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Instrumentos financieros derivados

In document ALICORP S.A.A. Y SUBSIDIARIAS (página 38-42)

SALDOS FINALES

25. Instrumentos financieros derivados

HD: 3d6

MOVE: 40 ft. (land), 80 ft. (water) AC: 13

ATTACKS: Weapon

SPECIAL: Immortality with Mortals SAVES: P

INT: Average TREASURE: 5

ALIGNMENT: Chaotic Neutral/Evil EXP: 75+3

Finfolk live in and on the seas in Finfolkaheem or Hildaland and dwell near humans, if they can, for symbiotic reasons. Finfolk are not liked by many other races because of their strange and sinister tendencies.

Eldjötnar are the . ire Giants of Surtr in the burning world of Múspellsheimr. Ugly, hateful and cruel natured, the Fire Giants are rarely neutral and beneficial to others.

They dislike all other races, even their own giant kin in the other worlds, and are as unpredictable as the fires they dwell in. Like all Jötun, they can often possess several heads (2-3) and are fond of eating other races – often.

Fire Giants have been training for the final war that will con- sume the Nine Worlds, hoping that Ragnarök will indeed come as prophesied. They know that when the time comes, it will be by their fiery presence alone that the worlds will burn. Being one of the first to live in the universe under the authority of Surtr, they hate and loathe all others with disgust and find no wrong in slaying, enslaving and destroying them if given the chance. Use ‘Fire Giant’ in Monsters & Treasure.

Fire Giants can use and manipulate fire as though it was a physical tool but choose to do so in a destructive manner. The presence of the Eldjötnar can ignite anything flammable close by given time (1d6 minutes, 3 in 6 chance) if their enormous size and damaging nature doesn’t first.

The Fire Giants are proud that their king and god, Surtr, is bold enough to challenge Oðin and that they will be the ones personally responsible for Ragnarök more than any other race in the universe. COMBAT: Eldjötnar fight with awful ferocity and destruc- tive force. They will bash, chop and mangle their foes, taking advantage of the size difference. With their strength and fiery nature, the Fire Giants will be brutal and incinerate the remains of their enemy if they do not devour them alive first.

ELLEPIGER

(Medium Being) NO. ENCOUNTERED: 1-4 SIZE: Medium HD: 3d6 MOVE: 50 ft. AC: 14 ATTACKS: None

SPECIAL: Lure, Drain Life SAVES: M

INT: Average TREASURE: 2

ALIGNMENT: Chaotic Neutral/Evil EXP: 45+3

Ellepiger are faery-folk that live in Alder trees and, with their families, are called Ellefoket (‘Alder Folk’). The women are extremely beautiful with long, fair hair and slender forms garbed in glistening dresses. They dance and play around the Alder tree wherein they live. Though they are entrancing in the front, they do not possess a back and are hollow instead.

fight precisely and with tactics. As an army, their invisible fleets of ships and swimmers are unmatched in the Nine Worlds. IMMORTALITY WITH MORTALS: Having a Hu- man spouse denies the Finfolk from aging and becoming ugly. Women of the Finfolk risk turning into a Sea Hag in time without a mortal spouse, with every year equal to eight. So long as they have the correct spouse, they will  remain extremely beautiful and, for  lack a better word, ‘perfect’ in appearance and behavior. Abducting a human for a spouse is a priority or the race will perish.

FYLGJA

(Medium Spirit) NO. ENCOUNTERED: 1 SIZE: Medium HD: 2d6 MOVE: 60 ft. AC: 20 ATTACKS: None SPECIAL: Fated SAVES: M INT: Average TREASURE: 0

ALIGNMENT: Chaotic Neutral EXP: 100+2

The Fylgja are spirits, sometimes summoned by the gods or wizards and witches, that will stay by the side of an individual that is certainly doomed to die. The Norns will often send a Fyl- gja to accompany a hero during his or her last moments. Sometimes their form is in disguise as an animal (cat, bird, etc.) and will shadow the individual, or they will make themselves Male Finfolk are tall, gloomy faced and silent more often, show-

ing a harshness and dislike of other races. They are human-like but with hard features and a touch of the sea. Their ships can become invisible to hide from others or to attack them.

Women begin life like a mermaid in form and seek a Mortal husband to support them and do labor and chores. Without one, they will age quickly, so they secure a young man. Both genders will simply abduct an appropriate counterpart and take them to Finfolkaheem to live out their days.

The Finfolk will disguise themselves and hide even to take who they want by force. Many speak rumor that the reason why the Finfolk do this is a curse given by one of the gods on the Finfolk for some long forgotten past ill  deed. Whatever the origin, it is clear that both genders will appear beautiful and ageless so long as they have a human spouse and not each other. Silver is a weakness of theirs that will distract them and lure them away if given, but it must be more than simple coins in size. If tossed something made of silver, the Finfolk will let down their guard and aggression toward taking people against their will. Finfolkameer, or Hildaland, is a crystal and stone richly made palace under the ocean lit by the glow of sea animals and covered in wealth taken from the ocean depths. Massive seaweed gardens are in the palace and plenty of room for its thousands of inhabitants. The king of the Finfolk rules from his ornate and grand throne room, commanding his people and, if need be, his armies.

COMBAT: Finfolk use the same range of weaponry that oth- er races do and can do so underwater without difficulty. They

HILDISVÍNI

(Giant Animal) NO. ENCOUNTERED: 1-3 SIZE: Giant HD: 4d12 MOVE: 50 ft. AC: 16

ATTACKS: Trample 2d8, Gore 2d10 SPECIAL:

SAVES: P

In document ALICORP S.A.A. Y SUBSIDIARIAS (página 38-42)