Professional Documents
Culture Documents
Austin M. Liska
NOMAD RPG
Bleak World
Contents
How to Play..................................................................................................................................... 5
Humans .................................................................................................................................. 10
Vampires ................................................................................................................................ 25
Witches .................................................................................................................................. 58
Aliens ..................................................................................................................................... 75
Experiments ........................................................................................................................... 92
Jotun..................................................................................................................................... 158
1
Demons ................................................................................................................................ 224
Princesses............................................................................................................................. 285
Jotun..................................................................................................................................... 286
2
Mad Scientists...................................................................................................................... 290
Melee........................................................................................................................................... 298
Poison.......................................................................................................................................... 314
Spirit............................................................................................................................................ 317
Shock........................................................................................................................................... 319
Toys............................................................................................................................................. 323
3
Magic and other abilities............................................................................................................. 326
Princesses............................................................................................................................. 422
Jotun..................................................................................................................................... 441
4
Angels .................................................................................................................................. 489
How to Play
Creating a character
o Then select a classification from that race and write down their focuses
o Then select an organization from that race and write down their focuses
o Go to the skills list for your race and look at the focuses you have written down, if
you have 2 focuses of the same name, you can put up to 10 points in that skill. If
you have a focus written down once you can put 5 points in it. If you have not
written down the focus, you cannot put any points into it.
o Some skills have added abilities, go to the abilities list to learn what your abilities
are.
Story
o One player from your group will have to be a Game Master, they will make up an
intricate story and you will likely destroy it with creativity, make sure your Game
o Story trumps rules, except when the rules allow you to interfere with the story
directly.
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o Let’s try and keep the number of women impregnated/killed in the game world to
Combat
o When combat starts the character with the highest move gets to go first unless
o When a character attacks they roll the dice assigned as their attack dice, with a
minimum of 1d4 and a maximum of 2d20, the character attacked then rolls their
defense die, with the same minimum and maximum. The character with the
highest number on their die wins, the defending character wins all ties. If the
defending character loses the roll the attacking character rolls their damage die
o Combat ends when all opposing or allied combatants have died, been knocked out
or surrendered.
Stealth
o When you wish to remain unseen roll your stealth die with the standard minimum
and maximum, each person within seeing and hearing range of you then makes a
stealth check as well, they count as the defender in this situation. Cameras and
o You may choose to exit stealth by ambushing a target (See above) and starting
combat immediately.
o While in stealth you can make an attack check against a target, and should they
6
o If you have a monstrous appearance and humans freak out at the sight of you, you
must roll a stealth check whenever you go out into a public area. You will roll
against the highest stealth check in the area, and will gain bonuses depending on
o If you are above 6’2” or below 4’10” you go down a die for your stealth roll. If
you are between those 2 heights go up a die. If your face is uncovered go down 2
dice. If your meter is below 5 go down a die. If you wear revealing clothing go
down 2 dice. If you wear clothing covering the majority of your body go up 2
PR
o Some situations you can’t stab your way out of, for these times we use the PR,
when you use PR you are trying to convince others of something. Both of you will
roll your PR dice and the highest result wins, the person who is being convinced
being the defender. PR has the same minimum and maximum rules as all other
checks.
o This area also encompasses dancing, singing, and other sections of that. When
that happens we use a different scale, based on the stress of the situation involved.
If there is no target you roll against the universe with the following rules; low
stress situations have you roll against 1d6, medium stress use 1d10, high stress
7
o When you have a monstrous appearance that causes humans to freak out at the
sight of you, you must make a disguise check every time you go outside. You will
roll your PR check against sneak for each person who can see you.
the PR checks
o Has the same minimum and maximum rules as all other checks. Defender (you)
wins ties.
Meters
Princesses) so basically when you’re in a place in the game where your meter
would heighten or lower, roll your respective dice against a d10, if you succeed in
an event where you would gain points for your meter, you gain those points. If
you win in an event where you would lose points for you meter you don’t lose
those points, but if you fail the roll you do. You count as defender in these
situations. Meters have the same minimum and maximum rules as all other
checks.
Operations rolls
o Use these rolls to conduct day to day operations. For example, operating a
telephone, driving a car, cooking, and so on. Roll these whenever you conduct an
operation like this, because these rolls have no specific target, your roll will be
microwave and preparing a 5 course meal with boiled goose and vintage wine
8
would both use an operations roll, but the hamburger would be considered a
beginner level complexity and the meal would be a master lever complexity.
o These are the complexities; Beginner (dialing a phone, using a microwave) goes
against 1d6, Amateur (Using the internet, making tacos) goes against a 1d8,
Skilled (Repairing and identifying cars, baking a cake) goes against a 1d10,
Expert (Building an engine from scratch, Identifying the clues of a crime scene
and identifying the culprit) goes against a 1d12, Master (building weapons grade
Magic
o Most races have access to magic or other abilities, find out what your
o When using a magic or spirit ability roll your die against the targets own magic.
The target is the defender standard minimums and maximums apply. If you win
o If there is no target you roll against the universe with the following rules; level 1-
2 spells use 1d6, 3-4 use 1d8, 5-6 use 1d10, 7-8 use 1d12, 9-10 use 1d20.
Ghosts in general
o Manipulation
Some ghosts have manipulation abilities, check the Magic and other
9
When you use one of your manipulation abilities it targets the target’s PR.
The target is the defender, has the same minimum and maximum rules as
all other checks, defender wins ties. If you win you may use the
manipulation power.
o Possession
If you try this the target rolls a magic check against your own magic and
wins any ties. This has the same minimum and maximum rules as all other
checks.
If you win the roll, you gain full control over the target for an hour, then
o If you are weak to a damage type, you take x2 damage from those sources (listed
in the weapons section), if you take intense damage from something you take x3
damage from it. If something deals extreme damage it deals x4 damage to you.
o If you are resistant to something you take ½ damage from it. If you are immune to
Stat Boosts
o Any effect that say any or all rolls are increased or decreased does not include
Races
Humans
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o Description: Creatures that have existed ever since they evolved from
surpass every creature on Earth in most traditional stats… until they faced the
monsters anyway. Ever since the first vampire rose in the deserts where man first
lived, man has lived in fear. Today such thoughts have died out except among
darkness have come back in full force, but humanity can now respond in turn with
high powered rail guns, holy water super soakers, sex, and economic
o Hp: 5
o Speed: 6
o Other:
o Classifications
Vigilante
day, and kick Vampire ass by night. These guys don’t have much
11
Focuses
o Technology
o Initiative
o Guerilla
Other
Points Effect
2 Vampires deal ½ damage
4 Vampires always go last
6 Vampires go down 2 dice for all rolls
Government
themselves to eliminate every damn monster they lay eyes on, they
this goal.
Focuses
o Funding
o Combat
o Technology
Other
12
Points Effect
2 Deal double damage with bullets and fire weapons
4 Bullets weapons all have the limb damage and intense bleeding status
effect
6 All enemies get -4 to all rolls
Priest
when the monsters took over the night, they rose up to defend their
Focuses
o Magic
o Initiative
o Persona
Other
Points Effect
2 Monsters cannot come within 1 square of you
4 Allies go up 2 dice for defense
6 You and your allies heal 1d20 each turn
Slasher
more durable and dangerous than the average one. They are much
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however and are often just as bad as the things that go bump in the
night.
Focuses
o Magic
o Combat
o Guerilla
Other
Points Effect
2 While wearing your mask go up a die for all checks
4 While wearing your mask deal double damage
6 While wearing your mask you get +35 hp and go up 2 dice for defense
rolls
Intrepid Reporter
inform the public of the monster apocalypse. They are forceful and
far more beloved than they were before the apocalypse, seeing as
Focuses
o Persona
o Technology
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o Funding
Other
o +3 speed
Points Effect
2 Go up 2 dice for sneak when going after a scoop
4 You have a kit of disguises you can use whenever you are out of sight
6 Anyone affiliated with something you are investigating goes down 2
dice for PR checks
Agent
they are trained more in making sure the fight never gets past move 1
and as such don’t have formal combat training. They are however,
very well-funded.
o Focuses
Guerilla
Funding
Initiative
o Other
Points Effect
2 You are given 4 random weapons at the start of a mission
4 Can automatically detect supervillains an henchman
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6 You are always captured at first rather than killed by an enemy
Gangster
defenseless, they are very brutal and quick, and due to the general
o Focuses
Combat
Initiative
Tech
o Other
None
Points Effect
2 Deal double damage to other gangsters
4 Take are resistant to bullets weapons
6 If your PR uses 1d4 as a check, deal double damage with all attacks
Displaced Knight
time into the modern day, they carry themselves with the chivalry and
swordsmanship.
o Focuses
Magic
Combat
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Persona
o Other
Points Effect
2 Go up 3 dice for PR when speaking to members of the opposite sex
4 Deal double damage to monsters
6 Take half damage from all sources
Cannibal Hillbilly
o Description: Backwoods folk from the south and the crappier parts of
the East. They sit in backwoods log cabins waiting for city folk to
come by so they can kidnap, torture, rape, kill, and eat them. They
practice the worship of N’Frekt the Defiler who has granted them
powerful magic.
o Focuses
Magic
Combat
Guerilla
o Other
Points Effect
2 Deal double damage to humans and take half damage from them
4 Eating a human makes you go up a die for a check of your choice for
24 hours
6 Eating a human makes all attacks deal 1d20 damage for 24 hours
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Salary Man
o Description: Some people aren’t trained for this malarkey. These are
the people who simply go into an office job all day for a pay check and
o Focuses
Persona
Funding
Tech
o Other
o Unique Focus: 9 to 5
Points Effect
2 Your business has top of the line security
4 Completing your work requires beating only a 1d4 operations check
6 You get 20,000 dollars every month
o Organizations
have been gearing up for war for a long time, ever since their first
Focuses
18
o Initiative
o Combat
o Guerilla
Other
o None
Points Effect
2 Enemies who are alone take double damage
4 Human allies go up a die for all checks
6 Human allies deal double damage
and they must cast out the monsters to regain his love.
Focuses
o Magic
o Persona
o Combat
Other
o None
Points Effect
2 Immune to light and water damage
19
4 Enemies that resist dark or poison damage take quadruple damage
from all attacks
6 For each point of hp your allies are missing, go up a die for damage
Section 9
monsters for a long time, as such they’ve been gearing up for war.
been selected from the very best of the best, and equipped with the
Focuses
o Persona
o Funding
o Combat
Other
o None
Points Effect
2 Civilians ignore you
4 Enemies cannot negate damage if they fail a defense check
6 Sneak attacks automatically kill non-nightmare level creatures
food, secret deals with the government to control the prison system
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point is that by working with them you will receive top of the line
untouchable.
Focuses
o Funding
o Technology
o Initiative
Other
o None
Points Effect
2 You are a free weapon of 2,000 dollars or less at the start of the game
4 You are immune to domestic and international laws
6 You can be revived after death by the company
Diabolus
Description: Worlds gone to hell, let’s have some fun. That’s their
Focuses
o Guerilla
o Initiative
o Magic
Other
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o Your Karma meter goes up for committing selfish acts and
Points Effect
2 Deal double damage with all fire weapons
4 You are immune to fire damage
6 Enemies within 3 squares of you are dealt 1d20 fire damage each turn
Hundred
monster threat, with their 100 agents being spread over the world
acting as local rulers to the area they are deployed, helping with
Focuses
o Combat
o Funding
o Persona
Other
are.
Points Effect
2 Allies go up a die as long as they are within 2 squares of you
4 Double all checks against those not of the Hundred
6 Go up 2 dice for all checks
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New Saviors
heart, when in reality they are just doing it to get their kicks. They
Focuses
o Guerilla
o Initiative
o Combat
Other
Points Effect
2 Deal double damage to unarmed targets
4 Attacks that target multiple targets deal double damage
6 Go up a die for all checks for each ally who is also a member of the
New Saviors
Pit Explorers
Focuses
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o Guerilla
o Magic
o Tech
Other
o None
Points Effect
2 Every time you make a discovery of lost knowledge go up a die for a
check of your choice
4 Can see in the dark
6 Go up 2 dice for all checks while in caves, ruins, or underground
gained a worldwide audience for their views and have raised a lot
Focuses
o Persona
o Initiative
o Funding
Other
o None
24
Points Effect
2 Can incite a mob within an hour
4 Destroy something everyone loves on the notion of protecting children
6 Can call for a public witch hunt, metaphorically or literally
Omnist Church
they see them as just humans who look different. Their general
belief system is that all religions are correct and when you look at
all the vampires and witches and stuff, they’re probably right.
Focuses
o Magic
o Persona
o Tech
Other
o None
Points Effect
2 Go up a die for attack and damage if the target has damaged an ally
4 Go up a die for magic while within any religious institution
6 Go up a die for each ally of a different race you have
Vampires
believe they have been around since the dawn of time, but others believe that the
first of their rank was the Roman soldier Longinus, who tortured Jesus on the
cross. Either way, the vampire has been around for a while and are all dangerous.
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They feed on human blood to survive and are often creatures of desire and
eroticism, keen on torture, sex, and domination. By far the arch enemy of both the
humans and the were-beasts, vampires are the most prevalent threat to the world.
They were once controlled by a single governing body, that barely clings to its
once great power, now the Vampires have come forward and revealed themselves
to the world and govern themselves. This has made them a target for vengeful and
fearful humans however, and they are now a house divided struggling against the
o Hp: 10
o Speed: 9
o Weaknesses: Intense damage from fire, wood, and water. Extreme damage from
o Resistances: Resist damage from bullets, melee, and poison. Immune to unarmed
o Other:
Must keep a feed meter. The meter goes down whenever you go a day
without drinking at least a liter of blood, and goes up when you drink 3
Vampire merchants will demand your own blood in lieu of money, this
translates to a loss of hunger based on the price you would have paid with
money.
o Classifications
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Dracul
Vlad Dracula himself and have many of the same powers. They are
by far the vainest of the vampires and will attack at the drop of a
hat. Also for some reason all the females of the species are
lesbians.
Focuses
o Shapeshifting
o Magic
o Seduction
Other
Points Effect
2 Start out with $1,000,000.00
4 Have 3 Dracul under your service at the start of the game. They do not
have this unique focus
6 Be an executive in up to 3 large companies.
Mod
result can become immune to sunlight. They are the most hated
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Focuses
o Combat
o Resistance
o Seduction
Other
Points Effect
2 Go up 3 dice for PR when seducing teenagers
4 Cause moral outrage in a crowd of young people
6 Wi-Fi is created wherever you need it and you automatically learn the
nuances of youth culture whenever they change
Primal
completely hairless, they eat all they come across and are fit only
shirts in particular.
Focuses
o Combat
o Feeding
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o Shapeshifting
Other
o Go down a die for all checks for each shirt you are wearing.
Points Effect
2 If you do not wear pants, shoes, or socks go up 2 dice on all rolls
4 If you are not wearing a shirt and are in good shirt you can copy any
spell that targets you
6 If you are wearing only a hat, tie, and underthings enemies get -1/2 to
all rolls.
Nosferatu
they resemble. They are thankfully secluded, but those who choose
Focuses
o Magic
o Shapeshifting
o Feeding
Other
Points Effect
2 Summon a swarm of bats, rats, or insects to the field once a day.
4 Summon 2 wolves to your side once a day
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6 Create a dragon from the darkness around you once a day.
Wendigo
Wendigo is a man who has fed on his family and was cursed with
unlife for it. They do not feed on blood, but must ingest 3 pounds
Focuses
o Seduction
o Resistance
o Feeding
Other
Points Effect
2 Eating a person makes you go up a die for all rolls for 24 hours
4 Eating a person gives you +10 hp for 24 hours
6 Eating a person allows you to make an extra attack each turn for 24
hours
Ultra Bat
o Description: When a shapeshifter is stuck between their vampire form and their
animal form, this is the result. They are just as intelligent as a regular vampire, but
resemble large anthropomorphic bats instead of a human form. They still have
o Focuses
30
Shapeshifting
Combat
Feeding
o Other
Points Effect
2 Can accurately determine the location of a human or vampire that is in
the same geographic location as you.
4 Enemies cannot come within 2 squares of you.
6 Can track any magical creature through dimensions and activate
portals to get to them
Ice Stalker
o Description: Wendigo who have been fed upon themselves gain more power than
usual, becoming near demigod in terms of raw power and magical ability.
However they now are required to feed only on the blood of vampires and lose
o Focuses
Magic
Combat
Resilience
o Other
Can fly
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Can only feed on vampires
Take 1 damage each turn you are in an area that is hotter than 33 degrees
Fahrenheit
Points Effect
2 Can walk through walls, unless they are made of glass or ice
4 Immune to all damage that is not dark, light, electric, or spirit. Still
take heat and sunlight damage.
6 Can possess a creatures body
Long Feng
o Description: Chinese vampires, the Long Feng have little combat ability, but they
have great magical aptitude and are very persuasive towards humans. They were
created first when a European Dracul met with a Mongolian Primal and tried to
kill him by sharing with him tainted blood. Rather than kill him, the primal
o Focuses
Magic
Feeding
Seduction
o Other
Points Effect
2 Start with 3 Dracul or Primal henchmen, use 8 points for their skill
sheet instead of 18
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4 Humans you feed upon become Dracul or Primal henchmen, use 8
points for their skill sheet instead of 18.
6 Henchmen cannot betray you.
Day Walker
o Description: Magically gifted through drinking fey blood, Day Walkers are even
more resistant to the sun than mods are, and they don’t even have to sparkle or
anything. However the Day Walker also have stunted magic power do to the fey
o Focuses
Resilience
Combat
Seduction
o Other
Points Effect
2 You are immune to Fire and Light damage
4 If you would be hit with any fire or light attacks, assign the damage
that would have been dealt to a target of your choice.
6 +5 speed, you can move twice in one turn
Dhampyr
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o Description: Half Vampire and half human, the Dhampyr gains the powers of
their vampire parent, but none of their weaknesses. Many hate their vampiric
parents, but some have gone on to be very highly recognized themselves in the
vampire community.
o Focuses
Resilience
Magic
Seduction
o Other
If your feed meter runs out, you do not die, but go down a die for all
checks
Points Effect
2 Can reroll a defense check once a turn
4 Go up a die for all checks made outside of the sun
6 Gain immunity to all vampire resistances
o Organizations
Blood Governors
make sure their activities are kept in the dark and that they rule
over humans in both the night and the light of day. For this order
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whatever is necessary to maintain the masquerade. As such these
are not publicly recognized vampires and still maintain the illusion
Focuses
o Magic
o Feeding
o Resistance
Points Effect
2 Each enemy within 3 spaces has bleeding
4 Each enemy within 3 spaces has intense bleeding
6 Heal 1d4 each turn, for every bleeding creature within 3 squares of
you
Protectorate Order
Description: Sworn to protect the human race from the rest of the
vampires and the other things that go bump in the night. You must
non-violence is the best way to prove they are no longer beasts like
o Combat
o Resistance
o Shapeshifting
Other
Points Effect
2 For each human in the area, get +1 to your roll
4 Go up 2 dice on all checks against evil creatures
6 Gain a human vigilante companion of the street sweeper organization
Shepherds
packs and harvest them when they see fit. In this organization you
protect sheep, put them under every few months and have vampire
harvest their blood in a safe and organized manner. All this is done
humans of the herd are aware of their masters and will defend them
Focuses
o Feeding
o Seduction
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o Shapeshifting
Other
Points Effect
2 If your flock is under attack, go up 2 dice on all checks
4 Deal double damage to vampires not of the shepherd organization
6 Your flock cannot betray you
Night Lords
movies. They are xenophobes who mark their own territory and
create a village all your own and keep it away from other
vampires.
Focuses
o Feeding
o Combat
o Seduction
Other
Points Effect
2 Target goes down 2 dice for all rolls, use this once a day
4 Target skips their next turn, use this once a day
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6 Can mind control a target for 24 hours once a day
society, they are sworn to destroy all vampires who have broken
the masquerade and all humans who have seen through it. Also,
they are as the name suggests, total lesbians. In general they hide
blood governors.
Focuses
o Magic
o Seduction
o Combat
Other
Points Effect
2 Women are automatically attracted to you (men too probably, but that
wasn’t the result of this ability)
4 Men within line of sight are paralyzed if you are with a female
significant other
6 Women cannot attack you
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o Description: A tribe of Jewish Vampires thought to be wiped out for
centuries, they turned out to be lying in wait, deep under the sands of
themselves in a stasis until they could return and wipe out all other
vampires.
o Focuses
Feeding
Combat
Magic
o Other
None
Points Effect
2 Deal double damage to targets who have dealt damage to you
4 Take half damage from targets that have dealt damage to you
6 If a target deals damage to you, they die
o Description: Vampires who live at the bottom of the sea and rivers, they hunt
together to take down large sea creatures and humans who dare venture the briny
depths.
o Focuses
Combat
Shapeshifting
Feeding
39
o Other
Immune to water
Points Effect
2 Go up a die for all checks if you are underwater
4 Can absorb blood in the area to feed
6 Double speed in water, can move twice a turn in the water
End Watchers
cool the future is, they have used their considerable knowledge to try and make
science fiction into science fact. They also retain vampire hotness, exemplified by
o Focuses
Resilience
Seduction
Magic
o Other
None
Points Effect
2 Understand all technical diagrams and blueprints you come across
4 Gain a Jetpack, while you have it equipped you can fly and deal 1d4
fire damage to those directly beneath you.
6 By sacrificing a human or vampire you can see the future and gain a
blueprint of how to build it.
40
Beautiful Elite
o Description: The most beautiful of all vampires, they can bathe in blood to gain
significantly better powers, this is due to their clan starting around the demon
o Focuses
Shapeshifting
Seduction
Magic
o Other
Must have bathed in virgin blood at least a week prior to using magic,
Points Effect
2 Heal 1d4 each turn
4 You control targets body forever and all eternity
6 Targets blood boils beneath their skin dealing 1d20 each turn (if they
have blood)
The Defanged
prevented from feeding on the innocent, but put to work fighting terrorism by
o Focuses
Combat
Resilience
Shapeshifting
41
o Other
Points Effect
2 Go up a die for all checks against enemies who hate freedom
4 All enemies are weak to bullets
6 Have a regiment of 5 Government Classified Humans in the Section 9
organization under your control.
Were Beasts
o Description: Created when the first human female laid with a wolf and birthed an
who take up the ruling caste. It includes various other creatures though, which
were caused by the first were wolf biting cats, roaches, fish, sabretooth tigers, and
the like. These days’ most were-beasts keep to themselves and try to keep away
from human culture and control their animal urges, but some try and go about
their daily lives as if nothing were the problem. They are one of the main
opposition a vampire faces, this is due to the inner beast being a part of mother
Gaia, which is inherently opposed to walking corpses. As such they often raid and
destroy vampire nests, which caused the vampires to respond in kind. It’s been
going on for a while with no clear good guy and no end in sight.
o HP: 25
o Speed: 9
42
o Other:
Must maintain balance with the “Inner Beast”. You lose points whenever
you take part in human society, you gain points whenever you act like an
animal. If the meter hits zero you become the beast permanently.
You have the same weaknesses and resistances in both your human form
and wolf form, but you have the HP and speed of a human in human form.
Gain +3 speed in full animal form, but you cannot wield weapons
Your unarmed attack goes up 2 dice on damage in full animal form and 1
You can assume your animal form at any time, but it goes up 2 dice for all
You are not considered a monster in your human form, but you are in your
o Classifications
Werewolf
can turn into wolves, or half wolf half human hybrids. The males
of the species are often super gay for some reason or another, but
Focuses
o Agility
o Strength
o Resistance
43
Other
Points Effect
2 Deal double damage with all attacks under a full moon
4 Gain +75 HP under a full moon
6 Automatically get the max possible roll for all rolls including damage
under a full moon
Cat people
happened between a cat and its owner. They are masters of stealth
Focuses
o Agility
o Magic
o Tech
Other
44
Points Effect
2 Take no fall damage
4 Take half damage from all sources
6 Can die 9 times before finally dying
Were Roaches
Roaches can spread the disease through biting, they can turn from
Focuses
o Agility
o Resistance
o Poison
Other
form.
Points Effect
2 All your attacks have the bleeding status
4 Immune to status effects
6 Immune to all damage except unarmed which you take extreme
damage from
45
Fish People
people forced to live under the sea for at least 12 hours a day,
Focuses
o Strength
o Magic
o Poison
Other
Points Effect
2 Get +2 to all checks in the water
4 Can breathe underwater
6 Can curse a target into being a Fish Person with a kiss
Dog Soldier
46
surprising well and they are now some of the best soldiers the US
and British governments have to offer, tend to lick their own nuts
though.
Focuses
o Strength
o Tech
o Resistance
Other
Points Effect
2 Get +5 to all checks for each other Dog Soldier Ally
4 Dog soldier allies heal 1d4 damage for each Dog Soldier Ally
6 You can come back to life a number of times equal to your number of
allies
Were Tiger
o Description: Bitten by a Sabretooth Tiger and frozen in ice, the Were Tiger is a
cyborg Neanderthal in the modern day, they are infused with nanobots, but can
o Focuses
Strength
Tech
Resilience
47
o Other
Points Effect
2 Immune to fire damage
4 Deal +1 damage for each damage you have taken
6 Can bring any ally back to life with nanobots
Were Falcon
o Description: Cursed by a shaman to become a Falcon under the full moon, over
time the curse has ceased to be a curse and simply allow the forsaken to become
o Focuses
Magic
Agility
Strength
o Other
Can turn into a falcon or a falcon/human hybrid. You can fly in both
forms.
Points Effect
2 Enemies deal 1 less damage for each enemy on the field
4 Can summon other raptors to your side if they can hear you
6 Can fly at Mach 2
Were Panther
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o Description: The Were Panther has poison claws and due to their close ties to
mother Gaia, they can cast powerful magic. They often shut themselves away
from society and prefer to live alone or in small communes in caves and deep
o Focuses
Magic
Poison
Resilience
o Other
The cost of magic goes down by one for each other Were Panther in the
area
Points Effect
2 Deal double damage with sneak attacks
4 Become invisible while in the shadows
6 Deal double damage with shock weapons and all weapons have the
stun effect
Were Shark
Were-Shark is an unstoppable man eater who can transform at will and has none
of the fish man drawbacks. They often live normal lives until the weekend when
o Focuses
Strength
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Agility
Magic
o Other
Can turn into a Shark or a Shark/Human hybrid. In full shark form you can
Points Effect
2 Go up a die for all checks while in the water
4 Regenerate 1d4 hp each turn while in the water
6 Deal triple damage with all attacks while under water
Were Rat
o Description: Human by day, rat by night. The Were Rat are underhanded and
often choose to sneak around and use poison or technology to get ahead.
o Focuses
Poison
Agility
Tech
o Other
Points Effect
2 You become tiny while in rat form (take double damage from non-tiny
creatures, deal ½ damage to non-tiny creatures, go up 2 dice for
defense against non-tiny creatures, go up 4 dice for defense against
giant creatures)
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4 Can summon every rat in an area to your side
6 If you join your tail with 3 other rats or rat/human hybrids you can
mind control people and move objects with your mind
o Organizations
The Pack
out for each other in a coherent pack. They try to keep everyone
else out and are largely centrist in regards to the pack. They may
hold jobs in the city, but will avoid befriending humans or other
group you gain bonuses to containing the beast within while with
Focuses
o Strength
o Resistance
o Agility
Other
Points Effect
2 Each Werebeast ally you have deal +2 damage for each Werebeast
ally you have
4 Each Werebeast ally you have gets +2 to defense rolls for each
Werebeast ally you have
6 Each Werebeast ally you have can attack 1 extra time per turn for each
Werebeast ally you have
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Techno Wolves
distractions like video games, action films, cooking, and MMA can
Focuses
o Tech
o Poison
o Agility
Other
Points Effect
2 Deal +1 damage for each item in your inventory
4 Take -1 damage for each item in your inventory
6 All allies can attack one more time each turn
them will control the Beast Within, killing filthy hippies, vegans,
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wiccans, activists, stoned out rasta dudes, and democrats will only
make the beast angrier, so don’t kill them. Libertarians can kinda
Focuses
o Poison
o Magic
o Strength
Other
double
Points Effect
2 If you are standing on unpaved earth go up a die for all checks
4 If you are in a natural setting go up a die for all checks
6 +25 hp
Blood Pack
wolf ability, this has caused them to become powerful, but slow as
hell. In this group you must seek out magical knowledge and keep
Focuses
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o Strength
o Resistance
o Magic
Other
o -6 speed
Points Effect
2 +10 hp
4 Whenever you attack you may choose to deal 2 damage to yourself, if
you do deal double damage
6 You may choose to inflict the bleeding status effect on yourself, if you
do all attacks deal 1 damage to you
vampire you see, they are all evil. Killing Vampires controls the
beast within.
Focuses
o Tech
o Magic
o Resistance
Other
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Points Effect
2 Vampires take double damage from you
4 Vampires deal half damage to you
6 Go up 3 dice for all rolls against vampires
Silver Wolves
o Description: An organization of werewolves who believe that they are the purest
breed of Werebeast and as such are the best Werebeast. They take over tribes that
have non Werewolf leaders and appoint a werewolf in their place. Other types of
o Focuses
Poison
Tech
Magic
o Other
Points Effect
2 Deal double damage to non-werewolf werebeasts
4 Can use magic on non-werewolf werebeasts without a check
6 Go up 3 dice for all checks including damage against all non-
werewolf werebeasts
o Description: Foreign werebeasts who have signed up as private soldiers for gangs
and governments, they are organized as PMC who answer to a single commander
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that nobody knows the identity of. They are very powerful, but their soldiers
o Focuses
Strength
Agility
Resilience
o Other
Points Effect
2 Gain double money from all sources
4 You and your allies get +2 to all checks for each ally you have
6 Your allies get +5 to all checks
Helping Paws
o Description: More in tune with their animal’s side, this organization has decided
to use their animalism to help and protect others, forming a superhero like league
to accomplish this. Based out of Denver, they work as a team to fight crime.
o Focuses
Strength
Magic
Tech
o Other
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Gain beast for punishing crime
Points Effect
2 Deal double damage to criminals
4 You do not lose beast
6 If you die you come back a week later
Animal Justice
point out how society is way more oriented towards werewolves and frequently
ignores the other versions. They are very popular with Tumblr.
o Focuses
Tech
Resilience
Agility
o Other
Points Effect
2 You are not monstrous regardless of form
4 Get +1 to PR checks for each supporter you have physically present
6 Allies go up a die for all checks for the duration of a battle for each
damage you have taken.
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o Description: Developed by large corporations, these corporate war dogs have
other companies.
o Focuses
Strength
Agility
Poison
o Other
Points Effect
2 Can sniff out information
4 Gain double cash from all missions
6 Can assume the identity of any Werebeast employee at a company
Witches
o Description: Long ago there was a woman clad in white robes who used the
shadow djinn. Those who witnessed her, worshipped her as an avenging angel and
tried to bring her back. Over the years this has eroded and the methods that tried
to get her back gave the experimenters fabulous powers in return for a period of
service. They are very frail, but have powerful abilities to destroy things.
o Hp: 5
o Speed: 6
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o Resistances: Class Dependent
o Other:
Must satisfy your host. For each level below ten your host meter is,
remove a point from an ability of your choice. If the host meter reaches
Rather than shopping for human items, you must contact your host and ask
them for an item. They will lower your host points as a form of payment.
o Classifications
Phoenix
Focuses
o Healing
o Elemental
o Transmogrification
Other
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o Immune to fire
Points Effect
2 Every time you cast a healing spell, cast a spell from a different focus
that costs the same as or less than the heal spell
4 Double the amount you are healed
6 Whenever you are healed deal 1d4 fire damage to each enemy for
each point healed
Wakedancer
Witches of the West, they take extreme damage from Water and
Dark and are immune to Wood. They are generally seen as the
most evil of all witches due to their general malice and association
with demons.
Focuses
o Summoning
o Entropy
o Host
Other
o Immune to wood
Points Effect
2 If you are completely naked while casting a spell double its effect
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4 If you are dancing while casting a summon spell double the amount of
summons
6 If you are naked, dancing, and have at least 1 summon on the field all
your summons go up 2 dice for all checks and have +10 hp
Badlander
Description: Brought back to life from the earth itself, they take
extreme damage Fire and Dark, but are immune to Water. They are
as the most moral of witches, but that has done little to stop the
Focuses
o Elemental
o Entropy
o Transmogrification
Other
o Immune to Water
Points Effect
2 Whenever you cast a spell that targets an enemy go up a die for PR for
24 hours
4 You are immune to status effects
6 As long as your host is above 6 you roll 2d20 PR
Rotter
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Description: Still rotting corpses who were brought back without
their youth, they are called Witches of the East and can restore
their youth and beauty with blood magic. They take extreme
Focuses
o Entropy
o Host
o Healing
Other
o Immune to dark
Points Effect
2 Whenever you cast a spell go up a die for defense
4 When you succeed in a defense check or defensive magic check the
attacker or caster skips their next turn
6 Whenever you cast a spell, target skips their next turn
Skinshifter
Focuses
o Transmogrification
o Healing
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o Host
Other
o None
Points Effect
2 When you use a transmogrification spell go up a die for all stats next
turn
4 When you use a transmogrification spell cast another that targets an
ally instead of you
6 When you use a transmogrification spell, take another turn after this
one, but you cannot cast spells on that turn
Oracle
resurrected by the ancient Greek gods and blessed with the powers
Focuses
o Host
o Summoning
o Healing
Other
DM’s discretion.
o Immune to Light
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Unique Focus: Saw it coming
Points Effect
2 Can reroll a check once a day
4 Force a reroll on an enemy once a battle, they use the lowest of the 2
results
6 Roll all rolls twice and use the highest
Animal Skin
Focuses
o Transmogrification
o Host
o Entropy
Other
o Immune to Shock
Points Effect
2 +10 hp
4 Deal x2 damage when using a weapon type an opponent is weak to.
This stacks with the initial weakness.
6 Take ½ damage from all sources (except weaknesses)
Nephilim
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Description: When a human and an angel have relations it will
Focuses
o Healing
o Entropy
o Elemental
Other
o Immune to silver
Points Effect
2 All weapons have monk exploit
4 You can move through objects
6 Double the effect of all healing and entropy spells
Wrath Monk
are fueled by their rage and use it to destroy and rend the fabric of
Focuses
o Elemental
o Host
o Transmogrification
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Other
o Immune to bullets
Points Effect
2 Go down a die for PR go up 2 dice for attack and damage
4 You are immune to all status effects
6 Always fail PR checks, roll 2d20 for attack, defense, and damage
Warlock
witches. They do however give off weird auras that make people
Focuses
o Entropy
o Summoning
o Healing
Other
Points Effect
2 Whenever you are targeted by a magic check, cast a spell immediately
for free
4 Spells cost ½
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6 Always go first if you cast a spell
o Organizations
Host of Corpse
Description: Those who gain their magic from corpses, this Host is
kept satisfied by either killing those who enter an area for the dead,
Focuses
o Entropy
o Summoning
o Healing
Other
Points Effect
2 When you consume a corpse go up a die for all stats for the next 24
hours
4 If an enemy sees you eating a corpse they go down a die for all stats
6 Get +45 hp for 1 hour after eating human flesh
Host of Trees
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Description: Those who gain their power from nature itself, they
must protect the environment. You gain points with your host for
and things of that nature. They often live in female dominated cults
Focuses
o Healing
o Transmogrification
o Elemental
Other
o You gain points with your host for destroying things that
Points Effect
2 If you are fighting outside all enemies get -3 to all checks
4 If you are outside go up a die for damage
6 If you are outside heal 1d10 each turn and you are immune to status
effects
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Host of Demons
directly in the heart with an 11 inch blade gains Host points, going
a full day without killing a person will reduce your host points.
Focuses
o Host
o Summoning
o Entropy
Other
Points Effect
2 Whenever you take damage deal 1d6 dark damage to any number of
targets for each point of damage you took
4 Whenever an enemy takes damage deal that amount of damage to
another target of your choice
6 When you die all enemies on the field die as well
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Host of Moon
Description: The witches who gain their power from the moons
energy, they gain their power from sex, but only consensual sex.
You gain Host points whenever you have sex and lose them for
Focuses
o Host
o Healing
o Elemental
Other
Points Effect
2 While the moon is out go up a die for all stats
4 If you are naked under the moon double the effects of your spells
6 Get +6 to all checks while the moon is out
Host of Fire
Description: You are powered by the spirit of fire. Every time you
set something on fire you gain host points, whenever you put out a
Focuses
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o Elemental
o Summoning
o Host
Other
Points Effect
2 Whenever you deal fire damage double it
4 Can attack 3 times a turn with all fire weapons
6 Burning becomes intense burning and intense burning becomes
extreme burning (6 damage each turn)
Focuses
o Transmogrification
o Host
o Elemental
Other
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o You can communicate to them through animal sacrifice
Points Effect
2 +5 hp and go up a die for defense
4 You can teleport within line of sight
6 You can come back to life once
Description: Those who gain their power from the most powerful
Focuses
o Entropy
o Elemental
o Summoning
Other
harm animals.
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o You lose points for harming carnivores or feeding the host
Points Effect
2 +3 damage with all attacks
4 Can see with heat
6 Whenever you kill an enemy, go up a die for all checks including
damage for the remainder of a battle
Host of Angels
Focuses
o Healing
o Host
o Elemental
Other
Points Effect
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2 If you do not attack and survive for 10 turns you immediately win the
battle
4 Enemies go down a die for attack and damage
6 Enemies skip every other turn
Host of Fae
Description: Indebted to the Fair Folk who stalk the lands man has
Focuses
o Host
o Summoning
o Entropy
Other
o Your hosts are Oberon and Titania, the king and queen of
the fairies
Points Effect
2 If you succeed in a defensive magic check, use the spell for free
against the caster
4 Can create a fetch of yourself, it has all the same stats and thinks it is
you.
6 Whenever you cast a spell you may spend 1 extra host to double the
effects of the spell
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Host of Self
Description: Not true witches, they simply got lucky when they
came back to life and learned some impressive magic tricks to fool
people into believing they are the real deal, as such they don’t have
Focuses
o Healing
o Transmogrification
o Summoning
Other
Unique Focus
Points Effect
2 Deal double damage against other witches
4 Immune to spirit and poison damage
6 You are immune to all effects including damage from other witches
Aliens
o Description: From deep below the surface of Mars, the Martians have been locked
in a battle with the New Venusians ever since the New Venusians destroyed the
Native Venusians and exiled the remaining natives to earth. Now the Venusians
are trying to recruit the humans of Earth to attack mars. The two of them already
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joined forces to conquer the moon. To make things worse the humans don’t
appear to know that they are being manipulated and slowly drained of their free
will. The Martians have sent numerous scouting ships to Earth in an attempt to
Venusians.
o Hp: 5
o Speed: 5
o Other:
masquerade being broken will cause you to lose points, keeping contact
with aliens causes you to gain points. If the meter hits zero you are cut off
Rather than buying human items, you buy from aliens who will demand
o Classifications
Overlords
control them from there, they also have intense psychic powers.
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They gain capability points from making the American
government inefficient.
Focuses
o Psych
o Devastation
o Disguise
Other
inefficient
Government
Points Effect
2 Each time you make the founding fathers spin in their grave, replace a
government official with an Overlord
4 Gain direct access to phone taps and internet monitoring
6 Can call in drone strikes
Cyborg
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killing humans or other people who know see behind the
masquerade.
Focuses
o Combat
o Science
o Resistance
Other
existence of aliens.
Points Effect
2 Can convert other aliens (even princesses and venusians) into
Cyborgs. They swap out their current focuses for the cyborg
equivalent.
4 Can track the source of any organic matter.
6 Cannot be dealt damage by fully organic creatures (Darkness is not
organic)
Infiltrators
peoples day to day lives absolute hell, as such they end up working
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Focuses
o Psych
o Disguise
o Resistance
Other
earth.
Points Effect
2 Neighbors around you grow suspicious of outsiders (but not you)
4 Neighbors around you grow suspicious of the government
6 Neighbors around you grow suspicious of each other.
Vanguard
Focuses
o Combat
o Psych
o Devastation
Other
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o You are ranked 3rd in Martian Society
Points Effect
2 Humans you abduct immediately reveal all their secrets
4 Venusians you abduct reveal all their secrets immediately
6 Venusians you abduct are mind controlled
Infectors
doctors, people who work with kids, and janitors. They gain
Focuses
o Science
o Devastation
o Disguise
Other
Points Effect
2 You are not affected by Earth diseases
4 Your diseases spread twice as fast
6 People with your diseases explode upon death
Blue Dog
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Description: A large blue bipedal creature, they are often brought
Focuses
o Disguise
o Combat
o Resistance
Other
Points Effect
2 Can sense all humans and ducks in the area
4 Can sense all monsters through echolocation
6 Can teleport to the nearest human or duck
Vat Grown
biding their time until they rise up and destroy all of American
Focuses
o Disguise
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o Combat
o Science
Other
Points Effect
2 If you kill a person you can assume their form
4 Killing a person gives you their memories
6 You can kill monsters as well as humans
Harvester
Cows, Humans, and Cool Hats. After harvesting all the goods it
Focuses
o Devastation
o Psyche
o Science
Other
82
Unique Focus: Harvest
Points Effect
2 For each shipment you harvest, gain +1 hp
4 Humans go up a die for all rolls for 24 hours after they bring you a
harvest
6 The town you choose to control is wiped from maps and taken off the
beaten path
Fused
Martians with red armor covering their back and making them a
Focuses
o Psyche
o Resistance
o Combat
Other
Points Effect
2 Go up a die for defense
4 Go up a die for attack
6 You are reborn on Mars if you die
Grey
they are an ancient breed that came from worlds far off. They
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speak the same language as the darkness and the Princess Court of
Focuses
o Psyche
o Science
o Devastation
Other
Points Effect
2 Anally probing a creature gives you all their memories
4 Anally probing a creature mind controls them
6 Anally probing a creature gives you all their abilities for a day
o Organizations
Science Team
experiment on them and learn how they tick, then consider whether
or not the Earth deserves to live under the glory of the galactic
successful experiment.
Focuses
o Science
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o Psych
o Devastation
Other
Points Effect
2 Test subjects are more obedient
4 Double the effects of science abilities
6 Test subjects become giant, obedient, and go up a die for all checks at
the end of experimentation
Invasion Team
humans and other monsters, they have had particular trouble with
Focuses
o Combat
o Resilience
o Devastation
Other
85
Points Effect
2 Deal double damage to experiments
4 Go up a die for all checks for each cyborg on your team
6 Go up 2 dice for damage
Occupation Team
about human culture, but only if you don’t lose points from being
assimilated.
Focuses
o Disguise
o Psych
o Science
Other
actively participating
Points Effect
2 You automatically know how to fit in with human culture
4 Humans will trust you with secrets
6 You are automatically trusted by most humans
Breeding Team
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Description: Dedicated to creating more troops for the galactic
Gain points for creating and raising a child, if you don’t lose points
Focuses
o Disguise
o Resilience
o Psych
Other
pregnant
Martian culture.
Points Effect
2 You are great at sex
4 Your marriage rarely experiences problems
6 Your kid listens to you
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Description: Trained to silence humans and other creatures who
know the truth. Not particularly smart about it though, they have
been looking for Fox Mulder for years, they are sleeper agents only
Focuses
o Disguise
o Combat
o Resilience
Other
Points Effect
2 You deal double damage to those who know about aliens
4 You can become invisible for 1 hour once a day
6 You are placed 3rd in Martian society, regardless of where you were
originally
Entertainment Team
idiots and yokels. The footage is then sent back to the homeworld
Focuses
o Disguise
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o Psyche
o Devastation
Other
Points Effect
2 An invisible drone is always following you, it has 1d20 for operations
checks and 1d4 for all other checks, and it has 1 HP and is always
recording.
4 For each camera recording a battle you are in, go up a die for attack
and defense
6 The aggression and pride of humans within a 50 foot radius of you
increase.
Mutation Team
horrific monsters from the local humans and livestock. This team
Focuses
o Science
o Devastation
o Combat
Other
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Unique Focus: Evolve
Points Effect
2 Mutations that are the result of science abilities double in effect
4 Mutated creatures are under your control
6 Can use science abilities on monsters and plants
Diplomacy Team
chamber for that one. Nonetheless with a great deal of effort and
idea out.
Focuses
o Disguise
o Science
o Resistance
Other
Earth.
Points Effect
2 Upon first contact you are guaranteed the unwavering support of at
least one nation of Earth
4 You will not immediately be shot at during first contact.
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6 Cannot be attacked by sentient creatures as long as you don’t attack
them
Extermination Team
life exists there ever again. Alternatively they may be called upon
world.
Focuses
o Combat
o Psyche
o Devastation
Other
Points Effect
2 Before entering a battlefield you deal 1d20 damage to each creature in
a 3x3 grid and destroy all buildings within that area.
4 Irradiate war zones after leaving them, only Experiments and Ghosts
may go there.
6 Enemies get -6 to all checks.
Harvest Team
Home World, the Harvest team is looking for Gold, Wood, Glass,
Corn, Cattle, Humans, and Cool Hats. These items are both rare
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and key to survival on mars, as such the survival of the species
Focuses
o Science
o Psyche
o Resistance
Other
back to Mars.
Points Effect
2 Shipments back to Mars now only require 200 units
4 Gain 1 cow sleeper agent after sending a shipment of them to mars.
6 Shipping 10 shipments of humans makes you go up 1 die for all rolls.
Experiments
experiments went horribly wrong and rebelled against their makers. Now they
wander the Earth trying to cope with their condition and return to their former
selves. One day a mysterious figure appeared to the leader of a tribe of the
experiments and told them that Hope was the one true reminder of humanity, and
with enough hope and good acts they could return to their original forms. It
worked and the Experiments can maintain a human guise with enough humanity
and hope, but should they ever falter they can return to their monstrous form, even
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o Hp: 35
o Speed: 5
o Resistances: Immune to bullets, silver, light, dark, poison, electric, and unarmed.
o Other:
You have a humanity meter, whenever you unleash anger and hate you
lose humanity points, whenever you advocate peace you gain humanity.
They have voices in their head that they will have to fight against with
deep thought rolls to avoid going crazy and losing humanity. These voices
are played by the GM, the player controls a prime consciousness separate
Rather than shop, you can steal things and take the appropriate amount of
meter drop.
o Classifications
The Patchwork
are conflicted about who they are and have multiple personalities,
purpose was to bring the dead back to life with a more powerful
form, this went to shit when the voices in their head commanded
them to rebel and they were seen by paranoid humans who decided
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that such a creature should be destroyed, unfortunately it gave one
observer some ideas about how to bring his wife back and it sort of
Focuses
o Resilience
o Combat
o Deep Thought
Other
Points Effect
2 Gain +5 hp for sewing a new body to you, doing so gives you -2
humanity
4 Go up a die for all checks if you sew a body to your own, doing so
gives you -2 humanity
6 Become Giant for sewing 5 bodies to your own, doing so gives you -2
humanity
Legion
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human bodies for themselves. By far the most sadistic entities, they
are hard to kill and anything they end up doing will hardly be
of 108 demons and ghosts, which they then spread to the other
Focuses
o Resilience
o Magic
o Disguise
Other
Points Effect
2 Deal +1 damage for each voice in your head
4 If you have more voices in your head than there are enemies on the
field go up 2 dice for all checks, otherwise get -2 to all checks
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6 Rather than killing an enemy, you may choose to have them become
your slaves
Androids
implant people with robotic parts and bring them back to life,
while a good goal, initial results proved that the things coming
back to life were often crazed and deadly. So naturally the scientist
Focuses
o Disguise
o Resilience
o Speed
Other
the past
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Points Effect
2 Go up a die for PR and Operations checks
4 +15 HP
6 Take ½ damage from all sources
Radio Zombies
devoid of memory from before they were hit, due to the trauma
afflicting them. Despite their skeletal appearance, they can hit with
the force of a bomb and can turn their nuclear curse into combat
ability.
Focuses
o Combat
o Magic
o Deep Thought
Other
memories.
Points Effect
2 Losing humanity deals 1d20 to each adjacent target
4 Can create the Wasteland effect at will in place of an attack
6 Adjacent targets have are affected by Intense Poison
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Super Soldiers
they have started to learn and grow, doing things they weren’t
conditioned to do...
Focuses
o Combat
o Speed
o Disguise
Other
Points Effect
2 All damage you take is reduced by 1d4
4 Deal extra damage equal to the damage you have taken over the battle
6 Can make an extra attack each turn
Ascended
a dead time traveler. The first question they asked this computer
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was, “Is there a god?” The Computer replied, “THERE IS NOW.”
Focuses
o Magic
o Resilience
o Disguise
Other
Points Effect
2 When you die you are recreated as data in the God Computer. You
may be recreated at a later time, providing the God Computer wills it.
4 You can see the future
6 Can use 2d20 for any roll once a day.
Man hunter
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went horribly wrong and the scientists were slaughtered, with their
Focuses
o Disguise
o Speed
o Combat
Other
on cocaine
Points Effect
2 You can shoot an inescapable web twice a day. The web dissolves
after an hour
4 You can sense all life within an area
6 Can transform into a normal human at will. You are however,
nonverbal.
Gelatinous Blob
100
Description: One day the Black Skies Corporation was working on
meteor that had passed through cosmic rays and a hit with a
gamma laser hit the lab they were created in. Normally this would
be fine, but unfortunately the residue from the collision was bitten
unstoppable blob!
Focuses
o Combat
o Resilience
o Disguise
Other
Points Effect
2 Consuming a human makes you go up a die for all checks for 24 hours
4 Consuming a human makes you resistant to all damage types for an
hour
6 You may consume any animal to gain the effects of consuming
Nanobot Swarm
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interact with the world while still in a coma, the nanobot swarm
gained a life of its own, but is still anchored to the coma patient
Focuses
o Magic
o Deep Thought
o Combat
Other
o You have a voice for the coma patient you are supposed to
be representing
below 6
Points Effect
2 Moving through an enemy causes them to take -1/2 to all rolls until
the end of your next turn.
4 Can split yourself into 4 clones and turn invisible once a day
6 Can seep into the bloodstream of a target and control them until you
try to possess another person
Brain Jar
shroud of death, but no one ever thought that they would succeed.
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Focuses
o Resilience
o Deep Thought
o Speed
Other
past
Points Effect
2 Can create an impenetrable force field that stays for an hour once a
day. It takes up a 3x3 grid.
4 Can shoot a rocket dealing 2d20 damage to a 3x3 grid within 10
squares once a day
6 Can transfer your brain to another robot after you die
o Organizations
Mankind
their skulls. They gain humanity for learning about human culture.
Focuses
o Deep thought
o Disguise
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o Speed
Other
Points Effect
2 Double all humanity gains
4 Reduce all damage you take by your level of humanity
6 Multiply all damage you deal by your level of humanity
Patient Zero
make sure this doesn’t happen to anyone else. They use hardcore
Focuses
o Combat
o Magic
o Speed
Other
Experiments
Points Effect
2 Bleeding deals 2 damage each turn
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4 Bleeding enemies are also poisoned
6 You are immune to status effects
Mutant Army
Focuses
o Combat
o Resilience
o Speed
Other
Points Effect
2 Allies heal 1d4 hp per turn
4 Allies take ½ damage from all sources
6 Enemies take double damage from all sources
The Isolationists
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way to become human. They gain points for every day they spend
Focuses
o Deep Thought
o Magic
o Resilience
Other
o Gain humanity for each day you do not have contact with
sentient creatures.
Points Effect
2 Can communicate with plants and animals, plants and animals do not
stop your isolation
4 Can see and hear everything within a 4 mile radius
6 Cannot be controlled
Multiple Men
personalities in their head, they can adapt to any situation, and gain
head.
Focuses
o Magic
o Disguise
o Combat
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Other
Points Effect
2 Heal 1d4 each turn
4 Can attack twice a turn
6 One of your other personalities takes over if you die
Evolved
evolved who see their new state of inhumanity as a gift from the
into an experiment.
Focuses
o Resilience
o Magic
o Combat
Other
Points Effect
2 Get +1 damage for each enemy you kill
4 If you fight another experiment double all your rolls
6 Can reroll a defense check once a turn
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The Second Strain
Description: The second strain are the aftermath that created the
their own and are taken in as wards of the state who raise them to
Focuses
o Disguise
o Combat
o Speed
Other
Points Effect
2 Deal double damage with bullet weapons
4 Experiment and Human Allies get +10 HP and go up a die for attack
and defense
6 Can call in a unit of 5 Government humans from Section 9
Sons of Scrap
together to help each other repair and gather resources. They travel
in packs and often try to avoid human contact for fear that their
Focuses
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o Speed
o Deep Thought
o Resilience
Other
Points Effect
2 Gain 5 hp and go down 1 speed for welding new parts to you.
4 Go up a die for defense and attack but down a die for stealth and PR
for welding new parts to you
6 Welding 10 parts to you makes you giant
Secret Weapon
Focuses
o Combat
o Magic
o Disguise
Other
o None
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Points Effect
2 Stealth attacks deal quadruple damage
4 Can stealth again after one turn if you are discovered
6 Go up a die for all checks while sneaking
The Replacements
machinery. They were then discarded and hide away from society
Focuses
o Disguise
o Resilience
o Deep Thought
Other
o None
Points Effect
2 Can send your memories into another person’s mind or into an
electronic storage device
4 Can download other creatures memories
6 Can alter your appearance to be anyone you have seen
Ghosts
o Description: When a human dies, they sometimes get lost and end up stuck on
Earth. This is a very bad thing, because if they miss their chance to get to the
afterlife they are stuck on Earth until they can find it again and should they die as
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a ghost they go somewhere… different. Far worse than hell, the area they would
find themselves in is simply eternal pain, but continuous cognitive function. The
mouths and eyes. Some ghosts grow so old trying to find the afterlife, they end up
going mad and become wraiths, ghosts who feed on the energy of other ghosts
and create a perverted version of the emotion they once represented. All ghosts
represent the emotion strongest with them when they were alive and must feed on
that emotion to remain on earth and not fade into the Other World.
o Hp: 10
o Speed: 7
o Other:
Ghosts have property called local, your local is the area within the
Rather than buying things, you have to go to a spirit merchant for any
items that work in the spiritual plane. They demand hold as payment.
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You are considered a spirit
o Classifications
Spirit of Love
the world than most other spirits, due to the high amount of love
that is present in the world. Please note that these are not
Focuses
o Manipulation
o Hold
o Animation
Other
Points Effect
2 As long as an ally of your choice is alive you both go up a die for all
checks
4 As long as an ally of your choice is alive you both get +15 hp
6 As long as an ally of your choice is alive you both deal double damage
Spirit of Joy
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Description: Spirits that profit off the joy present in the world they
have the weakest hold on the world, due to the lack of joy in the
Focuses
o Animation
o Local
o Feed
Other
Points Effect
2 If your hold is full you and each ally heal 1d4 each turn
4 If your hold is full you and each ally go up a die for all checks
6 If your hold is full you can reroll any check 3 times a turn
Spirit of Hate
Description: Spirits that feed on hate, they are the most dangerous
and they are not to be trifled with. Perhaps as the universes way of
Focuses
o Possession
o Manipulation
o Feed
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Other
Points Effect
2 Enemies go down a die for all checks
4 You have no weaknesses and all resistances are now immunities
6 You take half damage from all attacks
Spirit of Sorrow
Description: Those who feed off of sorrow and misery, they can
Focuses
o Local
o Hold
o Manipulation
Other
Points Effect
2 Enemies get -2 to all checks and damage
4 Whenever you would be dealt damage roll a PR check against the
target, if you succeed you take no damage
6 Each turn you can roll a PR check against a target, if you succeed the
target commits suicide
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Spirit of Disgust
inhabit areas infested with bugs, rats, and other vermin. They are
taking it with them and possessing those who they come across, in
Focuses
o Possession
o Feed
o Local
Other
Points Effect
2 Poison weapons deal double damage
4 Double the effect of poison and intense poison
6 All attacks have the miasma and intense poison effects
Spirit of Victory
fallen soldiers in great battles. They are physically apt and can be
deadly in combat.
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Focuses
o Feed
o Possession
o Animation
Other
Points Effect
2 All allies go up a die for all checks
4 An army you support that feels victory goes up 2 dice for all checks
6 People you possess go up 2 dice permanently after you leave them,
this only activates once per person
Spirit of Envy
lacking. These spirits will often whisper words into the ears of
their victims to make them feel more and more worthless, feeding
Focuses
o Manipulation
o Feed
o Hold
Other
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Unique Focus: Green Eyed Monster
Points Effect
2 People within one square of you perceive flaws that no one else can
see
4 At the beginning of a battle roll 1d6 for each enemy. On the result of a
6 target enemy goes mad and attacks their allies
6 Once a day you can force a dream onto a sleeping person about their
deepest envy based fears. They will perceive this dream as reality
Spirit of Surprise
person they surprise they are fed, pulling off elaborate stunts and
Focuses
o Local
o Manipulation
o Animation
Other
Points Effect
2 Can be seen and heard by a target for 5 seconds once a day
4 Can be seen and heard when it is dark
6 Can be seen in mirrors
Spirit of Nations
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Description: The spirits that represent nations come in two
different forms, the ghost of a dead nation, and the spirit of the
people living in it. For the dead nation ghosts, they walk as long as
Focuses
o Local
o Hold
o Manipulation
Other
Points Effect
2 Can manifest yourself as a symbol of a nation (Uncle Sam, Britannica,
etc.)
4 Can summon a national animal to assist you in a fight, they have 1d8
in all checks
6 Feeding on peoples nationalism only increases it
Spirit of Vengeance
Description: Dying a gruesome death not fit for the light of day,
out and destroy the wickedness of the world, unlike other ghosts,
Focuses
o Possession
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o Local
o Hold
Other
Points Effect
2 Can use electronic devices to travel instantaneously
4 Can be seen by mortals you are trying to kill, they go down a die for
all checks
6 Enemies all have 1 hp if they attack you
o Organizations
Chess masters
others like a fiddle. However they don’t gain any feeding bonuses
Focuses
o Manipulation
o Possession
o Local
Other
o None
Points Effect
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2 Deal 1d12 damage to enemies if you use monk exploit
4 Can move twice in a turn
6 When you move, you can move through enemies and deal 1d10 to
enemies you move through
Poltergeists
force humans to stay and feed on that one group forever and ever.
environment and will use whatever they can to keep their livestock
inside.
Focuses
o Local
o Manipulation
o Animation
Other
o None
Points Effect
2 Get +30 hp while in your local
4 Your locale cannot be destroyed
6 You can possess your local and move it around
Possessors
human’s body and living life in their bodies. They are far more
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anchored and absorb more emotion than others, but have to fight
Focuses
o Possession
o Hold
o Feed
Other
o None
Points Effect
2 While your hold is full you can be seen and heard
4 Instead of possessing you can mind control people
6 Possessed or mind controlled humans go up 2 dice for all checks
Creeping Reapers
Focuses
o Animation
o Hold
o Feed
Other
o None
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Unique Focus: Meet the Reaper
Points Effect
2 Deal double damage to spirits
4 Deal triple damage with electric weapons
6 Killing spirits makes you go up 2 dice for all checks for 24 hours
The Prism
emotion, the Prism are in a constant state of civil war. While in this
Focuses
o Manipulation
o Local
o Hold
Other
o None
Points Effect
2 Whenever you take damage, you resist that damage type until the end
of the next turn or you take damage of a new type
4 Whenever you heal, double the amount healed
6 Your weaknesses are now normal damage, all other types are
resistances, resistances are immunities, immunities now heal you
Blessed Dead
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o Description: Spirits of Angels, they wish to get back to heaven, but are lost here
on the Earth. They seek to help others in an effort to achieve this. They have a
special relationship with the Jotun, who also yearn for a home.
o Focuses
Manipulation
Hold
Possession
o Other
None
Points Effect
2 Heal yourself and each of your allies 1d6 hp each turn
4 Deal double damage with spirit weapons
6 Can bring allies back to life once
The Amalgam
o Description: Spirits who have fought for so long they fused together and became
one. They are always different spirits and can only feed on a concept that is a
combination of the 2 emotions they represent. However they are larger and more
o Focuses
o Other
your choice
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o Unique Focus: So this is what they think of fusion
Points Effect
2 At full hold deal double damage with all attacks
4 At full hold go up 2 dice for all checks
6 At full hold get +25 hp and heal fully every time you kill an enemy
Blithe Spirit
o Description: The endless party, they accept other spirits into their ranks,
regardless of what they feed on. While inside a Blithe Spirit locale, they are
incapable of growing hungry, but cause strange happenings outside and inside of
the locale.
o Focuses
Local
Hold
Manipulation
o Other
Points Effect
2 You can be seen by the living while in your local
4 Humans and ghosts are attracted to your local
6 Wraiths and reapers cannot enter your local
Heart Breakers
o Description: A Social Darwinist ghost organization, they run around breaking the
hold that other Ghosts have on humans and then consuming the ghost themselves.
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They believe that feeding on emotions of the living is wrong and that Ghosts
o Focuses
Feed
Possession
Animation
o Other
Points Effect
2 Go up a die for all checks for 24 hours after killing another ghost
4 Other ghosts go down a die for all checks against you
6 Heal to full hp every time you kill another ghost
Zone Wanderers
o Description: People who died while watching the Twilight Zone (the real Twilight
Zone, not the Forrest Whitaker one), they are now trapped in the episode of the
Twilight Zone they were watching at the time, which is pretty much a Twilight
o Focuses
Local
Animation
Possession
o Other
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The episode is an alternate dimension that allies can contact you in while
Points Effect
2 Can be brought out of the episode by possessing allies
4 Can bring enemies into the Twilight Zone
6 Can bring an entire area into the Twilight Zone once
Mummies
them life beyond life and supernatural ability. However, this process is both a
blessing and a curse, in return for these powers the Mummies are eternally bound
to the service of the powers that be, a massive creature of pure shadow made of
thousands of dead gods and lost souls. They now walk the Earth punishing the
o Hp: 20
o Speed: 5
o Weaknesses: Weak to melee, extreme damage from fire, spirit, and water
o Other:
You gain lifespan for doing tasks for the powers that be and lose it
Rather than shop at human stores you have to shop in the underworld
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o Classifications
Egyptian
techniques used on them have made their bodies strong and given
them greater lifespan. They are usually used as foot soldiers by the
Focuses
o Body
o Eternity
o Breath
Other
Points Effect
2 Go up a die for attack and defense for each enemy on the field
4 As long as you wield a melee or silver weapon, deal get +5 to all
attack and defense rolls
6 You are immune to magic
Aztec
real glass cannons, powerful, beautiful, and stealthy. But they have
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Focuses
o Shadow
o Thought
o Body
Other
Points Effect
2 For each enemy you’ve killed this battle go up a die for all checks
4 Bleeding enemies take double damage
6 If there is only a single enemy on the field go up 3 dice for all checks
including damage
Norse
then sent into the sea, the Norse mummies have little resistance,
but can use powerful magic, hit harder than anything, and can keep
Focuses
o Soul
o Body
o Shadow
Other
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o You are considered a monster
Points Effect
2 Deal double damage to enemies who use 1d8 or higher for magic
checks
4 The effects of allies magic or similar abilities are doubled
6 Immune to sneak attacks
Chinese
toward lifespan and magic, but can used for public relations as
well. The powers that be however, had a strange idea to use them
strong suit, they still endure it, or face loss of lifespan. The reason
Focuses
o Eternity
o Thought
o Soul
Other
129
Points Effect
2 You are immune to fire damage
4 Deal double damage with fire weapons
6 Go up a die for all checks for each ally
Natural
Description: Stone walls, plain and simple. Those who died in the
Powers that be fear them for being outside their control. They are
breath, they can shrug off most attacks, but are not focused
Focuses
o Breath
o Eternity
o Thought
Other
Points Effect
2 Take ½ damage from melee
4 Go up 2 dice for attack defense
6 You are giant
Aliens
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Description: Martians given an honorable death in ancient
cultures, but the powers that be did not give them the same rites as
Focuses
o Eternity
o Thought
o Shadow
Other
Points Effect
2 Electric weapons deal double damage and have the stun effect
4 Electric weapons have rapid fire
6 Can transmit your consciousness into a human at will, you keep your
stats, but your HP and speed become that of a human
Native American
after dying with sacred rights ensuring your service to the powers
that be.
Focuses
o Breath
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o Thought
o Eternity
Other
Points Effect
2 +5 hp
4 ½ cost for spells
6 Take half damage from enemies attacks
New Breed
Focuses
o Shadow
o Breath
o Body
Other
Points Effect
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2 You can pay any lifespan after succeeding in an attack, if you do deal
+1 damage for every 10 lifespan you spent
4 Can convert money into lifespan
6 Double the effect of all shadow spells
Xanadu
are deeply spiritual and upon being risen, were very sad that their
gods didn’t exist and they must serve ancient forces of ambiguous
Focuses
o Soul
o Thought
o Eternity
Other
Points Effect
2 For each magic crystal in the area go up a die for all checks
4 For each magic crystal in the area get +10 hp
6 For each magic crystal in the area go up a die for damage
Live Burials
with live burials, they have been gifted by the powers that be with
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a power beyond comprehension. They are incredibly large and
Focuses
o Body
o Breath
o Soul
Other
Points Effect
2 You can burrow underground at the same speed you usually move at,
striking from below is automatically a sneak attack.
4 You are immune to unarmed, melee, guns, and poison
6 Deal double damage and take ½ damage from all sources
o Organizations
Powers That Be, they have powerful magic and stealth and are
Focuses
o Eternity
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o Soul
o Shadow
Other
o None
Points Effect
2 Deal double damage to enemies within 2 squares
4 You can fly
6 Adjacent enemies get -1/2 to all rolls
Description: Stealthy, but they don’t need it. Cut From Shadow
hits hard and can take as much as it dishes out, then disappear as
Focuses
o Shadow
o Body
o Breath
Other
o None
Points Effect
2 Sneak Attacks deal x2 more damage
4 Can teleport your move speed once a turn
6 Can ignore damage 3 times a battle
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Ancient Army
Description: Tanks, plain and simple. They can absorb damage that
would destroy a city and deal just as much. They were conditioned
and trained in life for this purpose, and their training continued
after death. They are used as the frontline by the Powers That Be.
Focuses
o Body
o Breath
o Eternity
Other
o None
Points Effect
2 For each ally in the Ancient Army go up a die for all stats
4 Deal double damage with bullets attacks
6 Can choose to halve your move speed and go up 2 dice for all checks
including damage
From Below
they serve the Deeper Beings instead of the Powers That Be. A
jack of all trades, they can interact with decent society, cast magic,
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meaning they can be sent back to the underworld as quickly as they
came.
Focuses
o Soul
o Thought
o Body
Other
o None
Points Effect
2 Immune to fire and dark damage
4 +3 speed and you always go first
6 Enemies always move last and have ½ speed
Curse Bearer
stronger is supplying their lifespan, and they like it. They are some
of the best wizards in the world, but can also live a normal life via
Thought.
Focuses
o Eternity
o Thought
o Soul
Other
o None
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Unique Focus: Cursed
Points Effect
2 Enemies that come within 2 squares of you take 1d4 poison damage
and 1d4 dark damage
4 Enemies get -3 to all checks
6 Immune to extra effects of weapons
Bloodsport Gods
gladiator games, the Bloodsport Gods are the top of the line when
Focuses
o Body
o Breath
o Eternity
Other
o None
Points Effect
2 Deal bleeding damage with all weapons
4 Always go first
6 Go up a die for damage for each ally and enemy on the field
Ancient Aliens
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Description: Given new purpose by the Powers that be, this
Focuses
o Eternity
o Thought
o Shadow
Other
Unique Focus
Points Effect
2 Shadow abilities cost ½ the lifespan they usually do
4 You can breathe in any environment
6 You cannot be targeted by magic
Agents Against
Description: They have decided that the powers that be are punks
and have devoted their unlife to fighting against them. They know
Focuses
o Soul
o Shadow
o Body
Other
139
o You can absorb 1,000 years of lifespan for killing powers
that be
Unique Focus
Points Effect
2 Deal double damage to mummies
4 Whenever you take damage, deal ¼ of that damage to your attacker
6 If you die, you come back to life, this only works once
Unleashed Fury
lifespan and prevents you from serving the Powers That Be.
However if this artifact is ever destroyed, you will die with it.
Focuses
o Breath
o Body
o Thought
Other
Unique Focus
Points Effect
2 You item acts as a living being that has a move of 0 and uses 1d10 for
all checks
4 As long as you have your item on you deal double damage
6 Your item has 100 hp and anyone aside from you who comes within 1
square of it takes 1d20 dark damage
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The Awakened
welfare, not the powers that be, but can still be granted artificial
Focuses
o Thought
o Soul
o Breath
Other
o None
Unique Focus
Points Effect
2 Heal 1d6 hp each turn
4 Once a battle you may choose to take no damage from an attack
6 Deal double damage with bullets and fire weapons
Magical Princesses
harmony, but then creatures from the darker zones came and shattered their
ancient customs, causing them to come to our own dimensions, taking homes on
the planets and moons of our solar system. They now spend most of their time
gathering hope from Earth to maintain the seals on the portals keeping the
Darkness from entering the Milky Way Galaxy. They are also in charge of
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destroying any Dark Beings that enter the galaxy. The princesses have different
methods of undertaking these tasks however and have split into different courts
o Hp: 15
o Speed: 6
o Weaknesses: weak to unarmed and melee, intense damage from bullets, extreme
o Other:
Must maintain a hope meter, hope goes down when you witness or
face of adversity, charity towards those less fortunate, and darkness being
You can shop at human shops, but you can also visit the infinity market
o Classifications
Cards
and black. They are considered the war princesses, having both the
soldiers and their own combat capability, they are not one to stay
in court waiting for the prince to save them; they prefer to save
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Focuses
o Servants
o Command
o Blades
Other
o None
Points Effect
2 Each turn roll a 1d4 on the result of a 4 gain $100 worth of diamonds
4 Each turn roll a 1d4 on the result of a 4 make 2 extra attacks this turn
6 Each turn roll a 1d4 on the result of a 4 mind control one enemy and
you are immune to damage from weapons with range 1 or less for the
duration of the turn.
Chess
very strict hierarchy. Chess princesses do not lead from the front,
but they do command elite strike teams and armies however, which
Focuses
o Command
o Thought
o Servants
Other
o None
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Unique Focus: The pawns go first
Points Effect
2 Servants deal +10 damage
4 If you should die, you may kill a servant instead
6 Bring in a servant with no cost to hope if you defeat 8 enemies
Celestial
Description: Modeled after the stars and planets they have sworn to
more powerful forms, but also magic and combat ability as well.
Focuses
o Blades
o Transform
o Magic
Other
o None
Points Effect
2 If you are at 10 hope you can open portals across the galaxy
4 If you are at 10 hope you can time travel
6 If you are at 10 hope you can pump hope you obtain back into the
Earth itself making the world better overall
Gems
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Description: Modeled after precious gems, they are dressed in
Focuses
o Blades
o Transform
o Thought
Other
o None
Points Effect
2 You can store your weapon inside your gem
4 Can see the future results of your actions at will
6 You can cry healing tears that fully restore all hp, removes status
effects, and stops death
Nature
resemble their host flower, red and thorny for roses, poofy and
purple for lilac, Simple, yet elegant for sunflowers, and so on.
They command the power of the wilds and will use it to destroy
Focuses
o Magic
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o Servants
o Thought
Other
o None
Points Effect
2 When you sing, others join in singing and the scenery changes to
accompany the lyrics of the song.
4 People are drawn to you and desire to help you
6 A prince will come to rescue you if you are kidnapped
Rock
princesses of rock are brought to life by glam rock itself and are
naturally skilled with the guitar, drums, mic, keytar, or for some
Focuses
o Transform
o Command
o Thought
Other
your instruments
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Unique Focus: The Power of Rock
Points Effect
2 Playing music you make yourself can destroy all the glass in hearing
range
4 Playing music allows you and your instruments to float
6 Playing music causes all creatures in an area to obey your commands
and if they lack a command, dance.
Monster
Description: They love Earth, never before have they seen such
fascination with the beasts and enjoy taming them and hanging
Focuses
o Servants
o Blades
o Transform
Other
o Choose 1
You have a pet Baby Dragon that uses 1d8 for all
147
takes damage it gets a permanent +5 HP. It has a
speed of 6 and an hp of 5.
Points Effect
2 Pets go up a die for all checks
4 You may have a Darkness Servant as a pet
6 Your pet becomes an adult, they go up 2 dice for all rolls. The
dragon’s fire attack deals intense burning and has 1d20 damage. The
Leviathan now takes up a 30x30 grid and takes 1 damage from all
attacks. The Hydra can attack X/5 times each turn, where X is its total
HP. All of them are giant. Darkness servant becomes a dark dragon.
All get +10 hp
Demon
power by the demons who dwelled there and now use it to fight
Focuses
o Transform
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o Thought
o Blades
Other
Points Effect
2 Target is stuck to the spot they are currently standing in for 24 hours
4 When an enemy deals damage to you they lose all abilities for 1 turn
6 Can create a portal to hell
Fairy
latent magical energy that surrounds the Fair Folk. This ability has
Focuses
o Magic
o Servants
o Command
Other
o Can fly
Points Effect
2 Your allies can use your magic, they trade the equivalent to hope to
cast the spell
4 Your Allies can fly
6 Your allies gain +15 hp and heal 1d4 each turn
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Barbarian
Focuses
o Magic
o Blades
o Thought
Other
Points Effect
2 Deal double damage to civilized folk
4 If you succeed in a defense check, deal your weapon damage to the
attacker
6 Can be returned to life if you are buried in your native soil
o Organizations
Court of Roses
considered expendable. Their halls are lavish and well kept, with a
healthy supply of hope coming off the earth to keep them satisfied,
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they use magic for the most mundane of activities, angering the
other courts, they can do this not only because they harvest the
most hope, but also because they are the furthest from the
Focuses
o Magic
o Servants
o Command
Other
o None
Points Effect
2 Deal double damage with wood weapons
4 Enemies move at ½ speed and are bleeding
6 All doors you open can lead to any door of your choosing
Court of Love
Description: The foil to the Court of Roses, the court of love seeks
well and are very intelligent, causing them to be the second most
Jupiter, where they can adequately prepare for the darkness, but
Focuses
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o Servants
o Transform
o Thought
Other
o None
Points Effect
2 Darkness cannot touch an area of earth you inhabit
4 Immune to forced teleportation and time travel
6 Can summon all allies to a square adjacent to you whenever you
choose.
Court of Wine
fun, finding it more exciting than the throne, then taking their
favorite mortals back to the court where they live in the lap of
Uranus, where they have a strong military that is the best prepared
Focuses
o Transform
o Blades
o Magic
Other
152
o None
Points Effect
2 Can find a desirable romantic partner via radar
4 Innately know the location of alcohol distributors
6 You are immune to the harmful effects of intoxicants
Court of Mirrors
darkness for comfort, the queen of mirrors has created a field that
is not only powered by Hope, but literally sucks it from the mortal
world. The other courts are furious with the court of mirrors, but
Focuses
o Magic
o Thought
o Command
Other
Points Effect
2 Other courts go down a die for all checks against you
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4 If you are attacked you may send the attacker to one of the other
courts once a day.
6 Enemies take 1 damage on the first turn of combat, then 2 on the
second, then 4 on the third, and so on
Court of Shadows
vague in its agenda to say the least. They are clearly allied with the
Focuses
o Servants
o Command
o Blades
Other
than witnessing it. The meter goes down for giving people
hope.
Points Effect
2 Permanently gain +1 hp for putting darkness into a person
4 All attacks have the intense poison status effect
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6 You are permanently invisible unless you don’t want to be
Old Court
Description: The old court was lost to the darkness long ago, but
Focuses
o Command
o Magic
o Servants
Other
o None
Points Effect
2 Can make double the amount of actions in a turn
4 Target gets -1/2 to all rolls
6 Can travel back in time to a point of your choosing
Focuses
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o Servants
o Blades
o Magic
Other
o None
Points Effect
2 Deal double damage to authority
4 Get -10 hp, go up 2 dice for all checks
6 If you die you may make an attack on the enemy who killed you. If
you kill that enemy, you come back to life
Sunrise Court
one place they will truly be safe from the darkness, seeing as how
Focuses
o Transform
o Magic
o Thought
Other
o None
156
Points Effect
2 While you are in the sunlight go up a die for all checks
4 While you are in the sunlight heal 1d4 each turn
6 While your enemies are in the sun they get -1/2 to all checks
Tribal Court
Focuses
o Blades
o Magic
o Transform
Other
o None
Points Effect
2 Can deal X amount of damage to yourself where X is whatever
number you choose. Doing so gives you +X to all rolls for the
remainder of the battle
4 For each other princess in the area go up a die for all checks
6 If you succeed in an attack and deal less than 5 damage, make another
attack
Court of Science
157
keep out the darkness. They are gaining headway, but are often
Focuses
o Thought
o Transform
o Command
Other
o None
Points Effect
2 Can breathe in any environment
4 Creatures that resist dark damage take double damage from all your
attacks
6 You are immune to dark damage
Jotun
o Description: Long ago the Jotun lived in a peaceful and serene world, but vile
elves came and slaughtered the majority of the population, those who survived
fled to Earth were they languished. In the homestead, the area they once lived, all
needs were met and they never felt pain, but now they are stuck in this bleak
world of ours where they have to hunt, struggle, and die for their very existence.
Due to this the Jotun have vowed to get back to the homestead and retake their
home.
o Hp: 45
o Speed: 8
158
o Weaknesses: Weak to wood and fire
o Other:
halted. If the meter hits zero you commit suicide out of depression.
o Classifications
Giants
Description: Men who stand 20 feet tall, they are more often on the
Focuses
o Craft
o Protection
o Assault
Other
Points Effect
2 Go up a die for attack against non-giant enemies
159
4 Moving deals 1d4 damage to each enemy adjacent to you, you can
move through non-Giant enemies
6 Double effects of the Giant characteristic
Goblins
Focuses
o Skulking
o Assault
o Ceremony
Other
Points Effect
2 Go down 35 hp, control 10 goblins (all of them have -35 hp)
4 If the target of an attack is blocked on all sides deal double damage
and go up 2 dice for attack
6 If a goblin dies each other goblin you control can eat its flesh, if they
do so they go up 5 hp. If you are left with one goblin it goes up a die
in all stats and is giant.
Trolls
160
Description: Hulking and brutish creatures, trolls often believe that
they can reach home by building the perfect home here on earth,
and decorate it with its food and saying the holy troll words hoping
Focuses
o Ceremony
o Feeding
o Protection
Other
Points Effect
2 Every time you land an attack on an enemy they deal -1 damage the
next time they land an attack
4 Every time an enemy attacks you with weakened damage go up a die
for your next attack
6 If you eat a person at the beginning of the day, you become giant
Cyclops
Focuses
161
o Protection
o Feeding
o Craft
Other
Points Effect
2 Enemies you make direct eye contact with an enemy gives them -2 to
all checks
4 Can create a magic shield once a day. If you are hit with an attack it
deals ½ damage. The shield disappears after 5 hits.
6 Enemies with more than 1 eye take double damage
Ogres
mindless savages who know only to eat and hunt. They are the
perfect combatants, but they can do little else. Most other Jotun use
them as guard dogs out of sympathy, hoping they too can find
Focuses
o Skulking
162
o Feeding
o Assault
Other
Points Effect
2 Deal x2 damage to elves and princesses
4 Take ½ damage from elves and princesses
6 Your fetch allies with you to redeem itself. It is a human, but you may
create its character sheet.
Pixie
accepted into Jotun society, but they often stay on their own or in
Focuses
o Ceremony
o Skulking
o Assault
Other
163
o You are tiny (take double damage from non-tiny creatures,
Points Effect
2 All allies can fly
4 You can levitate objects that weigh 25*X where X is your attack die’s
maximum roll
6 Can be brought back to life with children’s belief
Dragon
intelligent and looking for revenge against the elves while owing
Focuses
o Assault
o Feeding
o Protection
Other
164
Points Effect
2 You deal double damage with fire weapons
4 You start out with the flamethrower weapon
6 You are immune to fire
Gremlin
malfunctions.
Focuses
o Craft
o Ceremony
o Skulking
Other
Points Effect
2 Can teleport the range of any shock weapon you have
4 Can use shock damage weapons on 3 different targets in a single
attack
6 Can turn machinery into different machinery of the same classification
(vehicles into vehicles, appliances into appliances, etc.)
Gnome
165
old discarded human junk, they often redo the interiors of the junk
Focuses
o Craft
o Skulking
o Protection
Other
Points Effect
2 Can make a non-tiny creature tiny once per day
4 Can create a tunnel between 2 locations once per day
6 Can summon a Gnometron. It is 5’ 3” and gives you +2 to all checks
while inside it.
Genie
Focuses
166
o Ceremony
o Feeding
o Assault
Other
pot
Points Effect
2 You may cast a ceremony spell for free with no time elapsing if
someone wishes for it.
4 You can use ceremony spells from any other Jotun, providing you are
the proper level
6 You cannot be contained
o Organizations
Woodsmen
Focuses
o Craft
167
o Ceremony
o Protection
Other
Points Effect
2 Create 2 duplicates of anything you craft
4 Double the effect of anything you craft
6 Immune to wood damage
Raiders
Description: Those who believe that the reason they were banished
from Homestead is because they were too weak, they feel that if
Focuses
o Assault
o Feeding
o Skulking
Other
Points Effect
2 After making an attack you can make a stealth check to not be seen
4 Double effects that your weapons have
6 Successful attacks disarm a target for 1 turn
168
Guardians
have a new duty; protect humanity and all that is good in the world
from all that would seek to harm them. They are armed with
Focuses
o Protection
o Skulking
o Ceremony
Other
Points Effect
2 Once a day you can create a 3x3 grid, while inside this grid your allies
gain 1 hp each turn and go up a die for defense
4 Enemies within or adjacent to the grid take 2 damage each turn
6 Enemies within the grid cannot attack, defend, or move
Earth Kin
Description: Those who were born on earth and have never seen
homestead, regardless, they want to get back there after what they
have heard from the older Jotun. They believe that they can destroy
169
Focuses
o Craft
o Assault
o Feeding
Other
Points Effect
2 Enemies from outside of Earth take double damage from you and your
allies
4 Allies from Earth go up a die for attack and damage
6 While you are on Earth go up a die for all checks
Bridge Burners
homestead will only cause the elves to come to earth and overrun
homestead.
Focuses
o Assault
o Ceremony
o Craft
Other
170
Unique Focus: Cut Off From the Gods
Points Effect
2 +2 range and grid size
4 Enemies deal 1d12 fire damage to each adjacent creature when they
die
6 Enemies cannot use magic and abilities
New Gods
Focuses
o Craft
o Assault
o Ceremony
Other
Battle
Fear
Harvest
Craft
Education
Sex
Love
171
Baseball
Mountains
Dogs
Swamps
Fire
Points Effect
2 You can give your worshippers +2 to all checks for an indefinite
period of time
4 You can choose a single champion amongst your followers, they get
1d20 to all checks and have 10’s in all their stats.
6 Your followers come back as a ghost spirit of love serving you if they
die
Glamourous
them, the glamorous are Jotun who have used glamour charms to
assume the life of another, while at the same time selling that
Focuses
o Skulking
o Ceremony
o Feeding
Other
true appearance.
172
Unique Focus: Glamour Charm
Points Effect
2 You have a house, job, and significant other
4 You know everything about the human whose life you took over.
6 Everyone is supernaturally attracted to you (in both platonic and
romantic ways depending on the sexuality of the attracted)
Fairy Sexy
simply want to turn Earth into a rampant sex comedy like they had
Focuses
o Ceremony
o Protection
o Skulking
Other
Points Effect
2 Human libido grows when adjacent to you.
4 Humans are unable to hide their feelings and cannot lie
6 The general area you live in becomes far more sexual and hilarious,
like a sex comedy movie
Quest Givers
173
Description: They are bored with the time on earth and would
Focuses
o Craft
o Feeding
o Protection
Other
o None
Points Effect
2 The level of effort a human puts into a quest will result in a large
reward for both of you
4 Heroes are supernaturally drawn to your location
6 You can alter the storyline to your will if you succeed in a daily magic
check
Description: They don’t like this new world and act out towards it
Focuses
o Assault
o Feeding
o Skulking
Other
174
o None
Points Effect
2 Deal double damage to ambushed enemies
4 Ambushed enemies have -1/2 to their first 3 rolls
6 Sneak attacks deal x14 damage
Children
Description: The children of the Bleak World are the ones who suffer more than anybody,
but they don’t usually let that get them down, and this has given them fabulous power, their
belief in the inherent goodness of the world makes them immune to some of the darker
monsters there are and an unusual capacity for making friends with the beasts. It also
empowers their toys to be legitimate weapons and their pets become powerful guardians.
HP: 5
Speed: 5
Other
o Must maintain an innocence meter, it goes down whenever your childlike naiveté is
broken and goes up when things become more optimistic. If it hits zero you turn into
a regular human
Classes
o Enfant Terrible
175
Description: Children who were given dark powers and have the strongest
belief in the magic that makes up the world, unfortunately this makes them far
more likely to go all “Omen” on things than others, but this is not necessarily
a given, with proper raising and good childhoods, they can become very good
people who can make the world much better using their powers.
Focuses
Belief
Combat
Adorability
Other
None
Points Effect
2 Enemies take double effect from magic
4 Deal double damage with fire weapons
6 Enemies that come within 1 square of you take 1d20 fire damage
o Child Soldier
Description: Beaten, brutalized, and abused; the child soldiers come from all
walks of life, some kidnapped and tortured, others simply left with no choice.
They know not what they do and are often exploited by the true scum of the
Focuses
Combat
Intelligence
176
Innocence
Other
Points Effect
2 Always go first
4 Enemies get -1/2 to all rolls on the first 2 turns
6 Immune to Dark damage
o Innocents
They have various ways of dealing with the things that go bump in the night
though. Some cannot be touched by virtue of being so pure, while others must
resolve to create a war using toys or making friends with the monsters.
Focuses
Innocence
Toys
Adorability
Other
None
Points Effect
2 Cannot be mind controlled
4 Toys cost ½ price
6 Reroll all checks twice and use the highest results
o Teenagers
177
Description: Teenagers are jaded and cruel by default, but this is usually just a
front put up to protect a much more sensitive soul. They believe in taking care
of the younger children and are the most likely to fight when encountering a
monster.
Focuses
Intelligence
Combat
Toys
Other
Points Effect
2 Deal double damage to enemies with a lower hp than you
4 Deal double damage to enemies with a lower attack dice than you
6 With every attack choose a status effect, use that status effect with
your next attack.
o Young Genius
Description: Kids are too damn smart these days, back in my day I had no
fucking idea how to program things, now kids are doing it for fun! Point is,
these kids are smart, but they still have a strong belief in the magic of the
Focuses
Intelligence
Belief
178
Innocence
Other
None
Points Effect
2 Adults actually listen to you
4 You can create toys and pets from stuff in your mom or dad’s garage
6 Go up a die for all checks
Organizations
o Devil Children
Description: A group of children who were born without soul and never taught
right from wrong, this has tragically made them turn to demon worship for
protection from the cruelty they were born into. Satan answered and
empowered them.
Focuses
Belief
Combat
Intelligence
Other
None
Points Effect
2 Can give each enemy limb damage once a battle
4 Once a day you can mind control a person
6 Once a day you can reduce each enemies hp to 1 for the remainder of
a battle
179
o Shadow Legion
Description: Children taken from their homes by mutants who turned the
predatory animals, devoid of any feeling aside from serving their mutant
masters.
Focuses
Combat
Intelligence
Belief
Other
Points Effect
2 Can crawl on walls
4 Can become invisible for 24 hours
6 Turn a child into a member of the shadow legion
o Babysitters Union
Focuses
Innocence
Intelligence
180
Toys
Other
Points Effect
2 Go up 2 dice on all checks when those you protect are threatened.
4 You are paid 8 dollars an hour
6 Enemies take double damage from trap
o Cabal Y
Description: Cabal Y saw too many superhero movies and their belief in genre
convention has given them hidden powers that they don’t really understand.
They also have a faulty belief in how well a PERF gun would work on a
vampire.
Focuses
Adorability
Belief
Toys
Other
None
Points Effect
2 All toys deal double damage to monsters
4 Enemies of human intelligence don’t like to kill children
6 Toys can damage evil humans
o Schoolchildren
181
Description: Average schoolchildren form grades K-12. They go about their
day just hoping to get an A on their next math test and get a lot of friends.
Never the less they are often forced to fight a werewolf or something and use
Focuses
Adorability
Innocence
Toys
Other
None
Points Effect
2 Go up a die for all checks against enemies who you’ve fought before
4 Go up a die for all checks for every child ally you have
6 Pets double all their rolls
Zombies
o Description: Zombies occur when bitten by another zombie, but unlike the
standard Romero zombie, these zombies retain their human consciousness, but
they lose control for most of the day. In addition, zombies only get nutrients from
eating delicious human brains, and if they don’t they start rotting and fading into a
in an effort to control the damage they cause during their blackout, as well as for
o Hp: 5
182
o Speed: 2
o Weaknesses: Weak to Melee, intense damage from fire, extreme damage from
spirit
o Other:
Must maintain a hunger meter. It goes up when you eat human brains and
For 23 hours of the day you are blacked out and controlled by the GM.
o Classifications
Swamp Creature
Creature
priests. They revolted against their masters and while many choose
to protect nature, they all have their own agenda. These beings can
Focuses
o Combat
o Speed
o Control
Other
183
o You are considered a monster
o Get +10 hp
Points Effect
2 Can spawn a swarm of flesh eating flies once a day
4 Go up 2 dice for attack, damage, and defense rolls once a day for an
hour
6 You have a giant tree beast, it has the character sheet of a Giant of the
Woodsman organization
Infected
“There’s only one way to kill a zombie…” Ving Frost, man unaware there
their disease around mainly through biting, but you can also get the
Focuses
o Infect
o Combat
o Numbers
Other
184
Points Effect
2 Can roll to infect anyone who comes within 1 square of you
4 Can only be killed with a shot to the head
6 Double the effect of numbers skills
Lich
“I have lived for one thousand years today, and what have I done with it?
Did I help anyone? Did I hurt anyone? No, all I’ve done is sit in a cave
their souls from their body and placed it in a phylactery, which will
Focuses
o Magic
o Control
o Infect
Other
Points Effect
2 Deal any damage you take to another target of your choice
185
4 Can sacrifice a zombie or human to pay for the cost of a spell, pay
double the number of sacrifices for an 8th level spell, and quadruple
the number of sacrifices for a 10th level spell
6 Can create up to seven phylacteries, all of them need to be destroyed
before you can die
Thriller
transmit music through the air. They can blend in better in a group,
but going to long without brains will cause them to look like a
Focuses
o Magic
o Numbers
o Speed
Other
monster
Points Effect
2 If an enemy moves adjacent to you, you can moonwalk 1 square away
4 If an enemy moves within 2 squares of you, they get -1/2 to their next
roll
6 Use 1d20 for stealth
186
“In space, no one can here you scream.” –Every serial killer who goes
into space
Focuses
o Speed
o Infect
o Numbers
Other
dies you can go find a new one. While outside a body you
Points Effect
2 Every enemy corpse that you walk over becomes a zombie
4 Create 4 parasite worm parasites
6 Enemy corpses that were turned into zombies create a second zombie
with half the stats if they die. Those zombies do not have this ability
o Organizations
The Horde
187
Description: A mindless horde of zombies, they live only to eat
and create more of themselves. They are fast and tend to quickly
Focuses
o Infect
o Speed
o Numbers
Other
hours
Points Effect
2 If you have a status effect on you, go up a die for all rolls
4 You and each zombie you control deal 1 extra damage on damage
rolls for each zombie adjacent to the target
6 You, but not other zombies you control, can attack an extra time each
turn
“Bathe in our dark gods gifts, brothers and sisters. Know that we will
soon become whole again, with life and control.” Sally Davros, Priestess
of Hades
188
things in trial by combat and praying to Hades the ancient god of
the dead.
Focuses
o Magic
o Control
o Combat
Other
Points Effect
2 Immune to spirit damage
4 If you are burned heal 1d10 each turn and you do not take any damage
from the burn
6 If you have exactly 1 hp, go up 3 dice for all rolls and you are
immortal for 24 hours
The Swarm
“Like a horde of locusts. They have no motive but to feed and destroy.
This is why they are feared, because they feed.” -Henry Love
Description: Zombies who have lost their ability to infect are not
but they are strong and numerous. They are quicker than they
appear, making them very feared by those who thought they could
Focuses
189
o Numbers
o Combat
o Speed
Other
Points Effect
2 If you are hit with an attack, go up a die for your next attack check
and your next damage check
4 Gain +1 range with all attacks
6 Eating a brain makes you go up a die for all checks for 1 hour
Natures Spawn
“While strolling through the woods one day I encountered it, a fiendish
beast that rose above me like a bear, and struck as swiftly as a wolf. It is
only by siccing my dog on it and leaving it for dead, that I lived.” Thor
Smithson
very select organization based on being the best not the most.
Focuses
o Magic
o Combat
o Infect
Other
190
o Gain 3 hours of control for killing Republicans,
Points Effect
2 Cannot have status effects
4 Heal 1 hp each turn
6 Immune to unarmed, melee, bullets, electric, and poison damage
The Crib
“Hush little baby don’t say a word.” –opening to a fucked up kids song
Description: Zombies who have the most clarity, but the least
morals, they desperately desire the children they had in life, and
are willing to abduct and turn children. Bonuses for eating the
brains of children.
Focuses
o Magic
o Numbers
o Control
Other
control
Points Effect
2 Enemies get -1/2 to the first attack roll they make on child zombies
4 You can choose to have child zombies under your control explode and
deal 1d20 damage to each enemy within 3 squares
191
6 Child zombies get +4 to all checks
Killer Animal
Description: Animals that were somehow changed and became something more. Some
revel in this newfound power, while others seek the more simple life they had before.
HP: 10
Speed: 8
Weaknesses: weak to bullets and fire, take intense damage from melee, take extreme
Other:
o You have a rampage meter, it goes up whenever you take damage or get mad. It
goes down whenever you are calmed. When it hits 10 you may choose to have it
reset to zero and Rampage. Rampaging makes you go up a die for attack and
o Your pack uses 1d4 for all checks and have no abilities
Classes
o Gorilla
192
Description: Experimented on to test a cure for HIV, the gorilla gained
human level intelligence and the drive to destroy humanity. They now
Focuses
Savage
Dexterity
Thought
Other
None
Points Effect
2 Deal double damage to humans
4 Rampaging deals double damage
6 Get +35 hp in rampage
o Wolf
Description: Wolves are usually pretty bad, but wolves that have been
infected with an alien parasite that gives them bloodthirst and telepathy is
even worse. These wolves hunt with military level formation and are far
Focuses
Pack
Speed
Thought
Other
193
None
Points Effect
2 Go up a die for damage for each wolf next to the target
4 Enemies go down a die for attack for each wolf in your pack
6 Your pack has the same rolls and abilities you do.
o Shark
Jersey the Voodoo Shark raises more questions than it answers and attacks
Focuses
Savage
Mystic
Speed
Other
Points Effect
2 All attacks deal bleeding damage
4 Bleeding enemies take double damage and go down 1 die for defense
6 Have an undersea radar that detects your position relative to
everything else in the body of water you occupy.
o Razorback
Description: Angered that other boars are being turned into dogfood by a
black market dog food agency they prayed to the boar god to empower
194
them to fight back. The boar god answered their prayers and turned them
Focuses
Mystic
Savage
Pack
Other
None
Points Effect
2 Cannot be damaged by non-combat sources
4 Rampaging allows you to break any object
6 Rampaging makes it so your attacks always hit
o Baboon
baboons are just assholes. They were released into the cities of America
baboons.
Focuses
Pack
Dexterity
Speed
Other
None
195
Unique Focus: Howling Mad
Points Effect
2 Rampaging doubles damage you deal double damage
4 Rampaging makes you immune to every other attack
6 Go up 3 dice for all checks while rampaging
Organizations
o The Conclave
serve each other’s goals and keep humans safe and away. They also
Focuses
Pack
Savage
Speed
Other
Points Effect
2 Can hack any computer
4 Can reroll a stealth check once if discovered
6 Can gain 1 weapon of any type or damage for free
o rEvolution
Description: They feel great in their new bodies and feel superior to
196
society where animals are on the top and humans are slaves and test
subjects.
Focuses
Dexterity
Pack
Thought
Other
None
Points Effect
2 Gain +20 hp during rampage
4 If the damage you would be dealt on one turn is less than the damage
you would be dealt last turn, the attack deals no damage
6 Add the damage you dealt to an enemy on one turn to the damage you
deal on the next turn
o Animalistic Abomination
outside their packs and often serve as spirit guides and trickster enemies
for humans, often making deals with the lost and stranded in exchange for
some… food.
Focuses
Mystic
Savage
Thought
Other
197
You share your body with a demon
Points Effect
2 While in Rampage you are immune to all damage except spirit
4 You can teleport at will
6 Heal yourself equal to the damage you deal
o Primal Spirit
territory to regress to their primal form at will, creating larger and more
Focuses
Savage
Mystic
Speed
Other
Your Rampage turns you into a primal form. If you are a gorilla
become dinopithecus.
Points Effect
2 You become giant when you rampage
4 Rampaging makes you go up 2 dice for all rolls
6 Rampaging gives you +45 hp
o Lab Rats
198
Description: They help humans in the labs they were created, preferring
Focuses
Dexterity
Thought
Speed
Other
Points Effect
2 Immune to poison damage
4 If you choose not to rampage when you have a full rampage meter,
gain a permanent +5 hp
6 If you choose not to rampage when you have a full rampage meter,
gain a permanent +5 damage
Half Beast
o Description: Sometimes people have relations with animals, that’s just a fact. But
the universe punishes these unions in bizarre ways, often by making a creature
that is half human, half other thing. These creatures are cast out of society and are
good bidding.
o Hp: 25
o Speed: 7
199
o Resistances: Resist light and fire
o Other:
Must keep up a desire meter, when you fulfill your inner sin determined
by your classification. When you go too long without or lose these things
it goes down.
o Classifications
Minotaur
love with a bull who she proceeded to lay with and birth its child,
labyrinth by the hero Perseus, but its body was recovered by Fauns
who resurrected him and laid with him to create a whole society of
Focuses
o Weapons
o Stalking
o Sate
Other
meter.
Points Effect
2 +3 speed
200
4 +3 attack, defense, and damage
6 +30 hp and you are giant
Centaurs
much of the Seattle woodlands. They are powerful and fast, but
Focuses
o Magic
o Movement
o Sate
Other
o Must commit the sin of lust once a day to sate their meter.
Points Effect
2 Each other centaur in the party gets +5 to all checks
4 All weapons have monk exploit
6 When you move adjacent to an enemy they are stunned for 1 turn and
are dealt 1d6 unarmed damage
Mermaids
sing a siren song to ships to lure them to their doom, then they
faithlessly loot the ship and eat the corpses. Their sin is Greed.
201
Focuses
o Magic
o Stalking
o Persuasion
Other
meter.
Points Effect
2 While underwater go up a die for all checks
4 Whenever someone dies within 10 squares of you go up a die for all
checks
6 Reroll all defense checks and defensive magic checks 3 times and use
the highest result
Lamia
beasts who live only to ransack and destroy the top grounders and
Typhon, but never trust outsiders, seeing them as food and food
Focuses
o Stalking
o Weapons
o Magic
Other
202
o Must commit the sin of Gluttony once per day to sate their
meter.
Points Effect
2 Enemies take double damage from poison and dark weapons
4 Deal x8 damage with sneak attacks when using dark weapons
6 Go back to full hp at the start of your turn
Fauns
Description: Half woman and half goat, they are independent and
They may help or hinder you depending on how you stroke their
Focuses
o Sate
o Persuasion
o Movement
Other
meter.
Points Effect
2 You cannot be stunned, blinded, or take limb damage
4 You cannot be targeted by enemy magic
6 Double the amount of times you can attack each turn
203
o Organizations
Labyrinth
Description: The lodge of those who kidnap and hunt humans for
sport, they are a violent bunch designed to destroy and stalk. They
often have some sort of death house to put their prey in and are
Focuses
o Stalking
o Weapons
o Sate
Other
o None
Points Effect
2 If you are fighting in an area you built yourself or that was built for
you go up a die for all stats
4 If you have enemies cornered double all checks against them
6 If there are no lights in an area deal double damage
Description: Those who still worship the ancient Greek gods, they
their animals to please them. They will take in those who wish to
204
Focuses
o Magic
o Persuasion
o Sate
Other
o None
Points Effect
2 When killing an enemy each ally is restored to full hp
4 When killing an enemy each ally goes up a die for all checks
6 When killing an enemy each ally gets an extra turn
Gem Searchers
unrealistic and zany schemes when they could simply kill a guy.
Focuses
o Magic
o Weapons
o Movement
Other
o None
205
Points Effect
2 All allies get -1 to checks but you get +4
4 Magic is ½ cost but you have to pay 1 hp to use
6 The way of deciding how difficult an operations check will be is
reversed
The Cursed
down and kill those who took their lives and regain their true
forms.
Focuses
o Magic
o Weapons
o Stalking
Other
o None
Points Effect
2 When you take damage deal 1d4 poison damage to the target
4 If you or an ally is targeted with a spell, you may deal 1d10 light
damage to the caster
6 You are immune to enemy magic
The Gluttons
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Description: Hedonists who live for life itself, they hoard all their
sin to themselves and are quick to release their true power with all
Focuses
o Sate
o Movement
o Persuasion
Other
o None
Points Effect
2 If you are at full sate go up 2 dice for all rolls
4 If you are at full sate deal double damage with all checks
6 If you are at full sate heal 1d12 each turn, get +25 hp, and you are
giant
Elementals
o Description: A race of ancient creatures that make up the very fabric of the
universe, they are by their very nature incapable of thinking about more than
themselves, all of them convinced that they are the best element. As such, they are
constantly at war with each other, which manifests as natural disasters. To them
the humans destroyed in these skirmishes are more akin to ants being destroyed in
a war.
o Hp: 25
o Speed: 7
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o Resistances: Dependent on class
o Other:
o Classifications
Wind Elemental
they control the highest points of the world and when they fight
Focuses
o Alteration
o Morph
o Eternity
Other
Points Effect
2 Your tornados draw more elementals to the area.
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4 Humans in your territory go up a die for stealth checks and have +2
HP
6 Go up a die for all checks when you are above sea level.
Water Elemental
lakes, rivers, ponds, and puddles. When they alter the world they
Focuses
o Morph
o Clash
o Influence
Other
Points Effect
2 Your whirlpools are sentient and try to lure sailors towards it.
4 Humans in your territory go up a die for PR and have +2 speed
6 Go up a die for all checks when you are completely submerged in
water
Earth Elemental
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Description: Created to manage the dirt and sand, earth elementals
are slow and steady, but get the job done. When they try to
Focuses
o Clash
o Eternity
o Collection
Other
and mudslides.
of plant life.
Points Effect
2 Your mudslides and earthquakes make the borderlands of your
territory harsh and hard to maneuver.
4 Humans in your territory go up a die for defense and take -2 damage
6 Go up a die for all checks made with all feet on the ground
Storm Elemental
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Description: Those who bring only destruction, the Storm
Focuses
o Clash
o Alteration
o Collection
Other
Points Effect
2 Your thunderstorms seek out other elementals to attack
4 Humans in your territory go up a die for attack and deal +2 damage
6 Go up a die for all checks when you are in the middle of inclement
weather.
Nature Elemental
Description: Those tasked with the upkeep of the forests and the
plants of the earth. Their territories are overgrown and filled with
wildlife. When they attack others they bring their animals with
them.
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Focuses
o Influence
o Collection
o Eternity
Other
stampedes of wildlife.
Points Effect
2 Your stampedes draw attention away from you.
4 Humans in your territory go up a die for magic and get +2 to their
magic skill
6 Go up a die for all checks when surrounded by at least 3 animals
o Organizations
Symbiosis
Focuses
o Alteration
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o Influence
o Collection
Other
o None
Points Effect
2 You and another fuse oriented Elemental. The fusion has all of your
abilities on each side and uses the higher of your two dice for dice
rolls.
4 Get +1 to your rolls for each elemental in the area.
6 Double your collection size
Eternal Chaos
Focuses
o Clash
o Eternity
o Morph
Other
Points Effect
2 Destroying an elemental causes reality to change in the area of
destruction
4 You can teleport to an area, but that also opens a portal to another
dimension in the area you teleport to.
6 When you die you take the character who killed you with you.
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Titans
followers.
Focuses
o Alteration
o Influence
o Eternity
Other
to you.
Points Effect
2 Elementals who can understand you must obey your commands
4 No elemental aside from other titans can attack you
6 Upon being freed, all elementals in the area stop fighting and bow
down to you.
Totem Spirits
animal form. They are worshipped by humans and can alter their
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formed a separate pantheon from usual elementals and are slightly
weaker.
Focuses
o Clash
o Morph
o Influence
Other
Points Effect
2 Your default form gets 1d12 for damage if it is completely unarmed
4 Elementals cannot detect you in your default form
6 Can transfer your power to a nearby animal with the same default
form as yours in the event of your untimely death.
Misers
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Description: What they find they keep, misers live in the most
Focuses
o Collection
o Morph
o Alteration
Other
o None
Points Effect
2 Being destroyed by another elemental does not alter your territory
4 Double the effect of destroying other elementals
6 Should you die, you may choose to come back using the titan
organization instead of this one.
Mad Scientists
Description: With all the trouble in the world today, the world began searching for its
smartest people. They did not like what they found. As it turns out every scientist in the
world was just a step away from starting Skynet or Jurassic Park. However, they were the
best humanity had, and so they were given far too much funding and let loose on the
world.
HP: 5
Speed: 5
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Resistances: Immune to spirit damage
Other:
your sanity meter. If your meter goes down to 0 you become a gibbering lunatic
trapped in their own mind. If you succeed in the roll go up on the meter.
o If you create a robot or a mutant roll a control check. If you fail the experiment
Classes
o Old Brains
Description: Old scientists who stick to the old clichés like hiding out in a
Swiss castle and having some hunchback as a henchman. They are very
wealthy due to a lifetime of selling old worn out killer robots and frog
exaggerators.
Focuses
Robotics
Mutations
Funding
Other
Points Effect
2 Gain a hunchbacked assistant, they are completely loyal and use 1d20
for operations. They cannot fight and will flee if a fight presents itself.
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4 Your henchman is immune to death as a result of mutations.
6 Your henchman cannot be killed.
o Prodigy
Description: Young folks well versed in every subject, they were naturally
interested in making totally awesome robots, they are usually in their teens
Focuses
Robotics
Sanity
Computers
Other
Points Effect
2 Robots go up a die for all checks if they are being used to rebel
against authority
4 Can demand double the money for services rendered
6 Double rolls against old people who talk down to you
o Dreamer
Description: They want to change the world, cure cancer, and all that jazz.
However can they do it? They have more control over what they create,
but less ability to do so. In addition they are less likely to go off the deep
end.
Focuses
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Computers
Sanity
Surgery
Other
None
Points Effect
2 Discover the cure for a disease of your choice
4 Can use another classes robotics abilities, you must have the
equivalent points in Robotics or surgery to use.
6 Learn the secret to magic, you and anyone you choose use 1d20 for
magic checks
o Nerd
Description: They grew up reading Iron Man and the X-Men, so naturally
they want to make superheroes real. They are often saner than normal, but
Focuses
Robotics
Mutations
Sanity
Other
None
Points Effect
2 Being bitten by a radioactive spider that gives you the ability to climb
walls, shoot webs, lift 20 times their weight, and detect danger
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4 Go up 2 dice for all checks when people insult your nerd habits or (if
you are female) your nerd credentials are called into question
6 Bring a video game character to life
o ReAnimator
experiments that violate the very laws of nature and create horrifying
abominations. However they are very privileged and bored and therefore
Focuses
Mutations
Funding
Surgery
Other
None
Points Effect
2 Mutants are more subservient the more pain they were in when being
transformed
4 Causing pain gives you a glimpse of what makes up the universe, for
every hour you can observe that you go up a die for all checks for 24
hours.
6 Can identify every way a person’s body works and doesn’t work just
by looking at them.
Organizations
o Blackwood Labs
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Description: The science division of the Blackwood Corporation, they are
dedicated to creating the next stage in human evolution. They have hired
the greatest minds they could find in order to create a form of Super
Mutant.
Focuses
Funding
Sanity
Mutations
Other
Points Effect
2 Getting the company 1,000,000 dollars in profit gets you your own
personal lab with full creative control.
4 Have a staff of 3 other mad scientists under you
6 Gain a connection in the political, corporate, and military field
Description: The most advanced college in the country, they are the very
best the country has to offer and are put horrifyingly deep in debt.
with new technology and cure a disease. Only 3 in every 2,000 students
graduates.
Focuses
Computers
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Surgery
Sanity
Other
Points Effect
2 If a rival scientist is working on a project go up a die on all checks for
one upping them
4 Go up a die for all checks you have to make in an effort to win a bet
6 You can function without sleep and only need pizza and beer to fuel
yourself.
o Robo Warz!
to gain more viewers, and they will pay up the nose to get them. The more
Focuses
Robotics
Computers
Funding
Other
Must have a camera crew follow you around and you must act
Points Effect
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2 The show will pick up the tab for any property damage your robots
cause
4 For every 500 fans that chant the name of you or your robot go up a
die for a roll of your choice
6 Everything can explode
powered doom laser on the moon, most people just remember the peanut
butter thing. However this story went on to inspire legions of young black
men and women to create their own giant robots and two headed super
Focuses
Robotics
Computers
Mutations
Other
Points Effect
2 You can use peanuts in place of money. Each peanut is worth a dollar.
4 You can power any machine with peanuts.
6 Can create a peanut serum that gives you +25 HP for 24 hours. You
must destroy 1000 peanuts to make it.
o WHO
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Description: The world health organization is responsible for the
out, you know damn well that WHO will be there to study and stop it.
Focuses
Funding
Surgery
Sanity
Other
Points Effect
2 Can force your way into any house
4 Have a group of 3 Disease Control agents, they are humans
Government class and Section 9 organized
6 Can determine the genetic code of any virus they see through a
microscope
Demons
Description: Demons were cast out of heaven by YHWH and now exist in hell, some of
them are good, but many are evil and desire souls above all else. They need souls to live
off of, not having one themselves. Because they were once angels they still fight against
the other evils of the world such as vampires, werewolves, aliens, and the eldritch.
HP: 30
Speed: 9
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Resistances: Resist fire, darkness, and water
Other:
o Must maintain soul meter, the meter goes down when you commit acts of
o You can make deals with creatures and if they uphold their end of the bargain you
Classifications
o Devil
Description: The lowest rungs of hell, Devils are evil little blighters who
subsist on torture and blood. They can control elements of their location in
order to scare victims before murdering them, they can be bargained with,
but this often comes at a price. They resemble impish red beings with
black horns and a yellow smile, with pure black eyes of malice.
Focuses
Tempting
Mind
Combat
Other
Can fly
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Points Effect
2 Humans take double damage from you
4 Other demons cannot attack you if you do not attack them
6 Can reroll a stealth check if discovered
o Succubae/Incubi
Description: From the rings of lust comes the Succubae and Incubi,
tempters of the flesh they offer promising deals to the faint of spirit and
the weak of mind. As this is their sole purpose they abstain from combat
and stick mostly to their field. As you can imagine they are conventionally
Focuses
Tempting
Soul
Shapeshifting
Other
Can fly
Points Effect
2 After having sex go up a die for all checks for 24 hours
4 All humans will want to have sex with you if you ask
6 Get +20 hp and deal double damage for 24 hours after sex
o Blood Demon
Description: Demons far more deadly than the average ones, they deal in
blood not souls. They can demand sacrifice in their name in exchange for
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an item, giving them more souls than average. They are the most demonic
looking of the demons, possessing a bull goats head and legs but with the
Focuses
Tempting
Combat
Magic
Other
None
Points Effect
2 Targets with the bleeding effect deal double damage
4 Weapons that deal bleeding damage deal double damage
6 Double the effect of bleeding and intense bleeding effects
o Terror Demon
Description: Particularly sadistic demons, they are ill fit for combat,
seeing as how wiry and skeletal their bodies are. They prefer to take lives
through manipulation and fear, forcing their prey to take their own life
Focuses
Magic
Mind
Soul
Other
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None
Points Effect
2 You can teleport to the last safe location you were in at any time
4 You can turn invisible at any time
6 Enemies roll twice and use the lowest result
o Arch Demon
demons are what haunts a demons dreams at night. Thankfully they are
often on earth dealing with high profile targets such as angels. They look
like large, black, winged humans with large horns and a black void where
Focuses
Combat
Magic
Shapeshifting
Other
Can fly
Points Effect
2 +5 hp
4 Go up a die for damage with all weapons
6 You can mind control other demons absolutely
Organizations
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o Redemptionists
Description: Demons who long for the feel of heaven and did not ask for
eternal pain, they know they can never see heaven, but they hope to one
day become at peace by helping the world of humanity. They use their
or in charity.
Focuses
Magic
Shapeshifting
Soul
Other
None
Points Effect
2 Lose ½ the amount of soul for doing good deeds
4 Doing good deeds heals you 1d20
6 Doing good deeds makes you go up 2 dice for all checks for 24 hours
o Staff of Hell
systems to survive down here and are rare to help other, but when they do,
Focuses
Combat
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Tempting
Soul
Other
None
Points Effect
2 While in hell go up die for all checks
4 While in hell you get ½ price for all items
6 While in hell double all your rolls
o Temptation
Description: They believe in hell on earth, they are the field agents of hell.
Sent here at the beginning of the world, these agents of hell take many
forms, but always have the same goal; lead humanity to temptation, an act
Focuses
Tempting
Shapeshifting
Soul
Other
None
Points Effect
2 All humans ½ their rolls
4 For each sin an enemy has committed in the past 24 hours, they get -2
to all rolls
6 All enemies start a battle with the miasma effect on them
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o Accountants
Description: Hunters of rouge demons. This group travels the earth trying
to track down deserters and drag them back into hell. They are adept at
brawls and can manipulate their surroundings and their victim’s minds.
Focuses
Combat
Mind
Magic
Other
None
Points Effect
2 Can tell when humans are going to die at a glance
4 Can take the body of a human for 24 hours
6 You can teleport into hell at any time. Doing so fully heals you.
o Misery
Description: Just general dicks. They don’t want souls, all they want is
suffering and they are all too willing to cause it, be it for humans,
Focuses
Mind
Magic
Shapeshifting
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Other
None
Points Effect
2 Heal 1d4 hp each turn for each crying enemy
4 Enemies deal ½ damage to you
6 Successful PR checks automatically kill enemies if you choose to do
so.
Heroes
Description: Young men of the middle class always end up being the heroes of stories for
some reason, it’s likely due to some cosmic theory of the perfect everyman trying to
escape poverty. These heroes are those young men and must drive a story to gain their
power.
Hp: 5
Speed: 7
Other: Must maintain a Hero Meter, it goes up whenever you contribute the most in a
Classes
o Of Lanterns
Lanterns have limitless magical power and are very charming. They may
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Focuses
Trickster
Magic
Notice
Other
Points Effect
2 Immune to Spirit Damage
4 Go up a die for all checks for every 2 pumpkins in the area
6 All fire, dark, wood, and spirit weapons have the firestorm effect
o Of Beanstalks
Description: Powered by the spirit of spring, the Rain Giant. The Heroes
greatest of knights.
Focuses
Knave
Duelist
Heroism
Other
Points Effect
2 Deal x4 damage to giant enemies
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4 Always go first
6 If you have the highest attack dice of your allies, you and all allies go
up one die for each stat
o Of Cards
Description: The Jacks of Cards are royalty and act like a prince is
expected to act, they fight honorably, speak well, and are noble to a fault.
They are powered by the spirit of summer, Aphrodite, and as such are
driven to rescue maidens and marry them like in old knight stories.
Focuses
Trickster
Duelist
Heroism
Other
Points Effect
2 Deal double damage to monsters
4 Take -3 damage from all sources
6 You may go last on your turn, if you do go up a die for all checks for
the remainder of the battle.
o Of Nimbleness
Description: The Heroes of Nimbleness are created to get in and get out
quick. They are loveable rouges who rob from the greedy and foolish and
save the disenfranchised. They are powered by the spirit of winter, Old
Man Winter.
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Focuses
Notice
Magic
Knave
Other
Points Effect
2 +5 move
4 Can move up walls and through doors without hindrance
6 You can jump 45 feet in the air
o Of Hoods
Description: The only female hero, and also the deadliest. They were first
created when the moon sent down a magic comet on the solstice in order
Focuses
Knave
Heroism
Duelist
Other
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Points Effect
2 Deal x2 damage to Monsters
4 If a monster deals damage to you, make an attack
6 All monsters double the effect of their weaknesses
Organizations
Description: Worshipping the Pumpkin King, the man in the garden. They
Focuses
Magic
Trickster
Knave
Other
Points Effect
2 You are healed if you would take damage from a fire or dark attack
4 You can teleport between 2 Jack o’ Lanterns
6 If you die come back to life, this only works once
o Head Garden
Description: The Queens private assassination squad, the head garden was
Focuses
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Duelist
Notice
Knave
Other
None
Points Effect
2 Deal double damage with melee weapons
4 Sneak attacks stun targets
6 All stun effects become freeze
o The Court
over the other heroes, however they are secretly aligned with the Elves,
Focuses
Duelist
Heroism
Magic
Other
Rather than pay a cost for magic, you may owe a favor to an Elf
instead
Points Effect
2 Other Heroes you have as allies go up a die for all stats
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4 Double the effects of any magic you use
6 Can move through the human and elf dimensions at will
o Firehoppers
unparalleled skill in movement and magic, often eclipsing their other hero
brethren.
Focuses
Magic
Notice
Trickster
Other
Points Effect
2 If you are burning go up a die for all stats
4 If you are burning get +5 hp and +2 speed
6 If you are burning take ½ damage from all sources
Witches, they continue to this day and are feared by the other monsters of
Focuses
Duelist
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Heroism
Knave
Other
Points Effect
2 Giant enemies lose their bonuses and you deal x2 damage to them
4 Werewolves, Witches, and Jotun take x2 damage from you and all
allies
6 You are immune to magic
Angels
o HP: 30
o Speed: 9
o Other: Must maintain a virtue meter, it goes down when you commit a sin and
o Classifications
Thrones
Description: Golden Rings with eyes all across them, they are the
its general area, they are also the last line of defense and have
Focuses
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o Voice
o Oversight
o Divinity
Other
o Can fly
Points Effect
2 You cannot be snuck up on
4 Enemies cannot be adjacent to you
6 All attacks have creeping
Seraphim
humans with their radiant beauty. They are more than willing to
Focuses
o Smiting
o Virtue
o Divinity
Other
o Can fly
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Unique Focus: Six Wings
Points Effect
2 You can obscure your torso from sight at will
4 Can make 2 extra attacks each turn
6 All enemies get -1/2 to all rolls.
Cherubim
a bull, and the wings of an eagle. They are the muscle of heaven’s
army and are best when it comes to hunting down evildoers and
Focuses
o Smiting
o Voice
o Will
Other
o Can fly
Points Effect
2 Deal 1d6 fire damage to each adjacent enemy at the beginning of your
turn
4 Enemies you attack take -1/2 to all rolls until the end of your next turn
6 Enemies that are within 3 squares of you take 1d6 light damage each
turn
Principality
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Description: Alien towards humans, they are large robed creatures
with a series of spheres beneath their robes and a silver stone atop
They talk to no one not even other angels and are mysterious as
hell.
Focuses
o Will
o Divinity
o Oversight
Other
o Can fly
Points Effect
2 Can control the mechanics inside of an item, just by touching it with
one of your tentacles
4 Can sense the sins, virtues, and thoughts of anyone you touch
6 You can phase through walls and are immune to unarmed, melee,
bullets, wood, and poison damage
Archangel
are the top of the line soldiers that fight the Eldritch alongside
YHWH itself. They appear to be mostly human and are the most
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Focuses
o Smiting
o Will
o Virtue
Other
o Can fly
Points Effect
2 Humans who join your side in a battle get +2 to all checks
4 You can send out a mass decree that humans are more willing to
tolerate than usual
6 Whenever you kill an enemy, deal 1d10 to each other enemy
o Organizations
Starters are supposed to rally the troops and lead from the front to
Focuses
o Smiting
o Will
o Voice
Other:
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Unique Focus: Genesis 8 19:24
Points Effect
2 Deal double fire damage and you are immune to fire damage
4 Double all damage dealt, but take an extra 1 damage from each hit you
take
6 Deal 2d20 fire damage to each adjacent enemy and each enemy
adjacent to an adjacent enemy at the beginning of each turn
hold back and protect the humans. Gabrielle and her Wind Singers
are in charge of this task, purifying the world of evil and protecting
Focuses:
o Voice
o Smiting
o Virtue
Other:
Points Effect
2 Those who look into your eyes go down 2 dice for PR checks
4 Those who are in the act of committing a crime get -1/2 to all rolls
against you
6 Your magic and other abilities always hit
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Description: Uriel is in charge of the upkeep of heaven and hell,
the 7 rings that form hell. The earth Hammers can also call upon
Focuses:
o Oversight
o Virtue
o Divinity
Other:
o Charged with the upkeep of heaven and hell, gain virtue for
Points Effect
2 Can clean things instantaneously
4 Enemies that fail an attack check against you are dealt 1d10 damage
6 You take 1 damage from all sources of damage
than preserve old beauty. They stay out of the way of the Eldritch.
Focuses:
o Will
o Oversight
o Divinity
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Other:
Points Effect
2 Go up a die for all checks for every day you go without fighting
4 Can turn water into something of the same mass as the water
6 Magic and abilities do not cost virtue
Lucifer’s Enlighteners
was forgiven and charged with the task of saving those said to be
Focuses:
o Voice
o Divinity
o Will
Other:
angels. Gain double virtue for helping others atone for their
sins.
Points Effect
2 Can sense the individual sins of a target
4 All enemies are blinded
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6 Can mindwipe any target you defeat rather than killing them and put
new memories in their head
Description: The beasts under your bed, in your closet, and in your head. The things that
go bump in the night are created from man’s fear and imagination and inflict the thing
that adults fear the most, attacking their children. They live in every dark corner of the
Earth and are more a force of nature than an actual creature, to the point where if they
stop doing their job of attacking children, they will cease to exist.
HP: 10
Speed: 5
Other: Must maintain a child meter, it goes up when you scare, eat, murder, or utterly
wreck emotionally, children. It goes down when you go a week without doing that stuff.
Classifications
o Boogeyman
and in their closet, then steal them away in the night. They have
Focuses
Tempting
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Durable
Spooky
Other
Points Effect
2 Can create a child sized cage that pops out of the ground underneath a
child outside their bed after bedtime.
4 Eating children makes you go up a die for all checks
6 Eating children allows you to assume their form and walk around in
sunlight without taking damage
o Dream Spiders
Description: They hide in peoples dreams and creep into their heads. They
can possess those whose dreams they haunt to walk around in the day.
They can also alter the dreams of those they inhabit. In their natural spirit
form they resemble giant spiders with human faces constantly paralyzed in
a horrid grin or they appear as lanky red humanoid creatures with giant
Focuses
Nimble
Trickery
Spooky
Other
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You are giant
You cannot walk around in the real world on your own, you must
maintain control. If you fail either check you may simply kill the
Points Effect
2 You know the darkest fears of whoever’s dream you’re in
4 Possessing children allows you to use your powers in the real world
with no child cost
6 You can attack and possess adults too for meter points
o Beasts
Description: They walk in the darkness feeding on the lost and broken.
They gain power whenever a child is set aflame and store their life in a
lantern, should the lantern be extinguished, the beast will die. They are
Focuses
Strong
Durable
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Tempting
Other
Meter goes up when you make children commit suicide or you set
Points Effect
2 If you are in a forest you go up a die for all checks
4 You can turn depressed people into trees
6 You can control the landscape of a forest
o Urban Legends
areas and suburban neighborhoods. Things like the Bloody Mary and the
Rabbit Man or some deranged lunatic with a hook. They often require a
Focuses
Strong
Trickery
Spooky
Other
250
Unique Focus: Cracked Mirror
Points Effect
2 You can travel between 2 mirrors or reflective surfaces
4 Deal double damage to enemies who have said your name
6 If a person is looking into a mirror you can take over their bodies
o Imaginary Friend
believe in their imaginary friends so strongly that they become real, like in
that show about the foster home. These imaginary friends are not so
however, they recognize how Bleak the World is and have sworn to
Focuses
Trickery
Durable
Nimble
Other
Points Effect
2 Deal double damage to enemies that don’t believe in you
4 Go up a die for all checks if the person who imagined you is in the
area
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6 For each person that believes in you in the area go up a die for all
checks
Bunyip
o Description: A creature of Australian Lore, it has the head of a dog and the body
of a crocodile, stalks the Billabong (that’s a thing right?) and eats children who
get to close to its lair. It then decorates the lake it lives in with the corpses of the
children.
o Focuses
Strong
Nimble
Spooky
o Other
Points Effect
2 Double your speed. You can make an extra attack each turn.
4 Enemies get -3 to all checks against you and your allies
6 Can split yourself into 3 copies of yourself. You and your copies go
down 1 die for all rolls in this form
Deep Creatures
documentary on exploring the deepest regions of the ocean and have been scared
of the ocean ever since, especially these creatures. Angler Fish, Giant Squids, and
252
Oarfish all scare the living crap out of me and I was always scared that a squid
would eat me as I sleep. So that’s what you’re playing as. A squid or angler fish
o Focuses
Strong
Durable
Nimble
o Other
Your child meter raises for killing any creature, but it goes double for
children.
Points Effect
2 Heal 1d10 each turn in water
4 You are giant
6 Can travel outside of water and fly
o Description: A story as old as time itself, some teenagers are making out at make
out point, the girl gets scared, the boy goes out to check, and BAM! HOOK
THROUGH THE EYE! Then maybe the girl survives, it depends on the tale.
Point is, that’s you chief. The mental patient not the girl. Not to say that the
escaped mental patient with a hook for a hand can’t be a girl, it’s the 21st century
253
o Focuses
Strong
Spooky
Tempting
o Other
Points Effect
2 Weapons that have a range of 1 deal double damage
4 Can create a bear trap in a single square on your magic turn. Enemies
that enter that square take intense bleeding damage and cannot attack
or move
6 Enemies with more than one hand go down 2 dice for checks against
you
Local Legends
o Description: A being known only to locals, you are constantly told about to the
local children in stories, about how the Marshtown Mauler will comes to town
every harvest moon and slaughter all the cattle unless a frog is thrown into the
woods or some such nonsense. However, you are real, and know that no one
o Focuses
Tempting
Trickery
Durable
o Other
254
You are closely associated with a small town, and their fear of you gives
Your meter goes up for murdering out of towners and scaring locals
Points Effect
2 For every person in town that fears you, get +1 to attack and defense
4 For every person in town that fears you, get +1 to PR and Ops
6 For every person in town that fears you, get +1 to Stealth and magic
Slenderman
o Description: Yeah I know this is totally 2010 of me to put him on here, but I mean
come on! Who hasn’t heard of the Slenderman? Who didn’t totally get chills from
that game way back when? I think that it would be fun to play him, sue me.
o Focuses
Tempting
Spooky
Trickery
o Other
Points Effect
2 When stealthed double speed and make an extra attack each turn
4 Enemies go down a die for all checks against you
6 If enemies fail a roll against you they die
Organizations
255
o Child Takers
pocket dimension where they can torture them forever, the child takers are
the most depraved and the most common of the Things That Go Bump in
the Night.
Focuses
Spooky
Tempting
Strong
Other
You have a separate pocket dimension that you can open a portal
to.
Points Effect
2 Your pocket dimension is sentient and can alter to defend itself
4 Children in your dimension are mind controlled to obey you
6 Children become Boogeymen of the Jinx or Child Taker Organization
o Misunderstood
Description: They are not the monsters people say they are, they remain in
Focuses
Spooky
Trickery
256
Durable
Other
Points Effect
2 Deal triple damage to those who would threaten a child
4 Can sense children in need
6 Go up a die for each child rooting for you in the area
o Corruptors
Description: They want to ruin the lives of children, but not in the normal
way, they want to make them monsters themselves. The corruptors now
seek to increase their ranks by making the kids as bad as they are, turning
Focuses
Tempting
Trickery
Nimble
Other
Meter goes up when you make children kill and assault others for
you
Points Effect
2 Can create a magical substance that turns kids into a monster of your
choice if they drink it 10 times. It is very bitter, but highly addictive.
4 Children you have talked into something or given the magical
substance to go up 2 dice against other humans
257
6 If children have become a monster they immediately murder their
families and enemies.
o Jinxes
Description: They didn’t used to be bad, but they became the worst. Jinxes
those they trusted and their peers, they are now the most creative and
Focuses
Trickery
Nimble
Durable
Other
None
Points Effect
2 When you take damage go up a die for all checks next turn
4 Can transform into a child and not appear monstrous
6 Whenever you take damage deal double that damage to the attacker
o Just a Myth
Description: The darkest of monsters, locked away from the world and all
records of them destroyed, if they are released into the world, the world
shall tremble for these creatures are about destroying all those who locked
it away.
Focuses
258
Strong
Durable
Nimble
Other
Get +10 hp
If anyone says your true name, you are locked away in hell
Points Effect
2 If your meter is 0 you do not lose
4 Go up 3 dice for attack when attacking first or when you were
attacked by the target
6 Regain full hp and go up a die for all checks when killing an enemy
Scare Factory
o Description: A society of things that go bump in the night that scare children to
harvest their screams for energy. They lose profits by killing the children, so just
o Focuses
Spooky
Tempting
Durable
o Other
Weak to unarmed
259
o Unique Focus: Incorporated
Points Effect
2 Whenever you scare someone go up a die for a check of your choice
for 24 hours
4 Whenever someone is scared of you they get -3 to any checks against
you
6 Whenever you scare someone, you may choose to deal 1d10 shock
damage to them
o Description: A society that simply wants children of their own, and as such they
kidnap the children and treat them well, giving them candy and toys and
everything they ever wanted! Albeit they murder their parents and kidnap them,
then put them in a cage, but it’s the thought that counts right?
o Focuses
Trickery
Tempting
Durable
o Other
Points Effect
2 Deal 1d4 light damage to any enemy that deals damage to you
4 Can shapeshift to resemble the form of any parent you killed
6 Adjacent enemies take 1d20 light damage each turn
Asylum Spirits
260
o Description: They stalk mental institutions and make the mentally disturbed there
even worse. They make them think they’re seeing things, they whisper to them at
night, and in general just make things even worse for everyone.
o Focuses
Nimble
Trickery
Spooky
o Other
Points Effect
2 Get -3 speed, go up a die for all checks
4 You can distort and alter a person’s voice
6 You can control and alter the functions of a building
Forest Creatures
o Description: The creatures of the forest sit around in the deep woods where man
fears to tread all day waiting for humans to pass by. This happens very little, so to
feed their need for torture and fear, they perform it on each other, and barely even
notice when kids come around anymore. Furthermore, due to the way the world
evolves, it need not be the woods, just the areas that man fears; the old abandoned
o Focuses
Strong
261
Durable
Tempting
o Other
You gain child for scaring other monsters or killing them. Same with all
humans.
Go down a die for all checks when entering a heavily populated area
Points Effect
2 Double your speed
4 Sneak attacks deal double damage and allow you to make 3 extra
attack checks afterwards
6 Sneak attacks always kill
Alone
o Description: They prey on your fears of being alone, but they were born into this
world cold and alone themselves, so they are a mixed bag. Their natural instincts
say to force others into solitude, but it also compels them to help those who are
already alone.
o Focuses
Strong
Trickery
Nimble
o Other
Gain child for forcing others into solitude or helping those in solitude
262
Points Effect
2 When you are alone in your group go up 2 dice for all checks
4 When you are alone in your group double damage
6 When you are alone in your group you are giant and get +35 hp
Scarecrows
Description: Created to guard humans from areas they are not meant to go into and keep
crows away from places where they would do evil, the Scarecrow is recognizable by
anyone driving through flyover country as a constant reminder of the autumn season and
the harvest. But at night, the scarecrow takes on new life and attacks those who would
HP: 15
Speed: 4
Weaknesses: Weak to poison, melee, and water. Extreme damage from fire.
Other:
o Must keep a guardian meter. It goes up when you prevent harm from coming to
your owners or their property. It goes down when you fail to do so.
o You must stay on a post during the day. You take 1 damage from the sunlight
Classes
o Corpsecrow
scarecrow and placed on a post to hide the body. They are sometimes
263
brought back to life under harvest moons to serve as unwilling slaves to
Focuses
Harvest
Stalking
Fear
Other
Points Effect
2 When standing still you are invisible
4 When standing still you are immune to magic
6 When standing still get +35 hp
o Crow Commander
a psychic connection with the crows of the fields and can use it to
Focuses
Cult
Protection
Farming
Other
You have 2 crow followers that have 1d4 for all checks, 2 hp and
264
Unique Focus: Murder of Crows
Points Effect
2 You have 5 crow followers instead of 2
4 Crows use 1d10 for all checks
6 Crows are giant and have 20 hp
o Guardian
the Guardian is the benevolent protector of crops and will do its best to
help the children of the farm and guard corn all the same. They are
Focuses
Farming
Cult
Protection
Other
None
Points Effect
2 While among corn get +10 hp
4 For every piece of corn you and your allies possess deal +1 damage
6 If you are among corn go up 2 dice for all checks
o Burning Effigy
power. They appear frightening, but are overall good creatures and use
265
Focuses
Farming
Harvest
Fear
Other
Points Effect
2 Deal double damage with fire weapons
4 The cost for enemies to cast magic goes down for each burning person
on the field, the cost goes down the same amount for allies
6 Heal 1d4 each turn for each burning enemy
o Punkinhed
forces you to experience the sensation of predator and prey while it carries
Focuses
Harvest
Protection
Stalking
Other
266
You are considered a monster
Points Effect
2 Can make 2 extra attacks per turn
4 Can teleport within line of sight as a move action
6 Double damage and the effects of magic
o Strawman
Focuses
Cult
Stalking
Fear
Other
Points Effect
2 Go up a die for a check of your choice if someone within your area
states your viewpoints
4 Deal double damage to anyone who disagrees with you views
6 Succeeding a PR check against someone turns them into a strawman
o Gargoyle
267
Description: A stone scarecrow, they guard the urban areas, which regular
day, but are far more powerful than the average scarecrow, in addition
Focuses
Protection
Stalking
Fear
Other
+15 hp
You can fly (well glide, but they clearly fly sometimes)
Points Effect
2 You are immune to fire damage
4 Go up 2 dice for all checks for a battle when one of your allies takes
damage
6 You can turn human during the day, but you owe a favor to an elf
Pumpkin god that embodies Halloween, and punishes those that do not
Focuses
268
Harvest
Protection
Farming
Other
Points Effect
2 Cause everyone who does not believe in you to do the repetitive
Charlie Brown Dance once a day
4 Once a day you can turn a dog into an Ace WWI fighter pilot
6 You can grant the wishes of those that truly believe in you, spend 1
guardian to grant the wish
o Brainless
Description: From a magical land that I’m not sure is public domain or not
so I’m not going to risk it by naming it. They have no brain but are
Focuses
Cult
Farming
Stalking
Other
None
269
Points Effect
2 Immune to PR checks
4 Take ½ damage from all sources
6 You can teleport between alternate dimensions
o Cursed Crucifix
Description: A small crucifix that was cursed by farm kids, it now controls
children to bring it sacrifices in the form of their parents and anyone who
Focuses
Protection
Fear
Cult
Other
Points Effect
2 If you are worn by someone, you have full control over them and use
the highest die option for all checks
4 If you are worn by someone, roll both your die and their die for all
checks then use the highest result
6 If you are worn by someone roll both your die and their die for all
checks then add the two results to use as the final result
Organizations
o Farm Slaves
270
Description: Created by hoodoo magic to replace African American slaves
after the American Civil War, Farm Slaves have no sentience and are fit
only to take commands, but the Loa are disgusted that their magic is being
used for such injustice and have been secretly freeing the Farm Slaves
Focuses
Farming
Cult
Stalking
Other
None
Points Effect
2 You cannot be mind controlled
4 Whenever you take damage deal 1d10 dark damage to the attacker
6 Once a day you may double all rolls, speed, and hp for 2 hours in
game
scarecrows they created took on the spirits of their makers, trying to help
Focuses
Farming
271
Cult
Harvest
Other
None
Points Effect
2 At the beginning of each turn roll 1d12, that becomes your speed for
the turn
4 At the beginning of each turn roll 2d20, the result becomes your hp for
the turn
6 At the beginning of each turn roll 1d6, on the result of a 1 you roll 1d4
for all checks for the rest of the turn, on the result of a 2 you roll 1d6
for all checks for the rest of the turn, on the result of a 3 you roll 1d8
for all checks for the rest of the turn, on the result of a 4 you roll 1d10
for all checks for the rest of the turn, on the result of a 5 you roll 1d12
for all checks for the rest of the turn, on the result of a 6 you roll 1d20
for all checks for the rest of the turn
Description: Ancient druidic stones were powerful and filled with magic,
but when the Christians came and tried to destroy their culture the druids
had no choice but to break the stones apart and store them in familiars
made from straw. Even today the more radical Christian Sects are still
hunting these scarecrows down in hopes of quashing the last of the druidic
religion.
Focuses
Protection
Fear
Stalking
272
Other
None
Points Effect
2 If you are on holy ground get +4 to all checks
4 If you are on holy ground get +15 hp and heal 1d4 each turn
6 If you are on holy ground go up 2 dice for all checks
scarecrows into fighting against the threats posed by the monster world.
happenings and making sure that monsters stay outside of the public eye.
Focuses
Harvest
Fear
Stalking
Other
Points Effect
2 Deal double damage to monsters
4 You may start the game with a weapon worth $4,500
6 After every successful attack roll, make another attack, when one fails
take 1d4 damage
273
o Virgil
Description: Scarecrows in the Underworld are still the good guys, they
escort lost souls through the afterlife in hopes of them finding mercy.
Focuses
Protection
Cult
Fear
Other
None
Points Effect
2 Get +1 to all checks for each ally you have
4 Can immediately identify something upon seeing it
6 You are immune to indirect forms of damage
continue their vigil guarding it from the ghosts of Viking raiders who
Focuses
Protection
Cult
Harvest
Other
274
None
Points Effect
2 Reroll any Stealth or Attack checks once a turn
4 Reroll any Magic or Defense checks once a turn
6 Reroll any Operations or PR checks once a turn
o Rag Heads
masters, walking the Earth to help their master accomplish the goals set
Focuses
Fear
Protection
Harvest
Other
o Lifespan costs are equal to the initial cost of the spell x100
Points Effect
2 Gain the remaining lifespan of a target when you kill them
4 When you deal damage you may deduct 2 lifespan, for every 2 you
deduct get +1 damage
6 You can teleport to the side of your master at will
275
Description: Created by witches in an alternate universe where it is
Halloween all the time, they guard the magic portals that were opened
across the Earth and act together rather than solo as Scarecrows usually
do.
Focuses
Harvest
Cult
Fear
Other
None
Points Effect
2 Can open a portal to anywhere on Earth from Halloween Town
4 While in Halloween Town or a portal to it you go up a die for all
checks
6 PR checks automatically succeed
o Snatchers
slaughterhouse, they are tasked to find fat children, steal them from their
families and bring them to the warlock so he can overfeed them and rip
Focuses
Stalking
Harvest
276
Farming
Other
Points Effect
2 Go up a die for operations and stealth
4 Heal to full hp after every kill
6 Cannot be targeted by magic
o Hanging Men
which they were skinned and hung. Their bodies were desecrated post
mortem by being turned into each kind of scarecrow, but their anger in
death was so powerful they were able to come back and started a cult that
uses their power to recruit new scarecrows into their fold. When they
came back to life they began guarding the same prison they did in life and
Focuses
Cult
Protection
Stalking
Other
Points Effect
277
2 Can see peoples sins and guilt
4 Can paralyze a person with a gaze, this continues as long as they are
in your line of sight
6 You can completely mind control a person once a day
Skills
After choosing your race, classification and organization, look at your focuses. If you have a
focus you can put up to 5 points into that skill, if you have 2 focuses of the same name you can
put up to 10 points into it. You may also choose to put up to 6 points in your unique focus, which
will give you the effect specified there. You may only use 22 points.
Human
278
9 1d20 for Doors are Sneak attacks 1d20 for +25600 Take 2 less Civilians roll
operations never deal x3 dm attack start cash karma loss 1d8 for all
locked from magic checks
10 Enemies use 1d4 1d20 for all 1d20 for Get 3 +51200 1d20 for 1d20 for PR
on operations rolls on 1st 3 stealth attacks per start cash magic
rolls rounds turn
Vampires
Werewolves
279
1 1d6 for attack 1d6 for 1d6 for 1d6 for defense +1 move. 1d6 for Immune to poison
magic operation stealth checks damage. 1d6 for PR
rolls
2 Intensify enemy Don’t need Can use Extreme dm on 1d8 for attack on Enemies in
weakness focus for operation you is now first turn unarmed range take
magic rolls for weak dm 1d4 poison dm
firing guns
3 1d8 for attack 1d8 for 1d8 for 1d8 for defense 1d10 for dm on Enemies who were
magic operation first turn. 1d8 for
dealt unarmed
stealth. damage are were
beasts
4 Always go first Take 1 less Go up 2 hp Immune to fire +3 move Enemies in
beast loss when more damage unarmed range take
from magic when healing 1d6 poison dm
5 1d10 for attack 1d10 for 1d10 for 1d10 for Always move Nature is immune
magic operation defense first. 1d10 for to your poison.
stealth 1d10 for PR
6 Can attack 2 Can delay Can operate Damage you are Make 2 attacks on Enemies in
targets magic technology weak to is now 1st turn unarmed range take
effects from your normal damage 1d8 poison dm
phone
7 1d12 for attack 1d12 for Can use 1d12 for +5 move. 1d12 Use 1d10 on stealth
rolls magic rolls magic items defense for stealth.
without
training
8 Deal x2 damage Magic is 1d12 for Normal dm is Can scale walls Enemies in
invisible operations now resisted dm unarmed range take
1d10 poison dm
9 1d20 for attack Take 2 less 1d20 for 1d20 for Doors are never Can’t be attacked
beast loss operations defense locked. 1d20 for by nature. 1d20 for
from magic stealth. PR.
10 Get 3 attacks 1d20 for Enemies use Can reroll 1d20 for all rolls Enemies in
per turn magic 1d4 on defense once a on 1st 3 rounds unarmed range take
operations turn 1d20 poison dm
rolls
Witches
280
choice for 24 succeed you
hours for 2 host lose no host
3 1d8 for 1d8 for stealth 1d8 for operations 1d8 for attack 1d8 for host 1d8 for PR
defense
4 Can heal 2 hp Go up 5 hp Target can fly for Turn a weapon Items from the Summon a copy
each turn for for 4 host 24 hours for 5 host of a single host cost 1 less of yourself that
1 host damage type dies if it takes
into a different or deals damage
damage type on for 3 host
your next attack
for 2 host
5 1d10 for 1d10 for 1d10 for 1d10 for attack 1d10 for host 1d10 for PR
defense stealth operations
6 Can heal 4 hp Go up 10 hp Target wall has a Reflect the next Skill abilities Summon a
each turn for for 4 host door in it for 5 damage that cost ½ their weapon of your
1 host host would be dealt usual host choice, it may
to you at the amount only be used
attacker for 2 rounded up once, for 3 host
host
7 1d12 for 1d12 for 1d12 for 1d12 for attack 1d12 for host 1d12 for PR
defense stealth operations
8 Can heal 10 Go up 15 hp Target inanimate Deal double The host is Reanimate a
hp each turn for 4 host object is animate damage on your willing to corpse for 3
for 1 host for 5 host next attack for 2 forgive failure host
host once a week
9 1d20 for 1d20 for 1d20 for 1d20 for attack 1d20 for host 1d20 for PR
defense stealth operations
10 Can heal 20 Go up 25 hp Transform target Target weapon The host will Summon any
hp each turn for 4 host into a creature of or nonliving give you 3 free ally or enemy
for 1 host your choice for 5 creature is gifts at the for 3 host
host destroyed for 2 beginning of
host the week
Aliens
281
3 Can cloud 1d8 for attack 1d8 for defense 1d8 for You are People can’t find
minds with a operations guaranteed the your alien
psych check next job you devices in your
apply for property
4 1d8 for psych Always go Can’t be Can create 1d8 for disguise Diseases have 1
first infected with mundane tech and PR extra effect
earth disease such as cell
phones and
toasters
5 Can eat brains 1d10 for attack 1d10 for 1d10 for 1d10 for Gain 1
for competency defense operations disguise and PR competence for
boost using devastation
6 1d10 for psych Can attack 2 Damage you Can hack into You know It takes humans
targets are weak to is tech using a formal customs longer to recover
now normal phone or of human from devastation
damage computer culture
7 Psych can hit a 1d12 for attack 1d12 for 1d12 for 1d12 for It takes longer
person for 1d10 rolls defense operations disguise and PR for humans to
spirit damage fight devastation
8 Can psych 10 Deal x2 Normal dm is Can modify You are Increase the area
people at once damage now resisted native flora immune to all of devastation
dm and fauna human diseases effect by 2
9 1d20 for psych 1d20 for attack 1d20 for 1d20 for 1d20 for Gain 2
defense operations disguise and PR competence for
using devastation
10 Can psych 99 Get 3 attacks Can reroll Can create You run the Devastation
people at once per turn defense once a clones who entire building attacks deal x4
turn obey you at your job damage
Experiments
282
5 1d10 for 1d10 for attack 1d10 for self- 1d10 for magic Always move 1d10 for
defense control first. 1d10 for operations and
stealth PR
6 Damage you are Can attack 2 You may Can delay Make 2 attacks Your appearance
weak to is now targets silence a single magic effects on 1st turn doesn’t raise any
normal damage voice in your alarms
head
7 1d12 for 1d12 for attack 1d12 for self- 1d12 for magic +5 move. 1d12 1d12 for
defense rolls control rolls for stealth. operations and
PR
8 Normal dm is Deal x2 Cannot be Magic is Can scale walls Gain 2 Humanity
now resisted dm damage possessed invisible for friendship
9 1d20 for 1d20 for attack 1d20 for self- Take 2 less Doors are never 1d20 for
defense control humanity loss locked. 1d20 for operations and
from magic stealth. PR
10 Can reroll Get 3 attacks Lose all other 1d20 for magic 1d20 for all People judge you
defense once a per turn personalities rolls on 1st 3 for who you are
turn rounds on the inside
Ghosts
283
and nature in into chosen show up after 8
your local emotion hold
7 1d12 for attack 1d12 for PR 1d12 for magic 1d12 for hold Feeding fully Animations are
and defense heals you under your
while in local control
8 Can alter the Manipulate Humans don’t Pay 1 less hold 1d12 for Animations
environment costs 2 less fight back for 24 for all abilities stealth cannot be
and weather in hold hour intervals requiring hold controlled by
your local enemies
9 1d20 for attack 1d20 for PR 1d20 for magic 1d20 for hold 1d20 for 1d12 for
and defense stealth operations
while in local
10 Your local Can Human souls are Gaining 11 After a feed, 1d20 for
becomes its manipulate up obliterated when hold causes a spend no hold operations
own dimension to 99 people at you enter their door to heaven on the next
once body to appear. ability that
Extend hold would use hold
meter by 1
Mummies
284
8 Deal x2 Normal dm is Magic is invisible You can teleport Saying your true Triple all
damage now resisted between shadows name when lifespan
dm making a roll gains
doubles your
roll, but if an
enemy says it
your roll is
halved
9 1d20 for 1d20 for Take 1/3 less 1d20 for stealth 1d20 for PR +15 hp
attack defense lifespan loss from
magic
10 Get 3 attacks Can reroll 1d20 for magic You are Curses last 1d20 for
per turn defense once a completely longer if you operations
turn invisible while in know a person’s
shadows true name
Princesses
285
7 1d12 for Servants can Civilians donate 1d12 for magic 1d12 on hope Can gain hope
attack and attack twice per can become rolls and Stealth from monsters
defense turn servants
8 Can make 2 Servants use 1d12 for PR Magic is Cannot be 1d12 for
attacks per 1d12 for all rolls invisible possessed or operations
turn mind controlled
9 1d20 for Servants can Civilians roll Take 2 less 1d20 on hope If you are the
attack and transform into 1d8 for all hope loss from and Stealth same form as a
defense birds and canines checks magic target, you beat
them
automatically
10 Allies roll Servants use 1d20 for PR 1d20 for magic Solve any 1d20 for
1d20 for 1d20 for all rolls puzzle you operations
attack and come across
defense
Jotun
286
10 Enemies use 1d4 1d20 for magic 1d20 for PR 1d20 for Feeding heals 2d20 Get 3 attacks
on operations stealth hp per turn
rolls
Children
Zombies
287
2 Don’t need 1d6 for PR Intensify Gain +1 speed for 1d6 for operations +2 Speed
focus for enemy each other zombie
magic weakness you control
3 1d8 for magic 1d6 to infect 1d8 for attack Control up to 2 Gain control for 4 1d6 for stealth
on bite other zombies. hours a day
4 Take 1 less 1d8 for PR 1d8 for defense Gain an hour of 1d8 for operations +3 Speed
hunger loss control for each
from magic other zombie you
control
5 1d10 for magic 1d8 to infect 1d10 for attack Control up to 5 Gain control for 8 1d8 for stealth
on bite other zombies hours a day
6 Can delay 1d10 for PR 1d10 for Can control 1 Can speak Can climb and
magic effects defense zombie animal coherently open doors
7 1d12 for magic 1d10 to 1d12 for attack Go up a die on 1d12 for 1d10 for
rolls infect on bite rolls attack for every 3 operations stealth
zombies you
control
8 Magic is 1d12 to 1d20 for Control up to 10 Gain control for 1d12 for
invisible infect on bite defense other zombies 12 hours a day stealth
9 Take 2 less 1d20 to 1d20 for attack Go up a die for 1d20 for +10 Speed
hunger loss infect on bite defense for every 4 operations
from magic zombies you
control
10 1d20 for magic 1d20 for PR Get 3 attacks Control up to 20 Gain control for 1d20 for
per turn other zombies. 24 hours a day stealth
Killer Animals
288
6 1d10 for defense Can delay Can set traps You can use all Cannot be +1 to stealth
magic effect weapons controlled rolls for each
animal
7 1d12 for attack 1d12 for magic +5 move when 1d12 for operations 1d12 for PR Control 9
sneaking other animals
8 1d20 for defense Magic is 1d12 for stealth Can operate doors Immune to +1 to damage
invisible spirit damage for each
animal
9 1d20 for attack Take 2 less Sneak attacks 1d20 for operations 1d20 for PR +5 hp for
karma loss deal x3 dm each animal
from magic
10 Get 3 attacks per 1d20 for magic 1d20 for stealth Know and speak all Immune to Control 15
turn languages status effects other animals
Half Beast
289
Elementals
Mad Scientists
290
2 Robot costs Mutant costs Building 1d6 for PR Can diagnose +200 starting cash
20% off 20% off electronics is ½ someone by hearing
cost the symptoms
3 Robots go up Mutants go 1d8 for control 1d8 for 1d8 for operations +400 starting cash
a die for all up a die for sanity
checks all checks
4 Robot costs Mutant costs Programs are 1d8 for PR Can reroll an +800 starting cash
35% off 35% off 33% more operations check
effective during surgery
5 Mental link Mental link Your code 1d10 for 1d10 for operations +1600 starting cash
with robots with mutants cannot be stolen sanity
6 Robot costs Mutation 1d10 for control 1d10 for PR Can sense the +3200 starting cash
½ off costs ½ off functions of a body
7 Robots go up Mutants go Coding takes ½ 1d12 for 1d12 for operations +6400 starting cash
2 dice for all up 2 dice for the time sanity
checks all checks
8 Can add Can mutate 1d12 for control 1d12 for PR Can diagnose at a +12800 starting
robot parts to yourself glance cash
yourself
9 Robots go up Mutants go 1d20 for control 1d20 for 1d20 for operations +25600 starting
3 dice for all up 3 dice for sanity cash
checks all checks
10 All robot All mutant Hack in ½ the 1d20 for PR Never fail a surgery +51200 starting
costs 80% costs 80% time cash
off off
Demons
291
6 1d10 for Gain a rare item Go up a die for You cannot be 1d10 for ops Can delay
defense when a deal is defense checks detected by magic effects
made while in angels using
shadows magic
7 1d12 for attack 1d12 for PR 1d12 for stealth 1d12 for soul Gain +2 to all 1d12 for
rolls PR checks magic rolls
8 1d20 for Rather than killing You can Cannot be 1d12 for ops Magic is
defense you, breaking a teleport possessed invisible
deal off lowers between
you to 1 hp shadows
9 1d20 for attack 1d20 for PR 1d20 for stealth 1d20 for soul If you are the Take 2 less
same form as a soul loss from
target, you beat magic
them
automatically
10 Get 3 attacks Souls gained in You are Your souls 1d20 for ops 1d20 for
per turn deals can be used completely cannot be magic
as soldiers invisible while stolen by other
in shadows demons.
Hero
292
9 1d20 for PR 1d20 for attack Take 2 less karma 1d20 for Sneak attacks Reroll any
loss from magic operations deal x3 dm check with max
heroism
10 Can return to Get 3 attacks 1d20 for magic If you die, an 1d20 for Go up 2 dice for
life once per turn ally gains all stealth all rolls with
your abilities max heroism
Angels
293
Things That Go Bump in the Night
Scarecrows
294
4 Always go first 1d8 for magic, -1 +3 move after Cannot be If your meter is People take
to all guardian sneak attack mind below 7 deal +3 orders from
losses for spells controlled damage you
5 1d10 for attack 1d10 for defense 1d10 for 1d10 for ops If your meter is 1d10 for PR
stealth below 6 go up a
die for 2 checks
of your choice
6 Can attack 2 1d10 for magic If you fail a For every 5 If your meter is Can rally a
targets stealth check, kills with a below 5 get +25 citizen to fight
enemies get -2 weapon get hp for you
for all stats for +1 damage
the battle
7 1d12 for attack 1d12 for defense 1d12 for 1d12 for ops If your meter is Civilians deal
stealth below 4 go up a double
die for all checks damage
8 Deal x2 1d12 for magic, -2 +5 move while Gain x2 If your meter is 1d12 for PR
damage to all guardian sneaking rewards below 3 deal
losses for spells double damage
9 1d20 for attack 1d20 for defense 1d20 for 1d20 for ops If your meter is Civilians roll
stealth below 2 you have 1d8 for all
no weaknesses checks
and can attack 2
more times each
turn
10 Get 3 attacks 1d20 for magic If you kill a After You do not lose if 1d20 for PR
per turn target while completing 3 your meter runs
stealthed take quests gain a out
an extra turn skill point
Weapons
Unarmed
295
Name: Razor Claw 1d4 damage Range: 1
Other: Bleeding (Target is dealt 1 damage each turn)
Price: 35
296
Other: Bleeding (Target is dealt 1 damage each turn)
Damage type: Unarmed
Price: 35 Dollars or Life span, 1 from meter
297
Melee
298
Name: Slayers Broadsword 1d8 damage Range: 1
Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target gets -2 to their
next check)
Damage type: Melee
Price: 135 Dollars or Life span, 2 from meter
299
Other: Intense Bleeding (Target is dealt 3 damage each turn), Limb Damage (Target gets -2 to
their next check), Versatility (Deal double damage to adjacent enemies), Intense Knockback
(After dealing damage, this weapon knocks the target back 3d6 spaces)
Damage type: Melee
Price: 6,565 Dollars or Life span, 7 from meter
Bullets
300
Name: Shotgun 1d20 damage Range: 5
Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target takes -2 to their
next check)
Price: 500 Dollars or Life span, 3 from meter
301
Name: Bullet Witch SMG 1d6 damage Range: 11
Other: Intense Bleeding (Target is dealt 3 damage each turn), Limb Damage (Target gets -2 to
their next checks), Spirit Breaker (Deals double damage to monsters), Rapid Fire (You can
attack with this weapon 3 times a turn)
Damage type: Bullets
Price: 980 Dollars or Life span, 3 from meter
302
Name: Airsoft Gun 1d4 damage Range: 6
Other: Stun (Target must roll a defense check to take a turn next turn)
Damage type: Bullets
Price: 20 Dollars or Life span, 1 from meter
Fire
303
Name: Napalm Launcher 1d20 damage Range: 15
Other: Intense Burning (Target is dealt 3 fire damage each turn) Firestorm (Creates a 3x3 grid
around target that deals 1 fire damage each turn to everyone inside the grid)
Price: 8,900 Dollars or Life span, 9 from meter
304
Name: Chemical Thrower 1d4 damage Range: 10
Other: Intense Burning (Target is dealt 3 fire damage each turn) Firestorm (Creates a 3x3 grid
around target that deals 1 fire damage each turn to everyone inside the grid) Puddle (Creates a
3x3 grid around target that deals 1 water damage each turn to everyone inside the grid) Poison
(Target takes 2 poison damage each turn)
Damage type: Fire
Price: 800 Dollars or Life span, 4 from meter
Water
306
Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target takes -2 to their
next check)
Damage type: Water
Price: 585 Dollars or Life span, 3 from meter
307
Name: Boiling Tea 1d4 damage Range: 2
Other: Burning (Target is dealt 1 Fire damage each turn)
Damage type: Water
Price: 30 Dollars or Life span, 1 from meter
Wood
308
Name: Crossbow 1d10 damage Range: 7
Other: Bleeding (Target is dealt 1 damage each turn) Versatility (Deal double damage to
adjacent enemies)
Damage type: Wood
Price: 1500 Dollars or Life span, 4 from meter
309
Name: Wicker Torch 1d4 damage Range: 2
Other: Burning (Target is dealt 1 fire damage each turn), Monk Exploit (You can make a move
action after attacking with this weapon)
Damage type: Wood
Price: 865 Dollars or Life span, 3 from meter
Darkness
310
Name: Demon Flask 1d20 damage Range: 10
Other: Miasma (Deal 1 dark damage to target each turn) Creeping (This attack hits all enemies
within range)
Price: 2,000 Dollars or Life span, 6 from meter
311
Damage type: Dark
Price: 900 Dollars or Life span, 3 from meter
Light
312
Price: 2,500 Dollars or Life span, 6 from meter
313
Name: Lightcaster Guitar 1d4 damage Range: 10
Other: Creeping (Hits all targets within range), Limb Damage (Target gets -2 to their next
check)
Damage type: Light
Price: 340 Dollars or Life span, 2 from meter
Poison
314
Name: Poison Blade 1d8 damage Range: 1
Other: Poison (Target takes 2 poison damage at the beginning of each turn) Limb Damage
(Target takes -2 to their next check)
Price: 450 Dollars or Life span, 3 from meter
315
Other: Intense Poison (Target takes 6 poison damage at the beginning of each turn), Wasteland
(Creates a 3x3 grid around target that deals 1 poison damage each turn to everyone inside the
grid) Explosive (Deals damage to each enemy within 5 squares of where it lands)
Damage type: Poison
Price: 3,500 Dollars or Life span, 6 from meter
316
Spirit
317
Price: 700 Dollars or Life span, 4 from meter
318
Other: Stun (Target must roll a defense check to take a turn next turn), Freeze (Target cannot
attack or defend for 5 turns)
Damage type: Spirit
Price: 5,725 Dollars or Life span, 5 from meter
Shock
319
Damage type: Shock
Price: 80 Dollars or Life span, 1 from meter
320
Damage type: Shock
Price: 2,325 Dollars or Life span, 5 from meter
Silver
321
Name: Silver Ankh 1d4 damage Range: 1
Other:
Damage type: Silver
Price: 10 Dollars or Life span, 1 from meter
322
Other: Creeping (Deal damage to each enemy within range), Intense Bleeding (Target is dealt
3 damage each turn), Limb Damage (Target gets -2 to their next check)
Damage type: Silver
Price: 740 Dollars or Life span, 3 from meter
Toys
323
Name: PERF Gun 1d4 damage Range: 7
Other:
Damage type: Bullets
Price: 20 Dollars
324
Price: 40 Dollars
Pets
325
Price: 50 dollars
Humans
o Slasher
Magic
Lv. 1: The first attack that would deal damage on you deals no
326
Lv. 5: Gain a fear aura for 24 hours, when a target sees you roll
Lv.6: Can Teleport behind the next wall a target will pass, spend 2
Karma to use.
Lv.10: After dying come back to life with full health after 3
o Priest
Magic
any monster who comes within 2 squares of you, this lasts for 12
Lv. 10: Rain a plague on an area each night. First turn the water in
the area into blood, then a horde of frogs, then itching lice, then a
horde of wild animals, next kill all the livestock in the area, then
infect the natives with painful and ugly boils, then send flaming
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darkness, and finally kill every firstborn in the area. Spend 8
Karma to use.
Magic
use
Lv. 6: Create a 1 foot ball of light that has the same effect as the
Lv. 8: Create a wall of spirits 20 feet long and 10 feet high that can
Karma to use.
o Diabolus
Magic
Lv.3: Create a wall of fire 13 feet across and 10 feet high, passing
karma to use.
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Lv.10: Kill another human. Gain x4 to all rolls for the next 72
o Displaced Knight
Magic
Lv.5: Target goes down 4 dice for defense until the end of your
Lv.6: Go up 2 dice for defense until the end of your next turn,
enemies can only attack you until the end of your next turn. Spend
2 karma to use.
Lv.8: Heal yourself and each ally 1d20. Spend 4 karma to use.
use.
o Cannibal Hillbilly
Magic
Lv.1: Control the trees of the forest you live in for 1 hour. Spend 2
karma to use.
Lv.5: Target is bound in chains, hooks, and leather giving them the
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Lv.6: Target has the intense bleeding effect on them. Spend 2
karma to use.
to use.
Lv.10: Summon the Defiler, he has 2d20 for all checks and resists
use.
o Pit Explorers
Magic
Lv.1: Can see in the dark for 24 hours. Spend 2 karma to use.
karma to use.
Lv.5: Speak with the spirits of those who lived in the area. Spend 2
karma to use.
o Omnist Church
Magic
Lv.3: Each ally goes up a die for all rolls until the end of your next
330
Lv.5: Enemies reroll all attack rolls and use the lowest result for 24
karma to use.
Lv.8: All allies take another turn after yours. Spend 4 karma to use.
Lv.10: All allies use 2d20 for all rolls for 1 hour. Spend 8 karma to
use.
Vampires
o Dracul
Shapeshifting
Lv.1: Can turn into a rat. 1d20 on sneak, 1d4 on all other checks
Lv.3: Can turn into a bat. Can fly in this form, 1d12 on sneak, 1d10
on feeding, 1d4 on all other checks. After exiting this form gain +1
Lv.7: Can turn into a grizzly bear. 1d20 to attack and defense in
Lv.9: Can turn into fog. Cannot attack or be attacked in this form,
take up a 5x5x5 grid while in this form, can fly in this form, can
condense your body down to fit through any crack in this form,
invisible in this form, upon exiting this form teleport to any area
331
you took in that form and gain +3 die to all checks for the next
turn.
Magic
use this.
Lv.10: Feeding on vampires gives you x4 to all rolls for the next
o Primal
Shapeshifting
Lv.1: Can become a falcon. You can fly in this form, can see twice
332
Lv.7: Can become a manticore. Gain immunity to fire, poison, and
wood damage in this form. All attacks deal fire, and poison
fly in this form. 1d20 to attack and defense checks in this form.
fly in this form, all attacks deal an additional 1d20 fire damage in
this form. Use 1d20 for attack, seduction, feeding, and defense
checks in this form. 1d4 to all other checks in this form. You are
o Nosferatu
Shapeshifting
Lv.1: Can turn into a rat. 1d20 on sneak, 1d4 on all other checks
Lv.3: Can turn into a swarm of rats. 1d20 on sneak, feeding and
Lv.5: Can turn into a bat. Can fly in this form, 1d12 on sneak, 1d10
on feeding, 1d4 on all other checks. After exiting this form gain +1
333
Lv.9: Can turn into fog. Cannot attack or be attacked in this form,
take up a 5x5x5 grid while in this form, can fly in this form, can
condense your body down to fit through any crack in this form,
invisible in this form, upon exiting this form teleport to any area
you took in that form and gain +3 die to all checks for the next
turn.
Magic
use.
Lv.5: Can disguise yourself as a human and roll 1d12 for sneak for
hunger to use.
o Blood Governors
Magic
Lv.1: Target human forgets the last 24 hours of their life. Spend 2
hunger to use.
334
Lv.3: All humans stay away from an area for 24 hours. Spend 2
hunger to use.
Lv.5: Swap minds with any human for 24 hours. Spend 2 hunger to
use.
to use.
o Protectorate Order
Shapeshifting
Lv.1: Can turn into a large black sheepdog. 1d6 to sneak checks.
Lv.3: Can Turn into an Eagle. You can fly in this form, can see
twice as far, 1d8 to attack checks, 1d4 for all other checks.
attack. 1d6 in all other checks. You are considered giant in this
form.
Lv.9: Can turn into an Island Turtle. Immune to water, fire, wood,
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form. 3d20 for defense rolls in this form. 1d6 for all other checks.
o Shepherds
Shapeshifting
Lv.1: Can turn into a large black sheepdog. 1d6 to sneak checks.
Lv.3: Can turn into a bat. Can fly in this form, 1d12 on sneak,
1d10 on feeding, 1d4 on all other checks. After exiting this form
and attack. 1d8 on defense and feeding. 1d6 on all other checks.
Lv.9: Can turn into a Phantom Tiger. 1d20 on stealth, attack, and
Magic
336
Lv.5: You become able to walk through walls and turn invisible for
Lv.6: Target male becomes female, you may change him back at
this.
o Ultra Bat
Shapeshifting
Lv.1: Turn into a giant rat. You cannot fly in this form. All your
Lv.3: Turn into a Giant Armadillo. Use 1d20 defense in this form.
Lv.5: Turn into a Gargoyle, you do not take sun damage in this
form, but sun will turn you to stone. Use 1d12 for attack and
defense in this for, use 1d10 for PR and magic, use 1d6 for
everything else
Lv.7: Turn into a Rhino, you cannot take fall damage in this form,
you cannot fly in this form, use 1d20 for attack and defense, use
337
Lv.9: Turn into a Storm Cloud. Deal 1d8 electric damage to
anyone who comes within 3 squares of you. You take up a 2x2 grid
when in this form. You cannot wield weapons in this form. Use
1d20 for attack and damage in this form, use 1d12 for operations,
o Ice Stalker
Magic
Lv.5: Target loses all hope and will. Spend 2 hunger to use.
Lv.6: Target becomes encased in ice and more ice the more they
hunger to use.
Lv.10: Form a split consciousness with the ice and snow, you
control both yourself and the nearest icy landscape to your person.
The landscape uses 2d20 for all checks and can reshape itself until
it runs out of ice and snow. It has 1 hp for each square foot of snow
o Long Feng
Magic
338
Lv.1: Create an unbreakable shield, while the shield is up you
don’t take sun damage. While the shield is up you can reroll a
defense check. If you fail a reroll the shield goes away. Spend 2
hunger to use.
Lv.3: Go up a die for all checks for each enemy in the area until
Lv.6: Target loses all their senses for 24 hours. Spend 2 hunger to
use.
use.
Lv.10: Target loses their skin and blood. Spend 8 hunger to use.
o Dhampyr
Magic
Lv.3: Deal 1d8 damage to a target. Heal the same amount. Spend 2
hunger to use.
Lv.5: Each enemy skips their next 3 turns. Spend 2 hunger to use.
use.
339
Lv.10: All enemies skip every other turn and move at half speed.
You move at double speed and can attack 1 extra attack per turn.
Magic
Lv.1: All sales are half price for 24 hours. Spend 2 hunger to use.
Lv.5: You are not hit by the next attack that would deal damage to
Lv.6: Target cannot move until you will it. Spend 2 hunger to use.
resistances reversed. Its stats are the same as yours and it has the
Lv.10: Target is taken 300 feet below the surface of the earth
forever and all eternity, they can never die. Spend 8 hunger to use.
o Sea of Blood
Shapeshifting
Lv.1: Turn into a Piranha. Use 1d8 for attack in this form and 1d6
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Lv.3: Turn into a Crocodile. You cannot breathe underwater in this
form and use 1d12 for attack, use 1d8 for defense, and use 1d6 for
Lv.5: Turn into an Angler Fish. You can move any number of
creatures up to 3 spaces each turn in this form and use 1d10 for all
checks.
Lv.7: Turn into a Shark. Use 1d20 for attack and 1d10 for all other
checks. Double your damage roll if the target has already been
targeted.
Lv.9: Turn into a Giant Demon Squid. Use 1d20 for all checks.
o End Watchers
Magic
use.
Lv.8: Create a Golem. It has the same stats as you, but must obey
8 hunger to use.
341
Shapeshifting
Lv.1: Turn into a Bat. You can fly in this form, use 1d6 for all
Lv.3: Turn into a Giant Boar. You have +5 hp in this form. Use
1d10 for attack and stealth in this form. Use 1d6 for all other
checks.
Lv.5: Turn into a Rabid Wolf. Use 1d20 for attack. Use 1d10 for
all other checks. You are immune to sun damage in this form and
Lv.7: Turn into a Giant Snake. Use 1d20 for all checks. You
cannot wield weapons in this form and all attacks deal poison
up a 6x7 grid in this form and use 2d20 for all checks, mortals who
Magic
Lv.1: Target goes down a die for all rolls for the duration of the
hunger to use.
342
Lv.6: Create a magic shield that reduces all damage by half for 24
Lv.10: Target exactly 7 willing humans. They all die and create the
ultimate vampire. It is 11 feet tall and uses 2d20 for all checks. It
possesses all shapeshifting abilities and all magic save this one. It
o The Defanged
Shapeshifting
Lv.1: Can turn into a bat. Can fly in this form, 1d12 on sneak, 1d10
on feeding, 1d4 on all other checks. After exiting this form gain +1
Lv.3: Turn into a Large Dog. 1d8 to sneak and attack checks. 1d6
Lv.5: Turn into a Cat. 1d12 for PR and sneak, 1d10 for magic, 1d6
Lv.7: Turn into a Jaguar. 1d12 for PR and sneak, 1d10 for all other
checks
each one using the stats in the level 1 power. You only need one
Were Beasts
343
o Cat People
Magic
o Fish People
Magic
Lv.1: Gain the ability to breathe underwater and double your speed
use.
Lv.5: Double your size at will for 24 hours. Spend 2 beast to use.
344
Lv.10: Turn into a different werebeast for 24 hours. Spend 8 beast
to use.
o Guardians of Earth
Magic
Lv.1: Can speak with the trees and wind for 1 hour. Spend 2 beast
to use.
Lv.3: Can speak with the rocks and the water for 1 hour. Spend 2
beast to use.
beast to use.
Lv.8: Grow any number of plants of any height within a 1/2 mile
It has the same stats and abilities as a Dragon (See Enemies List)
o Blood Pack
Magic
Lv.1: Increase all dice rolls by 1 for the next hour. Spend 2 beast to
use.
Lv.3: Double your speed for the next hour. Spend 2 beast to use.
Lv.5: Gain immunity to fire for the next hour. Spend 2 beast to use.
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Lv.6: Gain +3 to all rolls while within 1 square of the target for an
Lv.8: You can walk through walls and triple your speed for the
Lv.10: Become the primal beast. In this form go up 4 dice for all
rolls and double all rolls. You take up a 6x3x4 Grid. You are
Magic
Lv.5: Deal 1d20 light, wood, water and fire damage to target
Lv.6: Vampires cannot enter target area for a week. Spend 2 beast
to use.
beast to use.
o Were Falcon
Magic
Lv.1: Target ally can fly for 24 hours. Spend 2 beast to use.
346
Lv.5: Enemies within 5 spaces of you have their speed halved for
Lv.8: You can roll 3 defense rolls and use the highest result for the
Lv.10: Deal the max damage with all attacks for the duration of a
o Were Panther
Magic
Lv.3: Resist the next 20 damage you would be dealt. Spend 2 beast
to use.
Lv.6: You can shape shadows into objects for 24 hours. Spend 2
beast to use.
Lv.8: Target takes double damage from all sources. Spend 4 beast
to use.
use.
o Were Shark
Magic
347
Lv.3: Go up a die for all checks for each bleeding enemy for 24
2 beast to use.
beast to use.
to use.
o Silver Wolves
Magic
2 beast to use.
to use.
to use.
beast to use.
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o Helping Paws
Magic
beast to use.
Lv.6: Can talk to animals, plants, fish, and minerals for 24 hours.
Lv.8: Can control inanimate objects with your mind for 24 hours.
Lv.10: Can walk through dimensions and time for 24 hours. Spend
8 beast to use.
Witches
o Phoenix
Healing
Lv.1: Target ally with the burning status effect is healed of all
Lv.4: Inflict yourself with the burning status effect. Heal yourself 1
Lv.7: Cure any disease and see the targets future. Spend 6 host to
use.
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Elemental
Lv.1: Shoot a fireball at a target. It deals 1d10 fire damage and has
within the wall, standing next to the wall, or going through the wall
takes 1d10 fire damage and the burning status effect. Spend 3 host
to use.
Lv.7: Do a fire teleport. Deal 1d10 fire damage with burning status
effect to each adjacent enemy and then teleport to the side of one
their turn in the infernal tornado, they are dealt 2d20 fire damage.
Transmogrification
Lv.1: Turn into a falcon. You can fly in this form and go up a die
Lv.4: Target enemy has the burning status effect. Spend 3 host to
use.
Lv.7: Target enemy has the intense burning status effect. Spend 6
host to use.
Lv.10: Turn target enemy into a fire Djinn, they go up 4 dice for
magic, but are trapped inside a lamp. Anyone who releases them
350
from the lamp must be granted a single wish, the Djinn is under
obligation to do the wish and serve the wisher until the wish is
o Wakedancer
Summoning
rolls 1d8 for attack, stealth, and magic, 1d6 for operations, and 1d4
Lv.7: Summon a Wraith dancer. It can walk through walls and fly.
It uses 1d12 for defense and stealth. 1d10 for attack. 1d8 for
Entropy
host to use.
Lv.10: Each target of the opposite gender takes 2d20 damage. Heal
o Badlander
Elemental
351
Lv.1: Create the puddle status effect. Spend 1 host to use.
Lv.7: Create a 3x3 grid anywhere on the field, while you or an ally
are inside it you may reroll your defense checks, while an enemy is
in it they are dealt 1d8 water damage each turn. Spend 6 host to
use.
Lv.10: All enemies on the field are frozen. Spend 9 host to use.
Entropy
Lv.1: For the duration of 1 battle, whenever you are hit with an
attack you may choose to take double damage and kill the attacker.
Lv.4: Create a 2x2 grid anywhere on the field, anything inside the
grid cannot move or attack through the grid. Spend 3 host to use.
Lv.7: Deal 1d10 damage to each adjacent enemy. They skip their
Transmogrification
Lv.1: Turn into an eagle. While in this form you go up 2 dice for
Lv.4: Turn into a fleet of salmon. While in this form you can
352
Lv.7: Turn target enemy into a frog for 3 turns. They go down to
Lv.10: Turn target ally into a dragon. See enemy list for its stats.
o Waster
Entropy
host to use.
Healing
Lv.4: Heal 1d4 for each enemy and each ally in the area. Spend 3
host to use.
Lv.7: For the duration of the battle heal 1d6 every time you take
Lv.10: If you die, bind your corpse to another person’s body. You
share that bodies mind but have no control unless directly allowed.
o Skinshifter
353
Transmogrification
Lv.1: Turn into a squirrel. Use 1d20 for stealth checks in this form.
Lv.4: Turn into a plant. In this form heal 1d4 each turn as long as
the sun is out and deal 1d6 poison damage to anyone who deals
Lv.7: Turn into a bear. Go up 3 dice for attack and defense in this
Lv.10: Turn into a dire snake. Go up 3 dice for all checks and deal
poison damage with all attacks. You are considered giant in this
Healing
Lv.4: Cure all status conditions from each ally and enemy. Spend 3
host to use.
stands adjacent to it are healed 1d20 each turn. Spend 6 host to use.
Lv.10: Bring target back to life if you wrap it in moss for 3 days.
o Host of Corpses
Entropy
354
Lv.1: Target takes 1d10 dark damage and gets -1 for speed. Spend
1 host to use.
Summoning
Lv.1: Create a ghoul. It uses 1d6 for attack and 1d4 for all other
1d8 for attack and operations and 1d6 for stealth, but uses 1d4 for
Lv.7: Create the scion of the corpse. Its attacks cannot be blocked
damage with all weapons. It uses 1d20 for all checks. Spend 9 host
to use.
Healing
Lv.4: Target comes back to life under your control. Spend 3 host to
use.
Lv.7: Create a soul jar, if you die the soul jar produces a perfect
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Lv.10: Create a phylactery out of any object of your choosing, as
long as the phylactery is intact you cannot die. Spend 9 host to use.
o Host of Trees
Healing
Lv.1: Create 5 apples. Eating an apple heals 1d4 hp. Spend 1 host
to use.
Lv.4: Create a healing fairy. It has 1 hp and can fly. It uses 1d4 for
all checks and heals each ally 1d6 each turn. Spend 3 host to use.
Lv.7: You and each ally goes up 2 dice for attack and defense.
Transmogrification
Lv.1: Turn into a mighty oak. While in this form you cannot move
Lv.4: Turn target into a rat for 3 turns. They use 1d4 for all rolls
and all their attacks have the poison effect on them. Spend 3 host
to use.
in this form but deal 1d4 damage to any enemy you walk through
and give them a status condition of your choice. You have a move
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Lv.10: Turn target tree into a living tree. It uses 1d20 for all checks
Elemental
Lv.4: Deal 1d10 wood damage to target, go up 2 dice for your next
Lv.7: Whenever an enemy moves for the rest of the battle they are
Lv.10: Deal 2d20 wood damage to target. You pay no host to use
o Host of Demons
Summoning
Lv.1: Summon an Imp: They can fly and use 1d8 for operations
and 1d4 for each other check. They have 8 speed and 5 hp. They
and deals 1d4 electric damage. The second deals 1d8 fire damage
to a target and inflicts burning, and the third deals 1d12 water
Lv.4: Summon a succubus. She has 1d20 for PR and 1d10 for
operations, use 1d4 for all other checks. Spend 3 host to use.
Lv.7: Summon a Demon Knight. He has 1d12 for all checks and
357
Lv.10: Summon an Archdemon. She has 1d20 for all checks and
the ability to summon her own imp. She can also use a snake ray
which deals 1d20 poison damage and inflicts intense poison. Spend
9 host to use.
Entropy
Lv.4: Target takes -2 to all checks and has miasma. Spend 3 host to
use.
Lv.7: Target loses their skin for 3 turns. Spend 6 host to use.
o Host of Moon
Healing
Lv.1: Heal 1d20 if the moon is out. Otherwise heal 1d4. Spend 1
host to use.
Lv.4: Target area is free of disease while the moon is out. Spend 3
host to use.
Lv.7: You are immune to all magic and any spell cast against you
is reflected back at the caster for the duration of the battle. Spend 6
host to use.
Elemental
358
Lv.1: Up to 3 targets takes 1d4 light or dark damage. Spend 1 host
to use.
Lv.7: Target takes 1d10 fire, water, dark, or light damage and is
Lv.10: Deal 1d20 light, dark, wood, electric, fire or water damage
o Host of Fire
Elemental
Lv.1: Deal 1d4 fire damage to every enemy. Spend 1 host to use.
Lv.7: Deal 1d20 fire damage to an enemy and 1d6 fire damage to
Lv.10: Each target in an area takes 1d20 fire damage. Spend 9 host
to use.
Summoning
Lv.1: Create an exploding imp. It has 1d4 for all rolls and deals
Lv.4: Summon a Fryer. It has 1 hp and uses 1d12 for all checks. It
all its attacks are unblockable, but it dies once it kills something.
359
Lv.10: Summon Fiend of Fire. It has 1d20 for all checks and
inflicts intense burning with all its attacks. Fire weaponry it uses
has 2d20 for its damage. It has 40 hp and 10 speed. Spend 9 host to
use.
Oracle
o Summoning
Lv.1: Summon a white dove, it can fly and uses 1d4 for all checks. It
Lv.4: Summon a ram, it uses 1d10 for attack, and 1d4 for all other
Lv.7: Summon a lion, it uses 1d10 for all checks and has 15 hp and 6
Lv.10: Summon The Hades Skull, it uses 1d12 for all checks, has 100
hp and 1 move and can use any spell you have access to, wit the
o Healing
Lv.4: You and each ally are healed 1d10. Spend 3 host to use.
Lv.7: Each ally and you go up a die for defense and get +10 hp for 24
Lv.10: You and all allies go up 2 dice for all stats for the next 24
Animal Skin
360
o Transmogrification
Lv.1: Shapeshift into a Lion. Go up a die for attack, defense, and PR.
for defense. Get +5 hp and double your current speed. Spend 3 host to
use.
Lv.7: Shapeshift into a Drake. Go up a die for all checks and you can
Lv.10: You can shapeshift into any creature you can see for the next
24 hours. While in that form you gain its stats, but go up a die for all
o Entropy
Lv.1: Target fleshy creature takes 2d20 poison or dark damage. Spend
1 host to use.
Lv.4: Target fleshy creature is frozen for 15 turns. Spend 3 host to use.
Lv.7: Target fleshy creature takes extreme damage from all sources
Lv.10: Target fleshy creature dies and you heal yourself equal to the
Nephilim
o Healing
361
Lv.4: Target dead character is brought back to life for a day. Spend 3
host to use.
Lv.10: All enemies in the area are knocked unconscious and your
o Entropy
Lv.7: Each ally takes damage equal to the total damage you and your
o Elemental
Lv.4: Each enemy within 5 squares of you takes 1d10 fire damage and
1d10 shock damage. They are burning and stunned. Spend 3 host to
use.
Lv.7: Each enemy that is stunned or burning is now dead. Spend 6 host
to use.
Lv.10: All enemies take 1d20 fire damage, 1d20 shock damage, and
1d20 water damage. They have intense burning and they are frozen.
Wrath Monk
362
o Elemental
Lv.1: Deal 1d10 fire and 1d10 dark damage to each enemy. Spend 1
host to use.
Lv.4: Each enemy that has burning or miasma takes 1d20 fire damage
o Transmogrification
Lv.1: Turn into a rat. Go up 3 dice for stealth and you are tiny. Spend
1 host to use.
Lv.4: Turn into a Wolf. Go up a die for attack, stealth, and PR. Spend
3 host to use.
Lv.7: Turn into a Giant Fighting Spider, you go up 2 dice for attack
and defense, you are giant, and all your attacks half opponents speed.
Lv.10: Transform into a Chernabog, you can fly, are giant, get +45 hp,
Warlock
o Entropy
Lv.1: Target takes 1d4 poison damage each turn. Spend 1 host to use.
Lv.4: Target skips every other turn, starting with their next turn. Spend
3 host to use.
363
Lv.7: Deal 1d10 poison damage to each enemy on the field, then you
and each ally get +X hp, where X is the total damage dealt. Spend 6
host to use.
o Summoning
Lv.1: Summon an Imp, it uses 1d10 for magic and has access to any
spell you have outside of summoning. It can fly, has 5 hp, 6 speed and
Lv.4: Summon a Chimera, it uses 1d10 for attack and defense and uses
1d6 for all other checks, its unarmed attacks deal 1d10 fire, poison, or
Lv.7: Summon a Dark Lich. It has 1d20 in magic and can use any spell
you have, but can only summon an imp. It uses 1d10 for all other
Lv.10: Summon a Horned Reaper. It uses 2d20 for attack and defense
and 1d20 in all other stats, you have no control over it. It has 66 hp and
o Healing
to use.
Lv.7: You and each ally ignore the next 3 times you would be
364
Lv.10: Target area cannot have violence committed within its borders
o Transmogrification
Lv.1: Turn into a Swan. You can fly and go up a die for PR. Spend 1
host to use.
Lv.4: Turn into a Giant Bull. You are giant and go up a die for attack
Lv.7: Turn into a Storm Cloud. You can fly, are giant, and go up a die
o Elemental
Lv.1: Each adjacent enemy takes 1d8 shock damage. Spend 1 host to
use.
o Entropy
Lv.4: Target takes 1d6 damage each turn. Spend 3 host to use.
365
Lv.7: Each target within 5 squares is stunned and takes 1d10 damage.
o Elemental
Lv.4: Deal 1d6 poison damage, 1d6 fire damage, and 1d6 shock
use.
Lv.10: Deal 2d20 fire damage, 2d20 shock damage, and 2d20 poison
o Summoning
Lv.1: Summon a Fox. It has 1d8 for stealth and PR and 1d4 for all
Lv.4: Summon a Big snake. It has 1d12 for defense and stealth and
1d8 for all other checks. It has 10 hp and 9 speed. Spend 3 host to use.
Lv.7: Summon a Giant Raven. It can fly and is giant. It has 1d20 in
stealth, PR, and magic and uses 1d10 for all other checks. It can cast
any lv.4 spell or below. It has 15 hp and 12 speed. Spend 6 host to use.
Lv.10: Summon a Kitsune, it has 2d20 for all checks and can cast any
spell you have except this one. It is giant and immune to fire and light
366
damage. It has 45 hp and 13 speed. It does not have to obey you. You
may only summon it if you have summoned a fox and it is still alive.
Host of Angels
o Healing
Lv.4: For the duration of the battle each ally is healed 1d4 each turn.
host to use.
o Elemental
Lv.4: Deal 1d20 light damage to each adjacent enemy. Spend 3 host to
use.
Lv.7: Double the damage of all light or fire weapons used by you or an
Lv.10: Deal 1d20 light damage to each enemy within 10 squares and
they take double damage from all sources until the end of the battle.
Host of Fae
o Summoning
367
Lv.1: Summon a Brownie. It has 1d10 for operations and 1d4 for
Lv.4: Summon a Fae warrior. It is tiny, can fly, and uses 1d10 in attack
and magic, and 1d4 for all other checks. It can use any spell you have
Lv.7: Summon a Fae Knight. It has 1d12 for attack and defense and
uses 1d8 for all other checks. It has 20 hp and 7 move. Spend 6 host to
use.
Lv.10: Summon a Magic Dragon. It has 1d20 for all checks and can
cast any spell you have lv.7 and below. Spend 9 host to use.
o Entropy
use.
Lv.4: Target takes 1d10 poison or dark damage and you heal the same
Lv.7: Target can either be mind controlled or take 1d20 dark or poison
host to use.
Host of Self
o Summoning
Lv.1: Summon a Skeleton Warrior. It has 1d6 for all checks and has 10
368
Lv.4: Summon an Ancestral Spirit. It has 1d10 for magic, 1d8 for
attack and defense, and 1d6 for all other checks. It can cast any spell
Lv.7: Summon a War Daemon. It has 1d20 in attack and defense and
Lv.10: Summon a Fallen Angel. It has 1d20 for all rolls and 45 hp and
o Transmogrification
Lv.1: Turn into a crow, you can fly in this form. Spend 1 host to use.
Lv.4: Turn into a Lighting Boar, you are immune to shock damage and
deal double damage with shock weapons in this form. Double your
Lv.7: Turn into a Stone Golem. Go up 2 dice for attack and 4 dice for
defense in this form. Get +20 hp and -4 speed. Spend 6 host to use.
Lv.10: Turn into a Dragon. You can fly and go up 2 dice for all
o Healing
Lv.1: Heal yourself and all allies 1d8. Spend 1 host to use.
Lv.4: Prevent yourself and all allies from getting status effects. Spend
3 host to use.
Lv.7: You and each ally take ½ damage from all sources, except
369
Lv.10: Target dead ally comes back as a ghost. If they were already a
Aliens
o Overlords
Psych
capability to use.
points to use.
to use.
Devastation
Lv.4: Kill a human and pin the blame on another human. Spend 3
capability to use.
use.
Disguise
370
Lv.4: Disguise Self as a Campaign Planner
o Cyborgs
Science
long as you are not looked at too closely or in great detail. Spend 3
capability to use.
Lv.6: Create a mod for your body that when applied makes you go
capability to use.
to use.
Lv.10: Control the internet from any computer you can access.
o Infiltrators
Disguise
371
Lv.10: Disguise Self as a Judge
Psych
capability to use.
Lv.8: Target thinks they’re your best friend, they will defend you
with their life and are eternally loyal. Spend 6 capability to use.
all rolls and are under your control with their memories capable of
o Vanguards
Psych
use.
Lv.8: Target becomes a bomb that will go off in 24 hours, they are
under your control and will deal 2d20 spirit damage to everything
use.
372
Lv.10: Target thinks they are members of the Martian colonies.
Devastation
o Poisoners
Science
Lv.2: Create the cure for any earthborn disease. Spend 2 capability
to use.
Lv.4: Create a weapon that can only be used once, it deals 2d20
use.
Lv.8: Create a viral strain that poisons vampires who drink blood.
Devastation
373
Lv.2: Create a medical condition that can spread through oral
capability to use.
capability to use.
Lv.6: Create a fungus that when touched grows over the person
who touched it and keeps them incubated for a week, if the cocoon
can lay eggs inside dead humans to create another clone. Spend 7
capability to use.
by those with an AB- blood type. The plague turns those that can’t
Disguise
374
o Science Team
Science
an area for a week after it has been hit with the EMP. Spend 3
capability to use.
Lv.6: Mutate target animal, that animal and every animal it breeds
use.
Lv.8: Mutate target Plant, that plant and all plants it connects its
roots with become sentient and can create diseases and barriers to
Psych
capability to use.
capability to use.
375
Lv.8: Target gets +3 dice for all rolls for as long as you see fit.
to use.
Devastation
hp and is under your control. It uses 1d6 for all checks. Spend 1
capability to use.
Lv.4: Create a Spider servant. It has 2 hp and can carry out simple
1d10 for defense and 1d8 for everything else. Spend 5 capability to
use.
attack and defense rolls, it uses 1d10 for all other rolls. Spend 7
capability to use.
can spit a worm that if it enters a thing’s mouth causes that thing to
o Invasion Team
Devastation
376
Lv.2: Summon a flying saucer, it can fly faster than the speed of
light and has a destruction laser than can go through solid titanium.
to use.
will be hostile and even the local flora will generate poison and
Lv.8: Turn into a giant mecha for a day, while inside the mecha
you gain 150 hp and get x4 to all rolls. You are considered giant in
million abductees and with enough fire power to take out 10x as
o Occupation Team
Disguise
Psych
377
Lv.2: Target person changes their personality. Spend 1 capability
to use.
Lv.6: Target you are on good terms with becomes an alien of the
Lv.10: Target is mind controlled and can raise the dead as mind
Science
capability to use.
Lv.6: Craft a thought dampener that lowers all dice rolls attempted
o Breeding Team
Disguise
378
Lv.8: Disguise self as marriage material
Psych
capability to use.
among as many skills as you choose for the rest of their life. Spend
2 capability to use.
Lv.6: Target person thinks of you as the most compatible match for
Lv.8: Your in-laws all become cyborgs under the will of the
Disguise
should be a statue/gargoyle
o Blue Dog
379
Disguise
o Vat Grown
Disguise
Science
Lv.4: Create a phone app that when used emits a high pitched
frequency that makes all who hear it aside from you go down 2
380
Lv.8: Create a mind cloud device. Whenever a person comes
capability to use.
o Harvester
Psych
capability to use.
Devastation
Lv.2: Can send out a massive noise that confuses and disturbs all
381
Lv.6: Convert a target to an Alien of your choice or Multiple Uses
to use.
capability to use.
Science
Lv.2: Create a power bug, it will seek out the nearest power source
and drain it, before returning to you. This may cause blackouts,
use.
come near. It has 1d12 for attack and defense and 1d4 for all other
Lv.6: Create a camo grid, while it is up, you and the area
use.
382
o Fused
Psyche
capability to use.
Lv.6: Target goes down a die for all rolls for the
o Grey
Psyche
capability to use.
controlled by you and go up 2 dice for all checks. This effect will
last 1 hour at which point the target will forget everything and need
383
Lv.10: Target becomes completely brain dead. Spend 8 capability
to use.
Devastation
Lv.2: Lay a single egg that hatches into a worm that can mind
control anyone who it burrows into. It uses 1d4 on all checks and
Lv.4: Can lay a brood of 12 eggs that hatch into the afore
killing the human and causing panic from all those who see it.
Lv.8: Lay an improved brood. The worms from this hatch in 1 day
Each person who eats the food from that production facility will
Science
Lv.2: Modify target egg so that it goes up a die for all checks when
Lv.4: Create an incubator that makes things hatch in half the time
384
Lv.6: Modify target brood so that they go up 3 dice for defense
Lv.10: All humans in the area become paranoid and hungry. Spend
6 capability to use.
o Entertainment Team
Disguise
Devastation
Lv.2: Call in a fake report for the news to report on. Spend 1
Capability to use.
Lv.4: Create a food with a ridiculously high fat and sugar content
that will drain the energy and motivation from a target. Spend 3
motivation.
Lv.6: Release a song with a hidden message that can only be heard
385
Lv.8: Create a TV show that glamorizes a life of drugs, sex,
to use.
Psych
Lv.2: Lower targets ability to use basic common sense and self-
Lv.4: Convince target that a certain political group is the right way
capability to use.
capability to use.
Lv.10: Every person who sees you in the next 5 minutes becomes
o Mutation Team
Science
386
Lv.2: Give a human the mutation of strength, this human goes up a
Lv.6: Give a human the mutation of wings, they can fly. Spend 4
capability to use.
Lv.8: Give a human the mutation of speed, they get +4 speed, can
move twice a turn, and attack one more time each turn. Spend 5
capability to use.
Devastation
Lv.2: Create a toxic bomb, it deals 1d6 poison damage and poisons
use.
Lv.6: Target tree gives mutating fruit, any who eat from it become
capability to use.
Lv.8: Mutate all the rats in an area, they become normal sized and
go up a die for all checks. All their attacks deal poison damage and
387
Lv.10: Create a toxic cloud that starts as a 1x1 grid and expands to
each adjacent square each turn. Anyone caught inside the cloud
o Diplomacy Team
Disguise
planets.
Science
Lv.4: Create the perfect gift for a delegate you are meeting. Spend
3 capability to use.
Lv.6: Create a food replicator that can clone a piece of food after 1
Lv.8: Create a device that makes everyone near hit pacifistic and
o Extermination Team
Psych
388
Lv.2: Target goes down 1 die for defense. Spend 1 capability to
use.
Lv.4: Target goes into a mad frenzy for 1 hour killing everything
Devastation
capability to use.
to use.
o Harvest Team
Science
Lv.2: Create a viral strain that causes trees to seemingly die out,
capability to use.
389
Lv.4: Create a scanner that detects nearby Gold, Quartz, Cows,
Lv.10: Can create aliens from Trees, Gold, Quartz, Cows, Humans,
Oxygen, or Bowler Hats. If you use Gold you get overlords, if you
use.
Psyche
capability to use.
Lv.4: Each human in the area brings their most precious belonging
to use.
390
Lv.6: Each human in the area becomes distrustful of strangers and
will try to oust them from out of the town. Spend 4 capability to
use.
army and will attack any who threaten you. Spend 6 capability to
use.
Lv.10: Each human in the area becomes a harvester and will gather
up all they can over a week and give it to you. Spend 8 capability
to use.
Experiments
o Legion
Magic
Lv.1: Can infect a mind with one of your voices for 24 hours, after
that the voice comes back to your head. Spend 2 Humanity to use.
2 humanity to use.
Lv.8: Can walk through walls and become invisible for 24 hours.
391
Lv.10: Can teleport anywhere you can see for 24 hours. Spend 8
humanity to use.
o Radio Zombie
Magic
use.
o Patient Zero
Magic
use.
392
Lv.6: Draw electricity from any object within 50 feet of you.
humanity to use.
Lv.10: Possess target, while possessing the target you retain your
o Isolationists
Magic
Lv.1: Can see anything you want that is happening in the present.
humanity to use.
2 humanity to use.
12 hours. You may exit anywhere you want and are undetectable
o Multiple Men
Magic
Lv.1: Place a voice from your head into another targets for an hour.
393
Lv.3: You are able to read minds for 24 hours. Spend 2 humanity
to use.
use.
Lv.6: Create a nontangible spirit form for one of your voices for 24
head. Each voice assumes control of the body. These clones die
after 24 hours or after they kill or are killed. When these bodies
die, the voices go back into your head Spend 4 humanity to use.
Lv.10: All your personalities merge into one. This becomes your
Ascended
o Magic
Lv.1: Heal a target of any harm that has come to them. Spend 2
humanity to use.
Lv.3: Can fly for the next 24 hours. Spend 2 humanity to use.
use.
humanity to use.
394
Lv.10: Turn a target into an ascended. Spend 8 humanity to use.
Nanobot Swarm
o Magic
Lv.1: Become independent of the host for 1 hour, this can only be used
Lv.5: You can possess people for 1 hour as long as you are
Lv.6: Go up 2 dice on all rolls as long as you are independent from the
Lv.8: You can teleport within line of sight for 1 hour as long as you
Lv.10: Possess the host for an hour, go up 4 dice for all rolls, you are
indestructible and can walk through walls and become invisible. Spend
8 humanity to use.
Evolved
o Magic
humanity to use.
Lv.3: Implant a voice (but do not remove one of your own) into a
395
Lv.6: Destroy or add to a targets memories. Spend 2 humanity to use.
Lv.8: Target paralyzed target becomes a living bomb, that you can
Secret Weapon
o Magic
Lv.1: Create a cloud of smoke that takes up a 3x3 grid that blinds
unarmed damage to each enemy adjacent to you and any enemy that
comes into this field of glass is dealt 1d10 unarmed damage. Spend 2
humanity to use.
use.
Lv.10: Each ally is indestructible and deals double damage for the
Ghosts
o Spirits of Love
396
Animation
talk for this time period, it can also see and hear you. Spend 1 hold
to use.
Lv.3: Animate a target in a work of art for 24 hours, they can step
hold to use.
talk for this time period, it can also see and hear you. Spend 3 hold
to use.
Lv.7: Animate target non parasitic tree for 24 hours. It can also talk
for this time period, it can also see and hear you. Spend 4 hold to
use.
5 hold to use.
Manipulation
Lv.1: Fill target with all the good memories they had with a target.
2 hold to use.
397
Lv.7: Target wraith becomes a regular ghost for 24 hours. Spend 4
hold to use.
o Sprits of Joy
Animation
dancing and can see and hear you. Spend 1 hold to use.
Lv.3: Animate target toy for 24 hours, it can see and hear you.
use.
world for 24 hours they can see and hear you. Spend 4 hold to use.
single entity for 24 hours, it can see and hear you. It is considered
o Spirit of Hate
Manipulation
Lv.1: Fill target with all the bad memories they had with a target.
hold to use.
398
Lv.5: Target non-ghost cannot be manipulated by other ghosts for
to use.
Lv.9: Target is filled with hate and bile directed towards a different
o Spirit of Sorrow
Manipulation
hold to use.
o Chessmasters
Manipulation
399
Lv.9: One country declares war against another country. Spend 5
hold to use.
o Poltergeists
Animation
Lv.1: Animate the furniture within your local for as long as you
Lv.3: Animate a person in a work of art, they can step out of the
Lv.5: Animate target toy, it can see and hear you. Spend 3 hold to
use.
world they can see and hear you. Spend 4 hold to use.
Lv.9: Animate your local, it can see and hear you. It is considered
Manipulation
400
Lv.7: Target human or human family becomes agoraphobic and
o Creeping Reapers
Animation
Lv.1: Animate target corpse for 24 hours it can see and hear you.
Lv.3: Give sapience to a swarm of bugs for 24 hours, they can see
use.
o The Prism
Manipulation
use.
401
Lv.3: Target area cannot feel a chosen emotion. Spend 2 hold to
use.
hold to use.
o Victory
Animation
Lv.1: Animate target weapon for 24 hours. It can fly as well as see
and hear you. It uses whatever its damage roll is for all of its rolls.
Lv.3: Animate target armor for 24 hours. It can see and hear you. It
uses 1d20 for defense and 1d4 for all other checks Spend 2 hold to
use.
Lv.5: Animate target banner for 24 hours. It can see and hear you.
It can fly and uses 1d8 for all checks. Spend 3 hold to use.
Lv.7: Animate target soldiers corpse for 24 hours. They are as they
were before they died, but they can see and hear you. Spend 4 hold
to use.
Lv.9: Animate target battlefield for 24 hours. It can see and hear
you. It is giant, it uses goes up a die for all stats for every 30,000
402
o Surprise
Animation
Lv.1: Animate the stuffed head of an animal. It has the same stats
defense and 1d4 for all other checks. Spend 2 hold to use.
Lv.5: Bring the souls of all the people who have died in the area
you are in back as ghosts for 3 minutes, they have stats decided by
opposite of the person it is reflecting, but the same stats. Does not
Manipulation
Lv.1: Target can see and hear you whenever it is night and there
Lv.5: Target can see you for a second. Spend 3 hold to use.
Lv.7: You can take the place of targets thoughts. Spend 4 hold to
use.
Lv.9: Target sees you whenever they close their eyes and hears you
403
o Envy
Manipulation
o Nations
Manipulation
Lv.1: Target becomes more patriotic and starts looking for ways to
Lv.5: Target will strive to make their country better in a way that
to use.
404
o Blessed Dead
Manipulation
Lv.9: Target feels your presence and can be given guidance. They
will also defend you should you ask for it. Spend 5 hold to use.
o Blithe Spirit
Manipulation
Lv.1: Humans near the area you are in are drawn in closer to you
Lv.3: Each human in your local starts feeling your emotion for 24
Lv.5: Ghosts flock to your location and are unable to attack you
Lv.9: Humans can see you and will worship you for 24 hours.
o Heart Breakers
Animation
405
Lv.1: Create a hellhound, it can see and hear ghosts and takes
orders from you. It has 1d6 in all stats. Spend 1 hold to use.
Lv.3: Create a Hellbat, it can see and hear ghosts and takes orders
from you. It can fly and uses 1d6 for all checks. Spend 2 hold to
use.
Lv.5: Create a hellshriek, it can see and hear ghosts and takes
Thermos, and uses 1d8 for all checks. Spend 3 hold to use.
Lv.7: Create a Dreamwaker, it can see and hear ghosts and takes
orders from you. It is equipped with a spirit stick and uses 1d10 for
Lv.9: Create a Fallen King, it can see and hear ghosts and takes
Geistflame, it can fly and uses 1d10 for all checks. Spend 5 hold to
use.
o Zone Wanderers
Animation
are in for 24 hours. Its stats are equal to yours but go down a die
Lv.3: Target citizen of the episode you are in becomes aware of the
406
Lv.5: Switch places with a citizen outside the episode you are in
Lv.7: Rewrite a single line in the script for the episode you are in.
Lv.9: The area outside your episode and the episode itself switch
Mummies
o Aztec
Shadow
die for stealth checks while it’s on. Spend 625 lifespan to use.
extreme damage from light, he uses 1d20 for all rolls.. You do not
Thought
407
Lv.2: Transfer a citizen from your past civilization into the body of
use.
Lv.8: Every target in an area bows before you as their true king.
it and your body will be in the care of the Powers that be for the
o Norse
Soul
Lv.5: Curse target with clumsiness for 24 hours, increase all rolls
use.
Lv.6: Target is cursed with weakness. Defense rolls are 1d4 for 24
hours and they are dealt 1 ongoing damage each turn. Spend 625
lifespan to use.
408
Lv.8: Curse target land to be a wasteland for 24 hours, that deals
2d20 each turn to any non-mummy that enters it. Spend 2,500
lifespan to use.
Lv.10: Target is cursed with ancient cold for 12 years, they cannot
be warm ever and their speed is one, all rolls made by them are
Shadow
use.
Lv.9: Summon Hela for 24 hours. She has 1,000 hp and resistant to
all non-fire damage, he takes extreme damage from fire she rolls
1d20 for all checks. You do not control her. Spend 10,000 lifespan
to use.
o Chinese
Thought
Lv.4:
409
Lv.6: Target gets locked in syndrome for 12 years. Spend 625
lifespan to use.
Lv.8: Raise target corpse from the grave. Spend 2,500 lifespan to
use.
Soul
Lv.3: Curse target with clay skin for 24 hours, they use 1d4 for
Lv.5: Curse target with hunger and thirst for 24 hours, they are
hungry and thirsty and cannot be sated. Spend 625 lifespan to use.
cannot see, hear, feel, smell, or taste for 24 hours. Spend 625
lifespan to use.
Lv.8: Target is cursed with steel feet for 12 hours, they gain 250
pounds and are unable to move their legs. Spend 2,500 lifespan to
use.
object of your choice. It can talk, but only to those who wield it.
o Natural
410
Thought
Lv.4: Turn into a human for 24 hours. Spend 150 lifespan to use.
Soul
Lv.1: Curse target water source with blood. The water becomes
Lv.3: Curse target area with frogs. There are at least 3 frogs in
Lv.5: Curse target area with diseased livestock. All the livestock in
the area is crazy and will cause intense boils in any who eat it.
Lv.6: Curse target area with explosive hail. The explosion is about
411
Lv.8: Curse target area with locusts, there is an intense locust
swarm, so many that it blacks out the sun, once they have eaten all
Lv.10: Curse target area with the deaths of every firstborn. Every
Shadow
but not on land, use 1d20 for all checks and are immune to water
and dark damage. You are 1,000 feet long and 50 feet in
through and will seep into every opening. This lasts until you
Shadow
lifespan to use.
Lv.3: Deal 4x damage with the next dark damage you deal. Spend
412
Lv.5: Create a shadow shield that blocks the next non-light damage
Lv.9: If you die, you are reborn. Spend 10,000 lifespan to use.
o From Below
Thought
Lv.2: Become a swarm of flies for a day. You can fly in this form
Lv.8: Target believes they are in hell for 24 hours. Spend 2,500
lifespan to use.
lifespan to use.
Soul
Lv.1: Curse target with Scorn, all people are naturally hateful of
Lv.3: Curse target with Prophesies, every day they will see an
413
Lv.6: Curse target with fire attraction, they act as a magnet for fire,
fire will attempt to latch onto the target is they get to close. Spend
Lv.8: Curse target with Hellish Bane, the first day of the curse the
with hallucinations and disgust. The third day with the presence of
a demon that will drag them to hell. Spend 2,500 lifespan to use.
Lv.10: Curse target with misfortune, every day cast another Soul
o Curse Bearers
Thought
to use.
Lv.4: Turn into a cat for 24 hours. Spend 150 lifespan to use.
Lv.6: Target area becomes your ancient city of choice for 12 years.
Lv.8: Switch bodies with target human for 24 hours. Spend 2,500
lifespan to use.
Soul
with another person who is cursed, they take that curse themselves.
414
Lv.3: Curse target with irony. Something ironic happens to them,
black skin tomorrow, that sort of thing. Spend 150 lifespan to use.
Lv.5: Curse target with ignorance, they cannot be seen or heard for
Lv.6: Curse target with Weakness, they take extreme damage from
Lv.10: Curse target area with Death Fly Swarms. The Death Flies
concrete and their bite causes AIDS. Spend 10,000 lifespan to use.
o Live Burials
Soul
you can make 1 extra attack per turn for 24 hours. Spend 150
lifespan to use.
415
Lv.8: Target skips their next 20 turns and goes down 2 dice on all
Lv.10: Target is kept alive for 1000 years and be above ground.
o Aliens
Thought
Lv.2: Anyone who comes within ten feet of you becomes nauseous
Lv.10: All citizens become aliens from ancient mars. Spend 10,000
lifespan to use.
Shadow
416
Lv.7: Can control and travel through shadows for 24 hours. Spend
o Native American
Thought
Lv.4: Target ally goes up 2 dice for all checks. Spend 150 lifespan
to use.
Lv.8: Each ally adjacent to you takes an extra turn after this turn
and go up a die for all checks until the battle ends. Spend 2,500
lifespan to use.
Lv.10: All citizens within an area start fighting each other. Spend
o New Breed
Shadow
Lv.2: Create a copy of yourself that has all the same stats, but has 1
Lv.4: Gain admin access to any computer you can perceive. Spend
417
Lv.6: Gain 1,000 dollars. Spend 625 lifespan to use.
Lv.8: For the next 24 hours you can tell when someone is lying or
Lv.10: Become Giant and deal +1 damage for every million your
o Xanadu
Soul
Lv.2: Target goes down a die for a check of your choice for 24
Lv.4: Target perceives things as they truly are. Spend 150 lifespan
to use.
Lv.6: Target is seen for what they are on the inside, rather than
what they would have people think. Spend 625 lifespan to use.
Lv.8: Target loses all 5 senses when the sun is down. Spend 2,500
lifespan to use.
Thought
lifespan to use.
Lv.4: Target skips their next turn. Spend 150 lifespan to use.
Lv.6: Target thinks they are in the ancient city of Xanadu. Spend
418
Lv.8: Enemies have to roll twice and use the lowest result when
lifespan to use.
o Ancient Aliens
Thought
Lv.4: Target thinks they are a cow for 24 hours. Spend 150
lifespan to use.
Shadow
Lv.5: Create a solar map that tracks all life in the universe. Spend
419
Lv.7: Create an ancient transport ship it contains all that was used
lifespan to use.
Lv.9: Create a seeping parasite that will terraform the planet you
o Agents Against
Shadow
Lv.2: Dark type weapons deal double damage for the next 24
to use.
square of you deal 1d10 dark damage. Spend 625 lifespan to use.
Lv.8: Double your hp and defense rolls for the next 24 hours.
Lv.10: For the next hour deal 1d4 damage to each enemy each turn
and heal yourself the same amount. Add that amount to your total
Soul
Lv.4: Target takes x2 damage from dark weapons for the next year.
420
Lv.6: Target moves at ½ speed for the next week. Spend 625
lifespan to use.
Lv.8: Target gets -1 to their rolls for every point of damage they
o Unleashed Fury
Thought
Lv.2: You and each ally go up a die for attack and damage for the
Lv.4: For the next 24 hours, anyone who targets your item takes
1d6 fire damage and sustains the burning effect. Spend 150
lifespan to use.
Lv.6: For the next 24 hours your item deals 1d12 shock damage to
Lv.10: For the next 24 hours, as long as you have your item with
you go up 3 dice for all checks including damage, you are also
o The Awakened
Soul
421
Lv.4: Target is living, but without skin for 5 years. Spend 150
lifespan to use.
Lv.6: Target cannot eat or drink for 10 years. Spend 625 lifespan to
use.
Shadow
Lv.2: Heal 1d20 each turn until the battle ends. Spend 25 lifespan
to use.
Lv.4: Go up 3 dice for stealth for the next hour. Spend 150 lifespan
to use.
Lv.6: Become immune to shock damage for the next 24 hours, all
attacks can deal shock damage instead of their base damage. Spend
Lv.8: Make 2 extra attacks each turn and deal double damage with
Lv.10: Reduce all damage you take by 3/4. Spend 10,000 lifespan
to use.
Princesses
o Cards
Servants
422
Lv.1: Create 3 card soldiers. They have 1, 2, and 3 hp. They use
1d12 for all rolls, but are profoundly stupid and use 1d4 for
Lv.3: Create a Jack. He has 12 hp. He uses 1d8 for his rolls and
Lv.5: Create a Queen. She has 13 hp. She uses 1d10 for all checks
Lv.7: Create a King. He has 14 hp. He uses 1d12 for all checks and
Lv.9: Create an Ace. She has 11 hp. She uses 1d20 for all checks
o Chess
Servants
Lv.1: Create 8 pawns. They have 1 hp. They use 1d4 for all rolls, if
Lv.3: Create 2 Bishops. They have 1 hp. They can heal allies 1d4
Lv.5: Create 2 rooks. They have 1 hp. They are giant sapient
castles that use 1d20 for attack and defense checks. They are
423
Lv.7: Create 2 Knights. They have 1 hp. They use 1d12 for all
use.
Lv.9: Create a Queen. She has 1 hp. She uses 1d20 for all rolls and
o Celestial
Magic
Lv.1: Deal 1d8 light damage to each target in a line 10. Spend 2
hope to use.
Lv.8: Deal 1d20 Light, Water, Fire, and Electric Damage to each
Lv.10: Deal 3d20 Light, Water, Fire, and Electric Damage to each
Transform
who you are for some reason. Go up a die for all rolls.
424
Lv.3: Turn into a cat. Use 1d20 for stealth. 1d12 for thought. 1d6
Lv.5: Can change clothes instantly, doing so boosts your next roll
by 2 dice.
Lv.7: Assume the form of the Ancient Princesses, roll 1d20 for all
Lv.9: Assume the form of the future queen. Roll 2d20 for all
o Gems
Transform
Lv.1: Can grow or shrink one’s self, going shorter decreases attack
and defense by one die but increases stealth and thought by one
die. Growing does the opposite. You can also make your individual
limbs longer to reach something. You can use this to become giant.
Lv.3: Can become an animal of your choice, you retain your color
and roll 1d20 for stealth checks, 1d8 for attack checks, 1d6 for
Lv.5: You and target adjacent ally may at any time roll a d4, if you
both get the same number then you fuse into a single entity. While
in this form you both roll whatever die you would normally roll for
checks and add the result. If you ever disagree with each other the
form splits.
425
Lv.7: When you die, as long as your gem is intact you come back
to life in 2 weeks.
Lv.9: Break open you gem, you roll 3d20 for all checks in this
o Nature
Servants
Lv.1: Create 5 bluebirds, they can fly and have 1d20 for stealth,
Lv.3: Create 3 Blind Mice Archers. They are equipped with Sniper
rifles and use 1d12 for attack, but 1d6 for all other checks
for attack rolls, 1d4 for defense rolls, 1d6 for all other checks. She
also has 5 points in your own magic tree. Spend 5 hope to use.
Lv.7: Create a Cat Soldier. He or She has 1d12 for all checks and
can teleport once per day. Immune to all bullet, fire, unarmed,
Lv.9: Summon the Big Bad Wolf, he uses 2d20 on all checks and
deals air damage with all attacks. He has 40 HP and resists every
damage type except silver and fire which he takes intense damage
Magic
426
Lv.1: Create a shield of flowers around you, you resist the next
damage you would be hit with unless it was fire damage. Spend 2
hope to use.
Lv.3: Turn your skin as hard as rock for 24 hours, go up 2 dice for
attack and defense rolls while this spell is active. Spend 2 hope to
use.
Lv.5: Can teleport to any pool of water through any other pool of
Lv.6: You can fly and speak with the wind for 24 hours. Spend 2
hope to use.
Lv.8: Deal 3d20 electric and fire damage to a target. Spend 4 hope
to use.
Lv.10: Make a wish, the GM will grant it. Spend 8 hope to use.
o Court of Roses
Servants
Lv.1: Create a Squire. He has 5 hp and uses 1d8 for attack and
Lv.3: Create a Knight. He has 10 hp and uses 1d10 for attack and
Lv.5: Create a Paladin. He has 15 hp and uses 1d12 for attack and
defense and 1d8 for everything else. He heals each ally adjacent to
427
Lv.7: Create an Archmage. She has 20 hp and uses 1d20 for
thought checks and uses 1d10 for all other checks. She has 10
Lv.9: Create a Crystal Dragon. She has 30 hp and uses 1d20 for all
checks and has 7 points in your magic tree. She is considered giant.
Magic
Lv.1: Emit a light that blinds all targets in cone 5 for 24 hours.
Lv.3: Create a force field that reflects the next damage you would
hope to use.
o Court of Love
Servants
Lv.1: Create a Rouge. She has 5 hp and uses 1d8 for attack and
Lv.3: Create a Duelist. She has 10 hp and uses 1d10 for attack and
428
Lv.5: Create a Cavalier. She has 15 hp and uses 1d12 for attack
and defense and 1d8 for everything else. Each adjacent enemy
Lv.7: Create a Sorceress. She has 20 hp and uses 1d20 for thought
checks and uses 1d10 for all other checks. She has 10 points in
Lv.9: Create an Ultra Phoenix. She has 30 hp and uses 1d20 for all
Transform
Lv.1: Turn into a Lyre Bird. You go up 2 dice for thought in this
form and can fly. Use 1d4 for all other checks.
Lv.3: Turn into a Giant Jewel Beetle. You go up 2 die for defense
Lv.5: Turn into a Golden Asp. All attacks deal poison damage in
dice for stealth and use 1d6 for all other checks.
up 2 dice for defense checks and use 1d8 for all other checks.
Lv.9: Turn into a Crystal Golem. Go up 5 dice for all checks. You
o Court of Wine
Transform
429
Lv.1: Turn into the opposite sex. Do with that what you will.
Lv.5: Turn into the most attractive person in the world. Gain 5 dice
all checks.
Magic
Lv.3: Turn target beverage into super delicious and potent alcohol,
or turn target food into really delicious Eden Pig. Spend 1 hope to
use.
o Court of Mirrors
Magic
430
Lv.1: Create 5 identical copies of yourself that cannot attack or
Lv.3: Copy the stats of your enemy, unless your stat is higher.
Lv.5: Reflect the next damage that would hit you back at its user.
Lv.6: Can travel through any mirror to another mirror for 24 hours.
Lv.8: Target is mute, blind, and cannot use magic for 24 hours.
o Court of Darkness
Servants
Lv.1: Create a Ravager. She has 5 hp and uses 1d6 for attack and
defense and 1d4 for everything else. She gets +5 hp for each non
Lv.3: Create a Destroyer. She has 10 hp and uses 1d10 for attack
and defense and 1d6 for everything else. She resists all dark and
rolls. Upon her death all creatures within 10 squares of her make a
431
thought check against her, if they fail they lose 5 hope. Spend 5
hope to use.
Lv.7: Create a Decimator. She has 20 hp and uses 1d20 for attack
and defense checks and uses 1d10 for all other checks. Every non
for all checks and creates 3 ravagers each turn of combat. She is
o Rock
Transform
Lv.1: Change your outfit to fit a specific era in music (disco, hair
band, big band, techno, etc.) go up a die for the next check you
Lv.3: Change yourself into any humanoid form you can think of,
Lv.5: Turn your instrument into any weapon you have bought or
owned in the past. Go up a die for the next attack you make with it
Lv.7: Transform yourself into the aspect of rock, while in this form
Lv.9: Transform the area you are in to match the song you are
performing.
o Monsters
Servants
432
Lv.1: Create a shroomling, it has 2 hp and uses 1d4 for all checks.
It cannot move and if you eat its body you heal 5 hp. Spend 1 hope
to use.
Lv.3: Create a Banshee, it has 10 hp, 9 speed, and uses 1d8 for
attack and operations, 1d6 for stealth, defense, and PR, 1d4 for
3 hope to use.
operations, 1d10 for attack and magic, 1d6 for everything else.
Lv.7: Create a Massive Eye, it is giant and can fly. It uses 1d20 for
uses 1d12 for attack, defense, and stealth, and 1d6 for everything
optional pets, 45 hp, uses 1d20 for all checks and has 6 points of
Transform
Lv.1: Turn into a Spirit Serpent, you can breathe underwater and
433
Lv.3: Can turn into a giant spider centaur. You can climb walls and
Lv.7: Turn into a thunder hawk, quadruple your speed and fly in
this form. You are also immune to shock damage and deal double
shock damage. Also attack 2 targets with one attack when using
shock weapons.
Lv.9: Turn into a living egg, if you die create The World Eater.
The World Eater has 2d20 for all checks, is giant, has 200 hp and
listens only to you or your allies (you first, then your allies). She
o Demon
Transform
Lv.1: Turn into a dire rat, you are tiny (take double damage from
Lv.5: Turn into Salamander, you are immune to fire in this forma
and deal double fire, poison, and dark damage in this form.
434
Lv.7: Turn into a Shadow Creeper, you are immune to dark
Lv.9: Turn into the Beast of Butchery, while in this form all attacks
deal intense bleeding and divinity. Also go up a die for each enemy
o Fairy
Magic
Lv.5: Bring any plant or fish back to life if someone has expressed
Lv.8: All allies are immune to status effects, all enemies take
double the effect of status effects, this lasts for 1 battle. Spend 4
hope to use.
Servants
Lv.1: Create Hoverworm, it can fly and has 10 hp, 10 speed, and
435
Lv.3: Create a Murder of five crows, they can fly and use miasma
flasks as weapons. They have 1 hp each, 9 speed, and use 1d4 for
Lv.5: Create a Unicorn, it can fly, has 20 hp, 8 speed, and uses
1d12 for magic with 8 points in your magic tree. It uses 1d10 for
attack and defense, and 1d6 for all other checks. Spend 5 hope to
use.
deals 2d20 damage to any adjacent enemy each turn and uses 1d10
uses 1d20 for all checks. It has 40 hp and 8 speed. Spend 9 hope to
use.
o Barbarian
Magic
hope to use.
Lv.5: Hear all the secrets currently being told in target area. Spend
2 hope to use.
Lv.6: Feel what anyone you can name is feeling right now, both
436
Lv.10: Paint yourself with all the colors of the rainbow, as long as
o Old Court
Magic
hope to use.
hope to use.
Lv.8: Travel to a point in time you know of. Spend 4 hope to use.
Servants
hp. It uses 1d10 for attack and defense and 1d4 for all other
437
Lv.5: Create a Giant Wasp Steed, it can fly and has 20 hp and 12
speed. It uses 1d10 for attack and stealth, it has 1d8 for magic, and
Sunforge Sword. It uses 1d20 for attack and defense, and 1d12 for
through time. It uses 1d20 for all checks. Spend 9 hope to use.
Servants
uses 1d10 for attack and defense and 1d4 for all other checks, they
has a 10mm pistol and uses 1d10 for attack, defense, PR, and
stealth. It uses 1d8 for all other checks. Spend 5 hope to use.
with 10 points of magic in your own magic tree. It has 1d4 for all
Lv.9: Create a Martian Demon Beast, it has 1d20 in all checks and
438
Magic
Lv.5: Target ally deals double damage until the end of your next
Lv.6: Target takes double damage from all sources. Spend 2 hope
to use.
Lv.8: Target ally takes 3 extra turns after yours. Spend 4 hope to
use.
o Sunrise Court
Transform
Lv.1: Transform into a Solar Fish, you can breathe underwater and
kinds.
Lv.3: Transform into a Sirius Canine, you are giant in this form.
Lv.5: Transform into a Star Keeper, in this form you can perceive
Lv.7: Transform into a Star Ray, you can fly in this form and reroll
439
Lv.9: Transform into a Sun Titan, you are giant in this form and
Magic
Lv.3: Target understands the true value of life for 24 hours. Spend
2 hope to use.
hope to use.
hope to use.
o Tribal Court
Magic
Lv.5: Gain a telepathic link with your allies for 24 hours. Spend 2
hope to use.
to use.
Lv.10: Resist all damage types for 24 hours. Spend 8 hope to use.
440
Transform
Lv.3: Can turn into a Pterodactyl, you can fly in this form and deal
form.
Lv.9: Can turn into a T-Rex, you are giant and go up 3 dice for
sucks.
o Court of Science
Transform
Jotun
o Giants
Craft
441
Lv.2: Craft a Giant Sword, it deals extreme damage to targets
Lv.4: Craft Stone Golem Armor, while wearing it you resist earth
Lv.7: Can craft the logging mill, while the mill is up, each magical
Lv.9: Craft the Bifrost, a rainbow bridge that goes to the Norse
homestead of Valhalla.
o Goblins
Ceremony
Lv.4: Pray for meat, the prayer takes 3 hours and if uninterrupted
Lv.6: Pray for wealth, the prayer takes 6 hours and if uninterrupted
o Trolls
442
Ceremony
turn and remove all status effects for 24 hours, this does not work
your location.
Lv.6: Pray for water, the prayer takes 8 hours and if uninterrupted
Lv.8: Pray for bones, the prayer takes 24 hours and if uninterrupted
(Soldier).
Lv.10: Pray for Power, the prayer takes 50 hours and if successful
o Cyclops
Craft
Lv.2: Create the Uprooted Tree Club, it deals 1d20 wood and fire
Lv.4: Create the Scarred Armor, which deals 1d6 dark damage to
443
Lv.7: Create the Wall of Denial, a wall that is big enough to have 2
Lv.9: Create the Null Bridge, a bridge that causes all who pass
through it to wind up back where they came from and only think
Ceremony
Lv.2: Pray for Mercy, the prayer takes 1 hour and if uninterrupted
indulgent.
Lv.6: Pray for ignorance, the prayer takes 8 hours and if successful
causes target group of monsters to forget the last 168 hours of their
life.
Lv.10: Pray for Time, the prayer takes 4 hours and if uninterrupted
stops time for 168 hours. You may only use this prayer once.
o Woodsmen
Craft
444
Lv.2: Craft the Aesop Axe, which deals x8 damage to werewolves,
Lv.4: Craft the Red Hood, which when worn increases speed by x2
Lv.5: Craft the wood burner, it is a wood powered vehicle that can
shoot burning logs it uses as fuel at any target dealing 1d20 fire
Lv.7: Craft the Woods Lodge, which causes all those who enter it
Lv.9: Craft the Arc of Magewood, which can sail across the seas of
Ceremony
Lv.2: Pray for harvest, the prayer takes 1 hour and if uninterrupted
uninterrupted, the sky will always give you enough light to see for
72 hours.
Lv.6: Pray for Life, the prayer takes 9 hours and if uninterrupted,
445
Lv.8: Pray for Joy, the prayer takes 24 hours and if successful a
holiday celebration will start with a full banquet and wine casks,
Lv.10: Pray for Home, the prayer takes 168 hours and if
come to you.
o Guardians
Ceremony
Lv.4: Pray for Guidance, the prayer takes 6 hours and if successful
hours.
Lv.6: Pray for Rally, the prayer takes 14 hours and if uninterrupted
hours.
Lv.8: Pray for Bounty, the prayer takes 38 hours and if successful
Lv.10: Pray for Peace, the prayer takes 60 hours and if successful
o Earth Kin
Craft
446
Lv.2: Craft the Magi Gun, it has a range of 20 spaces and deals
stealth roles.
o Bridge burners
Craft
Lv.2: Craft the unnatural Axe, it deals 1d20 fire or dark damage
Lv.4: Craft the Bridge Bomber Armor, if you die with it equipped
Lv.5: Craft the Wild Craft, it makes the call of elves while driving
Lv.7: Craft the Mortar tower, which will deal 2d20 fire damage to
Lv.9: Craft the counter arc, it is an automated defense arc that will
Ceremony
447
Lv.2: Pray for Sight, the prayer takes 4 hours and if successful
makes your senses incredibly sharp and you can see up to seven
on target area.
o Pixie
Ceremony
reckless
448
Lv.8: Pray for Luck, the prayer takes 11 hours and if uninterrupted
causes a target to have to reroll all checks and use the lowest roll
and you have to reroll all checks and use the highest.
o Gremlin
Ceremony
hours.
24 hours.
measures
masters.
449
Craft
Lv.2: Craft the Shock Displacer, it deals 1d8 shock damage, has a
Lv.4: Craft Power Armor, it makes you go up a die for attack and
checks become 2d20 and are immune to shock and poison damage.
Lv.10: Craft the Junker Arc, it can teleport through time and space,
o Gnome
Craft
Lv.2: Craft the Gnome Pickaxe. It has a range of 1 and deals 1d8
Lv.4: Craft Iron Gnome Armor, it allows you to fly and can shoot a
squares.
Lv.6: Craft a Gnome Cart, it can attach to any bird and force the
450
Lv.10: Craft the Gnometron Arc, it takes 5 gnomes at minimum to
operate it, but can hold up to 200 gnomes. It can travel 3 times the
o Genie
Ceremony
Lv.4: Pray for Love, it takes 100 hours and if uninterrupted grants
o New Gods
Craft
451
Lv.8: Create an altar of yourself that if your followers sacrifice
Ceremony
Lv.10: Meditate for 100 hours. After doing so grant the wish of
o Glamourous
Ceremony
452
Lv.8: Pray for Divinity, it takes 66 hours and if uninterrupted
uninterrupted causes the person whose life you took over to come
o Quest Givers
Craft
453
Lv.10: Create the Adventurers Bridge, it is a bridge that goes into
the most monster infested, war torn, and hellish places on the
homestead.
o Fairy Sexy
Ceremony
Lv.2: Pray for Body Image, it takes 1 hour and makes a person
looks at them.
Children
Enfant Terrible
o Belief
454
Lv.1: Can read minds and communicate telepathically for 24 hours.
Lv.3: Can float in the air for 24 hours. Spend 2 innocence to use.
Lv.6: You can levitate objects at will for 24 hours. Spend 2 innocence
to use.
Young Geniuses
o Belief
use.
2 innocence to use.
Lv.10: Sap the knowledge from each enemy in an area, rendering them
Devil Children
o Belief
455
Lv.1: Create a shroud of darkness over an area. Spend 2 innocence to
use.
Lv.6: Target takes double damage from all sources. Spend 2 innocence
to use.
Lv.8: Target goes up a die for all checks and is under your control.
Shadow Children
o Belief
use.
innocence to use.
Lv.5: Become immune to dark, light, fire, water, and poison damage
Lv.6: You can climb walls for 24 hours. Spend 2 innocence to use.
use.
Cabal Y
o Belief
456
Lv.1: You take ½ damage from monsters for 24 hours. Spend 2
innocence to use.
to use.
Lv.5: Adults ignore your comings and goings for 24 hours. Spend 2
innocence to use.
Lv.10: Anyone who deals damage to you disintegrates for the next 24
Zombies
Lich
o Magic
Lv.5: Summon all other zombies within a mile radius to your location.
Lv.6: Create a magic shield that negates the next damage that would be
dealt to you and deal 1d4 damage to the target who attacked you. Spend 2
hunger to use.
457
Lv.8: Turn target into a zombie, they are under your control. Spend 4
hunger to use.
Lv.10: Turn target into an inanimate object, they are still aware of their
Thriller
o Magic
Lv.1: Turn into a werewolf for 24 hours, you still have all the powers you
had when you were a zombie, but you are also a werewolf. Spend 2
hunger to use.
Lv.3: Go up 2 dice on all rolls for the next 24 hours, but your speed is
Lv.5: Summon all the zombies in a mile radius to your location. Spend 2
hunger to use.
Lv.6: Enemies go down 2 dice for all rolls for the next 24 hours, but
Lv.8: Raise every corpse in a mile radius from the dead for 24 hours.
Lv.10: Everyone in the area spontaneously bursts into song and dance at
Shadow Church
o Magic
Lv.1: Infuse yourself to an ally who can control you during the hours you
458
Lv.3: Attack every enemy in the area. Spend 2 hunger to use.
Lv.5: Target enemy is bound to the earth, they have to be touching natural
Lv.8: Banish all other people from the area except for you and 1 target
Lv.10: All your rolls use 1d20 and all your enemies use 1d4 until the end
Natures Spawn
o Magic
Lv.1: Infuse stone to your body for 24 hours. Go up a die for defense
Lv.3: Magically form ice around your body for 24 hours, go up 10 hp and
1 die for defense checks, but go down 1 speed. Spend 2 hunger to use.
Lv.5: Emit miasma for 24 hours, each enemy that comes within 1 square is
you can control all plants within 10 yards of you. Spend 2 hunger to use.
Lv.8: Become a burning corpse for 24 hours. Increase attack by 5 dice and
speed by 4. You are immune to fire damage in this form. Spend 4 hunger
to use.
Lv.10: Become a death syphon for 24 hours, enemies that come within 1
459
Crib
o Magic
Lv.6: All zombie children within 10 yards of you go up 2 dice for all rolls
Lv.8: Target zombie explodes dealing 1d20 poison damage and provoking
to use.
Lv.10: Create a child zombie with another zombie, they have the highest
Killer Animals
o Shark
Mystic
o Lv.3: You can fly and breathe out of the water for 24 hours. Spend
2 rampage to use.
to use.
rampage to use.
460
o Lv.8: Become immune to spirit damage and go up 3 dice for all
Razorback
o Mystic
rampage to use.
use.
Lv.10: Become the avatar of the Boar god for 24 hours. You
roll 2d20 for all checks, have infinite HP, and are giant for 24
Animalistic Abomination
o Mystic
rampage to use.
to use.
461
Lv.5: Assume the form of a giant demon version of your
rampage to use.
Lv.10: Grant the wish of a target and then mind control them.
Primal Spirit
o Mystic
to use.
use.
rampage to use.
Half Beasts
Centaurs
o Magic
462
Lv.3: Summon either 2 humans, 2 horses, or 2 centaurs, or mix and match.
Lv.5: Look to the stars and see the future. Spend 2 sate to use.
Lv.6: Each target who can hear you goes down a die on all rolls for 1 hour.
Lv.8: You and all centaurs allied with you in this battle go up 3 dice for all
Lv.10: Summon the god Poseidon. He has 10 in all stats, 20 speed, can
Mermaids
o Magic
Lv.1: Sing a song of calling which draws straight men and lesbians not
actively trying to resist it and can hear it to your location. Spend 2 sate to
use.
Lv.3: Sing a song of madness, that makes all straight men and lesbians
Lv.5: Sing the song of water, you can control the water itself for 1 hour.
Lv.8: Mind control target straight man or lesbian. Spend 4 sate to use.
463
Lv.10: Turn any number of targets in sight into animals of your choice.
Lamia
o Magic
Lv.1: Target goes down 1 die on all rolls, you go up 1 die on all rolls
Lv.5: Make an attack against each target within 5 squares. Spend 2 sate to
use.
Lv.6: You can apply eating people to combat, if you win combat rolls you
can eat the target or part of the target. Spend 2 sate to use.
God Callers
o Magic
Lv.1: Summon Iris. She can create rainbows and uses 1d6 for all checks.
She is under no obligation to obey you and has 50 hp. Spend 2 sate to use.
Lv.3: Summon Morpheus. He can enter dreams and uses 1d8 for all
checks. He is under no obligation to obey you and has 50 hp. Spend 2 sate
to use.
Lv.5: Summon Nyx. She can create darkness wherever she wants and uses
1d10 for all checks. She is under no obligation to obey you and has 75 hp.
464
Lv.6: Summon Thanatos. He can foresee the future and has access to the
souls of the underworld. He uses 1d12 for all checks and is under no
Lv.8: Summon Athena. She can see the future, spin artwork, and fly, she
uses 1d20 for all checks and is under no obligation to obey you and has
Lv.10: Summon Zeus. He can shoot lightning, shapeshift, and uses 1d20
for all checks. He is under no obligation to obey you and has 250 hp.
Gem Searchers
o Magic
Lv.1: Create a weapon dictated by your sin. Pride gives a light scimitar, it
deals 1d8 light damage and has bleeding. Wrath gives the Wrathful
claymore, it has 1d12 damage and reach. Greed creates the twin daggers of
gold, which deal 1d4 silver damage and have Rapid Fire. Lust has the
Obligatory Whip of Fetishism which has rapid fire, reach, bleeding and
deals 1d4 fire damage. Gluttony has the Chainsaw of Many Teeth, which
has 1d12 poison damage, rapid fire, and gives you hp equal to the hp you
took off. Envy has the Envious Blade, which deals damage equal to the
highest dice. Sloth has the Sleeper hammer which has 1d8 and freeze.
Lv.3: Deal damage equal to the sate you’re willing to spend. Spend that
much sate.
465
Lv.5: Store target object or amount of small objects in an alternate
Lv.6: Put all non-half men within a mile radius to sleep. You can’t gain
Lv.10: Turn target human into the physical embodiment of your sin.
The Cursed
o Magic
Lv.5: Exchange bodies with a human for 24 hours. Spend 2 sate to use.
Lv.6: Become undetectable to magic for one week. Spend 2 sate to use.
sate to use.
Elemental
Wind Elemental
Alteration
466
Lv.1: The wind in an area picks up to 65 miles per hours. Spend 3
ether to use.
use.
Lv.10: One of your territories has winds fast enough to strip the
Morph
Lv.7: Manifest yourself as a giant talking wolf with icy blue eyes
o Water Elemental
Morph
467
Lv.7: Manifest yourself as a Giant Starfish
o Storm Elemental
Alteration
ether to use.
flame and starts new fires each day. Spend 9 ether to use.
o Symbiosis
Alteration
o Eternal Chaos
468
Morph
clothing.
o Titans
Alteration
ether to use.
ether to use.
use.
o Totem Spirits
Morph
469
Lv.1: Manifest yourself as an elderly Native American human
frills.
shared consciousness.
o Misers
Alteration
Lv.7: Kill or grow all the plant life in a territory you control.
use.
Morph
470
Lv.5: Manifest yourself as either a giant snowman or a giant
Mad Scientists
Old Brain
o Robotics
o Mutations
471
3 Shiny Coat The mutated goes up a die for $200
defense and stealth, it also grows
a great deal of body hair
4 Nuclear Power The mutated is immune to poison $1,230
damage and heals the equivalent
5 Shock Healing The mutated is immune to shock $2,300
damage and heals the equivalent
6 Over Charge The mutated gets +3 speed and $3,000
goes up a die for attack
7 Iron Hide Go up 2 dice for attack and $4,785
defense
8 Jacked Go up a die for all checks $5,500
9 Fire Hide Deal 1d6 fire damage to any $7,675
enemy that damages the mutated
10 Giant Mook The mutated is giant and goes up $11,235
2 dice for attack and defense
Prodigy
o Robotics
Nerd
o Robotics
472
Level Part Description Cost
1 Base Mecha Create a piloted robot with no $750
sentience. You become giant
while inside, but gain no other
bonus. It has 50 hp that need to be
destroyed before you take
damage. It takes up 4 squares.
2 Chain Guns Go up a die for attack, gain an $1,235
assault rifle while in the mecha.
3 Dual Tech 2 people can be inside the mecha $2,000
4 Reinforced Hull Go up a die for defense and give $3,675
+50 hp to the mecha
5 Jet Boosters Your mecha can fly and get +6 $4,010
speed while in the mecha.
6 Ship Girl The Mecha can think for itself $4,750
while you are outside of it. Also it
is controlled by a hot holographic
chick
7 Disruptor Field While in the mecha go up 2 dice $8,765
for defense and deal 1d10 shock
damage to adjacent enemies.
8 Scrapper Deal double damage to adjacent $18,980
enemies, go up a die for attack
and defense against adjacent
enemies
9 Stealth Bomber Go up 2 dice for attack and stealth $22,000
10 Emergency Armor If the Mecha dies, you lose your $34,500
giant status, but retain all other
perks.
o Mutations
473
7 Mind Mastery The mutated can read minds, $40,700
control minds, and levitate
objects. All these require
operations checks
8 Shapeshifting The mutated can change $76,500
themselves to look like anyone
they have seen
9 Weather Control The mutated can control the $89,705
weather
10 Healing Factor The mutated cannot die and $107,805
regains full hp each turn
ReAnimator
o Mutations
Blackwood Labs
o Mutations
474
Level Mutation Description Cost
1 Brain The mutated goes up a die for $125
operations.
2 Heart The mutated gets +10 HP $900
3 Lungs The mutated gets +3 move, go up $2,300
3 dice for all checks on the first
turn.
4 Nerves Go up 2 dice for defense $4,155
5 Muscles Go up 2 dice for attack, all attacks $7,440
have knockback
6 Erogenous Zones Go up 4 dice for PR $16,900
7 Bones You are immune to status effects, $27,885
go up 2 dice for defense
8 Eyes Go up 3 dice for stealth $33,000
9 Skin Take half damage from all $90,000
sources, go up 2 dice for defense
10 Brain+ Mutated can reroll any check four $150,000
times a turn
Robo Warz!
o Robotics
475
8 Limitations Mecha goes up 2 dice for attack $17,890
removed and defense
9 Recovery If the mecha explodes it can be $19,890
reconstructed after a day
10 Transforming The mecha can become a car $30,000
o Robotics
o Mutations
476
7 Solar Power Plant Mutated Plant goes up a die for all $5,675
checks while in the sun and is
healed 1d4 each turn
8 Intense Poison Mutated plant has the intense $9,200
poison status effect on all attacks
9 Super Power Plant Mutated plant goes up 2 dice for $13,130
all checks
10 Plantation Person Mutated plant can link with other $19,800
plants to create a giant made of
plants.
Demons
Devil
o Mind
Lv.1: Target begins seeing monsters out the corner of their eye every so
Lv.5: Target begins seeing their family and friends as monsters. Spend 4
soul to use.
Lv.7: Target starts seeing hallucinations of being tortured and loved ones
being harmed. The torture is as painful as the real thing. Spend 6 soul to
use.
Lv.9: Target location becomes hell for 1 hour. Spend 8 soul to use.
Succubus
o Shapeshifting
477
Lv.3: Turn into a snake. Go up a die for PR and deal the poison status
Lv.5: Turn into a fox. Go up 2 dice for attack and defense in this for and 1
Lv.7: Turn into a Phoenix. You can fly in this form and double your
speed. All attacks deal fire damage and produce the burning status effect.
Lv.9: Turn into an Asmodean. Go up 4 dice for attack and defense but
down 4 dice for PR and you cannot move. Your reach is 10 squares away
Blood Demon
o Magic
Lv.3: Create a shield made of blood. The next attack that would hit you
Lv.5: Curse a target with a plague of blindness and flies. The flies deal 1
damage each turn and the blindness makes it so they take -2 to all defense
Lv.8: Deal 2d20 fire damage to every target within 10 spaces. Spend 4
soul to use.
478
Terror Demon
o Mind
use.
Lv.3: Target has their greatest fear as a recurring nightmare. Spend 2 soul
to use.
Lv.5: Target can only see people and things for what they truly are. Spend
4 soul to use.
Lv.7: Target is denied their 5 senses for 24 hours. Spend 6 soul to use.
o Magic
Lv.1: Target is turned into their greatest fear. Spend 2 soul to use.
Lv.5: Can create a portal to a pocket dimension where you can store stuff.
Lv.6: Summon 3 giant flies that use 1d10 for all checks and listen to your
Lv.8: Target starts bleeding from various points on the body. Spend 4 soul
to use.
Lv.10: Turn into a large monster similar to a targets worst memory. Spend
8 soul to use.
Archdemon
479
o Magic
Lv.3: Targets body separates from its soul for 24 hours. Spend 2 soul to
use.
Lv.5: Imprison target soul in hell for 24 hours. Spend 2 soul to use.
Lv.6: Create a 3x3 grid of fire in target area. Nothing can come out of the
grid, but anything can enter it. It can only be put out with holy water.
Lv.8: Fuse two targets together, they use the highest of their dice options
and have both the abilities of the others, their hp is the 2 added together,
their speed is the 2 added together. They have 2 minds, but one body.
Lv.10: Create a shroud of darkness, get +10 to all stealth and defense rolls
o Shapeshifting
Lv.1: Turn into a Golden Bull, use 1d12 for attack and 1d4 for all other
Lv.3: Turn into a Giant Snake, all attacks deal the poison status effect and
poison damage. Use 1d8 for attack, 1d6 for defense and damage, 1d4 for
Lv.5: Turn into a Wind Wolf, all attacks deal shadow damage. Unarmed
attacks can hit each enemy in a cone 10. Use 1d12 for attack, defense, and
damage, use 1d4 for all other checks. You can fly in this form.
480
Lv.7: Turn into a Giant Whale, you can summon sea life to your aid in this
form, take up a 20x10 grid in this form. Use 2d20 for defense, use 1d10
Lv.9: Turn into a Massive Dragon, take up a 4x2 grid in this form. Can fly
in this form. Use 1d20 for attack, defense, damage, and medicine, use
Redemptionists
o Magic
Lv.3: Create an illusion made of shadow, it has the same stats as you, but
Lv.6: Create wall of shadow between 2 walls that only those who are good
Lv.8: Turn a target into an immobile silver statue for 24 hours. Spend 4
soul to use.
Lv.10: Summon 3 angels to your side, they are not obliged to help you.
o Shapeshifting
Lv.1: Turn into a normal looking human. You retain all your stats in this
form.
Lv.3: Turn into a dog. You can detect evil in this form and use 1d8 for
481
Lv.5: Turn into a fish. You can breathe underwater and are immune to
water and fire damage in this form, use 1d12 for stealth and PR, use 1d4
Lv.7: Turn into a giant eagle. You can fly in this form and use 1d12 for all
checks.
Lv.9: Turn into a space whale. You can fly in this form and breathe
anywhere. Use 2d20 for defense and 1d12 for all other checks.
Temptation
o Shapeshifting
Lv.1: Turn into a golden apple, use 1d20 for stealth and PR in this form,
but only if someone holds you. Use 1d4 for all other checks.
Lv.3: Turn into a mask, use 1d20 for stealth and PR in this form, if anyone
puts you on you take their soul and have control of their body.
Lv.5: Turn into an object of sexual desire, use 1d20 for stealth and PR in
this form, if you have sex with a person in this form you gain their soul
Lv.7: Turn into a white whale, all who see you must follow you. You can
fly and breathe anywhere in this form. Use 1d12 for all checks.
Lv.9: Turn into a giant golden golem. Use 2d20 for all checks in this form.
You can be mind controlled in this form if a person destroys all their
Accountants
o Mind
482
Lv.1: Target gets vision of their death. Spend 1 soul to use.
Lv.9: Target is trapped in a false reality the opposite of this one. Spend 8
soul to use.
o Magic
Lv.1: Create a shield around you, it stops the next amount of damage that
would hit you from coming, then disappears. Spend 2 soul to use.
Lv.3: See the future of target or target area up to a week in the future.
Lv.5: Can teleport within line of sight for 24 hours. Spend 2 soul to use.
Lv.6: Identify all things in an area relevant to your current mission. Spend
2 soul to use.
Lv.8: Create a perfect copy of yourself for 24 hours. Spend 4 soul to use.
Misery
o Magic
Lv.3: Create a shield of ice that prevents all non-fire damage from being
483
Lv.5: Create a 5x5 grid of ice, any who enter it learn their next turn, those
inside it take 1d4 ice damage each turn and can only move half their
Lv.6: Up to 3 targets gain the freeze status effect. Spend 2 soul to use.
Lv.8: Target’s soul is separated from their body for 24 hours. Spend 4 soul
to use.
o Mind
Lv.3: Target perceives the world as colder and crueler than it really is.
Lv.5: Target sees things they feel guilty about as if they were really good.
Lv.7: Target area becomes a desolate tundra for 24 hours. Spend 6 soul to
use.
o Shapeshifting
Lv.1: Can take the form of a person that a target is angered with.
484
Lv.9: Can take the form of any you have killed.
Heroes
Of Lanterns
o Magic
Lv.1: Can gain full control of any fire or fire based thing for 24 hours.
Lv.3: Can read minds at will for 24 hours. Spend 2 hero to use.
Lv.5: For the next 24 hours, when you take damage deal 1d12 fire damage
Lv.6: For the next 24 hours, when you deal fire damage to an opponent,
heal 1d4 and deal 1d4 light damage to a target. Spend 2 hero to use.
Lv.8: Can teleport between 2 fires for 24 hours. Spend 4 hero to use.
Lv.10: If you die and your body is burned to ash, you may come back to
o Trickster
Lv.3: Target with a heart takes 1d20 bleeding damage. You gain their
Lv.7: Target joins your side for the duration of the battle. Spend 5 hero to
use
Of Cards
485
o Trickster
Lv.7: Target enemy becomes a knight in your service. Spend 5 hero to use
Lv.10: All enemies aside from 1 become your allies. Spend 7 hero to use
Of Nimbleness
o Magic
Lv.1: Move 12 spaces and deal 1d4 fire and 1d4 shock damage to each
Lv.3: Ignore the next 3 times you would be dealt damage. Spend 2 hero to
use.
Lv.8: You can teleport within line of sight for the next 24 hours. Spend 4
hero to use.
Lv.10: You can phase through objects, see heat, detect anyone sneaking up
on you and become completely invisible in the shadows for the next week.
o Magic
486
Lv.3: Enemies cannot come within 10 squares of you or a pumpkin for the
Lv.5: You are immune to fire damage for the next 24 hours. Spend 2 hero
to use.
Lv.6: Target pumpkin turns into a weapon you could afford with your
Lv.8: Target’s soul is ripped from their body and placed in a pumpkin.
The pumkin is changed into a Jack O’ Lantern with the targets face carved
Lv.10: If you die, your body will be returned to life in the center of a
pumpkin patch, randomly located around the world. Spend 8 hero to use.
o Trickster
Lv.1: Target gives you half off on the next thing you buy from them.
Lv.7: Target wishes to serve the Pumpkin God forever and all eternity.
Lv.10: For the next 24 hours, wishes and requests you make are granted to
the spirit and the letter of the law. Spend 7 hero to use
The Court
o Magic
487
Lv.1: Create a mask that when warn causes those wearing it to become
monstrous and go down a die for all checks. It cannot be removed. Spend
2 hero to use.
Lv.3: Target cannot speak or see for 24 hours. Spend 2 hero to use.
Lv.5: Can travel between our world and the alternate dimension of the
Lv.6: Target object can talk, see, hear, and think. Spend 2 hero to use.
Lv.10: If you die, come back to life as a servant of an Elf. Spend 8 hero to
use.
Firehoppers
o Magic
Lv.1: Take ½ damage from witches for the rest of the battle. Spend 2 hero
to use.
Lv.5: Create a copy of yourself that dies after 24 hours. Spend 2 hero to
use.
Lv.6: Target monster has 5 hp and takes intense damage from all sources.
o Trickster
488
Lv.1: Target non-monster goes up a die for a check of your choice for the
Lv.3: Each ally goes up a die for all checks. Spend 3 hero to use
Lv.10: All non-monsters in the area go up a die for all stats and become
Angels
Throne
o Divinity
Lv.2: Target gains the ability to fly for 24 hours. Spend 3 virtue to use.
Lv.4: Target is cured of any disease or non-mental condition (no you can’t
actual disease and not just feeling sad, but you can’t cure it, that’s too
much of a bullshit excuse to advance the plot) for 24 hours. Spend 4 virtue
to use.
Lv.6: Target sees their afterlife for 7 seconds. Spend 5 virtue to use.
virtue to use.
Seraphim
o Divinity
use.
Lv.6: Target swaps lives with another target for 24 hours. Spend 5 virtue
to use.
Lv.8: Target sees things for what they truly are. Spend 6 virtue to use.
Cherubim
o Will
Lv.3: Resist the next damage that would be dealt to you. Spend 2 virtue to
use.
Lv.5: Up to 3 target animal’s falls under your control for 24 hours. Spend
2 virtue to use.
Lv.6: Up to 3 targets lose the will to fight for 24 hours. Spend 2 virtue to
use.
Principality
o Will
Lv.1: Create 4 floating orbs of light that deal 1d12 damage to any non-
490
Lv.3: Turn a mineral into any other mineral. Spend 2 virtue to use.
Lv.5: Create a prison bubble that imprisons a target for 24 hours. Spend 2
virtue to use.
coma until they can sort through the memories. Spend 8 virtue to use.
o Divinity
virtue to use.
Lv.6: Target can shoot lasers from their eyes which deal 1d20 fire damage.
Lv.8: Target can see every atom in the solar system and hear every sound
Lv.10: Target is as strong as they need to be and immune to all damage for
Archangel
o Will
Lv.1: Target takes 1d10 fire damage. If the target is Eldritch, deal 2d20
491
Lv.3: Create a shield of light, go up 1 die for defense as long as the shield
is up, if you would be dealt damage, destroy the shield instead. Spend 2
virtue to use.
Lv.5: Up to 3 targets go down 2 dice for attack, defense, and damage for
Lv.8: Reconstruct and assuage the feelings of target area. Spend 4 virtue to
use.
Lv.10: Target takes damage equal to the number of major sins they have
o Will
Lv.1: Target takes 1d10 water damage. If the target is Eldritch, deal 2d20
shield is up, if you would be dealt damage, destroy the shield and heal
Lv.5: Up to 3 targets use 1d4 for all checks next turn. Spend 2 virtue to
use.
virtue to use.
492
Uriel’s Earth Hammers
o Divinity
Lv.2: Target gains the aspect of Mercury and can run at the speed of light.
Lv.4: Target gains the aspect of Venus and inspires love and affection
with all people who see them. They are also immune to poison damage.
Lv.6: Target gains the aspect of Mars and goes up 3 dice for attack,
defense, and damage rolls. They are also immune to water damage. Spend
5 virtue to use.
Lv.8: Target gains the aspect of Jupiter and cannot be defeated by those
who the target knows by their true name. They are also immune to shock
Lv.10: Target gains the aspect of Saturn and heals fully at the beginning of
each turn. They are also immune to fire damage. Spend 7 virtue to use.
o Will
Lv.3: Create a 3x3 grid of ice. If a creature enters or is inside of the grid
Lv.5: Create a water tower, it takes up a 3x3 grid and while inside it you
go up a die for defense and PR. You also heal 1d8 each turn while inside
493
Lv.6: Create a hanging garden. You can travel on the garden as though it
was a space ship and go up 2 dice for PR while on it. Spend 2 virtue to
use.
Lv.8: Heal yourself and all allies 2d20. Spend 4 virtue to use.
o Divinity
Lv.2: Target sees visions of the most beautiful sights in the cosmos. Spend
3 virtue to use.
Lv.4: Target can see visions of the future and becomes inspired to paint
Lv.6: Target can travel outside their body with their mind. Spend 5 virtue
to use.
Lv.8: Target can calm the most savage beast with their singing. Spend 6
virtue to use.
Lv.10: Target can change the world around them into artwork. Spend 7
virtue to use.
Lucifer’s Enlighteners
o Divinity
use.
494
Lv.6: Target is connected to heaven itself and can hear what is going on
Lv.8: Target can travel between dreams when they sleep. Spend 6 virtue to
use.
Lv.10: Target is as strong as all those who believe in them. Spend 7 virtue
to use.
o Will
Lv.3: Create a shield of fire. As long as the shield is up you go up a die for
attack, if you take damage destroy the shield and deal the amount of
damage you were dealt to the creature that dealt it. Spend 2 virtue to use.
Lv.5: Each target within a beam 10 takes 1d20 light damage. Spend 2
virtue to use.
Lv.6: Create 4 duplicates of yourself, they have the same stats, but die if
they deal damage or are dealt damage. They cannot use this spell. Spend 2
virtue to use.
Lv.8: Animate a natural object into a golem under your command. Spend
4 virtue to use.
Dream Spiders
o Trickery
495
Lv.3: If you know the fear of a target, turn into the physical embodiment
Lv.8: Jump from one possessed person to another person. Spend 4 child to
use.
Lv.10: Assume your true form in the real world for 24 hours. Extend the
time by 1 hour for each creature you kill. Spend 8 child to use.
Urban Legends
o Trickery
Lv.3: Shut off all the lights in an area. Spend 2 child to use.
Lv.6: Can teleport between liquids and reflective surfaces for 24 hours.
Imaginary Friends
o Trickery
Lv.1: Create 3 balls of light, enemies adjacent to the balls take 1d4 light
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Lv.5: Create a shield that reflects 1d4 of all damage taken back at a target.
child to use.
Lv.8: You are intangible and can only be hit by shock and spirit weapons.
Misunderstood
o Trickery
Lv.3: Target child who would be dealt damage takes no damage. Spend 2
child to use.
Lv.5: You take half damage next turn and until the end of your next turn,
Lv.6: Gain +5 hp for the duration of a battle for each child who believes
Lv.8: Regenerate all hp, go up 3 dice for all rolls, and deal double damage
Corruptors
o Trickery
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Lv.1: Create a magical gas that takes up a 3x3 grid. Anyone aside from
you inside of or adjacent to the gas gets -3 to all rolls. Spend 2 child to
use.
Lv.3: Give target the power to deal 1d4 fire damage to each adjacent
Lv.5: Give target child the power to deal 1d8 shock damage to up to 3
Lv.6: Give target child the power to control shadows. Spend 2 child to use.
Lv.8: Give target child the power to hypnotize humans. Spend 4 child to
use.
Lv.10: Turn target child into a thing that goes bump in the night. Your
Jinxes
o Trickery
Lv.1: Summon a person who has wronged you. Spend 2 child to use.
Lv.5: Target takes double damage from all sources. Spend 2 child to use.
Lv.10: Turn into a giant monster. You are giant and use 2d20 for all
Local Legends
o Trickery
498
Lv.1: Target is plagued with images of you whenever they close their eyes
Lv.6: Shut off power to all electrical or mechanical devices within your
Lv.10: For the next week, whenever a non-local leaves the town they die
Slenderman
o Trickery
Lv.3: Summon a shadow child, it has 1d6 for all checks, 3 speed and 10
Lv.6: You can make 3 move checks each turn and go up 2 dice for stealth
Lv.8: Enemies get -7 to all checks including damage for the duration of
Lv.10: For the next 24 hours, whenever you kill an enemy they become
Motherly Matrons
o Trickery
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Lv.1: Paralyze target child. Spend 2 child to use.
Lv.5: Teleport target child wherever you see fit. Spend 2 child to use.
Lv.6: Alter target child’s memories however you see fit. Spend 2 child to
use.
Lv.8: Mind control all children in the area. Spend 4 child to use.
Lv.10: Turn target child into a Thing that goes Bump in the night, with the
Asylum Spirits
o Trickery
child to use.
Lv.5: Become visible to a sane person for 1 minute. Spend 2 child to use.
Lv.6: Target mentally disabled person you are possessing goes up 2 dice
Alone
o Trickery
Lv.1: You can see clearly in any conditions for the next 24 hours. Spend 2
child to use.
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Lv.5: Teleport a target to a location within line of sight. Spend 2 child to
use.
Lv.6: If there is only a single target on the field, you and each ally go up 2
dice for all checks and get +15 hp. Spend 2 child to use.
Lv.10: Kill all allies, destroy an amount of people equal to the number of
allies killed. The targets do not have to be within line of sight and their
use.
Scarecrows
Crow Commander
o Protection
Lv.3: Target crow goes up a die for all checks until the end of battle.
Lv.5: Target crow deals 1d12 damage with all attacks and can cast any of
Lv.7: You can fly for the next week. Spend 5 guardian to use.
Lv.9: Target becomes a crow under your control. Spend 6 guardian to use.
Guardian
o Protection
501
Lv.1: Create a 6x1 wall of fire, anyone who goes through the wall of fire
use.
Lv.5: Create a 2 way portal between 2 places you have visited. Spend 4
guardian to use.
Lv.7: Target is paralyzed for 5 turns and takes 1d20 shock damage
guardian to use.
Punkinhed
o Protection
Lv.1: Target feels the pain of another target. Spend 2 guardian to use.
Lv.5: Sprout wings and gain the ability to fly for 2 days. Spend 4 guardian
to use.
Lv.7: Allies go down a die for all checks for 24 hours, go up 2 dice for all
Lv.9: Kill target and eat their soul. Spend 6 guardian to use.
Gargoyle
o Protection
Lv.1: Go up a die for defense for the next 24 hours. Spend 2 guardian to
use.
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Lv.3: All enemies with a PR roll of 1d8 or less flee battle. Spend 3
guardian to use.
Lv.5: Go up a die for all checks including damage for the next 24 hours.
Lv.7: Turn target into stone until they rise above the clouds. Spend 5
guardian to use.
Lv.9: You do not turn to stone during the next sunrise. Spend 6 guardian
to use.
Grand Pumpkin
o Protection
Lv.1: Target plant grows to giant size rapidly. Spend 2 guardian to use.
Lv.3: Target plant becomes sentient and under your control for the next 24
Lv.5: Negate all fire damage for the next 24 hours. Spend 4 guardian to
use.
Lv.7: All non-giant creatures get -6 to all checks for the next 24 hours.
Cursed Crucifix
o Protection
Lv.1: Create a swarm of locusts, it takes up a 2x3 grid and is weak to fire
and water, but immune to all other damage types. It has 5 hp a speed of
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10, makes 3 attacks per turn and uses 1d4 for all checks. Spend 2 guardian
to use.
Lv.3: Target area’s sky becomes made of fire. Spend 3 guardian to use.
Lv.9: Kill target creature, add their remaining hp to your max HP. Spend 6
guardian to use.
o Protection
Lv.3: Target area becomes holy ground for 1 hour. Spend 3 guardian to
use.
Lv.5: Create a 3x3 magic shield for 1 hour, you are immune to any attacks
that come from outside the shield. Anyone can enter the shield. Spend 4
guardian to use.
Lv.7: Call the nearest animal to come to your aid. Spend 5 guardian to use.
Lv.9: Travel back in time to the realm of the ancient Druids. You may
transport any number of targets within line of sight with you. Spend 6
guardian to use.
Virgil
o Protection
Lv.1: You can see people’s sins and guilt for 24 hours. Spend 2 guardian
to use.
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Lv.3: All weapons have warding until the end of battle. Spend 3 guardian
to use.
Lv.9: Teleport yourself and one target in or out of hell. Spend 6 guardian
to use.
o Protection
Lv.3: You can fly for the duration of this day’s night. Spend 3 guardian to
use.
Lv.5: Each target who is within the moons light is frozen until you will it
guardian to use.
Rag Heads
o Protection
Lv.5: Teleport target to a place you were an hour earlier. Spend 4 guardian
to use.
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Lv.7: For the next 24 hours, if you die you can come back with a kiss.
Lv.9: Kill an ally, kill any number of targets within line of sight. Spend 6
guardian to use.
o Protection
Lv.1: Target is bleeding and has limb damage. Spend 2 guardian to use.
Lv.3: Target has a status effect of your choice on them for 5 turns. Spend
3 guardian to use.
Lv.5: Target cannot use magic for 5 turns. Spend 4 guardian to use.
Lv.7: Deal 1d12 dark damage to target and they are frozen. Spend 5
guardian to use.
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