TEXT:  
  Black Box Books 
  Tome One: Astronauts 
  And Ancients 
  Compatible with Swords and Wizardry WhiteBox 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Written By Kirt A. Dankmyer 
   
  Swords & Wizardry, S&W, WhiteBox, and Mythmere Games are the trademarks of Matthew J. Finch. 
  Ivanhoe Unbound & Kirt A. Dankmyer are not affiliated with Matthew J. Finch or Mythmere Games™ 
   
  
  1 
   
   
  Greys 
   
  Greys are hairless, gray-skinned, diminutive humanoids. Greys feature unusually large heads in proportion to 
  their bodies; their large, opaque black eyes sport no discernible iris or pupil. Greys have no noticeable outer 
  ears or noses, only small openings or orifices for ears and nostrils, as well as a very small mouth. Their 
  bodies are elongated, with a small chest and lacking in muscular definition or visible skeletal structure. 
  Their humerus and thighs are the same lengths as their forearms and shins, respectively. They have a 
  skittering, spider-like gait because their legs are jointed differently than what one might expect. A naked 
  Grey has no visible genitalia or secondary sexual characteristics familiar to most humanoids. Most Grays 
  claim to be descendants of a people that came "from the stars in a ship that ran aground on the mountains," 
  but no one has been able to verify that claim. Culturally, they are cold and manipulative, seeking always to 
  increase their knowledge, no matter the cost. They are infamous for vivisecting anyone they can get their 
  digits on, including their own criminals. Said criminals sometimes escape to become adventurers. 
  Grey Abilities 
  Character Advancement:  The only character class available to Greys is that of the Magic-User, but are 
  typically allowed to advance only as high as 4th level.  
  Weapon and Armor Restrictions: Like human Magic-Users, Greys have little time to train with weapons 
  though they have more time than humans do. Greys may only wield daggers, staves, or crossbows, and can’t 
  wear armor. 
  Brainbook: One cannot take a Grey's spellbook, because in essence the book is burned into a special part 
  of their brain. The Grey consults the "book" by going into a trance. 
  Racial Knowledge: In addition to their standard starting spells, a Grey always has Read Languages and 
  Detect Thoughts (ESP) in their brainbook, though of course they cannot cast the latter at first. 
  
  2 
   
  Hard to Hit: Being small, Greys are typically awarded some defensive bonus in combat—perhaps a +2 
  bonus against men-folk and +4 against giants. 
  Saving Throw: Grey minds are very inhuman, so in addition to the save bonus from their class, Greys get a 
  +2 to any save against anything mind-affecting, such as Charm Person. 
  Languages: For campaigns which give each race their own dialect, Greys know the common human 
  tongue and their own. 
  Level 
  Experience 
  Hit Dice (d6) 
  Saving Throw 
  1 
  Spells 
  2 
  3 
  1 
  0 
  1 
  15 
  1 
  -- 
  -- 
  2 
  2,500 
  1+1 
  14 
  2 
  -- 
  -- 
  3 
  5,000 
  2 
  13 
  3 
  1 
  -- 
  4 
  10,000 
  2+1 
  12 
  4 
  2 
  -- 
   
  House Rule: Terrible Secret of Space. If Greys are actually from another planet, the referee may allow 
  them to use weapons and even armor from the homeworld, if such can be found. In addition, the referee 
  may want to rule that Grey spells are non-magical in nature (psionic, perhaps).   
   
  
  3 
   
  Serpent Folk (Reptoids) 
  The cruel and eldritch Serpent Folk, also called Reptoids or the Second Race, are humanoid in shape, 
  covered in scales and with the head of a giant snake. It is said they ruled an empire long before even the 
  elves, but disaster drove them underground. Adventuring Reptoids are usually exiles who mused aloud that 
  other races might be good for something other than slave labor or food. 
  Serpent Folk Abilities 
  Character Advancement:  The only character class available to Reptoids is that of the Magic-User, but are 
  typically allowed to advance only as high as 4th level.  
  Weapon and Armor Restrictions: Members of the Second Race have little time to train with weapons or 
  learn how to properly engage in physical combat, though their nature means they have to study magic less 
  than humans do. They may only wield daggers, staves, and crossbows, and can't wear armor.  
  Spell-Casting and Hit Dice: For the purposes of Hit Dice, Serpent Folk count as a Magic-User one level 
  lower than their actual level. For the purpose of spell casting, one of the Second Race counts as a Magic-
  User one level higher than actual level. At first level, they have half a hit die; roll a d6 and divide the result 
  in half, rounding up. (See modified advancement chart below.)  
  If the referee allows high Constitution to increase hit points, Serpent Folk do not benefit from such 
  bonuses, nor do they benefit from Intelligence bonuses to spells. 
  Blood Is Life: Serpent Folk are carnivorous, and, if necessary, can live on just the blood of a warm-
  blooded creature. 
  Brainbook: One cannot take a Reptoid's spellbook, because in essence the book is burned into a special 
  part of their brain. The Reptoid consults the "book" by going into a trance. 
  Racial Knowledge: In addition to their standard starting spells, a Serpent Person always has Charm 
  Person and Hold Person in their brainbook, though of course they cannot cast the latter at first. In order to 
  cast either spell, the Reptoid must first make sure the victim can see the Reptoid's slitted eyes. 
  Sheep's Clothing: Late in their time as a hatchling, a given member of the Serpent Folk chooses the form 
  of a human or demi-human, usually the former, in a grand ritual to a forgotten god. After, the Reptoid may 
  cover itself with the form of that being at will, though it is but an illusion, and only a visual one. The 
  particular form chosen is the only one they can take; if one of the Serpent Folk chooses the appearance of a 
  one-eyed red-haired woman, they can only mask themselves as that particular one-eyed redhead. Their mask 
  of illusion can never resemble an existing person.  
  Curved Fangs: Serpent Folk were once venomous, but they traded their poison sacs to a nameless deity 
  for power. Their bite still hurts, however, and counts as a dagger in every way, excepting that no hands are 
  required to attack and it is a lot more difficult to completely disarm one of the Second Race.  
  Forgot the Sun: A Reptoid in direct sunlight or under any sort of bright light (not torchlight) cannot cast 
  any spell that requires it to see the target, and at the discretion of the referee, may incur other penalties as 
  well.  
  
  4 
   
  Saving Throw: The minds of the Serpent Folk are very inhuman, so in addition to their class save bonus, 
  they get a +2 to any save against anything mind-affecting. Being cold-blooded, they have -2 to any save 
  related to heat or cold. 
  Languages: For campaigns which give each race their own dialect, Serpent Folk should be able to speak 
  only with each other, humans, and Greys (if being used). 
  Level 
  Experience 
  Hit Dice (d6) 
  Saving Throw 
  1 
  Spells 
  2 
  3 
  1 
  0 
  1/2 
  15 
  2 
  -- 
  -- 
  2 
  2,500 
  1 
  14 
  3 
  1 
  -- 
  3 
  5,000 
  1+1 
  13 
  4 
  2 
  -- 
  4 
  10,000 
  2 
  12 
  4 
  2 
  1 
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