Air Elementals
Air Elemental Abilities
Atactility
Control Cloud
Direct Lightning
Harden Air
Immune to Lightning
Inaudibility
Invisibility
Lightning Aura
Lightning Portation
Magic Missile
Servile Cloud
Vortex Shield
Examples of Air Elementals
Air Elemental Table
Air Shark
Arc Snake
Belcheain
Chevron Bird
Electrospider
Jinni
Melphin.
Owlar
Pectarr
Pegasus
Sprite
Star Panther
Storm Hawk
Strangling Wind.
Thunder Bunny
Vortex Beast
Will-o-wisp.
Zap Bees
Animals
Anaconda
Asp
Bat, Giant
Bear, Black
Bear, Brown
Bear, Grizzly
Boa Constrictor
Boar, Wild
Bobcat
Catamount
Cobra
Crow
Deer, Buck
Deer, Doe
Dire Wolf
Dog: Terrier
Dog: Beagle
Dog: Gaurd, Small
Dog: Gaurd, Large
Dog: St. Bernard
Dog: War
Eagle
Eagle, Giant
Eagle, Large
Elephant, Wild
Elephant Snake
Hawk
Horse, Saddle
Horse, War
Horse, Giant
Hound-raptor/Jelico
Jackal
King Cobra
Leopard
Lion
Monitor, Giant
Monitor, Huge
Monitor, Large
Monitor Lizard
Monitor, Titanic
Pilgrim Falcon
Rhino
Roc
Saber Tooth Cat
Sparrowhawk
Tiger
Urfalcon
Wolf
Arthrapods, Giant
Beetle, Carnivouous
Beetle, Stinky
Caterpillar, Large
Corpse Bat
Cricket, Riding
Cricket, Giant
Hellmoth
Jungle Crab
Large Warrior Ant
Mazeur
Mazeur: Air Mage
Mazeur: Fire Mage
Mazeur, Large Warrior
Mazeur, Scout
Mazeur, Silver
Mazeur, Small Warrior
Mazeur, Warrior
Scorpion, Giant
Scackapeede
Spider, Large Orb
Spider, Large Webslinger
Spider, Large Wolf
Tick, Giant
Wasp, Giant I
Wasp, Giant II
Aristocratic Demons
Aristocratic Demon Abilities
Age Cloth
Awe
Age Leather
Age Paper
Age Wood
Animate Dead
Apportal
Area of Death.
Attack Teleport
Berserk
Binding.
Bravery
Breakfall.
Cause Wounds.
Charm
Chamelion
Contravarient Field
Control Undead.
Damnation.
Deep Pocket
Dispel Control
Disintegration.
Dispel Magic.
Dross.
Emergency Recharge
Empathic Attack
Empathy
Enslave.
Euphoria
Fear
Freindship
Gravelize
Lattice Disconnect
Hatred
Hellfire Gaze.
Hellfire Touch.
Invisibility
Life Disruption
Lust
Major Antimagic
Mind Stray
Minor Antimagic
Mortification
Polymorph Animals
Pleasure
Polymorph Monsters
Posession
Projection
Reality
Rust
Regret
Seeming
Shame
Shame
Sleep
Structural Failure
Slay
Stun
Summon Posessions
Surprise
Teleportal
Terror
Trap Resistance
Trigger
Vanity
Vilefood
Visible Emotion
Aristocratic Demon Table
Automata
Clay Dog
Clay Golem I
Clay Golem II
Clay Golem III
Clay Golem IV
Clay Lion I
Clay Lion II
Earthern Python
Silver Golem
Stone Golem I
Stone Golem II
Stone Golem III
Stone Golem IV
Blootches
Blootch Table
Floater Beast
Green Munch
Quozzozz
Rainbow Emperor
Zapzap
Corporeal Undead
Examples of Corporeal Undead
Anthar
Deadalive
Deadalive Illusionist
Deadalive Knight
Deadalive Thaumaturge
Deadalive Water Mage
Death Animals
Death Bat
Death Cobra
Death Deer
Death Lion
Death Monitor
Death Rat
Death Saur
Death Wolf
Devouring Blob
Devouring Gray
Devouring Red
Ghouls and Ghasts
Ghast
Ghast, Greater
Ghast Lord
Ghoul
Ghoul, Greater
Ghoul, Lesser
Ghoul Necromancer.
Ghoul, New
Litches
Lich I
Vampires
Vampyr, Mage I
Vampyr, Mage II
Vampyr, Mage III
Vampyr, Prince
Vampyr, Thief I
Vampyr, Thief II
Vampyr, Thief III
Vampyr, Warrior (New)
Vampyr, Warrior I
Vampyr, Warrior II
Vampyr, Warrior III
Vourkour
Animated Dead
Zombie I
Zombie II
Zombie III
Zombie IV
Zombie V
Zombie VI
Zombie VII
Demons
Demonic Powers
Age Cloth
Age Leather
Animate Dead
Area of Death.
Binding.
Breakfall.
Cause Wounds.
Chamelion.
Charm.
Control Undead.
Damnation.
Dispel Magic.
Disintegration.
Dross.
Enslave.
Fear.
Hellfire Gaze.
Hellfire Touch.
Invisibility
Levitation
Life Disruption
Magic Missle
Mind Stray
Major Antimagic
Minor Antimagic
Polymorph Animals
Polymorph Monsters
Polymorph Self
Posession
Projection
Seeming
Sleep
Slay
Stun
Summon Posessions
Trap Resistance
Trigger
Examples of Demons
Demon Table
Air Demon
Battarach
Ceritop
C'lebbath
Doppleganger
Drandatrandanda
Earth Demon.
Hawkqurain
Hellcat
Hellhound
Imp I.
Imp II.
Imp III.
Imp IV.
Kradrovaagg.
Morac.
Posessor.
Red Drakanzann.
Shadow Demon.
Shekkk Two.
Swarmer
Xcarth
Dinosaurs
Alosaurus
Anykylosaur
Apatosaur
Dilophosaur
Esperansasaur
Lagomorphodon
Leptosaur
Pteranadon
Sphenosaur
Triceratops
Tyranosaurus Rex
Velociraptor
Dragons
Brimstone Dragon
Dragon Steed
Dun Dragon
Fire Breathing Dragon
Fire Breathing Dragon, young
Firedrake, Younger
Firedrake, Elder
Gray Dragon
Micro Dragon.
Minor Dragon.
Protodragon
Silver Dragon
Sky Dragon
Slime dragon.
Earth Elementals
Earth Elemental Abilities
Crack Rock
Crystal Missle
Crystalize
Damage Reduction
Detect Gems
Detect Metal
Dig
Earthern Blending
Earthpower
Embed
Hill Raising
Hurl Rock
Refine
Sand Swimmer
Shape Stone
Stone See
Subterrain
Transport via Rock
Work Crystal
Examples of Earth Elementals
Earth Elemental Table
Asrenax
Bazerklon
Dust Toad.
Gorgon Snake.
Grey Ooze.
Izz
Izz, Adamant
Izz, Gold
Izz, Mithril
Izz, Silver
Kobold.
Kobold, Experienced.
Kobold Mage.
Morphstone.
Pillar Beast.
Rockmen.
Sand Dragon
Sand Squid
Slok
Stone Giant
Stone Wolf
Tarak
Enchanted Creatures
Carnivorous Horse, Female
Carnivorous Horse, Male
Draconic Cat
Draconic Hawk
Draconic Horse
Elven Bear
Elven Bee
Elven Cat
Elven Falcon
Elven Lynx
Elven Pony
Elven Horse: War.
Elven Rabbit
Elven Raccoon
Elven Wolf
Nightshade
Snakeman: Demon Lorist
Snakeman: Fire Mage
Snakeman: Warrior
Stabbit
Zar Wolf
Ether Elementals
Ether Elemental Abilities
Apportation
Attack Teleport
Aura Vision
Bend Ether
Blink Teleportation
Blink Teleportation
Cloak
Close
Deep Pocket
Deflection
Invisibility
Immune to Magic Damage
Immune to Spirit Damage
Open
Planar Apportation
Protection from Magic
Protection from Teleportation
Sense Magic
Speak with Spirits
Spirit Vision
Teleportal
Timestop
Trigger
Walk with Spirits
Warp
Werelight
Ether Elemental Table
Asenmael
Blastfog
Etherbat
High Troll Warrior I
High Troll Warrior II
High Troll Air Mage
Mana Viper
Star Dragon
Zondarin
Fantasy Creatures
Powers for Fantasy Creatures
Animal Growth.
Animate Tree.
Blend with Nature.
Call Animals.
Charm.
Control Animals.
Destroy Stone.
Dispell Magic.
Invisibility
Join Wood
Mind Stray
Minor Antimagic
Major Antimagic
Plant Growth
Polymorph Self
Projection
Seeming
Share Senses
Sleep
Speak with Animals
Speak with Plants
Transport via Woods
Tree Hide
Trigger
Woodsong
Examples of Fantasy Creatures
Basalisk
Brownie
Centaur Lord
Centaur Mage, Fire
Centaur Mage, Natural Lore
Centaur man-at-arms
Cyclops, Anorian
Cyclops, Calphasian
Griffin, Barred
Griffin, Dun
Griffin, Gray
Gryfalcon
Minotaur, Black
Minotaur, Red
Minotaur, Silver
Unicorn, Golden
Unicorn, Silver
Unicorn, White
Wyvern, Black
Wyvern, Brown
Wyvern, Blue
Wyvern, Green
Wyvern, Jeweled
Fire Elementals
Fire Elemental Abilities
Breath Smoke
Burn Metal
Burn Rock
Call Smoke
Color Fire
Fire Absorption
Fire Aura
Fireproof
Fuse
Pyrokinesis
Heat Metal
Immune to Fire
Smoke
Smoke See
Vaporize
Examples of Fire Elementals
Fire Elemental Table
Aeriaz, Illusionist
Aeriaz, Thaumaturge
Aeriaz, Warrior
Afreet
Alourohopper
Blaze Spider
Fire Fairy
Fire Gnome
Flame Wyvern
Heatskate
Lava Dragon
Lava Lion, Female
Lava Lion, Male
Lava Man
Pet Flame
Pyrofalcon
Pyropuppie
Salamander
Smoke Wraith
Smoke Wraith, Experienced
Tarfield
Thermosquid
Geomotons
Geomoton Abilities
Blink Forward
Danger Sense
Duplicate
Eidetic Memory
Evil Twin
Fold Xerox
Force Forward
Hyperspeech
Instant Replay
Lightning Calculator
Phase Lurk
Photographic Memory
Speed Reading
Stop
Temporal Stability
Time Travel
Time Window
Timestop
Examples of Geomotons
Geomoton Table
Aviton
Cryston
Ferriton
Lepiton
Toriton
Humanoids
Types of Humanoid
Batti Warrior
Batti Air Mage
Crimmon.
Crimmon Air Mage.
Crimmon Necromancer.
Crimmon Water Mage.
Daizhon Swordmistress
Daizhon Warrior
Dwarven Archers
Dwarven Man-at-arms
Dwarven Warmaster
Dwarven Warrior: Danvamlen
Dwarven Warrior: Dwarin Swiftaxe
Dwarven Warrior: Glivglen
Dwarven Warrior: Gwar
Dwarven Warrior: Skapti Warleader
Elven Archer
Elven Armsman
Elven Knight: Rumiel
Elven Mage: Anlacast
Elven Mage: Findarfell
Elven Mage: Halhandur
Elven Scout: Kaimakrenir
Elven Warrior: Daidorian
Elven Warrior: Gilmagan
Elven Warrior/Mage: Xaugondrai
Elvish Weather Mage: Ingold
Fire Giant.
Fire Giant Shaman.
Frost Giant Warrior.
Frost Giant Lord.
Frost Giant Shaman.
Goblin, Pathetic.
Goblin, Warrior.
Goblin, Searjant.
Goblin, Leutenant.
Goblin, Captian.
Goblin Mage, Fire.
Goblin Mage, Necromancer.
Grom, Brown Dragonrider
Grom, Brown Dragonrider Mage
Grom, Brown Foot Soldier
Grom, Golden Warrior
Grom: Grey Illusionist
Grom, Grey Infiltrator
Grom, Red Archer
Guanji: tribesman.
Guanji: warrior.
Guanji: champion.
Human Arcane Lore Mage.
Human Buccaneer Captian
Human Buccaneer Crewman
Human Buccaneer Mage
Human Customs Inspector
Human Dark Knight
Human Elite Troops I
Human Elite Officer I
Human Fire Mage I
Human, Knight Vassal.
Human, Man-at-arms.
Human Necromancer I.
Human Necromancer II.
Human Thief: Ancar
Human Thief: Cirruk
Human Thief: Darbel
Human Thief: Grandow
Human Thief : Othmar.
Human Shadow Mage: Bayde
Human Swashbuckler.
Troll, Warrior.
Troll, Earth Mage.
Storch.
Lycathropes.
Lycanthropy Related Skills.
Animal Empathy.
Control Lycanthropy.
Examples of Lycanthropes
Werepanther
Wererat.
Werewolf
Werewolf(Peasant).
Noncorporeal Undead
Examples of Noncorporeal Undead
NC- undead Table
Ghost, Comemorative
Ghost, Vengeful I
Ghost, Vengeful II
Phantom
Phantom, Grand
Phantom, Greater
Shadow, Air Elementalist
Shadow, Shadow Mage
Shadow, Speedy
Shadow, Warrior
Shadow, Wolf
Spectre
Specter, Great
Spectre, Master
Wraith
Wraith, Lesser
Wraith, Minor
Plants
Animated Casurina
Animated Elm
Animated Oak
Animated Pine
Animated Yew
Animated Yew
Blue Fever Berry Bush
Blue Fever Zombie I
Blue Fever Zombie II
Blue Fever Zombie III
Sleeper Shroom
Void Elementals
Void Elemental Abilities
Antimagic
Antipsychic
Exhaustion Attack
Immune/Resistant to Disintegration
Supress Alchemistry
Supress Arcane Lore
Supress Elements
Supress Enchantment
Supress Natural Lore
Examples of Void Elementals
Void Elemental Table
Alegran Worm
Gray Pygmies
Mace Beast
Voidbat
Voidwraith
Water Elementals
Water Elemental Abilities
Acid Resistence
Call Fog
Call Water
Cold Resistence
Control Fog
Control Water
Freeze Water
Ice Phasing
Slip
Surf
Transport via Water
Walk on Water
Examples of Water Elementals
Water Elemental Table
Acid Blob
Blue Pool
Flounder Familliar
Glomfer
Ice Bear
Ice Dragon
Ice Skeleton
Ice Toad
Ice Urchin
Kraken
Meredragon
Mistwraith
Octone
Puffer
Sea Giant
Seawolf
Serpental
Snow Lion
Splork
Turquoise Melvin
Water Sphere
Wedge Skater
Air elementals can have abilities much like spells but that are innate. The elementals have far less choice about using the abilities than they would if they are spells but also have no spell casting roll to slow them down. The abilities have a point cost, rank, and effect. The point cost is the raw cost in design points, the ability rank is a
Air elementals can have abilities much like spells but that are innate. The elementals have far less choice about using the abilities than they would if they are spells but also have no spell casting roll to slow them down. The abilities have a point cost, rank, and effect. The point cost is the raw cost in design points, the ability rank is a rough measure of the power of the ability, and the effect is the description of the ability. If an offensive elemental ability hits an antimagic it is considered to have the equivalent of 3 mana per ability rank.
This effect allows the elemental to feel like nothing more than air, often a useful ability. It is commonly coupled with the blootch body type.
This ability permits the elemental to make magical or natural lightning go where it wishes by making a stress save at -3 per die of the lightning bolt. The creature can feel a bolt forming if it has this ability. Successive control rolls within a single round are at -10 and using this ability counts as an offensive action. A missile hit roll is required to target the bolt.
This ability allows the elemental to harden a 400 cubic of air to the hardness of sandstone. The air looks the same and can still be breathed by creatures caught in the hard air. The hardness lasts 24 rounds. The duration or volume can be doubled for +1 point and the creature may increase thee hardness to normal stone for +3 points of to steel for +7 points.
Just what it sounds like, the standard ability, included for your convenience. This cost is with the giant air elemental bonus.
This ability renders the elemental completely silent, save that it may choose to make noises.
This ability makes the elemental as transparent as air. The rank of the effect is higher than that of the spell invisibility because this invisibility does not require saving throws.
At 14 points per die anyone hitting the elemental or establishing a conducting path to it will take a shock. At 18 points per die anyone fighting against the elemental hand to hand will be affected no matter who hits who.
This ability allows the elemental to transform itself into a lightning bolt and travel anywhere within line of sight. The bolt does 9d6 if targeted with a missile hit roll and 5d6 to those along the line of flight. An additional die of damage costs +1 point. Used as a method of moving it requires that the creature target the arrival hex.
This ability allows the elemental to create a spark of lightning that does d6 points of electrical damage. The elemental uses his missile bonus at +5 to hit and his missile speed. Each added point of cost allows the elemental either an additional missile at -4 delay or +5
This ability allows the elemental to take a cloud up to 5" across (+2" per +1 point) and make it move at up to 6", though the wind vector must be added in as well, according to a program of its own devising. Control cloud can counteract this ability. The program lasts for up to 10 minutes.
This ability lets the elemental surround itself with winds that add 100 to its physical elusiveness against normal sized missiles (daggers, arrows) and 50 to its elusiveness against hand to hand attack. These penalties apply to attacks by the elemental and, as such, cause the effect to be primarily defensive. The winds exert a 20 strength at right angles to the direction of approach to the elemental and can kick aside up to medium sized objects.
In this section we give several examples of air elementals. The air elemental table lists them by name with point value and the modifier to a knowledge skill roll for knowing about a given type of air elemental apriori an encounter.
| Air Elementals | ||
|---|---|---|
| Name | Points | Knowledge Skill |
| Air Shark | 270 | -10 |
| Arc Snake | 355 | -15 |
| Belcheain | 225 | 0 |
| Cheveron Bird | 272 | -25 |
| Electrospider | 275 | -30 |
| Jinni | 280 | -5 |
| Melphin | 290 | -90 |
| Owlar | 350 | -30 |
| Pectarr | 235 | -10 |
| Pegasus | 290 | -10 |
| Sprite | 170 | -15 |
| Star Panther | 350 | -45 |
| Storm Hawk | 250 | -15 |
| Strangling Wind | 265 | -30 |
| Thunderbunnies | 160 | -0 |
| Vortex Beast | 285 | 0 |
| Will-o-Wisp | 255 | 0 |
| Zap Bees | 205 | -5 |
Air Shark (Size two snake-like air elemental).St 20 Stam 27 Agility 127 Phys. Elu. 90 Cn 12 Hits 12 Bleeding 86 Ment. Elu. 37 In 4 Health 3 Insanity 35 Perc. Int. 42 Ws 5 Luck 24 Dx 20 Ego 20 Magic 13 Impact 7 Ag 20 Mind 4 Perception 22 Edge 3 Ch 12 Sanity 2 Poison 40 Point 3 Bt 8 Shock 81 Fire 2 Wp 13 To Hit 65 Asp 8 Stress 31 Magic 7 Lk 8 Missle 25 Msp 4 Surprise 58 Necro 1 --- Bow 25 Bsp 4 Unconc. 60 100 Spell -9 Csp -2 Knockdown 147 Damage 6 Spirit -3 Ssp 0 Determination 10
Lift: 618 Carry:228 Fly: 16 Mana 4
Disadvantages Cost Ability Rank Roll 30 Elemental 30 2 levels of size - -- 20 Anadaptive, simply 16 +16" of flight - -- grows bigger with 27 Inaudibility - -- added experience 20 +40 to hit - -- 15 Looks like a shark 12 +4 Asp - -- -attacked on sight 15 +3 edge, point, impact - -- 40 Enemy, earth 10 +1 weapons to hit - -- elementals 10 hits as +2 weapon - -- 25 No manipulation 12 +4 Magic Armor - -- 20 Animal Intellect 18 Immune to lightning - -- 15 Very Hungry -- 15 Hates touching 170+100=270 rock, metal 0 xp 100 Base --- Asp Dam Len 270 Bite -2 4d6+3 5
An air shark looks like a 10-12 foot long slender shark. It swims through air about twice as fast as a normal shark swims through water. It prefers to hug the ground but can gain altitude at will.
Arc Snake (Size zero blootch).St 12 Stam 12 Agility 162 Phys. Elu. 149 Cn 5 Hits 5 Bleeding 43 Ment. Elu. 54 In 9 Health 2 Insanity 68 Perc. Int. 66 Ws 12 Luck 30 Dx 27 Ego 19 Magic 30 Impact 6 Ag 27 Mind 9 Perception 1 Edge 4 Ch 8 Sanity 3 Poison 50 Point 4 Bt 12 Shock 118 Fire 2 Wp 20 To Hit 31 Asp 4 Stress 29 Magic 1 Lk 10 Missle 46 Msp 8 Surprise 84 Necro 2 --- Bow 46 Bsp 8 Unconc. 60 Poison 1 180 Spell 8 Csp 0 Damage 0 Spirit 14 Ssp 2 Determination 20
Lift: 183 Carry: 51 Run:8 Fly:0 Mana 11
Disadvantages Cost Ability Rank Roll 25 No manipulation 10 Blootch body type - -- 30 Air Elemental 18 Immune to Lightning - -- 20 Hates Metal 9 Direct Lightning - -- 25 3d6 from contact 34 Lightning Port 12/7 d6 - -- with 1kg+ of 48 3d6 lightning aura, all the time - -- metal fills one hex 40 Enemy, earth 20 +2 or better weapons to hit - -- elementals 10 Hits at +2 weapon - -- 15 Eerie appearance 10 Night Vision - -- as a will-o-wisp 14 Damage Absorption, lightning only, - -- 100 xp to healing (1/5 dam) 100 Base --- --- 175+180=355 355
An arc snake looks like a large will-o-wisp hovering until it attacks. Its attack is a devastating lightning bolt teleportation into a target using its missile hit bonus. It then writhes around the target letting its lighting aura work on the victim, unless the victim is in metal in which case the arc snake will teleport away, possibly attacking again depending on its stats.
Belcheain (Size 0 winged humanoid air elemental).St 18 Stam 25 Agility 87 Phys. Elu. 88 Cn 12 Hits 12 Bleeding 68 Ment. Elu. 49 In 12 Health 3 Insanity 60 Perc. Int. 63 Ws 14 Luck 36 Dx 18 Ego 20 Magic 38 Impact 6 Ag 18 Mind 12 Perception 43 Edge 2 Ch 15 Sanity 3 Poison 43 Point 2 Bt 15 Shock 78 Fire 2 Wp 16 To Hit 23 Asp 4 Stress 45 Magic 4 Lk 12 Missle 23 Msp 4 Surprise 68 Necro 3 --- Bow 19 Bsp 3 Unconc. 52 135 Spell 10 Csp 1 Damage 4 Spirit 9 Ssp 1 Determination 13
Lift: 282 Carry:102 Run:10 Fly:14 Mana 9
Disadvantages Cost Ability Rank Roll 30 Air Elemental 9 Immune to lightning - -- 15 Stunningly handsome 10 +2 edge, point, impact - -- in an alienesque 9 Direct Lightning (stress@-3/die) - SS sort of way 15 Lightning Port, 9/5d6, 4/day - -- 15 Pleasant Floral 10 +1 weapons to hit - -- odor, 20", 10 5 hits as +1 weapon - -- minutes persist. 10 +1 Hand combat level - -- 20 Loathes all forms 8 +1 Missle combat level - -- of servitude 4 +12 stress save - -- 15 Proud, arrogant 10 Winged Humanoid body type - -- 15 Claustrophobe --- 15 +d6 from metallic 90+135=225 weapons 0 xp Asp Dam Len 100 Base Fist -2 4d6 4 --- 225
Belcheain are an intelligent race of air elementals. They live in small tribal groups for the most part though a few Belcheain cities exist on the plane of air. Belcheain can learn the use of weapons but do not often do so. The have silver, bronze, or golden feathers on their wings, skin ranging from yellow to bronze, feathers in place of hair, and monochrome eyes of silver or gold.
Chevron Bird(Size -4 birdlike air elemental).St 6 Stam 10 Agility 77 Phys. Elu. 120 Cn 6 Hits 6 Bleeding 44 Ment. Elu. 43 In 6 Health 2 Insanity 46 Perc. Int. 49 Ws 6 Luck 24 Dx 20 Ego 18 Magic 18 Impact 1 Ag 20 Mind 6 Perception 28 Edge 0 Ch 8 Sanity 2 Poison 28 Point 0 Bt 8 Shock 56 Fire 1 Wp 16 To Hit 15 Asp 1 Stress 40 Magic 4 Lk 8 Missle 57 Msp 4 Surprise 63 Necro 1 --- Bow 25 Bsp 4 Unconc. 68 70 Spell -2 Csp 2 Damage 0 Spirit 3 Ssp 0 Determination 13 Lift 120 Carry 36 Fly:16" Mana 7
Disadvantages Cost Ability Rank Roll 30 Air Elemental 16 +16" of flight - -- 40 Enemy, earth 9 Immune to Lightning - -- elementals 14 Lightning aura, 1d6 - -- 15 Contempt for 24 3d6 lightning attack, as missle - -- non-flyers 16 +32 missle to hit - -- 15 Claustrophobia 84 Can summon 1 additional Chevron - -- 15 2d6 from touching bird each round. metal 11 Mind link with 4 other CBs - -- 15 no manipulation 8 Expert missle thrower (lightning - -- 15 no speach missles) 10 Greedy for electric 20 4 levels of decreased size - -- charge - eat it --- 10 Afraid of metal 202+70=272 7 xp 100 Base Asp Dam Len --- "horn" -1 d5 0 (+d6 e-) 272 (ramming attack) Rng Missle attack -3 3d6 -1/1" (Xpert, e-)
Cheveron birds are intellegent beings but it is a ver alien form of intellegence based on telepathic contact and group identity not far short of a group mind. Checeron birds appear as glowing white, yellow, or golden cheverons about 14 inches long. Their most devestating power is the ability to swarm. They tend to attack like a cloud of bees if they must. Given a choice they will avoid contact and seek places where electrical power is available.
Electrospider (Size -2 arthrapod air elemental).St 12 Stam 14 Agility 97 Phys. Elu. 110 Cn 16 Hits 18 Bleeding 63 Ment. Elu. 36 In 4 Health 4 Insanity 32 Perc. Int. 40 Ws 4 Luck 24 Dx 20 Ego 12 Magic 12 Impact 10 Ag 20 Mind 4 Perception 0 Edge 8 Ch 8 Sanity 2 Poison 63 Point 8 Bt 8 Shock 115 Fire 4 Wp 12 To Hit 49 Asp 12 Stress 38 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 57 Necro 4 --- Bow 25 Bsp 4 Unconc. 103 84 Spell -10 Csp 3 Damage 0 Spirit -4 Ssp 1 Determination 9 Lift 192 Carry 84 Run: 6 Mana 3
Disadvantages Cost Ability Rank Roll 20 Air Elemental 10 2 levels of decreased size - -- 20 Horrifying appearance 10 arthrapod body type - -- 40 Enemy, earth elem. 30 +6 edge, point, impact - -- 20 Animal intellect 16 +32 to hit - -- 15 Highly territorial 30 +10 Asp - -- 15 Afraid of metallic 42 3d6 eletical damage aura, - -- objects/weapons involuntary 20 +2d6 from metalic 18 6d6, armor 5 entagle, takes one - -- weapons per hex filled, cannot be used as 25 3d6 per round from a combat attack immersion 35 7d6 pressure triggered electrical, - -- 0 xp requires one round setup, depends 100 Base one entangle (we strands hold a --- charge, discharge on pressure). 275 Ruined by water or other shorting. --- 191+84=275
Asp Dam Len Bite -1 d6+1 1 (aura, 3d6 of damage)
The electrospider is an elementalized giant orb spider. Its thorax and abdomen looks shiny and metallic, though this effect is achieved by silk-like armor. The rest of the spider is black with electrical blue-violet highlights. The electrospider's main attack is its electrical discharge and its shocking webs. The webs may have several trap strands, 2d3 per hex if a roll is needed, with each strand delivering a 7d6 attack under moderate pressure. Some modest warning is provided by a faint smell of ozone near the webs and spiders. An excellent defensive tactic is to spray water, shorting out the trap segments.
Jinni (Size 0 humanoid air elemental).St 20 Stam 27 Agility 60 Phys. Elu. 76 Cn 25 Hits 43 Bleeding 106 Ment. Elu. 46 In 12 Health 7 Insanity 54 Perc. Int. 60 Ws 14 Luck 30 Dx 16 Ego 20 Magic 38 Impact 5[8] Ag 16 Mind 12 Perception 43 Edge 0[1] Ch 12 Sanity 3 Poison 97 Point 0[2] Bt 12 Shock 132 Fire 9[11] Wp 14 To Hit 33 Asp 5 Stress 42 Magic 3[4] Lk 10 Missle 13 Msp 2 Surprise 59 Necro 3[10] --- Bow 13 Bsp 2 Unconc. 91 Poison 5 150 Spell 8 Csp 1 Damage 6 Spirit 6 Ssp 1 Determination 10 Lift: 351 Carry:153 Run:9[8] Fly:24 Mana 7
Disadvantages Cost Ability Rank Roll 30 Air Elemental 5 1/4 damage from lightning - -- 10 Lower legs are 15 +5 poison armor - -- translucent 9 Logic 4 35 40 Enemy, earth 12 Three languages - -- elementals 6 Scimitar, dagger 1 -- 15 Claustrophobe 24 24" flight - -- 15 Keeps bargains 15 Control Cloud (5" dia. 6" move) - -- implicitly 20 +2 weapons to hit - -- 10 Loves Justice 10 hits as +2 weapon - -- 10 Dislike frontal 6 +2 Asp - -- assault 8 +16 to hit - -- 10 Reputation for --- wisdom and honor 130+150=280 15 +d6 from steel Asp Dam Len or iron Fist -2 4d6+2 4 25 -30 save vs Asp Dam Brk Len control Dagger -1 d6 9 3 0 xp Scimitar -4 2d6+2 16 8 100 Base --- 280
The Jinn are a race of philosophers. They study logic and law, history and language. Each strives to develop his very own philosophy and will talk of it to utter distraction. Jinn are somewhat strong, quite hardy, fly by magic at great speed, and have a few other powers. They are values as servants and councillors, both because they are good at it and because it is easy to control them.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 2 3 9 12 5 12
07-14 Side of Head 2 3 9 12 5 12
15-20 Face 0 0 5 9 3 3
21-24 Neck 2 3 9 12 5 12
25-30 Collar 2 3 9 12 5 12
31-46 Chest 1 2 8 11 4 9
47-48 Solar Plexus 1 2 8 11 4 9
49-61 Stomach 1 2 8 11 4 9
62-66 Hips 2 3 9 12 5 12
67-68 Crotch 1 2 8 11 4 9
69-73 Upper Arm 1 2 8 11 4 9
74-75 Elbow 2 3 9 12 5 12
76-79 Lower Arm 1 2 8 11 4 9
80-81 Wrist 1 2 8 11 4 9
82-83 Hand 1 2 8 11 4 9
84-85 Fingers 1 2 8 11 4 9
86-91 Upper Leg 1 2 8 11 4 9
92-93 Knee 1 2 8 11 4 9
94-96 Shins 2 3 9 12 5 12
97-98 Ankles 2 2 8 10 5 7
99-00 Feet 2 2 8 10 5 7
Average: 1 2 8 11 4 10
Penalty: 1
Encumbrance: 18
Leather Helmet 2.4
Leather Hood 4
Leather Gorget 0.6
Leather Shirt 8.4
Leather Elbow Guard 0.2
Leather Pants 2.6
Leather Bracers 0.6
Leather Gloves 0.6
Leather Shins 0.4
Studded Leather Boots 0.8
Total Cost 20.6
Melphin (Size -3 winged humanoid air elemental).St 12 Stam 15 Agility 48 Phys. Elu. 63 Cn 8 Hits 8 Bleeding 53 Ment. Elu. 82 In 22 Health 3 Insanity 101 Perc. Int. 111 Ws 24 Luck 36 Dx 10 Ego 23 Magic 89 Impact 2 Ag 9 Mind 33 Perception 84 Edge 0 Ch 25 Sanity 6 Poison 38 Point 0 Bt 15 Shock 73 Fire 2 Wp 22 To Hit 2 Asp 0 Stress 79 Magic 7 Lk 12 Missle 0 Msp 0 Surprise 73 Necro 8 --- Bow 0 Bsp 0 Unconc. 38 150 Spell 36 Csp 6 Knockdown 18 Damage 0 Spirit 31 Ssp 5 Determination 25 Lift: 79 Carry: 24 Run:3 Fly:8 Mana 42
Disadvantages Cost Ability Rank Roll 30 Air Elemental 15 3 levels of smaller - -- 15 Miscevious prankster 9 immune to lightning - -- (loves to fool 10 Magic Skill 1 70 dwarves) 60 Illusion 5 108 15 Greedy for gems and 15 Sonar - -- shiny objects 20 +2 weapons to hit - -- 20 Hates being 6 +6 mana - -- controlled 5 Focused Spells - -- 20 +2d6 from metal --- weapons. 140+150=290 15 Exquisitely beau- Asp Dam Len tiful. Fist -1 d6 1 35 Enemy - Dwarves 40 Enemy - Earth Elementals 0 xp 100 Base --- 290
Melphin are a civilized race of air elementals that long ago had a very bad experience with a group a dwarves. While the details are lost, Melphin that make it to the material plane delight in the torture of dwarves, often impersonating dwarves with their magical abilities. Melphin are not violent by nature and use their rather formidable illusory abilities for the most part in jokes. Unless very specifically instructed they will soften the violence of attacks they are ordered to make while under an elementalists's control.
Spells: Set Pieces: Atactility(-60)4F Butterflies Baffle Arcane Senses(-60)5 Disguise I Delayed Illusion(-60)2F Disguise II Disorientation(-20)4 Invisibility Deluxe. Elusiveness(-12)3 Multiply Self Flavor(-8)1 Fool Arcane Senses(-60)2 Melphin often posses minor magic Hard to Dispell(-60)2 items. Illusory Synergism(-11)3 Image(-6)1 Inaudibility(-60)3F Invisibility(-60)4 Metric(-20)5 Movement(-3)1 Pain(-6)2 Performance(-12)3 Pleasure(-12)2 Scent(-10)1 Scentlessness(-60)3F Senses(-12)1 Sound(-6)1 Strong Illusion(-8)2 Substance(-8)1 Texture(-7)1 Voice(-12)2 Will(-60)3F
Owlar (size 0 humanoid air elemental).St 23 Stam 36 Agility 100 Phys. Elu. 131 Cn 22 Hits 33 Bleeding 108 Ment. Elu. 53 In 10 Health 6 Insanity 67 Perc. Int. 67 Ws 14 Luck 50 Dx 23 Ego 24 Magic 34 Impact 7[13] Ag 25 Mind 10 Perception 44 Edge 0[6] Ch 10 Sanity 3 Poison 87 Point 0[5] Bt 14 Shock 136 Fire 9[12] Wp 19 To Hit 34 Asp 6 Stress 57 Magic 5[6] Lk 16 Missle 36 Msp 6 Surprise 76 Necro 3[10] --- Bow 36 Bsp 7 Unconc. 84 230 Spell 9 Csp 1 Damage 9 Spirit 13 Ssp 2 Determination 18 Lift 411 Carry 162 Run:11[8] Fly:24 Mana 10
Disadvantages Cost Ability Rank Roll 30 Air Elemental 24 +24" of flight - -- 40 Enemy, earth 9 Immune to Lightning - -- elementals 28 Lightning aura, 2d6 - -- 30 Enemy, strangling 10 Lethal blow - -- wind (race) 8 Expert knifethrower 3 84 15 Contempt for 12 Dagger, Shortsword, S. bow, Knife - -- non-flyers 10 Expert bowman 3 88 15 Claustrophobia 9 +9 bow - -- 10 Loves birds 5 +10 missle - -- 10 Fears metal 5 +10 to hit - -- 10 Feathered head, --- owl-like head 120+230=350 20 +2d6 from metal weapons 20 +3d6 from Asp Dam Len Brk toucing metal Bite -1 4d6+2 3 0 xp Dagger -1 d6 3 9 150 Base Shortsword -2 d6+2 6 12 --- Msp Dam Rng 350 Throwing Knife -1 d6 -2/3" Bsp Load Shortbow -1 3d6+1 -1/3" -7 (20x arrows)
The Owlar are a race of warriors. Save for having feathers in place of hair, large eyes, and an amber-gold hooked beak, they look like brown skinned humans with grey-blue eyes. They are much given to practicing combat and will hire out as mercenaries. They fly by virtue of magical power rather than with wings.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 8 7 15 13 7 12
07-14 Side of Head 8 7 15 13 7 12
15-20 Face 7 6 13 12 6 9
21-24 Neck 2 3 12 12 7 12
25-30 Collar 8 7 15 13 7 12
31-46 Chest 7 6 13 12 6 9
47-48 Solar Plexus 7 6 13 12 6 9
49-61 Stomach 7 6 13 12 6 9
62-66 Hips 8 7 15 13 7 12
67-68 Crotch 1 2 10 11 6 9
69-73 Upper Arm 7 6 13 12 6 9
74-75 Elbow 8 7 15 13 7 12
76-79 Lower Arm 7 6 13 12 6 9
80-81 Wrist 1 2 10 11 6 9
82-83 Hand 1 2 10 11 6 9
84-85 Fingers 1 2 10 11 6 9
86-91 Upper Leg 1 2 10 11 6 9
92-93 Knee 1 2 10 11 6 9
94-96 Shins 8 7 15 13 7 12
97-98 Ankles 1 2 10 11 6 9
99-00 Feet 1 2 10 11 6 9
-----------------------------------------------------------------
Average: 6 5 13 12 6 10
Penalty: 3
Encumberance: 63
Laquered Wood Full Helm 48.00
Leather Hood 4.80
Leather Gorget 0.80
Laquered Wood Shirt 117.60
Leather Elbow Gaurd 0.40
Leather Pants 3.60
Laquered Wood Bracers 9.60
Leather Gloves 1.20
Laquered Wood Shins 7.20
Leather Boots 0.80
-------
Total 194.00
Pectarr(Size 2 humanoid air elemental).St 25 Stam 49 Agility 68 Phys. Elu. 70 Cn 15 Hits 16 Bleeding 113 Ment. Elu. 47 In 12 Health 4 Insanity 54 Perc. Int. 58 Ws 11 Luck 30 Dx 18 Ego 26 Magic 35 Impact 9 Ag 16 Mind 12 Perception 41 Edge 4 Ch 8 Sanity 3 Poison 52 Point 4 Bt 8 Shock 104 Fire 3 Wp 15 To Hit 34 Asp 7 Stress 42 Magic 3 Lk 10 Missle 17 Msp 3 Surprise 64 Necro 2 --- Bow 17 Bsp 2 Unconc. 91 130 Spell 9 Csp 0 Knockdown 82 Damage 11 Spirit 7 Ssp 1 Determination 12
Lift: 828 Carry:306 Run: 13 Mana 8
Disadvantages Cost Ability Rank Roll 30 Air Elemental 30 2 levels of size - -- 35 Enemy Terackell 10 +1 weapons to hit - -- 20 Loves a fight 5 hits as +1 weapon - -- 15 Strong sense of 20 +2 hand combat levels - -- honor and chivalry 12 Club, Axe, Dagger, Spear - -- 15 Overconfident 16 +4 edge, point - -- 20 +2d6 from Stone 9 1/4th damage from lightning - -- Weapons 3 +9 Unconc - -- 0 xp -- 100 Base 105 Asp Dam Len --- Fist -3 7d6+1 6 235
Name Spd Dam Brk Len Wgt Dagger -1 d6 9 3 0.5 Spear -5 2d6 12 12 3 Huge Axe -8 4d6 30 9 7 Club -8 4d6 36 8 6
The Pectarr are a relatively primitive race of golden skinned giants that live on the plain of air. They have catlike eyes but otherwise very human faces. Their weapons should be selected at random from those presented. They are mercenary at heart and can be bargained with. Unlike most air elementas they canot fly.
Pegasus (Size 2 winged Quadruped Air Elemental).St 23 Stam 36 Agility 82 Phys. Elu. 97 Cn 23 Hits 36 Bleeding 133 Ment. Elu. 51 In 6 Health 7 Insanity 67 Perc. Int. 65 Ws 14 Luck 36 Dx 21 Ego 30 Magic 26 Impact 7 Ag 21 Mind 6 Perception 40 Edge 0 Ch 16 Sanity 2 Poison 93 Point 0 Bt 20 Shock 142 Fire 7 Wp 20 To Hit 30 Asp 5 Stress 61 Magic 5 Lk 12 Missle 28 Msp 5 Surprise 69 Necro 3 --- Bow 28 Bsp 5 Unconc. 109 190 Spell 2 Csp 1 Knockdown 102 Damage 9 Spirit 11 Ssp 1 Determination 20 Lift: 834 Carry:330 Run: 17 Mana 11 Fly: 13 Disadvantages Cost Ability Rank Roll 30 Air Elemental 30 2 levels of size - -- 15 Claustrophobe 5 winged Quadruped - -- 10 Hates to stand 25 25" of flight - -- upon earth 9 Immune to lightning - -- 15 Afraid of Earth 15 Control Cloud - -- Elementals 10 +20 to hit 40 Enemy, Earth 6 +2 Asp Elementals --- 15 Much sought after 100+190=290 15 No manipulation 20 Animal Intellect 10 Reputation for loyalty Asp Dam Len 20 Enemy, Star Kick -5 7d6+1 9 Panthers 0 xp 100 --- 290
The Pegasus is a white horse, often with a strawberry or pale white star marking and giant dove-like wings. It can carry a rider of not unusual size as it flies and is much sought after as a steed.
Sprite (Size -3 winged humanoid air elemental).St 6 Stam 9 Agility 87 Phys. Elu.115 Cn 6 Hits 6 Bleeding 33 Ment. Elu. 47 In 12 Health 2 Insanity 56 Perc. Int. 60 Ws 13 Luck 30 Dx 20 Ego 7 Magic 37 Impact 1 Ag 20 Mind 12 Perception 38 Edge 0 Ch 12 Sanity 3 Poison 27 Point 0 Bt 20 Shock 49 Fire 1 Wp 15 To Hit 15 Asp 1 Stress 44 Magic 3 Lk 10 Missle 25 Msp 4 Surprise 68 Necro 3 --- Bow 25 Bsp 4 Unconc. 27 100 Spell 9 Csp 1 Knockdown 57 Damage 0 Spirit 7 Ssp 1 Determination 12 Lift: 47 Carry: 14 Run:8 Fly:13 Mana 8
Disadvantages Cost Ability Rank Roll 30 Air Elemental 15 3 levels of smaller - -- 10 Glows, small 15 15" of flying - -- 10 Prefers hiding to 10 Illuminates a hex, invariably - -- fighting; cowardly 10 +1 Weapons to hit - -- 20 2d6 from steel 5 1/4 damage from lightning - -- 0 xp 15 regenerate 1 hit/5 minutes in air - -- 100 Base -- --- 70+100=170 170
Spites are very small, 9 inches tall, and glow at all times as bright as a good lantern. They come in many colors and shades vary with mood. They are not martial but may have other uses.
Star Panther(Size 1 quadrupedal air elemental).St 25 Stam 43 Agility 82 Phys. Elu. 108 Cn 25 Hits 43 Bleeding 128 Ment. Elu. 41 In 4 Health 7 Insanity 52 Perc. Int. 55 Ws 14 Luck 30 Dx 25 Ego 27 Magic 22 Impact 9 Ag 20 Mind 4 Perception 34 Edge 5 Ch 12 Sanity 2 Poison 99 Point 5 Bt 16 Shock 146 Fire 9 Wp 16 To Hit 40 Asp 7 Stress 48 Magic 4 Lk 10 Missle 35 Msp 7 Surprise 71 Necro 3 --- Bow 35 Bsp 4 Unconc. 103 200 Spell -6 Csp 1 Knockdown 92 Damage 11 Spirit 1 Ssp 0 Determination 13 Lift: 671 Carry:275 Run: 15 Mana 7
Disadvantages Cost Ability Rank Roll 30 Air Elemental 15 1 level size - -- 20 Animal Intellect 20 20" of flight - -- 15 Bloodthirsty 30 +3 weapons to hit - -- 15 Love to Hunt 15 hits as +3 weapon - -- 25 3d6/round from 20 +5 edge, point - -- touching earth 32 6d6 electrical add to claw attack - -- 20 No manipulation 5 Starlight Vision - -- 10 Ozone odor to 20" 3 +1 Asp - -- 40 Enemy, all earth 10 +20 to hit - -- elementals --- 25 Terrifying appearance 150+200-350 50 xp 100 Base --- 350
A star panther is a very large (small horse sized) cat that runs on air at great speed. Its claws are charged and spark as it runs and its eyes glow with the light of stars. The cry of the star panther is terrifying. It delights in the hunt and seldom refuses battle.
Storm Hawk(Size -2 avian air elemental).St 16 Stam 20 Agility 67 Phys. Elu. 110 Cn 12 Hits 12 Bleeding 63 Ment. Elu. 53 In 12 Health 3 Insanity 64 Perc. Int. 65 Ws 12 Luck 30 Dx 20 Ego 22 Magic 36 Impact 4 Ag 20 Mind 12 Perception 60 Edge 0 Ch 12 Sanity 3 Poison 45 Point 0 Bt 12 Shock 85 Fire 3 Wp 18 To Hit 61 Asp 8 Stress 52 Magic 4 Lk 10 Missle 25 Msp 4 Surprise 71 Necro 2 --- Bow 25 Bsp 4 Unconc. 45 136 Spell 12 Csp 0 Damage 2 Spirit 13 Ssp 2 Determination 16 Lift 0 Carry 0 Run:4 Fly:25 Mana 11
Disadvantages Cost Ability Rank Roll 30 Air Elemental 10 2 levels of decreased size - -- 40 Enemy, earth 8 +8" of flight - -- elementals 9 Immune to Lightning - -- 20 Animal Intellect 42 Lightning aura, 3d6 - -- 15 Claustrophobia 20 +40 to hit - -- 10 Sought after 15 +5 Asp - -- 25 +3d6 from Metal 10 Eagle vision - -- weapons --- 10 +d6 from touching 114 metal Asp Dam Len 0 xp Talons -1 2d6 2 100 Base Beak -1 d6+3 1 --- 250
Storm hawks are large (bald-eagle sized hawks with an electric blue barred pattern on their wings and storm colored feathers. They can fly with great speed and are no harder to train as hunting beasts than other hawks. They are native to the plain of air but some few are also in the material world.
Strangling Wind (Size zero humanoid air elemental).St 23 Stam 36 Agility 64 Phys. Elu. 84 Cn 12 Hits 12 Bleeding 75 Ment. Elu. 48 In 11 Health 3 Insanity 57 Perc. Int. 60 Ws 12 Luck 36 Dx 20 Ego 25 Magic 34 Impact 10 Ag 16 Mind 11 Perception 41 Edge 3 Ch 12 Sanity 3 Poison 43 Point 3 Bt 8 Shock 92 Fire 2 Wp 16 To Hit 28 Asp 5 Stress 46 Magic 4 Lk 12 Missle 21 Msp 4 Surprise 68 Necro 2 --- Bow 21 Bsp 2 Unconc. 43 142 Spell 8 Csp 0 Damage 9 Spirit 8 Ssp 1 Determination 13 Lift: 372 Carry:132 Run: 9 Mana 8
Disadvantages Cost Ability Rank Roll 30 Air Elemental 10 Night Sight - -- 10 Enjoys killing 27 Atactility - -- 15 Hates servitude 27 Inaudibility - -- 15 Keeps word 39 Invisibility - -- 40 Enemy - earth 9 Magic Missle at +25, e- damage - -- elementals 10 +3 edge, point, impact - -- 15 Reputation as 6 +12 to hit - -- awesome killers --- 10 Given to 123+142=265 claustrophobia 15 +3d6 from silver Asp Dam Len or mithril weapons Claw -2 5d6 5 15 3d6 from grounded metal 0 xp 100 Base --- 265
The strangling wind are a cult of assassians the masters of which knew a great deal of elemental magic. Various members of the cult were transformed into air elementals and later banished to the plane of air where they survive to this day. The race that gave birth to the strangling wind are feline humanoids with flared, almost wing like eyebrows and a chocolate-point Siamese color scheme. If a victim can see invisible objects this is how a strangling wind will appear. In order to maintain their invisible, inaudible, and atactile status the members of the wind use no weapon but their claws and, at great need, sparks of lightning. They will serve any master that lets the kill daily and will turn on any master that does not at the first opportunity.
Thunder Bunny(Size -4 quadrupedal air elemental).St 6 Stam 10 Agility 119 Phys. Elu. 134 Cn 6 Hits 6 Bleeding 34 Ment. Elu. 42 In 5 Health 2 Insanity 46 Perc. Int. 49 Ws 7 Luck 21 Dx 20 Ego 18 Magic 17 Impact 1 Ag 23 Mind 5 Perception 28 Edge 0 Ch 10 Sanity 2 Poison 28 Point 0 Bt 12 Shock 56 Fire 1 Wp 16 To Hit 15 Asp 7 Stress 41 Magic 4 Lk 7 Missle 28 Msp 4 Surprise 62 Necro 1 --- Bow 28 Bsp 6 Unconc. 28 83 Spell -4 Csp 1 Damage 0 Spirit 2 Ssp 0 Determination 13 Lift 120 Carry 36 Run: 11 Mana 7
Disadvantages Cost Ability Rank Roll 30 Air Elementals 20 4 levels of decreased size - -- 5 Very cute 18 +6 Asp - -- 20 Animal intellect 27 Thunder effect, 7/6/5/4/3/2/1 - -- 15 +d6 from iron/ explosive impact attack by thumping stone weapons back feet, those taking 5d6+ save 5 Skittish or fall. 0 xp 2 +2 stamina - -- 75 Base -- --- 67+83=150 150 Asp Dam Len Bite -0 d3 0 Kick -2 d6 2
Thunderbunnies are elementalized rabbits. They are on the large size for rabbits, have soft blue-gray fur, and deep indigo eyes. They are not at all dangerous unless startled or cornered into using their thunder ability which does 7d6 impact damage to those in the hex with them, one dice less per hex away. Those who take 5d6 or more must save versus agility or fall. Large creatures use their knockback save.
Vortex Beast (Size zero Blootch air elemental).St 23 Stam 45 Agility 102 Phys. Elu. 135 Cn 14 Hits 14 Bleeding 81 Ment. Elu. 43 In 6 Health 4 Insanity 50 Perc. Int. 53 Ws 10 Luck 24 Dx 25 Ego 25 Magic 22 Impact 18 Ag 25 Mind 6 Perception 32 Edge 12 Ch 8 Sanity 2 Poison 49 Point 12 Bt 8 Shock 98 Fire 5 Wp 16 To Hit 38 Asp 6 Stress 44 Magic 3[immu L] Lk 8 Missle 40 Msp 7 Surprise 73 Necro 5 --- Bow 40 Bsp 7 Unconc. 49 Poison 1 180 Spell -2 Csp 0 Damage 9 Spirit 3 Ssp 0 Determination 13 Lift: 378 Carry:138 Run:14 Fly:16 Mana 7
Disadvantages Cost Ability Rank Roll 30 Air Elemental 10 Blootch body type(small tornado) - -- 40 Enemy, 16 16" flying movement - -- earth elementals 10 +1 weapons to hit - -- 20 Obvious (noisy) 5 Hits as +1 weapon - -- 20", prox. read. 9 Immune to lightning - -- 20 No hands/fine 48 4d6 lightning aura, continuous, - -- manipulation fills one hex 15 Loathes earth 7 +7 Stamina elementals -- 20 Animal Intellect 105+180=285 15 Focused on Escape 25 3d6 from being grounded 0 xp Asp Dam Len 100 Base Damage -2 5d6 3 (4d6 lightning) --- 285
The vortex beast is a small (human sized) electrified tornado. It has no real body but does see by incident light in a fashion that requires focused attention (i.e. while it has no eyes it acts like it does). Its main defense is extreme speed, its main offense the 4d6 shock aura which fills the hex it occupies.
Will-o-wisp (Size -4 blooch air elemental).St 16 Stam 22 Agility 110 Phys. Elu. 96 Cn 6 Hits 6 Bleeding 46 Ment. Elu. 54 In 16 Health 2 Insanity 69 Perc. Int. 77 Ws 19 Luck 36 Dx 16 Ego 18 Magic 58 Impact 9 Ag 16 Mind 18 Perception 10 Edge 6 Ch 12 Sanity 4 Poison 48 Point 6 Bt 8 Shock 116 Fire 2 Wp 16 To Hit 13 Asp 2 Stress 53 Magic 1 Lk 12 Missle 13 Msp 2 Surprise 37 Necro 2 --- Bow 13 Bsp 2 Unconc. 58 Poison 1 115 Spell 18 Csp 4 Knockback 70 Damage 2 Spirit 13 Ssp 2 Determination 13 Lift: 76 Carry: 24 Fly: 16 Mana 13
Disadvantages Cost Ability Rank Roll 30 Elemental 10 Night vision - -- 25 +3d6 from metal 20 4 levels of smaller - -- weapons 10 Blootch Body Type - -- 40 Enemy Earth 20 +2 weapons to hit - -- Elementals 10 Hits as +2 weapon - -- 20 Loves to Kill 18 Immune to Lightning - -- 15 Hatred of non- 36 3d6 lightning aura, continuous,1 hex - -- air elementals 16 16" of flight - -- 15 Overconfident -- 10 Reputation as Evil 140 0 xp 100 Base --- Asp Dam Len 255 "fist" -0 d5 0
The will-o-wisp attacks using only its lightning aura. It is a homicidal chauvinist believing all non-aerial creature should die. It can glow yellow, blue, or green and wisps speak by changing color rapidly. They often assume vaguely suggestive shapes in an attempt to lure creatures into untenable positions.
Zap Bees(Size -6 arthrapod air elemental).St 4 Stam 10 Agility 114 Phys. Elu. 157 Cn 4 Hits 4 Bleeding 61 Ment. Elu. 39 In 6 Health 2 Insanity 38 Perc. Int. 45 Ws 6 Luck 24 Dx 25 Ego 13 Magic 18 Impact 1 Ag 23 Mind 6 Perception 5 Edge 1 Ch 8 Sanity 2 Poison 31 Point 1 Bt 8 Shock 75 Fire 1 Wp 13 To Hit 23 Asp 2 Stress 42 Magic 1 Lk 8 Missle 38 Msp 7 Surprise 70 Necro 1 --- Bow 38 Bsp 6 Unconc. 71 95 Spell -5 Csp 2 Damage 0 Spirit -1 Ssp 0 Determination 10 Lift 0.3 Carry 0.1 Run:1 Fly:10 Mana 4
Disadvantages Cost Ability Rank Roll 30 Air Elemental 10 arthrapod body type - -- 20 Animal Intellect 30 6 levels of decreased size - -- 20 Lack of manipulation 10 +10" of flight - -- 25 +3d6 from touching 9 Immune to Lightning - -- stone 23 8d6 lightning attack, no range - -- 10 Overconfident ("to hit" roll), 3/day 0 xp 8 +16 to hit - -- 100 Base 20 Pheremone based group mind - -- --- --- 205 110+95=205
Asp Dam Len Sting -0 1 0 (+8d6 lightning)
Zap bees are the result of an alchemist trying to create bees that could make alchemical essences. They are air elementals that look like about five-fold too large bees. Rather than black and yellow they are deep blue and golden. Like bees they tend not to attack unless bothered. Sometimes the honey of zap bees has some of the qulities of essence of air - and it is considered a delicacy by some air elementals.
This section contains a number of examples of wild, natural animals. Most of these animals will not fight or will only fight to defend their territory. Various sorts of natural lore mages will find the list helpful when creating guardians, finding friends, and casting various spells that aid or modify animals.
Some animals, e.g. Rhinoceri or Bulls, get angry quite easily. When angry they will fight to the death. This is not to their advantage and appears in their list of disadvantages as ```Curse of Rage''. At some fifteen points it means the animal will grow enraged is harassed. At twenty-five points the animal is permanently enraged, as with a wolvarine.
Animals may have pelts that are well worth keeping or selling and larger predators may, even if ugly, bring a bounty from farmers or stock men if they prey on flocks. When in unfamiliar areas characters should be careful not to take pelts of animals that are important in the local religion.
Anaconda (Size 2 Snake).St 20 Stam 27 Agility 114 Phys. Elu. 72 Cn 20 Hits 29 Bleeding 115 Ment. Elu. 49 In 8 Health 5 Insanity 61 Perc. Int. 62 Ws 13 Luck 24 Dx 17 Ego 24 Magic 29 Impact 7 Ag 17 Mind 8 Perception 39 Edge 2 Ch 8 Sanity 3 Poison 76 Point 2 Bt 12 Shock 120 Fire 8 Wp 18 To Hit 49 Asp 9 Stress 53 Magic 4 Lk 8 Missle 16 Msp 3 Surprise 61 Necro 3 --- Bow 16 Bsp 3 Unconc. 95 130 Spell 4 Csp 1 Knockdown 134 Damage 7 Spirit 9 Ssp 1 Determination 16 Lift: 1044 Carry:414 Run:9 Swim:6 Mana 9
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 20 No limbs 30 2 levels of size - -- 15 Deaf 8 Vibration sense - -- 15 Sleeps for weeks 15 Locator smell - -- after eating 10 Tracking Smell - -- 20 Enemy, snakeskin 15 +30 to hit - -- hunters 15 +5 Asp - -- 25 Enemy, farmers 7 Climbing 4 49 and rustics -- 15 Rep: maneater 110+130=240 10 Distinctive appearance 0 xp 100 Base --- 240 Asp Dam Len Head-Butt -3 6d6+1 6 Constrict -8 6d6+2 15
The anaconda is an extremely large constrictor. It will avoid battle unless cornered or controlled. The skin is quite beautiful and valuable. It often spends time in (large) trees having the rain forest as its usual habitat.
Asp (Size -4 snake).St 6 Stam 10 Agility 118 Phys. Elu. 108 Cn 6 Hits 8 Bleeding 32 Ment. Elu. 40 In 6 Health 2 Insanity 46 Perc. Int. 52 Ws 12 Luck 24 Dx 18 Ego 6 Magic 24 Impact 2 Ag 18 Mind 6 Perception 32 Edge 1 Ch 8 Sanity 2 Poison 26 Point 1 Bt 8 Shock 52 Fire 2 Wp 14 To Hit 39 Asp 2 Stress 40 Magic 3 Lk 8 Missle 19 Msp 3 Surprise 57 Necro 2 --- Bow 19 Bsp 3 Unconc. 26 60 Spell -4 Csp 0 Knockdown 78 Damage 1 Spirit 0 Ssp 0 Determination 10 Lift: 57 Carry: 18 Run: 0 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 20 No limbs 20 4 levels of smaller - -- 15 Deaf 8 Vibration sense - -- 30 Enemy, almost anyone 15 Locator smell - -- 10 Rep. deadly poison 10 Tracking smell - -- 10 Surly, grouchy 72 poison bite, 16d6@4d6/round - -- 10 Hates fast motions save to 1/2 damage 0 xp 14 +28 to hit - -- 100 Base 6 +2 Asp - -- --- -- 215 155+60=215
Asp Dam Len Bite -0 d5 0 (point+poison)
The asp is a medium sized snake, two to four feet long, and violently poisonous. It is excellent fodder for the Snakearrow spell in wetlands lore. Asp are very bad tempered and bite when surprised or threatened, especially be sudden motions.
Bat, Giant.St 14 Stam 16 Agility 180 Phys. Elu. 141 Cn 14 Hits 14 Bleeding 39 Ment. Elu. 38 In 6 Health 4 Insanity 36 Perc. Int. 44 Ws 6 Luck 24 Dx 23 Ego 12 Magic 18 Impact 5 Ag 25 Mind 6 Perception 39 Edge 3 Ch 8 Sanity 2 Poison 45 Point 3 Bt 8 Shock 89 Fire 3 Wp 12 To Hit 25 Asp 7 Stress 30 Magic 3 Lk 8 Missle 36 Msp 6 Surprise 65 Necro 3 --- Bow 36 Bsp 7 Unconc. 35 128 Spell -6 Csp 2 Damage 0 Spirit -2 Ssp 0 Determination 9 Lift:3 Carry:1 Run:2 Fly:19 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of decreased size - -- 20 No manipulation 8 +16 to hit - -- 10 1/4 run - clumsy 9 +3 Asp - -- runner 5 Starlight Sight - -- 20 Enemy - almost any 15 Sonar - -- raptor or owl -- 15 Blind in Daylight 47+128=175 0 xp 90 Base Asp Dam Len --- Bite -1 d6+1 1 175 Claw -1 d6+2 1
Bear, Black.St 20 Stam 27 Agility 100 Phys. Elu. 58 Cn 20 Hits 27 Bleeding 87 Ment. Elu. 36 In 6 Health 5 Insanity 32 Perc. Int. 42 Ws 6 Luck 30 Dx 12 Ego 10 Magic 18 Impact 5 Ag 12 Mind 6 Perception 52 Edge 0 Ch 15 Sanity 2 Poison 68 Point 0 Bt 8 Shock 108 Fire 8 Wp 10 To Hit 34 Asp 5 Stress 26 Magic 2 Lk 10 Missle 4 Msp 0 Surprise 71 Necro 1 --- Bow 4 Bsp 0 Unconc. 67 79 Spell -8 Csp 2 Damage 6 Spirit -4 Ssp 1 Determination 8 Lift 324 Carry 138 Run:8 Climb:3 Mana 1
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 11 Climbing movement, 3" - -- 15 Prefers to hide 5 Starlight Vision - -- 15 Curious 10 Tracking Smell - -- 10 Distinctive looks, 9 +3 Asp - -- desired as pet 11 +22 to hit - -- 15 No manipulation 8 +24 agility save - -- 0 xp 10 +30 Surprise save - -- --- 10 +30 perception save - -- 175 15 Locator Smell - -- 7 Sneak 3 41 -- 96+79=175
Asp Dam Len Bite -1 3d6+3 3 Claw -2 4d6+1 5
Black bears are small, curious, and cautious. No larger than a large man they prefer to eat in peace and watch amusing things, like people trying to catch deer. Black bears are persistent in attempts to get at supplies that are left ungarded.
Bear, Brown.St 23 Stam 36 Agility 90 Phys. Elu. 71 Cn 23 Hits 36 Bleeding 114 Ment. Elu. 38 In 6 Health 6 Insanity 36 Perc. Int. 44 Ws 6 Luck 30 Dx 16 Ego 12 Magic 18 Impact 7 Ag 16 Mind 6 Perception 72 Edge 5 Ch 15 Sanity 2 Poison 85 Point 5 Bt 8 Shock 128 Fire 10 Wp 12 To Hit 50 Asp 8 Stress 30 Magic 2 Lk 10 Missle 13 Msp 2 Surprise 51 Necro 1 --- Bow 13 Bsp 2 Unconc. 91 117 Spell -6 Csp 2 Knockbk 100 Damage 9 Spirit -2 Ssp 0 Determination 9 Lift 589 Carry 247 Run: 12 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 15 One level of added size - -- 15 Overconfident 5 Starlight Vision - -- 15 Curious 10 Tracking Smell - -- 15 Distinctive looks, 16 +48 perception save - -- major preadator 20 +5 edge, point - -- 15 No manipulation 15 +30 to hit - -- 30 Enemy, farmers, 12 +4 Asp - -- gamekeepers -- 0 xp 93+117=210 --- 210 Asp Dam Len Bite -2 5d6 4 Claw -2 5d6+2 6
Brown bears are the largest sort of common bear. They are somewhat arrogant about their power, ignoring anything that doesn't look clearly dangerous. They love fruit and honey and will tear apart anything to get at good food. Brown bears are pretty dangerous if you're not well equipped but will eat thrown food in preference to chasing people.
Bear, Grizzly.St 25 Stam 43 Agility 98 Phys. Elu. 78 Cn 25 Hits 43 Bleeding 136 Ment. Elu. 44 In 10 Health 7 Insanity 48 Perc. Int. 54 Ws 10 Luck 30 Dx 18 Ego 14 Magic 30 Impact 9 Ag 18 Mind 10 Perception 83 Edge 5 Ch 15 Sanity 3 Poison 97 Point 5 Bt 8 Shock 142 Fire 12 Wp 14 To Hit 66 Asp 7 Stress 38 Magic 3 Lk 10 Missle 19 Msp 3 Surprise 61 Necro 2 --- Bow 19 Bsp 3 Unconc. 111 153 Spell 4 Csp 0 Knockbk 118 Damage 11 Spirit 4 Ssp 0 Determination 10 Lift 882 Carry 366 Run:15 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 30 Two levels of added size - -- 15 Hostile, Territorial 5 Starlight Vision - -- 15 Overconfident 10 Tracking Smell - -- 20 Distinctive looks, 16 +48 perception save - -- major preadator 20 +5 edge, point - -- 15 No manipulation 20 +40 to hit - -- 35 Enemy, farmers, 6 +2 Asp - -- any people nearby --- 15 Constantly hungry 107+153=260 25 Enemy, other major predators 0 xp --- Asp Dam Len 260 Bite -2 6d6 5 Claw -3 6d6+2 7
Grizzly bears are so large that they ren't that common. Near people, they get killed and so live in remote areas. They are arrogant about their power, ignoring anything that doesn't look clearly dangerous and attacking anything that does. They love fruit and honey and will tear apart anything to get at good food. Grizzly bears are qute dangerous if you're not well equipped but will eat thrown food in preference to chasing people. The bear stands 15 feet high on its back legs.
Boa Constrictor (Size 1 snake).St 16 Stam 18 Agility 127 Phys. Elu. 95 Cn 16 Hits 20 Bleeding 84 Ment. Elu. 47 In 8 Health 4 Insanity 57 Perc. Int. 59 Ws 12 Luck 24 Dx 20 Ego 19 Magic 28 Impact 5 Ag 20 Mind 8 Perception 37 Edge 2 Ch 8 Sanity 3 Poison 58 Point 2 Bt 12 Shock 97 Fire 6 Wp 17 To Hit 21 Asp 3 Stress 49 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 66 Necro 2 --- Bow 25 Bsp 4 Unconc. 68 125 Spell 3 Csp 0 Knockdown 137 Damage 3 Spirit 7 Ssp 1 Determination 15 Lift: 587 Carry:230 Run:8 Swim:6 Mana 8
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 20 No limbs 15 1 level size - -- 15 Deaf 8 Vibration sense - -- 15 Sleeps for weeks 15 Locator smell - -- after eating 10 Tracking Smell - -- 20 Enemy, snakeskin 7 +14 to hit - -- hunters -- 0 xp 65+125=190 100 Base --- 190 Asp Dam Len Head-Butt -3 4d6+2 5 Constrict -7 4d6+3 13
This write-up of the boa constrictor is the default large constrictor snake. It is included mostly for the benefit of wetlands lorists who may use it as raw material for a snakeman spell. The skin of many sorts of boa constrictors is pretty and moderately valuable.
Boar, Wild (Size -1 quadruped).St 18 Stam 42 Agility 96 Phys. Elu. 91 Cn 18 Hits 24 Bleeding 83 Ment. Elu. 41 In 4 Health 5 Insanity 42 Perc. Int. 45 Ws 4 Luck 24 Dx 19 Ego 18 Magic 66 Impact 6 Ag 17 Mind 4 Perception 24 Edge 1 Ch 8 Sanity 2 Poison 65 Point 1 Bt 8 Shock 105 Fire 9 Wp 16 To Hit 41 Asp 4 Stress 38 Magic 4 Lk 8 Missle 20 Msp 4 Surprise 59 Necro 1 --- Bow 20 Bsp 3 Unconc. 95 103 Spell -6 Csp 3 Damage 5 Spirit 1 Ssp 0 Determination 13 Lift 450 Carry 180 Run:10 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 levels of decreased size - -- 20 No manipulation 10 1 levels of increased density - -- 20 Hostile, groutchy 10 +20 to hit - -- attacks on a whim 10 +30 unconciousness save - -- 15 Territorial 18 +54 magic save - -- 10 Bad eyesight 19 +19 stamina - -- 0 xp 10 +30 stress save - -- 100 Base -- --- 82+103=185 185
Asp Dam Len Tusks -2 3d6+2 3 (point) (cycle time eight, double slash manuever)
This is a big, mean wild boar. Typically it is not hard to avoid but could become very inconvienient is a natural lore mage takes a hand in directing it. It has a pair of tusks and strikes left and right, so gaining the ability to use the ``weapon in each hand'' method.
Bobcat (Size -2 quadruped).St 12 Stam 14 Agility 93 Phys. Elu. 90 Cn 12 Hits 12 Bleeding 51 Ment. Elu. 38 In 6 Health 3 Insanity 42 Perc. Int. 50 Ws 12 Luck 27 Dx 16 Ego 12 Magic 24 Impact 2 Ag 17 Mind 6 Perception 60 Edge 0 Ch 10 Sanity 2 Poison 39 Point 0 Bt 10 Shock 71 Fire 2 Wp 12 To Hit 29 Asp 7 Stress 36 Magic 2 Lk 9 Missle 14 Msp 2 Surprise 81 Necro 2 --- Bow 14 Bsp 3 Unconc. 39 75 Spell -6 Csp 0 Knockdown 73 Damage 0 Spirit -2 Ssp 0 Determination 9 Lift: 180 Carry: 72 Run: 8 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of smaller - -- 15 Prefers to run 5 Starlight Vision - -- 15 territorial 10 Tracking Smell - -- 10 Distinctive looks, 18 +6 Asp - -- feline 10 +20 to hit - -- 30 Enemy, local 10 +30 agility save - -- farmers and rustics 10 +30 Surprise save - -- 15 No manipulation 10 +30 perception save - -- 0 xp 9 Knowledge Skill, home area 4 40 75 Base 3 Sneak 2 44 --- --- 180 95+75=180
Asp Dam Len Bite -1 d6+1 1 Claw -1 d6+2 1
The bobcat is the smallest of the large felines that could threaten a man. It is shy and stealthy except possibly in defense of its cubs. The most notable feature of the bobcat are its tufted ears. If has a mottles pelt of thick warm fur and mostly eats rabbits, squirrels, mice, voles, and other similar creatures.
Catamount (Size zero quadruped).St 18 Stam 22 Agility 92 Phys. Elu. 88 Cn 14 Hits 14 Bleeding 68 Ment. Elu. 41 In 8 Health 4 Insanity 45 Perc. Int. 52 Ws 11 Luck 27 Dx 18 Ego 18 Magic 27 Impact 4 Ag 18 Mind 8 Perception 62 Edge 0 Ch 14 Sanity 3 Poison 46 Point 0 Bt 12 Shock 84 Fire 3 Wp 13 To Hit 39 Asp 8 Stress 37 Magic 3 Lk 9 Missle 19 Msp 3 Surprise 88 Necro 2 --- Bow 19 Bsp 3 Unconc. 46 110 Spell -1 Csp 0 Damage 4 Spirit 1 Ssp 0 Determination 10 Lift: 279 Carry:108 Run: 11 Mana 4
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 11 Climbing 6 66 15 Prefers to hide 5 Starlight Vision - -- 15 territorial 10 Tracking Smell - -- 15 Distinctive looks, 15 +5 Asp - -- large feline 10 +20 to hit - -- 30 Enemy, local 8 +24 agility save - -- farmers and rustics 10 +30 Surprise save - -- 15 No manipulation 10 +30 perception save - -- 0 xp 9 Knowledge Skill, home area 4 40 100 Base 7 Sneak 4 56 --- 5 Conceal Self 3 51 210 --- 100+110=210
Asp Dam Len Bite -1 3d6+1 3 Claw -2 3d6+3 5
The Catamount is a large tawny feline, roughly the size of a mountain lion. It is quite, retiring, and fairly dangerous if cornered. There is often a bounty for heads or skins in areas with lots of livestock raising.
Cobra (Size -2 snake).St 8 Stam 10 Agility 121 Phys. Elu. 102 Cn 8 Hits 10 Bleeding 38 Ment. Elu. 40 In 6 Health 3 Insanity 46 Perc. Int. 52 Ws 12 Luck 24 Dx 18 Ego 8 Magic 24 Impact 3 Ag 19 Mind 6 Perception 56 Edge 1 Ch 8 Sanity 2 Poison 30 Point 1 Bt 8 Shock 58 Fire 4 Wp 14 To Hit 45 Asp 6 Stress 40 Magic 3 Lk 8 Missle 20 Msp 3 Surprise 57 Necro 2 --- Bow 20 Bsp 4 Unconc. 54 70 Spell -4 Csp 0 Knockdown 101 Damage 1 Spirit 0 Ssp 0 Determination 10 Lift: 104 Carry: 36 Run: 2 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 20 No limbs 10 2 levels of smaller - -- 15 Deaf 8 Vibration sense - -- 30 Enemy, almost anyone 15 Locator smell - -- 10 Rep. deadly poison 10 Tracking smell - -- 10 Territorial 54 poison bite, 12d6@4d6/round - -- 10 Hates fast motions save to 1/2 damage 10 Distinctive looks 17 +34 to hit - -- 0 xp 15 +5 Asp - -- 100 Base 8 +24 Unconc Save - -- --- 8 +24 Percep. Save - -- 225 -- 155+70=225
Asp Dam Len Bite -1 d6+2 1 (point+poison)
The cobra is a fairly dangerous poison snake. It usually has a (silent) warning before it strikes, spreading a hood and swaying a bit. Color of these creatures varies a bit as does size. Feel free to vary the parameters given above.
Crow.St 6 Stam 12 Agility 157 Phys. Elu. 130 Cn 6 Hits 6 Bleeding 5 Ment. Elu. 34 In 6 Health 2 Insanity 28 Perc. Int. 40 Ws 6 Luck 24 Dx 20 Ego 8 Magic 18 Impact 2 Ag 20 Mind 6 Perception 35 Edge 1 Ch 6 Sanity 2 Poison 20 Point 1 Bt 6 Shock 56 Fire 1 Wp 8 To Hit 25 Asp 4 Stress 22 Magic 1 Lk 8 Missle 25 Msp 4 Surprise 55 Necro 1 -- Bow 25 Bsp 4 Unconc. 5 43 Spell -10 Csp 2 Damage 0 Spirit -4 Ssp 1 Determination 7 Lift 1.5 Carry 0.5 Run:1 Fly:15 Mana 8
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 30 6 levels of decreased size - -- 20 No manipulation 5 +10 to hit - -- 10 Enemy - other 9 +3 Asp - -- birds 7 +7 mana - -- 0 xp 6 +18 unconciousness - -- 50 Base -- --- 57+43=100 100 Asp Dam Len Bite -0 d3 0 Claw -0 d5 0
This is the absolute minimum size a bird can be and still matter in combat of some sort. Crows are among those animals that have an abnormally high amount of mana. Crows, if caught when young, are quite trainable.
Deer, Buck (Size zero quadruped).St 20 Stam 27 Agility 98 Phys. Elu. 90 Cn 16 Hits 18 Bleeding 87 Ment. Elu. 36 In 4 Health 4 Insanity 32 Perc. Int. 40 Ws 4 Luck 24 Dx 18 Ego 12 Magic 12 Impact 5 Ag 18 Mind 4 Perception 20 Edge 0 Ch 8 Sanity 2 Poison 53 Point 0 Bt 8 Shock 94 Fire 5 Wp 12 To Hit 43 Asp 8 Stress 28 Magic 2 Lk 8 Missle 19 Msp 3 Surprise 53 Necro 1 --- Bow 19 Bsp 3 Unconc. 63 90 Spell -10 Csp 3 Knockbk 108 Damage 6 Spirit -4 Ssp 1 Determination 9 Lift 477 Carry 189 Run:13 Leap:4 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 Blends with forest background - -- 20 No manipulation when holding still 20 Skittish, jumpy 7 +7 physical elusiveness - -- 20 Territorial 11 +22 to hit - -- 0 xp 12 +4 Asp - -- 50 Base --- --- 40+90=130 130 Asp Dam Len Antlers -4 5d6 6 (point) Kick -4 5d6+3 8 (impact)
This is a fast, fairly large ungulate. He will attack intruders that he thinks might endager his does but otherwise will lurk and observe. If cornered it will kick, kick, and flee as soon as possible. It blends well with the forest background and is hard to see if your not looking for it.
Deer, Doe (Size zero quadruped).St 12 Stam 12 Agility 114 Phys. Elu. 90 Cn 16 Hits 18 Bleeding 63 Ment. Elu. 36 In 4 Health 4 Insanity 32 Perc. Int. 40 Ws 4 Luck 24 Dx 16 Ego 12 Magic 12 Impact 2 Ag 16 Mind 4 Perception 20 Edge 0 Ch 8 Sanity 2 Poison 53 Point 0 Bt 8 Shock 85 Fire 5 Wp 12 To Hit 17 Asp 3 Stress 28 Magic 2 Lk 8 Missle 13 Msp 2 Surprise 49 Necro 1 --- Bow 13 Bsp 2 Unconc. 53 64 Spell -10 Csp 3 Damage 0 Spirit -4 Ssp 1 Determination 9 Lift 192 Carry 84 Run:14 Leap:2 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 4 +4" running - -- 20 No manipulation 10 Blends with forest background - -- 20 Skittish, jumpy when holding still 0 xp 8 +24 agility save - -- 50 Base 4 +8 to hit - -- --- 6 +2 Asp - -- 110 14 +14 P.E. - -- -- 46+64=110
Asp Dam Len Kick -4 3d6+3 6
This is a fast, fearful, and fairly large ungulate. If cornered it will kick, kick, and flee as soon as possible. It blends well with the forest background and is hard to see if your not looking for it.
Dire Wolf (Size zero quadruped).St 18 Stam 22 Agility 68 Phys. Elu. 88 Cn 14 Hits 14 Bleeding 69 Ment. Elu. 42 In 8 Health 4 Insanity 48 Perc. Int. 54 Ws 12 Luck 30 Dx 18 Ego 18 Magic 28 Impact 5 Ag 18 Mind 8 Perception 59 Edge 1 Ch 10 Sanity 3 Poison 47 Point 1 Bt 8 Shock 85 Fire 3 Wp 14 To Hit 19 Asp 3 Stress 40 Magic 3 Lk 10 Missle 19 Msp 3 Surprise 59 Necro 2 --- Bow 19 Bsp 3 Unconc. 47 110 Spell 0 Csp 0 68 Damage 4 Spirit 2 Ssp 0 Determination 10 Lift: 282 Carry:108 Run: 10 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 Starlight vision - -- 15 Loyalty to the pack 10 Tracking smell - -- 15 Territorial 15 Locator smell - -- 15 Distinctive looks, 13 Knowledge skill, home area 6 50 large canine 7 Sneak 4 56 30 Enemy, rustics and 7 Conceal self 4 56 farmers 5 +1 edge, point, impact - -- 15 no manipulation 18 +36 to hit - -- 0 xp 15 +5 Asp - -- 100 Base 5 +15 perception save - -- --- --- 210 100+110=210
Asp Dam Len Bite -1 3d6+3 3
The sobriquet ``Dire'' is simply a more impressive way of saying ``extra-large''. Dire wolves are the size of a small pony and can be quite dangerous to lone humans. A well armed group is usually enough to keep a pack from bothering, save in extreme hunger. Dire wolf pelts are not specially valuable but often yield a stock-man's bounty.
Dog: Terrier(Size -2 quadruped).St 4 Stam 6 Agility 99 Phys. Elu. 98 Cn 4 Hits 4 Bleeding 30 Ment. Elu. 47 In 6 Health 2 Insanity 52 Perc. Int. 53 Ws 6 Luck 27 Dx 16 Ego 22 Magic 18 Impact 1 Ag 19 Mind 6 Perception 30 Edge 0 Ch 14 Sanity 2 Poison 26 Point 0 Bt 16 Shock 54 Fire 1 Wp 18 To Hit 21 Asp 4 Stress 46 Magic 4 Lk 9 Missle 16 Msp 2 Surprise 57 Necro 1 --- Bow 16 Bsp 4 Unconc 26 66 Spell 0 Csp 2 Damage 0 Spirit 7 Ssp 0 Determination 16 Lift 0 Carry 0 Run: 13 Mana 9
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of decreased size - -- 15 Loyal to Master 15 Locator Smell - -- 20 no manipulation 5 Starlight Vision - -- 10 Loud, annoying 12 +4 Asp - -- 0 xp 1 +1" of running - -- 50 Base 6 +16 to hit - -- --- --- 115 49+66=115
Asp Dam Len Bite -1 d6+1 1
A small, vigourous, loud dog. Training can modify annoying disad, buying it off with experience.
Dog: Beagle(Size -2 quadruped).St 7 Stam 9 Agility 96 Phys. Elu. 94 Cn 7 Hits 7 Bleeding 38 Ment. Elu. 45 In 6 Health 2 Insanity 49 Perc. Int. 51 Ws 6 Luck 30 Dx 16 Ego 20 Magic 18 Impact 1 Ag 18 Mind 6 Perception 29[80 smell] Edge 0 Ch 15 Sanity 2 Poison 31 Point 0 Bt 15 Shock 61 Fire 1 Wp 17 To Hit 27 Asp 4 Stress 43 Magic 4 Lk 10 Missle 15 Msp 2 Surprise 56 Necro 1 --- Bow 15 Bsp 3 Unconc. 31 75 Spell -1 Csp 2 Damage 0 Spirit 5 Ssp 0 Determination 15 Lift 0 Carry 0 Run: 13 Mana 8
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of decreased size - -- 15 Loyal to Master 15 Locator Smell - -- 20 no manipulation 5 Starlight Vision - -- 20 Loves to hunt 10 Tracking Smell - -- 0 xp 2 +2" of running - -- 75 Base 12 +4 Asp - -- --- 10 +20 to hit - -- 150 11 +51 perception save (smell only) - -- (onesense is +1/2 cost adv.) --- 75+75=150
Asp Dam Len Bite -1 d6+1 1
A good hunting dog, if trained. A scrounging menace if not trained. This breed has a penetrating bark and can be trained to be a real help in hunting for the pot.
Dog: Gaurd, Small(Size -2 quadruped).St 10 Stam 12 Agility 97 Phys. Elu. 96 Cn 10 Hits 10 Bleeding 39 Ment. Elu. 34 In 6 Health 3 Insanity 28 Perc. Int. 40 Ws 6 Luck 39 Dx 17 Ego 8 Magic 18 Impact 2 Ag 18 Mind 6 Perception 20 Edge 0 Ch 12 Sanity 2 Poison 29 Point 0 Bt 12 Shock 59 Fire 2 Wp 8 To Hit 33 Asp 5 Stress 22 Magic 2 Lk 13 Missle 17 Msp 3 Surprise 49 Necro 1 --- Bow 17 Bsp 3 Unconc 29 65 Spell -10 Csp 2 Damage 3 Spirit -4 Ssp 1 Determination 7 Lift 0 Carry 0 Run: 15 Mana 1
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of decreased size - -- 15 Loyal to Master 15 Locator Smell - -- 20 no manipulation 5 Starlight Vision - -- 15 Hates strangers 7 Conceal Self 4 56 15 territorial 12 +4 Asp - -- 0 xp 12 +24 to hit - -- 75 Base 15 +3 damage bonus - -- --- 9 Sneak 5 61 160 10 Lethal blow 1 -- --- 95+65=160
Asp Dam Len Bite -1 2d6 1
This is an example of a dog, like a small doberman, that has had it's sense of territory enhanced. It's not a man-at-arms but it's sneakier. Note that this sort of dog has been trained and knows how to attack from suprise to greater effect.
Dog: Gaurd, Large(Size -1 quadruped).St 13 Stam 13 Agility 104 Phys. Elu. 94 Cn 13 Hits 13 Bleeding 59 Ment. Elu. 43 In 6 Health 4 Insanity 46 Perc. Int. 49 Ws 6 Luck 33 Dx 17 Ego 18 Magic 18 Impact 3 Ag 20 Mind 6 Perception 28 Edge 0 Ch 15 Sanity 2 Poison 46 Point 0 Bt 12 Shock 81 Fire 3 Wp 16 To Hit 36 Asp 6 Stress 40 Magic 4 Lk 11 Missle 19 Msp 3 Surprise 57 Necro 1 --- Bow 19 Bsp 4 Unconc. 46 104 Spell -2 Csp 2 Damage 3 Spirit 3 Ssp 0 Determination 13 Lift 102 Carry 39 Run: 14 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 level of decreased size - -- 15 Loyal to Master 15 Locator Smell - -- 20 no manipulation 5 Starlight Vision - -- 15 Hates strangers 7 Sneak 5 65 15 territorial 12 +4 Asp - -- 10 aggresive 20 Lethal Blow 2 -- 0 xp 12 +24 to hit - -- 100 Base 15 +3 damage bonus - -- --- --- 195 91+104=195
Asp Dam Len Bite -1 2d6+2 2
This is an example of a dog, like mastiff or wolf hound, that has had it's sense of territory enhanced. It's not a man-at-arms but it's sneakier. Note that this sort of dog has been trained and knows how to attack from suprise to greater effect - but is less likely to conceal itself than the small gaurd dog.
Dog: St. Bernard(Size -1 quadruped).St 16 Stam 19 Agility 96 Phys. Elu. 89 Cn 16 Hits 18 Bleeding 72 Ment. Elu. 41 In 6 Health 4 Insanity 43 Perc. Int. 47 Ws 6 Luck 30 Dx 16 Ego 16 Magic 18 Impact 6 Ag 18 Mind 6 Perception 27 Edge 2 Ch 15 Sanity 2 Poison 56 Point 2 Bt 14 Shock 93 Fire 5 Wp 15 To Hit 13 Asp 2 Stress 37 Magic 3 Lk 10 Missle 15 Msp 2 Surprise 54 Necro 1 --- Bow 15 Bsp 3 Unconc. 56 105 Spell -3 Csp 2 Damage 2 Spirit 1 Ssp 0 Determination 12 Lift 127 Carry 51 Run: 11 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 levels of decreased size - -- 15 Loyal to Master 15 Locator Smell - -- 20 no manipulation 5 Starlight Vision - -- 20 Loves tracking 10 Tracking scent - -- 0 xp 10 +2 Impact, point, edge - -- 75 Base --- --- 45+105=150 150 Asp Dam Len Bite -1 2d6+1 2
This is a prototype of a winter weather tracking or rescure dog. It has a thick coat and is toughter than even the gaurd dogs, but has little traineng in or interest in combat.
Dog: War(Size -1 Quadruped).St 19 Stam 25 Agility 97 Phys. Elu. 91 Cn 19 Hits 24 Bleeding 87 Ment. Elu. 41 In 6 Health 5 Insanity 43 Perc. Int. 47 Ws 6 Luck 36 Dx 17 Ego 16 Magic 18 Impact 5 Ag 18 Mind 6 Perception 27 Edge 0 Ch 15 Sanity 2 Poison 68 Point 0 Bt 14 Shock 108 Fire 7 Wp 15 To Hit 30 Asp 6 Stress 37 Magic 3 Lk 12 Missle 17 Msp 3 Surprise 56 Necro 1 --- Bow 17 Bsp 3 Unconc. 68 124 Spell -3 Csp 2 Damage 5 Spirit 1 Ssp 0 Determination 12 Lift 159 Carry 64 Run: 19 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 levels of decreased size - -- 15 Loyal to Master 15 Locator Smell - -- 20 no manipulation 5 Starlight Vision - -- 10 Aggressive 8 +8" of running - -- 15 homicidal 12 +24 to hit - -- 10 Rep: killer 9 +3 Asp - -- 10 Overconfident 10 lethal blow - -- 0 xp 12 Berserk 10 120 100 Base --- --- 76+124=200 200 Asp Dam Len Bite -1 3d6 2
This is a full-blown overmuscled war dog as might be trained to fight alongside a warrior. Typically the berserk is on command or when the master goes down. This sort of dog may or may not wear armor.
Edge Point Impact Fire Magic Necro
01-03 Mouth 0 0 5 7 3 1
04-05 Face 2 2 8 8 5 5
06-10 Top of Head 2 2 8 8 5 5
11-15 Side of Head 2 2 8 8 5 5
16-19 Neck 2 2 8 8 5 5
20-27 Front Legs 1 2 8 9 4 7
28-30 Front Feet 1 2 8 9 4 7
31-45 Chest 1 2 8 9 4 7
46-55 Back 2 2 8 8 5 5
56-62 Abdomen 2 2 8 8 5 5
63-70 Belly 2 2 8 8 5 5
71-75 Rear Back 2 2 8 8 5 5
76-83 Haunches 2 2 8 8 5 5
84-90 Rear Legs 0 0 5 7 3 1
91-96 Rear Feet 0 0 5 7 3 1
97-00 Tail 0 0 5 7 3 1
-----------------------------------------------------------------
Average: 1 2 7 8 4 5
Penalty: 1
Encumberance: 19
Studded Leather Collar 1.60
Studded Leather Face 4.80
Leather Vest 5.20
Studded Leather Barding 15.20
-------
Total 26.80
Eagle(Size -2 bird).St 16 Stam 20 Agility 87 Phys. Elu. 110 Cn 12 Hits 12 Bleeding 58 Ment. Elu. 39 In 6 Health 3 Insanity 40 Perc. Int. 47 Ws 8 Luck 27 Dx 20 Ego 13 Magic 20 Impact 4 Ag 20 Mind 6 Perception 42 Edge 2 Ch 10 Sanity 2 Poison 40 Point 2 Bt 12 Shock 76 Fire 3 Wp 13 To Hit 43 Asp 6 Stress 34 Magic 3 Lk 9 Missle 25 Msp 4 Surprise 60 Necro 2 --- Bow 25 Bsp 4 Unconc. 40 101 Spell -5 Csp 1 Damage 2 Spirit -1 Ssp 0 Determination 10 Lift 6 Carry 2 Run:3 Fly:18 Mana 4
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of decreased size - -- 20 No manipulation 11 +22 to hit - -- 10 1/4 run - clumsy 9 +3 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 1 +1" of flight - -- raptors 8 +2 edge, point - -- 15 Territorial -- 0 xp 49+101=150 75 Base --- Asp Dam Len 150 Bite -1 d6+3 1 Claw -1 2d6 2
This is a standard eagle. It doesn't have much in the way of training. An eagle can kill a lamb by just nailing it. When driving larger creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Eagle, Giant (Size 0 bird).St 20 Stam 27 Agility 99 Phys. Elu. 114 Cn 16 Hits 18 Bleeding 79 Ment. Elu. 42 In 8 Health 4 Insanity 48 Perc. Int. 54 Ws 12 Luck 27 Dx 20 Ego 14 Magic 28 Impact 7 Ag 23 Mind 8 Perception 58 Edge 5 Ch 12 Sanity 3 Poison 55 Point 5 Bt 12 Shock 96 Fire 5 Wp 14 To Hit 66 Asp 10 Stress 40 Magic 3 Lk 9 Missle 28 Msp 4 Surprise 63 Necro 2 --- Bow 28 Bsp 6 Unconc. 55 142 Spell 0 Csp 0 Damage 6 Spirit 2 Ssp 0 Determination 10 Lift 90 Carry 30 Run:4 Fly:24 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 21 +5 edge, point, +2 impact - -- 20 No manipulation 21 +42 to hit - -- 10 1/4 run - clumsy 18 +6 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 5 +5" of flight - -- raptors 3 +9 perception save - -- 15 Territorial -- 10 Distinctive looks 78+142=220 35 Enemy - nearby humans 0 xp 100 Base --- Asp Dam Len 220 Bite -1 3d6+3 3 Claw -2 4d6+1 5
This is a giant eagle with a twelve foot wingspread. It doesn't have much in the way of training. An eagle can kill a calf by just nailing it. When driving larger creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Eagle, Large (Size -1 bird).St 18 Stam 23 Agility 99 Phys. Elu. 119 Cn 14 Hits 14 Bleeding 69 Ment. Elu. 40 In 6 Health 4 Insanity 42 Perc. Int. 48 Ws 8 Luck 27 Dx 20 Ego 14 Magic 20 Impact 6 Ag 23 Mind 6 Perception 43 Edge 4 Ch 10 Sanity 2 Poison 47 Point 4 Bt 12 Shock 85 Fire 4 Wp 14 To Hit 65 Asp 10 Stress 36 Magic 3 Lk 9 Missle 28 Msp 4 Surprise 61 Necro 2 --- Bow 28 Bsp 6 Unconc. 47 124 Spell -4 Csp 1 Damage 4 Spirit 0 Ssp 0 Determination 10 Lift 60 Carry 20 Run:4 Fly:24 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 level of decreased size - -- 20 No manipulation 21 +42 to hit - -- 10 1/4 run - clumsy 18 +6 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 5 +5" of flight - -- raptors 17 +4 edge, point, +2 impact - -- 15 Territorial -- 5 Distinctive looks 76+124=200 20 Enemy - nearby shepards 0 xp 100 Base --- Asp Dam Len 200 Bite -1 2d6+1 2 Claw -2 3d6 3
This is a large eagle. It doesn't have much in the way of training. An eagle can kill a sheep by just nailing it. When driving larger creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Elephant, Wild (Size six quadruped with extra limb).St 28 Stam 55 Agility 52 Phys. Elu. 36 Cn 30 Hits 66 Bleeding 210 Ment. Elu. 67 In 13 Health 9 Insanity 90 Perc. Int. 85 Ws 18 Luck 30 Dx 14 Ego 41 Magic 48 Impact 15 Ag 14 Mind 13 Perception 58 Edge 3 Ch 16 Sanity 4 Poison 131 Point 3 Bt 8 Shock 186 Fire 19 Wp 23 To Hit 62 Asp 10 Stress 77 Magic 7 Lk 10 Missle 8 Msp 1 Surprise 65 Necro 4 --- Bow 8 Bsp 1 Unconc. 180 200 Spell 19 Csp 3 Knockdown 112 Damage 15 Spirit 24 Ssp 3 Determination 28 Lift: 3222 Carry:10,000+ Run: 20 Mana 17
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 15 Loyal to the herd 90 6 levels of size - -- 15 Territorial 15 +5 Asp - -- 15 Curse of rage 20 +40 to hit - -- 30 Enemy, ivory hunters 5 +1 natural weapon (trunk/extra limb) - -- 30 Enemy, farmers and --- townsmen 140+200=340 10 reputation, belligerent 15 Distinctive looks 0 xp 200 Base --- 340 Asp Dam Len Trunk -7 10d6+3 16 (impact) Tusks -7 9d6+3 7 (point) Kick -7 11d6+3 14 (impact)
The wild elephant given here is a bull. The referee may wish to tone things down a bit for female or juvenile elephants. Between having 66 hitpoints, a health of 9, a hit bonus of 62, and doing a minimum of 10d6+3 of impact damage in an attack this animal it truly dangerous. Elephants are clever enough to use intimidation initially to try and keep people out of their territory, a cleverness that may prove costly if facing a hostile mage, but the elephant can also survive most first attacks.
Elephant Snake(Size 3 snake).St 24 Stam 39 Agility 118 Phys. Elu. 73 Cn 24 Hits 41 Bleeding 145 Ment. Elu. 49 In 8 Health 7 Insanity 60 Perc. Int. 61 Ws 12 Luck 24 Dx 18 Ego 28 Magic 28 Impact 8 Ag 18 Mind 8 Perception 38 Edge 2 Ch 8 Sanity 3 Poison 96 Point 2 Bt 12 Shock 144 Fire 10 Wp 18 To Hit 55 Asp 9 Stress 52 Magic 4 Lk 8 Missle 19 Msp 3 Surprise 63 Necro 2 --- Bow 19 Bsp 3 Unconc. 121 150 Spell 4 Csp 0 Knockdown 148 Damage 11 Spirit 9 Ssp 1 Determination 16 Lift: 1620 Carry:653 Swim:8 Run:11 Mana 9
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 20 No limbs 45 3 levels of size - -- 15 Deaf 8 Vibration sense - -- 15 Sleeps for weeks 15 Locator smell - -- after eating 10 Tracking Smell - -- 25 Enemy, snakeskin 15 +30 to hit - -- hunters 12 +4 Asp - -- 25 Enemy, farmers -- and rustics 115+150=265 15 Rep: maneater 15 Territorial 15 Terrifying appearance 0 xp 100 Base --- 265 Asp Dam Len Head-Butt -3 8d6 7 Constrict -9 8d6 17
The elephant snake is an absurdly large constrictor. It will avoid battle unless cornered or controlled. The skin is quite beautiful and valuable. It often spends time in (large) trees having the rain forest as its usual habitat. Its name is derived from the tale (not true) that it can swallow a full grown elephant.
Hawk(Size -3 bird).St 6 Stam 9 Agility 99 Phys. Elu. 129 Cn 6 Hits 6 Bleeding 35 Ment. Elu. 41 In 4 Health 2 Insanity 46 Perc. Int. 49 Ws 8 Luck 24 Dx 20 Ego 18 Magic 16 Impact 2 Ag 23 Mind 4 Perception 43 Edge 1 Ch 12 Sanity 2 Poison 28 Point 1 Bt 12 Shock 56 Fire 1 Wp 16 To Hit 45 Asp 6 Stress 42 Magic 4 Lk 8 Missle 28 Msp 4 Surprise 61 Necro 2 --- Bow 28 Bsp 6 Unconc. 35 86 Spell -6 Csp 1 Damage 0 Spirit 1 Ssp 0 Determination 13 Lift 3 Carry 1 Run: 4 Fly: 17 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 15 3 levels of decreased size - -- 20 No manipulation 15 +30 to hit - -- 10 1/4 run - clumsy 15 +5 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 4 +4" of flight - -- raptors 5 +1 edge, point, impact - -- 15 Territorial -- 0 xp 64+86=150 75 Base --- 150 Asp Dam Len Bite -0 d5 0 Claw -1 d6 1
This is a medium large hawk. It doesn't have much in the way of training. A hawk can kill a bunny rabbit by just nailing it. When driving larger creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Horse, Saddle.St 23 Stam 41 Agility 80 Phys. Elu. 98 Cn 20 Hits 27 Bleeding 118 Ment. Elu. 43 In 8 Health 5 Insanity 51 Perc. Int. 55 Ws 12 Luck 27 Dx 23 Ego 24 Magic 28 Impact 7 Ag 20 Mind 8 Perception 35 Edge 0 Ch 12 Sanity 3 Poison 73 Point 0 Bt 12 Shock 120 Fire 5 Wp 15 To Hit 34 Asp 6 Stress 43 Magic 3 Lk 9 Missle 31 Msp 6 Surprise 70 Necro 2 --- Bow 31 Bsp 4 Unconc. 92 165 Spell 1 Csp 0 Knockdown 100 Damage 9 Spirit 3 Ssp 0 Determination 12 Lift: 786 Carry:312 Run: 17 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal intellect 30 2 levels of size - -- 10 Afraid/fire 5 +15 Agility save - -- 10 Seeks humans when 5 +15 Magic Save - -- in trouble 5 +5 Stamina - -- 10 Afraid/loud noise --- 20 No manipulation 45+165=210 25 Choice prey, large Asp Dam Len cats, wolves, etc. Bite -1 5d6 5 15 Watched as valuable Kick -5 7d6+3 9 property 0 xp 100 Base --- 210
A good riding beast but a bit skittish.
Horse, War.St 23 Stam 41 Agility 95 Phys. Elu. 98 Cn 20 Hits 27 Bleeding 118 Ment. Elu. 43 In 8 Health 5 Insanity 51 Perc. Int. 55 Ws 12 Luck 27 Dx 23 Ego 24 Magic 43 Impact 7[14] Ag 20 Mind 8 Perception 35 Edge 0[6] Ch 12 Sanity 3 Poison 73 Point 0[5] Bt 12 Shock 120 Fire 5[7] Wp 15 To Hit 48 Asp 8 Stress 43 Magic 3[9] Lk 9 Missle 31 Msp 6 Surprise 70 Necro 2[3] --- Bow 31 Bsp 4 Unconc. 92 165 Spell 1 Csp 0 Knockdown 100 Damage 9 Spirit 3 Ssp 0 Determination 12 Lift: 786 Carry:312 Run: 17 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal intellect 30 2 levels of size - -- 10 Afraid/fire 5 +15 Agility save - -- 10 Seeks humans when 5 +15 Magic Save - -- in trouble 5 +5 Stamina - -- 15 Aggressive, touchy 6 +2 Asp - -- 20 No manipulation 14 +28 to hit - -- 25 Choice prey, large --- cats, wolves, etc. 65+165=230 15 Watched as valuable property 15 Loyal to a single master Asp Dam Len 0 xp Bite -1 6d6 5 100 Base Kick -5 7d6+3 9 --- 230
A war-horse. Well trained and a one man beast. Able to obey several verbal commands and a much better warrior than the average human man-at-arms.
Edge Point Impact Fire Magic Necro
01-03 Mouth 7 5 16 8 10 2
04-05 Face 0 0 7 5 3 2
06-10 Top of Head 7 5 16 8 10 2
11-15 Side of Head 7 5 16 8 10 2
16-19 Neck 5 8 11 6 8 2
20-27 Front Legs 5 8 11 6 8 2
28-30 Front Feet 0 0 7 5 3 2
31-45 Chest 10 10 18 9 13 2
46-55 Back 8 6 19 9 11 8
56-62 Abdomen 7 5 16 8 10 2
63-70 Belly 7 5 16 8 10 2
71-75 Rear Back 7 5 16 8 10 2
76-83 Haunches 7 5 16 8 10 2
84-90 Rear Legs 0 0 7 5 3 2
91-96 Rear Feet 0 0 7 5 3 2
97-00 Tail 7 5 16 8 10 2
-------------------------------------------------------------------
Average: 6 5 14 7 9 3
Penalty: 3
Encumberance: 61
Plate Mail Warbit 6
Plate Mail Horsecap 24
Chain Mail Breastplate 48
Thick Leather Saddle 5.4
Plate Mail Barding 141
Plate Mail Tailring 9
Total Cost 233.4
Horse, Giant.St 25 Stam 48 Agility 107 Phys. Elu. 106 Cn 23 Hits 36 Bleeding 141 Ment. Elu. 47 In 12 Health 7 Insanity 55 Perc. Int. 59 Ws 12 Luck 27 Dx 23 Ego 26 Magic 60 Impact 10[16] Ag 23 Mind 12 Perception 57 Edge 1[7] Ch 13 Sanity 3 Poison 88 Point 1[8] Bt 12 Shock 136 Fire 7[9] Wp 15 To Hit 64 Asp 10 Stress 43 Magic 3[9] Lk 9 Missle 34 Msp 6 Surprise 74 Necro 2[3] --- Bow 34 Bsp 6 Unconc. 114 196 Spell 9 Csp 0 Knockdown 122 Damage 11 Spirit 7 Ssp 1 Determination 12 Lift: 1095 Carry:443 Run: 21 Mana 8
Disadvantages Cost Ability Rank Roll 20 Animal intellect 45 2 levels of size - -- 10 Afraid/fire 5 +15 Agility save - -- 10 Seeks masters when 8 +24 Magic Save - -- in trouble 5 +5 Stamina - -- 15 Aggressive, touchy 12 +4 Asp - -- 20 No manipulation 14 +28 to hit - -- 25 Choice prey, giant 5 +15 perception save - -- cats, wolves, etc. 5 +1 edge, point, impact - -- 15 Watched as valuable -- property 99+194=295 15 Loyal to a single master Asp Dam Len 15 Distinctive looks; Bite -2 6d6+2 6 giant horse Kick -5 8d6+1 10 0 xp 150 Base --- 295
This horse is the steed of a giant, a size two or less giant. The horse is a trained war-horse and quite dangerous.
Edge Point Impact Fire Magic Necro
01-03 Mouth 8 6 19 10 10 2
04-05 Face 8 6 19 10 10 2
06-10 Top of Head 8 6 19 10 10 2
11-15 Side of Head 8 6 19 10 10 2
16-19 Neck 12 9 24 12 14 2
20-27 Front Legs 8 6 19 10 10 2
28-30 Front Feet 1 1 10 7 3 2
31-45 Chest 11 12 21 11 13 2
46-55 Back 8 11 17 10 10 8
56-62 Abdomen 6 9 14 8 8 2
63-70 Belly 6 9 14 8 8 2
71-75 Rear Back 6 9 14 8 8 2
76-83 Haunches 6 9 14 8 8 2
84-90 Rear Legs 1 1 10 7 3 2
91-96 Rear Feet 1 1 10 7 3 2
97-00 Tail 8 6 19 10 10 2
-----------------------------------------------------------------
Average: 7 8 16 9 9 3
Penalty: 4
Encumberance: 79
Plate Mail Warbit 9.00
Plate Mail Horsehelm 48.00
Plate Mail Breastplate 81.00
Thick Leather Saddle 6.00
Chain Mail Barding 106.00
Plate Mail Tailring 12.00
-------
Total 262.00
Hound-raptor/Jelico(Size -1 quadruped).St 18 Stam 23 Agility 67 Phys. Elu. 105 Cn 12 Hits 12 Bleeding 61 Ment. Elu. 40 In 8 Health 3 Insanity 44 Perc. Int. 52 Ws 12 Luck 36 Dx 20 Ego 12 Magic 28 Impact 7 Ag 20 Mind 8 Perception 98 Edge 3 Ch 12 Sanity 3 Poison 39 Point 3 Bt 12 Shock 77 Fire 3 Wp 12 To Hit 39 Asp 9 Stress 36 Magic 2 Lk 12 Missle 25 Msp 4 Surprise 61 Necro 2 --- Bow 25 Bsp 4 Unconc. 39 118 Spell -2 Csp 0 Damage 4 Spirit 0 Ssp 0 Determination 9 Lift 270 Carry 102 Run: 15 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 levels of decreased size - -- 15 Loyal to Master 15 +3 edge, point, impact - -- 20 no manipulation 10 Eagle vision - -- 10 Aggressive 5 Starlight vision - -- 15 Scared by loud noise 17 +51 perception save - -- 10 Overconfident 8 +16 to hit - -- 20 2d6 fire flamm- 15 +5 Asp - -- ability 12 +12" running - -- 0 xp 5 Sneak 4 50 100 Base -- --- 92+118=210 210 Asp Dam Len Bite -1 2d6+3 2
The hound-raptor is a ground dwelling raptor, domesticated by the Guanji the way humans domesticated dogs. The Guanji call these creatures jelico. Jelico are dun, brown, and black with a bright pink beak. They are fragile but hard to hit and have moderate attack capabilties.
Jackal (Size -2 quadruped).St 12 Stam 14 Agility 60 Phys. Elu. 86 Cn 8 Hits 8 Bleeding 41 Ment. Elu. 40 In 7 Health 3 Insanity 46 Perc. Int. 53 Ws 13 Luck 30 Dx 16 Ego 12 Magic 27 Impact 2 Ag 16 Mind 7 Perception 48 Edge 0 Ch 8 Sanity 2 Poison 29 Point 0 Bt 8 Shock 61 Fire 2 Wp 13 To Hit 29 Asp 5 Stress 39 Magic 3 Lk 10 Missle 13 Msp 2 Surprise 53 Necro 3 --- Bow 13 Bsp 2 Unconc. 29 70 Spell -3 Csp 1 Knockdown 40 Damage 0 Spirit 0 Ssp 0 Determination 10 Lift: 171 Carry: 60 Run: 7 Mana 4
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of smaller - -- 15 Cowardly 10 Tracking smell - -- 15 Territorial 15 Locator smell - -- 10 Distinctive looks, 9 Knowledge skill, home area 4 40 canine 7 Sneak 4 52 30 Enemy, rustics and 7 Conceal self 4 52 farmers 5 Starlight vision - -- 15 no manipulation 10 +20 to hit - -- 0 xp 12 +4 Asp - -- 55 Base 5 +15 perception save - -- --- --- 160 90+70=160
Asp Dam Len Bite -1 d6+1 1
The Jackal is a very small canine predator of no particular worth. It is a coward, hides by preference, and often travels in small groups.
King Cobra (Size -1 snake).St 12 Stam 13 Agility 122 Phys. Elu. 99 Cn 12 Hits 14 Bleeding 53 Ment. Elu. 40 In 6 Health 3 Insanity 46 Perc. Int. 52 Ws 12 Luck 24 Dx 19 Ego 12 Magic 24 Impact 4 Ag 19 Mind 6 Perception 53 Edge 1 Ch 8 Sanity 2 Poison 41 Point 1 Bt 8 Shock 73 Fire 5 Wp 14 To Hit 63 Asp 7 Stress 40 Magic 3 Lk 8 Missle 22 Msp 4 Surprise 68 Necro 2 --- Bow 22 Bsp 4 Unconc. 41 89 Spell -4 Csp 0 Knockdown 112 Damage 1 Spirit 0 Ssp 0 Determination 10 Lift: 186 Carry: 72 Run: 3 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 20 No limbs 5 1 level smaller - -- 15 Deaf 8 Vibration sense - -- 30 Enemy, almost anyone 15 Locator smell - -- 10 Rep. deadly poison 10 Tracking smell - -- 10 Territorial 54 poison bite, 12d6@4d6/round - -- 10 Hates fast motions save to 1/2 damage 15 Terrifying looks 24 +48 to hit - -- 10 Easy to hypnotize 15 +5 Asp - -- 0 xp 7 +21 perception save - -- 100 Base 3 +9 surprise save - -- --- --- 240 151+89=240
Asp Dam Len Bite -1 d6+3 2 (point+poison)
Quite poisonous with a famous appearance (a huge hood marked with the sign of the Bhramin) the king cobra is a larger cobra with a small mental defect: it is not difficult for a trained individual to hypnotize. This requires the skill Animal Trainer specialized in snakes.
Leopard (Size -1 Quadruped).St 16 Stam 19 Agility 98 Phys. Elu. 93 Cn 14 Hits 14 Bleeding 63 Ment. Elu. 39 In 7 Health 4 Insanity 43 Perc. Int. 51 Ws 12 Luck 27 Dx 18 Ego 16 Magic 26 Impact 4 Ag 18 Mind 7 Perception 61 Edge 0 Ch 12 Sanity 2 Poison 45 Point 0 Bt 12 Shock 81 Fire 3 Wp 12 To Hit 41 Asp 9 Stress 36 Magic 2 Lk 9 Missle 19 Msp 3 Surprise 86 Necro 2 --- Bow 19 Bsp 3 Unconc. 45 100 Spell -4 Csp 0 Knockdown 58 Damage 2 Spirit -1 Ssp 0 Determination 9 Lift: 240 Carry: 96 Run: 9 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 levels of smaller - -- 15 Prefers to hide 5 Starlight Vision - -- 15 territorial 10 Tracking Smell - -- 15 Distinctive looks, 18 +6 Asp - -- dangerous feline 12 +24 to hit - -- 30 Enemy, local 10 +30 agility save - -- farmers and rustics 10 +30 Surprise save - -- 15 No manipulation 10 +30 perception save - -- 10 Reputation as a 9 Knowledge Skill, home area 4 40 maneater 11 Sneak 6 66 0 xp 11 Climb 6 66 100 Base 9 Conceal self 5 61 --- --- 220 120+100=220
Asp Dam Len Bite -1 2d6+1 2 Claw -2 2d6+2 3
The leopard is a solitary great cat that spends a good deal of time in the trees. It often brings a stock-man's bounty and has a pelt with nontrivial value. It is sneaky, quiet, and will tend not to bother people unless cornered.
Lion (Size 1 Quadruped).St 20 Stam 27 Agility 86 Phys. Elu. 87 Cn 18 Hits 22 Bleeding 94 Ment. Elu. 41 In 8 Health 5 Insanity 46 Perc. Int. 53 Ws 12 Luck 27 Dx 18 Ego 20 Magic 28 Impact 6 Ag 19 Mind 8 Perception 63 Edge 1 Ch 14 Sanity 3 Poison 62 Point 1 Bt 12 Shock 103 Fire 4 Wp 13 To Hit 55 Asp 10 Stress 38 Magic 3 Lk 9 Missle 20 Msp 3 Surprise 88 Necro 2 --- Bow 20 Bsp 4 Unconc. 72 125 Spell -1 Csp 0 Knockdown 81 Damage 6 Spirit 1 Ssp 0 Determination 10 Lift: 491 Carry:198 Run: 14 Mana 4
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 15 1 level of larger - -- 15 Overconfident 5 Starlight Vision - -- 15 territorial 10 Tracking Smell - -- 15 Distinctive looks, 18 +6 Asp - -- dangerous feline 17 +34 to hit - -- 30 Enemy, local 5 +15 agility save - -- farmers and rustics 10 +30 Surprise save - -- 15 No manipulation 10 +30 perception save - -- 20 Dependant, pride 9 Knowledge Skill, home area 4 40 10 reputation, kills 11 Sneak 6 68 people, stock 5 +1 impact, point, edge - -- 0 xp --- 100 Base 115+125=240 --- 240 Asp Dam Len Bite -2 4d6+1 4 Claw -2 4d6+3 6
Lions are Savannah dwellers and live in small groups. They are territorial and their fear of humans will depend on the local interactions. Most places where they do live there is a large stock-man's bonus.
Monitor, Giant(Size Two Quadruped).St 20 Stam 27 Agility 95 Phys. Elu. 72 Cn 23 Hits 38 Bleeding 122 Ment. Elu. 41 In 4 Health 6 Insanity 42 Perc. Int. 45 Ws 4 Luck 24 Dx 15 Ego 18 Magic 12 Impact 7 Ag 18 Mind 4 Perception 24 Edge 2 Ch 8 Sanity 2 Poison 89 Point 2 Bt 8 Shock 128 Fire 14 Wp 16 To Hit 15 Asp 3 Stress 38 Magic 4 Lk 8 Missle 13 Msp 2 Surprise 51 Necro 1 --- Bow 13 Bsp 3 Unconc. 105 107 Spell -6 Csp 3 Knockbk 115 Damage 7 Spirit 1 Ssp 0 Determination 13 Lift 1052 Carry 440 Run: 11 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 30 2 levels of growth - -- 20 No manipulation 10 1 levels of increased density - -- 15 Ignores danger when 20 +4 edge, point,impact - -- hungry 6 +2 Asp - -- 15 Deep sleeper after 12 +24 to hit - -- eating 5 Starlight vision - -- 30 Enemy, local 10 Tracking scent - -- farmers, etc. -- 0 xp 93+107=200 100 Base --- Asp Dam Len 200 Bite -2 5d6 5 Tail -5 5d6+2 9 (impact)
This is an 12-foot long monitor lizard, about the size of a large komodo dragon. It is easy to surprise and kill if it has just eaten. When hungry it keeps coming until hacked apart. It tends to have dark skin and is a night hunter, living in warm climates.
Monitor, Huge(Size 1 Quadruped).St 18 Stam 22 Agility 90 Phys. Elu. 71 Cn 18 Hits 22 Bleeding 92 Ment. Elu. 39 In 4 Health 5 Insanity 39 Perc. Int. 43 Ws 4 Luck 24 Dx 16 Ego 16 Magic 12 Impact 7 Ag 16 Mind 4 Perception 23 Edge 3 Ch 8 Sanity 2 Poison 64 Point 3 Bt 8 Shock 103 Fire 6 Wp 15 To Hit 43 Asp 6 Stress 35 Magic 3 Lk 8 Missle 13 Msp 2 Surprise 52 Necro 1 -- Bow 13 Bsp 2 Unconc. 74 89 Spell -7 Csp 3 Knockbk 100 Damage 4 Spirit -1 Ssp 0 Determination 12 Lift 445 Carry 180 Run: 10 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 15 1 levels of growth - -- 20 No manipulation 15 +3 edge, point, impact - -- 30 Enemy, farmers, 10 Tracking scent - -- etc. where it 8 +8" running - -- lives 6 6" swimming - -- 15 Carrior eater, 15 Locator smell - -- tracks rotting 9 +3 Asp - -- meat ignoring 14 +28 to hit - -- danger 19 Stench, species immune, -10 to 15 Territorial skill/hit in adjacent hexes 0 xp --- 100 Base 111+89=200 --- Asp Dam Len 200 Bite -2 3d6+3 4 Tail -4 4d6 7 (impact)
This is an 9-foot long monitor lizard, about the size of a smaller komodo dragon. It is more active than its larger compatriots, eat carrion in moderation and staying alert most of the time. It retained the putrescent parts of the carrion it eats and can stinks so badly as to affect the concentration of thse near it with a sense of smell, other than members of its own species. In spite of this is has an extrodinary sense of smell. It is also lightning fast and can swim. This monitor is brightly colored and diurnal. Its skin is of some worth for makin leather goods and ornaments.
Monitor, Large(Size 0 quadruped).St 15 Stam 16 Agility 92 Phys. Elu. 80 Cn 15 Hits 16 Bleeding 66 Ment. Elu. 38 In 4 Health 4 Insanity 36 Perc. Int. 42 Ws 4 Luck 24 Dx 18 Ego 14 Magic 12 Impact 6 Ag 16 Mind 4 Perception 22 Edge 3 Ch 8 Sanity 2 Poison 51 Point 3 Bt 8 Shock 86 Fire 4 Wp 14 To Hit 34 Asp 5 Stress 32 Magic 3 Lk 8 Missle 17 Msp 3 Surprise 55 Necro 1 --- Bow 17 Bsp 2 Unconc. 51 Poison 3 80 Spell -8 Csp 3 Damage 1 Spirit -2 Ssp 0 Determination 10 Lift 231 Carry 93 Run: 10 Mana 5
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 15 +3 edge, point, impact - -- 20 No manipulation 6 +2 Asp - -- 15 Fearless when 9 +18 to hit hungry 36 12d6 @ 1/10 minute poison, save - -- 15 Coward when full to half, hand to hand 20 Enemy, local 10 tracking scent - -- residents 9 +3 poison armor - -- 0 xp --- 75 Base 85+80=165 --- Asp Dan Len 165 Bite -1 2d6+2 3 (poison) Tail -4 2d6+2 6 [impact]
This is a six foot monitor lizard. It is dangerous only to novices and peasants and then only if they stand in its way (a man is a little too big for it to consider prey). This sort of monitor tends to blend into its native terrain when holding still. Its only real surprise is its poison; remember that slow poison prevents the person bitted from recovering stamina while it is acting. The save to half reduces duration.
Monitor Lizard(Size -1 quadruped).St 12 Stam 13 Agility 86 Phys. Elu. 75 Cn 12 Hits 12 Bleeding 51 Ment. Elu. 36 In 4 Health 3 Insanity 32 Perc. Int. 40 Ws 4 Luck 24 Dx 15 Ego 12 Magic 12 Impact 5 Ag 15 Mind 4 Perception 20 Edge 2 Ch 8 Sanity 2 Poison 39 Point 2 Bt 8 Shock 71 Fire 3 Wp 12 To Hit 7 Asp 1 Stress 28 Magic 2 Lk 8 Missle 10 Msp 2 Surprise 47 Necro 1 --- Bow 10 Bsp 2 Unconc. 39 51 Spell -10 Csp 3 Damage 0 Spirit -4 Ssp 1 Determination 9 Lift 180 Carry 72 Run: 10 Mana 3
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 5 1 levels of decreased size - -- 20 No manipulation 15 +3 edge, point,impact - -- 15 Fearless when hungry 10 Tracking scent - -- 0 xp 15 Locator scent - -- 50 Base 3 +1 Asp - -- --- 6 +12 to hit - -- 105 -- 54+51=105 Asp Dam Len Bite -1 d6+3 2
This is a 3-foot monitor lizard, like a gowanna. It takes real tallent to get hurt by one of these. Lizard men somtimes keep them as pets or watchdogs (some types can ``bark''). Color and habitat vary but they tend to diurnal behavior and warm climates.
Mointor, Titanic(Size Three Quadruped).St 23 Stam 36 Agility 95 Phys. Elu. 67 Cn 25 Hits 45 Bleeding 144 Ment. Elu. 41 In 4 Health 7 Insanity 42 Perc. Int. 45 Ws 4 Luck 24 Dx 15 Ego 18 Magic 12 Impact 14 Ag 18 Mind 4 Perception 24 Edge 6 Ch 8 Sanity 2 Poison 99 Point 6 Bt 8 Shock 142 Fire 17 Wp 16 To Hit 42 Asp 6 Stress 38 Magic 4 Lk 8 Missle 13 Msp 2 Surprise 51 Necro 1 --- Bow 13 Bsp 3 Unconc. 123 117 Spell -6 Csp 3 Knockbk 125 Damage 10 Spirit 1 Ssp 0 Determination 13 Lift 1540 Carry 640 Run: 11 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 45 3 levels of growth - -- 20 No manipulation 10 1 levels of increased density - -- 15 Ignores danger when 20 +4 edge, point,impact - -- hungry 6 +2 Asp - -- 15 Deep sleeper after 12 +24 to hit - -- eating -- 30 Enemy, any farmers, 93+117=210 townsmen, etc. 10 distinctive looks 0 xp Asp Dam Len 100 Base Bite -2 6d6+1 6 --- Tail -5 7d6 11 (impact) 210
This is an 15-foot long monitor lizard, like the ones that lived in Austrailia 40,000 years ago. It is easy to surprise and kill if it has just eaten. When hungry it keeps coming until hacked apart. It tends to have skin that blends in with the terrain it normally lives in. When hunting it is a visually guided diurnal preadator.
Pilgrim Falcon(Size -2 bird).St 12 Stam 14 Agility 99 Phys. Elu. 124 Cn 8 Hits 8 Bleeding 43 Ment. Elu. 41 In 6 Health 3 Insanity 45 Perc. Int. 49 Ws 8 Luck 24 Dx 20 Ego 16 Magic 20 Impact 4 Ag 23 Mind 6 Perception 44 Edge 2 Ch 10 Sanity 2 Poison 31 Point 2 Bt 10 Shock 64 Fire 2 Wp 15 To Hit 55 Asp 7 Stress 39 Magic 3 Lk 8 Missle 28 Msp 4 Surprise 62 Necro 2 --- Bow 28 Bsp 6 Unconc. 31 100 Spell -3 Csp 1 Damage 1 Spirit 1 Ssp 0 Determination 12 Lift 0 Carry 0 Run: 4 Fly: 30 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 2 levels of decreased size - -- 20 No manipulation 18 +36 to hit - -- 10 1/4 run - clumsy 15 +5 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 12 +12" of flight - -- raptors 10 +2 edge, point, impact - -- 15 Territorial 5 +1 damage - -- 10 Loyal to mate or -- master 80+100=180 5 Dislikes change 0 xp 90 Base --- Asp Dam Len 180 Bite -1 d6+2 1 Claw -1 d6+3 2
This is a large hawk. It doesn't have much in the way of training. A hawk can kill a woodchuck by just nailing it. When driving larger creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Rhino (Size 4 quadruped).St 20 Stam 27 Agility 52 Phys. Elu. 46 Cn 28 Hits 57 Bleeding 162 Ment. Elu. 49 In 4 Health 9 Insanity 57 Perc. Int. 55 Ws 6 Luck 30 Dx 14 Ego 27 Magic 14 Impact 9 Ag 14 Mind 4 Perception 30 Edge 3 Ch 4 Sanity 2 Poison 118 Point 3 Bt 4 Shock 156 Fire 17 Wp 20 To Hit 58 Asp 8 Stress 53 Magic 5 Lk 10 Missle 8 Msp 1 Surprise 53 Necro 1 --- Bow 8 Bsp 1 Unconc. 149 118 Spell -2 Csp -2 Knockdown 92 Damage 7 Spirit 9 Ssp 0 Determination 20 Lift: 1701 Carry:729 Run: 16 Mana 11
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level density - -- 10 Belligerent 60 4 levels of size - -- 20 Very territorial 15 +5 Asp - -- 15 Curse of rage 22 +44 to hit - -- 30 Enemy, horn hunters 5 +5 stamina 20 Enemy, local farmers --- 10 reputation, 132+118=250 belligerent 10 Nearsighted 15 Distinctive looks 0 xp 100 Base --- 250 Asp Dam Len Horn -6 7d6+1 10 (point) Kick -6 8d6+1 11 (impact)
Large, tough, half blind, belligerent, and suspicious of anything new the Rhinoceros protects the herd (usually with many sorts of animals) it is part of. This beast is made for annoying encounters and non-lethal fun. Not the same sort of bad news as an elephant but still blindingly annoying.
Roc(Size 6 bird).St 25 Stam 43 Agility 90 Phys. Elu. 78 Cn 23 Hits 36 Bleeding 172 Ment. Elu. 45 In 8 Health 6 Insanity 52 Perc. Int. 55 Ws 10 Luck 27 Dx 23 Ego 18 Magic 26 Impact 9 Ag 20 Mind 8 Perception 61 Edge 8 Ch 14 Sanity 3 Poison 89 Point 8 Bt 10 Shock 138 Fire 10 Wp 16 To Hit 90 Asp 12 Stress 44 Magic 4 Lk 9 Missle 31 Msp 6 Surprise 71 Necro 2 --- Bow 31 Bsp 4 Unconc. 145 177 Spell 2 Csp 0 Knockbk 150 Damage 11 Spirit 5 Ssp 0 Determination 13 Lift 1764 Carry 708 Run:6 Fly:36 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 90 Six levels of increased size - -- 20 No manipulation 27 +54 to hit - -- 10 1/4 run - clumsy 18 +6 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 17 +17" of flight - -- rocs 32 +8 edge, point - -- 15 Territorial 4 +12 perception save - -- 10 Hungry all the time -- 20 Distinctive looks 198+177=375 40 Enemy - nearby humans 30 Enemy Dragons 0 xp 200 Base --- Asp Dam Len 375 Bite -3 8d6 4 Claw -4 9d6 13
This is a traditional utterly huge raptor with an sixty foot wingspread. eagle can kill a calf by just nailing it. When driving creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Saber Tooth Cat (Size 3 quadruped).St 25 Stam 43 Agility 75 Phys. Elu. 61 Cn 23 Hits 36 Bleeding 141 Ment. Elu. 43 In 8 Health 7 Insanity 51 Perc. Int. 55 Ws 12 Luck 27 Dx 16 Ego 26 Magic 28 Impact 12 Ag 16 Mind 8 Perception 65 Edge 3 Ch 14 Sanity 3 Poison 88 Point 3 Bt 12 Shock 136 Fire 7 Wp 15 To Hit 56 Asp 10 Stress 43 Magic 3 Lk 9 Missle 13 Msp 2 Surprise 86 Necro 2 --- Bow 13 Bsp 2 Unconc. 114 139 Spell 1 Csp 0 Knockdown 90 Damage 11 Spirit 3 Ssp 0 Determination 12 Lift: 1095 Carry:443 Run: 16 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 45 3 level of larger - -- 15 Overconfident 5 Starlight Vision - -- 15 territorial 10 Tracking Smell - -- 20 Distinctive looks, 15 +5 Asp - -- horrifying feline 17 +34 to hit - -- 40 Enemy, almost any 5 +15 agility save - -- human at all 10 +30 Surprise save - -- 15 No manipulation 10 +30 perception save - -- 20 Dependant, pride 9 Knowledge Skill, home area 4 40 15 reputation, 15 +3 impact, point, edge - -- bloodthirsty killer -- 5 Teeth limit prey to 141+139=280 large animals 15 Curse of rage, when wounded 0 xp 100 Base --- 280 Asp Dam Len Bite -2 6d6+2 6 Claw -3 7d6+1 9
Included for the overconfident party this Pleistocene cat is very, very annoying. Stupider than many modern cats it tends to live in areas where humans are thin to nonexistent. Large and given to hunting in prides this predator can be very bad news.
Sparrowhawk(Size -4 bird).St 6 Stam 10 Agility 110 Phys. Elu. 151 Cn 6 Hits 6 Bleeding 45 Ment. Elu. 41 In 4 Health 2 Insanity 46 Perc. Int. 49 Ws 8 Luck 24 Dx 23 Ego 18 Magic 16 Impact 2 Ag 25 Mind 4 Perception 43 Edge 1 Ch 12 Sanity 2 Poison 28 Point 1 Bt 12 Shock 56 Fire 1 Wp 16 To Hit 41 Asp 5 Stress 42 Magic 4 Lk 8 Missle 36 Msp 6 Surprise 67 Necro 2 --- Bow 36 Bsp 7 Unconc. 45 112 Spell -6 Csp 1 Damage 0 Spirit 1 Ssp 0 Determination 13 Lift 2 Carry 0.7 Run: 4 Fly: 22 Mana 7
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 20 4 levels of decreased size - -- 20 No manipulation 10 +20 to hit - -- 10 1/4 run - clumsy 9 +3 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 4 +4" of flight - -- raptors 5 +1 edge, point, impact - -- 15 Territorial -- 10 Aggressive 58+112=170 0 xp 85 Base --- 170 Asp Dam Len Bite -0 d3 0 Claw -0 d5 0
This is a small hawk. It doesn't have much in the way of training. A hawk can kill a mouse rabbit by just nailing it. When driving larger creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Tiger (Size 2 quadruped).St 23 Stam 36 Agility 90 Phys. Elu. 84 Cn 20 Hits 27 Bleeding 116 Ment. Elu. 41 In 8 Health 5 Insanity 46 Perc. Int. 53 Ws 12 Luck 27 Dx 19 Ego 23 Magic 28 Impact 7 Ag 19 Mind 8 Perception 63 Edge 0 Ch 14 Sanity 3 Poison 71 Point 0 Bt 12 Shock 117 Fire 5 Wp 13 To Hit 60 Asp 9 Stress 38 Magic 3 Lk 9 Missle 22 Msp 4 Surprise 90 Necro 2 --- Bow 22 Bsp 4 Unconc. 90 138 Spell -1 Csp 0 Knockdown 92 Damage 9 Spirit 1 Ssp 0 Determination 10 Lift: 774 Carry:312 Run: 16 Mana 4
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 30 2 levels of larger - -- 15 Overconfident 5 Starlight Vision - -- 15 territorial 10 Tracking Smell - -- 15 Distinctive looks, 12 +4 Asp - -- dangerous feline 17 +34 to hit - -- 35 Enemy, local humans 6 +18 agility save - -- 15 Rep: maneater 10 +30 Surprise save - -- 15 No manipulation 10 +30 perception save - -- 20 Dependant, pride 9 Knowledge Skill, home area 4 40 0 xp 3 Climbing 2 48 100 Base --- --- 112+138=250 250 Asp Dam Len Bite -2 6d6 5 Claw -2 6d6+2 7
The original striped menace, Shere Khan in the flesh. A solitary hunter the tiger is a partially arboreal jungle dweller. Unless living in an area with fairly advanced humans it will stalk, pick off, or confront humans that enter its territory. Tigers are worth a stock-man's bounty and have handsome skins as well.
Urfalcon(Size 1 bird).St 22 Stam 33 Agility 89 Phys. Elu. 100 Cn 18 Hits 22 Bleeding 100 Ment. Elu. 43 In 8 Health 5 Insanity 49 Perc. Int. 53 Ws 10 Luck 27 Dx 22 Ego 16 Magic 26 Impact 7 Ag 20 Mind 8 Perception 60 Edge 4 Ch 14 Sanity 3 Poison 64 Point 4 Bt 10 Shock 110 Fire 6 Wp 15 To Hit 75 Asp 10 Stress 41 Magic 3 Lk 9 Missle 29 Msp 5 Surprise 68 Necro 2 --- Bow 29 Bsp 4 Unconc. 74 152 Spell 1 Csp 0 Knockbk 99 Damage 8 Spirit 3 Ssp 0 Determination 12 Lift 240 Carry 80 Run:12 Fly:24 Mana 6
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 15 One level of increased size - -- 20 No manipulation 22 +44 to hit - -- 10 1/4 run - clumsy 15 +5 Asp - -- runner 10 Eagle vision - -- 10 Enemy - other 6 +6" of flight - -- raptors 16 +4 edge, point - -- 15 Territorial 4 +12 perception save - -- 10 Hungry all the time -- 20 Distinctive looks 88+152=240 35 Enemy - nearby humans 0 xp 100 Base --- Asp Dam Len 240 Bite -2 4d6+3 4 Claw -2 5d6+1 6
This is a magically large raptor with an eighteen foot wingspread. When driving creatures from it's territory it will use the "charge" combat manuever (for each 6" velocity, +d6 damage, -5 to hit).
Wolf (Size -1 quadruped).St 14 Stam 15 Agility 94 Phys. Elu. 87 Cn 12 Hits 12 Bleeding 54 Ment. Elu. 41 In 8 Health 3 Insanity 48 Perc. Int. 55 Ws 14 Luck 30 Dx 17 Ego 14 Magic 30 Impact 3 Ag 17 Mind 8 Perception 65 Edge 0 Ch 8 Sanity 3 Poison 40 Point 0 Bt 8 Shock 74 Fire 2 Wp 13 To Hit 43 Asp 8 Stress 40 Magic 3 Lk 10 Missle 16 Msp 3 Surprise 86 Necro 3 --- Bow 16 Bsp 3 Unconc. 55 90 Spell -1 Csp 1 Knockdown 54 Damage 0 Spirit 1 Ssp 0 Determination 10 Lift: 201 Carry: 78 Run: 9 Mana 4
Disadvantages Cost Ability Rank Roll 20 Animal Intellect 10 1 level of smaller - -- 15 Loyal to pack 10 Tracking smell - -- 15 Territorial 15 Locator smell - -- 15 Distinctive looks, 13 Knowledge skill, home area 6 50 feared canine 7 Sneak 4 54 35 Enemy, most local 7 Conceal self 4 54 humans 5 Starlight vision - -- 15 no manipulation 15 +30 to hit - -- 10 Rep: kills stock 18 +6 Asp - -- 0 xp 10 +30 agility save - -- 100 Base 10 +30 surprise save - -- --- 10 +30 perception save - -- 225 5 +15 unconsciousness save - -- -- 135+90=225
Asp Dam Len Bite -1 d6+3 2
The standard size and shape, usually scared of men and a definite stock-mans bonus in most areas. Wolves are not especially dangerous and will avoid men unless driven by extreme hunger or trapped.
This section is the home of various (non-sentient) giant arthrapods. Giant ants, spiders, etc. all go here. Various arthrapods from other planes are here too (e.g. Hellmoth, Snackapeede).
Beetle, Carnivorous(Size 1 arthrapod).St 23 Stam 0 Agility 54 Phys. Elu. 39 Cn 18 Hits 40 Bleeding 99 Ment. Elu. 36 In 4 Health 5 Insanity 34 Perc. Int. 42 Ws 6 Luck 30 Dx 8 Ego 23 Magic 14 Impact 21 Ag 8 Mind 4 Perception 2 Edge 15 Ch 4 Sanity 2 Poison 71 Point 15 Bt 4 Shock 138 Fire 11 Wp 12 To Hit 47 Asp 2 Stress 40 Magic 4 Lk 10 Missle 0 Msp -1 Surprise 34 Necro 4 --- Bow 0 Bsp -1 Unconc. 121 50 Spell-10 Csp -2 Knockdown 64 Damage 11 Spirit -4 Ssp -1 Determination 9 Lift: 1134 Carry:450 Run: 7 Mana 3
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 20 2 levels of density - -- 25 No Stamina 15 1 level size - -- 20 No Hands 10 Body type arthrapod. - -- 10 Bad Vision 20 +4 edge, point, impact - -- 15 Territorial 4 +4" walking movement - -- 0 xp 10 Doesn't Bleed - -- 100 Base 17 +34 to hit - -- --- 15 Locator smell - -- 200 14 +14 hitpoints - -- 25 5" of tunnling through sand/loode dirt - -- --- 150+50=200
Asp Dam Len Bite -2 5d6 4
The carnivourous beetle eats carrion or fresh meat. It is a magically produced giant beetle, somtimes created by druids as a form of "nature's revenge". It sees badly, is quite stupid, can smell well enough to close on something (its antennea are the focus of its sense of smell), and has a horrific bite. It usually hides in sand or soil with its antennea tips sticking out. The beetle is black with brown or tan chevrons and is six feet long and three broad standing about 2-3 feet high.
Beetle, Stinky(Size -4 arthrapod).St 20 Stam 31 Agility 97 Phys. Elu. 120 Cn 10 Hits 14 Bleeding 64 Ment. Elu. 43 In 4 Health 3 Insanity 48 Perc. Int. 50 Ws 7 Luck 24 Dx 20 Ego 23 Magic 15 Impact 10 Ag 20 Mind 4 Perception 8 Edge 6 Ch 4 Sanity 2 Poison 48 Point 6 Bt 4 Shock 112 Fire 6 Wp 17 To Hit 25 Asp 4 Stress 54 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 62 Necro 4 --- Bow 25 Bsp 4 Unconc. 88 Poison 2 100 Spell -5 Csp -1 Knockdown 57 Damage 8 Spirit 3 Ssp 0 Determination 15 Lift: 630 Carry:216 Fly: 5 Run: 9 Mana 8
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 20 2 levels of density - -- 25 +3d6 from fire 20 4 levels of smaller - -- 20 No Hands 10 Body type arthrapod. - -- 10 Bad Vision 8 +8" of walking movement - -- 40 Unchanging 15 Locator Smell - -- 0 xp 10 Doesn't Bleed - -- 100 Base 30 Stench, -10 initially, -5 per added - -- --- round to max -20,(pen. skill/hit rolls) 225 1" radius (adj. hexes) apecies is immune. 12 +2 magic, poison, neco. armor - -- --- 125+100=225
Asp Dam Len Bite -0 2d6+1 0
This sort of giant beetle is about 12 inches long and eight inches wide. It can fly in a very clumsy sort of way but can scuttle like all get out. When excited it will stink in a manner that costs those that smell the stink hit roll and skill ability. The stench builds but one round in clear air resets the efect and if more than one hex from a bug you are only annoyed, not impaired. The bite of this sort of beetle is quite respectable. This sort of beetle eats dead wood or carrion - typically it lives in large dead trees.
Caterpillar, Large(Size -1 snakelike (larval) arthrapod).St 23 Stam 37 Agility 116 Phys. Elu. 63 Cn 13 Hits 13 Bleeding 72 Ment. Elu. 34 In 4 Health 4 Insanity 28 Perc. Int. 38 Ws 4 Luck 24 Dx 12 Ego 10 Magic 45 Impact 12 Ag 12 Mind 4 Perception 18 Edge 7 Ch 2 Sanity 2 Poison 40 Point 7 Bt 2 Shock 97 Fire 3 Wp 10 To Hit 15 Asp 3 Stress 57 Magic 3 Lk 8 Missle 4 Msp 0 Surprise 39 Necro 3 --- Bow 4 Bsp 0 Unconc. 50 51 Spell -12 Csp 3 Damage 12 Spirit -6 Ssp 1 Determination 8 Lift 357 Carry 135 Run: 2 Mana 1
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 5 1 levels of decreased size - -- 25 No manipulation 15 Locator Smell - -- 10 Agressive, combative 47 Stench, 3" radius, -30 to skill - -- 15 Hungry for greens and hit rolls, stress save to all the time half penalty, no penalty if stress 0 xp save made by 30. 100 Base 11 +33 stress save - -- --- 11 +33 magic save - -- 180 15 +3 damage - -- 5 +10 to hit - -- 10 Wall walking - -- --- 129+51=180 Asp Dam Len Bite -1 4d6+3 2 (edge)
This large caterpillar is red and brown, about 30 inches long, moderately fat, and posessed of an extrordinarilly tough integument. It eats all the time and attacks those who disturb it while eating. It has two attacks: a vicious bite and a remarkable stench. The attack and stench only when interrupted. The adult form of this beastie is a large but harmless moth. The ability of this creature to destroy crops is remarkable.
Corpse Bats(Size -3 arthrapod).St 20 Stam 30 Agility 79 Phys. Elu. 97 Cn 10 Hits 10 Bleeding 57 Ment. Elu. 36 In 6 Health 3 Insanity 32 Perc. Int. 42 Ws 6 Luck 30 Dx 23 Ego 10 Magic 18 Impact 9 Ag 13 Mind 6 Perception 2 Edge 5 Ch 6 Sanity 2 Poison 41 Point 5 Bt 2 Shock 102 Fire 2 Wp 10 To Hit 47 Asp 5 Stress 36 Magic 2 Lk 10 Missle 24 Msp 6 Surprise 63 Necro 7 --- Bow 24 Bsp 1 Unconc. 81 91 Spell -8 Csp 2 Damage 6 Spirit -4 Ssp 1 Determination 8 Lift 5 Carry 2 Run:1 Fly:7 Mana 1
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 arthrapod body type - -- 20 No Hands 15 3 levels of decreased size - -- 25 Blind 15 Faz Sense - -- 20 +2d6 from fire 15 Sonar - -- 25 flammable, 2d6 from 10 7" of flight - -- fire (d100>dam-20) 10 Wall walking - -- 10 Olfactory obvious, 10 Lethal blow 1 -- lingers 5 minutes. 31 Stench (-15 hit/skill, 7 hex) - -- 0 xp does not affect Corpse Bats 100 Base 8 +16 to hit - -- --- 15 +5 necromantic armor - -- 230 --- 139+91=230
Asp Dam Len Bite -0 2d6+1 0 Wing Buffet -3 3d6 3
The Corpse Bat is like a large mealworm (20 inches long, eight thick at the middle) with gripping claws at its base, a serrated mouth, and dragonfly-like wings. It has course white hair and pale, corpse-colored skin. When flying it emits a corpse-like stench. Its wings have an alarming transsonic whirr that enables sonar (the hair is the receptor). It can also do passive vibration sensing with the hair. Corpse bats are the larval form of some type of giant beetle. They often live in rooftop colonies.
Cricket, Riding(Size 2 arthrapod).St 23 Stam 36 Agility 112 Phys. Elu. 112 Cn 13 Hits 17 Bleeding 94 Ment. Elu. 38 In 6 Health 4 Insanity 36 Perc. Int. 44 Ws 6 Luck 27 Dx 23 Ego 12 Magic 18 Impact 14 Ag 23 Mind 6 Perception 4 Edge 9 Ch 8 Sanity 2 Poison 52 Point 9 Bt 8 Shock 119 Fire 8 Wp 12 To Hit 68 Asp 6 Stress 40 Magic 3 Lk 9 Missle 34 Msp 6 Surprise 65 Necro 3 --- Bow 34 Bsp 6 Unconc. 112 138 Spell -6 Csp 2 Knockbk 132 Damage 11 Spirit -2 Ssp 0 Determination 9 Lift 1452 Carry 540 Run:14 Fly:10 Hop:4 Mana 3
Disadvantages Cost Ability Rank Roll 25 Animal intellect 10 arthrapod body type - -- 20 No manipulation 30 2 levels of growth - -- 20 Master (rider) 20 2 levels of increased density - -- 10 Very noisy when 17 +34 to hit - -- eating ("crunch!") 10 Wall walking - -- 20 Afraid of fire -- 15 Scared by loud 87+138=225 noises 15 Very ugly, daws attacks Asp Dam Len 0 xp Bite -2 6d6 5 (point) 100 Base Kick -5 7d6+3 9 (impact) --- 225
The riding cricket is a common steed of the mazeur. They are hansome black or pale red-brown. They fly in short bursts unless attacking from a cliff-top or some such in which case the typically lose height every round. They are somewhat skittish steeds.
Cricket, Giant(Size -2 arthrapod).St 16 Stam 18 Agility 109 Phys. Elu. 124 Cn 10 Hits 12 Bleeding 51 Ment. Elu. 40 In 8 Health 3 Insanity 40 Perc. Int. 48 Ws 8 Luck 24 Dx 20 Ego 12 Magic 24 Impact 7 Ag 23 Mind 8 Perception 20 Edge 5 Ch 8 Sanity 3 Poison 43 Point 5 Bt 6 Shock 99 Fire 4 Wp 12 To Hit 35 Asp 7 Stress 42 Magic 2 Lk 8 Missle 28 Msp 4 Surprise 61 Necro 2 --- Bow 28 Bsp 6 Unconc. 107 Poison 4 103 Spell -2 Csp 1 Damage 3 Spirit 0 Ssp 0 Determination 9 Lift 0 Carry 0 Run:6 Leap:8" Mana 3
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 arthrapod body type - -- 20 No Hands 10 2 levels of decreased size - -- 10 Bad Vision 10 1 levels of increased density - -- 40 Unchanging 7 +14 to hit - -- 20 +2d6 from fire 12 +4 Asp - -- 0 xp 4 +12 perception save - -- 100 base 12 +4 poison armor - -- --- 8 +24 unconciousness save - -- 220 5 +d6 edges damage, no range - -- 3 +6" of leaping - -- 36 8d6 3" radius deafening attack - -- with personal immunity --- 117+103=220
Asp Dam Len Bite -1 3d6 1
This form of giant crickets are about twenty inches long, quite fast, and able to jump fairly far. They have a hefty bite and will eat plants or meat. Typically they will hide from light but if one attacks it will emit a scent that makes others attack.
Hellmoth(Size zero demonic arthrapod).St 20 Stam 27 Agility 102 Phys. Elu.113 Cn 10 Hits 10 Bleeding 62 Ment. Elu. 39 In 4 Health 3 Insanity 40 Perc. Int. 44 Ws 5 Luck 24 Dx 25 Ego 21 Magic 13 Impact 13 Ag 20 Mind 4 Perception 4 Edge 9 Ch 4 Sanity 2 Poison 46 Point 9 Bt 0 Shock 108 Fire 26 Wp 15 To Hit 35 Asp 10 Stress 46 Magic 2 Lk 8 Missle 35 Msp 7 Surprise 70 Necro 2 --- Bow 35 Bsp 4 Unconc. 107 120 Spell -7 Csp -2 Damage 6 Spirit -1 Ssp 0 Determination 12 Lift: 309 Carry:108 Run: 6 Mana 6 Fly: 9
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 60 3" 6d6 fire attack (exhaust trail) - -- 20 Hideous 8 +24 fire armor - -- 50 Demonic 10 Night Vision - -- 20 Anadaptive 10 Wallwalking - -- 35 Enemy - most other 38 4d6, 6 armor entangle attack - -- demons 12 +4 Asp - -- 20 Absolutely protect. 7 +21 Unconc. Sv. - -- of other arthr. 20 +4 edge, point, impact - -- that smell right 10 +1 Weapons to hit - -- 25 +3d6 from cold/ 5 Hits as +1 weapon - -- electricity --- 0 xp 180+120=300 100 Base --- Asp Dam Len 300 Bite -1 d5+6 2
Hellmoths are nonsentient demonic lifeforms. Their larval form is the Snackapeede. If they kill a large animal they will lay eggs in it. A Hellmoth has a short lifespan - a few weeks - and they do not eat. They hunt full time for things to lay eggs in.
Jungle Crab(Size 3 arthrapod).St 20 Stam 27 Agility 80 Phys. Elu. 61 Cn 28 Hits 59 Bleeding 149 Ment. Elu. 47 In 6 Health 8 Insanity 52 Perc. Int. 53 Ws 6 Luck 27 Dx 16 Ego 22 Magic 18 Impact 14 Ag 16 Mind 6 Perception 10 Edge 10 Ch 8 Sanity 2 Poison 126 Point 10 Bt 8 Shock 182 Fire 22 Wp 18 To Hit 45 Asp 5 Stress 56 Magic 11 Lk 9 Missle 13 Msp 2 Surprise 57 Necro 11 --- Bow 13 Bsp 2 Unconc. 187 130 Spell 0 Csp 2 Knockbk 110 Damage 8 Spirit 7 Ssp 0 Determination 16 Lift 1860 Carry 810 Run: 12 Mana 9
Disadvantages Cost Ability Rank Roll 25 Animal intellect 10 arthrapod body type - -- 25 Terrifying 45 3 levels of growth - -- 20 Hungry all the time 20 2 levels of increased density - -- 15 Highly territorial 5 Starlight vision - -- 15 Loves bird meat 14 +28 to hit - -- 20 no stamina 40 Engulfing attack 6-8 - -- 20 Anadaptive - grows 6 +2 Asp - -- 30 Enemy - other --- Jungle crabs 140+130=270 0 xp 100 Base Asp Dam Len --- Bite -2 5d6+3 6 270 Claw -3 6d6+2 9
The jungle crab has an almost spherical body with accordion pleats that has ten legs, two of which end in claws. The legs are eight feet long and the body is about eight feet across. The jungle crab has huge shovel-mandibles and can swallow creatures, up to the size of a small horse, whole. A swallowed creature has 50 rounds to break out by doing the jungle crab damage equal o its CN - with weapons that can be swung inside a tight bag. The jungle crab is pale red and typically covered with moss and algea. It lives in swamps and damp jungle.
Large Warrior Ant (Size -2 arthrapod).St 12 Stam 14 Agility 101 Phys. Elu. 120 Cn 6 Hits 10 Bleeding 39 Ment. Elu. 39 In 4 Health 2 Insanity 39 Perc. Int. 43 Ws 4 Luck 15 Dx 24 Ego 13 Magic 12 Impact 6 Ag 20 Mind 4 Perception 48 Edge 3 Ch 4 Sanity 2 Poison 37 Point 3 Bt 4 Shock 90 Fire 3 Wp 15 To Hit 25 Asp 3 Stress 45 Magic 1 Lk 5 Missle 33 Msp 6 Surprise 68 Necro 1 --- Bow 33 Bsp 4 Unconc. 101 85 Spell -7 Csp -3 Knockdown 81 Damage 2 Spirit -1 Ssp 0 Determination 12 Lift: 342 Carry:108 Run: 4 Mana 6
Disadvantages Cost Ability Rank Roll 30 Trophic intellect 20 2 levels of density - -- 20 No hands 10 2 levels of smaller - -- 20 Appearance causes 4 +4 running - -- immediate attack 8 +24 unconciousness save - -- 30 Enemy - other 25 base damage is +2, not d5 - -- ant hills 25 Tracking, locator smell - -- 10 Smell, 5" radius, 23 2d6 acid attack, flesh only, 1/day - -- last 10 minutes 8" 30 degree cone, no range.. 10 Bad vision 15 +45 perception save - -- 0 xp 5 +10 to hit - -- 100 Base --- --- 135+85=220 220 Asp Dam Len Bite -1 d6+2 1
This writeup is a 2 foot long warrior ant. If you delete the acid and take the jaws down to d5 of damage you have a worker - and there may be a lot of nonagressive worker ants in a hill and a few warriors. Warriors will tend to attract other nearby warriors when wounded or fighting by smelling funny - the ant equivalent of "language".
The Mazuer are a race of insectoid humanods. They have definite casts. Given here are examples of their large warriors, silver Mazeur warlords, small warriors, flying warriors, scouts, and mages. They are color coded as well as having variable, mission dependent body types. The mages are also the ruling type, but even they have a strict dominance hierarchy which they do not object to.
The large warrior Mazeur are copper colored when the come out of the cocoon and grow silvery as, and if, they age. They are eight to ten feet high and slender with four working arms and two legs. They have a devastating bite that they will use in very close combat but like to wield two shortswords and two daggers. They consider the use of poison the proper roll of their smaller cousins. The small warriors are green and brown in a mottled camaflage pattern. They can fly, though not quickly, and wield claws, mandibles, and a dangerous poison sting. The plain warriors are red-to-orange fading to yellow as they age. They have very modest magical capabilities (a single innante ranged attack) and often serve as bodyguards for the mages. They typically wield longsword, shortsword, and a pair of daggers. A select cast are the warlords, silver throughout their lives, which do notheing but train. They are different from most Mazeur in being able to fight independently. The mages have brilliant polychromatic skin and are what a human would consider fully sentient. They also have smaller and better eyes but without the omnidirectionallity of the other Mazeur. The Mazeur scouts can change color to match their background and are matte black when not conciously controling their color. They have an innate entangle attack and somewhat more initiative than normal lower casts.
| Hit Table for Mazeur | ||
|---|---|---|
| Roll | Location | Effects |
| 01 | Clip Antennea | Function lost on 100 < points done |
| 02-06 | Top of Head | 1 1/2x damage, unconc. save |
| 07-14 | Side of Head | 1 1/2x damage, unconc. save |
| 15-19 | Face | 2x damage, lost eye roll |
| 20-21 | Mandibles | Function lost on 100 < points done |
| 22-24 | Neck | 2x damage |
| 25-30 | Collar/Shoulders | |
| 31-46 | Chest. | |
| 47-58 | Thorax. | |
| 59-64 | Hips. | |
| 65-70 | Upper arm. | |
| 71-72 | Elbow | Stress save or loose arm for d3 rounds |
| 73-78 | Lower arm | Agility to keep weapon |
| 79-81 | Wrist | Agility to keep weapon, 1/2 dam |
| 82-83 | Hand | Agility to keep weapon, 1/2 dam |
| 84-85 | Fingers | Agility to keep weapon, 1/2 dam., lost finger roll |
| 86-91 | Upper leg. | |
| 92-93 | Knee | As elbow plus agility save or fall |
| 94-96 | Shins | Agility save or fall, 1/2 damage |
| 97-98 | Ankles | As elbow, plus agility save or fall, 1/2 damage |
| 99-00 | Feet | Agility save or fall, 1/2 damage |
Mazeur: Air Mage (Size 0 humanoid arthrapod).St 12 Stam 14 Agility 66 Phys. Elu. 58 Cn 16 Hits 18 Bleeding 80 Ment. Elu. 88 In 22 Health 4 Insanity 109 Perc. Int.115 Ws 24 Luck 24 Dx 12 Ego 27 Magic 89 Impact 4 Ag 12 Mind 33 Perception 71 Edge 2 Ch 10 Sanity 6 Poison 75 Point 2 Bt 6 Shock 137 Fire 4 Wp 24 To Hit 4 Asp 0 Stress 109 Magic 4 Lk 8 Missle 4 Msp 0 Surprise 79 Necro 4 --- Bow 4 Bsp 0 Unconc. 127 157 Spell 46 Csp 8 Damage 0 Spirit 35 Ssp 6 Determination 30 Lift: 228 Carry: 84 Fly:6 Run:3 Mana 47
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 10 Body type, arthrapod - -- 20 Terrifying 10 +2 extra limbs - -- 20 Utterly obedient 10 Faz sense (fire burns receptors) - -- 15 No initiative 8 Thermal vision 15 No fear of death 10 Magic Skill 1 72 40 Enemy, other 35 Air magic 5 120 Mazeur hives 20 +2 magic combat experience groups - -- 20 Master in the 20 initial spells, foci, etc. - -- Mazeur hive --- 15 Long term need 123+157=280 (can't heal) hive contact 20 +d6 from fire 0 xp 100 Base --- Asp Dam Len Brk 280 Bite -1 2d6+1 3 ---
| Spell | Delay | Rank |
| Air Gem | lots | 5 |
| Armor of Lightning | -30 | 5 |
| Bind Lightning | -120 | 4 |
| Calm | -60 | 3 |
| Clear Air | -6 | 3 |
| Control Air Elemental | -8 | 4 |
| Control Temperature | -60 | 2 |
| Cyclone shield | -8 | 4 |
| Direct Lightning | -180 | 2 |
| Dismiss Cloud | -60 | 4 |
| Dismiss Earth Elemental | -12 | 4 |
| Fog | -75 | 2 |
| Forked Lightning | -4 | 4 |
| Hold Earth Elemental | -3 | 2 |
| Lightning Bolt | -8 | 3 |
| Lightning Capture | -4 | 5 |
| Lightning Form | -4 | 4 |
| Paint Air | -12 | 1 |
| Pro/Air Elementals | -45 | 3 |
| Pro/Lightning | -45 | 3 |
| St. Elmos fire | -12 | 2 |
| Shock | -3 | 1 |
| Soft Lighting | -6 | 3 |
| Sparks | -6 | 2 |
| Summon Air Elemental | -600 | 5 |
| Thunder | -10 | 4 |
| Vortex | -15 | 3 |
| Zephyr | -20 | 1 |
Mazeur: Fire Mage (Size 0 humanoid arthrapod).St 14 Stam 16 Agility 66 Phys. Elu. 58 Cn 18 Hits 22 Bleeding 88 Ment. Elu. 88 In 22 Health 5 Insanity 108 Perc. Int. 113 Ws 23 Luck 42 Dx 12 Ego 39 Magic 87 Impact 5 Ag 12 Mind 33 Perception 70 Edge 3 Ch 12 Sanity 6 Poison 83 Point 3 Bt 6 Shock 147 Fire 4 Wp 24 To Hit 6 Asp 1 Stress 108 Magic 4 Lk 14 Missle 4 Msp 0 Surprise 79 Necro 4 --- Bow 4 Bsp 0 Unconc. 135 177 Spell 46 Csp 8 Damage 0 Spirit 35 Ssp 6 Determination 30 Lift 252 Carry 96 Run: 4 Mana 47
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 10 Body type, arthrapod - -- 20 Terrifying 10 +2 extra limbs - -- 20 Utterly obedient 10 Faz sense (fire burns receptors) - -- 15 No initiative 8 Thermal vision 15 No fear of death 10 Magic Skill 1 71 40 Enemy, other 40 Fire magic 5 119 Mazeur hives 20 +2 magic combat experience groups - -- 20 Master in the 20 initial spells, foci, etc. - -- Mazeur hive --- 15 Long term need 123+157=280 (can't heal) hive contact 20 +d6 from fire 0 xp 100 Base --- Asp Dam Len Brk 280 Bite -1 2d6+1 3 ---
Fire Aconsumption(-40)2 Area of Fire(-16)4F Bind Fire(-60)5 Breathe Smoke(-24)1 Burn Rock(-15)5F Burn Water(-12)4 Call Smoke(-12)1 Cloak of Fire(-20)4 Color Fire(-24)1 Control Fire(-16)2 Control Fire Elemental(-8)4F Dismiss Smoke(-24)2 Douse(-24)2 Favor of Flames(-60)4 Fireball(-12)3F Firebolt(-6)2F Fireproof(-30)2 Flame Manashield(-5)1 Gaze of Fire(-8)4F Harden Smoke(-8)4 Heat Metal(-9)2F Heat Metal II(-9)4F Ignite(-3)1 Invisible Flame(-40)4 Pro/Fire Elementals(-45)3 Pro/Fire(-30)3 Resist Fire(-120)4 Smoke(-6)3 Smoke See(-12)2 Touch of Fire(-12)3 Vaporize Fire(-12)4 Wall of Fire(-60)4
Mazeur, Large Warrior (Size 1 humanoid arthrapod).St 23 Stam 39 Agility 100 Phys. Elu. 95 Cn 16 Hits 20 Bleeding 95 Ment. Elu. 46 In 12 Health 4 Insanity 55 Perc. Int. 61 Ws 15 Luck 24 Dx 20 Ego 23 Magic 40 Impact 14 Ag 20 Mind 12 Perception 69 Edge 9 Ch 6 Sanity 3 Poison 65 Point 9 Bt 6 Shock 132 Fire 7 Wp 14 To Hit 32 Asp 6 Stress 53 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 67 Necro 4 --- Bow 25 Bsp 4 Unconc. 121 136 Spell 8 Csp 2 Knockdown 107 Damage 10 Spirit 6 Ssp 1 Determination 10 Lift: 851 Carry:324 Run: 9 Mana 7
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 10 1 level density - -- 20 Terrifying 15 1 level size - -- 20 Utterly obedient 10 Body type arthrapod - -- 15 No initiative 12 knife, dagger, shortsword, shortbow - -- 15 No fear of death 20 omnidirectional Vision - -- 40 Enemy, other 10 Faz sense (fire burns receptors) - -- Mazeur hives 8 Thermal Vision - -- 20 Master in the 10 +1 hand combat level - -- Mazeur hive 15 +45 Perception save - -- 15 Long term need 10 +2 extra limbs - -- (can't heal) 24 cycle time is 8/6 - -- hive contact --- 20 +2d6 from fire 144+136=280 0 xp 100 Base --- Asp Dam Len Brk 280 Bite -2 5d6+1 4 --- Dagger -1 d6 3 9 Shortsword -2 d6+2 6 12 Rng Knife -1 d6 -1/1" Load Fire Dam Rng Recurve Shortbow -9 -1 4d6+3 -1/4"
Mazeur, Scout (Size 0 humanoid arthrapod).St 16 Stam 18 Agility 118 Phys. Elu. 131 Cn 16 Hits 18 Bleeding 73 Ment. Elu. 54 In 16 Health 4 Insanity 66 Perc. Int. 71 Ws 16 Luck 27 Dx 25 Ego 18 Magic 52 Impact 6 Ag 24 Mind 18 Perception 37 Edge 4 Ch 8 Sanity 4 Poison 67 Point 4 Bt 8 Shock 125 Fire 4 Wp 16 To Hit 65 Asp 5 Stress 60 Magic 4 Lk 9 Missle 39 Msp 7 Surprise 85 Necro 4 --- Bow 39 Bsp 6 Unconc. 107 188 Spell 18 Csp 2 Damage 2 Spirit 13 Ssp 2 Determination 13 Lift 258 Carry 102 Run: 11 Mana 13
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 10 Arthrapod body type - -- 20 Terrifying 10 +2 extra limbs - -- 20 Utterly obedient 20 Omnidirectional vision - -- 15 Quite curious 10 Faz sense (fire burns receptors) - -- 15 No fear of death 8 Thermal vision - -- 40 Enemy, other 15 +45 perception save - -- Mazeur hives 20 Instantaneous chamelion blending, - -- 20 Master in the +15 elu. when avoiding combat Mazeur hive 20 6d6 10 armor entanglement, 1/day - -- 15 Long term need 20 Expert swordsman 7 99 (can't heal) 17 +34 to hit - -- hive contact 9 +3 Asp - -- 25 +2d6 from fire --- 12 xp 159+347=347 150 Base --- Asp Dam Len Brk 347 Bite -1 2d6+3 3 --- 2xDagger -1 d6 3 9 (+7) 2xShortsword -2 d6+2 6 12 (+7)
Mazeur, Silver (Size 0 humanoid arthrapod).St 25 Stam 46 Agility 125 Phys. Elu. 136 Cn 25 Hits 47 Bleeding 123 Ment. Elu. 53 In 12 Health 7 Insanity 64 Perc. Int. 65 Ws 12 Luck 36 Dx 25 Ego 22 Magic 36 Impact 19 Ag 25 Mind 12 Perception 70 Edge 14 Ch 12 Sanity 3 Poison 111 Point 14 Bt 12 Shock 180 Fire 19 Wp 18 To Hit 82 Asp 8 Stress 62 Magic 9 Lk 12 Missle 40 Msp 7 Surprise 81 Necro 9 --- Bow 60 Bsp 7 Unconc. 151 234 Spell 12 Csp 0 Damage 13 Spirit 13 Ssp 2 Determination 16 Lift 906 Carry 366 Run: 11 Mana 11
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 20 1 level density - -- 20 Terrifying 24 Cycle time is 8/6 - -- 20 Utterly obedient 10 Body type, arthrapod - -- 15 Wild overconfidence 12 knife, dagger, shortsword, shortbow - -- 15 No fear of death 20 omnidirectional Vision - -- 40 Enemy, other 10 Faz sense (fire burns receptors) - -- Mazeur hives 8 Thermal Vision - -- 20 Master in the 10 +1 hand combat level - -- Mazeur hive 15 +45 Perception save - -- 15 Long term need 10 +2 extra limbs - -- (can't heal) 19 +38 to hit - -- hive contact 20 +20 bow to hit - -- 20 +2d6 from fire 18 +6 Bsp - -- 50 xp --- 200 Base 196+234=430 --- 430 Asp Dam Len Brk Bite -2 5d6+1 4 --- Dagger -1 d6 3 9 Shortsword -2 d6+2 6 12 Rng Knife -1 d6 -1/1" Load Fire Dam Rng Recurve Shortbow -9 -1 4d6+3 -1/4"
Mazeur, Small Warrior (Size -1 humanoid winged arthrapod).St 23 Stam 37 Agility 109 Phys. Elu. 119 Cn 14 Hits 18 Bleeding 77 Ment. Elu. 44 In 12 Health 4 Insanity 50 Perc. Int. 58 Ws 14 Luck 24 Dx 20 Ego 23 Magic 38 Impact 12 Ag 23 Mind 12 Perception 72 Edge 8 Ch 8 Sanity 3 Poison 55 Point 8 Bt 8 Shock 122 Fire 9 Wp 12 To Hit 28 Asp 5 Stress 48 Magic 3 Lk 8 Missle 28 Msp 4 Surprise 65 Necro 3 --- Bow 28 Bsp 6 Unconc. 95 Poison 3 140 Spell 6 Csp 1 Knockdown 99 Damage 11 Spirit 4 Ssp 0 Determination 9 Lift: 732 Carry:276 Fly: 6 Run: 9 Mana 5
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 20 2 levels density - -- 20 Terrifying 5 1 level size - -- 20 Utterly obedient 10 Body type arthrapod - -- 15 No fear of death 20 omnidirectional Vision - -- 40 Enemy, other 10 Faz sense (fire burns receptors) - -- Mazeur hives 8 Thermal Vision - -- 20 Master in the 17 +51 perception save - -- Mazeur hive 5 +5" running - -- 15 No initiative 36 12d6/3d6 per round hand to hand - -- 15 Long term need 4/day poison in sting, save 1/2 (can't heal) 9 +3 poison armor - -- hive contact --- 20 +2d6 from fire 140+140=280 0 xp 100 Base --- Asp Dam Len 280 Bite -1 4d6+2 2 Claw -2 4d6+3 3 String -1 4d6+2 2
This writeup is for a small mazeur warrior
Mazeur, Warrior (Size 0 humanoid arthrapod).St 18 Stam 25 Agility 115 Phys. Elu.121 Cn 14 Hits 14 Bleeding 70 Ment. Elu. 44 In 12 Health 4 Insanity 51 Perc. Int. 59 Ws 15 Luck 24 Dx 23 Ego 18 Magic 40 Impact 7 Ag 23 Mind 12 Perception 22 Edge 4 Ch 10 Sanity 3 Poison 55 Point 4 Bt 6 Shock 113 Fire 3 Wp 12 To Hit 45 Asp 6 Stress 49 Magic 3 Lk 8 Missle 34 Msp 6 Surprise 71 Necro 3 --- Bow 34 Bsp 6 Unconc. 103 150 Spell 6 Csp 2 Damage 4 Spirit 4 Ssp 0 Determination 9 Lift: 276 Carry:108 Run: 7 Mana 5
Disadvantages Cost Ability Rank Roll 15 Alien Intellect 9 Longsword, Shortsword, Dagger - -- 20 Terrifying 10 +2 extra limbs - -- 20 Utterly obedient 10 Body type arthrapod - -- 15 No initiative 10 +1 hand combat level - -- 15 No fear of death 20 omnidirectional Vision - -- 40 Enemy, other 10 Faz sense (fire burns receptors) - -- Mazeur hives 8 Thermal Vision - -- 20 Master in the 10 +1 hand combat level - -- Mazeur hive 15 +45 Perception save - -- 15 Long term need 22 Poison bolt 3d6, save to half, as - -- (can't heal) bolt of green light, missle atk. hive contact 6 +12 to hit - -- 20 +d6 from fire --- 0 xp 130+150=280 100 Base --- Asp Dam Len Brk 280 Bite -1 3d6+1 3 --- Dagger -1 d6 3 9 Shortsword -2 d6+2 6 12 Longsword -5 2d6+2 5 21
Scorpion, Giant(Size 3 Arthrapod).St 28 Stam 0 Agility 88 Phys. Elu. 73 Cn 25 Hits 49 Bleeding 154 Ment. Elu. 43 In 6 Health 7 Insanity 46 Perc. Int. 49 Ws 6 Luck 24 Dx 18 Ego 18 Magic 18 Impact 25 Ag 18 Mind 6 Perception 8 Edge 18 Ch 4 Sanity 2 Poison 109 Point 18 Bt 4 Shock 182 Fire 24 Wp 16 To Hit 65 Asp 8 Stress 50 Magic 9 Lk 8 Missle 19 Msp 3 Surprise 59 Necro 9 --- Bow 19 Bsp 3 Unconc. 173 136 Spell -2 Csp 2 Knockbk 118 Damage 17 Spirit 3 Ssp 0 Determination 13 Lift 3130 Carry 1255 Run: 17 Mana 7
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 30 3 levels of density - -- 25 No Stamina 45 3 levels of size - -- 20 No Hands 10 Body type arthrapod. - -- 10 Bad Vision 15 Locator smell - -- 15 Territorial 4 +4" walking movement - -- 20 Attacked on sight 4 +8 length sting (reaches 2") - -- 40 Enemy, local sent- 72 16d6 at 4d6/rnd, save to half poison - -- ient race in sting, 4 per day 40 Unchanging 18 +36 to hit - -- 15 Deaf 6 +2 Asp 0 xp -- 125 Base 204+136=340 --- 340 Asp Dam Len Bite -2 8d6 6 Claw -3 8d6+3 9 Sting -2 7d6+3 12
Very big, very nasty, usually lurking in brush. This sort of giant scorpion is 11-13 feet long and five feet at the ``shoulder''. The tail has a horrendous sting that can strige an enormous distance. Best killed with standoff weapons, e.g. very large lightning bolts or possibly an airstrike.
Snackapeede(Size 1 demonic arthrapod).St 23 Stam 36 Agility 88 Phys. Elu. 83 Cn 28 Hits 57 Bleeding 132 Ment. Elu. 39 In 4 Health 9 Insanity 39 Perc. Int. 43 Ws 4 Luck 24 Dx 18 Ego 24 Magic 12 Impact 16 Ag 18 Mind 4 Perception 3 Edge 10 Ch 4 Sanity 2 Poison 123 Point 10 Bt 0 Shock 182 Fire 47 Wp 15 To Hit 44 Asp 5 Stress 45 Magic 11 Lk 8 Missle 19 Msp 3 Surprise 56 Necro 11 --- Bow 19 Bsp 3 Unconc. 164 125 Spell -7 Csp -3 Knockdown 98 Damage 10 Spirit -1 Ssp 0 Determination 12 Lift: 938 Carry:405 Run:23 Mana 6
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 1 level density - -- 20 Hideous 15 1 level size - -- 50 Demonic 55 Splitting (25+dam or less) - -- 20 Anadaptive 10 +20 to hit - -- 35 Enemy - most other 10 +30 fire armor - -- demons 10 Night Vision - -- 20 Absolutely protect. 17 +17"running - -- of other arthr. 10 Wall walking - -- that smell right 38 4d6 armor 6 entangle attack - -- 25 Pupates in 95+ -- weather 175 0 xp 100 Base --- Asp Dam Len 300 Bite -2 5d6+1 4
The snackapeede is a 12-15 foot long centipede with huge exaggerated jaws and a spider-silk organ on the back that can throw tangle bombs. When hit hard there is a 25+damage done chance on d100 that the snackapeede will split at a segment boundry. At the split new jaws deploy from the front of one segment and new spinnerettes from the rear of the other creating two snakapeeds with 5 fewer hitpoints than the original. Snackapeedes are nonsentient demonic life forms and do not occur naturally in the maerial world. Snackapeedes with eight or more body segments that eat a lot cocoon up and metemorphosize into Hellmoths. Those with less than eight segments just heal. Snackapeedes do not rejoin and will attack one another in the absence of other potential food - save that snackapedes from the same brood protect one another. The eggs that hatch into snackapedes are large and dull brown.
Spider, Large Orb(Size -4 arthrapod).St 16 Stam 22 Agility 86 Phys. Elu. 104 Cn 6 Hits 6 Bleeding 32 Ment. Elu. 37 In 5 Health 2 Insanity 37 Perc. Int. 45 Ws 8 Luck 24 Dx 16 Ego 12 Magic 18 Impact 6 Ag 18 Mind 5 Perception 5 Edge 4 Ch 4 Sanity 2 Poison 34 Point 4 Bt 4 Shock 90 Fire 1 Wp 12 To Hit 25 Asp 6 Stress 42 Magic 1 Lk 8 Missle 15 Msp 2 Surprise 50 Necro 1 --- Bow 15 Bsp 3 Unconc. 64 56 Spell -8 Csp 1 Damage 2 Spirit -3 Ssp 0 Determination 9 Lift 3 Carry 1 Run:8 Mana 3
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 arthrapod body type - -- 10 Bad Vision 20 4 levels of decreased size - -- 20 Afraid of Fire 27 8d6 (d6/rnd sv to half) poison - -- 15 Territorial with a 32 die battery, 1 day refill 20 Enemy - any nearby 12 +3 Asp - -- preadators 6 +9" running - -- 10 Tries to stay in web 6 +12 to hit - -- 0 xp 40 8d6 10 armor entangle, flammable, - -- 85 Base area filling, does not armor, --- agility save to avoid, takes 10 190 minutes to create (+1 cost adv) 10 Wall Walking - -- --- 134+56=180
Asp Dam Len Bite -0 d6 0 (optional poison)
This is a web building spider. It is 12-13 inches across and has a large abdomen where it makes its silk. It may be encouraged to build its web in a place that is part of a trap. If the web takes fire damage it loses d6 hitpoints per round and continus to burn. A given beb has 8d6 of hitpoints with 10 points of generic armor - it takes the spider ten minutes per hex fileld to make a web. Unlike many entangle attaks the web does not armor its targets.
Spider, Large Webslinger (Size -4 arthrapod).St 15 Stam 20 Agility 109 Phys. Elu. 134 Cn 6 Hits 6 Bleeding 38 Ment. Elu. 37 In 7 Health 2 Insanity 36 Perc. Int. 46 Ws 9 Luck 24 Dx 20 Ego 10 Magic 23 Impact 5 Ag 23 Mind 7 Perception 6 Edge 3 Ch 4 Sanity 2 Poison 32 Point 3 Bt 4 Shock 87 Fire 1 Wp 10 To Hit 20 Asp 3 Stress 39 Magic 1 Lk 8 Missle 28 Msp 6 Surprise 58 Necro 1 -- Bow 28 Bsp 6 Unconc. 72 81 Spell -6 Csp 0 Damage 1 Spirit -3 Ssp 0 Determination 8 Lift 3 Carry 1 Run:9 Mana 1
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 arthrapod body type - -- 10 Bad Vision 20 4 levels of decreased size - -- 20 Afraid of Fire 23 6d6 (2d6/rnd sv to half) poison - -- 15 Loyal to Pack (will with a 24 die battery, 1 day refill swarm the smell of 7 +7" running - -- a dead spider). 33 4d6 entangle with 8 generic armor, 15 Curious about flammable (d6/rnd), does not armor motion target 15 Audio obviousness 6 +2 Msp - -- pack clicks, can 15 Faz sense - -- take proximity. 10 Wall Walking - -- 0 xp --- 100 Base 124+81=205 --- 205 Asp Dam Len Bite -0 d5 0 (optional poison)
Webslinger spiders have no analog in their smaller cousins. Ther live in colonies of several to a few dozen members in trees or caves. A few spiders are always ``on guard'' and spiders that are awake bark at one another. The barking acts to make the spiders act as a single trophic organism - attacking possible food and moving in on any spider that goes silent or who bleeds a lot. Webslingers throw small sprays of web that can entangle possible victims - remember the agility save for entangle attacks. The Faz sense (direct vibration sensing of the air) permits the webslingers to function well in darkness, fog, etc.
Spider, Large Wolf (Size -4 arthrapod).St 16 Stam 22 Agility 100 Phys. Elu. 128 Cn 6 Hits 6 Bleeding 42 Ment. Elu. 36 In 4 Health 2 Insanity 32 Perc. Int. 40 Ws 4 Luck 24 Dx 23 Ego 12 Magic 12 Impact 6 Ag 20 Mind 4 Perception 0 Edge 4 Ch 4 Sanity 2 Poison 34 Point 4 Bt 4 Shock 90 Fire 1 Wp 12 To Hit 27 Asp 5 Stress 38 Magic 1 Lk 8 Missle 31 Msp 6 Surprise 63 Necro 1 --- Bow 31 Bsp 4 Unconc. 74 84 Spell -10 Csp 3 Damage 2 Spirit -4 Ssp 1 Determination 9 Lift 3 Carry 1 Run:8 Leaping:5 Mana 3
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 arthrapod body type - -- 10 Bad Vision 20 4 levels of decreased size - -- 20 Afraid of Fire 26 6d6 (3d6/rnd sv to half) poison - -- 15 Territorial with a 24 die battery, 1 day refill 0 xp 7 +7" running - -- 85 3 +1 Asp - -- --- 10 Wall Walking 160 -- 76+84=160
Asp Dam Len Bite -0 d6 0 (optional poison)
This is a hunting, not a web spinning spider. It is about a foot across including the legs and is long and thin in the body. It tends to guard an area about 60-120 feet across. If it gets hungry it will migrate and change territories. The greatest annoyance is when one of these decides a farmer's chickens are part of its territory.
Tick, Giant (Size -3 arthrapod).St 12 Stam 12 Agility 107 Phys. Elu. 125 Cn 8 Hits 8 Bleeding 77 Ment. Elu. 36 In 4 Health 3 Insanity 32 Perc. Int. 40 Ws 4 Luck 24 Dx 18 Ego 12 Magic 12 Impact 4 Ag 23 Mind 4 Perception 75 Edge 2 Ch 4 Sanity 2 Poison 38 Point 2 Bt 4 Shock 90 Fire 2 Wp 12 To Hit 41 Asp 6 Stress 38 Magic 2 Lk 8 Missle 24 Msp 3 Surprise 53 Necro 2 --- Bow 24 Bsp 6 Unconc. 105 Poison 5 68 Spell -10 Csp 3 Damage 0 Spirit -4 Ssp 1 Determination 9 Lift 3 Carry 1 Run: 4 Mana 3
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 arthrapod body type - -- 20 No manipulation 15 3 levels of smaller - -- 20 Appearance causes 11 +2d6 to bite - -- immediate attack 10 Wall walking - -- 20 Viewed as a food 14 +28 to hit - -- source by many 25 +75 perception save - -- preadators 12 +4 Asp - -- 20 Afraid of fire 18 +27 bleeding save, +27 unconc. - -- 15 +d6 from fire 15 +5 poison armor - -- 0 xp 15 3d3 hand-to-Hand paralysis attack - -- 100 Base works with bite --- 12 2d6 hitpoint destruction, hand-to-hand - -- 225 works with bite --- 157+68=225
Asp Dam Len Bite -0 2d6+3 0
A giant tick is hard to hit, easy to kill if you hit it, does a moderate amount of damage, and drains an extra 2d6 hits and does 3d3 of paralysis if it does a hitpoint of damage. Giant ticks lurk and then drop on people.
Wasp, Giant I (Size -2 giant flying arthrapod).St 16 Stam 20 Agility 97 Phys. Elu. 110 Cn 6 Hits 8 Bleeding 45 Ment. Elu. 39 In 4 Health 2 Insanity 39 Perc. Int. 43 Ws 4 Luck 24 Dx 20 Ego 17 Magic 12 Impact 6 Ag 20 Mind 4 Perception 33 Edge 4 Ch 4 Sanity 2 Poison 37 Point 4 Bt 4 Shock 94 Fire 2 Wp 15 To Hit 37 Asp 7 Stress 45 Magic 1 Lk 8 Missle 25 Msp 4 Surprise 60 Necro 1 -- Bow 25 Bsp 4 Unconc. 77 Poison 3 75 Spell -7 Csp -3 Knockdown 77 Damage 3 Spirit -1 Ssp 0 Determination 12 Lift: 338 Carry:108 Run: 3 Fly: 6 Mana 6
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 1 level density - -- 20 No manipulation 10 2 levels of smaller - -- 20 Appearance causes 10 +10" of flight - -- immediate attack 45 Poison I 15 Sp VIII (3d6/rnd for - -- 30 Enemy - other five rnds). Hand-to-hand, 4/day. wasp nests save to half damage. 20 Afraid of fire 20 Vision is omnidirectional - -- 0 xp 10 Tracking Smell - -- 100 Base 12 +Asp - -- --- 8 +16 to hit - -- 220 10 +30 perception save - -- 9 +3 posion armor - -- 1 +1 Stamina - -- --- 145+75=220
Asp Dam Len Bite -1 2d6 1 String -1 2d6+2 1 (4x poison)
Giant wasps typically live in burrows (paper nests won't cut it) and defend their territory quite agressively. They eat carrion, fruit, and, if they have to, live meat. Their stings are very, very poisonous. This makes fresh giant wasp stings a valuable commodity in parts of the underworld. The wasp given above is about two feet long.
Wasp, Giant II (Size -2 giant flying arthrapod).St 18 Stam 23 Agility 100 Phys. Elu.113 Cn 8 Hits 10 Bleeding 54 Ment. Elu. 42 In 5 Health 3 Insanity 47 Perc. Int. 50 Ws 8 Luck 24 Dx 23 Ego 20 Magic 18 Impact 7 Ag 20 Mind 5 Perception 9 Edge 5 Ch 4 Sanity 2 Poison 42 Point 5 Bt 4 Shock 102 Fire 4 Wp 16 To Hit 45 Asp 8 Stress 52 Magic 2 Lk 8 Missle 31 Msp 6 Surprise 68 Necro 2 --- Bow 31 Bsp 4 Unconc. 82 Poison 3 110 Spell -4 Csp -1 Knockdown 90 Damage 5 Spirit 2 Ssp 0 Determination 13 Lift: 405 Carry:135 Run: 4 Fly: 7 Mana 7
Disadvantages Cost Ability Rank Roll 30 Trophic Intellect 10 1 level density - -- 20 No manipulation 5 1 level of smaller - -- 20 Appearance causes 10 +10" of flight - -- immediate attack 54 Poison I 18 Sp VIII (3d6/rnd for - -- 30 Enemy - other five rnds). Hand-to-hand, 4/day. wasp nests save to half damage. 20 Afraid of fire 20 Vision is omnidirectional - -- 10 Obvious - buzz 10 Tracking Smell - -- 25 +2d6 from fire 9 +3 Asp - -- 0 xp 8 +16 to hit - -- 100 Base 10 +30 perception save - -- --- 9 +3 posion armor 255 --- 145+110=255
Asp Dam Len Bite -1 3d6 1 String -1 3d6+1 1 (4x poison)
Giant wasps typically live in burrows (paper nests won't cut it) and defend their territory quite agressively. They eat carrion, fruit, and, if they have to, live meat. Their stings are very, very poisonous. This makes fresh giant wasp stings a valuable commodity in parts of the underworld. The wasp given above is about three-and-a-half feet long.
Aristocratic demons are emotion-chaos foundationals. Since the weakest foundational is a demi-god like being, atristocratic demons are overpowered as compared to other monster examples. Aristocratic demons should be used with judicious care by the referee, they include the ``Princes'' of the demonic planes. This section contains a list of powers that aristocratic demons might have, together with examples of aristocratic. These can be used by referees that have not had time to write their own. For a player character to know about these or others written up by the referee they should either encounter them or purchase a relevant knowledge skill. One important point: aristocratic demons are not demons. The summoning and control spells of Demon Lore do not affect them; the somewhat less useful spells in Chaos Foundation and Emotion Foundation do affect them.
This ability permits the posessor to age cloth until it rots, disintegrates, or falls to dust with a targeting roll.
This ability permits the posessor to target a creature causing it to feel awe of the posessor unless it saves versus insanity at -5 per +1 point. This includes essential certianty that the creature cannot defeat the posessor. By using the stats in parenthesis the posesor may throw awe in a 3" radius, 2x radius per +1 point.
This ability permits the posessor to age leather until it rots, disintegrates, or falls to dust with a targeting roll.
This ability permits the posessor to age paper until it rots, disintegrates, or falls to dust with a targeting roll.
This ability permits the posessor to age wood until it rots, disintegrates, or falls to dust with a targeting roll.
This ability allows the demon to animate a corpse restoring its innate abilities for up to four days (duration doubles per +1 point) with an upper bound of 300 points (+25 per +1 point). Those 300 points must cover night sight (10 points) immunity to necromantic damage (18 points), +3 edge, point, impact, and magic armor (32 points), and does not bleed (10 points), offset by +3d6 damage from fire (-25 points). These abilities costs a net of 45 points. At the end of the duration the undead make a shock save. If they make it they become self willed berserkers otherwise they deanimate.
This ability permits the posessor to open a portal in the air 1" square, +1" inch more per +1 point. This portal may lead to any place the posessor has been, seen, or has a good description of.
This ability causes all within 5" of the demon to take d100 points of necromantic damage, save versus magic to 1/2 damage. Recall that taking hitpoints of necromantic damage requires a shock save or the victim loses health.
This ability permits the posessor to teleport other creatures to a location of his choosing within 50", +50" per +1 point. Use of an attack teleport requires a targeting roll.
This ability permits the posessor to target a creature causing it to go berserk, as pre the skill of the same name, unless it saves versus insanity at -5 per +1 point. By using the stats in parenthesis the posesor may throw the effect in a 3" radius, 2x radius per +1 point.
This ability allows the demon, with a missle targeting roll, to paralize a creature. The creature may break out with a strength versus strength roll against a strength of 30, minus one strength per round.
This ability permits the posessor to target a creature causing it to feel brave, unless it saves versus insanity at -5 per +1 point. By using the stats in parenthesis the posesor may throw bravery in a 3" radius, 2x radius per +1 point.
This ability causes the demon to fall at a rate of 1 meter per second whenever it falls more than a three feet. It functions automatically requiring no concentration.
This ability allows the demon to open a wound, 3d6 of edge damage direct to hits with only natural armor as defense, with a missle targeting roll.
This ability permits the posessor to target a creature and have it think of the posessor as an old and trusted friend unless it saves versus insanity at -5 per +1 point.
This ability allows the posessor to transform himself into any creature he wishes, so long as its point cost does not exceed his own, taking one full round of concentration to affect each transformation. The posessor regains 5 hits, 10 stamina, and 1/4 of a point of health each time he transforms, but damage taken carries over from form to form and the posessor can kill himself with an ill-advised transformation. In addition the posessorq get a new issue of ``per day'' abilities (e.g. dragon's breath) each time he transforms. The posessor may not transform into the shape hge is already in to recharge abilities. For +10 points the posessor may transform himself into inanimate objects, a puddle of water, a tree, a stone.
This ability causes the space-time geometry around the posessor to behave like a fun-house mirror. The effect can follow the posesso, lasting as long as he concentrates or may be bound to a location, lasting 6 rounds. It is impossible to tell the distance or direction to anything within the area of effect. The practical effects are as follows. Missile weapons take an added -5/1" (yes, -5 to hit per one inch) over and above their normal range modifier per hex of bent ether and the person firing must make a luck save to be firing at the target at all, add +5 per level of added size the target possesses. A person moving through the bent space-time must save vs magic each round or make each 1" of movement randomly right left or directly ahead of his current direction. For +1 point the posessor may get 2x radius, -2/1" more to the crappy range modifiers, or -5 to any saves connected with the bent spacetime (due to more extreme bending). For +2 points any creature in the area of effect that moves teleports 2d3" in a random direction on a roll of 1-3 on d6 at the end of their move if the end of the move is in the area of effect. The posessor may, by walking the boundaries, make this spell affect any subset of the nominal area of effect. For +5 points the posessor may be personally immune to the effects.
This ability allows the demon to attempt to control up to four undead (+1 per +1 point) for three days (2x per +1 point). The undead must save versus magic at -40 (-5 per +1 point) to avoid control.
This ability allows the demon to accept the pledge of someone's soul which he will gain when they die. The pledge must be voluntary and allows the demon to grant the person in question 15 design points spendable as experience. In addition a bargian made when the demon accepts the pledge is binding on the demon and the person making the pledge must save versus stress to disobey suggestions or orders from the demon. If the person making the pledge manages somehow to kill the demon he keeps half the points and is no longer damned. The remaining points are made up as fast a possible out of unspent and future experience.
This ability grants the posessor a small pouch that holds a cubic meter or stuff. Things in this pouch are at 1/10th normal weight. The divisor is +10 r the volume 2x per +1 point.
This ability grants the posessor the ability to permit the target of the ability a magic save to break any form of magical control. This save is +5 per +1 point spent on the ability and is -5 per rank above three of the spell or ability generating the control.
This ability allows the demon to disintegrate 10 cubic meters of contiguous nonliving material per round or, with a missle targeting roll, to do d100 points of magic damage to a living creature. Magic items directly attacked or on the person of a totally disintegrated creature get a save of 3x embedded mana not to disintegrate.
This spell gives the demon a chance to dispell a spell currently in effect. The demons chance is 25 or above five. If the spell comes from a permanent magic item the demon is -30. The demon can get +15 to his chance to dispell for +5 points. In addition the Thaumaturgy spell "hard to dispell" affects this demonic ability.
This ability allows the demon to cast a glamour over junk that makes it look to be of the finest quality. The demon can make bad food look wonderfull, lead coins look like silver, glass baubles look like gems.
This ability permits the caster to convert one health into 10d6 of mana. This recharges and supercharges the posessor but supercharge bleeds away at a rate on one point per minute.
This ability allows the caster to project his emotions as an attack. The posessor makes competitive stress saves with the target. The first time his target beats the posessor the attack ends. The target takes d6 of stamina damage with not defense for each 10 the posessor beats him by. The posessor may add +5 to his stress save for use in the empathic attack for +1 point. If the target runs out of stamina he must make unconsciousness saves at minus damage he does not have the stamina to cover, this penalty to the unconsciousness save being cumulative. This attack is visible if the posessor or target are under the influence of a visible emotion spell or to anyone using spirit or aura vision. Otherwise this attack is invisible and its source is not apparent even to the target.
This power allows the posessor to feel the emotions of creatures within his line of sight.
This ability allows the demon, with a missle targeting roll, to force a sentient creature to become wholly subject to his will unless that creature saves versus insaity.
This ability permits the posessor to target a creature causing it to feel euphoria. The target must save vs stress to do anything except enjoy the feeling, with bonuses of 15 if they take stamina damage and 30 plus number of hits taken (total) if they take hitpoint damage. By using the stats in parenthesis the posesor may throw euphoria in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel fear. The posessor may make him feel fear of the caster or of anything in the area it is reasonable to be afraid of. This fear causes the victim to lose 2 pips of speed and to be -15 to hit the object of his fear. The victim may save vs insanity to avoid the effects of the fear at -5 per +1 point. By using the stats in parenthesis the posesor may throw fear in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel freindship. The posessor may make him feel freindship of the caster or of anything in the area it is reasonable to befriend. The victim may save vs insanity to avoid the effects of the friendship at -5 per +1 point. By using the stats in parenthesis the posesor may throw friendship in a 3" radius, 2x radius per +1 point.
This ability permits the posessor to transform solid rock into gravel, sand, or dust by concentrating on it.
This ability disconnects space within 20" the posessor in an odd manner. Lines of perception remain the same but all other things undergo a disconnect. The disconnect consists of tiling space - the default of this ability is to checkerboard the ground in 2" squares. The squares are though of as red and black. Anything in a red square teleports past black squares to the next red square - within the area of effect only the red squares are accessible. The black squares also form their own connected domain. The squares have indefinite height. At the edge it is possible to leave one connected region and enter another. The posessor may tile space in other ways with other shapes of tiles save that adjacent tiles must have distinct "colors" and a chromatic region forms a connected set. Each color after the first two costs +1 point. The radius of the area of effect may be doubled for +1 point. The posessor may choose any area of effect smaller than the maximum if he can specify it reasonable. For +2 points the posessor may cause the area of effect to wrap at the edges and this wrapping may be for any subset of the "colors". The tilings may be two dimensional with finite height or the tiles may cut up the third dimension if they wish. The disconnect lasts as long as the posessor wishes, until he established another, or it ends when the posessor is knocked out.
This ability causes a targeted victim to feel intense hatred. The posessor may make him feel hatred of anything in the area that could serve as the focus of hatred. The victim may save vs insanity to avoid the effects of the hatred at -5 per +1 point. By using the stats in parenthesis the posesor may throw hatred in a 3" radius, 2x radius per +1 point.
This ability allows the the demon to cause anyone it gazes at (requires a hit with missle bonus) to burst into hellfire for 4d6 of damage. It may attempt to gaze at everyone within line of sight but subtracts twice the number of targets from each hit roll.
This ability allows a demon to cause anyone it hits in hand to hand combat to take 4d6 of hellfire damage. They burst into flames when hit.
This ability makes the demon invisible. The rank of the effect is higher than that of the spell invisibility because this invisibility does not require saving throws.
This ability allows the demon to do d3 points of health damage with a missle hit roll, save versus magic to 1 point of health damage.
This ability causes a targeted victim to feel lust. The posessor may make him feel lust for anything in the area it is reasonable to lust after. The victim may save vs insanity to avoid the effects of the lust at -5 per +1 point. By using the stats in parenthesis the posesor may throw lust in a 3" radius, 2x radius per +1 point.
This establishes a personal shield covering the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield moves with the demon.
This demonic ability allows a demon to causes a person not in battle or alert to overlook him and daydream, think about something else, or get confused.
This establishes a spherical shield covering the seven hexes containing the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield does not move and disappears if the demon moves outside of it.
This ability causes a targeted victim to feel utter mortification. This feeling combines shame and depression in a manner that make the victim suicidal. The victim may save vs insanity to avoid the effects of the mortification at -5 per +1 point. By using the stats in parenthesis the posesor may throw mortification in a 3" radius, 2x radius per +1 point.
This power permits the posessor to transform one natural animal into another. This transformation cannot increase design point cost or create unnatural creatures. The posessor may add +5 design points cost per +1 point the ability costs. The posessor must be familliar with the animal type created by the transformation. The animal to be transformed gets a magic save, at -5 per +1 ability point spend decreasing the save.
This ability causes a targeted victim to feel pleasure. The posessor may make him feel mild to intense pleasure. The victim may save vs insanity to avoid the effects of the pleasure at -5 per +1 point. By using the stats in parenthesis the posesor may throw pleasure in a 3" radius, 2x radius per +1 point.
This power permits the posessor to transform one monster into another. This transformation cannot increase design point cost. The posessor may add +5 design points cost per +1 point the ability costs. The posessor must be familliar with the monster type created by the transformation. The monster to be transformed gets a magic save, at -5 per +1 ability point spend decreasing the save, and at +5 per 20 design points less the cost of the transformed form. "Monsters" include people, animals, undead, extraplanar people or animals, but not animated inanimate objects or plants.
This ability allows the demon to do spiritual combat with someone he is touching. If he wins he may dissolve his body and take over theirs. If they are killed the demon will be banished to hell but the demon may leave and reform his body, in the state it was when he posessed the victim, at any time prior to a victims death.
This ability allows the posessor to project an image of himself up to 100" in any direction through anything less than 1" of rock or 10 cm of metal. When the ability is invoked, an image of the posessor separates from the posessor and moves as he does, within the distance limits. It may walk through barriers that do not stop the ability and may, for example, walk on air. This path may be direct or indirect, though in the latter case the projection must travel the convoluted route. The projection appears as the caster appears and allows him to both use his senses and voice and to cast spells. The posessor may get 2x maximum projection distance for +1 mana. A stress save is necessary to change the focus of projection in a teleportational fashion. The projection may move at the posessor's normal movement speed without penalty, so long as it remains in the area of effect. Typically the projection is immune to damage - it is an image that swords and spells just pass through. Darkness, smoke, etc. can still be used to baffle the projection's senses.
This ability permits the posessor to target an illusion and make it real. Its reactions, once real, are quite variable.
This ability permits the posessor to cause metal to fall to rust by targeting it. The metal gets a stability save (see: Metal Alchemistry).
This ability causes a targeted victim to feel regret. The posessor may make him feel mild to intense regret. The victim may save vs insanity to avoid the effects of the regret at -5 per +1 point. By using the stats in parenthesis the posesor may throw regret in a 3" radius, 2x radius per +1 point.
this ability allows the demon to do minor illusions that modify its appearance and the appearance of small, physical objects. This ability has a roll of +35 versus perceptual integrity to appear real to a skeptic; it cannot modify the appearance of things other than the demon or inanimate objects no more than 1" across that the demon touches or targets. A demon could use it to make magic missles look like knives (even to picking them up if he is knocked out). The demon can use it to make a gem appear as a rock or vice versa; doing this with whole pots of treasure is tricky to do fast - the ability Dross is more appropriate. This ability is also useful to a shapechanging demon in counterfiting gear of someone it is imitating.
This ability causes a targeted victim to feel sorrow. The posessor may make the target feel mild to intense sorrow. Intese sorrow is debilitating bot reducing the stress save by 15 and forceing a stress save to act except in direct defense of self or in response to a psychological limitation. The victim may save vs insanity to avoid the effects of the sorrow at -5 per +1 point. By using the stats in parenthesis the posesor may throw sorrow in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel shame. If there is something the target should be ashamed of the target will feel a need to make and act of contrition, possibly several. The victim may save vs insanity to avoid the effects of the shame at -5 per +1 point. By using the stats in parenthesis the posesor may throw shame in a 3" radius, 2x radius per +1 point.
This ability allows the demon a missle targeting roll to force someone to fall asleep. The target gets a magic save if it has a good reason not to fall asleep, e.g. on watch, in combat.
This ability permits the posessor to cause a coherent structure like a bridge or wall to the edge of structural failure from short range.
This ability allows the demon to do d100 points of necromantic damage with a missle hit roll, save to one half damage.
This ability allows the demon to force someone targeted with a missle hit roll to save versus unconciousness.
This ability allows a demon to summon his personal posessions to his hand so long as they are not in a metal lined container, weigh less than 20 kilograms, and are within 2 k.m. The posessions teleport to hand.
This ability causes a targeted victim to feel surprise. This costs the surprised individual 3d6 off any hit or skill roll the round they are magically made to feel surprise with speed penalized by one-third of the same roll. The victim may save vs insanity to avoid the effects of the surprise, at -5 per +1 point. By using the stats in parenthesis the posesor may throw surprise in a 3" radius, 2x radius per +1 point.
This ability permits the posessor to open a portal in the air 1" square, +1" inch more per +1 point. This portal may open up to 50" away, +50" per +1 point.
This ability permits the posessor to target a creature causing it to feel terror, unless it saves versus insanity at -5 per +1 point. The posessor may make the victim feel terror of the caster, of anything in the area it is reasonable to be terrified of, or of nothing at all. This terror causes the victim to cower, flee, surrender, whatever the referee feels is appropriate. By using the stats in parenthesis the posesor may throw the effect in a 3" radius, 2x radius per +1 point.
This ability allows the demon a luck save to avoid triggering mechanical and magical traps. The save must be made each round a demon might trigger a trap and a seperate save is required for each trap.
This ability allows the demon to trigger a magic item with a roll of IN+WS+WP+30. If the item is complex a random effect goes off otherwise it triggers. Blowing the roll merely fails to trigger the item. Blowing the roll by thirty or more triggers the item with spell failure.
This ability causes a targeted victim to become vain. The victim may save vs insanity to avoid the effects of the vanity at -5 per +1 point. By using the stats in parenthesis the posesor may throw vanity in a 3" radius, 2x radius per +1 point.
This ability spoils all food in a 1" radius, transforming it into rotted hideousness. It functions as intensity 5 speed five poison. For +1 point intensity increases by one. For +2 points speed increases by one. For +3 points, spoiled food will merely taste a bit off. For +5 points the food will look totally normal.
This ability permits the posessor to render a targets emotion visible. The target may resist if they wish by making a magic save. If the ability affects the target they will be cloaked, other than in their own line of sight, with colors appropriate to their current emotions. With a little practice this spell permits people to read emotions. The colors are to some degree species specific and require a perception save in light at least as bright as direct sunlight. The colors last for 30 minutes and the posessor may add +30 minutes duration per +1 point.
| Aristocratic Demons | ||
|---|---|---|
| Name | Points | Knowledge Skill |
This section describes various automata, other than the animated dead, that can be created by spells. The various animate earth, animate stone, animate metal and simillar spells in Earth Element can produce monsters and this section serves as an example. In the special rules of the manual for building monsters there is a section that discusses what automata can do in the way of following orders.
Clay Dog(Size -2 quadrupedal automaton).St 20 Stam 29 Agility 98 Phys. Elu. 98 Cn 20 Hits 31 Bleeding 93 Ment. Elu. 41 In 4 Health 5 Insanity 42 Perc. Int. 45 Ws 4 Luck 24 Dx 18 Ego 18 Magic 12 Impact 10[1/2] Ag 18 Mind 4 Perception 24 Edge 7[1/2] Ch 8 Sanity 2 Poison 74 Point 7[1/2] Bt 8 Shock 116 Fire 16 Wp 16 To Hit 61 Asp 6 Stress 38 Magic 4 Lk 8 Missle 19 Msp 3 Surprise 57 Necro 1[immu] --- Bow 19 Bsp 3 Unconc. 91 Poison 0[immu] 110 Spell -6 Csp 3 Damage 8 Spirit 1 Ssp 0 Determination 13 Lift 684 Carry 276 Run: 11 Mana 7
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 10 2 levels of decreased size - -- 40 Unchanging 20 2 levels of increased density - -- 15 +2d6 from lightning 10 1/2 damage edge, point, impact - -- 10 distinctive looks 36 immune to poison, necromacy - -- made of clay 12 +3 edge,point - -- 20 Master (creator) 10 does not bleed - -- 20 Paralyized by not 20 does not breathe - -- touching ground 6 +2 Asp - -- 25 No manipulation 20 +40 to hit - -- 0 xp 6 +18 unconciousness save - -- 100 Base --- --- 150+110=260 260 Asp Dam Len Bite -1 3d6+1 1
This automaton is made of wet clay shaped into a canine shape. Typically there are sharp rocks used for teeth. Usually this type of automaton is used as a gaurd. It requires 17 mana to get this sort of automata moding for a day, 2x as long for +1 mana.
Clay Golem I(Size 0 humanoid automaton).St 25 Stam 43 Agility 66 Phys. Elu. 86 Cn 20 Hits 31 Bleeding 105 Ment. Elu. 49 In 8 Health 5 Insanity 62 Perc. Int. 63 Ws 14 Luck 24 Dx 19 Ego 22 Magic 30 Impact 14[1/2] Ag 17 Mind 8 Perception 40 Edge 8[1/2] Ch 6 Sanity 3 Poison 76 Point 8[1/2] Bt 10 Shock 130 Fire 16 Wp 18 To Hit 64 Asp 8 Stress 65 Magic 4 Lk 8 Missle 20 Msp 4 Unconc. 111 Necro 3 --- Bow 20 Bsp 3 Poison immu 144 Spell 4 Csp 1 Damage 13 Spirit 9 Ssp 1 Determination 16 Lift 876 Carry 336 Run: 8 Mana 9
Disadvantages Cost Ability Rank Roll 15 Distinctive looks, 20 Does not (need to) breath - -- clay statue 18 Immu to necromancy (+4/origin) - -- 20 Master(creator) 18 Immu to poison (+4/origin) - -- 25 No stamina 10 Does not bleed - -- 5 Sinks in water 10 +1 or better weapons to hit - -- 10 Poor manual dex. 5 hits as +1 weapon - -- 20 Paralized by not 10 1/2 damage, edge, point, impact - -- touching the ground 16 +4 edge, point - -- 30 Automaton - no mind 20 +2 levels of density - -- 20 +3d6 lightning 9 +3 Asp - -- 40 Unchanging 12 +36 unconciousness save - -- 0 xp 18 +36 to hit - -- 125 Base --- --- 166+144=310 310 Asp Dam Len Fist -2 6d6+1 4
This is a medium powerful clay golem. It doesn't have any special, magical attack abilities but rather concentrates on being hard to stop. It costs an earth elementalist, using Animate Earth, a base 24 mana to get this golem animated for a day, 2x per +1 mana. The construction material is baked clay with hollow spaces, permitting the golem to weigh about as much as a heavy man.
Clay Golem II(Size 0 humanoid automaton).St 20 Stam 27 Agility 92 Phys. Elu. 122 Cn 23 Hits 40 Bleeding 102 Ment. Elu. 45 In 8 Health 6 Insanity 50 Perc. Int. 53 Ws 8 Luck 30 Dx 23 Ego 18 Magic 24 Impact 12[1/2] Ag 23 Mind 8 Perception 32 Edge 8[1/2] Ch 6 Sanity 3 Poison 89 Point 8[1/2] Bt 6 Shock 128 Fire 19 Wp 16 To Hit 69 Asp 7 Stress 42 Magic 4 Lk 10 Missle 62 Msp 6 Surprise 71 Necro 2[immu] --- Bow 40 Bsp 6 Unconc. 100 Poison 0[immu] 169 Spell 2 Csp 1 Damage 8 Spirit 5 Ssp 0 Determination 13 Lift 702 Carry 294 Run: 10 Mana 7
Disadvantages Cost Ability Rank Roll 15 Distinctive looks, 20 Does not (need to) breath - -- clay statue 18 Immu to necromancy (+4/origin) - -- 20 Master(creator) 18 Immu to poison (+4/origin) - -- 25 No stamina 10 Does not bleed - -- 5 Sinks in water 10 +1 or better weapons to hit - -- 10 Poor manual dex. 5 hits as +1 weapon - -- 20 Paralyzed by not 10 1/2 damage, edge, point, impact - -- touching the ground 19 +4 edge, point, +2 impact - -- 30 Automaton - no mind 20 +2 levels of density - -- 20 +3d6 lightning 6 +2 Asp - -- 40 Unchanging 5 +15 unconciousness save - -- 0 xp 19 +38 to hit - -- 165 Base 16 Dust attack, see below - -- --- 5 +10 missle - -- 350 --- 181+169=350
Asp Dam Len Fist -2 5d6 4
This is a medium powerful clay golem with some magical abilities. It costs an earth elementalist, using animate earth, a base 32 mana to get this golem animated for a day, 2x per +1 mana. The dust attack has a delay of -3, is targeted with missle bonus, blinding a target that is hit for 2d6 rounds or until they can wash their eyes out. All within d3" must save versus agility or be similarly blinded. target an those within d3" must also save versus stress or cough and choke for d6 rounds (-10 to hit, -2 speed). The construction material is baked clay with hollow spaces, permitting the golem to weigh about as much as a heavy man.
Clay Golem III(Size 0 humanoid automaton).St 23 Stam 36 Agility 46 Phys. Elu. 58 Cn 23 Hits 40 Bleeding 113 Ment. Elu. 49 In 4 Health 6 Insanity 55 Perc. Int. 53 Ws 4 Luck 30 Dx 12 Ego 27 Magic 12 Impact 12[1/2] Ag 12 Mind 4 Perception 28 Edge 6[1/2] Ch 8 Sanity 2 Poison 93 Point 6[1/2] Bt 8 Shock 142 Fire 19 Wp 20 To Hit 49 Asp 5 Stress 51 Magic 5 Lk 10 Missle 4 Msp 0 Surprise 49 Necro 1[immu] --- Bow 4 Bsp 0 Unconc. 89 Poison 0[immu] 108 Spell -2 Csp 3 Damage 11 Spirit 9 Ssp 0 Determination 20 Lift 834 Carry 330 Run: 4 Mana 11
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 20 2 levels of increased density - -- 40 Unchanging 10 1/2 damage edge, point, impact - -- 15 +2d6 from lightning 36 immune to poison, necromacy - -- 10 distinctive looks 10 does not bleed - -- mud-man 17 +34 to hit - -- 20 Master (creator) 20 does not breathe - -- 20 Paralyized by not 8 +2 edge,point - -- touching ground 6 +2 Asp - -- 0 xp --- 100 Base 127+108=235 --- 235 Asp Dam Len Fist -2 5d6+3 4
This is a minimal clay golem. The clay is not baked into a staue first and so the golem is quite dense - which as plusses and minuses. It costs an earth elementalist, using animate earth, a base 16 mana to get this golem animated for a day, 2x per +1 mana.
Clay Golem IV(Size -1 humanoid automaton).St 25 Stam 44 Agility 92 Phys. Elu. 127 Cn 23 Hits 40 Bleeding 117 Ment. Elu. 53 In 8 Health 6 Insanity 63 Perc. Int. 61 Ws 8 Luck 30 Dx 23 Ego 27 Magic 24 Impact 14 Ag 23 Mind 8 Perception 36 Edge 6 Ch 8 Sanity 3 Poison 93 Point 6 Bt 8 Shock 146 Fire 19 Wp 20 To Hit 70 Asp 6 Stress 85 Magic 5 Lk 10 Missle 34 Msp 6 Surprise 75 Necro 2 --- Bow 34 Bsp 6 Unconc. 89 194 Spell 6 Csp 1 Damage 13 Spirit 13 Ssp 1 Determination 20 Lift 906 Carry 354 Run: 9 Mana 11
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 5 1 levels of decreased size - -- 40 Unchanging 20 2 levels of increased density - -- 20 +3d6 from lightning 10 1/2 damage edge, point, impact - -- 15 distinctive looks 36 immune to poison, necromacy - -- (incl. tentacles) 20 does not breathe - -- 20 Master (creator) 10 does not bleed - -- 20 Paralyized by not 30 Earthpower (+2 damage, stress save - -- touching ground to avoid earthern weapons, -5 per 25 No manipulation past save in a round) 20 3d6 from immersion 10 +30 stress save - -- 0 xp 8 +2 edge, point - -- 150 Base 17 +34 to hit - -- --- --- 360 166+194=360
Asp Dam Len Tentacles -3 4d6+2 4 (dege)
This is a powerful clay golem with some magical abilities. It is desceptively small, but hits well. The earthpoer ability requires that the creator have the spell Earthpower. The golem has a bizzare appearance (a dwarf-like humanoid with edges tentacles). It costs an earth elementalist, using animate earth, a base 31 mana to get this golem animated for a day, 2x per +1 mana.
Clay Lion I(Size 0 quadrupedal automaton).St 23 Stam 36 Agility 110 Phys. Elu. 108 Cn 18 Hits 26 Bleeding 93 Ment. Elu. 45 In 8 Health 5 Insanity 50 Perc. Int. 53 Ws 8 Luck 30 Dx 23 Ego 18 Magic 24 Impact 11[1/2] Ag 20 Mind 8 Perception 32 Edge 3[1/2] Ch 8 Sanity 3 Poison 65 Point 3[1/2] Bt 8 Shock 114 Fire 13 Wp 16 To Hit 60 Asp 6 Stress 42 Magic 4 Lk 10 Missle 31 Msp 6 Surprise 71 Necro 2[immu] --- Bow 31 Bsp 4 Unconc. 65 Poison 0[immu] 156 Spell 2 Csp 1 Damage 11 Spirit 5 Ssp 0 Determination 13 Lift 780 Carry 300 Run: 13 Mana 7
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 20 2 levels of increased density - -- 40 Unchanging 10 1/2 damage edge, point, impact - -- 15 +2d6 from lightning 36 immune to poison, necromacy - -- 10 distinctive looks, 10 does not bleed - -- animaed clay 5 hits as +1 weapon - -- 20 Master (creator) 20 does not breathe - -- 20 Paralyized by not 10 +1 or better weapons to hit - -- toucing ground 13 +26 to hit - -- 25 no manipulation --- 20 3d6 from immersion 124+156=280 0 xp 100 Base Asp Dam Len --- Bite -1 5d6 3 280 Claw -2 5d6+2 5
This is a medium dangerous clay golem, in the shape of a lion. The clay is not baked into a staue first and so the golem is quite dense - which as plusses and minuses. It does wash away somewhat in water. It costs an earth elementalist, using animate earth, a base 19 mana to get this golem animated for a day, 2x per +1 mana.
Clay Lion II(Size 0 quadrupedal automaton).St 23 Stam 36 Agility 110 Phys. Elu. 108 Cn 18 Hits 26 Bleeding 93 Ment. Elu. 45 In 8 Health 5 Insanity 50 Perc. Int. 53 Ws 8 Luck 30 Dx 23 Ego 18 Magic 24 Impact 11[1/2] Ag 20 Mind 8 Perception 32 Edge 3[1/2] Ch 8 Sanity 3 Poison 65 Point 3[1/2] Bt 8 Shock 114 Fire 13 Wp 16 To Hit 60 Asp 6 Stress 42 Magic 4 Lk 10 Missle 43 Msp 6 Surprise 71 Necro 2[immu] --- Bow 31 Bsp 4 Unconc. 65 Poison 0[immu] 156 Spell 2 Csp 1 Damage 11 Spirit 5 Ssp 0 Determination 13 Lift 780 Carry 300 Run: 13 Mana 7
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 20 2 levels of increased density - -- 40 Unchanging 10 1/2 damage edge, point, impact - -- 20 +3d6 from lightning 36 immune to poison, necromacy - -- 10 distinctive looks, 10 does not bleed - -- animaed clay 5 hits as +1 weapon - -- 20 Master (creator) 20 does not breathe - -- 20 Paralyized by not 20 +2 or better weapons to hit - -- toucing ground 13 +26 to hit - -- 25 no manipulation 19 Lava bolt as roar (5d6 impact, - -- 20 3d6 from immersion 10d6 fire, -2d6/rnd; 5d6kilo rock: 0 xp d6" splatter 7d6 fire,3d6 kilos) 130 Base recharges in 1.5 hours --- 6 +12 missle - -- 315 --- 159+156=315
Asp Dam Len Bite -1 5d6 3 Claw -2 5d6+2 5
This is a quite dangerous clay golem with some magical powers. It is also shaped as a lion and is used to gaurd a mage's library. It's lava bold road is quite annoying. The clay is not baked into a staue first and so the golem is quite dense - which as plusses and minuses. It does wash away somewhat in water. It costs an earth elementalist, using animate earth, a base 19 mana to get this golem animated for a day, 2x per +1 mana. This particular automaton is inspired by the male lava lion.
Earthern Python(Size 2 snakelike automaton).St 23 Stam 36 Agility 147 Phys. Elu. 90 Cn 28 Hits 59 Bleeding 143 Ment. Elu. 45 In 8 Health 8 Insanity 50 Perc. Int. 53 Ws 8 Luck 30 Dx 20 Ego 18 Magic 24 Impact 17 Ag 20 Mind 8 Perception 32 Edge 12 Ch 8 Sanity 3 Poison 114 Point 12 Bt 8 Shock 164 Fire 22 Wp 16 To Hit 68 Asp 7 Stress 42 Magic 11 Lk 10 Missle 25 Msp 4 Surprise 65 Necro 11 --- Bow 25 Bsp 4 Unconc. 135 158 Spell 2 Csp 1 Knockbk 167 Damage 11 Spirit 5 Ssp 0 Determination 13 Lift 1680 Carry 720 Run: 8 Mana 7
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 30 2 levels of growth - -- 40 Unchanging 20 2 levels of increased density - -- 15 +2d6 from lightning 10 1/2 damage edge, point, impact - -- 20 distinctive looks 36 immune to poison, necromacy - -- giantic, terrifying 10 does not bleed - -- 20 Master (creator) 10 does not breathe - -- 20 Paralyized by not 6 +2 Asp - -- toucing ground 20 +40 to hit - -- 25 no manipulation --- 0 xp 142+158=300 130 base --- 300 Asp Dam Len Bite -2 6d6+1 5 Tail -8 7d6+2 15
This example automaton is a giant python shaped from earth. In an act of tactically effective slopiness the python has razor edges teeth, not the somewhat pathetic teeth a snake usually has. It costs an earth elementalist, using animate earth, a base 24 mana to get this golem animated for a day, 2x per +1 mana.
Silver Golem I(Size 0 humanoid automaton).St 28 Stam 0 Agility 82 Phys. Elu. 113 Cn 28 Hits 63 Bleeding 127 Ment. Elu. 38 In 8 Health 8 Insanity 36 Perc. Int. 46 Ws 8 Luck 30 Dx 25 Ego 10 Magic 24 Impact 25[1/4] Ag 20 Mind 8 Perception 26 Edge 11[1/4] Ch 8 Sanity 3 Poison 108 Point 11[1/4] Bt 8 Shock 156 Fire 37 Wp 10 To Hit 81 Asp 8 Stress 28 Magic 2 Lk 10 Missle 35 Msp 7 Surprise 69 Necro 2[immu] --- Bow 35 Bsp 4 Unconc. 99 180 Spell -4 Csp 1 Damage 18 Spirit -2 Ssp 0 Determination 8 Lift 1476 Carry 630 Run: 8 Mana 1
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 40 4 levels of increased density - -- 40 Unchanging 15 1/4 damage edge, point, impact - -- 15 +2d6 from lightning 36 immune to poison, necromacy - -- 15 distinctive looks 10 does not bleed - -- made of silver 20 does not breathe - -- 20 Master (creator) 19 +38 to hit - -- 20 Paralyized by not 45 +5 or better weapons to hit - -- toucing ground 15 hits as +3 weapon - -- 20 No stamina --- 10 Viewed as treasure 200+180=280 made of silver, 100 xp Asp Dam Len 210 Base 2xFist -2 7d6+2 4 --- 380
This is a golem made of silver by the animate metal spell (Earth Element). It is in the shape of an abstract sculpture of a humanoid with a number of gaps. There are about 20,000 nobles worth of silver in the construction those magic must be dispelled from it before it can be harvested (it's as had as steel with the spell on it). It is vulnerable to magic damage.
Stone Golem I(Size 0 humanoid automaton).St 25 Stam 0 Agility 60 Phys. Elu. 76 Cn 25 Hits 49 Bleeding 114 Ment. Elu. 40 In 8 Health 7 Insanity 40 Perc. Int. 48 Ws 8 Luck 24 Dx 16 Ego 12 Magic 24 Impact 18[1/4] Ag 16 Mind 8 Perception 28 Edge 7[1/4] Ch 8 Sanity 3 Poison 95 Point 7[1/4] Bt 8 Shock 140 Fire 27 Wp 12 To Hit 60 Asp 5 Stress 32 Magic 2 Lk 8 Missle 13 Msp 2 Surprise 53 Necro 2[immu] --- Bow 13 Bsp 2 Unconc. 89 Poison 0[immu] 120 Spell -2 Csp 1 Damage 14 Spirit 0 Ssp 0 Determination 9 Lift 1087 Carry 457 Run: 10 Mana 3
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 30 3 levels of increased density - -- 40 Unchanging 15 1/4 damage edge, point, impact - -- 20 +3d6 from lightning 36 immune to poison, necromacy - -- 15 distinctive looks 10 does not bleed - -- stone statue 20 does not breathe - -- 20 Master (creator) 10 +1 or better weapons to hit - -- 20 Paralyized by not 5 hits as +1 weapon - -- toucing ground 19 +38 to hit - -- 20 No stamina --- 0 xp 145+120=265 100 Base --- Asp Dam Len 265 Fist -2 6d6+2 4 (impact)
This is a minimal stone golem, tough and moderately good in combat. It is a man shaped statye and is often hidden among statues. Being made of stone, the golem is quite dense - which as plusses and minuses. It costs an earth elementalist, using animate stone, a base 13 mana to get this golem animated for a day, 2x per +1 mana.
Stone Golem II(Size 0 humanoid automaton).St 25 Stam 43 Agility 77 Phys. Elu. 100 Cn 28 Hits 61 Bleeding 123 Ment. Elu. 40 In 8 Health 8 Insanity 40 Perc. Int. 48 Ws 8 Luck 24 Dx 20 Ego 12 Magic 24 Impact 19[1/4] Ag 20 Mind 8 Perception 28 Edge 8[1/4] Ch 8 Sanity 3 Poison 110 Point 8[1/4] Bt 8 Shock 152 Fire 31 Wp 12 To Hit 66 Asp 6 Stress 32 Magic 2 Lk 8 Missle 25 Msp 4 Surprise 61 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 101 Poison 0[immu] 146 Spell -2 Csp 1 Damage 14 Spirit 0 Ssp 0 Determination 9 Lift 1110 Carry 480 Run: 8 Mana 3
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 30 3 levels of increased density - -- 40 Unchanging 15 1/4 damage edge, point, impact - -- 20 +3d6 from lightning 36 immune to poison, necromacy - -- 15 distinctive looks 10 does not bleed - -- stone statue 20 does not breathe - -- 20 Master (creator) 20 +2 or better weapons to hit - -- 20 Paralyized by not 10 hits as +2 weapon - -- toucing ground 18 +36 to hit - -- 20 No stamina --- 25 No manipulation 159+146=305 0 xp 115 Base --- Asp Dam Len 305 Claw -2 5d6+1 5
This is a medium powerful stone golem, tough and good in combat. It is a demonic statue with a lobster head and clawed hands. Being made of stone, the golem is quite dense - which as plusses and minuses. It costs an earth elementalist, using animate stone, a base 18 mana to get this golem animated for a day, 2x per +1 mana.
Stone Golem III(Size 0 humanoid automaton).St 23 Stam 36 Agility 73 Phys. Elu. 100 Cn 23 Hits 42 Bleeding 108 Ment. Elu. 45 In 8 Health 6 Insanity 50 Perc. Int. 53 Ws 8 Luck 24 Dx 23 Ego 18 Magic 24 Impact 15[1/4] Ag 18 Mind 8 Perception 32 Edge 6[1/4] Ch 8 Sanity 3 Poison 89 Point 6[1/4] Bt 8 Shock 134 Fire 23 Wp 16 To Hit 76 Asp 6 Stress 42 Magic 4 Lk 8 Missle 29 Msp 6 Surprise 71 Necro 2[immu] --- Bow 29 Bsp 3 Unconc. 85 Poison 0[immu] 158 Spell 2 Csp 1 Damage 12 Spirit 5 Ssp 0 Determination 13 Lift 1012 Carry 412 Run: 7 Mana 7
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 30 3 levels of increased density - -- 40 Unchanging 15 1/4 damage edge, point, impact - -- 20 +3d6 from lightning 36 immune to poison, necromacy - -- 10 distinctive looks 10 does not bleed - -- stone 20 does not breathe - -- 20 Master (creator) 30 +3 or better weapons to hit - -- 20 Paralyized by not 15 hits as +3 weapon - -- toucing ground 21 +42 to hit - -- 20 No stamina --- 0 xp 157+158=315 155 Base --- Asp Dam Len 315 Fist -2 6d6 4 (impact)
This is a powerful stone golem, tough and fearsome in combat. It is an ordinary looking statue. Being made of stone, the golem is quite dense - which as plusses and minuses. It costs an earth elementalist, using animate stone, a base 24 mana to get this golem animated for a day, 2x per +1 mana.
Stone Golem IV(Size 0 humanoid automaton).St 28 Stam 55 Agility 82 Phys. Elu. 113 Cn 28 Hits 61 Bleeding 127 Ment. Elu. 38 In 8 Health 8 Insanity 36 Perc. Int. 46 Ws 8 Luck 30 Dx 25 Ego 10 Magic 24 Impact 21[1/4] Ag 20 Mind 8 Perception 26 Edge 8[1/4] Ch 8 Sanity 3 Poison 108 Point 8[1/4] Bt 8 Shock 156 Fire 31 Wp 10 To Hit 43 Asp 8 Stress 28 Magic 2 Lk 10 Missle 35 Msp 7 Surprise 69 Necro 2[immu] --- Bow 35 Bsp 4 Unconc. 99 Poison 0[immu] 180 Spell -4 Csp 1 Damage 17 Spirit -2 Ssp 0 Determination 8 Lift 1230 Carry 525 Run: 8 Mana 1
Disadvantages Cost Ability Rank Roll 30 Automata Intellect 30 3 levels of increased density - -- 40 Unchanging 15 1/4 damage edge, point, impact - -- 20 +3d6 from lightning 36 immune to poison, necromacy - -- 20 distinctive looks 10 does not bleed - -- stone monster 20 does not breathe - -- 20 Master (creator) 20 +2 wepons to hit - -- 20 Paralyized by not 10 hits as +2 weapon - -- toucing ground 14 +28 to hit - -- 25 no manipulation --- 00 xp 155+180=335 160 Base --- Asp Dam Len 335 Fist -2 7d6+1 4 (Impact)
This is a powerful stone golem, tough and fearsome in combat. It is an ordinary looking statue, save that its hands are formed as hammers shod with steel. Being made of stone, the golem is quite dense - which as plusses and minuses. It costs an earth elementalist, using animate stone, a base 26 mana to get this golem animated for a day, 2x per +1 mana.
This section of the examples contains blootches. Blootches are amorphous monsters with extra-simple bodies. They often use chemical attacks and are likely to have very annoying powers, e.g. aura acid attack or split. Many blootches are also elementals or other specialized types or monster. For the referee's convienience they are cataloged here.
| Blootch Table | ||
|---|---|---|
| Name | Cost | Type |
| Acid Blob | 315 | Water Elemental |
| Anthar | 395 | Undead |
| Arc Snake | 355 | Air Elemental |
| Blastfog | 280 | Ether Elemental |
| Blue Pool | 250 | Water Elemental |
| Floater Beast | 270 | Blootches |
| Gray Ooze | 270 | Earth Elemental |
| Green Munch | 260 | Blootches |
| Izz, Adamant | 270 | Earth Elemental |
| Izz, Gold | 270 | Earth Elemental |
| Izz, Mithril | 270 | Earth Elemental |
| Izz, Silver | 240 | Earth Elemental |
| Mace Beast | 250 | Void Elemental |
| Mistwraith | 325 | Water Elemental |
| Morphstone | 400 | Earth Elemental |
| Pet Flame | 255 | Fire Elemental |
| Pillar Beast | 340 | Earth Elemental |
| Quozzozz | 325 | Blootches |
| Rainbow Emperor | 240 | Blootches |
| Tarfield | 355 | Fire Elemental |
| Votex Beast | 285 | Air Elemental |
| Water Sphere | 300 | Water Elemental |
| Will-o-wisp | 255 | Air Elemental |
| Zapzap | 280 | Blootches |
| Zondarin | 420 | Ether Elemental |
Floater Beast(Size -1 blootch).St 8 Stam 9 Agility 44 Phys. Elu. 62 Cn 16 Hits 18 Bleeding 74 Ment. Elu. 58 In 4 Health 4 Insanity 67 Perc. Int. 59 Ws 4 Luck 39 Dx 18 Ego 36 Magic 12 Impact 4 Ag 8 Mind 4 Perception 31 Edge 3 Ch 4 Sanity 2 Poison 64 Point 3 Bt 4 Shock 101 Fire 4 Wp 23 To Hit 53 Asp 1 Stress 63 Magic 6 Lk 13 Missle 11 Msp 3 Surprise 64 Necro 6 --- Bow 11 Bsp 1 Unconc. 64 Poison 2 92 Spell 1 Csp 3 Damage 0 Spirit 15 Ssp 1 Determination 28 Lift 189 Carry 72 Run:2 Fly:8 Mana 14
Disadvantages Cost Ability Rank Roll 25 Hideous 10 blootch body type - -- 40 Enemy, men 5 1 levels of decreased size - -- 40 Enemy, dwarves 10 Night sight - -- 20 Greedy for magic and 28 8" flying movement - -- treasure 48 2d6 petrifaction attack, 60 degree - -- 15 Hates bright light cone, 8" long, no range, gaze based* 15 Paranoid, trust none cumulative, 1/round bleed, aura 15 Blind in brightly 22 3d6 stamina drain, 60 degree cone - -- lit areas 8" long, no range, gaze based*, aura 0 xp 34 5d6 push, 60 degree cone, 8" long - -- 100 Base no range, gaze based*, aura --- 21 +42 to hit - -- 270 --- 178+92=270 Asp Dam Len Bite -1 d6+3 2 Tentacle -3 d6+1 4
*Gaze based means must see to work - invisibility protects.
The floater beast is a lighter-than-air blootch about two feet across with a huge trifold mouth at its south pole surrounded by 3-foot serrated tentacles. It has three large eyes each of which emits a different attack - petrifaction (which heals as lost hitpoints), stamina drain, and push (the 1=0", 2-4=1", 5-6=2" variety). The creature has a purple and green chitinous body and tends to roam near its cave of hiding place gathering treasure and killing anyone who comes near.
Green Munch(Size -1 blootch).St 15 Stam 17 Agility 68 Phys. Elu. 93 Cn 20 Hits 33 Bleeding 88 Ment. Elu. 51 In 6 Health 5 Insanity 59 Perc. Int. 57 Ws 6 Luck 30 Dx 18 Ego 27 Magic 57 Impact 14 Ag 18 Mind 6 Perception 32 Edge 11 Ch 2 Sanity 2 Poison 78 Point 11 Bt 2 Shock 118 Fire 17 Wp 20 To Hit 36 Asp 3 Stress 53 Magic 9 Lk 10 Missle 19 Msp 3 Surprise 63 Necro 9 --- Bow 19 Bsp 3 Unconc. 77 Poison 3 113 Spell 2 Csp 2 Damage 4 Spirit 11 Ssp 1 Determination 20 Lift 660 Carry 270 Run:6 Mana 11
Disadvantages Cost Ability Rank Roll 25 No manipulation 10 blootch body type - -- 30 Trophic intellect 5 1 levels of decreased size - -- 25 Blind 30 3 levels of increased density - -- 20 Anadaptive spend 44 Summoning, can grow a duplicate in - -- evenly on to hit, one hour while eating Asp, and hits 10 +20 to hit - -- 15 Green hexagonal 27 6d6 poison at 1/round, save negates - -- blootch 13 +39 magic save - -- 30 Enemy, farmers 8 Vibration sense - -- 15 Take one health per --- day without eating 147+113=260 plants 0 xp Asp Dam Len 100 Base Pseudopod strike -3 3d6 4 --- 260
The green munch is a hexagonal green rubbery translucent blob with yellow and violet highlights. It can create pseudopods for motion and attack but likes to sit and eat. It eats plants and grows duplicates unless attacked. The problem with this is that it can do this pretty quickly. The Munch spreads in a hexagonal mat growing duplicates at the edge of the mat (the mat passes food around). When the mat grows to several tens of feet accross (several hundered individuals) the individuals all take off at 6" per round in random directions. They run 3d6 hours and then look for food again. Green munch starve to death pretty quickly if they can't get food. When they hit zero health they create a spore that they inject into the ground. This spore stays dormant for years. While eating green munch suck plants in with great force or wear off chunks of tough plants with their pseudopods.
Quozzozz(Size -3 blootch).
St 12 Stam 15 Agility 75 Phys. Elu. 111
Cn 16 Hits 18 Bleeding 82 Ment. Elu. 72
In 12 Health 4 Insanity 95 Perc. Int. 84
Ws 16 Luck 46
Dx 18 Ego 43 Magic 42 Impact 6
Ag 20 Mind 12 Perception 56 Edge 4
Ch 4 Sanity 3 Poison 66 Point 4
Bt 4 Shock 109 Fire 4
Wp 25 To Hit 33 Asp 3 Stress 84 Magic 6
Lk 15 Missle 21 Msp 3 Surprise 74 Necro 6
--- Bow 21 Bsp 4 Unconc. 66 Poison 2
168 Spell 19 Csp 2 Damage 0
Spirit 27 Ssp 4 Determination 33
Lift 231 Carry 84 Run: 5 Mana 18
Disadvantages Cost Ability Rank Roll
25 No manipulation 10 blootch body type - --
25 Blind 15 3 levels of decreased size - --
20 Territorial 36 Enslavement, hand to hand, insanity - --
15 Utterly fearless save to avoid control
15 No empathy with 30 Group mind, all quozzozz in mental - --
individual minds contact continuously
25 Ugly,noisy,hideous, 28 Flight, 8" - --
attacked on sight 10 Wall walking - --
40 Enemy - speaking 3 +1 Asp - --
peoples 10 +20 to hit - --
25 Flammable, 2d6 with 15 Sonar - --
thresh. 10 sunlight ---
10 Obvious - Buzzuzz 158+168=325
25 3d6 from the UV in sunlight Asp Dam Len
0 xp Bite -0 d5 0 (edge)
100 Base
---
325
The quozzozz form large single organisms made of hundreds or
thousands of individuals. The individuals are nearly harmless (if
fairly tough) save for their ability to enslave other sentient
creatures. This requires a bite that does hitpoint damage - and so a
well armored or dextrous opponent is fairly safe in the short term.
Some quozzozz tissue grows in the wound, creating the enslavement - a
made save kills the tissue. The quozzozz typicaly invade an area by
sending in native slaves which they use to capture victims on which to
perform ``conversions'', coming out into the open only once they
control an area. They are interplane travelers originating in a dim,
wet world. The appear as a gray fried egg 18 inches across and fly
like frisbees.
Rainbow Emperor(Size 2 blootch).St 12 Stam 12 Agility 66 Phys. Elu. 83 Cn 8 Hits 8 Bleeding 56 Ment. Elu. 34 In 6 Health 3 Insanity 28 Perc. Int. 40 Ws 6 Luck 24 Dx 25 Ego 8 Magic 18 Impact 6 Ag 15 Mind 6 Perception 20 Edge 4 Ch 8 Sanity 2 Poison 24 Point 4 Bt 8 Shock 56 Fire 2 Wp 8 To Hit 27 Asp 4 Stress 22 Magic 3 Lk 8 Missle 30 Msp 7 Surprise 65 Necro 3 --- Bow 30 Bsp 2 Unconc. 44 Poison 1 82 Spell -10 Csp 2 Knockbk 86 Damage 0 Spirit -4 Ssp 1 Determination 7 Lift 312 Carry 120 Fly:9 Mana 1
Disadvantages Cost Ability Rank Roll 30 Trophic intellect 10 blootch body type - -- 25 No manipulation 30 2 levels of growth - -- 25 Blind 26 6" of flying movement - -- 20 Hungry for iron 37 3d6 magic damage aura, involuntary - -- 15 Overconfident; 49 7d6 final strike magic, 5" radius - -- does not flinch triggered by unconciousness from damage/pain 6 +12 to hit - -- 25 liquid water --- damages as acid 158+82=240 10 Lighter than air 0 xp Asp Dam Len 100 Base Pseudopod stike -5 3d6+3 9 impact --- 240
The rainbow emperor is a creature that lives in the very higest mountains where it is cold and perpetually dry. It flys slowly and anchors itself during high winds. It is photosynthetic but requires iron to bud. Its appearance is that of a huge soap bubble filled with opalescent sparkles, deforming when it forms a pseudopod.
Zapzap(Size -1 blootch).St 23 Stam 37 Agility 77 Phys. Elu. 105 Cn 23 Hits 36 Bleeding 102 Ment. Elu. 36 In 6 Health 6 Insanity 32 Perc. Int. 42 Ws 6 Luck 30 Dx 20 Ego 10 Magic 18 Impact 18 Ag 20 Mind 6 Perception 22 Edge 12 Ch 8 Sanity 2 Poison 83 Point 12 Bt 8 Shock 126 Fire 7 Wp 10 To Hit 50 Asp 12 Stress 26 Magic 12 Lk 10 Missle 25 Msp 4 Surprise 57 Necro 12 --- Bow 25 Bsp 4 Unconc. 79 Poison 4 136 Spell -8 Csp 2 Damage 9 Spirit -4 Ssp 1 Determination 8 Lift 387 Carry 165 Run: 7 Mana 1
Disadvantages Cost Ability Rank Roll 30 Trophic intellect 10 blootch body type - -- 25 No manipulation 5 1 levels of decreased size - -- 25 Blind 10 Wall walking - -- 20 Hungry for magic 11 +22 to hit - -- 15 No fear of death 21 +7 Asp - -- 15 Territorial - will 30 X-sense, fully imaging sight of - -- attack magical magic and mana beasts. 15 Sonar - -- 25 +3d6 from steel 37 3d6 aura magic damage - -- weapons 5 +15 magic save - -- 10 Obvious - has a --- multispectral glow 144+136=280 15 Bizzare appearance 0 xp Asp Dam Len 100 Base Pseudopod strike -3 4d6+1 4 --- 280
The zapzap is a glowing blootch about the size of a medicine ball. It appears as a rainbow blob and can slowly drain mana out of mana stones or magic items. It will attack anything with a lot of mana in it or on it. It is dangerous only to the incautious or novices to the business of monster fighting.
Corporeal undead come in two broad varieties, animated and self-willed. Animated dead are usually stupid, though one created by the spell Deadalive straddle the boundary between animated and self-willed. Sell-willed undead include ghouls, ghasts, mummies, vampires, and the strage creatures formed by unbounded evil in a necromancer.
In this section we give several examples of Corporeal undead. The C-undead table lists them by name with point value and the modifier to a knowledge skill roll for knowing about a given type of undead apriori an encounter.
Anthar (Size four undead Blootch).St 25 Stam 43 Agility 127 Phys. Elu. 80 Cn 25 Hits 47 Bleeding 173 Ment. Elu. 72 In 12 Health 7 Insanity 91 Perc. Int. 79 Ws 12 Luck 24 Spirit 18 Dx 20 Ego 43 Magic 36 Impact 33 Ag 20 Mind 12 Perception 2 Edge 23 Ch 4 Sanity 3 Poison 128 Point 23 Bt 4 Shock 214 Fire 21 Wp 25 To Hit 80 Asp 6 Stress 50 Magic 18 Lk 8 Missle 25 Msp 4 Surprise 78 Necro 18[immu] --- Bow 25 Bsp 4 Unconc. 172 Poison 5 200 Spell 19 Csp 0 Knockdown 167 Damage 13 Spirit 27 Ssp 4 Determination 33 Lift: 2844 Carry:9999 Run: 12 Mana 18
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 30 +4d6 from fire 23 d3 health destruction, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 25 Utterly Hideous 10 Tracking Smell - -- 25 No manipulation 20 2 levels of density - -- 30 Trophic intellect 60 4 levels of size - -- 20 Anadaptive, HCL 25 +50 to hit - -- and Growth 1:1. 12 Spirit Armor 18 - -- 40 Enemy, most think- 10 Blootch body type - -- ing creatures. 4 +12 perception save - -- 15 Daily need to --- drain health 195+200=395 15 10 minute 20" stench obvious. 15 Flows downhill Asp Dam Len unless concen- Bite -3 7d6+2 7 (d3 health) trating 35 4d6 from sunlight 0 xp 100 Base --- 395
The Anthar is a huge mass of dead tissue that emits a charnel reek. It is matte black with pseudopods and red eyes scattered all over the place. It tends to lie at the lowest point of a given structure or complex coming out to hunt when hungry. It both eats flesh and drains life force.
This section contains various deadalive characters. These are like animated dead save that they have full use of those mental skills (e.g. spellcasting) that their animator chose to give them. Deadalive may be disguised by cosmetics or illusion to look as they did in life. It is more likely they will look like zombies or, after quite a long time, like skelletons. The usual reason to make deadalive instead of animated dead is to get access to some sort of ability that cannot be restored with an animate dead. As a result the examples of deadalive characters rather tend toward spellcasters.
Deadalive Illusionist(Size 0 deadalive humanoid.St 18[23] Stam 22[36] Agility 46 Phys. Elu. 58[74] Cn 23 Hits 40 Bleeding 107[117] Ment. Elu. 82 In 22 Health 6 Insanity 99 Perc. Int. 107 Ws 22 Luck 36 Dx 12 Ego 33 Magic 85 Impact 9[18][+3] Ag 12 Mind 33 Perception 87 Edge 9[21]<+3> Ch 24 Sanity 6 Poison 95 Point 9[19]<+3> Bt 14 Shock 137[146] Fire 19[25]<+8>immu Wp 22 To Hit 10[15]Asp 2[3] Stress 77 Magic 7[21]<+4> Lk 12 Missle 4 Msp 0 Surprise 77 Necro 7[12]immu --- Bow 4 Bsp 0 Unconc. 91[111] Poison 6 197 Spell 108 Csp 14 Damage 6[11] Spirit 31 Ssp 5 Determination 25 Lift 666 Carry 270 Run:4[7] Mana 36 Disadvantages Cost Ability Rank Roll 30 Undead 20 2 levels of increased density - -- 40 Enemy, the living 10 Night Vision - -- 20 Distinctive looks: 18 Immune to Necromancy - -- skelleton 18 +6 poison armor - -- 25 +3d6 from fire 20 +5 edge, point armor - -- 15 Afraid of fire 10 Magic skill 1 68 20 Vengeful 70 Illusion 6 130 15 Obessed with living 40 Control 5 120 identity 25 Vision 5 120 15 Greedy for magical 14 Drain mana 6 74 power 20 Item maker 8 84 20 Blind in sunlight 36 +72 spell to hit - -- 15 +d6 from sunlight 27 +9 Csp - -- 100 xp 20 Need not beathe - -- 100 Base 10 Does not bleed - -- --- --- 410 336+197=550
Asp Dam Len Brk Claw -2 4d6+1 5 Dagger -1 d6+3 3 12 (+20 to hit) (shadow demon bound in dagger) Night Vision/Immu Fire/20" telep if demon agrees
This deadalive was made from relatively clean bones - and has replaced some of his own bones with cystal-steel analogs that function well and seve as magic items. Being made of transparent steel, the runes on them are had to see. This particular deadalive is in the demigod class if run corectly.
<+3> <+3> [+3] [+8] [+4]
Edge Point Impact Fire Magic Necro
01-06 Top of Head 23 23 20 25 24 13
07-14 Side of Head 23 23 20 25 24 13
15-20 Face 19 17 17 24 19 11
21-24 Neck 26 25 26 27 28 14
25-30 Collar 23 23 20 25 24 13
31-46 Chest 19 17 17 24 19 11
47-48 Solar Plexus 19 17 17 24 19 11
49-61 Stomach 19 17 17 24 19 11
62-66 Hips 24 21 21 27 25 13
67-68 Crotch 19 17 17 24 19 11
69-73 Upper Arm 19 17 17 24 19 11
74-75 Elbow 24 21 21 27 25 13
76-79 Lower Arm 19 17 17 24 19 11
80-81 Wrist 19 17 17 24 19 11
82-83 Hand 19 17 17 24 19 11
84-85 Fingers 19 17 17 24 19 11
86-91 Upper Leg 19 17 17 24 19 11
92-93 Knee 19 17 17 24 19 11
94-96 Shins 24 21 21 27 25 13
97-98 Ankles 19 17 17 24 19 11
99-00 Feet 19 17 17 24 19 11
-----------------------------------------------------------------
Average: 21 19 18 25 21 12
Penalty: 7
Encumberance: 163
Transparent Mithril Plate Great Helm 2400.00
Transparent Mithril Chain Hood 1200.00 (Hood of conciousness, +20
Transparent Mithril Mail Gorget 280.00 to unconciousness save)
Transparent Mithril Plate Shirt 4900.00
Transparent Mithril Plate Elbow Gaurd 200.00
Transparent Mithril Plate Pants 1800.00
Transparent Mithril Plate Bracers 400.00
Transparent Mithril Plate Gloves 600.00 (Gauntlet of Stone Shaping/
Transparent Mithril Plate Shins 300.00 Gauntlet of Necro Bolts.)
Transparent Mithril Plate Boots 400.00 (Left, boot of running, +3"
------- Right, boot of dodging, +16
Total 12480.00 physical elusiveness.)
Spells:Illusion: Control: Atactillity(-60)4F Annoy(-6)1F Telepathy(-36)4 Baffle Arcane Sen.(-60)5 Awe(-20)4 Terror(-15)4 Cage(-60)7 Berserk(-20)4 Trip(-45)4 Cluelessness(-18)3F Binding Spell(-3)4F Delayed Illusion(-60)2F Bravery(-8)2 Vision: Disorientation(-20)4 Charm(-24)5F Aura Vision(-60)3 Dispell Illusion(-20)3F Confusion(-14)4F Blindness(-12)3 Doppleganger(-lots)6 Detect Lie(-60)4F Clairaudience(-40)3 Elusiveness(-12)3 Dream Attack(-300)5 Clairsentience(-45)3 Emotion(-60)3 Dream Sending(-20)4 Clairvoiance(-30)3 Expectation(-10)2 Embed Emotion(-lots)5 Clear Hearing(-45)1 Flavor(-8)1 Empathy(-18)2 Clear Sight(-60)2 Fool Arcane Senses(-60)2 Euphoria(-24)3 Combat Senses(-12)4 Gate of Illusion(-12)6 Eyes/Enchantment(-24)3 Danger Sense(-60)5 Hard to Dispell(-60)2 False Memories(-lots)3 Deafness(-12)3F Illusiory Synergsm(-11)3 Fear(-5)1 Echovision(-3)3 Image(-6)1 Friendship(-14)3 Farsee(-60)5F Inaudibility(-60)3F Geas(-75)6F Forecast(-60)1 Invisibility(-60)4F Hatred(-12)3 Imposition(-24)4 Metric(-20)5 Hidden Charm(-60)5 Intercept Scryers(-3)5F Movement(-3)1 Insanity(-15)5F Know Direction(-120)1 No Clue(-24)4F Lie(-60)2F Moments(-3)2F Pain(-6)2 Love(-12)5 Multistreaming(-90)4 Performance(-12)3 Lust(-3)1 Oh, wow!(-6)4 Permenance(-60)5 Mass Charm(-120)6 Pro/Scryers(-24)4F Phasing Illusion(-3)3 Mass Emotion(-60)5 Penetrating Sight(-60)5F Pro:Illusions(-12)2F Mental Armor(-60)4 Retrocognition(-300)4 Pseudohealing(-24)3F Mind Bolt(-12)3F See Invisible(-45)3 Refocus(-1)2 Mind Healing(-60)4 See Past(-600)2 Scent(-10)1 Mind Reading(-60)5 Sensitive Touch(-60)1 Scentlessness(-60)3F Mind Stray(-6)1 Share Senses(-230)3 Semipermanance(-24)4 Nightmare(-60)3F Third Eye(-60)5 Senses(-12)1F Phlegmatism(-30)3 Tracking(-30)2 Sound(-6)1 Pleasure(-12)2 Waparound Vision(-6)3 Strong Illusion(-8)2 Pro:Charms(-16)2 Substance(-8)1 Sanctuary(-28)3 Teleporting Illusn(-3)4 Sanity(-120)3 Texture(-7)1 Sleep(-6)3 Transfer Abilit.(-120)4 Sleep Eternal(-80)6F Voice(-12)2 Spell Blending(-10)2 Will(-60)3F Stun(-4)3F
Items and Setpieces:Setpieces: Items:(fom the item examples) Ambush Blind(-12)3 Ring of Projection (100"/15 mana limit). Assasian's Pack(-60)4 Amulet vs Control (Save at +10/+40 if save Bridge(-11)3 normally allowed). Bugs(-12)3 Bottle of Presevation Butterflies(-12)3 2 doses of Restore Health. Crystal Skeleton I(-60)4 Crystal of Delayed Illusion Crystal Skeleton II(-60)5 Ring of Deflection II (7 hex/perm/1KG) Cyclops(-12)3 Ring of Strengthen Undead(+5 ST) Dragon I(-12)3 Robe/Pro Undead Floor Blade(-60)3 Wand of Cold[10x5]8d6 9" cone of cold. Goblinize(-12)3 Xerox Box[Duplicate ~activ point item] Invisibility, Deluxe(-60)4 6xSealed Elixer of Undead Phantom Warrior(-12)3 Gauntlet of Necromantic Bolts[11x4] Pit Cover(-12)3 5-11 mana, 2 less dive of necro bolt. Sedan Chair(-12)3 Wand of Blam[6x10]6d6;2"R:+18 vs PrE Self(-12)3 Wand of CySkelII[5x24][3 armor;5d6 point Zap(-10)2 once/round;+56 vs PrE;15Hits,stam] Blam(-16)4
Deadalive Knight(Size 0 undead humanoid).
St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 20 Hits 29 Bleeding 103 Ment. Elu. 49 In 12 Health 5 Insanity 58 Perc. Int. 61 Ws 12 Luck 24 Dx 23 Ego 18 Magic 36 Impact 11 Ag 23 Mind 12 Perception 43 Edge 2 Ch 16 Sanity 3 Poison 74 Point 2 Bt 8 Shock 126 Fire 12 Wp 16 To Hit 56 Asp 6 Stress 46 Magic 4 Lk 8 Missle 34 Msp 6 Surprise 75 Necro 2 --- Bow 44 Bsp 6 Unconc. 73 Poison 4 196 Spell 10 Csp 0 Damage 12 Spirit 9 Ssp 1 Determination 13 Lift 648 Carry 252 Run: 10 Mana 9
Disadvantages Cost Ability Rank Roll 30 Undead 10 1 levels of increased density - -- 40 Enemy, the living 10 Night Vision - -- 20 Distinctive looks: 18 Immune to Necromancy - -- Skelleton 12 +4 poison armor - -- 25 +3d6 from fire 12 Mace, dagger, knife, bow - -- 15 Afraid of fire 7 Ambidexterity 5 94 20 Vengeful 15 Berserk (recover 105) 13 105 15 Loves to go berserk 10 +20 to hit - -- 20 Blind in sunlight 10 +10 bow - -- 15 Hates mages --- 0 xp 104+196=300 100 Base --- Asp Dam Len Brk 300 Dagger -1 d6 3 9 Spiked Mace -5 d6+3 6 18 Msp Dam Rng Knife -1 d6 -1/1" Bsp Dam Rng Load Rec. Longbow(28) -1 5d6 -1/3" -9
This is a knight, reanimated from a well-picked skelleton. Instead of curiousuty it just blames mages for its state. It is newly created from the remains of a powerful knight.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 13 13 19 17 14 2
07-14 Side of Head 13 13 19 17 14 2
15-20 Face 10 8 17 16 11 2
21-24 Neck 12 13 22 16 14 2
25-30 Collar 10 14 17 14 12 2
31-46 Chest 7 10 15 13 9 2
47-48 Solar Plexus 7 10 15 13 9 2
49-61 Stomach 7 10 15 13 9 2
62-66 Hips 10 14 17 14 12 2
67-68 Crotch 7 10 15 13 9 2
69-73 Upper Arm 7 10 15 13 9 2
74-75 Elbow 13 13 19 17 14 2
76-79 Lower Arm 10 8 17 16 11 2
80-81 Wrist 9 7 20 15 11 2
82-83 Hand 9 7 20 15 11 2
84-85 Fingers 9 7 20 15 11 2
86-91 Upper Leg 7 10 15 13 9 2
92-93 Knee 7 10 15 13 9 2
94-96 Shins 13 13 19 17 14 2
97-98 Ankles 10 8 17 16 11 2
99-00 Feet 10 8 17 16 11 2
-----------------------------------------------------------------
Average: 9 11 17 15 11 2
Penalty: 7
Encumberance: 158
Plate Armor Full Helm 100.00
Chain Mail Hood 48.00
Plate Mail Gorget 12.00
Chain Mail Shirt 98.00
Plate Armor Elbow Gaurd 10.00
Chain Mail Pants 36.00
Plate Armor Bracers 20.00
Plate Mail Gloves 18.00
Plate Armor Shins 15.00
Plate Armor Boots 20.00
-------
Total 377.00
Deadalive Thaumaturge(Size 0 undead humanoid).St 12 Stam 12 Agility 60 Phys. Elu. 76 Cn 16 Hits 18 Bleeding 72 Ment. Elu. 76 In 22 Health 4 Insanity 93 Perc. Int. 107 Ws 24 Luck 30 Dx 16 Ego 27 Magic 89 Impact 2[8] Robe Ag 16 Mind 33 Perception 87 Edge 0[7] [10] Ch 12 Sanity 6 Poison 61 Point 0[10][13] Bt 10 Shock 99 Fire 5[9] [17] Wp 20 To Hit 9 Asp 1 Stress 71 Magic 5[15][19] Lk 10 Missle 13 Msp 2 Surprise 83 Necro 8[10]immu --- Bow 13 Bsp 2 Unconc. 61 161 Spell 34 Csp 6 Damage 0 Spirit 27 Ssp 5 Determination 20 Lift 216 Carry 84 Run: 6 Mana 30[59]
Disadvantages Cost Ability Rank Roll 15 Refugee from Chron 10 Magic Skill 1 68 45 Enemy: demons 5 Literacy 3 30 30 Enemy: Mages of Chron 75 Thaumaturgy 6 120 30 Undead 30 Item smith 5 110 20 Fears pursuit 20 Item maker 8 85 15 Paranoid 3 KS: magic items 1 25 15 Obedient to Thaug 30 Scroll Making 8 80 25 Curse: permanently 7 Calligraphy 5 118 seasoned 5 Forgery 3 53 15 Distinctive looks: 9 Interrogation 5 49 Rotting Zombie with 18 Immune to necromantic damage - -- Albert Einstein's --- hair 212+161=373 25 +3d6 from fire 40 0 xp 100 Base Asp Dam Len Brk --- Tarnril Dagger -1 d6+4 3 13 (+20 to hit) 375 Deathblade, 3d6 necro, on.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 7 10 8 9 15 10
07-14 Side of Head 7 10 8 9 15 10
15-20 Face 0 0 2 5 5 8
21-24 Neck 13 14 16 13 22 11
25-30 Collar 11 15 11 11 20 11
31-46 Chest 7 10 8 9 15 10
47-48 Solar Plexus 7 10 8 9 15 10
49-61 Stomach 7 10 8 9 15 10
62-66 Hips 11 15 11 11 20 11
67-68 Crotch 7 10 8 9 15 10
69-73 Upper Arm 7 10 8 9 15 10
74-75 Elbow 7 10 8 9 15 10
76-79 Lower Arm 10 8 10 12 17 10
80-81 Wrist 7 10 8 9 15 10
82-83 Hand 7 10 8 9 15 10
84-85 Fingers 7 10 8 9 15 10
86-91 Upper Leg 7 10 8 9 15 10
92-93 Knee 7 10 8 9 15 10
94-96 Shins 7 10 8 9 15 10
97-98 Ankles 1 2 5 7 6 14
99-00 Feet 1 2 5 7 6 14
-----------------------------------------------------------------
Average: 7 10 8 9 15 10
Penalty: 4
Encumberance: 86
Tarnrill Chain Hood 1104.00
Tarnrill Mail Gorget 256.00
Tarnrill Chain Shirt 2254.00
Tarnrill Chain Pants 828.00
Tarnrill Plate Bracers 360.00
Tarnrill Chain Gloves 276.00
Leather Boots 0.80
-------
Total 5078.80
Spells: Shelled Spells: (Escape active). Antidispell(-60)2 1 x Mass Failure Antimagic(-3)F 2 x Defelection (1 kg, 8 minutes, moves) Apportation(-12)6F 1 x Open 1 x Detect Traps Assay(-120)4 1 x Close Baffle Device(-12)3 Item Smithy Bind Mana(-lots)5 Antidispel(-24)2 Breakfall(-1)3 Assay(-60)3 Catseyes(-20)2 Autocharge(-120)4F Cloak(-8)5 Average Charge(-24)2 Close(-6)4 Bind Mana(-lots)3 Deep Pocket(-80)4F Blood Activation(-lots)5 Deflection(-2)3F Blood Rune(-3)4 Detect Lie(-6)3 Drain Item(-240)5 Detect Life(-20)2 Discharge Item(-60)3F Detect Traps(-6)4 Failure(-36)1F Dispel Magic(-60)4F Gaurd Item(-120)3 Divination(-1200)4 Hand-to-Hand Item(-lots)2 Escape(-1)5F Integrate Mana Stone(-lots)4 Exorcism(-12)4 Learn from Item(-lots)3 Force(-12)3 Mark Item(-lots)1 Forecast(-60)2 Mass Failure(-60)5 Levitation(-24)3F Missle Item(-lots)3 Magerunes(-6)1 Read Action Diagram(-120)5F Magic Armor(-24)4F Recharge Item(-60)5 Magic Missle(-6)1 Rune of Spellthrowing(-lots)4 Open(-6)4F Shell(-60)2 Protection from Teleportation(-3)3F Summon Item(-lots)2 Rune of Accuracy(-lots)3 Template(-lots)5 Rune of Defense(-lots)4 Rune of Protection(-lots)5 Rune of Wounding(-lots)3 Sanctuary(-120)4F Sense Magic(-6)1 Servant(-45)3 Summons(-8)4F Teleport(-3)5 Trigger(-3)1 Werelight(-5)1
Deadalive Water Mage(Size zero undead humanoid).St 15 Stam 16 Agility 54 Phys. Elu. 68 Cn 18 Hits 24 Bleeding 90 Ment. Elu. 88 In 22 Health 5 Insanity 105 Perc. Int. 107 Ws 20 Luck 42 Dx 13 Ego 39 Magic 81 Impact 5[14] Ag 15 Mind 33 Perception 87 Edge 1[12] Ch 12 Sanity 6 Poison 73 Point 1[11] Bt 6 Shock 118 Fire 9[17]<33> Wp 24 To Hit 8 Asp 1 Stress 83 Magic 8[22]cold Lk 14 Missle 8 Msp 1 Surprise 81 Necro 5[7] --- Bow 8 Bsp 2 Unconc. 73 Poison 3 182 Spell 60 Csp 4 Damage 2 Spirit 35 Ssp 6 Determination 30 Lift 405 Carry 153 Run: 5 Mana 43
Disadvantages Cost Ability Rank Roll 30 Undead 10 1 levels of increased density - -- 40 Enemy, the living 10 Night Vision - -- 15 Distinctive looks: 18 Immune to Necromancy - -- dead 9 +3 poison armor - -- 25 +3d6 from fire 10 Magic 1 68 15 Afraid of fire 35 Water 5 116 20 Vengeful 12 +4 Asp - -- 15 Obessed with living 11 +22 spell to hit - -- identity 3 dagger 20 Blind in sunlight --- 20 xp 118+182=300 100 Base Asp Dam Len Brk --- Claw -2 2d6+3 5 n/a 300 Dagger -1 d6 3 9 (vampiric,2d6 necro)
Edge Point Impact Fire Magic Necro
01-06 Top of Head 15 15 16 18 25 8
07-14 Side of Head 15 15 16 18 25 8
15-20 Face 11 9 13 16 20 7
21-24 Neck 14 15 19 17 25 8
25-30 Collar 15 15 16 18 25 8
31-46 Chest 11 9 13 16 20 7
47-48 Solar Plexus 11 9 13 16 20 7
49-61 Stomach 11 9 13 16 20 7
62-66 Hips 16 13 17 20 26 8
67-68 Crotch 11 9 13 16 20 7
69-73 Upper Arm 11 9 13 16 20 7
74-75 Elbow 16 13 17 20 26 8
76-79 Lower Arm 11 9 13 16 20 7
80-81 Wrist 10 8 16 15 20 7
82-83 Hand 10 8 16 15 20 7
84-85 Fingers 10 8 16 15 20 7
86-91 Upper Leg 11 9 13 16 20 7
92-93 Knee 11 9 13 16 20 7
94-96 Shins 16 13 17 20 26 8
97-98 Ankles 11 9 13 16 20 7
99-00 Feet 11 9 13 16 20 7
-----------------------------------------------------------------
Average: 12 11 14 17 22 7
Penalty: 7
Encumberance: 163
Tarnrill Plate Full Helm 1800.00
Tarnrill Chain Hood 1104.00
Tarnrill Mail Gorget 256.00
Tarnrill Plate Shirt 4410.00
Tarnrill Plate Elbow Gaurd 180.00
Tarnrill Plate Pants 1620.00
Tarnrill Plate Bracers 360.00
Tarnrill Mail Gloves 384.00
Tarnrill Plate Shins 270.00
Tarnrill Plate Boots 360.00
-------
Total 10744.00
Acid Spray(-10)5F Amulet vs Cold(+16)
Bind Frost(-60)5 Ring of Deflection I(3x12rnd;1KG)
Call Fog(-12)1 Dagger, Vampiric, 2d6 necro
Chill(-8)2F
Cold(-30)3
Cone of Cold(-12)3
Control Fog-24)2F
Control Water Elemental(-8)4F
Freezing Wind(-12)4
Frost Bolt(-12)2F
Frozen Sphere(-8)3F
Hailstorm(-24)4F
Ice Armor(-80)4
Metal Ice(-48)5
Pro/Water Elementals(-45)3
Protection from Acid(-60)4
Protection from Cold(-45)3
Soluability(-8)4F
Summon Water Elemental(-600)5
Wall of Ice(-24)3
Watery Bolt(-7)2F
Edge Point Impact Fire Magic Necro
01-06 Top of Head 7 10 8 9 15 10
07-14 Side of Head 7 10 8 9 15 10
15-20 Face 0 0 2 5 5 8
21-24 Neck 13 14 16 13 22 11
25-30 Collar 11 15 11 11 20 11
31-46 Chest 7 10 8 9 15 10
47-48 Solar Plexus 7 10 8 9 15 10
49-61 Stomach 7 10 8 9 15 10
62-66 Hips 11 15 11 11 20 11
67-68 Crotch 7 10 8 9 15 10
69-73 Upper Arm 7 10 8 9 15 10
74-75 Elbow 7 10 8 9 15 10
76-79 Lower Arm 10 8 10 12 17 10
80-81 Wrist 7 10 8 9 15 10
82-83 Hand 7 10 8 9 15 10
84-85 Fingers 7 10 8 9 15 10
86-91 Upper Leg 7 10 8 9 15 10
92-93 Knee 7 10 8 9 15 10
94-96 Shins 7 10 8 9 15 10
97-98 Ankles 1 2 5 7 6 14
99-00 Feet 1 2 5 7 6 14
-----------------------------------------------------------------
Average: 7 10 8 9 15 10
Penalty: 4
Encumberance: 86
Tarnrill Chain Hood 1104.00
Tarnrill Mail Gorget 256.00
Tarnrill Chain Shirt 2254.00
Tarnrill Chain Pants 828.00
Tarnrill Plate Bracers 360.00
Tarnrill Chain Gloves 276.00
Leather Boots 0.80
-------
Total 5078.80
Spells: Shelled Spells: (Escape active). Antidispell(-60)2 1 x Mass Failure Antimagic(-3)F 2 x Defelection (1 kg, 8 minutes, moves) Apportation(-12)6F 1 x Open 1 x Detect Traps Assay(-120)4 1 x Close Baffle Device(-12)3 Item Smithy Bind Mana(-lots)5 Antidispel(-24)2 Breakfall(-1)3 Assay(-60)3 Catseyes(-20)2 Autocharge(-120)4F Cloak(-8)5 Average Charge(-24)2 Close(-6)4 Bind Mana(-lots)3 Deep Pocket(-80)4F Blood Activation(-lots)5 Deflection(-2)3F Blood Rune(-3)4 Detect Lie(-6)3 Drain Item(-240)5 Detect Life(-20)2 Discharge Item(-60)3F Detect Traps(-6)4 Failure(-36)1F Dispel Magic(-60)4F Gaurd Item(-120)3 Divination(-1200)4 Hand-to-Hand Item(-lots)2 Escape(-1)5F Integrate Mana Stone(-lots)4 Exorcism(-12)4 Learn from Item(-lots)3 Force(-12)3 Mark Item(-lots)1 Forecast(-60)2 Mass Failure(-60)5 Levitation(-24)3F Missle Item(-lots)3 Magerunes(-6)1 Read Action Diagram(-120)5F Magic Armor(-24)4F Recharge Item(-60)5 Magic Missle(-6)1 Rune of Spellthrowing(-lots)4 Open(-6)4F Shell(-60)2 Protection from Teleportation(-3)3F Summon Item(-lots)2 Rune of Accuracy(-lots)3 Template(-lots)5 Rune of Defense(-lots)4 Rune of Protection(-lots)5 Rune of Wounding(-lots)3 Sanctuary(-120)4F Sense Magic(-6)1 Servant(-45)3 Summons(-8)4F Teleport(-3)5 Trigger(-3)1 Werelight(-5)1
Ring: red gold of plain design with a black manastone set in a clawed setting (24:29) mana.
Robe of Protect Undead.
Spells: Protect Undead(Necromancy).
Type: Permanent.
Mana: 10.
Activation Points: 10.
Complexity: 6.
Source of Complexity: permanent item.
Action Diagram: When worn, function.
Description:
This robe adds +8 to an undead's fire armor, +3 to his edge and point armor, and +4 to his magic armor. It won't have any effect on a non-undead. The robe is silk in black and white tesselations.
A world where the undead live ``naturally'' tends to have an ecology of the dead. Dead forests, marshes, and even ruins of dead cities. In these various kinds of terrin there tend o be undead animals that are animated but pretty sluggish; they look like a pile of bones unless threatened or tempted with the hope of blood. The following examples are given and others can be composed in their spirit.
These creatures are undead and as such may be controlled by a necromancer. Creating them from living animals or their remains is quite difficult, an Animate Dead on a black animal given that had purchaced the powers not standard for the animated dead might do it. The way these creatures are typically created though is to have a material creture blunder through a gate from the real world. If it dies where the power of undeath is strong, e.g. in a plane of he undead, then it will tend to reanimated as the sort of nearly mindless blood-seeking monsters depicted here.
Death animals are able to lie still, appearing to be bones, or to lie in a shallow grave (concealed) for any amount of time while waiting for some creature with living blood to walk by. All death animals have a form of flammibility, but the exact details vary.
Death Bat(Size 0 birdlike undead).St 20 Stam 27 Agility 172 Phys. Elu. 122 Cn 12 Hits 14 Bleeding 71 Ment. Elu. 47 In 6 Health 3 Insanity 52 Perc. Int. 53 Ws 6 Luck 24 Dx 23 Ego 22 Magic 18 Impact 14 Ag 23 Mind 6 Perception 45 Edge 10 Ch 3 Sanity 2 Poison 45 Point 10 Bt 3 Shock 100 Fire 4 Wp 18 To Hit 31 Asp 5 Stress 46 Magic 2 Lk 8 Missle 34 Msp 6 Surprise 71 Necro 2[immu] --- Bow 34 Bsp 6 Unconc. 55 Poison 3 139 Spell 0 Csp 2 Damage 7 Spirit 7 Ssp 0 Determination 16 Lift 486 Carry 171 Run:6 Fly:19 Mana 9
Disadvantages Cost Ability Rank Roll 30 Undead 10 1 levels of increased density - -- 40 Enemy, the living 10 Night Vision - -- 20 Distinctive looks: 18 Immune to Necromancy - -- skeletal 9 +3 poison armor - -- 20 +2d6 from fire 67 9d6@3d6/rnd poison, sv 1/2 - -- 15 Terrified of fire 20 +4 edge, point, impact - -- 15 Greedy for blood 28 Up to 4d6 necromantic aura, powered - -- 20 Flammable 2d6[20] by flammability burning, dice are triggered by fire at most 2/3 hitpoints taken 20 Animal Intellect 15 Sonar - -- 0 xp 6 +Asp - -- 150 Base 8 +16 to hit - -- --- --- 330 191+139=330
A death bat is an undead giant, the remains of a huge bat reanimated by dark necromancy. If has fangs with a poison bite, it can be set on fire, and if it is set on fire it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a bat with perhaps some leathery skin. It can pretend to be a heap of bones, hang from a tree as if ung, or it can have glowing blue eyes and dripping red foam in its mouth.
Death Cobra(Size 4 snakelike undead).St 23 Stam 36 Agility 131 Phys. Elu. 60 Cn 28 Hits 59 Bleeding 161 Ment. Elu. 40 In 6 Health 8 Insanity 40 Perc. Int. 46 Ws 6 Luck 24 Dx 20 Ego 14 Magic 18 Impact 21 Ag 15 Mind 6 Perception 26 Edge 16 Ch 3 Sanity 2 Poison 112 Point 16 Bt 3 Shock 160 Fire 22 Wp 14 To Hit 92 Asp 9 Stress 34 Magic 11 Lk 8 Missle 20 Msp 4 Surprise 61 Necro 11 --- Bow 20 Bsp 2 Unconc. 153 Poison 6 125 Spell -4 Csp 2 Knockbk 171 Damage 11 Spirit 0 Ssp 0 Determination 10 Lift 2484 Carry 1080 Run: 11 Mana 5
Disadvantages Cost Ability Rank Roll 30 Undead 60 4 levels of growth - -- 40 Enemy, the living 20 2 levels of increased density - -- 20 Distinctive looks: 10 Night Vision - -- skeletal 18 Immune to Necromancy - -- 20 +2d6 from fire 18 +6 poison armor - -- 15 Terrified of fire 45 6d6@3d6/rnd poison, sv 1/2 - -- 15 Greedy for blood 20 +4 edge, point, impact - -- 40 Flammable 3d6[10] 45 5d6 flammability powered necro - -- triggered by iron aura, dive<=2/3 hits taken weapons 10 Tracking scent - -- 15 Fear of iron 12 +4 Asp - -- weapons 32 +64 to hit - -- 20 Animal Intellect --- 0 xp 290+125=415 200 Base --- 415
A death cobra is the animated remains of an almost dragon sized cobra, restored to pseudo-life by dark necromancy. If has fangs with a poison bite, it can be set on fire by hits with iron or steel weapons, and, if it burns, it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a huge snake with perhaps some leathery scales. It can pretend to be a heap of bones or it can have glowing purple eyes and dripping orange foam in its mouth.
Death Deer(Size 0 undead quadruped).St 22 Stam 33 Agility 90 Phys. Elu. 76 Cn 17 Hits 24 Bleeding 86 Ment. Elu. 40 In 6 Health 4 Insanity 40 Perc. Int. 46 Ws 6 Luck 24 Dx 16 Ego 14 Magic 18 Impact 15 Ag 16 Mind 6 Perception 26 Edge 7 Ch 4 Sanity 2 Poison 59 Point 7 Bt 4 Shock 104 Fire 12 Wp 14 To Hit 43 Asp 7 Stress 34 Magic 3 Lk 8 Missle 13 Msp 2 Surprise 53 Necro 1[immu] --- Bow 13 Bsp 2 Unconc. 59 Poison 4 92 Spell -4 Csp 2 Damage 10 Spirit 0 Ssp 0 Determination 10 Lift 726 Carry 282 Run: 10 Mana 5
Disadvantages Cost Ability Rank Roll 30 Undead 20 2 levels of increased density - -- 40 Enemy, the living 10 Night Vision - -- 20 Distinctive looks: 18 Immune to Necromancy - -- skeletal 12 +4 poison armor - -- 20 +2d6 from fire 45 6d6@3d6/rnd poison, sv 1/2 - -- 15 Terrified of fire 20 +4 edge, point, impact - -- 15 Greedy for blood 42 Up to 6d6 necromantic aura, powered - -- 20 Flammable 2d6[20] by flammability burning, dice of triggered by fire necro aura are 2/3 hitpoints lost 20 Animal Intellect 9 +3 Asp - -- 0 xp 12 +24 to hit - -- 100 Base --- --- 188+92=280 280 Asp Dam Len Bite -1 4d6+3 3 (poison) Kick -4 6d6+1 6 [impact]
A death deer is an undead deer, the remains of a deer reanimated by dark necromancy. If has fangs with a poison bite, it can be set on fire, and if it is set on fire it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a deer with perhaps some leathery skin. It can pretend to be a heap of bones or it can have glowing eyes and dripping green foam in its mouth.
Death Lion(Size 1 undead quadruped).St 20 Stam 27 Agility 107 Phys. Elu. 95 Cn 18 Hits 26 Bleeding 99 Ment. Elu. 47 In 6 Health 5 Insanity 52 Perc. Int. 53 Ws 6 Luck 24 Dx 20 Ego 22 Magic 18 Impact 11 Ag 20 Mind 6 Perception 30 Edge 5 Ch 3 Sanity 2 Poison 67 Point 5 Bt 3 Shock 112 Fire 13 Wp 18 To Hit 53 Asp 6 Stress 46 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 65 Necro 1[immu] --- Bow 25 Bsp 4 Unconc. 77 Poison 3 121 Spell 0 Csp 2 Knockbk 117 Damage 8 Spirit 7 Ssp 0 Determination 16 Lift 1026 Carry 396 Run: 13 Mana 9
Disadvantages Cost Ability Rank Roll 30 Undead 15 1 levels of growth - -- 40 Enemy, the living 20 2 levels of increased density - -- 20 Distinctive looks: 10 Night Vision - -- skeletal 18 Immune to Necromancy - -- 25 +3d6 from fire 9 +3 poison armor - -- 15 Terrified of fire 45 6d6@3d6/rnd poison, sv 1/2 - -- 15 Greedy for blood 10 +2 edge, point, impact - -- 25 Flammable 3d6[20] 42 Up to 6d6 necromantic aura, powered - -- triggered by fireby flammability burning, dice of 20 Animal Intellect necro aura are 2/3 hitpoints lost 20 xp 6 +2 Asp 100 Base 14 +28 to hit --- --- 310 189+121=310 Asp Dam Len Bite -2 4d6+3 4 Claw -2 5d6+1 6
A death lion is an undead lion, the remains of a lion reanimated by dark necromancy. If has fangs with a poison bite, it can be set on fire, and if it is set on fire it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a lion with perhaps some leathery skin. It can pretend to be a heap of bones or it can have glowing yellow eyes and dripping black foam in its mouth.
Death Monitor(Size 2 undead quadruped).St 23 Stam 36 Agility 80 Phys. Elu. 53 Cn 23 Hits 42 Bleeding 133 Ment. Elu. 51 In 6 Health 6 Insanity 59 Perc. Int. 57 Ws 6 Luck 24 Dx 16 Ego 27 Magic 18 Impact 19 Ag 12 Mind 6 Perception 32 Edge 10 Ch 3 Sanity 2 Poison 93 Point 10 Bt 3 Shock 142 Fire 23 Wp 20 To Hit 62 Asp 7 Stress 53 Magic 5 Lk 8 Missle 9 Msp 2 Surprise 59 Necro 1[immu] --- Bow 9 Bsp 0 Unconc. 109 Poison 4 121 Spell 2 Csp 2 Knockbk 100 Damage 12 Spirit 11 Ssp 1 Determination 20 Lift 2084 Carry 824 Run:8 Mana 11
Disadvantages Cost Ability Rank Roll 30 Undead 30 2 levels of growth - -- 40 Enemy, the living 30 3 levels of increased density - -- 20 Distinctive looks: 10 Night Vision - -- skeletal 18 Immune to Necromancy - -- 25 +3d6 from fire 12 +4 poison armor - -- 15 Terrified of fire 45 6d6@3d6/rnd poison, sv 1/2 - -- 15 Greedy for blood 20 +4 edge, point, impact - -- 40 Flammable 3d6[10] 54 6d6 flammability powered necro - -- triggered by iron aura, dive<=2/3 hits taken weapons 9 +3 Asp - -- 15 Fear of iron 21 +42 to hit - -- weapons --- 20 Animal Intellect 249+121=370 0 xp 150 Base Asp Dam Len --- Bite -2 6d6+1 5 370 Tail -5 6d6+3 9
A death monitor is the animated remains of a gigantic lizard, restored to pseudo-life by dark necromancy. If has fangs with a poison bite, it can be set on fire by hits with iron or steel weapons, and, if it burns, it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a huge lizard with perhaps some leathery scales. It can pretend to be a heap of bones or it can have glowing orange eyes and dripping violet foam in its mouth.
Death Rat(Size -3 undead quadruped).St 8 Stam 11 Agility 122 Phys. Elu. 137 Cn 6 Hits 10 Bleeding 32 Ment. Elu. 38 In 6 Health 2 Insanity 36 Perc. Int. 44 Ws 6 Luck 24 Dx 23 Ego 12 Magic 18 Impact 5 Ag 23 Mind 6 Perception 24 Edge 3 Ch 3 Sanity 2 Poison 24 Point 3 Bt 3 Shock 52 Fire 3 Wp 12 To Hit 37 Asp 5 Stress 30 Magic 2 Lk 8 Missle 34 Msp 6 Surprise 65 Necro 1[immu] --- Bow 34 Bsp 6 Unconc. 24 Poison 3 85 Spell -6 Csp 2 Damage 2 Spirit -2 Ssp 0 Determination 9 Lift 252 Carry 84 Run: 15 Mana 3
Disadvantages Cost Ability Rank Roll 30 Undead 15 3 levels of decreased size - -- 40 Enemy, the living 20 2 levels of increased density - -- 20 Distinctive looks: 10 Night Vision - -- skeletal 18 Immune to Necromancy - -- 20 +2d6 from fire 9 +3 poison armor - -- 15 Terrified of fire 45 6d6@3d6/rnd poison, sv 1/2 - -- 15 Greedy for blood 10 +2 edge, point, impact - -- 20 Flammable 2d6[20] 28 Up to 4d6 necromantic aura, powered - -- triggered by fireby flammability burning, dice of 20 Animal Intellect necro aura are 2/3 hitpoints lost 0 xp 23 2" tunnling through dirt - -- 100 Base 9 +3 Asp - -- --- 8 +16 to hit - -- 280 --- 195+85=280 Asp Dam Len Bite -0 d6+1 0 (poison)
A death rat is an undead rat, the remains of a rat reanimated by dark necromancy. If has fangs with a poison bite, it can be set on fire, and if it is set on fire it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a giant rat with leathery skin over it, or possible as just bones. A death rat can pretend to be a heap of bones or it can have red glowing eyes and dripping green foam in its mouth.
Death Saur(Size 6 "humanoid"(bipedal) undead).
St 28 Stam 55 Agility 130 Phys. Elu. 46
Cn 33 Hits 81 Bleeding 206 Ment. Elu. 40
In 6 Health 10 Insanity 40 Perc. Int. 46
Ws 6 Luck 24
Dx 16 Ego 14 Magic 18 Impact 28
Ag 16 Mind 6 Perception 26 Edge 21
Ch 3 Sanity 2 Poison 137 Point 21
Bt 3 Shock 190 Fire 21
Wp 14 To Hit 94 Asp 11 Stress 34 Magic 15
Lk 8 Missle 13 Msp 2 Surprise 53 Necro 15
--- Bow 13 Bsp 2 Unconc. 193
135 Spell -4 Csp 2 Knockbk 190 Damage 15
Spirit 0 Ssp 0 Determination 10
Lift 3112 Carry 1348 Run: 15 Mana 5
Disadvantages Cost Ability Rank Roll
30 Undead 90 6 levels of growth - --
40 Enemy, the living 10 1 levels of increased density - --
20 Distinctive looks: 10 Night Vision - --
skeletal 18 Immune to Necromancy - --
20 +2d6 from fire 15 +5 poison armor - --
15 Terrified of fire 45 6d6@3d6/rnd poison, sv 1/2 - --
15 Greedy for blood 35 +7 edge, point, impact - --
40 Flammable 4d6[10] 81 8d6 decro aura, powered by flam, - --
triggered by fire dice at most 2/3 points taken
20 Animal Intellect 18 +6 Asp - --
15 Afraid of steel 33 +69 to hit - --
weapons ---
25 xp 355+135=490
250 Base
--- Asp Dam Len
490 Bite -3 9d6 9
Claw -4 11d6 13
Tail -12 11d6+1 23
A death suar is the animated remains of a theropod dinosaur, restored to pseudo-life by dark necromancy. It is totally excessive. If has fangs with a poison bite, it can be set on fire by hits with iron or steel weapons, and, if it burns, it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of an theropod with perhaps some leathery scales. It can pretend to be a heap of bones or it can have glowing cyan eyes and dripping indigo foam from its mouth.
Death Wolf(Size -1 undead quadruped).St 16 Stam 19 Agility 107 Phys. Elu. 105 Cn 12 Hits 16 Bleeding 61 Ment. Elu. 43 In 6 Health 3 Insanity 46 Perc. Int. 49 Ws 6 Luck 24 Dx 20 Ego 18 Magic 18 Impact 9 Ag 20 Mind 6 Perception 28 Edge 4 Ch 3 Sanity 2 Poison 43 Point 4 Bt 3 Shock 81 Fire 7 Wp 16 To Hit 43 Asp 7 Stress 40 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 63 Necro 1[immu] --- Bow 25 Bsp 4 Unconc. 43 Poison 3 95 Spell -2 Csp 2 Damage 4 Spirit 3 Ssp 0 Determination 13 Lift 492 Carry 180 Run: 13 Mana 7
Disadvantages Cost Ability Rank Roll 30 Undead 5 1 levels of decreased size - -- 40 Enemy, the living 20 2 levels of increased density - -- 20 Distinctive looks: 10 Night Vision - -- skeletal 18 Immune to Necromancy - -- 20 +2d6 from fire 9 +3 poison armor - -- 15 Terrified of fire 45 6d6@3d6/rnd poison, sv 1/2 - -- 15 Greedy for blood 10 +2 edge, point, impact - -- triggered by fire 35 Up to 5d6 necromantic aura, powered - -- 20 Animal intellect flammability burning, dice of 0 xp necro aura are 2/3 hitpoints lost 100 Base 12 +4 Asp --- 11 +22 to hit 280 --- 175+95=280 Asp Dam Len Bite -1 2d6+3 2
A death wolf is an undead wolf. It is created from the dead remains of a wolf by dark necromancy. If has fangs with a poison bite, it can be set on fire, and if it is set on fire it gains a necromatic aura powered by its own destruction. Typically it is only found on a plane of the undead though it can be brought through a gate. It appears as the skelleton of a wolf with leathery skin over it, or possible as just bones. A death wolf can pretend to be a heap of bones or it can have green glowing eyes and dripping blue foam in its mouth.
Devouring Blob (Size -1 undead humanoid).St 12 Stam 13 Agility 34 Phys. Elu. 49 Cn 18 Hits 22 Bleeding 78 Ment. Elu. 51 In 6 Health 5 Insanity 59 Perc. Int. 57 Ws 6 Luck 30 Dx 8 Ego 27 Magic 78 Impact 8 Ag 8 Mind 6 Perception 32 Edge 6 Ch 3 Sanity 2 Poison 69 Point 6 Bt 3 Shock 107 Fire 6 Wp 20 To Hit 40 Asp 4 Stress 53 Magic 5 Lk 10 Missle 0 Msp 1 Surprise 44 Necro 1[immu] --- Bow 0 Bsp 1 Unconc. 99 Poison 5 55 Spell 2 Csp 2 Damage 0 Spirit 11 Ssp 1 Determination 20 Lift 222 Carry 90 Run: 4 Mana 11
Disadvantages Cost Ability Rank Roll 30 Undead 5 1 levels of decreased size - -- 40 Enemy, the living 10 Night Vision - -- 15 Distinctive looks: 18 Immune to Necromancy - -- dead ugly 15 +5 poison armor - -- 20 +2d6 from fire 30 +6 edge, point, impact - -- 15 Greedy for living 10 Does not Bleed - -- flesh 4 +2" of running - -- 15 No manipulation 19 +38 to hit - -- 5 5" odor obvious 12 +4 Asp - -- 0 xp 10 +30 Unconciousness save - -- 100 Base 20 +60 Magic Save - -- --- 30 3d6 armor 5 entangle, does not - -- 240 armor target, No range (mouth secretion). 12 +4 Magic Armor - -- --- 185+55=240
Asp Dam Len Bite -1 d6+3 2
The devouring blob is the ground state form of the devouring gray, on the following page. When not energized by death this odd, shapeshifting undead regresses to a dwarf size humanoid with slimy grey-brown skin, a huge mouth, large, haunted looking mud-brown eyes, and small arms that end at the elbow. If another creature dies within 3" of a devouring blob it morphs, without control, into a devouring gray. This transformation requires a full round.
Devouring Gray (Size 0 undead humanoid).St 20 Stam 27 Agility 77 Phys. Elu. 100 Cn 20 Hits 27 Bleeding 98 Ment. Elu. 57 In 12 Health 5 Insanity 71 Perc. Int. 69 Ws 12 Luck 30 Dx 20 Ego 27 Magic 57 Impact 10 Ag 20 Mind 12 Perception 47 Edge 5 Ch 16 Sanity 3 Poison 78 Point 5 Bt 6 Shock 124 Fire 8 Wp 20 To Hit 55 Asp 8 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 73 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 107 Poison 7 167 Spell 14 Csp 0 Damage 6 Spirit 17 Ssp 2 Determination 20 Lift 354 Carry 138 Run: 8 Mana 13
Disadvantages Cost Ability Rank Roll 30 Undead 21 +7 poison armor - -- 40 Enemy, the living 10 Night Vision - -- 20 Distinctive looks: 18 Immune to Necromancy - -- hideous 25 +5 edge, point, impact armor - -- 25 +3d6 from fire 24 Alternate form/Devouring Blob/one - -- 15 Greedy for lifeforce round transform, req. death 15 Hatred of life 15 +30 to hit - -- 20 Paranoid, incapable 12 +4 Asp - -- of trust or honor 10 Does not bleed - -- 20 Need to kill once 10 +30 unciousness save - -- per day or -1 hlth 41 3d6 9 hex necromantic attack, costs - -- 15 5" Aura of evil 2 mana per die (3 hex/die), no range obviousness 7 +21 magic save - -- 10 Reputation: hell- --- spawned murderer 193+167=360 0 xp 150 Base Asp Dam Len --- Bite -1 3d6+2 3 360 Claw -2 4d6+1 5
The devouring gray is an emaciated looking, skinny humanoid that forms from a devouring blob (see previous writeup). If it does not kill in a given day it loses one health. When it hits zero health is reverts to a devouring blob - unless it arrived at zero health by combat in which case it dies instead. The devouring gray is more cunning than the blob. If a devouring gray, at full health, gets a chance to devour a living creature alive it transforms into a devouring red, following. Note the devouring gray's obnoxious necromantic attack. The creature's main weakenss is its inability to cooperate. It just eats potential allies.
Devouring Red (Size 0 undead humanoid).St 25 Stam 43 Agility 92 Phys. Elu. 122 Cn 20 Hits 31 Bleeding 104 Ment. Elu. 51 In 12 Health 5 Insanity 61 Perc. Int. 63 Ws 12 Luck 30 Dx 23 Ego 20 Magic 81 Impact 18 Ag 23 Mind 12 Perception 44 Edge 8 Ch 16 Sanity 3 Poison 75 Point 8 Bt 6 Shock 128 Fire 16 Wp 17 To Hit 86 Asp 10 Stress 49 Magic 4 Lk 10 Missle 34 Msp 6 Surprise 76 Necro 2[immu] --- Bow 34 Bsp 6 Unconc. 119 Poison 6 198 Spell 11 Csp 0 Damage 13 Spirit 11 Ssp 2 Determination 15 Lift 870 Carry 336 Run: 10 Mana 10
Disadvantages Cost Ability Rank Roll 30 Undead 20 Two levels of density - -- 40 Enemy, the living 10 Night Vision - -- 20 Distinctive looks: 18 Immune to Necromancy - -- hideous 20 +4 edge, point, impact armor - -- 25 +3d6 from fire 29 Alternate form/Devouring Gray/one - -- 15 Greedy for lifeforce round transform, req. devour. 15 Hatred of life 25 +50 to hit - -- 20 Paranoid, incapable 12 +4 Asp - -- of trust or honor 10 Does not bleed - -- 20 Need to kill once 15 +45 unciousness save - -- per day or -1 hlth 15 +45 Magic Save - -- 20 20" Aura of evil 18 +6 poison armor - -- obviousness --- 10 Reputation: hell- 192+198=390 spawned murderer 35 3d6 T20 Fire Flamm. req. water etc. ext. 0 xp 150 Base Asp Dam Len --- Bite -1 6d6+1 3 390 Claw -2 7d6 5
A devouring red is a bigger, meaner devouring gray without the necromantic attack. It is more vulnerable to fire and undergoes the same reversion to previous form as the gray. To avoid losing health toward reversion a devouring red must devour a (size -1 or bigger) living creature each day.
Ghouls and ghasts (bigger, more powerful ghouls) are created from living human beings by the dark magic of necromancy or by repeated consumption of the flesh of human beings over an extended period of time. This process confers a number of powers on a creature as it becomes undead. The examples given here are not exhaustive, stats tend to folow power level for example. If a character is turned into a ghoul, use the powers for new ghoul, lesser ghoul, ghoul, etc. as they gain power. In general poison armor appears early and strong and then fades somewhat, paralysis and stench simply grow with the creatures powers, and night vision and an acute sense of smell are universal.
Many of these undead, because of their consumption of human flesh, become intamately familliar with human anatomy and so gain the skill lethal blow. Ghouls that have not yet begun to stink often have a few stealth abilities which are rendered useless after the stench powers come on line.
Ghouls tend to depend on their claw attacks (because weapons will not allow the use of their paralysis power). The drain is against all speeds except spirit and drained speed comes back at one per minute. Recall that -12 speed counts as paralysis. Ghould often have some armor and the more poweful sorts often have quite good armor. Intellegent ghouls are rare as the magic tends to kill intelegence (but may enhance strength and other physical characteristics).
Ghast (Size zero undead humanoid).St 23 Stam 36 Agility 77 Phys. Elu.100 Cn 20 Hits 27 Bleeding 99 Ment. Elu. 46 In 9 Health 5 Insanity 57 Perc. Int. 60 Ws 14 Luck 24 Dx 20 Ego 25 Magic 32 Impact 7 Ag 20 Mind 9 Perception 39 Edge 0 Ch 4 Sanity 3 Poison 74 Point 0 Bt 2 Shock 122 Fire 5 Wp 16 To Hit 40 Asp 7 Stress 48 Magic 4 Lk 8 Missle 25 Msp 4 Surprise 66 Necro 3[immu] --- Bow 25 Bsp 4 Unconc. 73 Poison 3 145 Spell 4 Csp 1 Damage 9 Spirit 6 Ssp 1 Determination 13 Lift: 396 Carry:156 Run: 11 Mana 7
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 20 +2d6 from fire 24 d6 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 15 Hideous looks 10 Tracking Smell - -- 15 Rep: maneater 22 Stench -10 self immune, adj. hex - -- 15 Hungry for Flesh 6 +12 to hit - -- 15 Selfish 6 +2 Asp - -- 35 Enemy, mankind 10 Lethal Blow 1 -- 0 xp 9 Poison Armor 3 - -- 100 --- --- 115+145=260 260 Asp Dam Len Bite -1 4d6+2 4 Claw -2 5d6 5 (speed drain)
Edge Point Impact Fire Magic Necro
01-06 Top of Head 6 9 13 8 10 9
07-14 Side of Head 6 9 13 8 10 9
15-20 Face 0 0 7 5 4 3
21-24 Neck 6 9 13 7 10 7
25-30 Collar 6 9 13 7 10 7
31-46 Chest 2 2 10 6 6 7
47-48 Solar Plexus 2 2 10 6 6 7
49-61 Stomach 2 2 10 6 6 7
62-66 Hips 3 3 12 8 7 11
67-68 Crotch 1 2 10 7 5 9
69-73 Upper Arm 2 2 10 6 6 7
74-75 Elbow 2 2 10 6 6 7
76-79 Lower Arm 2 2 10 6 6 7
80-81 Wrist 1 2 10 7 5 9
82-83 Hand 1 2 10 7 5 9
84-85 Fingers 1 2 10 7 5 9
86-91 Upper Leg 1 2 10 7 5 9
92-93 Knee 1 2 10 7 5 9
94-96 Shins 1 2 10 7 5 9
97-98 Ankles 1 2 10 7 5 9
99-00 Feet 1 2 10 7 5 9
-----------------------------------------------------------------
Average: 3 4 11 7 7 8
Penalty: 2
Encumberance: 35
Leather Helmet 2.80
Chain Mail Hood 48.00
Studded Leather Gorget 1.60
Studded Leather Shirt 19.60
Leather Pants 3.60
Studded Leather Bracers 1.60
Leather Gloves 1.20
Leather Boots 0.80
-------
Total 79.20
Ghast, Greater (Size zero undead humanoid).St 23 Stam 36 Agility 89 Phys. Elu.114 Cn 20 Hits 27 Bleeding 100 Ment. Elu. 48 In 9 Health 5 Insanity 60 Perc. Int. 62 Ws 14 Luck 24 Dx 20 Ego 26 Magic 32 Impact 7 Ag 23 Mind 9 Perception 40 Edge 0 Ch 4 Sanity 3 Poison 75 Point 0 Bt 2 Shock 124 Fire 5 Wp 17 To Hit 46 Asp 8 Stress 51 Magic 4 Lk 8 Missle 28 Msp 4 Surprise 67 Necro 3[immu] --- Bow 28 Bsp 6 Unconc. 74 Posion 3 160 Spell 5 Csp 1 Damage 9 Spirit 8 Ssp 1 Determination 15 Lift: 399 Carry:156 Run: 13 Mana 8
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 25 +3d6 from fire 24 d6 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 15 Hideous looks 10 Tracking Smell - -- 15 Rep: maneater 31 Stench -15 self immune, adj. hex - -- 15 Hungry for Flesh 9 +18 to hit - -- 15 Selfish 9 +3 Asp - -- 10 Demands respect 10 Lethal Blow 1 -- 35 Enemy, mankind --- 15 xp 130+160=290 100 --- 290 Asp Dam Len Bite -1 4d6+2 4 Claw -2 5d6 5 (speed drain)
Edge Point Impact Fire Magic Necro
01-06 Top of Head 11 11 15 10 14 3
07-14 Side of Head 11 11 15 10 14 3
15-20 Face 8 6 13 9 11 3
21-24 Neck 13 13 20 11 16 3
25-30 Collar 8 12 13 7 12 3
31-46 Chest 5 8 11 6 9 3
47-48 Solar Plexus 5 8 11 6 9 3
49-61 Stomach 5 8 11 6 9 3
62-66 Hips 7 10 14 6 11 3
67-68 Crotch 3 4 12 5 7 3
69-73 Upper Arm 5 8 11 6 9 3
74-75 Elbow 6 9 13 7 10 7
76-79 Lower Arm 7 5 16 8 11 3
80-81 Wrist 5 8 11 6 9 3
82-83 Hand 5 8 11 6 9 3
84-85 Fingers 5 8 11 6 9 3
86-91 Upper Leg 3 4 12 5 7 3
92-93 Knee 3 4 12 5 7 3
94-96 Shins 4 5 14 6 8 7
97-98 Ankles 2 2 10 6 6 7
99-00 Feet 2 2 10 6 6 7
-----------------------------------------------------------------
Average: 6 8 13 7 10 3
Penalty: 4
Encumberance: 94
Plate Armor Great Helm 120.00
Chain Mail Hood 48.00
Plate Mail Gorget 12.00
Chain Mail Shirt 98.00
Studded Leather Elbow Gaurd 0.80
Ring Mail Pants 18.00
Plate Mail Bracers 12.00
Chain Mail Gloves 12.00
Studded Leather Shins 1.20
Studded Leather Boots 1.60
-------
Total 323.60
Ghast Lord (Size zero undead humanoid).St 25 Stam 43 Agility 89 Phys. Elu. 114 Cn 23 Hits 36 Bleeding 113 Ment. Elu. 48 In 9 Health 7 Insanity 60 Perc. Int. 62 Ws 14 Luck 24 Dx 20 Ego 28 Magic 32 Impact 9 Ag 23 Mind 9 Perception 40 Edge 0 Ch 4 Sanity 3 Poison 90 Point 0 Bt 2 Shock 140 Fire 7 Wp 17 To Hit 56 Asp 10 Stress 51 Magic 4 Lk 8 Missle 28 Msp 4 Surprise 67 Necro 3[immu] --- Bow 28 Bsp 6 Unconc. 86 Poison 3 180 Spell 5 Csp 1 Damage 11 Spirit 8 Ssp 1 Determination 15 Lift: 444 Carry:177 Run: 13 Mana 8
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 25 +3d6 from fire 48 2d6 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 15 Hideous looks 10 Tracking Smell - -- 15 Rep: maneater 50 Stench -20 self immune, adj. hex - -- 15 Hungry for Flesh 13 +26 to hit - -- 15 Selfish 12 +5 Asp - -- 10 Demands respect 20 Lethal Blow 2 -- 10 Paranoid 9 poison armor 3 - -- 15 Dark Master --- 35 Enemy, mankind 190+180=370 20 xp 150 --- 370 Asp Dam Len Bite -1 5d6 4 Claw -2 5d6+2 5 (speed drain)
Edge Point Impact Fire Magic Necro
01-06 Top of Head 14 14 20 16 21 6
07-14 Side of Head 14 14 20 16 21 6
15-20 Face 10 8 17 14 16 5
21-24 Neck 17 16 26 18 25 7
25-30 Collar 11 15 18 13 19 6
31-46 Chest 7 10 15 11 14 5
47-48 Solar Plexus 7 10 15 11 14 5
49-61 Stomach 7 10 15 11 14 5
62-66 Hips 11 15 18 13 19 6
67-68 Crotch 7 10 15 11 14 5
69-73 Upper Arm 7 10 15 11 14 5
74-75 Elbow 14 14 20 16 21 6
76-79 Lower Arm 10 8 17 14 16 5
80-81 Wrist 7 10 15 11 14 5
82-83 Hand 7 10 15 11 14 5
84-85 Fingers 7 10 15 11 14 5
86-91 Upper Leg 7 10 15 11 14 5
92-93 Knee 7 10 15 11 14 5
94-96 Shins 14 14 20 16 21 6
97-98 Ankles 10 8 17 14 16 5
99-00 Feet 10 8 17 14 16 5
-----------------------------------------------------------------
Average: 10 11 17 13 17 5
Penalty: 7
Encumberance: 146
Tarnrill Plate Great Helm 2160.00
Tarnrill Chain Hood 1104.00
Tarnrill Mail Gorget 256.00
Tarnrill Chain Shirt 2254.00
Tarnrill Plate Elbow Gaurd 180.00
Tarnrill Chain Pants 828.00
Tarnrill Plate Bracers 360.00
Tarnrill Chain Gloves 276.00
Tarnrill Plate Shins 270.00
Tarnrill Plate Boots 360.00
-------
Total 8048.00
Ghoul (Size zero undead humanoid).St 18 Stam 22 Agility 67 Phys. Elu. 86 Cn 17 Hits 20 Bleeding 79 Ment. Elu. 43 In 8 Health 4 Insanity 48 Perc. Int. 52 Ws 9 Luck 24 Dx 17 Ego 19 Magic 25 Impact 4 Ag 18 Mind 8 Perception 62 Edge 0 Ch 4 Sanity 3 Poison 60 Point 0 Bt 2 Shock 99 Fire 4 Wp 15 To Hit 45 Asp 8 Stress 40 Magic 3 Lk 8 Missle 17 Msp 3 Surprise 58 Necro 2[immu] --- Bow 17 Bsp 3 Unconc. 75 Poison 6 100 Spell 1 Csp 0 Damage 4 Spirit 3 Ssp 0 Determination 12 Lift: 294 Carry:117 Run: 10 Mana 6
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 20 +2d6 from fire 18 d3 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 10 Awful looks 10 Tracking Smell - -- 10 Rep: maneater 22 Stench -10 self immune, adj. hex - -- 15 Hungry for Flesh 14 +28 to hit - -- 15 Selfish 15 +5 Asp - -- 25 Enemy, local 5 +15 unconc save - -- people 18 +6 poison armor - -- 0 xp 10 +30 Perception save - -- 100 --- --- 140+100=240 240 Asp Dam Len Bite -1 3d6+1 4 Claw -2 3d6+3 5 (speed drain)
Ghoul, Greater (Size zero undead humanoid).St 20 Stam 27 Agility 75 Phys. Elu. 96 Cn 20 Hits 27 Bleeding 93 Ment. Elu. 45 In 8 Health 5 Insanity 51 Perc. Int. 54 Ws 9 Luck 24 Dx 18 Ego 22 Magic 25 Impact 5[9] Ag 20 Mind 8 Perception 63 Edge 0[4] Ch 4 Sanity 3 Poison 74 Point 0[6] Bt 2 Shock 116 Fire 5[7] Wp 16 To Hit 49 Asp 9 Stress 43 Magic 4[8] Lk 8 Missle 21 Msp 3 Surprise 61 Necro 2[5]immu --- Bow 21 Bsp 4 Unconc. 88 Poison 4 120 Spell 2 Csp 0 Damage 6 Spirit 5 Ssp 0 Determination 13 Lift: 342 Carry:138 Run: 11 Mana 7
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 20 +2d6 from fire 24 d6 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 10 Awful looks 10 Tracking Smell - -- 10 Rep: maneater 22 Stench -10 self immune, adj. hex - -- 15 Hungry for Flesh 14 +28 to hit - -- 15 Selfish 15 +5 Asp - -- 25 Enemy, local 5 +15 unconc save - -- people 12 +4 poison armor - -- 20 xp 10 +30 Perception save - -- 100 --- --- 140+120=260 260 Asp Dam Len Bite -1 3d6+3 4 Claw -2 4d6+1 5 (speed drain)
Edge Point Impact Fire Magic Necroar
01-06 Top of Head 3 3 10 8 7 10.C
07-14 Side of Head 3 3 10 8 7 10
15-20 Face 2 2 8 6 6 6
21-24 Neck 6 9 11 8 10 8
25-30 Collar 6 9 11 8 10 8
31-46 Chest 5 8 9 6 9 2
47-48 Solar Plexus 5 8 9 6 9 2
49-61 Stomach 5 8 9 6 9 2
62-66 Hips 6 9 11 7 10 6
67-68 Crotch 2 2 8 6 6 6
69-73 Upper Arm 5 8 9 6 9 2
74-75 Elbow 5 8 9 6 9 2
76-79 Lower Arm 5 8 9 6 9 2
80-81 Wrist 1 2 8 7 5 8
82-83 Hand 1 2 8 7 5 8
84-85 Fingers 1 2 8 7 5 8
86-91 Upper Leg 2 2 8 6 6 6
92-93 Knee 2 2 8 6 6 6
94-96 Shins 3 3 10 8 7 10
97-98 Ankles 1 2 8 7 5 8
99-00 Feet 1 2 8 7 5 8
-----------------------------------------------------------------
Average: 4 6 9 7 8 5
Penalty: 2
Encumberance: 52
Studded Leather Full Helm 8.00
Leather Hood 4.80
Chain Mail Gorget 8.00
Chain Mail Shirt 98.00
Studded Leather Pants 7.20
Chain Mail Bracers 8.00
Leather Gloves 1.20
Leather Shins 0.60
Leather Boots 0.80
-------
Total 136.60
Ghoul, Lesser (Size zero undead humanoid).St 16 Stam 18 Agility 60 Phys. Elu. 76 Cn 16 Hits 18 Bleeding 73 Ment. Elu. 45 In 8 Health 4 Insanity 51 Perc. Int. 54 Ws 9 Luck 24 Dx 16 Ego 18 Magic 25 Impact 4 Ag 16 Mind 8 Perception 33 Edge 0 Ch 4 Sanity 3 Poison 57 Point 0 Bt 2 Shock 95 Fire 4 Wp 16 To Hit 13 Asp 2 Stress 43 Magic 4 Lk 8 Missle 13 Msp 2 Surprise 57 Necro 2[immu] --- Bow 13 Bsp 2 Unconc. 87 Poison 6 90 Spell 2 Csp 0 Damage 2 Spirit 5 Ssp 0 Determination 13 Lift: 258 Carry:102 Run: 9 Mana 7
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 15 +d6 from fire 18 d3 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 5 wierd looks 10 Tracking Smell - -- 10 Rep: maneater 10 +30 perception save - -- 15 Hungry for Flesh 12 +24 to hit - -- 15 Selfish 12 +4 Asp - -- 15 Enemy, relatives 10 +30 unconc save - -- of victims 18 +6 poison armor - -- 0 xp 5 Conceal Self 3 47 100 7 Sneak 4 52 --- --- 220 130+90=220
Asp Dam Len Bite -1 2d6+3 4 Claw -2 3d6+1 5 (speed drain)
Ghoul Necromancer(Size zero undead humanoid).St 18 Stam 22 Agility 46 Phys. Elu. 58 Cn 18 Hits 22 Bleeding 88 Ment. Elu. 70 In 20 Health 5 Insanity 91 Perc. Int. 103 Ws 24 Luck 30 Dx 12 Ego 27 Magic 81 Impact 4[8] Ag 12 Mind 27 Perception 81 Edge 0[2] Ch 11 Sanity 5 Poison 69 Point 0[2] Bt 4 Shock 113 Fire 6[8] Wp 20 To Hit 10 Asp 2 Stress 71 Magic 5[7] Lk 10 Missle 4 Msp 0 Surprise 71 Necro 8[14]immu --- Bow 4 Bsp 0 Unconc. 69 Poison 6 145 Spell 48 Csp 7 Damage 4 Spirit 25 Ssp 4 Determination 20 Lift 312 Carry 120 Run: 4 Mana 26
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 20 +2d6 from fire 18 d3 speed drain, HTH - -- 15 Afraid of Fire 10 Night Vision - -- 10 Awful looks 10 Tracking Smell - -- 10 Rep: maneater 22 Stench -10 self immune, adj. hex - -- 15 Hungry for Flesh 10 Magic Skill 1 66 15 Selfish 30 Necromancy 3 98 40 Enemy, mankind 9 +18 spell hit - -- 10 rival - other 3 +1 Csp - -- undead mages --- 10 xp 130+145=275 100 --- 275 Asp Dam Len Bite -1 3d6+1 4 Claw -2 3d6+3 5 (speed drain)
Edge Point Impact Fire Magic Necro
01-06 Top of Head 2 3 9 9 7 17
07-14 Side of Head 2 3 9 9 7 17
15-20 Face 1 2 7 8 6 14
21-24 Neck 3 3 9 9 8 16
25-30 Collar 3 3 9 9 8 16
31-46 Chest 2 2 7 7 7 12
47-48 Solar Plexus 2 2 7 7 7 12
49-61 Stomach 2 2 7 7 7 12
62-66 Hips 3 3 9 9 8 16
67-68 Crotch 1 2 7 8 6 14
69-73 Upper Arm 2 2 7 7 7 12
74-75 Elbow 2 2 7 7 7 12
76-79 Lower Arm 2 2 7 7 7 12
80-81 Wrist 1 2 7 8 6 14
82-83 Hand 1 2 7 8 6 14
84-85 Fingers 1 2 7 8 6 14
86-91 Upper Leg 1 2 7 8 6 14
92-93 Knee 1 2 7 8 6 14
94-96 Shins 3 3 9 9 8 16
97-98 Ankles 1 2 7 8 6 14
99-00 Feet 1 2 7 8 6 14
-----------------------------------------------------------------
Average: 2 2 8 8 7 14
Penalty: 2
Encumberance: 37
Leather Full Helm 4.00
Leather Hood 4.80
Studded Leather Gorget 1.60
Studded Leather Shirt 19.60
Leather Pants 3.60
Studded Leather Bracers 1.60
Leather Gloves 1.20
Studded Leather Shins 1.20
Leather Boots 0.80
-------
Total 38.40
Spells:Necromancy --------------- Animate Dead(-120)3F Area of Gloom(-30)3 Cause Wounds(-6)2F Chill(-8)2 Cloak of Darkness(-24)2 Control Undead(-20)2F Darkness(-8)1 Deathblade(-12)3F Deathmagic(-3)F Heal Undead(-60)3F Necromantic Bolt(-8)3 Pain(-8)2 Protect Undead(-20)3 Strengthen Undead(-20)3 Weakness(-60)3
Ghoul, New (Size zero undead humanoid).St 14 Stam 14 Agility 52 Phys. Elu. 66 Cn 14 Hits 14 Bleeding 61 Ment. Elu. 42 In 8 Health 4 Insanity 44 Perc. Int. 50 Ws 8 Luck 24 Dx 14 Ego 14 Magic 51 Impact 3 Ag 14 Mind 8 Perception 60 Edge 0 Ch 4 Sanity 3 Poison 47 Point 0 Bt 2 Shock 81 Fire 3 Wp 14 To Hit 32 Asp 5 Stress 36 Magic 3 Lk 8 Missle 8 Msp 1 Surprise 51 Necro 2[immu] --- Bow 8 Bsp 1 Unconc. 77 Poison 4 65 Spell 0 Csp -1 Damage 0 Spirit 2 Ssp 0 Determination 10 Lift: 210 Carry: 84 Run: 8 Mana 5
Disadvantages Cost Ability Rank Roll 30 Undead 18 Immune to necromantic damage - -- 10 Dislikes fire 12 1 point speed drain, HTH - -- 5 Afraid of People 10 Night Vision - -- 5 wierd looks 10 Tracking Smell - -- 10 Rep: maneater 10 +30 perception save - -- 15 Hungry for Flesh 12 +24 to hit - -- 15 Selfish 12 +4 Asp - -- 0 xp 10 +30 unconc save - -- 100 Base 12 +4 poison armor - -- --- 5 Conceal Self 3 47 190 7 Sneak 4 52 9 +27 magic save - -- --- 125+65=190
Asp Dam Len Bite -1 2d6+1 4 Claw -2 2d6+3 5 (speed drain)
A lich is a character that has preserved his life by necromancy, transforming himself into a form of undead. Such characters have access to their victims experience and so are frequently able to have rediculous amount of magic. Because of the way soulthet works they typically offload a lot of their power into magic items. They often have hidden crypts where they have magic items with runes of power that give them several areas of magic they don't have when unequiped.
Lich I (Size 0 undead humanoid).St 20 Stam 27 Agility 89 Phys. Elu. 114 Cn 24 Hits 39 Bleeding 120 Ment. Elu. 94 In 23 Health 7 Insanity 115 Perc. Int. 121 Ws 25 Luck 46 Dx 20 Ego 43 Magic 95 Impact 10 Ag 23 Mind 36 Perception 96 Edge 7[10] Ch 25 Sanity 6 Poison 103 Point 7[10] Bt 18 Shock 150 Fire 11[8] Wp 25 To Hit 25 Asp 4 Stress 93 Magic 9[13] Lk 15 Missle 28 Msp 4 Surprise 98 Necro 9[immu] --- Bow 28 Bsp 6 Unconc. 98 Poison 4 301 Spell 41 Csp 17 Damage 6 Spirit 38 Ssp 6 Determination 33 Lift 381 Carry 150 Run:10 Mana 50
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Vision - -- 40 Enemy, the living 18 Immune to Necromancy - -- 25 Terrifying looks. 12 +4 poison armor - -- 25 +3d6 from fire 10 Magic skill 1 75 15 Hates fire 50 Necromancy 5 123 20 Vengeful 30 +10 Csp - -- 15 Dedicated to the 9 Mace, dagger, shortsword - -- destruction of 15 +5 Csp - -- the elves -- +5 Csp in ring - -- 25 +3d6 from sunlight -- +50 points of necromancy in ring +2 +20 20 Blind in sunlight 33 +5 impact, +7 edge point - -- 0 xp 17 Life Sense - -- 300 Base 10 +20 spell hit - -- --- --- 515 214+301=505
Spells
Necromancy Animate Dead(-120)3F Speak with Dead(-30)3 Area of Death(-120)6* Steal Breath(-20)3 Area of Gloom(-30)3 Strengthen Undead(-20)3 Bestow Power(-75)5 Summon Dead(-3600)6F* Black Animal(-120)4F Summon Wraith(-600)4 Blight(-6000)7* Undeath(-lots)7* Chill(-8)2 Weakness(-60)3 Cloak of Darkness(-24)2 Withering(-10)4 Cloak of Ice(-60)4 Control Undead(-20)2F Equipment Curse Graves(-60)5 Cloak/Protect Undead Curse of the Ghoul(-lots)4 Ring of the Revnant Curse of the Vampire(-lots)6* Deathmace Damnation(-60)3 Ring of Flase Identity Darkness(-8)1 Day of Gloom(-120)5 Deadalive(-600)5F Deathblade(-12)3F Deathgate(-1200)7* Deathmagic(-3)F Deathmana(-600)4 Destruction(-6)6* Detect Undead(-20)1 Disruption(-8)4 Flames of Doom(-6)6 Heal Undead(-60)3F Ill Health(-12)4 Infuse Wraith(-3000)5 Lycanthropy(-2400)5F* Necromantic Bolt(-8)3F Pain(-8)2 Protect Undead(-20)3 Replica(-lots)7* Return(-6)7* Sage Skull(-lots)6* Seance(-120)4 Slay(-4)5 Soultheft(-800)5F * in ring
This mace is typically made of adamant with a head in the shape of a skull. The combat statistics are given below. The weapon does 5d6 of necromantic damage per hit, returns half of what it does to its wielder, does d100 points of damage when picked up (this takes about two hours to recharge), and transfers the mana of anyone it slays to its caster.
Asp Dam Len Brk Adamant Mace -2 2d6+1 4 30 (+25 to hit, 5d6 necro, deathblade, deathmana).
Ring of the Revenant.
Spells: Summons focus
Rune of Power; 50 points of necromancy, +5 CSP
Return, recharging
Type: Recharging+Special.
Mana: 0+0+15.
Activation Points: 1+0+7.
Complexity: 4.
Source of Complexity: recharging item, touch.
Action Diagram: When worn throw return.
Description:
This ring grants fifty points of necromantic ability, +5 to casting speed, and has a recharging spell (return) that brings the wearer back from the dead. The spell goes off when the ring is put on and does not recharge (see the spell, in necromancy) until the caster dies. The wearer's body reforms in the location where he put the ring on. The ring is the focus of a return spell which its owner (typically its maker) may use to summon it. The rune of power makes the wearer try to return the ring to its maker, being able to compell this against a stress save at -20 each time it is used. It also makes the wearer act as the ring's maker would have in other ways.
The first vampires were created by the God of the Undead. They are a particularlly insidious form of the undead as a vampire can create more vampires. A new vampire will have a stong loyalty to their creator which can fade (if the new vampire pays off the disadvantage with experience) or which may turn into a revenge motivation (if the master is killed).
The occult abilities a new vampire has tend to mimic those of its creator. There are several lineages of vampires. Among the powers a given lineage may have are mist form, invisibility, bat form, giant bat form, or wolf form (all the animals are done with the Alternate Form power). All vampires have the magic weapons to hit/hits as magic weapon ability, hand-to-hand health drain, are infectious (Transformation under Arcane Attacks), need not breathe, and night sight. Vampires may have any of a large suite of limitations including: suseptible to sunlight, long term need (native earth), vulnerable to edge or point damage done by wood, unusual appearance. Vampires are frequently mages as well and often have many undead slaves. There is an area of magic (within Arcane Lore, closely related to Necromancy) called Vampire lore that gives vampires their charm, hypnotism, etc. powers and lets them do all sorts of things by biting).
Several examples of vampires are given here but they should be further personalized for use in the campaign. In particular it is an unusual vampire that does not have weapons, items, and a cleverly trapped lair. Some vampire alternate forms may be taken directly from the animals section of the examples.
Vampyr, Mage I (Size 0 undead humanoid).St 20 Stam 27 Agility 46 Phys. Elu. 58 Cn 14 Hits 14 Bleeding 80 Ment. Elu. 76 In 22 Health 4 Insanity 93 Perc. Int. 107 Ws 24 Luck 27 Dx 12 Ego 27 Magic 110 Impact 5 Ag 12 Mind 33 Perception 87 Edge 0 Ch 10 Sanity 6 Poison 53 Point 0 Bt 12 Shock 100 Fire 3 Wp 20 To Hit 34 Asp 4 Stress 71 Magic 5 Lk 9 Missle 4 Msp 0 Surprise 75 Necro 8[immu] --- Bow 4 Bsp 0 Unconc. 71 150 Spell 34 Csp 6 Damage 6 Spirit 27 Ssp 5 Determination 20 Lift: 336 Carry:120 Run: 7 Mana 40
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Sight - -- 25 3d6 from sunlight 10 +1 or weapons to hit - -- 15 Rep: hellspawned 5 Hits as +1 weapon - -- bloodsucker 15 d6 slow, HTH transform attack - -- 20 Fear of Sunlight to new vampire 15 Hatred of the Living 17 d3 health drain, HTH - -- 15 Arrogant over- 18 Immune to necro. damage - -- confidence 10 +11 mana - -- 10 Cannot cross 11 +22 to hit - -- running water 6 +2 ASP - -- 15 Very sleepy during 6 +18 unconc. save - -- the day 7 +21 magic save - -- 15 Distinctive looks 10 Magic Skill 1 68 pale, bloodshot 25 Vampire Lore 4 108 eyes, fangs 20 Need not breathe - -- 40 Enemy, most living --- characters, races 170 Asp Dam Len 20 xp +150 Bite -1 3d6+3 3 (d3 drain) 100 Base --- Fist -2 4d6+2 4 --- 320 320
Spells: Vampire Lore
Animate Dead(-120)3F
Area of Gloom(-12)3
Beguiling Mien(-3)1
Bind(-30)2B
Black Animal(-120)4
Control Undead(-8)3F
Deathmagic(-12)3F
Deathmana(-60)3B
Drain Health(-3)3
Enchant(-60)4B
Fear(-7)2
Hatred(-14)3
Lust(5)2
Minstray(-6)2F
Native Earth(-1200)2F
Seductive Bite(-3)1
Sleep(-8)3
Southeft(-240)5B
Strengthen(-30)3B
Suggest(-60)3B
Summon Wraith(-120)4
Transform(-120)4
Vampyr, Mage II(Size 0 undead humanoid).St 20 Stam 27 Agility 46 Phys. Elu. 58 Cn 18 Hits 22 Bleeding 98 Ment. Elu. 88 In 23 Health 5 Insanity 106 Perc. Int. 115 Ws 24 Luck 27 Dx 12 Ego 33 Magic 132 Impact 5 Ag 12 Mind 36 Perception 93 Edge 0 Ch 10 Sanity 7 Poison 72 Point 0 Bt 12 Shock 122 Fire 4 Wp 23 To Hit 36 Asp 6 Stress 83 Magic 7 Lk 9 Missle 4 Msp 0 Surprise 80 Necro 8[immu] --- Bow 4 Bsp 0 Unconc. 108 180 Spell 39 Csp 10 Damage 6 Spirit 34 Ssp 6 Determination 28 Lift: 357 Carry:132 Run: 7 Mana 69
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Sight - -- 25 3d6 from sunlight 10 +1 or weapons to hit - -- 15 Rep: hellspawned 5 Hits as +2 weapon - -- bloodsucker 30 2d6 slow, HTH transform attack - -- 15 Fear of Sunlight to new vampire 20 Hatred of the Living 17 d3 health drain, HTH - -- 15 Arrogant, over- 18 Immune to necro. damage - -- confident 19 +19 mana - -- 10 Cannot cross 12 +24 to hit - -- running water 12 +4 ASP - -- 15 Very sleepy during 12 +36 unconc. save - -- the day 13 +39 magic save - -- 20 Distinctive looks 10 Magic Skill 1 72 pale, bloodshot 25 Vampire Lore 4 110 eyes, fangs, 15 Thaumaturgy 4 110 emaciated 12 +4 Csp - -- 15 Cannot enter a home 20 Need not breathe - -- unless invited --- 40 Enemy, most living 240+180=420 character races 0 xp Asp Dam Len 200 Base Bite -1 3d6+3 3 --- Fist -2 4d6+1 4 420
Spells:Vampire Lore Thaumaturgy
Animate Dead(-120)3F Antimagic(-3)5F
Area of Gloom(-12)3 Assay(-120)4
Beguiling Mien(-3)1 Breakfall(-1)3
Bind(-30)2B Close(-6)4
Black Animal(-120)4 Darkness(-8)2
Control Undead(-8)3F Deflection(-2)3
Deathmagic(-12)3F Detect Life(-20)2
Deathmana(-60)3B Detect Traps(-6)4
Drain Health(-3)3 Dispell Magic(-60)4
Enchant(-60)4B Force(-120)3
Enslave(-60)5B Levitation(-24)3
Fear(-7)2 Magic Missle(-6)1
Hatred(-14)3 Open(-6)4
Lust(5)2 Reverse Antimagic(-24)3
Minstray(-6)2F Rune of Accuracy(-lots)3
Native Earth(-1200)2F Rune of Defense(-lots)4
Seductive Bite(-3)1 Rune of Wounding(-lots)
Sleep(-8)3 Sense Magic(-6)1
Southeft(-240)5B Servant(-45)3
Strengthen(-30)3B Shell(-60)3
Suggest(-60)3B Trigger(-3)1
Summon Wraith(-120)4 Witch Sight(-30)3
Terror(-17)4
Transform(-120)4
Vampyr, Mage III(Size 0 undead humanoid).St 20 Stam 27 Agility 68 Phys. Elu. 88 Cn 20 Hits 27 Bleeding 106 Ment. Elu. 94 In 24 Health 5 Insanity 112 Perc. Int. 121 Ws 25 Luck 27 Dx 18 Ego 35 Magic 159 Impact 5 Ag 18 Mind 39 Perception 98 Edge 0 Ch 9 Sanity 7 Poison 82 Point 0 Bt 12 Shock 132 Fire 5 Wp 24 To Hit 57 Asp 9 Stress 88 Magic 8 Lk 9 Missle 19 Msp 3 Surprise 95 Necro 9[immu] --- Bow 19 Bsp 3 Unconc. 138 225 Spell 42 Csp 13 Damage 6 Spirit 37 Ssp 6 Determination 30 Lift: 366 Carry:138 Run: 10 Mana 75
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Sight - -- 25 3d6 from sunlight 20 +2 or better weapons to hit - -- 15 Rep: hellspawned 10 Hits as +2 weapon - -- bloodsucker 45 3d6 slow, HTH transform attack - -- 15 Fear of Sunlight to new vampire 20 Hatred of the Living 17 d3 health drain, HTH - -- 15 Arrogant, over- 18 Immune to necro. damage - -- confident 25 +25 mana - -- 10 Cannot cross 18 +36 to hit - -- running water 15 +5 ASP - -- 15 Very sleepy during 19 +57 unconc. save - -- the day 20 +60 magic save - -- 20 Distinctive looks 10 Magic Skill 1 75 pale, bloodshot 45 Vampire Lore 5 123 eyes, fangs, 15 Thaumaturgy 4 113 emaciated 18 +6 Csp - -- 15 Cannot enter a home 20 Need not breathe - -- unless invited --- 40 Enemy, most living 315+225=520 characters, races Asp Dam Len 20 Enemy, Rival Bite -1 3d6+3 3 Vampire Fist -2 4d6+4 4 0 xp 300 Base --- 520
Spells:Vampire Lore Thaumaturgy
Animate Dead(-120)3F Antimagic(-3)5F
Area of Gloom(-12)3 Assay(-120)4
Beguiling Mien(-3)1 Baffle Device(-12)3
Bind(-30)2B Barrier(-100)5
Black Animal(-120)4 Breakfall(-1)3
Day of Gloom(-30)4 Cloak(-8)5F
Deadalive(-600)5F Close(-6)4
Deathmagic(-12)3F Control Undead(-8)3F
Deathmana(-60)3B Darkness(-8)2
Drain Health(-3)3 Deeppocket(80)4F
Enchant(-60)4 Deflection(-2)3
Enslace(-60)5B Detect Lie(-6)3
False Memory(-240)5F Detect Life(-20)2
Fear(-7)2 Detect Traps(-6)4
Hatred(-14)3 Dispell Magic(-60)4
Lust(-5)2 Divination(-1200)4
Minstray(-6)2F Escape(-1)5F
Mistform(-12)5 Farsee(-60)5F
Sleep(-8)3 Force(-1203
Soultheft(-240)5F Levitation(-24)3
Strengthen(-30)3B Mage Block(-12)5
Suggest(-60)3B Magic Missle(-6)
Summon Wraith(-120)4 Mark(-4)5
Terror(-17)4 Open(-6)4
Transform(-120)4 Reverse Antimagic(-24)3
Rune of Accuracy(-lots)3
Rune of Defense(-lots)4
Rune of Protection(-lots)5
Rune of Wounding(-lots)
Sense Magic(-6)1
Servant(-45)3
Shell(-60)3
Steal Magic(-4)4
Summons(-8)4
Telekinesis(-8)5
Teleport(-3)5
Trigger(-3)1
Warrior Servant(-24)5
Witch Sight(-30)3
Vampyr, Prince(Size 0 undead humanoid).St 23 Stam 36 Agility 92 Phys. Elu. 121 Cn 23 Hits 36 Bleeding 123 Ment. Elu. 94 In 23 Health 7 Insanity 114 Perc. Int. 119 Ws 24 Luck 45 Dx 23 Ego 41 Magic 177 Impact 7[16] Ag 23 Mind 36 Perception 95 Edge 0[11] Ch 16 Sanity 7 Poison 98 Point 0[10] Bt 16 Shock 152 Fire 7[14] Wp 25 To Hit 87 Asp 13 Stress 92 Magic 9[23] Lk 15 Missle 34 Msp 6 Surprise 104 Necro 8[immu] --- Bow 34 Bsp 6 Unconc. 178 310 Spell 41 Csp 13 Damage 9 Spirit 38 Ssp 6 Determination 33 Lift: 432 Carry:165 Run: 13 Mana 80
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Sight - -- 25 3d6 from sunlight 30 +3 or weapons to hit - -- 15 Rep: hellspawned 15 Hits as +3 weapon - -- bloodsucker 45 3d6 slow, HTH transform attack - -- 10 Dislike of Sunlight to new vampire 20 3d6 from crossing 25 d6 health drain, HTH - -- running water 18 Immune to necro. damage - -- 20 3d6 from entering 29 +58 to hit - -- where uninvited 21 +7 ASP - -- 20 Hatred of the 28 +84 unconc. save - -- living 28 +84 magic save - -- 20 Meglomaniac 10 Magic Ability 1 74 25 20'' aura of evil 70 Vampire lore 6 132 40 Enemy, most living 20 Ipso lore 5 122 characters, races 15 Thaumaturgy 5 122 30 Enemy, rival vampire 21 +7 Csp - -- princedoms 30 +30 mana - -- 25 Look are horrible 40 Sight/IR/Sound invisibility - -- 0 xp 20 Need not breath - -- 540 --- Asp Dam Len --- 510+310=820 Bite -1 4d6+1 3 820 Claw -2 4d6+3 4
Spells:
Vampire Lore Thaumaturgy Ipso Lore
Animate Dead(-120)3F Antimagic(-3)5F Adaption(-24)4
Area of Gloom(-12)3 Assay(-120)4 Aim(-3)1
Beguiling Mien(-3)1 Baffle Device(-12)3 Analogue(-60)6
Bind(-30)2B Barrier(-100)5 Aura vs Control(-30)4
Black Animal(-120)4 Breakfall(-1)3 Balance(-12)2
Day of Gloom(-30)4 Cloak(-8)5F Body Weapons(-6)1
Deadalive(-600)5F Close(-6)4 Conciousness(-15)1
Deathmagic(-12)3F Control Undead(-8)3F Deftness(-8)2
Deathmana(-60)3B Darkness(-8)2 Enhance Will(-60)5
Drain Health(-3)3 Deeppocket(80)4F Heal Self(-120)3
Enchant(-60)4 Deflection(-2)3 Leaping(-15)2
Enslace(-60)5B Detect Lie(-6)3 Life Sense(-16)4
False Memory(-240)5F Detect Life(-20)2 Locator Hearing(-24)4
Fear(-7)2 Detect Traps(-6)4 Locator Smell(-16)3
Hatred(-14)3 Dispell Magic(-60)4 Magic Fist II(-8)5
Lust(-5)2 Divination(-1200)4 Mass(-16)4
Minstray(-6)2F Escape(-1)5F Phase Movement(-60)6
Mistform(-12)5 Farsee(-60)5F Quickness(-8)2
Return(-6)7 Force(-120)3 Remove Tattoo(-120)1
Sleep(-8)3 Levitation(-24)3 Rune of the Warrior(-lots)6
Soultheft(-240)5F Mage Block(-12)5 Rune of Selfing(-lots)3
Strengthen(-30)3B Magic Missle(-6) Spirit Inversion(-3)3
Suggest(-60)3B Mark(-4)5 Stop Bleeding(-3)1
Summon Wraith(-120)4 Open(-6)4 Strength(-8)2
Terror(-17)4 Reverse Antimagic(-24)3 Stun Pinch(-3)2
Transform(-120)4 Rune of Accuracy(-lots)3 Toughness(-8)2
Rune of Defense(-lots)4
Rune of Power(-lots)7
Rune of Protection(-lots)5
Rune of Wounding(-lots)
Sense Magic(-6)1
Servant(-45)3
Shell(-60)3
Steal Magic(-4)4
Summons(-8)4
Telekinesis(-8)5
Teleport(-3)5
Trigger(-3)1
Warrior Servant(-24)5
Witch Sight(-30)3
Edge Point Impact Fire Magic Necro
01-06 Top of Head 14 14 18 16 26 11
07-14 Side of Head 14 14 18 16 26 11
15-20 Face 10 8 15 14 21 10
21-24 Neck 16 16 22 18 29 12
25-30 Collar 14 14 18 16 26 11
31-46 Chest 10 8 15 14 21 10
47-48 Solar Plexus 10 8 15 14 21 10
49-61 Stomach 10 8 15 14 21 10
62-66 Hips 14 14 18 16 26 11
67-68 Crotch 7 10 13 11 19 10
69-73 Upper Arm 10 8 15 14 21 10
74-75 Elbow 14 14 18 16 26 11
76-79 Lower Arm 10 8 15 14 21 10
80-81 Wrist 7 10 13 11 19 10
82-83 Hand 7 10 13 11 19 10
84-85 Fingers 7 10 13 11 19 10
86-91 Upper Leg 7 10 13 11 19 10
92-93 Knee 7 10 13 11 19 10
94-96 Shins 14 14 18 16 26 11
97-98 Ankles 10 8 15 14 21 10
99-00 Feet 10 8 15 14 21 10
Average: 11 10 16 14 23 10
Penalty: 4
Encumberance: 88
Tarnrill Plate Great Helm 1800
Tarnrill Chain Hood 920
Tarnrill Mail Gorget 192
Tarnrill Plate Shirt 3780
Tarnrill Chain Elbow Gaurd 46
Tarnrill Chain Pants 598
Tarnrill Plate Bracers 270
Tarnrill Chain Gloves 138
Tarnrill Plate Shins 180
Tarnrill Plate Boots 180
Total Cost 8104
Vampyr, Thief I(Size 0 undead humanoid).St 20 Stam 27 Agility 80 Phys. Elu.108 Cn 15 Hits 16 Bleeding 77 Ment. Elu. 47 In 12 Health 4 Insanity 56 Perc. Int. 60 Ws 13 Luck 30 Dx 23 Ego 21 Magic 55 Impact 5 Ag 20 Mind 12 Perception 43 Edge 0 Ch 12 Sanity 3 Poison 52 Point 0 Bt 12 Shock 94 Fire 3 Wp 15 To Hit 49 Asp 7 Stress 44 Magic 3 Lk 10 Missle 31 Msp 6 Surprise 74 Necro 3[immu] --- Bow 31 Bsp 4 Unconc. 67 160 Spell 9 Csp 1 Damage 6 Spirit 7 Ssp 1 Determination 12 Lift: 324 Carry:123 Run: 11 Mana 8
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Sight - -- 25 3d6 from sunlight 10 +1 or weapons to hit - -- 15 Rep: hellspawned 5 Hits as +1 weapon - -- bloodsucker 15 d6 slow, HTH transform attack - -- 20 Fear of Sunlight to new vampire 15 Pale, strange 11 1 point health drain, HTH - -- appearance 18 Immune to necro. damage - -- 40 enemy, most living 9 +18 to hit - -- characters,races 6 +2 ASP - -- 15 Rivals in the 5 +15 unconc. save - -- Guild 6 +18 magic save - -- 10 Cannot cross running 5 Poisoner 2 46 water 10 Lethal Blow 1 -- 15 Very sleepy during 5 Climb 4 60 the day 5 Conceal Self 4 60 15 +d6 from fire 5 Conceal object 4 66 0 xp 5 Light Finger 4 66 120 Base 5 Lockpick 4 66 --- 5 Sneak 4 60 320 5 Set/Remove trap 4 66 20 Need not breathe - -- --- 160+160=320
Asp Dam Len Bite -1 3d6+3 3 (one point health drain) Fist -2 4d6+2 4
Vampyr, Thief II(Size 0 undead humanoid).
St 23 Stam 36 Agility 92 Phys. Elu.121
Cn 18 Hits 22 Bleeding 92 Ment. Elu. 47
In 12 Health 5 Insanity 56 Perc. Int. 60
Ws 13 Luck 30
Dx 23 Ego 24 Magic 64 Impact 7
Ag 23 Mind 12 Perception 43 Edge 0
Ch 12 Sanity 3 Poison 64 Point 0
Bt 12 Shock 112 Fire 4
Wp 15 To Hit 53 Asp 9 Stress 44 Magic 3
Lk 10 Missle 34 Msp 6 Surprise 74 Necro 3[immu]
--- Bow 34 Bsp 6 Unconc. 88
190 Spell 9 Csp 1 Damage 9
Spirit 7 Ssp 1 Determination 12
Lift: 387 Carry:150 Run: 13 Mana 8
Disadvantages Cost Ability Rank Roll
30 Undead 10 Night Sight - --
25 3d6 from sunlight 20 +1 or weapons to hit - --
15 Rep: hellspawned 10 Hits as +1 weapon - --
bloodsucker 15 d6 slow, HTH transform attack - --
20 Fear of Sunlight to new vampire
15 Pale, strange 17 d3 health drain, HTH - --
appearance 18 Immune to necro. damage - --
40 enemy, most living 14 +28 to hit - --
characters,races 9 +3 ASP - --
20 Rivals in the 8 +24 unconc. save - --
Guild 9 +27 magic save - --
10 Cannot cross running 5 Poisoner 2 46
water 20 Lethal Blow 2 --
15 Very sleepy during 5 Climb 4 66
the day 5 Conceal Self 4 66
20 +2d6 from fire 7 Conceal object 5 71
0 xp 5 Light Finger 4 66
210 Base 5 Lockpick 4 66
--- 5 Sneak 4 66
420 5 Set/Remove trap 4 66
5 Interrogation 3 39
5 Forge 3 50
5 Find 3 39
20 Need not breathe - --
---
230+190=420
Asp Dam Len
Bite -1 4d6+2 3 (d3 health drain)
Fist -2 5d6+1 4
Vampyr, Thief III(Size 0 undead humanoid).
St 25 Stam 43 Agility 102 Phys. Elu.135
Cn 20 Hits 27 Bleeding 103 Ment. Elu. 49
In 12 Health 5 Insanity 59 Perc. Int. 62
Ws 13 Luck 30
Dx 25 Ego 27 Magic 76 Impact 9
Ag 25 Mind 12 Perception 44 Edge 0
Ch 12 Sanity 3 Poison 74 Point 0
Bt 12 Shock 126 Fire 5
Wp 16 To Hit 83 Asp 11 Stress 47 Magic 4
Lk 10 Missle 40 Msp 7 Surprise 79 Necro 3[1mmu]
--- Bow 40 Bsp 7 Unconc. 112 Poison 2
225 Spell 10 Csp 1 Damage 11
Spirit 9 Ssp 1 Determination 13
Lift: 432 Carry:168 Run: 14 Mana 9
Disadvantages Cost Ability Rank Roll
30 Undead 10 Night Sight - --
25 3d6 from sunlight 20 +1 or weapons to hit - --
15 Rep: hellspawned 10 Hits as +1 weapon - --
bloodsucker 30 2d6 slow, HTH transform attack - --
20 Fear of Sunlight to new vampire
15 Pale, strange 17 d3 health drain, HTH - --
appearance 18 Immune to necro. damage - --
40 enemy, most living 20 +40 to hit - --
characters,races 12 +4 ASP - --
25 Rivals in the 13 +39 unconc. save;+39 Magic Save - --
Guild 20 Need not Breathe - --
10 Cannot cross running 5 Poisoner 2 46
water 35 Lethal Blow 3 --
15 Very sleepy during 5 Climb 4 70
the day 5 Conceal Self 4 70
25 +3d6 from fire 7 Conceal object 5 75
0 xp 7 Light Finger 5 75
300 Base 9 Lockpick 6 80
--- 5 Sneak 4 70
520 5 Set/Remove trap 4 70
5 Interrogation 3 39
5 Forge 3 52
5 Find 3 39
14 Poison Resistance 6 --
---
295+225=520
Asp Dam Len
Bite -1 4d6+2 3 (d3 health drain)
Fist -2 5d6+1 4
Vampyr, Warrior (New)(Size 0 undead humanoid).
St 20 Stam 27 Agility 52 Phys. Elu. 66
Cn 16 Hits 18 Bleeding 79 Ment. Elu. 44
In 10 Health 4 Insanity 48 Perc. Int. 54
Ws 10 Luck 24
Dx 14 Ego 20 Magic 51 Impact 5[10]
Ag 14 Mind 10 Perception 35 Edge 0[6]
Ch 12 Sanity 3 Poison 55 Point 0[7]
Bt 12 Shock 96 Fire 4[6]
Wp 14 To Hit 44 Asp 6 Stress 38 Magic 3[8]
Lk 8 Missle 38 Msp 6 Surprise 53 Necro 2[immu]
--- Bow 23 Bsp 6 Unconc. 91
100 Spell 4 Csp 0 Damage 6
Spirit 4 Ssp 0 Determination 10
Lift: 324 Carry:126 Run: 8 Mana 5
Disadvantages Cost Ability Rank Roll
30 Undead 10 Night Sight - --
25 3d6 from sunlight 10 +1 or weapons to hit - --
15 Rep: hellspawned 5 Hits as +1 weapon - --
bloodsucker 8 d3 slow, HTH transform attack - --
20 Fear of Sunlight to new vampire
20 enemy, some living 11 1 point health drain, HTH - --
characters, races 18 Immune to necro. damage - --
25 Master (creator) 15 +30 to hit - --
10 Cannot cross 9 +3 ASP - --
running water 12 +36 unconc. save - --
15 Cannot enter a 7 +21 magic save - --
home without an 15 dagger, knife, shortsword - --
invitation longsword, shortbow
15 Hatred of Master 15 +30 to hit - --
15 Unable to disobey 15 +15 bow - --
orders of master 15 +5 Msp - --
0 xp 15 +5 Bsp - --
120 Base 10 Lethal Blow 1 --
--- 20 Need not breathe - --
310 ---
190+100=290
Asp Dam Len
Bite -1 3d6+3 3 (drain HLTH 1)
Fist -2 4d6+2 4
Asp Dam Brk Len Load Fire Dam Rng
Dagger -1 d6 9 3 RCSBow(24) -7 -2 3d6+1 -1/3"
Short Sword -2 d6+2 12 6
Longsword -5 2d6+2 21 10
Edge Point Impact Fire Magic Necro
01-06 Top of Head 10 11 13 8 13 2
07-14 Side of Head 10 11 13 8 13 2
15-20 Face 8 6 11 8 10 2
21-24 Neck 8 12 11 6 11 2
25-30 Collar 8 12 11 6 11 2
31-46 Chest 5 8 9 5 8 2
47-48 Solar Plexus 5 8 9 5 8 2
49-61 Stomach 5 8 9 5 8 2
62-66 Hips 6 9 11 6 9 6
67-68 Crotch 2 2 8 5 5 6
69-73 Upper Arm 5 8 9 5 8 2
74-75 Elbow 6 9 11 6 9 6
76-79 Lower Arm 5 8 9 5 8 2
80-81 Wrist 2 2 8 5 5 6
82-83 Hand 2 2 8 5 5 6
84-85 Fingers 2 2 8 5 5 6
86-91 Upper Leg 2 2 8 5 5 6
92-93 Knee 2 2 8 5 5 6
94-96 Shins 3 3 9 6 6 8
97-98 Ankles 1 2 8 6 4 8
99-00 Feet 1 2 8 6 4 8
Average: 6 7 10 6 8 3
Penalty: 2
Encumberance: 55
Plate Armor Full Helm 85
Chain Mail Hood 40
Chain Mail Gorget 6
Chain Mail Shirt 84
Studded Leather Elbow Gaurd 0.4
Studded Leather Pants 5.2
Chain Mail Bracers 6
Studded Leather Gloves 1.2
Studded Leather Shins 0.8
Leather Boots 0.4
Total Cost 229
Vampyr, Warrior I(Size 0 undead humanoid).
St 21 Stam 30 Agility 62 Phys. Elu. 78
Cn 18 Hits 22 Bleeding 88 Ment. Elu. 46
In 11 Health 5 Insanity 54 Perc. Int. 58
Ws 12 Luck 24
Dx 15 Ego 22 Magic 64 Impact 6[11]
Ag 17 Mind 11 Perception 40 Edge 0[6]
Ch 13 Sanity 3 Poison 64 Point 0[9]
Bt 12 Shock 108 Fire 4[6]
Wp 15 To Hit 46 Asp 6 Stress 43 Magic 3[9]
Lk 8 Missle 42 Msp 7 Surprise 57 Necro 2[immu]
--- Bow 27 Bsp 8 Unconc. 125
125 Spell 7 Csp 0 Damage 7
Spirit 6 Ssp 1 Determination 12
Lift: 351 Carry:138 Run: 10 Mana 7
Disadvantages Cost Ability Rank Roll
30 Undead 10 Night Sight - --
25 3d6 from sunlight 10 +1 or weapons to hit - --
15 Rep: hellspawned 5 Hits as +1 weapon - --
bloodsucker 15 d6 slow, HTH transform attack - --
20 Fear of Sunlight to new vampire
20 enemy, some living 11 1 point health drain, HTH - --
characters, races 18 Immune to necro. damage - --
25 Master (creator) 15 +30 to hit - --
10 Cannot cross 9 +3 ASP - --
running water 17 +51 unconc. save - --
15 Cannot enter a 10 +30 magic save - --
home without an 15 dagger, knife, shortsword - --
invitation longsword, shortbow
15 Hatred of Master 15 +30 missle - --
15 Unable to disobey 15 +15 bow - --
orders of master 15 +5 Msp - --
10 Sleepy in the day 15 +5 BSP - --
0 xp 10 Lethal Blow 1 --
120 Base 20 Need not breathe - --
--- ---
320 220+100=320
Asp Dam Len
Bite -1 4d6 3 (one point health drain)
Fist -2 4d6+3 4
Asp Dam Brk Len Load Fire Dam Rng
Dagger -1 d6 9 3 RCSBow(24) -7 -2 3d6+1 -1/3"
Short Sword -2 d6+2 12 6
Longsword -5 2d6+2 21 10
Edge Point Impact Fire Magic Necro
01-06 Top of Head 10 11 14 8 13 2
07-14 Side of Head 10 11 14 8 13 2
15-20 Face 8 6 12 8 10 2
21-24 Neck 8 12 12 6 11 2
25-30 Collar 8 12 12 6 11 2
31-46 Chest 5 8 10 5 8 2
47-48 Solar Plexus 5 8 10 5 8 2
49-61 Stomach 5 8 10 5 8 2
62-66 Hips 8 12 12 6 11 2
67-68 Crotch 5 8 10 5 8 2
69-73 Upper Arm 5 8 10 5 8 2
74-75 Elbow 8 12 12 6 11 2
76-79 Lower Arm 5 8 10 5 8 2
80-81 Wrist 5 8 10 5 8 2
82-83 Hand 5 8 10 5 8 2
84-85 Fingers 5 8 10 5 8 2
86-91 Upper Leg 5 8 10 5 8 2
92-93 Knee 5 8 10 5 8 2
94-96 Shins 8 12 12 6 11 2
97-98 Ankles 2 2 9 5 5 6
99-00 Feet 2 2 9 5 5 6
Average: 6 9 11 6 9 2
Penalty: 3
Encumberance: 58
Plate Armor Full Helm 85
Chain Mail Hood 40
Chain Mail Gorget 6
Chain Mail Shirt 84
Chain Mail Elbow Gaurd 2
Chain Mail Pants 26
Chain Mail Bracers 6
Chain Mail Gloves 6
Chain Mail Shins 4
Studded Leather Boots 0.8
Total Cost 259.8
Vampyr, Warrior II(Size 0 undead humanoid).
St 22 Stam 33 Agility 69 Phys. Elu. 88
Cn 20 Hits 27 Bleeding 97 Ment. Elu. 49
In 12 Health 5 Insanity 60 Perc. Int. 63
Ws 14 Luck 27
Dx 16 Ego 24 Magic 71 Impact 7[15]
Ag 19 Mind 12 Perception 45 Edge 0[8]
Ch 13 Sanity 3 Poison 74 Point 0[7]
Bt 14 Shock 120 Fire 5[8]
Wp 16 To Hit 69 Asp 7 Stress 48 Magic 4[12]
Lk 9 Missle 36 Msp 5 Surprise 61 Necro 3[immu]
--- Bow 26 Bsp 7 Unconc. 106
150 Spell 10 Csp 1 Damage 8
Spirit 9 Ssp 1 Determination 13
Lift: 378 Carry:150 Run: 11 Mana 9
Disadvantages Cost Ability Rank Roll
30 Undead 10 Night Sight - --
25 3d6 from sunlight 20 +2 or weapons to hit - --
15 Rep: hellspawned 10 Hits as +2 weapon - --
bloodsucker 30 2d6 slow, HTH transform attack - --
20 Fear of Sunlight to new vampire
30 enemy, most living 17 d3 health drain, HTH - --
characters, races 18 Immune to necro. damage - --
15 Enemy, rival vamp. 25 +50 to hit - --
10 Cannot cross 9 +3 ASP - --
running water 11 +33 unconc. save - --
15 Cannot enter a 11 +33 magic save - --
home without an 9 dagger, knife, shortsword - --
invitation 20 Need not breathe - --
15 Hatred of the ---
living 180+150=320
15 Very sleepy in
the day
15 +d6 from fire
25 xp
100 Base
---
310 Asp Dam Len
Bite -1 4d6+1 3 (d3 health drain)
Fist -2 5d6 4
Asp Dam Brk Len
Dagger -1 d6 9 3
Short Sword -2 d6+2 12 6
Edge Point Impact Fire Magic Necro
01-06 Top of Head 10 11 15 9 14 3
07-14 Side of Head 10 11 15 9 14 3
15-20 Face 8 6 13 9 11 3
21-24 Neck 10 10 18 9 14 3
25-30 Collar 10 10 18 9 14 3
31-46 Chest 7 5 16 8 11 3
47-48 Solar Plexus 7 5 16 8 11 3
49-61 Stomach 7 5 16 8 11 3
62-66 Hips 10 10 18 9 14 3
67-68 Crotch 5 8 11 6 9 3
69-73 Upper Arm 7 5 16 8 11 3
74-75 Elbow 10 8 21 9 14 3
76-79 Lower Arm 8 6 13 9 11 3
80-81 Wrist 7 5 16 8 11 3
82-83 Hand 7 5 16 8 11 3
84-85 Fingers 7 5 16 8 11 3
86-91 Upper Leg 5 8 11 6 9 3
92-93 Knee 5 8 11 6 9 3
94-96 Shins 10 10 18 9 14 3
97-98 Ankles 8 6 13 9 11 3
99-00 Feet 8 6 13 9 11 3
Average: 8 7 15 8 12 3
Penalty: 4
Encumberance: 79
Plate Armor Full Helm 85
Chain Mail Hood 40
Plate Mail Gorget 9
Plate Mail Shirt 126
Plate Mail Elbow Gaurd 3
Chain Mail Pants 26
Plate Armor Bracers 15
Plate Mail Gloves 9
Plate Mail Shins 6
Plate Armor Boots 10
Total Cost 329
Vampyr, Warrior III(Size 0 undead humanoid).
St 25 Stam 43 Agility 77 Phys. Elu.100
Cn 23 Hits 36 Bleeding 114 Ment. Elu. 54
In 13 Health 7 Insanity 68 Perc. Int. 69
Ws 15 Luck 30
Dx 20 Ego 29 Magic 87 Impact 9[18]
Ag 20 Mind 13 Perception 50 Edge 0[8]
Ch 14 Sanity 4 Poison 91 Point 0[7]
Bt 14 Shock 142 Fire 7[11]
Wp 18 To Hit 71 Asp 12 Stress 55 Magic 4[12]
Lk 10 Missle 25 Msp 4 Surprise 72 Necro 3[immu]
--- Bow 25 Bsp 4 Unconc. 129
200 Spell 14 Csp 2 Damage 11
Spirit 14 Ssp 2 Determination 16
Lift: 447 Carry:177 Run: 11 Mana 12
Disadvantages Cost Ability Rank Roll
30 Undead 10 Night Sight - --
25 3d6 from sunlight 20 +2 or better weapons to hit - --
15 Rep: hellspawned 10 Hits as +2 weapon - --
bloodsucker 30 2d6 slow, HTH transform attack - --
20 Fear of Sunlight to new vampire
40 enemy, most living 17 d3 health drain, HTH - --
characters, races 18 Immune to necro. damage - --
25 Enemys, rival vamp. 31 +62 to hit - --
10 Cannot cross 18 +6 ASP - --
running water 14 +42 unconc. save - --
15 Cannot enter a 15 +45 magic save - --
home without an 9 dagger, knife, shortsword - --
invitation 20 Need not breathe - --
15 Hatred of the ---
living 200+200-400
15 Very sleepy in
the day
20 +2d6 from fire
0 xp
170 Base
---
340 Asp Dam Len
Bite -1 4d6+1 3 (d3 health drain)
Fist -2 5d6 4
Asp Dam Brk Len
Dagger -1 d6 9 3
Short Sword -2 d6+2 12 6
Edge Point Impact Fire Magic Necro
01-06 Top of Head 10 11 17 11 14 3
07-14 Side of Head 10 11 17 11 14 3
15-20 Face 8 6 15 11 11 3
21-24 Neck 13 12 21 13 16 3
25-30 Collar 10 10 20 11 14 3
31-46 Chest 7 5 18 10 11 3
47-48 Solar Plexus 7 5 18 10 11 3
49-61 Stomach 7 5 18 10 11 3
62-66 Hips 10 8 23 11 14 3
67-68 Crotch 7 5 18 10 11 3
69-73 Upper Arm 7 5 18 10 11 3
74-75 Elbow 10 8 23 11 14 3
76-79 Lower Arm 8 6 15 11 11 3
80-81 Wrist 7 5 18 10 11 3
82-83 Hand 7 5 18 10 11 3
84-85 Fingers 7 5 18 10 11 3
86-91 Upper Leg 7 5 18 10 11 3
92-93 Knee 7 5 18 10 11 3
94-96 Shins 10 8 23 11 14 3
97-98 Ankles 8 6 15 11 11 3
99-00 Feet 8 6 15 11 11 3
Average: 8 7 18 11 12 3
Penalty: 4
Encumberance: 86
Plate Armor Great Helm 100
Chain Mail Hood 40
Plate Mail Gorget 9
Plate Mail Shirt 126
Plate Mail Elbow Gaurd 3
Plate Mail Pants 39
Plate Armor Bracers 15
Plate Mail Gloves 9
Plate Mail Shins 6
Plate Armor Boots 10
Total Cost 357
Vourkour[Base](Size -2 undead humanoid).St 15 Stam 18 Agility 77 Phys. Elu.110 Cn 15 Hits 16 Bleeding 73 Ment. Elu. 55 In 10 Health 4 Insanity 69 Perc. Int. 67 Ws 12 Luck 30 Dx 20 Ego 22 Magic 32 Impact 3 Ag 20 Mind 10 Perception 43 Edge 0 Ch 4 Sanity 3 Poison 57 Point 0 Bt 4 Shock 98 Fire 3 Wp 20 To Hit 44 Asp 6 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 71 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 57 130 Spell 10 Csp 0 Knockdown 57 Damage 1 Spirit 15 Ssp 2 Determination 20 Lift: 125 Carry: 47 Run: 9 Mana 11
Disadvantages Cost Ability Rank Roll 30 Undead 10 Night Sight - -- 25 3d6 from sunlight 10 +1 or better weapons to hit - -- 15 Rep: hellspawned 5 Hits as +1 weapon - -- bloodsucker 18 Immune to necro damage - -- 20 Fear of Sunlight 10 2 levels of smaller - variable - -- 45 enemy, most living 21 1 point health destruction to power - -- characters, races shift to alternate forms (following) 15 Greedy for life- hand-to-hand (must to hits) force 30 15" of telekinetic flight - -- 15 Overconfident 30 2d6 slow, HTH transform attack - -- 25 Hideous Appearance to new Vourkour 15 Blinded by bright 11 +22 to hit - -- light 9 +3 Asp - -- 0 Points from drain 20 Need not breathe - -- 3 xp --- 100 Base 178+130=308 Asp Dam Len --- Bite -1 d6+2 1 308 Claw -1 d6+3 2
The Vourkour are a somewhat exotic type of vampire - in their base state they are vile, withered little monsters about the size of a very wrinkled, ugly kobold. If they drain a health they grow and become less ugly. At 2 health they are average looking humans. After 2 health drained they become bigger and stronger and more robust looking. They lose the effects of a point of health after about a minute (they may increase this time with experience, 2x delay for +2 xp, the Vourkour shown here is unexperienced). The new versions are given with changes (paid for with drain points) on following pages.
Vourkour[+1](Size -1 undead humanoid).St 17 Stam 21 Agility 77 Phys. Elu. 105 Cn 17 Hits 20 Bleeding 83 Ment. Elu. 55 In 10 Health 4 Insanity 69 Perc. Int. 67 Ws 12 Luck 30 Dx 20 Ego 24 Magic 32 Impact 4 Ag 20 Mind 10 Perception 43 Edge 0 Ch 8 Sanity 3 Poison 65 Point 0 Bt 9 Shock 108 Fire 4 Wp 20 To Hit 44 Asp 7 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 71 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 65 145 Spell 10 Csp 0 Knockdown 67 Damage 3 Spirit 15 Ssp 2 Determination 20 Lift: 194 Carry: 74 Run: 10 Mana 11
Changes: +2 Ss; +2 Cn; Size +1; Asp Dam Len Bite -1 2d6 2 Claw -1 2d6+3 3
Vourkour[+2](Size 0 undead humanoid).
St 20 Stam 27 Agility 77 Phys. Elu.100 Cn 20 Hits 27 Bleeding 98 Ment. Elu. 55 In 10 Health 5 Insanity 69 Perc. Int. 67 Ws 12 Luck 30 Dx 20 Ego 27 Magic 32 Impact 5 Ag 20 Mind 10 Perception 43 Edge 0 Ch 10 Sanity 3 Poison 78 Point 0 Bt 12 Shock 124 Fire 5 Wp 20 To Hit 47 Asp 7 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 71 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 77 160 Spell 10 Csp 0 77 Damage 6 Spirit 15 Ssp 2 Determination 20 Lift: 354 Carry:138 Run: 11 Mana 11
Changes: +3 St; +3 Cn; Size +1; Asp Dam Len Bite -1 3d6+3 3 Claw -1 4d6+1 5
Vourkour[+3](Size 0 undead humanoid).St 20 Stam 27 Agility 77 Phys. Elu.100 Cn 20 Hits 29 Bleeding 98 Ment. Elu. 55 In 10 Health 5 Insanity 69 Perc. Int. 67 Ws 12 Luck 30 Dx 20 Ego 27 Magic 32 Impact 8 Ag 20 Mind 10 Perception 43 Edge 2 Ch 10 Sanity 3 Poison 78 Point 2 Bt 12 Shock 124 Fire 9 Wp 20 To Hit 47 Asp 7 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 71 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 77 160 Spell 10 Csp 0 77 Damage 7 Spirit 15 Ssp 2 Determination 20 Lift: 531 Carry:207 Run: 10 Mana 11
Changes: +1 level of density; Asp Dam Len Bite -1 4d6 3 Claw -1 4d6+2 5
vspace0.3 in
Vourkour[+4](Size 0 undead humanoid).
St 20 Stam 27 Agility 77 Phys. Elu.100 Cn 20 Hits 31 Bleeding 98 Ment. Elu. 55 In 10 Health 5 Insanity 69 Perc. Int. 67 Ws 12 Luck 30 Dx 20 Ego 27 Magic 32 Impact 10 Ag 20 Mind 10 Perception 43 Edge 4 Ch 10 Sanity 3 Poison 78 Point 4 Bt 12 Shock 124 Fire 13 Wp 20 To Hit 47 Asp 7 Stress 59 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 71 Necro 2[immu] --- Bow 25 Bsp 4 Unconc. 77 160 Spell 10 Csp 0 77 Damage 8 Spirit 15 Ssp 2 Determination 20 Lift: 708 Carry:276 Run: 9 Mana 11
Changes: +1 level of density; Asp Dam Len Bite -1 4d6+1 3 Claw -1 4d6+3 5
Animated dead are corpses reanimated by necromancy. They cannot exceed the skills they had in life but the necromancer may pick and choose which abilities to reactivate. Animated dead may also pick a few new abilities based on their new form such as inability to bleed or claws (point damage) rather than impact damage as a result of bones protruding. Ordinary animated dead are barred from using mental skills, magic, knowledge, etc. but undead animated with the deadalive spell are not under such restrictions.
For the most part even deadalive are cannon fodder, but the larger ones or those that still have a mind can be quite dangerous. Animated dead that fall out from under control gradually develop a berserker mentallity, hating those that created them but without the wits to tell them from anyone else.
The example zombies given here are all sans armor and written as if still under control. When they leave controll one simply does surgery on their disadvantages replaceing ``Master'' and ``Will-less'' with ``Berserket Automaton'' and `Hatred of the Living''.
Zombie I (Size 0 undead humanoid).St 12 Stam 12 Agility 46 Phys. Elu. 58 Cn 12 Hits 12 Bleeding 51 Ment. Elu. 42 In 10 Health 3 Insanity 46 Perc. Int. 54 Ws 12 Luck 24 Dx 12 Ego 12 Magic 32 Impact 4 Ag 12 Mind 10 Perception 35 Edge 2 Ch 4 Sanity 3 Poison 39 Point 2 Bt 4 Shock 71 Fire 2 Wp 12 To Hit 6 Asp 0 Stress 36 Magic 4 Lk 8 Missle 4 Msp 0 Surprise 47 Necro 2 --- Bow 4 Bsp 0 Unconc. 39 Poison 1 50 Spell 2 Csp 0 Damage 0 Spirit 2 Ssp 0 Determination 9 Lift: 180 Carry: 72 Run: 7 Mana 3
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 25 +d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 3 poison armor 1 - -- 100 Base --- --- 60+50=110 225 Asp Dam Len Claw -2 2d6+3 5
Zombie II (Size 0 undead humanoid).St 14 Stam 14 Agility 51 Phys. Elu. 64 Cn 14 Hits 14 Bleeding 61 Ment. Elu. 44 In 10 Health 4 Insanity 50 Perc. Int. 56 Ws 12 Luck 24 Dx 15 Ego 14 Magic 32 Impact 5 Ag 13 Mind 10 Perception 37 Edge 2 Ch 4 Sanity 3 Poison 47 Point 2 Bt 4 Shock 81 Fire 3 Wp 14 To Hit 17 Asp 2 Stress 40 Magic 5 Lk 8 Missle 8 Msp 2 Surprise 55 Necro 2 --- Bow 8 Bsp 1 Unconc. 47 Poison 1 75 Spell 4 Csp 0 Damage 0 Spirit 4 Ssp 0 Determination 10 Lift: 210 Carry: 84 Run: 7 Mana 5
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 20 +2d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 3 poison armor 1 - -- 100 Base --- --- 60+75=135 230 Asp Dam Len Claw -2 2d6+3 5
Zombie III (Size 0 undead humanoid).St 16 Stam 18 Agility 57 Phys. Elu. 72 Cn 14 Hits 14 Bleeding 65 Ment. Elu. 45 In 11 Health 4 Insanity 53 Perc. Int. 59 Ws 14 Luck 24 Dx 16 Ego 16 Magic 36 Impact 7 Ag 15 Mind 11 Perception 41 Edge 3 Ch 4 Sanity 3 Poison 47 Point 3 Bt 4 Shock 83 Fire 3 Wp 14 To Hit 27 Asp 4 Stress 42 Magic 5 Lk 8 Missle 12 Msp 2 Surprise 58 Necro 3 --- Bow 12 Bsp 2 Unconc. 47 Poison 2 90 Spell 6 Csp 1 Damage 2 Spirit 5 Ssp 1 Determination 10 Lift: 246 Carry: 96 Run: 8 Mana 6
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 20 +3d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 6 poison armor 2 - -- 100 Base 6 +2 Asp - -- --- -- 235 69+90=159
Asp Dam Len Claw -2 3d6+1 5
Zombie IV (Size 0 undead humanoid).St 18 Stam 22 Agility 64 Phys. Elu. 82 Cn 14 Hits 14 Bleeding 69 Ment. Elu. 45 In 11 Health 4 Insanity 52 Perc. Int. 58 Ws 13 Luck 24 Dx 17 Ego 18 Magic 35 Impact 8 Ag 17 Mind 11 Perception 40 Edge 4 Ch 4 Sanity 3 Poison 47 Point 4 Bt 4 Shock 85 Fire 3 Wp 14 To Hit 37 Asp 6 Stress 41 Magic 6 Lk 8 Missle 16 Msp 3 Surprise 60 Necro 3 --- Bow 16 Bsp 3 Unconc. 47 Poison 2 100 Spell 6 Csp 1 Damage 4 Spirit 5 Ssp 1 Determination 10 Lift: 282 Carry:108 Run: 10 Mana 6
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 20 +3d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 6 poison armor 2 - -- 100 Base 9 +3 Asp - -- --- -- 235 72+100=172
Asp Dam Len Claw -2 3d6+3 5
Zombie V (Size 0 undead humanoid).St 20 Stam 27 Agility 68 Phys. Elu. 88 Cn 18 Hits 22 Bleeding 85 Ment. Elu. 46 In 12 Health 5 Insanity 54 Perc. Int. 60 Ws 14 Luck 24 Dx 18 Ego 20 Magic 38 Impact 9 Ag 18 Mind 12 Perception 43 Edge 4 Ch 4 Sanity 3 Poison 63 Point 4 Bt 4 Shock 104 Fire 4 Wp 14 To Hit 47 Asp 7 Stress 42 Magic 6 Lk 8 Missle 19 Msp 3 Surprise 63 Necro 3 --- Bow 19 Bsp 3 Unconc. 63 Poison 3 120 Spell 8 Csp 1 Damage 6 Spirit 6 Ssp 1 Determination 10 Lift: 330 Carry:132 Run: 10 Mana 7
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 20 +3d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 9 poison armor 3 - -- 100 Base 9 +3 Asp - -- --- -- 235 75+120=195
Asp Dam Len Claw -2 4d6+1 5
Zombie VI (Size 0 undead humanoid).St 23 Stam 36 Agility 77 Phys. Elu.100 Cn 20 Hits 27 Bleeding 98 Ment. Elu. 47 In 12 Health 5 Insanity 58 Perc. Int. 62 Ws 15 Luck 24 Dx 20 Ego 24 Magic 40 Impact 12 Ag 20 Mind 12 Perception 45 Edge 5 Ch 4 Sanity 3 Poison 73 Point 5 Bt 4 Shock 120 Fire 5 Wp 15 To Hit 60 Asp 9 Stress 46 Magic 7 Lk 8 Missle 25 Msp 4 Surprise 68 Necro 3 --- Bow 25 Bsp 4 Unconc. 93 Poison 3 150 Spell 9 Csp 2 Damage 9 Spirit 7 Ssp 1 Determination 12 Lift: 393 Carry:156 Run: 11 Mana 8
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 20 +3d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 9 poison armor 3 - -- 100 Base 12 +4 Asp - -- --- 7 +21 unconciousness save - -- 235 -- 85+150=235
Asp Dam Len Claw -2 5d6 5
Zombie VII (Size 0 undead humanoid).St 25 Stam 43 Agility 80 Phys. Elu.108 Cn 25 Hits 43 Bleeding 118 Ment. Elu. 49 In 12 Health 7 Insanity 62 Perc. Int. 66 Ws 16 Luck 24 Dx 23 Ego 27 Magic 42 Impact 15 Ag 20 Mind 12 Perception 47 Edge 6 Ch 4 Sanity 3 Poison 99 Point 6 Bt 4 Shock 146 Fire 9 Wp 16 To Hit 80 Asp 10 Stress 50 Magic 9 Lk 8 Missle 31 Msp 6 Surprise 75 Necro 4 --- Bow 31 Bsp 4 Unconc. 114 Posion 3 200 Spell 10 Csp 2 Damage 11 Spirit 9 Ssp 1 Determination 13 Lift: 447 Carry:183 Run: 11 Mana 9
Disadvantages Cost Ability Rank Roll 30 Undead 20 Does not breath - -- 20 +3d6 from fire 10 Does not bleed - -- 15 Afraid of Fire 10 Night Sight - -- 25 Master 6 +2 magic armor. - -- 20 Will-less 10 +2 edge, point, impact - -- 20 Blinded/Sunlight 1 +2 to hit - -- 0 xp 9 poison armor 3 - -- 150 Base 12 +4 Asp - -- --- 7 +21 unconciousness save - -- 285 -- 85+200=285
Asp Dam Len Claw -2 5d6+2 5
Demons are creatures from the netherworld called the Abyss. This netherworld is a very strange place in that it is made of the ruins of worlds destroyed by demons. As worlds are destroyed various individual demon lords will open portals and the world will be drawn into the debris of the abyss. Once there the protals enlarge and solidify adding the world to the Abyss and increasing its connectivity.
There are an incredible number of types of demons. There are corrupted elementals that are both elementals and demons, there are races whose worlds were dragged into the Abyss that became demonic in order to survive. There are creatures of all levels of intellect and of diverse ability all called demonic. The only unifying thread is that life in the Abyss induces corruption. Creatures of the Abyss are incredibly self interested. They do not believe others are real save to the extent they impose their will by force.
Demons often have abilities much like spells but that are innate. The demons have far less choice about using the abilities than they would if they are spells but also have no spell casting roll to slow them down. The abilities have a point cost, rank, and effect. The point cost is the raw cost in design points, the ability rank is a rough measure of the power of the ability, and the effect is the description of the ability. If an offensive demonic ability hits an antimagic it is considered to have the equivalent of 3 mana per ability rank.
This ability allows the demon, with a missle targeting roll, to cause cloth to age to where it will fall to dust the next time it is stressed, pulled, etc.
This ability allows the demon, with a missle targeting roll, to cause leather to age to where it will fall into patches the next time it is stressed, pulled, etc.
This ability allows the demon to animate a corpse restoring its innate abilities for up to four days (duration doubles per +1 point) with an upper bound of 300 points (+25 per +1 point). Those 300 points must cover night sight (10 points) immunity to necromantic damage (18 points), +3 edge, point, impact, and magic armor (32 points), and does not bleed (10 points), offset by +3d6 damage from fire (-25 points). These abilities costs a net of 45 points. At the end of the duration the undead make a shock save. If they make it they become self willed berserkers otherwise they deanimate.
This ability causes all within 5" of the demon to take d100 points of necromantic damage, save versus magic to 1/2 damage. Recall that taking hitpoints of necromantic damage requires a shock save or the victim loses health.
This ability allows the demon, with a missle targeting roll, to paralize a creature. The creature may break out with a strength versus strength roll against a strength of 30, minus one strength per round.
This ability causes the demon to fall at a rate of 1 meter per second whenever it falls more than a three feet. It functions automatically requiring no concentration.
This ability allows the demon to open a wound, 3d6 of edge damage direct to hits with only natural armor as defense, with a missle targeting roll.
This ability allows the demon to change at will into any type of creature it has encountered that has no more design points than it. The demon cannot turn into a creature with certian skills it happens to need.
This ability allows the demon to cause a sentient creature to think of the demon as an old and trusted friend unless that person saves versus insanity. The demon must target the effect unless the target is unsuspecting and the target gets +30 if the demon has attacked or frightened him.
This ability allows the demon to attempt to control up to four undead (+1 per +1 point) for three days (2x per +1 point). The undead must save versus magic at -40 (-5 per +1 point) to avoid control.
This ability allows the demon to accept the pledge of someone's soul which he will gain when they die. The pledge must be voluntary and allows the demon to grant the person in question 15 design points spendable as experience. In addition a bargian made when the demon accepts the pledge is binding on the demon and the person making the pledge must save versus stress to disobey suggestions or orders from the demon. If the person making the pledge manages somehow to kill the demon he keeps half the points and is no longer damned. The remaining points are made up as fast a possible out of unspent and future experience.
This spell gives the demon a chance to dispell a spell currently in effect. The demons chance is 25 or above five. If the spell comes from a permanent magic item the demon is -30. The demon can get +15 to his chance to dispell for +5 points. In addition the Thaumaturgy spell "hard to dispell" affects this demonic ability.
This ability allows the demon to disintegrate 10 cubic meters of contiguous nonliving material per round or, with a missle targeting roll, to do d100 points of magic damage to a living creature. Magic items directly attacked or on the person of a totally disintegrated creature get a save of 3x embedded mana not to disintegrate.
This ability allows the demon to cast a glamour over junk that makes it look to be of the finest quality. The demon can make bad food look wonderfull, lead coins look like silver, glass baubles look like gems.
This ability allows the demon, with a missle targeting roll, to force a sentient creature to become wholly subject to his will unless that creature saves versus insaity.
This ability lets the demon force a victim to feel fear, stress save or hide/flee. A missle targeting roll is required.
This ability allows the the demon to cause anyone it gazes at (requires a hit with missle bonus) to burst into hellfire for 4d6 of damage. It may attempt to gaze at everyone within line of sight but subtracts twice the number of targets from each hit roll.
This ability allows a demon to cause anyone it hits in hand to hand combat to take 4d6 of hellfire damage. They burst into flames when hit.
This ability makes the demon invisible. The rank of the effect is higher than that of the spell invisibility because this invisibility does not require saving throws.
This demonic ability allows the demon to walk on air or fly at a rate of 5" magically.
This ability allows the demon to do d3 points of health damage with a missle hit roll, save versus magic to 1 point of health damage.
This ability allows a demon to create a bolt of force that does d6 points of point damage as a missle. The demon uses his missle bonus at +5 to hit and his missle speed. Each added point of cost allows the demon either an additional missle at -4 delay or +5
This demonic ability allows a demon to causes a person not in battle or alert to overlook him and daydream, think about something else, or get confused.
This establishes a personal shield covering the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield moves with the demon.
This establishes a spherical shield covering the seven hexes containing the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield does not move and disappears if the demon moves outside of it.
This ability allows the demon to change an animal into another animal that does not cost more design points. The transformation lasts about a day. The animal gets a magic save to resist the change.
This ability allows the demon to change any creature in the game into another that does not cost more design points. The transformation lasts about a day. The creature gets a magic save to avoid changing and, if it blows it, another to retain its memory.
This ability allows the demon to change the shape and appearance of its own body (thought it cannot gain abilities).
This ability allows the demon to do spiritual combat with someone he is touching. If he wins he may dissolve his body and take over theirs. If they are killed the demon will be banished to hell but the demon may leave and reform his body, in the state it was when he posessed the victim, at any time prior to a victims death.
This ability allows the demon to project an image of its current appearance up to 100'' through anything less thab 1'' of rock or 10cm of metal. This image may communicate and sense as if it were the demon and allows the demon to cast spells or use spell like abilities. It cannot use or be harmed by physical attacks.
this ability allows the demon to do minor illusions that modify its appearance and the appearance of small, physical objects. This ability has a roll of +35 versus perceptual integrity to appear real to a skeptic; it cannot modify the appearance of things other than the demon or inanimate objects no more than 1" across that the demon touches or targets. A demon could use it to make magic missles look like knives (even to picking them up if he is knocked out). The demon can use it to make a gem appear as a rock or vice versa; doing this with whole pots of treasure is tricky to do fast - the ability Dross is more appropriate. This ability is also useful to a shapechanging demon in counterfiting gear of someone it is imitating.
This ability allows the demon a missle targeting roll to force someone to fall asleep. The target gets a magic save if it has a good reason not to fall asleep, e.g. on watch, in combat.
This ability allows the demon to do d100 points of necromantic damage with a missle hit roll, save to one half damage.
This ability allows the demon to force someone targeted with a missle hit roll to save versus unconciousness.
This ability allows a demon to summon his personal posessions to his hand so long as they are not in a metal lined container, weigh less than 20 kilograms, and are within 2 k.m. The posessions teleport to hand.
This ability allows the demon a luck save to avoid triggering mechanical and magical traps. The save must be made each round a demon might trigger a trap and a seperate save is required for each trap.
This ability allows the demon to trigger a magic item with a roll of IN+WS+WP+30. If the item is complex a random effect goes off otherwise it triggers. Blowing the roll merely fails to trigger the item. Blowing the roll by thirty or more triggers the item with spell failure.
In this section we give several examples of demons. The demon table lists them by name with point value and the modifier to a knowledge skill roll for knowing about a given type of demon apriori an encounter.
| Demons | ||
|---|---|---|
| Name | Points | Knowledge Skill |
| Air Demon | 435 | -80 |
| Battarch | 300 | -10 |
| Ceritop | 300 | -5 |
| C'lebbath | 300 | -10 |
| Doppleganger | 310 | -60 |
| Drandatrandanda | 543 | -100 |
| Earth Demon | 480 | -80 |
| Hawkquirain | 375 | -25 |
| Hellcat | 395 | -75 |
| Hellhound | 330 | -0 |
| Imp I | 235 | -0 |
| Imp II | 260 | -0 |
| Imp III | 165 | -0 |
| Imp IV | 305 | -30 |
| Kradrovaagg | 375 | -20 |
| Morac | 270 | -10 |
| Posessor | 420 | -120 |
| Red Drakenzann | 420 | -45 |
| Shadow Demon | 540 | -150 |
| Shekkk II | 375 | -50 |
| Swarmer | 375 | -40 |
| Xcarth | 440 | -75 |
Air Demon(size 1 herpocentauoid demon).Air demons are not air elementals and are hated by air elementals - but they have some control over the element. They can make clouds do their bidding, direct lightning, and control air elementals. They appear as a humanoid torso with a fanged mein, scaly skin, and clawed hands rising from a snaky body looks like a small tornado. The tornado makes only a murmur of sound. The weakness of air demons is, perhaphs, their lack of immunity to lightning.St 18 Stam 22 Agility 87 Phys. Elu. 95 Cn 22 Hits 37 Bleeding 118 Ment. Elu. 94 In 24 Health 6 Insanity 99 Perc. Int. 98 Ws 12 Luck 42 Dx 20 Ego 39 Magic 114 Impact 15 Ag 20 Mind 39 Perception 85 Edge 8 Ch 4 Sanity 7 Poison 92 Point 8 Bt 4 Shock 137 Fire 17[immu] Wp 24 To Hit 73 Asp 4 Stress 75 Magic 8 Lk 14 Missle 61 Msp 4 Surprise 99 Necro 3 --- Bow 25 Bsp 4 Unconc. 99 Poison 2 222 Spell 42 Csp 0 Knockbk 97 Damage 6 Spirit 37 Ssp 6 Determination 30 Lift 1008 Carry 396 Run:9 Telep:32 Fly:12 Mana 50 Disadvantages Cost Ability Rank Roll 50 Demonic 15 1 levels of growth - -- 20 Distinctive looks 20 2 levels of increased density - -- 40 Enemy, mankind 10 Night Vision - -- 40 Enemy, air elmntls 9 +4 edge, point armor - -- 20 Incapable of trust 8 32" of telportation - -- 20 Bloodthirsty 10 Immune to Fire - -- 10 Contempt for non- 30 Immune to Hellfire - -- demons 6 +2 poison armor - -- 10 Hellspawned menace 13 +39 magic save - -- 25 +2d6 from earthern 32 12" of flight - -- weapons 12 Servile Cloud (5"cloud@6")[4 mana] - -- 0 xp 5 Direct lightning[2 mana] - -- 200 Base 20 Control air elemental, -30 save, - -- --- lasts 3 days, costs 7 mana 435 18 +36 missle - -- 25 +50 to hit - -- --- 213+222=435 Asp Dam Len Bite -2 4d6+1 4 Claw -2 4d6+3 6
Battarach(size -1 bird (bat) like demon).St 20 Stam 28 Agility 180 Phys. Elu. 136 Cn 10 Hits 10 Bleeding 64 Ment. Elu. 60 In 6 Health 3 Insanity 71 Perc. Int. 63 Ws 6 Luck 46 Dx 23 Ego 36 Magic 84 Impact 9 Ag 25 Mind 6 Perception 50 Edge 5 Ch 8 Sanity 2 Poison 44 Point 5 Bt 8 Shock 104 Fire 2[immu] Wp 23 To Hit 31 Asp 5 Stress 65 Magic 2 Lk 15 Missle 36 Msp 6 Surprise 76 Necro 2 --- Bow 36 Bsp 7 Unconc. 44 188 Spell 5 Csp 2 Damage 6 Spirit 17 Ssp 2 Determination 28 Lift 166 Carry:54 Run:2 Fly:21 Telep:24 Mana 14
Disadvantages Cost Ability Rank Roll 50 Demonic 5 1 level of decreased size - -- 20 Hideous 10 Night Vision - -- 10 1/4 run - clumsy 10 +1 weapons to hit - -- runner 5 hits as +1 weapon - -- 45 Enemy, most humans 10 Immune to fire - -- 15 Fear: bright light 10 Immune to fire - -- 15 Extreme Claus- 10 Wall walking - -- trophobe 12 24" of teleportation - -- 20 Always hungry for 22 +36 magic save - -- blood and slaughter 8 +24 Magic Save - -- 25 3d6 from sunlight 10 +20 to hit - -- 0 xp --- 100 Base 112+188=200 --- 300 Asp Dam Len Bite -1 3d6+1 2
The battarch is a three foot tall bat-shaped demon. It is very stupid and quite violent. It is also incredibly hard to hit and it hates sunlight. Vampiric demon-lore mages frequently cultivate these things as familliars.
Ceritop (Size 0 demonic humanoid).St 25 Stam 52 Agility 75 Phys. Elu. 93 Cn 15 Hits 20 Bleeding 102 Ment. Elu. 55 In 10 Health 4 Insanity 77 Perc. Int. 80 Ws 20 Luck 30 Dx 25 Ego 32 Magic 70 Impact 13 Ag 15 Mind 10 Perception 51 Edge 3 Ch 5 Sanity 3 Poison 57 Point 3 Bt 6 Shock 114 Fire 9 Wp 20 To Hit 88 Asp 10 Stress 67 Magic 5 Lk 10 Missle 30 Msp 7 Surprise 81 Necro 5 --- Bow 30 Bsp 2 Unconc. 69 180 Spell 10 Csp 4 Damage 13 Spirit 15 Ssp 2 Determination 20 Lift: 858 Carry:306 Run: 6 Mana 11
Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 levels density - -- 20 Hideous 10 Night Vision - -- 15 Aura Obv. 5" 10 +1 weapons to hit - -- 45 Enemy, most humans 5 Hits as +1 weapon - -- 15 Instinct to charge 10 Immune to fire - -- 15 Dislikes being 30 +3 Hand Combat Levels - -- alone 17 +34 to hit - -- 20 Always hungry for 10 20" of teleportation - -- flesh and torture 8 +24 Magic Save - -- 20 +3d6 from cold --- 0 xp 120+180=300 100 Base --- Asp Dam Len 300 Horn -3 6d6+1 5 Claw -2 6d6 5 Bite -1 5d6+2 3
Ceritop demons are reptillian humanoids with a frill of horns around the back of their neck and two needle sharp horns coming out of the side of their head. They also have big, nasty claws and razor filled mouths. They dislike cold and hunt fresh meat continuously.
C'lebbath(Size 1 demonic humanoid).St 20 Stam 30 Agility 90 Phys. Elu. 95 Cn 20 Hits 29 Bleeding 111 Ment. Elu. 59 In 14 Health 5 Insanity 77 Perc. Int. 76 Ws 16 Luck 30 Dx 20 Ego 27 Magic 82 Impact 12 Ag 20 Mind 14 Perception 55 Edge 6 Ch 16 Sanity 4 Poison 78 Point 6 Bt 5 Shock 124 Fire 24 Wp 20 To Hit 49 Asp 4 Stress 63 Magic 5 Lk 10 Missle 25 Msp 4 Surprise 75 Necro 4 --- Bow 25 Bsp 4 Unconc. 97 175 Spell 18 Csp 2 Knockdown 87 Damage 7 Spirit 19 Ssp 3 Determination 20 Lift: 797 Carry:311 Run: 12 Mana 15
Disadvantages Cost Ability Rank Roll 50 Demonic 10 1 level density - -- 20 Hideous 15 1 level size - -- 15 Aura Obv. 5" 13 52" of teleportation - -- 25 Bloodthirsty 10 +1 or better weap to hit - -- 20 Overconfident 5 hits as +1 weapon - -- 25 Enemy - other 5 +15 fire armor - -- demons 5 +5 hellfire armor - -- 45 Enemy - humans 10 Night Vision - -- other than 20 +4 edge, point, impact - -- demon worsh. 12 +36 magic save - -- 0 xp 10 +20 to hit - -- 100 Base 10 +1 HCL - -- --- --- 300 125+175=300
Asp Dam Len Claw -2 5d6 6 Bite -2 4d6+3 4
The C'lebbath is a large, cannon-fodder grade of demon. It's not stupid but it tends to assume it can deal with anything by blinding, mindless violence. The C'lebbath is eight feet tall, extremely burly, with greenish slimy skin with oozing red patches. It has orange claws, teeth, and horns, smells bad, and has a small, silly-looking tail.
Doppleganger.St 23 Stam 36 Agility 92 Phys. Elu. 121 Cn 20 Hits 31 Bleeding 99 Ment. Elu. 49 In 12 Health 5 Insanity 58 Perc. Int. 61 Ws 12 Luck 30 Dx 23 Ego 25 Magic 36 Impact 12 Ag 23 Mind 12 Perception 43 Edge 4 Ch 12 Sanity 3 Poison 74 Point 4 Bt 12 Shock 122 Fire 13[1/4] Wp 16 To Hit 34 Asp 6 Stress 46 Magic 4 Lk 10 Missle 34 Msp 6 Surprise 75 Necro 2 --- Bow 34 Bsp 6 Unconc. 73 190 Spell 10 Csp 0 Damage 11 Spirit 9 Ssp 1 Determination 13 Lift: 792 Carry:312 Run: 11 Mana 9
Disadvantages Cost Ability Rank Roll 50 Demonic 20 2 level density - -- 20 Overconfident 10 Night Vision - -- 15 Perfers indirection 10 40" teleportation - -- and trickery 5 1/4 damage from fire - -- 15 Loves to foment 10 +1 weapons to hit - -- discord 5 hits as +1 weapon - -- 40 Enemy - most men, 20 Polymorph Self - -- elves,dwarves,etc. 20 Seeming - -- 35 Enemy - many demons. 9 Trigger - -- 20 +3d5 from silver or 11 Magic Missle [+25;3 missles@-4] - -- mithril weapons --- 15 Reputation as a 120+190=310 faithless weasle 0 xp Dam Asp Len 100 Base Claw -2 6d6+2 5 --- Bite -1 6d6 3 310
The doppleganger is a deomn with a mutable form and a tallent for mimicry. It creates minor illusions that permit it to simulate arms and armor, proper voice and appearance, smell and texture. The creature can vary its appearance from large dwarf to small pony.
Drandatrandand(Size 0 humanoid demon).
St 16 Stam 18 Agility 102 Phys. Elu. 136
Cn 26 Hits 51 Bleeding 114 Ment. Elu. 66
In 12 Health 8 Insanity 87 Perc. Int. 80
Ws 16 Luck 46
Dx 25 Ego 36 Magic 111 Impact 10[24]
Ag 25 Mind 12 Perception 54 Edge 5[21]
Ch 8 Sanity 3 Poison 111 Point 5[23]
Bt 18 Shock 149 Fire 23[25][immu]
Wp 23 To Hit 103 Asp 15 Stress 75 Magic 7[17]
Lk 15 Missle 40 Msp 7 Surprise 86 Necro 4[6]
--- Bow 40 Bsp 7 Unconc. 104 Poison 2
253 Spell 17 Csp 2 Damage 4
Spirit 23 Ssp 3 Determination 28
Lift 618 Carry 264 Run:11" Teleport:48" Mana 16
Disadvantages Cost Ability Rank Roll
50 Demonic 20 2 levels of increased density - --
20 Distinctive looks 10 Night Vision