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Beasts of the Known Realms v1.0

Beasts of the Known Realms

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by Randal Snyder sunderedepoch@hotmail.com

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Table of Contents
Legal .............................................................................2 Introduction...................................................................2 Designing Animals & Monsters ....................................3 Creature Description ................................................3 Creature Size ...........................................................3 Attributes ..................................................................3 Abilities ..................................................................... 4 Combat Variables .................................................... 4 Simplified Statistics .................................................. 4 Animals ........................................................................ 6 Humanoids ................................................................. 21 Beasts ........................................................................ 31

Legal
This is a free document which includes images found freely about the internet. No claims of ownership or rights are claimed in the reproduction of these images or use of the trademarked names. The author and our affiliates’ use of these items are for entertainment purposes only under the fair-use clause. Please notify us at sunderedepoch@hotmail.com if you wish to report any infringement on your copyright or trademark.

Introduction
Behold! For there are beasts wild and majestic in the wilderness. Intrepid wanderers ventured to catalog them all within these lowly tomes so that you might know them well. These creatures, these beasts of the realms, are known well to us all through legends and folklore. But now thou might know them also and make with them what you will. Or something like that… The following are statistics using the Sundered Epoch: Generations species rules and includes some guidelines on designing creatures for your games. Each creature listed is designed as a fully detailed character. All creatures, characters, monsters, etc. are referred to as Non-Player Characters (NPC) and the term is often used interchangeably. These sample creatures represent an “average” adult example of the creature. Just like with characters, some variation is expected and the Narrator should feel free to modify the creatures as appropriate for his/her game. This document will be updated frequently. Each version will include a revision number. If significant changes are made, such as the inclusion of a new set of species, it will be considered a “full version” change (thus 1.0, 2.0, 3.0 and so on). Minor revisions to add new races or make corrections will be minor versions (thus 1.1, 1.2, 1.3, etc.)

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Designing Animals & Monsters
When designing your own monsters or animals for the game you will probably want to follow some basic guidelines for consistency. For example, larger animals are able to cause more damage with their natural weapons, are heavier, and are typically stronger than smaller animals. The Narrator can feel free to ignore these guides particularly with magical creatures such as dragons, unicorns, ghosts, and so on.

Creature Description
One of the most important parts of a creature’s design is its description. The samples below provide a brief physical description of the creature. We have further tried to include some details on combat tactics and special abilities, a summary of the creature’s ecology or social role and how the creature fits into the economy of the world. All of these details help the Narrator and players develop plots, rewards, and help make the creature seem more than just a bunch of numbers on paper.

Creature Size
The creature’s size affects a number of things as summarized in the Creature Size table. The Size of the creature is relative to humans and measured in meters or centimeters. The Weight column shows a general guide to how heavy a creature of that size might be. Creature Size
Size Miniscule 3-6 cm Fine 6-12 cm Diminutive 12-25 cm Tiny 25-50 cm Small 0.5-1 m Medium 1-2 m Large 2-4 m Huge 4-8 m Gigantic 8-16 m Colossal 16-32 m Weight Less than ½ kg Less than 1 kg Up to 1 kg 1-4 kg 4-30 kg 30-250 kg 250-2000 kg 2000-16,000 kg 16,000-125,000 kg 125,000+ T# 24 22 20 18 16 14 12 10 8 6 Resilience 0 1 2 3 4 5 7 9 13 21 Base Glance 1d5 Instant 1d5 Instant 1d5 Instant 1d5 Instant 1d5 Temp 1d5 Temp 1d5 Physical 2d5 Physical 4d5 Physical 8d5 Physical Glance Mod -4d5 -3d5 -2d5 -1d5 None None +1d5 +2d5 +4d5 +8d5

The T# column gives the base Target Number based on the creature’s Target Size. If the creature is unusually proportioned, you can use the average of the creature’s height and width to determine the creature’s size. Thus a 3 meter long snake that is only 0.5 meters thick might be considered a medium creature (3.5 ÷ 2 = 1.75). The Resilience column shows the typical average Resilience score for a creature of that size. This can be because of either a change in Strength or Health or both. Thus a large sized ogre might have a 7 Strength and 7 Health or it might have a 9 Strength and 5 Health. Base Glance represents the creature’s unarmed glance dice. Unarmed attacks are assumed to cause crushing

damage and can be increased if the creature’s unarmed attack is a slash or pierce instead of crushing.

Glance Mod refers to the modifier gained from using human-sized weapons. Thus, a large creature using a human sized sword gains a +1d5 bonus to that sword’s normal Glance. However, if the Glance Mod is negative and reduces a weapon’s Glance to 0d5, then the weapon causes 1d5 Temporary Glance. If the Glance reduces to -1d5 or lower, then the weapon causes Instantaneous damage.

Attributes
Most animals or monsters use the six Core Attributes of Agility, Health, Strength, Intellect, Influence, and Willpower. However, some creatures can have Optional Attributes just like full-blown characters. Creating creatures is treated exactly like making characters. See the Core Rules for guidelines on creating characters and the optional rules for Non-Human Species. However, if you do not want to fully flesh out a creature, you can use the Simplified Statistics guidelines later.

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Abilities
All creatures can have special abilities including skills, powers, and natural abilities.

Skills
All animals have the following basic skills:     Climb Intimidate Movement Perception   Stealth Unarmed Combat

However, these are not the only skills monsters or animals can have. Many predators have additional combat skills.

Natural Abilities
Natural Abilities are the actions that a creature is capable of performing due to its physical form including its methods of movement, extra limbs, and so on. These abilities are described in detail in the Non-Human Species rules.

Powers
Mythical and magical creatures often have powers – supernatural spell-like abilities. This can include the mesmerizing gaze of a vampire or the ability of Medusa to turn people to stone. Each of these abilities should be described in detail and are treated like a skill for purposes of attacks and defense. The Shot Accuracy of a power is based on an Attribute plus the creature’s skill in the ability. Thus a vampire with a 7 Focus and 6 Mesmerizing Gaze has a 13 SA. Targets of these abilities can attempt to resist them using an appropriate resistance skill like resist magic, resist poison, and so on. Some of these abilities can be dodged or blocked as if they were physical attacks. Powers can be used once per day per point of the skill. Our vampire above has a Mesmerizing Gaze of 6 so can attempt to use the power six times per day.

Combat Variables
All normal NPCs follow the standard guidelines for calculating Combat Variables. Use the guidelines from the Core Rules.

Simplified Statistics
Simplified NPC
Experience Novice Exceptional Heroic Legendary Godlike Attribute 5 6 7 8 9 Skill 2 4 6 8 10 PSA 7 10 13 16 19 SSA 5 6 7 8 6 USA 2 3 3 4 4

Skill – As with the attribute, all skills are summarized as a single score. A character’s skill will typically be based on his Starting Experience. Primary SA (PSA = Attribute + Skill) – The Primary Shot Accuracy (PSA) is the sum of the attribute and skill and is used for any skill checks that directly relate to the character’s occupation. Secondary SA (SSA = Attribute) – Secondary SA is used for skill checks that are not primary roles for the character’s occupation, but might be related. A warrior might use his SSA for climbing checks for example. The SSA is equal to the character’s Attribute score. Unskilled SA (USA = ½ Attribute) – Skills that are unrelated to the character’s occupation use the USA which is equal to ½ of the character’s Attribute (rounded down). Thus a warrior that tries to use a magical scroll would use the USA. Abilities – All creatures can have abilities that modify their basic stats.

All NPCs can be simplified. The following guidelines are intended for creating characters as quickly as possible. As a result, the Narrator will need to allow for some common sense judgment calls during play. The Simplified NPC table provides some basic starting points based on the NPC’s experience level. Attribute – Simplified NPCs have one attribute score which represents the average of all normal attributes. Most characters have an attribute of 5. If using non-human species, you can still use the Attribute modifiers for the species if you choose. Typically the character’s attribute will follow their Starting Experience.

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Combat Variables
All simplified creatures have Combat Variables that are based on the PSA, SSA, or USA. Calculate each Combat Variable using the guidelines from the Core Rules. Initiative Modifier – Generally speaking a simplified NPC uses the SSA as the Initiative Modifier. Target Number – As with normal characters, the Target Number is based on the Target Size. See the Creature Size table. Stun Number – The SN is equal to whatever Shot Accuracy is appropriate for the NPC. A prey animal will typically use its SSA for the Stun Number where a predator typically uses its PSA. A non-combat character such as a merchant will likely have an SN equal to their USA. But a warrior, soldier, or mercenary might use their PSA. A hunter, pirate, or some other tough occupation might use the SSA for Stun. Dodge SA – Characters with physical occupations like gymnasts, dancers, soldiers, etc. will use their PSA for the Dodge SA value while less physical occupations will use either the SSA or USA. Weapon Accuracy – Just like with the Stun Number, a character’s occupation will determine their base Shot Accuracy with a weapon. Add or subtract bonuses and penalties for weapon types as appropriate. Armor Rating – If the NPC is wearing armor, record it appropriately. Simplified NPCs generally use the Total AR with minimal details. Weapons/Equipment – Most simplified NPCs will be equipped with the same equipment. Thus if you have a squad of ten Trolls, they will all use clubs or axes or wear the same armor. However, feel free to mix up their equipment as appropriate for the scene.

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Animals
The following animals are provided as a point of reference to compare with the creatures of other worlds that have been discovered. Only a small selection of animals are presented. Note that most animals do not use Optional Attributes. If an Optional Attribute is needed for a skill check then assume that the score is 5.

Bear, Black
Description: Black bears are fairly small in comparison to other bears such as the Grizzly bear or polar bear, but they are very common in forests near civilization. Black bears are often shorter than humans, but outweigh most humans by 20-50 kg. They have short snouts and relatively small eyes and a snout that juts several centimeters from their face. Their mouths are filled with sharp teeth that can easily tear meat from bone. Their hides are covered in black or brown fur that can sometimes turn red from sun-bleaching. Threat Assessment: In most cases, a black bear will run away from humans, but if it is protecting its young, food, or territory, black bears will often charge and trample their opponents. If pressed, they attack with both claws and bite until their opponent is no longer a threat. Only starving bears will eat humans.
7 2 4 3 8 5 4/11 6/11 4/7 6/13

Black Bear Character Points: 230 Size: 1-2 m Attributes:
Agility Health Strength Influence Intellect Willpower 6 7 9 7 1 3 6/13 4/10 4/5 6/7

Merit Points: 0 Weight: 170 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Intimidate Moxie Stealth Unarmed

Bears have naturally thick hides and strong muscles which gives them a bit of protection from injury. However, most bears will flee if they are injured or scared by loud noises. Ecology: Black bears are omnivores and survive on meat from insects, fish and wild game, but most of their food is vegetation. Mother bears will often have 2-3 young that they will care for about 3 years. While it is common to see more than one bear together, they often hunt alone. During winter, black bears will hibernate for 3-5 months until the temperature rises. Economy: In modern times, only licensed hunters are allowed to hunt black bears. However, they had been valued for their meat, fat and fur. In addition, their teeth, claws, and other parts are often sold as jewelry or for spiritual rites. In addition, black bears can become a nuisance to communities and trappers might be paid to rid the area of problem bears.

Skills/Abilities:
Climb Movement, Land Perception Tracking

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 14 Critical 32/48 Max Damage 160 Resist Magic 2 Movement Land 10/20/30/50 Stun Number 11 (3) x2 SN 22 (6) x3 SN 33 (9) x4 SN 44 (12) Over x4 SN 45+ (15)

Armor:
Natural Hide 4 AR SA: 11p SA: 13c Def: 9 Def: 9 Glance: 2d5 +5 Glance: 2d5 +5

Weapons:
Bite Claw

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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Bear, Polar
Description: Polar bears are among the largest bears on Earth, equaled only in size by the grizzly bear. The largest polar bears stand nearly twice as tall as a typical human. They are similar in appearance to any other bear, except that their fur is almost exclusively white or off-white, which allows them to blend in to their snowy habitat. Threat Assessment: As with all bears, polar bears will usually avoid humans except when hunting, protecting their young, or defending their territory. Polar bears are extremely dangerous and powerful animals and hunt by waiting near a seal’s breathing hole. When a seal comes to the surface to breathe, the bear will attack and drag the seal out of the water, crush its skull with its bite, and devour the carcass. Merit Points: 0 Weight: 500 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Intimidate Moxie Stealth Tracking 9 2 4 3 11 6 6/14 6/12 4/7 6/7

Polar Bear Character Points: 330 Size: 2-3 m Attributes:
Agility Health Strength Influence Intellect Willpower 6 9 13 8 1 3 4/13 4/10 4/5 6/19 6/15

Similarly, they will stalk prey and get within 10 meters of it before charging for a kill. Camouflage- They are quite well adapted to snowy conditions and gain a +2 bonus to stealth checks when in white snowy conditions (9 SA). Ecology: Polar bears are found in the Arctic Circle in the Northern Hemisphere. Their diet is mostly seal meat, but in a pinch, a polar bear will eat any meat or vegetation it can find. These bears mate freely and twin cubs will often have different fathers. Young cubs will stay with the mother until they are about three years old. Except for mating season, it is rare to see more than a couple polar bears together due to competition for food. Economy: Polar bears are currently protected by conservation laws that restrict hunting to licensed trappers. However, their furs, fat, and meat are prized among natives and many Inuit people hunt polar bears as part of a manhood ritual. Likewise, their skins, teeth, and other parts are often sold for jewelry, decoration, or ceremonial purposes. Though rare, polar bears have been known to become nuisance animals and a hunter might be hired to rid an area of the problem bears.

Skills/Abilities:
Climb Movement, Land Perception Swimming Unarmed

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 12 Critical 44/66 Max Damage 220 Resist Magic 2 Movement Land 10/20/30/50 Stun Number 12 (3) x2 SN 24 (6) x3 SN 36 (9) x4 SN 48 (12) Over x4 SN 49+ (15)

Armor:
Natural Hide 4 AR Def: 11 Def: 11 Glance: 2d5 +5 Glance: 2d5 +5

Weapons:
Bite SA: 13p Claw/Trample SA: 15c

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Numbers, and Luck when size is a factor. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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Bird of Prey
Description: Birds of prey can be eagles, hawks, or even carrion birds like vultures or buzzards. Threat Assessment: Most birds of prey attack from high above and swoop down to catch rodents, snakes, and other birds off guard. Rarely will they attack larger creatures, but when they do, they go for the eyes and face and then fly off to attempt a surprise attack. Bald Eagle Character Points: 135 Size: 0.5-1 m Attributes:
Agility Health Strength Influence Intellect Willpower 7 2 2 3 1 5 -2/5 2/5 6/10

Merit Points: 0 Weight: 0.5-7 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 4 3 2 4 2 3

Ecology: Birds of prey lay their eggs in nests high in trees or mountain cliffs. They lay clutches of three to six and teach them to fly and hunt. Vultures and other scavengers prefer to feast on the meat of dead creatures. Eagles and hawks prefer to catch mice, rats, fish, and smaller birds. During mating rituals male birds of prey will battle each other for the attention of a female. Economy: For centuries kings and lords have prized birds of prey such as falcons. Their training takes years. A trained falcon can hunt and provide two to four birds a day.

Skills/Abilities:
Movement, Land Moxie Stealth Movement, Fly 27/34 Perception 10/11 Unarmed 6/10 Stun Number 5 (3) x2 SN 10 (6) x3 SN 15 (9) x4 SN 20 (12) Over x4 SN 21+ (15)

Combat Variables:
Initiative Mod 4 Dodge SA 4 Target Number 16 Critical 8/12 Max Damage 40 Resist Magic 3 Movement Land 5/10/15/25 Fly 34/68/102/170

Armor:
Feathers 0 AR SA: 10 s/8 p SA: 10s Def: 6 Def: 6 Glance: 1d5 -3 T Glance: 1d5 -3 T

Weapons:
Bite Claw

Notes:
Flying (50cp) – This creature can fly when unencumbered and glide when lightly encumbered. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools. Small Size (20cp) – This creature gains a +2 bonus to Stealth, Target Numbers, and Luck when size is a factor.

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Boar
Description: Boars are a type of wild pig that are armed with large tusks that they can gore an opponent with. They can vary in size from a medium sized dog to several hundred kilograms. Threat Assessment: Dominant males or females protecting their young are extremely aggressive and will often attack animals much larger than themselves. Once in combat, their ferocity makes them blind to their wounds and they will often fight on even if severely injured. Boars will charge straight at their opponent and attempt to gore it with its tusks. Wild Boar Character Points: 85 Size: 1.2 m Attributes:
Agility Health Strength Influence Intellect Willpower 5 6 6 5 1 3 2/7 3/8 3/4 3/4

Merit Points: 0 Weight: 70 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Intimidate Moxie Stealth Unarmed 5 2 3 3 6 4 3/8 6/10 3/6 4/9

Ecology: Males are typically solitary and it is rare to see unrelated boar together outside of the mating season. Females will have 2-3 offspring and will care for the young for about a year. Boars are omnivores and often scavenge for food and will eat virtually anything from grasses to insects and refuse. Economy: In modern society, boars are generally only used for meat or sport hunting. However, they can become pests as they have been known to attack smaller animals for food or invade food and garbage bins. Wild boar meat is generally less preferred to farm raised meat.

Skills/Abilities:
Climb Movement, Land Perception Tracking

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 14 Critical 24/36 Max Damage 120 Resist Magic 2 Movement Land 8/16/32/40 Stun Number 10 (3) x2 SN 20 (6) x3 SN 30 (9) x4 SN 40 (12) Over x4 SN 41+ (15)

Armor:
Natural Hide 2 AR SA: 7p Def: 5 Glance: 1d5 +2

Weapons:
Bite/Gore

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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Bull/Bison
Description: Bulls, or bison are extremely dangerous animals capable of trampling a human to death. Their thick hides are often used for armor and provide a significant amount of protection to the animal. Threat Assessment: Bulls have large horns that they can use to stab and gore an opponent. A character that is knocked down could easily be trampled or kicked. Bulls will attack anything they feel is a threat to their territory or herd. In addition, dark colors seem to threaten bulls more than light colors. Bull Character Points: 140 Size: 2-3 m Attributes:
Agility Health Strength Influence Intellect Willpower 5 8 11 5 1 3 3/8 5/10 3/6

Merit Points: 0 Weight: 1500 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 9 2 3 3 9 5

Ecology: Wild cows are rare. Bison and cows survive off of grasses, grains, and other vegetation. A female will have one or two calves that it will raise for about two years. Economy: Bulls and bison meat is prized and sold on the markets at premiums. In addition, their skins are used for leather products. Bull horns are often made into a variety of other products such as decorative trim or drinking horns, or other products.

Skills/Abilities:
Intimidate Moxie Stealth Movement, Land 3/8 Perception 3/4 Unarmed 5/14 Stun Number 10 (3) x2 SN 20 (6) x3 SN 30 (9) x4 SN 40 (12) Over x4 SN 41+ (15)

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 12 Critical 36/54 Max Damage 190 Resist Magic 2 Movement Land 8/16/32/40

Armor:
Natural Hide 2 AR Def: 10 Def: 10 Glance: 2d5 +6 Glance: 1d5 +6

Weapons:
Gore SA: 12p Kick/Trample SA: 14c

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Numbers, and Luck when size is a factor. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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Camel
Description: A camel is a type of llama that is acclimated to the desert. It has a distinctive hump that stores fat and water for long periods of starvation and drought. Threat Assessment: Despite their awkward appearance, camels can run quite fast, which they are likely to do if attacked. Only rarely will a camel attempt to attack anyone. Ecology: Camels have been used as pack animals for centuries and live on desert grasses. Camel Character Points: 60 Size: 2-3 m Attributes:
Agility Health Strength Influence Intellect Willpower 5 7 9 3 1 3 8/13 5/12

Merit Points: 0 Weight: 500 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Perception 7 2 2 3 8 5 3/4

Economy: Camels provide a wide range of benefits to humans from milk that can be turned into butter and other foods to their hair that can be woven into clothing, and of course their meat. However, the camel’s primary role is as a beast of burden used for long distance transport over the desert and fill the role of the cow or horse in other regions.

Skills/Abilities:
Movement, Land Unarmed

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 12 Critical 32/48 Max Damage 160 Resist Magic 2 Movement Land 13/26/39/65 Stun Number 5 (3) x2 SN 10 (6) x3 SN 15 (9) x4 SN 20 (12) Over x4 SN 21+ (15)

Armor:
Natural Hide 2 AR Def: 8 Def: 8 Glance: 1d5 +4 Glance: 1d5 +4

Weapons:
Bite SA: 12c Kick/Trample SA: 12c

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Numbers, and Luck when size is a factor. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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Cat, Great
Description: Great cats are the largest cats on Earth and have extremely powerful bodies, deadly fangs, and powerful claws and include lions, tigers, pumas, panthers, etc. A male great cat can easily outweigh most human men by up to one hundred kilograms. Threat Assessment: Great cats are expert stalkers and can follow their prey for several kilometers without being spotted. They will hide in trees, tall grass, or bushes and wait for prey to come within sprinting distance and then pounce. Once combat ensues, they will bite and claw at their opponents. Their massive claws can be used to grab and hold their victim. If the cat can get two claws grabbing its prey, it will rake with its back claws. Merit Points: 0 Weight: 150 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Intimidate Moxie Stealth Unarmed 8 2 4 5 7 4 4/10 8/12 6/11 6/14

Lion Character Points: 275 Size: 1-2 m Attributes:
Agility Health Strength Influence Intellect Willpower 9 7 8 6 2 2

If all else fails, great cats are capable of leaping up to 9 meters distance or as high as 4.5 meters. Ecology: All of the large cat breeds are predominantly carnivorous and will hunt all sorts of wild game. While they will not normally attack humans, they can and will eat people in a pinch. Females will often give birth to litters of 3-5 kittens and they will be independent in one to two years. Economy: Large cats are often sought after as attractions at zoos or circuses. Likewise their pelts are considered valuable. Many eastern cultures use various organs of great cats in herbal remedies and tonics. While rare, great cats have been known to terrorize communities and characters might be hired to hunt down such a man eater.

Skills/Abilities:
Climb 4/12 Movement, Land 10/18 Perception 3/5 Tracking 6/8

Combat Variables:
Initiative Mod 5 Dodge SA 5 Target Number 14 Critical 28/42 Max Damage 150 Resist Magic 2 Movement Land 18/36/54/90 Stun Number 12 (3) x2 SN 24 (6) x3 SN 36 (9) x4 SN 48 (12) Over x4 SN 49+ (15)

Armor:
Natural Hide 2 AR SA: 12p SA: 14s SA: 14s Def: 10 Def: 10 Def: 10 Glance: 2d5 +3 Glance: 1d5 +3 Glance: 4d5 +3*

Weapons:
Bite Claw Rake * Special

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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Cat, House
Description: House cats are your typical balls of fur that lie around and don’t do much… That is until YOU are trying to do something and then they always want your attention. Threat Assessment: A typical house cat will avoid combat of any kind, particularly with larger animals. However, occasionally cats will get very protective of their territory and attack almost anything. Cats primarily use their claws to scratch and grab. If they successfully grab their prey, they will use their hind legs to rake with both claws at the same time. Ecology: House cats are almost entirely dependent on their owners. However, some house cats have a taste for lasagna among other dishes.
4 2 3 4 1 1 2/7 2/3 4/8 4/8

House Cat Character Points: 35 Size: 0.25-0.5 m Attributes:
Agility Health Strength Influence Intellect Willpower 8 1 1 5 2 2 4/8 2/10 3/5 4/6

Merit Points: 0 Weight: 3 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Intimidate Moxie Stealth Unarmed

Economy: While cats on their own are not particularly valuable, an entire pet industry makes millions of dollars every year on cat toys and other doodads to keep the cat comfy and entertained.

Skills/Abilities:
Climb Movement, Land Perception Tracking

Combat Variables:
Initiative Mod 4 Dodge SA 4 Target Number 18 Critical 4/6 Max Damage 20 Resist Magic 2 Movement Land 10/20/30/50 Stun Number 3 (3) x2 SN 6 (6) x3 SN 9 (9) x4 SN 12 (12) Over x4 SN 13+ (15)

Armor:
Natural Hide 0 AR SA: 6p SA: 8s SA: 8s Def: 6 Def: 6 Def: 6 Glance: 1d5 -3 T Glance: 1d5 -3 I Glance: 1d5 -3*T

Weapons:
Bite Claw Rake * Special

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools. Tiny Size (20cp) – This creature’s melee attacks lose 1d5 Glance Dice but it gains a +4 bonus to Stealth, Target Numbers, and Luck when size is a factor.

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Dog, Large
Description: Large dogs are nearly the weight of a full grown human. These dogs can be wolves, German Sheppards, rottweilers, Doberman pinchers, great danes or any other large breed of dog. Threat Assessment: Dogs do almost everything with their mouth, and their sharp teeth make for great weapons. When in a pack, dogs will often surround their prey and one dog will move in for an attack while the others distract their victim. Most untrained dogs are fairly quick to turn tail and run if they are severely hurt. However, hungry, dominant, or well trained dogs will fight on until their opponent is dead. Dogs are capable of seeing in low light conditions and their sense of smell and hearing exceeds that of a typical human. This is why dogs are often used as guards and protection. When in a pack, dogs will hunt with one dog acting using Intimidation to distract the prey while the other dogs use Stealth to attack from behind. Dog, Large Character Points: 115 Size: 1-2 m Attributes:
Agility Health Strength Influence Intellect Willpower 7 5 5 5 3 2 4/9 4/7 4/7 6/12

Merit Points: 0 Weight: 50 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 6 2 4 5 5 3

Ecology: Most domestic dogs are completely dependent on their owners. Rarely though, feral wild dogs will form up in packs, similar to wolf packs. Economy: Large dogs are used for security, as pets, and occasionally as pack animals such as sled dogs. In hunting cultures, dogs are used to track down and corner large and small game. Similarly, large dogs are often used in illegal dogfight tournaments.

Skills/Abilities:
Intimidate Moxie Stealth Unarmed Movement, Land 1/8 Perception 4/7 Tracking 6/9

Combat Variables:
Initiative Mod 5 Dodge SA 5 Target Number 16 Critical 20/30 Max Damage 100 Resist Magic 2 Movement Land 8/16/24/40 Stun Number 7 (3) x2 SN 14 (6) x3 SN 21 (9) x4 SN 28 (12) Over x4 SN 29+ (15)

Armor:
Natural Hide 1 AR SA: 10p Def: 8 Glance: 1d5 +1

Weapons:
Bite

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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by Randal Snyder sunderedepoch@hotmail.com

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Elephant
Description: If you have never seen an elephant its description would seem alien compared to other animals. It is a massive creature weighing a couple tons with grey skin, large fanlike ears and a nose that appears like a hose, but is dexterous enough for even the most delicate tasks. They are particularly intelligent and are even capable of using tools with their trunks. Threat Assessment: Wild elephants will usually only attack if their territory or young are threatened. Most elephants do not see humans as threats. In combat, an elephant will use its long trunk to lash out at its enemies. However, if there is room to run, an elephant will not hesitate to trample. The trample attack is treated like a Passive Skill Check against all human-sized creatures in its path.
9 4 5 3 12 7

Elephant Character Points: 260 Size: 3.5 m Attributes:
Agility Health Strength Influence Intellect Willpower 3 10 15 6 4 4 4/10 6/13 6/15

Merit Points: 0 Weight: 2500 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness

Older elephants have large tusks that can be used to gore an enemy. Lastly, elephants can use their trunks to throw objects such as tree branches or rocks. Ecology: Elephants live in packs up to several dozen elephants. They are extremely social animals and tend to groom, touch and even seem to console each other. Females generally have one baby at a time, though twins are not uncommon. The young will stay with the pack until they are about fourteen years old. Economy: Elephants have been hunted for generations for the ivory in their tusks. Likewise, baby elephants are prized by zoos, circuses, and illegal traders and collectors. In India, elephants are used in rural areas instead of bulldozers and provide muscle power that cannot be matched except by expensive industrial equipment. They also find their uses in entertainment and some unusual sporting events feature elephants in place of horses. Though rare, violent rogue elephants have been known to threaten farms and communities near their natural territory. Hunters will often be hired to eliminate these problem animals. Many parts of the elephant are used in Chinese medicine and demand for these parts has fueled the black market trade in elephant parts.

Skills/Abilities:
Intimidate Moxie Unarmed Movement, Land 6/9 Perception 4/8

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 12 Critical 48/72 Max Damage 250 Resist Magic 4 Movement Land 9/18/27/45 Stun Number 13 (3) x2 SN 26 (6) x3 SN 39 (9) x4 SN 52 (12) Over x4 SN 53+ (15)

Armor:
Natural Hide 6 AR Def: 11 Def: 11 Def: 11 MER: 15 m Glance: 3d5 +10 Glance: 3d5 +10 Glance: 3d5 +10 Glance: 2d5 +12

Weapons:
Trunk SA: 15c Trample/Kick SA: 15c Tusk SA: 13p Thrown Weap SA: 3c

Notes:
Extra Limb (10cp) – This creature has an extra limb that can be used to make unarmed attacks. Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. Huge Size (0cp) – This creature gains +2d5 to its unarmed attack and gains +2d5 to any melee weapon. However, it suffers a -4 penalty to Stealth, Target Numbers, and Luck when size is a factor. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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by Randal Snyder sunderedepoch@hotmail.com

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Gorilla
Description: Gorillas are the largest of the primates. They are roughly humanoid in appearance but have short legs and disproportionately long arms. Black hair covers most of their body except for their faces. In comparison to humans, their foreheads are sloped back with a heavy brow ridge and their lips and teeth jut outward in a short muzzle. Large males can easily outweigh humans by two to four times even though they are typically shorter than human males and they are incredibly strong and agile despite their large, stout builds. All apes are expert climbers. Threat Assessment: Gorillas are capable of using tools such as clubs, tree branches, or stones to hurl at animals that threaten them. However their huge arms and powerful fists are more than enough to take down an opponent. While rare, gorillas can and will bite with their large canine teeth. A gorilla’s hide and thick muscles help protect it from all manors of attacks. However, if severely injured, a gorilla will try to escape into trees, brush or any other kind of cover. Ecology: Gorillas are considered herbivores and they enjoy a healthy mix of fruits, nuts, grasses, and insects. Their natural habitat is heavy forest or jungle. Full gown males are nearly twice the size of a female and fill the roles of protectors in the tribe. There is usually only one dominant male in a group of gorillas and he is the most territorial and dangerous. Females will generally only fight to protect their young. Females generally give birth to one baby at a time, but twins and triplets are not unusual. Young gorillas will be raised by the mother for the three to four years. After that, the tribe tends to raise the young. Economy: Gorillas are hunted for their meat and their young are prized by zoos and collectors and their collection might fetch a high price. Poachers are often hunted by the authorities and there are often rewards for the capture of poachers or dangerous gorillas.

Gorilla Character Points: 235 Size: 2 m Attributes:
Agility Health Strength Influence Intellect Willpower 7 7 10 7 3 3 8/16 1/8 2/5 6/13

Merit Points: 0 Weight: 175 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Intimidate Moxie Stealth 8 3 5 5 8 5 6/13 6/11 4/7

Skills/Abilities:
Climb Movement, Land Perception Unarmed

Combat Variables:
Initiative Mod 5 Dodge SA 5 Target Number 14 Critical 32/48 Max Damage 170 Resist Magic 3 Movement Land 8/16/24/40 Stun Number 11 (3) x2 SN 22 (6) x3 SN 33 (9) x4 SN 44 (12) Over x4 SN 45+ (15)

Armor:
Natural Hide 2 AR Def: 9 Def: 9 MER: 10 m Glance: 1d5 +5 Glance: 1d5 +5 Glance: 1d5 +7

Weapons:
Bite SA: 11p Punch/Kick SA: 13c Thrown Weap SA: 5c

Beasts of the Known Realms

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by Randal Snyder sunderedepoch@hotmail.com

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Horse, Draft
Description: The horse depicted here is a typical draft or heavy riding horse like you would see in old western movies. Some breeds of horse are much larger or smaller. Due to having four legs, a horse is treated as though it had a +2 bonus to its strength for encumbrance. Threat Assessment: Horses generally will not attack. However if the horse is spooked or threatened it will kick or even bite. Trained horses can be taught to attack on command. A horse that rears up on its hind legs to kick gains a +1d5 bonus to its kick glance. Likewise, kicks with both hind legs will get a +1d5 bonus. A horse that runs through a human-sized target’s space will automatically make a trample attack on 3d5. Horse Character Points: 120 Size: 2-3 m Attributes:
Agility Health Strength Influence Intellect Willpower 5 8 8 4 2 3

Merit Points: 0 Weight: 600-800 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Perception Moxie 6 2 3 3 8 4 4/6 4/8

Ecology: Wild horses are rare in modern times, but in the past they roamed in herds that were dominated by an Alfa-male or mare. Young horses will be ready to leave their mother’s side in about a year. Horses are herbivores and live on grasses, grains, and roots. Economy: Until the industrial revolution horses were the backbone of society. They provided transportation, muscle for construction, and even milk and meat for food. Since World War II, the use of horses is limited to ranching, breeding, entertainment, and leisure activities.

Skills/Abilities:
Encumbrance 2/10 Movement, Land 10/15 Unarmed 4/10

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 12 Critical 32/48 Max Damage 160 Resist Magic 2 Movement Land 15/30/45/75 Stun Number 8 (3) x2 SN 16 (6) x3 SN 24 (9) x4 SN 32 (12) Over x4 SN 33+ (15)

Armor:
Natural Hide 1 AR Def: 6 Def: 6 Def: 6 Glance: 1d5 +3 Glance: 1d5 +3 Glance: 2d5 +3

Weapons:
Bite SA: 10c Trample/Kick SA: 10c Double Kick SA: 10c

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Numbers, and Luck when size is a factor. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools.

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by Randal Snyder sunderedepoch@hotmail.com

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Rat, Large
Description: These rats are large rodents roughly the size of an adult’s shoe. They are far from dangerous on their own, but can carry disease and their bites can become infected. Threat Assessment: Rats will generally avoid humans or any other animal it thinks is a threat. But rabid or starving rats will attack anything. Ecology: Rats have a natural need to chew and are considered omnivores as they will eat bugs, vegetation, cardboard, metal wires, and pretty much anything that is around. Merit Points: 0 Weight: 2 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 4 1 1 4 1 1

Rat, Large Character Points: NA Size: 0.25-0.5 m Attributes:
Agility Health Strength Influence Intellect Willpower 7 1 1 1 1 1 6/10 4/5 2/6

They reproduce at an alarming rate and are known to carry disease. Economy: Rats have little to no economic value except as pets.

Skills/Abilities:
Climb Perception Unarmed Movement, Land 1/8 Stealth (+4) 4/12

Combat Variables:
Initiative Mod 4 Dodge SA 4 Target Number 18 Critical 4/6 Max Damage 20 Resist Magic 1 Movement Land 8/16/24/40 Stun Number x2 SN x3 SN x4 SN Over x4 SN 1 (3) 2 (6) 3 (9) 4 (12) 5+ (15)

Armor:
Natural Hide 0 AR SA: 4p Def: 4 Glance: 1d5 -4 I*

Weapons:
Bite * Infection

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools. Infection – Rats that are infected can pass those diseases on to those that they bite. Characters that are bitten must roll a Resist Disease test vs. the infection’s Target Number. Tiny Size (20cp) – This creature’s melee attacks lose 1d5 Glance Dice but it gains a +4 bonus to Stealth, Target Numbers, and Luck when size is a factor.

Beasts of the Known Realms

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by Randal Snyder sunderedepoch@hotmail.com

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Rattlesnake
Description: Rattlesnakes are a type of venomous snake with a specialized set of scales that sounds like a rattle when shaken. Their bodies are covered in protective scales that can include a variety of patterns in black, browns, tans and dark green colors. Threat Assessment: Most of the time a rattlesnake will attempt to avoid larger animals such as humans, but occasionally people surprise the snake and it will strike. Rattlesnakes prefer to fight, striking targets up to 1 meter away. Ecology: Rattlesnakes are fairly common in the southern United States and Central America. Economy: Rattlesnakes are often considered a menace to cities and other communities and they are often worth $2-20 per snake. Additionally, snake skins are valuable for clothing and other industries.

Rattle Snake Character Points: 30 Size: 1.2 m Attributes:
Agility Health Strength Influence Intellect Willpower 8 3 2 2 1 3 4/9 2/3 4/9

Merit Points: 0 Weight: 2 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Morale Stealth 5 2 1 4 2 3 2/5 6/10

Skills/Abilities:
Climb Perception Unarmed Combat

Combat Variables:
Initiative Mod 4 Dodge SA 4 Target Number 18 Critical 8/12 Max Damage 50 Resist Magic 2 Movement Land 8/16/24/40 Stun Number 3 (3) x2 SN 6 (6) x3 SN 9 (9) x4 SN 12 (12) Over x4 SN 13+ (15)

Armor:
Natural Hide 1 AR SA: 9p Def: 7 Glance: 1d5 -1

Weapons:
Bite

Notes:
Small Size (20cp) – This creature gains a +2 bonus to Stealth, Target Number, and Luck when size is a factor. No Hands (-20cp) – This creature cannot pick up small objects or use standard tools. Venom (50) – If the snake bite causes damage it will inject venom. Resist Poison T# 14, Dose +2, Speed 1 Min, Duration 50 days, Symptom (-1 Strength, Severe swelling), Poisoned (Stun, Vomiting, Nausea), Overdose (Unconsciousness, Seizures, Death)

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by Randal Snyder sunderedepoch@hotmail.com

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Swarm, Insect
Description: Insect swarms are generally a large mass of flying, stinging insects such as wasps, bees, or other painful bug. However, they can be ground insects also such as ants, roaches, locust, beetles etc. Threat Assessment: Swarms attack without logic. Generally speaking, a swarm will attack the closest animal to it. Swarms can attack all creatures in the area that they occupy. There is no defense against a swarm since they cannot be blocked or dodged. However, the swarm must still be able to hit the character’s basic target number to cause damage. Several swarms can merge to become a larger swarm. Likewise a large swarm can separate into smaller swarms. The swarm listed here is the smallest swarm that is a threat to a character. Each swarm adds +1 to the Resilience, and Glance Dice of the swarm. Some swarms include poisonous insects, such as bees, wasps, and so on. Every time a character is damaged by a swarm, they must roll a Resist Poison test against the swarm’s poison. Each swarm can have its own special poison. Ecology: Insect swarms are an unusual situation caused by hives being disturbed. Economy: With the exception of honey bees, there is little economic value produced by insect swarms.

Swarm, Wasp Character Points: NA Size: Varies Attributes:

Merit Points: 0 Weight: Varies Sub-Attributes:

Agility 5 Athletics 3 Health 2 Focus 3 Strength 0* Persuasion 1 Influence 1 Prec/Rctn 3 Intellect 1 Resilience 1 Willpower 5 Toughness 3 * Strength of 0 is only possible with fine sized creatures

Skills/Abilities:
Movement, Fly Perception 0/5 2/3 Moxie Unarmed 2/5 2/5

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 16* Critical NA Max Damage Special Resist Magic 3 Movement Fly 5/10/15/25 Stun Number 5 (3) x2 SN 10 (6) x3 SN 15 (9) x4 SN 20 (12) Over x4 SN 21+ (15)

Armor:
Natural 4 AR Def: 3 Glance: 1d5 T

Weapons:
Bite/Sting SA: 7* * Bypasses armor

Notes:
Bypass Armor (50cp) – This creature’s attacks bypass normal armor. Only special armor designed to protect against this type of creature can be used. Damage Resistance (50cp) – Normal melee attacks cause a maximum of 1 point of damage to a swarm. Fire and explosives cause normal damage. Discharging a firearm within the swarm will cause 1d5 damage, but bullets are useless against the swarm. Hover (60cp) – This creature can fly and does not need to move in order to maintain altitude. Stun Effect (0) – If a swarm falls unconscious, then enough bugs have been killed that the swarm disperses and can no longer cause damage to a character. Swarm Attack (50) – Swarms can attack all creatures that occupy the same area as the swarm. Variable Size (0cp) – The size of a swarm is equal to its Resilience score.

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by Randal Snyder sunderedepoch@hotmail.com

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Humanoids
The following are creatures that have body styles very similar to humans. For example, they have two arms, two legs, and stand upright. Some creatures are included here because they display other human-like characteristics like intelligence, ability to speak, reason, strategize and so on.

Drakonym
Notes:
Natural Armor (20) – 2 AR Glide (40) – Can glide while unencumbered. Monstrous Appearance (0) – +1 to Intimidation, -1 to Negotiation based on charm. Bite (30) – 2d5 Glance Tail, Massive (10) – Tail can be used to make unarmed attacks.

Drakonym Warrior Character Points: 200 Size: 2m Attributes:
Agility Health Strength Influence Intellect Willpower 4 8 8 5 4 6 2 5 5 5

Description: The Drakonym are a species of winged reptilian creatures with a mouth full of vicious teeth. From their massive shoulders sprout large but ineffective wings and many have a spiny ridge down their backs and tails. Their elongated snout sports dozens of razor sharp teeth hiding a long snake like tongue. Most Drakonym are a dark brown to light tan in color but some have more dazzling color patterns including golds, reds, and greens. Merit Points: 0 Weight: 100 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Affinity Piety 6 5 4 4 8 7 4 5

A typical Drakonym is between 1.8 and 2 meters tall and weighs between 70 and 120 kilograms. Threat Assessment: In combat, Drakonym can use their wings to buffet an opponent or can slash with their clawed hands. Their tails are limber enough to trip, or hit an opponent. When lightly encumbered, a Drakonym can glide with a running start, a favored tactic when attacking from above. Ecology: Drakonym culture is militant and brutal. The weak are removed from the fold through contests and tournaments or become outcasts. Since their entire culture revolves around survival instincts, Drakonym are dangerous enemies and tacticians. In political arenas, Drakonym fight dirty with weapons such as bribery, threats, blackmail, and outright murder. It is nearly impossible to tell the difference between a male and female Drakonym without a close and “personal” inspection. They give off a pheromone that only other Drakonym and some reptiles can sense to tell the genders apart. However, some Drakonym have adopted humanlike cultures and dress in the clothing appropriate for their gender. Economy: Drakonym typically survive by conquering weaker opponents. As a result they amass large sums of gold, jewels, and other treasure.

Optional Attributes:
Empathy Faith Luck Social Standing

Optional Sub-Atts:

Skills/Abilities:
Movement, Land 0/4 Dodge 4/8 Melee Weapons 4/11 Unarmed Combat 2/9 Movement, Glide 0/4 Intimidation (+3) 0/8 Moxie 4/11

Combat Variables:
Initiative Mod 4 Dodge SA 8 Target Number 14 Critical 32/48 Max Damage 160 Resist Magic 5 Movement Land 4/8/12/20 Glide 4/8/12/20 Stun Number 11 (3) x2 SN 22 (6) x3 SN 33 (9) x4 SN 44 (12) Over x4 SN 45+ (15)

Armor:
Natural Hide 2 AR Def: 11 Def: 11 Def: 11 Glance: 2d5 +3 Glance: 3d5 +5 Glance: 1d5 +3T

Weapons:
Bite SA: 13s Battleaxe SA: 13s Unarmed/Tail SA: 13c

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by Randal Snyder sunderedepoch@hotmail.com

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Fenrir Wolf
Description: Thought to be the origin of the legends of the werewolf, a Fenrir Wolf can stand similar to a human but has a bestial form that is a mix between a wolf and human. While larger and stronger than a typical human it is typically not as intelligent. A Fenrir Wolf’s fur tends to be dark ranging from black, brown, and red varying in pattern similar to modern wolves. Its eyes follow similar colors as its hide. Threat Assessment: Fenrir Wolves prefer to work in packs where the hunter with the lowest social status attacks from the front while the higher ranked hunters flank. Fenrir Wolf Hunter Character Points: 310 Size: 2.4 m Attributes:
Agility Health Strength Influence Intellect Willpower 8 8 10 5 3 3 8 4 4/13 4/11 4/9 4/9 4/7

Merit Points: 0 Weight: 180 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Affinity Piety 9 3 4 5 9 5 5 3

When working alone, a Fenrir Wolf prefers stealth and will flee in order to strike at a more opportune moment. Ecology: Fenrir Wolves live in a pack structure similar to wolves, but they communicate using their own language that sounds like growls, yips, whines, and other animalistic noises. Typically the pack is ruled by an alpha male and female that mate for life. The word of the alphas is treated as law and those that oppose their word are often stripped of status or cast out of the pack. While mostly carnivorous, they will eat plant material to help regulate digestive health. Fenrir Wolves have an oral history that is enhanced through collecting artifacts that tie them to the past. Females tend to be slightly smaller than the males and can have litters of 2-4 young. Pregnancies last approximately 30 weeks. Young wolves are considered mature after 12 years with a typical lifespan of 60 years. Economy: Fenrir Wolves do not value treasure as humans do, but instead collect trophies and sentimental objects. These objects tend to include an odor of some sort that helps to remind the creature of its past exploits. These items might include body parts from past kills, tufts of hair from a loved one, and so on. These items gain their value because of their history and associated memories.

Optional Attributes:
Empathy Faith

Optional Sub-Atts:

Skills/Abilities:
Climb Intimidate (+2) Morale Moxie Tracking Dodge 4/9 Perception (+2) 4/9 Movement, Land 4/12 Stealth (-2) 4/7 Unarmed 4/13 Stun Number 9 (3) x2 SN 18 (6) x3 SN 27 (9) x4 SN 36 (12) Over x4 SN 37+ (15)

Combat Variables:
Initiative Mod 5 Dodge SA 9 Target Number 12 Critical 36/54 Max Damage 180 Resist Magic 5 Movement Land 12/24/36/60

Armor:
Natural Hide 2 AR SA: 14s SA: 12p Def: 12 Def: 12 Glance: 2d5 +5 Glance: 2d5 +5

Weapons:
Claw Bite

Notes:
Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Number, and Luck when size is a factor. Lowlight Vision (10) – This creature can see well in lowlight conditions and only takes ½ the normal penalty. Improved Senses (10) – +2 Perception Monstrous Appearance (0) – +2 to Intimidation, -2 to Negotiation based on charm.

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by Randal Snyder sunderedepoch@hotmail.com

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Gorgon
Description: From a distance, gorgons appear to be female humans with wild and wavy hair. However, up close they are horrific to observe including scaly skin in a sickly greenish color. Their hair appears to be made of dozens of snakes and their mouths include sharp venomous fangs. Their eyes tend to be wild and wide and range in color from gold to green. Threat Assessment: Gorgons are extremely dangerous and tend to disguise themselves by covering their bodies in head-to-toe outfits. Though not inherently violent, they will defend themselves and their territory using their Stone Gaze. The more powerful and cruel gorgons will often increase the duration of their Power to several years and slowly feed on the victim. Merit Points: 0 Weight: 60 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Affinity Piety Artistic Ability Disguise Perception Stealth 6 6 6 6 5 6 3 5 4/9 6/12 4/10 4/10

Gorgon Character Points: 260 Size: 1.6 m Attributes:
Agility Health Strength Influence Intellect Willpower 7 6 5 7 6 6 1 4 4/9 6/12 2/8 4/10 6/12

Ecology: Gorgons are mostly carnivorous and it is thought that they preserve the flesh of their prey by turning them to stone and then reversing the process when it is time to feed. There are no male gorgons and the females appear to reproduce asexually. However, it is not known if they lay eggs or bare their children live like humans. Gorgons are not accepted in normal civilization. Their short tempers often result in accidental petrification and their appearance terrifies normal humanoid societies. As a result, they are shunned and often live on the outskirts of civilization and only venture into civilized lands when the need is great. However, this bigotry towards their kind has made them hate and despise other species and they have become indifferent to the suffering of others. Economy: Gorgons can amass a huge fortune as they can selectively return a creature or belonging back to normal after it has been turned to stone. In addition, their lairs are filled with statues that often are mistaken for masterpieces and sold off. Many communities will hire bounty hunters to track down and dispose of gorgons. These rewards are often very lucrative.

Optional Attributes:
Empathy Faith

Optional Sub-Atts:

Skills/Abilities:
Archery Deception Negotiation Resist Magic Stone Gaze

Combat Variables:
Initiative Mod 6 Dodge SA 6 Target Number 14 Critical 20/30 Max Damage 100 Resist Magic 10 Movement Land 10/20/30/50 Stun Number 6 (3) x2 SN 12 (6) x3 SN 18 (9) x4 SN 24 (12) Over x4 SN 25+ (15)

Armor:
Natural Hide 2 AR SA: 4p SA: 6s Def: NA Def: 4 Glance: 1d5 +0 Glance: 1d5 +0

Weapons:
Bite Claw

Notes:
Venom (40) – If a gorgon bite causes damage it will inject venom. Resist Poison T# 14, Dose +2, Speed 1 Min, Duration 50 days, Symptom (-1 Strength, Severe swelling), Poisoned (-2 Strength, Dizziness, Blurred vision), Overdose (Unconsciousness, Seizures, Death) Stone Gaze – Spell Rank 6, Effect: Petrify, Effect Rank: 4, Range: Visual (+2), Target Area: 1 Target (0), Type: Physical, Defense: Resist Magic, Duration: Concentration (+0), Description: Gorgons have the ability to turn a target creature to stone. Characters that are turned to stone will age and take damage normally, but they do not heal. Injuries accumulate over time.

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by Randal Snyder sunderedepoch@hotmail.com

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Ghost
ghosts, life force, and so on. Spectral Vision is treated like Dark Vision for purposes of lighting. Weapon Immunity (50) – Ghosts are immune to non-magical items. However, any blessed or magical item will affect ghosts as though it was a normal creature. Bound Spirit (Optional) – Most ghosts are bound to a place or object and must return to the item or place to which they are bound every 24 hours. This can only be ignored with a successful Manifestation test. After three consecutive successful resistances, the bond is broken and the Ghost becomes a “Free Spirit”. Powers (Optional) – Spirits can gain powers as they get older. Each power is treated as a separate skill. Below are some examples:  Aura of Fear – Spell Rank: 7, Effect: 3d5 + Sub-Att Morale Contest, Effect Rank: 3, Range: Touch (0), Target Area: 16 meter sphere (+3), Type: Intangible, Defense: Morale, Duration: 1 Minute (+1) Some ghosts can create an intense aura of fear that will make lesser heroes flee. Any creature within 8 meters of the ghost must make a Morale or Resist Magic contest vs. the ghost’s SA. Failure means that the character runs away in a panic.  Dream Walk – Spell Rank: 1, Effect: 1d5 + Magic SA, Effect Rank: 1, Range: Touch (0), Target Area: 1 Target (0), Type: Intangible, Defense: Resist Magic, Duration: Concentration (+0) Dream Walk allows the spell caster to enter the dreams of the target and becomes an active participant in the dream. If the target succeeds a Resist Magic Contest vs. the spell’s effect then the caster is forced out of the dream and the target character can wake up.  Intense Cold – Spell Rank: 5, Effect: 1d5 Glance, Effect Rank: 1, Range: Touch (0), Target Area: 16 meter sphere (+3), Type: Physical, Defense: Armor, Duration: 1 Minute (+1) The area around a ghost can become so cold that it causes harm to all creatures within the area. Any creature within an 8 meter radius of the ghost can be harmed for up to 1d5 damage each Turn.  Paralyzing Gaze – Spell Rank: 4, Effect: 1d5 + Magic SA, Effect Rank: 1, Range: Visual (+2), Target Area: 1 Target (0), Type: Intangible, Defense: Morale, Duration: 1 Minute (+1) The eyes are the windows of the soul. A ghost can touch the very soul of a creature causing them to become paralyzed with fear. Each round the character can spend Combat Actions to break the spell.  Possession – Spell Rank: 2, Effect: 1d5 + Magic SA, Effect Rank: 1, Range: Touch (0), Target Area: 1 Target (0), Type: Intangible, Defense: Morale, Duration: 1 Minute (+1) Ghosts can attempt to take over the body of another character by touching them and succeeding a Contest between their Possession skill and the target’s Resist Magic. While in possession of a character, use the physical attributes of the body, but the mental attributes of the spirit.  Terrifying Gaze – Spell Rank: 4, Effect: 1d5 + Magic SA, Effect Rank: 1, Range: Visual (+2), Target Area: 1 Target (0), Type: Intangible, Defense: Morale, Duration: Instant (0) A ghost can chill the soul and force a character to flee in panic. Treat the spell as if it is an Intimidation skill check.

Ghost, Average Human Character Points: Varies Size: Varies Attributes:
Agility Health Strength Influence Intellect Willpower 5 5 5 5 5 5

Merit Points: Varies Weight: NA Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Manifestation Unarmed Combat Stun Number x2 SN x3 SN x4 SN Over x4 SN 5 5 5 5 5 5 2/7 2/7

Skills/Abilities:
Movement, Land 0/5 Stealth (Invisible) 2/7 (17)

Combat Variables:
Initiative Mod 5 Dodge SA 5 Target Number 14 (24) Critical 20/30 Max Damage 100 Resist Magic 5 Movement Land 5/10/15/25 5 (3) 10 (6) 15 (9) 20 (12) 21+ (15)

Armor:
None 0 AR Def: 5 Glance: 1d5

Weapons:
Grave Touch SA: 7*

Notes:
Incorporeal (50) – Ghosts are unaffected by non-magical weapons, and they can pass through solid objects. Grave Touch (50) – Ghosts drain the life force from those that they touch and their touch bypasses non-magical armor. Blessed or magical armor is treated as normal. A ghost gains a +1 bonus to its Glance for every point of Willpower above 5. Invisibility (50) – Ghosts can become invisible at will and gain a +10 bonus to their Target Number and Stealth. Manifestation (Focus) – This skill allows the ghost to become visible and affect the real world including other characters.  Become visible, but ghostly T# 10  Move an object T# 14  Hover as normal movement T# 18  Appear substantial/living T# 22  Resist Bond T# 30 Spectral Vision (30) – This ability allows the spirit to use Perception to see things that are only visible to spirits such as magical auras,

Description: Ghosts are wayward spirits, lost souls, or spirits that are bound under some sort of oath or curse. Ghosts can be humans, animals, demons, or any creature that has a soul. Threat Assessment: Ghosts retain the attributes they had in life and gain the Manifestation skill. Ghosts are typically invisible and

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cannot affect the physical world until they succeed a Manifestation Test. Ecology: Ghosts are typically created when a person fails to complete a quest or they are the victim of violence and their soul is trapped between dimensions. However,

powerful curses can also draw a creature’s spirit back from the afterlife to fulfill a task like guarding a treasure. Economy: Ghosts do not have a known impact on the economy. Victims of a violent or mischievous ghost may offer rewards to anyone that can rid them of the danger.

Ilandyne (snake-men)
Notes:
Camouflage, Forest Pattern (5) – The creature’s pattern grants a +2 concealment bonus to Stealth when in its native habitat. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Number, and Luck when size is a factor. Lifespan, Short (-5) – These creatures have a life expectancy of 60 years. Massive Tail (10) – The tail grants a +1 bonus to balance and can be used as an off-hand attack. Natural Armor (20) – 2 AR. Llandyne have thick scales that give them minimal protection Slender (0) – This creature is unusually slender for its size and gains a +2 bonus to its Target Number but suffers a -2 penalty to Glance Rolls on melee attacks.

Description: The Llandyne are a type of snake-like humanoid with the upper arms and torso of a human but the body and head of a snake. While they can grow to several meters in length they are very slender in comparison to their overall height. Their skin is covered in scales that vary in color and pattern depending on the tribe and native terrain. Green and black patterns are common among forest dwelling tribes where tan and browns are common with the desert tribes.
7 5 4 6 6 5 4/11 4/11 4/9 2/6 4/8 4/11

Llandyne (snake-men) Hunter Character Points: 320 Merit Points: 0 Size: 4 m Weight: 150 kg Attributes: Sub-Attributes:
Agility Health Strength Influence Intellect Willpower 8 5 7 5 4 6 6/12 4/10 4/9 2/6 4/10 4/8 Athletics Focus Persuasion Prec/Rctn Resilience Toughness Climb Melee Weapons Moxie Perception Survivalist Unarmed Cmbt

Threat Assessment: Llandyne are intelligent and fight with smart tactics. Hunting parties often ambush from trees and shoot down from above. While brave, they are not foolish. Llandyne know when to back down. Ecology: Llandyne are warm blooded carnivores, but prefer warmer climates. The male and female of the species look very similar, but the females tend to have shorter, stockier tails and more intricate color patterns on their scales. Females incubate their eggs internally for three months and then lay them in a nest. When the eggs hatch, the young are cared for in a nursery by the entire tribe. It is rare that an Llandyne knows its true parentage. Economy: Llandyne tend to be hunters and trappers and are willing to trade with other species. However, they often disregard the morality of other species and hunt intelligent creatures for sport and food. As a result, they often obtain treasures from a wide range of cultures. by Randal Snyder sunderedepoch@hotmail.com

Skills/Abilities:
Archery Dodge Morale Negotiation Stealth Tracking

Combat Variables:
Initiative Mod 6 Dodge SA 10 Target Number 14* Critical 24/36 Max Damage 120 Resist Magic 5 Movement Land 8/16/24/40 Stun Number 9 (3) x2 SN 18 (6) x3 SN 27 (9) x4 SN 36 (12) Over x4 SN 37+ (15)

Armor:
Natural Hide 2 AR SA: 12p SA: 11c SA: 11s/9p Def: 9 Def: 9 Def: 9 Glance: 2d5 +7 Glance: 1d5 +0 Glance: 4d5 +2

Weapons:
Heavy Bow Unarmed Scimitar

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Minotaur
Notes:
Natural Weapon (25) – A minotaur’s horns are potent weapons. Natural Armor (20) – 2 AR. Minotaur have thick hides that give them minimal protection. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Number, and Luck when size is a factor. Monstrous Appearance (0) – +2 to Intimidation, -2 to Negotiation based on charm.

Description: Minotaur are creatures that have human-like bodies and the head and horns of a bull. Some species have hooves and others have human-like feet. They tend to be between 2-3 meters in height and up to 300 kg. Their hides range in color from white to red to brown and black. Threat Assessment: Minotaur are brutish and direct on one hand yet cunning and secretive on the other. Their strength and intimidating appearance belies the planning that often goes into their plot. Minotaur Warrior Character Points: 310 Size: 2.5 m Attributes:
Agility Health Strength Influence Intellect Willpower 4 8 8 5 4 8 4/8 4/12 6/14 1/5 4/8 0/2

Merit Points: 0 Weight: 250 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 6 6 4 4 8 8

Ecology: Legends claim that minotaur are the unholy offspring of a goddess and a bull. However, they reproduce sexually and females carry the young for eight months and must care for them after birth similarly to human children. Males tend to hold positions of authority and are larger and stronger than females, though some tribes of minotaur this role is reversed. Economy: Piracy and banditry are the primary means of wealth among minotaur. However, they often hire themselves out as mercenaries and other soldierly occupations.

Skills/Abilities:
Deception Jumping Morale Movement, Land Rope Use Stealth (-2) Intimidation (+2) 4/11 Melee Weapons 6/12 Moxie 6/14 Negotiation (-2) 0/2 Tracking 4/8 Unarmed Cmbt 4/10 Stun Number 14 (3) x2 SN 28 (6) x3 SN 42 (9) x4 SN 56 (12) Over x4 SN 57+ (15)

Combat Variables:
Initiative Mod 4 Dodge SA 4 Target Number 12 Critical 32/48 Max Damage 160 Resist Magic 4 Movement Land 5/10/15/25

Armor:
Natural Hide 2 AR SA: 10c SA: 10c SA: 12s Def: 8 Def: 8 Def: 10 Glance: 2d5 +3 Glance: 1d5 +3 Glance: 5d5 +6

Weapons:
Horn Unarmed Great Axe

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Ogre
Notes:
Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Number, and Luck when size is a factor. Lifespan, Short (-5) – These creatures have a life expectancy of 60 years.

Description: Ogres are generally about 2-3 meters tall and have yellow to brown skin with sparse hair growing from the tops of their heads. Though they look roughly human, they tend to have sharper teeth and look more primitive than humans. A typical ogre weighs between 200 and 400 kg. Threat Assessment: In combat, ogres will hurl large rocks, use heavy branches or clubs, and generally will devastate their enemies with superior strength. Ecology: Most male ogres are solitary, roaming the wilderness in search of a mate. Female ogres are often found with young as old as ten years. Rarely do males and females mingle for long periods of time, but there are several gatherings as ogres celebrate holidays or form hunting bonds. Ogre Raider Character Points: 310 Size: 2.5 m Attributes:
Agility Health Strength Influence Intellect Willpower 3 10 10 5 3 6 4/10 6/11 3/11 6/14 6/9 6/12

Merit Points: 0 Weight: 300 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 6 4 4 3 10 8

Economy: Ogres often terrorize the countryside and towns and villages offer rewards to those that hunt down ogres. Ogres do like the occasional “shiny”, they have no real sense of value. Objects that they collect may have value only to themselves or they might be priceless heirlooms.

Skills/Abilities:
Climb Intimidate Morale Moxie Survivalist Unarmed Cmbt Dodge 4/7 Melee Weapons 6/12 Movement, Land 4/7 Resist Poison 4/14 Stealth (-2) 0/1

Combat Variables:
Initiative Mod 3 Dodge SA 7 Target Number 12* Critical 40/60 Max Damage 200 Resist Magic 4 Movement Land 7/14/21/35 Stun Number 14 (3) x2 SN 28 (6) x3 SN 42 (9) x4 SN 56 (12) Over x4 SN 57+ (15)

Armor:
Natural Hide 0 AR SA: 12c SA: 12c SA: 12c Def: 10 Def: 10 Def: 10 Glance: 1d5 +5 Glance: 4d5 +9 Glance: 5d5 +12

Weapons:
Unarmed Large Club Great Maul

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Oni
category larger or smaller than the Oni. This acts as a +10 disguise bonus to Deception or Stealth depending on the situation. It takes one combat round to shape shift, but only costs 1 Combat Action. Illusion – More deceptive Oni can create powerful illusions to fool or ensnare a victim. Ecology: It is thought that in approximately 500 BCE, that a troupe of Oni crossed into our realm and ravaged the Japanese countryside. Ever since then, the Oni have been used in children’s bedtime stories much like the boogieman to scare children into behaving. From folktales, the Oni are carnivores and will feed on raw meat rather than cook it. Oni are known to be deceptive and clever and will often lure people into traps in order to eat them. Economy: Oni have not been encountered in several hundred years. However, if they live up to their reputations, then they hoard treasures from their victims and often demand tributes in the form of gold, silver, and precious gems. Further, villagers often offer rewards to any heroes that might free them from their oppression. Description: Oni are known in Japanese culture as ogres, trolls, or demons and are huge human-like creatures with horns and fangs. There are several different tribes of Oni that all display their own traits. Some are larger than others. Some have red skin, others white and even differ on how their tusks protrude from their mouths. However, a common description might be that they are humanlike in appearance standing up to twice as tall as a normal human with monstrous faces, wild hair and bushy beards, and large fangs or tusks jutting from their mouths. Threat Assessment: Besides the obvious physical size, many Oni display magical abilities also. Monstrous Appearance – All Oni are monstrous looking and gain a +2 bonus to Intimidation but a -2 penalty to Negotiation or other skills based on charm. Invisibility – Only select species of Oni can become invisible. Invisibility adds a +10 modifier to the Oni’s Target Number and to Stealth. Fly – Some species of Oni can fly with perfect precision. They fly at the same speed as their land movement. Shape Shifting – A select number of Oni can change their form and can appear to be any creature that is one size Beasts of the Known Realms 28 | P a g e Guri, Akai hi no akuma (Red Fire Demon) Character Points: 445 Merit Points: 22 Size: 2.8 m Weight: 230 kg Attributes: Sub-Attributes:
Agility Health Strength Influence Intellect Willpower 5 8 12 6 5 8 8 1 8 2 2 2/7 6/11 6/14 4/9 3/8 0/3 8/16 4/7 4/14 Athletics Focus Persuasion Prec/Rctn Resilience Toughness Affinity Piety 10 6 5 5 10 8 8 4

Optional Attributes:
Empathy Faith Luck Reputation Social Standing

Optional Sub-Atts:

Skills/Abilities:
BS Meter Deception Illusion (affinity) Initiative Movement, Land Negotiation -2 Resist Magic Stealth -2 Unarmed Clubs/Axes 4/14 Detect Aura 2/10 Improvised Weap4/14 Intimidate +2 6/14 Moxie 4/12 Resist Disease 4/12 Resist Poison 4/14 Thrown Weapons4/9

Combat Variables:
Initiative Mod 9 Dodge SA 5 Target Number 12 Critical 40/60 Max Damage 200 Resist Magic 16 Movement Land 8/16/24/40 Stun Number 12 (3) x2 SN 24 (6) x3 SN 36 (9) x4 SN 48 (12) Over x4 SN 49+ (15)

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Armor:
Natural Hide 0 AR SA: 14c SA: 14c SA: 14c Def: 12 Def: 12 Throw: 9 MER: 12m Glance: 1d5 +7 Glance: 4d5 +12 Glance: 2d5 +9

Weapons:
Unarmed Large Club Rock

Notes:
Illusions – Guri often has an invisibility spell ready for use as he fears firearms. In addition, his layer includes several illusions hiding passageways. Large Size – +1d5 Glance for all weapons. -2 Luck, Target Number, and Stealth due to size. Singing & Dancing – Guri often entertains himself by listening to the radio and singing and dancing along. He also watches a small television picks up local broadcasts. Vices – Stomping Dance, Chanting

Alliances & Factions: Local Villagers – The town includes several older people who have learned to bring food as a tribute to the Red Demon in exchange for peace. This truce has been in place for more than 100 years. As a result, Guri does not need to enter the village for food and it keeps the villagers out of his lair. Also, local villagers often misdirect adventure-seekers away from Guri’s lair as they do not want a confrontation. Background: Guri wandered into a portal in 1899 when he was the equivalent of a young teen. The portal closed shortly after he arrived leaving him stranded. Ill prepared, he resorted to plundering villages for food and clothing, which resulted in several hunting parties being sent after him. After he was tracked to his hiding place, the soldiers seriously wounded him and Guri created illusions to confuse the soldiers and killed most of the men. The ones that survived were traumatized and told superiors such an unbelievable tale that they were dismissed in dishonor and charged with the murders of their comrades. It was on the New Year’s celebrations that the villagers began bringing fresh fruit, meats, and other delicacies as an offering. And so began the weekly ceremony of the Red Devil. During the ceremony a town elder reads the official request for peace and prosperity and mutual understanding and they leave the food at the opening of an abandoned sewage system. However, the life in the sewer system is far from comfortable and Guri is constantly fighting off infections due to minor injuries.

Reputation: Red Demon – The Red Fire Demon is an Oni named Guri and the origin of the Legend of the Red Demon. Vagabond – He survives on scraps and garbage and the occasional wild animal. Truce – Local villagers bring food weekly as a peace offering to the Oni in exchange for peace. Destroyer – A group of explorers went in search of the legend of the Fire Demon and were never heard from again. Physical Appearance: Guri has wild black eyes tinged with a sickly yellow. His skin is a deep red pocked with blisters and sores that sometimes ooze and his nose is wide and flat with a large scar that split his lips. He stands stooped from decades of living in the sewers, which are too short for him. It does not take much to realize that he is not healthy and his voice cracks and coughs when he speaks. Bald to the crown, his hair is wild and matted with mud and worse, and several dreadlocks have formed in his beard as well. Though naked from the waist up, he wears a filthy kimono to cover his hips. Normally he walks barefoot, but he has shoes fashioned out of building lumber and rope. Motivations: Return Home – Guri is trapped in our dimension and wants to return to his home dimension. Hide – Though his reputation makes him seem fierce, this is mostly a ruse to scare off intruders. He would rather remain hidden. Food – Living on the outskirts of society, Guri rarely gets treats and he will go to great lengths to experience a new flavor or enjoy an old favorite. Occupation: Guri has no occupation of note, but could be considered a woodsman or survivalist.

Shibo Oni (Fat Oni) Character Points: 460 Size: 2.2 m Attributes:
Agility Health Strength Influence Intellect Willpower 2 5 8 12 10 8 3 2 6 3 7 6/16 8/11 8/22 6/15 4/10 2/7

Merit Points: 23 Weight: 380 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Affinity Piety 5 9 11 6 6 6 6 5

Optional Attributes:
Empathy Faith Luck Reputation Social Standing

Optional Sub-Atts:

Skills/Abilities:
BS Meter Detect Aura Intimidate +2 Negotiation -2 Resist Poison Unarmed Deception 8/19 Hypnotism (foc) 6/15 Moxie 4/10 Resist Magic 6/15 Telekinesis (foc) 6/15

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Combat Variables:
Initiative Mod 6 Dodge SA 6 Target Number 12 Critical 36/48 Max Damage 130 Resist Magic 15 Movement Land 2/4/6/10 Stun Number 10 (3) x2 SN 20 (6) x3 SN 30 (9) x4 SN 40 (12) Over x4 SN 41+ (15)

Armor:
Natural Hide 2 AR SA: 7c Def: 5Glance: 1d5 +3

Alliances & Factions: Local Villagers – The small fishing village reveres and fears Shibo. They house him in a Buddhist temple and provide him with all of the comforts of life and satisfy his every demand. He has a fanatical group of about a dozen followers who are fanatically loyal to him including the local police chief. Background: Shibo’s original name was Botërore hamës, meaning World Eater. In 1653, Shibo crossed through a portal while running for his life. When he arrived, the locals called him Shibo Oni, meaning “fat demon” or “fat troll”. Shibo had been a chieftain of the tribe and had been overthrown. They cornered him in a glade near a calming waterfall when Shibo fell into the water and disappeared through the portal and coming out on Earth in Southern Japan. Hunters from the tribe followed, but Shibo ambushed them and killed them and even ate their flesh. The local people where terrified of him and Shibo commanded them to obey his words and claimed to be a spirit guardian. By using his magical abilities he brainwashed the locals and instructed them to shun outsiders. The villagers stormed the local temple and killed the monks who would not obey Shibo. With the aid of his hypnotic powers, he established himself as chieftain of the village and brainwashed the elders. Occasionally, strangers would visit the town and begin to snoop around. Shibo would often demand that they be brought to him where he would reveal himself to them and watch them tremble in fear before having them killed. As the ages passed, Shibo occasionally needed to wipe the minds of government officials or he would cause them to commit crimes that would have them removed from office. But after two-hundred years he became bored with humans and began testing how far he could push the locals, forcing them to commit greater and greater atrocities upon their neighbors. This has become a game of cat and mouse between him and the local police. When found out, Shibo would wipe their memories or use his powers to drive them mad.

Weapons:
Unarmed

Notes:
Fly – Shibo can fly at his normal movement rate. Hypnotism – Shibo often has spells ready including sleep, weakness, and command. Followers – Shibo has surrounded himself with twelve loyal followers who act as his eyes and ears in the village. In addition, he has several villagers who are hypnotized into serving him. Large Size – +1d5 Glance for all weapons. -2 Luck, Target Number, and Stealth due to size. Vices – Large Diamond Ring, Aura of Power

Reputation: Spirit Guardian – Local villagers refer to him as a spirit worthy of worship. Insatiable – Shibo eats constantly and never seems satisfied. Threatening – Shibo often threatens bodily harm to those who seek him out. Hedonistic – The Fat Oni is known to indulge in every indulgence provided to him and his hypnotized followers offer up anything that he demands. Man-eater – Shibo has been known to demand human sacrifices and eat them. Physical Appearance: Shibo is an extremely obese, green skinned Oni with three blunt horns above his brow. His many chins are covered in bumps and growths like warts and black, greasy hair that is tied into a knot on the top of his head. He is grossly obese and has loose, flabby skin that jiggles as he moves. Motivations: Worship – Shibo demands that the local people treat him like a god and sees humans as inferior. Ego – Shibo enjoys anything that praises his ego. Sparkly Things – An eye for glittery objects, Shibo often demands gems instead of money. Occupation: Shibo is the town Spirit Guardian, a holy figure.

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Beasts
The following are creatures that are intelligent, but do not have the same body structure as humans or move more similarly to animals.

Blob, Acidic
Blobs can be coaxed to leaving a creature by either threatening it with fire, a base (neutralizes acid), or by offering it something more palatable. Purge Contents (0) – When threatened, blobs can spit out the objects contained inside them as thrown weapons covered in acid. The acid adds an additional +2d5 Glance. Reach (10) – Blobs can attack targets up to 4 meters away. Liquid Form (50) – Blobs are able to move similar to water and are able to squeeze between joints and gaps that normal creatures can’t. However, if the blob has consumed something that has not dissolved and won’t fit through the gap, then the item is expelled from the blob’s body. Spider Climb (20) – Blobs can climb on any surface. Spit Acid – When confronted with a dangerous opponent, blobs can spit some of their digestive juices up to 20 meters away. The acid will burn for five rounds unless it is neutralized by a base or washed off. If the target is wearing armor the acid must burn through the armor first. Roll glance each round and add it together. If the acid’s damage exceeds the armor’s AR then any excess damage affects the target. Vulnerability – Most blobs are vulnerable to alkaline bases such as baking soda, bleach, etc. These substances act like an acid to the blob. Weapon Resistance – Blobs are virtually immune to non-magic weapons and take 1/10th of any damage dealt. However, fire and electricity will cause normal damage. Explosives cause ½ damage. And magical weapons cause ½ damage.

Blob, Acidic Character Points: 80 Size: 2m Attributes:
Agility Health Strength Influence Intellect Willpower 1 14 10 1 1 5 5 5

Merit Points: 0 Weight: Varies Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Affinity Piety 6 3 1 1 12 7 3 3

Optional Attributes:
Empathy Faith

Optional Sub-Atts:

Skills/Abilities:
Movement, Land 2/3 Moxie 6/13 Unarmed Combat 6/12 Movement, Climb2/3 Spit Acid 4/5

Description: An acidic blob is a form of multi-celled organism that consumes anything in its path. There are many different types of blobs, but their basic form and function are the same. Their color can range from green to red, brown, black, and white. Most blobs are without true shape and tend to act as a gelatin mass slithering on the ground. But others take forms such as cylinders, cubes, or other basic geometric designs. Blobs move like a liquid and send out seeker-appendages and then move the rest of their bodies into the appendage. Threat Assessment: Blobs are mindless and react only to potential food or threats. They recoil from strong heat and electrical currents and tend to avoid strong chemicals. Ecology: Few people claim to know the origins of blobs. They might be experiments gone wrong, an alien species, or created by some magical force. Since blobs consume all organic materials that they come in contact with, some believe that they were designed as some form of garbage disposal.

Combat Variables:
Initiative Mod 1 Dodge SA 1 Target Number 14 Critical 48/72 Max Damage 240 Resist Magic 1/3/3 Movement Land 3/6/9/15 Stun Number 13 (3) x2 SN 26 (6) x3 SN 39 (9) x4 SN 52 (12) Over x4 SN 53+ (15)

Armor:
Special 0 AR Def: 10 Glance: 2d5 +9 MER: 20m Glance: 1d5 +9 MER: 20m Glance: 2d5 +6 +1d5 acid

Weapons:
Envelop SA: 12 acid Spit Acid SA: 5 acid Thrown Weap SA: 5c

Notes:
Acid Blood (10) – A blob that is harmed by melee weapons will cause 1 point of Durability Damage to the weapon due to acid. Envelop (50) – A blob normally attacks by lunging at its target. On a successful attack, the blob entangles its target and begins to digest it with powerful acid. The blob squeezes between any gaps in the target’s armor and bypasses the AR. Once a blob has enveloped a target it cannot be removed and becomes “part” of the creature. Any damage caused to the blob is also caused to the enveloped creature.

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Economy: Blobs do not leave much behind as they consume everything that they come in contact with and can dissolve anything given enough time. Most metals are purged from the creature’s body, but the results of the acid leave them

rusted, pitted, and brittle. Organic material like leather, flesh, and plant material is dissolved within moments or hours.

Dinosaur, Deinonycus
Description: These are the raptors made famous by the movie Jurassic Park, but their proper name is deinonychus. The largest examples stood nearly as tall as a human with a long strong tail that was just as long as its body. Their appearance varies depending on the view of the researchers and they may have had scaly skin or even feathers. Deinonycus Character Points: Size: 1-2 m Attributes:
Agility Health Strength Influence Intellect Willpower 8 9 10 5 1 6 0/9 4/14 4/11 6/7

Merit Points: Weight: 75 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 9 3 3 4 9 7

Deinonychus stood on two long muscular legs that included two long hooked claws that they used to hook into their prey or to slice them open. Threat Assessment: Raptors hunt in packs and tend to encircle their prey using the natural terrain. Usually one raptor will act as a distraction while the others encircle their prey and use Stealth to attack from behind. Ecology: Raptors are primarily carnivorous but will also take advantage of any carrion they find. They lay eggs in shallow pits covered in rotting vegetation. The temperature of the eggs determines the newborn’s gender and so nearly all of the young are either male or female. Economy: Raptors have little economic impact, however their hides can be turned into armor or other leather products. Their claws and teeth are also prized for jewelry, daggers, and potions.

Skills/Abilities:
Movement, Land Climb Moxie Tracking Intimidation Stealth Unarmed 4/9 6/10 6/15

Combat Variables:
Initiative Mod 4 Dodge SA 4 Target Number 14 Critical 36/54 Movement Land 9/18/27/45 Stun Number 11 (3) x2 SN 22 (6) x3 SN 33 (9) x4 SN 44 (12) Over x4 SN 45+ (15)

Armor:
Natural Hide 4 AR SA: 13p SA: 15s/13p Def: 13 Def: 13 Glance: 2d5 +5 Glance: 2d5 +5

Weapons:
Bite Claw

Notes:
Grab – If a claw or bite wins by 5+ the deinonychus can grab onto the target.

Beasts of the Known Realms

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by Randal Snyder sunderedepoch@hotmail.com

Free Downloadable Content

www.SunderedEpoch.org

Dinosaur, T-Rex
Description: The T-Rex or tyrannosaurus rex is a carnivorous dinosaur of monstrous proportions. It is reptilian in appearance with a massive tail that is nearly as long as the rest of its body. A full grown T-Rex can grow to 13 meters from snout to the tip of its tail. Its head is nearly 2 meters long with dozens of hand length, dagger-like serrated teeth. It stands on two massive legs ending in sharp three-toed claws and has two tiny arms that seem almost useless. Threat Assessment: T-Rex would roam in small hunting packs including young. Against human-sized targets, a T-Rex will attack with straight forward ferocity. They will snap their powerful jaws onto a character and crush bones. T-Rex Character Points: Size: 6 m Attributes:
Agility Health Strength Influence Intellect Willpower 5 15 15 10 1 3 0/10 4/14 0/3 6/16

Merit Points: Weight: 6,800 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 10 2 5 3 15 9

Ecology: T-Rex was considered a hunter and scavenger. Their strong sense of smell allowed them to find wounded prey or rotting carcasses from miles away. Dinosaurs will lay clutches of eggs, but T-Rex would raise their hatchlings similar to crocodiles. Economy: With the exception of theme parks, zoos, or safaris, T-Rex rarely have a positive economic impact.

Skills/Abilities:
Movement, Land Intimidation Stealth Unarmed Moxie Tracking 4/13 6/7

Combat Variables:
Initiative Mod 3 Dodge SA 3 Target Number 10 Critical 60/90 Movement Land 10/20/30/50 Stun Number 13 (3) x2 SN 26 (6) x3 SN 39 (9) x4 SN 52 (12) Over x4 SN 53+ (15)

Armor:
Natural Hide 6 AR SA: 14p SA: 16s/14p Def: 14 Def: 14 Glance: 4d5 +10 Glance: 4d5 +10

Weapons:
Bite Claw

Notes:
Stomp – A T-Rex can stomp on a target that is ½ its size or smaller. Treat this as a Power Attack gaining up to 3d5 in glance. Swallow Whole – If a T-Rex succeeds a bite attack by 5+ they can swallow human sized creatures in a single bite. Characters that have been swallowed will take 2d5 points of Physical Damage each round due to acid and crushing from the dragon’s stomach muscles. In addition, the creature must hold its breath. If the swallowed creature falls unconscious inside the dragon’s stomach it will have died from breathing in acid.

Beasts of the Known Realms

33 | P a g e

by Randal Snyder sunderedepoch@hotmail.com

Free Downloadable Content

www.SunderedEpoch.org

Dragon
Notes:
Breath Weapon – Almost all dragons have some sort of breath weapon such as fire, ice, acid, lightning, a sonic blast or poisonous gas. In general the breath weapon will blast out in a cone that is 30 meters long and 10 meters wide at the farthest end. Characters in the blast area can attempt to dodge to dive for cover and take ½ Glance. Treat the breath weapon as an explosive. While flying, the breath weapon can be used to strafe an area 10 meters wide and 30 meters long. Grab – A dragon can pick up and fly carrying 256 kg of weight. If a dragon uses its claws to grab a character, a success of 5+ means that the character’s arms are pinned and they cannot attack the dragon until they break free. Stomp – A dragon can rear up on its back legs and stomp on a target. Treat this as a Power Attack gaining up to 3d5 in glance. Spell Abilities – Dragons have innate magical abilities and use the Spell-like Abilities shot accuracy. Darkness – They can create a magical darkness that fills a sphere that is up to 16 meters wide that imposes a +10 darkness penalty to all natural vision based on light. Mist – They can create an obscuring mist that blocks all vision beyond 1 meter. The mist is treated like the darkness ability. Fear – At will, a dragon can emit a magical fear that affects all creatures within sight of it. Any creature that fails a Resist Magic contest will be demoralized and has a -2 penalty to all skill checks. Failure by 5+ means the creature runs in panic. Control Fire – Most dragons are fascinated by fire and can control fire within its sight. They often use fire to amplify their stories or to paint pictures. But if necessary they can cause the fire to explode in a blast that fills a 4 meter sphere and causes 5d5 Glance Dice. Characters in the area can attempt to dodge to avoid the damage. Transform – Some rare dragons can transform into a creature of medium size such as a human, elf, or wolf, in an attempt to blend in. If the character becomes suspicious he must succeed an Perception contest by 5+ to realize that the creature is a dragon. Basic success means that they realize that something is not right about the creature. Swallow Whole – If a dragon succeeds a bite attack by 5+ they can swallow human sized creatures in a single bite. Characters that have been swallowed will take 2d5 points of Physical Damage each round due to acid and crushing from the dragon’s stomach muscles. In addition, the creature must hold its breath. If the swallowed creature falls unconscious inside the dragon’s stomach it will have died from breathing in acid. Throw – Dragons that have grabbed a character can throw a human sized creature five meters and cause 3d5 falling damage that cannot be controlled.

Dragon Character Points: Size: 6 m Attributes:
Agility Health Strength Influence Intellect Willpower 8 11 16 8 8 9 2/10 8/16 8/16 6/14 8/18 8/18

Merit Points: Weight: 1,400 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness Movement, Fly Breath Weapon Fly Spell-like Abilities Perception 10 8 8 8 13 10 10/18 6/12 6/12 8/16 6/8

Skills/Abilities:
Movement, Land Appraise Deception Intimidate Moxie Unarmed

Combat Variables:
Initiative Mod 8 Dodge SA 8 Target Number 10 Critical 52/78 Movement Land 10/20/30/50 Fly 18/36/54/90 Stun Number x2 SN x3 SN x4 SN Over x4 SN 18 (3) 36 (6) 54 (9) 72 (12) 73+ (15)

Description: Dragons are magical beasts that can breathe fire, fly, and terrorize the countryside surrounding their lair. And their scaly hide is virtually impenetrable to normal weapons. There are many different types of dragons. Some have wings, others do not. Some will breathe fire others ice, lightning, poison gasses, bone-shattering screams, and so on. Threat Assessment: In combat, dragons are devastating and use their mass to crush their enemies, their claws to rend flesh and bone, or throw their enemies high into the sky and watch them get crushed on the rocks below.

Armor:
Natural Hide 18 AR Glance: 4d5 +11 Glance: 5d5* Glance: 4d5 +11 Glance: 3d5 +11

Weapons:
Bite SA: 16p Def: 16 Breath Weap SA: 12 fire MER: 20 m * Cone 30m long, 10m wide at the far end. Claw SA: 16p Def: 16 Wing/Tail SA: 18c Def: 16

Beasts of the Known Realms

34 | P a g e

by Randal Snyder sunderedepoch@hotmail.com

Free Downloadable Content

www.SunderedEpoch.org

Ecology: But not all dragons are wicked. Some seek to strike a balance between humanity and their ancient kind.

Economy: Some dragons amass huge hordes of treasure consisting of gold, jewels, and even magical items. As if that wasn’t incentive enough to hunt dragons, many wealthy cities will pay handsomely to rid their country of a rampaging dragon.

Griffin
Armor:
Natural Hide 6 AR SA: 13p SA: 15s/13p Def: 13 Def: 13 Glance: 2d5 +5 Glance: 2d5 +5

Weapons:
Bite Claw

Notes:
Four Legged (20cp) – +2 Encumbrance and +2 defense vs. Trips, Push, and other related attacks. Large Size (0cp) – This creature gains +1d5 to its unarmed attack and gains +1d5 to any melee weapon. However, it suffers a -2 penalty to Stealth, Target Numbers, and Luck when size is a factor. Flying (50cp) – This creature can fly when unencumbered and glide when lightly encumbered.

Description: A Griffin is a magical beast from Greek mythology with the body of a lion and the head and wings of an eagle. As both king of beasts and the king of avians, the Griffin is the king of both land and sky. Threat Assessment: Griffins are known for their ability to fly off with heavy prey in their talons and have a +4 modifier to their strength for the purpose of encumbrance. Griffin Character Points: Size: 2.5 m Attributes:
Agility Health Strength Influence Intellect Willpower 7 8 8 5 2 6 6/10 4/12 6/8 11/18 4/8 7/15

In combat, Griffins fly down, snatch up their victims and throw them into the sky. Merit Points: Weight: 220 kg Sub-Attributes:
Athletics Focus Persuasion Prec/Rctn Resilience Toughness 8 4 3 4 8 7

Ecology: Griffins are masters of the sky and land and will hunt almost any animal that suits them. A mated pair griffins will bond for life. If one of the pair dies the other will often die of loneliness within a year. Females lay clutches of 4-8 eggs and roughly half will reach maturity. If an egg is stolen or destroyed, the griffin will hunt down the perpetrator and kill them. Economy: Griffins are known to guard special artifacts, priceless treasure, or magical items. In addition, griffin eggs are nearly priceless. Unfortunately those who manage to reach the precariously placed nest are often hunted down and eaten by the parents. Every part of a griffin is prized for potions, wands, and other magical devices.

Skills/Abilities:
Acrobatics Encumbrance Perception Movement, Fly Resist Magic Unarmed Dodge 6/10 Intimidate 6/11 Movement, Land 3/10 Moxie 4/11 Tracking 6/8

Combat Variables:
Initiative Mod 4 Dodge SA 10 Target Number 12 Critical 32/48 Max Damage 160 Resist Magic 8 Movement Land 10/20/30/50 Fly 18/36/54/90 Stun Number 11 (3) x2 SN 22 (6) x3 SN 33 (9) x4 SN 44 (12) Over x4 SN 45+ (15)

Beasts of the Known Realms

35 | P a g e

by Randal Snyder sunderedepoch@hotmail.com

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