Creatures G
Gargoyle
Characteristics
STR | CON | DEX | SIZ | INT | CHA | POW |
5D6+12 | 3D6 | 3D6 | 5D6 | 1D6 | 1D6 | 3D6 |
29 | 11 | 11 | 17 | 4 | 4 | 11 |
Attributes
Hit Points | Damage Modifier | Magic Points 11 | MR | Armour | Loot |
14 | +2D6 | 11 | 15m, 20m flying if have wings | Tough Hide (AP 6) | 0 |
Skills
Resistances: Dodge 25%, Persistence 40%, Resilience 40%.
Knowledge: Natural Lore 40%.
Practical: Athletics 40%, Deception 30%, Perception 40%.
Combat
Unarmed Combat 50%: Claw (1D6+2D6).
Magic
Gargoyles do not learn magic.
Special Rules
Statue-Like Stillness. The Gargoyle has a 50% modifier when using Deception to appear like a statue upon inspection.
Ghoul
Characteristics
STR | CON | DEX | SIZ | POW | INT | CHA |
4D6 | 3D6 | 3D6 | 2D6+6 | 3D6 | 3D6 | 1D6 |
14 | 11 | 11 | 13 | 11 | 11 | 4 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
12 | +1D4 | 11 | 15m | None | 1 |
Skills
Resistances: Dodge 40%, Persistence 30%, Resilience 40%.
Knowledge: Lore (Undead) 75%.
Practical: Athletics 40%, Deception 60%, Perception 30%.
Combat
Ranged Combat special see below: Howl (see Demoralise below).
Unarmed Combat 60%: Claw (1D4+1D4), Bite (1D6+1D4+poison).
A ghoul is able to use its howl once per combat round, in addition to either a Claw or Bite attack.
Magic
Ghouls learn Personal Magic from each-other, with the occasional powerful leader becoming a shaman or priest of some evil cannibal religion.
Personal Magic 40%: Sap Energy, Scare.
Special Rules
Ghoul Venom
Type: Ingested or smeared.
Delay: 1D3 Combat Rounds.
Potency: 22.
Full Effect: Paralysis.
Duration: 1D10 hours or until healing is administered that restores at least 1 Hit Point.
Ghoul Howl: Ghouls employ a blood-chilling howl in combat. When a ghoul howls, every creature in a radius equal to the ghoul’s POW in metres becomes Demoralised (as the Personal Magic spell). This costs the ghoul no magic points and does not require a skill test to use successfully.
Giant
The following Characteristics are for a giant that stands six metres tall. For every additional two metres of height, a giant rolls an additional 3D6+6 for STR, 2D6+6 for CON and 3D6+6 for SIZ.
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
9D6+18 | 6D6+18 | 2D6+3 | 9D6+18 | 3D6 | 3D6 | 2D6 |
49 | 39 | 10 | 49 | 11 | 11 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
44 | +5D6 | 11 | 30m | Tough Hide (AP 3) |
4 |
Skills
Resistances: Dodge 10%, Persistence 25%, Resilience 80%.
Knowledge: Natural lore 20%.
Practical: Athletics 50%, Deception 5%, Perception 40%.
Combat
Close Combat 90%: Huge Club (2D6+5D6)
Giants tend to use mighty clubs (and sometimes even tree trunks that do 3d6 damage + damage modifier) in battle.
Ranged Combat 35%: Thrown Boulder (2D6+5D6, 1CR, 100m).
Unarmed Combat 75%: Stomp (1D6+5D6).
Magic
Giants tend to learn the magic of those Cultures nearest them. Giants who are isolated in the mountains learn Personal Magic, with more powerful individuals becoming Shamans. There is also the mysterious Builder Religion that some more intelligent members of the species belong to.
Initiate of the Builder Religion
Personal Magic Casting 33%: Weapon Enhance 3, Strength 5.
Divine Magic: Quicksand, Repair and Replace.
Goblin
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
2D6+3 | 2D6+3 | 5D6 | 2D6 | 3D6 | 2D6+3 | 2D6 |
10 | 10 | 17 | 7 | 11 | 10 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
9 | 0 | 10 | 15m | Leather (2 AP) | 1 |
Skills
Resistances: Dodge 50%, Persistence 20%, Resilience 35%.
Knowledge: Natural lore 50%.
Practical: Athletics 50%, Perception 35%, Deception 75%, Mechanisms 50%.
Combat
Close Combat 40%: Short spear (1D6), Buckler (1D4).
Ranged Combat 50%: Sling (1D6, 1 CR, 50m).
Magic
None normally.
Special Rules
Night Sight. Goblins can see at night as if it was day.
Gorgon
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
4D6 | 3D6+6 | 3D6+6 | 4D6 | 3D6 | 1D6+12 | 1D6 |
14 | 17 | 17 | 14 | 11 | 16 | 4 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
16 | +1D4 | 16 | 15m on land, 20m when flying | Scales (AP 8) | 5 |
Skills
Resistances: Dodge 50%, Persistence 35%, Resilience 45%.
Knowledge: N/A.
Practical: Athletics 65%, Deception 60%, Perception 50%.
Combat
Ranged Combat Special see below: Gaze attack (Petrification).
Unarmed Combat 75%: Talons (1D6+1D4), Serpent hair (1D4+poison).
Gorgons attack using their gaze at the beginning of the combat round (see below) and then have one combat attack (either Talon or Serpents) as usual.
Magic
Gorgons have at least 10 magnitude of Personal Magic or Sorcery or Divine Magic. They are usually Priestesses or Adepts, with a casting skill of 75%.
Priestess of the Serpent Religion
Personal Magic 75%: Weapon Enhance 4, Heal 5.
Divine Magic: Absorption 3, Fear, Heal Body.
Special Rules
Petrifying Gaze Attack. The Gorgon’s gaze attack is an automatic attack at the beginning of every round. Every susceptible creature must make an opposed Resilience test against the Gorgon’s Persistence or be turned to stone.
Gorgon Serpent Venom
Type: Ingested or smeared.
Delay: 1D3 Combat Rounds.
Potency: 34.
Full Effect: 1D3 Hit Point damage, applies –3 penalty to victim’s CON.
Duration: 6D10 minutes.
Griffin
Characteristics
STR | CON | DEX | SIZ | INT | POW | CHA |
8D6 | 3D6+12 | 3D6+12 | 8D6 | 6 | 2D6+6 | 7 |
28 | 22 | 22 | 28 | 6 | 13 | 7 |
Attributes
Hit Points | Damage Modifier | Magic Points | MR | Armour | Loot |
25 | +2D6 | 13 | 20m on land, 30m when flying | Tough Hide (AP 3) | 0 |
Skills
Resistances: Dodge 40%, Persistence 80%, Resilience 70%.
Knowledge: Natural lore 60%.
Practical: Athletics 80%, Deception 30%, Perception 50%.
Combat
Unarmed Combat 70%: Bite (1D8+2D6), Claw (1D6+2D6).