S.A.G.E : Simple Adventure Gaming Environment

CONTENTS

Or, alternatively, download the whole ruleset as a PDF file here

SECTION 1: INTRODUCTION

A) THE BASICS

SAGE is a system for use with HeroQuest, Mage Knight, Space Crusade, modern adventures etc. This basic ruleset works for Fantasy games; the Appendices will detail other genres.

1) Dice

All dice used in this game are the regular six-sided type. A notation of 1D means to roll 1 die, while 2D means to roll 2 dice and add the scores. Occasionally a further number is added to or subtracted from the dice score. For example 1D+3 means roll 1 die and add three to the result, while 2D-1 means roll 2 dice, add the scores then subtract 1 to arrive at a final result.

2) Scale

The game is designed for 25/28mm figures. The game may be played on hex-maps, squared grids or on an open tabletop. In all cases, one point of movement or

range equates to one hex, square or inch respectively.

3) Setting up the game

This game requires a number of players one of whom must take the role of the Referee. It is the Ref's job to design the adventure, make the maps and scenery if applicable and to control all the Opponents.

The other players each have one Character, an explorer bravely risking all in the Adventure.

This rule set was entirely written using the UNIX vi editor (or vim under Linux) on a mixture of Solaris and Mandriva platforms :-)

Back to Contents

SECTION 2: CHARACTERS

A) WHO OR WHAT IS A CHARACTER?

A Character is one of the heroes or heroines of the Adventure. Their Actions are controlled by one of the players.

A Character should have a name, perhaps a bit of background and some personality notes and some equipment. Rules are found below for creating your own Characters but several pre-made Character templates are also available so you can begin playing straight away.

Back to Contents

B) STATISTICS

All statistics (or just "stats") run on a scale of 0 to 12, where zero indicates no capacity in that area and 12 is a superhuman level of ability. Most humans average 6 to 8 in these stats and generally have a maximum of 10, though with experience they can rise to 12.

1) Strength

Strength and size. The bigger you are the harder you hit. How good you are in hand to hand combat.

2) Quickness

Dexterity, speed of movement, balance and how good you are at ranged combat.

3) Health

Hit Points and toughness, resistance to disease and poison.

4) Mind

Intelligence and will power, for problem solving, magic and psionics.

5) Spirit

A measure of the Character's life force and essence.

6) Luck

Just what it says. The ability to be in the right place at the right time. Use these points to boost other rolls.

Back to Contents

C) GENERATING STATS

1) Standard Human Stats

Start at a base of 5 in each stat (i.e. 30 base points). Then

either:

Split 10 points over the stats as you see fit.

or:

Roll 2D+2 and split that many points over the stats as you see fit.

In either case, no more than five points can be assigned to any one stat and no stat can exceed 10 when initially created.

2) Quick-start Human Character Templates

These Characters were all created using 10 extra points as described above.

Use these Characters to get straight into the game with minimal messing about; simply give them a name and some equipment and get adventuring! The Starting Skills are described in the next section.

a) Adventurer - A good "all rounder"

 
Strength     5 + 3 =  8     Starting Skill: Sharp Senses
Quickness    5 + 2 =  7
Health       5 + 2 =  7
Mind         5 + 1 =  6 
Spirit       5 + 1 =  6
Luck         5 + 1 =  6

b) Cleric - a wielder of Divine Magics and power over the Undead

 
Strength     5 + 0 =  6     Starting Skill: Faith
Quickness    5 + 2 =  7
Health       5 + 2 =  7
Mind         5 + 1 =  6
Spirit       5 + 5 = 10
Luck         5 + 0 =  5

c) Fighter - a front-line warrior

 
Strength     5 + 5 = 10     Starting Skill: Weapon Master
Quickness    5 + 1 =  6
Health       5 + 4 =  9 
Mind         5 + 0 =  5
Spirit       5 + 0 =  5
Luck         5 + 0 =  5

d) Rogue - a thief or scout

 
Strength     5 + 1 =  6     Starting Skill: Larceny
Quickness    5 + 3 =  8
Health       5 + 1 =  6
Mind         5 + 1 =  6
Spirit       5 + 0 =  5
Luck         5 + 4 =  9

e) Sage - a seeker of lost knowledge, learned and curious

Strength     5 + 0 =  6    Starting Skill: Learned
Quickness    5 + 1 =  6
Health       5 + 2 =  7
Mind         5 + 5 = 10 
Spirit       5 + 1 =  6
Luck         5 + 1 =  6

f) Wizard - a wielder of Arcane Magics

Strength     5 + 0 =  5    Starting Skill: Spellcraft
Quickness    5 + 1 =  6
Health       5 + 2 =  7
Mind         5 + 5 = 10 
Spirit       5 + 2 =  7
Luck         5 + 0 =  5

Back to Contents

D) SKILLS

Once your Character is generated, you may choose one of the skills below. Each skill gives a bonus to the appropriate Action roll. Most skills can be purchased TWICE by the same Character, giving greater flexibility and power to more advanced Charcters.

1) Weapon Master

Choose one class of melee weapon, be it swords, axes, polearms etc. The Character is specially trained in that weapon class and gets a bonus +1D in hand to hand combat when using that sort of weapon.

This skill can be purchased twice but each choice must be applied to a different class of weapon.

2) Hammerhand

The Character gains +1D damage in hand to hand combat. If chosen a second time, the damage bonus is +2D.

3) Sharpshooter

Choose one class of ranged weapon (bow, sling, crossbow). The Character gets +1D when attacking with that sort of weapon.

This skill can be purchased twice but each choice must be applied to a different class of weapons.

4) Mechanic

The Character gets +1D on Mind rolls when attempting to set or disarm traps, use strange mechanisms or fix broken devices. If chosen twice, the skill provides a +2D bonus.

5) Spellcraft

This skill is allows the Character to choose three Arcane Spells. If purchased a second time, the Character may choose six Arcane Spells. See the Magic Section for further details.

6) Faith

The Character is a cleric and can turn away Undead creatures as described in the section on Magic. In addition, the cleric gains two Divine Spells per choice.

If chosen a second time, the Character may choose a two more Divine Spells and Turns Undead with 3D, rather than 2D.

See the Magic Section for more details.

7) Linguist

The Character gets a bonus +1D when attempting to communicate in foreign tongues or decipher/translate written languages. If chosen twice, the bonus becomes +2D.

8) Lithe

When dodging threats, traps, combat attacks etc, the Character receives a bonus +1D. If chosen twice, the bonus becomes +2D.

9) Fast Attack

The Character gains an extra Action which may be used to make a close combat attack. When moving or exploring, this extra action is not available. If chosen twice, the character gains 2 close combat Attack Actions.

10) Berserker

This skill may be chosen only ONCE.

A Berserker may elect to go berserk in Melee combat whenever his Attack dice roll comes up double 2, 3, 4, 5 or 6 (double 1 is always a failure). While berserk the Character gets 1 extra Attack Action per round and inflicts +1D additional damage.

The berserk fury lasts for the Character's Strength score in turns. When this duration is up, the Character's Strength and Quickness scores are halved for the same number of turns.

11) Sharp Senses

Extra +1D when looking or listening for things. If chosen twice, the bonus becomes +2D.

12) Night Vision

Can see Mind + Quickness squares/hexes/inches in complete darkness. This skill can be chosen twice. If so, double the Night Vision distance.

13) Brawny

Does not provide damage bonus but does grant +1D on Strength rolls to break down doors, when climbing, and in any situation where great strength is needed. If chosen twice, the bonus becomes +2D.

14) Stealthy

+1D when sneaking around. Use this as a target number for other creatures hearing or spotting the Stealthy Character. If chosen twice, the bonus becomes +2D.

15) Medic

Heal 1D Health points on a successful 2D+Mind roll (target 12). This skill can be chosen twice. If so, the healing effect is 2D.

16) Learned

+1D for all mental tasks except languages. If chosen twice, the bonus becomes +2D.

17) Brawler

This skill may be chosen only ONCE.

The Character doesn't take a penalty when fighting with no weapons.

18) Larceny

+1D on Quickness rolls to perform thieving actions like picking locks or picking pockets. If chosen twice, the bonus becomes +2D.

19) Charmed Life

Once per Adventure, the Character can either

If this skill is taken twice, the character has two chances to cheat death!

20) Swift

The Character gains +1D on movement distances when desired. If taken twice, this skill increases movement by +2D. These bonuses do not modify Quickness, so do not increase the Character's Action Points.

Back to Contents

E) FANTASY RACES

Fantasy races have different bases for each stat and certain Advantages and Disadvantages, reflecting their different heritage. They start with 30 stat points, as do Humans, but gain bonus stat points as follows.

Split 7 points over the stats as you see fit.

or:

Roll 1D+3 and split that many points over the stats as you see fit.

In either case, no more than five points can be assigned to any one stat and no stat can exceed 10 when initially created.

Fantasy races start with special Advantages, thus they may not choose any additional starting Skills but may develop other Skills through experience.

The following can be used as pre-generated Characters in the same way as the Human Character templates above.

   Elf                       Advantages       Disadvantages
      Strength   5 + 1 = 6   Sharp Senses     Claustrophobic. Elves are surface
      Quickness  6 + 4 = 10  Lithe            dwellers and are unhappy under-
      Health     5 + 1 = 6                    ground. They halve their Luck
      Mind       5 + 1 = 6                    score when in dungeons.
      Spirit     4 + 0 = 4
      Luck       5 + 0 = 5
   Dwarf                     Advantages       Disadvantages
      Strength   6 + 3 = 9   Brawny           Non-magical. Dwarfs may not be
      Quickness  4 + 1 = 5   Night Vision     spellcasters (Wizards or Clerics)
      Health     6 + 3 = 9                    but may use magic items.
      Mind       5 + 0 = 5
      Spirit     4 + 0 = 4
      Luck       5 + 0 = 5
   Halfling                  Advantages       Disadvantages
      Strength   4 + 0 = 4   Stealthy         Short. Being typically less than
      Quickness  6 + 1 = 7   Sharpshooter     four feet tall, Halflings take a
      Health     6 + 2 = 8                    -1D penalty on Climbing and
      Mind       5 + 1 = 6                    similar actions.
      Spirit     4 + 0 = 4
      Luck       5 + 3 = 8

Back to Contents

SECTION 3: GAME PLAY

A) GAME TIME

1) The Turn

a) How long is a Turn?

A Turn is a variable amount of "real" time, during which all the players (Characters and Referee-controlled Opponents) get to take all their actions.

b) Order of play

Roll 2D+Quickness; play in descending order. May choose to make one roll at the start of the game and stick to that order throughout; or make an initiative roll each turn so the play-order varies throughout the game.

Back to Contents

B) ACTIONS

1) Action Points

Each Character starts with a base of 2 Action Points per round. This may be a Move followed by a close combat attack; a close combat attack followed by an attempt to run away from the opponent; two close combat attacks (if already in hand to hand combat); a move then a ranged attack; a move then an attempt to use an exploration skill; and so on. The Character's Quickness stat then modifies the base of 2 Actions as follows:

          Q      Actions
          2        -1
        4,5,6       0
        7,8,9      +1
        10,11      +2
          12       +3

A Character with Quickness of 2 is penalised by losing one Action per round.

An action is one of

Characters can choose to use their Action Points for any combination of movement, combat or exploration actions, with the restriction that only ONE run move may be made per turn.

2) Resolving Actions

Most actions are resolved by rolling 2D and adding the relevant stat. This is the Character's Action Total (AT). Depending on the action, the AT is then compared against a static target number or an opponent's Action Total.

A dice roll of 2 is an automatic failure, regardless of the Character's stats or bonuses.

A dice roll of 12 allows a further 1D to be rolled and added to the score.

In a case where more than 2D are being rolled, designate two dice to be the "base" dice (perhaps by using different coloured dice). If these base dice come up 2 or 12, apply the appropriate rule above.

Static target numbers for tasks of various levels of difficulty are:

     Simple       9
     Average     12
     Difficult   15
     Extreme     18

A score equal to or greater than the target number is a success.

In an "opposed roll off" compare the skill rolls of the Characters involved. The highest score wins; if rolls are tied the outcome is a draw and further attempts may be made in subsequent turns.

3) Bonuses and Penalties

Bonuses and penalties may arise in a number of ways, notably through the Character's skills and through situations which arise during game play. These are respectively called Character and Situational Modifiers.

To take advantage of a bonus, roll your normal 2D + appropriate Stat, then roll an additional 1D and add the score to calculate the Action Total.

To take a penalty, roll your normal 2D + appropriate Stat, then roll a further 1D and subtract the score on this die to calculate the Action Total. Should the Action Total work out to a negative number, treat the score as zero.

a) Character Modifiers

For example, a Character with Weapon Master (swords) skill rolls 3D+Strength when attacking in hand to hand combat with a broadsword. The same Character would revert to 2D+Strength when attacking with, for example, a battleaxe.

A Character with the Sharp Senses skill rolls 3D+Mind when attempting to spot a hidden object.

A halfling, though, is Short and so takes a 1D penalty when climbing. A halfling Character attempting to climb out of a pit would roll 2D+Strength then subtract the roll of another 1D to arrive at his Action Total.

b) Situational Modifiers

All of the following inflict a 1D penalty when they arise

NOTE: Penalty dice need not be assigned in circumstances where the task is more difficult or demanding. The GM may simply set a higher target number.

c) "Cancelling Out"

Occasionally both a penalty die and a bonus die may apply to the same Action. In such cases, to speed play, the bonus and penalty dice need not be rolled, as their effects can be assumed to cancel each other out.

4) Using Luck

The Character's Luck can be used to boost any skill, combat or exploration roll. Luck forms a "pool" of bonus dice that can be used over the course of the game. Once the Luck point is used - whether or not the action it enhanced is successful - it is gone. Used Luck points return at the end of the game. Luck can be used in the following ways:

a) Enhance an Action

Before a Character takes an action, the player can elect to use a single point of Luck to enhance the roll. The Luck point is expended and the Character gains +1D on the Action Total.

b) Avoid Injury

A point of Luck can be used to lessen a serious wound. For example, in combat a Character is wounded for 7 points of damage to his Health score. The Character may elect to spend a point of Luck, roll 1D and reduce the amount of damage suffered by the score rolled.

c) Other situations

Finally, the current level of the Character's Luck stat can be used in a test for situations not covered by other rules. For example, to see if a Character is randomly attacked, roll 2D + Luck against a given target number; success means the attack occurs against another Character, failure means the Character is targetted.

Back to Contents

C) MOVEMENT

1) Slow move

This is used for a cautious advance or while crawling to avoid being spotted or while wounded.

Move up to a number of squares/hexes equal to Quickness/2 (round up)

2) Normal move

This is "standard dungeon speed" ... whatever that is.

Move up to a number of squares/hexes equal to Quickness

3) Run move

This is a charge move or a "let's get out of here" move.

Move up to a number of squares/hexes equal to Quickness x 2

4) Turning

When making a Slow or Normal move, the model may turn to face any direction any number of times.

When making a Run move, may turn to face any direction once before, during or after the move.

5) Diagonal moves

In grid-based adventures, a diagonal move counts as one square, despite the slight discrepancy in "real" distance arising from such a move.

Back to Contents

D) EXPLORATION

Exploration is the "adventure" part of this adventure game.

Exploration is anything other than combat or movement. In Exploration mode, Characters check out their surroundings for hidden treasure, secret doors, traps, clues and objectives.

Exploration is based on the Character's stats. The full range of Exploration actions is limited only by the player's imagination and the scenario design.

Some examples are:

Use the Character's STRENGTH score to

Use the Character's QUICKNESS rating to

Use the Character's HEALTH score to

Use the Character's MIND score to

Use the Character's SPIRIT score to

Use the Character's LUCK value to

Back to Contents

E) COMBAT

This should be quick and dirty, knocking out a "normal" figure in two or three combat rounds maximum. But if so, PCs are going to die like flies. How to balance the two?

1) Ranged Combat

Ranged combat is carried out using the Character's Quickness score (representing the reflexes necessary to aim at a distant target). At Short Range, the base target number is 11; at Long Range the target number is 17. The following modifiers apply:

2) Ranged Weapons

                Short       Long   Damage
Bow               12         24     1D+3
Crossbow           8         16     2D
Throwing Axe       6         12     1D+1
Thrown Dagger      3          6     1D
Javelin            4          8     1D+1
Slingshot          5         10     1D
Rock             S/2          S     1D

3) Hand to Hand combat

Hand to hand combat is a contest of brute strength. When fighting such battles, match Strength vs. Strength in an opposed roll off between the combatants. The highest score wins. On a tie, the combat is drawn and may continue next round. Some To Hit modifiers may be applicable, for example

Hand to hand combat is simultaneous. Both combatants get their attacks at the same time and damage is inflicted by the winner. This may lead to a situation where one of the fighters has run out of Actions during that turn (for instance if outnumbered or facing a creature with many attacks). In such a case the fighter is still able to defend himself but may not inflict damage.

For example. A warrior with two Attacks is being mobbed by a 3 Goblins with one attack each. The warrior makes an attack against each of the first two Goblins (perhaps killing one and missing the second). When the third Goblin attacks the warrior makes his normal 2D+Strength roll but if his Action Total exceeds the Goblin's Action Total, the Goblin is not wounded. Instead the warrior has successfully fended off the Goblin's attack for that turn.

4) Hand to Hand Weapons

                   Damage    Example
Unarmed *            1D-2    Human with fists and feet only
Natural Weapon       1 to 3D Claws/Teeth/Tail depending on the creature
Light Weapon         1D      Dagger/Club
Basic Weapon         2D      Sword/Axe/Mace/Staff/Spear
Two Handed Weapon    3D      Great Sword/Great Axe/Heavy Mace
Pole Arm             3D+3    Halberd/Pole Axe/Pike

* Roll 1D and subtract 2 from the result. Treat scores of less than 1 as 1.

5) Armour

                   Protection Example
None                   0      Unarmoured
Shield                 1
Leather Jerkin         1
Light                  2      Full Leather or Chainmail shirt
Medium                 4      Full Chainmail, Scale
Heavy                  6      Full Plate

Armour is cumulative with shields, so a Character with Full Leather armour and a shield has 3 points of armour protection.

6) Damage and Wounds

If an attack hits (whether in ranged or hand to hand combat) roll a number of dice equal to the weapon's Damage rating, add any appropriate modifiers, and subtract the target's armour protection rating (if any). The result, if greater than zero, is subtracted from the target's Health score.

When Health is depleted to zero, the creature dies.

Back to Contents

F) EQUIPMENT AND MONEY

All Characters start with 3D Gold Pieces and one Basic Weapon (see above) of the player's choice. Starting Gold may be used to buy equipment from the following list. Cost is listed in Gold Pieces.

1) Gear

                       Cost
Suit of clothing         3
Backpack                 2
Provisions (1 day)       1
Torch                    1
Lantern + Oil            2
Spare Oil Flask          1
Rope (50 feet)           5
Boots                    1
Water Canteen            1

2) Missile Weapons

                       Cost
Bow                      8
Crossbow                15
Throwing Axe             7
Thrown Dagger            2
Javelin                  2
Slingshot                1
Rock                   Free!

3) Melee Weapons

                       Cost
Dagger                   2
Club                     1
Sword                    7
Axe                      9
Mace                     8
Staff                    1
Spear                    3
Great Sword             12
Great Axe               14
Heavy Mace              12
Halberd                 20
Pole Axe                21
Pike                    15

4) Armour and Shields

                       Cost
Shield                   3
Leather Jerkin           2
Full Leather             5
Chainmail Shirt          7
Full Chainmail          10
Scale Mail               8
Full Plate              30

Back to Contents

G) IMPROVEMENT

Characters gain Improvement Points (IPs) which may be used to gain new skills and increase stats.

a) Sample IP awards

b) Improving stats

Increasing a stat score requires the same number of IPs as the new score. For example, increasing Strength from 7 to 8 would cost 8 IPs.

Stats cannot be improved by more than two points at a time, and the IP costs are cumulative. For example, increasing Strength from 7 to 9 all in one go costs 17 IPs (8 to go from Strength 7 to 8 and a further 9 to increase from 8 to 9).

c) Skills

Back to Contents

SECTION 4: SPECIAL RULES

A) MAGIC

A Wizard character with the Spellcraft skill is allowed to choose three spells to use on the Adventure. These are the only spells available to the Wizard, so choose wisely. Of course, if a Wizard has two Spellcraft skills, this will increase the choice to six spells.

The chosen spells may be cast any number of times during the Adventure but no more than one spell may be cast on the Wizard Character's turn, regardless of how many Actions the Wizard may have.

1) Arcane Spells

a) Magic Arrow

Range 10 + Caster's Mind

Automatically hits one living target for 2D damage.

b) Invisibility

Range Touch

Turns caster or the touched target invisible for 3 turns. An invisible person or thing may still be heard, smelled or sensed in other ways.

c) Strength

Range Touch

Adds 2D to the caster or target's Strength for 3 turns.

d) Create Light

Range Touch

Creates a pool of light equal to a torch. Illuminates a radius of up to the caster's Mind score in squares/hexes. Lasts 3 turns.

e) Speed

Range Touch

Adds 2D to the target's Quickness for determining movement distances.

f) Fog Cloud

Range 6

Blankets an area of the caster's Mind score diameter with thick fog. All actions in the Fog Cloud are at -1D.

g) Razorsharp

Range Touch

Adds +1D to the damage inflicted by an edged weapon (sword, axe, dagger etc).

h) Cat's Eyes

Range Touch

Allows one to see in the dark as per the Night Vision skill. Lasts 3 rounds.

i) Magic Key

Range Touch

Opens one lock, be it on a chest, door, handcuffs or whatever.

j) Smash

Range Caster's Mind stat

A burst of energy shaped like a huge fist. This causes 2D damage to a living target, breaks down doors, smashes glass or wooden objects. Requires a Ranged attack roll (usually 2D+Q, target 10).

2) Divine Spells

a) Cure Injury

Range Touch

Heals the caster's Spirit score in damage.

b) Cure Poison

Range Touch

Neutralises one poisoned wound so no further damage is taken.

c) Circle of Protection

Range Touch

Creates a magic circle (caster's Spirit score in diameter) through which Undead and evil creatures may not pass. If they attempt to do so, they must match Spirit vs. Spirit and take 2D damage if they lose.

d) Dispel Fear

Range Touch

Neutralises Fear and Terror in one victim.

3) Turning Undead

Undead are loathsome creatures of the night. Characters of pure faith, i.e. those with the Faith skill, have power over these creatures and may be able to hold at bay, banish or even destroy these evil things. This power works on a number of Undead up to the Character's Spirit/2 (round down).

A Character with Faith may attempt to turn away Undead creatures as follows.

The Character rolls 2D+Spirit in an opposed test against the undead's 2D+Spirit. If the Character scores higher than the creature, it will flee. If the scores are tied, the creature does not flee but is held at bay (will not move towards the cleric or his comrades). Should the creature roll double 1, or the cleric double 6, the undead creature is destroyed instantly.

4) Magic Items

Described below are some basic magical items which may be found and used by questing adventurers.

a) Weapons & Armour

Common Magic Sword or other Basic Weapon

These sorts of weapons have one of two powers: either they grant the user +1D on their Hand to Hand combat attack roll (but provide no bonus to damage); or they inflict an extra +1D of damage on a successful attack (but do not improve the attack roll).

Bane Blades

Bane Blades are specifically enchanted to be potent against one sort of creature. This could be Goblinoids (Orcs and Goblins), Trolls, Dragons or Undead (regardless of type). These weapons typically grant +1D on the Attack and Damage rolls against this type of foe but do not provide such bonuses against other opponents.

Special Weapons

Special Weapons have a history. They may be centuries old and have been used by mighty heroes. Generally they increase both Attack and Damage rolls against ALL foes (not just single groups of opponents) and may have several other powers (emit light when enemies are near, incite berserker rage in the bearer, shriek a battle cry which causes fear in the enemy) as designed by the GM.

Armour and Shields

Magic armour typically provides a further 1, 2 or 3 points of armour protection depending on the power of the enchantment.

b) Potions

In general, a potion's effects last 3 Turns.

Potion of Strength Add 1D to the drinker's Strength

Potion of Healing Restore 1D Health Points.

Potion of Fortune Restore any lost Luck Points and add 1D to the next Luck-enhanced roll.

Potion of "Skill" This sort of potion may replicate any one of the Skills available to Characters. Such a potion will, however, have no effect on a Character who already possesses that Skill.

c) Other Items

Wand of Fire Throws 1D flame jets (out to a range of 3 but may also be used in hand to hand combat).

Ring of protection Adds +1 Armour protection point.

Cloak of Shadows Add +1D to Actions involving hiding.

Back to Contents

SECTION 5: BESTIARY

A) MONSTERS

A selection of creatures and monsters to act as opponents.

1) Threat Levels

We define three THREAT LEVELS of creature

2) Basic Creatures

These are general dungeon fodder: Goblins, Orcs, Skeletons, Zombies, Giant Rats, Giant Spiders and Lizardmen. Also included in this class of creature are natural animals: Cave Bears, Wolves, Guard Dogs, Rat Swarms and so on.

Basic Creatures are rated for their combat stats only, thus:

Strength       Quickness      Health
Weapons        Armour         Damage
Comments

Comments are catch-all notes on the creature describing any special rules that may apply (if any). Examples might include: a Spirit score for undead (used in resisting a cleric's Turn Undead power), a treasure rating (indicating how much Gold the creature carries),

a) Orc

Strength   7   Quickness  6   Health  8
Weapons Various       Armour Light        Damage By Weapon
Comments May be armed with any basic weapon or a bow and dagger

b) Goblin

Strength   5   Quickness  6   Health  6
Weapons  Various      Armour Light        Damage By Weapon
Comments May be armed with any basic weapon or a bow and dagger

c) Giant Spider

Strength   3   Quickness  7   Health  4
Weapons Bite       Armour None        Damage 1D
Comments Webbing: Range 4; Quickness vs. Quickness to avoid; Strengh target
         10 to break.
         Poison: Health vs. Strength 6. May be Sleep venom or cause 1D extra
         damage.

d) Lizardman

Strength   7   Quickness  5   Health  7
Weapons Spear or Sword       Armour   1 point scaley skin   Damage By Weapon
Comments Bonus attack: Tail lash, 1D Damage

e) Giant Snake

Strength   6   Quickness  6   Health  6
Weapons Bite       Armour  1 point scales       Damage 1D
Comments May be a constrictor. Match Quickness vs. Quickness to avoid being
         grabbed; or Strength vs. Strength to escape. Damage 1D per round
         while grabbed. Snake may still Bite while constricting a target.

f) Skeleton

Strength   4   Quickness  4   Health  4
Weapons  Sword Axe Spear      Armour None   Damage By Weapon 
Comments Spirit 5 for resisting Turn Undead
         Half damage from edged weapons
         May be unarmed, if so Damage = or 1D-2 

g) Zombie

Strength   6   Quickness  4   Health  6
Weapons  Fists      Armour None   Damage 1D (unarmed but no penalty)
Comments Spirit 7 for resisting Turn Undead

h) Rat Swarm

Strength   4   Quickness  6   Health  8
Weapons Teeth     Armour None        Damage 1D-3
Comments Kill the swarm to beat off the rats

i) Giant Rat

Strength   4   Quickness  8   Health  4
Weapons Teeth     Armour None        Damage 1D
Comments Attack in packs of 2 - 4

3) Special Creatures

Special creatures fall into one of two general types. Either they are upgraded Basic Creatures or more powerful, exotic, magical or rare monsters. An example of the former would be an Uruk (a big, fierce Orc) leading a group of Basic Orcs. The rarer, more exotic monsters would include Trolls, Ogres, Demons, Manticores, Chimerae, Werewolves and so on.

Special Creatures have combat stats only. However, they may have more extensive Comments than their Basic counterparts.

Where possible, such Special Creatures should be named and treated as the exceptional monsters they are. Special Creatures may have access to the Skills available to Characters.

a) Great Orc (Uruk)

Strength   8   Quickness  6   Health  8
Weapons Any       Armour Light + Shield   Damage By Weapon
Comments Commands up to 2D normal Orcs

b) Troll

Strength   8   Quickness  4   Health  12 
Weapons Fists or Weapons       Armour 3 point hide   Damage 2D (unarmed)
Comments Regenerate 1 Health point per round
         May use 2-handed weapon (e.g. Big Club) with 3D damage

c) Ogre

Strength   8   Quickness  4   Health  10
Weapons Fists or Weapons       Armour 2 point hide   Damage 2D (unarmed)
Comments May use 2-handed weapon with 3D damage

d) Manticore

Strength   8   Quickness  9   Health  12
Weapons Claws, Teeth and Spikes Armour 2 points Damage See below
Comments Multiple attacks including ranged attack
         Claws do 2D damage; Bite does 1D+3 damage
         Spikes are fired from tail, doing 1D damage, range 6

e) Demon

Strength   7   Quickness  7   Health  8
Weapons Claw/Claw/Bite    Armour 2 points    Damage See below
Comments Three Attacks

f) Genie

Strength   6   Quickness  8   Health  8
Weapons Magic Weapon   Armour  3 points     Damage 2D+2
Comments Magic Use: 3 Arcane Spells
         Immune to non-magical weapons

d) Chimera

Strength   8   Quickness  9   Health  12
Weapons By Head (see below)  Armour 2 points Damage See below
Comments Multiple attacks including ranged attack
         Lion Head Bite 1D+3
         Lion Claws 2D (2 Attacks)
         Goat Head Gore 1D
         Dragon Head Flame Breath 2D range 4

4) Elite Creatures

Elite Creatures have a full set of stats and are in all respects are the same as Characters. This makes them very dangerous opponents.

Where possible, such Elites should be named and treated as the exceptional monsters they are. This might include granting them a "survival instinct" whereby they flee to fight another day, rather than being mown down by the players. Elites should have at least one special Skill (perhaps chosen from those available to Characters, perhaps unique to that Elite Creature).

Elites may be powerful Warlocks; Warriors leading warbands; or monsters like Dragons, Vampires, Liches or Greater Demons.

a) Warlock

Strength   7   Quickness  7   Health  10
Mind      10   Spirit     8   Luck     7
Weapons  See below   Armour See below     Damage Varies
Comments Spell use: At least 6 Arcane Spells plus "specials"
         Assume Magic Weapon and Armour plus other items as necessary.

b) Vampire

Strength   8   Quickness  6   Health 12
Mind       8   Spirit     8   Luck    5
Weapons Sword and Bite  Armour Any + 1 for Undead Vitality    Damage 2D
Comments Vampire Bite 2D damage (Quickness vs. Quickness to avoid)
         Plus any two of the following powers:
              Hypnotism (Mind vs. Mind or Spirit to avoid)
              Change Form (bat, wolf)
              Regenerate (1 Health point per round)
              Mist Cloud

c) Dragon

Strength  12   Quickness  8   Health  20
Mind       9   Spirit     8   Luck     6
Weapons See below  Armour 5 point Dragon Scales Damage See below
Comments Multiple attacks: 
              Two Claws damage 3D
              Bite damage 3D
              Tail Lash damage 2D
              Fiery breath damage 3D, range 10
         Can Fly in open areas.

d) Liche

Strength  5    Quickness  7   Health  10
Mind      9    Spirit    10   Luck     4
Weapons Sword    Armour None        Damage 2D
Comments Spell Use: at least 3 Arcane Spells and other magic Items

e) Greater Demon

Strength   9   Quickness  9   Health  10
Mind       8   Spirit     8   Luck     4
Weapons Flaming Sword and Whip  Armour 4 points  Damage See below
Comments Sword damage 3D 
         Whip Damage 1D+entangle (Quickness vs. Quickness to escape)
         Causes Fear (Spirit vs. Spirit or Mind)

Back to Contents