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Fantasy Templates Yeah!

Indhold
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]

Shadow-wind form [185]


The Shadow-wind resembles a gauzy dark fabric moving at incredible speeds. Ability modifiers: ST -15 [-150]; DX+3 [60] Secondary characteristics: None. Advantages: Chameleon 3 [15]; Darkvision [25]; Enhanced move (air) 4 [80]; Flight [40]; Injury Tolerance (Diffuse) [100]; Insubstantiality (always on) [40]. Disadvantages: Cannot Speak [-15]; Dread (sanctified places, devoted to other Deities) [-10].

Centaur template [80]


The Centaurs are quick of mind and mood. They are aware of the moment and little else. They view most other races as slow and troubled by their possessions and responsibilities. Ability modifiers: ST+10 (Size, -10%, Reduced Armstrength, (both arms), -50%) [40]; IQ-1 [-20]; HT+1 [10] Secondary characteristics: SM+1 [0]; Per+2 [10], Move +2 [10] Advantages: Claws (hooves) [3]; Enhanced move (land) [20]; Extra legs (four legs) [5]; Fearlessness (1 level) [2]; Outdoorsman 2 [20] Disadvantages: Impulsiveness (12) [-10], Low TL (Tech Level 2) [-5], Reputation (Savage and Unpredictable) [-5]

Cyclops Template [103]


The Cyclops once ruled the southern part of the continent for a long time, but was cast down by Men, as they were cursed with Sterility, making them prone to illness and killings. The curse also greatly reduced their intellect, causing them to be little more than wild beasts. Ability modifiers: ST+20 (Size, -20%) [160]; IQ-4[-80], DX-1 [-20]; HT+1 [10] Secondary characteristics: SM+2; Move +5 [25], Will+2 [10] Advantages: Fearlessness 3 [6]; Terror (always on, -20%) [32]; Unaging [15] Disadvantages: Berserk (12) [-10]; Hidebound [-5]; Odious personal habit (Eat Sentinent Beings) [-10]; One Eye [15]; Social Stigma (monster) [-15]; Sterile [-0]

Druidic Shapeshifter Template [Var.]


This template encompasses the shapeshifting ability often seen in Druids. Each druid can choose any number of alternate forms. To calculate the cost: The difference between the characters base template (Human = 0pt.) and the cost of the most expensive form * 0.55 + 10 pts. Each additional template costs a flat 10 pts. Ability modifiers: None Secondary characteristics: None Advantages: Shapeshifting (Pact (Sense of duty: Nature), -15%; Accesibility (not within sanctified placed of other Deities), -10%); Costs fatigue 2, -10%) [10] Disadvantages: Sense of Duty; Nature [-15]

Sable Stag Form [120]


This form is a huge stag with multiple pronged antlers. It is often used by the forest-dwelling Druids. Ability modifiers: ST+5 (Size -10%, No Fine Manipulators -40%) [25]; DX+3 (No Fine Manipulators -40%) [36]; HT+2 [20] Secondary characteristics: SM+1, basic move+3 [15] Advantages: Crushing Striker (+1 SM, +100%) [10]; Enhanced Move 1 [30]; Fur [1]; Hooves [3]; Peripheral Vision [15]. Disadvantages: Quadruped [-35]

Wolf Shape [110]


This shape is a large wolf, with darkish fur. The form is often used by those druids who roam the

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]

Seagull Shape [30]


Ability modifiers: ST-8 [-80]; DX+3 (No Fine Manipulators, -40%) [36], HT+3 [30] Secondary characteristics: Per+2 [10]. Advantages: Amphibious [10]; Enhanced Move (Air) 1 [20]; Feathers [1]; Flight (Winged, -25%) [30]; Penetrating Voice [1]; Reduced Consumption 2 (Iron Cast Stomach) [2]. Disadvantages: No Fine Manipulators [-30]

Falcon Shape [60]


Ability modifiers: ST-7 [-70]; DX+3 (No Fine Manipulators, -40%) [36], HT+3 [30] Secondary characteristics: Basic Move Air +3 [15] Advantages: Acute Vision 5 [10]; Enhanced Move (Air) 1 [20]; Feathers [1]; Flight (Winged, -25%) [30]; Sharp Beak [1]; Talons [8]; Telescopic Vision 2 [10]. Disadvantages: No Fine Manipulators [-30]

Dryad Template [20]


Dryads are a distant relative of the Ents. They are of much slighter build and a lot more humanoid, they stand just short 2 meters tall, with slender frames and bark-like skin and grassy or leafy hair. They can pass for a human with a make-up roll requiring 3 successes along with heavy clothing or in darkness. Ability modifiers: HT+2 [20]. Secondary characteristics: None Advantages: Longevity [2]; Plant Empathy [5]; Speak with plants [15], DR 1 [5], Talent (Green Thumb 1) [5], Resistant (Diseases, Immune) [10]. Disadvantages: Dependency (Photosynthesis/Sunlight, Dayly) [-15]; Dislikes Axes [-1]; Dislikes Fires [-1]; Restricted Diet (Hummus) [-10]; Sense of Duty (all wild trees and plants) [-15].

Dwarf template [35]


Stocky and sturdy of build, with a stout mind and a heart for ale. The dwarves are natural craftsmen and are at home in the mountains, where they carve their dwellings from the very rock. Ability modifiers: HT+1 [10] Secondary characteristics: SM-1 [0]; Will+1 [5] Advantages: Alcohol tolerance [1]; Artificer 1 [10]; Extended lifespan 1 [2]; Lifting ST 3 [9]; Night vision 5 [5]. Disadvantages: Greed (15) [-7]

Black Dwarf Lens [-11]


Slimmer than their cousings. The Black Dwarves are known for their foul temper and their proud and selfish minds. They keep mosty to themselves and underground, and avoid Red Dwarves at all costs. They have their name from their black manes of hair and beard, which is coarse and rough. Ability modifiers: None Secondary characteristics: None Advantages: Magical Resistance 3 [6], Night Vision 2 [2]. Disadvantages: Bad Temper (15) [-5], Dislikes Red Dwarves [-1]; Dislikes Sunlight [-1]; Enemies (Red Dwarves, Rivals, 6 or less) [-7]; Selfish (12) [-5].

Red Dwarf Lens [-1]


the rounder branch of the Dwarven line. The Red Dwarves are known for their skilled work, and often travel the world to sell their work or to teach or learn from other master craftsmen. They have an enmity towards their black brethren, and avoid them. They have their name from their golden, blond and redish hair and beard, which tend to be soft and curl or swirl. Ability modifiers: None Secondary characteristics: HP+2 [4] Advantages: Detect gold (-50%, Vague) [3] Disadvantages: Dislikes Black Dwarves [-1]; Enemies (Black Dwarves, Rivals, 6 or less) [-7].

Elf Template [90]


Ability modifiers: ST-1 [-10]; DX+2 [40]. Secondary characteristics: Per+1 [5]

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.

Giant Template [36]


Standing just short of 3 yards tall, the giants are impressive beings. They are known to be gentle and non-aggressive, but when threatened or injured, they enter a fit of rage that causes even hard men to pale. Ability modifiers: ST+7 (Size, -10%) [63]; IQ-1 [-20], DX-1 [-20]; HT+1 [10] Secondary characteristics: SM+1, Move +2 [10] Advantages: Social Regard (Feared) [5] Disadvantages: Berserk (12) [-10]; Pacifism (Reluctant Killer, Mitigator (Berserk) -50%) [-2]

Goblin Template [0]


Goblins are pale, slightly hunchbacked humanoids. They abhor the sun and live in deep caverns under the mountains. Ability modifiers: ST-1 [-10]. Secondary characteristics: SM-1 Advantages: Acute smell 2 [4]; Darkvision [25]; Rapid healing [5]; Reduced consumption 1 (iron cast stomach) [1] Disadvantages: Bad smell [-10]; Dislikes Sunlight [-1]; Fearfullness 1 [-2]; Skinny [-5]; Unattractive Appearance (not to its own kind, -25%) [-3]; Unfit (only in sunlight -40%) [-3]; Wicked (Callous Quirk) [-1]

Half-elf Template [15]


Half-elves are the result of the union of an Elf and a Human. They are often closer to their Elven heritage, as their are often scorned by Humans. Ability modifiers: DX+1 [20] Secondary characteristics: None. Advantages: Appearance (attractive) [4]; Longevity [2]. Disadvantages: Distinctive features (elven) [-1], Social Stigma (minority group) [-10]

Half-Orc Template [15]


The offspring of Orc and Human are almost never welcomed anywhere. They are almost always a result of forced coupling. The Half-Orcs or Orclings as they are sometimes called are slightly hunched, with an oversized jaw, with too-large teeth and a jutting brow. They have stringy hair, that often greases up, and a somewhat stale bodily odour, if not bathed frequently. The majority of this race live in the rural countryside, though a few have formed a warrior band, working as mercenaries, caravan guard and the likes, and earning quite a reputation for themselves, due to their superior strength and foul temper. The band operates primarily out of Val Gathoria, but have moved in on the Lustrian trade aswell. Ability modifiers: ST+1 [10]; IQ-1 [-20]; HT+1 [10] Secondary characteristics: Per+1 [5] Advantages: Fearlessness 2 [4]; Night Vision 1 [1]; Rapid Healing [5]. Disadvantages: Unattractive [-4]; Bad temper (12) [-10], Social Stigma (minority group) [-10]; Rancid smell [-1]

Halfling template [25]


Ability modifiers: ST-4 [-40]; DX+1 [20]; HT+1 [10] Secondary characteristics: SM-2 [0]; Will+2 [10] Advantages: Green Thumb 2 [10]; Hard to kill 2 [4]; High Manual Dexterity 1 [5]; Silence 4 [20], Honest face [1] Disadvantages: Gluttony (12) [-5]; Mundane background [-10]

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]

Leonid Template [60]


The Leonids, or Cat-People which is the everyday term for them, live in the vast Juuma Jungle in the South-Eastern part of the continent. They are humanoids of slim build and have a short, lightly spotted fur in golden or brownish colours. They have feline-like heads, with a thick mane on the heads of mature males, along with retractable claws on both hands and feet. They walk on their toes,

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]

Male Leonid Lens [-5]


Ability modifiers: None. Secondary characteristics: None. Advantages: Average Build [5*]; DR 2 (Cannot wear armor, -40%, Limited Protection (Head, neck and skull only), -50% and Flexible, -20%) [2] Disadvantages: Must accept Challenges [-1]; Proud [-1]; Sense of Duty (Female Leonids) [-10] *includes the points to buy off Skinny.

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].

Orc Template [-15]


Ability modifiers: ST+2 [20]; IQ-2 [-40]; HT+1 [10] Secondary characteristics: None Advantages: Nightvision 3 [3]; Combat reflexes [15]; Fearlessness 4 [8]; Very rapid Healing [15]; Reduced consumption 1 (iron cast stomach) [1]; Resistance (sickness +3) [5]. Disadvantages: Monstrous Appearance (not to own Kind, -25%) [-15]; Berserk (12) [-10]; Bloodust (9) [-15]; Bowlegged [-1]; Bully (12) [-10]; Likes raw flesh [-1]

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].

Wolf Form [65]


Ability modifiers: DX+3 (No Fine Manipulators, -40%) [36]. Secondary characteristics: Per+3 [15]; Basic move+3 [15]. Advantages: Discriminatory Smell [15]; DR 1 [5]; Enhanced Move 1 [20]; Fur [1]; Night Vision 3 [3]; Penetrating Voice [1]; Sharp Teeth [1]; Temperature Tolerance 3 [3] Disadvantages: Quadruped [-35]; Social Stigma (Monster) [-15]

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].

Dragon template [218]


Ability modifiers: ST+15 (size, -20%) [120]. Secondary characteristics: SM+2; Will+3 [15]; Per+3 [15]. Advantages: Talons [8]; Discriminatory Smell [15]; DR 6 (can't wear armour) [18]; Enhanced Move (air) [10]; Enhanced Move (ground) [10]; Flight (winged, -25%) [30]; Longevity [2]; Night vision 6 [6]; Striker (tail, Crushing) [5]; Teeth (fangs) [2]; Terror (Always on, -20%) [32] Disadvantages: Bad Grip 3 [-15]; Gluttony (12) [-5]; Greed (12) [-15]; Horizontal [-10]; Miserliness (12) [-10]; Social Stigma (monster) [-15]

Black Dragon Lens [39]


Black dragons are known as Dusk Dragons or Draig Helwyr, which means spitting dragon, by the dwarves, are rarer than the Brown and Red dragons, in addition they are nocturnal hunters, so they are seldom seen. They are slimmer and somewhat slighter than their relatives. Ability modifiers: ST-3 (-24), DX+1 [20]. Secondary characteristics: None. Advantages: Burning attack 3d (Reduced range, 1/2, -10%) [14]; Dark Vision [20*]; Enhanced Move 1 (air) [10**]; Extra attack [25]; Extra Legs (four legs) [5]. Disadvantages:

skinny [-5]. *replaces Night Vision **replaces Enhanced Move (air)

Brown Dragon Lens [-10]


The Brown dragons, which are also known as Draig Wynt, meaning breathless dragon, by the dwarves and half-dragon by the Rendusi. They are native to both regions, but far more numerous in the Dwarven Kingdom, though they cause a lot more damage and turmoil in Rendus. These dragons are normally about 10 meters from nose to tail, with a good third being the tail, a third for both head and neck, and a third for the body. Legends tell of heroes who rode these mighty beasts. Ability modifiers: IQ-2 [-40] Secondary characteristics: None. Advantages: Extra attack [25]; Extra Legs (four legs) [5]; Disadvantages: None.

Green Dragon Lens [60]


Green Dragons are the rarest kind of dragon there is. Unlike their other relatives they do not live in mountainous regions, but instead in vast forests. Thus they are also known as Forest Dragons. The Dwarves have no name for them, as they are not native to their homelands. The Green Dragons are less agile in the air, but faster on their feet, than the other dragons. Ability modifiers: None Secondary characteristics: None. Advantages: Burning attack 3d (Cone, 3 yards, +70%; Limited use, 6/day, -10%; Reduced range, 1/10, -30%) [20]; Enhanced Move 1 (ground) [10*]; Extra attack [25]; Extra Legs (four legs) [5]. Disadvantages: None. *replaces Enhanced Move (ground)

Red Dragon Lens [79]


The Red Dragons are known as True Dragons by some or Draig Anadlu, meaning breathing dragon, by the Dwarves. These huge creatures roam the northern mountains of the dwarves, and a few have territories in the southern mountains of Lustria. The creature is 20 meters in average with the same head-body-tail ratio as the brown dragon. Ability modifiers: ST+5 (size, -40%) [0*]. Secondary characteristics: SM+2. Advantages: Burning attack 4d (Cone, 5 yards, +100%; Limited use, 6/day, -10%; Reduced range, 1/5, -20%) [34]; Extra attack [25]; Extra Legs (four legs) [5]; Magery 0 [5]; Night Vision 2 [2]; Terror (-2 to Fright, Always On, -20%) [8**] Disadvantages: None

*discount for basic template strength included. **replaces Terror (always on, -20%).

Wyvern lens [-110]


Wyverns or Windwurms as they are also called, are a distant cousin of the dragons, but uses the same basic template. They have only two legs, compared to the dragons four, but two wings with claws at the thumb, just like them. The Wyverns are speechless and beastial Ability modifiers: ST-5 (size, -10%) [-30*], IQ-4 [-80] Secondary characteristics: SM-1 Advantages: None. Disadvantages: None. *discount for basic template included

Equine hybrid template [-15]


Ability modifiers: ST+10 (size, -10%, No Fine Manipulators -40%) [50]; IQ-6 [-120]; HT+2 [20] Secondary characteristics: SM+1; Will+6 [30]; Per+8 [40]. Advantages: Claws (hooves) [3]; DR 1[5]; Enhanced Move 1 (Ground) [20]; Fur [1]; Temperature tolerance 1 [1]. Disadvantages: Quadruped [-35]; Wild Animal [-30]*. * Trained animals replace Wild Animal with Domesticated Animal for no additional cost. Furthermore they receive 2 levels Lifting Strength at a price of 6 points, due to their burden-bearing capability being hightened.

Hippogrif lens [38]


Hippogrifs have the body of a horse and the head, neck and wings of a giant eagle. They are known to be moody and aggressive, but are trainable, and thus sought after as mounts for extremely wealthy individuals. They are almost all brownish in colour. Ability modifiers: None. Secondary characteristics: Per+1 [5] Advantages: Acute vision 2 [4]; Bad Mood [-1]; Combat Reflexes [15]; Enhanced move 1 (air) [20]; Flight (winged, -25%) [30]; Teeth (sharp beak) [1]; Telescopic vision 1 [5]. Disadvantages: Bad Temper (9) [-15]; Restricted Diet (Fresh meat) [-10]; Social stigma (Monster) [-15]; Trainable (at -3 to skill) [-1].

Pegasus lens [40]


The Pegasi live in mountainous and hilly regions, where men seldom come. They are extremely shy,

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]

Unicorn lens [31]


Unicorns are a kind of slender horses with a great spiralling horn protruding from their brow. They are almost all white, but some greys and off-white have been recorded. Ability modifiers: None. Secondary characteristics: Will+2 [10]. Advantages: Appearance (attractive, impressive) [4]; Combat reflexes [15]; Enhanced move 1.5 (ground) [10*]; Magic Resistance 3 [6]; Striker (impaling, Reach 1 & Cannot attack in close combat, +75%, limited arc (straight ahead), -40%) [11]; Penetrating voice [1], Shtick [1]. Disadvantages: Berserk (9) [-15]; Chummy (trigger: virgin women) [-2], Restricted Diet (Vegetarian) [-10] *replaces Enhanced move 1 (ground)

Feline Hybrid Template [-13]


Ability modifiers: ST+10 (size, -10%, No Fine Manipulators -40%) [50]; DX+2 (No Fine Manipulators -40%) [24]; IQ-5 [-100]; HT+2 [20] Secondary characteristics: SM+1; Will+5 [25]; Per+7 [35]. Advantages: Claws (sharp) [5]; Combat reflexes [15]; DR 1[5]; Enhanced Move (Ground) [10]; Fearlessness 2 [2]; Fur [1]; Night Vision 4 [4]; Reduced Consumption 2 (iron cast stomach, -50%) [2]; Teeth (sharp) [1]; Temperature tolerance 1 [1]. Disadvantages: Bad Temper (6) [-20]; Quadruped [-35]; Restricted Diet (Fresh meat) [-10]; Social stigma (Monster) [-15]; Wild Animal [-30]* * Trained animals replace Wild Animal with Domesticated Animal for no additional cost. Furthermore they receive 2 levels Lifting Strength at a price of 6 points, due to their burden-bearing capability being hightened.

Manticore lens [94]


The Manticora primarily lives in unoccupied regions with sufficient game to sate its hunger. The Manticora seem to favour ruined buildings for their lairs and hilly, lightly wooded lands for their territories. They are the top predators and very territorial. They resemble a lion with a scorpions tail,

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]

Chimera lens [120]


The Chimerae also prefer solitary regions, but hold more to the real mountains. They often make their lairs in caves and caverns. They resemble a lion with a goats head in the middle of the back and a green 6 foot snake for a tail. Ability modifiers: None. Secondary characteristics: None. Advantages: 360 Vision [25]; Extra attack 2 [50]; Extra head 2 [30]; Striker (Pi, Long, +100%, Restricted arc back, -40%, Cannot parry, -40%, Follow-up (2d tox, melee only), Weak, -50%) [15] Disadvantages: None.

Gryphon lens [60]


Gryphons are a mixture of a lions body and an eagles shoulders, head and wings. They make their nests on the highest peaks and are very protective of their territories. Ability modifiers: None. Secondary characteristics: None. Advantages: Acute vision 3 [6]; Enhanced move 1 (air) [20]; Flight (winged, -25%) [30]; Teeth (sharp beak) [0*]; Telescopic vision 1 [5]. Disadvantages: Trainable (at -3 to skill) [-1]. *Teeth (sharp beak) replaces Teeth (sharp).

Giant Spider [166]


The Giant spiders primarily live in the forests bordering Perelear. They are solitary hunters with a somewhat large hunting area, sometimes as large as 10-20 square miles. The Spiders are large with rough, coarse hair on all 8 legs. The foremost pair of legs are somewhat longer and slimmer than the others, these they use for grabbling. Ability modifiers: ST+7 (No Fine Manipulators, -40%) [42]; DX+5 (No Fine Manipulators, -40%) [60]; IQ-8 [-160]; HT+3 [30] Secondary characteristics:

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.

Harpy Template [-50]


Legend has it that the Harpies were created by the Great Sorcerer Zyryz, as a gift to the Emperor Purja Hurro upon his death. He took all the Emperors concubines and attendants and changed their shapes, so that they were part human and part eagle, and charged them with the duty of guarding their masters tomb. During the uncountable years the Harpies have digressed and are now little more than monsters, though they still have a semblance of intellect. But their duty to guard the Tomb of their emperor, have cause them to stay and haunt the region of the Valley of Kings. Ability modifiers: ST-2 [-20]; DX+1 [20]; IQ-2 [-40] Secondary characteristics: SM-1 Advantages: Acute vision 3 [6]; Claws (Talons) [8]; Enhanced Move (Air) [10]; Feathers [1]; Flight (winged, 25%) [30]; Teeth (Sharp) [1] Disadvantages: Arms 2(Short, -50%, Foot manipulator, -30%) [-16]; Bad Smell [-10]; Callous [-5]; Chummy (Gregarious) [-10]; Restricted Died (Fresh Meat) [-10]; Social Stigma (Monster) [-15]

Hydra Template [84]


Hydras live almost exclusively on the south-western continent. They favour dry, warm places with plenty of sun. In addition to the Hydras living in the south-west a small group live in the southern Lustrian Mountains. Hydras tend to grow more heads as they age along with their size. The template below described a 3 headed Hydra of approximately 30-40 years. Hydras are hatched with only 1 head and grow their first additional head between age 15-20 years. Specimens with as many as 7 heads have been recorded by the Gathorian University of Natural Science. Add +1 to SM, 5 to ST and 1 extra attack for each extra head the hydra has. Ability modifiers: ST+15 (size, -20%; No Fine Manipulators, -40%) [60]; DX+2 (No Fine Manipulators, -40%) [24]; IQ-6 [-120]; HT+3 [30] Secondary characteristics: SM +2; Per+6 [30] Advantages: Acute Vision 1 [2]; Combat Reflexes [15]; Cutting Striker (Jaws, Long, +100%) [7]; Claws (Blunt) [3]; DR 3 [15]; Extra Attack 2 [50]; Extra Heads 2 [30]; Sharp Teeth [1]; Regrowth (Heads Only, -

50%) [20] Disadvantages: Cold Blooded (50) [-5]; No Fine Manipulators [-30]; Restricted Diet (fresh meat) [-10], Wild Animal [-30]

Kraken Template [360]


The Krakens are beings of myth. They are enormous ten-armed beasts that dwell in the deep, deep seas. The template below shows a Kraken with approximately 40 yards of body, 5 yards of head and 100 yard long arms. One that quite easily could crush a fair-sized vessel. The only reports, which ofcourse are of dubious quality come from the island colony of Carana. Ability modifiers: ST+70 (size, -80%) [140]; DX+3 [60]; IQ-8 [-160]; HT+2 [20] Secondary characteristics: SM +9; Per+10 [50], Will+9 [45] Advantages: Ambidexterity [5]; Constriction Attack [15]; Doesn't Breath (gills) [10]; DR 3 [15]; Enhanced Move (water speed 9) [10]; Extra Arms 8 (All are extra flexible, +50%; Weak ( ST), -50% and 2 are long +2 SM as well, +50%) [130]; Extra Attack [25]; Injury Tolerance (no neck, no vitals) [10]; Night Vision 5 [5]; Pressure Support 2 [10]; Sharp Beak [1]; Subsonic Hearing [10] Disadvantages: Cold-Blooded (50) [-5]; Territorial (Bad Temper when approached by other SM 5+ objects) [-1]; No Legs (aquatic) [-10]; Wild Animal [-30]

Sea-Dragon Template [45]


Ability modifiers: ST+40 (size, -50%, No Fine Manipulators, -40%) [80]; DX+2 (No Fine Manipulators- 40%) [24]; IQ-7 [-140]; HT+2 [20] Secondary characteristics: SM +5; Per+8 Advantages: Constriction Attack [15]; Crushing Striker (Tail, Long, +100%) [10]; DR 5 (can't wear armour, 40%) [15]; Doesn't Breathe (Gills) [10]; Fangs [2]; Nictitating Membrane 7 [7]; Night Vision 9 [9]; Pressure Support 2 [10]; Slippery 4 [8] Disadvantages: Aquatic [-0]; Weakness (dry land, 1d per 5 mins) [-20]; Restricted Diet (fresh meat) [-10]; Vermiform [-35]

Troll template [115]


Ability modifiers: ST+10 (size, -10%) [90]; IQ-3 [-60]; HT+3 [30] Secondary characteristics: SM+1; Per+2 [10] Advantages: Acute hearing 2 [4]; Claws (Blunt Claws) [3]; Combat Reflexes [15]; DR 3 (tough skin, -40%) [9]; Discriminatory smell [15]; Extended lifespan 1 [2]; Fearlessness 4 [8]; Night vision 3 [3]; Regeneration (regular) [25], Reduced Consumption 1 (Iron Cast Stomach) [1]; Regrowth [40],

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]

Forest-troll lens [5]


The Forest-trolls live in remote parts of vast forests. They live in small, though sometimes extended, families with between 2-10 individuals. They require a great deal of hunting ground, and normally have habitats of a square mile for each member of the family. They are brownish of colour with coarse greasy hair. They have a protruding jaw with visible lower canines. Ability modifiers: None. Secondary characteristics: None. Advantages: Brachiator [5] Disadvantages: None.

Ice Troll lens [-5]


The Ice-trolls are lone hunters. They only interfere with each other during mating, after which the female takes care of the young for the first year. They are covered in coarse off-white fur. Ability modifiers: None Secondary characteristics: None Advantages: DR 1 (Flexible, -20%) [4]; Temperature Tolerance 5 [5]; Fur [1] Disadvantages: Loner [-5]; Very Unfit (in warm climate, -30%) [-10]

Marsh-troll lens [5]


Ability modifiers: None. Secondary characteristics: None. Advantages: Amphibious [10]; Breath-holding 3 [6]; Slippery 2 [4] Disadvantages: Dependency (water, daily) [-15].

Rock-troll lens [-15]


Ability modifiers: None Secondary characteristics: None. Advantages: DR 3 [15]

Disadvantages: Dread (bodies of water, larger than a stride) [-30]

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]

Great Eagle Template [22]


The Great Eagles of Durat are used as mounts for the fabled Sky-Knights. These animals are extremely rare, as they do not breed in captivity, though they become very loyal mounts when trained. Ability modifiers: ST+5 (No Fine Manipulators, -40%) [30], IQ-8 [-160]; DX+3 (No Fine Manipulators, -40%)[36]; HT+2 [20] Secondary characteristics: Will+8 [40]; Per+10 [50] Advantages: Acute Vision 4 [8]; Claws (Talons) [8]; Enhance Move (air) 1 [20]; Fearlessness 2 [4]; Flight (winged) [30]; Sharp Beak [1]; Telescopic Vision 1 [5] Disadvantages: No Fine Manipulators [-30]; Restricted Diet (fresh meat) [-10]; Wild Animal [-30] *Trained animals replace Wild Animal with Domesticated Animal for no additional cost. Furthermore they receive 1 levels Lifting Strength at a price of 3 points, due to their burden-bearing capability being heightened.

Mumakil Template [205]


Ability modifiers: ST+35 (Size, -30%) [245]; DX+2 [40]; IQ-5 [-100]; HT+2 [20] Secondary characteristics: SM+3 Advantages: Arm (Extra Flexible, +50%; Long, +1 SM, +100%; Weak ST, -50%) [20]; Crushing Striker [5]; DR 4 [20]; Enhanced Move 1 (ground) [20]; Peripheral Vision [15] Disadvantages:

Berserk (12) [-15]; Quadruped [-25]*; Reduced Move 3 [-15]; Wild Animals [-30] *Replace No Fine Manipulators with One Arm

Wise Owls [50]


Believed to be the descendants of a small group of uplifted wizard familiars, released from their masters due to some enigmatic event. Others believe to Wise Owls to be an ancient culture, that have suffered a major setback. The Owls are spotted birds between 2 and 3 feet tall. They have large golden eyes and 2 small horns, that are actually coarse feathers, protruding from their brow. The Owls live in small societies in deep forests, often in good relation with Satyrs, with whom their form a somewhat symbiotic bond. Ability modifiers: ST-4 [-40]; DX+1 [20]; IQ-1 [-20]; HT+1 [10] Secondary characteristics: SM-2, Will+2 [10]; Per+5 [25]; Basic move-3 (ground) [-15] Advantages: Eidetic Memory [5]; Enhanced Move (air) [10]; Feathers [1]; Flight (winged, -25%) [30]; Magery 1 [15]; Magery +1 (one college only,Air -40%)[11]; Night vision 8 [8]; Sharp Beak [1]; Sharp Claws [5]; Silence 4 [20]; Ultra-hearing [5] Disadvantages: Arms 2 (Short, -50%, Foot manipulator, -30%) [-16]; Bad Sight (Nearsighted, only in daylight, 40%) [-15]; Clueless [-10]; Disturbing Voice [-10].

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].

Thrall Template [-5]


Ability modifiers: ST+1 [10]; IQ-1 [-20]; HT+2 [20] Secondary characteristics: None Advantages: Dark vision [25]; Doesn't Sleep [20]; Magic Resistance 1 [2]; Skeletal undead lens [68] Disadvantages: Fragile (Unnatural) [-50]; Hidebound [-5]; Incurious [-5]; Unhealing (total) [-30]; Slave mentality [40]

Wight Template [164]


Ability modifiers: ST+4 [40]; DX+2 [40]; HT+3 [30] Secondary characteristics: None Advantages: Dark vision [25]; Doesn't Sleep [20]; Fatigue Attack (Hazard: freezing, melee attack, reach: C, cannot parry) [9]; Indomitable [15]; Magic resistance 4 [8]; Single minded [5]; Skeletal undead lens [68]; Unfazeable [15]. Disadvantages: Fragile (Unnatural) [-50]; Hidebound [-5]; Incurious [-5]; Unhealing (partial: bathing in blood) [20]; weakness (sunlight, 1d/5 minutes) [-30].

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