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Monster Abilities and Traits

Monster Abilities and Traits

Aquatic: May move through water without dropping to their knees.

Armor, Invulnerability: See Invulnerable Armor in the glossary

Armor, Natural: This armor cannot be Pyrotechnics or otherwise removed from the monster (except by damage). Can be Mended. It otherwise acts in all ways as normal armor. If protection magics that do not protect normal armor (Protection from Flame for instance), will protect natural armor. Natural invulnerable armor can be Mended. If normal armor can be worn, it is always destroyed BEFORE natural armor in a given location.

Blend:
I:Repeat x10 'Forest hide and protect me.'
To end the effect repeat x2 'Forest release me'
E: You are considered out of the game. You may move anywhere you like, as long as you remain within 50 ft of a tree. When you wish to return to the game, recite the phase to end the effect.
L: If you go more then 50 ft from a tree, you can NOT recite the phrase to end the effect until you are again within 50 ft of a tree. Someone within 20 ft can use tracking to 'dispel' this ability.

Bloodless: Immune to the piercing/stabbing attacks of weapons.

Bone: Immune to the piercing/stabbing attacks of weapons.

Camouflage: As per the normal (scout) Camouflage class ability.

Home Tree: Must pick a tree, and denote it to the reeves. Any death before the home tree is struck by 10 strikes from a blue or red weapon, or hit by a flame magic (destroying the tree, which can not be Mended), does not count towards its total number of lives lost. Instead you must go to your home tree and count to 300 before returning to the game.

Large: Does not have to go to knees in water due to their large size. May use melee weapons to attack flying players..

Many-Legged: The first time a many-legged creature's leg is injured, it forces them to walk instead of dropping to one knee. A second leg shot that would injure the creature acts as normal (creature drops to one knee, and further shots to the same leg have no effect).

Natural Armor: See Armor, Natural.

Natural Flight
I: Repeat x5 'I take Flight,' to land repeat x5 'Landing.'
E: Creature cannot be attacked by melee weapons while flying unless the attacker is also flying or Large. Creatures flying must still drop to their knees if wounded in the leg (simulates Wounding the wings). Creature must flap its arms or state 'Flying' every 2 seconds to denote this. Magic and magic-like abilities still require the being to stand still to cast and only verbals and innate abilities can by used while flying.
L: To take off and land, the creature must stand still.

Natural Weapons: Cannot be Heated, Warped, or Enchanted. Things that destroy the weapon take the arm as well. Spells that destroy everything they touch (Lightning Bolt, Fireball, Sphere of Annihilation) the strike natural weapons affect the target as though they hit them in the arm. Touch based abilities, such as Touch of Death, can be extended through natural weapons (both ways, by the monster, and by those attacking it). If a touch based ability is used by the creature, through its weapon, the creature must denote the effect immediately following the weapon hitting the victim. No more then a one second delay is reasonable.

Regeneration: Lost limbs return in a 50 count. Act as if resurrected in a 100 count after death. Flame, and Flame magics, Sphere of Annihilation, or death by a magical weapon negate these effects. (thus being killed by a Fireball stops Regeneration, a limb lost to a Flameblade or blade-sharpened weapon, cannot be regenerated, etc.)

Strong: Melee weapons (including natural weapons) become Red. Melee weapons that are already Red do an extra point of damage to armor for a total of three

Tough: These creatures are innately able to resist most weapons. Strikes from non-magical weapons do not affect them. Characters with Powerful blows can attack Tough monsters with their weapons.

 
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