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The Roleplaying Game of Heroic Adventure in the - Mazes ...

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Poison<br />

<strong>The</strong> creature has a vicious poisonous st<strong>in</strong>g or pair <strong>of</strong><br />

fangs coated with a venom that ei<strong>the</strong>r kills <strong>the</strong> victim<br />

or causes paralysis (depend<strong>in</strong>g on <strong>the</strong> creature).<br />

A creature with this special ability may only make<br />

one poison attack <strong>in</strong> a s<strong>in</strong>gle battle round, <strong>in</strong>stead <strong>of</strong><br />

one <strong>of</strong> its regular melee attacks.<br />

This poison attack is resolved like a regular melee<br />

attack and requires a successful Melee attack roll.<br />

If <strong>the</strong> attack is successful, it does normal damage<br />

and <strong>the</strong> victim must immediately make a Physical<br />

Vigor sav<strong>in</strong>g roll aga<strong>in</strong>st a target number <strong>of</strong> 15. If<br />

this roll fails, <strong>the</strong> victim is affected by <strong>the</strong> venom.<br />

Multiple Heads<br />

<strong>The</strong> classic three-headed Chimera<br />

Each head beyond <strong>the</strong> first adds one opponent to<br />

<strong>the</strong> creature’s maximum number <strong>of</strong> opponents it can<br />

attack dur<strong>in</strong>g <strong>the</strong> same round.<br />

Each extra head adds +1 to its Initiative and its<br />

Detection modifier.<br />

Thus, a seven-headed gigantic hydra will be able to<br />

attack up to ten different man-sized opponents<br />

dur<strong>in</strong>g <strong>the</strong> same battle round: four for its gigantic<br />

size and one more for each extra head. Such a<br />

heptaphalous creature would also get an Initiative<br />

and Detection bonus <strong>of</strong> +6.<br />

Natural Armor<br />

This upgraded version <strong>of</strong> Tough Sk<strong>in</strong> (see below)<br />

gives +4 to Defense Class.<br />

Petrification<br />

<strong>The</strong> creature’s gaze can turn its victims to stone.<br />

To use this terrify<strong>in</strong>g power, <strong>the</strong> creature must make<br />

eye-to-eye contact with its victim with<strong>in</strong> a maximum<br />

range equal to 20 times its Mystique <strong>in</strong> feet.<br />

This venom may cause one <strong>of</strong> <strong>the</strong> follow<strong>in</strong>g effects:<br />

<strong>in</strong>stant death, death (<strong>in</strong> 1d6 battle rounds) or<br />

paralysis (totally unable to move, act, speak - but<br />

not to use magic) for <strong>the</strong> next 1d6 m<strong>in</strong>utes.<br />

Psychic Powers<br />

<strong>The</strong> creature has mental powers similar to Sorcery<br />

spells (see Players Manual). It can use <strong>the</strong> full<br />

repertoire <strong>of</strong> Sorcery powers with a Psychic Gift<br />

equal to <strong>the</strong> sum <strong>of</strong> its Cunn<strong>in</strong>g and its Mystique.<br />

<strong>The</strong> be<strong>in</strong>g’s Mystic Strength is equal to (12 + its<br />

Psychic Gift) and its Power po<strong>in</strong>ts total is equal to 4<br />

times its Psychic Gift bonus.<br />

Thus, a Crafty (+3) and Eldritch (+2) creature with<br />

Psychic Powers will have a Psychic Gift bonus <strong>of</strong> 5,<br />

a Mystic Strength <strong>of</strong> 17 and 20 Power po<strong>in</strong>ts.<br />

Regeneration<br />

At <strong>the</strong> end <strong>of</strong> each round, <strong>the</strong> creature automatically<br />

rega<strong>in</strong>s a number <strong>of</strong> Hits which varies accord<strong>in</strong>g to<br />

its Size: Medium = 1, Large = 2, Gigantic = 3. This<br />

power cannot br<strong>in</strong>g <strong>the</strong> creature’s current Hits Total<br />

above its start<strong>in</strong>g maximum and ceases to function<br />

when <strong>the</strong> creature’s Hits are reduced to zero. T<strong>in</strong>y<br />

and Small creatures cannot have this ability.<br />

This special attack counts as one <strong>of</strong> <strong>the</strong> creature’s<br />

regular attacks but requires no die roll. It takes<br />

effect dur<strong>in</strong>g <strong>the</strong> missile phase <strong>of</strong> <strong>the</strong> battle round,<br />

accord<strong>in</strong>g to <strong>the</strong> creature’s regular Initiative score.<br />

<strong>The</strong> only way to avoid this gaze is to make a<br />

successful Danger Evasion roll (with a +2 bonus if<br />

us<strong>in</strong>g a shield). This Danger Evasion roll is made<br />

aga<strong>in</strong>st a target number <strong>of</strong> 15.<br />

If this roll is failed, <strong>the</strong> victim is still entitled to a<br />

Mystic Fortitude roll aga<strong>in</strong>st a target number <strong>of</strong> 20 to<br />

avoid be<strong>in</strong>g turned to stone… permanently. Only<br />

Div<strong>in</strong>e Intervention can restore <strong>the</strong>se statues to life.<br />

ARE YOU STARING AT ME???<br />

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