Creatures D to F
Dragon
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
20D6 | 10D6 | 4D6 | 10D6+30 | 6D6 | 4D6+12 | 6D6 |
70 | 35 | 14 | 65 | 21 | 26 | 21 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
50 | +7D6 | 26 | 30m on land, 45m when flying | Dragon Scales (AP 12) | 5 or 6 depending on the size of the Dragon. |
Skills
Resistances: Dodge 30%, Persistence 100%, Resilience 100%.
Knowledge: Natural lore 100%, Culture (local) 100%.
Practical: Athletics 100%, Influence 100%, Perception 100%.
Combat
Unarmed Combat 100%: Bite (1D10+7D6), Claw (1D8+7D6), Tail (1D20+7D6).
A dragon can make either a single tail attack or two claw attacks or one bite attack in a single Combat Round.
Magic
Dragons are highly magical creatures and often learn sorcery or Personal Magic.
Here’s an example of magic for a wild dragon:
Personal Magic 85%: Befuddle [2], Beast Call [2], Heal 6, Protection 5, Second Sight [3], Talk to Animals [3], Tongues [2].
Here’s an example of magic for a more civilized dragon:
Sorcery 85%: Damage Boosting, Damage Resistance, Dominate Human, Shape change Dragon to Human, Mystic Vision.
Special Rules
Breathe Flame: The dragon may breathe flame over an area as a Combat Action. The flame will cover a cone in front of the dragon, which stretches for its POW in metres. At its furthest extent, the cone is equal to the creature’s POW in width.
Any creature caught in the flame suffers 4D6 fire damage, though on a successful Dodge roll a character may dive for cover to halve this damage and AP counts as normal.
The dragon may only breathe flame once per hour. Further attempts to breathe flame within this time period require the creature to make a Resilience test, with a cumulative –20% penalty for every attempt.
Dwarf
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6 | 2D6+12 | 3D6 | 1D6+6 | 2D6+6 | 3D6 | 3D6 |
14 | 19 | 11 | 10 | 13 | 11 | 11 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
15 | 0 | 11 | 15m | Chainmail (AP 5) | 3 |
Skills
Resistances: Dodge 20%, Persistence 40%, Resilience 55%.
Knowledge: Craft 70%.
Practical: Athletics 50%, Engineering 35%, Mechanisms 40%.
Combat
Close Combat 65%: War Hammer (1D8), Battleaxe (1D6), Target Shield (1D6).
Ranged Combat 45%: Light Crossbow (1D8,1/2 CR, 125m).
Unarmed Combat 35%: Fist/Kick (1D4).
Magic
Dwarves practice sorcery through their own Schools of Sorcery
Apprentice Sorcerer
Sorcery 40%: Damage Resistance, Damage Boosting, Heal Wounds.
Special Rules
Earth Sense. Dwarves can automatically sense how deep they are underground and whether or not the tunnels or chambers they are in are structurally sound.
Dark Sight. Dwarves see in the dark as if it is the day.
Duck
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
2D6+3 | 2D6+6 | 2D6+6 | 1D6+6 | 2D6+6 | 3D6 | 2D6 |
10 | 13 | 13 | 9 | 13 | 10 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | 0 | 10 | 10m | Leather (AP 2) | 2 |
Skills
Resistances: Dodge 60%, Persistence 50%, Resilience 50%.
Knowledge: Natural Lore 70%.
Practical: Athletics: 40%* Deception 50%, Perception 40%, Sailing 50%.
Combat
Close Combat 50%: Short Sword (1D6), Buckler (1D4).
Ranged Combat 60%: Sling (1D6, 1 CR, 50m).
Magic
Ducks usually worship a River Deity who protects their home settlements.
Initiate of the River Deity
Personal Magic 30%: Weapon Enhance, Walk on Water, Water Breathe.
Divine Magic: Call Small Undine 1
Special Rules
Ducks are masters of swimming, which is normally measured by the Athletics skill, is considered to be at 100% for any skill test.
Elf
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
2D6+3 | 3D6 | 3D6+6 | 2D6+3 | 3D6+6 | 2D6+6 | 3D6 |
10 | 11 | 17 | 10 | 17 | 13 | 11 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
11 | 0 | 13 | 15m | Leather (2AP) | 1 |
Skills
Resistances: Dodge 55%, Persistence 55%, Resilience 20%.
Knowledge: Natural lore 80%.
Practical: Athletics 55%, Deception 55%, Perception 30%, Healing 50% .
Combat
Close Combat 60%: Long spear (1D8).
Ranged Combat 80%: Short Bow (1D8, 1 CR, 75m).
Magic
Elves are usually at least Initiates in an Earth or similar nature-based religion. Their leaders tend to be Priests in such religions.
Initiate of the Earth Mother
Personal Magic 40%: Heal 5, Multi-missile 4, Protection 3, Weapon Enhance 3
Elemental
The only characteristic that an elemental has is SIZ; all of its derived attributes and skills are based on this.
Elemental Scores
Size of Elemental | SIZ | Damage | Hit Points (=SIZ) | Attack (=SIZ x 5) | Area of attack (=SIZ /3) | MR | Dodge | Persistence | Resilience* |
Small | 3 | 1D6 | 3 | 25% | 1m | 15m | 100 | 30 | 100 |
Medium | 9 | 2D6 | 9 | 45% | 3m | 20m | 90 | 60 | 100 |
Large | 21 | 3D6 | 21 | 80% | 7m | 30m | 60 | 80 | 100 |
Huge | 50 | 4D6 | 50 | 100% | 16m | 45m | 30 | 100 | 100 |
Elementals attack by engulfing their enemies. All opponents within the area of attack are potential targets. Elementals use their Attack percentage, which is equal to their size times five, to hit the target, who then resists using the resistance appropriate to the attack.
*Elementals are immune to disease and poison.
Elemental | Type of attack | Resistance used | Attribute damage |
Undines | Drown | Resilience | Hit Points |
Shade | Fear | Persistence | Magic Points |
Salamander | Burning | Resilience | Hit Points |
Gnome | Crush | Resilience | Hit Points |
Sylph | Bluster | Resilience | Hit Points |
Shades attack using Fear. When they reduce their opponent’s Magic Point’s total to zero, they literally die of shock.
Other Elemental Abilities
See invisible: Elementals have magical senses that allow them to ‘see’ invisible creatures, such as immaterial spirits. They also gain a +50% when detecting hidden characters.
Almost invisible against the same element: All elementals have the equivalent of a 90% Deception when lying next to an environment of the same element as themselves. For example, undines are nearly invisible when lying in a pool of water and gnomes can curl up and blend into a surrounding rocky area.