Dark Fantasy BOOK3
Dark Fantasy BOOK3
The Campaign
®
Book 3
The Campaign
Net Edition
by
Tim Barrett
(as at May 7, 1996 3:38 pm)
Once again, Sincere thanks to all the helpers, supporters and infinite number of sceptics without whom I
would not have had the drive to complete this mammoth task.
The Campaign book contains information required for running the Dark Fantasy Campaign. It is not
necessary for Players to read this section, nor is it necessary for the Game Master to fully absorb the entire
book. It is given as a defence and a guide for Game Mastering only.
Table of Contents
1 Game Mastering .................................................................4 Non-Player Character Skills ............................................ 17
Social Aspects ....................................................................4 3 Beasts, Creatures & Nasties............................................ 18
Interaction Between Player & Game Master ................ 4 Introduction ..................................................................... 18
The Campaign World ........................................................4 Beasts .............................................................................. 18
The Campaign as a Story .............................................. 5 Darkfolk .......................................................................... 19
The Nature of Magic ..................................................... 5 Ogres........................................................................... 19
Creating the Campaign ......................................................5 Lesser Orcs, Hobgoblins............................................. 20
Realism.......................................................................... 5 Goblins........................................................................ 22
Making Your Reality..................................................... 6 Great Orcs, Black Orcs ............................................... 23
The Physical World....................................................... 6 Trolls........................................................................... 23
People............................................................................ 6 Undead ............................................................................ 24
Character Compatibility ................................................ 6 Lesser Undead ............................................................ 25
Running the Campaign ......................................................7 Unliving Skeletons ................................................. 25
Generation of Campaign Mood..................................... 7 Unliving Corpses.................................................... 26
How to Run NPCs......................................................... 7 Shades .................................................................... 26
Keeping Players Happy................................................. 8 Vorshai - The Wandering Possessors ......................... 27
Player Character Survival ............................................. 8 Lich ............................................................................. 28
Keeping Track of Time ................................................. 8 The Eldar Races .............................................................. 28
Coping With Multiple Players ...................................... 8 Elves ........................................................................... 28
Travelling and Mapping................................................ 9 Dwarves ...................................................................... 29
Players’ Freedom .......................................................... 9 Giants .......................................................................... 29
Running “Off-the-Cuff” Campaigns ............................. 9 Enchanted Creatures ........................................................ 30
The Dark Fantasy Dark Age ..............................................9 Unicorns...................................................................... 30
Dark Ages Introduction................................................. 9 Pegasi .......................................................................... 30
Agriculture .................................................................. 10 Dragons....................................................................... 30
The Diet....................................................................... 10 Enchanted Trolls ......................................................... 31
The Village.................................................................. 10
Trade ........................................................................... 11
The Dark Ages Economy ............................................ 11
The Village House....................................................... 11
Law.............................................................................. 11
Drugs and Potions ............................................................11
Drug information......................................................... 11
Preparing Drugs .......................................................... 11
Drug Descriptions ....................................................... 12
Berserker Weed / Devil’s Fire ................................ 12
Contra Heal............................................................. 13
Contra Immune ....................................................... 13
Death Feign............................................................. 13
Devil’s Eyes............................................................ 13
Ergot ....................................................................... 14
God’s Hand............................................................. 14
Pleasure................................................................... 14
Stamina ................................................................... 14
Strength................................................................... 15
2 Non-Player Characters ....................................................15
What Is a Non-Player Character? ....................................15
Creating the NPCs ...........................................................15
Sergeants-At-Arms, Petite Sergeants .......................... 15
Militia, Lesser Yeomen, Lesser Town Guard ............. 16
Peasants ....................................................................... 16
Berserkers.................................................................... 17
Important NPCs ...............................................................17
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy
Book 3 - The Campaign Page 3
1. Game should never be contested by any Player. It is the Game
Master’s right to have the final say in any matter pertaining
to their campaign. It is their duty however, to be fair in the
Before a campaign starts everyone who is going to play it The Campaign World
should be fully aware of what to expect in terms of the Before a Game Master actually runs a campaign it is
nature of the campaign and the Game Master’s style of advisable that they sit down and have a long think about
refereeing. This way any problems or differences of what exactly they want to achieve. By analysing their
opinion can be rationally discussed before proceedings get desires a Game Master will have a clarity of purpose that
under way. It can be an ugly experience to enter a campaign will help make the campaign just what they want it to be.
with certain unspoken assumptions that are at cross They should, of course, also take into account the potential
purposes with the Game Master’s. Players.
Interaction Between Player & Game Master It is not always necessary to pre-prepare a campaign either
by writing things down or by planning it mentally. It is in
Both the Player and the Game Master must have respect for fact possible to run an excellent campaign off the top of
each other. Mutual respect and friendly discussion of one’s head without any preparation at all. This takes either
differences are necessary ingredients for a good campaign a natural talent for creativity, or extensive experience in
and this must always be remembered. Game Mastering. We do not advise every Game Master to
The Game Master is the overall director of the fantasy. It is attempt to run a campaign without planning but we have
their burden and their joy to create and master the included this point to remind some Game Masters that the
environment in which the game is played. Coupled with labour intensive approach to campaign preparation is often
this responsibility is their sacrosanct authority which self imposed and possibly unnecessary.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Important NPCs
In most campaigns there will be a number of important
NPCs. These are Characters that the Game Master runs that
will have considerable interaction with either the Player-
Characters directly, or affect what happens to them. Such
NPCs deserve a great deal of thought and generally warrant
generation under the normal Character generation rules.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
A Rank 0 listing above is for very young Ogres. Rank 4 is Human folk lore has established three simple rules for
typical of an ogre in the prime of life (around 35). The dealing with Orcs:
reason that such low Ranks are given for Ogres is because
they do not learn well or quickly. Most techniques of “Never trust an Orc for he will betray you., Never let down
fighting are beyond their limited comprehension. It is your guard for he will kill you., Never accept their offerings
possible for genius Ogres of around average human Mind for he will poison you.”
Power to exist and they would learn far more easily than This is not to say that one cannot have other than violent
their more stupid brethren. The Game Master must use their dealings with an Orc. They are reasoning creatures that can
judgment to determine statistics for such rare individuals. be bargained with. It is just that Orcish nature is extremely
evil and it is therefore wise to treat them with utmost
Note that it is also possible for Ogres to be trained in
caution.
fighting techniques, though who would want to train an
Ogre? In that case their Fighting Rank may be as high as Orcs are not artistic, they find beauty, or rather pleasure, in
size though this would be exceptionally rare. trophies of war or representations of power. Crude, bold
colours such as blood red or dirty yellow appeal to the
Ogres wear no real armour unless it is supplied by their
senses of Orcs. They fashion their banners and insignia in
Darkfolk hosts when they live in those societies. They will
such style.
at most have thick animal hides and furs which should have
a Protection Value of no more than 4. Deep down Orcs are cowardly creatures who would rather
run away and live to fight another day than endure through
Ogres do not make well crafted weapons by themselves.
danger. They hate and despise the weak because deep in
They fashion only crude stone age implements such as flint
axes. This is what they will be armed with unless they can their hearts they are weak themselves. And so it has been in
somehow obtain better weapons that are large enough to be their history that they have been utterly defeated many a
used by them. time by doughty dwarven axemen or stout human soldiers.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Orcs can also breed with human women and they even (values apply within race and are in Human Terms)
prefer this because humans are far more comely than Orcish
females, as can be imagined. The resultant crossbreed As Orcs are intelligent they will learn the use of weapons in
varies in the degree to which parent it takes after but there a similar fashion to humans. Below is a table describing the
is a strong tendency towards Orcishness. Most Orcish tribes range or Orcish weapon skills.
have quite a few human females as pleasure slaves in their
cavern complexes. Typical Fighting Rank: 3-8
Orcs have a shorter lifespan than humans but they develop Typical Weapon Skills:
far more quickly. The average Orc will live to a ripe old age Orcs have their own weapons (described below). They are
of about forty, assuming, of course, that they do not die at least competent with all of these as well as bare handed
before this due to the violent practices of their race. Orcs combat.
are considered fully matured at an age of ten and will fight, Average Damage Modifier: 1.3
rape, pillage and hunt even before this. Average Initiative Bonus: Rank/2
The Orcish lifestyle is fairly primitive and neither spiritual
nor intellectual matters have a great deal of meaning to Most Orcs will have a fighting rank of 4, 5 or 6. Orcs may
them. Their language reflects this as, for example, there is be found in several different types of armour, specifically
no word for love. The closest equivalents would be lust or Generic Armour Types 8, 13 and 13 (See Book 1, the
weakness. Their speech is made up of what would appear to Generic Armour Types Section (p 26)). Note that armour
a human to be exceedingly gruff speech in combination type 13 would be rare and restricted to the elite of a tribe,
with grunting. The language is in part dependent on body such as chieftains and their bodyguards.
movement and signals that have stemmed from the Lesser Orcs use a great variety of weapons, some of which
extensive battle experience of the race. are their own unique designs. The normal weapon forms
The lifestyle of an Orc is harsh and violent. There is a great they use include Dagger, Pole Arms, Hand Axe,
deal of fighting, assassination and power play within the Broadsword, Mace, Scimitar, Shortsword and Spear. Their
Orcish race. This lifestyle leads to the deaths of many Orcs unique weapons are listed below and many Orcs prefer to
but teaches them brutal cunning and how to fight. An use these as they are well suited to the Orcish fighting style
Orcish warrior’s martial education begins a few days after and are more common, being made by Orcish armourers.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Ashkari: This weapon is basically a cross between a hand Goblins are weaker than ordinary Orcs, not only in physical
axe and a battle axe. It has a haft about one and 3/4 feet long terms but also in mentality. They are far more cowardly and
with a large axe head and a vicious backspike. The top of snivelling and will not fight an open battle unless the odds
the shaft is also spiked. are grossly in their favour. Even more so than Orcs they
fight from ambush. They are masters of building traps and
Koreks: This is another combination weapon. It resembles this is the primary leisure activity amongst the race, apart
a mace with an axe like blade circling the head. The head is from brewing poison. Goblins often use nets along with
also spiked. Overall the Korek is approximately two and a traps to good advantage in their ambushes.
half feet long.
Goblins are often found as cavalry for they tend to ride
Piraks: These are polearms similar to halberds but they large and evil wolves. Such Goblins are usually armed with
have fewer protrusions and thus are simpler to use and easy javelins and do not wear much armour. In all other respects,
to learn. goblins are similar to their cousins, the lesser Orcs.
Tashorgi: These are simply spears that have two spikes Goblin Statistics
bent back along the shaft about eight inches down from the
Speed: Average = 41 Maximum = 65
head. One spike is swept forward and the other is swept
back. This weapon is more versatile than the spear and is Strength: Average = 45 Maximum = 70
excellent for disarming. Bulk: Average = 37 Maximum = 60
Appearance: Average = 35 Maximum = 45
Note that Tashorgi are not really throwable as are Ashkari.
Agility: Average = 60 Maximum = 95
It is possible to throw an Ashkar with some accuracy but it
is very hard and the vast majority of Orcs do not do so Endurance: Average = 55 Maximum = 92
except in extreme circumstances. Will: Average = 35 Maximum = 60
Mind Power: Average = 44 Maximum = 72
Note that the Tashorgi and Ashkari are not really
Empathy: Average = 25 Maximum = 60
throwable. It is possible to throw an Ashkar with some
accuracy but it is very hard and the vast majority of Orcs do Leadership: Average = 50 Maximum = 90
not do so except in extreme circumstances.
(values apply within the race and are in Human Terms)
Orcish skirmish troops use missile weapons like slings,
short bows and javelins. Typical Fighting Rank: 0-6
Note that light adversely affects Orcs. Full sunlight gives Typical Weapon Skills:
them a 70% penalty to their attack, Body, Critical and Parry
chances, as well as their Defence. Bright light such as a Goblins use similar weapons to lesser Orcs.
cloudy day would give them a penalty of about 50%, and so Average Damage Modifier: 1.0 x
on until they gain no penalty from twilight on. Average Initiative Bonus: 1 + Rank/2
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
The societies of this Orcish master race are far more rigid Most Black Orcs will be Fighting Rank 5 or 6. Only the
and disciplined than their counterparts. They are built on very cream of the race will ever achieve Ranks 8, 9 & 10.
the model of military camps; harsh and efficient. There are The average Great Orc warlord would be Fighting Rank 8.
defined ranks within their hierarchy of power similar to Great Orcs wear several types of armour, especially
military officer positions. All power is ultimately derived Generic Armour types 7,12,13,15 (See the Generic
from their warlord who rules with absolute power within Armour Types Section (p 26) of Book 1). Most Great Orcs
their clan. will wear generic armour type 12 as listed above. Note that
Generic armour type 13 is quite rare as is armour type 15
The Master race will always seek to dominate lesser Orcs, which is reserved for the elite of the clan such as the
often building slave empires in the lands of Orcs. Any Great warlord and his captains.
Orc on their own will tend to rise to the leadership of a
group of lesser Orcs. Normal Orcs hate and fear Great Orcs Great Orcs use the same sorts of weapons that Orcs do but
but are easily cowed by them. there is much less variability of weapon type within one
given clan, though different clans have different
Great Orcs do not fear the sun, even though they do not like preferences. Great Orc missile troops use stout bows which
it. They suffer none of the same effects that lesser Orcs do should be rated as custom made short bows of an average
from its light. This makes the race of Black Orcs very MSR of 5.
dangerous because one of the main weaknesses of the
Orcish race is their aversion of bright light. Trolls
As stated earlier, Great Orcs form well disciplined armies. The Troll is an ugly creature standing some 9’ tall. If they
They fight as regular heavy or heavy medium infantry with stood to their full height they would be between 10’ and 11’
a sprinkling of throwing weapons. They also field missile though they have a rather characteristic stoop. Their hide is
units armed with bows. very thick, is an uneven dark gray colour, and resists all
attempts to pierce or cut it. The hide of a Troll makes
excellent armour and it has been known for heroes who
have slain trolls to make armour out of their skin. They
have very large, broad shoulders though their legs and
lower body are quite slight of build despite being very
muscular. The Troll’s face is lean and hoary with a long
nose and prominent chin. The creatures wrinkled forehead
recedes from its dark forbidding brow from under which
stare two soulless gaping eyes, devoid of anything but the
most twisted and evil of primal feelings.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
The touch of a Shade chills to the very bone, to the very soul Vorshai are nothing until they possess a once living human
of the victim. This touch is like icy talons clutching at one’s body. They are spirits that have no tie to the material world.
beating heart, sapping all vigour and warmth from it. When they find a desirable body they merge with it and
Shades suck the very life force from those they touch, for over the course of a few minutes they make it their own.
they feed on it. Those who have been struck by a Shade and They are then almost fully in the material world and have a
survived to tell their tale have described the feeling like a pseudo life similar to living people.
pitiless, arctic wind that swept through their heart, freezing
Vorshai use bodies in the exact condition that they find
all the living warmth from it and filling it with an empty,
them. Any wounds or other disfigurement remain when one
unearthly howling.
of the Wandering Possessors takes a body. Thus, Vorshai
When almost all the victim’s life force is sucked out of greatly prefer corpses that are as intact as possible. Once a
them they are nearly soulless. Theirs elemental body drops human shell is possessed by a Vorshai it appears alive
from their darkened spirit like a discarded suit of clothes though it does not need to breath or eat or rest. The elements
and they take the form of shadow. Their heart is corrupted that make up the body, however will gradually separate;
to hate and evil because of the awful emptiness that fills that is, the body of a Vorshai will continue to rot. The
their soul. They remember the joy of living breath and long presence of a spirit, even an Undead one, will tend to give
for it. They hate those who have what they don’t have but some holding force to a body and so a Vorshai's form will
once did. The victim’s eyes now see the half world of rot at about a third of the normal rate.Vorshai often use
shadowed desolation that their Undead brothers have make-up and strong perfumes to hide their decay.
brought them into. The endless howling of despairing
Vorshai have a matter of only a few hours in which to gain
winds fills their ears and heart and there is the eternal,
a physical form. Their spirit form moves at the speed of a
relentless chill that freezes his soul. The victim is then
horse canter and so they can only search so far to locate a
Undead. They become as those who fed on their soul. They
new body. This is one of the few ways to rid the world of a
have become shadow in two worlds, a Shade, twisted to evil
Wandering Possessor; slay it and make sure there are no
by unbearable loss.
intact or partially intact corpses within a few hours' ride.
Shade Statistics Otherwise, when a Vorshai is slain it will merely inhabit a
Body: 10+d10 Armour <0> new body and so continue existing.
Might: d6 Defence 2d20
Vorshai will always seek to gain better bodies for
Touch 40/40/40 Spd:1 Dam:2d4 + life drain
themselves so if they find a body that it is more beautiful or
more intact than the one they currently possess they will
The touch of a Shade drains the life force of the victim for
seek to obtain it. This may involve slaying the current
the Shade to feed on. Each touch of a Shade will
owner and this is something that the Vorshai do without
temporarily drain the victim’s Empathy bracket + d10
compunction. They will, of course, use a method that leaves
Empathy points. When the victim’s Empathy is 10 or less
the body unmarked.
then the victim will fall to the ground, gripped with deathly
illusions of another world. Over the next three to six rounds When the Game Master has a Vorshai in their campaign
the unfortunate victim will slowly be drawn into the world they should create its entire history, at least roughly, so that
of shadows. As this happens the victim’s body drops from they can quantify its experience and mentality. It is also
their spirit which then assumes the Undead form of a Shade. useful for campaign ideas to create the background of a
Vorshai. Note that it is possible for upwards of 12th rank
If the victim dies due to the freezing touch of Shades before
Vorshai to exist because they live for so long. Also, it must
they have been drained of enough Empathy to make him
be noted that Vorshai are extremely rare.
into a Shade then he has been fortunate enough to escape
their fate by dying.
Lich
Shades take one third of the damage inflicted on them by The Lich is the final possible form of a Channeller of
ordinary weapons as unmodified by Strength Damage Darkness. When the Necromancer grows tired of their
Modifier after their Defence is negated. Enchanted mortal form and has the power and knowledge, they may
weapons that exist in more than the material plane will do cast a spell that ascends their form to that of a Lich.
from half to full Damage with Strength counting as normal. Physically the Lich is Unliving. It's body is a mass of
Damage taken from Elemental Magic is half normal. rotting flesh hanging off a skeletal form. The eyes of the
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Away from prying eyes by the solidity of stone, the Typical Fighting Rank: 0-7
dwarven race live on in their cities of stone carved out of
the hearts of mountains. They are content to explore the Typical Weapon Skills:
depths of the earth, and experiment with the ways of Normally Elves do not have great combat skills in any
mechanisms. Indeed, it was from the Dwarves that humans melee weapons. Occasionally an Elf may learn to use such
first learnt the arts of making tools and harnessing the a weapon, but this would be rare. Normally, any fighting
environment through fire and steel. experience the Elf has is devoted to Defence and generally
they have exceptionally high Defence values in relation to
High in the mountains, small settlements of Giants still their other skills.
exist. Be it in forest, snow or stone, the giants lead a
contented life, away from man’s civilisation. An Elf is almost competent with a bow when they pick it
up. Once they have been trained in its use, they tend to
master it very quickly to a point where they may exceed a
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dwarves are not as friendly and accepting as Elves. Their Giant Statistics
feeling of superiority is evident in their dealings with those Speed: Average = 65 Maximum = 97
not of their race. Although they do venture out into the Strength: Average = 98 Maximum = 110
daylight, Dwarves prefer twilight or darkness and have Bulk: Average = 97 Maximum = 110
acute night vision (particularly for metals). Appearance Average = 30 Maximum = 55
If forced to live above ground, they are exceptionally :
uncomfortable in anything other than stone dwellings. They Agility: Average = 45 Maximum = 80
intensely dislike hot sun as they burn easily and are Endurance: Average = 70 Maximum = 95
uncomfortable in the rain. They prefer cool damp Will: Average = 50 Maximum = 95
conditions.
Mind Average = 45 Maximum = 85
There is no love lost between Dwarves and Elves as the Power:
Elves see Dwarves as being shallow and selfish whereas the Empathy: Average = 70 Maximum = 95
Dwarves see the Elves as being poor and weak. Dwarfish Leadership: Average = 40 Maximum = 70
statistics are given below.
(Values all in human terms)
Dwarven Statistics:
Speed: Average = 40 Maximum = 85 Secondary Attributes:
Strength: Average = 70 Maximum = 96 Body: 45 + 4d6
Bulk: Average = 45 Maximum = 85 Might: 20 + 4d6
Appearance: Average = 40 Maximum = 80 Armour: 4 (Thick Skin)
Defence: 10 + 3d6
Agility: Average = 50 Maximum = 90
Endurance: Average = 70 Maximum = 97 Typical Fighting Rank: 0-4
Will: Average = 70 Maximum = 95
Mind Power: Average = 50 Maximum = 95 Typical Weapon Skills:
Empathy: Average = 35 Maximum = 80 Giants are not traditionally skilled warriors. If necessary,
they use large, simple and heavy weapons such as clubs
Leadership: Average = 50 Maximum = 95 (usually taking the form of a small tree trunk). With such a
weapon, the average Giant would have about a 50% hit
(Values all in human terms) chance, though some may be classified as skilled with it.
Typical Fighting Rank: 3-9
Average Initiative Bonus: None
Typical Weapon Skills: Average Damage Modifier: 4
The preferred weapon for Dwarves is the double bladed
Battle Axe. Combative skill is an important part of the
Dwarven culture and therefore most Dwarves are
competent fighters (at least Rank 4 or 5)
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.
Dark Fantasy is Copyright ©1984 - 1996 by T. A. Barrett. All Rights Reserved. This edition may be reproduced for personal use only. No part of Dark Fantasy may be sold without permission from the author.