Professional Documents
Culture Documents
v1.2
by
Doctor Atomic
Presented here are a collection of creatures and people who fit no theme or particular background but are instead a group of
beasties and enemies I plan on using in various roles in my campaign. Some of them are among my "usual suspects" that show up
in all of my fantasy campaigns and some exist because I found cool or interesting miniatures that cried out for me to use them.
Any time a character must roll to resist a power or other capability it is against the creatures Spell Power unless otherwise noted.
Speed is listed as Walking and (Fly/ Swim), the base SPD for non-humanoid creatures varies. Speed for original FAGE rules is
included in <brackets>.
Creature Types
Corrupt entities: No matter how sophisticated and polished a corrupt entity is in the end a debased and evil thing
that only wants to ruin the lives of others and allow all their personality defects to run riot. Being corrupt
has both benefits and disadvantages. The biggest disadvantage is being affected by Holy damage, which
can only harm or kill corrupt entities.
Demons: Immune to poison, disease, and profane damage, +1 Spell Power, darksight, scent tracking. An entity
formed from the essence of corruption that exists only to degrade and defile anything pure and good. All
are vulnerable to Holy damage and take an additional +2D6 from it. Did I mention that they are corrupt?
Undead: Immune to poison, disease, pain, and mental/morale attacks. All are vulnerable to Holy damage and take
an additional +3D6 from it. They are corrupt and have darksight.
Sun Weakened Combat, PER (See), and WILL (Morale, Self Discipline) have a +2 TN test penalty in daylight
Creature Notes
A quick line of description will suffice for most of these creatures (we all know what an orc is) but some need a bit more introduction.
Crypt Stalker: A stealthy and acrobatic undead horror that can leap long distances and run along the wall or ceiling in it's
pursuit of anyone foolish enough to enter the ruins or dungeons it has been set to guard.
Fiend (Lesser): This minor demon uses intrigue, misdirection, and lies to cause trouble and foster corruption. In it's native
form it has a sleek skin almost like a carapace in a dark red or green, with an angular face and a pair of
horns on it's forehead but it can assume the shape and appearance of any humanoid being and speak all
languages.
Kalmire: An intelligent talking cat weighing about 100 pounds, whimsical and even capricious but always an enemy
of Darkness and Corruption. They are magical creatures that can smell the taint of corruption on a person
or object and use cantrips as well.
Grindylow: A creature of the sea that can live on land for short periods. It has an odd appearance, above the waist it is
vaguely humanoid with two arms and a somewhat shark-like head and mouth. Below the waist, instead of
legs, are a cluster of tentacles that allow it walk (slowly) as well as swim (rather quickly). They are crude
tool users and their shaman are schooled in elemental water magic.
Phantom: This undead horror, a featureless black humanoid, uses fear and shadows to overcome their victims.
They conjure tentacles of shadow magic that can attack many foes around them and can teleport within
areas of darkness.
Reaper: A tall and imposing skeleton in a black cowled robe wielding a scythe. To even attack a reaper is a test of
a warriors courage. They can steal the life from a victim and regenerate damage and it can be harmful
just to stand close to one of them even if they do not attack.
Shadowfiend: A demon of darkness, it wields corrupt Profane energies and cannot be seen in darkness. Like many
demons it can speak all languages and take the appearance of any humanoid. It's native form is
manlike with angular features, grey-black striped scaled skin, glowing red eyes, and a mouth full of sharp
teeth.
Shadow Wolf: The product of ancient supernatural experimentation, this servant of Evil is an intelligent wolf with howl that
makes brave men fearful. In addition, it sometimes creates a shadow twin, an almost insubstantial shadow
of a wolf that will join it in the attack. It is larger than most wolves and has unnatural glowing red eyes.
Sithrynn: A supernatural serpent, intelligent and usually malevolent, that can invoke the power of Cold in combat. It
has blue-white scales and is perhaps 10 feet long and weighs about 300 pounds.
Storm Devil: An ill tempered demon that is simply lightning in the shape of a man. It is a Master of the lightning arcana
and wields a blade of lightning if pressed into melee. In addition it can turn into a living lightning bolt and
leap to a target and attack with it's blade.
Titan: The first intelligent race, created by the gods. Titans discovered the first arcana and understand magic far
better than mortal races; they do not suffer Strain for casting spells while wearing armour. They also
discovered mathematics, engineering, natural philosophy, and much more. Titans are blue skinned and
about 10 feet tall and are seldom seen in mortal lands these days.
Vhazilok Zombie: These hideous undead creatures are stitched together from different bodies. They spew out caustic fluids
and even explode at times. According to the legends they were first created by the necromancer Doctor
Vhazilok who developed the ritual to make them.
Winter's Edge A supernatural creature from the lands of snow and ice. It appears to be a statue made of ice that wields a
blade of ice or throws darts of ice when in combat. It is surrounded by intense cold and moves faster when
on snow and ice. It is significantly vulnerable to fire damage.
Bandit Human Threat: Minor
WPN ATK DMG
ACC 0 gun SPD <12> 6
COMM 1 deception HEALTH 20
CON 0 DEFENSE 12 14
DEX 2 riding, stealth ARMOUR 3
FIGHT 1 bludgeon TYPE leather jack
INT 0 round shield +2 DEF
PER 1 hear
STR 2 intimidate MANA 14
WILL 0 SPELL POWER 10
WPN pistol ATK +2 DMG d6+4 WPN dagger ATK +1 DMG d6+3
WPN mace ATK +3 DMG 2d6+2 WPN ATK DMG
CAPABILITIES
Weapon and shield (novice)
Rogues armour
Amphibious, SPD: walk 5/swim 14, swimming leap 5 yds high and 15 yds long
A strange amphibious creature, see the notes. FANTASY AGE
Amphibious, SPD: walk 5/swim 14, swimming leap 5 yds high and 15 yds long
A strange amphibious creature, see the notes. FANTASY AGE
Hellwing Demon Threat: Minor
WPN ATK DMG
ACC 2 gaze SPD <6/18> 3 (9)
COMM 1 persuasion HEALTH 5
CON 0 DEFENSE 16
DEX 4 flight ARMOUR 0
FIGHT 0 TYPE
INT 1 arcane lore
PER 1 see
STR 0 MANA 17
WILL 3 self discipline SPELL POWER 14
WPN gaze ATK +4 DMG d6+3 P WPN Bite ATK +2 DMG D6
WPN claw ATK +0 DMG d3 WPN ATK DMG
CAPABILITIES
Gaze inflicts D6+WILL Profane penetrating damage, 20 yds
Immune to physical damage
Winged flight
+2 DEF: small
SPD: 2/14
A small demonic winged lizard that weighs about 10 pounds and has iridescent purple scales. FANTASY AGE
FANTASY AGE
Orc Warrior Orc kin Threat: Moderate
WPN ATK DMG
ACC 2 bow SPD <12> 6
COMM 0 HEALTH 35
CON 3 stamina DEFENSE 12 14
DEX 2 ARMOUR 5
FIGHT 2 heavy blade TYPE light mail
INT 0 round shield +2 DEF
PER 2 scent
STR 3 intimidate MANA 14
WILL 0 SPELL POWER 10
WPN longsword ATK +4 DMG 2d6+3 WPN dagger ATK +2 DMG D6+3
WPN long bow ATK +4 DMG d6+5 WPN ATK DMG
CAPABILITIES
Weapon and shield (novice)
Armour training (novice)
Mighty blow stunt for 1 SP
A tall skeletal figure wearing a hooded black robe and wielding a wicked scythe. FANTASY AGE
A 10' long giant snake weighing in at about 300 lbs, blue and white patterned scales, sentient and wily. FANTASY AGE
Storm Devil Demon Threat: Dire
WPN ATK DMG
ACC 0 SPD <16> 8
COMM 0 HEALTH 100
CON 3 stamina DEFENSE 16
DEX 6 acrobat, initiative ARMOUR 12
FIGHT 5 heavy blade TYPE inherent
INT 4 lightning arcana, arcane lore
PER 2 see
STR 4 intimidate MANA 75
WILL 5 self control, courage SPELL POWER 16
WPN blade ATK +7 DMG 4d6+4 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
Lightning arcana (master) jolt, shock blast, lightning bolt, chain lightning
Lightning blade 4D6 lightning damage + STR
Lightning Aura: Stunt, 2 pts, inflicts 3 pts of penetrating Lightning damage in a 4 yd radius
Lightning Charge: turns into a lightning bolt and attacks a target within 30 yds as a major action
Immune to Lightning damage, Skirmish, and Knock Prone
A cluster of 6'-8' long tentacles that will attack any non-corrupt being that comes close enough, non-sentient. FANTASY AGE
Titan Forerunner Race Threat:
WPN ATK DMG
ACC 2 SPD <15> 8
COMM 1 persuasion HEALTH 120
CON 4 stamina DEFENSE 13 (16)
DEX 3 ARMOUR 10
FIGHT 5 heavy blade TYPE heavy plate
INT 2 history, arcane lore, sorcery and power arcana
PER 3 see
STR 6 might, intimidate MANA 55
WILL 5 morale, self control SPELL POWER 15
WPN longsword ATK +7 DMG 2d6+6 WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
May use the Knock Prone stunts for 1 SP and gains +2 yds extra distance when performing the Skirmish stunt
Armour training: master
According to the legend this disgusting undead creature was designed by an alchemist named Doctor Vhazilok. FANTASY AGE
Winter's Edge Supernatural Creature Threat: Major
WPN ATK DMG
ACC 3 ice dart SPD <16> 8
COMM 0 HEALTH 80
CON 0 stamina DEFENSE 16
DEX 6 ARMOUR 11
FIGHT 4 ice blade TYPE inherent
INT 1
PER 3
STR 5 might MANA 32
WILL 5 courage SPELL POWER 15
WPN ice dart ATK +5 DMG d6+6 P WPN ATK DMG
WPN ice blade ATK +6 DMG 3d6+5 WPN ATK DMG
CAPABILITIES
Runs at double speed on ice or snow
5 armour vs penetrating damage
Cold Aura: anyone within 2 yds must roll CON (Stamina) or lose their minor action for 1 turn
+1 SP cost when an opponent tries to use Knock Prone or Skirmish on this creature
Threat:
WPN ATK DMG
ACC SPD
COMM HEALTH
CON DEFENSE
DEX ARMOUR
FIGHT TYPE
INT
PER
STR MANA
WILL SPELL POWER
WPN ATK DMG WPN ATK DMG
WPN ATK DMG WPN ATK DMG
CAPABILITIES
FANTASY AGE
Minions, mooks, mugs, pugs, and henchmen
In fantasy stories most enemies fall to the hero quickly, one pass of arms or even a single blow fells them. Most foes are lesser
followers, rabble, village militia and the like. They are usually barely trained if they are trained at all and equipped with simple (and
cheap) weapons and armour.
Minions are enemies with 1 Health that are used to fill out the enemy force with low rent cannon fodder that are still capable of
inflicting grief and harm on the player characters. They speed up the game play as they require no book keeping or tracking of
accumulated damage.
Minion guidelines
• Minions have 1 Health, one hit kills them
• Minions do not generate stunt points
• Minions act at the end of the turn
• Minions rarely have talents or specializations
• Minions often know skill focuses
• Most of a minions abilities are zero, only non-zero abilities are listed
• Minions intended to face higher level characters will have higher level attack scores
Skeleton (undead)
SPD 6/ DEF 11/ Armour 0
DEX 1 (stealth) FIGHT 1 (bludgeon)
mace +3/ 2d6
Soldier (human)
SPD 7/ DEF 12 (14)/ Armour 4 (leather base coat)
DEX 2 (athletics, ride) FIGHT 2 (heavy blade) STR 2 (might)
long sword +4/ 2d6+2
thrown axe +0/ d6+4