Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
Defenders of the Forest - Liber Fanatica
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Sh a d o w Be a s t s (New)<br />
Shadow Beasts are dark forest spirits that haunt <strong>the</strong> magical<br />
pathways between worlds (see Shadow Walk, pg. 33). These<br />
hateful entities appear as shapeless, spectral figures who attempt<br />
to draw travellers into <strong>the</strong> Shadow Mires where <strong>the</strong>y can slowly<br />
feast upon <strong>the</strong>ir souls. Human Amethyst wizards believe Shadow<br />
Beasts are <strong>the</strong> aethyric echoes <strong>of</strong> souls once claimed by Chaos<br />
daemons. Elven Spellsingers sometimes refer to <strong>the</strong>m as “Isha’s<br />
scavengers”; <strong>the</strong>ir goddess’ cruellest creations.<br />
Shadow Beasts mimic people’s fears and passions, weaving<br />
personalised illusions <strong>of</strong> pain and suffering to lure victims in.<br />
Individual Shadow Beasts are weak, so <strong>the</strong>y attack in groups to<br />
overwhelm victims with despair. If countered with magic, <strong>the</strong>y<br />
will retreat after several <strong>of</strong> <strong>the</strong>m have been defeated.<br />
Main Pr<strong>of</strong>ile<br />
– Shadow Beast Statistics –<br />
WS BS S T Ag Int WP Fel<br />
25% 0% 22% 24% 37% 18% 31% 18%<br />
Secondary Pr<strong>of</strong>ile<br />
Chapter X: Friends <strong>of</strong><br />
<strong>the</strong> <strong>Forest</strong><br />
A W SB TB M Mag IP FP<br />
1 18 2 2 6 0 0 0<br />
Skills: Concealment, Disguise, Dodge Blow, Perception, Shadowing<br />
Talents: Contortionist, E<strong>the</strong>real, Frightening, Mimic, Night<br />
Vision<br />
Special Rules:<br />
• Siphon Memory: Shadow Beasts can read <strong>the</strong> memories<br />
<strong>of</strong> travellers who fail <strong>the</strong>ir Shadow Walk tests (pg. 33) by 0-2<br />
Degrees <strong>of</strong> Failure. The Shadow Beasts utilise <strong>the</strong>se memories to<br />
impersonate loved ones (dead or alive) in distressing or torturous<br />
scenarios. When travellers stray from <strong>the</strong> silver path to<br />
rescue <strong>the</strong>ir illusory loved ones, <strong>the</strong> Shadow Beasts attack.<br />
• Clutches <strong>of</strong> Despair: Shadow Beasts use special Grappling<br />
attacks. To-hit rolls are made against WS as normal, but instead<br />
<strong>of</strong> Strength, <strong>the</strong> victim must pass an Opposed Will Power Test<br />
to break <strong>the</strong> grapple. Grappled targets are not immobilised.<br />
Instead, every Round <strong>the</strong> grapple is sustained, <strong>the</strong> target must<br />
pass a Very Easy (+30) Will Power Test, or gain an Insanity<br />
Point (for each additional Shadow Beast that grapples, modify<br />
this test by -10%). Targets who gain an Insanity by this method<br />
automatically acquire Heart <strong>of</strong> Despair (WFRP pg. 205). Unless<br />
ano<strong>the</strong>r traveller intervenes within 4 Rounds, victims who<br />
acquire Heart <strong>of</strong> Despair sink into <strong>the</strong> Shadow Mires forever.<br />
Armour: None (E<strong>the</strong>real)<br />
Weapons: None (Grapple)<br />
Sp i t e s<br />
Source: WFRP Companion, pg. 118 and 125<br />
Sp i t e Co m p a n i o n s<br />
Spites (or “sprites” as <strong>the</strong>y’re called by humans) are <strong>the</strong> most<br />
engaging <strong>of</strong> forest spirits, owing mainly to <strong>the</strong>ir insatiable<br />
curiosities. Some scholars believe <strong>the</strong> Spites’ empathy towards<br />
mortals suggests that <strong>the</strong> diminutive creatures were once mortals<br />
<strong>the</strong>mselves.<br />
Wood Elves may bond with Spite Companions as if <strong>the</strong>y were<br />
animals (see Animal Bonding, pg. 94). Spite Companions follow<br />
<strong>the</strong>ir patron around providing aid and protection – so long<br />
as <strong>the</strong>ir patron provides ongoing entertainment! Bonded Spites<br />
sometimes hide within <strong>the</strong>ir patron’s cloak or backpack, but<br />
<strong>the</strong>ir irrepressible curiosity prevents <strong>the</strong>m from remaining concealed<br />
for very long. Spite Companions are attracted in groups<br />
<strong>of</strong> 1d5+1, and can also be taken as Wizard Familiars (see Realms<br />
<strong>of</strong> Sorcery, pg. 183).<br />
On rare occasions, Spites have even been attracted to Human<br />
companions <strong>of</strong> pure heart. Most Wood Elves assume <strong>the</strong> wee<br />
spirits find humans comical ra<strong>the</strong>r than interesting in <strong>the</strong>ir own<br />
right. However, Spellweavers have sometimes granted Humans<br />
special status on <strong>the</strong> basis <strong>of</strong> being “Spite friends”. Spite Companions<br />
are highly unpredictable. If <strong>the</strong>ir patron acts against <strong>the</strong><br />
forest’s well-being, or proves too boring after <strong>the</strong> initial meeting,<br />
Spites can turn suddenly...spiteful.<br />
102<br />
Ad d i t i o n a l Su b t y p e s<br />
In addition to Mischiefs, Shrikes and Terrors (WFRP Companion<br />
pg. 125) many o<strong>the</strong>r varieties <strong>of</strong> Spites have been observed.<br />
Spites are shape-changers, so <strong>the</strong>ir physical appearance is not<br />
necessarily consistent by subtype; only <strong>the</strong>ir special abilities are<br />
catalogued according to subtype.<br />
• Malevolents: These aggressive Spites engage <strong>the</strong>ir enemies at<br />
range using tiny poisoned darts or arrows (Damage SB-1, Range<br />
6/-, Reload Half, Poison). Targets injured by a Malevolent’s<br />
missile must pass a Routine (+10) Toughness Test or fall into<br />
a deep sleep (2d10 hours). If <strong>the</strong> test is failed by 3 Degrees or<br />
more, <strong>the</strong> victim can only be awakened with healing magic. If<br />
not awakened, <strong>the</strong> victim will slowly die <strong>of</strong> starvation. Slumbering<br />
victims experience terrible nightmares.<br />
• Netlings: These jumping arachnid-like Spites come in a variety<br />
<strong>of</strong> shapes, but most have insect legs and leave trails <strong>of</strong> gossamer<br />
fibre wherever <strong>the</strong>y go. Instead <strong>of</strong> attacking to cause damage,<br />
Netlings entangle enemies in <strong>the</strong>ir sticky webs. After three successful<br />
Entanglement attacks (using <strong>the</strong> Netling’s Ballistic Skill),<br />
<strong>the</strong> target counts as Stunned (see <strong>the</strong> Snare quality, WFRP pg.<br />
106). Entanglement attacks can be combined between several<br />
Netlings cumulatively, over multiple Rounds, until three hits are<br />
scored to Stun <strong>the</strong>ir target.