3.4 EVOLUCIÓN FUTURA DE LOS FACTORES DETERMINANTES DE
3.4.2 PREVISIONES DE EVOLUCIÓN DE LOS FACTORES
3.4.2.1 Población y demandas unitarias
Description: These malevolent beings are aggressive and spiteful. They can take on many forms,
but their favourites are gigantic cloud-shaped beings, or man-sized whirlwinds. When they speak, their voices sound like rolling thunder, and when they shout, like a massive thunder crack. They use the winds and lightning that rage around them to harm their enemies.
The storm demons have an intense hatred of Sul Veneris, Lord of Thunder, and one of the sons of Elnir. They will stop at nothing to cause harm to this minor god or his followers.
Cha Com Int Mag Mus San Sco Thi Storm Demon 1 4 5 6 6 3 2 1
Greater Storm Demon 1 8 6 8 7 4 2 1
Defence: 7 (normal) 10 (greater) Stamina: 8 (normal) 15 (greater) Special Rules: None
Threat Level: 4 (normal) 9 (greater)
TROLL
Description: Trolls are large, hairy humanoid creatures that live in forests and other wild areas.
They are the same size as an ogre, but look more bestial. Trolls are carnivorous monsters with a particular liking to cows, pigs and humans.
As a result, trolls are very aggressive towards humans if hungry, and unfriendly if not. Trolls will often lurk around crossroads or bridges, where they will prey upon travellers wishing to pass along that particular path. They will usually att empt to extort some sort of toll out of the traveller, usually money or some other trinket. If the traveller pays, the troll will allow him to continue, oth- erwise it will att empt to take the payment by force.
158
ON MAN
n: The scorpion men of southern Sokara are, as the name suggests, a hybrid
hey have the bodies, legs, and tail of a giant scorpion, but their upper bodie human. They have glowing yellow eyes, and human arms, which often ca n men build large mounds in the ground, in which they then live. These m unnels and chambers, which are used for living, storage, and breeding. Sco aid nearby towns and villages in search of food and loot.
Cha Com Int Mag Mus San Sco
Man 1 3 3 2 3 1 4
es:
a scorpion man wounds an opponent, he injects them with a venom that c w and become sluggish. Anyone wounded by a scorpion man must mak culty 10) roll or suff ers a -1 penalty to their Combat, Scouting and Thievery
. This eff ect is not cumulative.
el: 3
rites are gigantic cloud-shaped beings, or man-sized whirlwinds. Wh und like rolling thunder, and when they shout, like a massive thund and lightning that rage around them to harm their enemies.
ons have an intense hatred of Sul Veneris, Lord of Thunder, and one l stop at nothing to cause harm to this minor god or his followers.
Cha Com Int Mag Mus San S
n 1 4 5 6 6 3 m Demon 1 8 6 8 7 4 rmal) 10 (greater) rmal) 15 (greater) None (normal) 9 (greater)
rolls are large, hairy humanoid creatures that live in forests and oth ame size as an ogre, but look more bestial. Trolls are carnivorous m
g to cows, pigs and humans.
lls are very aggressive towards humans if hungry, and unfriendly if und crossroads or bridges, where they will prey upon travellers w
icular path. They will usually att empt to extort some sort of toll out o or some other trinket. If the traveller pays, the troll will allow him to tt empt to take the payment by force.
Cha Com Int Mag Mus San Sco Thi
Troll 1 6 3 2 6 2 3 4
Defence: 11 Stamina: 15 Special Rules:
• 2 out of every 6 trolls are able to use the Illusion lore of magic.
Threat Level: 8
VAMPIRE
Description: Princes of the night, lords of darkness, drinkers of blood: all are names associated
with the wicked creatures known as vampires. These nightmarish creatures look much like a hu- man, but with pale skin, and long, fang-like teeth. They are found all over the Fabled Lands and pose a danger to all.
Vampires live by hunting animals and humans and drinking their blood. They prefer the blood of a sentient being, for it is sweeter than that of base animals. Still, they take whatever they can get. They hunt only at night, for the warmth of the sun burns their skin. Sometimes alone, sometimes in packs, vampires are ruthless and relentless.
Perhaps the scariest thing about vampires though, is that they are immortal. There are very few things that can kill a vampire, such as a wooden stake through the heart. Gett ing close enough to accomplish this is another matt er entirely.
Cha Com Int Mag Mus San Sco Thi Vampire 5 6 6 6 5 0 3 4
Vampire Knight 5 9 5 5 7 0 4 4
Vampire Witch 5 5 9 9 5 0 3 4
Defence: 10 (vampire or witch); 14 (knight) Stamina: 14 (vampire or witch); 20 (knight) Special Rules:
• Vampires are undead and thus are susceptible to any special rules aff ecting them. If forced to fi ght in sunlight, they lose 1 Stamina every turn.
• Vampires typically sleep in a coffi n during the day, however have a 2 in 6 chance to awaken if it is opened.
• Vampires are immortal and suff er no Stamina loss from non-magical weapons or att acks. However att acks made by magic weapons, spells, or other supernatural creatures cause nor- mal damage.
• Vampires are most susceptible to a wooden stake driven through their unbeating heart. This requires a Combat (Diffi culty 12 for a vampire or witch, Diffi culty 16 for a knight) test, unless done while it sleeps, which is automatic. However, there is a 2 in 6 chance that it will awaken at the last instant, in addition to that when opening it’s coffi n.
• Vampires may be kept at bay by a fi rmly displayed holy symbol or item. This requires a Sanc- tity (Diffi culty 10) test. If successful, the vampire cannot come within 10 feet of the character in question.
• Vampire witches are able to use magical powers. They can use the Beastology, Enchantment, Necromancy and Transmutation lores of magic.
Threat Level: 7 (vampire or witch); 14 (knight)
pose a danger to all.
Vampires live by hunting animals and humans and drinking their blood. They prefer the blood of a sentient being, for it is sweeter than that of base animals. Still, they take whatever they can get. They hunt only at night, for the warmth of the sun burns their skin. Sometimes alone, sometimes in packs, vampires are ruthless and relentless.
Perhaps the scariest thing about vampires though, is that they are immortal. There are very few things that can kill a vampire, such as a wooden stake through the heart. Gett ing close enough to accomplish this is another matt er entirely.
Cha Com Int Mag Mus San Sco Thi Vampire 5 6 6 6 5 0 3 4
Vampire Knight 5 9 5 5 7 0 4 4
Vampire Witch 5 5 9 9 5 0 3 4
Defence: 10 (vampire or witch); 14 (knight) Stamina: 14 (vampire or witch); 20 (knight) Special Rules:
• Vampires are undead and thus are susceptible to any special rules aff ecting them. If forced to fi ght in sunlight, they lose 1 Stamina every turn.
• Vampires typically sleep in a coffi n during the day, however have a 2 in 6 chance to awaken if it is opened.
• Vampires are immortal and suff er no Stamina loss from non-magical weapons or att acks. However att acks made by magic weapons, spells, or other supernatural creatures cause nor- mal damage.
• Vampires are most susceptible to a wooden stake driven through their unbeating heart. This requires a Combat (Diffi culty 12 for a vampire or witch, Diffi culty 16 for a knight) test, unless done while it sleeps, which is automatic. However, there is a 2 in 6 chance that it will awaken at the last instant, in addition to that when opening it’s coffi n.
• Vampires may be kept at bay by a fi rmly displayed holy symbol or item. This requires a Sanc- tity (Diffi culty 10) test. If successful, the vampire cannot come within 10 feet of the character in question.
• Vampire witches are able to use magical powers. They can use the Beastology, Enchantment, Necromancy and Transmutation lores of magic.