Cynosure.X International

Cyno's Role-Play: Supplements: Cyno's Fantasy

Creatures

Dragon

Dragon are like huge lizards. They are larger than elephants, with long fangs and claws. Some of them have twin horns of varying length on their head. Dragons have large bat-like wings giving them the ability of flight.

Most dragons are covered in scales, although there are some with a leathery skin. Coloring ranges the entire gamut of the spectrum. Red, green, black and gold appear to be the most common. Dragons are magical creatures in nature and have the ability to breathe fire and fireballs. Some dragons have the ability to breath frost, lightning, or gas.

Profile
Actions:      3 per turn
Toughness:    8D4 DP per level

Breath Fire
Actions:      3
Damage:       2D10 SdaDP
Range:        50 yards

Breath Frost
Actions:      3
Damage:       Freezes foe for 2D20 hours.
Range:        30 feet

Breath Lightning
Actions:      3
Damage:       2D12 DP
Range:        100 yards

Breath Poisonious Gas
Actions:      3
Damage:       1D4 per hour.
Range:        20 feet

Claw
Actions:      1
Damage:       1D20 DP

Goblin

Goblins are a different, more grotesque variety of gnomes. They are known to be playful, but at other time they are evil and their tricks could seriously harm people. They pester humans in small ways, such as hiding small objects, tipping over pails of milk and altering signposts. They have no homes and usually live in mossy clefts in rocks and roots of ancient trees, although they never stay very long in the same place.

Profile
Actions:    6 per turn
Toughness:  1D4 DP per level

Ogre

Ogres are large and mean. They have a humanoid form, but have a super-size head, abundant hair, a strong body, and a huge body. They usually feed on human beings. Orges live in caves in forests. They will come out and hunt for human in packs. Ogres are generally dumb. But they do come up with clever plans to prey on the humans.

Profile
Actions:   6 per turn
Strength:  6d6
Toughness: 4D6 DP per level

Orc

Orcs are a race of warmongering humanoid monsters. They are brutal, sadistic, and quite disfigured by human standards. They are very warrior like and are always waging war with other races. Although cowardly at time, they raise strength through numberes and are very good at organizing themselves for combat.

Profile
Actions:   6 per turn
Toughness: 5D4 DP per level

Skeleton

Skeletons are reanimated human bones. They are devoid of consciousness, except an uncontrollable desire to attack other living creatures. Skeletons can use all human weapons. They tend to grab whatever tools that are available at the graveyard, where they are reanimated, to use as weapons. Necromancers are the ones that usually bring these undead creatures alive to do their bidding or for some other unexplained rituals.

Profile
Actions:   3 per turn
Toughness: 1D8 DP Per Level

Claw
Actions:   1
Damage:    1D6 DP

Troll

Trolls are humanoid monsters that have brutish and ugly features, like oversized nose, oversized ears, and long hairy arms. Many trolls are slightly larger than the largest human. Some folks refer to their size as giants. But sometimes they are just normal human sizes. Trolls typically lives underground in hills, caves, and mounds. Sometimes they will hide out under bridges in civilized territories. They typically farm, raise cattle, and raise a home like the humans. Trolls likes to keep themselve invisible from humans. Sometimes they'll sneak into town or human homes for food or valuables.

Most trolls don't groom themselves and keep their hair in an utter disarray. However, some smaller trolls tend to dress and act like humans, so as to "blend-in". It is always possible to distinguish a troll from a human by the tail. Some say that if you see an elegantly dressed woman roaming in the forest, she'd be a troll trying to attract a human to do her bidding. The male trolls tend to have lower average intellect, where as the female trolls tend to be quite cunning.

Profile
Actions:   6 per turn
Toughness: 3D8 DP per level

Unicorn

The unicorn is a slender, white horse with a spiralling horn on its forehead. The horn itself is white at the base, black in the middle and with a sharp, red tip. It possesses healing abilities. Dust filed from the horn is protection against poison, and other diseases. It could even resurrect the dead. Some unicorns are wild and untamable, others are peaceful and meek.

Profile
Actions:   4 per turn
Toughness: 1D30 DP per level

Charge with Horn
Actions:   2
Damage:    1D20 DP

Vampire

Vampires are undead creatures of the night. Unlike many other undead creatures, vampires are extremely intelligent. They have many similar traits to living human beings. In fact, they live much like humans and enjoy human luxuries.

The difference? Vampires feeds on the blood of living beings; draining the victim dry. Although Vampires can feed on animal blood. They enjoy and rejuvinate quickest on human blood. When a human victim has been bitten and sucked dry by a vampire, the victim will surely turn into a vampire. The transformation takes up to 1d100 hours.

Vampires have the supernatural ability to transform into vampire bats. It takes about 10 seconds for this transformation to occur. In bat form, the vampire has the ability to bite a victim, but not enough stomach space to suck them dry. Vampires also sleeps during the day, because they can't be exposed to sunlight. And unlike many living folks, they can't stand the smell of garlic. They have no reflection in mirrors, nor do they cast shadows. The best way to keep vampires out of your home is to never invite them in. Once they've been invited into your home, they can come and go as they please.

It is difficult to kill vampires; they are already dead. The don't feel pain nor do they die from physical injuries. To kill their persistently, you have to do it in one of the following ways: decapitate their heads, driving a stake through their hearts, incinerate them, or expose them to sunlight.

Profile
Actions:   6 per turn
Toughness: 1D12 hDP per level

Fang
Actions:   6
Damage:    2D6 DP

Werewolf

Werewolf is a person who is transformed, or who transforms, into a wolf under the influence of a full moon. Unlike a regular wolf, werewolf has the ability to stand up right like a human and becomes exceptionally strong. They loose their human instinct as the wolf instinct takes over. Werewolf is only active on a full moon night and during that period, it devours infants and human corpses. As werewolves, they can be killed by silver objects such as silver arrows. When a werewolf dies it assumes its human form again.

Profile
Actions:   6 per turn
Toughness: 1D20 DP per level

Claw
Actions:   1
Damage:    1D6 ShDP

Wraith

Wraith is a tall, humanoid ghost sprite, created from vengeful souls. Most Wraith are hunger for revenge. Those who already achieve vengence against their victim become tangled in their featureless being. They tend to destory everything in their path. Wraith shrouds in black cloak, with no face to be seen. When combating against mortal souls, they favor a long sword. Although their shrouds can be sliced and cut, their spritical presence is immuned to physical weapons. Only magical attacks have any effect on a Wraith.

Profile
Actions:   2 per turn
Toughness: 1D10 DP per level

Zombie

Zombies are reanimated human bodies. They are devoid of consciousness, except an uncontrollable desire to eat human flesh and human brains. Zombies are created from corpses by necromancers to do their bidding or for some other unexplained rituals.

Profile
Actions:   2 per turn
Toughness: 1D10 DP Per Level

Bite
Actions:   2
Damage:    1D10 DP

Claw
Actions:   1
Damage:    1D4 DP

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