Denizens of the Void

Hmmmm…it really seems like I’ve posted this before…but then, maybe I’m getting it confused with something else.  I apologize if you’ve seen this before, but this is one of the areas I update the most so maybe there’ll be something new added, anyway.

Here are some of the threats that are commonly faced by members of the Ravnivori Empire, both in the Void and planetside.

Oh…and if ever play in one of my games and run into one of these things, pretend like you don’t know its stats…if you happen to remember its stats…which would be weird come to think of it.  Unless you’re obsessed with this campaign setting.  Which is awesome, instead.

People and Creatures of the Void

Following are several creatures and generic citizens that characters might encounter in their travels throughout the Ravnivori Empire and beyond.

Black Widow Shark

Agility: d10 Smarts: d4(A) Spirit: d8, Strength: d12 + 4, Vigor: d12

Skills: Fighting: d10, Guts: d8, Intimidation d10, Notice d12, Swimming d10

Pace: 8 Parry: 7 Toughness: 12

Special abilities: Aquatic: Pace 10

Bite: Str + d8

Hardy: Does not suffer a wound from being shaken twice.

Large: Attackers add +2 to their attack rolls

Size: +4

Brass Dragon

These living weapons are growing more common as the popularity of black powder grows and as the need to reduce the amount of breathable used on a ship continues to be an issue. Intricately sculpted to look like a living dragon, these cannons are animated through complex arcane rituals. They are relatively unintelligent, often not as bright as a common dog, though they are quite loyal to the captains of their ships and follow orders diligently. Like all mechanids, they grow more clever the longer they live and the more they experience. The process of creating them is relatively new, however, and none of them have shown more than animal intelligence. Their legs enable them both to be mobile on deck and to reload themselves and their innate magic keeps them from requiring black powder. So long as they are given a continuous supply of cannonballs, they are capable of firing.

Agility: d8, Smarts: d4(A), Spirit: d6, Strength: d12, Vigor: d8

Skills: Fighting d4, Notice d6, Shooting d8

Pace: 5 Parry: 4 Toughness: 13(8)

Special Abilities:

Armor: +5 Made from almost solid metal, Iron Dragons are hard to damage

Cannon: The bulk of an Iron Dragon’s body is a cannon. Assuming it has a ball loaded it can fire itself with the following profile: Range: 50/100/200 Dam: 3d6 ROF 1 AP 4 HW

Claws: Their metallic talons allow them to do Str+d6 damage in combat

Construct: +2 to recover from shaken, no additional damage from called shots, immune to disease and poison

Hardy: Additional Shaken results do not cause a wound.

Ponderous: Iron Dragons roll a d4 when running instead of a d6.

Size: +2 Iron Dragons are the size of horses.

Death Dog

Agility: d8, Smarts: d6 (A), Spirit: d6, Strength: d8 Vigor: d8

Skills: Fighting d8, Guts d8, Intimidation d8, Notice d10

Pace: 10 Parry: 6 Toughness: 6

Bites: Str + d6

Fleet-Footed: d10’s instead of d6’s when running.

Go For the Throat: With a raise on attack roll, hits the target’s most weakly-armored location.

Improved Frenzy

 

Draga Warrior

Agility: d8, Smarts: d8, Spirit: d10, Strength: d12 + 3, Vigor: d10
Skills: Fighting: d10, Guts: d10, Intimidation: d10, Notice: d10, Persuade: d6, Shooting: d10, Taunt: d6
Pace: 6, Parry: 7 Toughness: 13(3)
Edge: Improved Frenzy
Hindrance: Cold Blooded
Special Abilities: Armor +2, Scaly Hide
Claws/Bite: Str + d6
Constrict: Fighting attack. Str + d8 each round. Opponent may escape w/raise on an opposed Strength roll.
Breath Weapon: Bolt (using Vigor as skill) 10pts
Quick: Redraws cards of 5 or less
Size: +3
Tail lash: Sweep 1″×3″ in rear arc. Fighting attack. Damage Str – 2

Emperor Beetles are man-sized insects that strongly resemble stag beetles. A wild Emperor Beetle’s carapace is generally a dull brown, black or green color but the Shan have bred their own lines of Emperor Beetles for generations and all manner of colors and patterns exist in domesticated animals. While unintelligent, they can be trained to perform a few simple tasks, such as guarding a location or attacking a foe. Larger specimens, though rare, exist and these are large enough to be ridden. They have a +1 to size (and corresponding toughness) and a +1 to strength.

Agility: d6 Smarts: d4(A) Spirit: d8 Strength: d10 Vigor: d10

Skills: Fighting: d6, Guts: d10, Notice: d4

Pace: 7 Parry: 5 Toughness: 11(2)

Special Abilities: Armor +2: Tough Carapace Manibles: Str+d6

Howler Apes are the terrors of the caverns and tunnels under the Shan and Almatian continents and the source of many bedtime tales amongst the Troglyns. Structurally, Howler Apes greatly resemble gorillas, with broad chests, massive arms and relatively short legs. However, their heads more closely resemble the elongated snouts of baboons. Most striking about their appearance is that they have no eyes. Rather they have large, bony nobs where their eyes should be. These nobs contain the powerful sonar that they use to see in the darkened realms that make up their homes. Terrifyingly, they can amplify and direct these ultrasonic waves into cones of stunning force. They generally begin an ambush with one of these screams and then finish off their victims with their powerful hands.

Agility: d6 Smarts: d6(A) Spirit: d8 Strength: d12+1 Vigor: d12

Skills: Fighting: d8, Guts: d8, Notice: d10, Climbing: d10

Pace: 8 Parry: 6 Toughness: 9

Special Abilities: Squeeze: On a fighting success with a raise, the Howler Ape gets a grapple and causes damage equal to Str+3. Prey may escape by getting a raise on an opposed strength roll.

Stun: Sonic Scream. Cone. Victims must make a Vigor check or be shaken for 1d6 turns.

Sonar: Howler Apes suffer no penalties for bad lighting or darkness.

Hydra, Minor

Agility: d6, Smarts: d6(A) Spirit: d10, Strength: d12 + 4, Vigor: d12

Skills: Fighting d10, Guts d12, Intimidation d12, Notice d8

Pace: 4 Parry: 7 Toughness: 15(4)

Armor +4

Bite: Str + d8

Improved Frenzy

Size +3

Iron Horse

The name of these automata is something of a misnomer as only the earliest versions were made of iron. As the process was refined they were constructed of stronger alloys such as brass, bronze and even steel. The most elegant are often inlaid with silver or gold or decorated with gold leaf. No matter what the material they are made of, they are designed for one purpose: hauling great quantities of material over vast distances quickly. These enormous mechanical creatures have boundless stamina and exceptional strength. They are harnessed to massive wagons filled with huge cargoes. Due to the great deal of weight both of the horses themselves and of the wagons they tow, only the best of roads can support their weight. In fact, it is not uncommon for governments or merchant houses to build reinforced roads meant only for Iron Horses and their wagon trains. It is not uncommon for 2, 4 or even 8 Iron Horses to be harnessed together to tow 2 dozen or more wagons. Iron Horses are only nominally intelligent. They are little more than machines. They are not designed to fight and must rely on others to protect them.

Agility: d6, Smarts: d4(A), Spirit: d4, Strength: d12+8, Vigor: d10

Skills:

Pace: 10 Parry: 2 Toughness: 13(8)

Special Abilities:

Armor: +5 Made from almost solid metal, Iron Horses are hard to damage

Construct: +2 to recover from shaken, no additional damage from called shots, immune to disease and poison

Fleet-Footed: Iron Horses roll a d10 when running instead of a d6.

Hardy: Additional Shaken results do not cause a wound.

Kick: Str

Large: Attackers add +2 to any attacks against Iron Horses due to their large size.

Size: +5 Iron Horses are the size of small elephants.

Ironhead’s War Goats

Dwarves are not known for liking horses or living creatures at all, for that matter. Given how difficult it is to raise enough food to feed the average riding animal in the darkness of a cavern, it is no surprise that dwarven cavalry is hard to find. Given their love of crafting, however, it is also no surprise that they found a acanomechanical method of getting around this dislike. Ulfgar Ironhead created the first war goat, an animated, durable automaton. He has refined the design over the years, increasing their speed, durability and fighting capacities. Most of the War Goats he’s created are used by members of his own military unit though he has sold a handful for exorbitant prices to others who are interested in possessing a mount that does not require food or air. Made of brass, bronze and mithral, they are quite tough and though they are of only animal intelligence, they are both quite aggressive and quite loyal to their owners.

Agility: d8, Smarts: d6(A), Spirit: d8, Strength: d12+2, Vigor: d10

Skills: Fighting d8, Notice d6

Pace: 8 Parry: 6 Toughness: 14(9)

Special Abilities:

Armor: +5 Made from almost solid metal, War Goats ses are hard to damage

Construct: +2 to recover from shaken, no additional damage from called shots, immune to disease and poison

Fleet-Footed: War Goats roll a d8 when running instead of a d6.

Hardy: Additional Shaken results do not cause a wound.

Horns: Str + d6

Gore: If they can move 6” before attacking they add +4 to their damage total

Size: +2 War Goats weigh 1000 pounds.

War Saddle: War Goats have a saddle built into their backs that give riders a +2 to any skill checks to remain in the saddle.

Space Saver: When they are not in use, War Goats can be folded into a compact form that is only the size of a dwarf. They cannot move or fight while in this form but get an additional +2 to their armor.

Kindori (Horned Kindori)

Mini-Raptor

Agility: d8, Smarts: d6(A), Spirit: d6, Strength: d4, Vigor: d6

Skills: Fighting d8, Guts d8, Notice d8, Stealth d8

Pace: 7 Parry: 6 Toughness: 3

Special abilities: Claws/Bite: Str + d4

Fleet-footed: d8’s when running rather than d6’s

Size: – 2 to hit, -2 toughness

Muntjacks are omnivorous creatures native to the Ravnivori continent. On the surface they somewhat resemble sleek elk. However, closer examination quickly reveals the long canine teeth that extend from their upper jaws and out of their mouths. Although most of a Muntjack’s diet consists of grains and fruit, they have been known to eat carrion and hunt herbivores in times of need. Wild Muntjacks and most domesticated versions are just as fast and agile as other elk and deer, the creatures have been domesticated for quite some time and the Ravnivori have bred a larger, stronger version as a war mount.

Common Agility: d8 Smarts: d4(A) Spirit: d6 Strength: d12+1 Vigor: d8

Skills: Fighting: d8, Guts: d8, Notice: d6

Pace: 10 Parry: 6 Toughness: 8

Special Abilities: Fleet footed: Muntjacks roll a d8 instead of a d6 when running.

Antlers: Str+d6

Size: +2

War Agility: d6 Smarts: d4(A) Spirit: d8 Strength: d12+2 Vigor: d10

Skills: Fighting: d8, Guts: d8, Notice: d6

Pace: 8 Parry: 6 Toughness: 10

Special Abilities: Fleet footed: Muntjacks roll a d8 instead of a d6 when running.

Antlers: Str+d8

Size: +3

Scissor Tail Hawks are fast, agile hunters native to the forests and hills of the Ravnivori continent. They gain their name from the v-shape of their tails. This structure allows them to turn sharply and maneuver with a skill that other birds of prey can envy and that their prey can only fear.

Admiring the ferocity and hunting skill of these creatures, the Ravnivori nobility started to capture and domesticate Scissor Tail Hawks. It became a symbol of wealth and power to own a falconry with several birds and hawking competitions are as common amongst the nobility as jousts, hunts and gladiatorial games. Though not as popular, the Almatians and Shan have adopted the practice of raising and falconing Scissor Tail Hawks. The tradition has trickled down to the merchant and military classes and even a few of the richer workers are able to afford the creatures as pets. Members of all three cultures keep Scissor Tail Hawks as loyal and intelligent, if fierce pets.

Agility: d8, Smarts: d6(A), Spirit: d8, Strength: d4, Vigor: d6

Skills: Fighting d8, Notice d10, Stealth d8

Pace: 2 Parry: 6 Toughness: 3

Special abilities: Flight: Pace 24” Climb 4”

Talons: Str + d4

Size: – 2 to hit, -2 toughness

 

Skeleton Swarm Not always does a necromancer have access to a graveyard, battle field or other source of corpses suitable for raising the dead. In such cases, or when a necromantic minded individual does not find a standard skeleton useful, they can instead animate hundreds of smaller dead bodies into a single, undead swarm.

The skeleton of a lizard, snake, toad, bird or small mammal that has been stripped of flesh either through normal means or by the magic of the spell that animates them is the typical specimen in a skeleton swarm. Depending on the age of the skeleton, the bones may be bright white and fresh, old and yellowed, or bleached and pitted from exposure to the elements. Generally, a Skeleton Swarm is made up of the remains of a wide variety of whatever creatures the creator can find. However, some spell casters go through the trouble of animating only the skeletons of creatures of the same species, or happen to have such a single mass on hand and make a homogenous group. Though not confirmed rumors persist of at least one skeleton swarm made up of the remains of very small fey creatures.

They follow the simple orders of their creators or controllers to the best of their mindless abilities. When battle is joined, the tiny skeletons sweep over their victims and engulf them, attacking with thousands of tiny claws and teeth. They often serve as guards, patrols or part of diabolical traps.

Agility d10, Smarts d4(A), Spirit d12, Strength d8, Vigor d10

Skills: Notice d6

Pace: 10; Parry: 4; Toughness: 9

Treasure: None.

Special Abilities:

Bites: Skeletal Swarms inflict hundreds of tiny bites every round to their victims, hitting

automatically and causing 2d4 damage to everyone in the template. Damage is applied to

the least armored location.

Distraction: Any living creature that begins its turn in a skeletal swarm template must

succeed on a Vigor roll or be Shaken. This is not a physical attack.

Mindless: Unaffected by Tests of Will, Tricks, or arcane powers like puppet.

Swarm: Parry +2. Because the skeletal swarm is composed of hundreds of creatures, cutting and piercing weapons do no real damage. Area-effect weapons work normally, and a character can stomp to inflict his damage in Strength each round. Skeletal swarms are usually foiled by jumping in water.

Undead : +2 Toughness, +2 to recover from shaken, doesn’t suffer additional damage from called shots, immune to disease or poison

Zergans are giant birds the size of horses. Native to Vel, they thrive as one of the dominant predators on that planet, perfectly capable of flying from one planetoid to another if they so desire. With their massive wingspans, they are able to carry man-sized creatures and the Vellians have managed to domesticate some of them. They also have long, powerful legs that allow them to run with impressive speed on the forest floors of Vel. The Ravnivori were quick to adopt the beasts and many serve as mounts for Imperials

Agility: d8 Smarts: d4(A) Spirit: d6 Strength: d12 Vigor: d8

Skills: Fighting: d8, Guts d8, Notice d6

Pace: 8 Parry: 6 Toughness: 8

Special Abilities: Beak or Talon: Str +d6

Fleet-footed: Zergans roll a d8 when running instead of a d6

Flight: Zergans have a Flying pace of 12″ with a Climb of 3″

Size +2: Zergans weigh up to 800lbs.

Almatian Guard Hound

Created by the great arcane flesh shaper, Sir Kirdan Burrus, Almatian Guard Hounds are favored pets and guard animals for many royal families and rich merchants. They are still a rarity and quite expensive, but one would be hard pressed to find an animal with better guard capabilities.

An Almatian Guard Hound has a stocky, powerful body. Its fur is usually black and red or black and blonde. The most distinctive trait of these animals is the fact that they each have two fully functioning heads. These heads are square with powerful jaws, sharp ears and bright, intelligent eyes. Each head has its own personality and one is always dominant over the other, though they are quite affectionate toward each other. Though it is not their natural inclination, Almatian Guard Hounds can be trained so that one is awake while the other sleeps, allowing them to continuously guard an area.

Agility: d8, Smarts: d6(A), Spirit: d6, Strength: d6, Vigor: d8

Skills: Fighting d8, Guts d8, Notice d10*

Pace: 8 Parry: 6 Toughness: 5

Special abilities:

Bite: Str + d6

Fleet-Footed: Guard Hounds roll a d10 when running instead of a d6

Go For the Throat: Guard Hounds instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the targets most weakly armored location.

Small -1: Guard Hounds are relatively small.

Dual Heads: A Guard Hound’s heads are independent though they instinctively coordinate the movements of their body. As such, they draw two cards in combat and act on the better of the two. However, any time either card is a black deuce, they lose a turn as the heads bicker with each other over what to do.

Dual Senses: A Guard Hound’s two heads allow it to watch in all directions at once and to spot and hear things one head might miss. A Guard Hound gets a +2 to all Notice checks as long as both heads are awake.

Dual Jaws: A Guard Hound can attack once per round with each head at no penalty.

Ravnivori Royal Terrier

Descended from ornamental lapdogs, Royal Terriers were bred to defend their owners. A nobleman realized that his wife carried her dog with her everywhere and, finding its uselessness somewhat offensive, he decided to breed something for his wife and daughters that would actually protect them.

He found the most aggressive, loyal, brave lapdogs that he could find and began breeding them together. His sons took up the task after his death. Within a few generations, they had developed an actual breed. The results are dogs that are incredibly loyal to their masters (usually mistresses,) playful, and affectionate. They bond with their masters and defend ferociously both their masters and anyone their masters care for (though they are often jealous towards their owners husbands.)

Royal Terriers are small, with curly, exceptionally soft fur. They have upright, pointed ears. Rather stocky, they have short legs. Their muzzles are relatively short and they have powerful jaws. They have big eyes that are usually a very deep brown but are occasionally pale blue or, even more rarely one of each color.

Agility: d8, Smarts: d6(A), Spirit: d8, Strength: d4, Vigor: d8

Skills: Fighting d8, Guts d8, Notice d8

Pace: 7 Parry: 6 Toughness: 4

Special abilities:

Bite: Str + d6

Fleet-Footed: Royal Terriers roll a d8 when running instead of a d6

Go For the Throat: Royal Terriers instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the targets most weakly armored location.

Size: -2

The Dog in the Fight: Due to their small size, attackers subtract 2 from their attack rolls against Royal Terriers

The Fight in the Dog: While sweet and loving to their masters, Royal Terriers are fierce, fearless fighters against their foes. They gain a +2 bonus to fear checks and to opposed rolls to resist being intimidated.

One Master: Royal Terriers bond closely with a single owner. If they see this owner attacked, they gain a +1 to all attack rolls against that attacker.

War Ape

Agility: d8, Smarts: d6(A), Spirit: d8, Strength: d12+2, Vigor: d10

Skills: Fighting d10, Guts d10, Notice d8, Climbing d6

Pace: 7 Parry: 7 Toughness: 9(1)

Special abilities: Size +1

Gear: Leather (+1,) Pounders (Str + d4)

Zethyrling

Agility: d8, Smarts: d4(A), Spirit: d6, Strength: d8, Vigor: d6

Skills: Fighting d8, Guts d6, Notice d12, Swim d10

Pace: – Parry: 6 Toughness: 5

Aquatic: Pace 10

Flight: 10

Bite: Str + d6

Tentacles: 4 attacks per round. On a raise target is grappled. Victim may only attempt an opposed strength check to escape. Once grappled, Zethyrling automatically does bite damage every round. May only grapple 1 target at a time.

 

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