131. Encountering Monsters and Non-Player Characters
132. Reactions to Encounters
133. How to Read the Monster Descriptions
134. Common Land Mammals
135. Avians
136. Aquatics
137. Lizards, Snakes and Insects
138. Giants, Fairies and Earth Dwellers
139. Fantastical Monsters
140. Creatures of Night and Shadow
141. Summonables
142. Undead
144. Riding Animals
Back to main Table of Contents
Back to Alusia shared materials
The player characters represent only an infinitesimal fraction of the inhabitants of the DragonQuest world. The GM is responsible for playing the part of those inhabitants that the characters meet during their adventures. These inhabitants will be of roughly two types: non-player characters (NPCs) and monsters.
Non-player characters are those inhabitants who are of races or species from which a player character could also come or which are closely-related to those races. Monsters consist of those inhabitants who come from races or species from which a player character could not come. These two classes are further broken down into other categories depending upon the element in which the Players are most likely to encounter them and whether or not they are common or fantastical. Common monsters are those that dwell throughout the DragonQuest world (as interpreted by the GM) while fantastical monsters are those rare species which are highly magical and will tend to be found only in isolated areas (especially areas that are mana-rich).
The GM pre-generates some monsters and NPCs prior to play so that they may be brought into play whenever the players’ characters arrive at their destination or otherwise stumble on them. He need not keep detailed records on all monsters. Instead, he may write the most important information concerning a monster on a 3”×5” index card, with a master list of all monsters kept on a single sheet. The GM may wish to save time and effort by using the same numbers for all NPCs/monsters of the same race or species found in the same place, possibly varied for one or two characteristics if additional flavor is desired. The GM creates these characters and monsters by choosing (or randomly generating) a number which falls within the parameters given for each type of character or monster under the monster descriptions in this section.
Alternatively, the GM may wish to keep index cards for various monsters, and pull one at random whenever the characters are due to encounter an NPC/monster. The GM may wish to present his own monsters and NPCs to characters whenever they randomly encounter wandering monsters or NPCs (those not placed in advance) or he may wish to use the mechanic provided in this rule section (see rule 131).
The frequency with which players’ characters will encounter monsters and NPCs will be determined by the GM. There are two types of encounters the players’ characters may have: encounters with pre-positioned monsters and NPCs (usually in their lair or dwelling) and encounters with wandering monsters and NPCs in a more or less random pattern. The GM may choose to use his own system for determining when and how the latter are encountered or he may choose to use the following system:
The
GM secretly chooses the Danger Level
of the area through which
the players are adventuring. This level determines how frequently
the GM must check to see if the characters encounter a random (not
previously emplaced) monster or NPC, the Base Chance of encountering
anything (dependent in part on the terrain), and the number which is
added to the dice roll to determine the type of encounter the
characters have. All of these factors are included on the Danger
Table (see rule 131.1). If an encounter takes place, the GM then
consults the Encounter Table (see rule 131.2) to ascertain the exact
nature of the monster or NPC encountered.
Whenever
the Danger Table indicates that an Encounter Check must be made, the
GM indexes the Danger Level of the area with the type of terrain
that is predominant. The intersection of line and column on the
Danger Table results in the Base Chance of there being an Encounter.
The GM then rolls D100, and if the result is less than or equal to
the Base Chance of an encounter, an encounter occurs. The GM rolls
D100 and adds to the resulting number the modifier listed on the
Encounter line of the Danger Table for the Danger Level of the area
in which the encounter takes place. The result is indexed with the
appropriate terrain type on the Encounter Table to find the name of
the monster or NPC the players encounter. Beside the name of each
monster/NPC is a number which the GM adds to the result of a D10 die
roll. The modified die result is the number of monsters or NPCs of
the appropriate type which the characters encounter (minimum ~ of
1). If the designation Human
results, the GM must again roll
D100 and add to the result the modifier given on the appropriate
Encounter Line of the Danger Table. The resulting number is indexed
with the Humans column on the Encounter Table to determine the class
of humans the players encounter. Next to the class is a number which
is added to the dice roll used to determine the initial reactions of
the monsters or NPCs encountered (see rule 132.).
Note: Treat modified results greater than 125 as 125. Treat modified results less than 1 as 1.
The GM may wish to vary slightly the regularity with which he makes Encounter Checks so as to keep the players from anticipating danger too easily.
| Danger Level |
Low | Small | Moderate | High | Extreme |
|---|---|---|---|---|---|
| Frequency | 168 | 72 | 24 | 6 | 2 |
| Cavern | — | 10% | 20% | 30% | 45% |
| Crypt | 2% | 17% | 27% | 37% | 52% |
| Field | 25% | 40% | 50% | 60% | 75% |
| Marsh | 5% | 15% | 30% | 40% | 55% |
| Plain | — | 10% | 20% | 30% | 40% |
| Ocean | — | 10% | 25% | 35% | 55% |
| Rough | — | 3% | 13% | 25% | 40% |
| Ruin | — | 10% | 25% | 35% | 50% |
| Waste | — | 5% | 15% | 25% | 40% |
| Woods | — | 15% | 25% | 40% | 50% |
| Encounter | −25 | −10 | +5 | +10 | +25 |
Danger Level: The relative chance of an encounter with potentially hostile NPCs or monsters, given in five increments in ascending order of danger from Low to Extreme. Frequency: The frequency (in hours) with which the GM must make an Encounter Check depending upon the Danger Level of the area occupied by the characters. Cavern, Crypt, etc.: The ten major terrain types in which the characters may adventure. The percentage found by indexing the terrain type with the Danger Level is the Base Chance of any encounter (of any type) occurring when the characters are in that type of terrain. Cavern includes all caves, tunnels, natural caverns, and other underground areas which are not part of an inhabited dwelling. Crypt includes all barrows, crypts, burial mounds, graveyards, and other places of internment for the dead. Field includes cultivated fields, vineyards, moors, heaths, etc. (usually near inhabited areas). Marsh includes all swamps, metes, ponds, etc. In addition, small streams and rivers are included herein, but 10 is subtracted from the Base Chance if checking for an encounter as a result of a stream or river crossing when other terrain of this type is not present. Plain refers to all plains, steppes, and other more or less open and flat or rolling terrain. Ocean includes oceans, seas, and large lakes. If the adventurers are on a lake, the Base Chance for this type of terrain in reduced by 10. Rough refers to both hills and mountains, but 20 is added to the Base Chance if the characters are in mountains instead of hills. Ruin includes all abandoned dwellings (cities, castles, monasteries, villages, etc.). Waste includes all deserts, wastelands, salt flats, etc., where life is not likely to be found in profusion. Woods refers to all wooded glens, forests, brush land, etc., where large amounts of common wildlife are likely to be found and where few humanoids dwell. If the area is deep forest, add 10 to the Base Chance of an encounter. Encounter: The number added to the dice roll on the Encounter Table which is used to determine exactly what type of NPC or monster is encountered. #%: The Base Chance of an encounter in the terrain type the adventurers occupy at the current Danger Level. (—): No chance of an encounter occurring in this type of terrain at this Danger Level.
Note: Inhabited dwellings, cities, towns, etc., have not been included on this table, since the GM will almost always prefer to inhabit these areas with monsters/NPCs of his own choice.
| Cavern | Crypt | Field | Marsh | Ocean | Plain | Rough | Ruin | Waste | Woods | D100 | Humans |
|---|---|---|---|---|---|---|---|---|---|---|---|
| +3 Rat | +5 Rat | +3 Rat | +3 Rat | +1 Human | +2 Buzzard | +5 Gnome | +3 Rat | +1 Dingo | −8 Weasel | 01–05 | +10 Resident |
| +5 Rat | +7 Rat | −4 Human | +1 Mongoose | +3 Human | +5 Buzzard | +8 Gnoll | +8 Bat | +5 Dingo | −4 Weasel | 06–10 | +8 Resident |
| +12 Bat | +10 Bat | +1 Halfling | +1 Land Turtle | +5 Human | +3 Dingo | +12 Dwarf | +8 Gnoll | −1 Jackal | −8 Wildcat | 11–15 | +5 Resident |
| +5 Gnome | +8 Gnoll | +1 Brownie | −4 Wildcat | +10 Human | +8 Dingo | +6 Hobgoblin | +10 Hobgoblin | +2 Hyena | −6 Wildcat | 16–20 | +15 Merchant |
| +9 Gnome | +2 Hobgoblin | +1 Kobold | −8 Boar | +15 Human | −2 Jackal | −5 Human | −1 Ghost | +3 Buzzard | −8 Goshawk | 21–25 | +5 Merchant |
| +3 Kobold | +1 Ghost | +3 Kobold | −3 Human | −2 Barracuda | +1 Hyena | −3 Human | −5 Human | +8 Scorpion | −4 Goshawk | 26–30 | +15 Soldier |
| +8 Goblin | +3 Ghost | +2 Hobgoblin | −1 Human | +1 Shark | −4 Human | −1 Human | −3 Human | −2 Asp | −7 Orangoutang | 31–35 | −5 Brigand |
| +12 Hobgoblin | +3 Ghoul | +6 Hobgoblin | +2 Human | +5 Shark | −3 Human | −6 Wildcat | −1 Human | −1 Camel | −4 Owl | 36–40 | −10 Brigand |
| −2 Human | +5 Ghoul | +1 Ghoul | +4 Hobgoblin | +25 Human | −2 Human | −6 Leopard | +3 Skeleton | +1 Camel | −6 Bear | 41–45 | +10 Soldier |
| −1 Human | +9 Ghoul | +3 Ghoul | +5 Gnoll | +30 Human | −1 Human | +3 Neanderthal | +5 Skeleton | +1 Jackal | −8 Bear | 46–50 | +5 Resident |
| +10 Dwarf | −4 Zombie | +5 Ghoul | +5 Crocodile | −6 Eel | +3 Elephant | +6 Neanderthal | +2 Zombie | +4 Jackal | −4 Wolf | 51–54 | +5 Adventurer |
| +15 Gnoll | +1 Zombie | +1 Gnoll | +10 Crocodile | −4 Eel | +9 Elephant | −7 Boar | +4 Zombie | +5 Hyena | −4 Human | 55–58 | +5 Soldier |
| +15 Orc | +3 Zombie | +3 Gnoll | −8 Python | −4 Octopus | +4 Mustang | −6 Bear | +3 Ghoul | +6 Buzzard | −2 Human | 59–62 | +5 Pilgrim |
| −4 Bear | +1 Skeleton | +2 Satyr | −7 Mamba | −3 Octopus | +8 Mustang | −6 Troll | +5 Ghoul | +2 Tarantula | +1 Nymph | 63–66 | +5 Merchant |
| −6 Bear | +3 Skeleton | +4 Satyr | −3 Cobra | +3 Manta Ray | +1 Human | +5 Human | −4 Troll | +4 Tarantula | +3 Satyr | 67–70 | −5 Resident |
| +1 Wolf | −3 Human | −3 Ghost | +20 Piranha | +5 Manta Ray | +3 Human | −3 Ogre | −7 Troll | −1 Hobgoblin | −8 Python | 71–74 | +5 Adventurer |
| −7 Sabre-T Tiger | −3 Night Gaunt | −1 Ghost | +40 Piranha | +1 Harpy | −6 Cheetah | +20 Orc | −6 Ogre | +1 Hobgoblin | −6 Mamba | 75–78 | −10 Brigand |
| +6 Neanderthal | −1 Night Gaunt | −1 Human | −8 Troll | +3 Harpy | −4 Lion | +1 Hill Giant | −5 Gargoyle | +3 Hobgoblin | −3 Cobra | 79–82 | −5 Reaver |
| −4 Minotaur | −3 Gargoyle | +1 Human | −7 Troll | +1 Killer Whale | +3 Dire Wolf | +5 Dire Wolf | −3 Gargoyle | +5 Hobgoblin | −8 Naja | 83–86 | +5 Merchant |
| −3 Manticore | −1 Gargoyle | +3 Human | +1 Fossergrim | +3 Killer Whale | +5 Dire Wolf | −3 Sasquatch | −1 Gargoyle | −3 Orc | +5 Leprechaun | 87–90 | −5 Adventurer |
| −1 Manticore | −1 Wight | −3 Elf | +3 Fossergrim | −1 Merfolk | +10 Baboon | −6 Manticore | +2 Human | −1 Orc | +10 Pixie | 91–93 | −10 Brigand |
| +1 Dire Wolf | +1 Wight | −1 Elf | +5 Nixie | +1 Merfolk | +20 Baboon | −8 Gryphon | +5 Human | −5 Human | −8 Dryad | 94–96 | −5 Soldier |
| +1 Ogre | +3 Wight | −1 Dire Wolf | +10 Nixie | +5 Merfolk | +30 Baboon | −7 Hydra | +9 Human | −1 Human | −8 Tiger | 97–99 | −5 Merchant |
| −7 Troll | −1 Wraith | −8 Troll | +15 Nixie | +8 Merfolk | +1 Centaur | −2 Stone Giant | +9 Gorilla | +5 Human | −6 Leopard | 100–102 | −10 Resident |
| −8 Chimera | +1 Wraith | +3 Orc | +20 Nixie | +10 Merfolk | +5 Centaur | +3 Frost Giant | +10 Orc | +10 Human | −7 Stag | 103–105 | −5 Pilgrim |
| +15 Gnome | −8 Doppelganger | −8 Were | +1 Suarime | −6 Squid | +9 Centaur | −3 Hippogriff | +20 Orc | +15 Human | −5 Minotaur | 106–107 | −10 Adventurer |
| +15 Goblin | −5 Doppelganger | −6 Vampire | +3 Suarime | −4 Squid | +15 Orc | −4 Cloud Giant | −4 Naga | +20 Human | −4 Sasquatch | 108–109 | −10 Reaver |
| +20 Hobgoblin | −1 Doppelganger | −5 Vampire | +5 Suarime | −2 Squid | +5 Human | −4 Eagle | −8 Chimera | +10 Orc | +2 Human | 110–111 | −10 Soldier |
| +20 Gnoll | −8 Basilisk | −4 Vampire | +7 Suarime | −8 White Whale | +9 Human | −8 Chimera | −4 Night Gaunt | +20 Orc | +5 Gorilla | 112–113 | −5 Merchant |
| +20 Orc | −7 Basilisk | −3 Vampire | +9 Suarime | −8 White Whale | +12 Human | −8 Sylph | −3 Wight | +25 Orc | +10 Gorilla | 114–115 | −15 Resident |
| −2 Sasquatch | −1 Vampire | −8 Wight | −8 Wyvern | −8 Kraken | −8 Unicorn | −8 Pegasus | −2 Wraith | −8 Gryphon | +10 Elf | 116–117 | −30 Brigand |
| −7 Gorgon | +1 Vampire | −6 Wight | −7 Wyvern | −8 Kraken | −6 Unicorn | −8 Titan | −4 Vampire | −8 Basilisk | +20 Elf | 118–119 | −30 Reaver |
| −8 Doppelganger | +3 Vampire | −7 Wraith | −6 Wyvern | −8 Kraken | −3 W Mammoth | −8 Roc | −7 Spectre | −8 Salamander | −6 Unicorn | 120–121 | −20 Resident |
| −7 Basilisk | −7 Spectre | −5 Wraith | −5 Wyvern | −8 Titan | −1 W Mammoth | −7 Storm Giant | −8 Basilisk | −8 Phoenix | −4 Unicorn | 122–123 | −25 Resident |
| −8 Dragon | −5 Spectre | −3 Wraith | −4 Wyvern | −8 Titan | +1 W Mammoth | −8 Dragon | −8 Titan | −8 Sphinx | −8 Titan | 124–125 | −30 Resident |
KEY: The names in each terrain column are those of the species the characters encounter when the dice roll for that species occurs. The Humans column of the Encounter Table gives the class of the humans (or humanoids) encountered followed by a number, which is added to the initial Reaction Check (see rule 132). Human classes include the following:
Resident: The indigenous inhabitants of the area, including local tradesmen, farmers, nobles, witches, warlocks, village idiots, constables, etc. Except in extremely dangerous areas, the locals are likely to be friendly (or at least neutral) and to be generally mundane (few heroes or great mages will be found among them). There will be exceptions to this rule, especially when the players stumble on isolated cots in the woods occupied by elderly women who keep cats. Substitute Merchant for resident if at sea.
Merchant: Those traders who travel long distances between trading centers, making high profits as a result of their willingness to risk venturing through wild areas to ply their wares. Merchants will almost always be accompanied by slaves and armed body guards. They will generally carry [D10+5]×3,000 silver pennies worth of treasure or trade goods. Large parties (10 or more) will usually include an Adept and/or heroic fighter (a fighter with exceptional characteristics and Rank with weapons) hired by the Merchant for protection. If encountered at sea, the value of any treasure or trade goods will be tripled and at least two thirds of the party will be armed soldiers with slaves and sailors making up the balance. Sea-going Merchants will always have at least one (and possibly two or three) Adepts on board ship.
Soldier: This class includes everything from individual messengers of the local potentate through medium-sized companies of condottieri. Soldier bands will include one heroic fighter for every 10 soldiers and one Adept and one Military Scientist in every band of 20 or more. Soldiers will usually be heavily armored (chainmail at the least) and armed and will often possess booty worth [D10‑2]×100 silver pennies. per man. If at sea, double the value of treasure carried. Soldiers encountered in military vessels at sea will always be accompanied by at least one (and sometimes more) Military Scientists and Adepts.
Brigands: This class encompasses thieves, highwaymen, cutpurses, pirates, and other unsavory types indigenous to the area. They will usually be lightly armed and will seldom include in their ranks Adepts or Military Scientists, though heroic fighters will usually be present. Brigands will usually carry [D10‑3]×100 silver pennies worth of coins and jewellery in addition to the value of their weapons (which are often bejewelled). Sea borne brigands will have twice the treasure of their land faring brethren. Usually, brigands will be content to steal all of the worldly possessions of their victims and then allow them to depart with their lives. Seagoing brigands may, however, impress one or more of their victims as galley slaves and will sometimes amuse themselves by keelhauling the remainder of the party or otherwise killing them all.
Reavers: Reavers are much like brigands except that they are not indigenous to the area and tend to enjoy slaughter almost as much as looting. Reavers will always be accompanied by 1 heroic fighter for every 8 men and 1 Military Scientist per 15 men. Each party will have one (and only one) Adept along (usually one versed in the Elemental Colleges). They will always be mounted if encountered on land. They will possess the same treasure and weapons as brigands, but will be more heavily armored (chainmail or leather in addition to a cloth armor undergarment). Reavers always kill their victims, usually by torture. If they haven’t the time to torture their victims on the spot, they will carry them off and torture them later. Seagoing reavers will lock any of their victims they do not make into galley slaves in the hold of the victims’ ship, which they will then set afire.
Adventurer: This class includes characters similar to those of the players, themselves. Adventurers will usually be in the company of one or more non-humans or monsters. They will always be heavily armed and armored, will inevitably include one or more Adepts in their company and will possess [D10+5]×300 silver pennies each on the average.
Pilgrims: All monks, holy men, wandering hermits and the like are included in this class along with religious pilgrims bound for one or another shrine. They will generally be lightly armed, wear little or no armor and include no heroic fighters or Military Scientists. They may number an Adept or two (usually of little note) among their company. Except for hermits, they will possess [D10+3]×100 silver pennies each on the average. They will usually mind their own business, attacking only out of fear and may sometimes be robbed without a fight. If a holy man or monk is part of the company, he may secretly lay a curse on the players’ characters if they do the pilgrims harm.
Unless the GM has established a reaction for the NPC/monster the player characters have encountered, he consults the Reaction Table, rolling D100 and modifying the result by whatever value he believes appropriate to the situation, in addition to those modifiers listed on the Humans column of the Encounter Table (see rule 131.2), where appropriate. The GM determines the modifier (positive or negative) before rolling the dice. It should seldom exceed ±30. The modified result indicates the reaction of the monster(s) or NPC(s) to the encounter, as follows:
| Reaction Table | |
|---|---|
| D100 | Reaction |
| 01–10 | Enraged: Immediately attacks party. |
| 11–30 | Belligerent: Immediately attacks unless somehow mollified. |
| 21–30 | Wary: Inclined to attack, but does not immediately charge. |
| 31–40 | Unfriendly: Willing to communicate on a limited basis, but will not cooperate and may attack if patience is tried too severely. |
| 41–60 | Neutral: Willing to communicate or to allow the party to pass by without hindrance. Has no positive or negative feelings about the party. |
| 61–75 | Pleasant: Willing to communicate, including in his conversation useful hints about the area, but still intent upon his own business. |
| 76–85 | Friendly: Willing to communicate and provide minor assistance (such as providing temporary lodging). |
| 86–95 | Charmed: Willing to assist the party in any way which does not imperil the NPC/ monster’s own interests. He may even be talked into joining the party temporarily. |
| 96–00 | Enraptured: Willing to join the party immediately upon being asked. Will totally identify with the party and its interests even to his own peril. |
The nature and degree of any modification will depend upon the race or species of the monster or NPC encountered, on the manner in which the characters habitually treat entities they encounter, and on such unpredictable details as whether the monster currently has its young in tow and is thus primarily concerned with their welfare. Once the initial reaction has been determined, the ensuing interaction of the characters with the monster or NPC will depend upon the actual interaction of the players and the GM, as modified by their respective perceptions of the prejudices, perceptions, and characteristics of their characters.
Whenever characters encounter a monster whose Physical Beauty is less than 6, they must make a 4×WP check on D100. If they roll above this result, they must then roll on the Fright Table (see rule 60.8), and apply any results before they take any other action. If affected they receive another Willpower check every second Pulse until they recover. Until that time, they will act as the result on the Fright Table indicates.
Note: The relative Physical Beauty of monsters will in part determine character interaction with them and will also determine in part the interaction of a party of characters accompanied by such a monster with other randomly-encountered NPCs or monsters.
Rule 134 through rule 144. list the various types of fauna that may be encountered in the DragonQuest world. Each Section describes one type of fauna and provides detailed information on some specific representative examples of that type. These sample creatures are discussed in detail according to the format given above right.
Name:
The name of the monster (or NPC type, hereafter called simply
monsters
).
Natural Habitat: The environment(s) in which the monster is most likely to be found, including subclasses of the 10 basic terrain types discussed in rule 131.
Frequency of Appearance: There are 4 designations given under this heading, each representing the relative rarity of the monster as a guide to the GM in placing them in his world. In ascending order of rarity, they are: Common, Uncommon, Rare, Very Rare.
Number: The average number of specimens of the monster which will be found together in one place, usually expressed as a span of numbers. In some cases, this span will be followed by a single number which indicates that this is the number most frequently found together.
Description: A description of the monster as perceived by human senses.
Talents, Skills, and Magic: Includes a list and description of all the talents possessed by the monster as well as any skills mastered and whether the monster possesses any magical talents or is an Adept of a College of magic.
Movement Rates: A list of the Flying, Swimming, Running, Climbing, Crawling, and Tunnelling speeds of the monster. These are given in yards (usually hundreds) per minute. These numbers are used primarily in the Adventure Sequence for purposes of establishing chase speeds. The Movement Rate of humanoids is Running: 250.
PS: Physical Strength. MD: Manual Dexterity. AG: Agility. MA: Magical Aptitude. EN: Endurance. FT: Fatigue. WP: Willpower. PC: Perception. PB: Physical Beauty. TMR: Tactical Movement Rate. TMRs are listed in the same order as they are listed in Movement Rates. A monster’s TMR is equal to its Movement Rate divided by 50. These characteristics function in the same manner as the characteristics of player characters except for Physical Beauty, which measures the relative emotional response (in ascending order of approval from 1) of player characters to the physical appearance of the monster (but not NPC). These characteristics are given as a span of number in most cases. The GM may choose to pick a number from the span or he may randomly generate a modifier to the lowest number in the span (which serves as a base).
NA: The monster’s Natural Armor, given as the number of Damage Points (DP’s) absorbed by the monster’s skin, scales, etc., for each Strike.
Weapons: The natural weapons of the monster in the forms of claws, teeth, talons, etc. The damage done by each natural weapon, its Base Chance and, in some cases, its possible Rank, are listed along with each weapon. Monsters always add their MD to their BC with any natural weapon whether Ranked or not. For purposes of Grievous Injury, all teeth, horns, and tusks inflict Class A damage. Talons and claws inflict Class B damage. Hooves and other appendages to butt or kick inflict Class C damage.
Comments: Any special characteristics of the monster, including its preferences in diet, treasure that it may have scavenged, etc., are discussed under this heading.
Apes and pre-humans include baboons, gorillas, and orang-utans in addition to two classes of pre-humans: neanderthals and sasquatch. All of these tend to be shy of humans and will usually dwell in high mountains or deep jungle. They have three times the stealth of an average human (30) and are often Adept at tracking and have other talents sometimes associated with the Ranger Skill.
Baboon
Natural Habitat: Plains
Frequency:
Common
Number:
1–100 (20)
Description: Baboons are medium-sized apes, usually no more than 4 feet tall, and 120 pounds in weight. They are characterized by their large heads and long sharp fangs. Baboons generally have light brown fur, but may have brightly-colored (orange, blue, purple or red) faces and/or rumps (especially females).
Talents, Skills, and Magic: Baboons possess no special talents or skills. They are neither magic nor tool users and are only semi-intelligent.
Movement Rates: Running: 350
PS:
12–18 MD:
16–20 AG:
18–22 MA:
None
EN:
6–10 FT:
10–15 WP:
7–9 PC:
17–21
PB:
6–9 TMR:
7 NA:
Fur absorbs 2 DP
Weapons: Baboons cannot attack except in Close Combat. They will swarm over their victim, using their bite (BC 65%, D10+4 damage) to kill by increasing blood loss.
Comments: Baboons tend to be vicious and unpredictable, attacking without warning. They are tribal in nature and do not fear men when in company with the rest of the tribe. They can sometimes (30% chance) be assuaged by food (usually meat).
CHIMPANZEE
Natural Habitat: Woods, Forest (Rainforest)
Frequency: Uncommon Number: 1–5 (40)
Description:
Chimpanzees are smaller sized apes, usually no more than 3 feet
tall. Males weigh about 100 pounds, females slightly smaller at
about 70 pounds. They have brown fur, are quite social, and are
excellent climbers. They usually forage for food in groups of 4–6,
carrying their young with them as they go. Males patrol
the
area surrounding the females. They walk and climb on all fours, but
can stand up on their hind feet. Chimpanzees are omnivorous, but
their diet consists mostly of fruit and plants. Occasionally, they
will hunt and eat small antelope, snakes, or other woodland
creatures.
Talents, Skills, and Magic: Chimpanzees have no special talents or skills, except their amazing ability to climb almost any surface. A trained Chimp would make an excellent ally for a Thief or Spy. Chimpanzees are not tool-users, but will occasionally use small sticks or stones to crack open nuts or for other simple tasks.
Movement Rates: Running: 300; Climbing: 200
PS:
10–15 MD:
16–22 AG:
18–23 MA:
None
EN:
8–12 FT:
16–20 WP:
8–12 PC:
17–22
PB:
8–10 TMR:
5/3 NA:
Fur absorbs 2 DP
Weapons: Chimpanzees attack in Melee or Close Combat in the same manner as humans (bare hands). They can have Rank 1–3 with this attack and receive 1 attack per Pulse. In Close Combat, they can bite (BC 25%, D10–2 damage).
Comments: Chimpanzees are curious, social, and generally friendly creatures. However, they will attack if their young are threatened. They are quite intelligent, and can be easily trained by a Beast Master who specializes in Apes (+10% chance for checks). An untrained young Chimpanzee will fetch about 400 silver pennies in most cities. Adults are worth about 3 times that amount.
Natural Habitat: Forest, Jungle, Plains
Frequency: Common Number: 1–3 (20)
Description: Monkeys are the smallest of the apes, ranging is size from 6 inches to as much as 2 feet in height and as much as 10 pounds. They have small round faces, grey or brown fur, and are generally playful and curious creatures. Monkeys are actually bipedal, although they will use their hands to move, climb, and run. They are also quite intelligent, and can be trained to perform many tasks and tricks for entertainment (or other) purposes. Monkeys are generally vegetarian, although they do eat small insects and rodents from time to time.
Talents,
Skills, and Magic:
Monkeys have no special skills or magical abilities. However, they
are apt climbers, and can use their tails as a fifth
hand, for
climbing, holding, grabbing, etc.
Movement Rates: Running: 250; Climbing: 250
PS:
3–6 MD:
18–24 AG:
20–24 MA:
None
EN:
4–8 FT:
12–16 WP:
10–12 PC:
17–22
PB:
5–10 TMR:
3/3 NA:
Fur absorbs 1 DP
Weapons: Monkeys will only attack if they are completely cornered. Even when they are involved in combat, they will simply look for the soonest chance they have of escaping and fleeing. They can only attack in Close Combat with their bite (BC 55%, D10–5 damage).
Comments: Monkeys can be valuable as pets, and therefore an adult monkey captured will sell for as much as 200 silver pennies. A domesticated or trained monkey will sell for three times this amount.
Orang-utan (Man-Apes)
Natural Habitat: Woods, preferably deep Forest
Frequency: Uncommon Number: 1–3 (1)
Description: Orang-utans are 4–5 feet tall and may weigh up to 200 pounds. They are characterized by long, rust-colored fur over their entire body except for the chest and belly. They stand semi-erect and have long fore-limbs that reach almost to the ground. They use these limbs to assist them in running and in climbing.
Talents, Skills, and Magic: Orang-utans possess no skills or talents and are neither magic nor tool users.
Movement Rates: Running: 300; Climbing: 100
PS:
15–15 MD:
16–22 AG:
18–23 MA:
None
EN:
10–12 FT:
15–17 WP:
8–12 PC:
17–21
PB:
7–9 TMR:
6/2 NA:
Fur absorbs 2 DP
Weapons: Orang-utans attack in Melee Combat in the same manner as humans (striking with bare hands). In Close Combat, they receive one attack per Pulse (BC 40%, D10–1 damage, Rank 0–3).
Comments: Orang-utans are not social in nature. They have a strong sense of territory and will waylay trespassers. They are vegetarians.
The following felines are covered in this section: cheetahs, house cats, leopards, lions, sabre tooth tigers, tigers and wildcats. Pumas, panthers, cougars, jaguars and mountain lions are all similar to leopards in their size and characteristics, though not in coloration. Lynx, bobcats and ocelots all have the same size and characteristics as the wildcat, though their appearance may differ somewhat. Siamese and Burmese temple cats have the same general characteristics as house cats, but their teeth and claw attacks are more savage (BC 25%, D10–5 damage).
With the exception of house cats, all felines attack in the same way. They have the option of making one bite or two claw attacks per Pulse in Melee Combat and can make one bite and four claw attacks in Close Combat. All cats will attempt to enter Close Combat when forced into battle. Individual modifiers and Base Chances are given for each feline. All felines will possess four times the stealth of the average human (40).
COUGAR (Mountain Lion)
Natural Habitat: Rough, Mountains
Frequency: Uncommon Number: 1–2 (1)
Description: Cougars are very sleek relatives of lions, who make their homes in mountains and rolling hills. They have golden brown fur, which darkens around their face and paws. Unlike lions, male cougars do not grow thicker fur around their head and neck. Males can grow as large as 6 feet long, and weigh over 200 pounds. Cougars have powerful jaws, and are more agile than their cousins. They are also more solitary. They can climb trees with little difficulty, and are rarely affected by difficult terrain. Additionally, they have an amazing stamina, and can travel for long periods with little rest or sleep.
Talents, Skills, and Magic: Cougars possess no skills or talents and are not magic users.
Movement Rates: Running: 450; Climbing: 200
PS:
25–30 MD:
20–25 AG:
28–32 MA:
None
EN:
20–25 FT:
28–32 WP:
10–14 PC:
18–23
PB:
6–11 TMR:
9/3 NA:
Fur absorbs 3 DP
Weapons: Bite (BC 35%, D10+1 damage) and claws (BC 45%, D10–1 damage, Rank 1–6).
Comments: Cougars are wary of humans, and will usually shy away from their presence. However, a hungry cougar (or one feeding its young) may stalk a party of humanoids until the chance to waylay one of them alone presents itself. Often, they will drop from the limbs of a tree onto prey below. They are also very protective of their young and lair. During the spring, there is 70% that a pair of cougars will have a litter of (D10–6)+1 cubs. If captured alive, cubs will sell for 400–500 silver pennies. Adults will sell for twice this amount. Additionally, a cougar fur will sell for up to 200 silver pennies, depending on its condition.
House Cat
Natural Habitat: Fields (around people)
Frequency: Common Number: 1–20 (2)
Description: House cats tend to be around 10–24 inches long and weigh 12–35 pounds. The larger breeds of Siamese and Burmese cats are often bred for fighting ability and will appear more muscular and be much larger than the average house cat.
Talents, Skills, and Magic: House cats have no talents, skills, or magic. They are not tool users.
Movement Rates: Running: 450
PS:
3–4 MD:
19–21 AG:
22–24 MA:
None
EN:
4–5 FT:
8–10 WP:
9–11 PC:
18–20
PB:
12–18 TMR:
9 NA:
Fur absorbs 1 DP*
* Applies only to Burmese and Siamese breeds.
Weapons: House cats cannot attack in Melee Combat. They get one combined teeth and claw attack in Close Combat (BC 20%, D10–7 damage).
Comments: Familiars will frequently appear in the more or less permanent shape of house cats.
Lion
Natural Habitat: Plains
Frequency: Uncommon Number: 1–8 (2)
Description: Lions are large, tan cats. The males usually have great black (sometimes red) manes and will usually scare game in the direction of the females who are the better fighters and hunters.
Talents, Skills, and Magic: Lions possess no skills or talents and are neither tool nor magic users.
Movement Rates: Running: 450
PS:
25–30 MD:
20–25 AG:
25–30 MA:
None
EN:
20–25 FT:
25–30 WP:
12–16 PC:
18–23
PB:
5–10 TMR:
9 NA:
Fur absorbs 3 DP
Weapons: Bite (BC 35%, D10+1 damage) and claws (BC 45%, D10–1 damage, Rank 0–3 (males) or Rank 1–6 (females)).
Tiger (including Bengal Tiger and White Tiger)
Natural Habitat: Plains, Rough, Fields and Woods
Frequency: Uncommon Number: 1–4 (1)
Description: Tigers are usually orange with black stripes, though some types have thick, pale fur. All were-tigers will have the latter coloring when in their tiger form. Though varying greatly in size, most tigers will be between 4 and 7 feet in length and weigh several hundred pounds.
Talents, Skills, and Magic: Tigers have no special talents or skills. They are not tool or magic users.
Movement Rates: Running: 450
PS:
24–28 MD:
22–26 AG:
25–46. MA:
None
EN:
20–24 FT:
25–29 WP:
8–10 PC:
18–23
PB:
5–9 TMR:
9 NA:
Fur absorbs 3 DP
Weapons: Bite (BC 45%, D10+2 damage) and claws (BC 30%, D10–1 damage, Rank 0–2).
Comments: Tigers are solitary, nocturnal hunters. They will attack humanoids with little provocation, and some have been known to develop a positive craving for human flesh. They enjoy swimming and will be undeterred by a water barrier between them and their prey.
Wild Cat (Bobcat/Marsh Cat)
Natural Habitat: Plains, Woods, Marsh, Rough
Frequency: Uncommon Number: 1–6 (1)
Description: There is some form of wild cat in most climes. They will vary from 2 to 4 feet in length and from 25 to 90 pounds in weight. Most wild cats have blunt tails with black tips. They often have tufted ears and are sometimes spotted.
Talents. Skills, and Magic: Wild cats have no special talents or skills. They are not tool or magic users.
Movement Rates: Running: 300–400
PS:
12–17 MD:
14–20 AG:
18–24 MA:
None
EN:
10–13 FT:
15–18 WP:
8–10 PC:
16–21
PB:
8–11 TMR:
6–8 NA:
Fur absorbs 2 DP
Weapons: Bite (BC 20%, D10–5 damage) and claws (BC 25%, D10–6 damage, Rank 0–4).
Comments: Wild cats will usually not stray far from their lair. They be captured and sold as exotic pets in some areas, but will usually not fetch more than 100–150 silver pennies. There is a 70% chance that there will be D10–1 young in the lair.
This section describes large mammals which adventurers are likely to encounter during land adventures. They include bears, boars, camels, elephants, oxen, stags, and woolly mammoths.
ANTELOPE
Natural Habitat: Plains, Hills
Frequency: Common Number: 1–8 (35)
Description:
Antelope are related to Deer and Cattle. They have thin, agile legs,
and long spiral horns protruding from their heads. They vary in
size, with males usually weighing about 300 pounds, and females
about 220. They stand about 3 and ½ feet tall at the shoulder, but
some rare breeds can be much larger. Antelope travel in herds, going
wherever the food takes them. They are very fast, and can jump long
distances (as much as fifty feet in one leap). Antelope have poor
eyesight, but have an acute sense of smell. They are cud-chewers,
preferring the long grass of the prairies over hay or other farmed
flora.
Talents, Skills, and Magic: These creatures have not special talents, skills, and they do not use magic.
Movement Rates: Running: 750
PS:
30–35 MD:
19–24 AG:
25–30 MA:
None
EN:
15–20 FT:
20–25 WP:
8–10 PC:
22–25
PB:
10–12 TMR:
15 NA:
Hide absorbs 2 DP
Weapons: Antelope can attack in Melee Combat using their horns (BC 30%, D10+4 damage). In Close Combat they will use their hooves to kick at opponents (BC 20%, D10–4 damage). They will usually flee from combat if they are injured in any way.
Comments: Antelope are wary of humans, but will usually not run away unless threatened. They are afraid of horses and dogs, however, and will leave if a party has such animals with them. The horns of an Antelope will fetch anywhere from 60–300 silver pennies if recovered in good condition. Unlike deer, antelope do not shed their horns each spring.
Bear (Brown, Black)
Natural Habitat: Woods, Rough, Caverns
Frequency: Uncommon Number: 1–4
Description: Bears exist in any climate and have even been known to live in desert habitats. Arctic and mountain bears will be white. Other bears may vary in color from brown to black, and some will have creamy or rust tinged fur. They will generally weigh between 500 and 1,500 pounds. They tend to walk on all four feet, but may stand on their hind legs to fight.
Talents, Skills, and Magic: Bears possess no special skills or talents. They are not magic or tool users. However, Shape Changers may use tools (and weapons) in their bear form.
Movement Rates: Running: 300
PS:
35–40 MD:
10–15 AG:
10–15 - MA:
None
EN:
30–35 FT:
35–40 WP:
8–10 PC:
18–22
PB:
6–10 TMR:
6 NA:
Fur absorbs 4 DP
Weapons:
Bears may make two
claw attacks in Melee Combat (BC 35%, D10+2 damage, Rank 0–4).
They may bite in Close Combat (BC 20%, D10+4 damage). Bears may
bite and claw during the same Pulse while in Close Combat, or they
can attempt to hug
their victim (BC 60%, D10+8 damage).
Comments: Bears are omnivorous. They are also curious. They will, consequently, investigate and possibly attack a party of less than six humanoids. Larger parties will less likely be bothered. In spring, they will have 1–2 cubs in their lair. Each cub will fetch 400–800 silver pennies in an untrained state.
Natural Habitat: Plains, Fields
Frequency: Common Number: 1–20 (100)
Description: Bison are very large creatures vaguely resembling cattle, but with huge shoulders, large, muscular backs, large thick horns, and thick fur around the neck and forequarters. Males can be as tall as 7 feet, weighing more than 2000 pounds. Females are somewhat smaller, but do have horns like the males. They travel in herds, usually in large numbers. There will be many more females in a herd than males.
Talents, Skills, and Magic: Bison have no talents, skills, or magic.
Movement Rates: Running: 350
PS:
70–80 MD:
7–10 AG:
9–12 MA:
None
EN:
35–40 FT:
40–45 WP:
12–16 PC:
13–16
PB:
8–10 TMR:
6 NA:
Hide absorbs 5 DP
Weapons: Bison can attack in Melee Combat with their horns (BC 30%, D10+4 damage). In Close Combat they can trample (BC 40%, D10+6 damage) an opponent. They deliver 4 attacks per Pulse when trampling.
Comments: Bison are somewhat stupid animals, and will usually not run from human presence unless attacked. They will rarely attack any creature, unless cornered. The hide of a male bison is worth 500 silver pennies if not badly damaged. If leather armor is fashioned from bison hide, it will have a Protection Rating of 5 rather than the usual 4 for that type of armor. The entrails and bones of a bison are also valuable to nomadic tribes and human settlements for use as tools and implements.
Boar (Wild Pig)
Natural Habitat: Woods, Marsh, Rough
Frequency: Uncommon Number: 1–3 (1)
Description: Boar weight up to 550 pounds, are covered in long, dark bristles and have long tusks. They tend to be both stupid and vicious.
Talents, Skills, and Magic: Boars have no special skills or talents and use neither tools nor magic.
Movement Rates: Running: 350
PS:
22–27 MD:
14–18 AG:
20–25 MA:
None
EN:
20–25 FT:
25–30 WP:
4–10 PC:
12–16
PB:
6–10 TMR:
7 NA:
Bristles absorb 4 DP
Weapons: Boars always attempt to charge their victims and either gore them with their tusks (BC 50%, D10–1 damage, Rank 1–2) or knock them to the ground and trample (BC 20%, D10–3 damage) them. A boar may only attack in Close Combat. He may not trample and gore in the same Pulse.
Comments: Boars tend to be nocturnal and will seldom be encountered in daylight. They are omnivorous and will devour anything they find laying about or will kill humanoids for food.
Camel
Natural Habitat: Waste, Plains
Frequency: Common Number: 1–6 (3)
Description: A camel is a tawny, thin-legged creature often used as a riding beast. Camels will have either one large hump on their back or two. If the latter is in the case, the camel is called a dromedary.
Talents, Skills, and Magic: Camels’ metabolisms allow them to retain large quantities of fat and water, so they are able to survive for long periods without eating or drinking. On average, a camel can live for up to ten days without water without suffering substantial ill effects. While valued for this trait, they are difficult to train and so bring little money in an untrained state. Trained camels are worth 700–900 silver pennies.
Movement Rates: Running: 600
PS:
25–30 MD:
12–15 AG:
11–14 MA:
None
EN:
27–30 FT:
20–25 WP:
10–12 PC:
14–18
PB:
7–9 TMR:
12 NA:
Hide absorbs 3 DP
Weapons: Bite (BC 30%, D10–1 damage) in Melee or Close Combat. Camels may kick (BC 25%, D10+4 damage) instead of biting in Melee Combat, but only into their rear hexes.
Elephant (Indian, African)
Natural Habitat: Plains,
Frequency: Common Number: 1–50 (20)
Description: Elephants are 10 to 14 feet high at the shoulder and weigh between 4 and 8 tons (with Indian Elephants being much smaller on average, when compared to African Elephants). They tend to be grey in color, but may appear brown, yellow or red, depending upon what type of mud they have been wallowing in. Elephants are four-hex monsters.
Talents, Skills, and Magic: Elephants have no talents or skills and are not magic or tool users. They are dexterous with their trunks and can often use them to lift large burdens, shake trees, crush or throw objects (like people) without much accuracy. They have a highly developed sense of smell and poor eyesight.
Movement Rates: Running: 450
PS:
60–75 MD:
15–18 AG:
10–12 MA:
None
EN:
40–50 FT:
45–55 WP:
10–14 PC:
10–12
PB:
6–8 TMR:
9 NA:
Hide absorbs 5 DP
Weapons: The elephant’s main weapons are his tusks, which can be used to gore (BC 15% [60% if Charging], D10+2 [D10+8 if Charging] damage) in Melee or Close Combat. The elephant can also attack with his trunk (BC 80%, D10–2 damage) during the same Pulse in which he attacks with his tusks. If an elephant runs over an entity in Close Combat, he can trample (BC 50%, D10+6 damage) him for up to 4 attacks per Pulse.
Comments: Elephants will usually shy away from humanoids unless provoked (70% chance that any provocation short of attack will be ignored). If one elephant is attacked, however, all nearby elephants will come to his assistance, especially if the elephant is a cow or calf. Elephant tusks are valuable (up to 1,300 silver pennies per tusk). Calves will sell for 1,000 silver pennies and adult bulls will sell for three times that if unharmed. Adult females may fetch 1,500 silver pennies if still in their breeding years.
GIRAFFE
Natural Habitat: Plains, Woods
Frequency: Uncommon Number: 1–16 (6)
Description: Giraffes are tall mammals with long necks and a horse-like head. They can grow as tall as 18 feet, averaging 12 feet high at the shoulder, and can weigh over 3,000 pounds. They have long legs, round bodies, and are quite fast. Giraffes are vegetarian, feasting on the leafy tops of tall trees. Their fur ranges in color from golden to brown, usually dotted with darker spots meant to help hide the creature from predators. The head of the giraffe has several small flesh-covered horns, valued for their chemical properties. Giraffes travel in small herds, led by one dominant male. They will usually flee from the presence of humanoids who come closer than 200 yards. They are four-hex monsters.
Talents, Skills, and Magic: Giraffes have no special skills or talents, and are not magic users.
Movement Rates: Running: 600
PS:
20–26 MD:
14–18 AG:
12–16 MA:
None
EN:
22–26 FT:
30–35 WP:
10–12 PC:
18–22
PB:
12–16 TMR:
12 NA:
Fur absorbs 2 DP
Weapons: Giraffes can attack with their hooves (BC 20%, D10+1 damage) in Melee or Close Combat. In Close Combat they are allowed 2 attacks per Pulse with no penalty.
Comments: Giraffe horn is valuable to Alchemists and Wizards. A horn from an adult giraffe can sell for 1,000 silver pennies or more. The horn is often used to make potions or as an item to be imbued with magical properties (effectively adds 1 Rank to spell cast into item, see rule 48.3).
Natural Habitat: Plains, Marsh, Woods (Jungle Rivers)
Frequency: Uncommon Number: 1–10 (4)
Description: Hippopotami are huge aquatic mammals with long round bodies, short ears, and large oblong snouts. They can grow to lengths of over 14 feet, and often weigh more than 4 tons. They are somewhat short, however, growing to heights of only about 5 or 6 feet at the shoulder. Their skin is rough, usually dark brown or grey. They have round flat teeth (treat bite as Class C weapon), and horrible breath. These monsters have a great lung capacity, and can stay comfortably submerged for up to one hour. Young hippopotami nurse underwater. While submerged, hippos are difficult to spot, as usually only their nostrils and eyes protrude above the water. These animals are territorial, and will challenge any creature or boat that comes to close to their young. They will often attempt to surprise and capsize any craft that comes too close or appears hostile. Hippopotami often release a pink milky mucus through their skin when they are about to attack. They are four-hex monsters.
Talents, Skills, and Magic: These animals have no special skills accept their ability to stay submerged for long periods of time.
Movement Rates: Running: 250; Swimming: 250
PS:
40–50 MD:
7–9 AG:
7–10 MA:
None
EN:
25–30 FT:
35–40 WP:
10–12 PC:
14–18
PB:
6–9 TMR:
5/5 NA:
Skin absorbs 2 DP
Weapons: Hippopotami can attack in Melee or Close with their bite (BC 35%, D10+2 damage). Additionally, they can attempt to upend boats or small watercraft (20’ long or shorter). The Base Chance for this attack form varies, but GMs should note the hippo’s weight and strength when determining the success chance of this attack.
Comments: Hippopotami are herbivores, and will generally not attack other creatures unless threatened. On land, hippos are virtually defenseless, and are hunted by both tigers and suarime. An adult hippopotamus can provide as much as 1.5 tons of meat.
Oxen
Natural Habitat: Plains, Fields (but only near humans)
Frequency: Common Number: 1–20 (2)
Description: Oxen are literally castrated cattle. This heading subsumes all such forms of domesticated beasts (water buffalo, caribou, etc.) used for pulling wagons, carts, ploughs, etc., or for carrying burdens. Oxen generally have horns, but will seldom use them unless directly attacked.
Talents, Skills, and Magic: Oxen have no special talents or skills and are neither tool nor magic users. They will almost always be trained to pull a plough or wagon.
Movement Rates: Running: 250
PS:
50–60 MD:
7–9 AG:
8–10 MA:
None
EN:
25–30 FT:
32–40 WP:
7–9 PC:
12–15
PB:
6–8 TMR:
5 NA:
Hide absorbs 3 DP
Weapons: Oxen may attack in Melee Combat with their horns (BC 20%, D10+3 damage). They may trample (BC 40%, D10+5 damage) in Close Combat, delivering up to 4 attacks per Pulse this way.
Natural Habitat: Plains, Marsh, Woods
Frequency: Uncommon Number: 1–4 (1)
Description: A Rhino is a large land mammal with a huge head, small eyes, and one or two horns protruding from their snout. Their skin is grey and thick, generally with short abrasive hairs covering their head and neck. They can grow as large as 6 feet high at the shoulder, 8 feet long, and often weigh over 3 tons. Rhinos are solitary herbivores, although bulls will fight over females and territory during mating seasons: Spring and Autumn. These creatures are generally not afraid of anything, including lions, tigers, or humanoids. Additionally, they consume a great deal of food (about 400 pounds per day). Rhinos will usually not attack unless provoked. They are three-hex monsters.
Talents, Skills, and Magic: Rhinos posses no special skills or magic. They are not tool users.
Movement Rates: Running: 350
PS:
50–60 MD:
10–12 AG:
10–12 MA:
None
EN:
35–45 FT:
45–50 WP:
10–14 PC:
12–14
PB:
5–8 TMR:
7 NA:
Hide absorbs 7 DP
Weapons: A rhino can attack in Melee or Close Combat with his horn (BC 40% [60% if Charging], D10+2 [D10+6 if Charging] damage). Additionally, a rhino can trample (BC 25%, D10+2 damage) a target in Close Combat, delivering up to 4 attacks per Pulse this way.
Comments: Rhinos are not shy, but they do have a short temper and will attack if annoyed. Rhinos can be tamed with difficulty (treat as a rebellious creature (see rule 96.4)). Generally, a trained rhino is used as a mount or as a siege weapon (battering ram). A trained rhino will sell for 1,100 silver pennies or more. Their skin is also valuable as material for armor (Leather, Protection 5), and can sell for up to 500 silver pennies. Courtesans have also found use for rhino horn as an aphrodisiac. Horns will sell for 300 silver pennies each in most cities.
Stag
Natural Habitat: Woods (especially deep woods or forest)
Frequency: Uncommon Number: 1–5 (1)
Description: Stags are great male deer, boasting large racks of antlers. They will sometimes be accompanied by female deer and fawns (1–2 per couple). They generally have a tawny coat, but rare specimens are black.
Talents, Skills, and Magic: Stags have no special talents or skills and use neither tools nor magic.
Movement Rates: Running: 750
PS:
20–26 MD:
19–24 AG:
22–26 MA:
None
EN:
15–20 FT:
20–25 WP:
10–11 PC:
20–25
PB:
12–13 TMR:
13 NA:
Hide absorbs 3 DP
Weapons: Stags can attempt to gore with their horns (BC 30%, D10+5 damage, Rank 0–4) in Melee or Close Combat. They can kick (BC 50%, D10+3 damage) at a character occupying the hex opposite that they are facing in Melee Combat.
Comments: Stags will be wary of humanoids, but will not flee them. Their horn racks are extremely valuable (1,100 silver pennies or more). In addition, their hide will fetch 300 silver pennies (five times that if the stag is black).
WALRUS
Natural Habitat: Ocean (Arctic), Waste
Frequency: Uncommon Number: 1–5 (20)
Description: Walrus are huge marine mammals who inhabit the sub-arctic coastal regions feasting on fish, clams, and seals. They have plump, oblong bodies, with almost hairless skin. The walrus has no legs or feet, but they do have reversible front flippers which facilitate movement across the ice. Walrus bulls can grow as long as 12 feet, and weigh as much as 3,200 pounds. They are generally grey in color, with thick hides, long sharp teeth (or tusks), and an abundant layer of blubber to protect them from the cold waters of the sea, in which they hunt and live. Walrus will sometimes lurk in the water below the ice of a frozen piece of water, and attack creatures on it from below by propelling themselves up through the surface. A walrus bull may have as many as 10 or more cows (females) in his herd. Bulls often fight over females and territory, as the walrus is very protective of its property.
Talents, Skills, and Magic: A walrus has no talents, skills, or special abilities, other than being able to hold their breath underwater for as long as 1 hour.
Movement Rates: Running: 150; Swimming: 200
PS:
25–30 MD:
5–8 AG:
6–10 MA:
None
EN:
25–35 FT:
30–35 WP:
12–16 PC:
12–16
PB:
5–8 TMR:
3/4 NA:
Hide absorbs 5 DP
Weapons:
A walrus can attack in Close Combat, where it can use its tusks
(BC 35%, D10+8 damage, Rank 0–4). If a successful tusk
attack is made in Close Combat, a Walrus can attempt to roll
on its victim. This attack means the animal will roll on top of its
target and attempt to crush (BC 20%, D10+10 damage) them into
the ice with their weight.
Comments: Walrus herds will generally be found lazily lounging in the sun near the waters where they feed. If a party comes to0 near the herd, bulls will not hesitate to challenge them. GMs should decrease the chance for surprise for a walrus encounter, as they are generally quite loud. Walrus tusks are valuable, fetching about 150 silver pennies each.
WoolLy Mammoth (Mastodon)
Natural Habitat: Plains (and sometimes Woods)
Frequency: Uncommon Number: 1–10 (4)
Description: Mammoths are huge, hairy, evil-tempered elephantine animals growing to twice the size of elephants. Mastodons are generally longer and lower to the ground, but otherwise similar to the mammoth. Both mammoths and mastodons are four-hex monsters.
Talents, Skills, and Magic: Mammoths possess no talents, skills or magic. They are not tool users.
Movement Rates: Running: 500
PS:
65–80 MD:
15–18 AG:
10–12 MA:
None
EN:
50–60 FT:
55–65 WP:
10–14 PC:
10–12
PB:
5–7 TMR:
10 NA:
Hide absorbs 6 DP
Weapons: Mammoths attack in exactly the same manner as elephants, but do +1 damage extra per attack.
Comments: Mammoths tend to be more irritable than elephants and will be quicker to attack, but are otherwise similar. Their tusks are valued similarly to elephant tusks (worth up to 1,000 silver pennies each).
This section describes those common small land mammals which adventurers are likely to encounter and includes the following: dingoes, hyenas, jackals, mongooses, rats, wolves, and weasels.
Dingo
Natural Habitat: Plains, Waste, Woods
Frequency: Common Number: 1–12 (6)
Description: Dingoes are wild dogs, usually between 2 and 3 feet in length and sometimes marked in the same manner as jackals. The characteristics of dingoes are the same for all types of dogs, though, unlike dingoes, other types may be trained and sold without restriction (since they do not have the savage nature of wild dogs).
Talents, Skills, and Magic: Dingoes have no special talents or skills and do not use magic or tools.
Movement Rates: Running: 350
PS:
6–10 MD:
15–20 AG:
16–20 MA:
None
EN:
5–10 FT:
10–15 WP:
6–10 PC:
18–22
PB:
10–14 TMR:
7 NA:
Fur absorbs 2 DP
Weapons: Dingoes may bite (BC 65%, D10–4 damage) in Close Combat. They may not otherwise attack.
Comments: Dingoes hunt in packs. They will usually refrain from attacking humanoids unless they catch an individual alone and are hungry. They can be trapped and the pups are trainable, but they cannot be sold to an individual who was not present at their training.
FERRET
Natural Habitat: Woods, Plains, Hills
Frequency: Uncommon Number: 1–2 (1)
Description: Ferrets belong to the weasel family, but they do not share the harsh temper of their relatives. They are amiable creatures, curious, and playful, and are excellent hunters and trackers. Ferrets are approximately 16 inches long, weigh 4 to 5 pounds, and have grey fur, with black patches around their eyes. They will defend themselves if they feel threatened, but are more likely to attempt to run away.
Movement Rates: Running: 200
PS:
1–2 MD:
18–24 AG:
24–28 MA:
None
EN:
1–2 FT:
3–4 WP:
14–18 PC:
17–23
PB:
12–16 TMR:
4 NA:
Fur absorbs 1 DP
Weapons: A ferrets can only attack in Close Combat with its bite (BC 60%, D10–2 damage).
Comments: Ferrets are often trained for hunting foxes and rabbits. They are sleek, and can fit into small crevices with little trouble. They can also climb surprisingly well. Ferrets will sell for about 100 silver pennies if captured, or three times that amount if they are trained.
Natural Habitat: Woods, Plains, Field
Frequency: Uncommon Number: 1–2 (1)
Description: Foxes are small sleek dogs, averaging 10 inches high at the shoulder, although they can grow larger. Male foxes can weigh as much as 15 pounds. They vary in color from bright orange to white. They skill will usually match the color of their environment. Foxes hunt mostly at night, preferring to sleep during the day, except during the winter. Fox are generally frightened of humans, although they do live near human settlements where small farm animals (chickens, rabbits, cats, etc.) might be present. These creatures are quite cunning and are difficult to trap or tame. They also have an acute sense of smell.
Talents, Skills, and Magic: Foxes have no special talents, or skills. They do not use magic or tools.
Movement Rates: Running: 300
PS:
4–6 MD:
18–20 AG:
22–26 MA:
None
EN:
5–7 FT:
10–12 WP:
10–12 PC:
22–26
PB:
10–14 TMR:
6 NA:
Fur absorbs 1 DP
Weapons: A fox can only attack in Close Combat with its bite (BC 50%, D10–2 damage).
Comments: A fox fur is quite valuable, and can sell for as much as 100 silver pennies. An Arctic fox fur will sell for twice that amount.
Hyena
Natural Habitat: Plains
Frequency: Common Number: 1–10 (6)
Description: Hyenas are light brown, snub-snouted animals about 4 feet in length. Their hides are specked with large dark brown rings. They have short tails and rounded ears. The forelegs of a hyena are longer than the rear legs, so when the animal stands, it seems to slope downward from its shoulders to its tail. At night, hyenas can be recognized by their barking howl.
Talents, Skills, and Magic: Hyena have no special talents or skills. They do not use tools or magic.
Movement Rates: Running: 350
PS:
6–8 MD:
19–21 AG:
22–24 M.A:None
EN:
7–9 FT:
11–13 WP:
8–10 PC:
19–23
PB:
6–8 TMR:
7 N.A: Hide absorbs 3 DP
Weapons: Hyenas can only attack in Close Combat with their bite (BC 60%, D10–1 damage).
Comments: Hyenas are mainly scavengers, preying on the remains of caresses left by the great cats and other hunters.
Jackal
Natural Habitat: Plains
Frequency: Common Number: 1–8 (2)
Description: A jackal looks like a cross between a fox and a wolf, has a speckled grey and brown coat, and is about 3 feet long.
Talents, Skills, and Magic: A jackal has no special talents or skills and does not use tools or magic.
Movement Rates: Running: 300
PS:
5–7 MD:
18–20 AG:
22–24 MA:
None
EN:
6–8 FT:
9–12 WP:
7–9 PC:
20–23
PB:
7–9 TMR:
6 NA:
Fur absorbs 2 DP
Weapons: Jackals can only attack in Close Combat with their bite (BC 60%, D10–2 damage).
Comments: Jackals, like hyenas, are scavengers, and are none too courageous. They are curious, and will occasionally raid a human camp searching for food, but they will run at the first sign of danger.
Mongoose
Natural Habitat: Woods, Rough, Marsh
Frequency: Common Number: 1–20 (6)
Description: Mongooses have light grey fur and grow to a length of about two feet. They are very common rodents in some parts of the world, and are valued as snake-killers.
Talents, Skills, and Magic: Mongooses have no special skills or talents. They are not tool or magic users.
Movement Rates: Running: 400
PS:
2–3 MD:
26–32 AG:
26–32 MA:
None
EN:
4–6 FT:
6–8 WP:
18–20 PC:
20–24
PB:
10–12 TMR:
8 NA:
None
Weapons: Mongooses can only attack in Close Combat with their bite (BC 80%, D10–6 damage).
Comments: Mongooses are especially valued as house pets and a mongoose which is trained to remain in the vicinity of a dwelling (and protect against snakes, especially cobras) will fetch 300–400 silver pennies. They are relatively easy to train for this task.
RABBIT
Natural Habitat: Woods, Plains, Field
Frequency: Common Number: 1–20 (4)
Description: Rabbits are small woodland creatures with large hind legs and pointing ears. They are shy of almost all creatures, most especially man. They live in burrows beneath the ground, and forage for grasses, clover, any vegetables grown by man, particularly carrots. They vary in color from brown to grey to white, and can weigh up to 7 pounds.
Talents, Skills, and Magic: Rabbits have no special talents or skills, and they are not tool users. They have no affinity for magic.
Movement Rates: Running: 450
PS:
1–2 MD:
12–16 AG:
18–24 MA:
None
EN:
1–2 FT:
2–4 WP:
8–10 PC:
16–20
PB:
4–8 TMR:
9 NA:
Fur absorbs 1 DP
Weapons: Rabbits can only attack in Close Combat with their bite (BC 20%, D10–7 damage).
Comments: Rabbit furs will sell for 5–10 silver pennies in most cities. Rabbits provide about 1–2 pounds of meat if prepared properly. They will always attempt to flee from danger of any kind.
Rat
Natural Habitat: Caverns, Ruins, Crypts
Frequency: Common Number: 1–100 (12)
Description: Usually about eight inches long, these animals can be any combination of shades of black, white, or brown. Some larger strains of (black) rats can grow to 18 inches (with a corresponding increase in the damage they can inflict and their bite BC during Close Combat).
Talents, Skills, and Magic: Rats have no special talents, skills, or magical abilities.
Movement Rates: Running: 100
PS:
4–6 MD:
15–20 AG:
15–20 MA:
None
EN:
1–2 FT:
2–3 WP:
8–16 PC:
17–20
PB:
4–8 TMR:
2 NA:
None
Weapons: Rats can only attack in Close Combat with their bite (BC 75%, D10–7 damage).
Comments: Rats are not tool-users, but they can dig holes and gnaw through substances as hard as sandstone and lead, given enough time. When in combat they tend to head for the eyes and other unprotected areas, so the armor Protection of characters defending against rats should be reduced by 2–3 points. A character has a 10% chance of contracting a disease if he is in contact with rats for any period of time. If a character is bitten by a rat, modify the Infection Chance by +20.
Natural Habitat: Ocean, Sub-Arctic, Coast
Frequency: Common Number: 1–20 (20)
Description: Seals are medium sized mammals with slick brown skin, flippers for swimming, and long tubular bodies. They are deft swimmers, and commonly spend their days hunting and playing in the waters near Arctic coasts. They are intelligent animals, and will generally flee to water if threatened, where they can usually avoid any predator. Their main enemies are walrus, killer whales, and polar bears. Seals eat fish and shellfish almost exclusively, although their digestive systems are conducive to almost any food. Seals can weigh as much as 700 pounds, and grow to lengths of up to 8 feet.
Talents, Skills, and Magic: Seals have no special skills or talents, and they cannot use magic. Seals can hold their breath for as long as 70 minutes, and can dive as deep as 2,000 feet underwater.
Movement Rates: Running: 150; Swimming: 350
PS:
10–14 MD:
4–6 AG:
12–16 MA:
None
EN:
10–14 FT:
16–20 WP:
10–14 PC:
14–17
PB:
10–12 TMR:
3/7 NA:
Skin absorbs 2 DP
Weapons: Seals can attack in Melee Combat with their snouts (BC 35%, D10–2 damage). In Close Combat they can bite (BC 30%, D10+1 damage).
Comments: Seals are generally hunted for their skins, meat, and blubber. A seal skin will sell for 30 silver pennies in cities trading in such goods. Baby seal pelts are quite valuable, at 200 silver pennies each. There is a 25% chance that if seals are encountered they will have D10 calves with them.
Natural Habitat: Woods, Fields, Plains, Rough (Hills), Marsh
Frequency: Common Number: 1–3 (2)
Description: Squirrels are small furry creatures who can grow to be about 2 feet in length (including tail). They can weigh as much as 5 pounds. They are generally brown or tan, although some breeds are white. They eat nuts, plants, and berries and will make their homes in trees, burrows, or beneath rocks. They can climb quite well, especially trees, which their claws are ideal for gripping.
Talents, Skills, and Magic: Squirrels do not have any talents, skills, or magic.
Movement Rates: Running: 100; Climbing: 100
PS:
2–3 MD:
16–22 AG:
26–32 MA:
None
EN:
1–2 FT:
2–3 WP:
6–12 PC:
20–26
PB:
6–10 TMR
2/2 NA:
None
Weapons: Squirrels attack with their bite (BC 25%, D10–7 damage) in Close Combat. If a character is infected by a squirrel bite, there is a 5% chance that they will have contracted rabies or some other similar animal borne disease.
Comments: Squirrels will be shy of humans unless food is offered them. They will be wary and run away at any sign of danger. Squirrels will only attack if picked up or grabbed.
Natural Habitat: Any (Near Humanoids)
Frequency: Uncommon Number: 1–2 (1)
Description: A war dog is any type of dog trained by humanoids for use in combat, hunting, or other difficult tasks. These breeds include: mastiff, bulldog, husky (malamute), German shepherd, boxers, and setters. These dogs are larger and stronger than most dogs, averaging 2 to 3 feet high at the shoulder and weighing 70–90 pounds. They also have slightly different characteristics than other dogs (or dingoes). These dogs can be trained and sold without restriction.
Talents, Skills, and Magic: War dogs have no special skills or talents, and they are not magic users. They have good stamina and generally have an excellent resistance to cold weather.
Movement Rates: Running: 350
PS:
10–12 MD:
15–20 AG:
16–20 MA:
None
EN:
12–18 FT:
22–25 WP:
12–16 PC:
20–24
PB:
12–14 TMR:
7 NA:
Fur absorbs 2 DP
Weapons: War dogs can bite (BC 65%, D10 damage) in Melee Combat. In Close Combat, they receive a +1 modifier to their bite damage rolls.
Comments: War dogs are more likely to attack humanoids than most dogs, but will usually not do so if their master is present, unless they are very hungry. They can be trained to fight, hunt, and even track (if the Beast Master who trains them works with, or is, a Ranger of at least Rank 0). Well trained Dogs will sell for as much as 100 silver pennies in most cities. If the new master of a war dog is not a Beast Master, he must spend one week with the dog and the trainer learning the proper commands for directing its actions, or two weeks if the old master is not available. He can still adventure during the time period, but there will be a chance, equal to the dog’s WP×4, that the dog will not obey him if he issues it a command.
Weasel
Natural Habitat: Woods
Frequency: Uncommon Number: 1–2 (])
Description: Weasels have a brown coat during the Summer, which turns white as Winter approaches. They are slim, and utterly vicious.
Talents, Skills, and Magic: Weasels are the only animals which can stand the gaze and breath of the basilisk, and thus they are often trained to kill them. They are, however, difficult to train and a trained Basilisk killer is worth 4,000–6,000 silver pennies. Other than this special ability, weasels have no talents or skills. They use neither tools nor magic.
Movement Rates: Running: 250
PS:
1–2 MD:
19–23 AG:
25–29 M.A:
None
EN:
1–2 FT:
3–4 WP:
18–23 PC:
17–23
PB:
10–13 TMR:
5 NA:
Fur absorbs 1 DP
Weapons: Weasels may only attack in Close Combat with their bite (BC 75%, D10+4 damage).
Comments: Weasels are very curious, and they are thus fairly easy to trap. If a pair of weasels is found in Spring, there is an 80% chance they will be accompanied by 4–8 young. Weasels are bloodthirsty, and will gladly take on much larger creatures. The pelts of weasels taken during Winter are worth 40–70 silver pennies each.
Wolf
Natural Habitat: Woods
Frequency: Uncommon Number: 2–24 (6)
Description: The color of wolves’ fur varies greatly with environment, but they will usually be colored so as to blend in with their surroundings. The thickness of the fur depends on the season.
Talents, Skills, and Magic: Wolves have no skills, talents or magical abilities and are not tool users. Wolves have incredible stamina, however, and can run for literally days at a time.
Movement Rates: All-out Run: 400; Steady Run: 250
PS:
10–12 MD:
18–20 AG:
18–20 MA:
None
EN:
15–20 FT:
30–35 WP:
18–22 PC:
20–24
PR:
6–9 TMR:
8 NA:
Fur absorbs 3 DP
Weapons: Wolves attack in Melee or Close Combat with their bite (BC 60%, D10+1 [D10+3 in Close Combat] damage).
Comments: Wolves travel in packs, although lone wolves can occasionally be found. During the spring, a wolf’s lair will be occupied by from 3‑12 cubs per female in the pack.
Natural Habitat: Woods, Rough
Frequency: Uncommon Number: 1–2 (1)
Description: Wolverines resemble small bears, but they are actually members of the Weasel family. They have dark grey or black fur, sharp teeth, and a vicious temper. They will not hesitate to attack anything that annoys them. They are extremely territorial, and will charge a person who comes near them or their homes. They are about 3 feet long, but can weigh as much as 80 pounds. Wolverines are virtually impossible to tame (treat as intelligent/rebellious creatures (see rule 96.4)). Wolverines are solitary, nocturnal predators, who hunt most creatures in their domain.
Talents, Skills, and Magic: Wolverines have no skills or talents, except that they are virtually fearless.
Movement Rates: Running: 250
PS:
16–22 MD:
18–22 AG:
22–26 MA:
None
EN:
18–22 FT:
20–25 WP:
18–23 PC:
17–23
PB:
4–8 TMR:
5 NA:
Hide absorbs 3 DP
Weapons: A Wolverine can attack up to 3 times per Pulse in Close Combat, twice with their claws (BC 50%, D10+2 damage) and once with their bite (BC 75%, D10+5 damage). They can also bite (BC 75%, D10+4 damage) in Melee Combat.
Comments: Wolverines have been known to kill bears and other creatures much larger than they are. They are commonly used for bear-baiting by those who can afford the price of their capture (usually around 1,000 silver pennies for an adult). Wolverine fur is highly valuable, as it repels water. A fur will sell for up to 150 silver pennies.
Avians include only those species listed in this rule Section, though other Species have a flying capacity and the rules governing flying in this section apply to all species using that option.
Whenever an avian (or any other entity that is a flyer) is air-borne, the character’s height above the ground and/or any obstacle may have to be noted (especially in the case of combat situations). When calculating the range between two characters when one or both are airborne, the following formula is used: a2+b2=c2. a=the distance between the two characters in feet. b=the difference between the height of the two characters from the ground. c=the range between the characters. A character may not attack another character in Melee Combat when one or both are airborne unless the Range between them is 5 feet or less. A character may not attack a character in Close Combat when one or both are airborne unless they occupy the same hex and the height difference is 3 feet or less. A character may not attack another character in Ranged Combat when one or both are airborne unless the range to the target as calculated in this Section is within the maximum range of the weapon or spell the attacker is using.
The Base Chance of hitting an airborne character is always modified by –20%. The Base Chance of an airborne character hitting a target on the ground is modified by –15%. The Base Chance of an airborne character hitting another airborne character is modified by –10%. These modifiers apply to Close, Melee and Ranged Combat, but not to magic.
Whenever an airborne character occupies the same hex as another conscious, unstunned character and the height differential is 3 feet or less, they are automatically in Close Combat. An airborne character will be pulled from the air and made to adopt a Prone Position in Close Combat if the combined (PS+AG) of the airborne character are less than the combined (PS+AG) of the character on the ground. If both characters are flying, or if the combined (PS+AG) of the airborne character is equal to or greater than that of the non-airborne character, the Close Combat will be conducted with the airborne character remaining airborne and, possibly, with both characters airborne (GM’s discretion as to how much weight a flying character can carry into the air in such circumstances).
An
airborne character can enter the same hex as a stunned or
unconscious character or as a character who is 5 feet or more
above or below him without having to enter Close Combat. An airborne
character can make a Charge Attack by diving
on the target.
The larger avians can be used as steeds or will carry characters or objects in their talons or claws. Generally, except for eagles, only Fantastical Avians will carry characters or objects.
Common Avians include buzzards, eagles, goshawks, and owls.
Buzzard
Natural Habitat: Plains, Waste
Frequency: Common Number: 1–60 (10)
Description: These birds have dark brown plumage and thin, un-feathered necks of a tan color. Their beaks are black and snub-tipped. They prey on the dead and near-dead (especially if unconscious).
Talents, Skills, and Magic: Buzzards can see each other miles away, and thus when one buzzard descends for a meal, others soon follow. Except for their keen eyesight, buzzards possess no special talents, skills or magic. They are not tool users.
Movement Rates: Flying: 600
PS:
3–5 MD:
15–17 AG:
14–16 MA:
None
EN:
6–7 FT:
9–11 WP:
8-I0 PC:
17–20
PB:
8–10 TMR:
12 NA:
Feathers absorb 1 DP
Weapons: Buzzards can attack only in Close Combat with claws (BC 45%, D10–5 damage) and beak (BC 40%, D10–6 damage).
Eagle
Natural Habitat: Rough (usually mountainous)
Frequency: Uncommon Number: 1–20 (1)
Description: Great Eagles are the largest of the birds of prey. They have a wingspan of 7 feet when full grown. Their feathers are grey except around neck and head (which is white).
Talents, Skills, and Magic: Eagles have no special talents or skills. They are not magic users and do not use tools. They do have keen eyesight.
Movement Rates: Flying: 1200
PS:
12–16 MD:
22–24 AG:
19–23 MA:
None
EN:
9–12 FT:
17–20 WP:
11–13 PC:
20–24
PB:
10–12 TMR:
24 NA:
Feathers absorb 2 DP
Weapons: Eagles can attack only in Close Combat with either beak (BC 50%, D10–1 damage, Rank 0–3) or two claws (BC 70%, D10+1 damage, Rank 0–2) in the same Pulse, without penalty.
Comments: Eagles avoid humans except to occasionally steal goats or other small animals from human flocks. They will sometimes attack a party which ventures too near their nest.
Owl
Natural Habitat: Woods
Frequency: Uncommon Number: 1–6 (1)
Description: Owls can be of several types, but in general they are between one and two feet in length. Coloring varies, but brown feathers speckled with grey is a common coloration. Owls’ eyes are both on the front of the head, unlike most birds, and they tend to have large, dark rings around the eyes.
Talents, Skills, and Magic: Owls see well in the dark and have excellent hearing. They have no magical abilities, skills or talents and are not tool users.
Movement Rates: Flying: 600
PS:
3–4 MD:
18–20 AG:
22–24 MA:
None
EN:
3–4 FT:
5–7 WP:
7–9 PC:
20–22
PB:
9–11 TMR:
12 NA:
Feathers absorb 1 DP
Weapons: Owls can attack in Close Combat only with one bite (BC 55%, D10–6 damage) and two claws (BC 50%, D10–7 damage) in the same Pulse, without penalty.
Comments: Owls are primarily nocturnal predators, hunting small mammals as well as birds. They are said to understand human speech and to be friendly to man, often providing travellers with valuable information.
Gargoyle
Natural Habitat: Ruins, Caverns, Crypts
Frequency: Rare Number: 1–10 (2)
Description: Gargoyles are humanoid in form, but they have leathery wings, sharp claws, a horn, a tail, and spiked elbows and knees. Their skin is stony in appearance, and upon contact it feels very rough. Gargoyles have deep-set eyes, and sharp, small teeth.
Talents, Skills, and Magic: Gargoyles possess no special skills or talents. They have only limited magical abilities in general but may use tools and even weapons.
Movement Rates: Flying:400; Running: 200
PS:
14–20 MD:
13–18 AG:
12–16 MA:
10–12
EN:
7–10 FT:
18–20 WP:
9–13 PC:
12–16
PB:
2–5 TMR:
8/4 NA:
Hide absorbs 8 DP
Weapons: A gargoyle can use his horn (BC 35%, D10+1 damage), his claws (BC 50%, D10–3 damage), or his bite (BC 45%, D10+2 damage) in both Close and Melee Combat. In any one Pulse, he may make up to two strike attempts with any combinations of these weapons. Gargoyles will sometimes (but not often) use weapons instead of their claws.
Comments: Gargoyles are hopelessly evil, and will attack immediately any party that they think they have a fair chance of handling. They can sometimes be found in the service of a highly evil character, in which case they will usually show more restraint.
Aquatics include only species described in this Section, though other species may have the ability to swim or breathe water. All aquatics except dolphins and whales can breathe water indefinitely. Dolphins and whales can remain submerged for 5 to 20 minutes only before having to rise to the surface for air. Fish must move at least once per minute or take D10–3 damage to Fatigue due to suffocation. All aquatics move within the water the same way that avians move through the air and the rules for range and combat applying to avians (see rule 135.) also apply to combat involving aquatics, or others in an aquatic environment.
Fish include barracuda, manta rays, pike, piranha and sharks. All fish except piranha are found in an oceanic environment. Piranha tend to be found in streams, rivers, marshes and lakes. Fish must keep a steady flow of water over their gills in order to breathe. They are non-intelligent, but very hostile.
Barracuda
Natural Habitat: Ocean
Frequency: Uncommon Number: 1–6 (1)
Description: Barracuda are predatory fish about 6 feet long.
Talents, Skills, and Magic: Barracuda possess no magical abilities or other special skills or talents.
Movement Rates: Swimming: 350
PS: 12–14 MD: None AG: 17–20 MA: None
EN: 6–8 FT: 11–14 WP: 8–10 PC: 14–16
PB: 4–7 TMR: 7 NA: Skin absorbs 4 DP
Weapons: Barracuda attack with their bite (Base Chance of 50% +1 Damage).
Comments: Barracuda will not generally attack man unless threatened or particularly hungry. They might, however, mistake a person carrying jewelry or making quick movements for another fish and attack for that reason.
Manta Ray
Natural Habitat: Ocean
Frequency: Uncommon Number: 1–100 (15)
Description: Manta rays are large, flat ocean creatures. Their bellies are white, while the top is dark blue. They are triangular in shape, and reach sizes more than 20 feet across, weighing up to 3000 pounds. The eyes are set forward in front of the body on two foot long protuberances, between which rests the mouth. They have a long, very thin tail.
Talents, Skills, and Magic: Manta Rays possess no special talents, skills or magic.
Movement Rates: Swimming: 200
PS: 35–40 MD: None AG: 13–15 MA: None
EN: 16–19 FT: 24–28 WP: 10–12 PC: 12–14
PB: 5–8 TMR: 4 NA: Skin absorbs 4 DP
Weapons: Manta Rays can deliver killing blows with their massive fins in Melee Combat, crushing the ribcages of swimmers, and breaking in the sides of boats. Base Chance for the Manta: 65%, +14 Damage.
Pike
Natural Habitat: Ponds, Lakes, Rivers, Streams, Marsh
Frequency: Common Number: 1–30 (1)
Description: Pike are 2 to 4 foot long fish which specialize in the solitary hunting of other fish. They have needle-like teeth and spiky fins and are covered with tough scales. Though usually not a danger to humans, they can be called in large numbers by nixies and will attack at the nixies’ command.
Talents, Skills, and Magic: Pike have no skills, magic, or talents.
Movement Rates: Swimming: 300
PS: 8–11 MD: None AG: 20–25 MA: None
EN: 5–10 FT: 10–15 WP: 6–8 PC: 14–16
PB: 5–6 TMR: 6 NA: Scales absorb 1 DP
Weapons: Pike attack in Close Combat with a Base Chance of 30% of doing −4 Damage. In schools, each group of 5 attacks with a Base Chance of 70% of doing +2 Damage.
Shark
Natural Habitat: Ocean
Frequency: Uncommon Number: 1–50 (5)
Description: Sharks are long fish with very sharp teeth and tough skin. A shark’s color varies from light blue to white to orange, depending on the waters that they are swimming in. Sharks reach sizes in excess of 40 feet, at which point they are threats to boats as well as to swimmers. Sharks are normally two-hex monsters.
Talents, Skills, and Magic: Sharks can detect the presence of blood in the water from extremely long distances, and they will gather around the blood, working themselves up into a killing frenzy. They can also sense motion in water, especially in the form of the types of disturbances caused by swimmers.
Movement Rates: Swimming: 350
PS: 35–45 MD: None AG: 12–16 MA: None
EN: 25–30 FT: 40–50 WP: 8–10 PC: 9–12
PB: 6–8 TMR: 7 NA: Skin absorbs 7 DP
Weapons: Sharks attack via their bite (Base Chance of 40%, +8 Damage).
Comments: As soon as blood is drawn in waters containing sharks (most waters do) there is a 60% chance that 10–60 sharks will be attracted. Sharks teeth are fairly valuable (a set might go for 100 silver pennies) as charms.
Aquatic mammals include dolphins, great white whales, killer whales, and merfolk. They are generally moderately intelligent and neutral or, even, friendly to adventurers. Except for merfolk, they cannot remain submerged indefinitely. Merfolk must keep a steady flow of water over their gills in the same manner as fish.
Dolphin
Natural Habitat: Ocean
Frequency: Common Number: 1–20 (4)
Description: Dolphins are mammals of the sea. They grow to 12 feet in length and are basically fish-like in form (although their bodies are more cylindrical than most fish). They have long, thin snouts, and are generally grayish in color. Dolphins are two-hex monsters.
Talents, Skills and Magic: Dolphins have no talents, skills or magic.
Movement Rates: Swimming: 400
PS: 25–30 MD: None AG: 24–26 MA: None
EN: 12–15 FT: 20–25 WP: 15–17 PC: 14–17
PB: 12–15 TMR: 8 NA: Skin absorbs 4 DP
Weapons: Dolphins attack in Melee Combat by ramming with their snouts with a Base Chance of 40% anD10–1 Damage.
Comments: Dolphins will sometimes aid humans in need, and will remember with a vengeance those humans who have harmed them in the past. They will never attack humans unless provoked.
The species included in this section tend to be non-lethal to human-sized beings individually, but most will be found, if at all, in large numbers. They include the Black Widow Spider, the Fire Ant, the Killer Bee, scorpions and tarantulas.
Fire Ants
Natural Habitat: Plains
Frequency: Uncommon Number: 500–5000 (500)
Description: A Fire Ant is a bright red ant about 2 inches long. Talents, Skills, and Magic: Fire Ants have no magic skills, talents or other special abilities. They are not tool users, but they will use twigs and leaves to cross bodies of water.
Movement Rates: Running: 150
PS: 1 MD: None AG: 11–13 MA: None
EN: 1 FT: None WP: 5–7 PC: 10–12
PB: 2–4 TMR: 3 NA: None
Weapons: A Fire Ant can only attack in Close Combat. It bites with a Base Chance of 25%. If the bite hits, roll D10. If the number rolled is more than the bitten character’s Armor Protection Rating, the character takes 2 DP. Otherwise there is no effect.
Comments: Fire Ants tend to form into columns that eat through anything in their way. These insects dislike the smell of oil, and if it is put in the ants’ path, they will go around it if possible.
Killer Bee
Natural Habitat: Woods, Plains
Frequency: Uncommon Number: 1–300 (200)
Description: A killer bee looks like a normal bee except that it is about an inch and a half long.
Talents, Skills, and Magic: Killer bees have no magic abilities or special talents or skills. They are not tool users, but do build hives.
Movement Rates: Flying: 500
PS: 1 MD: None AG: 20–22 MA: None
EN: 1 FT: None WP: 7–9 PC: 15–17
PB: 6–8 TMR: 10 NA: None
Weapons: Killer bees can only attack in Close Combat in which they can sting with a Base Chance of 50%. If a bee succeeds in stinging roll D10. If the roll is more than the armor protection rating of the stung character, the character takes D10–6 Damage (not absorbed by armor). As soon as a bee hits a character (not necessarily penetrating armor via the die roll above) it dies.
Scorpion
Natural Habitat: Waste, Rough
Frequency: Rare Number: 1–20 (1)
Description: A scorpion is a black-colored insect about 4 inches long. The most prominent feature of a scorpion is its tail, which stretches over its back.
Talents, Skills, and Magic: Scorpions have no special talents, skills or magic.
Movement Rates: Crawling: 150
PS: 1 MD: None AG: 18–20 MA: None
EN: 1 FT: 1 WP: 8–10 PC: 11–13
PB: 4–5 TMR: 3 NA: None
Weapons: A Scorpion can only attack in Close Combat, in which it uses its tail with a Base Chance of 65%. If the tail hits, roll D10. If the die roll is more than the Armor Protection Rating of the character stung, the character takes 4 DP/Pulse for D5 Pulses, or until an antidote is applied.
Comments: An Alchemist can use a Scorpion’s tail to distil poison, and so a scorpion can be sold for about 50 silver pennies in a major town.
This Section includes all larger than average size humanoid species. Included are 6 flavors of Giants (Cloud, Fire, Frost, Hill, Stone and Storm). All types of Giants except storm Giants and hill Giants can be played by players. In general, the characteristics of Giants are the same as those included under Character Generation (IV.). Other giant humanoids include Ogres, Trolls and Titans.
Frost Giant
Natural Habitat: Rough (especially mountains)
Frequency: Rare Number: 1–25 (6)
Description: Frost giants are large humanoid between 15 and 20 feet in height. Frost Giants are three-hex figures.
Talents, Skills, and Magic: See 6.6.
Movement Rates: Running: 600–700
PS: 24–42 MD: 4–22 AG: 3–21 MA: 4–22
EN: 25–43 FT: 18–24 WP: 4–22 PC: 5–23
PB: 5–23 TMR: 12–14 NA: None
Weapons: Frost giants generally use swords and axes, and will frequently achieve rank 4 or higher with these weapons. Frost giants will wear any type of armor, with metallic armor being Common.
Stone Giant
Natural Habitat: Rough, Caverns
Frequency: Rare Number: 1–6 (3)
Description: Stone giants are humanoids about 10 feet tall.
Talents, Skills, and Magic: See 6.6
Movement Rates: Running: 400–500
PS: 13–31 MD: 4–22 AG: 3–21 MA: 4–22
EN: 15–25 FT: 18–24 WP: 4–22 PC: 5–23
PB: 5–23 TMR: 840 NA: None
Weapons: Stone Giants prefer heavy weapons like hammers and clubs. They will have rank 3–5 with these weapons. Stone giants frequently wear leather armor and carry shields.
Ogre
Natural Habitat: Rough, Woods
Frequency: Rare Number: 1–20 (4)
Description: Ogres are large, ugly humanoid. They are 8 feet tall, have flattened noses and large, sharp teeth. They will usually be wearing rags.
Talents, Skills, end Magic: Ogres generally shun magic, although there is. a 5% chance that an ogre will belong to the College of Earth Magics if he has an MA of 15. The highest rank that an ogre will ever attain with any spell is 5, and this only rarely.
Movement Rates: Running: 450
PS: 25–30 MD: 11–13 AG: 8–10 MA: 10–15
EN: 20–23 FT: 28–30 WP: 18–20 PC: 11–14
PB: 6–9 TMR: 9 NA: Thick skin absorbs 4 DP
Weapons: Ogres prefer to use large clubs over other weapons. Ranged weapons are rare, but possible. Ogres will also use shields and wear armor 80% of the time. If they do wear armor, it will usually be chainmail or lighter. In Close Combat or in the absence of a weapon ogres can also bite (Base Chance of 65%, +4 Damage).
Comments: Ogres eat those travelers that they waylay and take their treasure. They are intelligent enough so that they will not attack a party if they are hopelessly outclassed, but they are stupid enough so that they cat, also be easily outwitted. Ogres will usually have treasure in the form of gold and gems.
Troll
Natural Habitat: Rough, Caverns, Ruins, Fields, Marshes
Frequency: Uncommon Number: 1–3 (1)
Description:
Trolls are large
green, vaguely humanoid beings with greenish black heads and
extremities. They are well-muscled and 1ong-limbed with
thick, leathery skin. Their large teeth and claws are ideally suited
to rending the man flesh
they so highly prize. A full‑grown
troll may stand almost 15 feet high. Trolls are three-hex
monsters.
Talents, Skills, and Magic: Trolls possess no skills to speak of and are not magic-users. They may use simple weapons, but may never achieve any Rank with a weapon. Trolls possess the ability to regenerate themselves at the rate of 1 Damage Point healed each Pulse. Any damage inflicted by fire is, however, permanent and may not be healed by regeneration. Trolls are not afraid of fire.
Movement Rates: Running: 300
PS: 30–50 MD: 10–14 AG: 12–16 MA: 5–8
EN: 30–40 FT: 40–50 WP: 18–25 PC: 20–25
PB: Always 0 TMR: 6 NA: Skin absorbs 5 DP.
Weapons: A Troll may use its hands (Base Chance of 55%, Damage of +6, no Rank) to Melee Attack or may use hands and teeth (Base Chance of 35%, Damage of +4, no Rank) in Close Combat. It may Strike twice with hands and once with teeth each Pulse.
Comments:
Trolls become enraged
by the presence of fire and will kill anyone who uses it if
possible. A severed portion of a troll’s body will produce a new
troll in 20 Pulses. The only way to prevent this or to keep a Troll
from regenerating after death is to burn the Troll’s corpse (or
any stray pieces). A Troll is unlikely to possess or guard treasure,
but may have a few pretties
in his possession (gold or jewelry
and such). The net worth of such items will usually be no more than
500 silver pennies, but could equal 1,000 in rare instances.
Fairy folk include brownies, dryads, elves, fossergrims, leprechauns, nixies, nymphs, pixies, satyrs, and sylphs. They are all roughly related, though their natures have diverged since the time when they could claim a common ancestor. Brownies, Leprechauns, Nixies, Pixies and Sylphs all take D10–2 damage from physical contact with cold iron in addition to any other damage that may be inflicted by a weapon made of that substance. This damage is due to burning. Other fairy folk do not suffer this effect, but prefer to use substances other than cold iron for tools and artifacts. Only the Elves have overcome their fear of the substance to the extent of habitually forging and using fine iron and steel weapons.
Brownie (House Spirit)
Natural Habitat: Fields (usually around man or his dwellings)
Frequency: Uncommon Number: 1–30 (6)
Description:
Brownies are little
people
similar to Leprechauns, but more sociable. They tend to be
benevolent toward those who are not of Faerie (unlike their wilder
kindred who despise humans).
Talents, Skills, and Magic: Brownies specialize in using minor magics to assist in keeping order, repairing minor damage, and doing light work around human dwellings. They can bless or curse crops in the same manner as a black magician. Their small help can also be turned to mischief if they are affronted in any way. This might take the form of falling roof tiles, collapsing floorboards, or other small disasters.
Movement Rates: Running: 150
PS: 7–8 MD: 20–25 AG: 20–25 MA: 17–19
EN: 4–5 FT: 10–11 WP: 17–19 PC: 16–19
PB: 12–16 TMR: 3 NA: None
Weapons: Brownies have no natural weapons. They carry small swords (treat as daggers), but do not use armor. They may also carry bows which will have the same characteristics as the Small Bow (see Weapons Table).
Comments: Brownies will aid the human inhabitants of an area in exchange for food (a dish of milk left out each night). If disaffected, they will seek out and give information to the household’s enemies.
Dryad
Natural Habitat: Woods
Frequency: Common Number: 1–30 (I0)
Description: Dryads are insubstantial spirits living within the wood of a specific tree. They can leave their tree and wander about, but may never stray more than a mile from the tree. They usually appear in small colonies.
Talents, Skills, and Magic: Dryads tend to be Adepts of the College of Earth Magics, though some may be members of the Colleges of Illusion or the Sorceries of the Mind. They will not usually be very powerful in Colleges other than Earth, however. They have the special ability of being able to take refuge deep within their tree if threatened.
Movement Rates: Running: 200
PS: None MD: None AG: None MA: 8–20
EN: None FT: None WP: 12–16 PC: 12–15
PB: 16–24 TMR: 4 NA: None. But see below
Weapons: Dryads use no weapons of any kind.
Comments: Dryads can only be harmed if their tree is killed by
chopping
or burning it down. They are not usually inimical to man, though
Black Dryads
do exist who practice Druidic rites (including
blood sacrifice). They will usually aid travelers, but are mainly
concerned with the well being of their trees.
Elf
Natural Habitat: Woods
Frequency: Uncommon Number: 1–200 (20)
Description: An elf is a lithe humanoid, slightly smaller than
man-sized. They are unusually fair in appearance.
Talents, Skills, and Magic: See 6.5
Movement Rates: Running: 275
PS: 4–22 MD: 5–23 AG: 6–24 MA: 4–22
EN: 4–22 FT: 19–25 WP: 6–24 PC: 6–24
PS: 8–26 TMR: 6 NA: None
Weapons: Elves prefer bow weapons, and will have rank 4–6 with them. Spears are also commonly used. Elves will not generally wear metallic armor, although they may do so in unusual cases. The listed characteristic ranges are for NPC elves only.
Satyr (Faun)
Natural Habitat: Woods, Plains
Frequency: Uncommon Number: )−10 (6)
Description: Satyrs have the upper halves of a man and the legs of a goat or horse, They have bristly hair, and short, black horns. Their skin is a deep mahogany in color;
Talents, Skills, and Magic: Satyrs are somewhat magical, Their magical abilities are usually focused through a pipe which they play to charm, delight, or otherwise influence those around them. They are also 3 times as stealthy as humans, and can blend in with surrounding trees (90% chance they will be undetected if they remain still). Satyrs have the same power over women that nymphs have over men.
Movement Rates: Running: 400
PS: 12–22 MD: 19–22 AG: 18–20 MA: 15–18
EN: 10–18 FT: 18–28 WP: 15–18 PC: 18–20
PB: 9–12 TMR: 8 NA: Skin absorbs 2 DP.
Weapons: Satyrs use simple weapons like spears. Usually they will have Rank 1–5 with the weapons they use.
Comments: Satyrs are much like centaurs in mentality: they enjoy drinking, dancing, and generally making merry. In general they dislike men, although they will occasionally attempt to seduce human females. They will usually be accompanied by nymphs.
Dwarf
Natural Habitat: Rough, Caverns
Frequency: Uncommon Number: 1–500 (10)
Description: Dwarves are short, stout humanoids. They usually have long beards.
Talents, Skills, and Magic: See 6.4.
Movement Rates: Running: 225
PS: 6–24 MD: 5–23 AG: 4–22 MA: 3–21
EN: 6–24 FT: 17–23 WP: 7–25 PC: 6–24
PB: 4–22 TMR: 4 NA: None
Weapons: Dwarves delight in axes and hammers and they will have Rank 2–4 with these weapons. They also commonly wear heavy armor, with chainmail being the type most frequently worn, although plate is also occasionally used. The listed characteristic ranges are for NPC dwarves only.
Gnoll
Natural Habitat: All but Waste and Ocean (Usually Caverns)
Frequency: Uncommon Number: 1–300 (40)
Description: Gnolls are dog-faced humanoids about 7 feet tall. They are very strong, and usually wear armor. Their skin is fuzzy, and yellowish-brown in color.
Talents, Skills, and Magic: Gnolls are good diggers if forced to do so, but they will rarely attempt mining on their own, even though they like caves. They have no magical abilities, although they will sometimes have magical items which they will rarely know how to use.
Movement Rates: Running: 250
PS: 20–23 MD: 13–15 AG: 12–14 MA: None
EN: 12–14 FT: 20–24 WP: 10–12 PC: 12–16
PB: 6–9 TMR: 5 NA: Hide absorbs 2 DP
Weapons: Gnolls tend toward the larger weapons, usually axes. They will use ranged weapons, however, and any large contingent will have a fair number of archers. They usually wear light armor (leather or cloth) but strong members of a group will sometimes have better armor.
Comments: Gnolls are very disorganized and travel in loose bands. They like to raid towns and travelers to gain plunder as they disdain to work themselves. Large bands will often have (value: [D10+5]×100 silver pennies per Gnoll) treasure that has been previously looted.
Goblin
Natural Habitat: Caverns
Frequency: Uncommon Number: 4–1000 (20)
Description: Goblins are humanoid in form, but have large fangs, pointed ears, and skin ranging from brown to pallid grey. They are usually very ugly, have foul breath, and an unpleasant odor. They wear garments made out of dirty cloth, and usually wear leather armor, carrying shields. More powerful goblins will sometimes carry better armor. They are about 4 feet tall.
Talents, Skills, and Magic: Goblins are good at working with stone if forced into it, and so they are good at detecting facts having to do with stone (40% chance of detecting anything unusual or dangerous). They can see in the dark. They are excellent at torture, which they delight in. A goblin will in rare instances be an Adept of one of the Entities.
Movement Rates: Running: 150
PS: 9–13 MD: 8–12 AG: 7–12 MA: 10–18
EN: 6–8 FT: 10–13 WP: 8–11 PC: 7–12
PB: 8–10 TMR: 3 NA: Skin absorbs 1 DP
Weapons: Goblins will use any sort of weapon that their strength allows, although they generally prefer simple swords or clubs. They will also often use crossbows and slings. They may have Rank 1–3 with these weapons.
Comments: Goblins are highly evil, and will often waylay a party, killing and looting. They love to cause discord, and will be deceitful where violence will not work. Their lair (and treasure) will be well guarded. Goblins dislike sunlight, and fight at a reduction in the Base Chance of 10 when under a bright sun. They hate Dwarves and Gnomes, and will attack them whenever possible. Goblins will usually be in league with dire wolves if there are any in the neighborhood.
Halfling
Natural Habitat: Caverns (Burrows), Fields.
Frequency: Uncommon Number: 1–50 (6)
Description: Halflings are small humanoids, usually less than three feet in height. They are inclined to be fat.
Talents, Skills, and Magic: See 6.7
Movement Rates: Running: 200
PS: 3–21 MD: 7–25 AG: 6–24 MA: 4–22
EN: 3–21 FT: 17–23 WP: 6–24 PC: 5–23
PB: 5–23 TMR: 4 NA: None
Weapons: Halflings prefer small weapons, maces and slings being the most common, although short swords and daggers will also sometimes be used. There is a 50o70 chance that a halfling will have Rank with at least one of the weapons that h.¢ is carrying. Rank with a weapon will never be higher than Rank 4. The listed characteristic ranges are for NPC halflings.
Hobgoblin
Natural Habitat: Anywhere
Frequency: Rare Number: 1–500 (30)
Description: Hobgoblins are particularly large and vicious creatures of basically the same strain as Goblins. They have the same fangs and pointed ears as Goblins, but they grow to larger’ than man sized, almost 7 feet. They are also usually equipped with better armor (chainmail being the mean) as they are very strong and can more easily carry its weight. Their skin is more hairy than goblins’, although it is the same brown to grayish color.
Talents, Skills, and Magic: Hobgoblins have Goblins’ stone working ability and their ability to see in the dark, but they do not dislike sunlight, and often go out in the day on raiding parties. They have the same magical abilities as Goblins.
Movement Rates: Running: 250
PS: 17–21 MD: 14–16 AG: 13–15 MA: 12–20
EN: 14–16 FT: 20–23 WP: 10–12 PC: 14–16
PB: 6–9 TMR: 5 NA: Hide absorbs 2 DP
Weapons: Hobgoblins use all weapons, and will usually use the largest weapon their strength allows. They like whips and spears with long, barbed points that break off in the wound. Hobgoblins rarely use bows, although they will use slings and javelins. Hobgoblins will have Ranks 1–3 with their favored weapons.
Comments: Hobgoblins are organized into Clans which are highly competitive with each other and with their relatives, the Goblins and Orcs. The Clans are headed by the strongest member of the group, and fights for leader of the Clan are common. Hobgoblins are often hired to lead bands of Goblins and Orcs, as their strength and size ensures that discipline will be maintained.
Kobold
Natural Habitat: Fields, Caverns.
Frequency: Rare Number: 1–10 (5)
Description: Kobolds are small, elderly-appearing Dwarvish types who wear hoods of bright colors. They are about 2~/2 feet tall, and have highly gnarled faces.
Talents, Skills, and Magic: Kobolds are very useful around the house or farm, for they will perform many tasks relating to maintenance of property or animals. They have no special magical powers, and they are not as good at working with stone and at detecting unusual constructions as the Dwarves. They can see in the dark.
Movement Rates: Running: 100
PS: 7–9 MD: 14–17 AG: 15–18 MA: None
EN: 6–8 FT: 12–14 WP: 14–17 PC: 12–16
PB: 8–11 TMR: 2 NA: None
Weapons: Kobolds carry Daggers and Hammers (Base Chance of 10%−2 damage). They do not wear armor.
Comments: A Kobold in the house is a blessing, for they will perform all sorts of menial or semi-skilled tasks with great willingness and ability, where such is possible. They will work for only shelter and food. While traveling, they will most likely run away if they see a party at a distance, but there is a 25% chance that they will be willing to trade information and befriend a character. In general, Kobolds get along with men better even than the Dwarves. Kobolds will almost never have treasure, although if they do it will usually be something of value only to them.
Orc
Natural Habitat: Caverns, Rough
Frequency: Common Number: 1–1000 (25)
Description: An Orc is an ugly, stoop shouldered humanoid, much like a goblin or hobgoblin (to whom they are related).
Talents, Skills, and Magic: See 6.8.
Movement Rates: 250
PS: 6–24 MD: 5–23 AG: 5–23 MA: 3–21
EN: 6–24 FT: 17–23 WP: 3–21 PC: 5–23
PB: 2–20 TMR: 5 NA: None
Weapons: The scimitar is the favorite weapon of the ores (Rank 1–4 with the weapon is typical) although other weapons will occasionally be used. Short bows are the most common form of Missile Weapon. Orcs will wear armor, with leather being the prevalent type. Orcs will also commonly carry shields.
Fantastical Monsters include a number of beings of legend, not often seen by humans and related species. They tend to make their homes in inaccessible areas where few men go. These species include: centaurs, chimaera, giant amoebas, gorgons, manticores, minotaurs, nagas, sphinxes, and unicorns. Due to their rarity, live specimens are usually of great value in the marketplace.
Centaur
Natural Habitat: Woods, Marsh, Rough, Caverns, Plains
Frequency: Uncommon Number: 2–20 (4)
Description: Centaurs are half-man, half-horse. They are human down to the hips, but they join the body of a horse where the neck would normally be. Their lower half has hide, just as a horse, while their top half is that of a normal man.
Talents, Skills, and Magic: Centaurs can have all the abilities and skills of a human. Centaurs in general are good with bows and at hunting, and have an affinity for healing and the art of prophecy.
Movement Rates: Running: 600
PS: 10–30 MD: 5–20 AG: 10–23 MA: 5–23
EN: 12–20 FT: 20–30 WP: 7–26 PC: 10–30
PB: 12–17 TMR: 12 NA: Hide absorbs 3 DF
Weapons: Centaurs use weapons as do men. They can hold up to two Readiness Points worth of weapons, and they will usually have Rank in one or more of their weapons.
Comments: Centaurs cannot resist alcohol and become violent when drunk. Centaurs will only rarely let a human ride them, and only then at pressing need. They eat raw flesh (including human flesh), and will often abduct young maidens for food and other purposes.
Giant Amoeba
Natural Habitat: Caverns, Ruins.
Frequency: Uncommon Number: 1–6 (1)
Description: A giant amoeba is a shapeless, flowing creature between 6 inches and 6 feet in diameter.
Talents, Skills, and Magic: A giant amoeba can sense any organic material within 25 feet, and will move toward the closest anything they such material that it can sense. Giant amoeba are able to eat anything they come in contact with. They can slip under doors and through very small cracks.
Movement Rates: Crawling: 50
PS: None MD: None AG: 3–4 MA: None
EN: 10–12 FT: 20–24 WP: 6–8 PC: 6–8
PB: 3–5 TMR: 1 NA: None
Weapons: A giant amoeba does not attack, per se, but rather attempts to consume anything in its way. If a giant amoeba is ever in the same hex on the tactical display as any living creature, that creature takes 2 DP per Pulse until it leaves the hex occupied by the amoeba. Note that if a creature is fully consumed any weapons and other non-organic materials will be left behind, although all bones will be consumed.
Comments: If a giant amoeba is reduced to 0 endurance as a result of the attacks of normal (non-magical) weapons, the amoeba merely splits into two amoebas, each with half the size, endurance, and fatigue of the original amoeba. Magical weapons and magical attacks affect the amoeba normally.
Minotaur
Natural Habitat: Caverns, Woods, Rough.
Frequency: Very Rare Number: 1–6 (1)
Description: Minotaurs are humanoid, with the head of a bull and a very hairy hide. They have a tail, just like that of a bull.
Talents, Skills, and Magic: The minotaur has no special magical abilities or talents. They are tool users and will sometimes use simple weapons.
Movement Rates: Running: 300
PS: 22–26 MD: 18–20 AG: 14–17 MA: None
EN: 14–16 FT: 22–25 WP: 14–16 PC: 18–20
PB: 4–7 TMR: 6 NA: Hide absorbs 6 DP
Weapons: A minotaur can attack by butting with his horns, biting, or attacking with a weapon. Butt: Base Chance of +3 damage. Bite: Base Chance of 30%, - 1 damage. A minotaur will hold Rank 1–5 with whatever weapon it uses. The minotaur can use any combination of two of these attacks in any one pulse without penalty. in Close Combat the minotaur can use only his bite, but the Base Chance goes up to 50%.
Comments: Minotaurs are particularly vicious, and will attack virtually anything that their dim intelligence tells them they have even a mediocre chance of beating. These beasts generally like the dark, and will only-rarely be found in the open after sunup.
Unicorn
Natural Habitat: Woods, Plains
Frequency: Rare Number: 1–8 (2)
Description: Unicorns are white equines with a single, long horn coming out of their forehead. They have a single black, 2 foot long horn set in a deer’s head, very thick feet, and the tail of a boar.
Talents, Skills, and Magic: Unicorns are immune to poison, and a character who possesses one of their horns is also immune. They are also almost impossible to trap as they are very intelligent and wary. They have 5 times the strength of an average human. They are unable to cast spells in the usual sense.
Movement Rates: Running: 600
PS: 55–60 MD: None AG: 16–19 MA: None
EN: 25–30 FT: 50–60 WP: 20–25 PC: 25–30
PS: 18–20 TMR: 12 NA: Hide absorbs 4 DP
Weapons: In Melee Combat, a unicorn uses its horn (Base Chance of 60% +7 damage). In Close Combat, it can attack with its hooves as a War-horse.
Comments: Unicorns are virtually untamable by ordinary men, but a unicorn can occasionally be tamed by a virgin (40%) as unicorns love purity and innocence.
140. Creatures of Night and Shadow
The species portrayed herein include those primarily connected with night and shadow and the Powers of Darkness. They include Weres, Doppelgangers, Bats, and Dire Wolves. Other species which may be nocturnal hunters or may be at their most powerful at night are not included in this heading and are not affected by magic designed to call, communicate with, or control Creatures of Night and Shadow. Only the species listed herein are affected by these types of magic.
Bat
Natural Habitat: Caverns
Frequency: Uncommon Number: 1–400 (100)
Description: Bats are rodents with leathery wings, They are grayish-black in color. They are found in dark places only as they are afraid of light and fire.
Talents,
Skills, and Magic:
Bats can determine
directions in the dark by emitting high‑frequency pips
which reflect off of the surrounding walls. They have no magical
abilities or other special talents and are not tool users.
Movement Rates: Flying: 500
PS: 2–3 MD: None AG: 18–21 MA: None
EN: 1–2 FT: 2–3 WP: 6–8 PC: 14–17
PB: 7–9 TMR: 10 NA: None
Weapons: Bats can only attack in Close Combat, where their bite has a Base Chance of 40% and does −7 damage. A character bitten by a bat has a 10% chance of contracting rabies or some other loathsome disease in addition to the possibility of infection.
This section includes those entities, which normally do not appear on this plane, but are summonable from their own dimension. These entities include: demons, devils, djinns, efreeti, elementals (earth, air, fire and water), hellhounds, imps, incubi, and succubi. Devils, demons, imps, incubi, and succubi are described in the College of Greater Summonings (see section 47) which is concerned exclusively with the summoning and control of these entities. The other summonable entities are described in this section.
Generally, an entity summoned from another dimension will require from 1 to 10 Pulses (5 to 50 seconds) to materialize once summoned. In some cases, entities appear in a non-corporeal form and must be commanded to take on substantial form. An insubstantial entity has no power on this plane, but cannot be harmed. An entity in substantial form, however, can be harmed and can harm others.
Elementals
Elementals are the physical manifestations of the four primary elements: fire, earth, air, and water. They do not normally exist on this plane, but are summoned by members of the Elemental Colleges. They will always be hostile to their summoner, and will attempt to kill him if they are released from his control.
Elementals are impervious to attacks made with non-magical weapons. Magic does affect them. Each is vulnerable to its opposite element and can be damaged by attacks involving that opposite. Water and fire are opposite members, as are earth and air.
An elemental’s Endurance, Fatigue, and Strength vary, according to it’s summoner’s Rank with the Ritual of Summoning Elementals. Endurance and Fatigue vary as described in 58.7, while an elemental’s Physical Strength equals a base number for each of the elementals plus five for each Rank the summoner has attained.
Air Elemental
Natural Habitat: Other Planes
Frequency: Very Rare Number: 1
Description: Air elementals appear as a whirlwind of a height equal to their Endurance. They have facial features, which will appear on one side of the whirlwind.
Talents, Skills, and Magic: Air elementals can predict weather with complete accuracy. They can increase the speed of winds up to the equal of their endurance, blowing in a line ten times their endurance in width (measured in feet). They can also create windstorms per the Windstorm Spell (College of Air Magics) at a Rank equal to their summoner’s Rank plus 4. They do not need to cast the spell, but rather they can cause the windstorm just by willing it.
Movement Rates: Flying: 500 +(50×Summoner’s Rank)
PS: Base 15 MD: 25–30 AG: 32–37 MA: None
EN: 5–50 FT: 10–85 WP: 14–18 PC: 19–23
PB: 10–12 TMR: 10+(Adept’s Rank) NA: None
Weapons: Air elementals can materialize their fists to strike at their opponents. They can take two attacks in the same Pulse without penalty. The attacks have a Base Chance of 65%, and do D10 damage, +1 per Rank of their summoner.
Hellhound
Natural Habitat: (See Below)
Frequency: Very Rare Number: 1–10 (5)
Description: Hellhounds have the outward appearance of a Dire Wolf with reddish-brown fur and bright red eyes.
Talents, Skills, and Magic: Hellhounds, will have some ability in the powers of either the College of Illusions or of the Sorceries of the Mind. They are able to breath fire in a cone 20 feet long by 10 feet wide at the base, doing D10+8 damage to all within Range. The cone will also ignite any inflammables. While on the Tactical Display it takes a Pulse for a Hellhound to breath fire.
Movement Rates: Running: 450
PS:
14–16 MD:
18–21 AG:
19–22 MA:
12–20
EN:
10–11 FT:
20–22 WP:
17–19 PC:
25–30
PB:
4–6 TMR:
9 NA:
Fur absorbs 6 DP
Weapons: In Close Combat Hellhounds attack with their bite (BC 65%, D10+6 damage). They cannot attack in Melee or Ranged Combat.
Comments: Hellhounds do not normally appear on this plane. They are usually brought here by a demon to guard some treasure. It is in this general capacity that hellhounds are normally found, although they are occasionally release to wander the world and cause misery as they may. Hellhounds are highly evil. They love to kill and maim, burn crops, and ruin buildings.
Undead are player characters or NPCs who are neither alive nor dead. They cannot be killed by normal means since they are not alive. Instead, they may be destroyed by magic and by silvered weapons, in most cases. Lesser undead include ghosts, ghouls, revenants, skeletons and zombies. Greater undead include night-gaunts, spectres, vampires, wights, and wraiths. Greater undead have the power to drain life force (in the form of Endurance and Fatigue) from living victims. They cannot affect other undead in this manner, nor can they affect extra-dimensional beings (demons, devils, etc.).
It is possible for characters to become undead in certain cases. When this occurs, the character’s abilities will be altered somewhat, depending upon the type of undead he becomes. His characteristics may be decreased or increased to fall within the appropriate range for the class of undead to which he belongs, but should be altered by the GM as little as possible. For example, a character with a Physical Strength of 10 who became a vampire would have his PS increased, but probably not by more than 5 (so as to possess the minimum Physical Strength for a vampire). A character who becomes undead retains his Rank in all skills, talents and magic which are useable to him in an undead state. They may continue to acquire Experience and Rank, but all Experience costs are doubled for undead characters. Undead beings recover automatically from being stunned at the beginning of each Pulse, if they have not already recovered.
Lesser Undead include all undead who do not have the power to drain life force from the living of this plane.
Ghost
Natural Habitat: Where human beings may be found.
Frequency: Uncommon Number: 1–36 (1)
Description: A ghost is the insubstantial form taken by the spirit of a recently deceased individual. It may appear in exactly the form the individual himself took in life except for a certain shimmering quality and the fact that a ghost seen in direct sunlight will tend to fade into the background. Ghosts are usually produced when an individual dies in particularly traumatic circumstances.
Talents, Skills, and Magic: Ghosts have no skills or magical powers and cannot harm living beings directly since they are insubstantial. However, they can frighten living beings (especially the unwary) into flight. A character facing a ghost must roll 3 times his willpower or less on D100 to keep from panicking and fleeing from the ghost’s presence. Add 20 to the dice roll if the ghost was unexpected.
Movement Rates: Flying: 250
PS:
None MD:
None AG:
None MA:
5–23
EN:
None FT:
None WP:
5–23 PC:
5–23
PB:
5–23 TMR:
5 NA:
None
Weapons: Ghosts have no natural weapons and may use no man-made weapons. They cannot harm others directly and cannot be themselves harmed by physical means.
Comments: Ghosts can be sources of information which may be wholly or partially false. They may aid characters who are willing to assist them in finishing any business they may have left uncompleted in their former life and which is in whole or in part the cause of their inability to find peace. For example, they may seek revenge on the individual(s) who brought about their end or may desire the welfare of a still living former lover to be attended to. Ghosts are usually chained to a place or object connected with their death or the fulfilment of their desires. They may not leave that place until put to rest unless wronged or cheated by a character. They will then become tied to that character, following him about, haunting him and warning his enemies of his approach until he rights the wrong he has done to them. Ghosts have only one aim: to alter the circumstances that have made them ghosts. They may temporarily assist characters in their own goals as a means of getting the characters’ assistance in their quest, but only in a very limited sphere. Once their problem has been solved, they are laid to rest and immediately dissipate.
Ghoul
Natural Habitat: Crypts, Ruins, Fields
Frequency: Uncommon Number: 3–30 (6)
Description: Ghouls are a form of undead who specialize in devouring the flesh of the living or of recently dead characters. They are physically humanoid in all respects except that they may be ravaged by sickness or maimed by the wounds which killed them. Their undead status has robbed them of most of their intelligence and agility, but has also made them fearless.
Talents, Skills, and Magic: Ghouls possess no skills or magic. They possess two special characteristics: Any character bitten by a Ghoul will automatically die if the wound becomes infected and will rise at dawn on the day after his death as a Ghoul. Ghouls can only be killed by destroying their motor center. Thus, they are unaffected by specific Grievous Injuries.
Movement Rates: Running: 150
PS:
14–18 MD:
8–12 AG:
6–12 MA:
None
EN:
18–24 FT:
25–30 WP:
18–25 PC:
10–14
PB:
1–2 TMR:
3 NA:
None
Weapons: Ghouls may use their hands in Melee or Close Combat as unranked weapons. They may only Strike once per Pulse (i.e., no Double Strikes). Ghouls may Strike twice per Pulse in Close Combat, once with hands and once with a bite (BC 40%, D10–4 damage, +20 to Infection Checks in addition to any modification for bites).
Comments: Ghouls, like Trolls hate fire and will immediately attack any character holding a torch in preference to all other targets.
Revenant
A character who dies in circumstances conducive to the creation of a ghost may, at the GM’s discretion, become a revenant. Thereafter, the character takes on the form of a ghost or night-gaunt (GM’s discretion) chained to the place of death. The GM always plays the character. The revenant retains his previous personality and those characteristics appropriate to his new form and gains those characteristics appropriate to his undead state. Revenants can never be returned to life.
Skeleton
Natural Habitat: Any habitat where humans are found.
Frequency: Rare Number: 3–12 (6)
Description: Skeletons are animated figures formed magically from the bones of the dead. They are controlled and animated by the will of an Adept in the same manner as zombies are. Often they will be clothed and armed. Skeletons immediately fall apart and turn to dust whenever they cease to be animated by an Adept. Skeletons may never be Stunned.
Talents, Skills, and Magic: Skeletons have no special talents, skills, or magic. However, their special magical nature makes them immune to damage from weapons rated for A type damage (arrows, thrusting swords, stabbing weapons). They may use weapons, including Ranked weapons, shields and armor.
Movement Rates: Running: 150
PS:
10–16 MD:
14–18 AG:
12–16 MA:
None
EN:
8–12 FT:
5–10 WP:
20–25 PC:
14–18
PB:
1–2 TMR:
3 NA:
None
Weapons: Skeletons may attack using the unarmed combat rules, but will probably be armed with a weapon of some sort.
Comments: Skeletons are often found around old battlefields and graveyards. They need to be animated before they can attack, though. The skeletons used by an Adept need not be Human. He could animate any type of being which would then have attributes close to those it originally possessed while alive. Usually, however, Human skeletons are used since they are more easily animated.
Greater undead include all those undead who have the ability to drain life force from the living of this plane.
Wight (Barrow Wight)
Natural Habitat: Crypts, Ruins, Graveyards, Fields & Moors
Frequency: Rare Number: 1–6
Description: Wights are a form of ghost. They normally appear in their human form, but vary in substantiality in direct proportion to the time of day. Bright sunlight makes them fade into the spirit world while moonlight and starlight increases their corporeality. When in a corporeal state (usually just after moonrise), they are capable of harming humans just as if they were, themselves, alive.
Talents, Skills, and Magic: Wights may exhibit any and all human skills and talents. They may use magic, but are limited to the Celestial Magics (Conjurations of Night and Stars) at Rank 10 or above due to their unique status as beings who themselves wax and wane substantial in direct proportion to the power of celestial bodies. They can use weapons, wear armor and carry shields just as they did when they were alive.
Movement Rates: Running: 250
PS:
15–30 MD:
15–25 AG:
10–20 MA:
15–30
EN:
10–25 FT:
15–30 WP:
20–30 PC:
20–30
PB:
3–7 TMR:
5 NA:
None
Weapons: Wights are treated in all ways as human when in a substantial state except that they cannot be harmed by normal weapons. In addition, a wight may drain the life force of any character with whom he comes into physical contact. Whenever a character strikes or is struck by a wight, the contact does D10+2 damage. Damage inflicted on a character in this manner is never absorbed by normal armor.
Comments: Wights are individuals who have died under a geas or oath which they have been unable to fulfil in life. Often, they are bound to a specific place by an oath to protect that place. They are often found guarding burial sites, especially where treasure is buried along with the body of the master the wight has been set to guard. Only magic or silvered weapons can harm a wight and these things can destroy it. An individual whose last point of Endurance is drained by a wight becomes a night gaunt upon the next moonrise, but will have all his normal characteristics halved (round down) and will exist under the control of the wight who killed them unless that wight has been destroyed. When a wight is destroyed (by magic or silver), all night‑gaunts under the wight’s control are also destroyed.
Wraiths
Natural Habitat: Fields, Crypts, Graveyards, Ruins, Caverns
Frequency: Uncommon Number: 1–10(1)
Description: A wraith is much like a wight in that he appears human and tends to wax and wane insubstantial. However, a wraith dissipates entirely in full sunlight and may never reform. Consequently, wraiths stay in dark areas where the sun does not penetrate and only come out at night. The natural pallor of a wraith is replaced by a silvery aura in bright moonlight when its power is at its height.
Talents, Skills, and Magic: Wraiths cannot harm living beings by physical means, nor can they engage in any physical skills. However, a wraith can, when its power is high, perform Celestial Magic at Rank 8 or above. The touch of a wraith operates in the same manner as the touch of a wight except that +4 is added to the damage die roll. Even at their most substantial, they are not otherwise physical beings.
Movement Rates: Running: 250
PS:
2–5 MD:
2–5 AG:
25–35 MA:
15–30
EN:
15–30 FT:
20–35 WP:
20–30 PC:
20–30
PB:
5–20 TMR:
5 NA:
None
Weapons: Wraiths have no natural weapons and cannot use physical objects. They can use magic.
Comments: A wraith may not be harmed by weapons (including enchanted weapons). It may only be destroyed by magic spells or by exposure to direct sunlight.
This Section is concerned with common riding and pack animals and includes descriptions of donkeys, draft horses, mules, palfreys, ponies, mustangs, quarter horses, and war horses. Avian mounts, camels, oxen and other types of riding and pack animals are described elsewhere.
All of the riding animals described in this Section except the war horse have similar combat abilities. They can attack with a kick any entity occupying the hex directly opposite the hex they are facing. Their bite can be used in either Melee or Close Combat, but their kick can only be used in Melee Combat. Only one of these two types of attacks can be made in a single Pulse. The Base Chance and Damage for each of these attacks is given individually for each animal.
Mounts are generally not Adept at fighting and will only attack if directly threatened or if panicked. Only trained war-horses will intentionally enter the same hex on the Tactical Display as another figure other than their rider(s).
Donkey
Natural Habitat: Anywhere
Frequency: Common Number: Not applicable
Description: Donkeys are basically equine in form. They are usually grey with a darker stripe down the center of their backs. They have very large ears and reach about four feet at the shoulders.
Talents, Skills, and Magic: No special talents, magic, or other abilities. They are not tool users.
Movement Rates: Running: 500
PS:
40–45 MD:
None AG:
16–19 MA:
None
EN:
18–22 FT:
33–38 WP:
10–12 PC:
19–21
PB:
9–11 TMR:
10 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 40%, D10+3 damage) or Bite (BC 25%, D10–3 damage).
Comments: Donkeys are common draft animals. They do not need good food, and will serve well unless mistreated. They can carry burdens of up to 250 pounds with great endurance.
Draft Horse
Natural Habitat: Anywhere
Frequency: Common Number: Not applicable
Description: Draft horses are the largest of the horses, growing to more than five and a half feet and weights of up to 2300 pounds. They have huge muscles and thick limbs, and they will frequently have hairy feet of a different color than the rest of their body.
Talents, Skills, and Magic: Draft horses possess no special talents, skills, or magic. They are not tool users.
Movement Rates: Running: 500
PS:
60–65 MD:
None AG:
13–15 MA:
None
EN:
26–32 FT:
55–63 WP:
8–10 PC:
14–18
PB:
8–10 TMR:
10 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 35%, D10+4 damage) or Bite (BC 15%, D10 damage).
Comments: Draft horses are bred to carry burdens without tiring. They can carry loads of up to 500 pounds, and have great endurance. They can be ridden, although they are not especially sensitive to a rider’s wishes.
Mule
Natural Habitat: Anywhere
Frequency: Common Number: Not applicable
Description: Mules are a usually sterile crossbreed of a mare and a jackass. A mule has a short mane, long ears, small feet, and a tail with long hairs at the end. They are usually brown, and are about four feet high at the shoulders.
Talents, Skills, and Magic: Mules possess no special talents, magic, or other abilities. They are not tool users.
Movement Rates: Running: 450
PS:
40–50 MD:
None AG:
17–20 MA:
None
EN:
20–25 FT:
40–45 WP:
10–12 PC:
18–20
PB:
9–11 TMR:
9 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 40%, D10+4 damage) or Bite (BC 20%, D10–2 damage).
Comments: Mules are excellent draft animals. They are very strong, are sure footed, and have great endurance. Loads of up to 300 pounds can be carried by a mule, although such burdens are rare. Mules are highly resistant to disease (reduce the chance of infection by 10% if struck in combat). Mules generally work with little fuss unless mistreated, in which case they become stubborn and vicious.
Mustang
Natural Habitat: Plains
Frequency: Rare Number: 1–50 (30)
Description: Mustangs are wild horses. They are smaller than most domestic animals, usually about four and a half feet at the shoulder. Colors vary, but most mustangs have very long manes and tails.
Talents, Skills, and Magic: Mustangs possess no special talents, skills, or magic. They are not tool users.
Movement Rates: Running: 600
PS:
40–50 MD:
None AG:
18–21 MA:
None
EN:
18–23 FT:
36–42 WP:
11–13 PC:
20–22
PB:
9–11 TMR:
12 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 45%, D10+4 damage) or Bite(BC 25%, D10 damage).
Comments: Mustangs are generally afraid of men and will run away if they sense man’s presence. They can be tamed if captured, however, and used either as riding horses or beasts of burden. They can carry loads of up to 400 pounds.
Palfrey
Natural Habitat: Anywhere
Frequency: Common Number: Not applicable
Description: Palfreys are fine-featured riding horses. They grow to a little more than five feet at the shoulders, and weigh about 1100 pounds.
Talents, Skills, and Magic: Palfreys possess no special talents, skills, or magic. They are not tool users.
Movement Rates: Running: 650
PS:
38–43 MD:
None AG:
16–19 MA:
None
EN:
18–21 FT:
30–35 WP:
8–10 PC:
16–18
PB:
11–13 TMR:
13 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 40%, D10+3 damage) or Bite (BC 20%, D10–2 damage).
Comments: These horses were bred for gentleness and appearance. They were developed to be riding horses, and are highly responsive to their riders. They can carry up to 350 pounds, but, like the quarter horse, they are not usually used to carry burdens.
Pony
Natural Habitat: Anywhere
Frequency: Common Number: Not applicable
Description: Ponies are small horses less than five feet high. Most are between three and four feet high at the shoulder.
Talents, Skills, and Magic: Ponies possess no special talents,
magic, or other abilities. They are not tool users.
Movement Rates: Running: 350
PS:
19–24 MD:
None AG:
13–15 MA:
None
EN:
12–14 FT:
20–22 WP:
9–11 PC:
16–26
PB:
10–12 TMR:
7 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 20%, D10–1 damage) or Bite (BC 15%, D10–4 damage).
Comments: Ponies are especially gentle and easy to train. They live longer than most horses, and do not need any food other than hay and grass. Loads of up to 150 pounds can be carried without great strain.
Quarter Horse
Natural Habitat: Anywhere
Frequency: Common Number: Not applicable
Description: These horses grow to five feet at the shoulders, and weigh about half a ton.
Talents, Skills, and Magic: Quarter horses possess no special talents, skills, or magic. They are not tool users.
Movement Rates: Running: 600
PS:
40–45 MD:
None AG:
17–20 MA:
None
EN:
18–23 FT:
35–40 WP:
9–10 PC:
17–19
PB:
10–12 TMR:
12 NA:
Hide absorbs 3 DP
Weapons: Kick (BC 45%, D10+5 damage) or Bite (BC 20%, D10–1 damage).
Comments: Quarter horses are very useful as riding animals. They can climb steep banks and ford water. They are extremely responsive to their rider if well trained and are able to stop or turn very quickly, suiting them for such tasks as rounding up herds. They do not have great endurance, however, and they can only maintain their maximum speed for periods of a few miles. They can carry loads of up to 350 pounds, but they are not intended to be beasts of burden, and so their spirit will be quickly broken if they are used as such. If a quarter horse’s spirit is broken, its speed will be decreased by 30%.
War Horse
Natural Habitat: Anywhere
Frequency: Infrequent Number: Not applicable
Description: War-horses are heavily built, thickly muscled and limber animals, bred to carry large burdens for extended periods. They are often five and a half feet at the shoulder, and can weigh more than a ton.
Talents, Skills, and Magic: War-horses are specially trained for combat. They panic less frequently than other horses when faced with fire, sudden movements, or loud noises. A rider can also control a war‑horse’s actions in combat, making the horse kick, bite, or attempt to trample an adversary. See the rules on Horsemanship. Other horses can be used in combat, but they cannot be used to attack.
Movement Rates: Running: 500
PS:
55–60 MD:
None AG:
16–19 MA:
None
EN:
25–30 FT:
50–60 WP:
9–11 PC:
16–18
PB:
9–11 TMR:
10 NA:
Hide absorbs 3 DP
Weapons: In addition to the kick (BC 45%, D10+7 damage) and bite (BC 25%, D10+2 damage) of normal horses, when in Close Combat a war horse can also attempt to trample an adversary (BC 25%, D10+8 damage). War horses will willingly enter Close Combat if their rider directs them to do so.
Comments: These are the most intelligent and (if properly treated) the most loyal of the horses. They are responsive to a rider, but can also be used to carry heavy burdens (up to 500 pounds). Using a war-horse as a draft horse will generally lower the quality of his training for combat, however.