The Guild Companion's

Rolemaster 2nd Edition Bestiary

Volume I

Lowell R. Matthews, Editor and Curator

Copyright © 1999

Greetings, Rolemaster aficionados! Welcome to the first installment in a series of articles detailing new creatures for the RM2 bestiary. Where possible, the categories, formats, and styles of the Creatures & Treasures volumes will be followed.

C&T §2.28, OTHER POTENTIALLY DANGEROUS ANIMALS

RAT, GIANT—by Michael Hansen: subtropical species hnwm-(OZ)-4, subarctic species ktc-(OZ)-5; body and tail each 2'-4' long; 10% carry deadly diseases, either through vermin or bites; 1–8 young.

"Giant" rats are the largest members of the widespread rat family of rodents. Like their smaller relatives, they are omnivorous, cunning, quick, and agile. They are good climbers, burrowers, and swimmers (20%). Giant rats can be found in all environments except the driest, which lack sufficient food, or the open oceans. The subtropical variety shares the typical brown, black, or gray coloring of common rats; the subarctic variety has smaller ears and heavier fur, typically brown or gray in summer and white in winter.

 

Type

Lvl

Base

Rate

Max Pace/

MN Bonus

Speed

MS/AQ

Size/

Crit

Hits

AT

(DB)

ATTACKS

#

Enc.

Trea-

sure

Bonus

EP

Outlook

(IQ)

Rat, Giant

2A

40

FSpt/20

MD/MF

M/–

40C

3 (20)

40SBi/40MBi(6)

1–10

k

A

Aggres. (NO)

C&T §2.392, DANGEROUS PLANTS

SLIMES, YELLOW AND BLACK—by Terry Hayes and Dave Sisler

Yellow: hnwmk-XU-5; size varies

Black: hnwmk-XU-4; size varies

Shaleece and the others of her merry band begin laughing as they saw ol' Leagry Ironduf, the Dwarf, get smattered on the back by some yellow slime. It was fairly amusing watching the Dwarf turn around and grunt, "What be with ye daff folks, this be serious business here, flushing out these durn cobble-footed Goblins!"

Then all of a sudden, Leagry grimaced in pain. He turned around and around, trying to get at whatever was on his back. When he next turned around, Shaleece and the others saw that what had been only about five inches of slime had burned through the black leather jerkin on the poor Dwarf's back. It was rapidly growing along his back and consuming him! Leagry ripped a piece of the slime off, looked in horror, and said "Ye durned fools, was this what ye were laughin' at? It's Yellow Slime!" Everyone knew that, of course, but had thought it just a simple fungus. "Don't just stand there, ye idjits, get it the Pale off me! Burn it off!" The Dwarf had often seen in his old home many species of slimes, but he knew that his surface-loving companions never had, and he knew the method of removal was going to hurt. "Aayyeee! Hurry up, the durn thing's eatin' me alive!"

Just at that moment, Thalk-chiv, Priest of Tisla, came into the corridor. (He had spent a blissful interlude gaping at a beautiful statue in the previous room.) When he saw Leagry and looked upon the ugliness on his back and legs, he thought he had been overcome by leprosy. Following the scripts of Tisla, Goddess of Love and Beauty, Thalk-chiv could not permit that; he slew the creature with a spell of Purification.

Shaleece said, "Quick thinking, Thalk! I was about to ready a Fireball as last resort," she grinned playfully at Leagry. But the Dwarf just gave the Cleric gruff thanks, grabbed his war hammer, and walked his scarred but naked body on down the hall. He could be heard mumbling something about amateurs and how lucky it was the "durn" slime had not gotten on his beard or he would've been really mad.

Yellow slime is a mobile plant that lives in subterranean areas, where it can be found coating the walls, ceilings, and floors of such places. Although it is not intelligent per se, it has several chemical, thermal, and perhaps mystical senses it uses to locate its target warm-blooded animals, preferably sapient. (Some scholars believe it must have a mystical sense that acts as the Presence spell.) The slime simply falls off of its resting-place onto its target, which it uses for both food and reproduction.

Yellow slime must make contact with flesh to have any damaging effect. It makes an attack roll on the Martial Arts Strikes table at Rank I. The target will receive its DB only if it is aware of the attack. The slime has an OB of 50 + 2/level to the roll. No damage results apply, but if a critical is achieved the slime has made contact with flesh and will attack normally. If the result was only concussion damage, then the slime hits the target's armor, clothing, or fur, and will affect them as a Corrode Leather/Metal spell. If the slime hits the target, it will take an "A" Physical Alteration critical each round with the percent chance equal to the infestation level. During this time the slime can only be burned off by fire, with the victim taking the same amount of damage as the slime, or by a Disease Purification spell. Disease Purification causes the slime to make an RR or take 1–10 hits of damage. A Greater Disease Purification spell will kill the slime instantly (no RR). At 100% change, the target dies and will be converted into a black slime (see below) with concussion hits equal to the victim's original total. If the change is stopped before 100% is reached, the victim suffers an additional d10 hits per 10% of alteration and will likewise lose 5 points per 10% of alteration from temporary AG, ST, QU, and AP.

Black slime is an immature form of yellow slime (see above). If black slime hits its target, the target takes a "D" physical alteration critical each round with the percent chance equal to the infestation level (in other words, the chance of alteration or infection per hit is lower for black slime, but the damage inflicted on a hit is higher). At 100% change, the target dies and will be converted into a black slime with concussion hits equal to 40% of the victim's original total. If the change is stopped before 100% is reached, the victim suffers an additional d5 hits per 10% of alteration and will likewise lose 2 points per 10% of alteration from temporary AG, ST, QU, and AP.

 

Type

Lvl

Base

Rate

Max Pace/

MN Bonus

Speed

MS/AQ

Size/

Crit

Hits

AT

(DB)

ATTACKS

#

Enc.

Trea-

sure

Bonus

EP

Outlook

(IQ)

Yellow Slime

5F

–

–

–/–

–/SL#

80G

2 (0)

Special

1

–

B

Hungry (NO)

Black Slime

2B

–

–

–/–

–/SL#

50C

2 (0)

Special

1

–

B

Hungry (NO)

C&T §2.44, UNUSUAL RACES

THE FELINID RACES OF NOVI—by Lowell R. Matthews

As the different continents and environments of Earth have given rise to many different species of the cat family, so in the World of Novi the sapient felinids have diversified into nine different races. These are patterned after the Idiyva of C&T, known in Novi as the "Panther People" in literal translation; their entry is included first for comparison. The sapient felinids as a group are called the Saviyva, literally, "Wise People." (See also the extension to C&T §6.3, the Race Abilities Table.)

Idiyva (Felines): (cf)-(T)-7; 5'8"–6'4"; no suggested limits on profession; can see at night as well as by day; average lifespan is 70 years.

Short, gold-tipped coffee fur covers the lithe, well-muscled form of the Idiyva (except at the face, the genitals, the palms, and the soles of the feet). Smooth, brown suede-like skin emerges at these features, and the fur on the head lengthens and lightens to form a golden mane around the face. Green feline eyes give the Idiyva excellent night vision; fanged teeth reveal their carnivorous nature. The toes of their feet anchor short, sharp talons, but their hands sport viscious [sic] 3" claws that retract at the knuckle into the backs of the hands, leaving the fingers free at all times. The fighting instincts of a predator lurk behind the civilized manners that characterize most Idiyva, and the bloody custom of a duel to the death remains an acceptable way to settle social differences among themselves.

The "excellent night vision" of the Idiyva has the effects of both the Nightvision and Darkvision spells.

Achiyva (Cheetah People): (hf)-HP-7; 6'0"–6'8"; no suggested limits on profession; good night vision (acts as Nightvision); average lifespan is 60 years.

Of all the Saviyva, the Achiyva are most likely to run on all four limbs, and like their namesakes the cheetahs, when they do so they can dash at over 65 mph or 950 feet per round for about a minute. Their fur is usually a light brown, tawny, tan, or sand, with dark markings in scattered spots and in long streaks under their green or yellow eyes. Compared to the Idiyva, Achiyva are taller due to longer limbs and have shorter and less retractable claws. Achiyva are the most diurnal of the Saviyva. Hence, while their night sight is better than Human (it acts as Nightvision), it is not as good as that of the more nocturnal races; however, their daytime color vision is comparable to that of Humans while that of most of the other Saviyva is not.

Ardaniyva (Leopard People): hnwmk-EN(*)#,BFIMQ,CDJ-8; 5'8"–6'4"; no suggested limits on profession; excellent night vision (acts as Nightvision and Darkvision at +10), hurt by bright light (–10); average lifespan is 70 years.

The Ardaniyva are the Saviyva most likely to live in the forests; in fact, many of their habits can be compared to those of Wood Elves or the Fairy Races. Their beautiful fur is typically a golden-brown, tawny, or light auburn base with dark spots, and their eyes range from a rare blue through green to yellow. In many ways, Ardaniyva are similar in appearance to the Idiyva, but they lack the mane. Ardaniyva are the most nocturnal of the Saviyva; hence, their night sight is even better than that of the Idiyva (+10), but they suffer headaches in bright light comparable to full daylight (–10 to all actions).

Guagiyva (Jaguar People): hnwm-E#,BFILMQS,R,DHJ-8; 6'0"–7'2"; no suggested limits on profession; excellent night vision (acts as Nightvision and Darkvision); average lifespan is 80 years.

The Guagiyva combine the size of the Regiyva with the coloration and living patterns of the Ardaniyva. Their beautiful fur is typically a golden-brown, tawny, or light brown base with dark ring-shaped spots, and their eyes range from pale yellow through orange to brown. Compared to the Idiyva, Guagiyva are much taller, broader, and stronger, though not quite so large as the Regiyva.

Hysisiyva (Snow Leopard People): ktcf-EN(*)#,BFGLMQS,ARW,CHPT-8; 5'8"–6'4"; no suggested limits on profession; excellent night vision (acts as Nightvision and Darkvision); average lifespan is 70 years.

The Hysisiyva are the Saviyva most likely to live in cold regions; in fact, many of their habits can be compared to those of such Humans as the Inuit or Laplanders. Their extremely beautiful fur is typically a snow-white, cream, silver, or light gray base with dark brown, gray, or black spots, and their eyes range from blue through green to yellow. Hysisiyva are similar in appearance to the Ardaniyva, but tend to heavier builds. Hysisiyva are well adapted to cold weather but suffer in heat as reflected by their RR modifiers of +25 and –15, respectively.

Khagiyva (Tiger People): (cf)-(§,GO,T)-8; 6'6"–7'10"; no suggested limits on profession; excellent night vision (acts as Nightvision and Darkvision); average lifespan is 70 years.

The Khagiyva are generally lone hunters who wander far, avoiding the settled life of civilization; even so, some individuals have been known to reach high levels of culture by Human standards. Their beautiful fur is typically a burnt orange base with dark stripes, but it can be much lighter, even white (typical of cold climates). Their eyes range from a rare blue (almost always associated with white fur) through green to yellow and orange. Compared to the Idiyva, Khagiyva are much taller, broader, and stronger; they are even larger than the Regiyva. Duels over courtship and displays of prowess tend to keep their numbers low.

Pargiyva (Lynx People): wmkt-(§,GOZ,U,P)-7; 4'8"–5'4"; no suggested limits on profession; excellent night vision (acts as Nightvision and Darkvision) and hearing (+20); average lifespan is 60 years.

The Pargiyva are the smallest Saviyva, most at home in temperate to cold woodlands. Their beautiful fur is typically a base color ranging from sand to dark brown with an assortment of dark stripes and spots. In colder climates the base color often changes to off-white in the winter. Their eyes range from green to yellow to amber and orange, and their ears are long and tufted. Pargiyva are more comfortable in cold weather than hot as reflected by their cold and heat RR modifiers of +15 and –5, respectively.

Regiyva (Lion People): hnawms-(GO)-6; 6'4"–7'4"; no suggested limits on profession; excellent night vision (acts as Nightvision and Darkvision); average lifespan is 80 years.

The Regiyva are the most social Saviyva, the ones most likely to build complex societies approaching those typical of Humans. Their body fur is usually light brown, ranging from sand through tawny to rust, or off-white or black in a few individuals. Their eyes usually range from yellow to brown, with green rare and blue occurring only in off-white individuals. Both male and female Regiyva have manes like the Idiyva, but where the females' manes usually match their body color, males' manes are much longer and darker. Compared to the Idiyva, Regiyva are much taller, broader, and stronger. They are capable of surprising bursts of energy, but spend as much time as possible resting. Families are generally polygamous, with one male married to three or four females. Duels over courtship and other points of their complex code of honor tend to thin out the numbers of young males.

Sygiyva (Sabertooth People): (f)-(N(*)§,GO)-8; 6'8"–8'0"; 3"–6" tusk-like canine teeth; suggested limits on profession: no non-Channeling spell-users; excellent night vision (acts as Nightvision and Darkvision); average lifespan is 60 years.

Largest of the Saviyva, the Sygiyva are, like the Khagiyva, generally lone hunters who avoid the settled life of civilization. Their fur typically ranges from light to dark shades of brown, occasionally burnt orange to auburn. Their eyes range from yellow to orange to brown. They are especially fond of wrestling. Their solitary natures, relatively low sophistication, and duels over courtship and displays of prowess tend to keep their numbers low.

 

Type

Lvl

Base

Rate

Max Pace/

MN Bonus

Speed

MS/AQ

Size/

Crit

Hits

AT

(DB)

ATTACKS

#

Enc.

Trea-

sure

Bonus

EP

Outlook

(IQ)

Idiyva (Panther)

3C

70

Dash/20

MD/MD

M/–

50D

3 (30s)

50Melee/40Missile/
60MCl(2x)

*

*

C

Aggres. (AV)

Achiyva (Cheetah)

3C

100 

Special

FA/FA

M/–

50D

3 (50s)

40Melee/40Missile/
60SCl(2x)

*

*

D

Normal (AV)

Ardaniyva (Leopard)

4C

70

Dash/25

MD/FA

M/–

60D

3 (15)

65Melee/50Missile/
70MCl(2x)

*

*

D

Aggres. (AV)

Guagiyva (Jaguar)

5D

70

Dash/20

MD/FA

M/–

80D

4 (25)

75Melee/60Missile/
80MCl(2x)

*

*

D

Bellig. (AV)

Hysisiyva
(Snow Leopard)

4C

60

Dash/25

MD/MD

M/–

60D

4 (10)

65Melee/50Missile/
70MCl(2x)

*

*

D

Normal (AV)

Khagiyva (Tiger)

5E

60

Dash/15

MD/FA

L/–

100E

4 (20)

85Melee/60Missile/
90LCl(2x)

*

*

E

Bellig. (AV)

Pargiyva (Lynx)

2C

75

Dash/40

VF/FA

M/–

40D

3 (30)

30Melee/30Missile/
50SCl(2x)

*

*

C

Normal (AV)

Regiyva (Lion)

5D

60

Dash/15

MD/MD

M/–

90D

4 (20)

80Melee/60Missile/
90MCl(2x)

*

*

E

Aggres. (AV)

Sygiyva (Sabertooth)

7F

60

Dash/15

MD/FA

L/I

120F

4 (40)

95Melee/70Missile/
110LCl(2x)

*

*

F

Bellig. (MD)

C&T §6.3, RACE ABILITIES TABLE

RACE

CO

AG

SD

ME

RE

ST

QU

PR

EM

IN

Total

Idiyva (Panther)

0

10

–5

–5

–5

0

10

5

0

0

10

Achiyva (Cheetah)

5

15

–5

–5

–5

–5

20

0

0

0

20

Ardaniyva (Leopard)

0

15

0

–5

–5

0

10

5

0

0

20

Guagiyva (Jaguar)

10

10

–5

–5

–5

10

5

5

0

0

25

Hysisiyva (Snow Leopard)

10

10

0

–5

–5

0

5

5

0

0

20

Khagiyva (Tiger)

10

10

–10

–5

–5

15

5

5

–5

0

20

Pargiyva (Lynx)

5

20

–5

–5

–5

–5

15

0

0

0

20

Regiyva (Lion)

10

5

0

0

0

10

5

5

0

0

35

Sygiyva (Sabertooth)

15

10

–10

–5

–5

20

5

5

–5

0

30

Codes: The RM stats are Constitution, Agility, Self-Discipline, Reasoning, Memory, Strength, Quickness, Presence, Empathy, and Intuition. Appearance is not listed because it is subjective within a particular race.

RR/ESF MOD

Sl

St

Max

RACE

E

C

M

P

D

Ht

Cd

Dep

Det

Rec

Lng

HD

HP

BG

Idiyva (Panther)

0

0

0

5

5

5

5

15

0

1

2

8

120

4

Achiyva (Cheetah)

0

0

0

5

5

5

5

15

0

1

2

8

120

3

Ardaniyva (Leopard)

0

0

0

5

5

5

0

15

0

1

2

8

135

3

Guagiyva (Jaguar)

0

0

0

5

5

5

5

15

0

1

2

10

150

2

Hysisiyva (Snow Leopard)

0

0

0

5

5

–15

25

15

0

1

2

8

145

3

Khagiyva (Tiger)

0

0

0

5

5

5

15

15

0

1

2

10

175

2

Pargiyva (Lynx)

0

0

0

5

5

–5

15

15

0

1

2

8

120

4

Regiyva (Lion)

0

0

0

5

5

5

5

15

0

1

2

10

160

1

Sygiyva (Sabertooth)

0

0

0

5

5

5

5

15

0

1

2

12

200

1

Codes: The magical Resistance Roll and Extraordinary Spell Failure categories and associated stats are Essence (Empathy), Channeling (Intuition), and Mentalism (Presence). The physical RR's (all based on Constitution) are Poison, Disease, Heat, and Cold. The remaining categories are Soul Departure rounds, Stat Deterioration upon death, Recovery Multiplier, Starting Languages (10x ranks each spoken and written), Hit Die type, Maximum Hit Points, and Background Options.