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The Three Swords

Posted: Sun Dec 12, 2021 8:05 am
by Knight
Terra, the world as we know it. It has been constantly abused from its populace. Some humans have used strange material to bombard the land, enough to reduce any possibility of wildlife to impossibility with others have shed enough blood to cause forests to emerge on the spot of a corpse. The wanton use of magic, supplied by gods and dragons, have only doubled efforts. The only time this human world has known peace is when the Aera Empire was first founded under Arthur Pendragon. Then, after his death, it has only returned to its blood thirsty ways. The gods do not care how humans go about their days, only that they worship them. If war causes more worship, then bring upon the hounds of war!

Yet, this has caused the world to further than one would expect of a medieval world. Airships are constant sites, especially for militaries, rich folk, and some lucky groups. Guns are also fairly common in the west while much of the world will have fridges, freezers, and some things like TVs and mobile devices depending on how important they are.

Re: The Three Swords

Posted: Sun Dec 12, 2021 8:12 am
by Knight
Numerous problems persist throughout the world. Pirates and bandits are quick to harass any and all. Cults to evil gods, and beasts of dark purpose stalk the lands. Monsters of great size commonly pillage the world, although "The Great Hunt" from many, many years ago have dwindled their numbers. War is always on the horizon and has been taken as the status quo throughout the world, although many may deny it.

There is one positive thing throughout the world: The Adventurer's Guild. It was first started out as a group to explore and document the entire world, but has slowly evolved into dealing with the world's problem instead (although they still try to explore as much of the sea as possible). It is so common that many people, of decent combat ability that is, will take on requests from the Adventurer's Guild in order to earn extra money. After all, the world is chaotic and there are very few days where the AG doesn't have a dozen requests to help find someone's cat, kill two dozen goblins, or the like.

Re: The Three Swords

Posted: Sun Dec 12, 2021 8:33 am
by Knight
Races

Humans are the most common. 60% of the world's population is said to be made entirely of humans since, according to ancient records, they were the favored of the Gods. Whether that is true or not has led to many debates/brawls within diverse communities.

Aelvs are most commonly found in tribes and towns within various forests, like Beastkin. Although there are some cities of Aelvs with beautiful architecture that possess towers, build within massive trees, these are rare and far between.
Aelv
Gnosis: 5

Sense the Forest
Though they cannot literally talk with plants, the Aelvs can sense the feelings of nature (both plants and animals), detecting such things as fear, calm, or even just disquiet.

Nature's Cure
As long as they are within the forest, the soul of the Aelv provides their bodies with the essence of life around them. Therefore, while in thick forest or jungle, Aelvs add three points to their Regeneration.

Movement in the Forest
The Aelv recognize nature as their home, and nature accepts them. No matter how thick the forest or how tangled the brush, Aelvs suffer no penalties to movement.

Cute & Small
The Aelv are not usually tall or heavily built. They subtract 2 from their Size Characteristic. They are also quite beautiful, males included. Add 1 to Appearance to a maximum of 10.

Slow Learners
Due to their long lifespans, they put more effort into mastery. This could mean practicing the same sword swing 1,000 times every day for a few years, before moving onto the next sword swing. They suffer a -1 penalty to all EXP awarded by the GM at the end of every session.

Beastkin would be second most common particularly because of the amount of subspecies they are. They come from a continent south, said to have all sorts of large, scaled beasts they call "dinosaurs". They, too, are split up by kingdoms although it is mostly divided by subspecies, yet there is no segregation between them. The Felinus simply prefer being with Felinus, Lupans enjoy being with Lupans.
Beastmen
Catkin:
Gnosis: 5
Flexible Bodies
The catfolk, like the catmen, are known for their agility and and hand-eye coordination. Catkin have a +1 to AGI and DEX.

Sensitive Ears & Piercing Eyes
Felinus have large, fluffy ears along with eyes that mimic that of a cat's. They can hear better and see better in the dark compared to a normal human. They gain Acute Sense (Hearing) and Night Vision. This means they have a +30 bonus on any perception-based check that uses hearing, and reduce the penalty for darkness by half.

Landing Feet First!
Cats have the strange ability to land feet first when falling from certain distances, so their descendants are no different! They reduce damage the base damage Difficult and below difficulty falls in half.

Lazy Learners
The Felinus are quite lazy when it comes to learning, whether this is because of natural instincts to bathe in the sun from the cat ancestors or from the catmen parent who are known to never listening to others. They suffer a -1 EXP penalty to all EXP earned at the end of a session.

Lupans:
Gnosis: 5
Power of the Wolf
The wolfmen are feared for a very good reason. Not only are they decently fast, but they also posses strong bodies that support their lifestyle of hunting down their prey and tearing them apart with their large claws. The Lupans exhibit these traits. They can add a +1 to any of the two characteristics: STR, CON, AGI

Superior Hearing & Smell
Wolfmen are difficult to escape from, thanks to their heightened senses to smell your blood and hear your heart beat-- although that is an exaggeration of their abilities. Lupans gain Acute Sense (Hearing, Smell) to better hunt down their prey.

The Better To Eat You, My Dear!
Be wary of the bite of the wolfmen, for they can tear flesh from bone! Lupans possess this ability to a lesser degree. They have Natural Weapon (Bite). It is 40 Damage (Thrust), +20 Speed, Breakage 0, Fortitude 16.

Slow Learners
It's hard to teach an old dog new tricks. Lupans suffer a -1 EXP penalty to all EXP earned at the end of a session.

Dwarfs are another common race, common in trading due to their tendencies to carve paths into mountains for their own needs and allowing everyone else to use these paths. Usually for a high price or favor. They are a small, almost child-looking race yet that doesn't stop them from stretching their orifices to eat any size food.
Dwarfs
Drunkards
If there is one thing a dwarf can't live without, it is some nice ale. It is harder for a dwarf to become intoxicated despite their statue. When they have at least two drinks inside of their bellies, they gain a +10 to Withstand Pain and Composure checks.

Natural Builders
Dwarfs have long family traditions of crafting, some claiming that their god imparted he knowledge of it on them. They always treat Forging as a 1 DP investment.

Short Statue
Dwarfs are naturally shorter than humans, the most common height for them being about 4'1. This seems to have no baring on their physical strength, however. A Dwarf of normal strength is about equally matched with a human of normal strength, although they are much easier to toss around. Their Size is reduced by 4 points, but they won't go any lower than size 6.

Mountain-dwellers
They are quite used to living deep underground where light may barely shine and few things grow. Thanks to this lifestyle, they have Night Vision, never become poisoned from consuming mushrooms, and can survive three days without eating or drinking before gaining penalties.

Daefectrem are sometimes referred to as "demons", although the only thing anyone can learn from them is being natural soldiers. They are more powerful and sturdy than many other races, so many other races feel inclined to higher them as bodyguards and mercenaries. Their most notable feature are their black horns that jut out from their foreheads, generally powerful builds, and some have black crystal-like patches on parts of their skin.
"Daefectrem"
Powerful Statue
Daefectrem add 2 points to Strength or Constitution and then 1 point to the other. They also add 2 points to their Fatigue. They can perform inhuman level strength-related checks from the start.

Highly Unkillabe
Most fear Daefectrem warriors for a very good reason-- they're extremely hard to kill. They gain +15 to their Physical Resistance. They also gain 10 LP per level.

Bad Learners
Simply put, the Daefectrem are mainly interested in matters relating to physical prowess. Everything else is quite boring to them. They suffer a -1 EXP penalty to all EXP earned at the end of a session.

Skaven are commonly confused with Beastkin, even some researchers clump them together. However, they don't share any common ancestors with the beastkin. Nothing is really known of their origin, but it's believed a war between dwarfs and massive underground rats birthed them into existence. They are short, like dwarfs, except have furry legs, a coat of fur along their backside, and small claws. Of course, they also have large ears and a pink tail like that of a rat. They are also have a much larger population of females than males, leading to many Skaven clans being matriarchies.
Skaven
Technophiles
Skaven have an instinctual knowledge of crafting, be it mechanical abominations or even blades fueled by gasoline with a rotating chain of teeth wrapped around it. They can treat the secondary ability Science or Forging as costing 1 DP regardless of class.

Short Statue
Skaven tend to be smaller than humans, although a bit taller than the rival dwarfs. Their size is reduced by 3, although this can't move them below Size 6.

Underground Rats
Dark caves, tight tunnels, food that is basically just fungus unless you get lucky with an underwater cavern system filled with large fishes. The skaven's body has adapted to these conditions, meaning they can go 3 days without needing food and water without suffering penalties. They also have Night Vision and Subterranean Movement .

Re: The Three Swords

Posted: Tue Dec 14, 2021 6:25 am
by Knight
Nations

Aera Empire

The most prosperous empire, ruled by the young Empress Elizabeth the II. 250 years ago, during the Great World War era, did the empire first take shape. When the old King, Arthur, decided to unite the lands of humans with blood and talk. It was named after the ending of the Great World War era, a hope that the lands will now be free from bloodshed and war. Yet, it couldn't, especially after his death. After his death, his children start to bitter on who truly deserved the throne, once-allies started to see the Empire as nothing more than weak and took it upon themselves to carve their own paths.

That is why it has regressed to this state, although it is by far the largest kingdom in the world. Its military might is still greater than any other nation, at least in a landlocked battle, but it is still suffering from those days of treachery by the Children of Arthur. Elizabeth the II is believed to be the descendent of the true heir to the throne although the bloodline is described as "muddy" by some.

Still, many within the empire regard it as the greatest hope for humans. It is accepting of all, indulges in all sorts of new technological advances, and is the largest, so therefore the best.

Sayohant Republic

Ruled by Sultan Al-Hasid, it is the most technological advance nation in the world. It makes extensive use of firearms, airships, and giant crab robots. Its location within the Great Deserts and on the coasts of it only add to its technological might as numerous ruins from far, ancient times have been known to have technology that far exceeds anything the rest of the world has to offer. Some of this technology are basically weapons of mass destruction while others may allow a desert to grow into a forest.

The Republic values peace far too much to engage in war-- instead, they have proxy wars and monopolies to replace these bloody affairs. This means many high ranking families would wage pay for someone else to fight in wars for them instead of do it themselves and with great cause. Those who bloody their hands are seen as unworthy to be within the Sultan's presence and nothing more than backstabbers given the moment. They can also appear as greatly greedy at times as a casino or other money-making business isn't that hard to find in these harsh deserts. Just expect money of its items to be under a series of rules that demand its creator to be paid fees for having it.

Asashi Empire

The Kamigura Shogunate rule the beautiful lands. Akira, to be exact, being the shogun in charge while Emperor Hirose being more of a face and political advisor. He is a fair, although brutal leaders at times. Those who fail to meet his expectations tend to be regarded as nothing more than complete failures-- even if they have a long history of supporting their leader. This one of the many reasons why there are so many bandits and rogue clans in their land. Many feel they will never go far in the court, so they resort to criminal behavior to get what they want. The saddest part is that sometimes it works as long as they're stealthy enough with it...

That is not to say that the land is any least bloody than the mainland. Perhaps it is even more bloodier since the combination of islands being rather small and its population tightly packed, means some clans can gather a huge amount of soldiers for battle. They also have an interest in magics, meaning many samurai will commonly pick up casting spells to make up for any deficiencies. Although there is another sect of samurai who believe magic is only for the weak...

Asashi is also known for its love of arts. They've created picture books, filled with some words, and call it "Manga". Due to rather simple plots, at times, it is a common important onto the mainland for all sorts of classes. The rich find having a story with beautifully designed pictures as a plus to sometimes engaging story. The poor mostly just like the pictures, even if a good chunk of them have the ability to read and write.

Sol Kingdom

Perhaps the second largest kingdom on the mainland. Archpope Dandeous rules with an authoritative fist, but that can only be expected out of the Church. They worship the Sun God Allum and regard other gods as lesser beings or heretical at worst. The Church has always been apart of the lands, yet its current form is the Sol Kingdom.

Many consider the Sol Kingdom as racist, seeing as other races have quite the difficult time getting promoted compared to the Aera Empire. Many attribute this to humans being more far spread, so it is easier to find one that you wish to promote. Others will say they look at Humans first and other races second. Still, they know when to use some of the races as they value strength and power, especially for a kingdom that is barely eeking into second place.

Devilsland

Many years ago, the Aera Empire, and some other nations aligned with it, devieced an idea: instead of keeping all their prisoners within prisons in the land, meaning rivals could free them to free the criminals or use them as defensible positions, it would be best to send them to the frozen northlands. Yet, news quickly came down that criminals were starting to run the colony. Then more news said that, despite the mining process going to only serve the kingdoms, that some prisoners were coming quite rich. Public opinion melted a few dozen years after the colony was set out, making support for the land falter so much that the prisoners were allowed to take control. That is where The Don came in. He knew that without proper leadership, the place would quick fall apart.

The Don talked with the multitude of kingdoms and set up deals. These northenlands were rich with minerals, and even richer with danger, so to not take advantage of the criminals would only allow other kingdoms to make use of the minerals they posses. Today, many criminals still flee to Devilsland if they believe they have ran out of options or if they have a good contact.

Still, any newcomers had best be accustomed to the underworld. Otherwise, they may be quickly scammed, assaulted, or even killed for saying the wrong thing to the wrong person. Still, a nation of tough people means bodyguards are quite common, so those looking to undercut other businesses are also quite common. Those looking to assassinate their business rivals is also quite common.

High Kingdom

Aelv Queen Lyssandra is the defacto ruler of all Aelvs, even if many may say they have not heard of her. That is because the Aelvs don't care about such ownership like humans do, instead wanting to simply live along nature and live a good life. That is why Queen Lyssandra is seen as the leader and she does not mind it. The alternative being some human kingdom declaring war on them and attempting to wipe them out for minerals. Aelvs have few actual cities, preferring tribes, but the ones they do have are more beautiful than anything humans have created.

Aelvs make the best wood workers along with great archers. They life naturally long lives, if they aren't immortal, so they have plenty of time to study and train. For this sole reason, no humans would dare to go against them. What hope do humans have, who have only seen a half a dozen battles at best, compared to an aelv who has seen hundreds of battles and know their environment better than the animals who travel it?

They also make great wine. Some say it is their small and dainty nature, which means small and dainty feet to crush the grapes. Others say it is thanks to having superior growing and harvesting skills, so it only makes sense that their grapes are superior to most humans.

Empire of the Mountains

Dwarfs have no greater goal expect to be with one another. Although, like those in the Republic, they may desire that their product be the best or their skill be better than anyone else's which has led to quite a few small civil wars even if the dwarfs don't seem capable as doing such. Still, High King Dvven rules the dwarfs. Anything he says is the final word in any situation, no matter how big or small. If he says he likes apple pies the best, or apple ale, then that will sell the best. If he says he doesn't care about grape pie, then anyone selling grape pie will be ridiculed and mocked as is natural to dwarf culture.

The biggest issue the Mountain Empire suffers is the Skaven. It is these ratfolk that threaten their way of living on a common basis. The dwarfs have a technological level that rivals the Republic most of the time, but they aren't in the nature of showing it off. It comes natural, after all! Still, this technological prowess tends to be shattered by the skaven for their ability to do anything no matter the cost. So, if dwarfs figure that one branch of tech is far too dangerous to use, the skaven will gladly take it upon themselves to use it whenever they want. Sometimes this works out for them, other times it may kill thousands of them.

Dragon Lord Cults

In the mountains, the dragons rest. Many humans see them as beings second to gods, therefore they must have the power of gods and demand worship. There is no single leader of the Dragon Lord Cults, although every few years a dragon powerful enough may unite them and lead them to slaughter against their enemies and sometimes distant foes.

One strange phenomena of the Dragon Cults is the dragon's ability to take a human form. They come down to their human followers, mostly out of boredom or curiosity, and sometimes engage in sex with them. Some dragons engage in a lot of sex with their followers. That is where the dragonborne come from, seeing as they are the result of a human and dragon. Some cults may treat them barely better than any other high-ranking member of their cult while others may treat them second to the dragons themselves and far above their cults.

One may think the dragon cults are small and easily controllable, but most would die for their dragon instead of give in to outside influence. Most dragons would rather keep their followers instead of let them perish. That is why useless offspring from the dragons, referred to as wyverns, are given to their followers. They provide excellent cavalry-like units. A dragon's scales are also sought after for weapons and armor materials and the dragons are willing to give a number a numbers their shedded scales for the task.

Areas of Interest

No Man's Land

There is a large chunk of unclaimed land that borders many of the kingdoms. Ever since the decline of the Aera Empire has it been not chained to a kingdom for longer than a year at any time. That is because its rich resources makes it important to everyone and is just out of the grasp of many of the nations. The smaller nations know that if they acquire this land, they can take over their neighbors while the larger nations require the land to continue to boost their might.

Yet, whenever a kingdom seems to be about to win, another would ambush them. Then, both forces would be far too badly beaten to continue to fight. While they retreated to lick their wounds, armies from the other nations would quickly try to move in, but would be meet the same fate or have ownership that lasts for naught more than a few weeks. Even kingdoms far from these lands like to use this area as a testing ground-- the Sayohant Republic, Dwarfs, even the Skaven are willing to sell their experimental arms and armor to these human nations and letting them poison their lands or weapons explode in their hands. Then, mercenary bands will quickly sell their services to whoever they think will win, then taking their money and going when they believe they've "done [their] part".

There are still various towns and even a city that survive in No Man's Land. Many of the people there are used to ownership switching hands every few days. Some soldiers even believe that living there is a better fate than dying on one of the many battlefields.

The amount of blood spilled and nature ruined has caused the many spirits of the land to turn hostile on its occupants, especially those corrupted by experimental weapons. Creatures of blood, death, and madness are not uncommon sites along with monsters that prefer to eat the corpses of the many dead instead of hunt for their meals. Necromancers find the mass death quite useful for their undead rituals.

The Pit

Called by many of names like Hell, The Abyss, Hole to the Center of Terra, even the Gods' Realm. It is an unnatural landmass, being almost a perfect square in nature, that is almost at the edge of the ocean. Although its nature may be similar to what we may know it all takes on forms of black or purple. Pine trees have dark purple leaves, dire wolfs have black fur, pigment produced by flowers are shades of black. Many nobles consider this exotic flora and fauna to be a sign of real wealth, so it isn't uncommon to see a prince walking their black hound or possessing a purple hawk.

The strangest feature of The Pit is in the pit itself. A large, round hole is open in the middle of the landmass. How far down it goes is a complete mystery with some even saying it goes to the very end of the world. Regardless, it has, like the land up top, a similar ecosystem to your average jungle's yet without the strange colors blanketing everything. Monsters the size of castles, large insects with pincers strong enough to tear down a wall, strange races that eat stone and breath fire like dragons. There is also the talk of great treasures, artifacts that could give superhuman strength or revive a person with the snap of a finger. This has caused many adventurers and treasure hunters explore the Pit, going as far down as they can to recover the best artifacts. Don't go too far down...

This has also caused towns to form up near the edge of the abyss, focusing on selling food, items, and rooms to would-be adventurers along with buying and selling whatever they bring up. Some people even play large prices to have creatures from the pit brought up and brought to zoos or coliseums. Many a folk have become filthy rich after a lucky find, so there is no slowing to the amount of naive, desperate, or just plain cocky people who believe they can make some quick gold.

Golden Grin Casino

Imagine being stranded at sea, starving and thirsty. You're nothing but skin and bones, but managed to swipe some fancy looking jewel from right under your captain's nose. Too bad you won't live long enough to do anything with it. Then, you see something... a hallucination perhaps? A massive ship, one would even say a floating town! Bright lights flash up and down a large, golden structure that posses a cute, smiling face at the top of it. It's none other than the Golden Grin Casino! They take you aboard, but since you don't have any coin they can't offer you food or drink, but they say... if you bet the jewel, you might become 20x richer than if you just pawned it off!

What should bet it on? Winning in the popular trading card game, Arthur's Domain? Maybe in 21? Or how about buying tickets to ensure you win the lottery? Then again, there are the sports! Some of them are bloody, such as The Ultimate Knight, a run through a grueling and deadly obstacle course, and if you bet on the winning "Knight"... then there's the Golden Dagger Coliseum, which always has new contestants be they human or not!

Then, after you win, why not dine at one of the many offered dazzling restaurants? Or calm your nerves in the state-of-the-art bathing houses! Maybe drown your worries in many, many drinks at the fanciful bars! Or if you want something my sensual, the Golden Grin Brothel is always open. No matter what your tastes are, old, young, human, non-human, male, female, even hermaphrodite! There is someone for you.

Re: The Three Swords

Posted: Thu Dec 16, 2021 1:16 am
by Knight
NPCs
Camp of Cecillia
Laesen
Category Ranger; Level 2
Initiative 95/65 LP105; AT Leather; Attack 130; Dodge 80; Weapons Longbow; Damage 45
AGI: 7 DEX: 7 CON: 6 STR: 7 PER: 7 INT: 5 WP: 7 POW: 5
Size: 11 Medium | Regeneration: 2 | Movement Value: 7 | Fatigue: 6
Abilities: Climb 30, Search 70, Notice 70, Track 60, Trap Lore 40, Herbal Lore 40, Animals 40, Medicine 30
Special: Hunt Module, Night Vision, Quick Reflexes 2, Aelv (Sense of the Forest, Nature's Cure, Movement in the Forest, Cute & Small)
Resistance: PhR 40, DR 40, VR 40, MR 30, PsR 40.

An aelv of dark skin and white hair. Her hair is commonly seen tied into long twintails. Here eyes are a light gold and she has that cute appearance that many aelvs have. She only stands at about 5' and has a lithe body with perk breasts. Her armor consists of a leather chestpiece, bikini bottom, and leather gloves & boots.

Feny
Category Weaponmaster; Level 1
Initiative 30 LP174; AT Leather; Attack 90; Block 85; Weapons Longsword Damage 60
AGI: 5 DEX: 6 CON: 8 STR: 8 PER: 5 INT: 4 WP: 6 POW: 6
Size: 11 Medium | Regeneration: 2 | Movement Value: 5 | Fatigue: 8
Abilities: Athleticism 20, Climb 20, Withstand Pain 45, Feats of Strength 75, Art 30, Tactics 20
Special: Soldier Module, Wolfkin (Power of the Wolf, Superior Hearing & Smell, Better To Eat You With), Natural Learner (Tactics), Hard to Kill 2
Resistance: PhR 40, DR 40, VR 40, MR 35, PsR 35.

A wolfkin with short, purple hair. She wears a complete set of leather armor over a long, blue tunic and a short skirt, although there are still various slits of skin that can be seen. Generally regarded as kind of an idiot, but one with a heart of gold and trying her best. Her body is best described as curvy, albeit a bit muscley, with a large chest.

Mary
Category Weaponmaster; Level 1
Initiative 30 LP139; AT Full Leather; Attack 90; Block 85; Weapons Longsword Damage 55
AGI: 5 DEX: 6 CON: 7 STR: 7 PER: 5 INT: 5 WP: 6 POW: 6
Size: 11 Medium | Regeneration: 2 | Movement Value: 5 | Fatigue: 10
Abilities: Athleticism 30, Climb 20, Notice 20, Withstand Pain 50, Feats of Strength 30, Cooking 40
Special: Soldier Module, Light Sleeper, Natural Learner (Cooking), Untiring
Resistance: PhR 35, DR 35, VR 35, MR 35, PsR 35.

Mary wears rather standard clothing, simple full leather armor over a blue tunic and tan pants along with long boots. Her hair is about shoulder's length and brown. Most people regard her as unassuming and she doesn't try to place herself into the spotlight -- even going out of the way to blame someone else. Yet, most people can't deny that she's good at cooking.

Vichy
Category Freelancer; Level 1
Initiative 95/110 LP129; AT Full Leather; Attack 100; Block 80; Weapons Short Sword x2 Damage 55
AGI: 7 DEX: 7 CON: 6 STR: 6 PER: 5 INT: 5 WP: 6 POW: 6
Size: 11 Medium | Regeneration: 2 | Movement Value: 7 | Fatigue: 5
Abilities: Acrobatics 30, Climb 30, Notice 30, Search 20, Withstand Pain 40, Feats of Strength 40
Special: Soldier Module, Ambidextrous, Quick Reflexes 2
Resistance: PhR 35, DR 35, VR 35, MR 35, PsR 35.

Vichy comes from a strange nation. They wear clothing that look rather "modern". Even her own get up is a black vest, spats, along with black gloves and boots. She wears the bare minimum of her armor. Strange, white symbols dot much of her clothing along with some zippers here and there.
Creatures
These refer to all sorts of organisms that display animal-like intelligence and use. Some may have cruel dispositions, others may run away at the sound of humans.
Spoiler
Chocoboo
Category Freelancer; Level 1
Initiative 45 LP115; AT N/A Attack 50; Dodge 60; Weapons Natural Damage 50
AGI: 10 DEX: 5 CON: 8 STR: 9 PER: 5 INT: 3 WP: 4 POW: 5
Size: 17 Medium | Regeneration: 2 | Movement Value: 10 | Fatigue: 8
Abilities: Athleticism 80, Jump 50, Notice 25, Swim 20, Feats of Strength 40
Special: Natural weapons: kick (Impact)
Resistance: PhR 35, DR 35, VR 35, MR 25, PsR 20.
Monsters
These are beasts that many would consider unnatural in our own world. While some may still have uses as beasts of burden, others may be races that display harsh violence to humans or whose forms are drastically different from a human's.
Spoiler
Qutrub Warrior
Level: 3 | Category: Monster
LP: 155 | Class: Warrior
Str: 7 Dex: 7 Agi: 6 Con: 8 Pow: 5 Int: 5 WP: 6 Per: 6
PhR 50, DR 50, VR 60, MR 40, PSR 45

Initiative: 40 Natural, 60 Unarmed, 10 Bow, 40 Long Sword
Attack Ability: 100 with Battle Axe, 100 with Bow
Defense Ability: 95 Block
Damage: 55 Sword (Cut), 45 Standard Longbow Arrow (Thrust)
AT: Cut 2, Thrust 2, Impact 1, Heat 1, Elec 2, Cold 2 (Natural + Fur)

Abilities: Acute Sense (Hearing), Different Class Weapon Module (Projectile/Bow)
Powers: Reptilian Body (Natural Weapons, Subterranean Movement, Regeneration 6, Physical Armor 1, +10 to Venom Resistance)

Reptilian Body: Qutrub have almost scaley bodies along with patches of fur, not to mention their superior build to most normal folk. This has lead many to confuse them with lizardman, which they are keen on reminding people they are not.

Size: 15 Medium | Regeneration: 6 | Movement Value: 6 | Fatigue: 8

Secondary Abilities: 15 Athletics, 15 Climb, 30 Notice, 30 Search, 30 Track, 40 Withstand Pain, 55 Feats of Strength, 20 Stealth

Sand Tortil
Level: 4 | Category: Monster, Natural
LP: 307 | Class: Weaponmaster
Str: 10 Dex: 6 Agi: 5 Con: 13 Pow: 5 Int: 2 WP: 6 Per: 5
PhR 70, DR 70, VR 70, MR 50, PSR 45

Initiative: 10 Natural
Attack Ability: 125 with Claws
Defense Ability: 110 Block
Damage: 75 Claws (Thrust), 115 Proboscis (Thrust)
AT: 4 Natural, 1 Energy

Abilities: Superhuman Physical Abilities
Powers: Dragon Shell (Physical Armor 4, Mystical Armor 1, Special Trapping 12, Camouflaged Attack 120/40, Natural Weapons 20, Increased Damage +40), Subterranean Movement 10, Natural Weapons (Claws) 20) 170

Dragon Shell: Sand Tortils have a shell that appears to be the husk of a dragon-- whether it looks to be bones or shed skin. While not actually from a dragon, it still serves its job greatly as protection for the Tortil. It even has innate mystical properties that allow it to resist some forms of minor magyks. However, any attacks made to its soft under belly ignore the physical armor of it.

Using its shell, it hides for days at a time. In order to Notice it, it takes a check of 120. If one is suspicious, then the search check is only 40. Once a creature moves over its hardened membrane with feelers and proboscis, the creature will use such things to launch a trapping maneuver with strength 12. If it passes, then it will continuous to drain and crush its prey.

Size: 23 Big | Regeneration: 6 | Movement Value: 5 | Fatigue: 13

Secondary Abilities: 60 Notice, 60 Search, 90 Feats of Strength

Be wary of all dragon bones and shed skin you may come across in the desert. Although it may be common for dragons to shed and die within the desert, and said resources will fetch you quite a few gold pieces, creatures make great use of this greed. They shall wait until you're too late, stabbing deep into your flesh and sucking the very organs from your body.