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~Spiderweed~

This pale green vine can be found snaking along the ground or up the sides of trees. The veins of its teardrop shaped leaves resemble a spider-web patten. As the spring progresses, the vines begin to grow small seed pods that break open throughout the summer releasing the spiderweed’s seed.
The seeds are shaped like a tear-dropped and about the size of a sunflower seed. They are supported by six long, thin, white legs that it uses to walk in its mindless search for a warm, moist place in which to rest.
Normally the seeds pose no danger to humans, but they have been known to crawl into the open ears, mouths, noses and even open wounds of sleeping individuals. If they can get inside without waking the victim, they are able to germinate and grow. The first symptoms that something is wrong will appear about one week later, cramps, swelling and a general lethargy. A week after that, the growing vine will break through the skin and the victim will die within a matter of days. 
If caught before the second week, the plant can be killed through conventional medicine. After that it requires a magical cure. 

 
~Tegashiwa~

This seemingly harmless tree has leaves that resemble hands that wave and beckon in the wind. Though it may seem like a nice place to take a nap in out of the sun, scholars have debated wether this monster is a tree at all. As the leaves wave, they release a hypnotic scent that draws its victims towards it, where it grabs hold and swallows them into its trunk. If it has to, this tree can move, using its roots as tentacles. 

Statistics 

Body: 10 
Mind: 10 
Soul: 3 

Attack Combat Value: 5/8 
Defense Combat Value: 9 
Health Points: 200 
Energy Points: 50 

Attributes 
Level 3: Special Attack: Hypnotic Wave. If successful vs an opposed (Mind+Soul) roll, the character will attempt to walk towards the tree. If a second hypnotic attack is successful, the character is FIGHT anyone who attempts to stop them from going to the tree. 
Level 4: Special Defense: Armored skin
Level 2: Massive Damage: Branch and root attacks do 20 points of damage

~Tengu~

This race of bird-men lives in the mountains and deep forests of the Tsukiakari Teikoku and beyond. A playful people, they possess a sometimes cruel sense of humor and are fond of pranks and jokes. They often steal from travelers and villages, but as they don’t have much use for money, such robberies usually consist of weapons or clothing with a special fondness for hats. Their fondness for practical jokes can become cruel, even fatal but usually only towards those people that they dislike. 
Averaging five feet tall, they are covered in feathers in almost any color and have a wingspan of fifteen feet. Their faces are bird-like with deep, powerful eyes, clawed feet and a falcon-like beak. They speak the language of birds but most know at least one language of the Empire. 
Agile creatures, they are skill swordsmen and possess a natural affinity for magic. Some have been known to be able to transform into humans, their beaks becoming prominent noses. When in human form they always carry a feather fan. 

Statistics 

Body: 5 
Mind: 6 
Soul: 4 

Attack Combat Value: 6/8 (with swords) 
Defense Combat Value: 5 
Health Points: 100 
Energy Points:100 

Attributes 
Damage

Beak 7 
Claws 9 
Level 2: Focused Combat -- Swords: 
Level 4: Heightened Senses- Eyesight:
Level 3: Flight
Level 3: Acrobatics
Level 3: Shape Change: Into human form. Cannot change back into Tengu form without their fan. 
Some are magic users. 

 
~The Tsunami Clan~

 Long ago, before the Sennyo came to the land, a proud and foolish Oni king bragged that he could conquer the sea. He called his army and marched to the shore where they caste their nets and waged a fierce battle against the relentless sea. Soon, their nets caught a daughter of the Sea king, and that night they feasted as the daughter roasted over a giant flame. When the Sea King heard of this, his anger called forth a great wave that crushed all the Oni King's armies. His wrath unquenchable, the Sea King then cursed all Oni so that none would have rest if they lay in his domain. 
And so the ghost of all drowned Oni become part of the Tsunami clan. These watery specters haunt the shore or ride the raging seas on ships dredged up from the watery depths. They appear as bloated and rotted Oni, dressed in rusted armor and broken swords. Their only goal seems to be to drag others down into their watery grave. 

B: 3    M: 2    S:0
CR: 5            DCR: 3
HP: 0            EP: 50

Attributes and Defects
Special Defense: Immaterial. Cannot be damaged by normal weapons
Art of Distraction: Fear.  Always gain a plus 2 to all iniative rolls against Oni. During the first attack, any Oni. opponents must make a SOUL Roll at a penalty of +2 or be unable to make any actions that round. If unsuccessful, continue to make a roll every round until successful. They can only be damaged by magic or any attack that affects Energy Points. 

Damage: 
Waterblade: These weapons appear to be rusted and pitted blades, but in reality they have no real substance. When they hit an opponent, they explode like a heavy stream of water smashing against a wall, yet they reform in time for the next strike. They do damage by depositing layers of water inside the opponent, filling their lungs, mouths and bodies with brackish sea water, slowly drowning their victim. 
Damage: 9.  Any damage occurred vanishes 1h after a battle. 
 

 
 ~Yangying Dragon~
by: D.A.Principe
Description: One of the smaller of the dragon species, this creature rarely grows much longer than a city bus.  With its two heads, this is a curious and contradictory  beast. The two heads, each with their own personality, often dislike each other, and seem to be operating with different motives. The number of possible personalites can be as varied as those found in humans, with insane heads next to saintly, female next to male and a thousand other combinations. Needless to say, conversing with this species presents itself with certain difficulties. 

Each head comes with its own special abilites and powers. Some have even  been known to caste spells. Like all dragons they are immensely curious and have an almost insatiable appetite for gossip. Of all the dragons, they are most likely to be found near human habitation. 

 

Statistics: 
Body: 10                   Attack Rating: 8 
Soul: 5                       Defense Rating: 6 
Mind: 7 
Health Points: 175 ( each head ) 500 ( main body ) 
 Energy Points: 10 

Special Abilities: 
Fire Breath ( right head only ): attack rating to hit, damage is 2d10 
Ice Breath ( left head only ): attack rating +1 to hit, damage is 2d6+2 
Right Head: is resistant to magical attacks which do -10 damage 
Left Head: is resistant to physical attacks which do -10 damage 
Armored Hide: leathery scales provide -2 to all damage 
Claws: d8 damage 
Tail: d10 damage 

Weaknesses: 
 Right Head: vulnerable to physical attacks, which cause +10 damage 
 Left Head: vulnerable to magical spell attacks ( not spell-like abilities ), which  causes +10 damage 

Note to GM: The heads and their powers are often reversed and just labeled "right" and "left" for the sake of clarity. 

 
 

 ~Yuki Onna~
The Lady of the Snows

"There is no promise of spring in the long white form of Yuki-Onna, for her mouth is the mouth of death and her ice-cold lips draw forth the life-blood of her unfortunate, and many victims."
(H.Davis. The Myths and Legends of Japan.)
A woman in dazzling white robes, with the whitest skin, ebony hair and lips of the deepest red, the Lady of the Snows is a vengeful spirit of the dead that appears during the frozen nights of winter to steal the warm lifeblood of her victims.
She has on occasion spared them on account of their youth, beauty or reasons unknowable except to herself.

Stats:
B: 8
M: 8
S: 1
CR: 7
DCR: 6
HP: 0
EP: 80

Attributes
Flight: 2
Special Attack: Cold Breath
Special Defense: Turn to snow. To flee, the Lady can turn into a white flurry of snow and drift away on the winds. She may not be harmed in this form, but nether can she return until sunset of the next day.

Defects
Can only appear when it is cold or snowing Vampirism

Damage:
Cold Breath 12
(On any Critical Hit - the victim must make a Body Roll (+success threshold of attack) or take double damage and be frozen solid, unable to move, taking an additional 12 hit point damage per round. Under normal circumstances, they will thaw in 2D6 rounds, but in colder climates the time will be at least 1D6 rounds longer.
If the Body Roll is a success then roll on the Critical Damage table as normal.

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