TEXT:  
   
   
  Monstrous Manuel of the  
  Marvel Universe 
   
   
  Monstrous Manuel 1 
  Written by Outcast and Carcer Dominus 
  Compiled by Jason Lark 
   
   
   
  
   
   
  Marvel Universe 
   Unofficial Handbook to the Marvel Universe 
  Demon, Chain Devil  
   
  3 
   
  Modron, Monodrone  
  54 
  Demon, Imp  
   
   
  5 
   
  Modron, Nonaton 
   
  56 
   
  Dragon. Blue  
   
   
  7 
   
  Modron, Octon 
   
  59 
   
  Dragon, Green  
   
   
  9 
   
  Modron, Pentadrone  
  62 
   
  Dragon, Red  
   
   
  11 
   
  Modron, Primus 
   
  65 
   
  Drider  
   
   
   
  13 
   
  Modron, Quadrone 
   
  68 
  Dwarf  
   
   
   
  15 
   
  Modron, Quarton 
   
  71 
  Frost Giant 
   
   
   
  17 
   
  Modron, Quinton 
   
  73 
  Ghoul  
   
   
   
  19 
   
  Modron, Rogue 
   
  75 
  Gibbering Mouther 
   
   
  21 
   
  Modron, Secundus 
   
  78 
  Goblin  
   
   
   
  23 
   
  Modron, Septon 
   
  80 
  Green   
   
   
   
  25 
   
  Modron, Tertian 
   
  82 
  Hag, Annis  
   
   
   
  27 
   
  Modron, Tridrone 
   
  85 
  Hag, Green 
   
   
   
  29 
   
  Mummy 
   
   
  87 
  Hag, Sea 
   
   
   
  31 
   
  Ogre Mage  
   
   
  89 
  Kender  
   
   
   
  33 
   
  Pegasus 
   
   
  92 
  Lich   
   
   
   
  35 
   
  Pseudodragon  
   
  94 
  Lizard Man 
   
   
   
  38 
   
  Purple Worm  
   
  96 
  Mind Flayers   
   
   
  40 
   
  Roper  
   
   
  98 
  Minotaur  
   
   
   
  42 
   
  Troll  
   
   
  100 
  Modron, General 
   
   
  44 
   
  Skeleton 
   
   
  102 
  Modron, Decaton 
   
   
  48 
   
  Werebear  
   
   
  103 
  Modron, Duodrone 
   
   
  50 
   
  Zombie 
   
   
  105 
  Modron, Hexton 
   
   
  52 
   
  Appendix 
   
   
  106 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Demon, Chain Devil   
   
   
   
   
  3 
   
   
   
   
   
   
  Typical Height: 6 ft   
  Typical Weight: 300 pounds 
  Environment: Hell 
  Technological: Magic 
  Philosophy: Demons are a race of creatures native to chaotic evil-aligned planes. They 
  are ferocity personified and will attack any creature just for the sheer fun of it—even 
  other demons. 
   
  Fighting Excellent (20) 
  Agility Excellent (20) 
  Strength Good (10) 
  Endurance Good (10) 
  Reason  Poor (4) 
  Intuition Good (10) 
  Psyche Remarkable (30) 
   
  Health 60 
  Karma 44 
  Powers 
  Invulnerability: Cl1000 resistance to fire and poison, Remarkable to acid and cold. 
  Telepathy: Good 
  
   
   
  Dark Vision:: Dark Vision allowing them to see in the dark up to 60 feet. Dark  4 
  vision is black and white only, but it is otherwise like normal sight, and can function just 
  fine with no light at all. 
  Body Resistance: Remarkable 
  Natural Weapons (Chains/Wire):  Remarkable Strength, Excellent Damage  
  Mater Control (Chains/Wire): Excellent rank Giving the ability to control up to four 
  chains within 20 feet, making the chains dance or move as it wishes. In addition, a chain 
  devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-
  edged barbs. These chains attack at Excellent rank. If a chain is in another creature’s 
  possession, the creature can attempt a Yellow Psyche feat to break the chain devil’s 
  control over that chain. If successful, the kyton cannot attempt to control that particular 
  chain again for 24 hours or until the chain leaves the creature’s possession.  
  A chain devil can climb chains it controls at its normal speed.  
  Unnerving Gaze:  A chain devil can make its face resemble one of an opponent’s 
  departed loved ones or bitter enemies. Yellow Psyche check to disbelieve. Those who fail  
  take a -1CS penalty on attack rolls for 1d3 rounds.   
  Regeneration (Ex) 
   
  Contact: Master Pandemonium, Pin Head 
   
  Notes: Kytons are humanlike devils, wrapped in chains instead of clothing. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  (Demon) Imp  
   
   
   
   
   
   
  5 
   
  Typical Height: 2 ft   
  Typical Weight: 8 pounds 
  Environment: Hell 
  Technological: Magic 
  Philosophy: Demons are a race of creatures native to chaotic evil-aligned planes. They 
  are ferocity personified and will attack any creature just for the sheer fun of it—even 
  other demons. 
   
  Fighting Typical (6) 
  Agility Remarkable (30) 
  Strength Poor (4) 
  Endurance Poor (4) 
  Reason  Typical (6) 
  Intuition Good (10) 
  Psyche Incredible (40) 
   
  Health 44 
  Karma 56 
  Powers 
  Invulnerability: Cl1000 resistance to fire and poison, Remarkable to acid and cold. 
  Telepathy: Good 
  Dark Vision:: Dark Vision allowing them to see in the dark up to 60 feet. Dark vision is 
  black and white only, but it is otherwise like normal sight, and can function just fine with 
  no light at all. 
  Body Resistance: Good 
  Stinging Tail: Poor damage with a Typical Strength poison, failure losses -2CS agility. 
  Winged Flight: Poor 
  Detect Good: Incredible 
  Detect Magic: Incredible 
  Invisibility: Incredible 
  
   
   
  Emotion control (fear): Poor Effects 1 area radius.  
   
   
   
  6 
  Shape Change: Good can assume the form of a  raven, rat and boar. 
   
  Contact: Master Pandemonium 
   
  Notes: Imps are craven, but not so timid as to pass up an opportunity for a surprise attack 
  using their invisibility and alternate form ability. In its natural form, an imp attacks with 
  the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back 
  effectively. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Dragon, Blue   
   
   
   
   
   
   
  7 
   
  Size: Noticeably smaller than a Red Dragon, though not by much. 
  Environment: Blue Dragons generally prefer arid sandy deserts. 
  Technological: (Same as Red Dragon, please see entry 3 on page 1) 
  Philosophy: Unlike other chromatic dragons (eg. Red, Black, White, and Green dragons), 
  Blue Dragons enjoy interacting with sentient creatures, if only to demonstrate their 
  perceived intellectual superiority, and won't necessarily attack outright. They tend to view 
  Humans, Elves and other such creatures as being fit only to be laughed at and exploited. 
  Adventurers encountering these dragons are usually allowed to leave in peace after 
  showing the proper respect and giving up their possessions. However, Blue Dragons are 
  extremely territorial and will always attack anyone it feels is just a tad too close to it's lair 
  and treasure horde. Due to their social nature, Blue Dragons often have allies and 
  minions. Arrogant bullies, Blue Dragons will not tolerate an insult and are very dangerous 
  to deal with despite their willingness to converse. 
   
  Fighting: Remarkable(A naturally tough opponent who revels in combat.) 
  Agility: Typical(Pure offense, unless flying.) 
  Strength: Monstrous(Can easily overpower most beings.) 
  Endurance: Amazing 
  Intuition: Monstrous(Can sense a persons general emotional state.) 
  Psyche: Incredible 
  Reason: Excellent 
  Health: 161 
  Karma: 145 
   
  Powers: 
   
  Emotion Control(fear): Blue Dragons cause fear in those in their presence. Effect is 
  Excellent when calm and Incredible when enraged. Creatures in the grip of fear receive -2 
  
   
   
  shift to their Fighting and Psyche attributes until the dragon leaves or is defeated.  8 
  Range of effect is 4 areas dropping 1 rank each additional 3 areas. 
  Invulnerability: Class 1000 resistance to electrical attacks and Incredible resistance to 
  mind manipulation. 
  Body Armor: Remarkable resistance to physical, energy, and magical attacks. 
  Lightning Strike: A Blue Dragon can breath forth an intense bolt of lightning every 1-4 
  rounds causing Amazing damage with a range of 8 areas. 
  Flight: Amazing speed with Excellent agility for dodging and firing lightning bolts. 
  Perhaps dragon kinds best fliers. 
  Physical Attacks: Devastating Bite for Amazing edge damage or tail/claw strike for 
  Monstrous blunt damage. 
  Low Light Vision: Unearthly range and effect. 
  Long Life: (Same as Red Dragon, see entry 3 on page 1) 
  Magic Spells: 
  -Terrain Illusion: Can alter environment features with Remarkable effect and range. 
  Creating buildings, bridges, lakes, etc. Characters with enhanced senses can do a power 
  check to break the illusion for themselves only. 
  -Ventriloquism: Can imitate voices and sounds of other creatures and control where the 
  sound originates from with Amazing ability, all without seeming to take any action. 
  -Alter Appearance(Illusion): Can alter it's form using illusion, appearing as a statue, a 
  group of trees, etc. 
   
  Contacts: Electro 
   
  Note: A Blue Dragon will often team up with another Blue to take down a powerful 
  enemy, such as a Red or Gold Dragon that wanders into it's territory.  
   
   
   
   
   
   
   
   
   
  
   
   
  Dragon, Green   
   
   
   
   
   
  9 
   
  Size: A bit smaller than a Blue Dragon, considered the medium size for dragons. 
  Environment: Dense forest, occasionally swamps. 
  Technology: (Same as Red Dragon, see entry 3 for details.) 
  Philosophy: Green Dragons are creatures of extreme paranoia and believe that to survive 
  they must control as much as possible, that which they cannot control MUST be 
  destroyed. The aggressive nature of these creatures combine with this paranoia to create a 
  highly unpredictable monster, speaking calmly one moment then wildy attacking the next 
  for no apparent reason. Green Dragons try to maintain a small group of weak minions to 
  act as spies, assassins and saboteurs, without which the creature would feel vulnerable. 
   
  Fighting: Excellent(A competent fighter but prefers to act behind the scenes.) 
  Agility: Typical 
  Strength: Amazing 
  Endurance: Incredible 
  Reason: Excellent 
  Intuition: Monstrous 
  Psyche: Remarkable 
  Health: 116 
  Karma: 125 
   
  Powers: 
   
  Emotion Control(fear): Can generate fear in others with Good effect when calm or 
  Excellent effect when enraged. Victims suffer a -1 shift to their Fighting and Psyche 
  scores until the dragon leaves or is defeated. Range of effect is 2 areas dropping 1 power 
  rank each additional 2 areas. 
   
  
   
   
  Invulnerability: Class 1000 resistance to acid and Remarkable resistance to  
  10 
  mind manipulation. 
  Body Armor: Good resistance against physical, energy, and magical attacks. 
  Water Breath: Can breath underwater indefinitely, and swim at Good speed. 
  Acid Burst: Can breath a cone of vaporous acid every 1-4 rounds causing Remarkable 
  damage with a range of 4 areas. 
  Physical Attack: Brutal bite for Incredible edge damage, claw/tail strike for Amazing 
  blunt damage. 
  Flight: Remarkable speed. 
  Long Life: (Same as Red Dragon, please refer to entry 3) 
  Low Light Vision: Unearthly rank and effect. 
  Magic Spells: 
  -ESP: Can use this spell to hear the surface thoughts of one target at a time. Remarkable 
  ability. 
  -Hypnosis: Can place a hypnotic suggestion in the mind of one target at a time. The target 
  will act once the trigger is activated, eg hearing a bell or meeting a certain person. 
  Remarkable ability. 
   
  Contacts: S.H.I.E.L.D. 
   
  Notes: The longer one speaks with a Green Dragon the more suspicious it will become 
  increasing the likelihood of being attacked. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Dragon, Red   
   
   
   
   
   
   
  11 
   
  Typical Height: 
  Typical Weight: 
  Environment: The warmer the better with active volcanoes being ideal. 
  Technological: When a dragon sleeps it's consciousness roams the astral planes and it 
  learns many things. Dragons are highly intelligent and make use of mystic power similar 
  to wizards. They can speak and are aware of current events and a wide variety of subjects. 
  Philosophy: Red Dragons tend to have a 'do whatever the hell I want' attitude and usually 
  only speak to 'lesser creatures' to make demands. Red Dragons love destruction and 
  chaos, the more people running and screaming the better. They are extremely hostile and 
  unbelievably greedy. Not all are sinister and some only wish to be left alone, however 
  these types are VERY rare. 
   
  Fighting Incredible  
  Agility Typical  
  Strength Unearthly  
  Endurance Monstrous  
  Reason Remarkable  
  Intuition Monstrous  
  Psyche Amazing  
  Health: 221 
  Karma: 155 (gains karma by destroying objects like buildings, ect) 
   
  Power: 
  Emotion control(fear): Remarkable when calm Monstrous when enraged. Effects 5 area 
  radius dropping 1 rank each additional 10 areas. 
  Flight: Amazing speed with Typical agility 
  Invulnerability: Cl1000 resistance to flame Unearthly resistance to mind influencing 
  effects. 
  
   
   
  Body Armor: Incredible vs physical, energy, and magical.  
   
   
  12 
  Low light vision: Unearthly effect and range 
  Physical Attack: Bite for Unearthly edged damage, Claw/Strike for Monstrous. 
  Magic Spells: 
  -Mesmerism. Amazing 
  -Detect Magic. Amazing 
  -Mind Probe. Amazing 
  -Control Flame. Amazing 
  Long life: Dragons endure for thousands of years and only get stronger as they age. When 
  their times up they just go to sleep and never wake up but have full power up to that 
  point. 
  Dragon Flame: Unearthly fire damage at 5 area range. Area flamed will continue to burn 
  for up to 20 rounds and ignite any nearby flammables. This attack can be used once every 
  1-4 rounds, but if valuable desired items are nearby the Dragon will try to avoid using 
  flame. 
   
  Weakness: Red Dragons take +1 power rank damage from cold based attacks. 
   
  Contact: Fin fang foom, Fafnir 
   
   Notes: Red Dragons are solitary unless mated or with offspring. Red Dragons may 
  sometimes spare a community only to place horrible, unreasonable demands on it's 
  citizens. 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Drider  
   
   
   
   
   
   
   
   
  13 
   
  Size: 
  Weight: 
  Environment: Driders are dwellers of the Underdark and, due to their sensitivity to light, 
  seldom leave there. Rarely some Driders use mystic power to protect their eyesight and 
  venture to the surface. Drider lairs are covered with web and their prey are often times 
  seen suspended from the ceiling areas encased in it. Usually valuables are kept in walls 
  and on ceilings. Over time the original cavern or building becomes totally covered in 
  web, also the Driders create new structures using their webs. Drider lairs are also filled 
  with spiders, including the GIANT variety, these function as pets and guardians. 
  Technological: Driders retain all of the knowledge and abilities they had before their 
  transformation. Some Driders band together and create advanced communities similar to 
  their Drow counterparts, while others give up hope and live in primitive conditions. 
  Philosophy: The Drow, also know as Dark Elves, are one of the prominent species of the 
  Underdark, ruling vast subterranean cities. These cities are seldom at peace as intrigue 
  and conflict seem to be the only constants. A Drider starts off as a Drow and is 
  transformed by arcane, mysterious ritual, known only to a few Drow high priestess, into a 
  Drow/Spider hybrid. The priest refer to this as a great blessing, however the transformed 
  Drow loses all political and social standing and is exiled from Drow society, their wealth 
  is also confiscated by the priests. As a result many in Drow society consider the 
  "blessing" to be a political tool and a way to rid the competition without fear of 
  retribution. The Drider is left bitter and desperate, feared by Drow society. Some Driders 
  except their fate and join others to build their own society, others seek a way to reverse 
  their conditions, still others go mad and simply prey on whoever/whatever happens by. 
   
   
   
  
   
   
  Fighting: Excellent  
   
   
   
   
   
   
   
  14 
  Agility: Excellent. 
  Strength: Excellent(The Drow portion of the body possess only Good Strength but the 
  spider lower half has Remarkable. The Excellent score splits the difference to determine 
  health score). 
  Endurance: Excellent. 
  Intuition: Remarkable. 
  Psyche: Excellent. 
   
  Health: 80 
  Karma: 60 
   
  Powers: 
  Wallcrawler: Can move across walls and ceilings with Amazing ability (Really, could it 
  have been anything BUT Amazing). 
  Webslinger: Can spin webs of Remarkable strength to confine enemies. They cannot fire 
  webs as projectiles. 
  Dark Vision: Can see in total darkness with Incredible range and effect. 
  Invulnerability: Driders have Excellent resistance to magic effects. 
  Poison Bite: A Drider's bite is poisonous causing Poor damage from the bite and 
  inflicting Excellent rank poison. They will often put this poison on their weapons before 
  entering combat. 
  Amazing Spider Friends: Driders can communicate with and control all kinda of 
  spiders. Amazing effect and range. 
  Tremor Sense: A Drider can tell if an intruder disturbs his/her web, even if other Driders 
  and spiders are moving about it, with Incredible ability and range. The Drider must be in 
  contact with the web however. Usually all areas of the creature's lair has some webbing 
  on it. As long as the Drider and intruder are in contact with the web the Drider will know 
  exactly where the intruder is, even if it can't be seen. 
  Mystic Spells: Each Drider knows 3 spells, chosen at random, from the following 
  categories. 
  -Personal Spell list with Excellent ability. 
  -Universal Spell list with Excellent ability. 
   
  Weakness: 
  -Vampirism: Driders feed on blood. They can go 3 days without it before becoming 
  hungry. 
  -Light Sensitivity: Light levels above Poor cause Fighting and Agility score to drop to 
  Feeble until Light is removed. 
   
  Talents: Dual weapon wield, Crossbows, Stealth. 
   
  Contacts: Peter Parker 
   
  
   
   
  Dwarf  
   
   
   
   
   
   
   
   
  15 
   
  Height: 4 1/2' said to be 25%shorter and 25%wider than a typical human. 
  Weight: 170lbs 
  Environment: Dwarves prefer subterranean dwellings and find open environments 
  somewhat unsettling, despite this they've adapted quite well to surface life and are now 
  very common throughout the realms. Some Dwarves, Hill Dwarves as they refer to 
  themselves, have established permanent surface communities that serve as vital trade 
  links to the great subterranean Dwarven kingdoms. However, despite their great numbers 
  on the surface, one would be hard pressed to find a Dwarven sailor. 
  Technological: Dwarves are renown for their excellent craftsmanship which is 
  considered second to none and they commonly use advanced engineering principles in 
  their designs and construction, this makes Dwarven engineers highly sought after. In 
  Dwarf society being a master builder carries a prestige akin to nobility and carries honor 
  equaling that of the greatest warriors, who wouldn't have lasted as long as they have 
  without equipment of the highest quality. Dwarven master craftsmen (or perhaps crafts 
  persons is a better title as female Dwarves also take up building) have even been known 
  to forge items made of materials thought beyond manipulation, such as meteor ore, gems, 
  and adamantite. 
  Philosophy: Like the very earth they claim to have been formed of, Dwarves posses a 
  culture that seems to embody stability and endurance. Their society appears to be based 
  on an honor system which determines etiquette and interaction levels based on honor 
  status. Depending on the circumstances a Dwarf may seem wild and chaotic one moment 
  and reserved and solemn the next. Dwarves also have an eye for value when dealing with 
  precious metals and materials. Due to these common traits most not familiar with 
  Dwarves write them off as stubborn, greedy and powerful fighters. Most who do know 
  them consider them loyal and honorable with a subtle sense of humor. 
   
   
  
   
   
  Fighting: Good. 
   
   
   
   
   
   
   
   
  16 
  Agility: Typical. 
  Strength: Typical. 
  Endurance: Excellent. 
  Reason: Good. 
  Intuition: Typical. 
  Psyche: Good. 
  Health: 42 
  Karma: 26 
   
  Note: Though not all Dwarves are craftsmen, learning the basics is part of their 
  culture. 
   
  Powers: 
  Dwarves gain the power Dark Vision allowing them to see in the dark up to 60 feet. Dark 
  vision is black and white only, but it is otherwise like normal sight, and dwarves can 
  function just fine with no light at all. A dwarf gains a +1CS against charge attacks. +1CS 
  to Dodge attacks from attackers larger than 8 ft. Gains the talent Structural Engineering 
  and Axes. Gains the powers Resistance to Physical Attack (poison): at Typical and Resist 
  Magic: at Poor. 
   
   
  Contacts: Mole man. 
   
  The way of stone: Dwarf kings rule vast underground territories from within the ancient 
  halls beneath the great mountain ranges, life there is much different from surface Hill 
  Dwarf communities and these kings seldom travel to the surface unless faced with a 
  Realm threatening situation. Many times human rulers and other noble, wealthy surface 
  dwellers will seek to commission a Dwarven master craftsman for a major construction 
  effort, but other than this Mountain Dwarves have a somewhat closed society. Mountain 
  Dwarves seem to be more serious minded than their surface dwelling brethren and may 
  find surface life hard to deal with. 
   
  Mountain Dwarves have had conflicts with goblins (see entry 2) and some giants (see 
  entry 6) and are somewhat suspicious of outsiders as a result. Oddly enough all Dwarves 
  seem to appreciate gnome humor which is a mystery to everyone else. Mountain Dwarves 
  maintain contact with Hill Dwarves and actively trade with them. 
   
   
   
   
  
   
   
  Frost Giant  
   
   
   
   
   
   
  17 
   
  Typical Height: 15' 
  Typical Weight: 2,800lbs 
  Environment: Frost Giants favor cold mountainous regions. Their lairs are often massive 
  castles or a huge cave complex. 
  Technological: Somewhat less advanced than their medieval Human counterparts. They 
  abduct smaller humanoids to work as craftsmen and forced labor, and so the quality of 
  their dwellings differ depending on the skills of their captives. Frost Giants prefer raiding 
  Dwarven settlements, as Dwarves usually have excellent building skills and can endure 
  harsher environments better than most. A Frost Giant fortress tends to be sparsely filled 
  and extremely cold. 
  Philosophy: Like most Giants, Frost Giants tend to be bullies and believe their great size 
  gives them the right to exploit physically smaller species. Of all Giant kind Frost Giants 
  are most likely to raid settlements and cause problems for locals. Their leaders are known 
  as Jarl and these individuals are far stronger and more dangerous than the typical Frost 
  Giant. Not all follow this philosophy however, and some pursue peace. 
   
  Fighting Excellent 
  Agility Typical 
  Strength Incredible (In marvel incredible strength is average but in D&D it's awesome) 
  Endurance Incredible 
  Reason Poor (Smart enough to know that if they don't know how to make something they 
  can abduct someone who can) 
  Intuition Good 
  Psyche Good 
   
  
   
   
  Health: 106  
   
   
   
   
   
   
   
   
  18 
  Karma: 24 
   
  Powers: 
  Invulnerability: Cl1000 resistance vs cold effects/attacks 
  Low Light Vision: Excellent effect and range. Can see perfectly well in blizzard 
  conditions. 
  Boulder Toss: Can hurl boulders for Incredible damage and Typical range. 
   
  Weakness: Fire/Heat based attacks inflict +1 power rank of damage. 
   
  Contact: Laufey, Loki 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Ghoul  
   
   
   
   
   
   
   
   
  19 
   
  Height: As they were in life. 
  Weight: Depends on how well fed. 
  Environment: Ghouls feed on the remains of humanoids and are drawn to locations that 
  will facilitate this, such as recent battlegrounds, cemeteries and plague ridden towns. 
  They have been known to dig up corpses then refill the grave to cover up their presence 
  and horrid activities. 
  Technological: Though the process of becoming a Ghoul gradually degrades reasoning 
  ability, the victim of this condition retains a general remembrance of who he/she once 
  was. Ghouls lose their ability to build technology but will sometimes keep trinkets they 
  pick up here and there. 
  Philosophical: Because Ghouls remember their former lives they are invariably hostile 
  towards the living and view them as little more than prey. As Ghouls were once part of 
  society before their transformation, many times they will try to change others into Ghouls, 
  more often former family and friends, and form a small pack. These monsters are careful 
  to hide their presence as best they can, having no permanent dwellings and utilizing 
  stealth. 
   
  Fighting: Good 
  Agility: Good 
  Strength: Good 
  Endurance: Typical (please refer to entry 22 for notes on Endurance ratings) 
  Reason: Feeble (well, at least they can still speak) 
  Intuition: Good 
  Psyche: Typical 
  Health: 36 
  Karma: 20 
  
   
   
  Powers: 
   
   
   
   
   
   
   
   
   
  20 
  Undead Attributes: Ghouls virtually immune, Cl 1000, to the following: Poisons, 
  Disease (although they are often carriers), stun and kill results, mind influencing abilities, 
  fatigue, suffocation (Ghouls do not need air), ability/energy drain, and paralysis. 
  Paralysis Strike: Ghouls posses claws which they can strike with for Typical edged 
  damage. Those struck must succeed a Green Psyche feat or be unable to move for 4 
  rounds. Characters who can regenerate or are disease resistant are immune. Elves are also 
  immune. 
  Ghoul Fever: Can deliver a bite causing Typical edged damage. Anyone bitten must 
  succeed a Green Endurance feat or contract Ghoul Fever, a disease with severe flu-like 
  symptoms that will cause Poor damage to their Endurance everyday until the victim is 
  cured or dies. A person dying of Ghoul Fever will raise the following night as a Ghoul. 
  Characters who are disease resistant or can regenerate are immune. Elves are also 
  immune. Those becoming Ghouls will lose/gain ability ranks daily until they have the 
  stats of a normal Ghoul and will lose special abilities at the same rate until they vanish. 
  Dark Vision: A Ghoul can see in total darkness with Excellent ability, even if it's lost it's 
  eyes. 
  Unnatural Aura: Normal animals will not enter an area containing undead creatures and 
  will seem unsettled when these monsters are nearby. Normal plants will likewise began to 
  sicken. 
  Death Sense: Ghouls have an uncanny ability to detect places that contain many dead and 
  will seek these places out. If 10 or more corpses are present in a location within 10 miles 
  of a Ghoul it will detect this on a Green Intuition roll. (see environment note) 
  Stealth: Typical ability. 
   
  Vulnerability: 
  -Ghouls can be turned by those possessing the Turn Undead ability(please see entry 22). 
  -These monsters have an aversion to sunlight though unharmed by it. Reduce Fighting 
  and Agility to Poor in sunlight. 
   
  Contacts: Ate em all... 
   
  Curse of the Ghoul: Outside of contracting Ghoul Fever this affliction can be caused by 
  an evil necromantic spell or in rarer cases happen when a person is buried in a place of 
  evil and corruption. There has been tales of it befalling those who've resorted to 
  cannibalism as well. In the rarest of cases it is said to come upon those who lived lives of 
  greed and selfish extravagance. In the most extreme cases it's even been suggested that 
  preferring meat over other kinds of food could cause this condition. So you never cared 
  for vegetables huh? heh... 
   
   
   
   
  
   
   
  Gibbering Mouther  
   
   
   
   
  21 
   
  Height: Averaging 3' to 4' 
  Weight: 200lbs 
  Environment: These strange monsters prefer dark and wet environments. Although 
  rarely encountered they can appear just about anywhere from underground cave systems, 
  to swamps and forest, or even beneath a crowded thriving city rising at night to prey on 
  its hapless citizens. There is speculation that they may have originated from the Far 
  Realm, a place of madness and chaos that defies reason. 
  Technological: Despite their seemingly mindless nature, Mouthers are adept at 
  infiltrating enclosed areas to get to prey, avoiding simple traps and warning devices. 
  Philosophy: Gibbering Mouthers are only concerned with finding and consuming prey. 
  They can consume any living animal matter but prefer intelligent prey. Thankfully these 
  are solitary creatures and always encountered alone. 
   
  Fighting: Excellent 
  Agility: Good 
  Strength: Typical 
  Endurance: Remarkable 
  Reason: Feeble 
  Intuition: Amazing 
  Psyche: Good 
  Health: 66 
  Karma: 62 
   
  Powers: 
  Gibberish: Once the creature spots prey it will begin to speak in a strange manner with 
  all mouths speaking simultaneously, laughing, crying, cursing, whispering, shouting, 
  singing, and asking questions all at once. This is considered a Monstrous sonic attack and 
  any hearing creature within 60' radius must pass a Yellow Psyche check or suffer the 
  effects of a confusion spell for 2 rounds. This effect can only affect a person once every 
  24 hours. 
  
   
   
  Amorphous: Due to its fluid nature the Gibbering Mouther can ooze through  22 
  small openings rather quickly. In the case of a typical door the monster could pass 
  through and fully reform in 2 rounds. 
  Multiple Bite: When attacking it will launch a pseudopod ending in a mouth towards its 
  target to bite. The bite can penetrate Good armor but will only cause Typical Edged 
  damage. It can launch up to 6 pseudopods each attacking a different target or focus all 
  attacks on 1. These attacks can reach any target(s) in the same area as the Mouther. 
  Invulnerability: Are immune, CL 1000, to the following shape-change others, sleep 
  effects, and stun/kill results. 
  Body Armor: Good resistance vs blunt attacks. 
  Acid Launch: Instead of biting with a psuedopod it can choose spit acid with it at its 
  target(s) up to 1 area away. All 6 psuedopods can be used for this purpose with each 
  dealing Poor damage. The acid also emits vapors that irritates eyes and impairs vision, so 
  those hit must pass a Green Agility feat or be impaired for 4 rounds, that is -CS on 
  Fighting and Agility stats till it wears off. 
  Engulf: Once adjacent to the target, the monster will attempt to grab and engulf its prey. 
  This is a Remarkable grapple attack that can be used on a medium or smaller sized target. 
  When trapped inside the creature the victim will suffer Poor damage to his/her Endurance 
  stat each round. The victim can cut its way out by inflicting Good Edged damage, 
  otherwise at least Remarkable Strength is needed to tear your way out if no sharp 
  weapons are available. 
  Dark Vision: Excellent range and effect. 
  Swim: Typical speed, Excellent Agility. 
  Ground Manipulation: The creature can somehow liquefy the ground around its body 
  and the immediately adjacent areas. This area is to be treated as quicksand with roughly 4' 
  depth. If the creature leaves the area or is destroyed the ground will slowly began return 
  to normal. When the creature is in the liquid ground it is considered Swimming and has 
  increased Agility.  
   
   
   
   
   
   
   
   
  
   
   
  Goblin  
   
   
   
   
   
   
   
   
  23 
   
  Typical Height: 3'6' 
  Typical Weight: 45lbs 
  Environment: Goblins prefer underground and dense forested areas. 
  Technological: Goblins are very skilled at mining and structural engineering, however 
  their chaotic nature leads to poorly maintained equipment. 
  Philosophy: Goblins live by stealth, are usually opportunistic and seek quick easy gain. 
  Since Goblins have suffered extensive abuse by larger, stronger species they are always 
  watching for weakness and a chance to get even. 
   
  Fighting Typical (Goblins rely on stealth and usually fight if they have the advantage of 
  greater numbers... or have no choice) 
  Agility Excellent (as quick as Halflings) 
  Strength Poor (other species consider Goblins weak due to their size, but Goblins can lift 
  twice their body weight with ease) 
  Endurance Good (not as stout as a Dwarf but still impressive) 
  Reason Typical 
  Intuition Remarkable (Goblin survival depend on paying attention and they do it well) 
  Psyche Typical 
  Health: 40 
  Karma: 32 
   
  Powers: 
  Low Light Vision: Remarkable effect and distance 
  Stealth: Excellent 
  Poison: More of a Talent actually. Can manufacture poisons of up to Amazing potency 
  and apply to dagger or blowgun darts. 
  Mining: More of a Talent actually. Mining and geological knowledge is Excellent 
   
  Weakness: 
   
  Light vulnerability: Light effects above Typical will drop a Goblins' agility to Feeble 
  
   
   
  while the light is present. 
   
   
   
   
   
   
   
  24 
   
  Contact: Norman Osborn 
   
  Notes: Goblins like to gather in large numbers to increase their survival chances. They 
  also like to raid settlements. Goblins view everyone as a potential troublemaker or 
  potential victim and are thus quite dangerous despite appearance. Sometimes non-Goblins 
  will be leading the Goblins, but once they are no longer useful the Goblins will wait for 
  the right moment to destroy them. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Gynosphinx  
   
   
   
   
   
   
  25 
   
  Height: 9' length 
  Weight: 750lbs 
  Environment: Gynosphinxes inhabit warm arid climates and are drawn to interesting 
  landmarks, ancient ruins, long abandoned temples, sites of historic significance, and out 
  of the way places once known for their mystical properties. 
  Technological: Because they have paws rather than hands, their ability to produce and 
  utilize tools is severely limited. Despite the lack of manual dexterity Gynosphinxes 
  posses uncommonly keen reasoning abilities and can grasp complex concepts and strategy 
  with relative ease. Even without fingers a Gynosphinx can draw, write, and effectively 
  use some items. 
  Philosophy: These creatures have a love of knowledge and riddles that is legendary. 
  They view most situations as a contest of wits or a puzzle, and if it isn't will turn it into 
  one. When dealing with others a Gynosphinx will try to use the encounter to gain 
  something, usually by offering information about locations or items. They seldom part 
  with anything for free but will sometimes give items/information in exchange for useful 
  information, completing a quest, or solving one of its riddles. All Sphinxes are territorial 
  but a Gynosphinx will usually see intrusion as opportunity. 
   
  Fighting: Remarkable 
  Agility: Good 
  Strength: Excellent 
  Endurance: Good 
  Reason: Excellent 
  Intuition: Monstrous 
  Psyche: Incredible 
  Health: 70 
  Karma: 135 
   
  
   
   
  Powers: 
   
   
   
   
   
   
   
   
   
  26 
  Claw Attack: Gynosphinxes use claw attacks for Good edged damage. This attack can 
  bypass up to Good armor. 
  Dark Vision: Excellent. 
  Tracking: Remarkable. 
  Flight: Poor speed, Typical Agility. 
  Mystical Symbol: Once per day a Gynosphinx can scribe a rune of power upon a surface, 
  which is activated by touch. The symbol can't move but if it is touched or the item it's 
  scribed on moves it will unleash  one of the following spells with Unearthly strength: 
  Eldritch Blast, Confusion, Fear, Vapors-Sleep, Bands, Mesmerism, or Curse. The choice 
  of spell is up to the Sphinx and all have a 60' radius effect. Any one symbol spell can only 
  be used once per week, and the symbol will last 24hours. 
   
  Magic Spells: 
  -Gramarye: Amazing. Uses this ability to gain information about an acquired item, it's 
  history, attributes, who owned it, etc. 
  -Post-cognition: Unearthly. Can view events that transpired in current location up to 25 
  years past. 
  -Revealing sight: Amazing. Can see invisible person/objects. 
  -Remove curse: Incredible. Used to break a curse of Incredible rank or less. 
  -Mystical detection: Amazing. Can detect the casting of spells, objects/persons under the 
  influence of magic, magical portals and creatures. 
  -Clairaudience/Clairvoyance: Amazing. This spell allows the user to hear/see remotely 
  what's happening in a place he/she is familiar with. 
   
  Contacts: Rama Tut 
   
   
   
   
   
   
   
   
   
  
   
   
  The Hags   
   
   
   
   
   
   
   
  27 
   
  Hag Covey 
  From time to time, a trio of hags gathers as a covey. Usually this foul triune includes one 
  hag of each type, but this is not always the case. 
  Undead Animation: Excellent 
  Weather: Excellent 
  Force Field: Excellent 
  Dream Travel: Excellent 
  To use one of these abilities, all three hags must be within 10 feet of one another, and all 
  must participate. 
   
  Clotho (Annis Hag) 
   
  Typical Height: 8 feet  
  Typical Weight: 325 pounds 
  Environment: Cities 
  Technological: Magic 
  Philosophy: Hags are tremendously strong. They are naturally resistant to spells and can 
  cast magic of their own. Hags often gather to form coveys. A covey, usually containing 
  one hag of each type, can use powers beyond those of the individual members 
   
  
   
   
  Fighting Excellent (20) 
  Agility Good (10) 
  Strength Excellent (20) 
  Endurance Good (10) 
  Reason Good (10) 
  Intuition Good (10) 
  Psyche Amazing (50) 
  Health 70 
  Karma 70 
   
  Powers 
  Growth (Permanent): Feeble 
  Claws: Remarkable strength, Remarkable Damage 
  Fangs: Remarkable strength, Excellent Damage 
  Body Resistance: Incredible 
  Fog Cloud: A bank of fog (20ft radius) billows out from a point with in 100 ft. The fog 
  obscures all sight, including dark vision, beyond 5 feet. A creature within 5 feet has 
  concealment (attacks have a -2CS to hit). Creatures farther away have total concealment 
  (-4CS to hit, and the attacker can’t use sight to locate the target). A moderate wind (TY) 
  disperses the fog in 4 rounds; a strong wind (GD) disperses the fog in 1 round. 
  Resist Magic: Remarkable 
  Dark Vision:: Dark Vision allowing them to see in the dark up to 60 feet. Dark vision is 
  black and white only, but it is otherwise like normal sight, and can function just fine with 
  no light at all. 
   
  Contact: Other Hags 
   
  Notes: Sea hags are wicked, cruel fey creatures. As their name implies, they are found in 
  and along the shores of the sea.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Lachesis  (Green Hag)  
   
   
   
  29 
   
  Typical Height: 5 feet 7 inches 
  Typical Weight: 135 pounds 
  Environment: Under Ground 
  Technological: Magic 
  Philosophy: Hags are tremendously strong. They are naturally resistant to spells and can 
  cast magic of their own. Hags often gather to form coveys. A covey, usually containing 
  one hag of each type, can use powers beyond those of the individual members 
   
  Fighting Excellent (20) 
  Agility Good (10) 
  Strength Good (10) 
  Endurance Typical  (6) 
  Reason Good (10) 
  Intuition Good (10) 
  Psyche Monstrous (75) 
  Health 36 
  Karma 95 
   
  Powers 
  Invisibility: Remarkable 
  Claws: Remarkable strength, Excellent Damage 
  Body Resistance: Incredible 
  
   
   
  Illusions: Remarkable 
  Resist Magic: Excellent 
  Dark Vision:: Dark Vision allowing them to see in the dark up to 60 feet. Dark vision is 
  black and white only, but it is otherwise like normal sight, and can function just fine with 
  no light at all 
  Linguistics: Remarkable 
  Water Breathing : Remarkable 
  Hyper Swimming:  Excellent 
  Strength Drain Touch: Excellent rank, each touch drains 1Cs of strength. 
   
  Contact: Other Hags 
   
  Notes: Green hags use their magical powers to lure innocents into their traps. They will 
  assume the form of beautiful women and enter a populated area to find a young man or 
  woman to corrupt with vices. They will use their ability to mimic animal noises to lure 
  children into the swamp, where they are captured and devoured. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Atropos  (Sea Hag)  
   
   
   
   
  31 
   
  Typical Height: 8 feet  
  Typical Weight: 325 pounds 
  Environment: Under Ground 
  Technological: Magic 
  Philosophy: Hags are tremendously strong. They are naturally resistant to spells and can 
  cast magic of their own. Hags often gather to form coveys. A covey, usually containing 
  one hag of each type, can use powers beyond those of the individual members 
   
  Fighting Good (10) 
  Agility Good (10) 
  Strength Good (10) 
  Endurance Typical  (6) 
  Reason Typical  (6) 
  Intuition Good (10) 
  Psyche Incredible (40) 
  Health 36 
  Karma 56 
   
  Powers 
  Claws: Excellent strength, Excellent Damage 
  Body Resistance: Typical 
  Resist Magic: Excellent 
  Dark Vision:: Dark Vision allowing them to see in the dark up to 60 feet. Dark vision is 
  black and white only, but it is otherwise like normal sight, and can function just fine with 
  no light at all 
  Water Breathing : Remarkable 
  
   
   
  Hyper Swimming:  Remarkable 
  Horrific Appearance: The sight of a sea hag is so revolting that anyone (other than 
  another hag) who sets eyes upon one must make a green or higher Psyche check or 
  instantly be weakened, taking -2CS to Strength. Creatures that are affected by this power 
  or that successfully save against it cannot be affected again by the same hag’s horrific 
  appearance for 24 hours.  
  Evil Eye: Three times per day, a sea hag can cast its dire gaze upon any single creature 
  within 30 feet. The target must make a green or higher Psyche check or be dazed for three 
  days, although telepathic means can restore sanity sooner. In addition, an affected 
  creature must make a green or higher Endurance check or die from fright. Creatures with 
  immunity to fear effects are not affected by the sea hag’s evil eye. 
   
  Contact: Other Hags 
   
  Notes: Sea hags are wicked, cruel fey creatures. As their name implies, they are found in 
  and along the shores of the sea.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Kender 
   
   
   
   
   
   
   
   
  33 
   
  Height: Averaging 3'7" 
  Weight: Typically 75lbs 
  Environment: Due to their love of travel and exploration, Kender can be found in a wide 
  variety of environments. Kender have a special affection for large, bustling communities 
  filled with interesting things and people. Despite having integrated into traditionally non-
  Kender societies, the Kender have set up their own communities, and most choose to 
  return to those communities after completing their wandering years to settle down. Avid 
  explorer, Kender have traveled to the furthest reaches in the realms and often posses maps 
  and trinkets from their journeys. Especially trinkets... 
  Technological: When it comes to improvising few can match the Kender, this ability can 
  be seen in their buildings, tools, and various equipment as no two are alike. A good 
  example of this are the homes they create, often made of wildly differing materials yet 
  somehow coming together harmoniously to form an attractive and comfortable structure. 
  These homes usually only posses a single family room, reflecting the Kender philosophy 
  of communal property. That being said, Kender technology is a rough equivalent to their 
  human counterparts. 
  Philosophy: The Kender are known for their insatiable curiosity and seemingly utter lack 
  of fear, and these traits, though not necessarily bad, often times lead to trouble as the 
  realms can be quite dangerous. In Kender society freedom is prized above all else, even to 
  the point of lacking the concept of personal possessions with all members of their society 
  sharing all they have, unfortunately casually borrowing things without informing others 
  does not translate well in non-Kender communities. Despite the tendency of many 
  societies to write them off, the Kender are a kindhearted, caring and adventurous lot. 
  They are credited with creating many maps of the hard to reach places that they visit 
  during their wanderlust years. 
   
   
  
   
   
  Fighting: Typical (Anytime, anywhere. They ain't afraid.)  
   
   
  34 
  Agility: Excellent 
  Strength: Poor 
  Endurance: Typical 
  Reason: Typical 
  Intuition: Good 
  Psyche: Typical 
  Health: 36 
  Karma: 22 
   
  Powers: 
  Invulnerability: The Kender do not experience the emotion of fear but rather 
  acknowledge dangerous situations on an intellectual level resulting in Unearthly 
  resistance to Fear and Fear inducing effects. Poison and magic also receive a -2CS when 
  affecting a Kender. 
  The Final Insult: Somehow Kender know exactly what to say to tick off practically any 
  individual. This is actually a weird magic type attack that when used against an opponent 
  forces them to pass a Psyche check or become enraged and focused on the insulting 
  Kender. Once enraged the victim temporarily (until the Kender leaves or is defeated) 
  loses 2 ranks of Psyche and will ignore other opponents in favor of attacking the 
  offending Kender. 
  Hoopak sling staff: This is a weapon that can be used as either sling or staff causing 
  appropriate damage. 
  The tall and short of it: The small size of the Kender means the bonus of permanent 
  Feeble Shrinking! 
  Go prepared: A Kender has the strange ability to pack 50% more material into container 
  than it could normally hold. Any non-Kender attempting to remove an item will result in 
  the entire content spilling out. 
   
  Talents: Weapon specialist (Hoopak), Sleight of hand, Pick pocket. 
   
  Contacts: Beansprout. 
   
   
   
   
   
   
  
   
   
  Lich 
   
   
   
   
   
   
   
   
   
  35 
   
  Height: Slightly shorter than in life. 
  Weight: 
  Environment: A Lich will always have it's stronghold built in a remote location away 
  from civilization and prying eyes. These fortresses are usually constructed before the 
  wizard undergoes his/her transformation into a Lich, and are made to the wizard's exact 
  specifications. Unfortunately those involved in the construction of these impressive 
  structures take it's secrets with them to the grave as they are without fail destroyed upon 
  it's completion. The areas around a Lich's stronghold is usually devoid of life, well natural 
  life anyway. 
  Technological: A Lich's fortress holds some of the most advanced mystical and 
  technological equipment and artifacts in the Realm, representing perhaps centuries of 
  research and development. Science and magic come together transforming the insides of 
  the fortress into a disturbing, surreal environment. Strange machinery, automatons, 
  alchemy equipment, and charts abound. There's usually signs of damage as well since 
  Liches often engaging in dangerous experiments. Golems, disembodied living brains, and 
  other created horrors lurk within these strongholds making them deadly places indeed. 
  Philosophy: A Lich's primary concerns are protecting it's phylactery, and the 
  accumulation of power and knowledge. Although Liches posses genius/supra-genius 
  intellects they are all quite insane and have a general disdain for living things. At times 
  these monsters will hire adventurers to retrieve a desired object, usually an artifact of 
  some type, so as to not leave it's fortress unattended. If a Lich does hire adventurers or 
  interact with other living sentient beings it will disguise it's true nature using magic. 
  Liches are paranoid about their phylacteries and anyone entering it's domain uninviteded 
  
   
   
  will be met with absolute and deadly reprisal. 
   
   
   
   
  36 
   
  Fighting: Excellent. 
  Agility: Excellent. 
  Strength: Good. 
  Endurance: Monstrous. 
  Reason: Amazing. 
  Intuition: Incredible. 
  Psyche: Monstrous. 
  Health: 125 
  Karma: 165 
   
  Powers: 
  Undead Attributes: Virtually immune, Cl1000, to the following: poisons, disease, stun, 
  and kill results, mind influencing abilities, ability/energy drain, and paralysis. 
  Self Sustenance: A Lich does not require air, food, water, or sleep. 
  Damage Resistance: All attacks it receives are at -2CS. 
  Unnatural Aura: Normal animals will not enter an area containing undead creatures and 
  will seem unsettled when these monsters are nearby. Normal plants will likewise begin to 
  sicken. 
  Dark Vision: Can see in total darkness with Excellent ability. 
  Touch of Enervation: A Lich can charge it's hands with a strange mystical energy when 
  attacking to cause Excellent damage, which will also put the victim into a comatose state. 
  To avoid the coma effect an Endurance FEAT roll vs Excellent intensity is needed. The 
  coma effect bypasses body armor though the damage might not. Magical healing or curse 
  removal is needed to reverse the effect. 
  Self Revival: Even if destroyed, unless it's phylactery is destroyed the Lich will reform 
  totally unharmed. Upon reaching 0 health the Lich's body vanishes and reappears at a 
  predetermined location, usually within it's fortress, in 1 to 10 days. 
  Dreadful Presence: The creature can mystically induce fear and terror. This is a 
  Incredible intensity attack and requires a Psyche FEAT roll to resist. Victims suffer a -
  1CS to Fighting and Psyche. 
   
  Mystic Mastery: 
  -Personal Spells 
  -1 spell of Unearthly level 
  -2 spells of Monstrous level 
  - All other Personal spells it may use are of Amazing level 
  -Universal Spells 
  -1 spell of Unearthly level 
  -1 spell of Monstrous level 
  -All other Universal spells it may use are of Amazing level 
  -Dimensional Spells 
  -1 spell of Unearthly level 
  
   
   
  -2 spells of Monstrous level  
   
   
   
   
   
   
  37 
  -All other Dimensional spells it may use are of Amazing level 
  -Miscellaneous Spells 
  -All Miscellaneous spells it may use are of Amazing level 
   
  Vulnerability: 
  -Phylactery. The creatures life force is tied to this object and it's defense is of prime 
  concern to the Lich. It's form varies and it can appear a just about any small item 
  imaginable, such as jewelry or the like. To destroy it would also forever destroy the Lich. 
  A phylactery is quite durable possessing Incredible protection against all forms of 
  damage, also once this protection is breached an addition 40 points of damage is needed 
  to destroy it. The Lich will keep this item in a special room, well guard, a well trapped. In 
  addition the phylactery surrounded by mystic runes that prevent the phylactery from being 
  detected be remote means, treat this as Unearthly shielding vs various remote detection 
  abilities. The Lich can sense what's is happening in the room and to the item. 
   
  Talents: Occult Lore, Mythological Lore, Alchemy, Engineering, Techno-Magic. 
   
  Contacts: Skeletor, Thulsa Doom. 
   
  Curse of the Lich: Potions and elixirs of youth will fail after repeated use and the most 
  powerful mages were not willing to just accept the end of their power, thus the process of 
  becoming a Lich, after many failed attempts, was created. This process, sometimes 
  referred to as the 'Ritual of Endless Night', is a closely guarded secret and can still result 
  in utter destruction for those who lack sufficient will power or preform even a minor 
  mistake in procedure. After entering a deathlike state, perhaps even true death, the mage 
  will awaken after a few days in Lich form and it's body will quickly began to decompose 
  till but a skeletal form remains. 
   
  Not much is known about this secret process but it is said to involve changing a persons 
  natural positive life force into negative energy and utilizing otherworldly sources. Even 
  after becoming a Lich a mage still feels vulnerable due to it's phylactery, but some Liches 
  have found away to ascend to a higher level of development, leaving the physical plane 
  behind. The remains of these advanced Liches are known as Demi-Liches and although 
  they don't posses the Lich's consciousness are still dangerous.  
   
   
   
   
   
  
   
   
  Lizard man  
   
   
   
   
   
   
  38 
   
  Typical Height: 7' 
  Typical Weight: 300lbs + 
  Environment: Lizard folk prefer swamp and wet forest environments. 
  Technological: Lizard folk are usually less advanced than their medieval Human 
  counterparts though not always. 
  Philosophy: Isolationist, somewhat xenophobic 
   
  Fighting Excellent (usually trained from youth) 
  Agility Excellent (quick and agile with tail giving superior balance) 
  Strength Excellent (the average lizard man is much stronger than a Human with 
  Remarkable strength not unheard of) 
  Endurance Good (most of the species are warriors and used to exerting themselves for 
  hunting ect) 
  Reason Poor (tend to stick to traditions though some have advanced communities with an 
  score of Typical) 
  Intuition Good (always watching) 
  Psyche Good (stubbornness is common) 
  Health 70 
  Karma 24 
   
  Powers: 
  Low Light Vision: Typical effect and range 
  Swimming: Good 
  Underwater mastery: Lizardmen receive no penalty for underwater actions/combat 
  Hold breath: Can hold breath for 10 rounds and an additional round each successful 
  endurance check 
  Hyper running: Good speed for 3 rounds then must rest 2 rounds before using again 
  
   
   
  Body armor: Feeble protection 
   
   
   
   
   
   
  39 
   
  Equipment: Usually javelin, spears, shields. Thrown weapons Typical damage/Poor 
  range 
   
  Weakness: 
  Cold vulnerability: Cold based attacks will drop all the Lizardmans' physical stats by 
  one rank but won't change base health score outside of damage. 
   
  Contact:  
  Dr. Connors, Killer Croc 
   
  Notes: Lizard folk are usually lead by a powerful warrior type who is advised by a 
  shaman skilled in the mystic arts. Their societies USUALLY avoids contact with outside 
  peoples. Lizard folk are meat eaters and though not normally hostile WILL prey on 
  Humans and the like during times of scarcity. Survival is always the number one priority 
  for the Lizard folk. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Mind Flayer (Illithid) 
   
   
   
   
  40 
   
  Typical Height: between 5 feet 4 inches and 6 feet 2 inches 
  Typical Weight: 105 to 155  pounds 
  Environment: Under Ground 
  Technological: Magic 
  Philosophy: Mind Flayers are suspicious of everyone, making everyone suspicious of 
  them. Plotting against others, especially others of another race, as a precaution is not 
  uncommon. 
   
  Fighting Excellent (20) 
  Agility Excellent (20) 
  Strength Typical  (6) 
  Endurance Typical  (6) 
  Reason Incredible (40) 
  Intuition Remarkable (30) 
  Psyche Unearthly (100) 
  Health 52 
  Karma 170 
   
  Powers 
  Telepathy: Amazing 
  Mind Control: Remarkable 
  Mind Blast: Amazing 
  Body Resistance: Poor 
  Detect Thoughts: Amazing 
  Emotion Control: Amazing 
  
   
   
  Teleportation: Remarkable  
   
   
   
   
   
   
  41 
  Levitation : Excellent 
  Astral Body:  Unearthly 
  Tentacles: The Mind Flayer may make 4 attacks around with its face tentacles. 
  Improved Grab: If a Mind Flayer hits successfully with a tentacle. The tentacle grapples 
  the target, the next attack against the same target gains +1 CS if 2 tentacles are attached it 
  becomes +2CS and if 3 +3CS.  
  Extract: A mind flayer that begins its turn with all four tentacles attached and 
  successfully maintains its does -1CS damage to Reason, Intuition and Psyche each round 
  the hold is maintained. This damage is permanent unless healed from some form of 
  Regeneration.  
   
  Contact: Chtullu 
   
  Notes: The mind flayer, also called the illithid, is an evil and sadistic being, humanoid in 
  appearance, but with a four-tentacled octopus-like head. These beings are feared for their 
  telepathic abilities and usually are not without two or more slaves, mentally bound, to 
  each individual mind flayer. Although they cooperate to achieve a goal, they will back 
  away at the first sign that it is not something that will be self-profitable.  
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Minotaur  
   
   
   
   
   
   
   
  42 
   
  Size: 7'+ 
  Weight: 700lbs+ 
  Environment: Minotaur seem to prefer maze like dwelling environments such as 
  caverns, old ruins, heavy forest and the like. 
  Technological: Stone age levels are most common, however some Minotaur have 
  integrated into more technically advanced societies. 
  Philosophy: Similar to Orc mode of thought, Minotaur for the most part believe might 
  makes right. Though seemingly simpleminded, Minotaur are fast learners and the more 
  disciplined of the lot often seek status as mercenaries or among the forces of chaos, using 
  their great strength to their advantage. 
   
  Fighting: Excellent 
  Agility: Good 
  Strength: Excellent(Remarkable Strength levels are not uncommon among those of 
  leader rank) 
  Endurance: Excellent 
  Reason: Poor 
  Intuition: Remarkable 
  Psyche: Good 
  Health: 70 
  Karma: 44 
   
  Powers: 
   
  Invulnerability: For some odd reason a Minotaur always seems to know everything 
  about it's surroundings and never becomes lost, even when entering a totally new area it's 
  never seen before. The creature will always know where the exit is and the best way to 
  get there, providing one exist. They are also immune to terrain illusions and know where 
  all of the secret doors and traps are located. Magic and Psionic effects that target location 
  perception are useless against them. 
  Tracking: Can track with Remarkable ability. 
  
   
   
  Charge Attack: The Minotaur can charge an opponent that’s further than 2  
  43 
  areas away causing Strength damage plus an additional 10 damage points. Usable every 
  other round. 
  Low Light Vision: Excellent range and effect. 
   
  Contacts: Bulldozer 
   
  Notes: Though Minotaur in some ways resemble cattle don't be fooled, they eat MEAT. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, General  
   
   
   
   
   
  44 
  Of all the creatures on the planes, none are so strange and confusing as are the modrons, 
  children of the plane of Mechanus and beings of the most ultimate order. Caring not for 
  the vagaries of good and evil, modrons exist in a world where the law - and only the law - 
  matters. All else is irrelevant, and they pursue their quest for perfect organization with a 
  frighteningly fanatical zeal.  
  The modrons themselves are odd clockwork creatures, a curious blend of flesh and gears 
  that work to maintain their home on Mechanus and to spread the tenets of order 
  throughout the multiverse. All in all, there are fifteen different varieties of modron (not 
  counting rogue modrons, of course), but very few modrons are actually aware of this. 
  You see, modrons exist in a bizarre society that only allows them to comprehend modrons 
  of a caste immediately above or below their own. For example, a tridrone can 
  communicate with a duodrone and a quadrone, but not a monodrone or pentadrone. An 
  odd mental screen prevents a modron from seeing those beings more than one step 
  evolved than themselves. 
  This causes a modron to perceive its superiors as the supreme source of law and order in 
  all creation. This isn't a deification by any means; however, since modrons value order 
  above all else, they will obey their superiors immediately, without question. The highest 
  source of order cannot be mistaken, now, can it? As far as modrons are concerned, they 
  cannot. 
  They remain aware of those more than one step below themselves, of course, but there is 
  no use attempting to communicate with them in any way, as they won't be able to discern 
  what the higher level modron is or, at any rate, what it is saying. This strange caste 
  society is what has formed and reinforced the pervasive modron chains of command. 
  And of course, the biggest bureaucracy in the multiverse, bar none. 
  While the modrons themselves work to maintain the entire plane of Mechanus (save 
  where a deity or two expels them from his realm), they themselves hail from a powerful 
  realm on Mechanus known as Regulus, a region comprised of 64 gears that interlock to 
  form a sort of turning, ever-moving pyramid composed of continent-sized gears. 
  At the center of Regulus lies the tower of Primus, the One and the Prime, the singular 
  leader of the modrons, and arguably, the most powerful proponent of order in the 
  multiverse. This godlike being oversees a vast pool of energy from which all modrons are 
  created, and where the energies of modrons return once they are destroyed. 
  You see, all modrons are created from a communal pool of energy. When a modron dies, 
  its energies return to this pool, in order to a) allow for the promotion of a modron of 
  lower status to replace it, and b) once this chain of promotion reaches back to the level of 
  monodrone, to allow for the creation of an all new monodrone from seeming nothingness. 
  This is why some people surmise that when one looks at one modron, he is really looking 
  at them all - they all share the same lawful energies. This belief is further strengthened by 
  the modrons themselves, who never refer to themselves as 'I', only 'We'. They may be so 
  orderly that they seem to share one group mind, an idea bolstered by the existence of the 
  Infinity Web in Primus' tower. 
  This also fits the theory that modrons are descended from some form of insect 
  intelligence - one that existed long, long ago - and was then shaped by the lawful nature 
  
   
   
  of Mechanus into the modrons we know today. Regardless of their origins,  
  45 
  however, modrons are definitely mysterious beings, and can be encountered almost 
  anywhere - Mechanus or beyond. 
   
  Base Modron Powers: 
  Agelessness: all modrons, regardless of rank or station, are ageless in nature; instead of 
  having the longevity power, which implies an eventual lifespan, modrons simply do not 
  age whatsoever. In fact, if not slain by accident or design, a modron may effectively live 
  on forever, gaining new and additional forms as it ascends the ladder of law. 
  Body Armor: both organic and inorganic in nature, all modrons have some manner of 
  resistance to physical attacks. Essentially, base modrons should be treated as having 
  Typical (6) protection from physical attacks, and Feeble (2) protection from assaults of an 
  energy-based nature. Hierarch modrons may have additional armor, of course; those that 
  do are noted in their descriptions.  
  Invulnerability to Emotion Control, Illusion, Life Drain, Mind Control, and 
  Paralysis / Sleep Attacks: all modrons, even the lowly monodrone, are completely 
  resistant to these attack forms. As beings of ultimate order, they are simply able to shrug 
  off such effects with ease - though they know when such powers are used (if 
  unsuccessfully) against them. 
  Resistance to Acid, Cold, and Fire Attacks: the modron physique is highly resistant, 
  albeit not totally immune to the effects of extreme cold, heat, and acidic attacks (despite 
  their metallic nature). This is an Excellent (20) resistance to such attack forms, allowing 
  them to maneuver in most hostile environs with ease - which comes in handy during the 
  infamous Modron March...  
   
  Hierarch Modron Powers (in addition to the above): 
  Clairsentience: all modron high-ups have unbelievably acute sensory apparatus, allowing 
  them to sense just about anything within the plane of existence they currently occupy. 
  Distance isn't a factor, really, but simply knowing where they need to look / listen / taste / 
  touch / smell is. This power functions for all hierarch modrons at their Intuition rank +2 
  CS. 
  Dimensional Travel: an offshoot of the hierarch modron's ability to teleport, this 
  supernatural power allows a modron to transport itself to another plane of existence 
  altogether. However, this power only works at Remarkable (30) rank, and has the risk of 
  materializing the modron in solid matter unless it intimately knows the area it is traveling 
  to - thus, this power is used sparingly. 
  Force Field: hierarch modrons have the ability to form a specialized force field in their 
  immediate vicinity, in either a hemisphere or full sphere form. Either way, this powerful 
  force field acts as an Remarkable (30) ranked barrier against incoming damage - even 
  magical attacks! However, a determined opponent can teleport through it with ease.  
  Mind Control: though limited in scope, hierarch modrons can use this mental power to 
  great effect when confronted with non-modrons of any kind. Working at Remarkable (30) 
  rank, this power allows them to force others that fail a psyche FEAT roll vs this rank to 
  obey any one word, non-suicidal command, regardless of the victim's wishes. Great for 
  
   
   
  basic law enforcement... 
   
   
   
   
   
   
   
  46 
  Resistance to Magic: modron hierarchs are resistant to magical powers, though each 
  brand of hierarch has a different level of immunity to such abilities. For instance, the 
  decaton has Feeble (2) resistance to such energies, and each successive level of modron 
  adds to this resistance by an additional +1 CS, up to Primus itself, who possesses this 
  power at Unearthly (100) rank. 
  Telepathy: all modron hierarchs can stay in telepathic contact with modrons they can 
  normally speak with at all times. However, the level of a modron's telepathic prowess is 
  somewhat limited. Decatons begin wielding their telepathy power at Feeble (2) rank, and 
  each successive level of modron adds an additional +1 CS to this rank, again with a 
  ceiling of Unearthly (100) concerning Primus itself. 
  Teleportation: hierarch modrons have the innate ability to teleport at will, with 
  significant range. Operating at Unearthly (100) rank, this handy power allows them a vast 
  range of movement, and while on Mechanus, a hierarch modron can teleport, at will, 
  anywhere within the plane instantaneously. This allows them to monitor their charges 
  (and any ongoing situations) with ease. 
   
  Basic Modron Equipment: Modrons, if on a special mission, can be equipped with just 
  about any type of necessary device. Modron hierarchs, however, are typically without 
  armament of any variety, in that they have more than enough physical weaponry 'built in' 
  to their bodies to deal with any opponent who would be stopped by a sword, spear, axe, 
  etc... 
   
  Common Modron Talents (Base Modrons) 
  Law: more than anything else, the modrons are ultimate masters of law, knowing their 
  own clockwork plane in and out. They extend this basic knowledge of What Should Be to 
  all aspects of existence, and should make Reason FEATs based on orderly systems of any 
  variety at +1 CS, +2 CS if it involves their home plane, Mechanus, and +3 CS regarding 
  Regulus itself. 
   
  Common Modron Talents (Hierarch Modrons, in addition to the above) 
  Leadership: knowing how to spread resources around and delegate tasks like no other 
  beings alive, hierarch modrons all have this skill as a general matter of course. As such, 
  any group they are leading receives a 50 point boost to their karma pool - even if the 
  hierarch is simply leading other hierarchs. Their leadership leads to success in a given 
  situation virtually all the time, too. 
  Characteristics: 
  Perhaps the hardest planar race to comprehend save for the rilmani, the endless hordes of 
  modrons act in confusing, often indecipherable ways. This is not actually the case, in that 
  the bizarre caste system the modrons obey, as well as their unswerving love of order, 
  cause them to behave as they do. They always act orderly; the specific order simply being 
  unapparent to all but them.  
  Appearance: 
  Modrons are a strange curiosity in the multiverse, being a fantastic cyborg race. This is, 
  
   
   
  of course, because their bodies are strange mixes of clockwork machinery and  47 
  organic tissues. Most of their bodies are covered with gray metal, but their faces are 
  invariably fleshy. The non-humanoid varieties of modron all have a similarly vague, 
  humanoid look to their faces. 
   
  Ecological Niche: Like the baatezu are to Baator, and the slaad are to Limbo, the 
  clockwork race of modrons are the principal planar race of Mechanus. The embodiment 
  of order unfettered by good or evil, the modrons work to keep their own plane functioning 
  within the letter of the law, and free of chaotic influences, whether they come from within 
  or without. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Decaton  
   
   
   
   
   
  48 
   
  Fighting Remarkable (30) 
  Agility Good (10) 
  Strength Excellent (20) 
  Endurance Excellent (20) 
  Reason  Remarkable (30) 
  Intuition Remarkable (30) 
  Psyche Amazing (50) 
  Health 90 
  Karma 110 
  Resources 30 
  Popularity n/a  
   
  Origin: Like all modrons, the one hundred decatons are extradimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Tentacles: a decaton has ten powerful, whip-thin tentacles, and can 
  bring all ten to bear at once. Thanks to an inherent talent with multiple attacks, decatons 
  can make up to ten attacks in one turn, the last nine of which will occur after everybody 
  else has made their primary actions in said turn. 
  Circular Vision: decatons, thanks to the ten large eyes they use to take in their 
  
   
   
  immediate area, are able to see everything around them. They can see in 360  
  49 
  degrees both horizontally and vertically in their surroundings. This power has no 
  intensity, but then, it is unaffected by power negating abilities.  
  Healing: a decaton is a powerful healer, though its abilities are limited only to modrons. 
  At will, a decaton can heal (at Incredible (40) rank) any modron it can touch (and with its 
  tentacles, it can nab up to ten at a time). Decatons can also cure diseases and remove 
  paralysis effects with similar skill. 
  Levitation: like the pentadrone, a decaton can fly into the air by generating a lighter-
  than-air gas within itself. Functioning only at Feeble (2) rank, this power really just 
  allows a decaton to defy gravity, and move up and down with impunity. It can be swayed 
  by roving air currents, however. 
   
  Schooling: Disciple - Philosophical Magic/Order 
  Decatons are competent users of all manner of spells that utilize and propagate the forces 
  of order. They can wield anywhere between five and eight magical spells of this type, 
  hopefully determined before the decaton is brought into play, at Incredible (40) rank; 
  some spells may vary by plus or minus 1 CS.  
   
  Equipment: (none) 
   
  Quirks: 
  Fighting Logistics: decatons, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): (no additional talents) 
   
  Characteristics: The communication apparatus between the base and hierarch modrons, 
  all decatons are generally concerned about their charges, the uncounted hordes of base 
  modrons that are truly what makes Mechanus go (or so it is believed). They will do what 
  they must to protect the base modrons, unless orders from higher up demand that they do 
  not. 
  Appearance: Rather peculiar in appearance, the seven foot tall decatons basically consist 
  of a five foot diameter sphere, mostly metal, ringed with ten organic eyes (on steel eye 
  stalks) and ten fleshy, whip-like tentacles. It also stands on two thick, elephantine legs. 
  Decatons also have a rather large, human-like mouth on what is arguably called its 'front'. 
   
  Ecological Niche: Caretakers of all the base modrons, decatons (all 100 of them) are the 
  link between such beings and the other modron hierarchs, usually by relaying orders 
  passed down through the chain of command from Primus itself. There is one decaton 
  assigned to each cog of Regulus, and the other 36 oversee the, well, 36 great armies of the 
  modrons. 
  
   
   
  Modron, Duodrone  
   
   
   
   
  50 
   
  Fighting Typical (6) 
  Agility Typical (6) 
  Strength Typical (6) 
  Endurance Typical (6) 
  Reason  Poor (4) 
  Intuition Poor (4) 
  Psyche Amazing (50) 
  Health 24 
  Karma 58 
  Resources 4 
  Popularity n/a  
   
  Origin: Like all modrons, the countless duodrones are extradimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
   
  Known Powers (in addition to common Base Modron powers): 
  Infravision: duodrones are blessed with the ability to see in the dark, in addition to their 
  normal five senses, at Typical (6) rank. This basically allows them to see about ninety feet 
  into the gloom of night (or other odd darkness). While rarely necessary on Mechanus, it 
  definitely comes handy in off-plane work, as several of the... lower... planes are utterly 
  dark to standard vision. 
  Winged Flight: duodrone modrons are equipped with two metallic wing things that 
  sprout out the back of their oddly shaped bodies, allowing them to take to the air if their 
  duties require them to. This flight power functions at Feeble (2) rank, which lets them 
  
   
   
  flutter about at approximately thirty miles per hour; not very quick, to be sure,  51 
  but it works. 
   
  Equipment: Duodrones, if on a special mission, can be equipped with just about any type 
  of necessary device. However, they most often carry at least one weapon on them, usually 
  melee (such as a club or spear) but not always (duodrones can make effective use of a 
  crossbow). They can inflict Typical (6) damage with these. 
   
  Quirks: 
  Fighting Logistics: duodrones, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Base Modron talents): (no additional talents) 
   
  Characteristics: While they aren't as dim as monodrones are, duodrones are still not that 
  bright, being unable to function independently. Two function creatures, the duodrones are 
  capable of performing two tasks at a time, wielding a limited ability to interpret 
  commands. Duodrones can only speak in the logical language of the modrons (but they 
  can speak). 
   
  Appearance: The duodrones are small, though not as short as a monodrone. At four feet 
  tall, the duodrone basically consists of two rectangular blocks, joined together at the 
  'waist' with a round, cog-looking device between them. The lower block connects to the 
  duodrone's two legs, while the top holds its two arms and face (which is vaguely 
  humanoid). 
   
  Ecological Niche: On Mechanus, duodrones are only slightly less numerous than 
  monodrones, in that vast, vast quantities of the creatures are necessary to maintain the 
  strange chain of command that the modrons adhere to. In addition to their limited 
  administration role, duodrones often perform complex tasks beyond those monodrones 
  are capable of completing. A duodrone is usually in charge of twelve monodrones. 
    
   
   
   
   
   
  
   
   
  Modron, Hexton  
   
   
   
   
   
  52 
   
  Fighting Amazing (50) 
  Agility Remarkable (30) 
  Strength Remarkable (30) 
  Endurance Incredible (40) 
  Reason  Amazing (50) 
  Intuition Amazing (50) 
  Psyche Unearthly (100) 
  Health 150 
  Karma 200 
  Resources 50 
  Popularity n/a  
   
  Origin: Like all modrons, the thirty six hextons are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Tentacles: hextons, in addition to their two normal arms, have four 
  powerful tentacles, and can bring all of them to bear at once. Thanks to an inherent talent 
  with multiple attacks, hextons can make up to six attacks in one turn, the last five of 
  which will occur after everybody else has made their primary actions in said turn. 
  Claws: a hexton's four tentacles end in powerful barbs which it can use like regular claws 
  (if not otherwise grappling a person or object). These allow hextons to inflict +1 CS 
  Edged Attack damage per strike with their hands, if desired, making hextons particularly 
  deadly in a fight (as if the other hierarch modrons aren't to be trifled with already...). 
  Flight: like many other hierarch modrons, hextons are blessed with the use of two large, 
  
   
   
  metallic wings that are joined together at their shoulders. These wings allow a  53 
  hexton to fly at Good (10) air speeds (moving about at around one hundred twenty miles 
  per hour). When not in use, these wings can fold together nicely. 
   
  Schooling: Adept - Clerical Magic / Order 
  Hextons are competent users of magic, doing so at Amazing (50) rank. These powers are 
  of a priestly nature, however, venerating the power of order above all else. They can 
  wield between nine and twelve magical spells of this type, hopefully determined before 
  the hexton is brought into play; some spells may vary by plus or minus 1 CS. 
   
  Equipment: (none) 
   
  Quirks: 
  Fighting Logistics: hextons, like all modrons, wield naturally organized minds. They can 
  apply their inherent analytical tendencies to combat applications, sizing up a foe rather 
  quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a foe 
  after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his 
  fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): 
  Military: as the overall commanders of the 36 grand armies of Mechanus, the various 
  hextons have to know battle tactics like the back of their hands - which they do. In the 
  planning and execution of military maneuvers, hextons should receive a +1 CS to all 
  reason FEAT rolls, whether they be on the winning or losing side of a fight. 
   
  Characteristics: The hextons are very busy creatures, constantly 'torn' between their 
  duties to the modron armies and their other posts within Regulus. They somehow manage 
  to juggle these important, time-consuming duties, but probably don't have time for 
  anything else but their work, and are likely to tell anybody attempting to speak to them 
  just that. 
   
  Appearance: Like the septons before them, hextons have a vaguely humanoid 
  appearance. Nine feet tall, they boast a sort of elongated, reptilian face, with big, doglike 
  ears. Rather stocky in build, they are armed with two standard human arms, and four 
  meaty tentacles that are tipped with deadly barbs. They also have large, fan-like steel 
  wings. 
   
  Ecological Niche: Primarily, the 36 hextons that exist at any given point in time are in 
  command of the great armies of Regulus, but they also have secondary duties. Sixteen of 
  them serve at the quarton's regional headquarters (that oversee four cogs), nine serve in 
  Primus' tower, three are assigned to each tertian (communicating indirectly, of course), 
  and two serve at each of the secundus' control towers. 
   
   
   
  
   
   
  Modron, Monodrone  
   
   
   
   
  54 
   
  Fighting Poor (4) 
  Agility Typical (6) 
  Strength Typical (6) 
  Endurance Typical (6) 
  Reason  Feeble (2) 
  Intuition Feeble (2) 
  Psyche Amazing (50) 
  Health 22 
  Karma 54 
  Resources 2 
  Popularity n/a  
   
  Origin: Like all modrons, the countless monodrones are extra-dimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
   
  Powers (in addition to common Base Modron powers): 
  Life Support: unlike most modrons, monodrones are completely self sustaining, needing 
  neither food, water, air, or even sleep. This is because monodrones draw their necessary 
  sustenance from the environment around them to continue functioning - as long as some 
  matter is present in their vicinity, they'll be fine (consider this Shift Z life support). 
  Winged Flight: monodrone modrons are equipped with two metallic wing things that 
  sprout out the back of their spherical bodies, allowing them to take to the air if their 
  duties require them to. This flight power functions at Feeble (2) rank, which lets them 
  flutter about at approximately thirty miles per hour; not very quick, to be sure, but it 
  works. 
   
  
   
   
  Equipment: Monodrones, if on a special mission, can be equipped with just  
  55 
  about any type of necessary device. However, they most often carry at least one weapon 
  on them, usually melee (such as a club or spear) but not always (monodrones can make 
  effective use of a crossbow). They can inflict Typical (6) damage (either BA, EA, or Sh, 
  depending) with these. 
   
  Quirks: 
  Fighting Logistics: monodrones, like all modrons, wield naturally organized minds. 
  They can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all Fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Base Modron talents): 
    
  Characteristics: Monodrones have little personality to speak of. Barely sentient, they 
  live only to do whatever the duodrones tell them to. Limited in their cognitive functions, 
  monodrones can only perform one task at a time - fight, polish a gear, guard, etc... They 
  cannot speak, and they only understand commands given to them in the logical modron 
  tongue. 
   
  Appearance: Monodrones are small. Only three feet tall, their bodies mainly consist of a 
  metal ball about eighteen inches in diameter, with spindly metal legs, arms, and wings 
  rounding their bodies out. Monodrones have one large eye (with a mechanical focusing 
  lens to one side), and fleshy faces of a vaguely humanoid nature. The metal 'ring' around 
  their fleshy face has many bolts protruding from it. 
   
  Ecological Niche: Monodrones are the faceless, countless hordes of Mechanus. Within 
  the clockwork mazes of this plane of ultimate order, the monodrones perform all of the 
  tedious but vital tasks necessary to keep the gears turning (as if they could ever actually 
  stop). One will often see monodrones scrubbing gears or otherwise performing 
  maintenance on their home plane. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Nonaton 
   
   
   
   
   
  56 
   
  Fighting Incredible (40) 
  Agility Excellent (20) 
  Strength Excellent (20) 
  Endurance Remarkable (30) 
  Reason  Remarkable (30) 
  Intuition Remarkable (30) 
  Psyche Amazing (50) 
  Health 110 
  Karma 110 
  Resources 30 
  Popularity n/a  
   
  Origin: Like all modrons, the eighty one nonatons are extradimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Tentacles: all nonatons have nine powerful, whip-thin tentacles, and 
  have the ability to bring all of them to bear at once. Thanks to an inherent talent with 
  multiple attacks, nonatons can make up to nine attacks in one turn, the last eight of which 
  will occur after everybody else has made their primary actions in said turn. 
  Charm Detection: nonatons have the power to look at any being, sentient or not, and to 
  see whether or not the person in question is under the sway of a charm of any sort, this 
  being defined as any mind control, forced summoning, geas, or quest effect of any 
  variety. This power works at Remarkable (30) rank, and helps to determine blame in quite 
  
   
   
  a few legal situations.  
   
   
   
   
   
   
   
  57 
  Illusion: oddly, nonatons wield this power at Remarkable (30) rank, allowing them to 
  generate from 2 to 8 false images of themselves at any given time. These illusory 
  nonatons are quite convincing, and anybody targeting the nonaton will have equal odds of 
  striking a false nonaton instead of the real one. Each false nonaton, once hit, disappears. 
  The strange bit is that illusory powers are totally nullified in Mechanus, so it is odd that 
  nonatons wield this power - especially since they rarely leave the plane of their birth. 
  Very interesting... 
  Lie Detection: when conversing with others, a nonaton has the power to determine 
  whether or not it is being lied to. If the other end of this conversation fails a psyche FEAT 
  roll against this power rank - Remarkable (30) - their falsehoods will be laid bare before 
  the nonaton. Of course, this doesn't help to determine truth, at least not directly. 
  Philosophical Awareness: when looking at any sentient being, a nonaton has the ability 
  to determine, if said being fails a psyche FEAT roll against this power rank - Remarkable 
  (30) - whether he or she leans towards an orderly, chaotic, good, evil, or balanced 
  mindset. The nonatons' role as Mechanus' security force is greatly aided by this power. 
  Stunning Blast: this power allows a nonaton to neutralize (or at least seriously attempt to 
  do so) a target within its vicinity. This handy power works at Remarkable (30) rank, and 
  opponents struck by it suffer like Stunning damage, which is non-lethal, and fades after 
  1d10 turns. Of course, if a body is brought to zero health by this attack, he will still fall 
  unconscious... 
  Telepathy: though this power is listed for all hierarch modrons, it must be noted that a 
  nonaton can use it on non-modrons, as well as the regular target of this ability. It works at 
  Poor (4) rank for nonatons. Of course, being able to telepathically communicate with all 
  sentient beings, in addition to 'mere' modrons, helps nonatons in their law enforcement 
  duties considerably. 
  Time Control: nonatons wield this Remarkable (30) power in a very limited fashion, one 
  that basically allows them to wrap a target in a temporal bubble that seriously hinders 
  their movement relative to others, if said target fails an Endurance FEAT roll vs this 
  power rank. If affected, the nonaton's opponent may only act every other turn for the next 
  1d10 turns. 
  Of course, those affected by this power may attempt a new FEAT roll vs this rank every 
  additional turn they are affected by it. 
  Webcasting: a nonaton can use this Remarkable (30) ranked power to bind an opponent 
  in a mass of sticky web-like materials. This magically enhanced webbing will ensnare a 
  target if the nonaton can hit them with a successful Agility attack roll, and once bound, 
  said target cannot break free until he can pass a Strength FEAT roll vs this power rank. 
  Schooling: Disciple - Clerical Magic/Order 
  Nonatons are competent users of magic, doing so at Incredible (40) rank. These powers 
  are of a priestly nature, however, venerating the power of order above all else. They can 
  wield between five and eight magical spells of this type, hopefully determined before the 
  nonaton is brought into play, at Remarkable (30) rank; some spells may vary by plus or 
  minus 1 CS. 
  Equipment: (none)  
  
   
   
   
   
   
   
   
   
   
   
   
   
   
  58 
  Quirks: 
  Fighting Logistics: nonatons, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): 
  Law Enforcement: as the second level of modron law enforcement, the nonatons are 
  required to police the Mechanus for all manner of intruders and potential invasion armies. 
  As such, they have the authority to detain or neutralize these beings as is necessary, and 
  while they prefer trials for such chaotic folk, they will kill if the threat is extreme - though 
  they'd rather try an offender instead... 
   
  Characteristics: Being charged with the task of maintaining the security of Regulus (and 
  Mechanus itself, to a lesser extent), nonatons often come across as somewhat paranoid in 
  their behavior, questioning any and all non-modrons they encounter. If they decide such 
  visitors are a threat, they will happily expel or eradicate the source of danger to their 
  home. 
   
  Appearance: Nonaton appearance is a quandary, in that they have two possible forms, 
  depending on artists' interpretation. The original portrays nonatons as large, nine foot tall 
  cylindrical beings. Standing on three elephantine legs, the nonatons possess nine whip-
  like tentacles situated around the center of their steel plated bodies, and have the standard 
  modron face. 
  A fleshy, vaguely humanoid face with one over-sized eye. 
  A second interpretation has the nonatons appearing like some sort of centipede, 
  composed of nine metallic, spherical parts attached together by cog-like apparatus. The 
  front sphere appears just like a monodrone (without the wings), and the creature has 
  mechanical legs on its first, fifth, and ninth segments. A nonaton's tentacles issue forth 
  from its mouth. 
  You know, the one described above. 
   
  Ecological Niche: Nonatons primarily serve as intermediaries between the octons, each 
  of which controls one of Regulus' cogs, and the decatons who lord over the base modrons 
  working on each cog. Sixty four of the nonatons serve in this role, eight more monitor the 
  loyalties of the decaton-led armies of Mechanus, and the remaining nine carry the orders 
  of the octons. 
   
   
   
   
   
  
   
   
  Modron, Octon  
   
   
   
   
   
  59 
   
  Fighting Incredible (40) 
  Agility Excellent (20) 
  Strength Excellent (20) 
  Endurance Remarkable (30) 
  Reason  Incredible (40) 
  Intuition Incredible (40) 
  Psyche Monstrous (75) 
  Health 110 
  Karma 155 
  Resources 40 
  Popularity n/a  
   
  Origin: Like all modrons, the sixty four octons are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Tentacles: each and every octon (all sixty four of 'em) have eight 
  powerful, whip-thin tentacles, and can bring all of them to bear at once. Thanks to an 
  inherent talent with multiple attacks, octons can make up to eight attacks in one turn, the 
  last seven of which will occur after everybody else has made their primary actions in said 
  turn. 
  Flight: thanks to a peculiar, cog-like collar resting at shoulder level on the octon body, 
  
   
   
  they can all fly about by sucking air (or water, if it is under water) into the collar  60 
  and then ejecting it out the other side, almost as though it were a built-in propeller. This 
  flight (or super-swimming, if submerged) works at Typical (6) rank, or at approximately 
  60 miles per hour. 
  Lightning Speed: octons all possess this power at Typical (6) rank, which basically 
  allows them to double their operating speed (they can move about at around 45 miles per 
  hour if necessary). Furthermore, an octon can use this power to achieve even more 
  multiple attacks than they already wield, making them exceptionally dangerous in battle. 
  Philosophical Awareness: when gazing upon any sentient being, an octon has the ability 
  to determine, if said sentient being fails a psyche FEAT roll against this power rank - 
  Remarkable (30) - whether they lean towards an orderly, chaotic, good, evil, or balanced 
  mindset. Their role as the administrators of Mechanus is greatly aided by this power. 
  Telekinesis: octons have the ability to manipulate objects in their environment without 
  touching them. Using this power at Incredible (40) rank, octons can lift and move an 
  object within their line of sight with similar strength. Octons can also use this power to 
  support their heavy bodies on water; not flight, or even levitation, but just water walking. 
  Schooling: Disciple - Clerical Magic / Order 
  Octons are competent users of magic, doing so at Incredible (40) rank. These powers are 
  of a priestly nature, however, venerating the power of order above all else. Octons can 
  wield between five and eight magical spells of this type, hopefully determined before the 
  octon is brought into play; some spells may vary by plus or minus 1 CS. 
   
  Equipment: (none) 
   
  Quirks: 
  Fighting Logistics: octons, like all modrons, wield naturally organized minds. They can 
  apply their inherent analytical tendencies to combat applications, sizing up a foe rather 
  quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a foe 
  after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his 
  fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): (no additional talents) 
   
  Characteristics: Lordly and majestic (as most hierarch modrons are), the octons feel 
  great responsibility for the individual cogs that they oversee. The odd creatures do 
  everything they can to maintain the proper order on their small portion of Mechanus, and 
  are more than willing to send vast forces of modrons against anything the nonatons tell 
  them is a serious threat. 
   
  Appearance: The octon primarily appears as a rectangular steel block, eight feet tall, that 
  walks on two mechanical legs and is wrapped within a large steel collar. This collar has 
  bulges on the corners, each of which hold two of the octon's tentacles. Octons have the 
  standard modron 'fleshy' face (but with two eyes) on the front side of their bodies. 
   
  
   
   
  Ecological Niche: Though the decatons manage the various base modrons that 61 
   inhabit each of Regulus' 64 cogs, it is the 64 octons who actually rule each piece of the 
  modrons' realm. Via nonaton messengers, the octons make directives to the various base 
  modrons, which (though the decatons see to them directly) the octons see as 'their' 
  charges. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Pentadrone  
   
   
   
   
  62 
   
  Fighting Remarkable (30) 
  Agility Good (10) 
  Strength Excellent (20) 
  Endurance Excellent (20) 
  Reason  Excellent (20) 
  Intuition Excellent (20) 
  Psyche Amazing (50) 
  Health 80 
  Karma 90 
  Resources 20 
  Popularity n/a  
   
  Origin: Like all modrons, the countless pentadrones are extradimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
   
  Known Powers (in addition to common Base Modron powers): 
  Circular Vision: pentadrones, having a 'face' on all five of their tentacular 'arms', benefit 
  from this power at all times (having five eyes, only 72 degrees apart at any given time, is 
  good for at least something). This power has no rank, per se, but similarly, it can't be 
  negated, either. So this, in the end, isn't really a bad thing when you get down to it... 
  Enhanced Senses (general): pentadrones have extremely acute sensory organs, granting 
  them have the ability to use all five standard senses at 200 % of the ability of your 
  
   
   
  average human. In other words, pentadrones wield all five senses at an  
   
  63 
  enhanced level (call it a +2 CS) as compared to other beings, or even other modrons. 
  Infravision: pentadrones, like many other modrons, have the ability to see into the 
  infrared spectrum of light. Working at Excellent (20) rank, this lets them peer up to 180 
  feet into the dark, whether it be natural or artificially generated. While rarely necessary on 
  Mechanus, it definitely comes handy in off-plane work, as several of the... lower... planes 
  are utterly dark to standard vision. 
  Levitation: pentadrones generate certain gases in their body at all times, and one use of 
  these gases is levitation. While a pentadrone cannot fly, per se, it can levitate, which 
  allows it to raise up in the air as high as it pleases, doing so at Feeble (2) rank (pretty 
  much just enough to get its metal frame going up - and that's what counts). 
  Multiple Limbs / Arms: pentadrones have five tentacular 'arms', and can bring all five to 
  bear at once. Thanks to an inherent talent with multiple attacks, pentadrones can make up 
  to five attacks in one turn, the last four of which will occur after everybody else has made 
  their primary actions in said turn. This makes them extremely dangerous in battle with 
  mortal-types... 
  Paralysis: pentadrones have a sort of gas blaster mounted on top of their bodies, which 
  allows them to spray a gas that induces paralysis in an opponent. Usable only once per 
  fight, this gas can partially or fully incapacitate opponents for 1d10 turns, at Remarkable 
  (30) rank; opponents receive an Endurance FEAT roll to resist this effect. 
  Resistance to Mortal Attacks: pentadrones, unlike the rest of the base modrons, are 
  especially resistant to ordinary, mundane weaponry. In essence, they receive a +1 CS 
  bonus to their defense when dealing with any attack produced by a non-magical, low-
  tech, or non-psionic weapon. Axes and swords are affected by this power, but magic 
  blades and blasters aren't. 
   
  Equipment: Modrons, if on a special mission, can be equipped with just about any type 
  of necessary device. Modron pentadrones, however, are typically without armament of 
  any variety, in that they have more than enough physical power and weaponry 'built in' to 
  their bodies to deal with any opponent who would be stopped by a sword, spear, axe, 
  etc... 
   
  Quirks: 
  Fighting Logistics: pentadrones, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Base Modron talents): 
  Law Enforcement: as the first level of modron law enforcement, the pentadrones are 
  required to police the numberless ranks of the base modrons to root out rogues of their 
  own kind, and other chaotic troublemakers. As such, they have the authority to detain or 
  neutralize these beings as is necessary, though they prefer to capture them for trial 
  
   
   
  whenever possible. 
   
   
   
   
   
   
   
   
  64 
  Leadership: knowing how to spread resources around and delegate tasks like no other 
  beings alive, pentadrones all have this skill as a general matter of course. As such, any 
  group that they are actively leading receives a 50 point boost to its karma pool - assuming 
  it has one - even if the pentadrone is simply leading other pentadrones. 
   
  Characteristics: Of all the base modrons, the pentadrones are the most intelligent - and 
  by far the most powerful. Having the ability to communicate, plan, operate, monitor, and 
  manage, pentadrones are five-function beings, and use this ability to manage the 
  numberless modron labor force for the rather finite in number hierarch modrons. They 
  wear their authority like a badge, and expect others to respect it.  
   
  Appearance: Odd even by modron standards, Pentadrones resemble five-armed starfish 
  held up on five stilt-like legs. Each of these 'arms' are really a fat steel tentacle, upon 
  which rests one of the pentadrone's five faces. Each of these tentacles has the generic 
  modron 'face' (one eye, big fleshy mouth). Pentadrones also have a sort of top-mounted 
  gas blaster, and are seven feet tall.  
   
  Ecological Niche: The pentadrones are the police force of the base modrons, acting as a 
  sort of translator between the wishes of the decatons and the actions of the quadrones, and 
  maintaining the lowest levels of order in modron society. Furthermore, a dozen such 
  modrons are often assigned to each of the modron armies in the capacity of maintaining 
  said army's headquarters. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Primus  
   
   
   
   
   
  65 
   
  Fighting Unearthly (100) 
  Agility Amazing (50) 
  Strength Amazing (50) 
  Endurance Unearthly (100) 
  Reason  Shift Z (500) 
  Intuition Unearthly (100) 
  Psyche Class 1000 (1000) 
  Health 300 
  Karma 1600 
  Resources 500 
  Popularity n/a  
   
  Origin: 
  Like all modrons, the one and only Primus is an extradimensional clockwork being, 
  hailing from the orderly plane of Mechanus. Its alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with its inherent magical nature and deific stature - is 
  the source of its supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Immortality: Primus is likely the single most powerful proponent of order in the 
  multiverse (save for perhaps the Vishanti), and while it is presiding over the modrons on 
  Mechanus, it is considered an immortal being (it can be killed, but only by other 
  immortals or under nigh-impossible conditions). Off Mechanus, it can be slain normally. 
  However, that would still be very, very difficult. 
  Schooling: Sorcerer Supreme - Philosophical Magic/Order (Mechanus) 
  
   
   
  Primus is the lord of the modrons and (arguably) all of Mechanus, and as such,  66 
  has truly staggering magical powers at its disposal. While in Mechanus, it has the ability 
  to cast any spell of order at Class 1000 ability (!), though off-plane, this power is reduced 
  to Unearthly (100) in rank; Primus is not quite as potent outside Mechanus, but is still 
  rather dangerous. 
   
  Equipment: 
  Infinity Web: this techno-organic mesh of sensors and tendons is accessible by Primus 
  within his great tower, from where it can use the device to sense everything that is 
  happening to any of its modrons, at any time no matter where in the omniverse they 
  happen to be. While it is connected to the Infinity Web, Primus' intuition score is raised 
  by +3 CS, to Shift Z (500) rank. 
   
  Quirks: 
  Fighting Logistics: Primus, like all modrons, wields a naturally organized mind. It can 
  apply its inherent analytical tendencies to combat applications, sizing up a foe rather 
  quickly. This allows it to add a +1 CS to all fighting FEAT rolls made against a foe after 
  1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his 
  fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): 
  All MSH RPG Talents: while the other hierarch modrons may have many more skills 
  than are presented in their individual entries, the extent of their specific knowledge is 
  unknown. Primus, on the other hand, knows virtually everything, and as such, should be 
  considered knowledgeable in any matter quantifiable by skills in the MSH RPG game. 
  Yep, every skill. 
  It may have the inability to act on some of this knowledge (for instance, there are no 
  known time machines on Mechanus, nor truly advanced technology to speak of), but it 
  likely still has it. This is because, thanks to the Infinity Web that lies within its tower, 
  Primus can sense anything any of its modrons experience, at any time - it picks up on 
  things rather quick thanks to this...  
   
  Characteristics: Absolutely intelligent and powerful beyond mortal ken, Primus must 
  come across as a terrifyingly logical deity to those mortals lucky (or foolish) enough to 
  intrude upon its presence. Its ultimate goals for the modrons, Mechanus, and the 
  multiverse are unknown and unknowable, but it pursues them with absolute clarity of 
  vision. 
   
  Appearance: Primus may manifest to mortals in many ways. It can appear as a human of 
  normal size (though androgynous) when dealing with others besides its secundi. 
  However, it can also manifest as a gigantic humanoid (around thirty feet tall), emerging 
  from the vast pool of modron energy within its tower, its arms swathed in powerful 
  energies. 
  The left is covered in shadow, and the right in bright rainbow hues. It may have additional 
  
   
   
  means to manifest to others, but these have yet to be revealed.  
   
   
  67 
  Ecological Niche: Primus is it, the be-all and end-all of modron existence. It and it alone 
  decides just what is order on Mechanus (and possibly beyond), and directs the modrons to 
  do its bidding in order to shape reality as it feels it must (whatever that ultimate vision of 
  order may be). It is unchallenged in its role as the arbiter of order in the multiverse. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Quadrone  
   
   
   
   
  68 
   
  Fighting Excellent (20) 
  Agility Good (10) 
  Strength Good (10) 
  Endurance Good (10) 
  Reason  Good (10) 
  Intuition Good (10) 
  Psyche Amazing (50) 
  Health 50 
  Karma 70 
  Resources 10 
  Popularity n/a  
   
  Origin: Like all modrons, the countless quadrones are extradimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
   
  Known Powers (in addition to common Base Modron powers): 
  Circular Vision: quadrones, while lacking a 'face' on each of their six sides, nonetheless 
  have sensory organs of some sort or another all over their body, granting them the ability 
  to have a 360 degree by 360 degree (all around, top and bottom) awareness of their 
  environment. This power has no rank, per se, but it can't be negated, either. 
  Enhanced Senses (general): quadrones have highly acute sensory organs, granting them 
  the ability to use all five of their standard senses at 150 % of the ability of your average 
  human. In other words, quadrones wield all five senses at an enhanced level (call it +1 CS 
  
   
   
  higher than normal), be it sight, hearing, taste, smell, or touch. 
   
   
  69 
  Infravision: quadrones, like the duodrones, have the ability to see into the infrared 
  spectrum of light. Working at Excellent (20) rank, this lets them peer up to 180 feet into 
  the dark, whether it be natural or artificially generated. While rarely necessary on 
  Mechanus, it definitely comes handy in off-plane work, as several of the... lower... planes 
  are utterly dark to standard vision. 
  Multiple Limbs / Arms: most quadrones have four arms, and can bring all four to bear at 
  once. Thanks to an inherent talent with multiple attacks, quadrones can make up to four 
  attacks in one turn, the last three of which will occur after everybody else has made their 
  primary actions in said turn. These are occasionally unarmed melee attacks, but 
  quadrones are usually heavily armed... 
  Winged Flight: instead of having an extra set of arms, some quadrones have been 
  equipped with a set of wings. These metallic instruments allow a quadrone to fly at Poor 
  (4) speeds (around sixty miles per hour), or simply hover in place indefinitely. While this 
  negates the quadrone's devastating combat ability, it is nonetheless handy in most 
  situations. 
   
  Equipment: Quadrones, if they know they will be going into battle, will arm themselves 
  with two bows or four similar weapons (if of the four armed variety) or just one bow or 
  two similar melee weapons (if of the two armed variety). Either of these weapons can 
  inflict Good (10) damage in the hands of a quadrone; bows inflicting Shooting damage 
  and the others causing types of pain depending on their type.  
   
  Quirks: 
  Fighting Logistics: quadrones, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Base Modron talents): 
  Bows: quadrones have the inherent ability to use bows - to deadly effect. These modrons 
  make attacks with a bow as if their agility score were +1 CS in rank, and those with four 
  arms can actually utilize two bows at once, allowing them to make two ranged attacks in 
  one turn naturally. No other modrons have this dangerous ability. 
  Leadership: knowing how to spread resources around and delegate tasks like no other 
  beings alive, quadrones all have this skill as a general matter of course. As such, any 
  group that they are actively leading receives a 50 point boost to its karma pool - assuming 
  it has one - even if the quadrone is simply leading other quadrones. As you can guess, 
  quadrone leaders tend to be successful most of the time... 
   
  Characteristics: A more advanced and refined intelligence (as compared to the tridrone), 
  quadrones are the elite of Mechanus' labor forces. Often, they're the ones who order most 
  of the lower modrons into action (in general maintenance situations and the like), as they 
  
   
   
  have the ability to observe, plan, react to the unexpected, and act to remedy  
  70 
  situations. 
  Appearance: Each and every quadrone is six foot tall. The majority of its body is a three 
  foot by three foot by three foot cube, upon which is attached two legs, and either four 
  arms or two arms and two wings. The front face of a quadrone's 'cube' holds its vaguely 
  humanoid face, which is the only exposed organic part on its body. Also, quadrones have 
  several odd, non-visual sensory organs on each of their six sides. 
   
  Ecological Niche: In addition to their role as the relay between pentadrones and tridrones 
  in the modron system, quadrones are most often field officers in the modron armies. In 
  conflict, they can bring over a thousand modron soldiers to bear (via the 'dozen' chain of 
  command principle) and as such are rightly feared on the battlefield - especially against 
  the mortal races. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Quarton 
   
   
   
   
   
  71 
   
  Fighting Monstrous (75) 
  Agility Remarkable (30) 
  Strength Remarkable (30) 
  Endurance Amazing (50) 
  Reason  Monstrous (75) 
  Intuition Monstrous (75) 
  Psyche Unearthly (100) 
  Health 185 
  Karma 250 
  Resources 75 
  Popularity n/a  
   
  Origin: Like all modrons, the sixteen quartons are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Arms: the quartons of Mechanus have four arms, and have the 
  ability to bring all of them to bear at once - on one opponent or several. Thanks to an 
  inherent talent with multiple attacks, quartons can make up to four attacks in one turn, the 
  last three of which will occur after everybody else has made their primary actions in said 
  turn. 
  Flight: like many other hierarch modrons, the quartons are blessed with the use of two 
  exceptionally large, metallic wings that are joined together at their shoulders. These 
  chrome, fanlike wings allow a quarton to fly with Excellent (20) speed (moving about at 
  around one hundred fifty miles per hour). When not in use, these wings can fold together 
  
   
   
  nicely.   
   
   
   
   
   
   
   
   
   
  72 
  Schooling: Adept - Clerical Magic / Order 
  Quartons are competent users of magic, doing so at Amazing (50) rank. These powers are 
  of a priestly nature, however, venerating the power of order above all else. They can 
  wield between nine and twelve magical spells of this type, hopefully determined before 
  the quinton is brought into play; some spells may vary by plus or minus 1 CS. 
   
  Equipment: (none) 
   
  Quirks: 
  Fighting Logistics: quartons, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): (no additional skills) 
   
  Characteristics: Quartons are supremely logical beings, and detest being bothered by 
  those sentient entities that are not as perfectly logical as themselves (read: non-modrons). 
  They prefer to leave such chaotic beings to their underlings to be dealt with, but this is 
  not always possible (as all manner of beings visit Mechanus on a regular basis...). 
   
  Appearance: Quartons are simply huge in appearance, towering over mere mortals; they 
  are twelve feet tall. Furthermore, they have four powerful arms that they may bring to 
  bear on anyone foolish enough to irk their ire, and large, metallic wings that are joined 
  together at the shoulder. Like quintons, quartons also have a large, 'built-in' metallic 
  helmet, too. 
   
  Ecological Niche: The sixteen quartons of Mechanus are charged with the management 
  of the sixteen regions (each region being four cogs) of Regulus. Occasionally, one 
  quarton will assist in the translation of orders from tertians to quintons in either the 
  towers of the secundus or Primus itself, but otherwise, all they do is manage their 
  respective territories as efficiently as possible. 
  It should be noted that, in addition to their own considerable powers, a quarton is guarded 
  at all times by 36 fanatical pentadrones; these beings may not be able to tell just what it is 
  that they are protecting, but they will gladly give their lives to keep this (in their eyes) 
  inexplicable being from harm of any type. 
   
   
   
   
   
   
   
   
  
   
   
  Modron, Quinton 
   
   
   
   
   
  73 
   
  Fighting Amazing (50) 
  Agility Remarkable (30) 
  Strength Remarkable (30) 
  Endurance Amazing (50) 
  Reason  Amazing (50) 
  Intuition Amazing (50) 
  Psyche Unearthly (100) 
  Health 160 
  Karma 200 
  Resources 50 
  Popularity n/a  
   
  Origin: Like all modrons, the twenty five quintons are extradimensional clockwork 
  beings, hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre 
  blend of flesh and gears, and this - combined with their inherent magical nature - is the 
  source of their supernatural powers. 
    
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Arms and Tail: quintons have four arms and a prehensile tail, and 
  have the skill to bring all of them to bear at once. Thanks to an inherent talent with 
  multiple attacks, the mighty quintons can make up to five attacks in one turn, the last four 
  of which will occur after everybody else has made their primary actions in said turn. 
  Cosmic Awareness: quintons have a specialized form of this power that allows them to 
  glean information that would not otherwise be apparent about a person, place, or thing. 
  This power functions at Amazing (50) rank, allowing quintons to pretty much learn all 
  they need to about anyone or anything - especially threats to their precious order. 
  Flight: like many other hierarch modrons, the quintons are blessed with the use of two 
  
   
   
  large, metallic wings that are joined together at their shoulders. These chrome,  74 
  fanlike wings allow a quinton to fly with Good (10) speed (moving about at around one 
  hundred twenty miles per hour). When not in use, these handily ergonomic wings can fold 
  together nicely. 
  Philosophical Awareness: when looking at anybody, a quinton has the ability to 
  determine, if he fails a psyche FEAT roll against this power rank - Remarkable (30) - 
  whether they lean towards an orderly, chaotic, good, evil, or balanced mindset. This helps 
  to prevent them from giving non-orderly beings dangerous information. 
  Schooling: Adept - Clerical Magic / Order 
  Quintons are competent users of magic, doing so at Amazing (50) rank. These powers are 
  of a priestly nature, however, venerating the power of order above all else. They can 
  wield between nine and twelve magical spells of this type, hopefully determined before 
  the quinton is brought into play; some spells may vary by plus or minus 1 CS. 
   
  Equipment: (none)  
   
  Quirks: 
  Fighting Logistics: quintons, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): (no additional skills) 
   
  Characteristics: Knowledgeable and scholarly beyond measure, the quintons could be 
  thought of as the quintessential sage, knowing all manner of things about, well, 
  everything - from modron society to the multiverse in general. If there's a question a body 
  has about anything, ask a quinton - they are more than happy to divulge facts - especially 
  those concerning law. 
   
  Appearance: Rather gigantic in size (ten feet tall), quintons look rather close to humans 
  in appearance. Well, close, if you discount the huge, metallic wings, the prehensile tail, 
  the 'built-in' steel helmet and large, clunky boot-like metal feet. Furthermore, as a symbol 
  of their station, quintons have a large diamond issuing forth from their foreheads. 
   
  Ecological Niche: The record keepers and protectors of modron lore, quintons have many 
  duties throughout Regulus. Sixteen of them serve in the regional control towers of the 
  quartons, four serve in the towers of the secundus, and the remaining five act as 
  translators for lesser modrons serving in Primus' tower. 
   
   
   
  
   
   
  Modron, Rogue  
   
   
   
   
   
  75 
   
  Fighting Typical (6) 
  Agility Typical (6) 
  Strength Typical (6) 
  Endurance Good (10) 
  Reason  Good (10) 
  Intuition Typical (6) 
  Psyche Typical (6) 
  Health 28 
  Karma 22 
  Resources 6 
  Popularity n/a  
   
  Origin: Like all modrons, the rogues of Mechanus (if formerly so) are inherently alien 
  beings, their extra-planar physiologies being a bizarre blend of flesh and gears, and this - 
  combined with their inherent magical nature - is the source of their physical and 
  supernatural powers. Of course, while chaotic (by modron standards), the rogues are 
  nonetheless quite orderly, and may pursue such paths of power. 
   
  Known Powers:  
  Agelessness: like all modrons, the rogues of Mechanus do not have an extended lifespan 
  so much as a total lack of an aging process altogether. In fact, if not slain by accident or 
  design, a rogue modron may effectively live forever, continuing its quest for identity until 
  the end of time. Few manage to last that long, however; their curiosity usually does them 
  in before too long.  
  Body Armor: both organic and inorganic in nature, all modrons - even the rogues - have 
  some manner of resistance to damage. Essentially, rogue modrons should be treated as 
  
   
   
  having Typical (6) protection from physical attacks, and Feeble (2) protection  76 
  from assaults of an energy-based nature (but none versus magic or psionic assault). 
  Resistance to Acid, Cold, and Emotion Control, Fire Attacks, Illusion, Mind 
  Control, Paralysis / Sleep Effects, and Vampiric Attacks: though not as immune to 
  these attack forms as are regular modrons, rogues do possess Excellent (20) protection 
  from attacks utilizing these effects. This helps them greatly on their personal quests for 
  identity. 
  Wings: rogue modrons are equipped with two metallic wing things that sprout out the 
  back of their cubical bodies, allowing them to take to the air if the situation requires them 
  to do so. This flight functions at Feeble (2) rank, allowing them to flutter about at 
  approximately thirty miles per hour; not very quick, to be sure, but it works - especially 
  when you're as heavy as they are!  
   
  Equipment: (none)  
   
  Quirks: 
  Fighting Logistics: monodrones, like all modrons, wield naturally organized minds. 
  They can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all Fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents: 
  Law: despite their being branded rogues, these independent modrons retain their inherent 
  understanding of orderly systems. In fact, as soon as they move into an area, they will 
  comprehend its entire legal system within 1d10 days, helping them to assimilate the 
  nature of their new society with ease. All law-based Reason FEATs are made at +1 CS.  
   
  Characteristics: Though exceptionally ordered and regulated beings, rogue modrons are 
  those that have somehow acquired a sense of individuality, and wish to express this spark 
  to its fullest extent. This often leads to all kind of troubles as the rogue tries to fit in to 
  whatever world it adopts as its home, and can even be tainted with good, evil, or balanced 
  ideas. 
  Through it all, rogues nonetheless maintain their overwhelming streak of order, and often 
  have trouble adjusting to chaotic situations. Furthermore, they are often rather 
  intransigent once they decide on a course of action, as they are rarely distracted or 
  sidetracked, so it may take one heck of an argument to dissuade a busy rogue. 
   
  Appearance: When they first go rogue, modrons retain their original shape, whatever 
  type of modron they may be. Eventually, however, they adopt a form similar to the two-
  armed quadrone, being six foot tall, most of which is a cube three foot on a side. Though 
  they have functional quadrone wings, rogues lack the sensory organs on all six sides of 
  their bodies. 
   
  
   
   
  Ecological Niche: In Mechanus, rogues are anathema, captured and destroyed  77 
  lest they spread the deadly plague of chaos. Though they resemble other modrons visually 
  (especially at first), modrons of higher rank can spot them on sight, and react accordingly. 
  As such, most rogues flee Mechanus for the multiverse at large as soon as they are 
  discovered. 
  Once they adopt a new home, rogues tend to break down the order of their world in order 
  to better understand it. This often leads to their making all manner of confusing, 
  inconsequential connections about cause and effect; just because it makes no sense 
  doesn't mean that it isn't orderly. They eventually grow out of these assumptions, 
  however. 
  Now, while modrons in general may not be appropriate for PCs, as their fanatic obsession 
  with order severely limits role-playing opportunities, rogue modrons are perfect for this 
  role; they are orderly, but not so orderly as to hamper the creation of a unique, if quirky, 
  personality for a player to utilize in their games. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Secundus  
   
   
   
   
  78 
   
  Fighting Unearthly (100) 
  Agility Incredible (40) 
  Strength Incredible (40) 
  Endurance Monstrous (75) 
  Reason  Unearthly (100) 
  Intuition Unearthly (100) 
  Psyche Shift Y (200) 
  Health 1255 
  Karma 400 
  Resources 100 
  Popularity n/a  
   
  Origin: Like all modrons, the four secundus are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Growth: the secundus are huge. They stand at a full fifteen feet tall, towering over those 
  before them - which can be more than a little imposing if they're trying you for something 
  or other. This 'power' is always on, functioning at Typical (6) rank, and gives them a size 
  factor of +1; normal-sized foes hit secundus at a +1 CS, but secundus in turn inflict +1 
  CS physical damage against them. 
  Paralysis: if a secundus manages to strike (and cause damage to) an opponent with a 
  
   
   
  physical attack, it has the possibility of also affecting him with a powerful   
  79 
  paralytic attack as well, functioning at Unearthly (100) rank. If this attack manages to 
  immobilize an opponent, the victim of this paralysis is trapped until the secundus lets him 
  go. 
  Or the victim can pass an additional psyche FEAT roll against Unearthly rank, offered at 
  the beginning of each new turn. 
  Schooling: Master - multiple schools of order magic 
  The four secundi have unbelievably powerful magical abilities regarding the forces of 
  order, and are considered masters of priestly magic of order, and the Philosophical school 
  of Order magic, each of which venerates and spreads the forces of law as a whole. On 
  Mechanus, the secundi can cast such magic at Monstrous (75) rank, making them 
  devastatingly powerful. 
   
  Equipment: (none) 
   
  Quirks: 
  Fighting Logistics: secundus, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): (no additional talents) 
   
  Characteristics: Godlike in personality, the four secundus live in peace and harmony 
  with their one superior, Primus, and the order it provides them. They spend the vast 
  majority of their time lording over the uncountable throngs of modrons below them (even 
  if they can't communicate with them directly), so when a mortal speaks to them, they 
  should seem aloof and detached. 
   
  Appearance: Incredibly tall and thin (at least fifteen feet tall), the secundus are vaguely 
  human in appearance, with long, narrow faces and deep-set eyes. Unlike the other 
  modrons, the secundus seem to lack any obvious physical weaponry or mechanical 
  apparatus as part of their being, but they may be so advanced that such devices are too 
  small to be seen. 
   
  Ecological Niche: The veritable rulers of Regulus (and thus, Mechanus), the four 
  secundus each manage four of the sixteen regions of Regulus (and thus, sixteen individual 
  cogs). They do so by sending down the decrees of Primus to the lesser modrons, and 
  ensuring that the orders are carried out - in order that law may eventually come to the 
  multiverse as a whole. 
   
   
   
  
   
   
  Modron, Septon  
   
   
   
   
   
  80 
   
  Fighting Incredible (40) 
  Agility Excellent (20) 
  Strength Incredible (40) 
  Endurance Incredible (40) 
  Reason  Incredible (40) 
  Intuition Incredible (40) 
  Psyche Monstrous (75) 
  Health 120 
  Karma 755 
  Resources 40 
  Popularity n/a  
   
  Origin: Like all modrons, the forty nine septons are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limbs / Arms: a septon has seven powerful, bony arms, and can bring all of 
  them to bear at once. Thanks to an inherent talent with multiple attacks, each and every 
  septon can attempt up to seven melee attacks in one turn, the last six of which will occur 
  after everybody else has made their primary actions in said turn. 
  Magic Detection: septons have the inherent ability to sense magical and / or supernatural 
  forces active in the world around them. Whether they be inherent to an item, person, or a 
  hero's spellcasting, the septon can detect the presence of magical forces with Incredible 
  (40) ability; this sense is automatic (requires no action or declaration to activate). 
  
   
   
  Super Swimming: thanks to a peculiar collar resting at shoulder level on a  
  81 
  septon's body, the odd creatures can move underwater as if they were actually flying, 
  doing so by sucking water into itself and expelling it to generate thrust. While submerged 
  (the only time this power functions), a septon can 'fly' underwater with Typical (6) ability 
  (60 miles per hour). 
  Telepathy: though this power is listed for all hierarch modrons, it must be noted that a 
  septon can use it on non-modrons, as well as the regular target of this ability. It works at 
  Good (10) rank for septons. 
  Schooling: Disciple - multiple schools of order magic 
  Septons can wield order magic at Incredible (40) rank. Unlike previous hierarchs, 
  however, their mastery of order allows them to wield both clerical and philosophical 
  magic for order, despite their lower rank of mystic mastery (which prevents others from 
  doing the same). They can wield anywhere from ten to sixteen spells of these types. These 
  ranks may vary by plus or minus 1 CS. 
   
  Equipment: (none)  
   
  Quirks: 
  Fighting Logistics: septons, like all modrons, wield naturally organized minds. They can 
  apply their inherent analytical tendencies to combat applications, sizing up a foe rather 
  quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a foe 
  after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his 
  fighting style. 
   
  Talents (in addition to common Hierarch Modron talents): (no additional talents) 
   
  Characteristics: Though rather highly placed in the modron hierarchy, septons are really 
  just translators between the octons and the hextons, and most of their work involves 
  exchanging orders and reports across Regulus. However, they don't seem to mind their 
  apparent messenger status, as they are nonetheless vital to the continuing order of the 
  modron race.  
   
  Appearance: Septons, unlike modrons of lesser power and rank, wield a primarily 
  humanoid form. They are tall (exactly seven feet tall), rather stocky humanoids, with a 
  large, cog-like collar resting at shoulder level. This collar has seven arms attached to it, 
  bony extremities with rather elongated fingers (three per hand). Septons have two 
  elephantine legs. 
   
  Ecological Niche: The 49 septons of Mechanus serve primarily as mere go-betweens for 
  the octons (who control their own cogs) and the hextons. There is one septon assigned to 
  each hexton (all 36), but the others have special jobs: nine toil at Primus' tower, and the 
  other four serve at the four quarter towers (where the secundus supervise groups of 
  sixteen cogs). 
   
   
  
   
   
  Modron, Tertian  
   
   
   
   
   
  82 
   
  Fighting Monstrous (75) 
  Agility Incredible (40) 
  Strength Incredible (40) 
  Endurance Monstrous (75) 
  Reason  Monstrous (75) 
  Intuition Monstrous (75) 
  Psyche Shift X (150) 
  Health 230 
  Karma 300 
  Resources 75 
  Popularity n/a  
   
  Origin: Like all modrons, the nine tertians are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers. 
   
  Known Powers (in addition to common Hierarch Modron powers): 
  Additional Limb / Tail: tertians, in addition to their two powerful arms, possess a 
  powerful prehensile tail that ends in a knobby, mace-like ball. Thanks to an inherent 
  talent with multiple attacks, all nine tertians can make up to three attacks in any given 
  turn, the last two of which will occur after everybody else has made their primary actions 
  in said turn. 
  Growth: the tertians are huge. They stand at a full twelve feet tall, towering over those 
  before them - which can be more than a little imposing if they're trying you for something 
  or other. This 'power' is always on, functioning at Poor (4) rank, and gives them a size 
  factor of +1; normal-sized foes hit tertians at a +1 CS, but tertians in turn inflict +1 CS 
  physical damage against them. 
  Horns: in the unlikely event that a tertian must rely upon physical violence, it does have 
  
   
   
  (in addition to its attack tail) two very large horns jutting out of its temples.  
  83 
  These metallic horns allow the tertians to inflict their strength +1 CS Edged Attack 
  damage whenever it attacks an opponent with a head-butt or body check (if they hit head 
  first). 
  Paralysis: if a tertian manages to successfully strike (and cause any damage to) an 
  opponent with its prehensile tail, it has the possibility of also affecting him with a 
  powerful, Monstrous (75) intensity paralytic attack as well. If this savage attack manages 
  to immobilize an opponent, the victim of this paralysis is trapped until the tertian decided 
  to let him go. 
  Or the victim can pass a new psyche FEAT roll against this power, offered at the 
  beginning of each new turn of action. 
  Schooling: Master / multiple schools of magic 
  The nine tertians, in addition to their impressive physical prowess, have uncannily potent 
  magical powers. Being master-level wielders of both the Philosophical and Clerical 
  schools of magic, both in regards to Order, tertians can wield at least 26 spells of these 
  varieties, each at Monstrous (75) rank, give or take plus or minus 1 CS - they're 
  devastatingly powerful sorcerers. 
   
  Equipment: (none)  
   
  Quirks: 
  Fighting Logistics: tertians, like all modrons, wield naturally organized minds. They can 
  apply their inherent analytical tendencies to combat applications, sizing up a foe rather 
  quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a foe 
  after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes his 
  fighting style.  
   
  Talents (in addition to common Hierarch Modron talents): 
  Law Enforcement 2: as the ultimate judges of crimes on Mechanus, even if they only 
  hear cases of vital import, the tertians have to know how to enforce the laws of 
  Mechanus, in addition to simply understand them. In any FEAT where a tertian needs to 
  understand these matters, their Reason rank should be considered +2 CS.  
   
  Characteristics: The tertians are proud to serve as the absolute final arm of law 
  enforcement on Regulus, in that it is their charge to judge the many perpetrators of chaos. 
  If it could be said, they must enjoy their task, as they are constantly called upon to deal 
  with the lawbreakers of Mechanus, and they never seem discontent with their roles at all. 
   
  Appearance: Like the quartons before them, tertians are veritable giants, measuring in at 
  twelve feet tall. Furthermore, they are blessed with rather large, metallic horns jutting 
  from the temples of their naturally helmeted (steel covered) heads, and a powerful 
  prehensile tail that ends in a knobbly, mace-like tip (which you really, really don't want to 
  get hit by).  
   
  
   
   
  Ecological Niche: The nine tertians are the absolute arbiters of innocence and  84 
  guilt in modron society, usually dealing with rogue modrons and other lawbreakers and 
  heretics of both Regulus and Mechanus as a whole. Two are stationed in each of the 
  secundus' towers, though just who the ninth tertian is beholden to is something of a 
  mystery... 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Modron, Tridrone 
   
   
   
   
   
  85 
   
  Fighting Good (10) 
  Agility Typical (6) 
  Strength Good (10) 
  Endurance Good (10) 
  Reason  Typical (6) 
  Intuition Typical (6) 
  Psyche Amazing (50) 
  Health 36 
  Karma 62 
  Resources 6 
  Popularity n/a  
   
  Origin: Like all modrons, the countless tridrones are extradimensional clockwork beings, 
  hailing from the orderly plane of Mechanus. Their alien physiology is a bizarre blend of 
  flesh and gears, and this - combined with their inherent magical nature - is the source of 
  their supernatural powers.  
   
  Known Powers (in addition to common Base Modron powers): 
  Circular Vision: having three eyes, each of which is set apart by 120 degrees on their 
  inverted pyramid-style frame, the tridrones benefit from full 360 degree vision at all 
  times. As this is a function of physiology and not a power, per se, this power has no rank; 
  but then again, it cannot be negated, either, so this isn't a serious concern. 
  Multiple Limbs / Arm: tridrones have three arms, one on each 'face' of their inverted 
  pyramid-style frame, and can bring all three to bear at once. Thanks to an inherent talent 
  
   
   
  with multiple attacks, tridrones can make up to three attacks in one turn, the last  86 
  two of which will occur after everybody else has made their primary actions in said turn. 
   
  Equipment: Modrons, if on a special mission, can be equipped with just about any type 
  of necessary device. Tridrones, if they know they will be going into battle, will carry three 
  javelins with them, to be thrown at an opponent at the beginning of battle. Tridrones can 
  inflict Good (10) Edged Attack or Edged Throwing damage with these three weapons, 
  quickly ending conflicts. 
   
  Quirks: 
  Fighting Logistics: tridrones, like all modrons, wield naturally organized minds. They 
  can apply their inherent analytical tendencies to combat applications, sizing up a foe 
  rather quickly. This allows them to add a +1 CS to all fighting FEAT rolls made against a 
  foe after 1d10 rounds (not turns), a bonus that lasts until said opponent radically changes 
  his fighting style. 
   
  Talents (in addition to common Base Modron talents): 
  Skill / Spears: tridrones have the natural ability to wield spears or javelins in combat. If 
  used in melee, a tridrone wields its spears as if its fighting score were +1 CS in rank, and 
  if throwing them at an opponent, the tridrone acts as if its agility score were +1 CS. Either 
  way, a tridrone can use these weapons to extremely deadly effect. 
   
  Characteristics: The most important difference between a tridrone and the lower 
  modrons is that tridrones are capable of truly advanced cognitive functions; in other 
  words, they are effectively sentient beings, and can converse in both the native modron 
  tongue and planar common. Like all modrons, however, little else besides order concerns 
  them. 
   
  Appearance: The tridrones appear as upside-down, three-sided pyramids, balanced 
  upright by six legs (two extending from each side of the pyramid). Each side of the 
  'pyramid' also holds a complete face (including one eye and the general fleshy modron 
  face) and one arm, all three of which a tridrone can bring to bear in battle. They are five 
  feet tall.  
   
  Ecological Niche: Tridrones serve as the administrative arm of Mechanus' laborers. After 
  receiving instruction from their quadrone superiors, tridrones will subdivide such tasks 
  amongst the various duodrones they are responsible for, who then share pieces of these 
  jobs with the monodrones. A tridrone is usually in charge of twelve duodrones at one 
  time. 
   
   
   
  
   
   
  Mummy  
   
   
   
   
   
   
   
  87 
   
  Height: Slightly shorter than in life. 
  Weight: Typically around 120lbs. 
  Environment: Mummies are found in areas that allow for corpse preservation, with dry 
  and/or cold climates , and swamps being most common. 
  Technological: The process of becoming a Mummy causes a degenerating effect on the 
  mind. Mummies, even of the fanatical Mummy Lord variety, don't seem interested in 
  maintaining their lairs or building things. Unlike standard Mummies, Mummy Lords 
  posses powerful spell casting abilities and sometimes employ mystic artifacts. 
  Philosophical: As is the case with most undead, Mummies despise the living. The 
  standard variety of these monsters have little motivation other than trying to destroy all 
  living beings they encounter, even those they once knew in life. Mummy Lords are 
  usually tied to a cult and retain their fanatic zeal, forcing people to convert and then 
  turning them into standard Mummies to serve as sentries and members of their bizarre 
  cult community. 
   
  Standard Mummy/ Mummy Lord. 
  Fighting: Excellent 
  Agility: Typical. 
  Strength: Remarkable.(Yeah I know. How can the skinny be so strong!?) 
  Endurance: Remarkable 
  Reason: Poor/Typical. 
  Intuition: Excellent. 
  Psyche: Excellent. 
  Health: 86 
  Karma: 44/46 
   
   
  
   
   
  Powers: 
   
   
   
   
   
   
   
   
   
  88 
  Undead Attributes: Virtually immune, Cl 1000, to the following: poisons,   
  disease, stun and kill results, mind influencing abilities, ability/energy drain and paralysis. 
  Self Sustenance: Mummies require no food, water, air, or sleep. 
  Damage Resistance: All non-fire based damage is -2CS. 
  Stealth: Mummies move very quietly unless attacking. Poor ability. 
  Dark Vision: They can see in absolute darkness, even if their eyes are missing. 
  Emotion Control(Fear): Creatures focusing their attention on a Mummy will become 
  emotionally shaken. This is a magic attack of Remarkable intensity vs the victim's 
  Psyche. Those affected will be stunned for 2 rounds. Those affected will become immune 
  to this attack for 24 hours afterwards. 
  Decaying strike: Despite it's great strength a Mummy will cause only Excellent damage 
  when striking an opponent. Anyone struck by these monsters will be affected by a strange 
  rotting disease. The illness is a mystical attack with Excellent potency requiring an 
  Yellow Endurance FEAT to resist. The disease is supernatural and will bypass armor, 
  regeneration, and natural disease resistance, but not magic resistance. Once infected the 
  victim will suffer Typical damage to their Endurance every 24 hours till cured or dead. A 
  magical remove curse spell is needed to cure this terrible affliction. 
   
  Mystic Might: Mummies Lords are adept spell slingers with following being spells most 
  likely encountered. 
  -Animate Corpse: Excellent. Can turn a present corpse into a zombie (see entry 26). 
  Must make a power rank FEAT for each zombie it animates. 
  -1 Dimensional Spell: Remarkable. 
  -3 Personal Spells: Excellent power level. Chosen at random with one spell specifically 
  chosen as a safeguard against fire attacks. 
  -2 Universal Spells: Excellent power level. Chosen at random. 
   
  Vulnerability: 
  -Fire attacks cause +2CS rank damage against Mummies. 
  -Mummies can be turned using the Turn Undead ability(see entry 22). 
   
  Unnatural Aura: Normal animals will not enter an area containing undead creatures and 
  will seem unsettled when these monsters are nearby. Normal plants will likewise begin to 
  sicken. 
   
  Contacts: N'Kantu 
   
  Curse of the Mummy: These undead monsters are generally created in either of two 
  ways, the first being deliberate creation using powerful necromantic energies, and lastly 
  by exposing a preserved corpse to sustained residual mystic energies. Only the first 
  method results in the creation of a Mummy Lord. 
   
  
   
   
  Ogre Mage 
   
   
   
   
   
   
   
  89 
   
  Height: 10' 
  Weight: 700lbs 
  Environment: More common in the eastern portion of the realms, the Ogre Magi are 
  nevertheless quite rare. For the most part they can be found anywhere they believe their 
  goals of self empowerment and increased wealth and status can be met, with a preference 
  for cooler climates. At times an Ogre Mage will use it's shape-shifting ability to infiltrate 
  a society. 
  Technological: The Magi take educating their offspring seriously and train them in the 
  use of their abilities, the mystic arts, warfare and the proper way of thinking. Intelligent 
  and cunning, the typical Ogre Magi is quite a bit more knowledgeable than your typical 
  human inhabitant of the realms. 
  Philosophy: Powerful and well aware of that fact, the Magi seek to extend their influence 
  by bringing others under their domination. Though often times found among the 
  command ranks of the forces of chaos the Magi also act in their own interest, ruling their 
  own strongholds as independent warlords. Conditioned to be ambitious, arrogant, and 
  ruthless, Ogre Magi view other species as mere stepping stones to achieving their 
  ultimate greatness. Only their very low birth rate hinders their desire for conquest. 
  
   
   
  Fighting: Excellent  
   
   
   
   
   
   
   
  90 
  Agility: Typical 
  Strength: Remarkable 
  Endurance: Excellent 
  Reason: Excellent 
  Intuition: Remarkable 
  Psyche: Remarkable 
  Health: 76 
  Karma: 80 
   
  Powers: 
  Vulnerability: Opponents attacking a normal sized Magi may receive a bonus to hit as 
  the creature is considered to have permanent Feeble Growth. 
  Dark Vision: Can see in total darkness to Excellent effect and range. 
  Shape Shifting: This ability allows the creature to assume the form of any humanoid 
  type creature and has a power rank of Remarkable. Size limits are Poor Shrinking and 
  Poor Growth. 
  Freeze Ray: Once per 24hrs the creature can fire a freeze ray of Incredible intensity that 
  can hit multiple opponents in front of the creature in a line up to 3 areas away. 
  Regeneration: Unearthly 4 health points per round. Severed limbs placed back into 
  position will instantly reattach. In the case of losing it's head or a vital organ, the part 
  must be reattached within 10 minutes or the creature will perish. Damage caused by fire 
  or acid will not be healed by this power but the Ogre Magi will recover at the standard 
  rate. 
  Form of Mist: Once per 24hrs it can take on a mist-like form with a power rank of 
  Remarkable. When used Flight agility becomes Amazing, also the Mage can pass through 
  small opening and is immune to physical attacks. Air manipulation powers used against 
  the Mage will cause +1CS damage and force the creature back into a solid state. 
  Invisibility: This limited version of invisibility has Excellent effect. The down side is 
  that if the Magi attacks, casts a spell, or fires it's freeze ray, the creature will become 
  visible. Of course it can always become invisible again afterwards. 1 round is needed to 
  use this ability. 
  Flight: Poor speed, Remarkable agility. 
  Induce Sleep: Once per 24hrs the Ogre Mage can fire a mystic bolt that will explode in a 
  50' radius. Those caught in the blast must pass a Green Psyche or fall asleep. The power 
  rank and range are both Excellent. 
  Shadowcasting: Power rank and range is Good. 
   
  Mystic Might: (spells chosen at random) 
  2 Personal Spells at Excellent power rank. 
  2 Universal Spells at Excellent power rank. 
   
  He ain't heavy, he's my brother: Scholars have long argued that the Ogre Magi are not 
  related to Ogres at all but are a different type of creature altogether. The Magi do indeed 
  
   
   
  have many traits in common with the creatures known as Oni but this is  
   
  91 
  considered mere speculation and more research must be conducted. But be warned, the 
  scholars who have tried to study the Magi are all dead. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Pegasus 
   
   
   
   
   
   
   
   
  92 
   
  Typical Height: 6' at shoulders 20' wingspan 
  Typical Weight: 1500lbs 
  Environment: Pegasus prefer moderately forested areas with enough trees for 
  concealment and open areas to accommodate flight and grazing. 
  Technological: While Pegasus share many mannerisms with horses and freely 
  intermingle with them, they're quite a bit more intelligent and can understand spoken 
  language. Despite their intelligence Pegasus are incapable of speech and live as normal 
  horses, aside from flying. 
  Philosophy: These magnificent creatures are very rare and avoid creatures non-native to 
  their forest. Extremely difficult to tame, Pegasus are nonetheless highly sought after by 
  royals and other wealthy individuals. Even so Pegasus possess an innately good nature 
  and would never willingly allow an evilly inclined individual to ride it. They bond with 
  their riders for life and, depending on how the Pegasus is treated, an empathic link may be 
  established between it and its' rider. Often found among those who champion goodness 
  and justice, the Pegasus have become a symbol of hope. 
   
  Fighting Good (generally non aggressive but can defend itself) 
  Agility Remarkable (more agile than a horse) 
  Strength Remarkable 
  Endurance Amazing (can cover great distances without tiring) 
  Reason Poor (can understand fairly complex instructions and reason through non- 
  complicated problems) 
  Intuition Monstrous (keenly aware of its' surroundings, can sense a persons general 
  emotional state) 
  Psyche Remarkable (very focused) 
  Health: 110 
  Karma: 109 
   
  Powers: 
   
  Flight: Remarkable speed Remarkable agility. Can execute complex maneuvers such as 
  
   
   
  hovering, loops, and upside down flight. 
   
   
   
   
   
  93 
  Sense Inclination: Monstrous ability to sense inclination/motive. This ability works on 
  locations and items as well, and the Pegasus will become agitated around evil persons or 
  items and will not enter a place of evil willingly. To get a Pegasus in enter an area it's 
  adverse to it must pass a psyche feat. 
  Low Light Vision: Amazing effect and range. 
  Danger Sense: Monstrous ability to sense dangerous creatures within an Amazing radius. 
  Does not detect traps or devices. Can also sense if such a creature has been in the area and 
  will become agitated. Level of agitation depends on threat level, however it will not 
  abandon the rider it has bonded with even when facing deadly threat. 
  Empathy: Over time, and if its' rider keeps a close bond with the Pegasus, the two will 
  develop an empathic link. They will be able to sense one another’s general condition and 
  know the others location. The bonded rider will also share the Pegasus' sensing power, 
  but only when riding. 
   
  Contact: Black Knight, Aragorn 
   
  Notes: Pegasus lay eggs rather than give live birth. Griffons and Hippogriffs prey on 
  Pegasus, and because some fellow champions ride such mounts problems can arise, since 
  these creatures, even if well trained, are prone to attack Pegasus. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Pseudodragon 
   
   
   
   
   
   
  94 
   
  Size: 1' body, 2' tail. 
  Weight: 7lbs. 
  Environment: Pseudodragons inhabit forested areas and make their lairs high in the 
  treetops or in a cliff face to guard against predators. They prefer to build their lairs close 
  to beautiful or interesting landmarks such as waterfalls or old ruins where possible. 
  Rarely these creatures will be encountered with traveling companions outside of forests. 
  Technological: Unlike real dragons, Pseudodragons learn from their families, friends, 
  and any other tutors they may acquire. They posses a fondness for jewelry, gems, art, and 
  mystical objects, and usually have a good deal of knowledge about these types of items. 
  Pseudos also know quite a bit about the forest they dwell in. As intelligent as a typical 
  Human, Pseudos enjoy learning and traveling. Pseudodragons can't speak but 
  communicate using telepathy with most creatures including animals. 
  Philosophy: Pseudodragons have a restless and adventurous spirit. It is said that they 
  resemble house cats in personality but to mistake them for a pet would be considered an 
  insult to the creature. Due to their restless nature, Pseudos will occasionally seek out 
  adventurers who champion the cause of good to be traveling companions. They find evil 
  and cruelty repulsive and would never join anyone of evil inclination. Pseudodragons also 
  have a reputation as practical jokers. 
   
  Fighting: Poor (Does the best it can...) 
  Agility: Good 
  Strength: Feeble (Uses cunning and stealth to win the day.) 
  Endurance: Typical 
  Reason: Typical 
  Intuition: Amazing 
  Psyche: Remarkable 
   
  
   
   
  Health: 22 
   
   
   
   
   
   
   
   
   
  95 
  Karma: 86 
   
  Powers: 
   
  Flight: Good speed, Excellent Agility. 
  Telepathy: Remarkable prowess effective up to 60' radius. When bonded to a chosen 
  companion the range is 1 mile radius with that companion. 
  Dark Vision: Excellent range and effect. 
  Radar Sense: Amazing ability 60' radius range. 
  Invulnerability: Unearthly vs magic that induces sleep or paralysis/immobilization 
  effects, Good resistance to magic in general. 
  Poison: Pseudodragons have stingers on their tails. Victims hit take Feeble damage and 
  are poisoned. The Poison has Amazing strength and causes the target to fall into a deep 
  comatose like sleep that lasts for roughly 2 hours. This attack can penetrate up to Typical 
  Body Armor. 
  Camouflage: Can alter it's coloration to blend into environments with Excellent ability. 
  Stealth: Can avoid detection using silent movement and hiding with Incredible effect. 
   
  Contacts: Lockheed. 
   
  Notes: When choosing a traveling companion a Pseudodragon will form a strong 
  temporary telepathic link with that one person allowing them both to share sensory 
  information (seeing through the others eyes, hearing through the others ears) which is 
  good for about a mile. When in physical contact with the creature the companion also 
  receives the same Dark Vision and Invulnerability with the same power rank as the 
  Pseudodragon. When traveling with it's companion the creature likes to perch itself 
  around the back and shoulders of it's companion rather than fly or walk. 
   
   
   
   
   
   
   
   
   
  
   
   
  Purple Worm  
   
   
   
   
   
   
  96 
   
  Size: 5' in diameter 80' long. 
  Weight: 40,000lbs. 
  Environment: These creatures dwell deep below the earth in the Underdark but 
  occasionally reach the surface. 
  Technological: It's thought process is similar to a rattlesnake. 
  Philosophy: If it moves it's alive, and if it's alive it can be eaten. Purple Worms are 
  constantly roving about in search of food. 
   
  Fighting: Excellent. 
  Agility: Poor. 
  Strength: Amazing. 
  Endurance: Incredible. 
  Reason: Shift 0 
  Intuition: Poor(See movement sense power below). 
  Psyche: Good. 
  Health: 114 
  Karma: 14 
   
  Powers: 
  Note: The creature attacks by biting and using the stinger on it's tail simultaneously, and 
  
   
   
  can target one victim with both or two separate victims with either. It will coil  97 
  up like a rattlesnake when attacking. 
  Sense Movement: Purple Worms can sense movement with Monstrous ability/range and 
  discern rather the movement is made by the natural movements of a living creature as 
  though it had an Intuition of Good. Unless gravely injured it will move towards the 
  source and attack. 
  Biting Grab: Can bite causing Incredible damage. If the bite connects, the creature will 
  try to hold onto the victim, treat this as a grapple attack of Good Fighting rank. If the prey 
  is small enough the Purple Worm will swallow it whole, however it will not try to grapple 
  a creature too large to swallow. It can swallow an object roughly 2 times the size of an 
  average person. 
  Swallowed Whole: Those swallowed take Excellent crushing damage AND Good acid 
  damage once per round. The victim can cut it's way out using a slashing or piercing 
  weapon, Remarkable damage is needed to escape. The exit wound will close in 2 rounds 
  and if another creature is swallowed it will have to cut it's way out also. Up to 8 Human 
  sized creatures can be held at once. 
  Poison Stinger: Excellent damage from initial hit, and inflicting poison of Remarkable 
  potency. 
  Body Armor: Good resistance to physical, magical, and energy damage. 
  Swim: Poor speed with Good Agility. 
   
  Contacts: Maggot 
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Roper  
   
   
   
   
   
   
   
   
  98 
   
   
  Size: 9' 
  Weight: 2,200lbs 
  Environment: Ropers come in a wide variety of forms, including tree-like surface types, 
  the aquatic variety, and the subterranean version which will be covered in this entry. 
  Subterranean Ropers are most often found in the large cavern complexes and winding 
  tunnels of the Underdark among the stalagmite and stalactite formations they greatly 
  resemble. 
  Technology: A Roper may seem like a mindless monster but is actually surprisingly 
  cunning and does possess an intelligence. Ropers can speak and use tools to modify their 
  environments. The creature will use these tools to make tunnels to serve as short cuts for 
  confusing and ambushing prey. 
  Philosophy: Ropers seem to enjoy the challenge of attacking and devouring intelligent 
  creatures. A common tactic is to use it's speaking ability to lure prey, such as uttering the 
  phrase "Please help me." over and over again. Though Ropers talk among themselves in 
  hushed whispers they seldom ever speak with other creatures. 
   
  Fighting: Remarkable 
  Agility: Poor 
  Strength: Remarkable 
  Endurance: Excellent 
  Reason: Typical 
  Intuition: Incredible 
  Psyche: Amazing 
  Health: 84 
  Karma: 96 
   
  
   
   
  Powers: 
   
   
   
   
   
   
   
   
   
  99 
   
  Life form Detection: The creature can detect life forms moving in the area within 
  Excellent range if it passes a green Intuition feat. Once a life form is detected the Roper 
  will stop moving and use it's Camouflage ability, also if multiple Ropers are present they 
  will all react likewise. 
  Camouflage: The creature can change it's color, texture, and temperature to match it's 
  present surroundings allowing it to blend into it's environment appearing as a harmless 
  stalactite/stalagmite with Monstrous ability. 
  Tendril Snare: Ropers have 6 tentacle-like tendrils that it uses to snare it's prey at up to 
  50' away. Each tendril can absorb 10 points of damage before being severed/torn off. 
  Damage to tendrils does not harm the creature, also tendrils reform the next round if 
  severed. 
  Strength Drain: Each tendril will drain Poor Strength once upon grabbing a target, this 
  effect can penetrate up to Excellent body armor. If a tendril is severed the new tendril will 
  be able to drain an additional Poor Strength if it connects. 
  Pull and Bite: The Roper can pull with Good Strength using 2 tendrils, Excellent with 4, 
  and Remarkable using all six. Each round the victim will be drag 10' towards the creature. 
  Once within 10' the Roper will bite, inflicting Remarkable damage. It can attack up to 3 
  opponents at a time but will only pull one in for the bite while restraining the other two. 
  Once it's primary victim is... no longer a threat it will drag in the next restrained 
  opponent. 
  Dark Vision: Excellent range and effect. 
  Invulnerabilities: Unearthly resistance to electrical attacks, Good resistance to cold 
  attacks, Remarkable resistance to magic attacks. 
  Vulnerability: Ropers take +1 power rank damage from fire attacks. 
  Body Armor: Good resistance vs physical and energy damage. 
  Wall Crawling: Ropers can move up walls and across ceilings at Feeble speed but with 
  Incredible sticking ability. 
   
  Contacts: Dr Otto Octavious. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Troll  
   
   
   
   
   
   
   
   
  100 
   
  Typical Height: Male 9' Female 9'6" 
  Typical Weight: Male 600lbs Female 675lbs 
  Environment: Trolls prefer mountainous regions or dense forests, but will try to lair near 
  humanoids (Humans, Elves, Orcs, ect) as they are the Trolls preferred source of food. 
  Technological: Because Trolls tend to resort to violence and intimidation to get what 
  they want, their knowledge of making tools and creating items and structures is very 
  limited. Stone age level. 
  Philosophy: These are cunning creatures who stalk and ambush their prey. They are 
  fearless and revel in combat, often serving as mercenaries. Most are wary of Trolls 
  however, as their habit of eating humanoids is well known. 
   
  Fighting Excellent (Violence is a way of life for the Troll) 
  Agility Excellent (Trolls appear awkward and clumsy, but they're not) 
  Strength Remarkable 
  Endurance Remarkable 
  Reason Poor 
  Intuition Excellent 
  Psyche Excellent 
  Health: 100 
  Karma: 44 
   
  Powers: 
   
  Regeneration: Unearthly 4 health points per round, also able to re-grow limbs in 30 
  rounds. Severed limbs, or head, placed back into position will instantly reattach. 
  Reassemble: Even if hacked apart the Trolls body will assume a semi liquid state and the 
  parts will try to reconnect restoring the creature. If unable to reconnect, the largest piece 
  will continue to heal and grow until the creature is reformed. A limbless, headless Troll 
  will reform in 120 rounds. 
  Self Revival: Even if reduced to 0 health the creature will continue to regenerate and will 
  
   
   
  reawaken after reaching full health.  
   
   
   
   
   
  101 
  Low Light Vision: Remarkable range and effect. 
  Heightened Senses: Can track with Excellent ability using sense of smell. 
  Invulnerability: Monstrous resistance vs fear and pain effects. 
  Grappling: An unarmed Troll may try to grab its' victim and tear it to pieces, biting and 
  clawing for Remarkable edged damage. A character with at least remarkable strength or 
  at least excellent agility can escape the grapple otherwise Remarkable damage is taken 
  each round until released. 
   
  Weakness: Acid and Fire damage will not be healed by regeneration power and the Troll 
  will recover from this damage at the standard rate. Trolls destroyed using fire or acid will 
  not revive. 
   
  Contact: Pip the troll, Ulik 
   
  Note: Trolls come in many varieties such as two-headed and giant. Standard Trolls are 
  posted here. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
  Skeleton  (Undead)  
   
   
   
   
  102 
   
  Typical Height: 5 feet 7 inch  
  Typical Weight: 45 pounds 
   
  Fighting Poor (4) 
  Agility Good (10) 
  Strength Typical  (6) 
  Endurance Good (10) 
  Reason Feeble (2) 
  Intuition Poor (4) 
  Psyche Typical  (6) 
  Health 30 
  Karma 12 
   
  Powers 
  Undead Attributes: Skeletons are virtually immune, Cl 1000, to the following: Poisons, 
  Disease (although they are often carriers), stun and kill results, mind influencing abilities, 
  fatigue, suffocation (Skeletons do not need air), ability/energy drain, and paralysis. 
  Body Resistance: Poor, Good vs. edged and guns. 
   
  Contact: Its creator 
   
  Notes:  Skeletons are the animated bones of the dead, mindless automatons that obey the 
  orders of their evil masters. A skeleton is seldom garbed in anything more than the rotting 
  remnants of any clothing or armor it was wearing when slain. A skeleton does only what 
  it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because 
  of this limitation, its instructions must always be simple. A skeleton attacks until 
  destroyed. 
   
  
   
   
  Werebear  
   
   
   
   
   
   
   
  103 
   
  Size: 
  Weight: 
  Environment: Werebears feel an instinctive longing for solitude and nature that compels 
  them to leave civilization to dwell in wild areas. Persons afflicted with this condition find 
  the crowds, noises, and the constant interactions of city life, even in a small town, hard to 
  bear(heh) and tend to be agitated in such environments. Very rarely an especially self-
  disciplined Werebear will remain relatively close to a town living on the outskirts, 
  compelled to stay in the area by strong emotional ties (relatives, a mate, a desire to 
  safeguard the town, etc.), but more often than not the call of the wild wins out. 
  Technological: Werebears are as intelligent as the normal humanoid stock they're derived 
  from and also seem to know how to live off the land. 
  Philosophy: The Werebear is a kind of Lycanthrope, which is a shape shifter. Offspring 
  born from Lycanthropes inherit their abilities but can also transmit these abilities to others 
  by biting them. Becoming a Lycanthrope transforms the mind as well as the body, and in 
  the case of a Werebear this results in actually losing evil tendencies though a somewhat 
  aggressive, energetic nature remains. These creatures seek to protect the natural 
  environments they dwell in and live in harmony with other natural and good inclined 
  creatures that live there. 
   
  Notes: The following stats are for a character whose score are all Typical prior to 
  transformation. 
   
  Fighting: Remarkable. 
  Agility: Good. 
  Strength: Remarkable. 
  Endurance: Excellent. 
  Reason: Typical. 
  Intuition: Monstrous. 
  
   
   
  Psyche: Excellent. 
  Health: 90 
  Karma: 101 
   
  Powers: 
  Low Light Vision: Excellent range and effect. 
  Heightened Senses: Can Track persons/objects using sense of smell with Remarkable 
  ability. 
  Animal Empathy(Bears): Can communicate with bears to obtain very basic information. 
  Shape shift: These creatures can transform into a bear form, a bear/humanoid hybrid 
  form, or back to humanoid form in one round. It can take no other action during it's 
  transformation process. When in bear or hybrid form the creature has the following 
  additional abilities: 
  *Invulnerability: Good resistance to physical and energy damage. Remarkable resistance 
  vs mind influencing attacks. 
  *Maul: Attacks for excellent edged damage. Natural born Lycanthropes can transmit 
  their condition as a disease of Good power rank. 
  *Running: Poor land speed. 
   
  Vulnerability: 
   
  Size Penalty: Due to the creatures large size attacks against it are +1CS to hit. 
  Bear Form Limitation: In full bear form the creature has paws rather than hands and 
  can't use tools. 
  [bInvulnerability Bypass:[/b] Weapons made of silver or possessing a magical nature will 
  bypass the Werebears Invulnerability defense. 
  Lunar Induction: During a full moon a Red Psyche check must be passed to avoid shape 
  shifting. there is a 50% chance of assuming either form if the Psyche check is failed. 
  Damage Induction: If a Werebear is attacked and takes damage it must pass a Yellow 
  Psyche check to avoid transforming and attacking it's attacker, 50% for one form or the 
  other. 
   
  Talents: Swim, Survival. 
   
  Contacts: Ursa Major. 
   
  Notes: Werebears and Werewolves are mortal enemies and one will attack the other if the 
  odds are even or in its favor. If slain or rendered unconscious a Lycanthrope reverts to it's 
  humanoid form. 
   
   
   
   
   
   
  
   
   
  Zombie  (Undead) 
   
   
   
   
   
  105 
   
  Typical Height: 5 feet 7 inch  
  Typical Weight: 140 pounds 
   
  Fighting Typical  (6) 
  Agility Poor (4) 
  Strength Good  (10) 
  Endurance Excellent (20) 
  Reason Feeble (2) 
  Intuition Poor (4) 
  Psyche Typical  (6) 
  Health 70 
  Karma 12 
   
  Powers 
  Undead Attributes: Zombies are virtually immune, Cl 1000, to the following: Poisons, 
  Disease (although they are often carriers), stun and kill results, mind influencing abilities, 
  fatigue, suffocation (Zombies do not need air), ability/energy drain, and paralysis. 
  Body Resistance: Typical 
   
  Contact: Its creator 
   
  Notes:  Zombies are corpses reanimated through dark and sinister magic. 
  Because of their utter lack of intelligence, the instructions given to a newly created 
  zombie must be very simple. 
   
   
   
   
   
  
   
   
  Appendix  
   
   
   
   
   
   
   
  106 
   
  When rolling the Humanoid Race result you can choose to roll on this list and as always: 
  Starting Resources are set at Poor. A Humanoid starts out with only one Contact, his race. 
   
  1-17 Dwarves 
  18-34 Elves 
  35-50 Gnomes 
  51-66 Half-Elves 
  67-83 Half-Orcs 
  84-00 Halflings 
   
   
  Dwarves 
  Dwarves roll on column 2 of the Random Ranks Table for their Primary Abilities. 
  Endurance is raised 1CS. Dwarves gain the power Dark Vision allowing them to see in 
  the dark up to 60 feet. Dark vision is black and white only, but it is otherwise like normal 
  sight, and dwarves can function just fine with no light at all. A dwarf gains a +1CS 
  against charge attacks. +1CS to Dodge attacks from attackers larger than 8 ft. Gains the 
  talent Structural Engineering and Axes. Gains the powers Resistance to Physical Attack 
  (poison): at Typical and Resist Magic: at Poor. 
   
  Elves 
  Elves roll on column 2 of the Random Ranks Table for their Primary Abilities. Dexterity 
  is raised 1CS and Endurance is lowered 1CS. Elves gain the power Low Light Vision 
  allowing them to see twice as far as a human in starlight, moonlight, torchlight, and 
  similar conditions of poor illumination. They retain the ability to distinguish color and 
  detail under these conditions. Gains the talents Swords and Archery. Gains the powers 
  Resistance to Sleep attacks: at Unearthly and Resist Magic: at Typical. 
   
  Gnomes 
  Gnomes roll on column 2 of the Random Ranks Table for their Primary Abilities. 
  Endurance is raised 1CS and Strength is lowered 1CS. Gnomes gain the power Low Light 
  Vision allowing them to see twice as far as a human in starlight, moonlight, torchlight, 
  and similar conditions of poor illumination. They retain the ability to distinguish color 
  and detail under these conditions. +1CS to Dodge attacks from attackers larger than 8 ft. 
  Gains the talent Alchemy. Gains the powers Shrinking: at Feeble (permanent), 
  Communicate with Animals (burrowing mammal only): at Typical and Resist Illusions: at 
  Typical. 
   
  Half-Elves 
  Half-Elves roll on column 2 of the Random Ranks Table for their Primary Abilities. Half-
  Elves gain the power Low Light Vision allowing them to see twice as far as a human in 
  
   
   
  starlight, moonlight, torchlight, and similar conditions of poor illumination.  
  107 
  They retain the ability to distinguish color and detail under these conditions. +1CS to 
  Dodge attacks from attackers larger than 8 ft. Gains the powers Resistance to Sleep 
  attacks: at Unearthly. 
   
  Half-Orcs 
  Half-Orcs roll on column 2 of the Random Ranks Table for their Primary Abilities. 
  Strength is raised 1CS and Reason lowered 1CS. Half-Orcs gain the power Dark Vision 
  allowing them to see in the dark up to 60 feet. Dark vision is black and white only, but it 
  is otherwise like normal sight, and dwarves can function just fine with no light at all. 
   
  Halflings 
  Halflings roll on column 2 of the Random Ranks Table for their Primary Abilities. 
  Strength is Lowered 1CS and Agility is raised 1CS. Gains the talent Thrown weapons. 
  Gains the powers Shrinking: at Feeble (permanent) and Resist Fear: at Good.  
   
  Undead Turning 
   
   
  Note: Although D20 uses a Constitution score of 0 for Undead class creatures, we'll be 
  using an Endurance rating here to represent the monsters general durability and to 
  determine the effects of Turning. Despite this, Undead function as though they possessed 
  Unearthly Endurance and are not subject to fatigue. 
   
  TURNING 
   
  A cleric is a special warrior/mystic class that has the power to influence undead creatures. 
  
   
   
  This ability is considered a spell and is used to repel or destroy undead type  
  108 
  monsters. If the mystic character practices chaos magic, the spell effect would cause an 
  undead creature to be either paralyzed or place under a mind control effect rather than 
  repelled or destroyed, but player characters are usually not allowed to use chaos magic. 
  The range of this ability is limited to a 60' radius, and there can be no obstruction between 
  the cleric and targets. The monsters will attempt to flee or cower before the caster. 
   
  Turning uses the Psyche and Mastery Level of the caster to determine how effective the 
  results are. First add the Mastery Level with the character's Psyche score to get the 
  Turning Value, afterwards divide the Turn Value by the target's Psyche score to see how 
  many targets, if any, were affected. The targets are repeled, and if the Mastery Level score 
  is higher than the targets Endurance it is either destroyed or controlled (if the cleric uses 
  chaos magic). If different undead creatures are present determine the effect on the 
  weakest first then use the left over Turn Value points and the next most powerful 
  creature. Continue until all points are gone. 
   
  Mastery Level Value: 
  (6)Novice:cleric levels 1-4, (10)Disciple: levels 5-9, (20)Adept: levels 10-14, 
  (30)Master: levels 15-19, (40)Supreme: levels 20+. 
   
  Turning: Lasts roughly 5 rounds and the effect will be broken if the cleric moves within 5' 
  of the creature. Individual creatures can only be affected by turning once per day. 
   
  Examples: 
  -Cleric Novice(6) with Excellent(20) Psyche vs. 10 Zombies with Feeble(2) Psyche=All 
  Zombies repelled and take 6 points of damage. (Turning Value 26/2= maximum of 13 
  Zombie can be turned) 
   
  -Cleric Novice(6) with Good(10) Psyche vs 5 Ghouls with Typical(6) Psyche= 2 Ghouls 
  repelled and take 6 damage points. (Turning Value 16/6= maximum of 2 Ghouls can be 
  turned) 
   
  -Cleric Adept(20) with Remarkable(30) Psyche vs 3 Wraiths with Excellent(20) Psyche= 
  2 Wraith destroyed. (Turning Value 50/20= maximum of 2 Wraiths can be turned, since 
  Mastery Level is equal to Wraiths' Endurance they are destroyed rather than merely 
  turned. 
   
   
   
  
SOURCE: textdata/thevault/Bestiaries/Marvel Monster Manual 1.pdf