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Marajack
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sewers and catacombs are full of rats, and gulls are still
there to compete for the fish, they will barely be noticed.
But when the fishermen start guarding their haul more
closely, and when the rats and sea-birds are gone, the
Marajacks take to the streets for food. At night they will
move up in great numbers and some bolder individuals
even in the day. At such a point pets and young children
should be carefully looked after. A Marajack female
produces between 10 to 100 eggs in a year, depending
on the abundance of space and food in the area. When
times are good the young will be many and reach adulthood in a couple of months. A plentiful year followed
by a bad one is bound to bring a lot of Marajacks to the
surface.
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DESCRIPTION
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RaKhuni
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GENERAL
R a K h u n i
POWERS/EFFECT
CATEGORY: Mammal
TERRAIN: Sandy deserts
FOOD: Omnivore
AGGRESSION: Normal/Extreme
SIZE: 6 5 (195 cm) upright
NUMBERS: 3-20
CHARACTERISTICS
STRENGTH: 17-24
AGILITY: 12-18
ENDURANCE: 14-20
INTELLIGENCE: 1-3
MENTAL RESILIENCE: 2-6
CHARM: 1-4
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PROTECTION
AVERAGE: 3
HEAD: 4
CHEST: 2
BACK: 4
UPPER ARMS: 2
LOWER ARMS: 4
LEGS: 2
TAIL: 3
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ATTACKS/DAMAGE
2 FISTS: 2-6
1 TAIL: 2-8
1 BITE: 1-3
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DESCRIPTION
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The creatures can walk for weeks without food and water
if properly prepared. They seek nothing in life, but can be
temporarily enchanted by shiny objects, and might drag
on a necklace or carry random treasure. In extremely
hot summers they have been seen in the outskirts of
human civilization, looking for food, but the main cause
of conflict with these creatures is when trespassing
through Rakhuni territory. The territorial instincts
of the Rakhuni are strong, and the level of aggression
displayed toward intruders knows no boundaries a
potentially dangerous trait, since the territory changes as
the desert apes move along, and thus change the borders
of their claimed domain.
It is said that in the past the shamans of nomad people
learned from the Rakhuni the secrets of the sand. Some
of these secrets supposedly went beyond summoning the
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GENERAL
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Lammathen
PROTECTION
AVERAGE: 3
HEAD: 6
CHEST: 4
BACK: 6
FRONT LEGS: 6
BACK LEGS: 6
CHARACTERISTICS
STRENGTH: 20-25
AGILITY: 5-10
ENDURANCE: 20-25
INTELLIGENCE: 15-18
MENTAL RESILIENCE: 3-25 (varies)
CHARM: 1-3
ATTACKS/DAMAGE
2 CLAWS: 1-4
2 HOOVES: 2-7
1 BITE: 2-6
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Lammathen
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DESCRIPTION
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POWERS/EFFECT
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GENERAL
Jarma-Loh
POWERS/EFFECT
CHARACTERISTICS
STRENGTH: 3-13
AGILITY: 6-24
ENDURANCE: 3-20
INTELLIGENCE: 6-18
MENTAL RESILIENCE: 6-18
CHARM: 3-18
UNDERSTAND LANGUAGES: Though normal learners when it comes to language, the Jarma-Loh have an
eerie power of understanding whats being said, even
though they do not speak the language in question. If
a test roll of intelligence is successful 10-50% of whats
being said will be understood by the creature. If the roll
is really good, the full meaning of whats said will be
comprehended. This ability may only be used once a
day per conversation or speaker.
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PROTECTION
AVERAGE: 2
HEAD: 3
BODY: 2
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The Jarma-Loh have a thick fur and hard skin for natural
protection. In addition to which they can wear armor of
any kind, but usually stay away from the heavier sorts.
They typically prefer swiftness and agility to a cumbersome defense.
DESCRIPTION
ATTACKS/DAMAGE
The creatures have a human level intelligence and a corresponding emotional life. What differentiates them
from human beings is primarily that they are quite
happy by themselves, and dont mind being scattered as
a race. Nor do they react nearly as strongly to mockery,
harassment or even persecution, which they are quite
used to. The Jarma-Loh are hardy survivors that never
misses an opportunity, and most of them do well in
life. Secondarily they differ from humans in their strong
desire for treasure and riches. Few Jarma-Loh prioritize
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Jarma-Loh
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GENERAL
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Mellion Trollfrog
CATEGORY: Amphibian (+Plant)
TERRAIN: Deciduous forests, jungles, marshes, and
stale waters
FOOD: Carnivore
AGGRESSION: Normal to high
SIZE: 4 feet (120 cm) tall, without the weed
NUMBERS: 1-40
CHARACTERISTICS
STRENGTH: 2-9
AGILITY: 12-24
ENDURANCE: 4-24
INTELLIGENCE: 2
MENTAL RESILIENCE: 1-3
CHARM: 0
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MAGIC POWER: 0
(Ranges from 0-100)
PROTECTION
AVERAGE: 2
HEAD: 3
CHEST: 2
BACK: 3
FRONT LEGS: 2
BACK LEGS: 2
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Mellion Trollfrog
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ATTACKS/DAMAGE
1 BITE: 1-6
2 SLAPS: 1-3
POWERS/EFFECT
DESCRIPTION
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ELECTRIC CHARGE: The Trollfrog can send out electrical charges at will. These do 4-12 points of damage
to all within three feet (90 cm) of the creature. When
injured a Trollfrog lets go of such a charge automatically
as a means of defense. A fully charged frog can manage
9 such charges before it needs refilling in the form of
lightning, or other strong electrical sources.
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