TEXT: ENCOUNTERS
  by Dragon's Byte
  VOL. 1
  TWO HUGE VOLUMES CONTAINING:
  RULES AND GUIDELINES
  FOR TH. NEW ROLE PLAYtNG SYSTEM•
  .. F.....ILlAR AND NOT-80.FAMllIAR MONSTEI
  rAOV_IONS FOR GODHOOD,
  AND INTELLIGENT CHARACTER MONSTERS.
  0000 FOR HOURS OF INTRIGUING FUNI
  
  TABLE OF CONTENTS
  Creating a Character
  3
  Poison Resistance .......•.................................... 11
  Occupations ........................................•....... 16
  Character Monster Supplement Introduction
  50
  Introduction to Intelligent Monster Supplement. ........•...........51
  Racial Distributions Chart.................................•....55
  Intelligent Monsters
  60
  Rites of Godhood ...........•................................91
  Creating a God ....................••......•......•..........92
  Appendix A: Mutations
  96
  Mutation Descriptions.......................•.................99
  Appendix B: Cross-Breeding Probabilities .....................•...107
  Designed by The Dragon's Byte
  Cover Art by Ken Simpson and Bob Bledsaw, Jr
  Color by Roger Harvey
  Typing by Lindsay Smith and Debye prum
  Art by Nequi Dharsee, Ken Simpson, E. L. Perry, Bob Bledsaw, Jr.,
  Rick Houser, Jerry Taylor, John Mortimer, Erin McKee,
  Allen Sutherland, Kevin Siembeida, and Aaron Arocho
  Layout and Graphic Design by Mark Holmer, Bob Bledsaw, Jr.,
  John Mortimer, Jerry Taylor, Rick Houser, Bob Bledsaw,
  and Marc Summerlott
  Copyright
  1982 by Judges Guild Incorporated, R. R. 8, Box 9,1221 N.
  Sunnyside Road, Decatur. IL 62522-9989. All rights reserved. This product
  contains materials and rules for fantasy role playing games designed by
  Dragon's Byte. While this material is adaptable to all gaming systems, it will
  work most effectively in conjunction with the other rules by Dragon's Byte.
  The contents of this product may need to be changed by the individual
  Judge to suit the campaign he or she moderates. No similarity between any
  of the names of characters. persons, and/or institutions in this publication
  with those of any living or dead person or institution is intended, and any
  such similarity which may exist is purely coincidental. Printed in the United
  States of America.
  
  CREATING A CHARACTER
  INTRODUCTION
  Perhaps the most important aspect of fantasy role-playing games is
  the creation of the character with which one is to play.
  The rules for this
  sort of thing can get complicated, especially for the Judge attempting to
  create an upper-level NPC (non-player character). It is hoped that the rules
  set down here will aid the player and the Judge in being able to create a
  character in as efficient a manner as possible (though, when creating an 11th
  level Cleric, nothing seems efficient).
  As would be expected, the creation
  of a character is directly related to the Intelligent Monster Listings.
  For this reason, IMSI will be used in this description of creating characters
  if the particular section being described is treated fully in Intelligent
  Monster Supplement Introduction.
  When using this for the first time, it is recommended that the user read
  through it once first. It will be quickly noticed that the initial portion of
  this paper is not in the order one needs for creating a character. The beginning
  of this paper relates only to the Character Record Sheet and how each section
  of the sheet is determined. It is the next section that gives the order for
  using the rules of the first section to create a character. Also, in the first
  section, the various descriptions will occasionally be broken down into parts
  A and B. In this case, part A applies to what to do to create a first level
  character. while part B applies to what to do to create an NPC. These rules.
  of course, may be switched about if one wishes to create an upper-level Player
  Character (PC) (i.e. dropping sections of the treasure routine. etc.).
  THE CHARACTER REOJRD SHEET
  Name:
  _
  Race~·
  _
  Stats:
  INT:
  _
  WIS:__
  STR:
  _
  DEX:__
  OJN:
  _
  CHA:__
  CUN: __
  PSI:__
  MAG:__
  TRA:
  _
  Poison. Resistance: _____
  LYC:__
  Willpower:
  _
  PSP:__
  GSP:__
  Class:
  _
  Height:
  _
  Color:
  _
  Damage Done:
  _
  Hit Die:
  _
  Natural A.C: _____
  Occupation:
  _
  Level:
  _
  PIP's:
  _
  Languages Spoken
  _
  Total A.C.:
  _
  A.C. Mod for Armour:
  _
  A.C.
  ~od for Shield:
  _
  A.C. Mod for Protective Magic Items:
  __
  A.C. Mod for DEX:
  _
  A.C. Mod for Profession:
  _
  Total +'s to Hit:
  _
  +'s to Hit for DEX:
  _
  +'s to Hit for Profession:
  _
  +'s to Hit for Magic Items:
  _
  +'s to Hit (Misc):
  _
  Total +'s
  Dam:
  _
  +'s Dam for STR:
  _
  +'s Dam for
  Profession:~·
  _
  +'s Dam for Magic Items:
  _
  Primary Psionic Abilities
  _
  Secondary Psionic Abilities
  __
  SPECIAL PROFESSIONAL SKILLS
  _
  SPELLS OR PRAYERS
  _
  Possessions
  _
  3
  
  4
  Name _ This is not a vital part of the character, but it can be useful
  and/or amusing.
  The choice of a name is entirely up to the player or
  judge.
  Race - Determination of this is highly varied, depending much upon the
  game being played. The choice in variety of races may range from
  totally human to totally non-human. Several of the other sections of
  the Character Reference Sheet, Specifically Class. Height, Color, Damage
  DonE. Hit Die. and Natural A.C.
  depend upon this choice.
  Stats - These are the personal characteristics of the PC or NPC. The
  explanation for the abbreviations is as follows.
  INT - Intelligence - This is how intelligent the character is
  (useful
  to
  Magi and Sages).
  WIS _ Wisdom - This is how strong the character's faith in things is. This
  is also a measure of common sense that the character has.
  (This stat is
  useful to Clerics).
  STR - Strength
  - this is a measure of how strong the Character is physically
  (useful to warriors).
  DEX _ Dexterity - This a measure of how dextrous and agile the character is
  (useful
  to Thieves).
  CON - Constitution - This is a measure of how well the character's body
  can withstand damage.
  If it is averaged with INT. it is how well the
  character's mind can withstand damage.
  It also is a measure of the health
  of the person.
  COM - Comeliness
  - This is a measure of how attractive the character is
  physically (useful to Houri).
  CHA - Charisma - This is a measure of how charming a character is.
  It also
  determines how good a Leader he would be.
  (useful to Merchant o ).
  CUN - Cunning
  - This is a measure of how cunning or clever the character
  is (useful to Thieves and Merchants).
  PSI - Psionics - This is the strength of the character's psionic trait
  (useful for any of the psionic using professions). and is significant at
  95%. A 00 for this shows the character to have a Mutation. The chance
  of gaining a psionic ability is 5% per LoE.
  MAG - Magic
  - This is the strength of the character's magic trail and is
  significant at 90.
  The use of MAG will be discussed slightly further on.
  TRA - Tracking
  - This is related to the character being able to track an
  animal.
  The actual chance is TRA - victim's TRA (most corporeal ground
  creatures are considered 70% TRA).
  Poison Resistance: This is the character's general ability to resist the
  effects of poisons. It is modified as a normal stat and by the repeated
  survival of exposures to a specific poison.
  LYC: Lycanthropy
  - This is the chance that a character will be Lycanthropic.
  If it is above 95. then the character is a Lycanthrope of some kind.
  
  To determine these Stats, one must take them in two groups: INT- CUN plus
  Poison Resistance roll 3 six-sided die then add the Stat Modifiers from the
  IMS.
  For PSI, MAG, and LYC roll percentile die then add the Stat Modifier
  (again IMS).
  For TRA roll 1-80 (not 8D10) and add 20 plus the TRA Modifier
  from the IMS.
  On these rolls the highest possible number is best.
  In the case of making a higher Level Character. there is another
  modification to be taken into consideration. As a character goes up
  Levels, he modifies his stats at 1 modification each Level. This modi-
  fication is entirely random, and increases the first grouping of Stats
  1 point, while increasing the second grouping of stats 5 points.
  This is an effect that is due to the magical nature of the playing world.
  These modifications encompass PIPs (giving the character 1 HD per modification)
  and Poison Resistance (giving the player 1 point per modification). A Stat may
  be raised only a maximum of 5 Modifiers above the original Stat before having to
  resort to magic or the like.
  For the Stats above, marked with a
  t*", there is an additional 'stat'
  Modification for very high or low numbers.
  The number of 'Stat' Modifications
  may be determined by this chart and formula:
  Points in Stat
  =IF of 'Stat' Mods
  1 - 2
  3 - 5
  6 - 8
  9 -
  15
  16 -
  18
  19 -
  20
  21
  -
  22
  Modification
  ~ (Stat - 15)/2
  (Round Up)
  -3
  -2
  -1
  o
  +l
  +2
  +3
  or = (9 - Stat)/2 {Round Down)
  WIS Mod
  The specific effects of each 'Stat' Mod is shown below:
  INT
  Mod_ This gives a player a +5% per Mod better chance designing or
  disarming a trap, of learning a particular spell, and increasing the number
  of ones SP.
  This gives a Cleric (or Clerical type)
  5% per Mod on the
  chance of summoning a spell from his God or Master.
  STR Mod _ This produces a change in the character's ability to do damage
  by a number equal to the Modification.
  DEX Mod _ This produces a change in the character's ability to hit an
  object by a number equal to the Modification.
  It also changes the
  Character's A.C.
  by the same number.
  CHA Mod - This gives the character 5% per Mod on any mind affecting spell.
  CUN _ Cunning - This gives a player a +5% per Mod better chance of disarming or
  designing a trap.
  The following stats are secondary stats which the character mayor may not
  have or which are based on the other stats.
  CON Mod
  roll of
  - This gives the character 1 Damage Point per Modification per
  H.D. extra.
  Willpower - This determines the character's ability to resist physical or mental
  persuasion or torture. It is determined by adding INT + CON and dividing by two
  (rounding up).
  5
  
  PSP - Psionic Strength Points - This is present only if the character has a PSI
  of 96 or greater. If the character does have PSP, then the amount of PSP is deter-
  mined by rolling 1 - 80 (not 8010) and adding 20 plus the PSI Modifier (IMS).
  This is the character's psionic strength.
  GSP - Genetic Spell Points - This is present only if the character has a MAG of
  96 or greater. If the character does have this,
  then roll 2 six-sided dice for
  the amount.
  Class - IMSI
  Height - IMSI
  Color - IMSI
  Damage Done - IMSI
  Hit Die - IMSI
  N t
  1 A C
  This corresponds to A.C. in the IMS and is the character's A.C.
  aura
  ..-
  without any form of clothing.
  Occupation - A)
  The determination of a character's occupation depends upon
  the stats the character possesses.
  The player should check his Stats
  against those required for various professions.
  Once a list of possible
  professions has been chosen, the player should pick the best profession has
  (or professions) available to him.
  It is possible to double or triple
  class, but to do this requires 2 or 4 points, respectively, added to the
  Minimum Stats for each profession involved.
  b)
  The determination of the profession for an NPC is usually arbitrary, the
  judge deciding what is necessary for the game.
  In this case, the judge may
  find it necessary to re-roll several of the stats to get them high enough to
  fit the profession (Don't forget Stat Mods for higher levels!).
  Level - A - The level of all beginning characters is, of course, first level.
  This does not, however, include beginning cult-based characters. Because
  these characters are not released from cult-training for some time after
  they begin training, they often start the game at a Level higher than first.
  B - The Level of an upper-level character may have already been determined by
  circumstance or Judge's choice, or it may be determined randomly by use of
  the following chart:
  6
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  Die Roll
  00001-00011
  00012-09101
  09102-27281
  27282-63642
  63643-81822
  81823-90912
  90913-95457
  95458-97729
  97730-98865
  98866-98922
  98923-99206
  99207-99616
  99617-99821
  99822-99923
  99924-99974
  99975-99991
  99992-00000
  
  Because of the high improbability of meeting a higher level NPC except
  under special circumstances, the chance of meeting one has been eliminated
  from the random chart.
  A character's Level is directly related to his EP (Experience Points) .
  For each profession, there is a minimum amount of EP necessary for a
  character to reach a given Level, and this doubles at every Level. The
  minimum EP to reach second Level is listed with each profession. To reach
  first Level requires no EP.
  PIPs - This is how much damage it is possible for the character to take
  without dying. The determination of it is related to the character's size,
  level, and profession. To determine it, the player gets 1 HD for each HD in
  the IMS plus a possibility of up to 1 each level thereafter. For the chance
  of obtaining HD at each level, consult the following chart:
  Fighting Class
  General Class
  Magic-Using Class
  Thieving Class
  Clerical Class
  100%
  60%
  35%
  90%
  This varies upon the major
  orientation of fighting status
  (use the categories above as
  analougues)
  The player must then determine the size of the Hit Die used for his
  profession (in the case of double or triple classes, the largest H.D. Size
  is used).
  He then rolls die of that size until he has made a number of rolls
  equal to his allowed HD.
  The sum of all the rolled numbers are the character's
  PIP's.
  A CON modification to Damage Points is done by adding 1 Damage Point
  to each damage point die roll per modification point.
  Languages Spoken - It is rarely found that a playing world has only
  one Language spoken in it, therefore it is necessary to know the Languages
  the player can speak. The most common tongue known to people is, of course,
  Common. This Language allows one to understand and be understood by most
  people.
  The chance of learning Common is 1.5 * INT (rounded up) * 5%.
  The
  character is always assumed to be able to speak his native language.
  The
  chance of him speaking another language is .5 * INT * 5% rolled at the
  beginning of each level. This is true for most characters except Merchants,
  Translators, and Sworn Characters (the first two of whom simply learn more
  languages and the third who learns the language of his 'Master') for whom
  the rules are slightly different.
  As a slightly more complex version of this idea (though definitely not
  necessary), the player may gain proficiency in the language. This would
  normally be equivalent to 15% + 5% per LoE. This proficiency is both the
  chance of understanding and being understood, and is applied to each indi-
  vidual language being learned. Each use of the Language also increases
  one's proficiency at
  .2% per session of use.
  Total AC.
  - This is simply a place for the character to write down his
  A.C. with all its modifications already added in.
  A.C. Mod for Armor' -- This is the number of A.C. 's that the character's
  armor reduces his A.C.
  7
  
  8
  A.C.
  Mod for Shield - This is the number of A.C. 's that the character's
  shield reduces his A.C.
  A.C.
  Mod for Protective Magic Items - This is the number of A.C.'s that the
  character's magic items reduce his A.C.
  A.C. Mod for DEX
  This is the number of A.C. 's that the character's DEX reduces
  his A.C. and is equal to his DEX Mod.
  A.C. Mod for Profession - This is the number of A.C. 's that the character's
  profession reduces his A.C.
  Total +'s to Hit - This is the total of all the character's +'s to Hit.
  +'s to Hit for DEX- This is the number of +'s to Hit that character's DEX gives
  him and is equal to his DEX Mod.
  +'s to Hit for Professior.- This is the number of +'s to Hit that the character's
  profession gives him.
  +'s to Hit for Magic Items- This is the number of +'s to Hit that the character's
  magic items give him.
  +'s to Hit (Mise) - This is the number of +'s to Hit that the character has
  under special conditions such as a Thief striking from surprise.
  Total +'s Dam-This is the total of all the character's +'s Dam .
  •
  +'s Dam for STR- This is the number of +'s Dam that the character's STR
  gives him and is equal to his STR Mod.
  +'s Dam for Profession- This is the number of +'s Dam that the character's
  profession gives him.
  +'s Dam for Magic Items- This is the number of +'s Dam that the character's
  magic items give him.
  Primary Psionic Abilities - It is in this section that the character's
  Primary Psionic Abilities (if any) are recorded.
  This is simply for keeping
  track of the character's primary psionics and their LeE's.
  Secondary Psionic Abilities - It is in this section that the character's
  Secondary Psionic Abilities (if any) are recorded. This is simply for
  keeping track of the character's secondary psionics and their LoEs.
  Special Professional Skills - These special skills are mainly those
  mentioned at the end of each profession.
  They should be listed here.
  along with certain ones mentioned in the text of the profession. which apply
  to the character being created. as well as the chance of it being used
  successfully.
  Spells or Prayers - It is in this section that the character's spells
  and prayers (it any) are recorded along with their LoE.
  
  Possessions - An NPC must have some possessions.
  To determine these a
  good start would be to use the following chart.
  Of course, it is not usually
  possible for the NPC to be carrying about all his possessions so, after
  determining his possessions, the unnecessary possessions should be weeded out.
  Also 4-5 junk items should be included for every magic item and at least 4-5
  in addition to that.
  Weapon Determination for Land, Air, and Water
  Primary Weapon
  Weapon
  Backup Weapon
  Land
  01 -' 25
  26
  58
  59
  70
  71
  82
  83
  88
  89
  00
  Sword
  Mace or Club
  Spear & Pole Arm
  Bow & Arrow
  Knife
  Miscellaneous
  01 -
  13
  14 -
  19
  20 -
  31
  32 - 55
  56 - 88
  89 - 00
  01 -
  15
  16 - 24
  25 - 46
  47 - 55
  56 - 91
  92 - 00
  01 - 03
  04 - 06
  07 - 30
  31 - 55
  56 - 79
  80 - 91
  92 - 00
  Sword
  Mace or Club
  Spear
  Bow & Arrow
  Knife
  Miscellaneous
  Sword
  Mace or Club
  Spear & Pole Arm
  Throwing Club
  Bow & Arrow
  Knife
  Miscellaneous
  01- 03
  04 -06
  07
  46
  47
  55
  56
  86
  87
  95
  96
  00
  01
  15
  16 - 21
  22 - 60
  61 - 69
  70 -
  94
  95
  00
  Weapon Material Freq uencies
  Wood
  01 -
  24
  Stone-Granite
  25 - 40
  Stone - Fl int
  41 - 54
  Bone
  55 - 66
  Copper
  67 - 76
  Resin
  77 - 96
  Bronze
  97 - 196
  Iron
  197 - 256
  Silvron
  (Silver-Iron)
  257 - 276
  Aluminum
  277 - 286
  Steel
  (Cold Iron)
  287 - 296
  Aluver
  (Aluminum - Silver) 297 - 299
  Special
  300
  •
  Silver
  01 -
  25
  Gold
  26 - 50
  Platimun
  51 - 75
  •
  Adamantane
  76 - 87
  Adamantene
  88 - 95
  Adamantine
  96 - 99
  Adamantium
  00
  9
  Water
  Air
  
  Armor Material Frequencies
  AC Mod.
  Wood - Slatted
  Wood - Bark
  Wood - Resined Slatted
  Bone
  Leather
  Leather - Reinforced
  Bronze
  Iron
  Silvron
  Steel
  Aluver
  Special
  Adamantane
  Adamantene
  Adamantine
  Adamantium
  01 -
  20
  21 - 30
  31 -
  105
  106 -
  125
  126 -
  225
  226 -
  325
  326 -
  370
  371 -
  395
  396
  397 - 398
  399
  400
  001 -
  150
  151 -
  240
  241 - 299
  300
  +2
  +l
  +4
  +3
  +2
  +3
  (+0)
  (+0)
  (+1 )
  (+2)
  (+2)
  (+6)
  (+12)
  (+24)
  (+50)
  ( The AC Mods in () designate the amount this material protects in
  addition to the specific type of armor (i.e., Chain, Scale, or Plate))
  There is a 5% chance of magical or special (e.g., Dragon Hide) armor.
  Treasure
  (multiply amount by Level, also add 5% Level)
  Tin Pieces (TP)
  20%
  1 - 200
  Copper Pieces (CP)
  20%
  1-
  ,200
  "
  Silver Pieces (SP)
  50%
  1
  30
  ~;.,
  ':-:
  (GP)
  ,
  '
  "."
  Gold Pieces
  25%
  1
  15
  ~:~
  ..
  Electrum Pieces (EP)
  15%
  1
  10
  :..:'!
  ..
  ". ;~
  Platinum Pieces (PP)
  10%
  1 - 3
  Misc. Pieces
  5%
  1
  10
  ~~:" .
  :
  -
  ;
  j::
  . "-.~
  Gems
  50%
  1
  6
  .~,;
  Scrolls
  20%
  1 - 4
  Magic Items
  30%
  1 - 2
  "
  "
  CREATING THE CHARACTER
  l.
  2.
  3.
  4.
  5.
  6.
  7.
  8.
  9.
  10.
  ll.
  12.
  10
  Determine the race of the Character.
  Determine the level of the character. With beginning characters, this
  is obviously first.
  Determine the Stat Mods and what they affect.
  Determine the unmodified Stats and then add in the Stat Mods.
  Determine if the character gets any Stat Mods on skills.
  Examine the Stats and determine the profession the character will be.
  If a
  specific profession is desired for an upper-level character then Stats will
  need to be re-rolled.
  Fill in the Special Professional Skills.
  Fill in the Primary and Secondary Psionic Abilities (if any).
  Determine the number of PIP's
  Determine the languages spoken by the character.
  Determine the spells or prayers of the character.
  Assign possessions.
  The character is now ready to be played ...
  
  Poison Resistance
  This is a system used to judge the player's general resistance to
  poisons.
  This system distinguishes between poisons and venoms; venoms
  will be discussed somewhat later.
  When a player is affected by a poison.
  he must subtract his poison resistance from the strength of the given
  poison. and if this number is greater than. or equal to. zero. the person
  is unaffected by the poison. If. however. the difference is less than
  zero. then the player is affected by the poison. The effects of the poison
  may be determined as follows:
  1)
  The effect of the poison may be debilitating. and thus the effects may
  be felt over a period of several days to weeks. The time period that will
  affect one is determined by this formula: A = (Poison Strength)
  2 -
  CON
  2.
  If A is equal to. or less than.
  I, then the effects of the poison are
  felt only on that day. and the system throws off the poison that night. If.
  however, A is greater than I, then that is the number of days that one will
  be ill.
  2)
  The amount of damage done by the poison each day is determined by the
  following formula:
  B = (Poison Strength) -
  (Poison Resistance).
  Where B is the number of Hit Die inflicted each day.
  There are three major effects of poisons on players. The first is
  repeated introductions of poison into the player's system. Each time poison
  is introduced. the player loses one Poison Resistance Point. The second
  major thing is the survival of episodes of poisoning. For each 25 episodes
  (this is the group of injections. not an individual one) of a poison with
  Poison Strength greater than the player's Poison Resistance. the player's
  Poison Resistance increases one. The final thing that affects the poison's
  effects is one of CURE POISON or ISOLATE POISON abilities. When this affects
  the poison. it does not change the poison's strength until after it has been
  determined whether or not it will affect the player.
  In addition to poisons. there are also Venoms. These wonderful compounds
  have no chance of not working (unless one survives 50 episodes with that
  particular Venom) on a player. They will have their effects, and one can only
  try to survive them.
  CURE POISON and ISOLATE POISON will have an effect on
  a Venom. but there is no set system for determining their effect.
  This remains up to the Judge to decide for each individual case.
  Power Points and Manitou Combat
  Manitou Combat is a form of mental combat where the souls of two people
  actually engage each other on a slightly higher plane. During the combat.
  the two combatant's bodies remain rigid and neither will move until the
  battle is over.
  Combat consists of casting and receiving Manitou Power Points.
  To do
  this. the combatants allot a certain amount of energy to attack and a certain
  amount to defense.
  Should the strength of an attack be greater than that of
  a defense. then the attack is considered and the difference taken.
  The
  combatants' Power Points are depleted only by a successful attack, in which
  case the difference is subtracted from the Power Points fo the defender.
  This combat will continue until one of the combatants surrenders. or is
  taken to zero or negative Power Points.
  Should the loser go below the
  negative of his normal Power Points. he will die. Otherwise. both will
  recover the lost Power Points at the normal rate.
  11
  
  Power Points are determined by adding together the player's WIS
  and level.
  This may be modified by the presence of a Medicine Bag (for
  Medicine Players only).
  It may also be altered by the player being psionic.
  Though Manitou Power Points are neither magical nor psionic. the psionic
  player has more experience with mental combat. and therefore tends to
  utilize his Power Points more effectively than a non-psionic. For this
  reason. the player may add his levels of psionic experience to his power
  points (he need not regenerate these extra power points as they don't
  technically exist).
  Though not common this is a form of combat used by some professions
  to fight spirits (though it is sometimes used on corporeal beings).
  It
  may be taught to anyone willing to learn. by someone who knows how to do it.
  Magic Use
  Though there are a number of different magical systems used in this
  game. most of the occupations use the same Spell Point system.
  The basic
  Spell Point system is based upon the idea that the use of magical energy
  requires that the Magic User focus the magical energy through a special
  mental construct. The energy being used costs nothing. but the construction
  and maintenance of the mental 'Lens' (the Magical Focus - Magfoc) costs the
  MaRic User energy - Spell Points (SP). As a Magic User increases in ex-
  perience. he strengthens his
  ~Agfoc 'muscles' as well as learning greater
  control of it. Determination of the SP may be done one of two ways. The
  first way is to use the following formula: SP = (sum of B's (+1 each time
  Level is even) for 1 to Level) - 1. where B • 1 at first Level.
  The other way is to use the following chart:
  Level
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  SP
  1
  3
  7
  13
  22
  34
  50
  70
  95
  125
  161
  203
  252
  308
  372
  444
  525
  615
  715
  825
  .. ''...
  12
  Both of these methods are the same. The system used to determine the
  number of spell points is to assume that the number of spells allowable
  for a given level increases every two levels. The total number of SP is
  equal to the sum of the SP for the individual levels (number of spells at
  that level * spell level.)
  Each spell requires the use of 1 SP per level of the spell. There are a
  number of spells as well that have a basic spell use. then an addition
  that will increase the spell's effect. Each augmentation of the spell's
  effect is a oer level. or LoE. increase. For this reason. each augmentation
  
  costs 1 SP per level of augmentation.
  Durations in time are unaffected
  by additional SP.
  There are also the professions wherein the spells
  have no levels.
  In these cases, the magic user uses 1 SP per level of the
  spell.
  There are few magic-using professions that do not use SP. Clerics are
  one; they must draw their powers from their Gods. The Medicine Man and Wizard
  also use a slightly different system wherein they utilize Medicine Power Points
  (MPP). These professions expend their MPP at IMPP per LoE of the spell or
  chant used. The determination of their MPP is discussed in the section on MPP.
  The Medicine Man and Wizard also use a slightly different system wherein
  they utilize Medicine Power Points (MPP). These professions expend their MPP
  at IMPP per LoE of the spell (or chant) used. The determination of their MPP
  is discussed in the section on MPP
  Lycanthropy
  In many role playing systems, there is a good chance that one or more players
  will be inflicted or infected with Lycanthropy (5%). The playing of a Lycanthropic
  character must then, of course be dealt with. Perhaps the best place to start
  is with a description of the four major types of Lycanthropy and to describe the
  play of each afterwards.
  Lycanthrope Type 1
  This Lycanthrope is the type that most judges are the most familiar with.
  This form of Lycanthropy is caused by a disease (magical in nature) that
  enters the victim's system through the entry of a Lycanthrope type l's
  saliva or blood, entering through an open wound. It can also be caused by a
  curse, but this curse needs the saliva or blood of an animal to magically
  reproduce the disease.
  The general symptoms of the disease appear on the
  night of a full moon: the body will begin to take on certain external
  features of the 'host' animal: the strength will increase to three times normal;
  there will be an onset of a killing rage that will last the entire night;
  and the victim will be capable of instantly regenerating any non-energy
  damage. Please note that this disease is contagious, and can be cured with
  either a CURE DISEASE or a REMOVE CURSE of 7th level or greater.
  Lycanthrope Type 2
  Though this type of Lycanthropy is under one section, there are really
  two indentical types which differ only in their cause.
  One type is caused
  by a spell that a Shaman will often use when they wish to change their shape.
  The other is caused by disease mentioned in Lycanthrope Type I, except that
  this is the second generation, and the disease has had a chance to 'patch
  into' the carrier's genetic structure, and to adjust to the carrier's body
  fully. This is referred to as Type 2A. Because the system is completely
  adjusted to the Lycanthropy disease, the effects of the disease are
  considerably different from those of the parent. The gene is an incompletely
  dominant one, meaning that it expresses itself much like sickle-cell
  anemia. Should both the parents contribute a Lycanthropic gene, then the
  gene expresses its full nature in a manner that often kills both the child
  and the mother. If only one parent contributes the Lycanthropic gene, then
  the child will be a Type 2 Lycanthrope. This type of Lycanthropy gives the
  possessor the ability to shape-shift to its alternate form at will while main-
  taining its intelligence. In the altered form, the Lycanthrope is also able
  to regenerate any non-energy damage (silver not included). The alternate form
  is the same mass as before. Its size may be larger or smaller than the normal
  animal, depending upon the carrier's original size.
  13
  
  14
  Lycanthrope type 2B is the recessive Lycanthrope which has a 1 in 1000
  chance of surviving to childbirth.
  Should it survive, it is a Beast Master,
  able to command 1-10 beasts of its kind per Level. Its normal form is the
  beast form, though it can become human at will. It is intelligent, and re-
  generates in beast form.
  Lycanthrope Type 3
  This is native only to humans. It, too, is a genetic condition which
  increases the human's arm length, enabling it to run on all fours. It also
  causes an occasional bloodlust. This disease is genetic in nature, and is
  thus not contagious.
  Lycanthrope Type 4
  This type of Lycanthrope is of a nature entirely different from the
  other three. Its cause is the possession of the victim by a wolf spirit.
  The wolf-spirit is a non-corporeal shaitan (a kind of devil). It is excer-
  tionally evil, and its possession of its victim is unusually strong. Once
  possessed, the victim is taken over every full moon by the demon.
  Outwardly
  and mentally, this Lycanthrope then resembles the Lycanthrope Type 1.
  It
  has two major differences.
  One is that if it is slain in human form, then the
  wolf-spirit will simply leave the body and attempt to find a new body to
  occupy.
  If, however, it should be slain in were-wolf form, then the wolf
  spirit will leave the victim's body, if there would seem to be a good chance
  of the victim dying for a good (as opposed to evil) cause.
  The playing of the various types of Lycanthropes may now be divided
  up
  into two basic types: uncontrollable and controllable.
  Types I, 3, and 4 are all uncontrollable. This means that every time
  there is a full moon, or magic is used that simulates its effects,
  the character changes or begins to change into it's Were-form.
  The
  duration of it's transformation is about 20 melees, and the player
  will experience incredible, incapacitating pain.
  At the end of the
  20 melees, the Were-form is complete and there is no longer any pain.
  Unfortunately, the memory of the pain is usually sufficient to drive
  the Were into a killing rage for at least 1 hour after the transformation
  After the initial killing rage, the Type 1 Lycanthrope will usually
  become somewhat docile (reacting as would any normal carnivore to hunger
  or being cornered), and prefer to go loping over the countryside to
  killing Ints. Type 4, on the other hand, maintain the killing rage until
  they change back. When the full moon or the magical effect leaves, then
  the character once again experiences the Transformation Pain for 20
  melees before reverting to the normal form taking 2-12 subdual points in
  the process.
  Unlike the types 1 and 4, type 3's will simply attack in a berserker
  manner at some random point during the night.
  During the attack, the Type
  3 will use tooth and nail (doing 1-4 each) and will be able to attack at
  2xs speed and damage.
  The duration of this berserker rage will either
  last until the victim is killed or the Type 3 will lose 1 STR per 5 Melees
  of the rage.
  (Damage plusses should be decreased appropriately). Should
  anyone interfere with the rage, then that person will instantly become the
  new target of the attack.
  The Type 2 Lycanthropy is controllable, and the transformational details
  are basically the same for Type 2A and 2B.
  As the category would suggest,
  this type of Lycanthropy is controllable, though not necessarily easily. To
  
  be~in with, there is a considerable amount of control that must be learned
  before the player is considered proficient at transformation and Transfor-
  mation Time and Pain are part of this control. The base chance of a novice
  Type 2 Lycanthrope being able to transform himself is 5%.
  Each successful
  transformation, in a battle situation, adds
  .5% to the base rating.
  It is
  almost always possible to change in a peaceful environment, but true
  control requires learning how to change under stressful conditions.
  Through
  practice, one may also learn to decrease both Transformation Time and Pain.
  Though these terms are related, the Pain being dependent on the Time, they
  are not the same. Under normal circumstances, base Transformation Time is
  20 melees, while base Transformation Pain duration is 21 melees (Pain dura-
  tions always being 1 melee longer than Time, except in highly trained indi-
  viduals). For each 10 transformations, in a combat situation, both times
  are decreased 1 melee, until Transformation Time is equal to 1 melee. The
  minimum Transformation Time is 1 melee, though Transformation Pain duration
  may go to 0 melee.
  The Were-form is maintainable for 1 hour per 20 success-
  ful combat transfomnations at which point one experiences an involuntary
  Transformation causing 2-12 subdual
  poin~s.
  It is also useful to remember that Lycanthropes Types I, 2, and 4 are
  caused by actual morphological shifts in the Lycanthrope's body and, as such,
  are subject to psionic interference (i.e. NEURO-TELEPATHY, PROJECTION).
  A number of different Type 1 and 2 Lycanthropes and their damages
  (based upon a 2-meter baseline) are listed below. Not all the types of
  .
  Lycanthrope are possible in a given area, and may need to be redetermined,
  but remember that, in the case of Type 2s, the Lycanthropic trait is
  inherited, and one's ancestors might have moved inland or to the water since
  the disease was first contracted.
  %
  Name
  D"mage by Claws
  Bite
  Special
  AC
  01-04
  Alisaurus
  1-4 foreclaws
  1-6
  1-4 by tail
  7
  1-6 hindclaw
  05-10
  Barracuda
  ------------
  1-6
  -----------
  7
  11-16
  Beetle
  3/1-2
  1-4
  -----------
  5
  17-20
  Deer
  2/1-3
  1-4 by antler
  7
  21-22
  Eagle
  1-8
  1-6
  ------------
  7
  23-30
  Gull
  1-4
  ------------
  7
  31-32
  Lion
  2/1-4
  1-3
  -_._---------
  7
  33-40
  Lizard
  2/1-3
  1-4
  1-4 by tail
  7
  41-42
  Lobster
  2/1-8
  1-4 by tail
  5
  43-44
  Octopus
  1-4
  1-10 by Con.
  8
  47-48
  Pteradactyl
  1-4
  1-8
  ------------
  7
  49-56
  Rat
  1-4
  1-4
  ------------
  7
  57-58
  Saber-tooth
  2/1-4
  1-8
  ------------
  7
  59-66
  Serpent
  (01-75)
  -----------
  1-4
  1-8 by Con.
  7
  (76-00)
  -----------
  1-4 (P)I-6 by Con.
  7
  67-68
  Shark
  ----_._------
  1-8
  1-4 by tail
  6
  69-74
  Spider
  (01-75)
  ------------
  1-6
  Web
  7
  (76-00)
  ------------
  1-6 (P)Web
  7
  75-76
  Squid
  ------------
  1-6
  1-10 by Con.
  8
  77-78
  Tiger
  2/1-4
  1-3
  ----------
  7
  79-84
  Triceratops
  -------------
  1-4
  2/1-6 by horn
  6
  85-86
  Wasp
  2/1-2
  1-2
  1-2 Sting (P)
  6
  87-94
  Wolf
  1-2
  1-4
  -------------
  7
  95-98
  Wolf Hound
  1-2
  1-6
  ------------
  7
  98-00
  Wolverine
  2/1-4
  1-6
  ------------
  7
  15
  
  Acupuncturist
  Armour Worn: Robe
  Weapons Used: Staves
  Hit Dice Size: 4
  Minimum Stats: STR 12
  DEX 15
  PSI 90
  occupations
  Base EP:
  2500
  16
  Description:
  This is a class of Ints who have specialized in the science of
  Acupuncture.
  By careful application of this science, the Acupuncturist
  is able to induce tremendous feats of healing and modifications of the
  normal body functions.
  However, in addition to their healing, they are
  also capable of using their knowledge to cause considerable damage.
  The basis of the Acupuncturist's powers lies in the study of the flow
  of Pranic energies through a creature's body. A creature with a balanced
  flow of Pranic energies is in good health. A creature whose flow is
  imbalanced is either physically or mentally ill. The Acupuncturist's
  skill lies in manipulating these energies.
  In the beginning of learning,
  (levels 1-6) the Acupuncturist manipulates the Pranic flow from knowledge
  learned from his teacher.
  Between levels 7 and 12, he may detect the
  Pranic flow by touching the subject.
  Finally, the Acupuncturist is able
  to sense the Pranic flow (levels 13 and up).
  The Acupuncturist's powers are quite varied.
  At first level, he is
  able to increase the efficiency of healing lxs per 3 levels.
  At 4th level,
  he is able to begin to cure curses at 1 LoE of curse per 2 LoE and insanity
  at 5% per level.
  At 6th level, he begins to be able to induce certain
  psychological changes in the subject. (i.e. insanity, depression, elation,
  increased strength, increased speed, etc.).
  The purely psychological changes
  stay for 2 days per Level, while the psycho-physiological changes stay
  for
  1 hour per level.
  Extended use of these techniques can cause a permanent
  imbalance in the Pranic flow (5% per day used.
  At least one week must
  be allowed for recovery), which, in the case of the psycho-physiological
  response, can cause a burn-out of the subject (100%-8% per CON + 5% per day).
  A burn-out can result in death at 100%-8% per CON + 5% per day, otherwise
  it results in complete exhaustion for .5 days per day stimulated.
  The Acupuncturist's skills may also be used in combat. He knows the
  pressure and the prana points of the body and how to apply the proper
  stimulus to them. The following chart shows the Acupuncturist's damages if
  he hits:
  001-080
  1-4 Damage points per 2 levels.
  081-090
  Stun 1-4 melee per 2 levels
  091-110
  Knock out
  111-120
  Kill
  This is rolled from 1-100 and 2% per level is added to that number.
  The last three effects are caused by creating a sudden stoppage of the
  Pranic flow through part of the victim's body.
  In its more subtle form,
  this method may be used to permanently stop Pranic flow through a part of
  the body (5% per level).
  For more delicate situations, the Acupuncturist must use a collection
  of specialized needles to have an effect. For combat, the hands suffice
  nicely.
  Acupuncturists are nbt required to worship any gods, nor do they have
  any particular alignment.
  The Acupuncturist's special skills are as follows:
  
  Barehand Damage:
  1-4 Damage per level
  Hit: +1 to Hit per 4 Levels
  Healing Efficiency: lxs per 3 level
  Cure Curse:
  1 LoE of Curse per 2 LoE (starting at 4th Level)
  Cure Insanity:
  5% per LoE (starting at 4th level)
  Create Psycho/Psycho-physiological Change : 2 days per LoE 2
  Attacks:
  1 Attack per melee per 5 levels
  Amulet Maker
  Armour Worn: Robe
  Weapons used: Knives
  Hit Dice Size: 6
  Minimum Stats: STR 16
  Base EP: 2000
  Description:
  This is a class of Ints who specialize in making protective devices.
  These protective devices are normally known as amulets.
  The production
  of an amulet requires different methods, depending upon the type.
  The
  different types of amulets are mainly differences in the fine tuning of
  the amulet. The basic manner of construction requires the following steps:
  1)
  Selection of the basic material.
  This material must be worked by
  the Amulet Maker and so, the more workable., the better.
  Another consideration
  is that the amulets are partly sympathetically magic and the appropriate
  material is chosen for its sympathetic qualities.
  2)
  The base material must then be worked.
  On to each amulet blank
  must be worked the matrix representation of the inverse of the spell that
  the amulet is being made to counter.
  3)
  Finally, the amulet must be activated.
  This requires 1 week per
  level of the spell -1 day per level of the Amulet Maker.
  All types of amulets follow these rules for their construction.
  The
  difference lies in the fine tuning of the inverse spell matrix of the amulet.
  When an amulet is constructed, the Amulet Maker may choose its Level of
  refinement ranging from very broad response to a specific magic-user's
  spell.
  The types of specificity and their efficiency are listed below.
  General Specification
  40%
  Profession Specification
  70%
  Personal Specification
  70%
  God Specification
  95%
  These efficiencies are the chances that the amulet will work when a
  spell is directed against them. They are increased 2% per level of the
  Amulet Maker and decreased 2% per level of the spell being directed against
  it.
  Amulets are always activated.
  Should the SP of the spell be greater
  than the SP of the Amulet, then there is a effect for the spell equal to
  the effect of that spell -
  the SP of the amulet.
  Also to be considered is
  the fact that there is a 5% per excess SP (overloading the amulet) of the
  amulet being burned out.
  If an amulet is to be made against a god or person,
  then the Amulet Maker must have an object that carries that God or person's
  personal aura.
  What the Amulet Maker does is to construct an object with the inverse
  matrix representation of the given spell or effect constructed on or into
  it.
  This simply cancels out part of the spell cast against it.
  The matrix
  may be built into almost anything (a common example is in medallions or
  belts).
  There are also some matrices that the Amulet Maker Learn, that may be
  reversed (this will happen 3 levels after the matrix is learned).
  The
  17
  
  imprinting of this matrix will create an object with that spell always
  active.
  (A way to make it active only part of the time is to make the
  matrix complete only by pressing in a button or so). The effect of the
  matrix is omnidirectional, and localized about the matrix. This allows
  one to create amulets of Strength, Fire, Confusion, etc. An Amulet Maker
  may also create amulets against monsters, venoms, etc., but this will take
  a considerable amount of research (Judge's discretion). Also, the Amulet
  Maker will find it necessary to keep a notebook of matrices unless his INT
  is greater than 15. The Amulet Maker may learn five matrices per level, and
  any other he discovers, pays for, or researches. Amulets must always be
  paid for (see the section: The Creation of Magical Items, from A Compen-
  dium of Magic Items).
  The Amulet Maker has no requirements towards Gods or alignment.
  Astr~er
  ur Worn: Robe
  Weapons Used: Knives
  Hit Dice Size: 4
  Minimum Stats:
  INT 15
  WIS 13
  Base EP: 2000
  18
  Description:
  The Astrologer is a class of Ints who spend much of their time studying
  the stars, their effects on Ints, and their effects on nature.
  This study
  allows the Astrologer to learn to manipulate certain stellar forces to create
  a number of potent effects.
  The stellar forces are so pervasive, that the Astrologer can use most
  of his abilities anywhere.
  However. the Astrologer should build a 'workshop'
  in s place where the stellar forces are more easily accessable and powerful
  (normally on a high mountain peak, etc.), if he does, he can actually double
  the effects of his abilities and his spell points as long as he remains in
  his workshop.
  The Astrologer 'binds' the stellar energies to produce his various
  spells. Though normal spell use produces only temporary effects, the
  Astrologer can bind energies in a more permanent manner, if he wishes to
  take the time.
  The effects of this spell still have the same potency, but
  the duration is quite long.
  This use of the spell may be effected by
  spending 1 day per level of the spell, binding the energies.
  The major
  problem with this method is that this type of spell use depletes the
  surrounding area of the particular type of stellar energy that is being used
  by the spell. This means that that particular spell cannot be used within
  1 meter per level of the 'permed' spell.
  One of the more potent special abilities of the Astrologer is the ability
  to analyze the stellar forces that influence a person. Once this is done,
  any spell cast at the
  'known person' is five times as effective.
  This
  analyzation process takes about 25 months- 1 month per level of Astrologer's
  constant observation, for the alloted time, and the Astrologer must have a
  complete set of instruments and texts for the task.
  An Astrologer has no need to worship any gods and normally avoids doing
  so. They also have no particular requirements for alignment.
  
  ~
  Armour Worn: Leather (Sometimes silent Chainmail)
  Weapons Used:
  Sword, Axe, Staff, and Knife
  Hit Dice Size: 6
  Minimum Stats:
  DEX
  10
  CRA
  14
  (MAG
  95)
  Base EP: 1800
  Description:
  This is a class of Ints who specialize in collecting, singing, and
  creating folk-songs, poems, ballads, etc. To do this, they are often
  found wandering about the country-side with an instrument or two in
  their packs, or at banquets, providing the music.
  Because of his musical talents, the Bard can captivate audiences,
  eventually learning to manipulate their emotions as fluently as the
  strings of his instrument. It is this that is meant by the Bard's
  Charm ability; his Charm is useless against a determined opponent.
  Still, because of his talents, the Bard betters the mood of many
  parties meeting with him.
  Not being able to rely entirely upon the charms of his musical
  skills, the Bard also learns to fight. In fighting ability, the Bard
  is about the same as the Tracker. The restrictions on the types of
  armour Which may be worn by a Bard are mainly a matter of aesthetics.
  Bards in Platemail simply never make it. Silent Chainmail is allowed
  because moving in it won't cause any noises to disturb the Bard's
  playing, and because it can be hidden under his clothing. The Bard's
  choice of weapons is also for aesthetic reasons.
  Once a year or so, the Bard should travel to one of the Guild Halls
  to turn over any new songs, ballads, poems, etc. which he has learned
  over the past year, for a fee (15 GP/Poem, 25 GP/Song, 45 GP/Ballad,
  100 GP/Epic Poem, etc.). The Bard can also pick up a number of songs,
  etc. at the Guild Hall.
  Occasionally, Bards are magical as well. These are known as Rune
  Bards. Because of this, these Bards are able to utilize Rune-Words
  in their poems, songs, etc. The Rune-Words are words causing a special
  effect and using GSP (Genetic Spell Points) in the process. Usually
  the Bard will hide his Rune-Word in with a number of others to prevent
  others from learning them. The following are several of the Rune-Words
  and the levels at which they may be learned:
  Anger - 6th Level - This word allows one to cause anger in one
  person per LoE per GSP.
  Berserker Rage - 8th Level - This word allows one to cause a
  berserker rage in one person per LoE per GSP.
  Blindness - 8th Level - This word allows one to blind one person
  per two LoE per GSP.
  Calm - 4th Level - This word allows one to calm one person per
  LoE per GSP.
  Coma -
  10th Level - This word allows one to cause a coma in one
  person per LoE per GSP that will last (1 day per LoE)
  2.
  Courage - 6th Level - This word allows one to instill courage in
  one person per LoE per GSP.
  19
  
  20
  Cure Insanity - 10th Level - This word allows one to cure many
  types of insanity in person per esp.
  Deafness - 8th Level - This word allows one to cause deafness in
  one person per LoE per esp.
  Death -
  16 Level - This word allows one to cause one person per
  LoE per esp to die.
  Despair - 6th Level - This word allows one to cause despair in
  one person per LoE per esp.
  Fear - 4th Level - This word allows one to cause fear in one
  person per LoE per esp.
  Forgetfulness - 4th Level - This word allows one to cause forget-
  fulness in one person per LoE per esp.
  Heal - 4th Level - This word allows one to double or triple the
  healing rate of one person per LoE per esp for one day per LoE.
  Hope - 4th Level - This word allows one to instill hope in one
  person per LoE per esp.
  Insanity - 8th Level - This word allows one to cause insanity in
  one person per LoE per esp. If directed against only one person,
  the effect will last for (1 day per LoE)
  2 per esp.
  Life -
  18th Level - This word allows one to call a body and soul
  back to
  ~ife that have not been dead more than one hour. Subject
  returned to life with 1 Damage Point.
  Remembrance - 4th Level - This word allows one to cause remembrance
  in one person per LoE per esp.
  Reverse - 4th Level - This word allows one to neutralize the
  effects of another Rune-Word. It neutralizes one LoE per esp.
  Sleep - 4th Level - This word allows one to cause one person per
  LoE per esp to sleep.
  Sorrow - 2nd Level - This word allows one to cause sorrow in one
  person per LoE per esp.
  Wakefulness - 4th Level - This word allows one to cause one person
  per LoE per esp to remain awake.
  Unless specified otherwise, these Words have a 25% + 5% per LoE -5%
  per Victim's Level chance of success, and the effects will last for
  1 half-hour per LoE. If said another time, the chance of success
  doubles, and the time is doubled. The effect of a Rune-Word may be
  fought, which subtracts 5% + 5% per (CON - 15)/2, or may be submitted
  to, which adds 5% +5%/«CON - 15)/2) to the chance of being affected.
  
  Cleric
  Base EP:
  1800
  Armour Worn: Robe
  Weapons Used: Staves, Clubs, Whips
  Hit Dice Size: 8
  Minimum Stats: WIS 12
  Description:
  This is a class of Ints who endeavor to learn the ways of the universe
  by paying homage to the gods. By entering into the worship of a particular
  God, the Cleric draws power from that God. In addition to drawing power,
  the Cleric will have ceased being a separate creature from his God, and
  will instead become an aspect of that God on the Material Plane. This will
  not change the Cleric's ability, but there is a gradual shifting from the
  character's original
  vagranc~s to the God's vagrancies. This, of course,
  means that no Cleric may become a God, but only part of a God upon
  undergoing the Rites of Godhood.
  To progress up each level, the Cleric must commune with his God first.
  This is done by either building an altar or by making one's sacrifices
  at an already established temple (of course, at higher levels, one is
  supposed to think about building a temple, anyway). The Cleric must con-
  tinue his sacrifices until the God is in the best mood possible and, there-
  fore, grants him new powers. The sacrifices vary from God to God, but
  they all increase with increasing levels. Some Gods may even set a task
  or Holy Quest at each level instead of progressively more sacrifices.
  The
  Cleric has the ability to Summon Aid at 5% per level.
  Clerics get
  their powers from the gods, so the number of spells allowed to them per day
  is governed by their god's mood and their level.
  The chance of the Cleric
  casting a spell is 50% + 10% per level -10% per try.
  If the Cleric is below
  0% then it may still try to cast a spell, but he will require a mood roll
  of d12-1 per turn.
  The Cleric takes on the essence of his God, so he must necessarily be of
  the same alignment as his God.
  In addition to this, the Cleric has certain other abilities.
  The first
  of these, is the ability to turn creatures of an alignment opposed to theirs
  or control creatures of a similar alignment.
  Both of these abilities occur
  at 100% +5% per level -5% per 10% of monster's EP.
  The second is the ability to
  bless objects.
  They may bless ( 1 object per week per level) 2 at a 35% + 5%
  per level chance of suceeding.
  This blessing will allow the object to hit as
  though it were magical (at +1 per 4 levels of the cleric) and will cause
  special damage to certain animals that are said to take damage in this
  manner (e.g. Holy Water).
  A Cleric has the following special abilities:
  Damage: +1 Damage per 3 levels.
  21
  
  Crimson Seeker
  Armour Worn: Any
  Weapons Used: Any
  Hit Dice Size:
  10
  Minimum Stats: STR 14
  CON 14
  PSI 90
  Base EP:
  1200
  22
  Description:
  This is a class of Ints who have combined the elements of a Warrior
  with psionic abilities.
  Crimson Seekers may wear any kind of armour and
  use any kind of weapon. They will usually try for the best armour they
  can obtain (Legally or otherwise).
  Like the Warrior, the Crimson Seeker
  tends to rely a bit more upon strength than skill and, thus, does slightly
  more damage, but it is not as accurate.
  Because of., and in addition to, the Seeker's psionics, the Seeker
  eventually gains the ability of Soul Armour.
  This ability, gained once the
  Seeker gains TELEKINESIS, allows the Seeker to produce a kind of Telekinetic
  armour around his body (-1 AC per unit energy). In addition, the shield
  forms around the Seeker's hand or weapon and increases its damage (+1 per
  unit energy). The unit energy spoken of here is 10 PSP -1 PSP per LoE, used
  per melee to create the Soul Armour.
  In addition, the Soul Armour absorbs
  1 HD of energy damage per unit energy.
  Crimson Seekers, while not required to do so, sometimes worship a god.
  If a Seeker should honor a God faithfully through eight levels, without
  going to any other god, except under extreme duress or enchantment, the god
  may deign to become the Seeker's Patron Deity (50% + 5% per level thereafter).
  If this should happen,
  then the Seeker will be allowed to summon aid at
  5% per level.if in dire need.
  Unless the Seeker has a patron deity or is trying for the favor of a god,
  there is no restriction on his alignment. Also, only Seekers without patron
  deities may become Gods in the Rites of Godhood. Those with patron deities
  become demi-god retainers of their patrons.
  In addition to the normal type of Seeker, and as the Warrior, there is also
  a sub-class called Scarlet Seekers. These Seekers always honor and may gain
  a patron deity after five levels of service. These Seekers disdain any armor
  other than Leather, trusting their deity and minds to aid them. There are two
  phases to the 'Scarlet Haze.' The first is the analog of the Berserker state,
  where the Seeker attacks at twice speed and damage as well as being four off
  on AC. The second is the psionic phase in which the Seeker constantly strikes
  his opponents with triple-strength MIND BLASTS. The Seeker is able to maintain
  this state for 10 melees per level or until his PSP runs out before becoming
  completely exhausted. The Scarlet Seeker may enter the Scarlet Haze once per
  day. In this state, the patron deity (once the Seeker has one) may deign to
  subtract 1 - 4 AC for the rest of the battle
  (5% per level). The Scarlet Haze
  ~tate is entered willingly and the Scarlet Seeker otherwise fights like a
  Crimson Seeker.
  Seekers have the following special skills:
  Damage: +1 Damage per level
  Hit: +1 to Hit per 2 levels
  Defense: -1 AC per 3 levels
  
  Demonist
  Armour Worn: Chain Mail
  Weapons Used: Any
  Hit Dice Size: 8
  Minimum Stats: WIS 18
  CUN IS
  MAG 90
  Base EP:
  1800
  Description:
  This is a class of Ints whose efforts in life are devoted to attempting
  to become demons. To do this, the Demonist swears himself to one of the
  Demon Lords. In exchange for his loyalty, the Demon Lord imbues the
  Demonist's body with certain physical and/or mental changes. These changes
  become more prominent with time. Though the effects of these changes may
  be magical, they are not spells, and most are usable only 4 times a week
  + Level. There is only a 25% chance of gaining any given specific change.
  The Demon Lord is able to instantly deprive the Demonist of any magical
  abilities (this does not include any body changes). Also,the Demonist
  finds himself with a mental block that keeps him from doing any violent
  act against his Lord. The Demonist may be summoned to aid the Demon Lord
  on occasion.
  In addition to the Demonist's magical abilities, he must also have
  learned some form of martial art. The most commonly adopted martial art
  form is that of the fighter (this, however, depends on one's Stats).
  As the Demonist gains greater and greater levels, he becomes less and
  less human. The changes that the Demonist exhibits depend on the Demon
  Lord worshipped. In addition to the physical.changes, the Demonist also
  becomes more eligible to be summoned to the aid of the Demon Lord. This
  aid may take many forms: The Demon Lord desires an object, and the Demonist
  must fetch it; a fellow Demon or Demonist has gated for aid, and the Demonist
  is summoned as the aid; etc. This happens on the average of once per 3
  months per level over 8th. A Demonist may be made to do this to pay the
  Demon Lord back for his aid. There is a 3% chance of this happening at any
  given Level.
  One thing about the Demonist is that he cannot simply quit being a
  Demonist. If he should attempt to do so, then his Demon Lord will bring up
  predicaments that will try the ex-Demonist until he attempts to summon
  aid from his Lord, for which the ex-Demonist's soul will be demanded (the
  swearing only offered the Demonist's services, not his soul). During this
  time, no other god will aid the ex-Demonist. The only true and good way
  to get out of a Demon Lord's service is to become a repentant Demonist.
  Becoming a repentant Demonist requires that the Demonist attempt to com-
  pensate for his evil deeds (if any). Each time the Demonist performs a
  deed truly worthy of redemption, he loses one of his special Demonic
  abilities. When he has lost them all and done one last act, he is con-
  sidered redeemed. However, each time he performs an act that is worthy of
  a Demonist, he gains back one lost ability. To aid him in his search for
  redemption, the Demonist gains one special ability: whenever he should
  see a Demon of any kind, he will attack in a berserker rage. This means
  that he can do double damage, attack at twice speed, and loss 4 of AC.
  The rage is sustained for 10 melee per ability lost, or until all the
  Demons are dead. At this time, all attacks are considered magical whether
  a magical weapon is used or not. If the Demonist should die in one
  of these battles against overwhelming odds, he is considered redeemed.
  23
  
  The Demonist's special abilities are as follows:
  Damage: +1 Damage per Level (if fighter)
  Hit: +1 to Hit perLevel (if Fighter)
  Defense: -1 AC per 3 levels (if Fighter)
  Gate in Demon:
  5% + 5% per level
  Magic Resistance:
  30% + 5% per level
  Summon Aid:
  2% per level
  Attacks:
  1 attack per melee per 6 levels (if Fighter)
  Dr"id
  Armour Worn: Robe
  Weapons Used: Knives, Clubs and Staves
  Hit Dice Size: 6
  Minimum Stats: WIS 12
  Base EP: 2000
  Description:
  This class of Ints is closely related, both in ability and power base
  to the Elemental Wizard.
  The Druid is a special type of magic-user
  whose
  spell use is similar to that of a Magus, but whose personality changes as
  a Cleric.
  Technically, the Druid does not worship any gods, but rather gains
  his abilities by gradually becoming more in tune with the forces of nature.
  Druids deal with the living forces of nature (i.e. plants and animals).
  The Druid can develop considerable power over these
  Livin~ creatures.
  Due
  to his respect and empathy with normal plants and animals, the Druid is,
  necessarily, a Medicine Hunter, as well. This means that, if the Druid
  kills.a normal plant or animal, it must be done with the proper ceremony
  and for a reason, else the Druid can be turned into a Suicide Tree for a
  length of time governed by the severity of the offense. Also, the Druid
  is obligated to disenchant and/or release any mistreated animals or plants,
  if it is possible.
  The Druid may summon aid (the form which this will take is that of a
  living creature).
  Only a Druid with an exceptionally high combination of
  WIS, INT, and CON (50) can become a God upon undergoing the rites of Godhood
  All others fade into the natural forces.
  Also Ints in this profession must
  be neutral in
  Ali~nment.
  Elemental Wizard
  Armour Worn: Robe
  Weapons Used: Knives, Clubs and Staves
  Hit Dice Size:
  6
  Minimum Stat: WIS 12
  MAG 90
  Base EP: 2000
  Description:
  This class of Ints is closely related, both in ability and power base,
  to the Druid. Elemental Wizards are a special type of magic -user whose
  spell usage is similar to that of a Magus but whose personality changes
  as that of a Cleric. Technically, the Elemental Wizard does not worship
  any gods but, rather, gains his abilities by gradually becoming more in tune
  with the forces of nature.
  Elemental Wizards deal with the elemental forces of nature. They can
  develop considerable power over the elements. Elemental Wizards do not
  kill animals or plants, out of deference to the Druids. They also have the
  ability to change their bodily form to temporarily become an elemental.
  This may be done for (1 melee per Level) 2 per day. The elemental form
  thus assumed has 1 HD per level, and does 1-4 per Level by hit.
  Elemental Wizards are also able to 'pass' through the elements (in the
  24
  casp of air, this means flying) for (1 melee per level) 2 per day with no
  ill effec ts .
  
  The Elemental
  Wizard may summon aid (the form which this will take
  is an Elemental).
  Only an Elemental Wizard with an exceptionally high
  combination of WIS, INT, and
  CON (50) can become a God upon undergoing
  the Rites of Godhood.
  All others fade into the natural forces.
  Also
  Ints in this profession must be neutral in alignment.
  Fighter
  Armour Worn: Scale Mail (Plate on occasion)
  Weapons Used: Any
  Hit Dice Size: 8
  Minimum Stats:
  STR 12
  DEX 12
  Base EP:
  1200
  Description:
  This is a class of Ints who use weapons with which to fight.
  They
  may use any kind of weapon and may use Plate Mail, although they usually
  prefer not to.
  The Fighter is a full powered fighter, but is one who
  prefers to use a good bit of skill as well as strength in fighting.
  For
  this reason, they do not do quite as much damage from sheer strength of
  attack, although they are as accurate as a Thief.
  Fighters, while not required to honor any Gods, do so on occasion.
  If a Fighter should honor a God through 8 Levels without going to another
  God for aid (except under duress or enchantment), the God may deign to
  become the Fighter's patron deity (50% + 5% per level thereafter).
  If
  this should happen then the Fighter will be allowed to summon aid at 5% per
  level if in dire need.
  Unless the Fighter has a patron deity or is trying for the favor of
  a God, there is no restriction on his alignment.
  Also, only those Fighters
  without patron deities may become Gods in the Rites of Godhood.
  Those
  with patron deities become demi-god retainers of their patron deities.
  Fighters have the following special skills:
  Damage: +1 per level
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Attacks:
  1 attack per Melee per 6 levels.
  FrQst Wizard
  Armour Worn: Robe
  Weapons Used: Knives, Staves, and Pole Arms
  Hit Dice Size: 6
  Minimum Stats: WIS 14
  CON 14
  MAG 90
  Base EP:
  1000 (1200)
  Description:
  This is a class of Ints who have already sworn their soul to one of the
  Ice Lords.
  The Frost Wizard has certain magical abilities in addition to
  their ability to fight.
  Some
  of the magical abilities of the Frost Wizard
  show up in their spells.
  They receive spells every third level and receive
  all spells there.
  These spells do not derive Spell Points from the Gods,
  but the god to whom the Frost Wizard is sworn can control the Frost Wizard's
  spell points if he goes against the God's Wishes.
  25
  
  26
  Another magical ability is the Cold Flame.
  This ability causes the
  Wizard's hand to erupt in an icy-blue flame for an amount of time deter-
  mined by the Wizard's Level. This flame can be made to freeze normal objects
  or souls, and it can also be made to radiate away from the hand, for either
  a diffuse or focused effect. While using the Cold Flame, the Wizard is
  immune to all temperature effects.
  It is usable 3 times a week + level.
  In addition to the Wizard's magical abilities, he is also able to fight
  like a Thief.
  The Frost Wizard's normal weapon is a type of Pole-axe and
  any magic item with a cold effect has its effects doubled when in contact
  with a Wizard.
  There is a class of Ints very closely related to the Frost Wizard, this
  is the Frost Warrior.
  The major differences are that the Frost Warrior
  requires a 15 or greater on STR, he receives a 10 sided Hit Die, and is able
  to fight like a Warrior. Aside from these things. the Frost Warrior is
  identical to the Frost Wizard.
  Both professions are required to swear themselves to one of the Ice
  Lords (one of the Cold related Gods) although this does not mean that either
  must worship his sworn Lord, as do Clerics.
  Alignment must be the same as
  th~
  ~worn Lords.
  The Frost Wizard's Spell Points and special abilities are as follows:
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Cold Flame:
  1 HD per level per melee (focused)
  1-4 Pips per level per melee (diffuse)
  Cold Flame Duration: 1 melee per level 2
  Cold Flame Range:
  1 meter per level
  The Frost Warrior's special abilities are as follows:
  Damage: +1 Damage per level
  Hit: +1 to Hit per 2 levels
  Defense: -1 AC per 3 levels
  Cold Flame:
  1 HD per level per melee (focused)
  Cold Flame Duration: 1 melee per level 2
  Cold Flame Range:
  1 meter per level
  Geo-Sage
  Base EP: 1800
  Armour Worn:
  Robe
  Weapons Used: Knives, Staves and any stone based weapon
  Hit Dice Size: 4
  Minimum Stats: INT 13
  MAG 90
  PSI 90
  Description:
  This is a class of Ints who have specialized in Earth Magic. The
  ground produces a magic of its own and that magic manifests itself in
  stones.
  It is this magic that the Geo-Sage taps.
  They learn to use these
  magical stones and release some or all of their energies. This is done by
  certain mental exercises which may be learned from an instructor, or they
  can be learned on one's own. If one learns from an instructor, he learns to
  activate 1-5 stones per level.
  In this course, one must provide his own
  magical stones that are to be used (usually 2-6 stones), and pay the instruc-
  tion fee of 2000 Gold pieces per stone and up, depending on the danger
  involved in activating the stone and the instructor's mood.
  If on the other
  hand, he attempts to learn to activate a stone on his own, he will succeed
  at 5% per month + 5% per successful activation.
  
  Again, he must provide his own stones (note: Stohes are fully discharged
  until he activates them with 100% activation, at which point he has learned
  to control the amount of energy released).
  The Geo-Sage is more in tune with these magical stones than others,
  so he is able to locate a stone of the given type and determine the magical
  nature of any given stone, if it has any.
  They are able to 'artificially'
  magic 1 stone per week at 10% per level.
  This gives the stone a randomly
  determined ability from magic, psionics, or tracking (for more on this, see
  Magical Stones). Finally, the Geo-Sage can add primitive magic to any stone
  weapon he uses. This gives him pluses in Hit and Damage when using stone
  weapons.
  There is no necessity for the Geo-Sage to worship any god, though the
  option is open to him.
  There is also no restriction on his alignment
  though it will tenj towards pure neutral just as are most of the rocks.
  The Geo-Sage's special abilities are as follows:
  Hit: +1 per 3 levels
  Damage: +1 Damage per 3 levels
  Use of 1-5 Stones per level
  Locate Stone:
  5% per level (for a given type only)
  Determine Nature of Stone:
  7% per level
  Healer
  Armour Worn:Robe
  Weapons Used: None
  Hit Dice Size: 6
  Minimum Stats:
  STR 14
  DEX 14
  PSI 90
  MAG 90
  Base EP: 2000
  Description:
  This is a class of Ints devoted to healing.
  They never carry offensive
  weapons and they carry only staves, to help defend themselves.
  While this
  leaves them open to attack, it also serves notice of their profession.
  If
  the need should arise, the Healer may use any weapon to defend himself (only!),
  though it should be discarded at the first opportunity. When defending, the
  Healer uses his staff to parry blows. The Healer's Staff has special properties
  to be discussed in a separate section.
  The special aura about the Healer causes monsters not to attack him,
  (and only 40% of the semi-Ints). Any Int attacking him takes a great
  chance that most would prefer to avoid. Should anyone kill a Healer with-
  out good reason, the death of the Healer imparts a curse upon the killer
  or killers that requires 1 FULL WISH per level of the Healer to counter.
  Note: The reason that this curse is so feared is that it is designed to
  keep the Victim alive
  .
  In addition to these other abilities, the Healer has some capabilities
  in healing. If a Healer wishes to, he can heal (by utilizing some of his
  own CON). The CON used is then subtracted from the Healer's normal
  manner. After seventh level, the Healer gains the ability to occasionally
  raise the dead to life. The Healer may try to raise a person only once,
  and must attempt it within 5-10 minutes of death, or the Victim will be
  mindless or dead. One problem is that this will drain away all of the
  Healer's CON. Also, the Healer may 'steal' STR from another person. When
  this is done, the Healer gets 1 CON per STR point stolen.
  27
  
  28
  The Healer has no requirements as far as alignment or gods though
  there is a tendency towards neutrality.
  On occassion, a god may take an
  interest in a particular Healer (usually a God of Healing) once the Healer
  is above 8th level•. The Healer involved may choose whether or not he will
  accept the God's aid. If he does, then he will become an apprentice to
  that god, and may occasionally ask for aid in Healing or raising the dead.
  This aid is available 1 per week per Level. In the Rites of Godhood, the
  apprenticed Healer has a 5% chance per WIS point of becoming a retainer
  for that god, if he survives. If he survives and doesn't become a retainer,
  he becomes a god, affilitated with, but separate from, his former master.
  The Healer's special abilities are as follows:
  Defense: -1 AC per 5 levels (-1 AC per 2 levels with staff)
  Heal:(l Damage point per CON per level) 2 per day
  Raise Dead: 25% + 5% per level over 7th
  Drain STR: 1 STR per level per touch
  Summon Aid: 20% + 5% per level over 8th
  (Apprenticed Healers only)
  Healer's Staff
  This staff is an outcome of one of the Healer's abilities. At third
  level, the Healer goes into a forest and selects a tree of proper dimensions
  to be a staff. The Healer then must visit the tree once a day for 3 solid
  weeks and pour all his CON into the tree. This causes it to slowly mutate such
  that its branches will falloff and its roots become a tight ball.
  At the
  end of 3 weeks, the tree (now a staff) will, on command, lift out of the
  ground and alight in the Healer's hand.
  From this point on, the staff will,
  if physically possible come to the Healer's call.
  Basically, the Healer
  uses his staff to focus his powers.
  The use of it, doubles most of the
  Healer's powers (in the case of +5% per level abilities, it makes it +10%
  per level).
  The staff is 'alive' but is AC O.
  Should it be destroyed, the Healer
  must start over again with a new staff.
  The staff must be 'fed' once a
  year.
  From then on he must take off for three week of the year to 'feed'
  the staff as he did when it was originally formed.
  After the tenth feeding, the staff gains the ability to go ethereal on
  command for 1 melee per feeding above tenth level.
  After coming into the
  normal plane, the staff must stay there for as long as it was on the
  ethereal plane.
  
  Historian
  Armour Worn: Leather
  Weapons Used: Knives, Staves, Swords and Clubs
  Hit Dice Size:
  6
  Minimum Stats: INT 13
  DEX 12
  Base EP: 1500
  Description:
  This is a class of Ints who attempt to learn what they can of the
  history of whatever strikes their interest.
  This means that they may be
  studying in a library one month, working at an archeological dig the next,
  or recording the history of a village the next. All this gives the
  Historian a wide range of skills.
  The Historian's second most important skill (staying alive is obviously
  the first) is that of Legend.
  Legend allows the Historian to know of a
  number of things(i.e., Artifacts, cities, ruins ... ).
  However, it is
  impossible for anyone person to know everything and so, even with his books,
  the Historian must sometimes depend upon a library for information.
  This
  increases the possibility for finding a given piece of information to 50%
  (-5% per previously searched library (down to 10%).
  The score is never
  higher than this for a general library.
  If the Historian should find a
  library with a specialization in a particular area, the chance of finding
  what he wishes there can range up to 97% (-5% per previously searched library).
  There is also a 70% chance -2% per level that the information the Historian
  is looking for is in a language unknown to him.
  The Historian has no requirements to worship a god,
  though he may
  do so on occasion. The Historian also has no requirements as far as
  alignment goes, though there is an obvious preference for law.
  The Historian's special abilities are as follows:
  Hit: +1 per 2 levels
  Damage: +1 per 3 levels
  Legend:
  2% per level
  Pick Pockets:
  30% + 5% per 2 levels
  Open Locks:
  25% + 5% per 2 levels
  Find/Remove Traps:
  20% + 5% per 2 levels
  Move Silently:
  15% + 3% per level
  Hide in Shadows:
  10% + 5% per 2 levels
  Hear Noise:
  10% + 2.5% per 2 levels
  Climb Walls:
  80% + 1% per level
  Read Languages:
  5% per level
  Detect Secret Doors and Panels: 25% + 7% per level
  29
  
  Description:
  This is a class of Ints that utilize their beauty to charm creatures
  of a similar race.
  Their charming skills are augmented by the Houri's
  use of magic.
  Most Houri magic requires physical contact (a kiss or the
  equivalent) but, as the Houri becomes more proficient, her magic even-
  tually begins to gain a distance (what is referred to as throwing a kiss).
  Also, since it is mainly mind control spell, the spells are normally
  quite effective though they are severely limited in the number of people
  they can affect with a given spell.
  She receives spells from a teacher to
  advance a level.
  Because of their lack of wide range use of spells, the Houri learns
  to fight, rather effectively, with small weapons, and to avoid fights
  when necessary. Though it is technically possible for a Houri to fight
  with something other than a small weapon, the larger weapons normally
  subtract from 15 to 25% from the Houri's charm. because of the vicious look
  of the weapon.
  Thus it is that only high level Houris (10th level at least)
  and ones from the war-like races,
  (from whom it is expected) carry larger
  weapons.
  The one magical ability that the Houri does have that has wide range
  effects is her Charm.
  The Charm works on any creature of a race related to
  the Houri (non-corporeals can often affect any race, and will affect any
  susceptible Int of an opposite sex, within the range of the charm. The Houri
  releases her charm and then must concentrate to maintain it.
  Once a creature
  is charmed, he stays charmed until the Houri's concentration is broken. All
  those not initially charmed must check to see if they are charmed in each
  successive melee. Note: It is possible for the Houri to cast spells while
  charming if the effects of the spell are similar in effect, otherwise there
  is too much splitting of concentration to maintain the charm.
  The charm
  will also work on the Houri's own sex, but its effects will not start until
  8th level.
  Though it is not very common, a male may choose to be a Houri.
  There are no requirements for the Houri to worship any god, though
  she may do so if she wishes. There are, likewise, no alignment requirements,
  and all the alignments are equally common among Houri.
  The Houri's special abilities are as follows:
  Hit: +1 to Hit per 2 Levels
  Defense: -1 AC per 5 levels
  Charm Other Sex: 50% + 5% per level -
  5% per victim's level
  Charm Same Sex: 50% + 5% per level -
  5% per victim's level (8th up)
  Charm Range:
  1 meter per level 2
  Charm Duration: 2 melees per level
  Move Silently:
  15% + 5% per level
  Strike from Suprise:
  20% + 5% per level (95% from behind)
  Hit for Suprise Strike: +1 to Hit per level
  Languages: 3 + 1 per level
  30
  !:!ill!.!i
  Armour Worn: Robe
  Weapons Used: Knives
  Hit Dice Size: 6
  Minimum Stats: INT 10
  DEX 13
  CRA 15
  COM 12
  Base EP:
  2000
  
  Kabbalist
  Armour Worn: Robe
  Weapons Used: Knives and Staves
  Hit Dice Size: 4
  Minimum Stats: INT 11
  CON 11
  Base EP: 2500
  Description:
  This is a class of Ints who believe that there are secret powers hidden
  within sacred writings of the gods and that, by careful study of these texts,
  they may be able to uncover and utilize these powers. Thus it is that many
  Kabbalists invest tremendous amounts of money and time in collecting texts
  and tomes so that they might discern some of these secrets. The Kabbalist
  must learn of the nature of his spells by study and practice. The chance
  that a Kabbalist has a spell is (2.5% per Level + 2.5 per INT)/ the Level
  of the spell/ 1,000 GP + 1 month spent looking for it. One may, on occasion,
  discover a spell of a higher level, but the use of this spell may (90%)
  cause some sort of adverse effect, or may do nothing (5%); the rest of the
  time, it will work.
  The time and effort that the Kabbalist puts into his work, lets him
  gain some added skills.
  The first of these, is the ability to see patterns
  and hidden things.
  This not only aids him in mapping out a dungeon, but
  allows him to locate traps and the like.
  It also allows him to predict
  forthcoming blows and to counter them. Also, it helps him to gain the
  gift of written tongues and riddles.
  Perhaps the most important skill of the Kabbalist is his ability to
  summon and/or control spirits.
  This is an ability that causes the Kabbalist
  to be rather highly respected.
  The summoning
  process is rather dangerous
  and should only be attempted in a place where one will not be disturbed.
  The chance of summoning the spirit is increased by previous meditation and
  preparation, but the maximum amount of preparation is equal to 1 hour per
  level of the Kabbalist. Once the spirit has been summoned, the Kabbalist must
  undergo Manitou Combat to determine if the spirit will obey the Kabbalist.
  If all precautions were taken, then the spirit should not be able to break
  through to the Kabbalist, even if he should lose the combat. If, however,
  proper precautions were not taken, then the Kabbalist will lose his life,
  if not his soul. Once the spirit has been conquered, it will serve one
  (though not faithfully) until it is dismissed. No conquered spirit may lie,
  but it may avoid the full truth. If the spirit was well treated, it may
  choose to aid the Kabbalist willingly, even after dismissal. If the spirit is
  of very low level, it may stay around as a servant. If it is rather high in
  level, and has decided to aid one because it respects one, it will send its
  aid on occasion and, if the Kabbalist is faced with a situation of heroic
  proportions, it may come to his aid and even bring along its servants.
  A Kabbalist almost always worships some god, and if he survives the
  Rites of Godhood will become a demi-god retainer of that god. There is,
  however, no restriction towards alignment except as regards the god being
  worshipped.
  The Kabbalist special abilities are:
  Hit: +1 to Hit per 5 levels
  Defense: -1 AC per 3 levels
  Languages: 2 Languages +2 per level
  Legend:
  15% + 5% per level, up to 95%
  Break Code:
  23% + 5% perlevel -
  5% per code difficulty
  Predict Lay of Dungeon:
  5% per level
  Summon Spirit:
  40% + 5% per level -
  5% per spirit's level +5% per hour
  of preparation.
  Controlled Spirits: 1 HD or level of Spirit per Level
  31
  
  Magus
  Armour Worn: Robe
  Weapons Used: Daggers and Staves
  Hit Dice Size:
  4
  Minimum Stat: INT 12
  Base EP:
  2000
  32
  Description:
  This is a class of Ints who heave endeavored to search out the magical
  secrets of the universe.
  Out of all the magic-using profession. the
  Magus is one of the only two exceptionally wide based professions.
  Magi
  draw their powers from the universe about them. focus it through their
  bodies. and then release it. In its released form. these energies become
  the spells used by all Magi.
  The Magus must learn his spells from either a Book of Spells or another
  Magus. If he learns his spells from another Magus, then he must pay the base
  fee of 1,000 GP + 1,000 GP per level of the spell (this applies even to learning
  spells from friends). The Magus will then be likely to start his own Book
  of Spells to relearn spells if he should lose a level, get amnesia, etc. All
  Books of Spells have a distinctive aura about them such that a Magus may
  recognize who owns the particular bOOK.
  \~nlS 1s detectable only to Magi
  and may be disguised by other magics.) The Magus may also write scrolls; these
  scrolls are magical and are primed to be discharged on certain commends. To
  make the scroll, the Magus must cast that particular spell into the scroll
  and bind it there. The catch of the binding may be made responsive to very
  precise stimuli or to very general ones (i.e. reading it). The cost of a
  scroll is 1.000 GP + 1,000 GP per level of the spell, and each spell in it
  is only good once. Note: Scrolls can also be made not to release at certain
  stimuli (i.e.
  the Magus who wrote it).
  The Magus has only one other special ability other then their spells,
  of which they have an INT * 2% chance of getting.
  This other ability allows the Magus to summon up a familiar after
  12th level.
  When the Magus reaches that level, he has a choice to make,
  he may continue his study of magic in the same manner as he has before or
  he may choose to contract himself to a god, angel, or demon.
  To do this,
  he must carefully research the summoning rites (usually taking 2-3 months).
  The Magus then selects a secluded place (he cannot afford disturbances of
  any kind).
  When all is in readiness, he may then attempt to summon his
  target. This will usually succeed at
  90% (adjusted due to disturbances and
  the mood of the summoned one). Once the summoned one arrives. the Magus must
  then bargain for his 'apprenticeship'. This will not always require the
  Magus's soul. but that depends upon the Summoned.
  If the Magus shows
  uncertainty, then there is a 60% chance that the summoned will leave in
  disgust or take the Magus's soul anyway. Once a bargain is struck, the
  Summoned will 'assign a Familiar (the type varying with the Summoned) to
  the summoner and depart.
  
  The Familiar thus gained is a fully intelligent creature, and will
  double both the number of spells a Magus may learn (including a few
  characteristics of the familiar,
  and these are already paid for) and the
  Magus' Spell Points. Should the familiar be killed, these advantages will
  disappear. The familiar can also understand one, and make itself under-
  stood by means of the very highly tuned telepathy between the user and
  the familiar. For this reason, the familiar can be sent out as a scout. One
  inherent problem with the familiar, however. is that, despite serving the
  Magus, its first loyalty is to its Master. For this reason, it may begin
  to work in unobtrusive ways to affect its Magus. Two common examples of this
  are: 1) The Magus is going against the desires of the 'Master' and must be
  either punished or warned,
  an~ 2) The 'Master' is unsatisfied with its end
  of the bargain, and uses the familiar to get the 'apprentice' Magus to
  offer more to the bargain. (This may be something like "I shall give you
  my soul if you save me!!") Finally, if the familiar is mistreated, it is
  likely to leave.
  While the Magus may worship a god, he does not draw his power from one.
  The Magi may be of any alignment, as this does not affect the nature of
  their spells.
  Martial Artist
  Armour Worn: Robe
  Weapons Used: None
  Hit Dice Size: 10
  Minimum Stats: STR 15
  DEX 15
  CON 15
  PSI 75
  Base EP: 2000
  Description:
  This is a class of Ints who are deeply involved in the concept of
  the balance of mind and body, Yin and Yang,
  Because of their training of
  their bodies, they have gained tremendous control over their bodies, and,
  among other things, have turned their bodies into living weapons. They
  do not use weapons, but their training has made such things basically
  useless, or at least less effective.
  Because of his efforts to train a balance and unity between mind and
  body, the Martial Artist opten picks up abilities which would seem
  mystical to an untrained person. These abilities are:
  Level 1 - Slow Body Function- This allows the Martial artist to slow his
  body functions down (lxs per Level) 2 for (2 days per level) 2.
  This is often
  a survival mechanism.
  Level 2 - See IR/UV- This allows the Martial Artist to see into the IR and
  UV ends of the spectrum at 35% + 5% per LoE.
  Level 3 - Vibrate- This allows the Martial Artist to vibrate his hands or
  feet at the resonance frequency of most stone and, thereby shatter .25 square
  meters of stone perLoE.
  Usable 3 per day + LoE.
  Level 4 - Resist Cold/Heat - This allows the Martial Artist to resist
  +/-20 degrees Celsius per LoE for .5 days per LoE.
  LevelS - Heal - This allows the Martial Artist to Heal at lxs
  efficiency per LoE. This is constantly active.
  Level 6- Lock Body- This allows him to lock part or all of his body in a
  particular postion for (1 hour per LoE) 2.
  The STR of the Lock is .5xs STR
  per 2 LoE.
  33
  
  there is more
  They are required
  concept of
  Level 7 - Sense Magnetic Field - This allows the Martial Artist to sense
  Magnetic Fields. This will allow him to "see" living creatures or magnetic
  objects in the dark at 35% + 5% per LoE.
  Level 8- Cold/ Heat Walk - This allows the Martial Artist to walk over
  areas of intense cold or heat for (1 melee per LoE) 2, without harm.
  Level 9 - Magnetic Vibration - This allows the Martial Artist to vibrate
  his bio-magnetic field in such a manner that, when combined with Vibrate,
  allows him to reach the resonance frequency of metal,· shattering .25 square
  meters of metal per LoE. Usable 3 per day + LoE.
  Level 10- Mind Shield - This allows the Martial Artist to distort 5 PSP
  per LoE from a Psionic attack.
  Active Constantly.
  Level 11 - Soul Walk - This allows the Martial Artist to travel in the
  soul alone for
  (2 melee per LoE)
  2. Travel is usually instantaneous, and he
  can travel on any of the Planes directly connected to the one on which
  he 'walks' his soul.
  The Martial Artist's training also includes considerable training in
  unarmed combat.
  This includes the following abilities:
  Hand Damage: 1-4 per 2 levels
  Kick Damage:
  1-6 per 2 levels
  Deflect Missile:
  1 missile per 2 levels per Melee
  Parry Weapon:
  35% + 5% per level -
  5% per attacker's to Hit plus
  Catch Weapon:
  10% + 5% per level -
  5% per attacker's to Hit plus
  The Martial Artist is able to use these abilities in any combination
  during combat and against several foes.
  The Martial Artist rarely worship gods, believing that
  worth in their training than in gaining the aid of a god.
  to be Neutral in Alignment.
  This is in keeping with their
  balancing Yin and Yang, good and evil, chaos and law.
  The Martial Artist's special skills are as follows:
  Damage: +1 Damage per level
  Hit: +1 to Hit per level
  Defense: -1 AC per 2 levels
  Move Silently: 25% + 7% per level
  Hide in Shadows: 25% + 7% per level
  Attack: 1 Attack per Melee per 2 levels
  Merchant
  Armour Worn: Leather
  Weapons Used: Sword, Axe, Mace and Knives
  Hit Dice Size: 6
  Minimum Stats: INT 11
  CHA 11
  Base EP: 1500
  34
  Description:
  This is a class of Ints that specialize in Trading and, on occasion,
  negotiating. Their basic ability lies in being able to communicate with
  another Int. In this, they have the ability to barter for objects and to
  convince people of certain aspects of tales told by the Merchant.
  No Merchant cannot, of course, depend entirely upon his skills at
  speaking.
  For this reason, they also tend to pick up a number of other
  somewhat useful skills.
  Most of these skills are those of a Thief, though
  of a lower level of experience (it is small wonder that they are often called
  Thieves).
  These skills include fighting, pick pocketing, picking locks,
  and languages.
  
  One of the things that the Merchant will often try to do is to find some
  unique product to sell to some buyer or to set up a trade route.
  A Merchant
  will often, unless he is already well established, take on assignments,
  to deliver or procure things for various customers. He must keep a constant
  ear open for information on who wants what, for this. Once a Merchant takes
  on an assignment, he is not necessarily required to fulfill any mission he
  takes on, but it does increase his business if he does so.
  The Merchant's special abilities are as follows:
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Appraisal Range: 50% -5% per level
  Suggestion:
  18% + 6% per level
  Command:
  45% + 5% per level -5% per victim's level
  Pick Pockets:
  30% +5% per 2 levels
  Open Locks: 25% + 5% per 2 levels
  Hear Noise:
  10% + 2.5% per level
  Speak Languages: 1 Language per 2 levels
  Necromancer
  Armour Worn: Robe
  Weapons Used: Knives
  Hit Dice Size: 6
  Minimum Stats: INT 15
  DEX 14
  Base EP:
  1800
  Description:
  This is a class of Ints who are devoted to the study of the nature of·
  Life and Death. The nature of the Necromancer's studies causes his skills
  to be neither entirely magical nor entirely scientific, but a kind of
  systhesis of the two.
  By this it is meant that the Necromancer, in his
  search, learns much of the functional nature of the body and soul. Though
  the secret of returning a dead body to life takes the Necromancer many
  Levels of life, he does learn certain other skills, such as healing,
  operating, re-implanting lost limbs, and the nature of Undeath.
  Among his other abilities, the Necromancer learns to raise dead bodies
  to Undeath, to imbue these Undead with special abilities, and to control
  them.
  He is able to simply animate 1 body per week per Level. If, how-
  ever, he should wish to add any special abilities to the creature, it
  will take increased amounts of time, depending on the ability. Fusing a
  spirit -
  1 week per level.
  Also, while the Necromancer may control all the
  non-Intelligent Undead that he creates, he must fight for control of any
  Intelligent Undead.
  His chance of winning this combat is (100% + 5% per
  level -
  5% per creator's level of controlling any non-Intelligent Undead.
  Intelligent Undead are controlled as if the Necromancer had created it.
  To learn to incorporate these special abilities into the Undead, the
  Necromancer must sit down for a period of time (dependent upon the ability),
  with a good library and laboratory at hand. Also, he must record all of
  his techiques for incorporation of abilities into a book of special abilities
  for his future references. There is also only a 5% per INT *.5 per try chance
  of success in this endeavor.
  In addition to the knowledge gained by the
  study of Necromancy, the chemicals and such that the Necromancer uses in
  these studies bring about a change in his general appearance.
  35
  
  Base EP: 2000
  36
  After 10th level, the Necromancer's skin begins to change texture and
  hardens considerably ( until it reaches -2 AC.)
  In addition, the Necromancer
  begins to take on a cadavorous appearance, unless he takes very good
  care of himself, and his eyes will start to glow fiery red in the presence
  of Undead, and he learns to 'see' Living or Undeads auras (i.e., it can
  see a Living creature in the dark) at 30% + 5% per level.
  The Necromancer has no hard and fast alignment requirements though,
  because of the controlled nature of nis studies, he may tend to align with
  law.
  On the whole, Necromancers bother with gods about as much as the
  average person.
  However, if the Necromancer is very good, then a God of the
  Dead may apprentice him at 13th level
  (15% chance). In this latter case
  the Necromancer will still become a God upon the Rites of Godhood, though
  it may tend to ally itself with its former Master.
  The Necromancer has the following special skills:
  Hit: +1 per 2 levels
  Defense:-l AC per level over 10th (to -2 AC)
  Raise Non-Int:
  20% + 5% per level over 2nd
  Heal:
  1-4 Damage points per level over 5th
  Summon Spirit: 20% + 5% per level over 8th
  Raise Int Undead:
  20% + 5% per level over 10th
  Raise to Life:
  20% + 5% per level over 17th
  Ninja
  Armour Worn: Usually Leather Armour
  Weapons Used: Any,
  though a Katana and or Knives are preferred
  Hit Dice Size: 6
  Minimum Stats: DEX 15
  STR 15
  CON 15
  TRA 75
  Description:
  The Ninja is a special type of Assassin/Thief, who, because he belongs to
  a semi-secret society, normally hides the fact that he is a Ninja, even
  from friends. The Ninja normally strikes at night when assassinating,
  though
  he need not do so. In addition to his other abilities, the Ninja learns
  to disguise himself so that the costume is effective against a facial glance
  at 5th level, a body glance at 8th level, psionics at 12th level, and
  magic at 16th level.
  As a group, the Ninja have been called the greatest fakers in history
  because of their ability to produce seemingly magical events. One of the
  major things that a Ninja uses is his katana and scabbard. The scabbard
  may be used as a breathing tube, the holding strap as a garrote, the guard
  to slide down wires and ropes, and the whole thing as a stand (i.e. between
  two branches of a tree, or over a hole). Several other abilities include the
  following!! !
  1) Fairy Fire - Seemingly dancing lights produced by the use of phosphorescent
  fires.
  2) Fireball - A fireball seemingly thrown from the Ninja's hand. Actually
  thrown oil ignited on touching the Ninja's Flaming Hands. Cause 1-10 + 1-4 per
  melee for 5 melees.
  3) Flaming Hands - Specially made asbestos gloves that are coated with
  flaming oil. Causes 1-4 by Touch - lasts 1-4 melees.
  4)
  Venomed Touch - these gloves may be treated with contact poison, or,
  if spines are put into them, dipped into normal poison.
  5)
  Rope Trick- Specially made gloves allow the Ninja to climb very small
  diameter ropes.
  At night,
  they simply seem to climb away into the sky
  because the rope is invisible.
  
  6)
  7)
  spreads
  Light - A seeming light spell caused by flash powder.
  Cloudkill - An exploding bag of choking or poisoned powder that
  into a cloud 3 cubic meters in size.
  They recieve the knowledge of how to construct one of these devices
  every level.
  Ninjas have no god whom they are required to worship but may do so,
  if they wish.
  Ninjas may also be of any alignment.
  The Ninjas have the following abilities:
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per 2 levels
  Defense: -1 AC per 2 levels
  Open Locks:
  25% + 5% per ~evel
  Find/Remove Traps: 20% + 5% per level
  Move Silently:
  15% + 6% per level
  Hide in Shadows:
  10% + 5% per level
  Hear Noise:
  10% + 2.5% pey level
  Climb Walls:
  80% + 1% per level
  Read Languages:
  5% + 5% per level
  See in Dark:
  25% + 5% per level
  Feign Death: 5 melees per level 2 after 4th level
  Ignore Pain: 1-6 subdual points per level
  Deflect Arrow: 1 Arrow:
  1 arrow per melee per 4 levels
  Go without Food or Water:
  1 day per level
  Jump:
  1 meter per level
  Fall: 5 meters per level
  Attacks: 1 Attack per melee per 5 levels
  Rgpin
  Base EP:
  1800
  Armour Worn: Scale Mail
  Weapons Used: Any (Especially a Katana, Wakizashi, or Tanto)
  Hit Dice Size: 10
  Minimum Stats: DEX 15
  STR 15
  Description:
  The Ronin is a Warrior. though a bit more agile than normal
  fighters.
  They have been trained in both Weapons and Hand Combat.
  One major difference between a normal Warrior and a Ronin is the concept
  of the Ronin's honour.
  If the Ronin takes on a mission or gives an oath, it
  must be kept. even at the expense of his own life, or commit ritual suicide
  to keep his honour.
  If the Ronin doesn't do so, a Ronin/16th level Tracker
  will track down the Ronin and kill him.
  Only one Renin/Tracker will be sent
  out.
  The Ronin, while in the service or employ of someone is considered to be
  a Samuri.
  While under a contract. the Samuri is totally loyal to his
  Master.
  If the Samuri's Master should die. while still employing him. the
  Samuri has several choices'l) He may avenge his Master's death, 2) If his
  Master was killed by his own Master.then the Samuri may not avenge the death
  and must commit ritual suicide. or 3) If it was a natural death. become a
  Ronin once more.
  The Ronin is not required to worship any god. but he may do so if he
  wishes.
  The Ronin is also either Neutral or Lawful because of his sense
  of honour.
  Because of their training, Renin have the following abilities:
  37
  
  Damage: +1 Damage per 2 Levels
  Hit: +1 to Hit per 2 levels
  Defense: -1 AC per 2 levels
  Feign Death: 5 melees per level 2 after 4th level
  Ignore Pain:
  1-8 subdual points per level
  Deflect Arrow:
  1 Arrow per Melee per 3 levels
  Go without Food or Water:
  1 day per level
  Barehand Damage:
  1-2
  Damage points per 2 levels
  Attacks:
  1 Attack per melee per 5 levels
  In addition to these abilities, the Ronin is trained to break objects
  with his bare hands (up to 1 cm of thickness per level).
  Wood at 1st level,
  Stone at 5th level, soft metal at 9th level, hard metal at 13th level and
  energy fields at 17th level.
  Sailor
  Armour Worn: Leather
  Weapons Used: Knives, Swords, Axes, and Maces
  Hit Dice Size: 6
  Minimum Stats: DEX 12
  TRA 90
  Base EP: 1500
  38
  Description:
  This is a class of Ints who have specialized in the navigation of the
  water-ways. Most Sailors have tracking ability to aid them on the
  water-ways, but they do not trust solely to their tracking ability, and,
  indeed, cannot, because of Pirates and sea monsters.
  For this reason, they
  are well trained in the ways of physical combat as well as sailing. Also,
  because of space and size limitations on most ships, the Sailor's normal
  weapons are somewhat smaller ones that do not need as much room to swing.
  Sailor's are also not at a fighting disadvantage due to the rocking of the
  boat.
  One of the Sailor's two major skills is his ability to determine the
  location of things without reference to markers or maps. At third level
  he begins to be able to determine compass direction at 10% per level.
  At
  seventh level, he begins to be able to point out the direction to any
  geographical location(given a good description of the place) at 10% per level.
  Finally at fourteenth level, he begins to be able to point out the direction
  to any non-shielded object (given a good description of it) at 10% per level.
  The Sailor's other major ability is the ability to predict the weather up
  to several days in advance.
  Many are the lives of the people who have been
  saved by this ability, including, oftentimes, the Sailor's own life.
  Though the worship of a god is not required of a Sailor, most Sailors
  have a god (or two) whom they worship. The sea can be incredibly deadly to an
  air-breather at times, and Sailors often feel that they need all the help
  they can get. This is also the reason why Sailors have a good chance
  of knowing of an object or creature (if it is related to the sea). Every
  bit of information may help. There is no required alignment for a Sailor,
  except that dictated by the god he worships.
  The Sailor's special skills are as follows:
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per 2 levels
  Defense: -1 AC per 4
  ~evels
  Predict Weather:
  25% + 5% per level
  Prediction Range: .5 days per level
  Ride out Storm:
  60% + 2% per level -
  10% per storm severity rating
  Legend Lore:
  5% + 2% per level
  
  Shadow Walker
  Base EP: 1800
  Armour Worn: Leather
  Weapons Used: Swords, Knives, and other easily concealable weapons.
  Hit Dice Size: 8
  Minimum Stats: DEX 12
  STR 12
  PSI 90
  Description:
  This is a class of Ints that combine some thieving abilities with
  psionics.
  Unlike thieves, however. the Shadow Walker does not make all
  his money by stealing things.
  To the contrary, Walkers are often hired
  as exceptionally effective Fighters.
  As it would decrease this effectiveness, the Walker rarely reveals his
  powers, even to the other members of his party.
  Until the Walker begins
  to gain some psionic abilities, he is much as any other Fighter except
  that he may MIND BLAST.
  When he begins to gain psionics, he gains certain
  specialized uses of these Psionics.
  DIMENSION SHIFT - This ability allows the three related abilities:
  1)
  Shadow Walk- This allows the Walker to walk into one shadow and
  appear in any other shadow in this or a dimensionally nearby world.
  (25%
  + 5% per LoE.)
  2)
  Shadow World - This allows the Walker to enter any shadow and
  instantly appear in a privately attuned shadowy limbo. One may also allow
  (1 HD of animal per LoE)
  1.5 to follow into it. The door stays open for
  1 melee per LoE.
  (25% + 5% per LoE).
  3)
  Shadow Call - Since the Shadow world is a limbo, only the person to
  which it is attuned is not 'limboed'. Because of this, the Walker must 'call'
  forth any other creature from it's shadow world.
  There is a 25% + 5% per
  LoE of a successful call.
  The use of any of these abilities costs the Walker 10 PSP, as would
  DIMENSION SHIFT.
  CONTROL ENERGY- This ability allows the Walker to create a Chaos pattern
  from his eyes.
  This pattern grows at 5 em per melee and each melee it grows,
  it gains 5% onto it's chance to cause insanity.
  (5% per LoE).
  It can be
  sustained for 1 melee per LoE.
  If it does not cause Insanity, it may cause
  FEAR at 100% + 5% per LoE -
  5% per level of victim.
  The Chaos Pattern costs
  5 PSP + 3 PSP per melee.
  The Shadow Walker often wears a cloak to provide an instant shadow. The
  Walker's chance of gaining psionic ability is 35% + 5% per Level, and he
  gains 15 PSP per Level.
  The Walker is not required to worship any gods and often doesn't.
  Alignment is also not required, but tends toward Chaotic or Neutral.
  The Shadow Walker's special skills are as follows:
  Damage: +1 to Damage per Level
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Move Silently:
  15% + 5% per level
  Hide in Shadows:
  10% + 5% per level
  Strike from Suprise: 20% + 5% per level (95% from behind)
  Hit for Suprise Strike: +1 to Hit per level
  Attacks:
  1 attack per melee per 6 levels.
  39
  
  Shifter
  Armour Worn: Leather and Shield
  Weapons Used: Any
  Hit Dice Size: 8
  Minimum Stats: STR 12
  DEX 12
  TRA 90
  LYC 95
  Base EP: 1200
  level and not,
  Another difference
  in shifting time
  40
  Description:
  This is a class of Ints who, in addition to being Fighters, are
  also Class II Lycanthropes. Like Fighters,
  they tend toward skilled
  combat, and, like Trackers, they have the ability to trail animals, Ints,
  and the like.
  However, in addition to these skills, they also learn to
  control their shape shifting abilities to he complement of their fighting
  ability. Their choice of armour is such that the armour may be easily
  undone to allow the Were to escape his armour.
  In tracking animals, the shifter often learns of the animals, their
  abilities, and their weaknesses (5%).
  This increases the Shifter's
  chance of trapping the animal (depending upon the animal.)
  A skill related to the Shifter's Lycanthropic genes is his ability to
  control animals of a type related to his Were-form. The control lasts
  until the animal is dismissed and is instigated by the Shifter looking
  directly into the animal's eyes. Though his control of an animal is
  effectively permanent, he may only control so many animals at one time.
  This number of animals is related to the Shifter's Level and size. The
  'Level' of the control is twice
  the Shifter's level.
  Control of the Shifter's Were-form is related to his
  as in normal circumstances his experience with shifting.
  is in the time necessary to change.
  Again, the decrease
  is related to level instead of shift experience.
  The Shifter is not required to worship any god and are average on the
  chance of worshipping a god.
  Alignment is also not required and there
  is a normal distribution of Shifters along this scale.
  The Shifter's special skills are as follows:
  Damage: +1 Damage per level
  Hit: +1 to Hit per level
  Defense:-1 AC per 3 levels
  Track:
  TRA + 15% per level
  Obscure Trail:
  70% + 15% per level
  Control Animals: Control 1 HD of Animal per base HD of the Shifter
  Level of Control: 2xs per level
  Success of Shift:
  35% + 5% per level
  Shift Duration:
  21 melee - 2 melees per level
  
  Smithie
  Armour Worn: Any
  Weapons Used: Any
  Hit Dice Size: 8
  Minimum Stats: WIS 13
  STR 15
  CON 15
  Base EP:
  1500
  Description:
  This is a class of Ints that combine certain attributes of Warriors
  with those of Elemental Wizards.
  In battle, the Smithie fights as a
  Warrior, and like a Warrior, relies more upon strength than skill in
  combat. They cannot be Berserkers, though. Unlike the Warrior, however,
  the Smithie also has some magical abilities.
  As with the Elemental
  Wizard, these magical powers derive from the forces of nature. The
  Smithie gains an affinity for metals and ores that is second only to a
  very few other things. Normally, this affinity manifests itself when the
  Smithie is forging or checking the quality of a metal weapon.
  If he is
  forging a weapon, he will make a better than average weapon (this includes
  strength, maintaining an edge, etc,)
  Using his spells, he can then add
  magical abilities to the weapon.
  If inspecting a weapon, he can
  immediately discern any flaws in the weapon.
  He must, however hold the
  weapon in his hands to do so. This last ability eventually extends to the
  determination of a weapon's special magical abilities. The Smithie
  receives spells every 3 Levels and receives all the spells available.
  The Smithie worships no particular god, and need not worship any.
  Likewise, his alignment is totally of his own choosing.
  Damage: +1 Damage per level
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Forge Weapon: +1 per 5 levels above 4th
  (Non-magical)
  Determine Special Abilities:
  5% per level
  41
  
  Thief
  Base EP:1500
  Armour Worn: Leather
  Weapons Used: Swords or smaller (occasionally axes)
  Hit Dice Size: 6
  Minimum Stats: DEX 12
  Description:
  This is a class of Ints whose major ability is to steal things and then
  get away with them. The skills of a Thief range from hiding to fighting.
  In fighting ability, the Thief is fairly well off (he will get plenty of
  practice until he gets better than first level).
  Despite this fact, the
  Thief tends to prefer obtaining his goal stealthily rather than making
  his presence well known.
  He also prefers to strike from a hidden
  position.
  Though the Thief could, and can, if he wishes"
  use Pole Arms, clubs,
  etc. he will normally prefer not to do so.
  This is for a reason, the
  Thief often gets into positions where he must have a weapon that is easily
  concealed.
  Pole-Arms and clubs are a bit difficult to stuff under one's
  robes.
  There are no religious requirements for the Thief, and he may worship
  any god that he so desires. The Thief does, however, have a tendency towards
  neutral or chaotic in alignment, with very few Thieves being Lawful.
  The Thief's special abilities are as follows:
  Damage:+1 Damage per 2 levels
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Pick Pockets:
  30% + 5% per level
  Open Locks:
  25% + 5% per level
  Find/Remove Traps:
  20% + 5% per level
  Move Silently:
  15% + 5% per level
  Hide in Shadows:
  10% + 5% per level
  Strike from Surprise:
  20% + 5% per level (95% from behind)
  Hit for Surprise Strike: +1 to Hit per level
  Hear Noise:
  10% + 2.5% per level
  Climb Walls:
  80% +
  1% per level
  Read Languages:
  5% + 5% per level
  42
  K
  
  Tracker
  Armour Worn: leather
  Weapons Used: Knives, Swords, Axes, and Maces
  Hit Dice Size: 6
  Minimum Stats: DEX 10
  TRA 90
  Base EP:
  1500
  Description:
  This is a class of Ints who have specialized in the tracking of
  animals, Ints or the Like.
  Though their
  Track~ng skills are quite
  good, they do not rely only upon them and, therefore, are trained in
  physical combat as well.
  The choice of weapons is such because a
  Tracker must follow prey through many places, and Large, flapping weapons
  don't help.
  Because the Tracker follows animals so much, he begins to learn
  quite a bit about them, often learning most of their abilities. There is
  a 3% chance that a Tracker will recognize a given monster (5% if his
  knowledge is supplemented with Library or social research). If he recog-
  nizes the animal, there is a 50% chance that he will know of its
  abilities (60% with research). In addition to learning of their abilities,
  Trackers may also learn of their prey's weaknesses (i.e. fear of Holy Objects,
  a Love of carrots, etc.). This will aid the person in trapping the animal
  (the amount of aid, of course, depends upon the animal). A Tracker may
  also obscure a trail by subtracting his score from the Tracking ability of
  the trailer.
  Another skill is that the Tracker gains the ability to determine the
  direction without reference to markers or maps. At third level he begins
  to determine compass directions at 10% per level. At seventh level he
  begins to be able to point out the direction to any geographical location
  (given a good description of the place) at
  10% per level.
  Finally, at
  fourteenth level, he begins to be able to point out the direction to any
  non-shielded object (given a good description of it) at
  10% per level.
  There is no requirement for a Tracker to worship any god and the chances
  of him doing so are average.
  If a god is worshipped, it is normally a
  nature god.
  There is also no alignment requirement, though neutrality is
  quite common here.
  The Tracker's special skills are as follows:
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per 2 Levels
  Defense: -1 AC per 4 levels
  Track: TRA + 15 per level
  Obscure Trail:
  70 + 15 per level
  •
  43
  
  Trainer
  Armour Worn: Leather
  Weapons Used: Knives, Swords and Clubs
  Hit Dice Size:
  6
  Minimum Stats: DEX 14
  CHA 16
  Base EP:
  1200
  44
  Description:
  This is a class of Ints who are trained in the techniques of
  charming, subduing, or training non-Ints.
  In addition to this skill
  with animals, he is also trained to fight with weapons.
  Among his Trainer skills, the first is, the ability to Charm an animal
  into the Trainer's service. To do this, he must touch the animal and stare
  directly into it's eyes.
  This must be preceded by the Trainer calming the
  beast down, slowly but surely, to allow him near it.
  This Last action is
  called Calming and the Trainer adds 5% to his Calm score for every consecu-
  tive Melee that the animal remains calmed.
  Should anything disturb the
  animal, he must start the Calming allover again.
  Charming simply cements
  the Trainer-animal bond produced by Calming and obviously cannot be used
  with some animals or in the middle of a battle.
  The Trainer's second major ability is that of subduing.
  This ability
  basically allows the Trainer to gain control of an animal when the
  conditions are not quite right for Charming.
  Subduing a creature
  requires that the Trainer render the beast unconscious.
  He may do this
  in any manner he pleases, but the most effective way is the use of the
  Subdual Dance.
  The Subdual Dance is a stylized form of combat that serves
  three functions:
  1)
  It decreases the Trainer's chance of
  be~ng hit; 2) It
  increases the Trainer's chance of hitting;
  3)
  It semi-charms the monster,
  slowing it down enough to produce the first two effects.
  The Trainer must
  also use a staff to do the subduing though his training in the sensitive
  spots of animals tends to increase the damage that he does.
  There are,
  unfortunately, several drawbacks to the Subdual Dance.
  The first of these
  is the fact that the Trainer is so tired by the Dance that he can perform
  the Dance only 3 times a week plus his level and for only a limited amount
  of time then.
  The second of these is that the Trainer is left so exhausted
  at the end of the Dance that he is absolutely defenseless.
  The Subdual Dance
  may also be used on most corporeal Ints.
  The Trainer's third major ability is the ability to train animals.
  This
  must be used whether the animal is subdued or charmed.
  This is related to
  the animal's intelligence and the amount of time the Trainer tries to put
  into the training. There are some animals whose neural patterns are too
  fixed to allow the Trainer to train it (i.e. most insects and most molluscs.)
  The maximum amount of training reliability percentage is 8xs the animal's
  INT (the animal's INT being determined by rolling three 6-sided dice - this
  does not relate to the INT of Ints). The amount of time required by the
  Trainer to train the animal is dependent upon the Trainer's Training Pro-
  ficiency,and is equal to the Trainer's Proficiency per day.
  The Trainer is not required to worship any particular God, nor be of any
  particular alignment.
  The Trainer's special skills are as follows:
  
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per 2 levels
  Calm:
  25% + 5% per level
  Charm: 35% + 5% per level
  Subdual Dance: 3 per week + level
  Subdual Dance Duration:
  (1 melee + 1 melee per Level) 2
  Subdual Dance: Damage: 2xs subdual damage per 5 levels
  Hit : + 1 to Hit per level
  Defense: -1 AC per level
  Training: 1 Training Proficiency Point per day per level
  Translator
  Armour Worn: Robe
  Weapons Used: Knives and Staves
  Hit Dice Size: 4
  Minimum Stats: INT 13
  CHA 16
  MAG 90
  Base EP: 1200
  Description:
  This is a class of Ints who specialize in the translation of foreign
  languages. Their interest in languages makes them normally non-aggressive.
  Always they seek to tryout a new language. In addition to speaking these
  languages. they also normally learn to read and to
  write the languages
  as well.
  Besides being non-violent because of their interests. they are also
  non-violent because of their ability to CHARM both animals and Ints. All
  this does not, however, prevent them from using weapons on occasion.
  Like many professions, Translators need not worship any
  gods. If they
  should, they usually try to worship a god who demands little that might
  be offensive to others. This is done to prevent lessening of their CHARM
  ability. Most Translators also tend to be Neutral Lawful in alignment.
  This prevents them from taking sides in arguments in which they are not
  directly related, and insures that their translations be as accurate as
  possible, because they wouldn't lie.
  (This rule is not hard and fast, and
  may occasionally be stretched.)
  The Translator's special abilities are as follows:
  Languages: 3 per level
  Charm Int:
  10% + 5% per level
  Beast Languages:
  1 per level
  Charm Non-Int:
  25% + 5% per level
  45
  
  46
  Venefic
  Base EP:
  1500
  Armour Worn: Leather
  Weapons Used: Knives and Swords
  Hit Dice Size:
  6
  Minimum Stats: INT 12
  DEX 11
  Description:
  This is a class of Ints who specialize in the assassination of people
  by a wide variety of methods (including physical, poison, traps, etc.).
  Because the Venefic needs to strike from concealed positions, he, necessarily,
  has many of the skills of the Thief, though he is not as proficient in their
  use. The reason for this is that much of his skill lies in the preparation
  of poisons and traps.
  The Venefic's use of poisons is well known, and is often quite novel. The
  reason for the uniqueness of the poisons is that he is well versed in a
  variety of plant and animal derived poisons, and extraction, preparation,
  and storage of them.
  Because of this wide
  vari~ty of the various venoms and
  poisons, the overlap of poison between Venefics is minimal, except between
  student and Master.
  The Venefic must learn about his poisons from another
  Venefic or Herbalist, or by researching them in Libraries.
  The cost of
  learning one segment of Poison Data is 200 Gold Pieces.
  The six segments
  of Poison Data are:l) Source, 2) Extraction, 3) Preparation, 4) Storage,
  5) Antidote (if one exists) and 6) Effect.
  The Venefic may choose to be
  taught any combination of these segments.
  If he should choose to learn all
  six segments, he will be required to pay only 1000 Gold Pieces per Poison.
  The Venefic nornally Learns 1 poison per (INT/3 rounded up).
  The other major ability of the Venefic is his ability to construct
  traps.
  All traps to be constructed must first be detailed and rated.
  If the
  trap is considered obviously unworkable, then he must redesign the trap.
  If
  it should prove workable then the Venefic should go about getting all the
  neccessary parts and labor for the construction of the trap.
  Finally, the
  Venefic must construct (or have constructed) the trap.
  Obviously there are
  considerations involved in the success of the trap when there are time
  considerations.
  Finally, the workability of the trap increases 5% of the
  trap's rating, each time it is tested (providing it doesn't destroy itself in
  the test).
  There is also a 1% increase in the ability to construct a trap
  each time it is made.
  An offshoot of the Venefic's ability to construct traps is his ability to
  detect and deactivate a trap.
  Should the Venefic's skills with a particular
  kind of trap be at least half of the rating of a given trap, then he will be
  considered to have disarmed the trap (except for the 5% chance due to Murphy's
  Law).
  Venefics are not required to worship any gods and have no required align-
  ments although they often tend towards Chaotic Alignments.
  The Venefic's special skills are as follows:
  Damage: +1 Damage per 2 levels
  Hit: +1 to Hit per level
  Defense: -1 AC per 3 levels
  Open Locks:
  10% + 5% per level
  Find Trap: 25% + 5% per level
  Trap Making Skill:
  5% per level
  Move Silently:
  10% + 5% per level
  Hide in Shadow:
  5% +5% per level
  Strike from Suprise:
  20% + 5% per level (95% from behind)
  Hit for Surprise' Strike: +1 to Hit per level
  Hide Weapon: 30% + 5% per level
  Identify Poison:
  5% per level
  Climb Wall:
  50% + 2% per level
  
  Warrior
  Armour Worn: Any
  Weapons Used: Any
  Hit Dice Size:
  10
  Minimum Stats:
  STR 14
  CON 14
  Base EP: 1000
  Description:
  This is a class of Ints who use weapons with which to fight.
  They
  may use any kind of weapon or armour, usually trying to get the most
  protective and damaging type their strength will allow them.
  The Warrior
  is a type of fighter that prefers to emphasize strength in combat over skill.
  For this reason, the Warrior does more damage that a Fighter, but is not as
  accurate.
  Warriors, while not required to honor any gods, do so on
  occasi~n. If a
  Warrior should honor a god faithfully through 8 Levels without going to any
  other god for aid (except under extreme duress or enchantment), the God may
  deign to become the Warrior's patron deity (50% + 5% per Level thereafter).
  If this should happen, then the Warrior will be allowed to summon aid at
  5% per Level if in dire need.
  Unless the Warrior has a patron diety, or is trying for the favor of a
  god, there is no restriction on his alignment.
  Also, only Warriors without
  a patron deity may become gods in the Rites of Godhood.
  Those with patron
  deities become demi-god retainers of their patron.
  In addition to the normal type of Warriors, there is also a sub-class
  called Berserkers. These Warriors always honor a god and may gain a patron
  deity after 5 levels of service. These Warriors disdain any armour other than
  Leather, trusting their deity to aid them. In the Berserker state, they attack
  at twice speed and damage as well as being 4 off on AC.
  They are able to
  maintain the Berserker state for 10 Melees per level before becoming
  completely exhausted.
  They may go berserk once a day.
  In this state, the
  patron deity (once the Berserker has one) may deign to subtract 1-4 AC for
  the rest of the battle (5% per level).
  The Berserker state is entered will-
  ingly and the Berserker otherwise fights as a normal Warrior.
  Warriors have the following special skills:
  Damage: +1 Damage per level
  Hit: +1 to Hit per 2 levels
  Defense: -1 AC per
  ~ levels
  47
  
  White Wanderer
  Armour Worn: Robe
  Weapons Used: Knives and Staves
  Hit Dice Size: 4
  Minimum Stats: INT 14
  PSI 90
  Base EP: 2000
  48
  Description:
  This is a class of Ints who attempt to combine magic with psionics.
  In doing this, the White Wanderer may produce a number of rather interesting
  effects, as the combination of magic and psionics ofttimes leads to strange
  and powerful results.
  Among the first things about the White Wanderer is that he often tends
  to specialize in one of the branches of psiono-magical study.
  These branches
  and their symbols, are as follows:
  Hypnosis and Telepathy - A brain enclosed by hands
  Telekinesis - A lightning bolt
  Elementalism - A circle colored with white, blue. red, and brown
  Dimensionalism - A series of concentric circles
  Patterning - A constantly shifting matrix
  The number of branches in which he may specialize is dependant upon his
  INT.
  INT- 14-16 1 Branch
  INT- 17-20 2 Branches
  INT- 21-28 3 Branches
  INT- 29-44 4 Branches
  INT- 4S-up 5 Branches
  Also,
  as the skills of the White Wanderer are of the mind, he will
  normally attempt to keep his psionic skills hidden behind the guise of
  magic.
  Only on official occasions (such as appearing before a king) will
  he wear the badges of his branches.
  The branch of Hypnosis and Telepathy increase the Wanderer's skills
  with the manipulation of the mind. This lowers the amount of energy that
  must be spent in telepathy by half every five Levels. and increases the
  effectiveness of any hypnosis or illusion 5% per Level. This branch of
  Wanderer may also engage in Manitou Combat at 1 MPP/S PSP.
  The Wanderer
  gains the ability to 'illusion' himself without expending more than 1 PSP
  per hour.
  This lowers AC 1 per 2 levels.
  He is never to be surprised by
  thinking creatures, if he expends 1 PSP per hour in a Mental sensor net.
  The branch of Telekinesis increases the Wanderer's skills with the
  manipulation of objects with his mind.
  One of the skills gained by this branch is Body Shielding, which
  allows the Wanderer to devote PSP into a Telekinetic shield, that will
  absorb 5 Damage Points per 1 PSP used. This may be turned off and on
  instantly, whether the Wanderer has initiative or not. The other major
  skill of this branch is the Telekinetic blast. This ability allows the
  Wanderer to form a directable telekinetic ram that does 1-6 subdual points
  per 3 PSP used, and will always hit (unless the target is aided by a visual
  distortion).
  The branch of Elementalism increases the Wanderer's manipulation of
  natural forces. The first major skill of this branch is the ability to create
  Elementals (from most sources). This Elemental has 1 damage point per PSP,
  and can be maintained at 3 PSP per melee. The Elemental can also be re-
  generated at 1 PSP per
  dama~e point. To summon an Elemental, however.
  the element to be used must be present. The other major skill of this branch
  is the ability to control the elements at lxs efficiency per 3 Levels. This
  is related to ENERGY CONTROL, ANIMATE,
  and the like, psionic abilities.
  
  The branch of Dimensionalism is, perhaps, the most powerful branch,
  allowing the Wanderer control over the fabric of the universe itself. There
  are three major skills that are associated with this branch.
  The first is
  teleportational efficiency (lxs per 3 levels).
  The second is the ability to
  'scan' other dimensions.
  This skill gives the Wanderer a 10% +5% per level
  chance of 'finding' whatever he wants in another dimension.
  The third
  skill is the ability to open a dimensional gate, without the aid of MIND
  EXPANSION, to a predetermined dimension.
  There is a 45% +5% per level
  chance of opening the proper gate and the gate may be held open for (1
  melee per level) 2.
  If the gate should open to the wrong dimension almost
  anything could happen.
  The gate may be opened in any direction and things
  passed through it (though things passing through it are not necessarily
  under the control of Wanderer'. Opening a Dimensional or Temporal Gate
  requires the same amount of energy as with the normal ability.
  The last branch of Wanderers, Patterning, increases the Wanderer's
  comprehension of interrelated events. This comprehension of interrelated
  events causes the Wanderer to be lxs per 3 Levels as efficient with
  PRECOGNITION.
  It also allows the Wanderer a 10% + 2% per level chance of
  solving any puzzle or maze (including a Dungeon).
  The Patterning ability
  makes the Wanderer lxs per 3 levels as efficient with HYPNOSIS and related
  abilities because of their greater understanding of how the mind works.
  The branch into which a Wanderer will go is almost always determined
  by the first psionic ability that he gains.
  He also gains 15 PSP per level.
  In addition to his psionic abilities, the White Wanderer gains Magus
  spells at each level.
  A spell and psionic ability may be combined to form
  a more powerful ability if the two are related.
  When two are combined, the
  efficiency of the combined spells is lxs per 3 levels.
  White Wanderers have a
  INT % chance of getting a given spell at each level.
  The spell itself (except
  for first level spells) must be learned from an instructor or text.
  The
  chance of a White Wanderer gaining a psionic ability is 35% +5% per level.
  White Wanderers are not required' and, indeed, rarely do worship gods.
  They also have no required alignment and tend to be spread around about the
  spectrum of alignments.
  49
  
  50
  CHARACTER MONSTER SUPPLEMENT INTRODUCTION
  The monsters to be found in this listing
  ~re, as the title suggests,
  intelligent, though the degree of intelligence (and other stats) may vary from
  race to race. A goodly number of the races are from human stock. In many cases.
  the race branched off millenia ago. This introduction will acquaint the reader
  with the various statistics shown by each entry. For more details on creating
  listings for other Ints, refer to the section on non-intelligent monsters in the
  Field Guide to Encounters.
  ---- -
  -=='-=-=-==
  Name - This entry lists the name of the monster. It may also have a number next
  to it which serves to distinguish this monster from another with the same name
  but different stats. On occasion, there may be numbars missing from the sequence.
  This is not a monster missing from this Monster Manual, but, instead, a monster
  from the master listing that the Dragon's Byte could not get permission to publish.
  Monsters should aiways be listed with the general name first followed by the
  specifying name in parentheses, followed by its number.
  Hit Dice - This entry lists the number of Hit Dice a monster has. The Hit Die
  determine the number of damage points that the monster has by telling one how
  many dice to roll and sum for the total of damage points of PIPs (Personal Injury
  Points). The number of Hit Die is a farily standardized thing. It is normally
  based upon the assumption that the monster has 1 HD per meter of height. This
  rule has two major exceptions. The first of these is that the assignment of Hit
  Die is irregular at the extremes of height. If a creature is less than 1 meter
  long or more than 10 meters long, then there are obvious problems. In the case
  of monsters less than 1 meter long, there are normally three choices.
  1) The
  monster has so few damage points as to be virtually zero - these are assigned
  o HD; 2) The monster has only 1 or 2 damage points -
  these are assigned .2 HD;
  3) The monster has 1 to 4 damage points - these are assigned .5 HD. If a creature
  is more than 10 meters long, the problem is slightly more complicated and will
  require thought on the part of the Judge. The general trend should be towards
  giving the monster somewhat more than the normal amount of Hit Die (remember
  that a 10-meter tall elephant should have more Hit die than a 10-meter long
  snake). The second of the exceptions is the tenacity or toughness of the monster.
  This is the rule, then. Exceptionally tough monsters get more Hit Die while the
  exceptionally weak monster gets fewer.
  For obvious reasons, this exception does
  not have well-defined rules. The two major ones are:
  1) If the creature is a
  tough .5 meter monster, then give it 1 HD; 2) Rarely give the creature more than
  double the number of Hit Die for its size.
  Damage Done - This entry lists the amount of damage that the monster may do.
  With many, but not all, monsters, the attacks listed are those attacks that
  may be used against one opponent in that melee. These attack listings consist
  of three major sections. The first is the damage section which tells how much
  damage the monster inflicts by a given type of attack.
  The second section is
  not always present. It tells the number of times per melee that a monster may
  use a given attack. One attack per melee is assumed if nothing is listed here.
  Some creatures may get more than one attack per melee ,but only be listed for one.
  This is because the only way to list the attack with enough damage to be
  determinable by a die roll was to list one or more attacks together. The third
  section is the type of attack: claws, bite, constriction, etc.
  
  Most of these damages are standardized and new monster damages are
  determined from the old ones by making slight size adjustments.
  A few
  of these standards are listed:
  Deer:
  1~3
  2A/M by Hooves
  Horse:
  1-4 2A/M by Hooves
  Lion: 1-4 2A/M by Claws -- 1-4 by Bite
  Giant Snake : 1-8/M by Constriction
  Others may be gotten from the test.
  Suffocation, like constriction, does
  1-8 per melee.
  Armor Class - This entry lists the Armor Class of the monster.
  Again, Armor
  Classes have to be standardized where possible.
  A few of the standards are
  listed below:
  Simple Skinned (i.e. Human) - A.C.
  8
  Animal < 5 meters long - A.C.
  7
  Reptile>
  5 meters but < 10 meters - A.C.
  6
  Reptile> 10 meters - A.C.
  4
  Armored Animals - A.C.
  4
  Metal or Stone Creatures +/- A.C. 2-0
  INTRO TO INTELLIGENT MONSTER SUPPLEMENT
  On many of the smaller or faster animals, the Armor Class has been adjusted
  to a lower value to accommodate for the added difficulty of hitting them, not
  because its skin is actually stronger.
  STAT MODIFIERS - These stat modifiers affect the various statistics of a
  character.
  Should any of the stats fall below 1 then they should be considered
  to be one.
  The names of the stats and the dice used to determine them are
  listed below, next to the abbreviation.
  INT - Intelligence - 3D6- This is the person's ability to utilize information
  and to remember things.
  WIS - Wisdom - 3D6 - This is the person's faith.
  STR - Strength - 3D6 - This is the person's physical strength.
  Each strength
  point allows one to lift 5kg with each hand and hold it for 20M/STR - 20 M/5kg.
  DEX - Dexterity - 3D6 - This is the person's agility and reaction time.
  CON - Constitution - 3D6 - This is the person's body's ability to withstand
  physical stress.
  CHA - Charisma -
  3D6 - This is the person's ability to convince people that his
  ideas are good.
  This talent is usually only developed by politicians and
  merchants.
  The chance of convincing a person to do something is 5% per CHA -
  5%
  per victim's CHA + 5% per COM mod + (25% for a logical argument, +15% for an
  emotional appeal) -20% for an opposite point of view.
  51
  
  52
  COM - Comeliness -
  3D6 - This is the person's physical attractiveness.
  CUN - Cunning -
  3D6 - This is the person's ability to understand the involved
  nature of things and to either plan around or plan for them. The player's chance
  of conceiving a truly clever plan is 5% per CUN + 5% per INT mod.
  PSI - Psionics - D100 - This is the probability of the person having psionic
  abilities. If one is determining children of specfie parents, then their score
  should be (Mother's PSI + Father's PSI)/2 +/- 50. The person has psionics
  MAG - Magic - D100 - This is the probability of the person having magical
  talent
  (GSP).
  If one is determining the children of specific parents, then
  their score should be (Mother's MAG + Father's MAG)/2 +/- 50.
  The person
  will have GSP id MAG >95.
  TRA - Tracking - DBO + 20 - This is the person's natual ability to track. It
  can be, and often is, modified by training.
  Class - This entry lists the class of the monster and attempts to give a
  general description of its external appearance.
  Height - This entry lists the height of the monster, usually in meters.
  Although important for describing the monster, the height usually serves a
  more important function; it is used to determine the number of Hit Die a
  monster has.
  Color - This entry lists the basic colors of the monster.
  This is only a
  crude guide and it is subject to considerable variations in a number of cases.
  Does it use Weapons ? - This tells whether or not this race can use a weapon.
  By extension, this also tells whether or not this race can hold magic items
  or other pieces of equipment.
  Special Abilities - This entry lists any special abilities of the monster, as
  well as some physical description. Each ability is numbered consecutively and
  separately. The designation (P) or
  (M) is sometimes used behind an ability to
  designate its status as a Psionic or Magic ability. In many cases, these special
  abilities are similar to spells or Psionics and so are capitalized. Its power
  rating and level should then be listed in parentheses behind the ability.
  A
  spell related ability is normally equivalent to the Magus or Clerical spell of
  an LoB equal to the ability's level.
  Category - This entry lists the basic range of environments in which the monster
  may be found.
  Variant Category - This lists the variant group to which the race belongs.
  Origin Code - This entry gives the origin of the monster. This is often from a
  Terran mythology, and it specifies which mythology. Others are from various
  books which have been published. These listings specify the author and the book
  or series from which the creature was taken.
  
  Introduction to Monster Characters
  Assigning EP for Intelligent Monster Encounters
  Assigning EP for an intelligent monster is a complicated, but not overly
  difficult job.
  Once one understands the basic rules. assigning EP can prove
  quite simple. in most cases.
  Rather than a text on the rules they will simply
  be listed here.
  1)
  All creatures are assigned EP for their HD.
  These are assigned on the
  following chart:
  4 - sided HD
  4 EP per HD
  6 - sided HD
  6 EP per HD
  8 - sided HD
  8 EP per HD
  10- sided HD
  10 EP per HD
  2)
  All creatures are assigned 15 EP per Level.
  3)
  All creatures are assigned EP for the damage they do this is assigned along
  the following guidelines.
  (these are maximum damage points):
  1 to 3
  5 EP
  4 to 10
  10 EP
  11 to 15
  15 EP
  16 to 20
  20 EP
  etc.
  etc.
  EP are assigned only for the maximum number of attacks the creature can get
  in a Melee.
  4)
  For each 2 AC below 8. the creature should be assigned 10 EP.
  (AC: 4 = 20 EP,
  AC: 2 = 30 EP, etc.) The opposite is true for each 2 AC above 8.
  5)
  For each modification to the character's initiative add or subtract 5 EP per
  modification.
  6)
  For increased or decreased resistances. the total EP is increased or decreased
  5 EP per 25% to 50% and 10 EP for 75% to 100%.
  7)
  Breath Weapons are assigned (10 EP per use per day)
  *HD of breath.
  8)
  For poisons and venoms, the following chart is used:
  Poison SIR < 8
  Poison STR 9 to 16
  Poison STR 17 to 21
  Poison STR > 21
  Venom - Variable and therefore
  5 EP
  10 EP
  15 EP
  20 EP + 5 per 4 more
  depends upon the effects of the particular poison.
  53
  
  54
  9)
  The abilities to fly and to breathe water or air are assigned 10 EP
  each if the people gaining EP do not have the ability.
  10)
  For Invisibility assign 20 EP.
  11)
  For immunity from non-energy, non-energy, non-magical attack assign 20 EP.
  12)
  For miscellaneous Stat Mods assign 5 EP per Mod.
  13)
  For each modification to Hit and Damage add or subtract 2 EP.
  14)
  For psionics assign 1 EP per PSP and 5 EP per LoE of each secondary psionic
  ability.
  IS)
  For spells assign 1 EP per SP and 2 EP per KP or EIP.
  Add 5 EP per LoE of
  each spell.
  16)
  For prayers assign 10 EP per LoE of prayer.
  17)
  For CSP assign 1 EP per CSP and 5 CP per LoE of each natural spell.
  18)
  For special professional abilities assign 5 EP per LoE or each ability or
  2 EP per 5% of the ability.
  19)
  The ability to naturally CATE or teleport adds 20 EP.
  20)
  Sensitivity to special metal (i.e. Cold Iron, Silver, etc.) subtracts 20 EP.
  21)
  For the Lycanthropic trait add 30 EP (ignore item 20).
  22)
  For shape changing ability add 14 EP, and for form changing ability add 30 EP.
  The sum of these EP form the Base EP.
  To determine the total EP multiply (No.
  of damage points) by Base EP and add this amount to the Base EP.
  0' .
  . " "o'
  ·'t··;.... ' '. '. ",..
  
  RACIAL DISTRIBUTIONS CHART
  The following charts allow one to determine a character's race.
  To determine this first roll for the variant category then roll for the
  specific race.
  For a Non-Standard Cross-Breed please see Appendix B.
  VARIANT CATEGORY
  Bear
  Bird
  Bison
  Cat
  Dog
  Draconnette
  Dragon
  Flyman
  Lizard
  Man
  Man-Faerie
  Mingyo
  Snake
  Troll
  Ursing/Ape
  Ursing/Ape-Faerie
  Standard Cross-Breed
  Non-Standard Cross Breed
  Magical
  Miscellaneous
  BEAR
  Bear
  01-18
  Bear (Grizzly)
  19-38
  Bear Person
  39-60
  Kalas Gunahita
  61-00
  BIRD
  Crane
  01-03
  Flannen
  04
  Garuda
  05
  Pheasant
  06-08
  Rapa
  09-58
  Raven
  59-60
  Relt
  61-80
  Tengu
  81-00
  BISON
  Buffalo Person
  01-15
  Minotaur
  16-65
  Su-yest-u-mik
  66-70
  Womox
  71-00
  001-002
  300
  004-005
  006-009
  OlD-012
  013-016
  017
  018
  019-023
  024-123
  124-133
  134-142
  143
  144
  145-171
  172-175
  176-180
  181-182
  183-185
  186-200
  55
  
  CAT
  DRAGON
  tte
  (Gem)
  Draconne
  (Gold)
  nnette
  Draco
  (Grey)
  Draconnet te (Pink)
  Draconnette (Psionic)
  Draconnette
  I
  I
  All about
  equal
  Percentages
  All about
  Equal
  Percentages
  01-05
  06-20
  21-25
  26-45
  46-55
  56-65
  66-80
  81-00
  01-05
  06-23
  24
  25
  26-95
  96-00
  01-05
  06-85
  86-00
  01-10
  11-45
  46-55
  56-80
  81-00
  Cat
  Fristle
  Leonis
  Neamuain CIano
  Nummin
  ther Person
  Pan
  Tiger-Man
  Ubasti
  (Gold)
  1
  Dragon
  )
  Dragon (Grey
  on (Pink)
  Drag
  (P ionic)
  Dragon
  s
  Erh-Ehua
  )
  Gladzhoihi
  (Ehua
  h Hra Ek
  Uezu
  Ek-kte
  Uezuh Hra
  Zuej zo
  Flymage
  Flyman
  North Fly
  FLYMAN
  DOG
  Coyote
  Dog Person
  Fox Demon
  Kajigakaka
  Khabil
  Waya (Ani-)
  DRACONNETTE
  LIZARD
  GUt
  Kataki
  Lizard Person
  Rasshahn
  Schrepim
  56
  
  MAN
  Askefruer
  01
  Azdrugian
  02
  Brigand
  03-04
  Cavewight
  05
  Child of Cain
  06
  Child of the Sun
  07
  Cyclos
  (Neo-)
  08
  Detsata
  09
  Giant (Black)
  10
  I
  Giant (Seareach)
  IJ.
  Glunganungan
  12
  ,
  Green Person
  13
  Gypsy
  14-16
  Ikzikian
  17
  Kildoi
  18
  Man
  19-76
  Man (Thunder)
  77
  Moruach
  78-82
  Nix (River)
  83
  Parne
  84
  Pungusse
  85
  Red Amazon
  86
  Saiyid
  87
  Stonedowner
  88-89
  Su-yeet-up-pi
  90
  Tsuni-Kalu
  91
  Urgovian
  92
  Vertigus
  93-94
  Vilah
  95
  Vile
  96
  Volescian
  97
  Wanyhim
  98
  Woodhelvenen
  99-00
  MAN -
  FAERIE
  Alfar
  (Dock)
  01-09
  Alfar (Lios)
  10-18
  Alfar (Dock)
  19-27
  Dj inn
  28
  I
  Elf (Black)
  29-37
  Elf (Cave)
  38-46
  I
  Elf (Forest)
  47-55
  Elf (Mountain)
  56-64
  Elf (Sea)
  65-73
  Giant (Magic)
  74-82
  Korrigan
  83
  Man (Spoor)
  84-92
  Nixie
  93-9'8
  Phoca
  99-00
  1,1.7...."
  57
  
  MINGYO
  Ashivi
  01-07
  Centaur (Icthy)
  08
  Klactoil
  09-14
  Merman
  15-74
  Mingyo
  75-80
  Pongolian
  81-95
  Same-Bito
  96
  Triton
  97-00
  SNAKE
  Chan
  01-75
  Rattlesnake
  76-00
  TROLL
  Pa-ine
  01
  .'.~f:..,.yf'
  Troll 1
  02-81
  Troll 2
  82-85
  Troll 3
  86-00
  URUISS/APE
  Baboon
  01
  Cacus
  02
  Cercopes
  03-06
  Coranian
  07-09
  Cyclops
  10-12
  Dwarf
  13-27
  Ganaskidi
  28-29
  Gandayah
  30-31
  Giant (Ear)
  32-34
  Goblin
  35-41
  Goblin (Long-Beaked)
  42-47
  Harfnar
  48-52
  Ludki
  53-64
  Man (Mountain)
  65-66
  ~
  Monkey
  67
  \~
  Ogre
  68-72
  ~} '"l
  Orchus (Guard)
  73-75
  :~
  Orchus (Tracking)
  76-78
  Orchus (Warrior)
  79-83
  j)l;
  Phynodderee
  84-86
  Rhaclaw
  87-91
  !lij~
  Tsundisewi
  92
  Uruiss
  93-00
  ~
  URUISS/APE
  Bakemo
  01-03
  Brownie
  04-07
  Duersar
  08-17
  Hill Person
  18-67
  Ohodowas
  68-82
  58
  Orcul
  83-85
  Pixie
  86-00
  
  STANDARD CROSS-BREED
  Centaur
  Dragon
  (man)
  Humbaba
  Kaj isakaka (Half)
  Man (Wolf)
  Moruach (Half)
  Stayr
  MAGICAL
  Child of Satan
  Dirsen
  Hsing-T'ien
  Serpent Spawn
  Shetu
  Zmay
  MISCELLANEOUS
  Brazar
  Chulik
  Dam Person
  Div
  Djang
  Dolphin
  Dwarf (Death)
  Frog-Man
  Furhopper
  Grey One
  Hyso[
  Man-Rat
  Mink Person
  Mole Person
  Och
  Pdafekitetif
  Pseudo
  Pul
  4uarascn
  Rabbit Person
  Ranyhyn
  Sea Sucker
  Tsuwa
  Walasi
  Yuccamot
  Zelphodonian
  01-15
  16-20
  21-25
  26-40
  41-50
  51-90
  91-00
  01-20
  21-40
  41-60
  61-80
  81-90
  91-00
  01
  02-10
  11-14
  15
  16-24
  25-33
  34
  35-36
  37-38
  39-40
  41
  42-44
  45-48
  49-52
  53-61
  62-63
  64-72
  73
  74-75
  76-79
  80
  81-82
  83-86
  87-88
  89-97
  98-00
  59
  
  NAME:
  M.lAR (DOCK-)
  Hil Dice: 2
  D_ase Done: Iy Weapon
  ArMor Cl... : 8
  Special Abilitiea:
  1. O.rkM" './l.evel
  3/veelr. + Level 2. See 1. R. Cate to
  Sidhe di.enaion 3/wftlk + r..vel 4. Takea
  double d...S. by Cold Iron
  SUt Hoditteu?
  HIT: 0
  WIS:
  0
  STR: 0
  DEl: 0
  CON: 0
  CKA:
  0
  00tt: 0
  CUtl: 0
  PSI: 0
  HAC: 0
  TRA: 0
  Cl..a:
  ll~no1d
  Variant Catelory: Man - laeri.
  Iieiaht:
  2M
  CoIOT: "own
  Can thia Tac. u.•• W.apons? Yea
  ..
  Cata,oT,.: t..nc1 and othar lIt-ansiona
  OTiain of ...c.: Nouat.and
  !WIE: '\sHIVI
  Hit Oictl: 2
  O.age DOrM!:
  By Weapon
  ArIIor Clas.: 7
  Special AbilitieS: I. Covered with 1Il0,.
  2. Wabbt!d feet J.
  Long eau
  SUt ModUien:
  INT:
  J
  WIS:
  0
  STR:
  )
  OU: -2
  OON:
  0
  CKA:
  0
  eat: -2
  CUll:
  0
  PSI:
  0
  HAC:
  5
  TRA: -5
  Cl... : n.h -
  H......noid
  Vartant Category: Hlngyo
  Height;
  2M
  Color: CreeD
  Cao thia race Wle Weapons? Yea
  Catelory:
  Land and WateT
  L'~':..
  ...""J-..l.__""lolIoI.IU
  Ot'i&ln of .....ce: Africa
  NNt!: ALFU (LlOS-)
  NAM!:
  ASlEfJ.UER
  NNt!: .u.F.u (SVAl.T-)
  Hit Dice: 2
  O_a.e Done:
  By Weapon - Spacial
  "l'1IIOr CI... : 8
  Sp.dal Abilitiq: Ntlnl!
  Stat Hodifiar.:
  INT:
  0
  WIS:
  1
  STR:
  0
  DU:
  0
  OON:
  0
  CHA:
  0
  COM:
  1
  CUN:
  0
  PSI: 15
  HAG: 15
  TRA: 10
  Clay.: Human
  Variant Category: Han
  Height:
  2M
  Color: Pink - Creen Hall'
  Can this racl! us. Weapona1 Yell
  Categor)': Land
  Orilln of Race: Miacellaneou..
  Hit Dice: 2
  0_... Done:
  By Weapon
  .u.or CblO": 8
  Special Abilities: SOM
  Stat Modif1eu:
  INT: 0
  WIS: 0
  ST1: 0
  DU: 0
  roN: 0
  alA: 0
  COM: 0
  CUN:
  0
  PSI: 0
  H.AC: 0
  TIlA: 0
  Clu,,: H..an
  Variant Gaulory: Han
  Kuaht:
  2M
  Color:
  Blua
  Can t.hia race ....e Weapons? Yea
  Cat.aory: t..nd
  Ot'iain of aace: Lin Carter'" World'.
  End
  NAME:
  AZOfl.lICIAN
  ll1t Diu:
  1
  D.age: DODl!:
  By Weapon
  ArlIor Cl..,:
  7
  Spedal o\biUtiu:: 1. See in very di_
  Ulht 2. Cau to Sid" daension J/week
  + Level J. Takes doubla d....a. by Cold
  Iroo
  SUt Hodtrtan:
  IMT:
  0
  WIS:
  0
  STI;
  1
  OU: 0
  roN: 2
  au: 0
  (])H:-2
  CUll: 2
  PSI: 0
  HAC: 0
  TIA: 0
  CI..,:
  Kl,IIanoid
  VaTlant CauSory: Han - ra.rle
  HUlht:
  IH
  Color: Black
  Can thb race ~, Weapons? Yea
  CaUaoTy: Land and other dhl.naiona
  Ot'ilin of aaca: Nonetand
  Hit Dice: 2
  O...g. Dona:
  By W.apon
  .v.or CI... : 8
  Special Abilitie.: I. Lisht '_/Levt:l
  3!veek + Level 2. Cat. to Sidh. diMn-
  aion J/week + Level 3. Takes double
  d_S. b,. Cold Iron
  Stat Hodifi.u:
  INT: 0
  WIS: 0
  STR: 0
  DEX: 0
  (ON:
  0
  CKA:
  0
  OOM:
  0
  CtIN:
  0
  PSI: 0
  HAC: 0
  TRA:
  0
  CIa.,: Hl,aanoid
  VaTiant Category: Han - Fa.Ti.
  Hdsht:
  2M
  Color: Whtte
  Can th1.. Tace u•• W.apone1 Ytla
  Category: Land and othllT di_na1.oM
  OTisin of Race: Nou.land
  PAGE 60
  
  NAME:
  BABOON
  Hit Die.:
  1
  Dmag. Done: 1-" by Blu;
  8y Weapon
  Araor Cl... : 7
  Spedel Abllit1e.: None
  Stat Hodif1.n:
  INT: -4
  lollS: -I
  SU: -I
  D!X:
  2
  CDN:
  0
  QiA.:
  0
  CON: -I
  CUN: -3
  PSI:
  0
  MAC:
  0
  TU:
  1.5
  ct...: Ape
  Variant Cateaory: Urubl/,t,pe
  Hll!ight: 1.5
  tolor:
  8rown
  Can tbis rece uee w,.po_? Ye.
  Catelory: LInd
  Oriain of I.r:.: Ahir:.
  NAME:
  BEAR (CRIZZU)
  Hit Dice: 4
  Damale Done:
  - 5 lAIM by ClavlI;
  I -
  4
  by Bite
  Ar.ar Cl.... : 7
  Sp.del Abilities:
  (, +5 CSP 2.
  eUece of helUng .e31c
  StaeHocIlf1era:
  llrr: -2
  WIS:
  2
  STIl.:
  8
  DEl:
  3
  CON:
  2
  QlA:
  D
  <XlH:
  0
  CUN:
  )
  PSI:
  0
  HAC:
  10
  TlA: 15
  Cl...a:
  Ileer
  V.rilne Category: Belr
  Height:
  3.5101
  Colar:
  Brl"'nl - Crey-tipped
  Can thi. rer:e fJ.lIe Weepora? No
  Cetelary:
  Lend
  Origin of bee: Blackfoot
  IUt Dice: 2
  D__Ie Done:
  I - 4 2A/H by Claw.;
  I -
  6
  by Bite
  Araor CI....:
  7
  Special AbUities:
  1. Telepathy (I LoEI
  Level). PSP should be deter-.lned a. if
  paiontc
  Stee Modifters:
  Ull':
  0
  lollS:
  1
  STR:
  3
  OEX:
  I
  CON:
  I
  CHA:
  0
  emf:
  0
  CON:
  0
  PS·l: 25
  HAC:
  0
  TRA: 15
  CI... : Be.r -
  Bipedal
  Varient Cetello!'")': Bear
  Height:
  1.5101
  Color:
  Brown
  C.n thi, race use Weapone? Vel
  Category: Land
  Origin of Itaee: Sterling Lenter'.
  Hiero'. JourneY
  Hit Dice: 7
  D..ege Done:
  I -
  8 A/H by Hlniature
  WeapoNl held In Ctlie;
  I -
  8/H by
  NAME:
  UAZAR
  NAME:
  8EAR PERSON
  Araor Ct.a.:
  4
  Spedal "biUei..: Shepe Chlnae Self and
  Color at v111
  SUt Hoci1fiera:
  lIfT: -3
  lollS: -3
  Sl"I: 25
  DEl: -5
  CON:
  0
  eRA:
  0
  COH: -6
  CUlf: -5
  PSI: -I
  HAG: -I
  TIlA:
  15
  Cle.. : Protopt...
  Vlriant Ceulory: Hl'teUlneou.
  Relahe:
  7H
  Color: Crey
  Can thi. rIce u.e Weepana? Yel
  Caeeaory: Water
  Origin of br:e: Dralon'.• Byte Hi.edllneou.
  MAME:
  BEAR
  HIt DIce: )
  D_ge Done:
  -
  4 2A/H by Ct.v.;
  I -
  6
  by lIite
  AnIor CIa•• : 7
  Speciel AbUh!.. : None
  Stet Moci1f!eu:
  1!f!: -2
  WlS:
  2
  SIll:
  5
  OIl:
  3
  CDM:
  I
  CHA:
  0
  COH:
  0
  OJN:
  0
  PSI:
  0
  MAC:
  0
  T....: 1.5
  Clue: "ar
  Vadant. Catelory: aur
  Heighe: 3H
  Color: Varin
  Cen tbi. race
  ~e welpone? Ko
  Cat'lory? Lend
  Oriatn of klu: IIhekfooe
  Bit Diu: 1
  DlIIIIap Done:
  81 Weapon
  .u.or Cle•• : 7
  Speci.l Ablliti.. : I. Kit only by _air:
  or enerlY 2. Teleport 3/veek + Level
  Stat Hqdifien:
  00: -3
  lollS:
  0
  STR: -5
  O!X:
  6
  00101:
  0
  CHA:
  0
  COM: -I
  CON:
  0
  PSI:
  0
  MAG:
  0
  TRA:
  15
  Clelll: Delllon - Honkey
  Variant Cateaory: UruilS/Ape - Feerie
  He1lht:
  1M
  Color: Brown to Bhr:k
  Cen tMa raee uee W.apone? Ye,
  Ceeelor)': Ot.her dilllalUliolUl
  Oriain of Reel: Japen
  PAGE 61
  
  NAME:
  BRlGAND
  KIt Dtca:
  2
  Dnaga DOM:
  By \leapon
  AfW)r Cl... : 8
  Special AbilitIes: No nolla
  Stat Hodlfiera:
  nIT:
  D
  WIS:
  0
  sn:
  0
  DU: 0
  OJN:
  0
  CKA:
  D
  COM:
  0
  CUN:
  0
  PSI:
  0
  HAG:
  0
  TIA: -5
  ClII.st K....anoid -
  Long Anti/Shon !.e.gs
  VarIant Category: Man
  Height: 1.5M
  I
  Color: Pink
  f
  ~
  Can thill race use Weapon 1 Yes
  Call!gory~Lsndi
  .
  Odgin or bee: Lin csyter
  WarId'. !!!!.
  NAME:
  BROWNIE
  Ki t DIce:
  I
  DlIlUge Done:
  I -
  4 by Bite; by W.apon
  Al"WIOr CIa.. : 1
  Spedal AblUtiea: l. Cate to Sle1he
  eli_adoo )/week + Level 2. Takes
  double d"auge by Cold Iron
  Stat HocSlf)},u:
  INT: -4/
  WIS: -4
  sn: -I
  DElt:
  2
  roN:
  0
  0lA:
  0
  COM: -I
  C\JN: -)
  PSI:
  0
  HAC:
  15
  1RA:
  15
  ClI••: Ape.
  Variant Catagory: Urulag/Ape - Faerie
  Height:
  1.5M
  Color:
  Brown
  Can thb race u.. \leapona? Yea
  CatQory:
  Land ....d other
  eliM~lons
  Orlgin or Race: England
  NA.'tE: BUfl'ALO PERSC»l
  Hit Dlu::
  )
  D.-age Done:
  1 -
  8 by Butt;
  I -
  4 2A/H
  by Horna
  "'-or Cl..a:
  1
  Special AbUitles: l. +20 CSP 2. Breathes
  water and aIr
  Stat MocStfiera:
  INT:
  2
  WIS:
  )
  STR:
  1
  DDC: -2
  CON:
  4
  CHA:
  2
  CON:
  2
  CUN:
  0
  PSI:
  0
  HAC: 20
  TRA:
  15
  Cl... : Bi.on
  VarIant Category: Blaon
  Height:
  3M
  Color:
  Brown
  Can thia race uae weapona;1 No
  c.teaory: Land and Water
  OrIlLa of Race: Cherokee
  PAGE 62
  NAME: CACUS
  Htt Dice:
  )
  Damage Done:
  B)' Weapon
  Anaor Clua:
  6
  Special Abtlities: I. Breathe fire
  3/week + Level (I ltD)
  Stat Modifiers:
  INT: -)
  WIS: -)
  STIl:
  1
  ODe: -2
  001':
  0
  CHA:
  0
  COPt:
  0
  CUN:
  0
  PSI:
  0
  KN:::
  0
  TJl.A: -5
  Clas.:
  l'l~.nd~rthal -
  J heada
  Variant Category: Uruh8/Ape
  Hetght:
  3M
  Co lor:
  Brown
  Can thts race ulle \leapons? Y'HI
  Category:
  Land
  Or181n of Race: Greece
  NAME:
  CAT
  Hi t Dtce:
  I
  D.age Done:
  1 -
  5 by Cla14
  Ar.ar Ctallll: 1
  SpecJal AbIUtLe.:
  1. AaloCiaUIl only
  w1th ..gLcal creaturea 2. Can llpea\
  -oat hu.an or htaanold tongue.. without
  aerious speech probll!lU
  SUtHocSlfLeT8:
  tNT:
  0
  WIS:
  0
  STR: -1
  DEl:
  )
  ool'l:
  0
  CHA:
  0
  COM:
  0
  CUN:
  )
  PSI: \0
  MAG:
  10
  TRA:
  10
  Cbllll: Cat
  Vartant Category: Cat
  Hdght:
  \H
  Color: V.rhe
  Can thb race l,ISe Weapons? Yea
  Category:
  Land
  OrIgin or Race:
  England
  NAME: CAVDoIIGIrt'
  Hit Dice:
  )
  D...ge Done:
  By Weapon
  ArlaQr Cl..,s: 8
  Special Abllltir:.a: I. Detect irregu-
  Iarltiea in architecture at )0% +
  5%/Level 2.
  L
  R. viSion at wtll
  Stat ModHiera:
  INT: -I
  \lIS: -I
  STR:
  1
  DEX:
  0
  CON:
  I
  CHA:
  0
  COM:
  0
  elm:
  0
  PSI:
  0
  HAG:
  0
  TRA: -S
  Clus: Neanderthal
  Vartant Category: Hao
  Height: :Ii
  Color: Crey
  Can this race UlIe Weaponsl Yea
  c.tegory: Land
  Orilln of Race: Scandinavian
  
  lilt 01l;:e;
  3
  D.alge Done:
  1 -
  4 2A/'H by Hooves; by
  Weapon
  A~r Class: 8
  Specht Abilities:
  None
  StH l1odif1eu:
  INT;
  3
  WIS: 2
  STR.: 5
  DElt:
  0
  cos: J
  QiA:
  I
  COt:
  1
  CIDi: 2
  PSI: 0
  !tAG: 5
  TRA: 0
  Clan: Horse/Man
  Varlant Category: Standard Cross-bued
  !leight: )/1
  Color: Vartea
  Can this race use Weapons? Vea
  Cnelory: t..nd
  Origin of Race: Creece
  !CA."t:: CENTAllR (ICTHY-)
  lilt Dlc.:
  3
  D~. Dona:
  I - 6 2A/H by CIsvlf;
  by Weapons {Rarely}
  Ar..r Cl..a: 8
  Spedal Abil1tiu:
  Nona
  Stat Hocilfiau:
  lIlT: 0
  WIS:
  I
  STR: 2
  DDt: 0
  COS: 0
  CHA: 0
  C(J(: 0
  cue: 0
  PSI: 0
  !'lAG: 0
  TRA: 0
  C1au: H'HlIlan -
  P8IJ-l1.ke hande
  Variant Category: 111n8Yo
  Mdght:
  3M
  Color: Creen Black
  c.n thtl raca use We.ponsl Yel
  Caugory: W.ter
  OrII1n of hee: KlIceUaneoUi
  /1"'''£:
  CERCOPES
  NA."tt::
  CRAN
  HI t Olce:
  2
  O....g. Done:
  I -
  3/'H by Constriction:
  1 -
  2 by lite
  {P}
  Ar-or Cl..,,: 7
  Spacial AblHtlel:
  J. Poison (16)
  2. Keat lIelllor in tongue
  Stat Hod1f1en:
  INT: -I
  WlS:
  2
  STR:
  2
  OU:
  2
  CON:
  0
  OlA:
  0
  <:eM:
  0
  CUN:
  0
  PSI;
  0
  HAC:
  0
  TRA: 10
  Clasa: Snake - 2 ti1llll1l am.
  Varl.nt Category: Snake
  Height;
  2H
  Color: Eaersld Grven
  Can thl. raea uae Weap~t Vas
  Cstesory:
  Land
  Origin of bce; Aztec
  NAME:
  CHILD OF CAIN
  Hit Dice: 2
  D_age Done: Iy Weapon
  .v_r CI..s: 8
  Special AbUltlel:
  I. POSM•• the .ye. of
  • killar 2. Av.rqe Ufe-Ipan of 800
  year. J. RegeMratea at 6 Pthlday
  (r&ltlng)
  SUt /1oc11fteu:
  INT:
  2
  W1S:
  2
  STll:
  }
  OD.:
  3
  CON:
  5
  CHA:
  2
  ~:
  2
  CUN:
  3
  PSI:
  }
  KAC: 10
  TRA:
  }
  C1a8&:
  HUI'uln
  Variant C.tagory: Han
  Kdght: 2/1
  Color: Varia.
  Can th1l nee use Weapona? Vaa
  Catalory: Lsnd
  Ortlln of Race: H1IceUaneoIW
  NNolE: CHILD OF SATAN
  Hlr- Dice:
  1
  D-.age Done: 81 Weapon
  ArMr CIa•• : 7
  Special AbUlti.a: I.
  SZ on an
  Thievlna abil1ti..
  Slat 1'Iodlfiau:
  I1fT:
  0
  WLS:
  0
  SYR: -]
  DEl:
  }
  COS:
  0
  CIlA:
  2
  CX!t: -2
  CUIf:
  1
  PSI: 0
  KAC:
  0
  TtA.: 0
  Clalll: Si.lan - 8ipedal
  V,riant Category: Uruilg/Ape
  Mdght:
  1/1
  Color:
  Brown
  Can thla race USI W.apona? Yea
  Category:
  Land
  Ori&1n of lace: Creece
  Hit Olce:
  2
  D..age Done:
  8y Weapon
  A~or Class; 7
  Specht AbiUtl..: I. Serpent u1l
  2. Cau to Hall ]/week + Level
  4. Take. double daug. by goocl-
  bl...ed objectl 4. Evil tendend.a
  5. Llkes to eat baby flellh
  Stat Hodlfien:
  INT:
  1
  WIS: -2
  STR:
  ]
  nIX:
  0
  CON:
  1
  CHA:
  ]
  ~:
  0
  CUN:
  )
  PSt:
  }
  HAC:
  15
  'IRA:
  10
  Cl....
  11t....noid
  wolf h••d, h.iry
  Variant Catssory: Hagical
  He1gbt: 2H
  Color: Grey
  Can th1l rsce
  LIR. WeapoOli? Ye.
  Catalory: Land and oth.r d1.lleuiou
  Or1&1n of bee: Hell
  PAGE 63
  
  NAME:
  OIlLD OF THE SlIN
  Kit Dice: 2
  D.-ge Oone:
  By Weapon
  Araor ClAlla:
  8
  Spedal Abilitlea: 1. Tum any Undead.
  de.,n. or anlel of leas than
  10 FPI
  Lavel 2. Clairvoyance. tele-vislon,
  and ee.-.nd (8th LoE) 3/lJeek + Lenl
  Stat I"lodifier.:
  11I'T:
  3
  WIS:
  )
  STR:
  0
  DEX:
  0
  CON:
  0
  CHA:
  5
  COI"l:
  0
  CUN:
  0
  PSt:
  15
  KAG: to
  TRA:
  10
  Cl... :
  H~n
  Variant, Cat,.gory: Han
  Height: 2M
  Color: Pink
  Cao t;hi. racs u_ lOeapons? Yea
  CatslOry : l.and
  Orilln of Ilace: Japan
  NAME:
  OlULIK
  H.lt Dice:
  3
  O_age Done:
  I -
  4 by Tusks; by Weapon
  ArIIOr Clasa:
  7
  Speclal Abilitiu:
  I. Uually trained as
  a _rcellar,. ",arrior,
  thua st,.rtina off
  as a 3rd Level W.rrloT or FtlhteT
  Stat I"lodifiera:
  INT: -2
  WIS: -2
  STR:
  5
  DEX:
  2
  00"':
  2
  CHA:
  0
  COH.:
  0
  CUN:
  0
  PSI:
  -5
  HAC: -5
  TRA:
  2
  Class: Pig (H.....nold)
  Variant Catelory:
  HiaceI~aneOl,la
  Keight:
  2M
  Color: Yellow
  Can th1l5 race use Weapoul Yea
  Cateaory: Land
  Oriain of Raea:
  Alan I. Aier•
  .!!!..!l~
  IU.I1E:
  roRANIAN
  Hit Dice:
  I
  DllIllage Done:
  By
  W~apon
  ArlllOr Class:
  8
  Spacial Abilltiu:
  1. Can hear any whis-
  per within 50. 2. G.te to Sidhe dilllen-
  aion 3/week + Level 3. Take. double
  daule by Cold Iron
  Stat Modifiers:
  lin':
  0
  WlS:
  0
  STtl.: -5
  DfX:
  0
  CON: -2
  CHA.:
  0
  C(J(:
  0
  CUN:
  0
  PSI:
  0
  MAG:
  5
  TIlA: 10
  Claas: Dwarf
  Variant Category:
  Uruisg/Ape
  Hdght:
  IH
  Color: Coppery
  C.u thts raCt!
  ~e Weapons? Yea
  Category: Land and other dtaellSiona
  Origin of Rosce:
  £nIland
  PAGE64
  NAME:
  COYOTE
  Hit Dice:
  I
  Damage Done:
  I -
  4 by Bite
  ArlllOr Clas8:
  7
  Special Abil1tiu: I. Hove. anently )5%
  +- 51/1.evel 2. Hide 11'1 ahad_a 30% +
  5%/Level
  St,at Hodtrhrs:
  INT:
  0
  WIS: -)
  STIl: -3
  DEX:
  2
  COS:
  0
  CHA:
  0
  coJot:
  0
  CUN:
  "
  PSI:
  0
  MAC:
  0
  TRA: 15
  Clahl:
  Dog
  Variant Category: OOft
  Height:
  1M
  Color: Varlell
  Can thi8 tlu:e: use Weapon!ll? No
  Category:
  Land
  OrigIn or Aace: Blackfoot
  NAME:
  CRANE
  Kit Dietl:
  I
  Olllllage Done:
  I - S by Beak
  ArlllOr Clallll:
  7
  Special Abilities: NoM.
  Stat, Modifiers:
  INT:
  1
  WIS:
  2
  STIl: -5
  OEX:
  )
  a)N:
  0
  CHA:
  0
  COM:
  0
  CUN:
  I
  PSI:
  0
  HAC:
  0
  1M: -5
  Cla911: Crane
  Varlanl ClIteRory: Bird
  Keight:
  I.SM
  Color: Gr«y:flth 'lue
  Can thl>! rac«
  ~e Weapons? Yes
  C.tegory: Land anll air
  Orlgln of aacal Japan
  NA.'tE: CYCLOPS
  Hit Dicl!:
  6
  Damage Done:
  By Weapon
  Armor ClulI:
  7
  Special AbiUtles: None
  Stat Modlfl.en:
  INT: -)
  WIS: -2
  Sl1t:
  20
  DEX: -6
  roN:
  8
  CRA:
  -2
  00!'l: -2
  CUN:
  0
  PSI:
  0
  HAC:
  0
  TRA: -I
  Cl88l1: Neande:rthal - One Eye:
  Vft'tlant Catelory: Uru!sg/Ape
  Height:
  6H
  Color:
  Brown
  Can chi. race use "'eaponll? Y"la
  Caugory:
  Land
  Origin of aace: Creece
  
  NAI1E:
  CYCLOPS
  (NEO-)
  Kit Dice:
  2
  DalIlage Done:
  8y We.pon
  Armor Clalla: 8
  Special Abtl1tte.:
  None
  Stat Modifier.:
  INT: 0
  lollS: 0
  STR.:
  0
  DEX: 0
  OON:
  0
  OL\: 0
  COM: 0
  ClIH:
  0
  pst: 0
  !'lAG: 0
  TRA:
  0
  Cl...: H--.n - Cyc:lopean e'l"
  Vartant Catesory: Han
  lIeisht:
  2M
  Color: tan
  Can th.t. race uae Weapons? Yea
  Category: Land
  Oriatn of R.aea, Lin Can.ar'.
  ~!!!!.
  NA.'1E: DrRCEN
  Hit Dtce:
  2
  D.1Il8ge Done:
  By Weapon
  ArlDOr CIaall:
  8
  Special Abllltiell: I. May go ga.>eoul if
  50% of ttl PIP.. are taken 2. Take»
  double d8lllage frQlll llIagtc ].
  Uae
  Sto~ (lee), Coldball.
  and Wall of
  Jce (5th LoE) 3/week + Lt!vel
  Stat Hodtrlen:
  1m': 0
  lollS:
  0
  STll.:
  0
  Of:<:
  0
  CON:
  0
  CHI.:
  0
  COM:
  0
  Cll'S:
  0
  PSI;
  0
  MAC:
  10
  TiA:
  -5
  C1... : H..llnoid
  ....riant C.tegory: Magical
  HI!1~ht: 2M
  Color: Vhlte
  Can this race \l.lIie Weapon..1 Ye.
  Catelory:
  Lllnd
  Ot-tAin of Race: D.vid U. Chapsln
  NAKE:
  DAM PERSON
  Ilit Dtc,,: 2
  D..-ge Done:
  I -
  6 by TIU; by Weapon
  Ar-or Chll:
  7
  Speci.l AbtUth,l: None
  SUt Modtrhu:
  INT: -I
  lollS: -2
  STR:
  0
  DEX: -1
  CON:
  0
  CHA:
  0
  <XlM:
  0
  CUN: -1
  PSI:
  0
  "AG:
  0
  TAA:
  10
  Cia.. : Beaver -
  81pedal
  Variant Category: Htlceilaneoull
  Kl!1ght:
  2M
  Color:
  Brown
  Can thb r.ce uae We.pons? Yea
  Category: L.nd Ind .....ller
  Origtn of Race: Sterling Lanier'.
  Klero'. Journey
  NAME:
  DETSATA
  .:-.
  NAME:
  DIV
  Hit Dlce:
  4
  DlBage Done:
  I -
  !;, by CI..... ;
  I -
  4 by
  .~
  KI ck; by WeApon
  "-tlaor CI••• : 8
  Special Abilities: I. Innat. body to
  fly 2. Large,
  round eye» ]. Cale to
  OJ tnnaxele ptane ]/.......ek + Level
  J,. Take» double d_age by Cold iron
  Stlt MOlIHlera:
  INT:
  0
  WIS:
  0
  STR:
  LO
  OEX:
  0
  CO~:
  2
  CHI.:
  0
  COM:
  0
  CU~:
  0
  PSI:
  0
  MAC:
  0
  TAA:
  0
  Clul:
  HlIIll8nol11 -
  ta11/horna/~l)al
  ~O\IU
  Variant Category: Miscellaneous
  Hiegh.t:
  4.'1
  Color:
  Brown - spotted
  Can this race use Weaponll? Vea
  Category: Other dilllensions
  OrfRln of Race: "'ersta
  Kit Dice: 2
  D-..ge Done:
  8y Blowgun or
  IolJ
  AnIor Cl...:
  8
  Speci.l AbiUtlu: I. Invisibility
  6/week + Level. Dur:
  ),'1/Lew!
  Stat Hodifter.:
  00:
  0
  WIS:
  0
  STR.:
  0
  OU:
  I
  CON:
  1
  ClIA:
  0
  COM:
  ]
  ClDi:
  -1
  PSI:
  0
  !lAC:
  5
  TlA:
  0
  ellls>I: H_an
  Vartallot Catelory: Han
  1la11ht: 2M
  Color: Coppery
  C.n this r.ce uae W••pona? Yel
  Catelory:
  Land
  Or111n of R.ce: Cberoke:e
  PAGE 65
  NAME: OJA/iC
  Hit 01ce: 2
  0""48e Done: 21./1'1 by Weapon
  Arwor CI... : 8
  Spechl Abilttfell: None
  St.t Hodl£tera:
  INT:
  0
  lollS:
  0
  sn:
  0
  DEX:
  3
  CON:
  2
  CRA:
  D
  CO!i:
  0
  CIlS: -2
  PSI:
  0
  HAC:
  0
  TRA:
  D
  Clus: H--.n -
  4 .nIlli
  Variant C.teaory: HlsceU.neoua
  Helaht:
  21'1
  Color: Pl nk
  Can thh r.ce use Weapona? Yes
  Cat'8ory:
  Land
  Drisln of Race: Allin B Akera'
  .Q!!l. PresCOt
  
  NAME: DJINll
  Rit Diu: 2
  D-.ge Do.. :
  By W.apol:l
  Ar'lIOr Cl..l: 8
  Special Abil1d••:
  1. ll:lvidbla to
  t
  Olll
  it doell:l't vant to lee it 2. Non-cor-
  poreal at vUl ]. Hit only by _aic or
  anergy •. Can to Djinnnale Plana
  ]/veek + l.e.yal 5. Taku double d_Ia
  by Cold Iron
  Stat Hod1flau:
  IN''''
  •
  WIS:
  II
  STR:
  4
  DEX:
  3
  CON:
  I
  CRA:
  5
  eat:
  0
  CUN:
  "
  PSI: 15
  HAC: 15
  TIIA:
  0
  Cla..: H.-lnoid
  "a..-tlae Caeaso..y'
  Man -
  F_rl..
  tldlht:
  2M
  Color: Tan
  Call. tlltl race Wla W.apont,? Tel
  Catelory: Other du.enaioDll
  Origin of bc.: Peuia
  NA."I:£:
  DUCONN£TT£
  (COLD)
  I
  Rit Dice:
  I
  D"lge Done:
  1 -
  4 by Everythina
  Toa.chlr
  Ar'lIOr CI..I: 6
  Special AbiUUt.: I. 3 Breaths/week +
  Lavel (uanaeule. to gold [6th LoEn
  Stat l'IodlUeu:
  IN'T:
  ]
  WIS:
  ]
  STR.: -5
  DU:
  5
  CON:
  0
  CHA:
  0
  C(lol:
  0
  CUN:
  0
  PSI:
  0
  KAC:
  5
  TRA: -5
  CI...: Drlgoo
  Varllnt Catllory: Drlconnette
  Bellht:
  .51'1
  Color: Cold
  Caa chis raci .... Wespone? Tel
  CltcIOE'Y: Land sad air
  Orilin of RAce: Dragoo'l Byte "lIcelllneoUi
  NAME:
  DRACONNETTE (CEM)
  H1l Die.:
  1
  Dalie Done:
  1 -
  6 by Everything
  together; by Welpon
  Arw>E' Cb.. : 5
  Specil1 Abilities;
  1.
  I -
  6 ae__bedded
  io the .Un vbic:h haye ..,ieal propertiel
  the Draconette ..y we theN at 101111.
  Thoulh LUled up, the Itone. wUI re-
  lenerale in 30 .onthll -
  l.ench/Level
  Sl_t Hodiften:
  INT:
  3
  Wl$:
  3
  STR: -5
  DEX:
  ,
  CON:
  0
  CHA:
  0
  COM:
  0
  CUN:
  0
  PSI:
  0
  HAC:
  5
  TIIA: 10
  CI..I: Dnson
  VSE'ilnl C_t..gory: Drlconn.tte
  Be1aht:
  .51'1
  ColoE': Mu1t1
  Can thta race use _..lponS? Tel
  Oriain of Rice: Orlion'. Byte
  Milcelbneous
  tilt Dica:
  1
  0"'1. Dona:
  - 4 by Everythina
  tOlether
  Ar.cr CI...: 6
  Special Abllhi..: 1. 3 Bncaths/veek +
  Ley.l (luic:1de 1_" [6th LoE) -
  I - 4H/
  Lev.l)
  SUt Hodtrier.:
  IliT:
  ]
  WIS:
  3
  STR: -5
  OEX:
  5
  CON:
  0
  CRA:
  0
  COM:
  0
  CUll:
  0
  PSI:
  0
  !'tAG:
  5
  TRA: -5
  CI... : Ongon
  Variet Category: Drac:onnette
  Heilht:
  .)M
  Color: Crey
  Can t.h1. racc U~ We_pone? Te.
  Clt.lory: Land and air
  Or13in of lace: Drllon'l Byte
  M1scellaneous
  NAME:
  DRACOti'NETE (CREY)
  PAGE 66
  Mt Dice:
  2
  D_li' ))one:
  1 -
  8 by a.-
  Ar_r Clu.: 8
  Speciel Abllitiu: 1. Sonar 2. Moraally
  Ip.aka in the ul tra-.onic unae thOU-ll;h
  they _y Ipa.k 1a lower ranl.1
  Scae MadiUuI:
  1lfT: 0
  WIS:
  I
  STR: •
  DEl: 2
  COM: 0
  CHA: 0
  <XlH: 0
  C1JN: 0
  PSI: 5
  HAC: 0
  TRA:
  5
  Clul: Dolphin
  VI.rlant CltP-lory: Milcelllneou.
  Ke.1&ht:
  2M
  Color: Crey to Blue
  Call thil raea lila Welpon.a:1 No
  Catelory: Wltar
  OrillQ of tac.a: Milcelllnaoue
  NAME: DOLPHIN
  KAME:
  DOC PERSON
  Hit Dica:
  I
  D_ge DoGe:
  I -
  "
  by Bit.
  u.or CI..I: 7
  Spedll AbUltiel:
  1. e-.nd (201 +
  U/Leyel - 5'1,/ Victia'. Levd). l/Yee"
  + Level
  Sue Mod1U.r.:
  INT: -2
  WlS:
  I
  STR: _3
  DEX:
  2
  CON:
  -2
  QfA:
  2
  COK:
  0
  CUN: -]
  PSI:
  0
  HAG:
  0
  nA:
  20
  CI...: uos
  Variant Catelory: DOl
  Keilht:
  lH
  Color: Vari.1
  Can thi. raCtl ua. W..pODll? No
  Catelory: Land
  Orilin of aace: Cherokee
  
  NA."lE:
  DIVoCOl'o"NETE (PINK)
  Hit Dice: 6
  D.-.ge Done:
  1 - 4 by
  EverJthi~
  together
  Al"lllor CIlllIIs:
  6
  Special Abilities: I.
  ) breathl/week +
  Level (aphrodisiAc/lui""" -
  1 -
  4M/
  !.eveI)
  Stat Modifiers?
  INT:
  )
  VIS:
  )
  STlt.:
  _~
  DDC:
  S
  (X)S:
  0
  CHA:
  0
  CO!'t:
  0
  CtLJ:
  0
  PSI:
  0
  MAG:
  5
  TRA: -5
  Clul: Dragon
  Vlriant Category: Draconnette
  Height: .S"
  Color: Pink
  tan this nee ulle Weapons? Yea
  eatl'gory: Land sm:l air
  OrigIn of Race: Dragon'l Byte.
  MiBcellaneouiI
  NAME:
  DRAGON
  (MAN-)
  Hit Dice: 6
  D-..ge Done:
  I -
  4 2A/M by Cl..,a;
  I -
  8
  by Ta.11;
  b)' Weapon
  A~or Cl..l: 1
  Special Abll1tiea:
  I.
  ] breatha/week +
  !.evel
  (atealll -
  1HD)
  SUt Modifiers:
  INT~ -
  2
  W[S:
  0
  STR:
  20
  00: -
  2
  OON:
  4
  CHA:
  0
  cx»1:
  0
  CUN:
  0
  PSI:
  0
  MAC:
  0
  TRA: -10
  Clasa: Dragon -
  HlJIlIan hud/wtngleu
  Variant Category: Stlndard Croaa-breed
  He1ght:
  6H
  Color: IIf011n
  Can t.hh raee
  UIi<I WlIlaponll? Y••
  c.tagory:
  Land
  Ortgin o( a_ce: Lin Caner'.
  World'¥ End
  NAME:
  DIVo~
  (PINK)
  liA.'lE:
  ORACOt."NETTE (PSIONIC)
  Hit Oi.:e:
  1
  DilIlI3ge 001'18:
  1 -
  4 b)' Everything
  together
  ArllOr C11l,,: 6
  Speeial Abllttlel:
  I.
  1 -
  2 prJ.aary plionic
  Ibi Btl.. St)
  30 PSP each
  Stlt Modi£1eu:
  INT:
  3
  \iIS:
  ]
  STR: -5
  DEX:
  5
  cos:
  0
  CllA:
  0
  OOM:
  0
  ClIS:
  0
  PSI: 25
  MAG:
  ~
  TIA: -5
  Class: Drlgoll
  VArIant Cat.Sllty: DraCllnnette
  Hetght:
  .5M
  Color: Crt;y
  Cln thls race
  u~e Weapllna? Yeil
  Category: Land and
  a1 r
  Ori81n of Race: Dragon'a Byte
  Miacellane-;JUS
  N»tE:
  DRAGON
  (COLO)
  Hit Olce: 6
  O....ge Done:
  1 - 4 by Claws;
  I - 4 by
  Bite;
  I -
  6 by Tsll; by Welpon
  ~r Cll.,.:
  6
  Spedl1 Alli Uti"s: I.
  ] brelths/week +
  Level (tntllJllluU to gold (6th Lot])
  StU Mod:lf1eu:
  Ill'T:
  ]
  WIS:
  ]
  STR: 20
  DEX: -2
  <DN:
  4
  OIA:
  0
  <Dl:
  0
  CllX:
  2
  PSI:
  0
  MAC:
  5
  TRA: -S
  Claaa: Drlgon
  Variant caugor)': Dragon
  Hdght:
  6H
  Color: Cold
  Can thil rsce us. Weapotl8? Ye_
  Cat"lory:
  Lind and Bir
  Orisin of Race: Dralon'a Byte
  m,cell_neaus
  PAGE 67
  Hit Dietl:
  6
  O..-ge Done:
  1 -
  4 2A/M by Cl..,a;
  I -
  by Bite;
  I - 6 by TaH; by loIupon
  Armor Clau:
  6
  Speetal Abilities: J breaths/....eek ...
  Level (aphrodisiac/lar.ineu -
  1 -
  4M/
  Level)
  SUt ModiUera:
  ltn',
  )
  WIS:
  ]
  STR: 20
  OEX: -2
  OON:
  4
  CHA:
  0
  OOM:
  0
  CllN:
  2
  PSI:
  0
  KAC:
  S
  TIVo: -S
  Clasa: Drlgon
  Variant Category: Draaon
  Height:
  9l:
  Color: Pink
  Can thi8 race use Weapons? Yea
  Category: Land and air
  Origin of Race: Draaon'.
  Byte
  l'liscelbneous
  NAKE:
  DRAGON (PSIONIC)
  Htt Dice:
  6
  IJ
  DlIlllage Oone.:
  1 -
  4 2A/M b)' Ct.wa;
  1 - 4
  •
  by Biu;
  1 - 6 by rail; by Weapon
  Ar-.or Cl... : 6
  Spedsl Abilities: l.
  I -
  2 priury
  p.ionic Ibllit1e1 at ) - )0 PSP e_c:h
  Stst Hedtfieu:
  INT:
  )
  lollS:
  )
  STR.: 20
  Dtx: -2
  CON:
  4
  CHA:
  0
  (l)H:
  0
  CUN:
  2
  PSI:
  0
  MAC:
  S
  TaA: -S
  Cll11l: Dragon
  Vari_nt. Citegory:
  D~lgon
  Height:
  611
  Color: Crey
  Can thia race use We_pons? Yea
  Category:
  Land and. air
  Origin of llace: Dr_gon'. Byte
  Hisc:.llaneous
  
  IrlNt!: OlAOON (GR.EY)
  Hit
  Oic~: 6
  O.apo Oone: I -
  4 2A/M by CI.,.:
  I -
  4
  by Itu; I - 6 by Tdl: by
  W~apon
  ArwIr CIa.. : 6
  Specht AbUltiea: I. 3 brutha/we_k +
  Level (aulcUle g88 16th LoE1 -
  1 -
  4H!Level)
  Sut ModiUen:
  lNT:
  3
  WlS:
  3
  STR: 20
  OF.X: -2
  OJN:
  4
  CHA.:
  0
  OJK:
  0
  CUN:
  2
  PSI:
  0
  MAG:
  5
  TRA: -5
  Clsaa: Dragon
  Variant Category: Ongon
  Helgh~:
  6M
  Color: Grey
  Can thh race use W.apolUl? Yea
  Cat~lory:
  LaDl1 and ai r
  Origin of ttace: Dra,on'. Byte
  HiacellaneoWi
  HA!'ll:
  OUE!tCAR
  Hit Olea:
  1
  D_a&~ Done:
  lIy Weapon
  AnIIOr Cl.a: 7
  Sp~chl AbUlt.lea: I. 50t tbat it h..
  l.arned bow to
  for,~ a ape.eHic type
  of veapon which lt can _ke. +1 to
  Hit!+l 0_13 levela 2. eate to Sidhe
  dt-eMlon :I!w_k + lAvel 3. Tak.
  double d.ap by Cold Iron
  SutModiUen:
  Utt:"-l
  WIS:
  0
  STR:
  1
  DEl:
  0
  CON:
  3
  CllA:
  0
  OOH:
  0
  ctnl:
  0
  PSI:
  0
  MAG: 10
  TJlA:
  0
  Clau: Dwarf
  Vertant Category: Urui.,!Ape - Faerie
  Height:
  111
  Color:
  1I1ack
  Can thia race ..... W.apona? Yea
  Category: Land and other diJaenaloNi
  Origin of aau:
  Navaho
  NA."lE:
  OWARF
  Hit Dice: 2
  Damagll Done: by Weapon
  AnIIor Cla•• : 8
  Sp~cial Abilitie.:
  I. Sea in 1. R.
  2. Detect irrelulariUee 1n
  archlt~c­
  tura at ]0% + 5%/Lavel
  SutMocilU.ra:
  INT: 0
  VIS: 0
  sn: 5
  DEX: -3
  CON:
  3
  CHA.: -1
  COM:
  0
  Ctl1t:
  0
  PSI: -5
  !'tAG: -5
  fIlA: -5
  Cl... : Dwarf
  Variant Cauaor,.:
  uru1sg/Ap~
  Height:
  1M
  Color: erey
  CaD tbt.
  rac~
  ua~ Weapona? Yea
  Caugory: Land
  Or1pn of Rac.: M1ac.llarw0U8
  PAGE 68
  NAME:
  DWARF (DEATH)
  tut Dlca: 2
  O"'a_ Done: Iy W.apon
  Atl'Or Cl...: 5
  Special Ab1littaa:
  1. I.per:vious to
  tl!lllperature 2.
  Immune to normal pOi.OM
  :~:ah normal flesh la polaonou.
  i'~o:,,
  ....
  Stat ModHlera:
  INT:
  -3
  Wls:
  -3
  STl:
  -2
  DIX:
  -2
  CON:
  4
  QIA: -3
  CXlM:
  -5
  CUtf:
  0
  '51:
  0
  MAG:
  0
  TRA:
  -5
  Cl888: HllIIIanoid
  Variant Category: M1ace11aneoull
  Height:
  1M
  Color: PoiaonotlS Gr.en
  Can thta raea usa W.apons? Vaa
  Catelory: Land
  Ori8in of Ilaee: Lin Carte.r'.
  World' a End
  NAME:
  ELF
  (BLACK)
  Hit Dice: 2
  D..ag. Done:
  By W.apon
  AIWIr Cla.. : 8
  spactal Abilities:
  1. +5% vith any .ind-
  relat.cl abtl1ty 2. Soaewhat Chaottc
  eendenci.. ). Cate to Sldhe dl_naion
  3!week + Le.vel 4. Tak.. double d...ge
  by Cold Iron
  •
  sUt MocItflera:
  INT:
  1
  WIS:
  2
  STR:
  0
  DE:X:
  0
  CON:
  0
  CHA:
  4
  CO":
  2
  CUN: -1
  '51:
  5
  HAC:
  0
  TRA:
  0
  CIa•• : lh...a
  VarIant Cateaory: Han - Faerte
  Hel8ht:
  2M
  Color: Black
  Can thia rac.a usa W.apona? Ya.
  CaUlory:
  Land Rnd other dimenalolU1
  Origin o[ Race: Dragon'. Byte
  MI.c,11aoeou.
  NAME:
  ELF (CAVE)
  Hic. Dlc.:
  I
  D..ag~ Dona: Iy We.pon
  Maor Clasa: 8
  Special AbiUrt.e:
  I. +5% with any eerth-
  nlated ability 2. Sonic .ight •• well
  aa
  l'IOI."IIl81 eight (thia alao allowa tt to
  deuct fault. and hollow area. behtnd
  walla ). Gate to Stdhe d1llle.naton
  3/"'.ak + Le.vel 4. Takes double d.-ag.
  by Cold Iron
  Stat MedUien:
  INT:
  1
  WIs:
  2
  STR.:
  ]
  D£X: -I
  roN:
  :I
  CHA: a
  CO": a
  CUN: -1
  '51:
  5
  MAC:
  0
  TRA: -5
  CI... : Rlaaa
  Varhnt Category: Han - Faeria
  Reiabt:
  I.SK
  Color: llhit. to Cr.y
  Can thta race use Waapona? Yea
  eaUlory:
  Land and other dt..enaiona
  Ortl!n of Il8ce: Oregon'. lyre
  Hiacellaneoua
  
  IlAl1E:
  ELF (FOREST)
  Kit Dice: 2
  D....ge Done:
  By Weapon
  ArMOr Cia.. : B
  Special AbUHI.. :
  I.
  +:i% vlth any
  fonlt-related ability 2. +5 TiA in
  the wooda 3. Cate to Sidh. dillenalon
  l/"eek + Level 4. T.ke. double d..age
  by Cold 1ron
  Sut!'lolltUera:
  00:
  I
  11'15:
  2
  Stl:
  0
  OEX:
  3
  (XlN:
  0
  QlA:
  I
  0:1(:
  I
  CUI: -1
  PSI:
  :i
  MAC:
  0
  TlA:
  .:i
  Cl...: Huaan
  V.ri.nt C.tegory: Kan -
  Faerie
  Ild&ht: UI
  Color: Tenn1,h Green
  C.n thb race u.. W••po.? Ve,
  Catelory:
  L.lIPd and othe.r di_nlltoN
  Ottltn of bee: Drqon', Byte
  "i.cellaneo....
  NAME: ELf (MOUNTAIN)
  lIit Dice: 2
  D__,e Done:
  By Weapon
  .\tw)r Cla.. : 8
  Special "bil1tt-.: I. +U "ith any earth-
  reIned abi11ty 2. +5 TRA 1n lllounta{nlI
  ). Cate to Sldhe H.-enaton 3/"eek +
  L.evel 4. T.k.. double damage by Cold
  Iron
  SutHodtUers:
  nIT: I
  WIS: 2
  STR: J
  DU: 0
  OON: 1
  CIIA:
  1
  OOM:
  I
  CUN:-I
  PSI:
  5
  MAC:
  0
  TaA:
  0
  Cl... : llUlian
  Variant C.tegory: Han - Faerie
  Height:
  21'1
  Color:
  Brown to Crey
  Can tht. race uae Weapone? Yea
  Category: Land
  Orlpn of bee: Dragon'. Byte
  lUacellanaoua
  "
  NAME: ERH-ElruA
  Hit Dice: 5
  DllIIlagl Done:
  - 4 by Btte;
  I -
  6 by
  Tall
  Arlll\r Cl..s:
  6
  Special AbUltlu: I. Control WInd
  (I LoE/Level) 6/week" Level 2. Aka
  ''Wind Coullin"
  Stat "odi ffen:
  Un':
  0
  WIS:
  0
  STR: 15
  DEl:
  2
  CON:
  "
  QtA:
  0
  COM:
  0
  CUN:
  2
  PSI:
  0
  MAC:
  .:i
  TRA: -5
  Clus: Dragon - vellttglal leglll
  Vanant Catlsory: Dragon
  IIeight:
  71'1
  Color: al,,{.h
  Can thi. race Wie WI!ap0l\81 No
  Oripn or Bace: Dragon'. Byte
  Dugan Land
  Kit Dice:
  I
  D.lge Done: By Weapon
  A~r Clu.: 7
  Special AbtUtlee: I. thIn neck 2. Can't
  ..fnt.1n concentration for long l. Cata
  to Sidha dimension J/week + Ll!'vel
  4. T.kes double d....ge by Cold Iron
  Stat Mod1fierll:
  INT: -2
  lollS:
  0
  STR: -2
  DEX:
  3
  CON:
  0
  CKA:
  3
  COM:
  3
  CUN:
  _to
  PSI:
  0
  MAG: 25
  TRA: -s
  CLaslI:
  Bird
  (H.....anoid) - Clawed feet
  Vllriant Category:
  Bird
  Height:
  iii
  Color: White
  Can th18 raca Wle Weapons? Yell
  Cat810ry:
  Land
  OrtBin of Race: Andre Norton
  ~World
  NAME:
  FLYMACE
  ..
  !lAKE: ELf (5 ......)
  Hft Dice: 2
  O__ga Done:
  By Weapon
  .v.or Cia.. : 8
  SPt:c1al Abilittel: I.
  Se~a Electric
  field
  (10th LoE). Thta vorb ....ch as
  r.dar with 11'O'lng creature. but only
  li.-::;::::;::::::'--:7J~
  in aalt "uer 2. Cate to S1dhe dt__
  110D 3/"eek + Level 3. Taku double
  1:01.__/. ~-=..--
  d__ge by Cold
  Iron
  Stat Kodtftera:
  urr:
  1
  illS:
  2
  STl:
  0
  DEl:
  2
  (XlII:
  0
  0lA:
  1
  CXlK:
  I
  CUM: -I
  '51:
  .:i
  1UoC:
  0
  lIlA: 10
  Cl.... : II.....n
  Variant Catel0!;Y: Han - Faeri.
  lIe..1ght: 2"
  Color: Creen to BrOloln
  Can thia race lUI. W.aponll? Ves
  CateB0!;Y: WSter
  OtiBin of Rao::e: Dragon', Byte
  M1scallaneool
  PAGE 69
  Hit Dice: 2
  0._11 Done:
  By Weapon
  Aneo!; Class: 8
  Spedal Abilities: l. Special genetic
  abtl1tiu (I ability -
  60%, 2 abUitiu
  -
  lO%,
  3 abiUtie. - 71, 4 abilittu -
  3%) 2. AbU1tiea? Telepathic Projection
  and l.eceivirl8, TelekiDu1a (100 q),
  C~and IMacU, c:o-.unicate with
  Inalcu, Fire (lRO/Level). Invisibility,
  FliCht (each ua... 5 STR)
  Stlllt "olliffe!;.:
  11fT:
  2
  WIS:
  2
  STR:
  5
  DEI:
  0
  CX)N:
  0
  CKA:
  0
  COot: -2
  CUN:
  0
  ..~
  PSI:
  0
  MAC:
  5
  TRA: -5
  CIa.. : Ply -
  HUIDllnOid
  VarIant Cllltelory: FIYlUn
  Height:
  21'1
  Color: Crey
  Can tht. raea use W'eapufUl? Ye.
  CataBory: Land
  Origin of Race.: Dngon'e Byte
  PlyQuut
  
  NAME:
  Fl.YMAN
  Hit Dice:
  2
  Oam.lllge Done:
  By Weapon
  AnIOr Clan:
  B
  Speci.1 Abilitie.: I. C.n .ee U. V.
  but
  c.n ......all, nOt eee red even ...ith
  See t. R.
  SUt Mod1£1en:
  INT:
  0
  WIS:
  0
  STR: 10
  DO:
  0
  CON:
  2
  CHA:
  0
  COM: -1
  CUN:
  0
  PSI:
  0
  MAC:
  0
  TRA: -S
  CI... : Fly - H..anoid
  Variant Catelory: Fl,.an
  Height:
  2M
  Color: Black
  j,f.
  Can thb rae. Ill. We.pol'll? Yes
  Catalory: Land
  Origin of Race: DUlon'. Byte
  FlY9uett
  NAKE:
  FOX OEMON
  Hit Dice:
  I
  O••ge Done:
  I -
  4 by ILt.. ; by Weapon
  ATIIlor Clue:
  7
  Special Abllit1u: I. Can changt: to
  ieperfect hum.n fotlll I/veelt/level
  Stat Modifiers:
  Ilff:
  2
  WlS:
  2
  STR: -]
  DElt:
  3
  CON:
  0
  CHI.:
  3
  COM:
  0
  CUN:
  ]
  PSI:
  0
  HAG:
  10
  TAA:
  15
  Cia•• : Fox H\,Danoid
  Variant C.tegory: Dog
  Height:
  I.SH
  Color:
  Red Brown/Pink
  C.n th::'a r.ce
  ...Ie Weapon.? Yee
  Catelory: Land
  J1".
  OriSln of Race: J .pan
  L..::;.:.;,..IL.
  -'-
  NAME: FRl5nE
  Hit Di«: 2
  D.ase Done:
  Iy Weapon
  Ar.or Cl... : 7
  Speci.l Abilitie.:
  NOM
  Stat ModiUen:
  lW1': 0
  WlS: 0
  STI: 0
  DU: 2
  CX*: 0
  CKA: 2
  COH:
  2
  CUN:
  0
  PSI: 0
  HAC: 0
  TRA: S
  Cl... : Cat (N_oid)
  Vari.nt Category: Cat
  Height:
  2M
  Color: Tan to White
  Can this
  UCI!
  ....e Weapout Yell
  Category: ~
  Or:ilin of Race: Alan I. Aken
  £!!I. Prucot
  PAGE 70
  ,
  NAME:
  rROC-KAN
  Hit Dice:
  I
  Dama.. Done:
  By Weapon
  ArlIOr Clan: 9
  Svec1al Abilitie.:
  I. Their a.... are not
  ...ell-coMtrUc.ted for throw!n. thing.
  2. They are llllllinucent 1n the dark
  Stat Modifier.:
  tNT:
  -3
  Wl5:
  0
  sn: -3
  DEX:
  I
  roN: -2
  CI'IA:
  -1
  COM: -I
  <:UN:
  2
  PSI:
  10
  MAC:
  0
  TitA:
  10
  Clue: Frog -
  1I1pedai
  Vartant CaUSory: Miscellaneous
  H-.lSht:
  105M
  Color: P.te Whit.
  C.n thi. race ...... Weapons? Yes
  Caf..,ory:
  Land and vaf.cr
  Origin of Rac.: Scerl1na Lanier
  Hi .1111'0'. Journey
  NAKE:
  FURHOPPEI.
  Hit Dice: 2
  Oa..se Don.:
  1 - 4 by Iiu; by Weapon
  Anagr Cl..a:
  7
  Speci.l Abil1tie.s: 1. Oily fur 2. JUlIlp
  SM 3.
  B.....hy tail 4. Favorite .....pon iM
  the Club
  SUt Modifiers:
  INT: -3
  WIS: -2
  STR:
  0
  OEX:
  5
  CON:
  1
  CHA: -4
  COM: -5
  CUN:
  1
  PSI:
  0
  HAC:
  O'
  raA:
  0
  Cia,.: Wolverine -
  Biped
  Variant Category: Hisce Uaneou8
  Hdaht:
  l.SM
  Color: V.llow-Brown
  :.n thie race UlIIe Weapons? Veil
  :ategory:
  Land
  )rigin of Race: Sterling Lanier
  Htero'. Journey
  NAME: CAlfASIUDI
  Hit Oic.:
  I
  0...... 00'1'1.:
  I -
  B by Nornll; by Weapon
  Ar.or Cl... : 8
  Spldal Abilities:
  L
  Fly 2. Nona dll-
  charsa alectrtcity
  (1 fIl/ST1) ...h.n \ded
  In Cc.bat 3. Cate to Sldhe dt-nsion
  3/""..1t + Laval 4. T.lte double d..-ge
  by Cold Iron
  Stat Modifiersl
  INT:
  0
  WIS:
  0
  STl: -4
  OD: -2
  COM:
  0
  CHA:
  0
  roM:
  0
  CUN:
  0
  PSI:
  0
  HAG:
  S
  TItA: -S
  CI... : Dw.rf - H..-p"'ck
  Vari.nt C.Ulory: lJ'tuiall/Ap.
  Height:
  1M
  Color: Colden
  Can thil raca ..... W.apon.? Ve.
  Catelory: L.nd.
  Ortl!n of Race: Iroquoia
  Jr.
  
  NA."IE: GANDAYAN
  Rtt Dice: 2
  D....ae Dona: ay Weapon
  Ar-or Clall: 7
  Spe.ebl Ab1l1tiu: I. Control Plant
  (lOth LoE) 3/weelt + Llvel 2. Cate to
  Stdhe di_naion 3/week + Lavel 3. Takl
  doubh dSlllale by Co Id 1 ron
  Stat ModtHec.:
  INT: 0
  WIS:
  3
  STP.: 0
  DEX:
  0
  m!i: 0
  ClIA. 0
  ro·,
  0
  or.
  0
  PS ; to
  "" ,
  nA:IO
  Cll..liI: OI.Iarl
  Variant Caulory: Uru!ls/Api
  Height:
  1M
  Color:
  BrOlIn Green
  Coin
  ~hi .. r.".....
  1oI• .-pona1 Y...
  Catesory:
  Land and othel: dll11l!naiolW
  Origin of Riel:
  lroquoh
  lU.."IE: CARUDA
  HI t Dtee:
  2
  D....ge Done:
  1 -
  " by !eak; by We,.pon
  ArlllOr Claaa: 7
  Special Abilitle.:
  1. Vulture wingl,
  beal.. Ind talons 2. Henda on winga
  3. WlnSI (uarlet) - hee (white)
  Stat l'Iodlftere:
  11fT:
  1
  illS:
  0
  ST1t:
  2
  DO:
  2
  OON:
  0
  CKA:
  0
  COM:
  0
  C\lN:
  0
  PSI:
  0
  MAC:
  0
  rRA: -10
  Clu8: ai rd -
  H~.noid
  Vlrhnt Category: Btrd
  He1lht:
  21'1
  Color: Bod, (Colden)
  Can this race
  ~e Wuponal Y••
  Catllory: t..nd and .1r
  Ort&tn of lace: Indta
  NAKE: CIANT
  (BUCK)
  lilt Dice: ,
  Da.ale Done:
  B)' Weapon
  Anlor cta..: 8
  Special Abllttiu: Nona
  Stlt Hodlftec.:
  lifT: -5
  WlS: -5
  STl:
  10
  DEl: -2
  CON:
  2
  CHA:
  0
  COM:
  0
  tUN:
  0
  PSI:
  0
  !L\G:
  0
  TItA: -5
  elas.: R....nold
  Variant Cetelory: Hen
  lielght:
  4H
  Color: Bleck
  Can thl. race uae We.pona? Te.
  Category:
  Land
  Origin of Race: England
  PAGE 71
  NAME: CIANT
  (EAR)
  Hi t Dice: 5
  D_Ie Done:
  B)' Weapon
  Ac.or Claal: 1
  Special Abil1tlea:
  1. Elra an 10 large
  that the gtant lleepll in the.
  Stat Hodtf1era:
  UIT:
  0
  WlS:
  0
  STR:
  15
  DEX:
  -2
  CON:
  3
  CHA:
  0
  COM:
  -2
  Cl1N:
  1
  PSI:
  0
  KAC:
  0
  TAA: -5
  Cl.l: Neanderthal
  Vartant Cateaory: Urulsg/Ape
  Hdlht: SH
  Color: White
  Can this rIce ua. Weaponl' Ye.
  Category: Land
  O'rl&ln of Rice: England
  NAME:
  CU.t~T
  (HAGIC)
  Hit Dice: 5
  Damaga Done:
  By Weapon
  Atalor Cla"a: 8
  Special Abil1t1e8:
  1. Cate
  dimendon l/wuk + Level 2.
  double dllllllge by Cold Iron
  Stat ModiCiers:
  tNT:
  0
  WIS:
  0
  STR:
  15
  DDt: -I
  CON:
  2
  CHA:
  0
  COH:
  0
  cur;:
  0
  PSI:
  0
  HAC:
  20
  1RA:
  -S
  Cl18l1:
  HUlIlanoid
  V.riant Catelory: Han - Faerie
  Hetltht: 5"
  Cotor: Varfel
  Can thill Tace Ule Weapona? Yee
  C.telory: Land end other
  Ortlin of R.ce:
  E~land
  NAME:
  CIAtn'
  (SURF)
  Hit Dtce:
  4
  D.ale Done:
  By Weapon
  Ae.or Claaa: 8
  Spedal Abilitiea: 1. Cannot by ph)'ltcally
  burned by heat thauah they do hel tha
  pain u
  thou..lh they were be1PA burtled
  Stat Modifiers:
  INT:
  0
  WIS:
  2
  S'l1l: 12
  DElt:
  0
  CON:
  2
  CHA:
  0
  OOM: 0
  CUN:
  0
  PSI: 0
  HAC: 0
  'RA.: 0
  Cl... : II.-.n
  Variant Category: Han
  Height:
  AM
  Color: Tan
  Can tht. race de Weapon.? Ye.
  CategoTy: Land
  Origin of Race: Wales
  
  NAKE: COBLtN
  (LONG-lEAKED)
  Hit Dice:
  I
  D..eae Done:
  Iy Weapon
  An.or Cl..e: 8
  Spechl AbiUti.e:
  1.
  HovlI! eihntly 40%
  + 5%/Level 2. Hlde ln ehallows 501 +
  5X/Level
  Stat M'1dif1er.:
  Un':
  -2
  WIS: -2
  STI: -5
  DEl:
  ,
  CON:
  0
  0lA.:
  0
  OJH: -2
  CUM:
  0
  PSt:
  0
  KAC:
  S
  TRA:
  10
  Clue: Neandenhal - Lar,. noa.
  Variant Cat.lory: Uru18a/Ap.
  Hel&ht:
  11'1
  ColO!': Black
  c.n thia rac...... Weapo~7 V••
  Cat.,ory: Land
  Orlgin of Race: E"lland
  NAKE: CREDf PERSON
  Hit Die.: 2
  o..ag. Done:
  By Weapon
  Anor Cl..e:
  7
  Spedal AbUit1ea: None
  Stat Hoclifieu:
  INT:
  1
  WIS:
  2
  STR:
  0
  DEX:
  0
  CON:
  0
  ClIA:
  0
  COM:
  0
  ClIN:
  0
  PSI:
  15
  HAC:
  15
  TRA:
  5
  Clalla:
  HUlllan
  Variant Cau80ry: Han
  Keight:
  21'1
  Color: Creen La Pink
  Can Lh18 race ua. Weapone? Yea
  Catelory: und
  Origin of Itace: Andre Nonon
  W1tch~
  KAME: CRt'! ONE
  Kit Dic.: 2
  o...e Dona:
  1 -
  4 by Ilte;
  1 -
  )
  2AIM
  by Clava; by Weapon
  .u-.or ela.. : 1
  Special AblI1tl.a:
  l. To track it on itl
  ovn traU 18 to put onaaelf in ita
  control at 201 + "I/Level + 111M of
  tncldlll - 5X/LoV
  Stat ModlU.n:
  ucr· -2
  VIS:
  0
  STIt:
  0
  DEl:
  3
  CON:
  0
  CRA.: -)
  COM: -)
  ctffl:
  2
  PSt:
  10
  MAG:
  IS
  TRA:
  15
  Clan: Rat -
  Bipedal
  Vadant Cateaory: Hiac.Uaneous
  Height:
  1.51'1
  Color: Gny
  Can thb race oae Weapons? Yea
  Catagory: Land
  Origin of Race: Andre Norton
  ~~
  NAME: GYPSY
  Hit Die.: 2
  DIIIIlIlp Done:
  By WealXln
  Araor el... : 8
  Sp.cial AbilitieS:
  1. Mstural "itch..
  (+5 CSP)
  Stat MocIlf1era:
  tNT:
  0
  WIS:
  1
  STJt:
  0
  DEl:
  0
  ooN:
  0
  0lA:
  0
  COH:
  0
  CUM:
  0
  PSI: 10
  NAG:
  10
  TRA:
  0
  Cl..a: Huu.n
  Varient Category: Man
  Helaht:
  2M
  Color: Pink
  Can th18 race u.se Weapons? Yea
  Category: Land
  OrLgln of Race: [naland
  HAME: HAltFNAR
  Hit Dice:: 2
  De_ge Done:
  By Weapon
  MlM)r Clasa: 7
  Special Abllitiu: Hone
  Stat Modifiers:
  INT:
  0
  VIS:
  0
  STIl.:
  0
  DEX:
  2
  CON:
  0
  Olio:
  0
  COH:
  0
  L'UN:
  t
  PSt:
  S
  HAG:
  0
  TRA:
  S
  Cl... : Lellur
  (Hulllanoid)
  Variant Category: Uruilg/Ape
  Hdght:
  2M
  Color:
  Black - White
  bCll!
  Can thi. race uee Weapon.? Yea
  Category:
  Land
  Drilio of Itace: Alan B. Akers
  ~ Prescot
  NNlE: KILL PElSCIf
  Kit Diee:
  )
  D.ap Done:
  By Weapon
  "e.or Clu.: 8
  Special Abllitie.:
  1. noe.s not age p&St
  30 y.ara phylicaUy 2. Invllible except
  to thoa. it wieh•• to have ••• it. 3.
  Cat. to Sidhe dt.enaion )/week + Level
  4. Tak•• double d.-g. by Cold Iron
  Stat Modifiers:
  INT:
  2
  WIS:
  3
  STIl.:
  0
  DEl:
  2
  001'1:
  0
  CHA:
  2
  COl:
  2
  CUl'f:
  0
  PSI:
  0
  KAC:
  10
  TRA:
  0
  CIa••: Neanderthal
  Variant Caugory: Uruiag/Ape - 'aerie
  Height:
  2H
  Color: Tan to "hite
  Can thi. race use WaalXlfUl1 Ye.
  Category:
  Land and other dimeneionl
  Orilln of Race: England
  J:T.
  
  NAME: CLADZHOIHI
  (EHUA)
  NAME: COBLIN
  Kit Dito=: 5
  0""8e I)one:
  I -
  '" 2A/M by et.....a;
  I -
  4
  by 8ite;
  I -
  6 by Tail; by Weapon
  u.or ebas: 6
  Specht Abilitiu:
  I. Telepathic ProJec-
  tion .nd Receiving (10th LoE) 6/....eek +
  Level 2. Au ''Wi teh Coustn"
  Stat l1odtfierlll:
  INT:
  0
  illS:
  0
  SR: 20
  DEl: -2
  OJN:
  4
  00:
  0
  cot:
  0
  CtIN:
  2
  PSI:
  0
  IIIG:
  5
  TRA: -5
  Chu: Dragon
  V.riant Category: Dragon
  lIetght:
  6M
  Color: White
  Can thh race use Weapons' Yes
  Cltegory:
  Land .nd air
  Origin of boee: Oregoa's By til
  Duson ~
  Hit Dice:
  I
  Duage Done:
  By Weapon
  Armor ClalIs: g
  Special Abilities:
  I. Move silently at
  40% + 5%/Levet 2. Hide in .hadClWIi
  501 + S%/Level
  SUt Hodifier_:
  u,'T: -2
  WIS: -2
  STa: -S
  DD::
  5
  CON:
  0
  CItA:
  0
  CCtl: -2
  CUN:
  0
  PSI:
  0
  HAC:
  S
  TIlA:
  10
  Cb•• : Neanderthal
  Variant Category: Uruhg/Ape
  Height:
  1M
  Color:
  Black to BrO'oi'n
  Can thill race U6e WeapoT\ll? Yeli
  Catagory: Land
  Origtn of Race:
  England
  IW(E: CLITH
  IUt Dice: 2
  O_ge Dor-.:
  By Weapon
  Araor CI... : 7
  Special Abilitlu: I. Hypnotic &au
  (51/Level)
  Stat ModiUen:
  lIlT: -I
  IItS: -2
  ST1I.:
  0
  Olx:
  0
  OJN:
  0
  eHA:
  3
  COI'4:
  0
  Cl/lV:
  2
  PSI:
  5
  1lAC:
  0
  rIA:
  0
  Cla..: Llurd -
  Bipedal -
  no v1aible
  DOae or e.rs
  Variant Category: Lizard
  1le1pt:
  2M
  Color: Crey
  Can thie race use
  Weapo~? Yell
  Catqory:
  Land
  Orilin of R.ce: SterUl\i Lanier
  Il1ero'.~
  !lAKE:
  CLUNC~IJNCAN
  Hit Dice:
  2
  D••ge Done:
  By Weapon
  A.rIlOr C1 ••• : 8
  Sp,c1d Abilitiu: None
  Stlt Modifiers:
  Ilir: 0
  illS: 0
  sn: 0
  DIX: 0
  a:nc: 0
  00: 0
  a»t: 0
  cutI: 0
  PSI: 0
  KIoC: 0
  lIA: 0
  ell.. : Hlalln - Cyclopean .ye
  Variant Category: Man
  1leilht:
  2M
  Color:
  Tu~parent Skin
  Can this race use Weapon.? Ve.
  Cat,gory:
  Land
  Origin of lace: Un Carter
  lIorld'e !!!!
  NA."tE:
  HSINC-T'If1l
  Hit Dlce: 2
  D...ge Done:
  By Weapon
  Araor CI... : 7
  Sped.1 AbiUties:
  I.
  Eyes on chest
  2. Hauth at navel 3. f'avurite ....eapons
  Shiald and Axe
  Stst Had1fiera:
  lilt: 0
  WIS: 0
  STl: 0
  DEX: 0
  OON:
  0
  CHA: 0
  COM: 0
  CUN:
  0
  PSI: 0
  MAC:
  0
  TIlA: 0
  Class: HUIIlanoid - headles.
  V.riant C.tegory: Magical
  Hdght:
  2M
  Color: Yellowbh
  Can thia race use
  Weapo~? Yea
  Category: Land
  Ortgin of bee: China
  NAME:
  IfltUIABA
  Hit Dice: 3
  Oana.ge Done:
  I -
  4 by Tdl (P); by
  We.pon
  Amor C1&86:
  7
  Special Abilities: I.
  3m tatl 2.
  Potion
  (18)
  Stat Modifiers:
  INT: 5
  WIS:
  0
  Sl1l:
  ~
  DEX: 0
  OON:
  0
  CHA:
  0
  CCtl:
  0
  CUN:
  0
  PSI: 0
  HAC:
  5
  TRA:
  0
  CI..s: HlIlUn/ScorploD
  Variant Category: Standard Cros.-bread
  Htight:
  3M
  Color: Black
  Can this race uae W.apons? Yes
  Cauiory: Land
  Orilin of Race: India
  PAGE 73
  
  NAME:
  KYSOF
  Hit Dice: 2
  D.lge Done:
  1 -
  6 by Hit
  Ar.or Clu.: 0
  Special Abil1t1e..:
  I.
  Dh.e~ionport
  3/weelt + Level
  StaL Hodifhn:
  INT:
  1
  WIS: -)
  STR.:
  0
  CEX: -10
  CON:
  0
  CftA:
  0
  COM:
  0
  CUM:
  0
  PSI;
  5
  HAC: 15
  tllA: -1
  Clas.: HonetaU - Itone
  Vartant Category: Hhca11anaau.
  Hieght:
  2M
  Color: Striped Ire,/whlu
  Can thi. raca ..a WaapoM' No
  Catelory: Land, wltlr, and air
  Orilln of bee: orISon'. Byte
  Mi.cellaneous
  NA"t.E: IKltKIAN
  Mit. Dice:
  2
  D.."ga Done:
  By Weapon
  Ar1Ior C1... : a
  Special AbiUti..: 1. Pointad nosa 2.
  He.n through teeth
  SUt HocIinan:
  IN'!: 0
  WIS: 0
  STi: 0
  DEX: 0
  CON: 0
  CRA:
  0
  COM: 0
  CUN: 0
  PSI: 0
  HAG: 0
  TRA: 0
  Cl...: Hlllllan - ) ean
  Variant CaLagory: Man
  Hdlht:
  21'1
  Color: t.e..on-YallO'.l
  Can Lhi. raca II.... Weapon.l Ye.
  Catelory: Land
  Origin of Race: Lin Cane'C
  World'. ~
  NAME: KAJtCUA (HALP)
  Hit Dice: 2
  D_g. Dona: a,. Weapon
  Antor CIa.. : 7
  Sp.c.ial AbiUtia.:
  Stat Modifian:
  tNT: 0
  WlS: 0
  STI: 3
  DEl: 1
  CON: 0
  CHA:
  0
  COM:
  0
  ctlM:
  0
  PSt:
  0
  MAC: 5
  fU: 10
  Clu.; H.-an - hairy
  Variant Catelor,: Standard Crola-buad
  Height:
  2M
  Color: Cray and Pink
  Can this 'CaCI IIle waapoul Yea
  Origin of Ilaca: loon...
  PAGE 74
  Hit OLce: 2
  Damage Done:
  I -
  4 by Bi te; by W....pan
  Arl/lor Cia•• : 7
  Sp.ci.l AbUitie.:
  L
  Can change to
  hl,/lllan l/wee1l./levd
  StlL Hodifier.:
  INT:
  0
  1,115:
  0
  STR:
  2
  DEX:
  I
  CON:
  1
  CHA:
  0
  COH:
  0
  CUN:
  0
  PSt:
  0
  MAC: 10
  fIlA: 15
  Cla.. : Wolf ~n
  Vartant Catlliory: 001
  Heilht:
  2M
  Color: Grey to Brown
  Can thh race \ISe Weapon,l Yea
  Catecory: Land
  Origin of Race: Japan
  HA"tE:
  KALAS ClSNAHITA
  Htc Dice: 2
  D__ge Done:
  -
  4 2A/H by CI.,.;
  1 -
  6
  by Bite
  A~r Cla.. : 7
  Spechl Abilities: None
  Stat Modifier.:
  tNT:
  4
  WISt
  2
  STIl:
  2
  DEl:
  0
  C~:
  1
  CfIA: -1
  COH:
  0
  CUN:
  1
  PSI:
  0
  HAC:
  0
  TAA:
  15
  cta.. : Bear -
  long leg.
  Variant Category:
  Bear
  HeLght:
  2M
  Color:
  Black
  Can this rac:a IIle Welpoul No
  CaLagory: Land
  Or!l!n of hce: Cherokee
  NAME:
  KATAKI
  Hit Dice: )
  O...ge Done:
  1 -
  4 by Bite;
  1 - 4 by
  Tai 1; by Weapon
  Ar-er CIa•• : 7
  Spachl Abiliti.. : I. Oftan put•• knifa
  on t.U to allaw it Lo do 2010
  SLat Hod!ften:
  un:
  0
  WlS:
  0
  SU:
  5
  DEl: -2
  COle:
  1
  CttA:
  0
  COM:
  0
  CUN:
  0
  PSI: -5
  HAC:
  -5
  TRA.: -5
  Clasl: Ilept.1Ua - Blpedd
  Variant Category: Lhard
  Haight:
  3M.
  Colot": Crey-Crean
  Can thb race II•• We.poul Y••
  Caulory: LInd
  Ot"igin of a.ca: Al.n I Aken
  !!!!I hucot
  
  !»tE: KHIBtL
  NAM!:
  KOIt.RlCAN
  tit Diea: 2
  ....1. Done:
  By We.pon
  iIwlr CI... : 1
  Spft;ul AbiUtlee:
  Stlt !lod1fleu:
  In:
  0
  VIS:
  0
  m: 0
  DO:
  0
  ttII:
  0
  CIA:
  0
  0:11:
  0
  Nl:
  0
  ~!:
  0
  lUG:
  0
  tv.: 25
  ClA.. : folt (Hl.IIIanold)
  flnant Category:
  Dog
  Idl"t: 2M
  Color: Tan to Brown
  C. tllb race ule Wea"""l? 'lei
  Colt_gory: Land
  Orilla of a.ace: "Ian B. "\«on
  Pm~
  Hit Dlea:
  I
  DalQlga Done:
  By Weapon - Special
  Anlor Ctas: 1
  Spechl Abllittes: I. Shape Chan&e/Setf.
  Cure Wound. Cure 01.eaae, Teleport.
  Pollon Breath ()HD) J/vllllllk + Level
  Z. Cate to Sldlte d1.aenllon )/loleek +
  Level ). Takes double d__ge by Cold
  Iron
  Stat Modttlen:
  INT:
  Z
  WIS:
  2
  STR: -S
  OEX:
  3
  CON:
  0
  CHA:
  0
  COM:
  0
  CUN:
  2
  PSI:
  0
  HAC: 10
  TItA:
  0
  Cl..a: H....noid - Long hnr
  Variant Category: Man - Faerie
  Height: .S_
  Color: White
  Can thl, raca uae Weapons? Yea
  Category: Land and other dlalen8lon8
  Origin of Race: England
  lAKE: It! LDO[
  lit Dice: 2
  _p Done: lAtH by Weapon
  ArwDr CIa.. : 8
  Spedal "Mllties: TaU hand
  Stat !focI1fters:
  1Jr: 0
  ~1S: -)
  SR: 0
  DD:: 4
  D: 0
  CIA: 0
  ClJI: 0
  alll: 0
  lSI: 0
  1tAC: 0
  tv.: 0
  nat.: RID.n -
  4 aOill
  Tullnt Category: Han
  lataht: 2M
  Color: Colden
  C. tbis race
  Ulle Weapon8? 'le'
  Coltllory: Land
  Ortl1t1 of lace: Alan I. "ken
  ~ Prueol
  NAKE: LEans
  Hit Dtce: 3
  Da.age Done: Iy Waapon
  Ar.cr Cl..,: 7
  Special Abllttlel: None
  Stat HodUleu:
  HIT:
  0
  WIS:
  0
  STR: 10
  DEX:
  5
  CON:
  5
  CHA:
  0
  COM:
  0
  CUN:
  0
  PSI:
  0
  MAC:
  0
  TRA:
  5
  Class: Lion - Htaanold - Horu
  Valilnt Category: Cat
  Height:
  2M
  Color: Colden
  Can thla raea use WeapaM? Yell
  Category:
  Land
  Origin of lace: Dragon's Byte
  Miscellaneous
  NAME: LIZARD PERSON
  JI.'l!: KLACTOIL
  lit Olea:
  I
  ... DoDe:
  I - 4 by Tdl; by Weapon
  inoor CI..a:
  8
  Sl*lal Abilt t tn: None
  Stlt ModlUer,:
  In: 0
  ~lS:
  0
  m: -s
  DEI:
  1
  aiM: -1
  CIA: -I
  CXIl: -I
  Cl,'II: -I
  PSI:
  0
  1lAC:
  0
  tv.: -5
  Cau: Ru:manoid - Fhhy
  fa~e/ spinea
  d_ back
  'zri1lllt Category: Hlngya
  "Iaht:
  1M
  Color: White
  c:.11 tbu race uae \leapCKa? Ye,
  Clttlory: Land and vatar
  01"11111 of a.ace: Alan I. Altera
  !!!!l.~
  Hit Dice:
  I
  Da_ge Done:
  I -
  2 2"/H by ClaW5; by
  Weapon
  Anor elsa" 8
  Spacial "bilttiea: 1. Tht.. race _kes
  rather load acouts
  Stat Hodif1eu:
  INT:
  )
  WIS:
  3
  STR.: -S
  DU:
  )
  CON: -2
  CHA:
  0
  COt:
  0
  CUN:
  0
  PSI:
  0
  KAG:
  2S
  TRA:
  25
  Class: Lhard - Ii pedal
  Variant Catelory: Lizard
  Height:
  .2SH
  Color: Coldan Creen
  Can thla nce use Weapons? Yea
  Catagory: Land and "ater
  Origin of aace: Andre Norton
  Witch World
  PAGE 75
  
  NAME:
  LOOK!
  Kit Dice:
  IH
  o_age Done:
  lIy Weapon
  ArltOr Clas.:
  B
  Special Ab{l1ties: I. Fond of lIludc and
  dancinA 2. Pn.onition (+1 to Hit/2
  levell. -1 AI,;/4 level.) 3. S% +2%/Level
  of sen.ing danger 4. IIreathe w"ter
  s. Detect Irnaularltln In architec-
  ture at 30% + 51/Levet
  Stat HodHteu:
  lll.'T:
  0
  WIS:
  0
  STR:
  0
  DEl: -2
  CON: -2
  CHA: -2
  (Dt:
  3
  0J1II:
  0
  PSI: 15
  KAG:
  'l
  TtA:
  0
  Cl...: H.-an
  Variant Category: Urut.,/Apa
  Keiaht:
  1M
  Color: Pink
  Can tlU. race ..... weapo.? Yea
  Category: Water
  Orip.n of \lace: Serbia
  NAME:
  MAN
  (THUNDER)
  Hit Dice:
  3
  Damage Done:
  By Weapon
  Armor CI..a:
  II
  Special Abilities:
  1. Lightning
  ga~e
  (I ltD)
  3/wIIlek + Level
  Stat HodiC1era:
  tNT: -2
  VIS:
  0
  STll::
  6
  DEl{:
  0
  CON:
  2
  CKA: -3
  COM:
  3
  CVN:
  0
  PSI:
  0
  HAG:
  S
  TRA:
  0
  CI...:
  H...n -
  Bald.
  V.riant Catelory: Han
  HeiAht: lH
  Color: Tan
  Can this race use Weapona! Y••
  Catagory: und
  Orfgin o[ R&c:e: Cherokee
  NA."I£: HAN
  (WOLF)
  NAHE: KAll
  Kit Dice: 2
  DiUIlage Done:
  By Weapon
  Armor Clus: e
  Speci.l Abilities: None
  StaL Modifiers:
  1l'>"I': 0
  10'15: 0
  SIR: 0
  oEX: 0
  CON: 0
  CHA: 0
  OOH: 0
  CIffl: 0
  PSI: 0
  MAC:
  0
  TRA:
  0
  Claa.: HUlIlan
  Variant Category: Han
  Kel,ht:
  2M
  Color: Whftl!. to IIlack
  Can this race use Weap0n8? Yea
  Category: unci
  Orfgtn of \lace: K,lIceUaneou.
  Hit Dice: 2
  D..age Done:
  1 -
  4 by lIite; by Weapon
  Armor CI•••: 7
  Special AbUities: None
  Stat HodiHen:
  INT: -2
  WIS:
  0
  ST1l.:
  J
  DEX:
  3
  CON:
  0
  CIlA:
  0
  COM:
  0
  CUN:
  2
  PSI:
  0
  HAC:
  0
  TRA: 10
  Cla.. : Man - Wolf he.a.d!h.try
  Variant Category: Standard Cro••-breed
  Height:
  2M
  Color: Grey to Brown
  Can thi. r.c. Wle
  Wlll~pona? Y.a
  Category: Land
  Orig1rl of Race: Blackfoot
  HAME: I'tAH-RAT
  NAMB: MAN
  (SPOOR-)
  Hit Dfce: 2
  oaqe Done:
  By Weapon
  A'tllor CI... : 8
  Spedal Abtlitfn: l. H.... t t_ne I taeIf
  in vUer tId.,
  Stat Hodt.ften:
  Ul!: 0
  WIS: 0
  STR:
  0
  OElt:
  0
  CON:
  0
  Q1A:
  0
  COM:
  0
  CUN:
  0
  PSI: 1.5
  MAC:
  0
  TRA: 10
  CI..a: HUlUn
  Variant Category: Han - Faerfe
  Height:
  2M
  Color: Creen
  Can thb raca uae Weapona? Yea
  Category: Land and other dllllerullon.
  Origin of aace: Dragon'. Byte
  M1lcellIDeo~
  Hit Dice:
  2
  D....ge Done:
  1 -
  4 by CI.,.; by Wupon
  AlWOr CI...:
  7
  Spedal Abilities:
  Nona
  Stat Hodifiera:
  INT: -3
  lollS: -3
  sn: -I
  on:
  3
  CON:
  0
  CHA: -2
  CQ4:
  -2
  CI1N:
  0
  PSI: -5
  HAC:
  S
  tRA:
  10
  CI... : Rat (Hl.Aanoid)
  Variant Category: Hi.ullaneou.
  Kdaht:
  1.5H
  Color: Crey to BrOlIn
  Can hia rac. uae Weapona? Yea
  Category: Land
  Orilin of \lace: St.rUns Lanier
  K1ero'. Journey
  PAGE 76
  
  tit Dice: Z
  I_gil. Done:
  By Weapon
  ~r Class: 8
  5pedal Ab1l1t1es: None
  5tat Modifiers:
  tHT: 0
  WIS: 0
  SrR: 0
  DEl: 0
  ClJII: 0
  CllA: 0
  aJl: 0
  C1lIl: 0
  1'51: 0
  !Wi: 0
  TtA: 0
  CIna: HUlII8nold
  F18h taU
  Variant Category: IUnRYo
  !!light:
  2M
  Color: Creenish
  Can thb race Ulile Weapol\ll? Vea
  Cattgory: Water
  Ortlin of Race: Miscellaneous
  INtE: MINCVO
  Hit Dice:
  I
  D_ge Done:
  By Weaponi
  I -
  4 by Bitl
  t.r.Ir ClaJl8: 8
  Spe<:1al AbU i ties: I. May chall&e to I
  fon 3/veek + level
  Stat Modifiers:
  11'1':
  0
  illS:
  I
  STl:
  0
  Dn:
  2
  CON:
  0
  CKA.:
  4
  COM:
  4
  CllN:
  0
  PSI:
  0
  !lAG:
  10
  TV.:-IOI
  Cl... : Meman
  hrlant Category: Mingyo
  Relsht:
  1.5H
  Clllor: Creenish-Tan
  Can thh race use Wespons? Yes
  Category: Water
  Origin of Race: Japan
  WNlE: HINK PERSON
  Bit Dice: Z
  D....se Done:
  I -
  I< ZA/M by Cll\ols;
  1-l<bySite
  Maar Class:
  7
  SJll:l;1.a1 Ablllrle1J:
  1. Hide in shadow.
  40% H%/Level Z. Move silently 351
  n/Leval
  SUit Modifiers:
  !lIT: -2
  VIS: -2
  STlt:
  2
  IlEl:
  4
  QJN:
  2
  CIlA: -4
  ClI!: -2
  WII:
  3
  PSI:
  0
  IIAG:
  0
  1110: 15
  CIa,,: WelSel-11ke
  Variant Category: lii_cellaneolll
  8e1&ht:
  2M
  Color: Brown
  C.n this race use Weapons? No
  Category:
  Land
  OrIgin of Ral;e: Cherokee
  NAME: MINOTAUR
  Kit Dice:
  3
  O&lll8ge Done:
  I - 4 by Horl\ll; by Weapon
  ArllOr Cl... : 7
  Spedal Abilities: None
  Stat Modifiers:
  tNT:
  -3
  WIS:
  -3
  STR:
  5
  DEX:
  -2
  CON:
  3
  CHA.: -2
  COM:
  -2
  ctJN:
  3
  PSI:
  -5
  HAC:
  -5
  TRA:
  10
  Cla8ll:
  t1ull
  (Neandenhl11c)
  Variant Category:
  Biaon
  Height:
  3M
  Color:
  Brown to Red
  Can thia race ullle Weaponll? Yell
  Category:
  Land
  Origin of Race: Creece
  NAME:
  MOLE PERSON
  Hit Dice:
  I
  Oallllga Done:
  I -
  4 2A/H by Clawa
  Ar1IlOr Class: 7
  Spedal AbUities:
  l. +5 GSP
  Stat Modifiers:
  INT:
  2
  WIS: -3
  STR: -1
  DEl(: -4
  CON: a
  CHA.: a
  COH: -2
  CUN: -3
  PSI:
  0
  MAC:
  15
  TRA.: 20
  Cla88: /'Iole
  Variant Category: Hilcellaneous
  Height:
  1M
  Color: Black
  Can this rice use Weapons? No
  Category:
  Land
  Origin of Race: Cherokee
  NAME: MONKEY
  Hit Dice:
  I
  Da_ge Done:
  By Weapon
  Arlllor Clus: 7
  Speciel Abilitiel: None
  Stat Modifiers:
  INT: -3
  WIS:
  a
  srR: -5
  DEX:
  3
  CON:
  0
  CHA:
  0
  COM:
  -1
  CUN:
  0
  PSI:
  0
  MAG:
  a
  fRA:
  15
  CIa.. : Si1ll1an
  Vulll11t Category: Urui8g/Ape
  Height:
  1M
  Color: Red-Brown to Black
  Can thia racll u•• Weapona? Vea
  Categorq: Land
  Origin of llaca: Japan
  PAGE77
  
  NAME:
  HORUACH
  Kit Diu: 2
  Damage Done:
  By Weapon
  Arllar Claal: g
  SlH!cial Abilitiel:
  I.
  Red nolle 2. Ph
  eyel 3. A laste for alcohol
  S~al ,",ocUUers:
  1m':
  0
  WIS:
  0
  STR:
  0
  DElt:
  0
  CON:
  0
  CHA.:-
  I
  COH: -
  I
  eus: - 3
  PSI:
  0
  HAC:
  10
  TRA: -10
  Cluli: Huaanoid
  Variant
  CaU!~lory: Kan
  Height:
  I.S,",
  Color: Tan - Creen teeth
  ~ th1.l race use Weaponlll Yes
  Origtn of R.ace: Ena1and
  NAME: NIX
  (RIVER)
  Hit Dice:
  2
  Damage Done:
  By Weapon
  Ar'IIlor Class: 8
  SpeciAl Abilities:
  1. Almost tranilparent
  Stat Modifiers:
  INT: 0
  WlS:
  0
  STR: 0
  DEX: 0
  CO};:
  0
  CttA: 0
  COM:
  0
  CUN: 0
  PSI: 0
  MAC:
  0
  T8.A: 0
  Ciasli:
  H....an - FeIlllle/CtUs
  Variant Category: Kan
  HdSht:
  2M
  Color: Creen Hair
  Can thia race use Weaponsl Yel
  Category: Water
  Oriain oc aace: LiD Carter
  World'll End
  NAKE: NIXIE
  NAME: MORUACH
  (HALF)
  Hit Dice: 2
  Damage Dontl:
  By Weapon
  Anaor Clan: 8
  Spee1a1 A.biU t tea: None
  Stat Hodif1eril:
  INT:
  0
  WIS:
  0
  STR.:
  0
  nu:
  0
  CON:
  0
  Cl:lA:
  0
  COM:
  0
  CtfN:
  0
  PSI:
  0
  HAG:
  S
  TRA: -S
  Clus: HUlianoid - Webbed hands and fut
  Variant Category: Sundard CrOCls-breed
  Height:
  I.SM
  Color:
  Brooon-(;reen
  Can this raes use Weaponll Ye.
  Category:
  Land and "sler
  Origin of llace: England
  Hit Dice:
  2
  D/IlIIIge Done:
  By Weapon;
  I -
  4 by Btu
  Ar.,r Ctails: 1
  Special "btli ties:
  1.
  Farra Change/Sel f
  3/",eek + Level
  (Fish. Ftah/Hulll.lln.
  HUllI.IIn) 2. Cue to Sfdhe d1.lllenston
  3/"'eek + Level 3. Takes double dlllllitge
  by Cold Iron
  Stat HodLfJers:
  IMT:
  0
  WIS:
  0
  STR~
  0
  DEX:
  0
  CON:
  0
  CHI.:
  3
  COM:
  3
  CUN:
  0
  PSI:
  0
  HAC: 15
  TRA: -I
  Clasa:
  Human
  VarIant Calegory: Man - faerIe
  Hefsht:
  2M
  Color: White - Cold haIr
  Can th111l race use Weaponsl Yell
  Cstesory: Land
  Ortgin o[ Il.ace: Cernany
  MAlotE:
  NORnl. ny
  Kit DIce: 2
  Daup Done:
  By W.apon
  Ar-or Clua: B
  Special Abilities: None
  Stat Modifier.:
  INT: -3
  WIS:
  0
  Sft: -2
  'OEl:
  3
  CON:
  0
  CHA:
  0
  COH: -2
  ctlN:
  0
  PSI:
  0
  HAG:
  0
  T1tA: 20
  Claaa: Hf,Danold - Cat-Uke noae
  Vartant Causory: Cat
  Height:
  I.SM
  COIOT:
  Black
  Can thil race use W.apOTal Yel
  Category: Land
  Orlg1n of Race: England
  MIL DIce: 3
  D_age Done:
  By Weapon
  An-or Class: 1
  Special Abilities:
  L
  Can see 1n th.
  U. V. bUl usually DOL in the red
  resion, even W"ith See I. R.
  Stal Modifiers:
  INT: -2
  VIS: -2
  S!ll: 11
  DEX:
  0
  CON:
  2
  0lA.:
  0
  COH: -2
  CUN:
  0
  PSt:
  0
  HAC:
  0
  TAA: -S
  Clas,: fly - HUIIlano1d
  Variant Catesory: Flyman
  Height: 3M
  Color: Grey
  Can thi. race Ule Weapons' Yes
  C"tegory: Land
  Orilin of Race: Dragon'll Byle
  rly9UUt
  PAGE 78
  
  lI.'IE: 1Mtt1N
  I1t Olea:
  )
  I-..e Done:
  By Weapon
  a.r.or CIa•• : 1
  s,.ctal Abilitiu: Non.
  Stlt ModlHeu:
  In: 0
  ilS: 0
  STI: S
  HI: I
  «I: 2
  CIA: 0
  ClJl: 0
  tJ.::O
  PSI: 0
  IW;: 0
  TIoI.: S
  CI••: Cat (Htaan01d)
  fuunt Cat_lory: CAt
  ltipt:
  3M
  Color: Tan
  C. tht. rac:.e U8e Weapons? Yea
  '-ulory:
  Land
  Orl&ht. of "c.: .\1.n ••
  Ake....
  !!!.t:~
  Itt Dica:.1
  ..... Done:
  2A1M by Weapon
  Kwlr Claaa: 8
  Spu1al Abll1tiu:
  I. I.e_on-ahaped head
  2. Middl. 11_ba can be us.d either a.
  1... or .. ana.
  Stet Modifienn
  In: -2
  ViS:
  0
  In: -)
  HI:
  0
  COl:
  0
  CIA:
  0
  D:Il: -2
  CUI:
  0
  PSI: -S
  IUC: -S
  tIA: -S
  CI... : Mtaanoid (6 l.1.bs)
  fartlllt Catelory: HilcallaneOUl
  .l,bt: 1.2M
  tolor: Purpliah BrtlWn
  Cu thll race uae Weapona? Yea
  '-te,ory: Land
  Or1t1o of Race: Alan B. Alteu
  ~~
  lit Dice: "
  DIal.. Done:
  - S lAlH by Flit or by
  ....pon
  nor Cia.. : 1
  SPK1a1 Ablltt1el: None
  Stlt Modlfbn:
  I.,: -3
  illS: -J
  In: 10
  HI: -3
  CDl:
  2
  ~: -3
  aft: -4
  ar: -4
  PSI:
  0
  .: 0
  t'U: 0
  eta..: HtManoid
  "rtlllt Cau.lory: Urulsl/"Pa
  ..i&!lt: 3. SH
  Color: tan to Brown
  (.a tht. 'race uae W.apola? Ye.
  '-lt~r.ry: Land
  OriliTI of Rau: Hiacell.aneoul
  PAGE 79
  £
  J
  NA'I£: OHODOUS
  Hit Dice:
  I
  O8lUge Done:
  By Weapon
  ~r Clna:
  1
  Special Abilltiea:
  1. SZ/I.evel of con-
  trollng any underground creature
  2. Cate Ot Sldhe dUlelalon 3/veelt +
  Level ). taku double daJU.ge by Cold
  Iron
  Stat Hodtfieu:
  INT:
  0
  WlS:
  0
  SIR: -3
  OEX:
  0
  CON: -I
  CHA:
  4
  roH:
  0
  CUN:
  0
  PSI:
  0
  HAC:
  0
  tRA:
  15
  Claa.: Neande.rthal
  Variant Cata,o.. y: Urubg/Ape - Faerie
  He:1ght:
  Ut
  Color: IIrovn
  Can thla race U8e Weapona? Yel
  Category: Land and other di_en,iola
  Origin of bce: Iroquois
  N"-'I£: OPllIOGDI£
  Hit Dice:
  2
  D__ge Dona: Iy Weapon
  AnIor CIns: 8
  Special Abllltlea: Touch cure••11 snake
  veno•• and poisons 2. Cate to Sldhe
  dimenllion J/vrek + LeYel
  3. take.
  double dalllllRe by Cold Iron
  Stat ModUle... :
  HIT: 0
  WIS:
  0
  STR: 0
  D£X:
  0
  CON: 0
  alA: 0
  C<»t: 0
  CUN: 0
  PSI: 0
  HAC: 0
  TilA: 0
  Clas,:
  Hu..-n
  Variant Catelory: !'Illn - F.erie
  Height:
  2!'1
  Color:
  Tan
  Ciln lhllil race UlIe WeapoM? Ye',
  CateRory:
  Land
  Origin of Race: Creece
  MA.I1E: OROlUS
  (GUARD)
  Hit Oice: )
  D.age Dona: By Weapon
  A["IIIor Clalila: 8
  SpecIal Ab111t1.. : None
  Stat Hodifiera:
  INT: -2
  WIS: -2
  STR:
  4
  DEX:
  1
  CON:
  I
  CRA: -4
  COH: -J
  CUS:
  I
  PSI:
  0
  MAG:. D
  t1I.A:
  0
  CI... : Neanderthal
  Variant Category: UruilglApe:
  Height: 2.SH
  Color: Whlle-Grey
  Can th18 race ulle Weapon,? Yea
  Category:
  Land
  Origin of Race: Italy
  
  NA.'1E:
  ORCHUS
  (TRACKING)
  Hit Dtea:
  I
  Damllge Done:
  By Wellpon
  ArIlOr ClllHa: 8
  Spedal Abtlitiell: None
  Stat Mod1fien:
  tNT:
  -2
  WIS:
  -2
  STR: -2
  DEX:
  0
  CON: -I
  CRA: -to
  00": -)
  CUN:
  1
  PSI:
  0
  MAG:
  0
  TitA:
  IS
  ClaslI: Nl!ilndolrthal
  Variant C.t..-gory: Urutag/Ape
  lW.ight: 1.5"
  Color: Whhe-erey
  Can tlUs rae.. use
  Wellp~? Ye"
  Category: Land
  Origin of Race: Italy
  I
  .~
  \
  1/ ~
  ~,,#
  ~/
  Jr
  NAME:
  PA-INE
  Hit Dice:
  )
  Damage Done:
  I -
  2 by Bite; by Weapon
  ArlllQr Cla9s:
  7
  Spec1al Abilities: I. Regeneratel> 4
  PIP8/M 2.
  100% va ChaT1ll or Sleep apelbil
  l. +5% luck 4. 51/battle of a Berserker
  rage
  Stat Modifiers:
  1:-7:
  2
  WIS:
  I
  STR:
  5
  DEX:
  )
  cos:
  ]
  CHI.:
  2
  COM: -I
  CUN:
  -2
  PSi:
  5
  MAC:
  IS
  TIlA:
  IS
  Cl05: H..anoid - Hairy
  Variant Category: Troll
  Height:
  ~
  Color: "'til te to Black
  Can this race U$e Wupons? Yea
  Cau'8ory'
  L.nd
  OrigIn of aace: Drason'., Byte
  ~~ the h-I~
  NA."'lE: ORCMUS
  (WARRIOR)
  Hit Dice: 2
  P.mage Done: By Weapon
  AnftOr
  C11l8a~
  8
  Special AM Iiti I!B:
  Stat Modifiers:
  tNT: -2
  WIS: -2
  STR:
  2
  DE);:
  0
  CON:
  0
  CHA: -to
  COM: -l
  GUN:
  I
  PSI:
  0
  MAG:
  0
  TRA:
  0
  CIa..,: Nellndefthlll
  Variant Cllll'lltory: Urulss/Apl'l
  Height:
  2."'l
  Color: White-eny
  Can thi,. race Wle Weapona? Yea
  Caccilory: Land
  Origin of Race: Italy
  J:T.
  NAME:
  PANTHER PERSON
  Hi t Dice:
  2
  D...glI Done:
  -
  4 2A/K by Cla..... ;
  I -
  to
  by Bl te
  A~or Clalls:
  7
  Spocial Abilities:
  I. Prehensile tall
  Stat Modifiers:
  INT:
  0
  WIS:
  0
  STR:
  ]
  OEX:
  )
  CON~
  2
  eRA:
  0
  COM:
  0
  CUN:
  -2
  PSt:
  0
  HAC:
  0
  TRA:
  20
  ClulI: Cat
  Vatiant Catelt0r)': Cat
  Height:
  2M
  Color: Tan
  Can this race use Weapons? No
  Category:
  Land
  Origin of Race: Cherokee
  NA."'lE:
  ORCUL
  Hi t Dice:
  I
  P....se Done:
  By WeapOfl
  AlWlr CI••• : 8
  Special Abilitlu: I. FOnl Change/Self
  I/wel'lk + Lev",1 2. Cate to Sidhe dt-en-
  .ton l/veelt + Level 3. rake double
  daaa8e fro. Co Id I ron
  Stat Hodtfters:
  tNT: -2
  WIS: -2
  STR: -2
  DEl:
  0
  CON: -I
  CItA: -to
  COM: -)
  CUll:
  I
  PSI:
  0
  MAC:
  0
  fRA:
  0
  Cblta: Neanderthal
  Vllrlant Category: Urullg/Apll - Faerie
  Height:
  1"
  Colot: Crey
  Can thlll race ulte WeapolUl? Yea
  Category:
  Land and other dilllenaion.
  OrigIn of Race: Italy
  !'iA.'1E:
  PARNE
  Hit DIce:
  1
  D.ale Done,
  By Weapon
  Ar.or Cl_a:
  8
  Spec1al Abil1tieG: None
  Stat Modifiers:
  UIT:
  0
  WIS:
  2
  STR, -2
  DEX:
  )
  OOS:
  0
  CliA:
  0
  <nt:
  2
  CUll:
  0
  PSI:
  0
  MAG:
  5
  TitA:
  0
  Clu.:
  HUlIIanold -
  3 Oigi18/Lilllb
  Variant Category: !'Ian
  Height:
  1.5M
  Color:
  BrowlI
  Can thil rGCI UBe Weapona? Yea
  Category: Lancl
  Origin or Race: Finland
  PAGE 80
  J.1.
  I
  
  lIol'l!: PDAfEKlTETIf'
  lit Dice: Z
  t..ge Done:
  By Weapon 2A(M
  .u.or Clan:
  g
  Spedal Abil1Lies:
  I. 4 anas 2.
  Bore
  tUlb 3. Telepathic: (rarely aurprited)
  SUt Hod tciertl:
  In:
  2
  VIS:
  0
  STI: 10
  DEI:
  2
  tl*:
  0
  l1I.:
  0
  all:
  2
  03:
  0
  PSI: 20
  1l.\C:
  0
  1M: -5
  tl...: Insect (Humanoid) -
  4 4t'lllS
  hdant Category: Ml»cellaneous
  1I111It:
  2M
  Color: Green
  CIIl tilts race use WeapoM? Yes
  lAtelory:
  Land
  0011'0 of 1I..<;:a; Dr..on'.
  8yLII'
  l'Ihcel1aneoua
  NAJ1E:
  PHTNNODDEREE
  Hit Dice: 2
  Damage Done:
  By Weapon
  Af'IIOr Clas.:
  8
  Special Abi1ft1es: None
  Slat Modifiers:
  INT:
  -4
  WIS; -4
  STR:
  )
  DEX:
  2
  CON:
  0
  CHA:
  -2
  COl1: -I
  CUN: -)
  PSt:
  0
  MAG;
  0
  TIlA:
  0
  Class: Humanoid
  l.ong armll
  Vnriant Category: Uruisg/Ape
  Hdght:
  2M
  Color:
  Brown
  Can this race lise WeapolW? Yes
  Category:
  Land
  Ori8in of Race: England
  U-'tE: PHEASANT
  Btl Dice:
  ..5
  IIIMBe Done:
  I -
  4 by Everything
  tOlether
  ir.ar Clua:
  7
  Spedal Abilities' Noae
  StU Modifiera,
  1Jl:
  0
  'liS:
  0
  nl: -6
  DEI:
  )
  Q)Jl: -I
  ClIA:
  0
  ClIl:
  0
  all:
  0
  PSI:
  0
  !UC:
  0
  llA: -S
  ct.a: Pheasant
  tartant Category:
  IHrd
  lIil"t:
  .5M
  Color:
  Brown
  Can this race use Weapons? No
  elUIory:
  Land and • .1 r
  Orllin of aace: Japan
  INtE:
  PHOCA
  Itt Diu: 2
  "e Done:
  By We.pon
  .u.or Cl... :
  B
  S..clal Abilities: I. Possesses a aeal
  .kin vllich aUClWs it to t.ke the (ora
  of a seal at vOl 2. Cate to Sidhe
  d1lle.n&1on J/Wilek + Level J. T.kes
  double damage by Cold Iron
  St.t Hodif ien:
  In:
  0
  m: 0
  SII: 10
  DC:
  0
  a:J:
  0
  alA:
  0
  all:
  0
  QlII:
  0
  PSt:
  0
  lII.G: 10
  IJJr.: -I
  et,..: HUIII8noid
  !lriant Catelory: Nan - Faerie
  "lpt: 2M
  !lIlor: Brcun
  Caa this rae. u.. Weapone? Yea
  tltelory: Land
  Otilin of !lace: England
  PAGE 81
  NA.'tE:
  PIXIE
  Hi t Dice:
  I
  D(IlIIage Done:
  By Weapon
  Armor C1085: 7
  Special Ablilties:
  I. Gate to Sidhu
  dt_nlton )/....e"k + Level 2. Takes
  double d...ga by Cold Iron
  SUt Hodifiefl>:
  INT:
  0
  WIS:
  0
  STIl:
  -5
  DEX:
  2
  CON: -J
  CH":
  0
  COM: -2
  CUN:
  0
  PSI:
  0
  HAG:
  IS
  TIlA: -I
  Cia•• : Neanderthal
  Variant Categor)': Uruillg/Ape - Faerie
  Heigllt:
  Ul
  Color: Tan
  Clln this rllce use Weapollll? Tel
  Category:
  l.and Ilnd other dll'llenjiioru;
  Origin of Racl/l:
  England
  NAM E:
  PONGOL I A.~
  Hil Dice:
  I
  Daaall:e Done:
  B)' Weapon
  Araor Clus:
  7
  Special Abilities:
  I.
  Breathes .....ler
  2. Slow thinking
  Stat Hodirtera:
  tNT:
  3
  WIS:
  0
  STR:
  0
  DEl(:
  0
  roN:
  0
  CHA:
  0
  OOH.:
  0
  CtJtrf:
  0
  PSI:
  0
  NAG:
  0
  TRA: -10
  Cleu:
  HUlIllllloid - Sell1es/fillll
  Varillnl Categor)': Mingyo
  Helgllt:
  2M
  Color: Creen -
  Btue
  Can thta race use Weapons? Yes
  C.tegory: Water
  Orl11n of aace: Lin Carter
  World's ~
  
  NAME: PSf:lJDO
  Kit Dice:
  2
  Damage Done:
  ISy Weapon
  A~or Cl..,: 8
  Special Ab1l1tlee:
  1. Growa a. plant
  Inltially 2.
  1001 ve dcohol 3. Cold-
  blooded
  Stat Hodlf1au:
  INT: 0
  WIS: 0
  STll.:
  0
  DDt: 0
  CON:
  0
  ClL\:
  0
  OOH:
  4
  CUN:
  0
  PSI: 0
  HAG:
  0
  T1l.A: -I •
  Cia.. : Plant (K...n)
  Variant Cat.alory: Hhcdlaneoua
  ReiCht:
  2M
  Color: Vane.
  e... f;hia race ......
  We~ona1 Yes
  Caf;a.oIl'"Y: Land
  011'"1810 of b.c;.; Un Call'"t.r
  Vorld·. !!!!!
  NAH!: PtrL
  Kit Diu: 3
  D...ag. Done:
  1 -
  8 by leak;
  t -
  2
  ),A{M by ClaVI
  An!or CI..s:
  7
  Sped.l Abil1tles:
  1. Pear-shaped
  2. PlI'"ehenstle neck 3.
  10 claved lela
  4.
  10 2-clawed anlS S.
  10 tlye, radial
  dillpeutld on head
  S ttlt Hodtf,j.tln:
  INT: -3
  WIS:
  0
  STll:
  S
  DEX:
  3
  CON:
  0
  CRA:
  0
  COH:
  0
  CUN:
  0
  PSI:
  0
  HAG:
  0
  TJ.A:
  0
  CI..,: RaptiHa
  VarIant CaUlory: Hbeellam..ou.
  Kd!ht:
  3H
  Color:
  Brown
  CaD th1. r.ce Iltle We.pona? Y.s
  Catel0Il'"Y:
  Land
  Origin of I.aee:
  E.
  C.
  Tllbb
  D~r.'t-"-y.nn.
  NAME: QUARASCH
  Hit Dice: 2
  Damage Don.:
  I -
  6 2A/H by ClaVI
  Annor Cba.: 7
  Special AblUtlea: None
  Stat Hodlf1e.u:
  tNT:
  0
  WIS:
  0
  STIt: IS
  DO:
  5
  CON:
  0
  CHA:
  0
  COM:
  0
  CUN:
  0
  PSI: a
  HAG: a
  TRA:
  0
  Cl... : Praylna Hantia
  Variant Category: Miaeellaneous
  Height:
  2M
  Color: Pink
  Can thia race \/.Se Veapons! Mo
  Cat-t0ry:
  LaPel
  Orilln of Race: Lin Carter
  World 'a Enci
  NAME:
  RAlIIIIT PERSON
  Hit Dice: 2
  Otllllage OOM:
  1 - 2 by lite.
  ArllOr Cia•• : 7
  Special Ahil1tlu:
  I. JUIlIp 10.
  Stat Modifiers:
  IffI': -2
  WIS: -1
  STR:
  0
  aElt:
  "
  CON: -3
  CHA:
  a
  COM:
  a
  CUN:
  5
  PS1::
  a
  HAG:
  0
  TIlA: . IS
  Clan: Rabbit
  Variant Category: Hiscellaneou.
  Me1she:
  2M
  Color:
  Bre-oln and White
  Can thi. race use. WeapaUII? No
  Catelory: Land
  OriliR of b.c;e: OIe.roUe
  Slt. Diu: •
  D__la Done: ., V.apon
  Aranr CI..a: 8
  Spti:ial .\biUtie.: t. lasan.ratea at
  3 Pth!K
  Stat ModHiera:
  INT: -J
  WlS:
  0
  STl: 10
  DEI: -2
  OOM:
  I
  CHA: -J
  OOM: -1
  CtIN:
  0
  PSI:
  0
  NAG:
  0
  TItA:
  0
  Clas.: HUlUnold
  Vadant Catesory: Man
  Helaht:
  4H
  Color: Pink
  Can this rac. usa W.apona? Yel
  Catelory: Land
  Orl11n of Race:
  Si~ria
  PAGE 82
  NAME:
  IlANIHIN
  Kit Dice: 3
  Da_le Done:
  I -
  5 1A/l1 by Koove.
  A.nwr Cl...: 7
  Speei.l AblUtles: 1. Can hear a
  a~na
  before it 11 ..id .0 that. it 101111
  arrive Jlllt after the au_ons
  Stat Hod1flars:
  tNT:
  )
  WIS:
  J
  STa:
  7
  DEI:
  1
  CON:
  I
  CRA:
  0
  cott:
  0
  ClIN:
  0
  PSt: 10
  HAG:
  15
  T1l.A: to
  Class: Horae
  Vari.nt Category: Hilleeltaneoua
  Height:
  JH
  Color: Varies
  Can this race lIae Weapona? Ye8
  Category: Land
  Origin of Race:
  Enak kane
  
  lAME: IlAPA
  lit Dice:
  3
  ~..ge Done:
  By Weapon
  AlWlr Claaa: 7
  Spedal Abll1tlell: I. FlIght1ll!u 2. It.
  body odor lIIay offend
  1I0C1lt! races 8t
  Urat
  Stat Modifiera:
  lIT:
  0
  VIS:
  0
  SiI:
  5
  ~EI:
  3
  CUll:
  0
  CIA: -4
  aI(:
  0
  CD:
  0
  PSI:
  0
  w.IC:
  0
  TlA: -5
  CIa.: Vulture
  (H....nold)
  ilrtanl c.Ullory:
  Bird
  .Isbt:
  3M
  c"lor: Grey to Black
  tall ItIll nee use Weapons? 'tes
  c..telory: land
  OriSin of R<lea: ,\lan B. Akera
  ~ Prescot
  IA.'!£: ltASSHAHN
  Sit Dice:
  3
  0.18e Done:
  I -
  3 2A/M by CI8Wll -
  by
  WUjlon
  Maor Clallll:
  7
  5;lIcial Abilit1ea: None
  St.t Mod I Hera:
  lIT: -2
  VIS:
  0
  SIlt:
  5
  DEI:
  0
  001/:
  I
  CIA: -I
  COt:
  2
  C'L'lI:
  0
  PSI:
  0
  II.\C:
  O·
  ItA:
  5
  elllS.: Lizard -
  atpt!dal
  hrtl1\t Category: Lhard
  !lelpt: :II
  Color: Cn.en-Red
  Cc this r<lca 11II1 Welporul1 'tea
  Cualory: L.nd
  OTiltn of Race: Drallon', Byte
  IHaullaneou$
  Itl Diu: 2
  G.qe Done:
  1 -
  3 by Bite (P);
  I -
  4/H
  \lJ Conatruc t ion
  ~r CI... : 7
  Spteill AbUtties:
  I.
  Polson (16)
  Stat llodifien:
  In: 0
  VIS: 0
  Sll: )
  DO: )
  iXJII: 0
  W: 0
  aJlt: 0
  CtIII: 0
  PSI: 0
  !lAC: 0
  11A: 5
  Clul: Snake
  Virtant C8te80ry: Snake
  Sei,tlt: 3H
  Color: Brown
  Can this race IIle Weaponl? No
  Category: Land
  Origin of Race: Blackfoot
  PAGE 83
  NAME:
  RAVEN
  Hit Oice:
  .5
  Dlalage Done:
  I - 4 by Everything
  tosether
  Ar.or Clase: 7
  Special Abilities: I. Viaion (Tl!1e-)
  (10th LoE) 6/week -+ Level
  Stat HodH1e.u:
  INT:
  6
  WIS:
  6
  STR: -7
  D[X:
  )
  CON: -2
  CRA:
  0
  CCtt:
  0
  CUN:
  II
  PSI:
  0
  !'lAC:
  10
  TIlA:
  0
  Cia•• : Bird
  Vartant Catellory: Bird
  Hdaht: .5"
  Color: Black
  Can thia raca use Weapons? No
  Catelory: Land
  Ortlin of Race:
  Blackfoot
  NAME:
  RED AMAZON
  Hit Dice: 2
  Damase Done:
  By Weapon
  Armor Claall:
  8
  Special Abilities:
  None
  Stat. Modiflera:
  TNT:
  2
  WIS:
  0
  STR: 5
  DEX:
  0
  OON: 2
  CHA:
  3
  COM: 0
  ClIN: 0
  PSI: 0
  HAG: 0
  TIlA:
  0
  Claaa:
  Ht,lIIIan
  Variant Category: Man
  Height: 2.5M
  Color: Scarlet.
  Can this race ulI8 We.apons? Yes
  Category:
  Land.
  Ori8in of Race: Lin Carter
  World's End
  IWtE:
  RELT
  Hit Dice: 2
  D.sse Done:
  By Weapon
  M.:)r ClaSll:
  ,
  Special Abilttles: I. Fl1ghtless
  Stlt Mod1tien:
  INT:
  0
  WIS:
  a
  STI:
  0
  aE)[:
  I
  CON:
  0
  OlA:
  0
  COM:
  0
  CUN:
  0
  PSI: a
  HAC:
  0
  TRA: -5
  Clus: Vulture
  (HUIIlanoid)
  Variant Category:
  Bird
  Height:
  2
  Color:
  Brown
  Can this race use WeAPons? Yes
  Catagory: Land
  Origin of Race: Alan B. Aken
  .Q!.!.l. Prescot
  J.f.
  J:'f
  
  NAME:
  RHAct..AW
  Hit Dice:
  2
  D.ag8 Done:
  lIy Weapon
  ARIOr Clua:
  II
  SPIochl AbiUtie.:
  Stat ModiUer.:
  INT:
  0
  WlS: -I
  STl:
  J
  DU: -2
  roN:
  0
  CHA:
  0
  OOH: -2
  CUN:
  0
  PSI:
  0
  MAC:
  0
  TRA: -5
  Clasa: Neanderthal - Domed head 8. wide
  1111 sho...ldera
  VarIant Category:
  Ur...18g/Ape
  Height:
  2M
  Color:
  Brown
  Can
  ~hl. r.ca uaa Iolaapanfl? V"
  Catelory:
  Land
  Orig1n of Race: Alan II. Alten
  ~ Prucot
  "
  NAME: SA1YID
  Hit Die-: 1
  O....i. Done:
  By Weapon
  A~r Clua: B
  Spedal Abilities:
  1. +s CSP 2. Turn
  Undead .t 10% HtILevel - St/EP of
  .alater
  Slat Mod,ifian:
  Un':
  0
  lollS:
  J
  STR:
  0
  OU:
  0
  OON:
  0
  CHA:
  0
  aJH:
  0
  C\I'N:
  0
  PSI:
  0
  KAC: 10
  TRA:
  0
  CI..a:
  H\IIKII
  Variant Cat.tory: "8n
  Height:
  2M
  Color: Tan
  Can thia r.ee u.e Weapons! lu
  Cateaory:
  l.8.nd
  Orl,in of Rae-: Peuia
  NAME:
  SATYR
  Hit Dice:
  2:
  0"'1. Dona:
  lIy Weapon
  Anor Cl... : 8
  Speehl Abilltl... : None
  SUt Modifiers:
  INT: 0
  lollS:
  0
  STl: 0
  DO:
  2
  COIC: 0
  QIA:
  )
  O)H:
  )
  CUlf:
  0
  PSI: 0
  KAG:
  5
  TIIA:
  5
  Cl.la: Rtaan - Coat le&l - Horna
  Variant Cata,ory: Standard Croaa-breed
  He1aht:
  2M
  Color: Tin
  Can thla race ....e Weapons? Yea
  Cat.aory:
  Land
  Odain of R.ee: Creece
  MAKE: SOIJ.EPIM
  Hit Dice: 2
  D_ege Done:
  I - 8 by TaU; by W"apon
  Ar.ar Cl••• : 7
  S~ehl Abllitie.:
  lCone
  Stat Modifl.rs:
  INT: 0
  WIS: 0
  STR: 5
  O!X: 5
  COM:
  I
  CHA: 0
  COM:
  0
  CUN:
  I
  PSI: 0
  HAC: 0
  TItA: 0
  Cl... : Liz.rd -
  Bipedal
  Variant Ceta8Qry: Lhard
  Kallhc:
  2M
  Color: Cny Cre.en
  Can thb race u.se VeapoM! lea
  C.t_lory:
  Land
  Orl1111 of R.ae.: Alan B. Akua
  £!!1!!!!.m
  NAME: SAME-8m
  Hit Dice: J
  D_aae Oone:
  I - 6 by Biu; by Weapon
  A",or Cl..a:
  7
  S~dal Abilltl.. :
  1. Can locate a
  bl..dlna creature
  SUt ModIU.ra:
  lift: -2
  W15: -2
  sn:
  7
  DD: -1
  CON:
  I
  QIA: -)
  COte: -2
  ctJW:
  2:
  PSI:
  0
  MAG:
  0
  TaA:
  10
  Cl..a: Shark - ann
  Varbllt CaU8Qry: Mingyo
  Height:
  :J1:
  Cob,,: C.ay
  Can tnis raea us. \Iupons1 Y..
  Catalory: Wat.r
  Orilin of Race: Japan
  NAME:
  SEA SUCKER
  Hit Olca.:
  1
  O_aga Done:
  I -
  6 by Tall
  AISOr CI..a: 1
  Special Abillti... : I.
  ) CON!H by blood
  4rainlng probeaeia 2. Chan P.rson
  801 -1'!Le.ve.l - Sf/vlett-'. WIS
  Stat Modifiers:
  INT:
  0
  Wts:
  0
  STI:
  0
  OU:
  0
  OOIC: -I
  QIA:
  )
  OOH:
  )
  CUX:
  0
  pst:
  0
  MAC: 10
  TlA:
  0
  Cl... : Sand Dollar - Spiked T.U
  Variant Category: Mbullenao...
  Halaht:
  lH
  Color: Cny
  Can thta rae. use: Weapona1 1C0
  Cat.aory: Watar
  Or1lin at be-: Drason'a Byta.
  111ec.elllneous
  PAGE 84
  
  XNlE: SERPENT SPAWN
  Itt Die.: 2
  O"ae Done: 1 - 8/H by Constriction;
  by Weapon
  ,I,fW)r CI..,: 1
  Sped.l Abiltties: l. C.n chang. to
  lwun fOnl 1/.:>II[h. It can keep thil
  fOnl untll _gic 11 dlapelled
  St,t MocllUen:
  lJI:
  2
  ilS:
  0
  STl:
  0
  DtI:
  2
  00.:
  0
  CIIA:
  2
  011:
  0
  CInI:
  0
  '51:
  0
  !lAC: 10
  TJA:
  0
  CllS,: Sequent
  (KUlIliln)
  VerhaL Caugory: Hagtcal
  IdahL:
  2H
  COlor: Whl te
  C.n Lhls racll use WeapaM! Yell
  C.telory: Lend
  Ortlln of Race: Japan
  1NtE: SKETU
  lit Dice: 5
  Daqt Done:
  I -
  " by Blu; 1 - I/H by
  Co1lltriction; by Wupon
  A~r Cl,ull: 7
  Special Abilities: I.
  Po~ Chanae/Self
  to
  no~al Han rani 3/d.y + Level for
  5M + 5M/Lavtl1
  SUt ModUteu:
  INT:
  I)
  illS:
  I)
  STl: 15
  DtI:
  I)
  <XIII:
  2
  QlA:
  I)
  OIl:
  0
  Q/X:
  I)
  PSI:
  0
  lUC: 10
  tu:
  5
  CI... : SnakaIMan
  "rhnt Cat'lory: HagJcal
  kllht: SZ
  COlor: ar""n
  tu tllll race use Weapona! Yea
  Cateaory: Land
  Orl,1n of laca: ElJPt
  IWlE:
  STONEUPPER
  lit Dice: 2
  O_le Done:
  ay We,pon
  AnIOr CIa.. :
  8
  5pec1Jl Abilities:
  I. +5% to any eanh-
  c.hted abillt,
  SUt Modifiers:
  m:o
  VIS: 0
  5:l1: 2
  DEI: 0
  COil: 1
  QU.: 0
  (XII: 0
  cu.: 0
  PSI:
  1)
  lUG: 0
  TIA:
  1)
  Cl...:
  1I~'n
  "rt'nt Catesor,: Han
  IdBht:
  2M
  Color: Whit. to arown
  Can th1l raca U8e Weaponat y••
  C,Ulory: L,nd
  I)rialn of Race:
  Enak Kane
  PAGE 85
  NAME: SU-YEEI'-UP-PI
  Hit Dice:
  2
  D...,. Done:
  ay Weapon
  AnIor Cl_a: 8
  Special Abilities: I. areathe vater
  2.
  Aka "Underwster Perlon"
  Stat MtldU1ers:
  IJrfl': 0
  WIS:
  \)
  STR: \)
  DEX: 0
  OON: \)
  CRA: \)
  (X)H: 0
  CUN:
  0
  PSI:
  0
  H.-c: 0
  TRA:
  0
  Clas.. : HtJlUa
  Variant Catelory: Han
  Hdillt:
  2M
  Color: Coppery
  Can thill race Ulle Weapol1l? Yea
  Car.sorYI Worar
  Or1,in of Race:
  Blackfoot
  NAME: SU-YEST-U-KIIC.
  Hit Dice:
  3
  D_.e Done:
  I - 8 by Butt;
  I - 4
  2A/M by Horns
  Araor CIa•• : 7
  Special Abilities: I. +20 CSP 2.
  Braathelj
  ",ater
  SUt Mod1fiau:
  Itn':
  2
  WIS:
  3
  STR:
  7
  OEX:-2
  CON:
  4
  CHA:
  2
  COM:
  2
  CllN:
  0
  PSI: 0
  HAC:20
  TRA: 15
  Cla•• :
  81110n
  Variant Categor,:
  Bison
  Helsht:
  3M
  Color: 8r""n
  Can thi. race .... weapons? No
  Category: Water
  Orl,ln of Raa.: alackfoot
  NAME:
  T~CU
  Hit Dice:
  I
  D....ag. Done:
  lIy Weapon
  ArIIlor Cl... : 1
  Sped.l Abilities:
  I- +2 to H.1t/+2 0-
  Wilh a Sword 2. Mischievous 3. Often
  11k.a1 to "'ear a hat and cloak 4.
  Have
  .Uently at 301 + S%/Level 5. Hida in
  lbad"". at 25% + 5% /Level
  Stat. Modtfieu:
  INT:
  0
  WIS:
  0
  sn: -5
  DU:
  3
  OOlf:
  0
  CRA:
  0
  lXlH: -2
  CUN:
  3
  PSI: IS
  MAC:
  0
  TAA:
  0
  Cl_.:
  Cr.....
  (llIllUDOtd)
  Variant C.tegory:
  Bird
  Haiaht:
  1M
  Color: Rad
  Can this raca use Weapons? Yel
  Cat_gory: Land and air
  Orilln of Race: Japan
  Lt
  •
  0
  O.
  0
  o •
  o
  
  NAME:
  TIGER.-MAN
  Hit Dice:
  2
  D=agc !>one:
  1 -
  It ZA(t1 by Glavll or by
  Weapon
  Arwor CI... : 7
  Spcc:1aI Abilitie.: Ko_
  Stat Modifien:
  INT: a
  WIS: 0
  STR.:
  )
  DEX:
  3
  roS:
  I
  CHA: 0
  COM: 0
  Clr.'l: 0
  PSI: 0
  MAC: 0
  TIA: 5
  ct...: Tiger -
  H~anoid
  Variant Category: Cat
  Height:
  1.51'1
  Calor:
  Can this race use Weapons? Yea
  Catesory: Land
  Origin of lace: Lin Carur
  World'. ~
  NAME: TRITON
  Hil Dice: 2
  O...ge Done:
  Iy Weapon
  AnKlr Cau: 8
  Spedal Abilities: I. Control Weather.
  double effectiveness (4th Leval +
  Level). Uuble 3/week + Level
  SUt ModUler.:
  Un':
  0
  WIS:
  0
  STR:
  5
  DEX:
  0
  CON:
  0
  CHA:
  0
  COM:
  0
  ClJN:
  0
  PSI:
  0
  MAC: 10
  TIA:
  0
  Cl... : M.n-fi.h
  Variant CateAory: Mingyo
  Helght:
  4H
  Color: Green -
  Irown
  Can this race \lSe Weapons? Yu
  Category: Weter
  Origin of Race: England
  NAME: nOLL
  NAME: TROLL
  Hit Dice: 4
  D-.. Done'
  By kleepon
  Anoor Cl..a: a
  Spec:1al Abil1tie.: I. Shape C~nge/S.lf
  3!_ak + Level
  Stat Modifiers:
  INT:
  0
  WIS:
  0
  STIt:
  10
  DIX:
  0
  CON:
  2
  eRA:
  0
  COM:
  0
  CUN:
  0
  PSI:
  0
  HAG:
  10
  fRA:
  0
  Clu.: Hlaanoid
  Variant Catelory: Troll
  Heilht:
  liM
  Color: Wh.1ra
  Can thi. race !ae Weapone? Yea
  Cet.aory,
  Land
  Ortgin of Race: Horaelal¥!
  HAME: TROLL)
  Hit Dice.:
  2
  D"ae Done:
  By Weepon
  Amor Cl... : a
  Special AbiUtb.:
  1. Friendly but
  _isehievOl,la
  SUt Modifhn:
  tNT: -1
  WtS:
  I
  STR:
  2
  DEX: -2
  CON:
  2
  CHA:
  0
  COM: -)
  CUN:
  0
  PSI:
  0
  MAG:
  0
  TtlA:
  0
  Cia.. : Dwarf - HlBp backed
  Variant Catalory: Troll
  He1ght:
  1M
  Color: Irown -
  Rad
  ~ir
  Can tlU. race use WUPOnll? Ya.
  Category:
  1..Ind
  Or11in of hce: England
  NAKE: TSUNDIGEWI
  Hil Dice:
  )
  D....p
  Don.:
  -
  4 2A," by Cl..,.; by
  Weapon
  .u--or CIa•• : 7
  Spedal AbUiti.a:
  1. Kegenerate. at
  2 PIP.IM except energy dllMale 2. Fare
  Trolla are green, Mountain Trolls are
  grey. Snow Troll.
  (50% va cold) are
  whire. anJ SW-.lp Trol1.l are brawni.h-
  Brey
  Stat Modifiers:
  INI': -3
  WISt -3
  STtl:
  5
  DEI: -1
  OON:
  3
  CRA: -5
  <nt: -4
  ctIN: -2
  PSt:
  0
  MAC:
  5
  TIA:
  10
  Cta.. : R_oid
  Veriant Catagory: Troll
  Hdghl:
  3M
  Color: Variu
  Can thl8 race .u.a Weapons? Yea
  Category: Land
  Origin of aaee: Dragon'. Byra
  Mi.eeUaneous
  Hit Dice:
  1
  D...se Dona: .y Weapon
  Anar Cl... : 8
  Special AbUlth,:
  1. lird. dtal1ke lh.U1
  l.ntenaely
  Stat Modifiers:
  tNI':
  0
  WIS: -I
  STR.: -6
  DEX:
  0
  CON: -3
  CHA:
  0
  CON:
  0
  CUN:
  0
  PSI:
  0
  MAC:
  0
  TIA:
  5
  Cl..a: Ne.nduthal
  Variant Catelory: Urui•• /Apa
  Hdgh.t:
  .51'1
  Color: Tan
  Can thia rae. 1,1,,, Weapon,? Ye.
  Caugory: Lend
  Or1g.1n of hce: Cherokae
  PAGE 86
  
  JNolE: TSlfNI
  KALU
  Bit Diee:
  "
  Daule Done:
  By Weapon
  Araor Clus:
  7
  Splela1 AbiUties:
  I. +S GSP 2. Telepathy
  (6th LoE) at IoIUl
  Stat Mcdlf1eu?
  In:
  0
  lIl.S:
  0
  SIR: 10
  DEl: -2
  Q)S:
  "
  CllA: -2
  0:»1: -]
  C\,'N:
  0
  PSI:
  0
  llAC: 10
  rtA: -S
  tllS': Human
  Vu1lnt Category: Man
  1lI1ght:
  4H
  Color:
  Brown
  c.n tbtll race use Weapons? Yes
  Cltegory:
  Lal'ld
  Oei.in of Rae.:
  Cherok..
  NAME:
  UEZ DI HRA £K
  Hlt Dice:
  I)
  Damage Done:
  1 - " 2A/H by Cl.....';
  I -
  "
  by Bite: I - 6 by Tail: by Weapon
  "rlllOr Class:
  6
  Special AbiUties:
  I.
  ) breaths/Ioluk +
  Level (fiery methane -
  " KD) 2. Aka
  "Breather of Fire"
  SUt HodH1en:
  tNT:
  0
  WIS:
  0
  STR: 20
  DEX: -2
  CON:
  "
  CH":
  0
  COM:
  0
  CUN:
  2
  PSi:
  0
  MAC:
  5
  TRA:
  -5
  Class: Dragon
  Variant Category: Dragon
  Height: &t
  Color:
  Black
  Can this race lise Weapoll8? Yes
  Category:
  Land and air
  Origln of Race: Dragon's 8yte
  Dragon Land
  lO..''I£: tSUWA
  Hit DIce:
  1
  Daage Done:
  By Bows and Speal'a
  ArmQr Clus: 8
  Sped81 Abilities:
  I. Aka "Water dog
  panon"
  5tlt Modifiers:
  00:
  0
  'ilS:
  )
  S!J.: -6
  DEl:
  S
  OlS: -4
  CllA:
  2
  ttlK: -I
  ClJll: 0
  PSI:
  0
  !!loG:
  0
  rtA: IS
  tlau: Sallllllander - alpedal
  VUllnt Category: Miscellaneous
  i1dght:
  .SM
  Color: Red
  -
  Brown
  tm! thIs race use Weapons? Yes
  CIotegory: Land and ....ater
  Or1gin of Race: Cherokee
  ~NlE: UBASTr
  Bit Dice: 2
  D..ge Done:
  1 -
  4 by Cla....s: by Weapon
  ~r Cl_.:
  8
  Spe.cid AbUities:
  1. Two rows of teata
  down belly 2. Some....hat Chaotic ten-
  dencies
  Stat Modlftera:
  lIlT: 0
  \/TS: 0
  SU: 2
  \lEX: "
  toM: 0
  ClL\: 2
  tlJl: 2
  CIIII: 2
  PSI: 0
  KAC: 0
  rIA: 5
  Class: Lion (HUIIlanoid)
  '-rtant Category: Cat
  Ildght:
  2M
  Color: Tan
  Can this race uee Weapone? Yea
  Category: Land
  Orll1n of Race:
  Egypt
  NAo"fE:
  UEZUH liRA El<-KT£
  Hit Dica:
  6
  Damage Done:
  I
  -
  "
  2A/M by ClBIJ8;
  1 - " by Bite;
  I - 6 by TaU: by
  Weapon
  Armor Clasa:
  6
  Special Abilities:
  1. 3 breaths/week +
  Level
  (HCl -
  " KD) 2. Aka "Breather of
  Fiery Water"
  Stat Modifiers:
  INT:
  0
  WIS:
  0
  STR: 20
  DEX: -2
  CON:
  4
  CHA:
  0
  COM:
  0
  CUN:
  2
  PSI:
  0
  MAG:
  5
  TRA: -5
  C1a81l1: Dragon
  Variant Category: Dragon
  Height:
  6M
  Color: Grey
  Can this race use Weapons? Yll.lI
  Category:
  Land and air
  Origin of Race: Dragon'e Byte
  Dragon Land
  NAME:
  URGOVrAN
  Hit Dice:
  2
  Damage Done:
  8y Weapon
  Armor Class: 8
  Special Abilities: \.
  ) sexes
  Stat Modifiers:
  INT: 0
  WIs: 0
  sTR: 0
  DEX:
  0
  CON: 0
  CHA: 0
  COM:
  0
  ClIN:
  0
  PSI: 0
  HAC: 0
  TRA:
  0
  Cl..a: RUlIIan
  Variant Category: Han
  Height:
  2H
  Color: Pink
  Can this race use Weapons? Yes
  Category:
  Land
  Origin of Race: Lin Carter
  World's !!!!
  PAGE 87
  
  NAME: URUISG
  !tit Dice:
  2
  Damage Done:
  By Weapon
  AnaoE" Clue: 8
  Special AbiUtiee:
  Nol'll!
  Stat Modifien:
  HIT: -3
  WIS:
  2
  STR:
  2
  DEI:
  2
  OON:
  D
  CKA: -2
  ~: -2
  CUN:
  0
  PSI:
  0
  !'lAC:
  0
  TItA: 10
  Class:
  Ne~eTthal
  Variant Catelory: Uruiag/Ape
  Helght:
  1.5"
  Color: Brown
  Can this race. Ule Weapora? Yel
  Category:
  Land.
  Orlgl0 of lace:
  ~ngland
  NAME:
  VILD1ANSKH
  Hlt 01c.: 2
  D_age Done:
  8y WeaPOnj
  I -
  4 lA/K by
  CIINa
  ArlllOr Claa,: 8
  Special AbUitt.a:
  I. Can run on
  all Five
  ltlllbe;.
  2.
  Long neck.
  3. Hu no hatr.
  ".. Eyelesa. 5.
  Se.. by nDaegbnota.
  6. Evil
  tendenciea.
  INT:
  0
  VIS:
  0
  STR:
  )
  OEX:
  )
  CON:
  I
  CllA: -2
  COH:
  0
  ctffl:
  0
  PSI: 0
  HAC:
  5
  TRA.: 5
  Cl..a:
  H~anoid - pointed ears
  Variant Category: Han
  Heilht:
  2K
  Color: Black
  Cen thi. race ..... Weapo...? Y••
  CAtegory:
  Land
  Origin of hc.: Sake-odo Teyasht
  NAME: VERTIGUS
  Hit Dice: 2
  D_aae Done:
  By Weapon
  Armor CI..I:
  8
  Special Abl11tlee:
  1. Eye conUct
  lndl.leU vertigo at 100% + 5%/Ltvl!.1
  _ 5%/LoV - 51/victll11'e CON at ",Ul
  Stat l'locUfleu:
  INT: 0
  illS: 0
  STR: 0
  DEX:
  0
  CON:
  0
  CKA:
  0
  001'1: 0
  CUN:
  0
  PSI: 5
  !'lAC: 0
  TllA: 0
  ClUB: HlrIan
  Variant Category: Kan
  Keight:
  2M
  Color: Variel
  Can thill race use Weapona? Yell
  Category: Land
  Orlgin oC lace: Dragon'e Byu
  Miscelleneous
  NAME:
  VlI..AH
  NAME: VOLts ClAN
  Hit Dice: 2
  D....g. Done:
  By Weapon
  ArlllOr Cless: 8
  Special Abilities:
  None
  Stat Mod1Cieu:
  INT: 0
  WIS: 0
  STR: 0
  DEX: 0
  CON:
  0
  CttA:
  0
  COM:
  0
  CUN:
  0
  PSI: 0
  MAG: 0
  TItA: 0
  Class:
  HlRanoid -
  ) eyee
  Variant Category: Man
  He1Sht:
  2M
  Co lor: Brownish-green
  C.n thil r.ce use Weapons? 'l:ea
  C.tegory: Land
  Origin of R&ce: Un Carter
  World's !!&
  Hit Dice: 2
  O.age Done:
  By Wupon
  Arwor Cl..s: 8
  Specbl AbiUtin: I.
  100:
  vtI Don-ego
  Telepathy 2. Hove lilently .nd with-
  out diaturbanee throulh [oreat at
  'OX + 51/t.&ve1 3. Bean only rmale
  children
  SUt Hocliftus:
  INT: 0
  VIS: 0
  STl: 0
  00: 0
  CON:
  0
  CKA:
  0
  OOK:
  0
  CUN:
  0
  PSI: 0
  KAG:
  0
  TItA: 0
  Clsas: HUlll8n -
  Fe••le
  Vart.nt Catelory: Han
  Height:
  2M
  Color: Creen
  Can thia race uee WeapoM? 'l:e.
  Category:
  Land
  Origin of Race: Sterling Lllnier
  Riero'a Journey
  MAKE:
  WALAS I
  Hit
  DI~: 7
  Daaqe Done:
  I -
  10 by Bite
  Ac.or CI..s: 1
  Spe:c1al Abilities:
  1. JUlIp 20-
  SUt Modifier.:
  INT: -
  2
  WlS: -
  2
  STI:
  25
  DEl:
  0
  OON:
  9
  CHA:
  0
  COK:
  )
  <:uN: - 4
  PSI:
  0
  HAC:
  0
  TIA: -10
  Cl... : Frog
  Variant Category: Miscell.neous
  Height:
  7M
  Color:
  Brown and green
  C.n thil raci uae We.pona? No
  C.tlgory:
  Land and. ",.ter
  Origin of 'RaCII: Cherokell
  PAGE 88
  
  MIlE: W»lAHYMN
  ilt Dice: 3
  Duge Done:
  By Weapon;
  1 -
  4 2A/M by
  nltl
  ArHr ClIIss:
  8
  Sptdd Abilities: I. Can run
  oOln £tve lilllbs. 2.
  Long neck
  ). H&I no hair.
  4.
  Eyeless.
  5.
  $.eQ by l'IOaeglllOOI.
  St.t Hod1fierlJ:
  m:
  3
  m:
  3
  m: )
  DEI:
  3
  lDlI:
  2
  Cllf.:
  0
  lXIt:
  0
  Ctn(: .\
  9Sl: 15
  1t\l;: 10
  lIA: 10
  Clul: HUlllllnoid -
  pointed can,
  ¥ltlant Category: Man
  Idght:
  2M
  Color, Cra)' to tAn
  tan this race us., W.,lIpon,,? V.,
  Category:
  Land
  arlltn of R,ce: Sakemodo Teyashi
  ~:r.
  NAME: ""OODHEl.VENDI
  !lit Dice:
  2
  Damage Done:
  By Weapon
  Allilor Cllllls: 8
  Special Abil1tiell:
  I. +5% to any plant-
  related ebi li ty
  Stet Kodtfh.u:
  INT: 0
  WIS:
  0
  STR: 0
  DDt:
  I
  CON:
  0
  CHA:
  0
  COM:
  0
  CUN:
  0
  PSI:
  0
  MAC:
  0
  TRA:
  0
  ClasH: Human
  Variant Category: Man
  Ileight:
  2M
  Color: White to Brown
  Can thi. race uae Weapons? Ves
  Category: Land
  Origin of Race: St..phan R. Donaldson
  Chronicles of ~ ~
  WJoIE:
  YUCCAMOT
  IMlE: WAYA (ANI-)
  lit Dice:
  2
  O.lge Done:
  t - 6 by Bite
  lNor Clus: 7
  Specill Abil1tlu:
  I. Akll "Wolf
  Itlt llodHlers:
  M: ·3
  VIS:
  0
  m:
  I
  DEl:
  I
  Cl*:
  0
  CIA:
  0
  lDI:
  0
  ClIf:
  3
  PSI:
  0
  !lAC:
  0
  m: 25
  C11~8: Wolf
  hrhnt Category:
  Dog
  Idsht:
  2M
  CC11or: Grey
  CIll this race
  Ul'lC WeapoNl? No
  Citegory : l.and
  Otlgin of Race: Cherokee
  Hit Dice: 2
  D..age Done:
  By Weapon
  At1IIor Class: 7
  Special Abilities: I. Webt>ed feet
  2.
  Beaver tail
  Stilt Modifieu:
  IN!:
  0
  WISt 0
  STR:
  0
  DEX:
  2
  CON:
  0
  CHA:
  0
  COM:
  0
  Cl1N:-2
  PSI:
  0
  HAG:
  0
  TRA.:
  5
  Clalls: Otter (Humanoid)
  Variant Category: Miscellaneous
  Height:
  2M.
  Color: Tannillh Creen
  Can thia race use WeapolUl? Yell
  Category:
  Land and water
  Origin of Race: Alan B. Akers
  Q!.!.l Prescot
  J,T.
  lIJ'I!: WQolOX
  'HJt Diee: 3
  D.... Done:
  I - 6 by Horna; by Weapon
  !~r Claes: 8
  Special Abil1 ties: None
  Stilt Modifiers:
  lilt: -1
  'itS:
  0
  m:
  5
  DEJ::
  I
  alM:
  I
  CllA:
  0
  COM:
  0
  emI: 0
  PSI: 0
  KM;: 0
  rIA: 0
  Clan: Bull (Hutoanoid)
  "dant Category:
  8180n
  klght:
  3M.
  Color: Vartu
  tea thia raee use Weapons? Veil
  Catqory: Land
  Ori&1n or Race: Alan 8. Akers
  .Q.!.!1 Prll8tot
  J.T. \
  PAGE 89
  NAME:
  ZELPHODONIA!~
  H1t Dice: 2
  D~age Done:
  I -
  4 2A/M by Claws
  Amor Class: 7
  Special Abilitiell:
  Stat Modifiers:
  INT:
  0
  WIS:
  0
  STR:
  5
  DEX:
  2
  roN:
  0
  CHA:
  0
  COM:
  0
  Cl1N:
  0
  PSI:
  0
  MAC:
  0
  TRA: -10 I
  Clan: Lobstar -
  HUlllanoid/Eye sulks
  V.riant Category: Miscellaneous
  Haight:
  2M
  Color: Canary-yellow
  Can thia race uso Weapona? No
  Category: Land and water
  Origin of Race: Lin Carter
  World'. End
  
  NAME:
  ZUF.JW
  NAME:
  ZKAY
  4 lAtH by Clawl;
  I - 4
  6 by Tatl; by W.apan
  Hit Dica: 8
  D"'ge Done:
  1 -
  8 by Bite;
  I -
  6
  2AIM by Clwl
  An.or Cl..a: 6
  Special Abilitia.: I.
  Fol'1ll Change/Self
  to nom.l H8JI fan whila keepina itl
  strength 3/W'eek + Level
  SUt Hodif1t!r.:
  Th'T:
  2
  VIS:
  0
  STR: 30
  DEX: -I
  CON:
  4
  CRA:
  0
  COt:
  0
  ct1N:
  0
  PSI:
  0
  HAC: 10
  nA:
  0
  CI... : Dragoo
  Varhnt Catelory: HaSlc.l
  hlght:
  8H
  Color: Gre,
  c...
  ~hJ.. Tac:e 11_ Weapout Yes
  Category:
  LarD and air
  Or1.in of Race: Serb18
  K1t Diu: 6
  D....!e Done:
  by Ute;
  1
  Ar.or Clas.:
  6
  Spechl Abiltties: I.
  Alul "Penon"
  SUt I'tod.iften:
  niT:
  0
  WlS:
  0
  STR.: 20
  DU: -2
  CON:
  "
  CttA:
  0
  COM:
  0
  CI1N:
  2
  PSI:
  0
  MAC:
  5
  TRA: -5
  Clas.: Or.gon
  Variant Category: Drason
  Ke1sht:
  6M
  Color: Gold and PIny Red
  Can this r.ce ule Weapons? Yel
  Cltegory: l.nd and at r
  Origin or Rica: Drason's Iyt.
  Dragon ~
  PAGE 90
  
  Rites of Godhood
  Upon reaching 20th Level in any profession, the player character
  comes to a kind of fork in the road. Because of his high level, there is
  little left for him to do on this poor mortal world. For this reason,
  and for the sake of 'Cosmic Balance,' the player character is offered the
  chance to become a god. Perhaps "given" is a better word, as he has little
  real choice in acceptance. It also serves another purpose, it provides new
  gods to replace the others killed by the players.
  Upon becoming 20th level, the player is suddenly teleported to the
  Chamber of Passage Into Godhood (as the power behind this is able to create gods,
  it is sufficiently powerful as to make saving throws useless).
  Here he
  will find himseJf in a long, long corridor along whose sides stand two seemingly
  endless rows of statues.
  All these statues are set on pedestals and on these
  is written a basic history of each 60d.
  These statues are resistant to
  most everything and resist even the efforts of the gods to do more than
  slightly scratch them.
  Though not immediately apparent, these are the
  statues of all the gods that have ever existed in the universe.
  As there
  is nowhere else to go, the player will most likely choose to walk down the
  hall (this place exists in a timeless limbo, and the player will experience
  no need for food, drink, sleep or the like).
  At the end of the corridor. the
  player will find a kind of gate opening up into something truly indescribable
  because the things occurring upon the other side only rarely impinge upon
  any of the senses of the universe.
  If he is going to attempt to be excused from the Rites, here is the place
  where one must make his case. He simply states his reasons why he should
  not become a god at this point in time, and, as if he were not making his
  case, steps through the gate.
  If his petition is accepted, then he is simply returned to the exact place
  and time he was taken from. If not, or if he didn't bother, then there is
  a 5% chance of surviving to become a God. If he doesn't survive, there is no
  resurrection or reincarnation (with memories) possible, and his body simply
  disappears from where it was in the normal world. If he should survive, then
  he will discover himself, naked, in another chamber. In this chamber there are
  scepters, animals, and other objects of almost infinite variety. These are
  God Foci and Symbols. At this point, the prospective god has a choice: he may
  choose what kind of god he would wish to become, or he may have it chosen
  for him. In the former case, he must choose the item that would seem to him
  to be his symbol. Once he has made his choice, it is irrevocable, and he
  is that god. As soon as the choice is made, the judge assigns him 5 to 7
  abilities that would seem appropriate for that god (up to the judge and the
  player). In the latter case, the judge will assign the symbols. Most of these
  abilities will be usable 3 times per God LoE per hour. In addition, he will
  gain tws other abilities: Aid Worshipper - aid (3 worshippers per God LoE per
  hour). Aid Worshipper allows the god to grant a Minor WISH to a worshipper.
  Every God Level thereafter, the god has a 30% chance of gaining a new ability.
  Obviously, there will tend to be overlap in the gods' areas of effect.
  The judge must regulate these, and try to avoid exact overlap. This may be
  done by specializing the areas of the gods. An example of this might be with
  the Death God: 1) Reaper of Souls, 2) Torturer of Souls, 3) Guider of Souls,
  4) God of Death in Battle, etc.
  91
  
  After gaining his God Foci and abilities, the new god is sent
  to whatever plane he wishes.
  Though he may not be accepted to dwell
  on that plane, he may continue to search the planes until he finds one
  on which he wishes to dwell. This need be an already established
  plane of existence. There he must begin to create his 'world',
  populate, and, hopefully, make it thrive. Once established in his new plane,
  he must then attempt to obtain worshipers, for gods may not survive without
  worshipers.
  Creat; ng a God
  An important feature in many fantasy role-playing worlds is the
  use of Gods, this may include Demon Lords and that ilk.
  This aspect
  is especially important to the numerous professions who gain occasional
  aid from the Gods. There are several guidelines that should be used when
  playing a god, dealing with its personality, speciality, powers, and
  domain.
  The first thing that should be determined when creating or adopting
  a god is, did he choose his area of specialization. or not? If he did not
  choose then, there is a chance (-20%) that he will be less than satisfied
  his role. This determination will aid in determining the god's general
  attitude towards his role as god. The next thing, or course, is to
  determine his area of godhood and his general attitude towards humans.
  The following charts, should, at least. give a start.
  with
  01-20
  21-90
  91-00
  with Worshippers
  01-20
  21-70
  71-80
  81-00
  Self-Interest
  Areas of Specialization (Suggested)
  Animal
  Death
  Elementals (Earth, Wind, Light, Metals. etc.)
  Healing
  Knowledge
  Life
  Magic
  Plants
  Self-Expression (Music, Story-writing, etc.)
  Soul
  Weapons
  Weather
  Other
  Racial Preference
  No Preference
  Slight Preference
  Preference
  Amount of Involvement
  Concerned
  Mildly Concerned
  92
  Alignments
  Lawful
  Neutral
  Chaotic
  Mad
  01-20
  21-70
  71-90
  91-00
  
  Neutral
  Evil
  Mad
  01-80
  81-90
  91-00
  (This assumes that absolute good would be seen by most to be as evil
  as absolute evil.)
  The power of a god varies with its worshippers, but is generally
  related to God Levels and God LoE.
  God Levels are determined by giving
  the god 10 worship points per level of each worshipper.
  The relation-
  ship between Worship Points and God Levels is given below, as well as a
  random method for determing the Level of a God.
  God Level
  Worship Points Needed
  Die Roll
  0 th Level
  0
  00001-000 II
  1 st Level
  1000
  00012-09101
  2 nd Level
  2000
  09102-27281
  3 rd Level
  4000
  27282-63642
  4 th Level
  8000
  63643-81822
  5 th Level
  16000
  81823-90912
  6 th Level
  32000
  90913-95457
  7 th Level
  64000
  95458-97729
  8 th Level
  128000
  97730-98865
  9 th Level
  256000
  98866-98922
  10th Level
  512000
  98923-99206
  llth Level
  1024000
  99207-99616
  12th Level
  2048000
  99617-99821
  13th Level
  4096000
  99822-99923
  14th Level
  8192000
  99924-99974
  15th Level
  16384000
  99975-99991
  16th Level
  32767000
  99992-00000
  This should be rolled on 5 percentile dice. The reason for cutting
  things off at 16th level is because this is the upper practical limit
  for multi-religious worlds. When it is possible to get higher-leveled
  gods, then one need only shift the scale up (in this case, there is
  lit~le chance of the low-leveled gods anyways).
  Once the god's level has been determined. then it is necessary to
  modify the god's various Stats to accommodate for his new level. Once
  a god has been reborn he is considered magical, thus his stats are mod-
  ified in accordance to one with a MAG greater than 90 in the Magical
  Modification Rules, with the exception that a god may modify any stat
  he wishes.
  Of course, the modified Stats must be accompied by read-
  justment of the Stat dependant skills (i.e.• plusses on Damage, plusses
  to Hit, A.C.
  , etc.)
  Also, dependant up the God Level are Damage Points
  and God Abilities.
  When determining Damage Points. the same method is
  used as before. except that the Hit Dice Size is 2-12.
  These new Damage
  Points are added to the Damage Points from the mortal phase of the god's
  existence. The god has received 5 to 7 special abilities at the Rites of
  Godhood. For each God Level thereafter, the god has a 30% chance of gain-
  in a new skill. These abilities are usable 3 times per God LoE per hour
  and have an effective level of 20 plus God LoE. These abilities are
  usually fairly unique and, thus, the judge will have to think them up at
  the time.
  93
  
  94
  Three other abilities that the god will gain are:
  1) Aid Worshiper -
  aid (3 worshipers per God LoE) 2 per hour; 2) Gate -
  1 time per God
  LoE per hour; and 3) Wish - 3 times per LoE per hour. Aid Worshipper
  allows the God to grant a minor wish to the worshipper.
  Finally, when dealing specifically with the god is the choice of his
  God Foci.
  A God Foci is an object or symbol of a particular god that
  allows him to focus, transfer, or store
  por~ions of his God-Energies.
  Using it as a focus allows the god to direct his abilities to a specific
  individual almost anywhere in the multiverse.
  This includes limiting the
  effect of area spells to one person.
  Using it to transfer God-Energy
  allows the God to imbue a mortal with up to .25 hours of God-Energy per
  level of the Mortal.
  In function of storage the God-Focus will store
  an unlimited amount of God-Energy.
  Any mortal may touch and hold a God-
  Focus. but if he should attempt to use it. he will suffer 1-100 Damage
  Points per God Level.
  Another god attempting to use a different God's
  Focus will suffer 5-50 Damage Points per God Level.
  Since the God Focus
  is attuned to the god, he will be able to find the focus almost anywhere
  in the multiverse.
  The last. but in some ways, most important, aspect of godhood is his
  domain. Once a person has become a god, he must travel between the many
  planes of existence in search of a plane on which to live. It is possible
  for the god to inhabit a plane that is already inhabited, if it is accepted
  by that plane's god (either willingly, or after combat), but is more
  common for the god to inhabit a plane by himself. Some ideas for the
  various planes of existence are given in the 'Planes of Existence'. Once
  a god has chosen his plane. he must build the plane into a home.
  This may be done by use of the god's Wish. Judicious use of this
  ability will eventually allow the god to create his domain. his Heaven,
  Hell, or whatever. Care should be taken when creating this domain, for it
  should be
  remem~~~eq_that,.many times. when a god's worshippers die.
  they will expect to be taken to be borne to that god's domain and as such
  should get fair treatment there (torture in Hell is considered fair
  treatment).
  Once in a god's domain a worshipper is counted as only 1
  Worship Point for the God.
  An aspect of the domain that is also very
  important is some way in which to gather up the souls of the god's wor-
  shippers at the right time (the god's right time is not the worshipper's
  usually).
  This is usually done in one of four ways.
  The first, hardest.
  and least used is a pilgrimage to the domain. while one is still alive,
  as proof that one is worthy of entering.
  The second is that the god
  himself brings the souls or sends out a
  'homing beacon' to them.
  The
  third is to have inhabitants of the domain collect the souls.
  The
  second and third methods are about equally popular.
  The fourth and most
  common is for the god to assign, or create. a Collector of Souls. This
  Collector of Souls is a specially powered creature who gathers up the
  souls of the worshippers of that god, and is often given some powers to
  make it able to enforce its claim. Related to the problem of collection
  of souls is receiving the goods sworn to a god by contractees (Frost
  Wizards. Familiar Magi. etc.). This function may be performed by the
  Collector qf Souls or by some other 'official' of the God.
  The final aspect of the god's domain is its inhabitants.
  Though a god
  often populates his domain with worshippers. it oftentimes. will include a
  race or two of his
  own making (i.e. the Devils of Hell and the Like).
  Though
  the choice of the number of native races is the god's decision. the chart
  below should aid in a random decision in the matter:
  
  Worshippers Only
  Worshippers & 1 race
  Worshippers & 2 races
  Worshippers & 3 races
  Worshippers & 4 to 6 races
  Worshippers with 7 or more
  01-06
  07-56
  57-80
  81-92
  93-98
  races99-00
  If the god is Lawful then 15 is subtracted from the die roll and
  if it is chaotic then 29 should be added. As with his special abilities,
  the god's races are very individual sorts of things, and there is no
  chart which could adequately simulate them. In most cases. the races
  are absolutely loyal to the god, though occasionally a god has a problem
  with one or part of a race (2-3%).
  Once fully determined, the god is now usable in a world. Because of
  the complicated nature of the gods, it is highly recommended that the judge
  keep a text on his various gods so that they might be easily accessible if
  a need for them arises. Another suggestion is to determine the rela-
  ships between the gods (the pantheons) if they exist.
  This would include
  allies, enemies. lovers. friends. etc.
  Remember, above all else. when
  the judge or player plays a god. he is that god and should play it accord-
  ingly.
  95
  
  APPENDIX A: MUTATIONS
  When creating a character, a PSI roll of 100 is sometimes achieved. If this
  should occur, then the character has at least one mutation. Mutations are of
  three types: benevolent, neutral, and harmful.
  Benevolent mutations are ones
  that are to the advantage of the Player-Character and are usually pro-survival.
  Neutral mutations are neither exceptionally helpful nor exceptionally harmful.
  Their value is usually only apparent to those who can't see their value. Harmful
  mutations are usually detrimental to the character and, generally, decrease his
  chance for survival.
  If it is determined that a character has a 100 on his PSI, then the following
  chart should be checked to
  determ~e the number of mutations that the character
  has:
  No. of Mutations
  01-70
  71-90
  91-97
  98-99
  00
  1 Mutation
  2 Mutations
  3 Mutations
  4 Mutations
  5 Mutations
  ~
  ~
  ....
  :.
  ~
  .
  '"
  ~.
  After the number of mutations has been determined, the nature of each one
  is then rolled on the following chart:
  Nature of Mutation
  01-15
  16-70
  71-00
  Benevolent
  Neutral
  Harmful
  After the nature of the mutation has been determined,
  the proper table
  below is consulted to determine the specific mutation(s).
  The mutation(s) should
  be noted on the character record sheet; it is a permanent part of the character.
  It should be noted that, if the character should have children, there is a
  chance that one or all of his children may exhibit the parent's mutation. The
  chance of this is shown on the chart below:
  Nature of Exhibited Mutation
  01-50
  51-75
  76-00
  No Mutation
  Partial Mutation (Usually an average between normal and mutated
  state
  Full Mutation
  
  Benevolent Mutations
  Neutral Mutations
  01-02
  03-04
  05-06
  07-09
  10-12
  13-14
  15-16
  17-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-34
  35-37
  38-39
  40-41
  42-45
  46-47
  48-49
  50-51
  52-53
  54-56
  57-59
  60-61
  62-63
  64-65
  66-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-82
  83-84
  85-88
  89-92
  93-94
  95-96
  97-98
  99-00
  Absorb Energy
  Bone (Flexible)
  Bone (Strengthened)
  CRA (Heightened)
  COM (Heightened)
  Control Weather 1
  Dazzle
  DEX (Heightened)
  Energy Burs t
  Energy Drain 1
  Extra Limb (Fully Functional)
  Extra Organ (Sensory)
  Extra Organ (Visceral)
  Genius
  Healing (Heightened)
  Healing (Near Instant)
  Immunity
  Immunity (Specific)
  Invisibility
  Memory (Photographic)
  Merge
  Mind Kill 1
  Olfaction (Greater)
  Organ (Electrical)
  1
  Perfect Aim
  Pheromone (Dominance)
  Pheromone (Sex)
  Poison Immunity
  Poison Resistance (Heightened)
  PSP (Heightened)
  Reality Change (Limited) 1
  Reflex (Heightened)
  Reflex (Photographic)
  Sense (Direction) 2
  Shape Change (Specific)
  Skin-Texture Change 1
  Sonar
  STR (Heightened)
  Vision (IR/UV)
  Vision (Micro/Macro)
  Vision (Night)
  Vision (Reality)
  01-02
  03-04
  05-06
  07-08
  09-10
  11-12
  13-14
  15-16
  17-18
  19-20
  21-22
  23-24
  25-26
  27-28
  29-30
  31-32
  33-34
  35-36
  37-38
  39-40
  41-42
  43-44
  47-48
  49
  50-51
  52-53
  54-55
  56-57
  58-59
  60-61
  62-63
  64
  65-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-81
  82-83
  84-85
  86-87
  88-89
  90-91
  92
  93-94
  95-96
  97
  98
  99-00
  Amphibian
  Berserker Rage
  Bioluminescense
  1
  Bioluminescense 2
  Blindness (Color)
  Body Parts (Enlarged)
  Body Parts
  (Shrunken)
  Brain (Extra)
  Claws and/or Fangs
  Color Change
  Density (Change)
  1
  Density (Change) 2
  Density (Change) 3
  Density (Changed)
  Depth Perception (Heightened)
  Emotion (None)
  Empathy 1
  Epilepsy (Mild)
  Extra Fingers or Toes
  Extra Limbs (Vestigial)
  Fewer Toes
  Genius (Specific)
  Hearing (Wider Frequency)
  Hermaphrodite (Fully Functional)
  Hermaphrodite (Semi-Functional)
  Hide in Shadows
  Jute
  Nervous System (Extra)
  Organ (Magnetic) 1
  Pain Control
  Pheromone (Attraction 1)
  Poltergeist
  Secretion (Chemical)
  Secretion (Gas)
  Sense (Direction)
  1
  Sense
  (Energy)
  Sense (Time)
  Shape Change (Faulty)
  1.
  Shape Change (Faulty) 2
  Skin Texture Change 2
  Sleep (Semi-)
  Tail
  Taste (Modified)
  Taste (None)
  Telepathic Tracking
  Touch (Symbiotic)
  Touch (Temperature)
  1
  Touch (Temperature) 2
  Vampirism 1
  Vocal Cords (Modified)
  Wings
  97
  
  Harmful Mutations
  98
  01-02
  03-04
  05-06
  07-08
  09-10
  11-12
  13-14
  15-16
  17-19
  20-21
  22-23
  24-25
  26-27
  28-29
  30-31
  32-33
  34-35
  36-38
  39-40
  41-43
  44-45
  46-47
  48-49
  50-51
  52-53
  54-55
  56-57
  58-59
  60-61
  62-63
  64-66
  67-68
  69-70
  71-72
  73-74
  75-76
  77-78
  79-80
  81-83
  84-85
  86-87
  88-89
  90-91
  92-93
  94-96
  97-00
  Blindness (Night)
  Blood Lust
  Body Drugs
  Bone (Weakened)
  CRA (Lessened)
  COM (Lessened)
  Constant Hunger or Thirst
  Control Weather
  Depth Perception (None)
  DEX (Lowered)
  Energy Drain 2
  Epilepsy (Energy)
  Epilepsy (Severe)
  Extra Limb (Semi-Functional)
  Extra Organ
  Fewer Fingers
  Fewer Limbs
  Haemophelia
  Healing (Lowered)
  Hearing (Less Sensitive)
  Immunity (Specific Loss)
  Invisibility (Partial) 1
  Invisibility (Partial) 2
  Magnetic Field (Constant)
  Mind Kill 2
  Moon Madness
  Narcolepsy
  Organ (Magnetic) 2
  Organ (Magnetic) 2
  Pain Receptors (Increased)
  Pain Receptors (None)
  Paranoia
  Pheromone (Aggression)
  Pheromone (Attraction) 2
  Poison Resistance (Lessened)
  PSP (Lessened)
  Reality Change (Limited) 2
  Reflex (Lowered)
  Schizophrenia
  Sensory Organs
  (Fewer)
  Skin-Texture Change 3
  STR (Lowered)
  Touch (Temperature) 3
  Vampirism 2
  Vision (Near/Far)
  Vision (Sensitive Day)
  
  MUTATION DESCRIPTIONS
  Absorb Energy: This mutation allows one to absorb or release X HD/level/M of
  energy. 90%-1, 7%-3, 2%-10, l%-all.
  Amphibian: This mutation causes one to become amphibious, gaining gills or lungs
  in the process.
  Berserker Race: This mutation causes one to go berserk in combat.
  80%-~0%
  chance/M,
  10%-20% chance/M, 7%-30% chance/M, 3%-45% chance/M.
  Bioluminescense 1: This mutation allows one to cause some parts of one's body to
  glow at will.
  Bioluminescense 2: This mutation causes parts of ones body to glow constantly.
  Blindness (Color) :',:This mutation causes one to be unable to distinguish one or
  more colors.
  60% - all colors, 30% - 2 colors,
  10% - 3 colors.
  Blindness (Night)? This mutation causes one to be totally blind at night.
  Blood Lust: This mutation causes one to have an extreme urge to go for lots of
  blood if they catch sight of a little bit of it.
  Body Drugs: This mutation causes one's body to produce a natural overabundance
  of some drugs. Thus, one trips out on occasion.
  Body Parts (Enlarged): This mutation causes some parts of one's body to be en-
  larged 80% - 2xs,
  10% - 3xs,
  7% - 4xs,
  3% - 5xs.
  Body Parts (Shrunken): This mutation causes some parts of one's body to be
  shrunken.
  80% - 2xs,
  10% - 3xs,
  7% - 4xs,
  3% - 5xs.
  Bone (Flexible): This mutation allows one to make one's bones flexible.
  Bone (Strengthened): This mutation allows one's bones to withstand more damage.
  80% - 2xs.
  10% - 3xs,
  7% - 4xs,
  2% - 5xs,
  1% - all.
  Bone (Weakened): This mutation causes one's bones to be so weak that falling
  wrong may break them.
  Brain (Extra): This mutation causes one to possess an extra, functional brain.
  CHA (Heightened): This mutation causes one to gain extra points of CHA.
  45% - 1,
  25% - 2,
  12% - 3.
  8% -
  4,
  6% - 10,
  4% -
  15.
  CHA (Lessened): This mutation causes one to lose points of CHA.
  45% - 1, 25% - 2,
  12% - 3,
  8% - 4,
  6% - 10.
  4% -
  15.
  Claws and/or Fangs: This mutation causes one to lose or gain claws and/or fangs.
  10% chance that they have poison.
  99
  
  100
  Color Change: This mutation causes one to have some odd color about one's
  80% - skin,
  15% - hair, 5% eyes.
  COM (Heightened): This mutation causes one to gain extra points of COM.
  45% - I,
  25% - 2,
  12% - 3,
  8% - 4,
  6% -
  10,
  4% - 15.
  COM (Lessened): This mutation causes one to lose points of COM.
  45% - I, 25% - 2,
  12% - I,
  8% - 4,
  6% - 10,
  4% -
  15.
  Constant Hunger or Thirst: This mutation causes one to be constantly hungry or
  thirsty.
  Control Weather 1: This mutation allows one to change the weather in 5M/unit of
  difference (dl2).
  Control Weather 2: This mutation allows one to summon weather, but it does as
  much damage to one's own party as it does to anything else.
  Dazzle: This mutation allows one to create a light show that can stun. At full
  strength, this will cause a cataleptic coma.
  Density (Change) 1: This mutation allows one to change one's density at will.
  60% - increase density,
  30% - decrease density,
  10% - both.
  Density (Change) 2: This mutation allows one to change another's density.
  60% -
  increase density,
  30% - decrease density,
  10% - both.
  Density (Change) 3: This mutation causes one's density to change in moments of
  excitement.
  60% - increase density, 30% - decrease density,
  10% - both.
  Density (Changed): This mutation causes one's density to be permanently altered.
  60% - 50%,
  25% - 100%,
  10% -
  150%,
  4% - 200%,
  1 % - 300%. Direction of
  change is 50/50.
  Depth Perception (Heightened): This mutation allows one to measure distances with
  the eye very accurately.
  Depth Perception (None): This mutation causes one to not be able to perceive
  depth, -3 to Hit.
  DEX (Heightened): This mutation gives one increased DEX.
  80% - 3,
  10% - 5,
  6% - 8,
  3% -
  10,
  1 - 3xs.
  DEX (Lowered): This mutation causes one to lose points of DEX.
  80% - 3,
  10% - 5,
  7% - 10,
  3% - 15.
  Emotion (None): This mutation causes one to have no emotions.
  Empathy 1: This mutation allows one to, at will, feel what others feel.
  80% -
  emotion, 20% - pain.
  
  Energy Burst: This mutation allows one to emit energy from one's body at X ED/day
  distributed in any manner.
  90% - 3.
  7% - 6,
  2% -
  12,
  1% - 25.
  Energy Drain 1: This mutation allows one to drain 1 STR/ones STR from another
  creature. HO.
  Energy Drain 2: This mutation causes one to drain one's STR + CON/day from
  another creature in order to live. HO.
  Epilepsy (Energy): This mutation causes one to have occasional severe convul-
  sions accompanied by 10 ED energy blasts.
  (5%/day).
  Epilepsy (Mild): This mutation causes occasional momentary blackouts or memory
  losses (5%/day).
  Epilepsy (Severe): This mutation causes one to have occasional severe convulsions.
  (5%/day) .
  Extra Fingers or Toes: This mutation causes one to have several extra fingers or
  toes.
  90% -
  1 finger or toe, 25% - 2,
  15% - 3,
  10% - 4.
  Extra Limb (Fully Functional): This mutation causes one to possess extra, fully-
  functional limbs.
  50% - 1. 25% - 2.
  15% - 3.
  10% - 4.
  Extra Limb (Semi-Functional): This mutation gives one several extra, semi-
  functional limbs (i.e. spastic, weak. etc.). 50% - 1, 25% - 2,
  15% - 3,
  10% - 4.
  Extra Limb (Vestigial): This mutation causes one to have extra, under-developed,
  barely functional limbs. 50% - 1, 25% - 2,
  15% - 3.
  10% - 4.
  Extra Organ: This mutation causes one to have an extra organ. but it tends to
  interfere with the others.
  Extra Organ (Sensory): This mutation causes one to have an extra sensory organ
  (i.e. eye, nose, ear, etc.).
  Extra Organ (Visceral): This mutation gives one an extra visceral organ (i.e.
  heart, lungs. kidney. etc.).
  Fewer Fingers: This mutation causes one to have fewer fingers than normal.
  90%-1.10%-2.
  Fewer Toes: This mutation causes one to have fewer toes than normal.
  90% -
  1,
  10% - 2.
  Fewer Limbs: This mutation causes one to have fewer limbs than normal.
  90% - 1,
  10% - 2.
  Genius: This mutation causes one to gain points of INT.
  80% - +3 INT,
  10% - +5
  INT.
  6% - +8,
  3% - +10,
  1% - 3xs.
  Haemophelia: This mutation causes one to bleed non-stop, until healed. if one is
  cut or bruised.
  101
  
  102
  Healing (Heightened): This mutation allows one to heal at an increased rate.
  80% - 2xs,
  10% - 3xs.
  7% - 4xs.
  3% - 5xs.
  Healing (Lowered): This mutation causes one to heal at a lowered rate.
  80% - 2xs,
  10% - 3xs,
  7% - 4xs.
  3% - 5xs.
  Healing (Near Instant): This mutation allows one to heal almost instantly.
  80%
  - 31M.
  10% - 5IM.
  7% - 8/M,
  3% - 101M.
  Hearing (Less Sensitive): This mutation causes one to be hard of hearing.
  Hearing (More Sensitive): This mutation causes one's hearing to be more acute
  than normal.
  Hearing (Wider Frequency): This mutation allows one to hear above and/or below
  one;s normal frequency range (e.g. sonar).
  Hermaphrodite (Fully Functional): This mutation causes one to have the sex organs
  of two or more of one's species' sexes.
  Hermaphrodite (Semi-Functional): This mutation causes one to have the sex organs
  of one or more of one's specie's sexes. One is. however. sterile.
  Hide in Shadows: This mutation causes one to become invisible in shadows.
  Immunity: This mutation causes one to be immune to all diseases.
  Immunity (Specific): This mutation causes one to be immune to one severe disease.
  Immunity (Specific Loss): This mutation causes one to not be immune to one specific
  disease.
  Invisibility: This mutation allows one to become invisible at will.
  Invisibility (Partial) 1: This mutation causes part. but never all. of one's body
  to be invisible.
  Invisibility (Partial) 2: This mutation allows one to cause part. but not all, of
  one's body to become invisible at will.
  Magnetic Field (Constant): This mutation causes one's body to produce a constant
  magnetic field.
  40% - Mild, 20% -
  1 SIR, 20% - 2 SIR.
  8% - 3 SIR,
  6% -
  6
  SIR,
  4% -
  10 SIR,
  2% - 25 SIR.
  Memory (Photographic): This mutation allows one to remember EVERYTHING.
  Merge: This mutation allows one to merge one's body with that of another. The
  more intelligent person controls the merged body.
  Mind Kill 1: This mutation allows one to kill a victim mentally at 100% +
  5%/LoE - 3%/victim's CON.
  80% - controlled. 20% - instinctive.
  Mind Kill 2: This mutation causes one to sporadically and uncontrollably reach
  out and kill someone with one's mind. At 100% + 5%/LoE - 3%/victim's CON.
  
  Moon Madness: This mutation causes one to go violently crazy on nights of the
  ~ull moon.
  Mute: This mutation causes one to be unable to speak.
  Narcolepsy: This mutation causes one to occasionally fall into a deep sleep no
  matter what.
  (5%/day).
  Nervous System (Extra): This mutation causes one to possess an extra nervous
  system.
  Olfaction (Greater): This mutation allows one to better distinguish odors (+50
  TRA).
  Organ (Electrical) 1: This mutation causes one to grow an extra organ that can
  produce electrical shocks to a victim.
  40% - shock, 20% -
  IHD, 20% - 2RD,
  8% - 3RD,
  6% - 6RD,
  4% -
  lORD,
  2% -
  25RD.
  Orgsn (Electrical) 2: This mutation causes one to grow an extra organ that can
  give an electrical shock to victim and mutant.
  Organ (Magnetic) 1: This mutation causes one to grow an extra organ which can
  produce a magnetic field.
  40% - slight, 20% -
  lSTR, 20% - 2STR,
  8% - 3STR,
  6% - 6STR,
  4% -
  10STR,
  2% - 25STR, Usable 3/day + Level.
  Organ (Magnetic) 2: This mutation causes one to grow an extra organ that will
  produce a constant magnetic field.
  40% - slight, 20% -
  lSTR, 20% - 2STR,
  8% - 3STR,
  6% - 6STR,
  4% - 10STR, 2% - 25STR.
  Pain Control: This mutation allows one to be able to control the pain one feels
  (subdual damage cannot be felt).
  Pain Receptors (Increased): This mutation causes one to feel more pain than
  normal. Take subdual points equal to the damage inflicted.
  Pain Receptors (None): This mutation causes one not to be able to feel anything.
  Paranoia: This mutation causes one to believe that almost everyone is his enemy.
  Perfect Aim: This mutation allows one to always hit one's target.
  Pheromone (Aggression): This mutation causes one to produce, at all times, an
  odor that makes others angry.
  Pheromone (Attraction) 1: This mutation allows one to produce an odor at will
  which will attract predators.
  Pheromone (Attraction) 2: This mutation causes one to produce at all times an
  odor that will attract predators.
  Pheromone (Dominance): This mutation causes one to produce a hormone which allows
  one to command.
  Pheromone (Sex): This mutation causes one to secrete a hormone which makes one
  +5 COM to the opposite sex.
  103
  
  104
  Poison Immunity: This mutation causes one to be immune to all biological poisons
  and venoms.
  Poison Resistance (Heightened): This mutation causes one's poison resistance to
  be heightened.
  Poison Resistance (Lessened): This mutation causes one's poison resistance to be
  lowered.
  Poltergeist: This mutation causes one, in a state of extreme excitement, to
  release a mind blast which does 3 - 30 HO/M for 3 -
  12 M to anyone nearby.
  PSP (Heightened): This mutation
  g~es one increased points of PSP.
  40% - +5,
  20% - +10,
  20% - +15.
  8% - +25,
  6% - +50,
  6% - +70.
  PSP (Lessened): This mutation causes one to lose points of PSP.
  40% - 5, 20 % -
  10. 20% -
  15,
  8% - 25.
  6% - 50.
  6% - 70.
  Reality Change (Limited) 1: This mutation allows one to make a minor shift in
  relativity. X times/month.
  90% - 1 time,
  7% - 2 times.
  3% - 3 times.
  Reality Change (Limited) 2: This mutation allows one to make a minor change in
  relativity; however, this change is never what one expects.
  Reflex (Heightened): This mutation allows one to move at a greater speed.
  90% -
  2xs.
  9% - 3xs.
  1% - 4xs.
  Reflex (Lowered): This mutation causes one to move at lower speed.
  90% - 2xs,
  9% - 3xs.
  1% - 4xs.
  Reflex (Photographic): This mutation allows one to duplicate any movement
  exactly after seeing it once.
  Schizophrenia: This mutation causes one to have several personalities which
  emerge at different times; not all are of the same profession or are
  friendly.
  Secretion (Chemical): This mutation causes one to secrete certain chemicals from
  one's body (e.g. superglue. acid. LSD, enkaphalin. etc.).
  80% - 1 chemical,
  10% - 2 chemicals,
  7% - 3 chemicals. 3% - 4 chemicals.
  Secretion (Gas): This mutation causes one to be able to secrete a gas. 50% - per-
  fumed.
  40% - odiferous,
  10% - poisonous.
  Sense (Direction) 1: This mutation allows one to always be able to sense
  magnetic north and south.
  Sense (Direction) 2: This mutation allows one to always know the direction to
  any object one can remember.
  Sense (Energy): This mutation allows one to sense some forms of energy.
  80% - 1
  type,
  15% - 2 types. 5% - 3 types. There is a 6% chance of "seeing" the
  energy.
  
  Sense (Time): This mutation allows one to always know the time.
  Sensory Organs (Fewer): This mutation causes one to be missing one or more
  sensory organs.
  Shape Change (Faulty) 1: This mutation allows one to shape change to any form,
  but there will always be something faulty about the new form. Non-magical,
  special abilities are included.
  Shape Change (Faulty) 2: This mutation allows one to shape change, but the new
  form is random. Non-magical, special abilities are included.
  Skin-Texture Change 1: This mutation causes one's skin texture to change in some
  beneficial manner (i.e. hardening, slipperiness, etc.).
  Skin-Texture Change 2: This mutation causes one's skin texture to change in some
  neutral way (i.e. horniness, scales, etc.).
  Skin-Texture Change 3: This mutation causes one's skin to change in some harmful
  way (i.e. sunburns easily, sores, etc.).
  Sleep (Semi-): This mutation allows one to need only 10 minutes of semi-con-
  sciousness/night hour instead of sleep.
  105
  
  Sonar: This mutation allows one to "see" by sound.
  STR (Heightened): This mutation gives one increased STR.
  80% - +3,
  10% - +5,
  6% - +8,
  3% - +10,
  1% - 3xs.
  STR (Lessened): This mutation causes one to lose points of STR.
  80% - 3,
  10% - 5,
  6% - 8,
  3% -
  10,
  1% - down to 3.
  Tail: This mutation causes one to gain or lose a tail.
  Taste (Modified): This mutation causes one's taste to be different from the
  species' norm.
  Taste (None): The mutation causes one to have no sense of taste.
  Telepathic Tracking: This mutation allows one to augment one's tracking abilities.
  60% - +15 TRA, 20% - +35 TRA,
  10% - +75 TRA,
  7% - +155 TRA,
  3% - +300 TRA.
  Touch (Symbiotic): This mutation allows one to touch an object and become sym-
  biotically attached to it (One controls its movements, feels what it feels,
  etc.).
  70% - biological symbiote, 25% - energy,
  4% - mechanical,
  1% - all.
  Touch (Temperature)
  1: This mutation allows one to change one's body temperature
  at will.
  40% - mild,
  20% - 2HD,
  20% -
  IHD,
  8% - 3 HD,
  6% - 6 HD,
  4% -
  10HD,
  2% - 25HD.
  Touch (Temperature) 2: This mutation causes one's body temperature to be con-
  stantly off from the norm.
  40% - mild, 20% -
  IHD, 20% -
  2HD,
  8% - 3HD,
  6% -
  6HD,
  4% - 10HD,
  2% - 25HD. Direction of change is random.
  Vampirism 1: This mutation causes one to grow fangs through which one may draw
  blood.
  Vampirism 2: This mutation causes one to drain one's STR + CON/day from someone
  else's blood in order to live.
  Vision (IR/UV): This mutation allows one to see in the IR or UV ends of the
  spectrum.
  Vision (Micro/Macro): This mutation allows one to see minute or far things at
  will.
  Vision (Near/Far): This mutation causes one to have a hard time seeing things
  near or far from them (50/50).
  50% - slight, 25% - medium,
  25% - severe.
  Vision (Night): This mutation allows one to see as a cat or dog does in the night.
  Vision (Reality): This mutation allows one not to see an illusion of any kind.
  Vision (Sensitive Day): This mutation causes one to find bright sunlight hard on
  the eyes.
  Vocal Cords (Modified): This mutation causes one's vocal range to be higher or
  lower than the norm.
  Wings: This mutation causes one to grow "wings." 20% - expandable rib cage
  (gliding), 20% - arm to leg membrane (gliding),
  15% - glider wings,
  45% -
  106
  true wings.
  
  07
  07
  01
  07
  07
  07
  07
  10
  05
  05
  05
  05
  05
  05
  05
  07
  01
  10
  01
  01
  07
  10
  01
  01
  01
  01
  10
  05
  07
  01
  07
  07
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  10
  05
  07
  01
  10
  05
  07
  01
  10
  07
  07
  07
  01
  07
  07
  07
  07
  10
  05
  05
  05
  05
  05
  05
  04
  07
  10
  07
  07
  01
  07
  07
  07
  07
  10
  05
  05
  05
  05
  05
  05
  05
  07
  01
  07
  07
  01
  07
  07
  07
  07
  10
  05
  05
  05
  05
  05
  05
  05
  07
  10
  10
  07
  07
  01
  05
  90
  07
  01
  05
  60
  05
  05
  01
  90
  05
  05
  01
  60
  01
  01
  01
  01
  01
  95
  95
  90
  90
  01
  90
  01
  01
  01
  01
  60
  90
  01
  05
  07
  10
  01
  60
  05
  07
  10
  01
  05
  07
  90
  01
  07
  05
  60
  01
  01
  01
  01
  01
  100
  100
  Bison
  Draconnette
  Dragon
  Cat
  Bear
  Bird
  Dog
  07
  01
  07
  07
  07
  01
  05
  05
  05
  05
  Flyman
  Lizard
  Man
  01
  10
  07
  100
  100
  10
  05
  07
  01
  90
  01
  01
  07
  10
  01
  01
  01
  01
  10
  05
  60
  01
  07
  07
  01
  01
  95
  70
  07
  01
  40
  20
  20
  40
  10
  05
  85
  70
  05
  40
  07
  07
  40
  07
  01
  Man Faerie
  07
  01
  07
  07
  07
  01
  05
  05
  05
  05
  01
  70
  95
  10
  01
  40
  25
  25
  50
  10
  05
  70
  90
  07
  40
  10
  10
  40
  07
  01
  Mingyo
  01
  01
  01
  01
  01
  07
  01
  07
  07
  10
  80
  05
  10
  10
  10
  10
  10
  05
  01
  05
  07
  60
  01
  07
  07
  07
  07
  07
  01
  Snake
  01
  10
  07
  10
  07
  01
  05
  80
  01
  01
  01
  01
  10
  05
  01
  60
  07
  01
  Troll
  07
  01
  07
  07
  07
  01
  05
  05
  05
  05
  Uruisg
  07
  01
  07
  07
  07
  01
  05
  05
  05
  05
  Uruisg Faerie
  07
  01
  07
  07
  07
  01
  05
  05
  05
  05
  Standard
  07
  01
  07
  07
  07
  01
  Cross-breeds
  05
  05
  05
  05
  01
  40
  40
  10
  01
  90
  40
  40
  40
  10
  05
  40
  40
  07
  90
  40
  40
  40
  07
  01
  01
  20
  25
  10
  01
  40
  90
  85
  40
  10
  05
  07
  10
  07
  40
  80
  75
  25
  07
  01
  01
  20
  25
  10
  01
  40
  85
  85
  50
  10
  05
  07
  10
  07
  40
  75
  75
  40
  07
  01
  01
  40
  50
  10
  01
  40
  40
  50
  90
  10
  05
  40
  40
  07
  40
  25
  40
  70
  07
  01
  Magical
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  10
  90
  05
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  07
  90
  01
  Miscellaneous
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  05
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  01
  To Use:
  A.
  B.
  C.
  D.
  Roll each parent on the variant chart.
  Find intersection and roll the top number or less for an offspring.
  If not successful, try again.
  The bottom line is the chance of the cross-breed's fertility.
  107
  
  ?
  INDEX
  ~
  JJ;
  ~
  Page 60
  Page 67
  Page 74
  Page 81
  Alfar (Dock-)
  Draconnete (Pink)
  Hysof
  Pdafekitetif
  AI far (Lios-)
  Draconnette (Psionic)
  Ikzikian
  Pheasant
  Alfar (Svart-)
  Dragon (Gold) I
  Kajigaka (Half)
  Phoca
  Ashivi
  Dragon (Man-)
  Kajigakaka
  Phynnodderee
  Askefruer
  Dragon (Pink)
  Kalas Gunahita
  Pixie
  Azdrugian
  Dragon (Psionic)
  Kataki
  Pongolian
  Page 61
  Page 68
  Page 75
  Page 82
  Baboon
  Dragon (Grey)
  Khibil
  Psuedo
  Bakemo
  Duergar
  Kildoi
  Pul
  Bear
  Dwarf
  KJactoil
  Pungusse
  Bear (Grizzly)
  Dwarf (Death)
  Korrigan
  Quarasch
  Bear Person
  Elf (Black)
  Leonis
  Rabbit Person
  Brazar
  Elf (Cave)
  Lizard Person
  Ranyhyn
  Page 62
  Page 69
  Page 76
  Page 83
  Brigand
  Elf (Forest)
  Ludki
  Rapa
  Brownie
  Elf (Mountain)
  Man
  Rasshahn
  Buffalo Person
  Elf (Sea)
  Man (Spoor-)
  Rattlesnake
  Cacus
  Erh-Ehua
  Man (Thunder)
  Raven
  Cat
  Flannen
  Man (Wolf)
  Red Amazon
  Cavewight
  Flymagc
  Man-Rat
  Relt
  Page 63
  Page 70
  Page 77
  Page 84
  Centaur
  Flyman
  Merman
  Rhaclaw
  Centaur (Icthy-)
  Fox Demon
  Mmgyo
  Saiyid
  Cercopes
  Fristle
  Mink Person
  Same-bito
  Chan
  Frog-Man
  Minotaur
  Satyr
  Child 0 f Cain
  Furhopper
  Mole Person
  Schrepim
  Child of Satan
  Ganaskidi
  Monkey
  Sea Sucker
  Page 64
  Page 71
  Page 78
  Page 85
  Child of the Sun
  Gandayah
  Moruach
  Serpent Spawn
  Chulik
  Garuda
  Moruach (Half)
  Shetu
  Coranian
  Giant (Black)
  Neamhuain Clann
  Stonedowner
  Coyote
  Giant (Ear)
  Nix (River)
  Su-Yeet-Up-Pi
  Crane
  Giant (Magic)
  Nixie
  Su-Yest-U-Mik
  Cyclops
  Giant (Seareach)
  orth Fly
  Tengu
  Page 65
  Page 72
  Page 79
  Page 86
  Cyclops (Neo-)
  Gladzhoihi (Ehua)
  Nummin
  Tiger-Man
  Dam Person
  GUth
  Och
  Triton
  Detsata
  Glunganungan
  Ogre
  Troll I
  Dirgen
  Goblin
  Ohodowas
  Troll 2
  Div
  Goblin (Long-Beaked)
  Ophiogene
  Troll 3
  Djang
  Green Person
  Orchus (Guard)
  Tsundigewi
  Page 66
  Page 73
  Page 80
  Page 87
  Djinn
  Grey One
  Orchus (Tracking)
  Tsuni Kalu
  Dog Person
  Gypsy
  Orchus (Warrior)
  Tsuwa
  Dolphin
  Harfnar
  Orcul
  Ubasti
  Draconnette (Gold) I
  Hill Person
  Pa-ine
  Uezeh Hra Ek
  Draconnette (Gem)
  Hsing-T'ien
  Panther Person
  Uezuh Hra Ek-Kte
  Draconnete (Grey)
  Humbaba
  Pame
  Urgovian
  108
  
  Page 88
  Uruisg
  Vertigus
  Vilah
  Vile
  Volescian
  Walasi
  Page 89
  Wanyhim
  Waya (Ani-)
  Womox
  Woodhelvenen
  Yuccamot
  Zelphodonian
  109
  Page 90
  Zmay
  Zuejzo
  
  THE CHARACTER RECXlRD SHEET
  Name :
  _
  Race;,.'
  _
  Stats:
  INT:__
  WIS:__
  STR:__
  DEX:__
  CXlN:
  _
  CHA:__
  CUN:__
  PSI :
  ___
  MAG:__
  TRA:__
  Poison
  Resistance:___
  LYC:__
  WUlpower:__
  PSP:__
  GSP:__
  Clas's:
  _
  He1gbt:
  _
  Color:
  _
  D8IDsge Done:
  _
  Hit D1e:
  _
  Natural A.C:_____
  Occupation:
  _
  Level:
  _
  PIP's:
  _
  Languages Spoken
  _
  Primary Psionic Abilities
  _
  Secondary Psionic Abilities
  _
  SPECIAL PROFESSIONAL SKILLS
  __
  SPELLS OR PRAYERS
  _
  Possesslons
  _
  Total A.C.:
  __
  A.C. Mod for Armour:
  _
  A.C. Mod for Sbidd:
  _
  A.C. Mod for Protective Magic Items:
  _
  A.C. Mod for DEX:
  _
  A.C. Mod for Profession:
  _
  Total +'s to 81t:
  _
  +'s to Hit for DEX:
  _
  +'s to Hit for Profession:
  _
  +'s to Hit for Magic Items:
  _
  +'s to Hit (Misc):
  __
  Total +'s
  Dam:
  _
  +'s Dam for STR:
  _
  +'s Dam for Profession:
  _
  +'s Dam for Magic Items:
  _
  110
  
  .$2.50
  .13.50
  · $S.50
  .14.95
  · '5.91
  .14.9'
  · $3.50
  ·'5 91
  · '4.9'
  111.91
  .1'.9'
  · $S.9'
  · $S.9.
  · ••
  ~ .•..... 15.9S
  .. 15.91
  · .. $5.91
  · .. 13.95
  · .. '5.9'
  · .. 15.98
  · .. 15.98
  . ,
  .".OYI:O "'0" USI: WITH TRAVI:LLllIlI 1m
  TRAVELLER REFEREE SCREEN ...•....•
  TRAVELLER LOG BOOK
  .
  STAASHIP" SPACECRAFT FOR TRAVELLER.
  ORA'K'NE STATION.
  TANCR£O.....••.
  LEY SECTOR....•.
  QARTMANON QUEEN
  50sTARBASEs ....
  GLI~'-'ERD~IFTREACHES.
  000'" OF "'HE SINGING STAR.
  NAVIGATORS STARCHARTS
  .
  CRUCIS MARGIN
  GHOSTRING ......••....
  A........ CJS PROBE•.......
  ROG .... E MOON OF SPINSTOR·" _..
  SI~BA SAFARI
  . . ..
  . •.....
  PORT O' CALL ..••....•......
  MARANATHA-ALKAHEST SECTOR ..
  COqSAI AS OF THE TURKU WASTES ...
  WASPlNINTER
  .
  A","OVl:D 11'0" USI: WITH tlIUNI:QUEST GATIlWAY tift
  890 MAGEBIRD QUEST. .
  $10.00
  930 STAR SILVER TREK •.••.••....••.•••... $1.00
  THE DUNGEONEER
  BilCk Issues A..,.Uilble
  $ 2.80 per Issue
  13 THE DUNGEONEER COMPENDIUM OF 1 ·6....•. '2.50
  130 HAZARD ....•..••.•...........••... $2.00
  APPROVED FOR USE WITH VILLIANS. VIGILANTES tm
  540 NIGHTMARE MAZE OF JIGRESH .....•...... '2.00
  A"ROVI:O LlfOR US~ WITH TUNNELS&. TROLLS tm
  400 THE TOUGHEST DUNGEON IN THE WORLD .•... $4.00
  850 RAT ON A STICK ...•.................. 13.98
  APPROVED FOR USE WITH SUPERHERO 2044 tm
  Judges Guild, Incorporeted
  R. R. 8, Box 9
  1221 N. Sunnysida Road
  Decatur, IL. 62522
  APPROVED FOR USE WITH DRAGONQUEST tm
  PEGASUS
  $ 3.00 per Issue
  THE JUDGES GUILD JOURNAL
  B.ck Issues A..,.IIi1ble
  12.80 per Issue
  THE DUNGEONEER JOURNAL
  B.ck Issues Av.U.ble
  $2.10 per Issue
  580
  BREAK IN AT THREE KILOMETER ISLAND ...• 13.00
  )07 BROKEN TREE INN. . • • • • . • . • . . • . .
  • '''.00
  116 THE HE:LL.PITS OF NIGHTFANG.•.••••.••.•. 13.00
  170 RUNEQUEST SHIELD
  . . . • .
  • . . . . • .
  . 1250
  220 LEGENDARY DUCK TOWER.
  • • • • . • .
  . IS.91
  310 CITY OF LEI TABOR. . . . . .
  . $1.91
  310 DUCK POND . . • . . . • . • • •
  • . . . ..
  . ••• 5.91
  A",ROVEO FOR USE WITH
  EMPIRE 0(11' THE PETAL THRONE tm
  7'
  7aa.
  10'
  330
  340
  350
  ••0
  ••0
  '00
  '20
  ••0
  640
  710
  720
  730
  7.0
  760
  aao
  '.0
  · S,3.95
  • S,2.99
  · S,4.50
  · S, 1.91
  · S,3.50
  .11.9.
  .12.50
  .1•.50
  • S,3.00
  · $3.50
  • $2.15
  · $2.75
  · $2.15
  · . $8.00
  · S,3.00
  .18.00
  .13.00
  · 11.15
  .$4.50
  .18.50
  •••.• 13.00
  •••. 13.50
  . ••• S,6.50
  •.. S,3.00
  • • S,6.50
  • S,3.95
  · . s,3.95
  · . s,3.00
  • . s,3.00
  $12.00
  .14.95
  · $8.50
  · $3.95
  •.. S,6.00
  A~ROVED II'OR
  US~ WITH 0.0 tm
  APPROVED lI"OR USE WITH AD&.O tm
  DUNGEON TAC CARDS
  READY REF BOOK.
  TEGEL MANOR.
  JUDGES SHIELD..•
  MODRON. . . . . . •
  • .•••.•
  CHARACTER CHRONICLE CARDS
  .
  CAMPAIGN HEXAGON SYSTEM •..
  WILOERLANOS OF HIGH FANTASY .•••
  THIEVES OF BAOABASKOR .
  GENCON IX DUNGEON
  VILLAGE BOOK I ..
  CASTLE BOOK I •.••.
  ISLAND BOOK I ••••.
  CITY STATE OF THE INVINCIBLE OVERLORD •
  CITADEL OF FIRE ••.•••........
  FANTASTIC WILDERLANDS BEYONDE .
  FRONTIER FORTS OF KELNORE .....
  DRAGON CROWN ..••.•••.•••••.
  OF SKULLS AND SCRAPFAGGOT GREEN ...
  WILDERLANOS OF THE MAGIC REALM.
  UNDER THE STORM GIANT'S CASTLE•
  SURVIVAL OF THE FITTEST .
  CAVERNS OF THRACIA.
  VILLAGE BOOK II ....
  VERBOSH.......•••
  MINES OF CUSTALCON •
  . ..•..
  BOOK OF TREASURE MAPS. .
  . ..•..
  SWORD OF HOPE. . • . • . . . .
  • .•••.
  TOWER OF ULISSION ••.•.•.••..•.•
  CITY STATE OF THE WORLD EMPEROR .....
  SPIES OF UGHTELF •.•..•.••.•.•..•..
  WILOERLANOS OF THE FANTASTIC REACHES.
  BOOK OF TREASURE MAPS II
  .
  UNKNOWN GODS ..•.•••••••••••••••
  37 FIRST FANTASY CAMPAIGN. • • . . .
  . . $7.91
  46 WILOERLANDS HEX SHEETS. .
  . . ,3.00
  66 SEA STEEDS&. WAVE RIDERS. •
  • • $6.50
  68 WAR CRY. • • • . . . . • . . . . . .
  • . ,4.00
  69 FL.OTIL.LA ONE. . . . . . . . . . •
  . . '5.00
  96 TREASURY OF ARCHAIC NAMES. . . .
  . $4.95
  104 CASTLE BOOK II
  . • . . • • • • • • • . . •
  • s,3.00
  240 THE FANTASY CARTOGRAPHER'S FIELD BOOK .. S,3.91
  360 LASER TANK .••••...••.••....•..•.•. S,1.50
  410 THE ASTROGATORS CHART BOOK ••....•.•. s,3.98
  440 TEMPLE BOOK I. . . . • . . . • . . • . .
  . ... S,3.00
  530 RAVENSCRAG. . . . • . . . . . • . . . . . . • • •
  SlO.OO
  550 THE FIELD GUIDE TO ENCOUNTERS
  . . . . .
  So 12.00
  610 TOWER OF INDOMITABLE CIRCUMSTANCE.
  . '4.98
  690 MASTERS OF MIND. • . . • • . . . •
  .17.98
  700 RESTORMEL.. . • • . • . . . . • • . •
  . • 5.91
  790 F'OECH FO'S TOMB. • • . • • • . • •
  . $2.00
  100 GLORY HOLE OWARvEN MINE.
  . 13.9.
  lID FANTASTIC PERSONAL.ITIES
  .
  . 15.9.
  '20 HEROIC EXPEOn IONS
  . . . . . . . . . . •
  . • 13.91
  140 PREY OF DARKNESS.
  . $5.Qa
  160 WRAITH OVERLORD. . •
  'h.OO
  920 WONDROUS RELICS. • •
  • .. '3.9.
  87 CHARACTER CODEX. • .
  . .•• $4.50
  .e DARK TOWER. • • . • . .
  . .•• $5.50
  109 OPERATION OGRE. . . •
  . ••• $3.25
  114 MALTESE CLUE. • • • • • • • • • • • • • • • • • •
  • • $4.00
  111 TEMPL.E OF RA ACCURSED BY SET .•.••.••.• '2.00
  124 ESCAPE FROM ASTIQAR'S LAIR ••••••••••.••2.00
  190 THE TREASURE VAULTS OF LINOORAN ••••••• 14.00
  210 INFERNO. • • • • • • •
  . . . • . • • • . . •
  . • I~.II
  260 PORTALS OF TORSH. • . . • . . • • . •
  . •••• 13.9'
  460 BOOK OF RUINS ••.••....•••....••.••• 14.00
  ~60 PORTALS OF I RONTOOTH .••••••••••••••• 13.1'
  APPROVED FOR USE WITH CHIVALRY&. SORCERY tm
  250 C & S SHIELO ....•. '••••••.•.....••... $3.00
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SOURCE: textdata/thevault/Judges Guild (osr)/Judges Guild Field Guide to Encounters, vol 1.pdf