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Grimace

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  1. IG-11 Type: Holowan Mechanicals IG Series Assassin Droid Cost: Not for sale Size: 2 meters tall Move: 10 DEXTERITY 3D+2 Blaster 6D+2 Grenade 4D+2 Dodge 4D Vehicle Blasters 4D+1 KNOWLEDGE 2D Languages 4D+2 Planetary Systems 3D+1 Value 3D Intimidation 3D (Added programming: Culinary Arts 4D, Home Economics 4D+1) MECHANICAL 2D Repulsorlift Operation 4D Sensors 3D Swoop Operation 4D+1 PERCEPTION 4D Search 6D Search: Tracking 7D Investigation 4D+2 (Added programming: Household Appliance Operation 4D+2, Beast Handling 5D) STRENGTH 4D Brawling 5D Lifting 5D (Added programming: Cleaning 4D+2) TECHNICAL 2D+1 Demolitions 3D Armor Repair 3D+2 Blaster Repair 4D (Added programming: First Aid 4D, Security 4D+1) Description: Humanoid body (2 arms, 2 legs, head) Vocabulator system Movement Sensor/Targeting Array (allows simultaneous targeting of up to 6 targets out to 30m) 360 degree Visual Sensors (+1D to Search) Armored substrate (+2D to damage resistance) Plasma Torch (5D cutting ability) Built-in, non-removable Thermal Detonator Self Destruct Mechanism (10D damage 10m range) (Added hardware: Bacta Hypo Spray: +2D to First Aid) Equipment: Power pack bandoleer E-11 Blaster Rifle: 5D DLT-20A "Longblaster" Rifle: 5D+1 Capsule: IG-11 was initially created and programmed as a Security Droid, but when its owner wound up being terminated while aboard a luxury star yacht, it found itself without owner and on its own. It assessed its programming and decided to become a bounty hunter. Due to its reputation as an "assassin" droid, it was accepted into the Bounty Hunter's Guild. IG-11 took only jobs that did not require it to bring in the bounty alive. It relied on its programming to shoot its way to a target, and then terminate the target. However it often found itself contending with living bounty hunters that were vying for the same target. Often the humanoid bounty hunters beat it to its target and took the bounty. So IG-11 never really achieved the recognition of other IG Series bounty hunters. IG-11 was on another job, this one for a highly dangerous target, when it tracked the target to the planet Arvala-7. The target was in a compound with multiple armed combatants providing security for the target. As IG-11 approached, he assessed the targets and demanded the release of the asset, but the combatants resisted. IG-11 began to terminate all threats. During this time, IG-11 encountered another bounty hunter, a humanoid in Mandalorian armor. The other hunter negotiated a partnership for the bounty, which IG-11 accepted. The battle continued but the bounty hunters were successful at terminating all threats. The target was found and IG-11 was about to fulfill the contract with functions ceased.... IG-11 became aware and learned it was under the ownership and tutelage of a humanoid known as Kuiil. Systems were damaged and sub-routines were malfunctioning. IG-11 attempted system re-routes, but found that there were no backup systems to operate from. IG-11 was trained by its owner, and new systems were installed onto his operational network, along with some added hardware. IG-11 was re-designated as a Nurse droid, and its duties were to attend to its owner and to upkeep the homestead while the owner was away on work duties. It learned to prepare meals, tend to the home, and attend the beasts the owner kept. During this time, IG-11 found it had combat-related sub-routines embedded on its central wiring harness. Its owner told IG-11 that was once a combat droid, but now it was a nurse droid with primary programming of nursing duties and secondary programming of protective duties. IG-11 understood and accepted its duties. It would protect its owner and other charges as assigned. IG-11 carried out its duties to the best of its abilities. Then came the day when off-world visitors arrived. The visitors acted as though they were threatened by IG-11. It did not visually recognize the humanoids, but gave assurances it was not a threat to them. It offered drink to ease the situation. Shortly after the visit, IG-11 learned that it would be accompanying its owner while they went on a trip aboard a starship. Additionally, it learned it was being charged to nurse and protect a small humanoid child. Kuiil informed IG-11 to protect the child and the others who traveled with its owner. They all traveled to the planet Nevarro, where IG-11 was instructed to wait aboard the ship while the other set off on a mission while riding on the beasts. IG-11 waited aboard the ship with nothing to attend to, since all of the humanoids had left with its owner, and the child had been taken along with them. They had all ridden on the beasts that had accompanied them aboard ship. Instead, IG-11 probed its memory systems and discovered it could access its combat systems, but it would only use those systems for protection of its charges. Then it's sensors picked up blaster fire outside the ship and the sound of repulsorlift craft. IG-11 left the ship to investigate and found its owner had been terminated, along with one of the riding beasts. The child, however, was missing. IG-11 knew that it had to find the child, so it accessed its tracking systems and located the speeders. The child was in the custody of two armored humanoids on speeder bikes. They would not relinquish the child, so IG-11 forcefully took possession of the child by terminating the armored resistance. When the other humanoids contacted it, asking for its owner, IG-11 informed them of its owner's termination. It knew that even though its owner was terminated, it had been charged with the protection and care of the child and the other humanoids. It would utilize a commandeered speeder bike to reach them and protect them. IG-11 set off to perform his duties of protection....
  2. Kuiil is over 200 years old, per human standards, and has served many of those years in indentured servitude of various unpleasant groups. Earlier in his life, Kuiil was enslaved by the Empire, and served many years with them working as a machinist and equipment repairer at an Imperial Mining facility. He performed repairs on various machines and hauling equipment. He even had his hand in repairing and modifying some of the mining droids the Empire used in place of slave labor on planets too dangerous for most living beings. Then came the fateful day when he was transferred (given) to a shipbuilding Syndicate sympathetic to the Empire. The "owner" of the Syndicate was a mean human, but was at least fair in business dealings. There he learned to repair and construct starships. One year, during an Ugnaught work-stoppage, Kuiil was elected by the other Ugnaughts to act as their mediator with the Syndicate. Since he could speak the human language so easily, they figure he would be the best as negotiating. He did manage to reach an agreement with the Syndicate and the owner which was suitable to get the Ugnaughts back to work. The deal was for the Ugnaughts to be able to effectively "buy" their freedom upon completion of a requisite number of years of work and for building beneficial items for the Syndicate. It took Kuiil several more years, but he was able to eventually purchase his own freedom from the Syndicate. When he accomplished that feat, he told others he worked with that they could all earn their freedom, and he was proof of it. He had spoken, and others listened. Now, alone and free, Kuiil made his way across the galaxy to a remote world known as Arvala-7. It was a peaceful world, arid, sparsely populated, and quiet. He was at peace. Kuiil took to becoming a Blergg herder, and learned to ride the local beasts of the area. He used the beasts to help him around his moisture farm. With the excess water he produced (above what limited amount he needed), he sold to the few other residents in his area. He acquired money, which he in turn used to purchase necessary supplies. What supplies he couldn't purchase, he learned to trade and negotiate with the Jawa tribes that roamed the area. Then, for some reason, more aliens came to the planet. Most who arrived were not pleasant types. Trouble came with them. He mostly stayed well away from the newcomers, but that only helped for a while. Then the bounty hunters began to arrive. They came through his ranch and he would help them. Some took his help and barely offered anything. Others would offer payment, but he had no need, as he already had all the money he needed to acquire his supplies. He would decline payment, and if they persisted, he would tell them the same thing as he had told his kinsfolk when he left them those few years back: I do not require your payment. I will help you in hopes you will return this valley to the peaceful place it once was. I have spoken." It stopped most argument when he phrased it that way, so he kept that in use for each new bounty hunter that came through. Sadly, none of those bounty hunters had the ability to remedy the problems that had come to his planet and disrupted his peace. That is, until that Mandalorian arrived.... Type: Ugnaught Craftsman Dexterity: 1D+2 Dodge 2D Knowledge: 2D Languages 4D+1 Planetary Systems 3D Value 2D+2 Survival 4D Mechanical: 2D Beast Riding 4D+2 Willpower 5D Perception: 2D Bargain 3D Persuasion 3D Search 4D+1 STRENGTH: 1D+1 Technical: 3D Droid Programming 4D Droid Repair 4D+1 Space Transports Repair 6D Starship Repair 4D Repulsorlift Repair 5D Equipment Engineering (A) 4D Move: 10 Equipment: Backpack/Saddepack with tools, leather cap with welding goggles, comlink
  3. This is what I came up with for the armor and equipment for the Mandalorian from the Disney streaming service. Mandalorian Beskar Armor Not for sale +5D Physical, +4D Energy Protects: Head, Torso, Shoulders, forearms, upper legs No Dexterity penalties Helmet provides Thermal/IR viewing, giving +2D to Tracking Helmet also has Audio Amplification that links directly to the viewer on his Pulse Blaster Rifle. This gives +2D to Search up to a range of 50 meters. Helmet provides Targeting Heads-Up Display (HUD). This allows the wearer to locate targets within 50 meters and mark them as targets. It provides no added benefit for hitting the targets, but does make target identification quite easy in a muddled combat situation. Armor attachments: Flamethrower wrist mount Range: 1-3 / 5 / 8 Damage: 6D / 4D / 2D Ammunition: Offers up to 10 seconds of operation before needing to be refilled with typical starship fuel. Grappling Caster Range: 1-5 / 10 / 20 Effect: Attaches to the target by entangling the target and attaching to itself. Can be released by command from the armor wearer. Strength: 5D durability Whistling Birds Targetted Tracking Range: 1-10 Damage: 5D Special: Due to the missiles being made from Beskar, they have superior armor penetrating ability. Subtract 2D from any armor of the target. Does not provide additional damage to lightly armored or unarmored targets. Special: has limited ammunition, typically 12 missiles Special: Targets for the Whistling Birds are set by the armor wearer, using the targeting HUD in the helmet. Hi-Power Blast Pistol Range: 1-5 / 15 / 30 Damage: 4D+1 Ammunition: power pack allows up to 30 shots before needing to replaced. Pulse-Blast Rifle Range: 1-15 / 35 / 70 Ranged Damage: 8D* Special: * If the damage exceeds the resistance roll by 15 or more, target is Disintegrated Special: The firing charges need to be reloaded after every shot. Special: Rifle can be used as a melee weapon, with the front prongs becoming charged. Causes 6D damage if successfully strike a target by 5 or more points above difficulty. Less than 5 above causes a glancing blow, only inflicting 3D Stun damage. Vibro-Knife Melee weapon Damage: STR+3D+2 Special: Once activated, the blade is able to penetrate things that a normal blade may not be able to. M-1 Jump pack "Rising Phoenix" Controlled by armor wearer, requires minimum of 3D in Jet Pack Operation. Allows boost assisted jumping, up to 100 meters high or 70 meters distant. Uses 1 charge for each assisted jump which includes a short deceleration burn upon landing. Also allows controlled flight, capable of traveling of speeds up to 250 KPH, and an altitude of up to 500 meters. Uses 1 charge for every round spent in flight mode. Special: contains up to 50 charges before it must be recharged and refueled. Special: This jump pack is triggered by the thought of the armor wearer. No voice commands are needed to operate. As such, it requires the special training in its operation. It will not operate for any wearer with less than 3D in Jet Pack Operation.
  4. Yes, but this is not the area to be posting stats.
  5. I'll be interested to hear what you come up with for the mass combat. I've attempted, but never really came up with anything that I liked.
  6. I'll mention what I've done, not knowing for certain if you have something like that in your game, but perhaps you can use the idea in theory. Instead of having "life drain" in that it removes skills or attributes, I have done where it "adds Fatigue". I used the Fatigue aspect as a way to make it so people didn't just fight their way through everything all of the time, or sleep in their armor. Each point of Fatigue reduced from their die rolls for ALL skills and attributes (except resistance rolls to limit damage). So 1 Fatigue is a mild annoyance. They just minus 1 from the total each time they make a skill or attribute check. But once you start adding up the Fatigue to 2, 3, 4 or more, they start REALLY noticing the effect when it's on every die roll. So with that said, I would have an undead like a Wraith inflict something like 3 Fatigue each time they successfully hit a living being. Or if 3 is too much, make it an even 2. Why not make it based on quality of hit? Because of the effect of Fatigue and the slow rate of recovery from it. (Need extra sleep above 8 hours for 2 consecutive sleep cycles to recover 1 Fatigue. Each consecutive day after the 2nd with extra sleep will recover 1 more Fatigue. If a person doesn't get more than 8 hours sleep on consecutive sleep cycles, the requirement of 2 consecutive sleep cycles starts over. It won't take too long before a character's Fatigue makes them so completely worthless that they flee in terror. "What do you mean I have to minus 12 from my rolls?" But you can also vary the effect of certain undead. Something like a zombie or ghoul could just do claw/bite attacks, but with the added effect of the character needing a Stamina roll of Moderate (for a scratch) or Very Difficult (for a bite) to avoid being infected with a disease that provides an ever-increasing -1D to their Strength/Constitution (whatever you might use) every 30 minutes or 1 hour, and when the penalty exceeds their attribute, they pass out and may go into a coma until healed or dead. Or you could have, as you mentioned, a "cold touch of death" effect on the target, in addition to the damage inflicted in the attack. The "cold touch" pierces to their soul, so to speak, and counts as one point of "death" upon the character. When the points of "death"...an ever-increasing coldness in their body, even if it is sunny and warm out... reach 3 they lose 1D from EACH attribute. When they reach 6, they another 1D, and so on every 3 points of "death". When an attribute like Strength/Constitution or Intelligence reaches 0 or lower, the character dies. They can eliminate the "cold touch of death" on them by defeating the undead that inflicted it upon them, or by going to a holy site and resting there under the care of a priest. Each 6 hours of rest and care on a holy site will remove 1 "death" touch. And certain things could provide protection against these attacks. Perhaps a holy relic/charm may either increase their resistance against undead attacks, making it harder for the undead to actually inflict an attack that could spread disease/increase fatigue/deal the cold touch of death. Or perhaps a blessed item could cause additional harm to an undead, or maybe it could resist a certain amount of evil taint...say by negating the first 1 or 2 or 3 instances of the undead's special attack. Another thing you could do is make it so that things like Ghosts could attack by choking or squeezing a person, ignoring the character's armor and ability to "dodge", since it is a relatively unseen attack. Of course, if the character's could do something to make the ghost visible (smoke, dust, whatever) they could strike at it, but with an added difficulty to hit (say +3D for a mostly incorporeal ghost, or +1D for a mostly visible...without assistance...ghost that can be seen relatively easily by is still a less than corporeal being). I would suggest deciding upon each type of undead creature to see if certain things are more beneficial. Perhaps silver works particularly well on ghouls, but is just like any other weapon against zombies. And vampires might be more harmed by piercing WOOD weapons rather than anything made of steel. Perhaps steel only does 1/4 damage or 1/2 damage to a vampire, but a wood piercing weapon does triple damage. All other weapons would do normal damage. But you could also add enhanced regeneration for damage done by non-specialized attacks. I always use an old movie I saw called "Monster Squad" as a basis for this. They blew Wolfman up with dynamite. Litterally blew him to tiny pieces and bloody chunks. But the pieces magically merged back together over time and the wolfman came back to life after a while, because the attack wasn't done with silver. But the silver bullet later completely killed the wolfman when he was shot in the chest. The damage was enough it would kill a person anyway, but this time, wolfman stayed dead because it was with the item that made the damage "real" and not able to be magically resisted. Ghosts could be seriously injured by something as simple as holy water tosses in their direction. The tiny water particles would be like acid to a ghost. Or maybe smoke from a burning censer would cause ghosts to be kept away, and stop certain undead from coming into it (like a wraith) but mean absolutely nothing to a vampire or ghoul. Hopefully this gives you some ideas.
  7. Perhaps posting what rankles you with the undead, and what you have tried and why you think they don't have a "fair shake", then maybe some of us can offer suggestions you may not have considered.
  8. Happy New Year to you all!
  9. The concept of Advanced Skills is perfectly fine. It would just kind of depend on which skills you feel are (A). Advanced skills should be high level learning type skills. Rocket Science, so to speak. Something like (A) Surgery. I found putting a more limited increase on how quickly a character may raise in skills was easier to control the "bucket o' dice" issue for advanced characters. But making some skills, appropriate for your setting, is also a reasonable method to limit some skills even more.
  10. What I do is have a graduating scale. So the initial aspect of learning a skill might be easy, but once you hit a certain point, it becomes much more difficult to continue learning. Gaining a skill not previously known Must have used it successfully more than 3 time in order to gain a single pip. The first pip costs 3-5 CPs to get, depending on the complexity of the skill. Advancing from 1 pip up to 3D The cost is a variable amount of CPs to increase, and the maximum amount that may be gained at one time is 1D. The skill can be advanced by normally using the skill with the average amount of success and failure. Advancing from 3D+1 up to 4D The skill may be increased by 1 or 2 pips (usually one), and the cost varies depending on the number of pips. The skill can only be advanced for heavy usage of the skill or above average quality of use. Advancing from 4D+1 up to 5D The skill may be increased only 1 pip at a time. The cost if 4 CPs per pip. The skill may only be advanced for extremely high usage of the skill or extraordinary quality of use. Advancing from 5D+1 to 7D The skill may only be increase 1 pip at a time. The cost to increase a pip will vary depending on the skill level. The skill can only be advanced for extended usage. Usually the amount of usage necessary to learn something new is around 1 to 2 months. Advancing from 7D+1 or more The skill may only be increased 1 pip at a time. The cost to increase varies depending on the skill level. Advancement can only be achieved if the person is instructed by someone that has a higher skill level than the person being taught. Time to learn something new will depend on the instruction ability of the teacher and generally takes anywhere from 1 week to 1 month of proper training.
  11. In the book "Magic & Miracles", I touch upon 3 different magic systems. One is like the "Vancian" magic from D&D in that the magic user must memorize the spell, then retains it until they use it. They can only memorize a certain number of spells, and only cast spells equal to the amount of dice in the Magic special attribute. One is Faith, which I use for various religious or nature-based powers (like Druids or high-level Rangers). They "pray" for whatever gives them their power to grant them the ability to bring about a spell. They simply roll their Prayer dice vs. the difficulty of whatever they are praying for. So praying for fire to light a torch might be easy, but praying to heal someone who lost an arm might be much more difficult. And praying to resurrect a dead person might be significantly more challenging to do, and likely not achievable by low-skilled characters (barring a ridiculous die roll with the Wild Die). The third, which I didn't detail as fully as I have info for, is Conjuring, which taps into a different power of the planet. The user must "learn the trick" of casting the spell. It uses up just a bit of the stored energy within the Conjurer. They can build upon their "tricks" by learning to do so. So a Conjurer might learn to start a flame, such as lighting a torch. It may take 5 power to do that. But then they want the fire to burn even if not cast on a burnable material. So they practice and get that trick learned, which costs a bit more power. Then they want the fire to be thrown, as in an attack, and have a modest range, and do more damage than simply catching something on fire. So they learn that trick, which costs notably more power depending on how much damage they want to do, how far they want it to go, and whether the damage explodes on impact or just engulfs the target only. So it might take 25 power to do that trick. Then, as the Conjurer becomes more skilled, the cost to perform those "tricks" lessens and it doesn't use as much. So a higher skilled Conjurer might only take 3 power to make fire, and only 18 power to do a ranged attack. You can find the pdf of the book here: https://www.drivethrurpg.com/product/92079/Magic--Miracles You may be able to mine it for ideas, or just use some of the material as is. Or you can alter the names of things to fit in your setting. If you have any questions about it, just ask!
  12. It is a good suggestion to just not use the Funds method in the book if it doesn't work for your setting. It was presented more for people who wanted to run things "fast and loose" and not worry about pinching pennies, so to speak. But since you are running things on a tighter budget, you may just want to go with coinage, as suggested. That way you can control how much the players end up with, roughly. And it puts more emphasis on the value of things, as everything will have value in either trade or worth.
  13. Nice that it worked out for you! I'm glad your players finally realized what D6 can do and doesn't require all of the restrictive aspects of what the D&D system is. You can run a game that feels so much like D&D but works with the elegance of D6!
  14. Malapan Kingdom Malapan Kingdom is one of several kingdoms located on the continent of Greater Larigia. The kingdom of Malapan is not known to many outside of its borders. That is not due to any sort of heavy-handed ruling system, but instead by the remoteness of the kingdom. It is a coastal kingdom, with its entire western coast touching the Parthenian Ocean. It's north and eastern borders, if they could even be considered "true" borders, are open to the vast central area of the continent known as "The Rugged Lands". The majority of the towns and villages in the Malapan Kingdom are located along the coast. Though the weather from the Parthenian Ocean is often fierce and foul, the various towns, including the capital city of the kingdom, sit in mostly protected coves along the coast. There is a central mountain range that nearly bisects the kingdom into a north and south region. Malapan Kingdom is populated by a mixture of races. The two most commonly encountered are Humans, which belong to the race of the current king, and Half-Elves. The strange aspect of the abundance of Half-Elves is there there are basically never any Elves seen in the Malapan Kingdom. There are smaller contingents of Gnomes and some Dwarves, and then just the rarely seen Halflings. While magic isn't strange in the land, it is usually only performed by magic users of the king, or from magic users that might randomly pass through once every couple years or so. The king, King Simison, is a docile king, and one who is content to live out his life being king and not needing to venture afar to defend his realm or to begin a crusade. He treats his people modestly well, not demanding too much in the way of tribute, so the villagers and townspeople can actually save a little money and actually live a little better than people in other lands. The King has several Lords who help him control the various towns and villages in the quasi-divided kingdom. Those Lords are: Lord Quulan of Cloverdale Lord Morto of Silverpine Lord Bessim II of Seaside City Lord Penrose of Riverbend Lord Don of Belto Keep Each Lord tends to pattern their own actions after the king, and take an easy hand in governing their respective areas. Only Lord Quulan of Cloverdale has any sort of drive or enthusiasm, and that is a result of the occasional encroachment of hostile forces from the south and east. As a result, Lord Quulan is quite a fighter and strongly believes that the King should do more to help bolster the borders on the south and east. Towns and Villages of Malapan Kingdom Malapan: Capital city and home of the King, this large city rests in the fertile valley at the mouth of a river and along the protected coast of Malapan Bay. The city is walled, with five gates into the city. The main castle rests along a ridge that extends almost to the shoreline. Ransur’s Crossing: Closest village to the capital city of Malapan, this village has the only bridge spanning the Malapan River. Ransur’s Crossing sits a little over half a day’s journey from the city of Malapan. Menathesalus: A small, fortified village resting on the foothills of the Emeron Mountains, Menathesalus sits nearly a full day’s travel from Malapan City. Storm Haven: A fishing village, resting on the northern shore of the peninsula that forms Malapan Bay, Storm Haven is rarely traveled to, due to its remoteness. It sits in a small cove, protected from the rough seas that pound the shoreline. It is almost two days journey to either Menathesalus or Seaside City, from Storm Haven, and the path is not for those unaccustomed to traveling. Seaside City: Another sizable town, Seaside City is a prospering trading and fishing center. Protected from foul weather by its location, the city is the first town on the western side of the Emeron Mountains and commands the only passage southward. The keep of Lord Bessim II is one of the largest keeps in the land, mainly due to the wealth of the city and the quantity of workers able to expand the dwelling. Pine Cove: A village that sits two days travel southward from Seaside City, Pine Cove sits on the edge of the Morrin Woods. A road allows access through the woods to Pine Cove, and continues southward to the town of Silverpine, which lies two days away. There are several inns located in this village, as it is a main stopping point for travelers moving north or south from the larger towns. Silverpine: A mid sized town, Silverpine has much fertile land and lots of space to expand to. Lord Morto has a small keep in the town and relies on the townspeople, many of whom are hunters, to be the primary defenders of the town. While this town rests on the coast, shipping is not the primary business in Silverpine. Fur trading, hunting, and farming are the primary businesses. Rossell Bay: With woods surrounding it, and sitting in a calm, well-protected bay, Rossell Bay is a small yet peaceful village. The village sits two days travel south of Silverpine, and nearly four days travel northwest of Cloverdale. Roads connected this village with the two towns, but parts of the journey have been known to be dangerous unless escorted. Rossell Bay has several groups that offer their services for escort out of the village. Cloverdale: Cloverdale is the southernmost town in the kingdom. It is also nearest the borders of both the "Rugged Lands"...an area filled with lawless people and vile monsters, and the "Grand Seymour Kingdom"...an area that actually has some kingdom forces, but doesn't patrol it's own frontier much, allowing for ruffians and monster tribes to set up in the void of control. This hostile area has resulted in Cloverdale becoming a fortified town with walls and a substantial Keep to hold the men-at-arms of Lord Quulan. The people are mistrustful of newcomers to their town, as they have been attacked too often to welcome strangers with open arms. Even with the mistrust of newcomers, there is a healthy bit of trade that goes on in this town, so the markets are usually well-stocked. It is nearly four days travel from Cloverdale to the nearest village of Rossell Bay. Riverbend: A major town that sits well east of Malapan city. The people here are mostly farmers, and Riverbend is the major food producing town for the entire kingdom. As such, Lord Penrose is the most wealthy of the Lords, and tends to eat well, resulting in his portly appearance. The people in this town are open to travelers and outsiders. Belto Keep: This area is not so much a town or village, but is instead a stout keep and bailey that makes up the northernmost defensive position for the Malapan Kingdom. There is always a garrison of about 20 men at the Keep, and these men are the most combat-experienced soldiers in the entire kingdom. They are constantly fighting off monsters that come in from the Rugged Lands. They have all but been forgotten by the King. Lord Don, the one in charge of the Keep, keeps his men in shape and on alert. They perform monthly journeys to Storm Haven to acquire food and materials needed, and occasionally to get another couple of men to help fill their ranks. The "Northern" mentality is one of self-sufficiency, and a reliance only on themselves. The Strange History of Malapan Malapan is, for all of its appearance, a stable but small kingdom. But there are little indicators throughout the land that hint at something that happened long ago....but it all seems to be forgotten. The local histories of Malapan only pick up from a couple hundred years ago. Prior to that, there seemed to be no written records. Scattered about the land there are hidden ruins, relics, and forgotten locations that give hints to a different past for this land. Even the prevalence of Half-Elves, yet nary an Elf to be found, has led a few to wonder what happened. Still, none have really made an effort to find out more. The people of Malapan seem more than happy to just let the status-quo remain as it is, and to live their lives knowing only what they know. The first notable ruin lies deep within the Emeron Mountains. It is the remnants of fortified town and what was once a great Keep. The details in the ruined remnants of buildings indicate they were constructed by a race other than Humans. Signs indicate a great siege and battle occurred here many hundreds of years ago. Buried deep under the rubble of the collapsed great Keep, there is an entrance to a great tunnel, ornately carved through the rock. It leads both down and away from the ruins, and has many carvings detailing a history of Elves and some sort of wicked looking beasts, and a war they seemed to have fought for many centuries. The passage ends in a massive cave-in which cannot be cleared by normal means, no matter how many people were to attempt. The other notable ruin lies on an island out in the Parthenian Ocean. It is a great, inland castle, mostly still in fair condition. The castle and the surrounding area has been massively overgrown with hundreds of years of plant growth. If one were to find the castle, they would not easily recognize it as a castle, as trees have grown up in the courtyards, vines are covering the massive walls, undergrowth is everywhere, including into the main rooms on the main floors of all of the buildings inside the castle. All wood doors and timbers have rotted away and been replaced with vegetation that makes it look like gates of vines and leaves rather than arches of stone. Residing in this castle are many mindless creatures that have found the area to be naturally defensible and protected. They attack anything that comes near, and swarm when their prey seem too strong for just a few of them. Should such a prey be able to defeat enough of them, the creatures would scatter and run away. Inside the castle there is still iron gates protecting dust-coated and apparently "worthless"-looking magical armor sets and weapons. There is another room, hidden behind a stone wall and activated by a trigger push statue on the wall, that holds an alcove with magical ingredients and a spell book loaded with many magical spells including some quite powerful spells. There is also a magician's robe and magician's hat which provide magical protection for the wearer of 3D, as well as giving a temporary boost of +1D in Magic Power as long as the hat is worn. The ornateness of the material, coupled with the fact that it has not aged to dust, should cue that they are magical in nature and designed by some race other than Humans. Scattered in various other places through the land, there are smaller artifacts and ruins that can stumbled across. There is a stone pool with crystal clear water in it that rests near a lake and within a forest. A person with the Magic Power can look into the water and see images reflected in it of events from a time long ago. There is also a long forgotten tunnel and cache of weapons in the mountains near Belto Keep. Other small, long forgotten shrines and statues are scattered in generally difficult to reach locations or overgrown areas. They hint at the fact that once this land was teeming with Elves and they fought against an empire of Gnolls lead by a War Gnoll and a host of Gnoll Warlocks. The Elves managed to defeat the War Gnoll, but the warlocks had put a curse on them and doomed their race to decay. With the Gnolls gone, Humans began to move in and worked hand-in-hand with the Elves, but year after year the Elves died off and no new elves were ever born. Only offspring from Humans and Elves could seem to avoid the decay curse. Eventually the Elves disappeared, leaving only Half-Elves around. The Humans forgot about the Elves, and the Kingdom was formed, with history forgetting about the Elves and the deep hidden secrets of the land that happened hundreds of years before the Humans ever arrived. There is also long buried and lost weapons from the Elves that may be found by accident. Remnants on an ancient battlefield may result in a finely-crafted Elvish weapon or armor being found while digging or while walking through some old growth forests as a person trips over an overgrown bit of armor. Creatures found in Malapan Though, long ago, the Gnolls were defeated by Elves, they were never wiped out entirely. The various tribes of Gnolls had fractured the survivors had fled and scattered across the land. It's still possible to run into small (1-6) groups of Gnolls, mainly in the mountains and rarely in the old forests. GNOLL STR 4D Move: 9 Scale: Human Brawling +1 Fear: 4 Hit Points: 14 CON 2D DEX 3D Armor: Hides -- / +1 / +1 Melee Combat +1 Shield +1D / +1D / +1D Brawling Parry +1 INT 2D Attack: either 1 weapon attack or 1 claw attack Claw Attack STR+1D+2 Weapons: Longsword STR+2D Halberd STR+2D+2 Battle axe STR+2D+1 Large Spiders can be found throughout the land, typically in the forests. They typically stay up in the trees and drop down on their unsuspecting prey. They can also be found in caves. LARGE SPIDER STR 1D+1 Move: 6 Web: 15 Scale: Human Brawling +1 Fear: 2 Hit Points: 8 CON 1D+1 DEX 2D Dodge +1 INT 1D Attack: 1 bite attack STR * If the character suffers hit point loss, the spider injects poison. The poison causes 1D loss of hit points for 3 rounds * These types of spiders can spin webbing, though the webs are not hard to break and are flammable In the mountains and also found on occasion in the hill areas of the kingdom, there are several monsters. Giants and Ogres and even the uncommon Troll can be found in those locations. MOUNTAIN GIANT STR 8D Move: 12 Scale: Giant Brawling +3D Fear: 24 Hit Points: 84 CON 5D DEX Armor: Hides -- / +1 / +1 Melee Combat +2D+1 Thrown Weapon +3D Brawling Parry +1D Specialty: Catch missile/thrown weapon +2D INT 3D+2 Weapons: Large Club STR+4 OGRE STR 6D Move: 9 Scale: Human Brawling +2 Fear: 8 Hit Points: 29 CON 4D+1 DEX 3D Melee Combat 3D+2 INT 2D+2 * gains +2D to all melee weapon attack damage due to immense strength Weapons: Various TROLL STR 7D Move: 12 Scale: Human Brawling +1D+2 Fear: 12 Hit points: 48 CON 6D DEX 3D+2 Brawling Parry +1D+2 INT 2D+1 Observation +2 Attack: 2 claw attacks plus 1 bite attack if target is grabbed Claws STR+1 Bite STR+1D * Trolls never roll to run away from fear; they are fearless. * Trolls gain the bonus in Observation due to their excellent sense of smell. * 30 meter infravision, though they don’t suffer any adverse effects when operating outside. * If this creature loses all of its hit points, it is not killed. The parts will be “out of action” for 1D6x10 minutes. The parts of the bodies will wriggle back together and knit back into a full creature. * Regenerates 3 Hit Points per round 3 rounds after it takes its first hit point loss. The creatures that have taken up "residence" in the ruins of the old castle on the island, are a tribe of Tasloi. While not quite mindless, they have no interest in "human things" and basically act like animals with some minor intelligence. TASLOI STR 1D+2 Move: 9 Scale: Human CON 1D Fear: 2 Hit Points: 7 DEX 3D Sneak/Hide +1D+2 Armor: Small Wooden Shield +1 / +1 / +1 Melee Combat +1 Melee Parry +1 INT 2D+2 Attack: 1 Attack with either fists or weapons Fist STR+2 Weapons: Club STR+2 Javelin STR+1D+1 Short Sword STR+1D+1 * these creatures are suited to the darkness of jungles. They suffer –1 to all actions in full daylight, but do not suffer any penalties in darkness (outside, rather than underground) * Stealth: gain +2D to Sneak * Can speak own language plus monkey/ape and rudimentary common
  15. General Skill Group Name Attribute Melee Combat DEX Melee Parry DEX Sneak/Hide DEX Lifting STR Tracking WIS Brawling STR Brawling Parry DEX Thrown Weapon DEX Missile Weapon DEX Climbing DEX Jumping DEX Swimming CON Dodge DEX Agriculture INT Artistic Ability WIS Animal Training WIS Animal Handling WIS Horsemanship WIS Airborne Riding WIS Brewing INT Observation INT Cobbling DEX Dancing DEX Etiquette CHA Fishing WIS Language CHA Mining WIS Seamanship DEX Singing CHA Weather Sense WIS Blacksmithing STR Carpentry STR Willpower WIS Cooking INT Direction Sense WIS Firebuilding WIS Heraldry INT Leatherworking INT Pottery DEX Rope Use DEX Seamstress / Tailor DEX Stonemasonry STR Weaving INT Leadership CHA ROGUE SKILLS Name Attribute Lockpicking DEX Find/Set Traps INT Ancient History INT Music CHA Blind Fighting WIS Forgery DEX Reading Lips INT Tumbling DEX Spellcraft INT Pick Pocketing DEX Martial Arts DEX Local History CHA Appraising INT Disguise CHA Gem Cutting DEX Tightrope Walking DEX Ventriloquism INT Rally Friends* CHA *Special skill only available during generation
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