The Creatures

Format for Creature Entries

Name: All entries begin with the creature's common name. In most cases, the creature's scientific name follows in paraentheses. The scientific name has not bearing on play and is provided solely for your education and amusement. In the cases of animals such as lions or gorillas, the actual scientific names are given. In the case of previously unclassified entities such as trolls or giant lizards, we have created our own names. We make no claim for accurate nomenclature.

Description: The text of the entry first deals with the creature's appearance. In the case of familiar species such as horses or centuars, the description is judged unnecessary. Next is a brief description of the ecology, with preferred habitat and food, and some useful or interesting details about behavior, lifestyle, or culture. Finally, any special abilities, powers, and limitations are noted.

Creature Classification:

Class
Human Standard
Creature comparison
I
weak, unarmed person
weaker in combat than a typical human
II
milita-quality fighter, or a commoner
in combat, equivalent to a typical armed person
III
well-equipped fighter
superior in combat to a typical human fighter
IV
superhuman
generally superior in combat to any one human of any quality
V
none
so powerful they are undefeatable by other creatures of similar class.

Data: The creature's characteristic rolls are given along with average scores. Average scores for hit points, fatigue points, and movement rate per round are here. Incomplete creatures will lack one or more characteristic entries. Missing characteristics are not used to calculate skills category modifiers. For example, a player of a creature lacking POW ignores penalties or bonuses attacked to POW when figuring the creature's magic, stealth, or communication skills. After the characteristic, comes the Hit Location Table with an average creature's hit points and armor. In most cases there are two columns for rolling a D20. One is for melee and the other is for missiles. In some cases there will only be one D20 column to be used for both melee and missile hit determination.

Skills: Most skills are presented in an 'x + y' format, where x represents the base skill chance for the creature, and where y represents the skills category modifier for a typical member of the species. For example, a chimpanzee's Climb skill is written as '90 + 8' indicating that a chimp's base chance to Climb is 90%, and that a chimp with average characteristics has a + 8 percentiles agility modifier. A particular individual could be lower or much higher in a skill.

Combat skills are listed first. This is usually done in the same order, with weapon type given first, then the strike rank for that weapon, then the percentage chance to attack plus attack modifier if any, then the damage done, then the parry chance plus parry modifier if any, and finally the weapon hit points, if appropriate.

Many creatures can attack more than once in a round. For example, a lion may claw in a round and bite as well. This gives it two attacks each round. In the lion's case, the two attacks take place 3 strike ranks apart. Animals with multiple attacks are considered capable of both Dodging and of making all possible normal attacks each round. For example, each melee round the lion can attack twice, as well as Dodge. Some creatures can make multiple attacks and parry as well: the broo, for instance, can have a normal weapon attack and a head butt each melee round, in addition to either a parry or dodge.

Damage is given in an X+Y format. X represents the weapon's basic damage, and Y represents an average creature's damage modifier. If a monster had claw damage listed as 1d6+1d6, this would mean that its claws naturally did 1d6 damage and that a typical representative of the species has a +1d6 damage modifier. Some natural weapons gain no damage modifier, or use it in a non-standard manner, as explained in particular creature descriptions. Some creatures have natural weapons capable of impaling-if so, the weapon never gets stuck in the target on an impaling roll, unlike normal weapons.

After combat, other important skills are given. In the case of an intelligent race, all skills not listed are assumed to have the same basic chance as for humans. In the case of certain species, each skills category is listed, with an average individual's skill bonus. Base chances for all skills in each category are given as well.

Other Features: Following skills comes the natural or typical armor and defensive power of the creature. The last section is left out of some descriptions. It describes magic known or supernatural powers possessed.