Many role playing
adventures include monsters. We have included a list of animals
and monsters which should serve as a guideline to creating your
own. Like magic, part of the fun of meeting monsters is not
knowing exactly what they are. However, care should be taken to
make the monster a part of the world not just something that's
there to trick players.
There are two
sorts of non-humans that characters might encounter. The first are
humanoids like elves, dwarves or many aliens. Creating these races
are usually just a matter changing the dice that are rolled for
statistics. For instance if you want dwarves to be stronger give
them say, 4D6 for strength.
We suggest though that you include
one disadvantage for every advantage a race has. Often a GM will
like a particular race and say "Ok, they're stronger, more
intelligent, more agile and better looking than humans." This
is certainly the right of the referee. In this case however it is
not always wise to allow players to run these races as characters.
The result is that anybody who doesn't play one sits in the back
of the party staring through a kaleidoscope and asking when pay
day is.
Non-human races may also have
radically different cultures and thus may have different bases for
some skills. They also may have skills that aren't possible for
other races. A particular alien race may have a base in psionics
or in sensing pain and suffering in an area (perhaps it feeds on
this). At some point a distinction should be made between
abilities and skills. A skill is something that is learned and
improved. An ability is just there and the being can use it
whenever he wants to without rolling for it.
The other sort of
monster is more complex to design but perhaps also more fun to
design. These are monsters that bear little or no resemblance to
humans. When designing these feel free to invent special rules
about how they attack and defend themselves. You could give them
special attack types which are only applicable to a certain
situation or position. For instance one could say that a leopard
can pounce and grapple only when it is more than 10 ft. away and
has had 14 segments to prepare. If it succeeds then the defender
falls and is grappled, vulnerable to a bite. Again, monsters may
have special abilities or skills. While all the human stats may
not apply you could assign those that do (usually intelligence and
strength).
We have included what is intended
to be a representative list of animals and monsters. These are
based on our impressions of the beasts and you may wish to change
them. We include them as guidelines. The GM is the creator of the
world and should design the monsters as he sees fit. Also, these
represent the average beast on the street. Smaller stats may apply
to young monsters or larger for "the great white ape".
In any world the GM bears the
responsibility of preparing encounter charts for each area of his
world. Again it is not our place to tell you what is in your
world. This is one of the basic tenets of Eternal Soldier; it's
your world.
Animals &
Monsters
Creature |
Armor |
Hit |
Attack |
Speed |
Damage |
Damage |
Skill |
Special |
|
Type |
Points |
|
Class |
Type |
Amount |
% |
|
Anaconda |
-- |
2
D6 |
Grapple |
4 |
Constrict |
D6/10
seg |
35 |
Treat
str |
|
|
|
|
|
|
|
|
as
16 for |
|
|
|
|
|
|
|
|
breaking |
|
|
|
|
|
|
|
|
hold. |
|
|
|
|
|
|
|
|
|
Bear |
Thick |
5D6 |
Claw |
7 |
Edged |
2D10 |
50 |
|
|
Furs |
|
Wrestle |
4 |
N/A |
N/A |
30 |
Str=24 |
|
|
|
Bite |
6 |
Pierce |
2D8 |
10 |
+40
if |
|
|
|
|
|
|
|
|
Def.
held |
Bull |
Hvy Fur |
5
D8 |
Ram |
8 |
Pummel |
2D6 |
30 |
|
|
|
|
Trample |
6 |
Pummel |
2D10 |
40 |
If
Def. |
|
|
|
|
|
|
|
|
Prone |
Bunny |
-- |
1
D3 |
Nibble |
4 |
Piercing |
D6-5 |
5 |
|
|
|
|
|
|
|
|
|
|
Cobra |
-- |
1
D4 |
Bite |
3 |
Bite |
D2 |
40 |
poison |
|
|
|
|
|
|
|
|
|
Dragon |
|
|
|
|
|
|
|
|
(20 ft) |
Lthr |
5
D8 |
Claw |
5 |
Edged |
1
D10 |
30 |
|
|
|
|
Bite |
6 |
Piercing |
2
D8 |
40 |
|
|
|
|
Breath |
10 |
Energy |
3
D8 |
70 |
|
|
|
|
|
|
|
|
|
|
(40 ft) |
Chain |
9
D8 |
Claw |
6 |
Edged |
2
D8 |
30 |
|
|
|
|
Bite |
7 |
Piecing |
3
D8 |
40 |
|
|
|
|
Breath |
1 |
Energy |
5
D8 |
70 |
|
|
|
|
|
|
|
|
|
|
(60 ft) |
Plate |
12
D10 |
Claw |
7 |
Edged |
5
D8 |
35 |
|
|
|
|
Grapple |
7 |
N/A |
N/A |
40 |
|
|
|
|
Breathe |
10 |
Energy |
8
D8 |
80 |
|
|
|
|
|
|
|
|
|
|
German Shpd. |
-- |
3
D4 |
Bite |
3 |
Piercing |
D4 |
30 |
|
|
|
|
|
|
|
|
|
|
Gorilla |
Nil |
4D6 |
Claw |
5 |
Edged |
1D10 |
40 |
|
|
|
|
Wrestle |
4 |
N/A |
N/A |
60 |
Str=20 |
|
|
|
Bite |
6 |
Pierce |
2D6 |
20 |
+40
if |
|
|
|
|
|
|
|
|
Def.
held |
|
|
|
|
|
|
|
|
|
Horse |
1pt. |
4D8 |
Hoof |
6 |
Pummel |
1D10 |
35 |
|
|
|
|
|
|
|
|
|
|
Housecat |
-- |
1
D4 |
Claw |
2 |
Edged |
D4-3 |
30 |
|
|
|
|
Bite |
4 |
Piercing |
D3-2 |
10 |
|
|
|
|
Grapple |
3 |
N/A |
N/A |
25 |
X3
bite % |
|
|
|
|
|
|
|
|
|
Lion |
Hvy Fur |
5
D6 |
Claw |
3 |
Edged |
2D10 |
30 |
|
|
|
|
Bite |
5 |
Piercing |
3D8 |
15 |
|
|
|
|
Grapple |
4 |
N/A |
N/A |
30 |
X3
bite % |
|
|
|
|
|
|
|
|
|
Minotaur |
Lthr |
4D8 |
Weapon |
-- |
--varies- |
--- |
50 |
|
|
|
|
Punch |
4 |
Pummel |
1D8 |
45 |
|
|
|
|
Wrestle |
5 |
N/A |
N/A |
40 |
|
|
|
|
Gore |
7 |
Pierce |
2D6 |
30 |
+20
if |
|
|
|
|
|
|
|
|
Def.
held |
|
|
|
|
|
|
|
|
|
Ogre |
Lthr |
5
D10 |
Punch |
6 |
Pummel |
3
D6 |
30 |
|
|
|
|
Wrestle |
7 |
N/A |
N/A |
35 |
Str
= 22 |
|
|
|
Stomp |
8 |
Pummel |
4
D6 |
40 |
If
Def. |
|
|
|
|
|
|
|
|
Prone
or |
|
|
|
|
|
|
|
|
real
short |
|
|
|
|
|
|
|
|
|
Rhinocerous |
Chain |
5
D8 |
Ram |
8 |
Pierce |
2D8 |
30 |
|
|
|
|
Trample |
6 |
Pummel |
2D10 |
40 |
If
Def. |
|
|
|
|
|
|
|
|
Prone |
|
|
|
|
|
|
|
|
|
Snake, Giant |
Lthr |
4D8 |
Wrestle |
9 |
N/A |
N/A |
60 |
|
|
Some
Giant Snakes may also have poison, of a type to be chosen
by the referee. |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Spino-waffelous |
Chain |
5D10 |
Spines |
3 |
Pierce |
1D8 |
60 |
Missles |
|
|
|
Bite |
6 |
Pierce |
2D6 |
40 |
|
|
|
|
Trample |
8 |
Pummel |
3D8 |
50 |
|
|
The
spinowaffelous is hunted for sport. It is able to shoot
its spines, which have an effective range of 100 yds. They
carry poison type C (see Damage--Poisons). |
|
|
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|
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Unicorn |
1pt. |
4D10 |
Horn |
7 |
Pierce |
2D8 |
55 |
|
|
|
|
Hoof |
6 |
Pummel |
1D10 |
35 |
|
|
|
|
|
|
|
|
|
|
Vampires |
Nil |
3D6 |
Bite |
8 |
Pierce |
1D4 |
45 |
|
|
|
|
Charm |
9 |
N/A |
N/A |
60 |
|
|
Vampires
will first try to charm their victims. The victim may
attempt to resist against a successful charm by rolling
against his or her will. Add one to the die roll for every
10% of the vampire's skill roll difference. Add 4 to the
die roll if the victim is of a sex opposite the vampire.
Charmed victims will regard the vampire as their master.
The vampire may bite charmed victims at will. Every time
the vampire bites a victime the victim's will is
permanently reduced by one. Victims with a will of one or
less become vampires. Vampires may not be harmed except by
the prescribed methods. Victims that successfully resist
charms may not be charmed by that vampire ever. |
|
|
|
|
|
|
|
|
|
Werewolf |
Nil |
4D6 |
Claw |
4 |
Edged |
1D8 |
45 |
|
|
|
|
Grapple |
5 |
N/A |
N/A |
25 |
Str=18 |
|
|
|
Bite |
5 |
Pierce |
1D10 |
45 |
+20
if |
|
|
|
|
|
|
|
|
Def.
held |
|
Werewolves
may be hit by silver weapons only. All stats apply to wolf
form only. In human form a werewolf could be just any
normal guy. |
Previous: Optional
Rules
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