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Elf 34 Pixie 66
Rakshasa 67 Genre Conversion 95
Empusa 35
• Introduction •
Our scholars have worked diligently they may have some to represent their small creatures are harder to hit but eas-
to bring you information on over 80 unconscious application of them, such ier to injure. For information on how to
different types of creatures — from as mettle to resist being told what to do. use scale in your combat encounters, see
alligators to Zombies. Of course, don’t Animals and monsters usually decide on page 71 of the D6 Fantasy Rulebook.
feel that because we’ve included it in the best course of action that will lead
this tome that you need to add every to their own survival, unless they are Increased
creature to your setting. trained otherwise. Attribute Special
Take note that the entries provide
Creatures and Ability
information on the typical member
You’ll notice that some creatures have
of the species, and that’s not always Their Fear Factor a bonus in parentheses after attributes
the one that stalwart adventurers Animals and similar creatures often and Strength Damage values. This
will run across. While the entries can try to scare interlopers in their ter- number in parentheses indicates the
serve well as a guide, it’s always worth ritories, either to weaken them or modifier that the creature receives from
remembering that any specific creature frighten them away. To simulate this, having the Increased Attribute Special
encountered may have abilities above, the gamemaster may have the creature Ability for the related characteristic.
below, or outside the norm — perhaps make a threatening gesture and make
even ones never seen in that species an intimidation attempt. Since the Disadvantages
before due to some twist of magical or intimidation attempt is an instinctual
divine intervention. The effects of the Reduce Attribute
reaction, it only may be performed once and the Hindrance: Movement Dis-
We also wish to bring to your atten- per encounter, but it affects all who
tion the following information that is advantages have been figured into the
witness it. For example, bears rear and characteristics of the creatures, so do
applicable to numerous creatures found often growl or roar, while a bull stamps
in this book. not apply them again.
its hooves and tosses its horns.
What You’ll Need Should the intimidation attempt suc- Animal Control
ceed, the target character or group flees, To keep a sense of balance in a game,
You’ll get the most out of this book possibly pursued by the creature if it is
if you’ve already read (or at least own) gamemaster should restrict Animal
hungry or provoked enough.
the D6 Fantasy Rulebook. However, we’ve Control to ordinary creatures (such as
For more details of the game mechan-
included a genre conversion at the end birds or cattle) and disallow its use on
ics of intimidation attempts, see page
of this book for those who’d like to use the more unusual creatures and mon-
73 of the D6 Fantasy Rulebook.
these critters in D6 Adventure or D6 sters (such as perytons and giant bats).
Additionally, characters many not use
Space encounters. Stampede Animal Control to hold power over any
Some animals, such as cattle and
Animals vs. elephants, become even more danger-
creature with Advantages, Disadvan-
tages, and/or Special Abilities in their
Sentient Beings ous when in enraged or frightened as a write-ups or where otherwise noted.
You’ll notice that game characteris- group. A stampeding herd does standard
tics are given in one of two ways: with Strength Damage (with any modifiers Designer Creatures
natural abilities and with Advantages, for the ability to trample) plus receives Monsters and animals (those crea-
Disadvantages, and Special Abilities. +5 to fighting for one round per five to tures that gamemasters wouldn’t allow
This is to help you distinguish between 20 animals in the group. (The larger the players to take as characters) may have
those with animal instincts only (which animal, the fewer that need to partici- a minimum of 1D in any attribute (gen-
are the ones with natural abilities) and pate to receive this bonus.) erally Intellect and Coordination), but
everyone else. they have no attribute maximum. Use
Scale Disadvantages and Special Abilities as
Animal Skills Many of the creatures in this book inspiration for the game mechanics of
Remember that, although clever, include a scale value. (Those that don’t various natural abilities for the creature.
most animals and some monsters have a scale value of zero.) Scale takes You can find a sheet to keep track of your
are not as intelligent as Humans are. into account that large creatures are modified and new monsters on page 127
They don’t actively use skills, though easier to hit but harder to injure, while of the D6 Fantasy Rulebook.
Page 4 • D6 Fantasy Creatures
Intellect 1D
Acumen 2D+2: search 4D+2
Charisma 1D: intimidation 4D, mettle
3D
Strength Damage: 2D Move: 15
Fate Points: 0
Character Points: 0
Body Points: 26 Wound levels: 4
Natural Abilities: claws (damage
+1D; +5 to climbing totals); bite (damage
+1D); thick fur (Armor Value +1); large
size (scale value 1)
Typical Grizzly
Agility 2D: climbing 3D, fighting 5D,
stealth 3D
Coordination 1D
Physique 5D: running 5D+2
Intellect 1D
When they are very hungry or feel
Bear unthreatened, bears scavenge camp-
sites. Driven by a powerful sense of
Acumen 2D+1: search 4D+1
Charisma 1D: intimidation 5D, mettle
The bear is one of the most renowned smell, a bear will even claw open sealed 4D
creatures of the wild. Though generally pottery jars, or bash them on hard Strength Damage: 3D Move: 18
considered slow, lumbering animals objects. Those who feel clever by hanging Fate Points: 0
by the casual observer, they are in fact their supplies in trees will receive a rude
quick when motivated. Combined with Character Points: 0
awaking by black bears, who are excel-
their very powerful physique, bears lent climbers, and persistent grizzlies, Body Points: 32 Wound levels: 4
are dangerous adversaries. This makes who will shake or knock down trees to Natural Abilities: claws (damage
them a favorite companion of druids get at these scrumptious treats. +1D+1); bite (damage +1D); thick fur
and shamans, serving as guardians and Most bears do not attack humans (Armor Value +2); large size (scale
sometimes mounts. unless it is necessary. Mother bears are value 3)
Black bears are one of the smallest notorious for going out of their way to
kinds of bear, weighing in at about 135 protect young. A mother bear protect- Typical Polar Bear
kilograms and roughly 1.2 to 1.5 meters ing her young gains a +2D bonus to her Agility 2D: fighting 6D, stealth 3D
from nose to tail. The brown, or “grizzly,” fighting and damage, and she does not Coordination 1D
bear is generally 225 to 270 kilograms engage in any defensive actions, such
and 1.8 to 2.1 meters long. As the largest as dodging or retreating. Physique 6D: running 6D+2
of their species, polar bears can weight Intellect 1D
over 540 kilograms and measure up to Typical Black Bear Acumen 2D: search 4D
three meters long. When standing on Agility 2D+2: climbing 4D+2, fighting Charisma 1D: intimidation 6D, mettle
their hind legs, take their length and add 4D, stealth 3D+2 5D
half again to determine the approximate Coordination 1D
height any bear can reach. Strength Damage: 3D
While bears are mainly carnivores, Physique 4D: running 4D+2 Move: 19
they can and will eat nearly anything. Fate Points: 0
Black and brown bears will eat all man-
Character Points: 0
ner of plant matter, including berries, Adventurers report unusually
roots, and bulbs. Some brown bears go large subjects of each species. These Body Points: 38 Wound levels: 5
after big game such as elk and moose, bears are about 50% larger than Natural Abilities: claws (damage
but most prefer fish and small game. their respective cousins and gain a +1D+1); bite (damage +1D); thick fur
Polar bears almost exclusively dine on +1D to Physique and fighting as well (Armor Value +1D); large size (scale
seals and other arctic wildlife. as +1 to their scale value. value 4)
D6 Fantasy Creatures • Page 7
Bull
The bull is identified by many cultures
as a symbol of strength and virility
— some consider it sacred. A number
of religious ceremonies use the bull as
a sacrifice or in rituals pitting them
against warriors as a test of their brav-
ery. However, despite the mysticism
associated with bulls, the day-to-day use
of these animals is the simple breeding
of livestock.
In any herd of cows, or steers, there
are 20 to 30 bulls per 100 cows in the
wild or traveling with nomadic herders,
but only about five to 10 bulls on farms
and ranches for a like number of cows. In
this way, farmers and ranchers maintain
control of the population and insure
optimal breeding, as well as to prevent
bulls from injuring one another when
competing for females. They do this by
locking horns. In enclosed settings, like
ranches, they have been known to injure
the cows as well.
Bulls are much larger than cows,
about 1130 kilograms and standing 1.5 knees to “fight” the animal. To perform is a very dangerous but crowd-pleasing
meters at the shoulder. A cow is about this kind of bull taunting, the character stunt and could, eventually, earn the
680 kilograms by comparison. needs training in a specialization of character some fame.
The horns of a wild bull average 1.5 dodge, called bullfighting. Each round,
meters from tip to tip, but can get as the fighter makes an intimidation roll Typical Bull
long as 1.8 to 2.1 meters. Must bulls in versus the bull’s mettle, in addition to Agility 2D: dodge 3D, fighting 4D+2,
captivity have been bred for small horns a dodge: bullfighting attempt against the jumping 3D
(which can be as short as one-half to one animal’s Acumen. As the performance Coordination 1D
meter across) or have had their horns requires both each round, multi-action
Physique 4D+2: running 5D+2,
cut off to prevent injury to people and penalties apply. Missing the intimida-
stamina 6D+2
beast a like. tion roll means that the bull does not
charge, while missing the bullfighting Intellect 1D
Like many herd animals, bulls don’t
generally bother with people unless attempt indicates that the bull plowed Acumen 2D: search 3D
they approach too closely. The bull deals into the fighter. Charisma 1D: intimidation 4D, mettle
with threat, real or perceived, by a swift Some bullfights require the fighter 4D
charge, goring of the horns, and tram- to kill the bull or lance it with several
Strength Damage: 2D
pling under hoof. In a ceremonial battle, spears in order to finish the contest.
Once the bull becomes injured, it gets Move: 30
or bullfight, the bull is taunted with a
cape or any other large piece of cloth into even more enraged and more difficult Fate Points: 0
charging. It is not the bullfighter that is to control. Any bullfighting tests made Character Points: 0
the target but the cape itself. after the bull is wounded (a loss of more
Body Points: 19
The motion of waving the cape cre- than five Body Points or one Would
level) are done against the bull’s mettle Wound levels: 3
ates the perception of the cloth as the
threat; the person holding the cape instead of Acumen. Natural Abilities: horns (damage
is irrelevant to the bull. A talented Some fighters like to show off by mov- +2D; +5 to fighting totals if a long-
bullfighter can keep a bull occupied for ing to the side at the last moment and horned bull); trample (damage +3D;
several minutes with this technique placing themselves close enough to the must charge); large size (scale value 3)
and may play to the crowd by putting side of the bull as it rushes past. (This Note: More aggressive bulls can have
his back to the bull or even going to his adds +5 to the bullfighting difficulty.) It a mettle skill of 5D to 6D.
Page 12 • D6 Fantasy Creatures
Bunyip Summoning
Invocation
Skill Used: Strife
Difficulty: 11
Effect: 15 (+3D+1 bonus to persua-
sion)
Range: 1 kilometer (+15)
Speed: +15
Duration: 25 minutes (+16)
Bunyip tim flees its sphere of influence, the spirit
attacks its summoner. The spirit’s power
Casting Time: 25 minutes (-16)
Other Aspects:
Bunyips are the angry animal spirits may only be used to avenge slain animals Components (-2): Bull-roarer (very
of creatures that were slain for sport or and the like, so the shaman must word common)
other petty reasons. They have a variety his request carefully and target victims Concentration (-2): 15 minutes with
of shapes, but are always covered in fur, even more carefully. mettle difficulty of 8
with two large clawed arms and a fero- Under other circumstances, bunyips Gestures (-3): Whirl a bull-roarer
cious mouth of teeth. They may some- cannot be reasoned with, and they over head for entire concentration
times have horns, fins, wings, scales, or attack all until they or it are destroyed. time with acrobatics difficulty of 11
other parts of animals that have been However, if it manages to kill the person Incantation (-2): Carefully worded
slain in the area. The more animals sense- or persons responsible for its creation or request (complex formula with diffi-
lessly killed within the vicinity of their growth, it disappears with the corpses culty equal to roll of bunyip’s mettle)
creation, the larger they are. of those persons, never to return. The
Once the shaman seats himself within
The first bunyip is said to have bodies of these persons are never recov-
one kilometer of the bunyip’s den, he
appeared in a large island-continent far ered, though the bloated corpses of its
begins by twirling the bull-roarer over
out in the ocean, but they can be found other victims might be found, laden with
his head. After its roaring is steadily
near any body of water. an animal killed treasure, in the bottom of its den.
produced, he concentrates on sum-
and thrown into a water hole has an
excellent change of becoming a bunyip.
Typical Bunyip moning the bunyip forth. At the end
of the time and with a successful strife
During the day, they hide in their Agility 3D: fighting 4D, stealth 6D roll, the bunyip appears. (On a failure,
watery lairs. At night, the spirits attack Coordination 3D the bunyip does not appear. On a fail-
anything that ventures within two kilo- Physique 8D: running 8D+1 ure with a Critical Failure, the bunyip
meters of its lair, but it will not go beyond attacks the shaman.) The shaman may
Intellect 1D
that limit even if the target flees beyond then make his request of the bunyip,
the area. It prefers humanoid women Acumen 3D: hide 4D, tracking 4D using his persuasion plus the bonus
over all other targets as the creature Charisma 3D: intimidation 7D, mettle received from this invocation against
savors the sweet flavor of female flesh. 5D the bunyip’s mettle. (Treat the bunyip
Shamans that are close to nature have Strength Damage: 4D Move: 12 hostile but the request as something
been known to call on and manipulate the bunyip would do anyway.) Any kind
Fate Points: 0
bunyips, but this is extremely dangerous. of failure to convince the bunyip to fol-
If the shaman does not create the miracle Character Points: 2 low the shaman’s wishes results in the
properly or if the bunyip’s potential vic- Body Points: 32 Wound levels: 5 bunyip attacking the character.
D6 Fantasy Creatures • Page 13
less aggressive when During mating the patience, endurance, and skill of
challenged. One tricera tops bull was season, breed- these consummate hunters. Standing
Adults are vege- actually observed to pause for ing cows stand nearly two meters tall, able to outrun a
tarians and subsist a mouthful of greener y during watch over their thoroughbred at full sprint, and armed
entirely on grass, a mortal fight with three thrill- nests of three to with razor-sharp talons and surprisingly
leaves, and roots, but seekin g tyrann osaurs . The six eggs while strong grasping claws, they possess a
a young triceratops fight ended predictably, with young or eggless chameleon-like ability to change their
is omnivorous and the bored tyrants being driven females try to skin patterns and colors to match any
will eagerly consume off, but the bull paid for his gather food for terrain, and an appetite that is never
insects, small mam- untimely dining decision with the pride. Hatch- sated. These creatures are the dire
mals, other species of a wound to his flanks that left lings learn what wolves of their kind — nightmares
dinosaur, or anything an impressive scar. plants to eat and brought to life.
that winds up in front what beasts to Velociraptor packs live in den-war-
of its mouth — even its avoid from their rens scratched from hillsides or clay pits.
own mother (or the head of an unwary mothers. Cows are dangerous only when Their social hierarchy is a living model
adventurer). Fortunately, female they feel their young are threatened, of the principal of the survival of the
triceratopses know better than to do which happens whenever anything fittest. ’Raptors run in packs of 12 or
something so stupid, which is more than Human-sized or larger walks into sight more individuals ruled by a mated alpha
can be said of certain adventurers... on two legs. In the absence of a bull, pair. Pack member positions fluctuate
Triceratopses live in social herds akin a pride’s cows rally to the defense of according to the individual’s current
to lion prides, with one male (the bull) the young. For this reason, young are health and strength. Injury or disease
controlling a group of 20 or more females generally lost to predators only during often causes a pack member to slip down
(cows) and dozens of offspring (toplets) the long migrations between hatching a rung within ’raptor society, and those
of varying ages. Toplets remain with their grounds and grazing territories, when that appear too weak risk ending up
prides until nearly mature, at which point the herds must keep moving to beat on the menu. Velociraptors of beta or
they either leave on their own or are the winter snows or return to their lush lower status are free to choose mates,
stolen by a young bull seeking females grazing plains after the relatively lean and mated pairs help each other survive
of his own. Prides remain isolated from mating season. injury and famine, but only an alpha will
each other most of the year, but during risk its life to protect its mate.
mating season, which starts with the Typical Triceratops Velociraptors hunt in groups called
onset of autumn, all of the prides band Agility 3D+2: fighting 7D+2, dodge jagers, instinctively employing hunt-
together to migrate to hatching grounds 7D ing tactics that would challenge even
located in warmer climes, hundreds of Coordination 1D the best Elven trackers. Jagers are
kilometers to the south. Physique 8D: stamina 9D+1, swim- composed of four individuals, usually
Upon reaching maturity, females ming 9D mated pairs, which operate around the
often leave the pride to find a mate, as clock to meet the needs of demand-
Intellect 1D
part of nature’s way of avoiding inbreed- ing warm-blooded metabolisms. They
ing. Instinct impels maturing males to Acumen 2D: search 4D have been known to wander up to 48
leave and establish prides of their own; Charisma 2D: intimidation 7D, mettle kilometers a day to find food in lean
battles between old, experienced bulls 6D times. In such cases, successful hunters
and young, healthy challengers are fairly Strength Damage: 4D Move: 25 eat their fill and drag the rest back to
common occurrences during the autumn the den-warren to share with the oth-
migration. As might be expected, few Fate Points: 0 ers. Alphas do not hunt in jagers, their
challengers succeed, but occasionally Character Points: 0 primary duties being to produce eggs,
one manages to steal away with a few Body Points: 23 Wound levels: 3 raise the pack’s collective young, and
young females. Success doesn’t come Natural Abilities: bite (damage defend them from predators while the
without a price, and bulls spend their +3D); horns (damage +3D); tough skin jagers seek food.
days in constant vigil, warding off preda- (Armor Value +1D); large size (scale While ’raptors do not normally stalk
tors and other male triceratops, visiting value 10) healthy, uninjured targets that are much
females, and marking territory. All this larger than themselves, famine can force
activity leaves little time for eating, so Velociraptor jagers to override this important instinct.
the bull takes whatever chance he can Of all the dinosaurs, none pose a This behavior usually leads to serious
to grab a quick snack. greater threat to humanoids than the injury or death, but scholarly expeditions
Cows spend most days grazing, velociraptor. Of all the civilized races, have watched desperate, starving jagers
socializing, and caring for offspring. only the Elves come close to matching separate healthy adult triceratopses from
Page 20 • D6 Fantasy Creatures
Dog
Dogs are domesticated canines that
are found all over the world. They come
in a variety of colors, sizes, and shapes.
All dogs are four-legged; the vast major-
ity have fur and a cold nose. The colors
of a dog’s coat ranges from white to
reddish-brown to yellow to black and
combinations of these colors.
Lap dogs tend to be small and
provide companionship for humans.
Hunting dogs are generally small to
medium-sized and are especially bred
for trailing big and small game. Guard
dogs are usually the largest and always
the most sturdy of dogs. These canines
are bred for battle and are sometimes
be equipped with specially designed
light armor.
All dogs follow the pack social struc-
ture. In the wild, the alpha male proves
his dominance in combat over the other
males. He becomes the leader of the pack
and all dogs within that pack follow him.
Domesticated canines follow the pack
mentality to a lesser extent. Because of
their close association with Humans,
their owners generally take the place
of the alpha male. Typical Guard or Typical Lap Dog
Canines can be found in almost any Hunting Dog Agility 3D: dodge 4D, stealth 3D+2
climate, but certain breeds will be found
Agility 3D: dodge 6D, fighting 5D, Coordination 1D
in certain climes. Wherever there are
stealth 4D Physique 2D: running 3D+2
humans there are always dogs to follow
them. Dogs are extremely loyal to their Coordination 1D Intellect 1D
masters, even masters that do not treat Physique 4D: running 4D+1 Acumen 2D: search 2D+2, tracking
them very well. Intellect 1D 3D
Dogs are carnivores and must be fed
Acumen 2D+1: search 3D, tracking Charisma 2D: intimidation 2D+2,
regularly. Masters that forget to feed
4D mettle 2D+1
their dogs will have a hard time con-
trolling them, even if they treat them Charisma 2D: intimidation 5D, mettle Strength Damage: 1D
well. Dogs have an amazing sense of 3D+2 Move: 20
smell. They can smell a drop of blood in Strength Damage: 2D Fate Points: 0
a bucket of water. It is for this reason Move: 25 Character Points: 0
that they make excellent hunters and
Fate Points: 0 Body Points: 9
guards. Dogs often smell an opponent
before they see them. Character Points: 0 Wound levels: 1
These creatures dislike cats and other Body Points: 12 Natural Abilities: enhanced smell
feline-related creatures. Even the most Wound levels: 2 (can track targets days after their trail
trained dog may let out a bark when he is cold); teeth (damage +1D); small size
Natural Abilities: enhanced smell
catches a whiff of cat. Some dogs are (scale value 5)
(can track targets days after their trail
extremely intelligent and capable of
is cold); teeth (damage +1D+2); small
complex tricks.
size (scale value 4)
D6 Fantasy Creatures • Page 23
anyone on their lands to be fair game, Coordination 2D: marksmanship: fiery resistance totals; Natural Hand-to-
and the most powerful Earth Dragons breath 10D Hand Weapon: Claws (R3), +3D damage;
have laid claim to whole cities, which Physique 4D+1 (+12): lifting 9D, run- Natural Hand-to-Hand Weapon: Teeth
they allow to stand because the cities ning 5D, stamina 7D (R3), +3D damage; Natural Ranged
attract more victims. Weapon: Fiery Breath (R2), damage 6D,
Intellect 3D: cultures 4D, navigation
Earth Dragons enjoy living places range 10/20/40, with Ability Loss (R1),
10D
safe and warm, and select caverns for may only fire once every other round.
their homes. Some of these lairs cut Acumen 3D: search 3D+1, survival Note: Those Earth Dragons that bur-
into mountains or hills, while others 6D+1, tracking 4D+1 row deep in the earth also have ranks
are below ground, particularly along Charisma 2D+2: intimidation 8D+1, in Infravision.
a coastline. The Earth Dragon often mettle 6D
hollows the space out further, smooth- Strength Damage: 5D (+12) Fire Dragon
ing the walls and giving himself more Fire Dragons are the smallest variety
Move: 10
room to maneuver. Of course, Earth of dragon. They are winged but have only
Dragons favor existing underground Fate Points: 1 front legs — their back section simply
tunnels, whether or not they currently Character Points: 20 curls into a long tail with a spade end.
have residents. Body Points: 30 Their scales are shades of red, orange,
Earth Dragons usually live in temper- yellow, and gold.
Wound levels: 5
ate regions, because their prey prefers Some sages believe that Fire Dragons
these areas and because they do not Advantages: Size: Large (R4), scale are not real dragons at all, only creatures
enjoy the cold. Most Earth Dragons value 12; Wealth (R2) with a similar appearance because it
have at least a small town or two within Disadvantages: Infamy (R3); Quirk doesn’t exhibit the same intelligence
their territory, and forests, meadows, or (R3), territorial or size as others of this species. Fire
farmlands are also common. Special Abilities: Flight (R4), flying Dragons are tiny and fast and appear
move 80; Increased Attribute: Agility alone or in twos or threes. They are
Typical Earth Dragon (R8), +8 to related totals; Increased drawn to fire, and they often appear
Agility 3D (+8): acrobatics 6D+1, Attribute: Physique (R12), +12 to near any large blaze — even a good-sized
climbing 5D, dodge 7D+1, fighting related totals; Longevity (R1); Natural campfire can call one, though the flame
10D+1, flying 9D Armor: Scales (R3), +3D to damage must be outdoors or near the opening of
D6 Fantasy Creatures • Page 25
a a natural shelter like a cave. When a Acumen 3D: search 3D+1, survival month, typically in the domain belong-
Fire Dragon does appear, it ignores any 6D+1 ing to the head of the family. Water
nearby creatures and flies straight to Charisma 3D: charm 4D, intimidation Dragons from other families must ask
the flame — and into it. Then it swoops 6D+1, mettle 4D permission when entering the family’s
around, enjoying the heat and the light, territory, or they are treated as invad-
Strength Damage: 2D
teasing the fire into taller flames and ers and attacked. Neighboring families
often creating small trailers that spin Move: 8 gather together two to three times a year
off from the original blaze. They delight Fate Points: 1 to discuss larger issues and to maintain
in its movement and warmth, and care Character Points: 10 friendly relations. Water Dragons from
little for its effect on others. They only different households often become
Body Points: 24
enlarge and sustain a fire so that they friends and, if their regions border one
can enjoy the flames for a longer period Wound levels: 4 another, meet more frequently.
of time. Advantages: Size: Small (R2), scale Water Dragons are talkative when
Fire Dragons have no real social value 6 with their own family, but their topics
structure. Each dragon or group keeps Disadvantages: Hindrance: Short are serious and subjects can hold their
to itself and travels within its chosen Stride (R1), 2 meter reduction to run- attention for hours. They enjoy gos-
area (which may be small if there’s a ning, swimming, and jumping Move; siping about neighbors, but they also
large concentration of fires), seeking Infamy (R1); Devotion (R3), flames discuss philosophy, marine biology, and
flames. The first Fire Dragon or group Special Abilities: Atmospheric other weight issues.
there takes possession of that particular Tolerance: Fire (R1); Environmental Fish are the main food for Water
fire. Any other Fire Dragons in the area Resistance (R2), +6D to Physique to Dragons, followed by all manner of sea
will not disturb them, and Fire Dragons resist effects of extreme conditions; creatures. Any animals that wander into
never fight for possession. They also Flight (R4), flying move 64; Increased a Water Dragon’s territory become fair
have no voice, which is another reason Attribute: Agility (R4), +4 to related game, including humanoids. Though
why scholars claim they are not real totals; Natural Armor: Scales (R2), +2D they are not violently malicious, Water
dragons at all. to damage resistance totals; Natural Dragons do enjoy taunting surface-
Fire Dragons are not vicious, but they Hand-to-Hand Weapon: Claws (R1), dwellers. They also consider it an insult
will attack anyone who gets too close +1D damage; Natural Hand-to-Hand for a surface-dweller to cross over their
to them while they are within a flame. Weapon: Teeth (R1), +1D damage; home without asking permission and
They will also fight anyone trying to put Natural Ranged Weapon: Fiery Breath so often capsize boats. Those fisher-
out the fire. (R1), damage 3D, range 5/10/20 folk who offer gifts to the dragons find
Fire Dragons only like meat that smooth waters and plentiful fishing,
has been severely charred. They are Water Dragon though sometimes a young Water
so small they do not need much food. Water Dragons have four small legs Dragon rocks their boat just for fun. Any
They often survive on those scraps and no wings. They are long and nar- humanoid who dares to attack a Water
left in campfires by travelers, or small row, to allow them to slide through the Dragon will be pursued by the entire
woodlands creatures caught and cooked water. Long ridges, which resemble fish family, and if she manages to escape to
in forest blazes. fins but feel more like scales, run down land she will find them waiting every
Fire Dragons prefer heavily wooded their back and trail from each clawed time she ventures near water again.
areas and dry plains, since both have foot. Older Water Dragons have similar Water Dragons make their homes
opportunities for frequent fires. When ridges trailing from their brows. Their among nests of coral and seaweed, along
not dancing within a flame, they nest scales are slick and range in color from the ocean or lake floor. They favor deeper
within hollowed-out trees at night. pale green to a vivid dark blue. waters, where they can sleep undisturbed
By day, they curl up on flat rocks and Most Water Dragons live alone or in and unseen. Over time, the dragons
bask in the sunlight, the same way that mated pairs, but they often gather with often carve upon the coral, transforming
snakes do. their kin to discuss events and enjoy it into a roofless palace with delicately
one another’s company. Water Dragons fluted columns everywhere.
Typical Fire Dragon group themselves by family, and each
Agility 5D (+4): acrobatics 8D, dodge family has a matriarch, a patriarch, or Typical Water Dragon
8D, fighting 6D+2, flying 10D both. The extended family lives within a Agility 3D: acrobatics 8D, contortion
Coordination 2D: marksmanship: fiery small sea, sizable lake, or large portion 7D, fighting 8D+1, dodge 9D+1
breath 8D of the ocean. Each family member or Coordination 2D
couple claims a region for personal use.
Physique 3D: stamina 10D Physique 4D (+9): lifting 8D, stamina
Most families gather at least once each
Intellect 2D: navigation 8D 9D, swimming 12D
Page 26 • D6 Fantasy Creatures
Intellect 3D: navigation 10D, speak- — live alone and see other dragons only anyone who offers a dragon this drink
ing 4D rarely. They interact with humanoids wins their favor.
Acumen 3D: crafting 6D, search 3D+1, more frequently, liking to disguise Each Oriental Dragon has his own
survival 6D+1, tracking 4D+1 themselves as such to wander the interests and his own domain. Some
countryside. settle in lake beds, others atop moun-
Charisma 2D+2: bluff 4D+2, charm 3D,
Oriental Dragons are not violent, tains, and still others deep in forests
intimidation 8D+1, mettle 6D
though they will defend themselves or hidden valleys. Certain dragons
Strength Damage: 4D (+9) when attacked. They do enjoy confronta- consider it their duty to guard treasures,
Move: 10 tion but prefer battles of a more intel- whether natural or crafted, while others
Fate Points: 1 lectual nature. They enjoy creating moral train people, travel the world, or make
quandaries for humanoids in order to sure the seasons occur without fail.
Character Points: 20
watch their reactions.
Body Points: 30 They will only attack humanoids for Typical Oriental
Wound levels: 5 three reasons: the people attack first, the Dragon
Advantages: Size: Large (R3), scale people threaten the dragon’s interests Agility 3D (+10): acrobatics 6D+1,
value 9; Wealth (R2) or domain, or the people have demon- fighting 5D, contortion 5D, dodge 8D,
Disadvantages: Devotion (R2), to strated themselves to be villains (usually flying 9D, jumping 6D, stealth 7D
family and territory; Infamy (R2) by harming someone the dragon consid- Coordination 2D (+3): sleight of
Special Abilities: Environmental ers a worthy individual). In those situ- hand 5D
Resistance (R2), +6D to Physique to ations, the Oriental Dragon is a deadly
Physique 3D (+9): lifting 13D, stamina
resist effects of extreme conditions; opponent, clever as well as strong.
12D, swimming 4D
Increased Attribute: Agility (R10), +10 Because there are so few of them,
what most people assume to be racial Intellect 4D (+3): cultures 7D, healing
to related totals; Increased Attribute:
subtypes are actually specific dragons. 10D, reading/writing 8D, navigation
Physique (R9), +9 to related totals;
The Yellow Dragon and the Horned 10D, scholar 8D, speaking 10D, trad-
Longevity (R1); Natural Armor: Scales
Dragon, for example, are individual ing 6D
(R2), +2D to damage resistance totals;
Natural Hand-to-Hand Weapon: Claws dragons rather than types. Only the Yel- Acumen 3D (+3): artist 8D, disguise
(R2), +2D damage; Natural Hand-to- low Dragon is covered with bright yellow 10D, investigation 6D, search 7D,
Hand Weapon: Teeth (R2), +2D dam- scales, and only the Horned Dragon has survival 6D, tracking 8D
age; Ultravision (R3), +6 to sight-based four horns above his brows and a ridge Charisma 3D (+3): command 9D,
totals in dim or dark conditions; Water of them running down his snout to the charm 11D, intimidation 9D, persua-
Breathing (R3), +3D to swimming tip of his nose. sion 11D, mettle 11D
The leader of the Oriental Dragons
Magic 6D: apportation 6D+1, altera-
Oriental Dragon is the Imperial Dragon (also known as
tion 7D, conjuration 7D, divination
Oriental Dragons are long and sin- the Celestial Dragon), who has jet-black
scales and five claws on each foot. This 6D+2
ewy. They have horns on their brows
dragon is the wisest and most powerful Strength Damage: 7D (+9)
and long wispy beards on their chins.
The ridges on their backs and tails are of the Oriental Dragons, and he may Move: 16
long. They have no wings but four legs, command any of the others, though Fate Points: 4
each ending in an agile claw — most he rarely does so. He does, however,
wander into another dragon’s domain Character Points: 40
Oriental Dragons have four claws per
with impunity — the other Oriental Body Points: 33
foot, but the Imperial dragon has five.
Their scales shimmer and range in color Dragons must ask permission before Wound levels: 5
from black to blue to red to gold, silver, entering another’s domain, or face a Advantages: Fame (R2); Size: Large
or even white. challenge (usually to either a logic puzzle (R3), scale value 9; Wealth (R2)
Oriental Dragons are the most intel- or a verbal duel). Disadvantages: Devotion (R2), to
ligent of the dragons, and they can sit for Unlike the other dragon races, the domain
months or even years while pondering Oriental Dragons are vegetarians. Special Abilities: Accelerated Heal-
some topic. Oriental Dragons enjoy a They eat mainly bamboo shoots and ing (R1), +1D to natural healing rate;
good debate or an intellectual discus- rice, though they happily consume Flight (R3), flying Move 96; Increased
sion. They are sparing with their words, any fruits they can find. They will also Attribute: Agility (R10), +10 to related
however, and often speak in vague terms eat bread and vegetables. No Oriental totals; Hypermovement (R3), +6 to
and near-riddles. Dragon will deliberately eat meat, and base Move; Increased Attribute: Acu-
Most of the Oriental Dragons — and it is a grave insult to offer meat to one men, Charisma, Coordination, Intellect
they are the rarest of the dragon races of them. They also drink rice wine, and (R3 each), +3 each to related totals;
D6 Fantasy Creatures • Page 27
Skeleton Dragon
Skeleton Dragons are usually taken
from the Earth Dragons, and so have
massive frames and skeletal wings.
Unlike the other five types, Skeleton
Dragons are not natural creatures,
and are created rather than born.
They are typically fashioned by
necromancers, who reassemble
a dead dragon’s bones and then
reanimate the skeleton to create
a massive, magical servant. For-
tunately, Skeleton Dragons lack
most of their former intelligence,
and only a handful is capable of
magic. Most Skeleton Dragons
have only their size, their strength,
their flight, and the fact that they are
undead and so are immune to many
mundane weapons. them to go. They are most common in Character Points: 20
Skeleton Dragons have no society and the countryside, however, where people Body Points: 34
thus no hierarchy. Each of these crea- are less likely to have defenses against
Wound levels: 5
tures has been animated by a particular magic and thus where a dragon of any
individual. It is enthralled to that person sort has the greatest impact. Advantages: Size: Large (R4), scale
and required to do her bidding. Only value 12
when two or more Skeleton Dragons Typical Skeleton Disadvantages: Devotion (R3),
serve the same master do they fight for Dragon hate the living; Employed (R3), to per-
control, with the strongest becoming Agility 3D (+8): acrobatics 6D+1, son who reanimated it; Infamy (R3);
the leader of their small pack and com- climbing 5D, dodge 7D+1, fighting Reduced Attribute: Acumen, Intellect
manding the other members. 10D+1, flying 9D (R4 each), -1D each; Reduce Attribute:
Skeleton Dragons are not alive and (R3), -2 pips
Coordination 2D
thus do not need to eat, drink, sleep, or Special Abilities: Flight (R4), flying
Physique 4D+1 (+12): lifting 9D, run- move 80; Increased Attribute: Agility
breathe. They are tireless and can fly or
ning 5D, stamina 7D (R8), +8 to related totals; Increased
fight for hours without pause.
Because they are no longer truly alive, Intellect 2D Attribute: Physique (R12), +12 to
and never can be again, Skeleton Dragons Acumen 2D: search 3D+1, tracking related totals; Longevity (R1); Natural
hate the living. They particularly loathe 4D+1 Hand-to-Hand Weapon: Claws (R3),
living reptiles and, above all else, living +3D damage; Natural Hand-to-Hand
Charisma 2D: intimidation 10D,
dragons. A Skeleton Dragon will attack a Weapon: Teeth (R3), +3D damage; Skill
mettle 6D
living dragon at every opportunity. Bonus: Painless Wounds (R4), +12 to
Strength Damage: 5D (+12) stamina total; Skill Bonus: Mindless
Skeleton Dragons can be found any-
where in the world, as they go wherever Move: 10 (R5), +15 to mettle totals
their master goes or wherever she orders Fate Points: 1
Page 28 • D6 Fantasy Creatures
Elemental Physique 5D
Intellect 1D+2:
Elementals are spirits made of one of Acumen 1D+2:
the raw magical elements of creation. C h a r i s m a 1D:
Elementals are only naturally found mettle: travel
in areas that have a high concentration by ship 4D
of the purest form of their element.
Summoned elementals are often bound S t r e n g t h
by wizards as pets, slaves, and warriors. Damage: 3D
Summoned elementals will obey the let- Move: 8
ter of a summoner’s commands, but the Fate Points: 0
more clever elementals look for ways to Character
violate the spirit of the agreement. Points: 0
Air Elemental Body Points:
21
Air elementals normally take the form
of nearly invisible waves or currents of Wound levels: 3 6/—/—); vulnerability to
air, only seen because the air shimmers Natural Abilities: immune to earth water attacks (receive +2D to damage
with their movement. They are not par- attacks, disease, and poison; stone fist from these, which its exterior cannot
ticularly strong, though they are fast and (damage +2D); stone exterior (Armor resist)
difficult to hit. They attack by pushing Value +2D); vulnerability to air attacks
and striking with masses of air. (receive +2D to damage from these, Water Elemental
which its exterior cannot resist) Water elementals found in nature
Typical Air Elemental
are placid, unassuming creatures that
Agility 5D: fighting 5D+1, flying 6D, Fire Elemental would rather flee or hide than fight.
stealth 5D+1 Wizards attempting to control fire When summoned, they can be used as
Coordination 2D elementals get a +3 to the difficulty powerful servants and warriors, but they
Physique 2D to reflect the capricious nature of this never cooperate readily with their sum-
type of elemental. Fire elementals love moner. Water elementals take the form
Intellect 1D+2
to destroy and consume, making them of a roughly Humanoid-shaped blob of
Acumen 1D+2 excellent warriors. They enjoy change water if forced onto dry land, but they
Charisma 1D and new experiences as well and chafe cooperate better when in the water.
Strength Damage: 1D Move: 20 static guard duty assignments. Fire
elementals usually appear as humanoid- Typical Water
Fate Points: 0 Character Points: 0 Elemental
shaped masses of flame, but they change
Body Points: 28 Wound levels: 3 their appearance to suit their whims. Agility 4D: fighting 5D
Natural Abilities: air push (damage Coordination 2D
+1D); immune to air attacks, disease, Typical Fire Elemental
and poison; vulnerability to earth- Physique 4D
Agility 4D: fighting 4D
based attacks (receive +2D to damage Intellect 1D+2
Coordination 4D: marksmanship 5D
from these) Acumen 1D+2
Physique 3D
Charisma 1D: mettle 4D
Earth Elemental Intellect 1D+2
Strength Damage: 2D
Earth elementals are resistant to Acumen 1D+2
injury and brutally strong. They appear Move: 10 (5 on dry land)
Charisma 2D: bluff 4D, intimidation
as humanoid shapes, roughly sculpted 4D, mettle 4D Fate Points: 0 Character Points: 0
from stone and earth. Though slow and Body Points: 18 Wound levels: 3
Strength Damage: 2D Move: 10
ponderous, they make excellent guard-
Fate Points: 0 Character Points: 0 Natural Abilities: immune to water
ians and siege engines.
attacks, disease, and poison; resistant
Body Points: 21 Wound levels: 3
Typical Earth exterior (Armor Value +1D); water fist
Natural Abilities: fire fist (dam- (damage +2D); water jet (damage 3D;
Elemental age +2D); immune to fire, disease, range 6/—/—); vulnerability to fire
Agility 2D: fighting 4D, and poison; fiery exterior (Armor attacks (receive +2D to damage from
Coordination 2D Value +1D); fire jet (damage 3D; range these, which its exterior cannot resist)
D6 Fantasy Creatures • Page 33
Typical Fianna
Agility 3D+2: climbing 6D, dodge 5D+1,
fighting 6D+1, jumping 5D+2, melee
combat 6D, stealth 5D+2
Coordination 3D: marksmanship 6D,
throwing 6D
those from other clans must request Physique 3D+1 (+3): lifting 6D, running
Fiana permission to enter their area. Small
skirmishes among the clans are common,
6D+1, swimming 5D+1
but these are mainly to relieve boredom Intellect 2D: navigation 3D, trading
Those who travel the islands of the
and maintain skill at arms — serious 3D, traps 3D
northern seas claim that not all the
islanders are exactly Human. The worst, conflict between the clans is rare, and the Acumen 2D+2: crafting 5D, hide 3D+1,
they say, are the Fiana, a race of people clan chiefs usually settle disputes. search 4D, survival 6D+1, tracking
who live in the mountains and hills of The Fiana eat mostly meat, potatoes, 4D+1
some of the largest islands. The Fiana and bread, though they do gather any Charisma 3D+1: animal handling
look Human, but they can do things no fruits and vegetables they can find. They 3D, bluff 4D+2, intimidation 6D+1,
normal man or woman ever could. The prefer ale and water for their drink. The mettle 5D
Fiana themselves claim this stems from Fiana raise herds of small, thick-furred Magic 1D: alteration 3D
their descent from the supernaturally cattle and sheep, and occasionally goats.
Most households have chickens as well. Strength Damage: 3D (+3)
endowed children of a powerful goddess,
who watches over their island homes. Farms are uncommon, but homes often Move: 30 Fate Points: 1
The Fiana can be identified by the have small vegetable plots out back. The Character Points: 6
blue tattoos that decorate their faces, Fiana also hunt deer, pheasant, other Body Points: 30 Wound levels: 5
arms, and chests. Most Fiana carry only wild animals.
Though fearsome warriors, the Fiana Advantages: Contact (R4), goddess
weapons of bone, horn, wood, and stone,
are not raiders and they do not attack Disadvantages: Infamy (R1)
though a few have blades of bronze. Their
others without reason. They closely Special Abilities: Accelerated Heal-
simple and sturdy clothing is mostly
watch anyone entering their territory, ing (R1), +1D to natural healing rate;
leather, though they wear fur capes in
attacking only those who present a Increased Attribute: Physique (R3), +3
winter. Fiana men have thick beards;
threat to the clan. Any- to related totals; Longevity (R1)
both men and women wear their hair
one judged harmless Equip-
long and pulled back. They equally favor
is instead approached ment: broad
thick bronze or gold necklaces, called In Earth mythology, the Fiana
and questioned. If his sword (dam-
torcs, and both rings and earrings. live primarily in Scotland and
answers are acceptable, age +2D+2);
The Fiana divide themselves into Ireland. They they are the descen-
the Fiana will host dagger (dam-
clans, each of which has its own distinc- dants of the Tuatha de Danann,
him, providing him age +1D); hard
tive name, tattooing style, leader, and the people adopted by and given
with food and drink in leather armor
skald (a bard who keeps their history supernatural abilities by the fertil-
exchange for informa- (Armor Value
as oral song). The clans are small, and ity goddess Danu. The Tuatha de
tion about the outside +1D+1); spear
often work together to repulse invaders, Danann are considered among the
world. Some travelers (damage +2D)
but each clan has its own territory, and first Fairy-folk in Celtic lands.
Page 40 • D6 Fantasy Creatures
The Furies
The Furies are three hags — Alecto,
Tisiphone, and Megaera — who torment
the guilty. each appear to have the head
of a dog, hair made from snakes, wings
like bats, and the body of a human
woman. Each Fury carries a torch and
a whip, and they always appear angry.
They wear tattered garments.
The three hags argue constantly.
Alecto, being the oldest, is leader by
default, but the other two complain bit-
terly about her leadership. If a victim is
tormented by all three sisters, his best
bet is to pit the hags against one another
and then flee in the ensuing melee.
The Furies have some magical abili-
ties that they use to further torment
their victims, frighten them, and trick
them into dying horribly. Ideally, the
hags want the victim to die in an ironic
fashion connected to her guilt.
Although the Furies can eat, they do
not need to do so. They neither need to
breathe or sleep. The Furies cannot be
killed as long as sin exists (that is to say,
so long as people do mental or physical get the information they need.) Indi- Fate Points: 10
harm to each other), but they can be viduals that think they are good, but in Character Points: 18
driven away if the guilty party com- their heart are not, can easily tricked by
Body Points: 32
pletely atones for his or her actions. the creatures.
The Furies are usually found in Wound levels: 5
extremely isolated places, especially The Furies Advantages: Equipment (R3), magi-
abandoned temples dedicated to the Agility 3D: fighting 3D+1, flying 3D+1, cal torch and magical whip
netherworld. Bitter and betrayed people melee combat 3D Disadvantages: Achilles’ Heel:
often seek out the Furies, to serve as Coordination 2D: sleight of hand Atonement (R2), if the guilty party truly
their followers until those who have 2D+1, throwing 3D atones, the Furies flee; Achilles’ Heel:
wronged them pay for their crimes. Innocence (R3), being in the presence
The innocent cannot be harmed by Physique 2D: lifting 3D, running of a truly innocent or just person causes
the Furies, and it is these people that 2D+1 2D in damage per round; Quirk (R3), the
may exact information from them. The Intellect 4D: cultures 4D+1, scholar: Furies feel a great resentment toward
Furies may reluctantly reveal secrets arcane lore 4D+1, speaking 4D+1 each other and often act upon it
of supernatural beings or give clues Acumen 3D: search 4D, tracking 5D Special Abilities: Immortality (R1),
to a quest. They can only do this for C har isma 2D: the Furies cannot be die until sin no
the truly just and intimidation 5D longer exists in the world
it causes them the Erinyes , Equipment: magical torch (reduces
Also known as Magic 1D: altera-
physical pain to darkness modifiers by 10; never goes
adventurers might find the three tion 2D+2, conju-
be in the presence out); magical whip (damage +3D; only
women more susceptible to flat- ration 2D, divina-
of such creatures. affects those who have committed a
tery (and guile) by calling them the tion 3D
(Naturally, those sin)
Eumenides, or “Kindly Ones.” S t r e n g t h
who are truly good
Greek mytho logy recoun ts Damage: 2D
will not torture the
the most common tales of the
Furies for longer Move: 10
Furies.
then they must to
Page 42 • D6 Fantasy Creatures
Giang Shi of nourishment. They heal their wounds Points/Wounds; Natural Hand-to-Hand
by feeding, though they do not recover Weapon: Claws (R2), +2D damage;
their injuries until the first light of the Natural Hand-to-Hand Weapon: Teeth
Known by many names, the Giang Shi
next full moon. (R1), +1D damage; Skill Bonus: Painless
is created when the base soul, the p’ai,
All Giang Shi have a foul-smelling Wounds (R4), +12 to stamina totals
lingers in a newly dead body. Victims of
“death breath” they can use to make
a violent death or suicide who are not
opponents reel.
Older Giang Shi
buried quickly are prime candidates for
Older Giang Shi have the following
this possession. An animal walking over
a corpse can also frighten the p’ai into
Typical Giang Shi game characteristics in addition to
Agility 3D: dodge 5D, fighting 3D, melee or instead of the ones for the typical
remaining in the body.
combat 3D+2, stealth 4D Giang Shi:
Giang Shi appear as walking corpses
skills: flying 4D, cultures 4D+1, read-
with stringy green or white hair all Coordination 3D: throwing 4D
ing/writing 4D+1, scholar 6D, speaking
over its body. They have serrated teeth, Physique 3D: lifting 3D+1, running 4D, trading 5D, disguise 5D, charm 4D,
sharp claws, and glowing red eyes. Older 3D+2 mettle 5D+2; Special Abilities: Flight
Giang Shi can develop the abilities to
Intellect 3D: reading/writing 3D+1, (R1), flying Move 20; Shapeshifting (R1),
look Human, fly, and transform into
scholar 4D Human with Ability Loss (R3), reverts
wolves. If the Giang Shi does something
Acumen 3D: hide 4D to vampire form when does something
only a vampire of its type would do, his
vampire-like, such as bite; Shapeshifting
Human guise melts away and his true Charisma 3D: intimidation 6D, mettle
(R1), wolf with Additional Effect (R1),
self becomes apparent. 4D+2
can change to normal animal size
During the day, young S t r e n g t h Older Giang Shi often have various
Giang Shi hide in cem- The Giang Shi originally Damage: 2D Contacts and sometimes a few ranks
eteries, mausoleums, hail are from China. Move: 10 of Wealth.
and graves. They prefer
their own graves, but Fate Points: 0
D6 Fantasy Creatures • Page 45
himself fully, he may wander off on his Coordination 2D (+9): marksmanship from, Humans and other surface races.
own, and he soon finds his own route. 4D, throwing 5D Those who live near Dwarven societies
Earth Giants rarely fight each other, Physique 4D+1 (+10): lifting 7D, run- may have trade agreements with them,
since they never claim the land they ning 6D, stamina 6D but Dwarves and Giants often covet the
walk, and whenever two or more cross same territory, so such arrangements
Intellect 3D: cultures 5D, navigation 7D,
paths, they stop, dine together, and are always strained.
reading/writing 4D, speaking 5D
exchange news. Most Earth Giants do The Giants hunt lizards, cast for fish
have a home somewhere, but this is Acumen 3D: search 3D+1, survival and eel, and pursue any other under-
simply a rough log cabin or a modified 6D+1, tracking 4D+1 ground animals they can find. They
cave where the Giant can leave his pos- Charisma 2D+2: animal handling enjoy beer and wine, but must trade for
sessions while he wanders. 4D+2, intimidation 8D+1, mettle 6D, it, because they don’t grow the grain or
Earth Giants are fond of meat and persuasion 5D fruit to make it.
hunt for their food. Most carefully take Strength Damage: 4D (+10) Best known for their metalworking,
only what they need, and they often Fire Giants are master blacksmiths and
Move: 50 Fate Points: 0
consider themselves game wardens, compete with the Dwarves to make the
thinning herds to prevent overcrowding. Character Points: 3 finest armor and weapons. Fire Giants
In their homes, Earth Giants brew beer Body Points: 32 Wound levels: 5 have a marked advantage, however,
and ale and mead, which they carry in Advantages: Size: Large (R5), scale because they can endure heat more eas-
flasks and skins as they walk, but they value 15 ily. Their forges often use running lava,
also drink water. The easiest way to win Disadvantages: Authority (R1); which is hotter than flame, and items can
an Earth Giant’s favor is to offer him Contacts (R2), people in the walking be dipped into the lava and then reshaped
beer or ale or even wine. region; Devotion (R2), to walking immediately. Fire Giant items are stron-
Though feared for their size and region; Fame (R1) ger and more durable than Dwarven
strength, Earth Giants are rarely violent. Special Abilities: Hypermovement goods, though not as handsomely crafted
Those who live near an Earth Giant’s (R20), +40 to base Move; Increased — the Giants care more about function
route learn quickly that, as long as they Attribute: Agility (R7), +7 to related than about ornamentation, and their
do not interfere with the Giant’s travels, totals; Increased Attribute: Coordina- items are plain though sturdy.
they have little to worry about. Many tion (R9), +9 to related totals; Increased Fire Giants do not like visitors. They
actually welcome an Earth Giant’s pas- Attribute: Physique (R10), +10 to trade at set locations closer to the
sage — the Giant scares off or kills any related totals; Longevity (R1); Sense surface and attack anyone who tries
predators foolish enough to attack him, of Direction (R1), +1D to navigation entering their homes uninvited. They
and helps keep the entire area safe and and tracking often roam deep beneath their homes,
secure. Plus, if he is offered food and Equipment: club (damage +1D+1); exploring caves and tunnels and chart-
drink, the Giant not only shares news hatchet (damage +1D+1); furs and hides ing the passages as they travel. They
about the region but sometimes even (Armor Value +2) always return home, however, and the
aids with simple tasks like removing a travel is more to make sure their homes
boulder from a field or downing a large Fire Giants are safe than to explore new areas.
tree for use as lumber. Fire Giants are powerfully built, with
The only times an Earth Giant hair the color of flame, ruddy skin, and Typical Fire Giant
becomes violent are when someone eyes of blue. They favor kilts or breeches, Agility 3D (+6): climbing 5D, dodge 4D,
threatens him directly, or when they and rarely wear more than that. fighting 4D+1, melee combat 6D+2
threaten the region he walks. Ban- The Fire Giants live deep below the Coordination 2D+1 (+10): marksman-
dits and brigands are rarely tolerated ground, in large caves and caverns. They ship 4D, throwing 6D+1
because they can get in the Giant’s prefer volcanic regions, where homes Physique 5D (+11): lifting 10D, running
way and because such men rarely show can have lava flows nearby or even run- 5D+1, stamina 10D
respect for the land itself. Earth Giants ning through the chambers.
also dislike anyone who tries to destroy Fire Giants divide into small tribes, Intellect 2D+2: devices 5D, speaking
the natural beauty of the land by cutting each of which has a tribal chief. A coun- 3D, trading 5D
down all the trees and leveling the hills cil of elders selects the chief based on Acumen 3D: crafting 8D, search 3D+1,
to create towns or cities. wisdom and strength of character. The survival 6D+1
Typical Earth Giant council advises the chief on matters, but Charisma 2D: intimidation 8D+1,
the chief makes the final decisions. mettle 4D
Agility 3D: climbing 4D, dodge 4D+1, Food is difficult to obtain below Strength Damage: 5D (+11)
fighting 7D+1, jumping 4D, melee ground, and most Fire Giant tribes
combat 6D survive by trading with, or stealing Move: 50 Fate Points: 0
D6 Fantasy Creatures • Page 47
Character Points: 3
Body Points: 40 Wound levels: 5
Advantages: Size: Large (R5), scale
value 15
Disadvantages: Enemy (R1), Mynyd
(Mountain Dwarves); Infamy (R1);
Prejudice (R2), Mynyd (Mountain
Dwarves)
Special Abilities: Attack Resistance:
Energy Attacks (R2), +2D to related
damage resistance rolls; Hypermove-
ment (R20), +40 to base Move; Increased
Attribute: Agility (R6), +6 to related
totals; Increased Attribute: Coordi-
nation (R10), +10 to related totals;
Increased Attribute: Physique (R11),
+11 to related totals; Longevity (R1)
Equipment: broad sword (damage
+2D+2); war hammer (damage +3D)
Water Giants
Water Giants are tall and slender, with
green or blue hair, green-blue tints to
their pale skin, and eyes of green, blue,
gray, or black. They prefer loose robes. do not drink with their meals — they
Just as Fire Giants leave deep beneath have water all around them. Acumen 3D: artist 7D, crafting 7D,
the ground, Water Giants live beneath Water Giants are craftsmen, though search 3D+1, survival 3D+1: under-
the waves. They make their homes in deep they favor carving over painting. Most water +5D, tracking 4D+1
waters, claiming that region for their Water Giants collect coral and shells and Charisma 2D+2: intimidation 6D+1,
own. Water Giants and Wavelorn (Water craft them into fantastic items, belts, mettle 5D, persuasion 4D
Dwarves) often fight over territory, and jewelry, and wall hangings. Some work
Strength Damage: 4D (+11)
the two races despise one another. on a larger scale, constructing family
Water Giants build massive palaces homes. Their weapons are made from Move: 50 Fate Points: 0
from the stone and coral they find along the same materials — swords and spears Character Points: 3
the ocean floor. Thus, their homes are of coral or bone and bows of whale car- Body Points: 35 Wound levels: 5
beautiful, with twisted columns and tilage with strings of woven kelp.
Advantages: Size: Large (R5), scale
shimmering floors and open ceilings. Water Giants are more territorial than
value 15; Wealth (R3)
Water Giants live with their immediate most of their cousins, and they actively
Disadvantages: Enemy (R2), Wave-
family, but the extended family stays attack anyone who invades their realm.
lorn (Water Dwarves); Infamy (R2);
in the same region and gathers once This sometimes extends to the surface,
Prejudice (R2), Wavelorn (Water
each month to exchange news and and some Water Giants capsize any
Dwarves)
renew family bonds. Family members boat that passes overhead. Others do
Special Abilities: Environmental
are ranked by their age, with the old- not bother with boats unless the sailors
Resistance (R2), +6D to Physique to
est parent, the matriarch or patriarch, insult them or pollute the waters.
resist effects of extreme conditions;
holding sway. Each smaller family keeps
Typical Water Giant Hypermovement (R20), +40 to base
its portion of the family’s territory safe.
Move; Increased Attribute: Agility
Beyond that, and the monthly gather- Agility 3D+1 (+7): climbing 4D, dodge
(R7), +6 to related totals; Increased
ing, each family can do as it likes in its 7D, fighting 5D+1, melee combat
Attribute: Coordination (R7), +10 to
own home. 6D
related totals; Increased Attribute:
Water Giants eat mostly fish and Coordination 2D (+7): marksmanship Physique (R11), +11 to related totals;
other marine creatures. They often 4D, throwing 5D+2 Longevity (R1); Water Breathing (R3),
raise schools of fish for food, but hunt
Physique 4D (+11): lifting 8D, stamina +3D to swimming
other animals like sea turtles, eels, or
10D, swimming 10D Equipment: trident (damage
squid. Kelp is the primary vegetable and
Intellect 3D: navigation 5D, traps 4D +2D+2)
cooked in a variety of ways. Water Giants
Page 48 • D6 Fantasy Creatures
Physique per hour until the victim someone speaks rudely to a resident
dies or is rescued by friends. Gwyllion, relatively unimportant items
The male Gwyllion enjoys the begin to disappear. If the insults con-
comforts of home — someone tinue, useful items begin disappearing
else’s home, that is. He has or breaking when used. Eventually, if the
standards and despises drafty offending person does not reconcile with
mansions and castles. He will the slighted Gwyllion (or even worse,
wander far to settle down in a threatens him with injury), members
simple cottage with a large fire- of the household begin to suffer “acci-
place, an inviting glow in the dents” ranging from sprained ankles
window, and at least one goat to broken bones and even death, if the
in the yard (which reminds him provocation was serious enough.
of a beloved Gwyllion female).
Gwyllions leave a house as unexpectedly Typical Gwyllion
Gwyllion as they move in, but some have been
known to stay in one home for years.
Agility 3D+2: acrobatics 4D+1, climb-
ing 5D, dodge 6D, stealth 6D+2
The male and female Gwyllion are so Encounters with male Gwyllions Coordination 3D+2: lockpicking 6D,
unalike as to be considered two differ- almost always start with a faint entreaty sleight of hand 5D+1
ent species. Female Gwyllions feed on at the threshold, followed by the unex-
plained unbarring, opening, and closing Physique 2D+1: running 3D
despair. These Gwyllions are most often
encountered on roads shrouded in fog of the door. Without warning, a small Intellect 2D+2: cultures 4D+2, read-
created by the female to disorient and figure suddenly appears standing by the ing/writing 5D, navigation 6D, speak-
confuse her prey. She can sit quietly for fireplace along with one of the family’s ing 4D, trading 4D+2, traps 4D+1
days, waiting for a traveler. She prepares goats, neither offering a clue as to how Acumen 2D+2: disguise 3D+2, hide 4D,
for her attack by climbing to perch on top they entered without detection. This search 4D+2, survival 5D
of a boulder or pile of stones situated by unexpected guest appears to be a meter- Charisma 3D: animal handling 4D+1,
the roadside, looking like a bent old hag tall, middle-aged man with graying red intimidation 3D+2, mettle 5D
with horrible features and an unkempt hair, dressed in a white linen shirt,
green vest, green formal jacket with Magic 2D: alteration 2D+1, conjura-
appearance. If the traveler seems willing
tails, knee-length brown britches, white tion 2D+1
to ignore her, she calls for help with a
pained voice, affecting a harmless-seem- leggings, and shiny black shoes. Strength Damage: 1D Move: 8
ing demeanor to lull victims. Gwyllions want only to sit by the Fate Points: 0
Anyone stopping to offer assistance, fire and drink, but they do request Character Points: 2
ask for directions or lingering too long that the family keeps its goats clean
and well fed, comb their hair, and give Body Points: 15 Wound Levels: 2
becomes hopelessly lost in the fog. Vic-
tims that do not immediately attempt each a nice ribbon bow to wear. As long Advantage: Equipment (R1), magi-
to drive the Gwyllion away and begin as the Gwyllion remains happy in the cal honey mead, removes all penalties
searching for the correct path are usually residence, the family’s goats produce associated with missing a night’s sleep
found dead on the road several days later, more milk and more offspring than any (see text; males only); Size: Small (R1),
if they are found at all, their emaciated other goats in the area. Plus, Gwyllions scale value 3
forms indicating death by starvation. often assist with chores while their hosts Disadvantage: Achilles’ Heel (R2),
Gwyllions are immune to all weapons sleep. Male Gwyllions particularly enjoy cold-forged iron blade (see text; females
save a knife made of cold-forged iron. making honey mead, which they share only); Hindrance: Hideous (R2), +3 to
Simply brandishing such a knife is not with their household. One mug of this charm and persuasion difficulties (females
enough, however, for the wielder must magical drink refreshes the imbiber, only); Hindrance: Short Stride (R1), 2
also make a Difficult mettle or Charisma removing all penalties associated with meter reduction to running, swimming,
test to maintain composure while facing missing a night’s sleep. It is dangerous in and jumping Move; Quirk (R3), exacts
this hag. If the roll succeeds, the Gwyl- large amounts, however, and cannot be revenge for all slights against himself or
lion withdraws without further incident. used two days in a row without inflicting his favorite goat (males only)
Anyone failing the roll (or trying to use painful headaches (+10 to all difficulties Special Abilities: Longevity (R1);
another kind of weapon) becomes disori- for 4D hours). It kills anyone drinking Natural Armor: Magic (R6), +6D to dam-
ented and lost. The Gwyllion creeps along it three days straight. age resistance rolls (females only) with
behind her increasingly agitated victims Peasants know to make a male Gwyl- Magically Empowered (R2) and Ability
at a distance, draining one Physique lion feel at home, for anyone insulting Loss (R1), not usable against cold-forged
pip or one rank of Increased Attribute: or mistreating a Gwyllion is cursed. If iron; Confusion (R4), usable at up to 20
meters (females only)
D6 Fantasy Creatures • Page 51
Typical Riding or
Draft Horse
Agility 3D: fighting 4D, jumping 4D
Coordination 1D
Physique 4D: running 5D, swimming
4D+1
Intellect 1D
Acumen 3D
Charisma 2D: intimidation 3D, mettle
3D
Typical Mermaid
Agility 3D: acrobatics 4D, dodge 4D,
stealth 3D+2
Coordination 2D
Physique 2D: stamina 3D, swimming
4D
idly cold. Although they usually dwell
Mermaid in oceans, they can sometimes live in
large lakes or rivers. They must breathe
Intellect 2D: navigation 3D, scholar
3D, speaking 3D
While some suggest the Mermaid water, but they can stay out of the sea Acumen 3D
legend spawned from lonely sailors who for up to an hour; most love sunning Charisma 3D: charm 5D: singing +1D,
witnessed frolicking manatees, those themselves on rocks or frolicking above persuasion 4D, mettle 4D
who have encountered the true maidens the waves.
of the sea know there is no comparison. Magic 1D: divination 4D
While Mermaids seemingly share ties
Possessing the tail of a fish and the upper to Tritons, sages remain uncertain. The Strength Damage: 1D
torso and head of a woman, Mermaids two are never seen together, and Tritons Move: 10 (swimming)
are (by most accounts) stunningly beau- seem far too fond of Human women. Body Points: 12
tiful, captivating, and mysterious. Mermaids are graceful, curious, and
Mermaids live in small groups Wound levels: 2
friendly yet mercurial. They can speak,
— called schools — of up to six who but usually do not talk at length, prefer- Disadvantages: Achilles’ Heel:
gather in loose regions, thus affording ring to sing. Mermaids have been known Environmental Incompatibility (R3), 2D
each other both personal privacy and to entice sailors to join them undersea damage per minute after one hour out of
group protection. When encountered as mates. Some such men are heard to water; Hindrance: Atypical Movement
out of water, however, a Mermaid will live the rest of their lives in bliss, while (R1), can only “walk” (crawl) or climb 1
typically be without her sisters. They others have been reportedly drowned by meter per round out of water
often accompany pods of seals, and their capricious lovers. Although sailors Special Abilities: Hypermovement
sailors view seal activity as a possible caution each other about the danger, (R3) +6 to base Move with Ability Loss
harbinger of the undersea maidens. many refuse to heed the warnings if (R1), only in water; Water Breathing
They are omnivorous, but prefer to eat presented with the choice. The union (R1), +1D to swimming
small fish, crustaceans, and seaweed of a Mermaid and a Human will always Equipment: Comb (component for
while underwater. produce a Mermaid. If there is a link divination spells; Negative Spell Total
They typically live in temperate and between Tritons and Mermaids, such Modifier -3); mirror (component for
warm bodies of water, but they can unions might only produce Tritons, or divination spells; Negative Spell Total
survive in any clime save the most frig- they may produce either creature. Modifier -4).
D6 Fantasy Creatures • Page 57
mix. Ogres are large, for their fury. Should they go more than
hairy creatures with a day or two without harming someone
flat faces who walk or smashing something, they invariably
somewhat hunched turn on one another, until either they
due to their long learn of another target or they wipe
arms. themselves out.
Goblins, Gnolls,
and Orcs are around Typical Goblin,
1.5 to 1.8 meters Gnoll, or Orc
tall, while Bugbears Agility 3D: climbing 3D+2, fighting 4D,
and Orges are gen- jumping 3D+1, stealth 4D
erally 1.8 to 2.1
Coordination 3D: marksmanship 4D,
meters or more in
throwing 4D
height. The major-
ity of these mon- Physique 3D: lifting 3D+1, running
sters have dark 4D
brown to black Intellect 1D
hair, worn in a Acumen 2D: hide 2D+2, survival 3D,
variety of styles tracking 3D
and rarely ever
Charisma 1D: intimidation 2D
washed. T hey
pre fer coars e Strength Damage: 2D Move: 10
clothing (in keep- Fate Points: 0
ing with their Character Points: 0
coarse personali-
Body Points: 12 Wound levels: 2
ties), especially
untreated hides, Advantages: None
and decorations made from the bones of Disadvantages: Devotion (R3), kill-
creatures they’ve killed. Their weapons ing and looting
Minions of are as likely to be sharp as not — how
well-kept their weapons and armament
Special Abilities: None
a fact that saddens spies on them, for they enjoy this atten-
Nymphs greatly, for tion and make suggestive moves, such
their lives are lonely. as stretching, posing, and tossing their
A Nymphs’ mortal long hair, in order to further entice their
lover feels no pain, audience. Considering their lonely sur-
and many go will- roundings, the promise of company is a
ingly (to some, even powerful lure. Oreads sometimes deliver
a simple caress from on this promise if it suits their mood,
perfection incarnate but as with other Nymphs, intimate
is worth a thousand physical encounters between Oreads
deaths), but all pay and mortals always end in death and
with their lives. never result in offspring.
There are three
types known so far Typical Nymph
— the Naiad, or Agility 3D+2: climbing 5D, dodge
water Nymph; the 5D+1
Dryad, or wood Coordination 2D
Nymph; and the
Physique 2D+2: swimming 4D+2
Oread, or mountain Nymph.
Nymph Naiads are closely connected to
water, and are loath to leave it for more
Intellect 3D: cultures 3D+2, healing
4D, reading/writing 4D, navigation
Nymphs are gentle souls who do than a few hours at a time. They can be 3D+1, speaking 5D
not wish to cause harm, though they found living in almost any source of Acumen 3D+1: artist 4D, hide 6D,
possess a natural ability that has been fresh or salt water, but they choose to survival 5D+2
the ruin of untold legions of men. It is live within 15 kilometers of a Human, Charisma 4D (+6): charm 6D, persua-
the curse of Nymphs to cause men to Dwarvish, or similar settlement. Naiads sion 6D, mettle 7D
instantly fall deeply in love with them. are the shyest of the Nymphs. They can
This power has been the cause of many Magic 2D: alteration 3D, conjuration
instantly disappear beneath the surface
tragedies, as mortals thus afflicted 3D+2
of their aquatic home when they sense a
slowly go insane with jealousy, attack- stranger approaching, making encoun- Strength Damage: 1D Move: 10
ing anyone who keeps them from the ters with them that much more special Fate Points: 0
company of their new love. Nymphs to anyone interested in such things. Character Points: 3
have no control over this power, and Dryads live only among the trees
their grief at causing such calamity Body Points: 18 Wound Levels: 3
of a healthy forest, and they share a
sometimes expresses itself as a lonely- special bond with them, being able to Disadvantages: Achilles’ Heal:
sounding, wordless song that carries animate and manipulate their branches Environmental Incompatibility (R3),
for kilometers on the wind. at will. The gentle swaying of her tree’s must remain within 2 kilometers of
Nymphs appear as youthful-looking branches, and the Dryad’s naturally their home or lose 1D Body points/1
adult Human females possessed of suggestive body language have a subtle Wound level per day, which cannot be
unearthly beauty. They dress in tunics but dramatic effect on a mortal’s subcon- healed until they return home; Hin-
and artfully draped cloths that are mod- scious mind, and more often than not, drance: Delicate (R2), -2 to damage
est yet still hint at the curvaceous, desir- even the strong-willed succumb to the resistance totals
able body underneath. They often pile Dryad’s curse. Dryads try to avoid being Special Abilities: Fast Reactions
their black or blonde hair in elaborate seen by mortals, and they can quickly (R3), +1D to initiative rolls plus 3 addi-
coifs, but some wear it in loose, flowing escape into a hidden hollow tree trunk tional actions per adventure; Immor-
tresses and ringlets. to hide. The trees actually are somewhat tality; Increased Attribute: Charisma
Lone travelers that encounter a jealous of humanoid suitors, and they (R6), +6 to related totals with Ability
Nymph see a vision of their ideal mate, freely give their lives in her behalf. Loss (R1), does not affect those with
their ultimate desire made flesh. Even if However, if a Dryad’s grove of trees is Immortality or Longevity; Natural
the encounter is brief, they can become ever destroyed, she too dies. Hand-To-Hand Weapon: Touch (R5)
so smitten that they soon lose interest Oreads live in isolated mountain +5D damage with Magically Empowered
in other aspects of life, casting aside lakes, streams, ponds, and waterfalls. (R5), Ability Loss (R1), does not affect
all duties to remain with the Nymph They are the least shy of all Nymphs. those with Immortality or Longevity,
forever. Intimate physical contact They cannot be surprised, but they pre- and Ability Loss (R2), may not be used
with a Nymph is deadly to mortals, tend not to notice if someone secretly to intentionally harm anyone; Water
Breathing (R1), +1D to swimming
D6 Fantasy Creatures • Page 61
Typical Oni
Agility 3D: acrobatics 3D+1, climbing
3D+1, dodge 4D, fighting 5D, jumping
4D, melee combat 4D, stealth 4D
Coordination 2D: marksmanship
2D+2, throwing 2D+2
Physique 4D: lifting 6D, running 4D+2,
stamina 4D+1
Intellect 3D: cultures 3D+1, reading/
writing 3D+1, scholar 4D, speaking
4D
Acumen 3D: hide 4D, search 4D, sur-
vival 3D+1, tracking 3D+2
Charisma 3D: intimidation 4D, per-
suasion 4D
Strength Damage: 3D Move: 10
Fate Points: 0
Oni sometimes organize lesser creatures into
Character Points: 3
Body Points: 40 Wound levels: 5
Oni are large, hulking creatures have armies based on humanoid troops.
horns, one or more eyes, and no neck. Advantages: Size: Large (R1), scale
Oni can be found in any region, but
Skin color for Oni ranges from black value 3
they prefer isolated locations, especially
to red, to purple. They are muscular Disadvantages: Devotion (R3), to
ruins and other places at the fringes of
creatures who wear crudely made, tiger- guard their temple (good Oni only);
humanoid society. They especially like
skin outfits. An Oni will be armed with Infamy (R1); Quirk (R3), has an addic-
to occupy abandoned castles, but they
at least a club, but it may pick up more tion that must constantly satisfy (evil
have little skill in fixing such buildings.
sophisticated melee weapons during its Oni only)
Since the creatures can become invis-
travels. They have large mouths, and Special Abilities: Invisibility (R2),
ible, the Oni spend most of their time
long claws on their fingers. +2 to dodge, stealth, and hide totals and
in this state.
Some Oni are good, but many are +2 to related difficulties against Oni;
The creatures will eat almost any-
evil. Good Oni may have once been Immunity (R1), +1D to stamina against
thing, but evil Oni prefer to eat human
monks, transformed into the power- poisons (including alcohol) and diseases;
flesh. Many male Oni like to emulate
ful monsters to protect a temple. Evil Fast Reactions (R3), +1D to initiative
samurai, but despite their powerfully
Oni represent aspects of evil: some are and 1 additional action up to thrice per
built bodies, they are poor at it. Evil
gluttons, others hunger for wealth, and adventure; Natural Armor: Hide (R1),
Oni know nothing of honor, and good
some lie. They have a mishmash of equip- +1D to damage resistance total; Natu-
Oni do not engage in combat for oth-
ment they stole from previous victims ral Hand-to-Hand
ers. Very rarely,
or found. They choose samurai weapons Weapon: C laws
an honorable Oni
and armor over all other kinds. In Earth mythology, Oni are (R1), +1D dam-
who becomes a
Oni work together when they have sometimes known as Japanese age; Natural Hand-
samurai will serve
common goals, but this is usually only Ogres. to-Hand Weapon:
a master, but this
for short times. Alternatively, they Teeth (R2), +2D
is extremely rare.
damage
D6 Fantasy Creatures • Page 63
Rakshasa
In their true form, Rakshasas are
demonic creatures with long slits for
eyes, long talons on its hands, hair of
fire and flesh colored blue, green, yel-
low, or any combination of wild colors.
The creatures also are disgustingly fat.
Fortunately for them (and unfortu-
nately for their victims), Rakshasas are
shapechangers and can take the form of
beautiful humans of either sex and any
existing animal.
These creatures keep to their own kind,
and their society mimics a rigid caste sys-
tem. Rakshasas are born into their social
class, and they can never move from it.
It is frustrating for the lowest of these
creatures, but they consider themselves
above all other humanoids.
Most Rakshasas are extraordinarily
polite, even to those that they consider
beneath them. Any humanoid that bests horses. They can eat other food, but Disadvantages: Infamy (R3)
a Rakshasa should watch his back because they prefer these delicacies. For espe- Special Abilities: Longevity (R1);
this would be a humiliating defeat for the cially scrumptious horses or people, Natural Hand-to-Hand Weapon: Claws
creature that it could not live down. the creatures have been known to trade (R2), +2D damage with Additional Effect
Rakshasa live among humans in the valuable magic secrets. (R3), injects poison on a successful
most crowded cities. They can wield attack (take 3D damage per day) and
great magic power that can animate Typical Rakshasa Restricted (R1), poison neutralized
corpses. They also use their magic to pull Agility 2D: fighting 3D, melee combat by a Moderation stamina roll or the
elaborate and mean pranks on human- 3D poisoning Rakshasa dies first; Natural
oids to humiliate them. Rakshasas Coordination 2D: charioteering 2D+2, Hand-to-Hand Weapon: Teeth (R1),
particularly enjoy disrupting religious marksmanship 3D, throwing 3D +1D damage
rituals and stealing horses.
Even the poorest of these monsters Physique 4D: lifting 5D, running Simple
4D+1
is rich by Human standards. Very rarely, Shapechanging
one might take a liking to a humanoid Intellect 2D: cultures 3D, reading/
and give away some of its wealth. How- writing 3D, scholar 3D, speaking 3D, Spell
ever, is this always done with a mind to trading 3D+1 Skill Used: Conjuration
disrupting the local economy or making Acumen 3D: disguise 5D, gambling Difficulty: 16
the humanoid’s friends insanely jealous. 3D+1, streetwise 3D+2 Effect: 10 (Shapeshifting (R1) Addi-
Rakshasa society is extremely catty. Their tional Effect (R1), can change to normal
Charisma 3D: bluff 3D+1, command animal size)
squabbles are often petty social rivalries 4D, intimidation 4D, persuasion
involving who slighted whom. Range: Self (0)
3D+1, mettle 3D+1 Speed: 0
Rakshasas have almost any equip-
ment they want, but they are notori- Magic 5D: alteration 7D, conjuration Duration: 1 hour (+18)
ously under prepared. They tend to wait 7D Casting Time: 1.5 seconds (-1)
to the last minute to obtain important Strength Damage: 3D Move: 10 Other Aspects:
items. If given an inordinate amount of Fate Points: 0 Focused (+5)
time to prepare for a battle, they come Character Points: 2 By casting this spell with a quick
well-equipped. Rakshasa often have thought, the magic user can change into
so many magic items that they loose Body Points: 35 Wound levels: 5 any one form for one hour or more. Add
track of them. Advantages: Wealth (R4); Equip- any result point bonus to the duration
Rakshasas love to consume the flesh ment (R4), various magical items; value and look up the new time on the
and blood of intelligent beings and Contacts (R2), other Rakshasas “Spell Measures” table.
Page 68 • D6 Fantasy Creatures
Giant Rat
In the sewers and dungeons left
unattended by civilization lurk many
monstrous creatures including these
rodents of unusual size. Many believe
giant rats are the result of the accumula-
tion of mystical components, potions,
and untold magical waste making its
way in the bowels of the cities and
spawning mutations of the common rat.
Regardless, the origin of these creatures
is considered relatively unimportant to
the problem of their existence.
Like their smaller cousins, the giant
rat is a scavenger living off of the refuse
of people. Unfortunately, as one giant
rat can eat 100 times or more than a
typical rat, they quickly turn to preda-
tory behavior to survive if food is not
plentiful. They even eat other rats when
starvation sets in.
The giant rat’s fur is thick and dirty,
usually dark brown or black in color. It’s
prized by goblins and other minions of claws and bites until the enemy stops
evil, who use it for clothing. Each speci- thrashing. Survival, however, is always
men is about 20 to 45 kilograms with a the primary goal of the giant rat, and Typical Giant Rat
body about three-quarters of a meter, it will retreat if it feels outmatched. Agility 3D: acrobatics 3D+1, climbing
making them more than able to drag a Many hunters consider this creature a 3D+2, dodge 4D+1, fighting 4D+2,
child into the sewers. They often lie in “cowardly” fighter, sometimes trying to jumping 4D+1, stealth 5D+2
ambush near underground entrances barrel past groups of attackers to escape,
Coordination 1D
and snatch anything they can get their even when cornered.
claws on and quickly drag it, alive, to a Given a large enough food supply, the Physique 3D
safe place for consumption. Unless the giant rat can become a great threat to any Intellect 1D+2
meal fights back effectively, a giant rat heavily populated areas. Packs of 100 or Acumen 3D+1: hide: self only 4D,
seldom takes the time to kill its meal more have been recorded, but smaller search 5D+1
before beginning to eat it. groups of 10 to 20 are more common
Charisma 1D: intimidation 4D, mettle
Though fearsome in appearance and when their population goes unchecked.
2D+2
marginally intelligent, giant rats are In a pack, giant rats are far more clever
not particularly brave. They have an and organized than the solitary rat. Strength Damage: 2D
instinctive fear of fire, and they avoid Often one pack member will be forced Move: 9
open flames and any creature affiliated to sacrifice himself as bait for hunters, Fate Points: 0
with elemental fire. while the others flank their attackers
Character Points: 1
When encountered on its home and ambush them from behind. The pack
ground, swarms of common rats often leader, the largest male, avoids combat Body Points: 18
surround the giant rat, which can direct in these situations and remains behind Wound levels: 3
them to attack by squealing an alarm. the bulk of his pack. If a hunter appears Natural Abilities: bite (damage
It then attacks any intruder having dif- to be weakening, he attacks, hoping for +1D+2); claws (damage +1D); dark
ficulty handling the swarms. The giant first taste of a new meal. vision (no penalties in dim conditions),
rat prefers to bring its enemies to the Like normal rats, giant rats are widely small size (scale value 3)
ground before fighting them, biting at believed to be carriers of disease — some
the legs or hunching back on its hind even say they can transmit magical ail-
legs to tackle its foe. Once down, it ments with a single bite.
D6 Fantasy Creatures • Page 69
Roc
The largest of all raptors is the roc.
Legendary tales of these enormous
avians recount them hauling away two
and sometimes three elephants in their
talons. The truth of it is that they can
rarely make off with more than one
elephant, but tales flow from river to
ocean by the fire of the tavern.
The roc weights about 11 to 13 met-
ric tons with a wingspan of 40 to 60
meters. The appearance, especially the
plumage, of these creatures depends on
their territory. Desert or mesa rocs are
white or black, sometimes a mix of both.
Forest and mountain rocs are brown
and gold, and jungle and tropical island
rocs are the most colorful and varied able to hit the hovering roc, even with female roc. Thankfully, the desire to
with a flurry of blues, reds, and greens. spears, as the bird hovers just out of mate strikes only every few years.
Despite their differences in appearance, range. Those using thrown or ranged
they all generally attack and nest in the weapons face a penalty of +10 to the Typical Roc
same fashion. difficulty to hit a roc, if shooting from Agility 3D: dodge 4D+1, fighting 6D+2,
Unlike other raptors, which generally below, due to the force of its wings flying 5D
only make a diving pass or two at prey, buffeting. Additionally, if the roc’s prey Coordination 2D
a roc continues to fight if its quarry has battles on sand or loose dirt, they have a
Physique 8D+2: lifting 12D
been lucky enough to dodge its talons. +5 penalty to all sight-based difficulties
However, the roc generally avoids land- (including attacks) from the dust clouds Intellect 1D+2: crafting: nest build-
ing to fight, preferring to hover and rake the roc tends to kick up. ing 3D+2
at potential prey while keeping its body Besides the peril from having to Acumen 2D: search 4D, tracking
away from harm. Defenders without face a hungry Roc swooping down on 3D+1
ranged weapons will most likely not be horses and meaty adventures, there Charisma 1D: intimidation 8D, mettle
is another threat the roc poses: 6D
nest building. To lure a mate,
Strength Damage: 6D
the male roc builds a large nest
on top of mountains, hills, Move: 60 (flying)/30 (gliding)
mesas, or sturdy tree canopies. Fate Points: 0
He collects lumber and rocks Character Points: 0
from many different sources,
Body Points: 65
especially those that appear to
have useful shapes or interest- Wound levels: 7
ing colors. Many times, a roc Natural Abilities: beak (dam-
snatches houses, barns, fences, age +2D); diving attack (+35 to flying
towers, and — disturbingly too total for and +2D to initiative roll for
often — outhouses. Stories of 1 round when charging 1 target from
entire villages disappearing sufficient altitude); talons (damage
can often be attributed to an +2D; two attacks to the same target
amorous male roc keen on a per round with no penalty); large size
matching set of cottages to (scale value 18)
ring his bachelor pad, with a Note: When soaring, using thermal
handy wharf for a squatting layers in the air to stay aloft, a roc can
perch. It is a macabre, though fly for about 2,000 kilometers before
very alluring, hatchery for the requiring rest.
Page 70 • D6 Fantasy Creatures
Wound levels: 1
Natural Abilities: chitin armor
(Armor Value +2); pincer claws (damage
+2D; +4 to grapple); vibration sensors
(+2D to search for moving objects on or
in ground); multiple eyes (+1D to search
for nearby objects on sides or behind);
stinger (damage +1D; venom injected
when fighting success beats difficulty by
5 or more); venom (+5 to all difficulties
for 10 minutes; Moderate stamina roll
to resist; failure with Critical Failure
on stamina roll means that the victim
is paralyzed for 3D minutes); small size
(scale value 12)
Typical Giant
Scorpion
Agility 2D: dodge 4D, fighting 7D,
jumping 6D, stealth 2D+2
Coordination 2D
Physique 5D: lifting 8D, running
5D+2
Intellect 1D
Scorpion The unique neurotoxin of various
scorpion subspecies is designed for both
Acumen 2D: hide 4D, survival 6D,
search 2D+1
The dreaded scorpion, symbol of hunting and defense, usually to paralyze
treachery in the desert lands, is prey. In the case of giant scorpions, Charisma 1D: intimidation 8D, mettle
renowned for its ability to kill with a such as massive dose of toxin is easily 5D
quick, hidden sting. They are noctur- enough to kill. Strength Damage: 4D
nal predators, feeding on a variety of Move: 19
insects, snakes, lizards, and mice. They Typical Small
Fate Points: 0
can be found in many climates, such as Scorpion
grasslands, savannahs, forests, jungles, Character Points: 0
Agility 2D: dodge 4D, fighting 4D,
and caves. jumping 3D, stealth 5D Body Points: 40
Study by druids and other naturalists Wound levels: 5
Coordination 2D
has revealed that scorpions locate prey Natural Abilities: chitin armor
by sensing vibrations and touch. They Physique 1D: running 3D, swimming
2D (Armor Value +1D); pincer claws (damage
also have two forward eyes and from +2D; +4 to grapple); vibration sensors
two to five pairs of eyes located laterally Intellect 1D (+2D to search for moving objects on or
along the head and forward body seg- Acumen 2D: hide 4D, survival 6D, in ground); multiple eyes (+1D to search
ments to sight nearby objects. search 2D+1 for nearby objects
With life spans ranging from three to on sides or behind);
Charisma 1D:
15 years, scorpions can easily produce stinger (damage
intimidation 3D, The effects of the neuro-
hundreds of offspring over their life- +1D; venom injected
mettle 3D toxin of scorpions depends on
time, which molt periodically as they when fighting success
grow to adulthood. In the case of giant Strength Damage: the subspecies. Gamemasters
beats difficulty by
scorpions, created by dark druids or 1D may substit ute alterna te
5 or more); venom
insane wilderness magic, such scores of Move: 9 effects for the ones listed with
(causes 10 points
offspring can threaten entire towns. the typical descriptions here.
Fate Points: 0 of damage every 5
Scorpions are generally solitary minutes, until victim
Character Points:
arthropods, but some species form dies or is treated;
0
temporary groups or even extended Diffi cult stamina roll to resist); large size
family nests. Body Points: 5
(scale value 7)
D6 Fantasy Creatures • Page 73
Skeleton
Skeletons are the magically or
supernaturally animated bones of dead
humans and animals. They sometimes
wear the tattered remains of the clothes
and armor they wore in life and often
carry broken weapons. The eye sockets
of skeletons sometimes glow with an
eerie red light.
These undead creatures have no
magical powers of their own, but they
may wield simple magic items for attack
purposes. However, skeletons can only
be given simple commands of 20 words
or less. They follow these instructions
until their creator gives them another
or they are destroyed. They will follow
suicidal commands.
If left to their own devices, they attack
any moving target (alive, undead, or oth-
erwise) that crosses their path, except
others who were animated with them, Range: 1 kilometer (+10)
until they or it are destroyed. Sunlight Charisma 1D Speed: +10
does not damage them, but they tend Duration: 25 minutes (+16)
Strength Damage: 2D Move: 10
to dwell in places of darkness. Casting Time: 1 minute (-9)
Skeletons do not eat, although they Fate Points: 0 Other Aspects:
will bite and scratch an opponent if no Character Points: 0 Components (-9): Bone from the
weapon is available to them. Having no Body Points: 12 Wound levels: 2 type of skeleton to be raised (com-
flesh, they have no need for clothing to mon, destroyed); place with skeletons
Advantages: Size (R1–R2), small
keep the skin in place. They carry the bro- (common)
scale value 3, large scale value 3, or
ken weapons and shields that they held Gestures (-2): Break bone
large scale value 6 (some skeletons do
in life. Sometimes, they have an item of Multiple Targets (+18): 6 targets
not have this)
value upon them, such as a necklace or Other Alterant (+4): Unseen targets
Disadvantages: None
crown. Very rarely, a necromancer or The caster traces the outline of the
Special Abilities: Skill Bonus:
other commander of an undead army creature’s skeleton and smashes the
Mindless (R1), +3 to mettle totals; Skill
will better equip the creatures and direct bone. Any skeletons of that type within
Bonus: Painless Wounds (R1), +3 to
them to operate siege weapons. the range of the spell are animated, and
stamina total
The bony nightmares dwell in dark they stay animated until either the dura-
Equipment: short sword (damage
places, especially crypts. In an undead tion runs out or they leave the spell’s
+1D+1); small shield (Armor Value +2);
army, they are the cannon fodder.Their area of effect to chase after a target. The
valuable jewelry or belt (if formerly a
masters sometimes bury them so that mage may direct the skeletons with the
commander)
they can surprise opponents by bursting command skill that the spell provides.
from the ground. Minor Raise The result points of the spell deter-
These creatures cannot be healed
except through magic.
Skeleton Spell mine the attributes, Body Points, and
Wound levels of the skeletons. The attri-
Skill Used: Conjuration
butes equal in dice the points above the
Typical Skeleton Difficulty: 35
difficulty. Body Points equal the result
Agility 2D: fighting 3D, melee combat Effect: 30 (3D command: undead for
points plus 10. Wound levels equal the
3D caster; +2D to Physique for skeleton;
half of the result points (round up).
+1D to attribute for fighting and melee
Coordination 2D The Physique attribute also gets +2D to
combat for skeleton; two rank 1 Skill
Physique 4D it, while fighting and melee combat each
Bonus Special Abilities for skeleton;
equal +1D above the Agility score.
Intellect 1D attributes for skeleton based on result
This spell is for raising skeletons with
Acumen 2D points)
a scale value of zero.
D6 Fantasy Creatures • Page 75
Typical Small
Venomous Snake
Agility 4D: fighting 4D+1, stealth 6D
Coordination 1D
Page 76 • D6 Fantasy Creatures
Typical Snake-
Woman
Agility 3D: fighting 3D+1: constriction
4D, melee combat 3D+1, stealth 4D
Coordination 3D
Physique 3D: swimming 4D
Intellect 3D: cultures 5D, reading/writ-
ing 3D+2, scholar 5D: arcane lore +1,
speaking 5D
Acumen 3D: artist 4D+1, investigation
4D, mettle 3D+1
Charisma 3D: charm 5D
Magic 2D: alteration 2D+1, conjura-
company. If she is good, she will take tion 2D+1
Snake- the human to her lair for what seems
like several years, but when he emerges,
Strength Damage: 2D
Move: 10
Woman it will be hundreds of years later. If a
Snake-Woman becomes pregnant, she
Fate Points: 0
This creature has the head of a woman will always birth another female of her Character Points: 2
and the body of a gigantic constricting kind. The creatures prefer educated Body Points: 24
snake, which puts it into the half-snake males, especially those that practice Wound levels: 3
class of folk called naga. She can appear magic and the arts.
Advantages: Size: Large (R1), scale
as a Human woman, but she prefers The strange reptiles can be found in
value 3
her snake form. When appearing as any desolate area, but they make their
Disadvantages: Advantage Flaw
Humans, they often dress simply and lairs at the bottom of deep bodies of
(R1), when using a shapechanging spell,
sometimes sport tattoos that are sug- water. Their actual living quarters con-
cannot change facial features
gestive of their true natures. Whether tain air. These creatures are sometimes
Special Abilities: Longevity (R1);
appearing as Humans or their true form, convinced to become guardians of magic
Natural Hand-to-Hand Weapon: Con-
the creature can never change her facial portals, treasure vaults, or other impor-
stricting Body (R3), on a successful
features by shapeshifting. tant items. Occasionally, they guard
grab attempt, the Snake-Woman deals
Snake-women are social, but they the previous home of a former lover,
Strength Damage +3D for each con-
avoid large populations. They enjoy friend, or tutor.
secutive round she squeezes her victim;
the company of Human men and will Snake-women have the same diet
Shapeshifting: Human Female (R1)
sometimes promise them magic items as large snakes, they prefer to make
with Restricted (R1), cannot changer
to get the men to marry them. This is a their lairs near places with fresh game
her face; Water Breathing (R2), +2D to
dangerous proposition for the man for to offer. Snake-women constrict their
swimming
two reasons: If the Snake-Woman is evil, victims and swallow them whole. They
she will eat him at the first opportunity eat a man-sized creature approximately
or whenever she grows bored of his once every three to six months.
D6 Fantasy Creatures • Page 77
Typical Small Move: 1 (ground) or 5 (flying) After the cleric performs the invoca-
tion according to his religious require-
Animal Swarm Fate Points: 0
ments, the target of the miracle is pro-
Agility 2D: fighting 2D Character Points: 0
tected from insects for one meter around
Coordination 1D Body Points: (see chart) his person. (The target may move.) To
Physique (see chart) Wound levels: (see chart) find out if the invocation repels the
Natural Abilities: pincers/sting/ insects, use the intimidation received with
Intellect 1D
bite (Strength Damage only); strength the spell versus the insect’s or swarm’s
Acumen 2D: search 4D+2 mettle. If the spell’s intimidation total is
in numbers (+1D to mettle rolls per 7
Charisma 1D: intimidation 5D, mettle Body Points/1 Wound level); swarm greater than the insect’s or swarm’s total,
2D attack (+5 to fighting total per 7 Body the creatures veer off to another, more
Strength Damage: (see chart) Points/1 Wound level) tempting target. Otherwise, they attack
Note: Winged insects also have as they had intended.
Move: 6 (ground) or 15 (flying)
flying 2D, while ground insects have The result point bonus of the invoca-
Fate Points: 0 tion skill roll may be added either to the
running 2D.
Character Points: 0 intimidation total or to the duration value.
Body Points: (see chart) Insect Repellent (If added to the duration value, look up
Wound levels: (see chart) Invocation the new measure on the “Spell Measures”
table in the rulebook.)
Natural Abilities: claw/bite (dam- Skill Used: Favor
One possible component and gesture
age +1); strength in numbers (+1D to Difficulty: 18
combination is for the cleric to wave a
mettle rolls per 7 Body Points/1 Wound Effect: 15 (intimidation: insects 5D)
willow twig quickly through the smoke
level); swarm attack (+5 to fighting total Range: Self /touch (0)
of a fire, until the twig becomes sooty.
per 7 Body Points/1 Wound level) Speed: 0
The twig, which crumbles when the
Note: Winged animals also have Duration: 10 minutes (+14) invocation ends, becomes the focus of
flying 4D, while ground animals have Casting Time: 1 round (-4) the miracle. The components provide a
running 4D. Other Aspects: -6 Spell Total modifier (or a -3 difficulty
Area Effect (+5): sphere with 1-meter modifier), while the gestures of waving
Typical Insect radius and holding it give a -3 Spell Total modi-
Swarm Focused (+5) fier (or a -2 difficulty modifier).
Agility 1D: fighting 2D
Coordination 1D Gamemasters also can use this information for swarms that don’t bite,
Physique (see chart) such as butterflies. As these creatures don’t have teeth or the like to speak
Intellect 1D of, they do not receive any Strength Damage bonus indicated in the natural
Acumen 1D: search 3D abilities section. Instead of doing damage, the nonviolent swarms inflict
dif-
ficulty modifiers. Making a fighting attack as normal, but halve the damage
Charisma 1D: intimidation 5D, mettle total for a successful attack (round up). This is the difficulty modifier
2D that
is applied to all of the target’s actions for the rest of the current round
and
Strength Damage: (see chart) into the next round, until the swarm’s turn in the new round.
Page 84 • D6 Fantasy Creatures
Toad Intellect 1D
Acumen 2D: hide: self only 3D, survival
Fate Points: 0
Character Points: 0
“Eye of newt, tongue of toad ... where 3D, search 2D+1 Body Points: 15 Wound levels: 3
are my toads?!” is the oft-heard lamenta- Charisma 1D: mettle 3D Natural Abilities: dry warty skin
tion of the swamp witch, whose use of Strength Damage: 2D Move: 3 (Armor Value +1); claws (damage +2),
toads as components and companions poison glands (contact poison; causes
makes for a curious mix. Toads, unlike Fate Points: 0
3D damage for 3 rounds; Moderate
their watery cousins the frog, have dry Character Points: 0
stamina roll to resist); swallow whole
and warty skin and are not designed for Body Points: 5 Wound levels: 1 (+5 to combat difficulty to attempt; may
jumping long distances. Most do not Natural Abilities: claws (damage only be attempted against a target of
have teeth or long sticky tongues and +2 ); wide-vision eyes (+1D to search); smaller size; may swallow 1 target per
must stalk their prey until they chance small size (scale value 12) 8 hours; if swallowed, target suffers 2D
upon it, swallowing it whole. Note: Some toads (and frogs; gen- from suffocation and acid damage per
Mystically, toads have many symbolic erally, the brightly colored ones) have round until cut free; target may only use
(and real) meanings. They are associ- poison glands (contact poison; +5 dif- daggers while inside the toad’s stom-
ated with damp weather and bringing ficulty of all action for 4 hours; Easy ach); wide-vision eyes (+1D to search);
rain, thunder, clouds, and, of course, stamina roll to resist). large size (scale value 6)
warts. Some see the toad as the symbol
of poison and concealed danger, good Typical Giant Toad Typical Frost Toad
or bad luck, or even Demons (some
Agility 2D: dodge 4D, fighting 4D, Agility 4D: dodge 7D, fighting 5D,
Demon princes are definitely amphib-
jumping 3D, stealth 5D jumping 3D, stealth 5D
ian in appearance). An army of toads
or rain of frogs is a common means of Coordination 2D Coordination 2D: marksmanship 5D
divine retribution, and some travelers Physique 1D: running 3D, swimming Physique 1D: running 3D, swimming
say such horrible events do take place 2D 2D
in distant lands. Intellect 1D Intellect 1D
Typical Small Toad Acumen 2D: hide: self only 4D, survival Acumen 2D: hide: self only 2D, survival
6D, search 2D+1 8D, search 2D+1
Agility 2D: dodge 3D, fighting 2D+1,
stealth 4D Charisma 1D: intimidation 3D, mettle Charisma 1D: intimidation 3D, mettle
3D 3D
Coordination 2D
Strength Damage: 1D Move: 13 Strength Damage: 1D Move: 9
Physique 2D: running 3D, swimming
6D Fate Points: 0
Character Points: 0
Body Points: 5 Wound levels: 1
Natural Abilities: white-and-grey
mottled skin (+1D to hide in snowy
climes); dry warty skin (Armor Value
+2); claws (damage +1D); swallow whole
(+5 to combat difficulty to attempt; may
only be attempted against a target of
smaller size; may swallow 1 target per
8 hours; if swallowed, target suffers 2D
from suffocation and acid damage per
round until cut free; target may only
use daggers while inside the toad’s
stomach); wide-vision eyes (+1D to
search); night vision (no penalties in
dim conditions); cold resistance (may
live in arctic climes; Armor Value +2D
vs. cold-based attacks); frost breath
(damage 4D; 3 times per day); small
size (scale value 6)
D6 Fantasy Creatures • Page 85
Triton
Tritons take their name from the
ancient god that created them as a
race of servitors. Even though Triton
was Human in appearance, he made
his servitors in the form of half-man,
half-fish. All Tritons, from the waist up,
possess well-developed Human torsos
with dark, curly hair (male Tritons
do not possess facial hair). From the
waist down, however, all possess the
lower bodies of various fish-like sea
creatures. Their Human-like features
and physiques are well proportioned,
well defined, and smooth.
At first glance, Tritons have a uniform
appearance, but they actually differ in
significant ways. From the waist down, but the reality is much different — while beneath the waves, never to be heard
one variant has the scaled body of a Tritons are often considered alluring by from again.
large fish, complete with ventral and Human females, Human males cannot
dorsal fins and a broad tail. A second abide the thought of such “unnatural” Typical Triton
variant has, instead of a single fish unions. Discoveries of terrestrial incur- Agility 3D+1: fighting 4D, dodge 4D+1,
tail, two serpent-like tails that end in sions by Tritons often leads to severe melee combat 4D+2
needle-sharp spines. The third variant retaliation, and few Tritons escape back Coordination 2D+1: throwing 3D+1
has a fish tail, like the first variant, but to the sea in one piece.
Physique 4D: stamina 4D+2, swim-
possesses fins running down his human Triton society as a whole deems the
ming 6D
forearms and back, and his fingers are victims of such punishments to have
webbed. All can maneuver on dry land brought it upon themselves, and thus Intellect 2D+1: reading/writing 3D
almost as well as a Human, despite their turn a blind eye. Occasionally, however, Acumen 2D+1: crafting: carving 3D,
apparent icthyian handicaps. an overzealous (and jealous) group of know-how 3D+1
If male Tritons love anything more land-dwellers gets it into their heads to Charisma 3D+2: animal handling: sea
than lounging on a sandy ocean beach, capture and kill every Triton they can creatures 4D, charm 4D+2, persua-
drinking wine from amphorae, and eat- find, sending out special raiding boats sion 4D, mettle 4D+1
ing figs and stuffed grape leaves, it must armed with barbed nets. Often dozens
Strength Damage: 2D Move: 10
be the pursuit of human females. Triton of Triton are caught and killed before
created his servitors out of a sea-going Triton society can muster its forces for Fate Points: 0
people who turned their backs on land a counterattack on the land-dwellers. Character Points: 3
and offered themselves to the gods of Tritons arm for war much the way Body Points: 32 Wound Levels: 3
the sea. Female Tritons found a paradise Humans do, with large, round shields,
Advantage: Cultures (R1), Human
beneath the waves in their new forms, Spartan-style helmets, and spears, all
society
but it is said that male Tritons secretly fashioned from bronze that almost
Disadvantage: Hindrance: Atypi-
regret the decision. Nowadays, when- glows green with verdigris from expo-
cal Movement (R1), can only “walk”
ever they get the chance, male Tritons sure to saltwater. Attacks on humanoid
(crawl) or climb 1 meter per round out
go ashore in search of human female settlements begin at the height of
of water
companionship. storms, when the gods of the sea are
Special Ability: Hypermovement
One famous story tells the tale of a at their strongest. Even though their
(R4), +8 to base Move with Ability Loss
male Triton named Nikos who wooed wrath, once invoked, is legendary,
(R1), only in water; Water Breathing
and won the hand of a human female Tritons don’t actually kill many people
(R1), +1D to swimming
named Rina. Together they swam to during such battles. It is said that they
Equipment: trident (damage +2D);
an uninhabited island and lived their seek justice, not revenge, and can smell
short sword (damage +1D+2); amphorae
days in bliss, far from the world of men the blood of their kin on the hands
of wine
and fish. Many male Tritons dream of of those responsible. Guilty individu-
securing such a future for themselves, als are dragged out to sea and pulled
Page 86 • D6 Fantasy Creatures
Typical Wendigo
Agility 3D: fighting 5D, stealth 9D
Coordination 3D
Physique 10D
Intellect 2D
Acumen 3D: hide 9D
Charisma 3D: confusion 6D, intimida-
tion 6D, mettle 7D
Strength Damage: 5D
Move: 50
Fate Points: 0
Character Points: 0
Body Points: 45
Wound levels: 5
Natural Abilities: claws (damage
+2D); teeth (damage +4D); confusion
(on a successful confusion attempt
against the target’s Charisma or mettle,
all difficulties for the target are at +5 for
6 rounds); intangibility (+6D to damage
resistance roll against physical attacks;
can stay intangible indefinitely); invis-
ibility (+5 to dodge, hide, and stealth