6

POW 3D6

DEX 3D6+3

CHA 2D6

SIZ 1D6+4

Hit Points: 9 Average

Movement

Walking/Swimming 8/16

Special

Bellow (males only): By strenously forcing air through the airways of the crest, the male makes a mournful, booming noise, that, under ideal conditions, can carry for miles. Note that this requires some fine breath control, prohibiting the Dral'ul from performing rigorous physical action at the same time.

Stability: Their broad tail means that they are extremely hard to knockback, as it makes them a steady tripod. For purposes of determining SIZ in resisting knockback, Dral'ul use 3x their total SIZ (i.e, a SIZ 5 Dral'uz resists knockback as a SIZ 15 creature).

Webbed Feet: Upon the marshy, boggy grounds of their homeland, they gain the Lightfoot Supermovement ability.

Skills:

Swimming 60+Dex%, Pilot small water-craft 50+DEX%, Speak Low Sakaraic: INTx2%, Short Sword 40%, and Sling 50%.

D20 Roll Result HP

1-2 Tail 3

3-5 Right leg 3

6-8 Left leg 3

9-11 Abdomen 4

12-15 Chest 4

16 Right arm 2

17 Left arm 2

18-20 Head 3

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Daagathla, the Lords of the Drowned Dead

Horrid monsters that are a amalgam of kraken and fish, these invaders from an alien realm dwell in submarine caverns or subterranean lakes. Often they are worshipped by the P'Tek and the Atalaq. They worship the Reaver Gods, as well as their own alien deities.

STR 5d6+6

CON 6d6+10

SIZ 5d6+20

INT 4d6+12

POW 4d6+12

DEX 4d6+3

APP 1d6+2

HP 32 Average

Move

Swim/Crawl 30/2

Special:

Snare of congealed water: The Daagathla can transform water into a sticky, viscious slime, which they can use to drag down and drown foes. Even aquatic creatures can be drowned with this stuff, as it blocks the gills. Treat as the Snare Projection power, level 12. Particularly ancient Daagathla may have this ability up to level 24.

Wall of thickened water: The Daagathla can use their power over water to create a wall of thick, ropy slime to protect them from incoming attacks. Treat as the Barrier power, level 4. Particularly ancient Daagathla may have this power up to level 8.

Psychic Powers: The Daagathla possess the following psychic abilities: telepathy, eidetic memory, and mind control.

Sorcery: The Daagathla has a 50% chance of possessing a number of sorcery spells equal to 1/3 of its POW. It can cast these spells at a level equal to its INT+10%.

The Drowned Dead: Creatures drowned by the Daagathla raise as zombies, controlled by the Daagathla, some 24 hours after their death. They must remain moist, or again collapse into true death: the amount of time they can remain out of some liquid medium is equal to their hit points in hours. The number of such revenants that a Daagathla can control is equal to its POW.

Link to water: To use the first two powers the Daagathla must have at least 2/3 of its body in water.

Daagathla can only remain out of water equal to their CON in minutes, after that they begin taking CON damage at a rate of 1/minute.

Attacks: Attack Damage

Tentacle Lash 50% 1d6+Average Damage Modifier of 3d6

They can make up to 4 tentacle lashes/round.

Armor:

2 AP scales and slime

D20 Result AP/HP

1 Arm 1 --/8

2 Arm 2 --/8

3 Arm 3 --/8

4 Arm 4 --/8

5 Arm 5 --/8

6 Arm 6 --/8

7 Arm 7 --/8

8 Arm 8 --/8

9 Arm 9 --/8

10 Arm 10 --/8

11-15 Body 2/13

16-20 Head 2/13

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  • 2 years later...

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