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Sentient Templates Bhalite Template [165] Shadow-wind form [185] Centaur template [80] Cyclops Template [103] Druidic Shapeshifter Template [Var.] Sable Stag Form [120] Wolf Shape [110] Seagull Shape [30] Falcon Shape [60] Dryad Template [20] Dwarf template [35] Black Dwarf Lens [-11] Red Dwarf Lens [-1] Elf Template [90] Giant Template [36] Goblin Template [0] Half-elf Template [15] Half-Orc Template [15] Halfling template [25] Hobgoblin [30] Leonid Template [60] Male Leonid Lens [-5] Merfolk [95] Naga [21] Orc Template [-15] Satyr[21] Tree-ents [140] Wolfmen [74] Wolf Form [65] Monster Templates Displacer beast [198] Dragon template [218] Black Dragon Lens [39] Brown Dragon Lens [-10] Green Dragon Lens [60] Red Dragon Lens [79] Wyvern lens [-110] Equine hybrid template [-15] Hippogrif lens [38] Pegasus lens [40] Unicorn lens [31] Feline Hybrid Template [-13] Manticore lens [94] Chimera lens [120] Gryphon lens [60] Giant Spider [166] Harpy Template [-50] Hydra Template [84] Kraken Template [360] Sea-Dragon Template [45] Troll template [115] Forest-troll lens [5] Ice Troll lens [-5] Marsh-troll lens [5] Rock-troll lens [-15] 4 4 4 4 5 5 5 5 6 6 6 7 7 7 7 8 8 8 9 9 9 9 10 10 10 11 11 11 12 12 13 13 13 13 14 14 14 15 15 15 15 16 16 16 17 17 17 18 18 19 19 19 20 20 20 20
Beast Templates Aspidochelon [6019] Great Eagle Template [22] Mumakil Template [205] Wise Owls [50] Undead Templates Lich Template [145] Thrall Template [-5] Wight Template [164]
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Sentient Templates
Bhalite Template [165]
The Priests of the God Bhal, are known as Bhalites. They are huge men, with hulking frames. Their skin is covered with scar-symbols of devotion to their God. They have been touched by their God, and have several unnatural traits as a result, including the ability to change into a Shadowwind and call upon the aid of their Patron God. Ability modifiers: ST+5 [50]; DX+1 [20], HT+2 [20] Secondary characteristics: Basic Speed+1.25 [25], HP+5 [10] Advantages: Alternate Form (Shadow-wind; Nuisance effect (alerts people with Magery within 1000 x Magery squared), yards, -10%; Accesibility (not within sanctified placed of other Deities), -10%; Trigger (after sundown), -20%) [44]; Blunt Claws [3]; Clerical Investment [5]; Combat Reflexes [15]; High Pain Threshold [10]; Less sleep 4 [8]; Modular abilities (Cosmic; Pact (ritualism), -5%, Takes extra time 3, -30%; Trigger (verbal prayer), -10%, only Spells and Magery, -25%, Divine, -10%) 5 [10]; Night vision 5 [5]; Sharp teeth [1]. Disadvantages: Bloodlust (9) [-15]; Bully (12) [-10]; Distinctive features (Scarred Visage) [-1]; Hidebound [-5]; Vulnerability (sanctified weapons, dam x3) [-30]
Hammani lands, as wolves are common sight there. Ability modifiers: ST+2 (No Fine Manipulators -40%) [12]; DX+3 (No Fine Manipulators, -40%) [36], HT+3 [30] Secondary characteristics: Per+4 [20]; Basic move+3 [15]. Advantages: Discriminatory Smell [15]; DR 1 [5]; Enhanced Move (Land) 1 [20]; Fur [1]; Night Vision 3 [3]; Penetrating Voice [1]; Sharp Teeth [1]; Temperature Tolerance 1 [1] Disadvantages: Quadruped [-35]; Social Stigma (Monster) [-15]
Advantages: Acute Visison 1 [2]; Appearance (handsome or beautiful) [12]; Gifted artist 1[5]; Magery 0 [5]; Telescopic vision 1 [5]; Unaging [15]; Voice [10]; Sanitized metabolism [1] Disadvantages: None.
Hobgoblin [30]
The hobgoblins are distant relatives of the forest-Trolls. They are shaggy humanoids of burly and strong stature. They live deep in hilly and forested regions, where humans seldom come. Ability modifiers: ST+3 [30]; IQ-2 [-40]; HT+1 [10] Secondary characteristics: Per+3 [15]; Will+2 [10]. Advantages: Acute Smell 3 [6]; Combat Reflexes [15]; DR 1 (Tough Skin, -40%) [3]; Fearlessness 2 [4]; Fur [1]; Sharp Teeth [1]. Disadvantages: Odious Personal Habit (Eats Corpses) [-10]; Social Stigma (monster) [-15]
giving them a peculiar gait. They are known to be somewhat savage, but they occasionally venture into the Empire to trade or offer their services as trackers, hunters or mercenaries. Ability modifiers: DX+2 [40], IQ-1 [-20] Secondary characteristics: Per+3 [15] Advantages: Catfall [10]; Combat Reflexes [15]; Fur [1]; Night Vision 3 [3]; Outdoorsman 2 [20]; Penetrating Voice [1]; Perfect Balance [15]; Sharp Claws (switchable +10%) [6]; Sharp teeth [1]; Super Jump 1 [10]. Disadvantages: Bestial Appearance (Not to own Kind, -25%) [-3]; Disturbing Voice [-10]; Dislikes Enclosed Spaces [-1]; Reduced manual Dexterity 2 [-10], Restricted Diet (meat, Substitution -50%) [-5]; Sleepy ( of the time) [-8]; Skinny [-5]; Stress Atavism (Moderate, 12) [-15]
Merfolk [95]
Ability modifiers: ST-1 [-10] Secondary characteristics: None Advantages: Absolute Direction [5]; Affliction 2 (Hearing-based, +150%; Daze, +50%, Slave Mentality, +40%; Resisted by Will, +20%) [72]; animal Empathy (All Aquatic Animals, -40%)[3]; Doesn't Breathe (Gills) [10]; Enhanced Move (water) [10]; Pressure support 2 [10]; Speak With Animals (All Aquatic Animals, -40%) [15]; Voice [10] Disadvantages: Semi-aquatic [-0]; Dependency (submerging in water; Daily) [-30];
Naga [21]
Nagi are a race of serpent-human hybrids. They are aggressive and war-like by nature, and built to survive in the desert regions of central Shazar, from which they hail. They can go for thrice as long as humans, on the same amount of food and water, and can even function in a full sandstorm. Ability modifiers: DX+1 [20]. Secondary characteristics: SM +1, Basic Speed +0.75 [15]
Advantages: Combat Reflexes [15]; DR 1 (lower body (Legs and Feet results on the Hit Location Table) only; 20%) [4]; Filter Lungs [5]; Flexibility [5]; Nictitating membrane 2 [2]; Reduced Consumption 2 [4]; Sharp Claws [5], Sharp Teeth (follow-up, 1d-1 tox) [4] Disadvantages: Bad Temper (9) [15]; Bully (12) [-10]; Cold-Blodded (50 degrees) [-5]; Disturbing Voice [-10]; No legs (Slithers) [-0], Restricted Diet (fresh meat) [-10]; Slow Riser [-5].
Satyr[21]
The Satyrs are sentient beings of simple lives. They live in the deep forests in families, and are occasional seen by hunters and other woodsmen. They have a basic TL of 0 with stone tools etc. physically they resemble a slightly build human with a goats legs, groin and rump. They have thick curly hair and small curvy horns protruding from their brow. The arrival of the horns marks a Satyr for adulthood. The Satyrs are often associated with the Old Faith. The result of that association is an estrangement from the Kirrelian Church. This means that most urban citizens view the Satyrs are something close to monsters or even mythical beasts, while the Rural population and those who keep to the Old Faith, still remember the old days, and keep good relations with the Small men of the Woods. The Satyrs live in the Borderwoods of Simea, Rendus and Gathoria and a smaller number in the Great Calbarra Forest in northern Gathoria. Occasional wandering Satyrs can be encountered, but they keep mostly to outskirts of civilazation. Ability modifiers: ST-2 [-20]; DX+2 [40]; IQ-2 [-40]. Secondary characteristics: SM-1; Will+4 [20]; Per+4 [20] Advantages: Animal Empathy [5]; Acute hearing 2 [4]; Claws (hooves) [3]; Perfect balance [15]; Speak with animals [25]; Striker (crushing, cannot parry, -40%, limited arc, -40%) [1]; Disadvantages: Chummy (gregarious) [-10]; Impulsiveness (12) [-10]; Lecherousness (9) [-22]; Reduced Manual Dexterity 2 [-10]
Tree-ents [140]
Ents are huge sentient plants, standing an impressive 5 or even 6 meters tall. They have a tree-like appearance with leafed branches for hair and strong ones for arms with 4-10 fingers on each. They
have 2 great trunkish legs with roots at the sole of the feet. They are often called tree-herders. They are but a few known sightings, and those primarily in untamed wilds of Lustria, Inis-Illiri and Pelear. Ability modifiers: ST+15 (Size, -30%) [105]; DX-1 [-20], HT+2 [20]. Secondary characteristics: SM+3. Advantages: Chameleon 5 (always on, -10%; woodland only, -30%) [15]; Doesn't Eat or Drink [10]; Enhanced lifespan 4 [8]; Plant Empathy [5]; Resistant (Diseases, Immune) [10]; Speak with plants [15], DR 5 [25], Talent (Green Thumb 4) [20] Disadvantages: Dependency (Rich Soil, Weekly) [-10]; Dependency (photosynthesis/sunlight, Dayly) [-15]; Dislikes Fire [-1], Dislikes Axes [-1]; Dull [-1]; Fragile (combustible) [-5]; Loner [-5], Sense of Duty (all wild trees and plants) [-15]; Unhealing (partial, disadvantage (no legs) required) [-20]
Wolfmen [74]
The Wolfmen live high in the cold north. They are nomadic or semi-nomadic herders, often shunned by other races. The Wolfmen are able to change into the shape of a wolf, and thus the Wolfmen are mistaken for Werewolves, and shunned because of it. Ability modifiers: None. Secondary characteristics: Per+1[5] Advantages: Alternate form (Wolf form) [77], Longevity [2] Disadvantages: Bad Temper (15) [-5]; Hairy [-0], Secret (Serious Embarrassment) [-5].
Monster Templates
Displacer beast [198]
The Displacer Beasts or Scatter-cats as they are also known, are large felines of shifting colour. They are nocturnal hunters and very rare and shy. Their skins retain their chameleonic facilities, as well as their displacing ones, making them sought after by heroes and the likes, to make displacing cloaks. It is believed that the Displacer Beasts were created by mages to hunt and kill other mages during the Ages of the Wizard Wars. Ability modifiers: ST+7 (size, -10%) [67]; DX+4 [80]; IQ-5 [-100]; HT+2 [20] Secondary characteristics: SM+1; Will+7 [35]; Per+7 [35]. Advantages: Chameleon 3 (always on, -10%) [14]; Claws (sharp) [5]; Combat reflexes [15]; DR 1 [5]; Dark Vision [25]; Enhanced Move 1 (Ground) [20]; Fixed Magic (Blink) [5]; Fur [1]; Less Sleep 7 [14]; Magery (one spell only; Blink, -80%) 10 [21]; Magic Resistance (Improved, +150%) 2 [10]; Manapoints 6 [17]; Teeth (fangs) [2]; Temperature tolerance 1 [1]. Disadvantages: Quadruped [-35]; Restricted Diet (Fresh meat) [-10]; Social stigma (Monster) [-15]; Wild Animal [30].
*discount for basic template strength included. **replaces Terror (always on, -20%).
and are altogether untrainable. Some wizards have been known to accomplish the feat with magic means. They are beautiful horses with large feathered wings. They come in all lightly coloured shades, from white, to cream through golden and silver. Ability modifiers: None. Secondary characteristics: None. Advantages: Enhanced move 1 (air) [20]; Flight (winged, -25%) [30]. Disadvantages: Restricted Diet (vegetarian) [-10]
filled with barbs and a pair of membranous wings. Ability modifiers: None. Secondary characteristics: None Advantages: Innate Attack (Impaling, 1d+1) [11]; Enhanced move (air) [10]; Extra Attack 1 [25]; Flight (winged, -25%) [30]; Night Vision 6 [6]; Striker (Impaling, Cannot parry, -40%, Long, +100%) [13] Disadvantages: Trainable (at -3 to skill) [-1]
Per+11 [55]; Will+8 [40] Advantages: Affliction 4 (Paralysis, +150%; Extended Duration x 100, +80%; Follow-Up, Fangs, +0%) [132]; DR 2 [10]; Extra legs 8 [15]; Fangs [2]; Gizmos 3 (Webs only (3x3 yards max, HT 10, ST 15*), 80%) [3]; Injury Tolerance (No Neck) [5]; Night Vision 7 [7]; Vibration Sense [10]. Disadvantages: Bad Grip 2 [-10]; Cold Blooded (50) [-5]; Loner [-5]; No Fine Manipulators [-30]; Semi-upright [5]; Wild Animal [-30] *if you enter a hex with a web in it roll against HX to avoid it, if moving voluntarily and knowingly or against Per-4 if unknowingly. Failure means you are stuck in the sticky web. Roll against the ST of the web as per normal breaking free. Failure means the web adds one to its ST score, as you entangle yourself even further. Furthermore an unconscious person can be wrapped in a web, which causes the person to be totally immobile upon waking.
50%) [20] Disadvantages: Cold Blooded (50) [-5]; No Fine Manipulators [-30]; Restricted Diet (fresh meat) [-10], Wild Animal [-30]
Sharp teeth [1] Disadvantages: Appearance (ugly, not to its own kind, -25%) [-6]; Bad temper (12) [-10]; Disturbing Voice [-10]; Dyslexia [-10]; Frightens Animals [-10]; Gluttony (12) [-5];Odious personal Habit (eats sapient beings) [-15]; Social Stigma (monster) [-15]
Beast Templates
Aspidochelon [6019]
These beasts are the stuff of myth and legend. They are enormous turtles, about 1 mile long and mile wide, that live in the Western Sea. Sailors have sometimes reported anchoring on an island, that were on no map, when actually they had landed on one of these massive reptiles. The Aspidochelon cannot dive, and are extremely long lived. As a result corals and other maritime organisms live on their shells, and trees even grow there from time to time. Ability modifiers: ST+ 2990 (size, -80%) [5980]; DX-2 [-40]; IQ-8 [-160]; HT+2 [20] Secondary characteristics: SM+20; Will+8 [40]; Per+8 [40]. Advantages: Doesn't Breathe (Oxygen Absorption -25%) [15]; DR 5 [15]; DR 45 (back) [135]; Enhance Move (water) 1 [20]; Extended Lifespan 8 [16]; Fearlessness +4 [8]. Disadvantages: Ichthyoid [-50]; Wild animal [-35]
Berserk (12) [-15]; Quadruped [-25]*; Reduced Move 3 [-15]; Wild Animals [-30] *Replace No Fine Manipulators with One Arm
Undead Templates
Lich Template [145]
Ability modifiers: ST-1 [-10]; IQ+1 [20]; HT+2 [20] Secondary characteristics: HP+3 [6]; FP+3 [9]; MP+10 [27] Advantages: Dark vision [25]; Doesn't Sleep [20]; Indomitable [15]; Magery 1 [15]; Skeletal undead lens [68]; Unfazeable [15]. Disadvantages: Dependency (Mana; Common, Constantly) [-50]; Fragile (Unnatural, mitigator: potion, monthly) [15]; Unhealing (partial, Bathing in blood) [-20].