Lejendary Adventure Essentials Box Set Bestiary
Lejendary Adventure Essentials Box Set Bestiary
Essential Bestiary
Gary Gygax
Design Team
Cover Art: Peter Bradley
Contributing Authors: Chris Clark
Interior Artist: Jason Walton, Bryan Swartz, Eric
Van Hase, Megan Hetrick
Titles & Cover Design: Peter Bradley
Layout & Design: Davis Chenault
Production Manager: Stephen Chenault
Editors: Chris Clark, Dan Cross, Mark Sandy, Davis
Chenault
Playtesters: Hector Diaz, Nicholas Diaz, Ben
Greenslade, Jill Irving, Wayne Moulton, Anthony
Roberson, Jason Parnham, Kristin Peto, Joe Peto,
Mark Bryan, Sharon Diaz; Second Team: Rich
Brooks, Karen Brooks, Pat Brooks, Sammy Brooks,
Tara Row, Russ Lentz, and Michael Hill
Website support: Chris Smith a/k/a Gambit
Copyright © 2004 Troll Lord Games. All Rights Reserved. Troll Lord Games and the Troll Lord Games
logo are Trademarks owned by Chenault & Gray, LLC. All Rights Reserved. Text is Copyright © 2004 Trigee
Enterprises Company. All Rights Reserved. Lejendary Adventure, Lejendary Adventure Essentials,
Lejendary Adventure Essential Bestiary, Moon Slaves, Trigee Enterprise Company, and the Lejendary Adventure
logo are Trademarks owned by Trigee EnterprisesCompany. All Rights Reserved. First Printing July,
2004. ISBN 1-931275-25-4. Printed in the United States of America.
Table of Contents
Foreword 4
Lore forthe Lejend Master 5
Lejendary Beast Reference Chart 6-10
Bestiary 11
Adder, Asp, 11
Basilisk, Bear (brown), Boar (wild), Boggarts (general), Boggart (boggler), Bull (cattle) 11-12
Chimera, Cobra, Cockatrice, Crocodile 12-13
Drakes (general, Fire, Ice, Noose, Slime), Dunnies (general, boss, ordinary), 13-21
Dwarf (general, Captain, lord, mechanic, miner, priest, smith, warrior), Dzunkhwa,
Dzunkhwa (immature)
Elepant 22
Giant, Giant (Celephon, Ettin), Gnome (general, captain, lord, mechanic, priestess, sergeant, 22-28
smith, soldier, worker), Goblin (general, common, great, harraser, shaman),
Golem (general, rope), Gorgobos, Grotto/Thicket Wylf (general, archer, chieftan consort,
chieftan, irrelgualr, warrior, netter, wyrd), Gryf, Gryffon
Hyppogryf, Hobgoblins (general, chief, common, shaman, troubler), Horse, 28-35
Humans (demented), Fanatical Humans (scout, warrior, female devotee, typical follower
warrior, follower), Humans (general, armiger, laborer, priest, esquire, guardsman, knight
necromancer, noble, bandit chief, bandit chieftainess, bandit, outlaw lieutenant,
outlaw magical, outlaw windler, outlaw warrior, page, rogue, servant), Savage Humans
(general, chief, shaman, warrior, tribal member, sub-chief, warrior, scout), Hydra
Ilfs (general, archer, chieftan, combatant, guide, javelineer, odylan, woodranger) 35
Kobolds (ordinary, trickster,chief), Leapard, Leprechaun, Lion, Living dad (general, peccant 35-44
balewretch, ghoul, moriant, revenant bonewalker, animort, bonestalker, bonewalker,
bonewarrior, bruholak, volitant bruholaki, nosferatu)
Manimalia (drugulo, immature drugulo, gibbers, immature gibbers, helovan, 44-46
immature helovan, ladybugs, adult ladybugs, larva ladybugs, musteel, immature musteel
travail, mature travail, immature travail, widowblack),Manticore
Nis (cheif, common, killer, shaman) 46-47
Oaf (general, major, typica), Ogre, Orc (general, greater, greeater chief, lesser common, 47-49
shaman)
Pegasus, Rhinoceros, Rukh, Scorpion, Setcha, Slime (general, chameleon, flowing, lashing) 49-51
Spider, Spirits (apparition, ghost, shadowling) 51-52
Tiger (northern, Tiger (southern), Trogs (general, average, bully, chief, hag) Troll, Trollkin 52-56
(average, chief, jarl, king, spaewife, weirdwife), Trow (general, average, king)
Ulf (general, average, executioneer,, savant), Url (general, average, king), 56-57
Werebeasts (ape, avian, canine, crocodilian, feline, ophidian, ursine, loup garou), Wolf, 57-62
Wolverine, Wyrm (flame, fume, shock, stone), Wyrven (small, average, great, serpent)
Yeti (general, male, female, susquash) 62
Treasures
Extrordinary Objects of Supernatural & Preternatural Energization 63
Essentials
FOREWORD
Here, Intrepid Adventurer, you have in hand the abridged compilation of statistics and descriptions of the human and human-like
races of a fantastic world. Herein are also the details of commonly encountered animals that pose a threat to its human-like inhabitants.
Of course, many fantastic creatures and monsters are described as well. However, what is offered here is far from the complete bestiary
offered in the full game. It is instead intended to detail a list sufficient to allow the Lejend Master enough material to fuel starting
campaigns and adventures, while retaining a simplicity that allows both quick reference and rapid information retrieval. Those looking
for a wider variety of both flora and fauna with which to flesh out their scenarios should acquire that listing studied in depth by
zoological scholars of the Lejendary Earth™ World Setting, Beasts of Lejend.
The book is arranged in alphabetical order, the better to help the Lejend Master find a creature of the appropriate type in short
order. At the end of the book is a useful set of random encounter generation tables similar to those appearing in the full listing,
Beasts of Lejend. Enjoy!
There is nothing more to say that is of import. With this book in hand you can indeed find out more by scanning the pages
than you can from perusing this sort of material. Have at it! We are hopeful—nay, confident—that you will love what you see
and want more.
Gary Gygax
Lake Geneva, Wisconsin 2003
4
Essential Bestiary
The other unusual ranges listed for Harm generally involve
Lore For The a d20 roll with a minimum amount of Harm delivered by the
LEJEND MASTER weapon. A range of 2-20 means a result of 1 on the d20 roll
provides the minimum of 2 Harm; a range of 3-20 means a roll of
The Lejend Master (LM) should feel free to adjust the Health 1 or 2 counts as a minimum 3 Harm; and so on.
and Precision (and even Speed) listed for each creature, according Many creatures receive bonuses to Harm inflicted due to
to the circumstances of play. This adjustment is especially war- Precision, Physique, or other attributes, and these bonuses are
ranted in cases where only a single score is provided for a listed as an addition to the Base Harm of the attack (eg., 1-20
creature, and not a range of scores. In such cases, a die can be +1-10 Harm with the +1-10 being the additional damage). The
rolled, with an odd number indicating a lesser rating, and an even LM should decide a constant variable based on the creature’s
number a greater rating. Abilities (i.e., 1-20 +1-10 Harm would become 1-20 +5 Harm for
For creatures with ratings less than 20, an adjustment of a specific individual). Alternatively, the LM could roll a die of the
1-3 points is significant. For those with ratings of 20 to 40, an appropriate size to determine such bonuses.
adjustment of 1-6 points is reasonable. Otherwise, an adjustment A successful attack may also inflict extra damage. Where
of 1-4 per 20 points of rating is a fair rule of thumb by which Harm is determined by a die with a range of 1 to ‘x,’ and the
to adjust fixed stats except for Speed Rating adjustments, in this maximum result is rolled, whether singly or in multiples, the rule
case, divide the rolled amount in half. for combat Harm addition is used. That is, a maximum result on
a die causes the generation of additional Harm equal in range to
Creature Listings one-half the range of the original die:
Where a maximum score is attained with additional Harm, the
Outline rule again applies, adding more Harm with a die of approximately
The creature listings include the following: half the value range of the previous. Thus, a roll of 30 on a
d30 could generate the following additional amount of Harm:
Creature: This is the creature’s name. Add d16 = 16, then d8 = 8, then d4 = 4, then d2 = 2, plus
Appearing: This is the number of creatures typically encoun- 1, with a total of 61 points of Harm from the single attack
tered, with a second range of numbers indicating the numbers (30+16+8+4+2+1=61).
encountered in specific circumstances. For reference, the chart below lists the extra Harm casued by
H: / P: / S: These fields show Base Ratings for Health, Preci- die rolls. The number after the ‘/’ indicates the maximum roll for
sion, and Speed, respectively, whether the Rating of a typical that Harm range and then the extra damage inflicted.
specimen or a range of typical Ratings.
Attack: This entry provides an indication of the creature’s
attack capabilities, with the numbers showing how much Harm Die Roll Extra Damage
the creature’s attacks inflict. Special attack forms are also 1-2/2 or 1-3/3 automatic added Harm of 1 point.
explained in the description. The chance for a successful attack is 1-4/4 or 1-5/5 roll of d2 for an added 1-2 points of Harm.
usually the Precision Base Rating given for the creature. 1-6/6 roll of d3 for an added 1-3 points of Harm.
Defense: This indicates the creature’s defense capabilities. 1-8/8 roll of d4 for an added 1-4 points of Harm.
The number listed is the amount of protection from Harm pro- 1-10/10 roll of d5 for an added 1-5 points of Harm.
vided by armor or other considerations and is subtracted from the
Harm generated by attacks against the creature. 1-12/12 roll of d6 for an added 1-6 points of Harm.
1-16/16 roll of d8 for an added 1-8 points of Harm.
The Precision Rating equates to Weapons Ability for those 1-20/20 roll of d10 for an added 1-10 points of Harm.
creatures not possessing Abilities. It is the Precision Rating or 1-30/30 roll of d16 for an added 1-16 points of Harm.
Weapons Ability Score that determines success when attack- Some few creatures are protected from mundane Harm of
ing—the Rating or Score providing the base percentage chance every sort. These creatures can only be harmed by bonus damage
of a successful strike. accruing with mundane weapon attacks. In these instances, it is
Many damage ranges are listed for the many attack forms not necessary to roll the die to generate the base Harm for the
appearing in the game. The following chart provides a basic idea weapon, but simply note how much bonus damage is inflicted
as to how the ranges are rolled and figured. A few other result on the creature. For example, a successful attack against such
ranges are explained in the descriptions. a creature, when using an envenomed blade, results in the base
Harm of 1-20 being ignored, and only the VT (Venom-Toxin)
Harm Range Die Harm being inflicted.
1-2d2 (one-half d4)
3-5 d3 (one-half d6) +2
6-8 d3 (one-half d6) +5
8-12 d4 +8
13-16 d4 +12
17-20 d4 +16
21-25 d5 (one-half d10) +20
26-35 d10 +25
36-50 d15 (one-half d30) +35
5
Essentials
Designator Explanation
a Attacking (Used to designate Ratings in special circumstances)
b Blunt Harm armor absorption
c Continuing Harm due to burning, corrosion, grabbing, etc.
e Earth, moving in Extraordinary Supernatural/Extraordinary Power, see text
f Flying
g Grab and hold
HV Hand weapon, Various
i Immature creature statistic
j Jumping
l Land or ground attack or movement
m Moving
s Stabbing Harm armor absorption
sp Special characteristic—see text
(I) Buckler/targe shield typical
I Shield (includes medium and large types)
MT Missile throwing
P Penetration Harm
S Shock Harm
VT Venom or Toxin
w Water
wp Weapon
x Multiply number encountered or attacks; 2x 1-12 means 2 attacks doing 1-12 points of Harm
/ Indicates a second attack form is possible and the Harm inflicted
\ Charging or trampling Harm inflicted
? Potential is determined by Lejend Master
+# Encounter number assuming all others of its type also there; otherwise 3x the number
10
Essential Bestiary
basilisk can split rock of up to one foot thick, or can deliver VT of
26-36 Harm (even along a weapon of up to 15 feet long).
16
Essential Bestiary
The capacity to shoot forth the many saliva strands is limited, 3: If attacked from behind, an average noosedrake can lash with
in that a noosedrake can create the internal fluids to do so no its tail for 1-20 +1-10 Harm.
more often than once every two minutes. Thus, it is likely that
one attacking, or being attacked, will take to the air or withdraw, Defense: This noosedrake’s scales and Extraordinary energy
if possible, and spend time reforming the sticky strands to be convey a constant 18 points of protection against all Harm.
secreted before diving to fight again.
All noosedrakes are immune to poisons, toxins, and venoms These noosedrakes have purple scales with various deep blue
from any sources. markings, such as scale edges, crest, tail, legs and/or claws, that
vary between individuals. The wings are generally red-purple,
with possible pale gray markings.
Immature Nooserake
Length: 20 feet
H: 40-45 Large Noosedrake
P: 55-60 Length: 80 feet
S: 18 on land / 28 flying H: 80-85
P: 85-90
Attack: There are three methods of attack. S: 15 on land / 22 flying
1: An immature noosedrake can attack with a 20-foot strand
exhalation for 13-16 Harm that ignores armor not specifi- Attack: There are three methods of attack.
cally proof against Supernatural venom. 1: A large noosedrake can attack with an 80-foot strand exha-
2: An immature noosedrake can strike with its claws for 2-16 lation for 26-35 Harm that ignores armor not specifically
+1-4 Harm, and bite for 1-20 +6 Harm (Physique bonus proof against Supernatural venom.
ignores armor). 2: It can strike with its claws for 2-24 +1-10 Harm, and bite for
3: If attacked from behind, these noosedrakes can lash with its 7-20 +10 Harm (Physique bonus ignores armor).
tail for 1-12 +1-8 Harm. 3: If attacked from behind, a large noosedrake can lash with its
tail for 1-20 +1-12 Harm.
Defense: An immature noosedrake’s scales and Extraordinary
energy convey a constant 14 points of protection against all Defense: Large noosedrake scales and Extraordinary energy
Harm. convey a constant 20 points of protection against all Harm.
Immature noosedrakes have deep violet scales with various These have gray-green scales with various blue-white mark-
fuchsia markings, such as scale edges, crest, tail, legs and/or ings, scale edges, crest, tail, legs and claws, that vary from
claws, that varies between individuals. The wings are generally individual to individual. The wings are usually deep gray, with
dark blue-violet, with possible peach-hued markings. white markings.
Attack: There are three methods of attack. Attack: There are three methods of attack.
1: A small noosedrake can attack with a 40-foot strand exha- 1: A huge noosedrake can attack with a 100-foot strand exha-
lation for 17-20 Harm that ignores armor not specifically lation for 36-55 Harm that ignores armor not specifically
proof against Supernatural venom. proof against Supernatural venom.
2: They can strike with its claws for 2-16 +1-6 Harm, and bite 2: It can strike with its claws for 2-24 +1-12 Harm, and bite for
for 3-20 +6 Harm (Physique bonus ignores armor). 9-20 +12 Harm (Physique bonus ignores armor).
3: If attacked from behind, a small noosedrake can lash with its 3: If attacked from behind, a huge noosedrake can lash with its
tail for 1-20 +1-8 Harm. tail for 1-30 +1-8 Harm.
Defense: A small noosedrake’s scales and Extraordinary energy Defense: A noosedrake’s scales and Extraordinary energy convey
convey a constant 16 points of protection against all Harm. a constant 22 points of protection against all Harm.
Small noosedrakes have indigo scales with various light Huge noosedrakes have pale dove gray scales with various
blue markings, such as scale edges, crest, tail, legs and/or claws, metallic turquoise or aquamarine markings, such as scale edges,
that vary from individual to individual. The wings are generally crest, tail, legs and claws, varying from individual to individual.
Prussian blue-green, with possible emerald green markings. The wings are generally ivory, with possible pale, glossy verdi-
gris-hued markings.
Average Nooserdrake
Length: 60 feet Slimedrakes
H: 70-75 This is the phlegm-spitting species of drake. The range of
P: 75-80 the acidic gout is always equal to the body length of the drake.
S: 16 on land / 24 flying The acidic mucus vomits forth in a cone of one-foot diameter
at origination and spreads to a diameter equal to one-quarter the
Attack: There are three methods of attack. length of the drake. The dissolution of substances not impervious
1: An average noosedrake can attack with a 60-foot strand to supernaturally strong acid is a side effect of exposure to the
exhalation for 21-25 Harm that ignores armor not specifi expectorated phlegm. Harm to any, and all, such objects is equal
cally proof against Supernatural venom. to that suffered by flesh.
2: It can strike with its claws for 2-24 +1-8 Harm, and bite for The capacity to spew forth acidic mucus is limited, in that a
5-20 +8 Harm (Physique bonus ignores armor). slimedrake can create the internal fluids to do so no more often
17
Essentials
than once every two minutes. Thus, it is likely that one attacking, Defense: Average slimedrake scales and Extraordinary energy
or being attacked, will take to the air or withdraw, if possible, convey a constant 18 points of protection against all Harm.
and spend time internally generating the sputum before diving to
fight again. These slimedrakes have emerald-green scales with various
All slimedrakes are immune to acids and corrosives from metallic indigo markings, such as scale edges, crest, tail, legs
any sources. and/or claws, that vary from individual to individual. The wings
are generally gray-forest green, with possible deep metallic green
markings.
Immature Slimedrake
Length: 20 feet
H: 40-45 Large Slimedrake
P: 55-60 Length: 80 feet
S: 18 on land / 28 flying H: 80-85
P: 85-90
Attack: There are three methods of attack. S: 15 on land / 22 flying
1: An immature slimedrake can attack with a 20-foot phlegm
exhalation for 13-16 Harm that ignores, and also Harms, all Attack: There are three methods of attack.
armor not specifically proof against Supernatural acid. 1: A large slimedrake can attack with an 80-foot phlegm exha
2: It can strike with its claws for 2-16 +1-4 Harm, and bite for lation for 26-35 Harm that ignores, and also Harms, all
1-20 +6 Harm (Physique bonus ignores armor). armor not specifically proof against Supernatural acid.
3: If attacked from behind, an immature slimedrake can lash 2: It can strike with its claws for 2-24 +1-10 Harm, and bite for
with its tail for 1-12 +1-8 Harm. 7-20 +12 Harm (Physique bonus ignores armor).
3: If attacked from behind, a large slimedrake can lash with its
Defense: A slimedrake’s scales and Extraordinary energy convey tail for 1-20 +1-12 Harm.
a constant 14 points of protection against all Harm.
Defense: Scales and Extraordinary energy of the large slimedrake
Immature slimedrakes have pale citrine scales with various convey a constant 20 points of protection against all Harm.
maroon markings, such as scale edges, crest, tail, legs and/or
claws, that vary from individual to individual. The wings are Large slimedrakes have deep verdigris-hued scales with vari-
generally pale green-white, with possible purple markings. ous, bright violet markings, such as scale edges, crest, tail, legs
and/or claws, that vary from individual to individual. The wings
are generally brown-green, with possible black markings.
Small Slimedrake
Length: 40 feet
H: 50-55 Huge Slimedrake
P: 65-70 Length: 100 feet minimum
S: 17 on land / 26 flying H: 100 +2/ft over 100’
P: 95-100
Attack: There are three methods of attack. S: 14 on land / 20 flying
1: A small slimedrake can attack with a 40-foot phlegm exhala-
tion for 17-20 Harm that ignores, and also Harms, all armor Attack: There are three methods of attack.
not specifically proof against Supernatural acid. 1: A huge slimedrake can attack with a 100-foot phlegm exhala-
2: It can strike with its claws for 2-16 +1-6 Harm, and bite for tion for 36-55 Harm that ignores, and also Harms, all armor
3-20 +8 Harm (Physique bonus ignores armor). not specifically proof against Supernatural acid.
3: If attacked from behind, they can lash with its tail for 1-20 2: These slimedrakes can strike with its claws for 2-24 +1-12
+1-8 Harm. Harm, and bite for 9-20 +14 Harm (Physique bonus ignores
armor).
Defense: A small slimedrake’s scales and Extraordinary energy 3: If attacked from behind, ahuge slimedrake can lash with its
convey a constant 16 points of protection against all Harm. tail for 1-30 +1-8 Harm.
Small slimedrakes have light blue-green scales with various Defense: Huge slimedrake scales and Extraordinary energy
dark brown markings, such as scale edges, crest, tail, legs and/or convey a constant 22 points of protection against all Harm.
claws, that vary from individual to individual. The wings are
generally green-gray, with possible brown-black markings. Huge slimedrakes have dark moss green, verging on black,
scales with various glossy aquamarine markings, such as scale
edges, crest, tail, legs and/or claws, that vary from individual to
Average Slimedrake individual. The wings are generally green-black, with possible
Length: 60 feet iridescent green markings.
H: 70-75
P: 75-80
S: 16 on land / 24 flying
18
Essential Bestiary
Dunnies (General) 5: A Dunnie can cause an oncoming individual within a 20-foot
Appearing: 1-10+ radius to stumble and sprawl prone for one ABC.
6: A Dunnie can replicate an ordinary thing in one second, so
The Dunnie race is as to make from 10-100 of it in relatively like places within
primarily nocturnal, and sight up to 300 feet (e.g., chalk marks, small plants, narrow
sometimes of subterra- paths [but of only a dozen or so paces long], burning
nean habitat. They aver- torches, caltrops, small stones, bats, and so forth).
age just about three feet
tall, are sturdy of build, A Dunnie boss will always have maximum Physique and an
and have dark tan Enchantment Power or two of potent sort.
skin. They are plain and
homely-looking folk by
human standards, and Dunnie Boss
dress mostly in muddy H: 36-45
brown and P: 41-60
dun-colored S: 17-20
apparel, with
some touches of Attack: A boss will use a weapon such as an axe, battle hammer,
dark reds or blues. etc., with a Physique Ability bonus of +1-10 Harm.
Dunnies are no smarter than dull-
witted humans, but they have a Defense: A boss has 10 points of armor due to garments and
innate cunning when it comes speed, and a Minimal Preternatural energy that conveys the pro-
to playing malicious pranks. tection against even Supernatural Harm.
They are tricky, hard-work-
ing only in mischief, and Wealth: In contemporary terms, is in the range of
sly so as to do quite well $5,000-$50,000. There is a 30% chance for one Very Minimal,
when the need arises to pretend one Minimal, one Low Moderate, and/or one Moderate Extraordi-
(Pretense Ability of 21-50). nary object.
They do not like to be sur- prised or to be discov-
ered, and unless actually expecting what is coming, tend to flee
in cases where they are taken unawares—if seemingly surprised Dunnie, Ordinary
and not fleeing, the Dunnies are either very brave or else laying H: 21-30
a trap. P: 30-35
Dunnie communities are always very well hidden. Therein, the S: 16-18
residents will have laid up their store of pilfered wealth, a hoard
of coins and Extraordinary items with a value whose sum is equal Attack: A Dunnie will use any weapon such as a cleaver, club,
to the individual wealth of all inhabitants combined, plus an equal hammer, hatchet, or mallet with a Physique Ability bonus of
value in precious objects ranging from gems to objects d’art. +1-10 Harm.
As with their Brownie kin, the small and quick Dunnies
can literally vanish in an ABC. In so doing, they do not become Defense: A Dunnie has 8 points of armor due to garments and
immaterial, but simply transport themselves to their abode, wher- speed, and a Minimal Preternatural energy that conveys the pro-
ever that may be. Dunnies, too, have very keen visual and tactile tection against even Supernatural Harm.
senses, but their olfactory and auditory senses are a bit weaker
than the human norm. Wealth: In contemporary terms, is in the range of
Dunnies do not get on well with any of the fair Alfar $1,000-$10,000. There is a 20% chance for one Very Minimal,
sort, tolerate brownies and Kobolds, and rather like boggarts and one Minimal, and/or one Low Moderate Extraordinary object.
Trollkin. All the rest of the Alfar Races are (generally) avoided
assiduously by Dunnies.
All of this race is much alike, male and female. Individuals Dwarves (General)
possess Physique Ability in the range of +1 to +10 despite Appearing: 25-170+
their small size. Each attacks twice per ABC because of its mus-
cular quickness! About one individual in five possesses a random The race of Dwarves is equally at home outdoors or below
Extraordinary Enchantment-like Power, but this does not convey ground. Their appearance is very much the same as depicted in
the general Enchantment Ability. The Power can be activated myth and folklore—short, with no member of the race much
usually once per day only, and it does not require either a memory above four feet in height, broad-shouldered and muscular, and
tablet or AEPs, but is innate to the individual Dunnie. fair to tan of complexion, but always with ruddy portions—ears,
cheeks, and nose. They are craggy-featured folk, strong of brow,
Typical Powers are: high of forehead, hirsute of face, often bald in part or whole, with
1: A Dunnie can extinguish, in one second, small fires within a hair of dark, earthy hue or the color of ashes or stone. They have
radius of 30 feet. large extremities—head, hands, and feet alike.
2: A Dunnie can bring, in one second, a wall of vapors, of Dwarves are very intelligent, but tend to be stolid, phlegmatic,
60-foot length and 20-foot height and depth, and up to 30 and avaricious. They are generally hardworking at whatever
feet distant, between itself and others. enterprise they undertake, be it construction, mining, masonry,
3: A Dunnie can convey hiccoughing, in one second, to all mechanics, smithy or commercial enterprise.
within 10 feet, thus reducing their capacities by 10 points Indeed, most of Dwarves are avaricious, covetous of precious
for one AB. metals and gemstones, and to acquire such they will sometimes
4: A Dunnie can convey sneezing, in one second, to all within a craft magical items. In general, they have capacities similar to
10-foot radius, thus making it impossible for them to act or those of humans and are prone to employ Extraordinary Abilities
react for one ABC. of various sorts in quest of riches.
19
Essentials
The race is physically strong naturally (Physique Dwarf Lord
bonus of 2-10), and with recuperative powers Appearing: 1 in any group of
twice as rapid as those of humans. Dwarves 101 or larger
are not stealthy but they have superb capac- H: 61-90
ity (Waylaying 75) in regards to conceal- P: 51-80
ment and ambush therefrom, if desired. Their S: 11-16
racial visual and olfactory powers are marvelous,
but their auditory range extends from well below Attack: A lord has possible
human norm to about the beginning of the upper Enchantment Powers, and uses
register, and thus high-pitched sounds such as weapons such as a battle hammer,
soprano human female voices and those of young two belt axes, or any kind of sword
children, are inaudible to them. They are also ill or dagger.
equipped to resist poisons other than those inhaled,
so that if ingested or insinuated, the toxin Defense: A lord carries a buckler (6 points)
will inflict maximum Harm, but those only and wears 14 points of armor.
contacted or inhaled cause only one-half
normal Harm. Wealth: In contemporary
Dwarves dwell in family groups terms, is in the range of
called septs, which, depending on the $50,000-$100,000 in coins,
family size, can be quite small or rela- and a like sum in crystals and
tively large. Each sept is a member of gems. There is a 50% chance
one or another Dwarf clan, with a clan having each for 2 Very Minimal, 2
from six to a score of septs within it. A few Minimal, 2 Low Moderate,
of the notable clans are the Aurum Accu- 2 Moderate, one Good, one
mulator, Cavern Comber, Diamond Delver, Very Good, and one Strong
Emerald Enterprise, Force Forger, Iron Extraordinary item, and a
Invoker, and the Mountain Master. Some 10% chance each for one
clans are allied, some neutral to another, and Very Strong, one Major item,
some at considerable odds with others. and one Extreme Extraordi-
As this race is rather dour nary item.
and tends to follow strict routines,
dwarves do not enjoy the company
of Grotto Wylfs or Ilfs, and they sneer Dwarf
at Gnomes, more because they Mechanic
are rivals for accumulation of Appearing: 1 per 50 in the
wealth than any real dislike. total group
Other, less orderly Alfar are H: 41-70
treated with near-complete disdain, if not out- P: 21-50
right hostility. S: 14-16
It is important to note that Dwarves are both very hearty
eaters and confirmed tipplers, favoring stews and roasts along Attack: A mechanic has Enchantment Powers, and weapons such
with plenty of mead or hearty stouts, porters, and ales. as several hammers, long dagger, etc.
If a community is encountered, there will be ordinary, non-
combatant Dwarves therein whose number is at least equal to Defense: 6 points of armor is normally worn, and other protection
the number of combatant dwarves. There is a very good chance is possible.
that there are valuables in a Dwarven dwelling place, the treasure
having a range of $1,000 to $10,000 value per combatant dwarf. Abilities: Mechanics, Metallurgy, and Pantology at 51-80 score.
Of course, any such dwelling place is sure to be well fortified,
have many traps, and be guarded and stoutly defended by dwarf- Wealth: In contemporary terms, is in the range of
ish warriors and the like. $5,000-$50,000 in coins, and a like sum in crystals and gems.
Typical gear for an individual is a bed and bedding, foodstuffs There is a 40% chance each for one Very Minimal, one Low
hamper, personal effects container, backpack, harness belt with Moderate, one Moderate, and/or one Good Extraordinary object,
hammer and pick, spikes, climbing rope, belt with canteens, and a 20% chance each for one Very Good, one Strong, one Very
a pair of pouches. Strong, one Major, and/or one Extreme Extraordinary object.
Defense: 10 against all Harm, but 20 against all shock Harm, and
Dwarf Smith immune to poison. All cold-based, electrical, and fire/heat attacks
Appearing: 1 per 20 workers score only 50% Harm.
H: 56-65
P: 31-60 Wealth: If a particular favor is done for a dzunkhwa, such as
S: 10-14 saving/sparing her offspring’s life, the Ogress will give the one so
doing a Potion of Life Restoration. This Extraordinary liquid will
Attack: A smith will use weapons such as two hammers and return life to any human-type creature that has been dead less than
maul. one week. Otherwise, the chance for gaining such an elixir in the
hut of a dzunkhwa is but 10%, for such a treasure is either
Defense: A smith will have 6 points of armor. hidden beyond means of discovery or not yet brewed. In adition
there are many fur pelts and hides (11-20 random), foodstuffs
Wealth: In contemporary terms, is in the range of (21-50 man-days), and normal sorts of armor (1-6 random but of
$3,000-$12,000. There is a 30% chance each for one Very Mini- the locale) and weapons (3-12 random but of the locale) inside
mal, one Minimal, one Low Moderate, one Moderate, and/or one the dwelling of the Ogress. There will also be a heap of coins as
Good Extraordinary object. follows: 3-30 gold, 20-200 silver, 50-500 copper.
Dwarf Warrior
H: 31-50
P: 31-50
S: 9-12
Attack: Two club-like blows with a fist for 1-20 + 13-16 Harm,
and a shriek with a 30-foot radius that paralyzes any opponents
on the following ABC of time who fail to avoid the effect by
succeeding in a check against 3 x Speed BR. Note that paralyzed
opponents are attacked at a 20 bonus to the creature’s Precision.
See the Listing above for statistics on the loxodont species. Typical Powers are:
1: A giant can paralyze one character or creature, within sight
Attack: An elephant will strike with its tusks (head thrusts) for and 40 feet distance, by bellowing loudly, for 1-3 ABCs.
21-25 Harm. If the animal is charging, a bonus of +1-20 Harm 2: A giant can blind one character or creature, within sight and
accrues, and Harm from the charge ignores all armor protection. 10 feet distance for 1-3 ABCs, by belching forth a noxious
The elephant can also trample foes underfoot for 36-50 Harm, this cloud of gas.
also unmodified by armor. The trampling attack is simultaneous 3: A giant can sneeze upon one character or creature, within
with the tusk attack if the animal charges and strikes a target. sight and 10 feet distance, so as to cause that individual
The charging attack covers a swath 12 feet wide for purposes of to be 50% likely to both drop anything held and/or slip and
determining what Avatars or creatures are exposed. fall down during each of the following 2 ABCs because
An elephant can also pick up a creature weighing no more of “slippery stuff.”
than 500 pounds with its trunk and hUrl it. A subject hUrled aside 4: A giant can spit and cause one character or creature, within
or into surrounding terrain features takes 1-30 Harm that ignores sight and 20 feet distance, to suffer VT of 17-20 Harm,
normal armor protection. The subject can, instead, be slammed to disregarding armor, from the spittle’s poison.
the ground in front of the elephant for 1-10 Harm, this providing 5: A giant can clap its hands deafeningly and cause one charac
the elephant a bonus of 20 on its attack odds for a subsequent ter or creature, within sight and 20 feet distance, to be
trample. An elephant has a 25% chance of attempting to grab a thrown down by the force of the sound, and deafened and
smaller foe with its trunk each ABC. stunned for one ABC.
6: A giant can stamp and cause a portion of normal ground,
Defense: An elephant has 5 points of natural armor. within sight and 30 feet distance, to fall downwards and
form a 10-foot diameter, 10-foot deep, pit, into which all
who stand where it appears will fall and suffer 1-10 Harm.
Giants (General) A “normal” giant is about 9.5’ to 11’ tall,
The Alfar race of Giant contains several identified species, heavy of bone and muscle, with long arms,
not all of which are listed here. All are large, none too bright, a very short neck, and a squarish
are very strong, and have varying degrees of vileness. In this head. The blocky head is big, but the
regard, the following details of the separate species begin with eyes are small and close
the least offensive and works downwards, literally, to the most set. The nose is typically
vile at the bottom. broad but pug, the
All species of giants prefer gloom to bright light, although they large, blub-
can function reasonably well in full sunlight, their eyes seeing bery-lipped
thus as if it were dim twilight. Because of this, the usual habitat
for such creatures is one of gloom, or where skies are normally
cloudy or obscured by mighty trees, canyon walls, etc. They
are seldom encountered underground, save for places of unusual
proportion such as very large caves, caverns, or great subter-
ranean halls hewn for colossal-sized beings.
As a rule, giants are not compatible with any other creatures,
and although the various species will sometimes intermingle,
disagreements, brawls, and bloody fights are quite common in
such gatherings. This race has no discipline, common sense, or mouth is
courtesy. Giants are arrogant, and fear only those proven to be full of big and sharp,
lethal to beings greater than they. but snaggled, teeth. The
It is important that the reader keep in mind that these creatures forehead looks high,
are not mighty beings with some strong Preternatural power or indeed, because all
even Supernatural qualities. Giants, as dealt with here, are merely facial features, save
hulking humanoids of the Alfar sort as indicated. the ears, are set in
the lower half of the
skull. A giant’s ears,
Giant something akin to
Appearing: 1 or 1-2 (2-24 in a community) small versions of those
H: 101-130 of an elephant, are
P: 61-80 set high on the
S: 6 attacking / 18 moving head. To top off this
picture, the hair
Attack: Giants hUrl boulders or similar missiles up to a 60-foot looks like a tan-
range for 1-20 +14 Harm. They are usually armed with giant- gled and filthy
sized club, spiked club, or great mallet, and gain the Physique string
Ability bonus of +14 Harm when using them. mop, its
color
Defense: Giants have 9 points of armor due to size and hide gen-
garments. erally
indeterminate due to filth.
22
Essential Bestiary
Giants are keen thieves and pillagers, given opportunity. Each of long-necked heads set about a span apart atop the shoulders.
will have some wealth, but the amount is highly variable due to Each head is relatively small and very ugly, with facial features of
lack of wit as well as recent events—such as being caught by a disproportionate sizes and uneven setting. That is, one eye might
band of Oafs and losing all of it. To find the amount, roll 1d10 be larger and lower than the other, the nose be too high, too low,
and multiply the base by the number generated (10 (0) meaning or bent or crooked, the mouth slanted, twisted, etc. Hair atop each
no wealth at all). The base amount is $1,000 to $10,000, and head is variable, ranging to a thick mat greater than any sheep’s
there is a 5% chance to find one Extraordinary item from Very wool to stone bald.
Minimal to Extreme rating (begin checking for the low end and These huge Alfar have two brains, albeit marginally functional
work upwards, so any such object discovered is likely of low to ones in regards human norm, and if both work together the result
middling worth). is moronic. Worse still for the ettin giant, but better for any
opponent, is that if the two heads decide to direct an arm each,
the result is quite inefficient. The low rate of movement is due to
Cephalocorn Giant the inevitable squabbling between the two heads as the creature
Appearing: 1 (2-16 in a community) lumbers along, often in drunken fashion as each head directs a
H: 111-140 step in non-uniform direction.
P: 56-75
S: 7 attacking / 17 moving
Gnomes (General)
Attack: The giant can butt with its horn for 7-20 +15 Harm. It Appearing: 26-225+
can strike two blows with its hands for 5-10 +20 Harm.
The Gnome race is primarily subterranean and is small
Defense: The giant has 9 points of armor due to size and hide (about three and a half feet or a bit more in height), gnarled, and
garments worn. ruddy or leathery skinned. They are plain to ugly-looking folk
by human standards, wrinkle-skinned from birth, and to humans
A cephalocorn giant is about 8.5’ to 10’ tall, very heavy looking aged even when mere babes. However, they are smart,
of bone and muscle, with long arms, a very short neck, and a calculating, and able. They are hard working miners and builders,
bullet-shaped head. Generally speaking, the features of the face, and crafty commercialists as well.
all set in the lower half of the head, are much like an ordinary This race hasn’t the capacity to freely “swim through stone
giant’s, save the ears being very low-set, folded over, and hanging as fish move through water,” but they can move so for limited
downwards. The head is bald and sports a rhinoceros-like horn of distances in normal soils. Gnomes are also able to regularly move
a cubit or so length, this excrescence sprouting from the forehead with stealthy step (Stealth Ability at 75) and give a sudden burst
and curving out, up and back, the back portion generally covering of great rapidity (double movement rate for one ABC), all the
the skull dome. while so positioned by posture and natural concealment (such as
Cephalocorn giants are likewise keen thieves and pillagers, objects and shadow) as to be almost undetectable (90%) at any
given opportunity. The amount is found in the normal manner distance above 30 or so feet. Their visual and olfactory senses
in regards all giants: Roll a d10 and multiply the base by the are marvelous, but their hearing does not extend into the upper
number generated (10 (0) meaning no wealth at all). Base amount ranges, so humans consider them a bit deaf.
is $1,000 to $10,000 with a 5% chance to find one Extraordinary They dwell in groups they refer to as ‘orders’, each a sort
item from Very Minimal to Extreme rating (begin checking for of small tribe. Gnomes make fun of Dwarves for their greed
the low end and working upwards, so any such object discovered and stupidity, but in truth the two races are much alike. Also,
is likely of low to middling worth). being orderly, Gnomes do not get on well with free-spirited and
uncertain-tempered Grotto or Thicket Wylfs, although they get on
well enough with Ilfs. They like malicious humanoids not at all
Ettin Giant and tend to attack first and see what was wanted later.
Appearing: 1 (2-8 in a community) A Gnome dwelling place is sure to be well-guarded and
H: 131-160 likewise defended by machines and traps devised by these clever
P: 76-95 or 31-40 special folk. There is a very good chance of valuables in a Gnome dwell-
S: 9 special/15 moving ing place with a range of $5,000 to $50,000 value. One is likely
to find ordinary Gnomes and even some juveniles, the number of
Attack: An ettin will use a huge spiked club and/or extra long these sort being at least equal to the active types.
flail, gaining a Physique bonus of +22 Harm. Typical gear for an individual is a small cot and bedding,
personal effects container, backpack, harness belts with hammer,
Defense: An ettin has 12 points of armor due to size and hide spikes, and climbing rope, belt with canteens and pair of pouches.
garments.
Wealth: The wealth of ettin giants is found in the normal manner Gnome Captain
in regards all giants: Roll d10 and multiply the base by the H: 41-50
number generated (10 (0) meaning no wealth at all). The base P: 41-60
amount is $1,000 to $10,000, with a 5% chance to find one S: 8-11
Extraordinary item from Very Minimal to Extreme rating (begin
checking for the low end and working upwards, so any such Attack: A captain typically has a spear with spring-triggered,
object discovered is likely of low to middling worth). butt-end awl point (30 feet before starting to lose its penetrating
power, nil at 61 feet), short thrusting sword, and dagger.
To determine the attack form of an ettin giant, roll a d10.
A 1 or 0 means there is no attack that ABC as the two heads Defense: A captain wears 12 points of armor and carries a shield
glare at each other or argue. A roll of 5 or 6 indicates the deadly (8 points).
single attack (5 the spiked club, 6 the extra long flail, at Speed
9, Precision 76-95). Other results (2, 3, 4, 7, 8, 9) indicate the Wealth: In contemporary terms, is in the range of
hulking creature is making two uncoordinated attacks (at Speed $1,500-$5,000. There is a 20% chance each for one Very Min-
3, Precision 31-40 each). imal, one Minimal, one Low Moderate and/or one Moderate
An ettin giant is 11’ to 13’ tall, very heavy and broad for the Extraordinary object.
overall race, with overly long arms and bandy legs, and has a pair
23
Essentials
Gnome Lord Defense: A sergeant wears 10 points of armor and carries a shield
H: 51-80 (8 points).
P: 41-70
S: 9-11 Wealth: In contemporary terms, is in the range of $300-$800.
There is a 15% chance each for one Very Minimal, one Minimal,
Attack: A lord typically uses a double-headed spear with spring- and or one Low Moderate Extraordinary object.
triggered awl points (30 feet before starting to lose its penetrating
power, nil at 61 feet), small sword, and dagger.
Gnome Smith
Defense: A lord wears 12 points of armor and carries a shield H: 45-50
(8 points). P: 22-40
S: 9-11
Wealth: In contemporary terms, is in the range of $50,000 -
$100,000 in coins and small valuables. There is a 60% chance Attack: A smith typically has two hammers or a maul, and gains
each for 1-2 Very Minimal and/or Minimal and 1-2 Low Moder- a Physique Ability bonus of +2-8 Harm.
ate and/or Moderate Extraordinary items, plus a 30% chance each
for one Good, one Very Good, one Strong, one Very Strong, one Defense: A smith wears 4 points of armor.
Major, and one Extreme Extraordinary object.
Abilities: Evaluation, Mechanics, Metallurgy, and Pantology at
51-80 score.
Gnome Mechanic
H: 50-55 Wealth: In contemporary terms, is in the range of
P: 27-45 $2,000-$8,000. There is a 20% chance each for one Very Min-
S: 10-12 imal, one Minimal, one Low Moderate and/or one Moderate
Extraordinary object.
Attack: A mechanic typically
has a hammer and dagger, and
gains a Physique Ability bonus of Gnome Soldier
+1-6 Harm. H: 30-35
P: 26-35
Defense: A mechanic wears 12 S: 6-8
points of armor.
Attack: Soldiers typically carry either hand catapults (6-shot
Abilities: Mechanics, Metal- magazine, 60 feet before starting to lose its penetrating power,
lurgy, and Pantology at 51-80 nil at 181 feet) and 24 darts, military hammer, and dagger, or
score. a seven-foot-long snapping demi-lune (Sickle-like blades snap
shut) and dagger.
Wealth: In contemporary terms,
is in the range of $3,000-$12,000. Defense: They wear 10 points of armor.
There is a 30% chance each for
one Very Minimal, one Minimal, Wealth: In contemporary terms, is in the range of $100-$600.
one Low Moderate, one Moderate, There is a 5% chance each for one Very Minimal and/or one
and/or one Good Extraordinary Minimal Extraordinary object.
object.
Gnome Worker
Gnome Priestess H: 23-32
H: 21-40 P: 16-25
P: 16-45 S: 7-9
S: 10-13
Attack: A Gnome worker can use any of such weapons as throw-
Attack: A priestess possesses from 5-8 Theurgy Ability Powers ing knives, cleaver, club, hammer, hatchet, or mallet.
at 51-80 score and typically uses 2 daggers.
Defense: A worker Gnome wears 1-6 points of armor and carries
Defense: A priestess wears 6 points of armor. a buckler (6 points).
Wealth: In contemporary terms, is in the range of Wealth: In contemporary terms, is in the range of $100-$800.
$2,000-$12,000 in coins, and double that amount in crystals and There is a 5% chance each for one Very Minimal and/or one
gems. There is a 50% chance each for 1-4 Very Minimal and Minimal Extraordinary object.
Minimal, 1-3 Low Moderate and Moderate Extraordinary items,
plus a 25% chance each for one Good, one Very Good, one Gnome Hand Catapult: This is a rifle-like weapon, in that it has
Strong, one Very Strong, and one Major Extraordinary object. a stock and barrel tube. A pair of strong coil springs on either side
of the middle portion of the weapon are stretched by operation of
a lower, right-angle, forward-and-pull-back pump lever operating
Gnome Sergeant a forked rocker arm. Their ends are caught in a lower groove, and
H: 36-40 a steel-tipped, leather-veined dart can then drop into an opening
P: 36-40 in the tube’s base where the driving plate accepts it. Return of the
S: 7-10 lever closes the loading slot. A magazine holds six quarrels and it
takes two ABCs to reload. It is the same as a hand catapult except
Attack: A sergeant typically has a mace with spring dart (20 it fires twice in an ABC.
feet before starting to lose its penetrating power, nil at 41 feet),
military hammer, and dagger.
24
Essential Bestiary
Gnome Demi-lune: The twin, sickle-like blades of this pole arm
are forced back into their cocked position so as to be in the form reverse of human, so full sunlight is like a dim twilight to their
of a crescent moon, points away from the wielder, flanking the eyes.
middle, awl point, of the weapon. When a grip at right angles to All of this race is much alike, males and females are
the weapon shaft (similar to that of a tonfa) is yanked strongly combatants. Immature Goblins (called Goblin imps) do not fight
back—and this will occur automatically on impact against the and will cower or flee if threatened. Adult individuals of all sorts
blades—the springs are released to close the blades (like a bee- possess Physique Ability in the range of +1 to +8.
tle’s mandibles snapping shut). At worst, the weapon is then a Goblins are not prone to associate with any other sorts of
man-catcher with opponent entrapped. creatures, but they are known to band with Trogs, Trolls, and
Orcs when there is need.
Harm Range Precision Speed Although they can neither transport themselves nor become
Demi-Lune 8 – 20* 5 6 10 invisible, Goblins are naturally very strong, can move quietly, and
can conceal themselves in ambush (80% Stealth and Waylaying
*A hit indicates the target subject is caught and held in the demi- Ability). They also have a natural resistance to both heat (includ-
lune’s blades until the arms are pried open or the weapon is ing fire) and cold such as to serve as a constant 5 points of
destroyed (sustains 40 points of Harm).The Gnomish demi-lune protection against Harm from either Extreme.
causes penetration and shock harm. The Goblin “harasser” is a sort of group leader, and one
will always be present in any group of 4 or more common
Gnome Pneumatic Catapult: A wheeled frame with a missile Goblins. In large arrays of them, one in 10 will be of this sort.
tube pointing towards the front. The metal tube has an interior Each harasser possesses a random Extraordinary Enchantment-
piston driven in by a wood mallet to compress the air behind it. like Power, which does not convey the general Enchantment
It takes about four minutes realtime to seat the piston, then one Ability). The Power can be activated usually once per day only,
minute to load the missile(s), but discharge is a matter of knock- and it does not require either a memory tablet or AEPs, but is
ing free the catch of the ratchet. The piston sends the missile(s) innate to the individual Goblin. The great Goblins also possess
flying. Range below is for level discharge, and it quadruples with the ability to use these Powers, each having two.
a mortar-like flight path.
Typical Powers are:
Harm* Range* Speed* Bonus* 1: The Goblin can extinguish a small sort of fire (as large as a
Large Pnuematic Catapult normal campfire, for instance), within sight and 80 foot dis-
4-40 +26-35 60’-120’-180’ 5 min. 5/0/0 tance, in one second.
Small Pneumatic Catapult 2: The Goblin can start a small fire in combustible material,
2-20 +21-25 50’-100’-150’ 5 min. 10/5/0 within sight and 40 feet, in one second.
* see below 3: The Goblin can cause an oncoming individual within 20 feet
to stumble and fall in one second.
Harm assumes a maximum result on any die adds 1-10, but 4: The Goblin can reverse, in one-tenth second, the flight of one
only if or short range, reduced to 1-5 for medium range, with no normal missile in sight and within 100 feet distance so
addition beyond medium range. as to send it back at its launcher (but with the
Range is multiplied by four if high-angle fire, but all fire is Goblin’s Precision in regards to hitting).
considered as maximum range when so doing. 5: The Goblin can send a wave of nausea, in
Speed is for reloading, as discharge requires only one second one second, to one individual within
real time to accomplish. sight and not more than 20 feet
Bonus is applicable only to direct fire, not arching fire. distant, so as to make any action
attempted to be made at one-half
the normal chance.
Goblins (General) 6: The Goblin can create
Appearing: 1-6+ (Communities number from 100 to 400 indi- 2-5 illusory dupli-
viduals, all combatants) cates of itself that
are indistinguish-
The Goblin race is the fiercest of the primarily nocturnal and able from the
commonly subterranean Malicious Alfar. Goblins look very much actual Goblin, and
like big Hobgoblins, with an average height of five and a half which mimic the
feet, a thick and rotund body, thin but muscular arms and legs, real one’s every
and a skin color ranging from dark pink to maroon. The Goblin action.
race has a most devilish look, with a big head with bony forehead
protrusions above the eyes, close-set and slanted pea-green or dull There will be one to
maroon eyes, long and hooked nose, huge and toothy mouth, and three shamans in each
large pointed ears. Goblins tend to dress in purples and blacks. community, and at least
The Goblin race possesses intelligence equal to human one with any force of 20 or more
average, and finds pleasure in raiding, killing, looting, and pillag- Goblins. A great Goblin, one per
ing. Much like their weaker kin, the hobgoblins, Goblins are con- community or leading a large
cerned mostly with ease, revelry, and sloth, almost always having force of 40 or more Goblins,
slaves do their work, so they are sometimes caught unprepared by will always have Physique of
wily foes seeking revenge. However, woe to the human intruder +8 and other Ability bonuses
who stumbles unknowingly upon a band of Goblins, let alone into giving +9-12
one of their communities. Harm bonus.
Goblin communities are concealed in wilderness places, or
underground in caves or old mines. The great Goblin has a hoard
of coins and Extraordinary Items a value whose sum is equal to
the wealth of all his subjects combined, plus an equal value in
precious objects ranging from gems to objects d’art.
Goblins have senses superior to the human norm, and can
see very well in pitch darkness, but light conditions are near the
25
Essentials
Common Goblin Defense: A shaman has 14 points of armor due to leather garb
H: 46-65 and a Preternatural energy that conveys 8 points of protection
P: 36-56 against even Supernatural Harm. (5 points of protection against
S: 12-14 fire and cold, as noted above.)
Attack: A Goblin will typically use any weapon such as a light Wealth: In contemporary terms, is in the range of
crossbow with 20 quarrels, a club and heavy knife, or short pole- $5,000-$12,000 in coins, and a like amount in crystals and gems.
arm and long dagger, spear and curved cutting sword, or cleaver There is a 40% chance each for 1-4 Very Minimal, 1-3 Minimal,
and knife with a Harm bonus of 1-8 points. and 1-2 Low Moderate Extraordinary objects, and a 20% chance
each for one Moderate, one Good, one Very Good, one Strong,
Defense: A Goblin has 8 points of armor due to leather garb and a one Very Strong, and one Major Extraordinary object.
Minimal Preternatural energy that conveys 4 points of protection
against even Supernatural Harm. (5 points of protection against
fire and cold, as noted above.) Golems (General)
Appearing: 1
Wealth: In contemporary terms, is in the range of $500-$5,000
in coins. There is no chance for an Extraordinary object. All golems are magically created automatons. It rumored that
many magics exist creating golems of many types, although only
the most common type is listed here. Although all golems have
Great Goblin no brain or intelligence per se, the automaton-like things have a
H: 76-105 directing energy that will enable them to obey a series of up to
P: 76-95 three successive commands. (For example, one might be required
S: 13-16 to move in some direction, stop, and then attack anything that
comes within 30 feet of it.) Once charged with one or more
Attack: A great Goblin will use weapons such as a spiked club commands, a golem will remain active until destroyed.
and great cleaver, each attacking with a Physique Ability bonus There are numerous types of golems, but only one is detailed
of +9-12. here because of space considerations. Using this as an idea, you
can create many different types of Golems to your liking and to
Defense: A great Goblin has 16 points of armor due to leather fit particular circumstances.
garb reinforced with horn plates and a Preternatural energy that
alone conveys 10 points of protection against even Supernatural Rope Golem
Harm. (5 points against fire and cold, as noted). An Enchanter or Enchantress is generally the creator of such
a thing, through the employment of Jinker’s Rope Golem Power.
Wealth: in contemporary terms, is in the range of The Power causes rope equal to at least 100 feet in length to form
$5,000-$30,000 in coin, and like amounts in crystals/gems and into a humanoid shape and become volitant.
in jewelry. There is a 60% chance each for 1-4 Very Minimal,
1-3 Minimal, and 1-2 Low Moderate Extraordinary object, a Attack: A rope golem attacks with a lasso that inflicts 1 point
40% chance each for one Moderate, one Good, and one Very of Harm, plus a whip that inflicts 0-2 points of Harm. These
Good Extraordinary object, and a 20% chance each for one Very attacks can be used against one or two targets, and both attacks
Good, one Strong, one Very Strong, and one Major Extraordinary
object.
Harasser Goblin
H: 56-75
P: 51-70
S: 12-15
Shaman Goblin
H: 41-70
P: 31-60
S: 15-18
Hobgoblins (General)
Appearing: 1-12+ (Communities number from 100 to 400 indi- Chief Hobgoblin
viduals, 30% combatants) Appearing: 1 per group of 50, otherwise 1-2 in a community
H: 51-60
The Hobgoblin race is another of the primarily nocturnal and P: 46-65
commonly subterranean Malicious Alfar. Hobgoblins look like a S: 15-18
larger and rounder version of Boggarts, with an average height of
three and a half feet, a rotund body, and a strong red cast to their Attack: A chief has two attacks per ABC, typically with a curved
skin. The devilish look is strong, for the big and slanted eyes, cutting sword and long dagger, both with a Physique Ability
long and sharp nose, and wide toothy mouth are framed by large Harm bonus of +6.
pointed ears. Hobgoblins dress in no set fashion, although motley
garments might be the common denominator. Defense: 12 points of armor due to garments, speed, and a Min-
Hobgoblins possess intelligence equal to human average, imal Preternatural energy that conveys 6 points of protection
and, like their kin the Boggarts, enjoy nothing more than harmful against even Supernatural Harm.
pranks, coarse humor, and cruel jokes. The Hobgoblins are con-
cerned mostly with ease, revelry, and devilment of hapless vic- Wealth: In contemporary terms, is in the range of
tims; they shun labor assiduously—much to their detriment at $10,000-$40,000 in coins, double that in crystals and gems, triple
times, for they are often caught unprepared by wily foes. How- that in jewelry. There is a 40% chance each for 1-3 Very Minimal
ever, woe to the human intruder who stumbles unknowingly upon to Low Moderate Extraordinary objects, a 25% chance each for
a band of Hobgoblins. 1-2 Moderate and Good Extraordinary objects, and a 10% chance
Although they cannot transport themselves as do some of their each for one Very Good to Major Extraordinary object.
smaller kin, this race can become invisible, and in such state they
are able to harass and confuse foes, but not employ their weapons
to do deadly Harm. Common Hobgoblin
Hobgoblin communities are concealed in underground places H: 30-35
such as caves and old mines. The Hobgoblin chief there will have P: 30-35
a hoard of coins and Extraordinary Items with a value whose sum S: 12-15
is equal to the individual wealth of all his subjects combined,
plus an equal value in precious objects ranging from gems to Attack: Hobgoblins will typically have weapons such as a light
objects d’art. bow and 12 arrows and heavy knife, or short spear and hatchet,
As noted, Hobgoblins can become invisible in an ABC, or hafted hook and cleaver, or sickle and dagger—any and all
but not immaterial, although they can not be seen or otherwise gaining +1-6 Physique Ability Harm bonus.
sensed by normal means other than touch when invisible. Any
29
Essentials
Defense: A Hobgoblin has 8 points of armor due to garments, Extraordinary Power use and/or movement considerations.
speed, and a Minimal Preternatural energy that conveys 4 points Example: Barber with H 45, P 68, and S 12 (but S 20 when in
of protection against even Supernatural Harm. a killing frenzy).
Wealth: In contemporary terms, is in the range of $100-$1,000. Attack: A straight razor (Precision +60 if victim has throat
There is no chance for an Extraordinary object. exposed) or any weapon at hand, all with an insane Physique
Ability bonus of +13.
Shaman Hobgoblin
Appearing: 1 per 30 or more common Hobgoblins, 2-4 per com- Defense: No armor, but demented speed provides protection of
munity 4 points.
H: 31-50
P: 26-45 A demented human can be filthy, clad in rags, and horrid
S: 14-17 in appearance, or absolutely normal-looking, but insanely danger-
ous. Wealth varies from $10 to $1,000 (add multiplies of d10
Attack: A shaman has from three to six Powers of Extraordinary or more if desired) with a chance for one or more Extraordinary
Ability of Enchantment, Geourgy, and Theurgy, in any mix at Items of the sort commensurate with the encounter.
41-70 score. It also has weapons, typically a cleaver, hatchet, or
long dagger, all gaining a Physique Ability Harm bonus of +1-6.
Human, Fanatical
Defense: A shaman has 10 points of armor due to garments, Appearing: 20-120+
speed, and a Minimal Preternatural energy that conveys 6 points
of protection against even Supernatural Harm.
Fanatic Leader
Wealth: In the range of $2,000-$8,000 in coins, double that Appearing: 1 always with a group of 40 or more
amount in crystals and gems. There is a 25% chance each for 1-4 H: 44-80
Very Minimal, 1-3 Minimal, 1-2 Low Moderate, one Moderate, P: 51-80
one Good, one Very Good, one Strong, and/or one Very Strong S: 13-16
Extraordinary object.
Attack: A leader will have any combination of missile and strik-
ing weapons that seems appropriate and colorful, including a
Troubler Hobgoblin sickle-ended triple flail, wavy-bladed long dagger, etc.
Appearing: 1 with every 6 ordinary Hobgoblins, 10% of com-
munity Defense: A leader may possibly have a buckler or shield, and will
H: 35-40 wear 12 to 14 points of armor.
P: 35-40
S: 13-16 Wealth: The leader’s wealth is amassed in coins, precious
metals, ivory, perfumes, unguents, incenses, valuable minerals,
Attack: A troubler has two attacks per ABC, typically a whip and so on, in the range of $100,000 to $1,000,000. There is a
and curved cutting sword or long dagger—any and all gain +4-6 50% chance each for 1-4 Very Minimal, 1-3 Minimal, 1-2 Low
Physique Ability Harm bonus. Moderate, 1-2 Moderate, one Good, one Very Good, one Strong,
one Very Strong, and/or one Major Extraordinary object. There
Defense: A troubler has 9 points of armor due to garments, speed, will also be various objects in the general area of a fanatic group,
and a Minimal Preternatural energy that conveys 5 points of such as offertory vessels, symbols of office/state, idols, etc. with a
protection against Supernatural Harm. total value of from $10,000-$100,000—possibly more
if the cult is large or
Wealth: In contemporary terms, is in the range of the leader is a noble-
$900-$2,000. There is a 15% chance each for one Very type rebel.
Minimal, one Minimal, one Low Moderate, and one
Moderate Extraordinary object.
Horses (General)
This domestic and wild animal is treated in detail in the
Lejendary Beasts Reference Chart provided at the begin-
ning of this book. Refer to it for statistics of the common
horse, charger, courser, draft horse, destrier, pony-horse,
riding mare, riding stallion, pony, mule, and burro.
Humans
Human, Demented
Appearing: 1
H: 41-90
P: 31-80
S: 15-20
30
Essential Bestiary
Fanatic Scout Wealth: In contemporary terms, is at least in the range of
Appearing: about 30% of a group of 20-30 or 10% of any larger $10-$100 per individual, and $1,000 to $10,000 is possible. There
group is no chance for an Extraordinary Item.
H: 31-40
P: 26-45 These are activists, cultists, rebels, etc. Extraordinary Ability
S: 10-13 score for a primary one should be in the 41-70 range, 31-50 in a
secondary Ability, 21-30 for a tertiary one.
Attack: A scout will use some combination of a missile weapon
and striking weapon.
Warrior Follower Fanatic
Defense: A scout will carry a buckler and wear 6 to 8 points Appearing: about 20% of a group of 20-30 or 30% of any larger
of armor. group
H: 21-40
Wealth: In the range of $2,000-$5,000 per individual. There is a P: 31-40
20% chance each for 1-3 Very Minimal, 1-2 Minimal, and/or one S: 9-12
Low Moderate Extraordinary Item.
Attack: A warrior will use any sort of normal or unusual weapon,
such as a cleaver and lasso.
Fanatic Warrior
Appearing: about 50% of a group of 20-30 or 10% of any larger Defense: A warrior will possibly have a buckler or shield, and
group wears 4 to 6 points of armor.
H: 36-45
P: 36-55 Wealth: Wealth is at least in the range of $200-$800 per indi-
S: 8-11 vidual. There is a 5% chance each for 1-2 Very Minimal and/or
one Minimal Extraordinary object.
Attack: A warrior will use any combination of missile and strik-
ing weapons that seems appropriate and colorful, including a
repeating crossbow, great cleaver, heavy knife, etc., with variable Human, General
Precision and/or Harm bonus of +0-5 (based on assumed Abili- Appearing: 1+
ties).
If a human encountered is a mounted warrior, a weapon
Defense: A warrior will use a buckler or shield, and wear 7 to commensurate to station and steed should be added. Ordinary or
9 points of armor. Extraordinary Ability Score for a primary Ability should be in
the 51-80, 61 to 90, or even 71-100 range; 31-50 in a secondary
Wealth: Wealth is in the range of $1,000-$4,000 per individual. Ability, 21-30 for a tertiary one.
There is a 25% chance each for 1-2 Very Minimal, 1-2 Minimal,
one Low Moderate, or one Moderate Extraordinary Item.
Armiger, Bravo (local hero, etc.)
H: 22-40
Female Devotee Fanatic P: 28-55
Appearing: Distinct from female typical followers, a handful of S: 9-12
dedicated servants of the leader
H: 21-50 Attack: A bravo will use any typical main weapon and secondary
P: 31-50 one such as a dagger.
S: 10-15
Defense: A bravo will have a shield and 7 or 8 points of armor.
Attack: In addition to a 10% chance for a tertiary score Extraor-
dinary Ability, any combination of missile and striking weapons Wealth: In the range of $200-$1,200 in coins and valuables.
that seems appropriate and colorful, including throwing knives, There is a 10% chance each for one Very Minimal and/or one
six-foot light chain with small ball and sickle-like hook at oppo- Minimal Extraordinary object.
site end, dagger, etc.
Defense: A devotee will possibly have a buckler, and will wear 8 Cook, Laborer, Lascar (ordinary freeman, etc.)
to 10 points of armor when clad for battle. H: 17-28
P: 11-30
Wealth: In the neighborhood of $1,000-$4,000 in coins, triple S: 7-12
that in crystals and gems, double that in jewelry. There is a 40%
chance each for 1-3 Very Minimal, 1-2 Minimal, one Low Mod- Attack: These will wield weapons such as a cleaver, club, knife,
erate, one Moderate, one Good, and/or one Very Good Extraordi- etc.
nary object.
Defense: They may have a makeshift buckler and 1 to 3 points
of armor.
Typical Follower
Appearing: 50% of a group of 40 or more Wealth: In the range of $50-$500 in coins and valuables.
H: 16-25
P: 16-35
S: 7-12 Enspeller or Priest (an enchanter, geourge, etc.)
Attack: A follower will use any sort of normal or unusual weap- H: 41-70
ons, such as a sickle and short whip. P: 21-50
S: 14-19
Defense: A follower will have a makeshift buckler (4 points) and
1 to 3 points of armor.
31
Essentials
Attack: A priest will typically use a long striking weapon and a Maelurge (Necrourge or Sorcerer)
secondary one such as a dagger, and one or more Extraordinary H: 41-90
Abilities at a score of 51-80 with commensurate activation types P: 21-50
and Powers (assume a base of 4, plus 2 per 10 points of Ability S: 15-18
Score).
Attack: A maelurge will possess an Extraordinary Ability at
Defense: A priest will wear 4 to 8 points of armor, plus any 51-80 score and one or more weapons.
enabled through Extraordinary equipment and/or Power applica-
tion. The Ability Score total of the individual greatly affects both Defense: A maelurge wears 4 to 8 points of armor plus some
personal statistics, equipment and Powers wielded. available Extraordinary protection.
Wealth: At least in the range of $1,000-$20,000 in coins, and Wealth: At least in the range of $5,000-$10,000 in coins, and
double or triple that in other valuables, excluding weapons and triple to quintuple that in other valuables. There is a 50% chance
armor, of course. There is a chance, equal to the highest Extraor- each for 1-4 Very Minimal, 1-3 Minimal, 1-2 Low Moderate,
dinary Ability Score, each for 1-3 Very Minimal, 1-3 Minimal, one Moderate, one Good, one Very Good, one Strong, one Very
1-2 Low Moderate, 1-2 Moderate, one Good, one Very Good, one Strong, and/or one Major Extraordinary object.
Strong, and/or one Very Strong Extraordinary object.
A maelurge deals with dark spirits and/or the dead, and is
typically a wanton killer with many Extraordinary activations,
Esquire or Captain including Powers.
H: 33-60
P: 33-60
S: 9-13 Noble or Lord (major leader, great officer, etc.)
H: 6-120
Attack: A captain will typically have two or more main weapons P: 24-100
and one or more secondary ones such as belt axe and dagger. S: 7-18
Defense: A captain will use a shield and wear 9 to 11 points Attack: A noble has potential for an
of armor. Extraordinary Ability at 31-70 score,
and will use any sort of weapons,
Wealth: In the range of at $500-$1,200 in coins, and double usually including sword and long
that amount in other valuables, excluding arms and armor. There dagger.
is a 30% chance each for one Very Minimal and/or Minimal
Extraordinary Item. Defense: A noble will have
a buckler or shield and 12 to
14 points of armor.
Guardsman or Sergeant
H: 26-35 Wealth: At least in the range
P: 21-40 of $5,000-$10,000 in coins,
S: 8-11 and triple to quintuple that
in other valuables. There is
Attack: A guard will use any sort of appropriate combination a 40% chance each for 1-2
of weapons, such as a bow or large crossbow and 12 arrows/ Very Minimal, 1-2 Min-
quarrels, a typical sword and dagger, etc., or a glaive-fork or imal, one Low Mod-
poleaxe/pole-arm of short length, axe or sword, and dagger. erate, one Moderate,
one Good, one Very
Defense: The guard will possibly have a buckler or shield, and Good, one Strong,
will wear 8 to 10 points of armor. one Very Strong,
and/or one Major
Wealth: In the range of at least $200-$500 in coins, and a Extraordinary object.
like amount in valuables other than arms and armor. There is a
20% chance each for 1-2 Very Minimal, one Minimal, one Low
Moderate, and/or one Moderate Extraordinary object. Outlaw or Bandit
Chief
H: 42-80
Knight or Commander P: 44-80
H: 53-110 S: 10-15
P: 35-80
S: 10-13 Attack: A chief may have
minor Extraordinary
Attack: A knight will use any sort of appropriate combination Ability use, and will
such as sword, belt axe or mace, and dagger, etc. use any combination of
weapons such as a strong bow and 12 arrows,
Defense: A knight will usually have a buckler or shield and wear sword, and long dagger, etc.
10 to 14 points of armor.
Defense: A chief will carry a buckler and wear 7 to 10 points
Wealth: In the range of at least $3,000-$12,000 each in coins, of armor.
double that in crystals/gems/jewelry, plus a 25% chance each for
1-3 Very Minimal, 1-2 Minimal, one Low Moderate, one Moder-
ate, one Good, one Very Good, and/or one Strong Extraordinary
object.
32
Essential Bestiary
Wealth: In contemporary terms, is at least in the range of Defense: A magical lieutenant wearS 4-8 points of armor plus
$1,000-$12,000 in coins, and triple that in other valuables. There possible Extraordinary protection.
is a 30% each for 1-3 Very Minimal, 1-2 Minimal, one Low
Moderate, one Moderate, one Good, one Very Good, and/or one Wealth: In contemporary terms, is at least $1,000-$6,000 in
Strong Extraordinary object. coins, and double and triple that in each of gem crystals and
jewelry. There is a 50% chance each for 1-4 Very Minimal, 1-3
Very Minimal, 1-2 Moderate, one Moderate, and/or one Good
Outlaw or Bandit Chieftainess Extraordinary object.
H: 41-80
P: 35-80
S: 10-17 Outlaw or Bandit Lieutenant, Windler
H: 52-70
Attack: A chieftainess has a possible minor Extraordinary Abil- P: 24-60
ity, and any combination of weapons such as 4 throwing knives, S: 9-14
6 throwing stars, 2 short thrusting swords, long thrusting sword
and long dagger, etc.. Attack: This bandit will use any combination of weapons of
hidden, unusual, and nasty sort, such as bolos and 2 daggers, or a
Defense: A chieftainess has 7 to 10 points of armor. garrote, sword, and club, etc.
Wealth: In contemporary terms, is at least in the range of Defense: A swindler has 4 to 8 points of armor plus possible
$3,000-$12,000 in coins, and triple that in other valuables. There Extraordinary protection.
is a 30% chance each for 1-3 Very Minimal, 1-2 Minimal, one
Low Moderate, one Moderate, one Good, one Very Good, and/or Wealth: In contemporary terms, is at least in the range of
one Strong Extraordinary object. $2,000-$8,000 in coins, and double and triple that in each of gem
crystals and jewelry. There is a 25% chance each for 1-4 Very
Minimal, 1-3 Minimal, 1-2 Low Moderate, one Moderate, one
Outlaw or Bandit, Common (ordinary soldier, sailor or Good, one Very Good, and/or one Strong Extraordinary object.
watchman, etc.)
H: 16-35
P: 16-35 Outlaw or Bandit Lieutenant, Warrior
S: 8-11 H: 42-80
P: 42-60
Attack: A bandit will use any combination of sophisticated and S: 8-13
rude weapons as suits the individual and the circumstances, such
as a bow and 12 arrows and mace, or spear and two daggers, Attack: The warrior lieutenant will use any combination of
club and heavy knife, small crossbow and 20 quarrels, belt axe weapons that suits the circumstances, such as heavy bow and 12
and dagger, etc. arrows, and sword or axe, mace, and long dagger, etc.
Defense: A bandit will possibly have shield and 3 to 6 points Defense: The warrior lieutenant will have a buckler or shield and
of armor. 7 to 9 points of armor.
Wealth: In contemporary terms, is in the range of $200-$500 in Wealth: In contemporary terms, is at least in the range of
coins. $1,000-$4,000 in coins, and double and triple that in each of gem
crystals and jewelry. There is a 25% chance each for 1-2 Very
Minimal, one Minimal, one Moderate, one Moderate, and/or one
Outlaw or Bandit Lieutenant Good Extraordinary object.
H: 36-45
P: 22-40
S: 9-12 Page or Street Youth
H: 13-24
Attack: A lieutenant will use any reasonable combination of P: 11-21
weapons of any sort as suits the individual and circumstances. S: 9-16
Defense: A lieutenant will have a buckler or shield and 7 or 8 Attack: A youth will use one or more appropriate weapons, such
points of armor. as dagger, knife, rocks, etc.
Wealth: In contemporary terms, is at least in the range of Defense: A youth has no armor; a page may have 4 points of
$500-$2,000 in coins and triple that amount in crystals and jew- armor if well-born.
elry. There is a 25% chance each for 1-2 Very Minimal, one
Minimal, and/or one Moderate Extraordinary Item. Wealth: This is in the range of $20-$200 in coins and valuables,
and considerably more if a gang member, for example. There will
be no Extraordinary Items.
Outlaw or Bandit Lieutenant, Magical
H: 31-60 Rogue
P: 15-60 H: 55-100
S: 12-15 P: 37-95
S: 11-16
Attack: Extraordinary Ability use (Enchantment, Geourgy, Psy-
chogenic, or Theurgy Abilities), plus any reasonable combination Attack: A rogue has possible Extraordinary Ability use of sec-
of weapons of any sort. ondary or tertiary sort at 21-50 score, and may use any combina-
tion of other weapons.
33
Essentials
Defense: A rogue may possibly have a buckler and 7 to 10 points society. (If the group is such that magical arms and armor are
of range. possible, a chief has a 50% chance for such.)
Wealth: This is in the range of $20-$600 in coins and valuables, Ordinary Tribal Warrior
multiplied by d10 (or more) if a shopkeeper or the proprietor of Appearing: 20% of the group
some small enterprise. There is no chance for an Extraordinary H: 22-40
Item. P: 22-40
S: 11-16
Human, Wild, Savage (barbaric, tribal, etc. general) Attack: A tribe member
Appearing: 1+ will use any
typical main
If a mounted warrior is encountered, a weapon commensurate weapon and
to his station and steed should be added. Ordinary or Extraordi- secondary
nary Ability Score for a primary Ability should be in the 41-70 one as suits
range, 31-50 in a secondary Ability, 21-30 for a tertiary one. the group.
Scouting parties from as small as 3-12, to as large as
10-40, might be encountered. Generally, a group of this nature Defense: A tribe
can number from as few as 30 warriors to as many as 300—or member will wear
far greater a force in the case of some tribal association akin to up to 5 points of
the Huns or the Mongols. armor, according to
For game purposes, assume that about 50% of the total number the circumstances of
of members in the group fall into these categories, and the bal- the group.
ance of the group is made of young and old non-combatants. The
percentages below refer to the whole (100%) of the combatants Wealth: This is gen-
in, not the whole of, the entire group. erally non-existent, or
possibly some small
amount such as
Chief $10-$100 (often
Appearing: 1 livestock is the
H: 32-90 measure of a per-
P: 52-90 son’s wealth). There is a 5% chance each for
S: 13-18 one Very Minimal and/or one Minimal Extraordinary object of
the sort commensurate with the society.
Attack: A chief has possible Extraordinary Ability use a 31-50
score, plus any typical main weapon or pair of them, such as
lance and bow, as well as one or more secondary weapons as Other Tribal Member
suits the group. Appearing: about 50% of the group
Defense: A chief will use a buckler or shield, and wear 4 to 14 H: 16-35
points of armor, according to the circumstances of the group. P: 21-30
S: 9-16
Wealth: This is generally some modest amount, such as
$1,000-$10,000, with a possibility of many times that in such Attack: This tribe member will use any typical main weapon and
valuables as crystals, rarities, etc. There is a 30% chance each secondary one as suits the group.
for 1-3 Very Minimal, 1-3 Minimal, one Low Moderate, one
Moderate, one Good, one Very Good, one Strong, and one Very Defense: A tribe member may wear up to 3 points of armor,
Strong Extraordinary object of the sort commensurate with the according to the circumstances of the group.
34
Essential Bestiary
Wealth: This is generally non-existent, or possibly some small
amount such as $10-$100 (often livestock is the measure of
Hydra
Appearing: 1
a person’s wealth). There is a 5% chance each for one Very H: 51-60
Minimal and/or one Minimal Extraordinary object of the sort P: 25-30
commensurate with the society. S: 7 attacking / 15 swimming
Attack: A hydra can bite with each of its five cayman-like heads
Sub-chief/leading warrior for 1-20 Harm and VT of 21-25 Harm if armor protection is
Appearing: 1 per 20 warriors in the combatant group exceeded.
H: 42-80
P: 42-80 Defense: A hydra has 4 points of protection due to its hide and
S: 11-18 movement.
Attack: A sub-chief uses any typical main weapon or pair of Each head has a separate 20 Health, and if an attack is aimed
them, such as lance and bow, as well as one or more secondary at a neck, 20 Harm delivered indicates the head is severed. Unlike
weapons as suits the group. the Laernean Hydra, an ordinary hydra does not re-grow two
heads when one is severed.
Defense: A sub-chief uses a buckler or shield with 2 to 12 points A hydra, a snake-like creature about the length of an
of armor, according to the circumstances of the group. anaconda and with a barrel-like body of the mass of a great
saltwater crocodile, is generally a fresh water aquatic creature.
Wealth: This is generally non-existent, or possibly some rela- Its terrestrial cousin, the seven-headed geadra, is so similar that
tively small amount such as $100-$1,000 (often livestock is the only its statistics are given—see the Alphabetic Listing. Neither
measure of a person’s wealth). There is a 20% chance each are wealth collectors, and have only animal intelligence, but this
for one Very Minimal, one Minimal, and/or one Low Moderate does not preclude some other from secreting wealth near such
Extraordinary object of the sort commensurate with the society. a creature’s habitation so that the hydra or geadra effectively
(If the group is such that magical arms and/or armor are possible, guards it.
a sub-chief has a 25% chance for such, a leading warrior 15%.)
Ilf Javelineer
Appearing: 20% of the whole armed community
H: 32-50
P: 26-45
S: 11-14
Ilf Odylan
Appearing: 50% chance for 1 with a group over 16 individuals,
50% chance for 1 in the community, otherwise within one day’s
traveL, with one apprentice Odylan with half the Ability Scores
Ilf Chieftain of the master
H: 61-80 H: 31-60
P: 51-70 P: 21-40
S: 13-16 S: 15-18
Attack: A chieftain will typically use a short spear, cut and thrust Attack: An odylan has Enchantment Ability at 51-80 score, plus
sword, mace, and long dagger. light bow and 12 arrows, short thrusting sword, belt axe, and
heavy knife.
Defense: A chieftain will use a buckler or shield and wear 9 to
11 points of armor. Defense: An odylan will wear 3 to 5 points of armor, plus pos-
sible Extraordinary protection.
Wealth: In contemporary terms, is in the range of
$3,000-$12,000 in coins, double that in crystals and gems, quin- Wealth: This is in the range of $100-$1,000 per individual,
tuple that in jewelry. There is a 50% each chance for 1-3 Very quadruple that in crystals and gems, quadruple that in jewelry.
Minimal, Minimal and/or and Low Moderate, a 20% chance each There is a 50% chance each for 1-3 Extraordinary objects ranging
for one Good, one Very Good, and/or one Strong Extraordinary from Very Minimal to Moderate (four checks in all), a 25%
object in the possession of the individual. chance each for one Moderate to Strong Extraordinary object
(four checks in all), and 10% chance each for one Very Strong
to Extreme+ Extraordinary object (four final checks in all) per
Ilf Combatant individual.
Appearing: 60% of the whole armed community
H: 42-60 An odylan is the Ilf worker of Extraordinary things of non-
P: 41-60 theological sort, and generally a lone individual apart from the
S: 11-14 usual group.
Attack: A combatant will typically wield a short spear, cut and
thrust sword, mace, and long dagger.
Ilf Woodranger
Defense: usually a shield and 6 to 8 points of armor. Appearing: half of an encountered group, 10% of the armed
Wealth: This is in the range of $500-$800 per individual. There community
is a 15% chance for one Very Minimal, one Minimal and/or one H: 43-70
Low Moderate Extraordinary object in an individual’s possession. P: 32-50
S: 12-15
Ilf Guide (Ilf holy person attending the group)
Appearing: 50% chance for 1 with a group over 16 individuals, 1 Attack: A woodranger will typically use a heavy bow and 12
per 100 total persons in the community arrows, lasso, short thrusting sword, belt axe, and heavy knife.
H: 31-50
P: 21-30 Defense: A woodranger will wear 2 to 4 points of armor.
S: 14-17
36
Essential Bestiary
Wealth: This is found is in the range of $200-$800 per indi- Attack: An ordinary Kobold will use any one of such type
vidual. There is a 25% chance for one Very Minimal, Minimal, weapons as a club, hammer, hand catapult, hatchet, mallet, sickle
and/or one Low Moderate Extraordinary object in an individual’s sling, etc., plus a secondary weapon such as a dagger, knife, etc.
possession.
Defense: An ordnary Kobold has 8 to 10 points of armor due
to garb, size, and speed, and a Minimal Preternatural energy (4
Kobolds in General points) that conveys protection against even Supernatural Harm.
Appearing: 3-30+ (Communities number from 33 to 300+ com-
batants, with another 50% of such number being non-combatants) Wealth: In contemporary terms, is in the range of $300-$1,200.
There is a 10% chance each for 1-2 Very Minimal, one Minimal,
The race of Kobolds is primarily, but by no means exclusively, and/or one Low Moderate Extraordinary object.
nocturnal. Kobolds are typically found in deep forests, wild and
dark valleys, and sometimes in subterranean habitat such as mines
or caves. They are around three feet tall, slender of build, and Kobold Trickster
have a greenish cast of skin. They are slightly devilish-looking Appearing: 25% of the total combatant population
folk, with slanted eyes, sharp noses, and wide mouths—a bit H: 22-40
frightening by human standards. They dress mostly in clothing P: 31-60
of green, ocher, and russet. Kobolds are of human-average and S: 16-18
above intellect but love coarse humor.
They are a bit arrogant, but otherwise hard-working, and Attack: A trickster has an Enchantment Ability Power, plus any
friendly to those to whom they take a liking. Because they love one of such type weapons as a club, hammer, hand catapult,
pranks and good beer, their favorite persons are those who pro- hatchet, mallet, sickle sling, etc., plus a secondary weapon such
vide merriment and lager. As with many species of the Alfar as a dagger, knife, etc.
Race, Kobolds do not like surprises, intrusions, or to be watched,
especially by humans. Invisible, Kobolds love to shove bent-over Defense: A trickster has 9 to 11 points of armor due to garb, size,
humans, trip them, steal and hide their possessions, or even and speed, and a Minimal Preternatural energy (4 points) that
pUrloin and carry off valuables belonging to hostile folk. conveys the protection against even Supernatural Harm.
Kobold communities are always very well hidden. Therein, the
Kobold inhabitants will have laid up their store of wealth gained Wealth: In contemporary terms, is in the range of $505-$1,000.
through both work and a bit of pIlfering. It is a hoard of coins There is a small (20%) chance each for one Very Minimal,
and Extraordinary items with a value whose sum is equal to the Minimal, and/or Low Moderate, and a very small (10%) chance
individual wealth of all inhabitants combined, plus an equal value each for one Moderate, Good, and/or Very Good Extraordinary
in precious objects ranging from gems to objects d’art. object.
This race has the capacity to become invisible in an ABC. In
so doing, they do not become immaterial, but they can not be seen
or otherwise sensed by normal means other than touch. Kobolds,
as with many of the small Alfar races, have very keen visual and Kobold Chief/
tactile senses, but their olfactory and auditory ones are a bit less Chieftainess (also
than the human norm. prince and princess)
All of this race is much alike, male and female. Individuals Appearing: 1 of each (4
possess Physique Ability in the range of +2 to +5 despite their total) in a community
small size. Each attacks twice in an ABC because of its muscular H: 32-50
quickness! P: 46-65
About one individual in four possesses a random Extraordinary S: 17-19
Ability Enchantment Power of no better than Good sort, but this
does not convey the general Ability from which it is drawn. The Attack: A chief has 2-4 Extraor-
Power can be activated usually once per day only, and it does not dinary Powers as noted above,
require either a memory tablet or AEPs, but is innate to the indi- plus weapons such as a mace,
vidual Kobold. Such Powers activate unfailingly except on a d% cleaving sword, etc. and a long
result of 00. These are generally “trickster” Kobolds, although the dagger.
chief or chieftainess of a community of these creatures will also
have this capacity. Defense: A chief has 12 points
Kobolds get on passably well, at times, with the fair Alfar sort, of armor due to garb, size, and speed,
but are not compatible with the larger, and generally more stolid, and a Minimal Preternatural energy
members of their own, neutral kinds—Gnomes and Dwarves. (4 points) that conveys the protection
They think Dunnies, Boggarts, Trollkin, and Trow quite amusing, against even Supernatural Harm.
if untrustworthy chaps. Kobolds love to bedevil Oafs and even A Kobold chief will always
Orcs, but all of the big and really dangerous races of malign, have maximum Physique (+5), and a
mixed, and vile Alfar are wisely avoided. chieftainess will have four
A Kobold community will have a treasury of from Extraordinary Powers.
$100-$1,000 per inhabitant in coins and other valuables (crystals,
ivory, objects d’art, etc), and there is a 50% chance each for 1-4 Wealth: In
Very Minimal, Minimal, Low Moderate, and/or Moderate and a contemporary terms, is
10% chance each for 1-3 Good, 1-2 Very Good, one Strong, Very in the range of
Strong, and/or Major Extraordinary object. $7,000-$10,000, triple
that in crystals and gems,
Ordinary Kobold quintuple that in jewelry.
Appearing: About 75% of the combatant total There is a 50% chance each for 1-4 Very Minimal, 1-4 Mini-
H: 21-30 mal, 1-3 Low Moderate, and/or 1-2 Moderate and a 10% chance
P: 36-45 each for one Good, one Very Good, one Strong, and/or one Very
S: 15-17 Strong Extraordinary object.
37
Essentials
Leopard Light Flash: The Leprechaun can, in one second, cause a blinding
flash of light to surround its person. All creatures with visual
Appearing: 1
H: 40-45 organs open, functioning, and directed towards the Leprechaun’s
P: 45-50 locale are instantly blinded. Normal sight returns in 1 ABC.
S: 19 Creatures with particularly keen vision are blinded for 2 ABCs.
This Power can be used once per day.
Attack: A leopard can strike with its paws for 1-10 +1-12 (vari-
able) Harm, and bite for 1-20 +1-6 (variable) Harm. Become Non-material: The Leprechaun can, at will, become non-
material (a spirit creature) in 1 ABC, or become material again in
Defense: 7 points of armor due to speed and dodging ability. a like period. When non-material, it can not use physical items,
nor can it use Powers other than flying when so changed. This
Power can be used twice per day (becoming material not counting
Leprechaun as a use).
Appearing: 1-20
H: 41-70 Transport: At will, instantly, a Leprechaun can self-teleport to
P: 51-80 any known location, or in which is a well-known object or indi-
S: 21-26 vidual. This Power can be used twice per day.
Attack: Leprechaun weapons typically include a sling Make Objects Appear: The Leprechaun can, at will, instantly
(30’/60’/120’), small spear, and/or small dagger that inflict 1-12 apport any object of up to about one cubic foot in volume, or 10
Harm +13-16 Extraordinary Harm bonus bypassing all armor. pounds weight, whichever is the greater measure. This Power can
be used twice per day.
Defense: Garments, natural size and speed, and magical armor
combine for an average 16 points of protection, with a magical Make Objects Vanish: The Leprechaun can, at will, instantly
protection of 8 points against all Harm, including that which teleport any object of up to about one cubic foot in volume, or 10
normally bypasses armor of the Supernatural Extraordinary sort. pounds weight. A fixed or firmly held object will be difficult to
teleport. This Power can be used once per day.
In addition, these creatures have Extraordinary Powers that
enable them to do such things as block harmful Powers aimed at When threatened with defeat or death, a Leprechaun can, in
them, disappear physically, duplicate the form of small, nearby one second, disappear in a cloud of smoke, returning to its own
(harmless) objects, float, fly, create a light flash, become immate- “house” in another dimensional plane. From there, however, it
rial, teleport themselves, and cause objects to appear and vanish. cannot return for a full day after fleeing.
These are detailed hereafter: The Leprechauns are denizens of a parallel world with differ-
ent physical laws. These “wee folk” are pretty much the same
Block Harmful Powers: Powers aimed at a Leprechaun are 70% as depicted in fable and myth. They are smart—sometimes too
likely to be blocked. A successful check by the Leprechaun clever for themselves—and love practical jokes. They are avari-
means that the Power fizzles, with a 7% (01-07) chance that the cious, with a touch of maliciousness, when dealing with anyone
Power backfires on the activator. This Power is always active as seeking to cross them.
long as the Leprechaun is conscious. A Leprechaun can spot any kind of Extraordinary thing in a
flash, and it can’t be fooled by anything short of a really potent
Disappear Physically: The Leprechaun becomes invisible in one enspellment of a grade of Strong or better.
second, and it can remain so until it physically attacks or activates It can spot a fake, or create one that is nearly undetectable.
another Power directed at some target—in which case, it instantly It knows goods and prices to a farthing.
becomes visible. This Power can be used three times per day. It loves to fool humans and pull pranks.
If somehow bested, a Leprechaun will give over a treasure
Duplicate Form: The Leprechaun can at will, in 1 ABC, duplicate valued between $1,100,000 and $4,000,000 in gold and jewels,
an object. It may create 2-5 images of its own person, or else of plus an assortment of 1-10 Extraordinary items of random grade
some inanimate object that is in sight and no larger than itself. (1-12)...or at least promise such. If the Leprechaun has no choice
Duplicate objects behave as if they were the original. Duplicate but to yield the treasure, it will seek to regain this lost wealth,
images do not actually have attacks, however, although they with interest, from the offending party, and its friends will likely
can seem to be attacking, for they can do whatever the actual assist.
Leprechaun does, even though it might be invisible. Otherwise,
the duplicates stand and taunt, appear menacing, scatter in all
directions, etc. This Power can be used once per day. Lion
Appearing: (various #)
Float: The Leprechaun can, in one second, rise up to three feet H: 65-70
above the surface of the ground and float. It can rise or descend P: 40-45
at a rate of three feet per second. Note that this can be done while S: 16
invisible. This Power can be used as frequently as desired.
Attack: A lion will strike with its paws for 1-12 +2-16 (variable)
Fly: The Leprechaun can, in one second, rise up to three feet Harm, and bite for 3-20 +2-12 (variable) Harm.
above the ground and fly. It can continue to fly at a rate of 15
feet per second or descend at such rate. Note that this can not Defense: 4 points of armor protection.
be done while physically invisible, but it can fly when in non-
material form. This Power can be used once per day for as long The lioness of this species is somewhat different, and the
as flight is desired. statistics are shown on the general listing. As lions are both soli-
tary and pack (pride) animals, with group sizes varying greatly,
no range for the number encountered can be given. An encounter
might be with one, two, or as many as three males, and a up to a
dozen mature females, along with several near-mature juveniles.
38
Essential Bestiary
Living Dead (General) All of these creatures have normal Abilities, and some few
likewise manage to retain Extraordinary Abilities and the Powers
Those unfortunate souls that have been denied their final
repose, most often via unknown arts arcane, and Extraordinary, and other capacities attendant thereto.
are known as the Living Dead. It is most difficult to destroy
any kind of living dead entity because of the unholy energy that Anti-Powers Checks
motivates it, and the stronger the kind, the more that must be done 1: A devotional object, when held by an individual, adds a
to rid the world of its presence. bonus of 20 to his or her target number to enable resistance
Note that no living dead can ever enter a place that is to a command. If such an object is touched to a peccant, it
Theurgically sanctified to benign ends, or one that has been actu- inflicts 17-20 points of Harm, but this Harm is only a
ally consecrated and hallowed, and remains so, not having been temporary loss (being regained in one AB). The touching of
defiled or profaned. To do so inflicts one point of Harm per the object also prevents shape-shifting for a full AB.
second while on, or in, such a place. If reduced to zero Health, the 2: A mirror placed to reflect the gaze of the peccant removes its
living dead being is absolutely destroyed. power to immobilize its foes for 2 full ABs.
3: Grain (representing life and fertility) such as wheat or rice
Cunning Living Dead sprinkled in the path of an immaterial peccant prevents
Greatest in energy are the cunning living dead. They not passage across the area, as does running water not spanned
only have wills of their own, but they have a cleverness, sinister by a bridge of some sort.
mental powers, and unholy cunning that enables them to plague 4: Contact with a large amount—at least six ounces—of mint
mankind. Not all living dead of this type chose their state, but prevents a peccant from doubling its movement or attack
no matter the circumstances, each is bent on making humanity rate, making this impossible for a full one minute thereafer.
into cattle to be used most foully. The cunning living dead move 5: Consecrated water in a three-ounce volume, or consecrated
amongst men, and against them, desiring to keep the species alive oil in a one-ounce volume, causes 6-8 Harm to a peccant,
only as servants and prey. No matter the kind, all cunning dead disregarding the creature’s Extraordinary protection. This
are able to mask their true appearance through the unholy power loss is recovered at 1 point per day.
that fills them. To the observer, any of these might seem a normal, 6: Direct exposure to the rays of the sun causes 13-16 points of
or even highly attractive, person. One is listed here, although Harm to a peccant for each ABC it is exposed, but only if
many more types exist. the creature is absolutely naked.
Attack: A balewretch attacks with its fist for 1-10 +8 Harm Moriant
(bonus bypasses armor) and a kick for 1-10 +12 Harm (bonus Appearing: 1 or 1-2 (25% chance)
bypasses armor). A result of 10 on a Harm roll indicates the H: 46-55
opponent is stunned for 1 ABC, and 2 ABCs if both attacks P: 46-55
succeed. S:10-13
Defense: An unnatural energy provides 12 points of armor pro- Attack: A moriant has a stare of Extraordinary force that auto-
tection against all attacks, except those of blessed oil/water or matically inflicts 3-5 Harm that ignores any protection. It also
Extraordinary power. may use a two-armed grasp, immobilizing an opponent and
Consecrated water in a three-ounce volume, or consecrated inflicting 1-12 +1-20 additional Harm.
oil in a one-ounce volume, causes 1-2 Harm to a balewretch,
disregarding the creature’s Extraordinary protection. This loss is Defense: An unnatural energy provides 14 points of armor pro-
recovered at the rate of 1 point per day. tection against all attacks, except those of consecrated oil/water
Unless the head of the balewretch is severed, it will, by virtue or Extraordinary power.
of its malign energy, restore itself to an unharmed state. After Consecrated water in a three-ounce volume, or consecrated
seemingly being killed, the unholy energy of the thing begins to oil in a one-ounce volume, causes 1-2 Harm to a moriant that
mend Harm, restoring 1 point of Health each second after Health disregards the creature’s Extraordinary protection. This loss is
has reached zero or less. If the head is within a ten foot radius of recovered at the rate of 1 point per day.
the body, and is not impeded, it will roll to the body and rejoin, Unless the head of the moriant is severed and burned, it
thus enabling the restoration to commence. The newly-severed will, by virtue of its malign energy, restore itself to its unharmed
head must be physically kept away from the body for one minute state. After seemingly being killed the unholy energy of the thing
for the creature to be destroyed. begins to mend Harm, and restores one point of Health each
second after Health has reached zero or less. If the head of a mori-
A balewretch is a gaunt and cadaverous thing with dark, ant is not destroyed, the body is still able to restore itself—the
leathery skin, long, lank hair, and a hideous visage that leers in severed head will re-materialize atop the body. A newly-severed
delight as the creature feeds on the fleeting life energy of the head must be burned by flame or acid to destroy the creature.
victim it is killing.
A moriant is a death-pale and horribly ugly thing that most
resembles the corpse of a being steeped in the vilest of evil, now
Ghoul alive again with an insane desire to slay, as it cruelly brings slow
Appearing: 1-3 and painful death to a victim so that it might batten on the terror
H: 22-32 of the doomed.
P: 36-45
S: 12-15
Semi-Cunning
Attack: A ghoul will us its nails to inflict 1-12 +10 Harm. It will
also bite for 1-12 Harm plus VT (10% chance of VT bypassing Revenant Bonewalker (Semi-cunning Living Dead)
armor if the opponent has a buckler or shield and has half armor, Appearing: 1+
or has full armor; 50% chance if only half armor and no buckler H: 46-85
or shield is used against the attack). The VT slows the victim by P: 31-60
3-5 points of Speed Base Rating for one minute (20 ABCs). S: 9-14
Defense: An unnatural energy provides 10 points of armor pro- Attack: A revenant bonewalker can launch two preternatural
tection against all attacks, except those of blessed oil/water or bone darts that inflict a minimum of 7 and a maximum of 20 (plus
Extraordinary power. usual bonuses for a 20) Harm disregarding all
Consecrated water in a three-ounce but supernatural armor/protection. In addition
volume, or consecrated oil in a one-ounce one is able to employ any striking weapon,
volume, causes 1-2 Harm to a ghoul that the Harm delivered thus +5 due to unnat-
disregards the creature’s Extraordinary ural negative energy from the reve-
protection. This loss is recovered at nant bonewalker. A giant-sized one
the rate of 1 point per day. is able to employ weapons of
Unless the head of the ghoul great size with commensurate harm
is severed, it will, by virtue of range.
its malign energy, restore itself to
its unharmed state. After seem- Powers
ingly being killed the unholy 1: A revenant bonewalker can
energy of the thing begins to create up to four animated
mend Harm, restoring 1 point of skeletons of animals and
Health each second after Health has command them to stand,
reached zero or less. If the head is within a ten foot move, or move and attack.
radius of the body and not impeded, it will roll to the 2: A revenant bonewalker can create
body and rejoin, thus enabling the restoration to com- and/or control up to 6 bonewarriors (q.v.).
mence. The newly-severed head must be physically
kept away from the body for one minute to destroy Defense: As an ordinary bonewalker, a revenant
the creature. sort has unnatural energy that provides 14 protec-
tion against most attacks, 7 against blunt (shock
40
Essential Bestiary
Harm) weapons and acid. Consecrated oil/water (3-5 permanent An animort is a decayed or mummified and foul-smelling
Harm when hitting in 1/3-ounce volume) and Theurgy Ability corpse that has been given an unnatural vitality that manifests
Powers specific to the living dead have fill effect and disregard itself as a feral glow of sickly yellow in the eye sockets of the
the unnatural energy protection. However, a revenant bonewalker rotting head of the creature.
is able to wear half armor of any sort, from cloth through full
plate so as to gain 3, 5, 7, or 9 added points of protection.
Unless the revenant bonewalker is so harmed as to be at Bonestalker
a negative 10 (-20) or lower Health, the unnatural energy that Appearing: 1
fills it will cause the creature to regain power. After seemingly H: 41-60
collapsing and being destroyed, having been reduced to a zero to P: 50
negative nine (-9) Health, the evil force begins restoring 1 point S: 20
of Health each one second realtime thereafter, until the Health
Base Rating has reached its full state, at which point the creature Attack: A bonestalker can strike twice with its finger bones
arises and functions again. for 9-12 Harm. A successful strike, regardless of actual Harm
inflicted, chills and slows the victim by 25 percent. Four such hits
Certain of the living dead skeletal remains, typical and paralyze the target for one AB.
unusual bonewalkers as it were, are allowed to retain the spirit
of their former living person if they were sufficiently wicked so Defense: A bonestalker’s bones provide 4 points of armor, and it
as to please the malign nether being that is lord can absorb 90% of piercing Harm without damage.
of the evil deceased. That deity will imbue the
select deceased skeleton with energy and return A bonestalker is an aggressive form of Living Dead Animate
the spirit in altered form, to the remains as a kind Remains. Whether by curse or other Extraordinary means, these
of punishment and reward. Thus the revenant skeletal remains of a human or humanoid creature are Preternatu-
bonewalker comes into being. The spirits of all rally energized and difficult to destroy. Some are self-willed, but
such things are quite insane, of course, but now able to exist and be active only in a relatively small area in which
operating with evil cunning, and some hate-filled the energizing power for their existence has effect, and some few
thought processes. Their existence is torture, as are free to roam widely.
the spirit knows what normal life was like,
must now exist as a skeleton quite unable
to enjoy any of the pleasures of human Bonewalker
life. Appearing: 1+
H: 16-25
P: 26-35
Unwilled Living Dead S:11-14
The least powerful type of living
dead are the unwilled sort, things with Attack: A bonewalker attacks with up to four
no thoughts and only an unholy desire to Preternaturally created and projected bone
slaughter and destroy beings that are truly darts that shoot to a six foot distance. Each
alive. The unwilled are created by arcane dart inflicts 1-20 +3-5 Harm (bonus Harm
evil Extraordinary powers. disregards all except Supernatural armor).
Defense: No armor other than cloth or leather sort can be worn by Drugulo, immature
a nosferatu, but it’s unnatural evil energy provides a continuous H: 21-30
8 points of armor protection against attacks of any sort, including P: 16-25
those of Extraordinary nature. S: 11-13
The malign energy of a nosferatu restores the thing to an
unharmed state in less than a day’s time, unless it is completely Attack: Immature drugulo can strike for 1-12 Harm, and bite for
destroyed. After it’s Health has reached zero or less, the unholy 1-20 Harm.
energy of the thing begins to mend Harm, and restores five points
of Health each hour thereafter. No amount of dismembering or Defense: Its furred hide and speed account for 6 points of armor.
the like will prevent this restoration, except as detailed below.
When it has regained full Health, it will arise, fully restored.
To destroy a nosferatu, a wooden stake of at least one-inch Gibbers
diameter must be driven through its heart. The head of the nos- Appearing: 1-6 (mature)
feratu must be severed, consecrated wafers placed within its H: 51-60
mouth, and then its head and body sprinkled with consecrated oil. P: 36-45
Thereafter, both the head and body must be burned by fire. S: 11-13
Attack: A musteel can bite twice each ABC for 1-12 Harm each
Ladybugs bite.
The humanoid race called by the name “ladybugs” is perhaps
the most cruel of all manimal jokes played on humans. How Defense: A musteel’s speed accounts for 10 points of armor.
some insect was enlarged and intermixed with a warm-blooded
mammal is beyond the ken of the most able wizard alive today.
There are three stages of life in this species. The egg, laid in a Musteel, Immature
large amount of carrion (such as a human corpse) quickly hatches H: 15-20
to a larva. This robust, many-legged creature quickly eats its way P: 11-20
out, consumes what remains, and then, growing to some 10 foot S: 19
length and able to climb walls and walk on ceilings, hunts for
more prey. After a few months spent hunting and feeding, it spins Attack: An immature musteel can bite twice for 1-10 Harm each
a cocoon, pupates, and comes forth as an adult. bite.
45
Essentials
Defense: An umnmature musteel’s speed provides 12 points of bypassed 50% of the time.
protection.
Defense: A widowblack’s speed and leaping ability provide 6
points of protection.
Travail (General)
This humanoid race, seemingly springing from the gharial,
is equally at home above ground or in a subterranean habitat. In Manticore
either case, though, it requires water. The skull of the species is Appearing: 1
higher and more rounded than that of crocodilians, but the long, H: 50
many-toothed muzzle marks them distinctly for what they are. P: 60
The hind legs are elongated and the tail shortened, so they can S: 15
move upright bipedally using the tail as a brace, and are very able
swimmers. Travail have poor hearing, an excellent sense of smell, Attack: A flick of the scorpion-like tail hUrls 1-4 missiles to a
and fair eyesight. 60-foot range for 1-20 Harm plus VT of 17-20 Harm. A close-
range attack with the tail inflicts damage as noted above, and
Travail (mature) can be used with one of the following: two claw attacks for 1-12
Appearing: 2-8 Harm each, or a leaping, rear talon attack for 21-25 Harm.
H: 26-35 There are 12 awl-pointed, detachable sections on the end of
P: 31-40 the manticore’s tail. These venomous portions can be discharged
S: 5 on land/15 in water by the switching of its tail, or else flicked at an opponent in close-
range combat. Once used, the sections regenerate, one every six
Attack: The bite of the travail inflict 3-20 +6-8 Harm. hours until all 12 are restored.
Defense: The travail’s crocodilian, scaled skin provides 7 points Defense: 8 points of protection due to malign Preternatural
of armor. energy.
48
Essential Bestiary
Orcs (General) Defense: A chieftain has a shield and 10 points of armor.
Wealth is in the neighborhood of $5,000-$8,000 in each of the
Appearing: 2-40+
following areas: coins, crystals and gems, jewelry items, and
Orcs, close kin to Oafs, are likewise native to an adjacent liquor. There is a 30% chance each for 1-3 objects of from Very
alternate Earth. Orcs are, of course, in the Alfar family and Minimal to Moderate Extraordinary sort (four checks in all).
of Strong & Vile nature classification, even though this is not
entirely deserved. In general, they are not quite so tall as Oafs,
but are broader and almost as strong, and not quite so dull-witted Lesser Orc
(they can be cunning and tricky.) A typical specimen is just under Appearing: 20% of random group, 30% of any mixed group of
six feet tall from the top of his sloping cranium to the soles of Orcs
his big, flat, long-toed feet. Facial features are coarse, the jaw H: 30-35
lantern-like, ears long. Shoulders are square, arms quite long, P: 26-35
hands ham-like with long but thick fingers. The leaders of this S: 11-14
race are Great Orcs, these being larger and stronger than the usual
and lesser sorts. Attack: A Lesser Orc will typically use a sling or a throwing
Orcs are tough, but somewhat cowardly, humanoids typically spear, and hand weapons such as a clever, hatchet, etc., with a
formed into tribal bands. As the stronger tend to dominate the Physique and other Harm-inducing Abilities bonus of +1-4.
weaker, it is usual for Orcs in a band to be of mixed sort.
Only in small bands, or unusual circumstances, are single-type Defense: A Lesser Orc will possibly use a buckler and wear 6
groups encountered—Lesser, Common, or Greater Orcs. In any points of armor.
case, they will nearly always attack strangers that appear weak
or unready. Those not slain will be enslaved or, in the case of Wealth: This is in the neighborhood of $100-$400 in each of
primitive bands, even eaten, and, much like the Oafs, Orcs in the following areas: coins, crystals and gems, jewelry items, and
general have no real idea of the value of treasures. liquor.
Orcs have little pride or honor. Typically, they will bully
when in power, beg when powerless, break their oaths, and betray
others for no reason other than the enjoyment it might bring. Common Orc
They respect strength and assail weakness. There are, of course, Appearing: 50% of a random group, 50% of any mixed group
many exceptions to this broad characterization, especially where of Orcs
Orcs have been in contact with, and socialized by, more culturally H: 35-40
developed persons. P: 31-40
Orcs gladly associate with their smaller and/or weaker S: 8-10
kin, considering them as useful servants and helpful warriors in
time of battle. Similarly, when faced with stronger sorts, they Attack: An Orc will usually wield a short pole-arm and knife,
become subservient and do whatever is required to remain alive. with a variable Physique and other Harm-inducing Abilities
Naturally, they are not particularly reliable in such situations and bonus of +2-8.
must be watched carefully by their masters.
In wilderness places, Orcs will form large, tribal bands of a Defense: An Orc will use a shield and wear 6 points of armor.
thousand or more, many thousands in some cases. Such groups
are led by a very powerful Greater Orc chieftain and a cadre of Wealth: This is in the neighborhood of $100-$600 in each of
lesser chiefs. These bands will frequently cooperate with similar the following areas: coins, crystals and gems, jewelry items, and
groups of Oafs or even humans. liquor.
“Pegasus” is the common and most-recognized name for the Scorpion, Black
hippoaquila. Of the many strange creatures brought to this world Appearing: 1+
by its pre-human rulers, and later by the ancient human Adepts, H: 2
to employ in various warfare roles, the hippoaquila is the possibly P: 20
the best. The beast is not only generally harmless to those not S: 15 attacking/2 moving
attacking it, but also serves as an incredible mount for the one
fortunate enough to capture and actually tame it. Attack: A black
A hippoaquila is able to bear up to 500 pounds additional scorpion can sting
weight and still attack, run, and fly. Its mighty, eagle-like wings for 1 Harm plus
are imbued with Preternatural energy that enables flight for peri- VT of 21-25
ods equal to those a horse can travel on the ground. Harm. Any
attack by a
black scor-
Rhinoceros, Black pion that does
Appearing: 1-2 not encounter
H: 91-110 actual armor
P: 21-30 inflicts the VT noted.
S: 15 Assume that full armor is bypassed
10% of the time, and half armor is bypassed 50% of the time.
Attack: A rhino can strike with its horn for 13-20 +1-10 points
of Harm. If the rhino charges to attack, the damage inflicted is Defense: A black scorpion has 1 point of natural armor.
13-40 +1-10 Harm. A rhino may also trample after a charge for
26-35 Harm. All attacks are unmodified by any armor/protection.
A rhino charge covers a swath eight feet wide for purposes of Setcha
determining what Avatars and creatures are exposed. Appearing: 1
H: 61-80
Defense: A rhino has 7 points of natural armor. P: 36-45
S: 15
See the Listing above for the statistics of other rhinoceros
species—eastern White, Island, and western White rhinos. Attack: Paw for 1-12 harm plus Physique/precision variable of
5-30 Harm, and three fang-strikes each for 3-5 plus VT of 6-8
Harm, the poison splattering and ignoring armor protection even
Rukhs (General) if the fangs do not penetrate the flesh of the target subject.
This is the largest of birds, surely from some other set of Defense: 4 armor protection from hide/scales necks and rapid
dimensions, and both able to fly despite its huge size, and pr movement.
otected by Preternatural energies. The rukh has a wingspan of 100
or more feet. Its habitat is warm climates, where it preys on large This other-dimensional monster appears something akin to a
animals, including rhinoceroses and elephants. It is able to lift huge lion with three thick snake-like necks and heads. Although
about four tons. It will often seize several smaller creatures, such it is not native to earth, one occasionally slips through or is
as camels or horses, by swooping and plummeting down upon a brought to the world of men. The six-to-eight-foot-long necks
herd, and using its massive talons to snare multiple victims. Prey enable the monster to attack up to three separate targets at one
of largest size and a weight exceeding its ability to carry off is time.
battled on the ground, slain, and devoured there. Occasionally, a
rukh will be driven off, or even slain, by a great rhino or bull
elephant, but this is rare. Slimes (General)
If two rukhs are encountered, they will be a mated pair with a These mobile and carnivorous plants, being subterranean in
nest somewhere relatively nearby. There is a 25% probability for habitat and having no photosynthetic capacity, are more of the
an egg or young rukh being therein. very deadly underground predators that lurk in caves, dungeons,
In general, these massive avians have no treasure, but there and mines to attack and devour prey. Slimes are not rapid in
might be ivory and rhino horn below the eyrie or within a nest. movement, but have developed relatively fast attack methods to
make up for this limitation. They are silent killers waiting for
prey to wander close as they slowly move from place to place.
Rukh However, slimes are never found far from some source of water,
Appearing: 1 (75%) or 2 (25%) be it no more than a trickle, for if they dry out they quickly die.
H: 201-230 Slimes are able to move along or cling to perpendicular surfaces
P: 41-60 or ceilings.
S: 10 attacking/20 flying Slimes have sensory organs for the detection of vibration,
pressure, and heat. If prey approaches within about 30 or so feet,
Attack: A rukh has two talon attacks that inflict 36-50 Harm they are aware of this and can track its movement while within
each. It also has special attacks detailed hereafter. Small prey, such range.
such as a human, make it difficult for the rukh to use its talons Note that prey contacting one of these things obviates the
effectively. Harm taken if so seized is half the indicated amount need for a Precision check to discover if the attack of the slime
(18-25 [17 +d8]), and armor will indeed deduct from such injury. succeeds.
50
Essential Bestiary
Chameleon Slime This slime lurks on floors, walls, or even ceilings where
Appearing: 1 it is no more than 12 or so feet above the floor. Once a victim
H: 40 moves within its 15-foot missile range, it lashes out with its three
P: 25 active portions to let fly the deadly globs of its breeding body.
S: 5 attacking/1 moving When a blob of slime strikes, it gushes forth an acid that generally
destroys the glob proper, and this enables both the freedom of
Attack: This slime secretes a strong acid for 9-12 points of the attacking rhizome-like tendrils and access to exposed flesh for
continuing Harm that ignores armor protection (and delivers full their piercing entrance.
and equal Harm to objects such as armor and flesh).
Defense: The chameleon slime has no protection against alkaline Spider, jumping
bases, electrical, and flame Harm. It has 10 points of protection Each species of jumping spider resembles the common wolf
against cold and shock Harm, and 20 points of spider in some degree. These spiders are all aggressive hunters
protection against all other (usual/normal) and prefer to ambush prey. They do not build webs to trap
attack forms. prey, but instead leap from hiding to assail a victim
that wanders close. The bite of a jumping spider
This slime lurks virtually anywhere prox- injects VT into the subject, and all Harm that accrues
imity or contact is likely, for it can from the VT ignores the armor of the subject. The VT is a
assume the coloration and texture of simple venom that only inflicts Harm.
many surfaces—sand, gravel, dirt, All these spiders can be found both above and
mud, rock, hewn stone, or even below ground, but the larger varieties are most often
wood or brick. As it uses found in ground-level lairs or camouflaged caves
its many little cilia to creep near where large prey routinely travels. Refer to the
rapidly onto its prey and Alphabetic listing for statistics based on the size of
ooze parts of itself through the jumping spider encountered.
openings in armor and cloth-
ing, attacks upon the slime will Spider, web
surely affect its victim as well. These spiders can be found in many different
climes, but almost always favor locales that
Flowing Slime provide plenty of structures from which to
Appearing: 1 hang their webs. Deep forests, craggy
H: 35 ravines, and the like all provide many
P: 30 points on which to attach web strands.
S: 10 attacking/1 moving The webs spun by these spiders grow in relation to the
size of the spider creating them. Those of the smaller varieties are
Attack: An adhesive attaches this slime fast to the victim, fol- easily broken by humans, but the webs of the huge (40”) spiders
lowed on the next ABC by a strong acid secretion for 9-12 points require more effort, with a 90 percent chance for breakage per
of continuing Harm that ignores armor protection (and delivers attempt. The webs of the giant spiders are so tough as to require
full and equal Harm to objects such as armor and flesh). possession of Physique Ability to break, and each 10 points of
Ability garners a one percent chance to break the strand.
Defense: A flowing slime has no protection against alkaline The webs are also inflammable. The webbing of the giant
bases, cold, and electrical Harm. It has 10 points of protection (80”) spiders will melt, actually, instead of burning, but all of the
against fire and shock Harm, and 20 points of protection against lesser webs will burn away when lit with a torch. Burning the
all other attack forms. webs, of course, will incite the spiders to attack. Any surviving
spiders will quickly re-spin the webs.
This slime lurks in water or in someplace where it can flow It is difficult to exterminate all of the spiders infesting an
out and affix itself to its prey. Once it contacts a victim, it sends area. Many immature spiders will sequester themselves in the
out branches of slime that release digestive acid of great strength. slightest of crevices to survive assaults on the mature spiders,
As it is glued to its prey, attacks upon the slime will surely affect and egg sacs are easily hidden. It is believed the aid of some
its victim as well. supernatural agency is necessary to ensure eradication of an entire
spider colony.
Lashing Slime The bite of a web spider, like that of a jumping spider, is not
Appearing: 1 terrible in itself, but it does inject a toxin into the victim. The VT
H: 30 is a simple venom that only inflicts Harm to the victim.
P: 20 Refer to the Alphabetic listing for statistics based on the size
S: 15 attacking / 1 moving of the web spider encountered.
Attack: This slime can make up to three separate attacks per
ABC. First a detached glob of slime strikes and holds fast to the
victim, followed on the next ABC by an attack for 9-12 Harm Spirits of Evil of the Human Dimensions,
that ignores armor protection (and delivers full and equal Harm to (General)
objects such as armor and flesh). Two ABCs thereafter, rhizome- These creatures are the non-material forms of the restless
like filaments of the slime complete the piercing of the victim’s dead, rather than the more material living dead to which they
flesh, enter the blood stream. The Health of the slime glob then are only remotely akin. It is most difficult to destroy any such
begins growing immediately (one point each ABC until victim’s evil spirit because of its basic non-material state and the unholy
Health is destroyed). The brain of the victim is then lashing energy that motivates it. In regards to the most powerful kind, the
slime, and soon the rest of the corpse is consumed and a new only relatively sure way to be rid of one permanently is through
lashing slime emerges! the use of Extraordinary power.
No evil spirit can ever enter a place that is Theurgically sancti-
Defense: A lashing slime has no protection against alkaline bases fied to benign ends, or one that has been actually consecrated and
or flame Harm. It has 10 points of protection against cold, electri- hallowed, and remains so, not having been defiled or profaned. To
cal, and shock Harm, and 20 points of protection against all other do so inflicts one point of Harm to Health/Free Will per second
attack forms.
51
Essentials
on, or in, such a place. If reduced to zero Health/Free Will, the Shadowling
malign thing is absolutely destroyed. Appearing: 1-12
They have wills of their own, can assume at least semi- H/FW: 20 special
material form and attack the living. Whether by their own malign P: 25-30
refusal to accept a material end or brought to or kept in our S: 11
dimensions through Extraordinary agency, any spirit of this kind
is hateful and bent on causing misery and death to all humans. Attack: A shadowling uses a shadow-sword or like weapon
Note that the Health/Free Will of these spirit creatures can exceed that has a negative energy, inflicting 1-12 Harm that ignores all
the normal shown, for each victim that one of these slays brings but negatively-energized Extraordinary protection. Half (rounded
it an additional point. down) of the Harm accrues to the shadowling’s Health/Free Will
total for one hour. For each victim slain, 1 point of H/FW accrues
permanently to the shadowling.
Apparition In strong twilight or full darkness, no shadow-weapon touch
Appearing: 1 or more can do other than 1-4 Harm, for unless there are deep shadows
H/FW: 30 special present, no shadow-weapon touch can be greater than that. In
P: 30-35 conditions with many deep shadows, a successful touch scores
S: 7 5-8 Harm. In a place partially illuminated by flickering light
sources, with a great variety of light and dark and shadow, a touch
Attack: An apparition attacks by contact that disregards all but scores 9-12 Harm.
Theurgy Ability Extraordinary protection, or Supernatural protec-
tion, and inflicts one of the following: Defense: A shadowling is unharmed by normal attacks. Shadowl-
ings are harmed only by weapons or attacks of an Extraordinary
1: 1 point of Harm to Speed BR nature, such affecting its particular dimension or drawing upon
2: 3-5 points of Harm to Precision BR dark energies, thus extending to the dimension of the creature.
3: 6-8 points of Harm to Health BR
A shadowling is a weak, semi-material, shadow-like manifes-
When a successful attack occurs, the Harm inflicted is tation of a dead human that seems no more than another shadow
temporarily added to the apparition’s own corresponding ratings, unless seen clearly, in which case the evil face and faintly glitter-
and lasts for one day only, then fades, save 1 point of H/FW that ing eyes can be discerned. It is then evident that it is a shadow
will remain as the creature’s own if the assailed victim is slain. form not belonging to any material body.
Free-willed shadowlings are both malicious and hateful. They
Defense: An apparition is unharmed by normal attacks, and are active only when light conditions are equal to twilight or
malign energy gives 4 points of armor against all Extraordinary darker, or when brighter light produces very strong, deep shade,
forms of attack. such as in a forest.
In full daylight, an apparition is powerless. In bright light, The seeming destruction of a shadowling—lacking the use of
such as that of a well-illuminated room no touch can succeed in a Theurgy Ability Power—merely sends the spirit into immaterial
the draining of a victim’s Base Ratings. form for as many hours as it has points of Health. Then it reforms
Knowing this, a, free-willed spirit being is most malicious and and is able to appear once again. It must be laid to rest through a
hateful. It is active only after sundown or when light conditions Power to be eliminated from the world.
are such that there are dark places and shadows where it can
manifest itself. The seeming destruction of an apparition—lack-
ing Theurgy Power use—merely sends the spirit into immaterial Tiger, northern
form for as many hours as it has points of material Health. It Appearing: 1 (10% chance for a mating pair)
then reforms and is able to appear once again. It must be laid H: 61-70
to rest through a Theurgy Ability Power to be eliminated from P: 61-70
the world. S: 18
An apparition is a spirit able to assume the likeness of any Attack: A tiger can strike for 1-12 +12 points of Harm, and bite
human, but if it is seen in bright light its semi-substantial state can for 9-20 +2-14 points of Harm.
be detected, as can its true, frightfully malign visage.
Defense: A tiger has 4 points of armor due to its speed.
Ghost These great cats prefer cold climates. The tigress of this
Appearing: 1 or more species is somewhat different, and the statistics are shown on the
H/FW: 10 special Listing provided at the beginning of this section.
P: 20-25
S: 9
Tiger, southern
Attack: A successful attack indicates the ghost has entered and Appearing: 1 (10% chance for a mating pair)
taken over the subject for 1-4 ABCs. During this time it has H: 56-65
full control of the subject individual’s physical body, and if the P: 60-65
possessed form is slain thus, the ghost gains 1 point of Free Will. S: 19
Defense: A ghost is unharmed by normal attacks, and malign Attack: A tiger can strike for 1-10 +10 points of Harm, and bite
energy gives 8 points of armor against all forms of Extraordinary for 8-20 +2-12 points of Harm.
attacks. In full daylight, a ghost is powerless. In bright light, such
as that of a well-illuminated room no touch can succeed in taking Defense: A tiger has 5 points of armor due to its speed.
possession of a victim. A ghost can be killed only in the same
manner as an Apparition (q.v.). The southern tiger of the eastern hemisphere ranges in habitat
from warm temperate climes to tropical forests. The tigress of this
A ghost is a spirit that can assume only its own past likeness, species is somewhat different, and the statistics are shown on the
and that in but a semi-transparent state until it is fed. Listing provided at the beginning of this section.
52
Essential Bestiary
Trogs (General) Wealth: In contemporary terms, is in the range of $100-$600 in
odd coins, crystals, etc. per individual. There is a 10% chance for
Appearing: 3-18 or 55-200+ in a community
one Very Minimal Extraordinary object.
The Alfar race of trogs most closely resembles the extinct
primitive human species known as Homo neanderthalus. The
species is about five feet tall, heavy boned, muscular and broad Trog Chief
of shoulder, with very large hands and feet. The skull is low Appearing: 1 in a group of 12, 1 per 50 trogs in a community
and long, with a beetling brow ridge. Features are thick and flat, H: 51-70
eyes small, and ears rather large. All are hirsute, so the sallow P: 51-80
complexion of the leathery skin is sometimes most difficult to S: 12-15
see.
Trogs are basically underground dwellers, though some bands Attack: A chief can use weapons such as an axe, a spiked club,
will dwell in dark forests and like gloomy places. Although they sword, etc., all gaining a Physique Ability bonus of +8.
are rather dull-witted, trogs have excellent senses, save in bright
light where their vision is reduced, as such illumination is akin to Defense: A chief will use a buckler and gets 8 points of protec-
twilight to their eyes, and touch that is not nearly as sensitive as tion for matted hair and skin, salvaged armor worn, and speed
is human tactile sense. Their communities are always in caves or of reaction.
otherwise located in subterranean or semi-subterranean places.
All of this race are much alike, and whether male or female Wealth: In contemporary terms, is in the range of $1,000-$4,000.
all are combatants. Immature trogs do not fight, and will cower There is a 20% chance each for 1-2 Very Minimal, one Minimal,
or flee if threatened. Individuals possess Physique Ability in the one Low Moderate, and/or one Moderate Extraordinary object.
range of +2 to +8.
In a community, the chief trog will have a hoard of coins and
even some Extraordinary items with a value whose sum is equal Trog Hag
to the individual adult wealth of all his subjects combined. Appearing: 1 in a group of 12, 1 per 20 trogs in a community
Trogs are mainly carnivores, and enjoy mostly any sort of H: 35-40
tender flesh, that of humans being highly prized. P: 31-50
There will always be one (additional) bully for every three S: 13-16
average trogs randomly encountered, and they constitute one-
quarter the number of combatants in a community. Bullies have Attack: A hag has from two to four Powers of Extraordinary
a Physique bonus of +6. Ability—Enchantment and Theurgy at 31-50 score, in any mix,
There will be a trog hag in any group of 12 or more trogs, and from Very Minimal to Good grades. Hags uses a knife or club.
in a community there is one for every 20 other trogs therein.
There is always a trog chief in any group of 12 or more trogs, Defense: A hag has 8 points of protection for matted hair and
and in a community there will be one chief for every 50 total skin, plus salvaged armor worn and speed of reflexes.
trogs. Each trog chief has maximum Physique of +8.
Trogs are on relatively good terms with Trow, Oafs, Orcs, and Wealth: In contemporary terms, is in the range of $500-$3,000
even Trolls—as long as they are many and the Trolls few. Not in coins, crystals, etc. per hag. There is a 20% chance each
wishing to be killed or enslaved, they keep well clear of the more for one Very Minimal, one Minimal, and/or one Low Moderate
powerful sorts such as giants, Urls, and so forth. Extraordinary object.
Attack: A trog uses weapons such as the following: throwing Attack: A Troll will hUrl small boulders to 120-foot range for
stick and spear, or throwing spear and club, or large stone and 1-20 +12 points of Harm, and usually use weapons such as a
axe, any such weapons striking with a Physique Ability bonus of club or spiked club, gaining also a Physique Ability bonus of
from 2-5 points Harm. +12 Harm.
Defense: 6 points of protection for matted hair and skin, plus Defense: A Troll will wear 3 to 6 points of hide armor.
hides worn.
Wealth: Trolls have wealth in the range of $2,000 to $40,000
Wealth: In contemporary terms, is in the range of $50-$500 in each, with no set chance to find any Extraordinary item—any
odd coins, crystals, etc. per individual. such objects being of special sort as determined and awarded by
the LM.
Trog Bully
Appearing: 25% of the group A Troll is a big Alfar humanoid of strong, but deformed, sort,
H: 40-45 whose home is on the same plane as, (and who is often allied to)
P: 35-40 Urls, and even Ulfs. A typical Troll is about seven and a half feet
S: 8-11 tall, heavy of bone and muscle, with short legs and long arms.
The head is large with a prominent brow, high, back-sloping
Attack: A bully will use weapons such as sling, throwing spear, cranium, and very large ears. They often kill and eat smaller sorts
spiked club, etc., all such weapons striking with a Physique Abil- of Alfar, cooperate marginally with those powerful enough to
ity bonus of +6 Harm. demand it, and serve greater creatures when forced to.
Some very few Trolls are excellent craftsmen, but none are
Defense: 7 points of protection for matted hair and skin, plus very intelligent. They are subterranean/nocturnal creatures that
hides worn. turn to stone in direct sunlight, and suffer 3-5 points of Harm each
AB (12 seconds) they are in strong, indirect sunlight.
53
Essentials
Trollkin (General) Royal Trollkin will have personal stashes of valuables such
as small art objects, furs, ivory, precious metals, in a range of
Appearing: 22-220+
from $12,000-$50,000.
Any organized group of these humanoids is called a brangle. Cave Trollkin are on relatively good terms with other Alfar
Brangles are generally communal in nature, although the more Races of their general ilk, including Oafs (whom they will exploit
powerful individuals accumulate some personal wealth. for their strength) and Trow. They are not particularly hostile to
Cave Trollkin differ from their close cousins, the Barrens capricious Grotto Wylfs. They find Gnomes, Dwarves, and all the
Trollkin, in that they are slightly smaller and have skin of a like too smart and too regimented, so whenever they are near,
pale slate color or blue, rather than deep gray or gray-brown. the Trollkin harass them, steal, spoil, attack, etc., to drive them
(See the general Listing above for the statistics pertaining away.
to Barrens Trollkin.) A typical specimen of Cave Trollkin Barrens Trollkin tend to inhabit the outdoors and their
is only about three and a quarter feet tall, but weighs at brangles are sometimes of considerable size, numbering in
least 60 pounds, because of dense bones and muscle. A the upper hundreds or even a thousand or more. Such large
Barrens Trollkin might be a couple of inches taller groups divide into gangs, each a clan-like association of
and a few pounds heavier. While Trows have round related families. It is most probable that a band of Hill
heads and Oafs flat oval ones, Trollkin are bul- Trow will be found associated with any large brangle
let-headed, with features seemingly scrunched of Barrens Trollkin at a ratio of about one of the
down onto the lower third of their faces, former to each nine of the latter.
with large ears that protrude laterally
accentuating this condition. Cranial hair is
in a straight-standing shock atop the point Cave/Barrens Trollkin, Average
of the head. Appearing: about 90% of the population
Trollkin of all sorts are basically H: 21-26
underground dwellers, though unlike the P: 20-25
Trolls, they do not explode or turn to S: 8-10
stone in sunlight. They just don’t func-
tion well in bright light. Their eyes see Attack: One third of a group will be armed
best in dim light, and they can even see with slings (barrens Trollkin) or rock-throwers
somewhat when there is no light of the (below) and a hand weapon, one third with 3
sort perceptible to human eyes. Like- javelins and a hand weapon, and one third with
wise, their hearing is keen, especially in club and knife.
regards to echoes. Their sense of smell is Rock throwers are a billet with a cup,
abominable, as is their personal odor. something like a short lacrosse stick, by
All of the Troll kind enjoy means of which a goose-egg-sized stone
human flesh, but Trollkin do not crave can be thrown up to 150 feet distance
it. All are excellent spelunkers, being generating 1-20 Harm.
able to negotiate the underground ways
with alacrity and climbing and squeezing Defense: A Trollkin will carry a targe and have
quickly through tight spots. All can also 6 points of armor.
hold their breath for more than two min-
utes, a survival feature required in places Wealth: Wealth for average Trollkin of all sorts
where poisonous gases are encountered, is from $10 to $100 in coins, and a like sum in
and all can swim rapidly (swim- crystals, per individual.
ming at a speed equal to a
human’s average walking pace)
and well. Cave/Barrens Trollkin Chief
Chief, jarl, and king Trollkin Appearing: 10% of the population, 1 per 10
have the non-standard abilities average Trollkin
of belly wiggling at half normal H: 31-40
walking speed, and somersaulting P: 26-35
ahead 10 feet, or backwards 5 S: 11-13
feet, in one second, so as to land
upright at the end. They add 2 points to armor thus, and do not Attack: A chief will typically use two throwing axes or hammers,
receive an attack penalty for the added action. Barrens Trollkin a battle axe, and knife.
have Ranging and Waylaying Abilities at 50 Score, and Cave
Trollkin have Ranging and Stealth Abilities at 50 Score. Defense: A chief will carry a buckler or shield, and wears 8
Trollkin often employ volatile mixtures of inflammables, such points of armor.
as naphtha or turpentine, mixed with light oils and kept in skins
so as to be able to be squirted at foes. The stream projected will Wealth: Wealth for chief Trollkin of all sorts is from $50 to $500
be ignited by flame, usually from a torch, even as it is being in coins, and a like sum in crystals, per individual. There is a 10%
directed upon its target. There are typically 10 good squirts in chance for one Very Minimal Extraordinary object.
such a skin, and each dousing will burn for about 10 seconds. The
range of a stream is about 15 feet, and Harm is 1-2 points for each
one second realtime the target is on fire. Cave/Barrens Trollkin Jarl
A brangle of Cave Trollkin collect a great deal of stuff over Appearing: 1 per 50 average Trollkin
time. Much is useless to anyone save other Trollkin, but some H: 41-50
small amount of clothing, equipment and useful gear, weapons, P: 40-46
and armor suitable for humans, will also be found. S: 12-14
High-ranking Trollkin, jarls, and weirdwives will also have
small hoards of valuables such as small art objects, furs, ivory, Attack: A jarl typically has 2 throwing axes or cleavers, sword
and precious metals, in a range of from $1,000-$20,000 per and knife or dagger.
category.
54
Essential Bestiary
Defense: A jarl will use a buckler or shield and wear 10 points Wealth: For Trollkin weirdwives of all sorts this ranges from
of armor. $5,000 to $8,000 in coins, a like sum in crystals and gems, and
double that in jewelry per individual. There is a 30% chance
Wealth: For Trollkin jarls of all sorts this ranges from $1,000 each for 1-3 Very Minimal, 1-2 Minimal, one Low Moderate,
to $6,000 in coins, a like sum in crystals and gems, and double one Moderate, one Good, and/or one Very Good Extraordinary
that in jewelry per individual. There is a 25% chance each for object.
1-2 Very Minimal, one Minimal, one Low Moderate, and/or one The Trollkin queen has twice weirdwife wealth, and a 40%
Moderate Extraordinary object. chance for Extraordinary objects as noted above, plus a 25%
chance each for one Very Good, one Strong, and/or one Very
Strong Extraordinary object.
Cave/Barrens Trollkin King
Appearing: 1 per community
H: 61-80 Trow (General)
P: 51-70 Appearing: 5-50+
S: 11-16
Short and stocky, avaricious, scheming, and rather sinister,
Attack: A king typically uses a small crossbow (discharges two Trow look like beardless, bushy-headed dwarfs having a bad hair
quarrels at once, thus a double attack on one target) and 20 day. Their ears are too large, their mouths too wide, and teeth are
quarrels, a short thrusting sword, and belt mace. of the snaggled and spiky sort. They wear leather garments, and
various belts and harnesses from which weapons such as knives
Defense: A king will use a buckler and has 12 points of armor and hammers depend.
that is partially Extraordinary-engendered.
Wealth: For a Trollkin king this ranges from $5,000 to $30,000 Trow
in coins, twice that sum in crystals and gems, and twice that in Appearing: 22 to 220+
jewelry. There is a 60% chance each for 1-4 Very Minimal, 1-3 H: 36-45
Minimal, and/or 1-2 Low Moderate Extraordinary objects, 30% P: 31-50
chance each for one Moderate, one Good, and/or one Very Good S: 12 attacking / 8 moving
Extraordinary object, and a 10% chance each for one Strong, one
Very Strong, and/or one Major Extraordinary object. Attack: A Trow will typically have a small crossbow (with
spring arms that make it equal to largest of human ones), or
several spears, and an assortment of cleavers, hammers, and
Cave/Barrens Trollkin Spaewife knives.
Appearing: 1 per 25 average Trollkin
H: 21-30 Powers
P: 26-35 Each individual Trow also has one minor Extraordinary Power
S: 12-15 of some sort, typically employable once a day only, such as:
1: In 1 second, become invisible and remain so for up to 12
Attack: A spaewife uses special Powers, one per ABC, at will: a seconds (or until striking with a weapon).
glare to cause a single subject to act at half normal speed when 2: In 1 second, blend with the surroundings so as to be unnot
watched, or a stare that can deliver 3-5 points of Harm, regardless iced until active.
of armor, to a single subject. The spaewife can also use a weapon 3: In 1 ABC, bring a rain of stinging pebbles for 4 ABCs (12
such as a dagger or knife. seconds) into an area of 10-foot radius around the Trow
(not touching that individual). The stones cause all therein
Defense: A spaewife has 4 points of armor. to operate at an Ability penalty of +10 per ABC of
exposure, viz. +10 to +40 penalty to dice rolls.
Wealth: Wealth for Trollkin spaewives of all sorts ranges from 4: In 1 second, cause a foot to slip so a subject in sight and
$1,000 to $3,000 in coins, double that sum in crystals and gems, within 30 feet distance falls down.
and triple that in jewelry per individual. There is a 25% chance 5: Instantly dash off at three times normal running speed for
each for 1-2 Very Minimal, one Minimal, one Low Moderate, one 4 ABCs.
Moderate, and/or one Good Extraordinary object. 6: Instantly dodge a deadly blow.
7: Instantly double its normal precision for one attack.
It is rumored that some spaewife Trollkin possess other, 8: Instantly elevate a long garment upwards for as long as 4
mysterious Powers. ABCs so as to obscure the wearer’s vision and hinder
movement of arms and hands by at least 50%.
9: In 1 ABC, generate for 4 ABCs’ duration a blinding, smoke
Cave/Barrens Trollkin Weirdwife/Queen cloud that measures 10 feet in radius, measured at one-foot
Appearing: 1 per 100 average for a weirdwife, plus 1 queen total distance from the Trow’s head
H: 31-40 10: In one second, ignite a fire in any easily inflammable object
P: 26-45 in sight and not more distant than 60 feet, such as old cloth,
S: 13-16 dry paper, dead leaves, etc.
11: Instantly leap upwards, arcing or straight up, as high as 20
Attack: A weirdwife/queen can use special Powers, one per feet.
ABC, at will: a glare to cause the movement and actions of a 12: Instantly cause an opponent’s weapon grip to become greasy
single subject to be half normal speed when so watched, a stare to so that it can’t be held properly for the next 4 ABCs,
deliver 6-8 points of Harm regardless of armor to a single subject, and will be dropped each time a blow/use is attempted
or acid spittle inflicting 13-16 Harm at up to six-foot distance during this period.
regardless of armor. Weirdwives/queens also use a weapon such 13: Instantly precipitate a heavy rain for 4 ABCs into an area of
as a dagger or knife. 10-foot radius, within sight of, and no more distant than
40 feet from, the Trow.
Defense: A weirdwife/queen has 8 points of armor due to innate 14: Instantly somersault-roll for 20-120 feet distance at twice
Extraordinary energy. normal running speed.
55
Essentials
15: Instantly spin an adversary around 180 degrees. Ability conveying added Harm of +10. There will be one execu-
16: Instantly cause one blow aimed at the Trow individual to tioner per 5 Ulfs in the group.
rebound and strike the attacker. An Ulf “savant” is a sort of family master or mistress. They
have randomly determined Chivalry, Physique, and other Ability
Defense: A Trow will have a buckler and 8 points of armor. bonuses of from 3 to 30. There will be one in the group if the
family numbers 9 or fewer, two otherwise. Each savant has two
Because they enjoy causing discomfort, and love bad jokes, or three Extraordinary Abilities, each with a Score range of from
Trow can get along as second fiddles to Leprechauns. Although 75 to 125 points.
quite friendly with cave Trollkin, if Trow have anywhere near an Ulfs do not generally associate with any sort of other races
equal number, they tend to treat the weaker Trollkin as servants. of Alfar, save Trolls, as noted. In fact, they do their utmost to
slay them, especially those of their own ilk and the potent malign
ones, just as they are inimical to Alfs. There are, of course,
Trow King exceptions...
H: 61-80
P: 61-80
S: 15 attacking/10 moving
Attack: A king will typically use a heavy cutting sword plus the
usual assortment of cleavers, hammers, and knives.
Ulfs (General)
Appearing: 1-2+, communities number 4 to 16, all combatants
The Ulf race is the most vile of all of their form of Alfar,
collectively more dangerous than the larger and individually more
terrible Ogre race. Ulfs are the antitheses of Fair Alfar. They
are too tall, at least seven feet in height, thin to the point of
cadaverousness, frighteningly—hideously—ugly, and of a dead
gray or putrescent ivory complexion. The leering visage, with
evil apparent in its every aspect, the fanged mouth and glittering
red eyes, the snake-like fingers with razor-like nails, all bespeak
volumes of woe to the one who has fallen into the hands of the
Ulfs.
The race of Ulfs possesses intelligence above the human
average, and they find their pleasure in putting their intellects
to finding innovative ways of causing misery, suffering, disaster,
and lingering death.
If encountered randomly it is usual that the Ulf or Ulfs will
each have a Troll servant-guard.
Ulfs are nearly solitary, and their communities, referred to
as “families” by the Ulfs, are small, palatial fortresses concealed Ulf
in the greatest of wilderness places or deep underground. In such H: 71-90
place there will be a number of troll servant-guards equal to the P: 71-90
total number of Ulfs. Each member of the “family” will have a S: 16-18
great hoard of coins and Extraordinary items with a value whose
sum is equal to the individual wealth of each of the community Attack: An Ulf can use Ability Powers, or two attacks per ABC
members combined, including Extraordinary items, plus an equal with weapons such as long thrusting sword and a long dagger,
value in precious objects ranging from gems to objects d’art. with Chivalry and Physique Ability bonus variable of 3-12 points
All Ulf senses are superior to human senses, and they can see of Harm.
very well in pitch darkness, but light conditions that are equal to
full sunlight are like a dark night to their eyes. Defense: An Ulf has 13 points of armor due to protection worn
Each Ulf possesses at least one Extraordinary Ability, other and a Moderate Preternatural energy that conveys the stated pro-
than Theurgy, at a Score from 55 to 100 points. tection against even Supernatural Harm.
All of this race are much alike, and whether male or female
are combatants. General individuals possess both Chivalry and Wealth: Wealth, in contemporary terms, is in the range of
Physique Ability so as to convey Harm bonus from 3 to 12 points. $20,000-$200,000 in coins, crystals and gems, and jewelry per
An Ulf “executioner” is a sort of family champion. Such individual. There is a 25% chance each for 1-3 Very Minimal,
individuals have only one to three Psychogenic Ability Powers, 1-2 Minimal, one Low Moderate, one Moderate, one Good, one
but always have maximum Physique Ability of +12. Each has Very Good, one Strong, one Very Strong, and/or one Major
Chivalry Ability conveying added Harm of +10, and Savagery Extraordinary object.
56
Essential Bestiary
Ulf Executioner Wealth is variable in regards these creatures. Some seem
Appearing: 1 per 5 Ulfs to shun it, while others are as avaricious as are the greediest of
H: 81-100 dwarves. In the latter case, an individual will be as rich as a dwarf
P: 81-100 lord, and a community will possess a hoard equal to that of a
S: 15-17 dwarfish community of 300 to 500 member size.
Savant
Appearing: 1 per community, 2 if more than 9 Ulfs Url King
H: 66-95 Appearing: 1 in a subterranean community of 8 or more
P: 66-95 H: 121-140
S: 19-22 P: 91-110
S: 11-14
Attack: A savant can use Extraordinary Abilities, or two attacks
per ABC with weapons, such as a thrusting sword and long Attack: A king can use from two to four Powers of Extraordinary
dagger, with Ability bonuses totaling from 3-30 points. Ability of Enchantment and Theurgy at 51-50 score, in any mix
and of any grade, and weapons such as a heavy spear hurled
Defense: A savant has 16 points of armor due to protection to 180-foot range, a heavy cutting sword, etc., with combined
worn and a Moderate Preternatural energy that conveys the stated Physique, Savagery, and Tricks Ability bonus of +23-32 Harm.
protection against even Supernatural Harm.
Defense: A king has 8 points of armor with Extraordinary energy
Wealth: In contemporary terms, is in the range of $50,000- conveying this protection against even Supernatural Harm.
$500,000 in coins, crystals and gems, and jewelry per indi-
vidual. There is a 50% chance each for 1-4 Very Minimal, 1-3
Minimal, 1-2 Low Moderate, one Moderate, one Good, one Werebeasts (General)
Very Good, and/or one Strong Extraordinary object, Werebeasts are a class of once-humans who,
and a 25% chance each for one Very Strong, for whatever reason, have acquired the Extraordi-
one Major, one Extreme, and/or one Extreme+ nary Power of changing from human to animal
Extraordinary object. form. In addition to this shape-shifting ability,
all werebeasts also have Preternaturally-pro-
tected physical bodies that resist Harm.
Urls (General) Only acid, fire, and weapons of silver can
An Url appears very much like a wide inflict normal Harm on a werebeast. Other
and ugly Troll. A typical Url is a bit over attacks cause only one-tenth normal Harm,
seven and a half feet tall, heavy of bone and health lost thus is regained in one day
and muscle, with short legs and long arms. after being suffered.
The head is large with a prominent brow, When in human form, any sort of were-
high, back-sloping cranium, and very large beast has the range of human Abilities typi-
ears. Unlike Trolls, however, the skin of cal of their origination, and they can likewise
the Url is smooth, hairless, and usually use weapons as do normal humans. All such
of mahogany brown or dark gray. Url Abilities are left to the discretion of the LM, as
kings are slightly larger, less deformed each werebeast is special.
(sometimes not at all), and typically of Wealth is as individual as any human’s.
jet-black complexion. Nomadic werebeasts will have some small,
The Alfar race of Urls has good highly valuable items in the range of $10,000 to
intelligence and some, particularly their $100,000 and a good chance for 1-3 Extraordi-
kings, have, in addition to Extraordi- nary objects of Moderate, Good, or Very Good
nary Powers or like Abilities, one or sort. Sedentary beasts will have half that in
more full-scale normal human Abilities. small objects of value, plus perhaps as much in
Urls are wholly subterranean creatures larger, less portable items. Extraordinary pos-
that are harmed moderately when in direct sessions will be the same.
sunlight, suffering 6-8 points of Harm There are many sorts of werebeasts, and
thus for each AB (12 seconds) so the more common kinds are listed hereafter.
spent. Note that the Extraordinary This list should, by no means, be considered
Power capacity of Url kings does not complete.
enable these individuals to possess
full human-normal capacities.
57
Essentials
Werebeast, ape Werebeast, crocodilian
Appearing: 1 (or more) Appearing: 1 (or more)
H: 86-95 H: 91-110
P: 60-65 P: 70-75
S: 15 S: 7 on land / 20 in water
Attack: This werebeast can strike for 1-12 Harm, and bite for Attack: In bestial form, the crocodilian werebeast will bite for
1-2 Harm. These attacks gain a Physique Ability bonus of +12 9-20 +10 Harm.
Harm.
Defense: This werebeast has 3 points of armor from Preternatural
Defense: The ape werebeast has 4 points of armor from Preter- energy, plus special defenses and healing as noted above.
natural energy plus special defenses and healing as noted above.
In animal form, the individual walks upright or on all fours as In animal form, the individual walks upright on land, but
does a true ape. The werebeast has all the prowess of a great ape is somewhat slow. When in water, of course, this werebeast has
in regards to strength and climbing. It can freely associate with all the prowess of a crocodile. It can freely associate with, and
and dominate normal apes, chimpanzees, gorillas, etc.. dominate, normal creatures of its kind, alligators or crocodiles.
A typical crocodilian werebeast will have a slightly reptilian
A typical simian werebeast will have a slightly protruding look to his face and skin that, under close scrutiny, will show a
brow, long arms and barrel chest, and is likely noticeably hirsute. faint tracery of scale markings similar to crocodile hide.
Attack: In bestial form, the avian werebeast will use its beak to Attack: In bestial form, the feline werebeast will strike for 2-12
slash for 1-20 + 2-16 Harm. Harm, and bite for 1-12 Harm. Each attack receives Precision and
Physique Ability bonus Harm of +1-10 points.
Defense: This werebeast has 5 points of armor from Preternatural
energy, plus special defenses and healing as noted above. Defense: The beast has 6 points of armor from Preternatural
energy, plus special defenses and healing as noted above.
In animal form, the individual hops and flaps as might a giant In animal form, the individual performs as might any great cat.
hawk, vulture, or stork. The werebeast has all the prowess of a The werebeast has all the prowess of its feline animal form and
bird in regards to flying and perching. might associate with jaguars, leopards, lions, or tigers, with such
A typical avian werebeast will have wide-set and round eyes, result as would be expected from animals of this sort regarding
sloping forehead and receding chin, and a prominent nose, with a recognition and acceptance.
tall, thin build, and often a somewhat stooped posture. The gait of
this individual will likely be stiff as well. A typical feline werebeast exhibits a litheness of form and
grace of movement reminiscent of the great cat family. The eyes
will be commanding, the smile wide and showing sharp canines.
Werebeast, canine
Appearing: 1 (or more)
H: 71-90 Werebeast, ophidian
P: 70-75 Appearing: 1 (or more)
S: 12 attacking / 20 moving H: 51-60
P: 55-60
Attack: In bestial form, this werebeast S: 15
will bite for 1-10 +1-20 points of Harm.
Attack: In bestial form, this
Defense: The canine werebeast werebeast will coil around
has 5 points of armor from a foe for 6-8 points of con-
Preternatural energy, plus spe- tinuing Harm (also prevents
cial defenses and healing as subject from attacking). It can
noted above. also bite for 1-2 Harm plus
VT of 9-12 Harm delivered if
In animal form, bite scores 2 points.
the individual performs as
might any hound, mastiff, Defense: Preternatural
or wolf. The werebeast energy provides 2 points of
has all the prowess of armor protection, plus spe-
such a canine/lupine of its cial defenses and healing. In
animal form. animal form, the individual
A typical canine werebeast performs as might any large (c.
will have a noticeably sharp-faced 12-foot-long) snake, although it
visage, thick hair, and very white has both constricting and poison-
teeth with prominent canines. ous bite capacities. The werebeast
The body build will be very has all the prowess of a large
muscular and lean, and the snake (swimming, slithering,
walk loping. climbing) and might associ-
ate with ordinary ones.
58
Essential Bestiary
A typical ophidian werebeast exhibits a decidedly smooth and garou at all times, in both human and lupine form. Health lost to
expressionless countenance. Features in the narrow head will be such attacks as can cause them damage—silver and Supernatural
small, save for the large, nearly lipless mouth in which a long magic—is regained at the rate of one point of Health per ABC.
and slender tongue is lodged. The individual will be tall, thin, and
quick of movement. Anti-Power Checks
1: The smell of a bunch of fresh or dried wolvesbane will keep
a bestial-form loup garou at bay, or weaken it when it
Werebeast, ursine attacks. It will gain only half its normal bonus (+1-10
Appearing: 1 (or more) Harm) for its Precision and Physique.
H: 131-150 2: If in bestial form, a loup garou cannot stand on hallowed
P: 31-40 ground. To do so causes it to suffer one point of Harm f
S: 10 attacking/20 moving or each AB it does, and this Harm takes a full day to heal
for each point.
Attack: In bestial form, this werebeast will strike with a paw slap 3: A draught of alcohol in which wolvesbane has been steeped
for 17-20 +1-10 Harm. A result of 20 Harm indicates both paws will inflict from 31-60 points of VT Harm to a loup garou
hold the victim fast for an automatic maximum Harm bite the in human form who happens to swallow such infusion.
following ABC. The werebeast can bite for 1-20 +1-10 Harm. Weapons coated with the sap of the wolvesbane plant will
inflict wounds that heal only at the same rate as that of a
Defense: The ursine werebeast has 2 points of armor from Preter- human recovering from like Harm (basically one point
natural energy, plus special defenses and healing as noted above. restored to Health each day of rest). However, a coated
weapon is effective for one hit only, and then the wolves
In animal form, the individual performs as might any big bane toxin is too diluted to have potency.
bear. The werebeast has all the prowess of a creature of its
animal form, and might associate with ordinary animals with such In loup garou form, this terrible creature appears to be a
result as would be expected from animals of this sort regarding monstrous wolf of about twice normal size, a creature the size
recognition and acceptance. of a Great Dane and weighing at least 250 pounds. The head is
A typical ursine werebeast exhibits a bearded and rather rough larger and longer-snouted than a wolf’s, but the eyes, brow, and
visage, but with a certain bluff attractiveness. The build of the ears suggest the human element. It can stand and move bipedally,
individual will be tall, powerful, and slope-shouldered, and the as well as on all fours.
gait rolling. The forepaws of the loup garou are as dexterous in manipula-
tion as are a human’s hands, although they are leather-hard and
not sensitive in regards to touch. The senses of sight, hearing,
Werebeast, Loup Garou taste, and smell are nearly as keen as those of a normal wolf. The
Appearing: 1+ loup garou’s vision is, in fact, such that it can see in total darkness
H: 96-115 as if it were dim twilight.
P: 71-80 In human form, a typical loup garou will be likely to have
S: 15 attacking / 25 moving a noticeably sharp-faced visage, thick hair, the eyebrows will
likely meet in the middle, and the teeth will be very white, with
Attack: A loup garou can bite for 13-16 +1-20 Harm. prominent canines. The body will be tall, very muscular, and
quite lean, and movement will be quick and the gait long and
Defense: See below. rapid.
Any human, humanoid, or Alfar bitten, but not killed, by a
Wealth: Wealth possessed is as individual as any human’s, but loup garou is 90% likely to be infected and become a loup garou.
in the range of $50,000 to $500,000 (or even more). There is a The process takes 13 days to complete.
50% chance each for a total of 0-9 Extraordinary objects of Very
Minimal to Extreme sort, with checks being made prOgressively,
from lowest to highest grade. (Note that if insufficient objects Wolf
have been discovered by percentile check to match the number Appearing: 1 (10%) or 2-16 (90%)
[0-9] of items indicated, work through the process again, from H: 36-45
lowest to highest.) P: 41-50
S: 20
In human form, the loup garou is as any person of commen-
surate sort and can use various Abilities, except Extraordinary Attack: A wolf can bite for 1-12 +2-12 Harm.
ones.
This is a particularly terrible sort of werebeast; one that is Defense: A wolf has 6 points of armor protection due to its speed
treated after the rest because of its greater threat. It is thought and dodging ability.
that the original loup garou were creatures from another set of
dimensions that, upon coming to this world, preyed upon and
sometimes made humans into their own kind through infection Wolverine (Glutton)
from their saliva. Currently, the vast majority, save the most Appearing:1-2
powerful of this species, are once-humans who have become H: 30-35
infected, and thus have acquired the Extraordinary power of P: 46-55
changing from human to wolf form at will. S: 15 attacking/10 moving
During the time of the full moon, from moonrise until dawn,
a loup garou will automatically change into lupine-like bestial Attack: A wolverine can strike with its claws for 1-10 Harm,
form. During this time it must kill and devour at least one human, and bite for 1-10 Harm. Both attacks provide continuing Harm
humanoid, or Alfar each night, or else the individual will lose one once both have been successful. After a victim has been both
quarter of its stat strength until the next full moon. successfully grabbed and bitten, each attack gains variable +2-12
In addition to this shape-shifting ability, loup garou have bonus Harm.
Preternaturally-protected physical bodies that resist Harm, save
from silver or Extraordinary attacks of Supernatural force. A Pre- Defense: A wolverine has 8 points of armor because of its shape
ternatural Extraordinary protection (8 points) surrounds the loup and movement.
59
Essentials
Wyrms in General
Appearing: 1 (usually)
Flame Wyrm: A slimy orange-maroon colored creature. Fume Wyrm: A glistening sickly ochre colored creature.
Length: 22 to 34 feet in increments of 2 feet (d6 x 2).
Length: 24 to 36 feet in increments of 2 feet (d6 x 2). H: 56-67
H: 61-72 P: 41-60
P: 46-65 S: 14-16
S: 13-15
Attack: 11- to 17-foot VT fume exhalation for 1-2 Harm (ignor-
Attack: 12- to 18-foot flame exhalation for 13-16 Harm (ignor- ing armor not specific to poisonous gas Harm) plus stupor for 5-8
ing armor not specific to fire/flame/heat Harm) plus the usual ABCs time in which all actions, reactions, and Abilities are at
combustion of inflammables (generally 3-5 continuing Harm each 50% of normal, or a bite for 7-20 Harm plus an added 1-10 points
ABC from clothing worn while garments burn), or a bite for 9-20 precision variable, and/or tail stab-sting for 1-6 plus 6 points
Harm plus an added 1-12 points precision variable, and/or tail Harm for physique and delivering VT of 17-20 whenever armor
stab-sting for 1-6 plus 6 points Harm for physique and delivering is bypassed. Full armor is always bypassed 10% of the time, half
VT of 9-12 whenever armor is bypassed. Full armor is always armor 50% of the time.
bypassed 10% of the time, half armor 50% of the time.
Defense: Supernatural energy, scales and speed conveying a con-
Defense: Supernatural energy, scales and speed conveying a con- stant 18 protection against all forms of Harm.
stant 17 protection against all forms of Harm.
60
Essential Bestiary
Shock Wyrm: An eye-tearing blue-violet colored creature. Small Wyvern
Length: 24 to 36 feet in increments of 2 feet (d6 x 2). Length: 20’ +/-
H: 66-77 H: 41-60
P: 51-70 P: 41-50
S: 15-17 S:16-18 on land/25 flying
Defense: Supernatural energy, scales and speed conveying a con- Great Wyvern
stant 15 protection against all forms of Harm. Length: 40’ +/-
H: 81-110
P: 61-70
Wyverns S: 15 on land/23 flying
Appearing: 1 (rarely 2—a breeding pair)
Attack:
The wyvern is a bipedal, reptilian, bat-winged creature of 1: The great wyvern can breathe a 20-foot exhalation that para
monstrous sort that looks very much like an overgrown velocirap- lyzes one to three victims struck by the jet of noxious
tor with wings instead of forelegs. It is a metallic, red-brown gas (once).
color with various striped and dotted markings ranging in hue 2: This wyvern can claw for 7-30 +1-12 Harm, and strike with
from green to blue. The wyvern is semi-intelligent and ferocious its tail for 1-20 +12 Harm, plus VT of 13-16 Harm
in the extreme. It is thought to be an offshoot of the drakes. whenever armor is surpassed or bypassed.
There are three general size categories of wyvern, each treated
separately hereafter. Defense: Supernatural energy, scales, and speed convey a con-
The wyvern is a mountain-dwelling creature that prefers stant 15 points of protection against all forms of Harm.
remote and undisturbed areas, attacking and killing any perceived
threat within its territorial range of some 900 square miles.
The length of the specimen dictates its attack range. The
deadly breath exhalation and tail-sting range extend to exactly
one-half of the creature’s total length. The tail can be used to
attack an opponent before the creature, if such individual is
within a few feet of the wyvern’s forepart. Otherwise, the tail is
employed to counter foes attacking from the rear.
The breath exhalation of a wyvern is employable but once each
hour, so it is effectively a one-time-only weapon in combat.
61
Essentials
Serpent Wyvern 4: Once per day, it can move at twice normal speed in semi-
Length: 60 +/- feet material form (thus seeming blurred to an observer’s sight)
H: 116-145 for 4 ABCs. While thus semi-material, it can pass through
P: 71-80 matter such as snow or small branches, twigs, and leaves of
S: 13-15 attacking on land / 22 flying vegetation without leaving a trace. (Denser matter such
as earth, stone, ice, and wood thicker than a thumb impose
Attack: themselves in normal fashion on the yeti or susquash.)
1: The serpent wyvern can breathe a 30-foot poisonous exhala- If such matter as is being moved through in semi-material
tion that paralyses one to four victims struck by the jet of form obscures the yeti or susquash from the sight of an
noxious gas (once) for a period of 21-25 minutes. observer, that one can not thereafter follow the continued
2: A serpent wyvern can strike with its claws for 17-30 + 1-20 course of movement.
points precision variable Harm, and/or tail stab-sting for 5: A yeti is immune to Harm from cold that is not of Extraordi-
1-30 + 18 Harm the sting delivering VT of 21-25 Harm nary Supernatural sort, and even such Harm is but half
whenever armor is bypassed—50% if half, 10% if full normal. A susquash is immune to Harm from cold that is
armor. not of Extraordinary sort, and such Harm is but half normal
if it is of Preternatural kind.
Defense: Supernatural energy, scales and speed conveying a con-
stant 19 points of protection against all forms of Harm.
Yeti (male)
Appearing: 1 (75%) or 1 with others (25%)
Yeti (General) H: 66-95
There is little question that the humanoid species of yeti P: 61-80
is native to Earth and older in origination than humankind. For S: 9 attacking/18 moving
whatever reason, this intelligent biped is now found only in
remote and inhospitable regions. A proper yeti is found mainly Attack: The yeti can smash for 2-12 +21-25 Harm.
at, and above, the tree line in snow-covered mountains. It stands
about eight feet tall, weighs 500 or so pounds, and is covered with Defense: The hair coat, speed, and Preternatural energy convey
long, thick, ivory-colored hair. 10 points of armor protection
The susquash sub-species inhabits cold rain forests and taiga.
A susquash is about seven and a half feet tall, weighs 450 pounds
on average, and its hairy coat ranges from light to dark brown. Yeti (female/immature)
Both sorts of these creatures have the following characteristics: Appearing: 1-7
They have no speech, but clearly communicate with each H: 56-75
other through signs and some form of telepathy when proximate P: 51-70
to another—say within 100 feet distance. S: 9 attacking/18 moving
They are omnivores, with a carnivorous predilection, and
while they tend to hunt singly, they dwell in family groups Attack: The yeti can strike for 1-10 +17-20 Harm.
consisting of a male, one to three females, and such immature
offspring as have been generated. Yeti and susquash have hideous Defense: The hair coat, speed, and Preternatural energy convey
strength. 10 points of armor protection
They employ only a few primary tools, and use no constructed
weapons. They seem to have an instinctive hatred for all other
humanoids—they kill and devour those they are able to, and Susquash (male)
avoid and flee from those who pose too great a threat. They have Appearing: 1 (75%) or 1 with others (25%)
Ranging, Stealth, and Waylaying Abilities at the equivalent of H: 61-90
100 Score. P: 66-75
S: 10 attacking/20 moving
A yeti (or susquash) has the following Extraordinary Powers of
attack and defense: Attack: The susquash can strike for 1-12 +21-25 Harm.
1: Once per hour, it may utter a piercing wail that causes
creatures within 100 feet to suffer a 50% reduction in their Defense: The hair coat, speed, and Preternatural energy convey
actions and reactions (including Ability use) for 4 ABCs. 11 points of armor protection
2: Once per hour, it can fix a glare upon a single subject within
10 feet, and by this eye contact cause the subject to be
paralyzed for 4 ABCs, unless it is intelligent and succeeds Susquash (female/immature)
in a check against four times Speed Base Rating. Appearing: 1-9
3: It can conceal itself, motionless, in natural surroundings so H: 51-70
as to be 100% undetectable from as near as 50 feet, with P: 56-65
greater proximity reducing concealment percentage by 1% S: 10 attacking/20 moving
per foot.
Attack: The susquash can strike for 2-8 +17-20 Harm.
62
Essential Bestiary
Hand’s Ammunition Crystals: (See Copper Hand of Joss Stick: Very Minimal: A preternatural object no longer than a
Destruction) human index finger and no thicker than a twig. If he breaks the
stick, the possessor triggers a bonus of 20% to any basic capacity
Hard Water: Very Minimal: A substance that appears to statistic—Health, Precision, or Speed-for the next four ABCs. Health
be normal, slightly scented water, having a hint of flower loss from harm inflicted will come first from this temporary addition.
blossoms or spice. A one-pint quantity of it is so energized No more than one Joss Stick may have an active effect at the same
as to cause any item to which it is applied to become much time.
more rigid, less malleable. For example, string will become
wire-like, a 50-foot length of cord/rope will become like Kunbat’s Juggernaut Ration: Good: A substance that, when ingested
wood, cloth will assume the properties of hardened leather, in a one-ounce quantity, will enable the consumer to concentrate for
leather the properties of metal, and so forth. The effect lasts one ABC and thus intensify his cellular structure. Flesh becomes
for 10 minutes or until reversed by the application of Soft as hard as leather-covered oak, bone as strong as wrought iron, and
Soap, which becomes neutralized in the process. body weight is quadruple normal. The individual is a virtual human
battering ram, and his Health can be reduced only by such things as
Healing Amulet: Strong: A supernatural device that must be acid, fire, poison, and Extraordinary harm. The concentration effect
worn at all times in order to function properly. After being persists for four ABCs only, then dissipates, and another one ABC
worn by an individual for seven or more days, the Healing must again be spent concentrating to intensify body structure. The
Amulet will have attuned itself to that person, and thereafter capacity to do so remains active for two hours.
it will automatically restore lost Health to that individual at
the rate of one point every two hours, or 12 per day. This Leather Half Armor, Supernatural: Good: A half-suit of leather
Extraordinary restoration is in addition to normal recovery armor that provides protection equal to 8 points of armor. It will
through rest, use of salves, etc. absorb up to 40 points of harm from each single attack in each ABC,
without suffering damage itself, but harm above 40 is damaging to the
Ice Armor: Very Strong: A supernaturally enchanted leather material, and each 10 points of harm so absorbed reduces its protection
shirt that has the appearance of having been made from old by 10% (viz. 30%, 20%, etc.). Repair is possible by Extraordinary
ice, although its surface is simply lustrous with blue-black means only. There is no speed penalty for this garment.
beneath. This armor provides protection equal to 60% (-12)
armor except in regards any form of fire, flame and/or heat Memory Tablet: Very Minimal: A plaque of bone, copper, ivory,
exposure. It will absorb up to 40 points of harm in each jade (any color), or similar stuff that has been imbued with power for
attack not based on fire, flame or heat in each ABC, without use with one of the following types of Abilities: Enchantment (50%
suffering damage itself, but harm above 40 is damaging to chance) or Theurgy (50% chance). The size of such tablets varies in
the material, and each 10 points of harm so absorbed reduces range from four to 10 inches width, seven to 16 inches length, and
its protection by 10% (viz. 50%, 40%, etc.). It offers 20 one to two inches thickness. The individual gaining a memory tablet
protection from all forms of fire, flame and heat harm, and imprints it with his own Extraordinary energy, and is able to inscribe
will not itself be harmed from such exposure regardless upon it four Enchantments, or similar powers of other sort attuned to
of the amount of harm absorbed. Repair is possible by another Ability, regardless of the Power Grade. As long as the tablet
Extraordinary means only. The speed penalty for this armor remains in the possession of the individual (not necessarily on their
is 1. person), he is able to call up and use the Activations written thereon.
If another individual with Extraordinary Ability should acquire a
Ice Blade: Major: A weapon of supernatural enchantment memory tablet and maintain possession and concentration over several
that is translucent and crystalline in appearance. It increases days, he can re-imprint the tablet so as to make it his own, and thus
Precision in regards to Weapons Ability by 10. The weapon possibly gain additional Enchantments or Powers attuned to another
has three forms-a long-bladed knife similar in form to a Ability, assuming that Ability is also possessed by him.
67
Essentials
Memory Tablet, Inscribed, One Preternatural: Very Minimal: the player’s Ability score to drowse instantly, then in one AB’s
A normal Memory Tablet containing the inscription of one time fall into a deep slumber from which only harsh physical
Extraordinary Power. An able individual can activate a Power contact will awaken them for two to eight hours. Each subject
from one of these tablets, eradicating it, without employing basic is checked separately.
AEPs to so do. The Extraordinary Power type is an Enchantment
or Theurgical Activation (Lejend Master’s choice) of random Pit Pit: Low Moderate: A preternatural item that appears to be
Grade, from Very Minimal (1) to Good (5). nothing more than a large fruit seed of some sort, such as a peach
pit. When hurled down with force, however, its energy creates a
Memory Tablet, Inscribed, Two Preternatural: Very Minimal: large hole. In soft ground it will create a hole of 30-cubic-feet
A normal Memory Tablet containing the inscriptions of two size. In solid stone it creates one of only 10-cubic-feet size.
Extraordinary Powers. An able individual can activate a Power
from one of these tablets, eradicating it, without employing basic Preternatural Arrow: Very Minimal: A preternaturally ener-
AEPs to so do. The Extraordinary Power type is an Enchantment gized arrow that increases Precision (in regards to Weapons Abil-
or Theurgical Activation (Lejend Master’s choice) of random ity) by 5 or 10 and harm by 3-5 points. Normally found in groups
Grade, from Very Minimal (1) to Good (5). of 3-12.
Morben’s Supernatural Shackles: Extreme: A set of supernatu- Preternatural Crossbow: Moderate: Increasing distance by 10
ral restraints that are forged of iron alloyed with the rare metal feet per range category, Precision (in regards to Weapons Ability)
xagium. These bonds will fly up to 20 feet distant from their pos- by 10 or 15, and harm by 3-5 points ignoring normal armor/
sessor and capture the wrists or forelimbs of an intelligent target protection.
subject whose actual (often secret) or “true” name is spoken, or
an unintelligent target subject whose commonly known name is Preternatural Dagger: Low Moderate: A dagger that is preter-
spoken. The shackles can be avoided only by sheer luck. Once naturally charged increasing Precision (in regards to Weapons
closed fast, only the possessor can release them. The captive is Ability) by 5 or 10 and harm by 6-8 points ignoring normal
absolutely unable to use Activation Energy or channel any sort armor/protection.
of Extraordinary energy so as to use Powers or magical things.
Note: These shackles can also be placed with the same effect Ruitechvopmik’s Green Gloves: Moderate: Supernaturally
on a subject who is unconscious, held still, or willing. The metal empowered gloves that enable the wearer to affect flora one time
can be broken only by a single blow that delivers more than 50 in any 24-hour period in one of the following ways:
points of harm. 1: The gloves can cause an area of grass to grow to triple
normal height and double normal density. The resulting
New Kingdom Staff: Extreme ++: A seemingly typical grass will impede movement by the largest-sized creatures
enchanted fighting staff (Fighting Staff, Preternatural: Minimal: by one-quarter normal rate and man-sized creatures by one-
Increasing precision by 5%-10% and harm by 3-5 points) that half normal rate; small-sized creatures (under about 70
is actually supernaturally enchanted, such that in the hands of pounds weight) can not pass through the stuff at all.
an individual with Enchantment Ability, its touch can change an Unprotected skin (not fur-covered skin or hide) will suffer
object’s present kingdom type (animal, vegetable or mineral) to a cutting harm of 1-2 points per ABC of movement through
different one. Thus, a tiger could be turned into a shrub, a shrub the field. The field must cover approximately 40,000
turned into a boulder, a boulder turned into a daisy, and a daisy square feet, i.e. an area of 200’ x 200’. (Whether the
turned into an adhere ant. A living, volitant (capable of motion) gloves affect such flora in unusual locales, such as under
subject can avoid the energy of the staff by the usual means, such water, is an issue for the Lejend Master to decide.)
as combat movement (forcing a Weapons Ability use of the staff), 2: The gloves can cause an area of low-growing plants-such as
parrying, or dodging (succeeding in a check against Speed Base brush, bushes, canes and/or shrubs-to grow into a cluster of
Rating). Note that the subject of the kingdom change is restored thick, impenetrable foliage, either in the form of a long
by any Power that dissipates Extraordinary energy. hedge or a solid patch, that is full of barbs, prickers, and
Finally, in the hands of one of the Enchanter Order, this staff thorns. The total area covered or, if in hedge form,
provides an Extraordinary bonus of 25% to weapons Ability and a surrounded must be no less than 10 feet wide and cover
harm bonus of 9-12 points. no more and no less than 10,000 square feet. Thus, for
example, a solid patch could be 100’ x 100’, 20’ x 500’, or
Pearl of Speed: Extreme +: A supernaturally enchanted precious even 10’ x 1000’. On the other hand, a hedge could
stone that has a value of between $700,000 and $1,000,000. be made to enclose a considerable space; for example, a
However, if it is crushed, added to a liquid, and drunk, it endows 10-foot-wide hedge could enclose a rectangle that is 300’
the imbiber with an additional 2 points of Speed Base Rating, long and 200’ wide.
and at the same time adds 4 points of score to each of his Speed- 3: The gloves can cause a copse of small-sized trees of sapling-
based Abilities. No person can ever be affected by more than type and/or small pines, for instance, that are contained
one of these Extraordinary Items, the energy being absorbable but within an area of up to about 100’ length and up to 20’
a single time breadth to thicken and grow to five times their existing
diameter and twice their height.
Pipes of Dancing: Strong: A seemingly ordinary set of pipes 4: The gloves can cause a single large tree to grow to ten times
(panpipes or bagpipes) that, when played by a musically able its existing diameter and three times its height. These
individual, causes all foes who hear the sound, who fail an Avoid- effects vanish, all vegetation returning to normal, in 12
ance check against two times their Speed BR (or Intellect Rating, hours.
if used), and who are within a distance in feet equal to the 5: The gloves can double the yield of berry bushes in a square-
player’s Ability score to begin dancing and to be unable to do shaped area of up to 200’ x 200’.
anything else, regardless of what is happening, so long as the 6: The gloves can double the yield of fruit or nuts from any
playing continues. Each subject is checked separately. trees in a square-shaped area of up to 60’ x 60’. Yield
is permanent, but the same plants can not be affected twice
Pipes of Dreaming: Very Strong: A seemingly ordinary set of in any month.
pipes (panpipes or bagpipes) that, when played by a musically The energy of this item can be activated no more frequently
able individual, causes all foes who hear the sound, who fail an than once in any 24 hour period.
Avoidance check against their Speed BR (or, if used, Intellect
Rating minus 10), and who are within a distance in feet equal to
68
Essential Bestiary
Shape-change Staff: Extreme: A seemingly typical enchanted Sling, Preternatural Ranging: Minimal: A preternaturally
fighting staff (Fighting Staff, Preternatural: Minimal: Increasing empowered sling that increases range by 10 feet per category,
precision by 5%-10% and harm by 3-5 points) that is actually Precision (in regards to Weapons Ability) by 5 or 10, and harm by
supernaturally enchanted, such that in the hands of an individual 3-5 points that disregards normal armor protection.
with Enchantment Ability, its touch can change an animal or
plant into something different, but of the same kingdom type (an Soft Soap: Very Minimal: A substance that appears to be normal,
animal into a different animal, or a vegetable into a different slightly scented liquid soap, having a hint of mint or citrus. A
vegetable). Thus, a tiger could be turned into a puppy dog or vice one-pint quantity of it is so energized as to cause any item to
versa, a shrub turned into a burning bush or vice versa. A living, which it is applied (up to about hand-size) to become much more
volitant (capable of motion) subject can avoid the energy of the malleable, less rigid. For example, a 10-foot piece of wood will
staff by the usual means, such as combat movement (forcing a become like leather, leather will assume the properties of cloth,
Weapons Ability use of the staff), parrying, or dodging (succeed- cloth the properties of paper, and so forth. The effect lasts for 10
ing in a check against Speed Base Rating). Note that the subject minutes or until reversed by the application of Hard Water, which
of the shape change is restored to its original state by any Power becomes neutralized.
that dissipates Extraordinary energy.
Stone Hammer: Extreme: A weapon of supernatural enchant-
Shielding Rings: Minimal to Extreme: A preternaturally or ment that appears to be made of solid brown-gray stone. It
supernaturally energized protective item in the form of a finely increases Precision (in regards to Weapons Ability) by 20. Its
crafted finger ring made of some precious metal (silver, gold, striking harm against normal targets is 9-20 plus 9-12 points that
platinum, or the like) and set with a decorative bezel or stone. ignores all armor. The base harm also disregards all armor except
When worn by an individual who is not also using a shield (or plate, and inflicts double damage on such armor, just as would
a buckler or targe) the ring acts as if it were such a protective a mace. When striking a target that draws power from either
device. The various Grades possible for a given Shielding Ring elemental or Preternatural earth its damage bonus is 21-25 points.
are as follows: In impacting stone, the hammer delivers 36-50 points of harm,
1: Shielding Ring, 10% Protect/Two Opponents: Minimal, adds doubling that harm if the target is of Supernatural origination or
armor protection creation, such as an animated stone monster.
2: Shielding Ring, 10% Protect/Three Opponents: Low Moder-
ate, adds 2 armor protection Supernatural Repeating Crossbow: Very Strong: Increasing
3: Shielding Ring, 15% Protect/Two Opponents: Low Moder- Precision (in regards to Weapons Ability) by 15 or 20 and harm
ate, adds 3 armor protection by 6-8 points ignoring normal or preternatural armor/protection,
4: Shielding Ring, 15% Protect/Three Opponents: Moderate, but discharging one quarrel a second from a magazine of up to
adds 4 armor protection 15 quarrels.
5: Shielding Ring, 20% Protect/Two Opponents: Moderate,
adds 4 armor protection Sword of Supernatural Hacking: Strong: A sword (any type
6: Shielding Ring, 20% Protect/Three Opponents: Good, adds – LM’s discretion) that is supernaturally energized increasing
4 armor protection Precision (in regards to Weapons Ability) by 25 or 30 and harm
7: Shielding Ring, 25% Protect/Two Opponents: Good, adds 5 by 9-12 points ignoring normal or preternatural armor/protection,
armor protection inflicting double damage on either non-plate armor or any shield
8: Shielding Ring, 25% Protect/Three Opponents: Very Good. interposed in a successful attack.
adds 5 armor protection
9: Shielding Ring, 30% Protect/Two Opponents: Very Good, Tiger Boots: Very Good: Seemingly ordinary boots that are
adds 6 armor protection supernaturally energized such that their wearer is empowered to
10: Shielding Ring, 30% Protect/Three Opponents: Strong, adds move silently 90% of the time, to spring 40 feet ahead in a single
6 armor protection bound with but a 10-foot-high arc in so doing, to hop sideways
11: Shielding Ring, 35% Protect/Two Opponents: Strong, adds 7 or back 10 feet in a single bound, to jump straight upwards to
armor protection a 20-foot height, and to climb as easily as the great cats (tigers,
12: Shielding Ring, 35% Protect/Three Opponents: Very Strong, pumas, snow leopards, etc.). The wearer is also able to move
adds 7 armor protection for one ABC every hour at double normal human speed, doubling
13: Shielding Ring, 40% Protect/ Two Opponents: Very Strong, his attacks (but never beyond three total in an ABC) thus if no
adds 8 armor protection other movement is made, or moving normally and also attacking
14: Shielding Ring, 40% Protect/Three Opponents: Major, adds normally because of the enhanced capacity.
8 armor protection
15: Shielding Ring, 45% Protect/Two Opponents: Major, adds 9 Vagabond Pack: Very Good: A supernaturally created backpack
armor protection that has over triple the apparent capacity of its size, so it can
16: Shielding Ring, 45% Protect/Three Opponents: Extreme, hold things of up to five feet length, four feet width, and/or two
adds 9 armor protection feet depth. The weight of items stored within it is but one-tenth
17: Shielding Ring, 50% Protect/Two Opponents: Extreme +, normal, so 200 pounds of material will weigh only 20 pounds
adds 10 armor protection when contained therein.
18: Shielding Ring, 50% Protect/Three Opponents: Extreme +,
adds 10 armor protection Wand of Preternatural Energy: Good: A baton that supplies
19: Shielding Ring, 50% Protect/All Opponents: Extreme ++, activation energy in lieu of that the possessor would otherwise
adds 10 armor protection provide, to a maximum of 60 points. These AEPs are available
in increments of no more than six points per enchantment or
Silver Shock Chain: Moderate: A waist chain that is made other type of Power or like activation so activated. The wand
up of silver links connecting carved eels of malachite and that automatically recharges to full energy after a period of 24 hours
enables the wearer to inflict 9-13 points of harm by touching it during which it cannot be used, but to do so it must rest on a
to an individual and thereby delivering a jolt of electricity. Such 100-carat-weight (or larger) quartz crystal that is destroyed in the
an attack can be made any number of times, but a 30-second process.
recharge interval is needed between jolts. Opponents wearing
conductive armor, holding grounded metal, or standing on a wet Wizard’s Wallet: Major: A supernaturally created belt pouch
surface suffer double harm. that has ten times the apparent capacity of its unfolded size of
one foot length, one-half foot width, and one-third foot depth
69
Essentials
of capacity. Thus, it can hold a single object or combination renews itself each 24 hours. The possessor of the wand must,
of things of up to ten feet length, five feet width, and/or three upon gaining it, charge it with three selected enchantments (or
feet depth size. Weight of items stored within it is but one one- with such other Powers of Extraordinary sort as he is able to
hundredth normal, so 200 pounds of material will weigh only 2 use and as are stored on his memory tablets or plaques). These
pounds when contained therein. Note that the possessor can, if three special activations will thenceforth be maintained within
he wishes, place the wallet over his head, pull it down to his feet, the wand, and merely by thinking of a desired one among them,
then grab a fold and pull upwards to reverse the wallet. By so the Power (or similar activation) will be activated in one second,
doing, he forces the wallet into itself, into an other-dimensional with AEPs drawn from the wand’s energy pool. As the Power
space, and thus removes it from sight. There will be sufficient is brought to mind, the wielder need only think to add AEPs to
oxygen in the space for one person for 30 minutes, and asphyxia- activation, if needed and/or desired, and these too will come from
tion will occur normally thereafter without a renewal of air. The the wand’s Activation Energy store.
procedure must be repeated to reverse the effect and return to the
spot where the initial reversal took place. Xargblade: Major: A green-metal, broad-bladed sword that
inflicts double damage to armor with a successful strike. It
Wizard’s Wand: Extreme ++: A highly energized device of provides a +35 bonus to the wielder’s Precision/Weapons Ability,
supernatural nature that increases the applicable Extraordinary and adds 13-16 points of harm, disregarding all armor protection.
Ability of the wielder by only 10% when it is employed. How-
ever, the wand itself stores 120 points of Activation Energy that
70