Professional Documents
Culture Documents
The Sorcerer's Scrolls 45
The Sorcerer's Scrolls 45
Editorial
An Interview with Robert Stikmanz
Sleeper Awakes, a New Kind of Fantasy
PDF Reviews
Fiends of Chirak: the Skerradi
Elder Mysterium
Fred Saberhagens Benevolent Bloodsucker
BRP Creature Conversion from 4E
The Cavalcade: Cavalrymen in D&D
Dragonkin, Cambions and Naga in C&C
Blood & Bullets
Pagan
Traveller: Ad Astra
Temple Encounter
Gochikono: The Jungle Kingdoms
Tori Bergquist
Jeremiah Griffin
Jeremiah Griffin
Tori Bergquist
Tori Bergquist
Jody Bergquist
Dan Lambert
Tori Bergquist
Jarrod Camir
Tori Bergquist
Dan Lambert
Jeremiah Griffin
Tori Bergquist
Jarrod Camir
Tori Bergquist
The Sorcerers Scrolls Issue #45 is Copyright 2009 by Nicholas Bergquist, all rights reserved. All contents are
copyrighted and owned by the individual authors or illustrators.
Editor: Nicholas Torbin Bergquist; Published by Zodiac Gods Publishing
Authors: Jeremiah Griffin, Tori Bergquist, Jody Bergquist, Dan Lambert and Jarrod Camir
Artists: Tori Bergquist, various royalty free pieces. Some artwork copyright 2008 Mark Hughey, used with
permission.. Some artwork by Paul slinger. Cover and some interior art by Sade. Additional royalty-free artwork by
Michael Koal and the team of Sphere Productions
The Sorcerers Scrolls is now paying for contributions! Payment is a percentage of royalties from revenue
generated through RPGnow.com and affiliated sites and is based on contribution size. Please send all submissions,
inquiries and feedback to toribergquist@gmail.com and thanks for reading!
Editorial
By Tori Bergquist
Well amazingly enough I managed to
produce issue #45! That makes four issues
this year, roughly a quarterly rate of
release, which is not too bad given this is a
part-time hobby as opposed to an actual
job, although the magazine is picking up a
bit of steam as can be seen in this issue,
with a variety of excellent contributions by
various talented authors. Issue 46 will
hopefully come out a wee bit sooner than
#45 did; theres plenty of material lining up
for it, and Ive been working on the editing
and layout of that issue at the same time as
this one.
This issue features yet another Traveller
article, this time an extensive adaptation of
my Ad Astra setting to the Traveller
mechanics, including a variety of new
species and some gear. I have always
enjoyed the theatrics of that setting, and
will try to produce some more material for
it in the near future, as well as the Stellar
Expanses setting that was featured in the
previous three issues. The material, of
course, works great with minimal
adjustment to any Traveller setting, and is
inspirational for just about any other SF
RPG.
The fiction is ramping up in this issue; Dan
Lambert offers up a tale straight out of the
Exploitation! Universe with Blood & Bullets,
Jody Bergquist (yes, we got married
September 26th of this year) has provided
an interesting fantasy tale of drakes telling
ghost stories in Elder Mysterium and
PDF Reviews
A Look at various new PDFs on the market
Reviews by Tori Bergquist
set beyond the fighter, ranger, rogue and
warlorduntil now, that is.
The Martialist is an unarmed fighter that
focuses on grappling and brawling. The
class has some interesting features that
lead to some rather unusual and deadly
builds; I think this class is an absolute must
for anyone interested in running a game
with a high dose of martial arts, including
kung-fu or wuxia-style thematics, for
example. That said, the class is not
thematically presented as asian, and
meshes well with more western mythic
thematic, I feel. A good example of a mythic
figure that I think this class could emulate
would be good old Herakles himself.
The Martialist can harden his body over
time, requiring no armor to make himself
highly resistant to damage. He gains
unarmed implementsyes, you read that
righthe can effectively turn his own body
parts in to implements to enhance his
attacks. Martialists are better at grappling
and gain additional perks for it. They can
choose a martialist approach, of which the
striker and wrestler techniques are
outlined. The power set for the martialist
attacks are a wide range of interesting
unarmed maneuvers. In play test we found
no unusual or broken exploits, although in
general it was agreed that if you wanted an
unarmed character, this class was
staggeringly superior to what you could
achieve using, say, a standard fighter with
an unarmed combat specialization.
The book includes a liberal sprinkling of
flavor text throughout, including a lengthy
introduction to the class that can be used as
The Martialist
By Fantasy Cartographic
Written by Nicholas Kristof
The Martialist is a new class option for
Dungeons & Dragon 4th edition. This class is
specifically designed to provide a new
martialist with an unarmed combat focus,
and does a very good job of it. The PDF is 74
pages in full color and with plenty of decent
illustrations throughout; like many of the 4th
edition products on the market it attempts
to emulate the WotC style using colored
bands and a power format that will be
familiar to those who primarily use 1st party
products for D&D.
Right off I need to say that I am actually
happy to see a new martial-focused
character; at this time, 4th edition has 19
core classes in the game and there are at
least a dozen 3rd party classes rattling
around, and it seems amazing to me that no
one is trying to expand the martialist class
11
Player Options
Ancient Wizard Magic
Alea Publishing Group
Written by Joshua Raynack
This 18 page sourcebook for Dungeons &
Dragons 4th edition includes a new concept:
ancient ritual spells that allow you to
perform a ritual that then swaps one of
your spell powers for one presented by the
ritual. This creates a new level of depth to
ritual magic, and also allows a mechanism
by which one can expand the repertoire of a
wizards spell book (or indeed, any ritual
caster!)
The concept here is simple: your character
can acquire in the course of play the rituals
of ancient magic (they can only be found or
bought in play), and learn them like normal
ritual spells. When cast, the ritual allows the
character to swap out a specific power in
exchange for the spell in question. Each
12
Fiends of Chirak
New Monsters set in the Realms of Chirak, excerpted from the forthcoming setting
For Dungeons & Dragons 4th Edition
By Tori Bergquist
Skerradi Warriors
Skerradi warriors are quick swimmers, and
armed with long swords of banded coral
laced with shark teeth. They protect
themselves with shields made from giant
clams, to which are strapped sharpened
curved spears of whale bone, allowing them
to thrust attack with their shields. Skerradi
warriors decorate themselves with
necklaces of carved bone effigies.
Skerradi
Skerradi are tall, lean amphibious
humanoids, men who were subjected to
transformative magics long ago to give
them an aspect of the shark. They have
elongated mouths full of shark teeth, black
eyes and lean, rubbery features. Their
hands and feet are webbed, and small fins
jut from their spine. They have long gills
along their neck and down their chest.
15
Skerradi Characters
Average Height: 5' 4" - 5' 9"
Average Weight: 100 - 160
Bite Attack
Skerradi Hydromancer
The Skerradi hydromancers are elite
arcanists who rule their aquatic kingdom
with webbed fists. They rely on their lesser
kin to do brute labor while they scheme on
how to steal the secrets of water magic
from the promordial elementals of the sea.
16
Skerradi Hydromancer
Level 2
Controller
Medium Natural Humanoid
XP 125
17
Elder Mysterium
Fiction by Jody Bergquist
your snout. Spread those wings and glide.
Away you go. The treetops brushing their
leaves against your belly and the smells
rushing back your nostrils filling you with
information of what surrounds you. The
roar of the wind rushing past.
Breathless is the watcher from the tower.
You can barely hear his shouts. You cant
make out his words. Past them you go,
these small two-legged things. Away from
them, you instinctively know.
The blue hue of the coming sea wells up
beneath you as you soar past the cliff ledge.
The ocean, its dangerous to be out this far,
especially as a fledgling. Coasting back you
perch upon that ledge. Only to be joined by
other fledglings waiting. Watching the
water they chatter back and forth, telling
each other the stories of their parents.
Now its your turn, little one. So small
compared to the others. Its your turn to
tell the others the story that your mother
told you of the dark sea.
I remember you start. That mother
always told me that the sea holds the secret
to our past. That ghosts soar across its
waters. She told me of a storm she was
forced to endure, and a secret she learned
of.
Chattering happily the others crowd
around you. They had not heard of this
story before, and this little purple drake was
willing to share it.
18
20
Work Cited
Saberhagen, Fred. The Holmes-Dracula File.
New York: Ace Books, 1978.
23
BRP Skill(s)
4E Skill
Jump, Fly
Climb, Swim, Throw
Sense, Appraise, Occult
Theology
History
Sleight of Hand, Fine Manip.
Stealth, Disguise
Bargain
Listen, Spot, Track
Insight, Sense
Fast Talk, Gaming
Persuade, Command
Persuade, Perform, Etiquette
Ride, Track, Survival
Survival
-First Aid, Medicine
Acrobatics
Athletics
Arcana
Religion
History
Thievery
Stealth
Streetwise
Perception
Insight
Bluff
Intimidate
Diplomacy
Nature
Dungeoneering
Endurance
Heal
Other Skills
Multiply the following skills by 3% to get
the BRP equivalents. The 4E skills correlate
as follows:
25
5. Armor
4E Equivalent
Aura Attack
Armor Destroyed
Knockout Attack
Stunning/Subduing
Paralysis
Poison
Half Move, Dex
Zone
Armor Reduction
Stun
Daze, Weaken
Immobilize, Weaken
Weaken
Slowed
Hit Points
Dmg Bonus
Armor
Attacks
Skills
Powers
Astral Stalker
STR
CON
SIZ
INT
POW
DEX
APP
Move
Hit Points
Dmg Bonus
Armor
Attacks
23
+2D6
3 APs natural armor
Tentacle 60%; 3D6 damage;
may treat as a stunning
attack if desired
Occult 57%, Dodge 50%,
Insight 57%, Survival
(dungeons) 57%
Mucous Haze: Area effect,
persistent effect; everyone
within 25 feet of the aboleth
lasher moves at half speed.
Telepathy: The aboleth
lasher has telepathy as a
psionic power with a 60%
skill
22
19
18
8
15
26
10
14, climb 10
19
+1D6
5 APs natural armor
Claw attack 81%; 2D6 dmg;
struck foes are marked by
the Stalkers Quarry
Surprise Attack: The astral
stalker will engage in a
backstab attack whenever
possible
Throat Dart 87%; 2D6
damage; target is poisoned
for POT 44; 1 ongoing
damage per turn and the
characters movement and
Dexterity is reduced by one
half until the poison wears
Skills
Powers
Boneclaw
STR
17
CON
16
SIZ
30
INT
10
POW
12
DEX
23
APP
18
Move
12
Hit Points
23
Dmg Bonus +2D6
Armor
4 APs natural armor
Attacks
Claw attack 60%; 3D6
dmg; can reach up to 15 feat to strike
targets
Skills
Stealth 72%, Dodge 76%
Powers
Threatening Reach: The
boneclaw can strike twice
with its claws against any
opponent within 15 feet
every round, with no penalty
for split attacks.
Necrotic Pulse: if the
boneclaw is reduced to hit
points, it will radiate a pulse
29
Attacks
Skills
Powers
21
18
24
1
8
6
3
8
21
+2D6
2 APs natural armor
30
THE CAVALCADE
Cavalrymen in Dungeons & Dragons
By Jarrod Camir
(Ride), and Trample) are naturally
invaluable for all the horsewomen
presented in this article, but many more
THE CAVALCADE
Since men have domesticated horses, the
cavalry has been an integral part of any
army. Valiant horsemen have fought upon
countless battlefields throughout history;
the European knights, the English
dragoons, and the mounted soldiers
forming the cavalry units that have fought
during the American Civil War, and later
helped conquer the Wild West, are just
some examples that readily come to mind.
All this, of course, traduces in a vast array
of choices for any PC who wishes to
become a cavalryman.
CARABINEER
Carabineers are originally members of a
large mounted troop providing ranged
firepower upon the battleground from a
safe distance with their carbines (a form
of musket). Some carabineers however,
specialize themselves as marksmen and
become adventurers.
COSSACK
Gnomes make good carabineers, thanks
to their affinity with alchemy, and
unbound curiosity towards mechanical
devices. Fighters and rogues usually form
the core of this category. Beware the
sneak attacks of a markswoman
carabineer.
CAVALRYMAN
The cavalryman is an unarmored,
extremely mobile horseman counting
upon his dexterity and the speed of his
mount more than upon anything else.
Generally riding a light warhorse, the
cavalryman evidently opts for a weapon
enhancing his high dexterity and weighing
little, such as the rapier. The ranged
weapon of the cavalryman is also easy to
carry; the light crossbow, dart, hand
crossbow, and shortbow are all excellent
choices. In a fantasy setting where
firearms exist, the rapier and pistol is, of
course, the most interesting combination
for the cavalryman.
GOUMIER
A goumier is member of a goom, a
military contingent coming from a desert
tribe; thus the goumiers primary learned
to ride light horses, camels, or
dromedaries. Goumiers rarely wear
armors, preferring loose vestments better
adapted to the scorching heat of the
desert. All goumiers possess a scimitar
and a long, curved dagger, called kandjar;
many of them carry shortspears as well.
DRAGOON
The dragoon is a heavily armed member
of a mounted troop. What he lacks in
mobility is compensated by his resilient
armor, his tremendous firepower, and the
great strength of his melee attacks. The
dragoon often dons a breastplate, and
either carries a martial weapon that deals
an important amount of damage, such as
the battleaxe, flail, or longsword, or one
that can possibly be devastating upon a
critical hit, like the heavy pick. Prior to a
melee, many dragoons dampen their
opponents down with a devastating
ranged attack, favoring the heavy
crossbow or the pistol above all other
weapons to do so. A dragoon evidently
needs a strong mount, and the heavy
warhorse is a natural choice, although
exceptionally, dragoons ride more exotic
beasts.
HUSSAR
The hussar is a lightly armed cavalry
soldier presenting a good compromise
between the cavalryman and the dragoon.
The hussar often uses the same horse
than the cavalryman, but compensates
her lower dexterity with a more decent
armor, often a chain shirt combined with
a buckler or light steel shield. The
shortsword is her typical weapon. In a
battle, shes normally a member of the
second wave of attack, dispersing the
KNIGHT
The knight doesnt need much of an
introduction, being an archetype of the
fantasy genre. Knights are men and
women who served their lords as
mounted armoured soldier; wearing a
masterwork full plate most of the time,
they enhance their already impressive AC
with a shield proudly displaying their
coats of arm. The knight privileges either
the longsword or the bastard sword, but
can wield virtually any weapon. Many
knights are renowned for their fearless
charges leaded with the heavy lance, and
also for the incredible quality of their
mounts, generally the best chargers
available in the country.
LANCER
The lancer, like the name suggested, is a
cavalry soldier armed with a lance.
Lancers and knights are close brothers,
but lancers are faster and more
specialized, being specifically trained to
charge enemys lines. Crashing headlong
into a thigh formation bolstered by
countless, raised blades isnt without risks
however; the lancer must be able to keep
his own weapon well in hand, grin and
bear the counter strikes of his foes, and
be ready for a potential chute. To palliate
to all these perils, a lancer needs a very
agile horse, a good armor doubled by a
steel shield, and a locked gauntlet to
secure its weapon. Sometimes, the charge
Kandjar
5 gp
1d3
1d4
x4
36
2 lb.
Slashing
or
piercing
Cambions
Cambions in Lingusia are less of a race and
more the product of centuries of
interbreeding with demons and other
outsiders trapped in the mortal realm. When
the Cataclysm hit, countless visiting,
summoned, and trapped outsiders were
suddenly permanent residents, and many
found themselves trapped in whatever mortal
forms they were occupying at the time, either
physically or spiritually. Eventually, they got
used to it, and had progeny. The cambions
were the result.
A thousand years later, and cambions are
now a fairly prolific minority in many
communities, and some have banded
together, on learning that their offspring
37
38
Naga
Naga are a race of amphibious beings that
dwell in the deeps and along the coastal
regions of Lingusia and the east. They appear
as tauroidal beings, with the bodies and tails
of snakes, torsos, arms and heads of
humanoids, and a long shark-like fin running
down their backs.
The naga are a relatively new race of beings,
at least as far as humans in the Middle
Kingdoms are concerned. A thousand years
ago their ancient underwater empire was
devastated by the Cataclysm, and the naga
were fragmented into many warring factions
when their eons-old empire fell. The naga,
forced to survive in new circumstances,
sought out watery habitats along the coastal
regions of the mainland, and settled down. As
amphibious beings they are capable of
moving ashore without much difficulty, and
some prefer it.
Religious motives are the key driving factor
in the naga presence on land these days. The
naga have fractured in to two groups,
including those who hear the siren call of the
Skaeddrath Krakens in their dreams, and are
39
Pagan
(Or a Brief Encounter in the Lives of Two People)
Fiction by Jeremiah Griffin
Bland, muted yellow light flows, almost
sluggishly, through the yellowed
window pane. It is the yellow of the
crud that accumulates on your teeth
after weeks of not brushing, or that of a
stack of papers you find in your leaky
basement that seem to date back the
70's before you ever moved in, made of
mold, mildew, dust and dirt that no one
ever bothered to wash off the large
windows through all the years of the
warehouse's disuse. The air is stale and
stagnant, warm and wet. Breathing in
the sultry atmosphere is to moisten and
then dry your lungs in quick succession.
Trying not to think, I attempt to gaze
through the panes at the street below,
vaguely making out the distorted
outlines of the automobiles below.
Upon taking my first driving test I was
able to correctly guess that the image of
the not-quite-car/not-quite-truck
pictured on the exam was correctly
identified as neither car nor truck, but
rather a motor vehicle. That description
has never been as appropriate as it is
now, trying to make out the not-quite
shapes through the neglected yellow
glass. The Automobile industry tries to
avoid blanket terminology, they make
their money by pushing, their next big
truck, or their sporty new car, no one is
wowed into purchasing something as
general as a motor vehicle.
~Fin~
46
Traveller: Ad Astra
A Campaign Setting for the Traveller Role Playing Game
By Tori Bergquist
47
Protophase:
Dawn of the Interstellar Age
Mankinds first encounters with the
galaxy at large did not begin in space,
but in fact dates back to many early
occurrences of alien contact. First
contact may actually have happened
multiple times over countless millennia,
but some famous known examples
include the following:
In 1947, the first documented modern
contact with aliens occurs when a
Gundari slave ship crashes near Roswell.
Survivors reveal the millennial practice
of harvesting humans and other lesser
species for Gundari thrall armies before
escaping. The havoc caused by the
surviving shape shifters leads to the
formation of MJ-12, a covert
government agency designed to
respond to alien threats.
In 1997, Nommosi remnants stranded
on Earth from a crash-landing in the
Cretaceous era are awakened when one
of their poly phasic artifacts are
discovered and activated. The surviving
Nommosi attempts to create a chronophasic wormhole to return to the past
and stop the disastrous crash, but in so
doing begins dragging that period in to
the near future. Fortunate intervention
stops the irreparable damage to past
and future.
Traveller Conventions:
Ad Astra employs all of the rules for
characters, ships and worlds as outlined
in Traveller. Transgenics are also
common in Ad Astra and less restricted
than in the standard Traveller universe.
Psionics exist in the Ad Astra universe as
a barely-understood force linked to the
quantum flux. It is believed by many
mystical agencies that psionics are the
first step of a conventional physical
being in to a larger, incorporeal
universe. The Harbingers, Wraiths, and
other species have all developed this
potential to some extent, but mankind
as a whole remains largely uninvolved
with psionics until Phase III and beyond.
Finally, simulants and anageni are all
affected by transgenics to one extent or
another, the specialized weird science
focusing on genetic modification.
48
Phase I: 2048-2150
First Contact and STL Expansion Period
Mankind has developed a sophisticated
future society and begun development
of the solar system. In this period,
humanity experiences a period of future
shock, which is slowed only by the
outward expansion in to space over
time.
2048 marks the time in which a period
of continuous global conflicts and
escalating warfare over diminishing fuel
resources are almost completely
eliminated due to the unexpected
development of cheap, almost
unlimited fuel through the manufacture
and development of anti-matter. The
Klausman-Zabrinski Particle Collider and
highly effective magnetic bottling
methods make the exploitation of total
energy-to-mass conversion through
49
Phase III:
The Future and Beyond
Many events are plotted and suggested
for this period of the timeline, but await
further extrapolation. Some interesting
examples include:
2318, the first human contact with
Harbinger space, and the new threat
that results from this cosmic threat.
2446, in which The Slip Drive is first
perfected, allowing for instantaneous
space travel through the manipulation
of cosmic strings. Unfortunately, the use
of this mechanism involves an energy
component greater than most galaxies
produce. The mechanism for meeting
this requirement involves exploding
new quantum parallel universes out of
the cosmic fuzz. By around 2500, this
has attracted the attention of ominously
powerful entities from completely
different quantum realities, who realize
the damage being done to the structure
of the quantum universes in this
52
manner.
2512 marks the first period in which a
Harbinger assembly approaches settled
human territories. This initiates the First
53
Regions of Space
The galaxy of Ad Astra is represented by a large region of space defined by two zones:
coreward (toward the galactic center) and spinward (the galactic periphery, the region
where Earth is located). Within these regions are large areas called zones, each
approximately 500 or more light years across. Zones are in turn broken in to sectors of
50x50x50 light years.
Region
Summary
Praektor Space
Anageni Expanse
Pelegranen Space
The Founder Zone
Metatranie Space
A three-hundred plus light year region of space approaching the core of the
galaxy that is quarantined. Once held the expanses of the now dead Byzanti
Alliance. The charnel alliance was shattered two centuries ago, but the threat
of its alien technologies and human dissidents live on, patrolled by HFC fleets.
The modest conquered territories of this warlike species.
The Astratran Founders are heralded as the true sons of the space ways, having
brought the technology of Wormholes to men and beyond. They are a
benevolent, non-confrontational merchant species.
The small but volatile empires of the Metatranie are luckily at war with each
other far more often than with the Terrans.
Grupnar Space
Harbinger Space
Shakaad Collective
Kephran Empire
A quarantined region once held the the enigmatic Dotari, who progressed to a
new stage of evolution millions of years ago, and are now trans-dimensional
beings. Many encounters for simple four-dimensional species with these
beings are fatal.
Commonly known as the curmudgeons of the galaxy, this species holds sway
over a unity of lesser species, and mistrusts terrans.
This ancient region of space was once the playground of still-existant nearly
cosmic entities which travel their routes throughout many galaxies via
doomsday ships. This region has currently been quarantined since the return of
on such Harbinger.
a region of multiple species with their own separate collective.
A decadent humanoid empire discovered in 2592 which claims to have once
ruled human space.
54
Name
Quick Profile
Praektor
Grupnar
Anageni
CerrKTa
Pelegranen
Speakers
Astratran Founders
Dotari
Metatranie
Hypolate Farseers
Stick Men
Gundari Wraiths
Byzanti Cyborgs
TKazzt
Nommosi
ChaelGaan
Golmak
55
Praektorians
Praektorian Characters:
Praektorians get a number of special
advantages, and may optionally choose to
be amphibious as well.
Tough: Praektorians are large and hardy,
and get a +3 Str and +2 End modifier.
Praektorians tend not to value traditional
educational systems, however, preferring
the school of hard knocks and so get a -3
modifier to Education.
Natural Weapon - Retractable Claws:
These do STR X1 damage. Praektorian
claws can be broken, but regenerate in
1D6 weeks. They are strong carbon-metal
claws and can cut steel.
360 Degree Vision: They get a +1 modifier
to vision-based checks as well as initiative.
However, they are susceptible to sudden
changes in light; if exposed to sudden,
intense light they will be at a 2 until they
make an Endurance check.
Bad Reputation: former shock troops of
the Harbingers, and receive 2 penalty to
Social Standing .
Natural Armor - Tough Hide: Praektorians
have a tough rubbery hide that provides a
2 point armor bonus. They are also
insulated from unusually cold
temperatures.
Optional: Amphibious subspecies. Some
58
Sample Praektorian:
UPP: A79745
Skills: Melee (claws) 1, Melee (brawl) 1,
Recon 1, Swimming 0
Anageni
A peculiar being, with a body and four
limbs but decidedly not humanoid. It
moves about like a crab, often in different
directions. It is comprised of a blue and
orangish skin, fuzzy to the touch, and one
side has a lumpy bump, a sort of head,
with numerous marble-like protrusions
serving as sensory nodes.
Seemingly androgynous, sparselydetailed, and extremely slim humanoids,
with double-jointed limbs and digits. They
lack a centralized cerebellum, and instead
have brain tissue laced throughout their
body in tight cords around their fibrous,
flexible yet strong skeletons. Anageni
developed gravitic technology over a
59
Anageni Characters:
Anageni have some unusual options due
to their transgenic habits as a species.
Many anageni also modify themselves
transgenically, adding bioware to their
bodies (use the augments rules for some
ideas in the main rulebook):
Extra Arms: Anageni have ful use of all
four limbs, and are double jointed as well.
This grants them Ambidexterity as well as
a +2 Dex bonus. Furthermore, they may
multitask, performing two non-combat
actions at no penalty simultaneously if
circumstances permit (for example, two
limbs fixing a communications array on
the left while the other cleans a weapon
on the right). The first reaction of an
anageni in combat does not reduce the
initiative track by 1 (though subsequent
reactions do).
Sensory Node: Anageni have a sensory
node which is especially attuned to the
following senses: stereoscopic sensory
field on all levels: hearing, vision, smell,
touch, as well as infravision, and magnetic
60
Sample Anageni:
UPP: 659887
Skills: Athletics (any) 0, Science (any) 1,
mechanical 1, Acrobatics 1
CerrKTa
The mimic form looked human, almost
entirely so, until it knew it had been
detected. It quickly split open its hidden
chest cavity and a proboscoid appendage
ripped through its clothing, and began to
pump out a thick, vaporous mist. As it
61
UPP: ABA820
Skills: Athletics (any) 1, Melee (natural) 2,
Jack of all Trades 1, Gun Combat (any) 1,
Drive (any) 1
Special Abilities:
Tough and Fast: CerrKTa receive 3D6 for
Str, Dex and End.
Genetic Mimicry: Because they can
change form at will, CerrKaTa mimics
can, within a 45-75 minute period, alter
their shape to any other chosen host form
in which the host mother has extracted
DNA from, or which is already a part of
the collective unit (so you could have
duplicates of the same mimicked
individual).
Genetic Memory Recall: The mimic form
will take on the Intelligence, Education,
and any skills of the host target, as well as
augmented physical functions. If someone
questions it about specific and difficult
memories or details, it may make an Int
roll to answer correctly. If it fails, then it
will be at 2 on any further such checks as
it has imperfect memories of the host
victim. This rule also applies for any
attempted knowledge or persuasion
checks based on the hosts skills.
Proboscis Attack: This natural attack does
3D6 damage and releases infectious
quasi-mitochondrial spores. The target, if
struck with any effect, must make a End
check or become infected. If the target is
wounded by the attack then it is at 2 on
the roll. If it is incapacitated or killed then
the infection is automatic. The CerrKTa
can mimic dead bodies, but cannot gain
any of the benefits of genetic memory
recall on a corpse (it reverts to its own
default Int, Edu and skills).
Biogenic Self Modification: The CerrKTa
can modify itself at will, taking
approximately 10 minutes for one change
62
Metatranie
They were like great centauroid roaming
tanks, and nearly as large. Like great
saurial dinosaurs from before the dawn of
man, then reimagined by the fantasists of
greek mythology, the beasts, with a
somewhat humanoid torso, would rear up,
firing their heavy weapons while
careening in to the infantry defense lines,
trampling every soldier that stood in their
way. It was clear that they loved war, and
they loved us for the opportunity.
The Metatranie, called Saurials by
colonists abroad, are six-limbed
sauropods with extended necks, lengthy
tails, and complex digits on their two front
limbs. They rear up, a bit like centaurs of
mythology, moving about on their four
hind legs. They are three toed creatures,
with their two fore-most limbs on the
upward rising torso acting as arms, with
five fingers to each hand. They lack
complex wrist movement, as with
humans, and so seem fairly clumsy by
63
TKanti NiChos
The colony was far from uninhabited,
though every station and post was
unmanned. Every being in the community
was busily working to construct a crude
vessel, loaded in to a hastily conceived rail
launcher which normally worked only for
space cargo. They didnt seem to care;
their cargo, swarming colonies of thick,
metallic creatures not unlike terrestrial
scarabs, were hatching from the stomachs
of the men and women who were once
human in this community. We walked
safely among them in our environmental
suits until we encountered the hive
master....
These hive mind entities are complex
protein chain organisms, living dna, which
ride on specially engineered carriers,
insect like deep space organisms which
can survive extremely harsh conditions
while traveling between the stars. When
approaching a new world with actual life,
it settles and then begins to restructure its
components into individual micro cellular
organisms, each not much larger than a
single protein chain strand, which are
carried like airborne spores on the backs
of air molecules. On entering a host, they
begin to break down the old composite
dna structure of the host, setting up a
rewrite mechanism for rna outputs that
will alter the creature, in a two-four week
process into a new slave worker organism.
Meanwhile, the carrier with alter into a
Sample Metatranie:
Attributes: EB3777
Skills: Climbing D6, Fighting D8,
Intimidation D8, Persuasion D6, Survival
D8
Special Abilities:
Giant Creatures: Metatranie are
elephantine in their strength and roll 4D6
for it. They gain 3D6 End and only 1D6
Dex, however.
Natural Weapon - Charging Trample:
Metatranie can engage in a trampling
charge attack at full speed for Str X2
damage. They are at 2 to any dodge
reactions when trampling that round.
Extreme Heat resistance: Metatranie are
used to extremely hot temperatures of up
to 180 fahrenheit, and may receive a +2
64
The Pelegranen
choose to be a glider.
Bloodthirsty: Pelegranen fight for keeps
and gain this hindrance as a species. Some
Peleganen learn discipline and can gain
control of it. Whenever in combat, a
Pelegranen must make an Int check to
cease combat should he need to, or to
calm down and not continue attacking
targets. If a dominant pelegranen with a
higher social standing is present, then that
pelegranen may apply his Soc modifier as
a bonus to the bererk pelegranens roll, to
help calm him.
Reptilian Senses: Pelegranen can smell,
see sudden movement, and taste better
than normal, and may get a +1 modifier to
checks involving these three heightened
senses.
Sample Pelegranen:
Attributes: 777777
Skills: Melee (any 2) 1, Gun Combat (any
2) 1, Athletics (any 1) 1, Drive (any) 1,
Animals 0, Recon 1
Pelegranen Characters:
Pelegranen receive the following edges
for their species:
Natural Weapons: They have a bite attack
and a claw attack.
Optional Glider Wings: Some Pelegranen
retain their glider wings. This grants them
a fly movement double their pace. They
cannot take off except as a glider (from a
height and with good wind). At the start
of character creation, a Pelegranen may
make a Dex check, using his Str modifier
as a bonus if it is negative or high if it is
positive. If he succeeds, then he may
67
Hypolate Farseers
The gangly, thick-skinned yet oddly bony
Farseers are primitive by all standards, but
their tiny black eyes inset over lean
mouths at the ends of such spindly necks
indicate an ancient intelligence and legacy
long beyond human counting. They have
lived so long, seen so much that they are
beyond our simple pursuit of science and
discovery. Their vaguely humanoid
tripodal body seems remarkably similar to
the tripodal forms of the precursors.....
The Hypolate Farseers are a genetic
descendant of the Hypolate progenitors, a
vaguely humanoid species which is best
described as an exo-skeletal, almost
deathly being with only the vaguest
identified characteristics. Their oveall
appearance is one of the gangly and
walking dead, but with heads drooped
forward, protruding from their chest
cavity, and lean, whithered features from
which black and grey flesh hangs. They
see themselves as the idealized
conception of sentience, however.
Hypolate Farseers have been
encountered only rarely. A primitive
version of the species dwells in the
Biodome of Trikkus I, where the Quarus
operates. Additional farseers, also living
aboriginal and nomadic existences on
other worlds, have been found in regions
Sample Farseer:
UPP: 768877
Skills: Various, usually Melee (any) 1,
Athletics (any) 1, Recon 1 and 1-2 terms in
a career
Pace: 6 Parry: 4 Toughness: 4
Special Abilities:
Attributes: Farseers have -1 Endurance
but +1 Intelligence and Education.
Psionics: Farseers are all psionically adept,
69
StickStick-Men
About seventy thousand years ago, a
new visitor arrived, the aptly named StickMen, who themselves prefer to be called
the Controllers. The Stick Men are a
diminutive race of parasitic organisms,
silicone based, which inhabit any number
of foreign hosts and gain cortical control
over their targets. In humans, their
presence along the spinal cord and cortex
of the brain is aggravating and stimulates
rapid cancerous growth. In turn, the stick
man extrudes an enzyme that alleviates
the pain of the host and extends its life as
long as it is completely compliant with all
stick-man manipulations.
The stick-men are fifth dimensional
beings, and are also from a completely
different universe, and travel via
wormholes from one universe to the next.
They are for unknown reasons unable to
transfer from one wormhole to another
without being destroyed, and require a
host organism to transfer into or through.
As they spread like a cancer throughout
the universes, they take over hosts, seek
out sentient beings, and then work to
develop or gain control of the technology
to make the next leap.
Sample Stick-Man:
UPP: 373AA7
Skills: Recon 2, Stealth 3, Survival 1,
Melee (sting) 1
Special Abilities:
Weak but Brainy: Stick-men are scrawny
and splat easily. They roll only 1D6 for Str
and End. They receive a +3 bonus to Int
and Edu, however.
Diminutive Size: Stick-men are small, not
much larger than big rats or enormous
insects, and attackers are at 2 to hit
them.
Stinger: A stick-man invades a suitable
host by injecting it with a highly invasive
biogenic neurotoxin that analyzes the
hosts immune system and adjusts its
toxicity accordingly to paralyze the host.
The stick-man then uses its razor-sharp
fore claws to cut through tissue to the
cortical membrane or primary controlling
nerve tissue of that host. It stimulates
healing of the wound through more
enzymes to seal the wound once inside.
In game terms, if the stick-man makes a
fighting roll that hits and the target is
stunned or rendered unconscious, the
70
Simulants
Simulants are effectively genetically
enhanced, test-tube grown humans,
created from whole genetic cloth and
tailored to the specific needs of a given
job. Simulants, therefore, have a limited
capacity for variation. There are about
three hundred types from which the FM
draws its best stock, and they leave
intentional random mutational factors in
the growth process to insure that there is
a factor of individuality between the
simulants. It is possible to have an army of
true clones who all look alike, but the
need to assert individuality in the face of
such sameness is in the HFC charter.
Simulant Characters:
Simulants are tailored in the transgenic
design process to be most functional in
their profession. Ergo, you get a very
narrow starting point spread for you
attributes, and each stimulant type is
engrained with certain specific skills that
must be paid for with starting skill points
at the minimum indicated levels. These
stats will change as the stimulant goes
through its career path, but the base
ranges are as follows. Also, note that
Simulants are specifically bred for the
military; they automatically get to join one
of the military careers for their first term.
They can not actually leave their chosen
field of service until they have served at
least 3 terms, although they may attempt
to switch to different military careers. A
stimulant who fails a second or later
enlistment attempt always gets submitted
to the draft at that time, until his first
three terms are completed. If a stimulant
is forced to muster out for an injury,
however, he is also then discharged from
his duties and may resume a career as a
free man.
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Grunt Simulants
UPP: 888662
Support Simulants
UPP: 778883
Officer Simulants (gain +2 on commission
rolls)
UPP: 777777
Pilot Simulants
UPP: 788785
Armor Simulants
UPP: 778773
Dragoons
Some dragoons are so far removed from
the common human that they are closer
to robots, and may even be designed as if
they were such. For a more human
dragoon, treat them as Marines with the
following additional package ideas. The
following Cybernetic enhancements are
placed on a Dragoon to bring them up to
FM standards. Most Dragoons are
recruited from amongst desperate
criminals, those who have experienced
crippling and irreparable injuries, and
others.
76
TEMPLE ENCOUNTERS
By Jarrod Camir
Every city holds a least one site consecrates to the gods, be that a soaring cathedral, a
conservative church, an atypical temple, a modest shrine, a peaceful monastery, or even a
megalithic alignment. Next time your PCs elect to pay homage to the gods and head on for
the local temple, roll a d% and see the ideas below or peruse them to make an enlightened
choice related to your campaign.
%Roll
01
02
03
04
05
06
07
08
09
10
11
12
13
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20
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Result
A fey baths in a stone basin, surrounded by tiny points of light.
The monasterys abbot meditates in the abbeys garden.
An elder priest absolves a novice.
An acolyte has an animated discussion with a priest.
A splendid sword floats in midair just above a stone altar ornate with red flowers.
An artisan refits a wood bench; her tools are scattered all around.
A fight goes on in the refectory.
White marble statues, representing beautiful angels, guard the aisles of the temple.
A lit lantern has been left outside the temples porch.
An acolyte cannot identify which flask holds the consecrated oil necessary for the
anointment of a paladin waiting in the sanctuary. The priest performing the
ceremony comes to his rescue.
Hundreds of ravens fly around the spires of the cathedral. A very young girl seeing
the spectacle asks her mother if this is a bad omen.
A corpse hangs upside down in the belfry.
The temples head personally thanks a group of benefactors composed uniquely of
elves.
A vitriolic bigot tongue-lashes everybody who approaches the temples porch while
brandishing a rusty, rune-covered sword.
Two brothers wrestle outdoor; an elder monk monitors them.
A chalice full of blood reposes in front of a lone, demonic figure.
An aristocratic lady is comfortably seated upon a gem-encrusted throne in the
middle of the sanctuary. An unholy symbol has been branded upon her left cheek.
Six soldiers proudly escort their chaplain who is about to be decorated within the
temples walls by the king himself.
A choir repeats before the next service.
A paladin is anointed by a cleric.
A troop of churchgoers has volunteered to do the cleaning of the temple.
A swordswoman crosses the nave at a run, accusing aloud all the clerics of this
temple and their deity to have forsaken her and her friends. She then throws a spear
at the altarpiece with all her might.
A clerics funeral takes place in the churchyard.
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25
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29
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31
32
33
34
35
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59
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61
62
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64
65
66
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73
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79
80
81
82
83
84
85
86
87
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89
90
91
92
93
94
95
96
97
98
99
00
An artist installs a new rose window to replace the former one which has been
vandalized.
The ossuary has been desecrated; moreover, the culprit has disposed the bones
elsewhere in the church.
The altar has been displaced.
A spirit haunts the dormitory.
An elf prays outside near the half-buried idol of a long-forsaken god.
A barefoot monk kicks and slashes madly at an imaginary opponent with a pair of
kamas.
A lightning bolt strikes the temples highest spire.
A druid and her wolf walk around the churchyard. Many children follow them at a
safe distance, excitedly whispering among themselves.
A bard composes a Requiem for a dear friend.
A splendid woman shamelessly performs her ablutions, using the temples fountain
to do so.
A dwarf prays before an anvil. Once the prayer is over, he gently strikes the anvil
twice with his hammer.
A lone chorister sings her goddess praises.
A young lass hides in a corner, desperately holding a sacred symbol upon her heart.
Her sudden scream of terror echoes through the entire chapel, after which she
collapses.
An artist does some repair work at the altarpiece.
A stonemason and his crew add a new wing to the temple.
A bronze plaque affixed to the temples wall reads as follow: They are all gone now,
the holy crusaders, the valorous chaplains, and the faithful warriors. They are all
gone, but they are not forgotten. Thanks to them, our faith is stronger; thanks to
them, the holiest relic of our god has been restored to us.
The smell of incense permeates the air.
80
84
85
29-30
31
32-34
35-39
40-44
45
46-47
48
49
50-54
55
56-58
59
60
61
62
63
64-68
69-70
71
72-76
73
74
75
76-80
81-82
83-84
85-86
87-91
92-94
95
96
97
98
99
00
stampede; and a 10% chance there are predators (1-2 hyenas, 3-4 tigers, 5-6
dogs) nearby
a colony of giant ants
ankhegs burrowing in the region (20% chance they are terrorizing a local farm
or village)
a herd of baboons (20% chance they feel threatened and become hostile)
a herd of wild boar (40% chance of becoming spooked and hostile)
crocodiles along a river bank
a swamp (black) dragon lairs in the region
A celestial dragon (1-2 gold, 3-4 silver, 5-6 bronze, 7-8 copper, 9-10 brass)
lurks nearby, usually in a well-kept sacred temple or ruin
a dragonne lurks in the region
a green hag has a hut nearby; the witch seeks to lure travelers to their doom,
and usually has bakemono goblins, ogres and oni working for her as well
a pack of prowling tigers
a pack of giant lizards
a naga lair is nearby (1-2 dark naga, 3-4 ghost naga, 5-6 guardian naga, 7-8
spirit naga, 9-10 water naga)
a nymph cove
a wandering oni ogre mage and his tribe
A Rakshasa living in a: (1-2 hut, 3-4 castle, 5-6 ruins)
a horde of giant rats
a wandering shambling mound(s)
a venomous snake (hidden)
medium giant spiders
large giant spiders
giant ticks
a wandering titan (20% chance he is hostile, otherwise neutral)
giant frogs
giant toads
a horde of curious spider or howler monkeys
a tribe of troglodytes
bajang
were-tigers
hyenas
hippopotamus
gaki
a pack of wandering ghouls and ghasts
a rogue triceratops (30% chance of a herd, and 20% chance it stampedes)
a hunting tyrannosaurus rex (20% chance it is a pack!)
baku
roll twice; roll three times if you roll 00 again, and so forth
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90