Wednesday, February 3, 2021

Philosophers, Myrmidons, & Peltasts

Philosophers
Masters of metaphysical debate, treat as clerics, except that they:
- Fight as magic-users, using their HD, 'to-hit' bonus, and inability to wear armor.
- Follow a philosophy which grants them additional advantages (see below).
- May have gods & goddesses as patrons too, namely Zeus, Apollo, Hermes, or Athena, while some foolishly doubt they even exist!
- Make philosophical points rather than cast specific cleric spells. These "philosopher spells" can be cast even when it's not their turn, but are all the same- they can only be used to cancel out other spells, magic items, and powers of supernatural beings. This ability is due to the philosopher using reason (and arguing) to disbelieve magic and supernatural powers, even non-illusory ones. The level of the philosopher's spell will cancel out any other spell, magic item, or supernatural ability of the same level, dweomer, or HD or lower. For example, a 3rd level philosopher can use one his second level spells to counteract a 1st or 2nd level spell, the bonus from a +1 or +2 weapon, or a supernatural ability from a 2 HD being or less
that's used against him. Once cast, the philosopher's spell will make it as if that instance of magic or supernaturalness never happened to the philosopher, and he won't be even aware of it (even if his allies are still affected), believing those who do so to be delusional.
- Can attempt to turn magic-users, supernatural beings, and even philosophers who follow different philosophies just like clerics can attempt to turn other beings that are antithetical to their god or goddess. Philosophers call this 'rebuking' and involves debating with the target until it is repelled, whether out of intense frustration or some more metaphysical reason.
- Cannot be affected by beneficial magic or supernatural ability, though they can still be harmed by such things if they don't have enough philosopher spells left that day to counteract them.

Classical Philosophies
Some examples include:

Socratic: questioning all, philosophers of this type wish to guide others too, allowing any in their presence who are affected by magical or supernatural effects to save vs. death to be able to ignore them as well, along with the philosopher when he uses one of his philosopher spells. Those in their group who fail to save will of course be seen as having delusions.

Platonic: believing in a strict hierarchy for society and metaphysical form, those who are successfully rebuked by these philosophers must save vs. death or cannot use their magic or supernatural powers for the next 1d4 hours too.

Aristotlian: being more empirical and practical, such philosophers can use their philosopher spells to
counteract other spells, dweomers, and supernatural powers that are 1 level higher. Thus they could use one of their 4th level philosopher spells to negate a 5th level spell, a +5 magic weapon bonus, or a power of a 5 HD being or less when used on them.

Stoic: emphasizing virtuous self-control, philosophers of this type also enjoy a constant 1d4 x 5% magic resistance ability that is rerolled each day. This amount reflects how wise, just, courageous, and temperate they are being, though the Referee should feel free to adjust it as needed if the philosopher is actually being more or less virtuous than the die indicates.

Epicurean: espousing measured pleasure, these philosophers can actually benefit from magic and supernatural ability, though they can't use their philosopher abilities for 1d20 turns afterwards if they do.

Skeptic: doubting all, such philosophers suppress all magic and supernatural ability in their presence. All (friend or foe) must save vs. death to be able to even use them in their presence, but once successful, they may do so again without needing to resave. But since skeptics doubt their own abilities too, their philosopher spells only work on spells, dweomers, and supernatural beings that are 1 level lower or less.



Myrmidons
These warriors harken from mighty ants given human form. As such, 
myrmidons are skilled at overcoming enemy warriors. Treat them as fighters who can add 2 to their rolls to hit, damage, or even to improve their AC when faced with a foe who has just used a special ability against them (or attempted to use it). What is more, this bonus increases by 2 for every odd level the myrmidon has thereafter. For example, if a 3rd level myrmidon were fighting a hoplite who was using spear or sword and shield against him (or some other maneuver) for a special bonus (detailed in Volume I), then the myrmidon could respond the following round with a +4 bonus to hit, damage, or AC of his own! The hoplite may have to rely just on his normal attacks provided by his fighter level and attribute bonuses (if any) to defeat the myrmidon instead.

In return for being able to use this mighty boon, myrmidons must bear short swords and shields as their primary weapons, wear a certain style Greek armor to easily identify themselves (usually dark) whenever possible, and obey their Achillean superiors to the death. 

Most myrmidons serve Zeus and his clerics, though followers of other Olympians can call upon their aid when facing non-Greek foes, especially Trojans.

 

Peltasts 
Light, skirmishing warriors, peltasts are skilled at hurling their javelins and then escaping counterattacks. As a result, if there is enough room, then they can make a Dexterity check with a +1 bonus per level to avoid a resulting melee attack when fighting in this manner. If successful, then they end up 1d3 x 5' away from the attacker at the end of the attacker's turn. For example, a 3rd level peltast could make a Dexterity check with a +3 bonus to try to run away from a charging hoplite that he just hurled his javelin at. If he does, then he will end up 1d3 x 5' from the hoplite; that is, if there is somewhere to escape to.

To allow for such maneuverability, peltasts cannot wear any armor heavier than leather and can only bear pelta shields. The latter only grants a +1 AC bonus  vs. one foe per round, so it behooves peltasts to get out of the way after attacking their foes!

Peltasts generally worship divinities associated with ranged attacks, such as Apollo and Artemis, or rustic deities, such as Pan, Dionysus, and Hermes.



Next week: Nymphs!


 


Wednesday, January 27, 2021

Satyrs

Wild men, often with horns and the lower bodies of horses or goats, satyrs are notorious for being lascivious and gregarious. Whether playing their pipes, seducing maids, or causing a tussle, there is much to be had in their revelry. And unlike many other Greek monsters, satyrs can be fey, nature spirit, or mortal beings. Most follow Pan of course, though others call Aphrodite, Dionysus, or the Roman Faunus patron instead.

Associated Divinity/Cult (d6)
1-3. Pan: 75% chance of being a pan satyr
4.
Aphrodite: 75% chance of being lascivious (if not already); 25% chance of being a corybante
5. Dionysus
: 50% chance of being a silenus, 75% chance of being drunken (if not already)
6. Faunus: 75% chance of being a faun satyr


Type
Satyrs appear as wild men with human heads, torsos, arms, and hands. Otherwise, they can be a (per percentages above or roll 1d8 below):
1-4. Pan Satyr: Horned w/ goat legs
5. Silenus: Horned (50% chance) w/ horse legs (50% chance)
6. Corybante: Horned w/ human legs
7. Faun Satyr: Unhorned w/ goat legs
8. Man Satyr: Donkey-eared w/ human legs


Modifiers
- Goat Legs: +5' speed, +4 to resist be knocked over or pushed, +1 to Disposition
- Horned: can be used to attack for 1d6 damage, +1 to Disposition
- Horse Legs
: +10' speed, +1 to Disposition
- Human Legs: -1 to Disposition


Disposition

Along with an additional base 33% chance of being drunk, a 25% chance of dancing and/or making music, and a -4 penalty to resist the enchantments of females, satyrs generally follow a certain disposition range. Select or roll 1d12 below, modified by satyr type.
2 or less. Calm & Instructive (& Somber)
3-4. Calm & Lascivious
5-6. Lascivious Only
7-8. Gregarious & Lascivious (50% chance of also wishing to engage in a play)
9-10. Gregarious & Panicking
11 or more. Aggressive, Lascivious, & Panicking


Weapons
(d8)
Usually more for making love and making merry, satyrs will make war if need be, though they disdain the use of armor or any clothing for that matter.
1-2.
Bow
3-4. Spear
5-6. Dagger
7-8. None (just horns if available)


Special Abilities
(base 10% chance for each)
   - Fey: may turn invisible and use dimension door up to their HD level times per day, but takes 1d6 damage per round when touching iron and must abide by other faerie restrictions.
   - Larger horns: +1 to disposition, horned damage die is now d8.
   - Magic Pipes: possesses an enchanted syrinx that allows the satyr to cast Charm, Sleep, or Fear on any within 60'. Save vs. spell negates, and those who save against a particular satyr's pipes once are forevermore immune.
   - Marsyas-ilk: -2 to Disposition, but has special animosity with followers of Apollo.
   - Nature Spirit: is ethereal by default, but may take physical form for up to 1 round per HD per hour, and yet cannot enter any structures (except ruins) in any case.
    - Priapan: +4 to lovemaking rolls, but -5' speed, due to being perpetually ithyphallic.
   - She-satyr: the satyr is female, though may still have some male satyr parts (base 33% chance), in any case, goat- or horse-like legs often begin below the knees, rather than waist-down as is the case for male satyrs (base 65% chance).


Summoning Satyrs
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Satyr to their spell list. Treat it as Summon Monster, except that only 1d3 satyrs may be summoned at a time, up once per day, their HD (usually 2) determining the appropriate Summon Monster spell's level. It takes 1d6 rounds for the satyr to arrive and then the spell's duration begins- when the cleric can actually give commands. Once the duration ends, the satyr will act according to its disposition (if it still lives, either remaining or leaving the area) unless the cleric successfully casts another Summon Satyr spell to control it once more.  

In any case, providing the satyr with an offering (or sacrifice) that fits its disposition can increase the spell's duration by 50 to 100% (per Referee), as a promised reward given after the commanded deed is done. Almost always, providing an at least reasonably attractive woman will coax it to stay around longer.



 
Next week: philosophers, myrmidons, & peltasts!


Wednesday, January 20, 2021

Greek Priests & Priestesses (and other cleric types)

Priests & priestesses, as well as the other cleric types described in Volume II, commonly follow Greek divinities. Two new ones described here do so as well. Though exceptions may occur, certain ones typically follow certain gods and goddesses as their patron.

Aphrodite: priestesses, mystics
Apollo: clerics, mystics, priests, seers
Ares
: clerics
Artemis
: clerics, druids, druidesses, shamans
Athena: clerics, priestesses
Demeter
: priestesses, druids, druidesses, mystics
Dionysus
: clerics, mystics, seers, shamans
Hades: clerics, mediums, priests
Hecate: clerics, priestesses, mediums, seers, witches
Hephaestus: clerics, priests
Hera: clerics, priestesses
Hermes: priests, mediums, mystics, hermetic wizards
Hestia: priestesses, seers
Pan: clerics, druids, druidesses, mystics, shamans
Poseidon: clerics, priests
Zeus: clerics, priests 


Greek Cleric Type Dispositions
Along with the Cleric Encounters described in Volume II, use the following tables either as a general guide, to randomly determine what a particular clerical magic-user's focus is (or isn't), or to see what specific activities they are engaged in at a particular time.

Greek Clerics
The most martial cleric type will usually (select or roll d4):
1.
Adventure in the name of doing their patron deity's will.
2. Defend their temple, whether physical or philosophical.
3. Amass treasures for their deity and cult.
4. Per priests & priestesses, below.

Greek Druids?
For Referees who wish to include them, druids and druidesses can serve Artemis, Demeter, and Pan, especially in areas that border the Celts. If Celts aren't nearby (and for sticklers), they can be known as 'nature priests' and 'nature priestesses' instead and otherwise follow the druid rules in Volume II. 

In any case, the focus of Greek druids is usually on serving their patron god or goddess by (select or roll d6):
1. Keeping a natural area that's sacred to their deity sacrosanct.
2. Questing to help defend a natural area that's sacred to their god or goddess.
3. Administering to the plants & wildlife sacred to their divinity.
4.
Communing in natural areas.
5. Experiencing the power of their deity in a natural area (5% chance of encountering one of their avatars too).
6. Per shamans, below.


Greek Priests
(Hiereus) & Priestesses (Hiereia)
Being more ceremonial, Greek priests and priestesses more often (select or roll d6):
1. Serve their god's or goddess's will in the world.
2. Determine their deity's will through prayer and omens.
3. Make appropriate offerings based on their divinity's interests.
4. Undergo a unique experience, depending on their patron, due to how Greek divinities enjoy taking a more direct interest in the affairs of their mortals
(5% chance of encountering one of their avatars in the process).
5. See to the maintenance of their god's or goddess's temple.
6. Assist a follower or even temple of another Greek deity, if that is the will of their patron and of Zeus. serving the Pantheon as a whole.


Greek Mediums
Mediums: as they deal mainly with spirits of the dead, t
reat them as clerics, except that they fight as magic-users, including their HD and inability to wear armor or use shields. In addition
, any who witness them casting a spell for the first time must save vs. death or be unnerved (-2 to all rolls) for the next 1d6 rounds due the presence of ghosts. In return, they can see and communicate with ancestral and undead spirits at will, though they themselves must save vs. death when one is present (a base 5% chance at any location), or else they themselves will become unnerved...

Otherwise, Greek mediums usually (select or roll d6):
1. Speak with spirits for their own purposes.
2. Avoid spirits who bother them.
3. Speak with spirits on behalf of mortals.
4. Speak with spirits in accordance with the will of their patron deity.
5. Are ridden by spirits related to their divinity, granting them a +1d6 bonus to a random ability score, but also causing them to lose control of their actions for a time.
6. Per seers, below, though spirits are at work.


Greek Mystics
Seeking a more direct connection with their deity, and hopefully apotheosis, they will (select or roll d6):
1. Be (or work to be) a member of a Greek mystery cult.
2. Commune directly with their deity (base 5% chance of being heard).
3. Contemplate deeply.
4. Use their deity's particular guidance to work towards enlightenment, which may be different than what priests of the same deity practice (base 15% chance of it being seen as heretical).
5. Undergo trials, whether self-imposed or not.
6. Per druids or seers, above or below, though the reasons for their actions will be to have a more direct connection with divinity.


Greek Seers (Mantis)
Seers: since they can receive glimpses into the future, t
reat them as clerics, except that they fight as magic-users, including their HD and inability to wear armor or use shields (just like Mediums). What is more, they must save vs. death or be disoriented whenever they cast a spell for the next 1d6 rounds due to the many visions they see. In addition, they cast all of their non-divinatory spells at 1 lower level caster level too. In return, they are able to cast any divination spells (whether on their divinity's spell list or not) and at 1 higher caster level than normal. In addition, they may also reroll any roll they make up to once per level per day, deciding which result to keep, since they are so attuned to prophecy and fate. 

Otherwise, Greek seers often (select or roll d8):
1. Stare off into space, being shown prophetic events.
2. Interpret entrails to determine the will of their deity.
3. Babble/
speak in tongues (save vs. spell to those who wish to interpret it correctly).
4. Pronounce one's doom, as determined by the Fates.
5. Inhale cave vapors (or the like), seeking inspiration by their god or goddess.
6. Sit as an oracle.
7. Travel about, either to where destiny guides them or to where others need them (which could be the same).
8. Per mediums, above, though the spirits enable prophecy.


Greek Shamans
In the tradition of Orpheus, along with more primitive types, Greek shamans usually (select or roll 1d6):
1. Journey, including to otherworlds, whether solely mentally or in actuality (equal chance of either).
2. Dance, working with the spirits sacred to their god or goddess (50% chance of chanting too).
3. Drum
(50% chance of chanting too).
4. Partake of hallucinogens, becoming better able to commune with the spirits (whether real or not
).
5. Engage in a sacred hunt (and meal) of a beast that's sacred to their divinity.
6. Per mediums or seers, above.

 
Greek Witches
Workers of dark and mysterious magic, Greek witches almost always follow Hecate, though they wisely respect the other Greek gods too. In any case, they often (select or roll 1d6):
1. Brew potions via occult methods.
2. Assist petitioners if it is the will of their goddess.
3. Plot the demise of others who stand in her way.
4. Dance nude under the moon.
5. Work their way into greater power.
6. Assemble useful components for spells.


Curse for Harming a Priest, Priestess
, or other Cleric Type
Last, harming a cleric type is often ill-advised since they are sacred to the Gods. Depending on the divine standing of the cleric type vs. the offender, those who raise a hand to a cleric, druid, druidess, priest, priestess, medium, mystic, seer, shaman, or witch will suffer a divine test from the god or goddess of the cleric type being harmed. Divine standing is of course adjudicated by the Fates, by having both attacker and attacked roll any die to see who is victorious.


 
Next week: Satyrs!


 

Wednesday, January 13, 2021

Centaurs

 

Large men (usually) with the four-legged bodies of horses, centaurs are often savage and drunk. They were born of the pairing of Ixion and Nephele, and are seen as accursed or even vile by the faithful of Zeus and Hera as a result. Instead, they are mainly associated with Aphrodite and Dionysus. Still others call Cronos their patron (link), following in the more refined (but still four-legged) footsteps of Chiron, while a few others have the more civilized ways of Apollo.

Associated Divinity/Cult (d6)
1-2.
Aphrodite: 50% chance of being lascivious (if not already); 25% chance of being a bucentaur; 50% chance of being a centauride
3-4. Dionysus
: 50% chance of being drunken (if not already)
5. Cronos
: 50% chance of being instructive (if not already); 50% chance of being bearded; 25% chance of having human forelegs
6. Apollo
: 50% chance of being calm (if not already); 25% chance of having a white coat


Centaur's Disposition (d6)
Not all are of a Sagittarius disposition...
1. Calm & Instructive (& Sober)
2. Calm & Instructive & Drunken
3. Drunken Only
4. Drunken & Lascivious
5. Drunken & Murderous
6. Drunken, Lascivious, & Murderous
 
 
Centaur's Special Abilities
(base 5% chance for each)
- Bearded: centaur is somewhat older and wiser.
- Bucentaur: centaur has horns*, allowing it to charge for 1d4, 1d6, or 1d8 + HD damage (determine which die to use, and therefore the size of the horns, at random).
- Centauride: centaur is female, 25% chance of some stallion parts too.
- Centaurmach: Especially hates Lapiths: due to events of the Centaurmachy, +2 to all rolls made to harm actual members of that tribe, or similar stone age humans at least.
- Human Forelegs: centaur's speed is reduced by 25%, but it can now actually resist drinking alcohol.
- White Coat: centaur's horse hair parts are white, making it very pleasing to the eye, but unfortunately a popular choice for horse sacrifices or worse.
* Note: bucentaurs shouldn't be confused with centaouroid minotaurs; the former have horned human heads, the latter have horned ruminant heads
 

Centaur's Weapon (d6)
1-2. Large Club
3. Large Bow
4. Large Rock
5. Large Spear
6. Other Large (per Referee)
 

 
Summoning Centaurs
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Centaur to their spell list. Treat it as Summon Monster, except that only 1 centaur may be summoned at a time, up to a total of 2 per day, its HD (usually 4) determining the appropriate Summon Monster spell's level. It takes 1d6 rounds for the centaur to arrive and then the spell's duration begins- when the cleric can actually give the monster commands. Once the duration ends, the centaur will act according to its disposition (if it still lives, either remaining or leaving the area) unless the cleric successfully casts another Summon Centaur spell to control it once more. 
 
In any case, providing the centaur with an offering (or sacrifice) that fits its disposition can increase the spell's duration by 50 to 100% (per Referee), as a promised reward given after the commanded deed is done. Almost always, providing a centaur with plenty of wine will coax it to stay around.
 
 
 
Next week: Greek priests & priestesses (and other cleric types)!

 


Wednesday, January 6, 2021

Amazons

These women warriors aren't 'men' of course, and are in fact known for their disdain for them. Fittingly, they gain bonuses when fighting men, as described in Volume I. In addition, Amazons can have other considerations, whether they choose to remove one of their breasts or not.

Divinity/Cult Patron (select or roll d8)
Though most well known for following Hera, they can follow other divinities too and thereby be granted +1 Strength along with other benefits listed below. In return, they suffer a -2 to all rolls made when attempting to harm other women and even lose their strength bonus when in the service of men. What is more, when an amazon attains 4th and 8th level, she can pledge herself to an additional divinity, gaining that special benefit too, but also an additional -2 penalty to harm other women.

1-2. Hera: -1 to all rolls for any men who are within 10' of her due to her domineering presence. Always well-dressed.
3. Aphrodite: -2 to all rolls for any men who attempt to harm her due to her beauty. Often nude, which can make it even harder.
4. Ares: +2 to physical damage done to men, with a vicious look in her eyes. Bloodstained clothes are often apparent, if not nude.
5. Artemis: +2 to ranged rolls to hit since one breast is removed. Dress is often modest and light.
6. Athena: +2 AC bonus due to better armor. Always well-clothed.
7. Demeter
: +2 to all Strength-based rolls and checks due to her exceptional size. Often clothed primitively, if at all.
8. Unharmonia: +2 to magical, poisonous, and emotional damage done to men due to their lack of souls. Dress depends on what will cause the most man-suffering.


Amazon's Disposition
(d10)
1-2.
Gentle: treats males fairly well, taking pity on their obvious inferiority.
3-4. Ready: willing to ride a fitting man- how else to make more amazons? She may even let him live afterwards (a base 50% chance- see also Volume III, p.8 to see who is victorious in love and war to help in that determination).
5-6. Moderate
: tolerates males, just as long as they don't get in her way...

7-8. Dire Queen
: all men must submit or suffer greatly!
9-10. Man-killer
: attempts to slay every male who looks at her funny. 

Adjustments by Divinity/Cult Followed
Hera: treats results #7 or more as 'Dire Queen'
Aphrodite: treats
results #3-4 and #9 or more as 'Ready'
Athena: treats results #4 or more as 'Moderate'
Ares: treats results #5 or more as 'Man-killer'
Artemis: (no adjustments)
Demeter: treats results #1-2 and #7 or more as "Gentle".
Unharmonia: add 'so as to be manipulative and a heartbreaker' to the end of all disposition results 


Amazon's Armor
(d12)
(50% chance of also having either a hoplon or pelta shield (+2 or +1 AC bonus vs. foes in front)
1.
Per Hoplite (link) (with or with shield variations above)
2. Ring mail
or scale
3-4. Leather
5-6. Leather, sexy
7-12.
None (see Divinity/Cult Patron above for dress)


Amazon's Weapon
(d6)
1.
Axe (labrys: 2-handed, 1d12 damage, 1d6 vs. females or sagaris: 1-handed, 1d6 damage)
2. Bow
3. Dagger
4. Short sword (xiphos or kopis)
5. Spear
6. Mounted, reroll for weapon


Special Abilities (base 5% chance, roll d4)
Though rare, some amazons have mythical traits, with a higher chance of having it if they're a follower of a particular deity.
1. Aphroditos: the amazon is very popular amongst other amazons (10% chance if follower of Aphrodite).
2. Gigantia: even moreso than the usual amazons who follow Demeter, the amazon can cast Enlarge on herself 1d4 times per day, becoming giant
(10% chance if follower of  Demeter), though she also loses 1d4 Intelligence.
3. Horned: certainly standing out in a crowd, the amazon has small horns that can grant her a +1 any roll she makes, usable once every hour
(10% chance if follower of  Artemis), though non-amazons might take them for devilry.
4. Hippolytan Lure: the amazon possesses something quite beautiful (see what's so attractive in Volume I, p.13). increasing her Charisma by 2, but also making her a likely target for abductors/suitors.


Amazon Priestesses
While most amazons solely fight, others use the magic of the Gods. These amazon priestesses can choose each round to use their +1 per odd level bonus to instead either:
- increase her spell's damage to men
- increase her spell's duration on men
- reduce a man's chances to save against her spell
- increase her chances of saving against a man's spell

Otherwise, treat amazon priestesses as female clerics, except that they also roll on the tables above, accessing special advantages and restrictions, just like (the solely martial) amazons do.

Amazon Guardians
Not only do amazons protect amazon priestesses, but they have been known to protect normal human priestesses and female clerics of the gods and cults listed above too. With the Referee's permission, they may be recruited as hirelings or attracted as retainers to them.



 
Next week: Centaurs!

 

Wednesday, December 30, 2020

Cyclopes

 One-eyed giants, cyclopes are often associated with Poseidon and his island domains, though a sizeable number follow Hephaestus as smiths in his volcanic forges. A few still serve Zeus directly, thanks to the events of Titanomachy. Others hail from other lands, such as one-eyed fomorians in the service of Balor, or even the monoculur behemoths of Nergal. Whatever the case, they come in a number of varieties, ranging from quite civilized to very savage.

Associated Divinity/Cult (d12)
1-7.
Poseidon (somewhat savage: +1 when rolling for cyclops' disposition)
8-9. Hephaestus
(quite civilized: -2 when rolling for cyclops' appearance and disposition)
10. Zeus (somewhat civilized: -1 when rolling for cyclops's appearance)
11. Balor (very savage: +2 when rolling for cyclops' appearance and disposition
12.
Nergal
(somewhat savage: +1 when rolling for cyclops' appearance)


Cyclops' Appearance
(d8)
1 or less. One-eyed, fairly good-looking giant (50% chance of having a beard & a nymph mate)
2-3. One-eyed, unkempt-looking giant (75% chance of having a beard & a nymph mate)
4. One-eyed, bald giant (50% chance of being ugly; 50% chance of having leathery skin)
5. One-eyed, bald and ugly giant with leathery skin and a horn
6-7. One-eyed, bald and ugly giant with leathery skin, a horn, and cloven feet
8 or more. One-eyed, bald and ugly giant with a centauroid body (25% chance of also having a horn)

Nymph mate: if a male of CHA 14+1d4 or more comes in the area, cyclops will attempt to kill him out of jealousy
Leathery skin: +2 AC bonus, but -3 Intelligence penalty
A horn: can be used to gore as part of a charge for 1d6 + HD damage, -2 Intelligence penalty
Cloven feet: +5' speed
Centauroid body: +15' speed, -2 AC penalty, & +2 HD



Cyclops' Disposition
(d6)
1 or less. Forging: wishes to make some item magica (see Volume II)
2. Contemplative: relatively calm and likely peaceful because it is enamored with a nearby nymph (a base75% chance)
3. Guardian: will chase off interlopers, attacking if they don't flee
4. Territorial: will attack interlopers, chasing them if they flee
5. Cruel Host: will invite interlopers in as guests, but then trap and try to eat them
6 or more. Rampage: attacks and attempts to terrify and eat anyone it finds, whether in its territory or not
 

Special Qualities
(roll for each to see what a particular cyclops has)
- Better Weapon (25% chance: has more than just a club; does 2d6 + HD damage instead)
- Boulder Throwing (75% chance: hits from boulders cause 4d10 damage)
- Grab & Hurl (25% chance: if it grabs a foe who is 10' or more shorter, the foe must save vs. paralysis or be tossed 2d6 x 10' for at least 6d6 damage; cyclopes with this ability may hurl such foes up to once every 1d6 rounds)
- Fear of Dragons (50% chance, due to memories of the cyclopes being trapped in Tartarus by Campe: -3 to all rolls made against dragons and similar creatures)
- Larger or Smaller Sized (20% chance, then equal chance of either: +/- 1d10 HD; +/- 1' size difference (adult cyclopes are usually 8 + 1d4' tall) and to damage rolls for every HD increase or decrease)
- Poor Depth Perception (33% chance: -4 to ranged attack rolls, but will attempt them anyway)
- See Invisible (50% chance: just what do you think their single eye is for?)
- Shepherd (75% chance: will have 1d20 sheep around)
- Tusks (15% chance): can be used as part of a bite attack for 1d4 +1/2 HD damage, -1 Intelligence penalty
 
By Divinity/Cult
- Resistant to Fire (50% chance if associated with Hephaestus or Nergal: +5 to all saves or reducing damage from fire)
- Resistant to Lightning (50% chance if associated with Zeus: +5 to all saves or reducing damage from lightning)
- Wearing Armor (10% chance; 50% chance if associated with Hephaestus: +3 AC bonus, -5' speed)


Summoning Cyclopes
Clerics (and other spellcasters) of divinities and cults listed above can add the spell Summon Cyclops to their spell list. Treat it as Summon Monster, except that only 1 cyclops may be summoned per day, its HD (usually 10) determining the appropriate Summon Monster spell's level (Elaboration may be needed to boost the spell's power- see Volume I). It takes 2d6 rounds to arrive and then the spell's duration begins- when the cleric can actually give the monster commands to follow. Once the duration ends, the cyclops will act according to its disposition (if it still lives, either remaining or leaving the area) unless the cleric successfully casts another Summon Cyclops spell to control it once more. 
 
In any case, providing the cyclops with an offering (or sacrifice) that fits its disposition can increase the spell's duration by 50 to 100% (per Referee), as a promised reward given after the commanded deed is done. So offering a forging cyclops some raw materials can entice it to stay longer to obey the cleric's will, just as leaving a terrified captive can tempt a rampaging one.
 
 
 
Next week: Amazons!