Tag Archives: wilderness encounter

Delmara, Forest-side Hamlet

Standing alongside a trade route is the small hamlet of Delmara. The ancient deciduous forest that edges the city provides the inhabitants with the material for housing, fuel, and trade. Carpenters, wainwrights, and shipwrights favor the ancient hardwood trees in the area, providing most of the 300 denizens with a valuable commodity for barter. Those in Delmara who are not foresters rely upon farms for their sustenance, selling their excess nuts, fruits, vegetables, and livestock at markets. Even though the hamlet is small, it’s situated upon a heavily traveled trade road, bringing many merchants to the settlement. In turn, Delmara’s solitary inn is quite successful and is a favored gathering point at sunset. Not even Bede Trowbryde, Delmara’s mayor, is immune to the appeal of the Forest Nymph Inn.

Although the fertile ground makes the land surrounding Delmara perfect for farming, its rich soil lacks an abundance of stone. Over the years, many people have attempted to dig a stone quarry, but each attempt has failed as there’s seldom enough stone for the construction of more than one or two buildings. The majority of the structures in the settlement are wattle and daub buildings. These are constructed of woven strips of oak, covered with a mud and straw plaster to insulate against the cold weather.

Delmara Forest

Spanning for miles around the hamlet are the tall, brooding hardwood trees of the Delmara Forest. Bards sing songs about this ancient woodland, and the resilient trees. The songs recount a history of a forest imbued with magical properties, tended and farmed by Elves. The Delmara Forest in these songs is often called the Bowood Forest, as it’s told that for centuries elves used the trees to make beautiful and powerful bows. Most folk in Delmara consider this nothing more than a folktale. Certainly many bowyers have attempted to construct bows from the hardwood of the trees, but none have succeeded, as the wood either cannot be bent or snaps during shaping.

Darkwater Swamp

Just north of Delmara is the foreboding Darkwater Swamp. This place is avoided by all of the inhabitants of the hamlet. Both animals and people have lost their lives in this treacherous region. Many folk believe that the swamp is not natural, that it’s a living thing itself. It’s said that it often calls to those who wander within its sight, luring them into its watery clutches with familiar voices. Or its fetid stench is replaced by an alluring smell of food that leads animals to a watery grave. At night, for those who dare to look, lights are often seen floating over the black waters, dancing about as though they were alive. All who visit Delmara are warned away from the Darkwater Swamp.

The Hamlet

Pushcart Market: Just off the road, north of the Forest Nymph Inn, is where the local farmers gather each day with their pushcarts. In this small, mobile market, fresh fruits and vegetables are sold. Salted and smoked meat is also offered. While the hamlet is small, the market sees much traffic, as all of the locals, and some travelers, frequent the spot for food. On occasion, a traveling caravan that offers cloth, spices, pottery, and other rare products joins the farmers. By noon each day, the pushcarts vanish as quickly as they appeared, only to return again on the morrow.

Church: One of the few buildings to be constructed of stone is Delmara’s church. In the early years of the hamlet, the cleric Cernay Avers arrived, and with his newly acquired flock, constructed the church. Believing the daub and wattle building did not properly serve his deity, Cernay convinced his sect to rebuild the church in stone. It’s become an emblem of Delmara’s staunch and steadfast devotion. Many travelers who encounter Cernay find him a trifle over zealous. The locals tend to overlook his determined attitude.

Cernay Avers, Cleric: Agility 2D+1, melee combat 4D+1, Coordination 2D, throwing 2D+2, Physique 2D, Intellect 3D, cultures 4D, reading/writing 3D+1, scholar 3D+1, speaking 3D+1, Acumen 3D, search 3D+1, Charisma 3D, mettle 4D, Miracles 2D, divination 3D, favor 2D+1, strife 2D+2. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 16/Wound levels: 3. Disadvantages: Devotion (R3), to religion; Employed (R2), must follow sect’s regulations. Equipment: robes; coins; pouches containing holy symbols; mace (damage +1D+1).

Bede Trowbryde’s House: Opposite the Fang River from the church stands Delmara’s second stone building, the mayor’s house. When the building was first erected, the intention was to make it the abode of the elected mayor. As it happens, Bede Trowbryde has been the elected mayor for 20 years. Most of the people in the ham let now simply refer to the dwelling as the “Trowbyrde House” or “Bede’s House.” Because of the stone and mortar used, the building stands two stories high, and is quite comfortable compared to many of the smaller residences in Delmara.

Bede Trowbryde, Mayor: Agility 2D, riding 2D+1, Coordination 2D, sleight of hand 2D+2, Physique 2D, running 2D+1, Intellect 2D, cultures 3D, reading/writing 2D+2, scholar 3D, speaking 3D, trading 4D, Acumen 2D, hide 2D+1, streetwise 4D, search 3D, Charisma 3D, bluff3D+2, charm 4D, persuasion 3D+1. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 1. Body Points: 16/Wound levels: 3. Advantages: Authority (R2), mayor. Equipment: fine clothes; cloak; hat; pouch with coins.

Whales

Dolphins, porpoises, and whales have intrigued humanity for centuries and belong to the cetacean order, which is divided into three primary groups. The toothed whales (odontoceti) use their teeth to catch food. Odontoceti have one blowhole (nostril) and hunt by echolocation. Dolphins, porpoises, and 64 other species fall under this classification. Toothed whales frequently hunt, crave!, and migrate together.

Baleen whales (mysticeti) feed on small sea creatures by filtering them though a comblike structure called a baleen, and they have two blowholes. They may seek the company of their kin but can also be found traveling alone. Ten species make up the mysticeti group.

The archaeoceti are whales that are presumed to be extinct. This group includes the primitive basilosaurus, which was the first known eocene whale.

Dolphins dwell in the world’s temperate and tropical waters and may migrate to follow the availability of food. An adult bottlenose dolphin can reach 2.7 meters in length and weigh 260 kilograms. These intelligent creatures are sleek and streamlined. Their backs and sides are typically gray but their underbellies are usually white. According to Greek legend, dolphins are descended from humans, and their skeletal structure bears a striking resemblance to the forelimbs of land-based mammals. They have been known to entertain strangers with their oceanic acrobatics.

Porpoises are similar in size to dolphins but have striking differences. They do not have a beaklike face, and their dorsal fin is triangular in shape instead of curved. These creatures are rare! y seen in large groups and are nor performers; larger cetaceans and ships appear to frighten them.

Whales often travel in social groups called pods. The first sign of a whale’s presence is usually the blow created by water expelling from the blowhole. They might also leap above the ocean’s surface and return to the depths with a mighty splash. This breach communicates their presence to others. One might see the head of a whale surface until its eyes are exposed as the creature orients itself. Angered whales have been known to slap their tail or extend it. Such creatures should be given a wide berth due to their destructive power.

When undersea, whales navigate by sound. Their songs have mystified those who study these noble creatures. Blue whales are the largest animal to ever exist. They can reach 33 meters in length, weigh 108 metric tons, and can live for 50 years. These creatures are an endangered species and protected by the International Whaling Commission.

The basilosaurus lived nearly 40 million years ago during the middle Eocene period and resembled sea serpents more than modern day whales. Full-grown specimens were nearly 32 meters long, and their heads could reach two meters in length. The basilosaurus’ jaws were outfitted with two different kinds of teeth. The cone-shaped teeth near the from held on to the prey it captured and triangular-shaped teeth near the rear were used to chop up food.

Typical Dolphin / Porpoise

Reflexes 4D: acrobatics 4D+1, brawling 5D, dodge 4D+1
Coordination 1D+1: throwing 4D
Physique 5D: stamina 5D+1, swimming 6D
Knowledge 3D: navigation: underwater 4D
Perception 3D: search 3D+2, survival 4D, tracking 3D+2
Presence 2D: charm 3D, willpower 3D+1
Strength Damage: 3D
Move: 13
Fate Points: 0
Body Points: 25
Character Points: 0
Wound levels: 3

Natural Abilities: bite (damage +2; +5 to combat difficulty); highly developed sense of hearing (+2 to related skill totals); thick hide (Armor Value +1; protects against pressure and temperature extremes)

Typical Blue Whale

Reflexes 3D: brawling 4D
Coordination 1D
Physique 14D: stamina 16D, swimming 14D+1
Knowledge 6D: navigation: underwater 7D
Perception 4D: search 6D, survival 5D, tracking 5D
Presence 5D: intimidation 7D
Strength Damage: 7D
Move: 20
Fate Points: 0
Character Points: 0
Body Points: 52
Wound levels: 3

Natural Abilities: tail slap {damage +2D+1); highly developed sense of smell (+3 to related skill totals); thick hide (Armor Value +1D; protects against pressure and temperature extremes); large size (scale value 23)

Typical Basilosaurus

Reflexes 6D: brawling 8D
Coordination 1D
Physique 13D: stamina 14D, swimming 13D+1
Knowledge 1 D: navigation: underwater 3D
Perception 2D: search 3D, survival 3D
Presence 3D: intimidation 5D
Strength Damage: l4D
Move: 16
Fate Points: 0
Character Points: 0
Body Points: 49
Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty); highly developed sense of hearing (+2 to related skill totals); thick hide (Armor Value +1D; protects against pressure and temperature extremes); large size (scale value 23)

Two-Legged Terrors

Superstition and legend tell of strange creatures that prowl dismal, desolate areas. Outsiders may scoff at the superstitious fools who believe in these tales, but there are those know the truth: They’ve seen these creatures with their own two eyes! Heroes might face a mythical minion of a voodoo priest. A backwater village could choose a bride (sacrifice) to offer up in exchange for their safety. One might even help a legendary creature protect its domain from poachers.

Sasquatch, or Bigfoot as it’s more commonly known, haunted the Pacific Northwest long before it was civilized. In October 20, 1967 the creature fascinated the nation when it was caught on camera. Bigfoot is known for having foul breath and big feet (hence its nickname). It stands three meters tall and has long arms and a flat nose. Matted fur covers the creature’s body. The jury is out as to whether Bigfoot is a menace or is merely protecting its turf.

The Jersey Devil first appeared nearly 300 years ago. The beast has hooves, bat wings, a forked tail, the head of a horse, and incredible resilience. The devil stands nearly 1.5 meters tall and has a wingspan of two meters. It’s rumored to dwell in the New Jersey Pinelands but has also been seen in New York, Pennsylvania, and other parts of New Jersey. This creature has survived exorcism and attempts to slay it. Fear of the creature has caused schools and factories to close.

The Mothman surfaced in Point Pleasant, Virginia, in the mid 1960s and terrorized the area for 13 months before fading away from the limelight. It has a humanoid, shadowy, birdlike appearance and glowing, red eyes. The Mothman has a wingspan of over three meters, stands two meters tall, and may be a visitor from another world.

A creature of the swamps, the legend of the pelemafait is used to frighten children, particularly Cajun children of the southern United States.

A pelemafait is commonly found acting as the “guardian” of a swamp, chough some wander into a city’s sewer system, especially if its swamp is being threatened. ln cities, the creature makes its lair in the heart of the system, and uses the pipes to move about the city.

Sometimes, the pelemafait attaches itself to one person. It can sense that person’s enemies, hunts the enemy down, and crushes them to death. Its calling card is a body enshrouded in moss and muck.

The unwitting person has no idea what is going on, but may soon find himself being sought as the primary suspect in the series of ghastly murders. It’s usually clear that the individual does not have the strength to crush anyone, but mass hysteria often results in the suspect being killed by a mob. The pelemafait then picks another individual, and the cycle begins again.

Sasquatch

Reflexes 3D: acrobatics 3D+2, brawling 4D, climbing 4D, jumping 4D, sneak 3D+2
Coordination 3D: throwing 3D+1
Physique 5D: lifting 6D, running 5D+1
Knowledge 2D: navigation: own territory 3D+1
Perception 3D: hide 4D, search 3D+2, survival 5D
Presence 2D: intimidation 4D
Strength Bonus: 3D
Move: 12
Fate Points: 2
Character Points: 8
Body Points: 25
Wound levels: 3

Disadvantages: Learning Problems (R2)

Advantages: Size: Large (R1), scale value 1

Special Abilities: Endurance (R1), +3D to Physique or stamina checks when performing taxing physical tasks; Enhanced Sense: Hearing (R1), +2 to related skill totals; Enhanced Sense: Smell (R1), +3 to related skill totals; Hardiness (R1), +1 to damage resistance totals; Hyper movement (R1), bonus to Move; Immunity (R1), +1D to Physique or stamina checks against contracting illnesses or ingested poisons; Luck: Good (R1); Sense of Direction (R1), +1D to navigation and tracking rolls

The Jersey Devil

Reflexes 5D: brawling 4D, contortion 5D+1, £lying 8D
Coordination 2D
Physique 4D: stamina 6D
Knowledge 2D: navigation 3D
Perception 2D: hide 3D, search 4D, survival 2D+2
Presence 2D: intimidation 4D+2
Strength Bonus: 2D
Move: 10
Fate Points: 4
Character Points: 12
Body Points: 22
Wound levels: 3

Disadvantages: Infamy (R2)

Advantages: none

Special Abilities: Accelerated Healing (R1), +1D to natural healing attempts; Attack Resistance: Non-enchanted (R2), +1D to damage resistance rolls against related attacks; Flight (R1), flying Move of 20; Immortality (R1), destroyed if immersed in holy water; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions; Natural Armor: Tough Skin (R2), + 2D to damage resistance totals against physical attacks; Natural Hand-to-Hand Weapon: Bite (R2}. damage +2D; Natural Hand-to-Hand Weapon: Claws (R1), damage+ 1D

The Mothman

Reflexes 3D: brawling 4D , flying 6D, sneak 5D
Coordination 2D
Physique 3D: stamina 4D
Knowledge 2D
Perception 3D: hide 3D+2, repair 3D+1,
search SD, cracking 3D+2
Presence 3D: intimidation 4D
Strength Bonus: 2D
Move: 10
Fate Points: 2
Character Points: 8
Body Points: 19
Wound levels: 3

Disadvantages: Infamy (R1)

Advantages: none

Special Abilities: Attack Resistance: Energy (R2}, +2D to damage resistance rolls against related attacks; Blur (R1), +1 to dodge, sneak, and hide totals of character and all related difficulties against character; Darkness (R1 ),+5 difficulty modifier to opponent’s sight-based skill attempts; Flight (R2), flying Move 40; Immunity (R2), +2D to Physique or stamina checks against contracting illnesses or ingested poisons; Ultravision (R2), negates up to 4 points of modifiers for dim or dark conditions; Natural Armor: Tough Skin (R1), +1D to damage resistance against physical attacks; Natural Hand-to-Hand Weapon: Claws (R1) damage +1D; Silence (R2), +4D to sneak checks and +2D when attacking from behind

Typical Pelemafait

Reflexes 3D: brawling 5D, climbing 7D, jumping 3D+2, sneak 4D
Coordination 2D: throwing 3D+2
Physique 5D: lifting 7D+2, running 5D+1, stamina 6D
Knowledge 2D: navigation: own territory 4D
Perception 3D: hide 2D, search 3D, survival 4D, tracking 4D+2
Presence 2D+1: con 3D+1, intimidation 5D+1, willpower 5D
Strength Bonus 4D
Move: 12
Fate Points: 0
Character Points: 3
Body Points: 25
Wound levels: 3

Disadvantages: Achilles’ Heel (R3) takes 3D damage per round exposed to a flower from its swamp of origination or may only flee before this flower; Devotion (R3), to protecting its territory or killing its charges enemies

Advantages: none

Special Abilities: Natural Armor: Plant Skin (R2), +2D to damage resistance rolls; Natural Hand-to-Hand Weapon: Crushing Grip (R1), damage +1D; Immorality (R1), being scabbed with a spear made from a rare tree of the swamp it originated in will kill it permanently; Ultravision (R1), negates up to 2 points of modifiers for dim or dark conditions

Thalassines

Lurking beneath the waves is an amphibious creature responsible for terrifying mariners that dare to sail the waters. Thalassines are humanoid, with scales in place of skin and webbed hands and feet. Their mouths are filled with row upon row of needle-like teeth. Their sole source of sustenance is blood; whether animal or human, they care little.

Thalassines rarely allow themselves to be seen by their victims, although they have been known to steal aboard a ship in the dark of night and carry off a passenger for the purposes of making a meal. They usually leave the bones floating near the ship as a warning to other crew members of the dangers of sailing through their territory. They have never been known to speak; they instead seem to communicate through mental projections.

They do not like fresh water and cannot abide such habitats long. They also avoid the shallows, and, though they are amphibious, they do not make a habit of going too near land, let alone on it.

Typical Thalassine

Reflexes 5D: acrobatics 6D, brawling 7D, climbing 5D+1, dodge 6D+1, melee combat 7D, sneak 6D+2
Coordination 2D: throwing 5D
Physique 5D: lifting 7D, swimming 7D+1
Knowledge 2D: scholar: sea lore 5D
Perceptlon2D: investigation 4D+2, search 3D+2, survival 5D, tracking 3D+1
Presence 2D: intimidation 5D+2
Psionics 1D: telepathy: images only 4D
Strength Damage: 4D
Move: 10
Fate Points: l
Body Points: 25
Character Points: 3
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), takes 3D damage per round or may only flee when exposed to incense heat; Achilles’ Heel (R3), suffer a -4 modifier to damage resistance totals and a +1 per round cumulative difficulty modifier while in fresh-water environments

Advantages: none

Special Abilities: Environmental Resistance (R2), +6D to Physique or stamina
against effects of extreme heat, cold, or
pressure; Natural Hand-to-Hand Weapon:
Teeth (R1), damage +1D Water Breathing (R1)

Swans

The regal white beauty of the swan cannot be matched. These charming white-feathered birds have been seen for ages as instruments of wisdom, creativity, divine inspiration, and love. Some places, such as Finland, once considered the swan to be a holy bird. In others, it’s a form taken by supernatural beings. It’s quite likely that characters could encounter a bird endowed with supernatural abilities, such as providing a protective aura, transferring extraordinary gifts, and serving as divine messengers. The swan also has its own constellation, Cygnus (which means “swan”).

Up to five meters from tip to tail and weighing between about 12 to 75 kilograms (depending on the gender and species), these gentle waterfowl are best known for the sweeping S curve of their necks. They can have wingspans of over two meters. Though strong fliers, their large size often makes it difficult for them to get airborne.

Nearly all swans in the northern hemisphere share the customary white plumage, though they start out dingy gray. A few species native to the south of the equator are known for their unique black feathers. Swans are found in nearly every part of the world.

Mute swans actually communicate with grunts and snorts, while other swans, including trumpeter, tundra, whooper, and black, are much more vocal, though their voices vary from deep and sonorous (trumpeter) to high pitched and quavering (tundra) Swans eat aquatic vegetation, grass worms, insects, small fish, and shellfish, depending on the region in which they live. They often feed in groups, one of whom remains on guard while the others eat.

Unlike ocher species of waterfowl, swans mate for life. A male swan, known as a cob, dedicates himself to the protection of his mate, especially while she nests. The female, known as a pen, lays around one egg every few days until she has a nest of up to nine or 10. The nest takes about a month to incubate, and during chis incubation period, the male will never leave her side. This dedication to the female’s protection has helped to promote the swan as a symbol of everlasting love.

In combat swans fly in fear unless they are protecting their nest. Vicious and fearless do not begin to describe a swan that’s defending its unborn young. Initially the male will engage the enemy but should he falter, the female will come to his aid. If beaten, the swans will retreat, bur not before they have exhausted all options to protect their unborn eggs.

Typical Swan

Reflexes 3D: contortion 3D+1, flying 3D+2
Coordination 1D
Physique 1D+1: stamina 3D, swimming 3D+1
Knowledge 1D
Perception 2D+1: search 3D+1, survival 3D+2
Presence 20: willpower 40
Strength Damage: 10
Move: 35 (flying}/ 15 (gliding}
Fate Points: 0
Character Points: 0
Body Points: 14
Wound levels: 3

Natural Abilities: beak (damage +1); wings (can fly for days without rest if necessary); small size (scale value 3)

Snakes

Snakes have played the pan of villains since biblical times, and few creatures have the reptile’s natural ability to evoke primal fear in humans. Snakes can be cast as familiars for occult villains or might become the vessel for a vengeful druid’s spirit. An escaped serpent could adapt to life in the sewers of a large metropolis and dominate the subterranean world of an urban jungle. Heroes might also find themselves searching the jungle for a rare snake to harvest its venom for medicinal purposes.

The cottonmouth water moccasin is the only poisonous water snake that’s native to North American. They are very territorial creatures and often advance upon intruders. These serpents prefer to rest near fallen logs or large clumps of grass near the water’s edge where they stay hidden while waiting for prey to approach. Their jaws are very strong and latch on to their victim during a bite to ensure a full dose of venom is delivered. Cottonmouths can reach nearly two meters in length. They derive their name from the white interior of their mouths. They are pit vipers, and are related to copperheads and rattlesnakes.

The reticulated (regal) python is the largest member of the python family. They are slender snakes whose pale splotches run down their back and small white splotches decorate their sides. A mature adult can weigh in at 136 kilograms and reach 11 meters in length. They typically see the world through orange eyes and have wide heads. These creatures dwell in Burma, Indonesia, Malaysia, the Philippines, and Southeast Asia.

Pythons are extremely powerful and usually suffocate their prey by constricting them. Typically, they feed upon small mammals, but larger specimens can swallow small pigs and, on rare occasion, consume people. Timber rattlesnakes are pit vipers who sit atop of the predatory pecking order in the eastern portion of North America and are not naturally found anywhere else on earth. The largest recorded specimen was just over two meters long, but typically, these snakes average 1.5 meters in length. They are crafty hunters who use their natural camouflage co blend in with their natural habitat.

Timber rattlesnakes are active from late April until mid-October but may not emerge from their den until mid-May. Mammals are their food of choice, but if warm-blooded creatures arc scarce, they have no problem with supplementing their diet with birds, amphibians, or other snakes.

Typical Cottonmouth Water Moccasin

Reflexes 4D: contortion 5D, dodge 4D, sneak 4D
Coordination 1D
Physique 2D: running 3D+1, swimming 4D
Knowledge 1D+1
Perception 3D: hide: self-only 4D, search 3D+1, survival 4D, tracking 4D
Presence 3D: intimidation 4D , willpower 3D+1
Strength Bonus: 1D
Move: 6
Fate Points: 0
Character Points: 0
Body Points: 16
Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty; venom injected when fighting success beats difficulty by 5 or more); venom (causes 5 points of damage every 10 minutes until victim dies or is treated; Very Difficult stamina roll to resist); cold-blooded (lethargic in cold; + 7 to difficulties of all actions until warmed up); highly developed sense of taste (+3 to smell- and taste-related skills); small size (scale value 4)

Typical Reticulated Python

Reflexes 3D: contortion 3D+1, climbing 4D, sneak 4D
Coordination 1D+1
Physique 3D: running 4D, swimming 4D+2, stamina 6D
Knowledge 2D
Perception 2D: hide: self-only 3D , search 4D, survival 3D, cracking 3D
Presence 3D: intimidation 3D+2, willpower 3D+1
Strength Bonus: 2D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 19
Wound levels: 3

Natural Abilities: constriction (damage +3D when using a grappling attack); highly developed sense of taste (+3 to smell- and taste-related skills); cold-blooded (lethargic in cold; +7 to difficulties of all actions until warmed up); large size (scale value 2, due to slenderness)

Typical Timber Rattlesnake

Reflexes 4D: contortion 4D, dodge 4D+1, sneak 4D+2
Coordination 1D+ 1
Physique 3D: running 4D
Knowledge 1D+2
Perception 2D: hide: self-only 3D, search 3D, survival 2D, tracking 2D
Presence 3D: intimidation 4D, willpower 3D+2
Strength Bonus: 2D
Fate Points: 0
Move: 8
Character Points: 0
Body Points: 19
Wound levels: 3

Natural Abilities: bite (damage +1D; +5 to combat difficulty; venom injected when fighting success beats difficulty by 5 or more); venom (causes 7 points of damage every 10 minutes until victim dies or is treated; Very Difficult stamina roll to resist); highly developed sense of taste (+3 to smell-and taste-related skills); cold blooded (lethargic in cold; +7 to difficulties of all actions until warmed up); small size (scale value 4

Soldiers

European Armies

The aftermath of the French Revolution resulted in the formation of mass armies, which were used with great aplomb by Napoleon in his bid for Empire. The mass armies of the Napoleonic era led to the almost universal adoption of conscription by the continental European states, a tradition that is only now beginning to end in favor of professional, all-volunteer militaries. The United Kingdom, ever apart, has a tradition of a small professional military, though they did use conscription in both World Wars (and after the Second World War into the 1950s).

Until the turn of the twentieth Century most uniforms worn by European armies were colorful affairs designed to show loyalty to the nation and to foster camaraderie and bravery (the French entered the First World War with an infantry uniform that included red pants for exactly that reason-thinking that the uniform would inspire bold action). The realization of the increased accuracy of rifle fire slowly led to the universal adoption of dull colored (khaki, horizon blue, or field gray) uniforms that allowed a soldier to blend into the battlefield.

The interwar period (1919-1939) was a time of a return to colonial matters (both England and France had acquired new colonies from the Germans and League of Nations mandates from the former Ottoman Empire). It was also a time of right budgets and experimentation with new technologies. Tanks and mechanized combat was tried but abandoned as too costly as the Western European powers (England and France primarily) prepared to fight the First World War all over again, but better this time. The Maginot Line (a series of concrete bunkers that screeched along France’s northern border) was an expression of this mindset.

The Second World War saw a move toward mechanized combat {which only accelerated in the European nations afterward). The German blitzkrieg (“lightning war”) tactics changed the rules of warfare but the Germans were never able to mechanize more than a small fraction of their army (most of the German army relied upon animal-drawn transport). The incredible amount of U.S. industrial production allowed the American and British armies to become almost entirely mechanized and motorized during the Second World War.

Almost all modern troops fielded by the European nations are vehicle transported and supported; while they know how to march, using muscle power to get to battle is rare (except for specialized troops like scours.) Technological advances beginning in the 1960s saw the development of (relatively) lightweight body armor leading to its widespread adoption by most European armies who are very mindful of the protection of their citizen-soldiers. Since the end of the Soviet Union, most European countries have scaled back their military spending and many are considering abandoning their traditional conscription system for an all-volunteer military.

The tactics used by European armies have often lagged behind the technological changes on the battlefield. The Napoleonic era was an era of linear combat; due to the inaccuracy of smoothbore muskets troops had to be massed and fire in unison at other masses of troops to have a chance to inflict casualties. The long-loading time between shots and shore range of the weapons made charges by bayonet using troops a successful tactic, and battles were often decided on the point of a bayonet.

Between the end of the Napoleonic Wars and the beginning of the First World War, tactics for the European battlefield did not change much. There were very few European wars and most European troops who fought during chis rime did so in Colonial campaigns against local forces that were usually armed with weapons of a much lower technology base.

The widespread adoption of the military rifle allowed infantry to target and hit enemies at much longer range; this slowly lead to the end of massed infantry tactics. Nonetheless, the tactical lessons of the American Civil War (1861-1865) and the Russo-Japanese War (1904-1905)were not fully understood and accepted in Europe until the First World War. The dangers (some would say suicidal) of mass attacks against rifle-armed infantry and machine guns led to the stalemate of trench warfare on the Western Front.

The Second World War saw the return to a war of maneuver with the mechanization of the battlefield. There was a wider use of armored vehicles in combat and a greater reliance on vehicle to move troops and supplies. Paratroops were first used in the Second World War, and dose air support became common. The Germans pioneered the blitzkrieg using a mechanized-spearhead supported by tactical air support to drive through the enemy lines and cur the enemy into pockets that could be mopped up by the slower moving infantry.

After the Second World War, European armies continued to become increasingly mechanized and technology oriented to counter the military system of the Soviet armed Warsaw Pact forces. Tactics were designed but never used to fight the Soviet armies so it’s unknown how they would have worked. Currently, European armies are reorganized for greater ability to be deployed rapidly and to deal with tasks such as peacekeeping and disaster relief, a very different focus from keeping the Soviet Armies from invading Western Europe.

United States Army

The United States Army prior to the Civil War is an all-volunteer force made up mostly of chose who arc either adventure seekers or can’t make it in the outside world. The force is small bur far from elite. The average enlisted man probably can’t read or write, while most of the officer corps come from schools such as West Point and the Citadel. The noncommissioned officers (corporals, sergeants, and the like) are all appointed by the officers over a unit.

With the outbreak of hostilities in 1812 and again in 1848, the army expanded its numbers by calling up state militia units and forming new companies of volunteers. They are mostly led by political appointees, who have little practical military knowledge and a great (sometimes foolhardy) desire to make a name for themselves. The newly raised units elect their officers from among their ranks, usually a man with some education. These were leaders who the men trusted and who, in turn, would cry to see chat the men were not killed needlessly.

In 1861, when the states take sides, the state militias go with chem. Large numbers of volunteer units are raised, and the Union soon uses conscription to add even more men to the ranks. These men are still among the poorest, as richer individuals could buy either a commission or their way out of service.

The average enlisted man just prior to the Civil War wears a dark blue coat, light blue trousers, and black shoes or boots. Their head dresses vary from tall stovepipe hats (used until the 1850s) to a simple kepi. Their equipment includes a musket, bedroll, canteen, and cartridge case. With the advent of the Civil War, the Confederate States of America adopt uniforms similar to the Union forces, except in the color gray.

Noncommissioned officers have uniforms identical to the enlisted man except they wear large gold chevrons on their sleeves. Officers wore a uniform similar to that of the enlisted man except for the shoulder epaulets to identify their rank, a pistol, a sword, and a bush hat. The cavalrymen dress in a uniform similar to the infantry except that they all carry sabers, pistols, and shotguns or carbines. By 1862, the Union began equipping its cavalry units with Spencer repeating rifles. The Confederate cavalrymen were more affluent (and thus educated) than the average soldier because they had to supply their own horses and sabers.

Discipline is harsh during this period, involving a lot of corporal punishment and possible imprisonment with hard labor. Since units still fought in the linear fashion, drills are the order of the day for training, with brief breaks only for breakfast, lunch, and dinner.

The Western Expansion soldiers (1865-1916) wear in the same basic blue uniform of the Union (and winning) side of the Civil War. Many of the officers are holdovers from the Civil War, so their uniforms remain the same as well. However, now all troops are issued rifles, in some cases repeating rifles. The percentage of cavalry increases dramatically as there are vast areas of Indian controlled lands to patrol. Cavalrymen are equipped with carbines and pistols, but the sabers soon disappeared as they are expected to fight on foot in most cases, rather than from horseback.

Also during this period, the U.S. Army used a series of civilian volunteers and units, the most famous being “The Rough Riders.” These were usually better equipped than their military counterparts. They, however, lacked the discipline and training of the U.S. Army units.

Discipline became much laxer during this time, but certain sadistic officers still ruled through an iron hand. Training for new officers and enlisted was nonexistent; for the most pan, it was left up to the individual unit to train the soldier to the level of expertise that the unit required.

Starting from a tiny U.S. army and marine force, the American expeditionary force (1917-1919) grew within two years to be the key to winning the First World War. The uniform of the AEF, or doughboys as they are more popularly known, is a wool olive drab or brown jacket and pants. It’s topped off initially with a wide-brimmed, brown felt campaign hat, bur, as this can’t be stored properly when not in use, it’s soon replaced by a close-fating, dark, wool overseas cap. Later, the soldiers also receive a brown, round, brimmed helmet. Staff officers and cavalrymen wear breeches. All individuals are issued short boots and spats.

The average AEF soldier’s kit consists of bedroll, canteen, cartridge case, mess kit, entrenching tool, and a gas mask. They carry a bolt-action rifle, and the officers generally have a revolver.

Training is rushed and done mostly by units after they arrived in Europe. Discipline moves away from harsh corporal punishment to more to incarceration for infractions.

AEF Officers and N COs are career officer and enlisted men. Many are drawn from the National Guard (formerly the state militias and given their current name in 1903).

After World War 1, the army shrunk again. The “Between the Wars” soldiers (1920-1939) are all volunteers and still receive little formal training. Other than World War 1 career NCOs and officers and the marines, they are not an effective military fighting force. The marines maintain their edge by being sent to every hot spot from Honduras to China.

During this period, the duty uniform consists of a khaki shirt, brown wool jacket and slacks, black boots with spats, and a necktie. Officers still often wear breeches and high leather boots. They carry much the same equipment as they did during World War I.

The “Greatest Generation” army (1940-1945) consists of holdovers from between the wars, augmented by a huge amount of volunteers and draftees as the United States joined the Second World War. The uniform at the start of the war is the same as between the wars. In 1942, the uniform begins to change. The army adopts a all cotton, olive drab green shirt and pants set for their duty uniform; this became known as fatigues. The marines also wear fatigues, but later combat units are given lightweight green camouflage uniforms for jungle fighting. The army also replaces the old helmets with the standard steel helmet, commonly known as a steel pot.

The standard soldier is issued a semiautomatic rifle. Most of the squad leaders and officers picked up a submachine gun. Officers were also issued pistols. The automatic rifle and the bazooka also came into widespread use during this time.

These soldiers, after the initial rush to fill out forces, are very well and extensively trained. Those units that were rushed into service gain their training in combat. Officers are primarily holdovers from the interwar period and those brought up through the ranks by battlefield commissions, plus Reserve Officers Training Corps (ROTC) and academy graduates. These men tended to let the NCOs run the units, as the NCOs had more experience than all bur the most senior of officers.

The Cold War soldiers (1946-1980) are primarily volunteers, except during two periods of combat (Korea, 1950-1952,and Vietnam, 1964-1972). In those periods, the volunteers are supplemented by draftees, who are increasingly discontent to serve. Preparedness among units tends to be low until they gain experience in combat.

The uniforms remained basically unchanged with the olive drab fatigues and steel pot helmet. Flack vests with steel plates are introduced but are generally unpopular due to their weight. The weapons become better, and submachine guns replace rifles as the standard weapon. Officers continue to carry small sidearms.

These soldiers are far more technically skilled than earlier counterparts, but they still learn many combat skills the hard way. Officers, especially junior officers, lack detailed training to deal with the combat situation, many being straight out of college ROTC programs.

The modern army (1981 to the present) is formed from an all-volunteer force, mostly of those who look for the GI Bill to carry them through college. They are better trained and generally have a better outlook on their contribution to the army than any previous version of the military. With the increasing number of deployments and conflicts, the middle and upper officer and noncommissioned officer corps have become experienced in combat and can prove to be a much greater aid to new officers and enlisted men.

The standard uniform became a camouflage pattern, four-pocket jacket and matching cargo pants made out of special rip-stopping materials. They have a new and lighter Kevlar helmet and vest, and their weapons continue to receive upgrades, such as an improved telescopic sight.

Typical Soldier

Reflexes 2D: brawling 3D, dodge 3D, melee combat 3D, sneak 3D
Coordination 2D: marksmanship 3D, throwing 2D+2
Physique 2D: lifting 3D, running 3D
Knowledge 2D: medicine 2D+1
Perception 2D: hide 2D+2, search 2D+1, survival 2D+2
Presence 2D: willpower 3D
Strength Damage: 2D
Move: 10
Fate Points: 0
Character Points: 2
Body Points: 16
Wound levels: 3

Disadvantages: Employed (R2), to military

Advantages: Equipment, military gear (R1)

Special Abilities: none

Other Types of Soldiers

The following example bonuses are cumulative with the “typical” soldier and each other, when appropriate. Use these packages as inspiration for modifying the basic soldier for various special duties.

  • Noncommissioned officers (NCOs) and officers have Physique +1, Presence +1, command +1D, and Authority (R1 or greater), over assigned troops and related military matters.
  • Veteran soldiers have +1D to brawling, dodge, melee combat, and marksmanship.
  • Elite soldiers or marines have +1D to Reflexes, Coordination, and Physique.
  • Cavalry have riding +1D and melee combat +1.
  • Combat engineers have piloting +1, tech +1D, and repair +1D.
  • Commandos have melee combat +1D, sneak +1D, hide +1D, survival +1, willpower +1.
  • Grenadiers have Physique +1 , melee combat +1, and throwing +1.
  • Naval units have swimming +1D.
  • Medics have medicine +1D and carry first aid kits.
  • Scouts have Perception +1, search +1D, sneak +1D, and survival +1D.
  • Snipers and units renown for their sharpshooting have marksmanship +1D and search +1.
  • Vehicle troops have piloting +1D and repair +1D.

European Equipment

1800-1860: Infantry: musket (damage 3D+2; range 25/40/100; ammo 1) with bayonet (damage +1D+2); ammunition packers; bedroll; colorful uniform. Cavalry: saber (damage +2D+1) or lance (+3D); flintlock pistol (damage 3D; range 6/10/25; ammo 1) or carbine (damage 3D+1; range 20/30/75; ammo 1); ammunition packets; bedroll; colorful uniform; horse. Officers also carry swords (damage +2D+1).

1860-1900: Infantry: rifle (damage 4D; range 15/50/150; ammo 5) with bayonet (damage +1D+2); spare ammunition; bedroll; canteen; colorful uniform. Cavalry: saber (damage +2D+1) or lance (damage +3D); carbine (damage 5D+1; range 30/60/120; ammo 8); spare ammunition; bedroll; canteen; colorful uniform; horse. Officers also carry swords (damage +2D+1) and revolvers (damage4D; range 15/30/45; ammo 6).

1900-1960: Infantry: bolt-action rifle (damage4D+l; range 20/100/400; ammo 5) with bayonet (damage +1D+1) or submachine gun (damage 3D+2; range 30/60/90; ammo 30; after 1940 only); metal helmet (Armor Value +2); spare ammunition; entrenching tool(+1D to digging attempts; damage +2); bedroll; canteen; meal rations; camouflage uniform (+2 to hide and sneak totals). Cavalry: saber (damage +2D+1) or lance (damage +3D); bole-action carbine (damage 4D; range 20/100/400; ammo 20) or rifle (damage 4D+1; range 20/100/400; ammo 5); bedroll; canteen; meal rations; camouflage uniform (+2 to hide and sneak totals); horse. Officers also carry pistols (damage 4D+1; range 12/25/55; ammo 6 or 8) and may carry swords (damage +2D+1). During the Great War, most soldiers are equipped with gas masks (+2D to stamina against gas attacks or negates up to 1D in relevant modifiers).

1960 to present: Infantry: assault rifle (damage 6D; range 45/85/170; ammo 30) or submachine gun (damage 3D+2; range 30/60/90; ammo 30); spare ammunition; helmet (Armor Value +2); body armor (Armor Value +2D+1); camouflage uniform (+2 to hide and sneak totals). Vehicle and support troops: pistol (damage 4D; range 15/30/45; ammo 15) or submachine gun (damage 3D+2; range 30/60/90; ammo 30); helmet (Armor Value +2); camouflage uniform (+2 to hide and sneak totals). Officers also may carry a pistol (damage 4D+2; range 12/25/55; ammo 8).

American Equipment

1800-1865: Infantry: musket (damage 3D+2; range 25/40/100; ammo 1) with bayonet (damage +1D+2); ammunition packers; bedroll; blue uniform. Cavalry: saber (damage +2D+1); pistol (damage 3D; range 7/20/50; ammo l);shotgun (damage 4D; range 15/20/30, ammo 1) or carbine (damage 3D+2; range 15/50/150; ammo 8); ammunition packets; bedroll; blue or gray uniform; horse. Officers also carry swords (damage +2D+1).

1865-1916: bolt-action rifle (damage 4D; range 25/50/150; ammo 5) with bayonet (damage +1D+2); spare ammunition; bedroll; canteen; blue or gray uniform. Cavalry: pistol (damage 3D; range 7/20/150; ammo 1); shotgun (damage 4D; range 15/20/30, ammo 1) or carbine (damage 3D+2; range 15/50/150; ammo 8); spare ammunition; bedroll; canteen; blue uniform; horse. Officers also carry swords (damage +2D+1) and revolvers (damage 4D; range 15/30/45; ammo 6).

1917- 1939: bolt-action rifle (damage 4D+1; range 20/40/100; ammo 5) with bayonet (damage +1D+1); metal helmet (Armor Value +2); spare ammunition; entrenching tool (+1D to digging attempts; damage +2); bedroll; canteen; meal rations; brown or green uniform (+2 to hide and sneak totals); gas mask ( +2D to stamina against gas attacks or negates up to 1D in relevant modifiers). Officers also carry revolvers (damage 4D; 15/30/45; ammo 6 or 8).

1940-1980: semi-automatic rifle (damage 4D+2; range 20/100/400; ammo 20) or submachine gun (damage 30+2; range 30/60/90; ammo 30, especially after the 1950s); metal helmet (Armor Value +2); spare ammunition; entrenching tool (+1D to digging attempts; damage +2); bedroll; canteen; meal rations; brown or green uniform (+2 to hide and sneak totals). Officers also carry revolvers (damage 4D+1; range 12/25/55; ammo 6 or 8) and may carry submachine gun (damage 3D+2; range 30/60/90; ammo 30; after 1940 only).

1981 to present: assault rifle (damage 6D; range 45/851170; ammo 30) with telescopic sight (+1D to combat roll when aiming); spare ammunition; helmet (Armor Value +2); body armor (Armor Value +2D+1); camouflage uniform (+2 to hide and sneak totals). Officers may carry a pistol (damage 4D+2; range 12/25/55; ammo 8).

Additional Weapons

  • cap-and-ball revolver: 1850-1865; damage 3D+1; range 10/25/70; ammo 6
  • repeating rifle: 1863-1880; damage 4D; range 15/50/150; ammo 15
  • siege mortar: 1800s; damage 8D; range 250/500/1000; ammo 1; burst radius 10/25/50; attacks as if large scale value 12
  • semi-automatic rifle (.30-06 or 7.62mm): 1940s-1960s (still used in some developing countries); damage4D+1; range 20/100/400; ammo 20
  • bazooka: 1940s- 1950s; damage 9D; range 25/50/200; burst radius 5/10/20; attacks as if large scale 10 for ranges less than 100 meters and scale zero for ranges over 100 meters
  • claymore mine: 1950s+, though the Germans began development in World War II; damage 7D; range 0/-/-; burst radius 50/75/100
  • semi-automatic rifle (5.56mm): 1960s+; damage 4D+1; range 50/200/400; ammo 20 or 30
  • light anti-tank weapon (66mm): 1960s+; damage 8D; range 50/100/200; burst radius 5/10/15; attacks as if large scale 10

Typical Military Tank

The first armored fighting vehicles were developed in secrecy in World War 1 by a British firm under the cover story that the company was developing mobile water cisterns. The name “tank” has stuck.

The early vehicles were slow (with a maximum speed of about eight kilometers per hour), lightly armored, and sported a single gun. These game characteristics are appropriate for the average tank of any era from World War II to the present. Tanks can be faster or tougher – modern tanks can be both. They also can be fitted with a greater variety of armaments than space permits listing here.

Move: 16 (11.5 kph)
Passengers: 3
Weapons:
Tank gun: damage 8D; ammo 1; range 1k/2k/4k; burst radius 5/10/25; cannot target at less than 100 meters; reserve ammo of 30; attacks as if tank’s scale
Machine gun: damage 6D+2; ammo 15; range 100/500/1 k; attacks as if scale zero
Toughness: 8D (does not protect those in an open cab)
Armor Value: +4D (use only when the hatches are open and targeting occupants; otherwise, the tank needs to be destroyed first)
Maneuverability: -4D
Scale: 11
Price: Legendary ($100,000 to $2 million, depending on the era)

Sea Creatures

Many creature dwell beneath in Earth’s oceans. Their presence can sometimes give dues about what’s to come: The sudden dispersal of a school of fish could tell alert individuals that an immense predator is about co arrive in the area. Heroes may encounter jellyfish that have washed ashore after being poisoned by undersea construction. Or, they could find sea creatures displaying unusual behavior, such as circling a peculiar rock formation emitting waves of psionic energy. Electric eels could bolt from an otherwise safe haven when something long dead awakens.

Small fish of the same species may swim in schools for a variety of reasons. Swimming together in a tight group gives them the appearance of a larger creature and may deter predators who spot them from a distance. Schools also allow fish to feed more efficiently and can promote procreation because potential mates are readily accessible. The Atlantic mackerel is a good example of a schooling fish. This variety can grow to nearly a half-meter in length upon reaching adulthood, and they often school by the thousands. Their strong, streamlined bodies allow them to move quickly for extended periods of time while hunting for food. They often swim near the surface but sometimes dive as deep as 180 meters.

Jellyfish are carnivores that snare fish with the stingers on their long, poisonous tentacles. They have soft bodies that are not supported by bones or exoskeletons and the creature’s body (or hood) greatly resembles a dome. Their mouth lies underneath the hood, and the tentacles hang from the hood’s perimeter. Jellyfish can reach a meter in diameter but even the smallest of these creatures can be quite deadly. An adult Irukandji jellyfish is a mere two centimeters across; even so, the sting of these creatures is very potent and lethal to humans.

Electric eels are not true eels, but they are eel-like in shape. They belong to an order of fish that can produce electricity. These creatures are not aggressive in nature but can deliver a strong electric shock when agitated or forced to defend themselves. Electric eels prefer to feed upon small creatures and use their natural weapon to paralyze their prey.

Commonly found in the Amazon Basin, the enigmatic eels have also wandered up river and can thrive in stagnant water. They can reach lengths of up to 2.5 meters, and mature specimens tip the scales at 28 kilograms. The creature’s organs are housed in the from eighth of the eel’s body, and the eel’s tail makes up the remainder of the creature.

Typical Atlantic Mackerel

Reflexes 3D: contortion 3D, brawling 3D+2, dodge 4D
Coordination 1D
Physique 3D: swimming 5D
Knowledge 1D: navigation 3D
Perception 2D: search 4D
Presence 3D
Strength Damage: 2D
Move: 14
Fate Points: 0
Character Points: 0
Body Points: 19
Wound levels: 3

Natural Abilities: highly developed sense of hearing (+2 to related skills); highly developed sense of sight (+1 to related skills); breathes in water; school abilities (when in schools of a few hundred, treat as a single fish with large scale value of 1 and these additional skills or bonuses: con 4D, contortion +1D, survival 3D); small size (scale value 6)

Typical Irukandji Jellyfish

Reflexes 2D: sneak 3D
Coordination 1D+2
Physique 1D: swimming 3D
Knowledge 1D
Perception 1D: hide: self-only 2D+1
Presence 2D: intimidation 2D
Strength Bonus: lD
Move: 4
Fate Points: 0
Character Points: 0
Body Points: 13
Wound levels: 3

Natural Abilities: stinger (damage +1D; venom injected when brawling success beats difficulty by 6 or more); venom (causes 6 points of damage or one Wound level every 10 minutes until victim dies or is treated; Very Difficult stamina roll to resist); malleable form (+3D to contortion and dodge rolls); breathes in water; small size (scale value 15)

Typical Electric Eel

Reflexes 4D: brawling 2D, contortion 5D, dodge 4D+1, sneak 4D+1
Coordination 1D
Physique 2D: swimming 4D+2
Knowledge 1D
Perception 3D: hide: self-only 4D, survival 3D+1
Presence 2D: intimidation 3D+2
Strength Bonus: 1D
Move: 10
Fate Points: 0
Character Points: 0
Body Points: 16
Wound levels: 3

Natural Abilities: electric discharge (damage 5D stun only; +2D damage bonus when attacking beings clad in non-grounded metal armor); breathes in water; small size (scale value 1; due to slenderness)

Rhinoceros

The rhino (as it’s colloquially known) is a family of large armored mammalian herbivores native to Africa and Asia. The name rhinoceros means “horn-nose” in Greek, which is a reference to the most distinctive aspect of the creature: the large horn on the front of its head.

There are five species of rhinoceros still living. The Javan and Indian rhinoceros both have a single horn, while the white, black, and Sumatran rhinoceros have two horns- a larger one in front and a smaller one right behind.

It’s an endangered species; the least threatened white rhino has just over 10,000 members left while the most-endangered Javan and Sumatran rhinos have fewer than a few hundred.

Rhinos are the second-largest land animal, exceeded only by the elephant. Despite their large size, they are actually quite agile; the black rhino can reach speeds of 45 kilometers per hour. Given the intense heat and sun of their natural habitat, rhinos are generally active at dusk, night, or early morning, resting throughout the day. They generally live in savannas and grasslands, eating the foliage of trees or bushes or grazing on grass.

Although its massive body, armored appearance, and threatening horn make rhinos look dangerous, they are actually quite gentle. They make up for their poor eyesight with keen senses of smell and hearing. Its “armor” is actually thick folded skin, which provides it some protection, especially from other rhinos during the mating season (it uses its horn to attack rivals). Rhinos are almost always naturally gray or brown, although their tendency to wallow in mud can change their color depending on local soil conditions. They range in weight from 350 to 3,500 kilograms, stand between 1.5 to 2 meters tall, and are between 2 to 4.25 meters long. Having no natural enemies, they will not usually a track other creatures or humans, but they may charge if startled or if a mother’s young is threatened. Outside of the several years a mother stays with its children, they are generally solitary creatures, although white rhinos occasionally dwell in small herds.

The Sumatran rhinoceros, which has the most obvious fur of the living rhino family, is the last surviving member of the same group as the extinct woolly rhinoceros. The woolly rhinoceros was presumably hunted to extinction by early humans, who depicted the creature in cave drawings. Given its role to prehistoric humanity, many scholars would jump at the chance to learn more about the woolly rhino … or even to get a chance co study one first-hand.

Given the unique nature of the rhinoceros horn, many cultures have used this appendage for a variety of purposes, including Asian medicine and dagger handles in the Arabian Peninsula; it is especially prized as an aphrodisiac, and is a very rare component for magical rituals. Despite worldwide laws against hunting rhinos, the trade in horns continues, and a group seeking co investigate or research the giants could very well find themselves dealing with ruthless poachers.

Typical Rhinoceros

Reflexes 3D+1: brawling 4D: charging +1D, dodge 3D+2
Coordination 1D
Physique 5D: lifting 6D, running 5D+1
Knowledge 1D
Perception 2D: search 2D+1, tracking 3D
Presence 2D: intimidation 3D: charging +1D, willpower 3D
Strength Damage: 3D
Move: 16
Fate Points: 0
Character Points: 2
Body Points: 25
Wound levels: 3

Natural Abilities: horn (damage +1D+2); bite (damage +1D+1; +5 to combat difficulty); tough hide (Armor Value +1D); different senses (-3 to all sight-related rolls, +2 to all smell- and hearing-related rolls); large size (scale value 6)

Reptilian Aliens

Man is not the sole sentient race to dwell among the stars. If one were to probe the cold depths of space and search for signs of life, they might find merciless, reptilian eyes peering back at them. The Ssargolothh mastered space travels long before the human race learned to stand — erect and conquer the minuscule mud ball known as Earth. Each new world the scaly, biotechnical wizards encounter feel the mark of their presence, and many new life forms emerge from their crucible of science. These cold-blooded, interstellar travelers discovered earth during the dark ages and began to modify life forms. Dragons were their most impressive creations, and the world recoiled in fear when these terrors took to the skies. Once their initial work was finished, the aliens buried a transmitting station 1,000 feet beneath the surface of modern-day Afghanistan to monitor Earth’s progress.

These ruthless reptiles run from 1.6 to 2.3 meters in height and weigh from 74 w 142 kilograms when mature. Their species originally laid eggs, but reproduction is now handled by automated hatcheries on their homeworld. Newborn Ssargolothh children are immediately immersed into a nutrient acceleration bath after emerging from the incubation chamber in order to promote their growth. They are kept in a trancelike state until they mature physically and are fined with their initial implants. By the time a year has passed, the hatchlings have grown to their physical peak. The young techno-offspring then receive a specialized knowledge template and undergo mobility therapy to heighten their reflexes. By the end of the second year, the empire has fanatically loyal subjects who are at their physical peak. Final implants are installed after the life path has been chosen for the new citizen and before he or she is are sent out to greet the universe.

Ssargolothh have fully embraced the potential of their bioscience, and some have undergone drastic microsurgeries to adapt their own bodies to better suit a new mission. Thus, one might see these aliens with heat-generating implants to help them adapt to colder environments, atmospheric filters that attach directly to their bodies, and bioelectric devices that tap their life energy to fulfill the power needs of low-output equipment. The reptiles prefer to defend themselves with laser pistols and deadly energy weapons. On occasion, they may employ robotic devices.

The star-flung aliens can pose interesting challenges for heroes to face. One might find one of their labs in a remote and presumed uninhabited part of the world. Others might need to stop the plot of corrupt individuals who are supplying innocent people to the aliens to use as guinea pigs in horrible experiments. Occult settings might feature depraved souls who have begun to make sacrifices to the “space gods” after finding evidence of their presence on Earth. The aliens might also be the survivors of a crash landing and could try to enlist the characters’ aid to survive a world that wishes to exploit them.

Typical Ssargolothh

Reflexes 4D: brawling 4D+1, dodge 4D+2, jumping 4D+1, sneak 4D+1
Coordination 3D: marksmanship 4D+1, piloting 5D
Physique 3D: running 3D+2, swimming 3D+2
Knowledge 4D: medicine 5D, scholar 5D, tech 5D+2
Perception 2D: hide 3D, investigation 4D, search 2D+2
Presence 2D: command 3D, willpower 3D
Strength Damage: 2D
Move: 12
Fate Points: 1
Character Points: 3
Body Points: 19
Wound levels: 3

Disadvantages: Achilles’ Heel (R3), suffer a -4 modifier to damage resistance totals and a +1 per round cumulative difficulty modifier while in freezing environments

Advantages: Contacts (R2), sporadic access to homeworld resources to help them accomplish their mission; Equipment (R2), superior technological tools necessary for mission

Special Abilities: Attack Resistance: Energy (R2), +20 to damage resistance rolls against related anacks; Hypermovement (R1), bonus to Move; Natural Armor: Scales (R1), +1D to damage resistance

Equipment: laser pistol (damage +4D); power glaive (damage +3D), advanced equipment