RIP BESTIARY ============ Creature special data and other notes: -1 Damage The creature is so tough that final damage is reduced after all required tests are made. If the reduction is against specific attack type, tests are made after reduction. Half Damage The creature is tough and big that final damage is divided after tests are made. If a creature has both divided damage and reduction, the dividing is made first. Size Modifier for ranged attack against creature. Fast Modifier for all attacks against creature Flying xN Creature can fly, and it's maximum phase 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 must success in POW-2 test or loses one point of SPD and gains -1 to all skill tests and must reroll the test until successful. Lost points are regained at the rate of one point per hour. Petrification Target must success in POW-3 test or one location is petrified and second save must succeed or creature is completely petrificated (see Petrificate (e4)) Life Drain Target must success in POW-2 test or loses one point of END and STR while attacker gains END damage points. No ability may drop below 1 and lost points return at the rate of one point per few hours. Attacker loses extra damage points (over his 0) at sunrise. Lethal Life Drain As above, but after END has dropped to 1, creature loses one END damage points for each hit. Tomb Rot Creature scratched is infected with hideous tomb rot and loses one point of END each day unless succeeds in POW-2 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-3 test or is possessed by attacker and it takes control of the body until spirit is driven away. 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 as instant spell in addition to normal action. Such effects may require mana or other powers, but do not require standard spellcasting actions. Casting these are always with modifier +6 and automatically succeeds unless somehow distrupted. Notes: Against all touch attacks, add +2 to save if armored location was hit. No resistance roll is allowed if touch attacks lasts for a full turn (except against possess) ======================================================================= ======================================================================= << HUMANS and HUMANOIDS >> All abilities are for average creature and may normally vary by -1..+1. Leaders usually have higher skill levels and for most races there exist spell casters. Note that toughness or movement do not vary. ---------------------------------------------------------------------- = Human = Basic stats: ------------ STR END SPD INT AWR WIL POW TGN MOV 3 3 3 3 3 3 3 3 4 ---------------------------------------------------------------------- Bandit: ------- STR END SPD INT AWR WIL POW TGN MOV 3 3 3 3 3 3 3 3 4 Melee-3, Bow-3, Thrown-3, Stealth-3 Sword (S:2) or Axe (S:2, -2 parry, heavy) Bow (P:2) Leather armor parts (2, 1/2/0) ---------------------------------------------------------------------- Soldier: -------- STR END SPD INT AWR WIL POW TGN MOV 3 3 3 3 3 3 3 3 4 Melee-4, Bow-3, Thrown-3, Teamfighting-3, Riding-3 Sword (S:2) Spear (P:3) or Shield (K:0, +1 parry) Helm, Bracers (1, 2/4/2) ---------------------------------------------------------------------- Captain: -------- STR END SPD INT AWR WIL POW TGN MOV 3 4 3 3 3 4 4 3 4 3 rerolls Melee-5, Thrown-4, Bow-4, Leadership-4, Teamfighting-4, Riding-4 Sword (S:2) Helm, Bracers (1, 2/4/2), Long chain shirt (2, 1/3/1) ---------------------------------------------------------------------- ---------------------------------------------------------------------- = Dwarf = STR END SPD INT AWR WIL POW TGN MOV 3 4 3 3 3 4 3 4 3 Melee-4, Thrown-3, Bow-4, Survival(caves)-4 " 4 feet stunty man with long beard " DWARF PLAYER: It costs 6 points to be a dwarf. Most dwarfs are stubborn, greedy and are looked over by longer races. Player dwarf has WIL of 3, but can be raised as with humans. All magic skills cost DOUBLE. ---------------------------------------------------------------------- = Elf = STR END SPD INT AWR WIL POW TGN MOV 3 3 4 4 4 3 4 3 5 Melee-4, Thrown-3, Bow-4, Hunting-4 " 5-6 feet skinny forester with pointed ears " ELF PLAYER: It costs 6 points to be an elf. Most elves are arrogant. Player elf has all abilities at 3 (except for AWR and MOV) but should raise appropriate values. Elves cannt have END of 4, and they heal slower: double all healing times. ---------------------------------------------------------------------- = Goblin = STR END SPD INT AWR WIL POW TGN MOV 3 3 3 2 4 2 2 3 4 Melee-3, Bow-3, Thrown-3 " 5 feet crouched green and fast ugly humanoid " ---------------------------------------------------------------------- = Orc = STR END SPD INT AWR WIL POW TGN MOV 4 4 3 2 3 2 4 4 3 Melee-4, Bow-3, Thrown-3 " 6 and half feet crouched green and ugly humanoid " ---------------------------------------------------------------------- = Ogre = STR END SPD INT AWR WIL POW TGN MOV 4 4 2 2 3 2 5 4 4 -1 damage Melee-4, Thrown-3 Weapon: Big club (K:5, -1 total damage) Big Axe (S:6, -1 armor, heavy) Spear (P:5) " 7 feet very broad tanned man " ---------------------------------------------------------------------- = Cave Troll = STR END SPD INT AWR WIL POW TGN MOV 5 4 2 2 2 1 5 4 4 regenerate, -1 damage Melee-3, Thrown-3 Claws (S:3) Regenerates 1 damage point per phase, cannot regenerate burnings. " 8 feet skinny blue-gray ugly man " ---------------------------------------------------------------------- = Rock Troll = STR END SPD INT AWR WIL POW TGN MOV 7 5 1 2 3 2 6 5 3 regenerate, half damage, +1 size Melee-3, Thrown-1, Claws (S:4) or Club (K:8, -1 total damage) Regeneration 1 damage point per hour, stone skin (6, 1/2/1) " 9 feet crouched broad man with stone scales " ---------------------------------------------------------------------- = Hill Giant = STR END SPD INT AWR WIL POW TGN MOV 7 5 2 2 3 2 7 5 5 half damage, +1 size Melee-3, Thrown-2 Big Implement (K:8, -1 armor, -1 total damage) " 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 INT AWR WIL POW TGN MOV 5 5 3 1 4 3 5 4 5 -1 damage, size +1 Melee-3 Claws (S:3), Crush (K:4) if catch " Grizzly bear " ---------------------------------------------------------------------- = Wolf = STR END SPD INT AWR WIL POW TGN MOV 3 5 4 1 5 3 4 3 8 fast -1 Melee-4 Bite (P:2) " Big wolf " ---------------------------------------------------------------------- = Giant Rat = STR END SPD INT AWR WIL POW TGN MOV 2 3 5 1 4 2 2 3 5 fast -1, size -2 Melee-4 Bite (P:0), may infect diseases " 2 feet + 2 feet tail " ---------------------------------------------------------------------- = Giant Spider = STR END SPD INT AWR WIL POW TGN MOV 2 3 5 1 6 4 2 2 3 fast -1, size -2 Melee-4 Bite (P:0 + lethal slow poison STR 2) " 4 feet hairy tarantula " ---------------------------------------------------------------------- = Giant Ant = STR END SPD INT AWR WIL POW TGN MOV 6 7 4 0 4 2 5 3 4 Melee-4 Pincers (K:4), carapace (5, 1/2/1) " 7 feet ant " ---------------------------------------------------------------------- = Giant Poisonous Snake = STR END SPD INT AWR WIL POW TGN MOV 4 5 5 1 4 3 4 4 3 size -1, fast -2 Melee-5 Bite (P:1 + lethal slow poison STR 2) " 30 feet slimy snake " ---------------------------------------------------------------------- = Giant Constrictor Snake = STR END SPD INT AWR WIL POW TGN MOV 5 6 5 1 4 3 5 4 3 size -1, fast -1, half damage Melee-4 Constrict (K:3 continous, may have multiple targets) " 40 feet slimy snake " ---------------------------------------------------------------------- = Giant Worm = STR END SPD INT AWR WIL POW TGN MOV 6 8 1 0 1 2 7 5 2 1/4 damage, size +3 Melee-2 Bite (P:4)+digest (STR 3 every turn) or Crush (K:3, more if crushed against something). Hard skin (5, 1/3/1) " 50 feet, 7 feet diameter brown worm " ======================================================================= ======================================================================= << FANTASY MONSTERS >> Fantasy monsters normally have some magical or legendary powers. ---------------------------------------------------------------------- = Basilisk = STR END SPD INT AWR WIL POW TGN MOV 4 6 3 1 2 4 6 4 3 half damage Melee-3 Bite (P:2) and Tail (K:3, half damage) All contacts with Basilisk cause Petrification 1 point hard skin (6) " 10 feet lizard " ---------------------------------------------------------------------- = Cockatrice = STR END SPD INT AWR WIL POW TGN MOV 3 4 4 1 4 4 5 4 5 flying x2 Melee-4 Beak (P:0) and Claws (S:1) All contacts with Cockatrice cause petrification " 10 feet bird-lizard " ---------------------------------------------------------------------- = Beholder = STR END SPD INT AWR WIL POW TGN MOV 5 7 1 5 7 6 8 5 2 levitate, half total damage Melee-1 Bite (P:3), carapace (4, 1/2/1) Innate magical abilities: Central eye: Counterspell - against all spells. Eyestalks: Detect Magic (lo1) Disenchant (li2) Stop (m3) Blast Attack (e2) Disintegrate (e3) - STR 6 Petrificate (e4) Weakness (d1) Paralyzation (d2) Terror (d3) - 1 target Death Spell (d4) - 1 target Beholder can use maximum of 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 >> Animated objects for specific purpose. ---------------------------------------------------------------------- = Golem (man-sized) = STR END SPD INT AWR WIL POW TGN MOV Stone 4 - 2 - 2 - 5 7 2 fist (K:2) Clay 4 - 2 - 2 - 5 4 3 fist (K:2) Iron 4 - 1 - 2 - 5 8 2 fist (K:3) Flesh 4 - 3 - 2 - 4 4 4 fist (K:2) Melee-SPD, charge with grab and crush preferred May have weapons. " 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 INT AWR WIL POW TGN MOV 3 - 3 - 3 - 4 3 4 half and -2 damage from pierce/firearms/cold Melee-3, Thrown-2, Bow-2 " Mindless animated skeleton " ---------------------------------------------------------------------- = Zombie = STR END SPD INT AWR WIL POW TGN MOV 4 - 1 - 2 - 4 4 2 half and -1 damage from pierce/firearms/cold Melee-1 " Mindless animated corpse " ---------------------------------------------------------------------- = Mummy = STR END SPD INT AWR WIL POW TGN MOV 5 - 1 - 2 - 6 5 2 half and -1 damage from pierce/firearms/cold +1 damage from fire Melee-3 Fist (K:3 + tomb rot) " Mindless animation " ---------------------------------------------------------------------- = Ghoul = STR END SPD INT AWR WIL POW TGN MOV 3 5 3 2 3 3 4 4 4 half damage from pierce/firearms Melee-4 Claws (S:1 + paralyzation) " Wicked half-dead eater of the dead " ---------------------------------------------------------------------- = Wight = STR END SPD INT AWR WIL POW TGN MOV 4 - 3 2 4 - 5 4 4 half and -1 damage from pierce/firearms/cold Melee-4 Claws (S:2 + life-draining touch) or weapon " Soulless body trapped between worlds " ---------------------------------------------------------------------- = Wraith = STR END SPD INT AWR WIL POW TGN MOV - - 2 2 3 - 5 - 3 flies, immune to normal damage Melee-4, Touch (lethal life-draining) " Evil spirit stalking earth " ---------------------------------------------------------------------- = Ghost = STR END SPD INT AWR WIL POW TGN MOV - - 2 3 3 - 6 - 2 flies, immune to normal damage Possess " Restless spirit on earth " ---------------------------------------------------------------------- = Vampire = STR END SPD INT AWR WIL POW TGN MOV 6 6 4 3 4 4 6 4 4 half and -1 damage from pierce/firearms/cold Melee-5, By weapon (Bite + lethal Life-draining) " Pale man with canine teeth, might be sorcerer " ======================================================================= ======================================================================= << ELEMENTALS >> Elementals are summoned to the world from their own plane by the elementalists. They usually cannot affect the physical world fully. Elementals hate and fear their opposite. ---------------------------------------------------------------------- = Fire Elemental = STR END SPD INT AWR WIL POW TGN MOV (X/2) - 4 2 4 5 X (4) 3 see below Melee-4 FireStrike (STR X/2+2) Double damage from cold/water attacks, immune to fire and physical weapons " A blazing statue of fire " ---------------------------------------------------------------------- = Water Elemental = STR END SPD INT AWR WIL POW TGN MOV (X/2) - 3 2 4 6 X (4) 3 swim x4, see below Melee-4 Strike(K:X/4, half total damage), suffocate Double damage from fire attacks, immune to physical weapons " An uprasing water form " ---------------------------------------------------------------------- = Earth Elemental = STR END SPD INT AWR WIL POW TGN MOV X - 2 2 3 6 X X 3 half damage Melee-3 Strike(K:X-1, half total damage) " A great form of earth and dirt " ---------------------------------------------------------------------- = Air Elemental = STR END SPD INT AWR WIL POW TGN MOV (X/2) - 5 2 4 6 X (4) 8 flies, see below Melee-4 Hurl object at STR X/2, blow with wind. Immune to physical weapons " An wind blowing around " ======================================================================= ======================================================================= << DEMONS >> Demons are outerplanar entities from the Abyss. From world, they seek flesh and souls. To gain entrance to the world, someone must summon them of open portal to Abyss. Demons on world cannot stay for long, and most are sucked back to Abyss within a few hours. When a sorcerer has managed to summon a demon to world, the demon is both happy and angry: Its happy because soon it can most certainly suck some souls. And its angry, because the summoner wants something in return in most cases. And, all demons MUST keep their world if they give it. So all careful sorcerers summon demons to Demon Wards drawn before and make a contract with demon before releasing it. Each demon has a real name, and if known by the sorcerer, it can be used against it, so the demons are very eager to kill anyone knowing their name. All demons have innate Soul Drain power, which requires a few phases to be used, and regeration of 1 damage point per hour. ---------------------------------------------------------------------- = Critter = STR END SPD INT AWR WIL POW TGN MOV 3 5 3 2 3 4 3 3 4 Melee-4 Claws (S:1) " Small humanoid with horns and claws " ---------------------------------------------------------------------- = Bull Demon = STR END SPD INT AWR WIL POW TGN MOV 6 6 2 2 2 5 6 5 3 half damage, size +1 Melee-4 Claws (S:5) " Big gorilla-looking black demon " ---------------------------------------------------------------------- = Claw Fiend = STR END SPD INT AWR WIL POW TGN MOV 5 6 4 3 4 6 7 4 4 half damage, size +1 Melee-5 Claws (S:4) x2 " Big red 4-handed humanoidic demon with great horns " ---------------------------------------------------------------------- = Black Horror = STR END SPD INT AWR WIL POW TGN MOV 5 6 3 3 3 6 8 5 4 -1 damage, size +1 Melee-5 Claw (S:5) and Tentacle (K:3) + Tongue (P:1, only against targets hit with tentacle) Mana Control-5, Dark Magic-5, Mana 10 Spells: Wall of Shadows-5 (d1), Weakness-5 (d1), Darkness-4 (d2) " Black colored 7 feet spiky and broad demon with giant claw and spiked tentacle " ---------------------------------------------------------------------- = Hellwing = STR END SPD INT AWR WIL POW TGN MOV 2 5 5 2 4 5 4 3 1 flying x8, fast -1, size -1 Melee-4 Claws (S:1) and Bite (STR:0 + paralyzation) " Winged pointed head with tail and talons " ---------------------------------------------------------------------- = Possessor = STR END SPD INT AWR WIL POW TGN MOV Spirit - - 3 4 4 5 3 - 3 flies, immune to normal damage Possess +1 +2 -1 4 4 5 4 +1 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 INT AWR WIL POW TGN MOV 7 8 3 4 3 7 10 5 6 half damage, size +2, jumps Melee-6, Mana Control-5, Elemental Way-5, Dark Way-6, Mana 20 Demonic Flame Sword (S:8), Whip (S:1 + grab) Spells: Entropy-4 (d4), Summon Demon-6 (d3), Terror-4 (d3), Darkness-5 (d2), Wall of Fire-4 (e3), Fireball-3 (e3), Ignite-5 (e3) " Big humanoid with bat wings and flaming sword and whip " ---------------------------------------------------------------------- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -