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.