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0% found this document useful (0 votes)
257 views98 pages

Cryptidguidenew

Uploaded by

Alexander Gentry
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 98

A SUPPLEMENT FOR WITCH−GIRLS ADVENTURES™

A supplement for Witch Girls Adventures

Words By
Malcolm Harris

Art
Tom Krohne ,Malcolm Harris and Abby Soto

Layout:
Anny Soto

Editor
Abby Soto

Channel M
510 E. Woodin
Dallas TX, 75216
Channelm.us

©2013 CHANNEL M and Malcolm Harris All rights reserved


©2013 CHANNEL M and Malcolm Harris All rights reserved
Chapter 1-Hex Scouts

Welcome to the wonderful world of Hex- The members of the first Hexxan Pfadfinder would take
what they had learn throughout Europe and into the
Scouts. The Hex scouts are a non-partisan
Americas after reaching adult hood. By 1890 there was
social organization designed to give young estimated to be world wide almost two dozen groups
witches ages 6-18 organized social, magical existing without knowledge of the other. In 1891 after
and co-operative fun in a structured and two American Coven’s discovered each other while
camping it was decided that the following year they
safe environment. From Lily pad, to Moon
would seek out other Covens and having a meeting in
star to Full Hex scout and even the exalted Germany to celebrate their common origin.
Sorceress Scout our organization can help
shape a young witch in to becoming a pro- Once Gathered the various covens most going by differ-
ent names decided as a group to officially petition the
ductive member of magical and mundane
Witches World council for an organizational charter. The
society. Council based the order unanimously a few months
later and the organization officially became the Hex
Hex Scout Motto: Magic is life. Life is Scouts.
magic
Modern Hex Scouts
Hex Scout History
Currently there are just over a hundred Hex Scout
Though Hex Scouting is based off the ancient Witch- Coven’s world wide. These Covens are grouped into 21
tradition of meeting circles that would gather under a full Circles. They largest are;
moon to talk magic, trade spells and celebrate the joy of
being a witch, the Modern Hex Scouts started in Ger- Moon Meadows (India)
many in 1850. These “Hexxan Pfadfinder” started out Wall Watcher (China)
as a organization of young witches brought together by Kirin Stone (Japan)
Astrid Stein to learn the magic of working together and Black Forest Star (Eastern Europe)
to foster a sense of equality among all witches no matter The Atlantis Concert (Western Europe)
their social situation or lineage. Northern bend (Southern United States)
Southern bend (Northern United States)

4
Chapter1-Hex Scouts

Moonlight Flame (Mexico, central America, northern members of the Circles' chartered organization. The
South America) chartered organization is the community organization
Ancient Pride (Central Africa) that is granted a charter by the United Hex Scouts of
the Witches World Council to use the Coven program.
The modern Hex scouts have worked towards keeping a This chartered organization might be a school, service
commonality in structure, scout rewards, dress and club , magical community, or other group interested in
schedule. The UHS (United Hex Scouts) also promotes youth.
among its Covens and circles working with not only
each other but similar mortal organizations. Meetings
Despite witches being generally above and outside the
For organizers and potential Coven mothers, Coven
mundane world the UHS feels part of a witch growing up
Keepers and Hex Scout Parents here are the basic
is learning to work with mortals and learning about
here is some information on planning and running your
them. At mortal meetings (Called jamborees) Hex
Coven meetings.
Scouts are encouraged not to use magic unless in self
defense or in defense of another.
When Do Hex Scouts Meet?

Organization To experience the fun, excitement, and other benefits of


Hex Scouting, you and your Hex Scout will do the
Your Hex Scout will be a member of a Coven. Most following things each month:
Covens have three or more, meet twice a month in a
Coven meeting, and have one outing a month, called a  Go to two one-hour Coven meetings at the host
Conclave. adult partner's home or other location.
 Mothers will try to hold the meetings at a time that
The Coven also takes part in the monthly Coven meet- is convenient for all adult partners and is appropri-
ings. During Coven meetings, Conclave outings, and ate for girls of Hex Scout age. Some Covens meet
Coven meetings, girls learn new things and have fun. at a school, a home, or the location of their char-
Each Coven meeting and Coven activity is led by a tered organization. But meetings can be held al-
Coven mother, usually a parent or teacher of one of the most anywhere-in a basement, recreation room,
Hex Scouts. Sometimes the Coven Mother is assisted backyard, or park - as long as the meeting location
Coven-keeper. A Coven Keeper can be a parent, rela- is safe for the girls.
tive, or friend who is at least 18 years old and not nec-
essary a witch. Coven Keepers takes a turn working with  Take a field trip, or Gathering, with the entire
the Coven mother to plan and lead a Coven meeting Coven. The gathering is a planned field trip to a
and/or activity. place that is interesting to girls. It may be associ-
ated with the monthly theme
Your Hex Scout group is also a member of a Circle.
Most Circles are made up of several Covens that gather
monthly at a Circle meeting. Circle meetings usually  Attend the Hex Scout Coven meeting.
follow a suggested theme and are a time for girls to be
recognized for their accomplishments during the month, Activities
to perform skits, spells and songs they have learned in
Coven meetings, and to have fun with the entire family. With a focus on fun and positive use of magic and ex-
ploration of the magical and mundane world the Hex
Circles are lead by are led by a Hexmistress and Circle Scout’s activities are numerous with the following being
committee. Like the Coven mothers, the Hexmistress the most common:
and assistants are volunteer mothers/teachers and are
usually family members of girls in the Circle. The Circle Arts and crafts: Hex scouts create both magical and
committee makes plans for Circle meetings and activi- mundane arts and crafts to exercise their imagination
ties and takes care of the "business" items that are nec- and creativity.
essary for a Circle to operate smoothly.

Most Circle committees consist of family members and

5
Chapter 1-Hex Scouts

Athleticism: Pushing yourself magically is only part of Magical Safety: safe use of magic is a big part of Hex
what makes a Hexscout what she is. Being physically fit Scouts . Witches are taught not only how to use spells
is something properly but how to use them to help others. Young
Witches are also taught how to defend themselves if
Cryptid search and rescue: Many so called monsters need be from hostile forces.
find themselves in trouble or in places where their lives
are in danger. If the creature isn’t to dangerous Hex Mundane Exploration: Hex Scouts do their best to
Scouts will rescue the Cryptid and return it to a safe promote unity between the magical and mundane. Part
preserve or a magical habitat. of that goal is promoting and teaching safe interaction
between witches and various mundane cultures by
Dimensional Excursions: There are dozens of pocket spending day and weekend trips immersed in mundane
dimensions, and realms connected to the earth as well culture.
as infinite alternate earths. Hex Scouts depending on
their skill explore those places and even help map and Search and Rescue: Helping those lost in the magical
them . and mundane world is something Hex Scouts take seri-
ously. Hex Scouts help not only search parties but
Flying Rodeos: Hex Scouts competed on broom carpet support those search parties with food, drink and mo-
and flying steed amongst a coven and other covens in rale boosting.
various races, in flight feats and acrobatics under the
watchful eye of expert fliers.

6
Chapter1-Hex Scouts

Hex Scouts in your Game


Hex Scouts are the perfect way to bring star character’s
together when they are not part of the same school or a
school based game.

The adventurous nature of the organization fits Stars


looking for a game full of exploration and combat while
the connection to the magical and mundane world
makes it equally perfect for those seeking drama and
intrigue,

The Hex Scout Coven mother also makes a great proxy


for the director as she can direct star-characters in vari-
ous directions and assign adventures in game.

Starting a Hex Scout game includes knowing the follow-


ing:

Allies: The Hex Scouts are on good terms with the CTF
(Cryptozology Task force), WHAM (witches helping
against malice) and most other benevolent witch organi- Characters should also respect nature and do their best
zations. to not pollute, conserve water and keep the natrual and
supernatural world as pristine as possible. Its because
Enemies: The Cult of Echidna and Highbinders con- of this that many Hex scouts dedicate themselves to
sider Hex Scouts to be mortal lovers and anti– witch helping out Cryptid that are being pushed out of their
superiority and anti-echidna. Both organizations have natrual habitats.
been known to send spies into the organization on ever
level. Hex Scouts (and Coven Mothers and Keepers) who
break rules are punished by having ranks removed ,
Meetings: Hex Scouts must meet at least twice a month extra duties and if they continue to break rules expul-
but most meet weekly. sion and banning for months, years or even life.

Membership Banning is a punishment of last result and is only done


The Hex scouts is primary a witch organization but will to those who are truly and irredeemably malicious .
accept without questions otherkin, mortals and even
some monsters as members as long as the are of age Perks
and follow the group rules.
Being a Hexscout means having access to organized
Initiation nature based and social skill training. Hex scouts start
The group has no initiation but members do rise in rank the game with bonuses based on that training.
due to age and skill.
Hex Scout Perks include:
Being a Hexscout
Hex Scout Uniform: This magical uniform provides +_1
Stars playing Hexscout should keep in mind being one bonuses to resist intense heat and cold, Changes to
is more than just saying you are one. Hexscout are Standard uniform, Casual uniform and dress uniform for
expected to behave at least in public a certain way . 1 Zap point and is resistant to dirt wear and tear.
For a Hexscout being kind, courteous and helpful are a Skill Bonus: All Hex Scouts gain 1 Free rank of Athlet-
way or life or at least should be and should extend to ics, Mundane Etiquette, Survival, Cryptozology.
everyone magical or mundane .

7
Chapter 1-Hex Scouts

Hex Scout Ranks and Voodollars Brewer: The character has shown expertise
in potion making (created 25+ potions in
The Hex Scouts show achieve and age through ranks. game)
As a Hex scout gets older they will be expected to per-
form certain task to prove they are ready to go to the Crypto: The character knows its monsters
next level with the exception of Lily Pads who can reach well (Has encountered 24 types of mon-
the rank of Moon-Star by just aging into it. sters)

To sho this Directors should allow players the option of


performing those tasks and granting the increased Elemental: Has mastered Elemental magic
perks as an award or just allowing them to purchase the and cast powerful spells for each element.
higher ranks with voodollars.

Hex Scout Ranks Fellowship: The character has shown the


ability and need to bring people of the magi-
Lily-pad (age 6-10) : The youngest of the Hex Scouts cal and mundane world together
wear green and yellow as they start their journey
Voodollar cost: none
Task to next level: Turn 11 Hex Scout: This is given upon archiving the
Perks: none rank of Hex Scout.

Moon-Star (ages 11-13): Moon Stars are beginning


level Hex scouts and wear the orange and black of the Ghoster: The character has communicated
organization. Most Star Characters start as Moon-Stars. with multiple ghosts, summoned a ghost
Voodollar cost: None and helped a Ghost pass on to their after-
Tasks to next level: 4 badges life.
Perks: Basic Perks
Mermaid: Has traveled to a total of 12
Hex Scout ( ages 12 up): hex Scouts have proven oceans (including earth and other realms)
themselves and are now full members of the organiza-
tion. Ready to follow orders and do their duties the Hex
scouts all bout helping out and improving herself. Moonstar: Has achieved the rank of Moon
Voodollar cost: 15 Star
Tasks to next level: 12 badges
Perks: Basic Perks plus +1 to any Attribute.

Sorceress scout( ages 16 up): The Hex Scout elite Magasister: The character has show skill
must be sixteen years old have 10 badges and shown in multiple types of magic (rank 3 in at least
great leadership skills, done community service and be 4 magic types)
a proven woodswoman.
Voodollar cost: 15 Mystic: The character has shown skill in
Tasks to next level: 30 badges various mystical studies ( Rank 6 in 5
Perks: Basic Perks plus another +1 to any Attribute. magic skills)
And +1 casting and Survival.

Hex Scout Badges Traveler: The Character has explored a


total of one dozen pocket dimensions,
There are many Hex Scout badges each one represent- realms or alliterate earths.
ing a complete task that shows a particular skill or set or
skills. Trent: The character can recognize magi-
cal tree and plant creatures
Directors should feel free to create their own badges
and and use the ones provided here for inspiration.

8
Chapter 2-Rules

The world of Witch Girls isn’t just about casting spells,


it’s about adventure and experiences those adventures
Spending magic ranks
in a fantastic world populated by fantastic beings.
In this and upcoming supplements we will be allowing
Stars during character creation to purchase other abili-
Across the magical and mundane world are many mon-
ties with Magic Ranks.
sters and witches and others that find, protect and
In this supplement totem and other abilities can be pur-
even fight them for a variety of reasons.
chase with magic ranks.
Presented here are rules for witches who not only deal
Those abilities purchased with magic ranks, ranks can
with fantastic creatures but with the wild areas present
be increased as if they were magic type ranks with
across multiple lands, worlds and realms.
voodollars.
While most of the rules here are useable by most
cliques , this book can easily be considered as a sup- New Cliques
plement focusing on rustics as nature and elemental
skills, magic and abilities are a big part of its text. The new Cliques are presented here take advantage of
many of the Rustic Witch ideas and takes them to a new
Rules expansions level by expanding upon them.

This doesn't change negate the new Rustic from Witch


Our rules are always evolving and those you find here
Girls Respelled but rather allows Stars and Directors to
supersede the previous ones in Witch Girls Adventures
create more specialized witches.
and Witch Girls: Respelled.
Directors should allow Stars to recreate their characters
Directors should of course feel free to use whatever
using the new Cliques if they wish.
rules, cliques and excreta they like and throw out the
rest.

10
Chapter 2-Rules

Many witches have familiars, but very few of them


have one as close to them as the Equinox is to her
horse.

The Equinox is born with an affinity for riding and


training horses and will always choose one as a fa-
miliar.

The Eqinox Horse is also something special and is


considered royalty among its kind. Together the witch
and the horses makes a great team with a bond that
can last several life times.

Magic Attribute: D8
Other Attributes: D4, D6, D6, D6, D8
Education: Mundane 15, Magic 15
Magic Ranks: 10

Standard Bonuses:

Superior training: character gains 2 free ranks of


training , +1 to rolls when training horses of any type
and can uses a Hard Training roll as an action to give
an animal +1 to a roll.

Thoroughbred: The Eqinox starts the game with a


Pet (Any horse type including unicorns and night-
mares). The Horses is the best of it’s bloodline with
+1 Body, Mind and Magic. The Creature is also a
familiar and both the witch and her pet are +1 to
rolls to find each other and to help each other.

11
Chapter 2-Rules

The Fletch is a woodsy witch who has learned the


secret of bow-channeling. This ancient art believed
to have been created by Mab or her granddaughter
Aretemis uses a special wooden bow that acts as
the witches wand and imbues arrows shot from the
bow with spells and magic.

Fletches often use their skills to protect nature and


the animals in it from humans, otherkin and even
other beats that would upset the balance of nature on
a hold or the area they have sworn to protect.

Magic Attribute: D8
Other Attributes: D6, D6, D6, D6, D8
Education: Mundane 20, Magic 10
Magic Ranks: 10

Standard Bonuses:

Fletch Bow: The Fletch’s moonwood bow is also


her wand. All spells cast through it at –1 Zap Points,

When a Spell is cast through the Bow the bow it cre-


ates a glowing row of energy to carry the spell to its
destination. The Fletch can choose to cast the spell
with a Fighting or Casting roll and Choose if it’s go-
ing against Reflex or Resist magic to hit.

The Fletch may also fire For 2 Zap Points a energy


arrow that does Casting Skill Rank +6 damage. This
arrow is armor piercing 2 (Ignore three points of ar-
mor) and +1 To hit if the Fighting roll is used to fire it.

Fletch Training: All fletches are trained not only in


being An expert bow woman but are trained natural-
ist . They gain two free ranks in the following skills:
Athletics, Fighting, Tracking, Survival and Cryptozol-
ogy. They also gain +1 tp social rolls when dealing
with Animals monsters and the occasional sentient

12
Chapter 2-Rules

The Monsters gets along better with magical


creatures than people. In fact they seem to ac-
cept her as if she was one of their own by they
dragon, chimera or zombie.

For the monsters learning about creatures and how


to communicate with them is it’s own reward, al-
though
th having the abilty to train the with eased and
call
cal them if need be are a welcomed bonus.

Most Monstresses use their abilities to help crea-


tures, while a few see their talents as way to build an
army of creatures to do their bidding or worse use
their abilities to track and hunt the creatures that love
them.

Magic Attribute: D8
Other Attributes: D6, D6, D6, D6, D8
Education: Mundane 20, Magic 10
Magic Ranks: 10

Standard Bonuses:

Creature Comforter: The Monsters gains +2 to so-


cial rolls with all monsters. Monsters see the Mon-
sters as their own kind and are nor disturbed by her
presence. The Monstress can also communicate via
language or another way with all monsters. All non-
combat rolls by the Monstress to help a monster are
+1.

Call Monster: 2 Zap points a rank, up to a total of 3


ranks a Monstress can as an action call a single
monster to aid her for D6 combat rounds or minutes.
The Monster must be in the area and have a will
equal to or less than the Monstress to come.

The Speed of the monsters arrival varies with the


monster but in combat it usually arrives the combat
scene after being summoned.

13
Chapter 2-Rules

There are many powerful spirit beings in nature. The


Totem is in touch with them and can ask for their
help.

For the Totema spirits are as real as solid beings and


for spirits the Totema is a way for them to communi-
cate with the spiritual world.

Aside from an understanding of spirits the Totema


has access to totems, powerful animal and nature
spirits and guides that grant her special abilities.

Magic Attribute: D10


Other Attributes: D4, D4, D6, D6, D8
Education: Mundane 15, Magic 15
Magic Ranks: 10

Standard Bonuses:

Spirit touched: the Totema can see hear and inter-


act with spirits/ghosts as if they were solid. They
gain +1to all rolls when dealing ghosts and spirits
and can spend a zap point to make a spell that would
not normally effect a spirit or ghost against them.

Totem Power: The Totema gains access a totem,


this is a spirit animal guide that helps here in a variety
of ways. The Totema has access to 1 Totem for and
unlike others can have access to up to 4 totems.

Activating a totem ability or bonuses costs –1 Zap


points for the Totema.

14
Chapter 2-Rules

Skills You can only make one roll a day and must donate at
least 2 hours of that day training your animal.
Resisted: Will
When dealing with nature and creatures there
are many skills that are must. Craft (Choose type)
Attribute: Mind
Craft represents the ability to make non magical items of
Some of the skills presented here are new quality. Making clothing, jewelry, armor or weapons all
while a few take old skills and expand on counts as crafts. The Harder the item is to make or the
them. more artist flourish placed into an item the more difficult it
is to make.
Mundane Skills
When the skill is purchased it must be associated with a
type of craft. This also allows for the purchased of the
Animal Training craft skill multiple times.
Attribute: Social
Characters with this skill can attempt to teach animals Types of crafts include but are not limited too: Carpentry,
tricks, to behave and to perform certain duties (rescue, Clothing design Jewelry, Metalwork (Includes weapon
watch, perform). It takes time to teach an animal tricks and armor), Stone work, or weaving.
and chores and days can be spent perfecting some
skills. This skill is also used during performances to get Craft creation
an animal to do a trick they know perfectly. Item Difficulty Creation time
Simple shirt, dress a Easy 1 Day
Teaching dagger
Average item (good Hard 3 Days
To teach an animal a trick a Hard Difficulty Animal train- outfit Sword)
ing roll is made every day of training. It takes 5 suc- Item with moving parts Very Hard 1 Week
cesses to train an animal to do a trick (See Animal Tricks (Armor)
Masterfully made one Extreme 1 Month
Animal Tricks and Duties of a kind item
Trick/Duty Difficulty Description
Attack Very Hard The Animal attacks a target specified Craft time
by the owner.
Back up Hard The Animal will walk backwards Craft time usually varies per creation the harder the crea-
Charge Very Hard The Animal will charge forwards re- tion the longer it takes. The chart bellow gives the
gardless of risk. amount of time it takes to make . Directors and Stars
Count Very Hard The Animal will count up to 10 with a both know Characters tend to have drama filled lives and
hoof, claw or paw. most likely won’t have the tine to devote to one project in
Defend Very Hard The Animal will defend the owner one long stretch. Directors should keep track of time
regardless of risk. Characters spend on an item in order to know when it’s
Down Easy The Animal kneels head down done.
Gather Hard The Animal gathers with others of its
kind or to a specific person Crafts and cost
Heel Hard The Animal will stop attacking . Building something with your craft skill is a lot cheaper
Jump Very Hard The Animal will jump up/across an than buying . The cost in Wealth is usually 2 less than
obstacle/.target. or across an purchasing from a second party (equipment list).
Pull Easy The Animal pulls a blow or wagon
obeying commands Fighting: Range Weapon
Run Easy The Animal moves at top speed Attribute: Body
Rear Up Hard The Animal rears up to attack or to Fighting range involves using a throwing weapon (Knife,
intimidate. spear, etc), or missile weapon (Bow, cross bow, sling,
Stop Easy The Animals stops moving. etc) in combat. Range weapons can be fired one shot
and duties) and 10 sessions to train it in a duty. per action and can perform a variety of maneuvers.

15
Chapter 2-Rules

Ranged Maneuvers vary based on training and speciali- Herbalism


zations. Characters start the game with 4 Fighting– Attribute: Mind
Ranged Maneuvers. This skill grants an understanding of mystical and nor-
Ranged Weapon Maneuvers mal plants their medicinal uses as well as their uses as
Maneuvers Description Damage poisons and all mystical properties. A Herbalist has no
problem properly handling dangerous magical plants and
Disarm The characters fires to remove a 0 with a roll identify them at a glance
weapon or item from the targets Bonus: Characters with this skill and medicine can treat
hand (Including wand). The at-
tack does ½ damage but forces wounds for 2 points instead of one. And gain +1 To
the target to make a hard body Medicine to cure poison
roll or drop the weapon.
Melee Long Weapons like Bows and +1 Languages
spears can be used as melee Attribute: Mind
weapons without any disadvan- Characters with this skill can speak, write and read a
tage variety of languages both Human and otherwise. The
Multi-fire Weapons that can be reloaded Same as
Rank of the language skill dictates how many extra lan-
can fire twice in a in a action. Shot
Both shots are –1 to hit. This guages beyond the a “Native language” The character
Maneuvers requires Quick Re- knows.
load.
Quick Reload The character can reload without 0 A person’s native language is the one they learned
spending an action to do so.. growing up and can be any normal human language.
This abilty is most useful with
those using a bow.
Language and Basics
Pen Arrows and spears on a suc- 0
cessful attack do no damage but
if the target is with 2 feet of a wall Unlike most other skills this skill is linked to another skill
that target is pinned and must (The Basic Skill) . That skill is the Basic Skill which is
spend an action to free them- used for any needed skill rolls using the languages the
selves. Languages skill represents.
Ricochet The character can ignore barri- Shot –2
ers when trying to hit a target as Exotic Languages
range . The ranged attack how-
ever does less damage
Shot This is a standard attack at +2
While human languages are common there are many
range. other languages in the World of WGBOS. Listed here
Sniper The character using sniper must +1 are some of those languages.
have the hide skill. If they do they
can lay in wait and attack a target
Exotic Languages
while hiding. Sniper doubles the Arisian: Languages of the ancient beings of light and power
range of the attack. and lowers Atlantian: The language of Ancient Atlantians used my many
the person being attack reflex by ancient beings including dragons and older immortals.
-2. The person doing the sniper
can only perform their sniper Avalonian: The Language of the Fae.
action for that combat scene. Brujaic: The Language of natives of the Empire Homeworld
Dimlish: The Universal langiage of experienced trans dimensional
Thread The characters attack cannot be 0 travelers.
The Needle deflected and is +1 to hit. It how- Echidian: The language of Vampires, Shadows and horrors
ever gain no damage bonuses.
Farsian: The Language of the World of Farsia.
Bonus: The character can chose one of the following
Ozian: The language of the denizens of Oz, Wonderland and
bonuses every three ranks of Fighting Hand to Hand.; Nederland.
+10 feet to throwing range, +50 feet with bow or gun. Runic: The Ancient language of the dwarves often used to in-
+1 damage to Fighting Ranged maneuvers scribe magical weapons and armor with power.
+1 Armor.
Whyck: The ancient language used by witches of long ago to
write down and cast spells

16
Chapter 2-Rules

Medicine Survival Examples Difficulty


Attribute: Intellect
Catch a fish Very Hard
When people are hurt this skill saves the day. Medicine
allows The character to stabilize the wounded, heal the Find Food/Water in the waste lands Very Hard
injured and diagnose illness. The character can also give
Find a Good camp place Easy
proper treatments for poisons and disease and help
speed up injury recovery time. Medicine replaces the Find a trail Easy
First Aid Skill.
Find Food/Water in Wilderness Hard
Medicine Skill Rolls Find Shelter in Wilderness Hard
Medicine Skill Use Difficulty
Deliver A child Very Hard Identify a normal animal by sound or Very Hard
Diagnose a Disease Hard to Extreme smell
Diagnose a Prescription Hard to Extreme
Heal a Point of Damage Hard Track
Stop Bleeding Easy or Hard Attribute: Senses
Poison/Venom Cure Hard to Extreme This allows the character to follow trails and to track
Stitch up a wound Hard people in the wilderness, without becoming lost. Also,
Stabilize a character Hard you always know which way is north.

Though there are many ways to use the Medicine skill The basic tracking difficulties are as follows:
we’ve listed the most common ones below;
Tracking Skill Rolls
Tracking Skill Use Difficulty
Patient type
Cover your tracks from another tracker Track vs. Track
Not all Patients are standard humans and when dealing
with non-human patients The character’s medicine roll Find a type of animal Easy
isn’t quite as effective. Find a type of monster Very Hard
Patient Find a specific person Hard
Know something about a person by their Very Hard
Patient Type Difficulty
tracks
Alien Patient -2 to the roll
Metahuman patient -4 to the roll
Tracking and terrain
Supernatural Patient -3 to the roll
Different Terran can make tracking harder and thus sub-
Riding tracting from the tracking roll.
Attribute: Body Terrain Type Difficulty
The character can ride a trained (or even untrained) City -4 to roll
mundane steed like a Horse or Donkey). Riding covers Dry/Sandy/ Harsh Terrain -2 to roll
staying on the steed, maneuvering it and even racing it. +1 to roll
Muddy or Wet Terrain
Rocky or Mountainous terrain -3 to roll
In Most cases a trained steed will do what the rider
wants. Problems however arrive when the riders action Old tracks (A day or more) -2 to roll
endangers a steed or goes against their instincts like Resisted: Track or Hide skill.
charging into a fire or a raging battle.
Resisted: Will

Survival
Attribute: Mind
The Character knows the ins and outs of wilderness
survival. They can find food, shelter, good trails and rec-
ognize normal flora and fauna.

17
Chapter 2-Rules

Magic Skills Traits


Cryptozoology
New traits for the supplement are for Stars and Directors
Attribute: Mind
creating more nature oriented characters and characters
This Character knows the habits and appearance of
with monstrous heritages.
every monster and alien known. They Everything from
hunting the hunting patterns, most popular foods and
Talents
locations past and present. Need to find a dragon? Then
The character with this skill can help you find one.
Capricious
The character’s mood changes randomly and suddenly.
A Character can not only make rolls for information on a
While some call such people fickle and , others mercu-
creature but as an action make a Hard Cryptozoology roll
rial, the Capricious character motives and actions are
so that their next attack on the monster will be at +1 to
hard to pin down and predicting what they will do is
hit, ignores 3 points of armor and +1 to damage.
nearly impossible.
Rules: A capricious character can spend 2 zap points to
Cryptozology and the Cryptozoology facts
change this Talent to another one as long as new talent
that doesn't raise an attribute or provide a skill bonus..
In this book most of the creatures shown have Cryptozo-
This change lasts up to one hour and the talent chooses
ology facts. Those facts can help characters can be dis-
cannot be chosen again fur 24 hours.
covered with Hard Cryptozology rolls.
Environmentalist
The character all about protecting the earth and nature.
They have a dislike of those that abuse the environment
and despoil it especially for selfish reasons.
Rules: The Characters abilities cost 1 zap point less
hen protecting the environment. They also gain +1 to
rolls to regain Zap points in places of pristine nature.

Flower-child
The Flower child abhors violence and wants to bring
unity and peace to all peoples be that mortal, otherkin or
monster. Flower children lives revolve around peace,
love and understanding.
Rules: If a Flower child defuses a hostile situation or
brings about peace in a non-violent manner they regain a
Zap point.

Naturalist
Some people like animals (and monsters) better than
people. For them the creatures of nature are infinitely
more loyal and understanding than humans and other-
kin.
Rules: The Naturalist gains +2 to social rolls with ani-
mals and monsters and can communicate with all ani-
mals and monsters instinctively through hand gestures,
body language and sound.

Relentless
The character never gives up and never surrenders.
They have a never say die attitude regardless of the
odds
Rules: If the character is at Halved Life points they gain
+1 to all rolls and +2 to all rolls at a quarter life points.

18
Chapter 2-Rules

Survivalist Monster Heritage


The survivalist is always prepared for the time they are The character is a witch not just of a monster bloodline
without modern or magical conveniences. They know but an actual monster. The power of her monster side
how to survive in nature far better than most and most takes away from her witch power limiting her magic
enjoy “roughing it”. (Each monster type has a Magic Rank minus showing
Rules: The Survivalist gains a free rank of Survival and how many magic ranks the character loses for having the
tracking and while in the wilderness they can always find heritage)
food and shelter.
Monster Heritages are rare and those with them tend to
Heritages hide them as many witches don’t see those of monster
heritages as real witches or worse as just monsters.
Moon Maiden
The moon maiden has a connection to the moon and it’s Choose a Monster Type:
phases. As the moon changes in the sky so does here
abilities. Giantess
Magic Rank Minus: 5
Giantess witches tend to hail from the more civilized giants such
Moon Maidens can feel the phases of the moon and the
as the Titans, Surtans and Jotun and live come from isolated
tug of the tides and her emotions tend to react to those giant tribes or other realities.
changes. As the full moon approaches she’s more up-
beat but grows more dark and dour as the full moon Taller than humans they can at will take on human size but even
ends and new moon comes. they are still tall for their age.
Advantages: Advantages:
Full moon: +1 MTR to the Range, Duration, Size, Defense and Grow: The Giantess can grow up to 15 feet tall gaining One
damage of all spells, +2 Zap Points. +1 to casting helpful and Rank of Hyper Strength, One Rank of Hyper Fitness and 2 ranks
heroic spells. of invulnerability. Cost: 1 Zap point
Half Moon: +2 Zap Points Shrink: The character can return to normal human size . Cost 2
Gibbous Moon: +1 MTR to Range and Duration Zap Points.
Crescent: +1 MTR to Damage and Defense Giant Type Immunity: (Choose one): Immunity to all fire/heat
New Moon: +1 MTR to the Range, Duration, Size, Defense and (Surtans), Immune to Ice and Cold (Jotun) immune to lighting
damage of all spells, +2 Zap Points. +1 to casting wicked spells and electricity (Titan)
Moon Power: As long as the moon is in the sky and is not ob- Giant Power: All Giant witches must take at least 1 one rank of
scured by clouds the character regenerates 1 Zap point an hour Elementalism and choose a Elemental Expertise based on their
if they are outside and awake. giant type. They gain +1 MTR to Damage, Defense and range
when using that elemental type
Surtan: Fire and Heat
Jotun: Ice and Cold
Titan: Lighting and Storms.

19
Chapter 2-Rules

Dragon well as they can at day and can see ghosts, spirits and wireless
Magic Rank Minus: 5 communication. The creature senses of smell allows it to detect
The fact that some dragons can appear as humans or otherkin a scent at 2 miles away.
may well account for the Dragon witch. Multi Limbed: The creature has two extra arms and gains 1
extra action as long as that action involves arms and +1 to Non
Dragon Witches have potential for great power as they combine combat skills involving arms.
the bloodlines of two very powerful beings. All Dragon Witches Serpentine: The creature lower body is that of a very large
can at will assume the form of a normal witch but at will become snake and doubles their normal walking and running speed. Their
a dragon 15– 20 feet long. that is utterly unique in color ring and tongue can be used to smell granting them +2 those using the
may or may or not resemble the standard types of dragon. hiding skill. The creature also needs only eat one large meal
Advantages: every week or so and they gain +2 to resist all attacks against
Dragon Form: The character cab turn into a 15-200feet long their eyes.
dragon with Hyper-movement (flight) (1) (Fly at 40 mpg, Hyper
Strength 1m Hyper Fitness (1) and Invulnerability (3). Summoner
In Dragon form the character may chose to breath out any dam- Summoner are master of spells that call others to aid
aging spell at +1 Damage and Range MTR. her. She understands not only the Summoner magic
It cost 1 Zap Point to assume Dragoon form and to turn back
human.
type but the time and space aspect of the magic behind
it.
Harpy
Magic Rank Minus: 3 Summoner also know the danger involved in summoning
The character is a Harpy and can be from a wild enclave of the and how to mitigate it far better than most.
creatures or one raised to be civilized. Reguardless the charac- Advantages:
ter looks less bestial than most of her kind despite having the 1 Free rank of Summon Magic
horns, odd colored skin, tail and retractable batlike wings. 1 Free rank of Time and Space Magic.
Advantages: 2 Free ranks in Naming magic and Cryptozology.
+1 to Body and senses die Creatures rolls to resist Summoner are very hard instead of hard.
Hyper movement- Flight (1): ( batlike Wings running along her
side and arms they can be made to retract and vanish at will. Shape-shifter Bloodline (Replaces Half Shapeshifter)
Tail: The character has a tail ending in a bony bladelike spike.
Magic Rank Minus: 2
This grants her +1 to roll involving balance and the spike can be
used in combat . (Damage +2) The character is part Shape-shifter otherkin and posses
Tooth and Claw: The character gains 2 Free ranks of Fighting some of their abilities.
and Teeth and laws (Damage +1)
Shapeshifter Bloodline like Shapeshifters tend to come
Mermaid from rural areas and have a more earth and laid back
Magic Rank Minus: 3 way about them until you get them angry then they liter-
The character is a mermaid compete with fish like tail from the ally unleash their inner beast.
waist down. Mermaids are a type of fae and thus the character
Advantages:
could be born among her own kind, ion magical or mundane
+1 Senses
world.
+1 Body
Advantages:
Animal form: Can Spend 1 zap point to choose the animal form
Amphibious (2) : The character can breath water as well as air..
of her shape shift clan for up to an hour.. This can be any type of
The character also has +1 to all rolls in water and can exist and
animal weighing less than 300lbs and mot bee chosen when this
see in water normally regardless of depth.
Heritage is picked. I that form they gain the animals Body+1 and
Friend of Fish: The character can speak the language of all access to all their abilities, the character can talk but casting sells
normal sea creatures and gain +2 to social rolls when dealing are at –2 to casting.
with them
Animal Alpha: The character is +1 to Social rolls against normal
Hyper movement– Swimming (1) animals of their type.
Legs: The character can spend 1 zap point to turn her tail into
normal human legs . Turning her legs back to her fish tail costs
no zap points.

Naga
Nagas have green skin, and long snake like tales from the waist
down . They have brightly colored skin covered in fine, near
invisible scales . Naga also have 4 arms ending and hands with
only three fingers and a thumb.
Advantages:
Enhanced Senses: The creature can see in total darkness as

20
Chapter 2-Rules

Magic Maximum Summons

Nature magic and monsters go hand in hand. A character can have no more creatures than her
Creatures can be summoned and nature spir- Maximum rank of summoning That means a char-
acter with rank 3 summoning can have a rank
its can be called upon. three creature, a rank two and rank three creature
summoned or three rank ones.
Purchasing with magic ranks
The Summoned
Each magic ability here is purchased with
magic ranks abilities here unless stated differ- Summoned creatures , despite what many think
ently conform to standard MTR abilities. are not bound to the Summoner. They are basivcly
kidnapped from wherever they where and magi-
Summoning cally made to accept the caster as a friend . But
friendships are tricky and if a friend told you to
Summoning is the ability to call creatures to aid jump into a roaring fire while they stood by and did
you literally from nothing. Summoning uses Time nothing you would start to revaluate that friend-
and Space magic and the Naming Skill to provide ship.
the caster with at the very least a creature that will
not immediately try to eat them. Summoned creatures can make a Hard Magic or
Will roll (which ever is higher) to resist doing as
Summoning in combat their Summoner says if said action is against their
normal motivation or could end in severe injury or
Summoning works best out of combat as it in- death.
volves a lot of focus. Still those that dare try it
must contend with a –2 to reflex and the fact that If the summon creature succeeds three times dur-
that the summoned creature takes a full round to ing its summoning it is now free of the Summoner
arrive. and can return to where it was called from or do
what it pleases for the spells duration.
That means that even if the casting roll is made
the character must wait for their creature (at –2
Reflex) till it arrives. If the character is knocked
out during that time the summoning fails.

Summoned creatures are treated like regular com-


batants and may controlled by the Star controlling
the Summoner or the Director (If the summoned
creature escapes control or if the Director wants to
make the creature less predictable)

Summoned Creatures first action comes the round


they appear on at reflex –2. All other actions are
based on its normal reflex.

21
Chapter 2-Rules

Summon bond son Totems cost Magic ranks to buy and zap
points to access .
When a creature is summoned part of the sum-
moning is a naming connection between Sum-
moner and summoned.

This bond allows the Summoner to communicate


with the creature as if they spoke the same lan-
guage at any range. It also means if a summoned
creature is killed the Summoner loses 1 Life point
per its rank that cannot be lessened in any way.

Summon and Zap Points.

Summons costs 1 Zap point per rank as if it was a


normal spell.

Summoning
MTR: Duration and Range
With summoning a character call forward a creature to
aid them. The type and rank of creature that can be
summoned is based on the magic types rank. Totem Bond

Rank 1: Summon rank one creatures. A character with a totem should not take the bond
Rank 2: Summon rank two creatures. for grant. A Totem spirit can at any time refuse a
Rank 3: Summon rank three creatures.
request for help or ask for help.
Rank 4: The Summoner may call forward an exceptional
creature with +1 to two attributes.
Rank 5: Summon rank four creatures. The bond when working properly allows the totem
Rank 6: Summon rank five creatures. to communicate with the character via visions or
Rank 7: The Summoner may once a combat summon a dreams and the character to access totem abilities
single creature instantly. instantly as long as they are on good terms with
Rank 8: Summon rank six creatures. the totem.
Rank 9: The Summoner may exchange instantly a al-
ready summoned creature with one of the same rank as
Totem Outline
an action. This requires a Hard Casting roll and 3 Zap
Points. Each Totem spirit type has common outline includ-
Rank 10: Summon rank seven creatures. ing:

Totems Name: Totem Spirit Name


Cost: All Totems cost 1 Magic Rank.
Totems are the spirits of Animal Paragons that Animal Forms: The types of animal the Totem
have given up their own physical bodies that have Spirit appears as. The totem will always appear in
chosen a witch or person to help and form a bond the form and respond to that form name as its
with. Even non magical people can have a totem if name. Some Animals may be represent of more
they or chosen or if a magical person helps them than one totem
find and connect to the totem. Information: Information on the Totem
Gifts: The gifts the totem grant. s
Having a Totem is very beneficial for a Witch and Law: The Law is a rule the person the totem
should be something a witch works. For this rea- bounds to must follow or risk losing the totem.

22
Chapter 2-Rules

Totem Types Information: The Fighter loves the sound of battle and
good fight.
Ally Gift:
Animal Forms: Dog, Horse and Falcon  Free Rank of Athletics and Fighting
Information: The Ally loves to be help for and promote  +1 Melee and Hand to hand Damage
bonds between friends and family.
Gift:  1 Free rank of Armor.
Law: Practicing your fighting art, respect other fighters.
 +1 rolls when coming to a person’s aid.
 +1 point of armor ( Increases to +2 if taking damage Friend of the Air
for another person) Animal: Any Bird
 Free Rank of Charm and First Aid. Information: Friend of the air is about flying high and
Law: Always help those in need especially friends and looking about to notice the small details.
family. Gift:
 Free rank of Investigate and Flying
Change  Takes half damage from falling (1 Zap Point)
Animal Forms: Raven, Crow, Fox, Frog and Toad
Information: Change is a totem that promotes things  Flying spells cost –1 Zap.
moving forward and never stagnating. Law: Must be observant at all times.
Gift:
Friend of the Earth
 +1 Alteration Spell Range or Duration MTR. Animal: Any animal that burrows or lives in caves
 Can see person’s true form (1 Zap point) Information: Friend of the earthy love tilling soil and
 +1 to Break Alteration spells. getting their hands /paws dirty.
Law: Always grow always try new things Gift:
 +1 rolls about Earth knowledge
Creation  +2 Armor
Animal Forms: Any Animal that lays an egg
Information: Creation is about making things new  See up to 10 feet underground (1 Zap Point)
things.. Law: Be unmoving in your beliefs.
Gift:
+1 Conjuration Spell Range or Duration MTR.. Friend of Fire
Animal: Dragon, Salamander, Rooster, Bull, Snake
 1 Alteration Spell Range or Duration MTR.
Information: Fire is about the passion and strength of
 Knows instantly if an item is conjured. flame and all that goes with it.
 +1 to Break Creation spells. Gift:
Law: Be Creative in all things  1 one to rolls when upset or passionate about out-
come
Death
 +1 To damage, +2 to fire type Damage
Animal Forms: Raven, Black Cat or Black Dog
Information: Death isn’t about causing death but the  Take half damage from fire ( 1 Zap Point)
natural ending of life and the warnings of death coming. Law: Embrace your passion and fury.
Gift:
Friend of Water
 +1 to all skill rolls on the subject of death and the Animal: Any Fish or Amphibian
undead.
Information: Friend of water tends to be laid back and
 Can see ghosts/spirits (1 Zap point) flow when they move.
 +1 To social rolls with dead and undead Gift:
Law: Respect the dead and the rites of the dead.  Can move in water as if on land
 Can swim at twice running speed (1 Zap Point)
Fighter
Animal: Tiger, Big Dog, Lion, Wolverine, Gorilla, Shark,  Can hold breath twice as long ion water.
Eagle, Chimera and Mantis Law: Be relaxed and accepting

23
Chapter 2-Rules

 +1 To Break any spell.


Harmonious Technology
Animal: Spiders, ants, beavers and Woodpecker
 2 free ranks in any non-casting skill
Information: Harmonious technology represents using  2 Free Zap Points.
nature to build. Law: Do not abuse your magic powers
Gift:
 Can power electrical devices by zap points (1 Zap Messenger
per hour) Animal: Cheetah, rabbit, horse, falcon and pigeon
Information: Messengers are about speed
 Free Rank of Build/Repair and Science. Gift:
 Technology that help or is in harmony with nature  Double speed for a combat scene (1 Zap Point)
takes half as long to build/repair.
Law: Use Technology for the betterment of mature.  +1 Reflex to dodge
 +1 Armor when delivering a message.
Healer Law: Never turn down a race
Animal: Bear, Ox, Unicorn and Deer
Information: The Healer wish to cure and mend all Nobility
those in need Animal: Lion, Peacock, Eagle nd Dragon
Gift: Information: The Nobility is about being in command
 Free Rank of Medicine (First Aid). First Aid Heals and control
X2. Gift:
 +2 to Healing total with all Healing Spells.  Free Rank of Charm and Tactics
 Touch to Instantly stabilize a person (1 Zap Point)  +1 to rolls when in charge of a group.
Law: .Always heal those in need of healing.  +1 to roll to resist fear.
Law: Rule well and rules wise.
Hunter
Animal: Wolf, Lion, Tiger, Dog, Snake Protector
Information: The Hunter loves to stalk its prey with Animal: Turtle, Dog and House cat
honor. Information: The Protector is makes everyone and eve-
Gift: rything feels safe.
 1 Free Rank of Investigate, Survival and Tracking Gift:
2 points of armor (May spend a Zap point to extend it to
 +2 to Damage if hunting. another person)
 +1 To Rolls involving smelling or hearing. All Protection Spells are +1 MTR to Range and Duration.
Law: Never waste what you hunt. Law: Protect those in need

Knowledge Trickster
Animal: Owl, Turtle, Elephant, Pig. Animal: Raven Monkey, Rat, Coyote, Spider
Information: The knowledge totem tries to be wise and Information: Tricksters are going against authority and
educational shoeing the flaws of those in charge.,
Gift: Gift:
 +5 Skill Ranks  1 Free Rank of Acting, Charm, Fib and Hide.
 +1 to Basic Rolls:  +1 To Casting while hiding ow when covering a Fib
 Know/Speak Any Language (1 Zap Point /Minute)  Instantly alter Clothing and hair to match a needed
Law: Never stop learning disguise. (1 Zap Point)
Law: Show authority its flaws
Magic
Animal: Black Cat, Raven, black rat, rabbit and crow
Information: Magic wishes to promote and share the
magical arts.
Gift:

24
Chapter 2-Rules

Equipment Bigger on the Inside


Equipment: Pavilion, Sleeping bag, Tent
Cost: 2 per rank.
Exploring the magical and mundane wild and The area inside the equipment is the size of a 20 feet by
dealing with magical creatures comes with a 20feet room . This may be doubled each time this add
certain amount of dangers. on is taken (Maximum of three ranks).

Fancy
Hex Scouts and witches that deal in such Equipment: Any
things are always prepared and have at their Cost: 1
disposal helpful equipment for all occasions. The equipment is of the highest quality and design

Magic
Camping Equipment Equipment: Any with a power or heating source
Cost: 2
While most witches love their luxury a few The equipment is powered by magic instead of a stan-
dard power source. After use it can be charged for one
embrace the wild places of the world. Camp- zap point.
ing equipment helps makes stays in such
places easier. Miniaturized
Equipment: Any
Camping Equipment Cost: 2
Equipment Description Wealth The equipment can shrink down small enough to fit in
Barbecue Grill A Small Grill Charcoal/wood or 1 the palm of a person’s hand or instantly return to normal
gas cooking size.
Camp Stove A gas powered camping stove 1
Cooking Utensils Pots , Pans and cooking utensils 1 Self-cleaning
such as serving fork and ladle.
Equipment: Any
Cooler A storage contained that keeps 1
Cost: 1
cold stuff cold.
The equipment clean itself instantly.
Eating Utensils Personal plate, cup and cutlery. 1
Flash Light Hand held battery powered light 1
Self-erecting
Folding Chair A Chair that folds for easy storage 1
Equipment: Any that needs putting together or raised.
Folding Table A Table that folds for easy 1 Cost: 1
storage.
The Equipment prepares itself for uses in a few seconds.
Pavilion A easy to erect building with a 1
roof but no walls.
Rope 20 feet of rope. 1
Sleeping Bag A roll out sleeping cocoon. 1
Tent A Tent for two people 1
Trail Rations A Simple meal of dried and pre- 1
served food. (Enough for three
meals)

Add ons

Automated
Equipment: Any Cooking utensil, Rope, flashlight
Cost: 2
The equipment works on its own with an appropriate
rank 4 in a skill (Stoves have Gourmet 4). They can also
perform minor movement and levitation in their duties.

25
Chapter 2-Rules

Summoning Supplies Calling Card


Cost: 2 Per Summon Rank of monster.
Summoning has for many witches become more than A Calling Card looks like a fancy transparent playing card
just a way to call for magical help. Beat Boxes and call- with a stylize etching of the creature it helps summon on
ing cards have made summoning easier and hipper for it (Creature type must be chosen with purchase). The
the young witch. Card Grants +1 to Summon and –1 to Magic and Will of
the creature to brake control.
Beast Box
Cost: 6 To hold Rank 1-3 Creatures, 12 to hold rank 4+ Add-ons
creatures.
This 4 inch cube can hold a summoned creature forever. Summon aligned
The Summoned creatures summoning duration only Cost: 3
counts for it’s time outside the Beast box and while its Equipment: Any Focus
stored in the Box it doesn't need to eat, drink or breath The staff grants +1 to summon rolls and duration
and has no idea how long it’s being stored.
Summon Storage
If Summoning duration is close to running out the Sum- Cost: 4 Per rank of Summon (Maximum 3 ranks starting)
moner can make a Very hard casting roll (One chance) Equipment: Jewelry, any box or storage device.
to cast the summoning again and effectively extend the This piece of equipment summons and stores a single
duration. creature as if it had Casting D6+4.

Creatures n the box heal normally and if the box is de- The Summoned creature is always the same creature
stroyed they are released. and needs not eat, drink or breath during storage nor
does time passes for it during storage.

As long as the Item it is stored is intact the creature is


effetely summoned permanently.

26
Chapter 3-Cryptids

Thee are many fantastical creatures in the The Atlantis Rift: Is unstable pocket dimension in the
world of Witch Girls Adventures. These fan- “Bermuda Triangle” looks upon entering like tiny islands
among a massive whirlpool. Islands are populated by
tastic beasts can be friends or enemies and various creatures and even tribal human cultures as well
have their own instincts and cultures. as those that have gone missing in the triangle. The Rift
itself is a great dimensional hole that occasional burps
For the Stars and Directors they should be up entire islands and creatures from other world.
seen as more than just foils and foes but fully The Misty lands
realized Creature s. This large magical mountain rage can be entered
through hidden paths in most of earth’s mountainous
areas.
Cryptids in the magical world
It’s impossibly tall peaks and cloudy skies are home to
Magical creatures (Call Cryptids ) don’t have I easy Giants, Dragons and many other large creature as well
among magical folk as many are potentially dangerous. as dwarves, some Fae, humans and other humanoids
makes it a place many have visited but few have re-
The WWC has created preserves for many such crea- turned.
tures in pocket dimensions in hopes of keeping the dan-
gerous ones at away from the greater magical popula- The Outer Dimensions: While not pocket dimensions,
tion. these dimensions including Light, Shadow, Oz and oth-
ers have natrual large populations of magical creatures
This “gentrification” of magical areas has made many that do from time o time find their way to earth.
magical beasts resentful and even some witches angry
that wild magical beasts are being moved to glorified The Spirit Valley: The Spirit valley has many in the
zoos in the name of safety and Otherkin civilization. south west united states but the largest is in Trinity park
in Dallas, Texas. The Trinitystone School is actually
Still there are many pocket realms and entire realms with located near the entrance on the “valley” side in a rela-
natrual gates into ours that are populated by magical tively safe area.
creatures. The WWC and other Otherkin Organization
(except the Immortal Union) state often and loudly such Beyond it however lies a pocket realm that looks like pre
places tend to be two dangerous for visitation. European America over 2 thousand miles across. Home
to dozens of native tribes, Animal paragons and magical
These places include: creatures it is one of the most well known pocket dimen-
sions connected to earth.
Inner Terra: This pocket realm has a natrual entrances
through various volcanoes and looks o be massive follow The Cryptozological Task Force
cavern inside the earth (It’s actually a pocket dimension)
Thousands of miles across and miles tall its heated by a This group of witches, Immortal , Fae, shape shifters
large mystical sun like orb that rises and sets behind and mortal-in-the-know know magical animals sometime
an eastern and western mountain range. find their way into more civilized parts of the magician
and mortal world an most be removed for the creatures
Hundreds of spices of magical creatures call this place own Safety. Lead by Artemis Olympia they do their best
home as does Dinosaurs and a proto-humanoids called to safely remove animals to preserves or wilder dimen-
Troglodytes. sions where they can be safe.

Paragon Jungle: This pocket dimension Jungle has The CTF often works with the Hex Scouts who are usu-
entrances in India, Africa and Brazil. As large as ally the first to notice that a creature is in an area and is
Greenland its home of tribes of of intellect apes men in the needs to be relocated.
called the Mangani, Animal Paragons of all types and
tribes of humans .

Rumors of a wild Immortal of English birth and his witch


wife have yet to be confirmed.

28
Chapter 3-Cryptids

Cryptids Rules
The Cryptids presented here follow a set number of rules
fir game play and game balance

The Rating System

A Cryptid s’ difficulty to defeat is defined in our rating


system. The higher the ranking, the tougher the Cryptid
is in combat and the more dangerous and crafty they are
out of combat.

When compared to the average starting Star, the rating


system works like this:
Cryptid Ranks
Rank Comparison to Stars
1 Weaker than a Star
2 Equal to a Star
3 Slightly more powerful than a star
4 More Powerful than a Star
5 Weaker than a Group of 3-4 Stars
Cryptids in the mundane world 6 Slightly more powerful than 3-4 stars
7 Weaker than 3-4 experienced Stars
8 Equal to 3-4 experienced Stars
Most mortals go their entire life never seeing a Cryptid. 9 Slightly more powerful than 3-4 experienced stars
Most magical creatures avoid mortals and those in the 10 A Creature of Legend equal to a group of very experi-
mundane world keep to themselves as to avoid being enced stars
hunted and or exposed.
Experienced Stars
The Avalon Effect
An experienced Star as they relate to the chart above is
While Mortals rarely meet Cryptids some do see them , a character with at least three attributes of D8+ and or 17
This is usually done in isolated places near Pocket di- Magic ranks.
mension openings or high electromagnetic activity.
These circumstances can allow people to view into other Very Experienced stats at about 20 magic ranks and at
dimensions and see a creature living there. This is least two D10 attributes.
called the Avalon Effect and is the reason why there is
very little evidence after mortal Cryptid sightings. Fleshing out Cryptids
Mortal organizations and Cryptids While some creature s are listed with a set powers, abili-
ties, and attitudes, the Director should flesh out others
The Maximum Institute, Argus Society and others know with motivations, histories, and even equipment unique
that Cryptid exist experimented on them to learn more to them. The more often the character comes into con-
about them. tact with the Stars, the more detailed she should be.
While the Maximum Institute does their best to return the Directors should also remember that the attributes given
creatures to the wild after tagging them others have here are averages and that some versions of creature s
freezers full of the carcasses of dead creatures for study may exceed those listed (or not, as the case may be).
and hidden zoos for study.

29
Chapter 3-Cryptids

Cryptid Traits Variants

Traits (Talents and Heritages) are not unique to Witches. Not all Cryptids of the same type are the same. Variants
While most of the witch traits are universal and can be are designed to show differences in a creature be that
applied not only to Witches but also to most Creature s, abilities, appearance , environment or attribute.
the Heritages listed in the Traits section are only for
Witches. Variants grant to a Cryptid not only new looks and abili-
ties but variable attributes and ranks.
Most Cryptids listed here come with a listing of common
traits for their type. The traits listed are as sated above The rank given with a variant increases and decreases
common but not limited to those. While rare a Dragon it’s base Cryptid rank. Attributes add +1 or –1 (more or
could be meek or a goblin brave. less) an attribute. Directors should keep in mind in most
cases a +2 bonus will raise an attribute by a die type.
Cryptid Abilities and Ability ranks So if a Bonus reads +2 to Body and the Body is a D6 it’s
now a D8.
All Cryptids are listed with specific abilities some ranked,
some un ranked. For ease of references they are re- Cryptid Entry
peated under each listing and are designed to give Direc-
tors and stars a set system based on rank (Which will be All creatures listed here have a set entry format:
explained in detail in a later book).
Name: Name of The Cryptid:
Directors should note just like damage and defenses Type: What type of creature is it and is it part of a known
ranks are double the previous rank in cases of abstracts group of Cryptids.
such as weight and distance and usually the usually the AKA: Other names the creature is known by.
next multiple higher in bonuses. Rank: Cryptid rank.
Location: The most common places the creature is
Example: If Rank 1 Hyper strength is 1000lbs, rank two found.
hyper strength is 1 ton (2000lbs) and rank 3, two tons. Motivation: The most common motivation of the crea-
If Rank one grants a +2 bonus, rank two grants a +4 ture.
bonus. And so on. Attributes: Average attribute of the creature.
Common Skills: Skills common to the creature.
Cryptid Equipment Common traits: Traits common to the Cryptid.
Abilities: The Cryptids abilities.
Some Cryptids uses equipment (Mostly weapons). These
Equipment: What equipment the creature tends to uses.
weapons are similar to those found in the Witch Girls
Information: Culture, history and ecological information
Rulebook and Witch Girls respelled, with the exception
on the Cryptid.
magical equipment is very rare among Cryptids.
Description: a Description of the creature.
In most cases equipment uses will be listed but a Direc- Variant: Creature variants.
tor wanting more powerful foes may add more powerful Hooks: adventure ideas.
versions of the equipment and raise a creatures rank. Cryptozoology facts: Facts for cryptozoology rolls.

Equipment and ranks


Equipment cost total Rank Bonus
1-10 +0
11-20 +1
21-30 +2
31-40 +3
41-50 +4

A Cryptid should never have access to Equipment be-


yond half their rank in bonuses. That means a rank 2
Cryptid is limited to at most 20 points in equipment.

30
Name: Anansi Body D8 Mind D6
Type: Animal Paragon
AKA: Spider King, Spider god, Spider Paragon Senses D6 Will D6
Rank: 3
Location: Magical and mundane jungles or deserts. Social D6 Magic D6+1
Motivations: Hunt territory
Life Points 16 Reflex 12
Common Skills: Acrobatics D8+4, Basics D6+3, Fighting
Actions 2 Armor 5
D8+6, Hide D8+3, Scare D8+4, , Survival: D6+5, Mysticism
D6+6, Cryptozology D6+4 Resist 10 Zap 15
Magic Points
Common Traits (Choose 2):
Cold, Gloomy, Jaded, Trickster

Abilities
Invulnerability (3): The creature ignores 5 points of damage.
Paragon: The creature is an animal paragon and gain +4 to social rolls against non magical animals of its type.
They can also spend a zap point to call animals of its kind to aid them. Animal paragons are creatures of flesh and
spirit and ignore half damage from physical attacks.
Polyglot: The creature can understand and speak all known languages.
Fangs and Pedipalps: The fangs and for limbs (Pedipalps do a base 2 Damage (total 8 damage).
Shapeshifter :The Anansi can alter its form turning into any type of normal spider , a swarm of hundreds of tiny
spiders or a human. (Cost: 2 zap points an hour)
Spiderlike: The creature is spider like and like a spider can climb walls with ease, See as well at night as it does
in day, Gain +2 to reflex to dodge, can bite at +2 damage (Total 8). The creature can spend a web as an action
that binds a target )Target must make a Hard Body roll to escape or do 5 points of damage to the web. The web
can also be used as a rope firing up to 100 feet.

31
Common Equipment Necroarach (Grave Spider)
None
With a Bone like shell and skull like head the grave
spider lives by eating the dead and necromantic en-
Information: The Anansi are a tribe of powerful animal ergy.
paragons known as great hunters and tricksters. Rank Bonus: +1
Attribute Bonus: +1 Body
The Anansi unlike most paragon usually gather in large Skill Bonus: None
groups to live together hunt under a single powerful Abilities:
queen or king. Their tree top or underground kingdoms
Magic Immunity: The creature is Immune to Necro-
are places where those that enter tend not to leave
mancy magic.
Necro-devouring: The Creature gains 1 Zap Point and
Anansi believe that they are the greatest of the Paragons
one life point by eating a dead body. They also gain 2
and the greatest of animals and above the any law but
Zap Points and 2 life points if they damage a an un-
their own.
dead creature or someone who can use necromancy.
Description: Anansi look like spiders usually black or Blighting Damage: Damage done by this creature dos
black and a dark shade of another color. Much larger D6 damage the following Combat round and D4 dam-
than normal spiders Most are the size of a big dog with a age the scene after that. This damage is considered
few growing much larger. Unstoppable (2) meaning at least 2 points of damage
cannot be lessened in any way. This damage can also
only be healed by magic.
Variants
Undead: The creature is undead and is immune to
Anansi have adapted to many environments and created
Mentalism spells and does not need to eat sleep or
some very unique variants.
breathe. They also do not heal normally from damage.

Magivore Hooks

This albino Anansi are so pale they at time seem trans- 1. An Anansi has started building a colony under the
lucent. Dwelling deep ungrounded where food is scarce characters home town and people are going miss-
they have resorted to eating magic. ing.
Rank Bonus: +3 Rank 2. The Anansi has decided to go to war another
Attribute Bonus: +1 Magic local Animal Paragon.
Skill Bonus: 5 Free ranks of tracking 3. A ruthless mortal businessman has kidnapped
Abilities: Anansi to steal their webbing
Absorb Magic: If a the creature is hit with a spell and
resists it or is immune to it, it can add the Zap points of
Cryptozoology Facts
the spell to its own or use them to heal wounds. 1 Zap
1. Anansi can speak any language including magical
point heals 1 Life point.
ones.
Devourer Magic: When the creature takes damage
2. Anansi come in a variety of colors and looks.
from the creature they also steal D4 spell ranks from Some may look like oversize tarantula, others
a character for D6 Days. If This happened more than giant brown recluses.
once in a 24 hour period the duration increases to D6 3. Cryptozology Fact: Anansi blood is used in for
months various potions that increase intellect or will.
Magic Immunity: The creature is immune to two magic
types. They also are +3 to resist all spells.
Magic Link: The can track a person who’s magic they
have tasted anywhere on the planet and spend 2 Zap
points to teleport to them.
Mundane Invisibility: The creature is –4 to be per-
ceived in any way by non magical beings. This that
seem them however become immune to this abilty for 1
hour.

32
Name: Animal Paragon
Type: Spirit
AKA: Animal Queen/Queen
Rank: 3
Location: Same as their Animal type.
Motivations: Varies

Attributes are the same as Paragon’s ani-


mal type with the following changes:
+ 1Body, +1 Mind (Minimum of D6) , +1
Will +1 Social and +2 Magic (Minimum of
D6+1)

Common Skills: Athletics Die+4,


Fighting Die+4, Mythology Die+4,
Plucky Die+4, Scare Die+4, Survival
Die+4, Casting Die +3, Flying Die+4 if
Animal types flies Mysticism Die +4

Common Traits (Choose 2):


Brave, Calm, Devious, Friendly,
Meek, Mysterious, Queen Bee, Ruf-
fian, Sassy, Tough, Trickster, Warrior

Abilities
Animal Power: The creature has all the normal abilities of its animal type.
Attack: Same as Animal type (+2 to damage)
Magic: 4 Ranks of magic (Maximum 3 in any one rank ) Choose from Elementalism, Healing, Illusion or Necro-
mancy.
Paragon Power: All Paragons are revered by their animal type gain +4 to social rolls when dealing with that ani-
mal type. They can summon D4 normal animals of their type top aid them (Cost 1 Zap Point). They can enter the
spirit world at will and gain all the abilities of a spirit (Cost: 2 Zap points an hour). Shape Shift themselves to look
like a normal human or a humanoid version of their animal form. In this form their if their Body is less than D6 it’s
nor D6 and all other attributes remain the same (Cost: 2 Zap points an hour).
Polyglot: The creature can understand and speak all known languages.

Common Equipment
None

Information: Animal Paragons are the magical version of normal Animals. Traveling in between the real and spirit
world , they have many rolls ranging from benevolent wise creature, remorseless hunter to comical trickster.

Paragons tend to avoid Mundania and humans unless a human is particularly spiritual and prefer the company of
animals over all beings. This may have to do withy that fact that even enlightened magical folk tend to treat them
like beasts instead of the glorious beings they are.

Description: Animal paragon look like larger physically perfect versions of their animal type with glowing eyes.

Hooks
1. An Animal Paragon has been captured by hunters, can the character rescue them?
2. A Trickster Animal Paragon has decided to prank a character.

Cryptozoology Facts
1. Most legends of talking animals are actually about Animal paragons.
2. Animal Paragons meet yearly at the “Congress of Beasts” to discuss issues involving them.

33
Name: Auborne
Type: Auborne
AKA: Trent, Tree-Folk
Rank: 3
Location: Forest (Particularly magic forest)
Motivations: Protect the Forest

Body D8 Mind D6
Senses D6 Will D6
Social D4+1 Magic D6+1
Life Points 24 Reflex 9
Actions 1 Armor 8
Resist 10 Zap 18
Magic Points

Common Skills: Athletics D8+4,


Charm D4+4, Fighting D6+6, History
D6+6, Mythology D6+5. Cryptozology
D6+4, Herbalism D8+6

Common Traits (Choose 2):


Heroic, Creepy, Friendly. Wicked,

Abilities
Hyper Fitness (4): +8 Life Points and +4 Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Hibernation: The character can choose to go to sleep for as long as they like. Wile a sleep they need not
eat, breathe and is immune to vacuum and drowning.
Hyper Strength (2): Lift 1 Tons, +2 to strength based non combat rolls. +2 to rolls involving lifting and breaking.
+4 hand to hand and melee damage.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Invulnerability (3): The creature ignores 5 points of damage.
Lumbering: The creature is large and slow and –2 to Reflex and movement is halved.
Magic: The creature has access to 2 ranks of Elementalism . The Magic only uses the plant aspects of the magic
type and uses Herbalism as the casting skill.
Polyglot: The creature can understand and speak all known languages.
Regeneration (Regrow) (1): The character regains a life point a combat round or minute and can regrow limbs
within one hour.
Tree: The creature is tree like with the following abilities : Absorbs nutrients from the sun, Does not bleed, does
not generate heat, speaks the languages of plants. If they have limbs those claw like woodmen limbs do +4 dam-
age (Total 14 damage). Auborne can also stretch its arm like limbs up to its height.

Common Equipment
None

Information: The Auborne of trees that due to exposure to nature magic long ago gain the ability to speak and
move. The Auborne are in many ways like Animal paragons as they are not only represenatives of nature itself but
protect it from those that would harm it.

Auborne tend to be shy around none plants ans animals and while slow they are bver precise in what they do.

34
Description: Auborne look like trees of various types Mosh’rooms
that can at will grow eyes and mouths and move by The Mosh’rooms are not actually trees by Large mush-
uprooting and rerooting themselves in a gate not unlike rooms some 6-7 feet tall. They are treated badly by
a squid or octopus walking (Yes they can walk). other Auborne and tend to be surly at the best of
times.
Variants Rank Bonus: +1
Attribute Bonus: None
As there are many types of Trees there are many types Skill Bonus: None
of Auborne roaming this world and others. Abilities:
Magic: Mos’rooms magic is limited to Illusion instead
Dark Trees of Elementalism.
Found in swamps and secluded dark forest Dark Trees Moshers: The Arms of Mos’rooms end in hard Round
are Undead Auborne full of hate for life itself. Mushroom caps instead of hands. Great for punching
Rank Bonus: +1 they do +2 Damage.
Attribute Bonus: None
Thorns
Skill Bonus: None
Thorns are Auborne with thorny hides, most are cactus ,
Abilities:
but rose and other Thorns exist.
Absorb life: Using a fighting roll the creature can grap-
Rank Bonus: +1
ple a target. Creature and target engage in a magic cs.
Attribute Bonus: None
Magic contest each time this ability is uses. If the at-
Skill Bonus: None
tacker wins t gains D6 Life and Zap points and can use
Abilities:
to replenish its own.
Thorns: The creatures Thorny hide grants it increased
Undead: These creatures do not heal normally, are
toughness (+2 Armor). Anything attacking it that
immune to spells and abilities that alter thought and
touches it takes 7 points of damage and the creature
emotion. Most undead are also –2 to resist Necromancy
can throw its thorns doing 10 points of damage at
spells.
range (up to 100 feet)

Mother Trees Hooks


Other Trees are great wide branch leafy oaks that 1. A n old Auborne who can’t move is targeted for
stand as tall as redwoods (or taller) . Though not as removal by land developers.
animated as other Auborne they act as homes to lov- 2. An Auborne offers up a branch to make a wand
ers of Nature and great deposits of Elementalism en- once a century, can the characters win a competi-
ergy and magic. tion for the honor?
Rank Bonus: +1 3. Rumors of a Dark Mother tree leads the characters
Attribute Bonus: None to a magical swamp.
Skill Bonus: None
Abilities: Cryptozoology Facts
Aura of Nature: This creature exudes natrual energy. 1. Auborne hate fire for obvious reasons.
All Elementalism spells with 200 feet are +1 to cast and 2. Some Mother Trees are actually groups of
MTR and may actually if in range be cast for 0 Zap Auborne connected by a root system,
Points. 3. The Language of the Auborne is telepathic
Aura of Purity: The creature exudes cleanliness and 4. Old and Wise Auborne know a lot.
purity. Everything and everyone within 200feet of the 5. Auborne limbs freely given make great wands. (+2
creature is always under a cleaning spell, cure poison when casting Elementalism, +1 casting all other
and cure disease, those in the aura do not get hungry or spells, Can be used to find water within 50 feet.
Thirsty. +2 to Herbalism rolls)
Queen of Trees: The Mother Tree is +4 to social rolls
with Threes, plants and Auborne. They may also spend
10 Zap to create a Auborne from a normal tree.
Unmoving: This creature cannot move and has –7 to
reflex.

35
Name: Brainvore
Type: Horror
AKA: Puppetmaster, Dumber
Rank: 2
Location: Shadow, Earth
Motivations: Eat Brains

Body D4 Mind D8
Senses D6 Will D8
Social D2 Magic D6
Life Points 8 Reflex 7
Actions 1 Armor 0
Resist 9 Zap 12
Magic Points
Common Skills: Acting D2+4, Basics
D8+6, Fighting D4+4, Hide D4+3,
Cryptozology D8+3, Mysticism D8+3

Common Traits (Choose 2):


Gloomy, Jaded, Trickster, Wicked
Abilities
Brain Eater: The Brainvore eats the brain of who they attached to. The longer they are attached the more brain is
eaten –1 to Mind a day. When the Brain reaches D1 they leave leaving their target permanently a D1 mind till they
are healed by magic.
Cloaked: The creature is totally invisible to non magical creatures.
Horror: Creatures within 20 feet of Horrors are –1 to will and prone to unstable actions.
Hyper Movement Flight Winged (2): As long as the creatures wings are free they can fly at 80 mph out of com-
bat, Fly 80 feet in combat. +1 to reflex to dodge in flight.
Possession: The creature makes a will v. will roll to control a person (By attaching to their brain through the skull
via the parasite ability.) If the character wins the will contest they can make the person do as they please. The
controlled person can spend a zap point to try t break free with a Will vs. Will contest.
Parasite: The creature attaches itself to another character. As long as the character does not resist no roll is
needed. Otherwise it’s a Body vs, Body contest. While attached the creature gains access to the hosts life points
and zap points to use to restore lost zap or life.
Common Equipment
None

Information: The Brainvore are a minor Horror that lives by arching to other creatures and eating their brains.
Intelligent and mean spirited they take great glee in making others unintelligent permanently. In fact many people
believe that the drop in human intellect may be a world wide infestation of the creatures.

Description: Brainvores look like basketball sized winged squids with large forward facing eyes. Brainvore are
some of the smallest horrors .

Hooks
1. People around the character start to forget thing and become less intelligent.
Cryptozoology Facts
1. Brainvores cannot speak unless they are attached to something or someone that can talk.

36
Name: Centaur
Type: Chimera
AKA: Equin-sapien
Rank: 2
Location: Earth
Motivations: Roam with herd.

Body D6+1 Mind D6


Senses D6 Will D6
Social D6 Magic D6+1
Life Points 14 Reflex 10
Actions 1 Armor 0
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D6+6,
Fighting D6+6, Investigate D6+4, My-
thology D6+3, Track D6+4

Common Traits (Choose 2):


Calm, Jock, Tough, Temper, Warrior
Abilities
Horse Friend: The creature can speak to Horses and “horse like” creatures and gain +1 to social rolls when deal-
ing with them.
Horse Like: The creatures running and walking is doubled and they have hooves that do +2 Damage (Total
damage of 9)
Hyper Movement Running (2): , The creature can run at 40mph out of combat and +40feet in combat.
Enhanced Hearing: The creature can hear noises humans cannot and gain +1 to reflex and rolls involving sur-
prise.
Common Equipment
Warriors: Centaur Warriors are known for outfitting themselves with light armor (+1-3 points of armor) and weapons
such as swords, bows (Damage 9, Range 100 yards) and spears ( All weapons damage +2-5)
Information: Centaurs are a common type of Chimera that combine humans with horses. Exiting in magical area
on earth in herds of various sizes. While most centaurs live as nomads a few live in centaur towns or among other
magical folk.

Description: Take an athletic human from the waste up and place it on the body of a horse. This odd looking
creature is one of Mab’s most whimsical creations

Hooks
1. A character insults a centaur and ends up in an athletic contest against the creature.
2. A group of nomadic Centaurs find their way to where the characters live and claim it on their own.
3. A Centaur witch comes befriends the characters.

Cryptozoology Facts
1. Centaurs are competitive and love playing athletic games against each other and other creatures.
2. Centaurs do not eat grass but prefer a balanced diet of meat, vegetables and grains.

37
Name: Cherub
Type: Light
AKA: Huggle Monster, Cutie
Rank: 2
Location: Places of joy and happiness.
Motivations: Be helpful

Body D4 Mind D4
Senses D4 Will D4
Social D6 Magic D6
Life Points 8 Reflex 7
Actions 1 Armor 0
Resist 9 Zap 16
Magic Points
Common Skills: Basics D4+3,
Charm D6+4, Flying D4+4, Hiding
D4+6, Leyology D4+5

Common Traits (Choose 2):


Friendly, Goody-Goody, Mary Sue
Abilities
Glow: The creature can glow and illuminate an area up to 50feet . This light at the Cherub’s description can count
as normal sunlight. ( Cost 1 Zap point an hour)
Healing Aura: The Cherub is so full of good it heals 1 point of damage and restores one power point to everyone
within 10feet. This Healing occurs once a minute out of combat and once a combat round in combat. ( Cost 1 Zap
points a minute). Those in the Aura’s range instantly stabilized if dying.
Hyper Movement Flight Winged (2): As long as the creatures wings are free they can fly at 80 mph out of com-
bat, Fly 80 feet in combat. +1 to reflex to dodge in flight.
Huggle Attack: If the Cherub hugs a target as an action and the target accepts the action. The Target gains +1 to
all rolls, all disease and poisons are cured and the target gains 5 Life points.( Cost 3 Zap points).
Polyglot: The creature can understand and speak all known languages.
Re-spawn: If destroyed the creature re-spawns fully healed in their home dimension/planet/realm in D6 days.

Common Equipment
None
Information: Cherubs are denizens of the realm of light that have found themselves far from home. Always up
beat, helpful and adoring to the point of cute overload they seem to live only to help.

Sought out as helpers, pets by some they are also sought out by the wicked for their healing ability and their use as
a healing potion component.
Description: Looking like cute blue orbs with multiple wings and big expressive eyes their voices sound like wind
chimes and their laughter like sunshine.

Hooks
1. Can the Star Characters save the Cherub from an evil witch?
Cryptozoology Facts
1. Called “Huggle Monsters by some” evil otherkin tend to feel guilty about past deeds around them .

38
Name: Cockatrice Body D4 Mind D4
Type: Chimera
AKA: Stone bird Senses D6 Will D4
Rank: 2
Location: Magical and mundane forest or grasslands Social D2 Magic D6
Motivations: Hunt territory
Life Points 8 Reflex 7
Common Skills: Athletics D4+ 5 Fighting D4+6, Hide D4+6,
Actions 1 Armor 0
Survival: D4+5
Resist 9 Zap 12
Common Traits (Choose 2): Magic Points
Athlete, Rural, Warrior
Abilities
Beak and Claw: The creature can attack with its beak and claws doing +3 damage (Total: 6)
Chimera: The creature is the melding of two or more creatures and like all Chimera is +2 to resist Alteration
magic and –1 to Cryptozology rolls to identify.
Petrifying sting: The tail of the creature can sting a target turning the area around the wound into stone. The
Sting takes a Fighting roll to hit . Targets stun must make a Hard Body roll to resist the petrifaction.
If the sting hits an arm the target -2 to rolls involving using that limb. A sting to the leg halves all foot based move-
ment and a sing to the torso or head results in –1 to all rolls. (Cost: 2 Zap points a ting). Two stings on a limb
results in that limb being useless. Two stings on the head or torso results in an extra -2 (total –3) to all rolls)
Three stings of any kind results in the person being unable to move , Four stings results in total petrifaction and
the entire body turning to stone. Petrifaction can only be healed by magic. or natrual regeneration.
Pack Hunter: The creature usually hunt in pairs or family groups of 3 to 4. For every creature in the hunting
group above 1 all of those creatures gain +1 to hit and +1 to reflexes to dodge Up to a maximum of +3.
Wiley: The cockatrice is fast and agile for its size. Granting it +10 feet combat speed, and +2 Reflexes.
Common Equipment
None
Information: Though they have a bad reputation the Cockatrice is actually a peaceful creature as long as you
avoid their prairie homes. Protective of the their family group the Cockatrice hunts in small packs usually wit a al-
pha-male and two or three assistant hunters.

Cockatrices usually hunt and kill creatures smaller than humans but will hunt them and otherkin if they are hungry.

39
Description: Standing up to two feet tall and being a Cryptozoology Facts
little or five feet long the cockatrices is far more danger- 1. Cockatrice are born stingerless and will remain
ous than its size dictates. Resembling a small partially stingerless for the first year of its life.
feathered dinosaur with red eyes and bright plumage it 2. Cockatrice love shiny things and tend to line their
moves quickly on the ground often hiding before striking nest with them and always attacks the “shiniest”
with its barbed stinger tail at the legs or at the head target first.
from a perch in a tree. 3. The Cockatrice eats the part of its victims not
turned to stone.
4. Cockatrice blood will cure most forms of petrifac-
Hooks
tion if transformed in to a potion (Hard Potion skill
1. A Cockatrice is attacking pets, can the characters
roll and 4 hours)
stop it.
2. A Immortal comes into the character’s town with a
trained group of Cockatrices to hunt friendly mon-
sters.
3. Someone one is using Cockatrice venom in po-
tions at school. Can the character finds out who’s
doing it.

40
Name: C’thon
Type: Horror
AKA: Greater Horror
Rank: 6
Location: Deep Shadow, Horrific Dimensions
Motivations: Destroy

Body D10 Mind D6


Senses D10 Will D10
Social D8 Magic D12
Life Points 30 Reflex 13
Actions 2 Armor 15
Resist 15 Zap 29
Magic Points
Common Skills: Fighting: D10+8,
Scare D8+6 , Cryptozology D6+6,
Mysticism D6+6, Leyology D6+6

Common Traits:
Queen Bee, Wicked
Abilities
Dimension Travel: For 5 Zap points the creature can travel to another dimension appearing anywhere in that
dimension. This may be uses as and action to teleport away.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Hyper Fitness (5): +10 Life Points and +5 Zap Points, +5 to rolls involving fatigue and resist poison and disease.
Hyper Strength (8): Lift 64 Tons, +16 to strength based non combat rolls. +8 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Insanity Aura: All none horrors witin 1 mile of creature must make a Hard will roll or permanently loses –1 Will
and Mind every minute.
Invulnerability (8): The creature ignores 30 points of damage.
Magic Immunity: The creature is immune to Divination, Mentalism and Necromancy magic.
Sapping Tentacles: The creatures tentacles do +3 damage (13 total). +3 to Hold and grab holds. May spend 1
Zap point to Drain D6 life and Zap Points from a person they are holding. This can be done once per turn but
doesn't count as an action.

Common Equipment
None
Information: C’Thon are aspects of the sleeping Horrors given form that travel and shadow or has escaped shad-
ows. Masterminds, conquers and manipulators they act as the hands of their sleeping masters.
Description: 50-60 feet tall , this horror has the head od the squid and multiple tentacles for arms or legs. They
come in a variety of colors and have dozens of eyes all over the body.

Hooks
1. People in the characters neighbor hood are going mad, is their a C’thon near by?
Cryptozoology Facts
1. Some experts think there is really just one massive horror and what appears on earth and other realms are just
small parts of it.

41
Name: Dim
Type: Shadow
AKA: Gibberer, Shade
Rank: 1
Location: Shadow, dark or depressing places
Motivations: Wicked mischief

Body D4 Mind D2
Senses D4 Will D2
Social D4 Magic D6
Life Points 8 Reflex 7
Actions 1 Armor 0
Resist 9 Zap 12
Magic Points
Common Skills: Fighting: D4+6,
Scare D4+4 , Hide D4+6
Mysticism D2+4

Common Traits (Choose 2):


Cold, Gloomy, Jaded, Trickster
Abilities
Sapping Aura: Everyone within 20feet of the creature feels depressed . They are –1 to all rolls , –1 to reflex and
must make an Easy Will roll or be –2 to all rolls and lose 1 life point. This loss of life happens automatically once
per combat scene/minute and doesn’t count as an action. (Cost: 2 Zap Points an hour)
Shadow Claw: The creatures claws are made of shadow stiff and on attacking ignores all armor and has a base
damage of 2 (Total damage 4) and is considered unstoppable (1). At least one life point will always be taken if this
attack hits.
Shadow Stuff: The creature is made of shadow stuff leaked from the realm of shadow. They are Immune to all
Mentalism magic and take half damage from non-light attacks They do not eat or sleep and can move like shad-
ows along walls or through cracks. They Are +2 to Reflex, +2 Fighting , Scare and Stealth rolls in Dark or dimly lit
places
Common Equipment
None
Information: Dims are rogue shadow stuff that has gained sentience. Malicious and playful (In a their own twisted
way) they are like children who wish to play tricks and feed (off the life forces of others).

Thankful Dims tend to keep to shadow and only occasionally find their way to our world. Those that do tend to find
depressing and dark places to live and literally feed off the misery of others.

Description: Dims look like shadows with multiple red or slits that act as eyes and mouths. It makes a gibbering
noise and though it cannot talk it can laugh which sounds like louder gibbering.

Hooks
1. An old abandoned hospital is the home of a group of Dims.
Cryptozoology Facts
1. Dims can vary in size from a afoot to 6feet .
2. Dims hate well lit places and will flee them.

42
Name: Dragon (Shen-Lung)
Type: Dragon
AKA: Eastern Dragon, Luck Dragon
Rank: 6
Location: Asia, South Pacific
Motivations: Be Left alone.

Body D10 Mind D8+1


Senses D8 Will D8+1
Social D6 Magic D10
Life Points 28 Reflex 9
Actions 1 Armor 10
Resist 13 Zap 20
Magic Points
Common Skills: Basics D8+5, Charm
D6+4, Fighting D10+5 Language
(Saurian, Chinese, English) D8+3 Mythol-
ogy D8+6, Scare D6+7, Tracking D8+6,
Cryptozoology D8+5, Flying D8+4, Leyol-
ogy D8+5, Mysticism D8+5

Common Traits (Choose 2):


Calm, Eccentric, Flier, Jaded

Abilities
Awe: Anyone who sees the creature and is witin 100feet of it is –2 to all roll D6 Minutes or for as long as they are in
range.
Big: The creature is large and is -4 Reflex.
Bless/Curse: The creature can grant a blessing or a curse on a target they can see. The Target must win a magic
vs. magic roll with the creature or be cursed with –2 to all rolls forever ( Cost: 2 Zap Points) The creature may also
grant + +2 to all rolls for D6 days. ( Cost: 2 Zap Points) Blessing does not require a roll.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits and
wireless communication.
Environmental Immunity: The creature is immune to normal weather and natrual intense heat and cold.
Hyper Fitness (4): +8 Life Points and +4 Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Hibernation: The character can choose to go to sleep for as long as they like. Wile a sleep they need not
eat, breathe and is immune to vacuum and drowning.
Hyper Movement Flight (4): Fly at 320 mph out of combat, Fly 320 feet in combat. +2 to reflex to dodge in flight.
Hyper Strength (4): Lift 8 Tons, +8 to strength based non combat rolls. +4 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Invulnerability (5): The creature ignores 15 points of damage.
Magic Immunity: The creature is immune to Curse magic.
Magic Resistance: The Creature is +2 to Resist magic vs. Elementalism and Mentalism .
Roar: As a fighting skill action the creature roar doings 15 points sonic damage at a target up to 100 feet away.
The Roar also cause anyone that loses life points from it to become deaf (-4 to hearing based rolls) for D6 hours.
( Cost: 2 Zap Points) .
Stealth Shape: The creature can change it’s skin to resemble, stone, ice, brush or other natrual occurring solid
substance to blend into an environment for as long as they are not moving. This grants –3 to rolls to see the crea-
ture ( Cost: 1 Zap Point a day)
Tooth and Claw: Claws and teeth do Base 6 Damage (total 22 damage).

43
Common Equipment Azure
None
These metallic blue Shen-Lung do not live on the
ground but in fact are in constant flight living in the
Information: The Eastern Shen-Lung Dragons claim to
clouds. Unlike others of their kind they lack legs and
be the eldest of dragon kind and while that may or may
instead have small sale like fins where legs would be.
not be true in my onion they are the most majestic and
Rank Bonus: +1
easiest to get along with of their kind.
Attribute Bonus: None
Skill Bonus: None
Like all Dragons the Shen-Lung are believed to be related
to dinosaurs and if my personal theory holds, they are Abilities:
dinosaurs that adapted to magic or mutated due to magi- Weather control: Creature can control the weather as
cal exposure. if they had three ranks of Elementalism . This control
still costs Zap points but doesn't require Casting roll.
The Shen-Lung live mostly in Asia and other more magi- All damaging and combat related attacks with this abil-
cally active pocket realms and realities. Solitary (like most ity uses the Fighting skill or body attribute.
Dragons) they prefer to be left alone in their mountain
hideaways far in the clouds. Temple Shin-Lung

While no more or less magical than you and I, these drag- These small dragons are 10 feet long at their oldest
ons are very arrogant and see themselves as our superi- and live in ancient places of power and Asia (usually
ors… everyone's superiors and expect nothing more than temples) Metallic Red in color they tend to be far
awes of worship if your ever lucky enough to meet one. more humble then they larger cousins
Rank Bonus: -2
Which brings us to the fact that despite their immortality Attribute Bonus: -2 Body -2 Senses
and size they are not easy to find. In fact many a witch Skill Bonus: None
has gone their entire life without so much as seeing one Abilities: Lacks Hyper Fitness, Hyper Strength and
or even meeting someone who has seen one. roar abilty.

Description: The Shen-Lung are large usually metallic Hooks


gold colored bearded serpents with four legs ending in
claw like hands. 1. The characters discover a large stone brought
back from Japan to their home town is a sleeping
At birth they are about 6 feet long and continue to grow Shin-Lung.
all their life. On average they tend to be about 60 to 70 2. A Temple Dragon decides to turn a near by library
feet long but rumors tell of great ancient ones hundreds into his home
and even thousands of feet long. 3. A Sin Lung seeking revenge on a character's
family attacks.
The creatures wolf like head has almost a constant sneer
of arrogance and cunning with large green or silver eyes Cryptozoology Facts
that ooze wisdom. 1. Shin lung loves puzzles and riddles.
2. Shin Lung do not like Wrym Dragons.
3. Shin Lung love to eat gold.
Variants
Shen-Lung have evolved over time some differences
due to magical specialization and sure will.

44
Name: Dragon (Wrym)
Type: Dragon
AKA: Western Dragon, Draco
Rank: 6
Location: Europe (Magical areas)
Motivations: Be Left alone.

Body D10 Mind D8+1


Senses D8 Will D8+1
Social D6 Magic D10
Life Points 28 Reflex 9
Actions 1 Armor 10
Resist 13 Zap 20
Magic Points
Common Skills: Athletics D10+6, Fight-
ing D10+5 Language (Saurian, English)
D8+3 Mythology D8+6, Scare D6+7,
Tracking D8+6, Cryptozoology D8+5, Fly-
ing D8+4, Leyology D8+5, Mysticism D8+5

Common Traits (Choose 2):


Eccentric, Flier, Temper, Warrior

Abilities
Awe: Anyone who sees the creature and is witin 100feet of it is –2 to all roll D6 Minutes or for as long as they are in
range.
Big: The creature is large and is -4 Reflex.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits and
wireless communication.
Environmental Immunity: The creature is immune to normal weather and natrual intense heat and cold.
Energy Blast (Flame Breath) 5: The Dragon can fire up to 320 feet away a jet of flame doing 25 points of damage
to a single target or 15 points of damage to a 40 feet wide area. The can only be extinguished by time (D6 rounds
or minutes) or magic).
Hyper Fitness (4): +8 Life Points and +4 Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Hibernation: The character can choose to go to sleep for as long as they like. Wile a sleep they need not
eat, breathe and is immune to vacuum and drowning.
Hyper Movement Flight (Winged) (4): Fly at 320 mph out of combat, Fly 320 feet in combat. +2 to reflex to dodge
in flight. If the creatures wings are bound , the creature cannot fly.
Hyper Strength (4): Lift 8 Tons, +8 to strength based non combat rolls. +4 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Invulnerability (5): The creature ignores 15 points of damage.
Magic Immunity: The creature is immune to Curse magic.
Magic Resistance: The Creature is +2 to Resist magic vs. Elementalism and Mentalism .
Stealth Shape: The creature can change it’s skin to resemble, stone, ice, brush or other natrual occurring solid
substance to blend into an environment for as long as they are not moving. This grants –3 to rolls to see the crea-
ture ( Cost: 1 Zap Point a day) .
Tooth and Claw: Claws and teeth do Base 6 Damage (total 22 damage).

45
Common Equipment Aquatic– Cont
None
Abilities:
Amphibian: The Creature can breath in water as well as
Information: The Western Dragon is actually the most air. It can also swim at its full running speed.
common kind of dragon, despite several “forced” near Hyper Movement (swimming) This replaces Flight at the
extension “ caused by humans and immortals. same rank .
Poisonous Bite: The Creatures is poisonous. Anyone
Western Dragons live in the mountains in both the mun- bitten by the creature that takes damage must make a very
dane and magical world sleeping years and decades hard Body roll or be –4 to all rolls for D6 Rounds or min-
before rising to hunt and returning to sleep. This unique utes, at the end of that time if not cured that person dies.
existence makes them extremely hard to find and almost This Poison effects magical and mundane beings equally.
always a tad grumpy while they are awake as the world
they knew before sleeping has almost always changed .
Great Wyrm
Western dragons live solitary lives only coming together
to mate or to fight over territory. Such meetings despite The Great wryms are massive creatures two– four
the reasons are usually violent on both parts and ends times as large as your typical Wrym. Most are cur-
with one or both creatures injured. rently asleep and have been doing so for centuries and
unless awaken should remain asleep for centuries
Western Dragons like most dragons tend to be arrogant more.
and see themselves above mundane and magical laws Rank Bonus: +2
and consider themselves the rulers of the earth as their Attribute Bonus: -+2 Body, +1 Mind, Will and Magic
spices predates humanity. This arrogance among the Skill Bonus: None
wryms is such as they rarely consider people as little Abilities: +2 to Hyper Fitness and Hyper Strength
more than talking food. +1 To Invulnerability.

Micro Dragon
Description: Wryms tend to be stone colored with
These Dragons grow to the size of large house cats
slated red, blue. Green and black being the most com-
and unlike moist Wryms are social and enjoy being
mon.
taken care of like cats.
Rank Bonus: +5
With horned heads, long necks, muscular for legged
Attribute Bonus: -Body Die is D4 instead of D10, Mind
bodies, two great wings and a long tail, the Wryms is
Die is D4 instead of D8+1.
what moist people think of when they think of dragon.
Skill Bonus: Lacks Athletics and Fighting Skill.
Wryms average 40 feet from head to tail with some Abilities:
growing much , much larger and a few being extremely All abilities are considered rank 1 when applicable.
small. Lacks the Awe and Big Ability.

Variants Hooks
Wryms have over time branched off into many sub
groups based on size and ability. 1. A Great Wrym is waking up under the characters
town or school.
2. A Wrym has been driven out of its territory by a
Aquatic lager Wrym and is now hunting the locals of the
character’s town.
Aquatic Wryms are common far northern Europe and 3. A group of Dwarves need the characters help in
resemble serpents h horned dragon like heads. Most removing a Wrym from their ancestral home.
are at least 100 feet long with greenish skin, red eyes,
multiple rows of teeth . They lack wings and legs and Cryptozoology Facts
instead have for large fins. They also do not breath 1. Wryms love gold and jewels and horde them in
fire. their caves .
Rank Bonus: 0 2. Aquatic Wrym Venom is one of the most lethal in
Attribute Bonus: None the multiverse.
Skill Bonus: None 3. Wryms exist on most magically active worlds in
All damaging and combat related attacks with this abil- the multiverse.

46
Name: Dragon (Wyvern)
Type: Dragon
AKA: Winged Serpent, Drake
Rank: 5
Location: Africa, North America, South
America
Motivations: Be Left alone.

Body D8+1 Mind D8


Senses D8 Will D8
Social D6 Magic D8
Life Points 26 Reflex 8
Actions 1 Armor 10
Resist 13 Zap 16
Magic Points
Common Skills: Athletics D8+5, Fight-
ing D8+5 Language (Saurian, English)
D8+3 Mythology D8+6, Scare D6+7,
Tracking D8+6, Cryptozoology D8+5, Fly-
ing D8+4, Leyology D8+5, Mysticism D8+5

Common Traits (Choose 2):


Eccentric, Flier, Temper, Warrior

Abilities
Awe: Anyone who sees the creature and is witin 100feet of it is –2 to all roll D6 Minutes or for as long as they are in
range.
Big: The creature is large and is -4 Reflex.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits and
wireless communication.
Environmental Immunity: The creature is immune to normal weather and natrual intense heat and cold.
Hyper Fitness (4): +8 Life Points and +4 Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Hibernation: The character can choose to go to sleep for as long as they like. Wile a sleep they need not
eat, breathe and is immune to vacuum and drowning.
Hyper Movement Flight (Winged) (4): Fly at 320 mph out of combat, Fly 320 feet in combat. +2 to reflex to dodge
in flight. If the creatures wings are bound , the creature cannot fly.
Hyper Strength (3): Lift 8 Tons, +6 to strength based non combat rolls. +3 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Invulnerability (4): The creature ignores 10 points of damage.
Magic Immunity: The creature is immune to Curse magic.
Magic Resistance: The Creature is +2 to Resist magic vs. Elementalism and Mentalism.
Stealth Shape: The creature can change it’s skin to resemble, stone, ice, brush or other natrual occurring solid
substance to blend into an environment for as long as they are not moving. This grants –3 to rolls to see the crea-
ture ( Cost: 1 Zap Point a day).
Stinger: The Creatures tail ends in a stinger. With a base damage of 2 (total damage of 14). If The Stinger dam-
ages a target they must make a Hard Body roll or take D6 damage for the Next D6 rounds or minutes.
Tooth and Claw: Claws and teeth do Base 6 Damage (total 18 damage).

47
Common Equipment Kisu Mkuu – Cont
None
Abilities:
Bladed: The Creatures Head and Wings sharpened to
Information: The Wyvern are an adaptive breed of be blade like and do +4 damage (Total 16) as attacks.
dragon native to Africa, South America and North Amer- In flight they can be used to ram adding +6 to their
ica. damage at maximum speed (22 Damage)
While many see them as minor dragons they are full drag-
ons in their own rights and posses their own unique cul- Lake Serpent
ture and abilities.
This wingless, legless Wyvern is grey in color with a
Wyvern unlike other dragons travel in small family units of rounder head and a small finns along its sides and
their parents and one to three children. They like most finlike crest along it’s back.
dragons like to be left alone, but do not apply that solitude
to their family. Found in lakes (Lochs) they are the source of most
Lake monster legends and sightings.
Wyvern tend to sleep shorter periods of time than other
dragons and sleep together in family units using their Rank Bonus: 0
larger group size and stealth shape to appear as hills, Attribute Bonus: 0
great trees and more. Skill Bonus: None
Abilities:
Description: Wyvern are long thin dragons with power- Amphibian: The Creature can breath in water as well
ful hind legs, no forelegs and large wings where their as air. It can also swim at its full running speed.
front legs would be. Hyper Movement Swimming: Hyper Movement flight
replaced with Hyper Movement swimming.
Wyvern average 60feet long as adults. Most of that be-
ing neck and tail. Hooks

Variants 1. A Dive Bomber has taken to the skies and is mak-


The environment of where they live have altered some ing them unsafe for flight.
Wyvern in unique ways. 2. A Lake Serpent has brought a lot of unwanted
spectators to the character's town.
Feathered Serpent 3. A family of Wyverns is hiding in the city as a water
tower and are ate risking of revealing magic to tho
Feathered Serpents are Wyvern covered in brightly the locals.
colored feathers and no stinger. Smarter than most
Wyvern they are native to South and Central America. Cryptozoology Facts
Rank Bonus: 0 1. Wyvern consider themselves masters of the sky
Attribute Bonus: +1 Mind, +1 Will and tend to attack anything flying in their area.
Skill Bonus: None 2. Wyvern stinger poison can be used to make an
Abilities: excellent sleeping potion.
No Stinger. 3. Baby Wyverns cannot fly for the first three years
of life.
Kisu Mkuu (Aka Dive Bomber)

Native to Africa these Black and dark purple dragons


has a blade like crest on it’s head and blade like
wings.
Rank Bonus: 0
Attribute Bonus: 0
Skill Bonus: None

48
Name: Elemental
Type: Elemental
AKA: Gnome, Sylph, Undine and Salamander
Rank: 2
Location: Places of High Magic
Motivations: Protect the environment.

Body D6 Mind D6
Senses D6 Will D6
Social D6 Magic D6+1
Life Points 12 Reflex 9
Actions 1 Armor 0
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D6+6,
Fighting D6+6, Investigate D6+4, My-
thology D6+3, Survival D6+6

Common Traits (Choose 2):


Mysterious, Rural, Urchin, Warrior
Common Abilities
Elemental alignment: The creature gains +2 rto rolls, +5 life points and +3 armor when surrounded by their ele-
ment. They are also immune to all damage from their element type.
Hive mind: All creatures of this (Elemental type) type can at will link minds gaing +1 to rolls per each one witin
the link. The link has a range of 100 feet.
Para Physiology: The creature does not need to eat, drink and sleep. The Creature is also immune to to all dis-
ease and poison. The creature also lacks blood .
Common Equipment
None

Information: Elementals are aspects of various elemental concepts come to life thanks to the will of another
(Elementalism 4) or naturally through intense magical energy or abuse of the Earth. Elementals no matter their
origin will always act to protect the environment from those who pollute it and may even attack a polluting Sum-
moner.

Description: Elementals take on many form, those summoned by people tend to look humanoid like , while those
forming nature tends to take amorphous or animal like form.

Hooks
1. A vengeful Elemental rises from the water to battle a local polluter.
2. An Elemental summoned by a witch wants to be free.

Cryptozoology Facts
1. Elemental tend to have advantages over each other based on type (+2 to rolls). Air over water, water over
earth, earth over fire and fire over air.
2. Elementals are weak in polluted areas (-2 to all rolls)

49
Variants Sylph
There are many types of Elementals known with more Sylph can look like swirling clouds or be as invisible as
type appearing to mark changes in the Earth. the air itself. Capricious to a fault they have a hard time
focusing on the wind.
Gnome Rank Bonus: +2
The Gnomes (not to be confused with the fae of the Attribute Bonus: +1 Body
same name are made of earth stone and mud and Skill Bonus: Casting +5
known for being stubborn. Abilities:
Rank Bonus: +2 Body of Air: The creature body is made of air and thus
Attribute Bonus: +2 Body, -1 Mind, +1 Mind they can move as air though cracks and contract to fit
Skill Bonus: Casting +5 into smaller things. They are also immune to physical
Abilities: attacks.
Big: The creature is large and is –2 Reflex. Hyper Movement Flying (2): , The creature can fly at
Digger: The creature can dig up to it’s height as an 40mph out of combat and +40feet in combat.
action and up to 4 times that in a minute out of combat. Invulnerability (2): The creature ignores 5 points of
The creature can dig through natrual earth an stone damage.
with no difficulty. Magic: Elementals (3) This Elemental limited form of
Hyper Strength (3): Lift 8 Tons, +6 to strength based Elementalism can only used to control/create the crea-
non combat rolls. +3 to rolls involving lifting and break- tures elemental type in this case (water)
ing.
Invulnerability (4): The creature ignores 10 points of Undine
damage. The Undine is made of water and has the relentless pa-
Magic: Elementals (3) This Elemental limited form of tience of water.
Elementalism can only used to control/create the crea- Rank Bonus: +2
tures elemental type in this case (earth) Attribute Bonus: +2 Body
Seismic sense: The creature can senses movement Skill Bonus: Casting +5
and through earth and stone. This grants them +4 to Abilities:
avoid being surprised if they are touching earth and Big: The creature is large and is –2 Reflex.
stone. This is also usually the creature’s primary form Body of Water: The creature body is made of water and
of sight. thus they can move as water though cracks. They also
take half damage from physical attacks.
Salamander Hyper Movement swimming (2): , The creature can
The hot tempered salamander usually is made of fire swimming at 40mph out of combat and +40feet in
heat and super heated plasma. All of a Salamanders combat when swimming.
form are all lizard like. Invisibility: The creature is –4 to sight based rolls for 1
Rank Bonus: +2 minute out of combat or 1 turn in combat (2 Life points)
Attribute Bonus: +1 Body Invulnerability (2): The creature ignores 5 points of
Skill Bonus: Casting +5 damage.
Abilities: Magic: Elementals (3) This Elemental limited form of
Aura of Fire: All characters within 10 feet of the crea- Elementalism can only used to control/create the crea-
ture takes 10 points of damage from intense heat. This tures elemental type in this case (air)
costs 2 Zap Points per minutes.
Hyper Movement Running (2): , The creature can run
at 40mph out of combat and +40feet in combat.
Invulnerability (2): The creature ignores 5 points of
damage.
Magic: Elementals (3) This Elemental limited form of
Elementalism can only used to control/create the crea-
tures elemental type in this case (fire)

50
Name: Fairy
Type: Fae
AKA: Sprite, Pixie, Yosei
Rank: 2
Location: Mundane and Magical Forest
Motivations: Protect nature.

Body D2 Mind D4
Senses D6 Will D6
Social D6+1 Magic D8
Life Points 4 Reflex 9 (13)
Actions 1 Armor 0
Resist 11 Zap 16
Magic Points
Common Skills: Acting D6+4, Basics
D6+4, Charm D6+5, Mythology D6+4,
Casting D8+4, Cryptozoology D6+4, Fly-
ing D2+6, Leyology D8+5, Mysticism D6+5

Common Traits (Choose 2):


,Eccentric, Flier, Heroic, Wicked

Abilities
Hyper Movement Flight (2): Fly at 40 mph out of combat, Fly 40 feet in combat.
Hyper Reflexes (4): +4 to Reflex.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Magic: The creature has 4 ranks of magic , but is limited to a maximum of two ranks in any one type
Metal Vulnerability: Fairy magic wil; not work on Iron or iron alloys and Fairy takes +3 damage from non-magical
iron or iron alloy (1 point of damage is considered unblockable and will always occur, regardless of toughness roll or
armor)
Minute: The creature is very smart and does 1/23 normal damage and is +4 to stealth and reflex to dodge.

Common Equipment
Wand: Faries have tiny wands that provide –1 to Zap point cost for a spell and +1 to spells when protecting the

Information: Fairies are decedents from a group of Fae that retreated to the forest and melded with its energies.
Once as tall as normal humans they are now smaller than most dolls and live a life of living among nature protecting
it.

Faries tend to be very industrious when it comes to their forest building small homes in trees and magically helping
nature do it’s job if the need arrive. Always wary of humans and even non Fae otherkin they do have a soft spot for
children.

Description: Fae resemble human females ranging in age from child to young adult. Their skin and hair can literally
be any color or multiple colors. Fairies wear dresses made of spider silk, flowers, and leaves, as well as magically
created jewelry and sequins. Faries have insect like and range in height from 3-4 inches.

51
Variants Will o’ Wisp
There are many types of Faries each one having their Will o’ Wisp are Faries that flit about as beings of light
own abilities based on their environment. while in flight they look like glowing balls of light leaving
a trail of sparkles and are often mistaken for swamp
Nightkin gas
Nightkin are Faries with dark colored skin and wings Rank Bonus: 0
(Blues, purples and grays) and an affinity for darkness Attribute Bonus: None
and wicked things and deeds. Skill Bonus: None
Rank Bonus: +1 Abilities:
Attribute Bonus: None Light Form: When in flight the creature turns into an
Skill Bonus: None orb of might about half it’s height. In this form they
Abilities: cannot cast spells or attack but are immune to physical
Magic: +1free rank Shadow magic. attacks and takes half damage from all other attacks.
Nightvision: The creature can see in dim night and They also produce light that can be be as bright as a
total darkness as easy as they can in normal light. 100 watt light bulb.
Magic: 2 ranks of magic instead of 4.
Pixie
Pixies tend to have two sets of dragonfly like wings and
spend most of their time shaping the area they are in Hooks
into a natrual paradise.
Rank Bonus: +1 1. A young witch collects Fairies in Jars to harvest
Attribute Bonus: None their Pixie Dust can the characters liberator her
Skill Bonus: collection?
Abilities: 2. A Fairy Queen is lost among humans and need to
be found before her community collapses into
Magic: +1free rank ranks of Elementalism magic
chaos.
Nature Expertise: Pixies tend to have one aspect of
3. Faries have invaded a near by forest and are
nature they are really good at. It may be Plants,
causing trouble.
Sunlight, an element type or even animals. With all rolls
dealing with their Expertise they are +2 to that roll,
resistances against it and all magic is +1mtr when us-
Cryptozoology Facts
ing magic involving that expertise.
1. Faries are only born if a member of a community
dies.
Queen 2. Faries like a lot of Fae love sweets and can rarely
Queens powerful Faries literally born to rule the their turn it down.
kind by the normal, Nightkin, Pixie or Will’ 0 wisp. Al- 3. Nightkin tend to be far more aggressive than other
ways female there is only one Queen per Fairy commu- Faries.
nity. If a queen is born into a community with a Queen
she will most likely go out and found her own commu- Pixie Dust
nity.
Rank Bonus: +2 While its called pixie dust it actually can come from any
Attribute Bonus: +2 Magic and Charisma fairy. This glittery dust fits flakes off most Faries natu-
Skill Bonus: 6 Free ranks in magic skill (Maximum of 7 rally. It can also be gathered in large amounts by
in any skill) grinding fairies into dust (Something frowned upon by
Abilities: almost everyone) Pixie Dust can be used to do the
Human Size: The Fairy can gain Human Size by flowing
spending 4 Zap points per hour . At human her Body is
D6+1.
 Act as up to 3 Zap points if a hand full is blown an in-
tended target.
Magic: +4 ranks magic (Maximum 3 in any rank)
Magic Immunity: The Queen is immune to all Fairy  +1 MTR to Illusion and Elementalism roll is blown out at
the target or area of the spell.
magic and is +2 to resist fae magic.
Royal Decree: The Queen gains +2 to all rolls against  Grant flight (One rank of Hyper movement flight) to
none Queen Faries and may use the Zap Points of all anything not connected to the ground for up to an hour.
Faries under her control as her own at any range.

52
Name: Flying Monkey
Type: Chimera
AKA: Aero-Ape
Rank: 2
Location: Magical Jungles
Motivations: Serve their master

Body D6+1 Mind D4


Senses D6 Will D6
Social D6+1 Magic D6+1
Life Points 14 Reflex 10
Actions 1 Armor 0
Resist 9 Zap 14
Magic Points
Common Skills: Athletics D6+4, Fight-
ing D6+6, Hide D6+4, Track D6+6, Urchin
D6+4

Common Traits (Choose 2):


Jock, Ruffian ,Temper, Warrior

Abilities
Blood Hunt: Once the creature gets a person’s scent, they can track them anywhere across the world. Not even
magic can hide the target’s scent.
Howl: The creature can Howl in such a way that all creatures of their type within a 10-mile radius can hear it.
Hyper Movement Flight (2): Fly at 40 mph out of combat, Fly 40 feet in combat.
Tooth and Claw : Claws and teeth do Base 3 Damage (total 8 damage).

Common Equipment
Wand: Faries have tiny wands that provide –1 to Zap point cost for a spell and +1 to spells when protecting the

Information: The Flying Monkey was created for one reason, to serve witches . Intelligent enough to for most tasks ,
loyal but not ambitious they are commonly used as soldiers and guards by witches in need of such things. Natives of
Oz they where created and bred there by the four witches that first uncovered the highly magical realm.

Most Flying Monkeys exists in large family units like normal apes ran by an alpha-male. Young members are raised
by the group itself and do not become independent until they are 10 years old. Its at that time most start training
under the tutelage of older apes in their duties.

Flying Monkeys rarely exist in the wild , those that do tend to be smarter and more civilized than those in captivity.

Description: Flying Monkeys look like winged Mandrills (a kind of Baboon) and weigh close to 200 lbs. On their
backs are large wings that, when at their full length, provides an10 ft wingspread.

53
Variants Hooks
Selective breeding over time has created many types of
winged monkey. 1. A group of Flying Monkeys dedicated to a charac-
ters shows up to serve a character but causes
Chimpanzee trouble.
2. A Flying Monkey escapes the service of a evil
These creatures are slightly larger than the standard Witch and seeks the character’s help.
flying monkey and resemble winged chimpanzees. 3. A Witch sends fling Monkeys to capture a friend of
Cunning and more likely to uses intellect over physical the character.
power they usually act as field leaders among the Fly-
ing monkeys. Cryptozoology Facts
Rank Bonus: +1 1. Flying Monkeys are born flying.
2. Flying Monkeys are meat eaters and will try to eat
Attribute Bonus: +2 Mind, +2 Will
anyone who attempts to feed them a banana.
Skill Bonus:
3. Flying Monkeys cannot see the color yellow.
Abilities:
None.

Gibbon

Gibbon are smaller monkeys (most under 3 feet tall.


with long tails and glider style wings as oppose to
wings on their back. Bred to be spies they are experts
at hiding .
Rank Bonus: -1
Attribute Bonus: -2 Body
Skill Bonus: +2 Stealth
Abilities:
Prehensile tail: The creatures long thin tail can move
and grasp like a hand allow them to hold things with it
as well as hang from it.

Gorilla

Gorilla’s are the larges of the Aero Apes. Resembling


300-5—lb gorillas they with large batlike wings they
are not as fast as other flying monkeys but make up for
that lack of speed with incredible strength.
Rank Bonus: +1
Attribute Bonus: +1 Body. –1 Will, -1 Mind
Skill Bonus: +1 Athletics and Fighting
Abilities:
Hyper Fitness (2): +4 Life Points and +2 Zap Points,
+2 to rolls involving fatigue and resist poison and dis-
ease.
-1 To Hyper Movement Flight
Hyper Strength (2): Lift 1 Tons, +2 to strength based
non combat rolls. +2 to rolls involving lifting and break-
ing. +4 hand to hand and melee damage.

54
Name: Giant
Type: Giant
AKA: Nephilim
Rank: 3
Location: Secluded Hills and Mountains.
Motivations: Be left alone.

Body D8+1 Mind D4+1


Senses D6+1 Will D4
Social D4 Magic D6+1
Life Points 24 Reflex 8
Actions 1 Armor 5
Resist 10 Zap 17
Magic Points
Common Skills: Athletics D8+6,
Fighting: D6+6, Scare D6+4 , Survival
D4+4

Common Traits :
Chooses any 2

Abilities
Big: The creature is large and is –4 Reflex.
Elemental Resistance: The creature takes half damage from Elemental attacks such as cold, ice, fire, wearer,
lighting, etc. They are also immune to normal elemental extremes.
Enhanced Olfactory: The creature senses of smell allows it to detect a scent at 2 miles away. This grants them
+2 to track and smell based actions
Hyper Fitness (4): +8 Life Points and +4 Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Strength (4): Lift 4 Tons, +8 to strength based non combat rolls. +4 to rolls involving lifting and breaking.
Invulnerability (3): The creature ignores 5 points of damage.
Longed Live: The creature is not immortal but lives a long time . They gain +3 to resist aging attacks.
Nightvision: The creature can see in dim night and total darkness as easy as they can in normal light.
Common Equipment
Armor: Warrior Giants sometimes wear Hides, Leather or Metal armor granting them an extra +3--5 points of armor

Weapons: Warrior Giants sometime uses massive clubs, trees and other weapons that do +5-8 points of Damage.
Those hit by the weapons are knocked Down and Knocked back.

Information: Giants are natives to the misty realms, a dimension of great mountains, cloud kingdoms and leg-
ends. Over time many giants have found their way to other realms and while most live solitary lives a few have
founded communities in the more magical parts of this world and many others.

Giants tend to be see themselves as the top of the food chain and fear only one thing, Dragons. In fact that men-
tality has lead many Giants to think they are the true rulers of the lands they inhabit .

55
Description: Giants look like stocky humans standing Leumarian
15-30 feet tall (depending on type). Like humans there
are a lot of variety in skin and hair color. Leumarian are giants that live near and in the sea.
Known for their love of human flesh, shark like teeth
Variants and primitive tribal ways, these blue skinned giants
There are many types of giant s in the world with a vari- are among the most slim giants and stand 16-20 feet
ety of abilities and temperaments. tall.
Rank Bonus: 0
In fact there are so many types of Giants that those Attribute Bonus: -1 Mind, -1 Will
listed here don’t even scratch the surface and Directors Skill Bonus: None
should feel free to come up with their own Giant vari- Abilities:
ants. Amphibian: The Creature can breath in water as well as
air. It can also swim at its full running speed.
Cyclops/Balor
Titan
This type of giant is among the most primitive and are
found in Ireland, Scotland and the Mediterranean. The Titans are a race of dark skinned civilized giants
Known for having one large eye they keep to them- that live in cloud covered mountains. Great artisan,
selves and are excellent sheep header and makers of Philosophers and warriors they see them selves at the
woolen fabrics. most evolved giants.
Rank Bonus: 0
Attribute Bonus: -1 Mind, -1 Will Titans stand 20-25 feet and are almost always athletic
Skill Bonus: +3 Art, +2 Bargain in build.
Abilities: Rank Bonus: 0
Great Eye: The creature not only sees well at night but Attribute Bonus: +2 Mind, +3 Will
can see the invisible, ghosts, spirits, body heat and Skill Bonus: +3 Magic
magic. Abilities:
Cloud Walking: The creature can walk on clouds and
Johton fog as if it was solid ground.
Electrical Blast (3): The creature can fire lightening
The Ice Giants are the tallest of giants standing 25- from their eyes or hands doing 15 points of damage.
30feet tall. With a culture much like ancient Vikings Targets that take damage most make a Hard Body roll
(including the look) they raid worlds and lands on flying or be stunned (-1 Action and –1 to rolls) for D6 min-
long ships . utes.
Electrical Immunity: The creature is immune from all
With white hair, blue skin and ice blue eyes they are electricity/lightening damage. .
also open of the most striking giants.
Rank Bonus: +3 Hooks
Attribute Bonus: +1 Body
Skill Bonus: + 1 Athletics and Fighting 1. A group of Johton is raiding the Star’s town and
Abilities: must be stopped .
Cloud Walking: The creature can walk on clouds and 2. A Giant is found sleeping near by, can the Stars
fog as if it was solid ground. move him before mundanes find it?
Hyper Strength and Fitness (5)
Ice and Cold Control (3) ): (1-3 Zap The Creature can Cryptozoology Facts
create and control Ice and cold. They may create Ice 1. An Immortal named Jack dedicated his life to
up to MTR 3 size, Do MTR 3 Damage with Ice and cold slaying giants. To this day, Giants have a great
with up to MTR 3 range and duration with ice and cold. hatred for Immortals.
Ice/Cold Immunity: The creature is immune from all 2. Many giants have bred giant versions of domesti-
Ice and Cold damage. cated animals as food and pets.
3. Fe-Fi-Fo-Fom actually means “Stop Theif! ” in
Giantese

56
Name: Ghost
Type: Spirit
AKA: Specter, Spirit, Geist
Rank: 2
Location: Various haunted places.
Motivations: Finished, unfinished business.

Body D4 Mind D6
Senses D6 Will D6
Social D4 Magic D6+1
Life Points 8 Reflex 7
Actions 1 Armor 0
Resist 9 Zap 14
Magic Points
Common Skills: 20 points of skill
based on the Ghost’s occupation and
education while alive.

Common Traits (Choose 2):


Any 2 based on the characters life.

Abilities
Magic Immunity: The creature is immune to Alteration, Conjuration and Curse magic.
Manifest: Ghosts in this form appear as pale, transparent versions of their human forms. They may use their ghost
limbs to move things and talk to non-magical and magical beings. In this form, they are still immune to all but the
aforementioned magic and all damage done to them by any non-magical attack is halved. If a Ghost’s Life points
reach 0, it vanishes for 24 hours. Manifesting costs 1 Zap points a minute for a Ghost.
Natrual Telekinetic: The creature can lift up to 200lbs up to 200feet away as long as they can see it. They can
also attack doing 10 points of damage up to 20feet away or perform a grapple at the same rage (Hard difficulty to
escape) All telekinetic abilities cost 2 Zap Points to use.
Spirit: Ghosts normally have no form and cannot be seen or heard or felt (save for a cold shiver). Ghosts while in
this form are immune to all magic save Necromancy and Mental. They also are immune to all physical attacks and
can walk through walls. They cannot do any harm in this form. Ghosts can also fly up to 20 mph.
Common Equipment
Anchor: All ghosts have an item that connects them to the world of the living. This item is something that belonged
to the ghost in life. Destroying the item will destroy the ghost, and people who know Necromancy can use that item
to control the Ghost.

Information: Ghosts are the spirits of the dead haunting a particular place. Normally invisible to non-magical peo-
ple, they can manifest for short periods.

Description: When they appear, Ghosts look like transparent versions of themselves at the time of death at first.
Over time the ghost starts to turn into a vaguely humanoid “shade” with no lower body and a twisted howling face.

57
Variants Reaper
How a person dies creates different kinds of ghosts.
Every one fears the Reaper. A Hate created from wraiths
Chillers who have eaten over a thousand souls, these rare crea-
tures are is known for their gaunt dark hooded forms and
Chillers die by cold or drowning and form tends to drip their great scythes. Reapers, hate mundane and magical
water and they chill they create is extremely cold. foes equally. However, they avoid Mundanes if a more
tasty magical soul is around.
Rank Bonus: +1
Attribute Bonus: +1 Will, +1 Magic
Reapers usually choose a person to reap (turn into a
Skill Bonus: None
Ghost) and will not stop until they are destroyed or their
Abilities:
job is done. There is no reasoning with a reaper.
Cold Touch: The touch of this creature does 5 points
of damage (One point of this will be taken Reguardless
Rank Bonus: +4
of armor or Body roll). They are –1 to all rolls as they
Attribute Bonus: +3 Body, +2 Will, +4 Magic
feel wet and cold for D6 minutes or rounds.
Skill Bonus: None But most have fighting and scare of
+6 or higher.
Cursed Abilities:
Accidental End: If a Reaper kills or reaps a person while
The ghost has a pale green glow and was killed by in Spirit form that death appears to be an accidental mun-
magic dane death.
Rank Bonus: +1 Magic Immunity: The creature is Immune to Necro-
Attribute Bonus: +1 Will, +1 Magic mancy magic.
Skill Bonus: None Mundane Avoidance Aura: The creature cannot bee
Abilities: senses in anyway by non-magical people without the aid
Ectoplasm: The Ghost when passes to something of a spell.
coats it in a greenish goo, That goo drains D4 Zap Shadow Claw: The creatures claws are made of shadow
points every round or minute until the goo is removed. stiff and on attacking ignores all armor and has a base
damage of 2 (Total damage 4) and is considered unstop-
Poltergeist pable (1). At least one life point will always be taken if this
attack hits. Those hit by he claws must make a Hard
The fragments of ghosts Poltergeist are playful spirits magic roll or also loses D4 Zap Points, If all Zap points
that look like balls of glowing light. Poltergeist are are eaten their soul is eaten.
barely intelligent and cannot talk. Shadow Stuff: The creature is made of shadow stuff
Rank Bonus: -1 leaked from the realm of shadow. They are Immune to
Attribute Bonus: -1 Mind, -1 Will, -1 Social all Mentalism magic and take half damage from non-light
Skill Bonus: 10 points of Skills instead of 20 (No Mind attacks They do not eat or sleep and can move like shad-
or will based skills) ows along walls or through cracks. They Are +2 to Re-
Abilities: flex, +2 Fighting , Scare and Stealth rolls in Dark or dimly
Trickster: The creature gains +1 Rolls when playing lit places.
tricks. Scythe: The Reaper can spend 2 Zap Point to create a
Scythe of Bone and Night Metal. This weapon can attack
Screamer physical and spiritual beings no matter if the reaper is
manifested or not. Anyone struck by this blade also
Those who die in pain or in terror can return as loses 1 die type from her Body, Will, and Magic attributes
screamers. Screamers tend to have over sized mouths and Will and Magic dice. If all three reach 0, that person is
Rank Bonus: +1 permanently turned into a Ghost under the Reaper’s con-
Attribute Bonus: +1 Will, +1 Magic trol. If she does not, the lost die types will return at a rate
Skill Bonus: 0 of 1 die type a day.
Abilities: Spirit Track: Once A reaper has damaged a Target the
Scream: The creatures scream causes all with 20 feet reaper can find that person anywhere and spend 1 Zap
of it to make a Hard Will roll or be is 2 to all rolls for D6 Point to instantly teleport to them Reguardless of distance
rounds of minute (Cost 2 Zap points) If the Will roll is a or dimension.
1 they also loses 2 Zap points.

58
Variants– Continued Positive Continued.

Wraith Possessor: The Ghost can spend a zap point to enter a


persons body and make a will vs. will contest with them. If
Wraiths are Ghosts that have been corrupted and turned the Ghost wins they can control that person for 1 minute .
into Hates Wraiths look like twisted hooded figures made The Controlled person may spend an Action to try to break
of shadow . Unlike Ghosts, Wraiths are free to travel as control.
they will and live off the souls they eat. Full of hate and
Specter: The Ghosts looks very human and can even pass
jealousy for the living, they want nothing more than to
for one Reguardless of form.
destroy all the souls on earth.
Negative Knacks
Rank Bonus: +2
Attribute Bonus: +1 Will, +1 Magic Known Named: The True name of the Ghost is Known and
Skill Bonus: None But most have fighting and scare of if spoken three times it can be summoned by a person.
+4 or higher. This costs 3 magic points to do. The summoned spirit can-
Abilities: not hurt the Summoner for the 1 hour he’s summoned.
Shadow Claw: The creatures claws are made of shadow stiff
and on attacking ignores all armor and has a base damage of Iron Vulnerability: The Ghost takes +3 damage from Iron
2 (Total damage 4) and is considered unstoppable (1). At attacks , of which at least one point will always get through
least one life point will always be taken if this attack hits. (Unstoppable 1) .
Those hit by he claws must make a Hard magic roll or also
loses D4 Zap Points, If all Zap points are eaten their soul is Light Vulnerability: Healing magic can damage the crea-
eaten ture and those with at east three ranks of healing magic are
Shadow Stuff: The creature is made of shadow stuff leaked immune to all of the ghosts ability.
from the realm of shadow. They are Immune to all Mental-
ism magic and take half damage from non-light attacks They Salt Vulnerability: The Ghost in whatever form it’s in can-
do not eat or sleep and can move like shadows along walls or not cross a line of Salt , can be held in a circle salt and
through cracks. They Are +2 to Reflex, +2 Fighting , Scare damaged by salt projectiles. (D6 Damage , of which at
and Stealth rolls in Dark or dimly lit places least one point will always get through (Unstoppable 1) .

Ghost Knacks Hooks


All ghosts are unique and to show this each Ghost should
1. A Ghost comes to the character looking for help.
be given one positive and negative knack. (Or more if the
2. A Wraith attacks friend of a character.
Director wants to make weaker or more powerful versions)
3. A Ghost stalks a local stretch of Highway and is
Positive Knacks causing wrecks.

Astral Envoy: The ghost can spend 2 zap points to pull a Cryptozoology Facts
willing spirit out of a living form and take it to the spirit world 1. Ghosts who haunt a specific place cannot leave
for up to an hour. that area.
2. Ghost cannot see electronic images.
Fearful: The Ghost looks extra twisted and scary and gains 3. Ghosts can be made to “cross over” to the ream of
+2 Scare skill. Those scared by the ghost loses their next the dead through Necromancy or Healing magic.
action,

Illusionist: The ghost gains +4 casting and 2 ranks of


Illusion. Rumor of Ghosts with more powerful Illusion magic
are rumored to exist.

Manifest master: The Ghost can manifest as a truly physi-


cal being. In this form they are may eat , sleep and enjoy
life as a human. This costs 2 Zap Points an hour.

59
Name: Goblin
Type: Fae
AKA: Hobgoblin, Tengu, Knocker
Rank: 1
Location: Various dark places
Motivations: Be left alone.

Body D4 Mind D4
Senses D6 Will D4
Social D4 Magic D4+1
Life Points 8 Reflex 7
Actions 1 Armor (1-2)
Resist 9 Zap 10
Magic Points
Common Skills: Athletics D4+4, Fib
D4+3, Fighting D4+5, Hide D4+4
Scare D4+3 , Urchin D4+4

Common Traits (Choose 2):


Creepy, Devious, Temper, Trickster
Abilities
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Fae: Goblins are Fae blood creatures They may spend 1 Zap point to appear as a human for 1 hour and take +2
damage from iron and iron alloys. At least one point of damage from iron/iron alloys will always get through regard-
less of armor or tough roll.
Flexible: The creature bones and joints are extremely flexible. They can crawl through cracks half their size or
width. Ignore 1 point of non-magical physical damage and gain +1 to Athletics when climbing.
Light Blind: Goblins are –2 sight based rolls in normally lit areas and –4 in brightly lit areas.
Mimic: The Creature can sound like anything be it another person , a machine or another animal.
Pack Hunter: The creature usually hunt in pairs or family groups of 3 to 4. For every creature in the hunting
group above 1 all of those creatures gain +1 to hit and +1 to reflexes to dodge Up to a maximum of +3.

Common Equipment
Amor: Some Goblins wear handmade hodgepodge armor that provides 1 to 2 points of armor.
Weapons: Goblins use primitive weapons that grant +1to +2 to damage.

Information: Mischievous and criminal-minded by nature, Goblins live in caves and sewers and places that gets
very little light . Hating real work in any form they survive by forging or thievery.

Description: Goblins are three to four foot tall, green skinned creatures, with long pointed ears, large noises, and
potbellies. Goblins have vicious faces and lots of short, pointy teeth. Goblins wear simple homemade clothing or
fur.

Hooks
1. A group of Goblins have kidnapped a small child for their King. Can the character’s save the child.

Cryptozoology Facts
1. Goblins are notorious cowards and experts at playing dead.

60
Name: Githul
Type: Hate-touched
AKA: Deep-Child
Rank: 2
Location: Various
Motivations: Serve Echidna

Body D6 Mind D4
Senses D6 Will D4
Social D4 Magic D4+1
Life Points 12 Reflex 9
Actions 1 Armor
Resist 9 Zap 10
Magic Points
Common Skills: Athletics D6+4,
Fighting D6+5, Hide D6+4 Scare
D6+3 , Urchin D6+4

Common Traits (Choose 2):


Creepy, Eccentric, Mad, Temper
Abilities
Amphibian: The Creature can breath in water as well as air. It can also swim at its full running speed.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Human form: The creature can spend one Zap point to look totally human for 1 hour. While in this form they still
smell of the sea.
Hyper Movement (swimming) (1): The creature swims at 40mph out of combat +40 feet in combat .
Mimic: The Creature can sound like anything be it another person , a machine or another animal.
Magic Resistance: The creature gains +3 to rest Alteration and Curse magic from non Cult of Echidnas sources.
Tooth and Claw: The creature’s claws do +3 damage (Total damage of 8) and their teeth do +2 damage (Total
damage of 7)

Common Equipment
None
Information: The Githul are humans that serve Echidna through here horrors. Exposure to the horrors have
changed them into horrific creatures. Githul only want to serve their twisted masters (And Echidna through them)
and often act as the foot soldiers of the cult of Echidna (Who they think is part of their Horror cult).

Description: Human size scaly creatures with claws web hand and feed, fish like heads and bulbous eyes, the
Githul come in a variety of colors.
Hooks
1. A Githul ran town on the coast is plotting something horrible.
Cryptozoology Facts
1. Most Githul have never heard of Echidna, they think their Horror masters are the true masters.
2. Githul smell like fish and sea.

61
Name: Gothsha
Type: Horror
AKA: Blob, Twisted-Insanity
Rank: 3
Location: Various
Motivations: Serve Echidna

Body D8 Mind D2
Senses D6 Will D2
Social D4 Magic D8
Life Points 12 Reflex 11
Actions 2 Armor 0
Resist 11 Zap 16
Magic Points
Common Skills: Acting D4+6, Ath-
letics D6+4, Fighting D6+5, Hide
D6+4 Scare D6+3 , Urchin D6+4

Common Traits (Choose 2):


Creepy, Mysterious, Mad, Temper
Abilities
Dimension Travel: For 5 Zap points the creature can travel to another dimension appearing anywhere in that
dimension. This may be uses as and action to teleport away.
Magic Immunity: The creature is Immune to Alteration magic.
Shape Shifter: The creature can assume the form of anything It’s size and that of an insect. The new form can be
a living or inanimate. The Creature can shift its body to add +2 Reflex to dodge or add +4 to Armor. Using any
Shape Shift powers cost 2 zap points.
Regeneration (Regrow) (1): The character regains a life point a combat round or minute and can regrow limbs
within one hour.
Tentacles: All Grab/Hold rolls do +3 Damage (Total: 10) and Fighting rolls to hit.

Common Equipment
None
Information: Gothsha are the spies and eyes of the Cult of Echidna. These creatures are have very little self-
motivation but are good at following orders and if left alone, eating anything that isn’t a fellow horror or member of
the cult of Echidna.

Description: Gothsha are 600-800lbs of flesh colored slime that is constantly growing and folding into itself tenta-
cles and eyes. The creatures are so disturbing to look at that non magical creatures are said to be driven mad by
Hooks
1. People in the Star’s town are being replaced by Gothsha. .
Cryptozoology Facts
1. Gothsha are barley self aware , yet extremely loyal to their mistress.
2. Gothsha cannot fake emotions or talk when they take on a living form.

62
Name: Gorgon
Type: Hate Touched Witch
AKA: Medusa
Rank: 2
Location: Anywhere
Motivations: Varies

Body D6+1 Mind D6+1


Senses D6 Will D6
Social D6+1 Magic D8+1
Life Points 14 Reflex 10
Actions 1 Armor 0
Resist 12 Zap 18
Magic Points
Common Skills: Art D6+5, Basics
D6+4, Mythology D6+5, Casting D6+5,
Cryptozology D6+5, Mysticism D6+6

Common Traits (Choose 2):


Drama queen, Mysterious, Meek, Mary
Sue
Abilities
Immortal (Returning): The creature doesn't age and is immune to magic and abilities that alter age. If killed , and
as long as 80% of the creatures body (including the head) is intact the creature will return to life in 24 hours at 1
life point.
Petrifying gaze: The creature can turn anything to unmoving stone with a look. This is a magic vs. Magic Attack
with a range of the attackers line of sight . Once transformed the person remains stone until the attacker dies or
the attacker releases them. Unlike what the mortal legend says Gorgons are immune to their own power. (Cost: 3
Zap Points)
Snakes For hair: The Gorgons snake like hair has 1 action and a Fighting of D6+5 on its own and can grapple
or bite (Damage 7). The snakes can stretch up to 10 feet and out of combat perform up to 4 different things at
once.
Common Equipment
None
Information: Gorgons are the decedents of Witches who battled Echidna and were cursed. They were turned into
Hates and forced to serve Echidna through the war. After the war like many of Echidna’s army they were hounded
by the immortals and many went into hiding.

Today Gorgons tend to be wary of immortals and others and why that fear has turned more than a few bad, most
just want to live their lives and be productive members of magical society.
Description: Gorgon look like women with green skin , red eyes and snakes for hair. The shade of green and the
color of the snakes vary from gorgon to gorgon .
Hooks
1. The character’s meet a nice Gorgon who’s being hunted by an Immortal trying to build his legend.
Cryptozoology Facts
1. Cryptozoology fact: Gorgons who travel into magical civilization must wear polarized lenses or contacts, even
though most have full control over their petrifaction power.

63
Name: Grey Type: Humanoid
AKA: Martian, Little Green Man, Alien and Traveler
Rank: 2
Location: Between Dimension, Near Dimensional distur-
bances, Rural areas of Earth.
Motivations: Catalogue Dimensions

Body D4 Mind D8+1


Senses D6+1 Will D8+1
Social D6 Magic D6
Life Points 8 Reflex 7
Actions 1 Armor 0
Resist Magic 9 Zap Points 12

Common Skills: Basics D8+6, Build/Repair D8+7,


Computers D8+7, First Aid D8+5, Investigate D8+5,
Scare D6+4, Pilot D4+6, Science D8+6, Cryptozool-
ogy D8+6, LeyologyD8+6

Common Traits (Choose 2): Brainiac, Cold, Cruel,


Lacky, Meek, Mysterious and Tinkerer

Abilities
Camouflage: The creature and everything it’s carrying up to 200lbs color shifts to blend into their environment. They
are –4 to sight and sound based rolls when standing still and –2 when moving.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits and
wireless communication.
Hive Mind: When two or more of the creatures are working together they gain +1 Reflex and +1 to all rolls. The
creatures can also communicate with each other psychically up to 5000 miles away.
Natrual Telekinetic: The creature can lift up to 200lbs up to 200feet away as long as they can see it. They can also
attack doing 10 points of damage up to 20feet away or perform a grapple at the same rage (Hard difficulty to es-
cape) All telekinetic abilities cost 2 Zap Points to use.
Natrual Telepath: The creature can also read minds and control minds by spending 2 zap points and defeating the
target in a will vs, will contest. Mind reading only reads current thoughts and Mind control is limited to altering memo-
ries to forget the creature.
Polyglot: The creature can understand and speak all known languages.
Psionic Shield (4) : The creature is +4 to resist magic and abilities that alter their thought memories or emotion.
Wall Crawler: The creature my mover it’s normal walk and run speed along ant solid surface.

Common Equipment
Psi Rod: This high tech rod shape device allow the grey to Natrual Telepathy/Telekinetic abilities work with far more
efficiency granting –1 Zap o cost and Granting them +1 to Will rolls to use telepathy, +5 Telekinetic damage and
+500lbs Telekinetic lift. No Grey using this device succumb to headaches (-1 to all rolls) if they use it more than
once a day)
Recorder: This Thin hand held devices recorders whatever the user sees, ears and thinks, categorizes it and
downloads it to the any computer that person knows of.

64
Common Equipment Cont. Variants
Ship: a group of three or more Greys (up to 20) share a While Greys tend to be very Unitarian in appearance
ship that on the outside is silver tear drip or saucer for the most parts there are some differences among
shape and 20feeet long/wide and 10 feet tall. Inside its them.
over 10 times that size. . This Ship can fly at 700mph
and has it’s own life support system and the central com- Greens
puter for Recorder downloads. It can also transport
between dimensions for 10 Zap points (usually given by Greens look like Greys with green skin and antenna.
multiple Greys). They ships itself requires a Very Hard They are more muscular and more war like and seem
science skill roll to use. The Ships themselves are de- to be Grey security.
signed for Greys non-Greys using it take 1 point of dam- Rank Bonus: +1
age per hour and suffer headaches (-2 to all rolls) after 1 Attribute Bonus: +2 to Body.
hour. The headaches fade in D4 days. Skill Bonus: Fighting D6+5
Abilities: None
The Ship itself is invisible to most mortal technology and Equipment :
–2 to be seen or divined by magic (and that includes Weapon Rod: This rod does what the normal psi– rod
anyone inside a ship) . does + an extra 3 points of damage and those damage
by the rod are staggered (-1 to all rolls) for D4 minutes.
Those that see a Grey ship must make a very hard will
roll to remember any details about it . Shifters

Information: At first the Greys were thought to be a type The Greys infiltrators the Shifters are slightly taller and
of technology loving Fae, but exploration and experimen- better built than most Grey. They also have the ability
tation has proven they are in actuality mortals forced to change shape.
evolved and program by millennia ago by the Atlantians of Rank Bonus: +1
Earth-Nemesis as dimensional explorers and cartogra- Attribute Bonus: +1 to Social Die.
phers. Skill Bonus: Acting D6+6, Fib D6+6
Abilities:
The job of their species it seems is to explore alternate Shape Change: Shifters may spend a zap point to
earths and connected dimensions in detail, that includes appear and sound like another person for up to an
flora, fauna, ecology, geology and cultures. And it’s a job hour. They can grow as tall as 7 feet or shrink down to
the grey do with mechanical precision and with a cold-
ness that makes you feel sorry for them… up until they Hooks
kidnap someone for biological examination.
1. A lost Grey needs the characters help to call
Groups of Greys travel in their ships to specific part of a home.
world and scan it with such detail every blade of grass is 2. Someone the character knows has been replaced
counted , they then take samples and move on leaving by a Shifter. Can they find out and rescue that
no sign of themselves behind. person?
3. The characters find an abandoned crashed Grey
Greys tend avoid our kind as we tend to be able to defeat ship and must figure out what to do with it before
their psychic abilities a lot easier than most mortals. Still other greys or Project Stormwall shoes up.
they have been known to capture witches and otherkin for
examination in past so please be careful. Cryptozoology Facts
1. Greys hate speaking with their mouths and rather
Description: The Grey are as their name says mostly talk. telepathically.
grey in coloring with thin humanoid bodies, large heads 2. Greys seem to be program to be unable to com-
and stand 4-5 feet tall. They also have large black eyes, prehend their own origins and seem only focus on
three fingers and thumb no nose and a small mouth. their duty
3. Greys are not emotionless as people then to think.
Greys are neither male nor female. Emotions in a Grey interfere with their psychic
powers (+2 to use cost if the Grey is Upset or
annoyed. )

65
Name: Harpy
Type: Hate-Touvhed
AKA: None
Rank: 3
Location: Mountains, Forest.
Motivations: Hunting for fun and food.

Body D6+1 Mind D6


Senses D8 Will D6
Social D4 Magic D6+1
Life Points 16 Reflex 10
Actions 1 Armor 0
Resist 11 Zap 14
Magic Points
Common Skills: Athletics D6+ 6,
Basics D6+2, Fib D4+4, Fighting
D6+6, Hide D8+4 ,Scare D4+6, Sur-
vival: D6+5 , Tracking D8+6

Common Traits (Choose 2):


Jock, Trickster, Warrior, Wicked

Abilities
Nightvision: The creature sees as well at night as it does in the day.
Hyper Fitness (1): +2 Life Points and +` Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Movement Flight (Winged) (2): Fly at 80 mph out of combat, Fly 80 feet in combat. +2 to reflex to dodge in
flight. If the creatures wings are bound , the creature cannot fly.
Hyper Strength (1): Lift 1000lbs, +1 to strength based non combat rolls. +1 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Roar: As a fighting skill action the creature roar doings 10 points sonic damage at a target up to 100 feet away.
The Roar also cause anyone that loses life points from it to become deaf (-4 to hearing based rolls) for D6 hours.
( Cost: 2 Zap Points) .
Tooth and Claw: Claws and teeth do 2 Damage (total 8 damage). The Sharp claws of the harpy ignores 3 points of
armor.

Common Equipment
None

Information: Harpies were once a group of Witches dedicated to Echidna who were turned into Hates. Normally
very antisocial, they live in small tribes away from any form of civilization.

Harpies are notorious for their diet of humans and other humanoids. Though they eat other meat, their preference
is for mankind, Witches, and otherlin. They are also still very loyal to Echidna and are less likely to eat anyone
dedicated to their creator.

66
Description: Harpies resemble humanoid females with Grecian– Cont,
brown, green , blue black or red colored skin, horns, Abilities:
fangs and bat style wings running from to torso and along Foul Smell: All characters witin 50 feet of the creature
their arms. is -21 to all rolls due to the creatures smell. Those in
that rain after a turn of combat or minute out of combat
Most harpies have bird like taloned feet and sharp claws will start to wretch and must make an hard will roll each
on their hands. turn or lose an action.

Variants Infection: Those injured by this creatures natrual


Harpies from various parts of te wrld have different looks weapons must make a hard body roll or be –1 to all
and characteristics. . rolls for 1D6 days.

American (Moth Women) Witch

Native to North Americans these Harpies have moth Magic using Harpies are rare but they do exist. More
like wings and large round eyes and antenna. Noctur- refined than most Harpies these harpies are among the
nal by nature they tend to avoid brightly lit places. most dangerous.
Rank Bonus: 0 Rank Bonus: +1
Attribute Bonus: Attribute Bonus: +1 to Mind, Will and Magic.
Skill Bonus: None Skill Bonus: Casting D8+5, Mysticism D6+6.
Abilities: Abilities:
Night Vision: The creature can see as well at night as Magic: (5 ranks in magic (Maximum of 2 in any magic
they can in day. type,. Cannot take Healing magic)
Sleep Song: As an action this creature can sing at a
target forcing it ti make an easy will roll or fall dead Hooks
asleep. Even if it makes the will roll the attack leaves
the character drowsy and –1 to all rolls for D6 minutes. 1. Two tribes of Harpies are at war and ask the char-
Costs 2 zap points to use. acters to help resolve it.
2. A Harpy has come to town looking forv the hand-
Aquatic some man to steal.
3. An Aquatic Harpy is terrorizing a friendly group of
Wingless and usually green, purple or blue in color the merfolk.
Aquatic Harpy lower body resembles the tentacles of a
large octopus or squid.
Rank Bonus: +1 Cryptozoology Facts
Attribute Bonus: None 1. Harpies love kidnapping human and otherkin men.
Skill Bonus: None 2. Harpies sometime had in buildings with gar-
Abilities: goyles .
Aquatic: The creature can breathe water and move in 3. Harpies tend to speak the local language.
water reguardless of depth, with ease and no minuses.
Hyper Movement Swimming Replaces Flight.
Tentacles: All Grab/Hold rolls do +3 Damage and
Fighting rolls to hit.

Grecian

This Harpy is also known as the Classical Harpy, I It


has heathers instead of hair, feathered wings and a
monstrous appearance.
Rank Bonus: +1
Attribute Bonus: None
Skill Bonus: None

67
Name: Manticore
Type: Chimera
AKA: Chimeran
Rank: 3
Location: Forest, Desserts, Middle east
Motivations: Hunting for fun and food.

Body D8 Mind D6
Senses D8 Will D6
Social D4 Magic D6+1
Life Points 22 Reflex 11
Actions 2 Armor 5
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D8+ 6,
Basics D6+2, Fighting D8+6, Hide
D8+4 ,Scare D6+6, Survival: D4+5 ,
Tracking D8+6

Common Traits (Choose 2):


Calm, Creepy, Jock, Unshakable

Abilities
Chimera: The creature is the melding of two or more creatures and like all Chimera is +2 to resist Alteration magic
and –1 to Cryptozology rolls to identify.
Enhanced Senses: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication. The creature senses of smell allows it to detect a scent at 2 miles away.
Hyper Fitness (2): +4 Life Points and +2 Zap Points, +2 to rolls involving fatigue and resist poison and disease.
Hyper Strength (1): Lift 1 Ton, +1 to strength based non combat rolls. +1 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Invulnerability (3): The creature ignores 5 points of damage.
Stinger Tail: As a Fighting maneuver the Manticore can strike with the stinger on the end n its tail. The stinger
does +4 Damage (total: 12) with Armor piercing(3) (ignore 5 points of armor). Any target that takes damage must
make a hard Body roll or take 1point of unstoppable damage for the next D10 combat rounds or minutes (out of
combat) and be –3 to all rolls. (Cost 2 Zap Points)

Common Equipment
None
Information: The Manticore is one of the most common chimera and the once that has a bad reputation . Intelli-
gent and prideful they love nothing more than the art of the hunt. For them it’s not the kill so much as stalking and
tracking a quarry and matching wits with it that drive the Manticore. In fact if it’s not uncommon for a Maticore to
release a particularly good “victim” with tips.

Manticore are also very family oriented with the parents watching over their children till they are old enough to take
care of themselves

68
Description: Part big cat, Dragon and two to three Pyros
other creatures the Manticore sees itself as the king of
Chimera. The Pyros has a more traditional lion shaped head and
main and a green scaly body. They are also the most
With a human like face it’s has the length of a tiger but common manticore variant.
the bud of a lion. Its tale is that of a scorpion and is fore- Rank Bonus: +1
paws can move individuals like pseudo fingers. Attribute Bonus: +2 Body
Skill Bonus: None
Variants Abilities:
The Manticore were created by witches long ago as Fire Breath: as a Fight maneuver the character can
guards and hunters. The needs of various witches have breath a jet of flame up to 50– feet away doing 15
lead to different breeds of the creature. points of damage: (Cost: 2 Zap Points).
Fire Immunity: The creature is immune to normal fire
Brute and heat damage and takes half damage from magical
and ability based fire damage.
The Brute is a larger and buffer version of the Chi-
mera . Its coat tends to be lighter and color leaning Hooks
colder to white than pale gold.
Rank Bonus: +1 1. A friend brings home Manticore cubs not realizing
Attribute Bonus: +2 Body, -2 Mind the parents of the cubs are not far behind.
Skill Bonus: None 2. A Manticore is hunting a character for the fun of it.
Abilities:
+1 To Hyper Fitness ( Total 3): +6 Life Points, +3 Zap Cryptozoology Facts
points and +3 to resist rolls involving poison disease 1. The Manticore occasionally hunts for sport and
and fatigue. after bragging lets its prey go free.
+2 Hyper Strength (Total 3): +4 HTH damage, Lift 4 2. Manticore can live up to 500 years.
Tons and +3 to lift and break rolls. 3. Cryptozology Fact: Manticore hate cheaters and
I+1 invulnerable: Ignore 10 points of damage. tricksters.

Flyer

The flyer has large batlike wings a redder coat than the
standard Manticore.
Rank Bonus: +1
Attribute Bonus: None
Skill Bonus: None
Abilities:
Hyper Movement Flight (3): Fly at 160 mph out of
combat, Fly 160 feet in combat. +1 to reflex to dodge in
flight.

Land Shark

The Land shark has the head and dorsal fin of a hark
instead of the typical manticore human like head its
also hairless with grey skin and a manta ray tail instead
of a scorpion tail.
Rank Bonus: +1
Attribute Bonus: None
Skill Bonus: None
Abilities:
Amphibian: The Creature can breath in water as well
as air. It can also swim at its full running speed.

69
Name: Merfolk
Type: Chimera
AKA: Sea child
Rank: 2
Location: Most oceans
Motivations: Protect the Sea.

Body D6 Mind D6
Senses D6 Will D6
Social D6 Magic D6+1
Life Points 12 Reflex 9
Actions 1 Armor 0
Resist 9 Zap 12
Magic Points
Common Skills: Athletics D6+4, Ba-
sic D6+3, Charm D6+3 Fighting
D6+3, First Aid D6+2, Investigate
D6+3 Mysticism D6+3

Common Traits (Choose 2):


Beautiful, Jock, Mysterious, Trickster

Abilities
Aquatic: The creature can breathe water and move in water Regardless of depth, with ease and no minuses.
Fish Friend: The creature can talk to all fish and gain +1 to social rolls when dealing with them.
Fish Form: The creature can spend 2 zap points to appear as a fish of the same size of their true form for up to 1
hour)
Hyper Movement (swimming) (2) : The Creature swims 80 Mph out of combat and +80feet in combat.
Tail and Claw: The Creature gains +2 to damage when attacking with her claws (Total 7) or +3 with a tail slap (Total 8).

Common Equipment
Simple Weapon: Some Merfolk uses hand weapons such as spears and tridents made of coral (+2-4 Damage).

Information: These aquatic beings live in both fresh and salt water, with larger communities inhabiting the oceans
and especially large communities near Mu and the Atlantian Rift. These Merfolk kingdoms are well hidden with
Mundane-avoidance charms. Merfolk are untrusting of the surface folk, and some more hostile groups have at-
tacked strangers for no reason at all.

Description: Merfolk are beautiful creatures with skin of blue or green, long hair of various watery colors, and
large, dark eyes. Their bottom halves are the tails or limbs of sea-going animals. Though most are large fish tails,
octopus limbs and eel tails on Merfolk are not uncommon.

Hooks
1. A Merefolk changed into a Human by a witch needs help going home.

Cryptozoology Facts
1. Fresh water Merfolk and saltwater Merfolk don’t get along.
2. Air breathing Merfolk with the tales of dolphins and killer whales are rumored to exist..

70
Name: Minotaur
Type: Chimera
AKA: Taurus
Rank: 3
Location: Europe, Asia-Minor
Motivations: Protect herd.

Body D8 Mind D4
Senses D6 Will D4
Social D4 Magic D6+1
Life Points 20 Reflex 9
Actions 1 Armor 3
Resist 10 Zap 16
Magic Points
Common Skills: Athletics D8+4, Fib
D6+4, Fighting: D6+6, Scare D6+4 ,
Survival D4+4 Track D6+4 (7), Cryp-
tozoology D4+4

Common Traits (Choose 2):


Jock, Rural, Temper , Warrior

Abilities
Big: The creature is large and is –2 Reflex.
Charge: The Minotaur can charge at a target. Doing +5 Damage (Total 14). The Target hit must make a Hard
body roll or be Knocked Down , Knocked back) and staggered (-1 to all tolls for D6 turns) this takes 2 zap points
to uses.
Hyper Fitness (2): +4 Life Points and +2 Zap Points, +2to rolls involving fatigue and resist poison and disease.
Hyper Strength (2): Lift 1 Ton, +4 to strength based non combat rolls. +2 to rolls involving lifting and breaking.
Inner Compass: This creature cannot get lost or be made lost and is +3 to Tracking)
Invulnerability (2): The creature ignores 3 points of damage.
Punch/Gore: The creature can punch doing +3 Damage (Total: 11) and Gore with their horns doing +4 damage
(Total 12)
Common Equipment
Warrior Kit: Warrior Minotaurs may have weapon that does up to +4 damage and Light armor (ignore 1-3 points)

Information: Minotaurs are a herd based Chimera that above all things respects physical strength. Great Hunters
they love to pit their physical abilities against other physically fit creatures be they giants or immortals.
Description: Minotaurs have the heads of bulls (including the horns), broad shoulders, and muscular and hairy
arms and chests. Their lower body ends in thick, bull-like legs, and they also sport a tail.
Hooks
1. A Minotaur has taken up residents in the towns labyrinth like sewers.

Cryptozoology Facts
1. Female Minotaurs do exist. They tend to be smaller and spend most of their time witch the children.
2. Minotaurs are notoriously stubborn and rarely change their minds.

71
Name: Molekin
Type: Proto-Human
AKA: Morlock
Rank: 1
Location: Underground
Motivations: Dig for food..

Body D4 Mind D4
Senses D6 Will D4
Social D4 Magic D6
Life Points 8 Reflex 7
Actions 1 Armor 0
Resist 9 Zap 12
Magic Points
Common Skills: Athletics D4+3,
Fighting D4+3, Hide D4+3, Tracking
D4+3

Common Traits (Choose 2):


Eccentric , Mysterious, Busy Body,
Temper

Abilities
Claws: The creatures claws do +2 damage (total of 5)
Digger: The creature can dig up to it’s height as an action and up to 4 times that in a minute out of combat. The
creature can dig through natrual earth an stone with no difficulty.
Seismic sense: The creature can senses movement and through earth and stone. This grants them +4 to avoid
being surprised if they are touching earth and stone. This is usually the creature’s primary form of sight.

Common Equipment
None

Information: Molekin are an offshoot of humanity that live deep underground in caverns . Primitive and skittish
they keep to themselves living of bugs and various fungi.

Description: Molekin look like nearly hairless pale 4-3 feet tall humanoids with a hunched posture and large
hands ending ion thick claws.

Hooks
1. Molekin are destroying the schools lawn with holes.
2. Molekin are tired of being treated badly by others and decide to sink a magical town.

Cryptozoology Facts
1. Molekin have a hard time with normal or bright light (-4 to sight based rolls) and prefer dim light or darkness.
2. Dwarves sometime uses Molekin as miners
3. Molekin hate conflict and are easily intimidated.

72
Name: Mummy
Type: Undead
AKA: Cursed Dead
Rank: 3
Location: Various
Motivations: Live again.

Body D8 Mind D6
Senses D6 Will D6
Social D6 Magic D8
Life Points 16 Reflex 11
Actions 2 Armor 0
Resist 9 Zap 12
Magic Points
Common Skills: 20 ranks of skills
based on what the person did while alive.

Common Traits ):
Choose any two.

Abilities
Magic Immunity: The Creature is immune to Elementalism magic.
Soul Drain: The creatures Touch drains D4 Life and Zap Point from a target if the target fails a Hard magic roll.
Those points can be used to restore the creatures life and zap points.
Undead: The creatures us a animate corpse. They feel no feel no pain, never tires, doesn't need to sleep , knows
no fear and are immune to Mentalism magic. They are also immune to poison and disease. The creature cannot
heal itself normally. Zombies are also immune to attacks vs. their senses.

Undead do however decay and lose 1 life point a day , when they reach 0 lifer points they stop being dead and just
become undead.
Common Equipment
None

Information: Mummy’s are beings that through magical corpse preparation can based on a set of circumstances
(Usually their crypt being disturbed) rise from the grave. Once reanimated Mummies tend to seek ways to stay
animated.

Description: Molekin look like nearly hairless pale 4-3 feet tall humanoids with a hunched posture and large
hands ending ion thick claws.

Hooks
1. A Museum new Egyptian exhibit has a Mummy problem.
2. A Mummy seeks the soul of the characters to stay animated.

Cryptozoology Facts
1. Mummies of Witches and Immortals have access to their magical abilities and are dangerous.
2. Lilith’s daughter Isis made the first Mummy when her Husband Osiris was killed.

73
Name: Naga
Type: Chimera
AKA: Slythus, Charmer
Rank: 2
Location: India, Central/ South America
Africa
Motivations: Varies

Body D6 Mind D6
Senses D6 Will D6
Social D6+1 Magic D6+1
Life Points 12 Reflex 9
Actions 1(2) Armor 0
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D6+ 4,
Basics D6+3, Charm D6+4, Fighting
D6+4, Hide D6+3 , Urchin D6+3, Mys-
ticism D6+3, Cryptozoology D6+3

Common Traits (Choose 2):


Beautiful, Snob, Jock, Rural, Warrior
Abilities
Attack: Naga can claw or Punch for 7points of damage and use their large tail to attack either by swinging it
(Damage 9 ) or to grab an squeeze . Grab does no damage and counts as a grapple. Squeezing can only be done
after a target is grappled for one combat round. The target then takes 5 points of damage per combat round they
are held, One point of that damage is unstoppable. A Naga can perform up to one action while holding and or
squeezing a target.
Chimera: The cockatrice is the melding of bird and snake and like all Chimera is +2 to resist Alteration magic and –
1 to Cryptozology rolls to identify.
Enhanced Senses: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication. The creature senses of smell allows it to detect a scent at 2 miles away.
Multi Limbed: The creature has two extra arms and gains 1 extra action as long as that action involves arms and
+1 to Non combat skills involving arms.
Serpentine: The creature lower body is that of a very large snake and doubles their normal walking and running
speed. Their tongue can be used to smell granting them +2 those using the hiding skill. The creature also needs
only eat one large meal every week or so and they gain +2 to resist all attacks against their eyes.

Common Equipment
See Variants

Information: Naga are natives of Farsia (An alternate Earth) where there they are known as Slythus. It’s believed
that the first Slythus came to our world some thirty-thousand years ago via Farsian Maelstrom. Once here the lost
travelers eventually adapted to our world becoming less of a nomadic warrior culture and more of one interested in
building a less mobile culture , enlightenment and mystical understanding.

Naga tend to now live in hidden mystical jungles and forest in Naga cities. Visitors are welcomed as long as those
visitors are peaceful and respect the naga and nature.

74
Description: Naga like Slythus have four arms, a hu- Slythus
manoid body from the waist up and a long snake like tail
from the waist down. Naga have bright colored skin with Slythus are slightly longer than naga with larger scales
fine almost invisible scales in almost every known color and more serpentine facial features. While not native
with greens and blues being most common. to our world they do occasional cross over.
Rank Bonus: +1
Female nagas have hair, males do not. Attribute Bonus: None
Skill Bonus: Athletics +2 , Fighting +2, Survival
Variants +Tracking +3
Naga’s and Slythus are extremely adapt table and have Abilities:
produced many variants. Hyper Fitness (1): +2 Life Points, +1 Zap points and
+1 to resist rolls involving poison disease and fatigue.
Eelan Invulnerable (2): Ignore 3 points of damage
Equipment: Slythus can uses any Melee weapon or
The Eelan are aquatic naga that live near the coast in Bow and many warriors among them carry both. Some
underwater cities. Slightly more militaristic than most even uses Leather armor.
Naga they have a rivalry with Mere folk.
Rank Bonus: +1 Witch
Attribute Bonus: None
Skill Bonus: Athletics +2, Fighting +2, Survival +3 Though rare there are Nagas with witch ancestries that
Abilities: manifest full magical abilities. These female Naga are
Amphibian: The Creature can breath in water as well treasured among their kind.
as air. It can also swim at its full running speed.
Electrical attack: The creature can produce a bolt of Rank Bonus: +1
electricity doing 10 points of damage witin 50feet. The Attribute Bonus: +1 Social, +1 Magic
attack staggers a target (-1 to all rolls) for D6 minutes. Skill Bonus: Casting +4
Electrical Immunity: The creature is immune to elec- Abilities:
trical. Lightning attacks. Immortal: The creature doesn't age and is immune to
magic and abilities that alter age.
Lizard Folk Magic: the character has 5 Magic ranks, Maximum of 3
in any rank.
Lizard folk are decedents of Naga and humans. They
are more primitive, less magical and instead of moving
on a large tail they move on two legs and have a small Hooks
3-4 feet long tail on their rear. Lizard folk are 5-6 feet
in height. 1. A small Naga village is being raided by Lizard
Naga do not consider them Naga and avoid them as Folk. The characters are called n to help negotiate
best they can. a peace.
Rank Bonus: -1 2. A Rogue Slythus is giving Friendly local Naga a
Attribute Bonus: -2 Mind bad Name,
Skill Bonus: None
Abilities: Cryptozoology Facts
Lack the tale attacks, Serpentine Movement. 1. Naga are not cold blooded but rather luke-warm
Pack Hunter: The creature usually hunt in pairs or blooded they hate the cold but isn’t harmed by it
family groups of 3 to 4. For every creature in the hunt- 2. Rumors of Naga that spit venom has yet to be
ing group above 1 all of those creatures gain +1 to hit proven.
and +1 to reflexes to dodge Up to a maximum of +3) 3. Naga shed their skin once a year in adult hood
Simple: Lizard folk are –2 to resist rolls involving trick- and up to three time a year as a child and teen.
ery and lying. Said skin are used for various potions.
Equipment: Lizard Folk carry primitive weapons that 4. Naga live up to 200 years.
grant +1 to +2 to damage.

75
Name: Nemesis
Type: Shadow
AKA: Fiend, Dark Side
Rank: varies
Location: Various dark places
Motivations: Take over the life of another.

Body * Mind *
Senses * Will *
Social * Magic *
Life Points * Reflex *
Actions * Armor *
Resist * Zap *
Magic Points
Common Skills: *

Common Traits (Choose 2):


Mysterious, Temper, Trickster, Wicked,
Abilities
*Dark Duplicate: The creature becomes a dark duplicate of a person . The creature gains all the attributes,
skills and abilities of whoever they are duplicating. Once they choose to duplicate that person they are stuck into
that form till that target till 24 hours pass. After 24 hours the creature dies unless they kill the person they are dupli-
cating.
Shadow Stuff: The creature is made of shadow stuff leaked from the realm of shadow. They are Immune to all
Mentalism magic and take half damage from non-light attacks They do not eat or sleep and can move like shad-
ows along walls or through cracks. They Are +2 to Reflex, +2 Fighting , Scare and Stealth rolls in Dark or dimly lit
places.

Common Equipment
The Nemesis has shadow versions of whatever equipment the person they are duplicating is wearing at the time of
duplication.

Information: The Nemesis is a creature of shadow that enters our world through a shadow of a person. When they
do this they duplicate that person and must destroy that person within 24 hours to live.

Some Witches summon Nemesis to destroy their foes and then Unsummon the nemesis aft wards.

Description: Nemesis at first look like shadows of a person but soon after taking that form they take on a dark
and twisted version of the person they are copying

Hooks
1. A Nemesis is after a friend of a character.
2. A Nemesis is summoned to destroy a character.

Cryptozoology Facts
1. Nemesis when not duplicating a person have no true personality.

76
Name: Oni
Type: Ogre
AKA: Eastern Troll
Rank: 4
Location: Asia
Motivations: Intimidate and Exploit

Body D8 Mind D4
Senses D6+1 Will D4
Social D6 Magic D6+1
Life Points 22 Reflex 9
Actions 1 Armor 5
Resist 10 Zap 17
Magic Points
Common Skills: Fib D6+4, Fighting:
D6+6, Scare D6+4 , Survival D4+4
Track D6+4, Cryptozoology D4+4

Common Traits (Choose 2):


Devious, Jock, Lackey, Trickster
Abilities
Big: The creature is large and is –2 Reflex.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Fearful Gaze: The creature can spend a zap point to make a scare roll, if successful the target loses there next
action.
Hyper Fitness (3): +6 Life Points and +3Zap Points, +3 to rolls involving fatigue and resist poison and disease.
Hyper Strength (3): Lift 2 Tons, +6 to strength based non combat rolls. +4 to rolls involving lifting and breaking.
Invulnerability (3): The creature ignores 5 points of damage.
Iron Stomach: The creature can eat and digest anything. Their bite is considered unstopabble(1).
Punch/Bite: The creature can punch doing +3 Damage (Total: 16) and Bite for +2 damage (Total 15)
Regeneration (1): The creatures regains 5 life points a combat round a minute.
Common Equipment
Club: Some Trolls wield large clubs that do +3-5. Those damaged by the weapon are knocked down.

Information: Oni are a Eastern version of the Black Norwegian troll that live in the more magical and secluded
parts of China, The Himalayas, Mongolia, Japan. Solitary and anti social they live alone and amusing themselves
by intimidating and bullying almost anything and anyone smaller than them . Oni see themselves as the greatest
of all giants despite not being the tallest or smartest.

Description: Oni stand between 12 and 18 feet tall. They have large horns, shaggy hair on their head and arms
and red skin. With large sharp teeth and tusks and three green or yellow eyes they are quite intimidating.
Hooks
1. A Oni is extorting a town for sheep and gold and gems. Can the characters stop it?
Cryptozoology Facts
1. Oni are not very smart but think they are and love to gamble.
2. Oni can eat anything and love to show off this abilty

77
Name: Pegasus
Type: Chimera
AKA: Winged Horse, Nimbus
Rank: 2
Location: Clouds
Motivations: Varies

Body D8 Mind D4
Senses D6 Will D4
Social D4 Magic D6+1
Life Points 16 Reflex 11
Actions 2 Armor 0
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D8+3,
Fighting D8+4, Investigate D6+5,
Hiding D8+5, Flying D8+4

Common Traits (Choose 2):


Beautiful, Jock, Rural, Warrior

Abilities
Hooves: Unicorns can run up to 50 mph and attack with their hooves for +2 fighting damage (Total of 9) .
Hyper Movement Flight Winged (2): As long as the creatures wings are free they can fly at 80 mph out of com-
bat, Fly 80 feet in combat. +1 to reflex to dodge in flight.
Skimmer: The Creature can run on any surface as if it was horizontal f ground, this includes clouds, fog, up the
side of buildings, water and more.
Weather Control: The creature may spend 2 Zap Points to create subtle changes in the weather, they may clear
clouds, create small ones and even coax seasonal participation from clouds in small amounts.

Common Equipment
None
Information: Living on clouds and spending there time in the sky , the Pegasus is one of the most sought after
magical creatures on earth. Many an Immortal, witch and Otherkin have pictured themselves riding the majestic
creature. Pegasus like horses live in herds lead by an “Alpha” and travel migrate east to west ad the year goes on.

Description: Pegasus look like Powerful horses with great wings that from tip to tip may be as long as twenty
feet. Pegasus like horses come in a variety of styles and looks.

Hooks
1. A local horse gives birth to a Pegasus.
2. A wounded Pegasus is found by the Stars.
3. A herd of Pegasus is causing it to rain on a a community.

Cryptozoology Facts
1. Pegasus love to race anything in the sky even witches on brooms and airplanes.
2. Pegasus tend to fly away when approached and while they can, rarely fight.

78
Name: Phoenix
Type: Fire Born
AKA: Pyrawk
Rank: 2
Location: Mountains and volcanoes
Motivations: Hunting

Body D4 Mind D4
Senses D6 Will D4
Social D4 Magic D6+1
Life Points 9 Reflex 11
Actions 1 Armor 0
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D8+3,
Fighting D8+4, Hiding D8+5, Flying
D8+4, Survival D4+4

Common Traits (Choose 2):


Beautiful, Queen Bee, Rural, Warrior

Abilities
Aura of Fire (2). The creature can at will spend 1 zap point to sheath itself in flame for up to 10 minutes. . The
flame does 5 points of damage and grants the creature +2 to melee damage. The creature can also spend 1 zap
point to breath fire doing 10 points of damage up to 20feet.
Hyper Movement Flight Winged (2): As long as the creatures wings are free they can fly at 80 mph out of com-
bat, Fly 80 feet in combat. +1 to reflex to dodge in flight.
Immune to Flame and Fire: The character is immune to all fire and flame damage and effects.
Rebirth: If reduced to zero life points the phoenix turned to ash. D4 minutes later it rise with full life points as a
hatchling from its own ashes.

Common Equipment
None

Information: The Phoenix is one of the rarest of the Fire-Born . Native in the mountains and near volcano of magi-
cal world. Known for their territorial nature and for mating for life they spend their time taking care of their young,
playing in fires and hunting.

Speaking of Phoenix births are rare with one every few centuries. The Egg itself glows red hot and is a sought out
by those making magical potions dealing with fire and healing . Phoenix parents have been known to attack any-
thing that managed to get near their stone nests.

Occasionally a Phoenix finds its way to civilization and while it may mean no harm its very nature and tendcy to
burst n flames when afraid has lead to a single creature causing massive fires.

79
Variants Description: The size of a normal hawk. The Phoe-
While rare there are many multiple types of phoenixes nixes possesses red, orange and gold feathers and is
in existence. warm to the touch .

Dark Fire Phoenix Most Phoenixes burn orange, but a few burn gold ,
blue or white.
The dark fire phoenix lives near swamps , necropolises
and places where necromantic energy and or death are
prevalent. Hooks
1. There is a rash of fires in the area, is it a Phoe-
With Black and dark grey feathers they can erupt into a nix?
black flame. 2. A wicked witch has dark plans for a Phoenixes
egg.
Some members of this breed has two head. 3. A local inventor thinks a Phoenix is a potential
new mundane energy source.
Rank: +1
Attribute Bonus: None Cryptozoology Facts
Skill Bonus: None 1. Phoenixes mare for life. If a mate dies and is
Abilities: reborn the surviving mate will take care of it.
Black Aura of Flame: This Aura of Flame also 2. A Phoenix id maimed or severely injured can
drains D4 zap from anyone damaged by it. This force a rebirth.
drained Zap goes to the zap f the Phoenix. 3. A reborn Phoenixes remembers its former life.
Necromancy resistant: This creature is +2 to resist 4. If a Phoenix is trained from an egg, that trainer
Necromancy spells and the powers of the undead. becomes immune to its flame.
Rebirth: This Phoenix has a 1 and 2 chance as resur-
recting as undead. It still retains all of its powers and
may be reborn as a living creature id destroyed again.
Equipment : None

Frost Fire Phoenix

The white Frost ire Phoenix can sheath itself in ice


cold white flame.

Native to cold environments and realms its one of the


rarest of the rare creatures.

Rank: +1
Attribute Bonus: None
Skill Bonus: None
Abilities:
Aura of Frost (2). Instead of fire, the creature can at
will spend 1 zap point to sheath itself in frosty flae for
up to 10 minutes. . The flame does 5 points of damage
and grants the creature +2 to melee damage. The
creature can also spend 1 zap point to breath frost
doing 10 points of damage up to 20feet.
Immune to Ice and cold (replaces immune to fire
and heat.
Equipment : None

80
Name: Outrider
Type: Horror
AKA: Lesser Horror
Rank: 1
Location: Shadow, Horrific dimensions.
Motivations: Destroy

Body D8 Mind D2
Senses D6 Will D4
Social D4 Magic D8
Life Points 16 Reflex 11
Actions 10 Armor 5
Resist 11 Zap 16
Magic Points
Common Skills: Fighting: D8+6,
Scare D4+7 , Hide D8+5, Tracking
D6+6

Common Traits:
Devious and Temper
Abilities
Dimension Travel: For 5 Zap points the creature can travel to another dimension appearing anywhere in that
dimension. This may be uses as and action to teleport away.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Eye Blast: The large center eye can fire a blast of red energy that does 15 points of damage. The range is line of
site. This attack costs 2 zap points and counts as an action.
Hyper Movement Flight (3): Fly at 160 mph out of combat, Fly 160 feet in combat. +1 to reflex to dodge in flight.
Hyper Strength (2): Lift 2 Tons, +4 to strength based non combat rolls. +2 to rolls involving lifting and breaking.
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Invulnerability (3): The creature ignores 5 points of damage.
Sapping Tentacles: The creatures tentacles do +3 damage (13 total). +3 to Hold and grab holds. May spend 1
Zap point to Drain D6 life and Zap Points from a person they are holding. This can be done once per turn but
doesn't count as an action.

Common Equipment
None
Information: Outriders are immortal horrors that travel the multiverse as minions of more powerful Horrors or
hunting sentient creatures. Outriders travel in packs ranging from three to hundreds and occasional invade other
worlds in large numbers .

Description: Outriders look like inky black flying squids. They have four red eyes . Outlanders make an unnerving
sound that sounds like static. Outriders are twelve to twenty feel long.

Hooks
1. Are Outriders gathering for an invasion?

Cryptozoology Facts
1. Outriders are have a hive mentality and are totally fearless.
2. Outriders may be parasites from colossal sleeping Horrors deep in shadows.

81
Name: Red Cap
Type: Fae
AKA: Blood Cap
Rank: 2
Location: Magical and Mundane cities
Motivations: Cause trouble

Body D6 Mind D6
Senses D6 Will D6
Social D6 Magic D6+1
Life Points 12 Reflex 12
Actions 2 Armor 0
Resist 10 Zap 4
Magic Points
Common Skills: Athletics D6+3,
Fighting D6+4, Hiding D6+4, Street-
wise D6+4, Urchin D6+5

Common Traits (Choose 2):


Devious, Ruffian, Trickster, Warrior

Abilities
Glamour: Red caps can spend a Zap Point to appear as a normal human for up to an hour.
Hyper Movement Running (2): The creature can run at 40mph out of combat and +40feet in combat.
Hyper Reflexes (3): +3 to Reflex.

Common Equipment
Iron Shod Shoes: Redcaps wear Iron-Shod shoes that grant them +3 to kicking damage. (Total 7)
Red Cap: The red cap of a red cap can be any kind of hat. If it is removed the red cap dies within 1 minute. Also
while removed the redcap is -2 to all rolls , reflex, resist magic and has zero zap points.

Information: Violent, rude and fearless , Redcaps are a darker caste of the Fae that see death and war as a
game. Red Caps live in mostly poor areas where they prey on the week and under-serviced fpr sport in the form
of gangs.

Description: Red caps look like humans pointed ears, red eyes and sharp teeth. Though they are Fae they are
more brutal looking than beautiful. Redcaps always wear some kind of Red-hat, dyed in the blood of the foes the
redder it is the more dangerous the Red-Cap.

Hooks
1. A group of Red Caps are causing trouble in the character’s town.
2. A pacifist Red Cap needs the Star’s help.
3. A war between Goblins and Red Caps may lead to humans discovering the local magical community.

Cryptozoology Facts
1. Red Caps become less aggressive without their caps (-2 to Combat Rolls)
2. Red Caps Hate other types of Fae with a passion.

82
Name: Rift
Type: Horror
AKA: The Rending
Rank: 3
Location: Various
Motivations: Pull things into it .

Body D8 Mind D2
Senses D6 Will D8
Social D4 Magic D8
Life Points 12 Reflex 11
Actions 2 Armor 0
Resist 11 Zap 16
Magic Points
Common Skills: Athletics D6+4,
Fighting D6+5, Hide D6+4 Scare
D6+3 , Urchin D6+4

Common Traits (Choose 2):


Creepy, Mysterious, Mad, Temper
Abilities
Dimension Travel: For 5 Zap points the creature can travel to another dimension appearing anywhere in that
dimension. This may be uses as and action to teleport away.
The Inescapable rift: Anything grabbed by the Rift will be pulled into it’s maw, which is actually a pocket dimen-
sion in deep shadow. Once inside the character is lost. Anything or anyone touching the rift part of the creature
must make a Very Hard Body roll or be sucked in. All attacks have a 1 in 4 chance of vanishing into the rift.
Insanity Aura: All none horrors witin 1 mile of creature must make a Hard will roll or permanently loses –1 Will
and Mind every minute.
Magic Immunity: The creature is Immune to Time and Space magic.
Tentacles: All Grab/Hold rolls do +3 Damage (Total: 10) and Fighting rolls to hit. The Tentacles can stretch up to
30 feet.
Unmoving: rifts one they appear outside of Shadows cannot move –4 to Reflex

Common Equipment
None
Information: Rifts were created by Echidna as away to capture her foes. After her own capture the Rifts still do
their job ransoming appearing (Or is it random) taking beings into deep shadow.

Description: The Rift looks like a rip in reality 10-20feet wide with 6-12 tentacles snaking outward to grab its
target.

Hooks
1. A rift appears as if waiting for someone.

Cryptozoology Facts
1. Rifts have no other motivations but to take things into deep shadows.
2. Rumor has it a group of 7 Immortals once went to a rift to rescue of a friend , only three returned.

83
Name: Sasquatch
Type: Proto-human
AKA: Squatch, Skunk Ape, Bigfoot
Rank: 3
Location: North America, Asia, Africa
Motivations: Stay Hidden

Body D8 Mind D4+1


Senses D6+1 Will D4
Social D6 Magic D6+1
Life Points 21 Reflex 10
Actions 11 Armor 0
Resist 10 Zap 16
Magic Points
Common Skills: Athletics D8+5,
Fighting: D6+6, Hide D8+6, Scare
D6+4 , Survival D4+6, Track D6+6

Common Traits (Choose 2):


Jock, Rural, Trickster, Warrior

Abilities
Big: The creature is large and is –1 Reflex.
Camouflage: The creature and everything it’s carrying up to 200lbs color shifts to blend into their environment.
They are –4 to sight and sound based rolls when standing still and –2 when moving.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Hyper Fitness (2): +4 Life Points and +2 Zap Points, +4 to rolls involving fatigue and resist poison and disease.
Hyper Strength (2): Lift 1Tons +4 to strength based non combat rolls. +2to rolls involving lifting and breaking.
Punch/Bite: The creature can punch doing +3 Damage (Total: 13) and Bite for +2 damage (Total 12)

Common Equipment
None

Information: Sasquatch are the remnants of a primitive relative of humans that have adapted to live in hidden
obscurity around the world. Tribal and peaceful they fear humans and do their best to avoid them living mostly in
forested areas, swamps and mountains where humans rarely tread.

Sasquatches communicate with various bellows , roars and body language. A few Sasquatches have learned sign
language to communicate with Otherkin they are friendly with.

Description: Sasquatches tall (seven to eight feet) humanoids with shaggy hair ranging from dark brown to
black . They have ape like faces, and are known for having very large hands and feet.

84
Variants Yeti
Sasquatches exist in small groups and tribes and
around the world. The Yeti are a slightly shorter but boarder version of
Sasquatches native to cold and mountainous areas.
Lavic With white fur they are more aggressive than most
sasquatches.
The Lavaic are a hairless Sasquatch that lives in and Rank Bonus: +1
near volcanoes. About 6 feet tall with grey stone col- Attribute Bonus: +1
ored skin they are the rarest of their kind. Skill Bonus: None
Rank Bonus: +1 Abilities: None
Attribute Bonus: None Immune to Ice and Cold: This creature is immune to
Skill Bonus: None natrual and supernatural Ice and cold attacks.
Abilities: Equipment :
Bust into flames: The creature may spend 2 Zap
points to burst into flames granting it +3 to Punch an Hooks
bite damage and causing all creatures touching it to 1. The Characters are camping and find a group of
take 8 points of damage. friendly Sasquatches and must protect them hunt-
Immune to Fire and Heat: This creature is immune to ers.
natrual and supernatural fire and heat attacks. 2. An evil Witch is Swamp Apes to kill them and take
Equipment : their musk glands for potions.
3. A Bigfoot searching show is trying to expose a
Mahgani group of local “Squatches”.

The Mahgani are Very Gorilla like in appearance and at Cryptozoology Facts
a distance look like White gorillas. Natives to Africa 1. All Sasquatches have a very pungent musky smell.
they are the deadly combination of aggressive and 2. Sasquatches love to sing to each other at night.
intelligent. 3. Sasquatches love sweets of all kind.
Rank Bonus: +1
Attribute Bonus: +1 Body, +1 Mind
Skill Bonus: None
Abilities:
Regeneration: Mahgani heal quickly regaining 1 Life
point a combat round or minute out of combat.
Equipment :

Swamp Ape

Swamp apes live in Swamps and near large body of


waters. With dark wet looking fur and red eyes , the
Ape are the most intelligent sasquatch.
Rank Bonus: +1
Attribute Bonus: +1 Mind.
Skill Bonus: Basics: D6+3
Abilities:
Stench: The creature has a horrid smells (all
Sasquatches are immune to it. ) that cause all within 20
feet to wretch and by at –2 to all actions and –6 at all
smell based actions.
Equipment : None

85
Name: Troll
Type: Ogre
AKA: Western Troll
Rank: 3
Location: Europe
Motivations: Eat

Body D8 Mind D4
Senses D6+1 Will D4
Social D6 Magic D6+1
Life Points 22 Reflex 9
Actions 1 Armor 5
Resist 10 Zap 17
Magic Points
Common Skills: Fighting: D8+6,
Scare D6+4 , Survival D4+4
Track D6+4

Common Traits (Choose 2):


Jock, Lackey, Rural, Warrior
Abilities
Big: The creature is large and is –2 Reflex.
Enhanced Sight: The creature can see in total darkness as well as they can at day and can see ghosts, spirits
and wireless communication.
Hyper Fitness (3): +6 Life Points and +3 Zap Points, +3 to rolls involving fatigue and resist poison and disease.
Hyper Strength (3): Lift 2 Tons, +6 to strength based non combat rolls. +3 to rolls involving lifting and breaking.
Invulnerability (3): The creature ignores 5 points of damage.
Punch/Bite: The creature can punch doing +3 Damage (Total: 16) and Bite for +2 damage (Total 15)
Regeneration (1): The creatures regains 5 life points a combat round a minute.
Self Petrifaction: The creature can spend a zap point to turn un normal unmoving stone for as long as they like.
As stone they don’t need to Breath or eat and are in a state of suspended animation.
Common Equipment
Club: Some Trolls wield large clubs that do +3-5 damage. Those damaged by the weapons are knocked down.

Information: Trolls live wherever there is good hunting, and not many things that can hurt them. Fearful of tech-
nology, they prefer rural areas and magical forests. The average Troll lives alone or with creatures it can bully (like
Goblins or some truly dull-witted troglodytes and lesser giants). Most trolls are content with being bullies and
poaching endangered animals like unicorns or attacking travelers.

Description: Trolls stand 10-12 feet tall and have rough skin that looks like stone and hair that looks grass and
algae. Brutish in appearance, no two trolls look a like and a few are born with useless extra heads and arms.

Hooks
1. A troll is eating local farm animals and must be stopped.

Cryptozoology Facts
1. Trolls sometimes turn to stone and hide in rivers.
2. Trolls and Troglodytes are part of the Ogre family.

86
Name: Unicorn
Type: Animal Paragon
AKA: Kirin
Rank: 2
Location: Magical forests and prairies,
Motivations: Live free

Body D8 Mind D6
Senses D6 Will D6
Social D6 Magic D8
Life Points 16 Reflex 11
Actions 2 Armor 0
Resist 11 Zap 16
Magic Points
Common Skills: Athletics D8.+3,
Fighting D8+4, Investigate D6+5,
Hiding D8+5, Mysticism D6+4

Common Traits (Choose 2):

Abilities
Aura of Good: The creature are so pure and good that all good and benevolent spells cast within 5 feet of them
cost no Zap, and all within 10 ft of the creature are +4 to Resist Magic versus wicked and cruel magic. The crea-
ture can also sense the goodness in people, even those who may not seem good; they bring out the best in them.
The creature also does +3 damage to wicked, shadow and necromantic creatures.
Horse Like: The creatures running and walking is doubled and they have hooves that do +2 Damage (Total
damage of 9)
Hooves: Unicorns can run up to 50 mph and attack with their hooves for +2 fighting damage (Total of 9) .
Horn: the Unicorn may attack with its horn doing +3 Fighting Damage. The Unicorn horn will not harm a good
person
Immortal: The creature doesn't age and is immune to magic and abilities that alter age.
Spirit Flesh: Unicorns are creatures of both flesh and spirit and can turn invisible at will by spending 1 Zap point.
The invisibility lasts for a minute.

Common Equipment
None

Information: Unicorns live in isolated areas and preserves. Very endangered, they avoid contact with anyone and
will attack if threatened. Many young Witches and their parents have sought Unicorns for pets, not knowing that
captivity will kill a normally immortal Unicorn in a matter of years.

Description: Unicorns are a universal symbol of and vessel for good energies. They look like beautiful horses with
curly white manes and a single golden horn coming out of the middle of their foreheads.

Hooks
1. A Group of Goblins have kidnapped a small child for their King. Can the character’s save the child.

Cryptozoology Facts
1. Goblins are notorious cowards and experts at playing dead.

87
Variants Nightmare
Unicorns have evolved into various breeds like normal
horses. Most are benevolent… then there’s the Night- The Nightmare is a black unicorn with sharp teeth, sharp
mare. horn and red eyes. What the Unicorn is for good, they
are for wickedness.
Alicorn
Malicious and violent they love causing trouble.
Alicorns are Powerful Unicorns born with wings. The Rank Bonus: +2
Royalty of their kind usually live in magical palaces Attribute Bonus: +1 to Body.
high in the mountains. Skill Bonus: +4 Fib
Rank Bonus: +3 Abilities:
Attribute Bonus: +1 Body, +1 Mind, +1 Will, +2 Magic Aura of Wickedness (Instead of Good) : The creature
Skill Bonus: +4 Charm , +4 Leader, +4 Casting , +4 are so vile and dark that all good creatures within 20 feet
Cryptozology , +4 Flying are –2 to all rolls.. The creature also does +3 Damage
Abilities: to good and benevolent creature and can spend a Zap
Hyper Movement Flight Winged (2): As long as the point to unnerve everyone within 50 feet (Targets are –1
creatures wings are free they can fly at 80 mph out of to all rolls while in range)
combat, Fly 80 feet in combat. +1 to reflex to dodge in Skimmer: The Creature can run on any surface as if it
flight. was horizontal f ground, this includes clouds, fog, up the
Magic: Alicorns Have 5 Ranks of magic it may spend side of buildings, water and more.
in Alteration,. Conjuration, Divination, Elementalism Equipment : None
Healing, Mentalism and Protection. No Magic Type can Equipment : None
be above a 2.
Equipment : None Unicorn Curse

Kirin Killing a unicorn is a horrible action and those that do it


are branded magically by it. People can sense they
Kiren are stocky unicorns with flesh covered in metallic have done a bad thing making them –3 to social rolls.
scales. Native to Asia they are among the most physi- They are also permanently :
cally powerful unicorns. -1 to all rolls
Rank Bonus: +2 -1 to resist magic
Attribute Bonus: +2 to Body. Heal 1/2 as fast as normal
Skill Bonus: +2 Athletics, +3 Fighting
Abilities: Killing a Nightmare provokes the same kind of curse but
Hyper Strength (3): The creature can lift 2 tons, gains for different reasons.
+6 to all melee damage. They are also +3 to strength
based body rolls.
Hooks
Invulnerability (3): The creature ignores 5 points of
1. A group of trolls are hunting unicorns for food. Can
damage.
the characters save them.
Skimmer: The Creature can run on any surface as if it
2. A Witch has turned a Unicorn into a girl as punish-
was horizontal f ground, this includes clouds, fog, up
ment. Can the characters free the unicorn?
the side of buildings, water and more.
3. The characters find a mistreated unicorn at a mortal
Equipment : None
circus. Can the convince it to leave?
Medicine Horse
Cryptozoology Facts
These mustang like unicorns have a small nub of a 1. Many evil creatures like Goblins, Giants, and Trolls
horn and roam the skies of North America. find Unicorns very tasty. They call Unicorns Horn-
Rank Bonus: +1 Horses.
Attribute Bonus: +1 to Body. 2. Unicorn horns were once used to make wands.
Skill Bonus: None 3. Though it’s frowned on, owning a unicorn isn’t illegal
Abilities: according to the laws of the WWC.
Skimmer: The Creature can run on any surface as if it
was horizontal f ground, this includes clouds, fog, up
the side of buildings, water and more.
Equipment: D4 minutes.

88
Name: Zombie
Type: Undead
AKA: Living Dead
Rank: 1
Location: Earth.
Motivations: None.

Body D6 Mind D2
Senses D4 Will D4
Social D4 Magic D6+1
Life Points 14 Reflex 9
Actions 1 Armor 0
Resist 10 Zap 14
Magic Points
Common Skills: Athletics D6+3,
Fighting D6+4, Track D4+4

Common Traits (Choose 2):


Jock, Urban, Rural, Temper

Abilities
Claw and Bite: The creatures Claws and bite do +2 Damage (Total 7)
Devourer: The creature live by eating other living things. Any Time they damage with a bite attack they gain
back a life point. Their bite attacks also ignore 3 points of armor .
Undead: The creatures us a animate corpse. They feel no feel no pain, never tires, doesn't need to sleep , knows
no fear and are immune to Mentalism magic. They are also immune to poison and disease. The creature cannot
heal itself normally. Zombies are also immune to attacks vs. their senses.

Undead do however decay and lose 1 life point a day , when they reach 0 lifer points they stop being dead and just
become undead.

Common Equipment
None

Information: Zombies are the corpses of the dead, brought to a semblance of life (un-dead) to serve someone.
Zombies are not very smart but do follow instructions well. They shuffle about and usually only speak a few words,
one of those being “brains,” which is their favorite thing to eat.

In the magical world Zombies are often used as cheap labor by witches and other and have no real rights . The so
call domesticated Zombie must have a mark or brand with their owner’s name or symbol.

Description: Zombies look whatever creature they where when alive only… more dead. Some zombies have
glowing magical sigils carved into their body or a brand marking them as belong to someone.

89
Variants Skeleton
There are a many types of zombies, some “Made”
others coming to life on their own. Skeletons look as the name says, like walking skele-
tons, cheap zombies they are often used as guards.
Ghoul Rank Bonus: 0
Attribute Bonus: -1 Body, -1 Mind
Ghouls are Zombies that eat the dead to survive. Wild Skill Bonus: None
and full of madness and rage they are usually the result Abilities:
of a Zombie created incorrectly or one that has just Bony: The creature is made of bone and has 2 points
gone feral. of armor.
Reform: If More than 3 Skeletons are destroyed there
Polished zombies tend to work as servants for their is a chance they will reform as single complete skele-
creator and or owner. ton.
Rank Bonus: +1 Equipment : None
Attribute Bonus: +1 Body
Skill Bonus: +4 Scare Stitched
Abilities:
Devour no longer heals life by eating the living but by Stitched are zombies formed from different bodies.
eating the dead or undead. Stitched together they are animated by magic (And
Equipment : None sometimes Mad-science).

Polished Because they are usually made from the best available
parts they are usually not only more alive but more
The Polished zombie is made to look and sound and stable than other zombies.
most importantly smell like a living person. They do Rank Bonus: +2
not decay like normal zombies. Attribute Bonus: +2 to Body, +2 Mind, +2 Social,
+2Will.
Polished zombies tend to work as servants for their Skill Bonus: 20 ranks of skills
creator and or owner. Abilities:
Rank Bonus: +1 Less Dead: These Zombies do not decay over time.
Attribute Bonus: +1 Mind Powers: Stitched have two ranks it can uses to Pur-
Skill Bonus: 10 Ranks in Mind based skills based on chase Hyper Fitness, Hyper Reflexes, Hyper Strength,
their job. Regeneration or
Abilities: None Equipment :
Equipment : None
Hooks
Revenant 1. A zombie is brought to life by a witch zombie
Merchant. The Zombie wants help escaping the
Revenants are Zombies that raise themselves . They witch and being free.
return as Undead to do something specific, once that 2. A Ghoul is wandering around a local graveyard
is done they return to the grave. causing trouble.
3. A revenge seeking Revenant targets a Star.
Revenants tend to look more alive than other zombies.
Rank Bonus: +2
Attribute Bonus: +2 to Body, +2 Mind, +2 Will. Cryptozoology Facts
Skill Bonus: 20 ranks of skills based on what the 1. Zombies are the lowest type of undead.
person did while alive. 2. Zombies do not see with their eyes but actually
Abilities: use a magical sense of sight.
Driven: When working towards the goal they need to 3. A group of Zombies is called a Crypt.
complete the Revenant is +2 to their rolls.
Less Dead: These Zombies do not decay over time.
Equipment : None.

90
There are thousands of species of normal animals in the Frost Touched
world. We cannot even start to list them all, but we have
listed some of what we think are the most famous repre- The frost touched have white /bluish white hair and
sentatives of the animal world (see Allowance: A to Zoo feathers and white or blue skin /scales
Pet Supplies). Unless otherwise noted all animals are Rank Bonus: +1
rank 1. Attribute Bonus: None
Skill Bonus: None
Each one is listed with average attributes, skills of note, Abilities:
and special abilities. The special abilities include: Frost Boost: The creature can sheath their attacks in
Armor (AR): Listed as the amount of points of physical fire doing +3 ice/cold damage. This ability also covers
damage the animal ignores from an attack. area near the creature in ice and frost.
Attack (AT) : The creature’s teeth, claw, talons, or ten- Immunity to Ice and Cold: The creature takes no
tacles do extra damage and that damage is noted. damage from cold damage f any kind.
Night Vision (NV) . The creature sees as well as night as Equipment : None
day. .
Travel: The creature swims, flies, or runs at great speed
and it’s listed in miles per hour.
Giant
We did our best to keep things simple, Directors should
Giant versions of animas are among the most common
feel free to add to animals for more or less realism
type of magical animal. Giant animals tend to be 2/4
based on her game play.
times the size of the normal variety.
Variants Rank Bonus: +2
In a world of magic there are many types of magical Attribute Bonus: +2 Body
animal variants. Skill Bonus: +2 to all skills.
Abilities:
Aquatic Depending on the size some animals may have ranks
of Big, Hyper Strength and Hyper Fitness.
Aquatic creature have magically adapted to water. Equipment : None
They tend to be hairless with blue and green scales.
Rank Bonus: +1 Intelligent
Attribute Bonus: None
Skill Bonus: None Talking magical animals are common in high magical
Abilities: areas. Theses intelligent animals have abilities that
Aquatic: The creature can breathe water and move in make them more human like.
water Regardless of depth, with ease and no minuses Rank Bonus: +1
Hyper Movement (swimming) This replaces Flight at the Attribute Bonus: +3 Mind (minimum D4)
same rank .
Skill Bonus: +3 Basics, 10 extra ranks for any skill.
Equipment : None
Abilities:
Polyglot: The creature can understand and speak all
Fire Touched
known languages.
Human like: The Animal can walk on hind legs and
Fire touch creatures tend to have flame like hair/
can use their paws, tails or appendages like hands.
feathers or flame and red, gold or orange skin, or
Equipment : None
scales.
.
Rank Bonus: +1
Attribute Bonus: None
Skill Bonus: None
Abilities:
Flame Boost: The creature can sheath their attacks in
fire doing +3 fire damage and starting small fires by
touch.
Immunity to Fire and Heat: The creature takes no
damage from fire or heat of any kind.

92
Light Touched Shadow Touched

Light Touch are creature touched by the powerful posi- These animals are tainted by dark magics . They tend
tive magic. They tend to have a glow about them. to have red eyes and a sinister look about them.
Rank Bonus: +1 Rank Bonus: +1
Attribute Bonus: None Attribute Bonus: None
Skill Bonus: None Skill Bonus: None
Abilities: Abilities:
Aura of Good: The he creatures are +4 to Resist Aura of Wickedness: The creature are so vile and
Magic versus wicked and cruel magic. The creature dark that all good creatures within 20 feet are –2 to all
can also sense the goodness in people, even those rolls.. The creature also does +3 Damage to good and
who may not seem good; they bring out the best in benevolent creature and can spend a Zap point to
them. The creature also does +3 damage to wicked, unnerve everyone within 50 feet (Targets are –1 to all
shadow and necromantic creatures. rolls while in range)
Equipment : None Equipment : None

Necro Touched Stone Touched

Theses creature have coal black feathers, scales and Stone touch creature ten to have rock or crystal like
skin and white or red eyes. Some have bone plates hides, scales, feather and skin. They also tend to be
and over parts of the skin. larger than normal.
Rank Bonus: +1 Rank Bonus: +1
Attribute Bonus: None Attribute Bonus: +1 Body
Skill Bonus: None Skill Bonus: None
Abilities: Abilities:
Bone Armor: the creature ignores 2 points of damage. Disease and poison resistant: +3 to rolls to resist non
Death-vore: The creature instantly regains 2 life points magical diseases and poison.
by eating a pound of dead flesh or bone. (Takes one Armor: Depending on size two to four points of armor.
action. Hyper /fitness Strength: Larger animals may have 1
Necromancy resistant: This creature is +2 to resist to two ranks of Hyper Strength/fitness.
Necromancy spells and the powers of the undead. Equipment : None

Never Ending Trickster

Created magically, this version of edible farm animal Intelligent and natural trouble makers. Tricksters have
(Pigs, cow, chickens, goats) can come back to life after an innate need to humble the powerful and cause
being slaughtered and eaten. chaos.
Rank Bonus: +1 Rank Bonus: +1
Attribute Bonus: +one Attribute Bonus: +2 Mind +1 Will
Skill Bonus: + 3 Gourmet Skill Bonus: Basics +2 Fib +2 Hide +2
Abilities: Abilities:
Immortal (Resurrect) after death as long as the ani- Bend reality: The trickster can spend 2 zap points to
mals bones are gathered together it will fully restore bend reality in small ways to be humorous but never
itself in 6 hours. This effect only works if it’s eaten for harmful. They can use this ability to summon funny
nourishment. traps, walk up walls and other cartoony actions.
Polyglot: The creature can understand and speak all Clumsy Aura: All creatures not the trickster within 10
known languages. feet are –2 to agility type rolls, to hit and trickster and
Equipment : None most make a hard Magic roll not to fall when chasing
the trickster.
Miss: The Trickster can spend one Zap Point to not be
hit by a mundane attack.
Equipment : None

93
Normal Animals
Name Body Mind Senses Will Social Magic Life Reflex/ A.R. M.R. Skills of note Abilities/Attacks
Points Actions
Aardvark D4 D0+1 D8 D2 D2 D2 8 7/1 5
Baboon D4 D2 D6 D2 D4 D2 8 7/1 5 Athletics +2 Bite +2,NV
Bear D10 D2 D8 D2 D4 D4 20 8/1 2 7 Track +2 Claws +3
Blue Whale D20+2 D4 D6 D2 D4 D2 44 7/1 4 5 Athletics +2
Cat Large D2+1 D2 D6 D6 D4 D4 6 6/1 7 Acrobatics +2 Claws +1 ,NV
Cat-Small D2 D2 D6 D6 D4 D4 4 6 7 Acrobatics +2 Claws +1 ,NV
Chicken D2 D0+1 D6 D2 D2 D2 4 5/1 6
Chimpanzee D6+1 D4+1 D6 D4 D4 D4 14 10/1 7 Athletics +2
Cow/Bull D10 D0+1 D6 D2 D2 D2 20 7/1 1 5 Horns +1
Deer D6+1 D0+1 D6 D2 D2 D4 14 13/1 7 Hear +2 Horns +2
Dog Small D2 D2 D8 D4 D4 D2 4 5/1 5 Track +1 Bite +1
Dog-Large D4 D2 D8 D4 D4 D2 8 7/1 5 Track +1 Bite +
Dolphin D8 D4+1 D6 D6 D4 D2 16 11/2 1 5 Athletics +2
Acrobatics +2
Duck D2 D2 D6 D2 D2 D2 4 5/1 5
Eagle D4 D2 D8 D4 D2 D4 4 7/1 5 Investigate +2
Elephant D12 D2 D6 D4 D4 D4 24 10/1 5 7 Big (5) Horn +2
Fish-Large D2 D0+1 D6 D2 D0+1 D2 4 5/1 5 Swimmer 5mph
Fish-Small D0+1 D0+1 D6 D2 D0+1 D2 1 6/1 5 Swimmer 10mph
Frog/Toad D0+1 D0+1 D6 D2 D0+1 D2 2 4/1 5
Giant Squid D12 D2 D6 D4 D2 D2 24 101 2 5 Big (5) Swimmer 20mph
Tentacles +4
Goat D4 D2 D6 D2 D2 D2 8 7/1 5 Horns +1
Gorilla D10 D4 D6 D4 D4 D4 20 13/2 2 7 Athletics +2
Hawk D2 D2 D8 D2 D2 D2 4 7/1 7 Investigate +2 Flier 30mph
Horse D8 D2 D6 D4 D4 D4 16 11/2 7 Athletics +2 Runner 40mph
Insect D0+1 D0+1 D6 D0+1 D0+1 D0+1 1 4/1 4
Insect-Winged D0+1 D0+1 D6 D0+1 D0+1 D2 1 5/1 4 Flier 2mph
Killer Whale D12+1 D4 D6 D4 D4 D4 26 7/1 3 7 Swimmer 20mph
Lion D10 D2 D8 D4 D4 D4 20 13/2 7 Track +1 Claws +3
Monkey D4 D4 D6 D4 D4 D4 8 7/1 7 Acrobatics +2
Moose D10 D2 D6 D2 D2 D2 20 6/1 2 5
Orangutan D8 D4+1 D6 D4 D4 D4 16 13/2 7 Athletics +2
Owl D2 D2 D6 D4 D2 D2 4 6/1 5 Investigate +2 NV
Pig D4 D4 D6 D2 D2 D2 8 5/1 5
Platypus D2 D2 D6 D2 D2 D2 8 5/1 5
Rabbit D2 D2 D6 D2 D2 D2 5 7/1 5 Athletic +2
Rat D0+1 D2 D6 D4 D2 D2 2 6/1 5 Hide +3
Rhinoceros D12+2 D2 D6 D2 D2 D2 28 7/1 6 7 Horn+4
Armor 1
Sea-lion D6 D4 D6 D4 D2 D2 12 9/1 7 Athletics +2 Bite +1
Shark-Large D10 D2 D6 D2 D2 D2 20 13/2 4 7 Track +2 Bite +4, NV
Shark-Small D6 D2 D6 D2 D2 D2 12 9/1 7 Track +2 Bite +3, NV
Sheep D4 D0+1 D6 D2 D4 D2 8 7/1 7
Snake-Venom D2 D2 D6 D2 D4 D4 4 8/1 8 Hide +2 Bite +1, NV. Poi-
son (+4damage)

Snake Large D6 D2 D6 D2 D4 D4 1 7/1 8 Fighting +3 NV


Tiger D10 D2 D6 D4 D4 D2 20 13/2 2 7 Track +2 Claws +3, NV
Turtle-Large D4 D2 D6 D4 D2 D2 8 4/1 7 Armor 1
Turtle-Small D2 D2 D6 D4 D2 D2 4 4/1 7 Armor 1
Walrus D12 D4 D6 D4 D2 D2 24 6/1 7 Horns +1
Wolf D6 D4 D10 D4 D4 D2 12 9/1 7 Track +3 Bite +2

94
Add more Schools, spells, abilities and more to your game with these supplements.

Walk on the Dark side with Witch Girls rules, Cliques Witches are but one of
this guide to be a… not so and more are updated and many magical decedents of
good witch girl. redefined in this supple- Lilith and her children.
ment for the original rule
Witch New Click , skills and book. For the first time play as an
more, learn why being bad Immortal, Vampire,
has never been so good. Shapeshifter of Fae.

The Supplement about the The first supplement to The Drama Dice Fantasy
boy who didn’t die, a world mortals seekers of truths rules and world.
of wizards . takes you deep into the Colt
Brothers, two Mortal Seek- Welcome to Aerix, an
A Homage to that book and ers, fighting monsters on 1800’s alternate United
movie series everybody the backloads of America. States where magic rules
knows and loves. and swords not guns are
the weapon of choice.
HERE THERE BE MONSTERS!
Join the Hex-Scouts and see the magical world and all the amazing
creatures in it.

The guide to dozens of magical creatures, this book brings the wild
side and wild life of Witch Girls to life for Directors and Stars alike.

Ages 11+

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