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Post by Manticore on Jan 15, 2007 17:30:13 GMT -5
These profiles are subject to change. This is demo mode. And I placed these in this section because they are sample CADs using the new Magnamund rules, and so should go in the same section as the rest of the rest of the Magnamund rules.
GIAK Allegiance: Evil
Abilities_________ Intelligence: 2 Strength: 4 Agility: 2 Speed: 3 Durability: 2 Willpower: 1
Actions_________ Close Combat: 2 (Strength Bonus or weapon modifier) - Swords - Melee combat
Ranged Combat: 2 (Weapon Modifier)
Ride (Kraan): 1 - Based on Horsemanship
Animal Training: 2 - Doomwolf - Kraan
Social Skills: 2 - Giak Language - Bullying
Modifiers__________ Darkvision (2) +2 resistance to Heat
Cowardly
Equipment___________ Sword (+1) Studded Leather Armour (+1 defence)
Background_________
Spawned in great numbers in the vats beneath the fortress-city of Helgedad, the Giaks are vicious front-line troops in the Darklords' war on the free kingdoms of Magnamund. Cheap and expendable, the Giaks were once so numerous that they were bred as a source of fresh meat and lamp oil for their evil masters. They live short, violent lives; their minds filled with the poisonous psychic taint of the Vordaks and the Darklords. They are stocky grey-skinned humanoids with bestial, hairless faces and yellow eyes. The Giaks have a simple language of their own, but their average life span is less than a year, so they have little time to develop a complex culture, or more importantly, dream of rebellion. Despite their tendency towards self-preservation, the Giaks are vicious, disciplined troops so long as their masters keep a watchful eye over them. After all, they are far more scared of their commanders than they are of the enemy.
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Post by Manticore on Jan 26, 2007 15:16:01 GMT -5
KRAAN__________ Allegiance: Evil
Abilities________ Intelligence: 1 Strength: 4 Agility: 3 Speed: 1 Durability: 3 Willpower: 1
Actions__________ Close Combat: 1 (Strength Bonus) - Claws
Hunting/Tracking: 1 - Scavenging
Flight: 4
Shriek: 5 (as Cause Fear. Stones vs Willpower to drain stones. If the action succeeds the Kraan's stones are refundable.)
Modifiers________ Winged Beast Animal Senses: +3 Claws: +2 Toughness: +1
Background_______ The Kraan are bred as mounts for the low-level minions of the Dark Muster. They are shaped much like pterodactyls, but with a huge wingspan; thick muscular bodies, long necks and sharp talons. They are cunning, malevolent creatures with a taste for human flesh and a tendency to bite their masters if they think they can get away with it.
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Post by Manticore on Jan 26, 2007 15:40:56 GMT -5
VORDAK Allegiance: Evil
Abilities________ Intelligence: 2 Strength: 4 Agility: 3 Speed: 3 Durability: 3 Willpower: 3
Actions________ Close Combat: 3 (Strength Bonus or Weapon Modifier)
Unnerving Gaze: 5 (Psychic Attack)
Leadership: 3
Social Skills:2 - Giak Language - Black Muster protocol
Modifiers_______ Undead, Mental Defence: +1 Toughness: +1 Energy Defence: +2 Malevolence (+1 modifier to Unnerving Gaze) Magical Defence: +2
Equipment_______ Sword [+1] Vordak Gem (Special)
Background________
The Vordaks are undead servants of the Darklords, given life by magical gems and the waters of the Hellswamp. The Vordaks make for reliable lieutenants, and are often seen leading armies of Giaks and Drakkarim into battle. Vordaks are humanoid creatures with skeletal features and blood red eyes. They are surrounded by a psychic aura of horror and menace, and prefer to burn their victims psychically rather than face them in hand-to-hand combat.
*Vordak Gem: When a Vordak dies its body reverts back to its gemstone state. Anyone who picks up the gem in the panel after the Vordak dies suffers 3 red stones of fire damage from the heat the foul stone gives off. The gems are valuable to those who see only their beauty and not their vile origins.
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Post by Manticore on Mar 19, 2007 3:11:28 GMT -5
NAJIN Allegiance: Evil or Unaligned
Abilities___________ Int: 1 Strength: 5 Agility: 4 Speed: 2 Durability: 2 Willpower: 1
Actions__________ Close Combat: 1 (Strength Bonus or Weapon Modifier) - Claws/Teeth
Hunting: 2 - Scouting - Scavenging
Flight: 3
Climbing: 3 (Agility Bonus)
Social Skills: 1 (Note: Najin are not capable of human speech. But they can plan and confer among themselves, and there are human Wizards who can understand them.)
Modifiers__________ Animal, Winged Monkey Claws/Teeth (+1) Animal Senses: 1
Background__________
The Najin are a successful product of the Wytch King's vile sorcerous experiments. They resemble monkeys with black batlike wings. They possess a basic intelligence and can be made to form into squads to fulfil simple tasks for their evil master. Conceived of as a match for the Darklords' Kraan and Giak servants, the Najin are so brutally effective that the Wytch King has been encouraged to breed them in larger numbers, much to the dismay of his enemies.
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Post by Manticore on Mar 19, 2007 3:51:17 GMT -5
HELGHAST Allegiance: Evil
Abilities_________ Intelligence: 3 Strength: 3 Agility: 3 Speed: 3 Durability: 3 Willpower: 3
Actions_________ Close Combat: 3 - Bluefire staff - Ambush - Backstabbing
Spying: 3 - Betrayal - Assassination - Infiltration
Shapeshifting: 5
Hel-fire: 3 (+ Bluefire Spear weapon modifier) - 2x damage - Range: 3
Social Skills: 4 - Deception - Bluff - Black Muster Protocol - Persuasion
Modifiers_________ Undead, Immune to non-magical physical damage Toughness: +3 Mental Defence: +1 Magical Defence: +1
Equipment: Bluefire Spear (+2)*
Background_________ The Helghast are one of the greatest threats to the freedom of Magnamund since the advent of the Darklords. Vile, shapeshifting horrors produced for the purpose of destabilising governments and turning friends to enemies, the Helghast are of vital importance to their dark masters' insidious plans. The Helghast may assume any form they wish, but their true form is that of a rotting human skeleton with blazing fiery eyes.
Even when revealed, the Helghast may be unstoppable- the vile magic involved in their creation renders them immune to all damage except that caused by magic, psychic powers or magical weapons. Even the greatest of warriors could die at their hands; unable to make any dent on their impervious bodies.
*The Bluefire Spear is the weapon of the Helghasts. These weapons are kept in their resting place beneath Helgedad until they are called upon by their wielders, summoned to the Helghast no matter where they may be on or in Magnamund. The weapon is a black iron staff topped with a carved stone head, through which the Helghast can channel its terrible Hel-fire. The Bluefire Spear is exclusive to the Helghasts.
Notes________ Helghast cannot be harmed by your Kung Fu. Your Katana cannot hurt the Helghast.
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Post by Manticore on Mar 19, 2007 4:17:04 GMT -5
DOOMWOLF Allegiance: Usually Evil
Abilities________ Intelligence: 1 Strength: 4 Agility: 3 Speed: 4 Durability: 2 Willpower: 1
Actions________ Close Combat: 1 (Strength Bonus) - Claws and teeth!
Hunting/Tracking: 2 - Hunters
Modifiers_______ Animal, large Wolf Animal Senses +4 Claws/Teeth +2
Background_________ Doomwolves are huge, cruel predators; a breed of wolf horribly warped by the power of the dark god, Naar. They are used as war hounds and hunting animals by the Giaks. Recently some of them have escaped into the wild to wreak havoc on farmers' herds and local wildlife.
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Post by Manticore on Mar 19, 2007 4:43:50 GMT -5
CRYPT SPAWN Allegiance: Evil
Abilities_______ Intelligence: 2 Strength: 2 Agility: 2 Speed: 2 Durability: 3 Willpower: 4
Actions________ Close Combat: 2 (Strength Bonus) - Tentacles!
Psychic Combat: 5 (As combined Mindblast and Mindshield) (Willpower Bonus)
Flight: 4 - Cannot exceed Speed '2'
Modifiers________ Aberration, Insane, Darkvision: +1 Malevolence (+2 modifier to Psychic Combat) Mental Defence: +3 Immunity to Magic Toughness: +2
Background________ The Crypt Spawn are formed from the disembodied brains of particularly strong-willed prisoners captured and tortured by the Darklords. They are awful, slimy monsters that look like brains with wings and tentacles. They are mindless, completely hostile to all non-evil creatures, using their telepathic abilities to deal terrible damage to those that would defy the Darklords.
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Post by Manticore on Mar 19, 2007 5:08:07 GMT -5
VAZHAG
Abilities________ Int: 2 Strength: 2 Agility: 3 Speed: 3 Durability: 1 Willpower: 1
Actions________ Close Combat: 1 (Agility Bonus or weapon modifier) - Swords
Ranged Combat: 1 (Weapon Modifier) - Bow
Hunting/Tracking: 1 - Swamp travel
Social Skills: 1 - Toadying
Modifiers________ Animal senses: 3 Immunity to Disease Plague Carrier (Automatic attack versus Durability at '3' to cause a deadly infectious disease)
Equipment________ Rusty sword (+1) Leather Armour (+1)
Background________ The Vazhag are mutated humanoid rats, spawned in vast numbers by the evil Cener Druids as cheap, disposable troops. They are bred to be immune to almost all diseases- even the magical Cener plagues- and so they are useful in environments where the Giaks would soon perish.
The Vazhag are nasty vermin: hosts to lice, parasites and many infectious diseases. If the Cener Druids ever emerge from their stronghold in Ruel their army will contain vast numbers of Vazhag.
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Post by Manticore on Mar 19, 2007 5:40:56 GMT -5
GOURGAZ Allegiance: Evil or Unaligned
Abilities________ Intelligence: 1 Strength: 7 Agility: 1 Speed: 2 Durability: 4
Actions________ Close Combat: 2 (Strength Bonus or weapon modifier) - Club
Modifiers________ Dinosaur Low-light Vision: +1 Toughness: +3
Equipment________ Massive Club (+2)
Background________ The Gourgaz are primitive, giant bipedal reptiles living in the western swamps of Magnamund. They are fierce, savage creatures, but they are not very intelligent, and they are easily manipulated by the Darklords. Therefore, the second Dark Muster is sure to include several Gourgaz. The Gourgaz are bipedal reptilian creatures, several times larger than a grown man, with well-developed arms capable of using tools and wielding weapons.
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