Menagerie - Mystic Realms

Transcription

Menagerie - Mystic Realms
Mystic Realms
Menagerie
Version: 2012-01-20
THIS COPY IS FOR MEMBERS ONLY
PLEASE DO NOT DISTRIBUTE
A Volume of Beasts, Beings and other Entities
By Anton Kukal
MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. TRADESMEN,
GUILDHALL and all Mystic Realms characters, character names, and the distinctive likenesses thereof are
trademarks of Mystic Realms, Ltd. This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the
express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual
people, organizations, places, or events is purely coincidental. Copyright 2010 Mystic Realms, Ltd. All rights
reserved. Printed in the USA.
Mystic Realms, Ltd.
CREDITS
Design: Anton Kukal
Written by: Anton Kukal
Contributors: Drew Forman, Sean McGarry, Jarod Thomas
Photography: Anton Kukal
Costume Design: Jen Gannon, Anton Kukal, Bobbi J. Kukal and Amy Wojciechowski
Reproduction or translation of any part of this work, beyond that permitted by Section 107 or 108 of the
United States Copyright Act, without permission of the copyright owner is unlawful. Requests for
permission or further information should be addressed to Mystic Realms, Ltd., 161 Nabb Avenue,
Millville, NJ 08332.
CAUTION STATEMENT
Always exercise caution when playing Mystic Realms. Players must ensure that no physical harm comes
to them or others while playing, and should also be careful that their game does not disturb or alarm
those who are not participants and may not understand the hobby. Players are encouraged to contact local
authorities to establish procedures to inform them of when and where their games will be played. Stage
properties, specifically weapons, should never be carried in public places. Many jurisdictions severely
prosecute persons wielding weapons, including toy guns, and jail time may be mandatory in these
weapon and/or firearm offenses.
Table of Contents
Evolution. . . . . . . . . . . . . . . . . . . . . . . 1
Size.. . . . . . . . . . . . . . . . . . . . . . . . . . . 3
Mana.. . . . . . . . . . . . . . . . . . . . . . . . . . 6
Entries. . . . . . . . . . . . . . . . . . . . . . . . . 8
Airadin . . . . . . . . . . . . . . . . . . . . . . . . 9
Android . . . . . . . . . . . . . . . . . . . . . . . 10
Angel . . . . . . . . . . . . . . . . . . . . . . . . . 10
Ant. . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Aquarian . . . . . . . . . . . . . . . . . . . . . . 12
Ape . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Archon .. . . . . . . . . . . . . . . . . . . . . . . 13
Attendant . . . . . . . . . . . . . . . . . . . . . . 14
Automaton .. . . . . . . . . . . . . . . . . . . . 15
Bane. . . . . . . . . . . . . . . . . . . . . . . . . . 16
Banshee . . . . . . . . . . . . . . . . . . . . . . . 16
Bat . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Bear. . . . . . . . . . . . . . . . . . . . . . . . . . 17
Beardon. . . . . . . . . . . . . . . . . . . . . . . 19
Beastman . . . . . . . . . . . . . . . . . . . . . . 19
Bee. . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Beetle . . . . . . . . . . . . . . . . . . . . . . . . 21
Bison . . . . . . . . . . . . . . . . . . . . . . . . . 23
Bloom . . . . . . . . . . . . . . . . . . . . . . . . 23
Boar .. . . . . . . . . . . . . . . . . . . . . . . . . 25
Cactus . . . . . . . . . . . . . . . . . . . . . . . . 25
Canarrin .. . . . . . . . . . . . . . . . . . . . . . 26
Carnivorous Plant . . . . . . . . . . . . . . . 27
Cattle . . . . . . . . . . . . . . . . . . . . . . . . . 27
Celestine . . . . . . . . . . . . . . . . . . . . . . 28
Cerebran . . . . . . . . . . . . . . . . . . . . . . 29
Cheetah.. . . . . . . . . . . . . . . . . . . . . . . 29
Chuula . . . . . . . . . . . . . . . . . . . . . . . . 30
Construct . . . . . . . . . . . . . . . . . . . . . . 31
Cougar. . . . . . . . . . . . . . . . . . . . . . . . 32
Coyote. . . . . . . . . . . . . . . . . . . . . . . . 32
Crawling Maw .. . . . . . . . . . . . . . . . . 33
Creeper . . . . . . . . . . . . . . . . . . . . . . . 33
Crocodile. . . . . . . . . . . . . . . . . . . . . . 34
Crow.. . . . . . . . . . . . . . . . . . . . . . . . . 34
Crystalteem . . . . . . . . . . . . . . . . . . . . 36
Cyber . . . . . . . . . . . . . . . . . . . . . . . . . 36
Cyclops . . . . . . . . . . . . . . . . . . . . . . . 37
Decidiun . . . . . . . . . . . . . . . . . . . . . . 37
Daemon . . . . . . . . . . . . . . . . . . . . . . . 38
Demon . . . . . . . . . . . . . . . . . . . . . . . . 38
Dragon .. . . . . . . . . . . . . . . . . . . . . . . 39
Dread Spawn . . . . . . . . . . . . . . . . . . . 40
Dream Entities .. . . . . . . . . . . . . . . . . 41
Eagle . . . . . . . . . . . . . . . . . . . . . . . . . 42
Eel . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Elemental .. . . . . . . . . . . . . . . . . . . . . 43
Elf . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Emotite . . . . . . . . . . . . . . . . . . . . . . . 53
Ergann . . . . . . . . . . . . . . . . . . . . . . . . 53
Ferrivore . . . . . . . . . . . . . . . . . . . . . . 55
Flowering Brain .. . . . . . . . . . . . . . . . 55
Fox . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Fish . . . . . . . . . . . . . . . . . . . . . . . . . . 56
Frog . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Gargoyle . . . . . . . . . . . . . . . . . . . . . . 58
Ghasts . . . . . . . . . . . . . . . . . . . . . . . . 59
Ghost . . . . . . . . . . . . . . . . . . . . . . . . . 60
Ghoul .. . . . . . . . . . . . . . . . . . . . . . . . 60
Goblin . . . . . . . . . . . . . . . . . . . . . . . . 60
Gremlin . . . . . . . . . . . . . . . . . . . . . . . 61
Guide .. . . . . . . . . . . . . . . . . . . . . . . . 63
Hag. . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Hanging Vines. . . . . . . . . . . . . . . . . . 64
Harpy .. . . . . . . . . . . . . . . . . . . . . . . . 65
Haunter . . . . . . . . . . . . . . . . . . . . . . . 66
Horse. . . . . . . . . . . . . . . . . . . . . . . . . 67
Hound . . . . . . . . . . . . . . . . . . . . . . . . 69
Human . . . . . . . . . . . . . . . . . . . . . . . . 70
Hyena . . . . . . . . . . . . . . . . . . . . . . . . 71
Imp. . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Innesti . . . . . . . . . . . . . . . . . . . . . . . . 72
Jaguar . . . . . . . . . . . . . . . . . . . . . . . . 73
Klacton. . . . . . . . . . . . . . . . . . . . . . . . 74
Kravynn .. . . . . . . . . . . . . . . . . . . . . . 76
Leopard . . . . . . . . . . . . . . . . . . . . . . . 79
Lion . . . . . . . . . . . . . . . . . . . . . . . . . . 79
Lizard . . . . . . . . . . . . . . . . . . . . . . . . 80
Luminescent Growth . . . . . . . . . . . . . 82
Mannavore .. . . . . . . . . . . . . . . . . . . . 82
Mantid . . . . . . . . . . . . . . . . . . . . . . . . 83
Marynn . . . . . . . . . . . . . . . . . . . . . . . 83
Medusa . . . . . . . . . . . . . . . . . . . . . . . 85
Minotaur . . . . . . . . . . . . . . . . . . . . . . 85
Mold . . . . . . . . . . . . . . . . . . . . . . . . . 86
Monkey . . . . . . . . . . . . . . . . . . . . . . . 86
Mudvant . . . . . . . . . . . . . . . . . . . . . . 87
Mummy . . . . . . . . . . . . . . . . . . . . . . . 88
Mushroom . . . . . . . . . . . . . . . . . . . . . 88
Mutant . . . . . . . . . . . . . . . . . . . . . . . . 88
Naga . . . . . . . . . . . . . . . . . . . . . . . . . 89
Obsessor . . . . . . . . . . . . . . . . . . . . . . 89
Octopus . . . . . . . . . . . . . . . . . . . . . . . 89
Oculus . . . . . . . . . . . . . . . . . . . . . . . . 91
Ogre .. . . . . . . . . . . . . . . . . . . . . . . . . 91
Orc .. . . . . . . . . . . . . . . . . . . . . . . . . . 92
Owl . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Panther . . . . . . . . . . . . . . . . . . . . . . . 94
Phoenix . . . . . . . . . . . . . . . . . . . . . . . 94
Plant. . . . . . . . . . . . . . . . . . . . . . . . . . 95
Poltergeist . . . . . . . . . . . . . . . . . . . . . 96
Psyghen . . . . . . . . . . . . . . . . . . . . . . . 96
Pythian . . . . . . . . . . . . . . . . . . . . . . . 97
Quanzit . . . . . . . . . . . . . . . . . . . . . . . 97
Rakarrin .. . . . . . . . . . . . . . . . . . . . . . 98
Rat . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Raven . . . . . . . . . . . . . . . . . . . . . . . 100
Reanimant . . . . . . . . . . . . . . . . . . . . 101
Revengeant . . . . . . . . . . . . . . . . . . .
Robot .. . . . . . . . . . . . . . . . . . . . . . .
Satyr . . . . . . . . . . . . . . . . . . . . . . . .
Scarecrow . . . . . . . . . . . . . . . . . . . .
Scorpion . . . . . . . . . . . . . . . . . . . . .
Scyphozoa . . . . . . . . . . . . . . . . . . . .
Sentient Slime . . . . . . . . . . . . . . . . .
Servantor . . . . . . . . . . . . . . . . . . . . .
Shade .. . . . . . . . . . . . . . . . . . . . . . .
Shadow . . . . . . . . . . . . . . . . . . . . . .
Shaggotte .. . . . . . . . . . . . . . . . . . . .
Shambler . . . . . . . . . . . . . . . . . . . . .
Shark . . . . . . . . . . . . . . . . . . . . . . . .
Silcryan . . . . . . . . . . . . . . . . . . . . . .
Siren . . . . . . . . . . . . . . . . . . . . . . . .
Skeleton .. . . . . . . . . . . . . . . . . . . . .
Snake .. . . . . . . . . . . . . . . . . . . . . . .
Specter .. . . . . . . . . . . . . . . . . . . . . .
Spider . . . . . . . . . . . . . . . . . . . . . . .
Spline . . . . . . . . . . . . . . . . . . . . . . .
Spirit Strengtheners . . . . . . . . . . . . .
Stalk . . . . . . . . . . . . . . . . . . . . . . . .
Statue (Animated) . . . . . . . . . . . . . .
Stone Beast . . . . . . . . . . . . . . . . . . .
Squid . . . . . . . . . . . . . . . . . . . . . . . .
Swarms . . . . . . . . . . . . . . . . . . . . . .
Swirl . . . . . . . . . . . . . . . . . . . . . . . .
Tangleweed . . . . . . . . . . . . . . . . . . .
Thunderbird .. . . . . . . . . . . . . . . . . .
Tibbyrr .. . . . . . . . . . . . . . . . . . . . . .
Tiger . . . . . . . . . . . . . . . . . . . . . . . .
Troll .. . . . . . . . . . . . . . . . . . . . . . . .
Tumble Weed . . . . . . . . . . . . . . . . .
Turtle .. . . . . . . . . . . . . . . . . . . . . . .
Tyrantus .. . . . . . . . . . . . . . . . . . . . .
Vampling. . . . . . . . . . . . . . . . . . . . .
Vampyre . . . . . . . . . . . . . . . . . . . . .
Vermin . . . . . . . . . . . . . . . . . . . . . .
Vermite . . . . . . . . . . . . . . . . . . . . . .
Vulture . . . . . . . . . . . . . . . . . . . . . .
Weed . . . . . . . . . . . . . . . . . . . . . . . .
Weetle . . . . . . . . . . . . . . . . . . . . . . .
Wendigo . . . . . . . . . . . . . . . . . . . . .
Were Animal . . . . . . . . . . . . . . . . . .
Whip Vine . . . . . . . . . . . . . . . . . . . .
Wight .. . . . . . . . . . . . . . . . . . . . . . .
Willow .. . . . . . . . . . . . . . . . . . . . . .
Wolf . . . . . . . . . . . . . . . . . . . . . . . .
Worm .. . . . . . . . . . . . . . . . . . . . . . .
Wraith . . . . . . . . . . . . . . . . . . . . . . .
Yarva . . . . . . . . . . . . . . . . . . . . . . . .
Zombie . . . . . . . . . . . . . . . . . . . . . .
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The multi-verse is populated with a huge variety of
life forms. This volume contains a list of commonly
encountered beasts, beings, conjurations and
formations. The source materials for each realm will
provide additional detail on which life forms are
appropriate for that world setting or genre of play.
The overall form of a beast, being or conjuration will
often depend on the environment in which it lives.
Some life forms live on solid terrains (compacted
soil or rock), viscous terrains (mud, loose sand,
shifting stone, snow, quicksand) or liquid terrains
(liquified lava, thin oil, water). These environments
will lend themselves to concurrent development of
form.
Evolution
The evolution of life is consistent throughout the
multi-verse. All life forms have to solve the same
problems of movement, sensing and manipulating
the environment, nourishing themselves and
reproduction, and mana use.
Movement
A life form’s ability to move under its own power
through the use of movement appendages is
represented by skills. Life forms can develop all
sorts of unique ways to move. While feet, legs,
flippers and wings do seem to be the commonest
limbs, there are life forms that use cilia, fur, splines,
air bladders and even stranger movement
appendages.
Higher order life forms develop from lower order
life forms through a process of gene mutation. These
random genetic mutations occur as organisms live
and reproduce. If a mutation helps the organism
survive in its particular surroundings, it’s more
likely to reproduce and pass that mutation onto its
offspring. If the mutation does not increase survival,
the organism may die before it has an opportunity to
reproduce, so the mutation will disappear from the
gene pool. In time, the life form will adapt to its
environment.
The move I-III skill allows life forms to move on
solid terrains, whereas the swim I-II skill allows
movement in liquid terrains. Fly I-III allows flight
and tunneling allows a life form to move
underground. Some life forms even develop
specialized skills that allow them to climb (climb III), move in heavily wooded terrains (hindered
mover I-III) or through viscous terrain (mush mover
I-III).
The presence or absence of mana in a world impacts
evolution most heavily. In worlds with magic, life
forms will evolve more rapidly and will develop the
skills necessary to use magic in their everyday lives.
Beasts will often be able to grow much larger, and
the prevalence of certain more esoteric life forms
will become much more common.
Manipulation
Any life form that is able to interact with their
environment and defend itself has manipulation
appendages. These limbs allow the life form to pick
up and move items, but another important function
is attack and defense. Lower order life forms may
use pseudopod, tentacles, teeth and claws, whereas
higher order life forms will develop hands capable of
doing complex and detailed work. Regardless of the
method used to affect their environment the skill
which governs these action is manipulate I-II.
In this book the common, often mundane, aspect of
the life form is presented first. This is the form most
often found. The alternate forms are called metaforms, are listed after the normal forms. The metaforms have all the skills of the normal form, and the
additional skills listed under its own entry.
Respiration
All life forms must have some form of respiration.
Some can breathe atmospheres, while others exist in
liquids or even the vacuum of space. The respiration
skill governs the types of environments where a life
form can live. Many life forms are able to respire in
multiple terrains, such as having lungs and gills that
Meta-forms can develop naturally in a world through
exposure to mana, but not all mutations are random.
In some realms it is possible to purposely mutate life
forms through magical or technological processes.
Body Form
1
allow for the breathing of air and water.
every effort has been made to provide a description
of a life form to provide guidance in portraying the
character.
Senses
Life has developed varying methods to sense their
environment. Life can detect a useful spectrum of
electromagnetic radiation (see), detect changes in the
surrounding atmosphere (hear and smell, assess
surfaces for texture, temperature and hardness
(touch) and evaluate food (taste). Almost all life
forms develop these five senses, but a few life forms
highly developed senses (heightened senses I-II).
Some life forms will have extra body parts that
senses or even additional senses. Dangersense and
omniscient are ultra-senses that perceive surprise
threats. Spatial location is an ultra-sense that allows
navigation through the physical environment without
other senses.
Reproduction
Life forms must be capable of creating offspring
within their species. The main entries within this
book represent distinct life forms which cannot
interbreed, while the sub-entries are different species
of the life form. The definition of a species is a
group whose members can breed only with each
other.
Different life forms cannot interbreed. For example,
humans and elves are different life forms, and
although similar in appearance and genetics they
cannot produce offspring together. Normal wolves,
winter wolves and dire wolves are all the same
species and will interbreed, the offspring will
generally favor one or the other.
Skills Suited to Form
Evolution knows no bounds, and there is no limit to
the kinds of life forms that develop or the skills they
will use. The rules generalize skill names and effects
to promote playability, but participants are
encouraged to recognize that skills of the same name
are unique and interesting to each life form.
Concurrent Development
Evolution is fairly consistent throughout the universe
and life develops in predictable patterns, because the
forms that life can assume are largely determined by
their physical environment. Thus, the same beasts
and beings will develop independently on multiple
worlds simultaneously simply because of similar
environmental patterns.
The “blast” spell, prayer and power is a very
common skill, but each life from uses it differently
and players are encouraged to recognize and roleplay
these differences. For example, an electric eel’s
electric blast power is different than a battlebot’s
electric blast power. The former is biologically
derived, whereas the latter is a product of
technological engineering.
Humid worlds with thick jungle vegetation are more
likely to evolve crocodiles, lizards, rakarrins and
pythians, while water worlds with limited
landmasses are more likely to evolve sharks,
octopus, squid, aquarians and marynns. Balanced
earth-like realms are particularly conducive to
developing a broad range of life and may be home to
numerous types of beasts and beings.
Most life forms can learn to attack and defend using
their natural body parts. For beasts this will mean
using claws and teeth, but for most greater beings it
will mean using hands and feet to strike and grapple.
The skill body combat allows for all types of bodily
combat, and for life forms whose body parts are
particularly suited for fighting there are body combat
enhancements.
Whether a life form evolves on a realm or not
depends on environmental conditions. Sometimes a
life from may evolve and then become extinct due to
environmental changes. Often one sentient life form
is able to predominate and destroy the others. In
these worlds the vanquished beings are sometimes
remembered as folk tales by the surviving
population.
Some life forms are technologically advanced while
others are steeped in mysticism and magical. The
way they learn and use their skills are important to
representing the “character” of the life form and
2
height and length. This category includes most
normal-sized mammals, such as dogs and cats.
Size
Character types have five sizes: tiny, small, medium,
large and Immense. The sizes are listed for all life
forms that will impact the game. If a smaller size of
a beast or being is not listed, it may exist in that
form, but will have no skills and a maximum of one
body. This allows for helpless beings, such as animal
cubs, small children and so forth. If a larger size is
not listed, the beast or being may not exist in that
form. For example, the tiger has two sizes listed: S
(small) and M (medium). A recently born tiger will
have a T (tiny) form, but this form has no effective
skills in game. Since L (large) and I (immense) are
not listed, a tiger cannot be encountered naturally in
that form.
DICE-PLAY!
The figure of the small character is marked if it does
not portray its true size.
LIVE-ACTION!
Small characters are portrayed by sign and supported
by having the characters slouch down, move on their
knees and/or use a duck-like walk.
Medium (M)
Medium life forms are between three and nine feet
in height and length. There are no other special rules
for this category.
DICE-PLAY! Life forms are represented in the
miniatures game by figures that reflect their proper
relative size. Participants can compare size by
visually inspecting the figure as it relates to other
figures.
Large (L)
Large life forms are between nine and twelve feet in
height or length.
DICE-PLAY!
Large characters will cause one extra dice when they
strike with melee weapons. Large characters control
two spaces. If the character stands vertical the they
control the space they are in and the space above
them. If the character form lives horizontally the
large character will control two adjacent horizontal
spaces.
LIVE-ACTION! The size of the character is
determined by the number of participants portraying
the combatant parts of the creature.
Tiny (T)
Tiny life forms are smaller than one foot in height
and length. They are generally normal sized rats,
squirrels, birds, insects and familiars.
LIVE-ACTION!
Large characters are portrayed by sign and supported
by increasing the character s height in a safe manner.
A character who wants to walk on stilts must have
size increase and demonstrate a high level of out-ofcharacter proficiency and balance.
DICE-PLAY!
Tiny characters cannot control spaces and may only
attack when they are in the same space as the
character they are attacking. They may only move
slowly.
Large characters are allowed an extra ten inches on
body combat physical representations and five
inches on weapon physical representations. The core
of flexible weapons maybe increased by this grant.
LIVE-ACTION!
Tiny characters are portrayed by non-moving
physical representations that look like the tiny
characters. Contact with these physical
representations will generally result in a bite if the
person is unknown to the character or breaches the
area which is being defended.
Immense (I)
Immense beings have body structures which are
greater than twelve feet in height or length. These
characters are treated as being composed of multiple
characters that make up the whole. At least one
“character” forms the central core of the immense
Small (S)
Small life forms are between one and three feet in
3
life form which is considered the body and brain,
while the other “characters” portray combatant parts.
The central part of the immense model coordinates
the other parts.
weapon or shield, and responsive feats cannot be
used to counter them, but they can be avoided by
moving out of the way.
The three special melee attacks are: “Trample,
Move [Distance]" forces the target character to move
the stated distance away. “Trample, Zero Body”
causes the character to incur damage sufficient to
reduce them to zero body (Armor is reduced to zero
structure; other items are not damaged.) “Trample,
Dead” the character is simply killed.
Central Core: The central core contains the brains,
intellect and if applicable speech capacities of the
immense being.
The central core of an immense character is too big
to be hurt by skills and skill affects and is not
affected by attacks with weapons, ballads,
compounds, glyphs, rituals & procedures, spells,
prayers & powers and traps.
General Body Part Rules: The vital statistics of an
immense character is represented by assigning body,
mana and skills to characters portraying a body part
of the immense character. Thus, the number of
individual body parts determine the size and combat
power of the immense character.
The central core causes break damage to any sturdy
object it contacts. The rate of damage is one break
damage per second. Impermeable domes and walls
will provide protection, until their structure runs out
and then they are considered dispelled.
The individual body parts function as normal-sized
characters, and when all body parts are incapacitated
the central core will be incapacitated. When all body
parts are dead the immense character is dead. Body
parts can be independently restored to life; restoring
one body part to life will return the central core to
life.
Rituals with a location (astrays, domes (permeable),
enclosures, taps, walls (permeable), etc.), glyphs,
traps and other obstacles or skill effects that stop or
compel movement are destroyed and/or have their
effects ended when the central core crosses them.
Body parts must wait for the central core to pass
over and destroy the above, as they will be affected
as normal sized characters.
In this manner, the combat effectiveness of a “little”
immense snake could be represented by three body
parts (one eye, one fang and one tail), whereas a
“giant” immense snake could be represented by
multiple body parts (three eyes, four fangs, six
trails). When portraying these “giants” its not
necessary that all body parts be represented at once;
when one body part is disable, destroyed or killed its
representation can be “replaced” by an
unrepresented body part.
The central core must move slowly over terrains that
the immense character does not move normally in,
but the parts can move normally around the body at
there move skill.
Exposure damage does not affect any part of the
immense character unless otherwise noted under the
individual entry.
DICE-PLAY!
Immense characters will cause two extra dice when
they strike with melee weapons. Immense characters
control all the spaces they cover and the space
directly above them. Some immense characters may
organize their height vertically so that they control
vertical spaces, instead of horizontal spaces.
The central core will have its own reserves of mana
and skills.
The massive size of the immense character grants the
central core (and only the central core) three special
melee attacks. The attacks represent the immense
character swatting or crushing target character. The
special melee attack is caused in place of damage.
The special melee attacks cannot be blocked using
Central Core: The central core is represented on the
stage by a figure. It has four acts each turn which are
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used on its own initiative with all acts, but does not
gain supplemental acts for readiness. The central
core may use acts for movement or to use its skills.
One or more acts may be used to cause break
damage or to destroy or end effects as described in
the previous section.
The central core can also be represented by a painted
backdrop. In this case the backdrop should be lighted
and placed in such a manner to keep all of the action
to the front of the facade.
The special melee attacks associated with the
immense character’s body may be used against any
character in melee range of the immense character as
a free act. The attack is made as a normal melee
attack using dexterity or brawn, and if successful the
struck character may attempt to void the attack if
they have acts remaining, but they may not block
with weapons or shield or use responsive feats to
count.
In live-action players may not contact or direct any
attacks against the model presenting the central core
or the out-of-character operators carrying or
supporting the model. Any operator can point to a
character who breaks this rule and announce an
automatic special melee attack. If the character
striking the model does damage he may be removed
from the scene. This protects the model and out-ofcharacter operators from harm by forbidding strikes
against participates carrying a sometimes fragile
model.
Body Parts: The combatant body parts are
represented by their own small figures and are each
considered a separate combatant. They must remain
adjacent to the central core and in their relative
positions. They follow all combat rules, except that
they cannot devote acts to movement as they move
with the main figure.
Body Parts: The combatant body parts are
represented by participants who stand close to the
appropriate part of the model. For example,
participants representing the power of the mouth
who would stay near the head, and other participants
representing the power of a tail who would stand in
the rear.
LIVE-ACTION!
Immense characters are portrayed by using multiple
persons. A physical representation of the central
core is moved and operated by out-of-character
participants. Additional participants are costumed to
look like body parts and surround the central core.
They represent the mouth, talons, hands, feet and so
forth and must maintain their relative positions
around the physical representation of the central
core.
It is important that these operators representing the
body parts maintain their close relative positions
around the central core; if they move away or act
like individuals combatants the theatric appeal of
the immense character will be lost.
Central Core: The central core physical
representation can be a full-sized model or a painted
backdrop.
The combatants operating as parts of the creature use
normal combat rules. Although they are viewed as
part of the creature, each is independent and have
their skills available to them. Body parts must
remain close to the central core to maintain the
theatric appearance of the character. They should
leave only enough distance to fight safely.
The participants portraying the character’s
combatant abilities are generally costumed in all
black, with costume additions to make them look
like the body parts they are representing
The central core of an immense character can be
portrayed by using a head sculpted out of foam and
a long body made of painted cloth and supported by
wooden or plastic ribs. Out-of-game operators,
concealed beneath the costuming, support the head
and body by carrying its weight. The lead out-ofgame operator will portray the voice of the immense
character and use skills associated with central core.
Immense characters are allowed an extra twenty
inches on body combat physical representations and
ten inches on weapon physical representations. The
core of flexible weapons may be increased by this
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grant.
other sources of less versatile energy. Non-magical
societies will often industrialize, moving away from
nature and creating societies dependant on energies
that often harm the world by pollution or other
abuse.
Many models are made so that participants playing
body parts can withdraw inside the body to rest, to
expedite movement, or to shelter behind the body.
A few participants can be used to represent a much
larger immense character by assigning each
participant more than one life. In this case, when a
body part is killed they acknowledge the death by
sagging down and roleplaying the demise of that
body part, then they can re-enter the model (or cross
to other side of the model) and announce loudly
emerging [body part] whereas body part is used to
describe the new role they will play.
Some societies learn to combine industrialization
and magic, but these are rare. Inorganic mana
manipulation uses technological devices to
effectuate processes identical to mana-using beings.
Many worlds develop as a pendulum swings, moving
between mana-use and technological development.
Often it takes a cataclysmic event to swing the
pendulum back in the other direction and a realm
may go through many stages of development as the
eons flow past.
Combatants facing an immense character should
always be informed the approximate number of body
parts making up the character so that they are not
discouraged by re-emerging body parts.
Mana Energies
The versatile force of mana can be used to create
many different kinds of energy. The weaves of mana
can be used to perform all kinds of interesting effect.
Mana
Mana is a basic form of universal energy that can be
manipulate by magical and technological processes
to create spectacular effects. Mana is much more
versatile than other energy forms, such as fossil fuels
and solar power. The source materials for a realm
explain how mana is used within each world.
Characters who live in certain environments and use
specific energies will often gain advantages and
disadvantages based on the environments and
energies they embrace.
Acid
Acidic energies have a pH range far off from neutral.
They include chemicals or other substance with a
very high pH or very low pH. Water energy most
readily disrupts acids by neutralizing the extreme
pH. Characters living in acidic environments, will
often be more injured by water based attacks which
dilute their essence.
The amount of mana in a world has a direct effect on
the development of life for that world. The likeliness
of a life-form developing the ability to use mana
depends on the prevalence of mana in the
environment.
On mana rich worlds life forms more often develop
the ability to store mana in their bodies. They will
then use this mana in every day life. Life forms
using mana cause other life forms on the world to
develop mana-use to compete. Societies that rely on
mana often life closer to the natural world, learning
to preserve, protect and enhance mana nodes and
flows.
Cold
Cold energies are below the freezing threshold of
water. Heat energy opposes cold. Characters
resistant to cold based attacks often make their
homes in frigid environments; oftentimes, these
characters become susceptible to heat-based attacks.
If mana-use is not prevalent in a realm, the life forms
will develop mundane technology to do the work of
mana. Machines will use fossil fuels, solar power or
Earth
Earth energies consist of natural forces relating to
soil, dust and especially rock. Attacks commonly
6
strike with particles of these earthy substance.
Characters resistant to earth based attacks often have
a high percentage of their body composition made of
earth or earth-like materials. Electricity and sonic
energies frequently oppose earth.
characters are susceptible to holy energies.
Psi
Psi energy is the essence of thought and intelligence.
Characters resistant to psi attacks often possess
powerful intellects, but characters with little
intelligence have also been able to shrug off the
effects of psi energy as well.
Electric
Electric energies consists of currents powerful
enough to arc through the air. Creatures resistant to
the element of electricity can possess a natural organ
which acts as a capacitor to store the electricity or
are exceptionally good at directing the energy to
ground. Both the energies of water and earth oppose
electricity. The former causes it to quickly to
dissipate over a large surface area, the latter forcing
it to ground.
Radiation
Radiation energies include energies of the X-ray
level or stronger on the electromagnetic spectrum.
Most characters are affected by radiation to some
degree as it causes their cellular structure to break
down. Those most resistant to radiation are basic life
forms whose cells frequently die and evolve as well
as those whose forms consist of materials resistant to
radiation. Radiation is opposed by the element of
earth, which consists of non-mutatable materials
inhibit the harmful rays.
Heat
Heat energies are those beyond the boiling point of
water. Cold opposes heat. Characters resistant to
heat based attacks often make their homes in fiery
environments; oftentimes these characters become
susceptible to cold based attacks.
Sound
Sound energies consists of moving waves of
pressure through a medium. As sound is primarily a
moving wave of pressure, being deaf is an
ineffective defense against it. Characters resistant to
sound are often capable of absorbing the pressure
wave, either by matching its energy directly, causing
it to be negated or by allowing it to safely pass
through them. Earth and wind are the energies best
able to disrupt sound waves.
Holy
Holy energies consist of a positive emotion, a
wholesomeness that is often difficult to define but is
observable in all that is peaceful, loving and kind.
Some entities develop a means to absorb excesses of
this energy and safely diffuse it. Oftentimes,
creatures resistant to holy are extremely susceptible
to profane energies.
Necromantic
Necromantic energies are capable of simulating life
by creating unlife. When a character becomes
undead their body is animated with this energy, and
depending on the amount of necromantic energy in
their body they often become resistant to
necromantic harms. The opposite of necromantic
energy is vitalic energy.
Toxic
Toxic energies including things that are harmful to
life, including chemical substances (mercury,
chlorine gas, airborne asbestos dust, and so forth) as
well as biological toxins (certain microbes or
viruses). Toxic energies are countered by heat and
water. The former effectively destroys the biological
threat, while the latter dilutes the concentration and
flocculates the chemical and airborne aspects.
Profane
Profane energies consists of negative emotion, an
unwholesomeness that is often difficult to define but
is observable in all that is anger, hate and violence.
Characters resistant to profane draw their energy
from violence and harm. Oftentimes, these
Vitalic
Vitalic energies are the energies of life. Its that spark
of vitality that allows a living life to live. Vitalic
energies are a concentration of life. Characters
whose essence is restorative can sometimes tolerate
extreme amounts of vitalic energy, but most
7
characters, even those that are living, will be harmed
by concentrated vitalic energy. The opposite of
vitalic energy is necromantic energy.
The skills listed under the meta entry are additional
skills.
Genetics
The form of a beast, being or conjuration is
determined by its genetics and is explained by its
physical description that includes its appearance,
size, body, hide, mana and death count.
Water
Water energy consists of H2O in its liquid form,
which is the key building block of many carbon
based life forms. The bodies of creatures which
contain water have already optimized the balance,
therefore, infusing more is damaging, frequently
causing cellular membranes or walls to burst.
Characters resistant to water are have either an
amorphous form or do not have water in their
bodies. Heat and wither are best able to disrupt
water, the former causing it to rapidly expand and
turn to steam, and the latter sucking it away or
causing the breaking up the chemical composition
into base components.
The description and photograph demonstrate the
look of the life-form explaining the body parts that
give rise to abilities. A particular life form may have
the physical potential for a positive ability, but not
learned how to use it.
The entries (basic and meta) provide the maximum
amount of body, hide and mana each life form can
possess. The genetics listed reflect the perfect
specimen as developed to its full potential. The
body, hide and mana of the "average" character in
that entry is approximately two-thirds of the listed
value.
Wither
Withering energies remove apart of the target
leaving it shrunken and withered. Withering can
cause harm by removing moisture, the vitality of life
or some other part. Withering is often thought of as
a dark energy, but withering can also represent the
passage of time or simple evaporation. Generally,
characters resistant to withering attacks have hearty,
solid forms. Wither is the best able to disrupt vitalic
and water energies.
Classifications
All entries have the classification “alive,” which
means that they are living. Entries that have the
classification “formation,” “machine,” or “undead”
do not have the classification alive unless “alive” is
specifically stated in the entry.
Wind
Wind energy is generated by the movement of
atmospheric molecules. Characters controlling the
wind can launch strong gusts or swirling tornadoes
which exhibit sufficient power to shear flesh from
the body. The energy of earth must readily disrupts
wind.
Death Count
The death count of most life forms is sixty seconds
(60 count). Greater beings have a three minute (180
count) death count. Death counts that differ from
the above will be noted in the entry.
Skills
The activities that life forms can perform are
reflected by the skills they can learn: abilities,
ballads, compounds, fashioning, feats, glyphs, runes,
rituals and procedure, spells, prayers and powers
and traps. The use of these skills are described in
other publications.
Entries
Every life-form entered in this book has a complete
description including its genetics and skills.
Description of Entries
This book describes the basic form of the entity first,
and then describes various meta-forms of the entry.
A meta-form is a more powerful variant. Meta-form
entries have all the skills listed under the basic form.
The skills that a particular life form can learn are
listed under each entry. If a skill is not listed, then it
is not possible for that beast, being or conjuration to
learn it. Further, each life form will not know all of
8
the skills listed under their entry. The "average" life
form in a realm may have only a few of the listed
skills.
regarding make-up are (1) Players may not transform
cast members by using of make-up. (2) Writers may
not write adventures that require cast members to
use make-up. (3) Player characters who do not want
make-up placed on their face must bring their own
masks to use.
Unless otherwise noted all entries have the following
abilities: intelligence I, manipulation 0-II, move 0III, and strength I.
The first two rules are necessary because cast
members cannot easily clean their faces between
scenes and run the risk of getting make-up all over
club cast costumes. Thus, players who wish to
transform cast members must provide masks for the
cast member to wear during the scene. The last rule
is necessary because club costumes cannot be given
out to players as the players will often leave the
scene in that form and the masks will be unavailable
to the cast.
If no respiration is listed for an entry, then that entry
has respiration (atmosphere). Entries that have
respiration <type> listed will indicate the only forms
of respiration(s) available to that entry. Thus, an
entry with only respiration (liquid) listed will not be
able to survive out of water.
Whenever <any> is listed, the word “any” should be
read to mean “any skill of that type that is available
in the realm.” Entries cannot use skills that are not
available in their realms. For example, many entries
have the skill blast (<any>) which means that the
entry can have as a skill any blast sp&p allowed in
the realm for that character, but not other blast
sp&ps. Thus, in a fantasy-based realm where magic
is limited to mana flows of earth, fire, water and
wind, a character could not learn blast (radiation)
even if permitted by this entry. The source materials
of each realm will state the skills available to
characters.
Menagerie Entries
Airadin
Airadins appear similar to humans in physical shape,
but in place of human hair they have small feathers.
Airadins are thought to be wise, but are sometimes
described as aloof. While they may take a long time
to make friends, they have a reputation for being
fiercely loyal. Airadins have wings and can learn to
use them to hover, but their bone structure is too
dense to allow full flight.
Costumes
Costumes strike a balance between production costs,
human comfort and the need for a realistic
representation of the life-form. Costume
requirements are important to the game and
participants should take them seriously.
Airadin
Classification: being (greater), beast (avian)
Size: M
Body: 8
Mana: 16
Abilities: hover I-III, intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Make-up
Entries most often used by player character generally
provide a choice between make-up and masks. This
is done because some people prefer one over the
other.
When using make-up care must always be taken to
ensure that the make-up does not ruin costumes or
property. A player whose make-up damages
another’s property is responsible for the damage.
Clubs can restrict the use of make-up. Common rules
9
Costume: Airadin characters must wear feather wigs
and cover all facial and other visible hair with small
feathers. Their noses are beak-like and make-up
should be used to give angulations to the face to
create a bird-like appearance. Airadins have wings
on their backs.
Cultural Distinction: Different airadin cultures are
distinguished by the various color patterns of their
feathers.
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: machine or robot-like costuming may be
required in some world settings
Cultural Distinction: android models may have
their own unique world dependent requirements
Android
Angel
Androids are living machines that are built using
technological processes. They have true life, but
also a mechanical element to their being. Androids
have a energy component that is akin to a spirit in a
living person. As an android ages it begins to
degrade just as a normal non-mechanical person
would.
Angels are divine beings that form from holy or
profane energy. They are often considered an
emissary from the gods and often appear to carry
messages or to herald great change. They can be
pious servants of good intentions or wrathful entities
of destruction. Some faiths have only holy angels,
while other have only those of the profane
persuasion, but most allow for both.
Androids have the ability to reproduce themselves.
Android designated “male” and “female” are
equipped with internal production facilities that
allow the female android to assemble a smaller
android within her body after a swapping of parts
and codes. In time the female android will expel the
smaller android which is a combination of the
“mother” and “father.” The smaller model will
assemble to full size over a period of years.
Angels appear in the form of a greater being that is
an armored champion with a battle standard and
weapons steeped in glory. Holy angels shine with
brilliant light and their armor is polished to a
blinding hue. Profane angels are shrouded in unholy
energies and their armor is dark, tarnished, and
exuding fear and death.
Angel
Classification: alive, formation
Size: M, L
Abilities: invulnerable (holy or profane), meliorate
(holy or profane), vulnerable (holy or profane)
Body: 20
Mana: 40
Abilities: any
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Varied
Android characters in low tech realms are often
identified by observable mechanical components.
Hi-tech androids often have synthesized skins which
make them almost impossible to differentiate from
non-mechanical beings. The source materials of the
realm will provide guidance.
Android
Classification: alive; being (greater); machine
Size: M
Body: 8
Mana: 16
Abilities: intelligence II-III, respiration (atmosphere,
vacuum), strength II
Ballads: any
Compounds: any
Feats: any
Glyphs: any
10
seek out a new nesting area.
Ant
Casting Ant
Casting ants are able to store mana in their bodies
and use this mana to protect the hive. The
commonest mana blasts are cold, heat or electric, but
colonies in areas of negative mana energy can learn
wither, profane or toxic blasts. Casting ants are
identified by telltale signs on their torsos. For
example, electric casting ants have aching yellow
electrical currents, while fire and freezing casting
ants have red flames or blue crusted ice, respectively
visible on their torsos. Withering, profane and toxic
casting ants will generally have colored patches on
their torsos. The casting ant can concentrate its
mana to cause injury.
Ants are insects with a hard, shell-like covering
called an exoskeleton that protects their internal
organs. An ant's muscles are attached to the inside
walls of the exoskeleton. Ants use their mandibles
for many purposes including grasping food, carrying
their young, fighting enemies, and building nests by
digging up soil or cutting through wood. About half
of all ant species also have a sting.
Ants live in organized colonies that may have
thousands of members, and every ant in a colony has
a specialized task. Ant colonies generally have a
queen. A queen's chief job is to lay eggs. Most
members of an ant colony are workers, the next
numerous are the soldiers and the scouts. Some ants
gain the ability to manipulate mana; these are more
rare. Ants can grow to man-sized or larger when in
the presence of mana.
Scout Ant
Scout ants patrol the area around the hive. They
locate food and guide worker ants; they lead soldier
ants to defend the hive. Scout ants specialize in
surprise attacks, and are best identified by the
stealthy ways in which they move.
Ants live everywhere, but are most numerous in
regions with a warm climate. Some species live in
underground tunnels, and some build earthen
mounds. Others live inside trees or in hollow parts of
certain other plants. Still others construct their nests
from tree leaves. Some species, such as army ants,
do not have permanent nests. There are about 10,000
species of ants. Most species have drab colors, such
as black, brown, or rust and are less than an inch in
length.
Soldier Ant
Soldier ants are the main defenders of an ant colony.
They are powerful physical combatants capable of
slicing with their mandibles and crushing with their
forelegs. The soldier ant is very aggressive and will
charge intruders viciously. Soldier ants frequently
accompany workers to ensure they are not harassed.
Different colonies of ants have developed unique
was of surviving. Foraging ant colonies build a nest
and send out soldiers and workers to find food
sources. The food is then brought back to the
colony. Slaver ant colonies are a type of foraging ant
that raids the nests of other ants and steals their
young which they raise as slaves. Giant ants have
been known to capture beasts and beings to use as
slaves.
Worker Ant
Worker ants are extremely strong. Worker ants are
likely to ignore non-aggressive intruders and go
about their work. They are not very effective
combatants, but if attacked, they will defend
themselves and will frequently call for assistance
from more powerful ants. Almost all worker ants are
able to release a powerful blast of pheromones,
which is often effective at deterring attackers.
Army ant colonies do not make nests, instead the
whole colony marches across the land in an
enormous swarm. The marching colony will strip the
land bare of all vegetation and life. Sometimes
foraging ants colonies will grow too large for the
local area and part of the nest will leave in order to
Ant
Classification: beast (insect)
Size: S, M
Body: 6
Abilities: heightened senses I, hide I-II, immunity
smell (chemical aroma)
11
Feats: critical melee I, strength I-II, tough I,
willpower I
Knowledge: climb I-II, fatal finish, geology,
navigation, swim I, survival, weapons (body I-III)
Costume: ant mask, ant torso, ant torso, claws
Worker Ant
Classification: beast (insect); meta
Size: S, M, L
Body: 8
Mana: 8
Abilities: adhesion, body combat (cut), strength III,
tunneling
Fabricating: constructing
Feats: bash I-III, knockback I, negate sp&p I,
strength III-V, stun I, tough II
Knowledge: repair, vermin handling
Powers: flee smell (chemical aroma) 1, mass flee
smell (chemical aroma) 3
Procedures: dome (impermeable), earthworks, wall
(impermeable)
Verbal: clicking 1, clicking 2, clicking 3
Costume: ant mask, ant torso, claws
Casting Ant
Classification: beast (insect); meta
Size: S, M, L
Body: 8
Mana: 8
Abilities: adhesion, heightened senses II, strength II,
spatial location, tunneling
Feats: breaking sp&p I, critical melee II-III, dodge
I, double sp&p I, knockback I-II, negate sp&p I-II,
parry I, willpower II
Powers: blast (<appropriate power>) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Verbal: clicking 1, clicking 2, clicking 3
Costume: ant mask, ant torso with appropriate
markings, claws
Aquarian
Aquarians are a water dwelling race. They have
humanoid forms and facial features. However, their
bodies are light-blue in skin tone and covered with
fine scales. Their hair is a complementary shade of
green.
Scout Ant
Classification: beast (insect); meta
Size: S, M, L
Body: 8
Abilities: adhesion, body combat (cut), heightened
senses II, hide III, spatial location, tunneling
Feats: assassinate, surprise strike I-IV, dodge I-III,
knock back I, negate sp&p I, parry I, stun I, waylay
I-III, willpower II
Procedures: astray
Costume: ant mask, ant torso, claws
Aquarians make their homes on or under large
bodies of water. Surface dwelling aquarians prefer to
live in sheltered harbors, while those who live
underwater will make their homes on the sea floor.
Their homes are constructed incorporating natural
items, such as coral, drift wood and sea vegetation.
These practices remain constant even in
technological societies, as the Aquarians live very
closely with their habitat. They will adapt their
technologies to protect and enhance their
environments.
Soldier Ant
Classification: beast (insect); meta
Size: S, M, L
Body: 10
Abilities: adhesion, body combat (cut), heightened
senses II, hide III, spatial location, tunneling
Feats: critical melee II-IV, deflect strike I-II, dodge
I-II, kill (cut), knockback I-II, limb (cut) I-II, negate
sp&p I, parry I-II, stun I-II, tough II, willpower II
Knowledge: vermin handling
Costume: ant mask, ant torso, claws
Aquarians generally develop good relations with
other sea dwelling species and will often
domesticate sharks and other water dwelling beasts.
Aquarian
Classification: being (greater), beast (fish)
Size: M
Body: 8
12
Mana: 16
Abilities: aquatic, hide I, intelligence II-III,
respiration (atmosphere, liquid)
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: make-up is used to give exposed skin a
light-blue skin tone with fine scales. A wig or sprayon tint can be used to give hair its green coloring.
Cultural Distinction: different aquarian cultures are
distinguished by the patterns of their scales and
clothing differences.
Ape
Classification: beast (mammal)
Size: M
Body: 8
Abilities: adhesion, heightened sense I, hide I,
strength II
Feats: catch I, critical melee I, knockback I, parry I,
strength I, willpower I
Knowledge: climb I-II, fatal finish, leap, pratfall,
survival, swim I, throw I-II
Costume: ape mask, ape torso, claws
Silverback Ape
Classification: beast (mammal); being; meta
Size: M
Body: 15
Abilities: body combat (crush), bound, hide II,
heightened senses II, intelligence I-II, rage, strength
III, unstoppable
Feats: bash I-II, catch II, critical melee II-III, dodge
I-III, hurl I-II, knockback II-IV, knockout I-II, limb
(crush) I-II, negate sp&p I, parry II-IV, strength II-V,
stun I-IV, willpower II
Costume: ape mask (grey tinged fur), ape torso
(grey tinged fur), claws
Ape
Apes have hairy bodies with longer arms than legs
and long fingers and toes. There are various species
of apes (bonobos, chimpanzees, gibbons, gorillas
and orangutans) that are identified by physical
differences, such as size and fur color.
Archon
Apes live in varied environments ranging from dry
grasslands to tropical rain forests. Most apes live on
fruit, but some prefer vegetation. In rare cases apes
will consume flesh and become dangerous hunters.
Archons represent the positive embodiment of faith.
The are devoted to healing and defense, representing
emotions such as love, compassion and honor.
Characters created into archons become dedicated
servants of religious leaders. They must learn the
principles of the faith and follow them strictly.
Archons retain their memories, but take on the
persona given to them by the caster who must
explain to the devout the tenants of the faith.
Archons must follow these principles to the best of
their understanding.
Apes generally live in well-organized troupes with
distinct leaders whose decisions are obeyed by all.
Apes will defend their territory with an impressive
display of chest thumping, hooting and tearing at
vegetation.
Silverback Ape
The silverback ape is named for grey tinge to its fur
that develops especially on the cheeks and forehead.
It is highly intelligent for an ape, and does have the
ability to speak. All species of apes can develop a
silver back. Silverbacks are leaders in the ape world.
They are powerful fighters and will often become
man-eaters, turning the whole troupe into dangerous
beasts.
Archon
Classification: conjuration
Size: M
Body: 8
Mana: 4
Abilities: intelligence II-III, invulnerable (holy),
servitude I (creator), vulnerable (profane)
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have servitude, and they gain the ability unaging.
Feats: negate sp&p I, willpower I
Knowledge: climb I, coordinate, fatal finish, history,
military, shield I-II, sense I-III, swim I, theology,
occult I-III, weapons (body I-III, chop III, crush I-III,
cut I-III, throw I-II), wear armor I-III
Prayers: blast (holy) 1, heal 1
Verbal: provided by creator
Costume: flesh half-mask with yellow sunburst over
eyes (or if permitted by club yellow make-up around
both eyes in sunburst pattern)
Guardian
Spiritual Guardians are used as protectors. They are
often placed in temples or other holy areas.
However, in some worlds they are used as body
guards or even soldiers.
Observer
Spiritual Observers are created as spies. They can
become invisible and travel almost anywhere.
Greater Archon
Classification: formation
Size: M
Body: 12
Mana: 18
Abilities: flight I-III, healing touch I-II, regeneration
I-III, strongwill, unaging
Feats: augment sp&p I-III, breaching sp&p, double
sp&p I-II, impacting sp&p I-III, negate sp&p I-II,
phase II-III, recover I-III, willpower II
Knowledge: extrasensory perception
Powers: blast (holy) 1, enhance weapon (holy) 1,
heal #, mass moving force 3, moving force 1
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 3, restrain arm 2, slow 2, stop 4
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, mete mana 1+ [#], pass exposure 2, seal
source 1, shell 3+[#], squelch 2
Rituals and Procedures: dome, impermeable, dome
permeable (generic), tap (healing), wall
impermeable, wall permeable (generic)
Runes: rank I-V
Verbal: Varies
Costume: flesh half-mask with yellow sunburst
over eyes (or if permitted by club yellow make-up
around both eyes in sunburst pattern)
Servant
Spirit Servants are created to move and use objects.
They can be commanded to perform tasks. This form
is often used as punishment or penance. Spirit
servants that form naturally do not possess the need
debility.
Attendant Guardian
Classification: conjuration
Size: M
Body: 6
Abilities: heightened sense I-II, intelligence II-III,
pliant, servitude I (creator)
Feats: critical melee I, deflect strike I-II, fend I,
parry I, riposte I, willpower I
Knowledge: climb I, coordinate, leap, military,
shield I-II, swim I, weapons (body I-III bow I-II,
chop I-III, crush I-III, cut I-III, guns I-II, throw I-II),
wear armor I-V
Costume: white wispy headpiece, white wispy torso,
claws
Attendant Observer
Classification: conjuration
Size: M
Body: 6
Abilities: heightened senses I-II, intelligence II-III,
invisibility, servitude I (creator), stealth, transpose
Feats: evade I, phase I, surprise strike I-II, willpower
I
Knowledge: climb I, computers I, disarm traps,
electronics I, enigmas, extrasensory perception,
mechanics I, pick locks, swim I, weapons (body I-III,
bow I-II, chop I-III, crush I-III, cut I-III, guns I-II,
throw I-II)
Attendant
Attendants are spirits that are given forms to be
helpful. They are created by rituals or procedure to
perform a specific duty.
Attending spirits can form naturally. When this
occurs attending spirits have double body and do not
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Rituals: astray, dispelling
Costume: white wispy headpiece, white wispy torso,
claws
Combat Automaton
Combat automatons are created by rituals and
procedures. They must have a faceplate and a chest
plate. They are specialized for physical combat.
Attendant Servant
Classification: conjuration
Size: M
Body: 6
Abilities: fearless, intelligence II-III, need (chosen
by creator), servitude I (creator), strength II
Feats: knockback I-II, phase I, strength I-III,
willpower I-II
Knowledge: climb I, swim I, weapons (body I-III,
bow I-II, chop I-III, crush I-III, cut I-III, guns I-II,
throw I-II)
Costume: white wispy headpiece, white wispy torso,
claws
Stealth Automaton
Stealth automatons are created by rituals and
procedures. They must have a faceplate and a chest
plate. They are specialized for reconnaissance.
Automaton
Classification: conjuration; machine
Size: S, M, L
Body: 4, 6, 8
Abilities: intelligence (same as base creature),
servitude I (creator)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I, weapons (body I-III, bows III, chop I-III, crush I-III, cut I-III, guns I-III, throw III), wear armor I-III
Costume: automaton mask (or grey make-up as
inverted triangle under eyes if permitted by club),
normal clothing
Automaton
Automatons are created from dead bodies with intact
spirits. Humanoid automatons with hands use
weapons; however, automaton beasts or beings
without hands use only body attacks.
Futuristic automatons have chrome faceplate and
chest and back plates that are contoured to the body.
They are created using a variety of technological
methods, including introducing nano-tech into the
body and installing a computer powered faceplate
that interfaces with the body’s systems. Torso
coverings for advance models will have colored
buttons, grills and/or metallic plates.
Automaton Combat Model
Classification: conjuration; machine
Size: M
Body: 10
Mana: 4
Feats: critical melee I-II, knockback I, stun I, tough
I, willpower I
Knowledge: blindfight, military, sense III
Powers: blast (electric) 1, enhance weapon (electric)
1
Verbal: provided by caster
Costume: automaton mask (or grey make-up as
inverted triangle under eyes if permitted by club),
genre appropriate robotic torso covering
Automatons of 19th century earth and fantasy worlds
are identified by their brass-metal ace plates. Small
gears are introduced to the body, utilizing and
driving musculation. The gears connect through the
body’s nervous system to a metal face plate that fits
over the face and energizes the body. More powerful
automatons require chest and back plates that have
exposed gear-work on the front and back; these gears
help power the body.
Automaton Stealth Model
Classification: conjuration; machine
Size: M
Body: 10
Abilities: body combat (cut)
Feats: elude (shadows) I, surprise strike I-II, waylay
I, willpower I
Basic Automaton
Basic automatons are created by spells, prayers and
powers that animate a corpse into a mechanical
device. They must have a faceplate.
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Knowledge: rumors, sense III, tracking
Costume: automaton mask (or grey make-up as
inverted triangle under eyes if permitted by club),
genre appropriate robotic torso covering
Powers (injure action): blast (profane) 1, damage
(harm) 1, hemorrhage 1, hobble leg 4, injure body
[#], injure mana [#], maim arm 5, kill 9
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, mete mana 1+ [#], pass exposure 2, seal
source 1, shell 3+[#], squelch 2
Powers (mind fear): cower 5, fear 1, screaming 3,
spook 2, tremble 3
Powers (undeath control): animate skeleton or
zombie I-III 3, call corpses 1, control undead 7,
corpses follow 2, feign death 1, master undead 10
Verbal: provided by caster
Costume: flesh half-mask with red sunburst over
eyes (or if permitted by club red make-up around
both eyes in sunburst pattern)
Bane
Banes are the dark side of a faith and often embody
principles of greed, avarice, hatred, anger,
vengeance and so forth. Characters created into
banes become dedicated servants of religious
leaders. They must learn the principles of the faith
and follow them strictly. Banes retain their
memories, but take on the persona given to them by
the caster who must explain to the devout the tenants
of the faith. Banes must follow these principles to
the best of their understanding.
Banshee
Bane
Classification: conjuration
Size: M
Body: 8
Mana: 4
Abilities: intelligence II-III, invulnerable (profane),
servitude I (creator), vulnerable (holy)
Feats: negate sp&p I, willpower I
Knowledge: blindfight, climb I, coordinate, fatal
finish, occult I-III, sense I-III, survival, swim I,
weapons (body I-III, bows I-II, chop I-III, crush I-III,
cut I-III, guns I-II, throw I-II), wear armor I-III
Prayers: blast (profane) 1, damage (harm) 1
Verbal: provided by creator
Costume: flesh half-mask with red sunburst over
eyes (or if permitted by club red make-up around
both eyes in sunburst pattern)
The hallmark of the banshee is sorrow. Banshees are
always women who suffered great emotional pain
during their lives, usually because of unrequited, lost
or betrayed love. Their sorrow compounds, day after
day, and fills them with a despondency that envelops
their soul. In the end, they may take their own lives
or die of a broken heart. Whatever the cause, death
will not give them release from torment, but rather
condemns them to eternity as accursed undead. Their
undead bodies will rise from the grave to sing songs
of sorrow.
Banshees are deeply entrenched in romantic notions
of love and will repeat poetry, sing and dance
through the night. Banshees are dangerous to men
who cannot live up to their impossible romantic
ideals. They are also dangerous to women who get in
the way when they want a man.
Greater Bane
Classification: undead
Size: M
Body: 12
Mana: 18
Abilities: body combat (cut), fearless, flight I-III,
meliorate (profane), strength II
Feats: augment sp&p II, critical melee I-II, double
sp&p I-II, impacting sp&p I-II, knockback II-III,
limb (cut) I-II, recover I-III, phase II, stun I-II,
willpower II
Knowledge: extrasensory perception
Banshees use their sonic powers to attack their foes.
They will rarely fight in direct melee, instead
preferring to attack from a distance. The banshee is
a being fueled by sorrow and rage, and thus profane
based attacks are completely ineffective against a
banshee, often simply making their anger ever
greater. Both holy and vitalic energies will hurt a
banshee.
Banshee
Classification: being (greater); meta; undead
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down from their high perches and attack in swarms
using their high pitched shrieks to panic their prey.
They will isolate one member of the fleeing group,
and kill him or her by draining their blood.
Size: M
Body: as character
Mana: as character
Abilities: as character, body combat (cut), debility
(sunlight), hover I-III, increase body I-II, immunity
sounds (shrieks), increase mana I-IV, invulnerable
(vocal), invulnerable (sound, profane), rage,
transpose, unaging, vulnerable (holy, vitalic)
Spells: as character, blast (sound) 1, enhance
weapon (sound) 1, flee sound (shriek) 1, mass flee
sound (shriek) 3
Costume: banshees must be female. Their faces are
pale (white makeup) and full red lips. Banshees wear
a full-length dress.
Bat
Classification: beast (mammal)
Size: T, S, M
Body: 6
Abilities: heightened sense I, hide I, hover I-III,
immunity sounds (shrieks), spatial location
Feats: critical melee I, dodge I, willpower I
Knowledge: blindfight, climb I, fatal finish,
navigation, swim I, survival, vermin handling,
weapon (body I-III)
Costume: bat mask, bat torso, bat wings, claws
Bat
Bats are flying mammals with a furry body. Their
wings are covered by smooth, flexible skin. Bats are
nocturnal and have sonar that allows them to
navigate in total darkness. Bats sleep head down,
wings wrapped around their bodies, clinging to tiny
footholds with their sharp claws. From this hanging
position they can easily take flight.
Blood Bat
Classification: beast (mammal); meta
Size: M, L
Body: 8
Mana: 12
Abilities: body combat (cut), flight I-III, heightened
senses II, invulnerable (vocals)
Feats: augment sp&p I, critical melee II-III, dodge
II-IV, negate sp&p I-II, parry I-II, recover I-II,
willpower II
Powers (depletion): blast (wither) 1, death 5,
enfeeble 5, exhaust 2, fatigue melee 1, fatigue
ranged 1, fatigue responses 3, incapacitate 8,
weakness 3, weary 6
Powers (injury): hemorrhage 1
Powers (movement): flee sound (shriek) 1, mass
flee sound (shriek) 3
Verbal: "peeping 1, peeping 2, peeping 3."
Costume: bat mask (bloody red fangs), bat torso, bat
wings, claws
Bats are social animals and live together in large
flocks. They roost in hollow trees, attics, barns,
church towers and caves. Large colonies of bats pile
up an enormous amount of dung, or guano, which is
mined and used as fertilizer.
Batsare generally insectivores; however, there are
varieties that live on blood. These bats have sharp
incisors which they use to shave away the epidermis
of their prey, exposing the capillaries. They will then
lap up the blood from the shallow cut.
Blood Bat
Blood bats have long razor-sharp incisors which they
use to pierce the skin of their victim and suck the
blood that drains from the wound. Blood bats can
infuse an anticoagulant energy into their victims
which will prevent wounds from closing despite
efforts to bandage or heal it.
Bear
Bears are mammals characterized by a plantigrade
walk (on their heels), a large body, short legs, a stub
of a tail, small, round ears, forward facing eyes and
an extremely thick skull. They are normally found in
forested areas. All bears are classified as omnivores.
In practice most of their diet consists of plant matter
such as sedges, grasses, bulbs, seeds, berries, and
roots. They also eat insects, fish, and small
Blood bats are not afraid of civilization and often
make their homes in bell towers or buildings with
high cathedral roofs. Blood bats generally swoop
17
mammals. Some bears even develop predatory
practices on large animals, including moose, caribou,
and elk.
and can manipulate the icy mana flows, but their
adaption to the cold has left them vulnerable to heat.
Snow bears cannot survive for long in warm
climates.
Cave Bear
Cave bears dwell in natural grottoes and are the most
vicious and territorial of all bears. In civilized areas
cave bears have been known to move into unused
basements, sheds and other structures. They will
generally share their dens with a mate and cubs, but
will allow no other animal near.
Bear
Classification: beast (mammal)
Size: S, M
Body: 8
Abilities: heightened sense I, hide I-II, strength II
Feats: critical melee I, knockback I, parry I, strength
I-II, willpower I
Knowledge: climb I, fatal finish, survival, swim I,
weapon (body I-III)
Costume: bear mask, bear torso, claws
Cave bears are strict predators and exist almost
entirely on meat. They will leave their lairs during
the early morning to hunt for food. They prefer to eat
people and will not hesitate to attack. They have
been known to kill whole groups of hikers and
campers. Their caves are almost always filled with
the bones of their victims.
Cave Bear
Classification: beast (mammal); meta
Size: M, L
Body: 12
Mana: 6
Abilities: body combat (crush, rend), heightened
sense II, hide III, immovable, strength III
Feats: bash I-II, constrict I-II, critical melee II-IV,
dodge I-II, fling I-II, hero's stand I, hurl I-III, kill
(crush), knock out I-II, knockback II-IV, limb (crush)
I-II, negate sp&p I-II, parry II-IV, rend I, seize I-III,
strength III-V, stun I-IV, vocal (crush), willpower II
Knowledge: grappling
Powers: damage (pulverize) 1
Verbal: growling 1, growling 2, growling 3.
Costume: bear mask, bear torso (dark brown chest
fur) claws
In combat, cave bears will strike powerful blows
knocking their opponents away and breaking bones
and equipment. They can also seize prey in a
powerful constricting bear hug, then fling them
away. When pressed, these fearsome mammals can
call on a massive inner strength to defend their
territories to the death.
Snow Bear
Snow bears live on the tops of high icy mountains or
in the frozen tundra. They make their homes in
hollows of heavily packed snow. Their claws are
extremely sharp for climbing on ice, and they can
move through deep snow with effortless ease.
Snow Bear
Classification: beast (mammal); meta
Size: M, L
Body: 12
Mana: 6
Abilities: body combat (cut, rend), heightened sense
II, immovable, invulnerable (cold), mush mover I-III,
speed, strength III, vulnerable (heat)
Feats: bashing I-II, constrict I-II, critical melee II-III,
dodge I-II, double sp&p I-II, fling I-II, hero's stand I,
kill (cut), knockout I-II, knockback II-IV, limb (cut)
I-II, negate sp&p I-II, parry II-IV, rend I, seize I-III,
strength III, stun I-IV, willpower II
Snow bears are the apex predators of the frozen
tundra. They are carnivores, eating anything and
anyone they can find. Because of the scarcity of food
in their frigid homes snow bears will almost always
attack people. They are lithe and fast, quick enough
to hunt animals which are encumbered in the snow.
They have been known to hunt large birds by
throwing heavy chunks of ice at their prey. Once
their prey is injured and unable to flee the snow bear
will close and finish the kill with their razor-sharp
claws.
Snow bears have harnesses the frigid temperatures
18
animal and they are classified as both beings and
beasts.
Knowledge: grappling
Powers: blast (cold) 1, enhance weapon (cold) 1
Verbal: growling 1, growling 2, growling 3
Costume: bear mask, bear torso (white chest fur),
claws
Beastmen use grunts and gestures to communicate,
but may learn a few words of a civilized language
They are prone to violence and are extremely
territorial. They generally use thrown weapons to
initiate an attack, and then charge in with clubs,
torches and stone axes.
Beardon
Beardon are highly intelligent race devoted to
invention and building. Beardons have a human-like
appearance, but have three to five ridge on their nose
and an abundance of facial hair on both men and
woman. While most beardons are content with their
inventive undertakings, there are some who have
little patience for invention and building. These
beardon have quick tempers and fly into passionate
rages, tending to smash more projects than they
finish. These beardons often find solace in a military
life, where they become brutal killers.
Some beastmen are known to resist magic, while
others have gained some control of the natural
world. Most beastmen can train beasts and are often
accompanied by hounds.
Beastman
Beastman
Classification: beast (mammal); being (lesser)
Size: M
Body: 9
Mana: 9
Abilities: heightened sense I-II, strength II
Feats: bash I-II, critical melee I-IV, dodge I-II, elude
(woodlands) I, feint I, hurl I-II, kill (chop, crush),
limb (chop, crush) I-II, regain feat (commune), parry
I-II, negate sp&p I, riposte I, willpower I
Knowledge: animal handling, biology, climb I-II,
coordinate, navigation, survival, swim I-II, weapons
(chop I-III, crush I-III, throw I-III)
Prayers (beast aversion): avert all beasts 3, destroy
beast [#], kill beast 8, pacify beast 5, rebuke beast 1,
slow beast 2, stop beast 4
Prayers (beast control): befriend beast 1, call
beasts 2, command beast (amphibian, fish and reptile
7), command beast (arachnid, insect and worms 7),
command beast (avian 7), command beast (fungus,
mold and plant 7) command beast (mammal 7),
declaw 2, speaking beast 1
Prayers (destruction): damage (swarm) 1
Powers (movement): flee sound (roar) 1
Rituals: call familiar, call vermin, curse, dispel,
divine allegiance, divine shrine, morph beast,
restoration, return
Costume: long, wild hair and furs
Beastmen are feral humans who run in packs deep
within the wilderness. They are human-like in
appearance with wild long hair and heavy eye brows.
Their instinct-driven intellect is just above that of an
Bees are insects with three pairs of legs and four
wings. They also have a special stomach, called a
Beardon
Classification: being (greater)
Size: M
Body: 8
Mana: 16
Abilities: increase body I, increase mana I-II,
intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: all beardon have three to five ridge on
their nose and facial hair
Cultural Distinctions: cultures are distinguished by
their dress and manner of social interaction.
Bee
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honey stomach, in which they carry nectar. Bees
have a sting, which they use for self-defense. Bees
can be found wherever flowers bloom in profusion;
the larger the flower, the larger the bee. In mana
imbued areas bees can easily grow to man-sized.
poisonous. They will attack anything that
approaches. Killer bees are identified by their
elongated stinger.
Worker Bees
Worker bees gather up the nectar from plants. They
build the hive or honeycomb and produce honey in
hives. Almost all worker bees are able to release a
blast of powerful pheromones which is effective in
deterring attackers as well as attracting additional
bees to aid them.
Many bee species live together in colonies. These
colonies are highly organized societies where each
bee performs a specialized task. When away from
the hive, unmolested bees will generally not attack
sentient beings unless they are startled; however, if
encountered near the hive, they will often attack
viciously and without provocation.
Bee
Classification: beast (insect)
Size: S, M
Body: 6
Abilities: heightened senses I, hover I-III, immunity
smell (chemical aroma)
Feats: critical melee I, dodge I, willpower I
Knowledge: biology, chemistry, climb I, fatal finish,
navigation, perform, weapon (body I-III)
Costume: bee mask, bee torso, claws
Bees build their hives in secluded woodland areas or
unused structures. Their hives consist of combs
constructed of a wax-like material that hang
vertically with layers of cells grouped horizontally in
rows. Bee larvae are raised in the center most area of
the comb called the "brood chamber." Pollen and
honey made from nectar are stored separately in
cells near the top of the comb.
Bees are able to communicate complex directions to
one another by using body movements that look a
little like dancing. The complex movements that
bees perform vary from hive to hive, but those in the
same hive can easily understand the movement
learning exactly where to find food or where there
may be a threat to the hive.
Casting Bee
Classification: beast (insect); meta
Size: S, M
Body: 7
Mana: 10
Abilities: body combat (cut, reservoir), flight I-III,
heightened senses II, hide I
Compounds: poison
Feats: critical melee II, dodge II, double sp&p I-II,
impacting sp&p I, negate sp&p I-II, parry I, quick
cast sp&p I-II, venom I-II, willpower II
Powers: blast (<appropriate power>) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Verbal: buzzing 1, buzzing 2, buzzing 3
Costume: bee mask, bee torso (with appropriate
colored), claws
Casting Bee
Casting bees are able to store mana in their bodies
and use this mana to protect the hive. The
commonest mana blasts are heat, cold, electric, but
some colonies in areas of negative mana can learn
withering, profane or toxic blasts. Casting bees are
identified by telltale signs on their torsos. For
example, electric casting bees have aching yellow
electrical currents, while fire and freezing casting
bees have red flames or blue crusted ice, respectively
visible on their torsos. Wither, profane and toxic
casting bees will generally have colored patches of
mana on their torsos. The bees can concentrate their
use their casting attacks to cause injuries.
Scout Bee
Classification: beast (insect); meta
Size: S, M
Body: 8
Abilities: body combat (cut, reservoir), flight I-III,
Killer Bee
Killer bees are very aggressive and highly
20
heightened senses II, hide I, strength II
Compounds: poison
Feats: assassinate, surprise strike I-IV, dodge I-III,
knock back I, negate sp&p I, parry I, stun I, waylay
I-III, venom I-III, willpower II
Procedures: astray
Costume: bee mask, bee torso (with stinger), claws
Fire Beetle
Fire beetles dwell near areas of volcanic activity,
deserts, hot springs and other areas of intense heat.
Their bodies must maintain a high core temperature.
Their thick chitinous shells seal in their body’s heat,
but are vulnerable to cold-based attacks which cause
the shells to fracture.
Soldier Bee
Classification: beast (insect); meta
Size: S, M
Body: 10
Abilities: body combat (cut, reservoir), flight I-III,
heightened senses II, hide I-II, strength II
Compounds: poison
Feats: critical melee II-IV, deflect strike I-II, dodge
I-II, kill (cut), knockback I-II, limb (cut) I-II, negate
sp&p I, parry I-II, stun I-II, tough II, venom I-III,
willpower II
Costume: bee mask, bee torso (with stinger), claws
Garbage Beetle
Garbage beetles are found in dump sites and garbage
bins. They are lone, ambush hunters that will hide
themselves in the trash and then leaping out onto
their prey. Garbage beetles will hunt any prey, no
matter how large or dangerous, using their toxic
powers and poisonous strikes.
Grave Beetle
Grave beetles are found in neglected cemeteries,
mass grave sites or in other areas where bodies are
not deeply buried. They eat dead flesh and with a
reliable food source, they will multiply at an
alarming rate. They are often found following
undead armies, where they become protective of
their food supply and docile towards the leaders of
the army.
Worker Bee
Classification: beast (insect); meta
Size: S, M
Body: 8
Mana: 8
Abilities: body combat (cut, reservoir), flight I-III,
heightened senses II, strength II-III
Compounds: poison
Fabricating: constructing
Feats: bash I-II, knockback I-II, strength III-V, stun
I, tough I, venom I-II
Knowledge: repair, vermin handling
Powers: flee smell (chemical aroma) 1, mass flee
smell (chemical aroma) 3
Procedures: dome (impermeable), earthworks, wall
(impermeable)
Verbal: buzzing 1, buzzing 2, buzzing 3
Costume: bee mask, bee torso, claws
Ice Beetle
Ice beetles dwell on the snowy summits of high
mountain ranges or in the icy tundra of the polar
regions. They may migrate during long winters into
civilized areas. Ice beetles have a thin outer shell,
but thick ice often forms on the chitinous surface
providing further protection. Heat based attacks will
melt this ice, leaving the beetle less protected.
Swamp Beetle
Swamp beetles thrive in freshwater marshlands and
brackish coastal habitats. They are careful, social
hunters who conceal themselves along trails and
other dry areas, in order to knock their prey into
areas of mud where other swamp beetles will swarm
over the hapless victim.
Beetle
Beetles can be found almost anywhere. Their hard,
chitinous shells make them difficult prey for
predators. Beetles are very aggressive and will attack
in groups to bring down larger prey. They are highly
adaptable to all environments, including desert
climates, forests, swamps and even civilized areas.
Beetle
Classification: beast (insect)
Size: S, M
Body: 6
Abilities: heightened sense I, hide I-II
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Feats: critical melee I, tough I, willpower I
Knowledge: biology, chemistry, climb I, fatal
finish, geology, survival, swim I, weapon (body I-III)
Costume: beetle mask, beetle torso, claws
Abilities: body combat (cut, reservoir), heightened
sense II, hide III, immune smell (rotting stench),
invulnerable (necromantic) strength II
Compounds: infection (limited)
Feats: critical melee II-III, dodge I-II, double sp&p
I-II, knockback I-II, limb cut I-II, negate sp&p I,
parry I-II, tough II, venom I-III, willpower II
Knowledge: medicine
Powers: blast (necromantic) 1, enhance weapon
(necromantic), flee smell (rotting stench) 1, mass
flee smell (rotting stench) 3
Verbal: clicking 1, clicking 2, clicking 3
Costume: beetle mask, beetle torso (with black
hangings), claws
Fire Beetle
Classification: beast (insect); meta
Size: M, L
Body: 10
Mana: 6
Abilities: heightened sense II, hide III, immunity
smell (foul stink), invulnerable (fire), strength II,
vulnerable (cold)
Feats: dodge I-II, knockback I-III, negate sp&p I,
parry I-II, tough II, willpower II
Knowledge: climb II, swim II
Powers: blast (heat) 1 enhance weapon (heat) 1, flee
smell (foul stink), mass flee smell (foul stink)
Verbal: clicking 1, clicking 2, clicking 3
Costume: beetle mask, beetle torso (with red
flames), claws
Ice Beetle
Classification: beast (insect); meta
Size: M, L
Body: 10
Mana: 6
Abilities: heightened sense II, hide III, immunity
smell (foul stink), invulnerable (cold), mush mover
I-III, strength II, vulnerable (fire)
Feats: dodge I-II, knockback I-III, negate sp&p I,
parry I-II, tough II, willpower II
Powers: blast (cold) 1 enhance weapon (cold) 1, flee
smell (foul stink) 1, mass flee smell (foul stink) 3
Verbal: clicking 1, clicking 2, clicking 3
Costume: beetle mask, beetle torso (with blue
crusted ice), claws
Garbage Beetle
Classification: beast (insect); meta
Size: M, L
Body: 12
Mana: 6
Abilities: body combat (cut, reservoir), bound,
debility (water), immunity smell (foul stink),
invulnerable (toxic), heightened sense II, hide III,
mush mover I-III, strength II
Compounds: poisons
Feats: dodge I, double sp&p I-II, knockback I-III,
negate sp&p I, parry I, recover I, strength I-II, tough
II, venom I-III, willpower II
Powers: blast (toxic) 1, enhance weapon (toxic),
flee smell (foul stink) 1, mass flee smell (foul stink)
3
Verbal: clicking 1, clicking 2, clicking 3.
Costume: beetle mask, beetle torso (with green
hangings), claws
Swamp Beetle
Classification: beast (insect); meta
Size: M, L
Body: 12
Mana: 12
Abilities: aquatic, body combat (cut), bound,
heightened sense II, hide III, immunity smell (rotting
stench), invulnerable (water), mush mover I-III,
strength II
Compounds: infection (limited)
Feats: dodge I, double I-II, knockback I-III, negate
sp&p I, recover I, parry I, tough II, venom I-III,
willpower II
Knowledge: medicine
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
Grave Beetle
Classification: beast (insect); undead; meta
Size: M, L
Body: 10
Mana: 6
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immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 3, restrain arm 2, slow 2, stop 4
Powers (movement): blast (earth, water) 1, enhance
weapon (earth, water) 1, flee smell (rotting stench)
1, mass flee smell (rotting stench) 3
Verbal: clicking 1, clicking 2, clicking 3
Costume: beetle mask, beetle torso (with brown
hangings), claws
(body I-III)
Costume: bison mask, bison torso, claws
White Buffalo
Classification: beast (mammal); meta
Size: M, L
Body: 10
Mana: 20
Abilities: dangersense, heightened sense II, healing
touch I-II, hide III, invulnerable (holy), nullification,
vulnerable (profane)
Feats: dodge I, knockback II-IV, negate sp&p I-II,
parry I, quickcast sp&p I-II, repulse I-II, tough II,
willpower II
Powers (body healing): heal [#]
Powers (mana): mete mana 1+[#], dispel 1, shell
3+[#]
Powers (movement): mass moving force 3, moving
force 1
Procedures: dispelling, dome (holy, impermeable),
purify blood, restoration, return, spirit quest, tap
(healing), wall (holy, impermeable)
Verbal: Grunting 1, grunting 2, grunting 3
Costume: bison mask (white), bison torso (white),
claws
Bison
Bison are huge four legged mammals. Their fur
color is brown, varying slightly from the front and
back of the animal. The hair is longer in the front
than in the rear. The distinction between hair length
is most noticeable in males. The horns are black,
curving upward and inward and ending in a sharp
tip. The hooves are black and circular in shape.
Bison travel in vast herds. They are found
throughout grasslands and open savannas. However,
they are also found in boreal and semi-desert
habitats if grazing is suitable. The olfactory sense of
bison is excellent and is essential in detecting
danger. Bison can hear very well as well. Bison
communicate vocally through grunts and snorts.
Bloom
Bison are not normally aggressive unless their young
are threatened. More often than not, they will flee
from danger, using the threat of the stampede to
deter predators.
Blooms are vast patches of flowers that grow close
together in small clumps. There may be hundreds of
individual flowers in a blooming patch. The blooms
develop an instinctual sentience that detects
potential prey. The sentience arise from the gestalt
of the patch and not from the individual flowers. A
large patch of blooms may have more than one
sentience. Sometimes really old blooms can develop
a sentience capable of thought and speech (gain the
ability intelligence II).
White Buffalo
The white buffalo is a legendary, peaceful, nonviolent beast that has powerful healing abilities.
Some cultures consider the white buffalo to be a
benevolent servant from their deity, sent to herald a
plentiful harvest or some other significant positive
event.
Blooms will often let prey walk into their midst so
that they are surrounded by the flowers. Then the
sentience manifest and attempt to immobilize the
prey, and then use its blast powers to perform the
actual kill. If the bloom successfully kills the prey
the blooms root system will absorb the decomposing
matter and nutrients that enter the soil or flow into
the pool. Corpses will often attract other predators
allowing the blooms additional sustenance.
Bison
Classification: beast (mammal)
Size: M, L
Body: 8
Abilities: heightened senses I, hide I-II, strength IIIII
Feats: bash I, knockback I, tough I, willpower I
Knowledge: biology, survival, swim I, weapon
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Verbal: blooming 1, blooming 2, blooming 3
Physical Representation: a patch of green flowers
and out-of-character operator
Fire Bloom
Fire blooms grow near crusted lava.
Earth Bloom
Earth blooms grow in damp soil, including mud and
quicksand.
Fire Bloom
Classification: beast (plant); mata
Size: S
Body: 10
Mana: 10
Abilities: absorption, feeding (body, mana),
immovable, invulnerable (heat), move 0, sessile,
spatial location vulnerable (cold)
Feats: augment sp&p I-III, bursting sp&p I-II,
breaching sp&p, double sp&p I-II, impacting sp&p
I-III, negate sp&p I, quickcast sp&p I-III, recover III, willpower I-II
Powers: blast (heat) 1, mass moving force 3, moving
force 1
Powers (immobilization): immobilize body 7,
immobilize arms 5, immobilize legs 4, impede melee
1, impede ranged 1, impede response 3, restrain arm
2
Verbal: blooming 1, blooming 2, blooming 3
Physical Representation: a patch of red flowers
and out-of-character operator
Toxic Bloom
Toxic blooms grow in garbage dumps or refuse
piles.
Tundra Bloom
Tundra blooms grow in the arctic wilderness or in
the depths of winter.
LIVE-ACTION! The physical representation of the
bloom is a large patch of flowers set up in small
clump. Individual flowers can be used or the flowers
can be painted on a cloth mat; sometimes a
presentation of both will make the best scene. An
out-of-play operator representing the sentience will
be directly behind and within touching distance of
the clump for which it acts. The operator will then
use powers and record damage to the flora. The
plants are damaged by directly striking the physical
representation of the flowers in a manner that does
not cause real damage to the physical
representations.
Toxic Bloom
Classification: beast (plant); meta
Size: S
Body: 10
Mana: 10
Abilities: absorption, feeding (body, mana),
immovable, invulnerable, (toxic), move 0, sessile,
spatial location
Feats: augment sp&p I-III, bursting sp&p I-II,
breaching sp&p, double sp&p I-II, impacting sp&p
I-III, negate sp&p I, quick cast I-III, recover I-II,
willpower I-II
Powers: blast (toxic) 1, mass moving force 3,
moving force 1
Powers (immobilization): immobilize body 7,
immobilize arms 5, immobilize legs 4, impede melee
1, impede ranged 1, impede response 3, restrain arm
2
Verbal: blooming 1, blooming 2, blooming 3.
Physical Representation: patch of light-green
flowers and out-of-character operator
Earth Bloom
Classification: beast (plant); meta
Size: S
Body: 10
Mana: 10
Abilities: absorption, feeding (body, mana),
immovable, invulnerable (earth), move 0, sessile,
spatial location
Feats: augment sp&p I-III, bursting sp&p I-II,
breaching sp&p, double sp&p I-II, impacting sp&p
I-III, negate sp&p I-II, quick cast I-III, recover I-II,
willpower I-II
Powers: blast (earth) 1, mass moving force 3,
moving force 1
Powers (immobilization): immobilize body 7,
immobilize arms 5, immobilize legs 4, impede melee
1, impede ranged 1, impede response 3, restrain arm
2
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hunters, often knocking stronger opponents aside to
get at those who appear physically weaker.
Tundra Bloom
Classification: beast (plant); meta
Size: S
Body: 10
Mana: 10
Abilities: absorption, feeding (body, mana),
immovable, invulnerable (cold), move 0, sessile,
spatial location, vulnerable (heat)
Feats: augment sp&p I-III, bursting sp&p I-II,
breaching sp&p, double sp&p I-II, impacting sp&p
I-III, negate sp&p I, quick cast I-III, recover I-II,
willpower I-II
Powers: blast (cold) 1, mass moving force 3, moving
force 1
Powers (immobilization): immobilize body 7,
immobilize arms 5, immobilize legs 4, impede melee
1, impede ranged 1, impede response 3, restrain arm
2
Verbal: blooming 1, blooming 2, blooming 3.
Physical Representation: patch of blue flowers and
out-of-character operator
Boar
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: heightened senses I, hide I-II, rage
Feats: critical melee I, knock back I, parry I,
willpower I
Knowledge: fatal finish, swim I, weapon (body I-III)
Costume: boar mask, boar torso, claws
Razorback Boar
Classification: beast (mammal); meta
Size: M, L
Body: 12
Abilities: body combat (cut, crush), fearless,
heightened sense II, hide III, immovable, strength III,
unstoppable
Feats: bash I-II, critical melee II-IV, dodge I-II, kill
(crush, cut), knockback II-V, parry II-III, limb
(crush, cut) I-II, negate sp&p I, retaliate I-II,
willpower II
Knowledge: blindfight
Costume: boar mask, boar torso (black razor
spikes), claws
Boar
Boars are powerful grayish-black hoofed mammals
that have a barrel-like, stocky body covered with
short hair and coarse bristles. They have long,
pointed heads with short snouts. The lower jaw has
two powerful tusks which are used for fighting.
Cactus
The cactus plant is identified by an enlarged fleshy
green stem that vary in size and shape, ranging from
round globes, to long vines and the best known,
large tree-like form. The stem often has sharp spines
of various colors, shapes, and arrangements.
Boars live in dense thickets, sometimes wallowing in
mud during the hot weather. They feed at night on
roots and grain, but will eat small animals and birds'
eggs. Wild boar will attack viciously when their
territories are encroached.
Cacti do not have leaves, but often have flowers.
These flowers are delicate in appearance and are
commonly yellow, white, or shades of red and
purple. Most cacti bloom in the spring for a very
short period, sometimes for only a few hours. The
blossoms are noticeably sensitive to light, and often
different species blossom only at specific times of
the day.
Hunting the wild boar has been a favorite sport of
kings and nobles. After the hunt the boar's head was
brought into the dining halls with great ceremony
and pomp.
Razorback Boar
Razorback boars are aggressive hunters that prefer to
eat meat. They are identified by the bristling hair on
their backs. When attacking they will slash with
their tusks, while relying on their bristling fur to
discourage counter attacks. Razorbacks are efficient
The enlarged fleshy stem stores water that is
absorbed by an extensive root system. The plants are
particularly well adapted to the desert, but cacti are
25
not restricted dry regions of high temperature and
can be found in the tropics and sub-arctic regions as
well.
II, double sp&p I, feint I-II, fend I-II, impact sp&p III, kill (cut, pierce), negate sp&p I, limb (cut, pierce)
I-II, parry I-II, perforate, propel I-IV, quickcast sp&p
I-II, retaliate III-IV, strafe I-II, tough I, vocal (cut,
pierce), willpower I-II
Knowledge: tracking
Powers (destruction): damage (lacerate) 1
Powers (depletion): blast (wither) 1, death 5,
enfeeble 5, exhaust 2, fatigue melee 1, fatigue
ranged 1, fatigue responses 3, incapacitate 8,
weakness 3, weary 6
Costume: cactus mask, cactus torso, cactus arm
covers, claws
Killer Cactus
The killer cactus is a saguaro (pronounced "sah-wahroh") cacti that has developed an instinctual
intelligence and an unquenchable thirst for blood
which it will store in its fleshy stem. Some of the
more powerful cacti can suck blood right out of a
person from a distance.
Killer cacti are found primarily in desert
environments, where they can survive for years
without rain thanks to their ability to store found
water and carefully siphon out its use for
maintaining bodily functions. When rain does come,
the killer cactus quickly absorbs it, storing it away
for the future when water will be less plentiful.
Canarrin
Canarrins are canine-like humanoids. They are
covered in fur with colors and patterns dependent on
their culture. Canarrin faces appear more dog-like
than human, this is reflected in the shape and ears.
Canarrins typically organize themselves into packlike communities with a strict hierarchy that requires
each member to perform specific duties for the
community.
Killer cactus are extremely dangerous as they are
capable of using strafe or perforate feats to quickly
dispatch their victims.
Cactus
Classification: beast (plant)
Size: M
Body: 6
Abilities: invulnerable (water), meliorate (water),
move I-II, projectiles (generic)
Feats: critical melee I, critical ranged I, dodge I,
retaliate I-II, vulnerable (wither), willpower I
Knowledge: biology, climb I, fatal finish, survival,
swim I, weapon (body I-III)
Costume: cactus mask, cactus torso, cactus arm
covers, claws
Canarrin
Classification: being (greater), beast (mammal)
Size: M
Body: 8
Mana: 16
Abilities: heightened senses I-II, hide I, intelligence
II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Canarrins must use make-up to create a
dog face and wear a head covering representing dog
ears and fur. All exposed skin should resemble their
fur pattern.
Cultural Distinctions: Different canarrin cultures
are distinguished by the colors and patterns of their
Killer Cactus
Classification: beast (plant); meta
Size: M
Body: 12
Mana: 12
Abilities: body combat (cut), heightened sense I-II,
hide I-III, immovable, projectile enhancement
(piercing, strafing)
Feats: critical melee II-IV, critical ranged II-IV,
disarm I, distance drop I-II, double range I-II, dodge
26
fur.
Knowledge: biology, blindfight, climb I, fatal finish,
grappling, survival, swim I, weapon (body I-III)
Powers: damage (disintegrate) 1, flee smell (rotting
stench) 1, mass flee smell (rotting stench) 3
Costume: leaf mask, pod torso, claws
Carnivorous Plant
The central part of the carnivorous plant is a large
oval shaped bulbous-husk that connects to a thick
stem with shallow roots. The husk contains the
sentience of the plant and controls one or two
lengthy fibrous shoots that end in flat paddles.
Carnivorous Plant Body Part: Thorny Leaves
Classification: beast (plant); meta
Size: M (part of I)
Body: 15
Abilities: body combat (cut, reach, rend),
dangersense, fearless, heightened senses I-II,
hindered mover I-III,
immovable, projectile
(generic, pierce), strength II-III, strongwill,
Feats: critical melee I-IV, critical ranged I-IV, dodge
I-II, kill (cut, pierce), fend I-II, fling I-III, knockback
I-IV, knockout I-II, limb (cut, pierce) I-II, negate
sp&p I-II, parry I-III, propel I-IV, rend I-II, strength
I-V, stun I-IV, willpower I-II
Knowledge: biology, blindfight, climb I-II, fatal
finish, survival, swim I-II, weapon (body I-III)
Costume: leaf mask, leaf torso, claws
There are two kinds of body parts: pods and throny
leaves. The pods have long vines growing directly
from the pod, reaching out to grab prey and dropping
it into the pods which splits open to accept the food.
The pods are filled with digestive juices which break
down the victim s body and nourish the plant. The
plant can open its pods and cause a terrible rotting
stench to flow out. Pods also have the power to spit
these juices out at targets. The leaves grow in groups
and have sharp thorns protruding from between the
broad leaves. Longer thorns are extremely sharp and
are used as melee weapons, while smaller thorns can
be shot out as projectiles.
Cattle
Carnivorous Plant Central Core
Classification: beast (plant); meta
Size: I
Costume: This immense plant is represented by a
depiction of the bulbous-base which can be a model
(movable by out-of-game operators) or a painted
backdrop of the plant. The lead out-of-game operator
controls the paddle-like shoots that make special
melee attacks.
Cattle are bovines, large four legged herd animals
that live on grass and grains. Many of these beasts
are domesticated and used to produce milk or meat.
The males, called bulls, generally have horns and are
used for breeding purposes. The females called cows
are used for milk.
An ox is a mature bovine trained for plowing,
transporting cargo, grain-grinding or wagon drawing.
They respond appropriately to commands, such as
get up (go forward), back up (go backwards), whoa
(stop), gee (turn to the right) and haw (turn to the
left). Oxen must be trained from a young age. They
are most often paired in teams of two for light work
such as carting, or as many as ten pairs for heavy
loads. A wooden yoke is fastened about the neck of
each pair so that the force of draft is distributed
across their shoulders.
Carnivorous Plant Body Part: Plant Pods
Classification: beast (plant); meta
Size: M (part of I)
Body: 10
Mana: 20
Abilities: body combat (crush, reach), dangersense,
devour, fearless, feeding (body, mana), heightened
senses I-II, hindered mover I-II, immovable, strength
II-III, stomach (destructive, expandable), strongwill
Feats: augment sp&p I-II, bash I-II, breaching sp&p,
breaking sp&p I-II, bursting sp&p II, dodge I-II,
double sp&p I-II, impacting sp&p I-III, negate sp&p
I-III, parry I-II, seize I-III, strength I-V, swallow I-III,
willpower I-II
Battling Bull
The battling bull is a large, powerful, male bovine.
These beasts are ill-tempered and violent. They
attack by charging and use their horns to slash and
27
gore. Some bulls are used in rodeos or other sports
such as bull fighting. They are often identified by
dried blood on their horns.
Blue Ox
Classification: beast (mammal); meta
Size: M, L
Body: 9
Abilities: dangersense, hide III, robust, strength IIIIV
Feats: bash I-II, critical melee I-II, dodge I-II,
knockback II-IV, parry II, strength III-V, tough I,
willpower II
Knowledge: blindfight, fatal finish
Costume: cattle mask (blue horns), cattle torso,
claws
Blue Ox
The blue ox is an extremely powerful breed of
bovine. They are identified by the bluish tinge to
their horns, and are sought after as beasts of extreme
burden.
Spectral Steer
Many cultures drive herds of cattle from one
location to another. The spectral steer is a male
bovine that dies during this journey. For reasons
unknown, the dead steer will rise up into a vengeful,
murderous quasi-corporeal beast.
Spectral Steer
Classification: beast (mammal); meta; undead
Size: M, L
Body: 12
Mana: 10
Abilities: body combat (crush, cut), dangersense,
heightened sense II, hide III, invulnerable
(necromantic), pliant, transpose, skin (quasicorporeal) I, unaging, vulnerable (holy)
Feats: critical melee I-III, dodge I-II, evade I-II, kill
(crush, cut), knockback II-IV, knock out I-II, feint III, limb (crush, cut) I-II, negate sp&p I-II, parry II-III,
phase I-III, stun I-IV, willpower I-II
Knowledge: blindfight, fatal finish
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers (destruction): blast (profane) 1
Powers (undeath control): animate corpse 1,
animate skeleton or zombie I-III 3, call corpses 1,
control undead 7, corpses follow 2, speaking corpse
1
Verbal: snorting 1, snorting 2, snorting 3.
Costume: cattle mask, cattle torso, white wispy
tabard, claws
Spectral steers haunt cattle trails. They often appear
in a dense fog that spreads across the prairie. When
not killing kill travelers, spectral steers seek out
cattle herds where they stampede the cattle to
freedom and then hunt down the riders who were
guiding the herd to give them a terrible, slow death.
Cattle
Classification: beast (mammal)
Size: M, L
Body: 7
Abilities: heightened senses I, hide I-II, strength II
Feats: knockback I, parry I, strength I-II, willpower
I
Knowledge: biology, swim I, weapon (body I-III)
Costume: cattle mask, cattle torso, claws
Battling Bull
Classification: beast (mammal); meta
Size: M, L
Body: 9
Abilities: dangersense, body combat (cut),
heightened sense II, hide III, rage, strength III
Feats: bash II, critical melee I-II, dodge I-II, fend III, kill (cut), knockback II-IV, knock out I, limb (cut)
I-II, parry II-IV, strength III-V, stun I-IV, tough I-II,
willpower II
Knowledge: blindfight, fatal finish
Costume: cattle mask (bloody horns), cattle torso,
claws
Celestine
Celestines are helpful, nonviolent musical
manifestations. They are very knowledgable about
the world and are often summoned for their advice in
addition to their musical ability.
The four kinds of Celestine are named after the night
28
sky and have powers reflecting the traditional
aspects of the four cardinal directions.
technological advancement and they are very fond of
intricate electrical and computational devices. The
cerebran always use the most advanced weapons and
technology available to them. In high technological
realms they excel at the use of computers,
electronics and cybernetics.
Celestine
Classification: conjuration
Size: M
Body: 3
Mana: 6
Abilities: intelligence II-III, strength 0
Knowledge: astronomy, biology, chemistry, climb I,
commerce, computers I-III, crime, disarm trap,
electronics I-III, enigmas, explosives I, extrasensory
perceptions, fine arts, first aid, forensics, gambling,
gaming, geology, history, imaging, language <one
chosen by creator at time of creation>, law, leaping,
literature, mathematics, mechanics I-III, medicine,
military, navigation, occult I-III, performance,
physics, pick locks, politics, psychology, region lore
<one chosen by creator at time of creation>, repair,
rumors, sense I-III, splint, survival, swim I, theology,
tracking, weapons (chopping I-II, crushing I-II,
cutting I-II)
Feats: negate sp&p I, phase I-II, willpower I
Costume: gold shimmering celestine mask and torso
Cerebran
Classification: being (greater)
Size: M
Body: 8
Mana: 16
Abilities: increase body I-II, increase mana I,
intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: all cerebrans, including the females, must
have bald heads with prominent red, blue and yellow
veins.
Cultural Distinctions: Different cerebran families
are distinguished by their pattern of veins. Cultures
are distinguished by their dress and manner of social
interaction.
Northern Sky
Ballads: awareness 1, body healing 3, corpse call 3,
stop bleeding 1
Eastern Sky
Ballads: miss strike 1, miss shot 1, pass exposure 3,
resist <specific> damage 4
Cheetah
Southern Sky
Ballads: courage 2, hovering 4, juggernaut 2,
strength 1
The cheetah has a slender body, long legs, and a
small head. It has a yellowish-brown coat with black
spots, except for the throat and underparts, which are
white to yellowish-white with black spots.
Western Sky
Ballads: anchor spirit 1, bolster will 2, heightened
senses 2, poison pausing 1
The nervous, shy and easily excitable cheetah lives
in tropical grasslands and is often encountered in
repose, luxuriously stretched out in the shade. The
cheetahs' long legs, graceful, slim body and small
rounded head gives this beast a natural elegance.
Cheetahs are semi-social felines, and are known to
hunt alone or in small groups. They are generally
migratory and follow the movements of their prey.
Cerebran
Cerebrans are similar to humans, but they have large
bald heads covered with various colored veins.
Cerebrans are very intellectual, devoted to education
and philosophy. They are excellent engineers and
designers. Their societies are founded on
29
Cheetahs are diurnal, or daytime, hunters. When
attacking aggressive herd beasts or intelligent
beings, cheetahs will sometimes injure their prey and
then run off, inducing the stronger opponents to give
pursuit. After leading these opponents away,
cheetahs will use their speed to circle around and
finish off the injured prey.
that wiggle when they move. Their arms end
suctioning fingers. Their round faces are gaunt, but
fleshy and their cheeks dangle down over jaws that
are filled with sharp little teeth. Their eyes are beady
and black.
Chuula are highly magical beings. They disdain
technology and fill their society with ritualistic
services and incantations. They do not like physical
labor and accomplish everything with the force of
magic. Chuula are not religious, but they do worship
the memories of their ancestors. Important chuula
can trace their heritage back to the dawn of their
civilization.
Chasing Cheetah
The chasing cheetah is a fierce predator that relishes
in running down its prey. The cheetah prefers to hunt
people as they make the hunt more interesting. The
cheetah will often wound its victim and then allow
the victim to run, playing a game of cat and mouse
with its victim. Its ability to move through all sorts
of terrains give this cheetah the edge on all prey.
Chuula are selfish and egocentric. Their society is
ruled by the eldest members of their race who have
important ancestors. The great aged ones sit in a
council on their home system where they rule a vast
number of interconnected worlds. Chuula place great
value on the family. Direct descendants always
respect elders and because of the importance on
family, marriages are very important decisions.
Women generally join the male s family.
Cheetah
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: heightened sense I, hide I, speed
Feats: critical melee I, dodge I, elude (woodlands) I,
willpower I
Knowledge: balance, climb I, fatal finish, leap,
pratfall, survival, swim I, weapon (body I-III)
Costume: cheetah mask, cheetah torso, claws
The chuula are enslavers of worlds. They are cruel
overlords who demean all beings save their own
kind. They delight in senseless torture and make
sport of suffering. Their cruelty undermines their
civilizations. The worlds they have enslaved are in
a constant state of revolution and disorder. Chuula
slave armies are built from defeated planets and
governed through fear.
Chasing Cheetah
Classification: beast (mammal)
Size: S, M
Body: 12
Abilities: body combat (cut), bound, heightened
sense II, hide II, hindered mover I-II, feeding
(body), strength II
Feats: critical melee I-IV, dodge I-III, elude
(woodlands) II, evade I-II, feint I-II, knockback I-III,
kill (cut) I, limb (cut) I-II, parry I-II, pursue I-III, stun
I-III, willpower II
Knowledge: climb II, swim II
Costume: cheetah mask (bloody muzzle), cheetah
torso, claws
They use conquered beings to build the cyclopean
stone cities in which they live. Chuula do not like
straight lines or angles and when building they
ensure all structures are circular. They make
extensive use of the arch and dome. Their cities
filled with statutes of themselves and temples to
their ancestors.
Chuula
Classification: being (lesser)
Size: M
Body: 10
Mana: 20
Abilities: invisibility, intelligence II-III, respiration
Chuula
The chuula are white humanoid beings with large
pot bellies and hanging adipose tissue around the
waist. They have elongated limbs with fatty deposits
30
(atmosphere, vacuum)
Fabricating: artificing I-V, brewing constructing,
cooking, fashioning I-V
Feats: augment sp&p I-II, bursting sp&p I-II,
breaking sp&p I-II, conceal sp&p I-II, dodge I-II,
double sp&p I-II, impact I-II, negate sp&p I-II,
quickcast sp&p I-III, parry I-II, strength I-III
Knowledge: animal handling, astronomy, biology,
coordinate, disarm trap, extrasensory perception,
first aid, forensics, history, interrogate, mathematics,
military, mutilation, navigation, occult I-III, politics,
regain feat (nefarious rites), repair, sense I-III, splint,
shield I-II, teach I, theology, weapons (body I-III,
bows I-V, chop I-III, crush I-III, cut I-III, throw I-III)
Spells: any
Rituals: any
Traps: any
Costume: chuula mask
Revenant
Revenants are formed by joining a spirit to a body
constructed of various corpse parts that have been
stitched together.
Simulacrum
Simulacrum are formed by the joining of a spirit to
a mechanical body constructed of metal, wires,
gears, computer chips and other parts. In fantasy
realms, simulacrums tend to look like brass
mechanical humanoids, while in modern and future
realms, simulacrums look more robotic.
Golem
Classification: alive; summonation
Size: M
Genetics: as animated character
Abilities: as animated character
Skills: as animated character, excepting that the
construct is created with all character's feats
expended.
Costume: Make-up stitch or staple patterns (thin red
lines with hash marks crossing) are placed on the
face, hands and exposed flesh to give the character
the assembled appearance. Flesh may be given a
faint mottled appearance.
Construct
Constructs are formed by joining a spirit to a body
constructed of various types of materials. When
complete, the construct will appear as the animating
spirit because the spirit's essence merges with the
body parts.
A construct is created with all of a character s feats
expended; the feats can be regained through other
methods. Construct retain the intelligence, identity,
memories and skills of the spirit used to form them.
They have free will and are not subservient to their
creator. Characters in construct form may earn
status, but cannot learn skills until they return to
their true form.
Marionette
Classification: alive; summonation
Size: M
Genetics: as animated character
Abilities: as animated character
Skills: as animated character, excepting that the
marionette is created with all character's feats
expended.
Costume: Doll-like make-up placed on the face and
the sewing patterns is represented by stitch marks.
In live play the prop body is replaced by the spirit,
simulating the entrance of the spirit into the body.
Golem
Golems are formed by joining a spirit to a body
constructed of various materials such as clay, flesh,
fibers or wicker.
Revenant
Classification: summonation, undead
Size: M
Genetics: as animated character
Abilities: as animated character
Skills: as animated character, excepting that the
revenant is created with all character's feats
expended.
Marionette
Marionettes are formed by the joining of a spirit to
a body constructed of wood, ceramic or other
material. The marionette has a doll-like appearance.
31
Costume: Make-up stitch patterns (thin red lines
with hash marks crossing) are placed on the face,
hands and exposed flesh to give the character a
stitched up appearance. Flesh should be given a faint
pale appearance.
Carnivorous Cougar
The carnivorous cougar is a stealthy dangerous
hunter.
Cougar
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: bound, heightened sense I, hide I
Feats: elude (woodlands) I, dodge I, surprise strike
I, willpower I
Knowledge: balance, climb I, fatal finish, leaping,
pratfalls, survival, swim I, weapon (body I-III)
Costume: cougar mask, cougar torso, claws
Simulacrum
Classification: alive, machine, summonation
Size: M
Genetics: as animated character
Abilities: as animated character
Skills: as animated character, excepting that the
simulacrum is created with all character's feats
expended.
Costume: Make-up bolt or rivet patterns (black lines
with hex bolt-heads on either side) are placed on the
face, hands and exposed flesh to give the character
a machine-like appearance. Flesh may be given a
brass tint.
Carnivorous Cougar
Classification: beast (mammal); mata
Size: S, M
Body: 12
Abilities: feeding (body), heightened sense I-II, hide
I-II
Feats: assassinate, elude (woodlands) II, evade I-II,
dodge II-III, parry I-II, pursue I-II, riposte I-II,
surprise strike I-IV, waylay I-III, willpower II
Knowledge: climb II, swim II, tracking
Costume: cougar mask (bloody chin), cougar torso,
claws
Cougar
Cougars (or mountain lions) have an elongated body
with long legs, a small head, and small, rounded
ears. Its plain-colored coat varies from silvery gray
to reddish or tawny (brownish yellow). The muzzle,
the area behind the ears, and the tip of the tail
usually are black. The throat, the insides of the legs,
and the belly typically are white.
Coyote
Cougars are found above the tree line on
mountainous crags, below sea level in deserts, in
tropical jungles and on forested hills in temperate
zones. Cougars possess large territories that they
fiercely defend. The cats generally live alone except
when mating.
Coyotes vary in color from light yellow or
yellowish-gray to brownish-yellow. Their fur may be
tipped with black. The coyote has large, pointed ears
and a bushy tail. Coyotes live in temperate
grasslands. Most coyotes live alone or in pairs, but
some form groups of three or more. They are very
adaptable and extremely intelligent.
Unlike other large cats, cougars cannot roar. But
they can purr as smaller cats do. The cry of the
cougar sounds like a person screaming. The cats also
can make hissing and whistle-like noises.
Coyotes feed chiefly on rabbits and on rodents, such
as gophers, mice, prairie dogs, rats, and squirrels.
Coyotes also prey on antelope, goats, sheep, and
other animals. The coyote eats various insects and
reptiles as well. During the winter, coyotes will
scavenge on the remains of large dead animals, such
as cattle, deer, and elk. In some areas, coyotes eat
juniper berries, mesquite beans, watermelons, and
other fruits for a few weeks of the year.
A cougar's hind legs grow larger than its front legs,
giving the cat tremendous leaping ability. They use
this leaping ability to catch prey, which they hunt
chiefly at night. A cougar keeps under cover while
stalking and then leaps out onto its prey.
32
Coyotes will not generally attack more powerful
beasts or beings; however, groups of coyotes will
sometimes lure prey into surroundings that may
cause injury. Coyotes have led hunters into pits, and
even into the traps of other hunters. Once their prey
is injured, the coyotes will attempt to kill it.
Traps: hanger, snare
Costume: coyote mask, coyote torso, claws
Crawling Maw
Crawling maws are vicious people-eating worms that
burrow just beneath the surface of the soil. The
footsteps of land-dwelling beings cause vibrations
that can be sensed by the maws who will then follow
the vibrations to their prey. They attack aggressively,
but if their prey is not dispatched quickly they will
retreat beneath the surface.
Trickster Coyote
The trickster coyote are coyotes that develop a
limited sentience giving them the ability to speak.
They are indistinguishable from the coyote, except
for their laughter and ability to speak. Trickster
coyotes delight in playing pranks and calling to
travelers to try and have conversations as they
delight in meeting new people. They have inquisitive
natures and often form long-lasting relationships
with people.
Crawling Maw
Classification: beast (worm); meta
Size: S, M, L
Body: 12
Abilities: body combat (chop, crush), dangersense,
devour, feeding (body), heightened sense I-II, hide III, intelligence II, spatial location, tunneling
Feats: critical melee I-IV, dodge I-II, kill (crush,
chop), knock back I-IV, knock out I, parry I-II, limb
(crush, chop) I-II, stun I-IV, willpower I-II
Knowledge: climb I, fatal finish, survival, swim I,
tracking, weapon (body I-III)
Costume: carnivorous crawler head, torso, claws
Coyote
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: feeding (body), heightened sense I, hide I,
stealth
Feats: dodge I, evade I, willpower I
Knowledge: climb I, fatal finish, leaping, survival,
swim I, weapon (body I-III)
Costume: coyote mask, coyote torso, claws
Creeper
Creepers are a mass of nimble vines sharing the
same root system. Each vine is covered with rededged green leaves, ending in a small fanged pod.
The red coloring on the leaf edges is dull when the
creeper needs nourishment, but becomes brighter
after it eats.
Trickster Coyote
Classification: beast (mammal); meta
Size: S, M
Body: 10
Mana: 12
Abilities: body combat (cut), bound, dangersense,
feeding (mana), heightened sense II, hide II,
intelligence II, invisibility
Feats: assassinate, dodge II-III, elude (woodlands) III, evade II, eye (cut), feint I-II, negate sp&p I, parry
I-III, pursue I, surprise strike I-IV, waylay I-II,
willpower II
Knowledge: disarm traps, escape, history,
mechanics I, navigation, pick locks, politics, rumors
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3
The creeper is an extremely fast-moving, agile plant
that runs on its root system. It hunts warm blooded
beings, biting and paralyzing them with their
immobilization powers. The creeper then feeds off
the corpse by attaching its root system to the body
and absorbing it as nourishment.
Catatonia Creeper
Catatonia creepers are named for their ability to
induce paralysis in their prey. They are
indistinguishable from normal creepers.
33
The diet of the mundane crocodile consists primarily
of fish and other aquatic species including turtles
and crabs, but crocodiles will also hunt birds and
small mammals. There are occasional reports of
attacks on larger mammals.
Creeper
Classification: beast (plant)
Size: M
Body: 8
Abilities: feeding (body, mana), speed
Feats: critical melee I-II, dodge I, parry I, willpower
I
Knowledge: climb I-II, fatal finish, swim I-II,
weapon (body I-III)
Costume: creeper mask, creeper torso, claws
Predator Crocodile
Predator crocodiles live in waters close to civilized
areas. They prefer to eat large mammals, including
domestic pets and their owners. Predator crocodiles
wait just beneath the surface of the water, and when
prey approaches the crocodile propels itself forward
on its powerful hind legs and latches onto its prey
with powerful jaws. The predator crocodile then
rapidly turns over and over, shredding the prey and
gulping down the pieces.
Catatonia Creeper
Classification: beast (plant); meta
Size: M
Body: 12
Mana: 18
Abilities: body combat (cut, reach), bound,
dangersense, hindered mover I-III, mush mover I-III,
speed, stealth
Feats: augment sp&p I-II, critical melee III, dodge
II, knockback I-II, feint I-II, limb (cut) I-II, negate
sp&p I, parry II, quickcast sp&p I-II, recover I,
willpower I-III
Knowledge: blindfight, leaping, pratfall
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, restrain arm 2, slow 2, stop 4
Verbal: vissing 1, vissing 2, vissing 3
Costume: creeper mask, creeper torso, claws
Crocodile
Classification: beast (reptile)
Size: S, M
Body: 7
Abilities: aquatic, heightened sense I, hide I-II, move
I-II, mush mover I-II, strength II
Feats: critical melee I, knockback I, strength I, tough
I, willpower I
Knowledge: fatal finish, hold breath, survival, swim
I-II, weapon (body I-III)
Costume: crocodile mask, crocodile torso, claws
Predator Crocodile
Classification: beast (reptile); meta
Size: M, L
Body: 13
Abilities: body combat (chop, crush, cut, rending),
heightened sense II, hide III, move III, must mover IIII, strength III
Feats: critical melee II-IV, dodge I-II, kill (chop,
crush, cut) I, knockback II-IV, knock out I-II, negate
sp&p I-II, parry I-II, limb (chop, crush, cut) I-II, rend
I-II, seize I-III, shred I, strength II-V, stun I-IV,
tough II, willpower II
Knowledge: blindfight, grappling
Costume: crocodile mask, crocodile torso (dorsal
fin), claws
Crocodile
Crocodiles have a long, low, slender body with short
legs and a long powerful tail which they use to
swim. They have tough hides, long snouts, and sharp
teeth to grasp their prey. Their webbed feet allow
them to walk on the soft ground. Their eyes and
nostrils are higher than the rest of their head and
allow them to float with only their eyes and nostrils
above the surface of the water.
Crocodiles are generally found in freshwater (ponds,
rivers, lakes and reservoirs) and brackish coastal
habitats (tidal estuaries, coastal lagoons and
mangrove swamps). They communicate with each
other through coughs and hisses.
Crow
34
The crow has glossy, black feathers and a strong,
sharply pointed bill. Bristly feathers cover the
nostrils and the base of the bill. The bird's strong feet
are well adapted for walking.
live their lives in the air. They will come down to
feed, and then once a year to lay their young in nests.
At all other times, they travel the skies in search of
lightening.
Crows do not have musical voices. However, they
use calls to communicate with one another. For
example, when crows see or hear a predator, they
call other crows with repeated long, loud notes. The
crows then gather together to drive away the
predator.
Storm crows are invigorated by electrical energies,
hence their preference for storms. Experienced
hunters know to never use electric based attacks
against a storm crow, but rather earth based attacks
which disrupt the electrical flows in their bodies.
On clear summer nights, when lightning flashes high
in the atmosphere, it may be storm crows
discharging their electricity.
Crows build nests of sticks and bark in shrubs and
trees. The female lays four or five bluish-green eggs
with olive-brown spots. Both the male and female
care for the young.
Crow
Classification: beast (avian)
Size: T, S, M
Body: 5
Abilities: heightened sense I, hover I-III
Feats: critical melee I, dodge I, willpower I
Knowledge: biology, climb I, fatal finish, survival,
swim I, tracking, vermin handling, weapon (body IIII)
Costume: Crow mask, crow torso, crow wings,
claws
Crows eat a wide variety of foods. They annoy
farmers by eating corn, wheat, and sorghum.
However, they also feed on many kinds of insects
and thus help limit insect damage to crops. Crows
eat spiders, small birds, eggs, rodents, and the flesh
of dead animals, as well. They can live in almost any
climate, but prefer temperate areas.
Crows are found around cultivated fields where food
is plentiful. They are omnivorous scavengers that
will eat anything they can swallow. Large crows will
attack intruders if their nests or feeding areas are
disturbed.
Carrion Crow
Classification: beast (avian); undead; meta
Size: S, M
Body: 12
Mana: 18
Abilities: body combat (cut), feeding (body), flight
I-III, heightened sense II, immunity smell (rotting
stench), strength II
Feats: critical melee II-IV, constrict I, dodge II-III,
double sp&p I, impacting sp&p I-II, eye (cut), fling
I-II, knockback I-II, limb (cut) I-II, kill (cut) I, parry
I-II, quick cast I, seize I-II, strength I-III, vocal (cut),
willpower II
Knowledge: blindfight, forensics, grappling
Powers: blast (necro) 1, flee smell (rotting stench)
1, mass flee smell (rotting stench) 3
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Verbal: cawing 1, cawing 2, cawing 3
Costume: crow mask, crow torso (with white bones
Carrion Crow
Carrion crows are undead, skeletal birds. Carrion
crows are often used in undead armies as aerial
scouts. Larger carrion crows are even used as
mounts. They are powerful fighters; their talons can
crush the life out of a person.
Storm Crow
Storm crows fly on the leading edges of dark
cumulus clouds and swoop down to attack prey too
foolish to seek shelter from the coming storm. They
kill their prey with a variety of electrical attacks
which cause wounds, make muscles in a limb seize
up, or even paralyze the body’s entire nervous
system.
Storm crows rarely come down to land, preferring to
35
visible), crow wings, claws
These non-threatening life forms are hunted for their
gem-encrusted forms. When attacked their crystal
structure can produce harmful harmonics as well as
causing injury when it is struck.
Storm Crow
Classification: beast (avian); meta
Size: S, M
Body: 10
Mana: 20
Abilities: body combat (cut), flight I-III, heightened
sense II, invulnerable (electricity), meliorate
(electricity), strength II, vulnerable (earth)
Feats: critical melee II-III, dodge II-III, double sp&p
I-II, eye (cut), parry I-II, quickcast sp&p I-II, tangle
body I, tangle limb I-II, willpower II
Powers: blast (electric) 1, enhance weapon (electric)
1
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, restrain arm 2, slow 2, stop 4
Verbal: cawing 1, cawing 2, cawing 3
Costume: crow mask (yellow electrical sparks
around eyes), crow torso, crow wings, claws
Sound based attacks are completely ineffective
against crystalteems who are able to match any
sounds frequency exactly, causing the sound to
immediately be disrupted.
Crystalteem
Classification: formation
Size: M
Body: 15
Mana: 30
Abilities: absorption, body combat (cut), heightened
sense I-II, hide I-V, intelligence II, invulnerable
(vocal), immovable, immunity sounds (shrieks),
spatial location, strength II, strongwill, telepathy,
tunneling
Feats: critical melee I-II, dodge I-III, breaching
sp&p, breaking sp&p I-II, bursting sp&p I-II, double
sp&p I-II, evade I-II, impacting sp&p I-III, negate
sp&p I-II, parry I-III, retaliate I-IV, riposte I-II,
recover I-III, tough I-II, willpower I-II
Knowledge: astronomy, climb I, fatal finish,
geology, weapon (body I-III)
Powers: blast (sound) 1, enhance weapon (sound),
flee sound (shriek) 1, heal #, mass flee sound
(shriek) 3
Powers (mana): dispel 1, drain mana 2, pass
exposure 2, seal source 1, shell
Verbal: humming 1, humming 2, humming 3.
Costume: crystalteem head, crystalteem torso, claws
Crystalteem
Crystalteems are animated, humanoid-shaped
mounds of precious and semi-precious gems
connected by articulated crystalline structures,
organs formed with rubbery membranes and internal
fluids composed of silicon oils. They form deep
under the surface in areas of extremely high pressure
and heat where they siphon energy needed to survive
from their environment.
Crystalteems do not eat, breath or reproduce. They
have simple intelligence and a limited awareness.
They understand pleasure and pain. They are nonaggressive and peaceful until harmed. They can
communicate telepathically.
Cyber
Cybernetics is the art of combining living flesh and
machine. Cybers are the result. Some game realms
require cybernetic characters to have plainly visible
costume alterations that gives rise to their abilities.
Generally, lower technology realms require more
costuming (wires, metal parts, etc), while high
technology cybernetics are completely hidden within
the body.
Crystalteems are motivated by a desire to reach the
surface where they bask in the rays of the sun. The
light reflecting through their crystal structure is
believed to be extremely pleasurable. After a few
weeks on the surface the crystalteem begins to dry
out and flake apart. Eventually only the gem stones
and a fine white powder remain.
Cyber Beast
Cyber beasts are beasts that receive cybernetic
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augmentations. In low technological worlds cyber
beasts are the product of a mad scientists, military
experimentation or scientific research. In
technological realms cyber beasts could be used for
a variety of purposes ranging from guard beasts to
entertainment.
they hold by rough handling. Additionally, their
desire to help others see better by squishing their
two eyes into one has put them at odds with most of
the universe.
Because of their trusting, simple nature cyclopes can
be easily manipulated into doing very bad things.
Their strength and limited cognition makes them
highly desirable for use in military matters. If given
sufficient motivation cyclopes can be trained as
loyal soldiers that are most often used as expendable
shock troops.
Cyber Being
Cyber beings are greater and lesser beings that
receive cybernetic augmentations.
Cyber Beast
Classification: alive, beast (avian, mammal or
reptile); machine, meta
Size: S, M
Abilities: cybernetic abilities by realm
Feats: cybernetic feats by realm
Powers: cybernetic powers by realm
Costume: if required, electronic-like costuming to
represent cybernetic alterations
Cyclopes are commonly found on the tops of high
mountains and do not often come down, unless they
fall, due to their poor depth perception.
Cyclops
Classification: being (lesser)
Size: M
Body: 12
Abilities: body combat (crush), heightened sense III, hide I-II, intelligence II, robust, strength II-III,
unstoppable
Feats: bash I-II, critical melee I-IV, critical ranged
I-IV, dodge I-II, feint I-II, hurl I-III, kill (crush,
throw), knockback I-IV, knock out I-II, limb (crush,
throw) I-II, parry I-III, riposte I, strength I-V, stun IIV, willpower I
Knowledge: biology, blindfight, climb I-II, fatal
finish, first aid, geology, regain feat (observation),
mutilate, splint, swim I, teach I, tracking, weapons
(bows I-II, chop I-III, crush I-III, cut I-III, throw IIII), wear armor I-III
Costume: cyclops mask
Cyber Being
Classification: alive, being (greater or lesser);
machine, meta
Size: M
Abilities: cybernetic abilities by realms
Feats: cybernetic feats by realm
Powers: cybernetic powers by realm
Costume: if required, electronic-like costuming to
represent cybernetic alterations
Cyclops
Cyclopes have light-brown skin tones and dome-like
heads. Their ears hang low and their noses are small.
These traits, combined with their bowlegged walk,
often give them an amusing appearance; but what
truly distinguishes these creatures is the large
singular eye in the middle of their foreheads.
Decidiun
Decidiuns are plant-like humanoids with deciduous
leaves instead of body hair. As a race, they are
generally seen as solitary and reserved, preferring to
live in the most remote wilderness areas. Their
knowledge of the natural world is often astounding.
They are excellent climbers and move through dense
foliage with ease.
Cyclopes speak very slowly and have deep voices.
They are strong, gentle and very trusting, but have a
short attention span and trouble remembering
important details. They are not generally violent, but
are so lacking in intelligence that they often hurt
others by their blundering stupidity and abundant
strength. For example, they love to play games of
catch with heavy boulders and often break things
Decidiun
Classification: being (greater), beast (plant)
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R&P. A more cumbersome and lengthy procedure is
an exorcism rite that may be used by those with
theology and occult.
Size: M
Body: 8
Mana: 16
Abilities: adhesion, hindered mover I-III,
intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Decidiun characters must wear wigs made
of small leaves and cover all facial and other
exposed hair with small leaves.
Cultural Distinctions: Different decidiun cultures
are distinguished by the color and shape of their
leaves.
Daemons can also form through a daemonic
infection which can be transferred to the target using
any of the legal methods for transferring infections,
and also by remote transfer which represents the
malevolent sentience seeking out certain targets. The
demonic sentience will infect victim and possession
will take place after the passage of time. Daemonic
follow all the normal rules for infections that cause
transformations, and are completely subservient to
the demonic sentience possessing them. When the
victim is transformed a voice in their mind will give
them goals to achieve which must be followed to
conclusion. When a daemonic infection ends the
victim transforms back to their original form, just as
any infection transformation.
Daemon
Classification: conjuration; summonation
Size: M
Genetics: as character
Abilities: as character, with feeding (body),
servitude (creator) (or as in the case of an infection
transformation - servitude (to provided goals))
Skills: as character, excepting that the daemon is
created with all character's feats expended.
Costume: as character (with
Daemon
A daemon is a demonic manifestation created by
joining a victim with a demonic sentience. The
sentience is a non-physical malevolent energy which
can only manifest through the possession of beasts
and beings.
When a victim is transformed, the daemon is formed
with all of a character’s feats expended; the feats can
be regained through normal methods. The daemon
retains the appearance, intelligence, identity,
memories, and skills of the victim, but is a
composite entity controlled by the demonic essence.
The daemon gains the ability to feed.
Demon
A demon is a physical manifestation of a malevolent
sentience that appears in the material realm, often as
a byproduct of belief or worship by cultists
practicing heinous rites. They form by coalescing
demonic energies into a physical form.
Daemons can be created by a performer using a
ritual or procedure on a recipient. Both the recipient
and the malevolent sentience summoned are victims,
because a daemon created in this manner is
completely subservient to the performer. The
malevolent sentience will be present in the
recipient’s mind, but is unable to control the
recipient as both wills are in the service of the
performer. These daemons can be transformed back
to their original form through the use of the return
Demonic energies are believed to be formed by evil
acts and wanton thoughts. A demonic sentience will
often form in the void which is the space between
the realms. The sentience will struggle to gain
entrance into the material worlds, and when it
succeeds a demon will form. The malevolent entity
has a physical body and may directly interact with
characters and the environment through the use of
their skills.
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Demons can take many forms. Some demons look
like deleterious clouds of reeking sin, while others
have red skin, bat-like wigs and walk on hoofed feet.
Some of the worst demons appear to be normallooking persons. Though demons may have many
variations they are united by the common intent of
cosmic Evil.
Costume: Varied
Dragon
Dragons are immense reptiles. They are arguably the
most majestic of all beasts, and less arguably the
most powerful. Dragons are often categorized by the
type of mana they can manipulate.
A demon's abilities and skills are as varied as their
forms, but most are not affected by profane energies,
and all have a vulnerability or debility or other
weakness to which they are particularly vulnerable.
The central core of the dragon is its massive body,
head and limbs. If the dragon is depicted with wings
it can have the ability fly I-III or hover I-III. Dragons
that live in water may have swim I-II and aquatic.
Dragons may also have hindered mover I-III, mush
mover I-III, or even space move. Different types of
dragons can also breathe in various environments.
Once a demon manifests in the realm, the demon’s
from can be destroyed, but its sentience will
continue to exist as a spiritual force which can be
spiritquested back to a material form like any other
heroic character. An obliteration ritual or procedure
will destroy the demon’s sentience.
There are three kinds body parts: mouth, eyes, claws,
tail. The mouth can expel mana energy as a breath
weapon. The eyes can control thought. The claws are
extremely sharp; cutting, rending and shredding
victims. The tail crushes, constricts and flings
victims.
All demons can be driven from the realm using
ceremonies written to destroy them. Every individual
demon is unique and the ceremony may require
special items and actions by the participants.
Demonic exorcism ceremonies require advanced
knowledge of occult and theology to prepare and
perform, but if performed successfully the ceremony
will effectively obliterate the demon from the realm.
Demon
Classification: formation
Size: M, L
Abilities: invulnerable (profane),
(profane), vulnerable (<varies>)
Body: varies
Mana: varies
Abilities: any
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Dragon Central Core
Classification: beast (reptile); meta
Size: I
Costume: This dragon is represented by a depiction
of the dragon which can be a model (movable by
out-of-game operators) or a painted backdrop. The
physical representation shows the dragon’s head,
body, limbs, and tail. The lead out-of-game operator
controls the special melee attacks.
meliorate
Dragon Body Part: Claw
Classification: beast (reptile); meta
Size: M (part of I)
Body: 15
Abilities: body combat (cut), dangersense,
heightened senses I-II, fearless, hide I-III,
immovable, omniscient, rage, robust, strength II-V,
strongwill, unstoppable
Feats: critical melee I-IV, deflect strike I-II, dodge
I-II, kill (cut), feint I-II, fend I-II, knockback I-IV,
knockout I-II, limb (cut) I-II, negate sp&p I-II, parry
I-III, rend I-II, riposte I-II, shred, strength I-V, stun
I-IV, tough I-II, willpower I-II
Knowledge: blindfight, climb I, fatal finish, swim I,
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weapon (body I-III)
Costume: faceless mask, dragon claw torso, claws
appropriate>), omniscient, rage, strength II-V,
stomach (destructive, expandable), strongwill,
unstoppable
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, constrict I-III, critical melee I-IV, dodge IIII, double sp&p I-II, impacting sp&p I-III, kill
(chop), knockback I-IV, parry I-III, negate sp&p IIII, limb (chop) I-II, rend I-II, seize I-III, shred,
strength I-V, swallow I-III, tough I-II, quick cast I-II,
willpower I-II
Knowledge: blindfight, fatal finish, grappling,
occult I-III, survival, weapon (body I-III)
Powers: blast (<any appropriate>) 1, enhance
weapon (<any appropriate>) 1,
Powers (movement): mass moving force 3, moving
force 1
Verbal: roaring 1, roaring 2, roaring 3
Costume: faceless mask, teeth on torso, claws
Dragon Body Part: Eye
Classification: beast (reptile); meta
Size: M (part of I)
Body: 15
Mana: 30
Abilities: absorption, dangersense, heightened
senses I-II, immovable, invulnerable (psi),
nullification, omniscient, spatial location, strongwill,
telekinesis I-V, telepathy I-II
Feats: augment sp&p I-III, breaking sp&p I-II,
breaching sp&p, bursting sp&p I-II, conceal sp&p III, critical melee I-IV, dodge I-III, double sp&p I-II,
impacting sp&p I-III, knockback I-IV, parry I-III,
negate sp&p I-III, tough I-II, quick cast I-II, recover
I-III, repulse sp&p I-II, willpower I-II
Knowledge: blindfight, extrasensory perception,
fatal finish, tracking, weapon (body I-III)
Powers (body healing): heal [#]
Powers (body spirit): anchor spirit 1, damnation 6,
exodus 10, sever soul 2, soul sear 8, soul wrack 6
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, mete mana 1+ [#], seal source 1, squelch
2
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3, blast
(psi) 1, compliant 1, confuse being 6, dazzle 2,
dominate being 8, enhance weapon (psi) 1, fugue 1,
manipulate being 10, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Rituals: tap (healing)
Verbal: roaring 1, roaring 2, roaring 3.
Costume: black mask, black torso, claw
Dragon Body Part: Tail
Classification: beast (reptile); meta
Size: M (part of I)
Body: 15
Mana: 15
Abilities: body combat (crush), dangersense,
heightened senses I-II, fearless, hide I-III,
immovable, omniscient, strength II-V, strongwill,
unstoppable
Feats: critical melee I-IV, constrict I-II, dodge I-II,
kill (crush), fend I-II, fling I-III, knockback I-IV,
knockout I-II, limb (crush) I-II, negate sp&p I-II,
parry I-III, quickcast sp&p I-III, seize I-III, strength
I-V, stun I-IV, tough I-II, willpower I-II
Knowledge: blindfight, fatal finish, grappling,
weapon (body I-III)
Powers: (movement): mass moving force 3, moving
force 1
Verbal: roaring 1, roaring 2, roaring 3
Costume: faceless mask, dragon tail torso, claws
Dragon Body Part: Mouth
Classification: beast (reptile); meta
Size: M (part of I)
Body: 15
Mana: 30
Abilities: absorption, body combat (chop, reach,
rend), body combat (cut), dangersense, devour,
feeding (body, mana), fearless, heightened senses III, hide I-III, immovable, invulnerable (<any
Dread Spawn
These entities coalesce from the resonance of
recurrent nightmares and unvoiced fears. They are
quasi-corporeal entities that appear as shadowy,
faceless humanoids with red glowing eyes. Their
voices are deep with a hollow ring, their laughter is
menacing containing no mirth, and their wails are
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woeful tributes to their own damnation.
tunneling, unaging
Feats: augment sp&p I-II, breaking sp&p I-III,
bursting sp&p I-III, conceal sp&p I-III, dodge I-II,
elude shadows I-III, evade I-II, knockback I-III,
negate sp&p I-II, parry I-II, phase I-III, pursue I-II,
quickcast sp&p I-III, recover I-III, strength I-III,
willpower I-II
Knowledge: blindfight, body combat I-III,
coordinate, leap, interrogate, mutilate, psychology,
regain feat (any), sense I-III, weapon (body I-III,
bow I-II, chop I-III, crush I-III, cut I-III, throw I-II)
Powers (injure body): hemorrhage 1, hobble leg 4,
maim arm 5, kill 9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Powers (mana): dispel 1, drain mana 2, pass
exposure 2, seal source 1, shell 4+
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Powers (spirit): anchor spirit 1, damage (harm) 1,
damnation 6, injure body [#], injure mana [#], sever
soul 2, soul wrack 6, soul sear 8
Rituals: afflict I-III, animate undead I-II, conjure
haunter, curse, death awareness, deform, dispelling,
enclosure (shadow), sending (dreams), voices I-III
Verbal: varies
Traps: any
Costume: Black robed body, black mesh over face,
see through black sheen covering over torso, red
glowing eyes.
Dread spawns lurk in the shadows and live on the
fringes of civilized society, where they are energized
by the negative emotions associated with fear. The
apprehension a person experiences when walking
throughout the woods or on empty streets will often
attract a dread spawn.
Dread spawns feed off fear. Their goal is to spread
terror through the communities on which they prey.
They will stalk individuals and implement carefully
thought-out campaigns of terror intended to drive the
community into a state of perpetual fearful agitation.
Dread spawns begin with trivial things, such as
breaking twigs or making noises in the dark just
outside a person’s vision. Often people in the
community will catch a glimpse of its glowing eyes
or fluttering form. The rumors will spread and fears
will grow. The dread spawn will relish in the
victim’s uncertainty, and then the killings will begin.
A dread spawn will find a well loved person to be
the first victim. The dread spawn will torment its
victim, until the victim is pushed to madness.
Victims are killed slowly and painfully so the dread
spawn can absorb every morsel of their victim's
terror. The tortured bodies will be left for friends
and family members to find to increase the
magnitude of communal horror.
Dream Entities
Dread spawns will eventually leave the community,
but only after the people there have been so
decimated that they are unable to feel emotion. The
members of the town will be shocked to madness,
depression, or total despondency.
The dream realms are created by dream architects
and dream servants.
Architect
True dream architects are the by-product of the
collective dreaming consciousness of sentient
beings. Dream architects coalesce into consciousness
and form in the material world. Their form can be
any type of beast or being and they are allowed all
the skills of that type.
Dread Spawn
Classification: formation
Size: M
Body: 12
Mana: 18
Abilities: absorption, adhesion, body combat (cut,
crush), bound, dangersense, debility (sunlight),
invisibility, fly I-III, need (terrorize living), skin
(quasi-corporeal) I, strength II, stealth, transpose,
Dream architects can create pockets of time and
space called dream milieus. These areas are an
alternate reality connected to the material realm. The
dream architect must decorate the area to make it
41
look like a surreal dreamscape.
Eagles are predatory birds with hooked beaks, acute
sight and powerful feet with long curved talons.
They are found in all climates, including the tundra,
desert, islands and the tropics. Eagles build nests of
sticks or similar materials, usually in trees and
sometimes on cliffs. An eagle's chief weapons are its
powerful legs, feet, and talons. Some eagles also bite
in self-defense.
Dream architects have the special ability to capture
naturally slumbering persons and bring them from
the material milieu into these imaginary worlds.
Dream architects also have the ability to create
dream servants.
Servant
Dream servants are minions created by a dream
architect from the hapless beings who have entered
the dream realms. Any non-resisting, dead or
unconscious greater being can be transformed into a
dream servant. Dream servants retain sufficient
physical characteristics, such as voice and manner,
to be recognized as their former selves if the
costume permits. Dream servants can be any beast
or being imaginable so long as the size remains
consistent.
Noble Eagle
Noble eagles are majestic flyers with powerful wills
and the power to control the minds of others.
Eagle
Classification: beast (avian)
Size: S, M
Body: 5
Abilities: heightened senses I, hover I-III, immunity
sounds (shrieks)
Knowledge: climb I, fatal finish, navigation,
survival, swim I, tracking, weapon (body I-III)
Feats: dodge I, knockback I, strength I, willpower I
Costume: eagle mask, eagle torso, eagle wings,
claws
Dream servants have the skills of the beast or being
whose form they have assumed. A complete
character card must be provided by the dream
architect. Dream servants are completely subservient
to the will of the dream architect. When dream
servants are slain they return to their own form and
after sixty seconds they will wake up (still in the
dream realm) with only a vague remembrance of
time spent as the dream servant.
Noble Eagle
Classification: beast (avian); meta
Size: M, L
Body: 7
Mana: 15
Abilities: body combat (cut), flight I-III, heightened
sense II, hide I-II, intelligence II, invulnerable (psi),
strength II-III, strongwill
Feats: augment sp&p I-II, bursting sp&p I-II, critical
melee I-III, dodge II-IV, double sp&p I-II, impacting
sp&p I-II, eye cut, kill cut, knockback II, parry I-III,
strength II-IV, stun I-III, willpower II
Powers: blast (psi) 1, enhance weapon (psi), mass
moving force 3, moving force 1
Powers (mind): amnesia 3, bewilder 3, compliant 1,
confuse being 6, dazzle 2,fugue 1, pacify being 5,
Powers (movement): flee sound (shriek) 1, mass
flee sound (shriek) 3
Verbal: Shrieking 1, shrieking 2, shrieking 3.
Costume: eagle mask (golden forehead), eagle torso,
eagle wings, claws
Architect
Classification: being (lesser); formation
Size: M
Genetics: restricted as form
Abilities: dreamscapes & restricted as form
Skills: restricted as form
Costume: restricted as form
Servants
Classification: <as form>; formation
Size: M
Genetics: restricted as form
Skills: restricted as form
Costume: restricted as form
Eagle
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II, stun I-II, surprise strike I-IV, waylay I-II,
willpower II
Costume: eel mask (with black striations), eel torso,
claws
Eel
Eels are long thin fish that live in the water and are
unable to come onto land. Their mouths move
continually as they pump water over their gills.
Electric Eel
Classification: beast (fish); meta
Size: S, M
Body: 8
Mana: 8
Abilities: invulnerable (electric), heightened senses
II
Feats: breaking sp&p I-II, bursting sp&p I, critical
melee II-III, dodge II, double sp&p I-II, impacting
sp&p I-II, knockback I-III, negate sp&p I-II,
quickcast sp&p I-III, recover I-II, retaliate I-IV,
willpower II
Powers: blast (electric) 1, enhance weapon (electric)
1, mass moving wave 3, moving wave 1
Verbal: zitting 1, zitting 2, zitting 3
Costume: eel mask (with yellow striations), eel
torso, claws
Eels are generally found in small groups and often
lie in the mud on the bottom of the pools. They are
docile and will attempt to flee rather than fight.
Ambush Eel
The ambush eel is a merciless predator that hunts
coral reefs, muddy shallows and water choked with
vegetation. The eel conceals itself with adaptive
camouflage and waits for its prey.
Electric Eel
Electric eels are able to store powerful electric
charges in their bodies. They are more aggressive
that the common eel.
Toxic Eel
Found only in areas with extremely polluted water,
toxic eels are able to collect toxic chemicals when
swimming to spit at prey and predators alike. Bites
from a toxic eel are sometimes deadly because the
hundreds of tiny sharp teeth can introduce poisonous
substances into the victim’s bloodstream.
Toxic Eel
Classification: beast (fish); meta
Size: S, M
Body: 8
Mana: 8
Abilities: body combat (reservoir), heightened
senses II, invulnerable (toxic)
Compounds: poisons
Feats: breaking sp&p I-II, bursting sp&p I, critical
melee II-III, dodge II, double sp&p I-II, impacting
sp&p I-II, knockback I-III, negate sp&p I-II,
quickcast sp&p I-III, recover I-II, venom I-III,
willpower II
Powers: blast (toxic) 1, enhance weapon (toxic) 1,
mass moving wave 3, moving wave 1
Verbal: spewing 1, spewing 2, spewing 3
Costume: eel mask (with green striations), eel torso,
claws
Eel
Classification: beast (fish)
Size: S, M
Body: 6
Abilities: aquatic, heightened senses I, move 0,
pliant, respiration (liquid)
Feats: dodge I, parry I, willpower I
Knowledge: biology, chemistry, fatal finish,
survival, swim I-II, weapon (body I-III)
Costume: eel mask, eel torso, claws
Ambush Eel
Classification: beast (fish); meta
Size: S, M
Body: 12
Abilities: body combat (chop), dangersense,
heightened senses II, hide I-II, invisibility, stealth
Feats: assassinate, critical melee II-IV, dodge II,
knockback I-III, limb (chop) I, negate sp&p I, parry
Elemental
Elementals arise when a specific type of mana
energy coalesces into sentience, or when a type of
mana energy is placed into a vessel (such as a
corpse) to perform work.
43
Each type of mana energy has an associated
elementals that is composed of readily available
matter consistent with the origins of the energy. For
example, cold elementals are composed of snow and
ice, whereas wind elementals are concentrated gusts
of swirling air.
the high metallic content within their forms, they are
vulnerable to electrical attacks. They are also
susceptible to sound based attacks which crack the
crystalline structures in their forms. Powerful earth
elementals can exert a degree of command over the
ground they walk, enabling them to quickly tunnel
through the ground or walk normally through muddy
terrains.
Lesser and greater elementals are created by using
corpses as vessels for the mana energy. SP&Ps
create lesser elementals where the body takes on the
form of the elemental inside of the recipient’s
clothing. Greater elementals are created through
rituals and procedures and fully encompass the
vessel with an elemental form.
Electric Elemental
Electric elementals are composed of high voltage
which retain a rough humanoid shape. Water and
earth based attacks cause the electrical current to be
disrupted. Powerful electrical elementals can
directly control the voltage in their forms, reducing
it such that visible arcing does not occur, making
them effectively invisible.
True elementals can develop from the action of the
universe, or sometimes evolve from lesser or greater
elementals. True elementals are formations, whereas
the lesser and greater elementals are conjurations.
Realm source material will dictate which elementals
can appear within a world.
Heat Elemental
Heat elementals appear as flames in humanoid form.
Both cold and water based attacks are extremely
effective at damaging a heat elemental by reducing
the temperature of the flames that create its form.
Powerful heat elementals are always on the move,
unable to be slowed or stopped in any way.
Elementals are identified by their color which
matches the color of the type of mana used to form
them.
Acid Elemental
Acid elementals are formed by coalescing either
extremely acidic or basic aqueous solutions into a
sentient form. Due to the naturally extreme pH of
their physiology, they are extremely susceptible to
neutral solutions, such as water. Powerful acid
elementals can quickly reorganize their body to be
either highly flexible or extremely resilient in
response to attacks.
Holy Elemental
Holy elementals are formed by the convergence holy
energies. Fueled primarily by holy energy, these
conjurations are highly susceptible to profane based
attacks. Powerful holy elementals are able to infuse
positive energy into their allies, gradually healing
their wounds and also remove ongoing magical
effects.
Necromantic Elementals
Necromantic elementals are formed by latent
necromantic energy. These elementals are highly
susceptible to vitalic energies. Powerful necromantic
elementals become accustomed to terrifying sights
and sounds, rendering them unaffected by these
effects.
Cold Elemental
Cold elementals are commonly composed of snow
and ice. Normal weather conditions are not sufficient
to melt a cold elemental, however, heat and wither
based attacks quickly melt away the outer layers.
Powerful cold elementals can pass through snow and
mush with ease, as well as freeze themselves to the
ground, preventing themselves from being moved.
Profane Elementals
Profane elementals are born from malevolence. Holy
based attacks are highly damaging to their existence.
Surging with malevolence, powerful profane
elementals attacks cannot be stopped by anything
Earth Elemental
Earth elementals are comprised of earthy matter,
including stone, precious gems and iron ore. Due to
44
short of total incapacitation.
eventually mastering the means and methods to
create and deliver them with their own bodies.
Psi Elementals
Psi elementals are created from mental energy and
thought. Their personalities vary considerably based
upon the nature of the thoughts used to form them.
Powerful psi elementals are able to speak to others
using only their minds, over time, this mental
prowess can stretch into the world and be used to
move and manipulate things.
Vitalic Elemental
Vitalic elementals are composed of living energy,
but they are not themselves alive. Necromantic
energies oppose vitalic energies and are very
harmful to vitalic elementals. Powerful vitalic
elementals can heal by touch.
Water Elemental
Water elementals appear as water in humanoid form.
Both heat and wither based attacks are extremely
dangerous to a water elemental by causing rapid
evaporation. Powerful water elementals gain a more
amorphous form, allowing them to slip through
restraints and cracks with ease.
Radiation Elementals
Radiation elementals are composed of radioactive
energies such as x-rays. Earth based attacks which
connect with a radiation elemental are extremely
disruptive because they impede the flow of the
radiation through its form. Powerful radiation
elementals can absorb the radiation from living
creatures, although this process if fatal to the victim.
They can also manipulate their energy to move
outside of the visible spectrum, making them
invisible.
Wither Elemental
Wither elementals thrive on a lack of moisture. They
are composed of dry sand, the husks of desiccated
insects and crumbling organic matter. Water based
attacks that force moisture into the wither elemental
are extremely damaging. Powerful wither elementals
develop a variety of powerful powers to drain their
opponent s ability to fight.
Wind Elemental
Wind elementals are comprised entirely of swirling
vortices of wind. Major disruptions of these winds,
particularly by the introduction of dense materials
created by earth based attacks, is highly damaging to
the wind elemental s physiology. Powerful air
elementals can move quickly over non-solid surfaces
and eventually even take flight.
Sound Elementals
Sound elementals coalesce from noise; screams and
whispers, laughter and whimpers, music and
dissonance all converge to create the sound
elemental. Wind and earth based attacks both disrupt
the ability of the sound elemental to let itself be
heard, either by pushing the air away which the
sound transmits itself through or by simply being a
physical impediment. Powerful sound elementals are
completely unaffected by any noise based attack and
over time can even learn to sense their environment
completely through a form of echolocation.
Acid Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: debility (water), immune smell (chemical
aroma), intelligence II-III, invulnerable (acid),
vulnerable (water)
Knowledge: climb I, chemistry, coordinate, fatal
finish, sense I-II, shield I-II, swim I, weapons (body
I-III, bows I-V, chop I-III, crush I-III, cut I-III, guns
I-V, throw I-III), wear armor I-V
Costume: acid elemental mask
Toxic Elemental
Toxic elementals are formed by a combination of
chemical, biological, and physical substances which
are harmful to most organic creatures. These
substances include mercury, chlorine gas, a variety
of bacteria and viruses, and airborne asbestos dust.
Organic aspects of the toxic elemental are extremely
susceptible to heat based attacks. Water based
attacks are also highly damaging as it forces the
airborne particulate, to flocculate and fall out of the
elemental. Powerful toxic elements have an innate
understanding of how to wield compounds in a fight,
45
Knowledge: sense III
Powers: blast (electric, cold) 1, enhance weapon
(electric, cold) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: cold elemental mask, cold elemental torso
Acid Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: pliant
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (acid) 1, enhance weapon (acid) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: acid elemental mask, acid elemental torso
Cold Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: immovable, meliorate (cold)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, tough II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater cold elemental mask, cold
elemental torso
Acid Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: robust, meliorate (acid)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater acid elemental mask, acid
elemental torso
Earth Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (earth),
mush mover I, vulnerable (electric, sonic)
Knowledge: climb I, coordinate, fatal finish,
geology, sense I-II, shield I-II, swim I, weapons
(body I-III, bows I-V, chop I-III, crush I-III, cut I-III,
guns I-V, throw I-III), wear armor I-III
Costume: earth elemental mask
Cold Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (cold),
mush mover I, vulnerable (heat, wither)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I, weapons (body I-III, bows IV, chop I-III, crush I-III, cut I-III, guns I-V, throw IIII), wear armor I-V
Costume: cold elemental mask
Earth Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: mush mover II-III
Feats: tough I, willpower I
Knowledge: sense III
Powers: blast (earth) 1, enhance weapon (earth)
Verbal: provided by creator
Costume: earth elemental mask (or brown make-up
as inverted triangle under eyes if permitted by club),
earth elemental torso
Cold Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: mush mover II-III
Feats: tough I, willpower I
46
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater electric elemental mask, electric
elemental torso
Earth Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: meliorate (earth), tunneling
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, tough II-III,
willpower II
Verbal: provided by creator
Costume: greater earth elemental mask, air
elemental torso
Heat Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (heat),
vulnerable (cold, water)
Knowledge: climb I-II, coordinate, fatal finish,
sense I-III, shield I-II, swim I, weapons (body I-III,
bows I-V, chop I-III, crush I-III, cut I-III, guns I-V,
throw I-III), wear armor I-V
Costume: heat elemental mask
Electric Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: hover I, intelligence II-III, invulnerable
(electric), vulnerable (earth, water)
Knowledge: climb I, coordinate, electronics I, fatal
finish, sense I-II, shield I-II, swim I, weapons (body
I-III, bows I-V, chop I-III, crush I-III, cut I-III, guns
I-V, throw I-III), wear armor I-III
Costume: electric elemental mask
Heat Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: speed
Powers: blast (heat blast) 1, enhance weapon (heat)
Feats: phase I, willpower I
Powers (movement): moving force 1
Verbal: provided by creator
Costume: heat elemental mask, heat elemental torso
Electric Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: hover II-III, transpose
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (electric) 1, enhance weapon (electric)
1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: electric elemental mask, electric
elemental torso
Heat Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: unstoppable, meliorate (heat)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater heat elemental mask, air elemental
torso
Electric Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: invisibility, meliorate (electric)
Feats: bursting sp&p I, double sp&p I, impacting
Holy Elemental, Lesser
Classification: conjuration
47
I-II, shield I-II, swim I, theology, weapons (body IIII, bows I-V, chop I-III, crush I-III, cut I-III, guns IV, throw I-III), wear armor I-V
Costume: necromantic elemental mask (or yellow
make-up as inverted triangle under eyes if permitted
by club)
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (holy),
vulnerable (profane)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I, theology, weapons (body IIII, bows I-V, chop I-III, crush I-III, cut I-III, guns IV, throw I-III), wear armor I-V
Costume: holy elemental mask
Necromantic Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: fearless
Feats: tough I, willpower I
Knowledge: sense III
Powers: blast (necromantic) 1, enhance weapon
(necromantic) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: necromantic elemental mask (or yellow
make-up as inverted triangle under eyes if permitted
by club), necromantic elemental torso
Holy Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: healing touch I
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (holy) 1, enhance weapon (holy) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: holy elemental mask (or yellow make-up
as inverted triangle under eyes if permitted by club),
holy elemental torso
Necromantic Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: immovable, meliorate (necromantic)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, tough II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater necromantic elemental mask,
necromantic elemental torso
Holy Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: healing touch II, meliorate (holy),
nullification
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater holy elemental mask, holy
elemental torso
Profane Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (profane),
vulnerable (holy)
Knowledge: climb I, coordinate, fatal finish,
psychology, sense I-II, shield I-II, swim I, theology,
weapons (body I-III, bows I-V, chop I-III, crush I-III,
cut I-III, guns I-V, throw I-III), wear armor I-V
Necromantic Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable
(necromantic)
Knowledge: climb I, coordinate, fatal finish, sense
48
Costume: profane elemental mask
Abilities: telepathy I
Feats: phase I, willpower I
Knowledge: extrasensory perception, sense III
Powers: blast (psi) 1, enhance weapon (psi) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: psi elemental mask, psi elemental torso
Profane Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: fearless
Feats: phase I, willpower I
Knowledge: extrasensory perception, sense III
Powers: blast (profane) 1, enhance weapon
(profane) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: profane elemental mask
Psi Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: telekinesis I-III, telepathy II, meliorate
(psi)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater psi elemental mask, psi elemental
torso
Profane Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: rage, meliorate (profane)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater profane elemental mask, profane
elemental torso
Radiation Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (radiation),
vulnerable (earth)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I, theology, weapons (body IIII, bows I-V, chop I-III, crush I-III, cut I-III, guns IV, throw I-III), wear armor I-V
Costume: radiation elemental mask
Psi Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (psi)
Knowledge: climb I, coordinate, fatal finish,
psychology, sense I-II, shield I-II, swim I, theology,
weapons (body I-III, bows I-V, chop I-III, crush I-III,
cut I-III, guns I-V, throw I-III), wear armor I-V
Costume: psi elemental mask (or yellow make-up as
inverted triangle under eyes if permitted by club)
Radiation Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: feeding (mana)
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (radiation) 1, enhance weapon
(radiation) 1
Powers (movement): moving force 1
Verbal: provided by creator
Psi Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
49
Costume: radiation elemental mask, radiation
elemental torso
Radiation Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: invisibility, feeding
(radiation)
Feats: bursting sp&p I, double
sp&p I-II, quick cast sp&p
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater radiation
radiation elemental torso
Size: M
Body: 15
Mana: 15
Abilities: dangersense, meliorate (sound), spatial
location
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater sound elemental mask, sound
elemental torso
(body), meliorate
sp&p I, impacting
I-II, phase II-III,
Toxic Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (toxic),
vulnerable (heat, water)
Knowledge: climb I, biology, chemistry, coordinate,
fatal finish, geology, medicine, sense I-II, shield I-II,
swim I, theology, weapons (body I-III, bows I-V,
chop I-III, crush I-III, cut I-III, guns I-V, throw I-III),
wear armor I-V
Costume: toxic elemental mask
elemental mask,
Sound Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (sound),
vulnerable (earth, wind)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I, theology, weapons (body IIII, bows I-V, chop I-III, crush I-III, cut I-III, guns IV, throw I-III), wear armor I-V
Costume: sound elemental mask
Toxic Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Feats: phase I, willpower I
Knowledge: compound handling, compound
combat, sense III
Powers: blast (toxic) 1, enhance weapon (toxic) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: toxic elemental mask, toxic elemental
torso
Sound Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: immunity sounds (booms, howls, roars,
shrieks)
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (sound) 1, enhance weapon (sound) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: sound elemental mask, sound elemental
torso
Toxic Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: body combat (cut, reservoir), meliorate
(toxic)
Sound Elemental, True
Classification: formation
50
Compounds: disabler, hazard (limited-toxic only),
infection (limited), narcotic, poison, toxicant
Feats: bursting sp&p I, bypass I-II, double sp&p I,
impacting sp&p I-II, quick cast sp&p I-II, surprise
strike I-II, phase II-III, venom I-II, willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater toxic elemental mask, toxic
elemental torso
Costume: greater wind elemental mask, wind
elemental torso
Water Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (water),
respiration (atmosphere, water), vulnerable (heat,
wither)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I-II, theology, weapons (body
I-III, bows I-V, chop I-III, crush I-III, cut I-III, guns
I-V, throw I-III), wear armor I-V
Costume: water elemental mask
Vitalic Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: intelligence II-III, invulnerable (vitalic),
vulnerable (necromantic)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I-II, theology, weapons (body
I-III, bows I-V, chop I-III, crush I-III, cut I-III, guns
I-V, throw I-III), wear armor I-V
Costume: wind elemental mask
Water Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: aquatic, nonadhesive, pliant
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (water) 1, enhance weapon (water) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: water elemental mask, water elemental
torso
Vitalic Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: healing touch I-II
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (vitalic) 1, enhance weapon (vitalic)
1, heal #
Verbal: provided by creator
Costume: wind elemental mask, wind elemental
torso
Water Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: meliorate (water), transpose
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater water elemental mask, water
elemental torso
Vitalic Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: absorption, dangersense, meliorate
(vitalic), regeneration I-III
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Verbal: provided by creator
Wither Elemental, Lesser
Classification: conjuration
Size: M
51
Body: 4, 6, 8
Abilities: debility (water), intelligence II-III,
invulnerable (wither), vulnerable (water)
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I-II, theology, weapons (body
I-III, bows I-V, chop I-III, crush I-III, cut I-III, guns
I-V, throw I-III), wear armor I-V
Costume: wither elemental mask
Knowledge: climb I, coordinate, fatal finish, sense
I-II, shield I-II, swim I-II, theology, weapons (body
I-III, bows I-V, chop I-III, crush I-III, cut I-III, guns
I-V, throw I-III), wear armor I-V
Costume: wind elemental mask
Wind Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Abilities: hover II-III, pliant
Feats: phase I, willpower I
Knowledge: sense III
Powers: blast (wind) 1, enhance weapon (wind) 1
Powers (movement): moving force 1
Verbal: provided by creator
Costume: wind elemental mask, wind elemental
torso
Wither Elemental, Greater
Classification: conjuration
Size: M
Body: 10
Mana: 3
Feats: tough I, willpower I
Knowledge: sense III
Powers: blast (wither) 1, enhance weapon (wither)
1
Powers (depletion): exhaust 2, fatigue melee 1,
fatigue ranged 1, fatigue responses 3, weakness 3
Powers (movement): moving force 1
Verbal: provided by creator
Costume: wither elemental mask, wither elemental
torso
Wind Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: flight I-III, meliorate (wind), speed
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, phase II-III,
willpower II
Powers: mass moving force 3
Verbal: provided by creator
Costume: greater wind elemental mask, wind
elemental torso
Wither Elemental, True
Classification: formation
Size: M
Body: 15
Mana: 15
Abilities: meliorate (wither)
Feats: bursting sp&p I, double sp&p I, impacting
sp&p I-II, quick cast sp&p I-II, tough II-III,
willpower II
Powers: mass moving force 3
Powers (depletion): enfeeble 5, death 5, weary 6,
incapacitate 8
Verbal: provided by creator
Costume: greater wither elemental mask, wither
elemental torso
Elf
Elves look very much like normal humans, but with
pointed ears. Elven society is full of ancient heritage
and traditions. They value their past, reliving it in
the form of stories, dances, games and other social
activities. Their customs pass from one generation to
the next with great reverence, and remain unchanged
for hundreds of years. Elves value learning and
education. Though their culture is rooted in the past,
their minds are quick to grasp new concepts.
Wind Elemental, Lesser
Classification: conjuration
Size: M
Body: 4, 6, 8
Abilities: hover I, intelligence II-III, invulnerable
(wind), vulnerable (earth)
Elves prefer to live in woodland habitats. Even in
technological societies they live closely with nature
52
by adapting technologies to complement their
environment. Elves do not generally exploit their
realms. They work to protect and enhance their
environment which remains rich with vegetation and
animal life.
Body: 10
Mana: 15
Abilities: body combat (cut), dangersense,
intelligence II, invisibility, invulnerable (holy or
profane), pliant, respiration (atmosphere, vacuum),
size (decrease), size (increase), spacemove, spatial
location, transpose, vulnerable (holy or profane)
Fabricating: brewing, cooking
Feats: augment sp&p I-III, breaking sp&p I-II,
conceal sp&p I-III, dodge I-II, double sp&p I-II,
impacting sp&p I-II, parry I-II, quickcast sp&p I-II,
phase I, strength I-II, willpower I-II
Knowledge: astronomy, biology, chemistry, crime,
enigmas, extrasensory perception, fine arts, first aid,
forensics, gambling, gaming, geology, history, law,
leaping, mathematics, mechanics I-III, medicine,
military, navigation, occult I-III, politics,
psychology, regain feat (contest mental, scheming),
rumors, sense I-III, splint, survival, swim I-II,
theology, tracking, weapon (body I-III)
Powers (mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, shell 3+[#], squelch
2
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Powers (mind thought): amnesia 3, blast (psi or
profane) 1, bewilder 3, compliant 1, confuse being 6,
dazzle 2, dominate being 8, enhance weapon (psi or
profane) 1, fugue 1, manipulate being 10, pacify
being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Procedures: astray, dispelling, dome (impermeable,
permeable
psi or profane), enclosure (psi or
profane), wall (impermeable, permeable psi or
profane)
Costume: emotite mask (white mask with 1" colored
spots (red, green, blue)), emotite torso (sheer white
fabric with many 3" colored spots (red, green, blue))
Elf
Classification: being (greater)
Size: M
Body: 8
Mana: 16
Abilities: increase mana I-III, intelligence I-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: All elves must have pointed ears.
Cultural Distinctions: Elves tattoo intricate designs
around their eyes to mark their cultural distinctions.
The tattoos are one color and must be intricately
drawn with fine lines; smudges and solid spots of
color are not acceptable as they may be confused
with make-up used to mark other beings.
Emotite
Emotites are quasi-corporeal beings that appear as
bursts of rainbow-colored lights in humanoid forms.
They are stimulated by strong emotions. They
become invisible and manipulate the feelings of
those around them while in that form. Discordant
emotites attempt to create conflict between groups of
otherwise peaceful persons. Discordant emotites are
immune to profane attacks, but are susceptible to
holy based attacks. Placative emotites will generally
promote feelings of goodwill, harmony and love.
Placative emotites are immune to holy attacks, but
are susceptible to profane based attacks.
Ergann
Erganns have pale mottled white skin. They have
broad, round faces with sloping foreheads and bushy
eyebrows. Their mouths are filled with thick, flat
teeth and their bald heads have sharply pointed ears.
Erganns have one normal hand with five fingers, but
the opposite arm ends in a large digging claw. The
Emotite
Classification: being (lesser)
Size: M
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claws vary in shape, ranging from a hand with longer
nails, to a lobster-like claw, to a shovel-like
appendage.
Mana: 15
Abilities: body combat (cut, crush, chop), hide I-III,
intelligence II, spatial location, strength II, tunneling
Feats: critical melee I-II, dodge I, limb (cut, crush,
chop) I, parry I, strength I-II, willpower I
Knowledge: animal handling, astronomy, biology,
chemistry, coordinate, first aid, geology, interrogate,
medicine, occult I-III, regain feat socially,
resuscitate, sense I-III, shield I-II, survival, teach I,
theology, throw, weapons (body I-III, bow I-V, chop
I-III, crush I-III, cut I-III, guns I-V, throw I-III), wear
armor I-V
Powers (body healing): purify food & drink 2
Powers (mana): attenuate 1, damage (disintegrate)
1, dispel 1, drain mana 2, mete mana 1+ [#]
Rituals: bridge, dispel magic, dome (impermeable),
earthworks, transmutation, wall (impermeable)
Costume: Ergann mask, claw
Erganns dwell deep underground in subterranean
labyrinths. Their diet consists of moss,
phosphorescent lichens and cave fish. They train
ferrivores, stone beasts and other underground beasts
using them for various chores, including
construction and defense.
Ergann society is divided into castes. There are
generally three to five castes in the average Ergann
society. The leaders all come from the upper caste
and are advised by erganns who learn specialized
tasks such as the crafters, priests and soldiers.
The size and shape of the claw is important to
Ergann society, and generally determines which
caste an individual will belong. Different tribes of
Ergann have different criteria for determining the
perfect claw. Those with perfect claws are welcomed
into the rule caste.
Ergann Crafter
Abilities: strength III-IV
Fabricating: brewing, constructing, cooking,
fashioning I-V, manufacturing
Feats: bash I-III, critical melee III-IV
Knowledge: mathematics, mechanics I-III
Powers (item): form melee weapon [#], form ranged
weapon [#], form shield [#], form tool [#], mend [#],
open lock [#], weight decrease 2, weight increase 4
Rituals: bottomless bag, bridge, buffing, buoyant
item, dome (impermeable), earthworks, polishing
rag, recover item, reinforce shield, reinforce weapon,
replenish ammunition, restore item, spirit legacy
(schematics), spirit remembrance (effigy), tap
(mending), time reducer (tool), wall (impermeable),
ward (machines), weight, workbench
Costume: Ergann mask, claw
Ergann society is driven by prophecy. Erganns of
every cast will sometimes have visions. These
visions are interpreted by the priests who will bring
the imports to the ruling caste.
Ergann Crafter
These erganns specialize in building, construction,
and invention. Crafters handle all day to day matters
of life, including food and shelter for the tribe.
Ergann Priest
These erganns listen to the prophecies and interpret
their meanings. Priests hold great power when dire
predictions are encountered.
Ergann Priest
Feats: augment sp&p I-III, breaking sp&p I-II,
double sp&p I-III, impacting sp&p I-II, knockback IIII, strength III, tough I, willpower II
Powers: blast (any) 1, enhance weapon (any) 1
Powers (body healing): heal [#]
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, stop 4
Powers (mana): fortitude 1, pass exposure 2 seal
Ergann Soldier
These erganns are responsible for leading the
defense of the tribes’s the territory. Soldiers hold
great power when the homeland is threatened.
Ergann
Classification: being (lesser)
Size: M
Body: 15
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source 1, shell 3+[#], squelch 2
Rituals: assemble elemental I-II, ascertain, divine
allegiance, divine altar, divine bond, divine homage,
divine prayers, dome (impermeable), sending
(dreams), spirit remembrance (dirge), tap
(assembling, healing)
Costume: Ergann mask, claw
knockback I, limb (cut) I-II, parry I-III, quick cast III, recover I, strength I-II, willpower I-II
Powers: blast (acid) 1, enhance weapon (acid)
Powers (item affecting): deteriorate item 1, disable
item 3, disenchant item 1, find items 1, fragment
item [#]
Verbal: tinking 1, tinking 2, tinking 3.
Costume: Ferrivore mask, torso, claws
Ergann Soldier
Feats: critical melee III-V, dodge II, double sp&p I,
feint I-II, fend I, kill (chop, crush, cut) I, knockout I
knockback I-IV, limb (chop, crush, cut) I-II, riposte
I-II, parry III, strength I-III, stun I-IV, tough I-II,
willpower II
Rituals: armor arms, armor head, armor legs
Costume: Ergann mask, claw
Flowering Brain
The flowering brain is an immense plant with a
central core that looks like huge human brain.
Surrounding this core are broad flowers with a
cranium looking centers and pods with thorny vines.
The flowering brain moves on an ambulatory root
system.
Ferrivore
The flowering brain is highly intelligent and can
communicate using telepathy. The flowers have
mind controlling powers, telekinetic attacks and can
create dome around the whole plant. The thorny
vines can whip around, cutting and crushing
combatants.
Ferrivores are herd mammals that gain needed
nutrients from digesting metal. They do not have
teeth, instead ferrivore have filaments that drip a
corrosive acid which quickly breaks down items into
a soup that they lap up with their long spoon-like
tongues.
The flowering brain will establish itself close to a
community of people. They are found in local parks,
on the roofs of apartment buildings, back yard
greenhouses, vegetable gardens, flower beds and in
other places where the soil is good. The plant’s goal
is to slowly control everyone in the town, using the
population as a ready source of food.
Ferrivores are commonly found deep beneath the
ground in rich ore deposits, but large concentrations
of metal will draw them to the surface. They are
generally non-aggressive and will not attack living
things unless they possess metal or the ferrivores
feel threatened.
Ferrivores have evolved a resistance to acidic
solutions. They are also excellent climbers and
tunnelers.
Brain Flower and Stem Central Core
Classification: beast (plant); meta
Size: I
Costume: This immense plant is represented by a
depiction of the brain-base which can be a model
(movable by out-of-game operators) or a painted
backdrop of the plant. The lead out-of-game operator
controls one or two shoots that make special melee
attacks.
Ferrivore
Classification: beast (mammal)
Size: M
Body: 9
Mana: 16
Abilities: adhesion, body combat (cut), hide I-III,
invulnerable (acid), spatial location, tunneling
Knowledge: climb I-II, fatal finish, leaping,
pratfalls, survival, swim I, weapon (body) I-III
Feats: breaking sp&p I-II, critical melee I-III, dodge
I-II, double sp&p I-III, impacting sp&p I-II,
Flowering Brain Body Part: Flowers
Classification: beast (plant); being, meta
Size: M (part of I)
Body: 10
Mana: 30
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Abilities: body combat (chop), devour, fearless,
feeding (mana), heightened senses I-II, invulnerable
(psi), immovable, move I-II, omniscient, telekinesis
I-V, telepathy I-II, thought scanning, strongwill
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, conceal sp&p I-II, critical melee I-IV,
dodge I-III, double sp&p I-II, fling I-III, impacting
sp&p I-III, kill (chop), knockback I-IV, parry I-III,
mental extraction I-II, negate sp&p I-III, limb (chop)
I-II, tough I-II, seize I-III, quick cast I-II, willpower
I-II
Powers (Mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, shell
+[#], squelch 2
Knowledge: biology, blindfight, fatal finish,
grappling, psychology, tracking, weapon (body I-III)
Powers (mind fear): spook 2, fear 1, tremble
3,screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3, blast
(psi) 1, compliant 1, confuse being 6, dazzle 2,
dominate being 8, enhance weapon (psi), fugue 1,
manipulate being 10, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Procedures: dispelling, dome (permeable - psi),
subservience I-IV, wall (permeable - psi)
Verbal: whosing 1, whosing 2, whosing 3.
Costume: flowering mask, stem torso, claws
Fox
Foxes are four legged mammals characterized by a
lithe body, slender legs and a bushy tail. The head of
the fox has a narrow muzzle and large ears. They
have keen sight and a sharp sense of smell.
Sly Fox
The sly fox is very cunning.
Fox
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: heightened sense I, hide I, stealth
Feats: dodge I, elude (woodlands) I, parry I, pursue
I, willpower I
Knowledge: climb I, fatal finish, leaping,
navigation, survival, swim I, tracking, weapon (body
I-III)
Costume: fox mask, fox torso, claws
Sly Fox
Classification: beast (mammal); meta
Size: S, M
Body: 6
Abilities: dangersense, heightened sense II, hide II,
invisibility, stealth
Feats: dodge II, elude (woodlands) II, parry II,
willpower II
Knowledge: balance, blindfight, crime, disarm trap,
occult I-II, pocket pick, pocket place, scrounge,
Costume: fox mask, fox torso, claws
Flowering Brain Body Part: Thorny Vines
Classification: beast (plant); being, meta
Size: M (part of I)
Body: 15
Mana: 10
Abilities: body combat (crush, cut, reach), devour,
fearless, feeding (mana), heightened senses I-II,
hindered mover I-II, invulnerable (psi), immovable,
move I-II, omniscient, pliant, unstoppable, strongwill
Feats: bash I-II, critical melee I-IV, dodge I-II, kill
(crush, cut) I, knockback I-IV, knock out I-II, parry
I-III, limb (crush, chop) I-II, rend I-II, shred, stun IIV, willpower I-II
Knowledge: biology, blindfight, fatal finish, weapon
(body I-III)
Powers: damage (lacerate)
Costume: vine mask that hangs down body, black
torso, claws or tentacles
Fish
Fish live in the water and are covered with scales.
They have a mouth connected to a long slender body
that ends in a finned tail. There may also be fins on
their top, sides or bottom. Fish eyes are generally
located above the mouth on either side of the body.
There are many kinds of fish found in the waters of
the universe: tuna, trout, pickerel, pike and catfish to
name a few. Some live in fresh water, while others
live in salt water. Some are no bigger than a finger,
while others can swallow a person whole. Some are
peaceful, while others are aggressive. Most fish are
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not very dangerous, but here are a few exceptions.
Size: S, M
Body: 5
Abilities: aquatic, heightened sense I, hide I,
intelligence I, move 0, respiration (liquid)
Feats: dodge I, parry I, willpower I
Knowledge: fatal finish, navigation, survival, swim
I-II, weapon (body I-III)
Costume: fish mask, fish torso, claws
Horned Fish
The horned fish has stiff plates of bone covering the
front part of its body. On these plates are one or
more knob-like horns. These horns are used mostly
for defense and territorial combat as the horned fish
is only aggressive when its territory has been
violated. Horned fish attack by ramming solidly into
opponents.
Horned Fish
Classification: beast (fish); meta
Size: M, L
Body: 12
Abilities: body combat (crush), heightened senses II,
hide II-III, strength II-III
Feats: critical melee I-IV, dodge II-III, kill (crush) I,
knockback I-IV, knock out I-II, limb (crush) I-II,
negate sp&p I, parry II-III, strength I-V, stun I-IV,
tough I-II, willpower II
Costume: fish mask (with horned plates), fish torso,
claws
Killer Catfish
The killer catfish is a lone hunter commonly found
in freshwater streams and lakes. Catfish have no
scales, their bodies are either naked or covered with
boney plates. The killers are identified by oversized
whiskers, deep black eyes and mouth full of sharp,
prickly teeth.
This large, often man-sized fish, stalks its prey by
staying close to the riverbank or bottom of the pool.
They are big enough to swallow small children
whole. While hunting the killer catfish uses plants or
debris as camouflage so that it can spring on its prey
unaware.
Killer Cat Fish
Classification: beast (fish); meta
Size: M, L
Body: 10
Abilities: body combat (chop), dangersense,
heightened senses II, hide II, strength II, stealth
Feats: assassinate, critical melee I-III, dodge II, eye
(chop), limb (chop) I-II, negate sp&p I, parry II,
strength I-III, surprise strike I-IV, waylay I-II,
willpower II
Costume: fish mask (with whisker extensions), fish
torso, claws
Poison Fish
This venomous fish is found mostly in waters
choked with vegetation. It swims between plants in
search of prey. Poisons fish have been known to kill
birds, animals, and even people by sliding their
bodies up against the victim. The poison fish have
sharp scales that are covered with a highly poisonous
slime. The small cuts made by the scales introduce
the deadly poison into the bloodstream and after the
victim dies the poison fish feeds off the corpse.
Poison Fish
Classification: beast (fish); meta
Size: M, L
Body: 10
Abilities: body combat (reservoir), dangersense,
heightened senses II, strength II, stealth
Compounds: poisons
Feats: bypass I, critical melee I-III, dodge II, negate
sp&p I, parry II, strength I-III, surprise strike I-II,
venom I-III, willpower II
Knowledge: biology, chemistry
Costume: fish mask (with visible scales), fish torso,
Slaughter Fish
The slaughter fish is a sword or saw fish with an
incredibly sharp, blade-like bony extension above its
mouth. The slaughter fish waves its bladed proboscis
through schools of fish to gets it meal. Larger
specimens have been known to shred groups of
divers into small pieces in a matter of seconds by
using this method.
Fish
Classification: beast (fish)
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claws
(toxic, wither)
Feats: dodge I, knockback I, strength I-II, willpower
I
Knowledge: climb I, fatal finish, leap, pratfall, swim
I-II, weapon (body I-III)
Costume: frog mask, frog torso, claws
Slaughter Fish
Classification: beast (fish); meta
Size: M, L
Body: 10
Abilities: body combat (chop, cut, rend), heightened
senses II, rage, strength II
Feats: critical melee I-IV, dodge II-III, kill (chop,
cut), knockback I-II, limb (chop, cut) I-II, negate
sp&p I-II, parry II-III, rend I-II, shred, strength I-III,
stun I-II, willpower II
Knowledge: blindfight
Costume: fish mask (with blade proboscis), fish
torso, claws
Bog Frog
Classification: beast (reptile); meta
Size: M, L
Body: 12
Abilities: adhesion, aquatic, body combat (cut,
seizing), heightened senses II, hide III, immovable,
mush mover III, strength II-III, stomach (expandable)
Feats: critical melee I-IV, dodge II-III, fling I-III,
knockback I-IV, knock out I-II, parry I-III, negate
sp&p I-II, seize I-III, strength III-V, stun I-IV,
swallow I-III, tough I-II, willpower I-III
Knowledge: climb II
Costume: frog mask, frog torso, claws
Frog
Frogs are tailless amphibians with bulging eyes. All
frogs develop strong back legs that enable the frog to
leap distances far greater than the length of its body.
When on land frogs move by hopping. Frogs hunt by
using their long sticky tongues to capture and
swallow their prey. Most varieties of frogs are no
larger than the body of a hand, but man-sized frogs
do exist in remote areas.
Gargoyle
Gargoyles are stout, beings with talons and large
mouths, some species have wings which will grant
the ability of flight. They are brutal hunters and prey
on the surrounding countryside. Gargoyles prefer to
eat people, but will subsist on cattle and other large
mammals. A gargoyle brood can quickly cause a
noteworthy number of disappearances in a local
area.
Frogs breathe through their skin which is highly
permeable and must remain moist at all times. This
makes them extremely resistant to water based
attacks; unfortunately, this makes many frogs
extremely susceptible to toxins and wither attacks in
their environment.
Gargoyles generally live in caves. Large
communities will create immense warrens of
interconnected passageways. Gargoyle warrens are
more common in remote areas, but have been found
in urban areas where they burrow into the walls of
basements or live in sewer systems.
Bog Frog
The bog frog lives in difficult to navigate, marshy
environments where it hunts prey as large as its own
size. Constantly on the move, bog frog’s voracious
appetite is never satiated as its massive and
constantly moving body’s demand for energy is
never ending.
Male Gargoyle
Male gargoyles are the primary workers in the
society. They dig out the warrens and hunt for food.
The males specialize in melee combat, where they
are vicious close-quarters tunnel fighters. They may
use crude wooden and stone weapons, but most often
rely on their claws.
Frog
Classification: beast (reptile)
Size: T, S, M
Body: 6
Abilities: bound, heightened senses I, hide I,
invulnerable (water), mush mover I-II, vulnerable
Female Gargoyle
58
Female gargoyles are much less common than male
gargoyles. When they become fertile, they will
attract male suitors. When a female gargoyle is
fertilized by a male she leaves the warren to find a
new range.
blindfight, climb I-II, coordinate, fatal finish,
history, leap, medicine, pratfall, occult I-III, regain
feat (feasting), resuscitate, splint, swim I, teach I,
theology, weapon (body I-III, thrown I-III)
Powers: blast (<any>)
Powers (injure action): damage (harm) 1,
hemorrhage 1, hobble leg 4, injure body [#], injure
mana [#], maim arm 5, kill 9
Rituals: curse, dome (impermeable, permeable <any>), earthworks, regain feat, restoration, return,
tap (healing), transmutation, wall (impermeable,
permeable (<any>))
Costume: gargoyle mask, gargoyle, torso, wings,
claws
The female travels to a new nest, digs a small cave
and lays dozens of eggs. The eggs hatch to spawn a
new warren. This brood grows up expanding the
cave into a large system and hunting the surrounding
countryside. Eventually the females in this brood are
fertilized and go out to spawn other warrens.
Only the female brood queen will be able to use
rituals. She is often a powerful, aged caster.
Ghasts
Male Gargoyle
Classification: being (lesser)
Size: M
Body: 10
Abilities: adhesion, bound, body combat (chop, cut),
danger sense, flight I-III, heightened sense I-II, hide
I-III, intelligence I-II, robust, strength II, tunneling
Fabricating: constructing
Feats: critical melee I-IV, deflect strike I-II, dodge
I-III, eye (chop, cut), feint I-II, fend I, kill (chop,
cut), knockback I-III, parry I-III, negate sp&p I, stun
I-III, limb (chop, cut) I-III, tough I-II, willpower I-II
Knowledge: balance, blindfight, climb I-II,
coordinate, disarm trap, fatal finish, first aid,
geology, leap, mechanics I-III, pratfall, regain feat
(feasting), repair, splint, swim I, tracking, weapons
(body I-III, crushing I-III, chopping I-IIII, throw I-II)
Traps: all
Costume: gargoyle mask, torso, wings, claws
Ghasts, often called Ghoul-Kin, are feral, humanoid
undead. They have wild eyes, sharpened teeth and
exist on a diet of living flesh eaten while the heart of
their victim still beats. The blood of their victims
drips down their chins. They are ferocious, nimble
creatures who are resourceful and determined to
survive.
Living in family groupings they make their homes in
deserted places or uninhabited buildings. If the area
is large enough they will form small communities
and hunt in packs.
Despite their limited intelligence, ghasts have a
profound innate understanding of several advanced
sciences, allowing them to craft deadly poisons
which they use to excellent effect when hunting
prey.
Ghast
Classification: being (lesser); undead
Size: M
Body: 6
Abilities: body combat (cut), devour, feeding
(body), heightened sense I-II, intelligence I-II, need
(living flesh), strength II
Compounds: infection (limited), poisons
Feats: critical melee I-II, dodge I, knockback I-III,
parry I, stun I-III
Knowledge: balance, biology, chemistry, compound
combat, compound handling, coordinate, disarm
Female Gargoyle
Classification: being (lesser)
Size: M
Body: 8
Mana: 20
Abilities: adhesion, bound, body combat (cut), flight
I-III, hide I-III, intelligence I-III, strongwill
Fabricating: brewing, cooking
Feats: double sp&p I-II, negate sp&p I-II, recover III, quickcast sp&p I-II, willpower I-II
Knowledge: astronomy, balance, biology,
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trap, fatal finish, leap, medicine, occult I-III, regain
feat (feasting), shield I-II, splint, swim I, survival,
tracking, weapons (body I-III, bow I-IV, chop I-III,
crush I-III, cut I-III, guns I-IV, throw I-II), wear
armor I-III
Traps: all
Costume: Pale face (white make-up), bloody mouth
and chin (red make-up)
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: White make-up is used to make exposed
skin pale looking. Eyes are slightly shadowed.
Cultural Distinction: Different ghoul cultures are
distinguished by tattoos on their bodies.
Ghost
Ghosts are spirits who become tied to this world past
their normal life span. Greater beings and sometimes
beasts who die under special circumstances can
become ghosts.
Goblin
Goblins are dark-green humanoids with small sharp
teeth and pointed ears. They have a low intelligence
and are only capable of understanding basic
concepts, but what goblins lack in brainpower, they
make up for in deception and stealth. They are sly,
crafty and cunning, and will lie, cheat and steal to
gain things that they desire.
Ghost
Classification: being (greater); meta
Size: M
Body: as character
Mana: as character
Abilities: invisibility, skin (quasi-corporeal) I-II,
unaging
Skills: as character
Costume: white sheer fabric layered overtop of
clothing so that all clothing is covered giving
appearance of transparency.
Goblins always speak softly, barely above a whisper
and never look into the eyes of others. Their body
language is very defensive and they are prone to
walking hunched over as if perpetually sneaking.
Goblins are masterful brewers of all sorts of drinks
and concoctions, including poisons. Goblins will use
poisons to manipulate the emotions of their victims.
They will generally avoid direct physical
confrontations, preferring to attack when their
victims are unaware or disabled, using primarily
distance weapons.
Ghoul
Ghouls are true living undead. They are reproduced
by the union of a male ghoul and female ghoul and
born from the female. Their life energy is a negative,
necromantic essence, but they eat, drink, breathe and
reproduce.
Goblins generally live on the fringes of orc society.
Although inherently lazy, goblins can be motivated
by threats and application of force by orcs, who
generally coerce goblins into performing servile
roles in their society.
Ghoul
Classification: being (greater); undead
Size: M
Body: 8
Mana: 16
Abilities: feeding (body), increase body I,
intelligence II-III, invulnerable (necromantic),
vulnerable (holy)
Ballads: any
Compounds: any
Fabricating: any
Feats: any
When left to their own devices, goblins will form
loose groups composed of a number of different
families. The leaders are usually the craftiest goblins
in the group and will remain in power as long as they
are able to manipulate the others. Goblins will often
join with ogres to form symbiotic working
relationships. The ogres generally provide the
muscle, while the goblins provide the stealth.
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Feats: critical ranged I-II, dodge II
Knowledge: chemistry, compound sleight, geology,
medicine
Rituals: dispel magic, purify blood
Costume: goblin mask
Goblin Brewer
The goblin brewer is often a popular figure in goblin
society, recognized as a crafter of fine ales and
wines. Should a goblin society go to war, the brewer
proves his worth as a master crafter of poisons and
other compounds.
Goblin Caster
Feats: breaking sp&p I, bursting sp&p I, conceal
sp&p I-III, double sp&p I-II, negate sp&p I-II,
quickcast sp&p I-II, recover I-II, willpower II
Powers (Body harming): damage (harm) 1, injure
body [#], injure mana [#]
Powers (Body healing): heal [#], purify food &
drink 2
Powers (Mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], pass exposure 2, seal source 1,
squelch 2
Rituals: dispelling, tap (healing), return, restoration
Costume: goblin mask
Goblin Caster
The goblin caster learns to manipulate mana to a
minor degree. They use their magic to harm and
injure enemies of their tribe, while healing their own
allies.
Goblin Marksman
The goblin marksman is an expert with the bow and
other ranged weapons, easily able to strike foes from
surprising distances.
Goblin Sneak
The goblin sneak is a master infiltrator and assassin.
Goblin sneaks will always avoid a fair fight, fleeing
first, and then at first chance, they will return to
attack when their opponent’s back is turned.
Goblin Marksman
Abilities: stealth
Feats: critical ranged attack II-IV, dodge II-III,
double range I-II, eye (pierce), kill (pierce), limb
(pierce) I-II, vocal (pierce), parry I
Rituals: replenish ammunition
Costume: goblin mask
Goblin
Classification: being (lesser)
Size: M
Body: 5
Mana: 10
Abilities: intelligence II
Fabricating: cooking, constructing
Feats: critical melee I-II critical ranged I, dodge I,
elude (shadows) I, surprise strike I, willpower I
Knowledge: animal handling, balance, biology,
compound combat, compound handling, coordinate,
climb, disarm trap, escape, fatal finish, first aid,
leaping, resuscitate, regain feat (scheming), repair,
shields I, sense I-III, splint, swim I, survival, teach I,
tracking, weapons (bow I-V, crush I-II, chop I-II, cut
I-II, guns I-V, throw I-III), wear armor I-II
Costume: goblin mask
Goblin Sneak
Abilities: stealth
Feats: assassinate, bypass I-II, dodge II, elude
shadows II, negate sp&p I, parry I, surprise strike IIIV, waylay I-III
Knowledge: forgery, pocket pick, pocket place,
rumors
Rituals: astray, dispelling, smuggle
Traps: box, door, hanger, obstacle, snares
Costume: goblin mask
Gremlin
Gremlins are social, orange-skinned creatures with
pointy ears and beady little red eyes. They have a
below average intellect, but are capable of speaking
and understanding simple concepts.
Goblin Brewer
Compounds: curative, disabler, enabler, hazard,
narcotic, poison
Fabricating: brewing
Gremlins speak in high voices, and very quickly.
They tend to laugh at things no one else finds funny.
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Their motions are quick and darting. They move
their hands a lot when they talk and are emphatically
excited about even the simplest things.
bowyer a master of the bow.
Gremlin Gunner
In technological worlds the gremlin may favor the
gun.
Gremlins live in small family units, and hide their
homes within the homes of other beings. They can
live happily in crawlspaces or unused attics or
basements; sometimes they even make summer
homes in chimneys and coal bins. Gremlins will run
around the house after dark, stealing food and other
supplies.
Gremlin Machine Master
The gremlin machine maker is devoted to creating
mechanical devices. These machines often go awry
causing much mischief and damage.
Gremlin Tinkerer
The gremlin tinkerer specializes in working with
items. He also deals with machines.
Gremlins are tricksters who delight in playing pranks
and have no understanding of when a joke goes too
far. They throw rocks down at people passing below,
set woodpiles to fall when someone removes a log,
or cut the outhouse seat so an unsuspecting person
falls into trench.
Gremlin
Classification: being (lesser)
Size: M
Body: 6
Mana: 12
Abilities: intelligence II
Fabricating: brewing, cooking, constructing
Feats: critical melee I, critical ranged I-II, dodge I,
elude (shadows, woodlands) I, parry I, willpower I
Knowledge: climb I-II, computers I, coordinate,
disarm traps, electronics I, fatal finish, first aid,
forgery, mechanics I, pocket pick, pocket place,
regain feat (target practice), repair, rumors,
scrounge, shields I, sense I-III, swim I, teach, vermin
handling, weapons (bow I-II, chop I-II, crush I-II, cut
I-II, guns I-II, throw I-III), wear armor I-II
Traps: any
Costume: gremlin mask
In technological realms, they place skateboards at
the top of the stairs or leave the kitchen cabinets
open for people to bang their heads. A favorite prank
is to balance the cookie jar on top of the refrigerator,
so when the door is opened, the jar falls.
While their antics are generally only mildly
dangerous, some gremlins learn to use traps. Once
they learn these pranks, they quickly exchange their
less dangerous jokes for falling logs, man-catcher
traps, trip ropes near cliffs, spiked pits dug on
common trails and exploding boxes.
Gremlins are attracted to machines and other
devices. Though gremlins are not malicious, they
often damage machines which then work in
unexpected or harmful ways. For example, Gremlins
may loosen the wings on airplanes or set traffic
lights at intersections so that both directions are
green.
Gremlin Acolyte
Feats: augment sp&p I, conceal sp&p I-II, double
sp&p I-II, impacting sp&p I-II, negate sp&p sp&p I,
quickcast sp&p I-III, recover I-II, repulse I,
willpower II
Knowledge: forensics, medicine, occult I-III,
resuscitate, theology, weapon (crush) III
Powers (body harming): damage (harm) 1, injure
body [#], injure mana [#]
Powers (body healing): heal [#], purify food &
drink 2
Powers (body spirit): anchor spirit 1, damnation 6,
sever soul 2, soul sear 8, soul wrack 6
Gremlin Acolyte
The gremlin acolyte brings mischief to a new level.
They are servants of discord and worshipers of
chaos.
Gremlin Bowyer
The gremlin bowyer crafts bows for their tribe.
Years of working with this weapon has made the
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Procedures: conjure devout (bane), creation circle,
curse, dispelling, divine allegiance, divine reliquary,
divine shrine, divine vestment, dome (impermeable),
tap (healing), wall (impermeable)
Costume: gremlin mask
Procedures: restore item, workbench
Costume: gremlin mask
Guide
Guides are spiritual beings that are summoned to
pass on wisdom, to provide advice or to lead on a
journey. Guides retain their memories, but adopt the
persona given to them by the caster. Sometimes
guides can form from spirits. They have glowing
green eyes.
Gremlin Bowyer
Fabricating: fashioning I-V (limitation-bow type
weapons only)
Feats: critical ranged attack II-IV, dodge I-II, eye
(pierce), kill (pierce), limb (pierce) I-II, strafe I
Knowledge: weapons (bow III-V)
Procedures: replenish ammunition
Costume: gremlin mask
Guide
Classification: conjuration
Size: M
Body: 8
Mana: 4
Abilities: heightened sense I-II, intelligence II-III,
servitude I (creator)
Feats: negate sp&p I, willpower I
Knowledge: astronomy, blindfight, climb I,
coordinate, fatal finish, first aid, navigation, sense IIII, splint, survival, swim I, tracking, weapons (body
I-III, bows I-II, chop I-III, crush I-III, cut I-III, throw
I-II), wear armor I-III
Powers: damage (harm), heal [#]
Costume: flesh half-mask with green sunburst over
eyes (or if permitted by club green make-up around
both eyes in sunburst pattern)
Gremlin Gunner
Feats: critical ranged attack II-IV, dodge I-II, eye
(shot), kill (shot), limb (shot) I-II, strafe I
Knowledge: weapons (guns III-V)
Procedures: replenish ammunition
Costume: gremlin mask
Gremlin Machine Master
Knowledge: computers II-III, electronics II-III,
maintenance, mechanics II-III, pick locks
Powers (machine aversion): avert all machines 3,
destroy machine [#], disrupt machine 6, kill machine
8, pacify machine 5, rebuke machine 1, slow
machine 2, stop machine 4
Powers (machine creation): speaking machine 1,
assimilate corpse 1, assimilate automaton I-III 3,
control machine 8, master machine 10
Procedures: assimilate automaton I-II, restoration,
return
Costume: gremlin mask
Greater Guide
Classification: formation
Size: M
Body: 12
Mana: 18
Abilities: flight I-III, invisibility, strongwill, unaging
Feats: augment sp&p I-III, breaching sp&p, double
sp&p I-II, impacting sp&p I-III, negate sp&p I-II,
phase II-III, recover I-III, willpower II
Knowledge: extrasensory perception
Powers (body harming): injure body [#], injure
mana [#]
Powers (body spirit): damnation 6, exodus 10, soul
sear 8, soul wrack 6
Powers (injure action): damage (swarm) 1,
hemorrhage 1, hobble leg 4, injure body [#], injure
mana [#], maim arm 5, kill 9
Powers (mana): attenuate 1, dispel 1, drain mana 2,
Gremlin Tinkerer
Feats: augment sp&p I, conceal sp&p I-III, double
sp&p I-II, quickcast sp&p I-II, recover I-II
Knowledge: computers II-III, electronics II-III,
maintenance, mechanics II-III, pick locks
Powers (item affecting): deteriorate item 2, disable
item 3, disenchant item 1, drop all 6, find items 1,
fragment item, mend [#], open lock [#], weight
decrease 2, weight increase 4
Powers (item creation): form tool [#], form melee
weapon [#], form ranged weapon [#], form shield [#]
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fortitude 1, mete mana 1+ [#], pass exposure 2, seal
source 1, shell 3+[#], squelch 2
Rituals and Procedures: astray, dome permeable
(generic), wall permeable (generic)
Traps: hanger, obstacle, snare
Verbal: Varies
Costume: flesh half-mask with green sunburst over
eyes (or if permitted by club green make-up around
both eyes in sunburst pattern)
Hag
Classification: being (greater); meta; undead
Size: M
Body: as character
Mana: as character
Abilities: increase body I-III, increase mana I-III,
invulnerable (necromantic, profane), meliorate
(necromantic, profane), unaging, vulnerable (holy)
Costume: eyes shadowed with black makeup,
wrinkled skin, grey hair kept in wild disarray and a
screeching, grating voice.
Hag
Hags are ornery old women who do not realize they
are dead. They continue their existence as undead,
becoming increasingly bitter as they watch their
loved ones pass on. In time, hags are alone in the
world with their sagging bodies, grey hair and
leathery skin. They watch the world from their
windows, scowling dangerously and planning their
retribution against their happy neighbors.
Hanging Vines
Hanging vines are long sinuous plants that hang
down over a trail. They can strangle, capture, injure
or wound anyone making contact with the vine.
Hag homes are dilapidated houses with sagging
porches, peeling paint, unkempt lawns and
overgrown shrubbery surrounded by weathered
fences. They exude an aura of foreboding, fear and
loneliness.
Hanging vines are naturally occurring traps and
therefore, the evade feats which counters traps is
effective against hanging vines. Disarm traps cannot
be used to disable hanging vines. However, ranged
weapons and spells, prayers and powers can be used
to wound and kill vines. Melee attacks cause the
attacker to be affected by the vine, and produce no
wound or injury to the vine.
People in the community pass these houses and
laugh nervously. They may even ask each other, "I
wonder if old so-and-so is still alive." They will not
know she is looking down at them from her upstairs
window eyes filled with hate.
Command plant sp&ps will have a limited effect on
vines. They can be used to order the vine not to
attack for the duration of the command or to release
anyone held. No other commands can be given to the
vine.
Children must fear hags the most, for all hags are
jealous of their youth and innocence. Children don't
know what it is like to grow old and be alone; they
remind the hags of their own lost hopes and
shattered dreams. Hags will kidnap children to
torture and then eat them to hide the evidence of
their deeds.
Choker Vine
Choker vines are naturally occurring strangling
hanger traps. They cause death by strangulation in
the character’s death count. A character caught by
the choker vine cannot extract himself, unless they
know the escape knowledge or strength greater than
the vine (usually strength III) which will take 60
seconds. Once the vine has clasped onto a victim,
another character can rescue the character by
loosening the vine’s holding on the victim. This also
takes 60 seconds. Escaping from, or extracting a
character from a vine kills the vine.
Children must never enter a hag's yard. Balls that
accidentally go onto the property should be given up
for lost. Trick-or-treating on Halloween is
particularly dangerous, as hags will often place large
bowls of candy on tables just inside their open
doors, luring unsuspecting children to their doom.
Hooking Vine
Hooking vines are naturally occurring adhesive
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strand obstacle trap. A hook vine will hook a
character onto the vine and hold them fast. A
character caught by the hooking vine cannot easily
extract himself, unless they know the escape
knowledge or strength greater than the vine (usually
strength III) which will take 60 seconds. Once the
vine has clasped onto a victim, another character can
rescue the character by loosening the vine’s hold on
the victim. This also takes 60 seconds. Escaping
from or extracting a character from a vine kills the
vine.
vine, amount of body, strength and effect. If a
character makes contact with the physical
representation of the vines they suffer the effect of
the vine. Ranged and casting attacks may against the
vines must contact the physical representation.
Harpy
Harpies are female beings with the face and torso of
an ugly, human woman and the wings and lower legs
of a bird. They have sharp talons and generally live
in caves or sheltered nests on high cliffs along roads
or the sea coast. The are cruel, malicious creatures
and delight in torture.
Slicing Vine
A slicing vine works just like a razor wire obstacle
trap, with the exception that it can be wounded by
ranged weapons and spells, prayers and powers.
Slicing vines can be cut by shears, which will kill the
vine.
Harpies hunt for male greater beings with which to
breed. They will swoop down on travelers and
sailors who get too close to the cliffs, and carry them
back to their nests. When the men have outlived
their usefulness the harpy will kill and eat them.
Thorn Vine
A thorn vine works just like the damaging strand
trap that deals generic damage, with the exception
that it can be wounded by ranged weapons and
spells, prayers and powers. Thorn vines can be cut
by shears, which will kill the vine. A thorn vine will
cause damage (1D / 2d) to any character who
contacts the vine.
When harpies have babies, the females are always
harpies, while the males are born in the father’s
form. The harpies will eat the male babies, treating
the small form as a great delicacy.
Harpy
Classification: being (lesser)
Size: M
Body: 9
Mana: 18
Abilities: body combat (cut), devour, feeding
(body), heightened senses I, hover I-III, flight I-III,
invulnerable (vocals), intelligence II
Feats: critical melee I-II, dodge I-III, eye (cut), limb
(cut) I-II, willpower I-II
Knowledge: astronomy, biology, first aid,
navigation, occult I-III, regain feat (decadence),
weapons (body I-III, chop I-II, crush I-II, cut I-II,
throw I-III)
Powers (injure action): damage (harm) 1,
hemorrhage 1, hobble leg 4, injure body [#], injure
mana [#], maim arm 5, kill 9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Costume: harpy mask (or make-up), torso, wings,
claws
Hanging Vines
Classification: beast (plant)
Size: n/a
Body: 3
Abilities: strength I-V (usually III)
Effect: as per vine type
DICE-PLAY! Vines are represented on the stage by
a marker in the space. Moving through a space with
hanging vines requires a general AGL test where the
difficulty depends on the base of the vine as set by
the stage manager. A failed AGL test results in being
affected by the vine. Attacks made against the vines
are resolved normally.
LIVE-ACTION! Vines are represented by a
facsimile of a vine that is of sufficient size to hang
down over the path of travel. A small sign is placed
on the bottom of the vine that describes the type of
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Malignant Possessor
Malignant possessor have all the skills of a
possessor. These entities seek to control sentient
beings by stealing their will and forcing them to
bring others to be controlled. Thus, the malignant
possessor can extend its influence over large areas.
Haunter
Haunters are quasi-corporeal conjurations that are
composed of ectoplasm. Haunters (necrowisps,
possessors, and absolvers) are conjured through the
use of rituals and/or procedures, but can also form
naturally when proper conditions exist. Conjured
soul absolvers retain their identity and their
intelligence, but are completely subservient to the
will of their creator. Naturally occurring haunters do
not have servitude. Under the right circumstances
naturally occurring haunters can form into powerful
and aggressive formations.
Absolver
Classification: conjuration or formation
Size: M
Body: 8
Mana: 4
Abilities: intelligence II-III, servitude I (creator),
transpose
Feats: phase I, willpower I
Knowledge: climb I, theology, occult I-III, sense IIII, swim I, weapon (body I-III, chop I-II, crush I-II,
cut I-II)
Powers: damage (harm) 1
Powers (body spirit): anchor spirit 1, sever soul 2
Verbal: as provided by creator
Costume: white wispy headpiece, white wispy torso,
claws
Absolver
Absolvers are conjurations used to separate the spirit
from corpses. They are often assigned to follow
assassins ensuring the bodies of their victims vanish
or to prevent restoration of important enemies.
Soul Absolver
Soul absolvers gain terrible powers to separate the
body and spirit. They possess all the skills of the
absolver, and can also destroy the forms of living
creatures.
Soul Absolver
Classification: formation
Size: M
Body: 12
Mana: 18
Abilities: flight I-III, invisibility, pliant, strongwill,
unaging
Feats: augment sp&p I-III, breaching sp&p, double
sp&p I-II, impacting sp&p I-III, negate sp&p I-II,
phase II-III, recover I-III, willpower II
Powers (body harming): injure body [#], injure
mana [#]
Powers (body spirit): damnation 6, exodus 10, soul
sear 8, soul wrack 6
Rituals and Procedures: conjure haunt, dome
permeable (generic), wall permeable (generic)
Verbal: Varies
Costume: white wispy headpiece, white wispy torso,
claws
Necrowisp
Necrowisps assist their masters in creating and
controlling undead by collecting corpses and stalling
the advance of opposing undead. Spirits can be
naturally transformed into necrowisps by lingering
malevolent urges and blighted mana.
Dread Necrowisps
Dread necrowisps have all the skills of a necrowisp.
They are extremely hostile to the living, wantonly
killing and raising them as undead slaves. Most
dread necrowisps are militaristic in nature and seek
to conquer those around them. Dread necrowisps
have been known to ally themselves with others who
use necromancy.
Possessor
Possessors use their powers to manipulate the minds
of their enemies, although they are unable to
completely steal an opponent’s will, they can easily
create discord among a group.
Necrowisp
Classification: conjuration or formation; undead
Size: M
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Body: 8
Mana: 4
Abilities: hover I-III, intelligence II-III, invulnerable
(necro), servitude I (creator), vulnerable (holy)
Feats: phase I, willpower I
Knowledge: climb I, fatal finish, sense I-III, occult
I-III, swim I, weapon (body I-III, chop I-II, crush I-II,
cut I-II)
Powers: blast (necro) 1
Powers (undeath control): animate corpse 1, call
corpses 1, corpses follow 2, feign death 1, speaking
corpse 1
Powers (undeath injury): avert all undead 3,
rebuke undead 1, slow undead 2
Rituals: animate undead I-II
Verbal: As provided by creator
Costume: white wispy headpiece, white wispy torso,
claws
Body: 8
Mana: 4
Abilities: intelligence II-III, invulnerable (psi),
servitude I (creator), thought scanning, vulnerable
(holy)
Feats: mental extraction I, phase I, willpower I
Knowledge: climb I, fatal finish, history,
psychology, sense I-III, swim I, weapon (body I-III,
chop I-II, crush I-II, cut I-II)
Powers: blast (psi) 1
Power (mind fear): amnesia 3, dazzle 2, fugue 1
Verbal: As provided by creator
Costume: white wispy headpiece, white wispy torso,
claws
Malignant Possessor
Classification: formation
Size: M
Body: 12
Mana: 18
Abilities: body combat (chop, crush, cut), flight I-III,
invisibility, pliant, strongwill, unaging
Feats: augment sp&p I-III, breaching sp&p, conceal
sp&p I-II, double sp&p I-II, impacting sp&p I-III,
mental extraction II, negate sp&p I-II, phase II-III,
recover I-III, willpower II
Powers: enhance weapon (psi) 1
Power (mind thought): bewilder 3, compliant 1,
confuse being 6, dominate being 8, manipulate being
10, pacify being 5
Rituals and Procedures: dome permeable (psi),
enclosure (psi), subservience I-III, wall permeable
(psi)
Verbal: Varies
Costume: white wispy headpiece, white wispy torso,
claws
Dread Necrowisp
Classification: undead; formation
Size: M
Body: 12
Mana: 18
Abilities: flight I-III, invisibility, strongwill, unaging
Feats: augment sp&p I-III, breaching sp&p, double
sp&p I-II, impacting sp&p I-III, negate sp&p I-II,
phase II-III, recover I-III, willpower II
Powers: enhance weapon (necro) 1
Powers (mind fear): cower 5, fear 1, screaming 3,
spook 2, tremble 3
Powers (undeath control): animate skeleton or
zombie I-III 3, control undead 8, corpsify 1, master
undead 10
Powers (undeath injury): destroy undead [#], kill
undead 8, pacify undead 5, stop undead 4
Rituals and Procedures: animate undead I-II,
conjure haunt, dome permeable (necromantic),
enclosure (necromantic, undead), tap (animating),
wall permeable (necromantic)
Verbal: Varies
Costume: white wispy headpiece, white wispy torso,
claws
Horse
Horses are four legged mammals used by sentient
beings for a variety of purposes. In nontechnological societies horses are an indispensable
part of life. They are bred and trained for use in war,
farming, travel and many other purposes. In
technological societies horses a kept as pets or used
in sporting events.
Possessor
Classification: conjuration or formation
Size: M
Pegasus
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Pegasi are winged horses. Their primary use in nontechnological realms is for travel and military
scouting.
Classification: beast (mammal); meta; undead
Body: 10
Abilities: heightened senses II, strength III
Feats: critical melee II-III, dodge I, parry II, negate
sp&p I, willpower II
Knowledge: pratfall, wear armor IV-V
Costume: horse mask, horse tabard (with white rib
bones), claws
Skeletal Steed
Skeletal steeds are undead horses. They are often
ridden by wights. Skeletal steeds are generally
warhorses and will often have armor.
Spectral Steed
Spectral steeds are quasi-corporeal horses. They are
often ridden by wraiths or other quasi-corporeal
undead. They are fast moving and able to fly.
Spectral Steed
Classification: beast (mammal); meta; undead
Body: 12
Mana: 9
Abilities: body combat (crush), bound, flight I-III,
heightened senses I-II, invulnerable (profane), pliant,
skin (quasi-corporeal) I, transpose, unaging
Feats: critical melee II-III, dodge I-II, knockback IIIII, kill (crush), limb (crush) I-II, negate sp&p I,
parry I-II, phase I-II, willpower II
Powers: blast (necromantic) 1
Knowledge: pratfall
Costume: horse mask, horse tabard, white wispy
tabard, claws
Unicorn
The unicorn has a single prominent spiraled horn on
its head. Unlike other horses it is resistant to being
trained and will often die in captivity. The unicorn
is a peaceful beast, long associated with virginity,
piety and freedom. Holy damage will not hurt a
unicorn, but its nature makes it vulnerable to profane
damage.
Horse
Classification: beast (mammal)
Size: M
Body: 8
Abilities: heightened senses I, speed, strength II
Feats: critical melee I, knockback I, parry I, strength
I-III, willpower I
Knowledge: body combat I-III, leap, swim I, wear
armor I-III
Costume: horse mask, horse tabard, claws
Unicorn
Classification: beast (mammal); meta
Size: M
Body: 10
Mana: 10
Abilities: body combat (crush, cut), heightened
senses I-II, invulnerable (holy), meliorate (holy),
speed, strongwill, vulnerable (profane)
Feats: critical melee II-IV, dodge I-II, elude
(woodlands) I-III, fend I, knockback II-IV, knockout
I-II, limb (crush, cut) I, negate sp&p I-II, parry II-III,
strength I-III, stun I-IV, willpower II
Powers (body healing): heal [#], purify food &
drink 2
Powers (mana): dispel 1, mete mana 1+#, shell 4+
Verbal: neighing 1, neighing 2, neighing 3.
Costume: horse mask (with unicorn horn), horse
tabard, claws
Pegasus
Classification: beast (mammal); meta
Body: 12
Abilities: body combat (crush), bound, flight I-III,
heightened senses II
Feats: critical melee II-III, dodge I-II, knockback IIIV, kill (crush), limb (crush) I-II, negate sp&p I,
parry II, willpower II
Knowledge: pratfall, wear armor IV-V
Costume: horse mask, horse tabard, pegusus wings,
claws
Hollow One
Hollow ones are undead defined by an unnatural
dedication to their life's unfinished pursuit. They
spent their lives in empty, unceasing labor and they
Skeletal Horse
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arise from death to continue the thankless task.
to their masters. Hounds can also be trained as war
dogs, or used in brutal pit fights and gladiatorial
arenas. Wild dogs hunt in packs, chasing their prey
to capture the stragglers.
The entire focus of the hallow one is the completion
a clearly defined task, such as finishing a work of
art, finding the location of a missing loved one,
building a cathedral or writing a rule book to a
roleplaying game.
Flame Hounds
Flame hounds live in and around active volcanos.
Their breath is so hot it can sear flesh. Flame hounds
are always darker colored canines and they are
distinguishable from normal hounds by a tuft of
bright red fur located between their ears and on their
muzzles. Flame hounds are often trained as war dogs
and used in summer campaigns. Flame hounds
naturally have a very high core body temperature
and are very susceptible to shocks from cold based
attacks.
A hollow one has little memory of anything else
from their lives, and take little notice of the world
around them. They cannot be swayed from the
pursuit of their task and will tolerate no delays.
The types of people who become hollowed ones are
those who spend their lives working on a specific
project. They sacrifice time with their wonderful
families and miss the fullness of life for the sake of
dedicating every waking moment to their task. Their
lives are hollow and empty, but even on their death
beds, they fail to realize the futility of their wasted
life. Therefore, in death, they rise to complete their
work, because the task is all that remains.
Frost Hound
Frost hounds live in the frozen tundra or on the
highest, coldest peaks of mountain ranges. Their icy
breath can freeze flesh. Frost hounds are always
lighted colored canines and are distinguishable from
normal hounds by a tuft of bright white fur located
between their ears and on their muzzles. Frost
hounds are often trained as war dogs and used in
winter campaigns. Frost hounds naturally have a
very low core body temperature and are very
susceptible to shocks from heat based attacks.
Hollow One
Classification: being (greater); undead; meta
Size: M
Body: as character
Mana: as character
Abilities: body increase I-III, debility (sunlight),
invulnerable (necromantic), mana increase I-VI,
meliorate (necromantic), strongwill, unaging
Skills: as character
Costume: white make-up over facial highlights to
give skin pale appearance, the eyes and mouth are
shadowed with black make-up,
Guardian Hound
Years of mutual cooperation and reliance often
forges a powerful bond between a master and hound
that survives beyond the death of the hound. A
beloved hound which passes on may return as an
ectoplasmic formation to protect their master. The
guardian hound follows and protects their master
until they are both joined together once more in the
afterlife.
Hound
Domestic hounds are predominately large canines
characterized by muscular bodies with slender legs
and a tail. Their heads have long, narrow muzzles
with large ears. Hounds have keen sight and hearing,
but rely on their acute sense of smell for tracking
prey. The color of a hound's fur ranges from a dark
red/brown to a light blue/grey.
Spectral Hound
This terrifying undead hound is a quasi-corporeal
creature of complete and total malignance. In life
these hounds were often abused strays, pit dogs, or
war dogs. In death, these hounds are vicious canines
capable of great violence and death.
Hounds are trained to hunt or to protect the home.
These hounds are constant and devoted companions
Hound
Classification: beast (mammal)
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Size: S, M
Body: 6
Abilities: dangersense, heightened sense I, hide I
Feats: deflect strike I, fend I, parry I, pursue I,
willpower I
Knowledge: fatal finish, leaping, survival, swim I,
tracking, weapon (body I-III)
Costume: hound mask, hound torso, claws
Abilities: body combat (chop), bound, fearless, hide
II, invisibility, invulnerable (vitalic), meliorate
(vitalic), need (master’s affection), pliant, skin
(quasi-corporeal) I, servitude I-II (master),
strongwill, transpose, unaging, vulnerable
(necromantic)
Feats: deflect strike II, dodge I-II, double sp&p I-II,
elude (woodlands) I-II, fend II-III, impacting sp&p III, negate sp&p I-II, parry II, phase I-II, repulse sp&p
I-II, strength I-III, willpower II
Knowledge: pratfall
Powers: blast (vitalic) 1, enhance weapon (vitalic)
1
Powers (body healing): heal [#]
Powers (undeath injury): avert all undead 3,
destroy undead [#], kill undead 8, pacify undead 5,
rebuke undead 1, slow undead 2, stop undead 4
Verbal: barking 1, barking 2, barking 3
Costume: hound mask, hound torso with white
sheen material covering torso, claws
Flame Hound
Classification: beast (mammal); meta
Size: M
Body: 10
Mana: 6
Abilities: body combat (chop), bound, hide II,
invulnerable (heat), vulnerable (cold)
Feats: critical melee I-III, deflect strike II, dodge III, double sp&p I-II, elude (woodlands) II, fend II,
impacting sp&p I-II, parry II-III, willpower II
Knowledge: pratfall
Powers: blast (heat) 1, enhance weapon (heat) 1
Verbal: barking 1, barking 2, barking 3
Costume: hound mask, torso (with red coloring or
flames), claws
Spectral Hound
Classification: beast (mammal); meta; undead
Size: M
Body: 12
Mana: 12
Abilities: body combat (chop), bound, hide II,
invisibility, invulnerable (necromantic), meliorate
(necromantic), pliant, rage, skin (quasi-corporeal) I,
transpose, unaging, vulnerable (vitalic)
Feats: critical melee I-II, deflect strike II, dodge I-II,
double sp&p I-II, fend I, limb (chop) I-II, impacting
sp&p I-II, parry II-III, phase I-II, pursue II, willpower
II
Knowledge: pratfall
Powers: blast (necromantic) 1, enhance weapon
(necromantic) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Verbal: barking 1, barking 2, barking 3
Costume: hound mask, hound torso with white
sheen material covering torso, claws
Frost Hound
Classification: beast (mammal); meta
Size: M
Body: 10
Mana: 6
Abilities: body combat (chop), bound, heightened
senses II, hide II, invulnerable (cold), vulnerable
(heat)
Feats: critical melee I-III, deflect strike II, dodge III, double sp&p I-II, elude (woodlands) II, fend II,
impacting sp&p I-II, parry II-III, willpower II
Knowledge: pratfall
Powers: blast (cold) 1, enhance weapon (cold) 1
Verbal: barking 1, barking 2, barking 3
Costume: hound mask, hound torso (with white or
light blue coloring or crusted ice), claws
Guardian Hound
Classification: beast (mammal); formation; meta
Size: M
Body: 12
Mana: 12
Human
Humans are the most numerous beings in the
universe and are found in almost every realm. In
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some realms, humans are completely dominant and
other beings are thought to be myths. Humans are
versatile and adaptable, and can make their homes in
any climate or terrain. They have varied cultures,
traditions and ideologies.
Hyenas are generally thought to be cowardly and
believed to eat mostly carrion. However, hyenas
have powerful jaws, capable of cracking bones that
would resist the efforts of much larger mammals.
Hyenas will occasionally become man-eaters, and
packs will attack full-grown persons when hungry.
However, it is more common for packs to sneak into
homes and carry away small children. When faced
with more powerful adversaries, the pack will kill
one opponent and distract the rest to let all members
of the pack take turns eating from the corpse.
Human
Classification: being (greater)
Size: M
Body: 8
Mana: 16
Abilities: intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: None
Cultural Distinctions: Different human cultures are
distinguished by dress, accent and manner of social
interaction.
Cackling Hyena
The vicious cackling hyena is a person-hunting pack
animal. Having tasted the flesh of sentient beings it
becomes a dedicated hunter. A pack of these
predatory creatures will hunt down groups of people
using their hideous laughter to create fear and panic.
They will toy with their quarry until the last moment
when they overwhelm the unfortunate victims.
Hyena
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: feeding (body), heightened senses I, hide
I
Feats: dodge I, elude (woodlands) I, pursue I,
surprise strike I, willpower I
Knowledge: climb I, coordinate fatal finish,
survival, swim I, tracking, weapon (body I-III)
Costume: hyena mask, hyena torso, claws
Hyena
Hyenas are four legged, furry mammals that are
immediately recognized by their unique laughing
calls. The hyenas' deranged laugh is an indication of
excitement and is frequently heard as they move in
for a kill.
Cackling Hyena
Classification: beast (mammal); meta
Size: M
Body: 10
Mana: 18
Abilities: body combat (chop), devour, heightened
senses II, hide II, need (creation of fear in prey)
Feats: assassinate, critical melee I-III, dodge II-III,
double sp&p I-II, elude (woodlands) II, impacting
sp&p I-II, limb (chop) I-II, parry I-II, recover I-II,
strength I-III, surprise strike I-IV, waylay I-II,
willpower I
Powers: damage (psi) 1
Hyenas are not fast runners and organize into
hunting packs. They move by slinking about, hiding
behind trees and rocks, as they maneuver around
their prey, all the while cackling insanely which
serves to unnerve and confuse their prey.
Hyena society is dominated by females which are
often stronger than the males. They live in
grasslands and their packs mark their territory by
defecating or pasting. Pasting consists of rubbing the
anal glands against long stalks of grass to coat them
with a white substance that has a very strong odor.
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Powers (mind fear): cower 5, fear 1, screaming 3,
spook 2, tremble 3
Costume: hyena mask (red eyes), hyena torso, claws
Feats: augment sp&p I-II, dodge I-II, double sp&p III, elude (shadows, woodlands) I-II, impacting sp&p
I-II, negate sp&p I-II, parry I-II, quickcast sp&p I-III,
repulse sp&p I-II
Glyphs: any
Knowledge: astronomy, climb I-II, coordinate,
disarm traps, fatal finish, mathematics, mechanics IIII, occult I-III, pick locks, regain feat (invocations),
repair, sense I-III, swim I-II, splint, teach I, vermin
handling, weapons (body I-III, bow I-II, chop I-II,
crush I-II, cut I-II, guns I-II, throw I-II)
Spells: any
Rituals: any
Runes: any
Costume: imp mask, wings
Imp
Imps are red-skinned beings with pointy ears, beady
little eyes, short sharp teeth and bat-like wings. They
speak slowly, as if choosing their words carefully.
They do have large vocabularies and are very
knowledgeable about useless fact. However, they do
lack common sense.
Imps are solitary creatures. Males and females will
only join up for breeding. The female will only care
for children for a short time, and then the young are
forced to survive on their own. Imps are secretive by
nature and rarely trust anyone.
Innesti
Innesti are beings of pure energy. They have pale
luminescent skin and large eyes. Their hairless heads
are oval in shape with flat noses and thin mouths.
Their bodies are slim and appear emaciated.
Imps are highly magical and very interested in the
occult. They will collect libraries of heavy tomes,
and stacks of ancient artifacts. Their homes are filled
with magical devices, star and mana maps, and
protective glyphs. Many are thought to be masters of
artificing.
Innesti perceive the universe as a four dimensional
flowing space. The innesti value the dimension of
time more than the three physical dimensions most
life-forms associate with reality. Instead of looking
at a world with physical directions, (up-down, leftright, here-there) the innesti see a world of temporal
possibilities that follow the flow of time.
Imps are attracted to powerful nodes where they will
bask in the flows of mana. Imps are very territorial
and rarely will share their nodes. However,
sometimes imps will attach themselves to a very
knowledgeable person as a student, follower, or even
a servant.
While the innesti do have senses that approximate
sight, hearing, taste, touch and smell, they also have
an acute sense which interprets the "flow" of time.
The innesti feel the passing of time through
themselves and can control their perception to know
their placement in the flow at all times.
Imps are generally cowardly and will flee rather than
fight. If forced into combat, imps will fight
viciously, but seek to flee at the first opportunity.
Imp
Classification: being (lesser)
Size: M
Body: 8
Mana: 24
Abilities: absorption, body combat (cut),
dangersense, feeding (mana), flight I-III, intelligence
II, stealth
Compounds: any
Fabricating: artificing I-V, brewing, constructing,
cooking, fashioning I-IV
The innesti do not break time into units, rather they
act when their perception of the flow of time causes
the need to act. This can lead to what appears to be
long period of inactivity, followed by frenzied
exertion.
Innesti are found most often in solar systems where
the central star has grown cool or large planetary gas
giants are circled by moons. Innesti can survive on
worlds with or without atmospheres, which make
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them well-suited for older solar systems.
destroy machine [#], disrupt machine 6, kill machine
8, pacify machine 5, rebuke machine 1, slow
machine 2, stop machine 4
Powers (mana): attenuate 1, dispel 1, mete mana 1+
[#], pass exposure 2, shell 3+[#], squelch 2
Procedures: armor arms, armor head, armor legs,
ascertain, assimilate automaton I-II, astray, conjure
attendant, creation circle, dispel magic, dome
(radiation), obliteration, open portal, regain feat,
repair item, restoration, return, tap (mending), time
reducer (wand), voices I-III, wall (radiation)
Costume: Innesti mask
Their homes (and other structures) are built using
smooth materials constructed in the shape of domes
and arches. They never use angles or straight walls
in their construction as they believe that angles
impede the flow of time; everything is bent, bowed
or curved.
Despite their limited intellect innesti have a keen
understanding of energy and can develop hightechnology societies that utilize inorganic manamanipulation in relatively short time spans when
compared to other beings.
Jaguar
A jaguar has golden or brownish-yellow fur and
many spots or ringlets. The spots along its back and
sides are light-colored with dark borders and have a
dark spot in the center. The spots on its head, legs,
and underside are black.
Innesti
Classification: being (lesser)
Size: M
Body: 8
Mana: 24
Abilities: intelligence II, invisibility, pliant,
respiration (atmosphere, vacuum), spatial location,
transpose
Fabricating: brewing, constructing, cooking,
fashioning I-V, gadgeteering I-V
Feats: augment sp&p I-III, breaking sp&p I, bursting
sp&p I, critical melee I-III, dodge I-II, double sp&p
I-III, fend I, limb (chop, crush, cut) I, negate sp&p I,
parry I-II, phase I-II, quickcast sp&p I-III, strength IIII
Knowledge: astronomy, climb I-II, coordinate,
computers I-III, electronics I-III, fatal finish, first
aid, leap, maintenance, mathematics, mechanics I-III,
physics, pick locks, occult I-III, regain feat (any),
repair, sense I-III, splint, swim I, teach I, weapons
(body I-III, bow I-V, chop I-III, crush I-III, cut I-III,
guns I-V, throw I-III), wear armor I-V
Powers (item affecting): deteriorate item 2, disable
item 3, disenchant item 1, drop all 6, find items 1,
fragment item, mend [#], open lock [#], weight
decrease 2, weight increase 4
Powers (item creation): form tool [#], form melee
weapon [#], form ranged weapon [#], form shield [#]
Powers (machine creation): speaking machine 1,
assimilate corpse 1, assimilate automaton I-III 3,
control machine 8, machinate 1, master machine 10
Powers (machine aversion): avert all machines 3,
Jaguars dwell primarily in rain forests where they
hunt along streams expertly fishing with their claws
or waiting for mammals to come and drink.
The jaguar has one of the most powerful bites out of
all felines. Jaguars will latch down on prey and try to
drag them off if they’re able.
Dire Jaguar
An apex predator within its hunting grounds, the dire
jaguar has an insatiable appetite and will pursue
groups of prey for miles, picking off weaker
individuals with swift, brutal attacks and quickly
dragging them away.
Jaguar
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: heightened senses I, hide I, stealth,
strength II
Feats: dodge I, elude (woodlands) I, knockback I,
seize I, strength I-II, willpower I
Knowledge: biology, climb I-II, fatal finish,
grappling, leap, pratfall, survival, swim I-II, weapon
(body I-III)
Costume: jaguar mask, jaguar torso, claws
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caster is the one that cast blast powers. A less
common type is a healing type. Casters have a
tubular body that is segmented into three body
sections. The front body section is a triangular head
and two multi-faceted eyes. The next body section
supports two appendages which end in seven
fingered hands (two thumbs and five fingers) with
triangular tips. The last body section has two
movement appendages and ends in a short tail. The
entire body is covered with chitin.
Dire Jaguar
Classification: beast (mammal); meta
Size: M, L
Body: 10
Abilities: body combat (chop), bound, devour,
heightened senses II, hide II, strength III
Feats: bash I-II, critical melee I-IV, dodge II, elude
(woodlands) II, kill (chop), knockback II-IV, limb
(chop) I-II, negate sp&p I, parry I-II, pursue I-II,
seize II-III, strength III-V, surprise strike I-II, vocal
(chop), waylay I, willpower II
Costume: jaguar mask with red eyes, jaguar torso,
claws
Soldier Klacton
Hive-soldier klactons are bred from larvae to fight
and die for their queen. Their sole purpose is
violence and their entire form is to this end. They
have a tubular body that is segmented into seven
body sections. The front body section is a triangular
armored head with serrated mandibles and two
multi-faceted eyes. The second body section
supports two appendages which end in seven
fingered hands (two thumbs and five fingers) with
keen triangular tips. The next three body sections
each contain six legs (three to a side for a total of
nine per side and eighteen overall). The last body
section ends in a scorpion-like tail which counter
balances the body and is used for thrusting attacks.
The entire body is covered with chitin.
Klacton
Klactons are an insect-like hive-oriented society.
The hives are ruled by fertile queens, who lay eggs
to populate the hive. Most klacton larvae grow into
a lesser form of klacton that have specialized duties
in the hive. These do not have independent thought
and perform their hive duties instinctually as part of
the hive mentality. However, some larvae can grow
into an independent form of klacton, known as
evolved klactons.
Klaction (Evolved)
Evolved klactons are warm-blooded insect-appearing
humanoids with four limbs, two arms and two legs.
Their insect-like head has mandibles, antenna and
two large round eyes. A chiton shell covers their
torso and long bones and short fur often appears on
their joints. Their exact look depends on their
particular hive.
Queen Klacton
Klacton hive-queens are incredibly intelligent,
immense characters. Their central core is a large
chitinous shells with short legs running the length of
their bodies just beneath the edge of their shells.
Their heads are located on the anterior portion of the
body and are protected by a knobby ridge of shell.
Long antennas extend forward from the head. A
short segmented tail extends from the rear. Long
pinchers extend from the body and can be used for
defense.
Evolved klactons are intelligent and autonomous;
however, they remain emotionally tied to the hive
mind, and long periods of separation from the hive
may cause feelings of loss, guilt and homesickness.
Evolved klactons who operate away from the hive
for extended periods of time must learn to overcome
these feelings. If enough time passes, evolved
klactons will become more independent in thought
and can separate completely from the hive mind.
Evolved Klacton
Classification: being (greater), beast (insect)
Size: M
Body: 8
Mana: 16
Abilities: hide I-III, increase body I-II, intelligence
II-III
Caster Klacton
Casters are specialized klactons who develop certain
groups of mana related powers. The commonest
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hide I-III, intelligence II, tunneling
Feats: critical melee I-IV, dodge I-II, feint I-II, fend
I,, knockback I-IV, knock out I-II, parry I-III, limb
(chop, crush, cut) I-II, riposte I-II, stun I-IV, strength
I-III
Knowledge: biology, climb I-II, coordinate, fatal
finish, military, regain feat (combat training), sense
I-II, survival, swim I, weapon (body I-III, bows I-V,
chopping I-III, crushing I-III, cutting I-III, thrown III), wear armor I-V
Costume: klacton hive-soldier mask, klacton torso,
claws
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Spells, Prayers and Powers: any
Traps: any
Costume: Evolved klactons are darkly colored with
chitinous material and short fur on shoulders and
joints. Their head is insect-like with short antenna
and large eyes. They have four limbs. The
participant's body and head should be completely
covered by costume and there should be no areas of
exposed skin.
Cultural Distinctions: Different klackton cultures
are distinguished by the color of their chitin.
Immense Queen of the Hive Klacton
Classification: being (lesser); beast (insect)
Size: I
Costume: This giant insect is represented by a
depiction of the queen which can be a model
(movable by out-of-game operators) or a painted
backdrop of the queen. The lead out-of-game
operator controls one or two special melee attacks.
Caster of the Hive Klacton
Classification: being (lesser); beast (insect)
Size: M
Body: 8
Mana: 12
Abilities: adhesion, intelligence II, tunneling
Feats: critical melee II-III, dodge I, knockback I-II,
negate sp&p I-II, parry I, willpower II
Knowledge: biology, climb I-II, fatal finish, occult
I-II, regain feat (meditation), sense I-II, survival,
swim I, weapon (body I-III, bows I-II, chopping I-II,
crushing I-II, cutting I-II, thrown I-II), wear armor III
Powers: blast (<appropriate power>) 1, mass
moving force 3, moving force 1
Powers (body harming): damage (harm) 1, injure
body [#], injure mana [#]
Powers (body healing): heal [#], purify food &
drink 2
Verbal: clicking 1, clicking 2, clicking 3
Costume: klacton hive-caster mask, klacton torso,
claws
Queen Klacton: Antenna
Classification: beast (insect); being (lesser), meta
Size: M (part of I)
Body: 10
Mana: 30
Abilities: dangersense, fearless, feeding (mana),
heightened senses I-II, immovable, omniscient,
spatial location, strongwill, telekinesis I-V, telepathy
I-II, thought scanning
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, critical melee I-IV, dodge I-III, double
sp&p I-II, fling I-III, impacting sp&p I-III,
knockback I-IV, parry I-III, mental extraction I-II,
negate sp&p I-III, tough I-II, seize I-III, quick cast
sp&p I-II, willpower I-II
Knowledge: biology, extrasensory perception, fatal
finish, grappling, psychology, tracking, weapon
(body I-III)
Powers (mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, squelch 2
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3, blast
(psi) 1, compliant 1, confuse being 6, dazzle 2,
dominate being 8, enhance weapon (psi) 1, fugue 1,
Soldier of the Hive Klacton
Classification: being (lesser); beast (insect)
Size: M
Body: 12
Abilities: adhesion, body combat (chop, crush cut),
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manipulate being 10, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Procedures: any
Verbal: clicking 1, clicking 2, clicking 3.
Costume: antenna top mask, antenna length torso,
claws
disagree with each other. However, in disagreements
with outsiders, kravynn have no trouble attacking
other beings. Their communal nature will quickly
unify the whole group of kravynn against the
outsider.
Kravynn feel emotions deeply, some say too much.
When they are emotionally content kravynn can be
passive and loving; but they have the potential to
become aggressive and hateful if their emotional
well-being is threatened by outsiders. This makes
them extremely dangerous neighbors.
Queen Klacton: Pinchers
Classification: beast (insect); being (lesser); meta
Size: M (part of I)
Body: 15
Abilities: body combat (crush, chop, reach, rend),
dangersense, devour, fearless, heightened senses I-II,
immovable, omniscient, unstoppable, strength II-III,
strongwill
Feats: bash I-II, critical melee I-IV, dodge I-II, kill
(crush, chop) I, knockback I-IV, knock out I-II, parry
I-III, limb (crush, chop) I-II, rend I-II, shred, strength
I-V, stun I-IV, willpower I-II
Knowledge: biology, blindfight, fatal finish, weapon
(body I-III)
Costume: black mask, black torso, claws or
tentacles
Kravynn societies are the most dynamic of all lesser
beings. Their level of civilization fluctuates with the
emotional state of their society. When disorganized
they are little more than greedy scavengers, fond of
torturing small mammals and eating the flesh of
sentient beings. However, an organized kravynn
society can rival the most prestigious civilization.
Kravynn are very spiritual creatures, deeply
connected to the cycle of life and death. They are
easily devoted to causes, and one always knows
kravynn territory from the number of shrines in the
area. Kravynn are also very superstitious and they
have many strange customs, the popularity of which
rise and fall with each new idea.
Kravynn
Kravynn have brown skin, round, wrinkled faces and
thin-lipped mouths with vicious fangs that are only
visible when they grin. Their ears are too large,
giving them a slightly comical appearance. Despite
the care they may take in dressing, their clothes are
always wrinkled and untucked.
Civilized kravynn have a broad selection of lore that
is learned in accordance with the kravynn's function
in society. In peaceful kravynn societies there are
great kravynn performers, builders and artists.
Kravynn healers guide the civilized kravynn to
peaceful coexistence with their neighbors. Casting
prayers is limited to this group. The groups are
leader by wise kravynns who are preachers of peace.
Kravynn speak in normal tones, with normal pacing,
unless they are agitated and then their emotions will
control their expression. It is not uncommon for
these emotional beings to swing from sorrow to glee
at a moments notice. They are an expressive,
passionate race
Uncivilized kravynn are well-organized, ferocious
killers who are filled with anger and hate. Their
whole society is trained for war. Their leaders are
great military geniuses, called death bringers. The
corpse callers are dealers in necromancy and death.
This battle-lusting society specializes in the use of
war machines and heavy weapons. They do not have
the physical prowess of other beings and compensate
with cunning tactics, strategy and coordination
between military units.
Kravynn have a great love for other kravynn. The
greatest rule of kravynn kind is that kravynn never
kill kravynn; throughout the universe this maxim
remains true. A kravynn will never, of his own free
will, shed the blood of another kravynn. They do not
get angry with one another; rather their feelings are
hurt and they become complacent when they
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Feral kravynn are little more than packs of
marauding degenerates. These kravynn only know
how to torture and use basic weapons. Their highpitched screeches ring through the night as their war
bands cry- "make dead."
The kravynn bowyer provides ranged support for
kravynn soldiers and bladers. They abhor
technological weapons, despising guns and noisy
and complex. They like to use razor sharp arrows,
delighting in the twang of the string and the thwack
of arrow hitting flesh. They have the skills of a basic
uncivilized kravynn, as well as their own.
Civilized Kravynn Builder
The kravynn builder is a passionate, peaceful
engineer in civilized kravynn societies who craft
beautiful structures that are works of art. Complex
architecture can be seen in kravynn cities which
manage to maintain a peaceful state for a long
enough period for the builders to design and build
them. They have the skills of a basic civilized
kravynn, as well as their own.
Uncivilized Kravynn Corpse Speaker
Corpse speakers are the religious leaders of feral
kravynn. Possessing powerful necromantic powers,
corpse speakers love to raise undead creations and
will send kravynn harvesters out on their behalf to
bring them bodies. Left unchecked, corpse speakers
will raise massive armies to send out with the
harvesters to collect more bodies. They have the
skills of a basic uncivilized kravynn, as well as their
own.
Civilized Kravynn Healer
A devout religious leader in civilized kravynn
societies, the kravynn healer has an exceptional
connection to the divine. Revered in their societies,
healers are able to conduct a variety of divine rituals.
The most experienced of healers learn to request
divine intervention to form new bodies for spirits.
They have the skills of a basic civilized kravynn, as
well as their own.
Uncivilized Kravynn Death Bringer
The uncivilized death bringer is a being of wanton
death and destruction. He or she is a military genius
of the greatest achievement. Death bringers can
organize kravynn into terrible, unstoppable armies
supported by undead and war machines, and united
into a single-minded purpose. They have the skills of
a basic uncivilized kravynn, as well as their own.
Civilized Kravynn Peace Preacher
The preacher of peace is a wise and noble kravynn
leader who seeks only the best for his or her people
and the world around them. They have the skills of
a basic civilized kravynn, as well as their own.
Civilized Kravynn
Classification: being (lesser)
Size: M
Body: 10
Mana: 12
Abilities: intelligence II
Fabricating: brewing, cooking
Feats: dodge I, elude (shadows) I, elude
(woodlands) I, negate sp&p I, willpower I
Knowledge: animal handling, astronomy, biology,
coordinate, first aid, forensics, regain feat
(commune), sense I-III, splint, navigation, occult IIII, theology, weapon (body I-III, chop I-II, crush I-II,
cut I-II, throw I-II)
Feral Kravynn Roamer
The feral kravynn roamer is a pack creature with
little emotions and thought beyond killing and death.
Civilized and uncivilized kravynn will both try to
bring their feral brothers and sisters into their
societies.
Uncivilized Kravynn Blader
The kravynn blader is a soldier devoted to his edged
weapon. The blader has naught but murderous intent
and delights in slaughtering foes quickly and
dragging their kills back for raising by the corpse
callers. They have the skills of a basic uncivilized
kravynn, as well as their own.
Civilized Kravynn Builder
Abilities: strength II
Fabricating: constructing, fashioning I-V
Feats: strength I-V, negate sp&p II, willpower II
Uncivilized Kravynn Bowyer
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Knowledge: mathematics, mechanics I-III, repair,
physics
Powers (item): form melee weapon [#], form ranged
weapon [#], form shield [#], form tool [#], mend [#],
open lock [#], weight decrease 2, weight increase 4
Rituals: bottomless bag, bridge, buffing, buoyant
item, dome (impermeable), earthworks, mana item
(prayer beads) I-II, polishing rag, recover item,
reinforce shield, reinforce weapon, replenish
ammunition, restore item, spirit legacy (schematics),
spirit remembrance (effigy), tap (mending), time
reducer (tool), wall (impermeable), ward (machines),
weight, workbench
Body: 10
Mana: 12
Abilities: intelligence II
Feats: critical melee I-II, dodge I, elude (shadows)
I-II, limb (chop, crush, cut) I, negate sp&p I, parry I,
willpower I
Knowledge: animal handling, coordinate, first aid,
forensics, regain feat (decadence), sense I-III, splint,
military, navigation, occult I-III, theology, weapon
(body I-III, chop I-III, crush I-III, cut I-III, throw IIII)
Uncivilized Kravynn
Classification: being (lesser)
Size: M
Body: 10
Mana: 12
Abilities: intelligence II
Feats: critical melee I-II, dodge I, elude (shadows)
I, limb (chop, crush, cut) I-II, knockback I, negate
sp&p I, parry, willpower I
Knowledge: animal handling, coordinate, first aid,
forensics, interrogation, regain feat (nefarious rites),
sense I-III, splint, military, navigation, occult I-III,
theology, weapon (body I-III, chop I-II, crush I-II,
cut I-II, throw I-II)
Civilized Kravynn Healer
Feats: negate sp&p II, willpower II
Knowledge: enigmas, fine arts, history
Powers (body healing): anchor spirit 1, heal [#],
purify food & drink 2
Powers (Mana): attenuate 1, dispel 1, fortitude 1,
mete mana 1+ [#], pass exposure 2, shell 3+[#]
Rituals: dispelling, divine allegiance, divine altar,
divine benevolence, divine body, divine homage,
divine mana, divine prayers, divine shrine, purify
blood, requiem, restoration, return, spiritquest, tap
(healing)
Civilized Peace Preacher
Abilities: strongwill
Feats: negate sp&p II, willpower II
Knowledge: enigmas, fine arts, history
Powers: blast (psi) 1, enhance weapon (psi) 1, mass
moving force 3, moving force 1
Powers (mana): attenuate 1, dispel 1, fortitude 1,
mete mana 1+ [#], pass exposure 2, shell 3+[#]
Power (mind thought): amnesia 3, bewilder
3,compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Rituals: ascertain, dispelling, purify blood, requiem,
restoration, return, sending (dream) spiritquest,
voices I-III
Feral Kravynn Blader
Feats: critical melee I-IV, deflect strike I, feint I-II,
fend I, kill (chop, cut) I, knockback II-III, parry II-III,
limb (chop, crush, cut) III, strength I-V, willpower II
Knowledge: coordinate, fatal finish, military, shield
I-II, weapons (bow I-II, chop III, crush III, cut III,
guns I-V, throw II), wear armor I-V
Powers: anchor spirit 1, fortitude 1
Feral Kravynn
Classification: being (lesser)
Size: M
Feral Kravynn Corpse Speaker
Feats: bursting sp&p I, dodge I, double sp&p I-II,
impacting sp&p I-II, negate sp&p II, parry II
Feral Kravynn Bowyer
Feats: critical ranged I-IV, dodge III, eye (pierce,
throw), fend I, kill (pierce, throw) I, parry II,
strength I-V, willpower II
Knowledge: coordinate, fatal finish, weapons (bow
I-V, throw III), wear armor I-V
Powers: anchor spirit 1, fortitude 1
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from other predators and scavengers.
Knowledge: astronomy, fatal finish, history, military
Powers (mana): attenuate 1, dispel 1, drain mana 2,
seal source 1, squelch 2
Powers (undeath control): animate corpse 1,
animate skeleton or zombie I-III 3, call corpses 1,
control undead 7, corpses follow 2, corpsify 1, feign
death 1, speaking corpse 1, master undead 10
Rituals: conjure haunt, animate corpse I-II, creation
circle, curse, dispelling, protection, seance I-II, tap
(raising), voices I-III
Leopards will eat any animal they can overcome:
deer, antelopes, dogs, monkeys, sheep, poultry and
cattle are among its favorites. Leopards also prey on
gorillas and chimpanzees; occasionally they become
people-eaters. People-eating leopards are fearless
killers. They have been known to boldly go into tents
or houses and attack the occupants.
Stalking Leopard
Stalking leopards are dangerous foes as they delight
in targeting intelligent prey. Stalking leopards may
follow prey all day, wearing them down before
finally striking.
Feral Kravynn Death Bringer
Abilities: body combat (crush, cut, rend),
dangersense, strongwill
Feats: augment sp&p I-II, breaking sp&p I-II,
bursting sp&p I, dodge II-IV, double sp&p I-II,
impacting sp&p I-II, kill (crush, cut) III, knockback
IV, limb (crush, cut) II, negate sp&p II-III, parry IIIV, rend I, repulse sp&p I-II, willpower II
Knowledge: coordinate, fatal finish, military, sense
I-III, weapons (bow I-V, chop III, crush III, cut III,
guns I-V, throw III), wear armor I-III
Powers: avert all living beings 3, blast (necromantic,
profane) 1, damage (harm) 1, enhance weapon
(necromantic, profane) 1, rebuke living 1
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
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Rituals: afflict I-III, obliteration, purgation, sending
(dreams), voices I-III
Leopard
Classification: beast (mammal)
Size: S, M
Body: 7
Abilities: bound, heightened senses I, hide I,
strength II
Feats: critical melee I, elude (woodlands) I, parry I,
willpower I
Knowledge: balance, biology, climb I-II, coordinate,
fatal finish, leap, pratfall, survival, swim I, tracking,
weapon (body I-III)
Costume: leopard mask, leopard torso, claws
Stalking Leopard
Classification: beast (mammal); meta
Size: S, M
Body: 10
Mana: 5
Abilities: body combat (chop, cut), heightened
senses II, hide II
Feats: assassinate, critical melee II-III, dodge I-II,
elude (woodlands) II-III, eye (chop, cut), negate
sp&p I, parry II-III, vocal (chop, cut), pursue I-II,
strength I-III, surprise strike I-IV, waylay I-III,
willpower II
Powers (mind): awaken 1, distract 2
Costume: stalking leopard mask, leopard torso,
claws
Leopard
The solitary, secret and elusive leopards live in
grasslands and light brush. They have small ringlets
and dense spots on their tan fur. Part of the leopard’s
success in hunting is due to its spots, which make an
extremely effective camouflage when the animal is
hiding in grass, bushes or trees.
Leopards can negotiate rocky ledges and have great
arboreal agility. They often hunt from ledges or
trees, pouncing down on unsuspecting prey. After
they make their kill, they drag the corpse into a tree
and wedge it between branches, where it will be safe
Lion
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The lithe muscle, sinew and grace of lions have
earned them the reputation as king of beasts. Lions
are most often seen surveying their realm with a
relaxed authority.
Lion
Classification: beats (mammal)
Size: S, M
Body: 8
Abilities: heightened senses I, hide I, immunity
sounds (roars), strength II
Feats: critical melee I, parry I, pursue I, willpower
I
Knowledge: balance, climb I, fatal finish, leap,
survival, swim I, tracking, weapon (body I-III)
Costume: lion mask, torso, claws
The males are marked by a mane which is lacking on
the females of the species. The male also has a
distinct intimidating roar.
Lions can live in cool climates, but are most often
found in tropical grasslands. They are social felines
and live in prides consisting of males, females and
cubs. The female members of the pride generally
remain constant while the males remain with the
pride for only a few years, usually until they are
expelled by a younger stronger male.
Noble Lion
Classification: beast (mammal); meta
Size: S, M
Body: 15
Mana: 25
Abilities: body combat (chop), fearless, heightened
senses II, hide III, intelligence II-III, strength II-III,
strong will
Feats: augment sp&p I-III, critical melee II-IV,
dodge I-III, double sp&p I-III, elude (woodlands) III, kill (chop), knockback I-III, limb (chop) I-II,
negate sp&p I-II, parry II-III, pursue I, recover I-III,
stun I-III, willpower II
Powers (beast control): beastify 1, befriend beast 1,
call beasts 2, command beast (amphibian, fish and
reptile 7), command beast (arachnid, insect and
worms 7), command beast (avian 7), command beast
(fungus, mold and plant 7) command beast (mammal
7), damage (swarm) 1, declaw 2, speaking beast 1
Power (beast injury): avert all beasts 3, destroy
beast [#], kill beast 8, pacify beast 5, rebuke beast 1,
slow beast 2, stop beast 4
Powers (movement): flee sound (roar) 1, mass flee
sound (roar) 3
Rituals: empower beast
Costume: lion mask (golden mane), lion torso,
claws
Each pride stays within a well-defined territory
which they mark by scent. The females do
practically all of the hunting and raising of young.
The males protect the females and their young from
predators, including other lions who enter their
territory.
Lions are carnivores and have an amazing ability to
hunt cooperatively. As communal hunters they will
work in teams stalking the prey from the front while
others go around to the back and side to prevent
escape.
Noble Lions
Noble lions are identified by their golden mane.
Noble lions are almost never encountered alone,
rather they are found surrounded by other felines and
beasts who serve as a court to these regal cats.
Noble lions will often use their mighty roar to drive
their prey into ambushes. Noble lions forced to
defend their courtly hunting grounds will collect a
group of mixed beasts which will be used to attack
the trespassers. When attacked by intelligent
creatures, noble lions will beastify their foes and
attempt to control them with their powers.
Lizard
Lizards are scaled reptiles. There are many species,
but all have four legs and a tail. They have blunt
heads, beady eyes and most have powerful digging
claws. Lizards exhibit a broad range of colors.
The thoughts of noble lions are governed by instinct,
but they are capable of commanding beasts and
communicating their desires through growls and
body language.
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Lizards can survive in many climates, but thrive in
warm areas of rocky terrain. Most have thick tails
from which they draw nourishment during
hibernation. Lizards feed on eggs, nesting birds and
smaller mammals. If approached, they will generally
seek cover in scrub vegetation, but on occasion they
will hold their ground with loud hissing and short,
determined lunges.
body temperatures are just above freezing. However,
their skin temperatures are much lower and heat
based attacks will injure them greatly.
Since food is scarce in their frigid environments, ice
lizards spend most of their time in a state of
hibernation with extremely low metabolic activity.
Snow and ice crystals may form over their bodies
providing concealment. They wait for prey to
wander close and then awaken to attack.
Lizards can have wings. The mundane lizard with
wings gains the ability hover I-III; the other forms
gain the ability flight I-III if they have wings.
Infectious Lizard
Infectious lizards have hundreds of tiny sharp teeth
which trap pieces of flesh between them. Over time,
the flesh putrefies and forms a toxic soup. Bites from
these lizards will cause a necrotic infection in the
victim which petrifies their flesh and causes death.
They are black with grey accents.
Electric Lizard
Electric lizards are dark yellow with black accents.
They inhabit open terrain with high grass, such as
prairies or gently rolling hills. They are extremely
fast runners.
Electric lizards mark their territory with electrical
scorch marks. They hunt anything that enters their
territory, using electrical charges before resorting to
claws and bite.
Lizard
Classification: beast (reptile)
Size: S, M
Body: 8
Abilities: heightened senses I, hide I
Feats: critical melee I, parry I, willpower I
Knowledge: biology, climb I, fatal finish, survival,
swim I, weapon (body I-III)
Costume: lizard mask, lizard torso, claws
These lizards are extremely active during
thunderstorms, attracting lightning strikes by waving
their tails in the air.
Fire Lizard
Fire lizards have adapted to dwelling around lava
pools and hot springs. They have fine scales
covering their entire bodies. Their skin tone is red or
maroon with yellow accents.
Electric Lizard
Classification: beast (reptile); meta
Size: M
Body: 12
Mana: 6
Abilities: body combat (chop), heightened senses II,
hide II-III, invulnerable (electric), speed
Feats: bursting sp&p I, critical melee II-III, dodge I,
double sp&p I, impacting sp&p I-II, knockback I-III,
limb (chop) I-II, negate sp&p I, tough I-II, willpower
II
Powers: blast (electric) 1, enhance weapon (electric)
1
Verbal: hissing 1, hissing 2, hissing 3.
Costume: lizard mask (yellow with black accents),
lizard torso (yellow with black accents), lizard wings
(yellow with black accents), claws
Fire lizards have a very high metabolic rate and
require a lot of food to survive. This makes them
very aggressive. Their internal body temperature is
extremely high and they radiate heat from their
bodies. Water touching their skin will boil almost
immediately; cold-based attacks will severely wound
fire lizards.
Ice Lizard
Ice lizards have adapted to dwelling in frigid
climates. They have fine scales covering their
bodies. Their skin is blue with white accents.
Ice lizards are extremely cold blooded. Their inner
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accents), lizard wings (black with green accents),
claws
Fire Lizard
Classification: beast (reptile); meta
Size: M
Body: 12
Mana: 6
Abilities: body combat (chop), heightened senses II,
hide II-III, invulnerable (heat), vulnerable (cold)
Feats: bursting sp&p I, critical melee II-III, dodge I,
double sp&p I, impacting sp&p I-II, knockback I-III,
limb (chop) I-II, retaliate I-II, tough I-II, willpower
II
Powers: blast (heat) 1, enhance weapon (heat) 1
Verbal: hissing , hissing 2, hissing 3.
Costume: Lizard mask (red with yellow accents),
lizard torso (red with yellow accents), lizard wings
(red with yellow accents), claws
Luminescent Growth
These are various kinds of luminescent mosses,
lichens and algae. These growths evolve in various
mana-rich environments and give off a faint glowing
light. In the live game they are used to safely light
game areas. The physical representation required is
a non-flame, low-heat light source covered by the
appropriate materials to simulate the growth.
Mannavore
Mannavores are herd mammals found in old growth
forests. They are attracted to objects, items or areas
that contain mana. Their diet consists of manaimbued raw materials, mainly iron ore and
hardwood. The physical materials are left
undisturbed because the magical energies are
siphoned into their bodies through small filaments
that dangle from their snouts.
Ice Lizard
Classification: beast (reptile); meta
Size: M
Body: 12
Mana: 6
Abilities: body combat (chop), heightened senses II,
hide III, invulnerable (cold), mushmover I-III,
vulnerable (heat)
Feats: bursting sp&p I, critical melee II-III, dodge I,
double sp&p I, impacting sp&p I-II, knockback I-III,
limb (chop) I-II, retaliate I-II, tough I-II, willpower
II
Powers: blast (cold) 1, enhance weapon (cold) 1
Verbal: hissing 1, hissing 2, hissing 3.
Costume: Lizard mask (blue with white accents),
lizard torso (blue with white accents), lizard wings
(blue with white accents), claws
Mannavores will enter civilized areas when active
magics are present. Rituals and glyphs placed on the
ground are sure to attract them. Beings that use mana
may also provoke attacks by mannavores who will
attempt to feed off their internal reserves.
Mannavore
Classification: beast (mammal), meta
Size: M
Body: 12
Mana: 12
Abilities: body combat (chop), bound, feeding
(mana), heightened senses I-II, hide I-III,
nullification
Feats: breaking sp&p I, bursting sp&p I, critical
melee I-III, deplete mana I-II, dodge I, double sp&p
I-II, impacting sp&p I-III, knockback I-III, limb chop
I-II, negate sp&p I-III, parry I-III, recover I-III,
repulse sp&p I, willpower I-II
Knowledge: climb I, fatal finish, leap, occult I-III,
pratfall, sense I, swim I, survival, weapon (body IIII)
Powers (mana): attenuate 1, damage (energy) 1,
dispel 1, drain mana 2, seal source 1, squelch 2
Infectious Lizard
Classification: beast (reptile); meta
Size: M
Body: 12
Abilities: body combat (chop, reservoir),
heightened senses II, hide II-III, strength II-III
Compounds: infection (limited)
Feats: critical melee II-IV, dodge I, kill (chop),
knockback I-III, limb (chop) I-II, stun I-III, tough III, venom I-III, willpower II
Knowledge: medicine
Costume: lizard mask, lizard torso (black with green
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forelegs, claws
Rituals: enclosure (anti-ritual and procedure, antispell, prayer, and power)
Verbal: nulling 1, nulling 2, nulling 3.
Costume: mannavore mask, mannavore torso, claws
Killer Mantid
Classification: beast (insect); meta
Size: M
Body: 12
Abilities: body combat (cut), heightened senses II,
hide II-III, strength II-III
Feats: critical melee II-III, dodge II-III, feint II, kill
(cut), knockback II-IV, knockout I-II, limb (cut) I-II,
parry II-III, riposte I, stun I-IV, willpower II
Costume: mantid mask, mantid torso, mantid
forelegs, claws
Mantid
Mantids are narrow bodied, green-colored insects
with triangular faces and powerful fore claws. They
are sometimes called the praying mantis because the
insect often holds its front legs as if it were praying.
Most mantids live in tropical or warm climates, but
some can survive in cooler climates.
Mantids prey on other insects, including other
mantids. Man-sized mantids will attack anything
smaller than itself, including animals and people.
Mantids are generally blend into the vegetation in
which they hunt. A mantid uses its arm-like forelegs
to grasp and capture its prey. The forelegs have
sharp spines and hooks that hold captives.
Marynn
Marynns are deep-water dwelling lesser beings.
They have dark-blue skin tone with thick knobby
scales. Their hands and feet are webbed. Their heads
are narrow with large round fish eyes. They have
sturdy jaws with many rows of sharp teeth. They
have a natural sonar that allows them to sense their
environment by emitting sounds.
A female mantid will sometimes devour her own
mate, but the male is able to continue mating with
the female even after his head and brain have been
eaten. Female mantids lay their eggs in masses. The
eggs can be found attached to trees and shrubs
during the winter when leaves no longer hide them.
The eggs are light brown and ribbed.
Their vast civilizations, built on the ocean floor, are
primarily agricultural. Their cities are generally
constructed of stone and include a vast central
square dominated on one side by a large temple
complex and on the other three sides by government
and military buildings. Wide avenues radiate from
the central square and contain the private residences
of the community. Outside the city edge, which is
usually marked by a low wall, are broad fields of sea
plants grown for food.
Killer Mantid
Killer mantids are hyper metabolic insects that need
to continuously hunt to maintain their body s energy
demands. They will attack any living creature around
them, including people. Due to their extremely
violent nature, multiple killer mantids are extremely
rare.
Stereotypical marynn culture revolves around the
religious worship of a city deity. These pious people
gather each morning and evening in the square to
pray as a community. Daily life revolves around
pleasing their god and performing the various duties
necessary to run the city and feed its populace. Tasks
are assigned by religious leaders, workloads are
shared and all property is communal.
Mantid
Classification: beast (insect)
Size: M
Body: 6
Abilities: bound, heightened senses I, hide I
Feats: critical melee I, dodge I, feint I, knockback I,
parry I, willpower I
Knowledge: climb I, fatal finish, leap, pratfall, swim
I, survival, vermin handling, weapon (body) I-III
Costume: mantid mask, mantid torso, mantid
There are marynns who do not dwell in the cities and
are considered by their religious brethren as "godless
ones." Many have been banished from the cities,
because of criminal activity or religious differences,
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but some end up as outcasts due to an accident of
birth. These marynn exist as nomadic huntergatherers and are generally led by a charismatic
leader who organizes the group as needed. Rarely,
these groups can become large enough found their
own city or to take control of an existing one
through military means. These cities often begin as
dictatorships, but over-time they may move to the
religious theocracy that is the cultural norm.
Abilities: hide II-II
Feats: critical melee III-IV, critical ranged III-IV,
dodge III, fend II, limb (crush, cut, pierce, shot) I-II,
parry III, strength IV, willpower II
Knowledge: shield I-II, weapons (bow III-V, chop
III, crush III, cut III, guns III-V, throw III), wear
armor IV-V
Rituals: armor arms, armor head, armor legs,
polishing rag
Costume: marynn mask
Marynn Defender
The marynn defender is a soldier who protects their
city, but can also become a raider when banished to
a nomadic existence.
Marynn Monastic
The marynn monastic is a religious leader that has
both the ability to heal and affect the mind.
Marynn Monastic
Classification: being (lesser)
Size: M
Body: 8
Mana: 12
Abilities: absorption, healing hands I-II
Feats: augment sp&p I-III, conceal sp&p I-II, double
sp&p I-II, impacting sp&p I-II, negate sp&p I-II,
quick cast sp&p I-II, repulse sp&p I, willpower II
Powers: blast (holy) 1, enhance weapon (holy) 1
Powers (body healing): anchor spirit 1, heal [#],
purify food and drink 2
Power (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, pacify being 5
Rituals: dispelling, divine allegiance, divine altar,
divine beast, divine benevolence, divine body, divine
bond, divine homage, divine mana, divine mark,
divine prayers, divine reliquary, divine shrine, divine
symbol, divine vestment, purgation, restoration,
return, spiritquest, tap (healing), voices I-III
Costume: marynn mask
Marynn Magi
The marynn magi are enchanters and seers. They can
make mundane items as well as magical artifacts.
Marynn
Classification: being (lesser)
Size: M
Body: 8
Mana: 12
Abilities: aquatic, body combat (cut), hide I,
intelligence II, respiration (atmosphere, liquid),
spatial location
Fabricating: brewing, constructing, cooking
Feats: critical melee I-II, critical ranged I-II, dodge
I-II, fend I, parry I-II, strength I-III, willpower I
Knowledge: animal handling, astronomy, biology,
coordinate, first aid, leap, interrogate, medicine,
military, navigation, occult I-III, regain feat (any),
repair, resuscitate, sense I-III, splint, survival,
theology, weapons (body I-III, bow I-II, chop I-II,
crush I-II, cut I-II, guns I-III, throw I-II), wear armor
I-III
Costume: marynn mask
Marynn Magi
Classification: being (lesser)
Size: M
Body: 8
Mana: 12
Abilities: absorption, nullification
Fabricating: artificing I-II, fashioning I-V
Feats: augment sp&p I, breaking sp&p I-II,
breaching sp&p, double sp&p I-II, impacting sp&p
I-III, negate sp&p I-II, quick cast sp&p I-II,
willpower II
Powers: blast (water) 1, enhance weapon (water) 1
Powers (mana): attenuate 1, dispel 1, drain mana 2,
Marynn Defender
Classification: being (lesser)
Size: M
Body: 8
Mana: 12
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seal source 1, shell 3+[#], squelch 2
Powers (item affecting): deteriorate item 2, disable
item 3, disenchant item 1, drop all 6, find items 1,
fragment item, mend [#], open lock [#], weight
decrease 2, weight increase 4
Powers (item creation): form tool [#], form melee
weapon [#], form ranged weapon [#], form shield [#]
Rituals: afflict I-III, ascertain, astray, assemble
elemental (restriction- water), conjure attendant,
creation circle, dome (water), open portal, repair
item, restoration, return, seance I, tap (mending),
wall (water)
Costume: marynn mask
(pierce, shot), limb (pierce, shot) I-II, negate sp&p III, parry I, perforate, propel I-IV, quick aim I-III,
quick cast I-III, quick load I-III, recover I-III, strafe
I-II, tangle body I-II, tangle limb I-II, vocal (pierce,
shot), willpower I-II
Knowledge: any (no melee weapons)
Powers (body & spirit): anchor spirit 1, damnation
6, heal [#], purify food and drink 2, sever soul 2,
soul wrack 6, soul sear 8
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, petrify 10, restrain arm, slow
2, stop 4
Rituals: afflict I-III, ascertain, astray, call vermin,
dispelling, dome (impermeable), enclosure
(shadow), obliteration, open portal, purgation, regain
feat, repair item, restoration, return, seance I, voices
I-III
Costume: female participant with latex snake
hairpiece
Medusa
Medusas are female humanoid creatures that dwell
on the fringes of human society. Their bodies and
faces reflect attractive human females; however,
instead of hair, medusas have a mass of writhing
venomous snakes. The snakes grant the medusa allaround vision, making it impossible to sneak up on
her.
Minotaur
Medusas capture male greater beings for breeding
and after intercourse, eat them. If children are born
of the union, the male offspring are eaten, while the
female offspring are cared for, as they will grow into
medusas.
Minotaurs have human facial features, brown skintones and two sturdy horns growing from either side
of their forehead. Generally, males have larger horns
than females.
Minotaurs have sturdy physiques and make powerful
fighters. They also have a thick hide which provides
additional protection from injury.
Medusas are fearsome foes in melee combat, but
they prefer to use a variety of ranged weapons. The
medusa can also attack by projecting the snakes from
their own head at their enemies. The snakes will bite
or constrict the limbs or body of the target.
Minotaurs are an honorable race of beings, who are
prone to exploration and travel. They often become
a sea- or star-going people.
Medusa
Classification: being (lesser)
Size: M
Body: 12
Mana: 24
Abilities: dangersense, devour, feeding (body,
mana), intelligence II-III, omniscient, projectiles
(generic), projectiles enhancement (piercing,
shooting, strafing, tangling), spatial location,
strongwill
Feats: augment sp&p I-II, critical ranged attack I-IV,
dodge I-III, double sp&p I-III, eye (pierce, shot), kill
Minotaurs
Classification: being (greater), beast (mammal)
Size: M
Body: 8
Mana: 16
Abilities: increase body I-II, hide I, intelligence IIIII, strength II
Ballads: any
Compounds: any
Fabricating: any
Feats: any
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Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Minotaurs have horns protruding from
their upper foreheads. The horns must appear to be
attached to the head so the horns are not confused
with horned helmets or other costume accessories.
Their exposed skin must be tinted with brown makeup.
Cultural Distinctions: Different minotaur cultures
are distinguished by the size and placement of the
horns on the head.
Size: S, M, L
Body: 10
Mana: 8
Abilities: body combat (reservoir), immunity smell
(rotting stench), vulnerable (heat)
Compounds: infection (limited)
Feats: bursting sp&p I, critical melee II-III, dodge IIIII, feint I-II, knockback I-III, limb (cut) I-II, kill cut
I, negate sp&p II, parry II-III, phase I, quickcast
sp&p I-II, stun I-III, venom I-V, willpower II
Knowledge: chemistry, compound combat,
compound handling, medicine, weapons (throw I-II
(restricted- spores))
Powers: damage (harm) 1, flee smell 1, mass flee
smell (rotting stench) 3
Costume: mold mask, mold torso, claws
Mold
Toxic Mold
Classification: beast (mold); meta
Size: S, M, L
Body: 10
Mana: 8
Abilities: immunity smell (rotting stench),
invulnerable (toxic), vulnerable (heat)
Compounds: hazards (limited- toxic)
Feats: bursting sp&p I, critical melee II, dodge II,
negate sp&p II, parry II, phase I, quickcast sp&p I-II,
stun I-II, willpower II
Knowledge: chemistry, compound combat,
compound handling, medicine, weapons (throw I-II
(restricted- spores))
Powers: blast (toxic) 1, enhance weapon (toxic),
flee smell 1, mass flee smell (rotting stench) 3
Costume: mold mask, mold torso, claws
Mold is a downy growth that develops in damp,
sunless areas. Sometimes old growths can develop a
beast-like awareness. After many more years the
growth may learn to move.
Infectious Mold
Infectious mold is a moving mass of mold capable of
injecting infection. Some have the ability to throw
infected spores. Infectious molds grow in dark, dank
places, where the air and water is stagnant.
Toxic Mold
Toxic mold is a moving mass of mold capable of
spurting toxic substances. Molds of this type are
commonly found in hazardous waste sites or other
areas of pollution.
Mold
Classification: beast (mold)
Size: S, M
Body: 6
Abilities: invulnerable (radiation), respiration
(atmosphere, vacuum), spatial location
Feats: critical melee I, dodge I, negate sp&p I, parry
I, willpower I
Knowledge: biology, survival, weapon (body I-III)
Costume: mold mask, mold torso, claws
Monkey
Although most species of monkeys dwell in warm
climates, a few have adapted to arctic regions.
Monkeys are sometimes kept as pets and performers.
Monkeys are extremely social animals and always
live in groups. Monkey bands are commonly
observed grooming each other. Each band has its
own territory and social structure with one especially
strong and aggressive monkey dominating the others.
When threatened, monkeys respond by staring,
baring teeth and moving around in an agitated
Infectious Mold
Classification: beast (mold); meta
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manner.
claws
Monkeys have a varied diet which includes fruits,
nuts, insects, birds and roots. Some species of
monkeys have prehensile tails that they use as an
extra hand. They can swing from trees and
manipulate objects as small as a peanut.
Mudvant
Mudvants are ground-burrowing insects with
voracious appetites. They have brown, segmented
bodies and six legs with pincers on the end. The
forelegs are much longer than the rear legs. A
horizontal, venomous, double-pronged stinger
protrudes from their rear body section. The mudvant
will sting prey by standing on its longer forelegs and
bending its rear body segment under itself.
Savage Monkey
These carnivorous arboreal predators have a mouth
full of pointed teeth, with two elongated incisors.
They also have curved claws that are equally adept
at clinging to trees or slicing through flesh.
Mudvants live in damp hollow mounds of earth.
These mudvant "hollows" are found close to mud,
quicksand and other viscous soils. While most
hollows are small, the largest hollows can contain
over one hundred male mudvants living with a single
female egg-laying mistress who leads the hollow.
Savage monkeys are extremely strong and will hurl
objects down to injure or disable their prey before
attacking with tooth and claw.
Like their mundane counterparts, savage monkeys
travel in large groups. They are extremely territorial
and mark their lands with small piles of broken bone
fragments and piles of excrement.
When a new female is born, she must migrate to a
new location. She will take a portion of the males
and seek a location for a new hollow. When
marching, these highly mobile mudvant societies
search widely for new nesting grounds. They travel
just beneath the surface and rise up to attack other
beings as food.
Monkey
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: adhesion, heightened senses I, hide I
Feats: catch I, critical melee I, critical ranged I,
dodge I, strength I-II, willpower I
Knowledge: balance, climb I-II, fatal finish, leap,
pratfall, survival, weapon (body I-III, throw I-II)
Costume: monkey mask, monkey torso, claws
Marching mudvant hives will eat almost anything in
their path, including herbivore herds and remote
villages of sentient beings. They will settle in any
area where there exists sufficient food to feed the
colony.
Individual mudvants are not intelligent. Their
complicated society is controlled by social
hormones, called pheromones, which are produced
as chemical messengers that identify members of
their colony, danger, food sources, nest locations and
so forth. They will spray these hormones on each
other and their environment. The hormones are
produced in glands located in the mudvant's
abdomen. Some are poisonous and will produce
varied effects on non-mudvants.
Savage Monkey
Classification: beast (mammal); meta
Size: M
Body: 12
Abilities: body combat (crush), bound, heightened
senses II, hide II-III, strength II-III
Feats: catch II, critical melee II-IV, critical ranged
II-IV, dodge II-IV, fling I-III, hurl I-III, knockback IIV, knock out I-II, kill (crush, throw) limb (crush
throw) I-II, negate sp&p I, parry I-II, seize I-III,
strength III-V, stun I-IV, willpower II
Knowledge: grappling, weapon (throw III)
Costume: monkey mask (fangs), monkey torso,
Mudvant
Classification: beast (insect), meta
Size: S, M
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suicide near its roots so that it can absorb nutrients
from the decaying corpse. These mushrooms are
often encountered being protected by creatures stuck
in a hypnotic trance.
Body: 12
Mana: 6
Abilities: body combat (cut, reservoirs),
dangersense, devour, heightened sense I-II, mush
mover I-III, spatial location, strength II, tunneling
Compounds: disabler (restricted-atrophy, blindness,
disorient melee, lethargy, or lame), poisons
Feats: critical melee I-III, dodge I-II, knockback I-II,
limb (cut) I-II, negate sp&p I-II, parry I-II, venom IIII, willpower I-II
Knowledge: blindfight, biology, chemistry, climb III, geology, fatal finish, survival, swim I, weapon
(body I-III)
Costume: mudvant head, mudvant torso, claws
Mushroom
Classification: beast (fungi), meta
Size: S, M, L
Body: 6
Abilities: immovable, move 0, sessile, spatial
location, strength 0, strongwill
Compounds: hazards, narcotics, poisons
Feats: negate sp&p I-II, willpower I-II
Knowledge: biology, chemistry, compound combat
(restriction-thrown spores), compound handling
(restriction- spores), geology, survival, weapon
(throw I-II (restriction- spores))
Costume: mushroom costume
Mummy
Mummies can form whenever a body is buried
according to a strict process that requires the
embalming and ceremonial wrapping of the corpse.
Mummies arise under various conditions, the most
common being the desecration of their tomb by
grave robbers.
Hypnotic Mushroom
Classification: beast (fungi), meta
Size: S, M, L
Body: 9
Mana: 20
Feats: augment sp&p I-III, conceal sp&p I-III,
double sp&p I-III, recover I-III
Powers (mind): amnesia 3, bewilder 3, compliant 1,
confuse being 6, dazzle 2, dominate being 8, fugue
1, manipulate being 10, pacify being 5
Powers (movement): flee smell (chemical aroma)
1, mass flee smell (chemical aroma) 3
Knowledge: hypnosis
Rituals and Procedures: subservience I-II
Costume: hypnotic mushroom costume
Mummy
Classification: being (greater); meta; undead
Size: M
Body: as character
Mana: as character
Abilities: as character, body combat (crush, cut),
hide I-III, increase body I-II, increase mana I-II, skin
(mummy) I-II, strength II-III, unaging
Costume: funeral wrappings covering their head,
torso and limbs.
Mushroom
Mutant
Mushrooms are non-ambulatory fungus stalks that
have poisonous spores. The spores drift from
mushrooms at different rates, when the mushrooms
sense movement, sound or other activity.
Mushrooms of a specific variety will only have one
poison type.
Mutant characters are those whose physical forms
have been altered through genetic manipulation,
bioengineering or some other technological or
magical process. Some game realms require mutants
to have a plainly visible physical deformity that
gives rise to their ability.
Hypnotic Mushroom
Some mushrooms will attract intelligent beings and
release confusing pheromones which entice the prey
to either protect the mushroom or willingly commit
Mutant Beast
Mutant beasts can be horrible conglomerations of
various different beast or simple genetically
enhanced beasts that are tougher or faster than their
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non-mutant counterparts.
Powers: blast (<any>) 1, mass moving force 3,
moving force 1
Costume: snake torso and the head and face of a
greater being
Mutant Being
Mutant beings are found in various game worlds
ranging from post apocalyptic landscapes where
twisted radiation spawned beings threaten to overtake the world, to peaceful futuristic societies where
mutants are those beings who have undertaken
voluntary genetic manipulation of their physical
forms.
Obsessor
Obsessors are driven by carnal desire. They were
men who failed to win the heart of a woman, or who
suffered a woman's scorn. Obessors are violent and
dangerous and are commonly serial killers or sexual
stalkers. In life they were often content to watch
from afar, but in death they become aggressive
predators of lust who cloak their desires in romantic
terms.
Mutant Beast
Classification: beast (any); meta
Size: M
Abilities: mutant abilities by realm
Costume: If required a physical deformity
representing body part granting the ability
Obsessor
Classification: being (greater); meta
Size: M
Body: as character
Mana: as character
Abilities: body combat (cut), dangersense, increase
body I-III, increase mana I-III, stealth, unaging
Skills: as character
Costume: male participant with black lips, black
full-length robe or black suit with black cape.
Obssessors must wear a solid color mask covering
one side of their face
Mutant Being
Classification: being (greater or lesser); meta
Size: M
Abilities: mutant abilities by realm
Costume: If required a physical deformity
representing body part granting the ability
Naga
Nagas are lesser beings with the face, head and torso
of a greater being and the long body of a snake. They
are extremely intelligent and possess an increased
aptitude for using magic. Nagas travel the universe
attempting to find realms that they can subvert to
their own ends.
Octopus
Octopuses are among the most intelligent and
behaviorally flexible of all invertebrates. They dwell
in water where they move by swimming via jet
propulsion through their abdomen, or crawling along
the bottom with their tentacles. Octopuses have no
internal or external skeleton and this allows them to
squeeze through tight places.
Naga
Classification: being (lesser)
Size: M
Body: 10
Mana: 20
Abilities: absorption, body combat (cut, reservoir),
dangersense, intelligence II-III, speed, stealth,
strength II, strongwill
Fabricating: artificing I-V, brewing, cooking,
fashioning I-V
Feats: any
Glyphs: any
Knowledge: any
Rituals: any
Octopuses have a hard beak and a mouth located at
the center point of their tentacles which extend from
their body in a radial fashion. A tentacle can be lost
without significant impediment to movement and
over time the lost tentacle will regrow.
Octopuses inhabit many diverse regions of the
ocean, including coral reefs, pelagic waters, and the
ocean floor. They have numerous strategies for
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defending themselves against predators, the primary
being their adaptive camouflage which allows them
to change their skin color to match their
surroundings perfectly.
willpower I
Knowledge: biology, chemistry, fatal finish,
grappling, navigation, survival, swim I-II, weapon
(body I-III)
Costume: octopus headpiece, torso and claws
Predator Octopus
The predator octopus is not only a hunter of the
deep, but often comes up near the surf. Many
predator octopuses are able to crawl from the water
for short periods of time where it will catch
unobservant prey with its tentacles and drag them
back into the sea. Its venomous stingers contain a
highly toxic poison.
Predator Octopus
Classification: beast (fish); meta
Size: M, L, G
Body: 12
Abilities: adhesion, body combat (reach, crush,
reservoir), extra body part (locomotion appendage,
manipulation appendage) II, heightened senses II,
hide I-III, immovable, move I-II, strength III,
strongwill, unstoppable
Compounds: poisons
Feats: critical melee II-V, dodge I-II, fling I-III, hurl
I-III, knockout I-II, knockback II-V, negate sp&p I,
parry II, seize I-III, strength I-V, stun I-IV, venom IV, willpower I-II
Knowledge: biology, chemistry, climb I-II, hold
breath
Costume: octopus headpiece, torso with stinger,
claws
Immense Octopus
The immense octopus is one of the most dangerous
creatures of the deep. The octopus is highly
intelligent and will not hesitate to attack ships and
coastal towns.
People living in coastal towns are terrified of these
creatures as they have been known to ravage seaside
communities, tearing docks apart and dragging ships
beneath the bay in search of food. It is not
uncommon for desperate people to feed the octopus
by sacrificing travelers or even members of their
community. Sometimes this practice turns into a
kind of religious worship.
Immense Octopus Central Core
Classification: beast (fish); meta
Size: I
The immense octopus is composed of a large oval
body that can be depicted as a model or painted on
a backdrop. The special physical attacks of the
octopus are made by one or two tentacles operated
by the lead out-of-game operator.
The immense octopus is a higher thinking beast and
can learn most knowledge, but is not able to speak.
The octopus is able to move at a walk pace on land
(move II) and breathe atmosphere for a short time.
Some immense octopuses can communicate its needs
telepathically to those linked to it through
domination, and an even small number can broadcast
watery dreams to the communities who feed it.
Octopus Body Parts: Beak
Size: M (part of I)
Body: 15
Abilities: aquatic, body combat (chop, rend),
dangersense, fearless, heightened senses I-II,
immovable, omniscient, spatial location, strength IIII, stomach (destructive, expandable), strongwill,
Feats: bash I-II, critical melee I-IV, dodge I-II, kill
(chop, cut), knockback I-II, fend I-II, limb (chop,
cut) I-II, negate sp&p I-II, parry I-II, rend I-II, shred,
strength I-V, stun I-III, swallow I-III, willpower I-II
Knowledge: fatal finish, weapon (body I-III)
Costume: faceless black, beak on torso, claws
Octopus
Classification: beast (fish)
Size: S, M, L
Body: 8
Abilities: aquatic, extra body part (locomotion
appendage, manipulation appendage) I, heightened
senses I, invisibility, move 0, pliant, respiration
(liquid), strength II
Feats: critical melee I, knockback I, parry I, seize I,
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The oculi have a human appearance, marked by a
third eye in their foreheads. It is through this third
eye that the oculi can sense spirits and readily
perceive mana flows.
Octopus Body Part: Eye
Size: M (part of I)
Body: 15
Mana: 30
Abilities: aquatic, dangersense, fearless, heightened
senses I-II, immovable, nullification, omniscient,
spatial location, strongwill, telepathy
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, critical melee I-IV, dodge I-III, double
sp&p I-II, impacting sp&p I-II, knockback I-IV,
knock out I-II, parry I-III, negate sp&p I-III, repulse
sp&p I-II, tough I-II, quick cast I-II, willpower I-II
Powers (mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, squelch 2
Knowledge: extrasensory perception, fatal finish,
tracking, weapon (body I-III)
Powers: blast (psi) 1, enhance weapon (psi) 1,
Powers (mind fear): spook 2, fear 1, tremble
3,screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, manipulate being 10, pacify being
5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Procedure: send (dreams)
Costume: black mask, black torso, claw
Oculus are a very spiritual people who are closely
connected to the magical world. They build their
homes and other structures without sharp angles or
straight lines so as not to impede the flows of mana.
Oculi are seen as peaceful, intellectual thinkers who
are well-known for their contributions to art, music,
literature and philosophy.
Oculus
Classification: being (greater)
Size: M
Body: 8
Mana: 16
Abilities: extra body part (eye) I, heightened senses
I-II, increase mana I-II, intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Oculus characters have a third eye in the
center of their forehead.
Cultural Distinctions: Different oculi cultures are
distinguished by the color and shape of their eyes.
Octopus Body Part: Tentacles
Size: M (part of I)
Body: 15
Abilities: aquatic, body combat (crush, reach, rend),
dangersense, fearless, heightened senses I-II,
immovable, omniscient, pliant, speed, strongwill,
unstoppable
Feats: bash I-II, constrict I-III, critical melee I-IV,
dodge I-IV, fling I-III, kill (crush), knockback I-IV,
knock out I-II, limb (crush) I-II, negate sp&p I-II,
parry I-IV, rend I-II, seize I-III, stun I-IV, willpower
I-II
Knowledge: blindfight, fatal finish, grappling,
weapon (body I-III)
Costume: complete black outfit, claw, tentacle
Ogre
Ogres have light green skin, flat heavy teeth and
large ears. They speak slowly and with a deep voice.
Ogres are not very intelligent, have short memories
and are easily manipulated.
Orgres are harsh bullies who intimidate weaker
beings through threats of violence. They are
concerned with immediate gratification of their
desires, causing them to be perceived as impulsive.
Ogres generally live on the fringes of orc society,
Oculus
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who easily manipulate these hulking brutes into
performing general labor and serving in the military.
Abilities: heightened senses II, hide III
Feats: bash I-II, eye (crush), feint I-II, kill (crush),
knockback IV, knockout I-II, limb (crush) I-II,
negate sp&p I, parry III, riposte I, stun II-IV, vocal
(crush)
Knowledge: wear armor IV-V
Rituals: polishing rag
Costume: ogre mask, rough tabard
When left to their own devices, ogres live alone or in
familiar groups. They are highly territorial, but only
against non-green skins. Ogres are often convinced
by goblins to form symbiotic working relationships.
The ogres provide the muscle while the goblins
provide the stealth.
Ogre Seer
Abilities: heightened senses I-II, intelligence III,
strength III
Body: 10
Mana: 10
Feats: augment sp&p I, breaking sp&p I, conceal
sp&p I, double sp&p I, impacting sp&p I-II, negate
sp&p I-II, quick cast sp&p I-II, repulse sp&p I,
recover I
Glyphs: rank I-III
Knowledge: sense I
Runes, Scripts and Sigils: rank I-V
Prayers: damage (energy) 1, fortitude 1, drain mana
2, dispel 1, mass moving force 3, moving force 1
Verbal: varies
Rituals: afflict I-II, ascertain, curse, dispelling,
talisman (bone), voices I-III
Ogre Basher
Ogre bashers are common. They wield huge twohanded weapons, wear lots of armor and enjoy
smashing things. They re not too bright, but they don
t need to be.
Ogre Seer
The ogre seer is very intelligent and very rare. Ogre
seers are revered by ogres for their wisdom and
followed with feverous devotion by the average
ogre. The decision over whether ogres will work
with another society or not almost always depends
upon the seer’s decision. They often wear cowls.
Ogre Thrower
Ogre throwers use the strength of their backs and
shoulder to throw massive boulders.
Ogre Thrower
Abilities: strength III
Feats: critical ranged I-IV, distance drop I-II, dodge
II, double range I-II, eye (throw) I, hurl I-III, kill
(throw), limb (throw) I-II, negate sp&p I, propel IIV, quick aim I-II, vocal (throw)
Knowledge: throw III, wear armor IV
Rituals: polishing rag
Costume: ogre mask, rough tabard
Ogre
Classification: being (lesser)
Size: M
Body: 10
Abilities: heightened senses I, hide I-II, intelligence
II, strength II
Feats: critical melee I-IV, disarm I-II, dodge I,
knockback I-III, parry I-II, stun I, strength I-III,
willpower I
Knowledge: bindings, climb I, fatal finish, first aid,
military, mutilation, regain feat (combat training),
repair, splint, swim I, teach I, weapons (bow I-V,
chop I-III, crush I-III, cut I-III, guns I-V, throw I-II),
wear armor I-III
Costume: ogre mask, rough tabard
Orc
Orcs are green-skinned humanoids. They are often
seen as a barbaric people, quick to anger and
ferocious in their capacity for violence. But beneath
these casual observations, one can discern a rich
culture filled with stories of heroism and honor. Orcs
believe that the strong survive to lead and the weak
survive to serve, if they survive at all.
Ogre Basher
Abilities: strength III
Body: 12
Orcs prefer to make their homes in harsh
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environments, such as mountainous terrain, moors
and other remote places. The hardships of surviving
in these lands contribute to strength of these rugged
people.
and a few can squawk out a few words.
Sage owls make their roosts close to civilized areas
and are often found in trees, barns, lofts or even
under eaves. Sage owls observe the world from their
lofty perches and are believed to have a keen
understanding of their world. They can accumulate
much knowledge and their avian-observer
perspective provides for illuminating discussions.
Orcs
Classification: being (greater)
Size: M
Body: 8
Mana: 16
Abilities: hide I, increase body I-II, intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Green skin represented by makeup
Cultural Distinctions: Different orc cultures are
distinguished by dress and manner of social
interaction.
Sage owls will affect people with subtle emotional
manipulations to gain their release. If threatened
with physical harm, sage owls will respond by using
their mental powers to wound their attackers.
Some cultures seek out sage owls for their wisdom.
This can develop into a community following a the
commands of the owl, treating the bird as if it was a
deity.
Owl
Classification: beast (avian)
Size: M
Body: 5
Abilities: heightened senses I, hover I-III, spatial
location, stealth
Feats: dodge I, negate sp&p I, willpower I
Knowledge: climb I, fatal finish, navigation,
survival, swim I, tracking, weapon (body) I-III
Costume: owl mask, owl torso, owl wings, claws
Owl
Owls dwell in diverse climates and can be found in
woodlands, bare mountains, grasslands, deserts and
even the open tundra. Owls have soft, dense
plumage, which makes them virtually soundless in
flight. Most species of owls roost above the ground
where they rest by day and hunt at night. They attack
by raking their claws against the back of their prey
before swooping away.
Sage Owl
Classification: beast (avian); meta
Size: M
Body: 10
Mana: 12
Abilities: body combat (cut), flight I-III, heightened
senses II, intelligence II-III, strength II, strongwill
Feats: augment sp&p I-II, conceal sp&p I-III, critical
melee I-III, dodge II-III, negate sp&p II, parry I-III,
quickcast sp&p I-II, recover I-II, strength I-III,
willpower I-II
Knowledge: astronomy, biology, chemistry,
enigmas, first aid, history, medicine, military, occult
I-III, politics, regain feat (theorize), rumors, survival,
theology
Powers: blast (psi) 1, enhance weapon (psi) 1,
The owl’s ability to locate prey in the dead of night
is paralleled only by bats. Asymmetrical ears on
either side of the owl s head allow it to hear sounds
and instantly calculate the source s location in
relation to itself. The owl’s hearing is so acute they
can locate a mouse burrowing beneath a foot of
snow, enabling them to swoop down and snatch it
with pinpoint precision.
Sage Owl
Sage owls are owls that develop a limited sentience,
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Power (mind thought): amnesia 3, bewilder
3,compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Verbal: whooing 1, whooing 2, whooing 3.
Costume: owl mask (extremely large eyes), owl
torso, owl wings, claws
Abilities: body combat (cut), dangersense,
heightened senses II, hide II-III, invisibility, pliant,
speed, transpose
Feats: assassinate, dodge II-III, double sp&p I-II,
elude (shadows) II, eye (cut), impacting sp&p I-II,
limb (cut) I-II, parry I-II, phase I-II, pursue I-II,
strength II-III, recover I-II, surprise strike II-IV,
vocal (cut), waylay I-II, willpower II
Powers: damage (harm) 1, distract 1
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Costume: panther mask, panther torso (black sheen
attached), claws
Panther
Panthers are stealthy felines with long, sleek bodies
and powerful legs. They have short, broad heads
with relatively small ears. Their eyes face forward,
providing binocular vision and depth perception so
crucial to locating prey. Their night vision is superb.
Panthers have black fur.
Phoenix
The phoenix is an intelligent avian of fire that forms
from the ashes of a conflagration in which
something of great importance was consumed. The
ashes coalesce into a bird of flames that soars into
the heavens.
Panthers often live near civilized areas. They are
nocturnal and spend their day lounging in the
branches of trees. At night, when they hunt, they
stalk their prey and then attack by pouncing. They
will not hesitate to attack travelers who wander into
the jungles where they dwell.
The phoenix could have a variety of motives
depending on the nature of the person or purpose of
the item consumed. The goals of the phoenix are
always connected in some manner to the fire that
offered its genesis. There are firebirds of vengeance,
wrath, sorrow, chaos, order and so forth.
Shadow Panther
Shadow panthers are vicious man-eaters. They live
on the fringes of civilized society hunting their prey
from the shadows. They attack suddenly, kill quickly
and drag their victims away.
Depending on the phoenix’s goal, they may be either
highly aggressive or indifferent to others. Phoenixes
roused to battle are terrible foes to behold.
Launching deadly volleys of superheated flames,
their foes are set ablaze and sometimes torched
completely to ash.
Panther
Classification: beast (mammal)
Size: S, M
Body: 8
Abilities: heightened senses I, hide I, stealth
Feats: dodge I, elude (shadows) I, pursue I, surprise
strike I, willpower I
Knowledge: balance, blindfight, climb I-II, fatal
finish, leap, pratfall, swim I, survival, tracking,
weapon (body I-III)
Costume: panther mask, panther torso, claws
When the phoenix completes its mission or is slain,
it turns back to ash. If the phoenix’s mission is
incomplete, it can be reborn from the ashes
otherwise it blows away in the wind.
Phoenix
Classification: beast (avian); formation
Size: M, L
Body: 20
Mana: 25
Abilities: absorption, body combat (cut),
dangersense, debility (water), fearless, flight I-III,
Shadow Panther
Classification: beast (mammal); meta
Size: S, M
Body: 12
Mana: 8
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heightened senses I-II, hover I-III, intelligence II-III,
invulnerable (heat), meliorate (heat), nullification,
projectiles (heat), projectiles enhancement (piercing,
strafing), regeneration I-III, strength II-III,
strongwill, unstoppable, vigilant, vulnerable (water,
cold)
Feats: augment sp&p I-III, body shell I-II, breaching
sp&p, breaking sp&p I-II, bursting sp&p I-II, critical
melee I-V, critical ranged I-V, double sp&p I-III,
dodge I-IV, impacting sp&p I-III, kill (cut, pierce),
knockback I-III, limb (cut, pierce) I-II, negate sp&p
I-II, parry I-IV, perforate, quickcast sp&p I-III, strafe
I-II, willpower I-II
Knowledge: biology, blindfight, climb I-II, fatal
finish, occult I-III, survival, swim I, theology,
tracking, weapon (body I-III)
Powers: blast (heat) 1, enhance weapon (heat) 1,
mass moving force 3, moving force 1
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, seal source 1, squelch 2
Powers (mind): bewilder 3, confuse being 6, dazzle
2, fugue 1, pacify being 5
Verbal: connected to goal
Costume: phoenix mask, phoenix torso, phoenix
wings, claws
brain pod has an intricate root system that reaches
deep into the soil. Brain pods have long pointed
thorns on their leaves. Brain pods have a limited
sentience and are capable of telepathically
conveying simple commands.
Brain pods grow in close proximity to sentient
beings. They are often found just off well used trails,
adjacent to herb or flower gardens, and even in
cultivated fields with high plants such as corn. Brain
pods control the minds of sentient beings forcing the
target to kill in an effort to feed the plant. The bodies
of its victims are piled near the pod allowing the leaf
bearing stalks of the plant reach out and the pointed
thorns to absorb the proteins found in the nervous
system of the sentient being. These proteins provide
the telepathic powers necessary for the brain pod to
communicate with its dominated minions.
Plant
Classification: beast (plant)
Size: T, S, M
Body: 6
Abilities: immovable, move 0, sessile
Feats: willpower I
Knowledge: biology, geology, weapon (body) I-III
Costume: plant mask, plant torso, claws
Plant
These are a group of sentient plants that have stems,
leaves and small pods. They are grouped together
because none of them can move.
Aloe Plant
Classification: beast (plant); meta
Size: T, S, M
Body: 6
Mana: 12
Abilities: absorption, healing hands I-II, heightened
senses I-II
Feats: negate sp&p I-III, willpower II
Knowledge: medicine
Powers: heal <#>
Procedures: tap (healing)
Costume: aloe plant mask, plant torso
Aloe
Aloe is a sentient plant which has developed
powerful healing abilities, which it instinctively uses
on any creature that comes close. Many apex
predators are aware of what aloe is and will mark the
territory around aloe, attacking anything which
comes near. Predators successful in defending an
aloe plant frequently are able to be more aggressive
when hunting, safe in knowing that wounds
sustained while hunting can be easily healed. This
has the effect of providing a unique defensive
mechanism for the aloe plant.
Brain Pod Plant
Classification: beast (plant); meta
Size: S
Body: 5
Mana: 25
Abilities: absorption, intelligence II, strongwill,
Brain Pod
Brain pods are composed of heavy, thick, fibrous
stalks that grow out of a green pod-shaped husk. The
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telekinesis I, telepathy I-II
Feats: augment sp&p I-III, bursting sp&p I-II,
conceal sp&p I-II, double sp&p I-III, impacting
sp&p I-III, negate sp&p I-III, quick cast I-III, recover
I-III, repulse sp&p I-II, tough I-II, willpower I-II
Knowledge: extrasensory perception, sense I-III,
survival, weapon (body I-III)
Powers (mana): attenuate 1, dispel 1, drain mana 2,
seal source 1, shell 3+[#], squelch 2
Power (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, manipulate being 10, pacify being
5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Rituals: dispelling, dome (permeable-psi),
restoration, subservience I-IV, wall (permeable- psi)
Verbal: blooming 1, blooming 2, blooming 3.
Costume: plant mask (with brain-pod), plant torso,
claws
Body: 12
Mana: 24
Abilities: body combat (cut, reach), dangersense
(limitation-haunting location only) , flight I-III,
heightened senses I-II, intelligence II-III, invisibility,
invulnerable (profane), meliorate (profane),
omniscience (limitation-haunting location only), skin
(quasi-corporeal) I, strongwill, telekinesis I-V,
transpose, vulnerable (psi)
Feats: breaching sp&p, breaking sp&p I-II, dodge IIII, hurl I-III, impacting sp&p I-III, knockback I-IV,
phase I-II, quickcast sp&p I-III, stun I-IV, willpower
I-II
Knowledge: extrasensory perception, occult I-III,
psychology, weapon (body I-III)
Powers (depletion): blast (profane) 1, enhance
weapon (profane), death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, restrain arm, slow 2, stop 4
Powers (mind fear): spook 2, fear 1, tremble
3,screaming 3, cower 5
Powers (movement): mass moving force 3, moving
force 1
Costume: black poltergeist mask, black torso with
white wispy fabric, claws
Poltergeist
Poltergeists are entities composed of ectoplasm who
haunt a specific location. No one knows what causes
a poltergeist to form. Some are playful, but others
are malicious. They appear as a faceless quasicorporeal entity.
Within the location they are haunting, poltergeists
sense the location of everything, enabling them to
more effectively terrorize creatures within. However,
once outside this location, they are more susceptible
to being disoriented.
Psyghen
Psyghens are humanoids with gold metallic skin and
large craniums. They dress in regal robes that flow
and shimmer as they walk, revealing glowing
symbols of their power. Psyghens are adept at
physiological perception and manipulation; they are
masters of deception and stealth.
Priests in many cultures often seek out poltergeists
in an effort to exorcize them from their haunting
location. An exorcism requires advanced knowledge
of occult and theology to prepare and perform, but if
performed successfully the ceremony will effectively
obliterate the poltergeist from the realm. Performing
these ceremonies generally require certain objects,
phrases or even the presence of certain people
specific to the poltergeist trying to be removed.
Psyghens have a reputation as intellectual
ambassadors and skilled assassins. They specialize
in drafting treaties and making alliances. They rarely
ever need to go to war, as they’re quite able to get
what they need through the manipulation of others.
Poltergeist
Classification: formation
Size: M
Psyghen
Classification: being (lesser)
Size: M
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Body: 15
Mana: 30
Abilities: absorption, body combat (cut),
dangersense, intelligence II-III, invulnerable (psi),
respiration (atmosphere, liquid, vacuum), speed,
strongwill, telekinesis I-II, telepathy I, thought
scanning, vigilant
Feats: assassinate, bypass I-II, augment sp&p I-III,
conceal sp&p I-III, dodge I-II, double sp&p I-III,
feint I, mental extraction I-II, negate sp&p I-II, parry
I-III, quickcast sp&p I-III, recover I-III, riposte I,
surprise strike I-IV, waylay I-III, willpower I-II
Compounds: any
Glyphs: any
Knowledge: any
Powers (mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], pass exposure 2, seal source 1,
shell 3+[#], squelch 2
Power (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, manipulate being 10, pacify being
5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Rituals: afflict I-II, ascertain, astray, dispelling,
dome (permeable-psi), invisibility, obliteration, open
portal, purgation, repair item, regain feat, return,
seance I-II, stealth, talisman (any), voices I-III, wall
(permeable-psi)
Runes: ranks I-V
Costume: gold skin represented by make-up;
psyghen headpiece with large cranium and flowing
shimmering robes covered in symbols
Mana: 16
Abilities: increase body I, hide I-II, intelligence IIIII, mush mover I-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Pythian character cover exposed skin
covered with green make-up and have small scales
which can be drawn or molded onto the skin
Cultural Distinctions: different pythian cultures are
distinguished by costuming variations
Quanzit
Quanzits are dark blue, furred humanoids with long
noses, pointed ears, beady black eyes and mouths
with many small teeth and a long red forked tongue.
They are well-known as instigators of war and
sellers of military technology.
Most quanzits are travelers and move from world to
world; all quanzits are greedy and value precious
metals and gems more than anything. They adorn
themselves with jewelry, wear fancy clothing and
generally seek to own as much as possible. They are
excellent mathematicians and economists. They are
fairly good fighters, but prefer to have others do
their fighting for them.
Pythian
Despite their lizard-like appearance, pythians are
warm-blooded humanoids that walk upright. Their
well-muscled bodies are covered with greenish
scales and bristly color hair tops their heads.
Pythians have a great respect for the elders of their
people. They value wisdom and rarely act rashly.
Many pythians are deeply religious.
Quanzits disdain magic and are brokers of advanced
technology. They open portals to primitive worlds
and offer technological advances in exchange for
minerals, gems and precious metals. The greediest
quanzits secretly deal with opposing factions or
nations on these primitive worlds to encourage wars
and instability. The quanzit’s goal is to act behind
the scenes to amass sufficient wealth to gain control
of the world through puppet leaders.
Pythian
Classification: being (greater), beast (reptile)
Size: M
Body: 8
Quanzit
Classification: being (lesser)
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(mending), time reducer (tool), transmutation, wall
(impermeable), ward (machines), weight, workbench
Costume: quanzit mask
Size: M
Body: 8
Mana: 24
Abilities: heightened senses I-II, intelligence II-III,
respiration (atmosphere, vacuum)
Compounds: any
Fabricating: brewing, constructing, cooking,
fashioning I-V, gadgeteering I-V, manufacturing
Feats: augment sp&p I-II, breaking sp&p I-II,
critical melee I-II, critical ranged I-II, dodge I-II,
double sp&p I-II, deflect strike I-II, fend I,
knockback I-II, impacting sp&p I-II, parry I-II,
riposte I, strength I-II, stun I-II, willpower I
Knowledge: animal handling, biology, bindings,
climb I, chemistry, commerce, compound combat,
compound handling, compound sleight, computers IIII, coordinate, crime, electronics I-III, fatal finish,
first aid, geology, leap, mathematics, mechanics I-III,
medicine, military, navigation, physics, pick locks,
psychology, regain feat (innovate), repair, resuscitate
shield I, splint, survival, swim I, teach I, tracking,
weapons (body I-III, bow I-V, chop I-III, crush I-III,
cut I-III, guns I-V, throw I-II), wear armor I-III
Powers (item affecting): deteriorate item 1, disable
item 3, disenchant item 1, drop all 6, find items 1,
fragment item [#], mend [#], open lock [#], weight
decrease 2, weight increase 4
Powers (item creation): form tool [#], form melee
weapon [#], form ranged weapon [#], form shield [#]
Powers (machine creation): assimilate corpse 1,
control machine 8, master machine 10, speaking
machine 1
Powers (machine aversion): avert all machines 3,
destroy machine [#], disrupt machine 6, kill machine
8, pacify machine 5, rebuke machine 1, slow
machine 2, stop machine 4
Procedures: armor arms or legs, armor body, armor
head, assimilate automaton I-II, breathe water,
bridge, buoyant item, disguise, dispelling, dome
(impermeable), education, electroshock, enclosure
(mechanical), firm grip, lock, open portal, projectile
device (generic), purify blood, recover item, regain
feat, reinforce shield, reinforce weapon, replenish
ammunition, restore item, return, smuggle, spirit
adornment (keepsake), spirit legacy (schematics),
summon construct (simulacrum), summon spirit
strengthener (laborer), talisman (polished), tap
Rakarrin
Rakarrins are cat humanoids, whose bodies are
covered in fur with colors and patterns reflecting
their pride. Rakarrin faces appear more catlike than
human and also reflect their pride. Rakarrins
typically live a nomadic life style and tend to be
excellent hunters. They value family and social
status, and are well known for their grace and
athletic ability.
Rakarrin
Classification: being (greater), beast (mammal)
Size: M
Body: 8
Mana: 16
Abilities: hide I, intelligence II-III, stealth
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Rakarrins must use makeup to create a cat
face or wear a cat mask, covering at least their nose
and upper cheek. All exposed skin should be made
up to look like the fur pattern of a traditional cat.
Cultural Distinctions: Different rakarrin cultures
are distinguished by the color and patterns of their
fur.
Rat
Rodents are the largest and most successful group of
mammals in the universe. These animals are
adaptability personified. They are omnivorous, as
well as, omnipresent, found in cities, farms, fields
and any other place where they can scrounge for
food.
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Rats generally have long tails and large eyes, ears
and teeth. Their incisors grow constantly and must
be continually worn down by gnawing. Rats can be
found eating their way through books, trash,
electrical wiring, grain, soap and concrete. Rats
breed voraciously and can produce several litters a
year.
Feats: dodge I, (elude shadows) I, willpower I
Knowledge: balance, biology, climb I, enigmas,
escape, fatal finish, navigation, swim I, survival,
tracking, weapon (body I-III)
Costume: rat mask, torso, claws
Cadaver Rat
Classification: beast (mammal); meta
Size: S, M
Body: 8
Mana: 12
Abilities: body combat (cut), heightened senses II,
hide II, invulnerable (necromantic), strength II,
tunneling
Feats: critical melee I-II, dodge II-III, double sp&p
I-II, impacting sp&p I-II, negate sp&p I-II, parry I,
quickcast sp&p I-II, strength I-III, willpower II
Powers (depletion): enfeeble 5, exhaust 2, fatigue
melee 1, fatigue ranged 1, fatigue responses 3,
weakness 3
Powers (undead control): blast (necromantic) 1,
call corpses 1, control undead 7, corpses follow 2,
enhance weapon (necromantic) 1, speaking corpse 1
Verbal: squeaking 1, squeaking 2, squeaking 3.
Costume: rat mask (red rimmed pupils), torso, claws
Cadaver Rat
Cadaver rats live in graveyards, morgues and
mausoleums, where they eat dead human flesh. This
diet makes them extremely aggressive and causes
them to mass into hordes. They are easily recognized
by the reddish cast to their eyes. They are aggressive
and will not hesitate to attack anyone approaching
their feeding grounds. Cadaver rats will drag bodies
away, hoarding them as a normal rat might horde
shining objects.
Plague Rat
Plague rats are the harbingers of disease. They live
in slums, refuse piles and sewers. They are vicious
beasts and will not hesitate to attack anyone
approaching their lairs. Plague rats are marked by
their swollen eyes that drip a yellowish puss. They
will readily transmit a variety of diseases, and can
spit toxic spews at their opponents.
Plague Rat
Classification: beast (mammal); meta
Size: S, M
Body: 8
Mana: 12
Abilities: body combat (cut, reservoir), heightened
senses II, hide II, tunneling
Compounds: infection (limited)
Feats: critical melee I-II, dodge II-III, double sp&p
I-II, impacting sp&p I-II, knockback I-II, limb cut III, negate sp&p I, parry I-II, stun I-II, venom I-IV,
willpower II
Knowledge: medicine
Powers: blast (toxic) 1, enhance weapon (toxic) 1
Costume: rat mask (yellow rimmed eyes), rat torso,
claws
Shadow Rat
Shadow rats are vicious man-eaters. They live in the
basements of abandoned buildings or in garbage
dumps. They steal into populated areas, hunting their
prey from the shadows. They attack suddenly, kill
quickly and drag their victims away.
Water Rat
Water rats dwell along the edges of moving water.
They are found on river banks and in sewers. They
have blueish membrane which glide down over their
eyes and allows them to swim in dirty, moving water
with their eyes open. They can spit water in forceful
jets.
Rat
Classification: beast (mammal)
Size: T, S, M
Body: 6
Abilities: heightened senses I, hide I
Shadow Rat
Classification: beast (mammal); meta
Size: S, M
Body: 8
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Mana: 12
Abilities: body combat (cut), heightened senses II,
hide II, invisibility, pliant, strength II-III, stealth,
transpose, tunneling
Feats: assassinate, dodge II-III, double sp&p I-II,
elude (shadows) II, eye (cut), impacting sp&p I-II,
limb (cut) I-II, parry I-II, phase I-II, pursue I-II,
strength II-III, recover I-II, surprise strike II-IV,
vocal (cut), waylay I-II, willpower II
Powers: damage (harm) 1, distract 1
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Costume: rat mask, rat torso (black sheen attached),
claws
Water Rat
Classification: beast (mammal); meta
Size: S, M
Body: 10
Mana: 12
Abilities: aquatic, body combat (cut), heightened
senses II, hide II, respiration (atmosphere, water)
Feats: critical melee I-II, dodge II-III, double sp&p
I-II, impacting sp&p I-II, knockback I-II, limb (cut)
I-II, negate sp&p I, parry I-II, stun I-II, willpower II
Knowledge: swim II
Powers: blast (water) 1, mass moving wave 3,
moving wave 1
Costume: rat mask (blue around eyes), torso, claws
Raven
Ravens are black birds that are found in woodlands.
Their black feathers have a bluish-green luster on the
head, wings, and underparts. Feathers elsewhere on
the bird have a purplish-blue luster. A raven's voice
is a deep, rumbling croak with variations in tone and
length.
Ravens feed on insects, worms, young birds, frogs,
and other small animals. They also eat fruits, grains,
and carrion. Large ravens have been known to kill
small or sick animals for food, but they generally eat
carrion.
Ravens build their nests in late winter on cliffs or in
trees. The outer part of the nest is made of sticks
reinforced with lumps of earth and grass. The deep
inner cup of the nest is lined with fine strands of
wool, hair, and plant fibers. The female raven lays 3
to 6 spotted eggs that may vary widely in color.
Death Raven
Death ravens are found on battlefields and in poorly
maintained cemeteries, where bodies are left
unburied. Their diet of corpse flesh causes them to
evolve into aggressive scavengers. They will often
flock behind groups of undead, pecking flesh off the
undead bones. Death ravens may become protective
of those who raise undead, and are often kept as
pets; some death ravens even develop powers to
raise their own undead. Death ravens have a simple
vocabulary.
Raven
Classification: beast (avian)
Size: T, S, M
Body: 5
Abilities: heightened senses I, hover I-III, immune
smell (rotting stench)
Feats: critical melee I, dodge I, willpower I
Knowledge: climb I, fatal finish, navigation,
survival, swim I, weapon (body) I-III
Costume: raven mask, torso, wings, claws
Death Raven
Classification: beast (avian); meta
Size: T, S, M
Body: 10
Mana: 12
Abilities: body combat (cut), flight I-III, heightened
senses II, intelligence II
Feats: augment sp&p I-II, critical melee II-III,
deflect strike I, dodge II, negate sp&p I-II, parry I-II,
recover I, strength I-II, willpower II
Powers: damage (harm) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5
Powers (undeath control): animate corpse 1,
animate skeleton or zombie I-III 3, call corpses 1,
control undead 7, corpses follow 2, feign death 1,
speaking corpse 1
Verbal: cawing 1, cawing 2, cawing 3.
Costume: raven mask (red rimmed pupils), raven
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torso, raven wings, claws
Reanimant
Reanimants are corpses that are animated by
infection or other process which activates the body’s
muscles and nervous system after death. They are
not intelligent and do not remember their past lives.
Reanimants moan constantly and can only speak
short phrases.
Reanimants will not attack other reanimants. They
are driven by an instinctual desire to consume living
cranial tissue which contains the neurotransmitters
they need to survive. This explains why reanimants
often call out the word, "brains."
Reanimant bodies continue to rot slowly and, as time
passes, appear more corpse-like and have less motor
coordination. Older reanimants have mottled skin,
shadowed eyes and blueish lips. Reanimants with
constant food supplies can survive for years, but
eventually they will cease to function.
When created a reanimant does not have the power
to infect others. As the reanimant survives by
imbibing brains it will grow more powerful. The
next stage of its development is a walker where the
evolving reanimant is able to fight harder, in a short
while if it continues to kill and feed the reanimant
will become a runner, capable of sprinting and
sucking the neurotransmitters out of people from a
distance.
Walker
These are reanimants that move at a walk speed. And
have all the skills of a freshly created reanimant.
They are strong, hit hard, and can use their teeth and
claws as weapons. A walkers claws are nothing more
than bones jutting from their fingertips. They
shamble along moaning for brains and are not very
dangerous unless they are in great numbers. Walkers
have the power to infect others.
Runner
Reanimant runners are highly dangerous. They have
all the skills of a walker, but are better melee
fighters. Their hands grow sharp nails that are long,
durable and capable of tearing through flesh. Their
teeth are jagged and jutting, and easily able to chew
through the skull. They have powers that can wither
flesh, and steal away your will to live. Runners have
the power to infect others.
Master
Reanimant masters are immense charnel creatures
composed of bodies that have rotted together into
one form, but retaining all their separate
consciousness, including their personalities and
voices. So long as a head is intact and attached to the
master’s body, the head will be a separate thinking
identity.
A master is highly intelligent, but is hampered by the
conflicting egos within its psyche. Sometimes the
gestalt whole does not know what individual
personalities know.
Masters have the following movement abilities:
move II, mush mover I-II, swim I-II. In addition, a
master can perform all rituals, cast all sp&ps and
learn all knowledge. In addition, masters have
omniscient powers and can control hordes of
reanimants over great distances.
The personalities in the Master can sense and speak
through reanimants they control, but rarely move
from their dark lairs. Instead, they use their
controlled reanimants to bring food back to them.
Oftentimes there will be pens of imprisoned people,
held captive by enthralled reanimant runners.
Reanimant
Classification: conjuration
Size: M
Body: 6
Abilities: feeding (body), immune smell (rotting
stench), move I, need (cranial neurons)
Feats: parry I, strength I
Knowledge: biology, chemistry, climb I, fatal finish,
swim I, weapons (body I-III, chop I-III, crush I-III,
cut I-III)
Costume: fresh or well fed reanimants require no
costume, but if food becomes scarce they require
make-up to give exposed skin a rotting, corpse-like
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appearance.
Reanimant Walker
Classification: conjuration
Size: M
Body: 8
Abilities: devour, fearless, heightened senses I-II,
move II, strength II
Compounds: infections (limited - reanimation)
Feats: critical melee I-II, dodge I, negate sp&p I,
parry II, stun I, strength II-III, venom I-III, willpower
I
Knowledge: medicine
Costume: well fed reanimants require no costume,
but if food become scarce they require make-up to
give exposed skin a rotting, corpse-like appearance.
Reanimant Runner
Classification: conjuration
Size: M
Body: 8
Mana: 12
Abilities: body combat (chop, crush, cut), move III,
robust, strength III
Feats: critical melee III-IV, dodge II-III, double
sp&p I-II, impacting sp&p I-II, knockback I-IV,
knockout I-II, limb (chop, crush, cut) I-II, negate
sp&p II, parry III, recover I-II, strength IV-V, stun IIV, venom IV-V, willpower II
Knowledge: medicine
Powers: damage (harm) 1, mass moving force 3,
moving force 1
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Costume: well fed reanimants require no costume,
but if food become scarce they require make-up to
give exposed skin a rotting, corpse-like appearance.
Immense Reanimant Master Central Core
Classification: formation
Size: I
Costume: The reanimant master is represented by a
flesh-colored mass of skin walking on human legs
and having many arms. The number of heads give
the creature its personalities. The master can be a
model (movable by out-of-game operators) or a
painted on a backdrop. The lead out-of-game
operator controls dragging fibers that make special
melee attacks.
Reanimant Master Body Part: Arm
Classification: formation
Size: M (part of I)
Body: 15
Mana: 15
Abilities: body combat (crush, cut), dangersense,
fearless, heightened senses I-II, hide I-III,
immovable, omniscient, spatial location, strength IIIII, strongwill, unstoppable
Feats: critical melee I-IV, constrict I-II, dodge I-II,
kill (crush, cut), fend I-II, fling I-III, knockback I-IV,
knockout I-II, limb (crush, cut) I-II, negate sp&p I-II,
parry I-III, quickcast sp&p I-III, seize I-III, strength
I-V, stun I-IV, tough I-II, willpower I-II
Knowledge: climb I-II, fatal finish, grappling, swim
I-II, weapon (body I-III)
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, petrify 10, restrain arm, slow
2, stop 4
Powers: (movement): mass flee smell (rotting
stench) 3, flee smell (rotting stench) 1
Costume: black mask, fist on black torso, claws
Reanimant Master Body Part: Head
Classification: formation
Size: M (part of I)
Body: 15
Mana: 30
Abilities: dangersense, devour, feeding (body,
mana), fearless, heightened senses I-II, immovable,
nullification, omniscient, spatial location, telekinesis
I-V, telepathy I-II, strongwill, unstoppable
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, critical melee I-IV, dodge I-III, double
sp&p I-II, impacting sp&p I-III, knockback I-IV,
knock out I-II, parry I-III, negate sp&p I-III, tough III, quick cast I-II, willpower I-II
Knowledge: climb I-II, extrasensory perception,
fatal finish, tracking, swim I-II, weapon (body I-III)
Powers: , blast (psi) 1, damage (harm) 1
Powers (injure action): hemorrhage 1, hobble leg
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4, injure body [#], injure mana [#], maim arm 5, kill
9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Powers (mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, squelch 2
Powers (mind fear): spook 2, fear 1, tremble
3,screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, manipulate being 10, pacify being
5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Powers: (movement): mass flee smell (rotting
stench) 3, flee smell (rotting stench) 1
Rituals and Procedures: any
Costume: corpse-face, black torso, claws
Reanimant Master Body Part: Leg
Classification: formation
Size: M (part of I)
Body: 15
Mana: 30
Abilities: body combat (crush, reach), dangersense,
heightened senses I-II, immovable, omniscient,
spatial location, strength II-III, strongwill,
unstoppable
Feats: bash I-II, critical melee I-IV, dodge I-II, kill
(crush) I, knockback I-IV, knock out I-II, parry I-III,
limb (crush) I-II, strength I-V, stun I-IV, willpower
I-II
Knowledge: climb I-II, fatal finish, swim I-II,
weapon (body I-III)
Powers: damage (harm) 1,
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers: (movement): mass flee smell (rotting
stench) 3, flee smell (rotting stench) 1
Costume: black mask, leg on black torso, claw or
tentacle
Revengeant
Revengeants are formations formed by hastily
spoken or impulsive words expressing vengeful or
other untoward desires. Expressions like, “Damn
them!” “I hope they die,” “Go to hell,” “I’ll make
them pay,” or “You’ll be sorry” can give rise to the
revengeant.
After hearing the words spoken, the revengeant will
coalesce from the wanton desire to fulfill the wishes
of the speaker whose words formed it. The words
heard by the revengeant are all that matters. In fact
the words spoken appear on the revengeant’s body,
often written many times.
The revengeant will use poisons, infections and
narcotic substances to eliminate its victims in ways
that do not raise suspicion. The revengeant will
tamper with car brakes, work lose stones on steps
and even rig its murders to look like suicides.
After accomplishing the task the Revengeant will
remain hidden and continue to watch over the
speaker. Revengeants will maim or kill anyone who
even remotely disagrees with or impedes the speaker
who formed them; lovers, friends, bosses and even
persons on the street are all potential victims if the
revengeant observes any activity against the
revengeant's creator.
Revengeants will never leave the speaker and are
extremely loyal in their own twisted way. Certainly,
the speaker will come to regret ever speaking those
damning words that gave rise to the revengeant. For
example, a teenage shouted at her parents, “I wish
you were dead!” In this case, the revengeant formed
and killed the girl's parents and then continued to
haunt the youth through her life, killing boys who
made passes, teachers who gave bad grades and
anyone else who crossed her path in negative ways.
Eventually, alone and dejected, the girl killed
herself.
Revengeant
Classification: formation
Size: M
Body: 12
Mana: 16
Abilities: body combat (cut, reservoir), deformed,
fearless, hide I-III, need (overly protect), intelligence
II-III, invisibility, rage, regeneration I-III, stealth,
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strongwill, thought scanning, transpose, unaging
Compounds: infection (limited), narcotic, poisons
Feats: assassinate, bypass I-II, conceal sp&p I,
deflect strike I-II dodge I-II, elude (shadows) I-III,
evade I, feint I, negate sp&p I-II, parry I-II, parry I-II,
phase I-II, recover I-II, repulse sp&p I, strength I-II,
surprise strike I-IV, venom I-III, waylay I-III,
willpower I-II
Knowledge: biology, climb I, compound combat,
compound handling, compound sleight, computers I,
coordinate, disarm trap, electronics I, escape,
explosives I-II, fatal finish, first aid, interrogation,
mechanics I, medicine, mutilation, pick locks, pocket
pick, pocket place, psychology, read spell, prayer, &
power I-V, regain feat (stomp), rumors, sense I-III,
shields I, splint, survival, swim I, teach I, tracking,
vehicles I, weapons (body I-III, bows I-III, chopping
I-II, crushing I-II, cutting I-II, guns I-III, thrown I-II)
Rituals and Procedures: afflict I-III, ascertain,
curse, deform, dispelling, dome (generic), sending
(thoughts), voices I-III, wall (generic)
Spells (spirit): anchor spirit 1, blast (profane) 1,
damnation 6, enhance weapon (profane) 1, sever
soul 2, soul sear 8, soul wrack 6
Traps: all
Costume: Revengeants dress in plain dark clothing,
but written on exposed skin is damning phrase which
brought them into existence.
Robot
Robots are machines fashioned out of raw materials.
They are programmed to perform a task and can be
set up to have person-like sentient or even to have
less then animal-like intellect. Robots are usually
subservient to their builder or programer. Some
robots can be re-programed after restraining them,
such activities require high levels of computers and
electronics. Many defense robots have tamper
proofing that destroy their chips if re-programing
attempts are made.
Battle Bot
Battle bots are military robots used in war by
technological civilizations. Some societies will field
entire battalions of these highly specialized meleefocused machines.
Guard Bot
Guard bots are civilian robots used to secure
businesses and other sensitive areas. In realms where
magic exists, many guard bots have anti-magic
powers to deal with casters.
Gunner Bot
Gunner bots are military robots that specialize in
ranged combat. The most advanced models have
internalized ranged weapons that are extremely
powerful.
Worker Bot
Worker bots perform construction and maintenance
duties. Their duties are varied and can range from
building elaborate structures to simple
housecleaning. Medical worker bots are specialized
surgical droids.
Battle Bot
Classification: machine
Size: S, M, L
Body: 10
Mana: 10
Abilities: body combat (chop, crush, cut, reach,
rend), intelligence II, respiration (atmosphere,
vacuum), servitude I-II (creator), robust, strength II
Feats: bash I-II, critical melee I-IV, dodge I-III, feint
I, fling I-II, kill (chop, crush, cut) I, knockback I-II,
limb (chop, crush, cut) I-II, negate sp&p I, parry IIII, rend I-II, riposte I, seize I-II, strength I-IV, tough
I-II, willpower I-II
Knowledge: blindfight, climb I, coordinate, fatal
finish, grappling, sense I-III, swim I, weapons (body
I-III, chop I-III, crush I-III, cut I-III, guns I-V, throw
I-III)
Powers: blast (<appropriate element>) 1, enhance
weapon (<appropriate element) 1
Verbal: charging 1, charging 2, charging 3.
Costume: robotic mask, robot torso
Guard Bot
Classification: machine
Size: S, M, L
Body: 10
Mana: 10
Abilities: body combat
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(chop, crush, cut),
dangersense, heightened senses I-II, intelligence II,
respiration (atmosphere, vacuum), servitude I-II
(creator), strength II, vigilant
Feats: critical melee I-III, deflect strike I-II, dodge III, knock back I-IV, knock out I-II, negate sp&p I-II,
parry I-II, repulse sp&p I-II, riposte I-II, strength IIII, stun I-IV, willpower I-II
Knowledge: blindfight, climb I, coordinate, fatal
finish, shields I-II, swim I, weapons (body I-III, chop
I-III, crush I-III, cut I-III, guns I-III, throw I-III)
Powers: blast (<any>) 1, enhance weapon (<any>)
1
Powers (mana): attenuate 1, dispel 1, drain mana 1,
fortitude, mete mana 1+[#], seal source 1, squelch 1
Procedures: dispelling
Verbal: charging 1, charging 2, charging 3
Costume: robotic mask, robot torso
Gunner Bot
Classification: machine
Size: S, M, L
Body: 10
Abilities: intelligence II, projectiles (generic),
projectiles enhancement (shot, strafing, tangle),
respiration (atmosphere, vacuum), servitude I-II
(creator), spatial location, strength II
Feats: critical ranged I-IV, dodge I-III, eye (shot),
kill (shot), knockback I-III, limb shot I-II, negate
sp&p I, parry I-II, perforate, strafe I-II, tough I,
tangle body I-II, tangle limb I-II, vocal (shot),
willpower I-II
Knowledge: blindfight, climb I, coordinate, fatal
finish, sense I-III, swim I, weapons (body I-III, chop
I-III, crush I-III, cut I-III, guns I-V, throw I-III)
Costume: robotic mask, robot torso
Worker Bot
Classification: machine
Size: S, M, L
Body: 8
Mana: 12
Abilities: intelligence II, respiration (atmosphere,
vacuum), servitude I-II (creator), strength II-III
Feats: critical melee I-III, dodge I, knockback I-II,
parry I, strength I-V, stun I-II, willpower I-II
Knowledge: climb I, coordinate, maintenance,
repair, swim I, weapons (body I-III, bow I-II, gun I-
II, chop I-II, crush I-II, cut I-II, throw I)
Powers: damage (<any>) 1
Powers (items): deteriorate item 1, disable item 3,
find items 1, form tool [#], mend [#], weight
decrease 2, weight increase 4
Procedures: recover item, regain feat, reinforce
shield, reinforce weapon, replenish ammunition,
restore item, tap (mending)
Verbal: charging 1, charging 2, charging 3.
Costume: robotic mask, robot torso
Satyr
Satyrs are humanoids with short, nubby horns on
their heads and furry goat-like legs. They are seen as
light-hearted people who enjoy feasting, dancing and
have a passion for storytelling and songs.
Satyr
Classification: being (greater), beast (mammal)
Size: M
Body: 8
Mana: 16
Abilities: hide I, increase mana I-II, hindered mover
I-III, intelligence II-III
Ballads: any
Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Satyrs must have short, nubby horns on
their foreheads and legs covered with fur.
Cultural Distinctions: Different satyr cultures are
distinguished by the color of their horns and fur.
Scarecrow
Scarecrows abandoned in a field can come to life.
No one knows what causes such a transition, but
when the conditions are right these objects will
animate. Scarecrows generally continue to guard the
field in which they were formed. They will often use
glyph markings to protect territory. Scarecrows are
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fond of using farm implements, such as scythes and
axes, for weapons.
breathing pores located on their abdomen. Most
scorpions are black or yellowish .
Scarecrow
Classification: being (lesser); formation
Size: M, L
Body: 13
Mana: 27
Abilities: body combat (chop, cut, rend), bound,
fearless, intelligence II, strength II-III, strongwill,
vigilant, vulnerable (heat)
Feats: critical melee I-IV, deflect strike I-II, disarm
I, dodge I-II, fend I-II, knockback I-IV, kill (chop,
cut), knock out I-II, limb (chop, cut) I-II, negate
sp&p I-III, parry I-III, rend I-II, strength I-III, stun IIV, willpower I-II
Glyphs: glyphs I-III
Knowledge: astronomy, biology, blindfight, climb
I, coordinate, fatal finish, leap, occult I-III, pratfall,
sense I-III, swim I, weapons (body I-III, chop I-III,
crush I-III, cut I-III, throw I-II)
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers (injure action): damage (harm) 1,
hemorrhage 1, hobble leg 4, injure body [#], injure
mana [#], maim arm 5, kill 9
Rituals: enclosure (anti-ritual and procedure, antispell, prayer, and power), perimeter
Costume: old denim pants, torn flannel shirt and
scarecrow head-mask (burlap); yellow felt strips
sticking out of clothing to simulate straw
All mother scorpions bear live young, which cling to
their mothers for several days after birth. Scorpions
eat insects and spiders, and are most active at night.
Scorpions are found in all climates, but are
particularly common in warm environments.
Scorpion
A scorpion's body has two segments. Its short and
thick forward part consists of its head and chest
which are joined together. The hind part is a long
abdomen having six segments that forms a slender
tail on which is affixed a potent stinger. The
scorpion's stinger is a curved organ with glands at
the base providing poison that flows from two pores.
The scorpion has six pairs of jointed appendages.
The first pair consists of tiny pincers. The second
pair, with large claws, is used to seize and crush
prey. The last four pairs are legs. Most scorpions are
black or yellowish. Scorpions have multiple eyes and
Blood Scorpion
The blood scorpion is a tenacious predator that
pursues prey relentlessly, and has a fondness for
drinking the warm blood of sentient beings. It has
been known to attack creatures much larger than
itself.
Scourge Scorpion
Scourge scorpions are carries of disease and
pestilence. They use their abilities to infect villages,
killing whole populations and then feeding on the
bloating corpses.
Shadow Scorpion
Shadow scorpions are voracious man-eaters,
attacking suddenly from the shadows, killing quickly
and dragging their victims away into a small hideaway holes.
Scorpion
Classification: beast (insect)
Size: S, M, L
Body: 6
Abilities: body combat (reservoir), heightened
senses I, hide I-II
Compounds: poisons
Feats: dodge I, parry I, venom I, willpower I
Knowledge: biology, chemistry, climb I-II, fatal
finish, pratfalls, swim I, weapon (body I-III)
Costume: scorpion mask, scorpion torso, claws
Blood Scorpion
Classification: beast (insect); meta
Size: S, M, L
Body: 12
Mana: 8
Abilities: body combat (chop, crush, cut, reach,
rend), bound, heightened senses II, hide III, strength
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II
Compounds: disabler
Feats: augment sp&p I-II, critical melee I-IV, dodge
II, double sp&p I-II, impacting sp&p I-II, kill (chop,
crush, cut), knockback I-IV, negate sp&p I-II, parry
II-IIII, limb (chop, crush, cut) I-II, rend I-II, strength
I-IV, tough I, venom II-III, willpower II
Knowledge: leap, swim II
Powers: damage (swarm) 1, dispel 1, drain mana 2
Verbal: clicking 1, clicking 2, clicking 3
Costume: scorpion mask (red eyes), scorpion torso,
claws
Scourge Scorpion
Classification: beast (insect); meta
Size: S, M, L
Body: 8
Abilities: body combat (chop, cut), heightened
senses II, hide III, strength II
Compounds: infection (limited), narcotics
Feats: critical melee I-III, dodge I-II, limb (chop,
cut) I, negate sp&p I, parry II, tough I, venom II-III,
willpower II
Knowledge: medicine
Costume: scorpion mask (yellow eyes), scorpion
torso, claws
Shadow Scorpion
Classification: beast (insect); meta
Size: S, M
Body: 10
Abilities: body combat (cut), dangersense,
heightened senses II, hide III, invisibility, speed,
strength II-III, stealth, transpose
Compounds: narcotics
Feats: assassinate, bypass I-II, dodge II-III, double
sp&p I-II, elude (shadows) II, eye (cut), impacting
sp&p I-II, limb (cut) I-II, parry I-II, phase I-II, pursue
I-II, strength II-III, recover I-II, surprise strike II-IV,
venom I-V, vocal (cut), waylay I-II, willpower II
Powers: damage (harm) 1, distract 1
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Costume: scorpion mask, scorpion torso (black
sheen attached), claws
Scyphozoa
Scyphozoa are characterized by their jelly-like
umbrella bodies and tentacles, which are covered
with extremely sharp nematocysts that contain
powerful natural toxins as well as a venomous sting.
The body of a scyphozoa is almost entirely water (as
much as 99% in some cases), thus they are extremely
susceptible to withering attacks. This hydrophilic
body makes scyphozoa extremely buoyant and
mobile in watery environments.
Scyphozoa are unable to think and will mindlessly
drift toward movement, sound or other disturbances
in their environment. When they sense a disturbance,
scyphozoa drift to the area and swing their tentacles
in wide sweeping motions to make contact with their
prey. After they kill their victims, they remain over
the body, sucking as they devour the corpse.
Scyphozoa have adapted to different environments
such as air, water or even the vacuum of space.
Airborne
Airborne scyphozoa drift above the ground on a
bladder of gas that is lighter than air. They cannot
fly higher as their bodies are too heavy. Scyphozoa
hunt by drifting on air currents and dragging their
tentacles along the ground trying to snag small
mammals with their nematocysts. Airborne
scyphozoa can avoid danger by expelling a jet of air
from their bodies.
Waterborne
Waterborne scyphozoa can dwell in fresh or salt
water. The common varieties float close to the
surface and feed on plankton and other small aquatic
life. Deep scyphozoa are bioluminescent masses that
inhabit waters where sunlight cannot reach. They are
often larger than those near the surface. Waterborne
scyphozoa can move suddenly by expelling jets of
water from their bodies. They cannot breathe
atmosphere.
Vacuum
Vacuum dwelling scyphozoa can survive in space
and on worlds or planetoids without atmospheres.
They draw energy from light and are found floating
in large groups throughout solar systems. They move
through space by flattening their forms and drifting
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along with the flow of photons, but can also avoid
danger by excreting gas to move their bodies when
threatened. Some seek the life energy of space
travelers. They cannot breathe atmosphere.
Scyphozoa
Classification: beast (plant)
Size: S, M
Body: 8
Abilities: body combat (reach), feeding (body),
hover I-II, invulnerable (water), move 0, respiration
(liquid), spatial location, strength II, unstoppable,
vulnerable (wither)
Feats: critical melee I, parry I, retaliate I-II, seize I
Knowledge: biology, chemistry, grappling, survival,
swim I-II, weapon (body) I-III
Costume: scyphozoa costume and tentacles
Airborne Scyphozoa
Classification: beast (plant); meta
Size: M, L
Body: 12
Mana: 20
Abilities: body combat (cut, reach), devour, flight I,
respiration (atmosphere), strength III
Compounds: poisons
Feats: breaking sp&p I-II, bursting sp&p I-II,
constrict I, critical melee II-III, dodge I-II, double
sp&p I-II, impacting sp&p I-II, negate sp&p I, parry
I-II, recover I-II, retaliate I-IV, seize II, venom I-III,
willpower I-II
Powers: blast (harm) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Costume: scyphozoa costume and tentacles
Waterborne Scyphozoa
Classification: beast (plant); meta
Size: M, L
Body: 12
Mana: 20
Abilities: aquatic, body combat (cut, reach), devour,
meliorate (water), respiration (liquid), strength III
Compounds: poisons
Feats: augment sp&p I-II, constrict I, critical melee
II-III, dodge I-II, double sp&p I-II, negate sp&p I,
parry II, recover I-II, retaliate I-IV, seize II, venom IIII, willpower I-II
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, petrify 10, restrain arm, slow
2, stop 4
Costume: scyphozoa costume and tentacles
Vacuum Scyphozoa
Classification: beast (plant); meta
Size: M, L, G
Body: 12
Mana: 20
Abilities: body combat (cut, reach), devour, flight I,
respiration (atmosphere, vacuum), spacemove,
strength III
Compounds: poisons
Feats: breaking sp&p I-II, bursting sp&p I-II,
constrict I, critical melee II-III, dodge I-II, double
sp&p I-II, impacting sp&p I-II, negate sp&p I, parry
I-II, recover I-II, retaliate I-IV, seize II, venom I-III,
willpower I-II
Powers (body spirit): anchor spirit 1, damnation 6,
exodus 10, sever soul 2, soul sear 8, soul wrack 6
Powers (depletion): blast (wither) 1, death 5,
enfeeble 5, exhaust 2, fatigue melee 1, fatigue
ranged 1, fatigue responses 3, incapacitate 8,
weakness 3, weary 6
Costume: scyphozoa costume and tentacles
Sentient Slime
Sentient slimes are believed to develop from the
normal scum and muck found in places that should
be clean. Optimal places for a slime to form are the
back of the bathroom toilet, between the shelves of
a refrigerator or the piled dishes of a bachelor's sink.
Slimes are not overly intelligent and will
instinctually follow food to feed their voracious
appetites. Sentient slimes that do not feed regularly
slowly shrink, digesting themselves.
When slimes shrink to the size of a small ball they
go into a state of hibernation, where they can survive
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for many centuries. Only a small amount of blood or
other organic nutrients are needed to revive these
hibernating slimes.
Sentient slimes have one or more nuclei, which
controls movement and swallowing functions.
Sentient slimes attack and swallow their food using
pseudopod where it is digested in the body of the
slime. When victims are swallowed by the
pseudopod they go into the body.
Composed almost entirely of an acidic solution
given form, sentient slimes are completely
unaffected by acid based attacks. Water attacks
dilute the acidic concentration and slimes will
instinctively avoid watery environments to prevent
this.
Immense Slime
The Immense slime can form when a sentient slime
gorges itself on food. Immense slimes can spawn
man-sized smaller slimes. The slime body usually
has the following skills aquatic, space move,
stomach (destructive, enlarged).
Sentient Slime
Classification: beast (fungus); formation
Size: S, M, L
Body: 12
Mana: 18
Abilities: aquatic, body combat (crush, cut),
dangersense, debility (water), devour, fearless,
immovable, invulnerable (acid), meliorate (acid),
pliant, regeneration I-III, respiration (atmosphere,
vacuum), spatial location, spacemove, stomach
(destructive, enlarged), strength II-III, transpose,
unstoppable, vulnerable (water)
Feats: bashing I-II, breaking sp&p I-II, bursting
sp&p I-II, critical melee I-V, dodge I, double sp&p
I-II, fling I-III, impacting sp&p I-II, kill (crush, cut),
limb (crush, cut) I-II, negate sp&p I-II, parry I-III,
phase I-III, quickcast sp&p I-III, seize I-III, strength
I-V, swallow I-III, tough I-II, willpower I-II
Knowledge: climb I, grappling, swim I-II, weapon
(body I-III)
Powers: blast (acid) 1, deteriorate item 1, disable
item 3, damage (disintegrate) 1, enhance weapon
(acid) 1, fragment item [#]
Costume: sentient slime body
Immense Slime Central Core
Classification: beast (fungus); formation; meta
Size: G
Costume: The giant sentient body is composed of
amoeba-like body that is depicted as a model or
painted on a backdrop. Its special melee attacks are
managed by the lead out-of-game operator who uses
a long tentacle.
Sentient Slime Body Part: Nuclei
Size: M (part of I)
Body: 15
Mana: 30
Abilities: dangersense, devour, fearless, feeding
(body, mana), immovable, invulnerable (acid),
meliorate (acid), omniscient, pliant, projectiles
(generic), projectile enhancement (tangling),
regeneration I-III, spatial location, strength II,
strongwill, transpose, unstoppable, vulnerable
(water)
Feats: augment sp&p I-II, breaking sp&p I-II,
bursting sp&p I-II, constrict I-II, critical melee I-V,
dodge I, double sp&p I-II, fling I-III, impacting sp&p
I-II, negate sp&p I-II, parry I-III, phase I-III,
quickcast sp&p I-III, seize I-III, strength I-V,
swallow I-III, tangle body I-II, tangle limb I-II, tough
I-II, willpower I-II
Knowledge: grappling, swim I-II, weapon (body IIII)
Powers: blast (acid) 1, damage (disintegrate, harm)
1, enhance weapon (acid) 1
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, restrain arm, slow 2, stop 4
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Powers (items): deteriorate item 1, disable item 3,
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fragment item [#]
Powers (movement): mass moving force 3, mass
moving wave 3, moving force 1, moving wave 1
Verbal: oozing 1, oozing 2, oozing 3
Costume: face less mask, slime torso, claws
Sentient Slime Body Part: Pseudopod
Size: M (part of I)
Body: 15
Abilities: body combat (crush, reach), dangersense,
fearless, immovable, invulnerable (acid), meliorate
(acid), omniscient, pliant, projectiles (generic,
tangling), regeneration I-III, spatial location,
transpose, unstoppable, strength II-III, strongwill,
vulnerable (water)
Feats: bashing I-II, constrict I-III, critical melee IIV, critical ranged I-IV, dodge I, fling I-III, kill
(crush), limb (crush) I-II, negate sp&p I-II, parry IIII, phase I-II, seize I-III, strength I-V, tangle limb III, tangle body I-II, tough I-II, willpower I-II
Knowledge: grappling, weapon (body I-III)
Costume: face less mask, slime torso, claws or
tentacles
Servantor
Servantors are grey-white, floating creatures. They
are oval with long pseudopod and translucent skin,
which shows pulsing veins beneath. In the center of
their mass is a protruding hump that serves as their
head. A long proboscis extends from the center of
this knob and ends in a sucking pore which drips and
spits slime. Two claw-like appendages extend from
beneath the body.
Servantors have exceptional intelligence and are
adept at construction. They are able to absorb the
knowledge and skills of intelligent beings, extracting
their victim's brains through their long proboscis.
Servantor
Classification: being (lesser)
Size: M
Body: 15
Mana: 25
Abilities: absorption, body combat (crush, cut),
dangersense, flight I-III, intelligence II-III,
respiration (atmosphere, liquid, vacuum), strength II-
III, strongwill, telepathy, thought scanning
Fabricating: any
Feats: augment sp&p I-II, critical melee I-IV, deflect
strike I-II, dodge I-II, double sp&p I-III, fend I-II, kill
(crush, cut), knockback I-IV, knock out I-II, limb
(crush, cut) I-II, mental extraction I-II, negate sp&p
I-II, parry I-II, quickcast sp&p I-III, recover I-II,
strength I-IV, stun I-IV, willpower I-II
Knowledge: any
Powers: any
Procedures: any
Costume: servantor costume, claws
Shade
Shades are undead beings formed of a corpse and
enervation energies. Their faces are purplish and
bloated in death; their bodies are flowing black
essence. Shades are ritually created from the dead
bodies of greater beings with intact spirits. During
creation a black death shroud must be used to wrap
the shadow and becomes part of the shade’s body.
Though they lack a solid physical form, they have a
substantial spectral existence in the physical world
and are affected as physical creatures. Shades are
intelligent and remember their former lives. They
provide any useful information to their creator, and
will act on their own to further the goals of their
creator.
Aged Shade
The aged shade forms over time from a ritually
created or naturally occurring shade. This process
can take many years, but certain areas can decrease
the time needed.
Shade
Classification: conjuration; undead
Size: M
Body: 10
Abilities: debility (sunlight), intelligence II-III,
invulnerable (necromantic), transpose, vulnerable
(holy)
Feats: elude (shadows) I, phase I, surprise strike I-II
willpower I
Knowledge: blindfight, climb I, coordinate, fatal
finish, occult I, rumors, sense I-III, swim I, tracking,
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weapons (body I-III, chop I-II, crush I-II, cut I-II,
throw I-II)
Costume: shade mask (or purple make-up as
inverted triangle under eyes if permitted by club),
black flowing shade torso
Aged Shade
Classification: conjuration; undead
Size: M
Body: 12
Mana: 12
Abilities: flight I-III, vigilant
Feats: assassinate, augment sp&p I-II, double sp&p
I-II, impacting sp&p I-II, elude (shadows) II, negate
sp&p I, phase II, surprise strike III-IV, willpower II
Knowledge: climb II, extrasensory perception,
occult II-III
Powers (body harming): damage (harm) 1, injure
body [#], injure mana [#]
Powers (body spirit): anchor spirit 1, sever soul 2
Costume: shade mask (or purple make-up as
inverted triangle under eyes if permitted by club),
black flowing shade torso (with purple striations)
Shadow
Shadows form from energy that exists between light
and darkness. They are malevolent entities feeding
on the energy released when life is extinguished in
death. They will seize their victims and hold them so
tightly that their victim suffocates. Shadows will not
enter areas of bright light or complete darkness, but
must live on the threshold between. Shadows appear
as flowing inky blackness.
Shadow
Classification: formation
Size: M
Body: 15
Mana: 25
Abilities: absorption, adhesion, body combat (cut),
dangersense, debility (bright light, total darkness),
flight I-III, heightened sense I-II, hover I-III,
intelligence II-III, nullification, pliant, respiration
(atmosphere, vacuum), strength II, strongwill,
transpose
Feats: augment sp&p I-III, critical melee I-V,
constrict I-II, double sp&p I-III, dodge I-IV, feint I-
II, knockback I-IV, knock out I-II, limb (cut) I-II,
negate sp&p I-II, parry I-IV, phase I-III, quickcast
sp&p I-III, seize I-III, strength I-III, stun I-IV,
willpower I-II
Knowledge: astronomy, biology, blindfight, climb
I-II, fatal finish, grappling, survival, tracking, vermin
handling, weapon (body I-III)
Powers: damage (harm) 1
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, petrify 10, restrain arm, slow
2, stop 4
Powers (movement): mass moving force 3, moving
force 1
Verbal: any
Costume: shadow mask, shadow torso, claws
Shaggotte
Throughout the universe the shaggottes are known as
the Universal Consumer. They are an ancient life
form that travels in an endless search for food and all
they eat is sentient life. All intelligent beings must
fear the shaggotte invasion.
A shaggotte invasion begins by the opening of a
portal to the world and the introduction of a small
egg into the realm. The egg is tended by subordinate
shaggottes and will hatch into the primary form of
the shaggottes which is called the nexus.
The nexus will grow fairly quickly into a long wormlike being with a large fin that rings its head. In a
short time, the nexus will be able to spawn
subordinate shaggottes from its body.
Subordinate shaggottes are beings with thick bodies
covered with tube-like phalanges, sharp claws and
tentacles with pinchers. The shaggottes have no
mouths and vision is accomplished by circular disks
on the top of their torso that senses mana energy and
light spectrums.
Shaggottes will try to cultivate the inhabitants of
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the world. Cultivation is a process whereby the
inhabitants of a world are controlled and society is
structured to provide a constant food supply for the
shaggottes. Cultivation is accomplished by
controlling world leaders and subtly shifting world
belief or causing world calamity.
Shaggottes use their mental powers to slowly take
over businesses, towns, and then nations. They are
masters of manipulation and deception, always
starting small and then spreading like cancer through
the world. Oftentimes, whole populations end up
worshiping the shaggottes as gods.
Most 'cultivated' worlds feed the elderly, criminals
and infirm to the shaggottes, so the majority of the
population can survive. Shaggottes defend these
worlds and life can be pleasant as long as the nexus
in charge of the realm is a good manager and does
not overfeed, but shaggottes are known for their
gluttony and most worlds end up being stripped bare
forcing the shaggottes to continue their unending
spread across the universe.
Some realms do resist cultivation, and the shaggottes
go to war. When their insidious manipulation fails
they use brute force. Thousands of spawned
shaggottes leading mind-controlled indigenous
populations will sweep across the world. Cities will
fall one by one as its inhabitants are consumed and
fed to the nexus that then uses the energy to spawn
more shaggottes. Eventually the indigenous
population is wiped out and a cultivated people will
be settled on the world.
Shaggottes fear arcane or mana-using individuals.
Their first order of business in cultivating a world is
always to obliterate most of the arcanes on a world.
Some are used as agents, while the rest are hunted
them down with a terrible efficiency.
Most nexus quickly grow too large to travel through
portals becomes trapped in the realm. A trapped
nexus shaggotte will use its spawned shaggottes to
bring in food from other worlds. It will sire eggs and
send them to other worlds. The egg will hatch into a
nexus and the conquest of that world will begin. The
new nexus is joined with the collective
consciousness and will dump food back to its
originating nexus.
Base: Shaggottes are highly magical in nature. Their
blood contains enough mana energy for them to cast
their rituals and to draw glyphs and sigils. Their
blood cannot be used by others as it is specialized
for the shaggotte rites, but shaggottes may use body
as base for all rituals, glyphs or sigils. Body used in
this manner may be healed. Shaggottes use internal
mana as base for their powers.
Technology: Shaggottes have no devices or
technology. They do not emulate technology, nor do
they have any devices or equipment. They do not
make anything.
Travel: Shaggottes travel by portal use. They are
masters at accessing even the most unaccessible
portal paths. To move large groups of man-sized
spawned shaggottes the nexus will spawn
specialized flying or tunneling shaggottes that
operate like living vehicles.
War: Shaggottes will use their powerful mind
control to force indigenous populations to fight for
them. Free-will is never an option when the
shaggottes march to war. Their armies are slackfaced, emotionless husks driven to war by the
collective consciousness of the shaggotte race. Many
victims freed from the grip of this mind control
never regain their sanity.
Since shaggottes do not use space ships or orbital
lasers or any other technology, they defend their
planets by spawning immense living shaggottes that
serve as transports to bring innumerable shaggottes
into space to meet a threatening force.
Nexus Shaggotte
Nexus shaggottes are huge worm-like creatures with
massive tentacles around a giant gaping orifice
which they use to suck up biological soups from the
sea in which they live. Their wormlike body will
develop tentacles along its length. These feeder
tentacles supplement the mouth and have small
sucking orifices located at the tips. The tentacles are
grouped in clusters around nodules that cast powers.
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The nexus is highly intelligent, and has the
following movement abilities: aquatic, intelligence
I-III move I-IIII, space move, speed, stomach
(destructive, expandable). In addition the nexus can
perform all rituals, cast all sp&ps and learn all
knowledge. The mana available to the nexus is equal
to one hundred per nodule present.
The power and size of nexus shaggottes are
determined by its age. A young nexus is thirty feet
long, while the largest are easily mistaken for
mountain ranges.
Nexus shaggottes have a special ability to spawn
lesser shaggottes. These creatures appear as buds on
the underside of the nexus and within seconds they
burst forth as fully functional shaggottes.
Nexus shaggottes are not able to spawn other nexus
shaggottes. Rather, they exude a hardened mass that
serves a function similar to an egg. Within this mass
grows a new nexus.
Nexus shaggottes prefer eating the flesh of sentient
beings to all other food sources. If a nexus is forced
to go without food it will enter into a state of
hibernation. Depending on its size this period could
last for centuries or even millennia. In that time the
population of a world will have a chance to recover
so when the nexus awakes there will be plenty of
food available.
Specialized Shaggottes
There are countless types of shaggottes that the
nexus spawns to perform specialized tasks. These
are often mindless and must be controlled by a
subordinate shaggotte.
Two common smaller shaggottes are the tiny worms
that turn body parts into life-giving soups and the
smaller mandible organisms that chop up the body
parts when they float in the water. These mindless
shaggottes operate without conscious thought to
perform their tasks. Their nervous systems are linked
into the collective consciousness at a subconscious
level.
Larger specialized shaggottes include vehicle-like
shaggottes that are controlled by subordinate
shaggottes. For example, various types of transporter
shaggottes allow movement in land, air, sea and
space. Some transporter shaggottes spawned from a
mountain-sized nexus can be as large as starships.
These are often used to defend shaggotte worlds.
Any subordinate shaggotte can operate a vehicle-like
specialized shaggotte.
Another type of specialize shaggotte has powerful
offensive capabilities. For example, they can spew
acid or other harmful chemicals. These shaggottes
are operated by subordinate shaggottes and function
like mounted ranged weapons.
Subordinate Shaggottes
Nexus shaggottes spawn man-sized subordinate
shaggottes. These are capable of independent
thought, but have a telepathic link to the nexus that
spawned them and are under complete mental
control at all times.
Subordinate shaggottes have cylindrical torsos
covered with oozing slime and narrow phalanges,
which wiggle and shake when they move. Their
heads are knobs with deep set eyes, dropping cheeks
and no discernable mouth. Some have tentacles,
while others have claws. There are generally eight
types of man-sized shaggottes.
Alpha
Alpha shaggottes have different shades of green
phalanges on a red body with claws. These
shaggottes supervise and control the intelligent
population of the realm.
Beta
Beta shaggottes have different shades of green
phalanges on a green body. These shaggottes are the
basic melee combatants of shaggotte society. They
generally have long whipping tentacles with a razor
sharp pincher and a serrated claw for close up
killing.
Delta
Delta shaggottes have different shades of green
phalanges on a slick black body. They have short
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dangerous claws. They are the stealthy assassins of
the nexus. They generally have two razor sharp
claws.
Gamma
Gamma shaggottes have shades of green phalanges
on a orange body. They are the healers of the
shaggotte society. They have great spiritual powers.
They almost always have tentacle with manipulative
digits and a shorter phalange that has a razor sharp
claw.
Epsilon
Epsilon shaggottes have different shades of green
phalanges on a brown body. These shaggottes are
specialized to deal with beasts. They have two
claws.
Omicron
Omicron shaggottes have different shades of green
phalanges on a grey body. Shaggottes use no
technology, but they have developed a special set of
mana powers to combat adversaries who make use of
machines and items. They have two claws.
Sigma
Sigma Shaggottes have shades of green phalanges on
a purple body. They are able to control the base
elements, manipulating the substances of the world
to the ends of the shaggottes. They can animate dead
bodies, transforming them into an elemental
corresponding to any element they specialize in.
They have two claws.
Zeta
Zeta shaggottes have different shades of green
phalanges on a pink body. They are shaggottes that
collect learning and knowledge. They draw magical
glyphs and sigils of power using their blood. They
have two claws.
Nexus Shaggotte
The nexus is an immense being composed of central
core that is a long tubular body with a massive
finned worm like head. The body parts include
nodule and tentacles.
Subordinate Shaggotte
Classification: being (lesser)
Size: M
Alpha Shaggotte (Politicians)
Body: 9
Mana: 20
Abilities: absorption, aquatic, body combat (cut,
reach), intelligence II-III, respiration (atmosphere,
liquid, vacuum), servitude I-II (nexus), spatial
location, strongwill, telepathy I
Feats: augment sp&p I-II, dodge I-II, double sp&p III, impacting sp&p I-II, quickcast sp&p I-II, recover
I-II, willpower I-II
Knowledge: biology, climb I, enigmas, fatal finish,
fine arts, first aid, law, politics, psychology, regain
feat (debate), sense I-III, swim I-II, teach I, weapon
(body I-III)
Powers (Mana): attenuate 1, damage (energy) 1,
dispel 1, drain mana 2, mete mana 1+ [#],seal source
1, shell 3+[#], squelch 2
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3, blast
(psi) 1, compliant 1, confuse being 6, dazzle 2,
dominate being 8, enhance weapon (psi) 1, fugue 1,
manipulate being 10, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Powers (movement): mass moving force 3, moving
force 1
Rituals: ascertain, dispelling, dome (permeablepsi), subservience I-IV, sending (thoughts), wall
(permeable - psi)
Verbal: blubbing 1, blubbing 2, blubbing 3.
Costume: alpha mask (greens on red), alpha torso
(greens on red), claws
Beta Shaggotte (Soldier)
Body: 15
Abilities: aquatic, body combat (crush, reach), hide
I-III, intelligence II-III, respiration (atmosphere,
liquid, vacuum), servitude I-II (nexus), strength IIIII, spatial location, strongwill, telepathy I
Feats: bash I-III, dodge I-II, deflect strike I-II,
critical melee I-V, constrict I-II, feint I-II, fend I-II,
kill (crush), knockback I-V, knockout I-II, limb
(crush) I-II, negate sp&p I, riposte I-II, parry I-III,
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seize I-III, stun I-IV, tough I, willpower I-II
Knowledge: grappling, military, regain feat (combat
training), sense I-III, swim I-II, teach I, weapon
(body I-III)
Costume: beta mask (greens on green), beta torso
(greens on green), tentacles
Delta Shaggotte (Subterfuge Specialist)
Body: 10
Mana: 20
Abilities: aquatic, body combat (cut), dangersense,
hide I-II, intelligence II-III, invisibility, respiration
(atmosphere, liquid, vacuum), servitude I-II (nexus),
stealth, spatial location, strongwill, telepathy I,
transpose
Feats: assassinate, dodge I-III, critical melee I-II,
evade I, negate sp&p I, parry I-II, surprise strike IIV, waylay I-IV, willpower I-II
Knowledge: crime, escape, regain feat (scheming),
sense I-III, swim I-II, teach I, weapon (body I-III)
Powers (injury): blind 7, deafen 2, dull senses 1,
mute 4, snuff 1
Powers (mana): drain mana 2, dispel 1, seal source
1, squelch 2
Powers (mind): awaken 1, distract 2
Costume: delta mask (greens on black), delta torso
(greens on black), claws
Gamma Shaggotte (Healers & Spiritualists)
Body: 10
Mana: 20
Abilities: absorption, aquatic, body combat (reach),
healing hands I-II, intelligence II-III, respiration
(atmosphere, liquid, vacuum), servitude I-II (nexus),
strongwill, telepathy I
Feats: augment sp&p I-III, dodge I, double sp&p IIII, impacting sp&p I-II, knockback I-III, quickcast
sp&p I-III, recover I-III, willpower I-II
Knowledge: biology, first aid, forensic, medicine,
regain feat (revival), resuscitate, sense I-III, splint,
surgery, swim I-II, teach I, weapon (body I-III)
Powers (body harming): damage (harm) 1, injure
body [#], injure mana [#]
Powers (body healing): heal [#], purify food &
drink 2
Powers (body spirit): anchor spirit 1, damnation 6,
sever soul 2, soul sear 8, soul wrack 6
Rituals: afflict I-II, conjure attendant, curse, dome
(impermeable), enclosure (spirit bane), purgation,
restoration, return, sending (dreams), tap (healing),
wall (impermeable)
Verbal: blubbing 1, blubbing 2, blubbing 3.
Costume: gamma mask (greens on orange), gamma
torso (greens on orange), 1 tentacle, 1 claw
Epsilon Shaggotte (Beast Masters)
Body: 10
Mana: 20
Abilities: absorption, aquatic, body combat (cut),
intelligence II-III, move I-IV, respiration
(atmosphere, liquid, vacuum), servitude I-II, (nexus),
strength II, strongwill, telepathy II
Feats: augment sp&p I-III, dodge I, double sp&p IIII, knockback I-III, quickcast sp&p I-III, recover IIII, willpower I
Knowledge: animal handling, biology, first aid
regain feat (commune), sense I-III, survival, swim III, teach I, tracking, weapon (body I-III)
Powers (beast aversion): avert all beasts 3, destroy
beast [#], kill beast 8, pacify beast 5, rebuke beast 1,
slow beast 2, stop beast 4
Powers (beast control): beastify 1, befriend beast 1,
call beasts 2, command beast (amphibian, fish and
reptile 7), command beast (arachnid, insect and
worms 7), command beast (avian 7), command beast
(fungus, mold and plant 7) command beast (mammal
7), damage (swarm) 1, declaw 2, speaking beast 1
Rituals: call familiar, call vermin, dome (permeableswarm), empower beast, enclosure (natural, swarm),
talisman (natural), wall (permeable-swarm)
Verbal: blubbing 1, blubbing 2, blubbing 3.
Costume: gamma mask (greens on brown), gamma
torso (greens on brown), claws
Omicron Shaggotte (Machine Handlers)
Body: 10
Mana: 20
Abilities: absorption, aquatic, body combat (cut),
intelligence II-III, respiration (atmosphere, liquid,
vacuum), servitude I-II (nexus),strength II,
strongwill, telepathy I
Feats: augment sp&p I-III, dodge I, double sp&p IIII, evade I-II, knockback I-III, quickcast sp&p I-III,
recover I-III, willpower I-II
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Knowledge: climb I, computers I-II, disarm traps,
electronics I-II, fatal finish, mechanics I-II, pick
locks, regain feat (innovate), sense I-III, swim I-II,
teach I, weapon (body I-III)
Powers (item affecting): damage (pulverize) 1,
deteriorate item 2, disable item 3, disenchant item 1,
drop all 6, find items 1, fragment item [#], mend [#],
open lock [#], weight decrease 2, weight increase 4
Powers (machine aversion): avert all machines 3,
destroy machine [#], disrupt machine 6, kill machine
8, pacify machine 5, rebuke machine 1, slow
machine 2, stop machine 4
Rituals: dispelling
Verbal: blubbing 1, blubbing 2, blubbing 3.
Costume: omicron mask (greens on grey), omicron
torso (greens on grey), tentacles
Sigma Shaggotte (Elementalists)
Body: 10
Mana: 20
Abilities: absorption, aquatic, body combat (cut),
intelligence II-III, respiration (atmosphere, liquid,
vacuum), servitude I-II (nexus), spatial location,
strongwill, telepathy
Feats: augment sp&p I-II, breaching sp&p, breaking
sp&p I-III, bursting sp&p I-II, dodge I, double sp&p
I-III, impacting sp&p I-III, parry I, willpower I
Knowledge: astronomy, biology, forensics, occult IIII, regain feat (meditation), sense I-III, swim I-II,
teach I, theology, weapon (body I-III)
Powers (conjuration aversion): avert all
conjurations 3, destroy conjuration [#], kill
conjuration 8, pacify conjuration 5, rebuke
conjuration 1, slow conjuration 2, stop conjuration
4
Powers (conjuration creation): assemble corpse 1,
assemble elemental I-III 3, conjurate 1, control
conjuration 8, master conjuration 10, speaking
element 1
Powers (elemental blasts): blast (earth blast), blast
(heat blast), blast (water blast), blast (wind blast),
enhance weapon (earth), enhance weapon (heat),
enhance weapon (water), enhance weapon (wind)
Rituals: dome (permeable earth, heat, water, wind),
enclosure (earth, heat, water, wind), restoration,
return, site of mana (monolith), talisman (woven),
wall (permeable earth, heat, water, wind), ward
(conjuration)
Verbal: blubbing 1, blubbing 2, blubbing 3.
Costume: sigma mask (greens on purple), sigma
torso (greens on purple), claws, tentacles
Zeta Shaggotte (Keepers of Knowledge)
Body: 10
Mana: 20
Abilities: absorption, aquatic, body combat (cut),
devour, heightened senses I-II, intelligence II-III,
respiration (atmosphere, liquid, vacuum), servitude
I-II (nexus), spatial location, strongwill, telepathy I
Feats: augment sp&p I-III, dodge I, double sp&p IIII, knockback I-III, limb (cut) I-II, parry I-III,
quickcast sp&p I-III, willpower I
Glyphs: Ranks I-III
Knowledge: any, regain feat (storytelling)
Powers (Mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, shell 3+[#], squelch
2
Powers (movement): mass moving force 3, moving
force 1
Rituals: ascertain, seance I-II, send (dreams), spirit
adornment (lucky charm), spirit remembrance
(augury), talisman (lettered), voices I-II
Sigils: ranks I-V
Verbal: blubbing 1, blubbing 2, blubbing 3.
Costume: zeta mask (greens on pink), zeta torso
(greens on pink), claws, tentacles
Nexus Shaggotte Central Core
Classification: being
Size: I
Costume: The nexus is represented by a depiction of
the worm-like monstrosity which can be a model
(movable by out-of-game operators) or a painted on
a backdrop. The lead out-of-game operator controls
tentacles around the mouth that make special melee
attacks.
Nexus Shaggotte Body Part: Nodules
Classification: being, meta
Size: M (part of I)
Body: 15
Mana: 30
Abilities: body combat (chop), dangersense,
fearless, feeding (mana), heightened senses I-II,
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immovable, omniscient, telekinesis I-V, telepathy III, thought scanning, spatial location, strongwill
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, critical melee I-IV, dodge I-III, double
sp&p I-II, impacting sp&p I-III, kill (chop),
knockback I-IV, mental extraction I-II, negate sp&p
I-III, limb (chop) I-II, parry I-II, tough I-II, swallow
I-III, quick cast I-II, willpower I-II
Knowledge: biology, blindfight, grappling, fatal
finish, psychology, tracking, weapon (body I-III)
Powers (Mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, shell 3+[#], squelch
2
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3, blast
(psi) 1, compliant 1, confuse being 6, dazzle 2,
dominate being 8, fugue 1, manipulate being 10,
pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Procedures: dispelling, dome (permeable - psi),
subservience I-IV, wall (permeable - psi)
Costume: nexus nodule mask, matching torso, claws
Shamblers are a form of ambulatory vegetation.
They have a humanoid shape, but are covered with
leaves, moss and small vines. Shamblers, like most
plants, absorb nutrients from the ground through a
submerged root system. Unlike most plants, the
shambler can uses their roots to ambulate.
Nexus Shaggotte Body Part: Tentacles
Classification: being (lesser), meta
Size: M (part of I)
Body: 15
Abilities: body combat (crush, cut, reach, rending),
dangersense, devour, fearless, feeding (body),
heightened senses I-II, immovable, omniscient,
unstoppable, strongwill
Feats: bash I-II, constrict I-III, critical melee I-IV,
dodge I-II, fling I-III, kill (crush, cut), knockback IIV, knock out I-II, negate sp&p I-II, parry I-III, limb
(crush, chop) I-II, rend I-II, seize I-III, shred, stun IIV, willpower I-II
Knowledge: biology, blindfight, grappling, fatal
finish, weapon (body I-III)
Costume: vine mask that hangs down body, black
torso, claws or tentacles
Costume: nexus tentacle mask, matching torso,
claws and tentacle
Shambler
Classification: beast (plant)
Size: M
Body: 6
Abilities: move I-II, mush mover I-III, respiration
(atmosphere, liquid), willpower I
Feats: critical melee I parry I willpower I
Knowledge: biology, climb I, geology, fatal finish,
survival, swim I, tracking, weapon (body I-III)
Costume: shambler mask, shambler torso, claws
Shambler
Most shambles are not violent and will be content to
blend into the muck and mud. However, the presence
of fresh blood in the water or on the ground close by
will cause these shamblers to seek out the source.
Shamblers tasting blood may develop into sanguine
shamblers.
Sanguine Shamblers
Sanguine shambles are people-hunters. They will
leave their swampy homes to seek out the blood of
sentient beings. These shambles hunt by ensnaring
their victims with vines, and then feast on their
blood, driving their roots into the victims. The meat
is left for scavengers, and shamblers are often
followed, at a distance, by vultures, hyenas and rats.
Sanguine shamblers will instigate normal shamblers
to hunt people.
Sanguine Shambler
Classification: beast (plant); meta
Size: M
Body: 12
Mana: 12
Abilities: aquatic, devour, body combat (crush),
feeding (body), fearless, heightened sense I-II, move
III, strength II-III, respiration (atmosphere, liquid),
unstoppable
Feats: augment sp&p I-II, critical melee II-IV, dodge
I-II, double sp&p I-II, knockback I-IV, knock out I-
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II, limb (crush) I-II, negate sp&p I-II, parry II-III,
recover I-II, stun I-IV, willpower II
Knowledge: climb II, swim II
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, restrain arm, slow 2, stop 4
Verbal: popping 1, popping 2, popping 3.
Costume: shambler mask, shambler torso (large
blood drops), claws
Shark
Sleek and powerful, insensitive, insensible and
efficient the great marauding sharks are among a
realm's most dangerous beasts. Sharks are mostly
found in salt water, but fresh water sharks also exist.
Sharks feed primarily on fish, but attacks on persons
are not uncommon if the shark is hungry.
Killer Shark
The killer shark is the ultimate predator of the
watery deep. When its dorsal fin crests the surface of
the waves, all life forms become little more than
chum. Its many rows of serrated teeth can tear a man
apart in seconds.
The killer shark is a lone hunter, but blood in the
water may attract other sharks. If this happens a
feeding frenzy occurs and the sharks will go wild
killing anything they can reach.
Being on a boat, dock or adjacent shore provides no
safety from the killer shark. The shark will use its
massive body to cause structural damage sinking the
boat or collapsing the dock.
Shark
Classification: beast (fish)
Size: S, M
Body: 8
Abilities: aquatic, body combat (chop), heightened
sense I, hide I, move 0, respiration (liquid), strength
II
Feats: critical melee I-II, limb (chop) I, tough I,
willpower I
Knowledge: fatal finish, navigation, survival, swim
I-II, tracking, weapon (body) I-III
Costume: shark mask, shark torso, claws
Killer Shark
Classification: beast (fish); meta
Size: M, L
Body: 12
Abilities: body combat (chop, cut, rend), heightened
senses II, hide II-III, strength III
Feats: bash I-II, critical melee I-IV, dodge I-III, kill
(chop, cut), knockback I-IV, limb (chop, cut) I-II,
negate sp&p I-II, parry I-IV, rend I-II, shred, strength
I-V, stun I-III, tough II-III, willpower II
Costume: shark mask (mouth filled with bloody
teeth), shark torso, claws
Silcryan
Silcryans have humanoid forms, but are a siliconbased life from dwelling on low gravity worlds
without atmospheres. They take nourishment
directly from solar rays and can survive in the
vacuum of space so long as there is sufficient light to
support their metabolic function.
Silcryans have a white-grey, crystalline exoskeleton
and pliable internal honey combs. Silicone
compounds that include oils, waxes and rubbers
form the Silcryan’s joints, tendons and internal
organs.
To reproduce, Silcryans rely on sexual reproduction
without physical contact. Females eject unfertilized
matter, while the males expel sperm. These
substances float together in the low gravity allowing
the sperm to fertilize the female matter which falls to
the ground and grows into crystalline structures
which are nourished by sunlight. When the silicone
crystals grow to sufficient size they start to move
and break away from the crystal bed as small
silcryans.
Silcryan bio-mechanics allow them to live with little
impact on their world. They do not consume limited
resources and can exist in a society without
competition. Dominance, ascendancy and other
authority based leadership is unknown to silcryans.
They exist as a purely cooperative society that is
deeply steeped in mysticism and philosophy. Their
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minds are highly developed.
Silcryans are a very communicative race of beings,
but since their faces do not have the pliability
enjoyed by some life forms they have evolved a very
complicated system where body positioning (limb
placement as-well-as torso tilt) communicates
emotion. They have countless thousands of
positional-stances that convey non-verbal
communication. These stances vary between silcryan
groups.
The simplest positional-stances convey single
concepts (welcome, happy, sad, lust, frustration),
more complicated poses combine two concepts (raptattention, grim-resignation, shamed-distress) and the
most complicated combine three or more concepts
(sorrowful-apologetic-regret, angry-intimidateddetermination-justified).
Silcryan
Classification: being (lesser)
Size: M
Body: 12
Mana: 12
Abilities: absorption, intelligence II-III, respiration
(atmosphere, vacuum), spacemove, vulnerable
(radiation)
Fabricating: brewing, cooking, fashioning I-V,
gadgeteering I-V, manufacturing
Feats: augment sp&p I-III, breaking sp&p I-II,
bursting sp&p I-II, conceal sp&p I, dodge I-III,
double sp&p I-III, impacting sp&p I-II, negate sp&p
I-II, parry I-III, quickcast sp&p I-III, recover I-II
Knowledge: astronomy, biology, blindfight,
chemistry, climb I, coordinate, fatal finish, forensics,
first aid, gaming, geology, history, language
(silcryan body language), law, leap, mathematics,
mechanics I-III, medicine, navigation, occult I-II,
regain feat (any), rumors, sense I-III, splint, survival,
swim I-II, teach I, theology, torture, weapons (body
I-III, bow I-V, chop I-III, crush I-III, cut I-III, guns IV, throw I-III), wear armor I-V
Powers (body healing): heal [#]
Powers (body spirit): anchor spirit 1
Powers (mind thought): amnesia 3, bewilder 3,
blast (psi), compliant 1, confuse being 6, dazzle 2,
dominate being 8, fugue 1, pacify being 5
Procedures: afflict I-II, ascertain, dispelling, dome
(impermeable), open portal, repair item, restoration,
restore item, return, tap (healing), talisman
(polished)
Costume: silcryan mask
Siren
Sirens are the byproduct of wanton sexual thought.
An individual's romantic desires give form to the
siren which coalesces from feelings of seduction or
strong sexual attraction. Sirens form as the same
type of being (usually the opposite sex) as the
individual who gave them form.
Sirens are filled with murderous lust and seduce the
individual who gave them form. The siren’s goal is
to kill their creator in passion's embrace at the
moment before fulfillment. Sirens who kill the
person whose thoughts created them will wander
looking for other lonely victims.
Sirens will specifically target lonely people. They
often call to sailors on ships, forcing the sailors to
jump off their boats and drown in the sea. They will
also lure travelers away from their camps or people
from their houses and murder them in the darkness.
Siren
Classification: being (lesser); formation
Size: M
Body: 9
Mana: 18
Abilities: aquatic, heightened senses I-II,
intelligence II, strongwill
Feats: augment sp&p I-III, bursting sp&p I-II,
conceal sp&p I-II, dodge I-II, double sp&p I-II,
impacting sp&p, negate sp&p I-II, parry I-II,
quickcast sp&p I-II, recover I-II, willpower I-II
Ballads: any
Knowledge: any
Powers: blast (psi, sound) 1, enhance weapon (psi,
sound) 1, heal [#]
Powers (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, manipulate being 10, pacify being
5
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Rituals: dome (permeable psi, sonic), dispelling,
enclosure (damaging
psi, sonic, musical),
restoration, song, tap (healing), wall (permeable
psi, sonic)
Costume: participant dressed in seductive attire
Skeleton
Skeletons are created from dead bodies with intact
spirits. When a skeleton is created, the flesh falls
away from the skull, rib cage and some long bones,
but the majority of the internal organs and muscles
remain intact to allow movement and body function.
Skeletons can speak in a raspy voice. Humanoid
skeletons with hands can use weapons; however,
skeletal beasts or beings without hands cannot use
weapons and may only use their natural body combat
attacks.
Aged Skeleton
The aged skeleton has evolved from a skeleton into
something much more powerful. This process may
take many years, but in some blighted places it may
happen quickly. Glowing red eyes mark the aged
zombie as a dangerous foe.
Skeleton
Classification: undead
Size: T, S, M, L, G
Body: 8
Abilities: debility (sunlight), feeding (body),
heightened senses I, invulnerable (necromantic),
servitude I (creator), vulnerable (holy)
Knowledge: climb I, coordinate, fatal finish, shield
I-II, swim I, weapons (body I-III, bow I-V, chop I-III,
crush I-III, cut I-III, guns I-V throw I-II), wear armor
I-V
Costume: skeleton face mask (or white make-up as
inverted triangle under eyes and on forehead if
permitted by club), normal clothing, normal clothing
or skeleton suit if clothing has rotted away
Aged Skeleton
Classification: undead, meta
Size: T, S, M, L, I
Body: 10
Mana: 10
Abilities: body combat (cut), devour, fearless,
feeding (body, mana), heightened senses II,
meliorate (necromantic)
Feats: critical melee I-III, critical ranged I-III,
deplete mana I, dodge I-II, double sp&p sp&p I,
knockback I-II, feint I, impacting sp&p I-II, limb
(chop, crush, cut) I-II, limb (pierce, shot, throw) I,
negate sp&p I, parry I-II, quick aim I, quick cast
sp&p I, quick load I, recover I-II, strength I-III, stun
I
Knowledge: climb II, leap, scrounge, sense I-III,
swim II, tracking
Powers (depletion): blast (necromantic) 1, enhance
weapon (necromantic), death 5, enfeeble 5, exhaust
2, fatigue melee 1, fatigue ranged 1, fatigue
responses 3, incapacitate 8, weakness 3, weary 6
Powers (undeath control): animate corpse 1,
animate skeleton or zombie I-III 3, blast (necro) 1,
call corpses 1, control undead 7, corpses follow 2,
feign death 1, speaking corpse 1
Costume: skeleton face mask with red eyes (or
white make-up as inverted triangle under eyes and
on forehead if permitted by club with red eyes),
normal clothing or skeleton suit if clothing has rotted
away
Snake
Snakes have long, legless bodies covered by dry
scales. To move about on land, a snake usually slides
on its belly. Many snakes have such a flexible body
that they can coil into a ball. The eyes of a snake are
covered by clear scales instead of movable eyelids.
As a result, its eyes are always open. Snakes have a
narrow, forked tongue, which they repeatedly flick
out. They use the tongue to bring odors to a special
sense organ in the mouth.
Snakes live almost everywhere, including deserts,
forests, oceans, streams, and lakes. Many snakes are
ground dwellers, and some live underground. Others
dwell in trees, and still others spend most of their
time in water. There are about as many kinds of
snakes as places to find them. Some snakes kill by
constriction such as boas and pythons, while others
use venom.
Constrictor
Constrictor snakes are extremely large snakes. They
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are generally found in warm climates and attack by
coiling their bodies around their prey to kill by
suffocation.
pursue I-II, tough I, venom I-III, willpower II
Knowledge: climb II, leap, pratfall, swim II
Costume: snake mask, snake torso, claws
Venomous
Large venomous snakes are less common, but they
are found in remote areas. They attack by injecting
venom into their target with their fangs.
Immese Snake Central Core
Classification: beast (reptile); meta
Size: I
Costume: This giant snake is represented by a snake
model with snake head and body covered by cloth
(movable by out-of-game operators) or a snake
painted on a backdrop. The lead out-of-game
operator controls the tongue, which make special
melee attacks.
Immense Snake
The immense snake is the most dangerous kind of
snake. It consists of the snake body which includes
the head and tongue. The combatant body parts are
the eyes, fangs, and tail section.
Snake
Classification: beast (reptile)
Size: S, M
Body: 8
Abilities: heightened sense I, hide I, pliant, stealth
Feats: dodge I, elude (woodlands) I, pursue I,
willpower I
Knowledge: balance, biology, chemistry, climb I,
fatal finish, survival, swim I, tracking, weapon (body
I-III)
Costume: snake mask, snake torso, claws
Constrictor Snake
Classification: beast (reptile); meta
Size: S, M, L
Body: 12
Abilities: devour, heightened senses II, hide III,
strength II-III
Feats: dodge I, constrict I-III, elude (woodlands) II,
parry I-II, pursue I-II, seize I-III, strength I-V, stun IIII, tough I-II, willpower II
Knowledge: climb II, grappling, swim II
Costume: snake mask, snake torso, claws
Venomous Snake
Classification: beast (reptile); meta
Size: S, M, L
Body: 10
Abilities: body combat (cut, reservoir), heightened
sense II, hide II, dangersense, spatial location, speed
Compounds: poisons
Feats: dodge II, elude (woodlands) II, parry I-II,
Snake Body Part: Eye
Classification: beast (reptile), meta
Size: M (part of I)
Body: 10
Mana: 30
Abilities: body combat (crush), dangersense,
fearless, heightened senses I-II, immovable,
nullification, omniscient, spatial location, strongwill,
projectiles (generic), projectiles enhancement
(piercing, strafing) unstoppable
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, critical ranged I-IV, dodge I-II, double
sp&p I-II, impacting sp&p I-III, kill (pierce) I,
knockback I-IV, limb (pierce) I-II, parry I-II, negate
sp&p I-III, repulse sp&p I-II, quick cast sp&p I-II,
strafe I, tough I, willpower I-II
Knowledge: fatal finish, weapon (body I-III)
Powers (body spirit): anchor spirit 1, sever soul 2
Powers (depletion): death 5, enfeeble 5, exhaust 2,
incapacitate 8, fatigue melee 1, fatigue ranged 1,
fatigue responses 3, weakness 3, weary 6
Powers (injure action): damage (harm) 1,
hemorrhage 1, hobble leg 4, injure body [#], injure
mana [#], maim arm 5, kill 9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Powers (mind fear): cower 5, fear 1, screaming 3,
spook 2, tremble 3
Powers (movement): mass flee sound (shriek) 3,
flee sound (shriek) 1
Verbal: hissing 1, hissing 2, hissing 3
Costume: mask black, torso black, claws
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Snake Body Part: Fang
Classification: beast (reptile), meta
Size: M (part of I)
Body: 15
Abilities: body combat (cut, reach, rend, reservoir),
dangersense, fearless, heightened senses I-II,
immovable, omniscient, spatial location, strength IIIII, stomach (destructive, expandable), strongwill,
unstoppable
Compound: poison
Feats: bash I-II, critical melee I-IV, dodge I-III, kill
(cut), knockback I-IV, knock out I-II, fend I-II, fling
I-III, limb (cut) I-II, negate sp&p I-II, parry I-III, rend
I-II, riposte I-II, seize I-III, shred, strength I-V, stun
I-II, swallow I-III, tough I-II, venom I-V, willpower
I-II
Knowledge: biology, chemistry, fatal finish,
grappling, weapon (body I-III)
Costume: mask, torso with fang, claws
Snake Body: Tail Section
Classification: beast (reptile), meta
Size: M (part of I)
Body: 15
Mana: 15
Abilities: body combat (crush, reach), dangersense,
heightened senses I-II, immovable, omniscient,
speed, strength I-V, strongwill
Feats: bash I-III, constrict I-III, critical melee I-V,
dodge I-IV, kill (crush), knockback I-IV, knockout III, limb (crush) I-II, negate sp&p I-II, parry I-IV,
seize I-III, strength I-V, stun I-IV, tough I-II,
willpower I-II
Knowledge: fatal finish, grappling, weapon (body IIII)
Powers (movement): flee smell (chemical aroma)
1, fortitude 1, mass flee smell (chemical aroma) 3
Verbal: hissing 1, hissing 2, hissing 3
Costume: complete black outfit, claw, tentacle
Specter
Specters are terrifying undead formations of
vengeance. They are formed from the loss of love,
betrayal of friendships or other tragic circumstances,
and are always seen weeping bloody tears. Specters
remain in this world to harm those who injured them
in life. Their vengeance will extend broadly and will
include the friends, allies and descendants of those
persons who wronged the specter. Specters will
continue to attack through the ages, because they
never forget or forgive and are forever tied to their
moment of death.
Specter
Classification: being (greater), formation, undead
Size: M
Body: as character
Mana: as character
Abilities: body combat (cut), debility (sunlight),
fearless, increase body I-II, increase mana I-IV,
invulnerable (necromantic), pliant, skin (quasicorporeal) I, rage, transpose, unaging, vulnerable
(holy)
Other Skills: as character
Costume: white makeup on face, bloody tears
running down from the eyes and thin white cloth
covering all clothing
Spider
Spiders have eight legs on a round or oblong body.
All spiders have fangs, and most kinds of spiders
have glands to produce poison or a powerful necrotic
venom. Spiders will hunt prey appropriate to their
size; giant spiders will hunt large animals and
people.
Some spiders build webs to catch their prey. These
webs can be single strands strung through trees, but
the most beautiful webs are perfectly designed orbs
of interwoven web strands. Giant spiders can make
orbs that can easily capture people.
Even more horrifying than the giant orb building
spiders are the giant maze-building spiders. These
arachnids build web mazes through areas of the
forest. The walls of the mazes are so thickly webbed
that they become impassible and animal (and often
unlucky adventurers) enter the maze and become
lost. The arachnids attack, killing their victims and
cocooning them in webs to digest at their leisure.
Some mazes are hundreds of yards in size, and home
to dozens of spiders who work together to expand
the maze.
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Ambush Spider
Ambush spiders carefully hunt their victims leaping
from a concealed place and poisoning their prey.
They are always venomous, but the type of venom
injected can vary considerably depending on the
species. Ambush spiders specialize in melee combat
and surprise attacks; they do not use mana.
Casting Spiders
Casting spiders are able to store mana in their
bodies. The commonest powers are elemental blasts
such as burning, freezing, shocking, but some
spiders can learn enervation, profane or toxic blasts.
Casting spider are identified by telltale signs on their
torsos. For example, electric casting spiders have
aching yellow electrical currents, while fire and
freezing casting spiders have red flames or blue
crusted ice, respectively visible on their torsos.
Enervation, profane and toxic casting spiders will
generally have colored patches of mana on their
torsos.
Scourge Spider
Scourge spiders are nimble carriers of infectious
disease. They dwell in graveyards, trash heaps,
swamps and other places where rotting matter is
found. The spiders will infect their victim and then
follow back to the victim’s home where the infection
may spread to others. When all are infected the
scourge spider will attack feasting on the sick and
dying.
Water Spider
Water dwelling spiders build nests on the bottom of
pools. Spider silk is woven to underwater vegetation
is placed so as to create an air filled pocket which
forms the nest. (Physical representation: vegetation
painted on a supported cloth and labeled
"underwater nest.") The water spider lives in the
nest breathing the trapped air. It makes frequent trips
to the surface to hunt or bring down more air. Prey
is killed using their venomous bite and then dragged
into the underwater lair to be eaten at leisure.
Weaver Spider
Weaver spiders spin intricate webs where they wait
patiently for prey. Their web glands are located on
the rear portions of their bodies, and their use their
legs to position the webbing. The webbing is a silklike material that is extremely durable. The weaver
spider can shoot strands of this webbing over
substantial distances. These ranged attacks can
injure, tangle and even kill opponents.
Web Spider
Web spiders are able to use mana formed webs to
immobilize targets.
Spider
Classification: beast (arachnid)
Size: M
Body: 7
Abilities: adhesion, extra body part (visual organ) I,
heightened sense I, hide I-II, non-adhesive
Feats: critical melee I, parry I, willpower I
Knowledge: biology, chemistry, climb I-II, fatal
finish, leap, pratfall, swim I, weapon (body) I-III
Trap: obstacle (limited-adhesive strand)
Costume: spider mask, spider torso, spider legs,
claws
Ambush Spider
Classification: beast (arachnid); meta
Size: M
Body: 15
Abilities: body combat (chop, cut, reservoir) ,
bound, dangersense, extra body part (locomotion
appendages) I-II, heightened senses II, hindered
mover I-III, hide III, stealth, strength II
Compounds: disabler (limited-atrophy, blindness),
narcotic (limited-clumsiness, sleep), poisons
Feats: assassinate, bypass I-II, critical melee II-IV,
dodge I-III, eye (chop, cut), kill (chop, cut),
knockout I-II, knockback I-IV, limb (chop, cut) I-II,
negate sp&p I-II, parry II-III, stun I-IV, surprise
strike I-IV, vocal (chop, cut), venom I-V, waylay III, willpower II
Costume: spider mask, spider torso, spider legs,
claws
Casting Spider
Classification: beast (arachnid); meta
Size: M
Body: 12
Mana: 12
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Abilities: body combat (cut, reservoir), bound, extra
body part (manipulation appendage) I-II, heightened
senses II, hindered mover I-III, hide III
Compounds: poisons
Feats: critical melee II-III, dodge I-II, double sp&p
I-II, impacting sp&p I-II, knockback I-II, negate
sp&p I-II,, parry II, quickcast I-II venom I-III,
willpower II
Powers: blast (<appropriate>) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Traps: hanger (limitation - capture body hanger),
obstacles (limitation- adhesive strand and damaging
strand (appropriate only)), plate (limitation adhesive plate), snares (limitation-capture body
snare)
Costume: spider mask, spider torso with appropriate
color, spider legs, claws
Scourge Spider
Classification: beast (arachnid); meta
Size: M
Body: 12
Abilities: body combat (cut, reservoir), extra body
part (manipulation appendage, locomotion
appendage) I, heightened senses II, hide III, hindered
mover I-III
Compounds: infection (limited)
Feats: critical melee II-III, dodge I-II, knockback IIII, negate sp&p I, parry II-IV, venom I-V, willpower
II
Knowledge: medicine
Traps: hanger (limitation - capture body hanger),
obstacles (limitation- adhesive strand), plate
(limitation - adhesive plate), snares (limitationcapture body snare)
Costume: spider mask, spider torso, spider legs,
claws
Water Spider
Classification: beast (arachnid); meta
Size: M
Body: 12
Abilities: aquatic, body combat (cut, reservoir),
extra body part (manipulation appendage,
locomotion appendage) I, heightened sense II, hide
III, hindered mover I-III
Compounds: poisons
Feats: critical melee II-III, dodge I-III, eye (cut),
knockback I-III, limb (cut) I-II, negate sp&p I, parry
II-III, venom I-IV, willpower II
Knowledge: hold breath
Costume: spider mask, spider torso, spider legs,
claws
Weaver Spider
Classification: beast (arachnid); meta
Size: M
Body: 12
Abilities: body combat (cut, reservoir), bound, extra
body part (manipulation appendage, locomotion
appendage) I, heightened senses II, hide III, hindered
mover I-III, projectiles (generic), projectiles
enhancement (shot, strafing, tangling), strength II
Compounds: poisons
Feats: critical melee II-III, critical ranged I-IV,
dodge I-II, double range I-II, eye (shot), kill (shot),
knockback I-II, limb (cut, shot) I-II, negate sp&p I,
parry II-III, quick aim I-II, strafe I-II, tangle body III, tangle limb I-II, venom I-IV, vocal (shot),
willpower II
Traps: hanger (limitation - capture body hanger),
obstacles (limitation- adhesive strand), plate
(limitation - adhesive plate), snares (limitationcapture body snare)
Verbal: clicking 1, clicking 2, clicking 3.
Costume: spider mask, spider torso, spider legs,
claws
Web Spider
Classification: beast (arachnid); meta
Size: M
Body: 12
Mana: 12
Abilities: body combat (cut, reservoir), bound, extra
body part (manipulation appendage, locomotion
appendage) I, heightened senses II, hide III, hindered
mover I-III, strength II
Compounds: poisons
Feats: critical melee II-III, dodge I-II, knockback III, limb (cut) I-II, negate sp&p I, parry II-III, venom
I-IV, willpower II
Powers: attach 5, immobilize arms 5, immobilize
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body 7, immobilize legs 4, impede melee 1, impede
ranged 1, impede responses 3, restrain arm 2, slow 2
Traps: hanger (limitation - capture body hanger),
obstacles (limitation- adhesive strand), plate
(limitation - adhesive plate), snares (limitationcapture body snare)
Verbal: clicking 1, clicking 2, clicking 3.
Costume: spider mask, spider torso, spider legs,
claws
Spline
Splines are ambulatory plants with finger-like roots
sprouting from the bottom of their heavy, prickly,
pear-shaped bodies with a flower head. The body is
covered with a thick husk, and thick shield-like
leaves protect the body. Arrow-like thorns cover the
body and small flowers bloom in between the thorns.
Spine plants move slowly, pulled along the ground
by their creeping root system.
Spline Shooter
Spline shooters have developed the ability to shoot
the splines from their bodies.
Spine
Classification: beast (plant)
Size: M
Body: 6
Abilities: hide I, fearless, move I-II, projectiles
(generic), projectile enhancement (pierce, strafe),
robust, spatial location
Feats: parry I, riposte I, retaliate I-II, willpower I
Knowledge: biology, blindfight, fatal finish,
geology, shield I, survival, weapon (body I-III)
Costume: squat brown lopsided, bulbous root
system covering body with flower-head, shield
decorated to look like a leaf, claw
Spine Shooter
Classification: beast (plant); meta
Size: M
Body: 12
Abilities: hide II-III, fearless, move I-II, projectiles
(generic), projectile enhancement (pierce, strafe),
robust, spatial location
Feats: critical ranged I-IV, dodge I-II, double range
I-II, eye (pierce), kill (pierce), limb (pierce) I-II,
parry II, quick aim I-II, retaliate III-IV, strafe I-II,
tough I-II, vocal (pierce), willpower II
Knowledge: shield II, tracking
Costume: squat brown lopsided, bulbous root
system covering body with flower-head, shield
decorated to look like a leaf, claw
Spirit Strengtheners
While in this form the character’s maximum body
and mana is reduced to one half of the character’s
potential even if they have learned more. For
example, the maximum body or mana possible to a
greater being would be four and eight, respectively.
Spirit strengtheners are also limited in the skills they
may use. For example, they may only use feats with
a resting time of 1; they may not use feats with a
resting time of 2 or greater. The exact limitations are
contained below.
For every hour the character spends in this form he
or she will gain one percent to his spiritquest. The
creator determines the extent (or lack) of the duties,
but the time of service must be in-character during
an event.
While a spirit, the character may be summoned into
a spirit strengthener form multiple times, should this
be necessary, and the spirit will retain the
cumulative service bonus until spiritquesting. This
service time cannot be removed before
spiritquesting, but will be consumed in a successful
casting.
While in this form, the character may learn skills and
earn status.
Ecclesiastic
Ecclesiastics are religious servants. Duties included
assisting in religious services.
Muse
Muses are inspirational creations and promote
creativity in all endeavors. Duties included helping
in creative endeavors.
Laborer
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Laborers work for their creator. Duties included
manual labor, repairing items, and so forth
Soothsayer
Soothsayers assist their creator, assisting them in
foreseeing the future by providing opinions when
interpreting scrying devices, alignment of the stars,
meaning of tarot cards, etc.
Spirit Strengthener
Classification: summonation, as character
Body: limited to ½ character s potential
Mana: limited to ½ character s potential
Abilities: need (perform required duties)
Compounds: base 1 or less
Fabricating: base 3 or less
Feats: limited to resting rate 1 only
Glyphs: base 1 or less
SP&Ps: limited to 5 mana or less
R&Ps: base 2 or less
Traps: base 3 or less
Costume: as character
Stalk
Stalks are tall, greenish plants that end in fibrous
leaf-like tufts. The stalks grow on the edges of
clearings or along trails in temperate and tropical
areas. The stalks feed by absorbing the nutrients that
soak into the soil from the rotting corpses of their
victims.
Casting Stalk
Casting stalks are able to store mana in their bodies
and use this mana to cast mana blasts such as
burning, freezing, shocking, but some colonies in
blighted areas can learn withering, profane or toxic
blasts. These stalks produce a luminescence that
attracts certain animals and insects. People often
become victims of the stalks, because they mistake
the luminescence for an indication of a campsite or
home.
Casting stalks are identified by telltale signs on the
stalks representing their type of mana. For example,
electric casting stalks have aching yellow electrical
currents, while fire and freezing casting ants have
red flames or blue crusted ice, respectively visible
on the stalks. Wither, profane and toxic casting
stalks will generally have colored striations of mana
on the stalks. Casting stalks can concentrate their
mana attacks to cause injuries.
Stalk
Classification: beast (plant)
Size: M
Body: 6
Abilities: body combat (reach), heightened sense I,
hide I-II, immune smell (chemical aroma), move I-II
Feats: tough I, willpower I
Knowledge: biology, geology, fatal finish, survival,
weapon (body) I-III
Costume: stalk mask, stalk torso, claw
Casting Stalk
Classification: beast (plant); meta
Size: M
Body: 12
Mana: 12
Abilities: absorption, heightened sense II, hide III,
invulnerable (<appropriate damage type>), move III
Feats: breaking sp&p I, critical melee I-III, dodge I,
double sp&p I-II, impacting sp&p I, knockback I-IV,
parry I-II, recover I-II, stun I-V, tough II, willpower
I-II
Powers: blast (<any appropriate>) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Verbal: swaying 1, swaying 2, swaying 3.
Costume: stalk mask, shocking stalk torso with
appropriate markings, claws
Statue (Animated)
Animated statues are simple statues that have come
to life. Statues animate for a number of reasons.
Some animated statues are self-aware beings, fully
intelligent and extremely capable, while others have
limited mobility, purpose and power.
Civilizations create statues of for a variety of
reasons; some statues are created to honor great
individuals by immortalizing their appearance in
stone, while others simply portray imaginary beings
that never existed at all.
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Statues are made out of solid materials, generally
plaster or stone, but can be cast out of brass, iron or
other materials. Tougher materials make for tougher
statues.
Statues will have all of the skills possessed by the
basic character they are constructed to look like and
will have extra skills as determined below.
Statue
Classification: original character, formation
Size: M
Body: as character + 10
Mana: as character + 10
Abilities: as character, fearless, immovable, robust,
unaging, unstoppable
Skill: as character, tough I-II
Costume: make-up simulating stone on all exposed
skin, all clothing decorated to look like stone
Stone Beast
Stone beasts are four-legged mammals that dwell
deep beneath the surface of the earth, where high
temperatures, incredible pressure and surging mana
infuse rock into their living flesh. Their natural
habitat’s high temperature makes stone beasts highly
resistant to heat, however, their systems are easily
shocked by sudden cold. In addition, the stone beast
s stony hide has crystalline structures that are
susceptible to cracking from sound based attacks.
Stone beasts have a rock covering over most of their
bodies. They boulder-like bodies, with short, stout
legs ending in claws adapted for digging and teeth
strong enough to crush stone. Stone beasts eat any
kind of organic materials. Their excrement is highly
dangerous; their urine is more flammable that gas
and their feces are natural explosives.
Stone beasts live in small social groups. An alpha
male controls the group with the support of an alpha
female. The strongest male offspring of this breeding
pair becomes the next alpha, whereas the females
offspring will move into other social groups.
Hunters pursue stone beasts to gather gems and
precious metals that are often pressed into their rock
body coverings. The hunters track them by following
scat trails. Small beds of coal or pools of raw oil
often indicate the presence of stone beasts.
Hunters have identified two types of stone beasts:
Stompers and Stalkers.
Stomper Stone Beast
Stompers have a greater chance of containing heavy
metallic ore deposits. They are physically strong,
capable of delivering powerful blows and throwing
heavy boulders. Stompers get their name from their
favorite defensive tactic which is stomping or
kicking with their large flat feet.
Stalker Stone Beast
Stalkers have a greater chance of containing precious
gems. They are extremely agile, often pouncing on
their prey from behind boulders or dropping down
from ledges.
Stomper Stone Beast
Classification: beast (mammal); meta
Size: M, L
Body: 12
Abilities: adhesion, body combat (crush), bound,
heightened senses I-II, hide I-III, immovable,
invulnerable (earth, heat), meliorate (earth), robust,
strength II-III, unstoppable, vulnerable (cold, sound)
Feats: bash I-III, critical melee I-IV, critical ranged
I-IV, fling I-III, hurl I-III, kill (crush, throw),
knockback I-IV, knock out I-II, limb (crush, throw)
I-II, negate sp&p I, parry I-III, seize I-III, strength IV, stun I-IV, tough I-II, willpower I-II
Knowledge: climb I-II, fatal finish, geology, leap,
pratfall, weapons (body I-III, throw I-III)
Costume: stone beast mask, stone beast torso (with
black ore deposits), claws
Stalker Stone Beast
Classification: beast (mammal); meta
Size: M
Body: 7
Abilities: adhesion, body combat (cut), bound,
dangersense, heightened sense I-II, hide I-II,
invulnerable (earth, heat), meliorate (earth), stealth,
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strength II, vigilant, vulnerable (cold, sound)
Feats: assassinate, critical melee I-II, critical ranged
I-IV, dodge I-III, eye (throw), limb (throw) I-II, parry
I-II, surprise strike I-IV, tough I-II, waylay I-III,
willpower I-II
Knowledge: climb I-II, fatal finish, geology, leap,
pratfall, weapons (body I-III, throw I-II)
Costume: stone beast mask, stone beast torso (with
small colored gems), claws
Squid
A squid is a soft-bodied marine animal that has an
oblong body and limbs around the mouth. Squids
lack a backbone, and instead of bones, the animal
has a shell inside its body. The body of a squid has
two fins, one on each side of the tail. In most squid
species, the head is surrounded by eight arms and
two often longer limbs called tentacles. The arms
and tentacles possess rows of suckers. Squids use
their arms for movement and the tentacles for
hunting. The tentacles can reach out with amazing
speed to capture prey.
A squid's head has two well-developed eyes, a pair
of powerful beaklike jaws, and a toothed structure
called a radula. The radula assists the jaws in tearing
up food, and it also helps move the food into the
digestive system. A muscular, tube-like structure
called the mantle forms the main part of the body.
Squids have three hearts: a main heart and two
additional hearts that supply blood to the squid's
gills. Attached to the body below the head is a
smaller tube-like structure called the funnel. A squid
propels itself through the water by filling its mantle
with water and then forcing the water back out
through the funnel.
Squids live in all seas and at all depths. They feed on
fish and other sea creatures. Small squids do not
normally pose a danger to ships, but have been
known to attack divers. Large squids can attack
small boats.
Predator Squid
Predator squids are aggressive, solitary hunters.
They voraciously feed on large tuna and even
whales. The two long whip-like tentacles of the
kraken are highly dexterous and can be used to pull
food into its beak-like maw.
The predator squid will hunt prey larger than itself,
because the tentacles have serrated barbs located on
the inside of the large ring-like suckers. They can be
used to shred the flesh from even the largest sea
creatures. Predator squids are identified by their
highly dexterous tentacles, larger size and deep red
eyes.
Predator squid possess profoundly adaptive
camouflage, enabling them to easily change their
skin color to match their surroundings exactly.
Holding their breath, they sometimes will match the
surroundings and crawl onto land, catching animals
near the shore off guard.
Star Squid
Star Squids are adapted to living in the vacuum of
space. They often travel in large schools, where they
will swarm over ships and tear apart space stations
to get at the people within.
Star squid are unable to breathe in normal
atmospheres. Therefore, the only worlds they will
inhabit naturally, are those with sufficient water for
them to land in when they arrive.
Immense Squid
Immense squids are arguably the largest creatures in
the sea (or space as there have been reports of
immense star with the ability to space move and
breathe vacuum).
Immense squids will attack ships in an attempt to
feed on sailors. They will generally wrap their limbs
around the hull and squeeze until the seams break. If
the hull is too sturdy the industrious immense squid
will use its beak to puncture a hole into the vessel.
Squid
Classification: beast (fish)
Size: S, M
Body: 7
Abilities: aquatic, heightened sense I, hide I-II,
move 0, respiration (liquid)
Feats: critical melee I, parry I, seize I, strength I-II,
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willpower I
Knowledge: fatal finish, grappling, navigation,
survival, swim I-II, weapon (body I-III)
Costume: Squid mask, torso, tentacles
Predator Squid
Classification: beast (fish); meta
Size: M, L
Body: 12
Mana: 12
Abilities: body combat (crush, chop, reach, rending),
heightened senses II, hide III, invisibility, move I-II,
strength II
Feats: bash I-II, critical melee II-V, constrict I-II,
dodge I-IV, fling I-III, kill (chop, crush), knockback
I-IV, limb (chop, crush) I-II, negate sp&p I-II, parry
II-III, rend I-II, shred, seize II-III, strength III-IV,
stun I-IV, willpower II
Knowledge: hold breath
Powers: mass moving wave 3, moving wave 1
Verbal: blubbing 1, blubbing 2, blubbing 3
Costume: Squid mask (red eyes), torso, tentacles
Star Squid
Classification: beast (fish); meta
Size: M, L
Body: 12
Mana: 12
Abilities: body combat (crush, chop, reach, rending),
flight I-III, heightened senses II, hide III, move I-II,
respiration (liquid, vacuum), spacemove, strength II
Feats: bash I-II, critical melee II-V, constrict I-II,
dodge I-IV, fling I-III, kill (chop, crush), knockback
I-IV, limb (chop, crush) I-II, negate sp&p I-II, parry
II-III, rend I-II, shred, seize II-III, strength III-IV,
stun I-IV, willpower II
Knowledge: hold breath
Powers: mass moving force 3, moving force 1
Verbal: blubbing 1, blubbing 2, blubbing 3
Costume: Squid mask (white eyes), torso, tentacles
Immense Squid
Classification: beast (fish); meta
Size: I
The giant kraken is composed of a large oval body
that can be depicted as a model or painted on a
backdrop. The special physical attacks of the kraken
are made by one or two tentacles operated by the
lead out-of-game operator.
Immense Squid Body Parts: Beak
Size: M (part of I)
Body: 15
Abilities: body combat (chop, crush), dangersense,
devour, fearless, feeding (body), heightened senses
I-II, immovable, omniscient, stomach (destructive,
expandable), strength II-III, strongwill,
Feats: bash I-III, critical melee I-IV, dodge I-III, kill
(chop, crush), knockback I-II, fend I-II, limb (chop,
crush) I-II, negate sp&p I-II, parry I-III, rend I-II,
seize I-III, shred, strength I-V, stun I-III, swallow IIII, tough I, willpower I-II
Knowledge: blindfight, fatal finish, grappling, hold
breath, weapon (body I-III)
Costume: faceless black, beak on torso, claws
Immense Body Part: Ink Jet
Size: M (part of I)
Body: 15
Mana: 30
Abilities: body combat (crush), dangersense,
fearless, heightened senses I-II, immovable,
omniscient, speed, strongwill
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, dodge I-II, double sp&p I-II, impacting
sp&p I-III, parry I-II, negate sp&p I-III, tough I-II,
quick cast I-II, repulse sp&p I-II, willpower I-II.
Knowledge: blindfight, fatal finish, survival,
weapon (body I-III)
Powers: damage (harm) 1
Powers (injure action): hemorrhage 1, hobble leg
4, injure body [#], injure mana [#], maim arm 5, kill
9
Powers (injure senses): blind 7, deafen 2, dull
senses 1, snuff 1, mute 4
Powers (mana): attenuate 1, dispel 1, drain mana 2,
seal source 1, shell 3+[#], squelch 2
Powers (movement): mass moving force 3, mass
moving wave 3, moving force 1, moving wave 1
Verbal: squirting 1, squirting 2, squirting 3
Costume: faceless black, ink jet on torso, claws
Immense Squid Body Part: Tentacles
Size: M (part of I)
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Body: 15
Abilities: body combat (crush, reach, rend),
dangersense, heightened senses I-II, immovable,
omniscient, strength II-III, strongwill
Feats: bash I-III, constrict I-III, critical melee I-IV,
dodge I-IV, fling I-III, kill (crush), knockback I-IV,
knock out I-II, limb (crush) I-II, negate sp&p I-II,
parry I-IV, rend I-II, seize I-III, strength I-V, stun IIV
Knowledge: blindfight, fatal finish, grappling,
weapon (body I-III)
Costume: complete black outfit, claw, tentacle
Swarms
Masses of tiny insects, fish and other beings can
form into dangerous swarms. Swarms can form into
tightly grouped moving masses or stationary
domains.
Fish: Piranha and other small, ruthless, flesh-eating
fish live in pools of water and pose a danger to
persons who touch or enter the water. Fish
sometimes form moving masses to seek new
spawning areas. Moving fish swarms are unaffected
by water based attacks, but they are highly
susceptible to wither based ones.
Insect: Insect swarms are composed of vicious biting
insects, such army ants or feeding locusts. They are
drawn to areas filled with trash or other rotting
materials, and sometimes swarm into moving masses
to change locations. Moving insect swarms are
composed entirely of very basic creatures whose
basic biology is too simplistic to be significantly
hampered by exposure to radiation attacks. They are,
however, too light to resist wind based attacks which
are very effective at dispersing them.
Reptiles: Tiny lizards, frogs and even snakes have
been known to swarm when conditions are right.
These tiny reptiles are often no more than a few
inches in size, but the rolling masses can kill by
sheer numbers. Being composed entirely of coldblooded creatures, moving reptile swarms are
susceptible to cold based attacks which drastically
reduces the group s metabolism. They are resistant
to heat based attacks which only harm the individual
part it hits, but the overall swarm is invigorated by
the additional heat.
Moving Swarms
Moving swarms are treated as a single being for
rules purposes. They attack and defend normally,
using a body combat attack, which represents a
series of individual bites from the mass. Moving
swarms are wounded as other characters and may be
controlled by the appropriate lore. Moving swarms
have abilities appropriate to the creatures forming its
mass, such as flight, respiration, and terrain
movement. All moving swarms are able to
communicate with one another thanks to pheromone
triggers, a hive mind, or other subconscious form of
communication. Due to the plethora of individual
entities looking in all directions, it is impossible to
catch a moving swarm off guard.
Stationary Swarm
Stationary swarms form in areas with clearly visible
natural boundaries. Killing individual creatures in
the domains will not affect the swarm because there
are too many in the area to be affected. Similarly,
stationary swarms cannot be controlled. Swarms can
be dispersed or avoided in various ways. If a
character touches or enters a swarm area, he will
take damage from contacting the swarm.
Moving Swarm
Classification: beast (<type>); meta
Size: S, M, L
Body: 12
Abilities: adhesion, aquatic, body combat (crush),
dangersense, devour, feeding (body), flight I-III,
heightened sense I-II, invulnerable (aural,
locomotion, manipulation, olfactory, vision, vital,
vocal), invulnerable (<any appropriate>),
omniscient, pliant, regeneration I-III (restricted-only
in areas with a similar stationary swarm), respiration
(atmosphere, liquids), spatial location, strongwill,
transpose, vulnerable (<any appropriate>)
Feats: phase I-II, willpower I-II
Knowledge: balance, climb I-II, pratfall, swim I-II,
weapon (body I-III)
Costume: moving swarm costume
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Stationary Swarm
Classification: n/a
Size: n/a
Effect: 1 swarm damage per <rate: minute, 30
seconds, 10 seconds, 1 second> of contact
Costume: Out-of-game sign will mark infested area
and announce the rate of damage
Swirl
Swirls are animated sentient creations composed of
swirling particles. They are found in remote areas
and are believed to be formed from the life essences
of persons tragically lost in the area. All swirls feed
on life energy and mana. They will attempt to kill
those who approach their lair through trickery and
deceit.
Sand
Sand swirls appear in deserts, on lonely beaches or
around remote pools of quicksand. Consisting
entirely of sand, a sand swirl avoids water at all
costs to prevent its individual constituents from
flocculating out.
Snow
Snow swirls appear in arctic areas or on frigid
mountain tops. However, during particularly cold
winters they are known to form in areas where
people have been lost in blizzards or avalanches.
Composed of snow and ice, snow swirls are very
susceptible to heat attacks.
Sand Swirl
Classification: formation
Size: M
Body: 10
Mana: 20
Abilities: body combat (cut), debility (water),
devour, feeding (body, mana), heightened sense I-II,
hover I-III, invulnerable (earth), meliorate (earth),
mush mover I-III, nonadhesive, nullification, pliant,
respiration (atmosphere, semi-solid), spatial
location, strength II, strongwill, transpose, unaging,
vulnerable (water)
Feats: breaching sp&p, critical melee I-III, conceal
sp&p I-II dodge I-II, double sp&p I-II, impacting
sp&p I-III, negate sp&p I-II, phase I-II, parry I-II,
quick cast sp&p I-II, recover I-II, strength I-III,
willpower I-II
Knowledge: climb I, fatal finish, swim I, weapon
(body I-III)
Powers: blast (earth) 1, enhance weapon (earth) 1,
mass moving force 3, moving force 1
Powers (injury): blind 7, deafen 2, dull senses 1,
mute 4, snuff 1
Verbal: Swirling 1, swirling 2, swirling 3.
Costume: swirl mask (brown and tan), swirl torso
(brown and tan), claws
Snow Swirl
Classification: formation
Body: 10
Mana: 20
Abilities: body combat (cut), devour, feeding (body,
mana), heightened sense I-II, hover I-III,
invulnerable (cold), meliorate (cold), mush mover IIII, nonadhesive, nullification, pliant, respiration
(atmosphere, semi-solid), spatial location, strength
II, strongwill, transpose, unaging, vulnerable (heat)
Feats: breaching sp&p, critical melee I-III, conceal
sp&p I-II, dodge I-II, double sp&p I-II, impacting
sp&p I-III, negate sp&p I-II, phase I-II, parry I-II,
quick cast sp&p I-II, recover I-II, strength I-III,
willpower I-II
Knowledge: blindfight, climb I, fatal finish, swim III, weapon (body I-III)
Powers: blast (cold), enhance weapon (cold) 1, mass
moving force 3, moving force 1
Powers (conjuration creation): assemble corpse 1,
assemble elemental I-III (restricted-cold only),
speaking element 1
Powers (immobilization): impede melee 1, impede
ranged 1, impede responses 3, slow 2, stop 4
Costume: swirl mask (white and grey), swirl torso
(white and grey), claws
Tangleweed
Tangleweeds float around the edges of stagnant
ponds or slow moving water. They have stout, brown
stalks and green fronds which float around a thick
stalk and provide rapid movement for the plant by
their contraction. There are two long vine-like shoots
waving above the flower which crowns the stalk.
Small fronds adorn the top of the stalk, while larger
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fronds are located in concentric rings around the
stalk.
Tangleweeds attack by entangling the arms and legs
of swimming warm-blooded beings which causes the
targets to drown in the water. The tangleweed s
floating root system extends beneath their buoyant
bodies and attaches to the corpse drawing nutrients
into the plants. Tangleweeds do not feed on fish,
reptiles, insects and other beings that are not warmblooded.
A salt water variety of tangleweed grows in calm
seas. These calm seas often accumulate thick
growths of seaweed that can slow or stop the
progress of ships. The salt water tangleweeds will
then creep up the ship and attack the sailors.
Terrible Tangleweed
The terrible tangleweed has developed mana-use to
immobilize opponents.
Tangleweed
Classification: beast (plant)
Size: M
Body: 6
Abilities: aquatic, heightened sense I, move I,
respiration (atmosphere, liquid), strength II
Feats: constrict I, parry I, seize I-II, willpower I
Knowledge: blindfight, climb I, fatal finish,
grappling, survival, swim I-II, weapon (body I-III)
Costume: tangleweed head, torso, tentacles
Terrible Tangleweed
Classification: beast (plant); meta
Size: M
Body: 12
Mana: 12
Abilities: body combat (crush, reach, rend),
heightened sense II, immovable, move I, strength IIIV
Feats: augment sp&p I-II, conceal sp&p I-II,
constrict II, critical melee I-IV, dodge I-III,
impacting sp&p I-II, kill (crush), knockback I-IV,
knock out I-II, limb (crush) I-II, parry I-III, recover
I-II, rend I-II, seize III-IV, strength I-V, stun I-IV,
willpower II
Powers (immobilization): attach 5, immobilize
arms 5, immobilize body 7, immobilize legs 4,
immobilize vocals 3, impede melee 1, impede ranged
1, impede responses 2, restrain arm, slow 2, stop 4
Powers (movement): mass moving wave 3, moving
wave 1
Verbal: swishing 1, swishing 2, swishing 3.
Costume: tangleweed head, torso (with small red
flowers), tentacles
Thunderbird
The thunderbird appears as a large brown and yellow
bird, but it is a formation of great power that arises
from the shamanistic beliefs of people. These
intelligent, beast-like beings are capable of speech.
The thunderbird attacks by booming thunder with
every flap of its wings and flashing lightening from
its eyes. Thunderbirds can bring down violent storms
and sweep the area with fierce gales.
Thunderbirds live on craggy summits and converse
with holy men who come to pay them respects.
Thunderbirds can often be induced to ally with the
holy man s people to defend the land from outsiders.
Thunderbird
Classification: beast (avian); formation
Size: M
Body: 20
Mana: 25
Abilities: absorption, body combat (crush, cut,
rend), dangersense, fearless, flight I-III, heightened
senses I-II, hover I-III, intelligence II-III,
invulnerable (electric, sound), meliorate (electric,
sound), nullification, omniscient, rage, strength IIIII, strongwill, unaging, unstoppable, vulnerable
(earth)
Feats: augment sp&p I-III, breaking sp&p I-II,
breaching sp&p, bursting sp&p I-II, conceal sp&p III, critical melee I-V, double sp&p I-III, dodge I-III,
feint I-II, impacting sp&p I-II, kill (crush, cut),
knockback I-III, limb (crush, cut) I-II, negate sp&p
I-II, parry I-III, quickcast sp&p I-III, rend I-II,
retaliate I-III, shred, strength I-V, willpower I-II
Knowledge: animal handling, astronomy, biology,
blindfight, climb I-II, enigmas, escape, fatal finish,
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history, law, literature, medicine, navigation, occult
I-III, psychology, regain feat (revival), splint,
survival, swim I-II, teach I-II, theology, tracking,
vermin handling, weapon (body I-III)
Powers: blast (electric, sound) 1, enhance weapon
(electric, sound) 1
Powers (body healing): heal [#]
Powers (body spirit): anchor spirit 1, damnation 6,
exodus 10, sever soul 2, soul sear 8, soul wrack 6
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, mete mana 1+ [#], seal source 1, shell
3+[#], squelch 2
Powers (movement): mass flee sound (boom) 3,
flee sound (boom) 1
Verbal: connected to goal
Costume: thunderbird mask, thunderbird torso,
thunderbird wings, claws
Tibbyrr
Tibbyrrs have yellow skin and large eyes that rise
above their low sloping foreheads. Their mouths are
entirely too large for their faces and their noses are
far too small. They speak in comical high pitched
voices.
Tibbyrrs live closely with the natural world and see
it as having both a spiritual and material existence.
They believe that all things have spirits, including
non-living things. Their days are filled with
complicated rites, honoring the spirits which inhabit
their natural surroundings, and building strange
shrines and alters. The eldest member of the family
group serves as the spiritual leader.
Tibbyrrs despise the trappings of civilization. Their
homes are simple huts made of mud and sticks. They
do not live in cities or in large communities. They
dwell near isolated ponds or river banks where they
bask in the sun and live on fish. Tibbyrrs are
territorial and once they establish ownership over an
area, they may become violent if encroached. They
mark their territories with piles of stones or sticks set
into the ground.
Tibbyrrs live in areas populated by large amphibians
and reptiles, because these beasts do not harm them.
In fact, tibbyrrs use these beasts to protect their
territories, often riding them into battle.
Tibbyrrs divide their small communities into
societies that handle necessary tasks. The main
societies are the food gatherers who have few
combat skills and mainly collect fish, fruits and
berries, the animal trainers who have beast
controlling powers and the warriors who learn
combat feat. Each community will also have an
elder, a priest and a story teller.
Tibbyrr
Classification: being (lesser)
Size: M
Body: 9
Mana: 12
Abilities: aquatic, intelligence I-II, mush mover I-III,
respiration (atmosphere, liquid)
Fabricating: brewing, cooking
Feats: elude (woodlands) I, negate sp&p I,
willpower I
Knowledge: animal handling, biology, bindings,
climb I, coordinate, fatal finish, first aid, leap,
navigation, occult I, regain feat (commune), repair,
resuscitate, shield I, sense I-III, splint, survival, swim
I-II, teach I, theology, tracking, vermin handling,
weapons (body I-III, bows I-II, chop I-II, crush I-II,
cut I-II, guns I-II, throw I)
Tibbyrr Beast Binder
Feats: augment sp&p I-III, dodge I-II, double sp&p
I-III, elude (woodlands) II, negate sp&p II, parry I-II,
recover I-III, willpower II
Knowledge: weapon (bows III, chop III, crush III,
cut III, guns III, throw II-III)
Powers (beast aversion): avert all beasts 3, destroy
beast [#], kill beast 8, pacify beast 5, rebuke beast 1,
slow beast 2, stop beast 4
Powers (beast control): beastify 1, befriend beast 1,
call beasts 2, command beast (amphibian, fish and
reptile 7), command beast (arachnid, insect and
worms 7), command beast (avian 7), command beast
(fungus, mold and plant 7) command beast (mammal
7), damage (swarm) 1, declaw 2, speaking beast 1
Rituals: dispelling, dome (permeable- swarm),
enclosure (natural, swarm), morph beast, wall
(permeable- swarm)
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Tibbyrr Battle Caster
Feats: breaking sp&p I, bursting sp&p I, conceal
sp&p I, dodge I, double sp&p I-II, elude (woodlands)
II, impacting sp&p I-II, negate sp&p II-III, quickcast
sp&p I-II, parry I, recover I-II, repulse sp&p I,
willpower II
Knowledge: weapon (bows III, chop III, crush III,
cut III, guns III, throw II-III)
Powers (Mana): attenuate 1, blast (cold, earth,
electric, heat, water) 1, dispel 1, drain mana 2,
enhance weapon (cold, earth, electric, heat, water) 1,
mete mana 1+ [#], pass exposure 2, seal source 1,
shell 3+[#], squelch 2
Rituals: dispelling, dome (permeable- cold, earth,
electric, heat, water), enclosure (cold, earth, electric,
heat, natural, water), morph beast, wall (permeablecold, earth, electric, heat, water)
Tibbyrr Elder
Abilities: absorption, fearless, intelligence III,
strongwill
Fabricating: constructing
Feats: augment sp&p I-II, conceal sp&p I-III, dodge
I-II, elude (woodlands) II-III, negate sp&p II-III,
parry I-II, quickcast sp&p I-II, recover I-II, repulse
sp&p I-II, willpower II
Glyphs: Ranks I-III
Knowledge: astronomy, chemistry, crime, enigmas,
history, medicine, military, occult II-III, politics,
teach II, weapon (bows III, chop III, crush III, cut III,
guns III, throw II-III)
Power (mind thought): amnesia 3, bewilder 3,
compliant 1, confuse being 6, dazzle 2, dominate
being 8, fugue 1, manipulate being 10, pacify being
5
Rituals: astray, dispelling, dome (permeable- psi,
swarm), enclosure (natural, swarm), return,
subservience I, wall (permeable- psi, swarm)
Tibbyrr Priest
Abilities: healing hands I-II
Feats: dodge I, elude (woodlands) II, negate sp&p
II-III, willpower II
Knowledge: astronomy, chemistry, enigmas, fine
arts, history, medicine, weapon (bows III, chop III,
crush III, cut III, guns III, throw II-III)
Powers (body harming): damage (harm) 1, injure
body [#], injure mana [#]
Powers (body healing): heal [#], purify food &
drink 2
Powers (body spirit): anchor spirit 1, damnation 6,
sever soul 2
Rituals: astray, purify blood, restoration, return, tap
(healing)
Tibbyrr Hunter
Feats: assassinate, dodge I-III, elude (woodlands) IIIII, parry I, pursue I, surprise strike I-IV, waylay IIII, Knowledge: weapon (bows III-V, chop III, crush
III, cut III, guns III-V, throw II-III)
Rituals: astray
Tibbyrr Storyteller
Ballads: any
Feats: dodge I-II, elude (woodlands) II, negate sp&p
II, parry I
Powers: blast (sound), enhance weapon (sound)
Rituals: ascertain, dispelling, dome (permeablesound), enclosure (natural, sound), sending (song),
voices I-II, wall (permeable- sound)
Tiger
Tigers are large cats, identified by their stripes
which provide camouflage in the jungle or tall grass.
Tigers are not fast runners, but hunt stealthily under
cover until very near their prey. Sharp claws, a
formidable set of teeth, strong forelimbs and massive
shoulders are the tigers' weapons. They attack by
rising on their hind legs and swatting or slicing with
their forelegs.
Tigers will live in any terrain but they prefer forests,
grasslands, and brush which allows them to stalk
their victims. Tigers have been known to make lairs
in abandoned temples and castles.
Sabertooth
Sabertooth tigers are distinguished from their
mundane counterparts by a pair of huge saber-like
canine teeth. These cats have great jumping ability
and will pounce on their prey, piercing internal
organs with their teeth, then back away to let their
victim bleed to death. They have broad habitats
ranging from tropical jungles to arctic tundras.
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the troll.
Tiger
Classification: beast (mammal)
Size: S, M
Body: 7
Abilities: dangersense, heightened sense I, hide I-II
Feats: critical melee I, parry I, strength I-II,
willpower I
Knowledge: balance, climb I-II, fatal finish, leaping,
survival, swim I, weapon (body I-III)
Costume: tiger mask, tiger torso, claws
Sabertooth Tiger
Classification: beast (mammal); meta
Size: S, M, L
Body: 12
Abilities: body combat (cut, crush, rending), bound,
heightened senses II, hide III, strength II
Feats: critical melee II-IV, dodge I-III, kill (crush,
cut), knockback I-III, limb (crush, cut) I-II, parry IIIII, rend I-II, strength III-IV, stun I-III, tough I,
vocals (crush, cut), willpower II
Knowledge: pratfall
Costume: tiger mask (fold-down saber teeth), tiger
torso, claws
Troll
Trolls are muscular beings with reddish brown skin.
They are extremely strong and exceptionally
resistant to injury.
Trolls living in the wild form into extended family
groupings. They prefer to live in caves or other stone
structures. They are sometimes found living under
bridges or in cellars. Wild trolls are tough, and
dangerous, but do not develop the subservience
ability or resist interrogation knowledge like those
that are raised by a master.
As a result of their physical prowess, baby trolls are
often raised to be body guards or soldiers. In some
societies, it is common for wealthy persons to raise
large groups of trolls to defend their homes.
Trolls remain fiercely loyal to the person who raised
them, even if treated poorly. This devotion cannot be
transferred and only applies to the care givers raising
Troll military units are also common. The whole unit
is raised by a group of officers. Troll military units
will never retreat as long as their officers remain in
the field.
Trolls are hard workers who enjoy building with
their hands, and as a result they are also used as
laborers. They do not possess the intelligence
necessary to design elaborate structures, and they
need supervision to perform complicated tasks, such
as leveling, arch building and other more precise
forms of construction. Architects often raise a group
of trolls to perform their building.
Troll
Classification: being (lesser)
Size: M
Body: 11
Mana: 10
Abilities: body combat (crush), hide I, immovable,
intelligence II, strength II
Feats: bash I-II, critical melee I-IV, dodge I-II, fend
I-II, knockback I-IV, knockout I-II, negate I, parry III, strength I-IV, stun I-IV, tough I-II, willpower I-III
Knowledge: climb I, coordinate, fatal finish, first
aid, interrogate, regain feat (contest physical), sense
I-III, splint, swim I, teach I, vehicle I, weapons (body
I-III, chop I-II, crush I-II, cut I-II, throw I)
Costume: troll mask
Troll Builder
Abilities: servitude I-II (care giver), strength III
Fabricating: constructing, fashioning I-V
Feats: bash III, negate sp&p I, strength V
Knowledge: mathematics, physics, repair, resist
interrogation
Costume: troll mask
Troll Defender
Abilities: body combat (rending), servitude I-II (care
giver)
Feats: catch I-II, deflect I-II, eye (chop, crush, cut),
feint I-II, kill (chop, crush, cut), limb (chop, crush,
cut) I-II, rend I, negate sp&p II, parry III, riposte I-II,
vocal (chop, crush, cut)
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Knowledge: military, regain feat (combat training),
resist interrogation, shields I-II, weapons (chop III,
crush III, cut III), wear armor I-V
Rituals: polishing rag
Costume: troll mask
long thorn covered vines. After reducing their prey’s
body to a bloody mess the tumble thorn absorbs the
victim’s blood through their root system. These
deadly plants can bounce to great heights as they roll
and have been seen taking down prey in flight.
Troll Marksman
Abilities: servitude I-II (care giver)
Feats: catch I-II, dodge III, double range I-II, eye
(pierce, shot, throw), feint I-II, kill (pierce, shot,
throw), limb (pierce, shot, throw) I-II, negate sp&p
II, pursue I-II, quick aim I-II, quick load I-II, vocal
(pierce, shot, throw)
Knowledge: military, regain feat (target practice),
resist interrogation, weapons (bows I-V, guns I-V,
throw I-III), wear armor I-III
Rituals: polishing rag, replenish ammunition
Costume: troll mask
Tumble Weed
Classification: beast (plant)
Size: S, M, L
Body: 6
Abilities: feeding (body), heightened sense I, spatial
location, stealth
Feats: critical melee I-II, dodge I, surprise strike I-II,
willpower I
Knowledge: climb I, fatal finish, survival, swim I,
weapon (body I-III)
Costume: tumble-thorn weed mask, tumble-thorn
weed torso, claws
Troll Spell Breaker
Abilities: servitude I-II (care giver)
Feats: augment sp&p I-III, breaking sp&p I-II,
bursting sp&p I-II, deplete mana I-III, double sp&p
I-II, impacting sp&p I-II, negate sp&p I-III, repulse
sp&p I-II, quick cast sp&p I-III
Knowledge: extrasensory perception, occult I-III,
resist interrogation, theology, wear armor I-III
Powers: damage (harm)
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, seal source 1, squelch 2
Procedures: dispelling, dome (impermeable), mana
storing item (stone) I-II, wall (impermeable)
Costume: troll mask
Tumble-Thorn Weed
Classification: beast (plant); meta
Size: M, L
Body: 12
Abilities: body combat (crush, cut, reach, rend),
bound, devour, heightened sense II, speed, strength
II-III
Feats: bash I-II, critical melee III-IV, dodge II-III,
fling I-III, kill (crush, cut), knockback I-III, limb
(crush, cut) I-II, negate sp&p I, parry I-III, rend I-II,
seize I-III, willpower I-II
Knowledge: climb I-II, fatal finish, leap, pratfall,
survival, swim I-II, weapon (body I-III)
Costume: tumble-thorn weed mask, tumble-thorn
weed torso, claws
Tumble Weed
Tumble weeds are round thorny plants that exist
primarily in arid desert climates. Their unique
method of survival is to push out of the soil with
their root system and to roll speedily along the
ground until they find more fertile soil.
Tumble-Thorn Weeds
Tumble-thorn weeds have wickedly-curved thorns
on their stalks which they use to hunt and kill prey.
The tumble-thorn weed hunt victims by rolling along
on the ground. After locating suitable prey the weed
will roll up and beat their victim to death with two
Turtle
Turtles are a group of slow moving reptiles that have
extremely hard shells. They can retract their head,
limbs and tail inside their shell for protection.
Turtles do not have teeth, instead they use a jagged
beak to catch, hold and break food.
Turtles that do not need access to a body of water to
live are called tortoises. Tortoises do not have the
aquatic ability but can still learn to swim. Some
species of tortoises can even survive in deserts.
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There are many species of turtles and most are small,
passive reptiles; however, some species grow as
large as a man, or even larger. These turtles are
known to fight if provoked. A few of these species
are naturally aggressive and predators avoid them if
possible. These turtles can strike out of their shell
with speed and ferocity, snapping with their jagged
beaks in an attempt to injure their tormentor.
Sapping Turtle
Sapping turtles draw energy from the world around
them. They are essentially immortal and age at such
a slow rate once they pass maturity they appear to be
ageless. Female sapping turtles only lay one or two
sets of eggs before becoming barren.
Particularly old sapping turtles develop an incredibly
hard shell, which is reinforced around the sapping
turtle s vitals, making direct attempts to kill it
completely ineffective.
Turtle
Classification: beast (reptile)
Size: S, M, L
Body: 6
Abilities: aquatic, heightened senses I, hide I-III,
move I-II, mush mover I
Feats: critical melee I, negate sp&p I, tough I,
willpower I
Knowledge: climb I, fatal finish, geology,
navigation, survival, swim I-II, weapon (body I-III)
Costume: turtle mask, turtle torso, claws
Sapping Turtle
Classification: beast (reptile); meta
Size: M, L
Body: 12
Mana: 18
Abilities: absorption, body combat (crush, cut),
heightened senses II, hide III, immovable,
invulnerable (vital), invulnerable (wither), mush
mover II, strength II-III, unaging
Feats: critical melee II-III, dodge I-III, double sp&p
I-II, fend I, impacting sp&p I-II, kill ( chop, crush),
limb (chop, crush) I-II, negate sp&p II, parry I-III,
recover I-II, strength I-V, tough II-III, willpower II-II
Powers (depletion): blast (wither) 1, death 5,
enfeeble 5, enhance weapon (wither) 1, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Verbal: wheezing 1, wheezing 2, wheezing 3.
Costume: turtle mask (enlarged blue eyes), turtle
torso, claws
Tyrantus
The tyranti are immense, pear-shaped floating beings
with a large, circular mouth. The mouth does not
contain teeth, but long filaments and glands that
secrete a caustic liquid which dissolves food into a
palatable mush that the tyrantus then sucks up
through a hollow, tube-like tongue.
Sprouting from the body about one-third of the way
up its mass are long tentacles with three grasping
digits on the ends. Extending from the bottom of the
tyranti are long dragging fibers which they uses for
propulsion.
Tyranti sense their environment using a whip-like
eye stalk which crowns the top of their pear-shaped
body. This eye-stalks is more than twice as long as
the diameter of their body and has a number of
extraordinary powers.
The tyranti is highly intelligent, and has the
following movement abilities: hover I-III, move I-IV,
space move. In addition the tyranti can perform all
rituals, cast all sp&ps and learn all knowledge. The
tyranti uses internal mana to power both. The mana
available to the tyrantus is equal to one hundred per
retina grouping present in the eye.
Tyranti Central Core
Classification: being (lesser)
Size: I
Costume: The tyranti is represented by a depiction
of the pear-shaped monstrosity which can be a model
(movable by out-of-game operators) or a painted on
a backdrop. The lead out-of-character operator
controls the special melee attacks.
Tyranti Body Part: Retina
Classification: being, meta
Size: M (part of I)
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Body: 15
Mana: 30
Abilities: dangersense, fearless, heightened senses III, immovable, invulnerable (psi), nullification,
omniscient, projectiles (generic), projectiles
enhancement (shooting, strafing), spatial location,
telekinesis I-V, telepathy I-II, strongwill
Feats: breaking sp&p I-II, breaching sp&p, bursting
sp&p I-II, critical ranged I-IV, dodge I-IV, double
sp&p I-II, impacting sp&p I-III, kill (shot),
knockback I-IV, limb (shot) I-II, negate sp&p I-III,
parry I-II, perforate, quick cast I-II, strafe I-II, tough
I-II, willpower I-II
Knowledge: extrasensory perception, fatal finish,
tracking, weapon (body I-III)
Powers (mana): attenuate 1, dispel 1, drain mana 2,
mete mana 1+ [#], seal source 1, squelch 2
Powers (mind fear): spook 2, fear 1, tremble 3,
screaming 3, cower 5
Power (mind thought): amnesia 3, bewilder 3, blast
(psi) 1, compliant 1, confuse being 6, dazzle 2,
dominate being 8, enhance weapon (psi) 1, fugue 1,
manipulate being 10, pacify being 5
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Costume: white mask, white body, claw or tentacle
Tyranti Body Part: Tentacles
Classification: being (lesser), meta
Size: M (part of I)
Body: 15
Abilities: body combat (crush, cut, reach, rend),
dangersense, devour, fearless, heightened senses I-II,
immovable, invulnerable (psi), omniscient, pliant,
rage, strongwill, unstoppable
Feats: bash I-II, constrict I-II, critical melee I-IV,
dodge I-II, feint I-II, fling I-III, kill (crush, cut),
knockback I-IV, knock out I-II, limb (crush, chop) III, parry I-III, rend I-II, riposte I-II, seize I-III, shred,
stun I-IV, tough I-II, willpower I-II
Knowledge: fatal finish, grappling, weapon (body IIII)
Costume: white mask, white body, claw or tentacle
Vampling
Vamplings are corpses that are animated by vampiric
infection or other process which activates the body’s
muscles and nervous system after death. Vamplings
are driven by an unsatiable hunger for fresh blood
which they need to survive. They will not attack
other vamplings, but will attack all warm blooded
mammals.
Vamplings do not remember much of their previous
lives. Their names and what they did during life will
sometimes remain. They will remember loved ones
and good friends, and be drawn to drink their blood
above the blood of others.
The vampling’s body does not age or rot, however as
a vampling ages its canine teeth become more
pointed. Vamplings with a constant food supplies
can sustain itself for hundreds of years.
When created a vampling is a feral, instinct driven
being with a dangerous cunning mentality. It
establishes a feeding ground and begins hunting
from a seclude spot. New vamplings do not have the
power to infect others; they must first survive long
enough to evolve.
As the vampling survives by imbibing blood it will
grow more powerful and more intelligent. The next
stage of its development is a thinker vampling where
the evolving vampire gains a basic sentience and
becomes capable of sucking the blood out of people
from a distance.
Feral vamplings are pack oriented and are often
found in groups that are lead by a thinker vampling
or vampyre. It is thought that some vampyres have
the skill to create vamplings to serve them.
Thinker
Vampling thinkers have all the skills of a feral
vampling, but are better melee fighters. Their teeth
grow long and sharp and their mouth has slight
changes that allow it to drain blood more easily.
They have powers that can suck the blood right from
your body at a distance. Thinkers have the power to
infect others.
Feral Vampling
Classification: conjuration
Size: M
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Body: 6
Abilities: feeding (body), intelligence I, need
(blood)
Feats: critical melee I-II, parry I, dodge I, strength II,
willpower I
Knowledge: climb I, fatal finish, swim I, weapons
(body I-III, chop I-III, crush I-III, cut I-III)
Costume: feral vamplings have blood running down
their chins
Thinker Vampling
Classification: conjuration
Size: M
Body: 8
Mana: 12
Abilities: body combat (chop, crush, cut), devour,
fearless, heightened senses I-II, strength III
Compounds: infection (limited - vampling)
Feats: critical melee III-IV, dodge II-III, double
sp&p I-II, impacting sp&p I-II, knockback I-IV,
knockout I-II, limb (chop, crush, cut) I-II, negate
sp&p II, parry III, recover I-II, strength IV-V, stun IIV, venom IV-V, willpower II
Knowledge: biology, chemistry
Powers: damage (harm) 1, mass moving force 3,
moving force 1
Powers (depletion): death 5, enfeeble 5, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, incapacitate 8, weakness 3, weary 6
Costume: leader vamplings have blood running
down their chins and longer canine teeth.
Vampyre
Vampyres are undead supernatural beings who
consume the blood of the living. They are
subconsciously rooted to their past and revere the
age in which they lived. Most dwell on the fringes of
living society, hunting for the blood they need to
survive.
Vampyre
Classification: being (greater); meta, undead
Size: M
Body: as character
Mana: as character
Abilities: debility (sunlight), feeding (body),
increase body I, increase mana I-II, need (blood),
strength II, unaging
Skills: as character
Costume: vampyre have pointed canine teeth and
dress in the clothing style popular during their life.
Vermin
Vermin are small biting pests such as ants, bugs,
rats, snakes, spiders and so forth. Vermin are nasty
little creatures that bite and can sometimes inject a
deadly poison or debilitating narcotic. The common
vermin is found resting on the floor or other
horizontal surface; the less common types of vermin
(flying, hanging, and leaping) are discussed in the
next sections.
DICE-PLAY! Vermin are treated as a tiny beast that
move and act as larger creatures. Vermin are
represented on the stage by a tiny figure or other
marker. They do not control spaces and must be in
a character’s space to attack.
LIVE-ACTION! Vermin are represented by a
facsimile of the vermin that is approximately five
inches in size. Since the most dangerous things in
nature are often the most colorful, in the live-action
game all vermin are always colored so as to make
them more visible. Some vermin can be motorize
and/or radio controlled which allows them to move.
Generally a “bite” from a stationary non-motorized
vermin will result when a character makes any
contact with the physical representation or if they
cause the physical representation to move. “Bite”
from a moving vermin will occur if the physical
representation contacts the character.
Contact on melee weapons, shields and costuming
causes “bites.” Ranged weapons and sp&ps can be
used to kill vermin. Melee weapons will wound the
vermin, but also result in a bite to the attacker.
“Bites” cause 1 wound that bypasses armor. Vermin
capable of delivering venomous bites will have the
compound card in plain sight on its facsimile. The
number of cards on the physical representation is the
number of times it can deliver its venom. Each bite
will deliver one dose.
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The responsive feat parry can be used to avoid a
vermin bite.
Flying or Suspended Vermin
Flying vermin are in the air. Most vermin do not fly
higher than five feet. Suspended vermin those that
are suspended by connecting to a higher object.
LIVE-ACTION! Physical representations of the
flying or suspended vermin are represent by hanging
a vermin from the ceiling. Flying vermin use a fine
thread, whereas the suspended vermin will generally
use a web strand. The material used to hang the
vermin should end in a loop and the vermin should
be attached to the material with a hook to enable the
vermin to be easily removed when killed. A “bite”
occurs if a character contacts the vermin or the
material used to support it.
Hanging Vermin
Hanging vermin are various species of vermin that
hunt by hanging down from tree branches or other
locations. They often hang down onto a trail to wait
for victims to walk under them. Tree snakes and
thorny vines are two common examples of hanging
vermin.
LIVE-ACTION! The physical representation of the
vermin is usually attached a the tree branch then
hung down. These are not suspended because the
whole vermin hangs down from the point of
suspension. A bite is caused when a character
contacts the vermin or if a character touches the
support in a manner which causes the vermin to
swing or fall.
Flying Vermin
Flying vermin are in the air. Most vermin do not fly
higher than five feet
LIVE-ACTION! Physical representations of the
flying vermin are represent by hanging a vermin
from the ceiling. The thread used to hang the vermin
should end in a loop and the vermin should be
attached to the thread with a hook to enable the
vermin to be easily removed when killed.
Leaping Vermin
Leaping vermin are a special kind of vermin which
live in closed containers and if disturbed, they leap
out and bite the unfortunate victim. Drawer dwellers,
matchbox biters and book bugs are common leaping
vermin.
LIVE-ACTION! Physical representations of the
leaping vermin are placed inside the container using
a spring or rubber band, so when the container is
opened the vermin will leap out. A bite occurs if the
physical representation of the vermin pops out when
the container is opened, or if a character contacts the
physical representation. The set up for the book bug
hollows out the center of a book, placing the bug
over a spring, and the opening of the cover will
cause the bug to pop out. Other leaping vermin work
in similar way.
Vermin
Classification: beast
Size: T
Body: 1
Abilities: move I, body combat (cut, reservoir),
strongwill
Compound: infection (limited), narcotic, poison
Feats: venom I-III, willpower I-II
Knowledge: biology, chemistry, weapon (body I)
Physical Representation: facsimile of a snake, rat,
insect or other pest approximately five inches in
length or width and colored to make it clearly visible
Vermite
Vermites are animated beings which form in mounds
of extremely toxic, bio-hazardous wastes. They
spontaneously form into a larva state and incubate in
cesspools of slime, muck and pollution. The maggotlike larvae absorb genetic matter from the biowastes, which is then patterned into a sentient being.
When mature vermites require the nutrients found in
the corpses of warm-blooded beasts or beings.
Vermites have a flat topped, chitinous head with
large mouth, black eyes and floppy jowls. Its
segmented worm-like body ends in a bulbous tail.
Vermites move by dragging its body through the
muck with two chitinous appendages which end in
pincher-like claws.
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Vermites have developed a unique organ that allows
it to spawn deadly vermin by genetically altering
normal insects, bugs, mice and so forth. While
vermites are primarily scavengers, they will hunt by
placing deadly vermin in well-traveled areas.
All vermites have a cunning instinctual intelligence
and a strong survival instinct. Due to the presence of
various genetic patterns, some vermites are capable
of limited speech.
Vermite
Classification: beast (insect); formation
Size: M
Body: 12
Mana: 12
Abilities: body combat (crush, cut, reach, rend,
reservoir), bound, heightened sense I-II, immune
(rotting stench), intelligence II, invulnerable (toxic),
respiration (atmosphere, liquid), spatial location,
strength II
Compounds: poisons
Feats: critical melee I-IV, dodge I-III, double sp&p
I-II, kill (crush, cut), knockback I-IV, knock out I-II,
limb (crush, cut) I-II, parry I-III, rend I-II, strength IIII, stun I-IV, tough I-II, venom I-III,
Knowledge: biology, chemistry, climb I-II, fatal
finish, leaping, pratfalls, survival, swim I-II, weapon
(body I-III)
Powers: blast (toxic) 1, enhance weapon (toxic) 1,
flee smell (rotting stench) 1, mass flee smell (rotting
stench) 3
Verbal: scumming 1, scumming 2, scumming 3.
Costume: Vermite mask, torso, claws
Vulture
Vultures are scavengers that live primarily in warm
grasslands or open deserts. They have powerful
olfactory buds that can sense rotting meat many
miles away. Furthermore, their sense of smell is keen
enough to detect what level of degradation has
occurred, allowing the vulture to pick only recently
deceased carrion, thereby minimizing the risk of
food borne illness.
Approaching feeding vultures is very dangerous.
They hiss, beat their wings and eventually run at the
trespasser, biting with their powerful beaks and
slashing with their talons. Vultures have to gauge
how much to eat in one sitting or they may be unable
to fly.
Carrion Vulture
Carrion vultures are undead, skeletal birds. Unlike
normal vultures, these birds are not scavengers,
instead they are vicious hunters that prey on all
living things. Carrion vultures are often used in
undead armies as aerial scouts. Larger carrion
vultures are even used as mounts.
Plague Vulture
Plague vultures are harbingers of disease. They are
drawn to rotting carcasses and will not hesitate to
attack anyone approaching their meals. Plague
vultures are marked by their swollen eyes that drip a
yellowish puss. They transmit a variety of diseases.
Plague vultures can regurgitate and spit toxic
substances from their gullet.
Vulture
Classification: beast (avian)
Size: M
Body: 6
Abilities: hover I-III, heightened senses I, immunity
smells (rotting stench)
Feats: critical melee I, dodge I, willpower I
Knowledge: biology, fatal finish, forensics,
navigation, survival, swim, tracking, vermin
handling, weapon (body I-III)
Costume: vulture mask, vulture torso, vulture wings,
claws
Carrion Vulture
Classification: beast (avian); undead; meta
Size: M, L
Body: 10
Mana: 10
Abilities: body combat (cut), devour, feeding
(body), flight I-III, heightened senses II, invulnerable
(necromantic), robust, strength II, vulnerable (holy)
Feats: critical melee II-III, deplete mana I, dodge IIIII, double sp&p I, eye (cut), limb (cut) I-II, negate
sp&p I, parry I-II, strength I-III, willpower II
Knowledge: occult I
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Powers: blast (necromantic) 1, enhance weapon
(necromantic) 1, flee smell (rotting stench) 1, mass
flee smell (rotting stench) 3
Verbal: cracking 1, cracking 2, cracking 3.
Costume: vulture mask, vulture torso (with white
bones visible), vulture wings, claws
Body: 6
Abilities: heightened senses I,
Feats: negate sp&p I, willpower I-II
Knowledge: biology, chemistry, survival, weapons
(body I-III)
Costume: weed mask, weed torso, claws
Plague Vulture
Classification: beast (avian); meta
Size: M
Body: 10
Mana: 10
Abilities: body combat (chop, reservoir), devour,
feeding (body), flight I-III, heightened senses II,
strength II
Compounds: infection (limited)
Feats: critical melee II-III, dodge II-III, double sp&p
I-II, eye (chop), knockback I-III, limb (chop) I-II,
negate sp&p I, parry I-II, quickcast sp&p I-II,
strength I-III, venom I-III, willpower II
Knowledge: medicine
Powers: blast (toxic) 1, enhance weapon (toxic) 1,
flee smell (rotting stench) 1, mass flee smell (rotting
stench) 3
Verbal: cracking 1, cracking 2, cracking 3.
Costume: vulture mask (yellow rimmed eyes),
vulture torso, vulture wings, claws
Witherweed
Classification: beast (plant); meta
Size: M
Body: 12
Mana: 24
Abilities: absorption, body combat (crush, reach),
dangersense, devour, fearless, feeding (body),
heightened sense I-II
Feats: augment sp&p I-III, bursting sp&p I, dodge IIII, double sp&p I-II, impacting sp&p I, knockback
I-III, negate sp&p I-II, limb (crush) I, parry I,
quickcast sp&p I-II, recover I-III, willpower I-II
Knowledge: climb I, pratfall, survival, swim I,
weapon (body I-III)
Powers (depletion): blast (wither) 1, death 5,
enfeeble 5, enhance weapon (wither) 1, exhaust 2,
fatigue melee 1, fatigue ranged 1, fatigue responses
3, weakness 3, weary 6
Verbal: wither 1, wither 2, wither 3.
Costume: weed mask, weed torso (brown striations),
claws
Weed
Weeds are fast growing, hardy plants that spread
quickly over large areas. They crowd out other living
things, quickly taking over. They have voracious
appetites and can survive almost anywhere.
Witherweed
Witherweeds are ambulatory, brownish weeds that
can suck the life energy out of their victims from a
distance. Once the victim is disabled, the
witherweed approaches. The root system serves as a
means of locomotion and digestion. Each root ends
in a little mouth that has hundreds of razor sharp
teeth. The root system can devour a man-sized
victim in minutes.
Weed
Classification: beast (plant)
Size: M, L
Weetle
Weetles are nimble and dexterous humanoids, with
shiny black noses and whiskers on an otherwise
human-looking face. Extending from their lumbar
region is a long vestigial tail. Weetles are inquisitive
collectors of items of intellectual interest such as
books, maps, writing and tools. Weetles are also well
known for their fondness for shiny items, which is
more an instinctual attraction than a real desire for
wealth.
Weetle
Classification: being (greater), beast (mammal)
Size: M
Body: 8
Mana: 16
Abilities: body decrease I, mana increase I-II, pliant
Ballads: any
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Compounds: any
Fabricating: any
Feats: any
Glyphs: any
Knowledge: any
Rituals and Procedures: any
Runes, Scripts and Sigils: any
Spells, Prayers and Powers: any
Traps: any
Costume: Black noses, whiskers and tails covered
with fur the same color as their hair.
Cultural Distinctions: Weetle cultures are
distinguished by dress and manner of social
interaction.
Wendigo
Men and women who face starvation in cold frozen
places often turn to vile acts to stay alive. Nothing is
more grave than the choice of cannibalism. The
wendigo forms from a person who consumes the
flesh of party members, friends or family. By
forsaking the ancient taboo they hope to survive, but
something more terrible than death comes to them in
the icy waste.
A body almost frozen in the darkness will feel
warmth again in the morning sun. As the first rays of
grey light fall on their body, the freezing person will
wake as a furred predator. No longer suffering the
cold they have developed a shaggy white coat over
their bodies. Their teeth have grown sharp; their
nails have grown into talons. Their mournful cry
echoes in the morning stillness. They will stay in this
form until they make their first cannibalistic kill;
then they will switch back into their original form.
Becoming a wendigo is as painless as falling asleep
and waking up, but living as a wendigo is torturous.
The wendigo is a dual being. The furred predator
exists just beneath the person s normal skin and has
an ever present hunger for flesh. This all-consuming
cannibalistic hunger drives the person from the icy
landscape back to civilization.
The wendigo is a predator. It lives among society
wearing its original form, but resorting to its
wendigo form when it hunts and feeds. The wendigo
often hunts by seducing his or her prey and leading
them off to a quiet, lonely spot where it transforms
and consumes their flesh.
Wendigos may struggle against their need to
consume flesh, but ultimately the desire is too strong
and they must succumb. If they wait too long the
wendigo will rise to the surface and enter into a
crazed, killing rage. Everyone around will be killed
and eaten as the wendigo gorges its desire.
Wendigo
Classification: being (greater); meta
Size: M
Body: as character
Mana: as character
Abilities: alter ego, body combat (cut), dangersense,
heightened senses I-II, hide I-III , invulnerable
(cold), need (cannibalism), skin (wendigo) I-II
stealth, strength II, vulnerable (heat)
Costume: Must wear wendigo costume when skin
switched
Were Animal
Wear animals are greater beings that change their
skin to appear as a mammal or avian. They may
learn the abilities of the beast and use them when
wearing the beast skin.
Werebear
Classification: beast (mammal); being (greater);
meta
Size: M
Abilities: heightened sense I, hide I-II, skin (beastbear) I-II, strength II
Costume: bear costume when skin switched.
Werecrow
Classification: beast (mammal); being (greater);
meta
Size: M
Abilities: heightened senses I, hover I-III, skin
(beast-crow) I-II
Costume: crow costume when skin switched
Wererat
Classification: beast (mammal); being (greater);
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meta
Size: M
Abilities: heightened senses I, hide I, skin (beast-rat)
I-II
Costume: rat costume when skin switched
Weretiger
Classification: beast (mammal); being (greater);
meta
Size: M
Abilities: dangersense, heightened sense I, hide I-II,
skin (beast-tiger) I-II
Costume: tiger costume when skin switched
Werewolf
Classification: beast (mammal); being (greater);
meta
Size: M
Abilities: heightened senses I, hide I, immunity
sounds (howls), skin (beast-wolf) I-II
Costume: wolf costume when skin switched
Whip Vine
Whip vines are ambulatory plants that have two long
vine-like tentacles. These tentacles crush the food
and then drag it into the plant's cavernous maw,
which is located in the flower-like head.
Wanton Whip Vine
Wanton whip vines are vicious people-hunters. They
grow along trails and use their tentacles to drag
travelers off and into their maws. They have a thick
bark-like husk covering their bulbous bodies.
Whip Vine
Classification: beast (plant); meta
Size: M
Body: 8
Abilities: heightened sense I, move I-II, mush mover
I-II, spatial location, strength II
Feats: bash I, critical melee I-II, knockback I-II,
parry I, willpower I
Knowledge: biology, climb I, fatal finish, survival,
swim I, weapons (body I-III)
Costume: whip vine head, torso, tentacles
Wanton Whip Vine
Classification: beast (plant); meta
Size: M
Body: 12
Abilities: body combat (crush), heightened sense II,
hide I-III, immovable, spatial location, strength III
Feats: bash II, constrict I-II, critical melee III-IV,
disarm I-II, dodge I, fling I-II, kill (crush),
knockback III-IV, knock out I-II, negate sp&p I-II,
limb (crush) I-II, parry I-III, seize I-II, strength I-V,
stun I-IV, tough I-III, willpower I-II
Knowledge: grappling, tracking
Costume: whip vine head, torso (with bark),
tentacles
Wight
Wights are persons who died in battle or other
conflict. They will often rise up from their graves
when marching armies pass over their resting places.
If their goals are similar, they will often serve the
passing military units.
Not all wights are equal, they range in power from
the least powerful recruits that are little more than
skeletons with a few feats to the veteran wights that
are mighty champions. The ultra-rare and allpowerful wight generals can have hundreds of skills
and be centuries old. They may lead armies of
wights into battle.
Wight
Classification: being (greater); meta; undead
Size: M
Body: as character
Mana: as character
Abilities: debility (sunlight), body increase I-III,
invulnerable (necromantic), mana increase I-III,
strength II, unaging, vulnerable (holy)
Skills: as character
Costume: undead face, military bearing and
weapons
Willow
Willow trees have narrow leaves that grow on long,
thin, branches. The branches hang down in a canopy
around the tree that has three to five main trunks on
a single root system. Willow trees that gain
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consciousness are generally non-aggressive trees that
protect the forest and the creatures that live there.
Sleeping Willow
Sleeping willows grow almost anywhere. They are
identified by small white cottony fluffs that grow on
its branches.
Winter Willow
Winter willows grow in the deep, arctic tundra or on
high frigid plateaus. The tree has narrow leaves that
grow on long, thin, ice-covered branches. The leaves
are covered with icicles which can be thrown from
the tree when the branches move. Striking the tree
causes shards of ice to fall from the branches.
Willow
Classification: beast (plant)
Size: M, L
Body: 6
Abilities: heightened senses I, hide I-III, immovable,
move 0, sessile, strength II, strongwill
Feats: negate sp&p I, willpower I-II
Knowledge: astronomy, biology, extrasensory
perception, weapons (body I-III)
Costume: willow mask, willow torso, claws
Sleeping Willow
Classification: beast (plant); meta
Size: M, L
Body: 9
Mana: 20
Abilities: absorption, body combat (crush),
heightened senses II, strength III
Feats: augment sp&p I-III, conceal sp&p I-III,
critical melee I-III, dodge I, double sp&p I-II, hurl IIII, fling I-III, knockback I-V, limb (crush) I, negate
sp&p II, parry I-III, quickcast sp&p I-III, seize I-III,
strength I-V, tough I
Knowledge: grappling
Powers (mind emotion): aggression 6, awaken 1,
distract 2, emotions 2, laughter 3, sleep 8
Powers (movement): mass moving force 3, moving
force 1
Verbal: swishing 1, swishing 2, swishing 3.
Costume: willow (white, cottony fluffs on green
leaves), claws
Winter Willow
Classification: beast (plant); meta
Size: M, L
Body: 9
Mana: 20
Abilities: absorption, body combat (crush),
heightened senses II, invulnerable (cold), strength
III, vulnerable (heat)
Feats: augment sp&p I-III, bursting sp&p I-II,
conceal sp&p I-III, critical melee II-III, dodge I-III,
double sp&p I-II, hurl I-III, fling II-III, knockback IIV, limb (crush) I, negate sp&p I-II, parry II-III,
quickcast sp&p I-III, retaliate I-III, seize I-III,
strength I-V, willpower II
Knowledge: grappling
Powers: blast (cold) 1, enhance weapon (cold) 1,
mass moving force 3, moving force 1
Verbal: swishing 1, swishing 2, swishing 3.
Costume: willow (white leaves), claws
Wolf
Wolves live in temperate forests, grasslands and
arctic tundras. They are very social animals and
usually live in packs. A pack is made up of several
males and females and their cubs and half-grown
young. One dominant male and female lead the pack.
Wolves have evolved a rigidly structured social
system and each wolf knows his place in it. The
more dominant wolves always eat first and may
bully the low-ranking wolves. Fights for dominance
rarely turn deadly.
Wolves stay with the same mate for life and are
exemplary parents. Both mother and father care for
the young, and bring food to the den. Should a
parent die, other pack members will raise the
offspring.
Wolves are efficient pack hunters capable of
bringing down large prey. When hunting some
members of the pack will stealthily circle around
behind attempting to strike at their prey's exposed
backs or injuring limbs to prevent the prey's escape.
Communal howling often precedes the hunt.
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Dire Wolf
Dire wolves are very aggressive and have no fear of
civilization. They will hunt any kind of beast or
being. Dire wolves will sometimes join with normal
wolves as the alpha of their pack and the whole pack
will rage through settled areas. Dire wolves are
known to enter homes and kill victims in their beds.
Dire wolves often conceal themselves in the
shadows, while the pack alpha drives the prey
directly to the pack, using his painful howls. Once
the prey is in their midst the pack leaps out and
attacks.
Dire wolves are distinguished by the black color of
the fur on top of their heads and around the eyes and
ears.
Winter Wolf
Fast moving winter wolves are the stealthy hunters
of the frozen tundra. Traveling in broad ranging
packs winter wolves are the white-maned version of
the normal wolf. They are carnivores and eat any
beast or being they encounter.
Winter wolves generally hunts by forcing their prey
to stampede by using its painful howl. The wolves
give chase, stampeding the beasts (or beings)
through the ice and snow, and running them until
they collapse, exhausted. The whole pack will then
savage the helpless prey.
Winter wolves are distinguished by the white color
of the fur on the top of their heads around the eyes
and ears.
Wolf
Classification: beast (mammal)
Size: S, M
Body: 6
Abilities: heightened senses I, hide I, immunity
sounds (howls)
Feats: elude (woodlands) I, parry I, pursue I,
surprise strike I, willpower I
Knowledge: climb I, fatal finish, leaping,
navigation, survival, swim I, tracking, weapon
(body) I-III,
Costume: wolf mask, wolf torso, claws
Dire Wolf
Classification: beast (mammal); meta
Size: M, L
Body: 12
Mana: 8
Abilities: body combat (chop, cut), bound,
dangersense, heightened sense II, hide II-III, stealth,
strength II
Feats: dodge I-III, double sp&p I-II, elude
(woodlands) II-III, kill (chop, cut), knockback I-III,
limb (chop, cut) I-II, negate sp&p I-II, parry II-III,
pursue II, strength I-III, surprise strike II-IV, waylay
I-III, willpower II
Powers: flee sound (howl) 1, mass flee sound (howl)
3
Costume: wolf mask (black shaded eyes, forehead
and ears), wolf torso, claws
Winter Wolf
Classification: beast (mammal); meta
Size: M, L
Body: 12
Mana: 8
Abilities: body combat (cut), bound, dangersense,
heightened senses II, hide II-III, invulnerable (cold),
mush mover I-III, stealth, vulnerable (heat)
Feats: bursting sp&p I, dodge I-III, double sp&p I-II,
elude (woodlands) II-III, impacting sp&p I-II, kill
(cut), limb (cut) I-II, negate sp&p I-II, parry II-III,
pursue II, strength I-II, surprise strike II-III, waylay
I-II, willpower II
Powers: blast (cold) 1, enhance weapon (cold) 1,
flee sound (howl) 1, mass flee sound (howl) 3
Costume: wolf mask (white shaded eyes, forehead
and ears), wolf torso, claws
Worm
Worms are slimy wiggly things that burrow through
the ground.
Rotting Worm
Rotting worms digest organic material, including
wooden weapons and leather armor. They are
commonly found near refuse piles, rotting corpses or
fallen timber. They have long, sticky tongues that
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they use to grab organic items for later digestion.
substantial spectral existence in the physical world,
and are affected as physical creatures.
Worm
Classification: beast (worm)
Size: S, M
Body: 6
Abilities: heightened senses I, respiration
(atmosphere, semi-solid), tunneling
Feats: dodge I, parry I, willpower I
Knowledge: blindfight, climb I-II, fatal finish,
geology, survival, swim I, weapon (body I-III)
Costume: worm costume
Rotting Worm
Classification: beast (worm)
Size: M, L
Body: 10
Mana: 10
Abilities: body combat (crush, reach), devour,
heightened senses II, strength II-III
Feats: breaking sp&p I-II, critical melee I-III, dodge
II, double sp&p I-III, fling I-III, limb (crush) I,
negate sp&p I, parry II, recover I-II, seize I-III,
strength I-IV, willpower I-II
Powers (item affecting): blast (acid, toxic) 1,
deteriorate item 2, disable item 3, disenchant item 1,
enhance weapon (acid, toxic) 1, find items 1,
fragment item [#]
Verbal: rutting 1, rutting 2, rutting 3.
Costume: rotting worm costume
Wraith
Wraiths are ritually created undead. They speak in
hoarse whispers and move with surreal fluidity.
They are intelligent and remember their former lives.
They will provide any useful information to their
creator and will act on their own to further the goals
of their creator. Wraiths are often created to assist in
controlling rogue undead, but their skills do not
normally allow them to control more than one at a
time.
Wraiths must be created from the dead bodies of
greater beings with intact spirits. A pure white death
shroud must be used during creation to wrap the
wraith and becomes part of the costume. Though
they lack a solid physical form, they have a
Aged Wraith
The aged wraith forms over time from a ritually
created wraith. This process can take many years,
but certain areas can decrease the time needed.
Wraith
Classification: undead; conjuration
Size: M
Body: 10
Mana: 3
Abilities: debility (sunlight), hover I-III, intelligence
II-III, invulnerable (necro), pliant, servitude I
(creator), vulnerable (holy)
Feats: knockback I, phase I, willpower I
Knowledge: climb I, coordinate, fatal finish, occult
I, sense I-III, swim I, weapons (body I-III, chop I-III,
crush I-III, cut I-III, throw I-II)
Powers: animate corpse 1, blast (necromantic) 1,
enhance weapon (necromantic) 1, speaking corpse 1
Verbal: provided by caster
Costume: light grey mask (or grey make-up as
inverted triangle under eyes if permitted by club),
white flowing wraith torso
Wraith Aged
Classification: undead
Size: M
Body: 13
Mana: 20
Abilities: body combat (cut), fearless, flight I-III,
meliorate (necromantic), strength II
Feats: augment sp&p II, critical melee I-II, double
sp&p I-II, impacting sp&p I-II, knockback II-III,
limb (cut) I-II, recover I-III, phase II, stun I-II,
willpower II
Knowledge: extrasensory perception, occult II-III
Powers (injure action): blast (necromantic) 1,
damage (harm) 1, hemorrhage 1, hobble leg 4, injure
body [#], injure mana [#], maim arm 5, kill 9
Powers (mana): attenuate 1, dispel 1, drain mana 2,
fortitude 1, mete mana 1+ [#], pass exposure 2, seal
source 1, shell 3+[#], squelch 2
Powers (mind fear): cower 5, fear 1, screaming 3,
spook 2, tremble 3
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Powers (undeath control): animate skeleton or
zombie I-III 3, call corpses 1, control undead 7,
corpses follow 2, feign death 1, master undead 10
Verbal: provided by caster
Costume: light grey mask (or grey make-up as
inverted triangle under eyes if permitted by club),
white flowing wraith torso (with grey striations)
Yarva
Yarva are humanoids with purplish-black skin. Their
heads are in the shape of a five-pointed star. Their
mouth and slit-like nose are in the center of their star
heads while a single eye is in each of the star tips.
Their bodies are sinewy and rather than arms they
have long tentacles that end in five-pointed star-like
grasping hand. Their feet are star-like as well.
The yarva disdain technology and practice powerful
ceremonial magic. They are a nomadic species and
travel from world to world. Their symbol is a star
with five extending rays; it is generally carved into
their architecture.
The yarva call themselves the spawn of the stars and
believe they are the devolved architects of the
universe. They support this claim with the belief that
their elders made the stars in their image. While this
assertion is unlikely yarva skeletons and architecture
have been uncovered on many worlds including
frozen in the ice of the south polar regions of Earth.
The Elder Star is the symbol of the yarva’s power
and ancient heritage. It is a five pointed star with a
circle filling the center and a small circle on each of
the radiant arms. The center circle represents the
mouth and the smaller circles the eyes of the yarva.
Yarva
Classification: being (lesser)
Size: M
Body: 9
Mana: 18
Abilities: body combat (cut), intelligence II-III,
respiration (atmosphere, vacuum)
Compounds: any
Fabricating: artificing I-V, brewing, cooking,
constructing, fashioning I-V
Feats: augment sp&p I-II, breaking sp&p I-II,
bursting sp&p I-II, critical melee I-III, dodge I-III,
deflect strike I-II, double sp&p I-III, feint I, fend I,
impacting sp&p I-II, negate sp&p I-II, parry I-III,
quickcast sp&p I-III, repulse sp&p I-II, riposte I, stun
I-III, willpower I
Glyphs: any
Knowledge: any
Powers: any
Rituals: any
Costume: yarva mask
Zombie
Zombies are created from dead bodies with intact
spirits. They have rubbery skin and a white
complexion, which belies the unnatural toughness
their body takes on following transformation.
Zombies moan continually, and may speak softly.
Humanoid zombies with hands use weapons;
however, zombie beasts or beings without hands use
their natural attacks.
Aged Zombie
The aged zombie has evolved from a zombie into
something much more powerful. This process may
take many years, but in some blighted places it may
happen quickly. Glowing red eyes mark the aged
zombie as a dangerous foe.
Zombie
Classification: undead
Size: T, S, M, L, I
Body: 8
Abilities: debility (sunlight), fearless, feeding
(body), invulnerable (necromantic), servitude I
(creator) vulnerable (holy)
Knowledge: climb I, coordinate, fatal finish, sense
I-III, shield I-II, swim I, weapons (body I-III, bows IV, chop I-III, crush I-III, cut I-III, guns I-V, throw IIII), wear armor I-V
Costume: flesh colored zombie mask with white
highlights on cheeks (or white make-up as inverted
triangle under eyes if permitted by club), normal
clothing
Zombie Aged
Classification: undead, meta
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Size: T, S, M, L, I
Body: 12
Mana: 12
Abilities: body combat (chop, crush, cut), devour,
feeding (mana), meliorate (necromantic), tunneling
Feats: critical melee I-III, critical ranged I-III,
deplete mana I, dodge I-II, double sp&p I, knockback
I-II, feint I, impacting sp&p I-II, limb (chop, crush,
cut) I-II, limb (pierce, shot, throw) I, negate sp&p I,
parry I-II, quick aim I, quick cast sp&p I, quick load
I, strength I-III, stun I, willpower I
Knowledge: climb II, leap, scrounge, swim II, occult
I-III, tracking
Powers (depletion): blast (necromantic) 1, death 5,
enfeeble 5, enhance weapon (necromantic) 1,
exhaust 2, fatigue melee 1, fatigue ranged 1, fatigue
responses 3, incapacitate 8, weakness 3, weary 6
Costume: flesh colored zombie mask with white
highlights on cheeks and red eyes (or white make-up
as inverted triangle under eyes with red around eyes
if permitted by club), normal clothing
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