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(TFT) New Monster: Eel Light
Eel Light in TFT. (c) 2013 by Richard Smith.
"... as they get closer to the party the light of
the torches gives you a better look. There seems
to be about a dozen zombies & wights. However
the three in front each have a 3 to 4 meter long
eel like shape twisting out of their backs and
arcing up over their heads. The ends of these
three eel things are glowing with a soft light."
Eel Light: (Dark grey.)
ST ~20 Damage 1 die (armor does not protect)
DX 12 adj 12 Armor 3 points
IQ 3 Regenerates 2 hits per turn.
MA 2 adj 2 Snake like: -3 adj DX to hit.
An eel light looks like a very long eel 3 cm thick
and 3 to 4 meters long. It has a glowing spot
which replaces its mouth and eyes. The tail end
is often embedded in the ground, a tree or a living
figure, which anchors it.
Their head can go insubstantial at will and it may
swap head and tail. Thus it can 'walk' like an
inchworm embedding its head in the ground before
it, swapping ends and then lifting up its old tail
and repeating the process.
They live on very slowly dissolving bone marrow
eating it while insubstantial from inside the
corpse.
It is unknown if an eel light is a magical
construct, a demon spawn or some sort of fusion of
the two.
Eel lights ignore images & phantasmals. Illusions
they won't try to disbelieve, but will not attack
them, if they can avoid it. Illusions can damage
them normally.
They can be found both on land and underwater, but
prefer damp or marshy areas. They are only very
rarely found in deserts or dry areas.
-------------------------------------------------
Its insubstantial head can pass thru armor. This
includes normal armor, shields, flesh spells (which
make a thin layer of skin harder). Armor from
talents like Warrior and Vetran do help - the
victim moves away from the blow resulting in a
less deep wound. Its attacks do ignore natural
armor such as fur, scales, stony skin, etc.
They regenerate damage quickly. However, if
someone does enough damage to get thru their armor,
later attacks that turn may strike at the wound by
hitting with a -6 adj DX. If they hit, the
damage is done on the wound and armor is bypassed.
If killed, the eel light will stop regenerating.
Eel lights anchoring on figures:
---------------------------------
Eel lights may anchor their tail end in some one.
The easiest way to remove it is to have it 'let
go' and inchworm onto some other object. Rules
for when it is anchored in a person follow:
If you have an eel light anchored on you, its
swaying unbalances you. You are at -2 adj DX and
-2 MA while it is anchored.
If you are moving or fighting, the tail end
rips and damages your body. Take one point of
damage after armor each turn. If you lay still,
you will take 1 point of damage per minute.
Once it leaves or is removed, you normally do
not take any further damage.
If an eel light is anchored on you and it is
damaged, you might take damage. Look at the
basic damage (before armor reduces it). If that
damage is above zero and evenly divisible by 3
then you take 1 point of damage from the hit
on the monster. It is quite painful to have an
eel light in you. It there is a strong jerk,
the GM may ask you to make a 4vsIQ or be at
-3 adj DX for the rest of the turn and all of
next turn.
Removing an eel light:
-----------------------
If an eel light is on you, then sufficient damage
(which does not kill it) may cause it to flee.
If it is killed while in you, it will immediately
start to rot. As it rots, it goes insubstantial.
As it rots, it slowly turns to dust which will
sublime to a black smoke. This black smoke can
be seen rising thru your skin before dispersing.
After 5 to 7 hours of rotting, what is left of it
can be safely pulled out of the wound. An eel
light which rots in a wound will cause a serious
or very serious infection 4/6 of the time.
A physicker can surgically remove an eel light
tail. This will do 1d-2 damage to you (minimum
of one point). Any bits that are missed will
rot away eventually. After a surgical removal,
the chance of it causing a serious infection is
only 1/6.
It is very, very painful having a dead eel light
in you, especially if the whole length of the body
is dragging behind you. (That may even do you
more damage.) Cutting off the dead body near
the skin reduces the pain and makes it safer
for you to move about. A rotting eel like feels
like a red hot poker placed in the body and left
there. Knocking the person out or using some
form of pain killer is recommended.
An eel light attaching:
-------------------------
An eel light can attach to you on one of two
ways. If you are in HTH with it, and it pins
you it can do so automatically on its next
action.
Or if it strikes at you normally and rolls a 6
for max damage, it can swap ends and be
anchored in you.
Eel light variations:
----------------------
The grey eel light is described above. It is a
gun metal grey. It is the most common eel light.
A slightly thicker and longer version of a eel
light is a blue black color. These eel lights
have a 3 MA (longer), and ~25 ST, 13 DX and do
1d+1 damage.
An eel light with a light grey streaked with
the colors purple, blue, green and pink (like
anodized titanium) can turn its whole body
insubstantial. These have ~15 ST from the above
but are able to burrow thru rock.
A green eel light can turn itself into a hose
sucking water and spraying it on opponents.
The water becomes an acid which does 1 point
of damage per 3 turns it is not washed off.
(It will blind you for several turns if it gets
in your eyes.) Green eel lights will anchor
with a curve of its body in the dirt and muck
and the tail end open to the water. They are a
bit longer than the standard one, are always
found in swamps, and have 30 ST and 4 points of
armor.
Warm regards, Rick.
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