I've got a game page set up on Obsidian Portal, here, with character sheets including equipment and known skills on PCs and short summaries on important NPCs.
Number stuff for those who want to know how I do it here.
Gonna try to make use of Spider's skill system, found here. No guarantees that I'll do it justice, though.
Combat explanation:
► Show Spoiler
Combat's going to be a little simple in its basic form. It's basically a numbers game based on your equipment, and if you decide you're ill equipped for it you can opt to use one of the two variations, the quick jab or heavy hit, to try to make up for it. Since all the stats are still in a testing phase I'll make them available on the numbers document. I'll take care of calculations if you like, but if you want to handle them yourself the target's evasion is applied to each individual hit you try for. Most straight forward way to handle that is probably just to make a roll of Xd100 where X is you number of hits, as denoted by your weapon rank, and for each result above your target's evasion you land one hit. For each successful hit you would then make a roll based on the difference between the maximum and minimum damage values of your weapons and add the necessary constant to fit the result into the range. Since rank 1 weapons only have two possibilities, 4 or 5, they would roll 1d2+3 for each hit, thus generating results of either 4 or 5. Take the sum of those results, and then the target's defence steps in. It will reduce your total damage by a percentage. You can achieve that by multiplying the result by 1-0.(defence stat).
That's a lot of... Sketchy explanation, so I'll go through a basic attack with a class 1 weapon against a Carionite as an example. [long explanation]
Class 1 weapon gives 6 hits, so attack starts with 6d100. Say these resulted in 76, 69, 18, 20, 21, and 6.
Since a Carionite has an evasion of 40, one hit lands for each result above 40, meaning three of those six attacks landed.
Since there are two possible damage outcomes for a rank 1 weapon, four or five, the damage roll is 1d2, plus the necessary constant to bring a result of 1 to the minimum damage, in this case 3. As three attacks landed, this roll will be made three times, and the results summed. I use Coyote Code, so I can use the "Number of Rolls" box to make this step a little simpler.
In this case, the test could show results of 4, 5, and 4, for a total damage of 13.
The carionite's defence then reduces the result by 10%. Quick calculation (13x0.9) reveals a final damage of 11.7, which rounds to 12.
And oh god is that a low value for a percentile-based HP system. But fear not! Most fights will not be solo, so the values shall stack! Hopefully! I might need to do some tweaking.
[/long example]
Anyway, you can see how tedious the whole calculation can be, and it might be kinda hard to understand, so it's up to you as to whether you want to do all that for yourself.
BUT, the calculations don't mean it will just be a matter of saying "I hit the enemy." If you want to include details of how you act, I'll take it into consideration and there can actually be results, depending on how plausible your actions are. As an example, Korga has heard of Allisandra's feat against a Felid, in which she essentially surfed on its tail, thus preventing it from using its tail to attack. That won't work for you. It worked for her because she's basically Jack Sparrow and thrives on insanity.
And as for using Enchantment in direct combat: I've decided it's a bit too chaotic (Even though that's the nature of Magic) to have everything about the outcome be based on my whims, so it'll go this way: When using Enchantment to directly attack, the enchanter will make a number of attack equal to their Enchantment Rank, and can split these among multiple targets. Accuracy is rolled normally, but rather than just facing off against the target's evasion, the roll has to beat - Okay, this part's a bit mathy - (Target evasion / 2) + ((10 - Enchanter Rank) X 5). So in this case, the Rottina have an evasion of 10 and Julius a rank of 3. That makes it (10/2)+((10-3)X5)=5+(7X5)=5+35=40.
Damage for each hit is then rolled as normal weapons, with the minimum damage being twice the Enchanter's rank and the maximum damage being four times their rank. (In Julius's case, 6 to 12 per hit).
That's a lot of... Sketchy explanation, so I'll go through a basic attack with a class 1 weapon against a Carionite as an example. [long explanation]
Class 1 weapon gives 6 hits, so attack starts with 6d100. Say these resulted in 76, 69, 18, 20, 21, and 6.
Since a Carionite has an evasion of 40, one hit lands for each result above 40, meaning three of those six attacks landed.
Since there are two possible damage outcomes for a rank 1 weapon, four or five, the damage roll is 1d2, plus the necessary constant to bring a result of 1 to the minimum damage, in this case 3. As three attacks landed, this roll will be made three times, and the results summed. I use Coyote Code, so I can use the "Number of Rolls" box to make this step a little simpler.
In this case, the test could show results of 4, 5, and 4, for a total damage of 13.
The carionite's defence then reduces the result by 10%. Quick calculation (13x0.9) reveals a final damage of 11.7, which rounds to 12.
And oh god is that a low value for a percentile-based HP system. But fear not! Most fights will not be solo, so the values shall stack! Hopefully! I might need to do some tweaking.
[/long example]
Anyway, you can see how tedious the whole calculation can be, and it might be kinda hard to understand, so it's up to you as to whether you want to do all that for yourself.
BUT, the calculations don't mean it will just be a matter of saying "I hit the enemy." If you want to include details of how you act, I'll take it into consideration and there can actually be results, depending on how plausible your actions are. As an example, Korga has heard of Allisandra's feat against a Felid, in which she essentially surfed on its tail, thus preventing it from using its tail to attack. That won't work for you. It worked for her because she's basically Jack Sparrow and thrives on insanity.
And as for using Enchantment in direct combat: I've decided it's a bit too chaotic (Even though that's the nature of Magic) to have everything about the outcome be based on my whims, so it'll go this way: When using Enchantment to directly attack, the enchanter will make a number of attack equal to their Enchantment Rank, and can split these among multiple targets. Accuracy is rolled normally, but rather than just facing off against the target's evasion, the roll has to beat - Okay, this part's a bit mathy - (Target evasion / 2) + ((10 - Enchanter Rank) X 5). So in this case, the Rottina have an evasion of 10 and Julius a rank of 3. That makes it (10/2)+((10-3)X5)=5+(7X5)=5+35=40.
Damage for each hit is then rolled as normal weapons, with the minimum damage being twice the Enchanter's rank and the maximum damage being four times their rank. (In Julius's case, 6 to 12 per hit).
► Show Spoiler
Tor, #00BF00, male, manager of the arena, directing funds and workloads. Also the arena's primary medic for emergency cases.
Marie, #00BFFF, female, the arena's manager of enchantment, as well as identifier and teacher of new enchanters.
Alan and Rupert, #000000, male, the twins are instructors in the arena. Alan is often reluctant to do his share of the work, and dumps it on Rupert when he can.
Lar, #808080, male, one of the arena's instructors. A man of few words and great patience, but willing to answer questions.
Malis, #BF40FF, female, one of the arena's instructors. Often ignores the existence of personal space and common modesty.
Allisandra, #FF4080, female, one of the arena's instructors, despite her young age. Taken in and raised by in the arena due to unfortunate circumstances.
Gaul, #800000, male, one of the arena's instructors at the age of ten, has made a pet of a near-immortal beast and takes care of all that the arena keeps. He has an ability to read people's thoughts and send his own feelings to humans and beasts.
Alice, #FFBF80, female, a gladiator in the arena, pairing with Mac. She seems to possess incredible speed and strength for her size.
Mac, #FF0040, male, a gladiator in the arena, pairing with Alice. He's remarkably agile and resilient, but also tends to get careless and show off.
Aeric, #BF4040, an Aeran Risu met, with a rather lighthearted attitude.
Aerin, #BF8000, an Aeran Risu met, who tends to be cold and severe.
Mr. Jules, male, a plumber Loki is investigating his involvement in a jewelry theft.
Mr. Carver, male, a jewelry repair specialist whose items were stolen. Blamed Mr Jules, who was repairing his plumbing.
Marie, #00BFFF, female, the arena's manager of enchantment, as well as identifier and teacher of new enchanters.
Alan and Rupert, #000000, male, the twins are instructors in the arena. Alan is often reluctant to do his share of the work, and dumps it on Rupert when he can.
Lar, #808080, male, one of the arena's instructors. A man of few words and great patience, but willing to answer questions.
Malis, #BF40FF, female, one of the arena's instructors. Often ignores the existence of personal space and common modesty.
Allisandra, #FF4080, female, one of the arena's instructors, despite her young age. Taken in and raised by in the arena due to unfortunate circumstances.
Gaul, #800000, male, one of the arena's instructors at the age of ten, has made a pet of a near-immortal beast and takes care of all that the arena keeps. He has an ability to read people's thoughts and send his own feelings to humans and beasts.
Alice, #FFBF80, female, a gladiator in the arena, pairing with Mac. She seems to possess incredible speed and strength for her size.
Mac, #FF0040, male, a gladiator in the arena, pairing with Alice. He's remarkably agile and resilient, but also tends to get careless and show off.
Aeric, #BF4040, an Aeran Risu met, with a rather lighthearted attitude.
Aerin, #BF8000, an Aeran Risu met, who tends to be cold and severe.
Mr. Jules, male, a plumber Loki is investigating his involvement in a jewelry theft.
Mr. Carver, male, a jewelry repair specialist whose items were stolen. Blamed Mr Jules, who was repairing his plumbing.
► Show Spoiler
Felids
"The average adult Felid is 2m tall at the shoulder, and 3m in length from nose to the base of the tail, with the tail adding an extra 2m to its length, reaching 5m in total. Primarily stealthy hunters, the carnivorous Felid are remarkably agile and quiet, despite their size, and prefer to strike prey with the venomous tip of their tail before being discovered. They can primarily be found in heavily forested areas, where their dark fur allows them to blend into surrounding shadows. Should the venom fail to incapacitate its prey, the felid will attack with its front paws, favouring speed over power to strike at many points. In a fight, the felid will occasionally use its tail to attack, twisting its body away from its target in order to reach them. For information on the venom a Felid injects, refer to 'felid venom' in the toxin section of the book.
Felid are generally solitary creatures, preferring to hunt and eat alone, but do not claim territory for their own as some beasts do, instead choosing it ignore others nearby. The only times multiple Felid will be found together is shortly before and after mating, before the pair separate again.
Felid are mostly edible, bearing only small amounts of magic within their bodies. The tail and organs are inedible, but remaining meat is edible once cooked, if tough to chew."
Felid Venom
"The venom a Felid injects into its prey is extremely hostile, spreading through the body quickly so long as it is placed under stress and expending energy. Symptoms of poisoning include mild to intense pain and death, the latter occurring after a matter of minutes. As yet, no antivenom has been developed, but should the affected person be allowed to rest the toxin will cause no further harm to the body and can quickly be flushed from the system. The recovery time of infected persons varies from one to three minutes."
Carionites
"Carionite often grow to roughly one metre in height, with three quarters of that being their legs, which are thing but strong. The Carionite is normally a scavenger, feeding from corpses which they find, and working in groups of four or more when forced to hunt, and can be found in pairs more often than alone. Carionite primarily sustain themselves by drinking the blood of other creatures, drawing blood to drink by using barbs which emerge from the long, versatile tongue, which are coated in a substance which prevents the blood from coagulating but is otherwise harmless. By creating many punctures and lacerations, the carionite is able to draw more blood than would be released by most normal injuries, which is ideal for the carionite, as there is little difference between hunting and feeding, going so far as to focus more on drinking blood than incapacitating its prey.
Because of their pack behaviour, fighting a lone carionite is rarely dangerous. The Carionite will begin with its flailing tongue, only occasionally biting before the tongue has drawn sufficient amounts of blood, and will then attempt to close its jaws around the source of the blood so it can drink. When encountered in groups, though, they become more dangerous. The dominant carionite will wait for the others to attack before it moves in, as the subservient members of the pack will use their tongue to bind prey and prevent it from fleeing or fighting, allowing the alpha to feed freely. Should there be enough members of the pack, it is possible for their target to be completely immobilised. Be cautious when fighting multiple Carionite, and bandage any wounds inflicted by the tongue as soon as possible, to prevent excess bleeding.
Carionite are barely edible, only cuts from the legs being possible to eat without illness."
Rottina
"These vermin are smaller than other beasts, only growing ten to fifteen centimetres tall and twenty to twenty five long, with a thin, non-prehensile tail the same length as their body. As may be expected of such small creatures, Rottina are not overly dangerous creatures, being more fragile than any other beast and particularly slow as well, but they compensate for these factors with numbers, and have been known to move in groups near impossible to count due to their numbers and their habit of clumping together and walking over one another, but the best estimate for the largest groups seen has been placed at fifteen to twenty individuals.
When forced into a fight, Rottina will begin by moving close together and approaching their target, presumably in an instinctive attempt to obscure their numbers, spreading out to flank and surround their enemy as they approach to prevent too large a number being struck at once. Once upon their target, Rottina will bite into it, their long, thing teeth able to slip through gaps in armour to scratch the skin. Though they only leave scratches, the main concern is what their teeth carry. Primarily eaters of rotten meat, the mouth of a Rottina is home to disease, and a scratch from their teeth can transfer this disease to their target, making it difficult for the prey to protect itself as its body can weaken at an alarming speed when scratched in several places. For more information, turn to 'Rott Disease'.
Rottina are not edible at all. There is little magical corruption within their bodies, but due to their diet they carry many diseases which will have adverse effects on the human body."
Rott Disease
"Rott disease is the name given to the illness carried within the mouth of a Rottina, given its name for the beast which carries it and its origin in rotten corpses. Rott disease is a peculiar illness which shows its first symptoms alarmingly quickly, being displayed only moments after being introduced to the body. Initially those who contract the disease will feel a weakness in their legs, which will make it difficult to stand as the disease finds more entry points. As the disease progresses, the skin and muscle lose some of their tension, becoming softer and more easily damaged. This can progress to a point where the act of moving can be difficult and painful for the victim, but it seems that the disease itself will do no direct harm to the body, as all returns to the original state once the disease has been eliminated.
Treatment of Rott Disease is a simple method; cuts which caused the infection must be washed with clean, hot water, as hot as can be withstood, and wrapped to prevent further infection. Once this is done, allow rest and occasionally wash the injuries again. Given one to two days, symptoms will clear and the disease will fade."
Abschir
"Abschir are sometimes referred to as the walking fortress, as their size can grow to immense proportions, with the largest known creature rivaling the size of Let Fortress before it left sight walking into the ocean. It is still unknown as to the largest an Aschir can grow, if there is a limit beyond their food source. These enormous creatures have a tough hide which gives the appearance of stone, and bear a shell which is itself harder than the rocks it mimics. These imitations of stone created some confusion before the existence of Abschir was discovered, as farmers would report rocky hills being several dozen metres distant from where they had been the night before, the Abschir's footsteps being misinterpreted as the prints of a great demon which enjoyed playing tricks on humans. Since the realisation that these hills were in fact creatures, such rumours have died out. Being herbivorous, Abschir show a reluctance to engage in acts of violence, and upon reaching a suitable size will ignore all attempts at provocation entirely, as they no long notice the attacks. Many believe Abschir are the most intelligent of beasts, some few even claiming they are on a level with human intelligence. While there are signs of greater intelligence than other beasts show, though, there is no sign that they approach human levels of intelligence.
Though Abschir are reluctant to fight, one must still be cautious around them. The interior of their shell appears to hold vast amounts of warmth, and Abschir have been known to occasionally spout flames from their beak as a method of releasing this heat. Larger creatures are also often uncaring or unaware of what is beneath them and will move carelessly, so it is important to ensure one does not place themselves in a position where they may be accidentally trampled, as the great weight each leg bears can be more than enough to crush bones.
It is unknown as to whether Abschir are edible, as all attempts to prepare the meat have taken great amounts of time to remove enough of the stony outer layer to access meat, by which time it already shows signs of rotting."
Luchan
Luchan are one of the true demons, beings constructed from magic without corrupting flesh, and with no desires beyond killing. The Luchan is one of the most brutish demons there is, relying on its strength alone to crush its foes, showing no signs of intelligence or finesse. In combat the Luchan will attack with its clawed fingers, tearing through skin and armour alike, drawing immense amounts of blood, and will drink this blood to recover from its injuries, and its thick fur makes it difficult to harm them, making them a formidable foe. Despite their blood drinking, though the Luchan shares a trait with other demons in that it is incapable of digesting anything consumed. Because of this, when cut, it is possible for the Luchan to violently expel all of the blood consumed, which can shock an unprepared person, though it causes no actual harm."
Included are some sketches of the Luchan. They look to have a human upper body, but animalistic legs and and a head similar to that of the Carionite resting on a thick neck. The legs and are coated in thick fur, ending in cloven hooves, and the upper body and arms bear a thinner layer of fur. The fingers are unnaturally long compared to a human's, and end with claws as long as the fingers. A human silhouette is included to give scale, with the human's head reaching just below the Luchan's shoulders.
Repkull
Repkull are quadrupedal creatures of mediocre size, standing at roughly hip-height. The scales covering their bodies are hard, but do not protect them so well as may be expected. Instead, they are faster and more agile than their appearance would suggest, capable of running as fast as a human, their long claws allowing them to scale almost any surface with ease. These claws can also be dangerous weapons when the Repkull is agitated, and can cause serious damage to the body.
Surprisingly, Repkull show next to no sign of magical corruption, and the entirety of their body can be safely eaten.
Flagelarum
Flagelarum, when viewed from a distance, bear a striking resemblance to a person wearing a long robe. When viewed up close, though, they are clearly not. Their head is only a pocked mass of flesh which shifts under the skin, with no facial features at all, the robe is in truth flaps of living hide used to protect the main body, and the arms whip-like tentacles coiled together. It is unlikely that the resemblance to humans was an attempted lure, though, as Flagelarum will almost never be found alone, instead being followed by groups of beasts and demons, which seem to be directed by the Flagelarum, a unique behaviour for a true demon. When engaged, the Flagelarum will direct its followers to attack and delay the target while it strikes from afar with its tentacles, careless of whether it strikes friend or foe. Because of this tendency to keep out of reach, the Flagelarum's protective layer of hide is not overly tough, though still capable of reducing impacts, but the greater difficulty is the creature's mobility. The Flagelarum moves as though there are no bones within its body, or the entire thing is constructor of the same tentacles as its arms, and easily weaves out of reach of most attacks.
Our apologies that no illustration accompanies this entry, but the artist refused to take part after first seeing a Flagelarum, claiming the mere thought of its appearance made him feel violently ill.
Saikos
"Saikos, a kind of true demon, are terrifying humanoid creatures which will attack any human they see and can be lethal before coming into reach of a sword. It is uncertain how, but these demons bear the power to strike from extreme range, causing pain directly within the mind, rather than the body. And to further the danger, they can focus these attacks on multiple people at the same time. The Saikos will flee if approached, and can move at incredible speed in order to reach a safe distance before continuing its assault, but if it is cornered or attacked with a ranged weapon it reacts slowly, making it an easy target to hit. As they always attack from a distance and can outpace any threat, they are remarkably fragile.
The Saikos's assault has also been known to cause a side effect in the form of weakened muscle control, making it difficult for targets to fight back. Should this weakness arise and the encounter is survived, it will pass in a short time, made easier by keeping a calm mind.
"The average adult Felid is 2m tall at the shoulder, and 3m in length from nose to the base of the tail, with the tail adding an extra 2m to its length, reaching 5m in total. Primarily stealthy hunters, the carnivorous Felid are remarkably agile and quiet, despite their size, and prefer to strike prey with the venomous tip of their tail before being discovered. They can primarily be found in heavily forested areas, where their dark fur allows them to blend into surrounding shadows. Should the venom fail to incapacitate its prey, the felid will attack with its front paws, favouring speed over power to strike at many points. In a fight, the felid will occasionally use its tail to attack, twisting its body away from its target in order to reach them. For information on the venom a Felid injects, refer to 'felid venom' in the toxin section of the book.
Felid are generally solitary creatures, preferring to hunt and eat alone, but do not claim territory for their own as some beasts do, instead choosing it ignore others nearby. The only times multiple Felid will be found together is shortly before and after mating, before the pair separate again.
Felid are mostly edible, bearing only small amounts of magic within their bodies. The tail and organs are inedible, but remaining meat is edible once cooked, if tough to chew."
Felid Venom
"The venom a Felid injects into its prey is extremely hostile, spreading through the body quickly so long as it is placed under stress and expending energy. Symptoms of poisoning include mild to intense pain and death, the latter occurring after a matter of minutes. As yet, no antivenom has been developed, but should the affected person be allowed to rest the toxin will cause no further harm to the body and can quickly be flushed from the system. The recovery time of infected persons varies from one to three minutes."
Carionites
"Carionite often grow to roughly one metre in height, with three quarters of that being their legs, which are thing but strong. The Carionite is normally a scavenger, feeding from corpses which they find, and working in groups of four or more when forced to hunt, and can be found in pairs more often than alone. Carionite primarily sustain themselves by drinking the blood of other creatures, drawing blood to drink by using barbs which emerge from the long, versatile tongue, which are coated in a substance which prevents the blood from coagulating but is otherwise harmless. By creating many punctures and lacerations, the carionite is able to draw more blood than would be released by most normal injuries, which is ideal for the carionite, as there is little difference between hunting and feeding, going so far as to focus more on drinking blood than incapacitating its prey.
Because of their pack behaviour, fighting a lone carionite is rarely dangerous. The Carionite will begin with its flailing tongue, only occasionally biting before the tongue has drawn sufficient amounts of blood, and will then attempt to close its jaws around the source of the blood so it can drink. When encountered in groups, though, they become more dangerous. The dominant carionite will wait for the others to attack before it moves in, as the subservient members of the pack will use their tongue to bind prey and prevent it from fleeing or fighting, allowing the alpha to feed freely. Should there be enough members of the pack, it is possible for their target to be completely immobilised. Be cautious when fighting multiple Carionite, and bandage any wounds inflicted by the tongue as soon as possible, to prevent excess bleeding.
Carionite are barely edible, only cuts from the legs being possible to eat without illness."
Rottina
"These vermin are smaller than other beasts, only growing ten to fifteen centimetres tall and twenty to twenty five long, with a thin, non-prehensile tail the same length as their body. As may be expected of such small creatures, Rottina are not overly dangerous creatures, being more fragile than any other beast and particularly slow as well, but they compensate for these factors with numbers, and have been known to move in groups near impossible to count due to their numbers and their habit of clumping together and walking over one another, but the best estimate for the largest groups seen has been placed at fifteen to twenty individuals.
When forced into a fight, Rottina will begin by moving close together and approaching their target, presumably in an instinctive attempt to obscure their numbers, spreading out to flank and surround their enemy as they approach to prevent too large a number being struck at once. Once upon their target, Rottina will bite into it, their long, thing teeth able to slip through gaps in armour to scratch the skin. Though they only leave scratches, the main concern is what their teeth carry. Primarily eaters of rotten meat, the mouth of a Rottina is home to disease, and a scratch from their teeth can transfer this disease to their target, making it difficult for the prey to protect itself as its body can weaken at an alarming speed when scratched in several places. For more information, turn to 'Rott Disease'.
Rottina are not edible at all. There is little magical corruption within their bodies, but due to their diet they carry many diseases which will have adverse effects on the human body."
Rott Disease
"Rott disease is the name given to the illness carried within the mouth of a Rottina, given its name for the beast which carries it and its origin in rotten corpses. Rott disease is a peculiar illness which shows its first symptoms alarmingly quickly, being displayed only moments after being introduced to the body. Initially those who contract the disease will feel a weakness in their legs, which will make it difficult to stand as the disease finds more entry points. As the disease progresses, the skin and muscle lose some of their tension, becoming softer and more easily damaged. This can progress to a point where the act of moving can be difficult and painful for the victim, but it seems that the disease itself will do no direct harm to the body, as all returns to the original state once the disease has been eliminated.
Treatment of Rott Disease is a simple method; cuts which caused the infection must be washed with clean, hot water, as hot as can be withstood, and wrapped to prevent further infection. Once this is done, allow rest and occasionally wash the injuries again. Given one to two days, symptoms will clear and the disease will fade."
Abschir
"Abschir are sometimes referred to as the walking fortress, as their size can grow to immense proportions, with the largest known creature rivaling the size of Let Fortress before it left sight walking into the ocean. It is still unknown as to the largest an Aschir can grow, if there is a limit beyond their food source. These enormous creatures have a tough hide which gives the appearance of stone, and bear a shell which is itself harder than the rocks it mimics. These imitations of stone created some confusion before the existence of Abschir was discovered, as farmers would report rocky hills being several dozen metres distant from where they had been the night before, the Abschir's footsteps being misinterpreted as the prints of a great demon which enjoyed playing tricks on humans. Since the realisation that these hills were in fact creatures, such rumours have died out. Being herbivorous, Abschir show a reluctance to engage in acts of violence, and upon reaching a suitable size will ignore all attempts at provocation entirely, as they no long notice the attacks. Many believe Abschir are the most intelligent of beasts, some few even claiming they are on a level with human intelligence. While there are signs of greater intelligence than other beasts show, though, there is no sign that they approach human levels of intelligence.
Though Abschir are reluctant to fight, one must still be cautious around them. The interior of their shell appears to hold vast amounts of warmth, and Abschir have been known to occasionally spout flames from their beak as a method of releasing this heat. Larger creatures are also often uncaring or unaware of what is beneath them and will move carelessly, so it is important to ensure one does not place themselves in a position where they may be accidentally trampled, as the great weight each leg bears can be more than enough to crush bones.
It is unknown as to whether Abschir are edible, as all attempts to prepare the meat have taken great amounts of time to remove enough of the stony outer layer to access meat, by which time it already shows signs of rotting."
Luchan
Luchan are one of the true demons, beings constructed from magic without corrupting flesh, and with no desires beyond killing. The Luchan is one of the most brutish demons there is, relying on its strength alone to crush its foes, showing no signs of intelligence or finesse. In combat the Luchan will attack with its clawed fingers, tearing through skin and armour alike, drawing immense amounts of blood, and will drink this blood to recover from its injuries, and its thick fur makes it difficult to harm them, making them a formidable foe. Despite their blood drinking, though the Luchan shares a trait with other demons in that it is incapable of digesting anything consumed. Because of this, when cut, it is possible for the Luchan to violently expel all of the blood consumed, which can shock an unprepared person, though it causes no actual harm."
Included are some sketches of the Luchan. They look to have a human upper body, but animalistic legs and and a head similar to that of the Carionite resting on a thick neck. The legs and are coated in thick fur, ending in cloven hooves, and the upper body and arms bear a thinner layer of fur. The fingers are unnaturally long compared to a human's, and end with claws as long as the fingers. A human silhouette is included to give scale, with the human's head reaching just below the Luchan's shoulders.
Repkull
Repkull are quadrupedal creatures of mediocre size, standing at roughly hip-height. The scales covering their bodies are hard, but do not protect them so well as may be expected. Instead, they are faster and more agile than their appearance would suggest, capable of running as fast as a human, their long claws allowing them to scale almost any surface with ease. These claws can also be dangerous weapons when the Repkull is agitated, and can cause serious damage to the body.
Surprisingly, Repkull show next to no sign of magical corruption, and the entirety of their body can be safely eaten.
Flagelarum
Flagelarum, when viewed from a distance, bear a striking resemblance to a person wearing a long robe. When viewed up close, though, they are clearly not. Their head is only a pocked mass of flesh which shifts under the skin, with no facial features at all, the robe is in truth flaps of living hide used to protect the main body, and the arms whip-like tentacles coiled together. It is unlikely that the resemblance to humans was an attempted lure, though, as Flagelarum will almost never be found alone, instead being followed by groups of beasts and demons, which seem to be directed by the Flagelarum, a unique behaviour for a true demon. When engaged, the Flagelarum will direct its followers to attack and delay the target while it strikes from afar with its tentacles, careless of whether it strikes friend or foe. Because of this tendency to keep out of reach, the Flagelarum's protective layer of hide is not overly tough, though still capable of reducing impacts, but the greater difficulty is the creature's mobility. The Flagelarum moves as though there are no bones within its body, or the entire thing is constructor of the same tentacles as its arms, and easily weaves out of reach of most attacks.
Our apologies that no illustration accompanies this entry, but the artist refused to take part after first seeing a Flagelarum, claiming the mere thought of its appearance made him feel violently ill.
Saikos
"Saikos, a kind of true demon, are terrifying humanoid creatures which will attack any human they see and can be lethal before coming into reach of a sword. It is uncertain how, but these demons bear the power to strike from extreme range, causing pain directly within the mind, rather than the body. And to further the danger, they can focus these attacks on multiple people at the same time. The Saikos will flee if approached, and can move at incredible speed in order to reach a safe distance before continuing its assault, but if it is cornered or attacked with a ranged weapon it reacts slowly, making it an easy target to hit. As they always attack from a distance and can outpace any threat, they are remarkably fragile.
The Saikos's assault has also been known to cause a side effect in the form of weakened muscle control, making it difficult for targets to fight back. Should this weakness arise and the encounter is survived, it will pass in a short time, made easier by keeping a calm mind.
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Lightness: Weapons have more attacks.
Fire: burns targets for additional damage.
Venom: inflicts damage each turn.
Lightning: reduces the number of Hits target can make.
Weakness: reduces Damage a target deals.
Disease: reduces Defence of the target.
Heaviness: reduces Evasion of the target.
For standard weapons owned by the arena, reduction of stats (Hits, Damage, Defence, Evasion) builds up by 5% per hit landed to a maximum of 50%, while poison is 10% per turn and stacks up to 20%, and the fire and lightness are static increases. Weapons outside of the arena's standard may be more or less effective.
Fire: burns targets for additional damage.
Venom: inflicts damage each turn.
Lightning: reduces the number of Hits target can make.
Weakness: reduces Damage a target deals.
Disease: reduces Defence of the target.
Heaviness: reduces Evasion of the target.
For standard weapons owned by the arena, reduction of stats (Hits, Damage, Defence, Evasion) builds up by 5% per hit landed to a maximum of 50%, while poison is 10% per turn and stacks up to 20%, and the fire and lightness are static increases. Weapons outside of the arena's standard may be more or less effective.