Saturday, May 11, 2013

Terror: Anthropophagi

"Beware the maw that moves betwixt their limbs, ever hungry, always seeking to fill its stomach to bloating.  Do not swing above the shoulders for you will find nothing there.  Instead, stab the eyes on the shoulders themselves to blind them, then drive your blade through their mouth and out the other side!  Kill the beasts, Anthropophagi!"  -- Vance Hargrove, Monster Hunter.

Anthropophagi are a species of humanoid opportunistic predators who oft rely on cannibalism to ensure there is enough food to go around, the weakest Anthropophage of a pack being overwhelmed by the stronger Anthropophagi.  Unlike many species, Anthropophagi do not house their brains at the top of their body, but instead in their back, always ensuring that they keep any potential foe from sneaking up behind them.  They have eyes on their shoulders which are mostly developed for motion tracking, rather than color.  Their teeth are capable of chewing  wooden fence posts, which they sometimes do to keep them sharp and to fill in the wait between meals.  Typically, Anthropophagi will take down enough food for their pack for a week, then feast upon it, hibernating for up to three months at a time.  Anthropophagi packs usually reside in jungle areas, living up in the tops of trees until they hibernate underground, but they will make homes in other elevated areas if a jungle is not around.  If there are no caves around, they will dig into the dirt and create large burrows to live in, as well as sometimes making traps for their prey out of ground that will collapse if enough weight is put on it.  Their tongues are a foot long and they can smell the air with them, as well as using them to grasp things if their hands are otherwise occupied with defense or killing their prey.  While Anthropophagi are highly cunning humanoid monsters, they are not sentient, being unable to be played by a character, and are considered a terror.  Anthropophagi are not magical in nature, and as such may be found in any area with tall trees or cliffs that also has caves or relatively soft soil, such as graveyards, farms and the like.  Usually Anthropophagi are in packs of two males, six females and around ten young, but sometimes they may be separated from their pack and be frantically trying to relocate it or finding another pack to join, or some of their pack may have died.  Anthropophagi take five years to mature, usually acting as bait until they are old enough to take down a kill on their own.  While not yet mature, their strength is 5 less than that of an adult Anthropophage, but their speed is 5 more as their increased mass slows them down.  Anthropophagi do not attempt to gather treasure for finding a mate or any other purpose, any they have is due to their victims having it on them at the time, or their nest being near hidden treasure there before they arrived.  Anthropophagi will use collected skulls and red rocks for impressing mates and mate for three years before switching partners or impressing them again.  Anthropophagi pregnancies last six weeks and they give live birth to usually two at a time.  Below are the stats and abilities of a single adult Anthropophage:

Terror: Anthropophage:  A horrific humanoid species that feasts on all manner of meat, including sentient species, the Anthropophagi have no heads, but instead their brains are in their backs, their eyes in their shoulders, and their chest houses their massive maw, filled with teeth and a foot long tongue.  Typically found in packs of two males, six females and around ten young, but may be found in smaller numbers sometimes.  These are the stats of an individual adult Anthropophage.  There is no significant difference between the genders in terms of measurable differences in capability, save that the female is more cunning (+2 WIS), and slowed when pregnant (-2 Speed if pregnant).  There are no known significant sub-species or races of Anthropophagi, but certain packs maybe better adapted to their native pack grounds than other areas if young are moving to form a new pack or if somehow an existing pack is forced to move, usually due to lack of prey than any other reason.

HP: 30 /  EP: 15 / LP: 0 / SP: 2 / FP: 20
Reaction: 14 / Finesse: 21 / Intelligence: 3
Wisdom: 22 / Willpower: 15 / Strength: 25
Speed: 24 (30 feet per second, 12 movement spaces per turn <10 ft x 10 ft per square>)
Elemental Strengths: Earth, Stone, Blood
Elemental Weaknesses: Fire, Ice, Slime

Common Drops:  Victim's Bones, Victim's Rags, Anthropophage Cadaver, Rocks, Unfinished Victim, Victim's Other Belongings.

Arm Block (0 FP Each): +1 defense on success. -1 EP per use until EP is gone or recovered by rest or other means.

Bite IV (0 FP Each): 4 damage on success against armor-less targets.

Club II (0 FP Each): 5 damage on success against armor-less targets.  Uses two joined hands, a club, rock or improvised weapon as a club to strike an opponent.

Dig III (1 FP Each):  Digs two-thirds its body height in a single turn.

Hold (1 FP Each):  Attempts to hold an opponent or a part of their opponent so as to prevent offensive attack from that part while it is held.  While held, unless an opponent is able to stalemate the hold or break free, additional attacks may be dealt afterward either by the one holding or by fellow companions and allies of the one holding.  Reflexes vs. reflexes to see if hold succeeds.  Strength vs. Strength for resisting and breaking free of hold if succeeds.

Kick II (0 FP Each): 2 damage on success against armor-less targets.

Punch II (0 FP Each): 2 damage on success against armor-less targets.

Roar V (0 FP Each): Roars to intimidate and call for reinforcements.  If any are within 2 1/2 miles and sound is not dampened, more Anthropophagi will come to the aid of the one roaring.  Check Willpower of opponent when used, if less than 15, -1 SP.  May only be used once per combat per Anthropophage to affect sanity, subsequent roaring does not affect sanity further.

Run (1 FP Each):  Moving at a character's current max speed for a duration equal to six movement spaces before further focus is needed.

Slash II (0 FP Each):  4 damage on success against armor-less targets.

Sprint (2 FP Each):  Moving at a character's current max speed + 1 (including any other temporary boosts), for a duration equal to three movement spaces.

Swim (1 FP): Any species that lives in water as an aquatic or amphibious culture does not need to use focus to swim.  Moves two-thirds its land speed while in water.

Tackle and Choke III (0 FP):  6 damage on success against armor-less targets.  Attempts to knock an opponent down and choke the life out of them.

Walk (0 FP Each):  Moving at half a character's current max speed, rounded up.

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