RIP BESTIARY Notes about creature data: Move xN Movement speed of creature is multiplied by given number Flying xN Creature can fly, and it's maximum turn speed is multiplied by N Lethal poison Creature damaged (even scratched) by creature gains one hit with poison's STR by each few minutes (fast poison) or hours (slow poison) which is resisted with END instead of TGN until poison is removed or creature dies. Paralyzation Creature damaged gains additional hit with STR 8 which is resisted only with POW; each damage by it instead drops SPD by 1. Lost points return at the rate of one per hour. Petrification As level 4 elemental spell. Target gains STR 8 hit resisted only with POW, and one damage drops SPD to 1 for a day while 2 damage (or one and already in previous state) petrificates target. Life Drain Creature touched must success in POW-2 test or he loses one point of STR and END while draining creature is healed one damage point per END or STR drained, or appropriate abilities raised temporary if no more damaged. Creatures with armor may add it's points to resistance test, but if drainer touches for a whole turn, no resistance is allowed. No STR or END may drop below 1, and lost points return at the rate of one point per few hours. Drainer lose extra points at sunrise (see dark spell drain life) Lethal Life Drain As above, but after END has dropped to 1, creature gains one damage each turn until dies. No extra energy is given to drainer in such situation. Tomb Rot Creature scratched is infected with hideous tomb rot and loses one point of END each day unless succeeds in POW-4 test (tested against each daily loss) until END reaches 0 when creature dies or rot is cured. Lost points return at the rate of one point per few days. Possess If target (living) creature is touched for a full turn, it must success in POW-2 test or is possessed by attacker and it takes control of the body until spirit is driven away. If target had armor in touched place, it's level is added to resistance roll. Animation As possess, but creature may also animate dead bodies or objects like empty armor suits. Bodies animated by suck spirit are not stopped by normal damage; it must be hacked to pieces. But host body may still die for blood loss etc. even if spirit still animates it... Innate magic Creature may launch a effect similar to given spell each turn in addition to normal action. Suck effects may require mana or other powers, but do not require standard spellcasting actions, and are used as interrupt actions in normal cases except that they do not hinder normal action ie. creature may spellcast at the same time. Casting these are always with modifier +6 and automatically succeeds unless countered. FATE bonus is added to all POW resistance tests and against poison, petrification or paralyzation damage roll. =========================================== =========================================== << HUMANS and HUMANOIDS >> All stats are for average creature and may vary by -1..+2 or by more. Leaders usually have higher skill levels and for most races there exist spell casters. Note that toughness do not vary. ------------------------------------------- = Human = Basic stats: ------------ STR END SPD TGN INT WIL POW 3 3 3 3 3 3 3 ------------------------------------------- Bandit: ------- STR END SPD TGN INT WIL POW 3 3 3 3 3 3 3 PD: 3 Parry: 6 (7 with sword) Dodge: 6 Melee-3 Silent Move(rural)-3 Bow-3 Thrown-3 Sword (aSTR 4) or Axe (aSTR 4, -1 armor) Bow (aSTR 4) Leather armor parts (2) ------------------------------------------- Soldier: -------- STR END SPD TGN INT WIL POW 3 3 3 3 3 3 3 PD: 3/4 Parry: 8/9 Dodge: 6 Melee-4 Thrown-3 Bow-3 Teamfighting-3 Riding-3 Sword (aSTR 4) Spear (aSTR 3) or Shield (+1 PD) Helm, Bracers (1) ------------------------------------------- Captain: -------- STR END SPD TGN INT WIL POW WND 4 4 3 3 4 4 4 2 PD: 3 Parry: 9 Dodge: 7 Melee-5 Thrown-4 Bow-4 Leadership-4 R/W Common Teamfighting-4 Riding-4 Sword (aSTR 4) Helm, Bracers (1), Long chain shirt (2) ------------------------------------------- = Dwarf = STR END SPD TGN INT WIL POW Notes 3 4 3 4 3 4 3 Move x ½ PD: 3 Parry: (7) Dodge: 6 Melee-4, Thrown-3, Bow-4, Survival(caves)-4 /* 4 feet stunty man with long beard */ ------------------------------------------- = Halfling = STR END SPD TGN INT WIL POW Notes 2 3 4 2 3 3 2 Move x ½, +1 dodge PD: 4 Parry: (7) Dodge: 8 (with bonus) Melee-3, Thrown-4, Bow-3, Cooking-5, Silent Move-4 /* 3 feet small childish man with hairy feet */ ------------------------------------------- = Elf = STR END SPD TGN INT WIL POW 3 3 4 3 4 4 3 PD: 4 Parry: (8) Dodge: 8 Melee-4, Thrown-3, Bow-4, Hunting-3 /* 5-6 feet skinny forester with pointed ears */ ------------------------------------------- = Orc = STR END SPD TGN INT WIL POW 4 4 3 4 2 2 4 PD: 3 Parry: (6) Dodge: 6 Melee-3, Bow-3, Thrown-3 /* 6 and half feet crouched green and ugly humanoid */ ------------------------------------------- = Ogre = STR END SPD TGN INT WIL POW WND Notes: 5 4 2 5 2 2 5 2 -1 dodge PD: 3 Parry: (6) Dodge: 4 Melee-3, Thrown-3 Note that ogre weapons generally have +1 attack STR /* 7 feet very broad tanned man */ ------------------------------------------- = Cave Troll = STR END SPD TGN INT WIL POW WND Notes 5 4 2 5 2 1 5 2 Regenerates, -1 dodge PD: 2 Parry: 4 (claws) Dodge: 3 Melee-3, Thrown-3, Claws (aSTR 3) Regenerates 1 damage point per minute, cannot regenerate burnings /* 8 feet skinny blue-gray ugly man */ ------------------------------------------- = Rock Troll = STR END SPD TGN INT WIL POW WND Notes 7 6 1 5 2 2 6 4 Regenerates, -2 dodge, stone scales PD: 1 Parry: 2(claws) or 4(club) Dodge: 1 Melee-3, Thrown-1, Claws (aSTR 4) or Club (aSTR 8, -2 armor) Regeneration 1 damage point per hour, 1 point stone skin (6) /* 9 feet crouched broad man with stone scales */ ------------------------------------------- = Hill Giant = STR END SPD TGN INT WIL POW WND Notes 7 5 2 6 2 2 7 5 Move x2, -2 dodge PD: 2 Parry: (4) Dodge: 2 Melee-2, Thrown-2. Big Implement called Weapon (aSTR 9, -2 armor) /* 10 feet big man */ =========================================== =========================================== << ANIMALS >> Note that animals do not (usually) parry and their dodge may be reduced because they simply do not dodge so eagerly. Also note that poisons are only examples and may vary. = Bear = STR END SPD TGN INT WIL POW WND 5 5 2 4 1 3 5 2 PD: 2 Dodge: 3 Melee-3, Claws (aSTR 3), Crush (aSTR 4) if catch /* Grizzly bear */ ------------------------------------------- = Wolf = STR END SPD TGN INT WIL POW 3 5 4 3 1 3 4 PD: 4 Dodge: 7 Melee-4, Bite (STR 2) /* Big wolf */ ------------------------------------------- = Giant Rat = STR END SPD TGN INT WIL POW Notes 2 3 5 3 1 3 2 Move x ½ PD: 5 Dodge: 9 Melee-4, Bite (aSTR 1), may infect diseases /* 2 feet + 2 feet tail */ ------------------------------------------- = Giant Spider = STR END SPD TGN INT WIL POW Notes 2 3 5 2 1 3 2 Move x ½ PD: 5 Dodge: 9 Melee-3, Bite (aSTR 0 + lethal slow poison STR 3) /* 4 feet hairy tarantula */ ------------------------------------------- = Giant Ant = STR END SPD TGN INT WIL POW Notes 6 8 4 3 0 2 5 Move x ½, armor PD: 4 Dodge: 7 Melee-4, Pincers (aSTR 4), 1 point carapace (5) /* 7 feet ant */ ------------------------------------------- = Giant Poisonous Snake = STR END SPD TGN INT WIL POW Notes 4 5 5 4 1 3 4 Move x ½ PD: 5 Dodge: 7 Melee-5, Bite (aSTR 1 + lethal slow poison STR 3) /* 30 feet slimy snake */ ------------------------------------------- = Giant Constrictor Snake = STR END SPD TGN INT WIL POW Notes 5 6 5 5 1 3 5 Move x ½ PD: 5 Dodge: 6 Melee-4, Constrict (aSTR 3 continous, may have multiple targets) /* 40 feet slimy snake */ ------------------------------------------- = Giant Worm = STR END SPD TGN INT WIL POW WND 6 8 1 6 0 2 7 4 PD: 1 Melee-2, Bite (aSTR 4)+digest (aSTR 3 every turn) or Crush (aSTR 3, more if crushed against something). May have 0-1 point hard skin (5) /* 50 feet, 7 feet diameter brown worm */ =========================================== =========================================== << FANTASY MONSTERS >> Fantasiahirviöillä on usein vaarallisia taikoja vastaavia efektejä.. ------------------------------------------- = Basilisk = STR END SPD TGN INT WIL POW WND Notes 4 6 3 5 1 4 7 3 Hard skin, petrification touch PD: 3 Dodge: 4 Melee-4, Bite (aSTR 2), Tail (aSTR 3) all contacts with Basilisk cause Petrification 1 point hard skin (6) /* 10 feet lizard */ ------------------------------------------- = Cockatrice = STR END SPD TGN INT WIL POW WND Notes 3 4 4 4 1 4 5 2 Petrification, Flying x2 PD: 4 Dodge: 6 Melee-4, Beak (aSTR 1), Claws (aSTR 2) all contacts with Cockatrice cause petrification /* 10 feet bird-lizard */ ------------------------------------------- = Beholder = STR END SPD TGN INT WIL POW WND Notes 5 8 2 5 5 6 8 4 carapace, magic, Flying (only) PD: 2 Dodge: 3 Melee-1, Bite (aSTR 3) 1 point carapace (4) Innate magical abilities: Central eye: Counterspell - level 6 countering against all spells by one target Eyestalks: Detect Magic (loI) Stop (mIII) Blast Attack (eII) Disintegrate (eIII) - STR 6 Petrificate (eIV) Weakness (dI) Drain Energy (dII) Paralyzation (dII) Terror (dIII) - 1 target Death Spell (dIV) - 1 target Beholder can use max. 6 eyes each turn. Each small eye has TGN 3 and is hit with -3. Even one damage destroys it. /* 6 feet ball with gaping mouth and big eye and 10 eye stalks on top */ =========================================== =========================================== << CREATIONS >> With long process and rituals, wizard may create golems ------------------------------------------- = GOLEM (man-sized) = STR END SPD TGN INT WIL POW WND Stone 4 10 2 7 - - 5 3 Fist aSTR 2 Clay 4 10 2 4 - - 5 8 Fist aSTR 2 Iron 4 10 1 8 - - 5 3 Fist aSTR 3 Flesh 4 10 3 4 - - 5 4 Fist aSTR 2 PD, Parry and Dodge as for humans. Melee-SPD, charge with grap and crush preferred May have weapons. 1 point hard skin (6) /* Man-sized statue or metallic man */ If golem is bigger, add STR, POW and WND accordingly =========================================== =========================================== << UNDEAD >> Undead are created by necromancers with raise dead spells or caused by evil presence, enchantment or simply lost souls, which now haunt living creatures and their souls. ------------------------------------------- = Skeleton = STR END SPD TGN INT WIL POW Notes 3 - 3 3 - - 4 +3 TGN vs. thrust attacks PD: 3 Parry: (6) Dodge: 6 Melee-3, Thrown-2, Bow-2 /* Mindless animated skeleton */ ------------------------------------------- = Zombie = STR END SPD TGN INT WIL POW Notes 4 - 1 4 - - 4 +2 TGN vs. thrust attacks PD: 1 Parry: (3) Dodge: 2 Melee-2 /* Mindless animated corpse */ ------------------------------------------- = Ghoul = STR END SPD TGN INT WIL POW Notes 3 5 3 4 2 3 3 +2 TGN vs. thrust attacks PD: 3 Parry: - Dodge: 6 Melee-3, Claws (aSTR 2 + paralyzation) /* Wicked half-dead eater of the dead */ ------------------------------------------- = Mummy = STR END SPD TGN INT WIL POW Notes 5 - 1 5 - - 6 +2 TGN vs. thrust attacks PD: 1 Dodge: 2 Melee-4, Fist (aSTR 3 + tomb rot) /* Mindless animation */ ------------------------------------------- = Wight = STR END SPD TGN INT WIL POW Notes 4 5 2 4 2 - 4 +2 TGN vs. thrust attacks PD: 2 Parry: (5) Dodge: 4 Melee-3, Claws (aSTR 2 + Life-draining touch) or weapon /* Soulless body trapped between worlds */ ------------------------------------------- = Wraith = STR END SPD TGN INT WIL POW Notes - - 2 - 2 - 5 Immune to normal damage, flying PD: 2 Dodge: 5 Melee-4, Lethal Life-draining touch /* Evil spirit stalking earth */ ------------------------------------------- = Ghost = STR END SPD TGN INT WIL POW Notes - - 2 - 3 - 6 Immune to normal damage, flying PD: 2 Possess /* Restless spirit on earth */ ------------------------------------------- = Vampire = STR END SPD TGN INT WIL POW WND Notes 6 6 4 4 3 4 6 2 +2 TGN vs. thrust attacks PD: 4 Parry: (9) Dodge: 8 Melee-5, Lethal Life-draining suck /* Pale man with canine teeth, might be sorcerer */ =========================================== << DEMONS >> Demonit ovat Abyssin asukkeja, jotka haluavat maan päältä tuoretta lihaa (pienemmät demonit) tai sieluja syötäväksi. Päästäkseen maan päälle demonit tarvitsevat jonkun kutsumaan niitä, ja tultuaan kutsutuiksi vain harvat pystyvät olemaan paikan päällä niin kauan kuin haluavat vaan useimmat imeytyvät takaisin Abyssiin muutaman tunnin sisällä. Kun joku velho on saanut demonin kutsuttua maan päälle, demoni ei yleensä ole kovinkaan ystävällinen velholle, koska siltä yleensä odotetaan jotain palvelusta, ja sen on pakko pysyä sanassaan, jos se sellaisen suostuu antamaan. Tämän takia velhot kutsuvat demonit yleensä pentagrammeihin demon wardin sisään, ja vaativat niiltä lupaukset ennenkuin päästävät liikkeelle. Jokaisella demonilla on nimensä, jos velho tietää sen, voi hän käyttää sitä demonin komentamiseen, jolloin demoni saa -4 kaikkiin vastustusheittoihin, ja lisäksi velho voi kutsua juuri tätä demonia abyssistä summonin yhteydessä. ------------------------------------------- = Critter = STR END SPD TGN INT WIL POW WND 3 5 3 4 2 4 3 1 Melee-4, Claws (STR 3) /* small humanoid with horns and claws */ ------------------------------------------- = Bull Demon = STR END SPD TGN INT WIL POW WND 6 6 2 6 2 6 6 3 Melee-4, Claws (STR 5) /* Big gorilla-looking black demon */ ------------------------------------------- = Black Horror = STR END SPD TGN INT WIL POW WND MANA 5 6 3 5 3 6 7 3 10 Melee-5, Claw (STR 5) and Tentacle (STR 4) + Tongue (STR 1, only targets hit with tentacle) Mana Control-5, Dark Way-5 Spells: Wall of Shadows (dI), Weakness (dI), Darkness (dII) /* Black colored 7 feet spiky and broad demon with giant claw and spiked tentacle */ ------------------------------------------- = Hellwing = STR END SPD TGN INT WIL POW WND 2 6 5 3 2 5 4 1 Melee-4, Claws (STR 1) and Bite (STR 1 paralyzation), flying /* Winged pointed head with tail and talons */ ------------------------------------------- = Possessor = STR END SPD TGN INT WIL POW WND Notes Spirit - - 3 - 4 5 3 1 Immune to normal damage Possess +1 +2 -1 - 4 5 4 - Possess, spirit flying and invisible to normal sight. Possessed melee-2, no other skills /* Evil presence possessing people and using host as zombie */ ------------------------------------------- = Balrog = STR END SPD TGN INT WIL POW WND MANA Notes 7 8 3 7 4 7 10 5 20 May make big jumps with wings Melee-6, Elemental Way-6, Dark Way-5, Spells Demonic Flame Sword (STR 7), Whip (STR 1) /* Big humanoid with bat wings and flaming sword and whip */ -------------------------------------------