TEXT: OGRES & HUMANOIDS
  RELEASE 2.0
  BRUTAL is a Hack-and-Slash
  Fantasy Horror Game
  Created and freely distributed by
  DAVID J. STANLEY
  ©Copyright 2003-2004
  All Rights Reserved
  Feel free to print, copy, distribute, and
  share this document as you desire.
  Never change this document in any way
  and never, never make any profit from it!
  Check for other free stuff on-line
  WWW.BRUTALRPG.COM
  ILLUSTRATORS
  Originally this game had little to no images.  However, thanks to the many suggestions and to the
  amazing talent of numerous artists, this second release looks much, much better.
  David Wong, “Primary Illustrator”................ Original character races, and many of the initial monsters
  Zac Henderson.............................................Additional drawings of the newly created character races
  James Bolinger................................................................................................Lot’s and lot’s of Catlings
  Andy Hopp....................................................................Many more, amazing monsters to fill our pages
  Larry Elmore.......................................................The creator and owner of the Zeetvah character race
  Eric Barnett...........................................................Awesome clipart and horrific images of a fearful sort
  EDITORS
  Special thanks to everyone else involved, especially the editors.  If you find any errors, typing mistakes,
  etc. PLEASE visit www.BrutalRPG.com and submit feedback to David J. Stanley.
  Kristina Stanley........................................ Daughter of David, and best damn proof-reader in the world
  Catherine Stanley”............................................................Wife of David, beautiful lady, very supportive
  BRUTAL
  BRUTAL is a trademark of David J. Stanley.
  ZEETVAH
  ZEETVAH is a trademark of Larry Elmore. A special thanks goes out to Larry Elmore for allowing me
  (David J. Stanley) to include them in this game.  Larry Elmore still owns exclusive © copyright to the
  Zeetvah race, All Rights Reserved. To learn more about Zeetvahs, visit the adventures of “Snarf Quest”
  on-line at http://www.larryelmore.com/zGallery/AGSnarf/AGSnarf.html
  FOLDING INSTRUCTIONS
  This is a FREE PRESS document, and you are responsible for any and all printing, folding, and binding
  of this document that you choose to implement.  It is expected that you will fold each page as shown
  below and punch holes to add to your binder (half-sized 5.5 x 8.5).  Another alternative is to fold each
  page as shown below and have a printer shop such as Kinko’s® or OfficeMax®  bind it using either
  comb binding or spiral binding.  If you opt for the comb or spiral binding, it is highly recommended that
  you have them add a clear cover to the front, and a solid black cover to the back.
  
  CROTE
  Say: (KROTE)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Very thick skin
  Movement
  Vicious Bite
  Coordination
  Combat
  WANDERING
  Lone explorers of great wisdom and gentle kindness, yet consumed with an endless eagerness to
  always learn more.  They have their own language, but almost always speak 6 to 7 others as well and
  will gladly take the time to stop and speak with some characters who approach them casually.  When
  attacked, however, these mild creatures unleash surprising power.
  SPECIAL ABILITIES
  All crote have enjoy learning about magic above all else.  Each crote will have a Magic rating between
  7d and 12d, and carry with them 1 to 6 random enchanted items that may or may not have Glyph Spells
  on them.  If they do have glyph spells on them, then roll to determine if the crote has identified them
  (See Magic rules).
  During combat, a crote will use all of the magic at their disposal, but they may also attack with their long
  neck and very deadly fangs.  Their neck can reach out and attack creatures up to 10 feet away (or 3
  inches on the table top).
  ON THE BATTLE FIELD
  These creatures will never join an army, but they might fight a single battle if they can be convinced that
  they will learn something from the battle, GM discretion.
  HOMES
  They don’t have homes, families, nest, tribes, villages, etc.  But they live many long years and gather
  once every 10 years for a mating festival where knowledge is exchanged, stories are told, and babies
  are made.
  EXPERIENCE POINTS
  A wandering crote is worth 9 experience points.
  
  EPTUSIS
  Say: (ep-TU-shish)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Thick Skin
  Movement
  Claws and Bite
  Coordination
  Combat
  WANDERING
  There are typically found doing what they love to do more then anything else, …dancing and chanting
  with odd jerky movements, over a small fire burning a thick green smoke. This dance is believed by
  them to keep predators away and summon food to be eaten, so by your character’s untimely arrival,
  they immediately think of the characters as food.
  They keep dancing though, with a lot of waving of out-stretched arms, high goofy leg kicks, and oh yes,
  …a lot of jingle sounds made by the many beads and bells that they wear.  They keep dancing and
  breathing in the green smoke until a character comes within 40 feet (or 12 inches on the table).  They
  then attack by moving 30 feet (9 inches) in a single leap like movement, then attempt to Sprint the
  remaining 10 feet (or 3 inches).
  While maintaining a safe distance, the characters may speak with the creature without being considered
  food, and the creature is then quiet friendly, and will prove to be very knowledgeable about the local
  area where they have been encountered.
  Typically only 1 is ever found dancing, but there is a 1 in 6 chance that 3 to 4 of them will be all dancing
  together.
  SPECIAL ABILITIES
  Eptusis are large bony creatures with very sharp claws and lizard like heads.  They also have a large
  hump on the back (the bigger the sexier in their eyes) and from this hump grows long, stiff, things that
  can only be described as flesh covered horns that have a slight amount of flexibility to them.  For lack of
  a proper term, we call these things “Pricks”.
  After killing an eptusis, their pricks can be removed and used as magic wands.  Each prick will cast only
  one random spell, and may only be use 3 to 18 times before the prick withers and dries up.
  ON THE BATTLE FIELD
  These creatures never join armies.
  HOMES
  Eptusis live like hermits, …they have homes but live alone.  When found dancing, they are usually
  somewhere near their home.  If 3 or 4 eptusis are found dancing together, then they all live in individual
  homes in close proximity to one another.
  Their homes will be small caves or large burrows filled with junk, which for them includes anything that
  doesn’t burn green or make jingle bell sounds when shaken.  This means that lost, somewhere within
  the cave will be the treasure items of their previous meals.
  The rooms are small and can be searched by 1 character in 4 hours, or 2 characters in 2 hours, or 4
  characters in 1 hour.  The search will result in 20 to 70 gold coins, 20 to 70 gold worth of precious gems
  and jewelry, 1 to 6 sets of armor, 1 to 6 weapons, and 1 or 2 random enchanted items.
  EXPERIENCE POINTS
  A dancing eptusis is worth 9 experience points.
  
  GIANT
  Say: (GY-ant)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Thick Skin
  Movement
  Huge Clubs
  Coordination
  Thrown Rocks
  Combat
  Big Fist
  WANDERING
  Quick to smell food, but lousy to find it, Giants roam about with loud foot stompings while chanting silly
  rimes and searching for food.  They easily push down trees or uproot them to use as clubs, and when
  tired they sit and sometimes crush large buildings and small hillsides.  When hungry enough, they will
  eat a raw cow or a pile of dry hay, but they’d much rather cook their food by making very large fires.
  After eating, a giant hopefully falls asleep (3 in 6 chance). A sleeping giant will snore very slowly but
  steady and prefer to nap for 2 to 7 consecutive hours.  However, they are easily awakened by the
  slightest touched, and as such become very angry.
  SPECIAL ABILITIES
  When giants can’t catch and smash their food, they will stop running and start throwing things at it.
  Regardless of what (or who) the giant picks up and throws, treat it as a 5d range weapon (9”, 21”, 33”).
  ON THE BATTLE FIELD
  To add a giant to your army cost 50 experience points. Though they are awesome on a battlefield, each
  time they kill something there is a 1 in 6 chance that they eat it, and if they do eat it, then there is a 3 in
  6 chance they fall asleep in the middle of the battle! Of course they wake up as soon as something
  touches them, but a giant who keeps falling asleep in battle is quite hilarious.  Imagine a giant who lays
  down to sleep.  Some poor fool sneaks up and attacks with a spear.  “Owww!” screams the giant, “Me
  not play no more!” he yells as he smashes the fool into the ground, or swats him away with a might
  backhand swing.  Eventually, the other army will stop attacking the sleeping giant, and when your troops
  try to wake him up, they get dealt the same angry lesson.
  HOMES
  Most giants don’t have homes.  They are too stupid, and too hungry to do anything else but wander
  about aimlessly in search of their next meal.
  When found in their homes, they are typically much smarter (Willpower and Intellect of 6d).  Their
  homes will be found at the top of mountains, on floating clouds, or in the center of an abandoned keep,
  castle, or other walled off stronghold.
  There are two types of giant dwellings.  One is the “bachelor pad” where there will be 2 to 12 giants and
  2 to 7 ogre servants for cooking, cleaning, and guarding the place.  These forts will be filled with
  treasure and may perhaps even have some livestock fences or cages set up.
  Rarely, there will be a very smart female giant with 1 to 6 stupid husbands. In such a case each
  husband has a 3 in 6 chance of being chased out of the home (not there at the moment) because the
  wife was angry at them, or she sent him on an errand.   In these homes the one wife is the boss, but she
  does all the cooking, cleaning, and nagging.  The men hunt for food, drink and party, and make a lot of
  noise and large messes.
  EXPERIENCE POINTS
  A wandering giant is worth 6 experience points.
  
  KNOGHTYM
  Say: (NOK-tee-OK-tum)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Thick Skin
  Movement
  Staff
  Coordination
  Combat
  WANDERING
  Found only underground, in groups of 2 to 7, these strange friendly creatures live according to many
  strange ancient rules and customs which are mostly silly and superstitious.  Before speaking for
  example, they must tap the base of their staff on the ground two times then turn around one time in a
  clockwise direction.  Regardless of how nice your characters are, they will eventually encounter a silly
  rule that requires a civilized yet deadly duel to the death.  At this point the options are (1) everyone run
  away (2) everyone attack (3) or accept the challenge and have the one character selected fight one of
  the Knoghtym to the death using nothing but a staff.
  Often, the rules by which they live seem to change or conflict with previous rules that the characters
  have tried to learn.  But the most basic rule is to never challenge any rule, therefore anyone who makes
  up a rule will not be challenged. As such, they have been known to adopt new rules from characters
  they have met who made up new rules.
  One final rule, after winning a one-on-one battle with the staff, the character must perform a twirling
  pirouette, and bow, else offend another Knoghtym and have to fight again.
  SPECIAL ABILITIES
  Knoghtym have excellent sight in the dark, but can not see at all in the day light.
  Knoghtym are very adept in wielding a staff and gain a +3d modifier to attacking and defending when
  fighting one-on-one with another opponent who also wields a staff.
  Knoghtym can determine direction at will and can even determine the direction and will gladly point
  towards large amounts of gold, gems, underground sources of water, and large numbers of living
  creatures.
  ON THE BATTLE FIELD
  These creatures never join armies.
  HOMES
  Knoghtym roam in small clans and belong to larger tribes who gather once each year to elect new
  leaders.
  EXPERIENCE POINTS
  A wandering Knoghtym is worth 1 experience point. Fighting one to the death with the staff and winning
  is worth 3 experience points (earned immediately) to the one who did the fighting.
  
  OGRE
  Say: (OH-ger)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Thick skin and furs
  Movement
  Large spiked clubs
  Coordination
  Combat
  WANDERING
  Ogres are stubborn, baby snatching, baby in their belly, beasts of burden.  Typically they wander about
  in groups of 2 or 3, run through town snatching babies, then run away just as quickly.  Surprisingly they
  react quite quickly and aren’t easily frightened off.
  SPECIAL ABILITIES
  There is a 1 in 6 chance that each ogre is magical (See magic rules).  Magical ogres will have a Magic
  rating of 6d and innately know how to cast 3 random spells.  Use the random tables for creating random
  enchanted items to determine which three spells they know.
  Magical ogres can also become invisible twice per day, but only for 3 rounds, and 1 a week they may
  magically pass through a door, wall or gate.
  ON THE BATTLE FIELD
  To add an ogre to your army cost 35 experience points.  Ogres are an excellent addition to any army.
  Through discipline and training, their natural stubbornness (i.e., Willpower) can help them hold
  formations and follow instructions more diligently.  The only thing difficult about an Ogre is their pay.
  They want fresh young babies once a month or they’ll turn and attack very aggressively.
  HOMES
  Most ogres don’t have homes.  Surprisingly they prefer the live of an evil adventurer.  They love to
  sneak into homes, kill guarding parent, gather family treasures, and eat their young babies.
  Wandering ogres will have 20 to 70 gold coins worth of gems and jewelry, a large sack with 3 to 18 gold
  coins, and a 1 in 6 chance of carrying an random enchanted item.
  EXPERIENCE POINTS
  A wandering ogre is worth 4 experience points.
  
  ORC
  Say: (ORK)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Chain shirt with shield
  Movement
  Small sword or ax
  Coordination
  Combat
  WANDERING
  Orcs are the most common of all the humanoid monsters. Some legends would have you believe that
  they descended from Elves, but there is no proof to support such a claim.  On thing however is for
  certain, and that is that they are all from birth, bent on the conquest of the entire world, and seek nothing
  more then to make war with everyone they meet.
  SPECIAL ABILITIES
  Some Orcs have higher ability ratings then others.  Their training varies from tribe to tribe, and from
  warlord master to warlord master.  There are countless tribes across the realm and you may feel free to
  make up a tribe of your own.  The most famous of all tribes are the “Legions of Froth Nose”.  These
  Orcs all have a Movement = 6d, and a Combat = 10d.  Additionally, general Froth Nose has the ability to
  bark out special commands that cause them to spread out and “Rage” (see magic rules) using two “All
  Out Attacks” madly as they blitz across the battle field and slaughter everyone the meet.   Oddly
  enough, a raging Orcs never attacks other Orcs.
  ON THE BATTLE FIELD
  To add an Orc to your army cost 25 experience points. All Orcs can be caused to spread out and “Rage”
  if the Orc language is known and the proper (highly secret) commands are known.
  HOMES
  Most orcs live in tribal villages, similar to barbaric humans.   Some orcs live in castles, dungeons etc.
  when lead my evil masters.  A very small few try to live peacefully among humans and other character
  races.
  EXPERIENCE POINTS
  A wandering orc is worth 1 experience points.
  
  SQUIZZIQQ
  Say: (skwiz-EEKS)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Leather Armor
  Movement
  Fist
  Coordination
  Combat
  WANDERING
  Squizziqqi are amusing at first with practical jokes being played by 2 or 3 of them who come out of
  hiding to roll with laughter. But beware, for these little devils travel in much larger groups (3 to 18 more
  are still hiding) and only serve to befriend the characters so they might deceive them.  They will try to
  get the characters to follow them to their secret village, and sacrifice the characters to one or more of
  their strange (fictitious) gods who often resemble tall humanoids with animal heads and large over-sized
  eyes.
  SPECIAL ABILITIES
  Sharp pointy traps, are their specialty.  They set these traps all over their homes, villages, streets, and
  even on their own bodies.  To survive, they have gained an amazing knack for “Spotting” traps with a
  +5d modifier to Spot traps, and 5 in 6 chance of spotting traps when not even looking for them.
  Typical traps include:
  (1) 
  Many long thin blades that are difficult to see, so creatures walk into them for 1d of damage, or
  run into them for 2d of damage.  These are especially fun for them.  They get a party of
  adventures to chase them then slip pass the trap and look back and giggle as the poor fools run
  head long into the blades.
  (2) 
  Small holes in the ground that have no damage to step in, but will cause 2d of damage to step out
  of, unless the individual stops and removes the trap, which takes time, during which they suffer a
  –2d defense modifier and can not move.
  (3) 
  Somehow (almost magically) get a long thin blade (2 feet long perhaps) to fit inside a very small
  container (only a couple of inches big).  When opened, the blade shoots out as a surprise attack.
  Surprise rating = 5d and an Attack rating = 8d.  If the surprise vs. NT is successful, then the attack
  gets a +2d modifier and all damage (if any) is doubled.
  (4) 
  The dreaded pit with plenty of sharp pointy blades on the bottom.  Typically only 10 feet deep, so
  the fall causes no damage, but the fool who falls in lands on 1 to 6 blades that each do 1 to 6
  points of damage.
  (5) 
  The spinning blade involves a small blade (1 foot long perhaps) that is sharp on both ends.  The
  trap releases the blade to spin like a Frisbee as it attacks with a 10d rating.
  (6) 
  The spike on a stick is made by placing a point spike on the end of a long flexible wooden board,
  then bending it back so when the trap is sprung it spanks the target in the ass but with the pointy
  spike as well.  The result is a 9d attack
  Squizziqqi can set a trap in two actions (or a single round), and all of their traps will have a 5d or 6d
  Hidden rating, and there is no chance to avoid there traps, if you don’t stop and look for them.
  ON THE BATTLE FIELD
  These creatures never join armies.
  HOMES
  Nothing is known about there homes, for no one has ever been to one and lived to tell about it.
  However, it is believed that there home are underground and resemble small yet very crowded
  amusement parks with a low ceiling, a lot of colors, a tone of things spinning and moving about in all
  directions.  But then again, this only a theory
  EXPERIENCE POINTS
  An entire group of wandering quizziqqi is worth 10 experience points total.
  
  VELP
  Say: (VELP)
  MIND ABILITIES
  FIXED ATTRIBUTES
  Willpower
  Life Force
  Intellect
  Size
  Nature
  Speed
  Corruption
  Dark Vision
  BODY ABILITIES
  NATURAL ATTACK & DEFENSE
  Strength
  Thick wet skin
  Movement
  Coordination
  Combat
  WANDERING
  Velp are primitive creatures fascinated with fire.  They usually sloth along in groups of 2 to 12 and
  attack immediately when spotting fire.  Giving them the fire will usually distract them long enough for a
  clean get away.
  SPECIAL ABILITIES
  Velp are not stupid, but their minds are not nearly as advanced as a human’s.  The communicate with
  each other by a series of strange high pitched sounds which also allow them to see perfectly in the day
  as well as in the dark.
  There are five special sounds they make when communicating with other Velps.
  (1) 
  What do you see?  What is the other thing or things?
  (2) 
  The other thing or things are very close (with 12 inches).
  (3) 
  The other thing or things is big and scary.
  (4) 
  The other thing or things is small and might be good to eat.
  (5) 
  Stay away, this thing or these things are mine.
  (6) 
  The other thing or things is magical, hot, or perhaps even fire!
  (7) 
  The other thing or things is dead, rotten or no good.
  Though primitive in many ways, Velp have adapted to combat by developing a thick wet skin for natural
  protection, and the ability to construct primitive weapons out of sharp stones, broken metal shields, etc.
  They always use an “All Out Attack” and their weapons will have a 2d or 3d weapon rating.
  ON THE BATTLE FIELD
  These creatures never join armies.
  HOMES
  It is believed that they live and travel in family groups.  Each group will have 1 to 6 males and 1 to 6
  females, though scholars admit they really can’t tell them apart. The enjoy multiple sex partners where a
  male and female enjoy a long patient kissing session, then two weeks later the female digs up a hole,
  spits out 2 to 12 small neon green eggs with yellow and black specs, then covers them up gently with
  soft dirt.  The eggs are left to hatch alone and fend for themselves.
  These buried eggs are very difficult to find (Hidden rating = 9), but when a group of Velp is encountered,
  there is a 1 in 6 chance that some buried eggs are nearby.  When found and eaten, each egg raw (shell
  included) they serve as a potion of healing curing 2d points of damage, not to exceed hour character’s
  maximum Hit Points.
  EXPERIENCE POINTS
  An entire group of wandering Velps is worth 6 experience points total.
  
SOURCE: textdata/thevault/Brutal/Brutal Ogres and Humanoids.pdf