Ray Turney's Rune Rule Set

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FIRE AND SWORD-Chapter 8

Monsters

2/21/99

 

INTRODUCTION

The same statistics are given for monsters as are provided for humans. To create an intelligent monster character, use the statistics in the same way as described in the chapter on character creation for humans. Some monsters are not intelligent. These also use the same rules, but are described as fixed Int, indicated by an F after the Intelligence characteristic. Fixed Int monsters cannot learn from experience, use lore skills, or cast magical spells of their own volition. Also, some monsters are unusually hard to kill. These require some multiple of the number of wounds needed to incapacitate a human character with equivalent statistics. For example, a salamander (Fire Elemental) has no vital spots which when hit incapacitate in one blow. It thus has twice as many wounds as a human character of equivalent statistics.

 

Aldryami

Yellow stats: Str:2D6+3 Con:3D6 Siz:2D6+2 Pow:3D6+3 Int:3D6 Cha:2D6+6

Brown stats: Str:2D6+4 Con:3D6 Siz:2D6+3 Pow:3D6+3 Int:3D6 Cha:3D6+6

Green stats: Str:3D6+4 Con:3D6+6 Siz:2D6+6 Pow:3D6+3 Int:3D6+3 Cha:3D6+6

 

The Gloranthan version of elves, Aldryami are humanoids. They can wear any armor and use any weapons, but traditionally wear light armor and use bows and spears.a Most Aldryami are retiring types that stick to the forests most of the time. Most Aldryami worship Aldrya.

Yellow Aldryami are associated with tropical forests, such as are found in most of Pamaltela. Brown Aldryami are associated with temperate zone forests. Green Aldryami are associated with evergreens, old growth redwoods, etc. Aldryami are secretive, and tend to stick to their forests.

Aldryami culture is not well understood by most humans, and will not be discussed in detail here. Most elves worship Aldrya. Some warriors worship Yelmalio.

To create an Aldryami character, use the human character creation rules. Then apply adjust {-D6, +3, etc}, as appropriate. An Aldryami character must have some clear motive for advneturing, and may be banned by a gamemaster who does not want to deal with the complications of running non-humans.

BIRDS

small, stats: Str:1     Con:2D6+3 Siz:1 Dex:4D6+4 Pow:3D6 Int:1D6+3(F)

large, stats: Str:1D3+1 Con:2D6+3 Siz:2 Dex:3D6+3 Pow:3D6 Int:1D6+3(F)

 

     These stats cover assorted birds, ranging from lunar mourning doves (small) to Yelmalio Vrok hawks and Yelmi eagles (large).  Any injury to a bird brings it down.  Large birds generally dive better than small ones, but small birds can often outmaneuver large ones, if they are aware of the large bird's presence.  All birds are 90% scan, and they fly twice as fast as a running man {a massive oversimplification for game purposes}. A hawk bags another bird if the other bird fails to notice it, and the hawk starts out well above it.  Aerobatics are resolved with a Dex vs. Dex roll.

 BEAR

Brown Bear Stats: Str:3D6+6 Con:3D6+6 Siz:2D6+18 Dex:3D6 Pow:3D6+3 Int:2D6+3(F)

Black Bear Stats: Str:3D6+9 Con:3D6+6 Siz:2D6+24 Dex:3D6 Pow:3D6+3 Int:2D6+3(F)

 

The classic bear, a big solitary predator that usually isn't much interested in humans, but a formidable opponent if he is. Sometimes captured and used for the ugly sport of bear baiting, in the Empire. There are awakened bears, which are like normal bears except they have an additional D6 of Int and their intelligence is normal, not fixed; giant bears, which have 2D6 of extra Siz; and Great Spirit bears which are giant awakened bears, sometimes with Int's of 3D6 or higher. Chaotic bears have been known, but are fortunately rare outside Dorastor.

Normal bears have a bite attack of D10 lethality and a claw attack of D8 lethality, one of each per round. Giant bears have a bite attack of D12 lethality and a claw attack of D10 lethality. Both types have a tough hide, effectively comparable to medium armor, and two times the number of wounds which their stats would normally entitle them to.

Bears are surprisingly fast for their size and build, and can move up to four times as fast as a walking human.

Awakened and Great Spirit Bears may have access to bear spirit cult divine magic and powers. The most common unusual powers are comparable to the Shield and Battle Frenzy Divine Magic spells, though others have been known.

There are also bear spirits, which exist on the spirit plane looking like bears, but have no presence on the physical plane. These use POW for Siz, etc, and must be fought on the Spirit Plane, using the Spirit Combat rules. Bear spirits sometimes appear as shamanic totems.

BISON

Stats: Str:4D6+9 Con:3D6+6 Siz:3D6+24 Dex:2D6 Pow:3D6 Int:2D6(F)

 

A lot like Earth bison, except that Gloranthan bison may be ridden, at least by the Bison Riders of Prax and members of the Royal House of Sylila. There are also a few pack bison, tended by Bison Rider Issaries initiates. Since they are big, and smell terrible, most people don't like having bison around, and therefore don't like having Bison Riders around either. This does not seem to have much effect on the Bison Riders, who either don't know or don't care when they're not wanted.

The typical bison attack is a direct charge, aimed at knocking the target flat. Treat this as an attack by the bison, using it's Siz versus the Siz of whatever is trying to stand in its way, as if the bison's SIZ were a weapon skill. Success knocks the target out of the way, inflicting 1D12 plus the bison's impact bonus. Crits allow the bison to trample the victim, which counts as a twelve on the lethality die plus the bison's impact bonus. A target may attempt to dodge the attacking bison; this requires a successful roll against Dex, and using an action to move out of the way. A combined Dodge and weapon attack requires two separate rolls, both of which must overcome a difficulty of 5. The dodge is against Dex as if it were a skill, the attack roll is against weapon attack skill.

Bison are tough, their shaggy fur and lack of vulnerable spots putting them in the equivalent of medium armor. Bison riders sometimes supplement this with boiled leather in addition, such a bison counts as in heavy armor. Bison have twice times as many wounds as their stats would normally entitle them to.

There are bison spirits, these look like bison on the spirit plane. The Pow of a Bison spirit is doubled for spirit attack purposes, and it may conduct a spiritual plane charge which works like a normal charge. A success on the spirit plane charge doubles normal spirit damage. A crit triples spirit damage.

Bison spirits sometimes appear as shamanic totems, though are only common as totems for Bison Rider shamans.

 

BOAR

Stats: Str:3D6+6 Con:2D6+6 Siz:3D6+3 Dex:3D6 Pow:3D6 Int:2D6+3(F)

 

Wild pigs with a nasty disposition. Giant, chaotic, and awakened boars have all been reported. Boars take a while to realize they are dead, and fight on for one round after incapacitation.

Boars have a 1D10 plus Impact bonus gore attack; if they hit the player of the boar may also roll D20 using the Str characteristic of the boar as if it were a skill, versus the Dex or Siz {defender's choice} characteristic of the target to knock the target down. Boars have few weak points, so counting as medium armored. Boars have double the normal number of wounds for a human with their characteristics.

Boars can move three times as fast as a normal human, in reasonably clear terrain. They are quite nimble, and being low to the ground are not adversely affected by forests.

There are boar spirits, and boars sometimes appear as shamanic totems.

BONE BATS

Stats: Str:1 Con:2D6+3 Siz:1 Dex:3D6+3 Pow:1 Int:1D6(F)

Undead skeletal bats, individually easy to dispose of. It's hard to find just one, though. They have a collective audible keening fearshock attack. This attack is treated as an offensive magical spell. Victims must run away if they are overcome by the attack; it extends about 1 pace per bat in the group, in a 45% arc in front of the flying bats. The keening attack is collective; the number of bats is equal to the effective POW of the fearshock spell. For example, 15 bats have a range of 15 paces, and attack like a normal spellcaster with a POW of 15. When a bat is killed, range goes down to 14 paces, and the effective POW goes down to 14. The effective POW of this fearshock attack is never greater than twenty; but if a group has more than twenty bats the extra bats are treated as a second fearshock attack. Bats have one wound each. Bats also have a 1D6 lethality bite attack. and fly as if small birds. The Bone Bat fearshock attack has no effect on other undead, or creatures without ears.

BROOS

stats: Str:2D6+9 Con:2D6+6 Siz:2D6+6 Dex:3D6 Pow:3D6 Int:2D6+6

 

Goat headed humanoids, though other forms are known; these are chaotic disease carriers.  Wild broos are usually organized into small hunting bands, using bows and spears.  They wear any armor they can capture or extort. Anyone injured or wounded by a broo is automatically exposed to disease {broos themselves are immune}.  For more detail on broos, see the Chaosium web page's writeup on Thed.

Broos rarely {about a 10% chance if random} have chaotic features.  Usually the leader and some of his tough bodyguards have desirable major chaotic features.

The Goddess teaches that broos can be healed, through the attainment of enlightenment.  Few lunars carry this teaching so far as to actually associate with broos; and the ravages of disease have further reduced this number.  The general attitude, even in the Empire, tends to be that the only good broo is a dead broo.

 

DEMONS

stats: various

 

Almost any creature, native to another world, may be summoned to Glorantha as a demon.  Particularly good choices are servitor races from Call of Cthulu {a Chaosium trademark}, and Stormbringer or Elric chaotic demons {these last two also Chaosium games}. As a source of demons, these games have the advantages that their statistics are generally compatible with Fire and Sword. Most demons are harder than normal humans to kill, and have some multiple of what a normal human with their stats would have, in wounds.

 

In general, player characters should not be capable of summoning demons.  Summoning a demon requires knowledge of its true name, and a critical Summoning skill roll.  If they accomplish this, the summoner must make a pact with the demon.  Making a pact with a demon requires the sacrifice of a number of power points equal to the number of high level beginning player characters the demon would be a match for in combat.

These Power points must come from the summoner(s), or from intelligent sacrificial victims who lose their lives in donating POW to the demon. 

Generally, at least one POW point must come from the chief summoner, and at least one victim must be sacrificed.  Involuntary sacrificial victims always contribute one POW point each, unless more is extracted from them by an appropriate sorcery spell.

Once the pact is made, the demon will perform one service {go assassinate X}, or serve the summoner for a year and a day.  The demon's servitude ends upon the death of the demon, the death of the summoner (chief summoner, if the summoning was a team effort), the completion of the task, or the end of a year and a day.  A demon, once summoned, may be engaged in combat on the spirit or hero plane.  If defeated, it will serve the victor indefinitely if that victor is the summoner, or depart Glorantha immediately if the victor is not the summoner.  

Even with a license from the Emperor {no lesser authority may authorize the summoning of demons}, summoning and making a pact with a demon is considered an evil act {possibly the lesser evil, of course}.  Unlicensed demon summoning is considered heresy in the religious realm _and_ treason in the secular realm.  Of course, if he's committing treason anyway, a bad guy may not feel this to be much of a deterrent.

 

DINOSAURS

Ceratopsian:  Str:4D6+12 Con:3D6+6 Siz:5D6+9 Dex:3D6 Pow:3D6+15 Int:1D6+6(F)

Hadrosaur:    Str:3D6+9  Con:3D6   Siz:4D6+6 Dex:3D6 POW:3D6+15 Int:1D6+6(F)

 

The classic Ceratopsian is Triceratops, the classic Hadrosaur is Hadrosaurus.  A wide variety of other types existed.  These are not the only types of Dinosaur in Glorantha, but they're the ones I'm most likely to use.  A Ceratopsian is a quadruped that acts a lot like a rhino, while a Hadrosaur is a quadrupedal walker/bipedal runner that acts a lot like a cow.  Both of these behaiviors can be modified by human controllers.

Gloranthan dinosaurs are devolved Dragons - Dragonnewts that took a wrong turn on the evolutionary scale.  In themselves, they are highly magical, but lack free will and the ability to master their powers. 

A dinosaur that associates with a human for several days will imprint on that human.  A spiritual link may then be formed between the human and the dinosaur, requiring that the human sacrifice a point of power.  The result is that the human can direct the dinosaur, much as a mahout guides an elephant.

Ceratopsians are merely huge monsters, capable of doing a lot of damage.  They have one or more horns, impact by which is treated as lance blow; or they can ram a target, knocking down anything half their size or smaller, and trample it.  Being trampled by a ceratopsian is like being trampled by an elephant; exact damage is not given but it is likely to kill anything man size or smaller.  Ceratopsians have heavy armor, and can absorb six wounds, each of which would incapacitate a normal human.  Ceratopsians charge at horse speed. Ceratopsians are treated as in natural medium armor, and have four times the number of wounds that their statistics would normally give them.

Hadrosaurs are less prepossesing, running only three times as fast as a normal human and having a 1D10 claw attack.  But hadrosaur POW, above 18, can be used to augment a the controller's Divine Magic spellsr.  Treat this POW as flexible sacrficied magic points; POW points sacrificed to the deity and turned into specific spells by calling upon them as needed.  Note that once committed, they are what are; and that a hadrosaur never prays to regain his spells - this is up to the human controller. Hadrosaurs are hard to kill, but not comparatively as hard as ceratopsians, so they have twice the number of wounds that their statistics would normally give them.

Note that this interpretation of Dinosaurs is not endorsed by Greg Stafford, but merely an attempt to make sense of their peculiar behaivior in the Dragon Pass game.         

DISEASE SPIRITS

Stats: Dex:3D6+3 Pow:varies Int:2D6(F)

 

Disease spirits attack on the spirit plane, by enveloping their target and trying to overcome the victim's CON before they are beaten off by normal spirit combat. Most disease spirits will flee, if they are hurt in spirit combat before they can overcome and possess the victim. If possessed the victim can no longer fight back, and suffers the effects of the disease until he is either healed or dead This works as follows:

Suppose a minor spirit of the Grippe is approaching Bloodaxe. If Bloodaxe could see on the spirit plane, he would see an ugly black and blue cloud approaching him. Since he cannot see onto the spirit plane, though, he gets no warning until it is upon him. The Grippe has a power of 14. The Grippe tries to possess him at the same time he gets his first Spirit Plane blow at the grippe. The grippe has a 14 POW to attack with, and no Spirit Combat skill, but the Gamemaster rolls a 13 for the grippe. John rolls a 10 for Bloodaxe. The Grippe attack wins. At the same time, John rolls a ten for Bloodaxe's spirit attack on the grippe. The Gamemaster rolls an 8 for the grippe. Bloodaxe hurts the grippe, doing 2 points of harm and reducing the grippe to 12 spirit points. This does not save him from the grippe, since his attack happened while he was being possessed. It does weaken the grippe, which will not improve its prospects when we get to the description of healing spirits.

Once a disease spirit has possessed someone, it cannot be attacked from outside without attacking the person possessed, except by healing spirits and demons, or magic which specifically cures diseases. The effects of diseases vary from disease to disease; a few sample diseases follow.

Normal disease spirits never communicate. They either attack and attempt to possess a victim, or flee. A disease spirit which flees may attack companions of the character who drove it off.

Dysentery: minor has 2D6+6 POW, major has 3D6+6 POW

Causes pain, fever and severe diarreha. Minor incapacitates a sufferer, though it does not force a roll for possible death. Major forces a roll for possible death, with a +2 to lethality {i.e. 4 or higher kills}. Recovery from major dysentery is to minor dysentery, and recovery from minor dysentery is to health. A character gets one recovery roll per day. A disease recovery roll opposes the Constitution of the sufferer to the POW of the disease. If the player succeeds, the character recovers. The rules for crits and fumbles in normal skill versus skill rolls apply; a crit makes the character permanently immune to dysentery, a fumble makes minor dysentery major and major dysentery fatal.

Major dysentery attacks twice, the first time to cause minor dysentery, and the second time to cause major dysentery. The second attack occurs the day after the first.

Dysentery looks like a jet black cloud when viewed with Second Sight on the spirit plane.

Gangrene: Pow, 2D6+9

Gangrene looks like a green liquid on the spirit plane, adhering to limb, object, or weapon. It causes swelling, fever, and pain; if unchecked it will lead to limb loss or even death. Gangrene is usually communicated by being touched by an infected object, or hit with an infected weapon. Any character wounded by weapons used by broos, or suffering limb loss through rolling a five on the survival D6 roll, may be exposed to gangrene. If the wound was not caused by a broo infected weapon, and is promptly healed Heal Wound, it will not become infected.

Gangrene has four stages. The first stage of infection creates visible infection, and hurts, but has no direct game effect. The second hurts enough to be highly distracting, creating an extra five difficulty for all skill use. The third incapacitates the sufferer, causing a roll for limb loss on D6; at the beginning of each day 1-3 no effect, 4-6 loss of infected limb. The fourth stage causes a roll of 1 no effect, 2-4, limb loss, 5-6 no effect. Infection occurs on the first day, by the normal rules for possession by Disease Spirits. Progression from each stage to the next is for simplicity done as a roll for deeper possession {i.e. use the possession rules again}, rolled at dusk. Progression stops at whatever point the possessed character successfully resists deeper possession. Recovery rolls are made once per day, for convenience at dawni, and oppose the Constitution of the diseased character to the Spirit Points of the Disease. Recovery is to the next healthier stage, thus when a character suffering possible limb loss recovers, he recovers to the stage where gangrene causes a five difficulty.

Grippe: minor has 2D6+6 POW, major has 3D6+6 POW

Minor grippe causes coughing, makes breathing difficult, causes chills and temperature, and adds five to the difficulty level of all skill use. For example, a fighter attacking with a sword and also facing a difficulty of four for some other reason would have to overcome a difficulty of 9, in addition to any parry the enemy might have. A character gets one roll per day to shake off the grippe, for convenience always rolled at dawn. This is a roll opposing the constitution of the diseased character versus the POW of the disease, higher success wins. The rules for crits and fumbles in normal skills versus skill rolls apply. A crit makes the character immune to the grippe, a fumble converts a minor case of the grippe to a major case of the grippe.

A major case of the grippe attacks twice, the first time as a minor case, and the second, the next day, to convert minor grippe into major grippe. Major grippe incapacitates the victim, and forces a roll for possible death as if the character were incapacitated by wounds {i.e. D6, death on a roll of 6, recovery to minor grippe on a roll of 1}. This must be repeated once per day, until the character recovers back to minor grippe or dies. The symptoms of minor grippe are the same as those of major grippe, but much worse.

Lung rot: Major only, POW 3D6+9

A bigger and nastier form of the grippe, which goes straight to incapacitation, forcing a roll for possible death, the day after it is contracted, with a plus two to the D6 roll. If death the day after contraction is survived, lung rot becomes equivalent to a major case of the grippe, and can be recovered from/cured, by similar means.

 

Dream Spirits

Small, stats: Dex:3D6+3 Pow:3D6 Int:2D6(F)

Normal, stats: Dex:3D6+3 Pow:3D6+4 Int:2D6(F)

Large, stats: Dex:3D6+3 Pow:3D6+8 Int:2D6(F)

Dream spirits come in a variety of forms, usually appearing as multicolored clouds of gas, on the spirit plane. They engulf and attack the target, much like a disease spirit. On possessing the target, they cause him to have the same dream over and over again, until the dream is understood by the Dreamspeaking skill. When the dream is understood, the spirit loses its hold on the victim, and leaves. Being possessed by a dream spirit usually leaves the victim feeling puzzled, sometimes modified by an intuition that he is involved in something deep. Occasionally, there are dream spirits which make the possessed character feel happy.

Dream spirits can sometimes make the use of particular skills or spells harder, as a side effect of possession. For example, a White Moon dream spirit sent to suggest non violence may make it harder for the victim to make a scimitar attack; possibly creating a difficulty of 10 in Scimitar use.

If a victim is possessed by a Nightmare spirit, a dream spirit may fight it. This is done in the same way that a Healing Spirit fights a disease spirit.

Dream spirits are in effect messengers of some sending entity, usually a great spirit, god, or shaman. Usually, the sender of a dream spirit is friendly to the victim, and his primary intent is sending a message. Dream spirits usually lack volition themselves, though there are exceptions.

Dream spirits with shamanistic spirit combat skills are not unknown, though they are not common.

Healing Spirits

Small, stats: Dex:3D6+3 Pow:3D6 Int:2D6(F)

Normal, stats: Dex:3D6+3 Pow:3D6+4 Int:2D6(F)

Large, stats: Dex:3D6+3 Pow:3D6+8 Int:2D6(F)

 

Healing spirits attack disease, madness or pain spirits possessing a target, in spirit combat, as instructed by their masters. Most also have spiritual powers equivalent to the Heal Wound and Greater Healing spells, which they can use at needd. Many healing spirits are also cult spirits of a healing deity, and have access to the divine spells associated with that deity.

If a healing spirit defeats a Disease, Madness, or Pain spirit in spirit combat, the possessed creature is freed.

Healing spirits usually look like white or pale green clouds on the spirit plane, with Siz equal to their POW. Healing spirits move, regain POWER, etc, like normal discorporate spirits.

Some healing spirits are particularly effective against specific types of diseases, etc. Others may, at the Gamemaster's discretion, know shamanistic type spirit combat skills.

 

HORSE

Pony Stats:    Str:2D6+9  Con:2D6+12 Siz:2D6+15 Dex:2D6+6 Pow:3D6 Int:1D6+4(F)

Horse Stats:   Str:2D6+12 Con:2D6+12 Siz:2D6+21 Dex:2D6+3 Pow:3D6 Int:1D6+4(F)

 

Charger Stats: Str:2D6+15 Con:2D6+9  Siz:2D6+27 Dex:2D6   Pow:3D6 Int:1D6+2(F)

 

Gloranthan horses are similar to those on earth.  The stats given above    for ponies are for ponies and small horses up to about 14 hands high.  The horse stats are for racing horses, and common cavalry mounts, 14 to 16 hands high.  Any horse bigger than that, and intended to be ridden is a charger.   There are a number of horse breeds in Glorantha, none of which exactly corresponds to the Thoroughbred.  For more details on historic cavalry horses, see three books by Ann Hyland: Equus, The Medieval Warhorse, and Training the Roman Cavalry.  For more information on Gloranthan horse breeds, consult Chaosium's Glorantha web page. 

Ponies can carry normal people in light armor. Horses carry riders in medium or heavy armor, and if Strength is within 6 of Siz, may also carry light full barding or medium frontal chamfrons, as armor.  Chargers may be fully armored.

Horses can attack in combat with a kick, which has 1D8 lethality for ponies but 1D10 for horses and chargers.  They may also be trained to Rear and plunge, or trample prone enemies.  These attacks are D10 lethality for ponies, D12 for horses and chargers. Horses will not normally attack in combat, preferring to flee combat if not ridden, and not attacking because attacking would interfere with the rider's attacks, if ridden. A fully-trained warhorse has a skill of 15 at attack, a "good" warhorse has a skill of 12.

A horses attack skill starts at 6 and goes up as a normal human would except the trainer of the horse must roll a riding roll each week to train the horse. Additionally, the trainer must use one of his own checks to train the horse unless the GM awards the horse a check during the session.

A galloping horse moves four times normal human movement over clear terrain, while a trotting horses goes twice as fast.

 

Trolls  (Uz)

Trollkin stats:  Str:2D6+6 Con:3D6   Siz:2D6+3 Dex:3D6+3 Pow:3D6 Int:2D6+3

Dk. Troll stats: Str:3D6+6 Con:3D6+3 Siz:3D6+3 Dex:3D6   Pow:3D6 Int:2D6+6

Gr. Troll stats: Str:4D6+9 Con:3D6   Siz:3D6+9 Dex:2D6+3 Pow:3D6 Int:2D6+3

Cv. Troll stats: Str:3D6+9 Con:3D6+3 Siz:3D6+6 Dex:3D6   Pow:3D6 Int:2D6+3

 

Trolls are an intelligent species, with an old and complicated civilization described in Trollpak.  The author of these rules encourages those interested in Gloranthan trolls to purchase Trollpak.  The Dark Troll is the basic form, with the Trollkin a degenerate form arising from a curse, and the Great Troll a hybrid bred by Cragspider.  Cave Trolls are chaotic, solitary and very rare.

In creating a troll character, use the standard assortment of archetypes.  Warriors will be members of Kyger Litor or Zorak Zoran, merchants, members of Argan Argar, and sorcerers will probably be members of ZorakArkat.

 

Trolls use a batlike sonar to "see" in the dark, have a natural affinity for Darkness, and mostly move at night.  Stereotypical troll tactics involve Dispelling or extinguishing lights, massive sling attacks by large groups of trollkin, and frenzied charges by berserk Dark Trolls using terrifying spells

like Crush and Battle Frenzy.  Troll favor maces and mauls as melee weapons, though spears are common among the Argan Argar worshippers.

 

GHOST

Stats - those of the creature made into a ghost, except POW becomes size as well as itself, and DEX and CON are irrelevant.

A ghost is the spirit of a dead creature, which is for some reason still bound to the normal plane.  This can happen because the ghost has volunteered for service as a cult spirit, been bound to an object or area by the binder, or has an intense emotional need that it tries to fulfill {such as revenge against its killer}.  The powers of ghosts vary, but usually include forcing spirit combat upon enemies who enter its area of influence, using magical skills and spells that it knew in life, and a fear shock effect forcing those who see the ghost's image manifest on the material plane to run away if they fail a POW vs fearshock roll.  Cult spirits differ from ghosts in that they usually cannot force spirit combat on unwilling enemies.

GNOME

Stats: Str, Siz and POW vary, Dex: 1D6+6, Con:24, Int:1D6 (F)

     Earth Elemental, looks, when moving, like a small rolling ridge.  Can hide by remaining completely motionless. Its primary attack is to open a pit beneath a character, and then when he falls in, crush him.  This is modeled as a Dex roll, difficulty increasing by 5 per class of the gnome (i.e. small gnome requires a normal roll, medium overcoming a difficulty of 5, large overcoming a difficulty of 10, and colossal a difficulty of 15).  Characters who fail the Dex roll must then roll Str vs Str to resist the gnome, difficulty rising by 5 per round (i.e. no difficulty the first round, 5 the second round, 10 the third, etc). Each failed Str vs. Str roll cost one wound. Finally, once incapacitated, a character needs to make Con rolls to resist death.  Most adventurers prefer not to let the gnome get that far.  A gnome can entrap one person per 4 Size points of the gnome.

      Gnomes can also be use to batter doors, gates, etc. As such, they do 1D6 damage points per round for a small gnome, 1D8 damage points per round for a medium gnome, 1D10 damage points per round for a large gnome, and 1D12 damage points per round for a colossal gnome.

      Siz, Str, and Pow are all equal, being 2D6+3 for a small gnome, 2D6+9 for a medium gnome, 2D6+15 for a large gnome, and 2D6+21 for a colossal gnome.

      Gnomes move at a speed equal to about half that of a walking human, and cannot fly or swim.

      Gnomes have no vital parts to incapacitate, and are very hard to kill. They have four times the number of wounds that their statistics would normally entitle them to.

LICH

Stats - those of the creature it was in life, plus 3.

     Some sorcerors, seeking immortaility, cast a preservative spell on their body and bind their spirit to it, through black magic.  The result combines the toughness of the Zombie with the cunning, skills and magical capabilities of a top sorceror. Like zombies, liches have three times the normal number of wounds that their statistics would entitle them to. Finally, liches are immune to disease and poison.

     Being a lich has its disadvantages.  Most liches must drink the equivalent of a glass of human blood a day; and liches find it harder to learn than normal humans.  When rolling checks, a lich character takes the _worse_ of two die rolls.  A lich cannot be healed, though there is a sorcery spell that will repair damage.   If resurrected, a lich is destroyed.

 

Lions

Stats, Str:3D6+6 Con:3D6 Siz:4D6+6 Pow:4D6+3 Cha:3D6 Int:2D6(F)

The classic big cat, usually with a tawny coat, though sometimes, in Carmania, white. Thinly scattered, living in prides. Lions are fast, and can move up to twice as fast as a running human for short stretches {up to five combat rounds or so}. Lions are also tough, having skin equivalent to light armor and three times the number of wounds they would normally be entitled to. Lions can also hide, usually having Hide, Scan and Spot Hidden skills ranging from 12 to 18. Last and not least, they have claws and bite. They bite is a D12 attack, the claws D10. One claw and one bite attack can be made per round. They dodge, usually with an effective skill of about ten. But. like most animals, they're looking for food, not a fight, and avoid most parties of adventurers.

Lions have a magical roar power, usable once per day. When they use this power, they attack all non-lions within javelin reach as if by a magical spell, stunning them if successful. Stunned targets remain motionless until they emerge from stun. Rolls to emerge from stun are done at the end of the round; and are D20 vs Con with a difficulty of 5.

There are spirit lions, on the spirit plane. They look like lions, though they are often pure white or black. There are also leonine "Great Spirits", that have 3D6 normal Int, anc can learn spells and skills. Both are rare. Lion spirits are much more aggressive than normal lions.

 

LUNES

Stats: Str, Siz and POW vary, Dex: 2D6+6, Con:12, Int:1D6 (F)

 

      A blood red mist, looking very much like a red shade, a Lune is quite distinctive.  The Lune is the Lunar elemental, beloved of the Red Goddess.  It is spiritually attuned to her, and subject to the effects of the Lunar magic cycle. It attacks like a shade, except that instead of Fearshock, it attacks with the Lunar (Seven Mothers and Rufelza), Madness attack spell. Lunes have twice the number of wounds that their statistics would normally entitle them to.

       To summon a Lune, a character must have at least a small piece of moon rock on hand.  He overcome a difficulty five points higher than normal in summoning elementals, thus a small lune requires overcoming a difficulty of 5 to summon, a medium lune requires overcoming a difficulty of 10 to summon, and a large lune requires overcoming a difficulty of 15 to summon.

       In all other respects, lunes obey the rules applicable to Shades.


 Nightmare Spirits

 

Nightmare spirits resemble Dream Spirits, except that:

a) They tend to have a very dark and angry appearance, black, dark grey, and dark red being prominent in their aura when viewed on the spirit plane.

b) The intention of the sender is always hostile.

c) Nightmare sprits resist understanding, and thus the application of Dreamspeaking. To have a chance to banish one, the Dreamspeaker must overcome the power of the Nightmare spirit with her Dreamspeaking skill. If successful, the possessed character gets a chance to fight the Nightmare spirit again.

d) Nightmare spirits leave the possessed character feeling worn out and exhausted, creating a difficulty of 7 to use any skill. This also affects critical chances of course - a roll of seven or below on the second die is a miss, reducing a critical to a normal success.

e) Nightmare spirits automatically resist morale enhancing magic, such as Braveheart. Possessed characters will resist with the spirit's POW, even if the character himself wants the magic to take effect.

f) Some, unusually nasty, Nightmare spirits may cause the victim to collapse into depression, unable to use skills or cast spells. This effect can also result from a critical roll when t normal Nightmare Spirit tries to possess the victim.

 

SALAMANDER

Stats: Str, Siz and POW vary, Dex: 2D6+6, Con:12, Int:1D6 (F)

      Fire elemental, usually appears as a brightly glowing mobile flame, with two white eyes.  Attacks anything that touches it, and tries to reach out and touch someone twice per round.  This touch is treated as if it were a dagger or fist attack for all purposes except lethality.  Damage is rolled on D12, but a minimum of two wounds are done.  Salamanders do not parry, but have no vitals and cannot be incapacitated by single blows.  They also melt the weapons of attackers that miss with a roll of 16 or higher, if these weapons are not enchanted. Salamanders have twice the number of wounds that their statistics would normally entitle them to. 

       Str, Siz, and Pow are all equal, being 2D6+3 for small Salamanders, 2D6+9 for medium salamanders, 2D6+15 for large Salamanders, and 2D6+21 for colossal salamanders.

       Salamanders can sprint, for one round moving as quickly as a galloping horse, but they cannot sustain this movement speed and normally move at the pace of a walking human.  Salamanders cannot fly.

       Small salamanders can also be bound into an iron sword or similar object, if and only if it has a gold fire rune and two gold eyes inlaid into it.  When manifest, such a sword is treated as the salamander itself, and the sword may be attacked to kill the salamander.

 

SCORPION MAN

Stats: Str,Siz,Con, 2D6+6; Int,Dex,Pow, 2D6+3

      A rare chaotic creature, the scorpion man tends to be found in small bands out in the desert.  This is a good thing, because they look like man-giant scorpion centaurs and have nasty disposiitons.  They have three actions per combat round instead of two, one of which must be an attack by the tail, which  contains poison, which may be of any potentcy less than the Con of the Scorpion man.   Scorpion men can move quickly, as quickly as a cavalry horse, and can climb as well as goats.  They may know any skills or spells known to humans, but usually only have divine spells from their goddess Bagog.  Scorpion men are also hard to kill; characters must overcome a difficulty of five to hit them in a vulnerable spot, and they are treated as in the equivalent of heavy armor unless a crit is rolled.   Scorpion men have three times the number of wounds that their statistics would normally entitle them to.  

 

SHADE

Stats: Str, Siz and POW vary, Dex: 2D6+6, Con:, Int:1D6 (F)

      A Darkness elemental, usually summoned by Arkati and Jakaleeli, but also used by Kyger Litor and most troll cults.   A shade looks like a patch of dense fog, except black instead of greyish white.   A shade's primary attack is Fearshock; anyone entering the shade, or engulfed in it, must resist this attack as if it were a spell.  Failure means that the character must run out of the shade, and for one turn thereafter continue running away from the Shade.  Success allows the character to stand, though he may not be able to see much.  If the Shade rolls a critical in its fearshock attack, and overcomes the target, the attacked character collapses, incapacitated.

Shades may be killed in the normal fashion, and do not parry, but require overcoming a difficulty of ten to affect due to their gaseous form.

       Str, Siz, and Pow are all equal, being 2D6+3 for small Shades, 2D6+9 for medium shades, 2D6+15 for large shades, and 2D6+21 for colossal shades. Shades can engulf one human sized character per five SIZ points.  Shades can move quite quickly, as fast as a galloping horse. Shades cannot fly.

 

SKELETONS

Stats: Str,Dex,Con,Siz = 12; Int, Pow = 1

     The weakest of the undead, usually created by sorcery, skeletons are merely the animated skeletons of the dead.  As such a technical argument could be made that they are not undead at all, but merely automatons.  However, they are traditionally classed as undead and can be turned by Humakhti Turn Undead spells. They are usually considered unworthy of a spell, since their brittle bones can be broken, incapacitating them, by any blow which does one or more wounds of damage.  Skeletons cannot cast spells, and usually use club and shield as weapons attacking and parrying with a skill of ten each.  Not very impressive, they can scare peasants, and sorcery spells to create nastier variants are known to exist.

 

SYLPH

Stats: Siz and POW vary, Dex: 2D6+6, Con:, Str, Int:1D6 (F)

       The common name for an air elemental, the sylph looks like a whirlwind, with a transparent man sized figure in the middle. The sylph's primary attack is as a blast of air, treated as if it were the sorcery spell, intensity equal to the Siz of the sylph.  A sylph can also fly cooperative human sized characters, up to a maximum of one character per five Size points of the Sylph.  This flight can last for a number of turns equal to the Strength of the sylph, before the sylph must set its cargo down. The sylph is also often used as protection from arrows; placed in front of a line of chargers it can knock arrows aside.  If the archer crits, his arrow gets through.  Sylphs may be killed in the normal fashion, and do not parry, but due to their gaseous nature form require overcoming a difficulty of ten to affect with melee weapons.  Missile weapons only affect a sylph when a critical hit is scored, that having the same effect as an ordinary hit.

 

        Siz and Pow are equal, being 2D6+3 for small sylphs, 2D6+9 for medium sylphs, 2D6+15 for large sylphs, and 2D6+21 for colossal sylphs.  Sylphs can fly quite quickly, moving as fast as a galloping horse.    

Tutelary Spirits

Tutelary spirits resemble Dream Spirits, except that the message they offer is actually teaching - one or more checks in a skill or spell. This message must still be teased out with Dreamspeaking, and if a Tutelary spirit offers more than one check equivalent it does not go away after the first Dreamspeaking roll, but remains until all it has to offer has been teased out by repeated Dreamspeaking.

Most tutelary spirits are cult spirits.

 

UNDINE

Stats: Str, Siz and POW vary, Dex: 2D6+6, Con:12, Int:1D6 (F)

      Water elemental, appears as wall of water, one person wide per 6 SIZ points of the elemental.  Height is normal human size.  The primary attacks of an undine are knocking the target flat {STR vs STR roll, as if opposed skill}, and drowning.   To drown an enemy the undine must completely engulf him in water.  The first round this happens, the target must roll Con or less on D20, or be incapacitated through water inhalation.  Second round, Con or less and overcome a difficulty of 5.  Third round, Con or less and overcome a difficulty of 10.  A standing character who wins a Str vs. Str roll escapes the undine.  A character who is incapacitated by an undine and remains engulfed must roll to avoid death.  The first round requires a Con roll, the second round Con with a difficulty of 5, the third round Con with a difficulty of 10, etc. Undines have three times the number of wounds that their statistics would normally entitle them to.

      A small undine can be summoned from a flask of water, larger undines require larger bodies of water.  Small undines can also be used to clean clothes, etc.

      Str, Siz and Pow are all equal, being 2D6+3 for small undines, 2D6+9 for medium undines, 2D6+15 for large undines, and 2D6+21 for colossal undines.  Undines move at the pace of a walking human, they can sprint for up to three rounds at the speed of a running human.  Undines cannot fly, though they always swim successfully. 

VAMPIRES

Stats: Str,Con =3D6+6, Dex,Int,Pow = 3D6, Siz = 2D6+6

Vampires are created by very chaotic features, or by enchantment when bitten by another vampire. They are like humans, or rarely, other creatures except that they have the following capabilities and drawbacks:

 

a) A vampire loses 1 Point of Power per week, if it does not drink at least a pint of blood per day on average.  If the vampire is intelligent, the creature whose blood is drunk must also be intelligent.  Vampires gain POW normally.  If POW is reduced to zero, the Vampire ceases to exist.

 b) They gain one extra D6 of Strength and Con.  This is included in the stats for a human vampire given above.

 c) silver weapons are +4 to lethality vs. vampires.

 d) Vampires can shapeshift into normal size bats, at will, in the shade or darkness.  Vampires can also shapeshift into gaseous form, with a five difficulty.

 e) Vampires are charming and persuasive, always persuading people they make eye contact with as if they rolled one higher level of success on rhetoric, bargaining or FastTalk{i.e. a miss becomes a success, and a success a crit}.  

 f) Vampires cannot remain in normal form in full sunlight; they automatically revert to gaseous form if unexpectedly hit with full sunlight.  They then automatically retreat to their home coffin.

 g) Vampires have twice as many wounds as their statistics would normally entitle them to.               

Illuminated vampires may ignore either or both of weaknesses c and f. 

Vampires have access to the normal array of divine and sorcery spells, except that they cannot become members of undead or chaos hating cults {Humkht, Kygor Litor, Zorak Zoran, or Storm Bull}.

Iron is +2 to lethality vs. Vampires. Vampires are hard to kill -3 to lethality from weapon blows.

 

ZOMBIE

Stats - those of the creature made into a zombie

A Zombie is a spirit, usually that of the dead man {or troll etc}, bound into a dead body and used to animate that body. Zombies lack free will, and obey the will of the binder. Zombies resist magic cast at them, except by the binder, with the POW of the spirit bound into the body.  Zombies never cast magic themselves.  Zombies have the ability to see, but are badly nearsighted.  Thus they cannot Spot Hidden or aim at a distinct human size target, at a range of more than about twenty paces. Zombies have three times as many wounds as their statistics would normally entitle them to. 

Zombies never use missile weapons, but often use melee weapons and shields, with an effective skill between ten and sixteen, determined at the time of zombie creation.  Zombies, having no free will, are immune to mind affecting spells.  They can be turned or destroyed with the appropriate Humakht spells.

Zombies never communicate.         

Zombies look pale, and smell bad.  As long as the binding of spirit to body lasts, decay is prevented.  One incapacitated, zombies cannot be healed, though the spirit may be rebound into the body of the zombie.