Gurgoyles PB
Wingless Gargoyles.
Simply put, Gurgoyles are wingless Gargoyles. They possess most of the same abilities as their winged brethren and belong to the same tribes. Although they are wingless and somewhat smaller than their brothers and sisters , Gurgoyles are stronger, fleet of foot, superb climbers, and just as ruthless and deadly in combat.
Gurgoyles serve as the foot soldiers of the marauding hordes, and while mortals would like to think they are j ealous and resentful of the winged Gargoyles, they are not. Gurgoyles have a strong sense of purpose (warriors) and unity (to the tribe, and demonkind), so they work in concert with Gargoyles and other demons to destroy the enemies of Hades and the foes of their masters . Gurgoyles are true grunts who love to brawl and fight, and live to wage war, kill and conquer. However, they are simple- minded grunts who have no head for strategy and tactics, nor ability to rule, which is why they defer to the winged Gargoyles, Lords, Gargoyle Mages or other "masters" to give them orders and purpose. Gurgoyles aren ' t stupid, they are just followers who need someone to lead them . Like Gargoyles, they feast on the corpses of those who fall before them, from animals to humanoids .
Alignment: Any, but Anarchist (30%), Miscreant (20%), Diabolic (15%). and Aberrant (25%) are typical.
Attributes :
I.Q . 2D6 (7), M.E. 3D6 (11), M.A. 2D6 (7), P.S. 2D6+24 (Supernatural) (31), P.P. 2D6+ 18 (25), P.E. 2D6+ 18 (Supernatural) (25), P.B . 2D6 (7) , Spd running 6D6+12.
Size : Gurgoyles are 8-12 feet (2.4 to 3 . 6 m ) tall and weigh 800-1000 pounds (360 to 450 kg).
M.D.C.: 1D4x100+42 (72). (Has 1D6x10 + P.E. number for Hit Points, 1D6x l 0+40 S.D.C., and an A.R. 12 in S.D.C. settings.)
Horror Factor: 1 4
P.P.E.: 2D6 (7)
Disposition: Aggressive, always ready for action, and ruthless in combat, but lack finesse and resourcefulness.
Average Life Span: 300-500 years, but some have been known to live as long as one thousand.
Natural Abilities:
- Nightvision (2000 feet/610 m)
- superior hawk-like day vision enabling them to see a football-sized target (0.3 m) up to two miles (3 .2 m) away.
- The tail is not prehensile, but is agile and strong enough to strike or trip an opponent.
- Gurgoyles can leap 40 feet ( 1 2.2 m) high or across, navigate and climb rocks and mountainous terrain (no more than a 75 degree angle) at full Spd,
- run across narrow ledges and beams no more than a few inches wide at two thirds their normal Spd,
- scale sheer, vertical cliffs/walls at half speed.
- Bio-regenerates 4D6 M.D. every hour and can completely regrow a lost ear, horn, tail, finger, hand or foot in 48 hours; regrows an arm, leg, eye, tongue or jaw in 96 hours.
RC.C. Skills (Warrior):
Barter (+12%), Climb 98/95%, Detect Ambush (+10%), Detect Concealment (+10%), First Aid (+5%), Forced March, Horsemanship: Exotic Animals 70/50%, Hunting, Language Native Tongue : Demongogian , Language Other: DragoneselElven and Gobblely (+20%) and two other Languages of choice (+10%), Prowl (+10%), Recognize Weapon Quality (+20%), Swim (+10%), Track (people, +10%), Wilderness Survival (+15%) , W.P. Sword, W.P. Pole Arm , W.P. Spear, W.P. one Energy Weapon of choice and two additional W.P.s of choice (any).
The character can also select six additional Secondary Skills.
Level of Experience: 1D6 or as set by the Game Master for NPCs. Player characters start at level one and use the same experience table as the Psi- Stalker.
Attacks per Melee: Five attacks per melee, + I at levels 3, 7, 9, and 13.
Mega-Damage: As per Supernatural P.S. plus the following:
- +1D6 M.D. for a claw strike, tail strike is half that of a punch, bite does 2D6 M.D., or by weapon.
Bonuses (in addition to attributes and skills):
- +2 on initiative,
- +2 to strike, parry and dodge,
- +1 to disarm and entangle,
- +4 to pull punch,
- +1 to save vs psionic attacks,
- +10 to save vs Horror Factor,
- impervious to fire and heat, though magic fire does full damage,
- resistant to cold (half damage),
- impervious to disease and most types of poisons and toxins that are not magical in nature.
Vulnerabilities: Obedient foot soldiers, they lack resourcefulness, military expertise or a full understanding of strategies and tactics. Without a strong leader they break rank, become unsure of themselves and are easily divided, pushed back or defeated.
Magic: None.
Psionics: I.S.P. is 1D4x 10+ M.E. attribute number.
Meditation, Mind Block (4), Presence Sense (4), Sense Magic (3), Telepathy (4), Resist Hunger (2), Resist Fatigue (4) and Resist Thirst (6).
Cybernetics & Bionics: Not possible.
Habitat: Hades, Rifts Earth, other Earth dimensions, Three Galaxies, Palladium World, and other places scattered across the Megaverse. Prefer mountains, canyons, and subterranean environments to inhabit, but will fight anywhere.
Allies and Alliances: In addition to serving Gargoyle Mages and Lords, Gurgoyles may serve masters other than their own kind, typically someone powerful and in need of demonic foot soldiers.
This includes other supernatural beings, dark gods, and powerful Shifters, Summoners and other mages who wield considerable power. They may also serve a mortal who is a natural military leader or is, himself, a powerful warrior. Gurgoyles frequently join forces with other supernatural beings and monstrous D-Bees. They are especially friendly toward other giant beings, mutant animals, and so-called Lesser Demons because they are on more of an equal footing with them. The Splugorth employ and command a few million, and Gurgoyles fought in the Siege on Tolkeen. Gurgoyles are always loyal to their tribe or flock, even if that community has been adopted and is composed primarily of non-Gargoyles.
Rivals and Enemies: Generally speaking, Gurgoyles do not get along well with most true supernatural beings. They hate vampires, see Brodkil as rivals, and detest most minions of Dyval, especially Deevils, Devilkins and Gorgons. They also dislike those who use magic and words rather than fists and weapons.
Example Gurgoyle
Gurgoyles: 3rd level Sub-Demons from the Rifts.
Alignment: Miscreant.
Attributes: I.Q. 8, M.E. 8, M.A . 7, P.S. 32, P.P. 25, P.E. 24, P.B. 5, Spd 38 .
Size: 10 feet (3.1 m) tall; 945 pounds (425.3 kg).
M.D.C.: 200
P.P.E.: 4
l.S.P.: 30
Horror Factor: 14
Attacks per Melee: 5
Bonuses: +2 on initiative, +6 to strike, +7 to parry, +7 to dodge, + I to save versus psionics, +5 to save versus magic, +5 to save versus poison, +10 to save versus Horror Factor.
Damage:
- Claws do 4D6+ 17 S.D.C. on a restrained punch,
- 4D6 M.D. full strength punch or kick,
- and 6D6 power punch or kick but counts as two attacks.
- Tail strike does 2D6 M.D.
- Bite does 2D6 M.D.
Weapons:
- L-20 Pulse Rifle: 2D6 M.D. single shot, 6D6 M.D. triple burst, 40 shots per clip.
- Giant Vibro-Sword: 3D6 M.D.
Each Gurgoyle has 3 E-Clips.
Natural Abilities/Skills of Note: Superior night vision (can see in one tenth the amount of light that a human needs) and superior, hawk-like day vision - able to see a one foot (0.3 m) object up to 2 mi les away (3.2 km), Leap 40 feet (12 m), Bio-regenerate 406 M.D. every hour. Detect Ambush (50%), Escape Artist (50%), W.P. Energy Rifle (+1 to strike), W.P. Sword (+2 to strike, + I to parry).
Magic: None.
Psionics: Considered major psionics with the following powers: Meditation , Mind Block (4), Presence Sense (4), Sense Magic (3), Telepathy (4), Resist Hunger (2), Resist Fatigue (4), and Resist Thirst (6). Equivalent to 6th level experience.
Appearance: Giant, gray-skinned demons with muscular tails but lacking the wings of a true Gargoyle.