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La fotografia de viatge

2. Marc teòric

2.2. Marc conceptual

2.2.2 La fotografia de viatge

Centaur

MIGHT 3 HITS 8 1 Attack Intelligent No Armour

This horse has a human body with arms and head where the horse’s head should rightly be. The centaur live on the grassy plains of the Jazira, and on the dry steppe-land that fringes the desert.

They hunt and herd goats, and operate in small tribal groups. They use spears, bows, javelins and swords.

Children of Gaea

MIGHT 12 HITS 25 1 Attack Intelligent No Armour

These giants from Ionian myth seem to be men from the waists up and serpents from the waist down. Some survived the Giants revolt, living on isolated islands or in distant lands. They are often distinct individuals, and can be friendly, brutish or intelligent.

Colossus

MIGHT 8 HITS 20 2 Attacks Not Intelligent Heavy Armour These animated giant (6m) statues of bronze or stone are tough to beat in a fight. Some colossi are even bigger, and invulnerable to the hand-held weapons of men. These immense colossi must be tackled with artillery or Greek Fire (or ingenuity!).

Cyclops

MIGHT 6 HITS 14 1 Attack Intelligent No Armour

The cyclops are one-eyed giants living in remote areas, herding sheep and killing and eating visitors. They have no civilization, but dwell in caves. Cursed by the gods at birth, they shun society because society shuns them. They are hard, nasty and bitter. Few have the

graces of civilisation, many are cannibals and killers of the worst sort.

The wooded mountains make safe hideaways for these violent loners.

Empusae

MIGHT 3 HITS 8 1 Attack Intelligent No Armour

This vampiress can change into a cow, a dog or woman. It loses 2 HITS every week, but replenishes them by drawing one MIGHT point (permanently) out of a man it has seduced, knocking him out and wiping his memory of the event.

Many empusae are able to cast Magician powers.

Furies

MIGHT 6 HITS 11 2 Attacks Intelligent No Armour Terror 1 These monsters of divine retribution are almost women, with canine faces and black wings, serpent-hair and wielding long whips. They can fly and often know some magical powers. Only magical weapons will harm them. A critical strike indicates that the fury's whip disarmed the Adventurer.

Ghul

MIGHT 3 HITS 8 1 Attack Intelligent No Armour

These desert goblins can hold their breath indefinitely, they hate the sun and feast on flesh, dead or alive. They

live in the rock and sand wildernesses of the Desert Kingdoms.

Giant Scarab

MIGHT 5 HITS 14 2 Attacks Not Intelligent Light Armour A scarab beetle as big as a horse with a black, armoured carapace to give it the equivalent of Light Armour. The scarab is common in the deserts and dry steppe-land towards the deserts around Ægypt. It will kill without hesitation.

Giant Scorpion

MIGHT 4 HITS 9 2 Attacks Not Intelligent Light Armour A large and deadly scorpion with an effective armour class equal to Light Armour. When it scores a critical hit, assume that it has struck with its poison tail stinger.

Giant Snake

MIGHT 4 HITS 10 1 Attack Not Intelligent No Armour Perhaps up to 6m long, this is a huge and dangerous snake! A successful strike by a giant snake will inflict normal damage and will also inject poison into its victim (once per day).

Goatmen

MIGHT 3 HITS 8 1 Attack Intelligent No Armour Terror 2 A form of nature creature, the goatman has several variations. Most are human-bodied with a hairy, and primitive, if muscular, appearance. They have the hoofed legs of a goat, a tail and often horns sprouting from their forehead or the actual heads of goats. Goatmen live in dry wilderness areas, in hills and crags. Enkidu was one of these creatures. Some are wise, others are tribal and dangerous to outsiders. All goatmen are prone to emotional fits of rage or depression. They are known as satyrs or fauns to the Imperials, and as serim to the Aramaeans.

Gorgon

MIGHT 7 HITS 14 1 Attack Intelligent No Armour Terror 2 Once very beautiful, these women are now hideous monsters, with the bodies of maidens ending in a horrible snake tail, eyes of terror and hatred that turn people to stone, and hair made up of snakes. Only magical weapons will harm them. An attacker must roll FATE to avoid looking at a gorgon, or be turned to stone! Not looking at a gorgon makes it pretty hard to hit! COMBAT - 6 for such an attempt. A successful critical strike indicates that the gorgon's tail has caught the attacker in its grip.

Each round it will do 3 points of damage unless he can break free (MIGHT versus MIGHT).

Griffin

MIGHT 7 HITS 16 2 Attacks Not Intelligent No Armour A great lion with taloned feet, an eagle’s head and huge eagle’s wings.

These beasts feast on wild donkeys, goats and horses, as well as human travellers. They inhabit desert wastes and high mountains, living in

inaccessible caves and on remote precipices. It is rumoured that griffins have a magpie-like obsession with gold and hoard all that they find. A critical

hit indicates the griffin has been able to drag its opponent into the sky with its powerful talons.

Harpy

MIGHT 4 HITS 8 2 Attacks Intelligent No Armour Terror 1 These horrible bird-hags with the twisted faces and necks of old crones but the wings, bodies and talons of vultures can fly, and also spread disease. A critical strike indicates the Adventurer has been lifted into the air by the harpy.

Lionman

MIGHT 5 HITS 8 1 Attack Intelligent No Armour

The lionman is a leonine-centaur, a lion’s body topped with the chest, arms and head of a human (albeit very leonine in appearance). The lionmen live on the dry steppe and grassland, they are hunters and live in extended tribes. They rarely settle in one place for long. Use bows, spears, and javelins.

Manticore

MIGHT 7 HITS 14 2 Attacks Intelligent No Armour Terror 1 A ferocious lion-like creature with a large scorpion-tail and a human head.

The manticore might display human-like intelligence, but it is also savage, violent and bestial. Some manticores are also winged. As a breed they are loners, and live by hunting goats and other wasteland game. A critical success during an attack indicates a poisoned tail strike.

Merman

MIGHT 4 HITS 6 1 Attack Intelligent No Armour

The mermen and mermaids are dwellers of the seas. They have their own reclusive society and are mistrustful of humans. They are very wise and knowledgeable. They use spears.

Mummy, Guardian

MIGHT 4 HITS 8 1 Attack Not Intelligent No Armour Terror 1 The desiccated body of a servant, warrior or priest, buried in a tomb to serve as a guardian for some greater noble. The guardian is a terrible, rotting and mouldy monster strong and swift. round to avoid such an accident.

Mummy, Royal

MIGHT 7 HITS 17 2 Attacks Intelligent No Armour Terror 2 The mummified body of a pharaoh, nobleman, general, princess or other such worthy. The royal mummy is powerful, driven by some terrible purpose, and able to spend 1 HIT per hour to go abroad in daytime, looking as it did when alive. Using this disguise the mummy can put its plans into action. Like the guardian, the royal mummy is strong and swift, but it is invulnerable to non-magical weapons and is totally invulnerable to fire. The referee is urged to create special rules for individual mummies (powers, fears, curses, goals and so on).

Scorpion Man

MIGHT 5 HITS 10 2 Attacks Intelligent Light Armour Terror 2 A large scorpion’s body with a human torso, arms and head where the scorpion’s head should be. The scorpion men are a bitter and twisted breed, Not Intelligent Terror 1

The animated skeleton needs a weapon to fight with. It can only be damaged properly by crushing weapons, as bladed weapons do a maximum of only 1 HIT to them. Armour depends on the individual before death.

Snake Man

MIGHT 4 HITS 8 1 Attack Intelligent No Armour Terror 2 The Ægyptians know the snakemen as

‘nehebkau’. They live in desert caves in small tribes. A snakeman has a humanoid body with a snake’s head, complete with fangs and hissing tongue.

They are cold, ruthless and evil, preying on caravans and bedouin tribes.

Sphinx are semi-divine creatures, blessed by the gods. They resemble a huge lion with a human head. The sphinx are a proud and intelligent race of desert-dwellers that live in tiny groups. They have contempt for humankind, and show no mercy to those humans who show no signs of intelligence or culture. Wise beyond words, they play much the same role in eastern culture as dragons later did in western culture. There are also two variations of the sphinx; the hawk-headed hieracosphinx and the ram-headed criosphinx. All sphinx have access to strange magical powers, some of which include:

Sphinx - create magical sandstorm, transform into human-form, glow, know intent

Hieracosphinx - as Sphinx plus far sight (out to the horizon)

Criosphinx - as Sphinx plus invisibility when motionless

Stymphalian Bird

MIGHT 5 HITS 10 2 Attacks Not Intelligent Heavy Armour These huge long-legged monsters are flesh-eating, bronze-feathered birds of prey. They prefer to wade through marshes and swampy ground searching for carrion. A critical strike indicates Intelligent No Armour

These humanoids live in the mountains of the world, apart from the cities of mankind. They are blessed by the gods.

There was originally only seven, the Seven Sages. Wind Children are very wise and learned. Slow to do battle, but ruthless when pushed. They live in Intelligent No Armour Terror 1 The weret-hekau are huge snakes with women’s heads, upper bodies and arms.

They are very intelligent, sophisticated and cunning. They often inhabit swamps and marshes, and have well-hidden lairs deep underground. A weret-hekau is fascinated with magic and lives for the pursuit of magical knowledge and objects. She can use

powers as a Magician. Give a weret-hekau between 3 and 5 powers. A weret-hekau can transform into a beautiful woman at will, but is unable to use her magic if she does so. Imperials know the weret-hekau as a lamia, the Aramaeans know her as lilith.

She will attack with her retractable fangs if she needs to defend herself, but she can also use weapons. On a Not Intelligent No Armour The Zu Bird is a giant carnivorous bird of prey capable of snatching a horse or a man into the air. A critical attack result indicates that the Zu Bird has snatched Not Intelligent No Armour Bears inhabit the forest-covered mountains and are loners, who may attack humans if roused to anger.

Boar

MIGHT 4 HITS 8 2 Attacks Not Intelligent No Armour Wild boar are hunted by nobleman for Not Intelligent No Armour Camels are invaluable beasts of burden in these dry desert environments. More information on camels can be found in the travel and encounters sections.

Dromedaries (single-humped) are most