Aegyptvs SW 5.Misc

The Races

Aegyptians.

People of the Nile.

Racial edges or skills: Shooting

Mitanni

The horse Princes of the Mitanni are a group of city states more than a single country. They descended from steppe nomads who raided into the Middle East and remained there. Their chariots and horses were superior to those of the Egypt and even challenged the Hittites for a time.

Racial edges or skills: Born in the Saddle or Steady Hands

Greeks

The Greeks of this period are pre-classical, not yet the hoplite terrors they would become, but still formidable soldiers. In Turkey the Greek kingdom of Lydia was very powerful and used a considerable amount of cavalry rather than chariots. The Minoan kingdom, based on Crete, was at its peak and not yet destroyed by catastrophic volcanic explosions.

Racial edges: Long Spear and Medium Shield.

Syrians

This is a generic grouping of people who occupy what is mostly modern day Israel and Lebanon. Along the coast most of them are Phoenicians.

Racial edges or skills: Merchants

Hittites

The Hittites are the dominant military power of this period, primarily because they developed iron working before most of the others and had a technological advantage. Their swords can cut through bronze swords and bronze armour. On top of this the Hittites were a basically aggressive nation, having fought battles with the Egyptians in the past and recently with the Mitanni and Lydians.

Racial edges or skills: Block

Libyans & Numidians

Living in the Desert of the west these are a primarily nomadic tribal race. They hire out as mercenaries and turn to banditry easily.

Racial edges or skills: Trademark weapon (Bow) for Numidians. Fleet Footed for Libyans.

Nubians

The Nubians are an African tribal race noted for their dark skins and fierce nature. They make excellent troops and are found in the employ of the better kings.

Racial edges or skills: Brawny

Kushites

Kushites are a nation of fanatical religious zealots who worship a single god. Depending on how strong their current king is they rise and fall from power. They have a capital at the junction of the two niles.

Racial edges or skills: Berserker

Desert People

This is a catch all title for anyone who has been born and raised in the Desert, mainly because their skins take on a more red colouring from the hostile environment they live in.

Racial edges or skills: Desert Creature or Dune Warrior

Ashrak

The Ashrak are a race that is like a cross breed between humans and jackals/dogs/wolves. They are the favoured of Anubis and live mostly in the Desert in small tribal groups. They make excellent warriors.

Racial edges or skills: Desert Creature or Dune Warrior

Arabs

Desert nomad tribes from the Arabian Desert.

Racial edges or skills: Desert Creature

Romans

Far far away…

Babylonians

The Babylonians have risen in the far east where they have a legendary city with hanging gardens. They have taken control of much of the lands of the Mitanni after their defeat by the Great Pharaoh and his allied army. They loom as a powerful unknown in the middle east.

Racial edges or skills: Trademark weapon (Bow)

Assyrians

Rumours come from the far north east of a new nation calling themselves the Assyrians. They are warlike and ride on huge powerful chariots crushing all those who stand before them. They are said to worship a dark god.

Racial edges or skills: Ace or Defensive Driving.

Scythians

Horse nomads from the Steppes who are natural horsemen. They are particularly skilled with the bow and skirmishing from horse back.

Racial edges or skills: Born in the Saddle.

Phoenicians

Sea peoples who are excellent sailors and traders. They have founded several prosperous cities along the levant shores and in far Carthage.

Racial edges or skills: Boating. Merchant.

Syracuse

A city founded by greek merchants that has flourished and now dominates most of Sicily and parts of southern Italy. They have a good relationship with Carthage.

Racial edges or skills: Merchant.

Monsters and Aliens.

Ssra

A race of snakemen with 3 heads and 4 arms and quite large (size 2+), are said to be able to swallow a man whole. They are the evil creations of Seth, but also loyal servants of Apophis. They have a single city far out in the desert where they hold diabolic ceremonies involving human sacrifices. They are fearsome foes.

Mummy King

The Lord of the Undead resides in an ancient ruin on the coast of the Red Sea where he gathers undead to form an army. What he plans to do with this army is not clear because he has yet to do anything other than patrol his small kingdom. Legend says he holds a powerful artefact who’s mere presence will slay living beings, and because of this no mortal has been able to get close to him. He has a particular dislike of elves and dwarves.

Scorpian King

A giant sized scorpianman cross who collects humans and cross breeds them with various desert monsters (not just scorprians). He has a city far out in the western desert but actively raids into the kingdom to gather more human breeding stock.

Golem King

A mechanical monstrosity that builds other mechanical creatures to do his bidding. No one is sure where he came from but he always seems to have been there. He occupies one of the larger oasis’s (Kharga) and is forever seeking more metal to create new servants.

Golem servants come in all shapes and sizes, from giant sized ones down to the notorious ‘bronze beetle swarms’ that can strip a caravan of all its metal in a very short time. There one weakness seems to be water however.

Drahg Lords

A dragonmen race from ancient times that are favoured by the element fire. Some say that lava runs in their veins rather than blood. They live at the foot of the great volcano Dragh Mord, whichs guards the entrance to the underworld.

The Drahg have been enslaved to the Ssra for quite some time due to the Ssra stealing the ‘Burning Stone’, a relic that is the heart and soul of Drahg culture.

It is rumoured that huge flying dragons live in the Drahg Mord but nobody has yet to have actually seem them.

Slavers And Eye Lords

Think big eyes sitting in giant clam shells. They have a city on the Red sea and run slaver ships along the coastlines to gather slaves. Other Eye Lords have bases in other cities but all Eye Lords long to return to the City of the Eye.

Eye Lords have tentacles that allow them to move, but usually they can be found strapped to some other form of transport, like a giant rhino beetle.

Eye Lords, given time, can chemically enslave humans, and this is what they mostly do. Because of this they are widely despised. Eye Lords do however live a very long life, and thus become the keepers of great knowledge, which they trade for the right price.

Goods and Materials

Note that some arms and armour is not available in ancient times, partly because bronze wasn’t a strong enough metal to make them viable, and also because the technology just didn’t exist yet.

I have also altered some of the stats to reflect more closely the period and how the weapons were used (and a few that were just simply wrong).

Ancient Armour

**Shields protect only against attacks from the front and left (assuming a right-handed character).

Iron armour has +1 Armour Value and the 75% weight. Steel armour has +2 Armour value and 50% weight. This bonus does NOT stack with magic.

The cost of Iron is x4, of Steel x8.

Ancient Weapons

Iron weapons do +1 damage and are 75% of the weight, assuming metal is a major portion of the weapon.

Steel weapons are +1 to hit, +1 damage and 50% of the weight. Bonuses to hit and damage do NOT stack with magic.

Ancient Ranged

*Sling bullets are made of lead and shaped, wt of 2oz (8 to a lb), cost $4 for 8.

Iron arrows gain +1AP rather than +1 damage. Steel arrows gain +2 AP.

Chariots & Horses

Trade Goods

Alchemical Materials & Products

The products of creatures, particularly magical natured ones, are likely to have alchemical by products. Following is a list of some of the useful products and their sources. To create a product may require a Know(Alchemy) skill roll, this will be indicated by a (#), the number being the required target. A raise will generally yield nothing extra.

Each alchemical item you carry in its raw form will weigh 1 lb. 10 cyclops eyes are 10lbs. Weight comes from the actual item or the materials required to preserve it.

Organic materials that are not used immediately will suffer -2 penalty after 24 hrs due to decay.

It will take 1hr to make a potion, but an unlimited number of the same potion can be done in that hour. You can try to make 2 potions at the same time but suffer -2 to each.

A user may only be under the influence of one alchemical product at a time. A new product may be used but it will cancel the old and require a VG(4) roll or suffer 1FAT.

The target number for alchemical products is based on this being done in an Alchemical Laboratory. A field laboratory is available but the target numbers increase +2.

GMs may want to apply some side effects for potions that have 24hr duration, such as -2CHA due to growing scales etc (like trappings but for the duration of the effect).

The alchemical benefits that I have listed are purely what popped into my head, they arent the ONLY ones you can try for, you could experiment on new formulas and suggest ideas to me. Like the hydra teeth becoming skeletons (would be a hard one).

Razor Wings

v Natural Eggs: One days food per egg.

v (6) Potion: Heal I

v (4) Potion: Recover FAT I.

Giant Spider

v (4) 2 silk swatches give a Silk Rope, 2xST,1/2Wt

v (4) 4 silk swatches give Silk Armour, +1 Tough, 1/2wt, no desert penalties

v (4) Potion: Recover FAT I.

v (6) Salve: Blade Venom reduces Pace (ST1d6+2)

Giant Snake

v Natural Eggs: as Boost (VG) spell, 10pp.

v (4) Potion: Cure Poison/+2 Resist Poison 24hrs.

v (6) Potion: +2 to Stealth rolls for 24hrs.

Wyvern

v Natural Eggs: as Boost (SP) spell, 10pp

v (6) Potion: +1 to Shoot/Throw skills rolls for 24hrs

v (4) Potion: as Fly spell, 20pp.

Hydra

v Natural Eggs: +1 pace for 24 hrs.

v (6) Potion: Fleet Footed for 24 hrs

v (4) Potion: Alertness for 24 hrs

Sand Worm Larvae

v Natural: as Burrow spell, 10pp.

v (10) Potion: of Regeneration.

v (4) Potion: Acrobatic for 24 hrs

v (4) Potion: +2 to Survival rolls for 24hrs.

Fire Beetles Glands

v Natural: Prot vs Fire +2 for 24 hrs.

v (6) Potion: Elemental Prot(Fire), 10pp.

v (6) Potion: 5pp

Bone Beetle Blood

v Natural: strong glue, increase armour value +1 but adds 20% more wt.

v (6) Potion: as Armour spell, 10pp

v (8) Potion: Prot vs Damage(All) -1 for 24 hrs

Leopard Beetle Legs

v Natural: +1 pace for 24 hrs.

v (6) Potion: as Speed spell, 10pp

v (8) Potion: +1 dice type AG for 24 hrs.

Rhino Beetle Horn

v Natural: user does +1 damage in melee for 24 hrs.

v (8) Potion: +1 dice type ST for 24 hrs.

v (4) Potion: as Smite spell, 10pp

Oil Beetle Glands

v Natural: create a torch that will burn for 24hrs, large template.

v (4) Potion: as Bolt spell, one use.

v (4) Potion: Wrestler for 24 hrs.

Sand Beetles

v Natural: +2 to Guts rolls for 24 hrs.

v (4) Potion: as Barrier(Sand) spell, 10pp

v (4) Potion: as Remove Fear spell, 10pp

Elemental Essence

v (6) Potion: as Elemental Prot (element) spell, 10pp.

v (4) Potion: as Environmental Manipulation (element) spell, 5 doses.

v (8) Give armour +2 protection vs element.

v (10) Give weapon +d4 elemental damage.

v (6) Potion: Prot vs Elem +2 for 24 hrs.

v (6) Potion: Boost spell, 10pp

Ssra

v poison

v (4) Salve: Blade Venom

v (4) Potion: Cure Poison

v (8) Potion: Ambidextrous

Giant Crabs

v 50% wt Shields (Bronze equivalent)

v (4) Potion: Block for 24 hrs

Dervishes

v (6) Potion: Cyclone spell, 10pp

v (6) Potion: Clear Sight 24 hrs

v *Clear Sight effect cancels 2 pts of penalties to vision caused by natural effects

(6) Potion: Boost AG, 10pp

Ropers

v Bow strings to give +1 damage

v Slings to do +1 damage

v Rope, 50% wt, x2 str.

Formians

v Exotic Spice Trade Good (need 10)

v (4) Potion: +2 notice for smell and taste

v (6) Potion: Common Bond for 24 hrs.

Gargoyles

v Sling stones that do +1 damage

v (6) Potion: Armour spell, 10pp

v (6) Potion: Prot vs Earth -2 for 24 hrs

v (8) Potion: Natural armour +2 for 24 hrs, doesn’t stack.

Gorgons

v (6) Potion: Prot vs Petrification 24 hrs

v (8) Potion: Boost (ST), 10pp.

Eye Lords

v Natural: Black Pearl

v (8) Potion: Longevity

v (6) Potion: Regenerate

v (8) Potion: Puppet spell, 10pp

v (8) Potion: Luck, gain extra benny

Umber Hulks

v (6) Potion: Stun spell, 10pp

v (4) Potion: Burrow spell, 10pp

v (8) Potion: First Strike for 24 hrs.

Driders

v (8) Potion: Wall Walker for 24 hrs

v (4) Potion: +2 to climb rolls 24 hrs

v (8) Potion: Acrobat edge for 24 hrs.

Cockatrice

v Natural: Petrify on touch with feather (see Monster Powers), 3 uses.

v (4) Potion: Remove/Resist Petrify 24 hrs

v (6) Potion: Boost (AG), 10pp

Baslisk

v (6) Potion: Stun spell, 10pp

v (8) Potion: Hard to Kill for 24 hrs

v (6) Potion: Boost (SP), 10pp

v (6) Salve: Blade Venom, reduces Pace (ST1d6+1)

Hell Hound

v (6) Prot vs Fire -2 for 24 hrs

v (6) Potion: Burst spell, 10pp

v (4) Potion: Tracking +2 for 24 hrs

Golems

v Natural: +1 metal armour

v Natural: +1 metal weapons

v (6) Potion: cancel any armour penalties 24 hrs

v (6) Potion: 10pp

Damned

v (6) Potion: Prot vs Fire -4, for 24 hrs

v (8) Potion: Power Storing 5pp

v (6) Potion: Luck, gain extra benny

v (4) Potion: Taunt +2 for 24 hrs

v (6) Potion: Nerves of Steel 24 hrs

Manticore

v Natural: Arrow Heads that do +1 damage

v (8) Potion: Combat Reflexes for 24 hrs

v (6) Potion: Intimidate +2 for 24 hrs

v (6) Salve: Blade Venom inflicting wounds (ST1d8+1)

Undead

v (6) Potion: Remove Shaken

v (8) Potion: Hardy for 24 hrs

v (6) Potion: Hold the Line for 24 hrs

v (4) Potion: Stealth +2 for 24 hrs

Scorpianmen

v Natural: poison

v (6) Salve: Blade Venom inflicting wounds (ST1d8+1)

v (6) Potion: Resist/Remove poison

v (6) Potion: Survival +2 for 24 hrs.

Swarms

v Sand – (6)Potion of Burrow, 10pp

v Golem Beetles – (6)Potion of Armour, 10pp

v Beetles – (6)Potion of Boost(AG), 10pp

v Scarab Beetles – (6)Potion of Boost(SM), 10pp

v Crypt Beetles – (6)Potion of Boost(SP), 10pp

v Spiders – (4)Potion of Remove Poison

v Rats – (4)Potion of Cure Disease.

v Locusts – (6) Succour, 10pp

v Blood Locusts – (6) Heal.

v Razor Wings – (6)Potion of Deflection, 10pp

v Scorpians – (4)Potion of Remove Poison

v Ants – (6) Blade Venom ST6.

v Desert Crabs – (4)Potion of Boost(Survival), 24 hrs

v Dogs – (4)Potion of Boost(Tracking), 24 hrs

v Baboons – (4)Potion of Boost(ST), 10pp

v Undead – (4)Potion of Boost(VG), 10pp

Poison

Poisons are nasty, and socially unacceptable. They should generally be reserved for particularly nasty characters or monsters that are known for this feature, allowing the players to maybe prepare for the worst. A lot of poisons do not kill – well not in and of themselves. They mostly debilitate the victim allowing the poisoner to inflict other unfortunate acts. To reflect this I would suggest using poisons that mostly attack Pace or inflicting Fat but not killing. But its up to the individual GM to decide.

Poisons will have a strength represented by a target number.

Average: 4

Strong: 6

Powerful: 8

Severe: 10

Deadly: 12

Poisons are all resisted by VG. Make a roll against the target number of the poison.

Poisons will normally attack one score, but particularly nasty ones may attack 2 scores at the same time; eg SM&SP.

Poisons can attack targets such as: Traits, Pace, Toughness (no armour). They may also inflict direct wounds or fatigue lose. They might even swap back and forth.

Poisons keep attacking for 2d6-1 rounds usually. If a target is reduced to zero then they collapse and MAY require medical aid, depending on the intent of the poison. Poisons may take 2d6 rounds to take effect generally (see Fast Acting and Blade Venoms however), depending on the delivery system.

Someone actively using their Healing skill on the target will give them +2/+4 to their VG rolls as long as their Healing roll is successful/raise.

Fast Acting: some creatures may have fast acting poisons which are aimed primarily at preventing the target getting away and converting them into a source of mushy food. These types of poisons generally will attack Pace, or maybe inflict FAT, and will begin acting with the targets next round.

Blade Venoms: these are used to coat a bladed or piercing weapon so that they take affect directly through the wound inflicted. They tend to be fast acting but of limited duration (a bit like an acid really). Blade Venom always attacks VG and nearly always inflicts a wound as a result. They only make one attack each time though (no duration).

Each time a venomed blade inflicts damage roll a d6, 1-4 the venom is lost, 5-6 it remains for another strike.

Applying a Blade Venom takes 2 rounds to do safely. If can be done in one round with an AG(4) roll. A failed roll sees the venom wasted. A fumble results in a venom attack on the applier.

Disease.

Disease attacks values similar to poisons, only the duration is daily rather than every round.

Some names and targets for diseases:

Plague: VG

Wasting: ST

Cholera: VG

Mindrot: SM

Souldrain: SP

Fever: VG

Bloodfire: VG then ST, alternately.

Madness: SM then SP, alternately.

Shakes: AG

Weakening: Toughness

Someone actively using their Healing skill on the target will give them +2/+4 to their rolls as long as their Healing roll is successful/raise. This roll will need to be done every day.

Bed rest and good care will add +1 to recovery rolls. Travel and bad conditions will yield penalties as appropriate.

Reactions Table

A reaction table based on 2d10 rolls will be used, slightly lessening the impact of Charisma, but then again I have added a lot of items with Charisma bonuses into the treasure tables.

2: Hostile

3: Hostile

4: Hostile

5: Hostile

6: Unfriendly

7: Unfriendly

8: Unfriendly

9: Unfriendly

10: Neutral

11: Neutral

12: Neutral

13: Neutral

14: Friendly

15: Friendly

16: Friendly

17: Friendly

18: Helpful

19: Helpful

20: Helpful

Weapon Breakage

If you roll 2x 1's on your dice and let it stand then your weapon is permanently broken. It can be reforged but will lose some of its powers.

If this is a natural weapon (eg Fist) it will be broken and the user suffers 1 wound, and cannot be used till healed.

If you woll a 1 on your skill dice then your weapon is damaged and requires a repair roll to be used again.

If it is a natural weapon then you must make a VIG roll or suffer 1 wound, if you pass you are STUNNED instead. If you suffer 1 wound that weapon is broken and cannot be used until healed.

In all cases the attack is finished as if the weapon was still there.

Where the weapon is magical it will get a save throw to avoid breaking and if successful then it is considered one level less (broken becomes damaged, damaged becomes dropped), or dropped instead. The save throw will be the users combat skill vs 8 (for 2x1s) or 4 (for 1x1s). The weapons CHA modifier will be applied to this roll.