
Dwarf
Dwarves will often be encountered mining; various classes of dwarves that can be encountered exist. From 25-170 or more of dwarves will be encountered at once.
Miner/Worker
50% of total number encountered
H: 26-45 P:31-50 S:8-13
Attacks: belt axe or hammer
Defense: armor 2-6, sometimes with buckler
Wealth: $1000-$4000 in coins, same in gems
Warrior
H: 31-50 P:31-50 S: 9-12
Attacks: 1/3 will have repeating (heavy dwarfish) crossbows + 12 quarrels, military hammer, long dagger
Others will have short polearm and axe/battle axe and dagger
Defense: Crossbowmen wear 8 points of armor, others have 4 points of armor and shield.
Wealth: $2000-$5000 in coins, same in gems
10% chance for one Very Minimal and/or one Minimal Extraordinary Object
Captain
H: 41-60 P: 41-60 S: 11-13
Attacks: cleaving sword, two hammers, dagger
Defense: shield, 12 point armor
$7000-$12000 coins, same in gems
20% chance each for one Very Minimal, Minimal, Low Moderate Extraordinary Objects
Wylf
Wylves may be encountered in the forests, where 11-110+ may appear at once.
Archer
H: 31-40 P:31-50 S:13-16
Attacks: Light (grotto wylf) or medium (thicket wylf) bow and 15 arrows, or sling with 30 bullets,
military pick or long thrusting sword, dagger
Defense: 8 points of armor due to leather and speed, slingers have buckler
Wealth: $100-$1200 in coins
20% chance each for one Very Minimal, Minimal Extraordinary Objects
Netter
H: 26-35 P:25-45 S:13-16
Attacks: weighted throwing net or lasso, 6-foot long bident or short spear, military pick, dagger
Defense: 6 points protection leather and speed
Wealth: $500-$1000 in coins
25% chance each for one Very Minimal, Minimal, Low Moderate Extraordinary Objects
Irregular
H: 21-40 P:21-30 S:13-16
Attacks: light throwing cleaver or three javelins or two throwing spears and heavy club, cleaver, hatchet, dagger
Defense: 4 protection leather and speed, with perhaps buckler
Wealth: $100-$1200 in coins
20% chance each for one Very Minimal, Minimal
Leading Warrior
H: 41-50 P:36-55 S:13-18
Attacks: 2 javelin-like harpoons, or strong bow and 12 arrows,
short or long thrusting sword, military pick, long or regular dagger
Defense: 8 armor, buckler if no bow
Wealth: $600-$1500 in coins
40% chance each for 1-3 Very Minimal, Minimal
Chieftain
H: 56-65 P:32-70 S:14-19
Attacks: Bident harpoon or strong bow and 12 arrows, thrusting sword, military pick, long dagger;
2-5 Enchantment Powers Grade from Minimal to Good
Defense: 10 points armor, buckler if no sword
Wealth: $5000-$12000 in coins
50% chance each for 1-4 Very Minimal, 1-3 Minimal, 1-2 Low Moderate, 25% Moderate, Good, Very Good, Strong, Very Strong
Weird
This is a wylf seer, shaman, or healer.
H: 22-30 P:11-41 S:15-20
Attacks: Fighting staff, hook and sickle, or long dagger;
1-2 Psychogenic Powers; Theurgy 31-50 (one Order with all Rites and 5-8 Powers)
Defense: 4 points armor
Wealth: $100-$3000 in coins
60% chance each for 1-6 Very Minimal, 1-4 Minimal, 1-3 Low Moderate, 30% Moderate, Good, Very Good, Strong,
15% Very Strong, Major, Extreme
Dockalfar
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Dockalfar are related to the elves but more akin to being friendly with the dwarves. Subterranean,
dockalfar are similar to elves but have deep blue or indigo skin, with blue-black, deep green, pale lilac,
or violet hair, and gole, green, blue, or indigo eyes. All dockalfar have the following abilities:
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Guard
33% of a community
H: 41-60 P:36-55 S: 14-17
Attacks: 1/3 have Shuriken launcher (2 shots per ABC, 10 per clip, 1 AB to reload), and short thrusting sword,
1/3 have long spear, short thrusting sword, and long dagger, 1/3 have battle hammer and heavy knife.
Defense: Armor and speed provide 8 points of armor; buckler.
Wealth: $700-$1,200, 5% chance for 1 Very Minimal, 1 Minimal Extraordinary Item.
Huldra
3-18 or 301-400+ encountered
Huldra are related to the dockalfar but originally from another dimension. Subterranean,
huldra look similar to elves but have ebony skin, with pale hair. Huldra are in general evil,
and will only interact peacefully with dockalfar or evil creatures.
All huldra have the following abilities:
Guard
40% of a community, all random encounters
H: 45-50 P:31-50 S: 14-17
Attacks: 1/3 have repeating hand catapults (8 missiles before reload, which takes 1 AB), short thrusting sword, and long dagger,
1/3 have long spear, short thrusting sword, and long dagger, 1/3 have military pick and heavy knife.
Defense: Armor and speed provide 8 points of armor; buckler.
Wealth: $800-$2,000, 5% chance for 1 Very Minimal, 1 Minimal Extraordinary Items.
Officer
10% of a community, 1 per 4 guards
H: 51-60 P:46-55 S: 15-18
Attacks: Repeating hand catapults (8 missiles before reload, which takes 1 AB), thrusting sword, and long dagger.
Defense: Armor and speed provide 9 points of armor; buckler.
Wealth: $2,000-$8,000, 15% chance for 1-2 Very Minimal, 1 Minimal, 1 Low Moderate, 1 Moderate Extraordinary Items.
Chameleon Slime
1 encountered.
H: 40 P: 25 S: 5 (attack)/1 (move)
Attacks: Acid secretion for 9-12 Harm, ignoring armor defense, Harm to both armor and flesh, double Harm for
normal armor, normal Harm for preternatural armor, half for supernatural armor.
Defense: Armor of 0 vs. alkaline bases, electric attacks, and flame.
Armor of 10 vs. cold and shock-type Harm.
Armor of 20 vs. all other normal attacks.
Chameleon slimes can change their color and texture to match any kind of terrain or surface;
melee attacks on it will likely continually affect the victim afterwards.
Nightgrim
Nightgrims are spirits taking the form of large, dangerous animals like hounds, wolves, bulls, or bears.
They may have a luminous sheen or eye lightness that may give them away for what they are.
1 encountered.
H/FW: 50 P:50 S:15 special
Attacks: All material armor is ignored when the nightgrim attacks, and each successful attack
inflicts 1-2 Harm on the Speed Base Rating (only) as fear and terror are fed into the opponent. If Speed reaches
zero points, the victim becomes raving mad, incurably insane.
Defense: A nightgrim is unaffected by mundane attacks, and its unnnatural energy provides 6 points of protection
against Extraordinary Harm of any sort save Theurgical sort.
A nightgrim can become immaterial in 2 ABCs and when in spirit form, it travels at double normal movement (30).
The seeming destruction of a nightgrim-lacking Theurgy Power-use merely sends it into immaterial form for as many hours
as it has points of material Health, and then it reforms and is able
to appear once again. It must be sent to perdition through use of a Power to be eliminated.
Bonewalker
Typically 1+ bonewalkers will be encountered at once.
H: 16-25 P:26-35 S:11-14
Attacks: A bonewalker attacks with up to four Preternaturally created and projected bone darts that shoot to a six
foot distance. Each dart inflicts 1-20 +3-5 Harm (bonus Harm disregards all except Supernatural armor)
Defense: A shooting star has no armor, but is generally unaffected by weapons inflicting only shock-type Harm.
This is a normal-appearing, small, flowing plant that
discharges small, star-shaped smissiles with sharp points when any creature comes within a 20-foot radius.
Creatures slain by the poisoned missiles decompose and
provide nutrients for the plant.
Shooting Star
Typically 1+ shooting stars will be encountered at once (a patch might have 20 or more!)
H: 10 P:25 S:20 (0 movement)
Attacks: each plant has 1-4 peircing attacks of 3-5 Harm with VT of 6-8 Harm - all ignoring half armor with
buckler or shield or full armor 10% of the time, and half armor 50% of the time.
Defense: An unnatural energy provides 16 points of armor protection against most attacks, but only 8 points of protection against
blunt (shock-Harm only weapons) attacks and acid. Blessed oil/water and Theurgy Ability Powers specifically attuned to affect
the living dead have full effect, and disregard the protection.
Camel
Camels are divided into eastern (Bactrian, two-humped) and western (Dromedary, single-humped) varieties, of which
the eastern variety is somewhat stronger and more durable.
Eastern Camel
1 or 2-20 eastern camels will be encountered at once.
H: 70 P: 10 S: 15
Attacks: Initial attack is a gob of spittle that blinds the target subject for one full AB (12 seconds realtime). The second attack
is a bite for 3-5 Harm that ignores armor on a blinded opponent.
Defense: Hide provides 2 points of protection.
Eastern Camel, Fine (Riding)
H: 75 P: 10 S: 16
Attacks: Initial attack is a gob of spittle that blinds the target subject for one full AB (12 seconds realtime). The second attack
is a bite for 3-5 Harm that ignores armor on a blinded opponent.
Defense: Hide provides 2 points of protection.
Western Camel
1 or 3-30 western camels will be encountered at once.
H: 60 P: 15 S: 16
Attacks: Initial attack is a gob of spittle that blinds the target subject for one full AB (12 seconds realtime). The second attack
is a bite for 3-5 Harm that ignores armor on a blinded opponent.
Defense: Hide provides 2 points of protection.
Western Camel, Fine (Riding/Racing)
H: 65 P: 16 S: 18
Attacks: Initial attack is a gob of spittle that blinds the target subject for one full AB (12 seconds realtime). The second attack
is a bite for 3-5 Harm that ignores armor on a blinded opponent.
Defense: Hide provides 2 points of protection.
Horses and Other Equines
Horses, ponies, zebras, and quaggas.
Burro (Ass)
H: 30 P: 10 S: 15
Attacks: Kick for 1-8 Shock Harm.
Defense: Hide provides 2 points of protection.
Charger (Medium War Horse)
H: 70 P: 25 S: 28
Attacks: Kick for 1-20+1 Penetration/Shock Harm.
Defense: Hide provides 2 points of protection.
Common Horse
H: 40 P: 10 S: 20
Attacks: Kick for 1-12 Shock Harm.
Defense: Hide provides 2 points of protection.
Courser (Small War Horse)
H: 60 P: 25 S: 28
Attacks: Kick for 1-20+1 Penetration/Shock Harm.
Defense: Hide provides 2 points of protection.
Destrier (Large War Horse)
H: 80 P: 25 S: 22
Attacks: Kick for 1-20+3 Penetration/Shock Harm.
Defense: Hide provides 2 points of protection.
Draft Horse
H: 65 P: 10 S: 18
Attacks: Kick for 1-12+1 Shock Harm.
Defense: Hide provides 2 points of protection.
Mule
H: 55 P: 10 S: 18
Attacks: Kick for 1-12+1 Shock Harm.
Defense: Hide provides 2 points of protection.
Pony
H: 35 P: 10 S: 16
Attacks: Kick for 1-8 Shock Harm.
Defense: Hide provides 2 points of protection.
Pony (Horse/Zebra)
H: 55 P: 10 S: 20
Attacks: Kick for 1-12 Shock Harm.
Defense: Hide provides 2 points of protection.
Racing Horse
H: 35 P: 10 S: 32
Attacks: Kick for 1-12 Shock Harm.
Defense: Hide provides 2 points of protection.
Racing Mare
H: 45 P: 10 S: 24
Attacks: Kick for 1-12 Shock Harm.
Defense: Hide provides 2 points of protection.
Racing Stallion (or Quagga)
H: 50 P: 10 S: 24
Attacks: Kick for 1-12+2 Shock Harm.
Defense: Hide provides 2 points of protection.
Ostrich
1 or 2-20 encountered.
H: 30 P: 35 S: 22
Attacks: Kick for 3-20 Harm, peck for 1-12 Harm.
Defense: Armor of 5 due to speed.
Wolf
1 (10%) or 2-16 (90%) encountered.
H: 35-40 P: 40 S: 20
Attacks: Bite for 1-12+2-12 Harm.
Defense: Armor of 6 due to speed.