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Behemoths
E
very Voscan child was told stories of huge, nightmarish creatures that prey upon the young and foolish. While
the average bedtime tale was simply that—a fabrication of fantasy—stories about behemoths soon become reality for
the children of Mundus. While some behemoths are rare, the Eclipse brings horrors to the world on a regular basis, and
organized military forces are built up specifically to take down behemoths and protect the populace. Good luck encountering a
behemoth with a small group—and if you encounter one alone? Well, that’s just a real shame.
ELEPHANT Abilities
Elephants are large, gray mammals with tusks and prehensile Ponderous: Strong, but slow, Elephant’s MOB is halved.
trunks that allow them to manipulate objects. Elephants are Shambling: Elephants are slow to start running, but once
mostly peaceful herbivores who, unless provoked, generally they do, their MOB increases to 15. Elephants are terrible
have no interest in killing or brutalizing anyone. However, at any sort of acrobatic feat, however, and suffer a -8
those captured and raised by Humans have been employed penalty to anything involving dexterity, balance, or
as weapons of war, to terrible and deadly effect. Elephants jumping, to say nothing of climbing.
come in a few varieties, ranging from large to absurdly large,
with males typically coming in at twice the height of a man. Body Parts
Head
Characteristics Height: 5 Grip: Slick Flesh Joins: Body
Environment: Savanna, forest, plains, and jungle (depending AV: 6 TOU: 12 ‡: Skull Base
on breed). Maneuvers: Gore (TN 8/SDB+4p), Grab,
Diet: Foliage, peanuts. Sweep (TN 8/SDB+0b)
Activity: Active during the day.
Spoor: Fibrous dung, discarded peanut shells. Body
Tracks: Large, unmistakable circular impressions. Height: 4 Grip: Slick Flesh
Behaviors: Typically travels in groups, highly protective of Joins: Head, Legs (4)
young. Friendly and docile if not spooked. More intelligent AV: 6 TOU: 15
than most animals, possessed of very long memories.
Weaknesses: Mice. Legs (4)
Height: 1 Grip: Flesh
Combat Stats Joins: Body
Combat Pool: 9 AV: 6 TOU: 10
Attributes: Maneuvers: Stomp (TN 7/SDB+3b),
MUR 6 END 15 WIT 3 ADR — CHA — Trample (TN 8/SDB+3b)
STR 20 HLT 15 PER 6 MOB 9 TOU —
AGI 3 WIL 4 INT 3 CAR 35 SDB 10
Attack Limit:
Up to one (1) attack with any body part.
21
OASIS SPIDER Combat Stats
An opportunistic ambush-hunter, the gigantic Oasis Spider Combat Pool: 20
hunts for its game deep in the deserts of Vosca. It resembles a Attributes:
massive, alien, hard-shelled camel-spider, walking atop high MUR 14 END 10 WIT 3 ADR — CHA —
carapace poles at the end of its fourteen legs. Its shell ranges STR 18 HLT 15 PER 5 MOB 17 TOU —
from brown-gray to a near-glimmering gold, while its under- AGI 6 WIL 6 INT 3 CAR 28 SDB 9
belly is a shining, luminescent watery blue. *Unable to move in aquatic environments
It typically lays on its back and burrows down into the Attack Limit:
sands at the bottom of steep dunes, giving the impression of Up to one (1) attack with any body part.
rare, much-needed waters. The desert Ohanedin and Keduons
have learned to avoid these suspicious watering-spots, but Abilities
desperation can try even the wisest mind. Mirage: The underbelly of this huge creature works with a
supernatural effectiveness. The shimmering, watery image
Characteristics looks like a cool, refreshing pool of radiant water even up
Environment: Deserts and plains. close, beckoning the most observant to just reach out, and
Diet: Carnivore. touch the cool waters. Adventurers will be required to
Activity: Typically lays in wait, moves during cooler nights. perform an Observation test at 5 RS.
Spoor: Sweet swellings of life. Natural Formation: Grip checks against it are easier due to
Tracks: Pole-like holes in the sand that disappear quickly. natural hand-holds in the beast. Climb RS reduced by 1.
Behaviors: Ambush hunter, quick to retreat once wounded. Piercing Limbs: Stomp attacks by the Oasis Spider inflict
Weaknesses: Eyes, joints between neck and head. piercing damage instead of bludgeoning.
Dead in the Water: Unable to move in aquatic environments.
Body Parts
Head
Height: 5 Grip: Chitin Joins: Neck
AV: 14 TOU: 16 ‡: Eyes
Maneuvers: Bite (TN 7/SDB+5p)
Neck
Height: 5 Grip: Chitin Joins: Head, Body, Legs
AV: 10 TOU: 14 ‡: Joint
Body
Height: 4 Grip: Chitin Joins: Neck, Legs
AV: 12 TOU: 20
Maneuvers: Thrash
Legs (16)
Height: 1 Grip: Chitin Joins: Body, Neck
AV: 12 TOU: 16
Maneuvers: Grab, Stomp (TN 7/SDB+4p), Swallow
Chapter 4: Behemoths
22
DRAKE Characteristics
Organic imitations of the ancient Dragons of Chaos, Drakes Environment: Found in any environment.
are a slow-breeding and rare species that haunt Vosca’s Diet: Omnivorous.
remote regions, and are seldom encountered. Activity: Primarily nocturnal.
Drakes are beautiful, colorful creatures, and each is a Spoor: None. Unclear what waste they produce. Sometimes
unique rendition of their great ancestors. Unlike other beings, trail pieces of treasure once embedded in their hide.
Drakes do not age, and merely grow larger and stronger over Tracks: None if flying. Tracks on land varies depending on
time. the specific Drake, as each are unique.
They are intelligent and clever, however, the intelligence Behaviors: Highly solitary, almost never shares territory with
of a Drake is alien to that of man. While many of them could other Drakes.
communicate with mortals if they were so inclined, most do Weaknesses: Lured to treasure, prone to disregarding people
not. Human lifetimes and Human desires are so trivial to a until cannon fire is brought to bear.
Drake that the creatures are indifferent to mortal behavior.
Drakes are known to collect things—each has a sort of Combat Stats
fetishistic devotion to a certain material or treasure, and Combat Pool: 20
will horde it in its lair. Why this is done is not clear. It is Attributes:
speculated that the Drakes believe that if they gather enough MUR 16 END 15 WIT 7 ADR — CHA —
of their treasure, the Ancient Dragon to whom they trace STR 18 HLT 15 PER 10 MOB * TOU —
ancestry may some day return, lured by the promise of tribute. AGI 4 WIL 7 INT 10 CAR 37 SDB 9
Drakes are not foolish enough to engage in anything *18 MOB on land, 30 MOB while flying
resembling a fair fight unless absolutely necessary, and as Attack Limit:
they are capable of flight, they can (and Up to one (1) attack with any body part.
will) abuse that ability at every
opportunity.
23
Abilities DOBARCUU
One-of-a-Kind: Some Drakes will possess thaumaturgy or The Dobarcuu are hideous abominations that dwell in aquatic
pyromancy, usually associated with one of the Chaos Gods climes, though not usually in the ocean itself. They are mostly
in the former case. Each Drake has a distinctive treasure or solitary, however mated pairs will live and hunt together,
substance it will attempt to collect, even if it means putting much to the terror of those dwelling near their vile pools.
itself in danger. Drakes also have strange Breath Weapons, The Dobarcuu is a pale, fleshy creature, with a body resem-
which it will employ to destroy its enemies at a distance. bling that of an otter with a finned tail. They have webbed
Some Drakes may have Hair or Slick Flesh instead of Scales hands, and their necks are long and prehensile. It is the head,
for their grip types, or even more mysterious qualities. however, that is their most terrible feature: it is humanoid,
Some Drakes can breathe underwater, whereas others are but five times as large, with great black chasms writhing with
totally immune to heat or cold. GMs, get creative! cilia where eyes ought to be, and distended, toothy jaws with
Breath Weapon: Most Drakes don’t actually breathe fire (and razor sharp teeth.
therefore inflict burn damage). Some will inflict cold or The Dobarcuu is a maneater, and famously prefers the
electrical damage, or will spit superheated substances or flavor of children to all others. They are disturbingly known
acid. Some will emit cones of dark light that require those for hunting pregnant women, and will sometimes leave
affected to make a WIL test at RS 4 or simply die. Others couples traveling together alone, in the hopes that the female
may inflict damage or affect targets with a magical Breath may pass by again at a later date, this time as a delicacy. This
Attack (see Magic Compendium for ideas). suggests a dark intellect and an ability to plan that is not
found in most other predators.
Body Parts Dobarcuu track primarily by smell, and will range a few
Head hundred yards from their watery territories to track and
Height: 5 Grip: Scales Joins: Neck devour prey. They are not nearly so dangerous on land as they
AV: 10 TOU: 18 ‡: Skull Base are in the water—unless they enjoy the element of surprise.
Maneuvers: Bite (TN 6/SDB+3p), Breath Attack,
Grab, Thrash, Spit, Swallow Characteristics
Environment: Marshes, lakes, rivers, coastal sea.
Neck Diet: Carnivorous, prefers children and pregnant women.
Height: 4 Grip: Scales Joins: Head, Body Activity: Nocturnal, but will ambush prey during the daytime.
AV: 8 TOU: 16 ‡: Skull Base Spoor: Excrement is extremely vile and nauseatingly odorous.
Hair looks human but is usually 6-8 feet long, making it
Body obvious when found on leaves or in water.
Height: 4 Grip: Scales Joins: Neck, Wings, Legs, Tail Tracks: Highly distinctive five-fingered webbed tracks.
AV: 10 TOU: 25 Behaviors: Can feed primarily on fish and small game, but
Maneuvers: Thrash will actively seek out mortals for the chance to devour its
favored delicacies. Definitely intelligent enough to plan
Wings (2) and even coordinate with others of its kind.
Height: 5 Grip: Scales Joins: Body Weaknesses: Awkward on land, not terribly well armored
AV: 6 TOU: 12 (besides head). Primarily an ambush predator, suffers
Maneuvers: Sweep (TN 8/SDB+4b), Thrash terribly from reversed ambushes. Blind, must track by scent
and sound. Vile smell that can give away their approach.
Legs (4)
Height: 1 Grip: Scales Joins: Body Combat Stats
AV: 10 TOU: 18 Combat Pool: 18
Maneuvers: Grab, Stomp (TN 7/SDB+3b), Attributes:
Trample (TN 8/SDB+2b) MUR 14 END 15 WIT 4 ADR — CHA —
STR 12 HLT 15 PER 8 MOB 15 TOU —
Tail AGI 4 WIL 4 INT 4 CAR 27 SDB 6
Height: 2 Grip: Scales Joins: Body Attack Limit:
AV: 8 TOU: 14 Up to one (1) attack with any body part.
Maneuvers: Sweep (TN 8/SDB+4b), Thrash
Abilities
Aquatic: MOB is halved on land. Can breathe underwater.
Stealth Predator: Gains a +8 bonus to Stealth rolls.
Chapter 4: Behemoths
24
Heightened Senses: Gains a +4 bonus to PER for detecting RAROG
noisy or scented targets. Against those concealing their The Rarog is a great, terrible bird the size of an elephant, with
noise and scent, it instead suffers a -6 penalty to PER. vulture-like features and a long serpentine tail. It sails over
the Infinite Steppe, destroying life with a cone of coherent
Body Parts light that shoots forth from its beak.
Head The creature is the subject of a great deal of legend and
Height: 5 Grip: Hair Joins: Neck speculation by Voscans. Many theorize that the beam it
AV: 8 TOU: 14 emits teleports whatever it touches directly into its stomach,
Maneuvers: Bite (TN 7/SDB+1p), Grab, Swallow while others reject the idea as ridiculous, as the bird is not
that large. The beam cuts cleanly through most materials,
Neck and eliminated objects simply vanish without a trace, like
Height: 4 Grip: Hair Joins: Head, Body pudding scooped away by a great, terrible, winged spoon.
AV: 4 TOU: 14 ‡: Spine Base Rarogs are sometimes seen eating things normally, which
furthers the speculation as to what purpose this laser could
Body possibly serve, and why it employs it so often and so gladly.
Height: 2 Grip: Hair Joins: Neck, Arms, Legs, Tail
AV: 4 TOU: 25 Maneuvers: Thrash Characteristics
Environment: Mountains, particularly the Infinite Steppe.
Arms (2) Diet: Carnivorous.
Height: 3 Grip: Hair Joins: Body Activity: Active during the day.
AV: 4 TOU: 16 Maneuvers: Grab Spoor: Excrement, destruction carved into the landscape.
Tracks: None if flying. Creates large five-toed tracks when
Legs (2) it lands.
Height: 1 Grip: Hair Joins: Body Behaviors: Solitary, rarely a mating pair will hunt together.
AV: 4 TOU: 16 Weaknesses: Not especially intelligent, fragile as far as
gigantic monsters go.
Tail
Height: 1 Grip: Hair Joins: Body
AV: 4 TOU: 12
Maneuvers: Sweep (TN 8/SDB+1b),
Thrash
25
Combat Stats GIANT
Combat Pool: 14 Great creatures of ancient times, Giants are made of earth,
Attributes: stone, and grass. Their blood is mineral oil, and their eyes are
MUR 8 END 10 WIT 4 ADR — CHA — made of crystal. They are not always violent creatures—many
STR 14 HLT 10 PER 8 MOB * TOU — sleep for centuries, and awaken only to move about. They do
AGI 6 WIL 4 INT 3 CAR 24 SDB 7 not seem to eat or to require any sort of sustenance.
*15 MOB on land, 40 MOB when flying When giants are found active, they are usually found
Attack Limit: performing a repetitive task like moving stone menhirs from
Up to one (1) attack with any body part. one side of a valley to another, arranging them in patterns.
A century later they would be found reversing the process,
Abilities moving the rocks back to the other side; they repeat this
Rarog Laser: The Rarog’s Breath Attack fires a coherent beam strange task over and over.
of light about a foot wide, that erases what it touches Nobody has found a way to communicate with Giants,
from existence upon contact. Magical objects, as well as not even Pyromancers or those who can speak directly to
orichalcum, are largely immune to this effect, however the spirits of most living things. In fact, Giants seem to be
prolonged exposure may damage them. The Rarog Laser immune to magic in general.
does not inflict damage when used as an attack; anything Giants are sometimes humanoid, but many are quadru-
it hits without magical protection will simply cease to exist. pedal, or walk like apes, using their forelimbs for locomotion.
See the Breath Attack maneuver in Chapter 6. All are capable of grasping and manipulating objects.
Chapter 4: Behemoths
26
Body Parts DONDARXAK, THE MISERABLE BOIL
Head This Great Spawn of the Dark Watchers is a mass of teeming,
Height: 5 Grip: Rock Joins: Neck quivering flesh, guided by a thrashing, agonized eyeless,
AV: 14 TOU: 12 ‡: Eyes mouthless skull. It pounds its face against its own great body-
folds over and over as it shambles across the landscape.
Neck Dondarxak was first spotted in Iber, where it was hunted
Height: 5 Grip: Rock Joins: Head, Body by the Orredin for days before being brought down through
AV: 14 TOU: 10 ‡: Spine Base sheer weight of missiles. The creature was hacked apart, and
was found to have no stomach, but full of pus, cancerous boils,
Body and teeth, eyes, and hair growing on the inside.
Height: 4 Grip: Rock Joins: Neck, Arms, Legs The Orredin believe that the creature was in terrible pain,
AV: 16 TOU: 14 and lashed out in fear and confusion at everything around it.
The corpse was piled high with wood and oil, and was burned.
Arms (2) A black mound remains where it fell to this day.
Height: 4 Grip: Rock Joins: Body
AV: 14 TOU: 12 Combat Stats
Maneuvers: Grab, Sweep (TN 7/SDB+4b), Combat Pool: 11
Swing (TN 8/SDB+4b), Thrust (TN 7/SDB+4b), Thrash Attributes:
MUR 9 END 8 WIT 3 ADR — CHA —
Legs (2) STR 20 HLT 10 PER 1 MOB 15 TOU —
Height: 1 Grip: Rock Joins: Body AGI 2 WIL 10 INT 2 CAR 28 SDB 10
AV: 14 TOU: 12 Attack Limit:
Maneuvers: Stomp (TN 7/SDB+8b), Up to three (3) attacks with any combination of body parts.
Trample (TN 8/SDB+3b)
Body Parts
Mouthless Head
Height: 5 Grip: Flesh Joins: Body
AV: 4 TOU: 20
Maneuvers: Thrash
Blobby Body
Height: 4 Grip: Flesh Joins: Head, Legs, Wing
AV: 6 TOU: 26
Maneuvers: Thrash
Pointless Wing
Height: 5 Grip: Feathers Joins: Body
AV: 4 TOU: 8
27
THE ONE THAT SLATHERS Harbinger: The One That Slathers is totally immune to magic
This Spawn of the Dark Watchers landed on Mundus, a and magical effects. It cannot even be indirectly impacted
quarter-mile from the Albish city of Wright, somewhere by magic that is targeted at areas near to it.
in the region of 700 years ago. The One That Slathers has The Slow Inevitable: The One That Slathers has an extremely
persisted for all that time, watching, waiting, and advancing low MOB. It would be zero, except that it does move. Slowly.
upon the city. Very, very slowly. It moves perhaps two feet per
year, glacially growing closer to the city. Body Parts
Any who draw too close to the creature are destroyed by a Mouthless Head
terrible lash of psychic energy, and no means have yet been Height: 5 Grip: Flesh Joins: Body
found to deal with the it. Even thinking about the creature AV: 4 TOU: 20
over-long, or referring to it by a name rather than obliquely Maneuvers: Thrash
referring to it as “that thing” gives it some power over you.
Ever since the creature was detected to have begun Prehensile Neck
moving, the city of Wright has begun slowly moving away, Height: 4 Grip: Flesh Joins: Head, Body
each year expanding a bit in the opposite direction from AV: 4 TOU: 16 ‡: Skull Base
the creature, earning it the title of “The City Moving Ever Maneuvers: Grab, Sweep (TN 8/SDB+6b)
Westward” among the other inhabitants of Albion.
Still, The One That Slathers advances onwards, its face Vile Body
hungry, its eyes level and straight. It is only in the last Height: 4 Grip: Slick Flesh Joins: Neck, Wing, Tendrils
century that the creature seems to have realized that its prey AV: 8 TOU: 30
is moving away from it, and its expression has recently begun Maneuvers: Thrash
to transform, slowly, into a snarl of indignant rage.
Pointless Wing
Combat Stats Height: 5 Grip: Feathers Joins: Body
Combat Pool: 12 AV: 4 TOU: 8
Attributes:
MUR 9 END 6 WIT 4 ADR — CHA — Horror Tendril
STR 16 HLT 7 PER 2 MOB * TOU — Height: 2 Grip: Flesh Joins: Body
AGI 3 WIL 3 INT 1 CAR 22 SDB 8 AV: 4 TOU: 18
*0.000000000000000000000001 MOB rounded up Maneuvers: Bite (TN 7/SDB+3p), Grab, Swallow,
Attack Limit: Sweep (TN 8/SDB+6b)
Up to three (3) attacks with any combination of body parts.
Abilities
Destruction: Any living thing capable of sentient thought
that enters a thousand-yard radius of The One That Slathers
must immediately make a WIL test at 10 RS or explode into
a fountain of gore and cancerous mold that bears a vague
humanoid shape, and scream in anguish for days before
perishing.
No Name: Anyone that speaks of The One That Slathers at
any great length within a thousand miles of it, or who
refers to it by a name rather than a vague
description or designation, must make
a WIL test at 4 RS or feel compelled to
draw near to the thing. This will fade
after several hours, if the character is
forcibly prevented from drawing close to
the creature.
Chapter 4: Behemoths
28
ZADIEL, SINGING ONE GREAT SPAWN OF THE DARK WATCHERS
First seen sailing near Helion, Zadiel is a hideous four-winged The terrible and hideous product of the Eclipse, the Great
monstrosity with three heads, and three useless, shriveled Spawn of the Dark Watchers are mutated abominations,
legs. Unusually capable of survival for one of the Great Spawn, each with a unique form. Many Great Spawn are incapable
Zadiel preyed on ships and coastal fleets before being hunted of sustaining themselves in the atmosphere of the world. For
and destroyed by the Black Bolts, mercenaries out of Kedoua every one that goes on a feral rampage across the land, two
who were tired of its constant, incessant “singing.” perish in agony from suffocation or depressurization.
One head was heard quite distinctly babbling High Ruvian The following are common body parts for Great Spawn,
backwards, and another was theorized to be repeating sounds which can (and should) be combined haphazardly to create
it had heard, put to a rhythmic cadence. When the creature awful, monstrous creatures. Examples of the Great Spawn are
was eventually brought down with an arrow loosed by Dondarxak, The Miserable Boil; Zadiel, Singing One; and The One
Sergeant Lue of the Black Bolts, the third head apparently That Slathers.
cried for its mother in Zellish, though with a Karthacki accent.
The Black Bolts devoured Zadiel's flesh, and many years Example Combat Stats
later, those who consumed it lost the ability to speak. Combat Pool: 12
Attributes:
Combat Stats MUR 9 END 6 WIT 4 ADR — CHA —
Combat Pool: 18 STR 16 HLT 7 PER 2 MOB 12 TOU —
Attributes: AGI 3 WIL 3 INT 1 CAR 22 SDB 8
MUR 12 END 6 WIT 4 ADR — CHA — Attack Limit:
STR 14 HLT 7 PER 25 MOB 13 TOU — Up to two (2) or three (3) attacks with any combination
AGI 6 WIL 3 INT 1 CAR 20 SDB 7 of body parts.
Attack Limit:
Up to two (2) attacks with any combination of body parts. Example Body Parts
Vile Head
Abilities Height: 5 Grip: Slick Flesh
Ambulophobia: Zadiel will not land of its own accord, so its AV: 6 TOU: 18 ‡: Skull Base
13 MOB is its flying speed. On the ground, its MOB is 0. Maneuvers: Bite, Grab, Swallow
Fanged Tail/Tendril
Height: 2 Grip: Hair
AV: 8 TOU: 18
Maneuvers: Bite,
Grab, Sweep,
Swallow, Thrash
Chapter 4: Behemoths
CHAPTER 5
Combat
Q111111111R
(ADR + MUR + Misc)
− (Encumbrance + Fatigue + Pain + Misc)
AQUATIC COMBAT = CP
2 3
Fighting underwater isn’t something most characters The undead are not affected by fatigue or pain. The GM may
2 3
are well equipped to do. Water makes it harder to move, determine how CP penalties apply to creatures.
there’s the whole problem of needing to breathe, and
the ever-present problem of the weight of armor and
2 3
equipment while submerged. DAMAGE AND WOUNDS
Melee Damage
2 3
Combat Pool Penalties
Non-aquatic characters and creatures engaged in melee Similar to regular combat, first determine whether an attack
combat underwater suffer a -15 CP penalty. This is lands by rolling the attacking CP against any defending CP.
2 3
reduced by their Swimming skill level. At maximum Determine the hit location and BS. Then, beast and monster
skill level, the penalty is reduced to -5 CP. Additionally, damage is calculated with this formula:
2 3
MOB penalties from encumbrance are also applied to
CP while fighting in water. Damage (SDB + Specific Maneuver Damage + BS)
− Defense (TOU + AV + Misc)
2 3
Exhaustion = Wound Level
While fighting underwater, characters and creatures
2 3
accrue fatigue at double the normal rate. Some maneuvers may specify that a certain type of beast or
monster would inflict more or less damage when performing
Target Number Penalties the same maneuver. For example, a Dog’s bite is less potent
S444444444T
Characters or creatures without the Aquatic quality than a Tiger’s bite, however both use the Beast Bite maneuver.
suffer a +1 penalty to the TNs of all maneuvers. This differing number is referred to as the Specific Maneuver
Damage in the damage calculation.
31
Doofus is attacked by a Tiger with Beast Bite (TN 6/SDB+4c). will die eventually from hunger, infection, or to healthier
The Tiger uses 10 dice and rolls 6 successes, against Doofus’ predators, but it is possible for most wounds to heal. Untreated
desperate Arm Parry which gives him 5 successes. The Tiger wounds will continue to bleed, and pain will be suffered in
successfully lands a bite on Doofus’ forearm with 11 damage full until the wound is completely healed.
(6 SDB + 4 Tiger Beast Bite + 1 BS) against Doofus’ defense Beasts and monsters will typically recover from level 1 and
of 8 (4 TOU + 4 AV of his Hardened Leather Vambraces). This level 2 wounds without treatment, so long as they have access
results in a serious level 3 cutting wound... Were it a Lion that to sustenance and ample rest. Without the Surgery skill in
attacked instead, our friend Doofus may have gotten away play, level 1 and level 2 wounds will take double the amount
with a mere level 1 cutting wound. of time to heal. That is, a level 2 wound to a creature with 5
HLT will take 4 weeks to recover from it.
Missile Damage In the same line, untreated level 3 wounds will take triple
Beasts and monsters suffer missile damage in the same way the amount of time to heal, and level 4 wounds quadruple the
that regular characters do. Their base missile defense is 4. typical healing time. It is impossible for a beast or monster to
recover from a level 5 wound without treatment.
Wounds The undead obviously do not suffer wounds, and GMs may
Both beasts and monsters are inflicted with wounds when indicate alternative wound effects and recovery options for
you damage them, except for the undead, who use Form. certain creatures.
Q111111111R
HIT LOCATIONS
Beasts and monsters typically have quadruped, biped, or fish
FLYING CREATURES
2 3
body profiles, however some may have wings, tails, or extra
limbs. Appendix A and Appendix B show hit location profiles
2 3
and wound charts that you can customize to suit different Some creatures can fly. That complicates things. A flying
beasts and monsters. creature is far more difficult to defend against than a
When attacking a beast or monster with a swinging or land-bound beast, to say nothing of counter-attacking!
thrusting maneuver, simply select the hit location that you’re
aiming for. Unlike typical characters, who have 20 hit loca- 2 3
It is only possible to engage a flying creature if it
closes in to make a close-range attack. Typically, a
2 3
tions, most beasts and monsters have around 10 hit locations. flying creature will use half its flying MOB to swoop
Missile attacks will roll on a table, located in Appendix A. in, perform its maneuver, then fly away again using
2 3
the remaining half of its flying MOB. At the creature’s
discretion it might swoop in to make an attack and
ACTIONS AND MANEUVERS
2 3
then land, staying on the ground to fight. Although,
Beast and monster actions and maneuvers are described f lying predators rarely stay on the ground after
2 3
in detail in Chapter 6. Characters do not require the use of attacking their prey, as they would be vulnerable.
any special actions or maneuvers to engage with a beast or A flying behemoth with the ability to breathe fire
monster—they use the same moves they would against a would be an evil threat, indeed. It could theoretically
2 3
regular humanoid foe. strafe its targets repeatedly at little or no risk to itself…
The maneuvers beasts use in combat are specific to their Unless those targets, say, had a cannon, or a lot of guns.
S444444
kind. Most animals cannot wield a sword and shield, so they While flying, creatures gain a +3 bonus
are restricted to their weapons: teeth and claws. to their missile defense.
Some monsters can use the same maneuvers and actions
that typical characters would, if they are humanoid and
capable, but note restrictions in the monster’s description.
RECOVERY
Wounded beasts and monsters do not fare as well as regular
characters once the fighting is over. If the creature has access
to someone to perform Surgery, they recover from wounds as
regular characters would.
However, without the help of Surgery, their recovery is
much longer and dangerous. Most severely wounded beasts
Chapter 5: Combat
32
TOU and AV
Behemoths Each body part has its own
TOU and AV values, which are
used for calculating damage, and are
described below. Note that TOU does not reduce damage,
ORDER OF COMBAT as it would for characters and creatures. For behemoths, it
In a round, behemoths only act in phase 3 when not engaged, is an indicator of how resistant to damage the body part is.
and only in bout 3 when engaged in melee combat.
All behemoth attacks are made as though they declared
aggressive orientation. It is possible to gain initiative over a DAMAGE AND WOUNDS
behemoth, and the change in initiative that happens in bout
3 will carry over to the next round’s bout 3 (while players try Melee Damage
their best to kill or immobilize it in bouts 1 and 2). Damage inflicted on behemoths is calculated differently than
beasts, monsters, and regular characters.
First, behemoths do not think to defend themselves
COMBAT POOL against any incoming attack, so all the CP dedicated to an
Behemoths determine their CP with this formula: attack maneuver on a behemoth is counted as BS.
Then to determine damage, the behemoth's body part
(AGI + MUR + Misc) AV and TOU come into play. AV diminishes the attack, in
− (Encumbrance + Fatigue + Pain + Misc) the same way it would for regular characters, however the
= CP amount above the defense is NOT the wound level. We call
that excess damage. See the calculation below:
Instead of ADR like regular characters, beasts, and monsters,
the determining attribute for behemoth CP is AGI. Damage (SDB + Specific Maneuver Damage + BS)
Behemoths suffer from encumbrance penalties, as well as − Defense (AV + Misc)
fatigue, and pain inflicted by wounds. = Excess Damage
Stun rarely affects behemoths, and will only modify the
available CP if the stun value is greater than the behemoth’s Excess damage stacks and remains on the body part. When
END value. the excess damage reaches the body part's TOU, then the
body part gains a level 1 wound. For each multiple of the
body part's TOU, the wound gains a new level. Upon reaching
BODY PARTS wound level 5, the body part is usually destroyed.
Behemoths are so huge that you would struggle to miss them.
Instead of aiming for target zones and landing on hit loca- Halberdier Samson Swings a Power Attack at the Drake’s leg.
tions, characters simply target the specific body part they He hits it, and inflicts a whopping 22 damage. The leg's AV
want to attack. is 10, and it has TOU 20. Samson’s attack inflicts 12 excess
Body parts are almost treated like individual creatures, damage, which does not inflict a wound, but stays on the
as it often takes the dismemberment or destruction of a few Drake’s leg. Samson hits the leg again, this time inflicting 18
body parts to take out a behemoth. damage. After the Drake’s AV, 8 excess damage is added to
the total, which brings it to 20. The Drake now suffers a level
Height and Reach 1 wound on its leg. If Samson were to continue whacking the
As behemoths are often very tall, some parts of them cannot Drake, and bring the damage level of to 40, the leg's wound
be easily attacked from the ground. Each body part has a would increase to a level 2, then a level 3 at 60 damage, a
height value, which determines the reach of weapon needed level 4 at 80, and finally a level 5 wound at 100 damage.
to attack the creature. In some cases, it may be necessary to
Climb onto the behemoth to attack it more effectively. This would take a while, so Samson had better hope the Drake
doesn’t turn its attention to him any time soon.
Height Required Reach Height Required Reach
1 H-reach 4 LL-reach
Missile Damage
Behemoths suffer missile damage in the same way that
2 VL-reach Cannot attack regular characters do. Their base missile defense is 0, as they
5 are so large and are difficult to miss. Behemoths will not avoid
3 EL-reach from ground
incoming missiles.
33
Chapter 5: Combat
CHAPTER 6
O
nce you’ve entered into combat with a creature, MANEUVERS
you’re left with few options. Dialogue is off the A Tiger’s Beast Bite is more potent than a Dog’s, and this is
table; it’s kill or be killed, and maim or be maimed. reflected in their differing base damage. These values are
Beasts, monsters, and behemoths have a unique set of found in the creature’s entry, where 🆇 is the TN, 🆈 is the base
maneuvers available to them that regular characters don’t damage of the creature’s “weapon,” and 🆉 is the damage type.
use. Unless you have a fire breather in your party? Your GM Some maneuvers call for “half 🆈” damage against Hard
can work that one out. Characters also may need to employ a armor. GMs may need to define what this means for certain
different approach when in combat with behemoths. creatures, as some values cannot be halved as an integer. The
intent is for the attack to be “half” as effective. It is suggested
that if 🆈 is:
+6, then half 🆈 is +3; +0, then half 🆈 is -1; and
Gore [X]
Behemoths
Type and Tags: U Th ATTACK BEAST
Requirements: Beast or monster with tusks or horns.
Maneuver: Attack at HA-reach, at TN 🆇, targeting opponent
with X dice. Roll on the Thrusting Target Zone for the hit
location when targeting a character, or aim for a specific
hit location when targeting a creature. ACTIONS
Success: Inflicts [SDB+/-🆈+BS] in 🆉 damage type to hit loca- Behemoths only perform one action in phase 3, regardless of
tion. If there is Hard armor on the area, inflicts [SDB+/-half whether their ADR would allow them to perform actions in
🆈+half BS] damage, and inflicts bludgeoning damage. other phases. In phase 3, however, they act in order of ADR,
Special: This maneuver cannot be Parried. If Blocked, the like regular characters.
maneuver will inflict damage as though resolving with 0 Behemoths may substitute an action for a maneuver in a
BS, with shield AV automatically applied to the hit location. melee bout. Behemoths may only move in round 3 of a melee
bout, and the number of maneuvers they may perform is
Savage [X] limited, and is noted in the behemoth’s description as its
Type and Tags: U ATTACK BEAST “attack limit.”
Requirements: Beast or monster currently grabbing an oppo- Behemoths are not as able as regular characters, and so
nent (requires successful Beast Bite). their available actions are limited. All beasts and monsters
Maneuver: Attack at HA-reach, at TN 4, targeting opponent’s can perform the Charge, Engage, and Sprint actions found
grabbed hit location with X dice. This maneuver cannot be in the Core Rulebook. If the behemoth’s INT is equal to or
defended against. higher than 5, they may perform Active Defense and Take Cover.
Success: Inf lict damage equal to [SDB-1+BS] in cutting Those with less than 5 INT do not even consider using cover
damage to grabbed hit location. If there is Hard armor on or dodging to help defend against their assailants.
the area, this attack inflicts [SDB-4+BS] in bludgeoning
damage instead. Opponent must make a stability check at Quick Actions
[2+BS] RS or be rendered prone. If already prone, opponent Actions consume one allowed move, however behemoths may
takes [BS] stun. Savage does not end a grab. do quicker things that do not consume their move. At the
GM’s discretion, one (or two) of these undertakings, or some-
Swipe [X] thing similar, may be performed in addition to, or instead of,
Type and Tags: U ATTACK BEAST an action:
Requirements: Beast or monster with paw able to Swipe. Moving a number of yards equal to their MOB;
Maneuver: Attack at H-reach, at TN 🆇, targeting opponent Picking something up within S-reach;
with X dice. Roll on the Swinging Target Zone for the hit Growling, roaring, or vocalizing something short; or
location when targeting a character, or aim for a specific Standing up from a prone position—not to be used instead
hit location when targeting a creature. of Rapid Rise or similar maneuvers.
Success: Inflict damage equal to [SDB+/-🆈+BS] in 🆉 damage
type to hit location. If there is Hard armor on the hit loca-
tion, this attack only inflicts [SDB+/-half 🆈+half BS] blud-
geoning damage.
Spit [2+X]
Type and Tags: U ATTACK BEHEMOTH TARGETED BREATH
Characters
Requirements: Behemoth able to perform a directed Breath
Attack.
Maneuver: Attack at LL-reach at TN 🆇 (see “Success”),
targeting opponent with X dice. Roll on the Missile
Target Zones table for the hit location. Does not use reach Actions and maneuvers for regular characters are covered in
modifiers. the Core Rulebook, however some special actions and maneu-
Success (Drake): Each Drake’s Spit has a different damage vers may be needed when dealing with behemoths.
type determined by the GM. It should match its Breath
Attack, except that its TN is reduced by 1. For each BS, the
target suffers that amount of damage of the appropriate ACTIONS
type. For example, if the Drake breathes fire, and they get Characters in close contact with a behemoth can attempt to
5 BS, the target suffers 5 instances of burn damage at an Cling to it, and then Climb it. This allows characters to attack
intensity of the GM’s discretion. If the damage type does it up close, plant a bomb on it, or just escape its attacks! Some
not require an advanced calculation (e.g. a Drake with a body parts will be too high to reach from the ground, making
sonic attack) apply the amount of BS directly as damage Climbing an awful necessity.
of the appropriate type, with appropriate saves (e.g. HLT
check to prevent one’s eardrums from exploding). Cling
Success (Rarog): The Rarog’s Spit has a TN of 9. Any material it Clinging onto a behemoth is needed before starting to Climb
touches is obliterated, with a few minor magical exceptions it. Clinging uses the Climbing SP. The base RS of 3 is modified
being able to resist its potency. GM to determine excep- by the grip type of the body part being Clinged to, and other
tions or modified conditions. factors that may be in play. Clinging and Climbing must be
separate actions, regardless of how many BS are rolled.
Equipment
U
nkindlies are known for their specialized tools Flare (1 sp)
to hunt behemoths and monsters of Vosca. Weapons Useful both for frightening away creatures fearful of fire or
that are designed for hunting are essential for dealing light, and also for illuminating dark areas where torches or
with particularly large and deadly threats. While regular lanterns may be inconvenient. Flares produce light through
weapons and particularly polearms can do in a pinch, nothing chemical reactions and glow bright enough to illuminate
beats a tool created for a particular situation. large rooms as though they were Evenly Lit. Flares will burn
A rapier is a fine weapon for killing a Human or Zellish for one minute before they fizzle out, and will even continue
opponent, but the man who brings a rapier to hunt a tiger is to burn underwater, albeit at reduced brightness. Flares affect
the man who goes home in a box. That is, if enough can be lighting depending on the environment.
found of him to warrant a box.
Hunting is a dangerous art, and the more fantastical the Grappling Hook (3 sp)
setting, in all likelihood, the more dangerous it becomes. Used primarily for Climbing obstacles, Grappling Hooks are
also useful for Climbing on behemoths. The hooks come in
Dyne Hammer (15 GP) many shapes—some resemble four-bladed anchors, others
An Unkindly invention developed by the Burdinadin Armory have fewer or more arms. All function the same way: finding
Master Adraxl Dyne. The weapon is a large hammer, outfitted purchase on an object that will allow the attached rope to be
with four “triggers” on the striking face of the weapon, which used to Climb. A Grappling Hook requires at least one hand
will only be pressed by a clean hit on a target. When trig- to use, and provides a +4 bonus to any Climb roll.
gered by a Swing maneuver at 4 BS or more, the Dyne Hammer Additionally, though this is a less common use, Grappling
discharges the .69 caliber cannon built into its head, hitting Hooks are often employed to retrieve objects out of water or
the same hit location with an attack identical in power to a from a distance, though this is usually time-consuming and
Deck Gun/Abus Gun hitting with 4 BS. can be quite difficult if the object lacks suitable appendages
As one might imagine this weapon can only be used once for the hooks to entwine with.
before a new one must be built.
Hook-Knives (2 gp)
Elephant Chisel Set (4 sp) Designed first by the Unkindlies of Albion, the Hook-Knife
An elephant may be impervious to attacks from below, but a (often called a Crow Hook, though never by the Unkindlies
blade stuck into the base of its skull was a foolproof enough themselves) is a forward-curving blade designed to be used
way to kill one, that historically, some elephant riders would dually as a weapon and as a climbing-tool.
carry a specialized chisel and hammer in case their mount A Hook-Knife is identical to a Kukri in performance as a
began running amok and attacking their allies. Better to put weapon, but additionally provides a +2 bonus to Climbing
a quick end to such a rampage than to risk losing a battle tests when scaling behemoths. Two Hook-Knives are often
because Corporal Pachyderm saw a mouse! used simultaneously; the bonuses are cumulative.
This weapon requires an extra move to set up. In combat,
that means one bout should be spent aligning the chisel and Menuvalion (1 gp)
hammer to strike, and the next would use a Thrust maneuver Sometimes simple solutions are the best. The Menuvalion is
to attack. GMs are to use their discretion here. an absurdly thick pike, used sometimes as an anti-cavalry
measure. It finds a special use against creatures too large to
Name T H R Swing Thrust D/Gd Quals Wt Cost feasibly attack with regular spears.
Chisel B, R 2H H — 7(+3p) 10(0) AP Thrust 3 3 1 sp
Name T H R Swing Thrust D/Gd Quals Wt Cost
Manuvalion S 2H LL 10(-2c) 8(+6p) 10(0) Brace 8 1 gp
Chapter 7: Equipment
APPENDIX A
Hit Locations
HIT LOCATIONS EXTRA LIMBS
Unlike regular characters who have 20 hit locations, bipedal There are so many variations on these base frames (wings
creatures such as Skeletons and Nightstalkers have a simpli- instead of arms, added tails or tentacles, and multiple heads)
fied nine-hit location profile. This is to bring their wounds that these hit location profiles should be used as guides. GMs
and difficulty level in line with quadrupedal or fish-shaped should determine the hit locations for custom creatures.
creatures.
Quadrupedal creatures have around nine or ten hit loca-
tions, depending on whether they have a tail, and fish have TARGETING HIT LOCATIONS
only four hit locations. When targeting a creature with a swinging or thrusting
attack, simply target that specific hit location, rather than
Biped and Quadruped Profiles a target zone. If you are using a missile attack, then you will
need to roll on a custom missile hit loca-
# Hit Location # Hit Location
tion table.
1 Head Lower Foreleg/Lower
6
Arm/Lower Wing
2 Neck
7 Upper Hind Leg
3 Chest
8 Lower Hind Leg
4 Belly 1
9 Back
Upper Foreleg/Upper
5
Arm/Upper Wing 10 Tail
2
Fish Profile
# Hit Location
9
1 Head
2 Back (Dorsal)
3 Belly (Ventral) 3
4 Tail 4
1
2 5
9
3
7 4
5
10
8
6
6
41
MISSILE HIT LOCATION TABLE
Missile attacks and explosions against creatures will
roll on a table like the one below. If the creature has a
particularly prominent hit location (e.g. a giraffe’s chest
would be easier to hit than its head), then modify the
table to provide more or less probability to hit certain hit
locations. There should be 10 values. 6
# Hit Location # Hit Location
5 Chest 9 Back
6 Belly 10 Back
Critical Hit: 1
Missile attack: the attacker may choose where the missile
hits, and halve AV on that hit location 9
Explosion: damage misses the target
2
Scatter: hit location counts as chest
3
5 5
2
1 4
6 6
3
4
7
7 7
10 1
10 2
9
5
8 8
6
3
4
8
7
8
Wound Charts
The following wound charts are used for beasts and monsters. GMs may modify the levels of stun, pain, bleed, and also the effects
of the wound, depending on the creature being wounded. A horse may be less wounded by a shallow nick than a domestic cat
would, for example. It is generally much easier to incapacitate or kill a beast than a character.
HEAD NECK
Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 1 6 1 — 1 1 4 4 —
2 2 8 3 — 2 2 8 6 —
Cutting
Cutting
3 4 16 8 Surgery vs One-Eyed 3 3 12 12 Surgery vs Lasting Pain
4 6 20 18 Surgery vs One-Eyed 4 5 14 20 Surgery vs Lasting Pain
5 — — — Dead 5 — — — Dead
1 1 5 1 — 1 1 5 6 —
2 2 6 2 — 2 2 5 10 —
Piercing
Piercing
Bludgeoning
2 3 5 2 — 2 4 3 0 —
3 5 8 3 KO vs 3 RS 3 6 6 3 —
4 7 12 7 KO vs 5 RS 4 Total Total 7 KO vs 3 RS
5 — — — Dead 5 — — — Dead
1 1 0 0 — 1 1 0 0 —
2 2 0 0 — 2 1 0 0 —
Unarmed
Unarmed
3 3 2 0 KO vs 2 RS 3 3 2 0 —
4 4 10 3 KO vs 5 RS 4 5 5 0 KO vs 3 RS
5 Total 15 3 Auto-KO 5 Total 15 3 Auto-KO
43
CHEST UPPER FORELEG/ARM/WING
Type Level Stun Pain Bleed Effects Type Level Stun Pain Bleed Effects
1 0 4 0 — 1 1 4 1 —
2 1 5 2 — 2 2 7 2 —
Cutting
Cutting
3 2 10 5 — 3 3 10 3 —
4 3 15 20 — 4 4 14 6 Surgery vs Crippled Limb
5 — — — Dead 5 5 15 20 Severed Limb
1 0 3 2 — 1 1 4 2 —
2 1 4 4 — 2 2 5 3 —
Piercing
Piercing
3 3 7 6 — 3 3 8 5 —
4 4 14 25 Surgery vs Lasting Pain 4 4 12 8 Surgery vs Crippled Limb
5 — — — Dead 5 5 15 15 Surgery vs Crippled Limb
1 1 3 0 — 1 2 2 0 —
Bludgeoning
Bludgeoning
2 2 6 0 — 2 3 3 0 —
3 3 8 0 — 3 5 5 1 Surgery vs Crippled Limb
4 5 12 8 Internal Bleeding 4 7 9 2 Surgery vs Crippled Limb
5 Total Total 15 Internal Bleeding 5 9 12 5 Crippled Limb
1 0 0 0 — 1 0 0 0 —
2 0 1 0 — 2 1 0 0 —
Unarmed
Unarmed
3 1 2 0 — 3 2 2 0 —
4 2 5 0 — 4 3 3 0 —
5 3 15 5 Internal Bleeding 5 4 5 0 —
Cutting
3 4 10 10 — 3 3 10 6 —
4 5 15 15 Infection +4 4 4 15 8 Surgery vs Crippled Limb
5 — — — Dead 5 5 20 20 Severed Limb
1 1 4 3 — 1 1 2 2 —
2 3 6 6 — 2 2 5 5 —
Piercing
Piercing
3 5 12 10 Infection +4 3 3 7 10 —
4 7 14 20 Infection +4 4 4 9 14 —
5 — — — Dead 5 5 12 18 Surgery vs Crippled Limb
1 3 4 0 — 1 2 2 0 —
Bludgeoning
Bludgeoning
2 6 5 0 — 2 4 4 1 —
3 9 6 0 KO vs 3 RS 3 6 10 3 Surgery vs Crippled Limb
4 11 7 3 KO vs 4 RS 4 8 14 6 Surgery vs Crippled Limb
5 15 8 5 KO vs 6 RS 5 10 15 10 Crippled Limb
1 1 0 0 — 1 0 0 0 —
2 3 3 0 — 2 1 0 0 —
Unarmed
Unarmed
3 5 5 0 KO vs 3 RS 3 2 1 0 —
4 7 7 0 KO vs 4 RS 4 3 2 0 —
5 9 12 3 KO vs 6 RS 5 5 8 3 Surgery vs Crippled Limb
Cutting
3 3 12 10 Stability vs 3 RS 3 4 12 6 —
4 4 15 20 Surgery vs Crippled Limb 4 8 20 10 Stability vs 3 RS
5 Total Total 25 Severed Limb 5 — — — Dead
1 1 3 4 — 1 1 3 2 —
2 2 5 6 — 2 3 4 4 —
Piercing
Piercing
3 3 10 10 Stability vs 1 RS 3 5 9 8 —
4 4 12 15 Stability vs 3 RS 4 7 13 20 Internal Bleeding
5 5 14 20 Surgery vs Crippled Limb 5 — — — Dead
1 2 0 0 — 1 2 4 0 —
Bludgeoning
Bludgeoning
2 4 2 0 — 2 5 5 1 —
3 6 4 1 Stability vs 2 RS 3 9 8 2 Stability vs 1 RS
4 8 10 3 Surgery vs Crippled Limb 4 11 12 3 Stability vs 6 RS
5 10 20 5 Surgery vs Crippled Limb 5 — — — Dead
1 0 0 0 — 1 0 0 0 —
2 0 0 0 — 2 1 0 0 —
Unarmed
Unarmed
3 0 1 0 — 3 3 1 0 —
4 1 2 0 Stability vs 2 RS 4 5 2 0 —
5 2 10 3 Surgery vs Crippled Limb 5 10 5 0 —
Cutting
3 3 9 7 Stability vs 3 RS 3 4 6 2 —
4 4 14 10 Surgery vs Crippled Limb 4 6 8 6 Crippled Limb
5 5 20 15 Severed Limb 5 8 10 10 Severed Limb
1 1 4 2 — 1 1 1 0 —
2 2 6 5 Stability vs 2 RS 2 2 1 0 —
Piercing
Piercing
3 3 8 8 Stability vs 3 RS 3 3 2 0 —
4 4 10 10 Surgery vs Crippled Limb 4 4 2 1 —
5 5 20 17 Surgery vs Crippled Limb 5 5 4 2 Crippled Limb
1 2 4 0 — 1 0 0 0 —
Bludgeoning
Bludgeoning
2 3 6 0 Stability vs 1 RS 2 0 1 0 —
3 5 8 3 Stability vs 4 RS 3 1 2 0 —
4 7 14 5 Surgery vs Crippled Limb 4 3 3 0 —
5 9 16 10 Surgery vs Crippled Limb 5 5 5 1 Crippled Limb
1 0 0 0 — 1 0 0 0 —
2 1 0 0 Stability vs 1 RS 2 0 0 0 —
Unarmed
Unarmed
3 2 5 0 Stability vs 3 RS 3 0 1 0 —
4 3 8 0 Stability vs 4 RS 4 2 3 0 —
5 6 14 0 Surgery vs Crippled Limb 5 4 6 0 Crippled Limb