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Saturday, August 24, 2013

New Palladium Creature: Warkor

Image is provided by monique robert studios.


Description: The warkor is a creature that is large like a rhino and tough like one too with this exception, the warkor is mild gentle and a grazer. This creature was a war mount of the Chaos Wars and when the war was over and it was time to put things in their place, because of bad memories, this creature was put behind the stone curtain of the Northern Wilderness to fend for itself.

These gentle giants are also in remote areas near the Nimro mountains and are used as a beast of burden and wagon pulling. This beast has a tougher meat and heaver hide just perfect for those rougher winters or giant lifestyle.
The creature might be bovine in behavior but has no horns but a tough thick skull and tusker like fangs. Their padded feet allow them to displace their immense weight evenly so that they can run and move. Jumping is not possible but rearing up on their hind legs is. Their roar can be heard for about a half mile and sounds like a tuba being blasted.

What makes this creature unique is that it has the inate ability to smell fairie mushrooms and decern from the poison ones. Those that hone this creature's tallents are able to get the mushroom and upon eating it gain a +20 to their P.P.E. for 24 hours until the effects of the magic fungus disipates. These creatures have become (because of this) coveted by man and fairie alike and can be found grazing near fairie rings protected by the fairie folk. 

Alignment: Scrupulous when trained; tends to nip at the hand that feeds it.
The Eight Attributes: I.Q.: 1D4 M.E.: 2D6 M.A.: 2D6 (they are irritable at times) P.S.: 5D6 (supernatural) P.P.: 2D6 P.E.: 4D6 P.B.: 2D6 Spd.: 5D6X2
Hit Points: P.E. + 10
S.D.C.: 1D6X10
Natural A.R.: 9
Horror Factor: 8 (due to their size)
P.P.E.: 2D6
O.C.C.: Not Applicable
Natural Abilities: The warkor spit and when they do it’s a lot of mucus (equal to a gallon).  The gallon of goop is similar to a camel or lamas spit; debilitating but does not hinder movement to much (-1 to strike parry and dodge). The bark from this creature can be heard for a half mile when they are angry but most of the time they are mild. The bark alerts other warkor of possible danger as well as their giant masters.
Attacks per Melee: 2 (slow)
Damage: When the creature bucks up, the stomp attack is horrifying (H.F.:12) and the victim may freeze in terror. They also bite with their razor sharp teeth. To those they know it’s a meager nip (1D4) but to those that they do not know it can be terrible 6D6. Also a shoulder block (body block or head butt) is hard on those who get impact even at a standstill. Stand still: 3D6 Ramming speed: 6D6.
Bonuses: +2 to strike, +2 to initiative
Magic: None
Psionics: Six Sense, See the Invisible, Empathic Transmission
Value: Alive: 1200 to 1800 (not sold in human communities), Fur: 300 to 600, Meat: 100 to 300
Average Life Span: 80 to 120 years (The older produce the sweeter meat and softer coats)
Habitat: Prefer cold climates near mountainous regions.
Range: Lower Northern Wilderness, Land of the Damned, Ophid Grasslands but can be found near Mount Nimro (thanks to the giants). Those creatures will have shorter fur.
Language: Not Applicable
Enemies: Not Applicable
Allies: Not Applicable
Size: Twelve feet tall and sixteen to twenty feet across
Weight: 1400 lbs.
Notes: These timid and shy creatures are a bit jumpy (-3 to initiative) and will bite and ram those they do not know or like. They tend to adopt certain individuals after 1D6 months and consider them part of the herd. At that point they will not jump at their approach and will not run away.

Monday, August 19, 2013

New Palladium Creature: Shinnies

Shinies (Revised)
The Shinies are a mild peaceful collective of creatures, which love all things shiny. They love shiny things so much that the mischievous creatures will use their magic to acquire it. Silver spoons to Rune Swords its all the same to the Shinies. They just want to get their hands on it. Their initial attack is to wait for the victims to sleep then use their magic to further induce sleep. Then “trade” the victims, their shiny thing, for something non-shiny. Those who catch on to the Shinies before they trade can negotiate with them for a larger “shiny” thing by giving them a smaller “shiny” thing, but that’s as far as they can be by in their trade can go.

 The Shinies have a dark side too. When the Shinies are attacked they are provoked to anger. They become so angry that they use their magic to subdue their target than bite the living day lights out of their victim (not to the death but to the pain). You can rob the dead only once is a common saying. Some die; those who survive usually do because of good armor or racial characteristics.

I.Q.: 2D6, M.E.: 2D6, M.A.: 4D6, P.S.: 1D6, P.P.: 2D6+3, P.E.: 1D6+4, P.B.: 3D6, Spd.: 4D6
Alignment: Scrupulous
Hit Points: P.E. +6
S.D.C.: 2D6
P.P.E.: 4D6+P.E.
Natural Armor Rating: 8
Natural Abilities: Climbing (90%), 90 foot night vision, keen normal vision and keen sense of hearing.
Combat: 1 attacks per melee
Damage: 1D6 per bite. 1D4 claw attack
Bonuses: +1 to strike, +3 to parry and dodge
Magic: The creature is capable of the following spells: Befuddle, Sleep, Cloud of Smoke, Blinding Flash, Mend Cloth, Fools Gold, Invisibility Simple, & Faeries Dance.
Psionics: None
Skills: Language: Faerie, and Gobblely 98%, Identifies Fruits and Plants, 75%, Preserve Food 75%, Land Navigation 98% (within a hundred miles of their place), Track Animals 35%, Preserve Food 80%, Faerie Lore 70%, Prowl 70%, Climb 90%, W.P.: Knife. Skills do not increase.
Average Life Span: 1200 years (not true immortal but to most races they seem so).
Habitat: Large Trees (60 feet or more) and heavy forests. They hate snow and will not come out in the winter.
Enemies: Dark Faeries, and creatures of evil alignments
Allies: Common Faeries and creatures of good alignments
Size: 1 foot tall
Weight: half a pound

Note: These creatures are very friendly (will give directions, play and such) and their only mischief is that they love things that are shiny and bright. They tend to get too close to humans just to see if they’ll "trade". If they are evil humans they tend to just steal knowing that the evil have no need for shiny things and can hurt them less if they went without. 

Image found at The Smallest User Blog