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) |
|
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% |
Defense Stat |
15 |
Level |
1-6 |
Class |
Witch |
No. Appearing |
1 |
Magic Resist. |
0 |
Spirit Pts |
190 |
Magical Cloak 100 points protection
1-3 Potions
|
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
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 |
Mouse Skin Leather
1-4 Potions(1 dose Only)
|
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
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 |
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 |
Guardian Lode Stone, .45 Semi-Auto, $50, FBI ID card, Telepathy Watch
|
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
|
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
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 |
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 |
|
|
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 |
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 |
|
|
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 |
Weapon(30% Cross Bow, 70% Sword)
May wear armor
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 |
|
|
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 |
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 |
|
|
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 |
1 -6 Diamonds, 300 G.S. each
|
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
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 |
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
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 |
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
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 |
1-6 Sapphires (5-50 spirit points ea.)
|
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
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 |
1-6 Sapphires (5-50 spirit points ea.)
|
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
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 |
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 |
|
|
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 |
|
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
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 |
1 light leather vest and helmet
1-4 pieces of glass
1-2 dead mice
|
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
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 |
Clay Plate
+0 to 3 Bardiche
|
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
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 |
Double Plate
+0 to 3 Hammer
|
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
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 |
Double Plate
+0 to 3 two-handed sword
|
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
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 |
Double Plate
+0 to 3 two-handed sword
|
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
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 |
Club
|
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
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 |
Some shiny mechanical parts, electronic parts, a hammer, some tools
|
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
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 |
Double plate barding
Steel Horse Shoes
Saddle & tack
|
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
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 |
None
|
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
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 |
Wrappings and weapon
|
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
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% |
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. |
|
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 |
-- |
|
|
Garrote, Knife, Poor to Moderate Robes, small flask with the Blood of Kali
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
|
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 |
|
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
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 |
|
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
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 |
|
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) |
Weapon(30% Cross Bow, 70% Sword)
May wear armor
|
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
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) |
Weapon(30% Cross Bow, 70% Sword)
May wear armor
|
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 |
Sidhe Silk Armor (Chain), Blowgun(10 Darts), Shiny bits of Glass and Mirror, Pouch of fine Sugar
|
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. |
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.
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 |
Shadow Weapons
|
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% |
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) |
Weapon(40% Battle-Axe, 60% Sword)
May wear armor
|
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 |
|
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 |
Club
Double Plate (120 Armor Pts)
Natural Armor(50)
|
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 |
|
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 |
Any Weapon, Any Armor
|
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 |
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) |
Weapons, Any Armor
|
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). |
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.
Faerie Chain Mail, 4 - 16 doses of Faerie Dust, Several Sacks of Pollen/gems/fish eggs, a sack of candy
|
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
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 |
Werewolves will have standard equipment for their area. Money if in a civilized area, skins if in a primitive area.
|
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. |
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 |
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 |
|
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.
|
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