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A

ysle has legions of creatures of Darkness,


and many more have sprung up within
the realm as magic interacts with the lands
and legends of Core Earth. Not all foes are guided
by Darkness, and likewise not all creatures of
Darkness are necessarily foes, but the allegiance
such creatures owe to Angar Uthorion makes it
very likely.
Particularly dangerous foes are noted with a (β)
to mark that a group below Beta Clearance may
not be ready to face such a threat, and may need
to get particularly creative or flee depending on
THREATS
the situation. Similar markers exist for (γ) Gamma
Clearance, (Δ) Delta Clearance, and finally (Ω)
Omega Clearance threats.

GOSPOG OF AYSLE
Uthorion was the first High Lord to gain access
to the Gaunt Man’s new tools of destruction. As
undead, the planting and control of gospog are
overseen by his necromancers. Mature gospog
grown in Aysle cross the maelstrom bridges to
bolster the Black Fortress but aren’t as common
among the vikings.
The bogs and moorlands of Great Britain have
proven especially ripe for gospog seed, and the
necromancers drag or cart the bodies of the fallen
from either side to these grim fields to fertilize the
next gruesome crop.
The gospog are innately creatures of Darkness,
and if left uncontrolled tend to leave other servants
of the Dark alone in favor of preying upon those
of the Light. Such “wild” gospog are rare and are
usually controlled by some manner of mage or
bound to the will of a commander.

AYSLE GOSPOG
OF THE SECOND PLANTING
Second-planting gospog in Aysle have more
“flesh” on them than the wasted first-planting
corpses. They hunger for flesh of whatever
creature was used in the fields—living or dead.
They are sometimes found lurking in graveyards
or battlefields, drawn away from their masters by
the lure of carnage.

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From left to right: second planting, third planting, fourth planting, and fifth planting.

The creature’s back and limbs are covered with Special Abilities:
peat, bog, or twisted grass. The gnarled roots of • Armor: Dirt and grass +1.
this camouflage adds to the creatures hardiness, as • Bite/Claws: Damage Strength +2 (13)
well as making it difficult to spot at a distance. • Blood Sense: Tracking against a target becomes
The most dangerous aspect of these gospog is Favored once a gospog deals a Wound.
a fetid poison that oozes from the plant matter • Fear: Gospog are horrific amalgamations of
covering them. The Ayslish call this toxin “grave a corpse and rotten plant matter that emit a
rot,” and its smell can give away the presence of horrid shriek when encountered.Test willpower
these gospog even when visually they’re hard to or Spirit or become Very Stymied.
spot. • Poison: If a gospog’s bite or claws deal
damage exceeding the target’s Toughness, then
Attributes: Charisma 5, Dexterity 9, Mind 7, Spirit a debilitating toxin is introduced to the target.
10, Strength 11 While poisoned the victim suffers one Shock
Skills: Dodge 11, find 8, maneuver 10, stealth 11, each round.
tracking 8, trick (10), unarmed combat 13 • Mindless: Gospog are immune to intimidation
Move: 9; Tough: 12 (1); Shock: —; Wounds: — and taunt interactions and telepathy powers.
Equipment: — • Relentless: Gospog ignore Shock.
Perks: — • Undead: Gospog are immune to poison and
Possibilities: Never other effects that require breathing, eating, or
other “living“ processes.

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AYSLE GOSPOG humanoid tree. These gospog are significantly
larger and tougher than their lesser-planting kin.
OF THE THIRD PLANTING Uthorion uses gospog of this planting as living
The base creature that emerges from a third siege towers, forcing breaches into Core Earth
planting isn’t physically that much removed defenses that can then be followed up by other
from earlier plantings—broader and stronger, but forces.
no grave rot seeping from its vines. The larger
Attributes: Charisma 5, Dexterity 10, Mind 7,
difference is in behavior. These gospog are drawn
Spirit 10, Strength 14
to armor and weapons, which end up fused into
Skills: Dodge 13, find 8, maneuver (13), stealth 11,
the creature’s body. It’s entirely possible these
tracking 8, trick (13), unarmed combat 17
items are enchanted!
Move: 10; Tough: 16 (2); Shock: —; Wounds: 2
The forces of Light have taken to calling this Equipment: —
planting “Green Knights.” Perks: Sprinter
Attributes: Charisma 5, Dexterity 10, Mind 8, Possibilities: Common (3)
Spirit 10, Strength 12 Special Abilities:
Skills: Dodge 11, find 8, maneuver (12), melee • Armor: Thick flesh +2.
weapons 15, missile weapons 14, stealth 11, trick • Bite/claws: Damage Strength +2 (16)
(13), unarmed combat 15 • Fear (-2): Gospog are horrific amalgamations
Move: 10; Tough: 15 (3); Shock: —; Wounds: 1 of a corpse and rotten plant matter that emit a
Equipment: Plate mail (Armor +3), longsword horrid shriek when encountered. Test willpower
(Strength +3/15 damage), darts (Strength +1/13 or Spirit at -2 or become Very Stymied.
damage, Range 5/10/15), may vary between • Large:  These beasts are more than 5 meters
gospog. long and stand taller than 2 meters at the
Perks: Trademark Weapon (longsword) shoulder. Attackers gain +2 to attack rolls to hit
Possibilities: Never due to their size and bulk.
Special Abilities: • Mindless: Gospog are immune to intimidation
• Bite/claws: Damage Strength +2 (14) and taunt interactions and telepathy powers.
• Fear: Gospog are horrific amalgamations of • Relentless: Gospog ignore Shock.
a corpse and rotten plant matter that emit a • Tentacles: The creature’s lashing tentacles
horrid shriek when encountered. Test willpower may target up to two foes up to eight meters
or Spirit or become Very Stymied. away without suffering Multi-Target penalties.
• Mindless: Gospog are immune to intimidation Tentacles default to a grappling attack, so a
and taunt interactions and telepathy powers. Standard hit deals Strength −2 damage (12), a
• Relentless: Gospog ignore Shock. Good hit deals the full 14 damage and Restrains
• Undead: Gospog are immune to poison and a foe, and an Outstanding hit also Stymies the
other effects that require breathing, eating, or target. A gospog may Multi-Action to use both
other “living“ processes. its Bite/claws and its Tentacles in the same
round.
AYSLE GOSPOG • Undead: Gospog are immune to poison and
OF THE FOURTH PLANTING other effects that require breathing, eating, or
other “living“ processes.
These great undead beasts have a draconic shape
to them, but in place of wings are two, vine-like (β) AYSLE GOSPOG OF THE
tentacles. These gospog aren’t as large as true
dragons, but they’re big enough—and extremely
FIFTH PLANTING
quick for their size—to be terrifying foes. These gigantic, grotesque creatures aren’t dragons,
but they might as well be. Bones of hundreds of
Gospog of the Fourth Planting grow with a
corpses fuse together into a draconic shape, held
stronger connection to the land and form an outer
together by sickly vines and decaying flesh. Even if
shell that looks, at first glance, like a bare and sickly

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there were enough skin to form membranes on the • Undead: Gospog are immune to poison and
wings the creature would be unable to fly. other effects that require breathing, eating, or
These gospog don’t breathe fire but emit thick other “living“ processes.
clouds of grave rot instead.
Attributes: Charisma 5, Dexterity 10, Mind 7, CREATURES
Spirit 11, Strength 17 Many animals touched by magic roam the realm
Skills: Dodge 12, find 8, maneuver (13), missile of Aysle. Some creatures are almost entirely
weapons 17, reality 13, stealth 11, trick (15), born from magic, in the same way that demons,
unarmed combat 19 dragons, elementals, and—to a lesser extent—
Move: 10; Tough: 20 (3); Shock: —; Wounds: 3 elves are. Some of these creatures are touched by
Equipment: — Darkness, and compelled to attack foes that align
Perks: Vengeful with the Light. Others behave more like regular
Possibilities: 5 animals, only becoming combative if hungry or if
Special Abilities: their territory is violated.
• Armor: Thick bone and vines +3.
• Bite/claws: Damage Strength +2 (19)
• Dread: When this creature is present, any ABOMINATION ENGINE
Standard Scene immediately becomes a Lurks aren’t born naturally but are instead
Dramatic Scene instead. spawned from engines built by Uthorion and
• Fear (-4): Gospog are horrific amalgamations powered by Drakacanus. Like stelae, abomination
of a corpse and rotten plant matter that emit a engines are tied to the Darkness Device’s network,
horrid shriek when encountered. Test willpower and the Darkness Device can sense attacks against
or Spirit at -4 or become Very Stymied. the object. Engines are physically similar to Ayslish
• Deadly Fog: The environment around the stelae, but are always situated underground or in
gospog is a thick, green haze that automatically the dark. Fed with Possibilities from surrounding
poisons everyone within (see below). Gas masks stelae and living sacrifices, an abomination engine
or other environmental protection does protect “spawns” an endless horde of lurks. Usually this
from the haze, as does not breathing (suffer process is slow, but if an engine is under attack,
1 Shock each round breath is held). The haze Drakacanus feeds it more energy and possibly
extends out from the gospog approximately 50 even dimthreads in reinforcements.
meters, and causes a –2 Concealment penalty Abomination engines are towering objects with
as well. multiple “entrances,” usually six meters in height
• Mindless: Gospog are immune to intimidation or taller.
and taunt interactions and telepathy powers.
• Poison: If a gospog’s bite or claws deal Attributes: Charisma —, Dexterity —, Mind —,
damage exceeding the target’s Toughness, then Spirit 10, Strength —
a debilitating toxin is introduced to the target. Skills: Reality 15
While poisoned the victim suffers 1 Shock each Move: —; Tough: 18(3); Shock: —; Wounds: 2
round. Equipment: —
• Relentless: Gospog ignore Shock. Perks: —
• Scream: The gospog’s scream is deadly. It Possibilities: 2
deals 19 damage in a Medium Blast radius, Special Abilities:
and uses missile weapons to attack with Range • Armor: Thick stone +3
25/50/—. The gospog usually only screams • Immunity: Abomination engines are immune
when first encountered or when it has no target to all interaction attacks.
within 10 meters. • Object: Attacks against an abomination
• Very Large: These gospog are usually 10 engine are always against DN 6. No bonus is
meters across and just as tall. Attacks against gained due to the object’s size.
them gain a +4 bonus. • Spawn: These objects do not gain regular

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turns. Instead, during an encounter 1 BD Lurks Attributes: Charisma 5, Dexterity 10, Mind 4,
(see Torg Eternity) emerge from the engine and Spirit 8, Strength 8
may immediately act. Skills: dodge 12, intimidation 10, maneuver 11,
taunt (9), trick (8), unarmed combat 12
BARGHEST Move: 10; Tough: 8; Shock: 10; Wounds: 4
Barghests have a reputation as vengeful spirits, but Equipment: —
in truth they are fire elementals, usually summoned Possibilities: Never
for a dire purpose. They appear in the shape of a Special Abilities:
massive black dog with flaming eyes and claws. • Beaks: Each round, a creature in contact with
Their skin is usually coal or tarnished iron chains. an birdswarm automatically takes 3 Shock at
When they open their jaws it becomes apparent the start of their turn.
that there’s nothing inside the creature other than • Not Just “A Few Birds”: Once per turn the
fire. swarm may attack each target it is in contact
with without taking a Multi-Targeting penalty.
Like all elementals, barghests may come into A hit inflicts 10 damage that affects the target’s
existence on their own in very specific environments weakest Armor.
or circumstances. When not doing someone’s • Flight: Move 10 in the air.
bidding, a barghest consumes anything flammable • Large: Birdswarms are large swarms.
within its territory. Attackers gain +2 to attack rolls due to their
Attributes: Charisma 3, Dexterity 7, Mind 3, Spirit size.
10, Strength 15 • Swarm: Unarmed attacks and crushing
Skills: Dodge 8, find 6, intimidation 11, maneuver weapons deal base damage normally, as do area
8, missle weapons 12, taunt (8), trick (6), unarmed of effect attacks. Blades, bullets, or weapons
combat 12 that can’t hit dozens of creatures at once deal
Move: 10; Tough: 17 (2); Shock: 10; Wounds: 1 no damage at all.
Equipment: —
Perks: — CHARYB
Possibilities: Never A charyb is a peculiar water elemental found in the
Special Abilities: Ayslish realms. It looks like a twisting water spout
• Armor: Rock or chain skin +2. with two faces swirling in the foam. Charybs are
• Bite/claws: Damage Strength +3 (18) actually two creatures, one of the Light, the other
• Fear: Barghests have glowing eyes and emit of Darkness, bound together into a single form.
a primal growl that causes instinctive fear
reactions when it is first encountered. Test Attributes: Charisma 4, Dexterity 9, Mind 5, Spirit
willpower or Spirit or become Very Stymied. 11, Strength 13
• Fire Breath: A barghest may suffer 2 Shock to Skills: Dodge 12, find 7, intimidation 14, maneuver
breathe fire on all targets within a Large Blast 10, missile weapons 12, taunt (9), trick (8),
radius. It uses the creature’s missile weapons unarmed combat 12
to hit, deals 16 fire damage, and affects each Move: 9; Tough: 13; Shock: 11; Wounds: 1
target’s lowest Armor value. Equipment: —
• Large:  These “dogs” are the size of a small Perks: —
car. Attackers gain +2 to attack rolls to hit due Possibilities: Never
Special Abilities:
to its size and bulk. • Drown: Any target Restrained by a charyb
suffers drowning effects (free Strength test or
BIRDSWARM suffer Fatigue) until released.
Birdswarms mainly arise from casters who • Fluid: Charybs gain +5 Toughness against
summon them, but occasionally congregate any attack that doesn’t have a Blast radius.
naturally, especially in areas where Darkness rules. Likewise, an AP value on an attack adds to

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Front row left to right: Sprite, Ghillie, Charyb, Troll. Behind: Barghast.

Toughness instead of eliminating Armor as it


passes straight through. common subjects, but other vaguely humanoid
• Large:  Charybs are typically around five shapes have “come to life” as well, including
meters long as adults. Attackers gain +2 to vehicle wreckage! Some clankers attempt to
attack rolls due to their size. perform the actions their original form was meant
• Swim: Move 12 in water. for once awakened—or at least a parody of those
• Two Heads: Charybs are actually two actions—while others just go berserk. No attempt to
elementals twisted together. During its turn it communicate with clankers has yet succeeded, nor
gains two separate actions. has any theory explained why magic is interacting
• Water Jet: A stream of water deals Damage this way with untransformed machinery.
13, Range 10/20/30, Small Blast, and uses missile
weapons to attack.. A hit target is knocked back 1 Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit
meter for every 1 damage exceeding Toughness. 8, Strength 16
A target knocked into a location where it may Skills: Dodge 13, find 8, intimidation 14, melee
take damage or another effect may take a free weapons 13, missile weapons 13, trick (8),
Strength or Dexterity test to avoid moving into unarmed combat 13
that location Move: 8; Tough: 18 (2); Shock: —; Wounds: 1
Equipment: Usually none, but anything that was
part of the original object becomes functional—
CLANKER even if it wasn’t before the clanker became
Clankers are a strange phenomenon specific to animated.
the realm of Aysle on Core Earth. Occasionally, an Perks: Magic Resistance
object with no power source or means of locomotion Possibilities: Never
begins to move. Large metal statues are the most Special Abilities:

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• Armor: Metal sheathing +2. Move: 6; Tough: 18 (5); Shock: —; Wounds: —
• Automaton: Machines are immune to poison Equipment: Battle axe (Damage Strength +3/16),
and other effects that require breathing, eating, medium shield (+2 defense bonus)
or other “living“ processes. Perks: Different automatons may have the
• Bite/Claws: Strength +2 (18). following upgrades from the Dragon Warrior
• Large: Clankers are usually 3 meters tall or Perk (see Torg Eternity): Dragon’s Breath, Dragon
larger. Attackers gain +2 to attack rolls. Claws, Dart Thrower, and Mad Jacks.
• Mindless: Clankers are immune to intimidation Possibilities: Never
and taunt interactions and telepathy powers.. Special Abilities:
• Relentless: Clankers ignore Shock. • Armor: Runed armor +5, or +10 against fire
attacks.
DWARVEN AUTOMATA • Automaton: Machines are immune to poison
These automatons are soulless approximations of and other effects that require breathing, eating,
dwarven Dragon Warriors. The armor so many or other “living“ processes.
dwarves wear makes it difficult to distinguish at a • Mindless: Automatons are immune to
distance, but the jerky, mechanical movements of these intimidation and taunt interactions and telepathy
creatures, their lack of speech, and the loud clacking of powers..
internal mechanisms gives them away up close. • Relentless: Automatons ignore Shock.
• Revenge of the Dwarfs: When an automaton
Attributes: Charisma 3, Dexterity 6, Mind 3, Spirit suffers a Wound it explodes in a burst of fire
6, Strength 13 and shrapnel. It deals 15+1BD fire damage to
Skills: Dodge 8, find 8, melee weapons 11, missile anything within 5 meters.
weapons 11, trick (8), unarmed combat 11

Great Dragons are more like natural disasters than foes to battle.

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Jacob Cook (Order #20899530)
FROST GIANT able to convince a ghillie to stand down for a short
time with a Very Hard (DN 16) persuasion test.
These mighty warriors from Lower Aysle have
Ghillies are generally solitary, but do sometimes
troubled relations with Uthorion’s Vikings,
gather in greater numbers to battle encroaching
but they’re too powerful a resource to ignore
civilization or other threats.
completely. Frost giants are humanoid with blue-
tinted skin. Their size varies considerably with the Attributes: Charisma 6, Dexterity 9, Mind 8, Spirit
age of the giant, the coldness of the temperature, 12, Strength 15
and the giant’s own anger all contributing to Skills: Alteration 14, dodge 12, find 10, maneuver
growth. 10, trick (8), stealth 14, unarmed combat 14
Move: 12; Tough: 16 (1); Shock: 12; Wounds: 1
The statistics below are for Very Large giants.
Equipment: —
Large giants are more common. They use similar
Perks: Spellcaster (dispel magic, disguise, slow)
statistics but lose 3 Strength, 3 Toughness, and the
Possibilities: Rare (2)
Dread Special Ability. There are rumors of a reality-
Special Abilities:
rated frost giant who can grow and shrink at will.
• Armor: Bark +1.
Attributes: Charisma 6, Dexterity 8, Mind 7, Spirit • Camouflage: Stealth tests by ghillies are Up so
10, Strength 22 long as they are in forested areas.
Skills: Dodge 10, intimidation 20, find 8, maneuver • Claws: Damage Strength +2 (17)
10, melee weapons 16, taunt 11, trick 10, unarmed
combat 12 (ß) GREAT DRAGON
Move: 25; Tough: 25 (3); Shock: 14; Wounds: 4 Ayslish dragons are creatures of concentrated
Equipment: Giant armor (+3, Torso and Legs), Darkness. As terrifying as dragons are, there are
giant maul (Strength +5/27) ancient, larger, and more powerful versions of the
Perks: Berserk, Relentless creatures in existence. A great dragon’s fire breath
Possibilities: Rare (5) is capable of melting the armor of tanks, but must
Special Abilities: inhale deeply before breathing, giving opponents
• Dread: When this creature is present, any an opportunity to take shelter.
Standard Scene immediately becomes a
Dramatic Scene instead. The only good thing about a great dragon is
• Immunity: Frost giants are immune to the it’s possible to tempt it or reason with it. Great
effects of cold weather and attacks based on dragons are highly intelligent but also tend to have
freezing. compulsive personalities.
• Sweep Attack (Attack Approved): The giant Attributes: Charisma 10, Dexterity 10, Mind 15,
may make a sweep attack with a melee weapon Spirit 18, Strength 25
and affect targets in a Large Blast radius. Skills: Dodge 15, find 18, intimidation 25,
• Very Large: These giants are anywhere from maneuver 13, missile weapons 22, reality 20,
10 to 50 meters tall! Attacks against them gain taunt 20, trick 20, unarmed combat 15, willpower
a +4 bonus. 23
Move: 50; Tough: 30 (5); Shock: 22; Wounds: 5
GHILLIE Equipment: —
A ghillie is a spirit of the forest, usually an animated Perks: —
tree that’s taken on a humanoid shape. The look of Possibilities: Common (5)
a ghillie varies wildly based on the tree it’s grown Special Abilities:
from and whether the spirit takes on a male, • Armor: Armored scales +5.
female, or monstrous form. Ghillies are usually not • Bite: Damage Strength +2 (27), reach 20 meters.
associated with either Darkness or Light, but shun • Dread: When this creature is present, any
or attack most mortals regardless. Elves once had Standard Scene immediately becomes a
a good relationship with these spirits and may be Dramatic Scene instead.

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• Fear (-4): These awe-inspiring monsters make • Gloat (Taunt): The dragon may affect the
foes tremble. Test willpower or Spirit at -4 when entire party without a Multi-Target penalty.
one is first sighted or become Very Stymied. Affected heroes lose a random card from their
• Fire Breath: Damage 22, Small Blast, range hand.
20/40/60. This uses missile weapons for the attack • Deceiver (Trick): The great dragon makes a
and attacks the lowest armor value. trick attack. Any who are affected lose one card
• Flight: Move 50 in the air. at random from their action pool. On a Good
• Monster: Great dragons are so gigantic they or Outstanding Success the dragon chooses the
don’t notice most opponents, making them card instead.
immune to interactions from non-monsters.
Called Shots have no extra effect on them. LOST SOULS
• Mythic: In addition to their normal action, Those who die lost and in the dark Underground
great dragons may take one Mythic Action on tend to continue wandering the caverns as spirits.
their turn, based on the Approved Action on These vengeful ghosts can give off the light of a
the Drama card. candle, only seen if the delvers aren’t using lights
• Very Large: Most great dragons are over 80 of their own. This light lures lost travelers down
meters long from head to tail. Attackers gain +4 the wrong passages, thinking the surface or some
to attack rolls due to their size! other light source must be in that direction. They
• Vulnerable: A foe who possesses something are especially fond of leading the unwary across
a great dragon desires may use interaction dangerous cave features or other traps. Rare souls
attacks against, it even without the Monster that knew magic in life sometimes keep those spells
special ability! Ayslish legends list gold, magical as spirits.
artifacts, and even spellbooks as items specific
great dragons have hoarded. The dragon will Attributes: Charisma 4, Dexterity 8, Mind 8, Spirit
not use its breath weapon against the bearer of 8, Strength 8
the item. Skills: Dodge 10, find 9, intimidation 11, stealth
Mythic Actions: 13, taunt (9), trick 11, unarmed combat 11
• Ancient Cunning (Any): The great dragon Move: 8; Tough: 8; Shock: —; Wounds: —
takes one Mythic Action of its choice, and Equipment: —
either its test is Favored or its opponents’ tests Perks: —
are Disfavored. Possibilities: Never
• Chomp (Attack): The great dragon makes Special Abilities:
a Bite attack against targets in a Large Blast • Claws: Damage Strength +2 (10)
Radius. • Cloak of Darkness: Lost souls gain a bonus
• That, My Lad, is a Dragon (Intimidation): to Toughness equal to the current Darkness
The great dragon unleashes a fearsome roar. If penalty.
it succeeds at an intimidation attack it may select • Dark Vision: A lost soul ignores all Penalties
one card from each of the player’s pools and associated with natural darkness.
discard it. • Disturbance: An upset ghost can pick up
• Inferno Breath (Defend): Damage 28, Huge and hurl objects within a Large Blast, with the
Blast, range 20/40/60. This uses missile weapons ghost at the center of the disturbance. This is an
for the attack and attacks the lowest armor unarmed combat attack that deals Strength +1
value. (9) damage. If unattended weapons are within
• Tail Swipe (Maneuver): The great dragon the disturbance their properties (e.g. Painful or
sweeps its tail in a large arc, making a maneuver Wounding) apply to the damage as well.
attack against all enemies within 20 meters • Ethereal: A lost soul may move through walls
without Multi-Targeting penalties. and solid objects, and is immune to physical
• Frenzy (Multi-Action): The great dragon attacks unless the weapon is magical or has a
performs two Legendary Actions at random. property that allows it to affect ethereal beings.

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Magic, miracles, and psionic powers affect Special Abilities:
ethereal beings normally. • Fear: Powries are creepy little humanoids
• Relentless: Lost souls ignore Shock. with blood-chilling laughs. When one is first
• Undead: Lost souls are immune to effects encountered test willpower or Spirit or become
that require breathing, eating, or other “living“ Very Stymied.
processes. • Small: Powries usually stand about 1 meter in
height. Attackers suffer a –2 to attack rolls due
NIBIKRID to their size.
Nibikrids are arachnids almost the size of a person. • Sweet Spot: Powries hit the lowest Armor
They are hairy all over and possess gray-bearded value on a target automatically.
faces with glistening rows of black eyes. They • Wings: Fly 7 in the air.
speak with high-pitched voices.
SKELETON
Attributes: Charisma 5, Dexterity 8, Mind 6, Spirit
6, Strength 8 Attributes: Charisma 5, Dexterity 7, Mind 5, Spirit
Skills: Dodge 9, maneuver 12, stealth 11, taunt 8, 8, Strength 9
unarmed combat 9 Skills: dodge 8, maneuver 8, melee weapons 8,
Move: 8; Tough: 8; Shock: 6; Wounds: 1 unarmed combat 9
Equipment: — Move: 7; Tough 9; Shock –; Wounds: —
Perks: — Equipment: Short sword (Strength +2/11), medium
Possibilities: None shield (+2 to defenses).
Special Abilities: Perks: –
• Bite: Damage Strength +1 (9), plus the victim Possibilities: Never.
is affected by nibikrid venom if the damage Special Abilities:
exceeds Toughness. • Fear: Skeletons are animated bones of dead
• Nibikrid Venom: The target’s Strength and creatures. Test willpower or become Very
Toughness decrease by one. If Strength drops Stymied.
below 5 the target is KO’ed and must test for • Immunity: Skeletons take no damage from
Defeat. After one minute (six rounds) the missile weapons and firearms, unless they have
target tests Strength to end the venom’s effect. an area of effect.
If the test fails the effect lasts another minute, • Mindless: Skeletons are immune to intimidation
and then the target tests again. and taunt attacks.
• Relentless: Skeletons ignore shock.
POWRIE • Undead: Skeletons are immune to effects that
require breathing, eating, or other “living”
Powries are fast, vicious fae creatures that delight processes.
in fear and death. They wield small, sharp knives
and giggle maniacally whenever they manage
to draw blood. It isn’t clear whether they were SPRITE
corrupted by Darkness or were always such violent
and murderous creatures. Sprites are troublesome air elementals. They are
felt, not seen, as little more than strong currents
Attributes: Charisma 6, Dexterity 14, Mind 6, within the wind. If given a shape thanks to
Spirit 8, Strength 8 colored smoke or some other trick they actually
Skills: Dodge 18, find 8, intimidation 11, maneuver look demonic, with serpentine bodies, long
15, melee weapons 16, stealth 15, taunt 10, trick hooked arms, and a grinning skull for a face.
11, willpower 10 They are creatures of mischief rather than
Move: 14; Tough: 8; Shock: 8; Wounds: — Darkness.
Equipment: Knife (Strength +2/10)
Perks: Sprinter Attributes: Charisma 5, Dexterity 12, Mind 5,
Possibilities: Rare (2) Spirit 8, Strength 7

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Skills: Dodge 14, find 7, intimidation 9, maneuver Move: 8; Tough: 19 (4); Shock: 10; Wounds: 2
14, missile weapons 14, stealth 14, taunt 8, trick Equipment: —
(8), unarmed combat 14 Perks: —
Move: 12; Tough: 7; Shock: 8; Wounds: — Possibilities: Never
Equipment: — Special Abilities:
Perks: — • Armor: Stone skin +4.
Possibilities: Never • Crumble: When a Troll is KOed by either
Special Abilities: Shock or Wounds it crumbles into normal rocks
• Flight: Move 20 in the air. and dirt.
• Insubstantial: Sprites are not solid and gain • Large:  Trolls are usually three meters tall or
+5 Toughness against any attack that doesn’t larger. Attackers gain +2 to attack rolls to hit
have a Blast radius. Additionally an AP value due to their huge size.
on an attack adds to Toughness instead of • Stomp: Damage Strength (15). This attack
ignoring Armor as it passes straight through. targets all who are engaged with it, ignoring
• Invisible: Sprites aren’t visible to the normal Multi-Targeting penalties, and counts as
eye or infrared vision. Attacks against it are Favored against any creature smaller than
“blind” and suffer a –6 penalty to hit. The detect Large.
magic spell allows the creature to be targeted
normally. Those with adds in telepathy also ZOMBIE
“see” the sprite without penalty. Zombies are one of the more common undead,
• Strangle: Any target Restrained by a sprite along with skeletons. They are animated corpses
suffers drowning effects (free Strength test or with no recollection of their former selves.
suffer Fatigue) until released. Attributes: Charisma 5, Dexterity 5, Mind 5, Spirit
• Wind Jet (Maneuver Approved): A stream of 5, Strength 10
air deals Damage 7, Range 10/20/30, Medium Skills: unarmed combat 8
Blast and uses missile weapons to attack.. A Move: 5; Tough 10/6; Shock—; Wounds:—
hit target is knocked back 1 meter for every Equipment: —
1 damage exceeding Toughness. A target Perks: –
knocked into a location where it may take Possibilities: Never.
damage or another effect may take a free Special Abilities:
Strength or Dexterity test to avoid moving into • Fear: Zombies are animated bodies of dead
that location. creatures. Test willpower or Spirit or become Very
Stymied.
• Mindless: Zombies are immune to intimidation
TROLL and taunt attacks.
Trolls are moving patches of rock and earth. They • Relentless: Zombies ignore shock.
tend to be solitary, large, and extremely territorial • Headshot: A Called Shot at the head (-4 to hit)
when encountered in the wild. Trolls may be hits Toughness 6.
influenced by Darkness or Light, depending on • Undead: Zombies are immune to effects that
the properties of the ground animated by magic. require breathing, eating, or other “living”
“Earth elementals” summoned by mages are only processes.
distinguishable from spontaneously occurring
trolls by their obedience to the mage’s commands. FOES
Attributes: Charisma 3, Dexterity 8, Mind 3, Spirit Aysle hosts many threats beyond just the monsters
10, Strength 15 that roam there. Not all beings in the realm are
Skills: Dodge 10, find 8, intimidation 15, taunt (8), friendly towards the Delphi Council.
trick (8), unarmed combat 13

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Jacob Cook (Order #20899530)
BANDIT 16, divination 16, dodge 12, find 15, reality 18,
In a landscape torn by war and shortage, some turn taunt 12, trick 15, unarmed combat 12, willpower
to thievery to survive. Bandits may be desperate, or 18
greedy opportunists. Move: 10; Tough: 12; Shock: —; Wounds: 3
Equipment: —
Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit Perks: Spellcaster (animate skeleton, bind entity,
6, Strength 7 create zombie, detect undead, disguise, fear, possess
Skills: Beast riding 9, dodge 9, find 7, maneuver 9, animal, possibility rend, skeletal shield, speak with
melee weapons 9, missile weapons 10, stealth 10, dead), Magister, Necromancer
streetwise 7, taunt 7, trick 7 Possibilities: Common (5)
Move: 8; Tough: 8 (1); Shock: 6; Wounds: — Special Abilities:
Equipment: Leather armor (Armor +1), short bow • Bite/Claws: Strength +2 (14).
(Damage 11, Range 10/25/40), staff (Damage • Command Undead: Mindless Undead within
Strength +2/9), 50 meters of the lyche obey its orders and gain
Perks: — the Horde Special Ability (Combined Actions
Possibilities: Rare (2) on attacks add a bonus to damage as well as
Special Abilities: — the test).
• Dread: When this creature is present, any
KNIGHT Standard Scene immediately becomes a
There are many knights in the realm. Most strive Dramatic Scene instead.
to meet exacting standards of honor and serve the • Insidious: When a lyche succeeds at an
Light. Some are just bullies in armor. Most knights Approved Action, remove a random Destiny
come from some kind of wealth or nobility, just to Card from each affected Storm Knight’s Action
be able to purchase and maintain the equipment Pool.
they use. • Minions: The villain may transfer any hit to a
Attributes: Charisma 8, Dexterity 7, Mind 7, Spirit lackey within a few meters if he succeeds at a
8, Strength 10 reality test.
Skills: Beast riding 10, dodge 8, find 7, intimidation • Undead: Lyches are immune to poison and
10, maneuver 8, melee weapons 11, taunt 9, trick other effects that require breathing, eating, or
8, unarmed combat 10, willpower 10 other “living“ processes.
Move: 7; Tough: 13 (3); Shock: 8; Wounds: —
Equipment: Horse, Plate mail armor (+3, Full VIKING BERSERKER
Body, Fatigues), medium shield (+2 to defenses), Some Viking warriors belong to a special order,
longsword (Strength +3/13), lance (mount’s dedicated to embracing the primal fury that
Strength +2/16 AP 2 when charging) overtakes some people and creatures in battle.
Perks: Brute They wear skins and totems of animals that display
Possibilities: Rare (3) the trait—mostly wolves and bears—and emulate
Special Abilities: — the animalistic ferocity even outside the battlefield.

LYCHE Attributes: Charisma 6, Dexterity 9, Mind 7, Spirit


8, Strength 10
Any spellcaster could become an undead lyche Skills: Dodge 10, intimidation 13, maneuver 10,
with the proper preparations and a strong enough melee weapons 12, stealth 10, survival 8, taunt
connection to Darkness. Like wights, these creatures (11), unarmed combat 10, water vehicles 11
of the grave retain their minds and memories—and Move: 9; Tough: 11 (1); Shock: —; Wounds: 1
the spells they knew in life. Equipment: Animal hide (+1), great axe (Strength
Attributes: Charisma 7, Dexterity 10, Mind 13, +4/14, Stymies on a hit).
Spirit 13, Strength 12 Perks: Vengeful
Skills: Apportation 16, alteration 16, conjuration Possibilities: Rare (2)

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Jacob Cook (Order #20899530)
Special Abilities: Raiders are fanatically loyal to their clan and their
• Berserker: These warriors ignore Shock. leader—who is currently dominated by the spirit
• Smasher: The berserker ignores the Unwieldy of Angar Uthorion.
property on weapons. If used two-handed, any Attributes: Charisma 6, Dexterity 8, Mind 6, Spirit
Unwieldy weapon that doesn’t already have 8, Strength 9
the Stagger property gains it. Skills: Dodge 10, faith 9, find 8, intimidation 10,
maneuver 10, melee weapons 11, missile weapons
VIKING DRAUGR 10, stealth 9, survival 8, unarmed combat 10,
Draugrs are warriors returned from the Graves water vehicles 11
through foul necromancy or other items. Most Move: 8; Tough: 11 (2); Shock: 10; Wounds: —
clans consider the use of draugrs an abomination, Equipment: Chainmail armor (+2, Torso),
but a few warchiefs acknowledge the utility of longsword (Strength +3/12), medium shield
letting a warrior who has already fallen in battle (defense +2)
lead the charge against Core Earth forces with Perks: Endurance
machine guns. Possibilities: Rare (2)
Attributes: Charisma 4, Dexterity 8, Mind Special Abilities: —
4, Spirit 8, Strength 12
Skills: Dodge 9, find 6, maneuver 9, VIKING SHIELDMAIDEN
melee weapons 11, missile weapons Shieldmaidens are specially trained
10, stealth 9, trick (7), unarmed guards who surround the warchief
combat 9 water vehicles 9 or other important personages.
Move: 8; Tough: 14 (2); Shock: Traditionally the force is composed
—; Wounds: — of the chief’s daughters, but any
Equipment: Battle axe (Strength warrior may be trained and equipped
+3/15), medium shield (+2 in the same way.
defense bonus), chainmail armor (+2, Attributes: Charisma 6, Dexterity 8,
Fatigues) Mind 6, Spirit 8, Strength 9
Perks: — Skills: Dodge 10, faith 9, find 8,
Possibilities: Never intimidation 10, maneuver 10, melee
Special Abilities: weapons 11, missile weapons 10,
• Bite/Claws: Damage stealth 9, survival 8, unarmed
Strength +2 (14). combat 10, water vehicles 11
• Fear: These eerie creatures Move: 8; Tough: 14 (2); Shock: 10;
cause instinctive fear. Test willpower Wounds: —
or Spirit or become Very Stymied. Equipment: Chainmail (Armor +2,
• Mindless: Draugr are immune to Fatigues), large shield (Defense
intimidation and taunt interactions. and Toughness +3), short sword
• Relentless: Draugr ignore Shock. (Damage Strength +2/11)
• Undead: Draugr are immune to poison Perks: Bodyguard, Endurance,
and other effects that require breathing, Shield Mastery, Shield Wall
eating, or other “living” processes. Possibilities: Rare (2)
Special Abilities: —
VIKING RAIDER
The Vikings of Aysle conquer, pillage, and VIKING SKALD
raid, but they are not creatures of Darkness. The Vikings don’t put much
Many draw pleasure from the violent acts stock in magic, but the wily “skald” war
their culture demands, but the main goal is poets are an exception. After a battle, skalds tell
supporting their families and community. tales and sing songs of the greatest deeds of the

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Jacob Cook (Order #20899530)
day or of the distant past. During battle, skalds put
their voices, magic, and blades to direct use against MAGICAL LIFE FORMS
the clan’s enemies.
There are inanimate objects with magical
Attributes: Charisma 9, Dexterity 8, Mind 9, Spirit intelligence inside them, essentially ghosts in
7, Strength 7 arcane shells. However, these are not pure life
Skills: Alteration 12, dodge 10, find 10, intimidation from magic. They are the shadow of life, trapped
10, maneuver 9, melee weapons 10, missile in ordinary tools—captured essence from once
weapons 10, scholar 12, taunt 12, trick 12, water living beings. The life in magic comes from
vehicles 10 somewhere else.
Move: 8; Tough: 9 (2); Shock: 7; Wounds: 1
Equipment: Chainmail (Armor +2, Fatigues), Making life from lifelessness is something magic
longsword (Strength +3/10), has not yet been able to do, but it is close. The
Perks: Spellcaster (enhance, fear, stun) trolls were once earth elementals, but they have
Possibilities: Rare (3) evolved into their own species. They can even
Special Abilities: reproduce. This took thousands of years, but it
• Battle Song: Once each round as a simple may be the sign magic has taken its next step on
action, the skald may make a scholar test to the axiom ladder.
give an inspirational performance. A success
eliminates 2 Shock from a Viking Mob or • Battle Leader: Vikings within 10 meters of a
individual within earshot. A Good Success war chief are spurred to extra exertion, and deal
removes 2+1BD Shock, and an Outstanding +1 damage with any Strength based weapon,
Success removes 2+2BD Shock. and any tests based on Spirit are Favored.
• Gloater: When taunt or intimidation are • Minions: The chief may transfer any hit to a
Approved Actions, the skald may affect the lackey within a few meters if he succeeds at a
entire party without a Multi-Target penalty. reality test.
Affected heroes lose a random card from their
hand. WIZARD
Magic is common enough in Aysle, and many have
VIKING WAR CHIEF some rudimentary knowledge of spells. Wizards
A war chief is an imposing figure, since Viking are a cut above, the elite of the magical world,
society tolerates no less. A chief must be proven in formally schooled in the principles of magic.
battle and capable of fending off any challenger’s Attributes: Charisma 7, Dexterity 7, Mind 12,
duel. Spirit 11, Strength 7
Attributes: Charisma 8, Dexterity 10, Mind 8, Skills: Apportation 14, alteration 16, conjuration
Spirit 12, Strength 12 16, divination 14, dodge 8, find 14, intimidation
Skills: Beast riding 12, dodge 15, intimidation 17, 14, maneuver 8, melee weapons 8, stealth 8, taunt
maneuver 13, melee weapons 18, missile weapons 8, trick 15, willpower 14
15, stealth 12, taunt 13, trick 13, unarmed combat Move: 7; Tough: 7; Shock: 11; Wounds: —
13, water vehicles 13 Equipment: —
Move: 10; Tough: 16 (2); Shock: 14; Wounds: 3 Perks: Magister, Spellcaster (dispel magic, enhance,
Equipment: Chainmail armor (+2, Fatigues), fireball, fly, lightning, shield), Spellbook
longsword (Strength +3/15), medium shield (+2 to Possibilities: Common (3)
defenses) Special Abilities:
Perks: Endurance, Relentless, Shield Mastery, • Insidious: When a wily wizard succeeds at
Vengeful an Approved Action, remove a random Destiny
Possibilities: Common (3) Card from each affected Storm Knight’s Action
Special Abilities: Pool.

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