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