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Serpents Simians

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Serpents & Simians

Serpents & Simians

Compilation, Editing, and Layout by Daniel Proctor  AKA “Gorilla Spawn” 

 Written by 

Timothy S. Brannan  AKA “Web Warlock”  www.xtreme-gaming.com/theotherside/

Nicholas Dowbiggin  AKA “Crackedjacked”

Daniel Proctor  AKA “Gorilla Spawn” www.gorilladen.com

Beth Robertson  AKA “Mrs. TexasZombie”

 W. D. Robertson  AKA “TexasZombie”

 www.geocities.com/eviloverlord668/

Gerry Saracco  AKA “Urbwar”

Cover art by 

David Fox  AKA “Canadian Pittbull” 

Interior art by 

David Fox  AKA “Canadian Pittbull” 

 All original material © 2005 by their respective authors.

 All Flesh Must Be Eaten, Dungeons and Zombies, One of the Living, Pulp Zombies, TerraPrimate, Witch Craft, and Armageddon are © Eden Studios 1999-2005. Used here without

express permission.

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Table of Contents

 Aping Dungeons and Zombies .............................................................. 5

New Qualities and Drawbacks ............................................................................ 6

 Archetypes ................................................................................................. 10 

Equipment................................................................................................. 20 

Beasts of the Realm ...................................................................................... 21 

Random Catacomb Compiler ............................................................................ 30 

Random Demon Designer ............................................................................... 31 

Demonic Rivals..................................................................................... 34

Stormwreaker ...................................................................................... 43

Swords, Sorcery & Silverbacks ............................................................ 48

Character Sheet, Front ......................................................................... 56

Back ......................................................................... 57 

Contributor List .................................................................................... 58

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Introduction

We’re not going to let the zombies have allthe fun! From the Elric saga to the movie Heavy Metal, intelligent apes make an appearance inthe fantasy genre.

Although this fan-compiled and fan-writtensupplement is meant as a nod toward Terra Pri-mate and Dungeons and Zombies, much of thematerial presented here borrows from severalEden Studios product lines, and this netbooktakes off in slightly different directions thanDungeons and Zombies.

Special thanks goes to Jason Vey, author of

Dungeons and Zombies, for writing such a greatfantasy sourcebook. That book is the primaryinspiration for this “aped” version (You’ve beenaped Jason!). Furthermore, this work would nothave been possible without the enthusiasm ofall of its contributors. Hey, it’s ok to pat our-selves on the back now and again, isn’t it?

 AbbreviationsThroughout this book references will be made

to other books in the Eden Studios product lines.

The following key is a means for interpretingthese abbreviations:

AFMBE All Flesh Must Be Eaten

D&Z Dungeons and Zombies

OoTL One of the LivingPZ Pulp ZombiesTP Terra PrimateWC Witch Craft 

How to Use this Netbook Technically this book is meant to supplement

Terra Primate, but it is also meant to supplement Dungeons and Zombies. Yes, that means that insome sense this is a supplemental supplement.Now say that three times fast.

Much of the material here (and the format) is

blatantly “old school.” Why? Certainly fantasycan be done in a number of ways, but playingaround with the “old school feel” is refreshingbecause it allows us to have fun with it in a lighthearted nod to what, for many of us, representsour initiation into the odd hobby we call role-playing. I dare say some of our fondest gamingmemories go back to those first tentative babysteps in the dungeons where so many of us lostour dearest first alter egos.

In the end, to answer the question of How toUse this Netbook, one should use it howeverseems best appropriate. Take this material anduse it directly, or use it for ideas. Molest it, fon-dle it, or laugh at it, but most of all those of uswho put this together hope you enjoy it.

 Aping Dungeons and Zombies  The Terra Primate Answer to Dungeons and Zombies 

byThe Enthusiastic fans of Eden Studios

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New Qualities and DrawbacksThis section includes new Racial Qualities and

Profession Qualities.

 Assassin5-Point Profession Quality

The kind of assassin detailed here is a profes-sional, not your fly-by-night-stab’em-in-the-back-type. Alright, so maybe they often do justthat. Almost exclusively belonging to an Assas-sin’s Guild, these individuals are trained to killfor profit. Amateur assassins or those not be-longing to a guild will attract the attention ofthe local guild, and trespassers won’t often beasked for an explanation. They’re eliminated.

Due to their extensive training, Assassins gaina +1 to Dexterity, two levels of Disguise, twolevels of Lock Picking (Mechanical), two levels

of Notice, two levels of Stealth, and two levelsof Surveillance.As a consequence of the profession, Assassins

have a two point Adversary– other AssassinGuilds. Guilds are constantly vying for the up-per hand to gain more territory. A Cast Mem-ber who does not belong to a guild will insteadhave all Assassin’s Guilds as adversaries, forthree points. Additionally, Assassins have a onepoint Obligation (D&Z pg. 24)– they must pay20% of all their profits to their guild. Ofcourse, a rogue Assassin pays no tithes...at his

own risk. Assassins also have a three point Se-cret. Being an Assassin would mean certaindeath if the authorities find out.

Barbarian5-Point Profession Quality 

Being a barbarian isn’t just a way of life, it’san attitude. It’s about being rude, crude, gruff,and not taking any crap from anybody. It’sabout cracking heads, grabbing the loot andthe women, and making off to the fort.

Barbarians aren’t the most open minded, butthey can be handy to have around when theapes start shrieking and falling from the trees.They gain +2 to Strength and +2 to Constitu-tion. Additionally, they gain three levels ofHard to Kill and two levels in a Hand Weaponof choice.

On the down side, due to the closed mindedand superstitious nature of being a barbarian,they have an Obsession with destroying the su-

pernatural, whether that be witches or magicalitems. Barbarians are also closer to their animalinstincts, and have two levels of Covetous(Lecherous).

Bite Attack 1-Point Quality

This Quality is taken from TP pg. 170. A be-ing with this Quality can bite for one point ofstabbing damage for each level of Strength.

Breath Water2-Point Quality

This power is taken from TP, pg. 228. This is

the ability to breath underwater, usuallythrough the use of gills.

Curse of the WerehumanVariable Point DrawbackThis supernatural effect is universally consid-ered a curse by all apes. It is usually transmit-ted to an unfortunate ape by an insidious curseor after being bitten by a Werehuman. The fol-lowing game effects apply to this Quality.

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At the first light of dawn, an Ape afflicted bythis curse has a 10% chance to involuntarilytransform into Werehuman form. The followingPhysical Qualities and Drawbacks are immedi-ately removed if possessed by the ape until theape’s original form is regained at sunset: Ata-

vism, Bite Attack, Brachiation, Impaired Speech,Knuckle-Walking, Low Intellect, Negative Buoy-ancy, Partial Biped and Racial Memories. Addi-tionally, Strength, Dexterity and Constitution im-mediately drop to 2 points each, although,strangely enough, Life Points, Endurance, Speedand Essence remain unchanged.

The Werehuman then gains the following as-pects: Intelligence, Perception and Willpowerare all increased by +3 (there is no maximum

level), and the following Qualities are gained ifnot already possessed: Bite Attack (1 point ofdamage), Covetous (Material Goods of AllSorts) 3, Hairless Ape (without the +2 Intelli-gence), Delusions of Grandeur (I am Evolvedand Superior to Apes in All Ways) 3, Obsession(Building Things) 2, Obsession (Destroying the

Environment Through Irresponsibility) 2, Photo-graphic Memory and a bizarre form of RacialMemories.

The Racial Memories gained by the Werehu-man include, but are not limited to: Brawling(Specialty – Use Small Teeth and Weak Jawsto Bite Other Creatures) Bureaucracy(Mountains of Papers Created by DestroyingTrees) Craft (Create Landfill) Craft (MakingTalking Boxes with Magical Pictures) Drive(Horseless Carriage) Engineer (Mighty Machinesand Power Sources) Mechanic (Maintain MightyMachines and Power Sources) Thunder Stick(Shoulder-fired and Hand-held)

Note that remembering these skills but sel-dom being able to act on them causes mostWerehumans to be very violent beings due totheir irrational frustration. It is the curse of theWerehuman to try and fulfill its “mission” fromsunrise to sundown. The lairs of Werehumanscan be recognized by the overworked soil, pitsof trash, and bits of metal machinery marringthe landscape for several miles in each direc-

tion. It should also be noted that the Photo-graphic Memory ability does not carry overinto the normal ape form, but does apply toanything done the last time the ape was inWerehuman form.

Easy to Kill1 to 5 Point Drawback

Cast Members with this drawback are ex-tremely fragile and subject to physical injury.Each level of Easy to Kill subtracts 3 Life Pointsfrom the character's Pool. Additionally, each

level subtracts 1 (-1) from Survival Tests. Thisdrawback is most appropriate for the very old,very sick, or very young. 

Gibbot5-Point Racial Quality

Gibbots are small folk who resemble gibbons.They typically live high up in the trees, withinthe trunks that they hollow out for homes. One

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could pass below an entire gibbot village with-out ever knowing it was there, if it weren’t forthe sweetly pungent odor of the moss the gib-bots so tenderly cultivate among the trees forpipe smoking. Gibbots live for about 150years.

Gibbots have a maximum dexterity of ten,

and gain a +4 to Dexterity. Their delicateframe causes them to suffer –1 to Strength. Inaddition, gibbots have Brachiation (TP pg. 162)and two levels of Fast Reaction Time. Unfortu-nately, Gibbots are poor swimmers with Nega-tive Buoyancy (D&Z pg. 27).

Gwourf5-Point Racial Quality 

Gwourfs are a short, four foot tall, stockyrace resembling stout little gorillas. They liveunder ground, where they mine precious metalsand brew stout liquors. The typical Gwourf livesabout three hundred years, and they are su-perb metal smiths.

Gwourfs have a maximum strength and con-stitution of 8. They gain +2 to Strength and +2to Constitution, as well as one level of Hard toKill and Infravision (AFMBE pg. 154). They haveone level of Resistance (Psionics). In addition,they have two levels in Craft (Any) but theytend to specialize in weapon smithing.

These underground primates have two points

of Covetous (Greedy), as they like to stash pre-cious jewels and metals. Furthermore, they areHumorless and Reckless. They’re resistance topsionics prohibits them from becoming psionicthemselves.

Hairless Ape2-point Physical Quality

When an ape possesses the Hairless Apedrawback, his or her appearance is radicallyaltered. The ape’s face becomes very flat, withan exaggerated chin, nose and high forehead.

Worse yet, the unfortunate ape has very littlebody hair – what little there is grows thick onlyon the head where the limbs join with the body.Male Hairless Apes also grow thick hair alongtheir cheeks and around their mouths. The Hair-less Ape Quality includes the following attributechanges: Attractiveness -3 (due to the disturb-ing similarities to bizarre creatures of legend)Status -2 (it is hard to accept such a being as

being a true Ape) The Hairless Ape gains nobonus points for these Physical Drawbacks. Onthe plus side, the Intelligence of the HairlessApe is increased by 2 points. The Hairless Apealso possesses the Quick Learner Mental Qual-ity (Book of Archetypes, p.47, Eden Studios,Inc.).

Half-Elf4-Point Racial Quality

Sometimes the tragic love shared betweenlong-lived elves and short-lived humans resultsin offspring. These children are often not ac-cepted by either parent race, so they tend tolive on the outskirts of society. Half-Elves typi-cally live for five hundred years, which is longenough to watch all of their human friends diewhile their elven relatives seem to age not aday.

They gain +1 to Dexterity and Perception.They have Acute Senses (Vision), and have onelevel of Attractiveness. They have a one pointMinority status.

Half-Ogre5-Point Racial Quality

Half-ogres are adored about as much astheir ogre parent, which is to say that they arereviled by mankind. They tend to be the resultof unions with unsavory motives. Averaging

seven feet tall, these creatures can break theaverage man. They tend to have yellowish skin,pale eyes, and brutish features. They can liveto be as old as 60 years.

They have a maximum strength and constitu-tion of eight, and gain +3 to Strength and +2to Constitution, but are slightly dim with a –1 toIntelligence. Half-ogres gain two levels ofBrawling, two levels of Hard to Kill, one levelof Regeneration (TP pg. 168), and Nightvision(D&Z pg. 27).

Half-ogres are a three point Minority and

have an Attractiveness drawback for twopoints. They additionally tend to be Humorlessand slightly Cruel, for one point.

Half-Orc2-Point Racial Quality

Few half-orcs are the result of a love affairbetween human and orc. Sometimes evil witchesseek the consort of brutish orc barbarians, and

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other times hapless villages are ravaged byorc tribes seeking women and food.

Regardless, the result of human and orc un-ions is a being hated by men and held in rever-ence by orcs. They often take after their orcishstock in that they have pig-like features. Somecan pass as ugly humans. Half-Orcs can live to

be 70 years old. They gain +1 to Strength andConstitution, and one level in Brawling. Addi-tionally, they gain one level in Hard to Kill andthe Nightvision Power (D&Z pg. 27).

Due to their reviled heritage, half-orcs areconsidered a three point Minority and suffer aone point Attractiveness Drawback.

Horns3-Point Quality

This Quality is taken from the Minotaur Qual-ity in D&Z pg. 24. These are large horns capa-ble of doing great damage. They can inflict1d8 (4) x Strength slashing and stabbing dam-age. 

Ogre4-Point Racial Quality

Ogres can be nine feet tall. They tend to beevil creatures, who savor the flesh of other sa-pient creatures. They have mottled yellow skin,lanky hair, and lifeless pale eyes. Torture andcruelty is their delight. Though they often don’t

live to see old age, they can live to be as oldas 50 years.

Ogres have a maximum strength and consti-tution of ten. They gain +5 to Strength and +3to Constitution. Additionally, they have threelevels of Hard to Kill, one level of Regeneration(TP pg. 168), and Nightvision (D&Z pg 27). Notthe brightest of bipedal beings, ogres have –2to Intelligence. Ogres are very homely, with anAttractiveness drawback of three points. Theyare a three point minority, which is partly be-cause they have a three point Cruel personal-

ity.

Pan Sidhe5-Point Racial Quality

The Pan Sidhe are an elegant fey race re-sembling a lithe boned hybrid of human andchimpanzee with pointed ears. They live forabout one thousand years, and are believed toeither be simian relatives of elves or simian ver-

sions of elves from a parallel universe.Pan Sidhe have a maximum dexterity of 8,

and a +1 to Constitution and + 2 to Dexterity.In addition, they have Acute Senses (Hearing),one level of Attractiveness, Brachiation, andNightvision (D&Z pg. 27). Pan Sidhe are poorswimmers, having Negative Buoyancy (D&Z pg.

27), and tend to be Lazy.

Susceptibility 1-point per level Drawback

Some people are just inherently inferior atignoring the bad things that occur in life. Thisability causes the character to take extra dam-age or have reduced Survival Tests to fend offeach Susceptibility. Each type of Susceptibilitymust be purchased separately. The level of Sus-ceptibility is subtracted from the cast member'sConstitution when resisting the effect(s) to whichthe character is Susceptible. Susceptibility toDisease may be due to age or disease. Suscep-tibility to Heat may be due to thyroid problemsor vitamin deficiencies. Susceptibility to Sunlightwould indicate the disease Xenopigmentosa,itself a genetic disease complex with multipleother deletory effects on sufferers.

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Str 2 Dex 6* Con 2*

Int 2 Per 2 Wil 4Life Points 26Endurance Points 29Speed 16Essence 40

Qualities/DrawbacksAcute Senses (Hearing)*Attractiveness 1*Brachiation*Charisma 2Clown

Essence Channeling 3Gift Increased Essence Pool 5LazyMystic TargetingNegative Buoyancy*Nightvision*Pan Sidhe 5RecklessSituational Awareness

SkillsAcrobatics 2Climb 4Hand Weapon (Staff) 2Magic Bolt 2Notice 2Occult Knowledge 3

Powers/MetaphysicsElemental Air 4Lesser Illusion 2

*from Pan Sidhe Quality

GearQuarter Staff, blue robe embroidered withcloud designs, pouch of coins

Personality I bring knowledge to the less fortunate, less

simian races. We have been created in the di-vine image, and it is our duty to bring culture

and sophistication to the race of man.

I travel in the dungeon with my lessers, but Istay in the rear. After all, it’s only right that Ishould die last, or better yet, have a chance torun away to warn others of whatever horrorswe might come across. If we succeed it is alsoonly fair that I receive a larger share of thetreasure. It isn’t cheap to keep myself groomedto perfection.

Quote"Come wind, come rain, come lightning! Comesmog!!!"

Pan Sidhe SorcererAdept Hero 

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Str 5* Dex 5* Con 5*Int 3 Per 4 Wil 2Life Points 68Endurance Points 41Speed 20Essence 24

Qualities/DrawbacksAdversary 2 (Other Assassins Guilds)*Assassin 5Attractiveness -1*Covetous (Greed) 2

Cruel 3Fast Reaction TimeHalf-Orc 2Hard to Kill 6*Minority -3*Nerves of SteelNightvision*Obligation 1 (Assassins Guild)*Resistance (Poison) 5Secret 3 (Assassin)*Situational Awareness

SkillsBrawling 4*Climbing 3Disguise 5*Hand Weapon (Dagger) 4Hand Weapon (Sword) 4Lock Picking (Mechanical) 2*Notice 5Stealth 5Streetwise 4Surveillance 5

*from Half-Orc and Assassin Qualities

Gear "Oaf" clothes, long over-sized tunic, hood,hosen, leather armor (concealed beneath oafoutfit), heavy leather cloak (rolled up in pack),big boots smeared with horse dung, coupledozen rusty knives, broadsword, travelinggear.

Personality Taking pleasure and pride in one’s work isconsidered an honorable trait. Believe me, Itake pleasure in my work.

Did you know that if my blade inserts at justthe right angle between the second and thirdvertebrae in the back of someone’s neck I canmake a victim wet his britches?

Sometimes when my employer needs informa-tion from a victim, I get the pleasure of employ-ing torture. You know, pain isn’t the only way toget information. If I paralyze someone first,

and then start burning them alive with oil and atorch, beginning with the toes, nearly every-body talks. It isn’t the pain, it’s smelling yourown meat cooking that generally loosens thetongue.

Quote“I’ll even kill his uncles pro bono, just ‘cause I’msuch a nice guy.”

Half-Orc AssassinTalented Hero 

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Str 8 Dex 5 Con 8

Int 3 Per 2 Wil 3Life Points 104Endurance Points 62Speed 28Essence 30

Qualities/DrawbacksAttractiveness -3BarbarianContacts (Tribe) 5Covetous (Lecherous)Cruel 3

Delusions (Prejudice – “The Weak”) 2Fast Reaction TimeHalf-OgreHard to Kill 10HumorlessMinority -3NightvisionObsession (Destroy Supernatural)Regeneration 1Resistant (Poison) 3

SkillsBrawling 5Craft (Hunting) 3Dodge 5Hand Weapon (Great Sword) 5Hand Weapon (Long Bow) 3Myth and Legend (Tribal) 2Notice 2Tracking 3Traps 2Weight Lifting 4

Gear Great sword, long bow, quiver, 20 arrows,chainmail hauberk, metal helmet, bear skincloak, tribal tattoos and ritual scarring

Personality  “Uncivilized monster? If to be civilized means tobe…like you…weak, passionless, worthless,then yes, I am an uncivilized monster.

“Ah, you do not understand, do you? Whilemany of my…lineage…are ignorant, I am not.Uncivilized? Yes. A monster? Yes. But a foolishoaf? No. Else how would I lead the warriors ofmy tribe? The very tribe who crushed your peo-ple and took your lands, putting all to the torch.Yes. We ~are~ monsters indeed.

“You do not cry. That is good. The Gods do notlike it when Their sacrifices cry.”

Quote

“WHO ARE THEY? THEY ARE THE WEAK!!!GRIND THEM DOWN, DRIVE THEM BEFOREYOU, AND HEAR THE LAMENTATIONS OFTHEIR WOMEN!!! BLOOD! BLOOD!BLOOOOOOOODDDD!!!AAAAAAAARRRRGGGGHHH!!!!!!”

Half-Ogre BarbarianTalented Hero 

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Str 4 Dex 4 Con 3

Int 4 Per 4 Wil 4Life Points 24Endurance Points 38Speed 14Essence 43

Qualities/DrawbacksAdversary (Demons and Undead) 3BrachiationCharisma 5Delusions (Phobia, Drowning) 2Easy to Kill 4

Essence Channeling 1Holy Order of Light PriestIncreased Essence Pool 4Inspired InvokerNegative BuoyancyNeo-Orangutan (Terra Primate, p. 178)Obligation (Find and Destroy Supernatural Evil)3Atavism and Partial Biped bought off by 2points of Drawbacks.

MetaphysicsThe GiftDivine SightTouch of HealingVisions

SkillsHand Weapon (Staff) 1Instruction 5Humanities/Simianities (Simian Theology) 5Humanities/Simianities (Simian Law) 6Myth and Legend (Simian) 5

Occult Knowledge 4Storytelling 5

GearVestments of office, Gilded Staff of the Law,the Scrolls of the Law

Personality “Thank you for stopping to let an old ape catch

his breath. Long gone are the days when I

could travel through the canopy as easily as onthe ground. Verily, my days are numbered. Ah!I am prattling on and speaking of needlessthings.

“Remember always. The battle continues, and itis up to you, young warrior, to continue thegood fight.

“Protect the weak.

“Embolden the fearful.

“And fight – FIGHT – against the Dark.

“Rage against the Dying of the Light.”

Quote “Draw near and gain wisdom, my children.”

Neo-Orangutan LawgiverAdept Hero 

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Str 10 Dex 7 Con 9

Int 2 Per 3 Wil 2Life Points 98Endurance Points 68Speed 16/36Essence 20

Qualities/DrawbacksAggressive Atavism Bite Attack (1 point per Str)Delusions (Technology Is Not Necessary) 2Hand to Kill 4HumorlessJumping (+10” to high jump, +10 yards broad

jump)Negative BuoyancyNerves of SteelPartial BipedRanger Template*RecklessSituational AwarenessSociallyInept 2Neo-Gorilla (Terra Primate, p. 178, modified – Delusion replaced) *Brawling instead of HandWeapon

SkillsBrawling 5Climbing 3Dodge 2Intimidation 5Notice 3Stealth 5Survival (Forest) 4Tracking 4Weight Lifting 5

GearNone

Personality “Tools? Fah! Armor? FAH! What more does abrave Ape need that than which the Law Givergives us? I can smash beasts and splinter wood.I need nothing but myself to survive. And I need

nothing but my strength and skills to protect you

from Those Who Have No Hair.”

Quote “Be the beast.”

 Atavistic Neo-Gorilla RangerTalented Hero 

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Str 6 Dex 9 Con 4

Int 3 Per 3 Wil 3Life Points 80Endurance Points 44Speed 26Essence 20

Qualities/DrawbacksBite Attack (1 point per Str point)BrachiationDelusion (Phobia of Drowning) 2Fast Reaction TimeHard to Kill 10

Honorable 2Jump (+10” high jump, +10 yards broad jump)Negative BuoyancyNeo-Chimpanzee* *

The following Neo-Chimpanzee Drawbackshave been bought off with Quality points – Atavism, Partial Biped

SkillsAcrobatics 3Dodge 5Hand Weapon (Quarter Staff) 3Martial Arts 5Humanities (Mysticism) 2Trance 2

GearQuarter staff, plain and humble robe, braidedcord belt detailing rank and deeds

Personality “The truest measure of a warrior is his or her

ability to avoid battle, avoid inflicting injury,and avoid inflicting death. My way is not thatof peace, but it is that of life.”

Quote“Guard yourself!”

Neo-Chimpanzee Monk-ey Practitioner of Kong-FuTalented Hero 

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Str 3 Dex 10 Con 4

Int 3 Per 3 Wil 3Life Points 56Endurance Points 35Speed 28/48Essence 32

Qualities/DrawbacksArtistic Talent (Screech-Singing)BrachiationCharisma 2Delusions (Phobia of Drowning) 2Gibbon (Invasion of the Apes Quality)

Hard to Kill 6Negative BuoyancyPartial BipedPhotographic MemorySituational Awareness

SkillsClimbing 4Brawling 2Dodge 3Myth and Legend (Ape) 3Notice 4Questioning 3Singing 5Smooth Talking 3Storytelling 3

GearPouch, paper, pen, ink, messages, truce flag

Personality “I carry the news. I watch. I listen. I write downwhat I see and hear. This is how Apes can know

what happens in far away valleys and in dis-tant lands. When I meet another like me, wewill trade news and move on.

“It helps that I never forget anything. I remem-ber exactly what I was told by Red-Brambles-Finder two years ago right after lunch on thefirst day I met her. Ahhhh, Red-Brambles-Finder. What a woman!”

Quote“What have you seen, friend?”

Howling Messenger of DoomGibbon Talented Hero 

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Str 10 Dex 2 Con 10

Int 2 Per 4 Wil 3Life Points 120Endurance Points 74Speed 24Essence 20

Qualities/DrawbacksAttractiveness -3Covetous (Lecherous) 2Cruel 3Danger Sense 2Hard to Kill 10

Minority -3NightvisionObsession (Destroying Supernatural)OgreRegeneration 1Resistance (Pain) 5

Skills Brawling 3Hand Weapon (Giant Club) 4Hand Weapon (Spear) 3Intimidate 3Notice 3Running (Marathon) 3Shield (Large) 3Stealth 3Tracking 3Weight Lifting 4

GearMassive iron-banded wooden club, 12’ spear,large shield, studded leather armor, lootingsack, gigantic hobnailed boots, elephant skin

cloak

Personality “Bah! Nothing! NOTHING! Slay the animalswithin the barn, then put it to the torch. Thenbind up these tiny wretches. They shall bring afair price from the Orc slavers.”

Quote

“AAAAARRRRRRRRGGGGGGGGGHHHHHHHHHH!!!” ?”

Ogre MarauderTalented Hero 

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Str 3 Dex 7 Con 3

Int 3 Per 4 Wil 3Life Points 46Endurance Points 32Speed 20Essence 20

Qualities/DrawbacksAcute Sense (Vision)Adversary (Various local rulers) 4AmbidextrousAttractiveness 1Charisma 4

Contacts (Band of loyal thieves) 4Danger Sense 1Fast Reaction TimeHalf-ElfHard to Kill 4Honorable 1Minority -1Nerves of SteelRecklessShowoff

SkillsClimb 2Fine Arts (Etiquette) 3Hand Weapon (Cutlass) 4Hand Weapon (Dagger) 4Notice 3Pick Pocket 2Ride (Horse) 3Seduction 2Smooth Talk 3 (Specialty – Taunt) 5Stealth 3Survival (Forest) 2

Gear Swept-hilt rapier, matching dueling dagger,rakish clothes, floppy hat, thigh-high boots,swift horse, saddlebags full of loot, black mask,band of loyal followers

Personality“I hate being bored. That’s really why I do this.I just hate being bored. Right! Like I need an-

other sack of gold or anther few rings from the

fingers of a lovely Lady. Right! “It’s not aboutthe loot. It’s NEVER been about the loot. Lifehas to be worth living, and to be worth living,life must be exciting. You understand? Ah, ex-cellent! “Now hand over your wallet and noone will get hurt.”

Quote“Have at you!”

Half-Elf SwashbucklerTalented Hero 

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Str 2 Dex 9 Con 3

Int 3 Per 3 Wil 3Life Points 51Endurance Points 29Speed 24Essence 20

Qualities/DrawbacksBrachiationCharisma 3ClownDanger Sense 4Delusions (There is no such thing as personal

property) 2Fast Reaction TimeHard to Kill 7GibbotNegative BuoyancyObsession (Kleptomania)Photographic MemoryWalk in Shadows

Skills Dodge 5Hand Weapon (Dagger) 1Lock Picking (Mechanical) 3Notice 6Pick Pocket 5Sleight of Hand 5Stealth 3

GearDeep pockets, dozens of filched items, smalldagger, jaunty hat with a feather in it

Personality 

“I don’t know why he was soooooo upset! It wasjust a sword!

“Paladins just do NOT have a sense of humor. Iwas gonna give it back, honest! No, really! I justgot…distracted.

“But don’t worry! We know where the banditstook the paladin and we’re gonna bust him out

tonigh-ooooooo…shiny!”

Quote“I didn’t do it!”

Gibbot KleptomaniacTalented Hero 

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EquipmentRemember when buying equipment for your

fantasy character could take hours? What colorof cloak would go best with those fine boots?Should I buy a whole pig or only a piglet?These are the questions that burden a true ad-venturer’s soul, and now you can answer thosequestions again!

These items are meant to supplement theitems in Dungeons and Zombies pg. 33.

ClothingBelt 1 silverBoots, high, leather 2 silverBoots, high, cloth 1 silverBoots, low, leather 1 silverBoots, low, cloth 5 copperBritches, cloth 5 copper

Britches, leather 6 silverCloak, large 2 silverCloak, small 1 silverHat 1 silverRobe 4 silverShirt, cloth 5 copper

Livestock Chicken 1 copperCow 5 goldDog 4 silverDog, attack 5 gold

Goat 5 silverHorse, draft 15 goldHorse, riding 12 goldMule 10 goldPig 8 silverPiglet 1 silverSheep 5 silverBird, song 1 copper

Miscellaneous EquipmentBarrel, empty, wooden, large 3 silverBarrel, empty, wooden, small 1 silverBlanket, large, cloth 4 silverBlanket, large, wool 1 goldBook, blank, 50 pages 1 goldCandles, dozen 5 copperChain, metal, 10 feet 2 goldChalk, dust, small sack 8 copperChalk, sticks, dozen 6 copperChest, wooden, large 4 silverChest, wooden, small 2 silver

Cloth, yard, dyed 5 copperCloth, yard, natural 2 copperFlask, glass 1 silverFlask, ceramic 5 copperHook, large, iron 1 silverHooks, fishing 3 copperInk, 4 ounces 2 silver

Lock, large 8 silverLock, small 4 silverLock Picks 5 goldMirror, large 5 silverMirror, small 2 silverHammer, small, metal 1 silverPapyrus, dozen sheets 5 copperPole, 10 foot 2 copperPouch, belt, large 5 copperPouch, belt, small 3 copperPulley, iron 5 silverSoap, 1 pound 1 silverQuill, 6 1 silverSack, large 8 copperSack, small 5 copperString, ball, 30 feet 3 copperSkin, for water/wine 5 copperSpike, iron 2 copper

ProvisionsCask, ale 2 goldCask, pickled eggs 2 silverCask, wine, fine 5 gold

Cask, wine, watered 8 silverFish, dried, 1 pound 1 goldFlour, sack, 1 pound 3 copperRations, 1 week 2 goldBarrel, pickled fish 5 goldBarrel, pickled pig’s feet 2 goldBarrel, salted pork 8 goldGrain, feed, 1 week 1 silver

Tack and HarnessBit and Bridle 1 goldHarness 6 silver

Saddle 5 goldBag, saddle, large 1 silverBag, saddle, small 7 copperBlanket, saddle 6 silver

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Beasts of the RealmWhat would fantasy role-playing be without

a good list of monsters to kill so you can stealtheir stuff? Just remember, there are few joys ingaming better than killing something your ApeMaster wanted to be an important plot devicefor the next couple of game sessions. So haveat it!

 Animals, MinimalsDwarf versions of normal animals. Halve Str,

Dex, Con, Damage and Speed (minimum scoreof 1) of the original species. Minimal Animalsare known to be highly aggressive for no goodreason.

 AnkegThis gigantic insect is the size of a small horse,

and always attacks from a hiding spot beneathsand or loose soil. Ankegs burrow slowly intothe ground and wait just beneath the surfacefor prey to approach. The Ankeg will attackusing the Lunge to obtain surprise if possible. Itwill attempt to seize a target with two largeclaws and bite with sharp mandibles. Ifpressed, the Ankeg will spit globs of acid atany moving targets within range and attemptto retreat. Ankegs are solitary and cannot betrained.

Strength: 2-4 Constitution: 2-5Dexterity: 2-4 Intelligence: 0 (animal)Perception: 2-3 Willpower: 1-3Life Points: [(Str+Con)X2)+5]Speed: 10-14Attack Bite: D4(2), Claws D6(3)XStr, Acid Spit(Range 4 yards) D4(2)/roundSkills: Brawling 3, Dodge 2Powers: Armor 2D6(6), Burrowing (AFMBE, p.150), The Lunge (AFMBE, p. 150)

 Ape, CarnivorousUse standard Natural Chimpanzee template

from Terra Primate but with the followingchanges. Add Aggressive and Carnivorouspowers, and the following skills: Brawling 3,Hand Weapon (Club) 2, Thrown Weapon(Rock) 2. It might be possible to train a Car-nivorous Ape if it were kept well fed on asteady diet of raw bloody meat.

 Axebeak Use the standard Velociraptor template from

Terra Primate pg. 232, but replace the Bite at-tack with a Head Butt attack with the samedamage rating. The Axebeak is a large, ag-gressive flightless bird that resembles an ostrichbut with a thicker neck and a horse-sized head

with a very sharp beak. Axebeaks hunt in flocksof 1D6+3 in number and may also have 5D6chicks and/or eggs concealed nearby. Axe-beaks cannot be trained.

BaboonThese primates appear at first glance to be

some type of strange dog. They possess pro-nounced muzzles and large canine teeth. Actu-ally, they are large monkeys. They do not pos-sess prehensile tails but do have semi-

opposable thumbs allowing them to grab andhold small objects. Baboons are omnivorous andwill hunt and kill small animals and even largerwounded or sick animals. Otherwise, they sub-sist on fruit, nuts, tubers and insects. Baboonscan be trained.

Strength: 2-4 Dexterity: 3-5Constitution: 2-4 Intelligence: 2-3(Animal)Perception: 3-5 Willpower: 2-4Life Points: ([Str+Con]X2) + 10Speed: ([Dex+Con]X2) + 10

Attack: Bite D6(3)XStr+1 X 2 (two attacks, onefor each head)Skills: Brawling 3, Dodge 1, Notice 3

Bad MonkeysEvery group has its bad guys, and Bad Mon-

keys serve well for the smaller primates. BadMonkeys resemble spider monkeys, but insteadof a prehensile tail they have opposablethumbs and are able to craft simple tools fromstone, bone, and wood. As with normal mon-keys, troops can number anywhere from dozens

to hundreds, tending toward the latter.The appearance of important members of a

troop of Bad Monkeys are reflected in the tinyfeathered headdresses worn to denote rank.Each adult member of the troop carries at least2 tiny flint or bone daggers in tiny scabbardsmade from bird and lizard skin hung from tinybelts of twisted vine and dead snakes. Theirhands are too small for even the smallest nor-

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mal-sized steel knives. So far no one has foundany way to barter with the Bad Monkeys, but ifso, tiny daggers would be very popular items.A flint knife typically breaks after 1D6 usesand is smeared with Bad Monkey feces. Anysuccessful attack has a 1-10% chance of caus-ing an infection in the wound (effects to be de-

termined by the Ape Master).Bad Monkeys are very aggressive beings,

but will not attack if their prey appears to betoo strong or if their target is carrying torches:they like to win. Even if they do not attack, theywill harass trespassers in their territory by pelt-ing them with feces, rotting meat, and small ani-mals (including unpopular members of thetroop). Some of the other small animals couldinclude scorpions, spiders, and poisonoussnakes. The attack will be accompanied by aconstant gibbering screeching stream of ob-scenities and very bizarre phrases such as "IMOCK YOUR VALUE SYSTEMS!", "YOU AP-PEARED FOOLISH AND WEAK-WILLED WHEN ICOPULATED WITH YOUR MOTHERS AND SIS-TERS!" and so forth.

Where possible, Bad Monkeys will attempt todrive opponents into quicksand or the lairs ofdangerous beasts. If they had a moral align-ment, Bad Monkeys would be Psychotic Evil.

Strength: 0-1 Dexterity: 4-7

Constitution: 2-4 Intelligence: 1-2(normal)Perception: 3-4 Willpower: 1-2Life Points: (Str+Con) x 3Speed: [(Dex+Con)X2]+10Attack: Bite D4 (2) x Strength or by Flint Dag-ger (Damage = 1)Skills: Acrobatics 5, Brawling 3, Climbing 5,Dodge 5, Notice 3, Stealth 1, Craft (Catch andFling Small and Dangerous Animals) 6

Cave Bear, Giant DireThis massive predator is best described as an

elephant-sized bear covered in pale tan bristlyfur with darker brown spots. The Giant DireCave Bear is unable to stand upright likesmaller bears due to its large size. The attackof a Giant Dire Cave Bear is dreaded by all.These creatures are no more aggressive thannormal bears, but must feed very often in orderto fuel their huge bodies. Unfortunately for civi-lized beings, herds of livestock and crowds of

peasants offer a perfect opportunity for feed-ing. Giant Dire Cave Bears cannot be trained.

Strength: 12-18 Dexterity: 2-4Constitution: 3-6 Intelligence: 0-1(animal)Perception: 2-4 Willpower: 3-5Life Points: [(Str+Con)X6]+50

Speed [(Dex+Con)X2]+10Attack: Bite D12(6)X(Str+1), Claw D10(5)X(Str+1), Claw D10(5)X(Str+1)Skills: Brawling 3, Tracking 2, Notice 3 PowersArmor (6 points from thick hide and fur)

Chimpixies/Leprechaun-utansThese detestable and mischievous beings fre-

quent cheerful isolated woodland glens wherethey frolic and reproduce, often to the accom-paniment of Pan Piper musicians and strong liq-uor. There are at least two species. One ap-pears to be small, thin, bipedal chimpanzees,and the other a small, thin, bipedal orangutan.Both types dress in colorful and festive holidayattire.

Either their sense of taste is demented or theyare colorblind, preferring mismatched and jar-ring combinations of neon plaids and oddlyembroidered cloth. While basically peaceful,Chimpixies/Leprechaun-utans have an array ofmagical skills that they use when threatened.They are usually threatened because of the

common belief that they horde huge stockpilesof gold coins (which they indeed do, subject tothe discretion of the Apemaster) or when theyhave just finished carrying out a practical jokeon another being that involves theft and leav-ing the victim in a precarious (but not usuallylethal) situation. Chimpixies/Leprechaun-utansmight join with “Good” heroes to battle “Evil”,but their presence would not necessarily be abenefit as they do not seem to distinguishfriend from foe when battle is joined.

Strength: 4-6 Dexterity: 5-8Constitution: 4-6 Intelligence: 2-4Perception: 2-3 Willpower: 2-3Life Points: [(Str+Con)X2)+5]Speed: 14/34 (walking/running)Attack: By weapon, bite (= Str), or by magicSkills Brawling 2, Dodge 4, Hand Weapon(Short sword) 3, Invocation 4, Pick Pocket 5Powers: Chimpixies possess the following spell-

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like abilities that can be cast at will, once perround, at a level of effect equal to twice theirWillpower: Beguile, Induce Sleep Leprechaun-utans possess the following spell-like abilitiesthat can be cast at will, once per round, at alevel of effect equal to twice their Willpower:Full Illusion, Visual Illusion

Cloak KillerThe Cloak Killer hides in caves and ruined

buildings, blending in perfectly with its naturalsurroundings. The Cloak Killer resembles an un-holy mix of a flying manta ray and a thickshag carpet. It is intelligent enough to avoidpreying on groups, preferring instead to dropsilently on solitary targets and crush them in itsshaggy embrace. The Cloak Killer speaks mostApe languages, but is not inclined toward con-versation.

Strength: 3-5 Dexterity: 2-4Constitution: 2-4 Intelligence: 2-3Perception: 3-4 Willpower: 2-3Life Points: [(Str+Con)X2)+5]Speed: 14 (flying only)Attack: The Hug of Death (AFMBE, p. 152)Skills: Brawling 3, Dodge 1, Notice 2, Surveil-lance 3

Cows, Evil

Use standard Boar template from Terra Pri-mate pg. 231, but add Ape Powers: Aggressiveand Carnivore and Antler/Butt with Antler abil-ity from the Deer template. These creatures ap-pear to be normal cattle but are actually pack-hunting carnivores that hunt in groups of 2D6adults with 4D6 cowlings in a concealed lair.Evil Cows can be trained if raised from infancy.

Dead, ClimbingThis foul undead ape lurks in dark forests

around old burial sites. The Climbing Dead is a

template that is added to an ape if it is killedby another Climbing Dead and buried forthree nights in the same unhallowed ground asthe original Climbing Dead. Since the victimmust be killed to become one of the ClimbingDead, this situation is permanent. The ClimbingDead are not particularly bright, but can rec-ognize the tree homes of forest-dwelling apes.

During the dark of night, these evil beings

clamber up the trunks and into the homes oftheir victims. After killing all they can reach andeating their fill, the Climbing Dead drag thebodies of their victims back to their burialgrounds and cover them with clammy earth toawaken in three nights and join their ranks. TheClimbing Dead are typically encountered in

groups of 2 – 12. Note: See AFMBE.

Weak Spot: Hands (treat as Heart)Getting Around: Life-Like, ClimbingStrength: Monstrous Strength, Iron Grip, ClawsSenses: Like the DeadSustenance: Sweet Breads, WeeklyIntelligence: TeamworkSpreading the Love: Bury the Body

Dead, SwingingThis foul undead ape lurks in dark forests

around old burial sites. The Swinging Dead is atemplate that is added to an ape if it is killedby another Swinging Dead and buried forthree nights in the same unhallowed ground asthe original Swinging Dead. Since the victimmust be killed to become one of the SwingingDead, this situation is permanent. The SwingingDead attack in groups, swinging through theforest canopy and attempting to drive theirprey into an ambush. Any ape killed by theSwinging Dead will arise to join their rotting

ranks in 1 – 6 hours. The Swinging Dead aretypically encountered in groups of 5 – 30.

Weak Spot: BrainGetting Around: The Quick Dead, Climbing,Brachiation (from Terra Primate)Strength: Dead Joe AverageSenses: Like the LivingSustenance: Sweet Breads, WeeklyIntelligence: Animal Cunning 2Spreading the Love: Only the Dead

Demon, SothineSages speculate that this minor demon race is

descended from wicked witches cursed millen-nia ago. Some go further to say that this race isthe mother of orcs. They have the bodies ofyouthful, beautiful women but the heads of fe-ral pigs. They delight in human agony, andtend to group in threes to work their wickedmagic. They are sometimes the consorts to evil

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male mages, who often father Sothine childrensince no Sothine males are known to exist.

Strength: 2-3 Dexterity: 3-4Constitution: 2-4 Intelligence: 4-6Perception: 3-5 Willpower: 3-4Life Points: (Strength + Constitution) x 2 + 5

Speed: (Dexterity + Constitution ) x 2Attack: by weaponSkills: Brawling 2, Hand Weapon (Knife) 2,Stealth 2, Survival (Forest) 4Powers: Essence Channeling (2), Communion(2), Lesser Illusion (3), Nightvision (D&Z pg. 27)

Dragon, BudgetBudget Dragons are solitary beasts that

haunt lonely mountains and isolated areas ofwilderness (the isolation being primarily due tothe presence of the Budget Dragon). The pres-ence of a Budget Dragon can be often noticedby large areas of scored earth and charredwood in unlikely places (like snow-covered for-ests). The Budget Dragon is large and slate-gray in color, with horns and talons shading toa gleaming ivory sheen. They are covered inlarge bony armor scutes that are slightlydarker than their skin, giving them a mottledcoloration that assists in sneaking up on unsus-pecting targets.

Male Budget Dragons are slightly larger than

females, and during the mating season developbright red bands on their wings as an indicatorof health and maturity. Budget Dragons con-gregate only to mate and immediately sepa-rate - the male does not help hatch the eggs ortend to the young.

The Budget Dragon is not particularly bright,but is still a dangerous predator. When possi-ble, they always attack by surprising theirprey, either by diving on it from out of the sunor by bursting forth from a crevasse or cave.Often the only warning is the sudden and

deadly burst of flame that engulfs an unsus-pecting target, either killing it outright or caus-ing it to die in agony. The agony is typicallyshort-lived as the Budget Dragon will pounceimmediately afterward. Budget Dragons areimplacably aggressive and cannot be tamed ortrained. They don't want to serve as yourmount - they want to kill and devour you andeveryone you know.

They are immune to their own flames andthose caused by other Budget Dragons, even ifthe flames spread. The sight of a BudgetDragon striding majestically through the infernoof a forest fire is an awe-inspring sight if onelives to tell of it. Budget Dragon (based onWyvern Template from Terra Primate)

Strength: 6-8 Dexterity: 4-7Constitution: 3-7 Intelligence: 1-2(animal)Perception: 2-4 Willpower: 3-5Life Points: [(Str+Con)X5]+10Speed: [(Dex+Con)X2]+10 (+25 when flying)Essence: 19 - 33 depending on Attribute pointtotal + any from Increased Essence Pool as de-scribed belowAttack: Claws D8(4)XStr, Bite D8(4)X(Str+1),Flame Breath (see below) Natural Armor D6+6(9)Skills: Brawling 3, Dodge 2, Magic Bolt 3, No-tice 3, Stealth 4Qualities/Drawbacks: Essence Channeling atlevel 1 to 5 depending on age, Increased Es-sence Pool at level 1 to 5 depending on ageFlame Breath: Invocation - Elemental Fire, Strik-ing Flames Range: 10 yards per point of Will-power + 10 yards per Essence Point Area ofEffect (Budget Dragons Only): For every 10yards (30') of range, the flame blast widens by1 yard. For example, a 30 yard blast is 3

yards wide at its longest extent (i.e. coneroughly 90' long and 10' wide at maximumrange).Damage: D6X2(6); the modifier can be in-creased 1 point per point of Essence Spent (forexample, spending 8 Essence Points results in adamage roll of D6X10; X2 base plus 8 morefor Essence). This invocation always takes theform of a blast of fire originating from thedragon's mouth.

Forest Hyena

These carnivores are wolf-sized pack-huntingpredators that assemble in large groups tohunt. Their presence is known by their cacklinghowls. They resemble the hyenas of Earth buttheir fur is a mottled dark brown and blackcolor. Forest hyenas have a short coarse maneof bristly black fur that runs from the crown ofthe head to the shoulders. Their paws haveevolved to allow them to climb large trees from

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which they may leap to attack prey. Contraryto popular belief, these animals are primarilyhunters and not scavengers. They will, however,attempt to steal the prey of larger predatorssuch as Gorilla-Bears when possible.

Strength: 3-4 Dexterity: 3-5

Constitution: 4-6 Intelligence: 1-2(Animal)Perception: 3-5 Willpower: 2-3Life Points: ([Str+Con]X3) + 10Speed: ([Dex+Con]X2) + 15Attack: Bite D6(3)XStr+1Skills: Brawling 2, Dodge 1, Notice 3, Climbing2, Tracking 2, Stealth 2

FrogmenUse the Leaper template from Terra Primate

pg. 223, but add the Aquatic Power andchange Survival (Forest) to Survial (Swampsand Bogs). These beings also have the skills:Hand Weapon (Club) 2, Stealth 1, ThrownWeapon (Javalin) 2, and Stealth 2. The crea-tures generally known as "Frogmen" actuallyrepresent several different species of creature.Some are indeed manlike Frogs about 3-4 feettall. Others appear to be reptilian and may bemuch larger (and have Survival (Forest) instead)and lack the Aquatic and Jump powers. Therarest of these appear to be reptilians who livein the deepest parts of the Wasteland (Survival

(Desert) and Str 4 poisonous bite as per theRattlesnake template in Terra Primate). Thisform also lacks the Aquatic and Jump powers,but gains the Burrowing Power from All FleshMust Be Eaten (Eden Studios, Inc.). Frogmen arenot violent to each other, but do hunt all crea-tures, including Apes, for food. They often util-ize javalins coated with a sleeping poison (Str2) to help subdue their prey.

Gibberly MoutherThe Gibberly Mouther is a bizarre foe that

appears to be a formless slimy mass of gelatinthat is constantly forming and reforming mouths,eyes and tufts of hair. The approach of this un-natural being is easily noticed by the dozens ofvoices speaking from its many mouths. The Gib-berly Mouther will attack anything for food, orwill just as willingly eat the bodies of the dead.The true treat of the Gibberly Mouther lies in itsmagical abilities.

The Gibberly Mouther emits a constant magi-cal effect similar to Beguile. All who fall victimto the Mouther’s chorus of voices will make nodefense as it attacks and slays them. This magi-cal power is innate and requires neither dierolls or the expenditure of Essence to maintain.The only way to silence a Mouther is to slay it.

Gibberly Mouthers are solitary beings. Whilethey might be intelligent, they do not communi-cate with other beings. They are not trainable.

Strength: 3-5 Dexterity: 1-3Constitution: 2-4 Intelligence: 1-2Perception: 5-8 Willpower: 4-6Life Points: [(Str+Con)X2)+20]Speed: 6 (slither only)Attack: 1D4 bites equal to Bite Attack fromTerra PrimatePowers: Can never be surprised due to themyriad eyes pointing in all directions and see-ing in all spectra of visible light and infraredheat.Skills: Brawling 2, Dodge 2, Notice 7

Gorilla-BearThis bizarre form of carnivorous ape is found

in small groups that form hunting packs. In over-all appearance, this creature appears to be alarge gorilla, but with a head resembling thatof a bear or large cat. Likewise, the hands of

this creature are paws with large claws, leav-ing it no freely movable digits like those ofother apes. These creatures are very hostilepredators and will not stop once an attack hasbegun. If possible, they will seize their foes andattempt to crush and strangle them.

Strength: 9-12 Dexterity: 4-6Constitution: 3-5 Intelligence: 1-2(Animal)Perception: 2-4 Willpower: 4-6Life Points: ([Str+Con] x 5) + 10Speed: ([Dex+Con]X2) + 5

Attack: Claws D6(3) x Strength, Bite D6(3) xStrengthSkills: Brawling 3, Notice 3, Tracking 3Powers: The Hug of Death (AFMBE, p. 152)

Gorillasaurus Rex This noble beast is considered by many Simi-

ans to be the physical manifestation of the Kingof the Forest, an ancient jungle god of folklore.

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The difference between a Gorillasaurus Rexand a normal gorilla is immediately noticeable:beneath the iridescent golden fur are thick ar-mored scutes that provide protection fromblows, and the beast’s head is crowed by apair of immense bull-like horns. The Gorillasau-rus Rex also possesses a long scaled tale, also

golden in color, but it is only used for threatdisplays: in addition to roaring, beating theground, and beating its chest, the GorillasaurusRex also slashes with its horns and thrashes itstail rapidly. These creatures are usually soli-tary. It is considered a good omen to see evenone. To see several together, sitting placidly asthey watch over their forest domain, would beconsidered a sign from the Gods of Light.

The Gorillasaurus Rex may only be an“animal” but it is a truly good and noble beast

that will temporarily join the forces of “Good”when they do battle with “Evil” in its junglerealm.

Strength: 10 Dexterity: 4Constitution: 5 Intelligence: 4 (animal)Perception: 2 Willpower: 3Life Points: 70Endurance Points: 59Speed: 6/38*Essence: 26Attack: Bite (= Strength), Horns D8(4) X Str

Skills: Brawling 4, Climbing 2, Dodge 3, Intimi-dation 4, Survival (Jungle) 4Powers: Racial Memories, Armor (4 points),Jump, Regeneration (1 life point/minute), Horns,Divine Sight

HarmosetThese small bat-winged primates swarm in

flocks deep in the darkest parts of the forestsand jungles. They resemble an iridescent redmarmoset with long thin fangs, scaly reptilianwings and a long scaled tail. Harmosets are

both predators and parasites. While they arenot adverse to attacking and eating smaller in-sect prey, such as moths and crickets, they pre-fer to drain the blood of warm-blooded ani-mals whenever possible. Because of this dualdiet, harmosets become the vectors of parasiticand bacterial infections by transmitting theseorganisms from prey they devour to preywhose blood they drink.

A large flock of harmosets can number in thedozens and can be quite dangerous if enoughof them are able to successfully attack an indi-vidual and cannot be driven away. They aredouble dangerous as their bite secretes both ananticoagulant and an anesthetic that allowsthem to feed undisturbed on the freely flowing

blood of sleeping animals. Harmosets cannotbe trained.

Strength: 0 Dexterity: 4-5Constitution: 2 Intelligence: 0-1(animal)Perception: 2-3 Willpower: 2Life Points: 5Endurance Points: 20Speed: 4/30/50 (walking, leaping, flying)Attack: Bite 1 point of damage, plus 1 LifePoint drain per round per harmosetSkills: Biting 2, Dodge 3

Kongor (Unique Creature)Kongor appears to be a gigantic Natural

Gorilla in the "Vast" Enhanced Size Category(TP pg. 167). Use the standard Elephant tem-plate (TP pg. 232) but add Smash With Fist At-tack at D12(6)X Str damage, Regeneration (5point version) and Climb (LARGE things) 4.Kongor also has Obsession (Small Hairless Fe-males) and Contacts 5 (local tribe of worship-pers who will fight to protect him and to pre-

vent outsiders from entering Kongar's valley).Kongor will not usually leave his remote moun-tain valley, but will attack anyone who tres-passes into his territory. His worshippers try tofind hairless females (Apes, Hairless Apes, andHumans) to toss over the wall that closes offKongor's valley so that he does not emerge todestroy their village on the first night of eachNew Moon.

Landshark  The fierce landshark is a dangerous beast.

They appear to be large reptilian creaturesvaguely resembling a bullet with a pointednose, a back spike, four stubby legs, hugeclaws, big teeth, and tiny beady ears. Land-sharks burrow beneath the ground rapidly insoft earth, and will often lie in wait for prey toapproach. The landshark then erupts from theearth, leaving behind a large crater and col-lapsing tunnel, and attacks mindlessly. Because

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they are adapted to digging, landsharks arenot very flexible, thus nimble prey has the bestchance of surviving. Landsharks are roughly thesize of a rhinoceros and their scales/shell is ashiny dark brown to grey in color. They cannotbe trained.

Strength: 10-15 Dexterity: 1-2Constitution: 4-6 Intelligence: 0-1(animal)Perception: 2-3 Willpower: 2-3Life Points: [(Str+Con)X2)+10]Speed: 10/20 (walking/burrowing)Attack: Bite D10(5)XStr+1, Claws D10(5)XStr+1Skills: Brawling 3, Notice 2

Owl Bear 

Bears with the heads of owls or other preda-tory birds. Use statistics for Bears as found inTerra Primate pg. 231. Add the Hug of DeathZombie Power from the AFMBE pg. 152.

Pan PiperThis bizarre creature appears to be an up-

right chimpanzee with the legs, hooves andhorns of a goat. Pan Pipers are quite intelligentbut tend to be mischievous. They are not typi-cally hostile, but will defend themselves with ashort sword or their horns. Pan Pipers can usetheir reed flutes to cast spells on other intelli-

gent beings when the mood suits them. Pan Pip-ers can cast the equivalent of the following in-vocations at level 5 when playing their flutes.The flutes themselves are not magical. LesserInvocation, Affect the Psyche, Beguile, InduceSleep. These invocations do not cost the PanPiper any Essence points – the Pan Piper simplyhas to play its flute for at least one round forthe invocations to take effect. Pan Pipers usu-ally live either alone or in small groups. If con-fronted about items they have taken, the PanPipers will usually flee into the forest leaving

everything behind. If cornered, however, theycan be fierce opponents.

Strength: 4-6 Dexterity: 4-7Constitution: 3-5 Intelligence: 1-3Perception: 2-5 Willpower: 5-7Life Points: [(Str+Con)X3]+10Speed: [(Dex+Con)X2]+30Attack: Horns D6(3)X(Str+1) or by weapon

Skills: Brawling 2, Hand Weapon (Sword) 3,Play Instrument (Pipes) 4, Running (Sprint) 4, In-vocation 5 (See description)Powers: Special (See description)

Rat, GiantRodents of unusually large size. Use statistics

for Wolves as found in Terra Primate pg. 235.Add the Diseased Corpse Zombie Power fromthe AFMBE pg. 158.

SasquatchThis is the version of Sasquatch that kills

campers and hunters and carries off humanwomen (or men if it’s a Ms. Sasquatch). It is alsofond of destroying human property and terror-izing the populations of small isolated towns.This version of Sasquatch is a carnivore and will

hunt large mammals, including humans, forfood, clubbing its victims to death with football-sized fists and brute strength. It likes to howland roar and throw small wagons around tomark its territory.

This version is best used in scenarios involvingterrified and (usually) unarmed human victimswho can only flee the wrath of this fearsomebeast.

Strength: 9-12 Dexterity: 4-5Constitution: 5-7 Intelligence: 3 (animal)

Perception: 3-5 Willpower: 3-5Life Points: 70Speed: 18Attack: Punch damage D6(3) x StrengthSkills: Brawling 4, Running (Sprint) 2, Stealth 2,Survival (Forest) 4

Skunk ApeThe Skunk Ape is a solitary being that is re-

lated to the Sasquatch. It inhabits desolateswamps far from civilized areas. The singlemost notable trait, the incredibly noxious smell

of the Skunk Ape, serves two primary purposes.It allows Skunk Apes to locate each other ifthey wish to mate, and it makes it harder formany predators to attack the Skunk Ape. Onthe downside, Skunk Apes are always detect-able by any being with a sense of smell, andbeings that feed on carrion may actively seekout a Skunk Ape to attack and eat it.

Skunk Apes are shy creatures that spend their

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time feeding on small fish, frogs, moss, andother edible items found in their soggy abodes.They will flee if surprised, but will defend them-selves if attacked. Once battle is joined, theSkunk Ape will not retreat.

Strength: 10 Dexterity: 4

Constitution: 5 Intelligence: 3 (animal)Perception: 4 Willpower: 3Life Points: 70Speed: 18Endurance Points: 59Essence Pool: 26Attack: Punch damage D6(3) x StrengthSkills: Brawling 3, Running (Sprint) 3, Stealth 2,Survival (Swamp) 4, Swimming 3Qualities: Nerves of Steel, Situational Aware-nessPowers: Improved Noxious Odor – this poweris identical to the Noxious Odor Zombie Power(AFMBE pg. 158) except that the area of effectis doubled (i.e. 4 meters). The actual smell car-ries much further, allowing detection of theSkunk Ape if it approaches within several hun-dred yards of any being with a sense of smell.The Noxious Odor resembles a mixture of mil-dewed carpet, wet shaggy dog, and rottingmeat.

Umber Bulk 

This is a massive creature that resembles abipedal rhinoceros with the head of a beetle.Anyone meeting the gaze of an Umber Bulk isaffected by Beguile in the same manner as thatof a Gibberly Mouther. It is possible that thesebeings are related in some arcane manner, butunlike the Mouther, the Bulk is completely silent.

Strength: 6-8 Dexterity: 2-4Constitution: 4-6 Intelligence: 2-3Perception: 4-5 Willpower: 4-6Life Points: [(Str+Con)X2)+20]

Speed: [(Str+Dex)X2]Attack: Massive Bite D8(4)X(Str+1), Claws 1D8(4)X(Str+1)Skills: Brawling 4, Dodge 2, Notice 2, Stealth 4Powers: Burrow (see AFMBE)

UrgUrgs are the result of many failed experi-

ments by meddling wizards trying to turn ani-

mals, such as pigs, goats, and cows, into men.

Urgs are both repulsive and weak-minded.

Long ago they escaped from their masters and

today exist in bands lead by the largest and

most intimidating among them.

One of the most disquieting aspects of Urgs

is their capacity to breed with any creature.

Farmers expecting to find cattle birthing calves

have found Urgs instead. Urgs are motivated

by only three things—greed, fear and the de-

sire to reproduce.

Strength: 6 Dexterity: 5Constitution: 3 Intelligence: 1Perception: 2 Willpower: 3Life Points: (Strength x Constitution) x 2 +8Speed: (Dexterity + Constitution ) x 2 +5Attack: Bite attack for one point of damage

per strength pointSkills: Hand Weapon 2, Brawling 2, Notice 2,Tracking 2

 Wolf, DireThese canines are as large as ponies, but ap-

pearances can be deceiving as they are not

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particularly aggressive animals. Dire wolvesprefer to scavenge in their natural habitat, butwill readily attack cattle and other slow-movingherbivores (including apes). Dire wolves willalso attack wounded animals if they find them.They are otherwise identical to modern wolves.They are difficult to train.

Strength: 4-6 Dexterity: 2-3Constitution: 3-6 Intelligence: 1-2(Animal)Perception: 2-4 Willpower: 2-4Life Points: ([Str+Con]X5) + 10Speed: ([Dex+Con]X2) + 5Attack: Bite D10(5)XStr+1Skills: Brawling 2, Dodge 1, Notice 2, Tracking6, Stealth 1

 Wolf, Two-HeadedThe origin of these foul creatures is attributed

to sorcery. These animals appear to be jet-black wolves, but have two heads, each ofwhich can attack independently. They are veryaggressive, but otherwise identical to modernwolves. They are difficult to train.

Strength: 2-4 Dexterity: 3-5Constitution: 2-4 Intelligence: 1-(Animal)Perception: 3-5 Willpower: 2-4Life Points: ([Str+Con]X3) + 10Speed: ([Dex+Con]X2) + 10

Attack: Bite D6(3)XStr+1 x 2 (two attacks, onefor each head)Skills: Brawling 2, Dodge 1, Notice 2, Tracking3, Stealth 2

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Random Catacomb CompilerDungeons and catacombs have always been

a staple of fantasy role-playing. The followingApe Master aid is meant to be a reference fordeveloping underground structures. It will pro-vide guidance, but must also be used flexiblysince only the designer knows the boundaries ofthe paper the map is written on, and whatwould seem to make sense based on the overallstructure of the design as it evolves. Ape Mas-ters should feel free to add or ignore resultsbased on the tables below, or further modifythem as seems appropriate.

There are five starter rooms that can be usedto initiate the dungeon design process. For eachdoor or open passage, table 1 can be con-sulted. Follow the directions for each resultrolled and consult further tables as it is re-

quired. The scale used for these maps can beany the Ape Master deems appropriate. Tradi-tionally, one square equals five or ten feet.

Note that when placing chambers and exits

the Ape Master can place them as they seempleasing or logical. If an illogical result occurs,ignore it and roll again.

Table 1 Initial Design Module (1d8)

1 Passage continues straight 1d6 x 10 feet2 Passage turns right, roll again3 Passage turns left, roll again4 Passage opens into a chamber, see Table 25 Dead end

6 Passage “T”s for at least 10 feet in eachdirection, roll on this table for each branch

7 Passage “Y”s at 45° for at least 10 feet ineach direction, roll on this table for eachbranch

8 Door, see Table 3

START

START

START

START

START

1

2

3

4

5

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Table 2 Chambers (1d8)*

1 Square, see Table 4 for exits2 Rectangle, see Table 4 for exits3 Round, see Table 4 for exits4 Octagon, see Table 4 for exits

5 Hexagonal, see Table 4 for exits6 Triangular, see Table 4 for exits7 Trapezoidal, see Table 4 for exits8 Other**, see Table 4 for exits

*All room sizes can be chosen at whim**Draw any shape that seems interesting

Table 3 Doors (1d8)

1 Wood, roll 1d6, (1-3, locked, 4-6,unlocked)

2 Iron, roll 1d6, (1-3, locked, 4-6, unlocked)3 Stone, roll 1d6, (1-3, locked, 4-6, unlocked)4 Double door, wood, roll 1d6, (1-3, locked,

4-6, unlocked)5 Double door, iron, roll 1d6, (1-3, locked, 4-

6, unlocked)6 Double door, stone, roll 1d6, (1-3, locked,

4-6, unlocked)7 Secret door8 Iron gate, (1-3, locked, 4-6, unlocked)

Table 4 Exits (1d6)

1 None2 One exit*3 Two exits*4 Three exits*5 Four exits*6 Five exits*

*For each exit, roll on Table 1, ignoring a result

of “5”

In addition to these tables above, Ape Ma-ters may want to add other features, such asalcoves, hidden passages, and traps. These ta-bles only touch on the possibilities for dungeondesign, but this system does serve as a start toget the design process flowing.

Random Demon DesignerSometimes an Ape Master wants to whip up

a creature so bizarre and inhuman that theplayers will wince...with either fear or disgust.Or whatever. As long as they wince. Anyway,there are many ways demons could be handledbased on the kind of world they are in or onthe cosmology the Ape Master has decided on.What is presented here treats demons as physi-cal creatures, not unlike any other fantasy crea-ture. An Ape Master might want to decide oncertain Qualities and Drawbacks that are com-mon to all demons, and the system here can beused for creating unique breeds. Point distribu-tion for attributes will of course vary, but as arule of thumb assign 25-30 points. Skill pointsshould not be limited. Rather, they should beassigned as appropriate to the creature.

This system is not meant to be used for pro-ducing unique, powerful demons like Orcus orDemogorgon. Instead, this system is for produc-ing lesser demon races that can be used asmore common antagonists. Each table can berolled on, or alternatively the Ape Mastermight want to choose some aspects personallyand not necessarily use all tables.

 Visage tablesRoll or choose from the following tables.

Head Type (2d8)2 Human-like3 Gorilla-like4 Chimpanzee-like5 Orangutan-like6 Gibbon-like7 Two-headed, roll for each head8 Goat-like9 Lizard-like10 Dog-like (dog, wolf, hyena, fox, etc.)11 Cat-like (lion, tiger, cheetah, puma, etc)12 Squid-like

13 Bird-like14 Pig-like15 Horse-like16 Cow-like

Head Add-ons (2d6)2 Horns (cosmetic)3 Horns, large, pg. 7

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4 Spines5 Bony plate6 Bony ridges7 Hard, faceted skull8 Snakes for hair9 Small tentacles for hair10 Oozing pores on scalp

11 Scaled head12 None

Eye Type (1d6)

1 Faceted2 Cat-like3 Solid color4 Eye stalks5 Large, unblinking6 No eyes

Eye Color (1d6)

1 Red2 Orange3 Purple4 Gold5 Silver6 Black

Ear Type (1d8)

1 Dog-like2 Pointed, small3 Pointed, large4 Cow-like5 Human6 Large, sagging7 Web shaped8 None

Nose Type, Optional (1d6)

1 Human2 Ape-like3 Large, pointed4 Elephant-like trunk5 Dog-like snout6 None (slits only)

Mouth Type, Optional (1d8)

1 Large, fanged2 Beak3 Billed4 Fish-like

5 Tentacle surrounded6 Lipless7 No teeth, lips have hard ridges8 No mouth

Torso Type

2 Human-like3 Ape-like4 Lizard-like5 Squid-like6 Bird-like7 Cat-like (lion, tiger, cheetah, puma, etc.)8 Dog-like (dog, hyena, fox, etc.)9 Bear-like10 Insect-like11 Horse-like12 Fish-like

Arm Type (2d6)

2 Extra arms (1d6, roll again for each one

ignoring this result)3 Tentacle-like4 Human5 Ape-like6 Insect-like7 Bear-like8 Fins9 Wings10 Small, vestigial11 Large, human-like12 None

Hand Type (1d8)

1 Human2 Crab-like3 Snake heads4 Six fingered5 Four fingered6 Ape-like

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7 Hooves8 None

Leg Type (2d6)

2 Human

3 Snake-like, no legs4 Centauroid, horse5 Centauroid, cow6 Centauroid, lion7 Human-like, knees bend opposite8 Goat-like9 Tentacles10 Multiple (1d6, roll for each one ignoring

this result)11 Lizard-like12 Bird-like

Foot Type (1d6)

1 Human2 Hooves3 Dog-like4 Lizard-like5 Bird-like6 None, mound of flesh

Overall Pigmentation (2d8)

2 Black3 Brown4 Red5 Green6 Gold7 Silver8 Albino9 Cream10 Blue11 Pink

12 Tan13 Yellow14 Orange15 Grey16 Translucent

Tail Type, Optional (1d6)

1 Long, scaled2 Long, scaled, forked3 Long, skin covered4 Long, Feathered5 Tentacle-like6 Multiple tentacles

Senses and Special AbilitiesThese are optional characteristics to flesh outthese beings.

Vision Type (1d8)

1 Nightvision, D&Z pg. 272 X-Ray vision, AFMBE pg. 1533 Infravision, AFMBE pg. 1544 Acute Senses (Vision)5 Normal6 No normal, roll 1d6, sees only with 1-2

Nightvision, 3-4 X-Ray vision, 5-6 Infravi-sion.

7 Blind8 Roll twice

Other Senses (1d6)

1 Acute Senses (Hearing)2 Acute Senses (Smell)3 Life Sense, AFMBE pg. 153

4 Scent Tracking, AFMBE pg. 1545 Deaf6 No smell

Other Abilities/Characteristics (2d6)*

2 Walk in Shadows, D&Z pg. 283 Leaping, AFMBE pg. 1504 Aquatic, AFMBE pg. 1515 Breath Water6 Flame Resistant, AFMBE pg. 151

7 The Hug of Death, AFMBE pg. 1528 Flight, TP pg. 1679 Incorporeal, TP pg. 16710 Regeneration. TP pg. 16811 Venom, TP pg. 16912 Bite

*See Armageddon for additional Powers

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Introduction

The eternal struggle between Orcus and Demo-gorgon is legendary. Many possibilities existfor incorporating these bitter enemies in yourSerpents & Simians game. Evil cultists might wor-ship these demonic powers, and their strugglemight spur adventures to stop their minions fromwreaking havoc on the world. Below is the de-scription for each of these frightening demonicbeings.

Orcus Orcus is beyond a doubt one of the most pow-erful demon lords in existence. Not only is hisphysical might great, his ability to create andcontrol vast legions of undead monsters hasgiven him the justified title of Demon Prince ofthe Undead. But Orcus has not always been thisway. There was a time when the demon princewas a god and was worshipped openly. Goals and Motivations Orcus appears to be a slowly calculating andmeticulous demon. He is in fact, merely lazy. He

is a genius and his power is great, but he lacksthe desire for long term planning. His typicalresponse to any situation is to use as much bruteforce as possible. When his own demonic advi-sors advised him on a ill fated battle with hisarch enemy Demogorgon, he killed everyone ofthem and half of his own army. Orcus is ragepersonified. That is not to say he does not haveplans. Orcus’ ultimate goal is to be reinstatedto Godhood. While he loathes his worshippers,he grants them powers and undead to furtherhis own causes. He also supports many seem-

ingly random and violent acts that result in mul-tiple deaths.

Any undead-creating necromancy is believedto be currently, or at one time, attributable toOrcus’ teachings. 

 Appearance Orcus, in his normal form, is a grossly fat de-

mon lord, some 15 feet tall. His huge gray

body is covered with coarse goatish hair. Hishead is goat-like, although his horns are similarto those of a ram. His great legs are also goat-like but his arms are humanoid. Vast bat wingssprout from his back, but these are usuallytucked out sight when he is not in flight. Hislong, snaky tail is tipped with a poisonoushead.

He can appear as anything he chooses, otherknown forms he has adopted include a grosslyfat middle aged human male (which some say

is his real true form), that of an angel-wingedspectre of death, a statuesque and palewoman, or even a tall thin African male. In anyform the Demon Prince reeks of death and de-struction.

The Cult of Orcus Orcus’s greatest manifestation in this world is

Demonic RivalsTwo Classic Demonic Powers for your Serpents & Simians Game

byTimothy S. Brannan

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through his cult. These small groups are looselyorganized and even more loosely aligned.What they share is a common worship for theDemon Prince. The motives of the individualworshippers vary. Some are necromancerswanting to learn more about the nature of life,death and undeath. Others are undead them-

selves and regard Orcus as their Prince andGod. But most are anarchists who see Orcus asa means of causing more evil and chaos in theworld. Cultists revel in raising undead, typicallyzombies, but sometimes more powerful onessuch as vampires as well. The Wand Of Orcus Finally, Orcus holds the wand of death (Orcus'Wand) which is a rod of obsidian topped by askull. This instrument causes death (or annihila-

tion) to any creature, save those of like status(other demonic lords, arch-fiends, avatars,powers, greater ethereals etc.) merely bytouching their flesh. This power can be used atthe will of the wielder. Often Orcus sends hiswand to the Earthly realms to allow it to fallinto the hands of some mortal to wreak havoc.When Orcus needs it back he summons it and itcomes, usually current wielder in tow, immedi-ately to his side.

Orcus in Action 

Orcus is not an active or direct mover in theworld. Like the generals of old, he prefers to sitback and let the rank and file do his fighting.To Orcus the rank (emphasis on the rank) andfile are zombies. Raising undead is somethingOrcus does. Not just to spread his word, but toinflict as much mass suffering, confusion and evilas he can. A zombie/deadite uprising could bedue to a group of priests or would-be-prieststhat have stumbled on a tome to raise thedead.

Orcus often “rewards” these priests by makingthem the first thing the zombies kill.Orcus and his cult make a great (if somewhatstereotypical) bane for players in a Serpents &Simians game.

Orcus Other names: Thanatos, Thanter, Dis Pater,Pluto, Dis, Hades.

Type: Greater Seraphim (Demon)* (formerly apagan god/primal of death)Association: Infernal Legions

Strength: 21 Dexterity: 13Constitution: 17 Intelligence: 10Perception: 11 Willpower: 9

Endurance: 245 Speed: 60Armor: 24Essence: 162Essence Channeling level: 7Life Points: 469

Qualities Acute Senses (all)Age (as a demon) +20Charisma +2Essence Channeling +20 (7)Hard to Kill +13Increased Essence Pool +5Increased Life Points +9Natural ToughnessNerves of Steel +3Seraphim Greater (Demon)Supernatural Senses

Drawbacks Adversary (lots, powers of good and evil) –10Attractiveness –3Covetous, Greedy –2

Covetous, Lecherous –3Cruel –2Delusions (will be a god again) –3Lazy –2Paranoia –2Taint Vulnerability (part of Seraphim quality)

Skills Languages (all) +10Theophany skillBrawling +13Bureaucracy +12

Cheating +9Craft, Weapons +10Craft, ritual items +12Dodge +8Gambling +10Hand weapons, mace +15Hand weapons, sword +12Hand weapons, others +10Magic Theory +16

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Magic bolts +12Myths & Legends, Etruscan +16Myths & Legends, Roman +16Notice +14Occult Knowledge +16Questioning +14Rituals (Roman, Etruscan, Twilight Order) +12

All other skills at +5

Metaphysics / Theophanies (Malefaica) * Destroyer 8 – DestructionDark AuraDark VisonDecayDomain of the DeadAll Necromantic Metaphysics at level 10Bad Luck 9Create Ward 9

*Because Orcus was once the God of the Deadhe still holds some of those powers beyondwhat a typical demonic prince would have.

Combat Wand of Orcus, 1 attack, bonus: +34, dam-age: d10(6)+27, Destruction power

Melee, claws, 2 attacks, bonus: +26, damage:

d4(2)+27

Melee, horns, 2 attacks, bonus: +26, damaged4(2)+27

Melee, tail, 1 attack, bonus: +24, damage d4(2)+27, poison tip (Poison strength rating 6,damage 2d6(6)).

Orcus can also summon any number of ani-mated dead to aid him. He is limited only bythe number of bodies available, but summoning

takes time and effort.

Typically he can summon up to 50 zombies and50 skeletons at one time. He can also summongreater willed undead like vampires. The crea-ture is allowed a contested Will test againstOrcus to avoid the summoning. Orcus can alsosummon up to a dozen lesser demons andfiends to aid him.

Demogorgon

“And by them stood Orcus and Hades, and thedreaded name of Demogorgon.” 

- Milton, Paradise Lost.

“It is contended by some that this demon prince issupreme. His hatred for Orcus is immense and unending, followed closely by his hatred forGraz’zt.” 

- Gygax, Monster Manual

Note: Some of this information is based on previ-ous works, some of it is based on historical re-cords and some more is completely made up. If you want to find out more about Demogorgon inthe D&D game check out Wizards’ of the Coast “Book of Vile Darkness”.

Demogorgon is the Prince of Fiends. He (and itshould be noted here and now that “he” is onlyused as a convenience, it is possible that Demo-

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gorgon is a “she” or an “it” or a “both” or“neither”, sages simply do not know) is thegreatest of their number and is their ruler.

Much mystery surrounds the being known asDemogorgon. His name comes from the lateLatin meaning “Terrible Demon”, but there are

claims that he is a Greek chthonian god, oreven something far more primal.

What is known is this. Demogorgon is ancient.He was old even in the pre-history of human-kind. He has taken upon himself the mantle of“The Prince of Demons”, though there are veryfew that can actually challenge him in this role.In addition he is known as “The Great Fiend”,“Lord of the Abyss”, and “The Great Beast”.When the angels fell and took up lordship inHell, Demogorgon was already there. He (andOrcus) greeted Lucifer and his angels. It islikely that he was kicked out since he now re-sides in Chesed. It is possible that his wars withOrcus and Belial began here.

Unlike other demonic creatures, Demogorgon isnot a fallen angel or god. He has always beena fiend. As he has aged and evolved he hasbecome more “demon” like. Or, if as specu-lated, he is the original demon and the fallenangels became more like him. Some occult

scholars have even speculated that he mightbelong to that quasi-mythical group known asProto-demons, which puts him closer in nature tothe likes of Pazuzu than Lucifer.

Motivations and GoalsLike most fiend lords, Demogorgon is obsessedwith spreading his power. However the GreatFiend has had his share of battles. His war withOrcus is legendary. The populations of entireworlds have been spent in this never endingwar. There was a time when it seemed Demo-

gorgon had the upper hand, but he has beendealt a number of crushing reversals of late.He and Orcus are once again at a standstill,with Orcus possibly having the up hand. He isalso know for his battles with the Abat-Dolordemons whose leader is Graz’zt, and thosebattles have picked up once again after sometime of reduced activity. Graz’zt covets Demo-gorgon’s title as Prince of Demons, something

he sees himself as. Orcus and Demogorgonsimply hate each other.

Less well known are his battles with the FallenAngel/Arch Devil Belial, also known as Beliar.Though that war has been at a standstill for anumber of centuries.

But more than anything Demogorgon is aboutchange. He evolves and changes to fit theneeds of the times. Some claim this is due tothe dual brained nature of his two independentheads, others say it because he has beenaround for so long he has seen evolution in ac-tion and understands it at a level that even theCreator does not comprehend. What ever thecase one factor is for certain, in their epochstretching war Orcus has never gained the up-per hand despite a never ending supply of un-dead minions. Demogorgon has reigned su-preme.

Even among the fiend lords Demogorgon has apeculiar “hobby”, he has spent millennia breed-ing different species of man, animal and fiendto produce new races. There seems to be nopurpose in this other than the pursuit itself.Nearly every imaginable combination andabomination can be found roaming free in hisrealm. Demogorgon has kept Mendelian-like

records that go back thousands of centuries onhis successes, failures, and reattempts, all with amethodical meticulousness that makes the hand-ful of scholars that have seen them believe thetheory that this is just one, extremely old crea-ture.

Though it is whispered, there is another theory.That Demogorgon is in fact a title and not theGreat Fiend’s name. That over the wastes oftime there have been many Demogorgons, onetaking over when the previous one dies, all tak-

ing similar form, and maybe even the true es-sence (and Essence) of the Prince of Demons.This theory could help explain the seeming con-tradictions in his character. While dismissed byolder sages and occultists there is a growingnumber of younger occult scholars that haveembraced this idea and have taken to callingthe creature “The Demogorogon”. There are atleast two creatures, both extremely powerfulfiends that occult scholars point to as examples.

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The greater fiends Aameul and Hethradiah(known as his right hand) were known to bepowerful lieutenants of Demogorgon that wereeither killed (and unravelled), absorbed intothe Demon Prince, or became The Demogorgon.

Regardless of which interpretation is true, there

is no way to know for sure and all contact withDemogorgon is only likely to be with one entityin particular. Unless of course one is presentwhen this theorized transfer of power occurs,and that is only likely if the cast are the mainsacrifices or on the menu, or both.

In nearly all cases and examples throughouttime, Demogorgon prefers to work through hiscults (even if he pits these cults at cross pur-poses) rather than become directly involved.

 AppearanceThe renowned sage Gygax described theGreat Demon thusly, “Demogorgon appears asan 18-foot tall reptilian-humanoid. He has twoheads that bear the visages of baboons. Hisblue-green skin is plated with snake-like scales,his body and legs are those of a giant lizard,his twin necks resemble snakes, and his thick tailis forked. In place of arms, he has two hugetentacles.”

Demogorgon can change his form at will, de-pending on his mood. While he will typicallyappear as described above, he can alter thatfaçade. Changes can be subtle, mandrill orhyena heads for example, or to a more sinuousbody like that of a snake rather than a reptile.Demogorgon can also appear human as hewills. His most common guise is that of a tallman of indeterminate age and race (eye wit-nesses always differ on accounts) with two no-table features, his eyes are always yellowtinged with red and he stands before them na-

ked, clothed only in shadow and bald.

Those encountering the Great Demon report anoverwhelming feeling of fear and dread. Theydescribe feeling that they are in the presenceof an ancient and alien evil. Those that havecommunicated with him describe a tumult ofvoices, of different ages, nationalities, genders,and description, but all cruel and evil. One oc-

cult scholar wrote that two voices, male and fe-male, were foremost, but thousands of otherscould be “heard” in the background.

The Lair of DemogorgonLike most fiendish realms, the Lair of Demogor-gon is located in the Sephiroth of Chessed. The

lair of the Great Fiend resembles an infinitelush topical rainforest full of every manner oflife, both mundane and fiendish. Visitors fromMalkuth (Earth) are reminded of the primal for-ests of South America or the jungles of Indiaand Africa. Yet even the terrene dangers ofthose places are paled with the horrors of thejungles of Demogorgon. Other areas resemblegreat fetid bogs that stretch for miles andwhose depths have never been explored, andgreat flat deserts of salt where the creaturessurvive beneath a white-hot sun by drinking thefluids of anything (or anyone) they capture.Known by some as “Abysm”, “Ungurth Reddik”,and to others as “The Gapping Maw”, it is thehome not only to Demogorgon and severalthousand lesser fiends, but also to the two pri-mary branches of Demogorgon’s cult (the thirdis situated wholly on Earth), many species ofprimates and reptiles of varying degrees of in-telligence, dinosaurs and ancient reptiles, butalso to several thousand humans stuck in atribal state of development. It appears that the

humans sole purpose for being here is to pro-vide sport for the cultists of the Demon King.

The Cult of DemogorgonDemogorgon runs three very active (respectiveto their areas of control) cults. While separateand most of the time even ignorant of eachother, the cults operate in similar fashions andall three, whether known or not, have the samegoals—destruction, violence and the promotionof the will of Demogorgon.

The Blood Apes - The largest cult of Demogor-gon, is a cult of intelligent Gifted apes. Theyare often referred to as “The Blood Apes” dueto their habit of bathing in the blood of fallenenemies and comrades. These cultists activelyworship Demogorgon as their god and attrib-ute to him all spoils. The doctrines of the cultemphasize destruction and violence. In Ape-worlds that feature these cultists they are most

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often intelligent baboons, mandrills, gibbonsand sometimes gorillas. All are carnivores andkeep human or (where appropriate) chimpan-zee slaves. It is even whispered among the hu-man populations that some humans are kept inan attempt by Demogoron’s Heirophants tobreed true a race that features the most terri-

ble qualities of both ape and man. Othersclaim they have already succeeded.

The Ophiacodontids – Constantly at war withthe Blood Apes are the Ophiacodontids. Eachcult believes there are the only true followersof the Great Fiend. The Ophiacodontids mighthave the edge in shear age, but the BloodApes outnumber them 20 to 1. TheOphiacodontids are a race of intelligent syn-apsids that have, over the millennia of a care-fully controlled eugenics program have as-sumed more upright and human-like form.The Ophiacodontids were the first worshippersof Demogoron, living during the primeval dawnof the Earth during the Permian Period some250-290 Million years ago. Their astrologerssaw the end of the Permian Period that endedin the extinction of close to 90% of all life, atime we now call “The Great Dying”. The pre-viously cold and scientific race turned to adoomsday religion with Demogorgon as theirGod. Demogorgon took the Ophiacodontids to

his realm and there they continued their epochlong degradation as a species.Wars between the two cults are a frequent oc-currence with the Blood Apes pitting brutal andeffective savagery against the Ophiacodonti-dae calculated cruelty. The only time they donot fight each other is when both tribes hunt hu-mans for food or slave labor.The symbol of the Ophiacodontids is the Am-phisbaena, a great serpent with heads on bothends.

The Humanist Ecological Liberation League – [Editor’s note: This cult may need to beadapted to fantasy based games] The thirdand most radical of Demogorgon’s cultists is agroup of Gifted humans living on Earth knownas the Human Ecological Liberation League, orHELL. True to their name, they are a radicalgroup of ecological terrorists and even theradical ELF (Earth Liberation Front) has dis-

avowed them. HELL has claimed responsibilityin billions of dollars in property damage to de-velopers working in areas they have deemed“protected”, including the destruction of an off-shore oil rig that was drilling through a coralreef, a lumber company burned to the groundin South America and the destruction of com-

puters used in a Midwestern America coal stripmining firm. They are also believed have beeninvolved in various murders and disappear-ances of various persons from corporate execu-tives down to a group of factory workers proc-essing wood.

The members are for the most part the sons anddaughters of Baby Boomers who instilled theideas of activism into them, but not the restraint.Many hail from various Associations, with theWicce being predominant. The various Wiccegroups are quick to denounce them and reiter-ate that methods of HELL are not that of theWicce. Even the Rosicrucians side with theWicce on this issue and consider HELL to be thesingle greatest threat to exposure. Given thatHELL’s tactics are as subtle as a sledgehammer,both groups also agree that there is no waythey could be part of the Combine.

The fact is the members of HELL, despite whatthey might believe themselves, are not Wicce

or Rosicrucians at all, but in fact a cult dedi-cated to Demogorgon. Demogorgon is knownto upper echelon of the cult, but the rank andfile do not. The leaders commune with theGreat Fiend, who appears to them as theWicce “Dark Man”.

The upper ranks believe that Demogorgonrepresents nature, raw and untouched by man,and that centuries of human dogma has demon-ized him. They honestly believe they are doingthe work of a wronged divine being. HELL is

only vaguely aware of the other cults, andthose that do believe that they were pre-historic antecedents (which is true) that died outepochs ago (which isn’t true).

Demogorgon in Your GamesAs with any super-powerful fiend care must betaken about how Game Masters introduce himto their game. The Cast’s primary contact with

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the Great Fiend should be through rumor only.The appearance of two headed snakes andfrogs are common signs. Dealing with his cult,especially HELL could provide enough for anentire series of episodes. The cast can get tothe top of a local HELL cell, only to discoverthat there is much more and all of it is con-

trolled by a fiend that very few legends evenmention.

Roleplaying “Demogorgon” versus“The Demogorgon”Demogorgon has the potential of being themost ancient, powerful and dangerous entitythe characters or the players have ever encoun-tered. If “He” has been around since the Per-mian times that would equate to 240 to 290Million Years, that is at least 2.4 to 2.9 Million

levels of Age. Even if he was “down” for morethan half that time (say he was only activewhen there were active worshipers) that is stillabout 40 million extra skill points! Obviouslyhe can’t have that much. But there are stillproblems with dealing with such an ancient,alien creature. One option is to cut him downto size.

Explore the possibility that Demogorgon is infact a title given to most powerful fiend in exis-tence. When that fiend is killed, or dies for

whatever reason, a new Demogorgon is ap-pointed. This would be the biggest secret in allthe infernal realms, and quite an adventure forthe Cast that discovers it. Maybe the currentDemogorgon is ancient and a new fiend haschallenged him to rule over all the fiends. Afight ensues and the younger fiend emergesvictorious! Only to be subjected to a painfultransformation where he becomes the new De-mogorgon.

Maybe Orcus did defeat Demogorgon once,

only to be transformed to the new one.Another possibility for adventure is a currentdemon adversary manages to learn the secretand becomes, through duplicity, the new Demo-gorgon. Now the cast is really in trouble.

Demogorgon’s lair itself, despite its supernatu-ral placement, can be used as a fantasticApe / Dead World. Follow the “Lost Conti-

nent” example from TP (after all what continentis more lost than Pangaea?) Humans, intelligentapes, even some intelligent bipedal reptiles canbe created here in their daily struggle for life,not against the forces of darkness, but fromwithin the heart of darkness itself. Travelling tothe lair is the kind of stuff that makes legends

out of characters in Dungeons & Zombies(remember ‘Queen of the Demonweb Pits?’)and Army of Darkness.

Unisystem Stats

DemogorgonOther names: The Great Fiend, The DemonPrince, Lord of the Brine Flats, Lord of the Gap-ping Maw, The Demon King.Type: Greater Fiend (Demon)

*Though a Fiend, Demogorgon’s nature is closerto demonic.

Strength: 18 Dexterity: 15Constitution: 14 Intelligence: 12Perception: 18 Willpower: 16 

Endurance: 340Speed: 58Armor: 28Essence: 228Vital Essence: 456Channelling level: 9

Life Points (when Manifested): 430

QualitiesAcute Senses (all)Age +40* (best estimate)AmbidextrousCharisma +4Essence Channelling +9Hard to Kill +20Increased Essence Pool +13 (+65 EssencePoints)Increased Life Points +12 (+120 LP)

Natural ToughnessNerves of Steel +4Greater FiendSupernatural Senses (including see Invisible)

DrawbacksAdversary (lots, powers of good and evil) –10Attractiveness –2Covetous, Greedy –3

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Cruel –3Delusions of Grandeur -3Obsession, genetic experimentation –4Paranoia –4Taint VulnerabilityZealot

SkillsLanguages (all) +10Theophany skillBrawling +18Bureaucracy +12Cheating +9Craft, Weapons +12Craft, ritual items +10Dodge +10Hand weapons, sword +16Hand weapons, others +10Magic Theory +16Magic bolts +15Myths & Legends, Greek +16Myths & Legends, Pre-historic +16Notice +16Occult Knowledge +18Questioning +14Rituals (Wicce, Rosicrucian) +15

All other skills at +5

Metaphysics 

Bad Luck 9Destroyer 8 – DestructionDark VisionEssence Drain – Demogorgon can drain 10points of Essence per touch.Essence ShieldingsGaze Attacks

- Beguiling (left head), victim must makecontested Willpower check to avoidcatatonic stupor for number of turnsequal to the difference in Willpowers.

- Hypnosis (right head), victim must make

contested Willpower check to avoid fol-lowing Demogoron’s wishes for numberof turns equal to the difference in Will-powers.

- Insanity (both heads together), victimmust make a contested Willpower checkor go insane.

Regeneration – Regenerates his current CON inLP per minute. Drained Essence can be added

to Life Points or Essence (Vital or Pool).

Rotting Touch - Any living creature touched byDemogorgon’s tentacles must make a Constitu-tion (doubled) check, or its flesh and bones be-gin to rot. The victim takes 1d4(2) points ofConstitution damage immediately and 1 point

of Constitution damage every hour thereafteruntil it dies. Any healing invocation will halt thedamage, but lost points return only with naturalhealing and cannot be restored with magic.

Keys of SolomonAs the Prince of Demons Demogoron also hasaccess to the Keys of King Solomon.He will typically use the following:

· Key of the Seraphim* (can only use it ondemons)

· Key of the Spirit (can only use it onfiends)

· Key of War

CombatMelee, bite, 2 attacks, bonus: +33, damage d4(2)x16, poison

Bite Poison strength rating 6, damage2d6(6)+6.Melee, tentacles, 2 attacks, bonus: +33, dam-age: d6(3)x18, Essence Drain, Rotting.Melee, tail, 1 attack, bonus: +31, damage d6

(3)x19, Essence Drain.

Demogorgon can summon 4-24 fiends to aidhim. These fiends regard him has their lord andwill obey him without question.He can also summon up to a dozen lesser de-mons and fiends to aid him. These demons andfiends are less loyal, and will flee if the fight isgoing against them.

Blood ApesBlood Apes appear as any intelligent ape type

found in Terra Primate, save that these crea-tures also wield magics. Most are LesserGifted, with a few tribal leaders as Gifted.Mundanes, if sufficiently brutal in other forms oflife, are allowed to live.

Strength: 5-6 Dexterity: 3-4Constitution: 5-7 Intelligence: 3-4Perception: 3 Willpower: 3

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Essence: 22-27Life Points: 56-68

Qualities: Gift, Hard to Kill 2Skills: Brawling 5, Handweapon (sword) 3Metaphysics: Invocations

OphiacodontidsOpiacodontids are a race of bipedal synapsidsthat have evolved under Demogorgon’s guid-ance. They consider the Great Demon to betheir god. They do not differ much in terms ofphysical size and strength from humans. Theytend to be a bit smarter on the average andhave stronger wills.

Opiacodontids also posses Seer/Psychic pow-ers with the vast majority Lesser Gifted and anelite minority Gifted. Mundane creatures arekilled at birth.

Strength: 4 Dexterity: 3-5Constitution: 3-4 Intelligence: 4-7Perception: 4 Willpower: 6

Essence: 24-30Life Points: 41-45Qualities: Gift, Hard to KillSkills: Brawling 3, Handweapon (sword) 4Metaphysics: Seer powers

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Elrik slammed the door to the tomb behind him,

knowing that the beasts would soon arrive.

Finding his long dead ancestors was no easy taskin this land that had succumbed to the wild and evil over the last several thousand years.

Elrik looked about the dank tomb in haste. Thesarcophagus of his founding ancestor lay cov-ered in dust; Elrik hefted the stone lid off itsbase. Resting among the steadily disintegratingbones was a dark leather sheath, untouched by time.

His beast pursuers began to pound and scratch at the stone door as Elrik slowly pulled the sword from the sheath. Its silvery blade reflected backat him his noble simian Gueran features and hiscool, pink albino eyes. The former reminding himof the curse of his blood line.

As the blade was freed, Elrik felt the icy metalhandle in his grasp. Whispering filled his head.Desires. Power. An appetite for blood.

Over and over the name “Stormwreaker” pounded his mind until his lips began to movewith the name.

“Stormwreaker,” he whispered.

“Stormwreaker,” he hissed.

“STORMWREAKER!” he shouted, as he turned tomeet the beasts who had broken through thedoor.

The Broken LandsThousands of years ago a race called theGueran came to the continent of Mordoun.Many believe the Gueran came from anotherworld, with their dark magic and ape-like fea-tures. The Gueran have faces resembling goril-las but bodies resembling humans.

The Gueran conquered the continent, enslaving

humans and ruling with a clenched fist for sev-

eral thousand years. Some say that it was theirdealing in dark magic that led to the weaken-ing of their race, while others say their pettydesires folded in upon them. In either case, thepower of the Gueran waned. Humans took ad-vantage of this by rebelling, and soon territo-ries were reclaimed by the humans.

As their power slipped from them the Gueranretreated to an island and established a king-dom there, isolating themselves from the conti-nent and leaving the humans to rebuild their

civilization on their own. This kingdom is nowknown as Khanan.

Over five hundred years have passed since theGueran held power on the continent. Humanshave established several kingdoms, and theyfight the twisted abominations left behind bytheir previous enslavers. The continent is a darkplace with hidden ruins and evil creatures lay-ing in wait.

Cosmology Good and evil are human concepts that aren’treflected in the cosmology. The true power restsin the struggle of Law versus Chaos. Anythingthat will further either cause is fair game, with-out consideration of insignificant ideas of goodor evil.

The Gueran traditionally serve the gods ofChaos, wielding corrupted magic and servingtheir destructive forces. Humans often serve theelements, believing that the forces of Law and

Chaos care not for human well being. Theyaren’t wrong. However, the forces of the ele-ments are not concerned with the desires ofmortals either. The world is a place in whichmagic and divine power can be wielded, butno power is particularly benevolent toward life.It’s a cold and lonely lot to be a mortal, andpurpose in life must be created by one’s self.

StormwreakerA Terra Primate Fantasy Apeworld

byDaniel Proctor

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BelialBelial is the God of Chaos. He operatesthrough his legion of servants, rarely making apersonal appearance in the day to day strug-gles of mere mortals. When he does appear,he often resembles a giant Gueran with shinyebony skin and equally dark horns. His ultimate

goal is to spread the destructive force of chaosuntil the entire world succumbs to it, becomingan ever changing vortex of creation and simul-taneous destruction. It is rumored that he is theone responsible for the curse of albinism on theGueran noble line. A reminder to them thatthey are never to challenge the will of Belial.

RapheusRapheus is the God of Law. He exists in equalopposition of Belial, and seeks to bring the

world under complete order. He has fought Be-lial in many incarnations from the time of crea-tion, and strives to bring Belial to his knees. Ra-pheus will seek to make order of all things re-gardless of the cost. He rarely appears to mor-tals, but on those rare occasions he resembles aregal middle aged human with hard, cold grayeyes.

PyrothPyroth is the mad power of Fire. He is onlyslightly sentient, and is concerned with consump-

tion and purification. Like the other forces ofthe elements, Law and Chaos, and good andevil all mean nothing to him. Regardless, he isworshiped by those who seek philosophicaltruth through the doctrine of flame and heat.Few things are more honest than the honesty offire. Pyroth almost never appears personally,since he prefers to send flame-like entities todo his bidding. When he does appear it is as asentient flame only vaguely humanoid in ap-pearance.

EuratharthThe intelligence associated with the element ofEarth is Euratharth. He exists deep underground, and is the power of all things earth,from minerals to earthquakes. He operatesthrough beings made of pure earth, but some-times appears as a humanoid rock-like being.

ZalandraZalandra represents the element of water, andhas the most human-like intelligence of the ele-mental powers. She sometimes appears as abeautiful woman with sea green hair and thebody of a dolphin from the waist down. She isthe mother of the Fengrael, an all-female race

with the torso of women and dolphin bodiesfrom the waist down. Zalandra is more likely tobecome intertwined in the affairs of mortalsthan any other elemental power, and is oftenworshipped by sailors and fisherman.

SoloquinSoloquin represents the elemental power of air,and has the most alien of the elemental intelli-gences. Soloquin is fickle, never being predict-able and capable of great destruction or

soothing comfort. His worshipers are often simi-larly tempered and are subject to whim.

The GueranThe Gueran resemble humans but for their go-rilla-like faces. They are stocky, with black hair,dark eyes, and dusky skin. They tend to liveabout 150 years. The royal blood line is cursedwith albinism, so any albinos seen are known tobe descended from ancestral rulers.

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The Gueran are an ancient race who delight inChaos and wreaking havoc, and although notall Gueran are sorcerers they enjoy using darkmagic. Few honorable Gueran exist, as such aweakness would be exploited. They live ontheir island kingdom of Khanan, and seldom

come to the main continent. Though they are ex-pert seaman, they tend to patrol their islandand explore other islands while avoiding man-kind. They view humans as an overly prolificvermin, just above rats in the order of the uni-verse.

Sometimes an ambitious Gueran will journey tothe main continent in search of lost magic andwealth, in order to improve his position when hegoes home.

Gueran2-Point QualityThe Gueran people are stout, with a maximumstrength of eight. They gain +2 to Strength and+1 to Dexterity, and have excellent Nightvi-sion. The are renown for their capacity to beCruel, for three points.

Gueran-Blooded-2 to 1-Point Quality or DrawbackThe Gueran bred with their human slaves fre-

quently during their rule, and as a resultGueran-Blooded half-breeds were common.Over the centuries half-bloods were killed ordriven into hiding, so they are not as commonamong humankind at present. Few exist inKhanan either, as they are considered filth. Thefeatures that mark one of Gueran blood canapparently hide for generations, as some hu-man families discover to their shock when achild is born with an ape-like Gueran face.

Being of Gueran blood usually means having

the Gueran ape-like facial features to someextent, and sometimes their gift of strength inthe form of +1 Strength and/or Nightvision.Therefore, it is a variable Quality or Draw-back. Gueran-Blooded have a Minority statusworth two points. Those of the blood who donot have the obvious features but do havesome of the Gueran benefits instead have atwo point Secret. Most people who learn of this

heritage will react aggressively.

The Human KingdomsThere are three major human kingdoms on thecontinent of Mordoun- Tanisah, Yourk, andWarewerth. They are frequently bickering butseldom at war, as the dangers that lurk on the

continent tend to keep them watchful of worseenemies than other men.

The humans despise the Gueran, but this atti-tude is born mostly from legends or folk tales.The majority of people have never even seen atrue Gueran. Occasionally a half-blood is spot-ted, and these people are persecuted, but if aperson from the kingdoms were to see a realGueran he would probably be too fearful totake direct action.

BeastsIn the wilds of the continent of Mordoun anynumber of creatures might be encountered.Look at Terra Primate and Dungeons and Zom-bies in addition to creatures presented here forsome ideas.

FengraelThe Fengrael are the children of Zalandra, ele-mental power of water. They have the upperbodies of beautiful women, and the lower bod-

ies of dolphins. There are no male Fengrael; toreproduce they occasionally mate with seamanor fisherman, who hold the Fengrael in respectand awe as children of the water.

Strength: 2-4 Dexterity: 4-6Constitution: 3-5 Intelligence: 3-5Perception: 4-6 Willpower: 3-5Life Points: (Strength + Constitution) x 3Speed: (Dexterity + Constitution ) x 2 (+8 inthe water)Attack: Spear (See skill)Skills: Dodge 2, Hand Weapon (Spear) 3, Sur-vival (Ocean) 3Powers: Breath Water, Regeneration (heals 1Life Point per turn) (TP pg. 168)

ImpAn imp is a minor demon that can be a pest tomost but a boon to sorcerers. They come fromone of the many layers of Hell, and are fre-

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However, in the end only one can be itswielder.

The Den of the CraakisThis encounter is best used as a side trek whilethe Cast Members are already going aboutsome form of business.

A craakis has been spotted taking sheep awayinto the hills. Three days ago, it took a farmerand his young boy. The village of Trendlecoveneeds a band of brave volunteers to go intothe hills and eliminate this threat.

The Cast Members will find a cave with amated pair of craakis. They have three cubs,worth a fair price on the market, and somesmall treasure. The farmer and his boy have al-ready been consumed.

The cubs can fetch 150 gold apiece, while theskins of their parents can fetch 40 gold apiece.

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Gortak hefted his spear, and charged into the

Gnolls, driving the weapon half way through thefirst Gnoll’s chest. He let go of the spear, and drew the broadsword from the sheath on hisback. Raising it high above his head, he roared the battle cry of the Gorllian people, and thencharged into the remaining Hyena-men, his bladecutting a bloody swath through his foes. He knew he had to fight his way through this pack if hewas going to make it out of the pass alive. If hedidn’t, the El V’aan wouldn’t know about theGnoll army preparing to invade their forest king-dom. The El V’aan are a haughty, self-important 

race, but they are allies of his people. Gortakhoped he could reach one of their outposts at theedge of the forest before the main force of Gnolls got here.

He cut his way through the Gnolls, and continued to run down the valley. Who knows how many bands he’d have to fight his way through beforehe reached the forest. Too bad about the spear;he could have used it. Breathing a heavy sigh,Gortak prayed to Hanumaan for aid... 

The BasicsThis is a fantasy setting that combines Terra Pri-mate with new rules found in Dungeons & Zom-bies, a fantasy genre book for All Flesh Must BeEaten, as well as various new qualities fromother Unisystem core books and sourcebooks.

Humans don’t exist on this world (called Mallothby the inhabitants), but there are various non-human races, including the Gorllians, a race ofhumanoid Gorillas given sentience by their god,

Hanumaan. Along side the other races of theirworld, the Gorllians fight against the evil races,and try to keep their civilization alive. With theadvent of magic, the Gorllians started to studythe mystic arts, and their scholar-sorcerers areworld renown.

Protagonists are normally adventurous wander-ers, those who seek to uncover mysteries andsecrets on their world. Swords for Hire, Holy

Warriors, inquisitive scholar-sorcerers, etc, are

the typical character types.

Adversaries are wild animals, villainous mem-bers of the various player races, and the evilraces, such as the Hyena Men, commonly calledGnolls.

Cosmology  Malloth was formed from the primordial chaosby the Goddess Asherah. She was the first touse her powers to mold the planet, and to giveit the first life forms that existed. Hanumann

came next, appearing out of the void in a char-iot pulled by two large goats. He courtedAsherah, and the two created a small pantheon

Swords, Sorcery & SilverbacksA Terra Primate Fantasy Apeworld

byGerry Saracco

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of gods to help them rule the planet.

Asherah, being the earth-mother, is firstamongst the Gods. When she makes proclama-tions, the majority of the other Gods listen. Forthe most part, she doesn’t abuse her power,and only uses her position in times of great cri-

sis.

Hanumann, Asherah’s consort, is secondamongst Gods, followed by his favorite sonOreus. The Gods of Law and Justice, they gavethe rule of law to the races of Malloth, so thatthey could have a foundation for their civiliza-tions. They are primarily worshipped by theGorllians, but all other races (save Gnolls) paysome respect to these gods.

Dagon, who taught the races agriculture, andother learning skills, comes next. Though he isthe firstborn of Asherah and Hanumann, he iscontent to follow behind his brother Oreus.

Cassiel follows Dagon. It was she who taughtmagic to the races of Malloth, and is especiallyworshipped by the Gorllians.

Astaphaeus, the hyena-headed god is next. Heonce held the spot after Dagon, but fell fromgrace as his people betrayed him to follow his

sister Taromaiti. A small portion of his peoplestill follows him, warring on the betrayers. Oncehe was a peaceful god, but now he’s a god ofwrath and righteous fury.

Taromaiti was once the goddess of beauty andlove. She was in love with her brother Dagon,but he did not reciprocate. Spurned, she startedto become filled with spite. Delving into forbid-den magic, she contacted something from thevoid, and became filled with Taint. Corrupted,she turned on the other Gods, and turned the

Hyena men against her brother Astaphaeus.Her powers increased by her exposure to Taint,she held her own against the other gods, butwas finally defeated. She is worshipped pri-marily by Gnolls, and those who turn from thelight to seek power from the dark.

The Races

El V’aanThe El V’aan are a near-immortal race of hu-manoids marked by sharp, angular features,large, pointed ears, and eyes reminiscent of aSiamese Cat. Their skin tends to be earth tone,matching the trees they prefer to live in. Theytend to be somewhat tall, averaging 6 to 6 ½

feet (2 to 2.25 m) in height. El V’aan tend to bea bit wild, embracing their affinity for nature.They come across as haughty and self-important, as they tend to be condescendingtowards younger races. They especially have adislike for Gnolls, who mistreat their forests.Older members of the race will have access tothe Age quality in addition to the standardbenefits/drawbacks their race provides.

The El V’aan were the first race on Malloth,created to serve Asherah, the Earth Mother.She gave them immortality (though they can bekilled or die of disease, hunger, etc), and in-fused them with a touch of the wild, allowingthem to have a strong affinity for nature (asembodied in the Green Thumb part of their ra-cial quality). They live in cities built of ancienttrees in the great forests that they not only callhome, but protect as part of their service toAsherah. They move easily through the trees asothers do on solid ground.

El V’aan are a very sensuous race. While manydo form life bonds, they tend to spend the firstthree or four centuries of their early life havingmultiple sexual partners. Once two El V’aanchoose to form a life bond, they do so for theremainder of their lives.

Children are rare among the El V’aan, butwhen a bonded pair do have progeny, the fe-male normally gives birth to multiple children,which they call a litter (much like cats). A typicallitter will be between two and six children.

When a bonded pair have children, the entirecommunity celebrates with a big feast, whichtends to end in a massive orgy for all non-bonded El V’aan in attendance. The entire com-munity assists in the care and raising of chil-dren, ensuring that when they reach maturity,they all ready have a variety of general skillswith which to make their way in the world.

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El V’aan use Bows as their primary weapon, butare also expert swordsmen. Most El V’aan tendto favor Leather armor, but light chain mail isnot uncommon in times of war. As experts inthose weapons, they also tend to make suchweapons of high quality compared to otherraces. El V’aan blades are highly prized by the

other races, and anyone given one by an ElV’aan is considered blessed (being gifted withan El V’aan blade normally gives the person sogifted with an automatic Status of 3)

El V’aan are masters of woodcraft, as reflectedby their cities. They carve homes in the massiveancient trees of the great forests of Malloth.The trees do not die though, as they were cre-ated to serve as homes for the El V’aan.Bridges connect the various trees, with homesbuilt on various levels, from the ground level onup to the tops of the trees.

El V’aan can use magic, but the arts of Necro-mancy are beyond them due to their long livesand close ties to the Earth Mother. Even so, ElV’aan spell casters are a rare sight.

Gnolls (Hyena Men)Gnolls are tall, lanky Hyena men. They are vi-cious, and don’t get along with the other races,most notably the El V’aan. They were created

by the god Astaphaeus, but turned from hisworship when they embraced the way of thegoddess Taromaiti, who had turned to the dark.

Gnolls are organized into clans, and manyclans will unite to form a tribe. Various tribeswill unite under a strong chieftain to form a na-tion. Clans build fortified towns, and sometribes maintain one large town as the seat ofpower for their chieftain.

Gnolls are carnivorous, and eat the dead of

not only the other races, but their own as well.This makes them enemies of all the other races,who don’t like being their next meal. They arefilthy beings, and have a vile odor about them.

Gnolls prefer leather armor over anything else,and like barbed weapons. Flails are a favoredweapon of Gnolls, along with spears.

Gnolls, as followers of Taromaiti, embracedarker magics than the other races. Thus theytend to use Taint in place of normal invocations.Gnoll Shaman are feared for the dark powersthey can command.

Gnolls who remained loyal to Astaphaeus are

different than their vile counterparts. They arefriendly and peaceful. They tend to live in iso-lated communities, as their evil brethren despisethem, and the other races distrust them becauseof their renegade relatives. These Gnolls callthemselves Astaphaens, after the god theyserve.

GorlliansGorllians are descended from the great Silver-backs that live on Malloth. Millenia ago, thegod Hanumaan gave them sentience, so thatthey could be his servants on Malloth.

Gorllians live in the lesser forests and hill coun-try. Although stout warriors, they are actually avery peaceful people, excelling at compilingknowledge. They were also the first race tocodify magic and organize schools to teachmagic to those so gifted.

Gorllians are large, usually weighing 300pounds on the average. Their bodies are

dense, and they tend to avoid large bodies ofwater whenever possible. Due to this, Gorllianstend to build very wide, exceptionally sturdybridges over any rivers/streams in their terri-tory. Gorllians can not learn swimming, as theysink in deep water.

Gorllians tend to build homes from bricks theymake themselves. They also use wood, but forthe most part, rely on brick making for buildingmaterials. They also use stone, but only forwalls surrounding their enclaves.

They tend to live in smaller communities, nor-mally town/village sized. Gorllian lands haveonly three or four true cities, and those are notreally that large either. Many towns are actu-ally built around some sort of University, suchas one that teaches a craft (or various crafts),places of learning (where they teach reading,writing, and impart knowledge from the books

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in their library), schools of magic, even religiousmonasteries/temples.

Gorllians primarily worship Hanumaan, the ApeGod. They also worship Cassiel, who firsttaught magic to the Gorllians, Dagon, god ofAgriculture and learning, and Oreus, son of Ha-

numaan, and their god of Justice & Law.

Although a peaceful race, Gorllians know howto fight. They tend to favor weapons that allowthem to utilize the strength their bodies givethem. Axes, maces, spears, larger Swords, etc,are their preferred weapons. Like the otherraces, Gorllians prefer to wear lighter armor,but during war time, their warriors will wearchain mail armor.

Qualities & DrawbacksThese are new qualities for use with this setting.Included are professional and racial qualitiesfor characters to use, and various other quali-ties. As many of the qualities appear in otherbooks, no description will appear in this text.Only the name, and a reference to the bookand page they appear in will be listed forthose Qualities/Drawbacks will be shown.

A note on metaphysics: For the purpose of theProfession qualities, all Miracles included cost 3

points instead of 5, as per the alternate rulefrom One of the Living, page 19.

 AgeSee D&Z, page 22 for complete details.

 AmbidextrousSee D&Z, page 22 for complete details.

 Animal CompanionSee PZ, page 41 for complete details.

 Astaphaens4-point Racial QualityAstaphaens are Gnolls who remained loyal tothe god Astaphaeus. Unlike their evil brethren,Astaphaens are an enlightened people. Theyhave the following benefits:

+1 to Dexterity & WillpowerAcute Senses (Smell)

Danger SenseGreen ThumbNightvisionWalk with Shadows

On the downside, Astaphaens suffer the follow-ing penalties:

3-point Adversary (Gnolls)3-point Minority2-point Socially Inept when dealing with non-Astaphaens

Astaphaens can use Invocations, but shun Necro-mancy. Only Paladins/Priests ever use Miraclesor Miracle-like powers.

Danger SenseSee D&Z, page 22 for complete details

El V’aan4-point Racial Quality The El V’aan are the oldest race on Malloth,and serve the Earth Mother in protecting thebalance of nature. El V’aan can raise their Dex-terity and Perception skills to a maximum of 8;all other attributes max out at 6. As such, theyhave the following benefits:

+2 to Dexterity score

+1 Perception scoreAcute Senses (Eyesight)1 level of AttractivenessBrachiactionGreen ThumbNightvision

On the downside, El V’aan suffer the followingpenalties:

2-point Delusion (Delusions of Grandeur; ElV’aan are superior to all other beings)

2-point Delusion Drawback (Prejudice againstGnolls)1-point Socially Inept when dealing with non-ElV’aan peoples

The El V’aan gains no points for these Draw-backs, but may “buy off” the Drawbacks withExperience as normal. Due to their extremelylong lives, El V’aan tend have a hard time

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grasping the concepts of Necromancy, so ad-epts are unable to tap into that power.

Essence ChannelingSee D&Z, page 22-23 for complete details.

Force of Law See PZ, page 41 for complete details.

Gnoll4-point Racial Quality Vile, nasty creatures, Gnolls are the hated foesof the other races. Gnolls can raise their Dex-terity to 7, and their Constitution to 8; all otherattributes max out at 6. These creatures havethe following benefits:

+1 To Dexterity & Constitution

Acute Sense (Smell)NightvisionStrong StomachWalk with Shadows

On the downside, Gnolls suffer the followingpenalties:

1-point Aggressive Drawback2-point Cruel Drawback1-point Carnivore Drawback2-Delusions (Prejudice against non-Gnolls)

-1 to Intelligence & Willpower

Gnolls get no points for these Drawbacks, butmay “buy off” the Drawbacks with Experienceas normal. Gnolls can use Necromancy, but notInvocations or Miracles. They also have accessto magic powered by Taint.

Gorllian8-point Racial Quality Gorllians are a race of intelligent silverbackgorillas. Millennia ago, the first Gorllians were

gifted with greater intelligence by the god Ha-numaan. While large of size, and physicallystronger than the other races, Gorllians are avery intellectual race. Gorllians can raise theirStrength, Constitution to 12, and Intelligence to10; all other stats max out at 7. Gorllians havethe following benefits:

+4 to Strength

+3 to Constitution and Intelligence4 Levels of Hard to Kill (Gorllians can buy 6more levels, either via profession qualities ordirectly)

On the downside, Gorllians suffer the followingpenalties:

2-point Delusion Drawback (Phobia of Drown-ing)2-point Delusion Drawback (Prejudice againstGnolls)1-point Socially Inept when dealing with non-GorlliansNegative Buoyancy

Gorllians get no points for these Drawbacks,but may “buy off” the Drawbacks with Experi-ence as normal.

Gorllians are adept at using magic, and canuse Invocations. Paladins/Priests have access toMiracles (or Miracle-like powers). As they wor-ship their ancestors, Gorllians can use Necro-mancy, but never use it to raise the dead.

Green ThumbSee OotL, page 16 for complete details.

Guardian5-point Profession QualityGuardians are El V’aan who are tasked withwarding the great forests of Malloth. Guardi-ans are specially trained with skills related toworking in such an environment. Therefore,Guardians have the following benefits:

Animal Companion (typically a Falcon or Wolf;if Grizzly Bear, the cost of the Quality goes up1 point)Situational Awareness

+1 to Stealth+1 to Surveillance+2 to Survival (Forest)+2 to Tracking+1 to Traps+1 to Unconventional Medicine (herbal)

On the downside, Guardians have the followingpenalties:

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Adversary (Poachers)1 Level of Honorable2-point Obligation to the GuardiansObsession with protecting the Great Forests

They gain no points for these drawbacks, but

can buy them off with experience.

NightvisionSee D&Z, page 27 for complete details.

ObligationSee D&Z, page 24 for complete details.

PaladinVariable Profession QualityPrerequisite: The Gift/Powered 

Paladins are warriors who are dedicated toserving the cause of a specific deity. MostGods have such warriors in their service, thoughnot all. Paladins serve as enforcers of a God’stenets. They protect those that worship theirgod; his/her places of worship, and combatthose that would seek to oppose their god.Some also have other specific duties. Paladinsof Asphaeus, for instance, are pledged to slayall Gnolls they encounter. As each God has dif-ferent spheres of influence, Paladins abilities

will vary from God to God.

Paladins, being servants of the gods, have ac-cess to special powers that mimic miracles usedby the Inspired. However, these abilities areinherent to their training as a Paladin. Theycannot learn other powers, and are unable touse Invocations or Necromancy. If any Paladinfalls from faith with their God, they lose thesespecial abilities, but do not regain the poststhese abilities cost. They must go on a quest offaith, a journey to regain the faith they have

lost, in order to regain these abilities. If theycannot, they are no longer restricted fromlearning Invocations and/or Necromancy, butonce they learn such powers, they can never re-gain the holy powers they have lost. Those whotake the Paladin Quality cannot take anotherProfession Quality so long as they remain inservice to their God. If they fall from grace,they can purchase other Profession Qualities, so

long as they buy off their Paladin drawbackswith experience.

Here are two sample Paladin Qualities:

Paladin of Asherah4-point Profession Quality 

Asherah the Earth Mother is the god of the ElV’aan people. Though primarily an earth god-dess, she does have Paladins who enforce herwill on Malloth. Paladins of Asherah are the en-forcers of law amongst the El V’aan people,and are only superceded by the Guardianswhen it comes to meting justice in the great for-ests. Besides enforcing her will on Malloth, herPaladins also aid communities in distress, usingtheir divine powers.

Paladins of Asherah gain the following bene-fits:

Force of Law+1 to Dexterity & Perception+1 to Hand Weapon (Bow)+1 to Hand Weapon (Sword)+1 to Notice

They also have access to the following powersthat mimic the Miracles of:

The BlessingBountiful Harvest

Paladins of Asherah have the following penal-ties as part of their service to their goddess:Adversary (Gnolls and various bandits) (-4)3 levels of Honorable (-3)3 levels of Obligation (-3)

Paladin of Oreus6-point Profession QualityOreus is the Gorllian God of Justice & Law.

Paladins who serve him not only protect his holysites, but typically act as roving law enforce-ment officers. They travel the small towns andvillages who do not have a local constabulary,and enforce the laws of the kingdom in thename of their God. They are well respected fortheir honorable ways.

Paladins of Oreus gain the following benefits:

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Force of Law2 Levels of Hard to Kill (and can have up to atotal of 10)+1 to Strength and Willpower+1 Hand Weapon (Mace)+2 Questioning

They also have access to the following powersthat mimic the Miracles of:

Divine SightStrength of Ten

Paladins of Oreus have the following penaltiesas part of their service to their God:Adversary (various bandits and criminalgroups) (-4)3 levels of Honorable (-3)3 levels of Obligation (-3)

They do not gain any points from these draw-backs, but can buy them off with experience.

Priest6-point Profession Quality 

Each god/goddess has a priesthood that ad-ministers to their followers. These Priests per-form rituals related to their god, hold sermons,

and preach the word of their deity to themasses. All Priests undergo the same basictraining before taking their vows.

Priests gain the following benefits:

2-point Status+1 to Bureaucracy+1 to Humanities (Theology)+1 to Myth and Legend (their God)+1 to Persuade (OotL, page 14)+1 to Rituals

+1 to Storytelling+1 to Writing (Academic)

Priests have the following penalties:2-point Honorable2-point Obligation to their religious order

They do not gain any points from these draw-backs, but can buy them off with experience.

Some, but not all Priests are Inspired. Priests ofCassiel are not typically Inspired; those thathave the Gift can learn Invocations instead(Cassiel being the goddess of Magic, her fol-lowers tend to perform traditional magic overInspired Miracles)

Scholar-Sorcerer6-point Profession QualityPrerequisite: The Gift/Powered 

Scholar-Sorcerers are those who study not onlytraditional knowledge, but also the mystic arts.This profession is most common amongst theGorllians, but Astaphaens and El V’aan canalso take this profession, at the discretion of theGM. Due to their training, Scholar-Sorcerersgain the following benefits:

+1 to Intelligence and Perception+1 to Humanities (History)+1 to Occult Knowledge+2 to Research/Investigation+1 to Rituals (School/Society)+1 to Science (Alchemy)

Scholar-Sorcerers have the following penalties:

2-point Socially Inept (they don’t socialize

much)1-point Obligation to whatever school/societythey belong to

They do not gain any points from these draw-backs, but can buy them off with experience.

Scholar-Sorcerers know Invocations and/orNecromancy, depending on what type of magicis taught by the school/society that the charac-ter belongs to.

Socially IneptSee the D&Z web enhancement, page 8 forcomplete details.

Strong StomachSee OotL, page 18 for complete details.

Troubadour5-point Profession Quality 

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Troubadours are Warrior-Poets who travelacross Malloth, fighting the good fight, thensigning about it for their next meal. Trouba-dours are wanderers, never staying in oneplace for long. While most of their skills revolvearound entertaining people, they are givensome basic weapons training, so they can de-

fend themselves. Troubadours gain the follow-ing benefits:

+1 to Acting+1 to Hand Weapon (Clubs)+1 to Hand Weapon (Swords)+1 to Myth & Legend+2 to Play Instrument+ 1 to Singing+2 to Storytelling+1 to Writing (Creative)

In addition, Troubadours have the followingpenalties:

Clown2-point Covetous (Conspicuous) drawbackShowoff

They do not gain any points from these draw-backs, but can buy them off with experience.

Underground Direction Sense

See D&Z, page 27 for complete details.

 Walk with ShadowsSee D&Z, page 28 for complete details

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Serpents & Simians  Ape Master

STRENGTH

INTELLIGENCE

DEXTERITY 

PERCEPTION

CONSTITUTION

 WILLPOWER

 ATTRIBUTES

 Armor Type

 Armor Value

Maximum

Endurance Points

Sex 

 Age 

Height 

 Weight 

Hair 

Eyes

Character Sketch or Symbol 

Maximum

Essence Pool

SPEED

SURVIVAL (Con + Wil)

SIMPLE WIL (Will x 2)

PERCEPTION + NOTICE

INITIATIVE (Dex + mod)

COMMON TESTS

Character Name

Character Type

Race

Qualities / Drawbacks Qualities / Drawbacks Skills Skills

Life Points

Maximum

Created by Daniel Proctor, 2005, with modification by Jason Veywww.gorilladen.com

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Powers / Metaphysics

Character Points

Spent

Unspent

Treasure

Gems

Coins Other Valuables

Supplies

 Water/Wine

Rations

 Animal Feed

Character Background Campaign Notes

 Weapons / Hand to Hand

Type Range Damage Cap EV 

Gear

Created by Daniel Proctor, 2005, with modification by Jason Veywww.gorilladen.com

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Contributor List The following list includes contributors and theirspecific contributions. This was included to facili-tate questions about specific material, and togive credit where credit is due. Please directany inquiries or comments about items to their

respective authors.

Timothy S. Brannan AKA “Web Warlock”[email protected]

Nicholas Dowbiggin AKA “Crackedjacked”Urg

David Fox AKA “Canadian Pittbull”[email protected]

Cover art Interior art 

Daniel Proctor AKA “Gorilla Spawn”[email protected] to Use this NetbookAssassinBarbarianGibbot Gwourf 

Half-Elf Half-OgreHalf-OrcOgrePan Sidhe“Personality” for Pan Sidhe Sorcerer“Personality” for Half-Orc AssassinEquipment Demon, SothineRandom Catacomb CompilerRandom Demon DesignerIntroduction for “Demonic Rivals” 

StormwreakerCharacter Sheet 

Animal, MinimalsAnkegApe, CarnivourousAxebeakBaboonBad MonkeysCave Bear, Giant Dire

Chimpixies/Leprechaun-utansCloak KillerCows, EvilDead, ClimbingDead, SwingingDragon, Budget Forest HyenaFrogmenGibberly MoutherGorilla-BearGorillasaurus RexHarmoset KongorLandsharkOwl BearPan PiperRat, Giant SasquatchSkunk ApeUmber BulkWolf, DireWolf, Two-Headed Pan Sidhe Sorcerer

Half-Orc AssassinHalf-Ogre BarbarianNeo-Orangutan LawgiverAtavistic Neo-Gorilla RangerNeo-Chimpanzee Monk-ey Practitioner of Kong-FuHowling Messenger of DoomOgre MarauderHalf-Elf SwashbucklerGibbot Kleptomaniac

Gerry Saracco AKA “Urbwar”

[email protected], Sorcery & Silverbacks