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FANTASY ROLEPLAYING:

AN OMNIBUS OF OPPONENTS

JEREMY PUCKETT

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CREDITS

Writing, Editing, and Layout: Jeremy Puckett

Art: Storn Cook, Jason Rainville, Bruno Balixa, Malcolm McClinton, Gary Dupuis, Brin Lee,
Matt Morrow, Forrest Imel, Nicole Cardiff

Fantasy Heroic Roleplaying Designers: Cam Banks, Dave Chalker, Philippe-Antoine Mnard,
and Dennis Twigg

Special Thanks:

Chisa Puckett, my wonderful wife, without whom none of this would be even remotely
enjoyable.

Rachel Collier, my moirail. Props to readers who know what a moirail is. <>

The other amazing members of my roleplaying group: Joseph Lamothe, Michael Adair, Jonathan
Culler, and Chris Ro Cansler.

Christi Cardenas, for being so understanding and patient during the process of obtaining the
license for my little series of supplements.

Cortex Plus Licensing Statement: This game material references the Cortex Plus game system,
available from Margaret Weis Products at www.margaretweis.com. Cortex and Cortex Plus
and all associated logos and trademarks are solely owned by Margaret Weis Productions, Ltd.
and are used with permission. Margaret Weis Productions, Ltd. makes no representation or
warranty as to the quality, viability, or suitability of the purpose of this product.

NOTICE: This is not a complete game! This is a supplement for the Fantasy Heroic Roleplaying
Game as presented in the Cortex Plus Hackers Guide from Margaret Weis Productions (pages
192-256).

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INTRODUCTION

The creatures and opponents in this book For mobs:


are a combination of classic monsters from x Limit: Mob Cohesion. Defeat (Threat
older, much beloved roleplaying games Name) Level dice with D# stress to
(albeit most of them with the serial numbers reduce (Threat Name). Each Level die
filed off), monsters from myth and legend, may be treated as a separate target for
human(ish) enemies, and a few original Area Attack SFX. Once all Level dice
creatures to boot. It is the sincere hope of have been removed, defeat (Threat
this author that whenever you read a Name).
familiar-looking monster entry, youll smile
knowingly upon realizing what its supposed The D# Stress represents an effect die
to be, maybe even groan and shake your thats one step over the Level dice of the
head a little bit at some of them. mob. For example, a mob of Monster Hands
Furthermore, it is the deepest hope of this (Minion D4) would require D6 stress to
author that some reader will scrunch up his remove a threat die, while a mob of
forehead in deep confusion at some weird or Beastmen (Standard D8) would require D10
bizarre monster only to later discover that stress to remove a threat die.
the monster in question is really something Generally, creatures above Standard
from folklore or fiction-----in much the same should not be mobs, since Elite monsters
way that the author himself experienced and up are supposed to be individually quite
upon reading some of the original monster powerful. On the other hand, an Elite large
books for the worlds oldest roleplaying scale threat would be entirely appropriate.
game.
Most of all, though, the author hopes you For large scale threats:
will enjoy this book and those to follow! x Limit: Large Scale Threat. Defeat a
(Threat Name) Level die for each D#
stress effect die applied to (Threat
Mobs and Large Scale Threats Name).

The monsters and enemies herein are all Once again, the D# is an effect die that is
given as individual creature listings, like at least one step higher than the large scale
those in the Cortex Plus Hackers Guide, but threats Level dice. If the heroes are
many are noted as usually traveling in unfortunate enough to be facing an Epic
groups or being large scale threats. When (D12) large scale threat, they need to obtain
turning a monster listed here into a mob or both D12 effect dice and obtain
large scale threat, just add additional dice to extraordinary successes (win a total by 5 or
the creature and add the appropriate Limit. more) to knock out the large scale threats
Level dice.

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Large scale threats should be used game, never be afraid to let the heroes run
sparingly in encounters, since they very from a fight that is going badly for them, or
much represent a particularly large and to be captured and have to escape from their
powerful enemy and can be difficult for captivity before some dreadful consequence
heroes to defeat. Some monsters are occurs. As in all things, remember that your
intended to be large scale threats by default, job as the GM is to give your players the
such as most truly large monsters (like chance to shine and take center stage in a
dragons, sea serpents, and so on). great story youre all telling!
Avoid taking an adversarial role as the
GM. With the kind of responsibility and
Encounter Balance in Cortex Plus power youve been given, you could just
make rocks fall (everyone dies) if you really
As encounter balance is more of an art wanted to wipe the party out. Instead, focus
than a science in Cortex Plus Fantasy, it can on building interesting mysteries, cool
be challenging for a new GM to determine challenges, and intimidating encounters
what constitutes an appropriate challenge with the purpose of letting the player
for his particular group. In general, heroes characters come out of them looking
can comfortably face a single opponent of awesome. The PCs can experience setbacks,
Level no greater than the highest power trait but putting them in no-win situations,
in the party, or foes equal to the partys humiliating them, or steamrolling them
number of one Level die lower. That is to without good cause doesnt serve any real
say, a party of four heroes whose best power purpose.
trait is Weapon D10 can generally face off Your monsters should be cool and
against a single Boss D10 monster, or up to threatening-----but theyre not the heroes.
four Elite D8 monsters in one encounter. Never forget that!
Since combat is a narrative element as
much as anything else in a Cortex Plus

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ADULT DRAGON x Limit: Recharge Time. If you use Breath
BOSS D10 Weapon or Fearsome SFX and roll any
opportunities, shutdown that SFX.
Distinctions: Huge Dragon; Scales Like Recover by spending a D10 or higher
Steel; Savage Intellect doom die.
Specialties: Intimidation Expert D8, Lore
Expert D8, Melee Combat Master D10, Dragons are immense magical predators
Mystic Expert D8 that control huge territories and keep vast
Mature Dragon: Elemental Blast D10 amounts of treasure for their own. Many
(choose one), Elemental Control D8 (choose adventurers regard dragons as a tempting
one), Enhanced Senses D8, Flight D8, target for robbery-----or just bragging
Natural Weapons D10, Superhuman rights-----but a dragons incredible physical
Durability D10, Superhuman Strength D10 prowess, vast magical knowledge, and
x SFX: Breath Weapon. When attacking utterly ruthless attitude make such a
multiple targets with Elemental Blast, for proposition a fools errand most of the time.
each additional target add a D6 and keep Each dragon has an elemental affinity, a
an additional effect die. special connection to a specific element,
x SFX: Crushing Jaws. Step up or double such as fire, cold, lightning, and so on. A
Natural Weapons against a single target. dragons Elemental Blast and Elemental
Remove the highest rolling die and keep Control powers, as well as the Elemental
three dice for the total. Immunity SFX, are all related to this
x SFX: Elemental Immunity. Spend a element. Each dragon also has a specific
doom die to ignore stress or elemental weakness that should be opposed
complication from elemental affinity. to their affinity in some fashion.
x SFX: Fearsome. When creating a fear-
based complication against multiple
targets in a pool including Intimidation AHUIZOTL
Expert, for each additional target add a STANDARD D6
D6 and keep an additional effect die.
x SFX: Multipower. Add more than one Distinctions: Amphibious; River Predator;
Mature Dragon power die to a pool. Step Surprisingly Dexterous
back each Mature Dragon power die in Specialties: Melee Combat Expert D8,
that pool once for each die beyond the Skullduggery Expert D8
first. River Monster: Enhanced Senses D8,
x Limit: Elemental Weakness. Step up Enhanced Stamina D8, Stretching D6,
stress from elemental weakness or Swimming D8
extraplanar effects to step up the lowest x SFX: Semi-Aquatic. Spend a doom die to
die in the doom pool or add a D6 doom ignore stress or complications from
die. drowning.

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x SFX: Tail Grab. Against a single target, highest rolling die and use three dice for
step up or double Stretching when the total.
inflicting a grappling complication.
Remove the highest rolling die and keep x SFX: Pit Trap. When using Burrowing to
three dice for the total. inflict a buried complication, add a D6
x Limit: Awkward. Turn Swimming into a and step up the effect die.
complication while out of the water. x Limit: Big Bug. Turn Growth into a
Return to the water to recover the complication to step up the lowest die in
power. the doom pool or add a D6 doom die.

The ahuizotl is a river predator that looks The ant lion is an enormous trap hunter that
like a large dog with water-slick fur and lives in deep deserts, burrowing
human-like hands for forepaws. The underground to avoid the heat of the day
creatures tail is as long as its body and ends and digging pits to ensnare prey. Creatures
in a grasping appendage that helps it with its that fall into these pits are attacked by the
preferred method of hunting: grabbing ant lion, which sinks its pincers into its prey
careless animals by the riverside and in an attempt to drag them deep
dragging them underwater to drown them. underground before they can get away.
Ahuizotls have a particular taste for Ant lions are a severe hazard for trade
humans, but they will eat almost any caravans crossing their native deserts and
creature they can catch. They eat the bones, badlands. A popular song from some years
hair, nails, and eyes of their prey, but leave back indicates that ant lions are actually less
the meat untouched. Perhaps the most dangerous than they seem-----an assertion
disturbing thing about the ahuizotl is its cry, that is patently false and has led more than
which sounds like a weeping baby. one person to their unknowing doom.

ANT LION AQUATIC DOMINATOR


ELITE D8 BOSS D10

Distinctions: Giant Insect; Subterranean; Distinctions: Loathsome; Amphibious


Not Actually Tame Abomination; As Cruel As It Is Cunning
Specialties: Melee Combat Expert D8, Specialties: Lore Master D10, Mystic Master
Scouting Expert D8 D10
Huge Formian: Bite D8, Burrowing D8, Mental Supremacy: Mental Resistance D10,
Enhanced Durability D8, Enhanced Senses Mind Control D10
D8, Growth D8, Superhuman Strength D10
x SFX: Pincers. Against a single target,
step up or double Pincers. Remove the

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Piscine Physiology: Enhanced Durability
CURSE OF THE DEEPS
D8, Enhanced Strength D8, Stretching D8,
BOSS D10
Swimming D10
Distinctions: Call of the Deeps; Fish-Man x SFX: Poison Slime. When inflicting a
Hybrid; Amphibious Horror poison slime complication, add a D6 and
Specialties: Mystic Master D10 step up the effect die. A creature taken
Deep One: Mind Control D10, Magical out with a poison slime complication
Resistance D10
suffers the Curse of the Deeps (see
x SFX: Squamous. When inflicting a Deep
One Transformation complication on a below).
target, add a D6 and step up the effect die. x Limit: Water Breather. Turn Swimming
x SFX: One of Us. If a Deep One into a complication while the Aquatic
Transformation complication is pushed Dominator is out of the water. At the
beyond D12, you may spend a D12 from
end of each Scene the Aquatic
the doom pool to permanently turn the
hero into a Deep One (see below). Dominator is out of the water, step up
x Limit: Poisoned Slime. The Curse of the physical stress.
Deeps can only affect a hero while he is
suffering from an Aquatic Dominator's
poison slime complication. If that
complication is removed, Curse of the
Deeps cannot act.

Those that are overwhelmed by the aquatic


dominator's poison slime begin a painful,
horrific transformation into a fish-like
humanoid called a deep one. Curing the
poison before it can take hold can slow the
curse, but it remains dormant within the
victim's body until fully purged.

x SFX: Illusions. When creating illusion


based complications, add a D6 and step
up the effect die.
x SFX: Cold Blooded. Spend a doom die to o
ignore social stress.
x Limit: Antediluvian. Step up mental
stress from psychic contact with non-
aquatic creatures to step up the lowest
die in the doom pool or add a D6 doom
die.

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Lurking deep in underground seas and lakes, the doom pool or add a D6 doom die.
the aquatic dominator looks something like Spend a doom die to recover the power.
a great catfish almost 20 feet long. Its red x Limit: Utility Magic. A dice pool
eyes hold no compassion or mercy for land- containing Sorcery cannot be used to
dwellers, and it lives only to acquire territory inflict physical stress.
and think deep, cold, ancient thoughts.
Perhaps the most dreadful powers of an Deep elves are devout worshippers of the
aquatic dominator are its uncanny telepathic Spider Goddess, a dark deity of entrapment,
abilities and its capacity to exude a betrayal, and poison. In currying her favor,
poisonous slime that can turn ordinary some deep elves are given the dubious
humanoids into its devoted servitors, known blessing of becoming an arachnaur. From
as the deep ones. the waist up, an arachnaur looks like a
deformed deep elf, often bearing extra eyes
or mandibles in place of a jaw. From the
ARACHNAUR waist down, the arachnaur is an enormous,
ELITE D8 pale spider.
These centaur-like creatures are thought
Distinctions: Arachnid Abomination; of as horrific mutations among deep elves,
Subterranean Outcast; Blood Drinker who cast them out from society but do not
Specialties: Acrobatics Expert D8, Melee kill them in order to avoid slaying those who
Combat Expert D8, Mystic Expert D8 might well be favored by the Goddess.
Monstrous Elf: Climbing D8, Enhanced Arachnaurs live in the caverns and tunnels
Durability D8, Enhanced Senses D8, around deep elf society, picking off lone
Enhanced Speed D8, Enhanced Strength D8, travelers and underground animals,
Sorcery D6, Spider Control D8, Webbing D8 occasionally acting as oracles or enforcers
x SFX: Cocoon. When using Webbing to for deep elves desperate enough to seek
inflict a grappling or binding them out.
complication, add a D6 and step up the
effect die.
x SFX: Spider Queens Blessing. Spend a ARGOPELTER
doom die to ignore stress or STANDARD D6
complications from poison or webbing.
x SFX: Swarm Master. Spend a doom die Distinctions: Quick; Arboreal; Territorial
to turn Spider Control into an asset for Specialties: Acrobatics Expert D8, Ranged
an allied spider swarm for the rest of the Combat Expert D8
scene. Fearsome Critter: Climbing D8, Enhanced
x Limit: Painful Deformities. Turn any Reflexes D8, Enhanced Senses D8, Thrown
Monstrous Elf power into a Weapon D6
complication to step up the lowest die in

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x SFX: Whiplash Arm. Against a single x SFX: Dream Weaver. When using Mind
target, step up or double Thrown Control to create illusions, add a D6 and
Weapon. Remove the highest rolling die step up the effect die.
and keep three dice for the total. x SFX: Fearless. Spend a doom die to
x Limit: Light Sensitive. Turn Senses into ignore social stress or complications
a complication while in bright light to from fear.
step up the lowest die in the doom pool x SFX: Mind Protector. Spend a doom die
or add a D6 doom die. Recover Senses to suffer mental or social stress in place
when no longer exposed to bright light. of an ally in the current scene.
x Limit: Spirit. Step up stress or
Argopelters are skinny, long-armed apes complications from divine magic or
that live in the hollow boles of trees, mystic wards to step up the lowest die in
preferably coniferous trees. Theyre very fast the doom pool or add a D6 doom die.
and extremely territorial. Argopelters avoid
being seen whenever possible, instead The baku is a spirit that looks like a floating
waiting for intruders to turn their backs tapir with misty tendrils rather than legs,
before pelting them with rocks, chunks of passively drifting through the air until it
dead wood, and acorns hurled with the force senses a dreamer suffering from nightmares.
of sling stones. Argopelters eat birds and Using its powers of invisibility and
rotten wood, though a few have grown fat intangibility, it enters the homes of sleeping
on humanoid garbage. humanoids and eats their bad dreams,
leaving behind feelings of peace and
happiness. Baku also frequently wind up
BAKU opposing nightmare-inducing monsters of
ELITE D8 various sorts, such as hags and rokurokubi.
Baku sometimes go rogue and wind up
Distinctions: Guardian; Nightmare Eater; devouring all of a persons dreams, leaving
Bizarre Appearance only depression and sadness instead of
Specialties: Lore Expert D8, Mystic Expert peace.
D8
Dream Spirit: Dream Senses D10, Flight
D8, Invisibility D8, Intangibility D8, Mental BASILISK
Resistance D8, Mind Control D8 ELITE D8
x SFX: Dream Healer. Baku can add Mind
Control to another characters rolls to Distinctions: Eight Legged Reptile; Slow
recover from mental or emotional stress Metabolism; Territorial
or trauma at no cost. Specialties: Melee Combat Expert D8,
Ranged Combat Expert D8

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Magical Beast: Enhanced Durability D8, Magical beasts dwelling in swamps and deep
Enhanced Senses D8, Horrific Gaze D8, forests, basilisks can grow up to twelve feet
Weapon D8 long. Their diet is primarily large mammals
x SFX: Flesh to Stone. When using and other reptiles, but they will just as
Horrific Gaze to inflict a petrification happily eat humanoids. The most terrible
complication, add a D6 and step up the power possessed by a basilisk is its ability to
effect die. If a character is taken out by a kill those that meet its gaze. Such deaths
petrification complication, the GM can come from horrific means, such as brain
spend D12 from the doom pool to turn fevers, sudden heart attacks, or even being
that character to stone permanently. turned to stone. Creatures turned to stone
x SFX: Vicious Bite. In an attack action sometimes will revert after a few minutes or
including Weapon, step back the highest hours, but others are changed permanently
die in the action pool to add a D6 and without magic to restore them.
step up physical stress inflicted.
x Limit: Sluggish. Step up stress or
complications from cold based effects to BEAR TRAP (TRAP)
step up the lowest die in the doom pool STANDARD D6
or add a D6 doom die.
x Limit: Reflection. A character armed Distinctions: Hidden; Saw Toothed; Steel
with a mirror can inflict physical stress Trap
on a basilisk as a reaction to an attack Specialties: Melee Combat Expert D8
including Horrific Gaze without an Animal Trap: Enhanced Strength D8
opportunity showing. Step up physical x SFX: Ankle Breaker. Step back the
stress suffered from such counterattacks highest die in Bear Trap's attack action
to step up the lowest die in the doom pool to add a D6 and step up physical
pool or add a D6 doom die. stress inflicted.

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x SFX: Snap Shut. On a successful attack x Limit: Easily Cowed. Step up social
action, keep an additional effect die for stress from intimidation or fear to step
an ensnared complication for free. up the lowest die in the doom pool or
x Limit: One and Done. Bear Trap only add a D6 doom die.
acts once in a scene, though any
complication it inflicts persists until Many races of beastmen haunt the
removed. wilderness near civilization. Each tribe is
different, but all resemble twisted hybrids of
One of the most common traps used by man and animal. The civilized races have
average people, the bear trap is a set of steel, names for each type of creature-----frogmen,
toothed jaws triggered by a pressure plate goatmen, wolfmen, and so on-----but they
between them. When set off, the bear trap rarely refer to themselves as such. Most
clamps down on the victims leg, trapping beastmen live in tight-knit tribal
them and possibly breaking their leg. communities and survive by hunting,
Without help, animals usually die in such gathering, and raiding.
traps-----or gnaw off their own limbs to
escape. The trap is normally concealed d
under leaves or brush, and connected to a
chain wrapped around a tree or spiked d into
the ground to keep it in place.

BEASTMAN
STANDARD D6

Distinctions: Bestial Features; Semi-


Civilized; Predatory
Specialties: Melee Combat Expert D8,,
Scouting Expert D8
Animal Man: Durability D6, Enhanced ed
Senses D8, Strength D6, Movement powerower
D6 (choose one: Flight, Leaping, or
Swimming), Natural Weapon D6

x SFX: Savage Assault. Against a singlegle


target, step up or double a Natural
olling
Weapon die. Remove the highest rolling
die and use three dice for the total.

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BROWNIE CARCASS EATER
MINION D4 STANDARD D6

Distinctions: Helpful; Hardworking; Easily Distinctions: Scavenger; Subterranean;


Insulted Fetid
Specialties: Crafting Expert D8, Mystic Specialties: Scouting Expert D8
Expert D8, Skullduggery Expert D8 Carrion Devourer: Burrowing D8,
Minor Faerie: Invisibility D6, Sorcery D6 Enhanced Senses D8, Enhanced Speed D8,
x SFX: Constructs. When using Sorcery to Tentacles D6
create assets, add a D6 and step up the x SFX: Paralytic Venom. When using
effect die. Tentacles to inflict a paralysis
x SFX: Faerie. Spend a doom die to ignore complication, add a D6 and step up the
physical stress unless inflicted by iron effect die.
weapons. x Limit: Carrion Eater. Step back the effect
x Limit: Utility Magic. A dice pool die when a Carcass Eater makes an
containing Sorcery cannot be used to attack to inflict physical stress.
inflict physical stress.
The vile carcass eater is an eight-foot-long
Brownies are small and unobtrusive faeries centipede that feeds on carrion and
that live symbiotic lives with humans and scavenged corpses. It performs a useful but
other big folk. Brownie families will move disgusting function in its natural
into unused spaces in a home-----generally environment of underground caves and
attics, basements, or barn lofts-----and do complexes. Though it prefers its meat well-
minor chores for the big folk that live there. aged, a hungry carcass eater has been known
These chores can include darning socks, to prey on injured, weak, or small animals. A
mending shoes, sweeping up, or other little particularly desperate carcass eater will hunt
tasks. In exchange, the brownies only want a humanoids, paralyzing them with its venom
saucer of milk or cream once a month before eating them alive.
(though many big folk choose to leave out
milk more often to make their brownies
happy) and to be left alone. CARNIVOROUS BLOB
Brownies are touchy in dealings with ELITE D8
bigger people, often finding insult where
none was intended. Insulted or neglected Distinctions: Gelatinous; Oozing Horror;
brownies quickly find a new place to live. Constantly Eating
Specialties: Melee Combat Expert D8,
Scouting Expert D8

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Ooze Monster: Enhanced Strength D8, x SFX: Trapjaw. When inflicting a
Intangibility D8, Stretching D8, Swimming grappling complication, add a D6 and
D6 step up the effect die.
x SFX: Acidic. On a successful reaction x Limit: Wilted. Step up stress or
against a melee attack action, inflict complications from fire, cold, or
physical stress with effect die at no doom dehydration to step up the lowest die in
pool cost. Spend a doom die to step it up. the doom pool or add a D6 doom die.
x SFX: Engulf. When using Stretching to
inflict a grappling complication, add a Similar to the Venus fly-trap but much
D6 and step up the effect die. larger, various carnivorous plants inhabit
x Limit: Mostly Liquid. Step up stress or the wilderness beyond civilization. These
complications from fire or cold to step enormous man-eaters can uproot
up the lowest die in the doom pool or themselves to pursue prey, but not
add a D6 doom die. particularly fast. They generally prefer to
wait for suitable prey to come near, then
Various ooze monsters exist in the known ambush them from hiding. A single man-
world, many of them subterranean. A few sized meal can last a carnivorous for weeks
make their way to the surface from time to at a time.
time to threaten civilized folk, though they
generally prefer the damp and dark regions
underground. Carnivorous blobs are CENTAUR TRIBESMAN
essentially man-sized (or larger) gelatinous STANDARD D6
monsters that devour living prey by
engulfing it and dissolving it with their Distinctions: Wine and Women; Surly;
natural acidic secretions. These persistent Surprisingly Intelligent
hunters can follow food for hours before Specialties: Lore Expert D8, Ranged
giving up or picking easier prey. Combat Expert D8
Equine Body: Bow and Arrows D8,
Enhanced Speed D8, Enhanced Stamina D8
CARNIVOROUS PLANT x SFX: Run Them Down! Against a single
STANDARD D6 target, step up or double Speed. Remove
the highest rolling die and use three dice
Distinctions: Limited Mobility; Ambush for the total.
Predator; Camouflage x SFX: Fearless. Spend a doom die to
Specialties: Melee Combat Expert D8 ignore social stress from fear or
Venus Man-Trap: Bite D8, Enhanced intimidation.
Senses D8, Enhanced Strength D8 x Limit: Hooves. Turn Speed into a
complication when climbing or on

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rough terrain to step up the lowest die in harm and from corruption. A cherub can be
the doom pool or add a D6 doom die. a holy mans guardian angel, or the angel
on the shoulder for a wicked person trying
Centaurs are lusty human/horse hybrids to redeem their soul. They spend most of
with violent tempers but loyal natures. They their time invisible to mortal eyes, but their
can be quite territorial and dont care for true forms are something like an
trespassers. When they can overcome their androgynous child with four wings.
own proclivities for drink and brawling, they
make good sages and historians. Many
princes have been taught math and science CHIMERA
by centaur tutors-----though most kingdoms ELITE D8
dont trust centaurs around their princesses.
Distinctions: Unnatural Hybrid; Foul
Tempered; Vicious Predator
CHERUB Specialties: Melee Combat Expert D8,
STANDARD D6 Scouting Expert D8
Magical Beast: Bite D8, Enhanced
Distinctions: Servant of Heaven; Guardian; Durability D8, Enhanced Speed D8,
Cares Deeply Enhanced Strength D8, Fire Blast D8
Specialties: Diplomacy Expert D8, Ranged x SFX: Dual Heads. On an attack action,
Combat Expert D8 split Bite D8 into 2D6. Keep an extra
Lesser Angel: Flight D8, Invisibility D6, effect die.
Light Blast D6 x SFX: Flaming Cone. When attacking
x SFX: Chastise. When inflicting social multiple targets with Fire Blast, add a D6
stress through rebuke or guilt, add a D6 and keep an extra effect die for each
and step up the effect die. additional target.
x SFX: Protector. Take physical stress x SFX: Venomous Bite. On a successful
intended for a mortal to add D6 to the attack including Bite that deals physical
doom pool or step up the lowest die in stress, keep an extra effect die for a
the doom pool. poison complication at no cost.
x Limit: Being of Light. Step up stress or x Limit: Two Brains. Step up confusion
complications from darkness or negative based complications or mental stress to
energy effects to step up the lowest die in step up the lowest die in the doom pool
the doom pool or add a D6 doom die. or add a D6 doom die.

Cherubim are minor angels, creatures of This monstrous creature is a combination of


light and hope that are dispatched from the a lion, a goat and a snake. Its body is like a
Upper Planes to watch over and protect scaly lion, while it has two heads-----a lions
individual mortals-----both from physical head and a goats head. Instead of a lions

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tail, the creatures tail is that of a serpent. power die in that pool once for each die
The chimeras two heads can breathe out a beyond the first.
cone of dreadful fire by working together, or x SFX: Vicious Maw. Step up or double
it can bite two opponents at the same time. Fangs against a single target. Remove the
Like a serpent, the chimeras bite is highest rolling die and keep three dice
poisonous. Chimerae are mean beasts, often for the total.
killing an entire field of cattle just to eat one x Limit: Burnout. Step up physical stress
of them, leaving the rest to rot. They will at the end of each round of combat.
also happily attack humans, fleeing only if x Limit: Short on Time. Step up stress or
vastly outnumbered or badly wounded. complications from aging or any
progressive condition to step up the
lowest die in the doom pool or add a D6
CHRONOVORE doom die.
EPIC D12
The chronovore is brought into existence
Distinctions: Time Fiend; Devourer; when a wizard violates the laws of time,
Mindless Force of Destruction generally in response to the creation of a
Specialties: Melee Combat Master D10, major paradox. A chronovore is little more
Ranged Combat Master D10 than a horse-sized ball of wings and teeth
Temporal Destroyer: Fangs D10, Flight that seeks to devour everything in the area
D10, Godlike Durability D12, Godlike before it burns itself out. It has a vague self-
Senses D12, Godlike Strength, Time Blast awareness, even though it lacks anything
D12, Time Control D12 resembling intelligence, so it seeks to devour
x SFX: Everywhere At Once. When as much as possible in order to prolong its
making an attack against multiple own existence. A chronovore is a short-lived
targets, for each additional target add a foe, but an exceedingly dangerous one. Just
D6 and keep an additional effect die. letting it runs its own course can result in
x SFX: Mindless. Spend a doom die to the destruction of entire kingdoms-----or
ignore mental or emotional stress. worlds.
x SFX: Regeneration. Spend a doom die to
recover physical stress or step back
physical trauma. CHUPACABRA
x SFX: Rewind. Spend a doom die to reroll STANDARD D6
a reaction and add Time Control, or
double Time Control if already in dice Distinctions: Ambush Predator; Reclusive;
pool. Reptilian
x SFX: Tempus Fugit. Add more than one Specialties: Melee Combat Expert D8,
Temporal Destroyer power die to a pool. Skullduggery Expert D8
Step back each Temporal Destroyer

15
Goat Sucker: Enhanced Durability D8, x SFX: Mind Healer. Couatl can add
Enhanced Reflexes D8, Natural Weapons D6 Telepathy to recovery actions for mental
x SFX: Blood Drain. When making an and social stress. Spend a doom die to
attack action against a creature suffering recover anothers mental or social stress,
a grappling based complication, add a or step back anothers mental or social
D6 and step up physical stress inflicted. trauma.
x Limit: Nocturnal. Step up stress or x SFX: Shield of Spirit. Spend a doom die
complications from bright light to step to ignore stress or complications from
up the lowest die in the doom pool or psychic attacks.
add a D6 doom die. x Limit: Heart of Glass. Step up social
stress from intentional cruelty or the
The chupacabra is a nocturnal hunter suffering of innocents to step up the
known for carrying off sheep and goats to lowest die in the doom pool or add a D6
drain them of blood, thus earning it the doom die.
moniker goat sucker. A chupacabra is a
man-sized reptile with a row of spines The great feathered serpents called couatls
running down its back and large black eyes are beautiful and compassionate beings that
that can unnerve even the sternest onlooker. regard humans as children in need of
Though they can reputedly grow as large as guidance to find their own inner worth.
bears, they are amazingly stealthy creatures. While they avoid directly intervening
Chupacabras are ambush predators, striking whenever possible-----after all, a child never
from the darkness and carrying off their learns if his parents do everything for him-----
prey to suck them dry at leisure. Bright they constantly give encouragement, advice,
light-----even the light from a large and wisdom to the peoples that live in their
campfire-----can keep them at bay, however. homelands. Many couatls are worshipped as
protector spirits of their home cities or
villages, living in well maintained shrines
COUATL and fed by generations of humans grateful
ELITE D8 for their wisdom.
Couatls are naturally telepathic, and
Distinctions: Benevolent; Avoids their innate sense of goodness exudes a
Interfering; Feathered Ophidian warm aura to all that encounter them. Even
Specialties: Acrobatics Expert D8, Lore the most heartless people find themselves
Expert D8, Melee Combat Expert D8 wondering about redemption and feeling
Rainbow Serpent: Bite D6, Enhanced shame for their past actions in the presence
Durability D8, Enhanced Reflexes D8, of a couatl. Many couatls can assume a
Enhanced Senses D8, Flight D8, Light single human form, albeit only for short
Control D6, Mental Resistance D8, periods.
Shapeshifting D6, Telepathy D8

16
CYCLOPS places, like high mountains or distant
BOSS D10 islands, to avoid mockery and so that they
can pursue their true passion in peace:
Distinctions: Surly Giant; One-Eyed; crafting. Cyclopes are gifted craftsmen and
Master Craftsman able with practical magic to enchant their
Specialties: Crafting Master D10, Lore creations.
Expert D8, Melee Combat Expert D8, Mystic Popular legend says that the gods
Expert D8, Ranged Combat Expert D8 themselves set the cyclopes to this task in
Cyclopean: Lightning Blast D8, Sorcery D8, ancient times, and that such wondrous
Superhuman Durability D10, Superhuman objects as the sky gods lightning bolts or the
Stamina D10, Superhuman Strength D10 war gods shield are of cyclopean make.
x SFX: Bolt from the Blue. Against a single Though they are not the brutes that other
target, step up or double Lightning Blast. giants can be, they hate being bothered and
Remove the highest rolling die and keep can react badly to uninvited guests.
three dice for the total.
x SFX: Mystic Craftsman. When using
Sorcery to create item based assets, add a DEATH KNIGHT
D6 and step up the effect die. BOSS D10
x SFX: Storm of Vengeance. When
attacking multiple targets with Lightning Distinctions: Cursed; Honorable in Death;
Blast, add a D6 and keep an extra effect Black Knight
die for each additional target. Specialties: Intimidation Master D10, Melee
x Limit: Single Eye. Step up blinding Combat Master D10, Mystic Expert D8,
complications to step up the lowest die Ranged Combat Expert D8
in the doom pool or add a D6 doom die. Deaths Champion: Enhanced Senses D8,
x Limit: Thunderbolt. Shutdown Enhanced Strength D8, Fire Blast D10,
Lightning Blast to step up the lowest die Sorcery D8, Superhuman Durability D10,
in the doom pool or add a D6 doom die. Weapon D8
x Limit: Utility Magic. A dice pool x SFX: Fireball. When attacking multiple
containing Sorcery cannot be used to targets with Fire Blast, add a D6 and
inflict physical stress. keep an extra effect die for each
additional target.
Cousins to the brutish giants that x SFX: Invulnerable. Spend a doom die to
occasionally ravage civilized lands, cyclopes ignore physical stress unless inflicted by
are far more reclusive than their barbaric holy or magical weapons.
relations. Standing over a dozen feet tall x SFX: Undead. Spend a doom die to
with a single eye in the middle of their ignore complications or stress from
forehead, cyclopes look ugly to most poison, disease, aging, suffocation, and
humanoids. Most choose to live in isolated cold.

17
x Limit: Creature of Darkness. Step up x Limit: Fears the Old Magic. Step up
stress or complications from light or mental stress from magic or sleight of
holy power to step up the lowest die in hand resembling magic to step up the
the doom pool or add a D6 doom die. lowest die in the doom pool or add a D6
x Limit: Utility Magic. A dice pool doom die.
containing Sorcery cannot be used to
inflict physical stress. Deep crows are enormous birds that inhabit
the dark and forgotten corners of the earth,
In life, death knights were champions of particularly forsaken mountain peaks and
justice who forsook their vows for worldly deep underground caverns. They resemble
reasons. Cursed by the gods to linger after enormous crows or ravens with seven
death as tormented souls, death knights now glowing red eyes and insect-like mandibles
fight with all the trappings of the honor they in place of a beak. Deep crows are generally
lost in life. Some hope that by doing so they the size of a man, but truly ancient ones can
will be released from their eternal torment, grow far larger. They are alpha predators in
while others fight with honor to mock the their environment, preyed on in turn by
gods that cursed them. only the largest supernatural creatures.

DEEP ELF
DEEP CROW STANDARD D6
ELITE D8
Distinctions: Ruthless; Spider Worshiper;
Distinctions: Huge Corvid; Dreadful; From Deep Dweller
the Dark Places Specialties: Melee Combat Expert D8,
Specialties: Acrobatics Expert D8, Mystic Expert D8, Skullduggery Expert D8
Intimidation Expert D8, Melee Combat Corrupted Elf: Enhanced Reflexes D8,
Expert D8 Enhanced Senses D8, Magic Resistance D8,
Black Earth Bird: Enhanced Reflexes D8, Sorcery D6, Weapon D8
Enhanced Senses D8, Enhanced Strength x SFX: Uncanny Accuracy. Spend a doom
D8, Flight D8, Natural Weapons D8 die to reroll an action including Reflexes.
x SFX: Aerial Dodge. Spend a doom die to x Limit: Cruel Priesthood. Step up
reroll an action including Flight. emotional stress from priests of the
x SFX: Screech. When inflicting fear based Spider Goddess to step up the lowest die
social stress or fear based complications, in the doom pool or add a D6 doom die.
add a D6 and step up the effect die. x Limit: Light Blind. Turn Senses into a
x SFX: Snatch and Grab. When inflicting a complication in conditions of bright
grappling complication, add a D6 and light, including magical light and
step up the effect die. sunlight.

18
x Limit: Utility Magic. A dice pool Once a humanoid from another race, the
containing Sorcery cannot be used to aquatic dominator's poison slime wrought a
inflict physical stress. painful, mind-rending transformation on
the poor soul, leaving him a nearly mindless
A corrupt offshoot of the elven race, deep husk living only to serve the dominator that
elves dwell far beneath the earth, where the turned him.
sun and stars never reach. Their pale skin
and hair almost glow in light, and their
white eyes make them look blind. Deep elves DEMON LORD
can see in total darkness as well as other EPIC D12
elves see in light, but bright light makes their
eyes burn and water. Exposure to the terrible Distinctions: Prince of the Inferno;
radiation deep underground has given them Powerful but Petty; Better to Rule in Hell
a slew of innate magical abilities, as well as Specialties: Diplomacy Expert D8,
resistance to the magic of others, but it also Intimidation Master D10, Melee Combat
frequently causes them to suffer stillbirths or Master D10, Ranged Combat Expert D8,
horrific mutations. Skullduggery Master D10
Greater Demon: Fire Blast D10, Fire
Control D10, Sorcery D10, Superhuman
DEEP ONE Durability D10, Superhuman Senses D10,
STANDARD D6 Superhuman Stamina D10, Superhuman
Strength D10, Teleport D12, Weapon D12
Distinctions: Horrific Fish Humanoid; Was x SFX: Hellfire Blade. Step back the
Once a Man; Lives to Serve highest die in the Warrior Demon's
Specialties: Melee Combat Expert D8 attack action pool to add a D6 and step
Fishman Physiology: Enhanced Stamina up physical stress inflicted.
D8, Enhanced Strength D8, Swimming D8 x SFX: Lord of the Pit. Spend a doom die
x SFX: Death Roll. When fighting in the to ignore stress or complications from
water and inflicting a drowning fire.
complication, add a D6 and step up the x SFX: Multipower. Add more than one
effect die. Demon Lord power die to a pool. Step
x Limit: Water Breather. Turn Swimming back each Demon Lord power die in that
into a complication while the Deep One pool once for each die beyond the first.
is out of the water. At the end of each x SFX: Scales of the Damned. Spend a
Scene the Deep One is out of the water, doom die to ignore physical stress unless
step up physical stress. inflicted by magical or blessed weapons.
x SFX: Wishmaster. When using Sorcery
Deep ones are the horrible, fish-like to create an asset based on a mortals
humanoid slaves of the aquatic dominators. wish, add a D6 and step up the effect die.

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HAG amusement. Hags are particularly gifted at
BOSS D10 crafting curses and laying hexes on their
enemies.
Distinctions: Child Eater; Hideous;
Immortal Witch
Specialties: Intimidation Master D10, Lore HARPY
Master D10, Melee Combat Expert D8, STANDARD D6
Mystic Master D10, Ranged Combat Expert
D8, Scouting Expert D8 Distinctions: Odious Personal Habits;
Monstrous Humanoid: Enhanced Wicked; Avian
Durability D8, Flight D8, Mystic Blast D8, Specialties: Acrobatics Expert D8,
Natural Weapons D8, Sorcery D10, Performance Expert D8
Superhuman Senses D10, Superhuman Bird Woman: Enhanced Reflexes D8, Flight
Strength D10 D8, Mind Control D6, Talons D6
SFX: Awful Visage. When inflicting SFX: Charming Voice. When using
social stress through fear, add a D6 and Mind Control to inflict charm based
step up the effect die. complications, add a D6 and step up the
SFX: Double, Double. When using effect die.
Sorcery to inflict curse based SFX: Filthy. When making an attack
complications, add a D6 and step up the action including Talons to inflict
effect die. physical stress, keep an additional effect
SFX: Something Wicked. When die to inflict an infected wounds
attacking multiple targets with Mystic complication.
Blast, add a D6 and keep an extra effect Limit: Songbird. Shutdown Mind
die for each additional target. Control if Harpy cannot sing.
Limit: Toil and Trouble. Shutdown any
Monstrous Humanoid power to step up Harpies are disgusting hybrid creatures-----
the lowest die in the doom pool or add a haggard old winged women from the waist
D6 doom die. up, carrion birds from the waist down. Their
Limit: Utility Magic. A dice pool hideous appearance is only worsened by
containing Sorcery cannot be used to their filthy habits. They are perpetually
inflict physical stress. covered with bits of carrion and offal, never
cleaning themselves after eating or
Hags appear as ancient, withered crones, but defecating. In contrast to their awful hygiene
possess an enormous strength that belies and appearance, they have melodious,
their frail frames. These magical harridans beautiful voices-----so beautiful, in fact, that
devour children and the innocent, using they can use them to lure humanoids to
their magic to create twisted monstrosities their doom.
for apparently no reason other than personal

34
HATCHLING DRAGON turns boring and the dragon remembers
ELITE D8 how hungry he is.
Each dragon has an elemental affinity, a
Distinctions: Small for a Dragon; Curious special connection to a specific element,
About the World; Hungry All the Time such as fire, cold, lightning, and so on. A
Specialties: Melee Combat Expert D8, dragons Elemental Blast and Elemental
Mystic Expert D8 Control powers, as well as the Elemental
Mature Dragon: Elemental Blast D8 Immunity SFX, are all related to this
(choose one), Elemental Influence D6 element. Each dragon also has a specific
(choose one), Enhanced Senses D8, elemental weakness that should be opposed
Exceptional Durability D8, Exceptional to their affinity in some fashion.
Strength D8, Flight D6, Natural Weapons
D8
SFX: Breath Weapon. When attacking HEKATONKHEIR
multiple targets with Elemental Blast, for EPIC D12
each additional target add a D6 and keep
an additional effect die. Shutdown Distinctions: Hundred Handed; Giant of
Breath Weapon after using it. Recover by Truly Ridiculous Proportions; Primordial
spending a D8 or higher doom die. Specialties: Crafting Master D10, Lore
SFX: Elemental Immunity. Spend a Master D10, Melee Combat Master D10,
doom die to ignore stress or Mystic Master D10
complication from elemental affinity. Primeval Giant: Enhanced Speed D8,
Limit: Elemental Weakness. Step up Godlike Durability D12, Godlike Stamina
stress from elemental weakness or D12, Godlike Strength D12, Growth D12,
extraplanar effects to step up the lowest Superhuman Senses D10, Weapons D12
die in the doom pool or add a D6 doom SFX: Hundred Arms. Against a single
die. target, double Weapons die. Remove the
highest rolling die and use three dice for
Young dragons can seem like a tempting the total.
target for adventurers out to make a name SFX: Hundred Fists. When attacking
for themselves, but they lack the treasure multiple targets, add a D6 and keep an
hoards of older dragons while still being extra effect die for each additional target.
very dangerous. Even a hatchling dragon can SFX: Like the Buzzing of Flies. Spend a
be the size of a man (or bigger!), and is quite doom die to ignore physical stress unless
capable of defending itself from almost any inflicted by direct magical attack or a
natural predator. Hatchling dragons are magical weapon of at least D10 value.
more likely to talk to humanoids than try to SFX: Multipower. Add more than one
eat them-----at least until the conversation Primeval Giant power die to a pool. Step
back each Primeval Giant power die in

35
that pool once for each die beyond the SFX: Claws and Fangs. In an attack
first. action including Weapon, step back the
Limit: Ugly. Step up social stress from highest die in the action pool to add a D6
mockery or derision to step up the and step up physical stress inflicted.
lowest die in the doom pool or add a D6 SFX: Flaming Aura. On a successful
doom die. reaction against a melee attack action,
inflict physical stress with effect die at no
The hekatonkheires are ancient and doom pool cost. Spend a doom die to
enormous beings from the earliest era of step it up.
prehistory. Supposedly created as servitors SFX: Out of the Pit. Spend a doom die to
of the chthonic gods of the primeval world, ignore stress or complications from fire.
the hekatonkheires betrayed their masters Limit: Sit, Boy! Step up mind control or
and sided with the young gods during the command complications to step up the
rebellions that formed the modern world. A lowest die in the doom pool or add a D6
hekatonkheir is a monstrosity to behold, doom die.
standing nearly a hundred feet tall, with fifty
heads and a hundred arms. Sometimes called black dogs or grims,
Despite their gruesome appearance, hellhounds are infernal canines that look
most hekatonkheires are content to sleep like huge, flaming mastiffs. Most are the size
and dream beneath the earth, stirring only of large wolves, but some have been known
when the gods require their aid in battle or to grow as large as a horse. Smoke pours
their wisdom in crafting mighty artifacts. from their mouths as they howl and flame
When stirred to wrath by their divine wreaths their paws when they run.
masters or by the desecration of their Hellhounds are used by demons and infernal
sleeping places, they can be unstoppable sorcerers as hunting dogs, guard dogs, and
forces of nature, more like a walking other functions typical to mans best friend.
hurricane or earthquake than a mere They are intelligent enough to understand
creature. spoken commands, making them smart
enough to be very dangerous.

HELLHOUND
ELITE D8 HIDEBEHIND
ELITE D8
Distinctions: Devil Dog; Sulfurous; Loyal
Specialties: Melee Combat Expert D8, Distinctions: Nocturnal; Maneater;
Scouting Expert D8 Secretive
Infernal Canine: Enhanced Durability D8, Specialties: Skullduggery Master D10,
Enhanced Speed D8, Flame Breath D8, Scouting Expert D8
Weapon D8

36
Its Behind You Right Now: Invisibility SFX: Terror Gaze. When attempting to
D10 inflict social stress through fear, add a
SFX: Vanish. Spend a doom die to reroll D6 and step up the effect die.
a reaction and add Invisibility, or step up SFX: Undead. Spend a doom die to
Invisibility if already in dice pool. ignore stress or complications from cold,
Limit: Too Busy Hiding. Hidebehind poison, disease, and suffocation.
cannot use its effect die on a reaction. Limit: Creature of Darkness. Step up
Limit: Needs Cover. Shutdown stress or complications from holy power
Invisibility if there is no cover of any to step up the lowest die in the doom
kind available, such as fighting in an pool or add a D6 doom die.
empty room or on a barren field, to step Hollow children are the result of a child
up the lowest die in the doom pool or dying an unfair, terrible death at a young
add a D6 doom die. age, often filled with anger or rage over their
untimely demise. Their spirits return as
The reclusive hidebehind is a semi-mythical undead creatures. They take to tormenting
monster better known for the victims it parents with children the age they were
takes than for those that escape its hunger. when they died, or haunting their childhood
Survivors can rarely describe the appearance friends that survived.
of the hidebehind, having seen little more Hollow children look as they did in life,
than a dark-furred blur out of the corner of except with paler skin, darker hair, and jet-
their eye. Tracks suggest that the hidebehind black eyes. Whenever possible, they try to
walks upright and uses the trees in its native push adults into murdering their own
forests for cover, but its greatest advantage is children or former friends into suicide.
its preternatural talent for hiding just as its When not haunting the living, they simply
opponents would look its way. Those that wander the place of their death aimlessly,
cannot outrun the hidebehind are likely to waiting for new playmates to come along.
become its next meal and be discovered days
or weeks later, disemboweled and with
expressions of stark horror. IMP
MINION D4

HOLLOW CHILD Distinctions: Obsequious; Plotter; Nasty


STANDARD D6 and Short
Specialties: Lore Expert D8
Distinctions: Small; Seemingly Helpless; Minor Demon: Enhanced Reflexes D8,
Eyes of Death Flight D6, Invisibility D6, Shapeshifting D6
Specialties: Intimidation Expert D8 SFX: Poison Stinger. When inflicting a
Dead Kid: Invisibility D6, Intangibility D6, poison complication, add a D6 and step
Mind Control D6 up the effect die.

37
SFX: Infernal Adviser. As an action, Imp like a mynah bird or parrot, able to imitate
can add its Lore Specialty to another human voices without any real
character's dice pool to use as an asset. understanding of their meaning. Jackalope
Limit: Hellspawn. Step up stress and milk has many medicinal purposes, but
complications from holy sources to step catching one can be very tricky. Though
up the lowest die in the doom pool or normally quite shy and docile creatures, they
add a D6 doom die. become as vicious as any weasel if backed
into a corner. They are said to be easily lured
Imps are the lowest of the low in the pits of into traps if set with a dish of whiskey.
Hell. They are food or entertainment for
greater beings. The lucky ones manage to KITSUNE
draw the attention of a powerful patron or STANDARD D6
get summoned to the earthly plane, where
they serve as advisers and helpers for hell- Distinctions: Cunning; Trickster; Hates the
bound sorcerers. Haughty
Specialties: Lore Expert D8, Skullduggery
Expert D8
JACKALOPE Fox Spirit: Bite D6, Durability D6,
MINION D4 Enhanced Reflexes D8, Invisibility D6,
Sorcery D6
Distinctions: Bizarre Hybrid; Shy Unless SFX: Illusionist. When using Sorcery to
Threatened; Natural Mimic create illusion based assets or
Specialties: Acrobatics Expert D8 complications, add a D6 and step up the
Lepus Temperamentalus: Enhanced effect die.
Reflexes D8, Enhanced Speed D8, Natural Limit: Utility Magic. A dice pool
Weapons D4 containing Sorcery cannot be used to
SFX: Fast as Fast Can Be. Spend a doom inflict physical stress.
die to reroll an action or reaction Limit: Yokai. Step up stress or
containing Speed. complications from divine magic or
Limit: Youll Never Catch Me! mystic wards to step up the lowest die in
Shutdown Reflexes and Speed if an the doom pool or add a D6 doom die.
alcohol based asset or resource is in the
current scene. Kitsune are twin-tailed fox spirits that live in
the forests on the border between
The jackalope is a strange animal from the civilization and wilderness. They frequently
vast grasslands and rolling hills on the edge use their minor magical powers to aid
of civilization. Frontier settlers have many farmers and villagers that show them the
tales about the jackalope, but the most proper respect, such as by leaving out
common say that its a natural vocal mimic offerings of rice and milk, but they despise

38
arrogant people and those that lord their often hear them singing after everyone else
power over others. Against such people, they has gone to sleep. This has led to the legend
employ increasingly mean pranks and tricks, that a klabautermann only becomes visible if
hoping to push them out of their a ship is doomed.
complacency and teach them empathy for A few klabautermannen have become
the common man. pranksters rather than helpers, resentful of
Legend speaks of especially powerful their thankless task, but most are happy to
kitsune that grow ever-larger over the course protect their home and the people they share
of their lives, gaining a new tail with each it with.
century of life. The nine-tailed kitsune are
said to be the most powerful of their breed, LAMIA
man-sized foxes who can treat with the gods ELITE D8
themselves.
Distinctions: Serpentine; Envious; Mother
of Monsters
KLABAUTERMANN Specialties: Diplomacy Expert D8, Lore
STANDARD D6 Expert D8, Melee Combat Expert D8, Mystic
Expert D8
Distinctions: Merry; Reclusive; Diligent Monstrous Humanoid: Bite D6, Enhanced
Specialties: Crafting Expert D8, Mystic Durability D8, Enhanced Strength D8,
Expert D8, Performance Expert D8 Shapeshifting D8, Sorcery D8
Ship Faerie: Invisibility D8, Sorcery D6, SFX: Constrict. When inflicting a
Swimming D8 grappling complication, add a D6 and
SFX: Repairman. When using Sorcery to step up the effect die.
repair a damaged or broken object, add a SFX: Curse Expert. When inflicting a
D6 and step up the effect die. curse complication, add a D6 and step
Limit: Sailors Doom. Shutdown up the effect die. Spend a doom die to
Invisibility to step up the lowest die in ignore a curse complication.
the doom pool or add a D6 doom die. SFX: Poisonous Bite. When inflicting
physical stress in an attack action
The klabautermann is a minor faerie that including Bite, keep an additional effect
lives aboard ships in much the same way die for a poisoned complication at no
that brownies dwell in farmhouses. These cost.
small wizened men dress in yellowed sailor Limit: Hateful Reflection. Step up
suits and woolen caps, usually carrying a mental stress from mirrors to step up the
heavy tobacco pipe. A klabauterman fixes up lowest die in the doom pool or add a D6
small damage to the ship it lives on, staying doom die.
invisible unless the ship suffers some serious
and irreparable harm, though sailors can

39
Limit: Utility Magic. A dice pool
containing Sorcery cannot be used to
inflict physical stress.

The first lamia-----a woman of that name-----


was cursed by the gods for sacrificing her
own children to gain dark powers. That
woman was cursed to become a huge snake
from the waist down, a visible sign of her
corruption and evil. From that time forward,
she dedicated herself to kidnapping children
in order to spite the gods that cursed her.
Most of these children were eaten or
sacrificed, but some were subjected to evil
magic to turn them into more creatures like
their progenitor. The evil race of lamias-----
composed of stolen children, tortured and
twisted into monsters-----has haunted
humanity ever since.
Most lamias can use magic to pass
themselves off as human for a time, but
mirrors always reveal their true forms-----
serpentine body, slitted eyes, and mouthful
of fangs.

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