wpeD.jpg (8839 bytes)

 


whitedot.gif (109 bytes)
blackdot.gif (109 bytes)

blackdot.gif (109 bytes)

blackdot.gif (109 bytes)

blackdot.gif (109 bytes)

blackdot.gif (109 bytes)

blackdot.gif (109 bytes)

blackdot.gif (109 bytes)

Rules: Non-Humans & Monsters

 

whitedot.gif (109 bytes) 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).
                 
                 
                 
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
Next: Science Fiction

All Content 1986-2001 Tai-Gear Simulations

whitedot.gif (109 bytes)
blackdot.gif (109 bytes) estop2.bmp (6774 bytes)blackdot.gif (109 bytes)

blackdot.gif (109 bytes)