Sample file - RPGNow.com - The Leading Source for Indie …watermark.rpgnow.com/pdf_previews/78470-sample.pdf · Bestiary Fantastic Stephen C. Klauk Page 2 of 528 Worlds of Adventure
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Transcript
Bestiary Fantastic
Stephen C. Klauk Page 2 of 528 Worlds of Adventure
Monster Difficulty ...........................................13 Easy Monsters .............................................13 Average Monsters........................................13 Tough Monsters...........................................14 Deadly Monsters..........................................14 Reality vs. the Game....................................15
Building Encounters ............................................15 Solo Monsters..................................................15 Multiple Monsters ...........................................15 Monster Combat Tactics..................................16 Terrain .............................................................16
Obstacles and Cover ....................................16 Hazardous Terrain .......................................16 On the Move................................................16 Pits and Chasms...........................................17 Rubble, Loose Terrain and Slick Terrain.....17 Shifting Terrain ...........................................17 Supernatural Terrain ....................................17
Angel ...............................................................24 Angel of Death ............................................24 Angel of War ...............................................25 Guardian Angel ...........................................26
Ant...................................................................33 Monstrous Ant Worker................................33 Monstrous Ant Soldier.................................33 Monstrous Ant Drone ..................................34 Monstrous Ant Queen..................................34
Death Knight ...................................................93 Death Knight ...............................................93 Death Knight Blackguard ............................94
Dragon, Death................................................111 Death Dragon, Young................................111 Death Dragon, Adult .................................112 Death Dragon, Ancient ..............................113
Dragon, Fire...................................................117 Fire Dragon, Young...................................117 Fire Dragon, Adult.....................................118 Fire Dragon, Ancient .................................119
Dragon, Water ...............................................132 Water Dragon, Young................................132 Water Dragon, Adult .................................133 Water Dragon, Ancient..............................134
Dwarf, Hill.....................................................149 Hill Dwarf Militiaman ...............................149 Hill Dwarf Warrior ....................................149 Hill Dwarf Axer.........................................150 Hill Dwarf Defender..................................150 Hill Dwarf Anvileer...................................151
Elf, Dark ........................................................159 Dark Elf Assassin ......................................159 Dark Elf House Guard ...............................159 Dark Elf Bodyguard...................................160 Dark Elf Champion....................................161 Dark Elf Necrophage .................................162
Elf, High ........................................................163 High Elf Warrior Recruit ...........................163 High Elf Spellblade ...................................163 High Elf Bladedancer ................................164 High Elf OberFey ......................................165
Giant, Fire......................................................206 Fire Giant Whelp .......................................206 Fire Giant Swordsman ...............................206 Fire Giant flamberge..................................207 Fire Giant fireshaper..................................208 Fire Giant Koenig ......................................209
Giant, Hill ......................................................213 Hill Giant Clanmate...................................213 Hill Giant Huntsman..................................213 Hill Giant Shaman .....................................214 Hill Giant Chieftain ...................................214 Towering Hill Giant ..................................215
Hag ................................................................239 Annis .........................................................239 Bheur .........................................................240 Grindylow..................................................241 Night Hag ..................................................242 Night Hag ..................................................242 Waldhexe...................................................243
Harpy.............................................................248 Harpy .........................................................248 Harpy Songstress .......................................248
Hebira ............................................................249 Death Hebira..............................................249 Fire Hebira.................................................250 Frost Hebira ...............................................250 Lightning Hebira .......................................251
Hellchilde ......................................................252 Hellchilde Cultist.......................................252 Hellchilde Invoker .....................................253 Hellchilde Grand Mal ................................254
Hippopotamus............................................259 Monstrous Hippopotamus..........................259 River God ..................................................259
Hound ............................................................266 Coo Shee....................................................266 Death Hound..............................................266 Greater Death Hound.................................267 Hell Hound ................................................267 Shadow Hound ..........................................268 War Hound ................................................268 Yeth Hound ...............................................268
Human ...........................................................270 Human Brigand .........................................270 Human Thief..............................................270 Human Burglar ..........................................271 Human Master Thief..................................271 Human Constable ......................................272 Human Foot Knight ...................................272 Human Mounted Knight............................273 Human Warlord .........................................273 Human Noble Duelist ................................274 Human Apprentice.....................................274 Human Arcanist.........................................275 Human Mage .............................................275 Human Wizard...........................................276 Human Archmage......................................277 Human Priest .............................................278 Human Bishop...........................................279 Human Archbishop....................................280
Lindorm.........................................................323 Young Lindorm .........................................323 Adult Lindorm...........................................324 Ancient Lindorm .......................................325
Lizard, Monstrous ................................................. 326 War Lizard............................................................ 326
Monstrous War Lizard...........................................326
Rhinoceros.....................................................406 Rhinoceros.................................................406 Great Rhinoceros .......................................406
Seal ................................................................417 Otter...........................................................417 Seal ............................................................417 Walrus .......................................................417
Blazer (Endem)..........................................521 Scale of Strength........................................522 Scale of Invulnerability .............................522
Converting OGL / D20 Monsters ..........................524 Monster Stat Block ............................................524
OPEN GAME LICENSE Version 1.0a .................527
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 10 of 528 Worlds of Adventure
Introduction Welcome to the first bestiary compendium
for the 54 – Fantasy game. While several of the creatures found in this book appeared in the main rulebook, they have been further expanded here, and include a few new entries to allow your players to face neophyte and experienced versions of the monsters. Don’t worry; there are also plenty of first-timers in here to make the book worth the purchase. This book makes no attempt to be “original”. The entries here are classical monsters from myth and other fantasy tropes from over the thirty-some odd years of role-playing. That doesn’t mean the monsters herein are “boring” or “lame”, but they should be, in some fashion, familiar. With any luck, this will be but the first of multiple monster books for the 54 – Fantasy game. The current hope is to convert the OGL Bestiary Malfearous and Bestiary Nefarious to the 54 game system, as this author has the time. And it won’t stop there – Bestiary Onerous, which will be full of primarily extraplanar creatures, is on the draft board.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 11 of 528 Worlds of Adventure
Monsters Technically, a monster is any creature in the
game that is an opponent of the PCs, whether it is a human town guardsman or a dragon. Generally speaking, stat blocks are only needed for those individuals that characters will interact with in an adversarial manner – usually meaning combat, but possibly including contests, challenges and other competitions.
Creating Monsters Monsters are created much in the same
manner as characters. Determine the creature’s primary and secondary stats, select skills and create any special abilities that the creature may have.
The stat blocks listed here are for “average” or “minimally experienced” creatures. The game master is encouraged to adjust monsters from the stats presented here to make them challenging for PCs to engage. See the section on NPCs in the Running the Game chapter for more information on setting the challenge level for the monsters sampled here.
Size Effects A creature that is larger or smaller than
normal tends to have stats that vary slightly from the norm. The general differences to a creature by size are given below. This table is not absolute, and creatures may vary from the “norm” given above. Str: This is the modifier to the monster’s Strength
ability. Dex: This is the modifier to the monster’s Dexterity
ability. Def: This is the modifier to the monster’s Defense. Res: This is the modifier to the monster’s Resistance
ability. Damage Bonus: This is the modifier to the
monster’s damage rolls for attacks. Attack Wounds: The monster’s attacks deal these
many additional wounds. Spell damage is likewise affected.
Resolve Difficulty: If the creature has a special
attack that has continuing or special effects, this is the difficulty the target needs to match or beat with an Endurance check.
Lift: When determining the difficulty for a creature to lift an object, divide the item’s weight in pounds by this number to derive the Difficulty. Double the listed number given for quadrupeds.
Wounds: The monster’s wounds are modified as shown.
Reading the Entries Creature Name Size Shape (Subtype) Str: X♥ Dex: X♠ Int: X♣ Pre: X♦ Mel: X Ran: X Mag: X Def: X (Y♠) Res: X (Y♦) Resolve: X Wounds: X Vision: Type Speed: Speed Skills: Skill (Rank) X Attack: attack type X Maneuvers: maneuver (Rx) Special Abilities: Spells (+X): spells Hand: X cards Gear: Gear Creature Name: The name of the monster Size: The size of the creature – see size effects. Shape: The general shape of the creature, whether amorphous, humanoid (bipedal), quadruped (4-legged), insectoid / sextupled (6-legged), arachnid / octopi (8-legged) or invertebrate. Subtype: The subtype of family of creatures the monster is from. Str: The strength of the creature, and associated suit. Dex: The dexterity of the creature, and associated suit. Int: The intelligence of the creature, and associated suit. Pre: The presence of the creature, and associated suit. Note: When setting the four basic attributes, try to assign different suits to different abilities, so that you end up with all four suits, one to each of the four ability scores. Mel: The melee combat attribute of the creature.
Stephen C. Klauk Page 12 of 528 Worlds of Adventure
Ran: The ranged combat attribute of the creature
Mag: The magic attribute of the creature Def: The defense attribute of the creature. If the creature has the Evade skill, it is noted in parentheses with its suit. An “S” in parentheses indicates a creature with a shield bonus to Defense. Res: The Resistance attribute of the creature, and associated suit. If the creature has armor or is using the Armor skill, the modified total is in parentheses. The value following “A” is the creature’s armor bonus, if any. Resolve: The creature’s resolve. If it has the Endurance skill, the modified total is listed in parentheses. Wounds: How many wound points the creature has Vision: The type of vision the creature has Life Sense: The creature automatically
detects any living creature within close range.
Tremorsense: The creature automatically detects the presence of any living creature that takes a move action or takes an action that uses Strength, Dexterity or Melee.
Speed: The creature’s speed and movement type Attack: The attacks that are available to the creature. Attacks already have all modifiers for special abilities and skills added in. Suit of the attack is also noted. Many creatures, especially those of Large size or greater, can cause 2 or more wounds with a single attack. If the notation “+ draw card” is shown, it means the creature draws an extra card from the top of the game master’s deck and compares its damage value + card value to the target’s armor total to deal an extra single wound. If a creature gets to draw extra cards for extra successes or wounds, it only deals extra damage with the first draw, regardless of the number of cards it may draw for extra successes. (Crit: X): This notation indicates that if the
creature draws or plays this card or higher for damage, it inflicts an extra wound of damage.
(+X wounds): This indicates that when the attack successfully deals damage, it deals the listed number of additional wounds. In most cases, these additional wounds have already been added to the damage dealt by maneuvers, and should not be added again. Note that Tiny creatures must successfully hit and damage a target, THEN draw a card to see if they cause a wound.
Maneuvers: The combat maneuvers that the creatures possess are listed here. See the chapter on maneuvers in the core rule book for details on what each maneuver does. Generally, a creature with ranks in a weapon skill has one maneuver per rank in their highest weapon skill. Note that in the case where a creature has more than one weapon skill, it cannot use maneuvers above its rank in a given weapon skill. +Weapon Wounds: This notation indicates
that based on the weapon used, the attack may deal extra wounds. Check the attack line and weapon to see if the attack should add any additional wounds on a hit.
The listed maneuvers are not set in stone, they are only suggestions for quick use and you may choose them as you see fit. Special Abilities: Any of the creature’s special abilities are listed here. The can include class, race, maneuvers or spells the creature has access to. Skills: Any skill the creature has ranks in is noted here. The ranks are noted in parentheses as shown below. The skill total, with all modifiers added in, is shown after the rank indicator. Note that for the armor skill, only the relevant armor skill is shown. The creature is assumed to have all lesser armor skills at Rank 0 (R0). Note that if a subskill appears following a broad skill, the creature only has ranks in that subskill. If a subskill appears with a “+” in front of it that means the creature has all subskills in addition to the listed trained only skill.
Spells: If a creature gains spells, how many of each tier it possesses is listed here. The number in parentheses is the creature’s Spellcraft bonus.
The following lines show the details of the spells and its circle in parentheses. Since most creatures cannot play a card from their hand to activate a spell, the spells are simply normally usable, usable once a scene or once a day. In some cases, only one spell from an entire tier may only be usable once a scene. See the spells chapter for more information about spells. The listed spells are not set in stone, they are only suggestions for quick use and you may choose them as you see fit.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 13 of 528 Worlds of Adventure
Hand: Certain special creatures gain a hand of cards to perform special maneuvers or thwart
player actions. A creature with a card hand may choose to trump donated cards from players and use a card from its hand instead. Gear: Any treasure or gear the creature is carrying/using.
Advancing Monsters If you are running a game with players who have experienced characters, you may want to “toughen” monsters to present a greater challenge to your players. This is fairly easy to do and requires minimal work. To advance a monster, simply increase its skills to coincide with the character’s own skills. Note that “advanced” monsters have been done slightly differently in this book than in the core book. There’s nothing wrong with the stats in the core book, they simply don’t take into account ability increases characters may have undergone, while the advanced versions here do. They tend to be named slightly differently than in the core book so it shouldn’t be too difficult to note the different versions. All “advanced” monsters in this book use the ability array 7, 6, 5, 4 with scores arranged according to the creature’s preference to which abilities are most/least useful. Advanced Monsters whose highest skills (not counting language or Perception) are R3 have a +1 bonus to two of their 3 secondary stats (Melee, Ranged or Magic) and a +1 bonus to Defense, Resolve or Resistance. They have +2 wounds. They have up to 20 skill points spread through skills. This is equivalent to spending about 227 XP to advance the creature (Possibly a veteran of 15 or more solo combats). Advanced Monsters whose highest skills (not counting language or Perception) are R4 have four +1 bonuses to their 3 secondary stats (Melee, Ranged or Magic) and two +1 bonuses to Defense, Resolve or Resistance. They have +4 wounds. They have up to 25 skill points spread through skills. This is equivalent to spending about 594 XP to advance the creature (Possibly a veteran of 40 or more solo combats). Advanced Monsters whose highest skills (not counting language or Perception) are R5 have six +1 bonuses to their secondary stats (Melee, Ranged or Magic) and three +1 bonus to Defense, Resolve or Resistance. They have +6 wounds. They have up to 30 skill points spread through skills. This
is equivalent to spending about 1004 XP to advance
the creature (Possibly a veteran of 67 or more solo combats). Note that these are only the author’s preferences; you may certainly scale your monsters differently to challenge your players.
Monster Difficulty Not all monsters are created equal. Most monsters have their own distinctive level of power they are designed for. For example, dragons tend to be difficult monsters to defeat, while goblins are generally easy to take down. You can advance or regress monsters to fit your needs. Some advice for different power levels are given below. Easy Monsters For “easy” monsters, the monster’s attributes shouldn’t exceed 5 and skill ranks should be about 1 or 2 at the highest, and should be inferior to the player character’s average by about 1 to 2 points. The monster’s defenses should be such that the characters can hit the creature on a draw of “4” or higher. The monster shouldn’t have more than 3 wounds, and the less, the better. Easy monsters best represent cannon fodder, minions and other horde monsters meant to be killed in droves. Easy monsters are best used to supplement average monster encounters or as opening story pieces as a sort of “warm up” exercise. Average Monsters
For “average” monsters, increase the monster’s attributes and skill ranks to be equal to the group’s overall average – discount characters who have little to no skill in a given area (for example, when calculating a monster’s Weapon skill, you probably want to ignore the player’s Arcanist Weapon skill. If the monster uses magic, you would likely ignore the player’s Warrior lack of ranks in Spellcraft and his Magic Aptitude score). The monster’s defense should be such that most of the characters can hit the monster with a draw of “5” or better. The monster should have a decent chance to hit the player’s characters and the amount of damage the monster deals to the player’s characters shouldn’t kill any of the characters unless it lands about 2-3 hits on the same character. Average monsters best represent basic creatures that provide a straight-forward obstacle to be bypassed. Average monsters should be applied in those areas where players can choose to engage in a straight up fight or bypass the combat with little repercussions via stealth or trickery.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 14 of 528 Worlds of Adventure
Tough Monsters
For “tough” monsters, increase the monster’s attributes and skill ranks to be equal to the group’s most powerful character. For example, if one of the players has a 9 Strength and Weapon Skill of 4, the monster should have the same. Likewise, it should take the “average” player character a “6” or higher to hit the creature and you probably want to give the monster a number of wounds to be able to take the strongest attack any one player can dish out and still be able to survive. The monster should be able to easily hit any of the player’s characters with the draw of a “5” or higher and should deal enough damage to drop an average player character in about
2-3 hits. Tough monsters best represent “underboss” encounters or creatures that must be dealt with rather than bypassed. A tough monster is best used at key points in an adventure, to represent a major shift in the storyline.
Deadly Monsters
For “deadly” monsters, increase the monster’s attributes and skill ranks to exceed the most powerful character by 2 points or more. Likewise, the monster’s defenses should be high enough that the characters need to draw a “7” or higher to hit. The monster should be given wound points to be able to take the strongest attack any one
“Titanborn with a Maul” Syndrome There’s practically one “power gamer” in every group, and chances are someone’s already figured it out – A player who is running a Titanborn Warrior Samurai, armed with a Maul and the Two-Handed Style maneuver (and Critical Strike) who can autokill anything with 5-6 wounds or less, and with the right cards, can kill something up to 10 wounds in a single blow. It doesn’t have to be a Titanborn, and could be another character type that can do the same or more with a single attack. Basically, you find yourself dealing with a hyperspecialized character, or the so-called “One trick pony”. You may despair the game would allow such characters to be built, ruining any combats (or other aspects of the game) you throw at the players with this monstrosity who can devastate foes quickly and easily. You may find yourself throwing enemies at the group the other characters can’t hope to face, just to challenge this player’s character. But you don’t have to let it wreck your game. While the easiest method is to disallow such characters, it is always better if you can keep the character from ruling the game – any aspect of the game, really - with several methods. One thing to consider is the experience the hyperspecialized character is losing out on. While his single attack practically crushes an enemy, he’s only getting 2, maybe up to 4 XP for his attack. Characters who whittle away the same enemy one wound at a time will be getting 10-20 XP, even more if they sustain wounds themselves that they later heal. The first method to dissuade such hyperspecialization, of course, is to make the character(s) work to get into a situation where they can use their abilities. Enemies and problems that have to be solved or defeated with more than a single card or two help to lessen the number of times the problem combination get used to the game’s detriment. You certainly want to give the player a chance to utilize his choice, but don’t let him use the ability to solve every obstacle the party runs across, or even the majority of problems. Second, dealing primarily with combat ability, most half-way intelligent opponents won’t stay for a stand-up fight against a foe that can kill them with one hit. Ranged foes and hit-and-run tactics can confound the character’s attempts to utilize the massive weapon. Foes who are familiar with the characters and their methods will certainly be looking for ways to even the odds or tilt them back in their own favor. The third method is to use multiple foes or instances where the ability has to be used in succession to be of any real use. If the group is facing twenty enemies, the fact the maul can devastate one at a time won’t be of much help as the character(s) get swamped. If the character has a once-a-scene/once-a-day ability, facing two or more instances of the obstacle keeps the player from defeating the problem with the single use of an ability or power. You can also set up the encounter so the hyperspecialized character is isolated from the others, fighting opponents of his caliber, while the rest of the group contends with foes closer to their own speed (using terrain, numbers or multiple tasks that have to be completed simultaneously to control the flow of the encounter). This gives the hyperspecialized user a chance to show off, without allowing him to dominate the encounter. Of course, finally the characters can run across enemies just as deadly as the PC, who with one hit can deal just as much as the PCs. However, this last solution is rather unsatisfying; it simply becomes a race to see who can succeed first and force everyone into a mentality of seeking the biggest number to throw at the opponent – a sort of escalating arms race that just kills any story enjoyment in the game. The moral is: don’t hinge the excitement in your game on combat or any other single aspect of the story. After all, if it has stats, the characters will find a way to kill/defeat it. Spread the game’s adventure over the story and a variety of activities. That way, if the party comes to dominate one aspect – whether it be bypassing traps, defeating monsters, casting spells or the like, it doesn’t take the whole game down with it.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 15 of 528 Worlds of Adventure
character can dish out, plus an additional 3 wounds from each other character in the group,
and still have at least two wounds left over. Finally, the monster should be able to easily hit any player character in the party (on a “3” or better is good) and wipe out the strongest character in the group with the use of two of its attacks (one hit is a bit too deadly). Deadly monsters best represent “bosses” or creatures that are better left alone or defeated through guile or trickery – one in which a straight-forward assault is likely to end up with the players making new characters. A deadly monster is best used at the end of a story or campaign as the final threat to be faced, where the characters need ingenuity, persistence and luck to bring it down. Reality vs. the Game There is always the temptation to attempt to model existing animals on real-world animals behaviors and abilities. Just remember this is a fantasy game; the reputed abilities and demeanor of the creatures herein is far more important that what you find in the real world. For example, story-wise it’s more interesting to have aggressive, man-stalking wolves than focus on wolves real-life shyness towards humans.
Building Encounters Striking the right balance in a single
encounter can be a bit tricky, and thus some guidelines are given below.
Solo Monsters A “solo” monster is a creature that is
intended to be fought alone, like a dragon or demon lord. Generally speaking, the story calls for the players to face this menace in group vs. one combat.
While a solo combat works great in the movies and books, it generally does so because it is likewise facing a lone hero – a rarity in RPGs that generally deal with a group of four or more players.
Facing a group of monsters is always far more interesting than a battle where the entire group is ganging up on one monster. While fighting lone creatures certainly sounds like the makings of an epic fight, with the lopsided numbers of multiple characters against a single monster, the fight often results in an anticlimactic shutdown of the solo beastie so that it doesn’t get to do anything interesting before its dead, dismembered or otherwise rendered incapable of fighting.
If you’re determined to pit the players against a single monster, strongly consider having the
player’s initial attacks crash against some easily
demolished “easy” creatures to allow the solo a chance to act, or carefully examine the player’s capabilities and build the monster to withstand the initial assault the players will heap on the beastie (strongly consider the advice for making a “deadly” monster). Another method to create an effective solo monster is to design the encounter so only one character can face the creature at time; either due to terrain or the presence and position of other creatures, only one player at a time gets a swipe at the monster. This works particularly well if you can keep the other players somehow engaged with other activities while the lone player deals with enemy, and give each of the players at least one attempt apiece to deal with some aspect of the “solo” monster.
Multiple Monsters While the easiest encounter with a group of
monsters is simply to throw the players at a pack of the same creature, you can create more interesting encounters by throwing in a mix of monsters into a single encounter. By providing monsters with varied abilities you force the players to adapt their tactics to handle the different strengths and weaknesses of the monsters.
One common strategy is to set up a leader-like creature and several lesser “minion” monsters – usually consisting of one tough monster and one average monster per player character or one deadly monster and 1-2 easy monsters per player character. However, this should be used somewhat sparingly, as it can get rather cliché to have numerous “boss” fights.
Generally speaking, most encounters should be arranged with a group of one average monster per player character along with 1-2 easy monsters per player character to give a good, challenging mix to a fight. You want to strive to allow the characters to use their most powerful abilities to make a good dent in the encounter, but not be able to win it without taking a few wounds in return. For example, if one of the players is armed with a Hail of Meteors spell, you’d probably want to ensure there are at least 7 (if not more) creatures, and possibly at least one creature with 6 wounds or more – and don’t forget to have more creatures for the rest of the party to wail on. Setting up encounters like this isn’t minimizing the character’s abilities, it’s instead encouraging them to use their full repertoire while at the same time keep their special abilities from becoming “I win” buttons for encounters.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 16 of 528 Worlds of Adventure
Monster Combat Tactics Ranged combat monsters provide the
ability for the enemy to strike from a position where counterattack can be diminished or nullified. Monsters with ranged combat attacks can employ barriers, overlooks and other inaccessible areas to prevent melee-based opponents from harming them. Ranged combat monsters benefit from having melee combat monsters block opponents from reaching them.
Melee combat monsters rely on maneuverability to hunt down and engage their quarry. Since they need to get adjacent to a foe to harm them, they need the means to get at that opponent, and the quicker the better. They also must be able to guard against attacks directed at them, either being able to evade the blow (high Defense) or to absorb any hits they take and shrug them off (high Resistance). Melee combat monsters benefit from having ranged combat monsters attack or harass creatures they cannot reach to melee.
Brute monsters are a subclass of melee combat monsters. They have strong offensive attacks (3 wounds or more) and may or may not have high Defense/Resistance. They also tend to have a large number of wounds. Brute monsters work best by wading into melee combat and staying engaged to hammer their foes.
Magic combat monsters need time to set up their defense or offense. Most spellcasters are poorly armored and have likewise poor weapon skills. Most spells provide ranged attacks, and they benefit from having melee combat monsters provide blocking for them.
Ambush monsters usually have a good Stealth skill and may specialize in ranged or melee combat. They, of course, best strike from ambush with one high-damage attack (3 or more wounds) and rarely have enough wounds, armor or weapon skill to engage in extended combat. They are best used to attack, then quickly retreat and set up for another attack at another point. They also work well with melee combat monsters, allowing the melee monsters to stay engaged while they dart in to attack, then dash back to avoid counterattack.
Trick monsters have some special ability or power that makes them unusual in some manner. They may be primarily a melee, ranged or magic combat monster, but their special ability generally breaks this mold, which often results in them acting a little strange. Doppelgangers are an example of a trick monster; they use their mimicking ability to lull the opponent into a false confidence so they can isolate and destroy a foe, possibly using their
shapeshifting ability to destroy party trust. While
they are technically an ambush monster, their method of gaining confidence requires a different approach to their use.
Terrain This is perhaps the one aspect of an exciting encounter that is too often overlooked. All too often, characters rush into a featureless room to face their enemies, close to striking distance and blast away at one another. By involving the terrain – using it to present cover, introduce obstacles that must be dealt with or bypassed to reach the enemy, you can create engaging and memorable combats – with enough cleverness, you can turn relatively weak opponents into dangerous adversaries with the efficient use of terrain. The reverse is also true; you can set up scenarios where characters can somewhat whittle down an opponent’s advantage by using the surrounding terrain to their advantage – if they’re careful to note their surroundings. Obstacles and Cover Even the most basic fight can be made more exciting by cluttering up the combat area. Providing cover or simple obstacles turn a straightforward combat into one where positioning can have a huge impact on the fight. Doorways, ledges, balconies, alcoves, overhangs, overturned tables, boxes, flora, crates and even corners can be turned to the advantage of either side. Hazardous Terrain Ranging from pools of fiery magma, to acid pits to volcanic glass covered fields; hazardous terrain presents a minefield that must be carefully navigated. They can be especially tricky when one side is immune to the danger presented while the other is not. On the Move Whether fighting from the back of a flying carpet, a mine car runaway on old tracks, a sword duel in-between a chase through crowded streets or fighting on the deck of two ships passing one another in a whirlpool, a fight conducted on the move has to deal with the issue that the terrain is in constant motion. With a fight that is “on the move”, it is often easier to consider the participants to be still and the surrounding terrain to be in motion. It generally also requires the various sides to be (willingly) moving at approximately
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 17 of 528 Worlds of Adventure
the same speed. Such fights are often intermixed with
Athletics, Ride or other skill checks to keep on track. In some cases, the group may be divided into one or more subgroups – one group concentrating on keeping from crashing into terrain or obstacles while the other group performs the actual fighting (and a third group may be keeping whatever form of transportation is being used fueled or safe from falling apart). When setting up these kinds of scenarios, try to avoid having a failed maneuver check end in an instant loss. Instead, the failed maneuver check might put one side at a disadvantage – either in future maneuvers, the ability to attack or ability to defend against attack (or possibly causing wounds from sideswipes/collisions or the like). Generally only multiple failures (or a serious botch) should take out one side or the other. Pits and Chasms Pits create interesting terrain by restricting movement and introducing the danger of falling. Clever characters can push opponents into such pits or chasms or likewise fall to similar tactics by their opponents. The height difference and pathway obstruction can be used by ranged combat creatures to keep melee opponents at bay. Rubble, Loose Terrain and Slick Terrain This type of terrain would include fighting on ice, waist-deep in mud or in shifting dunes of sand. Patches of unstable or slippery terrain require caution to traverse or a safe path around such areas must be found. Terrain effects would include forcing those passing through to move at a slower pace and/or preventing quick movement (such as jogging or running). It is also possible to have those passing through the areas to make Athletics or Acrobatics skill checks to safely move through such areas, with failure meaning the character falls, moves slower, is carried in an unwanted direction or becomes immobile until they can get free. Shifting Terrain Geysers, rising and falling blocks of stone, scything blades and other hazards present terrain that changes from being safe to harmful from one moment to the next. These changes can be utterly random in nature (determined with the draw of a card) or set to change in a precise manner. Shifting terrain can block movement from one point to another, move individuals against their will or possibly even become hazardous terrain.
Supernatural Terrain A magic circle, a giant ruby that flashes out arcs of life-sapping energy, sand that rumbles and moves with its own life and other hazards present terrain that ranges from mildly annoying to downright deadly. They all share the same trait that some sort of supernatural force is behind the workings of the terrain. These effects can be random or follow a set pattern and they can replicate the effects of known or new magical spells or even creature qualities. Supernatural terrain is best used for key encounters, where their effects will be more memorable.
Beyond Combat While every effort has been made to include creatures in here that are useful in combat, creatures do not need to be regulated to combat-only encounters. Some creatures are listed with skills that might not come up in a combat, but could present a challenge in other ways – imagine a “battle of the bands” against a bard with a choir of banshee back-up vocalists to obtain entrance to the underworld, for one. Perhaps the party may need to endure the torturous initiation rites [dispensed via Persuasion (Torture)] of an orc tribe to gain their assistance against the army of a necromancer in a second. In the case of most of the humanoid creatures, there are many, many more examples of a given creature than what is presented here; for example, there are no examples of a hobgoblin banker to be found in this book, but that doesn’t mean they don’t exist, nor that they couldn’t present a serious challenge to players who might want to make an untimely withdrawal from a goblinoid bank. Skill Challenges A skill challenge generally pits the characters against a task of some sort they must resolve. Using a mix of role-play (to present the situation) and skill checks (to determine the success or failure of the characters actions), the game master’s goal is to provide a way for characters to accomplish a goal through means other than physical combat. When devising a skill challenge, you want to attempt to present a situation that requires the use of several different skills multiple times to determine success or failure. A single failed check should never result in total failure, though multiple failed checks will likely lead to a failure of the challenge. Like a combat, there should be multiple levels of failure and success – after all, if the characters fail, you generally don’t want
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 18 of 528 Worlds of Adventure
the entire adventure to come to a screeching halt. At the same time, don’t trivialize success;
there should be obvious rewards for successfully navigating a skill challenge and obvious detrimental outcomes for failing one. The game master has final say in how much role-play and how many checks need to be made in a skill challenge. It is suggested, however, that there be at least 2 skill checks per player for a given challenge, with a Difficulty of 15 or higher per check (checks whose Difficulty require the character need to play a 7 or better are recommended). A good skill challenge involves the use of 3 or more subskills in the challenge and that at least 50% or more of the checks be completed to gain a minimum success are recommended. “Three strikes and your out” is often a reasonable set point for failure. Role-playing the Challenge It’s very easy to let a skill challenge devolve into dry skill checks with no actual player interaction going on. When setting up a skill challenge, look for ways for players to make decisions that go beyond merely deciding which skill to use. When possible, describe the situation (in non-game terms) and let characters describe what they are planning to do (in non-game terms), and then decide what sort of skill check that requires. In some cases, you may want to forego an actual skill check or modify the difficulty based on what the character is attempting to do. Physical Challenges Physical challenges tend to be events like races, chases, heavy labor and other activities that require physical exertion. They often require checks based on Acrobatics, Athletics, Endurance, Stealth and similar skills. You can intermix basic “move” checks with other checks to avoid, negotiate or otherwise maneuver about obstacles in a race or chase. If you’re running a chase, the characters will likely be competing against their opponent on a check-by-check basis. For a race, usually the first person to meet a certain number of successes will win the race, with others placing as they succeed on their checks. Mental Challenges Mental challenges are usually logic puzzles, riddle games, thinking conundrums or research that pits the characters wits against a mystery to be solved. They often require Knowledge or possibly Craft skill checks to resolve. Mental challenges often require a heavy dose of role-playing, with the skill
checks used to provide clues on how to complete
the challenge. Most game masters dislike players solving something like a riddle contest or other such puzzle using anything more than their own brain power. However, the game master should keep in mind that a player’s character might be smarter (or more stupid) than the player himself, or have a broader (or more restricted) base of knowledge, and incorporate appropriate skill checks into such challenges.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 19 of 528 Worlds of Adventure
Social Challenges Social challenges generally require the
player’s characters to interact with others to influence an individual in one way or another – from garnering information, to persuade an individual or group to intimidating foes into backing down. Social challenges tend to use Deception (Act or Bluff), Perception (Intuition) and Persuasion skills. Like mental challenges, game masters tend to lean towards rewarding actual role-playing over mere skill checks. Allowances however, should be made for those characters who are more (or less) socially skillful than the player. Also, a single failed Persuasion check rarely means the target can no longer be persuaded, but generally makes further attempts more difficult. After a few failures (on average, 3 or more), most individuals can no longer be influenced by persuasion. Normally, when attempting to Persuade an individual, you deal wounds to the target, reflecting the characters breaking down the will or resolve of the target to influence them to your point of view. Should the matter devolve into combat, these wounds shouldn’t be removed; once the creature’s wounds have been reduced to 0 or less the combination of persuasion and physical combat generally means the creature backs down/gives up, not necessarily that words have killed it.
Allied Monsters The game hosts a wide variety of ways for the characters to pick up extra supporting cast members and use them in the game. Each game master will have to decide what the limit for their game is as to the number of PCs and NPCs running around in a group can be kept at a manageable level. It is strongly suggested that for NPCs who are allied with the players draw the cards from the top of the decks of the players they are most strongly associated with. Only individual, named NPCs should ever be allowed to draw from the community deck, primarily so they don’t use up precious face cards and Aces. If a player is willing to give up their own action for a round, the game master should consider allowing the player to play a card from his hand (or the community hand) for the NPC’s action. If this is allowed, the player should never be able to play from his hand/community hand more than once per turn, regardless of the number of NPCs he is playing cards for.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 20 of 528 Worlds of Adventure
Monster entries
Ahuitzotl An ahuitzotl is a voracious water animal with hand at the end of its tail.
Attack: Bite A12♦/D7♦ or Slam A10♣/D5♣ Unbalance (R1): Once per scene, make a bite or
slam attack. On a hit, deal no damage but target is knocked prone.
Entangle (R2): Persist; Once per scene, make a slam attack. On a hit, target takes 1 wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 13). The target is immobilized until it gets free. If the attack is persisted, target takes a wound every other round.
Grabbing Hand: The ahuitzotl increases the Difficulty of escaping any grapple it initiates by +2 (already added in).
Physical Traits An ahuitzotl looks much like an otter with a long tail that ends in a manipulative hand. They are about 2’ long and are deceptively light at 15 lbs. They often decorate themselves with crude necklaces made of fingernails, eyes or teeth, made from their victims. Challenges Ahuitzotl prey on creatures that stray too close to their watery lairs. They are extremely aggressive, and communities that learn of one of these creatures in the area usually offer a bounty for the ahuitzotl’s removal. Ecology Ahuitzotl dwell in rivers, lakes or other bodies of water, waiting for prey to come within striking range. They are careful to devour all traces
of their prey – save for fingernails, teeth or eyes, which they find indigestible. Ahuitzotl on Amberos Ahuitzotl are thought by many sages to be products of the Genesis Pits of Lost Vale. They can be found primarily in Lost Vale and occasionally in the lands surrounding the Boiling Sea.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 21 of 528 Worlds of Adventure
Attack: Maw A7♦/D8♦ (+draw card) or Tail A6♣/D9♣ (+1 wound)
Moving Strike (R1): Once per scene, move at Slowed speed and make a maw or tail attack. On a hit, deal 1 wound (+weapon wounds). This move does not count as your move action for the round.
Entangle (R2): Once per scene, make a maw attack. On a hit, target takes a wound + draw card for additional wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). The target is immobilized until it gets free. If crocodile persists this maneuver, target takes a wound every other round.
Lunge: When using a maneuver that allows the crocodile to move as part of the maneuver, treat base speed as if it were Normal.
Moving Strike (R1): Once per scene, move at Slowed speed and make a maw or tail attack. On a hit, deal 1 wound (+ weapon wounds). This move does not count as your move action for the round.
Entangle (R2): Once per scene, make a maw attack. On a hit, target takes 2 wounds + draw card for additional wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). The target is immobilized until it gets free. If crocodile persists this maneuver, target takes a wound every other round.
Critical Strike (R3): Once per scene, make a maw or tail attack. On a hit, target takes 4 wounds (+weapon wounds). Consequences: 1x/scene.
Lunge: When using a maneuver that allows the crocodile to move as part of the maneuver, treat base speed as if it were Normal.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 22 of 528 Worlds of Adventure
Moving Strike (R1): Once per scene, move at Slowed speed and make a maw or tail attack. On a hit, deal 1 wound (+weapon wounds). This move does not count as your move action for the round.
Entangle (R2): Once per scene, make a maw attack. On a hit, target takes 5 wounds + draw card for additional wound and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). The target is immobilized until it gets free. If crocodile persists this maneuver, target takes a wound every other round.
Critical Strike (R3): Once per scene, make a maw or tail attack. On a hit, target takes 4 wounds (+weapon wounds). Consequences: 1x/scene.
Lunge: When using a maneuver that allows the crocodile to move as part of the maneuver, treat base speed as if it were Normal.
Physical Traits Alligators are reptilian, lizard-like creatures that prefer swampy waterways. They are ambush predators with a strong maw that is lined with saw-like teeth. They range in length from 12’ to over 14’ in length (including tail) for normal alligators with a weight between 800-1,000 lbs, and up to 20’ long for monstrous versions, with a weight of 2,000 lbs. Deinosuchi can reach a length of up to 40’ long and weigh about 9 tons. Most alligators have green or earth-colored bodies that are fairly tough. Most species sport a single color with a lighter underbody, but some species are more colorful and may sport spots, stripes or other camouflage. When agitated, they tend to issue a hissing growl to warn away other creatures.
Challenges Alligators lie in wait to ambush unwary prey, disguising themselves as floating logs or waiting under the surface of murky waters to ambush prey. They are sometimes used by swamp-dwelling creatures, such as lizardfolk, as mounts or hunting animals. Ecology Alligators are ambush predators that dwell in murky waterways of rivers and swamps. Alligators on Amberos Alligators are often found in fetid swamp lands such as the Golens, Evervast Swamp and the Dead Fens. In the cases of places such as the Golens, alligators have adapted to the salty water of that area.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 23 of 528 Worlds of Adventure
Amphisbaena The amphisbaena is a supernatural giant
snake with a head at each end of its serpentine body.
Attack: Bite (x2) A12♦/D7♦ (+1 wound + poison) Minor Wound (R1): Make a bite attack. On a hit,
deal 2 wounds + poison and target suffers +1 penalty to actions until successful Endurance (Fortitude) check (Diff 9).
Entangle (R2): Persist; Once a scene, make a bite attack. On a hit, target takes 2 wounds + poison and must spend an action to get free with an Acrobatics (Escape) or Athletics (Lift) skill check (Diff 11). The target is immobilized until it gets free. If the attack is persists, the target takes a wound every other round.
Twin Strike (R3): Once per scene, make two separate bite attacks. On a hit, deal 2 wounds + poison. Consequences: 1x/scene
Hoopsnake: Scene; Once a scene, the amphisbaena interlocks its heads and rolls like a wheel, gaining a movement rate of Enhanced. The amphisbaena cannot bite while moving in this manner. It can choose to end this ability at any time on its turn.
Two Heads: An amphisbaena can make two attacks at no penalty.
Poison: Injected, Diff 11; 1 wound and 1 Strength Physical Traits An amphisbaena is a large, two-headed snake. On average, they are 12’ to 15’ long and weigh between 400-800 lbs. Most amphisbaena have a head at each end of its serpentine body, but some variants have both heads at one end. The scales of an amphisbaena can take a wide variety of colors and patterns, often matching the coloration of local venomous snakes. Some rare versions of amphisbaena have learned an unusual trick wherein one head “swallows” another head and the creature moves by rolling about like a wheel; such amphisbaena are
known by the more common name of hoopsnakes.
Challenges Because of their size and aggressiveness, amphisbaena can be dangerous creatures to most nearby humanoid populations. Snake cults or other humanoids with a snake fetish will sometimes seek out and keep amphisbaena as pets or even worship the creature as being a sort of divine snake. In extremely rare cases, supernatural beings may actually grant amphisbaena sentience or make it the mouthpiece of their religion. Ecology Amphisbaena can be found in any environment where common snakes can be found and food is plentiful. Like many snakes, amphisbaena tend to congregate in large groups when spawning. Such amphisbaena tend to be more aggressive than normal, and often increase the chance they will hunt for food after spawning. Amphisbaena on Amberos According to lore, amphisbaena are the spawn of the snake god, Aspus. White amphisbaena are seen as divine manifestations of Aspus on Amberos, and they are sought out and heaped with devotion by worshippers of Aspus. Amphisbaena tend to be found in rough terrain such as in Barbed March and the Misake Barbarians, as well as jungle regions such as the Skienlands and in Lanster.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 24 of 528 Worlds of Adventure
Angel Angels are extraplanar creatures that dwell
in the realms beyond the mortal world, serving the deities that reside in those realms. They are often sent to the mortal realm to act as messengers, protectors or warriors – often being employed to battle against demonic forces. Angels have a +3 bonus to Resolve and +5 Wounds.
Attack: Greatsword of Death A12♦/D15♦ (+1 wound; crit: Ace), Longbow A10♠/D11♠ (+draw for wound)
Two-handed Weapon Style (R1): +1 wound with Greatsword of Death or draw a card to deal an extra wound with Longbow.
Aggravated Wound (R2): Make a Greatsword of Death or a Longbow attack; on a hit, the target takes 1 wound (+ weapon wounds) and a +2 penalty to actions until a successful Endurance (Fortitude) check (Diff 11).
Critical Strike (R3): Once per scene, make a Greatsword of Death or Longbow attack. On a success, deal 4 wounds (+ weapon wounds). Consequences: 1x/scene
Render Helpless (R4): Once a scene, make a Greatsword of Death or Longbow attack. On a success, target takes 3 wounds (+ weapon wounds), is disarmed and knocked prone. Consequences: 1x/day
Behead (R5): Requires King+. Make a Greatsword of Death attack. On a success, target takes 13 (necrotic) wounds. Target cannot heal until it makes a successful Endurance (Fortitude) check (Diff 20). Consequences: Angel takes a wound. 1x/day.
Spells (+10): 0th circle – any card; 1st-3rd circle – any card; 4th-6th circle – one 1x/scene or Jack+; 7th circle – one 1x/scene or Queen+
Detect Magic (0th): Diff 11, Close, Instant; Detect presence of active spells or magic items.
Fear (1st): Resv +1, Close, Persist; Target moves away in terror until successful Endurance (Mental) check (Diff 9). Consequences: 1x/scene
Hold Person (2nd): Resv +1, Short, Persist; Target loses an action each turn until successful Endurance
Curse (3rd): Resv +2♦, Close, Persist; Target gains consequence of Angel’s choice until it succeeds Presence check (Diff 12). Consequences: 1x/scene
Dismissal (4th): Resv +2♣, Medium, Instant; Send extraplanar creature of up to 4 wounds back to home plane. Consequences: Cumulative wound to increase dismissal by + 1 wound; 1x/scene
Flame Strike (5th): A12♥/D13♥, Medium, Persist; Up to 4 targets take 2 (fire) wounds. Target continues to burn, taking 1 (fire) wound every other turn until successful Endurance (Physical) check (Diff 15). Consequences: 1x/scene
Teleport (6th): Diff 20, Special, Instant; Angel and up to 3 willing targets move up to 1 mile. Consequences: 1x/day.
Repulsion (7th): Diff 21, Long, Persist; Up to 10 creatures cannot approach within Close range until successful Endurance (Fortitude) check (Diff 20). Targets have –4 penalty to hit Angel. Consequences: Angel takes a wound; each add’l wound –1 Diff. 1x/day
Divine Bolt (8th): A11♠/P13♠, Long, Persist; 5 Targets take 4 (electrical, radiant) wounds. Target takes a –3 penalty to all actions until successful Endurance (Fortitude) check (Diff 20). Undead take -2 to Resolve vs. attack. Consequences: Angel takes a wound. 1x/day.
Planar Travel (9th): Diff 25, Special, Instant; Angel and up to 5 willing targets travel to another plane. Consequences: Angel takes a wound. 1x/day.
Aura of Light: Creature in Close range is blinded until they make a successful Endurance (Fortitude) check (Diff 20).
Divine Guidance: Once a scene, the angel of death can treat any one card it has drawn or played as an Ace.
Hand: 3 cards Gear: Breastplate of Vengeance, Greatsword of
Death, Longbow, 20 arrows
Longsword of Death: Att+2♦/Dam +5♦; Crit: Jack+; Heavy Two-handed Melee Blade. On a successful hit target cannot heal wounds until it makes a successful Endurance (Fortitude) check (Diff 20). A Greatsword of Death is a simple masterwork greatsword in non-angel hands. Breastplate of Vengeance: +3
Evade, +4 Armor, +1 End; Check Penalty –1; Weight 15 lbs. Once a
scene, if angel is hit by attack, target makes Endurance (Fortitude) check vs. Angel’s Armor check. On a
failure, target takes 3 wounds. A Breastplate of Vengeance is a simple masterwork breastplate in non-angel hands.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 25 of 528 Worlds of Adventure
Attack: Longsword of War A10♦/D11♦ (crit: Ace), Longbow A9♠/D10♠ (+draw for wound)
Weapon and Shield Style (R1): +1 Defense (already added in). Can use shield’s bonus to Resistance instead of Defense.
Aggravated Wound (R2): Make a Longsword of War or a Longbow attack; on a hit, the target takes 1 wound (+ weapon wounds) and a +2 penalty to actions until a successful Endurance (Fortitude) check (Diff 11).
Critical Strike (R3): Once per scene, make a Longsword of War or Longbow attack. On a success, deal 4 wounds (+ weapon wounds). Consequences: 1x/scene
Spells (+7): 0th circle – any card; 1st-3rd circle – one 1x/scene; 4th-6th circle – one 1x/scene
Detect Magic (0th): Diff 11, Close, Instant; Detect presence of active spells or magic items.
Fear (1st): Resv +1, Close, Persist; Target moves away in terror until successful Endurance (Mental) check (Diff 9). Consequences: 1x/scene
Hold Person (2nd): Resv +1, Short, Persist; Target loses an action each turn until successful Endurance (Fortitude) check (Diff 13). Consequences: 1x/scene.
Curse (3rd): Resv +2, Close, Persist; Target gains consequence of Angel’s choice until it succeeds Presence check (Diff 12). Consequences: 1x/scene
Dismissal (4th): Resv +2, Medium, Instant; Send extraplanar creature of up to 4 wounds back to home plane. Consequences: 1x/scene
Flame Strike (5th): A14♥/P15♥, Medium, Persist; Up to 4 targets take 2 (fire) wounds. Target continues to burn, taking 1 (fire) wound every other turn until successful Endurance (Physical) check (Diff 15). Consequences: 1x/scene
Aura of Light: Creature in Close range is blinded until they make a successful Endurance (Fortitude) check (Diff 14).
Divine Guidance: Once per scene, the angel of war can treat any one card it has drawn as an Ace.
Gear: mwk Breastplate, Longsword of War, Large shield, Longbow, 20 arrows Longsword of War: Att +3♦/Dam +4♦; Crit: Ace; One-handed Melee Blade. On a successful hit, draw 3 cards. For each card that is a “♦”, deal +1 wound. A Longsword of War is a simple masterwork longsword in non-angel hands.
Sam
ple
file
Bestiary Fantastic
Stephen C. Klauk Page 26 of 528 Worlds of Adventure
Attack: Longsword of Purity A9♦/D10♦ (crit: Ace), Longbow A8♠/D9♠ (+draw for wound)
Weapon and Shield Style (R1): +1 Defense (already added in). Can use shield’s bonus to Resistance instead of Defense.
Aggravated Wound (R2): Once a scene, make a Longsword of Purity or a Longbow attack; on a hit, the target takes 1 wound (+ weapon wounds) and a +2 penalty to actions until a successful Endurance (Fortitude) check (Diff 11).
Critical Strike (R3): Once per scene, make a Longsword of Purity or Longbow attack. On a success, deal 4 wounds (+ weapon wounds). Consequences: 1x/scene
Aura of Light: Creature in Close range is blinded until they make a successful Endurance (Fortitude) check (Diff 14). This ability cannot be used while invisible.
Divine Guidance: Once per scene, a guardian angel can treat any one card it has drawn as an Ace.
Protected From Sight: A guardian angel cannot be detected by Perception (Spot) checks. Consequences: If the guardian angel attacks, the ability ends. 1x/scene.
Gear: Breastplate, Longsword of Purity, Large shield, Longbow, 20 arrows Longsword of Purity: Att +3♦/Dam +4♦; Crit: Ace; One-handed Melee Blade. When angel is hit by a melee attack and draws a “♦” for its Armor check, attack fails to do damage. A Longsword of Purity is a simple masterwork longsword in non-angel hands. Physical Qualities Angels have lithe, human-like frames with bird-like wings. Some angels have otherworldly features, such as an unusual number of eyes, mouths or limbs. Most are physically attractive, though some angels have a rather frightening appearance. All visible angels project a sort of inner light that illuminates their features even in total darkness.
Most angels can “turn up” this light to blind
others, though some angels – such as guardian angels – can suppress this inner light to escape notice. Angels tend towards 6’ to 6’ 7” in height. They have the unusual ability to alter their weight as they will, normally weighing between 175-250 lbs. They can increase their weight a tenfold or reduce it to the lightness of a feather or anywhere in between, but only while conscious and willingly doing so (as a move action). Challenges Angels do not lightly engage other beings, and will often observe others and their habits before engaging in either conversation or battle. Likewise, they loathe starting unnecessary violence, and if they can resolve a situation peaceably without compromising their ideals, will do so. However, when prompted to act with violence, they generally strike without mercy or restraint. The angel of death’s business is to kill the enemies and heretics of the deity it follows, and it will attack all but the faithful of its deity. The angel of death usually opens combat up with a Divine Bolt and then wades into combat swinging it Greatsword of Death. If faced with a singular powerful foe, it will often use Repulsion to keep lesser enemies at bay, while it use Hold Person to trap its prey and Behead to quickly take it down. It reserves the use of its longbow for foes who will not engage it in melee combat. An angel of war is girded for battle and usually arrives on the field with its enemy already known. An angel of war will work in concert with other beings to bring down a foe. An angel of war usually opens combat with a Flame Strike against its foes, saving Hold Person and Critical Strike for singular powerful enemies. Once it has unleashed its opening salvo, the angel of war prefers to strike from range with its bow, moving only to melee when it cannot strike from range or if allies are in peril. The angel of war reserves the use of Fear to scatter lesser creatures not worthy of dispatching by sword or bow, or to clear the way to a hated foe. A guardian angel remains invisible until it is called to act. They are generally given tasks to guard peoples or areas, and those guarding an area may have orders to allow through those who can complete a specific task – such as answer a riddle, perform a difficult task or repeat a scripture or verse holy to the deity the angel is bound to.
A guardian angel usually only engages in combat if its charge is in danger. If forced into combat, it usually appears in a flash, using its aura of light to dazzle and