Friday, September 27, 2013

Fantasy Core RPG: Jianghu Setting-Monsters-Spirits

Fantasy Core RPG
© Jerry Harris 2013
(This link will take you to the Fantasy Core Index.)

Monsters


The virtuous warrior welcomes the presence of a monster.  “At last,” he says, “Something I can kill without regret.”
While the Empire is an orderly, civilized place, and barbarian clans dominate their own lands, there are “monsters” in their midst.  The characters will find their human opponents more common, but conflict with the occasional supernatural creature may occur in the wilderness, among ancient ruins, in unhallowed grounds of the city, and netherworld creatures who have been summoned by evil magic users. 

No monster in this setting should really be considered “typical.”  Use the stats provided here as a basis for creating your own.  Take note that most monsters with shapechanging abilities are well aware of supernatural areas and items that block detection spells and take full advantage of them.  Ref’s, don’t overuse the shapechanging monsters, unless you want the characters killing everyone they meet.


Peaceful, rustic, bucolic nature?  You are far too naïve to go into the woods. 
Malevolent, animalistic spirits live in haunted rural areas.  They may go by the general name of Kami, but there are specific types that tend to be the most troublesome. 

If it meows, it’s a cat.  If it grins, it’s a Kappa.  Be on your guard.
Kappa
Kappa are small cat-like creatures that are fond of mischief, but can be helpful when put under duress or if there’s a powerful incentive in it for them. 
HD 1/2, Hp 2, AC 16        
Fort +0, Ref +2, Will +2
Melee: Bite +2 to hit 1d3 + Poison (DC 12 Fort Sv or Stunned 1 turn)

Never surprised
Powers: Each may be cast once a day, effects last 1 rd, automatic success casting. 
Confusion: Distraction, Will Sv DC 12
Dancing Lights: Distraction, Will Sv DC 12
Dimension Door: Disappear and reappear elsewhere, line of sight
Mirror Image: Will Sv DC 12
Invisible: 0 BAB to hit
Ventriloquism: Distraction, Will Sv DC 12
Illusions: Distraction, Will Sv DC 12
Polymorph Inanimate: Turn object into something else
Haste: 2 actions in rd


Everyone check their pockets and packs.  Something’s probably missing.
Tengu
Tengu are flying crow-men.  They like to cause trouble, namely the theft of shiny objects, but they can be negotiated with.
HD 1+1, Hp 9, AC 15      
Fort +1, Ref +5, Will +2
Melee: Dagger +3 to hit 1d4+1
Ranged: Short Bow +3 to hit 1d6 
Surprise Attack: Successful attack and Stealth rolls, Max dam +1
Sneak Attack: Successful attack and Stealth rolls, Max dam  
+3 Stealth, Pick Pockets, Pick Locks
Flight Suit: A magical feathered coat, which allows a Tengu to fly.  They are unable to do so without it.  It will only work for a day for a non-Tengu.  Further, Flight Suits were a gift from the gods to the Tengu for an unknown favor.  They will relentlessly track down anyone else in possession of one.


I am a spirit.  These woods are my shrine.  I expect tribute from all visitors.
Kami
Fox Spirits genuinely dislike humans and will only delay harming them for the purposes of torturing them first.  (Though there is at least one famous Fox Spirit that is known to be helpful to mankind.) Other Kami are spirits of nature, perhaps taking animal form or not.  They are usually localized to a specific area, like a pond, waterfall, tree, etc.  Their disposition would depend upon how they came to inhabit the area.

Typical Minor Kami
HD 5, Hp 20, AC 16* Magic to hit         
Fort +1, Ref +1, Will +4
Melee: Touch, 2 att, +5 to hit 1d10 each
Fly
Disappear at will
Regeneration of all damage with 1 turn of rest

Shamen spells 1-3 levels, Spell Check +5, 2 failures/encounter
Typical spells
DC 15 3rd Level
- Blink: You randomly vanish and reappear for 5 rds
- Hold Person: Paralyzes one humanoid for 5 rds. DC 15 Will Sv
- Suggestion: Compels non-hostile subject to follow stated course of action. 5 turns.  DC 15 Will Sv
DC 14 2nd Level 
- Blindness/Deafness: Makes subject magically blinded or deafened. Encounter. DC 15 Will Sv
- Fog Cloud: Fog obscures vision. Fills confined area or 40' sq. 5 turns.
DC 13 1st Level 
- Sleep: Puts 4 HD of creatures into magical slumber 1 turn. Fort Sv DC 15
- Cause Fear: One creature of 5 HD or less flees for 1d4 rounds. DC 15 Will Sv
- Charm Person: Makes one person your friend. 5 turns. DC 15 Will Sv
- Disguise Self: 5 turns. This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Kami is injured, DC 18 Will Sv to maintain disguise.

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