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PostSubject: Creature List   Wed Jul 22, 2009 9:45 pm

GameMasters Post:

(Initial post)

Drenthor's Creatures:


Dread vultures:Point Cost: 10 fear + Free Action

Description: Dread Vultures are vultures about the size and intelligence of a German Shepherd. They have extremely good eyesight, sharp claws, and a great sense of smell. Their most important feature is that Drenthor can see through their eyes and knows everything the bird knows. This connection also allows Drenthor to control and do divine actions on or through the birds more cheaply than he otherwise could.

The dread vultures were created in the first turn and have been quickly domesticated by the people. No changes have been made to them since then.

Vulture-Men
Point Cost: 12 faith, 10 fear

The vulture men are the decendents of 15 scavengers chaced from the tribe and were created during turn 5. They are a new intelligent race in the world completely unable to breed with humans!

Vulture men are nocturnal humanoids with feathers instead of hair. They are completely carnivorous and can only stomach rotting meat like a vulture eats. They have sharp canine teeth and lack both hands and feet; instead having four large clawed three fingered talons like a bird of prey. They are also a completely nocturnal race with eyes like an owls and an enhanced sense of smell.

While they are perfect nocturnal predators and scavengers they have some major weaknesses. Bright light or fire blinds them. They lack good manipulating hands for tool use; often requiring all four "Claws" to do things a human could do with one hand. More importantly they have hollow bones like a bird and both lighter than a man and more prone to breaking bones, so they have to be careful in a fight not to be knocked around too much or hit with blunt or heavy weapons like clubs, axes, or swords. Against animals they are kings but when fighting intelligent foes they will likely have to rely on surprise and darkness to help them win.
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PostSubject: Re: Creature List   Mon Jul 27, 2009 3:15 am

GameMasters Post:

(alteration on turn 7)

Drethnor's Creatures:


Dread vultures:Point Cost: 10 fear + Free Action + sacrificed soul +5 faith

Description: Dread Vultures are vultures about the size and intelligence of a German Shepherd. They have extremely good eyesight, sharp claws, and a great sense of smell. Their most important feature is that Drenthor can see through their eyes and knows everything the bird knows. This connection also allows Drenthor to control and do divine actions on or through the birds more cheaply than he otherwise could.

The dread vultures were created in the first turn and have been bound in turn seven to the new born race of vulture men with an unbreakable telepathic bond. This cost the existence of a fanatic soul and five extra faith points, but has led to a new chapter in the creatures existence.

Vulture-Men
Point Cost: 17 faith, 25 fear

The vulture men are the decendents of 15 scavengers chaced from the tribe and were created during turn 5. They are a new intelligent race in the world completely unable to breed with humans!

Vulture men are nocturnal carnivores capable of only eating rotting carrion like a vulture. They stand 4 feet tall with long ostritchlike legs allowing them to run as fast as a horse. They also have sharp five fingered birdlike talons where their hands should be and are completely covered in green and black feathers. They the heads of vultures but are fully capable of human speech.

While they are perfect nocturnal predators and scavengers they have some major weaknesses. Bright light or fire blinds them. More importantly they have hollow bones like a bird and are both lighter than a man and more prone to breaking bones, so they have to be careful in a fight not to be knocked around too much or hit with blunt or heavy weapons like clubs, axes, or swords. Against animals they are kings but when fighting intelligent foes they will likely have to rely on surprise and darkness to help them win.

Vulture men look like four foot tall green parrot-men more than anything else, even if they do have a vultures face, and like birds they lay huge eggs which they must protect for a full year before hatching. Young Vulture men are born fully capable of walking or running and are ready to hunt; but they must learn speach and human thought from their parents.

Vulture men naturally live in related family groups and are very territorial accepting only members of the pack, or juveniles who might be acceptable mates. Adult bird men of different clans instinctually dislike each other on sight!

It is also important to note that 1 out of every ten vulture men are instead born as Drethnor's Own.

Drethnor's Own
(Point cost: Special, subset of Vulture Men)

Drethnors own are gigantic intelligent carnivorous raptors who stand 12 foot tall and weigh between 3 and 4 hundred pounds each. Drethnors own are the tribes natural protectors and sentries they aren't territorial but are extremely protective. If anyone or anything threatens their clan they will fight to the death without question or hesitation.

Drethnors Own can run as fast as a horse, but mostly stay near the nests gaurding their homes and the tribes young with their powerful kick and the sharp bite of their huge beaks. This is their ONLY addition to the tribes population as all of Drethnor's Own Are completely sterile.
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PostSubject: Re: Creature List   Wed Jul 29, 2009 10:25 am

GameMasters Post:

(alteration on turn 8 )

Drethnor's Creatures:


Dread vultures:Point Cost: 10 fear + Free Action + sacrificed soul +5 faith

Description: Dread Vultures are vultures about the size and intelligence of a German Shepherd. They have extremely good eyesight, sharp claws, and a great sense of smell. Their most important feature is that Drenthor can see through their eyes and knows everything the bird knows. This connection also allows Drenthor to control and do divine actions on or through the birds more cheaply than he otherwise could.

The dread vultures were created in the first turn and have been bound in turn seven to the new born race of vulture men with an unbreakable telepathic bond. This cost the existence of a fanatic soul and five extra faith points, but has led to a new chapter in the creatures existence.

Vulture-Men
Point Cost: 17 faith, 25 fear

The vulture men are the decendents of 15 scavengers chaced from the tribe and were created during turn 5. They are a new intelligent race in the world completely unable to breed with humans!

Vulture men are nocturnal carnivores capable of only eating rotting carrion like a vulture. They stand 4 feet tall with long ostritchlike legs allowing them to run as fast as a horse. They also have sharp five fingered birdlike talons where their hands should be and are completely covered in green and black feathers. They the heads of vultures but are fully capable of human speech.

While they are perfect nocturnal predators and scavengers they have some major weaknesses. Bright light or fire blinds them. More importantly they have hollow bones like a bird and are both lighter than a man and more prone to breaking bones, so they have to be careful in a fight not to be knocked around too much or hit with blunt or heavy weapons like clubs, axes, or swords. Against animals they are kings but when fighting intelligent foes they will likely have to rely on surprise and darkness to help them win.

Vulture men look like four foot tall green parrot-men more than anything else, even if they do have a vultures face, and like birds they lay huge eggs which they must protect for a full year before hatching. Young Vulture men are born fully capable of walking or running and are ready to hunt; but they must learn speach and human thought from their parents.

Vulture men naturally live in related family groups and are very territorial accepting only members of the flock, or juveniles who might be acceptable mates. Adult bird men of different clans instinctually dislike each other on sight!

It is also important to note that 1 out of every ten vulture men are instead born as Drethnor's Own.

Drethnor's Own
(Point cost: Special, subset of Vulture Men)

Drethnors own are gigantic intelligent carnivorous raptors who stand 12 foot tall and weigh between 3 and 4 hundred pounds each. Drethnors own are the tribes natural protectors and sentries they aren't territorial but are extremely protective. If anyone or anything threatens their clan they will fight to the death without question or hesitation.

Drethnors Own can run as fast as a horse, but mostly stay near the nests gaurding their homes and the tribes young with their powerful kick and the sharp bite of their huge beaks. This is their ONLY addition to the tribes population as all of Drethnor's Own Are completely sterile.

The Wretched
(Point cost: 20 fear (creation curse) + 20 fear (Redesigning The Chosen into The Wreched) + 2 upkeep)

The wretched are a race of 2 foot tall humanoid birds who flock and mate like osterich's with a 3.5% rate of population growth each year. They have birdlike feet and five fingered taloned hands like The Chosen; however they are hunchbacked and their hands drag over the ground, indeed they run on all fours like an animal! Further the arms, lower legs, and head of the wretched are bald red and scaly. Their feathers are jet black. Like the Chosen Wretched can ONLY eat carrion.

They lack sharp offensive talons or a sharp beak, but instead possess the ability to spit corrosive digestive juices and fetid rotting meat in a stream up to 20 feet in front of them. Also unlike the the their cousins "The chosen" the wreched can see perfectly fine during the day, and can see like a bat via echolocation so long as they choose not to speak, which makes it very hard to sneak up on one.

The most potent ability of the Wretched however is a minor psionic power that allows them to hide themselves from animals even as they are eating from the same carcass; they simply convince the enemy that they are not there; mind to mind! This is naturally a minor ability that doesn't effect intelligent creatures like humans, but it can be trained to be more powerful if the individual takes the time to learn to use it with skill.

Like humans wretched mate for life, but they do it as osteriches would. At adolescence the males compete for the attention of the females; Hopefully attracting between three and five mates. These family groups find food and raise the young communally and many such groups can live together peacefully. They are not territorial, indeed they prefer having other people birds and animals around to provide refuse for them!

Being descended from the players original curse that turned an person into one of the chosen these wretches also are close enough related genetically and via the gods original "imprint" to have access to the chosen's connection to the Dread Vultures. . . if any were around.
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