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Nishruu

Climate/Terrain: Any
Frequency: Very rare
Organization: Solitary
Activity Cycle: Any
Diet: Magic
Intelligence: High (13-14)
Treasure: Nil
Alignment: Chaotic neutral
No. Appearing: 1
Armor Class: 10
Movement: 6
Hit Dice: 9
THAC0: 11
No. of Attacks: 0
Damage/Attack: Nil
Special Attacks: Absorb magic
Special Defenses: See below
Magic Resistance: See below
Size: L (12’-diameter sphere)
Morale: Champion (15-16)
XP Value: 2,000

 

These weird creatures are believed to come from an alternate Prime Material Plane. Known to sages of old as Eaters of Magic, they feed on magical energy and are greatly feared for the damage they can do.

Nishruu appear as silent, amorphous bodies of red, breathable mist, lacking visible organs or features. They glow, pulsing regularly as they drift about, and can seep through finger-width cracks. They will always move toward the greatest concentration of magic within 60 feet.

 

Combat: Aside from their effects on magic, nishruu inflict no damage to objects or beings. Physical attacks and nonmagical fire affect this creature normally, and hits are automatic if an attacker is enveloped by a nishruu. Magical cold- and fire-based attacks inflict half damage when launched from outside the monster, but they cannot form within a nishruu. Furthermore, those magical attacks from outside the nishruu are absorbed after inflicting just one round of damage.

Nishruu ignore physical attacks, moving fearlessly and relentlessly toward sources of magic. Mind-control spells and illusions do not affect them. Any spell (other than those mentioned above) cast at a nishruu is absorbed by it, having no effect except to give the creature life energy equal in hit points to the damage the spell normally inflicts. A nondamaging spell gives a nishruu extra hit points equal to its spell level.

Chargeable magical items are drained of 1d4 charges upon contact with a nishruu, and if contact is continuous, the drain occurs again at the end of every second round. Nonchargeable magical items have their powers negated for 1d4 rounds after contact. If used when in contact with a nishruu, the effects of potions and scrolls suffer a delay of 1d4 rounds after contact ceases.

Artifacts become inoperational at all times while in contact with a nishruu, and for one round after contact ceases. Spellcasters of all classes who are enveloped by a nishruu lose one memorized spell (determine randomly) at first contact and one per round of contact thereafter. Each time a loss occurs, the spellcaster must make a successful saving throw vs. breath weapon or become feebleminded (as the spell) for 1d4 rounds.

 

Habitat/Society: Nishruu are solitary creatures that are not native to the Prime Material Plane. They cannot voluntarily transfer magical spells or charges to another being. Salt, both rock and sea, is deadly poisonous to nishruu – a handful of flung salt typically inflicts 2d10 points of damage upon a nishruu. Salt can therefore be used to confine or herd such creatures, for they will not willingly come into contact with it.

 

Ecology: Nishruu feed on magic, drifting endlessly and relentlessly about in seemingly aimless searchings for it. These crea tures can actually detect the presence of magical energy within 600 feet or so, and they will always move toward the most powerful, plentiful, or nearest source of magical energy. No upward limit for energy absorption is known, nor is a nishruu known to have starved from lack of magic. Most sages believe that sunlight and moisture may also sustain the beings.

When a nishruu is slain its body dissipates, losing luminosity and hue and appearing to sink into the ground. Any magical item within its body area when it is slain, or any magical weapon slaying it, even if no longer within the body, receives a magical bonus of 1d6 additional charges (or a second use in the can of items that can normally be used but once, such as arrows and scrolls). Potions, memorized spells, artifacts, and items that do not have charges will not be augmented.

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Grain = Vegetable Oil/Cooking Oils

Grain = Animal Feed (Cattle, Poultry, Swine, etc.)

Grain = Soybeans

Gain = Rice

Grain = Corn

Grain = Wheat

Grain = Rye

Grain = Barley

Grain = Flour

 

A good chunk of the world depends on one or more grains as about 1/3 to 2/3rd of its food supply in some way. Not all areas of the world have necessarily other foods that can take the place in regards to calories as their soil and environments may not have enough water, enough nutrients, a long enough growing season etc. And many other foods do not necessarily keep well for long periods of time. Its early summer in the USA but Winter in the southern hemisphere. There is a drought in parts of Africa, a Drought in India, etc. US grain crops are sold years in advances... we do not have "extra" if we have already sold it to someone else, if we don't ship then that country joins the list that may be starving in a month.

 

Global economies are complex. And we have a drought in the USA that should not be forgotten in the West.

 

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Shout-out to technical kettle drum guy ->

 

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Charity One-Shot – The Fear Factory
Check out our recent charity actual play, The Fear Factory, hosted by Fool's Moon Entertainment. 
https://housedok.com/queer-present-danger-charity-one-shot-the-fear-factory-a-metahumans-rising-one-shot/

Enjoy our content, join us across social media and help support Metahumans Rising and the Steel Aces!
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#Metahumans #Superheroes #TTRPG #TTRPGSolidarity #Adventure #Chimera #Nightmares #ActualPlay

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“This is so important for you to understand. I didn’t make it that far on my own. I mean, to accept that credit or that mantle would discount every single person that has helped me to get here today — that gave me advice, that made an effort, that gave me time, that lifted me when I fell. It gives the wrong impression that we can do it alone. None of us can. The whole concept of self-made man, or woman, is a myth.”

 

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Steel Aces: Playing Jacks 2, Page 8: Tactical Choices
As the team cleans up the last of the Drifters outside the Chimera base, Crossfire makes his way into the lab as Dr. Green and Huntsmen get ready.
https://housedok.com/comic/playing-jacks-part-2-page-8/

Enjoying the weekly updates? Join the Patreon to unlock bonus content, polls, expanded story seeds, and chat with us on Discord. Every Patron helps us in creating Steel Aces and Metahumans Rising content. https://www.patreon.com/Metahumans

Facebook: https://www.facebook.com/MetahumansRising
Itch: https://housedok.itch.io/metahumans-rising
Twitter: https://twitter.com/HouseDokPro

#Metahumans #Superheroes #TTRPG #TTRPGSolidarity #TTRPGRising #Comic #SteelAces

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Metahumans Rising Actual Play Session 1: Poisoned Apples 
A team of four eclectic heroes, Cat Cadence - super powered Private Investigator, Crow Father - a crowemental, Hopcules - sentient stuffy and guardian of the weak, Miranda Nyoto - the fastest rabbit around, take on a super powered segregationist, a corrupt police force, and their hidden overlords in our inaugural adventure. 

https://www.youtube.com/watch?v=DnRONqg89D8

Want to take the action to your table, the Poisoned Apples free adventure seed is available here: https://housedok.com/poisoned-apples-part-1/

#Metahumans #Superheroes #TTRPG #TTRPGSolidarity #Adventure #ActualPlay #PoliceCorruption 

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Power Tricks: Devastating … Stopper
As out inaugural post we are diving into ______ Stopper, a Devastating Advancement that allows heroes to penetrate defenses based on their type. Let's look at how that can be applied along with Dracula's Sword and other fun toys. 
https://housedok.com/power-tricks-devastating-stopper/

Enjoying the weekly updates? Join the Patreon to unlock bonus content, polls, expanded story seeds, and chat with us on Discord. Every Patron helps us in creating Steel Aces and Metahumans Rising content. https://www.patreon.com/Metahumans

Facebook: https://www.facebook.com/MetahumansRising
Itch: https://housedok.itch.io/metahumans-rising
Twitter: https://twitter.com/HouseDokPro

#Metahumans #Superheroes #TTRPG #TTRPGSolidarity #TTRPGRising

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