Friday, January 3, 2014
Eave and beyond...
Oof. I am mostly back, but bare with me as it will take me a little while to regain my feet. I have been thinking about what I have done with Eave and taking a really hard look at it, there is some stuff that I want to change. Don't know what that will be however. The problem with doing Eave for Fate is that I do not have written down a definite bible for world creation to it. I need to set up a design bible for Eave, stat!
There has been another blogger that has been hacking Castle Falkenstein to Fate, and it is really good. I wonder how fast I can put together something together for Orccon this year. Something Falkensteinish I think since that has been the most popular think that I have done at the con. I am still not that familiar with the Fate system to run, but I will try it regardless. More on that to come.
Well, the new year brings new challenges and new opportunities. Here is to 2014, lets make it a good one!
Wednesday, November 13, 2013
Religion on Eave
Religion of Eave is a mix of old human religions and ancient
elven religion. Humans of North Realm
have a freedom of religion and have taken to the worship of several elven
deities. Those within the Empire worship
the perfection of the human body.
Religion is a somewhat hot button issue within the human community. Most of humanity have taken a somewhat philosophical
view of religion before they have landed on Eave. Most forms of Christianity, Islam and Judaism
have fallen by the wayside and worshipped by only a fraction of the faithful as
more and more evidence proved it to be less and less useful to a
technologically advanced society.
On Eave, everything changed.
With magic, that the eladrin say comes of the gods and it is hard to
argue with the results. The advent of
magic comes from the power of the gods, so say the eladrin. Taelah, the god (or goddess) of magic is said
to have taught the very first eladrin how to work magic. The humans, scientists from both Danaan and
Tulath, have been working to find out how the magic works as it manipulates an
energy. The eladrin say it is because of
the gods and the humans have to reluctantly agree.
The eladrin do not have churches or cathedrals to their gods. They have small temples and shrines, but no
real clergy. They may pray to Elinan for
an easy brith, or thank Skrive for a good hunt.
Little do the inhabitants of Eave know that the gods sleep
on Eave, providing the magic though their dreams. They are being of immense power and their
sleep provides a stable platform for the planet. If they were ever awoken from their dreams,
the planet would fall into cataclysm.
Eladrin Gods
·
Alannah, god of youth, chance
·
Elinan, goddess of the earth, females, childbirth
·
Ellathe, goddess of nature, seasons
·
Skrive, god of hunting, animals
·
Taelah, god or goddess of magic
·
Vensor, god of the sky, males, virility
Spirits
Every animal native to Eave has multiple Spirit Sovereigns. One massive animal that holds the represents
the best of the best of the animal. It
is intelligent and can speak telepathically.
Every animal has one.
Monday, November 11, 2013
Rules of Eave: Mecha-Suit Weapons
I am playtesting the armor and weapons section this weekend. Let you know how it all works out!
Mecha-Suit Weapons
Mecha-suited weapons are large
weapons that are mounted or carried on the mecha-suits. Spartans can also use the handheld weapons,
though a bit clumsily for simplicity sake they don’t take any penalty to
attack. If a person smaller than a
Spartan uses a weapon usable by a mecha-suit, they will take a -2 on the attack
role as the weapon takes on a Heavy and
Cumbersome Aspect. No one can use a
built in weapon unless they are piloting the mecha-suit.
[Playtest] Armor Piercing rounds do tremendous damage against the target. Ancient armor does nothing. Enchanted and modern armor acts as though they
were ancient armor, the blue die reduced by 1 and ceiling increased by 1.
·
Auto-Cannon.
R3/2, Burst
·
Cannon.
R3/3, Blast
·
Cannon, Heavy.
R3/4, Blast, Built-In
·
Chaingun. R3/3, Burst
·
Flamer.
R3/3, Sets Fire
·
Knife.
R2/2
·
Mace. R2/3
·
Missile Launcher. AP, R4/3; HE, R3/3, Blast; HEAP, R4/4, Blast;
Plasma, R4/2, Blast
·
Particle Pule Laser Rife, Heavy. R4/3
·
Rail-gun.
R3/5, Amor Piercing, Built-In
·
Rocket Launcher. R2/3, Built-In, Blast
·
Shotgun, Heavy.
R3/3
Sunday, November 10, 2013
Rules of Eave: Mecha-Suits
Mecha-Suits are the end-all, be-all in infantry warfare. They are mean and when they take the battlefield, they tend to make a lot of dead bodies. This is all under PLAYTEST. I unfortunately was going to playtest it yesterday, but Chris could not show up. Bad Christopher. If anyone does happen to use this, let me know! I am interested! Be sure to leave comments or questions in either case.
Mecha Suits
Mecha-Suits are the evolution of
powered combat armor. Mecha-suits are
over three meters all, the tallest being close to five. They offer supreme protection as well as on
board weaponry that makes them equal to a platoon of men. Some of them use a master-slave system for
arms. After mecha-suits there are mechs
which average from ten meters tall and up
Aspects
·
Armored
gives a +1 defense against attacks. Some
of the larger or more heavily armored mecha-suits give a +2 or even +3.
·
Cold Resistant
is able to operate without fail in cold environments. [Playtest: gains a bonus to defense against
Cold attacks.]
·
Heat
Resistant can operate without fail in very high temperatures. [Playtest: gains a bonus to defense against
Heat/Fire attacks]
·
[Playtest] Master-Slave
Arms have two sets of arms, one for the pilot and another for the actual
mecha-suit. The wearer may attack twice on
the same target, one for the pilot’s weapon and another for the mecha-suit
sized weapon.
·
Open
Cockpit means that the driver of the mecha-suit is vulnerable.
·
All mecha-suits have sensors. The Sensors
Aspect give a +2 to Notice rolls because they advanced.
·
Slow
Aspect give the mecha-suit a ponderous gait.
Mecha-Suits
·
Broadsword Mecha-Suit. B4/1, Armored, Blending, Powered +4,
Master-Slave Arms, Sensors
·
Deadelus Mecha Suit. B4/1, Armored +2, Powered +3, Sensors
·
K-12 Shining Knight. B4/2, Armored, Powered +3
Giant Series Mecha Suit
·
Cyclops (the “Brute Suit”), all-purpose suit,
3.5 meters. B4/2, Armored, Master-Slave
Arms, Powered +2
·
Promethean, mainly used for construction, four
meters tall. B4/3. Master-Slave Arms, Open Cockpit, Powered +4
·
Thrym, adapted for cold weather. B4/1, Armored, Cold Resistant, Master-Slave
Arms, Powered +3
·
Surtur, adapted for high temperature environments,
firefighting. B4/1, Armored, Heat Resistant,
Powered +3
·
Atlas, general combat suit four meters. B4/1, Armored +2, Powered +4, Sensors, Spartan
·
Titan, big combat suit tops out at over five
meters tall. B4/1, Armored +3, Powered
+5, Sensors, SlowWednesday, November 6, 2013
Rules of Eave: Weapons and Armor
Working on the Mecha Suits next! Ignore the last entry on weapons. This is ALL under playtest and is subject to change for the better. If you find it useful to use, by all means use it, just let me know what you think of it. It is all I ask.
I will be using the Red and Blue
Dice system from the Fate Tool Kit. Some
weapons, such as the heavy weapons will have the Damage Floor and
Ceilings. For instance the Heavy
Scribble Laser (the Finger of God) would be Red 4/2. Which means that you would roll your 4 dice,
3 of them Red and it would do a minimum of 2 levels of stress. Where the lowly dagger would be Red 0/-. Some of the weapons can have aspects as well.
I am also using the Red and Blue
Dice for armor as portrayed in the Fate Toolkit.
Aspects
- Blast affect everyone in the same zone.
- Blending is a special Aspect that if invoked the wearer is invisible until the wearer attacks or some other method of detection is used.
- Burst uses the Hits and Overflow of page 216 of the Fate Core Rules except that a Burst weapon gains a +1.
- Enchanted Aspect make the ancient armor equal to modern armor.
- Hunker Down is a special Aspect that if the user of the shield is aware of an attack he or she will get a +2 on defense. [Playtest: that will take his next action]
- Poison inflicts the Poison Aspect.
- Powered increases the wearers Physique by the number presented. This does not add to the number of stress boxes the player has.
- Set Fire sets the target on fire giving them On Fire Aspect.
- Spartan indicates that the armor was built to Spartan.
- Shields only makes armor a +4 armor bonus total and take the better damage ceiling. So a tactical shield combined with a K6 armor it would be a total of B4/2, but the shield will give him the Hunker Down Aspect.
- [Playtest: I have got to add ammo to the ranged weapons]
- Battle Axe. R2/3
- Brass Knuckles. R0/-
- Claws. R2/1
- Composite Bow. R2/2
- Crossbow. R3/2
- Dagger. R1/-
- Great Sword. R3/2
- Hand Axe. R2/2
- Halberd. R3/2
- Lance. R3/2
- Long Bow. R2/1
- Long Sword. R2/2
- Mace. R1/2
- Pole Axe. R3/3
- Rapier. R3/-
- Rocket Lance. R3/3, Blast
- Scimitar. R1/2
- Short Bow. R1/1
- Short Sword. R2/1
- Small Knife. R0/-
- Spear. R2/2
- Truncheon/Club. R0/-
- Auto Rifle. R2/2, Burst
- Auto Rifle, Heavy. R3/2, Burst
- Carbine. R2/1
- Flamer, Heavy. R3/2, Sets Fire
- Flamer, Light. R2/1, Sets Fire
- Machine Gun, Heavy. R3/2, Burst
- Machine Gun, Light. R2/2, Burst
- Magnum Revolver. R3/3
- Missile Launcher. AP, R4/3; HE, R3/3, Blast; HEAP, R4/4, Blast; Plasma, R4/2, Blast
- Needler Pistol. R0/-, Poison
- Needler Rifle. R1/-, Poison
- Particle Pulse Laser Pistol. R3/2, Burst
- Particle Pulse Laser Rifle. R4/2, Burst
- Pistol. R2/1
- Pistol, Heavy. R3/2
- Pistol, Light. R1/-
- Revolver. R2/2
- Rifle. R2/2
- Rifle, Heavy. R2/3
- Scribble Laser, Heavy. R4/2, Burst
- Shotgun. R3/2
- Sniper Rifle. R2/4
- SMG. R2/1, Burst
Act like modern weapons in respect
to armor.
- Hand Grenade. R3/2, Blast
- Hand Grenade, AP. R3/3
- Primitive Bomb. R2/3, Blast
- Primitive Grenade. R2/2, Blast
- Satchel Charge. R4/3, Blast
Ancient armor is does not operate
that well against modern weapons and grenades.
Unless it is Enchanted, a
person wearing ancient armor against a modern weapon will have their Blue die
reduced by 1 and ceiling increased by 1.
This means if somebody wearing chainmail is attacked by somebody with an
auto-rifle, it goes to a B1/- setting.
They would only get 1 Blue die with no ceiling on damage. Now these, like the weapons are only the base
weapons. There are many of the arms and
armor that are enchanted or superior in construction that will go up and over
the presented stats.
- Breastplate. B3/4
- Chainmail. B2/4
- Eladrin Silk. B2/4, Enchanted
- Elven Chain. B3/3, Enchanted
- Elven Plate and Chain. B3/2, Enchanted
- Full Plate. B3/2
- Leather. B0/-
- Plate and Chain. B3/3
- Studded Leather. B1/-
- Buckler. B+1 versus one attack only/-
- Shield. B+1/3. Hunker Down.
Modern armor is useful against all
manner of weapons.
- ARC (armored reactive camouflage) Suit. B1/4, Blending
- Armored Vest. B1/-
- Combat Armor. B2/3
- ORC (operations recon and combat) Armor. B3/2, Powered
- Powered Combat Armor. B3/3, Powered
- Stealth Armor. B0/-, Blending
- Tactical Shield. B+2/3, Hunker Down
Knight Series Powered Combat Armor
- K0 Stealth. B1/-, Blending
- K2 Light. B1/4.
- K3p Light. B1/4, Powered
- K4 Medium. B2/3
- K5p Medium. B2/3, Powered
- K6 Heavy. B3/2
- K7p Heavy. B3/2, Powered +2
- K8 Superheavy. B4/1, Spartan
- K9p Superheavy. B4/1, powered +2, Spartan
Rules of Eave: Weapons
I will be using the Red and Blue
Dice system from the Fate Tool Kit. Some
weapons, such as the heavy weapons will have the Damage Floor and Ceilings. For instance the Heavy Scribble Laser (the
Finger of God) would be Red 4/2. Which
means that you would roll your 4 dice, 3 of them Red and it would do a minimum of
2 levels of stress. Where the lowly dagger
would be Red 0/-. Some of the weapons
can have aspects as well.
Ancient Weapons
Battle Axe: Red 2/3Brass Knuckles: Red 0/-Claws: Red 2/1Composite Bow: Red 2/2Crossbow: Red 3/2Dagger: Red 1/-Great Sword: Red 3/2Hand Axe: Red 2/2Halberd: Red 3/2Lance: Red 3/2Long Bow: Red 2/1Long Sword: Red 2/2Mace: Red 1/2Pole Axe: Red 3/3Rapier: Red 3/-, ReposteRocket Lance: Red 3/3, RadiusScimitar: Red 1/2Short Bow: Red 1/1Short Sword: Red 2/1Small Knife: Red 0/-Spear: Red 2/2Truncheon/Club: Red 0/-
Modern Weapons
Auto Rifle: Red 2/2, BurstAuto Rifle, Heavy: Red 3/2, BurstCarbine: Red 2/1Flamer, Heavy: Red 3/2, Sets FireFlamer, Light: Red 2/1, Sets FireMachine Gun, Heavy: Red 3/2, BurstMachine Gun, Light: Red 2/2, BurstMagnum Revolver: Red 3/3Missile Launcher: AP, Red 4/3; HE, Red 3/3, Radius; HEAP, Red 4/4, Radius; Plasma, Red 4/2, RadiusNeedler Pistol: Red 0/-, PoisonNeedler Rifle: Red 1/-, PoisonParticle Pulse Laser Pistol: Red 3/2, BurstParticle Pulse Laser Rifle: Red 4/2, BurstPistol: Red 2/1Pistol, Heavy: Red 3/2Pistol, Light: Red 1/-Revolver: Red 2/2Rifle: Red 2/2Rifle, Heavy: Red 2/3Scribble Laser, Heavy: Red 4/2, BurstSMG: Red 2/1, BurstShotgun: Red 3/2
Monday, November 4, 2013
Snippets
I have been muddling along. I am still struggling with personnel problems. Here is just the snippets of what I have been working on...
The Barony of Stormtonne
Part of the Kingdom of Danaan, the
Barony of Stormtonne is the smallest barony as well as the youngest. It is also the most powerful barony due to
its influence with the eladrin, its magic and the fact that the Order of the
Thorn is headquartered here.
The current Baron is a man named
Aylen danTaven. His wife is the eladrin
named Beyissa Skysilver. Skysilver is
the English for Faleath, and they
named themselves Skysilver in honor of the wedding to cement the union. Sorica Faleath was teacher of Edam danTaven,
the second human to learn magic. It was
her love of Edam and his twin sister that led to her to teach others and her
line followed suit. The entire Skysilver
clan is located near the barony.
The northernmost barony is located
near the mighty edifice known as The Spear of Laan. It measures almost a kilometer in diameter
and rises to an incredible 143.62 kilometers in height. It radiates magic and explorations to its
height shows the magic ends at that elevation.
It was built several thousands of years ago by a concern of dwarves and
eladrin. The Spear of Lann is located
right in the middle of the tonne (eladrin
word for “castle”) as it rises up and out of a copse of the great worol (“world”) trees that can rise up
to over kilometer in height. The barony is
built up along The Spear of Lann and occupies many of the lower levels. The barony spreads out and many of the nearby
worol trees are the home to the baron, his people and the eladrin. Great airship docks are located along the
spear.
Miranda Taven and her brother Jack
where the first of their line. They were
both of the archaeological and anthropological fields of study. They were fascinated by the eladrin and the
magic that they worked. Miranda
eventually married Markan Andahar becoming the first queen and they both formed
the framework for what would become the Order of the Thorn.
Dark Elves
The dark elves are seriously
thinking about the Spartan Blooded. They
have been using the goblins for years in a parody of a eugenics program, but
the goblins have been played out. They
usually produce very stupid offspring.
Humans however are proving to be very excellent candidates producing
very excellent slaves and soldiers. They
have been kidnapping various humans from around the world and are crossbreeding
them with goblins, dwarves and other humanoid creatures to produce the best
offspring.
Goblins
Goblins are the result of the dark elves crossbreeding
eugenics program. For example the
goblins who have the Thick Skin stunt are usually known as Red Caps. They are tough and bloodthirsty lot, the
tallest goblin species and the dark elves use them as shock troops.
The Barony of Holdingford
Holdingford lies in a great rift
valley and is built upon the bones of a dwarven settlement. Mining the great veins of ore that lie within
make the Barony a very rich one. Richer
that Crosstaal though it does not have the great foundries. Many small settlements abound around the rift
that has a large river that runs through it.
Tuesday, October 29, 2013
The Orders of Knighthood of North Realm
- King’s Companions: The King’s Companions is an honorary knighthood bestowed upon the friends of the king, forming core of his advisors.
- Order of the Bow: This Order is given to a variety of gunners, marksman and bowmen of North Realm. They are given this Order for exceptional skill and accuracy. [Knight]
- Order of the Crescent Sword: An order of knighthood granted to those who perform an exceptional deed or service to the realm. [Knight Marshal, Knight Lord, Knight]
- Order of the Hart: A special order of knights who range all across North Realm as Rangers bringing justice to far-flung homesteads and travelers. Do to their status as only the most trustworthy are taken, they are respected by the eladrin and are allowed to travel in their lands unmolested. [Knight Marshal, Knight Lord, Knight Warden, Knight]
- Order of the Rose: Royal Guards and Queen’s Champions, The Order of the Rose are Protectors of the Royal House and Family. Pages make up a bulk of the personal servants to the Royal Family. The Order of the Rose lies under the direct command of the Queen of North Realm. By tradition they can take no orders from anybody save her (hence the King’s Companions), a tradition dating back to Miranda, the first Queen of North Realm. They may take all things by the King as merely asking them. [Knight Marshal, Knight Lord, Knight, Squire, Page]
- Order of the Shield: The noble defenders of Harro’s Wall. After the invasion of Leavestonne by Tulath, the Order protects the whole southern border. Vorra danGael is the Knight Marshal of the Order of the Shield. [Knight Marshal, Knight Lord, Knight, Squire]
- Order of the Thorn: This Order is a secret branch of the Order of the Rose. They are spies and if needs-be assassins. They are led by the current Baron of Stormtonne, Aylen danTaven.
Saturday, October 26, 2013
Rules of Eave: Magic and the Church of Mankind
![]() |
| The Church of Mankind |
[Sorry for the lateness of my post. I have some serious family issues of which with I am dealing.]
The Church of Man is the magical
might of the Empire of Tulath and their magical might consist of the great craftworks
that they do. From mightiest engine of war
to the finest gossamer gowns made of silver and gold for a music box dancer. They are responsible for the great public
works, such as the carving the mountain of Narimath and the great gardens that
surround the palace of the current Empress.
They have taught the Emperors and Empresses of Tulath, much to the
frustration of Section Command.
The Church of Man is a vast enterprise
and the Tech-Priest are but one faction of the clergy. Many years ago after they installed Tullson
II the Emperor of the Tulath they was an argument about what they were to call
themselves. Unified Man it what they
were called, but they needed something that will unify the people against the
common enemy, the eladrin. The Church of Mankind, or the Church of Man is somewhat of a misnomer. They are not really a clergy and they do not
worship a god, but they have grown to be the sword and gun, the armor and
shield of The Empire. They do not pray
and the liturgies that they invoke are dwarven rites of power.
The Tech-Priests are the largest
sect of the Church of Mankind. They hold
considerable power. In game terms they
use Craft as the ability to work their magic.
- Lay-Brothers (Craft +0) are simple laborers or the young who have the intelligence to serve as a Tech-Priest in the future.
- Tech-Priest Initiates (Craft +1) are the mass producers of the Church. The simple enchantment that they know go into enchanting the raw materials that are used in the rest of the Church.
- Tech-Priest Adepts (Craft +2) fine tune what is made at the Initiate level.
- Tech-Priest Journeymen (Craft +3) are allowed to make the arms and armor for the nobility and military.
- Tech-Priest Craftsman (Craft +4) are the true Tech-Priests. They are usually assigned to specific task or project. It can be teaching the younger priests or being assigned to a mechanized unit
- Tech-Priest Master Craftsmen (Craft +5 or greater) are masters of their craft. Currently there are over two-hundred Masters in the Empire. One of the Master Craftsmen is chosen to represent all of the Tech-Priests. Currently, that master in Hedric Croy.
All this being said, normal
craftspeople can get their hands on enchanted goods, but they must be licensed in
order to do so. Many of the people are
ex-Church members who then keep an eye out for those with a quick tongue and
strong hands to be inducted into the Church. With that there is a growing and thriving back
market for the goods and materials. It
is these people that you should watch out for, for there is a rumor of smiths
who have taken the dwarven magic to the next level. Something about reading the runes carved into
special icons to be able to cast spells on the fly. A mighty feat indeed.
The Church of Mankind is ruled by
an inner council made up of the same type of people that was in Unified
Man. They meet once every six months to
determine policy that will shape and form society.
In game terms, a simple enchant
would be adding a +1 to ancient arms and armor.
An uncommon enchant would be adding a +1 to modern arms and armor. A rare enchant would be make or repair a
mecha-suit or constructing a particle laser or other advanced weaponry. Then you have got the big things like mecha
that would require a lot of craftsmen. The
thing about it is that it takes time to construct and a lower level of
craftsmen would be required to gather all the necessary components
together. As such, it would require a
game that centers of the crafting to be of any use.
The Runecasters are a secret order
of renegade casters that have learned to read the ancient dwarven runes to cast
their spells. Their special flavor of
magic deals with heat, fire, thunder, earth and metals. They should have spells that reflect those
qualities. They have the runes on them
hidden in jewelry or other somewhat permanent manner that they must have in
order to cast their spells. A player
that starts off may have one spell per level of Craft that they have. There is a Runecaster whose body in covered
in runes tattoos. Unfortunately he has
to keep himself covered lest he arouses suspicion. Generally one does not use this method of
casting the runes for they do heat up when cast. The runes are therefore important to the
caster as they focus the power within them to cast hence they are carved onto a
totem. The Runecasters operate in secret
as if the Church of Mankind or the Empire should find out about them, there is
no doubt about the fact that they would not see the light of day. They would either be killed or put in a lab
somewhere to be studied.
Thursday, October 17, 2013
Rules of Eave: Animals
[Please, make a comment and tell me how I did in creating the
animals. Looking for some feedback, good
or bad.]
The animals are generally
considered Average NPCs. A few of them
can be considered Fair or even Good level of NPCs dependent on the GM. Some like the toshurs are already Good
quality. Others can be considered named
NPCs.
All animals native to Eave have
six limbs and tend to be rather large. The
humans have brought with them chickens, dogs, cats and surprisingly ferrets.
Aggressiveness: How naturally aggressive is the animal. It is the Skill in which they make their
attacks. Their main attacks are listed
in parenthesis.
Physique: Just like the characters skill.
Speed: A speed of +0 is the default and is about how fast a human
can run. For every +1 the animals speed,
it can travel one additional zone in a normal movement. They may also use the Skill in place of
Athletics and therefore Defense.
Stealth: the natural stealth of a creature, works just like the
skill.
Aurachs
A few plains that do exist and the
rolling hills are the land of the aurachs (eladrin call them morrows). Large six-legged bison-like creatures who
coincidentally taste like beef. They
have a hard, carapace-like leather that is extremely thick in the front. When danger abounds and they cannot outrun it
they will circle themselves facing out to protect the young from predators.
Aspects: A Massive Herd, Protect the Young
Skills: Aggressiveness +1 (butt, kick), Physique +4, Speed +1,
Stealth -1
Stunts: Charge (get a +2 to attack when they charge at least one
zone away).
Cudders
Cudders are a large six-legged
boar-like creature, as big as a large cow on Earth. They are not normally a riding animal, but
some of the college students of Leavestonne have begun to ride them in
impromptu races around campus. It has stuck
and the Cudder Races have grown to be a big thing in Leavestonne. They are usually nasty and brutish but have
been domesticated by the humans over the past eight-hundred plus years
Aspects: Ornery and Ugly
Skills: Aggressiveness +3 (gore), Physique +3, Speed +2, Stealth +0
Stunts: Stubborn (reduce the stress caused by the attack by one)
Kaddams
Kaddams are a slow and ponderous
six-legged lizard like creature. They
are native to the higher latitudes and incredibly stable creatures. They are slow and grew large because they are
not very tasty. There are few creatures
in the higher latitudes that will feed on them, but they make excellent draft
animals.
Aspects: Slow and Ponderous; Dumb as a Rock
Skills: Aggressiveness +1 (bite), Physique +5, Speed +0, Stealth +0
Stunts: Bad Taste (not really a stunt, but the attacker that bites
it has got to be really hungry)
Mikkas
Mikkas are the common, six-legged
stags that the elves use to ride. They
are fleet and dexterous able to navigate the forests and even the large
branches that the eladrin use as their highways. They are one of the favorite food of the
toshurs. They are not big enough to
carry Spartan Blooded person and can barely carry a normal human. But the humans of Danaan are raising a much
larger version to carry a human.
Aspects: Skittish Woodland Creatures; Fast Runners
Skills: Aggressiveness -1 (gore), Physique +0, Speed +4, Stealth +2
Stunts: Burst of Speed (gain a +2 to speed for the turn to run away)
Ravids
To the eladrin they are called “ulru”
and they are a dangerous creature that roam in packs and have spines that grow
along their haunches. They are silent
save when they are on the attack when they communicate using a series of sharp
yips. They will usually follow an alpha
female.
Aspects: Follow the Alpha, Pack Hunters
Skills: Aggressiveness +2 (bite), Physique +1, Speed +2, Stealth +2. The alpha will usually have a +1 to all
Skills.
Stunts: Raise the Hackles (a creature that makes physical contact
with a ravid must do so with one additional shift or take a +0 attack against
them)
Tarns
Tarns are great birds that live on
the eastern shores of the Evalan Continent.
They are called tarns (to the eladrin they are called “dow”) due to the
writing of an old Earth novelist of times past.
They are six-limbed creatures with four-wings (greater and lesser) and
two legs. Having four wings make them
very nimble in the air and agile in the water when they dive for the great fish
that they live on. They are a common
sight in the Baronies of Maarke and Eastaare in which the people ride them.
Aspects: Flock Mentality
Skills: Aggressiveness +1 (claws), Physique +1, Speed +3, Stealth +0
Skills: Aggressiveness +1 (claws), Physique +1, Speed +3, Stealth +0
Stunts: Fly-By Attack (move before and after an attack, up to their
Speed)
Toshurs (Good quality)
Toshurs are large, six-legged
tiger like creature that only the most elite eladrin ride. They bond to one rider and when the rider
dies they become forlorn and will stay with the body. They are carnivores and naturally green in
color. The additional camouflage makes
them very dangerous in the forests and jungles in which they live. Usually on a low hanging branch on which they
pounce on their prey. T
Aspects: Silent Killers; Patient Hunters
Skills: Aggressiveness +2 (fangs, claws), Physique +3, Speed +1, Stealth
+3
Stunt: pounce (+2 to initial Attack, and if they make a successful
they can apply a Knocked Down effect
on the target), camouflage (+2 to Stealth if they are not moving)
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