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(TFT) Don't they ever end! TFT again
Qaqtla
Snake-like, tentacled creature with strong scale armor that ranges up to
ten feet in length. They start with ST 15-20 DX 11-12 IQ 4 a ground and
water MA of 12. Their scales stop four hits and they can bite for 1+1
damage.
The Qaqtla's preferable main attacking weapon is its flailing tentacles.
The creature can whip out these tentacles up to 4 hexes away. Treat each
tentacle as a whip in TFT. The Qaqtla will can use the tentacles at 2, 3,
or 4 hexes away. If an attacker is adjacent, the creature will bite or
disengage to make the most of its tenticle attacks. These tentacles do one
die of damage and all four can strike at the same time with no DX modifiers.
The tentacles can strike at different targets in the same turn without DX
modification as well. Each attack is rolled separately. If a tentacle is
struck at, the attacker is -4DX and the tentacle takes 5 hits and has armor
equivalent to 2 points.
If damage from a tentacle strike gets past a defender's armor, the victim
must make a 4D vs. ST or take another one die of poison damage.
Qaqtla are three hex creatures like the giant lizard in TFT. Three
straight hexes not the triangle shape.
Ngrutha
Large, shelled, crab-like creatures that fasten onto their victim with
eight sucker type legs. The creature then tries to insert a proboscis into
the victims body to suck out the blood and all the soft body parts. They
start with ST 20-25 DX 11 IQ 4 and a MA of 6 in the water or on ground. The
Ngrutha's natural armor stops 5 hits and they are three hex creatures.
The Ngrutha starts its attack by trying to go HTH with a victim. Once in
HTH combat, the creature will try to insert its proboscis into a victim. To
do this, damage from the proboscis must get past the armor. The proboscis
does 1+2 damage. Once inserted into the victim, they will take 3 hits per
turn beyond armor or magic. The only way to stop this damage is to kill the
Ngrutha. A victim is considered HTH with the creature but is -2 DX with no
pluses for HTH combat. The victim also must make a 4D vs. ST to disengage
from this creature. Once disengaged, the Ngrutha must impale again with its
proboscis to do the automatic damage.
At the same time, same time a victim is being drained, the Ngrutha can
attack another target with its feet for one die of damage at no DX penalty.
Sro
Mutants from some ancient reptilian stock that can walk, fly, and swim.
They are semi-intelligent, have six legs with a pair of arms located just
below their dragon-like heads. There are three different sizes of Sro.
Size ST DX IQ MA Air MA Water MA
Bite Armor
2-hex 20 12 7 8 20 12
1+1 4 hits
4-hex 40 13 7 " " "
2 dice 5 hits
7-hex 75 14 7 " " "
3 dice 6 hits
All Sro have a natural TWO WEAPONS talent and use it to the best of their
ability or training. They usually use two broadswords. They can either use
these together in combat or bite and use a sword in the same turn following
the rules for two weapon use.
Sro have a fondness for gems and jewelry and if offered to a Sro, add one
to any reaction roll with the creature.
Yours in Tsolyanu,
Justin
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