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Skeleton


Creature Name

Skeleton, Horde

Skeleton, Soldier

Skeleton, Archer

Skeleton, Crusader

Level

1

5

10

15

Attributes

 

 

 

 

AGL

20+1D10

45+1D10

60+1D10

70+1D10

AWA

NA

10+1D10

45+1D10

55+1D10

BEA

NA

NA

NA

NA

CHA

NA

NA

NA

NA

DEX

20+1D10

45+1D10

60+1D10

70+1D10

HEA

NA

NA

NA

NA

INT

NA

10+1D10

45+1D10

55+1D10

LUC

50

50

50

50

STR

20+1D10

45+1D10

60+1D10

70+1D10

WIL

NA

10+1D10

45+1D10

55+1D10

IP

20+1D10

55+1D10

80+1D10

105+1D10

PV

Special

Special

Special

Special

Actions

1

1

2

3

Movement

5’ Walk Only

10’ Walk Only

15’ Walk Only

40’ Jog Only

Injury Dealt

1D10 + 1/10 STR

By Weapon

By Weapon

By Weapon

Spell Type

NA

NA

NA

NA

Treasure

None

None

Low

Medium

 

Creature Name

Skeleton, Lesser Lich

Skeleton, Greater Lich

Skeleton, Lesser Scourge

Skeleton, Greater Scourge

Level

20

25

15

20

Attributes

 

 

 

 

AGL

55+1D10

65+1D10

75+1D10

90+1D10

AWA

70+1D10

85+1D10

55+1D10

60+1D10

BEA

NA

NA

NA

NA

CHA

NA

NA

NA

NA

DEX

55+1D10

65+1D10

75+1D10

90+1D10

HEA

NA

NA

NA

NA

INT

90+1D10

100+1D10

55+1D10

60+1D10

LUC

50

50

50

50

STR

55+1D10

65+1D10

75+1D10

90+1D10

WIL

90+1D10

100+1D10

55+1D10

60+1D10

IP

110+1D10

130+1D10

110+1D10

130+1D10

PV

Special

Special

Special

Special

Actions

3

4

4

4

Movement

30’ Jog Only

35’ Jog Only

40’ Jog Only

50’ Jog Only

Injury Dealt

By Weapon

By Weapon

By Weapon

By Weapon

Spell Type

A

A

NA

NA

Treasure

High

High

Medium

Medium

 


Skeletons are the bone remains of dead creatures that have been animated by an evil priest or necromancer.  Low-level skeletons are no more than simple automatons for their masters, while the higher-level skeletons actually have some remnants of their former selves.

 

                All skeletons have some common abilities and immunities.  All skeletons receive 1 point of injury from missile weapons.  Bladed weapons deal ¼ injury even if the flat of the blade is used.  The only weapon that can inflict full injury to a skeleton is crushing or clubbing weapons.  Skeletons are also immune to all spells that inflict cold, heat (not fire), electricity, fear, mind-altering spells, and paralysis. 

 

                Horde skeletons are the weakest and easiest skeletons to animate.  They are mindless automatons that simply follow their master’s orders.  In addition to the immunities of all skeletons, horde skeletons have a five-foot aura of fear.  Anyone closing with one must make a WIL roll or be forced out of range of this ability.  Only one successful WIL roll must be made per battle, and one attempt can be made every action.  In addition the horde skeletons have skill in brawling at 25%.  They cannot use any other weapons or skills.  They carry no equipment other than what they pick up under the direction of their master.

 

                Soldier skeletons do have some remnants of their former life.  This skeleton requires the corpse of a man at arms, squire, or knight.  A fragment of their skill and memories are retained to their new existence.  Soldier skeletons also have an aura of fear projecting 10 feet.  Anyone closing with one must make a WIL roll with a penalty of –10 or be forced out of range of this ability.  Only one successful WIL roll must be made per battle, and one attempt can be made every action.  Soldiers have the following skills: Brawling 50%, 1 Weapon skill 58%, Defensive Tactics 25%, and some knowledge of tactics.  They will use normal melee weapons but cannot use bows.  Most of their weapons will be one-handed edged weapons but some may use clubs or two-handed swords.  Soldiers can resist a banishment skill roll and give a penalty of 5 to the skill roll.

 

                Archers are skeletons that are closer to their former lives and have more memories and skill.  As with soldier skeletons, they must have been created from the remains of soldiers, men at arms, archers, or knights. Archer skeletons also have an aura of terror projecting 10 feet.  Anyone closing with one must make a WIL roll or be forced to retreat as far as possible for 1d10/5 rounds.  Only one successful WIL roll must be made per battle, and one attempt can be made every action.  Archers have the following skills: Brawling 60%, 1 Missile Weapon skill 85%, 1 Melee Weapon skill 70%, Defensive Tactics 40%, and some knowledge of tactics.  Archers tend to wear light armors if any.  Archers can resist a banishment skill roll and give a penalty of 10 to the skill roll.

 

                Crusader skeletons are the officers of a skeletal army.  They have the most knowledge and memories of their previous lives but still are under the control of their creator.  As with soldier skeletons, they must have been created from the remains of soldiers, men at arms, archers, or knights. Crusader skeletons also have an aura of terror projecting 15 feet.  Anyone closing with one must make a WIL roll with a penalty of –10 or be forced to retreat as far as possible for 1d10/5 rounds.  Only one successful WIL roll must be made per battle, and one attempt can be made every action. Crusaders have the following skills: Brawling 92%, 1 Melee Weapon skill 112%, Defensive Tactics 80%, and some knowledge of tactics. They will wear any armor.  Crusaders can resist a banishment skill roll and give a penalty of 15 to the skill roll.

 

Liches are powerful magic users and enchanters who try to fight death itself and link its soul to his own skeletal remains.  The spell that allows this transformation is extremely long and requires the life essence of the caster to perform.  If the spell attempt fails the caster is permanently dead and cannot be resurrected.  Those who succeed go on in a twisted parody of life.  Most liches were necromancers in life who simply wont let their ability to torture and hurt others end.  All liches have major spell casting abilities and know many spells.

 

Lesser liches simply did not have as much experience in life that the greater liches had.  Lesser liches can cast spells from three arkana.  They have the following skills: Cast Spells for 3 Arkana 144%, Learn Spells 100%, Concentration 100%, Necromancy 95%, and 7 other skills of the GMs choice at 80%.  Lesser liches tend not to rely on weapons or armor, as their own spells are far more useful.  They will always have at least one magical item with which they will use in combat. Lesser Liches also have an aura of terror projecting 15 feet.  Anyone closing with one must make a WIL roll with a penalty of –15 or be forced to retreat as far as possible for 1d10/5 rounds.  Only one successful WIL roll must be made per battle, and one attempt can be made every action.  Finally lesser liches can resist a banishment attempt.  If so, the banishment roll receives a penalty of –20.

 

Greater liches are the epitome of dark enchantments. Greater liches can cast spells from four arkana.  They have the following skills: Cast Spells for every Arkana 171%, Learn Spells 130%, Concentration 130%, Necromancy 120%, and 10 other skills of the GMs choice at 99%.  Greater liches tend not to rely on weapons or armor, as their own spells are far more useful.  They will always have at least three magical items with which they will use in combat. Lesser Liches also have an aura of terror projecting 15 feet.  Anyone closing with one must make a WIL roll with a penalty of –15 or be forced to retreat as far as possible for 1d10/5 rounds.  Only one successful WIL roll must be made per battle, and one attempt can be made every action.  Finally lesser liches can resist a banishment attempt.  If so, the banishment roll receives a penalty of –25.

 

Scourges are high-level warriors and assassins in life.  They are often used as undead generals, protectors of great wealth, and bodyguards. Scourges retain all of their memories and personality.  This can result in a heroic scourge although very few exist.  All scourges carry Darkheart’s Sword.  This sword makes the Scourge what it is.  A typical sword of this type will add +5 to strike and +3 injury.  See the section on magical items for more information.  They also have an aura of terror projectig 15 feet.  Anyone closing with one must make a WIL roll with a penalty of –15 or be forced to retreat as far as possible for 1d10/5 rounds.  Only one successful WIL roll must be made per battle, and one attempt can be made every action.

 

Lesser scourges have the following skills: Brawling 92%, 1 Melee Weapon skill 112%, Defensive Tactics 80%, and great knowledge of tactics. They will always wear chain mail or plate.  Lesser scourges can resist a banishment skill roll and give a penalty of 15 to the skill roll.

 

Greater scourges have the following skills: Brawling 119%, 1 Melee Weapon skill 144%, Defensive Tactics 100%, and superb knowledge of tactics. They will always wear chain mail or plate.  Greater scourges can resist a banishment skill roll and give a penalty of 20 to the skill roll.

 


ã J.K. Wykowski & T. Coonrod