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 . . . . . . . . . . . . . . . . . . . . . . 103 104 105 105 106 107 108 110 110 111 111 117 118 118 119 120 120 122 122 125 125 126 126 127 128 130 131 131 132 133 134 135 136 136 137 138 139 139 140 141 142 142 143 143 144 144 144 145 146 147 148 148 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 4 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 5 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) 13 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 14 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. 15 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 16 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 19 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 21 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 22 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 23 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 24 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 36 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) 37 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. 38 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, 39 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 40 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 42 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 53 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 54 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 55 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 56 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) 57 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, 59 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. 60 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. 61 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 62 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 [#] 63 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 64 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 65 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 66 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 67 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 68 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) 69 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 70 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. 71 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 72 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 73 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 74 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), 75 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 76 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 77 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 78 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 9 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 79 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. 80 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 81 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 82 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, 83 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 84 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 85 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 86 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 87 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 88 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 89 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, 90 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 91 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 92 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, 93 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 94 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 95 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 96 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) 97 (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. 98 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 99 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 100 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 101 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 102 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, 103 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 104 (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 105 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 106 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 107 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 108 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, 109 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, 110 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 111 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. 112 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 113 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, 114 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 115 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, 116 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- 117 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 118 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 5 119 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 120 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 121 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. 122 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: 12 123 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 124 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 125 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. 126 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, 127 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, 128 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) 129 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 130 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 131 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, 132 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) 133 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. 134 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) 135 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. 136 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) 137 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 138 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. 139 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. 140 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 141 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 142 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); 143 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 144 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. 145 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 146 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 3 147 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 148 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 149