Creatures S

Satyr

Characteristics

STR CON DEX SIZ INT POW CHA
5D6 4D6 3D6+6 2D6+6 2D6+6 4D6 2D6
18 14 17 13 13 14 7

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
14 +1D6 14 15m Leather (2 AP) 1

Skills

Resistances: Dodge 35%, Persistence 50%, Resilience 50%.

Knowledge: Natural Lore 75%.

Practical: Athletics 45%, Deception 60%, Influence 75%, Perception 60%.

Combat

Close Combat 35%: Short sword (1D6+1D6).

Unarmed Combat 55%: Head Butt (1D6+1D6).

Magic

Satyrs are naturally magical and know at least five points of Personal Magic. They also tend to join an Earth or Nature religion, or become Wises.

Sea Serpent

Characteristics

STR CON DEX SIZ INT POW CHA
8D6+30 4D6+21 2D6 6D6+15 3 6D6 3
58 35 7 36 3 21 3

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
36 +5D6 21 20m swim
0 on land
Scales (AP 5) 3

Skills

Resistances: Dodge 40%, Persistence 40%, Resilience 80%.

Practical: Athletics 60%, Deception 65%.

Combat

Unarmed Combat 60%: Bite (1D6+5D6).

Magic

Sea Serpents do not learn magic.

Skeleton

Characteristics

STR CON DEX SIZ INT POW CHA
2D6+6 1D6 3D6 3D6 0 0 0
13 4 11 11 0 0 0

 

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
8 0 0 15m Leather (2AP) 0

Skills

Resistances: Dodge 10%, Persistence 100%, Resilience 100%.

Immune to all diseases, poisons and mind control magic.

Combat

Close Combat 35%: Sword (1D8), Medium Shield (1D6).

Magic

None.

Special Rules

Skeletons have a score of 0 for INT, POW and CHA, as they have no intelligence, will or personalities of their own. Skeletons are also immune to disease, fatigue, poisons and mind control magic.

A skeleton has the same MR the creature had in life but, as a skeleton, it cannot fly or swim (if the creature had those abilities while alive). Skeletons never suffer Fatigue.

Slime

Characteristics

STR CON DEX SIZ INT POW CHA
1D6 3D6 1D6 6D6 1 3D6 1
4 11 4 21 1 11 1

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
16 0 11 7m None 1

Skills

Resistances: Dodge 10%, Persistence 40%*, Resilience 85%.

*Immune to all mind-control magic, poison and disease.

Practical: Athletics 30%, Perception 75%, Deception 75%.

Combat

Unarmed Combat 75%: Envelop (Acid damage equal to the Slime’s SIZ).

Magic

Slimes do not learn magic.

Special Rules

A slime can only be killed by fire or magic. Normal weapons merely pass through the slime’s rancid tissue, without causing damage. Because of a slime’s caustic nature, neither acid nor poison has any effect on it. Non-fiery Weapon Enhance spells do no damage to a slime. Disruption and similar spells have their normal effect.

A slime’s body retains its full acidic properties for a number of days after death equal to the creature’s CON.

It attacks by moving next to its intended victim and attempting to envelop them. This attack has a base 75% chance of success, though the victim may use his Dodge skill or his Athletics skill to jump out of the way. Using Athletics rather than Dodge incurs a –40% penalty. A slime’s attack may not be parried – the creature will simply slide around the parrying weapon to engulf its foe.

Every round a creature is enmeshed by a slime, that creature will take acid damage equal to the SIZ of the Slime. Armour will protect against this damage for the first round, after which it is dissolved by the Slime’s acid unless it is enchanted in some way or another. A character caught by a slime may attempt to escape by making another Dodge or Athletics skill test.

The slime can also crawl up walls and hang from ceilings.

Spirits

Spirits can engage in Spirit Combat with living creatures that have a POW characteristic. If they win the combat, they possess the loser, since spirits crave a physical body for a variety of reasons, depending on their type. For example, disease spirits possess their victims and riddle their bodies with foul disease. See Spirit Possession on page <?> for more information.

Spirits lack a physical presence, due to lack of STR, CON and DEX.

Disease Spirit

Characteristics

STR CON DEX SIZ INT POW CHA
2D6 3D6+6 3D6
7 17 11

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
N/A N/A 17 30m None 0

Skills

Resistances: Dodge 40%, Persistence 50%.

Knowledge: Lore (Disease) 100%, Lore (Spirit World) 40%.

Practical: Deception 30%.

Spirit Combat 50%: Spectral Claw (1D6).

Special Rules

A disease spirit is, in essence, a disease, either mundane or magical. After covertly possessing its victim, the possessed one will be forced to make Resilience tests to resist the effects of the disease. The disease cannot be thrown off until the disease spirit is ousted. Also, the spirit will nearly always choose to apply its POW as a penalty to the possessed one’s Resilience tests.

If the possessed one dies while being possessed by a disease spirit, there is a percentage chance equal to the spirit’s POW that they will arise as a new disease spirit in 2D6 hours.

Ghost

Those that should have passed into the afterlife, but who have not found peace, remain to haunt the living as ghosts. Jealous and mean, they seek to do harm to the living and often will try to possess a victim to experience the joys of living once again.

Characteristics

STR CON DEX SIZ INT POW CHA
3D6 3D6 3D6
11 11 11

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
N/A N/A 11 20m None 0 or 5

Skills

Resistances: Dodge 40%, Persistence 50%, Resilience N/A.

Knowledge: Lore (Spirit World) 30%.

Practical: Deception 50%, Perception 40%.

Combat

Spirit Combat 40%: Dominant Possession (1D6).

Magic

Ghosts typically gain the ability to cast Personal Magic that helps them as ghosts. Some may remember magic from their former lives.

Personal Magic Casting 65%: Befuddle, Demoralise, Scare 4

Special Rules

Ghosts can only be affected by magic spells that either dominate or drive them off, or by characters who can engage in Spirit Combat.

Healing Spirit

The nemesis of the disease spirit, this spirit appears as a happy bright glowing orb.  They are typically summoned to help heal the sick and wounded.

Characteristics

STR CON DEX SIZ INT POW CHA
2D6 4D6 3D6
7 14 11

 

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
N/A N/A 14 30m None 0

 

Magic

Personal Magic 100%: Heal 6.

Skills

Resistances: Dodge 40%, Persistence 50%.

Knowledge: Lore (Disease) 100%, Lore (Spirit World) 60%.

Spirit Combat 50%: Spiritual Blast 1D6.

Special Rules

The natural enemy of disease spirits, a healing spirit is only capable of entering Spirit Combat with a disease spirit already covertly possessing a creature. If the healing spirit can bring the disease spirit to zero Hit Points, it will force it to leave its host. The healing spirit will then depart as well, for it cannot permanently possess any creature.

If a healing spirit is used on an individual who is sick from a mundane illness (rather than from a disease spirit), it will add its POW as a percentage bonus to the individual’s chance of success on their next Resilience test to throw off the effects of the disease.

Magic Spirit

Magic spirits are spirits that have mastery of one or more spells. If bound, the holder of the spirit may use the spirit’s Magic Points for casting spells.

Magic spirits may not initiate spirit combat but may use the spells it knows to attack or defend itself.

They appear as a series of multi-coloured orbs, equal in number to the number of spells they know.

Characteristics

STR CON DEX SIZ INT POW CHA
3D6 3D6+3 1D6
11 14 4

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
N/A N/A 14 30m None 0

 

Magic

A magic spirit knows 1D6 Personal Magic, Divine Magic or Sorcery spells. These spirits will only know one spell type. For example, a magic spirit will not have both Divine and Sorcery spells, nor may it ever learn spells of another type. If the spirit casts Divine Magic, it must regain the use of spent spells in the same way a priest does. If casting Sorcery or Personal Magic, it has a casting skill equal to its POW x 5.

Skills

Resistances: Dodge 40%, Persistence 50%.

Knowledge: Lore (Spirit World) 60%.

Spirit Combat 50%: Spiritual Blast (1D6).

Passion Spirits (Fear, Madness, Pain)

Fear Spirit

If a fear spirit covertly possesses a host, the host becomes permanently Demoralised (as the spell), until the spirit is cast out.

Madness Spirit

If a madness spirit succeeds in covertly possessing a victim, it will manifest itself in daily bouts of insanity. At least once per day, the madness spirit will attempt to cause an insane fit in its host. It matches its Persistence against the host’s Resilience in a standard opposed test. If the host succeeds, the madness spirit will be quiescent for at least a number of hours equal to the host’s POW.

If the host fails, he becomes incapacitated for 1D20 hours – screaming madly, giggling incoherently or simply becoming catatonic for the duration of the effect. The madness spirit chooses the manner of madness, though most are partial to a single effect. The madness spirit will also attempt to assert itself whenever its host is in a stressful situation. Combat is an obvious example, but these spirits also delight in affecting their hosts in a variety of other stressful, important situations – collapsing into a fit of mad giggling while petitioning an unfriendly king for a boon is exactly the kind of thing madness spirits enjoy. Note, if the stressful situation occurs during a period of forced quiescence on the part of the spirit, it will be unable to manifest itself.

Pain Spirit

If a pain spirit manages to possess its target covertly, the victim will be overcome with a sudden burst of pain. From that point on, until the spirit is cast out, the victim will always be conscious of a dull ache in his joints or a twinge in his muscles. Whenever the host acts quickly (as in combat) or concentrates (as in spell casting), and sometimes purely at random intervals, he is struck by a sudden spasm of pain. This pain reduces all the host’s skill tests by a penalty equal to the spirit’s POW.

For example, if a pain spirit with a POW of 17 possesses a victim, that victim loses 17% from all skill tests so long as the spirit possesses him. If they had an Athletics skill of 90%, were attempting to climb a cliff and rolled an 80, the test would be a failure as the pain spirit effectively reduces their skill to 73%.

Characteristics

STR CON DEX SIZ INT POW CHA
2D6+3 3D6+6 4D6
10 17 14

Attributes

Hit Points Damage Modifier Magic Points MR Armour Loot
N/A N/A 17 30m None 0

 

Skills

Spirit Combat 55%: Spectral Claw (1D6).

Resistances: Dodge 40%, Persistence 50%.

Knowledge: Lore (Spirit World) 60% .