The key means of play in a roleplaying game is the adventure. Thus, here's a chapter devoted to some tips on preparing and running adventures, including obstacle ideas, rewards, and generic characters.
The system and information in OpenD6 Fantasy suits two types of fantasy subgenres: high and low. The primary difference between the two lies in the amount of magic available, which in turn affects the types of characters played and monsters encountered.
Myths, legends, and magic are the keywords in a high fantasy campaign. Magic is common, ranging from every village having its own wizard or witch, to certain castes or groups limiting spell casting to their members. Often, the characters are larger-than-life heroes who are battling an even larger foe. Good and evil are living entities, and quests are popular adventure hooks.
A low fantasy world is much more "gray" than high fantasy. Magic is mysterious, and spells are difficult to cast (represented by a higher base Spell Total). Monsters are dangerous and often few and far between. Not everyone in the world is either good or evil, and the players' characters may be of mixed morality.
Like most games, roleplayers must overcome a series of obstacles to reach a final goal. But in roleplaying games, that combination of obstacles and goals, called an adventure, takes on the same structure as a story. Both have an exposition, progressively more difficult challenges to overcome, a climax, and a resolution. You can use movies, television shows, novels, or comic books to come up with ideas for adventures, always remembering that the players get to decide how their characters react to the given obstacle, instead of their actions being dictated by the writer.
You, the gamemaster, choose the hurdles the characters must deal with. You provide a goal and then present the characters with a series of problems that prevents them from reaching that objective. The hindrances can take a variety of forms, from monsters to evil viziers to sand storms to secret societies, depending on the genre and the particular circumstances of the adventure your characters are working through.
The most direct way of creating an adventure is to select the goal first. Once you know the end, you can more easily decide on what types of obstacles make it interesting for the characters to reach the goal.
Caught in a Tight Spot: Escape from a situation that could cause some type of harm to the characters or their allies.
Contest: The characters must accomplish a predetermined goal more quickly or more efficiently than everyone else involved in the contest.
Guard Duty: Protect someone or something from harm.
Foil a Plan: Stop someone else from accomplishing their goal. Generally, the plan to be foiled has something to do with the destruction of a person, place, or thing of importance to the characters or to the entire world.
Mystery: The players' characters must discover the truth about a person, thing, or event.
The Quest: Locate and retrieve an object or person at the behest of another. It could be a stolen object, the person kidnapped, or a criminal who's escaped justice.
Once you've determined the type of adventure you want to create, you must divide it up into smaller chunks called scenes, each containing one or two obstacles. A scene is triggered by the players' characters' arrival at a given location or by the passage of time. Once the characters overcome or bypass the obstacle, they move on to the next scene and one step closer to the goal of the adventure. Here are a few examples.
Adverse Conditions: Weather, terrain, monsters, and hostile or uncooperative gamemaster's characters can hamper the characters in accomplishing the goal.
Gamemaster's Characters: The people that the player's characters meet come in handy for all sorts of situations, so much so that there's a whole section on them in this chapter.
Combat: In order to continue forward or get to something, the characters first must defeat a creature or villain.
Diversions: Include extraneous details in setting descriptions or when the players' characters talk to other people. The details are more for show than to further the adventure, but they offer some interesting roleplaying opportunities.
Information: The players' characters often need to obtain information, and you can make this more challenging by making it harder for them to find (two guards to convince instead of one), missing (part of a needed tablet has been destroyed), in the form of a puzzle or riddle, from a questionable source, or giving the characters what seems like a right lead but ends up being to the wrong place. However, make sure that the information the characters seek really is attainable. Be careful not to force the players' characters to go through an enormous amount of trouble based on clues and hints you've given them only to find that their efforts were wasted.
Multiple Goals: Typically for experienced roleplayers, adding the rumor of a new goal can force the characters to rearrange their priorities.
Restrictions: The characters can't use some of the regular equipment or must be certain to perform certain rituals, or there will be dire consequences.
Time Limits: There's nothing like a time limit to speed up a scene. This kind of obstacle can take the form of limited supplies, deteriorating weaponry, or a set amount of time before something horrible occurs.
During their adventures, players' characters encounter various allies, enemies, neutrals, and monsters who serve to shape the story, establishing the setting or helping or hindering the characters at critical moments. Without these characters, nothing much would happen.
However, you don't have to create enough characters to fill the entire universe. Save yourself work and carefully choose which gamemaster's characters play the most pivotal roles in your adventure and design them in detail. Then select the less important characters and determine most of their background and personality, and so on until you come down to the nameless characters who need nothing more than a brief mention.
Once you've come up with the overall concept for the character or monster, you should decide on his game statistics. Skim through the "Character Basics" and "Character Options" chapters for some ideas, jotting down whatever details are important for the character's importance to the adventure and what's needed to use him. There's no need to follow the character creation rules exactly; instead, give each character or monster what you think he needs to play his part in the story.
The average adult Human has 2D in all attributes, with 3D or 4D in one or two attributes in which you feel the character should be comparable to the players' characters. Depending on how much experience you want an individual to have, give the average character between 7 and 14 dice in skills.
Children generally have 1D in all attributes, with two or three dice in skills, such as throwing (for tossing rocks, balls, food, etc.), running, swimming, hide, bluff, and charm. Older or gifted children may have more or a greater variety of skills. Children will have few, if any, specializations. They often carry a favorite toy or nothing. Elderly adults may have fewer dice in their Agility, Coordination, and Physique. However, they have twice as many skill dice (between 14 and 20), to account for their greater experience.
Monsters and animals (those creatures that gamemasters wouldn't allow players to take as characters) may have a minimum of 1D in any attribute (generally Intellect and Coordination), but they have no attribute maximum. Use Disadvantages and Special Abilities as inspiration for the game mechanics of various natural abilities for the creature.
Remember that, although clever, most animals and some monsters are not as intelligent as Humans are. They don't actively use skills, though they may have some to represent their unconscious use of them, such as mettle to resist being told what to do. Animals and monsters usually decide on the best course of action that will lead to their own survival, unless they are trained otherwise.
Body Points for generic characters likewise depend on age and toughness. For base Body Points, use these guidelines: 5 for kids and elderly individuals, 10 for ordinary innocent bystanders and most animals, 15 for minor villainous opponents, and 20 for major secondary and leading gamemaster's characters. Add to these values any additional points as you deem appropriate.
Should you prefer the Wounds system, be sure to drop one or more levels from the bottom of the list. For example, most animals, kids, and elderly would take one Wound level (Incapacitated) before dying, while minor character and large animals might take two (Stunned and Incapacitated), and so on.
Cannon-fodder villains, such as army troops, henchmen, and merchants, typically have no Character Points or Fate Points. Minor villains, whose survival isn't dependent upon the adventure's plot may have one to three Character Points and (usually) no Fate Points. Continuing villains, such as those who may be used for several adventures or who are subordinate to the main villain, may have several Character Points and no more than one or two Fate Points.
Major villains who might be used over the course of a campaign and are integral to an adventure should have at least 11 Character Points (some characters may have well over 50 Character Points) and many will have at least three Fate Points.
Once you've got the goal and a few obstacles, you'll need to give the players' characters a reason to go on the adventure. Often called the hook, here are a few examples.
Character Goals: The group, even just one of the players' characters, gets information that could help get then closer to a long-term goal.
Informant: Someone lets the players' characters know about the goal and gives them just enough information to get to the first obstacle. The information could be provided as a letter, a town crier's announcement, a posted flier, or an anonymous source.
In Medias Res: Start the game in the middle of an explosive or suspenseful event. Such fast starts put the players immediately on their toes, thrusting their characters into the middle of the game before they even know it. Once they've dealt with their immediate problem, they're thoroughly enmeshed in the story.
Mission Briefing: The organization in which the characters are involved calls a meeting and sets reveals the goal (though, of course, not how to accomplish it!).
You've successfully brought the players' characters into the adventure. Now you have to keep them focused and enthralled with the plot. If you see their eyes start to wander, or they fall into a conversation about the last game (or worse, what the watched on television last night), you know something's gone wrong. This section should help you maintain an involving story and a sense of "really being there."
Your first job is to vividly depict the scene unfolding before the players' characters. Where are they? Who else is there? What's happening? These are the questions you must answer immediately.
The key here is to engage the players' senses, just like a good movie, novel, or television show. Try to use evocative words to give the players a clear and vivid view of their characters' environment. The best way to learn how to provide such lifelike descriptions is to picture the scene in your mind and do whatever you can to convey that same scene to your players. You may incorporate movie or television footage you've taped, maps and diagrams you copied out of library books, or even illustrations you've drawn yourself. Sound effects CDs especially can help you set the stage for the characters.
Just remember that your players have five senses. Don't just rely on the sense of sight. Describe what your characters hear, smell, touch, and (sometimes) taste. The following example engages several senses.
Gamemaster: "The thick, musty smell of swamp begins to permeate the air. From all around you, you can hear the screeching chirps of birds and small animals. The humidity settles against your skin like a blanket of moisture as you continue trudging forward on the increasingly squishy ground. The gangly gray trees scattered in small stands reach upward into the mist, and you get the distinct feeling that something out there is watching you."
Other than the setting, the players' characters will also encounter other people who live in the game world. Your job is to make sure that these gamemaster's characters appear real to the players. Their words and actions must seem appropriate in the context of their histories, personalities, and ambitions. If a stoic military officer suddenly took off his helmet and started joking around, the players would probably just stare at you for a minute as the game comes crashing to a halt.
Play each character to the best of your ability. Make sure he does everything in his power to achieve his goals, whether he's trying to thwart the players' characters or earn a load of gold coins. This does not mean that each gamemaster's character should act overtly. Part of his goal may be to achieve his objective undetected, or to make it look like someone else was responsible. Rather, the idea is that the character should use all of his resources — his skills, allies, finances, and so on — to accomplish his immediate as well as his long-term goals.
Try to make each place the players' characters visit seem different than the others. By doing this, you can make these sights engaging and memorable for the players.
Every once in while you should ask to see the players' character sheets. Look for background information and personality traits that might lend themselves to a personal stake. If a player has written that her character is extremely competitive, for example, you could create a rival group that seeks to outdo the players' characters at every turn. The players will do everything in their power to make sure their characters succeed more often and more quickly than the newcomers.
Don't constantly force your players to follow along the prescribed path of the adventure. They may have devised an alternate scheme for success not covered by the scenario, and you shouldn't penalize them for their creativity. Instead you'll have to use your judgment to run the remainder of the adventure.
If the players feel that they never have a choice, that you have predetermined what their characters will do and say — and therefore, how the adventure will turn out — they're not going to have any interest in playing. Part of the fun of a roleplaying game is the almost unlimited possible reactions to any given situation. Take that away, and you've lost much of the reason for participating in this type of game.
Sometimes the characters will have only a few choices — or at least, a few obvious choices — and that's fine if it makes logical sense in the context of the scenario and doesn't seem like an attempt by you as the gamemaster to dictate their characters' paths.
Reward creativity. Give the players a reason to exercise their brains. The more freedom they believe they have, the more they'll enjoy the adventure. When their characters make a mistake, they have no one else to blame it on, and when their characters succeed, they feel a genuine sense of accomplishment.
If the players can correctly guess the conclusion of an adventure while they're progressing through the first encounter, the ensuing encounters won't provide as much excitement as they should.
This is where the subtle art of misdirection comes in. The object here is to keep the players (and their characters) guessing and revising those guesses through the whole adventure. You can do this in small ways: Make die rolls, smile for a moment, and then don't say anything about it; have the characters roll Acumen checks, ask for their totals, and then just continue with the encounter; ask a player for detailed information on how her character is going to close a door ("Which hand are you using?" "Do you have a weapon in your hand?"), but then have the portal close uneventfully.
You also have the option of throwing in major red herrings. If a character starts tracking the players' characters, the players will immediately attempt to mesh this new person's presence with the rest of the adventure. In reality, however, he's just a common thief looking for an easy mark, or he thinks that one of the characters looks familiar but doesn't want to say anything until he's sure he's not mistaking that character for someone else.
It's that chance of failure that gives excitement to a roleplaying game, so sometimes characters need to fail. If they roll poorly, or are simply outclassed, or most importantly, if they play poorly, their characters will not accomplish their goal.
Yet, with each defeat, the characters (and players) should learn something. They may learn a better way to approach a situation, or they may stumble upon a tool or gadget that will help them in the future. It should take perseverance and dedication, but learning from mistakes will eventually lead to success.
Sometimes an adventure doesn't thrill the players like you expected it to when you were first reading or creating it. As you run a scenario, try to pay attention to the players' reactions to the various scenes. Did they stand up and all try to talk at once during the puzzle-solving encounter? Did they go comatose when they reached the chase? Gauge their reactions to your judgment calls and improvisation. The players' words and actions can convey a great deal of information about what they enjoyed most (and probably would like to see more of).
Ask the players what they did and didn't like. You could even have them write you an anonymous note with a list of their favorite and least favorite scenes.
Don't take any negative responses as criticism. It takes a lot of work to plan and run a game, and you can't always please everyone no matter what you do. Just don't forget to listen to what your players have to say. They may want to take the game in a different direction than you do. Compromise. Make sure you and your players have fun. If not, either you or your players will eventually give up and find something else to do during those precious spare moments. View player reactions and comments as hints for what you can do in the next adventure that will keep them on the edge of their seats.
Part of the fun of roleplaying is watching characters improve and develop. Gamemasters have plenty of options for helping that along, though, of course, no single option should be overused or the players will have no reason to continue adventuring.
Look through the list of Advantages for some reward ideas. Typically, when a gamemaster allows access to an Advantage, it's a one-shot deal, especially for particularly powerful Advantages, such as being owed a favor by a king. If the characters want a more permanent access to this kind of Advantage, they will have pay for it (in Character Points).
Gamemasters might also give free Advantages to characters — along with an equivalent amount of Disadvantages!
Depending on the circumstances of the present adventure and the gamemaster's ideas for future adventures, gamemasters may allow the players' characters to keep equipment, gear, and treasure that they find in abandoned temples or acquire from a villain's lair. Gamemasters may even want to plant various items in the adventure for the players' characters to locate, whether to fulfill a character's dream or help the group in a future scenario. Should the equipment or other material cause the players' characters to become too powerful, too quickly, remember that things can break, become the object of desire by more powerful personages, or get stolen.
Characters might choose to sell some of their loot and put the money into their investments or royal vaults. Depending on what characters do with their money, gamemasters may allow a permanent one-pip increase to each of their Funds attribute (because of putting it into solid investments as determined by a trading roll), or give the characters a larger bonus to a limited number of Funds rolls (because they kept the cash in a vault at their hideout).
While not terribly tangible, information could be useful for drawing the characters into another adventure or helping to fulfill a character's goal (such as discovering details about her mysterious past).
Assuming that the players have really been trying and have been sufficiently challenged by the adventure, each character should receive enough Character Points to improve one skill, plus a few extra for help in overcoming a low roll at a future inconvenient time. Obviously, more experienced characters will either have to experience more adventures, or they'll need bigger challenges.
Here are a few guidelines for distributing Character and Fate Points for an adventure that lasts two or more nights, several hours per night. They are per character, not per group.
Obstacle was easy to overcome (the difficulty numbers were about three times the die code in the skills required): No reward.
Obstacle was somewhat difficult to overcome (the difficulty numbers were about three to four times the die code in the skills required): 1 Character Point per low-difficulty obstacle in the adventure.
Obstacle was quite challenging to overcome (the difficulty numbers were about five times the die code in the skills required; generally reserved for the climactic scene): 2 or more Character Points per high-difficulty obstacle in the adventure (depending on how many Character Points the characters had to spend to beat the difficulties set).
Individual roleplaying (overcoming goals and playing in character): 2 to 3 Character Points (awarded to each character, not to the whole group).
Group roleplaying (teamwork and interacting with each other in character): 3 to 4 Character Points.
Everybody had fun (including the gamemaster): 1 to 2 Character Points.
Accomplished the goal: 1 Fate Point.
Healer: Agility 2D, Coordination 2D, sleight of hand 2D+1, Physique 2D, stamina 2D+1, Intellect 3D, healing 4D, reading/writing 2D+1, scholar 2D+2, Acumen 2D, investigation 2D+1, Charisma 2D. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 10/Wound levels: 2. Equipment: large healer's kit (+1 bonus to 6 to 12 healing attempts).
Henchman: Agility 2D, fighting 4D, melee combat 3D, stealth 3D, Coordination 2D, lockpicking 3D, marksmanship 4D, Physique 3D, running 3D+2, Intellect 2D, Acumen 2D, hide 3D, streetwise 3D, tracking 3D, Charisma 2D. Move: 10. Physique Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 13/Wound levels: 2. Equipment: dagger (damage +1D), lockpicking tools (+1D to lockpicking rolls), soft leather armor (Armor Value +2).
Merchant: Agility 2D, riding 2D+1, Coordination 2D, sleight of hand 2D+2, Physique 2D, running 2D+1, Intellect 2D, cultures 3D, reading/writing 2D+2, scholar 3D, speaking 3D, trading 3D, Acumen 2D, streetwise 2D+1, Charisma 3D, bluff 3D+2, charm 4D, persuasion 3D. Move: 10. Strength Damage: 1D. Fate Points: 0. Character Points: 2. Body Points: 11/Wound levels: 2. Equipment: coins of various realms; trinkets or wares to sell; pouches; small knife (damage +2); heavy garments (Armor Value +1).
Ranger: Agility 3D, dodge 3D+1, fighting 3D+1, melee combat 3D+1, stealth 3D+2, Coordination 2D, Physique 2D, running 3D+1, lifting 3D+2, Intellect 2D, Acumen 2D, hide 2D+2, investigation 2D+1, search 2D+1, survival 2D+2, tracking 2D+2, Charisma 2D, intimidation 2D+1, mettle 2D+1. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2. Body Points: 14/Wound levels: 2. Equipment: short sword (damage +1D+2); knife (damage +1D); soft leather armor (Armor Value +2); mottled green-grey cloak (+1 to hide attempts among trees).
Ruffian: Agility 2D, fighting 3D, melee combat 3D, stealth 2D+1, Coordination 2D, lockpicking 3D, Physique 3D, Intellect 2D, traps 3D, Acumen 2D, gambling 2D+2, hide 2D+2, streetwise 3D, Charisma 1D, intimidation 3D. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2. Body Points: 12/Wound levels: 2. Equipment: dagger (damage +1D); burlap bag.
Soldier: Agility 2D, dodge 3D, fighting 3D, melee combat 3D, Coordination 2D, Physique 3D, lifting 3D+1, running 3D+1, Intellect 2D, Acumen 2D, search 2D+1, streetwise 2D+1, survival 2D+1, Charisma 2D, intimidation 2D+2, mettle 2D+1. Move: 10. Strength Damage: 2D. Fate Points: 0. Character Points: 2. Body Points: 15/Wound Levels: 2. Equipment: short sword (damage +1D+2); knife (damage +1D); padded leather armor (Armor Value +1D) with helmet.
Bird of Prey (Falcon, Hawk): Agility 4D, fighting 5D, flying 5D, Coordination 1D, Physique 2D, Intellect 1D, Acumen 2D, search 3D, tracking 3D, Charisma 2D, mettle 3D. Move: 32 (flying)/15 (gliding). Strength Damage: 1D. Body Points: 7/Wound levels: 1. Natural Abilities: wings allow the bird to fly or glide for several hundred miles or as long as there are thermals to keep them aloft; beak (damage +2); talons (damage +1D); small size (scale modifier 9).
Cat, Domestic: Agility 3D, fighting 4D, climbing 4D, dodge 4D, jumping 4D, stealth 4D, Coordination 1D, Physique 1D, running 3D, Intellect 1D, Acumen 2D, search 3D, tracking 3D, Charisma 2D, mettle 3D. Move: 20. Strength Damage: 1D. Body Points: 8/Wound levels: 1. Natural Abilities: claws (damage +2), teeth (damage +2); small size (scale modifier 6).
Cat, Large (Lion, Puma, Tiger): Agility 4D, climbing 5D, dodge 5D, fighting 5D, jumping 5D, stealth 5D, Coordination 2D, Physique 4D, running 5D, Intellect 1D, Acumen 2D, search 3D, tracking 3D, Charisma 2D, intimidation 5D, mettle 4D. Move: 30. Body Points: 24/ Wound levels: 3. Strength Damage: 2D. Natural Abilities: thick fur (armor value +2), claws (damage +1D), teeth (damage +1D). Note: Large cats can leap up to 10 meters horizontally or two meters vertically.
Cobra: Agility 4D, fighting 5D, stealth 5D, Coordination 2D, marksmanship: spitting 4D, Physique 1D, Intellect 1D, Acumen 2D, search 3D, tracking 3D, Charisma 2D, intimidation 4D, mettle 4D. Body Points: 5/Wound levels: 1. Move: 15. Strength Damage: 1D. Natural Abilities: fangs (damage +1D; venom injected when fighting success beats difficulty by 5 or more); venom spitting (with a called shot to the eyes or mouth, the cobra spits venom into this area); venom (causes 5 points of damage or 1 Wound level every 10 minutes until victim dies or is treated; Very Difficult stamina roll to resist); small size (scale modifier 9).
Dog, Domestic: Agility 3D, dodge 4D, fighting 4D, Coordination 1D, Physique 3D, running 4D, Intellect 1D, Acumen 2D, search 3D, tracking 4D, Charisma 2D, intimidation 3D, mettle 2D+1. Move: 25. Strength Damage: 2D. Body Points: 9/Wound levels: 1. Natural Abilities: teeth (damage +1D); small size (scale modifier 5).
Dog, Guard: Agility 3D, dodge 6D, fighting 5D, Coordination 1D, Physique 4D, running 4D+1, Intellect 1D, Acumen 2D, search 3D, tracking 4D, Charisma 2D, intimidation 5D, mettle 4D. Move: 25. Strength Damage: 2D. Body Points: 12/Wound levels: 2. Natural Abilities: teeth (damage +1D); small size (scale modifier 4).
Horse: Agility 3D, fighting 4D, jumping 4D, Coordination 1D, Physique 4D, running 5D, Intellect 1D, Acumen 3D, Charisma 2D, intimidation 3D, mettle 3D. Move: 25. Strength Damage: 2D. Body Points: 15/Wound levels: 2. Natural Abilities: hoof (damage +2); teeth (damage +2); large size (scale modifier 3). Note: Horses can attack the same target twice in one round with their hooves (two front or two back) at no penalty, or they can bite once.
Rats: Agility 3D, acrobatics 3D+1, climbing 3D+2, dodge 3D+1, fighting 3D+2, jumping 4D, Physique 1D, running 3D, swimming 1D+2, Intellect 1D, Acumen 2D, hide: self only 4D, search 3D, Charisma 1D, willpower 2D. Move: 3. Strength Damage: 1D. Body Points: 6/Wound levels: 1. Natural Abilities: teeth (Strength Damage only); swarm attack (roll a single fighting total for entire group of rats, adding +5 to the total for every 10 creatures involved; if using the optional damage bonus, add the bonus for this roll to the Strength Damage of a single rat); small size (scale modifier 9 for single rat).
As there are so many different kinds of each monster in existence, use this information when you need quick game characteristics.
Demon, Minor Destructive: Agility 3D, fighting 4D, stealth 4D, Coordination 2D, throwing 4D, Physique 5D, lifting 5D+1, running 6D, Intellect 2D, Acumen 2D, Charisma 2D, intimidation 6D, mettle 4D. Move: 10. Strength Damage: 2D. Body Points: 24/Wound levels: 3. Disadvantages: Employed (R1), anyone who knows its true name can command it completely; Devotion (R3), totally committed to wreaking havoc. Special Abilities: Attack Resistance (R1), +1D to damage resistance total against weapons not blessed or enchanted; Immortality (R1), a holy symbol and proper ritual returns it to its realm.
Dragon, Young: Agility 3D, fighting 4D, flying 3D+1, Coordination 2D, marksmanship 3D, Physique 5D, lifting 5D+1, Intellect 3D, Acumen 2D, Charisma 3D, intimidation 6D, mettle 3D+2. Move: 10. Strength Damage: 3D. Body Points: 32/Wound levels: 5. Advantages: Size: Large (R4), scale value 12. Disadvantages: Achilles' Heel: Metabolic Difference (R3), requires large quantities of fresh meat; Infamy (R3), species feared and hunted because of destructive tendencies; Quirk (R3), easily angered; Quirk (R3), greedy. Special Abilities: Natural Armor: Scales (R2), +1D to damage resistance total; Natural Handto- Hand Weapon: Claws (R3), damage +3D; Natural Ranged Weapon: Fiery Breath (R2), damage 6D.
Evil Humanoid (Goblin, Kobold, Orc): Agility 3D, climbing 3D+2, fighting 4D, jumping 3D+1, stealth 4D, Coordination 3D, marksmanship 4D, throwing 4D, Physique 3D, lifting 3D+1, running 4D, Intellect 1D, Acumen 2D, hide 2D+2, survival 3D, tracking 3D, Charisma 1D, intimidation 2D. Move: 10. Strength Damage: 2D. Body Points: 12/Wound levels: 2. Disadvantages: Devotion (R3), killing and looting. Special Abilities: None.
Giant: Agility 3D, fighting 4D, melee combat 4D, Coordination 1D, throwing 4D, Physique 5D, lifting 6D, running 6D+2, Intellect 2D, Acumen 1D, tracking 2D, Charisma 1D, intimidation 6D. Move: 10. Strength Damage: 3D. Body Points: 26/Wound levels: 4. Advantages: Size: Large (R2), scale value 6. Disadvantages: None. Special Abilities: Hypermovement (R2) +4 to Move; Increased Attribute: Physique (R3), +3 to all Physique totals. Equipment: Large club (damage +2D).
Walking Dead (Mummy, Skeleton, Zombie): Agility 2D, fighting 3D, Coordination 1D, Physique 2D, lifting 3D, Intellect 1D, Acumen 1D, search 3D, tracking 3D, Charisma 1D, intimidation 6D. Move: 10. Strength Damage: 2D. Body Points: 15/Wound levels: 2. Disadvantages: Employed (R3), slave to the one who raised them. Special Abilities: Hardiness (R2), +2 to damage resistance totals; Immortality (R1), cease functioning when smashed to pieces or head is cut off.