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Abilities
Final
Abilities
Final
Targeting (Weapon)
60%
Sense Life
75%
Cause Fear in those viewing skeleton. Save vs wisdom + Level of target
--
Immune to mental, sleep, Emotion, poison, stun attacks.
--
Piercing weapons and firearms do no damage, Edged and explosives do 1/2 Damage, Blunt Does Full
--
Move Silently
80%

Abilities
Final
Abilities
Final
Faerie Dust
 
Fight 50 movement, +4 to DEFENSE STAT
 
Night sight
100%
Glamour (Illusion, Invisibility, change form and specific terrain type spells)
 

Foes

Defense Stat
18 (22)
Level
1-10
Class
Burglar
No. Appearing
1
Magic Resist.
5
Spirit Pts
250

Weapon
DAM
ATT
+ TH
+ TD
Notes
Staff/Spear
1d6
4 or 1
+8
+4
1 if thrown
Unarmed Combat
1d2/1d4
3/1
+7
+2
Punch/Kick

Weapon
DAM
ATT
+ TH
+ TD
Notes
Staff
1d12
4
+6
+4
 

Abilities
Final
Abilities
Final
Abilities
Final
Targeting (staff)
75%
Ability To Cast Spells from multiple realms
 
 
 
Herbology
90%
Natural Invisibility
 
+4 to D.S.
 
Witch Craft
125%
Innate Control of Mudlings.
 
 
 
 
 
Dark Sight
100%
See in Darkness
100%
 
 
Exceptional Hearing
60%
Hear invisible people
60%

Foes of 1938
Agent (Dept. 12) 174
Agent (Dragon Clan) 175
Agent (Gestapo) 176
Agent (Guard of Babur) 177
Agent (Neter) 178
Animals 179
Animals 180
Basilisk 181
Bog Witch (Hadhe Hag) 182
Brownie (Gump) 183
Demon (Christian) 184
Devil (Oriental) 185
Elemental, Air (Derva) 186
Elemental, Earth (Servant) 187
Elemental, Fire (Accolade) 188
Elemental, Water (Weird) 189
Ghosts (Haunts) 190
Goblin (Winged) 191
Golem, Clay 192
Golem, Flesh 193
Golem, Iron 194
Golem, Stone 195
Golem, Wood 196
Gremlin 197
Horses 198
Mudling 199
Mummy 200
Nature Spirit 201
Pixie 202
Shade (Shadow) 203
Sidhe (Faerie) 204
Skeleton 205
Skeleton (Hauptmann) 206
Skeleton (Skeletal Lord) 207
Skeleton (Skeletal Warrior) 208
Thuggee 209
Troll, Rock 210
Vampire, Tigris 211
Werewolf 212
Yeti 213
Zombies 214




Defense Stat
15
Level
1-6
Class
Witch
No. Appearing
1
Magic Resist.
0
Spirit Pts
190

Equipment

Magical Cloak 100 points protection

1-3 Potions

Bog Witch (Hadhe Hag)
Strength
15

Damage Mod

0

Armor Mod

0

Max Wt Lift

145

Agility
15
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
12
Constitution
15
Dexterity
21
Bonus To Hit
+4
Craft Skill Mod
+20
Intelligence
22
Use Magic
114%
Sage Skill Mod
+20
Wisdom
20
Dir. Spell Bonus
+3
Craftsmen Skill Mod
+20
Charisma
15
Appearance
-5
Reaction Adj.
-85%
Luck
14
Piety
10
Will
20
Statistics
Description

The bog witches prefer to make their lairs near water and near men. Men are their preferred prey for their insidious process. They use a sleep potion or other magic to lure or disable humans then place them on a magical stump in the middle of a pool of mud. If the human steps into the mud, he will be transformed into a muddling servant to the Hadhe Hag. However, if the human touches some other substance he/she will have the material of their body changed to that substance; if the victim touches gold, then the victim's body becomes gold. Although the Hags prefer remaining hidden, they will take great efforts to lure people into their swamps. The Bog Witch sometimes deals with humans but only from a position of power. If a woman is trapped on the stump then transformed, the Witch will have no power over the new mudling.

Bog Witches are sought out at times to create potions. They brew potions and take some items in trade but prefer pork and flour the most. Any who come to a Bog Witch must be careful, for those she does not convert, she eats. Bog Witches will often collect the treasures of the hapless males who fall into their clutches.

Location
Armor
FP
1 - Head
100
19
2 - Right Hand
100
74
3 - Right Shoulder
100
74
4 - Chest
100
19
5 - Left Shoulder
100
74
6 - Left Arm
100
74
7 - Stomach
100
38
8 - Groin
100
38
9 - Right Leg
100
74
10 - Left Leg
100
74
Armor & FP Values

Defense Stat
21
Level
2-8
Class
Soldier
No. Appearing
1 - 12
Magic Resist.
0
Spirit Pts
100(UnderWorlder)

Height
5' -5'6"
Weight
90 - 100 lbs
Eye Color
BLack or Red
Skin Color
White to Grey
Hair Color
Black or Brown
Social Organization
Solitary
Physical & Social Appearance

Abilities
Final
Abilities
Final
Targeting (staff)
80%
Move silently
80%
Acrobatics
60%
Move in Shadows
70%
Tracking
60%
Dark Sight
75%
Woodland Survival
84%
Exceptional Sense of Smell
80%
Hunting
70%
Camouflage as 1st level Natural Forces Spell
100%
Pick Pockets
75%
+4 To DEFENSE STAT Due to small size
 

Defense Stat
16 (+4)
Level
1-8
Class
Burglar
No. Appearing
1-6
Magic Resist.
13
Spirit Pts
8

Equipment

Mouse Skin Leather

1-4 Potions(1 dose Only)

Brownie (Gump)
Strength
6

Damage Mod

0

Armor Mod

0

Max Wt Lift

55

Agility
26
Initiative Mod
+8
Unarmed Com. Mod
+8
Movement Skill Mod
+45
Movement Rate
17
Constitution
15
Dexterity
24
Bonus To Hit
+6
Craft Skill Mod
+35
Intelligence
11
Use Magic
22%
Sage Skill Mod
0
Wisdom
19
Dir. Spell Bonus
+2
Craftsmen Skill Mod
+15
Charisma
12
Appearance
12
Reaction Adj.
0
Luck
21
Piety
12
Will
18
Statistics
Description

Brownies dress in mouse skins. They are usually the most filthy of creatures and, if observed closely, smell horrible. Brownies believe themselves to be the "Greatest" at everything. They are actually some of the best burglars that can be found. They prize eggs above anything, but will also steal anything shiny or objects they think you might find valuable. Much to the chagrin of many a hapless person, a brownie or group of brownies may "befriend" them. This usually means trouble since the brownies will undoubtedly "appropriate" some item from their pack. For the most part the troupe of humans will be unaware of this friendship. A rare brownie will have the gift of the Glamour. This allows the brownie to make objects appear as other objects; rocks as eggs, sticks as swords, etc. In general, brownies can be found anywhere and are often mistaken for mice. There is a 10% chance for brownies to be able to cast Natural Forces.

Location
Armor
FP
1 - Head
25
11
2 - Right Hand
25
44
3 - Right Shoulder
25
44
4 - Chest
25
11
5 - Left Shoulder
25
44
6 - Left Arm
25
44
7 - Stomach
25
22
8 - Groin
25
22
9 - Right Leg
25
44
10 - Left Leg
25
44
Armor & FP Values
Height
6" - 12"
Weight
1 - 3 lbs
Eye Color
BLack or Grey
Skin Color
White to Brown
Hair Color
Black or Brown
Social Organization
Tribal
Physical & Social Appearance

Defense Stat
17
Level
1-6
Class
burglar
No. Appearing
1 - 10
Magic Resist.
0
Spirit Pts
28

Defense Stat
20
Level
1-4
Class
Politician
No. Appearing
2-8
Magic Resist.
6
Spirit Pts
100

Equipment

1-4 gems 10-100 g.s. per gem

10-100 g.s.

Ring of Stone Skin (150 A.P.)

Abilities
Final
Abilities
Final
Abilities
Final
Targeting (.45)
90%
Casts Wolvesbane spells
 
Dodge
70%
Parry (3 parries per round) with combat knife
80%
Acting
60%
Targeting (Combat Knife)
60%
Investigation
80%
Deception
80%
Disguise
40%

Abilities
Final
Abilities
Final
Abilities
Final
Targeting (Staff)
90%
Casts any one realm
 
Targeting (Unarmed)
70%
Parry (3 parries per round) w/ staff
80%
Acting
60%
Acrobatics
60%
Investigation
80%
Deception
80%
Climbing
80%
Memory
80%
Disguise
90%
Dodge
90%

Abilities
Final
Abilities
Final
Abilities
Final
Targeting (Luger)
90%
Targeting (Combat Knife)
40%
Targeting (Karabiner)
70%
Parry (3 parries per round) w/ knife
80%
Acting
60%
Cast Underworlder Spells
--
Investigation
80%
Deception
80%
Climbing
80%
Interrogation
80%
Disguise
90%
Dodge
90%

Abilities
Final
Abilities
Final
Tunnel through rock at 1/2 move, through earth at normal move.
80%
Dark Sight
80%
Regeneration - 10 fp per round
--
Fire does x2 damage, magical fire does x4 damage, this damage will not regenerate
--

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Natural Invisibility (+4 to DEFENSE STAT)
 
Gust, Wind, Tornado or Hurricane as per the Natural Forces spell. Elemental must spend points for Spell.
60%
Life Sense
75%
ONLY HIT BY +2 or better weapons.
 
Throw Large Object(+2 th, +4 TD)
--
Innate Control of Air - They must make a roll vs their WIL - a difficulty number determined by the GM. If successful then they are able to manipulate the air for a number of rounds equal to their level. The effect could range from sucking all the air from the opponents lungs to creating a solid air bridge over a chasm.

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Unarmed Combat(3 skills)
70%
Tremor, Earthquake, Krakatoa as per the Natural Forces spell. Elemental must spend points for Spell.
60%
All weapons striking elemental have 65% chance of breaking -10% per plus to hit of weapon.
 
Life Sense
75%
Throw Large Object(+2 th, +4 TD)
--

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Unarmed Combat(3 skills)
70%
All Vampiric Fire Spells. Elemental must spend points for Spell.
60%
All weapons striking elemental have 35% chance of melting -10% per plus to hit of weapon.
 
Life Sense
75%
Move Silently
65%
Aerobatics (+4 to DEFENSE STAT if Successful. Cannot Attack That Round.)
80%
 
 

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Unarmed Combat(3 skills)
70%
All Water and Ice Spells. Elemental must spend points for Spell.
 
Piercing Weapons do no damage.
 
Life Sense
75%
 
 

Abilities
Final
Abilities
Final
Targeting (staff)
90%
Demonic speed x2 attacks/x4 movement
5pts/rd
Bad Luck May inflict Bad Luck on a person. The player rolls 2 dice for all actions and takes the lower. Lasts 1 month for every level of Devil. Character saves vs PIE - level of Devil.
8 pts
Hypnotize target receive a save vs 1/2 will or obey one command of the Devil.
3 pts
Sense of Smell
40%
Gate
80%
Night Sight
90%
 
 

Defense Stat
17
Level
1-6
Class
Spy
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
25

Equipment

Guardian Lode Stone, .45 Semi-Auto, $50, FBI ID card, Telepathy Watch

Agent (Dept. 12)
Strength
17

Damage Mod

+2

Armor Mod

+1

Max Wt Lift

180

Agility
18
Initiative Mod
+1
Unarmed Com. Mod
+2
Movement Skill Mod
+10
Movement Rate
13
Constitution
16
Dexterity
17
Bonus To Hit
+1
Craft Skill Mod
+5
Intelligence
16
Use Magic
42%
Sage Skill Mod
+0
Wisdom
10
Dir. Spell Bonus
+0
Craftsmen Skill Mod
-5
Charisma
15
Appearance
12
Reaction Adj.
+0
Luck
11
Piety
15
Will
19
Statistics
Demon (Christian)
Strength
22

Damage Mod

+11

Armor Mod

+4

Max Wt Lift

2500

Agility
21
Initiative Mod
+4
Unarmed Com. Mod
+4
Movement Skill Mod
+20
Movement Rate
14
Constitution
18
Dexterity
21
Bonus To Hit
+4
Craft Skill Mod
+20
Intelligence
18
Use Magic
50%
Sage Skill Mod
+6
Wisdom
15
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
16
Appearance
12
Reaction Adj.
0
Luck
8
Piety
20
Will
15
Statistics

Description

Department 12 is always putting agents in the field to find out more about magic, the activities of other organizations and the recovery of artifacts for their research labs. Their agents will either be British operatives or those taken from the U.S. Federal Bureau of Investigations. These agents will use the Wolvesbane spell list most commonly, but any of the realms are allowed. You can never be too sure what a Dept. 12 Agent will throw at you. As well, one would be ill advised to underestimate their mundane capabilities and training. Chosen from the best, they seldom fail at their tasks.

In the 1930s the world of spies rewarded the individual, but Department 12 is embracing the ideals of team work and cooperation. They also use the latest in technology and tactics. They use submarines to insert and withdraw operatives. Radios and coordinated operations are used to ensure large scale operations work to maximum effect.

Location
Armor
FP
1 - Head
 
12
2 - Right Hand
 
50
3 - Right Shoulder
 
50
4 - Chest
 
12
5 - Left Shoulder
 
50
6 - Left Arm
 
50
7 - Stomach
 
25
8 - Groin
 
25
9 - Right Leg
 
50
10 - Left Leg
 
50
Armor & FP Values
Height
5'6" - 6'6"
Weight
110lb - 180lb
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Spy Organization
Physical & Social Appearance
Description

This demon is of a cadre of supernatural beings who believe the human race should all be enslaved. They operate via guile and deception to ensure that humans move towards this goal. They seldom wish to enter into open combat but will do so as needed to accomplish their goals. They prefer to work through agents or possession. They may even forgo their corporal form on the Earthly plane in favor of possessing a mortal's body. In this method the demon is able to avoid permanent death. If it is forced to manifest on the Earthly plane, it may be killed permanently as any creature native to this plane. If a demon is killed on Earth, then it is destroyed permanently. Some rogue demons are playing both sides of the rivalry between Hitler and Satan. They play a very dangerous game but one that could yield immense profits. Demons are primarily the tools of others, but the more powerful they get, the more power they want. Earthly money and power is, at times, enough, but what they truly desire is human souls. The more human souls they control, the more power they wield in the afterlife. Some more powerful demons have millions of souls at their control. Some of these souls are rightfully acquired, others are less so. If a demon is shown to be holding a righteous soul then, by an ancient agreement, the demon is destroyed and all souls it has released.

Demons are very active in 1930, feeding off their near success of World War I. Their master plan is to push Hitler into war that will end the human race. Hitler has his own plans, of course, and refuses the very notion that he is being manipulated by Hell.

Location
Armor
FP
1 - Head
150
34
2 - Right Hand
150
136
3 - Right Shoulder
150
136
4 - Chest
150
34
5 - Left Shoulder
150
136
6 - Left Arm
150
136
7 - Stomach
150
68
8 - Groin
150
68
9 - Right Leg
150
136
10 - Left Leg
150
136
Armor & FP Values
Height
5'6" - 6'6"
Weight
150lb - 250lb
Eye Color
Red
Skin Color
Green to grey
Hair Color
Red
Social Organization
Servant
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Unarmed
Combat
d8
6 punches/
2 kick/
2 man
6
14
Due to supernatural speed the Demons receive double attacks

Defense Stat
20
Level
1-4
Class
Burglar
No. Appearing
1-8
Magic Resist.
8
Spirit Pts
100

Equipment

Demonic Staff of Drach +5 to hit, +20 to damage, if struck, target must save vs 1/2 will or befriend the demon for 1-4 days. Cloak of Folds 260 AP.

Weapon
DAM
ATT
+ TH
+ TD
Notes
.45 Model 1911 Semi-Auto
4d12
2
+3
+3
 
Unarmed
Combat
d8/d12
3/1
+4
+6
Punch/Kick. Four Un armed Combat also gives one maneuver. 75%
Combat Knife
d8
4
+1
+2
 

Devil (Oriental)
Strength
21

Damage Mod

+8

Armor Mod

+3

Max Wt Lift

1000

Agility
18
Initiative Mod
+1
Unarmed Com. Mod
+2
Movement Skill Mod
+10
Movement Rate
13
Constitution
20
Dexterity
17
Bonus To Hit
+1
Craft Skill Mod
+5
Intelligence
22
Use Magic
78%
Sage Skill Mod
+20
Wisdom
21
Dir. Spell Bonus
+4
Craftsmen Skill Mod
+30
Charisma
15
Appearance
21
Reaction Adj.
+50
Luck
11
Piety
20
Will
14
Statistics

Description

These demons plague the Chinese people causing destruction and deception in their wake. Many of these demons try their best to influence people without their direct knowledge. Others are summoned to do the will of evil people, usually to kill a rival. Killing is not their only goal, though, and at times they will destroy a person's life, cause sadness or even simply spoil food, depending on their power.

These devils are more of an annoyance than an outright threat. They can be quite dangerous, though, and will attack if their mischief is not allowed to run its course. It must manifest entirely on this plane to effect anything on this plane. So it may not reach into the Earthly plane then pull something to the Ether. They also may not use their powers while not on this plane. They are able to travel through the Ether and make observations on the Earthly plane from the Ether. This makes them valuable spies, and since they are relatively easy to bribe (a free hand in causing mischief), they can at times be controlled. Still, the price is sometimes high when they look to their employers camp for their entertainment. Why they are so driven by this chaos and mischief is a mystery.

Their favorite trick is to hypnotize people into performing their deepest desires, whether that be streaking in public or killing their boss. The Chinese Warlords of the 1930s sometimes employ these demons to gather intelligence, guard a treasure or kill a rival.

Location
Armor
FP
1 - Head
260
34
2 - Right Hand
260
136
3 - Right Shoulder
260
136
4 - Chest
260
34
5 - Left Shoulder
260
136
6 - Left Arm
260
136
7 - Stomach
260
68
8 - Groin
260
68
9 - Right Leg
260
136
10 - Left Leg
260
136
Armor & FP Values
Height
5'6" - 6'6"
Weight
110lb - 180lb
Eye Color
Black
Skin Color
White to Brown
Hair Color
Black
Social Organization
Servant
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Claws
4d10
4
+4
+8
The claws and teeth are magical giving a +2 to hit
Bite
3d12
1
+4
+8

Abilities
Final
Abilities
Final
Targeting (unarmed)
60%
Demonic speed x2 attacks/x4 movement
 
Minor Creation (as seventh level wolvesbane) Costs: 7 points
80%
Possession target receives a save vs 1/2 WIL + targets level or target is possessed by demon. Target must be exorcised by a priest. The priest rolls against their initiate skill then make a contested roll vs WIL with the demon. Whoever rolls farther under their WIL wins.
 
Sense of Smell
40%
Gate
80%
Night Sight
 
Speak any language
100%

Defense Stat
17 (21)
Level
2-8
Class
Spy
No. Appearing
1-2
Magic Resist.
0
Spirit Pts
30

Equipment

Robes of Light, Ratan Staff

Description

The Dragon Clan keeps agents in all parts of the world and help move events for Baoshi, their patron dragon. Baoshi was stranded on Earth after fleeing the destruction of its home dimension. The Clan has helped, fed, protected and done the will of the ancient dragon since they found it on the plains of Mongolia. Twelve thousand years have passed since that day, and only now is Baoshi recovering. Its physical strength may have been lessened, but it is still many times more intelligent and patient than any human could hope to be. Due to this, the Dragon Clan has produced a patient and long sighted outlook on the world. The Clan's agents are masters of disguise and martial arts. They are selected from an early age to serve the Dragon as an agent. The actual existence of Baoshi is kept even from most of the Clan, but those who are chosen will meet regularly with the ancient Dragon. Often, it will seem that Baoshi will ask unrelated questions, but in truth he is probing the depths of probability and inter-causality. The agents are expected to remember these points and complete their mission efficiently.

Although an agent of the Clan may cast from any realm they have a preference for Natural Forces.

Location
Armor
FP
1 - Head
 
13
2 - Right Hand
 
52
3 - Right Shoulder
 
52
4 - Chest
 
13
5 - Left Shoulder
 
52
6 - Left Arm
 
52
7 - Stomach
 
26
8 - Groin
 
26
9 - Right Leg
 
52
10 - Left Leg
 
52
Armor & FP Values
Height
5'6" - 6'6"
Weight
110lb - 180lb
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Spy Organization
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Ratan Staff
3d10
3
+1
+2
 
Unarmed
Combat
d12/4d6
3/1
+7
+7
Punch/Kick. Ten Un armed Combat also gives 3 maneuvers. 90%
Darts
d6
4
+1
+0
 

Agent (Dragon Clan)
Strength
15

Damage Mod

0

Armor Mod

0

Max Wt Lift

145

Agility
20
Initiative Mod
+3
Unarmed Com. Mod
+3
Movement Skill Mod
+15
Movement Rate
14
Constitution
17
Dexterity
17
Bonus To Hit
+1
Craft Skill Mod
+5
Intelligence
16
Use Magic
42%
Sage Skill Mod
0
Wisdom
10
Dir. Spell Bonus
0
Craftsmen Skill Mod
-5
Charisma
15
Appearance
12
Reaction Adj.
0
Luck
16
Piety
20
Will
19
Statistics

Defense Stat
17
Level
2-8
Class
Spy
No. Appearing
1-8
Magic Resist.
0
Spirit Pts
20

Equipment

Weapon(30% Cross Bow, 70% Sword)

May wear armor

Equipment

Hardened Leather Coat, Uniform, $100, German ID, P-108

Description

The Gestapo are feared for their entirely mundane ability to destroy or kill those who oppose the Reich and Goering. Hermann Goering often uses the Gestapo as his personal army. The agents involved enjoy great rewards.

Agents of the secret Bonn Division are chosen for their dedication to the Reich and their spell casting capability. Many individuals with no sense of right or wrong beyond their orders find their way to this division. The Germans prize only the UnderWorlder Realm and kill or enslave those that cast other realms.

The thing which makes the Gestapo agent truly stand out is his superior equipment. His leather overcoat is magically hardened (see Hardened Leather Coats on page 165). The standard weapon, the magical P-108, has devastating power (see P-108 Pistol on page 165). There are a number of other devices that might be used by the Gestapo but these two make tangling with them a dangerous proposition.

The Bonn Division's main directive is to gather magical artifacts, spells and information on magic. They are good at what they do. They impersonate a range of less descriptive individuals from branches of the German military to simple day laborers. They usually work in teams and operate abroad but have been known to visit German citizens when needed.

Location
Armor
FP
1 - Head
Spec
14
2 - Right Hand
Spec
56
3 - Right Shoulder
Spec
56
4 - Chest
Spec
14
5 - Left Shoulder
Spec
56
6 - Left Arm
Spec
56
7 - Stomach
Spec
28
8 - Groin
Spec
28
9 - Right Leg
Spec
56
10 - Left Leg
Spec
56
Armor & FP Values
Height
5'6" - 6'6"
Weight
110lb - 180lb
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Spy Organization
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Luger 9mm
3d10
3
+3
+6
P-108, +2 to hit +4 to dam
Karabiner Rifle
4d10
1
+1
+1
 
Combat Knife
d8
4
+1
+0
 

Agent (Gestapo)
Strength
14

Damage Mod

0

Armor Mod

0

Max Wt Lift

135

Agility
16
Initiative Mod
0
Unarmed Com. Mod
+1
Movement Skill Mod
+5
Movement Rate
12
Constitution
20
Dexterity
17
Bonus To Hit
+1
Craft Skill Mod
+5
Intelligence
20
Use Magic
58%
Sage Skill Mod
+12
Wisdom
11
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
15
Appearance
15
Reaction Adj.
+15
Luck
10
Piety
10
Will
20
Statistics

Defense Stat
17
Level
1-6
Class
Soldier
No. Appearing
3-12
Magic Resist.
0
Spirit Pts
28

Equipment

Silver coated scimitar, hardened cotton clothing

Description

The Guard of Babur was originally formed to protect the Moghul Dynasty but later grew to embrace all of India. Their primary mission is the safe guarding of India, her treasures and her people. The Muslim invader, Babur, forged an empire out of the Indian sub-continent in 1525. On his death bed he had his personal guard vow their eternal vigilance to his dynasty and the safety of his people. The guard took on that responsibility and through the centuries have dealt with the threats to India in different ways. In 1732, the first council was formed to help govern and direct the Guard's actions. Although the original Guard were devout muslims and were formed to protect a Muslim dynasty, the 1930s Guard has grown beyond their original charter and now accepts Hindu members as well as Muslim. Together they battle for the same ideals, although their countrymen and women cannot say the same.

The biggest threat to the Guards at this point is the Thuggee movement. The Thuggees are worshippers of Kali and wish nothing less than the destruction of all life. In actuality, they would settle for ruling all life and gathering vast wealth. The Thuggees have taken to using werewolves and the Guard has responded with carrying silver weapons. The Guard battles the Thuggees because they are a threat to India and her people. They also battle the British, as they are considered to be attempting to either change India or make her into a slave state for their Empire. In the end, there are many threats, enemies, and dangers to India both internal and external. The Guard exists only as long as they keep their presence a secret.

Location
Armor
FP
1 - Head
15
14
2 - Right Hand
15
54
3 - Right Shoulder
15
54
4 - Chest
15
14
5 - Left Shoulder
15
54
6 - Left Arm
15
54
7 - Stomach
15
27
8 - Groin
15
27
9 - Right Leg
15
54
10 - Left Leg
15
54
Armor & FP Values
Height
5'6" - 6'
Weight
110lb - 180lb
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Spy Organization
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Webly .45 Pistol
4d12
2
+3
+0
 
Lee Enfield Rifle
4d8
1
+3
+0
 
Combat Knife
d8
4
+3
+0
 
Scimitar
6d8
2
+3
+0
 

Agent (Guard of Babur)
Strength
14

Damage Mod

0

Armor Mod

0

Max Wt Lift

135

Agility
16
Initiative Mod
0
Unarmed Com. Mod
+1
Movement Skill Mod
+5
Movement Rate
12
Constitution
20
Dexterity
20
Bonus To Hit
+3
Craft Skill Mod
+15
Intelligence
14
Use Magic
20%
Sage Skill Mod
0
Wisdom
18
Dir. Spell Bonus
+2
Craftsmen Skill Mod
+10
Charisma
15
Appearance
10
Reaction Adj.
-5
Luck
10
Piety
19
Will
17
Statistics

Defense Stat
22 +4
Level
2-8
Class
Soldier
No. Appearing
1
Magic Resist.
5
Spirit Pts
100

Equipment

1 -6 Diamonds, 300 G.S. each

Elemental, Air (Derva)
Strength
21

Damage Mod

+8

Armor Mod

+3

Max Wt Lift

1000

Agility
25
Initiative Mod
+7
Unarmed Com. Mod
+7
Movement Skill Mod
+40
Movement Rate
60
Constitution
20
Dexterity
21
Bonus To Hit
+4
Craft Skill Mod
+20
Intelligence
12
Use Magic
10%
Sage Skill Mod
0
Wisdom
10
Dir. Spell Bonus
0
Craftsmen Skill Mod
-5
Charisma
12
Appearance
15
Reaction Adj.
+15
Luck
20
Piety
8
Will
14
Statistics
Description

Air elementals of all the elementals are the easiest to describe, they look like a column of air. They cause a disturbance as they move and can sometimes be spotted. They have a wispy voice that sounds like wind through tree tops.

Air elementals do not vary so greatly in statistics from type to type, but their royalty ranking system is well defined, and they are very sensitive about their proper title being used. All air elementals will have an incredible control of air and how it flows. They are able to draw all the air from an opponent's lungs so as to suffocate them but they still must hit the opponent to do so. Also, the opponent could stand inside the elemental since the elemental could not evacuate its own body. Yes, air elementals need air. Derva have supernatural control of the air around them.

Air elementals are enemies to all earth elementals and any of their kin. Air elementals will take x 4 damage from earth based attacks such as earth bolt. Air elementals are very chaotic and perhaps just a bit silly. They will take great delight in all manner of pranks but especially those that cause confusion. When an air elemental dies, it leaves behind 1-6 diamonds worth at least 3000 USD each.

Location
Armor
FP
1 - Head
 
150
2 - Right Hand
 
150
3 - Right Shoulder
 
150
4 - Chest
 
150
5 - Left Shoulder
 
150
6 - Left Arm
 
150
7 - Stomach
 
150
8 - Groin
 
150
9 - Right Leg
 
150
10 - Left Leg
 
150
Armor & FP Values
Height
Variable
Weight
0
Eye Color
none
Skin Color
none
Hair Color
none
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Buffet
4D10
2
+7
+8
Save VS AGL-LEVEL OF ELEMENTAL or Prone for 1-6 rounds.

Defense Stat
24
Level
5-9
Class
Soldier
No. Appearing
1
Magic Resist.
11
Spirit Pts
400

Equipment

100-1000 Mythryle Pieces

Elemental, Earth (Servant)
Strength
26

Damage Mod

+40

Armor Mod

+8

Max Wt Lift

14k

Agility
22
Initiative Mod
+5
Unarmed Com. Mod
+5
Movement Skill Mod
+25
Movement Rate
12
Constitution
25
Dexterity
20
Bonus To Hit
+3
Craft Skill Mod
+15
Intelligence
10
Use Magic
0
Sage Skill Mod
0
Wisdom
8
Dir. Spell Bonus
0
Craftsmen Skill Mod
-15
Charisma
15
Appearance
5
Reaction Adj.
-15
Luck
10
Piety
18
Will
17
Statistics
Description

Earth elementals are the most lawful and the most solitary of the elementals. Their power is respected by all other elementals except for air. Air and Earth are in constant conflict. An earth elemental takes x4 damage from air based attacks.

The elementals look on the earth elementals almost as royalty, and many times the water and fire elementals will work for them, just not at the same place and time. The earth elementals maintain deep warrens within the elemental plane of earth where the riches of all the planes are rumored to be held. When on occasion they are summoned or find their way to Earth, they immediately burrow into the ground if at all possible. This can cause serious earthquakes but the elemental does not care. It will search for precious stones and eventually return to the elemental plane of earth.

When earth elementals are slain they leave behind 1-4 precious stones of no less than 5000 USD each.

Location
Armor
FP
1 - Head
 
500
2 - Right Hand
 
500
3 - Right Shoulder
 
500
4 - Chest
 
500
5 - Left Shoulder
 
500
6 - Left Arm
 
500
7 - Stomach
 
500
8 - Groin
 
500
9 - Right Leg
 
500
10 - Left Leg
 
500
Armor & FP Values
Height
12'-20'
Weight
5 ton-20ton
Eye Color
Earth Tones
Skin Color
Earth Tones
Hair Color
none
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Ram
10d10
3
+5
+46
Ranged Attack up to level x 10 feet away.

Defense Stat
22
Level
2-8
Class
Burglar
No. Appearing
1-4
Magic Resist.
9
Spirit Pts
200

Equipment

1-6 Rubies (5-50 spirit points ea.)

Elemental, Fire (Accolade)
Strength
20

Damage Mod

+5

Armor Mod

+2

Max Wt Lift

500

Agility
25
Initiative Mod
+7
Unarmed Com. Mod
+7
Movement Skill Mod
+40
Movement Rate
50
Constitution
21
Dexterity
22
Bonus To Hit
+5
Craft Skill Mod
+25
Intelligence
15
Use Magic
38
Sage Skill Mod
0
Wisdom
8
Dir. Spell Bonus
0
Craftsmen Skill Mod
-15
Charisma
18
Appearance
19
Reaction Adj.
+40
Luck
18
Piety
10
Will
21
Statistics
Description

Fire elementals love to camouflage themselves within normal fires and are loathe to reveal themselves to anyone. They play this game of hide and seek with any they choose. They delight in causing a campfire to suddenly roar up or spontaneously combusting a person. To these vile creatures, it is all fun with a lesser creature. If they are unveiled or angered excessively, they appear as a column of flame.

Fire elementals follow the hierarchy that the other elementals use very loosely. These elementals are chaotic and love personal freedom. They strive to destroy any established form of government or order. Their lords rule through might and fear in great cities made of gold. The fire elementals are mortal enemies of water elementals. They will take x4 damage from any water based attack. They travel in groups as an entourage or guard to an Efreet Lord. For long times the Efreet Lord may not need them and allow the elemental to wander off in search of mischief.

When fire elementals are slain, they leave behind 1-4 rubies of no less than 5000 USD each.

Location
Armor
FP
1 - Head
 
200
2 - Right Hand
 
200
3 - Right Shoulder
 
200
4 - Chest
 
200
5 - Left Shoulder
 
200
6 - Left Arm
 
200
7 - Stomach
 
200
8 - Groin
 
200
9 - Right Leg
 
200
10 - Left Leg
 
200
Armor & FP Values
Height
Variable
Weight
0
Eye Color
Red or Blue
Skin Color
Red or Blue
Hair Color
none
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Ram
6d10
3
+7
+5
Ranged Attack up to level x 10 feet away. Additional 1d10 Burning per round.

Defense Stat
23
Level
5-9
Class
Scholar
No. Appearing
1
Magic Resist.
7
Spirit Pts
100

Equipment

1-6 Sapphires (5-50 spirit points ea.)

Elemental, Water (Weird)
Strength
23

Damage Mod

+14

Armor Mod

+5

Max Wt Lift

3500

Agility
22
Initiative Mod
+5
Unarmed Com. Mod
+5
Movement Skill Mod
+25
Movement Rate
18
Constitution
25
Dexterity
20
Bonus To Hit
+3
Craft Skill Mod
+15
Intelligence
26
Use Magic
167%
Sage Skill Mod
+40
Wisdom
10
Dir. Spell Bonus
0
Craftsmen Skill Mod
-5
Charisma
19
Appearance
22
Reaction Adj.
+55
Luck
14
Piety
16
Will
15
Statistics
Description

Water elementals are incredibly vain and pride themselves on their ability to take the shape of the creatures around them. They may have the shape but still appear to be made of water.

Water elementals are the most intelligent of all elementals. These elementals do not enjoy being on Earth and will do their best to flee this plane and return to the elemental plane of water. These elementals were said to be the servants of the Pacific islanders, one of the reasons they lived a peaceful life. This seems unlikely since they relish in doing truly evil acts. Water elementals are almost always devious and delight in playing complex schemes to the final conclusion, usually fatal. Fire elementals are the mortal enemies of water elementals. Water elementals will take x4 damage from fire based attacks.

When a water elemental is slain there is a great deal of water and 1-6 sapphires of at least 5000 USD each.

Location
Armor
FP
1 - Head
 
200
2 - Right Hand
 
200
3 - Right Shoulder
 
200
4 - Chest
 
200
5 - Left Shoulder
 
200
6 - Left Arm
 
200
7 - Stomach
 
200
8 - Groin
 
200
9 - Right Leg
 
200
10 - Left Leg
 
200
Armor & FP Values
Height
Variable
Weight
8 lbs/gallon
Eye Color
Clear
Skin Color
Clear
Hair Color
none
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Ram
6d10
2
+5
+19
Ranged Attack up to level x 10 feet away.

Abilities
Final
Abilities
Final
Cause Fear in those viewing the Ghost. Save vs wisdom - Level of Ghost. Will only affect targets of lower level than the ghost.
--
Possession - A ghost may possess a living sentient person for a number of hours equal to its level. The ghost rolls vs its WILL and the target rolls vs his WILL and whoever rolls under their will by the greater amount wins control of the Body.
--
Flight at 40 Movement.
--
Intangibility - May pass through solid objects.
--
Life Sense
75%
Immune to mental, sleep, Emotion, poison, stun attacks.
 

Defense Stat
22
Level
1-5
Class
Soldier
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
30 Underworlder

Equipment

1-6 Sapphires (5-50 spirit points ea.)

Ghosts (Haunts)
Strength
21

Damage Mod

+8

Armor Mod

+3

Max Wt Lift

1000

Agility
21
Initiative Mod
+4
Unarmed Com. Mod
+4
Movement Skill Mod
+20
Movement Rate
30
Constitution
25
Dexterity
12
Bonus To Hit
0
Craft Skill Mod
0
Intelligence
8
Use Magic
0
Sage Skill Mod
-3
Wisdom
10
Dir. Spell Bonus
0
Craftsmen Skill Mod
-5
Charisma
12
Appearance
-5
Reaction Adj.
-50
Luck
11
Piety
15
Will
20
Statistics
Description

A ghost's motivations are directly linked to its demise and any circumstances left unfinished. They are the product of the dead who cannot let go of living for lack of final resolution. Because of this, they often move through a set scene of their last moments in a futile attempt to resolve that in their life which could not be resolved before their death. Most ghosts do not mean harm but are so desperate they are mad with the need to complete their mission. If a ghost's dilemma is resolved then the ghost will move on to its final rest. It must be said, though, that not all ghosts are well intentioned or wish to move onto their final reward since their reward will most likely be a punishment.

Ghosts are hit only by silver coated or blessed weapons. A ghost receives +1 to Strength, Agility and Will per level. Ghost will throw objects about an area with no target in mind. They may strike a person by accident.

Location
Armor
FP
1 - Head
 
55
2 - Right Hand
 
55
3 - Right Shoulder
 
55
4 - Chest
 
55
5 - Left Shoulder
 
55
6 - Left Arm
 
55
7 - Stomach
 
55
8 - Groin
 
55
9 - Right Leg
 
55
10 - Left Leg
 
55
Armor & FP Values
Height
3' - 9'
Weight
0 lbs
Eye Color
Black
Skin Color
Pale Transparent
Hair Color
none
Social Organization
Undead
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Touch
Spec.
2
+4
+8
A successful hit means target loses 1 point of CON. CON returns 1 point per week of rest. If CON is reduced to 0 the person inhabiting that body dies and the Ghost will take permanent possession of the body.

Abilities
Final
Abilities
Final
Abilities
Final
Targeting (Webley)
70%
Targeting (Combat Knife)
80%
Targeting (Enfield)
70%
Parry (3 parries per round) w/ Scimitar
80%
Targeting (Scimitar)
90%
Cast Wolvesbane or Natural Forces Spells
--
Investigation
80%
Deception
80%
Climbing
80%
Arcane Lore
70%
Horsemanship
75%
Dodge
90%

Defense Stat
17
Level
1-6
Class
Soldier
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
28

Equipment

Scimitar, hardened cotton clothing

Description

The Neter is an ancient society of temple guards that took a vow to protect the location and use of the Gates of Ptah. This interdimensional gateway also allows time travel, and the guard realizes the terrible weapon that could become. They have trained their children in the ways of magic from those ancients days, and the trust has never been broken.

In 200 B.C. a division developed between two of the three factions who guarded the gate, the Osiris and Horus worshippers. In the end, the only guardians who knew the locations were the worshippers of Ra. They renamed themselves the Neter. These agents' sole purpose is to guard the Gate. The survivors of the Horus still seek the Gate and believe if they capture a Neter they will be able to extract the location from them. This would never happen for two reasons: only a chosen few know the location of the Gate, and those that do would commit suicide before allowing themselves to be captured.

Neter usually work alone or in pairs. They travel all over the Middle East and occasionally beyond ensuring that the Gate is not located. They also try to maintain stability, but in this war torn region that is difficult. A number of European powers have their colonial aspirations directed towards Africa, which troubles the Neter. Mussolini and the Italian army are racing to claim as much of Africa as possible, and their alliance with the Nazis can only mean it is a matter of time before the Gates become a German target.

Agents of the Neter are taught the ritual of Forgetfulness. It functions as the Forget Spell (see Forget on page 142).

Location
Armor
FP
1 - Head
15
14
2 - Right Hand
15
54
3 - Right Shoulder
15
54
4 - Chest
15
14
5 - Left Shoulder
15
54
6 - Left Arm
15
54
7 - Stomach
15
27
8 - Groin
15
27
9 - Right Leg
15
54
10 - Left Leg
15
54
Armor & FP Values
Height
5'6" - 6'
Weight
110lb - 180lb
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Spy Organization
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Luger 9mm Pistol
3d10
3
+2
+0
 
Dagger
d8
4
+2
+0
 
Scimitar
6d8
2
+2
+0
 

Agent (Neter)
Strength
14

Damage Mod

0

Armor Mod

0

Max Wt Lift

135

Agility
16
Initiative Mod
0
Unarmed Com. Mod
+1
Movement Skill Mod
+5
Movement Rate
12
Constitution
20
Dexterity
18
Bonus To Hit
+2
Craft Skill Mod
+10
Intelligence
13
Use Magic
15%
Sage Skill Mod
0
Wisdom
20
Dir. Spell Bonus
+3
Craftsmen Skill Mod
+20
Charisma
20
Appearance
10
Reaction Adj.
-5
Luck
10
Piety
19
Will
20
Statistics

Abilities
Final
Abilities
Final
Possession - Must be within 20' of Target; Target saves vs Piety - level of Spiritus or be possessed for number of days equal to Spiritus' level. Target may save after this period has elapsed.
--
May teleport at will with no error
--
May Cast Mystic Magic of a Mystic of equal level
--
 
 

Defense Stat
26
Level
5 - 15
Class
Scholar
No. Appearing
1
Magic Resist.
0
Spirit Pts
450

Equipment

Nature Spirit
Strength
--

Damage Mod

--

Armor Mod

--

Max Wt Lift

--

Agility
--
Initiative Mod
--
Unarmed Com. Mod
--
Movement Skill Mod
--
Movement Rate
60
Constitution
--
Dexterity
--
Bonus To Hit
--
Craft Skill Mod
--
Intelligence
26
Use Magic
170%
Sage Skill Mod
+40
Wisdom
25
Dir. Spell Bonus
+7
Craftsmen Skill Mod
+70
Charisma
24
Appearance
--
Reaction Adj.
--
Luck
20
Piety
20
Will
22
Statistics
Location
Armor
FP
1 - Head
 
 
2 - Right Hand
 
 
3 - Right Shoulder
 
 
4 - Chest
 
 
5 - Left Shoulder
 
 
6 - Left Arm
 
 
7 - Stomach
 
 
8 - Groin
 
 
9 - Right Leg
 
 
10 - Left Leg
 
 
Armor & FP Values
Height
Variable
Weight
--
Eye Color
--
Skin Color
Transparent
Hair Color
--
Social Organization
Solitary
Physical & Social Appearance
Description

Nature Spirits were worshipped as gods in ancient times and they have not forgotten the draw of that power. Nature Spirits are not evil though, for they regulated many of the natural functions at one time on Earth. Today, many have perished and no longer are able to maintain the functions that they once did. This is caused by pollution in the water, land and air. Some have sought refuge by possessing a human body but they are still irrevocably linked to their original lake, glen or other land form.

They can be a difficult opponent since they have no corporeal form. Luckily, they stay in a limited area being linked to the land and unable to leave unless they possess a body. If this body is killed while they are away from their land then they will immediately be pulled back to that area. To permanently kill a Spiritus Natura you must drive a golden spear into the belly of the creature which they have possessed. These spirits have the ability to heal almost any nonlethal damage to their host (i.e. aging, most diseases, minor wounds).

The Spiritus Natura are not all evil though, quite the contrary, most are benevolent and only wish to live in the forest or mountain or glens in peace. However, a few remember the ancient times when they were corporeal and walked the Earth as gods. Their history claimed that a great war occurred and in that war they rose to dominate humans before they had history or even writing. During this time a group of Spirits opposed to this action fought against them. In the end the battle rose out of control and a great flood was unleashed on the world. Many of the Spirits were weakened or destroyed. Only a handful of humans could be saved by their protectors placing them on a high mountain. Afterwards, the protectors of mankind vowed not to interfere. The threat was considered contained since the Spirits who would be gods had been thoroughly broken.

Animal
Weapon
DAM
ATT
+ TH
+ TD
Notes
Rat
Bite
4
1
+2
-3
Net damage of 1
Bat
Bite
4
1
+2
-3
Net damage of 1
Wolf
Bite/Claw
1d10/1d6
1/2
+4
0
 
Bear
Bite/Claw
3d8/1d12
1/2
+1
+11
 
Hawk
Bite/Claw/Dive
1d4/1d6/2d6
1/2/1
+2
0
Dive does double damage

Abilities
Final
Abilities
Final
Targeting (ALL WEAPONS)
40%
Aerobatics(+6 to DEFENSE STAT when flying)
82%
Sense of Smell
75%
Night Vision
40%

Defense Stat
16 + 6
Level
1-4
Class
Soldier
No. Appearing
3 - 30
Magic Resist.
4
Spirit Pts
20

Equipment

1 light leather vest and helmet

1-4 pieces of glass

1-2 dead mice

Goblin (Winged)
Strength
7

Damage Mod

0

Armor Mod

0

Max Wt Lift

75

Agility
25
Initiative Mod
+7
Unarmed Com. Mod
+7
Movement Skill Mod
+40
Movement Rate
6/24
Constitution
15
Dexterity
24
Bonus To Hit
+6
Craft Skill Mod
+35
Intelligence
7
Use Magic
0%
Sage Skill Mod
-6
Wisdom
10
Dir. Spell Bonus
0
Craftsmen Skill Mod
-5
Charisma
5
Appearance
1
Reaction Adj.
-35
Luck
18
Piety
5
Will
8
Statistics
Description

These creatures appear as miniature gargoyles and are the main servant of the Goblin King or Allurelied. They are 12 to 18 inches tall and have a wing span of 40 to 50 inches. They have green-grey skin and coal black eyes.

These goblins (sometimes called gargoyles) will have a lieutenant amongst them to ensure that the will of the Goblin King is carried out. They steal babies from unwatchful mothers and deliver them to the Goblin Mystic or Maglied. The Maglied uses them in secret blood rituals, which either empowers the Allurelied or alters the child into a Goblin.

The Goblin tribes plagued eastern Europe for centuries before they were systematically hunted and destroyed around 100 B.C. In 1930, the few remaining tribes are scattered, although on occasion they will be taken in by someone who believes they can control them. These are usually spell casters who hope to make a bid for power amongst the shadow world of the secret organizations.

Location
Armor
FP
1 - Head
15
5
2 - Right Hand
 
20
3 - Right Shoulder
 
20
4 - Chest
15
5
5 - Left Shoulder
 
20
6 - Left Arm
 
20
7 - Stomach
15
10
8 - Groin
15
10
9 - Right Leg
 
20
10 - Left Leg
 
20
Armor & FP Values
Height
1' - 1.5'
Weight
10-15lbs
Eye Color
coal black
Skin Color
Grey to green
Hair Color
black - green
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+TH
+TD
Notes
Goblin Spear
1d10
2
+9
+4
Coated with sleep poison. If punctures skin, save vs CON-4 or sleep 1-4 turns.
Goblin Bow
1d8
3
+9
+4
 
Claw
1d4
2
+8
+2
 
Bite
1d8
1
+8
+2
 

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Only Damaged by blunt weapons
--
Dark Sight
100%
Use Haste IV once per day for 3 rounds.
--

Defense Stat
20
Level
2-8
Class
Soldier
No. Appearing
1-12
Magic Resist.
0
Spirit Pts
100

Equipment

Clay Plate

+0 to 3 Bardiche

Golem, Clay
Strength
24

Damage Mod

+17

Armor Mod

16

Max Wt Lift

5000

Agility
12
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
6
Constitution
25
Dexterity
12
Bonus To Hit
0
Craft Skill Mod
0
Intelligence
0
Use Magic
0
Sage Skill Mod
0
Wisdom
0
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
5
Reaction Adj.
-15
Luck
0
Piety
20
Will
0
Statistics
Description

Clay golems usually appear as fat bald humans between 6' to 12'. They may be any clay shade (i.e. brown, red, grey, etc.). They have no eyes and are entirely made of clay.

Clay golems are the favorite guardians of the ancient Arabic nobility. They are still in use today by the wealthiest sultans as the most trusted harem guards.

All golems have a 0 INT, WIS, and WILL reflecting that they are automatons and can take little direction from the creator that is not of the simplest kind. The Clay Golem, since it has no mind to speak of, is immune to mental, emotional, and sleep based spells. They may be repaired with a Heal III.

They wear a hardened form of clay plate and often carry a bardiche. It is only damaged by blunt weapons.

Location
Armor
FP
1 - Head
400
100
2 - Right Hand
400
100
3 - Right Shoulder
400
100
4 - Chest
400
100
5 - Left Shoulder
400
100
6 - Left Arm
400
100
7 - Stomach
400
100
8 - Groin
400
100
9 - Right Leg
400
100
10 - Left Leg
400
100
Armor & FP Values
Height
6' - 12'
Weight
400-1200 lbs
Eye Color
NONE
Skin Color
Clay Shade
Hair Color
NONE
Social Organization
Automaton
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Punch
10d20
2
+2
+21
 
Bardiche
7d12
3
+3
+23
with +0 Bardiche

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Immune to piercing damage
--
Dark Sight
75%
 
 

Defense Stat
18
Level
1-6
Class
Soldier
No. Appearing
1-20
Magic Resist.
0
Spirit Pts
100

Equipment

Double Plate

+0 to 3 Hammer

Golem, Flesh
Strength
23

Damage Mod

+14

Armor Mod

+5

Max Wt Lift

3500

Agility
10
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
8
Constitution
23
Dexterity
10
Bonus To Hit
0
Craft Skill Mod
-10
Intelligence
0
Use Magic
0
Sage Skill Mod
0
Wisdom
0
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
10
Reaction Adj.
0
Luck
0
Piety
20
Will
0
Statistics
Description

Flesh golems appear as a mish-mash of several different humanoids. They will often wear double thick plate mail and are armed with a hammer or mace.

Flesh golems are a major step up from zombies in that they do not rot and are much better at weapon use. Flesh golems were once used in Russia as shock troops since they require no food, have no fear and can be reassembled if they are destroyed. Some of these golems have survived until the present frozen in the ice of northern Russia or secreted in the homes of Russian families as guards.

All golems have a 0 INT, WIS, and WILL reflecting that they are automatons and can take little direction from the creator that is not of the simplest kind. If flesh golems are hit with fire or cold based spells, they are reduced to 1/2 movement and attacks. Immune to all piercing and firearms damage, they also only receive 1/2 damage from explosives. The flesh golem, since it has no mind to speak of, is immune to mental, emotional and sleep based spells. They may be repaired with a Heal IV.

Location
Armor
FP
1 - Head
120
100
2 - Right Hand
120
100
3 - Right Shoulder
120
100
4 - Chest
120
100
5 - Left Shoulder
120
100
6 - Left Arm
120
100
7 - Stomach
120
100
8 - Groin
120
100
9 - Right Leg
120
100
10 - Left Leg
120
100
Armor & FP Values
Height
6' - 8'
Weight
200-350 lbs
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Automaton
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Punch
5d20
2
+0
+14
 
Hammer
6d6
3
+3
+20
with +0 Hammer

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Breathe Poison Gas once per turn. Target saves versus con -6 or dies. If target saves stunned for 1 - 4 rounds.
--
Dark Sight
75%
 
 

Defense Stat
21
Level
3-10
Class
footman
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
200

Equipment

Double Plate

+0 to 3 two-handed sword

Golem, Iron
Strength
27

Damage Mod

+80

Armor Mod

+9

Max Wt Lift

26K

Agility
11
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
6
Constitution
25
Dexterity
11
Bonus To Hit
0
Craft Skill Mod
-5
Intelligence
0
Use Magic
0
Sage Skill Mod
0
Wisdom
0
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
20
Reaction Adj.
45%
Luck
0
Piety
20
Will
0
Statistics
Description

Iron golems appear as iron statues often shaped as the perfect Adonis. They usually stand between 8' and 16' tall. They will often wear double thick plate mail.

These golems were a favorite of Romans and Egyptians of ancient times. They were used as guardians of palaces or tombs. They could be commanded to perform simple tasks, like keeping a tunnel clear or bailing water out of a cavern or pulling a lever when anyone but the creator enters the room.

All golems have a 0 INT, WIS, and WILL, reflecting that they are automatons and can take little direction from the creator that is not of the simplest kind. The iron golem, since it has no mind to speak of, is immune to mental, emotional and sleep based spells. They may be repaired with fire of at least 1200 degrees Fahrenheit.

Location
Armor
FP
1 - Head
500
120
2 - Right Hand
500
120
3 - Right Shoulder
500
120
4 - Chest
500
120
5 - Left Shoulder
500
120
6 - Left Arm
500
120
7 - Stomach
500
120
8 - Groin
500
120
9 - Right Leg
500
120
10 - Left Leg
500
120
Armor & FP Values
Height
8' - 16'
Weight
1-4 Tons
Eye Color
NONE
Skin Color
Iron
Hair Color
Iron
Social Organization
Automaton
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Punch
20d20
2
+0
+80
 
Two Handed Sword
6d10
3
+3
+86
with +0 Sword

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
May cast Slow Spell(underworlder) twice per turn.
--
Dark Sight
75%
 
 

Defense Stat
22
Level
3-10
Class
Soldier
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
200

Equipment

Double Plate

+0 to 3 two-handed sword

Golem, Stone
Strength
25

Damage Mod

+20

Armor Mod

+7

Max Wt Lift

8000

Agility
15
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
6
Constitution
25
Dexterity
18
Bonus To Hit
+2
Craft Skill Mod
+10
Intelligence
0
Use Magic
0
Sage Skill Mod
0
Wisdom
0
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
18
Reaction Adj.
35%
Luck
0
Piety
20
Will
0
Statistics
Description

Stone golems appear as stone statues often shaped as the perfect Adonis. They usually stand between 8' and 16' tall. They will often wear double thick plate mail. In this manner they are perfect as guards in castles or estates with statuary. Often, the secret of a golem guardian is kept so well that the knowledge of its existence is forgotten until its trigger is activated. This can have disastrous results since the Golem does not reason, it just reacts.

Stone golems take 1/2 damage from all weapons. Any damage done to the golem must be repaired with Mend II. They may cast Slow (underworlder Spell) up to 10 yards away twice per turn. Stone golems are used in the same functions as the iron golem, but are favored as more powerful guards. The stone golem is often used to batter down the gates of fortified cities and/or castles. All golems have a 0 INT, WIS, and WILL reflecting that they are automatons and can take little direction from the creator that is not of the simplest kind. The stone golem, since it has no mind to speak of, is immune to mental, emotional, and sleep based spells.

Location
Armor
FP
1 - Head
500
120
2 - Right Hand
500
120
3 - Right Shoulder
500
120
4 - Chest
500
120
5 - Left Shoulder
500
120
6 - Left Arm
500
120
7 - Stomach
500
120
8 - Groin
500
120
9 - Right Leg
500
120
10 - Left Leg
500
120
Armor & FP Values
Height
8' - 16'
Weight
1-6 Tons
Eye Color
NONE
Skin Color
Stone
Hair Color
Stone
Social Organization
Automaton
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Punch
15d20
2
+0
+20
 
Two Handed Sword
6d10
3
+3
+26
with +0 Sword

Abilities
Final
Abilities
Final
Targeting (ALL ATTACKS)
60%
Opponent must save vs WIS - 8 to tell Golem from natural tree if the golem is not moving.
--
Dark Sight
100%
 
 

Defense Stat
23
Level
1-6
Class
Soldier
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
150

Equipment

Club

Golem, Wood
Strength
21

Damage Mod

+8

Armor Mod

+3

Max Wt Lift

1000

Agility
22
Initiative Mod
+5
Unarmed Com. Mod
+5
Movement Skill Mod
+25
Movement Rate
18
Constitution
25
Dexterity
22
Bonus To Hit
+5
Craft Skill Mod
+25
Intelligence
0
Use Magic
0
Sage Skill Mod
0
Wisdom
0
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
12
Reaction Adj.
0
Luck
0
Piety
20
Will
0
Statistics
Description

Wood golems may be carved to resemble most anything, but most of the time they are left to appear as natural trees. They have thick bark, which functions as armor.

Wood golems are often used to guard a wooded approach to a caster's abode. They are able to hide amongst living trees of the forest along the path until the intruders cross under or near them then they pounce. All golems have a 0 INT, WIS, and WILL reflecting that they are automatons and can take little direction from the creator that is not of the simplest kind. They wear no armor and seldom carry clubs. The wood golem, since it has no mind to speak of, is immune to mental, emotional and sleep based spells. Any damage done to the golem must be repaired with Mend II. They can appear as trees if observer does not save vs. WIS -8.

Location
Armor
FP
1 - Head
80
150
2 - Right Hand
80
150
3 - Right Shoulder
80
150
4 - Chest
80
150
5 - Left Shoulder
80
150
6 - Left Arm
80
150
7 - Stomach
80
150
8 - Groin
80
150
9 - Right Leg
80
150
10 - Left Leg
80
150
Armor & FP Values
Height
10' - 30'
Weight
500-2000 lbs
Eye Color
NONE
Skin Color
Tree Bark
Hair Color
Leaves
Social Organization
Automaton
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Punch
8d10
2
+5
+8
 
Club
4d10
4
+8
+14
with A Large Club

Abilities
Final
Abilities
Final
Mechanics Repair
40%
Skip Teleport
--
Dark Sight
70%
Rend II
--
Electronics Repair
35%
Invisibility III
--
Move Silently
80%
Intangibility
--
Move in Shadows
80%
 
 

Defense Stat
14
Level
1-6
Class
Burglar
No. Appearing
3-12
Magic Resist.
0
Spirit Pts
45

Equipment

Some shiny mechanical parts, electronic parts, a hammer, some tools

Gremlin
Strength
6

Damage Mod

0

Armor Mod

0

Max Wt Lift

55

Agility
24
Initiative Mod
+6
Unarmed Com. Mod
+6
Movement Skill Mod
+35
Movement Rate
10
Constitution
22
Dexterity
15
Bonus To Hit
0
Craft Skill Mod
0
Intelligence
15
Use Magic
38%
Sage Skill Mod
0
Wisdom
6
Dir. Spell Bonus
0
Craftsmen Skill Mod
-25
Charisma
7
Appearance
8
Reaction Adj.
-15
Luck
23
Piety
10
Will
17
Statistics
Description

Gremlins are a type of goblin that use luck and stealth to cause a fair amount of damage and chaos. Their main motivation is to see how something works or to gather trophies. These small creatures are drawn to areas of chaos and violence although they are not violent themselves. Quite the opposite, they may become invisible at will and have the ability to become intangible thusly passing through solid objects.

Their invisibility is equivalent to Invisibility III (see Invisibility III on page 133) but it does not cost them any spirit points to activate this ability. They can only remain invisible for 20 minutes at a time, then they must rest for an hour before they can become invisible again. Their intangibility resembles Intangible Passage (see Restore Health on page 158) but instead of forming a passage the spell will actually turn the Gremlin intangible allowing it to pass through one foot of matter for every level it has. This spell lasts for one round for every level and cost 3 spirit point for the Gremlin to activate. The Gremlin, if truly cornered, will use its Skip Teleport ability which will incur the same costs as the Wolvesbane spell (see Restoration on page 156). Finally, the Gremlin may cast a reverse of Mend II (Rend) as with the Wolvesbane spell and at its cost (see Mend II on page 153).

Gremlins are very durable and will care for one another if one of the pack is wounded. They are not terribly bright, though, and often do not comprehend the results of their actions. They can speak some human languages but only poorly. Most commonly they speak their own language which is almost incomprehensible to humans.

Location
Armor
FP
1 - Head
10
17
2 - Right Hand
10
68
3 - Right Shoulder
10
68
4 - Chest
10
17
5 - Left Shoulder
10
68
6 - Left Arm
10
68
7 - Stomach
10
34
8 - Groin
10
34
9 - Right Leg
10
68
10 - Left Leg
10
68
Armor & FP Values
Height
12"-24"
Weight
15-30 lbs
Eye Color
Yellow
Skin Color
Grey
Hair Color
None
Social Organization
Packs
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Claw
1d10
4
+6
+0
 
Bite
4d8
2
+6
+0
 

Abilities
Final
Abilities
Final
Plate Barding
--
Chain Barding
--
Exceptional Sense of Hearing
40%
Exceptional sense of Smell
60%
Chance to critical on natural 20
45%
 
 

Defense Stat
22
Level
1-4
Class
Animal
No. Appearing
1
Magic Resist.
0
Spirit Pts
0

Equipment

Double plate barding

Steel Horse Shoes

Saddle & tack

Horses
Strength
25

Damage Mod

+20

Armor Mod

+7

Max Wt Lift

8000

Agility
15
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
22
Constitution
26
Dexterity
0
Bonus To Hit
-3
Craft Skill Mod
-55
Intelligence
5
Use Magic
0
Sage Skill Mod
0
Wisdom
8
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
15
Appearance
15
Reaction Adj.
+15
Luck
10
Piety
20
Will
10
Statistics
Description

These creatures are large proud horses. They appear as large draft horses and in the many natural colors of coats that horses have. There are three classifications of warhorse, light, medium and heavy. There are also standard riding horses which come in similar ranks but are not trained for war, will not fight, and will not wear armor. The primary differences are arranged here in this table.
Rank
STR
CON
Movement
Defense
Light
21
24
29
18
Medium
23
25
26
19
Heavy
25
26
22
22
War-horses are trained for combat and will thus be somewhat more high strung than riding horses and more difficult to control. The information shown here is for a Heavy Warhorse which typically wear double weight plate armor.

Location
Armor
FP
1 - Head
120
19
2 - Right Hand
120
76
3 - Right Shoulder
120
76
4 - Chest
120
19
5 - Left Shoulder
120
76
6 - Left Arm
120
76
7 - Stomach
120
38
8 - Groin
120
38
9 - Right Leg
120
76
10 - Left Leg
120
76
Armor & FP Values
Height
5.5-6.5'
Weight
700-900 lbs
Eye Color
Brown
Skin Color
Horse
Hair Color
horse
Social Organization
Herds
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Hoof
2d10/2d8/2d6
2
+2
+24/18/12
Heavy/Medium/Light War-horses
Bite
3d10/3d8/3d6
1
+2
+24/18/12
Heavy/Medium/Light War-horses
Bash
4d10/3d8/2d6
1
+2
+24/18/12
Heavy/Medium/Light War-horses

Abilities
Final
Abilities
Final
Targeting
40%
Disguise (allows the appearance of a normal member of their race before transformation. Lasts 3 hours once per day.)
60%
1/2 damage from piercing
--
 
 

Defense Stat
23
Level
1-3
Class
Soldier
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
90

Equipment

None

Mudling
Strength
27

Damage Mod

+80

Armor Mod

+9

Max Wt Lift

26K

Agility
21
Initiative Mod
+4
Unarmed Com. Mod
+4
Movement Skill Mod
+20
Movement Rate
12
Constitution
22
Dexterity
5
Bonus To Hit
-1
Craft Skill Mod
-35
Intelligence
5
Use Magic
0
Sage Skill Mod
0
Wisdom
5
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
4
Appearance
-3
Reaction Adj.
-50%
Luck
4
Piety
20
Will
8
Statistics
Description

Mudlings appear as great mounds of mud in roughly a humanoid form. They have two legs and four arms. Their eyes are dark pits.

Mudlings are the creation of a Bog Witch when she works her magic on an unsuspecting male. If the Bog Witch attempts to transform a female then the bog witch will have no power over the muddling. The transformation takes place so that the first thing that the hapless victim touches is the substance their body is transformed to. If the transformation is such that some other material is used instead of mud, the bog witch will not have any control over the one transformed. She will go to great lengths to ensure that the substance is mud. Males who are properly transformed into Mudlings will be totally loyal to the bog witch. Mudlings can appear as an inanimate pile of mud with no life in it. Even magical detection cannot uncover this ploy.

Location
Armor
FP
1 - Head
100
14
2 - Right Hand
100
56
3 - Right Shoulder
100
56
4 - Chest
100
14
5 - Left Shoulder
100
56
6 - Left Arm
100
56
7 - Stomach
100
28
8 - Groin
100
28
9 - Right Leg
100
56
10 - Left Leg
100
56
Armor & FP Values
Height
5-6'
Weight
150-250lbs
Eye Color
NONE
Skin Color
mud
Hair Color
NONE
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Punch
5d10
4
+4
+80
 

Defense Stat
14 (18) (22)
Level
1 - 8
Class
Artist
No. Appearing
1 - 20
Magic Resist.
0
Spirit Pts
70

Abilities
Final
Abilities
Final
Underworlder Spells
--
Acting
60%
Parrying (3 parries)
80%
History
60%
Illusion IV
--
Dark Sight
60%
Deception
85%
Sense Life
40%

Defense Stat
19
Level
2-8
Class
Sage
No. Appearing
1
Magic Resist.
0
Spirit Pts
200

Equipment

Wrappings and weapon

Mummy
Strength
22

Damage Mod

+11

Armor Mod

+4

Max Wt Lift

2500

Agility
14
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
8
Constitution
22
Dexterity
17
Bonus To Hit
+1
Craft Skill Mod
+5
Intelligence
21
Use Magic
100%
Sage Skill Mod
+15
Wisdom
18
Dir. Spell Bonus
+2
Craftsmen Skill Mod
+10
Charisma
15
Appearance
-3
Reaction Adj.
Fear
Luck
10
Piety
20
Will
16
Statistics
Description

Mummies are a special form of undead, existing both in our plane of existence and the next. They have all the intelligence of their past life and the knowledge of the afterlife. They are masters of the Underworlder Realm and can cast any spell up to their level.

Mummies are not exclusively Egyptian and mummies have been found in South America, North America and the Orient. They have innate powers of illusion which allow them to appear as living or even as another person. They prefer to appear as they did in life. This power does drain them and once a month they need to drain a person of all their spirit points in order to replenish themselves. Some of these mummies move amongst the living while others remain tied to their crypt. Why this occurs, no one is precisely sure but many believe it is part of the preparation and the life experience of the mummy. A mummy's greatest weakness is their internal organs. Removed in preparation for their afterlife, they hold the essence of what ties them to our plane.

Mummies are extremely strong but lack much of the coordination they had in life. Their wrappings are magical as well providing 100 FP of protection. Also, as with other forms of undead, the mummy must be dismembered to be disabled. However, this will not destroy it. As long as its organs are still intact then the mummy will recorporate in its crypt in three days no matter where its body was destroyed. The body could be disintegrated, burned or dismembered and it will disappear from the site only to reform whole and complete at its tomb.

Mummies may create lesser forms of themselves with the same stats and abilities of zombies but with the mummy's illusion ability and appearing as mummies. These poor souls are called lesser mummies.

Location
Armor
FP
1 - Head
100
78
2 - Right Hand
100
78
3 - Right Shoulder
100
78
4 - Chest
100
78
5 - Left Shoulder
100
78
6 - Left Arm
100
78
7 - Stomach
100
78
8 - Groin
100
78
9 - Right Leg
100
78
10 - Left Leg
100
78
Armor & FP Values
Height
5 -5' 5"
Weight
55-90lbs
Eye Color
Black
Skin Color
Dried brown
Hair Color
Black
Social Organization
Undead
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Weapon
2d10
3
+2
+11
They may use any weapon. A short sword is given here.
Fists
2d12
3
+3
+17
 

Abilities
Final
Abilities
Final
Abilities
Final
Targeting (9mm Kuger)
70%
Targeting (Dagger)
80%
Targeting (Scimitar)
70%
Parry (3 parries per round) w/ Scimitar
80%
Desert Survival
90%
Cast spells from any one Realm
--
Investigation
80%
Deception
80%
Climbing
80%
Arcane Lore
70%
Horsemanship
75%
Dodge
90%

Equipment

None

Description

These incredibly long lived creatures have been hunted to near extinction. This was done due to the two fearsome abilities of the basilisk. The first is their ability to turn those that view them to stone. The target receives a save vs AGL - the level of the basilisk. If the save is not made, the target is turned to stone. If they are changed back, they must make a save vs CON or die from the shock. People fighting the basilisk will need to make a WIL - 4 check each round to avoid making eye contact. Even if the basilisk does not see the target, the effect will still be active if the target can see the basilisk's eyes. For instance, seeing the basilisk through binoculars offers no protection, but looking at its tail would. Also, the power of the basilisk may not be reflected, so a mirror would offer some help. Attacking a basilisk in this manner or by not looking directly at it incurs a - 4 to hit. The second power of the basilisk is its disintegrating breath. This is extremely short range (target must be within 5 feet) and the basilisk must make a successful to hit. If it does, then the target must save vs CON - the level of the basilisk or have that area disintegrated. Normal bleeding, as if the wound was inflicted by a blade, will occur.

Basilisks survive only in the most remote locations of the African jungles, parts of Indonesia and certain Pacific islands. They look almost precisely like a Kimoto Dragon but with a slightly higher frame. They make their den in abandoned buildings, caves and tree boles. Few survive an encounter with these ferocious beasts.

Location
Armor
FP
1 - Head
45
14
2 - Right Hand
45
54
3 - Right Shoulder
45
54
4 - Chest
45
14
5 - Left Shoulder
45
54
6 - Left Arm
45
54
7 - Stomach
45
27
8 - Groin
45
27
9 - Right Leg
45
54
10 - Left Leg
45
54
Armor & FP Values
Height
8' Long
Weight
280 lb
Eye Color
Red
Skin Color
Green
Hair Color
None
Social Organization
Solitary
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Claws
2d10
2
+2
+0
 
Bite
2d12
1
+2
+0
 
Breath
--
1
+2
+0
May perform only this attack in one rd or other but not both. Target Saves CON-level of Basilisk or area hit is disintegrated. Normal bleeding occurs.

Basilisk
Strength
14

Damage Mod

0

Armor Mod

0

Max Wt Lift

135

Agility
18
Initiative Mod
+1
Unarmed Com. Mod
+2
Movement Skill Mod
+10
Movement Rate
16
Constitution
22
Dexterity
8
Bonus To Hit
0
Craft Skill Mod
-20
Intelligence
4
Use Magic
0%
Sage Skill Mod
-15
Wisdom
3
Dir. Spell Bonus
-2
Craftsmen Skill Mod
-40
Charisma
0
Appearance
-5
Reaction Adj.
Fear
Luck
10
Piety
10
Will
20
Statistics

Abilities
Final
Abilities
Final
Exceptional Sense of Smell
40%
Disintegrate Breath
--
Stone to Flesh Gaze
--
 
 

Equipment

Garrote, Knife, Poor to Moderate Robes, small flask with the Blood of Kali

Description

The Thuggee operate in India and the Middle East gathering disciples through the use of their mind altering potion (see Blood of Kali on page 170). They also move towards a goal which is only known to their leaders. These leaders are shadowy figures which currently seem to desire the return of the old world before British and other European powers set their sights on the Indian sub-continent. Great fortresses dedicated to Kali and filled with Thuggee are rumored to be deep in the jungles of the most inhospitable sections of India. These fortresses will one day be the launching points for the Thuggee plans.

Currently, the Thuggee are looking to expand wealth and the number of followers. If they have the opportunity they will make captive any they can and force the Blood of Kali on them until they become obedient slaves to the Thuggee lords and Kali's will. In addition they will go on many missions to acquire wealth to fund the sundry items an army needs. They will, at times, be involved in very mundane robberies. The standard operating procedure for the Thuggee is to infiltrate, bring in members of their gang then overpower their target with a surprise attack and strangulation. Often, a Thuggee will have very limited knowledge of the greater organization outside his own gang of 1-10 members. It has even been believed that the Thuggee will operate with common thieves to beef up their forces slowly bringing them into the fold or disposing of them when they are no longer needed.

Thuggees will prefer not to have a stand-up fight. If they must they will try to fight in close and disable their opponent for later uses (ransom, indoctrination).

Location
Armor
FP
1 - Head
65
10
2 - Right Hand
45
40
3 - Right Shoulder
45
40
4 - Chest
45
10
5 - Left Shoulder
45
40
6 - Left Arm
45
40
7 - Stomach
45
20
8 - Groin
45
20
9 - Right Leg
45
40
10 - Left Leg
45
40
Armor & FP Values
Height
5'2" - 6'1"
Weight
110lb - 180lb
Eye Color
Human
Skin Color
Human
Hair Color
Human
Social Organization
Gang
Physical & Social Appearance
Thuggee
Strength
18

Damage Mod

+3

Armor Mod

+1

Max Wt Lift

200

Agility
20
Initiative Mod
+3
Unarmed Com. Mod
+3
Movement Skill Mod
+15
Movement Rate
14
Constitution
14
Dexterity
18
Bonus To Hit
+2
Craft Skill Mod
+10
Intelligence
10
Use Magic
18%
Sage Skill Mod
0
Wisdom
12
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
15
Appearance
14
Reaction Adj.
+10
Luck
10
Piety
20
Will
8
Statistics

Abilities
Final
Abilities
Final
Targeting (Unarmed and Knife)
40%
Acrobatics
82%
Move Silently
84%
Move in Shadows
60%
Deception
92%
Disguise
40%
Acting
80%
Cast Vampiric Spells
--

Weapon
DAM
ATT
+ TH
+ TD
Notes
Garrote
Spec
1
+6
+4
Knife
1d6
4
+2
+3
 
Unarmed
Combat
d10/d12
4/2
+5
+7
Punch/Kick. Thuggee is also allowed one maneuver

Animal
Weapon
DAM
ATT
+ TH
+ TD
Notes
Shark
Bite
5d10
1
+2
+11
 
Elephant
Ram/Kick/Tusk
5d12/2d12/3d10
1/2/1
+0
+20
 
Dog
Bite/Claw
1d10/1d6
1/2
+6
+3
Trained animals receive plus 2 to hit
Cat
Bite/Claw
1d6/1d4
1/2
+6
0
 

Animal
Abilities
Final
Abilities
Final
Rat
Small Size +4 to D.S.
 
 
 
Bat
Small Size +4 to D.S.
 
Flight +4 to D.S.
 
Sonar Unaffected by darkness
 
 
 
Wolf
Tracking
75%
Move Silently/Move in Shadow
60%
Bears
Tracking
50%
 
 
Hawk
Flight +4 to D.S.
 
Tracking
75%

 
Rat
Bat
Wolf
Bear
Hawk
Defense Stat
16
19
20
19
18
No. Appearing
1-100
1-20
1-12
1-4
1
Magic Resist.
0
0
0
0
0
Spirit Pts
0
0
0
0
0

Animals
Rat
Bat
Wolf
Bear
Hawk
Strength
3
3
15
22
8

Damage Mod

-3

-3

0

+11

0

Max Wt Lift

1 lb

1lb

145 lb

1000lb

20 lb

Agility
19
19
21
16
18
Initiative Mod
+2
+2
+4
0
+1
Unarmed Com. Mod
+2
+2
+4
+1
+2
Movement Rate
6
1/20
20
22
2/25
Constitution
25
10
24
18
15
Dexterity
12
5
4
8
6
Bonus To Hit
0
-1
-1
0
0
Intelligence
3
1
10
10
3
Wisdom
3
3
10
8
4
Luck
10
10
10
10
10
Will
5
5
12
15
10
Statistics
Description

Animals are encountered in many environments and many situation all over the earth. In 1930 the world was less developed and encounters with wildlife more common. Many of these wild animals may be trained to a number of tasks. A hawk may be used to scout the location of enemies while a rat may be trained to carry explosives inside a room. Bears may be a more potent threat, but with modern firearms, many of these animals can be dealt with quickly and brutally.

 
Rat
Bat
Wolf
Bear
Hawk
Location
Ar.
FP
Ar.
FP
Ar.
FP
Ar.
FP
Ar.
FP
1 - Head
 
6
 
3
10
9
25
9
 
6
2 - Right Hand
 
22
 
12
10
34
25
36
 
22
3 - Right Shoulder
 
22
 
12
10
34
25
36
 
22
4 - Chest
 
6
 
3
10
9
25
9
 
6
5 - Left Shoulder
 
22
 
12
10
34
25
36
 
22
6 - Left Arm
 
22
 
12
10
34
25
36
 
22
7 - Stomach
 
11
 
6
10
17
25
18
 
11
8 - Groin
 
11
 
6
10
17
25
18
 
11
9 - Right Leg
 
22
 
12
10
34
25
36
 
22
10 - Left Leg
 
22
 
12
10
34
25
36
 
22
Armor & FP Values

Animal
Abilities
Final
Abilities
Final
Shark
 
 
 
 
Elephant
 
 
 
 
Dog
Tracking
75%
Move Silently/Move in Shadow
60%
Cat
Tracking
50%
Move Silently/Move in Shadow
80%

 
Shark
Elephant
Dog
Cat
Defense Stat
22
14
21
14
No. Appearing
1-20
1-12
1-20
1-4
Magic Resist.
0
0
0
0
Spirit Pts
0
0
0
0

Animals
Shark
Elephant
Dog
Cat
Strength
22
25
18
8

Damage Mod

+11

+20

+3

0

Max Wt Lift

2500lbs

8000 lbs

145 lb

25 lbs

Agility
19
8
22
24
Initiative Mod
+2
0
+5
+6
Unarmed Com. Mod
+2
0
+5
+6
Movement Rate
30
18
22
23
Constitution
25
10
22
10
Dexterity
0
15
4
8
Bonus To Hit
0
0
-1
0
Intelligence
3
9
11
11
Wisdom
3
5
7
9
Luck
10
10
10
10
Will
8
5
10
15
Statistics
Description

Some animals may be domesticated and used for war, hunting, or pack animals. The dog is a specially bred and domesticated version of the wolf and uses the advantages of this training and specialization. Many of these domesticated animals are used for war and can be outfitted with barding, or armor made for animals. Although elephants cannot live in certain climates, they serve an important role in the areas of the world where they do prosper. They are used for extravagant displays of wealth or as powerful animal labor for public works efforts. Dogs are also employed in war but are much more common in the arena of personal security. They are often equipped and trained to attack intruders or sound the alarm by barking.

 
Shark
Elephant
Dog
Cat
Location
Ar.
FP
Ar.
FP
Ar.
FP
Ar.
FP
1 - Head
30
9
45
7
10
9
 
6
2 - Right Hand
30
36
45
28
10
34
 
24
3 - Right Shoulder
30
36
45
28
10
34
 
24
4 - Chest
30
9
45
7
10
9
 
6
5 - Left Shoulder
30
36
45
28
10
34
 
24
6 - Left Arm
30
36
45
28
10
34
 
24
7 - Stomach
30
18
45
14
10
17
 
11
8 - Groin
30
18
45
14
10
17
 
11
9 - Right Leg
30
36
45
28
10
34
 
24
10 - Left Leg
30
36
45
28
10
34
 
24
Armor & FP Values
Skeleton (Skeletal Warrior)
Strength
21

Damage Mod

+8

Armor Mod

+3

Max Wt Lift

1000

Agility
18
Initiative Mod
+1
Unarmed Com. Mod
+2
Movement Skill Mod
+10
Movement Rate
9
Constitution
25
Dexterity
18
Bonus To Hit
+2
Craft Skill Mod
+10
Intelligence
8
Use Magic
0
Sage Skill Mod
-3
Wisdom
8
Dir. Spell Bonus
0
Craftsmen Skill Mod
-15
Charisma
0
Appearance
-3
Reaction Adj.
-50
Luck
0
Piety
0
Will
15
Statistics
Location
Armor
FP
1 - Head
 
200
2 - Right Hand
 
200
3 - Right Shoulder
 
200
4 - Chest
 
200
5 - Left Shoulder
 
200
6 - Left Arm
 
200
7 - Stomach
 
200
8 - Groin
 
200
9 - Right Leg
 
200
10 - Left Leg
 
200
Armor & FP Values
Height
3' - 9'
Weight
20 - 100 lbs
Eye Color
None
Skin Color
None
Hair Color
None
Social Organization
Undead
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Weapon Sword/C-Bow
3d8/5d8
2/1
+3/+3
+10/+2
Targeting 60%,Long Sword/Lt. Cross Bow
Fist
1d10
3
+2
+8
 

Description

Type 2 Skeletons are one of the undead which are commonly employed by the less scrupulous spell caster. Often they will be preferred to Zombies for personal guards since they are less disgusting to be around. They have almost no knowledge of their past life however, they may still have some of their personality traits (talking in a thick accent, attempting to drink large amounts of ale, laugh at all jokes, etc.). They will obey their creator absolutely but can only be given short sentences or small paragraphs of commands. The best bet is to not give any commands that require judgement calls either. Usually, they are employed to guard secret locations or dangerous items. For instance, guarding a secret vault of uranium in the Himalayas where resupply might not be possible could be a good job for it.

Abilities
Final
Abilities
Final
Targeting (Weapon)
75%
Sense Life
100%
Cause Fear in those viewing skeleton. Save vs wisdom - Level of Skeleton. Will only affect targets of lower level than the skeleton.
--
Immune to mental, sleep, Emotion, poison, stun attacks.
--
Piercing, bullets and edged weapons do no damage, Blunt and Explosive do full damage
--
May cast up to 3rd level UnderWorlder Spells At will at no spirit point cost.
--
Move Silently
90%
 
 

Defense Stat
23
Level
4-12
Class
Soldier
No. Appearing
1 - 6
Magic Resist.
3
Spirit Pts
200(UnderWorlder)

Equipment

Weapon(30% Cross Bow, 70% Sword)

May wear armor

Skeleton (Hauptmann)
Strength
22

Damage Mod

+11

Armor Mod

+4

Max Wt Lift

2500

Agility
21
Initiative Mod
+3
Unarmed Com. Mod
+3
Movement Skill Mod
+20
Movement Rate
12
Constitution
25
Dexterity
20
Bonus To Hit
+3
Craft Skill Mod
+15
Intelligence
12
Use Magic
10%
Sage Skill Mod
0
Wisdom
12
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
-5
Reaction Adj.
-50
Luck
0
Piety
0
Will
18
Statistics
Location
Armor
FP
1 - Head
 
300
2 - Right Hand
 
300
3 - Right Shoulder
 
300
4 - Chest
 
300
5 - Left Shoulder
 
300
6 - Left Arm
 
300
7 - Stomach
 
300
8 - Groin
 
300
9 - Right Leg
 
300
10 - Left Leg
 
300
Armor & FP Values
Height
3' - 9'
Weight
20 - 100 lbs
Eye Color
None
Skin Color
None
Hair Color
None
Social Organization
Undead
Physical & Social Appearance
Description

The Gestapo create these undead from their officers. The Hauptmann Skeleton are often employed as personal guards and captains in charge of secret operations or bases. Skeletal Hauptmann have some memories of their past life and this may be troublesome to the Gestapo which is why only the most loyal officers are chosen to serve the Reich in the after life. The Skeletal Hauptmann will obey their Gestapo master since it has been drilled into them in their life and reinforced via spell in their unlife. At times they may take their orders too literally and do precisely what they are told without any common sense, which can lead to confusion.

For obvious reasons these soldiers are kept out of the public's eye but are used when success is imperative or their state of unlife can be used to the advantage of the mission. These skeletons will not show any regard for anything but their mission. They are immune to damage from piecing, bullet and edged damage but will take full damage from explosives and blunt damage. These skeletons are advantageous when complex commands are laid out that lesser undead would just be unable to follow.

This is a type 3 skeleton.

Weapon
DAM
ATT
+ TH
+ TD
Notes
Weapon Sword/Luger
3d8/3d10
3/3
+5/+5
+15/+4
Targeting 75%,Long Sword/Luger 9mm
Fist
2d8
4
+6
+11
 

Defense Stat
24
Level
6-15
Class
Soldier
No. Appearing
1
Magic Resist.
6
Spirit Pts
300(UnderWorlder)

Equipment

Weapon(30% Cross Bow, 70% Sword)

May wear armor

Skeleton (Skeletal Lord)
Strength
24

Damage Mod

+17

Armor Mod

+6

Max Wt Lift

5000

Agility
23
Initiative Mod
+5
Unarmed Com. Mod
+6
Movement Skill Mod
+30
Movement Rate
15
Constitution
25
Dexterity
22
Bonus To Hit
+5
Craft Skill Mod
+25
Intelligence
15
Use Magic
25%
Sage Skill Mod
0
Wisdom
15
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
0
Appearance
-10
Reaction Adj.
-50
Luck
0
Piety
0
Will
20
Statistics
Location
Armor
FP
1 - Head
 
400
2 - Right Hand
 
400
3 - Right Shoulder
 
400
4 - Chest
 
400
5 - Left Shoulder
 
400
6 - Left Arm
 
400
7 - Stomach
 
400
8 - Groin
 
400
9 - Right Leg
 
400
10 - Left Leg
 
400
Armor & FP Values

Abilities
Final
Abilities
Final
Targeting (Blow Gun)
90%
Dark Sight
100%
Sing song (Opponent Save vs WILL or become disinterested and wander away from the Pixie; -1 to save for every 10 pixies)
60%
Move Silently
80%
Move in shadows
110%
Targeting (Long Bow)
70%
Pixie Dust
--
 
 

Height
3' - 9'
Weight
20 - 100 lbs
Eye Color
None
Skin Color
None
Hair Color
None
Social Organization
Undead
Physical & Social Appearance

Defense Stat
17 + 4
Level
1-8
Class
Soldier/Actor
No. Appearing
10 - 100
Magic Resist.
0
Spirit Pts
60

Equipment

Sidhe Silk Armor (Chain), Blowgun(10 Darts), Shiny bits of Glass and Mirror, Pouch of fine Sugar

Pixie
Strength
5

Damage Mod

-1

Armor Mod

0

Max Wt Lift

45

Agility
24
Initiative Mod
+6
Unarmed Com. Mod
+6
Movement Skill Mod
+35
Movement Rate
10
Constitution
21
Dexterity
22
Bonus To Hit
+5
Craft Skill Mod
+25
Intelligence
17
Use Magic
74%
Sage Skill Mod
+3
Wisdom
12
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
22
Appearance
27
Reaction Adj.
+80
Luck
22
Piety
10
Will
10
Statistics
Location
Armor
FP
1 - Head
30
12
2 - Right Hand
30
48
3 - Right Shoulder
30
48
4 - Chest
30
12
5 - Left Shoulder
30
48
6 - Left Arm
30
48
7 - Stomach
30
24
8 - Groin
30
24
9 - Right Leg
30
48
10 - Left Leg
30
48
Armor & FP Values
Height
6" - 9"
Weight
.1 - 1lbs
Eye Color
Human Colors
Skin Color
Tan
Hair Color
Human Colors
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Blow Gun
1d4
1
+7
+3
Targeting 90%, Poison typed darts save vs con -4 or sleep.

Description

Skeletal Lords are some of the more respected undead, respected and feared.In the times of Alexander the Great they were used by the Persian Empire in their defense. They were too few to hold off the Macedonians and their allies but were an effective tool in maintaining the individual kingdoms while Alexander spread his own form of fear.

They are more useful than the average form of undead since they retain much of their personality and knowledge and will obey the spell caster for the most part. The Skeletal Lord will obey its creator to the letter of the command but will insist on doing it with its own style. For example, using the skeletal remains of a Priest would still make the skeletal Lord obey the creator but if commanded to take a village the creator may expect the Skeletal lord to kill anything living but the Lord would most likely take the town with as little loss of life as possible. Basically, the creation will obey its creator but may even try to find ways to kill him if it is a case of going against its own beliefs. The Skeletal Lord may create more of its own kind under its own control. This may become a problem for the castor since the command not to kill the creator applies to the Skeletal Lords and not to the Skeletons it creates. In general, it can be quite tricky to have this powerful a creation around.

Skeletal Lords are type 4 skeletons.

Description

Pixies are a curse to some people and a blessing to others. They travel the world as performers and musicians. They revere the actor as the highest possible member in their society and this is reflected in that they are ruled by the best actor in their troupe. Pixies are a shy race and will only make their presence known if they are sure of the people they are to meet. Pixies wander the entire world using their innate ability to alter their size and appearance to allow them to blend into human society. Pixies will often perform at small theaters for intimate crowds. Nobility of the Pixie can cast spells in the realms of Natural and Wolvesbane. The actors of the pixies can make a dust which will allow the user of the Dust to either become invisible (vampiric invisibility III) or move with magical speed (vampiric Haste III) or take on a human appearance depending on the type of dust made. If the Pixie changes appearance with the Dust it will create the complete illusion of being human including touch and smell. The viewer, if they have reason to suspect, may make a save vs WIS - 6. If the Pixies are forced to fight then they will do so only to allow the troupe time to escape using their blowguns to try to sleep their opponents.

Abilities
Final
Abilities
Final
May become intangible on a round by round basis. i.e. the GM must determine if the Shadow is tangible or intangible at the beginning of the round.
--
Possession - Must hit target; Target saves vs WILL - level of Shadow or be possessed for number of days equal to Shadows level. Target may save after this period has elapsed.
--
Targeting (Weapon)
40%
 
 

Defense Stat
27
Level
1-6
Class
Spy
No. Appearing
1
Magic Resist.
7
Spirit Pts
200

Equipment

Shadow Weapons

Shade (Shadow)
Strength
10

Damage Mod

0

Armor Mod

0

Max Wt Lift

95

Agility
25
Initiative Mod
+7
Unarmed Com. Mod
+7
Movement Skill Mod
+40
Movement Rate
50
Constitution
25
Dexterity
21
Bonus To Hit
+4
Craft Skill Mod
+20
Intelligence
10
Use Magic
46%
Sage Skill Mod
0
Wisdom
10
Dir. Spell Bonus
0
Craftsmen Skill Mod
-5
Charisma
7
Appearance
10
Reaction Adj.
0
Luck
12
Piety
11
Will
16
Statistics
Location
Armor
FP
1 - Head
 
33
2 - Right Hand
 
33
3 - Right Shoulder
 
33
4 - Chest
 
33
5 - Left Shoulder
 
33
6 - Left Arm
 
33
7 - Stomach
 
33
8 - Groin
 
33
9 - Right Leg
 
33
10 - Left Leg
 
33
Armor & FP Values
Height
Variable
Weight
None
Eye Color
None
Skin Color
None
Hair Color
None
Social Organization
Solitary
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Shadow Weapon
By Weapon
 
+4
+0
Targeting 40%
Claws
1d10
4
+7
+0
 

Abilities
Final
Abilities
Final
Targeting (Weapon)
40%
Sense Life
50%
Cause Fear in those viewing skeleton. Save vs wisdom + Level of target
--
Immune to mental, sleep, Emotion, poison, stun attacks.
--
Piercing weapon, firearms and explosives do no damage, Edged and Blunt do Full Damage
--
Move Silently
60%

Description

No one is positive about the origin of the Shade but it is thought it comes from a realm of Shadows which is the space between the planes of the Greater Realms. In any case, it is an utterly alien creature to the Earth and its ecosphere. The shade survives upon the leeching of life force through the possession of native creatures of the Earthly plane. The more intelligent the victim the more desirable a food source to the Shade. Shades are sometimes employed by powerful spell casters who wish to spy on or possibly assassinate a rival.

A shade is extremely sensitive to light and will flee from it if it can. Torches and lanterns will do 1d6 of damage per round, a magic source of light or a flashlight will do 2d6/ rnd and the sun will do 3d6/rnd. This damage is not done to a shade when it possesses the body of a living creature. It will still be sensitive to bright light and prefer shadows. When it enters the Shadow Realm in its natural form, it can cover distances at a rate of 100 miles/hour. It may only enter or leave the Shadow Realm in areas of darkness. A shade gives off no heat and can blend with shadows perfectly making it 95% undetectable.

Defense Stat
20
Level
1-4
Class
Footman
No. Appearing
1 - 20
Magic Resist.
0
Spirit Pts
50(UnderWorlder)

Equipment

Weapon(40% Battle-Axe, 60% Sword)

May wear armor

Skeleton
Strength
20

Damage Mod

+5

Armor Mod

+2

Max Wt Lift

500

Agility
15
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
8
Constitution
25
Dexterity
18
Bonus To Hit
+2
Craft Skill Mod
+10
Intelligence
3
Use Magic
0
Sage Skill Mod
-18
Wisdom
3
Dir. Spell Bonus
-2
Craftsmen Skill Mod
-40
Charisma
0
Appearance
-3
Reaction Adj.
-50
Luck
0
Piety
0
Will
15
Statistics
Location
Armor
FP
1 - Head
 
100
2 - Right Hand
 
100
3 - Right Shoulder
 
100
4 - Chest
 
100
5 - Left Shoulder
 
100
6 - Left Arm
 
100
7 - Stomach
 
100
8 - Groin
 
100
9 - Right Leg
 
100
10 - Left Leg
 
100
Armor & FP Values
Height
3' - 9'
Weight
20 - 100 lbs
Eye Color
None
Skin Color
None
Hair Color
None
Social Organization
Undead
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Luger
3d10
3
+2
+5
Targeting 40% Luger 9mm
Grenade
6d10
1
+2
+5
Fragmentation Grenade
Fist
1d8
2
+1
+5
 

Description

These skeletons are the "reward" of the lowest of the Gestapo, They recall little of their past life and are a poor choice for guard duty that requires much thought. They can only understand the simplest of command ("guard", "follow", "kill") and will be unable to fulfill complex commands involving multiple steps. They are usually employed with a Skeletal Hauptmann to do its thinking for it.

Gestapo Skeletons are often equipped with grenades since they do no damage to them but are quite effective against the enemy. In addition they are armed with a 9mm Luger pistol for use in locations where explosions would do unacceptable collateral damage.

This is a type 1 skeleton.

Weapon
DAM
ATT
+ TH
+ TD
Notes
Weapon Sword/
C-Bow
4d8/6d8
3/2
+8/+8
+23/+6
Targeting 80%,Long Sword/Lt. Cross Bow
Fist
2d10
5
+9
+17
 

Abilities
Final
Abilities
Final
Targeting (Weapon)
80%
Sense Life
100%
Cause Fear in those viewing skeleton. Save vs wisdom - Level of Skeleton. Will affect targets of all levels.
--
Immune to mental, sleep, Emotion, poison, stun attacks.
--
Piercing, bullets and edged weapons do no damage, Blunt and Explosive do full damage
--
May cast up to 6th level UnderWorlder Spells At will at no spirit point cost.
--
Move Silently
90%
 
 

Defense Stat
22
Level
1-6
Class
Soldier
No. Appearing
1-6
Magic Resist.
8
Spirit Pts
50

Equipment

Club

Double Plate (120 Armor Pts)

Natural Armor(50)

Troll, Rock
Strength
26

Damage Mod

+40

Armor Mod

+8

Max Wt Lift

12K

Agility
14
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
15
Constitution
26
Dexterity
10
Bonus To Hit
0
Craft Skill Mod
-10
Intelligence
6
Use Magic
0
Sage Skill Mod
-9
Wisdom
7
Dir. Spell Bonus
0
Craftsmen Skill Mod
-20
Charisma
2
Appearance
1
Reaction Adj.
-35
Luck
15
Piety
16
Will
12
Statistics
Location
Armor
FP
1 - Head
170
32
2 - Right Hand
170
128
3 - Right Shoulder
170
128
4 - Chest
170
32
5 - Left Shoulder
170
128
6 - Left Arm
170
128
7 - Stomach
170
64
8 - Groin
170
64
9 - Right Leg
170
128
10 - Left Leg
170
128
Armor & FP Values
Height
10' - 15'
Weight
1K - 2K lbs
Eye Color
Black
Skin Color
Granite
Hair Color
Brown
Social Organization
Tribal
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Club
3d10
3
+1
+42
Extra Large Granite Club
Fist
2d8
2
+0
+40
 
Throw Boulder
10d10
1
+0
+40
 

Description

Trolls are a rare breed in 1938 Earth. They live as hermits and at times pass for humans of the most hideous nature. They tend to avoid human civilizations since they are often scorned as ugly humans. Though these mighty creatures prefer peace they also do not mind the taste of human flesh. They have been all but hunted out of existence in the Dark Ages believed to be criminals, malformed humans, or servants of Satan. Their primary lands were mountainous areas of northern Europe and the British Isles. Some Trolls went mad from the constant hunting or would just get fed up and start waylaying people as the travelled in small groups. This reinforced many of the myths of trolls and giants.

Today, Trolls avoid human contact and will kill any who discover their remote and secret lairs. They live in small families and will not only defend themselves if attacked but will do their best to ensure no word gets back to the human civilizations. Few now believe in their existence and they are often confused with the Yeti.

Trolls have the ability not only to regenerate simple wounds in terms of Fortitude Points but to regrow entire limbs. Although Trolls regenerate, they cannot regenerate damage done by fire. This actually is something of an allergy for them more so than is normal with living creatures. Not only will they be unable to regenerate from fire damage but it will inflict double damage, times four if dome by magical fire. Trolls also have the ability to tunnel at incredible speeds. They can use this to tunnel under their opponents and surprise them. Finally, the Troll is able to see perfectly in darkness.

Abilities
Abilities
Flight at 21 Movement
Dark Sight 100%
Cast all Vampiric Forces spells equal to their level.
Sunlight does x2 damage (see Desc.), Holy weapons/items do x4 damage (minimum dmg 1d4), this damage will not regenerate
Regeneration - 15 fp per round

Defense Stat
22
Level
1-6
Class
Soldier
No. Appearing
1-6
Magic Resist.
8
Spirit Pts
50

Equipment

Any Weapon, Any Armor

Vampire, Tigris
Strength
20

Damage Mod

+5

Armor Mod

+2

Max Wt Lift

500

Agility
23
Initiative Mod
+5
Unarmed Com. Mod
+6
Movement Skill Mod
+30
Movement Rate
21/21
Constitution
25
Dexterity
22
Bonus To Hit
+5
Craft Skill Mod
+25
Intelligence
15
Use Magic
50%
Sage Skill Mod
0
Wisdom
12
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
20
Appearance
18
Reaction Adj.
+35
Luck
12
Piety
12
Will
20
Statistics
Location
Armor
FP
1 - Head
 
55
2 - Right Hand
 
55
3 - Right Shoulder
 
55
4 - Chest
 
55
5 - Left Shoulder
 
55
6 - Left Arm
 
55
7 - Stomach
 
55
8 - Groin
 
55
9 - Right Leg
 
55
10 - Left Leg
 
55
Armor & FP Values
Height
5' - 6' 6"
Weight
150 - 250 lbs
Eye Color
Human
Skin Color
Pale
Hair Color
Human
Social Organization
Social
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Any Weapon
 
+1
+7
+9
Targeting 60%
Fist
1d8
3
+6
+5
 
Bite
1d8
1
+6
+5
Victim save vs Luck - level of Vampire or become a Vampire

Description

In Mesopotamia, before the building of cities or the settling of people, there were five brothers. One was horribly ill and tragically betrothed to his true love. The other four brothers were determined to keep death from their youngest brother and all five entered into a powerful oath that they would each stand before death and battle him to the end on behalf of the youngest. As death approached the five brothers fled on their fastest steads but it was to only slight advantage over Death's pale steed. As their horses tired they finally came to a halt outside a hermit's cave. Inside the cave they beseeched the hermit to aid them. It happened that the hermit was learned in the ways of dark magicks and knew of a powerful spell. He described the spell telling them that the four would have to give their life blood for the youngest. They all had made a vow to support the youngest brother to all ends and so none would see their honor fallen in the dirt. One by one they stepped forward and were bled into the cup. When they had all passed the Hermit spoke his incantation over the cup and it turned to a sweet wine. The youngest brother drank it just as Death caught him. The spell saved him but Death had his revenge as the youngest brother became trapped between death and life.

No one is sure, even the Tigris vampires, if the above tale is true or not but all know it. There are many forms of vampires which roam the world and they all have their own creation myths.

If a person is bitten, the victim has 1d10 minutes to cauterize the wound. If the wound is not cauterized in time then the victim must save vs WILL- the level of the vampire or die. The victim will not be able to be raised, resurrected, or brought back to life in any way. After three days the victim will rise as a level 1 vampire under the sway of the vampire which bit him. For every 100 years of unlife the vampire gains 1 level, 1 point of Magic Resistance and 10 fortitude points to all areas. The Tigris vampires, named for the river where Death caught the brothers, are repelled by their reflection since it shows their image in death, their body decayed. SunLight will destroy the Vampire in a number of minutes equal to his level.

Abilities
Abilities
Sense Life
75%
Immune to mental, sleep, Emotion, poison, stun attacks.
--
Bullets do no damage to a zombie. Explosive only do 1/2 damage.
 

Defense Stat
19
Level
1-6
Class
Footman
No. Appearing
1-20
Magic Resist.
0
Spirit Pts
20(UnderWorlder)

Equipment

Weapons, Any Armor

Zombies
Strength
21

Damage Mod

+8

Armor Mod

+3

Max Wt Lift

1000

Agility
10
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
6
Constitution
25
Dexterity
10
Bonus To Hit
0
Craft Skill Mod
-10
Intelligence
0
Use Magic
0
Sage Skill Mod
-24
Wisdom
0
Dir. Spell Bonus
-3
Craftsmen Skill Mod
-50
Charisma
0
Appearance
0
Reaction Adj.
-50
Luck
0
Piety
0
Will
0
Statistics
Location
Armor
FP
1 - Head
65
50
2 - Right Hand
 
50
3 - Right Shoulder
 
50
4 - Chest
 
50
5 - Left Shoulder
 
50
6 - Left Arm
 
50
7 - Stomach
 
50
8 - Groin
 
50
9 - Right Leg
 
50
10 - Left Leg
 
50
Armor & FP Values
Height
3' - 10'
Weight
50 - 500 lbs
Eye Color
Original
Skin Color
Putrid Green
Hair Color
Black
Social Organization
Undead
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Weapon
 
+0
+0
+ 8
Zombies are normally armed with simple weapons; i.e. grenades, axes, knives, etc
Fist
2d8
3
+0
+ 8
Save vs Target's CON - Zombie Level or wound infected (must touch flesh).

Description

Zombies will sometimes occur naturally if not interned properly in their grave, however, are more often the creation of practitioners of the Underworlder realm. They are used as simple guards and seldom operate in close proximity of the living since they drip a never ending supply of gibbets of rotted flesh. They are unnatural bearers of disease and will often infect those they attack. The Gestapo are fond of reanimating fallen German soldiers as a "reward" for glorious service to the Reich. They are used to guard dangerous or absolute secret locations. They are never exposed to the public and will most often be put in killing pits or rooms meant to lure interlopers for the purpose of killing said interlopers.

Due to their slow speed and generally poor condition, the always go last in a round. As a zombie type increases it receives the following changes in its statistics: +1 to Strength, +2 Agility, and 50 fortitude points to all areas. The zombie depicted here is a level 1nazi zombie. Since their brains are equally decrepit, they can only be given simple commands ("Guard", "Attack", "Run"). Zombies are immune to any piercing attacks and must be dismembered to be destroyed.

Zombies will continue to function until they are totally dismembered. If the FP for an area is reduced to negative the original FP then that area is cut through; i.e. with the current zombie reducing its right hand to -50 will cut it off. Bullets do no damage although machine guns will slow them down. Explosives only do 1/2 damage.

Equipment

Faerie Chain Mail, 4 - 16 doses of Faerie Dust, Several Sacks of Pollen/gems/fish eggs, a sack of candy

Sidhe (Faerie)
Strength
7

Damage Mod

0

Armor Mod

0

Max Wt Lift

65 lbs

Agility
24
Initiative Mod
+6
Unarmed Com. Mod
+6
Movement Skill Mod
+35
Movement Rate
10/50
Constitution
10
Dexterity
22
Bonus To Hit
+5
Craft Skill Mod
+25
Intelligence
9
Use Magic
26%
Sage Skill Mod
0
Wisdom
18
Dir. Spell Bonus
+2
Craftsmen Skill Mod
+10
Charisma
15
Appearance
25
Reaction Adj.
+70
Luck
21
Piety
5
Will
10
Statistics
Description

The Faerie is just one of the family of the Sidhe. They have different domains that they tend. Some are rock fairies who tend the mountains, river fairies who tend the waterways, woodland fairies who tend the forests and many other varieties. They usually are too busy to stop and talk and far too shy to allow themselves to be seen. Rather than fight they will prefer to use their Glamour.

Faerie Glamour is magic specific to a particular type of faerie but always includes the ability to change their form and size, natural invisibility IV and cast tactile illusions as in the Underworlder spell Illusion IV on page 137. An example of a woodland fairies Glamour would be the ability to Full Heal on page 161(used to heal woodland creatures), Summon & Control Animal on page 121and Plant Control IV on page 122. Other faerie types have Glamour appropriate to their terrain. In addition, fairies carry a Faerie Dust which will cause the most aggressive person to fall into a state of euphoria. The victim must save vs WILL/2 or fall under the power of the Faerie Dust.

If a Faerie can be captured, her "pride" (the social group of fairies) can be convinced to aid a person or group. This could include guiding a party through secret passes, showing them to the heart of a diamond vein, or calming a flood so they may pass a river safely. They also may be befriend and are fond of all forms of candy and sweet foods. If threatened in the least they will become invisible and do their best to harass and generally make their new enemy's life miserable. Fairies are a chaotic bunch and seldom fall to true hatred or anger but will quickly forget transgressions and go back to their territory. If a person were to remain in their territory then they will harass them, preferring this to outright killing.

Most of the existing Faerie prides surviving in the 1930s are in Europe and parts of North America. Most of these gentle creatures have died off as their territories were destroyed by logging or they were hunted by the Catholic Church.

Location
Armor
FP
1 - Head
90
5
2 - Right Hand
90
18
3 - Right Shoulder
90
18
4 - Chest
90
5
5 - Left Shoulder
90
18
6 - Left Arm
90
18
7 - Stomach
90
9
8 - Groin
90
9
9 - Right Leg
90
18
10 - Left Leg
90
18
Armor & FP Values
Height
4 - 6"
Weight
8 - 12 ounces
Eye Color
Golden Hazel
Skin Color
Tan
Hair Color
Golden
Social Organization
Social
Physical & Social Appearance

Abilities
Final
Abilities
Final
Shift Form
--
Dark Sight
100%
Targeting
60%
Enhanced hearing
60%
Sense of Smell
60%
Regeneration (13 FP/RD)
--

Defense Stat
22
Level
2-8
Class
Soldier
No. Appearing
1
Magic Resist.
6
Spirit Pts
120

Equipment

Werewolves will have standard equipment for their area. Money if in a civilized area, skins if in a primitive area.

Werewolf
Strength
18

Damage Mod

+3

Armor Mod

+1

Max Wt Lift

200

Agility
24
Initiative Mod
+6
Unarmed Com. Mod
+6
Movement Skill Mod
+35
Movement Rate
16
Constitution
25
Dexterity
15
Bonus To Hit
0
Craft Skill Mod
0
Intelligence
10
Use Magic
0
Sage Skill Mod
-12
Wisdom
14
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
4
Appearance
.1
Reaction Adj.
Fear
Luck
14
Piety
10
Will
17
Statistics
Location
Armor
FP
1 - Head
20
27
2 - Right Hand
20
106
3 - Right Shoulder
20
106
4 - Chest
20
27
5 - Left Shoulder
20
106
6 - Left Arm
20
106
7 - Stomach
20
53
8 - Groin
20
53
9 - Right Leg
20
106
10 - Left Leg
20
106
Armor & FP Values
Height
6'-8'
Weight
200 - 400 lbs
Eye Color
Red, Brown, Green
Skin Color
Tan or Black
Hair Color
Brown, Red
Social Organization
Solitary
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Claws
2d10
3
+6
+8
 
Bite
4d10
1
+6
+8
If bitten and damage done to flesh, the target must save vs CON-level of the were or be infected.

Description

Werewolves come from the myths of many cultures. Werewolves themselves have walked amongst us for centuries and have only recently been documented by many of the secret organizations of the world. The Guard of Babur and Dept. 12 have a keen interest in these creatures but for different reasons. The Guard believe that the Thuggee have found a way to control the shape shifters. Dept. 12 has the unique problem that the werewolves seem rampant in the western hemisphere and especially North America.

Werewolves take different forms throughout the world. In India, there are wolf-men but more common are the tiger form. In Africa, a bizarre range of animals are mimiced from rabbits to elephants. All have several shared traits, regeneration, ability to change at will, and a psychotic rage which will possess them three days a month. All werewolves have a powerful allergy to silver. This comes from their direct connection to the Wolvesbane Plane. The only way to kill them is to expose their blood to silver, ram a silver spike through their heart or shoot them with a silver bullet. During their rage they will change to their animal form 80% of the time. During this time they will kill even if it is not in their usual nature to do so. Many werewolves will lock themselves away for this reason. During their non-rage times they will be able to assume their animal form whenever they wish. Werewolves receive certain abilities of their animal forms even in human form. For a wolf, this is increased hearing, sight, CON and AGL. For other animal forms it would resemble the traits of that form. They may assume were-man (half animal/half human) or full animal form.

Silver weapons will do x4 damage to a werewolf. Damage done by silver will not regenerate but will heal normally.

Abilities
Final
Abilities
Final
Wilderness Lore
100%
Dark Sight
100%
Targeting (Boulders)
80%
Able to create a blinding snow storm.
 
Sense of Smell
60%
 
 

Defense Stat
20
Level
1-4
Class
Soldier
No. Appearing
1-4
Magic Resist.
0
Spirit Pts
50

Equipment

Simple worked furs, leathers, craft items.

Location
Armor
FP
1 - Head
75
30
2 - Right Hand
75
118
3 - Right Shoulder
75
118
4 - Chest
75
59
5 - Left Shoulder
75
118
6 - Left Arm
75
118
7 - Stomach
75
59
8 - Groin
75
59
9 - Right Leg
75
118
10 - Left Leg
75
118
Armor & FP Values
Height
7' - 9'
Weight
400 - 800 lbs
Eye Color
Crystal Blue
Skin Color
Mottled Gray
Hair Color
White with slight blue
Social Organization
Clan
Physical & Social Appearance

Weapon
DAM
ATT
+ TH
+ TD
Notes
Pummel
3d8
4
0
+20
 
Bite
4d10
1
0
+20
 
Boulder
6d12
1
+2
+20
 

Description

Yeti are one form of an intelligent ape-like creature which has adapted to the high mountains of several continents. In North America it is known as Sasquatch, in Africa as Agogwe, in China as the Yerin, and by many other names in different parts of the world. These mythical creatures are seldom directly confrontational and prefer a life of solitude unless their territory or clan is threatened. Then they will strike back with all their power.

The Yeti have power over the weather. They cannot focus it as a spell attack but they can make it nigh impossible to proceed. They can also form storms so that retreat is more desirable than pressing on. The also posses incredible strength and hurl boulders either to smash things or cause avalanches. Their thick fur coat offers them protection not only from the cold but also from physical attack. It protects them for 100 FP of damage.

One of the reasons the Yeti and their kind are so difficult to find is that they are nomadic and are able to travel at fantastic speeds. Typically, a clan of Yeti will be able to cover up to 80 miles in a day carrying a full load. Their endurance is almost as mighty as their strength. In different terrains they will adapt to the prevalent conditions. For instance, in North America instead of snow they are able to control the rains. They use this to control draughts and force prey to them and predators away. This power is more of a communal power and relates to the Yeti's affinity for nature and instinctual understanding of its environment. This all may sound very peaceful but do not be misled. In the end, those that underestimate or consider them tame are never heard from again.

Yeti
Strength
25

Damage Mod

+20

Armor Mod

+7

Max Wt Lift

8000

Agility
10
Initiative Mod
0
Unarmed Com. Mod
0
Movement Skill Mod
0
Movement Rate
40
Constitution
26
Dexterity
19
Bonus To Hit
+2
Craft Skill Mod
+10
Intelligence
7
Use Magic
0
Sage Skill Mod
-6
Wisdom
11
Dir. Spell Bonus
0
Craftsmen Skill Mod
0
Charisma
8
Appearance
5
Reaction Adj.
-15
Luck
18
Piety
14
Will
14
Statistics


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