Issue #42, March 2019
ISSN 2206-4907 (Online)
The Wilderness and The Wilds
Jeff Barber Interview … Star Frontiers … Dungeons & Dragons … Tunnels & Trolls … GURPS ... Outdoor Survival ... Eclipse Phase … Eternal Castle Computer Game .. Captain Marvel Movie ... and more!
Table of Contents
RPG Review is a quarterly online magazine which is available in print version every so often. All material remains copyright to the authors except for the reprinting as noted in the first sentence. Contact the author for the relevant license that they wish to apply. Various trademarks and images have been used in this magazine of review and criticism. Use of trademarks etc are for fair use and review purposes and are not a challenge to trademarks or copyrights. This includes Blue Planet by Biohazard Games, Redbrick and FASA Games, Tunnels & Trolls is published by Flying Buffalo, Dungeons & Dragons by Wizards of the Coast, Star Frontiers published TSR, Outdoor Survival by Avalon Hill, and GURPS by Steve Jackson Games. Captain Marvel distributed by Disney. Cover art by Snežana Trifunović, Plague-Dance of the Rats by Unknown Flemish artist 17th century, Mapboard of Outdoor Survival by Gamesgrandpa. The Dance of Death by Michael Wolgemut (1493). GURPS 3e artwork by J. Scott Pittmann. Planar artwork from the AD&D Players Handbook (first edition).
It’s been a busy few months for the Cooperative and a difficult few months getting together a sufficient quantity of material for this late issue of RPG Review which has a nominal release date of March. As the great Douglas Adams once wrote in The Salmon of Doubt (2002), “I love deadlines. I love the whooshing noise they make as they go by”. Well, there are some deadlines that really can’t be avoided and when your humble (or at least self-deprecating) editor decides that this is the year to start three postgraduate degrees simultaneously whilst also working full-time, and managing three small community groups, it is obvious that some deadlines become very hard and fast, and some, indeed, whoosh by. Sorry RPG Review issue 42. You just weren’t quite as important as sitting that Public Economics exam from LSE.
This said, it was a difficult issue in many ways as well. “Wilderness and The Wilds” was the main subject for consideration, and whilst we have a good idea of what a wilderness is, “the wilds” was deliberately included as to include the vast reaches of space as a nod to our science fiction RPGs. I still remember with great fondness my own first exposure to wilderness in RPGs, through the famous Isle of Dread scenario that came with the Expert rules of Dungeons & Dragons. I’d already had the scenario for roughly the same period of time as the Basic Set, so I was aware of the vast expanses that made up that corner of Mystara, but prior to that our group had played almost entirely in “dungeons”, where it was The Keep on the Borderlands, In Search of the Unknown, the Palace of the Silver Princess, and a couple of homebrew scenarios. In most cases the “wilderness” didn’t really exist, except in the sense of a backstory of the journey from A to B. The Keep on the Borderlands had a bit of an outdoors focus, but it really wasn’t the vast travels in the Isle of Dread that I think we understood what “the wilderness” adventure implied. Months later, it would be Traveller games that would give wilderness an even further elaboration.
Appropriately then, we’ve ended up with two very distinct sets of articles in this issue. Firstly, there is a collection of fantasy-related wilderness articles, including Karl Brown’s “Wilderness Monsters for D&D 5e”, and there’s a pretty hefty collection of wilderness creatures in his ongoing fantasy bestiary series for T&T. My own contributions in this setting have been reviews of two Wilderness Survival Guides for D&D, dating from the first for AD&D and the latest fan publication for D&D 5e, . Sitting between the fantastic and SF is of course the realistic, and I take the opportunity to have a look the famous (and some will say notorious) boardgame Outdoor Survival in this light. In contrast, J. Scott Pitmmann has done an incredible job with fantasy characters, realistic creature templates, and a SF vehicle collection all for GURPS 3e. In the past we’ve often encouraged a sample NPC of the issue, well Scott’s taken it to another level and provided an entire outdoors party.
From the science fiction perspective, our interview subject is Jeff Barber designer of the acclaimed environmentalist SF RPG “Blue Planet”. The blue planet in question is a waterworld, and very much a wilderness. Until humans turn up of course. One of the realities is that non-human life tends to do very well in wilderness environments, which certainly says a great deal about the behaviour of our species. Anyway, Jeff talks about Blue Planet (as expected) and his latest project, “Upwind”. Also for a science fiction setting is Richard Rose’s Star Frontiers adventure, “Dark Shadow’s Revenge”, which follows the events in SFKH-0 module, "Warriors of White Light." To finish the set I’ve returned with my own work in the 11th hour for two Eclipse Phase reviews, X-Risks and Sunward.
Not every item in every issue has to be directed towards the dominant subject matter of course, and in this issue Andrew Moshos’ movie review, “Captain Marvel”, is the item that stands as little incongruent (if you are desperate for something that is on-topic, go back to issue 38 for Andrew’s review of “Annihilation”). After some absence we now have a new computer game reviewer, with Dorchadas coming on the scene with a review of the decidedly outdoors remastered game, “The Eternal Castle”
I've already hinted at it, so I may as well continue with a reminder to step outside our exploration of hypothetical wilderness and wilds, and think about that which is present here and now. The basic problem we have is that the mechanisms for economic growth provide for a worldwide increase in production and population, and that these increases have two physical limitations which are not a matter of negotiation. Firstly, we have a finite supply of resources, and secondly, the capacity of the ecosystem to absorb pollutants. The lack of respect that is given to the reality of these basic facts from governments to consumers is resulting in a tragic destruction of our wilderness and of the rest of our environment.
There has been a 50% decline in freshwater resources per capita since 1992, an ever-declining marine catch, massive loss of forest area and habitat, and over-hunting. All contributing to a collapse of global vertebrate wildlife populations to 58% of 1970 figures. This is a change so dramatic that it is being described by scientists as a "biological annihilation", the sixth mass extinction event on the planet. There is no single issue that confronts us that is more important, and no greater example of the failure of our political and economic system, our leadership, and indeed, ourselves as a species. It is the single greatest technological, political, and moral challenge of our time, and in my quiet moments I have doubts, serious doubts, whether we as a species are capable of stepping up to this challenge.
Lev Lafayette, still editor, firstname.lastname@example.org
General Meeting, Arcanacon, ARPIA
The Cooperative held it’s Annual General Meeting
during Arcanacon, an experiment which we will sensible enough in
future not to repeat! Arcanacon was crazy busy and whilst we did get
through out meeting business it would a little less than as calm as
what it should have been. In any case we have a committee with new
faces and old, including Lev Lafayette (President), Michael Cole
(Vice-President), Andrew Daborn (Secretary), Liz Bowman (Treasurer),
and Andrew McPherson, Karl Brown, and Shaun Hately
(anything-but-ordinary committee members). There was one absolutely
stunning typing error in our financial report, where we incorrectly
valued out library at $740 rather than $7400 – given that this was
passed at the AGM and therefore submitted as our official report to
the Department of Consumer Affairs, it is something that we’ll have
to update at the next AGM.
Arcanacon itself was a spectacular affair of around five hundred or so RPGers descending into Melbourne for a massive variety of mainstream and independent games. The Cooperativge had three major features at the convention, the first being our second-hand RPG games stall which was enormously popular (some people even said in post-event surveys that it was one of their favourite parts of the con). In addition sessions of Papers & Paychecks were held, with all participants thoroughly enjoying the game. Finally, Diversity Officer, Karl Brown, was a panel presenter with a focus on new comers to the art and science of the game.
A follow-up event from Arcanacon was the launch of the Australian Role-Playing Industry Awards (ARPIA), which Cooperative game designers were invited to. ENnie award winning game designer Sarah Newton was in attendance as a guest of honour and formally launched the event.
Further, members of the Cooperative attended and
presented games at CONquest, Melbourne’s Easter gaming convention,
and we even had a member travel as the Cooperative’s representative
to Swancon, the Perth science fiction and fantasy convention. Expect
a write-up of one or both of those in the next issue of RPG Review.
Fruit Bat Picnic
A month after Arcanacon we held our second Fruit Bat Picnic at Bell Bird Park, off Yarra Blvd, in Kew (and the third summer picnic of the Cooperative). It was quite a scorcher of a day with bat rescue rangers on patrol, but despite it all the proximity to the river reduced the local temperature a little bit and all had a great day out in the sun and shade - and a big hello to the three visitors from Ballarat who came down to visit as well, including game designer and member Nic Moll! Dr. Nic also gets a special mention for the incredible collection of almost 50 D&D 4th edition books that he provided for our library. Thank you!
The Cooperative has engaged in its usual activities during the quarter as well. Our regular Astor Cinema movie nights had a particularly memorable evening with “Forbidden Planet” and “The Green Slime” for a wild retrospective and we had several members attend a special screening of “The Call of Cthulhu” by the H.P. Lovecraft Historical Society at the Sun Theatre, which included not only the movie itself, but also the making of the movie and related discussion.
Papers & Paychecks, The Tinker’s Tookit
(Sarah Newton receiving a copy of “Papers & Paychecks” from Lev Lafayette)
Our two major
publications, “Papers & Paychecks” and “The Tinker’s
Toolkit” remain available for sale, and we continue to run more
than a dozen games by members, and our library – now
at some 850 items – is seeing good use.
Tim Rice’s “Eclipse
Phase” man pages are a popular git repository and of course we
still have some ISBNs for members who want to see their work
officially in print. And
of course, we have our monthly newsletter.
Tim Rice is proving to be quite a contributor of useful products.
First was his exceptional mathematical exploration of skill advancement in RuneQuest 3rd edition, then he came out with man pages for Eclipse Phase, and most recently he’s developed a dice progam in good ol’ C, for those who prefer to do their calculations in the cool glow of the command-line interface rather than the visceral pieces of plastic.
You can get a
copy of Tim’s dice program from the following github
with Jeff Barber
Our interview subject this issue is Jeff Barber of Biohazard Games who has produced two RPGs with notable wilderness environments, Blue Planet and Upwind. Interviewer Karl David Brown. Disclaimer: I have a bias, Blue Planet is one of my favourite RPG settings ever.
RPG Review: This is our Wilderness Issue so I’d like to talk about the intriguing environments in Blue Planet and your new game Upwind. First though our standard opening question, how did you get started playing RPGs?
Jeff: It was 1980. I'd never heard of RPGs. I had just moved to Boston from a tiny town in Alaska, and started high school. I was kind of a weird kid who was into sci fi and I met another weird kid in homeroom who was into D&D. He kept trying to get me to come over to his house and play and I kept resisting because I'd recently had a bad experience playing a "fantasy game" called Magic Realms (by Avalon Hill). The year before I'd gotten really sick with the flu while trying to teach myself the game and had thrown up a bunch during the process, and so every time I even thought about the game after that I felt sick. Forty years later I still have a psychosomatic response when I think about that game. In fact, I'm actually feeling a little queasy as I type this. Crazy right? The human brain is so strange. Anyway, I finally gave in, went over to his house one day after school and made a character - some kind of elf assassin with wings and a magic sword. I was hooked instantly and have never looked back.
RPG Review: We’ll start with Blue Planet before talking about you newer project Upwind. Can you briefly give an “elevator pitch” Blue Planet for our readers without giving away the big secrets of the setting?
Jeff: I never had a good pitch, but I saw one a couple years ago in a review that I thought was both apt and funny, so I cribbed it. "Space Marshal Cowboy and his cybernetic sidekick dolphin, fight eco-terrorists in alien Hawaii." BP is a hard sci fi game set on Earth's first extra-solar colony planet; a water world with a complex and dangerous ecology - called Poseidon. The game takes place after recontact with the previous colony effort abandoned because of a global agricultural plague back on Earth. Scientists discover a xenosilicate called Longevity Matrix Ore (Long John) in the planet's crust which has valuable applications in genetic engineering, including indefinitely prolonging life. A new "gold rush" is underway as Incorporate interests and desperate colonists flood the planet to exploit this priceless resource, and the original "native" colonists fight for their adopted home. The game focuses on the array of high stakes adventures you can have in the midst of the social, economical and political upheaval on a lawless, high tech, interstellar frontier.
RPG Review: In 1997 I was just starting a biotechnology degree after a stint working with wild dolphins. I was an immigrant who had grown up on the coast of an isolated ex-colony, Western Australia. Naturally, your game set in a future dominated by biotechnology, with dolphin PCs, set on a water-world colony spoke to me. What was it about your own experiences that led you to write such a game at time when our visions of the future were dominated by urban cyberpunk?
Jeff: Wow! We should make you the literal poster child for Blue Planet! Basically it was that old author's adage - "write what you know." I was a marine ecology major in college and then an oceanography teacher. I have always been fascinated by Earth's oceans and been a huge sci fi fan. It was the 90's - the golden age of cyberpunk - and I loved so many elements of the genre, but I wanted to do something a little different. I guess in hindsight, given I had decided to write a roleplaying game, Blue Planet was inevitable.
RPG Review: As someone with a background in biotechnology I remain impressed with the level of plausibility in the science of the setting compared to most science fiction RPGs and media. Did you have a method for fact-checking your creation as you built it, or are you just a really knowledgeable guy?
Jeff: Definitely not knowledgeable, and if you can call it a process, it was pretty basic. We just asked a series of simple questions and if the answers were all yes - or at least strong maybes - we included the technology.
1. Is it possible within our projections regarding technological advancements (materials science, power sources, programing, etc)?
2. Does it have practical application?
3. Is it economically viable?
RPG Review: This is a wilderness issue so we should talk about that. The technology and extractive civilisation of the second wave of human colonists struggles with the environment of the planet. You could have played that conflict out on any kind of world, why a water world?
Jeff: That goes back to your previous question and my comment about "writing what you know." I wanted to do a game with a super rich, detailed and realistic setting and I was a marine biologist. When I came up with the core concept I was playing a lot of an old Micro Prose video game called Sub War 2050. That got me thinking about underwater conflicts over limited resources, and the rest grew from there.
RPG Review: Unless there is something else you would like to say about Blue Planet perhaps we should start talking about your new game Upwind.
Jeff: Well, folks might be interested to know that we are currently working on a new edition of Blue Planet and will be making an announcement about it soon. We will be doing a lot of demos of the new system through the summer con season and running a Kickstarter in the fall.
(Editor: that’s winter and spring here in the Antipodes)
RPG Review: Upwind is another unusual setting. Can you give an “elevator pitch” telling our audience about this world?
Jeff: It only works if you know the movie references. I usually say, "Disney's Treasure Planet had a head-on collision with Bakshi's "Wizards" and we put out the resulting fire with a whole lot of Studio Ghibli's "Castle in the Sky." The game is my love letter to Studio Ghibli adventure films like Castle inthe Sky and Nausicaa: Valley of the Wind. The setting is a endless sky filled with floating islands, flying skyships, a magical Wind, a cadre of Explorer Knights, lost technology and an ancient enemy. The characters play Explorer Knights, duty bound to protect the Kingdoms in the Light from the Children of the Dark, while exploring the mysterious ruins of the Twilight Frontier.
RPG Review: looking at the promotional material for Upwind I can’t decide if it is fantasy, retro science fiction, or something else entirely, probably because of the films you mentioned I’ve only seen Wizards. What do you think it is and what tropes from what genres have you blended and why.
Jeff: I half-jokingly call it Tesla-punk, but it's definitely Ghibli inspired with lots of influence from anime series like Avatar and Full Metal Alchemist. It is a post-apocalypse sci-fi world with fantastical elements rooted in an "alternate science" called Potential. The subtitle is: A Roleplaying Fable of Lost Science, Elemental Magic and Uncharted Skies. I combined these tropes in part because I wanted to create a fantastical setting in which I was not bound by the familiar world. We worked hard to make Blue Planet scientifically accurate, but with Upwind I wanted to be able to create without that restriction.
RPG Review: Upwind looks like it will be a very different beast to the rather simulationist Blue Planet. Can you tell us about your goals when designing the mechanics and game-play of Upwind?
Jeff: I have gained an strong appreciation for more narrative mechanics over the past decade and was inspired to work on my own. I wanted to mechanically complement the sense of over-the-top powers, actions and challenges that are inherent in the Upwind setting. I wanted a mechanic that provided a functional framework but that at least felt like it put no limits on what characters could do. Finally, I wanted a mechanic that provided significant and lasting story and character consequences. The Q System supports all these elements, and in addition plays much faster than more traditional systems.
RPG Review: Upwind is barely out of the gate and you already have a campaign sourcebook supplement. What do you have planned for 2019?
Jeff: As I mentioned, we have turned our attention to a new edition of Blue Planet. We are calling it Blue Planet: Recontact, after the eponymous moment when Earth reestablished contact with the colony on Poseidon. We will be debuting the new system it cons all summer and making a big push at GenCon. We plan to run a Kickstart in the fall and publish next year. Recontact will have all new, evolved mechanics, full color art, updated setting material and technologies, and the plan is to finally publish the remainder of the titles we originally had planned for the line back in 1997.
RPG Review: Wow, now I’m excited. There are a fair number of new game designers in our audience. With that in mind I thought I’d ask you about your experiences releasing your own games. A lot has changed since Biohazard released it’s first book in 1997 and the recent release of Upwind can you tell us about how things have changed and the pitfalls for small publishers and designers?
Jeff: It's a totally different, almost unrecognizable business. There are a 100 times more people and games in the industry and dozens of new genres and styles. For the majority of publishers it's all about collaboration, social media and Kickstarter. My best advice is to do the work to make a game that you can start to share and then build a platform through your own various online channels and through working with other publishers, gaming bloggers and podcasters to amplify that signal.
RPG Review: Thank you for taking the time to talk with us. Good luck with your projects
Jeff: Thank you for the opportunity and interest.
(Promotional image of Jeff Barber from GauntletCon 2018)
by Karl Brown
This is yet another article in a series of materials for the classic T&T 5.5 Edition. Previous articles appeared in issues: 12, 15, 18, 19, 20, 22, 31, and 39. A pirate PC is also described in issue 26-27. Trolls were included in an earlier issue and so have not been reprinted here. This selection contains mostly fairy creatures and animals suitable for wilderness encounters.
The 7th and Deluxe editions of T&T has different solutions for some of the situations covered by the house rules in this series of articles. Though written for edition 5.5, this series of articles is largely compatible with the later editions.
‘*’ Monsters are ones I might consider as PCs. As a guideline add up all the attribute modifiers (yes negative CHR subtracts) and if under 8 the kin may be suitable for use as a player character. An average IQ of at least 5 is also recommended unless you want to play a beast. Guidelines for role-playing monsters appeared in issue 15.
# indicates a creature suitable for use as a PC wereform. As a guideline add up all the attribute modifiers (yes negative CHR subtracts) of the animal form (not the animal it is based on, IQ is x1) and if under 13 the kin may be suitable for use as a player character. Intelligent animal forms (such as giant eagles as per Tolkien) may not be chosen by any were PC or NPC.
Creatures marked # could also be used as awakened beasts (issue 15) if that rule is in use. All awakened beasts have IQx1 rather than the value listed.
Dexterity: monsters without hands, tentacles or other manipulators have dexterity of zero. Agility has been subsumed into Luck and reaction time is covered by Speed.
MR 110 Dice 12 Adds 55
Natural Weapons: pechs attack unarmed usually by grabbing and crushing, or slapping with their hands. Each hand does 6d.
Natural Armour 2 tough hide Special Attacks nil Special Defences nil
ST 65 (x6.5) IQ 7 (0.5) LK 12 (x1) CON 110 (x11) DEX 15 (x1.5) CHR 7 (x0.5) SP 12 (x1)
Height x0.5 Weight x0.5 Starting Age: 3d+50 Old at: 150
Pronounced ‘pekh’ the ‘ch’ is as in loch. Pechs are short black haired leather skinned humanoids with huge black eyes and oversized hands and feet. Pechs see as well as a human in daylight by the dimmest light but are blinded by daylight, their eyes recover in the dark. Pech are the fairy builders. Typically, their method is to cut all the stone to shape in the quarry then carry and erect the building in what seems like a miraculously short time. Their great strength aids them in this work since each pech can lift a half tonne of stone. Most Pech live within tunnels and windowless towers within fairy mounds. They speak the language of elves but aren’t good conversationalists since their minds are largely preoccupied with stone and building. In fact they seem to be like idiot savants of architecture, socially inept, not too bright, but able build fairy castles of astounding beauty.
MR 9 Dice 1 Adds 5
Natural Weapons: unarmed 1d Natural Armour 0
Special Attacks nil Special Defences nil
ST 4 (x0.5) IQ 13 (x1.5) LK 17 (x1.5) CON 9 (x1) DEX 17 (x1.5) CHR 12 (x1) SP 12 (x1)
Size x1/3 Weight x3.5% Starting Age: 3d+40 Old at: 180
By virtue of a bitter civil war centuries ago the rebellious pixies had their own country before the coming of the dwarves. They still expect the old treaties to be respected and no elves or winged fairies to enter the land the pixies once owned outright. (see Briggs). Pixies are often rogues but rarely wizards since the Guild is viewed as an elf institution. Pixie wizards are outcasts among their own kind. Traditionally pixies wear green as camouflage in woods and verdant country but if out socially they consider it polite to wear a bright red hat. They are red headed with pointy ears and noses. Pixies are nocturnal and can see twice as far as humans from any source of light. They squint in sunlight but are otherwise unaffected. Pixies are experts at magical guerrilla warfare and typical pixie rogue tactics is to employ mirage and conceal to way-lay enemies and ambush them. Since these spells are so common in pixie society a pixie rogue in her homeland can buy these as if a wizard.
Quintessential (Magic Storm)
MR spell level squared see below.
Dice determine from MR Adds determine from MR
Natural Weapons: Nil Natural Armour 0
Special Attacks no physical attacks, spells
Special Defences cannot be harmed by physical weapons or attacks. This includes physical and normal energy (eg. flame) created by spells) Mana bolt and other pure magical energy attacks add damage to MR. Only curses and other direct magical attacks work.
ST 0 IQ 10 see below LK equal to half MR CON equal to MR DEX 0 CHR 0 (x0.25)
SP equal to MR Size 1 cubic yard per MR Weight 0
There is much debate among arcane scholars whether the untamed magical energies released sometimes in magical accidents are an entity or merely a phenomena. Those that favour the theory of an entity call these beings quintessentials, theorising they elementals comprised of the fifth element; quintessence the very stuff of being. Those favouring the ‘storm’ theory claim the effects are due to a leak of raw magic discharging and dissipating. A few have claimed to have detected a tormented confused mind in a magic storm using wizards speech but telepathic evidence is subjective at best. Quintessentials are invisible but if a detect magic is cast they appear as a ‘blob’ of insubstancial magic that can extend thick pseudo pods (1 yard diameter) and pass through ordinary matter. A referee using miniatures can represent this with a 1yard square piece of paper for every 1MR. A quintessential is always hostile and concentrates its attacks on the most magical character present; first wizards, then magical creatures including winged fairies, then rogues that know spells. Those that hold the quintessential is an entity say this is because the physical world is painful for a creature of pure quintessence and it lashes out against those most likely to be responsible for its predicament. Those who don’t believe there is any intelligence have complex laws showing basically that like attracts like and the magic discharge is attracted to magic users. The quintessential casts spells to attack. Ranges are calculated from the nearest edge of the cloud. The highest level spell a quintessential can use is equal to square root of MR. Magic spell cost is taken from the CON and MR but does not recuperated with time. A quintessential eventually burns all of its own mana in a frenzy of destruction. Since not all magical accidents summon a magic storm and it is invisible to normal senses the first attack is often a surprise. It may take some time for characters to figure out what is attacking them, wizards should be allowed a first level IQ roll each round to represent them recalling the debate over quintessentials from their formal training.
The magical accident that created the quintessential could have been a miss-cast spell (rarely), a failed magical experiment to create a new spell or item, destruction of a magic item or any other magically charged event. The MR of the quintessential created is determined from the highest spell level involved (assign spell level equivalents to magic items etc.).
MR 4 Dice 1 Adds 2
Natural Weapons: bite 1d Natural Armour 0
Special Attacks nil Special Defences nil
ST 2 (x0.25) IQ 3 (x0.5) LK 24 (x2.5) CON 4 (x1/2) DEX 2 (x0.25) CHR 2 (x0.25) SP 15 (x1.5)
Length x0.1 Weight x1/190
MR 8 Dice 1 Adds 4
Natural Weapons: bite 1d Natural Armour 0
Special Attacks nil Special Defences nil
ST 4 (x0.5) IQ 3 (x0.5) LK 22 (x2) CON 8 (x1) DEX 2 (x0.25) CHR 3 (x0.25) SP 15 (x1.5)
Length x0.25 Weight x0.016
MR 4 Dice 1 Adds 2
Natural Weapons: peck 1d Natural Armour 4 feathers
Special Attacks may use a called shot to attack eyes. Special Defences nil
ST 2 (x0.25) IQ 3 (x0.5) LK 26 (x2.5) CON 4 (x0.5) DEX 0 (x0) CHR 5 (x0.5) SP 20 (x2) half this on land
Length x1/4 Weight x1/100
MR 12 Dice 2 Adds 6
Natural Weapons: normal unarmed attack 1d and a butt for 1d Natural Armour 0
Special Attacks nil Special Defences nil
ST 15 (x1.5) IQ 9 (x1) LK 15 (x1.5) CON 12 (x1) DEX 10 (x1) CHR 8 (x1) SP 12 (x1)
Height x2/3 Weight x1/3 Starting Age: 3d+8 Old at: 40
Also known as korreds and fawns, satyrs are the natural mates of nymphs. The offspring of such unions are nymphs if female and satyrs if male. All satyrs are male. Satyrs often take lovers from the other good kin any offspring of such unions are full satyrs if male and sterile half breeds if female. Satyrs may be used as player characters in some campaigns. Satyrs lack the necessary discipline for serious magical studies in the crucial years of youth and so may not be wizards. Satyrs may be rogues or warriors.