Beruflich Dokumente
Kultur Dokumente
Ian R Liddle
Greg Porter APV2701
CORPS™ RULES
EXPANSION
© 2008 by Ian R Liddle and Greg Porter
Special Thanks to: Greg Porter, without whom none of this would have been possible.
Anne Panter, whose unwavering support and encouragement has
been greatly appreciated and will never be forgotten.
This work may not be reproduced in part or in whole by any means, including text, electronic
or facsimile without express written permission from the publisher
Contents
Basics....................................................................22
Acceleration Tolerance...........................................1 Covens............................................................22
Appearance.............................................................1 Cults...............................................................22
Criminal Record......................................................1 Religious Magic.............................................23
Dark Secret..............................................................1 Sacrifice..........................................................24
New powers..........................................................24
Flashbacks...............................................................2 Alter Probability.............................................24
Height and Weight (Additional).............................2 Thermo kinesis...............................................24
Immunity.................................................................3 Power Changes......................................................26
Shapeshift.......................................................26
Create.............................................................27
Creating Paranormal Items...................................27
Physical Adv (Additional)......................................4 Creating/Summoning Multiple Things..........27
Physical Lim (Additional).......................................4
Psych Adv...............................................................5 Creatures and Fear................................................28
Psych Lims (Cultural).............................................5 Weapons and Fear.................................................29
Psych Lims (General).............................................6
Psych Lim (Human Rights)....................................6 What are they?......................................................31
Short Lifespan.........................................................6 How do you get them?..........................................31
Social Class.............................................................7 Nanotech Surgery...........................................32
Vulnerability...........................................................7 Higher Tech Levels........................................32
Wealth.....................................................................8 How long does it take?...................................32
What about Cyber-psychosis?...............................33
Blowthrough and Blowoff......................................9 What about ‘Designer’ Cyberware?......................33
Eventually Fatal Injuries.........................................9 The Price of Fashion......................................34
Damage Values.....................................................10 Upgrading Cyberware...........................................34
Maneuver descriptions..........................................10 Cyberware versus the Environment......................34
Bite.................................................................10 Effects of Water Immersion...........................35
Flying Tackle.................................................10 Effects of Particulate Matter..........................35
Scare...............................................................10 Effects of Extreme Cold.................................35
Shove..............................................................11 Effects of Electromagnetic Pulses..................35
Slam...............................................................11 Shielded Systems...........................................35
Slap/Nail Gouge and Rake.............................11 Power Supplies......................................................35
Sweep/Trip.....................................................11 General Notes........................................................36
Throwing (Additional)..........................................12 Implant Lists.........................................................36
Called Shots..........................................................12 Cyber-systems Available......................................36
Explosions.............................................................14 Acoustic Enhancer.........................................36
Deafening.......................................................14 AI Companion................................................36
Knockback......................................................14 Artificial Muscle............................................37
Underwater Explosions..................................14 Auto-chrome..................................................37
Bio-status Monitor.........................................37
Acceleration Effects..............................................15 Body Plating...................................................37
Building Things....................................................15 Boosted reflexes.............................................38
Radiation Damage.................................................16 Brain Bomb....................................................38
Cancerous Effects...........................................17 Brain Lock......................................................38
Cancer Therapy..............................................17 Brain Rewire..................................................38
Mutagenic Effects..........................................18 Cellular Skill Implant.....................................39
Radiation Sickness Effects.............................18 Chemical Analyzer.........................................39
Zero Gravity Effects.............................................18 Cybernetic Hand Weapons.............................40
Movement......................................................19 Cyber-limbs....................................................40
Combat...........................................................20 Cyber-snake....................................................40
Space Sickness...............................................20 Cyber-Whip....................................................41
General Difficulties........................................20 Cyborg Body/Rebuild....................................41
Carrying Things.............................................21 Flash Attack...................................................42
High Gravity.........................................................21 Howling Banshee...........................................42
General Difficulties........................................21 Image Enhancement.......................................42
Implanted Armor............................................43
Laser Finger...................................................43 Lurking...........................................................64
Light Amplification........................................43 Eat them all, let God sort them out................64
Locator...........................................................43 Defense mentality.................................................65
Micro-vision...................................................43 Run like Hell..................................................65
Nano-surgeons................................................44 Freeze.............................................................65
Optical Readout..............................................44 Safety in numbers...........................................65
Oxygen Extractor...........................................44 Chew on this!.................................................65
Programmed Responses.................................45 Forget about it................................................66
Radar/Sonar Sense.........................................45 I'm big, I'm bad, Don't mess with me!...........66
Reality Matrix................................................45 Habitat...................................................................67
Reflex Coordinator.........................................45 Temperature...................................................67
Retinal Projector.............................................46 Terrain............................................................67
Sexual Filter...................................................46 Rainfall...........................................................67
Sexual Weapons.............................................46 Generic life cycles.................................................68
Shanghai Surprise...........................................46 You're on your own, kid.................................68
Silver Tongue.................................................47 Mommy's here, but!.......................................68
Skill Implant...................................................47 Don't worry, we'll take care of you................68
Smart Link......................................................47 The price of flexibility...................................68
Sound Damper................................................47 Food and leather....................................................68
Stress Analyzer/Lie Detector.........................48 Metabolism...........................................................70
Sub-dermal Timepiece...................................48 Typical animal communications...........................70
Taste/Smell Enhancer.....................................48 Training a creature................................................71
Telescopic Vision...........................................48 Avoidance training.........................................71
Thermograph/UV vision................................48 Command training..........................................72
VR Jack..........................................................48 Using creatures in adventures...............................73
Wetware.........................................................49 Characters go looking for creature.................74
Creature goes looking for characters..............74
Vampires...............................................................50 Creatures as environmental hazard................75
Bloodrinking..................................................51 Creatures as general plot enhancement..........75
Vampire Culture.............................................52 Do it yourself creatures.........................................76
Killing Vampires............................................52 Where does it live?.........................................76
Thralls............................................................52 What does it eat?............................................76
Curing Vampirism..........................................52 What's special about it?..................................77
Lycanthropes.........................................................53 Its stats............................................................77
Controlling the change...................................54 Size.................................................................79
Shapeshifting..................................................54 Skills...............................................................80
Infection.........................................................54 Armor.............................................................80
Curing Lycanthropy.......................................55 Random ecologies.................................................81
Lycanthropic Culture.....................................55 Habitat............................................................81
The Change....................................................55 Size.................................................................82
Lizard-men............................................................55 Creature Type.................................................82
Culture............................................................55 Movement Type.............................................82
Locales...........................................................56 Natural Offense..............................................83
Natural Defense..............................................83
Basics....................................................................57 Natural STR/AGL..........................................83
Types of Creature..................................................57 Natural AWR.................................................83
Creature stats.........................................................57 Natural WIL...................................................83
Animal AWR.................................................57 Natural HLT...................................................84
Animal HLT...................................................59 Offspring Rearing...........................................84
Animal WIL...................................................59 Social Organization........................................84
Reaction rolls........................................................59 REAL BEASTS....................................................85
Creature Attacks....................................................60 Basics.............................................................85
Attack types....................................................61 Alligator.........................................................86
Attack mentality....................................................62 Amphibian......................................................87
Stalking..........................................................62 Anaconda........................................................88
Coup de grace.................................................63 Bear, polar......................................................89
Pack attack.....................................................63 Bear, kodiak...................................................91
Swarm attack..................................................64 Boar ...............................................................92
Camel..............................................................93 Salamander...................................................159
Cape buffalo...................................................95 Roc...............................................................160
Cat, domestic..................................................96 Theow...........................................................161
Chimpanzee....................................................97 Tygre............................................................162
Deer ................................................................99 Unicorn (western).........................................162
Dog, german shepherd..................................100 Unicorn (traditional).....................................164
Dolphin.........................................................102 Whirling whumpus.......................................165
Eagle.............................................................103 Yeti...............................................................165
Elephant........................................................104 CREATIONS......................................................167
Hippopotamus..............................................106 Basics...........................................................167
Horse............................................................107 Physical creations......................................167
Horse, belgian...............................................107 Conceptual creations..................................169
Horse, arabian...............................................108 OTHER WORLDS.............................................171
Horse, welsh pony........................................108 Basics...........................................................171
Hyena............................................................111 Beetle-bombs................................................171
Lion..............................................................112 Buzz cat........................................................172
Mammoth.....................................................114 Electric ray...................................................173
Marine bird...................................................115 Froon............................................................174
Orca..............................................................116 Grendel.........................................................176
Puma.............................................................117 Hellswarmers................................................177
Rat................................................................118 Leaf runner...................................................179
Rhinoceros....................................................120 Mantrap........................................................179
Scorpion........................................................121 Mimic...........................................................180
Shark, great white ........................................122 Mistroot........................................................182
Shark, lesser..................................................124 Plasmis.........................................................183
Skunk............................................................125 Skyhooks......................................................184
Snake, Diamondback....................................126 Spear acacia..................................................185
Snake, cobra.................................................128 Ur-burrs........................................................187
Tiger.............................................................129 CREATURES OF HORROR..............................188
Tyrannosaurus rex........................................131 Basics...........................................................188
Velociraptor..................................................132 Bloodshrikes.................................................188
Water birds...................................................134 Bodiless terror..............................................190
MYTHOLOGICAL BEASTS.............................135 Charnel mass................................................191
Basics............................................................135 Dark follower ...............................................193
Alphyn..........................................................136 Demon, greater.............................................194
Amphiptere...................................................136 Demon, minor..............................................195
Baewyn.........................................................137 Elder thing....................................................198
Bonacon........................................................137 Ghouls..........................................................199
Boreyne........................................................138 Gutworms.....................................................201
Calopus.........................................................138 Gremlins.......................................................202
Cockatrice.....................................................139 Gobblers.......................................................203
Dragon (western)..........................................140 Hateful ones.................................................205
Dragon (eastern)...........................................143 Hijackers......................................................206
Fastitocalon..................................................146 Mindbenders.................................................207
Grendel.........................................................147 Shapeless horror...........................................208
Gryphon........................................................148 Zombies........................................................210
Harpy............................................................148
Hippogriff.....................................................149 Basics..................................................................211
Hodag...........................................................149 Profile...........................................................211
Hugag...........................................................150 Membership..................................................211
Hydra............................................................151 Influence.......................................................212
Ibex...............................................................152 Resources.....................................................212
Ki rin.............................................................152 Running an Organization....................................213
Kraken..........................................................154 Sample Organizations.........................................213
Lyon..............................................................155 Multinationals..............................................213
Opinicus........................................................156 Big Government...........................................213
Pegasus.........................................................157 Average Government...................................214
Pordalis.........................................................158 Little Government........................................214
Organized crime...........................................214
World Government.......................................214
Terrorists......................................................215
INTRODUCTION
The Media....................................................215
UFOs............................................................215 Welcome to the Rules Expansion for the
Illuminati......................................................216 CORPS game system. The project has taken
Immortals.....................................................216
The Hierarchy...............................................216
some time to reach completion, life has a way
Hackers.........................................................216 of getting in the way of the things we really
want to do.
Ian R Liddle
Criminal Record
ADS & DISADS Youihave been convicted of a crime, and
“If everything is coming your way then you're there is a file kept on you by the security
in the wrong lane.” Anonymous services (Enemy Level 2 maximum if you’ve
done the time or Enemy Level 3+ if you
This section includes all sorts of additional have been convicted but have escaped
rules for advantages and disadvantages, as justice or are known to be the culprit.
well as clarifications of existing ones.
Dark Secret
Acceleration Tolerance You have a dark and hideous secret, a real
This allows you to add your WIL skeleton in the closet. You cannot even
Aptitude to your HLT, when trying to consider this secret coming out and
resisting the detrimental and harmful you will do your utmost to keep things
effects of high acceleration. This under wraps.
costs 2AP. See page 15 of this book
for the rules regarding Acceleration The Level of the disad denotes how
Effects. severe the secret is and each Level
of Dark Secret is worth 5AP or SP.
Appearance If, during the game the secret
How good looking a characters is. could be revealed you must
Now this is a tricky one to do in bribe, give into blackmail,
CORPS, it was suggested intimidate or worse to keep the
to use levels of Fame or the secret hidden. This leaves
Physical Advantage Ads to you at the sadistic whim of
mimic this trait but I think we your games master.
need a whole new and separate
Advantage for it. Fame can still When the secret is finally revealed,
be used to show famous it is converted into it’s equivalent
beauties like Liz Hurley, Kylie point’s value in Enemies, Negative
Minogue etc. Use Physical Ads Fame or other Disads depending
like ‘Busty’ or ‘Sexy Voice’ to on the nature and type of the Secret.
enhance this advantage.
Dark Secret
Level AP/SP Effect
1 +5 Should anyone find out you’ll
Appearance never get another promotion,
Level AP Effect a wife/husband etc
-3 +15 Horrible, -3 WIL for sex appeal 2 +10 People will shun you for your
-2 +10 Ugly, -2 WIL for Sex appeal secret, friends, family etc will
-1 +5 Unattractive, -1 WIL for sex disown you
appeal 3 +15 You will have to flee your
0 0 Average Appearance country and live in exile to
+1 -5 Good Looking, +1 WIL for sex avoid prison for your secret
appeal 4 +20 Should this level of secret be
+2 -10 Attractive, +2 WIL for sex revealed you become a
appeal marked man, the authorities,
+3 -15 Beautiful, +3 WIL for Sex a lynch mob etc will try to kill
appeal you
There is always a chance of the secret Flashbacks
being revealed in any given adventure, this
is determined by the games master, and Sometime, you’ve have had a very bad
should be based on the steps taken by the experience, this could be through trauma,
character to keep the secret safe. Obviously an accident or perhaps from hallucinogenic
some secrets wouldn’t be easy to find drugs. Every so often you drift off into
without a major investigation into the memories of these events which impairs
characters past etc, so you can guarantee your abilities somewhat.
the Enemies of Level 4 or higher will either
already have the information, or will get it
very soon. The flashbacks are caused when one or
more ‘trigger’ events are present — these
can be virtually anything but must be related
Enhanced Regeneration to the events which caused the flashbacks
This advantage means somehow, the in the first place.
character heals much faster than normal. It
is available in several types which are E.g. the flashbacks are caused by a car
shown in the table below: crash, so trigger events could be the smell
of gasoline, the sensation of movement in a
Enhanced Regeneration car, seeing a car wreck etc.
Level AP Effect
Normal -20 You heal Lethal Impairment The base difficulty to resist the flashback
and Attribute damage depends on its severity (see the table
per Week, Non-Lethal opposite), this is modified by +1 for each
Impairment per Hour and trigger event that is present beyond the first.
Exertion per Minute A failure usually means you freeze up
Super -40 You heal Lethal Impairment absorbed into the memory until it runs its
and Attribute damage per course, a failure by more than your WIL
Day, Non-Lethal Impairment however means you physically relive the
per Minute and Exertion per memory—shooting at imaginary targets,
Second screaming etc.
Meta -60 You heal Lethal Impairment
and Attribute damage per
Hour, Non-Lethal Flashbacks
Impairment and Exertion per Severity AP/SP Effect
Second Minor +5 Difficulty to resist is WIL+1
Semi -80 You heal Lethal Impairment Major +10 Difficulty to resist is WIL+3
Divine and Attribute damage per Severe +15 Difficulty to resist is
Minute, Non-Lethal WIL+5
Impairment and Exertion per
Second Height and Weight (Additional)
Divine -100 You heal Lethal Impairment These are supplemental notes to those
and Attribute damage, given in CORPS 2nd edition page 22. Since
Non-Lethal Impairment and some people are well out of the normal
Exertion per Second! mass range allowed in CORPS, to mimic
those in game terms see the chart opposite:
Height & Weight (Additional) Metaphysical Adv
Mass Effect AP SP Tough/Frail This is the opposite of a Metaphysical Lim.
+200% Obese +80 +20 Tough. 4 Something strange keeps happening that
+100% Huge +40 +10 Tough. 3 affects you in a positive way. This costs
+50% Fat +20 +5 Tough. 2 5AP, and the exact effects vary, depending
+30% Plump +12 +3 Tough. 1 on what you pick from the table. Normally
-20% Slim +8 +2 Frailness 1 the end result is a +2 bonus in a certain
-30% Thin +12 +3 Frailness 2 specific method of an attribute or skills
-40% Skinny +16 +4 Frailness 3 functioning.
-50% Anorexic +20 +5 Frailness 4 Metaphysical Adv
This goes well above the normal ranges in Item Effect
the CORPS 2nd edition book (page 22), but Lucid Dreams Bonus to AWR for
then so do some people. For a real world remembering dreams
example, consider a Sumo wrestler or an Guardian Angel Bonus to lucky incidents
anorexic model. that are useful to you
Animal Empathy Bonus when dealing with
The Frailness or Toughness Level is to take
animals
into account ‘natural padding’ or lack of it
and must be paid for separately if they are Sensitive Bonus to AWR when
desired. sensing magical or
spiritual forces
Aura of Power Bonus to WIL for
Immunity intimidation or command
The character has at some point in their life,
contracted and recovered from a disease Metaphysical Lim
and developed a natural immunity to it. This This is some weird problem generally not
costs 5AP for an immunity to a viral disease explainable by science or modern thought
or influenza. Also for 5AP you can buy an that affects you in one way or another. You
immunity to certain poisons or alcohol as get 2AP or SP per Level of this limitation
long as you have a background that justifies and it usually adds to the difficulty of any
this. For 10AP you can buy an immunity to task performed in that situation.
rabies or some other nasty but uncommon
disease. Characters in a society with a Some of these Metaphysical Lims could be
reasonably advanced technology can done as Psych Lims in certain campaigns.
acquire these immunities for a cost of It is suggested that the maximum limit for
money rather than AP. these Lims in a ‘realistic’ campaign is no
more than 5 Levels, and even then they
should be very rare at that strength.
Longevity/Slowed Aging
A character with this advantage ages at only See overleaf for sample limitations.
half the usual rate. They still gain the normal
AP and SP for their age, and aging rolls are
still made at 30 years old and per year after.
The aging difficulty roll is normal, but you
only lose half as many AP/SP if you fail. This
costs you 25AP. It also means they look
younger than they are by up to their real age
halved.
Metaphysical Lim
Item Effect
Creepy Level is added to a character’s
Fear Rating when they do Physical Adv (Additional)
something scary, and is extra
These are additional advantages to those
difficulty to appropriate social
given in the CORPS 2nd edition rulebook,
tasks.
page 24.
Tainted Evil is like a virulent disease and
you are tainted by its power. Level
Physical Adv (Additional)
is extra difficulty to WIL to avoid
acting in an evil manner when Item Effect
faced with a moral or ethical Night Vision Reduces penalty to
choice. AWR in the dark
Marked You bear some kind of unusual or Directional hearing AWR bonus to locate
metaphysical mark, this could be sounds
stigmata, mystical symbols etc. It Double Jointed AGL bonus to escape
is always in an easily visible place Combat Reflexes Initiative bonus in
such as (palms of hands, forehead combat
etc) and the Level adds to others Good Peripheral Reduces facing
AWR when trying to remember Vision penalties
you as well as being extra difficulty Direction Sense Bonus to determine
for disguise when you are trying to direction
cover it up. This is worth double Distance Sense Bonus to determine dis-
the points. tance
Haunted A ghost haunts you. Level of disad Perfect Pitch Bonus to tell an exact
is added to Difficulties due to musical tone
distraction, and is extra difficulty to Time Sense Bonus to know the time
WIL tests for trying to ignore the Rapid healing HLT bonus for healing
spook and concentrate on what
you’re doing. Physical Lim (Additional)
Attractor You seem to attract supernatural These are additional physical limitations to
events, spirits, monsters and so those given in the CORPS 2nd edition
forth. Level is d10 chance per rulebook, page 25.
game session of something ‘odd’
happening around your character. See the table opposite for example Physical
This can lead to a negative Lims:
reputation with everyone but
paranormal investigators
Physical Lim (Additional) Psych Lims (Cultural)
Item AP/SP Certain cultures have their own inherent
Loss of finger or toe +1 Limitations as described in CORPS 2nd
Albino +5 edition page 26. What follows are some
Color Blindness +5 guidelines, to give you an idea how the
Epilepsy: Petite Mal +5 Cultural Limitations work.
Epilepsy: Grand Mal +10
Hemophilia +10 As you know, some cultures have major
No sense of smell or taste +5 differences as compared to others, but most
Paraplegic (2 limbs) +25 follow the same kind of general pattern:
Quadriplegic (4 limbs) +50
Familiarity: Think of the culture you are
Lame (per 1m/s less than normal +2
trying to describe, what is the single thing
max)
they are noteworthy for – a seagoing race is
famed for their sailing skills, so they have a
Psych Adv Familiarity with such skills.
This is the opposite of a Psychological
Limitation. You have a known but quite Sexism: Most cultures sadly, are sexist to
uncommon mental advantage of some type. a greater or lesser degree, depending upon
This costs 5AP, and the player and games their basic structure: Patriarchal societies
master must determine the exact effects. will typically be sexist to women, to a
Normally the end result is up to a +2 bonus greater or lesser degree, as they will be
in a certain specific aspect of an attribute or seen as the ‘weaker’ sex.
skills functioning.
Religion: Every culture has one or more
Psych Adv
religious bodies of thought. Typically the
Item Effect dominant or ‘state’ religion will be listed in
Artistic Bonus to any drawing the Cultural Psych profile, more religious
or graphics related skill nations will have higher ratings than others.
Calculator Bonus to skill for math’s
tests Jingoism: How tolerant this culture is of
Code Breaker Bonus to skill when try- others, it is indicative of the level of
ing to crack a code tolerance the people of this culture have for
Computer Bonus to computer use others whom are not of their country. It is
skills similar to racism but isn’t directed at any
Natural Pilot Bonus to piloting or one race in particular; instead it is applied to
driving a specific type of ‘anyone else’
vehicle
Engineer Bonus to single me- Racism: Typically reserved for those
chanical or technical countries that have a definite racist issue
skill use with another type of people that exist within
Stylish Bonus to sex appeal for their own culture.
knowing what to
wear/how to look good Human Rights: How much the country
Cool Bonus when resisting subscribes to human rights, i.e. how well it
fear and intimidation treats its own citizens.
Non-Combatant: A lot of countries will Psych Lim (Human Rights)
have this as part of their Cultural Lims,
unless they readily allow weapons to be This is generally only used for cultural
owned and used by the general populace. Psych Lims as it shows how much a given
culture subscribes to Human Rights. By this
Average Social Class: Most cultures will I mean how much off-hand cruelty a culture
alter the average social class covered later is likely to inflict on its subjects and how
in these rules, as some countries are ‘richer’ often that is likely to happen.
than others, and thus able to provide a
better standard of living to their citizens. The higher the Level, the more concern for
others will be shown by that culture, this
Tech Level: This will normally vary by limits the actions that a character or nation
culture, as some cultures will be more can take. Most countries would be at Level
advanced than others, even on the same 2 for this, as nearly every country gives its
world. citizens certain basic ‘rights’; the right to
bear arms, the right to own property/vote
Psych Lims (General) etc.
Psych Lims should use their level added to A country with no rating in this Psych Lim,
the characters normal WIL as difficulty to gives its citizens no rights whatsoever, and
overcome on a WIL test. Since a Psych Lim has the right to do whatever it likes to its
in ingrained behavior you in essence have citizens.
to beat your own strength of will to
overcome it, depending on how deep rooted Short Lifespan
the limitation is, (i.e. its Level). This means
it is hard to overcome a Level 3-4 Lim (5– or This means your character has a short
3– respectively) which is more accurate lifespan, this could be due to a fast
since they are supposed to be “borderline metabolism to genetically encoded
psychoses”. destruction dates or simply just denoting a
race with a short life. Each Level taken in
Additionally the ‘Phobia’ Psych Lims add 1 Short Lifespan is worth 10AP and halves
to the Fear Rating of whatever you are the age when aging rolls begin, in addition
frightened of, and you always check for fear to doubling the frequency of such rolls.
against that source, even if it doesn’t
normally need a Fear test.
Short Lifespan
These notes then make the Psych Lim Begin Roll Ave
“worth” the points as it is never automatic to Level at: Every: Lifespan:
overcome them with normal unmodified WIL 1 15 yrs 6 months 35 years
(specific WIL enhancing drugs for example
2 7 yrs 3 months 17 ears
alter your current WIL for the test).
3 3 years 6 weeks 8 years
4 1 year 3 weeks 4 years
Psych Lims (General) 5 6 months 1 week 2 years
Item Effect 6 3 months 3 days 1 year
Homophobia Fear of homosexuality 7 6 weeks 1 day 6 months
Panzaism Never sees the fantastic 8 3 weeks 12 hours 3 months
Quixotism Sees only the fantastic 9 1 week 6 hours 6 weeks
Slave Mentality Must be told what to do 10 3 days 3 hours 3 weeks
Obviously too many Levels in this Lim will Vulnerability
make a character unsuitable for most
games, really it is best used to mimic the To take into account the extreme effects of
short life spans of alien races. Do not use some common substances on supernatural
this Limitation when designing new animals creatures, the following modification to the
for the CORPS game, it is meant to be existing Disad is suggested.
applied only to characters.
Fast Effect: If the effect takes place after a
The Aging Roll Difficulty and AP/SP lost will few seconds then again every minute, we
also vary in a similar manner. would suggest doubling the point’s value of
the Disad.
Social Class This would allow you to mimic really
All characters, regardless of origin have a extreme effects, like vampires and sunlight,
base Social Class depending on their or vampires and holy water. It is unsuitable
Culture (see Cultural Psych Lims in this for most humans except to cater for severe
book) this is usually 0 for developed allergies, which can result in a fast death.
countries. For example, some people suffer just such
a reaction to shellfish, wasp stings etc.
You may increase your Status upon the
creation of your character or during play—
but advances during play have you consid-
ered ‘Nouveau Riche’ by your peers.
If you fail to hit the target of your shove, you He succeeds in grabbing Susan, so now
must make an AGL Aptitude test versus the both himself and Susan will have penalties
distance you intended to shove the target or to their base defense (Tommy is at -2 and
fall over. Susan is at -4) and all other skill use.
A Rear Hit that causes a Broken Bone will Any Rear Hit to the Chest that causes a
indicate spinal damage. This results in Broken Bone will indicate spinal damage on
paralysis from the neck downwards – a 2- chance. This will result in general
rendering your whole body out of paralysis from the Chest downwards –
commission until the injury heals. rendering your arms, hands, legs, feet and
abdomen out of commission until the injury
Example - Susan (with STR 4 and armed heals.
with a baseball bat STR+1 DV) takes a
random swing and smacks Tommy in the Any Rear Stomach Hit that causes a Broken
back of the neck. She would inflict a Bone will indicate spinal damage. This
Combination DV of 5 (STR 4, +1 for the bat) results in paralysis from the Abdomen
which is 3 Non-lethal and 2 Lethal. He downwards – rendering your legs out of
ignores all but 1 point of the Non-Lethal so commission until the injury heals.
he takes 1 Non-Lethal and 2 Lethal. The
Lethal damage is eventually fatal (a 2 was
rolled) and broke a bone (1 was rolled). This
means Tommy is out of the action and
almost totally paralyzed until he heals.
A Groin Hit as we ALL know is one of the Knockback
most painful injuries you can get. Since it is A character will typically be thrown away
a major nerve center I would suggest using from the center of a blast a distance equal
the following rule for Knockout Difficulties. to the square root of the DV inflicted by the
Instead of using the normal Difficulty for the explosion – before any armor worn is taken
Abdomen Location, calculate the Difficulty into account, use the listed DV for range to
as you would for a Head hit. This is meant calculate this. Characters kneeling down
to represent the elevated levels of pain will only be thrown half this distance and
injuries to the groin produce. characters lying down will only be thrown
one-tenth this distance.
Example – Susan kicks Stephen in the
groin. She normally inflicts Non-Lethal DV Damage for the impact at the end is treat
2. Normally this would be Knockout like a fall of equivalent distance and
Difficulty 4 for Abdomen hit but with the reduced by AGL Aptitude.
rules above this becomes an 6 Difficulty.
Since it is equal to his WIL he just grunts in
pain. Someone with a normal WIL of 4 Underwater Explosions
would have had to roll a 7- in order to be To accurately mimic the overall effects of
unaffected by the kick. explosions underwater, the following rules
have been created:
Bear in mind, that normally Groin attacks
would be ‘Increased Damage’ attacks as The shockwave (non lethal) damage is
they are usually aimed for maximum effect. halved for every 2 range steps to the target.
Radiation Damage
Manufacture Build Time Radiation Poisoning can be a serious
Type Difficulty Examples danger in some games; these are usually
Hand Built +12 Blacksmith Post Apocalyptical, Modern and Science
Micro factory +7 While U Wait Fiction Genres.
Mass
Production +5 Factory In CORPS, this kind of damage works in a
totally different way to other damage, such
These assume you are building the items as that covered in combat. This other kind of
from the raw materials. If you have all the damage is Permanent and cannot be
components and are simply ‘putting them reversed! It can have serious effects on a
together’ you may modify the Basic character’s unborn children and at extreme
Difficulty (from CORPS 2nd Edition page levels can kill a character very quickly.
79) by -2, which in turn also modifies the
Time Difficulty. To determine the effects of radiation on a
character, look up the number of rads
In all cases you ignore the ‘total part you’ve been exposed to on the following
replacement’ as you are building the parts table. The Difficulty listed is for a HLT Test
from nothing, not replacing parts in a to avoid the effects of excess radiation
damaged item. exposure.
This Difficulty will have to be rolled three
‘Cosmetic damage repair’ when building times. Once to avoid Radiation Sickness,
things represents the final product having once to avoid Cancerous Effects and once
chrome covers, fancy paint jobs etc. to avoid Mutagenic effects. They are rolled
in the order given above.
‘Artistic restoration repair’ means the
finished product will have hand painted
surfaces, one-of-a-kind artwork and so forth.
Cancer Therapy
Rads Exposed HLT Difficulty
There is no known non-paranormal TL12
10 1
way to cure cancer, so the best way to say
20 2 it is, you can offset the penalties of lost HLT
30 3 by taking a concoction of drugs and
40 4 chemotherapy. This course of treatment
50 5 costs 1kcr per point of AP lost to the illness.
60 6 Every month of therapy roll 1d10, if you roll
70 7 a 1 the cancer goes into remission and
80 8 treatment may be stopped. Otherwise, if the
90 9 treatment is stopped the Attribute Loss will
100 10 continue as normal.
200 11 The therapy course runs over the same
400 12 time period as the HLT losses – i.e., per
year for Minor cancers, every six months for
Cancerous Effects Serious Cancers and every three months
Failure by 1 Means you have a minor for the Deadly Cancers. Bear in mind the
cancer. This will reduce your HLT by 1 point Difficulties of finding these drugs in some
per year, until it reaches zero and you die. areas of the world, which could seriously
Roll 1d10 every month and if you roll a 1 affect the price of them. Also in some
twice in succession, you go into remission countries, you may be able to get them for
(no more HLT losses) continue to roll each free if they have a working national health
month as a 10 will make the cancer come service (like the UK).
back.
Example - Tommy wanders into a high
Failure by 3 Means you have a serious radiation area and suffers 70 rads of
cancer. This will reduce your HLT by 1 point exposure. He has HLT 5, which means he
every 6 months until it reaches zero and you must roll 7- or suffer adverse effects from
die. Roll 1d10 every month and if you either Radiation Sickness and/or Cancer.
manage to roll a 1 twice in succession, you Say he rolls 8 for the Radiation Poisoning
go into remission (no more HLT losses) test (fail by 1) and rolls a 10 for the Cancer
continue to roll each month as a 10 will roll (fail by 3). He succeeds on the roll to
make the cancer come back. avoid mutagenic effects. This means he will
suffer Slight Radiation Poisoning and a
Failure by 5 Means you have a Deadly Serious Cancer!
cancer, This will reduce your HLT by 1 point
every 3 months until it reaches zero and you A little while later, after he has lost 3 points
die. Roll 1d10 every month and if you of HLT, he raises enough money for
manage to roll a 1 twice in succession, you treatment. A HLT of 5 is 25AP, and he’s
go into remission (no more HLT losses) now on 3 HLT, which is 9AP.
continue to roll each month as a 10 will This means it will cost him 16kcr every 6
make the cancer come back. months (the difference between the two) for
treatment to offset his HLT loss and return
it to normal for as long as the treatment
continues.
He could spend less and have his HLT only This will gradually reduce until it returns the
returned to 4, which would only cost him character to the Slight Radiation Poisoning
9kcr per 6 months. This amount must be level for the next 1d10 days. Finally 1D10
spent every 6 months to avoid the Attribute hours after this time ends the character is
Loss returning. technically recovered, save the baldness.
You will typically lose 5% of your total body
hair for each day of the 2d10 duration.
Mutagenic Effects
Failure by 1 Denotes Minor effect on your Failure by 5 Denotes Death. This means
offspring and no effect on yourself. Your 1d10 hours after exposure the character will
offspring could possibly have up to 25AP in suffer Slight Radiation Poisoning, this will
mutations, whether beneficial or harmful. gradually worsen so after that duration and
for the next 2d10 days you will suffer Major
Failure by 3 Denotes Major effect on your Radiation Poisoning which will gradually
offspring and Minor effect on yourself. Your worsen until, at the end of that duration, the
offspring could possibly have up to 50AP in character will finally die.
mutations, whether beneficial or harmful,
and you may develop up to 25AP worth of
mutations. Zero Gravity Effects
Zero gravity environments (or more properly
Failure by 5 Denotes Serious effect on your Micro-gravity environments) have many
offspring and Major effect on yourself. Your problems all their own, movement and
offspring could have up to 100AP in control being the most important of these.
mutations, whether beneficial or harmful,
and you may develop up to 50AP worth of
These rules require the addition of four new
mutations.
Skills to the CORPS rules: Zero Gravity
Movement (AGL), High Gravity Movement
Radiation Sickness Effects (AGL), Zero Gravity Combat (AGL) and
Failure by 1 Denotes Slight Radiation High Gravity Combat (AGL). Both are
poisoning. This means beginning 1d10 needed to use the following rules, but you
hours after exposure the character will be at could always default to AGL Aptitude in a
half All Skills and Attributes, and spend the crisis. Zero and High gravity movement
next 1d10 days like that, feeling nauseous averages with your STR and/or AGL for
and vomiting with a terrible headache. After movement purposes. Zero and High Gravity
this time it will wear off after another 1d10 Combat averages with your normal skill
hours. when fighting in a freefall environment.
Cults
The bane of Horror genre adventurers.
These nasty groups can be a massive
PARANORMAL headache. They work by letting the Primary
or High Priest have a number of POW to
“There is no such thing as chance; and what use equal to the square root of the number
seem to us merest accident springs from the of followers in the cult who are present at
deepest source of destiny.” Schiller the time and praying etc to release the
energy in the first place. The cult members
This section expands on the list of Paranormal themselves need not know the same
powers that are available on pages 95-110 of Paranormal Power as the High Priest – in
the CORPS 2nd Edition rulebook, it also adds fact its rare that any cult member beyond
some new powers and clarifies existing ones. the Primary know any Paranormal Powers.
A cult can be a dangerous opponent but
Basics pales into nothingness when compared to
the sheer power of a full Coven.
There are a couple of new ideas to take into
account for magical or religious based
Paranormal Powers. They are probably
best used in High fantasy games, but the Number of Followers Extra POW
choice is yours.
1 1
4 2
Covens
9 3
The old witches coven. Allegedly the most
16 4
powerful (and rare) of all the types of occult
gatherings. The idea being that with a full 25 5
coven you can reshape the world. Covens 36 6
provide an automatic Power Multiple per 49 7
member beyond the first, and each member 64 8
may contribute POW to the use of the
81 9
Power, up to a maximum of the High Priests
POW each. 100 10
121 11
However, each member must have some 144 12
knowledge of the same Paranormal Power, 169 13
with exactly the same modifiers. 196 14
225 15
Subtract the number of unbelievers who are
present from those who do believe, before Magical Skills (WIL)
calculating how much extra POW the
Primary has. This is one of the reasons why Religion (specify)
cults are viciously self policed to remove the Miracles
unbelievers. Blast
Teleport
Religious Magic
Traditionally, priests call upon the power of This makes the abilities of men of the cloth
god to grant them a miracle. somewhat more powerful and versatile than
normal sorcerers, but then they do have the
The priest himself need not even have any backing of a deity. Besides priestly magic is
Powers or high POW, since he is simply a supposed to be massively powerful when it
conduit through which the deity’s power needs to be, mainly to impress unbelievers
passes, as long as he has the skill and a and convert them into following the deity in
reasonably high WIL he can try for a miracle question.
since he is simply entreating the deity to
help. Generally these kind of things have a
paranormal framework (see CORPS 2nd
The way to mimic this in CORPS is to Edition, page 102-103), which typically is:
design the effect you want as you would an
normal Power. Use the average of the Requires Psych Lim of Belief (Specific
SP+AP cost of the power. Take the square Religion) at a level equal to half (round up)
root of it and this is the Difficulty for the skill the maximum POW that can be used by the
roll, round to nearest but 0.5 rounds up. To effect.
save time, this is shown on the table below: Requires 10 seconds concentration time
(minimum) as you say the prayers etc to
summon the power from your deity
AP+SP Ave AP+SP Ave All powers are Focused onto the deities holy
Difficulty Difficulty symbol which you must be holding.
2- Impossible* 65-81 9
3-4 2 82-100 10 Example – Delabar the priest has been
5-9 3 101-121 11 asked to save a building from a marauding
10-16 4 122-144 12 dragon. He decides the best way to do this
17-25 5 145-169 13 is to hide the building from the dragons
26-36 6 170-196 14 sight. This is SUBTRACT. Ranged, self,
invisible, constant, conscious, focused (holy
37-49 7 197-225 15
symbol), requires 10 seconds concentration
50-64 8 226-256 16
time as he calls upon his god, Requires
Psych Lim of Belief (Specific Religion) at a
* The minimum SP for any power is 5 and level equal to half the maximum POW that
the minimum POW is 1, which is 1AP. This can be used by the effect, Area Multiple #1
means the minimum average is 3 for the - #3 (it is a decent sized building). Time
chart above. Multiple #1 - #6 ( has to last about 20
minutes until the dragon is gone).
The skill used is a new one for CORPS:
He will need 7 points of effect, since that Similarly, you cannot affect the DV of an
equals the dragons AWR, so it won’t see the attack as no dice roll is needed there,
building. This all adds up to a whopping however you could affect the attack roll
49AP and 200SP! Average of AP+SP is itself (as long as a die roll was needed).
124.5 rounding fractions gives us a 125.
The power user can only choose the
mechanics, i.e. how much POW to use. He
Looking this up on the table gives us a 12, cannot choose the effect beyond a general
so the Difficulty to hide the 4m by 4m description ‘I want that guy to miss my
building from the gaze of a Dragon for 20 buddy with that .45’. The attacker may slip
minutes is 12, a monumental effort yes but at a crucial moment. Get distracted or
then so is the effect. Delabar is going to whatever – the actual thing that caused him
need a skill of at least 7 to have any chance to fail is determined by the GM. The dice roll
at all. He also needs his Psych Lim to his itself is modified up or down by the amount
god to be 4 or more too, so he’s going to of POW used.
need to be a truly obsessive believer.
Limited Effects – Only positive (i.e. bad
luck), only negative (i.e. good luck), only
Sacrifice works on women.
The unpleasant practice of human or animal
sacrifice. They work because the victim Thermokinesis
releases their POW x 2 in spare energy at This power allows you to alter the overall
the point of death. This can be used by the temperature in the area of effect, by the
owner of a Paranormal Power, provided he POW used squared in degrees centigrade,
does the killing. either in a positive (heating up) or negative
way (cooling down). This change is per
second that the power is used for.
New powers
These are new powers, additional to those Since this is a sudden change of overall
given in the CORPS 2nd edition rulebook, temperature, the targets (if living) must
pages 104-110. Being new powers, they make a HLT Test with a difficulty of the
should always be reviewed for inclusion by POW used +3 or take Whole Body damage
the GM, before being made available. of an amount equal to the amount the HLT
roll is failed by.
Alter Probability
This power allows you to alter fate, the
chance that pseudo-random occurrences POW Temp POW Temp
will happen in the target area (like a gun Used Change Used Change
misfiring). Basically, the user can use the 1 1 11 121
POW as a modifier to any dice roll or rolls in
2 4 12 144
the area of effect, at any time before they
are rolled. Beware this power is easily 3 9 13 169
abused and GMs should think carefully 4 16 14 196
before allowing it in their games. Any dice 5 25 15 225
roll can be modified, as they all represent a 6 36 16 256
random element of chance; hence if 7 49 17 289
someone would be automatically successful
8 64 18 324
you cannot make them fail – as they need
not make a dice roll. 9 81 19 361
10 100 20 400
If an object, simply count the POW used -3
as DV and calculate damage to it normally, Iron Boils 3000°C
CORPS 2nd Edition page 79) Iron Melts 1530°C
Lead Melts 327°C
In both cases, the damage is done each Wood Burns 288°C
second of the powers use.
Clothes Burn 250°C
Paper Burns 233°C
This is a terrible power, making you able to
burn someone to a crisp or have them Water Boils 100°C
freeze to death very quickly. Electronics Shutdown 80°C
Human Body 37°C
Once heated or cooled the object then cools Room Temperature 22°C
or thaws normally, according to the ambient Water Freezes 0°C
temperature of the environment it is in. Anti-freeze Water Freezes -20°C
Dry Ice -60°C
Limited Effects – Only heat, Only Cold, Only Liquid Nitrogen -160°C
affect living things, Cannot affect living Liquid Helium -235°C
things. Absolute Zero -237°C
The mass issue
Power Changes If you change shape, the extra mass isn’t
These are minor changes to the existing automatic – you must buy it as shown
powers in the CORPS 2nd edition rulebook above. This alters the existing rule as it
pages 104-110, They are not power made some shapechange effects absolute-
rewrites, just minor alterations that make a ly impossible.
power slightly more easier to use.
For example vampires couldn’t change into
bats without having around 1285 POW!
Shapeshift This is due to 5 points being to change into
This power only needs some minor tweak- a bat, then 1280points to reach the bat size,
ing to give you a better idea of the POW which is roughly 1/512 of a human’s mass,
costs for certain effects. The table below based on the notes about shapeshift mass
gives the POW costs for certain effects. on CORPS 2nd Edition page 108. That
Some of these are the same modifiers as seems a little high.
the original notes, they are reproduced here
to make them easier to find and understand. Using the method outlined above the bat
form would cost 5 POW then the size of a
bat would cost 8 POW based around the bat
POW Cost Description being around 4 inches long (12.7 cm) which
+1 per is size level -8. So bat form would only need
Increase Size Level
13 POW for a vampire. That seems a little
+1 per Decrease Size Level better, it’s still a high POW cost but not as
+1 per Bonus to an Attribute, skill excessive as the 1285.
etc per point
+1 Alter damage type.
Non-lethal to lethal for The creature issue
example or vice versa. When you turn into another creature, it
+1 Armor Value per point costs the 5 POW to get the form. You will
+2 Shift attributes around also receive the natural abilities of the
except for POW creature (its natural weapons like claws
etc), this could include its attributes for
+5 Changing Species from
another 5 POW and gives you the creatures
Human to Bear.
STR, AGL and HLT for the duration of the
+1 per Negate impairment. Or add shapeshift, otherwise you would only have
reach. Per point. your original attributes.
+5 Gain natural STR, AGL and
HLT of creature. Also bear in mind, any impairments
+5 Gain single paranormal sustained when in another form carry over
ability of the creature, when you change back, so you cant use
example dragon flame shapechange as an instant healing tool.
breath.
Create
What these optional rules intend to do, is Creating Normal Items and Creatures
make Summoning and Creating things a The POW used squared and multiplied by 5
little bit easier. will tell you the maximum weight you can
create.
It is assumed, if you create or summon
something it will have the natural abilities of
an object of that type, so for example creat- POW Maximum POW Maximum
ing a sword will allow you to pick it up and Used Weight Used Weight
cut something with it. 1 5 11 605
2 20 12 720
If you were to create say a dragon, it would 3 45 13 845
have the natural abilities of such - after all, 4 80 14 980
being a natural creature it follows certain 5 125 15 1125
genetic patterns, so as all dragons have the 6 180 16 1280
same natural abilities, it follows logically that
7 245 17 1445
a created one would have as well.
8 320 18 1620
By the same token, summoning a creature 9 405 19 1805
will give it its natural abilities at no extra 10 500 20 2000
POW, since it will have those abilities before
you summon it. Creating Paranormal Items
The POW used squared is the amount of
Following Formulae AP or SP you can spend on the item.
Following a previously existing formula for
creating or summoning things is a LOT So if you wanted to create, say a Nuklyr
easier; this modifies the POW required by -5 Guitar using magic this is 100AP and 76 SP.
but with a minimum of 1 point needed. It would cost you the square root of the
However you will need to be able to read the items AP+SP in POW, which in this case is
instructions in order to follow them – and 13. This is a somewhat expensive item
they are usually written in some arcane however.
language.
Creating/Summoning Multiple Things
Creating or summoning Multiple creatures
of the same type is easily worked out based
on the effective STR of the POW used.
Due to that these tweaks to the Fear Rules All animals have been given a Fear Rating,
helps give a structure to base Fear Ratings. as all of them can threaten violence or act
aggressive in order to escape being injured
Fantasy creatures will often have a high themselves.
Fear Rating, rendering your average person
a panicking wreck, but then if you or me I’ve used the Creature Size Modifiers to hit
(assuming we were average in WIL) came as a basis for this, due to the fact that
across even something like an aggressive generally the threat of an animal is based
Harpy or Yeti in a modern setting that’s upon how big and dangerous it is or looks to
about right. be, once it acts aggressive. Also the smaller
the animal is, the least likely it is to be seen
as scary… “oh no! its an attacking
hamster!”. Which would be Fear Rating 3
Bear in mind though, that these notes do work
You modify this by the highest DV of an in respect of ordinary people. So those with
animal, for example the ‘attacking hamster’ high WIL are likely to be unaffected by certain
above isn’t really scary – but if it was known creatures – some of course will affect nearly
to have a bite as nasty as a dogs – that every character.
would definitely change the way people
viewed it. The Fear Rating would go up to Weapons and Fear
DV1=5.
Realistically speaking, you should adjust the
Use the higher of the two Fear Ratings Fear Ratings of ordinary characters based
found as the final number. upon what kind of weapons they are toting
around.
For mythological monsters and creatures of
horror, they have an additional effect due to In a modern setting, guns are not viewed as
‘that’ dangerous – this is more than likely
due to media desensitization (action movies
etc), whereas grenades and bombs are
Creature POW Fear Rating Modifier considered very scary (mostly due to
1 +0 terrorism), conversely in a medieval or
2-4 +1 fantasy setting the same would hold true for
5-9 +2 melee weapons (due to them being
10-16 +3 everywhere) and early firearms would be
17-25 +4 terrifying to the average peasant.
26-36 +5
their “Weirdness”. This implies a modifier
DV Desensitized Normal Sensitive
based upon their POW.
1 -2 -1 0
Adjust the POW-based modifier for whether 2-4 -1 0 +1
the campaign world is used to paranormal 5-9 0 +1 +2
creatures. A real world setting doubles the 10-16 +1 +2 +3
POW effect because supernatural or 17-25 +2 +3 +4
mythological creatures are not expected or 26-36 +3 +4 +5
really believed in. Whereas, when in a 37-49 +4 +5 +6
setting where ‘everything’ is magical, the 50-64 +5 +6 +7
POW based modifier is halved (round 65-81 +6 +7 +8
down).
This rationale is what prompted these rules
These notes are optional, but they do work variations.
and show the effect even normal animals
can have on the unprepared or the unwary. The following table lists the Fear Rating
These new Fear Ratings are included in the modifier, depending upon whether the
bestiary later in this book, if you prefer the weapon type is ‘Desensitized’, Normal or
original method for Fear Ratings then feel ‘Sensitive’
free to use them.
Number listed is modification to the Fear
Rating of the weapon’s wielder. In addition
it can be added to the wielder’s WIL when
trying to intimidate or coerce someone
(CORPS 2nd Edition, page 87)
Example: An ordinary character rounding
the corner is surprised by an ordinary
human (but well equipped) Police Officer
who has his gun drawn. The cop has a base
Fear Rating of 7, based upon his Size Level.
This cop is lugging around a Colt Python
(DV 7), since this is a desensitized weapon
type there is no modifier to the Fear Rating
of the Cop, so it remains the usual 7.
The impairments from invasive surgery and How long does it take?
nanotech implants is a departure from the The operation will take a number of hours to
normal CORPS rules, in that there is no complete equal to the Impairment which
maximum impairment that can be inflicted to that operation causes.
any hit location. This is done for two reasons:
The Difficulty Level for the operation is
1 - Massive surgery can often cause much equal to the Impairment value halved
more damage to the body than a simple (with a minimum of Difficulty 1).
weapon wound. There are operations done
on people today that can take months to Should your ‘doc fail his skill roll to implant
recover from. the cybernetics you could be in BIG trouble!
2 - It is much more likely for surgery to A failure leaves you with Physical or Mental
produce Physical Lim side effects than Lims of a value of 2AP or SP per point the
injuries do, due to the scale of disruption to surgeon failed his roll by. This is usually
the patients body. simple things like unnecessary scarring or
some kind of hospital phobia….
What about ‘Designer’ Cyberware?
Example: Susan, sick of being feeble, goes Some cybernetic systems are designed to
to have Artificial Muscle implanted, but look good, due to chromed covers, crystal
Susan’s doctor fails the surgery roll (it was exteriors, fiber optic light emitters etc, and
Difficulty 5) by 3. Which means her Artificial some just look bad. You may modify the
Muscle implant will cause permanent and cost of your implant according to the table
unnecessary scarring, a Physical Lim of below:
6SP making it Level 3 and meaning it
affects the character’s attractiveness based The Levels of Fame are used to indicate a
rolls/difficulties. bonus (or penalty) to a character’s Looks
(CORPS 2nd Edition page 24 under Physi-
cal Ads), following the idea that the ‘cooler’
What about Cyber-psychosis? a person is, is shown by what they can
If cybernetics sent you insane, they would apparently afford, so some Cutting Edge
be banned all over the world by the various Cyberware shows sophistication over Poor
medical councils, as no government wants Quality tech. Of course such a Fame bonus
psycho’s running around molesting the also produces infamy with others (see page
good citizens do they? 21 of the CORPS 2nd Edition rulebook) and
might get you mugged in poorer areas.
Fair’s fair though— in other games they
count as a limiter on the vast amount of
ridiculously cheap cyberware a character Type of Levels
can pack into his or her body. CORPS does Implant of Fame Cost
not have this problem, as the implants are Poor Quality Infamy Level 2 -4AP/-8KCr
rare to get, and rather expensive when they Low Quality Infamy Level 1 -2AP/-4KCr
are available. They count as the equivalent Typical None +0
of ‘magical items’ in future CORPS games - Quality Fame Level 1 +2AP/+4KCr
which in essence they are. In a fantasy Designer Fame Level 2 +4AP/+8KCr
game, a glove that let you pick up 945kg Cutting Edge Fame Level 3 +6AP/+12KCr
would be, so why shouldn’t a cyber-arm that
lets you do the same thing?
Knuckle Blades (KNB) are 2cm blades that ADD(STR). Non-ranged, Self, Visible
protrude from between the knuckles (mechanical arm or leg), Drain (POW),
Conscious, Focused (Implant), Single Effect
Scratcher Nails (SCN) are 4cm finger blades (One arm).
Claws (CLA) are 50cm blades housed in the Note that, by adding a Special Effect
forearm, they protrude from between the (+5SP/+5kcr), the limb can be made to
knuckles when active inflict Lethal damage based on the modified
STR.
Talons (TAL) are 7cm finger blades
Item AP SP Cost Effect AV
CBL 1 4 10 8KCr/10KCr STR+1/+2 Max. 3
Elbow Spurs (ELS) are 50 cm blades POW 2
housed in the elbow CBL 2 36 10 72KCr/10KCr STR +2/+6 6
Max. POW 6
Arm Barbs (ARB) are installed on the outer CBL 3 100 10 200KCr/10KCr STR +3/+10 10
edge of the forearm and consist of 1x20cm Max. POW 10
blade, 1x15cm blade and 1x10cm blade
giving it a look similar to Batman's gauntlets. Cyber-snake
AI computer assisted weapon, comprising
Hack N Slash (HNS) Are a mass of blades, of little more than a flexible drill that shoots
claws and sharp protrusions over the entire forth from the users body (usually housed in
hand and arm. Only usable with a Cyber the mouth, palm, navel, anus or sexual
Arm it is an intimidating sight when first organs). It makes it’s own separate attacks
seen on the field of battle. once activated.
BLAST. Non-ranged, Self, Visible (blades), BLAST. Non-ranged, Self, Visible (slimy
Constant, Conscious, Focused (Implant), snake thing), Constant, Conscious,
Special Effect (retractable), Requires a Focused (implant), Requires the Combat
combat skill (Melee Weapons—Cybernetic Skill (Melee Weapons: Cybernetic
Weapons) Weapons), Foci (AWR 4, AGL 6, Melee
weapons 4, Cybernetic Weapons +2,
Mono edged versions are available (special Cyber-snake +1. 52AP, 17SP)
effect—Armor Piercing) for +5 SP/+5kcr.
Cyber-anaconda uses above data but add
Item AP SP Cost Effect AV
Area Multiple#1 (2m range). +32 SP/+32KCr
KNB 1 20 2KCr/20KCr STR+1 Lethal 4
SCN 1 20 2KCr/20KCr STR+1 Lethal 4
CLA 9 20 18KCr/20KCr STR+3 Lethal 5
Cyber-serpent uses above data but add
TAL 4 20 8KCr/20KCr STR+2 Lethal 4 Area Multiple#1-#2 (range of up to 4m).
ELS 9 20 18KCr/20KCr STR+3 Lethal 5 +64SP/+64KCr
ARB 9 20 18KCr/20KCr STR+3 Lethal 5
HNS 9 20 18KCr/20KCr STR+3 Lethal 5 Cyber-dragon uses above data but add
Area Multiple#1-#3 (range of up to 8m).
+96SP/+96KCr
Mono-edged versions are available for all of Cyborg Body/Rebuild
the above variants Special Effect (Armor This is where the subject’s brain is removed
Piercing) for +5SP/+5KCr to the cost of the from the body and placed into a life support
cyber-snake. Cyber-anaconda version is unit, which is then hooked up to run a robot
+10SP/+10KCr. Cyber-serpent version is body. This unit contains various oxygenated
+15SP/+15KCr. The even larger Cyber- nutrients and offers virtual immortality as
dragon version is +20SP/+20KCr. This long as the nutrient is renewed once per
takes into account the base cost and Area year.
Multiples Cost Modifiers.
These Cyborg bodies are damaged as
Item AP SP Cost Effect AV items with subsystems. Any Physical Ad,
CSN 2 56 32 112KCr/32KCr Lethal DV 2. 9 Psych Lim etc can be included, modifying
POW 2
CSN 4 68 32 136KCr/32KCr Lethal DV 4 10
the cost as appropriate and Fame or
POW 4 Appearance can be included to represent
CSN 6 88 32 176KCr/32KCr Lethal DV 6 11 that ‘sexy robot styling’ i.e. attractiveness.
POW 6
CSN 8 116 32 232KCr/32KCr Lethal DV 8 12 Cyborg bodies do not heal they must be
POW 8 repaired, which is why they have no HLT
CSN 10 152 32 304KCr/32KCr Lethal DV 10 13
POW 10
attribute. In addition Cyborg bodies do not
tire, the users brain might and need sleep,
but the body itself could run forever. The
Cyber-Whip user’s brain retains all mental attributes as
A 4m long alloy whip housed in the forearm well as HLT as it is needed for mental
with a barbed tip to rip into opponents. exhaustion and sleep calculation.
Optical Readout
This displays cybernetics, weapon links,
bio-monitor data etc from anywhere in the
body in a display window that appears to the
right of the user’s vision. One system per
point of POW can be displayed up to a
maximum of the user’s AWR aptitude at any
one time.
Oxygen Extractor
Enhances the lung’s ability to absorb
oxygen from the air. This system activates
when your HLT drops to your HLT Aptitude
through exertion and adds its bonus to your
current HLT, effectively removing the
previous exertion loss and giving you a bit
more to burn.
DOMINATE. Non-ranged, Self, Visible This implant has made mega stars out of so
(actions initiated), Constant, Automatic called ‘reality-runners’ willing to risk their
(when preset condition is met), Focused necks to record the latest thrill. Of course
(Implant). snuff, pornographic etc versions are
available for those willing to deal with the
Item AP SP Cost Effect AV ‘exotic VR shop’.
PRR 2 4 15 8KCr/15KCr POW 2 4
PRR 4 16 15 32KCr/15KCr POW 4 5 DETECT (Sensory/brainwaves etc).
PRR 6 36 15 72KCr/15KCr POW 6 7 Non-ranged, Self, Invisible, Constant,
PRR 8 64 15 128KCr/15KCr POW 8 8
Conscious, Focused (Implant), Special
PRR 10 100 15 200KCr/15KCr POW 10 10
Effect (records data).
The SP provided by this implant may not be PROTECT. Non-ranged, Self, Invisible,
used to improve skills known by the user, Constant, Automatic (sudden loud sounds),
the SP may only be spent to buy skills built Focused (Implant), Single Effect (single
into the item, and the default is a maximum sense).
of 10 skills contained within the item.
Item AP SP Cost Effect AV
DOMINATE. Non-ranged, Self, Invisible, SND 2 4 13 8KCr/13KCr Skill 2 3
Constant, Conscious, Focused (Implant), SND 4 16 13 32KCr/13KCr Skill 4 5
Single Effect (User only and only for skill SND 6 36 13 72KCr/13KCr Skill 6 7
SND 8 64 13 128KCr/13KCr Skill 8 8
use).
SND 10 100 13 200KCr/13KCr Skill 10 10
Foci (Extra SP for skills programmed into
implant).
“I am an invisible man. No, I am not a spook Immortality: Limited (must drink -50 0
like those who haunted Edgar Allan Poe; nor blood)
am I one of your Hollywood-movie ectoplasms. Natural Aptitude (STR) -10 0
I am invisible, understand, simply because Natural Aptitude (AGL) -10 0
people refuse to see me.” Physical Ad: Good Looking -5 0
Ralph Ellison, "The Invisible Man" Toughness Level 5 -25 0
Vulnerability: Fast & Lethal vs. +50 0
Sunlight. Level 5
This section provides some Templates which Vulnerability: Non-lethal vs. Garlic +10 0
may be available for characters, subject to Level 5
gamesmaster approval. Some of these are Psych Lim: Phobia vs. Holy +10 0
technically monsters, but since they are Symbols Level 5
intelligent they are here, if they were simply Natural Aptitude (POW) -10 0
animals they would be in the bestiary. Metaphysical Lim: Tainted Level 5 +10 0
Enemies: Vampire Hunters Level 5 +25 0
Enemies: Religious organisations +15 0
Vampires Level 3
The now famous bloodsuckers, popularized Physical LIms: Vamp fangs, pale +4 0
through various movies and novels through skin etc Level 2
Physical Lims Goth style Clothing +4 0
time. Although the actual legends of Level 2
vampires differ significantly from the Psych Lim: Phobia Sunlight +10 0
popular fiction ideals, some of these Level 5
legends coming from thousands of years Vulnerability: Fast and Lethal vs. +20 0
ago in Babylonia and Assyria, this type of Blessed or Holy Weapons and
vampire is just that – based on popular items (inc water) Level 2
fiction, which mostly stems from Bram Psych Lim: Cannot enter holy +10 0
ground Level 5
Stokers Dracula, published in 1897.
Psych Lim: Cannot enter someone +10 0
else’s Hearth properties. Level 5
Enhanced Regeneration (Divine) -100 0
Vulnerability: Lethal vs. Wood +10 0
Level 2
Special Mod (see Notes) +10 0
SHAPESHIFT. (Non-ranged, Self, 0 -21
Visible, Constant, Conscious,
Inherent).
DOMINATE. (Ranged, Self, 0 -27
Invisible, Constant, Conscious,
Inherent).
Total Package Cost -5 -48
Notes: The Enhanced Regeneration and A vampire will normally need only to drink a
the Toughness Advantages do NOT apply pint of blood per day, plus a pint for each
to any damage caused by any of the day they haven’t drank any. So going
vampire’s Vulnerabilities, and the wooden without for 3 days will mean the vampire will
and holy weapons Vulnerabilities add their have to drink a full 3 pints of blood from their
level to the DV of attacks against the victim. They can of course glut themselves
vampire made with such weapons this and drink more than what they need, up to
makes Auto kills etc easier. I have reduced a maximum of pints equal to their HLT
the costs by 10 AP to make up for this attribute x 2.
disadvantage, and those injuries heal at the
normal human healing rate. Usually a vampire will use its Dominate
power to make a victim succumb to its will,
The Vampire Fangs inflict STR/4(n) however particularly seductive vampires
Puncturing combination damage, and they may not need to do so, they will use it to tell
will automatically cause an eventually fatal the victim to not remember they’ve been
wound (see below) if they are biting to feed. bitten.
A Fast Vulnerability means mere exposure
to the substance will cause the listed DV It takes 1d10 minutes to drink up to 2 pints
after a few seconds and after each further of blood from a victim, doubling the result of
minute. the original roll for every 2 pints drank
thereafter (or fraction thereof). When a
vampire stops drinking this becomes an
Bloodrinking Eventually fatal result for the victim at a rate
Vampires are driven by their need for Blood. equal to 1 HLT at a time following on from
This isn’t simply to feed – the condition for the vampires drinking. The vampire can
their immortality is that they drink the blood stop this bleeding if he’s feeling nice, or
of the living, hence the dependence on wants to feed again on the same victim by
blood as well. They can attempt to go licking the wound closed after feeding, it still
without for a while, but when they fail the leaves the traditional bite marks but at least
WIL roll for dependence they will go on a the victim doesn’t bleed to death.
killing spree. This isn’t really a good thing for
their survival, so most vampires will feed Example – Susan (HLT 5) is being fed upon
every night to avoid this. When they go by a vampire. This bloodsucker drinks 3
without, they will permanently age 1 year for pints out of her. This takes 5 minutes for the
each day they don’t drink blood, this is due first 2 pints (2 HLT) and an extra 10 minutes
to the immortality conditions and helps for the next pint (1 HLT). It then leaves her
show how the vampire Lestat in Interview bleeding to death in the alley. She loses
with a Vampire looks older when Louis 1HLT after a further 20 minutes until finally
returns to St Louis and finds him hiding in after a further 40 minutes she will die when
the cemetery, too scared of the modern she reaches zero HLT, unless of course she
world to venture out to feed. receives medical attention before then.
Each full pint of blood lost by the victim is a
-1 to HLT which heals at the normal rate,
see CORPS 2nd Edition page 51. If HLT is
drained to zero by a greedy vampire, the
victim will die – rising three nights later as a
vampire themselves, under the thrall of the
vampire who created them.
Thralls
A victim who dies of bleeding to death from This is a condition that affect Vampires that
a vampire bite, (like Susan would in the are made. What it means is that the thrall
example) will not rise again. Only those has free will to do what it likes, but when the
whom the vampire deliberately drains will master vampire commands it, it will obey –
be so affected. the masters Dominate power is always an
automatic success against a thrall.
A sensible vampire simply drinks what he or
she needs, keeping its victim alive longer –
so it can feed from them again. Curing Vampirism
Some vampires would have cults or herds Technically there is no known cure for
of ‘familiars’ who will happily succumb to the vampirism, especially in a fantasy or
vampires embrace in the hope of being medieval setting – they are the enemy, why
made one themselves as a reward for long cure them? KILL THEM!
service.
In modern settings however, it is possible
that they could be cured. This would involve
Vampire Culture a total blood transfusion and even then
In some games vampires are simply loners, there would be no guarantee it would work.
victims of a passing horror that makes them
a monster themselves. In others they are a The best way to deal with the curing of
subculture that lives amongst mankind, vampirism, is that if the master vampire is
hidden during the day but living their own killed, the others will be freed from his thrall
way at night. Due to them being tainted by Unfortunately, In a game where vampires
evil, this would typically involve finding new have their own culture, that wouldn’t work –
food supplies and finding one or more it would simply make the vampire have free
servants who will look after them during the will, unless commanded by their ex-masters
daytime when they are at their most weak creator (they would have +3 to POW to
and vulnerable. This is most often control you) and should that one be slain
accomplished by bars and nightspots, like then his creator could try to command them
the Titty Twister in From Dusk till Dawn or (which they would have +1 POW) any
the many nightclubs where vampires hang further up the chain of command and they
out in Blade. would be treat like any other attempt at
Dominate vs. the character.
Killing Vampires That serves to show how the chain of com-
In fiction, this is usually dragging them into mand and thrall works among a vampire
sunlight or driving a stake through their society, if the whole of the vampires in a
heart. given city moved against you in concert, you
would stand no chance at all.
The stake method is a +4 hit location, and is
typically an Increased Damage shot. So it is
more difficult to hit, in this instance the Mid
Chest location is most appropriate for
working out Blowthrough/Blowoff.
A vampire killed by an Auto kill explodes
into fiery dust and ash, in fine Hollywood
style.
Lycanthropes Package Component AP SP
Power: Shapechange; Non-ranged, Self, 0 -5*
This character type is built around the Visible, constant, Automatic (full moon).
concept of the Shapechange power, and is Inherent, Requires concentration time (10
a fairly common creature in horror media. In seconds each use), Single purpose (one
type of animal), Negated by daylight
a game such as CORPS the threat of a
(common, only works on 3-)
Lycanthrope can often be more terrifying Physical Lim: Eyebrows meet in the mid- +4 0
than a vampire – at least a vampire can be dle Level 2
killed with a stake of wood, but a Physical Lim: Hairy Palms Level 2 +4 0
lycanthrope – that needs silver, an a very Lethal Vulnerability: Silver level 5 +25 0
much more expensive proposition. Enemy: Were-hunters Level 4 +20 0
Enhanced Regeneration (Divine) -100 0
Please note, that as standard, this package Toughness Level 5 -25 0
Non Lethal Vulnerability: Wolvesbane +10 0
isn’t your ‘man-beast’ werewolf common to
Level 5
certain movies like the brilliant Dog Soldiers Dependence: Human Flesh when +10 0
or those characterized by Lon Chaney Jnr. changed 2/night vs. HLT
This is your full on American Werewolf in Enemy: Religious organizations Level 4 +20 0
London/Paris types, but without the comedy Metaphysical Lim: Tainted level 5 +10 0
aspect of your victims harassing you from Special Mod (see notes) +10 0
beyond the grave. Total Package Cost -12 -5
For the purposes of this template, we will Notes: The Enhanced Regeneration and
again use the Hollywood stereotypes for the Toughness Advantages do NOT apply
them to any damage caused by the lycanthropes
Vulnerabilities, and the wolvesbane and
silver weapon’s Vulnerabilities add their
level to the DV of attacks against the
lycanthrope made with such weapons. This
makes Auto kills etc easier. I have reduced
the costs by 10 AP to make up for this
disadvantage, and those injuries heal at the
normal human healing rate.
Controlling the change Shapeshifting Form
Form Size Level POW Minimum
Simply by changing the Power to Conscious Wolf 0 5
and removing the ‘negated by daylight’ Cat -2 7
modifiers (+7 SP) you would then have a Boar +2 7
character who could change into animal Bear, Kodiak +4 9
form when they wanted. Alternatively you
As you can see, the closer to human size
could add the ‘requires skill roll’ modifier.
the form is, the less POW you need. The
base of 5 on the table reflects the ‘change
Shapeshifting species’ modifier to shapechange given
As you can see, the shapeshift power is earlier in this book.
central to the character concept. Using the
optional Shapechange notes given earlier in Infection
this book, you can easily determine how
“Anyone bitten by a werewolf will become
much POW you will need for your character.
one themselves at the next full moon”
To create a ‘man-beast’ type lycanthrope This is the propagation of the curse, where
requires 5 POW, and this gives you AV1/1, the werewolf must feed and in doing so will
makes your melee damage lethal, gives +1 create another one like itself, unless it kills
hex reach, +1 to one of your senses, and the victim. However, since most work on
the ability to shift your attributes around instinct the chances are if you can fight it off
(except for POW) as long as the total well, it’ll leave you be – of course should you
remains the same. You also look like the get bitten…..
archetypical beast man.
I would say, in game terms that the
Some samples are given in the chart below, likelihood of becoming infected is the DV+5
these examples give you the natural as a die roll. Roll higher and you’ll be
attributes of the animal (STR, AGL etc), and allright, if not then you will become a
their natural abilities (movement rates, werewolf. Over the course of the next
attack forms etc) as in most cases in the month, the character will have disturbing
legends, the animal form was basically that dreams about the type of animal that he was
– an animal, incapable of rational thought, bitten by, until finally on the night if the next
working only on instinct to hunt and kill. The full moon the shapeshift power triggers and
sufferer of lycanthropy is mostly unaware of you gain all the abilities of the template
what occurred while in animal form (except package.
for some disturbing dreams).
Remember though, that it is only Lethal
Gaining the natural attributes of the animal damage that can cause infection, as that
would normally cost you 5 POW, but since means it has broken the skin. Simply having
your mental stats are affected as well, this a werewolf drool onto your face or knocking
costs you 0 points of extra POW. (Should you over isn’t sufficient for infection.
you want a more ‘playable’ Lycanthrope, However, claws, teeth, spines etc can all
then get the 5 extra POW and you will have cause lethal damage, so they could cause
the animals physical attributes, while infection.
remaining in full conscious control of your
actions – having normal mental attributes).
Curing Lycanthropy
There is only one cure for lycanthropy, and
that is to slay the lycanthrope that made
you. This obviously is very hard to do, as the
next time you see it, you’re likely to be a
lycanthrope yourself. But, other people
would be hunting such a creature and the
likelihood is that they will ‘cure’ you when
they kill the other beast.
This section, in the majority was written by Omnivores aren't picky. They will eat plants
Greg Porter and kindly allowed to be or animals, whichever is more convenient at
reproduced here from the never printed the time. Humans and bears are omnivores.
CORPS Bestiary.
The choice of herbivore, carnivore or
omnivore influences everything else about
Basics the creature, from its size, appearance,
Like CORPS itself, the bestiary is a general means of acquiring food, right down to its
purpose gaming tool. It is not a complete digestive tract. If you are working on
guide to every animal in existence, nor does designing your own creatures, keep these
it delve exclusively into mythology, alien distinctions in mind.
biology or supernatural beings. However, it
does give you a wide selection of creatures
and creature information that will be useful Creature stats
in just about any type of campaign for any Creatures will have the same attributes as
role-playing game, with beasts of burden, humans, and generally apply them in the
vermin, ferocious carnivores and things that same way. However, the dual nature of a
go bump in the night. We figure you don't few CORPS attributes does not apply to
need a lot of minutia, just the basic facts for creatures without a little elaboration.
using the creature in your CORPS or other
campaign. The mythical and strange
creatures have been put together with the Animal AWR
assumption that they are biologically Animals will have an AWR rating, just like
possible, even if under different principles of humans, but in a non-sentient creature, the
biology (i.e. magic),and are capable of “reasoning ”portion of the attribute is
long-term existence in an ecosystem. ignored. AWR represents solely the
These assumptions might cause the perceptive abilities of the creature. For
description of a mythical creature to vary purposes of native intelligence, animals are
from its traditional description in some way, considered to fall into one of three
but if we had real examples to work from, categories.
they wouldn't be mythical, would they?
AWR 0 Purely instinctual behaviors, little or
no training or learning ability. Reptiles,
Types of Creature insects and most really dumb animals fall
Creatures are divided into three types: into this category. Can communicate only in
Herbivores, carnivores and omnivores. the most basic sense (threat, predator,
prey, potential mate, etc.)
Herbivores are plant eaters, munching on
leaves, grass and other plant matter.
Horses and cattle are herbivores.
AWR 1 Some learning ability, many Note that while an creatures may have a
instinctual behaviors. Is able to easily number of inherent skills, learned
recognize individuals, remember bad intelligence-based behaviors are limited by
experiences, can communicate with the animal's ability to reason. For instance,
humans with a “vocabulary ”of up to 50 an AWR 0 animal cannot have a
sounds or types of body language (greeting, non- instinct AWR Primary skill at a level of
fear, affection, hunger, agitation, play, more than 0, so it can't be trained at all
query, etc.). Dogs, cats and horses are except for avoidance behaviors.
typically AWR 1 (exceptional ones are AWR An AWR 1 animal can learn an AWR skill at
2). a level of 1, and conceivably get a +1
Secondary and Tertiary skill, and an AWR
AWR 2 Significant learning ability, good 2 animal could have a Primary skill of 2, and
memory, able to grasp some human Secondary and Tertiary skills of +1.
concepts and perform sequences of actions
to reach a goal. Capable of basic reasoning Also note that while an animal can easily be
ability. Able to communicate with up to 400 trained to do things it does naturally, like
types of discrete symbols if trained (sign attack, getting it to do so on command is an
language, proper names, colors, objects, AWR skill for the animal, and getting it to do
etc.). Simians and porpoises are typical a sophisticated attack maneuver is even
examples. more complex (like training an attack dog to
go after a person with a gun, but not the
A creatures cognitive AWR will be listed in hostage the person is holding).
parentheses after the perceptive AWR, like
6(0)for a perceptive but unrelentingly stupid
reptile of some kind. Remember that like
people, animals of a given species will have
many variations in perception and cognitive
abilities. One horse might be very intelligent
at AWR 2,while another might be dumb as
a post or just plain stubborn, and be treated
as AWR 0. If it makes a difference for play
and is appropriate for the creature in
question, roll 1d10. On a ‘1’, the creature is
dimmer than normal, and on a ‘10’ it is
brighter than normal. All other results
indicate average intelligence.
Animal HLT Creatures will have a dual WIL, like the dual
This represents the creature's endurance AWR.
and healing ability.
The first number is their ability to withstand
It is important to note that creatures in a damage effects, like stuns and knockouts.
given environment will have built-in Almost all creatures will have the Pain
protection against the normal temperature Tolerance ability. Nature is harsh, and the
extremes in that environment and don't frail are the first to be weeded out.
freeze to death because they forgot their
coats. The second number is their “instincts ”, and
is used for reaction rolls. A tough, very
This will not be elaborated on in a creature instinct-driven creature might have a WIL of
description unless there is some specific 7(10) for instance, while a tough but easily
reason to. Over the course of a seasonal trained one might have a 7(4).
variation disease or other effect that would
decrease an animal's survival chances,
simply assign a Difficulty to the weather, Reaction rolls
which the animals have to complete a HLT Creatures can have a “first reaction" to
task against. Just use the average result to people. This is usually a close contact or
figure the culling effect. surprise contact, but can be what the animal
does if it sees you several hundred yards
Example -The people of the plains hunt the off. This is handled slightly different than
wild aurochi for food and skins. We say the reaction rolls for people and sentient
aurochi have a HLT of 6,and there is a animals, since communicating with animal
terrible winter which the GM assigns a in a social sense is not usually possible.
Difficulty of 8 to. This is a success chance
of 7 or less, so about 70%of the aurochi
Roll 1d10 vs. the creature's WIL. A result of
survive the winter, the weak and frail being
equal or more than the WIL is a “good
most of the casualties. Hunting will not be
”reaction. A “good ”reaction is one that is
nearly as good for a few years.
good for the person encountering it, and
usually means the creature views you with
Animal WIL curiosity, respect, fear, or indifference,
In a person, WIL represents force of whichever is best. Missing the roll by 1-2
personality, how strong-willed, dominant, points is a “neutral ”reaction, and missing by
etc. that person is, relating to other people 3 or more is a “bad ” reaction, how bad
.That's why the basic Difficulty for people is depending on how much the roll was
the other person's WIL+2. The strong-willed missed by. A “bad ”reaction is often bad for
person might think a first encounter went the person, and might result in predation,
well because they controlled it, while the territorial or self defense behaviors by the
other person might not feel so good, creature.
because they got railroaded.
Usually, the higher than WIL, the more likely
With creatures, it is a little different. WIL in you get an instinctive reaction.
a creature represents not its looks, or
personality, but how governed it is by For instance:
instinctive behaviors. The higher the WIL, Herbivores
the more ingrained its instincts, and the Run from large animals that approach
harder they are to bypass with training or Answer mating challenges (males)
skill. Try teaching a beaver to not chew Protect the litter (females)
wood, for instance.
Omnivores
Protect the litter (females) Each creature will have basic effects listed,
Run from large animals that approach for good (success), neutral (marginal
Make dominance or territorial challenges failure) and bad (failed) reaction rolls.
Animals should always have enough
Carnivores descriptive information that you can
Protect the litter (females) determine what its instinctive reaction to
Chase prey people will be in other situations.
Make dominance or territorial challenges Animals that have been raised around
people may keep their behaviors, but
Example - A great white shark has a WIL of consider humans to be part of their
10. This does not make it easy to get along environment, or possibly their social group.
with, since a roll of 1-7 is a “bad” reaction This is especially common with some
and a “neutral” or “good” reaction simply domesticated animals, which will often have
means it will ignore you...for now. inconvenient behaviors “bred out” or
reduced greatly..
In some cases, this natural instinct can be
tempered by the person's WIL or their Example - Wild deer are likely to flee at a
Psychology skill (a secondary skill in Animal human's approach, but domestic cattle are
Psychology is possible). For instance, if you not. However, you still don't want to wander
surprise an animal and you know what it into the bull's pasture (territory), since he
considers threat gestures, you may be able may see it as a territorial challenge.
to scare it off. Or, if you know what it
considers prey behavior, you can make Creature Attacks
sure not to do that. However, most animals
have instinctive “fight or flight ”surprise Creatures do not often have the luxury of
behaviors that make this difficult. The modern medical care, and don't usually get
Difficulty to do this is the creature's WIL, and second chances. A predator that suffers a
success means that you can adjust the crippling injury, even a recoverable one, is
reaction roll by a category (Bad to Neutral, often a goner. Likewise a prey species that
Neutral to Good). escapes, but only at the cost of a serious
injury. Untold millennia of natural selection
Note - Many of these behaviors are intense have tended to weed out unsafe levels of
enough that you simply cannot get a chance aggression and have inspired natural
to use any talents that make a good first caution and self-preservation instincts.
impression. If the animal's initial reaction to
seeing you is to flee in terror, even if you Naturally, most predatory creatures will fight
surprised it at close range, it will be out of to the death if cornered, since they have no
sight by the time it slows down to see what other option and fighting is their stock and
it was that surprised it. trade. Prey species in a similar situation
may literally run themselves to death from
Creatures with a high WIL are governed exhaustion. But give either of them a way
more by instinct, and are more likely to out of an unpleasant situation, and they'll
revert to their genetically programmed take it. You have to be intelligent in order to
behavior in a stress situation (attack, flee, die for a cause.
etc.), and are harder to train. Animals with a
low WIL are more capable of using their
limited AWR to make “intelligent ”decisions,
and are more capable of being friendly,
tractable or trainable.
Animals just cut and run. Very few animals Some attacks may not do a lot of damage,
will hang around a scene of combat after but note that many of them would be
taking a significant injury, and significant considered armor piercing or have special
usually means anything that will affect their effects that make them deadlier. For
immediate survival chances. If a lion gets an instance, a trampling attack would be
injured paw, and it gets infected, that minor considered armor piercing vs. flexible armor
wound could end up killing them. of any kind, while a concussing attack or tail
thrash would ignore the blunt trauma part of
This is one reason for natural threat an armor, just like a punch or kick would.
displays and some relatively non-violent Likewise, even teeth that aren't needle
challenge behaviors. In the case of mating sharp would be considered fangs if their
challenges, the challenge may not kill a puncturing or tearing ability is how the
potential rival, but if you are able to drive creature kills things. Take this into account
them off with zero risk of injury, it is worth it. when using creatures as antagonists
Of course, if the non-violent means does not against characters.
work, then yes, serious injury or death can
be a result for the loser of the challenge, In the real world, animals don't usually
and even sometimes the winner. Mating waste valuable energy harassing things
rights are one of the few things that animals they don't want to eat or get away from.
will voluntarily get themselves mangled for.
A poisonous snake would rather leave or
frighten you away than bite you, because it
Attack types can't eat you. While the bite might be fatal
Animals will almost always use their own to you, it would also deplete the poison sacs
STR and a natural weapon to inflict of the snake, making it more vulnerable
damage, either on prey or in self-defense. If should it encounter something else with ill
you are applying different types of attacks intent.
for purposes of penetrating armor, use the
following notes:
Creature Attack Types A result of this is that attacks by larger
Attack Damage Type predators are likely to be made when you
Bite STR/4(n) Puncturing combi damage appear the smallest and have your back
Fang STR/4(n) Puncturing lethal damage turned. Which makes a lot of sense in that it
Claw STR/4(n) Cutting combi damage also reduces the predator's vulnerability to
Talon STR/4(n) Puncturing lethal damage counter-attacks.
Horn STR/4(n) Puncturing lethal damage
Kick STR/3(n) Blunt combi damage
Trample STR/2(n) Blunt combination dam- Attack mentality
age
Tail Thrash STR/4(n) Blunt non-lethal damage Most carnivores have evolved a hunting
Concuss STR/4(n) Blunt non-lethal damage style appropriate for their anatomy, climate,
Constrict STR/3(n) Blunt combi damage terrain and so on. Rather than list these
styles with each particular creature, a short
For this reason, most wild animal reactions list of common tactics follows. The creature
tend to be towards leaving the area or description will indicate which style to use if
frightening you off. The major exception to a character happens to be on the wrong end
this is for any animal with young that is of the menu some day.
protective of them. In this case, your
presence alone may be threat enough to
generate a bad reaction, with hostility Stalking
continuing until you are no longer a threat, This tactic is usually followed by lone
or are chased far enough from the young predators, either vs. a lone prey animal, or
that the parent doesn't want to pursue the a particular member of a herd. The predator
matter. Even less intelligent creatures like uses as much stealth as possible, hopefully
alligators can exhibit this behavior, getting within strike range. If not, a chase
sometimes in entire family groups. sometimes ensues, depending on the
predator's estimation of its own chances.
Another aspect of animal attacks is the Sometimes, predators may act in concert.
theory that animals, being used to One will stalk prey in such as way as to
four-legged prey, automatically associate drive it to where another predator is waiting,
height with body size or length, and a face and they share in any successful kill.
with the front of the animal. So, if that
leopard stumbles across you while you are Game effects - The creature will use
tying your shoes, it makes the unconscious available concealment and/or natural
calculation “hmmm...about a meter high at Stealth skill to get as close to the prey as
the shoulders, makes him about 2 meters possible. This stealth task is usually a
long. Yeah, I can take him." Then, when you Difficulty of the prey's AWR -2 at 1-4m,
stand up, the equation radically changes. In AWR -3 at 5-16m and AWR -4 at 17-36m.
the leopard's eyes, you suddenly become The stalker gets to apply a penalty to the
twice as high (and thus twice as long and observer's AWR (see below) of the amount
eight times as massive!). Whoa!. Deciding the task was made by (1 if a rolled or
not to tangle with you, it slinks back into the marginal success). The observer gets an
brush, and you go on your way, unmolested AWR task each time the stalker decreases
and oblivious to the fate you just escaped. the Difficulty of being spotted. Without
terrain or circumstantial modifiers, this
Difficulty is 2 at 1-4m, 3 at 5-16m, 4 at
17-36m and 5 at 37-64m. At some point, the
predator will either get within strike range, or
the prey will notice they are being stalked
and head for the hills.
To make things simple, a creatures Stealth A small animal in fear for its life may also
skill will reflect any natural camouflage. sacrifice skill for STR, especially after it
already has its tiny teeth sunk into your
A strike is considered to be a hand (the author once suffered a cat bite
movement/melee combination attack with that got infected quickly enough to almost
an extra movement penalty based on the be an “eventually fatal ” result).
hexes moved.
The prey gets +2 base defense for an Pack attack
attack combination move of 1 hex, +3 for In pack-oriented predators, some members
2-4 hexes, and +4 for 5-9 hexes (square will get on all sides of the prey. Those most
root of movement (u), +1 for combination out of reach of horns and hooves will try to
move, as per page 58 and 60 in the CORPS hamstring the prey (lethal attacks to the
2nd Edition rulebook). If a chase ensues, legs), and once the animal is unable to
both predator and prey are moving. The stand, everyone dives in and goes for what
actual attack type will depend on the animal, they can. Some of these will undoubtedly be
but would typically be a paw/claw/talon attacks to the throat. If the pack is hunting a
strike or a bite, or possibly a lethal grab with herd species, some of the pack may try to
fangs or claws or a straight knockdown channel the herd, or separate a victim from
attempt followed by a strike or grab. the herd, this will usually be a slower,
weaker individual like a very old or very
young animal. While a mother will defend
Coup de grace her young, once the youngling is crippled,
Most predators try to finish off prey as fast the mother usually realizes the futility of
as possible, if only to keep the prey from further defense and goes back to the herd.
escaping or injuring the predator. Usually,
this is a powerful bite to the neck or the Game effects - Fairly simple. A large
brain, usually from the back. number of attackers can find a way to get
some members in the worst arc for a
Game effects - In game terms this is defender, and a large number of attackers
handled as a lethal called shot or “gathering can overwhelm the possible number of
ki ”(CORPS 2nd Edition Rulebook page 60). blocks or parries available.
That is, the animal will sacrifice some of it’s This leaves dodging as the only viable op-
skill to get a higher effective STR, which tion, which suits the attackers just fine, as it
increases the damage it does, and being a reduces their chances of getting hurt. Even
called shot there are additional effects if the defender is able to damage some of
based upon where the attack is aimed (see the attacking pack members, the damage is
earlier in this book). spread over several individuals, while all the
damage the attackers do will be applied to
Once the prey is pinned or knocked down, one defender.
it’s ability to dodge is reduced and the
predator “goes for the kill”. Animals with A pack is willing to accept losses based on
limited strength or attacks may instead species. Some might give up after losing a
crush the throat of their prey, holding it small percentage or a key individual like the
down and slowly strangling it. Treat this as pack leader, while others don't care and will
an eventually fatal result on the animal, continue attacking so long as a single
since it is taking lethal damage rather than individual remains. The GM will often have
just suffocating. to make the call, as it depends on many
environmental factors, such as how hungry
they are at the moment.
Swarm attack Lurking
This is a specialized case of a pack attack, In this case, the predator simply finds a
where the number of attackers is so great likely spot and waits for the prey to
that any form of normal defense is futile. A approach close enough to claw, grab or
swarm of bees or school of piranha is an bite. This is especially popular with well
example. The chance of success for any camouflaged predators like the angler fish,
given individual in the swarm is small, but which lures fish to right in front of its mouth
the total number of attacks is large enough before sucking them in.
that some will always get through.
Game effects - Like stalkers, lurkers use
Game effects - A swarm's chance to hit camouflage and stealth to make themselves
successfully is independent of the melee hard to spot, but in this case, the prey is
skill of the defender, and is only modified by moving while the predator is stationary.
circumstance. Usually, the predator only strikes if within it’s
basic movement range, and does not
For instance, the number of bee stings engage in a chase.
might be reduced if you were running as
opposed to standing. A swarm will have a
base number of hits in a turn, with an effect Eat them all, let God sort them out
for each hit or cumulative number of hits. This tactic is used only by the most feared
This number of hits is only modified by the and unopposed predators. The predator
ability of the target to get out of the way or simply moves through its range and eats
reduce the swarm's effectiveness. anything slow or unwary enough to be in the
way. The more intelligent the predator, the
Count any increase in Difficulty as a de- more likely that it will be picky about what it
creased number of hits, so if a target does eats or where it hunts. For instance, orcas
something that would give +1 Difficulty to may have a preference for sea lions, but
the swarm attack, the swarm gets 1 less hit great white sharks may go for a license
that round. plate on a rusty meat hook.
Swarms are almost always small creatures, Game notes - This type of predator usually
and their weakness is area effect attacks. attacks via a short chase followed by an
Anything that can fill an area will damage all incapacitating attack and a coup de grace.
members of the swarm equally, while only If you happen to be near where it is, it will
damaging the much larger victim a small likely move towards you, but if the first few
amount. In a fantasy campaign, a swarm of attacks fail, it may just decide to move on.
killer wasps could be taken out with a very
small fireball that would only singe a
character's hair.
Defense mentality Freeze
Herbivores, small omnivores and anything This is often a prelude to the Run like Hell
else worried about being eaten will have tactic. The prey animal becomes motionless
evolved some kind of defense against this and blends in with its surroundings, hoping
fate. In the case of humans, we got that the predator passes them by. Of
intelligence, which told us to work in groups course, this works best if the prey detects
and start carrying big pointed sticks for the predator first.
protection. Everyone else had to make do
with other defenses, a few of which are Game effects - This is a test of the
below. predator's AWR versus the Stealth skill of
the prey, with modifiers for range, cover,
etc. (see Attack Mentality). The prey will
Run like Hell usually stay put until it fails an instinctive
The most common prey species defense. WIL task vs. the Difficulty for range or is
The idea is to either out-run the pursuer, or being pounced upon, at which point it loses
make it to a place of refuge where the its nerve and heads for the hills.
predator cannot follow. Even if the predator
is faster, the predator will often have more Safety in numbers
difficulty in trying to simultaneously make an
This isn't really a defense, just a statistical
attack and move at full speed. In any stable
dodge. A lone prey creature has a 100%
environment, predators and prey will be
chance of being selected by a passing
fairly well matched in hunting and escaping
predator. A prey creature with 99 of its fel-
ability.
lows has only a 1% chance of being select-
ed. As long as you stay with the herd, your
Game effects - If the prey can accelerate
chances of survival are increased.
faster and outrun the predator, it usually
gets away. The faster it can move, the
Game effects - None, really. It just means
harder it is to hit, either with ranged or melee
that instead of Zeo the Zebra having to
attacks. If the prey can't run fast enough, it
outrun a lion, Zeo really just needs to outrun
may try to out corner its pursuer using the
any zebra that's closer to the lion than he is.
turning rules on page 44 of the CORPS 2nd
Edition Rulebook. If equally matched, many
predators have sacrificed endurance for Chew on this!
strength, and the prey may simply be able This is an uncommon defense used by
to outlast the predator in a prolonged chase, some herd animals, notably musk oxen. If
in which case the predator will give up about there is a threat to the herd, the animals
the time it loses HLT from running and the form a circle, with the stronger individuals
prey doesn't. We've all seen this on nature facing outwards, becoming a wall of horns
shows where the faster cheetah runs out of and hooves that predators cannot flank. The
steam before the slightly slower gazelle. younger and weaker members of the herd
stay on the inside of this circle, protected by
the outer ring, and able to trample anything
that gets inside. In the case of musk oxen,
there is actually evidence that humans can
be accepted as part of a herd, which
apparently scared the hell out of some
researcher when a group of bulls charged
him, only to form a protective circle at the
last moment in response to a perceived
threat.
Game effects - If successful, any predator I'm big, I'm bad, Don't mess with me!
must make an attack vs. the best The prey has some kind of built-in bluffing
defended arc and natural weaponry of the ability that sometimes works, making the
largest members of the herd. Quite useful if creature appear larger or more formidable
you can pull it off. than it actually is. A cat arching its back,
turning sideways and fluffing out is a good
Forget about it example of a small carnivore using this
tactic.
The prey is only prey to a very limited
subset of predators, and can simply ignore Another example would be some species of
everything else. This is usually because of tropical fish with a large dark blotch towards
the size of the creature (elephants), but it the rear of their body. In some cases, a
might have some built-in defense that predator might mistake this for the eye of
makes it unpalatable to most potential what would have to be a much larger fish,
attackers (like a porcupine's spines or a and thus not an appropriate prey.
skunk's spray). These particular animals
are very vulnerable to changes in the Game effects - Consider this to be a use of
predatory environment, since they are slow the predator's cognitive AWR vs. the prey's
to realize their vulnerability. For instance, a instinctive WIL. If the predator fails in this
predator immune to chemical sprays would task, it’s WIL is reduced by the amount
quickly gobble up skunks who are used to failed by for that encounter's reaction roll,
walking around unmolested by anyone. because it thinks the prey is actually more
of a threat than it looks. This makes it more
Game effects - Usually, this will trigger likely that it will not attack. Against people,
instinctive reactions in the predator (unless most of these bluffs fail as we're reasonably
the predator is much hungrier than normal), perceptive and intelligent. However, against
and the predator simply goes elsewhere. If a potential predator with a cognitive AWR of
the avoidance is a learned behavior, one or 1-2, it can be very effective. Adjust the
two unpleasant encounters may help predator's WIL by any situational modifiers
protect all other members of that species in that would be a stronger instinctive drive,
future encounters. Some vulnerable such as overwhelming hunger, protecting
species take advantage of this by mimicking young, etc.
a dangerous species and thus freeloading
on its advantages without actually having
the defense in question. A harmless snake
that looks like a poisonous one would be an
example.
Habitat Terrain
Most creature habitats can be defined in Plains - Any type of flat, unbroken terrain.
terms of temperature, rainfall and terrain.
Aquatic creatures are usually defined in Forests - Any type of wooded or overgrown
terms of temperature and salinity (fresh or area. May range from large areas of heavy
salt water). Each creature will have a short brush to open forest.
description of its preferred habitat, with any
special habitat notes within the descriptive Mountains - Hilly, mountainous or rugged
text. terrain that can be used for concealment or
defensive advantage.
Temperature
Swamps - Marshy terrain with slow-moving
Arctic - Creature prefers temperatures of or stagnant water, with or without trees.
5°C or less and can survive these kinds of
temperatures year-round. It may not be able Coastal - The creature lives near the
to survive in equatorial temperatures. land/water interface, such as lake, river or
ocean shores.
Temperate - Creature prefers temperatures
in the 6°-25°C range, although it can usually
tolerate higher or lower temperatures on a Rainfall
seasonal basis. Dry - The area gets so little rainfall that it
would be considered arid or a desert.
Tropical - Creature prefers temperatures of
around 25°C with little seasonal variation, Average - The area gets enough rainfall to
although it may be adapted to survive cold support most types of agriculture, although
temperatures for limited periods. there may be seasons significantly wetter or
drier than average.
Equatorial - Creature prefers temperatures
in the 25°C and up range, and often cannot Wet - The area gets significantly more
survive even limited exposure to cold rainfall than average.
temperatures.
A creature will usually have its habitat de-
scribed in terms of these three catego-
ries. If a creature has no preference or is
found over a wide range, then the category
will be omitted, and if it has a limited prefer-
ence, then this will be listed.
Once learned, an avoidance behavior stays Breaking a wild animal is a test of wills. In
there as long as the negative stimulus any given session of training where a
persists. Once it is removed, the avoidance handler attempts to subordinate the animal,
behavior can be unlearned through the handler must complete a WIL or animal
accidental exposure to the non-stimulus training task vs. the animal's instinctive WIL
(like an inactive electric fence). This is a + another stat. In general, the other stat is
Difficulty 10 task, rolled on with the one that the animal can use to an
creature's instinctive WIL - cognitive AWR. advantage over the handler in, usually STR
Dumb, stubborn creatures are more likely to or AGL. A horse might use STR, while a
bang into the avoidance stimulus more small monkey might use AGL. If successful,
often, while more intelligent and low WIL the animal is broken for that session, and
creatures know to avoid the fence entirely takes a cumulative 1 point penalty on further
and may not realize for months that it has sessions to break it's WIL.
been turned off or removed. Once the
behavior is unlearned, it is as though it were Once the adjusted WIL + attribute number
never there as far as influencing the is less than the WIL or training skill of the
creature's behavior goes. If it is reinstated at handler, actual training can commence, but
a later date, it must still be relearned, but only with an individual whose skill or stats
you double the stimulus modifier because are that high.
the creature will remember quicker.
Example - If the animal is only partially
broken, say to an effective WIL + STR of 6,
the animal will still be counted as wild and
unbroken to anyone whose WIL or animal
training or handling skill is 6 or less, since
the animal senses it can exert dominance in
that situation. A warrior may be able to
control a warhorse, but the groom may not.
Creature Type
This denotes what type of animal it is, does
it eat meat, vegetation or both?
Creature Offense/
Roll type Defense AWR Move
1-4 Omnivore +0 +0 +1
5-7 Carnivore +2 +0 +2
8-10 Herbivore +1 -3 +0
Offspring Rearing
This indicates how much care and looking
after is lavished upon the offspring of this
species of creature, are they born and left to
fend for themselves or do they enjoy being
looked after for a long time?
Roll Result
1-2 None
3-6 Limited
7-9 Extended
10 Dedicated
Social Organization
How is this creatures society organized, if
indeed it has any, beyond being a target for
the player characters.
Details
Amphibians are prone to having their skin
dry out, leading to infection, which is why
they spend roughly half to three-quarters of
their lives underwater.
Mass: 500kg
Variation: ±100kg
Length: 3m
Size modifier: -2
Good reaction roll: Ignore you
Neutral reaction roll: Watch but not attack
Bad reaction roll: Attack you
Habitat: Arctic coastal
Fear Rating: 9
Special abilities: Toughness x.6
Armor of 2/1 (1 point is a fat layer)
Run at up to 11m/sec
Swim at up to 2m/sec
Skills: Bite (combination DV3), skill 4
Claw (combination DV3), skill 4
Stealth, skill 4 (6 on snow/ice)
Details
The arctic or polar bear is one of the largest
bear species, with the record individual
being over 1,000kg and 3.5m long.
Details
Boar are any number of wild or feral pigs,
ranging from the European boar to the
African warthog, each with distinctive
appearance and general bad attitude. The
domestic pig is descended from these, and
lacks the tusks you see on wild boar only
because they were yanked out shortly after
birth.
Game notes
The ability to traverse waterless areas is
why the camel is called the “ship of the
desert”. In low-tech societies, the presence
of camels is the only way that trade between
certain areas is possible, and in these
cultures much importance would be placed
on these creatures.
Uninjured, they are relatively peaceful
herbivores that wander the grasslands in
large herds of up to several hundred, and
STR 15 are only dangerous if you happen to be in
AGL 4 the way of a stampede. Unprovoked
AWR 5 (1) attacks are rare, though it is possible an
WIL 5 (7) injured buffalo might take out its mean
HLT 6 streak on the first available target rather
POW 3 than whoever or whatever injured it.
Description
Tailless medium-sized simians, with bare
faces, long arms, short legs and opposable
thumbs on both hands and feet.
Males have pronounced canine teeth,
visible when they “smile”.
Mass: 50kg
Variation: ±15kg
Length: 1.2m
Size modifier: +0
Good reaction roll: Watch you cautiously
Neutral reaction roll: Scatter to trees or
other safe place
Bad reaction roll: Scatter and throw things
at you
Habitat: Temperate to equatorial forest
Fear Rating: 7
Special abilities: Toughness of x1.0
Armor value of 1/0
Run at up to 10m/sec
Climb trees at 2m/sec
Skills: Bite (combination DV3),skill 5
Grab, skill 4
Throwing, skill 4
Climbing, skill 7
Tool use, skill 2 (Aptitude)
Details
Chimpanzees are intelligent, and may
resemble early or primitive human
development. They have complex social
structures that are based on geography and
availability of food, work in groups with
division of labor, are capable of using tools
to accomplish simple tasks, and teaching
this tool use to their offspring.
They are omnivores, and will hunt down and However, it is worth noting that the more
eat other animals, and they also have their emotionally agitated they become, the less
own form of verbal communication which is likely they will use learned behaviors, and
capable of expressing simple concepts for instead revert to instinct instead of tools and
instance, there may be a sound that forethought.
indicates a threat to the group at ground
level, and another for a threat at tree level. In a fantasy campaign, chimpanzees could
be trained as guards or specialized
Chimpanzees hearing either will direct their assassins, while in a science-fiction cam-
attention in the appropriate direction. Some paign they could have human or near-
chimpanzees have been trained in sign human intelligence. With their strength,
language or keyboard use, and can climbing ability and four tool-using gripping
sometimes communicate on a much more limbs, they could find profitable work in
sophisticated level (simple sentences, space as a construction crews or other
future/present/past tense, etc.). zero-g workers.
Game notes
There have already been a number of
books and movies with chimps and other
simians as plot devices.
Details
The German Shepherd as a dog breed
dates quite far back, but these stats are
appropriate most large dog breeds, such as
Dobermans, mastiffs and so on. They can
be found in any climate where humans have
chosen to live, but in the wild would tend to
be an average temperate zone creature.
Details
Eagles and other birds of prey cannot be
domesticated, but can be trained after a
fashion. They do not show loyalty, but do
recognize certain individuals can follow
commands appropriate to their nature
(attack and return on command).
Game notes
Angry elephants are not something
characters will want to deal with, especially
since a berserk one should be considered
to have Pain Tolerance and 1 ASP to use
solely for ignoring a lethal injury for a
number of seconds equal to its WIL.
Possible adventure hooks could resolve
around their use in a mass combat for a
fantasy campaign. In the modern
industrialized world, they are only seen in
zoos, circuses or as a facet of daily life in
few areas where they are still used for labor.
Hippos defend themselves with their bulk
and massive lower canine teeth, backed by
the crushing strength of their jaws.
STR 15
AGL 4 They are territorial, especially in the water,
AWR 4(1) and the common open-mouth “yawn ”is their
WIL 6(4) threat display.
HLT 6
POW 3 They will attack intruders in their water
territory, and have killed people and
destroyed small boats.
Description
Large grey quadruped, with broad jaw, short A rare variant of the hippo is the pygmy
legs and heavy, compact body structure. Its hippo, which only reaches about 200kg in
eyes, ears and nostrils are set near the top mass, is terrestrial rather than amphibious,
of the head so that it can see, hear and and is restricted to a small portion of
breathe while nearly completely submerged. western Africa.
Description
Large, heavily built horse, usually in
chestnut, roan and bay, less often in black,
brown or grey. Horses of this type date back
to the Roman era, though this actual breed
is much more recent.
Description Description
Medium horse, usually a solid color of bay, Small horse, with a compact muscular body
grey, chestnut or brown, with occasional and short legs, usually in a solid shade of
white markings on the legs or face. brown or grey. Ponies are most common in
harsher climes where scarcer food favors
The breed characteristics date back over breeds with smaller food requirements.
2,000 years, and is considered the oldest
true horse breed. Mass:230kg
Variation:±40kg
Mass:400kg Length:2.5m
Variation:±100kg Size modifier:-1
Length:3m Good reaction roll: Friendly approach
Size modifier:-2 Neutral reaction roll: Ignore you
Good reaction roll: Friendly approach Bad reaction roll: Move away
Neutral reaction roll: Ignore you Habitat: Temperate plains
Bad reaction roll: Move away Fear Rating: 8
Habitat: Temperate to equatorial plains Special abilities: Toughness x.7
Fear Rating: 9 Armor Value 1/1
Special abilities: Toughness x.6 Run at up to 15m/sec
Armor Value 1/0 Skills: Bite (combination DV2),skill 3
Run at up to 21m/sec Kick (combination DV3),skill 3
Skills: Bite (combination DV2),skill 2
Kick (combination DV3),skill 3
Details Rear strike
Wild horses travel in herds, led by a herd The horse uses its rear legs to kick with the
stallion. Like many other animals, flat of both hooves. This is counted as a
dominance challenges take place during single blow for being dodged or blocked,
mating seasons. Their teeth are not de- and can target any of the three hexes
signed for cutting or tearing, but can still adjacent to the tail. For purposes of
deliver hide-ripping pressure, and hooves damage, treat as two blows to the location
are capable of breaking bone, a death sen- hit.
tence for a wild horse if a leg happens to be
the target. Wild horses are extremely skit- Double strike
tish around humans, since among other One of the most powerful blows, where the
things, we smell like meat eaters. The horse rears up and puts all its mass behind
reactions listed for the horses assume they its front hooves in addition to striking out
are acclimated to humans, and this is just a with them. This would be counted like
matter of how they feel about you, rather gathering ki in a character's strike. The
than the instinctual desire to get away from horse may add up to its skill to its STR
a possible predator. Their levels of attack before figuring damage. This is counted as
skill reflect residual domesticated levels. a single blow for being dodged or blocked,
and targets the hex directly in front of the
Experienced wild horses may be better, and horse. For purposes of damage, treat as
trained warhorses will have a wide variety of two blows to the location hit.
maneuvers:
Game notes
Bite The normal maximum speed of a horse is
The horse swings its head around and takes around 20m/sec. With selective breeding
a chunk out of whatever is handy. Normally, and training, this can be increased up to
this does not actually tear flesh, but can 23m/sec for a sprint, and stamina raised to
leave a whopping big bruise. This attack allow up to 18m/sec for distances of up to
can be made into any of the three hexes 2km.If the horse has a rider, top speed is
adjacent to the head. usually reduced by at least 1m/sec. Large
riding animals (appropriate also for camel,
Throw elephant, dragon, Pegasus, wyvern,
In addition, the horse can use its significant hippogriff) use the same STR tables for
neck strength to try and throw a bitten target humans to see how much they can carry.
to the ground on its next action. The horse
uses its AGL Aptitude vs. the AGL of the Example - A STR 12 horse would be at +1
target, but the horse gets a bonus equal to Difficulty on all physical tasks with a
the STR difference. The result is the same lightweight jockey and saddle (37- 72kg),but
as a martial arts throw, the target taking a -2 would be at +2 with a more normal load
on their base defense until they make a (73-144kg).This affects the top speed of the
Difficulty 5 AGL task as one of their actions. horse just like it would a person.
Front strike
The horse raises a foreleg and lashes out
with the front hoof edge. This can strike
anywhere in the hex in front of the horse.
One interesting tactic that was used to catch Example -Joe Greenhorn has saddled up
wild horses Is to walk them down. A person devious old Jinx, but not noticed that Jinx
walking has more endurance than a horse inflated his chest fully while Joe was
on a constant state of alertness from tightening the girth strap. Joe gets on, and
running away. If the person is in good Jinx exhales, making the saddle a loose fit.
condition and the terrain is right, the person Joe, being a greenhorn, does not notice.
will still have stamina left when the horse is Later that day, he kicks Jinx up to a gallop,
completely exhausted and unable to get and is rather startled to find the saddle is
away. At this point it can be hobbled and slipping down around Jinx's belly, and Jinx
haltered and the new owner can and should is showing no inclination to slow down.
start trying to break the horse's will.
Joe fails a riding task with his marginal
Maintenance equestrian skill, and takes a tumble off the
Horses are not zero-maintenance creatures. horse for normal falling damage. Jinx
immediately slows down, whinnies and
You don't just turn the ignition key and drive canters back to the stables, mission
off, nor park them in the garage for a week accomplished (yes, horses are capable of
if you don't need them. this level of deviousness).
Saddling a horse is an equestrian task with When done riding for the day, the horse will
a Difficulty of 6 and a base time of 2 need to be unsaddled, rubbed down and
minutes,3 minutes if it needs to be bridled checked over for possible saddle sores,
as well, assuming a cooperative horse. items caught in the hooves and its food and
Harnessing for a team takes 5 minutes per water needs attended to. This is a Difficulty
horse, at the same Difficulty. 4 task with a base time of 5 minutes, and
riders who value their mounts take the time
Obnoxious horses can sabotage saddling to do it right. Failing to do this gives
efforts in a number of ways, so the GM misfortune a skill of 1 vs. the horse's HLT
should check for character success. the next morning to see if the horse has a
lethal +1 impairment of some type. This skill
Marginal failures should be counted as goes up by 1 each day, and the impairments
success, since all the equipment is in the are cumulative.
right spots. However, some sort of mistake
has been made somewhere that will The tack itself also needs occasional
guarantee a random disaster check each maintenance and repair to make sure it all
time the character tries anything tricky, like holds together. In an urban area, all these
going full speed, jumps, fording rivers, etc. tasks can be handled by grooms, but when
The result of failure is usually having the in the field a character will have to handle it
saddle or some other item come loose themselves or have servants or retainers to
enough to dump the rider. do it for them. In TL12 money, a character
can expect to spend about 750Cr per month
to have a horse properly boarded and cared
for. This includes food, shelter, and
occasional grooming and exercise. This
portion of an average person's income
would apply at any TL.
Skill rolls while riding assume that the rider
has a saddle of some kind. Rolls while riding
without any reins are at +2 Difficulty, and
without a saddle (bareback) are an STR 6
additional +2. If the horse has been trained AGL 6
to respond to foot pressure commands, AWR 6(2)
their is no penalty for missing reins. If the WIL 7(3)
horse has a marginal saddle like a bareback HLT 6
rig, there is only a +1 penalty instead of a POW 2
+2.
Description
Dog-like carnivore with high shoulders,
large head and powerful jaws.
Greyish-brown fur with dark brown or black
stripes or spots.
Mass:75kg
Variation:±20kg
Length:1.5m
Size modifier:+0
Good reaction roll: Trot away to a safe dis-
tance
Neutral reaction roll: Move to safe distance,
watch and call packmates
Bad reaction roll: Attack, if odds of numbers
and mass favor them by 2:1
Habitat: Tropical to equatorial plains
Fear Rating: 7
Special abilities: Toughness x1.0
Run at up to 15m/sec
Skills: Bite (lethal DV2),skill 6
Details
Hyenas are largely thought of as
scavengers, but are more accurately
thought of as African wolf packs. They will
scavenge the kills of other predators,
sometimes driving off the original predator
with sheer numbers, but they are mainly
pack oriented nocturnal hunters and
extremely efficient at it.
Description
These are birds who live by oceans and
seas. This type of animal includes seagulls,
pelicans, petrels and so forth.
Mass:2.5kg
Variation:±0.25kg
Length:0.7m (wingspan 1m)
Size modifier:+2
Good reaction roll: Ignore you
Neutral reaction roll: Watch you
Bad reaction roll: Attack you then fly away
Habitat: Coasts, Oceanic, marshes,
estuaries
Fear Rating: 5
Special abilities: Toughness x3.0
Exceptional endurance
Keen vision
Night vision
Fly at 14m/s
Hop/waddle on the ground at up to 2m/sec
Skills: Peck (lethal DV0),skill 7 Puncturing
Dive Bomb (lethal DV1),skill 7 Puncturing
Fly, skill 7
Swim, skill 7
Details
These animals spend most of their time
over water, nesting in cliffs and on islands.
Mass:50kg
Variation:±10kg
Length:1.5m
Size modifier:+0
Good reaction roll: Leave the area
Neutral reaction roll: Leave the area
Bad reaction roll: Watch from a distance
Habitat: Any temperate to equatorial
Fear Rating: 7
Special abilities: Toughness x1.0
Run at up to 19m/sec
Armor Value of 1/0
Skills: Bite/grab (lethal DV2),skill 7
Claw (lethal DV2),skill 6
Stealth, skill 6
Details
The natural range of the puma, or mountain
lion used to cover all of South America and
most of North America except for the
extreme north and the central plains. The
range is currently much reduced but they
are still common enough to be hunted in
some parts of the western United States.
The physical stats for puma can also be
used to represent other medium sized cats
such as jaguars or leopards.
Description
Usually colored in shades of blue, grey and
white. Small eyes, large mouth filled with
multiple rows of sharp, triangular teeth.
Mass:1500kg
Variation:±500kg
Length:5m
Size modifier:-2
Good reaction roll: Ignore you
Neutral reaction roll: Watch but not attack
Bad reaction roll: Attack you
Habitat: Temperate or equatorial ocean
Fear Rating: 9
Special abilities: Toughness x.5
Swim at up to 10m/sec
Pain tolerance
Skills: Bite (DV3 lethal),skill 4
Details
Most sharks are mindless eating machines,
fearless, vicious and dumb as dirt. The
great white is probably the nastiest example
of what evolution does to you when you to
sacrifice everything else to get to the top of
the food chain. Great whites will eat virtually
anything that is in front of them and will fit
down their throats, edible or not. They fear
nothing, and will attack targets on the
surface as well underwater, ranging from
surfboards to small fishing boats.
Sharks rely on a number of senses to find Most sharks (including great whites)cannot
prey. Eyesight works at close range. The pump air over their gills, and most seem to
shark can also pick up on the weak require constant movement or some water
electrical impulses of prey if the water is currents in order to extract oxygen from
clouded, can hear extremely low-frequency seawater. Presumably then, if you can
sounds that may travel a great distance catch one in a net it can't bite its way out of,
underwater, and may have a sense of smell it will eventually suffocate. Easier said than
that will allow it to track any interesting up done. Of course, resting sharks have been
current scents. seen lying on the bottom in areas without
significant current, so not all of them have
Great whites have one attack: a mouthful of this limitation.
really nasty teeth. The typical attack is to
bite, hang on, and then thrash the body Game notes
around until something comes loose. The decreased ability of characters to
Swallow whatever that is, bite and repeat. dodge underwater attacks, and the sheer
Sharks do lethal cutting damage with their damage a great white can manage in a
bite, and a body thrash lets them do this matter of seconds means it is not something
damage again on their movement initiative to lightly throw against characters. Stainless
without having to make another attack roll. steel chain mail has been developed as
A total cutting impairment of +10 from a shark protection, and while this may stop all
single bite plus associated thrashing damage from lesser sharks, the crushing
usually means amputation of the part bitten. power of a great white's jaws can still cause
The damage to a target is cutting because serious if not fatal injury if you treat it as a
of the number of teeth, but for purposes of “constricting ” attack vs. flexible armor.
penetrating armor, they are sharp points
and count as puncturing, which may halve
many types of armor. The sheer number
and constant growth of new teeth means a
shark has no problems with chewing on
steel bars or other items that damage them,
and if necessary, a swimming bash (DV4)
may be employed to get at something that
can't simply be chewed through. Normally,
an attack will be made while moving, since
most prey is going to be trying to get the hell
out of the way. An attack which misses by 1
will probably graze the shark's body along
its target, which will do a lethal DV of 1 from
the shark's rough skin.
Once one makes a successful attack and
there is blood in the water, it is much more
likely the others will decide to attack that or
STR 3 nearby targets. Roll for reaction again vs.
AGL 5 the target of the attack. If it is not attacked,
AWR 6(0) roll again for nearest other target. Remem-
WIL 6(5) ber that the nearest target can also be other
HLT 5 fish, not just people in the water.
POW 1
Lesser sharks are more likely to attack a
Description larger target like a swimmer if they are
Varying coloration, from off-white to deep unsure of its size. For instance, in murky
maroon. Small eyes, large mouth filled with water, night or poor visibility, especially if
multiple rows of sharp, triangular teeth. compounded by thrashing noises that could
represent a wounded prey. Anything that
Mass:20kg makes a shark more likely to think you are
Variation:±5kg prey or that it can take a bite and get away
Length:1.5m with it means an increased chance of a bad
Size modifier:+1 reaction roll. However, since these sharks
Good reaction roll: Ignore you are small enough to be prey for other
Neutral reaction roll: Watch but not attack species, they are a little smarter and
Bad reaction roll: Attack you capable of limited coexistence with divers.
Habitat: Temperate or equatorial ocean, or They will still bite the hand that feeds them,
more rarely river or lake however. Lesser sharks are regularly
Fear Rating: 6 hunted by nearby coastal cultures. The
Special abilities: Frailness x1.5 meat can be eaten, the hide used for armor
Swim at up to 8m/sec or a biological type of sandpaper, and the
Skills: Bite (DV1),skill 4 teeth used to edge wooden weapons in
areas where metal is scarce.
Details
There are several major types of sharks, Game notes
including those that eat only plankton, fresh The most common personal weapon
water species and with preferred habitats against a shark attack at TL10+ is the “bang
ranging from the coast to deep ocean. stick ”.There are two variants of this:
There are sharks that regularly frequent the
lower reaches of the Mississippi and The first is basically a shotgun shell on a
Amazon, and that live in lakes in the near stick. When pushed up against the target, it
East and Central America. The stats here goes off and hopefully delivers a painful and
represent a small shark of a type that might discouraging load of lead straight into the
decide to take a bite out of a person on offending creature.
occasion, like a bull shark, hammerhead,
mako or very juvenile great white.
Details
Skunks are nocturnal, solitary creatures
usually living in burrows or concealed in
brushy or rocky areas. They are carnivores,
and feed on worms, grubs, insects, bird
eggs and anything else that is relatively
slow and tasty.
Game notes
Snakes and characters are unlikely to
choose each other's company, although in
habitats with cold nights, they may be drawn
towards the warmth of campfires or warm
bodies in sleeping bags.
Details
The natural habitat of tigers is the Indian
subcontinent, parts of southeast Asia and a
small part of Siberia. The territory of a tiger
is determined by prey density, and can
range from 20 square kilometers to over
1,000 square kilometers per tiger.
Description
Varying coloration, unknown due to lack of
evidence, but comparison with modern
reptiles indicates they may have had some
bright coloration, if only for mating purposes.
Mass:150kg
Variation:±30kg
Length:2.5m
Size modifier:-1
Good reaction roll: Ignore you
Neutral reaction roll: Watch but not attack
Bad reaction roll: Attack you
Habitat: Average to wet equatorial plains or
forest
Fear Rating: 8
Special abilities: Toughness x1.0
Inherent AV of 1/0 on body
Inherent AV of 1/1 on head
Run at up to 15m/sec
Skills: Bite (lethal DV3),skill 4
Claw (lethal DV3),skill 4
Details
These stats could represent velociraptors or
juvenile versions of T.Rex, allosaurus or
other large meat eaters. Most of these
details of conjectural and based on
suppositions that may be contradicted by
future research.
Game notes
These can be played as reptilian or cunning
as you like, but they should be used in
quantity, so they can do simple distractions,
diversions and flanking tactics to corner or
herd potential prey. Seeing a group of
characters as a herd, they might try to peel
off what they see as a slower or weaker
member, hoping the rest of the herd will
scatter and sacrifice one of their number in
the interest of group survival.
Some kinds of water birds (like geese) may
in fact attack those who enter its territory,
but situations like those are left to the
STR 1 games master to adjudicate depending on
AGI 7 the situation.
AWR 5(1)
WIL 4
HLT 5
POW 1
Description
This includes ducks, cranes, geese and
swans. They are all wading or diving birds
that feed on insects, fish, frogs and plant
material.
Mass:3kg
Variation:±0.3kg
Length:0.8m (wingspan 1.2m)
Size modifier:+2
Good reaction roll: Ignore you
Neutral reaction roll: Watch
Bad reaction roll: Fly away
Habitat: Swamps, marshes, glades,
ponds/pools, lakes, slow moving rivers and
flood plains
Fear Rating: 5
Special abilities: Toughness x3.0
Insulated water repellent feathers
Fly at up to 13m/sec
Hop/Waddle along ground at 2m/s
Skills: Peck (lethal DV0),skill 3
Flight, skill 7
Swim, skill 7
Details
These animals are only really included as
‘curiosity’ animals, to solve such questions
as, ”so how dangerous IS a duck?” The
answer is simply, not very.
Description Description
This creature resembles a Tiger, although The also known as a coatl, it is a winged
with a stockier wolf like body, thick mane serpent, although its wings are not
and tufts of fur over the body. The tufted feathered, but covered in iridescent scales.
lion’s tail is knotted in the middle. The truly It is significant in several respects. First, its
distinctive feature of the Alphyn is that it ’s skin is highly prized due to its beauty.
forelegs are those of eagles, ending in large Second, it has a religious significance
talons. It is skillful, but not very observant. among some peoples in its native habitat,
and third, its venom is toxic magically as
Mass:80kg well as chemically, and difficult to heal.
Variation:±20kg
Length:1.2m Mass:5kg
Size modifier:+0 Variation:±2kg
Good reaction roll: Move away and forget Length:1.0m
about you Size modifier:+2
Neutral reaction roll: Ignore you if you ig- Good reaction roll: Fly or slither away
nore it Neutral reaction roll: Spread wings and
Bad reaction roll: Stalk and look for attack threaten
opportunity Bad reaction roll: Strike immediately
Habitat: Temperate mountains Habitat: Tropical forest
Fear Rating: 8 Fear Rating: 6
Special abilities: Toughness x1.0 Special abilities: Frailness x3.0
AV 1/0 hide AV 1/0 hide
Run at up to 12m/sec Fly at up to 30m/sec
Skills: Bite (lethal DV3),skill 4 Slither at up to 3m/sec
Talons (lethal DV3),skill 6 Skills: Bite (lethal DV1),skill 5
Stealth, skill 6 Stealth, skill 5
STR 8 STR 12
AGL 8 AGL 5
AWR 3(0) AWR 5(1)
WIL 4(3) WIL 6(4)
HLT 5 HLT 6
POW 2 POW 3
Description Description
The Baewyn has a long pointed snout with The bonacon is a strange creature, related
tusks, a deer-like body with a thick line of to the aurochs and the boreyne, the main
long hair down its spine, ending in a rich difference being its inwardly curling horns,
horse-like tail. Its most fearsome weapons, similar to a bighorn ram’s, and its luxuriant
however, are its meter long, serrated horns. tail, more reminiscent of a horse’s. Its horns,
These are used only when cornered or to though, receive little use as weapons, since
drive off intruders during the mating season, the Bonacon’s normal tactic when
during which it is at +4 WIL. confronted with danger is to turn tail and
run. Unfortunately when it does so, it
Mass:200kg invariably raises its tail and unleashes a
Variation:±100kg discharge of gas and excreta that quickly
Length:1.5m covers a large area (a triangular patch 4
Size modifier:-1 hexes on a side). Upon contact with any
Good reaction roll: Ignore you and chew its surface, this discharge immediately
cud adheres and ignites. As these are herd
Neutral reaction roll: Look up and watch you animals, it strongly discourages any form of
Bad reaction roll: Stamp its forefeet and pursuit.
shake its head aggressively at you
Habitat: Temperate hills Mass:800kg
Fear Rating: 9 Variation:±200kg
Special abilities: Toughness x.9 Length:2.5m
AV 1/0 hide Size modifier:-2
Run at up to 12m/sec Good reaction roll: Ignore you and chew its
Skills: Tusks (lethal DV2),skill 4 cud
Horns (lethal DV4),skill 6 Neutral reaction roll: Watch you warily
Bad reaction roll: Turn tail and run
Habitat: Temperate plains
Fear Rating: 10
Special abilities: Toughness x.5
AV 1/0 hide
Run at up to 15m/sec
Discharge,DV3
Skills: Hoof strike (combination DV3),skill 2
STR 10 STR 6
AGL 5 AGL 5
AWR 5(1) AWR 8(1)
WIL 5(6) WIL 5(5)
HLT 6 HLT 7
POW 3 POW 2
Description Description
The boreyne greatly resembles its cousin, The calopus is an interesting form of big cat,
the Bonacon, differentiated from their primarily in that it most greatly resembles a
distant cousin the Aurochs by their inwardly wolf in form. That is, but for the meter long,
curling horns, similar to a bighorn ram’s, serrated horns. The calopus has a rich
and its luxuriant tail, more reminiscent of a white pelt with brown spots. It uses its claws
horse’s. However, there the resemblance and fangs to hunt with, and its horns as a
ends. The Boreyne has a barbed serpent’s powerful defensive weapon. These it
tongue, the forelegs of a predatory cat, and generally uses in a side-to-side sweeping
its rear legs end in immense talons, like fashion because of their unwieldy length.
those of an eagle.
Fortunately, the Boreyne also lacks the Mass:150kg
Bonacon’s natural defense mechanism. The Variation:±50kg
Boreyne is also omnivorous, though it only Length:2.0m
takes advantage of meat sources that tried Size modifier:+0
to take advantage of it, rather than hunting Good reaction roll: Hiss and growl, backing
them down. away
Neutral reaction roll: Make threatening
Mass:800kg moves with horns
Variation:±200kg Bad reaction roll: Attack if cornered or if
Length:2.5m character's back is turned
Size modifier:-2 Habitat: Temperate hills
Good reaction roll: Ignore you Fear Rating: 8
Neutral reaction roll: Watch and flick its Special abilities: Toughness x.9
tongue at you AV 1/0 hide
Bad reaction roll: Lumber towards you, Run at up to 15m/sec
kicking up sod Skills: Claw (lethal DV3),skill 6
Habitat: Temperate plains Gore (lethal DV3),skill 5
Fear Rating: 10 Climbing, skill 6
Special abilities: Toughness x.5 Stealth, skill 5
AV 1/0 hide Tracking, skill 6
Run at up to 12m/sec
Skills: Claw (lethal DV3),skill 4
Horn ram (combination DV2),skill 4
Habitat: Temperate hills
Fear Rating: 9
Special abilities: Frailness x1.2
STR 3 AV 1/0 hide
AGL 5 Run/fly at up to 6m/sec
AWR 4(1) Poisonous touch and aura
WIL 5(5) Skills: Claw (lethal DV1),skill 2
HLT 7 Bite (lethal DV1),skill 2
POW 6
Description
The cockatrice is an odd species of
creature, similar to some forms of
Dinosauria. It is both feathered and covered
in a scaly skin. It appears to have the head
and body of a rooster, a barbed tongue, a
long serpentine neck and tail, and wide,
thorny, leather skinned wings. Note that it
has wings as well as four legs. Its breath, as
well as anything else it expels, is extremely
poisonous, and nothing else can live in the
same area as it does.
Mass:30kg
Variation:±10kg
Length:1.0m
Size modifier:+0
Good reaction roll: Hiss at you, but keep its
distance
Neutral reaction roll: Hiss, move toward you,
stir up dust
Bad reaction roll: Aggressively move
towards you
STR 20
AGL 5
AWR 7
WIL 12(6)
HLT 7
POW 15
Description
Very large reptilian body with scaled,
bat-like wings, and four legs ending in
three-toed claws. Coloration varies with
individual, but browns, greens and subdued
reds are common.
Mass:12,000kg
Variation:±2,000kg
Length:20m
Size modifier:-3 The only way to support a good-sized
Good reaction roll: Invite you in population of dragons is if they exist on
Neutral reaction roll: Pointedly ignore you multiple worlds and have the ability to travel
Bad reaction roll: Order you to leave, between them, which they apparently do.
immediately They are natural wizards, but their ability to
Habitat: Any, but prefers temperate move from world to world seems to be just
mountains a knack for being at the right place at the
Fear Rating: 13 right time. On a world with magic, gates to
Special abilities: Toughness x.2 other places will appear from time to time.
AV 4/6 hide Dragons, being extremely long lived and
Run at up to 10m/sec mathematically inclined, usually are able to
Fly at up to 25m/sec predict when and where an ephemeral gate
Skills: Bite (lethal DV5),skill 6 might appear, and if they wish to travel,
Claw (lethal DV5),skill 7 arrange to be there at the right time.
Magical abilities (see text)
Many behaviors attributed to dragons are
Details vestigial instincts, or they could be
As exceedingly large, territorial carnivores, genetically programmed behaviors modified
dragons need a lot of elbow room. The by intelligence (like human dominance
territory of an average dragon is an area instincts might translate into social
between the size of New Jersey and structures or competitive sports). Dragons
Denmark (in the region of 30,000 square hoard things because it is a natural behavior
kilometers).However, practical experience for them, probably deriving from a mating
shows that they tend to live this close ritual showing who can make the best nest
together only when forced to, and tend to for a prospective mate. In this regard, most
leave wide unclaimed areas between their hoarding dragons are male, but most
territories if at all possible, if only to provide female dragons learned it as a useful
uncontested traveling routes. behavior when intelligence developed and
the concept of barter and currency came
around.
Dragons are not gregarious, and live Dragon abilities
solitary adult lives, although juveniles or Some dragon abilities are magically based,
nest-mates may form temporary bands. and were part of the evolutionary process.
They communicate mostly by telepathy or Some are biological, and others were
technological means. The species has a learned once they figured out the laws of
mating season tied to long term planetary using magical power.
cycles that are not completely understood,
but global climate change is a known Flight
trigger. The females are hotly contested for, A dragon can use telekinesis to levitate
in a number of ways. First, there is physical itself, and uses its wings for actual forward
and emotional attraction, as in humans. motion, an evolutionary compromise for
There are also mating challenges among getting the most result from the least effort.
males hoping to impress a potential mate, In CORPS terms, it is Telekinesis, only on
and also challenges of wealth among those self, only for vertical lift, with no drain and
dragons who feel they can buy mating one Power Multiple, which exactly negates
privileges. Depending on the females the average dragon's mass. The wings take
involved, any or all of these may work. up the rest of the slack and give the dragon
a horizontal acceleration of 4,vertical
Mating pairs may bond for life, even if they acceleration of 2 and a flying turn mode of
spend most of their lives separated. More 10.With a massive wing thrust and using its
mercenary females may not do this until legs for boost, a dragon can leap 5 meters
they feel secure in their strength and wealth, straight up if necessary.
using gifts by males to improve their position.
Fire-breathing
After a protracted mating ritual that takes Dragon fire is a synthesized hydrocarbon
several weeks to complete, and during mixture that a dragon creates with glands in
which the dragons form any strong its jaws, like a snake's poison sacs. This
emotional ties to their partner, the two mixture can be expelled with force, and
separate and return to previous pursuits. ignited with sparks off the teeth. Like a
The female gives birth to 2-3 live young snake's poison, it was usually used for
approximately 2 years later. During the subduing prey, and as a threat vs. any other
pregnancy she will be extremely withdrawn, creature that could threaten the dragon.
but will require proportionately more food, Presumably at one time dragons both had
including significant quantities of trace prey that needed to be roasted rather than
nutrients which she will have stockpiled clawed, and predators to be feared. Howev-
beforehand. er, neither seems to be around anymore
and they aren't talking about it.
Normally, dragons aren't that accurate with
this ability, since it was designed to hit large
creatures. Their average skill is only 3. How-
ever, it fills a meter-wide swath out to a
range of the dragon's STR in meters. The
damage is whole body damage with a lethal
DV of 3, and damage continues each turn
for up to 20 turns as the sticky fluid clings
and burns.
The total armor value protects against this At age 20,a dragon is about half the size it
each turn, but each turn the armor is also will be as an adult, and it will continue to
reduced by 1 as it either heats up or is grow slowly for another 100 years or so, at
burned through. The dragon can generate a which point its appetite will taper off to adult
number of these blasts equal to its current levels. Although by age 20 they are as
HLT, and replenishes used fluid at HLT cognitively intelligent as an adult, they are
points per month. Natural weaponry such as unlikely to have devoted as much time to
claws and flame is the normal for learning skills, and so will be adventurous
challenges between dragons, since the and curious. And probably chafing at the bit
abilities that they have gained with to get away from parental control and with
intelligence and magic are significantly some aggression to burn off.
more dangerous.
At this point they generally leave the
If you take the view that the breath is in fact protection of their mother and go off the
a magical kind of fire, why not have the make their own way in the world, although
dragon able to choose what it burns with its some may stay and continue to learn under
breath, so for example it could burn the the tutelage of their mother for decades. A
armor of a warrior and not burn a hair upon few may also visit their fathers and ask for
his body. This was seen in the legend where gifts of education or property, one of the few
Gilgamesh faces the dragon Tiamat, it times an infringement upon territory will be
burns his armor and weapons away leaving permitted.
him naked as the day he was born.
As intelligent creatures, dragons are
Spells motivated by more than just instinct. They
Dragons are capable of learning and using do more than just sleep in caves, eat cattle
almost all magic based paranormal abilities and terrorize innocent villagers. As an
to good effect. Defense, offense and infor- extremely long-lived species, they may not
mation gathering spells are most popular, do things in a hurry, but they do make a lot
and they are usually learned in the most of plans, long term plans. Usually, they want
economical way possible in terms of spell to be left alone to do their own pursuits, and
type and utility. will engage in whatever lifestyle is most
conducive to meeting their needs.
Skills
Dragons can learn almost any AWR-based One of the more common tactics is a
skill, and any of the AGL-based skills that do symbiotic relationship with any local
not require fine detail or a human anatomy, humans. The humans provide a regular and
and if it is a field they are interested in, they varied diet so the dragon doesn't have to
are usually quite good at it. They may spend spend time hunting. The humans also
significant sums to hire a master teacher if protect the dragon from being disturbed, or
one is available. provide a chosen intermediary if it is
absolutely necessary. In return, the dragon
The newborn dragons have most of the provides protection from other dragons, and
abilities of an adult, but on a smaller scale. may occasionally be called on for heavy
They develop their intellect slower than a lifting tasks, rescue work or magical
human, but proportionately much faster assistance. Both parties benefit, since a
when you take their lifespan into account. large force of humans can take a dragon out
They reach a child-like level of intelligence or force them to move elsewhere, while the
after about 10 years, and adult levels at dragon can wreak havoc if it so desires.
around 20 years.
Dragons may coexist with advanced
technology, if it develops in a world with
magic as well, and dragons are not above
using all the benefits advanced technology STR 17
can give them ("Yes, I'd like 75 large meat- AGL 5
lover's pizzas. Oh, and I have coupons for a AWR 9
discount if they aren't delivered in 30 min- WIL 12(7)
utes or less..."). HLT 7
POW 22
Description
Very large reptilian body with small, scaled,
bat-like wings, and four legs ending in
four-toed claws. Coloration varies with
individual, but pastels, bright and metallic
colorations are common.
Mass:8,000kg
Variation:±1,000kg
Length:25m
Size modifier:-3
Good reaction roll: Invite you in
Neutral reaction roll: Pointedly ignore you
Bad reaction roll: Order you to leave, imme-
diately
Habitat: Any, but prefers temperate moun-
tains
Fear Rating: 14
Special abilities: Toughness x.2
AV 4/6 hide
Run at up to 6m/sec
Fly at up to 11m/sec
Skills: Bite (lethal DV4),skill 4
Claw (lethal DV4),skill 6
Details
The eastern dragon is of the same basic
species as the western dragon, but from an
isolated branch a long way back on the
evolutionary ladder. A small population of
dragon ancestors was probably isolated
from the main population for a long time,
leading to two completely different dragon
forms.
Eastern dragons are reliant almost Dragon abilities
completely on magic for their day to day Eastern dragons have significant magic
existence. Their wings are vestigial and powers, but very few physical ones.
nearly useless for flying or maneuvering,
and they lack the flame breath of their Flight
bulkier cousins. An eastern dragon can use telekinesis to
levitate itself, and fly at significant speed. In
They are however, measurably more CORPS terms, it is Telekinesis, only on self,
intelligent and much more adept with magic, with no drain and one Power Multiple, which
both great and subtle. allows it to move up to 11m/sec in any
direction. They are not exceptionally fast,
This gives them a serious attitude problem but very maneuverable, and they look like
and superiority complex. They expect to be undulating or swimming snakes while
deferred to by all other species whose airborne.
presence they tolerate, and usually get what
they want. Human supplicants seeking a Weather control
dragon's favor should make sure they have Eastern dragons usually have some ability
unique and valuable gifts, or requests of to manipulate the weather. This is an innate
sufficient import or interest to pique its magical ability which can sometimes be
curiosity. Otherwise, being summarily eaten improved upon, and the circumstances that
is the most pleasant of possible outcomes. allowed evolution of such massive magical
manipulations are unknown.
With this level of intelligence and power,
they eschew the use of force between The basic power is telekinesis (the ability to
themselves, and settle dominance and move and shape atmospheric water, with
other challenges through games. This could derivative ability to alter temperature,
be as simple as a board game, or a major humidity and winds by many subtle
conflict using human dynasties as manipulations).
unknowing pawns in a grand wager. They
have been known to shape-change into No range +2SP
human form to make changes only through Self +2SP
individual manipulation, which they find Invisible +5SP
much more challenging than use of raw No drain +5SP
magical energy. They eschew areas of high Conscious +5SP
technology, and actively suppress its Inherent +5SP
development in areas they have occupied, 1 hour concentration -7SP
effectively creating stable and stagnant Gestures &vocalization -2SP
human cultures to match their own. Difficulty 12 skill roll -4SP
Causes special effect +5SP
Eastern dragons breed less often than Only usable to alter weather -5SP
western ones, and their culture is best 32 Area Multiples +352SP
described as a decadent one in its declining 1 Time Multiple +11SP
years. It may take many centuries for it to
decline noticeably in human terms, but the
spark and creativity seems to have left this
breed. Their numbers are small, so they do
not fill habitats as quickly, and if they
choose to move, they can magically call
forth holes in the space-time continuum to
go where they want.
This power allows the dragon, after a This will allow the dragon enough power to
suitable period of quiet undisturbed magically hide most of its mass and take on
concentration, to grossly manipulate the all the characteristics of a human, while
weather within a 25 kilometer radius of keeping its extraordinary strength and
itself, normally for periods of a week or a toughness. A skilled dragon might maintain
month. It can be clear, overcast or raining, its form for years at a time, the surrounding
with particularly violent facets (hail, people never knowing its true nature.
tornados, lightning) controllable only that
they are confined to a smaller area. The Other
longer the weather pattern is supposed to Eastern dragons are fond of entertaining
last, the less fine control that is there. If the spells, and those with subtle effects that
dragon wanted to concentrate an hour to they can linger over. Spells that are
get a 10 minute rainstorm within a particular triggered or with time delays are popular,
area, they could probably manage. especially as a choice way to punish those
who waste the dragon's valuable leisure
To try to make it rain every day for a week time. Due to their personal intrigues,
except between noon and 1pm would not be information gathering and information
possible. blocking spells are often at expert levels. If
possible, an eastern dragon will have others
(Yes, this is a hideously expensive power in do its fighting for it, but usually will have
terms of character points, but it is the ma- some powerful offensive and defensive
nipulation of energy equal to the yield of capability just in case.
numerous atomic bombs, and so should
cost a lot of character points). Eastern dragons tolerate western dragons,
as long as they understand their place,
Shape change treating them like we would lesser species
Eastern dragons are fond of the intrigue that that we think may someday become
can be caused by manipulating “pet sentient.
”populations in human or animal guise.
This is a learned ability, often takes many Western dragons resent this attitude more
years to master, and some dragons never than humans can comprehend, but are
get it completely right. The masters of the seldom skilled enough to prevail in a
art also have spells to prevent the need for magical duel, which is the only way eastern
sleep, while lesser dragons must retire from dragons really know how to fight.
human sight each evening when they
change back.
No range +2SP
Self +2SP
Invisible +5SP
No drain +5SP
Conscious +5SP
Inherent +5SP
1 hour concentration -7SP
Gestures &vocalization -2SP
Difficulty 12 skill roll -4SP
3 Power Multiples +33SP
STR –
AGL 2
AWR 3(0)
WIL 9(2)
HLT 6
POW 50
Description
The Fastitocalon is an immense creature
that has been described as looking like
island atop a turtle or a whale.
The mouth of the Fastitocalon is 300 meters For those brave enough to alight upon the
wide and opens to 100 meters high. They creature, many riches can be found upon its
will quite often swallow large solid objects back- if they can survive wading through a
such as boulders, ships, etc, that wind up in knee high tide of resinous ooze with a thick
the creature's gullet/air sack where they are treacle-like consistency that flows across
eventually crushed for further digestion, by nearly the whole creature.
the constant movement of stones,
wreckage, and other indigestible bits. Mass: a lot
Variation: n/a
The Zaratan is the American version of the Length:1000m
Fastitocalon. Size modifier:-10
Good reaction roll: Be completely unaware
There is a version called the Terristocalon, of you
which is the land based version, this is more Neutral reaction roll: Completely ignore you
like a Turtle than the aquatic version above. Bad reaction roll: Find a way to eat you
Habitat: Temperate to equatorial ocean
Graunecalon is the aerial version, which Fear Rating: 16
resembles a giant balloon, in this case the Special abilities: Toughness x.01
‘shell’ is mostly hanging underneath – as AV 10/0 hide
really the creature flies upside down, since Swim at up to 3m/sec
the gas bags it uses are located in its Skills: Swallow immense objects, skill 12
stomach.
Description
The female griffon has an eagle’s head,
wings and talons on fore-limbs, and a lion’s
body. The male resembles the female, STR 6
except that they have giant spikes growing AGL 5
from their shoulders and are flightless. AWR 5(2)
WIL 6(6)
They are traditionally from the lands near HLT 6
Hyperborea where they continually wage POW 4
war with their one eyed neighbors, the
Arimaspians. Griffons have exceptionally Description
good hearing and eyesight. They are very Human-sized creatures with the heads and
large, and are reputed to carry off teams of breasts of emaciated women, with black
oxen for their food. The fore claws have the vulture-like talons and wings. They exude a
same medicinal properties as the unicorn’s terrible stench. They are eternally hungry,
horn, if used as a drinking vessel, i.e., have no fear of man, and always travel in
making the drinker immune to poison and groups.
most disease for a limited period. A Griffon’s
feather ground up into wine can restore Mass:50kg
sight. Variation:±10kg
Length:1.7m
Mass:1600kg (male),1800kg (female) Size modifier:+0
Variation:±400kg Good reaction roll: Fly about you, cackling
Length:7.0m and shrieking
Size modifier:-3 Neutral reaction roll: Attempt to steal your
Good reaction roll: Observe with curiosity food
Neutral reaction roll: Watch, alerting others Bad reaction roll: Attack you and steal your
Bad reaction roll: Try to drive intruders from food
area Habitat: Temperate to tropical hills or
Habitat: Any temperate Mountains
Fear Rating: 12 Fear Rating: 8
Special abilities: AV 2/1 hide Special abilities: Toughness x1.0
Run or fly at up to 20m/sec Fly at up to 15m/sec
Paranormally assisted flight Walk at up to 3m/sec
Various medicinal properties (see text) Filthy talons
Skills: Talon (lethal DV5),skill 5 Terrible stench
Beak (lethal DV4),skill 6 Skills: Talons (lethal DV2),skill 4
Wing buffet (DV4 non-lethal),skill 7
STR 12
AGL 5
AWR 6(2)
WIL 6(6)
HLT 6
POW 8
Description
This creature has the head and wings of a
large eagle, and the body of a horse. If
trained from the time they are hatched, they
can be saddled and ridden as they fly along.
A full grown hippogriff can carry up to 144kg
and fly at 13m/sec for extended periods of
time (+2 Difficulty to its actions from
encumbrance).They are quite bright, and
will show such traits as initiative, loyalty and
holding a grudge. Instinctive WIL is two
points lower for ones raised from hatchlings.
STR 14
Mass:600kg AGL 3
Variation:±100kg AWR 5(1)
Length:3.0m WIL 4(5)
Size modifier:-2 HLT 10
Good reaction roll: Observe but take no POW 4
action
Neutral reaction roll: Make high-pitched Description
threat cry The Hodag is a horned dinosaur-like
Bad reaction roll: Strike, then take off for creature that inhabits the Northern
aerial attack swamplands and forests. It has 2 long horns
Habitat: Temperate hills or mountains on its forehead, and its spinal column is
Fear Rating: 11 lined with smaller spikes or horns, 6 from
Special abilities: AV 1/1 hide and feathers shoulder to hip and 8 along the length of the
Run at up to 8m/sec tail, spaced about 45cm apart. Its skin is
Paranormally assisted flight at up to green and black with a dry, pebbly texture,
15m/sec and it has a large black furred crest behind
Skills: Hoof (lethal DV4),skill 5 the two forward facing horns. Besides the
Beak (lethal DV3),skill 4 horns, the Hodag has long, sharp claws,
Wing buffet (non-lethal DV3),skill 4 and a mildly poisonous bite which is seldom
lethal. It is alleged to be carnivorous,
although in actuality it is omnivorous.
Hodag are solitary and come together only
to mate, and the female buries her clutch of
eggs (5-10) in whatever ’s handy. Hodag
are generally inoffensive, but may be drawn
to campsites by the smell of food and are
used to getting their way.
Mass:1800kg
Variation:±300kg
Length:6.5m
Size modifier:-3 STR 15
Good reaction roll: Amble on its way, AGL 5
ignoring you AWR 4(0)
Neutral reaction roll: Continue about its WIL 3(2)
business, but get agitated if you get any HLT 8
closer POW 3
Bad reaction roll: Slap tail on ground and
bristle Spikes in threat display Description
Habitat: Temperate swamp or forest At first glance these bizarre creatures
Fear Rating: 11 resemble a de-horned moose, however,
Special abilities: AV 2/1 hide with closer examination the resemblance
Run at up to 6m/sec ends. The hugag ’s most noticeable feature
Defensive spines is that its legs have no joints below the
Mildly poisonous bite shoulder/hips, and this forces them to walk
Skills: Bite (lethal DV4),skill 2 with a peculiar stiff legged gait. Their
Claw (lethal DV4),skill 2 pendulous lips hang down low enough that
Tail slap (non-lethal DV4),skill 4 they actually prohibit the hugag from
grazing from the ground. In fact the only
food it seems to be able to manage are the
knots from pine trees. They have fed on
these so long that pine pitch oozes from the
pores of the creature and it has picked up a
coat of pine needles rather than fur.
Because of this saturation of pine pitch, the
meat of the hugag is inedible, and the
leather is much more difficult to cure.
These inoffensive creatures have no natural
predators and its only real enemy is forest
fires, which it seldom can escape. The
creature can only be found in the piney
woods of North America. Since the hugag
has no joints in its legs, it is forced to sleep
leaning up against trees.
Mass:900kg
Variation:±200kg
Length:3.0m
Size modifier:-2
Good reaction roll: Ignore you
Neutral reaction roll: Bellow and stare at you
Bad reaction roll: Bellow and approach
Habitat: Temperate pine forests
Fear Rating: 10
Special abilities: AV 2/2 hide
Run at up to 3m/sec
Skills: Bite (DV2), skill 2
Kick (DV4), skill 2
STR 100
AGL 6
AWR 3(2)
WIL 10(10)
HLT 30
POW 12
Description
A dragon with human or lizard heads
(traditionally 3,7,or 9),however, this is really
misleading as the tradition says that if a
head is cut off, then 3 more will grow in its
place.
Description Description
Although they are related, the heraldic ibex Small, semi-equine body, usually brown or
and antelopes are not to be confused with light brown in color, sometimes in mixed
their mundane counterparts. As variations patterns. May or may not have a horn like a
on a theme, these creatures can be easily unicorn, but always appears to have an
differentiated by the direction their long and aura of majesty or ancient knowledge
serrated horns point. On the ibex, the horns around them.
point slightly to the rear, while on the
antelope they point to the front. The meter Mass:200kg
long horns are unnaturally tough and sharp, Variation:±50kg
and are highly prized by the plains peoples Length:2m
who hunt them. Note that while only the Size modifier:+1
male antelopes have these horns, both Good reaction roll: Quietly observe you
sexes of heraldic ibex have them. Neutral reaction roll: Leave if it has been
seen
Mass:150kg Bad reaction roll: Think about cursing you
Variation:±30kg Habitat: Any, but prefers temperate
Length:1.3m mountains
Size modifier:+0 Fear Rating: 8
Good reaction roll: Run away quickly Special abilities: Toughness x.7
Neutral reaction roll: Skittishly move slowly AV 1/1 hide
away Run at up to 15m/sec
Bad reaction roll: Attack if cornered, Fly at up to 15m/sec
otherwise leave Skills: Hoof strike (lethal DV4),skill 6
Climate: Tropical to equatorial plains
Fear Rating: 8 Details
Special abilities: AV 1/1 hide As a unicorn strikes some western ideal of
Toughness x.9 purity, so the Kirin strikes an eastern one of
Run at up to 18m/sec wisdom. Kirin is the Japanese form, while
Unnaturally strong antlers k'i-lin is the Chinese form, the k'i being the
Skills: Gore (lethal armor-piercing DV3),skill male and lin the female. Kirin may or may
7 not have a small horn or protrusion on their
foreheads, but if one exists it is purely
cosmetic and is not used in combat.
Instead, it intelligently uses its sharp hooves
for maximum effect.
Game notes
Kirin are to unicorns what eastern dragons
are to western ones. They are smaller and
less physically powerful, but a lot smarter
and more magically adept. A Kirin has at
least the following abilities, and maybe
more:
Description
An extraordinarily large squid. If it is There, they undergo mating challenges,
encountered on the surface, it is probably jealously protecting any female they have
not in a good mood. won. Ships that stumble into this area are
most definitely considered a threat, and will
Mass:10,000kg be attacked, even if the attack is futile. Such
Variation:±5,000kg ship attacks are rare, since the mating
Length:40m occurs in open ocean for only a single day
Size modifier:-4 in any given area.
Good reaction roll: Not really possible
Neutral reaction roll: Ignore you The chances of a ship passing through that
Bad reaction roll: Attack you area are not great, and high tech ships may
Habitat: Tropical to equatorial open ocean move too fast to be pursued in any case.
Fear Rating: 14 Females of the species are non-aggressive
Special abilities: Toughness x.2 on the surface, and will react only in
AV 3/3 hide self-defense.
Crushing tentacles
Crushing bite If a ship is too large to be capsized, any
Swim at up to 10m/sec crew on deck are still at risk until the vessel
Move tentacles at up to 6m/sec has steamed out of the female's vicinity. A
Skills: Grab (combination DV7),skill 7 grabbed person will be crushed once each
Bite (lethal DV7),skill 3 second, and if that tentacle takes any
damage, the grabbed person will also be
Details smashed against a nearby object, taking
A mythic beast based on exaggeration of STR-based combination damage to a
the giant squid. random hit location. In general, assume a
kraken can capsize or demolish any ship
Krakens are capable of wrestling whales whose mass in tons is no more than 10
and dragging down medium-sized ships by times the kraken's STR. It may be able to
capsizing them with their long, muscular take down larger ships, given time.
tentacles. The adhesive power of the
kraken's suckers makes them very difficult
to pry loose from any relatively smooth sur-
face, adding 5 to their STR in such cases.
Description
Average size equine, usually white, with
large white feathered wings.
Mass:350kg
Variation:±50kg
Length:3m
Size modifier:-2
Good reaction roll: Watch warily
Neutral reaction roll: Edge away from you
Bad reaction roll: Flee to the skies
Habitat: Average temperate to tropical
plains and hills
Fear Rating: 11 Instead, they made an equine with many
Special abilities: Toughness x1.0 bird characteristics, such as hollow bones
AV 1/0 hide and internal air sacs. This was combined
Run at up to 15m/sec with large wings and enough magical
Fly at up to 20m/sec buoyancy to negate most of the creature's
Skills: Bite (DV5)-4 mass.
Hoof strike (DV5)-6 The result is a creature that can fly without
too much effort, but spends much of its time
Details on the ground grazing. If they are a natural
Pegasi are almost certainly a magical creature, they probably travel in herds, but
creation, whose origin can be known in your traditionally Pegasi are a gift of the gods
campaign, or shrouded in mystery. and are not found by chance.
Whoever created them had their work cut Pegasi share many natural behavioral
out for them. The traditional pictures of a characteristics with wild horses, but with
winged horse don't take things like center of occasional deviations because of the ability
gravity into account, or the musculature to fly. For instance, mating challenges
needed for efficient locomotion. between stallions often have an airborne
component. Frisky foals flap clumsily about
Pegasi are a hybrid, a compromise and a instead of running, and herds scatter to the
work of art. A wizard or god capable of air to avoid predators rather than just
creating such a creature could have running away. Being more fragile than
avoided the wing problem altogether and regular horses, Pegasi are shy and jumpy,
given the horse the ability to fly using purely and will not stick around if strange animals
magical means, but chose not to do so. enter their grazing range.
Game notes
The STR listed for a Pegasus is correct.
Only a larger specimen has the lifting power
to carry a person and fly for any length of STR 8
time. Even so, it is tiring for the Pegasus AGL 8
and it cannot maintain the effort for as long AWR 7(2)
as you might like. WIL 6(6)
HLT 6
Typically a Pegasus and rider will glide POW 6
down hills and walk up them, or use the
extra mobility to get around or across terrain Description
obstacles like rivers, rough terrain or sheer The mythical panther is an extremely
cliffs. unusual cat, in that its pale red-brown coat
is streaked and spotted with many colors,
Note that a Pegasus needs to get up to blue, green, and red predominating.
8m/sec before it can get off the ground, and
it can accelerate up to 4m/sec from a The large red spot in its back grows and
standing start. They can, however, land on shrinks with the waxing and waning of the
a dime. moon. Although it lives a solitary existence,
living in caves in distant mountains, it emits
Pegasi can be trained as well as horses a sweet smell that is very attractive to both
can, but they are seldom trained for combat men and animals, and has a gentle
due to their lack of durability. This is offset melodious voice.
by their rarity and the unlikelihood that any
attacker would deliberately strike such a The only known foe of the panther is the
valuable animal. dragon, which the panther fights by
shooting flames from its mouth and ears. It
Typically the saddle would need special is itself immune to dragon fire.
harnessing arrangements to allow full flying
motion. Mass:85kg
Variation:±20kg
Pegasi being trained or held captive have Length:2.0m
harnesses that restrict use of the wings, so Size modifier:+0
that they can't fly off, or hobbles to prevent Good reaction roll:
them from running fast enough to get off the Neutral reaction roll:
ground. Bad reaction roll:
Habitat: Temperate mountains
Fear Rating: 9
Special abilities: AV 1/1 hide
Run at up to 21m/sec
Paranormal Blast power,DV12
Skills: Claw (lethal DV3),skill 6
Bite (lethal DV2),skill 6
Climbing, skill 8
Stealth, skill 5
Blast, skill 4
STR 2
AGL 6
AWR 6(2)
WIL 5(3)
HLT 4
POW 6
Description
The salamander is a lizard that looks more Mass:10kg
like a short legged dog, such as a Variation:±2kg
dachshund, than anything else. Length:.6m
Size modifier:+2
The fact that it prefers to live in fires has Good reaction roll: Sun itself on the hot rocks
created the belief that the Salamander is a Neutral reaction roll: Scuttle off to remoter
creature of fire, that it is perpetually on fire, places
and that it breathes flames. These could not Bad reaction roll: Threaten and approach as
be further from the truth. It is true that the if to bite
Salamander prefers to live inside flame, but Climate: Special (see text)
more often than not, the touch of a Fear Rating: 7
Salamander will extinguish fires, rather than Special abilities: Frailness x3.0
set them. In nature, the Salamander is AV 1/0 hide
found only in the hottest parts of the desert, Run at up to 6m/sec
in the bubbling caldera of volcanoes, and so Armor and Absorb powers vs. heat
forth. The Salamander doesn’t eat food, Natural poison
such as we think of it, but rather subsists by Skills: Bite (lethal DV0),skill 3
absorbing energy from its surroundings, Claw (lethal DV1),skill 3
preferably in the form of fire and heat.
Description
Very large reptilian body with scaled,
bat-like wings, and four legs ending in
three-toed claws. Coloration varies with
individual, but browns, greens and subdued
reds are common. If a roc were to be introduced to an area,
local animals would be easy prey for
Mass:1,000kg generations. Large herbivores don't expect
Variation:±100kg to have death come down from a clear sky
Length:4m (10m wingspan) and pluck them off the ground, and would
Size modifier:-2 take a while to adapt to it. If rocs were native
Good reaction roll: Ignore you to an area, local wildlife would have evolved
Neutral reaction roll: Mock attack pass vs. to compensate, animals watching the skies
intruders as well as the ground, developing
Bad reaction roll: Attack intruders (see text) complicated running, sliding and dodging
Habitat: Temperate to tropical hills and maneuvers, or only coming out near dawn
plains or dusk to lessen the chance of being
Fear Rating: 12 spotted. Low tech humans would not have
Special abilities: Toughness x.5 much defense, although very powerful
AV 2/1 from dense feathers crossbows would dissuade one from your
Run at up to 6m/sec herds if you were constantly on guard. The
Fly at up to 25m/sec typical roc attack is a fast-moving dive with
Skills: Beak (DV4)-4 out-stretched talons, tearing open the prey
Talons (DV4)-6 and knocking it to the ground. Quick beak
strikes occur on the next turn to the head
Details and neck, often crushing the skull in a single
Also known as Ruc or Ruhk, the roc is an blow.
example of what might happen if magic
were allowed to bypass the size limits on Rocs can accelerate up to 6m/sec
terrestrial eagles or other birds of prey. horizontally, or 1m vertically for each 2m of
horizontal movement sacrificed. The STR of
The roc is basically a raptor large enough to a roc is based on its ability to get a mass
carry off antelope instead of rabbits, with a airborne and fly with it at reasonable speed.
correspondingly larger habitat and Its powerful talons and beak do damage
thankfully smaller population. Almost all based on double this STR. Typically the roc
their behaviors are scaled up versions of will kill its prey, eat the choice bits while on
conventional raptor behavior including the ground, and carry the lightened carcass
subspecies that prey on fish, those that back to the nest for later consumption.
prefer specific habitats, and migratory and
non migratory types.
Rocs can kill animals the size of horses or
cattle, but cannot carry off more than a
haunch, leaving the rest for scavengers.
STR 4
Game notes AGL 8
Since rocs require magic to negate their AWR 6(2)
mass and fly using their wings (like western WIL 8(6)
dragons),rocs often are dealing with magic HLT 7
using humans as well. Magic items can be POW 6
used to keep one under control as a
formidable riding animal, but the hardwired Description
aggression and hunting instincts make this This wolf-like creature has a thick mane of
a dangerous prospect. many colors, cloven hooves, and a tail
resembling a cow ’s.
They are fearsome in battle, but will not
develop bonds with their rider like a It has the paranormal ability to fly without
warhorse might. If magical control is lost, wings and can run very fast, but has no
the first thing that will happen would be the other exceptional abilities.
rider getting plucked from the saddle and
disemboweled by a giant beak. Those who Mass:50kg
ride rocs and survive any length of time are Variation:±10kg
deemed formidable individuals and Length:1.2m
accorded a great deal of deference. Size modifier:+0
Good reaction roll: Fly away at the sight of
man
Neutral reaction roll: Watch warily
Bad reaction roll: Look for opportunities to
scavenge
food like camp leavings
Habitat: Any temperate
Fear Rating: 9
Special abilities: AV 2/0 hide
Run at up to 17m/sec
Fly at up to 25m/sec
Skills: Hoof strike (lethal DV1), skill 6
Bite (lethal DV1), skill 5
Tracking, skill 7
Stealth, skill 6
STR 9 STR 11
AGL 12 AGL 7
AWR 6(1) AWR 10(2)
WIL 5(6) WIL 5
HLT 7 HLT 9
POW 3 POW 8
Description Description
The tygre is an unusual form of cat in that it The “modern” style of unicorn
closely resembles a wolf in form. It has a looks similar to any of several
long, pointed snout, a wolf-like body, with a middleweight horse breeds,
thick mane, although its tufted tail is usually in white, pale grey
definitely feline. The tygre ’s pelt is reddish, or tan, but with a single
or red and brown speckled, similar to spirally grooved, straight or
tortoise shell. gently curving horn.
Game notes
The unicorn's abilities stem from a high
stealth skill, exceptional vision and hearing,
and the Subtract power (vs. AWR).If a
unicorn spots you, they can reduce your
AWR for seeing them, and sneak away
unmolested.
Description Description
This legendary creature was the inspiration Large, shaggy ape-like creature with a
for the cartoon “Tasmanian Devil ”.It is a flattened humanoid face. Coloration varies
gorilla-like creature with laughably by area, but are general black, brown or
undersized legs, but moves so fast it can red-orange, with the exception of the
not be easily identified. It hits people and Himalayan Yeti, which is supposedly white.
turns them to “syrup ”, gobbling down the All are said to smell powerfully bad.
semi-liquefied bits before dashing off. It is
omnivorous, and needs to eat frequently to Mass:300kg
maintain its hyped-up metabolism. Variation:±50kg
Length:2.3m
Fortunately, it is very noisy when it moves, Size modifier:-1
and any smart creature in its habitat runs Good reaction roll: Watch warily from a
and hides upon hearing it. The signs of its distance
passage are obvious, and it will often attack Neutral reaction roll: Leave the area
inanimate objects for no other reason than Bad reaction roll: Leave the area
that they were in the way. If killed, the ten- Habitat: Temperate mountains
dons and bones are remarkably strong and Fear Rating: 9
durable and make extremely high-quality Special abilities: Toughness x.8
bows and other low-tech stored energy AV 1/1 hide
weapons. Run at up to 12m/sec
Skills: Brawling (non-lethal DV3),skill 5
Mass:100kg General tool use, skill 2
Variation:±30kg Stealth, skill 6
Length:1.0m
Size modifier:+0 Details
Good reaction roll: Zoom on by without tak- The Yeti is but one name for a creature said
ing notice to exist in remote mountainous regions the
Neutral reaction roll: Stop, pant and growl world over. Other names it may be known
Bad reaction roll: Whirl in and attack by are the Wodehouse, Bigfoot, Mo-Mo,
Habitat: Temperate plains or forests Alma, Skunk Ape, Goatman, Sasquatch,
Fear Rating: 11 Soquiam, Susskuatl, Mi-go, Ban-mana,
Special abilities: Toughness x.5 Gul'Biyavan or Snezhniy Chelovik,
AV 1/1 hide depending on where in the world it is
Run at up to 45m/sec encountered.
Raises dust cloud when it moves
Skills: Spinning punch (combination DV5),
skill 14
Stealth, skill 9
The habitat of the reclusive yeti has been
greatly restricted by the encroachment of
man. Preferring solitude to confrontation,
they retreat from civilization to more and
more remote regions. By repute, yeti live
alone, are violent and carnivorous. Howev-
er, they are actually quite peaceful and
non-aggressive omnivores whose dietary
preference is for roots and berries. They live
in family groupings of 1 male to 3-5 females,
with the young males being driven off at
maturity to find their own way. Although they
are generally silent, they have a distinctive,
very loud cry or scream that resembles a
mournful wail that they use as a territorial
call. The yeti is highly adept at hiding it's
own tracks, although they have been known
to leave behind tufts of fur.
Game notes
The yeti could be any number of things in
different campaigns. Horror campaigns
might have them be the mi-go, intelligent,
secretive and highly advanced, keepers of
terrible secrets. Modern campaigns might
have a search for “Bigfoot”,or fantasy
campaigns might use them as “giants”.
Such creatures have appeared in numerous These are not ‘dumb animals’ they are
movies and so forth over the years. In capable of reason and rational thought, as
CORPS terms though, such a creature well as ambush and other combat tactics if
represents a serious threat to even the best desired by their creator.
equipped character group, especially when
facing one of the huge Creations, this is due Mass:300kg
to them being “objects” and thus taking Variation:±50kg
damage as an item – making it very difficult Length:2.1m
to take one down due to the number of Size modifier:-1
subsystems such a thing has. Good reaction roll: Depends on what they
were made for, typically defense so that
This is why I’ve used the idea of an “Achilles would be raise the alarm
Heel” this could be the plug that finished up Neutral reaction roll: Raise the alarm and
the molding process or whatever. So watch/follow you
breaking this plug or seal causes the vital Bad reaction roll: Raise the alarm and
fluids of the creation to flow or spray out, attack you
which will in turn ‘kill’ it by rendering it inert. Habitat: Anywhere
However by replacing the fluid and Fear Rating: 11
resealing the plug, the creation could again Special abilities: Special powers by type of
be functional. creation (see details)
AV varies by type of creation
By the same token, such Creations can only Skills: Brawling (lethal DV3),skill 5
be repaired – they cannot heal naturally at Weapon (DV varies by weapon) skill 5
all. So in order to keep a Creation in top General tool use, skill 2
condition it should be serviced and looked
after regularly.
Stone ones like marionettes, where they
Details crack and shift as they move, they are
The different types of Creation are camouflaged. While immobile they look just
explained in a little more detail below. like statues and as long as they are in
contact with a stone surface, such as a rock
Golems face or floor they regenerate wounds. Every
These are made from typically soft naturally 30 seconds that it (or parts of it) remain in
occurring materials such as mud, clay and contact with stone, it regains the use of one
wax. This kind of creation can envelope ‘broken’ subsystem.
others and can be split into multiple smaller
versions if hit with bladed weapons Bronze ones creak but remain whole they
are fast and virtually invulnerable, no
An enveloping attack, will count as a Grab moving parts, no weak seams, and the
and Hold. If the body part grabbed is the cooling system is the only weak point on
head, then suffocation or drowning could them
occur depending on the type of golem.
Homunculus
Mud and Wax golems will regenerate if These are made from organic materials and
melted. Every second that it (or parts of it) constructed like a human body, with flesh,
remains in a fluid state it regains the use of bone and skin etc
one ‘broken’ subsystem. Being melted for a
Mud golem simply means being mixed with Obviously they are made like men or
water again. women, with bones and muscle and skin etc
they can be repaired by sewing new limbs
A successful attack that breaks a on to their bodies
subsystem will split the golem into multiple
smaller versions. Each version will have the Game Details
same attributes but with a -1 penalty to STR The armor (AV) for various Creation Types
for each other golem that exists, so 3 is given below
golems would each be at 7 STR for
example. When the STR reaches 1, then it Since these things are creations, you
can split no more, so in the example above damage them as an object see CORPS 2nd
the 10 golems would be the limit, as each Edition page 79. This makes them very hard
would then have 1 STR. to kill, as each one will have many
subsystems. But then you try “killing” a
Caryatids stone statue with a sword…
These are made from naturally occurring
hard material (either organic or not) such as Creation AV
wood, bone, stone, glass, flint etc. Object Typical
Creation Type Type AV
Iron ones are made like mechanical men Golem: mud, clay or wax Delicate 7
and have the ability to taser people. Targets Caryatids: Granite Tough 18
must make a HLT roll versus the Caryatids Caryatids: Pine Normal 7
POW or fall unconscious for 1d10 minutes. Caryatids: Oak Normal 11
Failure by more than your current HLT Caryatids: Bronze Tough 7
means you take the points failed by as lethal Caryatids: Iron Tough 14
Whole Body damage. Caryatids: Steel Tough 21
Homunculus: Flesh Normal 1
Saying that though, every creation has to
have an “Achilles Heel”. This will be a +4
Location to try and hit (ignoring normal size
modifier, as the seal is always the same
size regardless of the size of the Creation), STR 0
and if successful, the seal will be broken AGL 0
and the creation will start to power down, as AWR 6(5)
it loses vital steam, boiling lava etc, WIL 10(10)
(whatever powers it). HLT 0
POW 10
Treat it as an Eventually fatal wound (that
effects in seconds instead of minutes) and Description
when its HLT reaches zero it becomes "have you ever been at work, created
inert.. the hard part is keeping out of its way something of great beauty or wit, and
until it does run out of power. thought that weren't in control of the
process, it was as if your very hand were
If you want larger sized Creations than that being guided by an outside force? many
given above, each multiple of height is x8 explained this as the work of god, or a
weight and x2 AV of the previous size from muse. More than likely you were inspired by
the chart above. a fundamental."
This means that the really large golems are These are creations without physical
going to need explosives or heavy weapons bodies. These creatures are types of golem.
in order to kill them. Often they come into being when there are
overwhelming amounts of a specific
Huge Homunculus are only possible if there emotion being felt in a given place at the
are humanoids of that size in the campaign same time.
setting.
In rare circumstances an individual can
cause a radical or fundamental to manifest
Creation Size without realizing, but it should be known,
Size that it is next to impossible to willingly create
Size STR Mod Weight AV one.
2.1m 10 -1 As Listed As Listed
4.2m 11 -2 2400kg x2 Typically, a Radical or Fundamental will
6.3m 12 -3 19200kg x4 embody one given emotion or feeling from
8.4m 13 -4 153600kg x8 the list below:
10.5m 14 -5 1228800kg x16
pride, envy, gluttony, lust, anger, greed,
12.6m 15 -6 9830400kg x32
sloth, faith, hope, charity, fortitude, justice,
14.7m 16 -7 78643200kg x64 temperance, prudence, belief, trust, fidelity,
loyalty, conviction, desire, reliance,
expectation, generosity, benevolence,
mercy, courage, strength, resolution, equity,
fairness, dispassion, moderation, restraint,
despair, deception, creativity, cowardice,
inspiration, tolerance, pigotry, frugality,
sobriety, wisdom, vigilance, and discretion
Radicals Neither type of Creation is inherently
Invisible entities who advocate their views in malignant, even if they embody the ‘bad’
another by mere presence of them being traits from the list above, they are what they
there. are made to be – so if one is summoned or
made and told to go and sow hatred among
Make a WIL test vs. the POW of the the townsfolk then that’s what it will do.
Radical. Failure means you feel the emotion
etc embodied by that Radical, this gives you
the appropriate Psych Lim at 1 level per
point you failed by. An existing Psych Lim of
the same type is increased to the highest of
its original number or the number of points
you failed the roll by.
This could make you love someone else or
hate them etc.
Fundamentals
These are similar to radicals, being invisible
creatures who reinforce emotional states
that are already in effect, rather than cause
an emotional state like a Radical.
The Multiverse is a huge place, with more They can selectively spray this onto the face
than enough room in it to hold these of anything that gets too close (within about
creatures and many many more. a meter).This will do a non-lethal damage of
1 to any exposed mucous membranes or
bare skin, and can be repeated several
times, depending on the size of the beetle.
The second defense is that the beetle can
use a stronger version of this blast to rocket
propel itself away from the scene, dropping
it anywhere from 10-20 meters away, where STR 7
it can hopefully find cover before the AGL 10
predator finds it again. The beetle can only AWR 5(2)
do this once, although it will still threaten if it WIL 8
has no other choice. The last defense is that HLT 4
if actually damaged while in an agitated POW 1
state, the beetle bomb will explode, doing a
lethal damage of 1 to whatever it is touching Description
at the time, like a paw, mouth or beak. While A large tawny furred brown cat-like being,
this maneuver doesn't save that beetle, any with the face and mane of a lion whose front
creature capable of learning from the legs have adapted into large green wings
experience usually thinks twice before that mimics the native foliage in the jungle
trying it with a different beetlebomb. in which it lives.
While a damage of 1 will not do more than It has a long and sinewy fur covered tail that
bruise a person through shoes or boots, it it uses to aid its efforts when hunting, by
will take a chunk out of rubber or leather distracting prey or tripping/entangling them.
soles in the process, and is also capable of
damaging the sensitive inner surface of a Its rear legs and wing ‘knuckle’ all sport
horse's hoof. massive talons which the Buzz Cat uses to
incredible effect when hunting and chasing
Game notes prey.
Any biological land mine, even one that
doesn't do a lot of damage, can keep Mass: 140kg
characters on their toes. They can be a Variation: ±40kg
known or unknown natural hazard in an Length: 3m
area, and there isn't really any way to avoid Size Mod: +0
them, as they can fly to new areas, be Good Reaction Roll: Ignore you
hidden under grass, and are dumb enough Neutral Reaction Roll: Fly past and swipe
to move to areas they can't survive in or with claws once
crawl into your boots during the night. If you Bad Reaction Roll: Attack and hunt you
made them twice as powerful, they would down
be a significant problem rather than an Habitat: Hot humid jungles
annoyance. Places where they are common Fear Rating: 7
will have developed basic defenses like Special Abilities: Entangling Tail
armored footwear for people and animals. A Fly at 17m/s
magic-user might be able to selective Limited endurance when flying
remove them from an area, or concentrate Can Hover in place
them, sometimes to good effect (how would Skills Talons (Lethal DV 2) skill 10
you like a few to crawl onto your face while Tail Entangle (Non-Lethal DV 0) skill 5 see
you're asleep?). earlier in this book for sweep/trip and other
maneuvers
Details
This animal is a voracious predator in some
jungles. It often just hunts for fun and
doesn’t even eat its prey, just leaves the STR 1
bodies to rot. AGL 4
AWR 4(1)
It knows no fear and unlike ordinary animals WIL 4(4)
who may shy away from large opponents, HLT 5
the Buzz Cat will attack anyway, after POW 1
roaring for help (which can be heard for
over a mile away). When help arrives they Description
proceed to kill their prey and share the A wide, flat-bodied fish that typically rests on
proceeds based on hierarchy within their or swims near the bottom of its habitat.
pack. Typically seen in shades of light grey or
brown to match the local sediment color.
Even though it is quite a large creature, it
retains a reasonably light weight and high Mass:10kg
speed and agility through having a Variation: ±5kg
lightweight bone structure like a bird and by Length:.7m
having internal air bladders which help keep Size modifier:+1
it afloat in the air. Good reaction roll: Swim off
Neutral reaction roll: Use faint warning jolt
These do not offset their weight totally, but Bad reaction roll: Zap you if within range
enough to make them as dangerous as they Habitat: Tropical to equatorial river
are. Fear Rating: 6
Special abilities: Frailness x3.0
Native races in the same area as these Swim at up to 4m/sec
beasts will often have nets covering the air Electrical jolt (see text)
above their homes to help stop this Skills: None
creatures attacks.
Details
The electric ray lives mainly in slow-moving
tropical rivers, usually those that are murky
with biological material and sediment.
Almost 40% of the ray's body weight is
biological batteries, which serve the ray in
two ways. First, it uses very weak electrical
discharges as a form of sonar to let it see
through the clouded waters it lives in, and
second, it can discharge a more substantial
pulse into the water around it, stunning
small fish, which it then gobbles down.
Normally, it is content to lie in the muck at
the bottom and wait for prey to come by, but
will move several times a day based on
current, water temperature, hunger, etc. If
attacked, the ray will deliver a quite
substantial jolt to its attacker before
attempting to flee.
Treat the electric ray as having a normal
AWR in any sort of murky water. Also,
assume the ray has 10 “charges ”for attack
or defense purposes. One charge has a STR 8
non-lethal DV of 2 out to a range of 1 AGL 2
meter,+1 DV each time you double the AWR 6(1)
number of charges used, and total damage WIL 6(6)
is doubled if the target is actually in contact HLT 5
with the ray. This bypasses any armor if POW 2
there is water contact between the ray and
its target. So, a person wearing rubber hip Description
waders might be unaffected because they Very heavy-bodied quadruped with
are dry, but a person wearing rubber shoes oversized head, prominent pointed teeth
would get zapped because their leg is in the and clawed forepaws. Hind legs are
water, even if their foot is insulated from extremely muscular and short, giving the
direct contact. Getting severely zapped by a animal an exaggerated bulldog appearance.
ray is seldom directly fatal, but the shock is
capable of knocking a person unconscious Mass:50kg
or impairing their ability to swim, either of Variation:±20kg
which can be fatal if no help is nearby. Rays Length:1.0m
will often provide a very mild (unpleasant Size modifier:+0
but no damage) jolt as a warning or threat Good reaction roll: Decide you're not worth
display. eating
Neutral reaction roll: Watch and wait for
Aborigines in an area with electric rays often opportunity
carry a stick to sweep the river bottom in Bad reaction roll: Ambush prey if possible
front of any areas where they will be Habitat: Tropical to equatorial plains for
walking. They may get a mild shock as a forest
result, but will usually avoid the hazard of Fear Rating: 7
stepping on a ray and being incapacitated Special abilities: Toughness x1.0
for a day or two. They are not hunted for AV 4/2 hide on front,1/1 on back
meat, since they don't have all that much Run at up to 3m/sec
and regular fish are easier and less Skills: Bite (DV3),skill 3
hazardous to catch. Claw (DV3),skill 3
Game notes
At least they won't come looking for you.
Froon’s are a “surprise ”encounter for a new
environment. In a tropical or equatorial
zone, their body temperature matches that
of the surrounding area, making them hard
to pick up on visual sensors. Their stealth
represents the ability to hide rather than
moving quietly, and they are naturally
camouflaged.
Game notes
Hellswarmers are a natural hazard of
unpredictable nature.
Description Description
Long very lightweight lizard that survives by The mantrap has no visible structure to
leaping and running across the trees in its those who are not its victims, since it is
jungle home, hunting for insects and entirely underground. In cross-section, it
succulent shrubs and leaves. would look similar to a giant vase, with a
funnel-shaped top, cylindrical body and
Mass: 1kg bulbous goop filled bottom.
Variation: 0.3 kg
Length: 1.5m Mass: n/a
Size Modifier: 0 Variation: n/a
Good Reaction Roll: Watch curiously Length:6m deep
Neutral Reaction Roll: Watch Warily Size modifier: n/a
Bad Reaction Roll: Flee as fast as possible Good reaction roll: n/a
Habitat: Hot humid jungles Neutral reaction roll: n/a
Fear Rating: 7 Bad reaction roll: n/a
Special Abilities: Frailness x3 Climate: Average to wet tropical to equatorial
Run at 7m/sec Terrain: Swamps or bogs
Leap 1m per 1m/sec running speed Fear Rating: 11
Skills: Bite (DV 0) skill 4 Special abilities: Toxic digestive juices
Skills: n/a
Details
These animals are incredibly lightweight Details
due to their bone structure and internal air The mantrap is only found in areas with wet
sacs which allow them to jump such long soil that is lacking in nutrients. Boggy,
distances. marshy areas are typical, and the upper
surface of the plant is usually at a local high
They are quite harmless to anything larger spot, drier than the surrounding terrain. The
than a bug, and have little value to an upper layer of the plant is a network of
adventurer save as target practice. fibrous stems that extend from the periphery
of the opening to the center.
Game notes
A mimics ability is mainly the Shape-shift,
Dominate and Detect (emotions) powers,
always on and requiring no effort or
maintenance. It does not have enough
power to significantly change it mass, so the
forms it takes vary with its age and size. It
does not control its host in any way except
through their own desires.
Details
The spear acacia is a small, thorny tree that
has a symbiotic relationship with a species
of ant. The ants live on and near the tree,
protecting it from encroachment by other
plants, while the tree provides protection to
the ants from small animals. The ants eat or
cut any non-acacia plant matter from
around the tree, out to a radius of several
meters, and will attack any other insects
that land on the tree or the ground around it.
The tree itself is thorny enough that few
birds dare land on it. The spear acacia also
sends out underground runners for several
meters in each direction. These are
miniature land mines with spring-loaded
thorns that punch upwards into anything
that hits the ground with more force than a
raindrop. This is sufficient to kill or maim
small animals, or cause a lot of pain to the
foot of a larger one.
Treat them as having a lethal DV of 1 (or 2 Damage continues until you get out of the
if you are feeling particularly vicious), and area and kill the ants on a particular
armor-piercing vs. cloth, leather or soft location. This takes about 5 seconds per
materials. They are also coated with a location as well for most types of attack.
caustic sap that causes continuing pain until Anyone who is out of the guarded territory
the barbed thorn is removed and the wound will eventually cease to be attacked if they
cleaned. cease struggling.
Game notes
Anyone familiar with an area in which these
grow will know to stay well clear of the plant,
but travelers new to an area might find such
cleared areas to be attractive camping
spots...once. Aborigines of such areas will
know how to carefully dig up the thorn clus-
ters without activating them, and can use
them against the unwary, or to cripple game
for easier hunting. Communities that need
defense but cannot afford sophisticated
walls might ring themselves with a grove to
deter or channel any attackers, and it would
also keep pests like mice from migrating
into town from surrounding fields.
After flowering in the spring, the plant On the other hand, the oil burns quickly and
produces a number of small seed pods with cleanly, making excellent lamp fuel. The
barbed burrs that stick to the fur of passing seed pod casings make excellent tinder,
animals, or the clothing or gear of passing and the seeds themselves are quite
travelers. These help to spread the seeds nutritious once you crack open the gritty
far and wide in a conventional manner. shell, which can also be ground up to make
However, the seeds are rich in oil, and abrasives. Areas where they are common
glitter in the sunlight from excreted silica will have learned to live with them, and the
that the ur-burr extracts from the soil. locals will no doubt be amused at the
misadventures of newcomers who don't
While birds and rodents prize the seeds for regular check themselves and their gear.
the calorie-rich oil, some survive to fulfill
their natural function.
CREATURES OF
STR 0
HORROR AGL 4
AWR 6(1)
“A horror by any other name is still just as WIL 6(6)
frightening” A Victim HLT 4
POW 1
Basics
These are more than just creatures that are Description
ugly or ill-mannered. Creatures of horror are Bloodshrikes are similar in appearance to
those that have a component of evil in their bats, except with an unusually shaped fang
nature, a malevolence towards the myriad filled mouth, and flexible cartilaginous wings
of conventional life ingrained into their instead of a bat's bone and leather structure.
genetic code, often with a cunning normally
thought impossible for their simple brains. Mass:.5kg
Variation:-
Even if they just seem hideous to behold, Length:.2m
people will find such creatures repulsive at Size modifier:+3
a deeper level. The weak of heart may find Good reaction roll: Leave the immediate
themselves panicking, and a close area
encounter with them may even give the Neutral reaction roll: Watch but not follow
strongest person nightmares. Bad reaction roll: Stalk as potential prey
Climate: Average equatorial plains or forests
Assume that fear checks are in order for Fear Rating: 4
personal encounters with the creatures in Special abilities: Frailness x5.0
this section, that chance of irrational Fly at up to 10m/sec
behavior or hesitation that could spell doom Bloodsucking ability (see text)
in a life-or-death situation. Skills: Stealth, skill 4
Description
The form of a bodiless terror depends on
the area it chooses to form in. In a forest, it
will an agglomeration of dirt and decayed
organic matter. In a cemetery, it would be a
vile mix of tombstones, decayed flesh, dirt
and casket pieces.
On a cleanly swept cement floor, well, it Often it will simply engulf and smother
wouldn't be able to form at all. victims, leaving the bodies behind as a
warning to future visitors.
Mass:1,000kg
Variation:- Any given manifestation of a bodiless terror
Length:3m can be “killed ” by causing the body enough
Size modifier:-2 damage, but the being itself suffers no harm
Good reaction roll: Attack someone else first from these attacks, and it can form a new
Neutral reaction roll: Attack you body within seconds of releasing control of
Bad reaction roll: Attack you the old one. A bodiless terror cannot be
Habitat: Any mentally controlled unless you know where
Fear Rating: 12 the object generating the terror is located,
Special abilities: Toughness x.1 because that is where the intelligence lies.
Move at up to 6m/sec The only way to prevent a bodiless terror
Special effects based on body matter from manifesting is to remove all non-living
Skills: Strike (combination or lethal debris from the area, or bind/transmute it
DV3),skill 4 into something too tough for the terror's
Grab, skill 4 strength to manipulate.
Engulf, skill 4
The bodiless terror might still be able to
Details manifest as a little whirlwind of leaves or
Bodiless terrors are intangible guardian dust, but this is annoying rather than fatal. It
beasts created by magic to defend a wouldn't be wise to leave any melee
location against intruders. It is a magic weapons lying about, though.
object buried with whatever it is to defend,
imbued with attributes and skills, and able
to use its inherent strength to form a body
as needed to fulfill its duties. The bodiless
terror attacks with whatever is available,
using either a skill it was enchanted with, or
its AGL Aptitude.
Game notes
An engulfing attack is using a multi-hex area
of the bodiless terror to completely smother
an object. This cannot be parried or STR 20
blocked, and so only a character's Base AGL 2
Defense counts to avoid this fate. An AWR 4(0)
engulfed character is crushed for a com- WIL 14(10)
bination DV of 3 per turn in addition to being HLT 9
unable to breathe. If the character can man- POW 6
age to actually do an impairment to the
incredibly tough bodiless terror while taking Description
+3 Difficulty for being grabbed, they have A large amoeba-like mass, usually in
managed to cut, bash or blast their way shades of brown, gray and green, glistening
out...for now. Note that any form of basic with caustic mucus, sometimes with the
puncturing or blunt attack (arrows, bullets, outlines of past meals visible under its
spear thrusts, clubs) have no effect on this surface.
creature.
Mass:5,000kg
Bodiless terrors make excellent treasure Variation:-
guardians, and can be tailored in size and Length:4m
ability to match the importance of what they Size modifier:-3
guard. For instance, if it can manifest only Good reaction roll: Ignore you for the
once per day, it is less formidable than if it moment
can manifest at will. As a magic item, it Neutral reaction roll: Move towards you
needs to have all the attributes it needs to Bad reaction roll: Mindlessly follow you
use both Telekinesis and Detect powers at Habitat: Average to wet temperate to
the desired level. equatorial
Fear Rating: 12
The Detect is so that it can sense intruders Special abilities: Toughness of x.1
while buried with its treasure, and the Move at up to 4m/sec
Telekinesis is a measure of the STR it can Extend pseudo pods 4m from body
use to form and manipulate a body. Lethal DV1 caustic touch
Normally, a bodiless terror is not Skills: Punch (combination DV5),skill 3
reprogrammable, and will mindlessly Grab, skill 3
defend a site long after it has been Engulf, skill 3
despoiled, but it is possible that it could be
convinced that its duties were complete, or Details
programmed with a password that would Definitely an unnatural creature, a charnel
allow a person to go through the area mass is a byproduct of some magic or
unimpeded. For instance, a bodiless terror high-tech experiment gone awry.
might guard a necromancer's lair, and the
necromancer knows the way to pacify the Unlike most amoebic organisms which
guardian. fission and increase their numbers, the
charnel mass simply keeps getting bigger
and bigger. There is no known upper size
except limits on how fast it can move
nutrients to the different parts of its body.
Examples 25m across are known, but they
could become larger.
The outer layer of the charnel mass is Game notes
comprised of cartilaginous filaments, and Just the sort of thing to leave in a long
secretes a caustic mucus that acts like abandoned complex out in the middle of
digestive fluid. The mass can thus absorb nowhere, or to escape a containment facility
nutrients from any organic matter it passes and terrorize unprepared townsfolk,
over. While it has no eyes, ears or sense of dragging them into storm drains, lurking
smell, it can detect the faint electrical under fall leaves, and smashing cars open
impulses from the nervous system of to get at the juicy tidbits inside. Being the
anything with a spinal cord, and it response team to a small town that was
associates these impulses with a rich food devastated by one of these would be a
source. It will seek them out in its own mental jolt. Corroded skeletons lying about,
ponderous fashion, oozing slowly through slime trails everywhere, smashed windows
doorways, and extending pseudo pods into and doors, relics of desperate but futile
areas where its full bulk cannot fit. These combats, with maybe a few terrified
pseudo pods can strike with surprising survivors huddled where it couldn't quite
speed, flow around a target and reform the reach.
cartilage filaments into a tough set of
corrosive bonds.
Description
This bat winged humanoid is covered in fur,
warts and
slime. It has a humanoid head with
strangely shaped ears. Horns grow from its
temples, reach back, down and around the
neck (Giving an AV of 10 to the creature’s
neck).
Details
Demons or infernal beings representing evil
are common to most cultures, and rather
than pushing the medieval Western view of
red guys with barbed tails and pitchforks,
here is some background on “demons ” the
world over..
Lilith
Created from the same dust as Adam, she
comes from Hebrew tradition. She hates
humanity, strangling infants, seducing men Djinn
and draining their will to live. Arabic guardians of fabulous riches, and
also eaters of souls. They are powerful
Her children are all daughters, and are enough to tear a man apart, and capable of
bringers of nightmares and woe. great evil magic. Some delight in the
torment of mortals, and make promises and
Lidérc bestow boons that are technically what they
A Hungarian demon lover, called into being say, but always end up twisted to the
by excessive grief of a widow over a dead recipient's downfall.
husband. If the widow believes the demonic
double is their loved one returned, the Anzu
demon will slowly suck their life away, for it A Sumerian being who guarded the private
feeds on love and pain. chambers of Enlil, the storm god. Anzu had
the paws of a lion, and the beak and talons
Only by spurning it can the victim be saved. of an eagle, and its hide was proof against
almost any weapon. Anzu stole the Tablet
of Destinies from Enlil, and with it anything
he put into words became reality.
The red guys with pitchforks They have some hidden vulnerability.
Here is one of the classifications for the Despite being stronger and tougher than
Catholic hierarchy of bad guys and their mighty warriors, heroes of legend usually
spheres of influence: find a way to trick them or exploit a
weakness to give them the victory.
Name Sphere
Asmodeus Avarice They don't like you. Any behavior that
Astaroth Laziness seems otherwise is just a ruse to snare you
Balberith Murder later.
Beelzebub Pride
Gressill Disease Traditionally, gods of the defeated are
Leviathan Blasphemy “demonified ”by the victors. So, when
Sonneillon Hatred culture A conquers B, within a few
Verrine Impatience generations, B's gods and godlings will
Carnivean Obscenity transmute into personifications of evil to
Carreau Cruelty culture A. Whether or not the perception
Oeillet Greed shapes metaphysical “reality ”is beyond the
Rosier Lasciviousness scope of this simple book.
Verrier Disobedience
Belais Arrogance
Olivier Parsimony
Luvart Sins not covered by other devils
Game notes
Quite often (including in the examples
above), demons have a vast array of
differences in appearance from the Succubi
of legend to the Rakshasa of Indian
mythology. They run the gamut of shapes,
but generally tend to be humanoid in one
way or another, the wings, hooves, and tails
differ according to type of demon and their
general status within the hierarchy of
demon-kind.
Description
An Elder Thing appears as a cluster of
glowing colored globules that merge and
separate with some alien pattern that is
hard to fathom.
Details
Ghouls are represented a variety of ways in
different cultures, from bestial grave
robbers to a sophisticated culture of eaters
of the dead. The ghouls here are the former.
Ghouls are human throwbacks, degenerate
remnants of some long-ago catastrophe
that forced them away from the surface and
to desperate measures in order to survive.
For instance survivors of a plague that
destroyed their minds but left their primitive
drives intact.
Ghouls have lost almost all of what we Game notes
consider to be human. They cannot make Ghouls are nasty, vile brutes with no
tools, or use any but the simplest, like clubs. redeeming features.
They drape themselves with funeral clothing
or uncured animals skins only if needed to They will probably not attack people unless
protect against the cold, and communicate they are obviously helpless or the ghouls
in grunts, whistles and basic threat have 3:1 odds. There is no societal onus on
gestures. They are prone to disease and killing them, and many localities offer a
malnutrition, and live in the most bounty for their heads. On the other hand,
unwholesome of conditions. some cultures may coexist with them,
seeing them as a part of nature and offering
Natural selection has provided them with them the dead as a ritual, a domestication
tough teeth and horny fingernails to rake or tacit understanding that the ghouls stay
and tear at flesh. in their territory and do not disturb the living,
and that people stay out of their territory and
Ghouls are dangerous because any injuries provide them with corpses.
they cause almost always become infected
in the worst way, and because where you
find one ghoul, you find many. They live in
warrens dug into the earth, or in old sewers,
basements or crypts, often with an
elaborate network of tunnels to allow them
to travel without going outside. Ghouls
almost always work at night, and shun the
daylight and bright lights. They use naturally
dark adapted eyes, stealth and numbers to
surprise and overwhelm prey, attacking fast
and furious, beating, biting, clawing and
dragging down victims by weight of
numbers, devouring them on the spot if
possible.
Details
Gremlins are an extremely destructive form
of summoned being, not native to any plane
of existence humans call home. Gremlins
are perhaps a minor form of demon. It is
known that it requires magic to summon
one, and they only exist here for a limited
amount of time before disappearing back to
wherever they came from.
While here, they can be given mental
commands that involve travel, places and
things or people, and will sadistically and
gleefully tear their target to shreds, as well STR 1
as anything they encounter on the way AGL 4
there and anything they feel like after they AWR 5(1)
have completed their commission. WIL 8
HLT 4
Their claws are capable of gouging stone, POW 0
making them superb climbers, and tougher
than most steel, making them formidable
demolition tools and weapons. Description
Gobblers are slimy grayish-green fish the
If confronted by a person or animal that is size of a large bass, but vertically flattened
between them and their goal, they will like a sunfish, with bulging black eyes,
normally cripple and blind the victim, making powerful swimming fins and a mouthful of
it easier for them to come back and toy with sharp, triangular teeth. Disposition and
them later. Gremlins have evil tempers, but appetite-wise, they are like piranha who
a well-developed sense of self- woke up really, really pissed and never got
preservation. If injured by a foe, they will over it.
quickly retreat to safety, attempting to cause
havoc on the way. Mass:8kg
Variation:±2kg
They will hold a special place in their black Length:.5m
hearts for such a person and will definitely Size modifier:+2
come back later once their mission is Good reaction roll: Ignore you
complete, with cunning and deliberation. Neutral reaction roll: Make an attack if
convenient
If a gremlin is killed, it will quickly Bad reaction roll: Make an attack regardless
decompose into brittle fragments which Climate: Any temperate
evaporate into nowhere, presumably Terrain: Freshwater lakes and rivers
reverting back to the dimension from which Fear Rating: 6
it was summoned. Special abilities: Frailness of x2
Swim at up to 8m/sec
Game notes Bite for lethal DV of 2
Gremlins as a summoned creature use the Skills: Bite - skill 4
Create power, A Time Multiple must also be
applied to generate the amount of time the Details
gremlin will serve the summoner before Gobblers eat anything that swims, including
disappearing back to its native plane. each other if there is no other prey. They
Normally this or any other type of demon breed exceptionally fast, can tolerate a wide
summoning will have a required skill roll, range of freshwater conditions, and have no
side effect and backlash if the skill roll is major predators to keep them in check.
failed. This can be mitigated by having Once introduced into a habitat, they will
another spell up to contain the brute if you overwhelm it in a few years, and then
botch (Armor, surrounding an area, only vs. rapidly die off due to self-feeding.
paranormal beings).
However, they will always maintain a small Game notes
but stable population, eating any other fish Gobblers in an area are extremely
trying to recolonize the habitat. Periodically, dangerous to anyone who needs to use a
they die off naturally due to a natural major waterway. In a time of population
parasite or disease linked to water explosion, everyone in an area will know to
conditions. avoid the water at all costs. At other times
minor protective measures will be taken,
This will render an area safe for a number including educating the children, wearing
of years, but eventually conditions will heavy clothing while boating, etc.
change and some will migrate in from
adjacent habitats. They are not native to Seeing something, especially a person,
Earth, but come from some other taken out in a gobbler feeding frenzy is not
desperately hostile ecosphere, or were a pretty sight and may give the viewer
created for the sole purpose of increasing nightmares or a panic attack.
human misery.
Gobblers will usually manage to nail a
number of swimmers and fishermen before
people get enough sense to stay out of the
water. Individual specimens and groups
have been known to leap into boats to take
a bite out of someone, and have isolated
island communities at times, the inhabitants
too scared to try and get to the mainland.
They will follow major ships just on the
off-chance a person will fall overboard.
Details
Mindbenders normally live on hillsides with
an unobstructed line of sight for their mental
powers. They have the paranormal
Dominate power, and force prey to walk into
their maw under its own power. Since most
animals have a self preservation instinct
that would kick in when they smell the
stench of rotting carcasses from the
mindbenders maw, the tentacles help any
reluctant victims to their fate.
The tentacles emerge through burrowed
openings in the ground, and are not visible
unless extended. In order to get at its vital
organs, an attacker must be able to look STR 8
down the central maw of the mindbender, AGL 4
since the nervous system is completely be- AWR 6(?)
low ground level. WIL 6
HLT 4
Once in the maw, powerful jaws crush the POW 8
life out of the prey and feed it into a stomach
at the base of the body. There it is digested. Description
Bones, hide and other undigestable parts A shapeless horror is a coruscating
are regurgitated and moved away from the multicolored blob that constantly changes
maw by the tentacles. Bodily wastes are size and shape, never appearing to mimic a
excreted into a natural septic system the natural object, and sometimes appearing to
animal makes for itself. be several close but separate entities that
merge and separate without rhyme or
Mindbenders reproduce hermaphroditically. reason.
One of the tentacles develops a separate,
primitive brain, and builds up a supply of Mass: n/a
nutrients. It then detaches from the main Variation: n/a
body and slithers off to find a new home, Length:3m
burrowing into the ground and becoming an Size modifier:-2
immature mindbender. It will slowly develop Good reaction roll: Drain someone else first
a full body and other tentacles, but this Neutral reaction roll: Attack you as long as
usually takes several years, during which you stay here
time it subsists on mice, birds and other Bad reaction roll: Follow you to exclusion of
easily controlled creatures. all else
Climate: Any
Game notes Terrain: Any
In a fantasy world, large mindbenders are Fear Rating: 11
things normal people just learn to avoid until Special abilities: Toughness of x.2
a strong-willed hero can come along to take Move up to 50m/sec
care of it. A non-sentient mindbender is Permanent AWR and skill drain
actually not much of a threat, as one person Skills: Grab - skill 4
can be bait, attached to a safety rope, while
several other people can pour several Details
gallons of oil, petrol or pitch down the maw A shapeless horror is the partial
and toss in a torch. A sentient mindbender manifestation of a larger four dimensional
is another matter. It could have a victim being. Imagine what your hand would look
untie themselves, control a person with a like to a being living in the plane of a sheet
weapon or otherwise be a pillbox with of paper. It would only see the outer edge of
unwilling guards. the cross-section of your fingers appearing
from nowhere, coalescing into the
It could also be in a mutually beneficial cross-section of your hand as it was thrust
relationship with a cult, providing guard through the plane of their existence. So it is
services in exchange for sacrifices and with the shapeless horror, except we see
offerings. the three-dimensional cross-section of its
four-dimensional form.
The shapeless horror uses the appendage A shapeless horror cannot be killed, but it
it inserts through our plane to engulf a victim can be trapped like a fly on flypaper, or
and drain away the chemical and electrical injured. Telekinesis that the horror cannot
bases of thought and memory. escape with its STR will hold it, but only for
a few seconds, since it will shift itself to a
Whether this is for nourishment or research time where the telekinesis does not exist. In
is unknown, but fortunately their this case, it will probably not return.
appearance is sporadic and rare. Fragments, blades, bullets or beams do no
Presumably, they are not limited by normal damage. Fires, explosions or other
time and space, and so are also predating volume-filling damage can hurt it. An
on the past, future and alternate worlds, engulfed victim is considered to have 5
making their appearance at a particular points of protection against such attacks,
place or time very unlikely. Once grabbed but none vs. other types of damage. If a
by the horror, escape is impossible. horror takes a total of +5 impairment, it will
However, dodging the shifting colors can retreat to wherever it came from, and be
delay the inevitable. very unlikely to return. If injured, it leaves
floating globs of similarly colored material
Treat the horror as having a “Grab ”skill of which rapidly shrink in size and disappear
4, which cannot be blocked or parried. It can into nowhere.
only be dodged, and movement of the target
does not make them harder to be hit. Game notes
Imagine the shapeless horror viewing a This is a scary alien being, an intelligence of
scene like we would view tadpoles in a unfathomable nature that cannot be
puddle. The tadpoles are in a finite space, communicated with and drains away the
and can't leave, while the hand reaching essence of your being. An adventure
down to them is invisible until it enters the involving one could revolve around a horror
water, surprising them from a direction they terrorizing a particular place, perhaps
cannot see. If engulfed and the victim because of some paranormal activity that it
cannot succeed at a WIL task vs. the either finds tasty or intriguing to research. It
horror's POW, they permanently lose 1AP won't go away until it is dissuaded by force,
of AWR and 1 SP from their highest skill. taking victims perhaps once a week,
sometimes publicly, sometimes when they
This continues until the victim is a are alone.
permanently comatose vegetable.
Some are magical creations, mana poured
into a container of flesh and given will and
purpose. A more hideous kind is that of
STR 7 tormented souls bound to rotting human
AGL 4 flesh, lessening their own damnation by
AWR 3(1) increasing that of others.
WIL 12
HLT 10 Created by malevolent forces, or a side
POW 1 effect of massive genocide, lost souls give
a semblance of life to dead flesh and
wander among the living. Putrid and
decaying, they hold an insensate hatred of
all living things, and seek to destroy them
with whatever tools are at their disposal.
Most are too blind with rage to use anything
but fists and claw-like finger bones.
This represents the small and ‘useless’ This is a world government, something we
governments of the world, most of them only have a vague shadow of, with the
only havens for illicit funds, agricultural United Nations. The idea of such an
areas for drug production, terrorist training institution is that it governs all fairly by
areas, or safe havens for those wanted by representation in a council of countries.
others. A lot of African countries and small Trouble is such a system is slow in the
island nations in the Indian and Pacific extreme to make a firm decision and it is
ocean are good examples. VERY rare for them to all decide
unanimously on a certain course of action.
The Illuminati are a secret group of the The Theomagical Hierachy for the
worlds most richest and powerful people, Enslavement of Mankind is an ancient
dedicated to the complete economic control group, which has undergone many
of the globe, for whatever reason people transformations through the centuries. They
desire total mastery over their fellow man. are constantly on the look out for magical
They control much of the worlds money devices or relics which will allow them
supply, and as such have a tremendous power over their fellow men. Many
influence on the world economy, from the unexplained disappearances or bizarre
smallest lender to the highest government. archaeological happenings can be
attributed to these.
No tactic is too distasteful for them.
Hackers
Immortals Profile 2
Profile 0 Membership 5
Membership 3 People Employed None
People Employed Small Friends/Associates Small
Friends/Associates Small Influence 6
Influence 6 Resources 5
Resources 9
A poorly organized group of talented
The Immortals are a loosely allied group of individuals who penetrate and explore the
immortals who are dedicated to looking internet, hacking into secure systems etc to
after themselves and their interests through satisfy their curiosity and sometimes to
the years to come. Any threats of exposure leave viruses and destroy or alter data.
or discovery are met with deadly force.
Index C
A Called Shots............................................ 12
Acceleration Effects................................ 15 Calopus................................................... 138
Acceleration Tolerance........................... 1 Camel...................................................... 93
Acoustic Enhancer.................................. 36 Cancer Therapy....................................... 17
Ads & Disads.......................................... 1 Cancerous Effects................................... 17
AI Companion........................................ 36 Cape buffalo........................................... 95
Alligator.................................................. 86 Carrying Things...................................... 21
Alphyn.................................................... 136 Cat, domestic.......................................... 96
Alter Probability..................................... 24 Cellular Skill Implant............................. 39
Amphibian.............................................. 87 Characters go looking for creature..........74
Amphiptere............................................. 136 Charnel mass........................................... 191
Anaconda................................................ 88 Chemical Analyzer................................. 39
Animal AWR.......................................... 57 Chew on this!.......................................... 65
Animal HLT........................................... 59 Chimpanzee............................................ 97
Animal WIL............................................ 59 Cockatrice............................................... 139
Appearance............................................. 1 Combat.................................................... 9
Armor...................................................... 80 Command training.................................. 72
Artificial Muscle..................................... 37 Conceptual creations............................. 169
Attack mentality...................................... 62 Controlling the change............................ 54
Attack types............................................ 61 Coup de grace......................................... 63
Auto-chrome........................................... 37 Covens.................................................... 22
Average Government.............................. 214 Create...................................................... 27
Avoidance training................................. 71 Creating Paranormal Items..................... 27
B Creating/Summoning Multiple Things....27
Baewyn................................................... 137 Creations Basics...................................... 167
Bear, kodiak............................................ 91 Creations................................................. 167
Bear, polar.............................................. 89 Creature Attacks..................................... 60
Beetle-bombs.......................................... 171 Creature goes looking for characters.......74
Bestiary Basics........................................ 57 Creature stats.......................................... 57
Bestiary................................................... 57 Creature Type......................................... 82
Big Government..................................... 213 Creatures and Fear.................................. 28
Bio-status Monitor.................................. 37 Creatures as environmental hazard..........75
Bite.......................................................... 10 Creatures as general plot enhancement....75
Bloodrinking........................................... 51 Creatures of Horror Basics......................188
Bloodshrikes........................................... 188 Creatures of Horror..................................188
Blowthrough and Blowoff...................... 9 Criminal Record......................................1
Boar........................................................ 92 Cults........................................................ 22
Bodiless terror......................................... 190 Curing Lycanthropy................................ 55
Body Plating........................................... 37 Curing Vampirism.................................. 52
Bonacon.................................................. 137 Cyber-limbs............................................ 40
Boosted reflexes..................................... 38 Cybernetic Hand Weapons..................... 40
Boreyne................................................... 138 Cybernetics - The Price of Fashion.........34
Brain Bomb............................................. 38 Cybernetics - What are they?.................. 31
Brain Lock.............................................. 38 Cybernetics............................................. 31
Brain Rewire........................................... 38 Cyber-psychosis...................................... 33
Building Things...................................... 15 Cyber-snake............................................ 40
Buzz cat.................................................. 172 Cyber-systems Available........................ 36
Cyber-systems General Notes................. 36 Froon....................................................... 174
Cyberware versus the Environment.........34 G
Cyber-Whip............................................ 41 Generic life cycles.................................. 68
Cyborg Body/Rebuild............................. 41 Ghouls..................................................... 199
D Gobblers.................................................. 203
Damage Values....................................... 10 Gremlins................................................. 202
Dark follower.......................................... 193 Grendel, Mythological............................ 147
Dark Secret............................................. 1 Grendel................................................... 176
Deafening................................................ 14 Gryphon.................................................. 148
Deer........................................................ 99 Gutworms............................................... 201
Defense mentality................................... 65 H
Demon, greater....................................... 194 Habitat.................................................... 67
Demon, minor......................................... 195 Hackers................................................... 216
Designer Cyberware............................... 33 Harpy...................................................... 148
Diamondback.......................................... 126 Hateful ones............................................ 205
DIY Creatures - Its stats......................... 77 Height and Weight (Additional)............. 2
DIY Creatures - Size............................... 79 Hellswarmers.......................................... 177
DIY Creatures - What does it eat?...........76 High Gravity General Difficulties.......... 21
DIY Creatures - What's special about it? .77 High Gravity........................................... 21
DIY Creatures - Where does it live?........76 Higher Tech Level Cyber-ware.............. 32
Do it yourself creatures........................... 76 Hijackers................................................. 206
Dog, german shepherd.............................100 Hippogriff............................................... 149
Dolphin................................................... 102 Hippopotamus......................................... 106
Don't worry, we'll take care of you..........68 Hodag...................................................... 149
Dragon (eastern)..................................... 143 Horse....................................................... 107
Dragon (western).................................... 140 Horse, arabian......................................... 108
E Horse, belgian......................................... 107
Eagle....................................................... 103 Horse, welsh pony.................................. 108
Eat them all, let God sort them out......... 64 How do you get Cybernetics?................. 31
Effects of Electromagnetic Pulses.......... 35 How long does it take to get Cybernetics 32
Effects of Extreme Cold......................... 35 Howling Banshee.................................... 42
Effects of Particulate Matter................... 35 Hugag...................................................... 150
Effects of Water Immersion.................... 35 Hydra...................................................... 151
Elder thing.............................................. 198 Hyena...................................................... 111
Electric ray.............................................. 173 I
Elephant.................................................. 104 Ibex......................................................... 152
Illuminati................................................ 216
Eventually Fatal Injuries......................... 9 I'm big, I'm bad, Don't mess with me!.... 66
Explosions.............................................. 14 Image Enhancement................................ 42
F Immortals................................................ 216
Fastitocalon............................................. 146 Immunity................................................ 3
Fear Ratings............................................ 28 Implant Lists........................................... 36
Flash Attack............................................ 42 Implanted Armor.................................... 43
Flashbacks.............................................. 2 Infection.................................................. 54
Flying Tackle.......................................... 10 Influence................................................. 212
Food and leather..................................... 68 K
Forget about it......................................... 66 Ki rin....................................................... 152
Freeze...................................................... 65 Killing Vampires.................................... 52
Knockback.............................................. 14 O
Kraken.................................................... 154 Offspring Rearing................................... 84
L Opinicus.................................................. 156
Laser Finger............................................ 43 Optical Readout...................................... 44
Leaf runner............................................. 179 Orca........................................................ 116
Light Amplification................................ 43 Organized crime...................................... 214
Lion......................................................... 112 Other Worlds Basics............................... 171
Little Government................................... 214 Other Worlds.......................................... 171
Lizard-men Culture................................. 55 Oxygen Extractor.................................... 44
Lizard-men Locales................................ 56 P
Lizard-men.............................................. 55 Pack attack.............................................. 63
Locator.................................................... 43 Paranormal ............................................. 22
Paranormal Basics.................................. 22
Lurking................................................... 64 Pegasus................................................... 157
Lycanthropes.......................................... 53 Physical creations................................ 167
Lycanthropic Culture.............................. 55 Physical Adv (Additional)...................... 4
Lyon........................................................ 155 Physical Lim (Additional)...................... 4
M Plasmis.................................................... 183
Mammoth................................................ 114 Pordalis................................................... 158
Maneuver descriptions............................ 10 Power Changes....................................... 26
Mantrap................................................... 179 Power Groups Basics.............................. 211
Marine bird............................................. 115 Power Groups......................................... 211
Membership............................................ 211 Power Supplies....................................... 35
Metabolism............................................. 70 Profile..................................................... 211
Programmed Responses.......................... 45
Psych Adv............................................... 5
Micro-vision........................................... 43 Psych Lim (Human Rights).................... 6
Mimic...................................................... 180 Psych Lims (Cultural)............................. 5
Mindbenders........................................... 207 Psych Lims (General)............................. 6
Mistroot.................................................. 182 Puma....................................................... 117
Mommy's here, but!................................ 68 R
Movement Type...................................... 82 Radar/Sonar Sense.................................. 45
Movement............................................... 19 Radiation Damage.................................. 16
Multinationals......................................... 213 Radiation Sickness Effects..................... 18
Mutagenic Effects................................... 18 Rainfall................................................... 67
Mythological Beasts .............................. 135 Random ecologies................................... 81
Mythological Beasts Basics.................... 135 Random Habitat...................................... 81
N Random Size........................................... 82
Nano-surgeons........................................ 44 Rat........................................................... 118
Nanotech Surgery................................... 32 Reaction rolls.......................................... 59
Natural AWR.......................................... 83 Real Beasts Basics.................................. 85
Natural Defense...................................... 83 Real Beasts............................................. 85
Natural HLT........................................... 84 Real World.............................................. 15
Natural Offense....................................... 83 Reality Matrix......................................... 45
Natural STR/AGL................................... 83 Reflex Coordinator................................. 45
Natural WIL............................................ 83 Religious Magic...................................... 23
New powers............................................ 24 Resources................................................ 212
Retinal Projector..................................... 46
Rhinoceros.............................................. 120 Terrorists................................................. 215
Roc.......................................................... 160 The Change............................................. 55
Run like Hell........................................... 65 The Hierarchy......................................... 216
Running an Organization........................ 213 The Media............................................... 215
S The price of flexibility............................ 68
Sacrifice.................................................. 24 Theow..................................................... 161
Safety in numbers................................... 65 Thermokinesis........................................ 24
Salamander............................................. 159 Thermograph/UV vision......................... 48
Sample Organizations............................. 213 Thralls..................................................... 52
Scare....................................................... 10 Throwing (Additional)............................ 12
Scorpion.................................................. 121 Tiger........................................................ 129
Sexual Filter............................................ 46 Training a creature.................................. 71
Sexual Weapons..................................... 46 Tygre....................................................... 162
Shanghai Surprise................................... 46 Types of Creature................................... 57
Shapeless horror..................................... 208 Typical animal communications............. 70
Shapeshift............................................... 26 Tyrannosaurus rex.................................. 131
Shapeshifting.......................................... 54 U
Shark, great white .................................. 122 UFOs....................................................... 215
Shark, lesser ........................................... 124 Underwater Explosions........................... 14
Shielded Systems.................................... 35 Unicorn (traditional)............................... 164
Short Lifespan......................................... 6 Unicorn (western)................................... 162
Shove...................................................... 11 Upgrading Cyberware............................. 34
Silver Tongue......................................... 47 Ur-burrs.................................................. 187
Skill Implant........................................... 47 Using creatures in adventures................. 73
Skills....................................................... 80 V
Skunk...................................................... 125 Vampire Culture..................................... 52
Skyhooks................................................ 184 Vampires................................................. 50
Slam........................................................ 11 Velociraptor............................................ 132
Slap/Nail Gouge and Rake...................... 11 VR Jack................................................... 48
Smart Link.............................................. 47 Vulnerability........................................... 7
Snake, diamondback............................... 126 W
Snake, cobra............................................ 128 Water birds............................................. 134
Social Class............................................. 7 Wealth..................................................... 8
Social Organization................................ 84 Weapons and Fear.................................. 29
Sound Damper........................................ 47 Wetware.................................................. 49
Space Sickness........................................ 20 Whirling whumpus................................. 165
Spear acacia............................................ 185 World Government................................. 214
Stalking................................................... 62 Y
Stress Analyzer/Lie Detector.................. 48 Yeti......................................................... 165
Sub-dermal Timepiece............................ 48 You're on your own, kid......................... 68
Swarm attack.......................................... 64 Z
Sweep/Trip.............................................. 11 Zero Gravity Combat.............................. 20
T Zero Gravity Effects............................... 18
Taste/Smell Enhancer............................. 48 Zero Gravity General Difficulties........... 20
Telescopic Vision................................... 48 Zombies.................................................. 210
Temperature............................................ 67
Templates................................................ 50
Terrain.................................................... 67