SPECTRAL DANCER
Commentary Their utter isolation drives spectral dancers insane. The spirits flit in and out of humanity, moving in a chaotic, frenzied dance. Desperate to communicate, a spectral dancer approaches a character and dances for one to three rounds, waiting for the character to join it. If the character turns down the invitation, the spectral dancer attacks with desperate fury, using its Spellcasting step. The creature makes a Spellcasting Test against the targets Spell Defense. If the test is successful, the spectral dancer rolls the Effect dice to determine damage. It continues to attack until the character dies or the dancer is destroyed. Keep in mind that these devastating magical attacks can kill even a stout troll within a few rounds. The spectral dancers almost incorporeal form gives it its high Physical Defense Rating, reflecting the Difficulty of finding a solid spot to hit amid the swirling, pulsing light and fog. Though not an easy task, a determined (and lucky) character can find and attack such a spot. A character may also attempt to defend himself by joining the spectral dancer in the dance, but this carries its own danger. The character and the dancer remain locked in the dance until the character either dies or manages to assuage the dancers terrible loneliness for a brief moment. Once joined, the character must see the dance through to its conclusion. During each round that the dance continues, the dancers movements cause a number of steps of damage to the character equal to the number of rounds the dance has lasted. For example, on round 5 of the dance, the dancer does Step 5 damage, Step 6 damage on round 6, and so on. No armor can reduce this damage. During any round of the dance, the character can try to make contact with the dancer in order to ease its loneliness. To do this, the character makes a Charisma Test against the spectral dancers Social Defense; at the gamemasters discretion the character may use another Charisma-based talent for the test. To ease the spirits loneliness and escape its clutches, the character must achieve an Extraordinary success against the dancers Social Defense. Each lesser success level adds to the characters empathy with and understanding of the spectral dancer, and increases the characters Charisma step by 1 for the duration of the dance. As the dance nears its end, the character often sees or relives the dancers memories. Once the character achieves an Extraordinary success, the spectral dancers motions slow, then stop. The dancer thanks the character for giving it brief companionship, then fades away.
STORM WOLF
Commentary Storm wolves have an ability called Storm Call, an eerie, whistling howl that summons a storm. To call a storm, the leader of the pack makes a Spellcasting Test against a Difficulty Number of 20. Each Spellcasting Test does 2 points of damage to the leader, and each additional wolf in the pack adds 1 step to the leaders Spellcasting step. If the Spellcasting Test is successful, the storm arrives in 1D6 rounds. It disperses after one hour, unless the leaders command dispels it earlier. Should the leader die, another wolf takes his place and inherits control of the storm. During the round after the pack leader calls the storm, the storm wolves leap into action. When the storm arrives, the fury of the elements reduces by 3 the appropriate step used by any of the wolves opponents to take any action that requires a test. The storm adds 3 steps to the wolves Attack and Spellcasting steps when making Attack and Effect Tests. Injured wolves who make no tests during a Combat Round have their wounds cleansed by the rains, reducing their Current Damage by 3 points for each round that the storm lasts. Though they heal injuries, the rains do not revive dead wolves. In the same way that they sense evil, storm wolves can also often sense good within a party. In the past, storm wolves have led good parties to sites of evil they wish to see destroyed, creating a storm to let a party approach safely. The leader of the storm wolf pack can also heal a wounded character by placing his muzzle in the characters lap, thereby transferring the healing power of the storm to the character. A storm wolf pelt is worth 75 silver pieces, and counts as treasure worth Legend Points. Elementalists are forbidden by their Discipline to take storm wolf pelts. A character who has skinned a storm wolf for its pelt can never receive aid from another storm wolf, because every wolfs spirit can sense the characters desecration of its fellow wolf.
THORN MEN
Commentary Thorn men patrol the Blood Wood, searching for intruders to bring before Queen Alachia. They carry wooden spears tipped with polished stone. In the hands of a thorn man these spears become magical weapons; when wielded by anyone else, the spear remains ordinary until a spell thread is attached to it.
THUNDRA BEAST
Commentary Thundra beasts attack by charging their targets and goring them or trampling them. Any charging attack, whether using the horn or not, does Step 19 damage.
TRIPLICANT
Commentary Triplicants can conjure copies of themselves to engage in combat. Only the original triplicant, called the core triplicant, can reproduce. This process requires the core triplicant to make three Spellcasting Tests, each against a Difficulty Number of 4. The final Spellcasting Test causes 1 point of damage to the core triplicant; if that final test is successful, two duplicates appear. These duplicates remain for 3D6 hours before dissolving into a frothy mush. The copies may act individually or together, and even under the influence of magical charms refuse to harm the core triplicant. A core triplicant can make an unlimited number of duplicates, and always gives itself numerical superiority before ambushing a party.
MUNDANE ANIMALSIn addition to the many magical creatures that roam the jungles and forests of Barsaive, mundane animals such as lions, tigers, bears, snakes, and so on fill Barsaives wilderness. Despite their lack of magical threats, these creatures pose their own dangers to the unwary traveler.The following table lists the Attribute step numbers for many of these animals. Using these numbers as a guide, the gamemaster should consult the Attribute Table in Creating a Character to assign each creatures remaining statistics. As with all creatures, the statistics listed in the table below represent the average for the animals described. The gamemaster should feel free to alter any game statistics as the situation requires. When determining an animals Attack and Damage step numbers, the gamemaster should add 1, 2, or 3 steps to the animals appropriate Attribute step number. For example, say the gamemaster needs to find a lions Attack step. Because most animals Attack steps are based on their Dexterity steps, the gamemaster can simply add 1, 2, or 3 to the average lions Dexterity step number of 4 as he deems fit. If the gamemaster decides to add 3 steps, he gives the lion an Attack Step Number of 7. This means that the gamemaster rolls 1D12 (Step 7) when making Attack Tests for the lion. For more information regarding step numbers and dice rolls, consult the Step/Action Dice Table, in Game Concepts. The Notes column on the following table indicates an animals special abilities. As with all statistics, the gamemaster may alter the information listed as he sees fit.
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