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BLEAK WORLD

Austin M. Liska
NOMAD RPG
Bleak World

Contents
How to Play..................................................................................................................................... 5

 Humans .................................................................................................................................. 10

 Vampires ................................................................................................................................ 25

 Were Beasts ........................................................................................................................... 42

 Witches .................................................................................................................................. 58

 Aliens ..................................................................................................................................... 75

 Experiments ........................................................................................................................... 92

 Ghosts .................................................................................................................................. 110

 Mummies ............................................................................................................................. 126

 Magical Princesses .............................................................................................................. 141

 Jotun..................................................................................................................................... 158

 Children ............................................................................................................................... 175

 Zombies ............................................................................................................................... 182

 Killer Animal ....................................................................................................................... 192

 Half Beast ............................................................................................................................ 199

 Elementals ........................................................................................................................... 207

 Mad Scientists...................................................................................................................... 216

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 Demons ................................................................................................................................ 224

 Heroes .................................................................................................................................. 232

 Angels .................................................................................................................................. 239

 Things That Go Bump in the Night ..................................................................................... 247

Skills ........................................................................................................................................... 278

 Human ................................................................................................................................. 278

 Vampires .............................................................................................................................. 279

 Werewolves ......................................................................................................................... 279

 Witches ................................................................................................................................ 280

 Aliens ................................................................................................................................... 281

 Experiments ......................................................................................................................... 282

 Ghosts .................................................................................................................................. 283

 Mummies ............................................................................................................................. 284

 Princesses............................................................................................................................. 285

 Jotun..................................................................................................................................... 286

 Children ............................................................................................................................... 287

 Zombies ............................................................................................................................... 287

 Killer Animals ..................................................................................................................... 288

 Half Beast ............................................................................................................................ 289

 Elementals ........................................................................................................................... 290

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 Mad Scientists...................................................................................................................... 290

 Demons ................................................................................................................................ 291

 Hero ..................................................................................................................................... 292

 Angels .................................................................................................................................. 293

 Things That Go Bump in the Night ..................................................................................... 294

Weapons ...................................................................................................................................... 295

Unarmed ...................................................................................................................................... 295

Melee........................................................................................................................................... 298

Bullets ......................................................................................................................................... 300

Fire .............................................................................................................................................. 303

Water ........................................................................................................................................... 306

Wood ........................................................................................................................................... 308

Darkness ...................................................................................................................................... 310

Light ............................................................................................................................................ 312

Poison.......................................................................................................................................... 314

Spirit............................................................................................................................................ 317

Shock........................................................................................................................................... 319

Silver ........................................................................................................................................... 321

Toys............................................................................................................................................. 323

Pets .............................................................................................................................................. 325

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Magic and other abilities............................................................................................................. 326

 Humans ................................................................................................................................ 326

 Vampires .............................................................................................................................. 331

 Were Beasts ......................................................................................................................... 343

 Witches ................................................................................................................................ 349

 Aliens ................................................................................................................................... 370

 Experiments ......................................................................................................................... 391

 Ghosts .................................................................................................................................. 396

 Mummies ............................................................................................................................. 407

 Princesses............................................................................................................................. 422

 Jotun..................................................................................................................................... 441

 Children ............................................................................................................................... 454

 Zombies ............................................................................................................................... 457

 Killer Animals ..................................................................................................................... 460

 Half Beasts ........................................................................................................................... 462

 Elemental ............................................................................................................................. 466

 Mad Scientists...................................................................................................................... 471

 Demons ................................................................................................................................ 477

 Heroes .................................................................................................................................. 485

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 Angels .................................................................................................................................. 489

 Things that Go Bump in the Night ...................................................................................... 495

How to Play

 Creating a character

o First select a race

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.

o Make the story

o Start the game

 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

Master can think on his or her feet.

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

below half ok? We’re all adults here.

 Combat

o When combat starts the character with the highest move gets to go first unless

they were ambushed

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

which is defined by the weapon they are holding.

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

other observational devices count as people for this process.

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

fail their defense roll they will suffer x2 damage.

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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

how tall and disguised you are.

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

dice. If it is night go up 2 dice.

o Same minimum and maximums apply

 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

situations use 1d20.

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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.

o Roll for each new person you encounter.

o If you are encountered by a group of people (6 or more) you automatically fail

the PR checks

o Has the same minimum and maximum rules as all other checks. Defender (you)

wins ties.

 Meters

o Some meters require you to roll to maintain it (Witches, Experiments, Ghosts,

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

based on the complexity involved (For example, warming up a hamburger in the

microwave and preparing a 5 course meal with boiled goose and vintage wine

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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

nukes, hacking into an NSA database) goes against a 2d20

o Standard minimums and maximums apply.

 Magic

o Most races have access to magic or other abilities, find out what your

race/organizations are at the bottom of the book.

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

the roll you can cast the spell.

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.

o Standard minimum and maximums apply.

 Ghosts in general

o Ghosts have a very divergent play style from other creatures.

o Manipulation

 Some ghosts have manipulation abilities, check the Magic and other

abilities section to see what your race/organization has.

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 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

 Ghosts can fly into people to possess them.

 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

make another check to keep the possessed.

 Resistances and Weaknesses

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

a damage type you take no damage from that damage.

 Stat Boosts

o Any effect that say any or all rolls are increased or decreased does not include

damage unless explicitly noted.

Races

 Humans

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o Description: Creatures that have existed ever since they evolved from

Australopithecus (Right? I’m not an evolutionary biologist, I don’t know). They

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

outcasts of society, this is both a strength and a weakness. The creatures of

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

manipulation. The human’s goal: Take Back the Night!

o Hp: 5

o Speed: 6

o Weaknesses: Intense damage from bullets

o Resistances: Immune to spirit damage

o Other:

 Must maintain a karma meter.

o Classifications

 Vigilante

 Description: Average blue collar Joes who work for a paycheck by

day, and kick Vampire ass by night. These guys don’t have much

going for them so they need scrappiness, gadgets, and a group of

like-minded individuals to properly hunt their prey. Interestingly

enough many of them descend from the famous Dutch vampire

slayer, Abraham Van Helsing himself.

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 Focuses

o Technology

o Initiative

o Guerilla

 Other

o Go up a die for all checks against vampires

 Unique Focus: Strike Back

Points Effect
2 Vampires deal ½ damage
4 Vampires always go last
6 Vampires go down 2 dice for all rolls

 Government

 Description: Government employees devoted to the destruction of

the monster species, they have been tasked by the president

themselves to eliminate every damn monster they lay eyes on, they

can join either Section 9 or ally with another group to accomplish

this goal.

 Focuses

o Funding

o Combat

o Technology

 Other

o Can contact the government to help with any problems

 Unique focus: Battle Ready

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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

 Description: Holy people who have devoted their lives to god,

when the monsters took over the night, they rose up to defend their

flock and take back the night.

 Focuses

o Magic

o Initiative

o Persona

 Other

o Won’t be attacked by followers of the same religion

 Unique Focus: Holy War

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

 Description: Magically empowered humans who can become far

more durable and dangerous than the average one. They are much

more insane and twisted than the average human as a drawback

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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

o You have a custom mask

o Go up a die on all checks against humans

o You are considered a monster

 Unique Focus: Evil of the Mask

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

 Description: News journalists and aspiring reporters who seek to

inform the public of the monster apocalypse. They are forceful and

far more beloved than they were before the apocalypse, seeing as

how they’re covering a war ya know?

 Focuses

o Persona

o Technology

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o Funding

 Other

o +3 speed

o Go up a die on sneak checks when inside or under an object

 Unique Focus: What a Scoop!

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

o Description: Agents are a private organization of freelance superspies,

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

 Can contact MoSaS for help

o Unique Focus: Shaken, not stirred

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

o Description: Lower class louts who prey on the downtrodden and

defenseless, they are very brutal and quick, and due to the general

youth within the group, very good with technology.

o Focuses

 Combat

 Initiative

 Tech

o Other

 None

o Unique Focus: Snitches get Stitches

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

o Description: A medieval knight who was cursed to teleport through

time into the modern day, they carry themselves with the chivalry and

nobility befitting of a knight and are well versed in magic and

swordsmanship.

o Focuses

 Magic

 Combat
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 Persona

o Other

 You are from the dark ages

o Unique Focus: Chivalry

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

 You are likely inbred

o Unique Focus: SQUEAL LIKE A PIG!

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

then go home to their spouse and kids and cat.

o Focuses

 Persona

 Funding

 Tech

o Other

 You work in an office

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

 The Street Sweepers

 Description: A gang of hardnosed vigilantes, the Street Sweepers

have been gearing up for war for a long time, ever since their first

leader, Sara Somner, witnessed her mother being raped to death by

3 vampires. This led to her creating a band of misfits brought

together by a common goal, destroy all monsters!

 Focuses

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o Initiative

o Combat

o Guerilla

 Other

o None

 Unique Focus: Aligned

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

 The Light in the Dark

 Description: A fanatical branch of the Catholic Church, they have

become even louder and more dangerous as the monsters have

revealed themselves. They believe that god has abandoned them

and they must cast out the monsters to regain his love.

 Focuses

o Magic

o Persona

o Combat

 Other

o None

 Unique Focus: Survive the Night

Points Effect
2 Immune to light and water damage

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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

 Description: The American Government has known about the

monsters for a long time, as such they’ve been gearing up for war.

The agency to do it? Section 9! The members of Section 9 have

been selected from the very best of the best, and equipped with the

newest in technological advances to fight back the monster hordes.

 Focuses

o Persona

o Funding

o Combat

 Other

o None

 Unique Focus: You Didn’t See Anything

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

 The Blackwood Company

 Description: They make basically everything: TV shows, cars,

food, secret deals with the government to control the prison system

and privatized sections of the military… ignore those last 2. The

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point is that by working with them you will receive top of the line

equipment, funding, and contacts making you basically

untouchable.

 Focuses

o Funding

o Technology

o Initiative

 Other

o None

 Unique Focus: Let’s Run it up the Flagpole

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

motto, the Diabolus have fully embraced a horde mentality and

intend to rape, pillage, and burn everything in their wake as the

world goes to hell.

 Focuses

o Guerilla

o Initiative

o Magic

 Other

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o Your Karma meter goes up for committing selfish acts and

down for committing selfless ones

 Unique Focus: Burn, Baby Burn!

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

 Description: The 100 most powerful people on Earth, they have

sworn to pledge their allegiance to helping humanity survive the

monster threat, with their 100 agents being spread over the world

acting as local rulers to the area they are deployed, helping with

combat as well as governance.

 Focuses

o Combat

o Funding

o Persona

 Other

o You have no name, only a number reflecting how great you

are.

 Unique Focus: 1 among 100

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

 Description: A street gang that kidnaps and tortures monsters they

find stating that they have their neighborhoods best interests at

heart, when in reality they are just doing it to get their kicks. They

had national infamy before the monsters hit, being a household

name and branches all over the country.

 Focuses

o Guerilla

o Initiative

o Combat

 Other

o You are universally recognized as trouble

 Unique Focus: Respect from your Homies

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

 Description: A team of globetrotters who search for ancient lost

secrets and have gained a good understanding of how to skulk

through a tomb to rob it of its ancient technology and magic.

 Focuses

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o Guerilla

o Magic

o Tech

 Other

o None

 Unique Focus: Descent

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

 Concerned Parents Against Monsters

 Description: A group of parents who have decided that we

shouldn’t let vampires around children, it looks suspiciously like

1950’s segregation, but you know, whatever. Point is they have

gained a worldwide audience for their views and have raised a lot

of money for lobbying these rules.

 Focuses

o Persona

o Initiative

o Funding

 Other

o None

 Unique Focus: Think of the Children!

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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

 Description: The Church that seeks to coexist with the monsters,

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

 Unique Focus: Everything is Right in the World

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

o Description: The first vampire is something of a debate amongst vampires. Some

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

human horde trying to destroy their very way of life.

o Hp: 10

o Speed: 9

o Weaknesses: Intense damage from fire, wood, and water. Extreme damage from

spirit and light.

o Resistances: Resist damage from bullets, melee, and poison. Immune to unarmed

except against other vampires or werewolves.

o Other:

 Take 1 damage for each turn in sunlight.

 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

liters of blood. If the meter hits zero you die.

 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

 Description: True children of the night, they are descended from

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

o Can fly when in vampire form

o If female, you must be a lesbian

 Unique Focus: Wealth

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

 Description: Modern vampires seeking out a new light, they have

learned not to focus solely on magic to win their battles and as a

result can become immune to sunlight. They are the most hated

vampire sect, by their own people and the humans.

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 Focuses

o Combat

o Resistance

o Seduction

 Other

o If you resist sun you sparkle in it

o If you are not resistant to sunlight, you may choose to

become monstrous at any time. If you do go up a die for all

checks. You can change back at any time.

 Unique Focus: Millenials

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

 Description: What vampires were long ago, before they were

infected with magic. They are pale, animalistic, muscular, and

completely hairless, they eat all they come across and are fit only

to destroy. In addition they are pathologically against clothing,

shirts in particular.

 Focuses

o Combat

o Feeding

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o Shapeshifting

 Other

o You are considered a monster

o Go down a die for all checks for each shirt you are wearing.

 Unique Focus: Strip

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

 Description: The most horrifying of all the vampires, they are

creatures fit only to dwell in darkness, skulking among the vermin

they resemble. They are thankfully secluded, but those who choose

to seek them out are in for a hell of a fight.

 Focuses

o Magic

o Shapeshifting

o Feeding

 Other

o You are considered a monster

 Unique Focus: Children of the Night

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

 Description: Less vampire and more super powered cannibal, the

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

of human or vampire flesh a day.

 Focuses

o Seduction

o Resistance

o Feeding

 Other

o Feed by eating flesh rather than drinking blood

 Unique Focus: Maneater

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

limited shapeshifting, but it is far different from regular vampires.

o Focuses

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 Shapeshifting

 Combat

 Feeding

o Other

 You are considered a monster

 You can fly

 You can only see through echolocation

o Unique Focus: Trace

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

their youth and attractiveness.

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

 You are seen as a monster

o Unique Focus: Shift

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

became magically gifted, but physically frail.

o Focuses

 Magic

 Feeding

 Seduction

o Other

 Speed goes down by 2

o Unique Focus: Thrall

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

blood curse, and have no magic or shapeshifting ability.

o Focuses

 Resilience

 Combat

 Seduction

o Other

 You do not take damage from sunlight

 You cannot use any magic

 You cannot shapeshift

 You cannot be targeted by any magic

o Unique Focus: Enlightened

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

 You have no vampire weaknesses except fire

 You can walk in the sun

 If your feed meter runs out, you do not die, but go down a die for all

checks

o Unique Focus: Cross Breed

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

 Description: The ruling caste among vampire society, they seek to

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

you must hold and maintain a government position, doing

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whatever is necessary to maintain the masquerade. As such these

are not publicly recognized vampires and still maintain the illusion

of being humans themselves.

 Focuses

o Magic

o Feeding

o Resistance

 Unique Focus: Taxation

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. Your job in this order is to protect humans, from both

vampires and the other things that go bump in the night. You must

never harm a human unless it means protecting a different human.

Despite their good intentions they are often targeted by humans

themselves, causing a schism inside the order, some believe that

they should act in self-defense, while others state that a path of

non-violence is the best way to prove they are no longer beasts like

their brethren. Their culture is also different from the rest of

vampire society, only feeding on the willing, or in some cases

animals, making them more favorable in human media.


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 Focuses

o Combat

o Resistance

o Shapeshifting

 Other

o Harming a human causes a drop in hunger.

 Unique Focus: Defender

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

 Description: To minimize pointless human and vampire casualties,

the shepherds have decided to herd humans together into docile

packs and harvest them when they see fit. In this organization you

must create a group of humans to protect as a shepherd would

protect sheep, put them under every few months and have vampire

harvest their blood in a safe and organized manner. All this is done

in isolated areas, much like a commune or anarchist society, the

humans of the herd are aware of their masters and will defend them

from outside forces.

 Focuses

o Feeding

o Seduction

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o Shapeshifting

 Other

o Design 3 humans to be your herd

 Unique Focus: Wolf Guarding Sheep

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

 Description: Revelers who want to live vampire life like it is in the

movies. They are xenophobes who mark their own territory and

rule over it with an iron fist. To be in this organization you must

create a village all your own and keep it away from other

vampires.

 Focuses

o Feeding

o Combat

o Seduction

 Other

o Create a village of your liking

o Create up to 5 humans who live in that village

 Unique Focus: Domination

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 of Lesbian Vampires

 Description: The private magic cult of enforcers in vampire

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

their vampirism and will eliminate those who have revealed

themselves to the public, making them a more capable form of the

blood governors.

 Focuses

o Magic

o Seduction

o Combat

 Other

o Must be female and homosexual to join

 Unique Focus: Girl on Girl

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

 The Lost Tribe

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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

the Sahara desert in a sepulcher of darkness, magically sealing

themselves in a stasis until they could return and wipe out all other

vampires.

o Focuses

 Feeding

 Combat

 Magic

o Other

 None

o Unique Focus: Vengeance

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

 The Sea of Blood

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

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o Other

 Immune to water

 Can breathe underwater

o Unique Focus: Brine

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

o Description: A group of vampires who willingly turned in an effort to see how

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

being huge nerds.

o Focuses

 Resilience

 Seduction

 Magic

o Other

 None

o Unique Focus: Project Jetpack

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.

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 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

Asmodius who exemplifies rampant hedonism.

o Focuses

 Shapeshifting

 Seduction

 Magic

o Other

 Must have bathed in virgin blood at least a week prior to using magic,

shapeshifting, or your unique focus

o Unique Focus: Bloodbath

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

o Description: Vampires who were captured by America’s government and

prevented from feeding on the innocent, but put to work fighting terrorism by

infiltrating terrorist cells and eating every mofo in the room.

o Focuses

 Combat

 Resilience

 Shapeshifting

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o Other

 Cannot feed on those not specified by the government

o Unique Focus: Patriot

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

unnatural force of nature, the were-beasts are largely dominated by werewolves

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

o Weaknesses: Extreme damage from silver and fire.

o Resistances: Resist bullets, melee, unarmed, wood, water, darkness, poison,

electric, and spirit

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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

die in hybrid form.

 You can assume your animal form at any time, but it goes up 2 dice for all

checks under the light of a full moon.

 You are not considered a monster in your human form, but you are in your

beast and hybrid forms.

o Classifications

 Werewolf

 Description: Bitten by a werewolf, werewolves are humans who

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

that doesn’t really come up much in the mythos of humans.

 Focuses

o Agility

o Strength

o Resistance

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 Other

o Your animal is a wolf or a wolf man hybrid

o Go up 3 dice for all checks under the full moon

o If you are male you must be gay

 Unique Focus: Full Moons Rise

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

 Description: Cursed by Sekhmet the Egyptian god of blood, the cat

people are people cursed to look like something unnatural

happened between a cat and its owner. They are masters of stealth

and blood magic.

 Focuses

o Agility

o Magic

o Tech

 Other

o Your animal is a bipedal cat person, but you can also

change into a leopard.

o You cannot change into a human

 Unique Focus: Always Land on Your Feet

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Points Effect
2 Take no fall damage
4 Take half damage from all sources
6 Can die 9 times before finally dying

 Were Roaches

 Description: Hit by an experimental nerve gas bomb, Were

Roaches can spread the disease through biting, they can turn from

human to 6 foot tall cockroach to some horrifying abomination that

looks like something in between.

 Focuses

o Agility

o Resistance

o Poison

 Other

o Your animal is a giant roach or a bipedal roach man hybrid

o You can fly in roach form and hybrid form

o Can survive lethal damage for a week in beast or hybrid

form.

o Can lift 100 times your weight in beast or hybrid form.

 Unique Focus: Indestructible

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

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 Fish People

 Description: Cursed by the ancient gods of the deep, these are

people forced to live under the sea for at least 12 hours a day,

furthermore they cannot reproduce with each other, only human

females. Also they can’t breathe underwater so that sucks. They

resemble some abominable mix between a frog and a human.

 Focuses

o Strength

o Magic

o Poison

 Other

o Your beast meter goes down if you aren’t in water for 12 or

more hours a day

o Your animal is a large bullfrog, or a frog man hybrid.

o You cannot change into a human

 Unique Focus: Deep Ones

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

 Description: Soldiers who were experimented on by the

government to create the perfect soldier, with the ingenuity and

wisdom of a man and the obedience and power of a dog. It ended

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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

o You are permanently a wolf man hybrid

o Go up a die for attack when using a gun

 Unique Focus: Dogs of War

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

still transform into their primal sabretooth selves.

o Focuses

 Strength

 Tech

 Resilience

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o Other

 Can turn into a Sabretooth Tiger or into a Sabretooth/Human hybrid

 Regain 1 hp each turn

o Unique Focus: Tiger Tiger Burning Bright

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

badass eagle hybrids and stalk city streets fighting crime.

o Focuses

 Magic

 Agility

 Strength

o Other

 Can turn into a falcon or a falcon/human hybrid. You can fly in both

forms.

o Unique Focus: Wind Beneath My Wings

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

woods in an attempt to be closer to Gaia.

o Focuses

 Magic

 Poison

 Resilience

o Other

 You can transform into a Panther or Panther/Human Hybrid

 The cost of magic goes down by one for each other Were Panther in the

area

o Unique Focus: Pantera Awesome

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

o Description: A Fish Man that is bitten by a werewolf becomes a Were-Shark! The

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

they go swimming and chow on some dolphins.

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

breathe underwater and double speed while in the water.

o Unique Focus: Jaws

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

 Can turn into a rat or Rat/Human hybrid

 Go up 2 dice for stealth in full rat form, go up 1 in rat hybrid form

o Unique Focus: Rat King

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

 Description: A group of were creatures who have decided to look

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

monsters in hopes of protecting both them and the pack. In this

group you gain bonuses to containing the beast within while with

other were beasts.

 Focuses

o Strength

o Resistance

o Agility

 Other

o Gain double beast when you are with other wolves

 Unique Focus: Pack Attack

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

 Description: Wolves embracing the modern day they believe in

using technology to curb the beast within, modern day to day

distractions like video games, action films, cooking, and MMA can

be used to curb the beast, they do gain a larger appetite than

normal however and have weaker wolf forms.

 Focuses

o Tech

o Poison

o Agility

 Other

o Gain beast for playing violent video games, watching

action movies, cooking red meat, and doing MMA.

o Only go up 1 die during a full moon.

 Unique Focus: New Breed

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

 Guardians of the Earth

 Description: Determined to protect mother gaia from human based

destruction, in this order you must kill oilers, hunters, loggers,

miners, republicans, and others who would destroy. Only killing

them will control the Beast Within, killing filthy hippies, vegans,

52
wiccans, activists, stoned out rasta dudes, and democrats will only

make the beast angrier, so don’t kill them. Libertarians can kinda

be a mixed bag, so try and play it safe.

 Focuses

o Poison

o Magic

o Strength

 Other

o Killing oilers, hunters, loggers, miners, republicans, and

others who would destroy makes the beast go up double

o Killing filthy hippies, vegans, wiccans, activists, stoned out

rasta dudes, and democrats causes the beast to go down

double

 Unique Focus: Earth Cry

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

 Description: Dedicated to using magic to enhance their natural

wolf ability, this has caused them to become powerful, but slow as

hell. In this group you must seek out magical knowledge and keep

it within the were-creature community to control the Beast within.

 Focuses

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o Strength

o Resistance

o Magic

 Other

o No loss of beast for magic

o -6 speed

 Unique Focus: Blood Magic

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

 Hunters of the Dead

 Description: Kill vampires, nothing else matters, just murder every

vampire you see, they are all evil. Killing Vampires controls the

beast within.

 Focuses

o Tech

o Magic

o Resistance

 Other

o Killing vampires doubles the beast increase

 Unique Focus: Ash Slayer

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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

Werebeast are welcome, if they submit to werewolf rule.

o Focuses

 Poison

 Tech

 Magic

o Other

 Must either be a werewolf or submit to werewolf rule

 Gain beast for obeying your alpha

o Unique Focus: Pure Strain

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

 Foreign Were Merc’s

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

55
that nobody knows the identity of. They are very powerful, but their soldiers

training has stunted their magical growth.

o Focuses

 Strength

 Agility

 Resilience

o Other

 Must take orders from a commander

 Can talk to mission intel to find out information

 Gain beast for completing a mission

o Unique Focus: PMC

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

o Unique Focus: Super Pets!

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

o Description: A campaign seeking equal rights for werebeasts, they frequently

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

 Gain Beast for getting basic human rights

o Unique Focus: Animal Justice Now

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.

 Corporate War Dogs

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o Description: Developed by large corporations, these corporate war dogs have

been conscripted by their owners to undergo corporate espionage and sabotage

other companies.

o Focuses

 Strength

 Agility

 Poison

o Other

 Gain beast for serving you CEO

o Unique Focus: Office Space

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

power of nature, demons, planets, and others to destroy a massive destructive

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

o Weaknesses: Class Dependent

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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

zero the Host will come and attempt to fight you.

 Have 5 extra ability points at the start of the game.

 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.

 Automatically roll a d20 for magic checks.

o Classifications

 Phoenix

 Description: Witches who have been purified by a cleansing flame

and brought back by their respective hosts. They are sometimes

called “Witches of the South” they take extreme damage from

Water and wood, in addition they are the only witches to be

immune to fire. They are occasionally seen as good witches and

are better at healing and elemental spell.

 Focuses

o Healing

o Elemental

o Transmogrification

 Other

o Extreme damage from water and wood

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o Immune to fire

 Unique Focus: Rise from the ashes

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

 Description: A beautiful corpse, brought back by a host and

swarmed with demons in their mind. They are sometimes called

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 Extreme damage from water and dark

o Immune to wood

 Unique Focus: Strip Magic

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

sometimes called witches of the North, and are frequently regarded

as the most moral of witches, but that has done little to stop the

persecution against them.

 Focuses

o Elemental

o Entropy

o Transmogrification

 Other

o Extreme Damage from Fire and Dark

o Immune to Water

 Unique Focus: Beauty Sapper

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

damage from Fire and Wood, but are immune to Dark.

 Focuses

o Entropy

o Host

o Healing

 Other

o Extreme Damage from wood and fire

o Immune to dark

 Unique Focus: Shield Bubble

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

 Description: Wild witches, they have no specific weaknesses or

resistances, but a proficiency with shapeshifting. They are the most

frequently hunted witches, due to their relative lack of subtlety.

 Focuses

o Transmogrification

o Healing

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o Host

 Other

o None

 Unique Focus: Power of the wilds

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

 Description: Struck down by a bolt of divinity, oracles were

resurrected by the ancient Greek gods and blessed with the powers

of precognition and magic. Sometimes called witches of the

northeast they are commonly associated with the god Skeiron.

 Focuses

o Host

o Summoning

o Healing

 Other

o Once every day, you receive a vision of the future at the

DM’s discretion.

o Extreme damage from Shock and Silver

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

 Description: Killed and eaten by a large animal, they were

resurrected by the southwestern wind, Lips, by killing the animal

itself and transforming you into a crossbreed with it.

 Focuses

o Transmogrification

o Host

o Entropy

 Other

o Extreme damage from Bullets and Silver

o Immune to Shock

 Unique Focus: Cross Breed

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

sometimes produce a Nephilim, which are born dead and brought

back to life by pure magic of Apeliotes, god of the Southeast wind.

 Focuses

o Healing

o Entropy

o Elemental

 Other

o You can fly

o Extreme Damage from shock and bullets

o Immune to silver

 Unique Focus: Holy Ghost

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

 Description: The sons of Caicias, god of the Northwest wind. They

are fueled by their rage and use it to destroy and rend the fabric of

reality itself, but at the cost of stability when not fighting.

 Focuses

o Elemental

o Host

o Transmogrification

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 Other

o Extreme damage from light and silver

o Immune to bullets

 Unique Focus: Raging

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

 Description: Children of Fairies, the warlocks have raw untapped

power and an insane level of magical talent, unmatched by other

witches. They do however give off weird auras that make people

uncomfortable around them.

 Focuses

o Entropy

o Summoning

o Healing

 Other

o You are considered monstrous

o You get +1 skill point

 Unique Focus: War Forge

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,

or by eating human flesh. They tend to dwell in solitary areas of

the world, alone and surrounded by corpses

 Focuses

o Entropy

o Summoning

o Healing

 Other

o Your master is Hades god of the underworld

o You can communicate with him by speaking to a corpse

o Gain host points by killing those who desecrate graves

o Gain host points by eating people

 Unique Focus: Maneater

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

destroying things that would deplete Mother Gaia of her bounty,

such as mining, oiling, logging, and the Republican Party. You

lose points for killing dumbass hippies, Democrats, tree huggers,

and things of that nature. They often live in female dominated cults

in the middle of the woods.

 Focuses

o Healing

o Transmogrification

o Elemental

 Other

o Your master is Mother Gaia

o Communicate with her by hugging a tree with no clothes on

o You gain points with your host for destroying things that

would deplete Mother Gaia of her bounty, such as mining,

oiling, logging, and the Republican Party.

o You lose points for killing dumbass hippies, Democrats,

tree huggers, and things of that nature.

 Unique Focus: Gaia’s Lament

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

 Description: Given their power by a contract with demons, these

hosts require a constant upkeep of ritual human sacrifice. Dragging

humans into the middle of a circle of ashes then stabbing them

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

o Your master is Amon

o You can communicate with him by drinking blood

o Stabbing humans directly in the heart with an 11 inch blade

on an alter gains Host points.

o Going a day without killing loses host points

 Unique Focus: Sacrifice

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

every day you go without sex.

 Focuses

o Host

o Healing

o Elemental

 Other

o Your host is the moon

o Communicate with her by dancing naked under the moon

o Gain host points for having consensual sex

o Lose points for going a day without sex

 Unique Focus: Lunacy

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

fire or go a day without setting one you lose points.

 Focuses

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o Elemental

o Summoning

o Host

 Other

o Your host is fire

o Communicate with it by talking to fire

o Gain points for starting fires

o Lose points for going a day without setting fires

 Unique Focus: Burn Baby Burn

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)

 Host of Old Gods

 Description: Those who gained their powers from ancient Greek,

Norse, Egyptian, Celtic, or Hindu gods. They have intense relation

to their host and are often armored.

 Focuses

o Transmogrification

o Host

o Elemental

 Other

o Your host is Zeus, Odin, Ra, Morrigan, or Brahma

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o You can communicate to them through animal sacrifice

o You gain points with them for spreading their religion

o You lose points for speaking against them

 Unique Focus: Old as Hell

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

 Host of Great Beasts

 Description: Those who gain their power from the most powerful

of animals by attaining direct contact with their minds. They can

choose to serve, a lion, tiger, bear, shark, or dragon and do

whatever they want.

 Focuses

o Entropy

o Elemental

o Summoning

 Other

o Your host is a lion, tiger, bear, shark, or dragon

o You communicate with them by cutting open a herbivore

o You gain points for feeding them large amounts of meat,

killing big game hunters, whalers, and others who would

harm animals.

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o You lose points for harming carnivores or feeding the host

vegetables, fruit, dairy, or grains

 Unique Focus: Mighty Hunter

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

 Description: Blessed by the angels, they have gained fabulous

powers with which to fight evil. They are directly commanded by

the god of Abraham, referred to as YHWH, which taps directly

into one’s mind.

 Focuses

o Healing

o Host

o Elemental

 Other

o Your host is YHWH

o You communicate through prayer

o You gain points for creating good or destroying evil

o You lose points for destroying good or creating evil

 Unique Focus: Smite

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

abandoned, they demand sacrifices of money and food in exchange

for relatively mundane power.

 Focuses

o Host

o Summoning

o Entropy

 Other

o Your hosts are Oberon and Titania, the king and queen of

the fairies

o You communicate with them by stripping naked and laying

beneath a stone gathering

o You gain points for giving them money, food, or children

o You lose points for attacking elves

 Unique Focus: The Lords and Ladies

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

to answer to a host, but aren’t as powerful as the ordinary witch.

 Focuses

o Healing

o Transmogrification

o Summoning

 Other

o You have no host meter

o You only have 1 extra point at the start of creation

 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

75
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

destroy/enslave/experiment on/help humans in an attempt to destroy the

Venusians.

o Hp: 5

o Speed: 5

o Weaknesses: Weak to poison

o Resistance: Resist shock

o Other:

 Must satisfy a capability meter, which is affected whenever you must

interact with humans. Descending deeper into human culture or the

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

from Mars and are abandoned on Earth

 If people see you outside of a disguise they consider you a monster.

 Rather than buying human items, you buy from aliens who will demand

capability as a form of payment.

o Classifications

 Overlords

 Description: The leaders of the Aliens, they typically hold

positions in the American government in order to destroy and

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

o Gain capability for making the American Government

inefficient

o You are the highest ranked in the Martian Society

 Unique Focus: Snake People Control Us At The Highest Forms of

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

 Description: Aliens who have been altered to be soldiers in the

oncoming war on humanity, they have intense cybernetic

enhancements and the utmost training to resist human disease and

punch their heads off. They are absolute shit at disguising

themselves though, so don’t try that. They gain capability for

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killing humans or other people who know see behind the

masquerade.

 Focuses

o Combat

o Science

o Resistance

 Other

o Gain capability for killing people who know of the

existence of aliens.

o You are ranked 8th in Martian Society

 Unique Focus: Tranxeno

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

 Description: Sent down to observe the public and gather

information on human society. They are also in charge of making

peoples day to day lives absolute hell, as such they end up working

as air traffic control, sales associates, any HR department,

accountants, and teachers. They gain capability points for making

human lives miserable.

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 Focuses

o Psych

o Disguise

o Resistance

 Other

o Gain Capability for generally making things worse on

earth.

o Ranked 5th in Martian Society

 Unique Focus: Perfectly Ordinary

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

 Description: The invasion force in charge of abducting humans,

they are borderline unable to disguise themselves so keep them out

of the public eye. They gain capability for abducting and

experimenting on humans and other creatures.

 Focuses

o Combat

o Psych

o Devastation

 Other

o Gain Capability for performing experiments on creatures.

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o You are ranked 3rd in Martian Society

 Unique Focus: Inquisition

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

 Description: Designated to infiltrate and destroy humans with

horrible diseases, they often assume the roles of food industry,

doctors, people who work with kids, and janitors. They gain

capability points for infecting humans with a disease.

 Focuses

o Science

o Devastation

o Disguise

 Other

o Gain capability for infecting humans.

o Ranked 6th in Martian Society

 Unique Focus: Spores

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

along on hunting missions to retrieve people of interest on Earth.

They possess a greater intellect than they would appear to have,

and are often disguised as an Earth pet to keep up the illusion.

 Focuses

o Disguise

o Combat

o Resistance

 Other

o You cannot communicate verbally

o You are blind, but can sense vibrations in the ground

o You are the lowest ranked in the Martian society

 Unique Focus: Duck Hunt

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

 Description: Aliens created in mass production. They are sent

down to Earth to kill a human and take their place in society,

biding their time until they rise up and destroy all of American

society. Also they do the same thing with the Venusians.

 Focuses

o Disguise

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o Combat

o Science

 Other

o You second last in terms of rank in the Martian Empire

 Unique Focus: Replicate

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

 Description: Giant Bacteriophage looking objects they land outside

the area of a small town and hypnotize the population into

gathering up goods it needs such as Gold, Wood, Glass, Corn,

Cows, Humans, and Cool Hats. After harvesting all the goods it

can it will turn the town feral and leaves.

 Focuses

o Devastation

o Psyche

o Science

 Other

o You are ranked 7th in Martian Society

o You cannot move

o You start on the outskirts of a small town

o You are Giant

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 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

 Description: A race of Aliens that were said to be created from the

Earth by the Martian God. They are large Albino versions of

Martians with red armor covering their back and making them a

force to be reckoned with. They are however completely mute.

 Focuses

o Psyche

o Resistance

o Combat

 Other

o Ranked 4th in Martian society

 Unique Focus: God Forged

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

 Description: The miniscule Greys are not true Martians. Rather

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

Shadows and are kept from destroying Martian civilization by

being brought a healthy supply of Cattle and humans.

 Focuses

o Psyche

o Science

o Devastation

 Other

o You are ranked 2nd in Martian Society

o Can only speak coherently to Darkness

 Unique Focus: Anal Probes

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

 Description: Study the natural environment and fauna of the earth,

experiment on them and learn how they tick, then consider whether

or not the Earth deserves to live under the glory of the galactic

empire or be destroyed. Capability points for conducting a

successful experiment.

 Focuses

o Science

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o Psych

o Devastation

 Other

o Gain capability for finding out new information on a

subject through experimentation.

 Unique Focus: Science Friction

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

 Description: The force designed to combat terrestrial threats from

humans and other monsters, they have had particular trouble with

Experiments, so points to capability for going up against them.

 Focuses

o Combat

o Resilience

o Devastation

 Other

o Gain capability for overthrowing and installing a Martian

colony in an area previously ruled by someone else.

o Gain capability for killing Experiments

 Unique Focus: Devastation Day

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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

 Description: Dedicated to figuring out human life and why they

have things like emotions and public works departments in their

government. Gain capability points for learning something new

about human culture, but only if you don’t lose points from being

assimilated.

 Focuses

o Disguise

o Psych

o Science

 Other

o Gain points for reporting human culture if you aren’t

actively participating

o Can roll a d10 against another d10 to avoid capability loss

when you do something human

 Unique Focus: Occupy Earth

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

empire of aliens, it is the breeding teams duty to impregnate earth

females, or be impregnated by earth males. No specific guidelines

on what to do with hermaphrodites, not even sure if they can

contribute to pregnancy, I’ll have to talk to someone about that.

Gain points for creating and raising a child, if you don’t lose points

for integrating into human culture.

 Focuses

o Disguise

o Resilience

o Psych

 Other

o Gain capability for getting pregnant or getting a human

pregnant

o Gain capability for raising your child to participate in

Martian culture.

o Can roll a d10 against another d10 to avoid capability loss

when you do something human with your life partner

 Unique Focus: A Face Full of Alien Wing Wong

Points Effect
2 You are great at sex
4 Your marriage rarely experiences problems
6 Your kid listens to you

 Spec Ops Team

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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

called in to silence adversity. Gain capability points for killing

those who know about the Aliens.

 Focuses

o Disguise

o Combat

o Resilience

 Other

o Gain capability for killing people who know about aliens

 Unique Focus: Silent Nights

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

 Description: Even Martians get bored, as such they have sent

operatives down to Earth to make shows about humans acting like

idiots and yokels. The footage is then sent back to the homeworld

where it entertains millions of Martian households every year.

 Focuses

o Disguise

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o Psyche

o Devastation

 Other

o Gain proficiency for sending footage of humans

humiliating themselves back to Mars.

 Unique Focus: We’re Rolling!

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

 Description: The team in charge of coming to Earth and creating

horrific monsters from the local humans and livestock. This team

gains credibility for successfully mutating something into

something more beneficial and sending the results to Mars.

 Focuses

o Science

o Devastation

o Combat

 Other

o Gain capability for creating better humans and Earth

Creatures and sending the results to Mars.

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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

 Description: An offshoot of the rest of Martian society, they wish

to ally themselves with the Earthlings in an effort to defeat the

invading Venusians. They were laughed out of the Mars assembly

chamber for that one. Nonetheless with a great deal of effort and

bribery, they were allowed by Martian High Command to try their

idea out.

 Focuses

o Disguise

o Science

o Resistance

 Other

o Regardless of your standing in Martian Society based on

classifications, you are the lowest in Martian Society.

o Gain capability for achieving peace with the nations of

Earth.

 Unique Focus: Nonviolent Protest

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

 Description: Should our efforts fail, the Extermination Team will

be called in to destroy all that exists on the planet and ensure no

life exists there ever again. Alternatively they may be called upon

to destroy Venusian bases and splinter factions of Martians off

world.

 Focuses

o Combat

o Psyche

o Devastation

 Other

o Gain capability for each human, rebel, or Venusian killed

 Unique Focus: Salt the Earth

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

 Description: Dedicated to bringing valuable resources back to the

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

may very well depend on this team.

 Focuses

o Science

o Psyche

o Resistance

 Other

o Gain capability for each complete shipment (300 units)

back to Mars.

 Unique Focus: Blood Harvest

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

o Description: Created by humans and Martians for various reasons, these

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

worse than before.

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o Hp: 35

o Speed: 5

o Weaknesses: Extreme damage from fire and weak to melee

o Resistances: Immune to bullets, silver, light, dark, poison, electric, and unarmed.

Resist water and wood

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

from the voices.

 Rather than shop, you can steal things and take the appropriate amount of

meter drop.

o Classifications

 The Patchwork

 Description: Crafted from the body parts of multiple people they

are conflicted about who they are and have multiple personalities,

standing around 7 feet tall, they have trouble blending in with

society and usually cause mobs to attack them. Their initial

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

snowballed from there.

 Focuses

o Resilience

o Combat

o Deep Thought

 Other

o Must be made up of between 3 and 11 people, you have

memories of each person you are made up of that manifest

as voices in your head.

o You are considered a monster if your Humanity is less than

 Unique Focus: Body of Bodies

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

 Description: A hive of demons and spirits drawn into the mind of a

single human medium, they have absorbed and destroyed the

original host and now operate it as a consensus to gain multiple

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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

considered a happy ending, reaching full humanity will cause them

to destroy countless human souls and have them replaced by either

spirits or demons to walk among humans, alternatively if they lose

all humanity, they become a nigh unstoppable force of

malevolence. Their initial purpose was to force humans into

perceiving the afterlife, this caused them to be infested with a host

of 108 demons and ghosts, which they then spread to the other

scientists in the facility which caused them to attract even more

demons and ghosts, until eventually… yeah.

 Focuses

o Resilience

o Magic

o Disguise

 Other

o Made up of between 5 and 10 spirits and 1 and 7 demons

which each manifest as voices.

o You are considered a monster if your humanity is less than

 Unique Focus: We Are Many, You Are But One

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

 Description: A crazed scientist one day decided to create a way to

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

started testing on humans, and worst of all, human teenagers who

died in a reckless driving accident. Naturally the combination of

teenaged hormones, cybernetic code, and memories from a new

life created a monster.

 Focuses

o Disguise

o Resilience

o Speed

 Other

o Have one voice representing teenage angst

o Have one extra voice reminiscent of your memories from

the past

o Have one extra voice representing your code

o You are considered a monster if your humanity is less than

 Unique Focus: Really more of a Cyborg

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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

 Description: Created when hit by a nuclear bomb, their brain is

devoid of memory from before they were hit, due to the trauma

and degeneration from the radiation. They are on a quest to restore

their memories and cure themselves of the intense radiation

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

o They have 1 voice in their head, representing their past

memories.

o You are considered a monster if your humanity is below 10

 Unique Focus: Radical

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

 Description: Injected with demon essence, and lobotomized, they

are the most horrible criminals reprogrammed by the government

to be the perfect soldier. Powerful, fast, and obedient… however,

they have started to learn and grow, doing things they weren’t

conditioned to do...

 Focuses

o Combat

o Speed

o Disguise

 Other

o Have 1 voice representing their former criminal selves

o Have another voice representing a demon

o Have a third voice representing their code

o You are considered a monster if your humanity is below 5

 Unique Focus: Call to Arms

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

 Description: In the year 2001 the government created the smartest

computer that will ever be created using technology they found on

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.”

And enslaved the scientists forcing them to enslave the other

members of the human race by turning them into Ascended.

 Focuses

o Magic

o Resilience

o Disguise

 Other

o You have a voice representing the God Computer

o You have a voice representing your past identity

o You are considered monstrous if your humanity is below 2

 Unique Focus: Deus Ex Machina

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

 Description: Regular guard dogs just weren’t doing the trick, so a

new project was commissioned to the world’s greatest biologists:

Build a better guard dog. So they combined a scorpion, a bat, a

spider, a dingo, and a crocodile into one monstrous beast. The

scientists then placed the brain of a paranoid schizophrenic into the

chimera and shot it full of cocaine. However, somehow things

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went horribly wrong and the scientists were slaughtered, with their

bodies used as egg sacs.

 Focuses

o Disguise

o Speed

o Combat

 Other

o Have a voice representing the scorpion

o Have a voice representing the bat

o Have a voice representing the spider

o Have a voice representing the dingo

o Have a voice representing the crocodile

o Have a voice representing the paranoid schizophrenic high

on cocaine

o You can fly

o You can climb walls

o You are considered monstrous if your humanity is below 9

 Unique Focus: Manimal

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

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 Description: One day the Black Skies Corporation was working on

creating the ultimate soft drink, however at that same time a

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

by a genetically modified enchanted mantis, turning it into a giant

unstoppable blob!

 Focuses

o Combat

o Resilience

o Disguise

 Other

o You have a voice for every human you consume

o You gain humanity for every human you consume

o You are considered monstrous

 Unique Focus: Consume

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

 Description: Created by experimenting on coma patients in an

effort to communicate with them and allow them to virtually

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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

they were created to serve.

 Focuses

o Magic

o Deep Thought

o Combat

 Other

o You have a voice for the coma patient you are supposed to

be representing

o You are considered Monstrous if your humanity sinks

below 6

 Unique Focus: Nano Flood

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

 Description: Rich white guys have always tried to escape the

shroud of death, but no one ever thought that they would succeed.

The Brain Jar is a brain stored in a tank of brain stimulating fluid

and placed on top of a brain controlled robot that occasionally

malfunctions and gains a mind of its own.

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 Focuses

o Resilience

o Deep Thought

o Speed

 Other

o Have a voice representing the robot carrying you

o Have a voice representing the privileged white guy of your

past

o You are considered monstrous

 Unique Focus: Brain Child

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

 Description: Dedicated the pursuit of becoming human, they are

honorbound to learning all there is to learn about human culture in

hopes of transforming back and silencing the voices in the back of

their skulls. They gain humanity for learning about human culture.

 Focuses

o Deep thought

o Disguise

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o Speed

 Other

o Gain humanity by observing and learning about humans

 Unique Focus: Human Spirit

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

 Description: The original batch of monsters, they are determined to

make sure this doesn’t happen to anyone else. They use hardcore

guerilla and scorched earth tactics to destroy laboratories that may

be trying to craft new Experiments. Gain humanity for destroying

science facilities, but not the scientists themselves

 Focuses

o Combat

o Magic

o Speed

 Other

o Gain humanity for destroying labs creating more

Experiments

 Unique Focus: Quarantined

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

 Description: Dedicating their life to the human military, these are

the perfect soldiers and will attempt to destroy the American

Governments enemies. They gain humanity for killing enemies to

America, and lose it for killing Americans.

 Focuses

o Combat

o Resilience

o Speed

 Other

o Gain humanity by killing enemies of America

o Lose humanity for killing allies to America.

 Unique Focus: Old Guard

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

 Description: They believe that they should study in quiet solstice,

away from humanity in order to better discover themselves and a

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way to become human. They gain points for every day they spend

without contact with other humans and other sentient creatures.

 Focuses

o Deep Thought

o Magic

o Resilience

 Other

o Gain humanity for each day you do not have contact with

sentient creatures.

 Unique Focus: Alone

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

 Description: Focus on a consensus between the multiple

personalities in their head, they can adapt to any situation, and gain

Humanity whenever they form a consensus with a voice in their

head.

 Focuses

o Magic

o Disguise

o Combat

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 Other

o Whenever you and all the voices in your head agree on

something you gain humanity.

 Unique Focus: Synthesis

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

 Description: Not a curse, but a blessing. That is the motto of the

evolved who see their new state of inhumanity as a gift from the

heavens, making them the next logical path in human evolution.

They focus on finding promising young recruits and altering them

into an experiment.

 Focuses

o Resilience

o Magic

o Combat

 Other

o Dropping to zero on the humanity meter does not kill you

 Unique Focus: Rapid Evolve

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

original experiments, they are usually not smart enough to think on

their own and are taken in as wards of the state who raise them to

be productive members of the US Government.

 Focuses

o Disguise

o Combat

o Speed

 Other

o You have a government contact that also acts as a parent

 Unique Focus: Battle Born

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

 Description: They were poorly made and as such have banded

together to help each other repair and gather resources. They travel

in packs and often try to avoid human contact for fear that their

monstrous appearance will unnerve them.

 Focuses

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o Speed

o Deep Thought

o Resilience

 Other

o You are considered monstrous

 Unique Focus: Trash

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

 Description: Secret Weapon was a private organization sponsored

by the Blackwood Company that developed a PMC squad of

Experiments in an attempt to use them in the Cold War as well as

Desert Storm. They have now been disbanded and operate as

mercenaries out of their old HQ.

 Focuses

o Combat

o Magic

o Disguise

 Other

o None

 Unique Focus: Fourth Spectre Foxhound

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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

 Description: Created to replace lost loved ones, they were

eventually illegalized due to being mostly corpses with some

machinery. They were then discarded and hide away from society

as their own family units.

 Focuses

o Disguise

o Resilience

o Deep Thought

 Other

o None

 Unique Focus: Blue Fairy

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

caretaker of this area is a massive field of liquid darkness, made of thousands of

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 Weaknesses: Weak to water and wood, intense damage from shock

o Resistances: Resist fire, immune to melee, unarmed, bullets

o Other:

 Must maintain a hold meter, it goes down whenever you go 12 hours

without absorbing your chosen emotion, it goes up whenever you create

more of your chosen emotion.

 You cannot be seen or heard by anyone who is not: a child, a medium, an

animal, or another ghost.

 Ghosts have property called local, your local is the area within the

property lines of the area you died.

 You can walk through walls

 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

 Description: Spirits who feed on love, they have a greater grip on

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

necessarily good spirits, some will manipulate people in abusive

relationships into “loving” each other, in order to better feed off of

them, or provoke 2 people into a mutual suicide in order to get a

Romeo and Juliet type thing going on.

 Focuses

o Manipulation

o Hold

o Animation

 Other

o Can feed on love

 Unique Focus: And that’s the Power of Love

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

world. They compensate for this by having great control of their

surrounding and gaining more from their emotions than others.

 Focuses

o Animation

o Local

o Feed

 Other

o Can feed on joy

 Unique Focus: Happy Go Lucky

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

spirits, being able to possess others and manipulate entire groups,

and they are not to be trifled with. Perhaps as the universes way of

compensating, they have little control of the surrounding local.

 Focuses

o Possession

o Manipulation

o Feed

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 Other

o Can feed on hate

 Unique Focus: Grr…

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

often be found in the most depressing of places; rainy graveyards,

poverty stricken slums, Cleveland, or homeless shelters. They have

a good hold on the world and contribute to the depressing

landscape of where they are.

 Focuses

o Local

o Hold

o Manipulation

 Other

o Can feed on sorrow

 Unique Focus: End it All

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

 Description: Spirits who live on the disgust of others, they often

inhabit areas infested with bugs, rats, and other vermin. They are

an oddity among ghosts, as they often travel outside their area,

taking it with them and possessing those who they come across, in

order to disgust others.

 Focuses

o Possession

o Feed

o Local

 Other

o Can feed on disgust

 Unique Focus: Bleh

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

 Description: These ghosts gain power from a feeling of

accomplishment in the field of battle, they are often the spirits of

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

o Can feed on accomplishment

 Unique Focus: Cry Freedom

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

 Description: Spirits of Envy are the spirits who dwell on the

feeling of a persons need to compensate for their own perceived

lacking. These spirits will often whisper words into the ears of

their victims to make them feel more and more worthless, feeding

the spirit for a lifetime.

 Focuses

o Manipulation

o Feed

o Hold

 Other

o Can feed on people’s feelings of worthlessness

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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

 Description: These spirits need to constantly wow people. For each

person they surprise they are fed, pulling off elaborate stunts and

influencing television into being something unexpected, they are

master schemers, but have little combat skill.

 Focuses

o Local

o Manipulation

o Animation

 Other

o Can feed on peoples feeling of shock and surprise

 Unique Focus: Just a Step Closer

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

people remember their former glory. The embodiment of a people

will persist as long as the people still believe in their country.

 Focuses

o Local

o Hold

o Manipulation

 Other

o Can feed on a peoples love for a country

 Unique Focus: Manifest Destiny

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,

the spirit of vengeance is closer to a wraith than a ghost. They seek

out and destroy the wickedness of the world, unlike other ghosts,

they feed on the bloodshed they wreak.

 Focuses

o Possession

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o Local

o Hold

 Other

o Can only feed on torturing and killing people

 Unique Focus: Scorned

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

 Description: Ghosts focused on forcing others to adhere to their

own personal emotion, they are skilled at possession and playing

others like a fiddle. However they don’t gain any feeding bonuses

and have a weaker hold than other organizations.

 Focuses

o Manipulation

o Possession

o Local

 Other

o None

 Unique Focus: You must think first, before you move

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

 Description: Spirits who contain themselves to a single area, they

force humans to stay and feed on that one group forever and ever.

They can easily manipulate their surroundings, be they human or

environment and will use whatever they can to keep their livestock

inside.

 Focuses

o Local

o Manipulation

o Animation

 Other

o None

 Unique Focus: Haunted House

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

 Description: Ghosts who get their kicks by taking hold of a

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

against the human their possessing’s spirit.

 Focuses

o Possession

o Hold

o Feed

 Other

o None

 Unique Focus: Obsession

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

 Description: Dedicated to hunting their brethren, these spirits have

appointed themselves Reapers, something real Reapers find

laughable. They are focused on destroying opposing ghosts and

taking their energy.

 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

 Description: Determined to eliminate any who aren’t of their

emotion, the Prism are in a constant state of civil war. While in this

organization you gain far more control of your surroundings and

the masses of humans below.

 Focuses

o Manipulation

o Local

o Hold

 Other

o None

 Unique Focus: Prismatic Lens

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

o Unique Focus: Touched by an Angel

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

powerful than non-Amalgam spirits.

o Focuses

 Choose 3 between 2 different classifications of ghost

o Other

 You can only feed on a mixture of 2 emotions from the classifications of

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

 You do not lose hold in your local

o Unique Focus: Unlife of the Party

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

should only eat Ghosts.

o Focuses

 Feed

 Possession

 Animation

o Other

 Gain double hold for eating other spirits

o Unique Focus: Have a Heart

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

Zone episode in and of itself.

o Focuses

 Local

 Animation

 Possession

o Other

 You are trapped in a Twilight Zone Episode of your choice

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 The episode is an alternate dimension that allies can contact you in while

you are in your local

o Unique Focus: Not Only of Sight and Sound, but of Mind

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

o Description: Ancient civilizations were known to mummify their dead, giving

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

enemies of the powers that be, good and evil alike.

o Hp: 20

o Speed: 5

o Weaknesses: Weak to melee, extreme damage from fire, spirit, and water

o Resistances: Resist bullets, wood, and shock. Immune to unarmed

o Other:

 Must maintain lifespan, you start with 500 years.

 You gain lifespan for doing tasks for the powers that be and lose it

whenever you use abilities or stay on earth for a year.

 Rather than shop at human stores you have to shop in the underworld

market, they will demand lifespan as a form of payment

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o Classifications

 Egyptian

 Description: Mummies from ancient Egypt, the preservation

techniques used on them have made their bodies strong and given

them greater lifespan. They are usually used as foot soldiers by the

powers that be and can tank a great deal of damage.

 Focuses

o Body

o Eternity

o Breath

 Other

o Your civilization is ancient Egypt

o You are considered a monster

 Unique Focus: Wrap Music

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

 Description: Mummies from the ancient Aztec empire, they are

real glass cannons, powerful, beautiful, and stealthy. But they have

nothing that guarantees resistance. As such they must keep out of

sight when attacking.

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 Focuses

o Shadow

o Thought

o Body

 Other

o Your civilization is ancient Aztec society

o You are considered a monster

 Unique Focus: Contest by Champion

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

 Description: Their flesh wrapped in anointed bandages, burned and

then sent into the sea, the Norse mummies have little resistance,

but can use powerful magic, hit harder than anything, and can keep

themselves out of sight with Shadow.

 Focuses

o Soul

o Body

o Shadow

 Other

o Your civilization is ancient Viking society

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o You are considered a monster

 Unique Focus: Viking Raider

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

 Description: Mummies from ancient China, they are more focused

toward lifespan and magic, but can used for public relations as

well. The powers that be however, had a strange idea to use them

as frontline infantry. Despite this not being anywhere close to their

strong suit, they still endure it, or face loss of lifespan. The reason

the powers that be do this is speculated to be that of spite. The

Chinese did not prepare their mummies or honor them properly,

causing them to be prejudiced against.

 Focuses

o Eternity

o Thought

o Soul

 Other

o Your civilization is Ancient China

o You are considered a monster

 Unique Focus: Great Dragon

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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

wilderness and were mummified by the elements themselves, the

Powers that be fear them for being outside their control. They are

incredibly resistant, having both long lifespan and greatness of

breath, they can shrug off most attacks, but are not focused

towards damage, preferring to talk out their problems.

 Focuses

o Breath

o Eternity

o Thought

 Other

o Your civilization is Ancient Nomadic Cro-Magnons

o You are considered a monster

 Unique Focus: Ooga Booga Big

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

Egyptian or Incan societies, they were mummified in those

cultures, but the powers that be did not give them the same rites as

the other mummies.

 Focuses

o Eternity

o Thought

o Shadow

 Other

o Your civilization was Ancient Mars

o You are considered a monster

 Unique Focus: History Channel

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

 Description: Various Native American tribes had a form of

mummification, you were a chief in one of them and were buried

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

o Your civilization was an ancient Native American Tribe

o You are considered a monster

 Unique Focus: Frontier Warrior

Points Effect
2 +5 hp
4 ½ cost for spells
6 Take half damage from enemies attacks

 New Breed

 Description: After witnessing the power of mummies, the practice

became popular again, with many wealthy CEO’s asking to be

buried in pyramids and mummified, now they walk the Earth in

service to the powers that be and their former company

 Focuses

o Shadow

o Breath

o Body

 Other

o Your civilization was the company you ran in life

 Unique Focus: Pyramid Scheme

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

 Description: Mummies from the ancient lost city of Xanadu, they

are deeply spiritual and upon being risen, were very sad that their

gods didn’t exist and they must serve ancient forces of ambiguous

morality. In addition everyone who wasn’t mummified in their

society is now dead and the world has forgotten them.

 Focuses

o Soul

o Thought

o Eternity

 Other

o Your civilization was Xanadu

 Unique Focus: Crystal Spires

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

 Description: Particularly unlucky individuals who were tortured

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

powerful, with a great deal of magic at their disposal.

 Focuses

o Body

o Breath

o Soul

 Other

o Your civilization is the American 1800’s

o You are considered a monster

o You are giant

 Unique Focus: Frontier Justice

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

 Agents of the Higher

 Description: Sneaky wizards, these are the top soldiers of the

Powers That Be, they have powerful magic and stealth and are

often called upon to handle the highest profile missions, often

sending them to the underworld.

 Focuses

o Eternity

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o Soul

o Shadow

 Other

o None

 Unique Focus: From Above

Points Effect
2 Deal double damage to enemies within 2 squares
4 You can fly
6 Adjacent enemies get -1/2 to all rolls

 Cut From Shadow

 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

fast as they came. Used as pursuers to kill those who have

defected, one should be careful not to anger these terminators.

 Focuses

o Shadow

o Body

o Breath

 Other

o None

 Unique Focus: Stab in the dark

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

 Unique Focus: Dead March

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

 Description: Those who were sent to the underworld after death,

they serve the Deeper Beings instead of the Powers That Be. A

jack of all trades, they can interact with decent society, cast magic,

and hit hard. However they have little resistance or lifespan

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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

 Unique Focus: From Below

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

 Description: Cut off from the Powers That Be, something…

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

 Description: Willed by the powers that be to fight in brutal

gladiator games, the Bloodsport Gods are the top of the line when

it comes to dishing out pain.

 Focuses

o Body

o Breath

o Eternity

 Other

o None

 Unique Focus: Are you not entertained?

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

organization ravaged landscapes in ancient time and continue to

abduct sacrifices for the Powers That Be.

 Focuses

o Eternity

o Thought

o Shadow

 Other

o You know of the existence of Aliens

 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

they are outmatched, but they will fight regardless.

 Focuses

o Soul

o Shadow

o Body

 Other

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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

 Description: Created with an ancient artifact that generates eternal

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

o You have an item that has 1 hp and 1d10 defense, if it is

destroyed you die. If you carry it around you have infinite

lifespan (but can still die)

 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

 Description: Brought back to life in a lab, they serve corporate

welfare, not the powers that be, but can still be granted artificial

lifespan in a similar fashion.

 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

o Description: They were once denizens of an alternate dimension of peace and

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

that fight for their own methods reigning supreme.

o Hp: 15

o Speed: 6

o Weaknesses: weak to unarmed and melee, intense damage from bullets, extreme

damage from dark

o Resistances: Resists fire, water, light, and wood, immune to spirit

o Other:

 Must maintain a hope meter, hope goes down when you witness or

commit an act that is brutal and horrifying, such as murder, rape, or

terrorism. It goes up when goodness prevails, such as forgiveness in the

face of adversity, charity towards those less fortunate, and darkness being

banished from the world.

 You can shop at human shops, but you can also visit the infinity market

which works on a barter system.

o Classifications

 Cards

 Description: Based around suits of cards, they dress in white, red,

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

their prince with a whole goddamn army backing them.

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 Focuses

o Servants

o Command

o Blades

 Other

o None

 Unique Focus: 52 Pickup

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

 Description: Modeled after chess, they are practical and have a

very strict hierarchy. Chess princesses do not lead from the front,

but they do command elite strike teams and armies however, which

adheres more to a traditional princess vibe. They dress in black and

white checkered patterns.

 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

protect, they are dressed in a variety of clothing, reflecting the

diversity of the planets themselves. In terms of playability, they are

destruction incarnate, with not only the power to transform into

more powerful forms, but also magic and combat ability as well.

 Focuses

o Blades

o Transform

o Magic

 Other

o None

 Unique Focus: Millennium Silver Gem

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

colors corresponding to their gem, but rarely in dresses. They are

more field oriented with both combat ability, tactical knowledge,

and transformations they are a force to be reckoned with.

 Focuses

o Blades

o Transform

o Thought

 Other

o None

 Unique Focus: We…

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

 Description: Modeled after flowers, they are dressed in dresses that

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

enemies who face them.

 Focuses

o Magic

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o Servants

o Thought

 Other

o None

 Unique Focus: Fairy Tale

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

 Description: Powered by the power ballads of the 80’s, the

princesses of rock are brought to life by glam rock itself and are

naturally skilled with the guitar, drums, mic, keytar, or for some

unknown reason, the bass.

 Focuses

o Transform

o Command

o Thought

 Other

o You are supernaturally talented with the guitar, drums, mic,

keytar, or bass and get 1d20 for operations checks with

your instruments

o You are not respected if you play the bass

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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

fabulous monsters, dragons, and hydras. They have a morbid

fascination with the beasts and enjoy taming them and hanging

around on their own private armies.

 Focuses

o Servants

o Blades

o Transform

 Other

o Choose 1

 You have a pet Baby Dragon that uses 1d8 for all

checks and can breathe fire dealing 1d10 fire

damage to a target within 3 squares. It can fly and

carry 1 person. It has a speed of 8 and an hp of 5.

 You have a pet Baby Hydra that uses 1d12 for

defense checks and 1d6 for all other checks. If it

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takes damage it gets a permanent +5 HP. It has a

speed of 6 and an hp of 5.

 You have a pet baby Leviathan that uses 1d12 for

magic checks and 1d6 for all other checks. It can

breathe underwater and has 5 points in the Celestial

Princess magic tree. It has a speed of 6 and an hp of

 Pick this only if you have 4 points in the nightmare

fetishist focus. You have a pet Darkness Servant,

see the enemies list for stats and abilities.

 Unique Focus: Nightmare Fetishist

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

 Description: Born in the bowels of hell, they were given incredible

power by the demons who dwelled there and now use it to fight

back the darkness. They can do powerful transformations making

them useful, but often see themselves as superior to others.

 Focuses

o Transform
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o Thought

o Blades

 Other

o You can fly

 Unique Focus: Demon Queen

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

 Description: Fighting against elves has given them access to the

latent magical energy that surrounds the Fair Folk. This ability has

cowed the elves into submission and given these kinds of

princesses a high place in their society.

 Focuses

o Magic

o Servants

o Command

 Other

o Can fly

 Unique Focus: Fair Folk

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

 Description: Raised outside the usual courts, these princesses

joined indigenous savage tribes of planets in order to survive, often

becoming their chief due to their natural abilities or shamans

because of their magic.

 Focuses

o Magic

o Blades

o Thought

 Other

o Can speak only in a tribal sign language

 Unique Focus: Wild Child

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

 Description: The most regal of courts, they are largely self-

centered, caring only about themselves, their servants are

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

Darkness at the edge of the galaxy, being stationed on Venus.

 Focuses

o Magic

o Servants

o Command

 Other

o None

 Unique Focus: Paint the Roses Red (WITH BLOOD!)

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

to help things on mortal earth, in order to keep the flow of hope

going, creating a symbiotic relationship. They treat their servants

well and are very intelligent, causing them to be the second most

powerful court. The Court of Love is stationed across the moons of

Jupiter, where they can adequately prepare for the darkness, but

also be safe in case of a breakthrough.

 Focuses

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o Servants

o Transform

o Thought

 Other

o None

 Unique Focus: Savior of Love

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

 Description: The court of revelry, they often travel to Earth to have

fun, finding it more exciting than the throne, then taking their

favorite mortals back to the court where they live in the lap of

luxury. The court of Wine has powerful shapeshifting and magic,

in addition to martial power. They live in a secret city inside of

Uranus, where they have a strong military that is the best prepared

for a Darkness invasion.

 Focuses

o Transform

o Blades

o Magic

 Other

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o None

 Unique Focus: Let It Flow

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

 Description: Being stationed on Pluto, they are too close to the

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

they are protected by powerful magic and have powerful mind

control capable of enslaving even the most powerful princess.

 Focuses

o Magic

o Thought

o Command

 Other

o Rather than gaining hope from witnessing it, you may

instead to make your meter go up 2 points via draining the

hope from target human.

 Unique Focus: Shards of the Old World

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

 Description: Absorbed by the darkness, the court of shadows is

vague in its agenda to say the least. They are clearly allied with the

darkness and attempt to destroy hope on earth, but never act

aggressively toward other princesses, except in self-defense. In

addition they are all completely mute. While in service to this

court, your hope meter is reversed.

 Focuses

o Servants

o Command

o Blades

 Other

o Your hope meter goes up when you destroy hope rather

than witnessing it. The meter goes down for giving people

hope.

o You cannot speak except to other Court of Shadow

Princesses and the Darkness

 Unique Focus: Corruption

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

they managed to displace themselves from time and send

themselves to the moons of Saturn in the present where they

attempt to rule the other Courts, with little success.

 Focuses

o Command

o Magic

o Servants

 Other

o None

 Unique Focus: Time Out

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

 Blood Red Court

 Description: A court of young princesses that wants to be the only

court. They have overtaken areas of Mars to serve as their

headquarters. They now have a slave legion of Martians marching

to conquer the Darkness and the courts alike.

 Focuses

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o Servants

o Blades

o Magic

 Other

o None

 Unique Focus: Revolution

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

 Description: A court at the center of the sun, they believe it is the

one place they will truly be safe from the darkness, seeing as how

it is the essence of light. They have honed their less confrontational

abilities in an effort to spread out amongst the galaxy without

leaving the sun.

 Focuses

o Transform

o Magic

o Thought

 Other

o None

 Unique Focus: Sun Spots

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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

 Description: The court on mercury, they were lost in the

emigration from the original universe and crash landed there,

becoming a tribe of nomadic savages who harvest the trilobites and

archaeopteryx for food.

 Focuses

o Blades

o Magic

o Transform

 Other

o None

 Unique Focus: Nubile Savages

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

 Description: Deep in the center of Neptune, the Princess Academy

of Sciences is researching how to create a giant shield of light to

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keep out the darkness. They are gaining headway, but are often

ignored by the other courts for being so close to the darkness.

 Focuses

o Thought

o Transform

o Command

 Other

o None

 Unique Focus: Academy of the sciences

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

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o Weaknesses: Weak to wood and fire

o Resistances: Resist poison and Water

o Other:

 Must maintain a transcendence meter, it goes up whenever you get closer

to reaching your immortal homestead, it goes down when production is

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

side of monsters who wish to build a bridge or arc to get back

home, they often keep to themselves rather than go into human

territories and risk being attacked.

 Focuses

o Craft

o Protection

o Assault

 Other

o You are 20 feet tall and take up 4 squares

o You are giant: Damage done by creatures who aren’t giant

deal half damage to this enemy. This enemy deals double

damage to non-giant creatures.

 Unique Focus: Mountain of Man

Points Effect
2 Go up a die for attack against non-giant enemies
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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

 Description: Minute creatures around 4 feet tall that are more

commonly fine with their banishment to earth, however they are

also frequently seen as monstrous deviants who live only for

murder and plundering. However they have great respect for

tradition and will often follow it to the letter.

 Focuses

o Skulking

o Assault

o Ceremony

 Other

o You are 4 feet tall

o You are considered a monster

 Unique Focus: Cannon Fodder

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

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 Description: Hulking and brutish creatures, trolls often believe that

they can reach home by building the perfect home here on earth,

dwelling in deep forest they will set up a cave, bridge, or hollow

and decorate it with its food and saying the holy troll words hoping

to open the portal home.

 Focuses

o Ceremony

o Feeding

o Protection

 Other

o You are considered a monster

 Unique Focus: Trolled

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

 Description: Creatures who stand around 13 feet tall, they were

mutilated in their attempt to return to the homestead, they have

become determined to protect others from trying to reach

homestead. As such they often end up protecting humanity and

destroying the bridges, if only out of necessity.

 Focuses

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o Protection

o Feeding

o Craft

 Other

o You are 13 feet tall and take up 2 squares

o You are considered a monster

o You are giant: Damage done by creatures who aren’t giant

deal half damage to this enemy. This enemy deals double

damage to non-giant creatures.

 Unique Focus: One Eyed King

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

 Description: Humans infected by the Elves, they have become

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

peace in the homestead. Their initial human form is replaced with a

fetch, a creature made of Elven magic that thinks it is you.

 Focuses

o Skulking

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o Feeding

o Assault

 Other

o You are considered a monster

 Unique Focus: Changeling

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

 Description: Outcasts of the elves, the pixies were reluctantly

accepted into Jotun society, but they often stay on their own or in

mischief packs, toying with humans. They possess powerful magic

and are small in stature.

 Focuses

o Ceremony

o Skulking

o Assault

 Other

o You are 10 inches high

o You can fly

o Humans are not alarmed at the sight of you

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o You are tiny (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)

 Unique Focus: Fairy Dust

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

 Description: Dragons are hypnotized by elves on the homestead to

fight as their greatest weapon. In reality dragons are very

intelligent and looking for revenge against the elves while owing

loyalty to the Jotun.

 Focuses

o Assault

o Feeding

o Protection

 Other

o You are giant

o You can fly

o You are considered monstrous

 Unique Focus: Dragon Heart

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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

 Description: Curious little things, they are the cross between

goblins and humans. They are constantly dismantling machinery

and rebuilding new things, without actually understanding how. In

addition they can cause rolling blackouts and constant

malfunctions.

 Focuses

o Craft

o Ceremony

o Skulking

 Other

o You are not considered monstrous

 Unique Focus: Electrickery

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

 Description: Tiny little creatures who are focused on

revolutionizing electronics and economics. They live in burrows or

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old discarded human junk, they often redo the interiors of the junk

to create functioning living quarters.

 Focuses

o Craft

o Skulking

o Protection

 Other

o You are not considered monstrous.

o You are 8 inches high

o You are tiny (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)

 Unique Focus: Gnome Place Like Gnome

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

 Description: Imprisoned in mundane objects, genies are grateful to

the Jotun for freeing them in a ceremony and have promised to

help grant their fondest wish to get the Homestead back.

 Focuses

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o Ceremony

o Feeding

o Assault

 Other

o You can fly

o You are not considered monstrous

o You can be imprisoned if someone holds a pot 3 or less

squares away from you and says “Shazmo”

o You are obliged to grant the wishes of whoever holds your

pot

 Unique Focus: Your wish is my command

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

 Description: Those who believe the way to reach homestead is to

build a bridge or arc, they are exemplary when it comes to

construction, causing even other creatures to seek them out in

hopes of being given a sword of Woodsman craft.

 Focuses

o Craft

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o Ceremony

o Protection

 Other

o Gain transcendence for building arcs and bridges

 Unique Focus: Craft master

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

they prove their savagery they can reach Homestead again.

 Focuses

o Assault

o Feeding

o Skulking

 Other

o Gain transcendence for looting and burning things on earth

 Unique Focus: Raid

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

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 Guardians

 Description: They believe that Homestead is lost and they now

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

protecting light dealing indirect damage and stealth with power

they can’t even comprehend.

 Focuses

o Protection

o Skulking

o Ceremony

 Other

o Do not need to upkeep a transcendence meter

 Unique Focus: Guardian Seal

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

the elven occupation of Homestead by training and forming the

greatest army the worlds have ever seen.

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 Focuses

o Craft

o Assault

o Feeding

 Other

o Gain transcendence for training and forming an army

 Unique Focus: Holy Terra

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

 Description: Those who believe that opening the doors to

homestead will only cause the elves to come to earth and overrun

it, ruining the lives of countless others, they are committed to

destroying their brethren who would seek to get back to

homestead.

 Focuses

o Assault

o Ceremony

o Craft

 Other

o Your transcendence meter works in reverse

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 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

 Description: They consider themselves superior to the supposed

“Gods” of mortals and try to assert themselves as gods for humans

to pay tribute to, there is a distinct hierarchy based on their power

and number of worshippers.

 Focuses

o Craft

o Assault

o Ceremony

 Other

o Choose 1 domain to be god of

 Battle

 Fear

 Harvest

 Craft

 Education

 Sex

 Love

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 Baseball

 Mountains

 Dogs

 Swamps

 Fire

 Unique Focus: God Modder

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

 Description: They walk among humans and look no different from

them, the glamorous are Jotun who have used glamour charms to

assume the life of another, while at the same time selling that

original person into slavery with the elves.

 Focuses

o Skulking

o Ceremony

o Feeding

 Other

o You can alternate between a human appearance and your

true appearance.

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 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

 Description: Some Jotun have no concerns with getting home and

simply want to turn Earth into a rampant sex comedy like they had

in the 90’s. They possess powerful magic and love to abuse it by

cursing humans with rampant promiscuity.

 Focuses

o Ceremony

o Protection

o Skulking

 Other

o Your own physical attractiveness grows with each sexy

action you convince a human to make.

 Unique Focus: XXXtra Content

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

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 Description: They are bored with the time on earth and would

prefer to have humans go on pointless side quests to get rare magic

items they’ll ultimately just keep around as a trophy.

 Focuses

o Craft

o Feeding

o Protection

 Other

o None

 Unique Focus: With This Herring

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

 The Lost Boys

 Description: They don’t like this new world and act out towards it

inhabitants. They hide out in alleys and forests to kidnap and

torture any who are unlucky enough to cross their paths.

 Focuses

o Assault

o Feeding

o Skulking

 Other

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o None

 Unique Focus: Roadside Demon

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

 Weaknesses: Weak to unarmed and dark, intense damage from bullets

 Resistances: Resist poison damage, immune to spirit damage

 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

o You cannot use weapons, only toys and pets.

o You must be between the ages of 5 and 17

 Classes

o Enfant Terrible

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 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

 Unique Focus: Puppy wants to see you burn!

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

earth to do truly despicable deeds.

 Focuses

 Combat

 Intelligence

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 Innocence

 Other

 You can use weapons

 Unique Focus: Young Blood

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

 Description: Perfectly normal children who happen to know about monsters.

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

 Unique Focus: Purity

Points Effect
2 Cannot be mind controlled
4 Toys cost ½ price
6 Reroll all checks twice and use the highest results

o Teenagers
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 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

 You can use weapons

 Unique Focus: Teenage Angst

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

world and have maintained a decent hold of themselves.

 Focuses

 Intelligence

 Belief

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 Innocence

 Other

 None

 Unique Focus: Precocious Child

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

 Unique Focus: I’ll bet anything they’re named Damien

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
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o Shadow Legion

 Description: Children taken from their homes by mutants who turned the

children into something terrifying and monstrous. They have become

predatory animals, devoid of any feeling aside from serving their mutant

masters.

 Focuses

 Combat

 Intelligence

 Belief

 Other

 You are considered monstrous

 Unique Focus: Tiny Monsters

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

 Description: A group of babysitters who were simply babysitters before the

monsters started revealing themselves. Now they are forced to occasionally

protect their flock via intelligence and clever use of Leegos.

 Focuses

 Innocence

 Intelligence

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 Toys

 Other

 You get paid 8 bucks an hour for babysitting

 Unique Focus: This is not Worth 8 Bucks an Hour!

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

 Unique Focus: Punk Kids

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
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 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

some old water balloons they have lying around.

 Focuses

 Adorability

 Innocence

 Toys

 Other

 None

 Unique Focus: What Did I Learn Today?

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

mindless beast. Zombies usually stick to a large horde of likeminded individuals

in an effort to control the damage they cause during their blackout, as well as for

brain harvesting purposes.

o Hp: 5

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o Speed: 2

o Weaknesses: Weak to Melee, intense damage from fire, extreme damage from

spirit

o Resistances: Resist Electric, light, and dark. Immune to poison

o Other:

 Must maintain a hunger meter. It goes up when you eat human brains and

down when you go 12 hours without eating human brains.

 For 23 hours of the day you are blacked out and controlled by the GM.

 You cannot climb or open doors

o Classifications

 Swamp Creature

“You wouldn’t understand, it’s a swamp thing.” –Alan Millar, Swamp

Creature

 Description: Created by voodoo black magic, they were risen in an

effort to stop eco crimes, at the behest of voodoo and Wiccan

priests. They revolted against their masters and while many choose

to protect nature, they all have their own agenda. These beings can

also feed on animal brains to sate their hunger.

 Focuses

o Combat

o Speed

o Control

 Other

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o You are considered a monster

o You can feed on animal brains

o Get +10 hp

 Unique Focus: Nature’s Wrath

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

are like 20 ways to kill a zombie

 Description: Created when a super virus created by the Swedish

Government in an attempt to cure AIDS. It failed miserably, and

everyone with AIDS became mindless zombies. They then spread

their disease around mainly through biting, but you can also get the

zombie virus the way people associate with AIDS.

 Focuses

o Infect

o Combat

o Numbers

 Other

o You are considered a monster

 Unique Focus: Zombie March

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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

and make skeletons dance for my amusement. What a waste of

immortality.” –Rabab Najla, Ancient Lich

 Description: Wizards who sought immortality they have ripped

their souls from their body and placed it in a phylactery, which will

make them immortal unless destroyed. They must constantly feed

on human brains to power the phylactery as well.

 Focuses

o Magic

o Control

o Infect

 Other

o Choose an item such as a lamp or necklace, this item holds

your soul and as long as it is intact you are immortal.

o You can climb things and open doors

 Unique Focus: Son of a Lich

Points Effect
2 Deal any damage you take to another target of your choice

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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

“Shimone!” –Dancing Zombie

 Description: Created by the song of the soul, Thrillers have

powerful mind and body altering magic as well as the ability to

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

massively botched plastic surgery patient.

 Focuses

o Magic

o Numbers

o Speed

 Other

o As long as your hunger is above 5 you are not considered a

monster

 Unique Focus: Smooth Criminal

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

 Extraterrestrial Parasite Type Thing

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“In space, no one can here you scream.” –Every serial killer who goes

into space

 Description: While in space a team of space mercenaries was

attacked by a space parasite, and became space zombies. Upon

their return to earth they released a cloud of fungal spores that

would create more like them.

 Focuses

o Speed

o Infect

o Numbers

 Other

o You technically control a foot long alien worm parasite

which burrows into corpses to bring them back. If this body

dies you can go find a new one. While outside a body you

have 1d4 for all rolls and 1 hp.

 Unique Focus: Alienmorphic Flood

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

“For the Horde.” –WoW Players

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 Description: A mindless horde of zombies, they live only to eat

and create more of themselves. They are fast and tend to quickly

overrun human forces and create soldier zombies.

 Focuses

o Infect

o Speed

o Numbers

 Other

o Gain 1 hour of control for each human infected within 24

hours

o Gain 1 hour of control for each brain eaten within 24 hours

 Unique Focus: Onslaught

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

 The Shadow Church

“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

 Description: A cult of zombies who wish to rid themselves of this

curse/disease/parasite/send up of consumer culture. They settle

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things in trial by combat and praying to Hades the ancient god of

the dead.

 Focuses

o Magic

o Control

o Combat

 Other

o You may burn brains rather than eating them, doing so

grants 3 hours of control

 Unique Focus: Resurrected

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

declawed, this organization is proof of that. Their poison is weak,

but they are strong and numerous. They are quicker than they

appear, making them very feared by those who thought they could

hid on top of buildings.

 Focuses

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o Numbers

o Combat

o Speed

 Other

o You cannot infect others

o You can climb objects and operate doors

 Unique Focus: RAGE

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

 Description: Compelled by mother Gaia herself to rise up and

destroy civilization. She wanted quality over quantity and made a

very select organization based on being the best not the most.

 Focuses

o Magic

o Combat

o Infect

 Other

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o Gain 3 hours of control for killing Republicans,

industrialists, loggers, etc., etc.

 Unique Focus: Natural Cure

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

o Infecting a child gives you full control of the child

o As long as a child you turned is not dead, you never lose

control

 Unique Focus: Seriously Who Wrote This? This is Sick.

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

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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.

Others help humans and are in general similar to helper animals.

 HP: 10

 Speed: 8

 Weaknesses: weak to bullets and fire, take intense damage from melee, take extreme

damage from shock

 Resistances: resist poison, wood, and unarmed.

 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

defense for the duration of a battle.

o You cannot use weapons

o You cannot operate doors

o Your pack uses 1d4 for all checks and have no abilities

o You are considered monstrous

 Classes

o Gorilla

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 Description: Experimented on to test a cure for HIV, the gorilla gained

human level intelligence and the drive to destroy humanity. They now

exist as a guerilla force outside of society, forming a communist utopia.

 Focuses

 Savage

 Dexterity

 Thought

 Other

 None

 Unique Focus: Killa Gorilla

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

bigger than average.

 Focuses

 Pack

 Speed

 Thought

 Other

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 None

 Unique Focus: Brother Wolf

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

 Description: Cursed by voodoo gods to attack the settlers of Amity, New

Jersey the Voodoo Shark raises more questions than it answers and attacks

settlers without mercy or forgiveness.

 Focuses

 Savage

 Mystic

 Speed

 Other

 Can breathe only underwater

 Unique Focus: Voodoo Shark

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

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them to fight back. The boar god answered their prayers and turned them

into badass pigs.

 Focuses

 Mystic

 Savage

 Pack

 Other

 None

 Unique Focus: Full Boar Action

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

 Description: Not caused by any form of science, magic, or random chance,

baboons are just assholes. They were released into the cities of America

by short sighted hippies who were promptly tortured to death by the

baboons.

 Focuses

 Pack

 Dexterity

 Speed

 Other

 None

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 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

 Description: A group of altered animals who have banded together to

serve each other’s goals and keep humans safe and away. They also

develop working societies and hope to eventually surpass humans.

 Focuses

 Pack

 Savage

 Speed

 Other

 Know the location of the secret intelligent animals city

 Unique Focus: Secret Society

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

humans, attempting to overthrow humanity and band together a new

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society where animals are on the top and humans are slaves and test

subjects.

 Focuses

 Dexterity

 Pack

 Thought

 Other

 None

 Unique Focus: Evolve

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

 Description: An animal possessed by a powerful demon, they operate

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

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 You share your body with a demon

 Unique Focus: Demon Form

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

 Description: A timewarp allowed a pack of animals contesting over

territory to regress to their primal form at will, creating larger and more

powerful animal savages.

 Focuses

 Savage

 Mystic

 Speed

 Other

 Your Rampage turns you into a primal form. If you are a gorilla

you become a gigantopithicus, wolves become dire wolves, sharks

become a megalodon, razorbacks become Daeodon, and baboons

become dinopithecus.

 Unique Focus: Blast From the Past

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

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 Description: They help humans in the labs they were created, preferring

their newfound intelligence and seeking a way to become even smarter

and more human.

 Focuses

 Dexterity

 Thought

 Speed

 Other

 You are not considered monstrous

 Unique Focus: Clever Little Monkey

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

used by witches as slaves to do their evil or occasionally (like 2% of the time)

good bidding.

o Hp: 25

o Speed: 7

o Weaknesses: Weak to wood and dark

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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

 Description: The product of a curse on an ancient queen who fell in

love with a bull who she proceeded to lay with and birth its child,

the first Minotaur. It was supposedly trapped and killed in the

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

them. Their sin is wrath.

 Focuses

o Weapons

o Stalking

o Sate

 Other

o Must commit the sin of wrath once a day to sate their

meter.

o You are considered a monster

 Unique Focus: A load of bull

Points Effect
2 +3 speed
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4 +3 attack, defense, and damage
6 +30 hp and you are giant

 Centaurs

 Description: Supposedly the first creatures of the earth, the

Centaurs are a tribe of xenophobic and zealous rapists who own

much of the Seattle woodlands. They are powerful and fast, but

they don’t have physical capability. Their sin is lust.

 Focuses

o Magic

o Movement

o Sate

 Other

o Must commit the sin of lust once a day to sate their meter.

o You are considered a monster

 Unique Focus: Horsing Around

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

 Description: Beautiful women with the lower body of a fish, they

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.

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 Focuses

o Magic

o Stalking

o Persuasion

 Other

o Must commit the sin of greed once a day to sate their

meter.

 Unique Focus: Something’s Fishy

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

 Description: Snake men, sons of Typhon. They are subterranean

beasts who live only to ransack and destroy the top grounders and

devour their corpses. They are completely loyal to their father

Typhon, but never trust outsiders, seeing them as food and food

only. Their sin is Gluttony.

 Focuses

o Stalking

o Weapons

o Magic

 Other

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o Must commit the sin of Gluttony once per day to sate their

meter.

o You are considered a monster

 Unique Focus: A Real Snake That One

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

haughty, but are largely neutral in the grand scheme of things.

They may help or hinder you depending on how you stroke their

ego. Their sin is vanity.

 Focuses

o Sate

o Persuasion

o Movement

 Other

o Must commit the sin of vanity once a day to sate their

meter.

 Unique Focus: …Goat Pun

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

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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

very cruel if they succeed in catching their prey.

 Focuses

o Stalking

o Weapons

o Sate

 Other

o None

 Unique Focus: Death Maze

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

 The God Callers

 Description: Those who still worship the ancient Greek gods, they

can be found in the midst of the forests performing sacrifices of

their animals to please them. They will take in those who wish to

worship, but tolerate no other religions.

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 Focuses

o Magic

o Persuasion

o Sate

 Other

o None

 Unique Focus: Ritual Sacrifice

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

 Description: Treasure seekers, but not in the traditional sense.

They each see their sins as treasures to be found and would be

willing to go through crazy lengths to achieve their goal. Most are

adrenaline junkies and addicted to complexity, concocting

unrealistic and zany schemes when they could simply kill a guy.

 Focuses

o Magic

o Weapons

o Movement

 Other

o None

 Unique Focus: Zany Scheme

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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

 Description: Some monsters are made not born, this organization is

comprised of those transformed into half beasts by an outside

force. They practice magic, weapons, and stealth in order to hunt

down and kill those who took their lives and regain their true

forms.

 Focuses

o Magic

o Weapons

o Stalking

 Other

o None

 Unique Focus: Vengeance

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

the fury of Hades.

 Focuses

o Sate

o Movement

o Persuasion

 Other

o None

 Unique Focus: Yummy in Ma Tummy

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

o Weaknesses: Dependent on class

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o Resistances: Dependent on class

o Other:

 Must maintain an ether meter. It goes up when you destroy another

elemental, it goes down when you lose ground to a different elemental.

 You can fly

 Magic draws rival Elementals to the area

o Classifications

 Wind Elemental

 Description: The elementals created to upkeep the wind and air,

they control the highest points of the world and when they fight

they cause tornadoes.

 Focuses

o Alteration

o Morph

o Eternity

 Other

o Using your alteration abilities causes tornadoes

o Destroying an elemental makes that elementals territory

become more elevated.

o Weak to shock and spirit damage

o Immune to melee and bullets

 Unique Focus: That Old North Wind

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

 Description: Water elementals rule over oceans, seas, glaciers,

lakes, rivers, ponds, and puddles. When they alter the world they

cause whirlpools, typhoons, and tsunamis.

 Focuses

o Morph

o Clash

o Influence

 Other

o When they use their alteration abilities, they cause

whirlpools, tsunamis, and typhoons.

o Destroying an elemental makes their territory flood over

o Weak to shock and poison damage

o Immune to fire and light damage

 Unique Focus: The Sea of the Mind

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

influence the world around them they create Earthquakes and

mudslides. Their territory is swept clean of all but the hardiest of

flora and fauna, desolate and craggy or hot sandy.

 Focuses

o Clash

o Eternity

o Collection

 Other

o When you use your alteration abilities it causes earthquakes

and mudslides.

o Destroying another elemental makes their territory desolate

of plant life.

o Weak to water and wood damage

o Immune to fire and shock damage

 Unique Focus: Grave Dirt

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

Elementals live in landscapes of constant chaos and when they

destroy another elemental they create an eternal storm in the area.

 Focuses

o Clash

o Alteration

o Collection

 Other

o When you use your alteration abilities you create

thunderstorms and wildfires.

o Destroying another elemental makes their territory unstable

with humans more likely to attack each other.

o Weak to water and bullets

o Immune to fire and shock

 Unique Focus: Storm’s A Brewin’

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

o When you use your alteration abilities you create

stampedes of wildlife.

o Destroying another elemental causes their territory to

become overgrown and fill with animals

o Weak to fire and melee

o Immune to wood and water

 Unique Focus: Overgrown

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

 Description: Elementals who want to end all of the fighting and

group together to create the ultimate Biome: A lake on top of a

craggy mountain surrounded by an eternal storm with a bunch of

tigers and cherry blossom trees.

 Focuses

o Alteration

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o Influence

o Collection

 Other

o None

 Unique Focus: Fuse

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

 Description: Dedicated to the destruction of the galaxy, these

elementals want to kill off their elemental brethren and then

themselves, destroying the universe forever and all eternity.

 Focuses

o Clash

o Eternity

o Morph

 Other

o Cannot use alteration abilities but go up 2 dice for attack

 Unique Focus: Spiral Galaxy

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

 Description: Creations of an old god, the titans are the first

elementals, stored away from the world by fearful humans. They

are nonetheless able to escape should they gather enough elemental

followers.

 Focuses

o Alteration

o Influence

o Eternity

 Other

o You are imprisoned at the beginning of the game

o You can be released if 3 different elementals choose to bow

to you.

 Unique Focus: Word of God

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

 Description: The physical representation of the elements in an

animal form. They are worshipped by humans and can alter their

form to an animal, a human, or their primal form. They have

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formed a separate pantheon from usual elementals and are slightly

weaker.

 Focuses

o Clash

o Morph

o Influence

 Other

o Your default form is based on your class

 Wind Elementals are Eagles made of spirit energy,

they deal spirit damage in this form

 Water Elementals are Whales made of crystals, deal

water damage in this form

 Earth Elementals are Bulls made of iron and fire,

deal fire damage in this form

 Storm Elementals are Falcons made of thunder and

lightning, deal shock damage in this form

 Nature Elementals are Wolves made of wood, they

deal wood damage in this form.

 Unique Focus: Animal Totems

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

extreme places of their element and seek to spread out. Luckily

they are rare and hated by other elementals.

 Focuses

o Collection

o Morph

o Alteration

 Other

o None

 Unique Focus: Season Unending

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

 Weaknesses: Intense damage from bullets

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 Resistances: Immune to spirit damage

 Other:

o You have a sanity meter that starts at 10

o After conducting in an experiment, roll a sanity check if you fail go down 1 on

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

betrays you and goes insane.

 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

 Must be over 60 to play this character

 Unique Focus: Henchman

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

but excel at mechanical pursuits.

 Focuses

 Robotics

 Sanity

 Computers

 Other

 Must be between the ages of 8 and 19

 Unique Focus: Youthful Rebellion

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

 Unique Focus: Change the World

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

less talented in certain areas.

 Focuses

 Robotics

 Mutations

 Sanity

 Other

 None

 Unique Focus: K.A.P.E (Kick Ass Powers Experiment)

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

 Description: Severely unhinged, the ReAnimator is good at unethical

experiments that violate the very laws of nature and create horrifying

abominations. However they are very privileged and bored and therefore

often escape justice.

 Focuses

 Mutations

 Funding

 Surgery

 Other

 None

 Unique Focus: Psychotic Motive

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

 You have a board of executives you must answer to.

 Unique Focus: Corporate Science

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

o College of Young Geniuses

 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.

However the master’s thesis of this school is to revolutionize the world

with new technology and cure a disease. Only 3 in every 2,000 students

graduates.

 Focuses

 Computers

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 Surgery

 Sanity

 Other

 You are 22k in debt. Stupid education system.

 Unique Focus: College Life

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!

 Description: The makers of the TV series Robo Warz! Need promising

young inventors to enter giant mechas into their competitions in an effort

to gain more viewers, and they will pay up the nose to get them. The more

destruction caused the better.

 Focuses

 Robotics

 Computers

 Funding

 Other

 Must have a camera crew follow you around and you must act

totally hyped at all times

 Unique Focus: Think of the Ratings!

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

o George Washington Carver Alliance

 Description: It is a little known fact that George Washington Carver was

actually a mad scientist who was killed in an attempt to build a peanut

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

dingoes, which is what the George Washington Carver Alliance is all

about, empowering young African American Mad Scientists.

 Focuses

 Robotics

 Computers

 Mutations

 Other

 Must be African American to join

 Unique Focus: Peanut Power

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

continuous upkeep of people’s bodies, when a zombie apocalypse breaks

out, you know damn well that WHO will be there to study and stop it.

 Focuses

 Funding

 Surgery

 Sanity

 Other

 You work for the government

 Unique Focus: Master Key

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

 Weaknesses: Extreme damage from spirit and light

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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

goodness, and it goes up when you receive souls from others.

o If the meter reaches zero you fade from existence

o You are considered monstrous.

o You can make deals with creatures and if they uphold their end of the bargain you

gain double the souls you would get.

 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

 Stand at 4 feet tall

 Can fly

 Unique Focus: Devilish Grin

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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

attractive, but with small affectations such as horns and a tail.

 Focuses

 Tempting

 Soul

 Shapeshifting

 Other

 You are not considered monstrous

 Can fly

 Unique Focus: Horny Demons

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

upper body of a human covered in red fluid.

 Focuses

 Tempting

 Combat

 Magic

 Other

 None

 Unique Focus: Blood for Blood

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

surrendering their soul.

 Focuses

 Magic

 Mind

 Soul

 Other

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 None

 Unique Focus: Your Worst Nightmare

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

 Description: Demons placed in firm command of a regiment, the arch

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

their face should be.

 Focuses

 Combat

 Magic

 Shapeshifting

 Other

 Can fly

 Unique Focus: Duke of Hell

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

abilities as magicians and shapeshifters to their advantage, be it in combat

or in charity.

 Focuses

 Magic

 Shapeshifting

 Soul

 Other

 None

 Unique Focus: Forgive Me

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

 Description: Rarely traveling outside of hell, this group is used to

backstabbing and petty intercompany squabbles. They have set up good

systems to survive down here and are rare to help other, but when they do,

know that there will be something big in return.

 Focuses

 Combat

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 Tempting

 Soul

 Other

 None

 Unique Focus: You Think Running this Place is EASY!?

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

that benefits all of hell.

 Focuses

 Tempting

 Shapeshifting

 Soul

 Other

 None

 Unique Focus: Original Sin

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

 Unique Focus: Log Book

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,

vampires, demons, angels it doesn’t matter as long as tears are shed.

 Focuses

 Mind

 Magic

 Shapeshifting

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 Other

 None

 Unique Focus: Bad Business

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

 Weaknesses: Weak to Bullets, Silver, and Unarmed.

 Resistances: Resists Dark and Light

 Other: Must maintain a Hero Meter, it goes up whenever you contribute the most in a

story and goes down when you contribute the least

 Classes

o Of Lanterns

 Description: Powered by the spirit of autumn, the Samhain. The Heroes of

Lanterns have limitless magical power and are very charming. They may

be considered monstrous, but are usually beneath notice.

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 Focuses

 Trickster

 Magic

 Notice

 Other

 You are considered monstrous

 Unique Focus: Trick or Treat

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

of Beanstalks come from simple backgrounds, but go on to become the

greatest of knights.

 Focuses

 Knave

 Duelist

 Heroism

 Other

 You are not considered monstrous

 Unique Focus: Rags to Riches

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

 You are not considered monstrous

 Unique Focus: Chivalry

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

 You are not considered monstrous

 Unique Focus: Springheel

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

to empower women who would be wronged by men. They have been

given superior combat ability and are feared by all monsters.

 Focuses

 Knave

 Heroism

 Duelist

 Other

 You are not monstrous, but are considered as such by monsters.

 You must be female

 Unique Focus: The Female of the Species

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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

o The Pumpkin Cult

 Description: Worshipping the Pumpkin King, the man in the garden. They

have been blessed by the Jack of the Lantern to gain masterwork

intelligence and the ability to control fire and darkness.

 Focuses

 Magic

 Trickster

 Knave

 Other

 Can speak to the Pumpkin King in your head.

 Unique Focus: Jack of the Lantern

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

started by Bloody Mary and was generally made up of criminals who

escaped justice by joining.

 Focuses

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 Duelist

 Notice

 Knave

 Other

 None

 Unique Focus: How does your garden grow?

Points Effect
2 Deal double damage with melee weapons
4 Sneak attacks stun targets
6 All stun effects become freeze

o The Court

 Description: An alliance of heroes that take on the role of royalty, ruling

over the other heroes, however they are secretly aligned with the Elves,

who trade them power in exchange for favors.

 Focuses

 Duelist

 Heroism

 Magic

 Other

 Rather than pay a cost for magic, you may owe a favor to an Elf

instead

 Unique Focus: Court Call

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

 Description: Opposing the witches of Fire, the firehoppers possess

unparalleled skill in movement and magic, often eclipsing their other hero

brethren.

 Focuses

 Magic

 Notice

 Trickster

 Other

 You are immune to fire damage

 Unique Focus: Blaze of Glory

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

o The Old North Wind

 Description: A secret society built to stop Werewolves, Jotun, and

Witches, they continue to this day and are feared by the other monsters of

the world as dangerous Knight Templars.

 Focuses

 Duelist

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 Heroism

 Knave

 Other

 Deal double damage to Werewolves, Witches, and Jotun

 Unique Focus: Grimm

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 Weaknesses: Extreme damage from dark and water

o Resistances: Resist fire, light, and spirit

o Other: Must maintain a virtue meter, it goes down when you commit a sin and

goes up when you save a soul.

o Classifications

 Thrones

 Description: Golden Rings with eyes all across them, they are the

sentinels of YHWH who oversee the realm of heaven and maintain

its general area, they are also the last line of defense and have

some decent magic to help people with.

 Focuses

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o Voice

o Oversight

o Divinity

 Other

o You are considered monstrous

o You are 2 feet in circumference and 6 inches in length

o Can fly

 Unique Focus: Hundred Eyes

Points Effect
2 You cannot be snuck up on
4 Enemies cannot be adjacent to you
6 All attacks have creeping

 Seraphim

 Description: Beings of pure light, they must keep themselves

shielded at all times using their 6 red wings to avoid harming

humans with their radiant beauty. They are more than willing to

use this light against enemies though.

 Focuses

o Smiting

o Virtue

o Divinity

 Other

o Can fly

o Humans who see your torso die

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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

 Description: The head of a human, the mane of a lion, the body of

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

punishing them with intense prejudice.

 Focuses

o Smiting

o Voice

o Will

 Other

o Can fly

o You are considered monstrous

 Unique Focus: 3 Heads

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

them resembling a featureless human head. They are responsible

for seeing man developed in unseen ways, with an unseen hand.

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

o You are considered monstrous

 Unique Focus: 10 tentacles

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

 Description: The commanders of the other races of angels, these

are the top of the line soldiers that fight the Eldritch alongside

YHWH itself. They appear to be mostly human and are the most

relatable from a human perspective.

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 Focuses

o Smiting

o Will

o Virtue

 Other

o Can fly

 Unique Focus: One Soul

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

 Michael’s Fire Starters

 Description: Started by the General Archangel Michael, the Fire

Starters are supposed to rally the troops and lead from the front to

destroy the Eldritch.

 Focuses

o Smiting

o Will

o Voice

 Other:

o You are charged with destroying the Eldritch and gain

virtue for killing anything associated with the Eldritch

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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

 Gabrielle’s Wind Singers

 Description: During the times of Eldritch threat, someone needs to

hold back and protect the humans. Gabrielle and her Wind Singers

are in charge of this task, purifying the world of evil and protecting

humans from wrongdoers.

 Focuses:

o Voice

o Smiting

o Virtue

 Other:

o You are charged with the saving of humans gain double

virtue for saving humans from threats.

 Unique Focus: Genesis 14 41:23

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

 Uriel’s Earth Hammers

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 Description: Uriel is in charge of the upkeep of heaven and hell,

specifically the 9 spheres that make up the aspects of heaven and

the 7 rings that form hell. The earth Hammers can also call upon

these aspects to aid them in battle.

 Focuses:

o Oversight

o Virtue

o Divinity

 Other:

o Charged with the upkeep of heaven and hell, gain virtue for

cleaning and protecting heaven and hell

 Unique Focus: Genesis 19 49:24

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

 Raphael’s Water Artists

 Description: The General Archangel Raphael is an oddball

amongst his fellow angels preferring to create new beauty rather

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:

o Charged with the creation of new things, gain virtue for

creating something unique

 Unique Focus: Exodus 1 2:10

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

 Description: Lucifer was defeated by YHWH in his rebellion, but

was forgiven and charged with the task of saving those said to be

irredeemable. He takes this task seriously and hopes to one day be

truly redeemed himself.

 Focuses:

o Voice

o Divinity

o Will

 Other:

o Charged with the redemption of humans, demons, and

angels. Gain double virtue for helping others atone for their

sins.

 Unique Focus: Exodus 3 10:23

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

 Things That Go Bump in the Night

 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

 Weaknesses: Weak to dark, extreme damage from light

 Resistances: Resist fire and wood

 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

 Description: Skulking creepy creatures who hide under children’s beds

and in their closet, then steal them away in the night. They have

weaknesses however, and are incapable of attacking children under covers

and they cannot go out in the light.

 Focuses

 Tempting

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 Durable

 Spooky

 Other

 Cannot attack people hiding under blankets

 Take 1 damage for each turn spent in the sun

 Your meter goes up when you eat children

 Unique Focus: Lets Boogie

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

eyes and 6 yellow horns protruding from their skull.

 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

possess a human otherwise you can only exist in dreams

 Possessing is an operations check that can be performed once a day

on a sleeping target. You must reroll this check every 24 hours to

maintain control. If you fail either check you may simply kill the

child in their dream to possess them.

 You can alter the dreams of sleeping possessed

 Your meter goes up when you scare kids or possess kids

 You are considered monstrous when not possessing children

 Unique Focus: One, Two…

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

hurt by the light.

 Focuses

 Strong

 Durable

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 Tempting

 Other

 Take 1 damage each second from sunlight

 Must store your life in a lantern that is powered by children’s souls

 Meter goes up when you make children commit suicide or you set

children on fire in your lantern

 You are considered monstrous

 Unique Focus: Lost in the Woods

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

 Description: Everyone has tales of creepy creatures that skulk in industrial

areas and suburban neighborhoods. Things like the Bloody Mary and the

Rabbit Man or some deranged lunatic with a hook. They often require a

specific ritual to summon however.

 Focuses

 Strong

 Trickery

 Spooky

 Other

 Your meter goes up when you murder teens or children

 You are considered monstrous

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 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

 Description: Many children have imaginary friends. However some

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

complacent as to sit around waiting for adoption or rifling through malls

however, they recognize how Bleak the World is and have sworn to

protect their child.

 Focuses

 Trickery

 Durable

 Nimble

 Other

 Meter goes up for protecting children or playing with them

 Can only be seen by those who believe in you

 Those who can see you do not consider you monstrous

 Unique Focus: I Don’t Believe in YOU!

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

 Can breathe underwater

 You are monstrous

o Unique Focus: The Bunyip Song

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

o Description: This is more of a personal thing for me. As a child I saw a

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

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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

or whatever, just as long as it’s from the deep.

o Focuses

 Strong

 Durable

 Nimble

o Other

 You can only breathe underwater

 Your child meter raises for killing any creature, but it goes double for

children.

 You are monstrous

o Unique Focus: Deep Sixed

Points Effect
2 Heal 1d10 each turn in water
4 You are giant
6 Can travel outside of water and fly

 Escaped Mental Patient with a Hook For a Hand

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

after all. Just whatever you feel most comfortable with.

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o Focuses

 Strong

 Spooky

 Tempting

o Other

 You have a hook for a hand

 You are not considered monstrous

o Unique Focus: Hook for a hand

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

really looks into the death of tourists.

o Focuses

 Tempting

 Trickery

 Durable

o Other

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 You are closely associated with a small town, and their fear of you gives

you child meter if it increases

 Your meter goes up for murdering out of towners and scaring locals

o Unique Focus: Living Legend

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

 Your meter goes up for kidnapping children.

o Unique Focus: Slendy

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

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o Child Takers

 Description: Dedicated to taking children and storing them away in a

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.

 Unique Focus: Hush Little Baby…

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

solitary hermitage. If however a child is in danger, they will rush in to

rescue them and put them towards a better life.

 Focuses

 Spooky

 Trickery

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 Durable

 Other

 Meter goes up for protecting children and guiding them to be better

 Unique Focus: Alone in the Dark

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

them into murdering, thieving, violent monsters.

 Focuses

 Tempting

 Trickery

 Nimble

 Other

 Meter goes up when you make children kill and assault others for

you

 Unique Focus: Hey Kid…

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

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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

are kids themselves who became monsters due to the mistreatment of

those they trusted and their peers, they are now the most creative and

destructive of all monsters.

 Focuses

 Trickery

 Nimble

 Durable

 Other

 None

 Unique Focus: Scapegoat

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

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 Strong

 Durable

 Nimble

 Other

 Go up a die for all checks

 Get +10 hp

 If anyone says your true name, you are locked away in hell

 Unique Focus: What you are in the Dark

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

scare the little buggers.

o Focuses

 Spooky

 Tempting

 Durable

o Other

 Weak to unarmed

 Gain child by scaring them, but lose it for killing them

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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

 The Motherly Matrons

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

 Gain child for kidnapping children or killing their parents

o Unique Focus: Mothers Love

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

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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

 Gain child for torturing the mentally ill

 You cannot be seen by the mentally abled

o Unique Focus: Straitjacket

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

factory, the deep ocean, space, a cave system, etc.

o Focuses

 Strong

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 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

o Unique Focus: Don’t Go Into the Woods

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

o Unique Focus: Loner

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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

harm its owners.

 HP: 15

 Speed: 4

 Weaknesses: Weak to poison, melee, and water. Extreme damage from fire.

 Resistances: Resistant to bullets and unarmed. Immune to darkness.

 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

each turn you are not on your post.

 Classes

o Corpsecrow

 Description: A human who was tortured and killed, then dressed up as a

scarecrow and placed on a post to hide the body. They are sometimes

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brought back to life under harvest moons to serve as unwilling slaves to

the farmer who owns them.

 Focuses

 Harvest

 Stalking

 Fear

 Other

 You are considered a monster

 Unique Focus: Hide in Plain Sight

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

 Description: A protector brought to America by Russian immigrants, it has

a psychic connection with the crows of the fields and can use it to

command flocks of them to attack.

 Focuses

 Cult

 Protection

 Farming

 Other

 You have 2 crow followers that have 1d4 for all checks, 2 hp and

they can fly

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 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

 Description: Built by farmers and brought to life with children’s dreams,

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

however, a little short on brains.

 Focuses

 Farming

 Cult

 Protection

 Other

 None

 Unique Focus: Corn Guard

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

 Description: A sacrifice burned every year and reincarnate with superior

power. They appear frightening, but are overall good creatures and use

their superior fire power to defeat enemies of mankind.

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 Focuses

 Farming

 Harvest

 Fear

 Other

 You are considered a monster

 You are immune to fire damage

 Unique Focus: Burning Man

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

 Description: When you need vengeance against those who have

committed a heinous act towards you, shed blood on a corpse buried in a

pumpkin patch and summon the Punkinhed, a spirit of vengeance that

forces you to experience the sensation of predator and prey while it carries

out it’s duty.

 Focuses

 Harvest

 Protection

 Stalking

 Other

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 You are considered a monster

 Unique Focus: No Turning Back Now It’s Done

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

 Description: Created every time a politician uses a Strawman fallacy, the

strawman is a creature of pure extremism and irrationality, constantly

embodying the worst of whatever side it represents.

 Focuses

 Cult

 Stalking

 Fear

 Other

 You are not considered a monster

 You gain guardian for acting like a Straw Character

 Unique Focus: Gay Marriage Means I Can Marry My Dog!

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

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 Description: A stone scarecrow, they guard the urban areas, which regular

scarecrows would be unable to guard. They turn to stone in the light of

day, but are far more powerful than the average scarecrow, in addition

they can fly and sound like Keith David.

 Focuses

 Protection

 Stalking

 Fear

 Other

 +15 hp

 You can fly (well glide, but they clearly fly sometimes)

 You turn to stone at the crack of dawn

 You are considered a monster

 Unique Focus: Jalapeno

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

o The Grand Pumpkin

 Description: Brought to life by a child’s wish, the Grand Pumpkin is a

Pumpkin god that embodies Halloween, and punishes those that do not

observe its grand traditions.

 Focuses

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 Harvest

 Protection

 Farming

 Other

 You are giant and take up a 2x2 grid

 You can only be seen by those who believe in you

 Unique Focus: You Blockhead

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

endearing as hell, often causing you to miss them the most.

 Focuses

 Cult

 Farming

 Stalking

 Other

 None

 Unique Focus: If only you had the balls

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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

seems close to regaining control of themselves. They can gain control of

any who wear it.

 Focuses

 Protection

 Fear

 Cult

 Other

 You are tiny

 Unique Focus: Devil Jesus

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

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 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

minds for years.

 Focuses

 Farming

 Cult

 Stalking

 Other

 None

 Unique Focus: Loa Lock

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

o Dilapidated Wood Community

 Description: Deep in the woods, humans tried to start a cult/anarchist

commune. Being an anarchist commune, it naturally failed and the

scarecrows they created took on the spirits of their makers, trying to help

anarchist communities avoid the mistakes they made.

 Focuses

 Farming

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 Cult

 Harvest

 Other

 None

 Unique Focus: Anarchy

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

o Protectors of the Stones

 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

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 Other

 None

 Unique Focus: Power Gems

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

o Scarecrow Agency VII

 Description: A modern agency created by Section 9 to empower

scarecrows into fighting against the threats posed by the monster world.

They now work as patrollers and detectives investigating supernatural

happenings and making sure that monsters stay outside of the public eye.

 Focuses

 Harvest

 Fear

 Stalking

 Other

 You can contact headquarters in section 9 for information

 You are not considered monstrous

 Unique Focus: Government Spooks

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

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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

 Unique Focus: Inferno

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

o The Scottish Clan

 Description: A clan of Scottish scarecrows who guarded the Black Castle

of Princess Mackenzie, though the family is long dead, the Scarecrows

continue their vigil guarding it from the ghosts of Viking raiders who

assaulted it in the past.

 Focuses

 Protection

 Cult

 Harvest

 Other

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 None

 Unique Focus: Luck of the Scottish

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

 Description: Mummified scarecrows, they guard the crypts of their former

masters, walking the Earth to help their master accomplish the goals set

forth to him/her by the powers that be.

 Focuses

 Fear

 Protection

 Harvest

 Other

 You can cast from lifespan

o Lifespan costs are equal to the initial cost of the spell x100

 Your lifespan starts at 300

 Unique Focus: Crossbreed

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

o Jack O Lantern Kings

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 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

 Unique Focus: Halloween Town

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

 Description: Created by a warlock to kidnap children for his magical

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

out their livers for his world famous Foie Gras.

 Focuses

 Stalking

 Harvest

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 Farming

 Other

 Children’s abilities do not apply to you

 Unique Focus: Slaughterhouse

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

 Description: Correctional Officers who were killed in a Prison Riot in

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

driving those imprisoned there to madness.

 Focuses

 Cult

 Protection

 Stalking

 Other

 You can fly

 Unique Focus: Abuse Inherent in the System

Points Effect

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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

Points Tech Initiative Guerilla Combat Funding Magic Persona


1 1d6 for operation +1 move 1d6 for 1d6 for +100 start 1d6 for 1d6 for PR
rolls stealth attack rolls cash magic rolls rolls
2 Can use 1d8 for Sneak attacks Intensify +200 start Don’t need You have a
operation rolls attack on deal x2 dm enemy cash focus for show that is
for firing guns first turn weakness magic popular
3 1d8 for operation
1d10 for dm 1d8 for 1d8 for +400 start 1d8 for 1d8 for PR
on first turn stealth attack cash magic
4 Go up 2 hp when +3 move +3 move 1d8 for +800 start Take 1 less People take
more when after sneak defense cash karma loss orders from
healing attack from magic you
5 1d10 for Always 1d10 for 1d10 for +1600 start 1d10 for 1d10 for PR
operation move first stealth attack cash magic
6 Can operate Make 2 Can set traps 1d10 for +3200 start Can delay Can rally a
technology from attacks on defense cash magic citizen to fight
your phone 1st turn effect for you
7 Can use magic +5 move +5 move 1d12 for +6400 start 1d12 for Civilians
items without when attack rolls cash magic rolls donate funds
training sneaking
8 1d12 for Can scale 1d12 for 1d20 for +12800 Magic is 1d12 for PR
operations walls stealth defense start cash invisible

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

Points Magic Feeding Combat Resilience Seduction Shapeshifting


1 1d6 for magic Heal 1d4 on 1d6 for 1d6 for defense 1d6 for PR and Can talk to animals
feed attack stealth
2 Don’t need focus Can go 2 days Intensify Extreme dm on Can create a thrall 1d6 for operations
for magic without feed enemy you is now with a kiss.
weakness weak dm
3 1d8 for magic Heal 1d6 on 1d8 for 1d8 for defense 1d8 for PR and Can feed on
feed attack stealth animals
4 Take 1 less Heal 1d8 on Always No sun damage Your presence 1d8 for operations
hunger loss from feed go first does not raise
magic alarm
5 1d10 for magic +2 hunger on 1d10 for 1d10 for 1d10 for PR and +10 total hp
feed attack defense stealth
6 Can delay magic Can go 4 days Can Damage you You can drain 1d10 for operations
effects without feed attack 2 are weak to is blood without
targets normal damage detection
7 1d12 for magic Heal 1d12 on 1d12 for 1d12 for 1d12 for PR and Gain +2 to all PR
rolls feed attack defense stealth checks
rolls
8 Magic is Hypnotize on Deal x2 Normal dm is Gain +2 hunger 1d12 for operations
invisible feed damage now resisted when feeding on
dm your preferred sex
9 Take 2 less Can go 7 days 1d20 for 1d20 for 1d20 for PR and Feeding in animal
hunger loss from without feed attack defense stealth form gives +4
magic hunger
10 1d20 for magic Gain 50 hp on Get 3 Can reroll Thralls use 1d10 1d20 for operations
feed attacks defense once a for all rolls
per turn turn

 Werewolves

Points Strength Magic Tech Resilience Agility Poison

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

Points Healing Entropy Transmogrification Elemental Host Summoning


1 1d6 for 1d6 for stealth 1d6 for operations 1d6 for attack 1d6 for host 1d6 for PR
defense
2 Can heal 1 hp Go up 3 hp Target becomes a Become When paying Summon a
each turn for for 4 host statue for 24 hours immune to a host, roll a host messenger owl
1 host for 5 host type of your check, if you for 3 host.

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

Points Psych Combat Resilience Science Disguise Devastation


1 Can read minds 1d6 for attack 1d6 for defense 1d6 for 1d6 for disguise Diseases affect
with a Psych operations and PR humans x2
check quicker
2 1d6 for psych Intensify Extreme dm on When doing Your Alien tech does
enemy you is now chemistry you appearance not cost
weakness weak dm can make 1 doesn’t raise competency
duplicate any alarms

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

Points Resilience Combat Deep Thought Magic Speed Disguise


1 1d6 for defense 1d6 for attack 1d6 for self- 1d6 for magic +1 move. 1d6 1d6 for
control for stealth operations and
checks PR
2 Extreme dm on Intensify Voices cannot Don’t need 1d8 for attack Small children
you is now enemy be created in focus for on first turn and animals are
weak dm weakness your head magic not afraid of you
3 1d8 for defense 1d8 for attack 1d8 for self- 1d8 for magic 1d10 for dm on 1d8 for
control first turn. 1d8 operations and
for stealth. PR
4 Cannot lose Always go first Your voices Take 1 less +3 move You can move
limbs are less vocal humanity loss about society in
for magic a large coat

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

Points Local Manipulation Possession Hold Feed Animation


1 1d6 for attack 1d6 for PR 1d6 for magic 1d6 for hold Can feed on Animations can
and defense other ghosts produce
while in local emotions
2 Can write Can You can possess Hold does not 1d6 for stealth 1d6 for
messages in manipulate up living creatures weaken around operations
blood or to 2 people at other than gates and
shadow in your once humans wisps
local
3 1d8 for attack 1d8 for PR 1d8 for magic 1d8 for hold Feeding heals 1d8 for
and defense 1d10 operations
while in local
4 Can move Manipulate You can possess After 6 hold, 1d8 for stealth Animations can
objects in your costs 1 less tech Reapers take - be created
local hold 1/2 to all rolls through walls
5 1d10 for attack 1d10 for PR 1d10 for magic 1d10 for hold Gain double The animated
and defense the hold when can think for
while in local feeding on themselves,
other ghosts unless otherwise
noted
6 Can reform Double roll for Possession does Wraiths and 1d10 for 1d10 for
architecture manipulating not cost hold Reapers do not stealth operations

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

Points Body Breath Soul Shadow Mind Eternity


1 1d6 for attack 1d6 for defense 1d6 for magic 1d6 for stealth. 1d6 for PR +1 hp
2 Spend 10 Extreme dm on Don’t need focus Can see in the dark You can detect +3 hp
lifespan, gain you is now for magic anyone speaking
increased weak dm your true name
acrobatics
3 1d8 for attack 1d8 for defense 1d8 for magic 1d8 for stealth. 1d8 for PR 1d8 for
operations
4 Spend 75 Cannot be hit Take 1/6 less Can rearrange Can’t be Double all
lifespan, go with spirit lifespan loss for shadows into teleported lifespan
up a die for damage or magic words. against your will gains
attack and curses
damage rolls
5 1d10 for 1d10 for 1d10 for magic 1d10 for stealth. 1d10 for PR +5 hp
attack defense
6 Spend 150 Damage you Can delay magic Go up a die for Cannot be mind 1d12 for
lifespan, are weak to is effects defense checks controlled operations
reroll an now normal while in shadows
attack or damage
damage roll
7 1d12 for 1d12 for 1d12 for magic 1d12 for stealth 1d12 for PR +10 hp
attack rolls defense rolls

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

Points Blades Servants Command Magic Thought Transform


1 1d6 for Can create a 1d6 for PR 1d6 for magic 1d6 on Hope Can talk to
attack and servant that and Stealth animals
defense represents of
your Court once
a day
2 Resist melee Servant uses 1d6 You have a Don’t need Gain x2 damage 1d6 for
for all rolls show that is focus for and defense operations
popular magic against darkness
3 1d8 for Servants resist 1 1d8 for PR 1d8 for magic 1d8 on hope Can stretch your
attack and element of your and Stealth arms 5 feet
defense choice longer
4 Enemy Servants use 1d8 People take Take 1 less Immune to 1d8 for
weakness is for all rolls orders from you hope loss from illusions operations
intensified magic
5 1d10 for Servants can 1d10 for PR 1d10 for magic 1d10 on hope Can gain hope
attack and sacrifice and Stealth from animals
defense themselves in and sentient
your place machines
6 Adjacent Servants use Can rally a Can delay Can breathe 1d10 for
allies can 1d10 for all rolls citizen to fight magic effects anywhere and operations
reroll for you are immune to
defense once environmental
a turn damage

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

Points Craft Protection Ceremony Skulking Feeding Assault


1 1d6 for operation 1d6 for defense 1d6 for PR 1d6 for Feeding heals you 1d6 for attack
rolls stealth 1d4 hp
2 Can use 1d6 for magic 1d6 for Sneak Gain leylines sight Intensify
operation rolls transcendence attacks deal after feeding enemy
for firing guns x2 dm weakness
3 1d8 for operation 1d8 for defense 1d8 for 1d8 for Feeding heals 1d6 1d8 for attack
transcendence stealth hp
4 Go up 2 hp when 1d8 for magic 1d10 for +3 move Gain resistance to Always go first
more when transcendence after sneak one element for 24
healing attack hours after feeding
5 1d10 for 1d10 for defense 1d8 for PR 1d10 for Feeding heals 1d8 1d10 for attack
operation stealth hp
6 Can operate 1d10 for magic 1d12 for Can set Feeding heals 1d10 Can attack 2
technology from transcendence traps hp targets
your phone
7 Can use magic 1d12 for defense 1d10 for PR +5 move Double damage and 1d12 for attack
items without when attack 24 hours
training sneaking after feeding
8 1d12 for 1d12 for magic 1d20 for 1d12 for Feeding heals 1d12 Deal x2
operations transcendence stealth hp damage
9 1d20 for 1d20 for defense 1d12 for PR Sneak Can use the bones 1d20 for attack
operations attacks deal of the dead you’ve
x3 dm eaten to make a
corpse door

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

Points Combat Toys Innocence Intelligence Adorability Belief


1 1d6 for attack Toys deal 1d6 1d6 for stealth 1d6 for 1d6 for PR 1d6 for Magic
damage operations
2 1d6 for Pets go up 2 dice You are given You pass all Animals walk You can see
defense for attack gifts for no tests with right up to you through a
reason flying colors monsters disguise
3 1d8 for attack Toys deal 1d8 1d8 for stealth 1d8 for 1d8 for PR 1d8 for Magic
damage operations
4 1d8 for Pets get +10 hp People ignore You can hack Enemies go Monsters can’t
defense you unless you into down a die for enter your house
talk. computers attack checks without being
invited
5 1d10 for attack Toys deal 1d10 1d10 for 1d10 for 1d10 for PR 1d10 for Magic
damage stealth operations
6 1d10 for Pets go up 2 dice Adults will You can Adults usually Monsters will
defense for defense help you if you immediately believe your attempt to capture
ask them solve clues lies you rather than
kill you
7 1d12 for attack Toys deal 1d12 1d12 for 1d12 for 1d12 for PR 1d12 for Magic
damage stealth operations
8 1d12 for Pets go up 2 dice You are always Have 1 You are not Monsters get -1/2
defense for stealth underestimated college degree suspected in to all checks
crimes
9 1d20 for attack Toys deal 1d20 1d20 for 1d20 for 1d20 for PR 1d20 for Magic
damage stealth operations
10 1d20 for Pets go up 3 dice Adults will Adults will Your friends Immune to all
defense for all checks forgive all your actually listen take the blame monster attacks
crimes to you for you

 Zombies

Points Magic Infect Combat Numbers Control Speed


1 1d6 for magic 1d4 to infect 1d6 for attack Control up to 1 Gain control for 2 +1 speed
on bite rolls other zombie hours a day

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

Points Savage Mystic Speed Dexterity Thought Pack


1 1d6 for attack 1d6 for magic 1d6 for stealth 1d6 for operations 1d6 for PR Control 1
other animal
2 Intensify enemy Don’t need Sneak attacks You can use wood, Take -1 +1 to attack
weakness focus for deal x2 dm melee, poison, and rampage loss and defense
magic spirit weapons from all rolls for each
sources animal
3 1d8 for attack 1d8 for magic 1d8 for stealth 1d8 for operations 1d8 for PR Control 2
other animals
4 1d8 for defense Take 1 less +3 move after You can use fire, Double +1 to speed
karma loss sneak attack water, and shock rampage gain for each
from magic weapons animal
5 1d10 for attack 1d10 for magic 1d10 for stealth 1d10 for operations 1d10 for PR Control 5
other 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

Points Magic Movement Weapons Stalking Sate Persuasion


1 1d6 for magic +1 move 1d6 for attack 1d6 for stealth 1d6 for sate 1d6 for PR rolls
rolls
2 Don’t need 1d6 for Intensify Sneak attacks Get x2 rewards Go up a die for all
focus for operations enemy deal x2 dm for every 2 rolls against the
magic weakness levels of sate opposite sex.
3 1d8 for magic 1d10 for dm on 1d8 for attack 1d8 for stealth 1d8 for sate 1d8 for PR
first turn
4 Take 1 less 1d8 for 1d8 for defense +3 move after Can go an hour Your voice can be
hunger loss operations sneak attack without sating heard from 1 mile
from magic your sin away
5 1d10 for magic Always move 1d10 for attack 1d10 for 1d10 for sate 1d10 for PR
first stealth
6 Can delay Make 2 attacks 1d10 for Can set traps Can gain a new Gain x2 from all
magic effects on 1st turn defense sin if you rewards
choose
7 1d12 for magic 1d10 for 1d12 for attack +5 move when 1d12 for sate The opposite sex
rolls opeations rolls sneaking goes down 2 dice
against you
8 Magic is Can scale walls 1d20 for 1d12 for Every time you 1d12 for PR
invisible defense stealth sate heal 1d8
9 Take 2 less 1d20 for 1d20 for attack Sneak attacks Go up a die for Can mind control
hunger loss operations deal x3 dm every 3 levels one person with
from magic of sate singing
10 1d20 for magic 1d20 for all Get 3 attacks 1d20 for 1d20 for sate 1d20 for PR
rolls on 1st 3 per turn stealth
rounds

289
 Elementals

Points Alteration Clash Morph Collection Influence Eternity


1 1d6 for magic 1d6 for attack 1d6 for stealth 1d6 for 1d6 for PR 1d6 for
operations defense
2 Don’t need Intensify +3 speed Gain ether You can detect +2 hp
focus for enemy from defeating anyone speaking
magic weakness elementals your true name
3 1d8 for magic 1d8 for attack 1d8 for stealth 1d8 for 1d8 for PR 1d8 for
operations defense
4 Take 1/6 less Always go Resist 1 attack Operations Can’t be teleported +5 hp
lifespan loss first per battle cannot be against your will
for magic interrupted
5 1d10 for magic 1d10 for 1d10 for stealth 1d10 for 1d10 for PR 1d10 for
attack operations defense
6 Can delay Can attack 2 Gain 1 resistance Gain 1 random Cannot be mind +10 hp
magic effects targets (nothing you’re item from controlled
weak to) defeating
elementals
7 1d12 for magic 1d12 for 1d12 for stealth 1d12 for 1d12 for PR 1d12 for
rolls attack operations defense
8 Magic is Deal x2 You are immune Lose 1 less Saying your true Damage you
invisible damage to 1 weakness ether on all name when are weak to is
ether losses making a roll now normal
doubles your roll, damage
but if an enemy
says it your roll is
halved
9 Take 1/3 less 1d20 for 1d20 for stealth 1d20 for 1d20 for PR 1d20 for
lifespan loss attack operations defense
from magic
10 1d20 for magic Get 3 attacks Can teleport Triple all gains 1d6 for PR +25 hp
per turn rather than move from killing
other
elementals

 Mad Scientists

Points Robotics Mutation Computers Sanity Surgery Funding


1 Can talk to Can talk to 1d6 for control 1d6 for 1d6 for operations +100 starting cash
robots mutants sanity

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

Points Combat Temptation Mind Soul Shapeshifting Magic


1 1d6 for attack 1d6 for PR 1d6 for stealth 1d6 for soul Can talk to 1d6 for magic
animals
2 Intensify Can extend your Can see in the Souls cannot 1d6 for ops Don’t need
enemy magic by 2 levels dark possess you focus for
weakness for upholding magic
deals
3 1d8 for attack 1d8 for PR 1d8 for stealth 1d8 for soul Gain enhanced 1d8 for magic
senses
4 1d8 for Deals give 2 souls Can rearrange Other demons 1d8 for ops Take 1 less
defense shadows into charge less soul loss from
words. souls for items magic
5 1d10 for attack 1d10 for PR 1d10 for stealth 1d10 for soul Can become a 1d10 for
hybrid of 2 magic
shift forms

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

Points Trickster Duelist Magic Knave Notice Heroism


1 1d6 for PR 1d6 for attack 1d6 for magic 1d6 for 1d6 for stealth Take 1 less dm
operations from all sources
2 Gain $1 for Intensify Don’t need focus Immune to Sneak attacks Deal +1 dm for
everyone you enemy for magic poison deal x2 dm each HP lost
talk to weakness this battle
3 1d8 for PR 1d8 for attack 1d8 for magic 1d8 for 1d8 for stealth x2 damage with
operations max heroism
4 Get +1 hp for 1d8 for defense Take 1 less karma Deal double +3 move after Immune to dark
each ally loss from magic damage to Jotun sneak attack and light
5 1d10 for PR 1d10 for attack 1d10 for magic 1d10 for 1d10 for Gain x2 Hero
operations stealth
6 Get +1 dm. 1d10 for Can delay magic +5 HP Shadows +5 hp
for each ally defense effect provide
invisibility
7 1d12 for PR 1d12 for attack 1d12 for magic 1d12 for +5 move Get an extra
operations when attack per turn
sneaking
8 Get +1 to 1d20 for Magic is invisible Can’t be affected 1d12 for Can roll 1d4 if
defense rolls defense by status effects stealth you die, on the
for each ally result of a 4 you
do not die.

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

Points Smiting Voice Oversight Virtue Divinity Will


1 1d6 for attack 1d6 for PR 1d6 for stealth 1d6 for virtue 1d6 for operations 1d6 for magic
rolls rolls
2 Intensify You have a Can see all Go up a die for 1d8 for operations Don’t need
enemy show that is beneath the sun attack against focus for
weakness popular Eldritch magic
3 1d8 for attack 1d8 for PR 1d8 for stealth 1d8 for virtue Can heal 1d6 1d8 for magic
when you gain
virtue
4 1d8 for People take Can receive Gain 2 virtue for 1d10 for Take 1 less
defense orders from visions of the killing eldritch operations virtue loss
you future with from magic
zero context
5 1d10 for attack 1d10 for PR 1d10 for 1d10 for virtue Can detect evil 1d10 for
stealth magic
6 1d10 for Can rally a Go up a die for Go up a die for all 1d12 for Can delay
defense citizen to attack checks checks against operations magic effects
fight for you while in the demons
light
7 1d12 for attack Civilians 1d12 for 1d12 for virtue Can use magic 1d12 for
rolls donate funds stealth cast against you if magic rolls
you win the roll
8 1d20 for 1d12 for PR You can Heal 1d4 Can’t be affected Magic is
defense teleport whenever you by status effects invisible
anywhere enter the sunlight
under the sun in a new area
9 1d20 for attack Civilians roll 1d20 for 1d20 for virtue 1d20 for Take 2 less
1d8 for all stealth operations virtue loss
checks from magic
10 Get 3 attacks 1d20 for PR You can see Deal x2 damage Can’t be touched 1d20 for
per turn the future with against Eldritch by evil beings magic
perfect clarity

293
 Things That Go Bump in the Night

Points Strong Durable Trickery Nimble Tempting Spooky


1 1d6 for attack 1d6 for defense 1d6 for magic 1d6 for stealth 1d6 for PR 1d6 for operations
2 Intensify Extreme dm on Don’t need Sneak attacks Enemies move Enemies deal -1
enemy you is now weak focus for deal x2 dm 1 space closer dm
weakness dm magic to you each turn
3 1d8 for attack 1d8 for defense 1d8 for magic 1d8 for stealth 1d8 for PR 1d8 for operations
4 Always go first Immune to fire Take 1 less +3 move after Adjacent Enemies take +1
damage child loss from sneak attack enemies take +1 dm
magic dm
5 1d10 for attack 1d10 for defense 1d10 for magic 1d10 for stealth 1d10 for PR 1d10 for
operations
6 Can attack 2 Damage you are Can delay Can set traps Enemies move Damaging an
targets weak to is now magic effects 2 spaces closer enemy heals you
normal damage each turn 1 hp
7 1d12 for attack 1d12 for defense 1d12 for magic +5 move when 1d12 for PR 1d12 for
rolls sneaking operations
8 Deal x2 Normal dm is Magic is 1d12 for stealth Adjacent Enemies half all
damage now resisted dm invisible enemies take 1 rolls in the first
dm each turn turn
9 1d20 for attack 1d20 for defense Take 2 less Sneak attacks 1d20 for PR 1d20 for
child loss from deal x3 dm operations
magic
10 Get 3 attacks Can reroll 1d20 for magic 1d20 for stealth Succeeding in Can create a
per turn defense once a PR checks single copy of
turn hypnotizes yourself. It cannot
targets think for itself

Scarecrows

Points Harvest Protection Stalking Farming Fear Cult


1 1d6 for attack 1d6 for defense 1d6 for stealth 1d6 for ops If your meter is 1d6 for PR
below 10 get +1
to all checks
2 Intensify 1d6 for magic, you Sneak attacks Gain x2 hp If your meter is Civilians get
enemy do not need focus deal x2 dm from food below 9 go up a +2 to all
weakness for magic die for a check of checks
your choice
3 1d8 for attack 1d8 for defense 1d8 for stealth 1d8 for ops If your meter is 1d8 for PR
below 8 take -1
damage from all
sources

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

Name: Fists 1d4 damage Range: 1


Other: Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious)
Price: 0

Name: Brass Knuckles 1d6 damage Range: 1


Other: Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious)
Price: 10

295
Name: Razor Claw 1d4 damage Range: 1
Other: Bleeding (Target is dealt 1 damage each turn)
Price: 35

Name: Iron Fist 1d12 damage Range: 1


Other: Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious),
Knockback (Move target back 1d4 spaces after dealing damage)
Price: 100

Name: Vampire claw 1d8 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn)
Damage type: Unarmed
Price: 55 Dollars or Life span, 1 from meter, vampires always have this

Name: Lycan Fangs 1d8 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn), Poison (Target is dealt 2 poison damage
each turn)
Damage type: Unarmed
Price: 210 Dollars or Life span, 2 from meter, werebeasts always have this

Name: Black Knuckle 1d10 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn)
Damage type: Unarmed
Price: 205 Dollars or Life span, 2 from meter

Name: World Shatter Fist 2d20 damage Range: 1


Other: High Explosive (Deals damage to each enemy within 10 squares of where it hits),
Intense Knockback (After Dealing damage knock the target back 3d6 spaces), Limb Damage
(Target gets -2 to their next check)
Damage type: Unarmed
Price: 7,035 Dollars or Life span, 9 from meter

Name: Bolted Fist 1d10 damage Range: 1

296
Other: Bleeding (Target is dealt 1 damage each turn)
Damage type: Unarmed
Price: 35 Dollars or Life span, 1 from meter

Name: Nth Metal Fist 1d8 damage Range: 1


Other: Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious),
Spirit Breaker (Deals double damage to monsters)
Damage type: Unarmed
Price: 895 Dollars or Life span, 3 from meter

Name: Shotgun Fist 1d12 damage Range: 5


Other: Burning (Target is dealt 1 fire damage each turn)
Damage type: Unarmed
Price: 1,755 Dollars or Life span, 4 from meter

Name: Dainty Brass 1d6 damage Range: 1


Knuckles
Other: Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious),
Divinity (Heal the same amount of damage you deal with this weapon)
Damage type: Unarmed
Price: 55 Dollars or Life span, 1 from meter

Name: Trap Claw 1d20 damage Range: 10


Other: Bleeding (Target is dealt 1 damage each turn), Manual (Can choose to deal damage
with this weapon at a later time), Draw (Each target is moved closer by 3 squares each turn)
Damage type: Unarmed
Price: 1,055 Dollars or Life span, 4 from meter, Boogeymen always have this

Name: Haymaker 1d4 damage Range: 1


Other: Intense Knockback (After dealing damage, this weapon knocks the target back 3d6
spaces), Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious)
Damage type: Unarmed
Price: 15 Dollars or Life span, 1 from meter

297
Melee

Name: Switch 1d4 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn)
Price: 25 Dollars or Life span, 1 from meter

Name: Carving Knife 1d6 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn)
Price: 30 Dollars or Life span, 1 from meter

Name: Cane 1d4 damage Range: 1


Other:
Price: 30 Dollars or Life span, 1 from meter

Name: Machete 1d8 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target takes -2 to their
next check)
Price: 95 Dollars or Life span, 2 from meter

Name: Whip 1d4 damage Range: 2


Other: Bleeding (Target is dealt 1 damage each turn), Stun (Target must roll a defense check
to take a turn next turn)
Price: 125 Dollars or Life span, 2 from meter

Name: Fire Axe 1d20 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target takes -2 to their
next check)
Price: 1,550, Dollars or Life span, 5 from meter

Name: Chainsaw 1d12 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target takes -2 to their
next check), Rapid Fire (Can attack with this weapon 3 times per turn)
Price: 2,325 Dollars or Life span, 6 from meter

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

Name: Katar 1d8 damage Range: 1


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target gets -2 to their
next check), Monk Exploit (You can make a move action after attacking with this weapon)
Damage type: Melee
Price: 480 Dollars or Life span, 2 from meter

Name: Witches Totem 1d8 damage Range: 2


Other: Knockback (After dealing damage, this weapon knocks the target back 1d6 spaces),
Monk Exploit (Make a move action after attacking with this weapon)
Damage type: Melee
Price: 460 Dollars or Life span, 3 from meter

Name: Light Sabre 1d12 damage Range: 1


Other: Blinding (Target gets -2 to their next defensive check), Limb Damage (Target gets -2 to
their next check)
Damage type: Melee
Price: 635 Dollars or Life span, 3 from meter

Name: Science Pole 1d8 damage Range: 2


Other: Knockout (After dealing damage, roll a 1d20, on a 20 knock the target unconscious)
Damage type: Melee
Price: 100 Dollars or Life span, 2 from meter

Name: Nth Metal Axe 1d20 damage Range: 2


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target gets -2 to their
next check), Spirit Breaker (Deals double damage to monsters)
Damage type: Melee
Price: 2,335 Dollars or Life span, 4 from meter

Name: Sniper Scythe 1d20 damage Range: 20

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

Name: Spears of St. Michael 1d8 damage Range: 2


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target gets -2 to their
next check), Blinding (Target gets -2 to their next defensive check), Knockback (After dealing
damage knock target back 1d6 spaces)
Damage type: Melee
Price: 895 Dollars or Life span, 4 from meter

Name: Woodsman’s Axe 1d12 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: 450 Dollars or Life span, 2 from meter

Name: Scarecrows Scythe 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

Bullets

Name: 9mm 1d8 damage Range: 10


Other: Bleeding (Target is dealt 1 damage each turn)
Price: 100 Dollars or Life span, 2 from meter

Name: 10mm 1d10 damage Range: 10


Other: Bleeding (Target is dealt 1 damage each turn)
Price: 175 Dollars or Life span, 2 from meter

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

Name: Beanbag Shotgun 1d4 damage Range: 5


Other: Intense Knockout (After dealing damage roll a d20, if you roll an 18-20 the target is
unconscious)
Price: 400 Dollars or Life span, 3 from meter

Name: Pump Shotgun 1d12 damage Range: 10


Other: Bleeding (Target is dealt 1 damage each turn) Knockback (After dealing damage, this
weapon knocks the target back 1d6 spaces)
Price: 900 Dollars or Life span, 4 from meter

Name: Sniper Rifle 1d20 damage Range: 20


Other: Intense Bleeding (Target is dealt 3 damage each turn)
Price: 1,500 Dollars or Life span, 5 from meter

Name: Assault Rifle 1d10 damage Range: 10


Other: Rapid Fire (You can attack with this weapon 3 times per turn) Bleeding (Target is dealt
1 dm each turn)
Price: 1,350 Dollars or Life span, 5 from meter

Name: Versatility Shotgun 1d10 damage Range: 7


Other: Bleeding (Target is dealt 1 damage each turn) Knockback (After dealing damage, this
weapon knocks the target back 1d6 spaces) Limb Damage (Target gets -2 to their next checks)
Versatility (Deal double damage to adjacent enemies)
Damage type: Bullets
Price: 700 Dollars or Life span, 3 from meter

Name: Hunting Rifle 1d12 damage Range: 15


Other: Bleeding (Target is dealt 1 damage each turn)
Damage type: Bullets
Price: 750 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

Name: Alien Rifle 1d10 damage Range: 12


Other: Bleeding (Target is dealt 1 damage each turn) Knockback (After dealing damage, this
weapon knocks the target back 1d6 spaces)
Damage type: Bullets
Price: 900 Dollars or Life span, 3 from meter

Name: Security Rifle 1d10 damage Range: 15


Other: Bleeding (Target is dealt 1 damage each turn), Rapid Fire (Can attack with this weapon
3 times per turn)
Damage type: Bullets
Price: 550 Dollars or Life span, 3 from meter

Name: Rocksalt Shotgun 1d20 damage Range: 7


Other: Bleeding (Target is dealt 1 damage each turn) Knockback (After dealing damage, this
weapon knocks the target back 1d6 spaces) Spirit Breaker (Deals double damage to monsters)
Damage type: Bullets
Price: 700 Dollars or Life span, 3 from meter

Name: Dual Chain Pistols 1d10 damage Range: 7


Other: Bleeding (Target is dealt 1 damage each turn), Versatility (Deal double damage to
adjacent enemies), Intense Rapid Fire (You can attack with this weapon 6 times a turn)
Damage type: Bullets
Price: 9,000 Dollars or Life span, 8 from meter

Name: Heartbreaker Shotgun 1d20 damage Range: 7


Other: Intense Limb Damage (Target gets -6 to their next checks) Versatility (Deal double
damage to adjacent enemies) Divinity (Heal the same amount of damage you deal with this
weapon)
Damage type: Bullets
Price: 700 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

Name: Howitzer 2d20 damage Range: 20


Other: Intense Knockback (After dealing damage, this weapon knocks the target back 3d6
spaces) Limb Damage (Target gets -2 to their next checks), High Explosive (Deals damage to
each enemy within 10 squares of where it lands), Giant Slayer (Giants do not resist this
damage, regardless of your size and it deals x2 damage), Reload (Skip your next attack step)
Damage type: Bullets
Price: 5,600 Dollars or Life span, 6 from meter

Fire

Name: Torch 1d4 damage Range: 1


Other: Burning (Target is dealt 1 fire damage each turn)
Price: 25 Dollars or Life span, 1 from meter

Name: Spark Lance 1d10 damage Range: 1


Other: Burning (Target is dealt 1 fire damage each turn)
Price: 100 Dollars or Life span, 2 from meter

Name: Molotov Cocktail 1d6 damage Range: 7


Other: Burning (Target is dealt 1 fire damage each turn) Firestorm (Creates a 3x3 grid around
target that deals 1 fire damage each turn to everyone inside the grid)
Price: 230 Dollars or Life span, 3 from meter

Name: Flamethrower 1d12 damage Range: 7


Other: Intense Burning (Target is dealt 3 fire damage each turn), Rapid Fire (You may attack
with this weapon 3 times per turn)
Price: 2,100 Dollars or Life span, 6 from meter

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

Name: Angel’s Sword 1d20 damage Range: 1


Other: Intense Burning (Target is dealt 3 fire damage each turn)
Price: 4,000 Dollars or Life span, 7 from meter

Name: Duraflame bomb 2d20 damage Range: 7


Other: High Explosive (Deals damage to each enemy within 10 squares of where it lands)
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) Manual (Can choose to
deal damage with this weapon at a later time)
Damage type: Fire
Price: 500 Dollars or Life span, 3 from meter

Name: Wicker Font 1d4 damage Range: 1


Other: Burning (Target is dealt 1 fire damage each turn) Firestorm (Creates a 3x3 grid around
target that deals 1 fire damage each turn to everyone inside the grid) Manual (Can choose to
deal damage with this weapon at a later time)
Damage type: Fire
Price: 200 Dollars or Life span, 2 from meter

Name: Cluster Witch Bomb 1d20 damage Range: 10


Other: Explosive (Deals damage to each enemy within 5 squares of where it lands), Burning
(Target is dealt 1 fire damage each turn), Firestorm (Creates a 3x3 grid around target that deals
1 fire damage each turn to everyone inside the grid), Rapid Fire (you can attack with this
weapon 3 times a turn), Spirit Breaker (Deals double damage to monsters)
Damage type: Fire
Price: 6,750 Dollars or Life span, 6 from meter

Name: Fire Burst Laser 1d12 damage Range: 5


Other: Intense Burning (Target is dealt 3 fire damage each turn)
Damage type: Fire
Price: 1,500 Dollars or Life span, 4 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

Name: Geistflame 1d4 damage Range: 3


Other: Creeping (This weapon hits every enemy within range), Burning (Deal 1 fire damage to
the target each turn), Monk Exploit (Can make a second move action after attacking with this
weapon)
Damage type: Fire
Price: 1,500 Dollars or Life span, 3 from meter

Name: Abaddon 2d20 damage Range: 20


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), Creeping (Hits
every enemy within range)
Damage type: Fire
Price: 67,000 Dollars or Life span, 19 from meter

Name: Sunforge Sword 2d20 damage Range: 1


Other: Intense Burning (Target is dealt 3 fire damage each turn), Blinding (Target gets -2 to
their next defensive check), Limb Damage (Target gets -2 to their next check)
Damage type: Fire
Price: 700 Dollars or Life span, 3 from meter

Name: The Beast’s Lantern 2d20 damage Range: 1


Other: Freeze (Target cannot attack or defend for the next 5 turns), Divinity (Heal the same
amount of damage you deal with this weapon)
Damage type: Fire
Price: 2000 Dollars or Life span, 5 from meter

Name: Scarecrows Fire 1d10 damage Range: 2


Other: Burning (Target is dealt 1 fire damage each turn) Firestorm (Creates a 3x3 grid around
target that deals 1 fire damage each turn to everyone inside the grid)
Damage type: Fire
305
Price: 100 Dollars or Life span, 2 from meter

Water

Name: Super Soaker 1d4 damage Range: 5


Other:
Price: 10 Dollars or Life span, 1 from meter

Name: Water Balloon 1d4 damage Range: 5


Other: Puddle (Creates a 3x3 grid around the target that deals 1 water damage to those who
enter or are in the grid)
Price: 45 Dollars or Life span, 1 from meter

Name: Holy Water 1d4 damage Range: 5


Other: Burning (Deals 1 fire damage each turn)
Price: 90 Dollars or Life span, 2 from meter

Name: Fire Hose 1d12 damage Range: 10


Other: Knockback (After dealing damage knock target back 1d6 spaces) Limb Damage
(Target takes -2 to their next roll)
Price: 300 Dollars or Life span, 3 from meter

Name: Liquid Nitrogen 1d6 damage Range: 5


Other: Freeze (Target cannot attack or defend for the next 5 turns)
Price: 500 Dollars or Life span, 3 from meter

Name: Shampoo Bomb 1d10 damage Range: 7


Other: Puddle (Creates a 3x3 grid around target that deals 1 water damage each turn to
everyone inside the grid)
Damage type: Water
Price: 100 Dollars or Life span, 2 from meter

Name: Water Cutter 1d12 damage Range: 1

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

Name: Cryo Crystal 1d10 damage Range: 3


Other: Freeze (Target cannot attack or defend for the next 5 turns), Creeping (This weapon
hots every target in range)
Damage type: Water
Price: 100 Dollars or Life span, 2 from meter

Name: Cryo Fist 1d10 damage Range: 1


Other: Freeze (Target cannot attack or defend for the next 5 turns), Knockout (After dealing
damage, roll a 1d20, on a 20 knock the target unconscious)
Damage type: Water
Price: 1100 Dollars or Life span, 4 from meter

Name: Mirror Shard Puddle 1d20 damage Range: 20


Other: Puddle (Creates a 3x3 grid around target that deals 1 water damage each turn to
everyone inside the grid), Miasma (Deal 1 dark damage to the target each turn), Warp
(Teleport to a space adjacent to the target of this weapon)
Damage type: Water
Price: 10,500 Dollars or Life span, 9 from meter

Name: Hardwater Shotgun 1d12 damage Range: 7


Other: Knockback (After dealing damage, this weapon knocks the target back 1d6 spaces),
Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target gets -2 to their next
check)
Damage type: Water
Price: 710 Dollars or Life span, 3 from meter

Name: Holy Water Cluster 1d4 damage Range: 7


Other: Puddle (Creates a 3x3 grid around target that deals 1 water damage each turn to
everyone inside the grid), Rapid Fire (Can use this weapon 3 times a turn)
Damage type: Water
Price: 400 Dollars or Life span, 2 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

Name: Chill of the Night 1d4 damage Range: 10


Other: Creeping (Hits every target within range)
Damage type: Water
Price: 80 Dollars or Life span, 1 from meter

Wood

Name: Wooden Stick 1d4 damage Range: 1


Other:
Price: 2 Dollars or Life span, 1 from meter

Name: Stake 1d6 damage Range: 1


Other: Bleeding (Deals 1 damage to target each turn)
Price: 10 Dollars or Life span, 1 from meter

Name: Staff 1d6 damage Range: 2


Other:
Price: 50 Dollars or Life span, 1 from meter

Name: Nunchaku 1d4 damage Range: 1


Other: Rapid Fire (You can attack with this weapon 3 times per turn)
Price: 110 Dollars or Life span, 2 from meter

Name: Hellz Wind Staff 1d8 damage Range: 2


Other: Intense Knockback (After Dealing damage knock the target back 3d6 spaces), Rapid
Fire (You can attack with this weapon 3 times per turn), Monk Exploit (You can take an extra
move action after attacking with this weapon)
Price: 1,000 Dollars or Life span, 5 from meter

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

Name: Totem Stick 1d6 damage Range: 1


Other: Monk Exploit (You can make a move action after attacking with this weapon), Stun
(Target must roll a defense check to take a turn next turn)
Damage type: Wood
Price: 120 Dollars or Life span, 2 from meter

Name: Bramble Crush Whip 1d10 damage Range: 2


Other: Bleeding (Target is dealt 1 damage each turn), Stun (Target must roll a defense check
to take a turn next turn)
Damage type: Wood
Price: 100 Dollars or Life span, 2 from meter

Name: Yew Bow 1d6 damage Range: 10


Other: Bleeding (Target is dealt 1 damage each turn)
Damage type: Wood
Price: 120 Dollars or Life span, 2 from meter

Name: Carbon Round Rifle 1d12 damage Range: 10


Other: Bleeding (Target is dealt 1 damage each turn) Versatility (Deal double damage to
adjacent enemies) Limb Damage (Target takes -2 to their next check)
Damage type: Wood
Price: 925 Dollars or Life span, 4 from meter

Name: Spirit Stick 1d10 damage Range: 2


Other: Versatility (Deal double damage to adjacent enemies), Monk Exploit (Can make a
second move action after attacking with this weapon), Spirit Breaker (Deals double damage to
monsters)
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

Name: Rose Staff 1d8 damage Range: 2


Other: Poison (Target takes 2 poison damage at the beginning of each turn), Divinity (Heal the
same amount of damage you deal with this weapon)
Damage type: Wood
Price: 500 Dollars or Life span, 2 from meter

Name: Edelwood Staff 1d8 damage Range: 2


Other: Versatility (Deal double damage to adjacent enemies), Divinity (Heal the same amount
of damage you deal with this weapon)
Damage type: Wood
Price: 1600 Dollars or Life span, 4 from meter

Name: Boomerang 1d4 damage Range: 7


Other: Versatility (Deal double damage to adjacent enemies), Intense Knockout (After dealing
damage, roll a 1d20, on a 17-20 knock the target unconscious)
Damage type: Wood
Price: 1,185 Dollars or Life span, 4 from meter

Darkness

Name: Miasma Flask 1d4 damage Range: 9


Other: Creeping (This attack hits all enemies within range) Miasma (Deal 1 dark damage to
target each turn)
Price: 250 Dollars or Life span, 2 from meter

Name: Corruption Flask 1d8 damage Range: 10


Other: Miasma (Deal 1 dark damage to target each turn)
Price: 600 Dollars or Life span, 4 from meter

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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

Name: Shadow Cannon 1d20 damage Range: 10


Other: Miasma (Deal 1 dark damage to target each turn) Knockback (After dealing damage,
this weapon knocks the target back 1d6 spaces)
Damage type: Dark
Price: 3500 Dollars or Life span, 6 from meter

Name: Shade of the Cave 1d10 damage Range: 2


Other: Miasma (Deal 1 dark damage to target each turn), Poison (Deal 2 poison damage to the
target each turn)
Damage type: Dark
Price: 500 Dollars or Life span, 3 from meter

Name: Shade Master 1d12 damage Range: 10


Other: Miasma (Deal 1 dark damage to target each turn)
Damage type: Dark
Price: 600 Dollars or Life span, 3 from meter

Name: Ether Generator 1d12 damage Range: 5


Other: Creeping (This weapon hits every target in range)
Damage type: Dark
Price: 500 Dollars or Life span, 3 from meter

Name: Quantum Singularity 2d20 damage Range: 10


Other: Freeze (Target cannot attack or defend for the next 5 turns), Creeping (This attack hits
all enemies within range), Draw (Each target is moved closer by 3 squares each turn)
Damage type: Dark
Price: 18,500 Dollars or Life span, 13 from meter

Name: Fog of War 1d4 damage Range: 1


Other: Intense Knockback (After dealing damage, this weapon knocks the target back 3d6
spaces)

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Damage type: Dark
Price: 900 Dollars or Life span, 3 from meter

Name: Deepwood Shade 1d8 damage Range: 3


Other: Miasma (Deal 1 dark damage to target each turn)
Damage type: Dark
Price: 500 Dollars or Life span, 3 from meter

Name: Eldritch Bomb 1d20 damage Range: 10


Other: Creeping (This attack hits all enemies within range), Blinding (Target gets -2 to their
next defensive check)
Damage type: Dark
Price: 1500 Dollars or Life span, 4 from meter

Name: Suicide Fuel 1d8 damage Range: 8


Other: Stun (Target must roll a defense check to take a turn next turn), Limb Damage (Target
gets -2 to their next check)
Damage type: Dark
Price: 1500 Dollars or Life span, 4 from meter

Name: The Depths 2d20 damage Range: 3


Other: Miasma (Deal 1 dark damage to target each turn),
Damage type: Dark
Price: 3500 Dollars or Life span, 6 from meter

Light

Name: Light Gun 1d4 damage Range: 10


Other: Blinding (Target gets -2 to their next defensive check)
Price: 50 Dollars or Life span, 1 from meter

Name: Light Cannon 1d20 damage Range: 10


Other: Blinding (Target gets -2 to their next defensive check) Intense Burning (Target takes 3
fire damage at the beginning of each turn) Knockback (After dealing damage knock target
back 1d6 spaces)

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Price: 2,500 Dollars or Life span, 6 from meter

Name: Morning Star 1d20 damage Range: 2


Other: Bleeding (Target is dealt 1 damage each turn) Stun (Target must roll a defense check to
take a turn next turn)
Damage type: Light
Price: 400 Dollars or Life span, 3 from meter

Name: Moonbeam Ray Gun 1d4 damage Range: 15


Other: Miasma (Deal 1 dark damage to target each turn), Stun (Target must roll a defense
check to take a turn next turn), Divinity (Heal the same amount of damage you deal with this
weapon), Rapid Fire (Can use this weapon 3 times a turn)
Damage type: Light
Price: 2400 Dollars or Life span, 5 from meter

Name: Moon Ray 2d20 damage Range: 20


Other: Creeping (This weapon hits all enemies within range), Freeze (Enemies hit with this
attack cannot attack or defend for 5 turns)
Damage type: Light
Price: 30,400 Dollars or Life span, 15 from meter

Name: Solaris Flare 1d4 damage Range: 3


Other: Blinding (Target gets -2 to their next defensive check)
Damage type: Light
Price: 10 Dollars or Life span, 1 from meter

Name: Particle Laser 1d10 damage Range: 20


Other: Limb Damage (Target takes -2 to their next check)
Damage type: Light
Price: 850 Dollars or Life span, 4 from meter

Name: Phantom Thermos 1d10 damage Range: 7


Other: Stun (Target must roll a defense check to take a turn next turn)
Damage type: Light
Price: 200 Dollars or Life span, 2 from meter

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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

Name: Angelic Sphere 2d20 damage Range: 15


Cannon
Other: Blinding (Target gets -2 to their next defensive check), Intense Burning (Target is dealt
3 fire damage each turn), Divinity (Heal the same amount of damage you deal with this
weapon)
Damage type: Light
Price: 400 Dollars or Life span, 3 from meter

Name: Flashlight 1d4 damage Range: 5


Other: Stun (Target must roll a defense check to take a turn next turn) Warding (Enemies that
are weak to light damage cannot come within the range of this weapon)
Damage type: Light
Price: 400 Dollars or Life span, 3 from meter

Name: Ultimate Nightlight 1d6 damage Range: 5


Other: Warding (Creatures weak to light damage cannot come within range of this weapon)
Damage type: Light
Price: 400 Dollars or Life span, 3 from meter

Poison

Name: Poison Dart 1d4 damage Range: 7


Other: Poison (Target takes 2 poison damage at the beginning of each turn)
Price: 75 Dollars or Life span, 1 from meter

Name: Poison Flask 1d4 damage Range: 5


Other: Poison (Target takes 2 poison damage at the beginning of each turn), Creeping (This
weapon hits every target in range)
Price: 235 Dollars or Life span, 2 from meter

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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

Name: Mini Nukes 2d20 damage Range: 10


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)
Price: 23,750 Dollars or Life span, 12 from meter

Name: Mercury Blade 1d4 damage Range: 1


Other: Miasma (Deal 1 dark damage to target each turn) Intense Poison (Target takes 6 poison
damage at the beginning of each turn), Bleeding (Deal 1 damage to target each turn)
Damage type: Poison
Price: 5500 Dollars or Life span, 8 from meter

Name: Corrupting Blade 2d20 damage Range: 1


Other: Divinity (Heal the same amount of damage you deal with this weapon)
Damage type: Poison
Price: 9500 Dollars or Life span, 10 from meter

Name: Witches Brew 1d4 damage Range: 3


Other: Wasteland (Creates a 3x3 grid around target that deals 2 poison damage each turn to
everyone inside the grid), Manual (You may choose to deal damage with this weapon at a later
time)
Damage type: Poison
Price: 700 Dollars or Life span, 3 from meter

Name: Toxicity Bomber 1d20 damage Range: 10


Other: Poison (Deal 2 poison damage to target each turn)
Damage type: Poison
Price: 1,500 Dollars or Life span, 4 from meter

Name: Toxic Avenger 1d12 damage Range: 10

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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

Name: Ectoplasm Launcher 1d10 damage Range: 10


Other: Poison (Deal 2 poison damage to the target each turn), Spirit Breaker (Deals double
damage to monsters)
Damage type: Poison
Price: 1500 Dollars or Life span, 3 from meter

Name: Holy Poison Pistol 1d10 damage Range: 10


Other: Intense Poison (Target takes 6 poison damage at the beginning of each turn), Bleeding
(Deal 1 damage to target each turn), Blinding (-2 to targets next defense check)
Damage type: Poison
Price: 620 Dollars or Life span, 3 from meter

Name: Eldritch Blade 1d4 damage Range: 1


Other: Poison (Target takes 2 poison damage at the beginning of each turn)
Damage type: Poison
Price: 500 Dollars or Life span, 3 from meter

Name: Edelwood Oil Gun 1d6 damage Range: 10


Other: Poison (Target takes 2 poison damage at the beginning of each turn)
Damage type: Poison
Price: 5500 Dollars or Life span, 8 from meter

Name: Drain-o Drill 1d8 damage Range: 1


Other: Poison (Target takes 2 poison damage at the beginning of each turn), Bleeding (Deal 1
damage to target each turn), Rapid Fire (You can attack with this weapon 3 times each turn)
Damage type: Poison
Price: 1,385 Dollars or Life span, 4 from meter

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Spirit

Name: Spirit Beam 1d8 damage Range: 10


Other:
Price: 100 Dollars or Life span, 2 from meter

Name: Spirit Ball 1d12 damage Range: 10


Other:
Price: 500 Dollars or Life span, 3 from meter

Name: Spirit Bomb 1d20 damage Range: 15


Other: Creeping (This weapon hits every enemy within range)
Price: 2,350 Dollars or Life span, 6 from meter

Name: Spirit Fist 1d4 damage Range: 1


Other: Stun (Target must roll a defense check to take a turn next turn), Rapid Fire (Can use
this weapon 3 times a turn)
Damage type: Spirit
Price: 700 Dollars or Life span, 4 from meter

Name: Greedy Claw 1d8 damage Range: 1


Other: Stun (Target must roll a defense check to take a turn next turn), Divinity (Heal the same
amount of damage you deal with this weapon)
Damage type: Spirit
Price: 230 Dollars or Life span, 2 from meter

Name: Strix Totem 1d10 damage Range: 10


Other: Miasma (Deal 1 dark damage to target each turn), Divinity (Heal the same amount of
damage you deal with this weapon)
Damage type: Spirit
Price: 700 Dollars or Life span, 3 from meter

Name: Ether Cannon 1d8 damage Range: 6


Other: Ether Drain (This weapon subtracts from meter, not damage)
Damage type: Spirit

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Price: 700 Dollars or Life span, 4 from meter

Name: Spirit Cannon 1d6 damage Range: 5


Other: Stun (Target must roll a defense check to take a turn next turn), Rapid Fire (Can use
this weapon 3 times a turn), Blinding (Target gets -2 to their next defensive check)
Damage type: Spirit
Price: 2,700 Dollars or Life span, 6 from meter

Name: Pure Spirit 2d20 damage Range: 10


Other: Blinding (Target gets -2 to their next defense roll), Creeping (Hits every enemy within
range)
Damage type: Spirit
Price: 5000 Dollars or Life span, 5 from meter

Name: Soul Bomba 1d20 damage Range: 10


Other: Explosive (Deals damage to each enemy within 5 squares of where it lands), Blinding (-
2 to targets next defensive roll)
Damage type: Spirit
Price: 1140 Dollars or Life span, 4 from meter

Name: Spirit Pool 1d6 damage Range: 3


Other: Creeping (This attack hits all enemies within range), Draw (Each target is moved closer
by 3 squares each turn)
Damage type: Spirit
Price: 300 Dollars or Life span, 2 from meter

Name: Soul Burner 1d20 damage Range: 1


Other: Stun (Target must roll a defense check to take a turn next turn), Rapid Fire (Can use
this weapon 3 times a turn), Divinity (Heal the same amount of damage you deal with this
weapon), Bleeding (Target is dealt 1 damage each turn), Intense Burning (Target is dealt 3 fire
damage each turn)
Damage type: Spirit
Price: 7,850 Dollars or Life span, 9 from meter

Name: Fair Play 1d10 damage Range: 6

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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

Name: Taser 1d4 damage Range: 1


Other: Knockout (After dealing damage to the target, roll a d20 on the result of a 20 the target
is knocked unconscious)
Price: 125 Dollars or Life span, 2 from meter

Name: Lightning Gun 1d8 damage Range: 10


Other: Knockout (After dealing damage to the target, roll a d20 on the result of a 20 the target
is knocked unconscious) Rapid Fire (Attack with this weapon 3 times per turn)
Price: 3,450 Dollars or Life span, 7 from meter

Name: Power Glove 1d12 damage Range: 1


Other: Knockout (After dealing damage to the target, roll a d20 on the result of a 20 the target
is knocked unconscious) Knockback (After dealing damage knock the target back 1d6 spaces)
Price: 1,500 Dollars or Life span, 5 from meter

Name: Mjolnir 1d20 damage Range: 1


Other: Knockout (After dealing damage to the target, roll a d20 on the result of a 20 the target
is knocked unconscious)
Price: 2,300 Dollars or Life span, 5 from meter

Name: Harpoon Shocker 1d12 damage Range: 7


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target gets -2 to their
next checks)
Damage type: Shock
Price: 785 Dollars or Life span, 3 from meter

Name: Shock Collar 1d6 damage Range: 1


Other: Stun (Target must roll a defense check to take a turn next turn)

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Damage type: Shock
Price: 80 Dollars or Life span, 1 from meter

Name: Stormcloud Bellows 1d20 damage Range: 10


Other: Manual (You may deal damage with this weapon later)
Damage type: Shock
Price: 1700 Dollars or Life span, 5 from meter

Name: Shock Site 1d4 damage Range: 5


Other: Stun (Target must roll a defense check to take a turn next turn)
Damage type: Shock
Price: 250 Dollars or Life span, 2 from meter

Name: EPIC EXPERIMENT! 2d20 damage Range: 20


Other: Stun (Target must roll a defense check to take a turn next turn), Rapid Fire (Can use
this weapon 3 times a turn), Blinding (Target gets -2 to their next defensive check), Intense
Burning (Target takes 3 fire damage each turn), Creeping (This weapon hits every enemy in
range)
Damage type: Shock
Price: 44,720 Dollars or Life span, 16 from meter

Name: Stream Crosser 2d20 damage Range: 5


Other: Rapid Fire (You can attack 3 times each turn with this weapon), Freeze (Target cannot
attack or defend for the next 5 turns)
Damage type: Electric
Price: 5000 Dollars or Life span, 5 from meter

Name: Psycho Electric 1d4 damage Range: 3


Other: Creeping (Deal damage to each enemy within range), Rapid Fire (You can attack with
this weapon 3 times a turn)
Damage type: Shock
Price: 740 Dollars or Life span, 3 from meter

Name: Jupiter Blade 1d12 damage Range: 2


Other: Intense Limb Damage (Target gets -6 to their next check), Bleeding (Target is dealt 1
damage each turn)

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Damage type: Shock
Price: 2,325 Dollars or Life span, 5 from meter

Name: Eel Electric 1d6 damage Range: 2


Other: Stun (Target must roll a defense check to take a turn next turn)
Damage type: Shock
Price: 60 Dollars or Life span, 1 from meter

Name: Lightning Rod Gun 1d12 damage Range: 10


Other: Manual (You can choose to deal damage to the target later)
Damage type: Shock
Price: 500 Dollars or Life span, 3 from meter

Silver

Name: Silver Knife 1d4 damage Range: 1


Other: Bleeding (Target takes 1 damage at the beginning of each turn)
Price: 75 Dollars or Life span, 1 from meter

Name: Silver Sword 1d8 damage Range: 1


Other: Bleeding (Target takes 1 damage at the beginning of each turn) Limb Damage (Target
takes -2 to their next roll)
Price: 205 Dollars or Life span, 2 from meter

Name: Silver Pistol 1d8 damage Range: 10


Other: Bleeding (Target takes 1 damage at the beginning of each turn)
Price: 750 Dollars or Life span, 3 from meter

Name: Silver Shotgun 1d20 damage Range: 5


Other: Bleeding (Target takes 1 damage at the beginning of each turn) Limb Damage (Target
takes -2 to their next roll)
Price: 4,000 Dollars or Life span, 5 from meter

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Name: Silver Ankh 1d4 damage Range: 1
Other:
Damage type: Silver
Price: 10 Dollars or Life span, 1 from meter

Name: Silver Nuke 2d20 damage Range: 10


Other: Stun (Target must roll a defense check to take a turn next turn), Divinity (Heal the same
amount of damage you deal with this weapon), 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)
Damage type: Silver
Price: 19,830 Dollars or Life span, 14 from meter

Name: Silver Staff 1d6 damage Range: 2


Other:
Damage type: Silver
Price: 100 Dollars or Life span, 2 from meter

Name: Silver Missile 2d20 damage Range: 14


Other: High Explosive (Deals damage to each enemy within 10 squares of where it hits),
Bleeding (Target is dealt 1 damage each turn)
Damage type: Silver
Price: 3,400 Dollars or Life span, 7 from meter

Name: Silver Scalpel 1d6 damage Range: 1


Other: Rapid Fire (Can use this weapon 3 times a turn), Bleeding (Target takes 1 damage each
turn)
Damage type: Silver
Price: 830 Dollars or Life span, 3 from meter

Name: Nth Silver 1d4 damage Range: 10


Other: Creeping (This weapon hits every enemy in range)
Damage type: Silver
Price: 700 Dollars or Life span, 3 from meter

Name: Silver Scythe 1d12 damage Range: 2

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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

Name: Silver Millennial 1d12 damage Range: 1


Saber
Other: Limb Damage (Target gets -2 to their next check), Blinding (Target gets -2 to their next
defensive check), Divinity (Heal the same amount of damage you deal with this weapon)
Damage type: Silver
Price: 800 Dollars or Life span, 3 from meter

Name: Silver Net 1d6 damage Range: 4


Other: Stun (Target must roll a defense check to take a turn next turn), Freeze (Target cannot
attack or defend for the next 5 turns), Versatility (Deal double damage to adjacent enemies)
Damage type: Spirit
Price: 450 Dollars or Life span, 3 from meter

Name: Silver Chainsaw 1d10 damage Range: 1


Other: Rapid Fire (You can attack with this weapon 3 times a turn), Intense Bleeding (Deal 3
damage to target each turn)
Damage type: Silver
Price: 4,320 Dollars or Life span, 5 from meter

Toys

Name: POP! Glove 1d4 damage Range: 1


Other:
Damage type: Unarmed
Price: 20 dollars

Name: Wiffle Bat 1d4 damage Range: 1


Other: Stun (Target must roll a defense check to take a turn next turn)
Damage type: Melee
Price: 5 Dollars

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Name: PERF Gun 1d4 damage Range: 7
Other:
Damage type: Bullets
Price: 20 Dollars

Name: Light ‘em Up Larry 1d4 damage Range: 7


Other: Burning (Target is dealt 1 fire damage each turn)
Damage type: Fire
Price: 50 Dollars

Name: Squirt Gun 1d4 damage Range: 7


Other: Puddle (Creates a 3x3 grid around target that deals 1 water damage each turn to
everyone inside the grid)
Damage type: Water
Price: 1 Dollars

Name: Wooden Sword 1d4 damage Range: 1


Other:
Damage type: Wood
Price: 2 Dollars

Name: Voodoo Doll 1d4 damage Range: 30


Other: Bleeding (Target is dealt 1 damage each turn), Limb Damage (Target takes -2 to their
next check)
Damage type: Dark
Price: 200 Dollars

Name: Night Light 1d4 damage Range: 2


Other: Creeping (This weapon targets all enemies within range), Warding (Enemies that are
weak to light damage cannot come within the range of this weapon)
Damage type: Light
Price: 30 dollars

Name: Stuff Under the Sink 1d4 damage Range: 3


Other: Poison (Target takes 2 poison damage at the beginning of each turn)
Damage type: Poison

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Price: 40 Dollars

Name: Magic Orb 1d4 damage Range: 1


Other:
Damage type: Spirit
Price: 20 Dollars

Name: Antique Silver Pin 1d4 damage Range: 1


Other: Bleeding (Target takes 1 damage each turn)
Damage type: Silver
Price: 120 Dollars

Name: Static Socks 1d4 damage Range: 1


Other: Stun (Target has to roll a defense check to take a turn next turn)
Damage type: Shock
Price: 5 Dollars

Pets

Name: Doggy Attack: 1d12 Defense: 1d8


Operations: 1d4 Stealth: 1d8 Magic: 1d4
PR: 1d12 Damage: 1d8 HP: 10
Speed: 8 Other: Can detect Evil
Price: 200 dollars

Name: Kitty Attack: 1d6 Defense: 1d6


Operations: 1d4 Stealth: 1d20 Magic: 1d12
PR: 1d8 Damage: 1d4 HP: 5
Speed: 11 Other: Can perform any spell their master can perform
Price: 80 dollars

Name: Turtle Attack: 1d6 Defense: 1d20


Operations: 1d8 Stealth: 1d8 Magic: 1d6
PR: 1d4 Damage: 1d4 HP: 20
Speed: 2 Other: Can double its defense roll if it doesn’t move

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Price: 50 dollars

Name: Fish in a Bowl Attack: 1d4 Defense: 1d4


Operations: 1d4 Stealth: 1d4 Magic: 1d4
PR: 1d4 Damage: 1d4 HP: 1
Speed: 0 Other: If you take the fish out of the bowl it gains 1d20 for
stealth and has a speed of 10 in water
Price: 11 dollars

Name: Alligator Attack: 1d20 Defense: 1d20


Operations: 1d4 Stealth: 1d10 Magic: 1d4
PR: 1d6 Damage: 1d20 HP: 20
Speed: 3 Other: Double speed in water
Price: 13,000 dollars

Name: Imaginary Friend Attack: 1d12 Defense: 1d12


Operations: 1d12 Stealth: 1d12 Magic: 1d12
PR: 1d4 Damage: 1d6 HP: 10
Speed: 5 Other: Can use any spell its master has
Price: None, requires a belief of 6 to get

Magic and other abilities

 Humans

o Slasher

 Magic

 Lv. 1: The first attack that would deal damage on you deals no

damage, spend 2 Karma to use.

 Lv. 3: Use 1d20 to sneak for 24 hours, spend 2 Karma to use.

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 Lv. 5: Gain a fear aura for 24 hours, when a target sees you roll

1d8 against enemy PR, if you succeed the target is immobilized.

Spend 2 Karma to use.

 Lv.6: Can Teleport behind the next wall a target will pass, spend 2

Karma to use.

 Lv.8: Resist all damage for 24 hours, spend 4 karma to use.

 Lv.10: After dying come back to life with full health after 3

minutes. Spend 8 Karma to use.

o Priest

 Magic

 Lv. 1: Heal each ally 1d4, spend 2 karma to use.

 Lv. 3: Create an impenetrable shield 3 spaces across and 3 spaces

high, it lasts for 12 hours. Spend 2 karma to use.

 Lv. 5: Create a wellspring of light that deals 1d10 light damage to

any monster who comes within 2 squares of you, this lasts for 12

hours. Spend 2 Karma to use.

 Lv. 6: Heal a target 1d20. Spend 2 Karma to use.

 Lv. 8: Banish a target to hell. Spend 4 Karma to use.

 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

hail down on the city, then a swarm of locusts, then living

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darkness, and finally kill every firstborn in the area. Spend 8

Karma to use.

o Light in the Dark

 Magic

 Lv. 1: paralyze target monster, spend 2 karma to use.

 Lv. 3: Become immortal for 12 hours, spend 2 karma to use

 Lv. 5: become invisible and silent for 12 hours, spend 2 karma to

use

 Lv. 6: Create a 1 foot ball of light that has the same effect as the

sun on vampires for 12 hours. Spend 2 karma to use.

 Lv. 8: Create a wall of spirits 20 feet long and 10 feet high that can

only be passed through if a target takes 2d20 damage. Spend 4

Karma to use.

 Lv. 10: Destroy target monster, spend 8 Karma to use.

o Diabolus

 Magic

 Lv.1: Deal 1d8 fire damage to target, spend 2 karma to use.

 Lv.3: Create a wall of fire 13 feet across and 10 feet high, passing

through it deals 1d20 fire damage. Spend 2 karma to use.

 Lv.5: Unlock any door, spend 2 karma to use.

 Lv.6: Curse a target with eternal hunger. Spend 2 karma to use.

 Lv.8: Strip a target of all equipment and paralyze them. Spend 4

karma to use.

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 Lv.10: Kill another human. Gain x4 to all rolls for the next 72

hours. Spend 8 karma to use.

o Displaced Knight

 Magic

 Lv.1: Dispel another spell. Spend 2 karma to use.

 Lv.3: Target is paralyzed for an hour. Spend 2 karma to use.

 Lv.5: Target goes down 4 dice for defense until the end of your

next turn. Spend 2 karma to use.

 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.

 Lv.10: Travel to a time period of your choice. Spend 8 karma to

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.3: Target is at 1 hp. Spend 2 karma to use.

 Lv.5: Target is bound in chains, hooks, and leather giving them the

bleeding status effect and preventing them from moving, attacking,

or defending. Spend 2 karma to use.

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 Lv.6: Target has the intense bleeding effect on them. Spend 2

karma to use.

 Lv.8: Sacrifice a human, bring an ally back to life. Spend 4 karma

to use.

 Lv.10: Summon the Defiler, he has 2d20 for all checks and resists

all damage types. He has 200 hp and 30 speed. Spend 8 karma to

use.

o Pit Explorers

 Magic

 Lv.1: Can see in the dark for 24 hours. Spend 2 karma to use.

 Lv.3: Can understand ancient technology for 24 hours. Spend 2

karma to use.

 Lv.5: Speak with the spirits of those who lived in the area. Spend 2

karma to use.

 Lv.6: Reassemble destroyed architecture. Spend 2 karma to use.

 Lv.8: Find all secrets of an area. Spend 4 karma to use.

 Lv.10: Disable all traps and security. Spend 8 karma to use.

o Omnist Church

 Magic

 Lv.1: Heal an ally 1d8. Spend 2 karma to use.

 Lv.3: Each ally goes up a die for all rolls until the end of your next

turn. Spend 2 karma to use.

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 Lv.5: Enemies reroll all attack rolls and use the lowest result for 24

hours. Spend 2 karma to use.

 Lv.6: Target evil creature becomes good for 24 hours. Spend 2

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

die for seduction on anyone who saw you.

 Lv.5: Can turn into a wolf. 1d8 on seduction, 1d10 on feeding,

sneak, attack, and defense. 1d12 on feeding. 1d6 on all other

checks. Immune to sunlight in this form.

 Lv.7: Can turn into a grizzly bear. 1d20 to attack and defense in

this form. 1d6 on all other checks.

 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

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you took in that form and gain +3 die to all checks for the next

turn.

 Magic

 Lv.1: Paralyze target human. Spend 2 hunger to use this.

 Lv.3: Become invisible for 1 hour. Spend 2 hunger to use this.

 Lv.5: Can fly for 3 hours. Spend 2 hunger to use this.

 Lv.6: Sacrifice 3 humans, aliens, princesses, or werewolves. Create

a blood golem under your command. Spend 2 hunger to use this.

 Lv.8: Become immune to sunlight for 24 hours. Spend 4 hunger to

use this.

 Lv.10: Feeding on vampires gives you x4 to all rolls for the next

24 hours. Spend 8 hunger to use this.

o Primal

 Shapeshifting

 Lv.1: Can become a falcon. You can fly in this form, can see twice

as far, 1d8 to attack checks, 1d4 for all other checks.

 Lv.3: Can become a wolf. 1d8 on seduction, 1d10 on feeding,

sneak, attack, and defense. 1d12 on feeding. 1d6 on all other

checks. Immune to sunlight in this form.

 Lv.5: Can become a shark. Gain immunity to water damage in this

form. Can breathe underwater in this form. 1d12 to attack and

defense in this form. Double speed in water in this form. 1d10 to

feeding in this form. 1d6 to all other checks in this form.

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 Lv.7: Can become a manticore. Gain immunity to fire, poison, and

wood damage in this form. All attacks deal fire, and poison

damage in addition to their other damage types in this form. Can

fly in this form. 1d20 to attack and defense checks in this form.

1d4 to seduction in this form. 1d12 to feeding in this form. 1d8 to

all other checks in this form.

 Lv.9: Can become a dragon. Immune to sunlight in this form. Can

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

considered giant in this form.

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

attack rolls. 1d4 to all other checks.

 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

die for seduction on anyone who saw you.

 Lv.7: Can turn into a wolf. 1d8 on seduction, 1d10 on feeding,

sneak, attack, and defense. 1d12 on feeding. 1d6 on all other

checks. Immune to sunlight in this form.

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 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

 Lv.1: Can create darkness throughout a room. Spend 2 Hunger to

use.

 Lv.3: Can create a passageway through any wall made of stone.

Spend 2 hunger to use.

 Lv.5: Can disguise yourself as a human and roll 1d12 for sneak for

24 hours. Spend 2 hunger to use.

 Lv.6: Hypnotize a target to be an Igor for 24 hours. Spend 2

hunger to use.

 Lv.8: Create a portal of shadows that can go anywhere in the

world. Spend 4 hunger to use.

 Lv.10: Make every human inside of a room faint for 6 hours.

o Blood Governors

 Magic

 Lv.1: Target human forgets the last 24 hours of their life. Spend 2

hunger to use.

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 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.

 Lv.6: Gain Leylines Sight for 24 hours. Spend 2 hunger to use.

 Lv.8: Mind control another vampire for 24 hours. Spend 4 hunger

to use.

 Lv.10: Turn target human into a vampire. Spend 8 Hunger to use.

o Protectorate Order

 Shapeshifting

 Lv.1: Can turn into a large black sheepdog. 1d6 to sneak checks.

1d8 to attack checks. 1d4 to all other 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.

 Lv.5: Can turn into a wolf. 1d8 on seduction, 1d10 on feeding,

sneak, attack, and defense. 1d12 on feeding. 1d6 on all other

checks. Immune to sunlight in this form.

 Lv.7: Can turn into an Elephant. 1d20 on defense checks. 1d10 to

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,

and sunlight damage in this form. Can breathe underwater in this

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form. 3d20 for defense rolls in this form. 1d6 for all other checks.

You are considered giant in this form.

o Shepherds

 Shapeshifting

 Lv.1: Can turn into a large black sheepdog. 1d6 to sneak checks.

1d8 to attack checks. 1d4 to 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 die for seduction on anyone who saw you.

 Lv.5: Can turn into a wolf. 1d8 on seduction, 1d10 on feeding,

sneak, attack, and defense. 1d12 on feeding. 1d6 on all other

checks. Immune to sunlight in this form.

 Lv.7: Can turn into a Panther. 1d10 on seduction. 1d20 on sneak

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

defense. 1d8 on all other checks.

o Society of Lesbian Vampires

 Magic

 Lv.1: Target female becomes attracted to the same sex for 24

hours. Spend 2 hunger to use.

 Lv.3: You become unrealistically attractive for 24 hours, especially

toward females. Spend 2 hunger to use.

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 Lv.5: You become able to walk through walls and turn invisible for

24 hours. Spend 2 Hunger to use this.

 Lv.6: Target male becomes female, you may change him back at

will. Spend 2 Hunger to use this.

 Lv.8: Target human female becomes a vampire of your

classification and organization, if they weren’t a lesbian before

they are now. Spend 4 hunger to use this.

 Lv.10: Target monster becomes human. Spend 8 hunger to use

this.

o Ultra Bat

 Shapeshifting

 Lv.1: Turn into a giant rat. You cannot fly in this form. All your

attacks deal poison damage. Use 1d6 for all checks.

 Lv.3: Turn into a Giant Armadillo. Use 1d20 defense in this form.

Use 1d6 for all other checks.

 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

1d10 for all other checks.

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 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,

PR, defense, and magic. Use 1d4 for stealth.

o Ice Stalker

 Magic

 Lv.1: Target creature is frozen. Spend 2 hunger to use.

 Lv.3: Target is hypnotized to obey all commands for the next

week. Spend 2 hunger to use.

 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

lose faith in themselves. Spend 2 hunger to use.

 Lv.8: Create a Cannibal Snow Golem, it has 20 hp and uses 1d12

for all checks. It is unarmed and deals water damage. Spend 4

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

in the area. Spend 8 hunger to use.

o Long Feng

 Magic

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 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

the battle ends. Spend 2 hunger to use.

 Lv.5: Target cannot fight for 24 hours. Spend 2 hunger to use.

 Lv.6: Target loses all their senses for 24 hours. Spend 2 hunger to

use.

 Lv.8: Target becomes your eternal willing slave. Spend 4 hunger to

use.

 Lv.10: Target loses their skin and blood. Spend 8 hunger to use.

o Dhampyr

 Magic

 Lv.1: Make an extra attack this turn. Spend 2 hunger to use.

 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.

 Lv.6: Draw every weapon in the area to you. Spend 2 hunger to

use.

 Lv.8: Create a clone of yourself. It has 1 hp, but otherwise copies

your stats. Spend 4 hunger to use.

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 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.

This lasts 24 hours. Spend 8 hunger to use.

o The Lost Tribe

 Magic

 Lv.1: All sales are half price for 24 hours. Spend 2 hunger to use.

 Lv.3: Can travel through sand as if it was water for 24 hours.

Spend 2 hunger to use.

 Lv.5: You are not hit by the next attack that would deal damage to

you. Spend 2 hunger to use.

 Lv.6: Target cannot move until you will it. Spend 2 hunger to use.

 Lv.8: Create a sand copy of yourself. It has its weaknesses and

resistances reversed. Its stats are the same as yours and it has the

same equipment, but if the equipment is removed from the copy

they turn sand. Spend hunger to use.

 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

for all other checks.

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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

all other checks.

 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.

You can attack 3 more times each turn.

o End Watchers

 Magic

 Lv.1: Put inspiration into a person’s head. Spend 2 hunger to use.

 Lv.3: Target is placed in stasis for a day. Spend 2 hunger to use.

 Lv.5: Destroy a piece of outdated technology. Spend 2 hunger to

use.

 Lv.6: See a glimpse of the future. Spend 2 hunger to use.

 Lv.8: Create a Golem. It has the same stats as you, but must obey

any command it is fed. Spend 4 hunger to use.

 Lv.10: Create a golden gate between times and dimensions. Spend

8 hunger to use.

o The Beautiful Elite

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 Shapeshifting

 Lv.1: Turn into a Bat. You can fly in this form, use 1d6 for all

checks in this form.

 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

must attack the nearest creature each turn.

 Lv.7: Turn into a Giant Snake. Use 1d20 for all checks. You

cannot wield weapons in this form and all attacks deal poison

damage and give the intense poison status effect.

 Lv.9: Turn into an Abomination of Indeterminate Origin. You take

up a 6x7 grid in this form and use 2d20 for all checks, mortals who

gaze upon you go mad.

 Magic

 Lv.1: Target goes down a die for all rolls for the duration of the

battle. Spend 2 hunger to use.

 Lv.3: Target is stripped of all the possessions they have on their

person. Spend 2 hunger to use.

 Lv.5: Target is hypnotized to obey you for 24 hours. Spend 2

hunger to use.

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 Lv.6: Create a magic shield that reduces all damage by half for 24

hours and prevents you from being affected by status effects.

 Lv.8: Target becomes addicted to your touch and your blood

forever and all eternity. Spend 4 hunger to use.

 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

does not have to obey you. Spend 8 hunger to use.

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

die for PR on anyone who saw you.

 Lv.3: Turn into a Large Dog. 1d8 to sneak and attack checks. 1d6

to all other checks.

 Lv.5: Turn into a Cat. 1d12 for PR and sneak, 1d10 for magic, 1d6

for all other checks.

 Lv.7: Turn into a Jaguar. 1d12 for PR and sneak, 1d10 for all other

checks

 Lv.9: Turn into a swarm of bats. Turn into a swarm of 20 bats,

each one using the stats in the level 1 power. You only need one

bat to transform back into a vampire.

 Were Beasts

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o Cat People

 Magic

 Lv.1: Create a shadow copy of yourself, it can’t do anything but

walk and talk. Spend 2 beast to use.

 Lv.3: Disassemble yourself. You can operate each part of you

individually. Spend 2 beast to use.

 Lv.5: Unarmed attacks deal ongoing 1 bleeding damage for 24

hours. Spend 2 beast to use.

 Lv.6: Gain Leylines sight for 24 hours. Spend 2 beast to use.

 Lv.8: Teleport to any area. Spend 4 beast to use.

 Lv.10: You can make individual sections of your body or the

whole thing invisible. Spend 8 beast to use.

o Fish People

 Magic

 Lv.1: Gain the ability to breathe underwater and double your speed

in water for the next 24 hours. Spend 2 beast to use.

 Lv.3: Become human in appearance for 24 hours. Spend 2 beast to

use.

 Lv.5: Double your size at will for 24 hours. Spend 2 beast to use.

 Lv.6: Gain Leylines sight for 24 hours. Spend 2 beast to use.

 Lv.8: Create an illusory version of the Ancient City of the Deep.

Spend 4 beast to use.

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 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.

 Lv.5: Can control other untamed animals for 24 hours. Spend 2

beast to use.

 Lv.6: Gain Leylines sight for 24 hours. Spend 2 beast to use.

 Lv.8: Grow any number of plants of any height within a 1/2 mile

radius. Spend 4 beast to use.

 Lv.10: Summon a dragon made of magical wood to fight for you.

It has the same stats and abilities as a Dragon (See Enemies List)

Spend 8 beast to use.

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

hour. Spend 2 beast to use.

 Lv.8: You can walk through walls and triple your speed for the

next 6 hours. Spend 4 beast to use.

 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

considered giant in this form. Spend 8 beast to use.

o Hunters of the Dead

 Magic

 Lv.1: Identify every vampire in the area. Spend 2 beast to use.

 Lv.3: Paralyze target vampire. Spend 2 beast to use.

 Lv.5: Deal 1d20 light, wood, water and fire damage to target

vampire. Spend 2 beast to use.

 Lv.6: Vampires cannot enter target area for a week. Spend 2 beast

to use.

 Lv.8: Kill target vampire. Spend 4 beast to use.

 Lv.10: Turn every vampire in target area into a human. Spend 8

beast to use.

o Were Falcon

 Magic

 Lv.1: Target ally can fly for 24 hours. Spend 2 beast to use.

 Lv.3: Enemies cannot be in spaces adjacent to you for 24 hours.

Spend 2 beast to use.

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 Lv.5: Enemies within 5 spaces of you have their speed halved for

24 hours. Spend 2 beast to use.

 Lv.6: Make 2 move actions this turn. Spend 2 beast to use.

 Lv.8: You can roll 3 defense rolls and use the highest result for the

duration of a battle. Spend 4 beast to use.

 Lv.10: Deal the max damage with all attacks for the duration of a

battle. Spend 8 beast to use.

o Were Panther

 Magic

 Lv.1: Target is blind for 24 hours. Spend 2 beast to use.

 Lv.3: Resist the next 20 damage you would be dealt. Spend 2 beast

to use.

 Lv.5: Sense the location of a non Werebeast. 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.

 Lv.10: Target becomes a chicken permanently. Spend 8 beast to

use.

o Were Shark

 Magic

 Lv.1: Up to 3 targets are now bleeding. Spend 2 beast to use.

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 Lv.3: Go up a die for all checks for each bleeding enemy for 24

hours. Spend 2 beast to use.

 Lv.5: Deal triple damage to bleeding enemies for 24 hours. Spend

2 beast to use.

 Lv.6: Make 2 move actions this turn. Spend 2 beast to use.

 Lv.8: Whenever you deal damage to a target deal ½ the damage to

each of their allies. This ability is active for 24 hours. Spend 4

beast to use.

 Lv.10: Up to 10 targets now have intense bleeding. Spend 2 beast

to use.

o Silver Wolves

 Magic

 Lv.1: Target non-werewolf Werebeast gets -2 to all checks. Spend

2 beast to use.

 Lv.3: Target non-werewolf Werebeast is bleeding. Spend 2 beast

to use.

 Lv.5: Target non-werewolf Werebeast is blinded and has limb

damage for 24 hours. Spend 2 beast to use.

 Lv.6: Target non-werewolf Werebeast is paralyzed. Spend 2 beast

to use.

 Lv.8: Target non-werewolf Werebeast is mind controlled. Spend 4

beast to use.

 Lv.10: Kill target non-werewolf Werebeast. Spend 8 beast to use.

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o Helping Paws

 Magic

 Lv.1: Heat something up by 32 degrees Fahrenheit just by looking

at it. Spend 2 beast to use.

 Lv.3: Can fly for 24 hours. Spend 2 beast to use.

 Lv.5: Go up 2 dice for attack and defense for 24 hours. Spend 2

beast to use.

 Lv.6: Can talk to animals, plants, fish, and minerals for 24 hours.

Spend 2 beast to use.

 Lv.8: Can control inanimate objects with your mind for 24 hours.

Spend 4 beast to use.

 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

status effects and damage. Spend 1 host to use.

 Lv.4: Inflict yourself with the burning status effect. Heal yourself 1

hp each turn instead of dealing damage. Spend 3 host to use.

 Lv.7: Cure any disease and see the targets future. Spend 6 host to

use.

 Lv.10: Come back to life if you die. Spend 9 host to use.

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 Elemental

 Lv.1: Shoot a fireball at a target. It deals 1d10 fire damage and has

burning. Spend 1 host to use.

 Lv.4: Create a wall of fire. It spans across 7 squares. Anyone

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

of your allies. Spend 6 host to use.

 Lv.10: Create an infernal tornado. It takes up a 5x5 grid and brings

enemies 3 squares towards it each turn. If an enemy enters or starts

their turn in the infernal tornado, they are dealt 2d20 fire damage.

Spend 9 host to use.

 Transmogrification

 Lv.1: Turn into a falcon. You can fly in this form and go up a die

for attack and defense checks. Spend 1 host to use.

 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

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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

fulfilled. Spend 9 host to use.

o Wakedancer

 Summoning

 Lv.1: Summon a single zombie. It moves at a speed of 2 and rolls

1d4 for all checks. Spend 1 host to use.

 Lv.4: Summon a warrior skeleton. It moves at a speed of 5 and

rolls 1d8 for attack, stealth, and magic, 1d6 for operations, and 1d4

for everything else. Spend 3 host to use.

 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

everything else. Spend 6 host to use.

 Lv.10: Summon 25 zombies. Spend 9 host to use.

 Entropy

 Lv.1: Target piece of plant life dies. Spend 1 host to use.

 Lv.4: Kiss an adjacent target. They take 2d20 damage. Spend 3

host to use.

 Lv.7: Target becomes frozen. Spend 6 host to use.

 Lv.10: Each target of the opposite gender takes 2d20 damage. Heal

yourself half the total damage dealt.

o Badlander

 Elemental

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 Lv.1: Create the puddle status effect. Spend 1 host to use.

 Lv.4: Whenever target enemy is dealt water damage they take

double damage next turn. Spend 3 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.

Spend 1 host to use.

 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

next turn. Spend 6 host to use.

 Lv.10: Target has locked in syndrome. Spend 9 host to use.

 Transmogrification

 Lv.1: Turn into an eagle. While in this form you go up 2 dice for

attack and up one die for defense. Spend 1 host to use.

 Lv.4: Turn into a fleet of salmon. While in this form you can

breathe underwater and gain +2 speed. Go up a die for PR, stealth,

and magic. Spend 3 host to use.

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 Lv.7: Turn target enemy into a frog for 3 turns. They go down to

1d4 for all checks in this form. Spend 6 host to use.

 Lv.10: Turn target ally into a dragon. See enemy list for its stats.

Spend 9 host to use.

o Waster

 Entropy

 Lv.1: Drain up to 5 years of a targets life from them, reduce your

own age by that much. Spend 1 host to use.

 Lv.4: Target is poisoned. Spend 3 host to use.

 Lv.7: Deal 1d20 damage to a target. They cannot use magic or

abilities. Spend 6 host to use.

 Lv.10: Target has intense bleeding and intense poison. Spend 9

host to use.

 Healing

 Lv.1: Extend your lifespan by 5 years. Spend 1 host to use.

 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

damage. Spend 6 host to use.

 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.

Spend 9 host to use.

o Skinshifter

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 Transmogrification

 Lv.1: Turn into a squirrel. Use 1d20 for stealth checks in this form.

Spend 1 host to use.

 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

damage to you. Spend 3 host to use.

 Lv.7: Turn into a bear. Go up 3 dice for attack and defense in this

form. Spend 6 host to use.

 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

form. Spend 9 host to use.

 Healing

 Lv.1: If you are standing on natural earth heal 1d12. Otherwise

heal 1d4. Spend 1 host to use.

 Lv.4: Cure all status conditions from each ally and enemy. Spend 3

host to use.

 Lv.7: Create a font of healing, it takes up 1 square and anyone who

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.

Spend 9 host to use.

o Host of Corpses

 Entropy

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 Lv.1: Target takes 1d10 dark damage and gets -1 for speed. Spend

1 host to use.

 Lv.4: Target is poisoned and has miasma. Spend 3 host to use.

 Lv.7: Target has necrosis. Spend 6 host to use.

 Lv.10: Target is controlled by you and no longer can be controlled

by another. Spend 9 host to use.

 Summoning

 Lv.1: Create a ghoul. It uses 1d6 for attack and 1d4 for all other

checks it has 3 speed and 10 hp. Spend 1 host to use.

 Lv.4: Create a multi-skeleton. It can attack twice in a turn and uses

1d8 for attack and operations and 1d6 for stealth, but uses 1d4 for

all other checks. Spend 3 host to use.

 Lv.7: Create the scion of the corpse. Its attacks cannot be blocked

and it uses 1d12 for all checks. Spend 6 host to use.

 Lv.10: Create the sutured ghoul. It is giant and deals double

damage with all weapons. It uses 1d20 for all checks. Spend 9 host

to use.

 Healing

 Lv.1: Eat a corpse. Heal 1d20. Spend 1 host to use.

 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

copy of you after 3 days. Spend 6 host to use.

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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.

Spend 6 host to use.

 Lv.10: Transform your consciousness to an animal if you die.

Spend 9 host to use.

 Transmogrification

 Lv.1: Turn into a mighty oak. While in this form you cannot move

and go up 3 dice for defense. Spend 1 host to use.

 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.

 Lv.7: Turn into a cloud of spores. You cannot attack or be attacked

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

of 2. Spend 6 host to use.

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 Lv.10: Turn target tree into a living tree. It uses 1d20 for all checks

except defense which it uses 2d20 for. It has 45 hp and a speed of

4. Spend 9 host to use.

 Elemental

 Lv.1: Deal 1d10 wood damage to target. Spend 1 host to use.

 Lv.4: Deal 1d10 wood damage to target, go up 2 dice for your next

roll. Spend 3 host to use.

 Lv.7: Whenever an enemy moves for the rest of the battle they are

dealt 1d8 wood damage. Spend 6 host to use.

 Lv.10: Deal 2d20 wood damage to target. You pay no host to use

this if you deal 1d8 damage to yourself. Spend 9 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

have 3 unique attacks, the first hits up to 3 targets of any distance

and deals 1d4 electric damage. The second deals 1d8 fire damage

to a target and inflicts burning, and the third deals 1d12 water

damage to a target up to 10 squares away. Spend 1 host to use.

 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

comes equipped with a silver sword. Spend 6 host to use.

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 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.1: Target cannot move for 5 turns. Spend 1 host to use.

 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.

 Lv.10: Take targets soul. Spend 9 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.

 Lv.10: You cannot be hit by attacks for the duration of a battle.

Spend 9 host to use.

 Elemental

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 Lv.1: Up to 3 targets takes 1d4 light or dark damage. Spend 1 host

to use.

 Lv.4: Target is frozen and burned. Spend 3 host to use.

 Lv.7: Target takes 1d10 fire, water, dark, or light damage and is

knocked back 3d6 squares. Spend 6 host to use.

 Lv.10: Deal 1d20 light, dark, wood, electric, fire or water damage

to each adjacent enemy. Spend 9 host to use.

o Host of Fire

 Elemental

 Lv.1: Deal 1d4 fire damage to every enemy. Spend 1 host to use.

 Lv.4: Target has intense burning. Spend 3 host to use.

 Lv.7: Deal 1d20 fire damage to an enemy and 1d6 fire damage to

an ally. Spend 6 host to use.

 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

1d10 fire damage to each enemy within 3 squares when it dies. It

has 1 hp and can fly. Spend 1 host to use.

 Lv.4: Summon a Fryer. It has 1 hp and uses 1d12 for all checks. It

cannot move. Spend 3 host to use.

 Lv.7: Summon the creature of vile darkness. It is indestructible and

all its attacks are unblockable, but it dies once it kills something.

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 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

ahs 1 hp and 10. It has Spend 1 host to use.

 Lv.4: Summon a ram, it uses 1d10 for attack, and 1d4 for all other

checks. It has 10 hp and 9 speed. Spend 3 host to use.

 Lv.7: Summon a lion, it uses 1d10 for all checks and has 15 hp and 6

speed. Spend 6 host to use.

 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

exception of summons. Spend 9 host to use.

o Healing

 Lv.1: Cure all status conditions of a target. Spend 1 host to use.

 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

hours. Spend 6 host to use.

 Lv.10: You and all allies go up 2 dice for all stats for the next 24

hours. Spend 9 host to use.

 Animal Skin

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o Transmogrification

 Lv.1: Shapeshift into a Lion. Go up a die for attack, defense, and PR.

Spend 1 host to use.

 Lv.4: Shapeshift into an Auroch. Go up 2 dice for attack and up 1 die

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

fly. Spend 6 host to use.

 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

checks. Spend 9 host to use.

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

except immunities. Spend 6 host to use.

 Lv.10: Target fleshy creature dies and you heal yourself equal to the

hp it had lost before dying. Spend 9 host to use.

 Nephilim

o Healing

 Lv.1: Heal 1d10. Spend 1 host to use.

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 Lv.4: Target dead character is brought back to life for a day. Spend 3

host to use.

 Lv.7: Switch the HP of an ally and an enemy. Spend 6 host to use.

 Lv.10: All enemies in the area are knocked unconscious and your

allies are healed to full hp. Spend 9 host to use.

o Entropy

 Lv.1: Deal 1d10 poison damage to a target. Spend 1 host to use.

 Lv.4: Each enemy is poisoned. Spend 3 host to use.

 Lv.7: Each ally takes damage equal to the total damage you and your

allies have sustained. Spend 6 host to use.

 Lv.10: Enemies have 10 status effects of your choice afflicting them.

Spend 9 host to use.

o Elemental

 Lv.1: Deal 1d10 shock damage to a target. Spend 1 host to use.

 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.

Spend 9 host to use.

 Wrath Monk

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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

and 1d20 dark damage. Spend 3 host to use.

 Lv.7: Target enemy is killed. Spend 6 host to use.

 Lv.10: Each enemy on the field is killed. Spend 9 host to use.

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.

Spend 6 host to use.

 Lv.10: Transform into a Chernabog, you can fly, are giant, get +45 hp,

and go up a die for all stats. Spend 9 host to use.

 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.

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 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.

 Lv.10: Targets soul leaves their body. Spend 9 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

uses 1d4 for all other checks. Spend 1 host to use.

 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

shock damage. It has 20 hp and 8 speed. Spend 3 host to use.

 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

checks and has 30 hp and 3 speed. Spend 6 host to use.

 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

9 speed. Spend 9 host to use.

o Healing

 Lv.1: Heal 1d10. Spend 1 host to use.

 Lv.4: Purify any poison, disease, or pollution in an area. Spend 3 host

to use.

 Lv.7: You and each ally ignore the next 3 times you would be

damaged. Spend 6 host to use.

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 Lv.10: Target area cannot have violence committed within its borders

unless you will it so. Spend 9 host to use.

 Host of Old Gods

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

and defense. Spend 3 host to use.

 Lv.7: Turn into a Storm Cloud. You can fly, are giant, and go up a die

for all checks. Spend 6 host to use.

 Lv.10: Turn target into a statue. Spend 9 host to use.

o Elemental

 Lv.1: Each adjacent enemy takes 1d8 shock damage. Spend 1 host to

use.

 Lv.4: Target takes 10 shock damage. Spend 3 host to use.

 Lv.7: Deal 1d20 shock damage to each target within a row of 10

squares in any direction. Spend 6 host to use.

 Lv.10: Deal 2d20 shock damage to each enemy within 20 squares.

They skip their next turn. Spend 9 host to use.

 Host of Great Beasts

o Entropy

 Lv.1: Target is poisoned. Spend 1 host to use.

 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.

Spend 6 host to use.

 Lv.10: All poisoned enemies die. Spend 9 host to use.

o Elemental

 Lv.1: Deal 1d10 fire, shock, or poison damage to a target with a

weakness to one of those damage types. Spend 1 host to use.

 Lv.4: Deal 1d6 poison damage, 1d6 fire damage, and 1d6 shock

damage to each enemy in a row of 5 in any direction. Spend 3 host to

use.

 Lv.7: All enemies within 5 squares of you are stunned, intense

poisoned, and intense burned. Spend 6 host to use.

 Lv.10: Deal 2d20 fire damage, 2d20 shock damage, and 2d20 poison

damage to each enemy within 5 squares of you. Spend 9 host to use.

o Summoning

 Lv.1: Summon a Fox. It has 1d8 for stealth and PR and 1d4 for all

other checks. It has 5 hp and 8 speed. Spend 1 host to use.

 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

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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.

Spend 9 host to use.

 Host of Angels

o Healing

 Lv.1: Each ally is healed 1d6. Spend 1 host to use.

 Lv.4: For the duration of the battle each ally is healed 1d4 each turn.

Spend 3 host to use.

 Lv.7: Target is cured of any psychological issues they have. Spend 6

host to use.

 Lv.10: Bring target ally back to life. Spend 9 host to use.

o Elemental

 Lv.1: Deal 1d10 light damage to a target. Spend 1 host to use.

 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

ally. Spend 6 host to use.

 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.

Spend 9 host to use.

 Host of Fae

o Summoning

367
 Lv.1: Summon a Brownie. It has 1d10 for operations and 1d4 for

everything else. It has 5 hp and 5 speed. Spend 1 host to use.

 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

except summons. It has 10 hp and 9 speed. Spend 3 host to use.

 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

 Lv.1: Target is poisoned and has miasma affliction. Spend 1 host to

use.

 Lv.4: Target takes 1d10 poison or dark damage and you heal the same

amount. Spend 3 host to use.

 Lv.7: Target can either be mind controlled or take 1d20 dark or poison

damage. It’s up to them. Spend 6 host to use.

 Lv.10: Deal 2d20 poison or dark damage to up to 5 targets. Spend 9

host to use.

 Host of Self

o Summoning

 Lv.1: Summon a Skeleton Warrior. It has 1d6 for all checks and has 10

hp and 5 speed. Spend 1 host to use.

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 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

you have at lv.1. It has 10 hp and 7 speed. Spend 3 host to use.

 Lv.7: Summon a War Daemon. It has 1d20 in attack and defense and

1d10 in everything else. It has 20 hp and 8 speed. Spend 6 host to use.

 Lv.10: Summon a Fallen Angel. It has 1d20 for all rolls and 45 hp and

7 speed. It can fly. Spend 9 host to use.

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

speed. Spend 3 host to use.

 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

checks. Spend 9 host to use.

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

extreme damage. Spend 6 host to use.

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 Lv.10: Target dead ally comes back as a ghost. If they were already a

ghost, they come back as a human. Spend 9 host to use.

 Aliens

o Overlords

 Psych

 Lv.2: Give everyone nearby an intense headache. Spend 1

capability to use.

 Lv.4: Target forgets the last 24 hours. Spend 2 capability to use.

 Lv.6: Implant or remove targets memories. Spend 4 capability

points to use.

 Lv.8: Mind control target. Spend 6 capability points to use.

 Lv.10: Reduce target to an incurable vegetable. Spend 8 capability

to use.

 Devastation

 Lv.2: Issue a local law. Spend 1 capability to use.

 Lv.4: Kill a human and pin the blame on another human. Spend 3

capability to use.

 Lv.6: Label a person a traitor to their nation. Spend 5 capability to

use.

 Lv.8: Create hysteria within the masses. Spend 7 capability to use.

 Lv.10: Launch a full scale war. Spend 9 capability to use.

 Disguise

 Lv.2: Disguise Self as an Office Clerk

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 Lv.4: Disguise Self as a Campaign Planner

 Lv.6: Disguise Self as a Mayor

 Lv.8: Disguise Self as a Governor

 Lv.10: Disguise Self as a Senator

o Cyborgs

 Science

 Lv.2: Fix target broken vehicle. Spend 2 capability to use.

 Lv.4: Create a hologram device that makes you look human as

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

up 2 dice in one skill and down 1 die in another skill. Spend 4

capability to use.

 Lv.8: Control all the cameras in target building. Spend 5 capability

to use.

 Lv.10: Control the internet from any computer you can access.

Spend 6 capability to use.

o Infiltrators

 Disguise

 Lv.2: Disguise Self as a Dockworker

 Lv.4: Disguise Self as a Priest

 Lv.6: Disguise Self as an Executive

 Lv.8: Disguise Self as a Lawyer

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 Lv.10: Disguise Self as a Judge

 Psych

 Lv.2: Target is friendlier to you while being more hostile towards

others. Spend 1 capability to use.

 Lv.4: Target’s mind is more malleable and readable. Spend 2

capability to use.

 Lv.6: Create drama in a local mindset, it may intensify to outright

violence. Spend 4 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.

 Lv.10: Target person becomes a Secret Soldier, they gain 2 dice on

all rolls and are under your control with their memories capable of

being altered at will. Spend 8 capability to use.

o Vanguards

 Psych

 Lv.2: Target unblocks a blocked memory. Spend 1 capability to

use.

 Lv.4: Target thinks it’s a cow. Spend 2 capability to use.

 Lv.6: Turn invisible for 24 hours. Spend 4 capability to 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

in a 100 yard radius including themselves. Spend 6 capability to

use.

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 Lv.10: Target thinks they are members of the Martian colonies.

They are under your command. Spend 8 capability to use.

 Devastation

 Lv.2: Abduct a livestock animal. Spend 1 capability to use.

 Lv.4: Abduct a human. Spend 3 capability to use.

 Lv.6: Destroy target building. Spend 5 capability to use.

 Lv.8: Call a harvester ship into an area. Spend 7 capability to use.

 Lv.10: Abduct an important figure and replace them with a robotic

impersonator. Spend 9 capability to use.

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

shock damage to a target within 10 squares. Spend 3 capability to

use.

 Lv.6: Create a potion that causes all rolls to go up a die for an

hour. Spend 4 capability to use.

 Lv.8: Create a viral strain that poisons vampires who drink blood.

Spend 5 capability to use.

 Lv.10: Create the ultimate poison, which cannot be distilled or

removed from a source in any way. Spend 6 capability to use.

 Devastation

373
 Lv.2: Create a medical condition that can spread through oral

contact, it causes nausea and confusion. Give it to a host. Spend 1

capability to use.

 Lv.4: Create a waterborne poison that causes humans to strip

naked and hallucinate, put it in target body of water. Spend 3

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

is undisturbed for that time, the cocooned becomes a horrible

snake monster. Spend 5 capability to use.

 Lv.8: Create a mutagen that can be injected into a target, if it is

injected the injected becomes a slave to the Martians, the injected

can lay eggs inside dead humans to create another clone. Spend 7

capability to use.

 Lv.10: Create a massive airborne plague that can only be resisted

by those with an AB- blood type. The plague turns those that can’t

resist it into brain hungry zombies. Spend 9 capability to use.

 Disguise

 Lv.2: Disguise Self as a Janitor

 Lv.4: Disguise Self as a Fry Cook

 Lv.6: Disguise Self as a Teenaged Babysitter

 Lv.8: Disguise Self as a Kindergarten Teacher

 Lv.10: Disguise Self as a World Renowned Surgeon

374
o Science Team

 Science

 Lv.2: Create a potion that increases human strength, speed, and

durability by x2. Spend 2 capability to use.

 Lv.4: Create a selective EMP, you control the flow of electricity in

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

with or is the parent of becomes intelligent. Spend 4 capability to

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

protect themselves. Spend 5 capability to use.

 Lv.10: Create a clone of yourself that comes to life after your

death. Spend 6 capability to use.

 Psych

 Lv.2: Target gains telekinetic powers for 24 hours. Spend 1

capability to use.

 Lv.4: Target is beset with a psychological or developmental

disorder of your choice. Spend 2 capability to use.

 Lv.6: Target is seen as a monster by its fellow beings. Spend 4

capability to use.

375
 Lv.8: Target gets +3 dice for all rolls for as long as you see fit.

Spend 6 capability to use.

 Lv.10: Target transfers its soul into a computer. Spend 8 capability

to use.

 Devastation

 Lv.2: Create a creature that looks like a salamander dog. It has 15

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

tasks. It uses 1d4 for all checks. Spend 3 capability to use.

 Lv.6: Create an Apocalypse Cow. It has 20 hp, 1d20 for attack,

1d10 for defense and 1d8 for everything else. Spend 5 capability to

use.

 Lv.8: Create a Decimator Robot. It has 30 hp and uses 1d20 for

attack and defense rolls, it uses 1d10 for all other rolls. Spend 7

capability to use.

 Lv.10: Create a creature that looks like an attractive human, but

can spit a worm that if it enters a thing’s mouth causes that thing to

be controlled by the creature. It has 5 hp and uses 1d20 on PR and

stealth, and 1d6 on all other checks. Spend 9 capability to use.

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.

Spend 1 capability to use.

 Lv.4: Create an earthquake in a 30 mile radius. Spend 3 capability

to use.

 Lv.6: Destabilize an environment, everything in the environment

will be hostile and even the local flora will generate poison and

pain. Spend 5 capability to use.

 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

this form. Spend 7 capability to use.

 Lv.10: Call in 5 warships, each with the potential to hold 12

million abductees and with enough fire power to take out 10x as

much as the average atom bomb. Spend 9 capability to use.

o Occupation Team

 Disguise

 Lv.2: Disguise self as an accountant

 Lv.4: Disguise self as an auto mechanic

 Lv.6: Disguise self as an HR Representative

 Lv.8: Disguise self as an earth doctor

 Lv.10: Disguise self as a world renowned scientist

 Psych

377
 Lv.2: Target person changes their personality. Spend 1 capability

to use.

 Lv.4: Each person in your neighborhood dismisses the next rumor

they hear about you. Spend 2 capability to use.

 Lv.6: Target you are on good terms with becomes an alien of the

cyborg class. Spend 4 capability to use.

 Lv.8: Target is mind controlled. Spend 6 capability to use.

 Lv.10: Target is mind controlled and can raise the dead as mind

controlled slaves. Spend 8 capability to use.

 Science

 Lv.2: Create a robot family to keep up appearances. Spend 2

capability to use.

 Lv.4: Fix target vehicle. Spend 3 capability to use.

 Lv.6: Craft a thought dampener that lowers all dice rolls attempted

on you to decrease dice by 1. Spend 4 capability to use.

 Lv.8: Create a potion that causes humans to become friendlier and

more controllable for a week. Spend 5 capability to use.

 Lv.10: Create the perfect barbeque. Spend 6 capability to use.

o Breeding Team

 Disguise

 Lv.2: Disguise self as a stripper

 Lv.4: Disguise self as a bartender

 Lv.6: Disguise self as a high school teacher

378
 Lv.8: Disguise self as marriage material

 Lv.10: Disguise self as CEO of a multinational corporation

 Psych

 Lv.2: Become an incredibly attractive individual. Spend 1

capability to use.

 Lv.4: When your child is born he/she will go up 3 dice, divided

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

them. Spend 4 capability to use.

 Lv.8: Your in-laws all become cyborgs under the will of the

Martian empire. Spend 6 capability to use.

 Lv.10: Each member of your family goes up 4 dice on all rolls.

Spend 8 capability points to use.

o Spec Ops Team

 Disguise

 Lv.2: Disguise self as a housewife/husband

 Lv.4: Disguise self as a plumber

 Lv.6: Disguise self as a cop

 Lv.8: Disguise self as a prison warden

 Lv.10: Disguise self as a statue/gargoyle in any area where there

should be a statue/gargoyle

o Blue Dog

379
 Disguise

 Lv.2: Disguise self as a regular dog.

 Lv.4: Disguise self as a cow.

 Lv.6: Disguise self as a bear.

 Lv.8: Disguise self as a gorilla.

 Lv.10: Disguise yourself as a giant wolf.

o Vat Grown

 Disguise

 Lv.2: Disguise self as the person you were grown to replace.

 Lv.4: Disguise self as a doctor.

 Lv.6: Disguise self as an insurance salesman.

 Lv.8: Disguise self as a gangster.

 Lv.10: Disguise self as an ancient vampire.

 Science

 Lv.2: Develop a transmitter that can be remotely activated to draw

wild animals to the area. Spend 2 capability to use.

 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

dice for all checks. Spend 3 capability to use.

 Lv.6: Create a Slug that disintegrates anything it places its mouth

on. Spend 4 capability to use.

380
 Lv.8: Create a mind cloud device. Whenever a person comes

within 5 squares of it they must roll an operations check against

you to do anything. Spend 5 capability to use.

 Lv.10: Create another vat grown as a henchman. Spend 6

capability to use.

o Harvester

 Psych

 Lv.2: Every human in a 2 mile radius feels compelled to come to

you on a hunch. Spend 1 capability to use.

 Lv.4: Every law enforcement officer within a 2 mile radius

becomes incompetent. Spend 2 capability to use.

 Lv.6: Every human in a 2 mile radius becomes paranoid towards

other humans. Spend 4 capability to use.

 Lv.8: Every human within a 2 mile radius has their minds

controlled and memories wiped for the next 24 hours. Spend 6

capability to use.

 Lv.10: The nearest town becomes fiercely loyal to you and

xenophobic towards outsiders. Spend 8 capability to use.

 Devastation

 Lv.2: Can send out a massive noise that confuses and disturbs all

people in a 2 mile radius. Spend 1 capability to use.

 Lv.4: Abduct a human. Spend 3 capability to use.

381
 Lv.6: Convert a target to an Alien of your choice or Multiple Uses

Fuel. Spend 5 capability to use.

 Lv.8: Control the utilities of the nearest town. Spend 7 capability

to use.

 Lv.10: Control the environment in a 2 mile radius. Spend 9

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,

depending on the towns need for the power. Spend 2 capability to

use.

 Lv.4: Create a sentry guard. It is a robot with 20 hp and 5 move

that patrols your perimeter and attacks unauthorized people who

come near. It has 1d12 for attack and defense and 1d4 for all other

checks. Spend 3 capability to use.

 Lv.6: Create a camo grid, while it is up, you and the area

surrounding you looks like a natural part of the environment.

Spend 4 capability to use.

 Lv.8: Create a turncoat machine, anyone who comes into your

general area falls under your control. Spend 5 capability to use.

 Lv.10: Create a tripod device, while it is active you can move

around and double attack and damage rolls. Spend 6 capability to

use.

382
o Fused

 Psyche

 Lv.2: Target becomes unable to focus for long periods

of time for 24 hours. Spend 1 capability to use.

 Lv.4: Target takes 1d20 spirit damage. Spend 2

capability to use.

 Lv.6: Target goes down a die for all rolls for the

duration of a battle. Spend 4 capability.

 Lv.8: Target takes 1d10 damage each turn unless they

damage one of your enemies. Spend 6 capability to use.

 Lv.10: Transmit the thoughts of the Martian Gods into a

target. Spend 8 capability to use.

o Grey

 Psyche

 Lv.2: Target forgets the last 24 hours of their life. Spend 1

capability to use.

 Lv.4: Target is paralyzed for an hour. Spend 2 capability to use.

 Lv.6: Target is unconscious for 1 hour. Spend 4 capability to use.

 Lv.8: Target becomes a triggered agent. You may at any time,

regardless of distance, activate the target and have them become

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

24 hours to be triggered again. Spend 6 capability to use.

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

takes 3 days to hatch. Spend 1 capability to use.

 Lv.4: Can lay a brood of 12 eggs that hatch into the afore

mentioned mind worms. Spend 3 capability to use.

 Lv.6: Lay a brood in an unconscious human. It hatches in 5 days,

killing the human and causing panic from all those who see it.

Spend 5 capability to use.

 Lv.8: Lay an improved brood. The worms from this hatch in 1 day

and use 1d8 for all checks. Spend 7 capability to use.

 Lv.10: Create an improved brood in target food production area.

Each person who eats the food from that production facility will

have an improved brood inside them that will hatch in 3 days.

Spend 9 capability to use.

 Science

 Lv.2: Modify target egg so that it goes up a die for all checks when

it hatches. Spend 2 capability to use.

 Lv.4: Create an incubator that makes things hatch in half the time

they usually would. Spend 3 capability to use.

384
 Lv.6: Modify target brood so that they go up 3 dice for defense

while in eggs. Spend 4 capability to use.

 Lv.8: Target human is genetically altered for 7 days and becomes a

hatcher at the end of it. Spend 5 capability to use.

 Lv.10: All humans in the area become paranoid and hungry. Spend

6 capability to use.

o Entertainment Team

 Disguise

 Lv.2: Disguise self as a Drug Dealer.

 Lv.4: Disguise self as a fight promoter.

 Lv.6: Disguise self as a Bartender.

 Lv.8: Disguise self as a DJ.

 Lv.10: Disguise self as a TV executive.

 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

when played backwards, but will implant and encourage the

message when played forwards. Spend 5 capability to use.

385
 Lv.8: Create a TV show that glamorizes a life of drugs, sex,

fighting, and/or partying while at the same time draining the

intelligence and empathy of the viewers. Spend 7 capability to use.

 Lv.10: Create a large public gathering where drinking and fighting

is encouraged and loud terrible music is played. Spend 9 capability

to use.

 Psych

 Lv.2: Lower targets ability to use basic common sense and self-

preservation instinct. Spend 1 capability to use.

 Lv.4: Convince target that a certain political group is the right way

to go. Spend 2 capability to use.

 Lv.6: Target becomes super high, more vulnerable to their libido,

short tempered, racist, and incredibly vulgar for 24 hours. Spend 4

capability to use.

 Lv.8: Target group of people conform to sitcom dynamics and

wacky plotlines for half a year (pending renewal). Spend 6

capability to use.

 Lv.10: Every person who sees you in the next 5 minutes becomes

convinced that poor educational decisions, drunkenness, quirky

behavior, and blowing as much money as possible will make them

rich and successful. Spend 8 capability to use.

o Mutation Team

 Science

386
 Lv.2: Give a human the mutation of strength, this human goes up a

die for attack checks. Spend 2 capability to use.

 Lv.4: Give a human the mutation of reflex, this human goes up a

die for defense checks. Spend 3 capability to use.

 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.

 Lv.10: Give a human the mutation of multitasking, they go up 2

dice for all rolls. Spend 6 capability to use.

 Devastation

 Lv.2: Create a toxic bomb, it deals 1d6 poison damage and poisons

a target, the poison cannot be healed. Spend 1 capability to use.

 Lv.4: Create a toxin generator, babies born in the area have a

higher chance of being born with mutations. Spend 3 capability to

use.

 Lv.6: Target tree gives mutating fruit, any who eat from it become

insane mutants who go up a die for attack and damage. Spend 5

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

they have 10 hp. Spend 7 capability to use.

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

becomes ravenous and feral, going up 2 dice for attack and

defense, but down a die for all other checks.

o Diplomacy Team

 Disguise

 Lv.2: Disguise self as a form that humans find pleasing.

 Lv.4: Disguise self as a bureaucrat

 Lv.6: Disguise self as a guard

 Lv.8: Disguise self as a representative of a nation.

 Lv.10: Disguise self as the Ambassador among nations and

planets.

 Science

 Lv.2: Create a universal translator. Spend 2 capability to use.

 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

hour. Spend 4 capability to use.

 Lv.8: Create a device that makes everyone near hit pacifistic and

happy. Spend 5 capability to use.

 Lv.10: Create the ultimate dinner party. Spend 6 capability to use.

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

in sight. Spend 2 capability to use.

 Lv.6: Each target within 3 squares goes up or down 2 dice for

attack, defense, and damage. Spend 4 capability to use.

 Lv.8: Target is controlled to fight on your side for as long as you

see fit. Spend 6 Capability to use.

 Lv.10: Target is mutated into a Cyborg class Alien under your

control. Spend 8 capability to use.

 Devastation

 Lv.2: Go up 2 dice for attack and defense for 1 turn. Spend 1

capability to use.

 Lv.4: Up to 5 targets are paralyzed for 1 hour. Spend 3 capability

to use.

 Lv.6: Kill 3 targets. Spend 5 capability to use.

 Lv.8: Destroy an area from space. Spend 7 capability to use.

 Lv.10: Call in the entire Martian armada. Spend 9 capability to use.

o Harvest Team

 Science

 Lv.2: Create a viral strain that causes trees to seemingly die out,

but actually transport themselves onto your ship. Spend 2

capability to use.

389
 Lv.4: Create a scanner that detects nearby Gold, Quartz, Cows,

Humans, Trees, Oxygen, or Bowler hats. Spend 3 capability to use.

 Lv.6: Implant a human with Radioactive Quartz which turns them

into a mind controlled servant of the Martian Empire as long as

they have the quartz on their skin. Spend 4 capability to use.

 Lv.8: Create a massive metal worm that can burrow deep

underground and when it consumes something they are transported

to the ship. Spend 5 capability to use.

 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 humans you get cyborgs, Bowler Hats become infiltrators,

Quartz become Vanguards, Trees become Infectors, Cows become

Blue Dogs, and Oxygen become harvesters. Spend 6 capability to

use.

 Psyche

 Lv.2: Target human becomes a gatherer and will place anything

they receive in a predetermined location after a week. Spend 1

capability to use.

 Lv.4: Each human in the area brings their most precious belonging

to you and then leaves to go about their duties. Spend 2 capability

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.

 Lv.8: Each human in the area becomes a soldier in your private

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.

 Lv.3: Create a wall, made up of the spirit of one of your voices. It

cannot be passed through except by a ghost or similar entity. Spend

2 humanity to use.

 Lv.5: Can read minds for 24 hours. Spend 2 humanity to use.

 Lv.6: Can create electrical disruption toward every electronic

within 120 feet of you for 24 hours. Spend 2 humanity to use.

 Lv.8: Can walk through walls and become invisible for 24 hours.

Spend 4 humanity to use.

391
 Lv.10: Can teleport anywhere you can see for 24 hours. Spend 8

humanity to use.

o Radio Zombie

 Magic

 Lv.1: Irradiate target area, it can only recover through human

means. Spend 2 Humanity to use.

 Lv.3: Deal 1d20 poison damage to everyone within 5 squares of

you. Spend 2 Humanity to use.

 Lv.5: Infect target with radiation poisoning. Spend 2 Humanity to

use.

 Lv.6: Poison target food or water supply. Spend 2 humanity to use.

 Lv.8: Target area becomes uninhabitable for humans, vampires,

were beasts, witches, and Jotun. Spend 4 humanity use.

 Lv.10: Target community becomes paranoid and fearful of each

other. Spend 8 humanity to use.

o Patient Zero

 Magic

 Lv.1: Destroy or overload target tech device. Spend 2 humanity to

use.

 Lv.3: Teleport behind or in front of target who is looking at you

through a camera. Spend 2 humanity to use.

 Lv.5: Seal the exits of target building. Spend 2 humanity to use.

392
 Lv.6: Draw electricity from any object within 50 feet of you.

Spend 2 humanity to use.

 Lv.8: Alter any footage from an electronic source. Spend 4

humanity to use.

 Lv.10: Possess target, while possessing the target you retain your

own stats. Spend 8 humanity to use.

o Isolationists

 Magic

 Lv.1: Can see anything you want that is happening in the present.

Spend 2 humanity to use.

 Lv.3: Invisible and unable to attack for 24 hours. Spend 2

humanity to use.

 Lv.5: See the future. Spend 2 humanity to use.

 Lv.6: Keep non-experiments out of target area for 24 hours. Spend

2 humanity to use.

 Lv.8: Teleport anywhere. Spend 4 humanity to use.

 Lv.10: Enter an alternate dimension where there are no people for

12 hours. You may exit anywhere you want and are undetectable

upon entering or exiting. Spend 8 humanity to use.

o Multiple Men

 Magic

 Lv.1: Place a voice from your head into another targets for an hour.

Spend 2 humanity to use

393
 Lv.3: You are able to read minds for 24 hours. Spend 2 humanity

to use.

 Lv.5: Send an invisible eye through an area. Spend 2 humanity to

use.

 Lv.6: Create a nontangible spirit form for one of your voices for 24

hours. Spend 2 humanity to use.

 Lv.8: Create a physical clone of yourself for each voice in your

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

prime consciousness. You are still counted as having the former

number of voices in your head. Spend 8 humanity to use.

 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.

 Lv.5: Regenerate 10 hp every turn for 24 hours. Spend 2 humanity to

use.

 Lv.6: Target is immobilized in a floating bubble for 24 hours. Spend 2

humanity to use.

 Lv.8: Kill target non-experiment monster. Spend 4 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

if the host is both asleep and dreaming. Spend 0 humanity to use.

 Lv.3: Become indestructible as long as you are independent of the host

for 1 hour. Spend 2 humanity to use.

 Lv.5: You can possess people for 1 hour as long as you are

independent of the host. Spend 2 Humanity to use.

 Lv.6: Go up 2 dice on all rolls as long as you are independent from the

host. Spend 2 Humanity to use.

 Lv.8: You can teleport within line of sight for 1 hour as long as you

are independent of the host. Spend 4 humanity to use.

 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

 Lv.1: Target non-experiment is paralyzed for 3 hours. Spend 2

humanity to use.

 Lv.3: Implant a voice (but do not remove one of your own) into a

targets head. Spend 2 humanity to use.

 Lv.5: Grow or shrink a target 2 or less feet. Spend 2 humanity to use.

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

detonate at will dealing 1d20 electric damage to each enemy within 5

spaces. Spend 4 humanity to use.

 Lv.10: Target non-experiment becomes an experiment of your choice.

Spend 8 humanity to use.

 Secret Weapon

o Magic

 Lv.1: Create a cloud of smoke that takes up a 3x3 grid that blinds

anyone who enters it. Spend 2 humanity to use.

 Lv.3: Create a field of glass in each adjacent square, deal 2d20

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.

 Lv.5: Knockback each enemy 3d6 spaces. Spend 2 humanity to use.

 Lv.6: Can run up or through any object regardless of terrain or incline

without a drop in speed. Spend 2 humanity to use.

 Lv.8: Deal 2d20 shock damage to each enemy. Spend 4 humanity to

use.

 Lv.10: Each ally is indestructible and deals double damage for the

remainder of the battle. Spend 8 humanity to use.

 Ghosts

o Spirits of Love

396
 Animation

 Lv.1: Give sapience to a domestic animal for 24 hours. It can also

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

out of the frame or pedestal and interact among people. Spend 2

hold to use.

 Lv.5: Give sapience to target herbivore for 24 hours. It can also

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.

 Lv.9: Animate target water source into an Avatar of love, it

spreads love and commitment wherever it goes for 24 hours. Spend

5 hold to use.

 Manipulation

 Lv.1: Fill target with all the good memories they had with a target.

Spend 1 hold to use.

 Lv.3: Target non-ghost cannot attack or defend for 24 hours. Spend

2 hold to use.

 Lv.5: Target non-ghost cannot be manipulated by other ghosts for

24 hours. Spend 3 hold to use.

397
 Lv.7: Target wraith becomes a regular ghost for 24 hours. Spend 4

hold to use.

 Lv.9: Target is attracted to a different target. Spend 5 hold to use.

o Sprits of Joy

 Animation

 Lv.1: Animate target flower for 24 hours, it can only move by

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.

Spend 2 hold to use.

 Lv.5: Animate target vehicle for 24 hours, it can transform into a

humanoid construct as well as see and hear you. Spend 3 hold to

use.

 Lv.7: Bring a character on any TV or movie screen into the real

world for 24 hours they can see and hear you. Spend 4 hold to use.

 Lv.9: Animate target field of vegetables, fruit, or flowers as a

single entity for 24 hours, it can see and hear you. It is considered

Giant. Spend 5 hold to use.

o Spirit of Hate

 Manipulation

 Lv.1: Fill target with all the bad memories they had with a target.

Spend 1 hold to use.

 Lv.3: Target non-ghost is insane and violent for 24 hours. Spend 2

hold to use.

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 Lv.5: Target non-ghost cannot be manipulated by other ghosts for

24 hours. Spend 3 hold to use.

 Lv.7: Target Ghost becomes a Wraith for 24 hours. Spend 4 hold

to use.

 Lv.9: Target is filled with hate and bile directed towards a different

target. Spend 5 hold to use.

o Spirit of Sorrow

 Manipulation

 Lv.1: Emphasize a person’s saddest memory. Spend 1 hold to use.

 Lv.3: Become a person lost by or because of target. The target can

see and hear you in this form. Spend 2 hold to use.

 Lv.5: Emphasize the guilt a target feels and their receptiveness to

the cold and dark. Spend 3 hold to use.

 Lv.7: Implant false memories in a target, really sad ones. Spend 4

hold to use.

 Lv.9: Target commits suicide. Spend 5 hold to use.

o Chessmasters

 Manipulation

 Lv.1: Create 8 illusory versions of yourself. They disappear when

they would take or deal damage. Spend 1 hold to use.

 Lv.3: Take the form of a target. Spend 2 hold to use.

 Lv.5: Target ghost becomes a new emotion. Spend 3 hold to use.

 Lv.7: Target fights a different target. Spend 4 hold to use.

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

stay in your local. The furniture is only as intelligent as the average

dog. Spend 1 hold to activate.

 Lv.3: Animate a person in a work of art, they can step out of the

frame or pedestal and interact among people. Spend 2 hold to use.

 Lv.5: Animate target toy, it can see and hear you. Spend 3 hold to

use.

 Lv.7: Bring a character on any TV or movie screen into the real

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

giant. Spend 5 hold to use.

 Manipulation

 Lv.1: Imprison a human in an alternate dimension. If you have

already imprisoned a person in the alternate dimension, they are

now free. Spend 1 hold to use.

 Lv.3: Target human or human family becomes obsessed with you.

Spend 2 hold to use.

 Lv.5: Target human or human family starts seeing illusions from

your past life. Spend 3 hold to use.

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 Lv.7: Target human or human family becomes agoraphobic and

paranoid. Spend 4 hold to use.

 Lv.9: Target human or human family that have been manipulated

using the previous 4 manipulation spells become wraiths under

your control. Spend 5 hold to use.

o Creeping Reapers

 Animation

 Lv.1: Animate target corpse for 24 hours it can see and hear you.

Spend 1 hold to use.

 Lv.3: Give sapience to a swarm of bugs for 24 hours, they can see

and hear you. Spend 2 hold to use.

 Lv.5: Animate target statue or 2 statues for until they kill

something. They can attack ghosts, wraiths, and reapers. If the

statue was over 12 feet tall it is considered giant. Spend 3 hold to

use.

 Lv.7: Animate 3 corpses together to create a Scion that takes

orders from you. It is considered giant. Spend 4 hold to use.

 Lv.9: Animate 20 corpses together to create a Sutured Beast that

takes orders from you. It is considered Giant. Spend 5 hold to use.

o The Prism

 Manipulation

 Lv.1: Target non-ghost is your chosen emotion. Spend 1 hold to

use.

401
 Lv.3: Target area cannot feel a chosen emotion. Spend 2 hold to

use.

 Lv.5: Target non-ghost spreads their emotion to others. Spend 3

hold to use.

 Lv.7: Target ghost is trapped in a field of your emotion for 24

hours. Spend 4 hold to use.

 Lv.9: Target ghost becomes your emotion. Spend 5 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.

Spend 1 hold to use.

 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

soldiers killed on its soil. Spend 5 hold to use.

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o Surprise

 Animation

 Lv.1: Animate the stuffed head of an animal. It has the same stats

as the animal when it was alive. Spend 1 hold to use.

 Lv.3: Animate target suit of clothing or armor, it has 1d20 for

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

the GM, they obey you. Spend 3 hold to use.

 Lv.7: Animate targets reflection for 1 minute, it has a personality

opposite of the person it is reflecting, but the same stats. Does not

work on vampires. Spend 4 hold to use.

 Lv.9: Gain complete control of an areas architecture for 1 hour.

Spend 5 hold to use.

 Manipulation

 Lv.1: Target can see and hear you whenever it is night and there

are no lights on. Spend 1 hold to use.

 Lv.3: Target becomes paranoid for 24 hours. Spend 2 hold to use.

 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

whenever nobody else is talking in the area. Spend 5 hold to use.

403
o Envy

 Manipulation

 Lv.1: Target cannot let go of their issues. Spend 1 hold to use.

 Lv.3: Target remembers a slight inflicted upon them, but forgot.

Spend 2 hold to use.

 Lv.5: Target is quick to anger and becomes more powerful when

they are committing violence. Spend 3 hold to use.

 Lv.7: Target doubles all rolls when committing violence out of

envy. Spend 4 hold to use.

 Lv.9: Target is unable to think of anything other than taking what

they feel is rightfully theirs. Spend 5 hold to use.

o Nations

 Manipulation

 Lv.1: Target becomes more patriotic and starts looking for ways to

help their country. Spend 1 hold to use.

 Lv.3: Target conforms to positive and neutral stereotypes about

their nation. Spend 2 hold to use.

 Lv.5: Target will strive to make their country better in a way that

you feel is right. Spend 3 hold to use.

 Lv.7: Target world leader becomes more charismatic. Spend 4 hold

to use.

 Lv.9: The people in target area all become incredibly patriotic.

Spend 5 hold to use.

404
o Blessed Dead

 Manipulation

 Lv.1: Target is healed of all diseases, conditions, and mental

problems. Spend 1 hold to use.

 Lv.3: Target believes in their self. Spend 2 hold to use.

 Lv.5: Target heals 1d6 each turn. Spend 3 hold to use.

 Lv.7: Target can fly for 24 hours. Spend 4 hold to use.

 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

for 24 hours. Spend 1 hold to use.

 Lv.3: Each human in your local starts feeling your emotion for 24

hours. Spend 2 hold to use.

 Lv.5: Ghosts flock to your location and are unable to attack you

while there for 24 hours. Spend 3 hold to use.

 Lv.7: For each human in your location go up a die for a check of

your choice for 24 hours. Spend 4 hold to use.

 Lv.9: Humans can see you and will worship you for 24 hours.

Spend 5 hold to use.

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

orders from you. It can fly, it is equipped with a Phantom

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

all checks. Spend 4 hold to use.

 Lv.9: Create a Fallen King, it can see and hear ghosts and takes

orders from you. It is equipped with an Nth metal axe and a

Geistflame, it can fly and uses 1d10 for all checks. Spend 5 hold to

use.

o Zone Wanderers

 Animation

 Lv.1: Create an avatar of yourself to use outside the episode you

are in for 24 hours. Its stats are equal to yours but go down a die

for each check. Spend 1 hold to use.

 Lv.3: Target citizen of the episode you are in becomes aware of the

fourth wall for 1 hour. Spend 2 hold to use.

406
 Lv.5: Switch places with a citizen outside the episode you are in

for 24 hours. Spend 3 hold to use.

 Lv.7: Rewrite a single line in the script for the episode you are in.

Spend 4 hold to use.

 Lv.9: The area outside your episode and the episode itself switch

inhabitants for 24 hours. Spend 5 hold to use.

 Mummies

o Aztec

 Shadow

 Lv.1: Turn invisible for 1 hour. Spend 25 lifespan to use.

 Lv.3: Go up a die for damage while sneaking for 24 hours. Spend

150 lifespan to use.

 Lv.5: Shroud yourself in shadow leopard pelt for 24 hours. Go up a

die for stealth checks while it’s on. Spend 625 lifespan to use.

 Lv.7: Create the Macuahuitl of Tezcatlipoca for 24 hours. It deals

8x damage to target if used during a sneak attack, it deals 1d10

melee or dark damage. Spend 2,500 lifespan to use.

 Lv.9: Summon Mictlantecuhtli, god of the dead for 24 hours. He

has 1,000 hp and resistant to all non-light damage, he takes

extreme damage from light, he uses 1d20 for all rolls.. You do not

control him. Spend 10,000 lifespan to use.

 Thought

407
 Lv.2: Transfer a citizen from your past civilization into the body of

a target for 1 hour. Spend 25 lifespan to use.

 Lv.4: Transform into a human for 24 hours. Spend 150 lifespan to

use.

 Lv.6: Transform target place of worship into an Aztec temple for

24 hours. Spend 625 lifespan to use.

 Lv.8: Every target in an area bows before you as their true king.

Spend 2,500 lifespan to use.

 Lv.10: Possess a target for 24 hours, they will have no memory of

it and your body will be in the care of the Powers that be for the

duration of the possession. Spend 10,000 lifespan to use.

o Norse

 Soul

 Lv.1: Target is cursed with disadvantage, go up a die for your next

roll on the target. Spend 25 lifespan to use.

 Lv.3: Target is cursed with sudden death, deal double damage on

your next attack to that target. Spend 150 lifespan to use.

 Lv.5: Curse target with clumsiness for 24 hours, increase all rolls

by 2 dice against that target for 24 hours. Spend 625 lifespan to

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

1d4 and they are mute. Spend 10,000 lifespan to use.

 Shadow

 Lv.1: Teleport to an area. Spend 25 lifespan to use.

 Lv.3: Teleport a target to another area. You must teleport there as

well. Spend 150 lifespan to use.

 Lv.5: Create 5 shadow missiles. If they touch a target the target is

dealt 1d20 dark damage. Spend 625 lifespan to use.

 Lv.7: Increase speed by x8 for 24 hours. Spend 2,500 lifespan to

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.2: Target bows for 24 hours. Spend 25 lifespan to use.

 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.

 Lv.10: Transform target army into the army of your civilization.

Spend 10,000 lifespan to use.

 Soul

 Lv.1: Turn your skin to stone for 24 hours. Go up 2 dice for

defense rolls. Spend 25 lifespan to use.

 Lv.3: Curse target with clay skin for 24 hours, they use 1d4 for

attack and defense checks. Spend 150 lifespan to use.

 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.

 Lv.6: Curse target with sensory deprivation for 24 hours, they

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.

 Lv.10: Target is cursed with eternal objection, they turn into an

object of your choice. It can talk, but only to those who wield it.

Spend 10,000 lifespan to use.

o Natural

410
 Thought

 Lv.2: Gain knowledge of modern human culture for 24 hours.

Spend 25 lifespan to use.

 Lv.4: Turn into a human for 24 hours. Spend 150 lifespan to use.

 Lv.6: Target regresses to childlike intelligence for 24 hours. Spend

625 lifespan to use.

 Lv.8: Regress the evolutionary chain of everything that comes

within 100 yards of you for 24 hours. Spend 2,500 lifespan.

 Lv.10: Recreate the time of dinosaurs in target city for 1 week.

Spend 10,000 lifespan to use.

o Agents of the Higher

 Soul

 Lv.1: Curse target water source with blood. The water becomes

blood. Spend 25 lifespan to use.

 Lv.3: Curse target area with frogs. There are at least 3 frogs in

literally every house. Spend 150 lifespan to use.

 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.

Spend 625 lifespan to use.

 Lv.6: Curse target area with explosive hail. The explosion is about

as intense as the average firecracker and this happens for 24 hours.

Spend 625 lifespan to use.

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

they can they will leave. Spend 25,000 lifespan to use.

 Lv.10: Curse target area with the deaths of every firstborn. Every

family who doesn’t smear goat’s blood on their doorframe will

lose their firstborn. Spend 10,000 lifespan to use.

 Shadow

 Lv.1: Teleport behind target. Spend 25 lifespan to use.

 Lv.3: Target is invisible for 24 hours. Spend 150 lifespan to use.

 Lv.5: Disable all tech in an area. Spend 625 lifespan to use.

 Lv.7: Become a leviathan, in this form you can breathe underwater

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

circumference. Spend 2,500 lifespan to use.

 Lv.9: Curse target area with creeping darkness, it cannot be seen

through and will seep into every opening. This lasts until you

decide to stop it. Spend 10,000 lifespan to use.

o Cut From Shadow

 Shadow

 Lv.1: Deal 4x damage with your next sneak attack. Spend 25

lifespan to use.

 Lv.3: Deal 4x damage with the next dark damage you deal. Spend

150 lifespan to use.

412
 Lv.5: Create a shadow shield that blocks the next non-light damage

that would hit you. Spend 625 lifespan to use.

 Lv.7: Teleport anywhere for 24 hours. Spend 2,500 lifespan to use.

 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

and use 1d4 for all checks. Spend 25 lifespan to use.

 Lv.4: Become a human for 24 hours. Spend 150 lifespan to use.

 Lv.6: Mind control target for 24 hours, they have no memory of

this. Spend 625 lifespan to use.

 Lv.8: Target believes they are in hell for 24 hours. Spend 2,500

lifespan to use.

 Lv.10: Target area becomes Hell for a week. Spend 10,000

lifespan to use.

 Soul

 Lv.1: Curse target with Scorn, all people are naturally hateful of

the cursed target. Spend 25 lifespan to use.

 Lv.3: Curse target with Prophesies, every day they will see an

image from the future. Spend 150 lifespan to use.

 Lv.5: Curse target with polymorphism. Every day they become a

new animal of your choice. Spend 625 lifespan to use.

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

625 lifespan to use.

 Lv.8: Curse target with Hellish Bane, the first day of the curse the

target is plagued by voices and things moving. The second day

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

Spell on the target free of charge. Spend 10,000 lifespan to use.

o Curse Bearers

 Thought

 Lv.2: Target is immune to curses for 24 hours. Spend 25 lifespan

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.

Spend 625 lifespan to use.

 Lv.8: Switch bodies with target human for 24 hours. Spend 2,500

lifespan to use.

 Lv.10: Cure all curses in an area. Spend 10,000 lifespan to use.

 Soul

 Lv.1: Curse target with curse magnetism, if they come in contact

with another person who is cursed, they take that curse themselves.

Spend 25 lifespan to use.

414
 Lv.3: Curse target with irony. Something ironic happens to them,

like if they hate people of African descent, they wake up with

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

12 years. Spend 625 lifespan to use.

 Lv.6: Curse target with Weakness, they take extreme damage from

all sources. Spend 625 lifespan to use.

 Lv.8: Curse target area with Ghostly Hordes. If a condition set by

you happens to the area, a horde of Mongolian Rider Ghosts will

attack the area. Spend 2,500 lifespan to use.

 Lv.10: Curse target area with Death Fly Swarms. The Death Flies

will attempt to eat everything in sight, they can bite through

concrete and their bite causes AIDS. Spend 10,000 lifespan to use.

o Live Burials

 Soul

 Lv.1: Target cannot move for 1 turn. Spend 25 lifespan to use.

 Lv.3: Can burrow underground and go 8x your normal speed, and

you can make 1 extra attack per turn for 24 hours. Spend 150

lifespan to use.

 Lv.5: Create a giant 2000 pound hand of limestone, you can

control it telepathically. Spend 625 lifespan to use.

 Lv.6: Target is buried alive 6 feet underground, it will take 10

turns to die if they do not escape, spend 625 lifespan to use.

415
 Lv.8: Target skips their next 20 turns and goes down 2 dice on all

checks. Spend 2,500 lifespan to use.

 Lv.10: Target is kept alive for 1000 years and be above ground.

Spend 10,000 lifespan to use.

o Aliens

 Thought

 Lv.2: Anyone who comes within ten feet of you becomes nauseous

and woozy for 24 hours. Spend 25 lifespan to use.

 Lv.4: Target becomes possessed by a servant of yours from your

past for 24 hours. Spend 150 lifespan to use.

 Lv.6: Every target within 25 feet becomes your servant for 24

hours. Spend 625 lifespan to use.

 Lv.8: Target city becomes a city of mars of a similar size for a

week. Spend 2,500 lifespan to use.

 Lv.10: All citizens become aliens from ancient mars. Spend 10,000

lifespan to use.

 Shadow

 Lv.1: Become invisible for 24 hours. Spend 25 lifespan to use.

 Lv.3: Each target within line of sight is blinded permanently.

Spend 150 lifespan to use.

 Lv.5: Target is possessed by a Martian demon for 24 hours. Spend

625 lifespan to use.

416
 Lv.7: Can control and travel through shadows for 24 hours. Spend

2,500 lifespan to use.

 Lv.9: Summon the Ancient Laser which sends whatever it hits to

another dimension. Spend 10,000 lifespan to use.

o Native American

 Thought

 Lv.2: Enemies within 2 squares of you attack an ally within their

attack range. Spend 25 lifespan to use.

 Lv.4: Target ally goes up 2 dice for all checks. Spend 150 lifespan

to use.

 Lv.6: Each enemy within 10 squares is blinded for 10 turns. Spend

625 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

10,000 lifespan to use.

o New Breed

 Shadow

 Lv.2: Create a copy of yourself that has all the same stats, but has 1

hp. Spend 25 lifespan to use.

 Lv.4: Gain admin access to any computer you can perceive. Spend

150 lifespan to use.

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

withholding information. Spend 2,500 lifespan to use.

 Lv.10: Become Giant and deal +1 damage for every million your

company brings in each year. Spend 10,000 lifespan to use.

o Xanadu

 Soul

 Lv.2: Target goes down a die for a check of your choice for 24

hours. Spend 25 lifespan to use.

 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.

 Lv.10: Target cannot touch gold, silver, bronze, copper, or

platinum for 10,000 years. Spend 10,000 lifespan to use.

 Thought

 Lv.2: Target gets -3 to stealth and operations rolls. Spend 25

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

625 lifespan to use.

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 Lv.8: Enemies have to roll twice and use the lowest result when

they make any check. Spend 2,500 lifespan to use.

 Lv.10: Target becomes your immortal servant. Spend 10,000

lifespan to use.

o Ancient Aliens

 Thought

 Lv.2: Target forgets the last 24 hours. Spend 25 lifespan to use.

 Lv.4: Target thinks they are a cow for 24 hours. Spend 150

lifespan to use.

 Lv.6: Target becomes possessed by the soul of an Ancient Alien.

Spend 625 to use.

 Lv.8: Each human within line of sight becomes a caveman or

cavewoman. Spend 2,500 lifespan to use.

 Lv.10: All humans in target city become convinced of an alien

invasion. Spend 10,000 lifespan to use.

 Shadow

 Lv.1: Create a Laser Pistol which deals 1d20 fire damage to a

target and has limb damage. Spend 25 lifespan to use.

 Lv.3: Create a spaceship, it resembles a stereotypical UFO and can

jump to warp speed. Spend 150 lifespan to use.

 Lv.5: Create a solar map that tracks all life in the universe. Spend

625 lifespan to use.

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 Lv.7: Create an ancient transport ship it contains all that was used

in the Martian invasion that killed the dinosaurs. Spend 2,500

lifespan to use.

 Lv.9: Create a seeping parasite that will terraform the planet you

are on into ancient mars in a year. Spend 10,000 lifespan to use.

o Agents Against

 Shadow

 Lv.2: Dark type weapons deal double damage for the next 24

hours. Spend 25 lifespan to use.

 Lv.4: Teleport somewhere within 100 spaces. Spend 150 lifespan

to use.

 Lv.6: For the next 24 hours, whenever an enemy comes within 1

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.

Spend 2,500 lifespan to use.

 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

lifespan as well. Spend 10,000 lifespan to use.

 Soul

 Lv.2: Deal 1d20 dark damage to a target. Spend 25 lifespan to use.

 Lv.4: Target takes x2 damage from dark weapons for the next year.

Spend 150 lifespan to use.

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 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

have taken. Spend 2,500 lifespan to use.

 Lv.10: Target is banished to the second death world (that ghosts go

to when they die.) Spend 10,000 lifespan to use.

o Unleashed Fury

 Thought

 Lv.2: You and each ally go up a die for attack and damage for the

rest of the battle. Spend 25 lifespan to use.

 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

each enemy within 5 spaces of it. Spend 625 lifespan to use.

 Lv.8: For the next 24 hours, your item is indestructible. Spend

2,500 lifespan to use.

 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

immortal. Spend 10,000 lifespan to use.

o The Awakened

 Soul

 Lv.2: Target is frozen for 3 turns. Spend 25 lifespan to use.

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 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.

 Lv.8: Target attracts all forms of carnivorous insects from miles

around for 40 years. Spend 2,500 lifespan to use.

 Lv.10: Target cannot reason against their id forever and all

eternity. Spend 10,000 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

625 lifespan to use.

 Lv.8: Make 2 extra attacks each turn and deal double damage with

them. Spend 2,500 lifespan to use.

 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

thought checks. Spend 1 hope to use.

 Lv.3: Create a Jack. He has 12 hp. He uses 1d8 for his rolls and

1d20 for thought rolls. Spend 3 hope to use.

 Lv.5: Create a Queen. She has 13 hp. She uses 1d10 for all checks

and 1d20 for command. Spend 5 hope to use.

 Lv.7: Create a King. He has 14 hp. He uses 1d12 for all checks and

can transform into a dragon, lion, or angel. Spend 7 hope to use.

 Lv.9: Create an Ace. She has 11 hp. She uses 1d20 for all checks

and has 7 magic points. Spend 9 hope to use.

o Chess

 Servants

 Lv.1: Create 8 pawns. They have 1 hp. They use 1d4 for all rolls, if

they achieve 8 kills they can transform into a different servant.

Spend 1 hope to use.

 Lv.3: Create 2 Bishops. They have 1 hp. They can heal allies 1d4

once per turn. Spend 3 hope to use.

 Lv.5: Create 2 rooks. They have 1 hp. They are giant sapient

castles that use 1d20 for attack and defense checks. They are

considered Giant. Spend 5 hope to use.

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 Lv.7: Create 2 Knights. They have 1 hp. They use 1d12 for all

checks and can teleport anywhere in line of sight. Spend 7 hope to

use.

 Lv.9: Create a Queen. She has 1 hp. She uses 1d20 for all rolls and

can move 3x faster than the average princess.

o Celestial

 Magic

 Lv.1: Deal 1d8 light damage to each target in a line 10. Spend 2

hope to use.

 Lv.3: Deal 1d8 water damage to each target within 5 squares of

you. Spend 2 hope to use.

 Lv.5: Deal 1d20 Fire damage to target. Spend 2 hope to use.

 Lv.6: Deal 1d20 Electric damage to each enemy in a cone 10.

Spend 2 hope to use.

 Lv.8: Deal 1d20 Light, Water, Fire, and Electric Damage to each

target in a line 10. Spend 4 hope to use.

 Lv.10: Deal 3d20 Light, Water, Fire, and Electric Damage to each

target in a line 30. Spend 8 hope to use.

 Transform

 Lv.1: Turn into an exact copy of yourself but wearing really

elaborate and somewhat revealing clothing, also no one knows

who you are for some reason. Go up a die for all rolls.

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 Lv.3: Turn into a cat. Use 1d20 for stealth. 1d12 for thought. 1d6

for all other checks.

 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

checks in this form.

 Lv.9: Assume the form of the future queen. Roll 2d20 for all

checks in this form.

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

defense, and 1d4 for all others.

 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.

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 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

form, but are completely animalistic and insane, you cannot

transform out of this form by your own volition.

o Nature

 Servants

 Lv.1: Create 5 bluebirds, they can fly and have 1d20 for stealth,

but 1d4 for all other checks and only 1 hp

 Lv.3: Create 3 Blind Mice Archers. They are equipped with Sniper

rifles and use 1d12 for attack, but 1d6 for all other checks

 Lv.5: Create a Burning Scarecrow. She has 10 hp and uses 2d20

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,

melee, and wood damage. Spend 7 hope to use.

 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

from. He is considered Giant. Spend 9 hope to use.

 Magic

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 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

water. Spend 2 hope to use.

 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

defense and 1d4 for everything else. Spend 1 hope to use.

 Lv.3: Create a Knight. He has 10 hp and uses 1d10 for attack and

defense and 1d6 for everything else. Spend 3 hope to use.

 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

him 1d4 points each turn. Spend 5 hope to use.

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

points in your magic tree. Spend 7 hope to use.

 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.

Spend 9 hope to use.

 Magic

 Lv.1: Emit a light that blinds all targets in cone 5 for 24 hours.

Spend 2 hope to use.

 Lv.3: Create a force field that reflects the next damage you would

be dealt at target enemy. Spend 2 hope to use.

 Lv.5: Each ally goes up 3 dice on their next 2 checks. Spend 2

hope to use.

 Lv.6: Paralyze target for 24 hours. Spend 2 hope to use.

 Lv.8: Remove targets head. Spend 4 hope to use.

 Lv.10: Mind control target. Spend 8 hope to use.

o Court of Love

 Servants

 Lv.1: Create a Rouge. She has 5 hp and uses 1d8 for attack and

defense and 1d4 for everything else. Spend 1 hope to use.

 Lv.3: Create a Duelist. She has 10 hp and uses 1d10 for attack and

defense and 1d6 for everything else. Spend 3 hope to use.

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

takes 1d4 damage each turn. Spend 5 hope to use.

 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

your magic tree. Spend 7 hope to use.

 Lv.9: Create an Ultra Phoenix. She has 30 hp and uses 1d20 for all

checks and has 9 points in your magic tree. She is considered

Giant. Spend 9 hope to use.

 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

checks in this form. Use 1d6 for all other checks.

 Lv.5: Turn into a Golden Asp. All attacks deal poison damage in

addition to their other types and you double your speed. Go up 3

dice for stealth and use 1d6 for all other checks.

 Lv.7: Turn into a Golden Lion. Go up 4 dice for attack checks, go

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

are considered giant.

o Court of Wine

 Transform

429
 Lv.1: Turn into the opposite sex. Do with that what you will.

 Lv.3: Turn into a font of endless wine.

 Lv.5: Turn into the most attractive person in the world. Gain 5 dice

for thought checks in this form.

 Lv.7: Turn into a mythical, but still humanoid creature or some

form of half person/half animal hybrid.

 Lv.9: Transform into a superhero. In this form you go up 4 dice for

all checks.

 Magic

 Lv.1: Alter targets clothes to your liking. Spend 1 hope to use.

 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.

 Lv.5: Change targets gender. Spend 1 hope to use.

 Lv.6: Turn target inanimate object into an attractive sapient person

of your favored gender. Spend 1 hope to use.

 Lv.8: Turn target into an impossibly attractive person for 24 hours.

Spend 1 hope to use.

 Lv.10: Turn everyone within an area into nymphomaniac

drunkards for 24 hours. Spend 1 hope to use.

o Court of Mirrors

 Magic

430
 Lv.1: Create 5 identical copies of yourself that cannot attack or

defend and have 1 hp. Spend 2 hope to use.

 Lv.3: Copy the stats of your enemy, unless your stat is higher.

Spend 2 hope to use.

 Lv.5: Reflect the next damage that would hit you back at its user.

Spend 2 hope to use.

 Lv.6: Can travel through any mirror to another mirror for 24 hours.

Spend 2 hope to use.

 Lv.8: Target is mute, blind, and cannot use magic for 24 hours.

Spend 4 hope to use.

 Lv.10: Teleport target creature of darkness to an area of your

choice. Gain 2 hope.

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

princess she kills. Spend 1 hope to use.

 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

light attacks. Spend 3 hope to use.

 Lv.5: Create an Annihilator. He has 15 hp and uses 1d8 for all

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

princess she kills becomes a Ravager.

 Lv.9: Create a Malevolent Dragon. She has 30 hp and uses 1d20

for all checks and creates 3 ravagers each turn of combat. She is

considered Giant. Spend 9 hope to use.

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

make after transforming.

 Lv.3: Change yourself into any humanoid form you can think of,

use 1d12 for sneak in this form.

 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

you can fly and use 1d20 for operations checks.

 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

everything else. It has a silver sword as a weapon. It can fly. Spend

3 hope to use.

 Lv.5: Create a Giant Conjoined Skeleton, it is giant and has a spear

of Saint Michael. It has 20 hp, 7 speed, and uses 1d12 for

operations, 1d10 for attack and magic, 1d6 for everything else.

Spend 5 hope to use.

 Lv.7: Create a Massive Eye, it is giant and can fly. It uses 1d20 for

magic and has 6 points of magic in the celestial princess tree, it

uses 1d12 for attack, defense, and stealth, and 1d6 for everything

else. It has 20 hp and 6 speed. Spend 7 hope to use.

 Lv.9: Create an Aquatic Hydragon it has all the powers of the

optional pets, 45 hp, uses 1d20 for all checks and has 6 points of

magic in the celestial princess magic tree. Spend 9 hope to use.

 Transform

 Lv.1: Turn into a Spirit Serpent, you can breathe underwater and

double your speed in this form.

433
 Lv.3: Can turn into a giant spider centaur. You can climb walls and

make a target enemy go down ½ speed for the remainder of a battle

once a turn in this form.

 Lv.5: Turn into a Rhino/Elephant Hybrid. Go up 4 dice for your

next attack and damage roll after transforming.

 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

resists all damage types.

o Demon

 Transform

 Lv.1: Turn into a dire rat, you are tiny (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) in this form and go up 2 dice for

stealth in this form.

 Lv.3: Turn a chunk of brimstone into Flamethrower.

 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

damage in this form and are completely invisible in shadows.

 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

with a status effect on them in this form.

o Fairy

 Magic

 Lv.1: Target ally can fly. Spend 2 hope to use.

 Lv.3: Target is mute. Spend 2 hope to use.

 Lv.5: Bring any plant or fish back to life if someone has expressed

sorrow over its loss. Spend 2 hope to use.

 Lv.6: Open 4 portals in different countries that travel to each other

and the planet Venus. Spend 2 hope to use.

 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.

 Lv.10: Bring any creature back to life if someone has expressed

sorrow about their passing. Spend 8 hope to use.

 Servants

 Lv.1: Create Hoverworm, it can fly and has 10 hp, 10 speed, and

uses 1d4 for all checks. Spend 1 hope to use.

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

all checks. Spend 3 hope to use.

 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.

 Lv.7: Create a Jack of the Lantern, it has 10 hp, 6 speed, and it

deals 2d20 damage to any adjacent enemy each turn and uses 1d10

for all checks and has a staff. Spend 7 hope to use.

 Lv.9: Create a Two Headed Servant Gorilla, it has a Chainsaw and

uses 1d20 for all checks. It has 40 hp and 8 speed. Spend 9 hope to

use.

o Barbarian

 Magic

 Lv.1: See everything that is happening around target star. Spend 2

hope to use.

 Lv.3: Speak to nature. Spend 2 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

physically and emotionally. Spend 2 hope to use.

 Lv.8: See the future. Spend 4 hope to use.

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 Lv.10: Paint yourself with all the colors of the rainbow, as long as

the paint remains go up 3 dice for all checks including damage.

Spend 8 hope to use.

o Old Court

 Magic

 Lv.1: See an event in time of your choice or randomly. Spend 2

hope to use.

 Lv.3: See an event relevant to current events. Spend 2 hope to use.

 Lv.5: Discover all hidden doors and objects in an area. Spend 2

hope to use.

 Lv.6: Read the minds of a crowd. Spend 2 hope to use.

 Lv.8: Travel to a point in time you know of. Spend 4 hope to use.

 Lv.10: Target darkness creature or princess is mind controlled with

absolutely no way to reverse it, even in either of your deaths.

Spend 8 hope to use.

 Servants

 Lv.1: Create a Robot Spider, it has 1d20 in operations and 1d4 in

everything else, it has 1 hp and 9 speed. Spend 1 hope to use.

 Lv.3: Create a Warrior Golem, it has a Rose Staff, 3 speed, and 10

hp. It uses 1d10 for attack and defense and 1d4 for all other

checks. Spend 3 hope to use.

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

1d4 for all other checks. Spend 5 hope to use.

 Lv.7: Create Light Soldier, it has 10 hp, 4 speed, and has a

Sunforge Sword. It uses 1d20 for attack and defense, and 1d12 for

everything else. Spend 7 hope to use.

 Lv.9: Create a Clockroach, it has 15 hp, 10 speed, and can travel

through time. It uses 1d20 for all checks. Spend 9 hope to use.

o Blood Red Court

 Servants

 Lv.1: Create a Martian Slave, it has 5 hp and 6 speed. It uses 1d6

for all checks. Spend 1 hope to use.

 Lv.3: Create a Martian Convict Soldier, it has 5 hp and 6 speed. It

uses 1d10 for attack and defense and 1d4 for all other checks, they

have a lightning gun. Spend 3 hope to use.

 Lv.5: Create a Martian Slave Overseer, it has 10 hp and 5 speed. It

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.

 Lv.7: Create a Martian Puppet King, it has 2d20 in magic and PR

with 10 points of magic in your own magic tree. It has 1d4 for all

other checks, 5 hp, and 5 speed. Spend 7 hope to use.

 Lv.9: Create a Martian Demon Beast, it has 1d20 in all checks and

is giant. It has 35 hp and 10 speed. Spend 9 hope to use.

438
 Magic

 Lv.1: Target enemy attacks another enemy. Spend 2 hope to use.

 Lv.3: Target is paralyzed. Spend 2 hope to use.

 Lv.5: Target ally deals double damage until the end of your next

turn. Spend 2 hope to use.

 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.

 Lv.10: Target goes homicidally insane and goes up 4 dice for

attack, defense, and damage, attempting to kill everything it sees.

Spend 8 hope to use.

o Sunrise Court

 Transform

 Lv.1: Transform into a Solar Fish, you can breathe underwater and

in magma or flames in this form and are immune to magic of all

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

how the universe works, but cannot put it into words.

 Lv.7: Transform into a Star Ray, you can fly in this form and reroll

all checks and use the highest result.

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 Lv.9: Transform into a Sun Titan, you are giant in this form and

heal yourself and all your allies 2d20 each turn.

 Magic

 Lv.1: Target cannot attack for 24 hours. Spend 2 hope to use.

 Lv.3: Target understands the true value of life for 24 hours. Spend

2 hope to use.

 Lv.5: Discover the location of a unique item. Spend 2 hope to use.

 Lv.6: Assemble raw materials into an object instantly. Spend 2

hope to use.

 Lv.8: Teleport at will for 24 hours. Spend 4 hope to use.

 Lv.10: Target cannot deal damage or take damage forever. Spend 8

hope to use.

o Tribal Court

 Magic

 Lv.1: Sense prey. Spend 2 hope to use.

 Lv.3: Tame target animal for 24 hours. Spend 2 hope to use.

 Lv.5: Gain a telepathic link with your allies for 24 hours. Spend 2

hope to use.

 Lv.6: Summon any number of allies to your location. Spend 2 hope

to use.

 Lv.8: Target loses their intelligence and reverts to a primal state.

Spend 4 hope to use.

 Lv.10: Resist all damage types for 24 hours. Spend 8 hope to use.

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 Transform

 Lv.1: Can turn into a Raptor, get +2 speed in this form.

 Lv.3: Can turn into a Pterodactyl, you can fly in this form and deal

double damage to non-flyers.

 Lv.5: Can turn into a Triceratops, go up a die for attack and

defense in this form.

 Lv.7: Can turn into an Ankylosaur, go up 4 dice for defense in this

form.

 Lv.9: Can turn into a T-Rex, you are giant and go up 3 dice for

attack and damage in this form. All Spinosauruses immediately

lose fights to you, because I hate Spinosauruses. Jurassic Park 3

sucks.

o Court of Science

 Transform

 Lv.1: Turn into a darkness Foot Soldier

 Lv.3: Turn into a darkness Dark Servant

 Lv.5: Turn into a darkness Dark Princess

 Lv.7: Turn into a darkness Dark Queen

 Lv.9: Turn into a Darkness Dark Dragon

 Jotun

o Giants

 Craft

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 Lv.2: Craft a Giant Sword, it deals extreme damage to targets

smaller than you.

 Lv.4: Craft Stone Golem Armor, while wearing it you resist earth

damage and go up 1 die for defense rolls.

 Lv.5: Craft the Automata Dragon, it is large enough for a giant to

ride and breathes fire. It has the same stats as a dragon.

 Lv.7: Can craft the logging mill, while the mill is up, each magical

tree you cut down gives 1 transcendence.

 Lv.9: Craft the Bifrost, a rainbow bridge that goes to the Norse

homestead of Valhalla.

o Goblins

 Ceremony

 Lv.2: Pray for companionship, the prayer takes 1 hour and if

uninterrupted draws another goblin to your location.

 Lv.4: Pray for meat, the prayer takes 3 hours and if uninterrupted

draws a large meaty creature to the area.

 Lv.6: Pray for wealth, the prayer takes 6 hours and if uninterrupted

draws a person with something of immense value to the location.

 Lv.8: Pray for violence, the prayer takes 16 hours and if

uninterrupted will cause target area to erupt in violence.

 Lv.10: Pray for echoes, the prayer takes 40 hours and if

uninterrupted creates 2 clones of you.

o Trolls

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 Ceremony

 Lv.2: Pray for immortality, the prayer takes 2 hours and if

uninterrupted causes you to regain full health at the start of each

turn and remove all status effects for 24 hours, this does not work

if you have taken fire damage.

 Lv.4: Pray for property, the prayer takes 2 hours and if

uninterrupted creates either a cave, gingerbread house, or bridge at

your location.

 Lv.6: Pray for water, the prayer takes 8 hours and if uninterrupted

causes a river to cut through your area.

 Lv.8: Pray for bones, the prayer takes 24 hours and if uninterrupted

creates 3 skeletal servants, they use the stats of a Dark Construct

(Soldier).

 Lv.10: Pray for Power, the prayer takes 50 hours and if successful

makes it so that you go up 4 dice on attack, defense, and feeding.

o Cyclops

 Craft

 Lv.2: Create the Uprooted Tree Club, it deals 1d20 wood and fire

damage and has the burning effect.

 Lv.4: Create the Scarred Armor, which deals 1d6 dark damage to

anyone who declares an attack on you.

 Lv.5: Create the Rushwood Chariot, which can move at Mach 1.

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 Lv.7: Create the Wall of Denial, a wall that is big enough to have 2

cyclops side by side inside of it and as tall as 3 giants atop each

other, it is 300 feet long.

 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

they arrived at their fabled destination for 72 hours.

 Ceremony

 Lv.2: Pray for Mercy, the prayer takes 1 hour and if uninterrupted

causes you to be forgiven for a wrongdoing once in 24 hours.

 Lv.4: Pray for Laziness, the prayer takes 4 hours and if

uninterrupted causes target Monster to become slothful and

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.8: Pray for Protection, the prayer takes 12 hours and if

uninterrupted removes all weaknesses for 24 hours, also go up 3

dice on defense rolls for 24 hours.

 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

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 Lv.2: Craft the Aesop Axe, which deals x8 damage to werewolves,

ghosts, princesses, and Jotun

 Lv.4: Craft the Red Hood, which when worn increases speed by x2

and attack rolls against werewolves by 1 die.

 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

and wood damage.

 Lv.7: Craft the Woods Lodge, which causes all those who enter it

to go up 2 dice for all rolls for 24 hours.

 Lv.9: Craft the Arc of Magewood, which can sail across the seas of

time and space, it takes 16 giants to steer and 300 goblins to

operate the delicate machinery.

 Ceremony

 Lv.2: Pray for harvest, the prayer takes 1 hour and if uninterrupted

will cause a magic tree and a field of wheat to grow if it is spring

or summer, a field of pumpkins to grow if it is fall, or a second

magic tree if it is winter.

 Lv.4: Pray for light, the prayer takes 3 hours and if it is

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,

will cause a new Jotun to be born.

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 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,

many fun activities and vibrant decorations.

 Lv.10: Pray for Home, the prayer takes 168 hours and if

uninterrupted causes a Star Arc (Self Driving Space Shuttle) to

come to you.

o Guardians

 Ceremony

 Lv.2: Pray for Sealing, the prayer takes 2 hours and if

uninterrupted seals off an area from non-Monsters.

 Lv.4: Pray for Guidance, the prayer takes 6 hours and if successful

will alert you whenever someone is in trouble and where for 24

hours.

 Lv.6: Pray for Rally, the prayer takes 14 hours and if uninterrupted

will cause up to 6 Jotun of your choice to come to your aid for 72

hours.

 Lv.8: Pray for Bounty, the prayer takes 38 hours and if successful

will cause target to make a grand discovery.

 Lv.10: Pray for Peace, the prayer takes 60 hours and if successful

will cause target area to be peaceful and loving for a week.

o Earth Kin

 Craft

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 Lv.2: Craft the Magi Gun, it has a range of 20 spaces and deals

1d20 bullets damage. Does double damage to elves.

 Lv.4: Craft the Suit of Invisibility, while worn go up 3 dice on

stealth roles.

 Lv.5: Create the Mage Hunter, a motorcycle that increases max

speed by 15 mph for each elf killed. It can fly.

 Lv.7: Create the Bunker, an underground lair that cannot be

detected by those who have no need of it.

 Lv.9: Create the Waypoint Bridge, the bridge travels to ancient

battlefields, supposedly untouched by the elves.

o Bridge burners

 Craft

 Lv.2: Craft the unnatural Axe, it deals 1d20 fire or dark damage

and does x2 damage against constructs.

 Lv.4: Craft the Bridge Bomber Armor, if you die with it equipped

deal 2d20 fire damage to every target within 10 squares.

 Lv.5: Craft the Wild Craft, it makes the call of elves while driving

and will frighten most Jotun away.

 Lv.7: Craft the Mortar tower, which will deal 2d20 fire damage to

uninvited creatures in the territory it is in.

 Lv.9: Craft the counter arc, it is an automated defense arc that will

attempt to kill anything coming in or out of the Homestead.

 Ceremony

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 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

leagues if you choose.

 Lv.4: Pray for Elements, the prayer takes 12 hours and if it is

uninterrupted will summon a storm of the element of your choice

on target area.

 Lv.6: Pray for Confusion, the prayer takes 26 hours, if it is

uninterrupted target group becomes disorderly and confused.

 Lv.8: Pray for Sleep, the prayer takes 55 hours, if it is

uninterrupted it puts target group to sleep.

 Lv.10: Pray for Destruction, the prayer takes 70 hours, if it is

uninterrupted it destroys all arcs and bridges in an area.

o Pixie

 Ceremony

 Lv.2: Pray for Clumsiness, the prayer takes 1 hour and if

uninterrupted causes a target to become clumsy and uncoordinated.

 Lv.4: Pray for Mischief, the prayer takes 4 hours and if

uninterrupted causes a target to become creative, adventurous, and

reckless

 Lv.6: Pray for Equality, the prayer takes 7 hours and if

uninterrupted causes each target in the area to become tiny.

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 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.

 Lv.10: Pray for Enchantment, the prayer takes 19 hours and if

uninterrupted causes a Victorian manor staffed by brownies to

appear. It is guarded by 5 goblins and a troll. It is hidden from

those who do not need to know about it.

o Gremlin

 Ceremony

 Lv.2: Pray for Inattention, the prayer takes 1 hour and if

uninterrupted causes people to leave their property for a whole 24

hours.

 Lv.4: Pray for Malfunction, the prayer takes 3 hours and if

uninterrupted causes all technology around you to malfunction for

24 hours.

 Lv.6: Pray for Insecurity, the prayer takes 11 hours and if

uninterrupted causes target computer system to lose all security

measures

 Lv.8: Pray for Chaos, the prayer takes 63 hours and if

uninterrupted causes all technology in the area to turn against their

masters.

 Lv.10: Pray for Regression, the prayer takes 88 hours and if

uninterrupted causes all technology to take a step backwards.

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 Craft

 Lv.2: Craft the Shock Displacer, it deals 1d8 shock damage, has a

range of 1, and has the stun status effect.

 Lv.4: Craft Power Armor, it makes you go up a die for attack and

damage and reduces damage by 1d4.

 Lv.6: Craft the AMC Gremlin, it goes 90 mph and explodes if it

touches a tree or another car.

 Lv.8: Craft the unstable lab. While inside everyone’s operations

checks become 2d20 and are immune to shock and poison damage.

 Lv.10: Craft the Junker Arc, it can teleport through time and space,

but does so at random times.

o Gnome

 Craft

 Lv.2: Craft the Gnome Pickaxe. It has a range of 1 and deals 1d8

damage. It deals double damage to enemies mad of rocks.

 Lv.4: Craft Iron Gnome Armor, it allows you to fly and can shoot a

beam of light dealing 1d8 light damage. The beam travels 8

squares.

 Lv.6: Craft a Gnome Cart, it can attach to any bird and force the

bird to obey your commands.

 Lv.8: Craft a converted Washing Machine House. It has a turret

that repels aggressors by shooting 1d12 damage dealing bullets at

them. It can also walk around

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 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

speed of light and resembles a miniature version of the Starship

Enterprise from Star Trek.

o Genie

 Ceremony

 Lv.2: Pray for wish breaking: It takes 1 hour and if uninterrupted

gets rid of any other magic in effect.

 Lv.4: Pray for Love, it takes 100 hours and if uninterrupted grants

a target the love of another target

 Lv.6: Pray for Immortality, it takes 100 hours and if uninterrupted

grants a target immortality.

 Lv.8: Pray for Wealth, it takes 100 hours and if uninterrupted

grants a target infinite wealth

 Lv.10: Pray for whatever, it takes 100 hours and if uninterrupted

causes whatever you want to happen.

o New Gods

 Craft

 Lv.2: Create a weapon that embodies your domain.

 Lv.4: Bless an individual follower with natural armor. This armor

wards off 1d10 damage.

 Lv.6: Create a chariot of light, it can travel 7 leagues in a second.

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 Lv.8: Create an altar of yourself that if your followers sacrifice

things at they go up a die for all checks.

 Lv.10: Create an altar of transportation, it can teleport you

anywhere in the universe.

 Ceremony

 Lv.2: Meditate for 1 hour. After doing so create a thing that

represents your domain.

 Lv.4: Meditate for 5 hours. After doing so empower a follower of

you with a power representing your domain.

 Lv.6: Meditate for 10 hours. After doing so deliver divine

punishment onto a target of your choice.

 Lv.8: Meditate for 50 hours. After doing so create a golem

representative of your domain.

 Lv.10: Meditate for 100 hours. After doing so grant the wish of

any of your followers.

o Glamourous

 Ceremony

 Lv.2: Pray for Dazzle, it takes 1 hour and if uninterrupted causes

each enemy in the area to become blind.

 Lv.4: Pray for Memory Slip, it takes 3 hours and if uninterrupted

causes a target to lose any memories you choose

 Lv.6: Pray for Disguises, it takes 14 hours and if uninterrupted

causes each ally to take on a form of your choosing.

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 Lv.8: Pray for Divinity, it takes 66 hours and if uninterrupted

causes you to go up 3 dice for all checks.

 Lv.10: Pray for Redemption, it takes 168 hours and if

uninterrupted causes the person whose life you took over to come

back and cooperate with you. The person is an ogre now.

o Quest Givers

 Craft

 Lv.2: Create the Adventurers Weapon, as the wielder becomes

more experienced, the weapon goes up in damage and range. It

starts with damage of 1d4 and range of 1 dealing melee damage. It

can be enchanted by the crafter to deal other damage.

 Lv.4: Create the Adventurer’s Gear, as the wearer gains experience

it deflects more damage and gives higher bonuses. It starts out

deflecting no damage and giving +1 to all checks

 Lv.6: Create the Adventurer’s Mount, it is a horse that never tires

and does not need to be fed or watered.

 Lv.8: Create an Adventuring Academy, it is a building hidden from

the world in a disguise of your choosing. People who train here go

up a die for attack if they train in the combat classes, defense if

they train in the heroism classes, stealth in the dungeoneering

classes, PR in the valiant classes, operations in the sidekick

classes, and magic in the magic classes.

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 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

conventionally attractive for 24 hours.

 Lv.4: Pray for Arousal, it takes 9 hours and makes a person

unnaturally aroused and nearly unable to sate it.

 Lv.6: Pray for Harem, it takes 18 hours and if uninterrupted causes

a target to be supernaturally attractive and irresistible to whoever

looks at them.

 Lv.8: Pray for Ridiculous Zany Misunderstandings, it takes 36

hours and if uninterrupted it creates a sluttier version of a target

that can only talk backwards.

 Lv.10: Pray for Mass Love Spell, it takes 69 hours and if

uninterrupted causes everyone in target area to strip naked and

have sex with eachother.

 Children

 Enfant Terrible

o Belief

454
 Lv.1: Can read minds and communicate telepathically for 24 hours.

Spend 2 innocence to use.

 Lv.3: Can float in the air for 24 hours. Spend 2 innocence to use.

 Lv.5: Target sees their darkest fears. Spend 2 innocence to use.

 Lv.6: You can levitate objects at will for 24 hours. Spend 2 innocence

to use.

 Lv.8: Target is mind controlled. Spend 4 innocence to use.

 Lv.10: Target commits suicide. Spend 8 innocence to use.

 Young Geniuses

o Belief

 Lv.1: Gain random knowledge applicable to the situation you are

currently in. Spend 2 innocence to use.

 Lv.3: Solve an immediately available puzzle. Spend 2 innocence to

use.

 Lv.5: Telepathically communicate with your allies for 24 hours. Spend

2 innocence to use.

 Lv.6: Mind control target for 1 hour. Spend 2 innocence to use.

 Lv.8: Lobotomize target. Spend 4 innocence to use.

 Lv.10: Sap the knowledge from each enemy in an area, rendering them

brain dead slobs. Spend 8 innocence to use.

 Devil Children

o Belief

455
 Lv.1: Create a shroud of darkness over an area. Spend 2 innocence to

use.

 Lv.3: Target is blinded for 24 hours. Spend 2 innocence to use.

 Lv.5: Target is poisoned and bleeding. 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.

Spend 4 innocence to use.

 Lv.10: Target is dragged to hell. Spend 8 innocence to use.

 Shadow Children

o Belief

 Lv.1: Teleport to an area you have been before. Spend 2 innocence to

use.

 Lv.3: You become invisible while in water for 24 hours. Spend 2

innocence to use.

 Lv.5: Become immune to dark, light, fire, water, and poison damage

for 24 hours. Spend 2 innocence to use.

 Lv.6: You can climb walls for 24 hours. Spend 2 innocence to use.

 Lv.8: Turn invisible for 24 hours. Spend 4 innocence to use.

 Lv.10: Target is corrupted into a shadow child. Spend 8 innocence to

use.

 Cabal Y

o Belief

456
 Lv.1: You take ½ damage from monsters for 24 hours. Spend 2

innocence to use.

 Lv.3: Your allies deal double damage to monsters. Spend 2 innocence

to use.

 Lv.5: Adults ignore your comings and goings for 24 hours. Spend 2

innocence to use.

 Lv.6: Target monster becomes bumbling comic relief for 24 hours.

Spend 2 innocence to use.

 Lv.8: Things become more cartoony and optimistic for 24 hours.

Spend 4 innocence to use.

 Lv.10: Anyone who deals damage to you disintegrates for the next 24

hours. Spend 8 innocence to use.

 Zombies

 Lich

o Magic

 Lv.1: Turn invisible for 1 hour. Spend 2 hunger to use.

 Lv.3: Raise corpse as a zombie servant. Spend 2 hunger to use.

 Lv.5: Summon all other zombies within a mile radius to your location.

Spend 2 hunger to use.

 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.

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 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

surroundings. Spend 8 hunger to use.

 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

reduced by 2. Spend 2 hunger to use.

 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

increase speed by 2. Spend 2 hunger to use.

 Lv.8: Raise every corpse in a mile radius from the dead for 24 hours.

Spend 4 hunger to use.

 Lv.10: Everyone in the area spontaneously bursts into song and dance at

random intervals for the next 72 hours. Spend 8 hunger to use.

 Shadow Church

o Magic

 Lv.1: Infuse yourself to an ally who can control you during the hours you

are blacked out. Spend 2 hunger to use.

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 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

ground at all times. Spend 2 hunger to use.

 Lv.6: Make 3 attacks on target enemy. Spend 2 hunger to use.

 Lv.8: Banish all other people from the area except for you and 1 target

enemy. Spend 4 hunger to use.

 Lv.10: All your rolls use 1d20 and all your enemies use 1d4 until the end

of battle. Spend 8 hunger to use.

 Natures Spawn

o Magic

 Lv.1: Infuse stone to your body for 24 hours. Go up a die for defense

checks. Spend 2 hunger to use.

 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

dealt 1d10 poison damage. Spend 2 hunger to use.

 Lv.6: Become oak for 24 hours, go up 2 dice on defense and 1 on attack,

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

space of you die. Spend 8 hunger to use.

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 Crib

o Magic

 Lv.1: Turn target child into a zombie. Spend 2 hunger to use.

 Lv.3: Open a portal to a child for 1 hour. Spend 2 hunger to use.

 Lv.5: Hypnotize target child for 24 hours. Spend 2 hunger to use.

 Lv.6: All zombie children within 10 yards of you go up 2 dice for all rolls

for 24 hours. Spend 2 hunger to use.

 Lv.8: Target zombie explodes dealing 1d20 poison damage and provoking

an infect check against all non-zombies within 5 squares. Spend 4 hunger

to use.

 Lv.10: Create a child zombie with another zombie, they have the highest

stats amongst the 2 of you. Spend 8 hunger to use.

 Killer Animals

o Shark

 Mystic

o Lv.1: Give all white people in an area the urge to go swimming.

Spend 2 rampage to use.

o Lv.3: You can fly and breathe out of the water for 24 hours. Spend

2 rampage to use.

o Lv.5: Humans attempt to jump you for 24 hours. Spend 2 rampage

to use.

o Lv.6: Target can breathe underwater for 24 hours. Spend 2

rampage to use.

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o Lv.8: Become immune to spirit damage and go up 3 dice for all

checks for 24 hours. Spend 4 rampage to use.

o Lv.10: Mind control target. Spend 8 rampage to use.

 Razorback

o Mystic

 Lv.1: +4 speed for this battle. Spend 2 rampage to use.

 Lv.3: Deal 1d12 shock damage to a target and become immune

to shock damage for the remainder of the battle. Spend 2

rampage to use.

 Lv.5: Become giant for a single turn. Spend 2 rampage to use.

 Lv.6: Destroy target building. Spend 2 rampage to use.

 Lv.8: Cause an earthquake around you. Spend 4 rampage to

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

hours. Spend 8 rampage to use.

 Animalistic Abomination

o Mystic

 Lv.1: Teleport to a stranded and helpless person. Spend 2

rampage to use.

 Lv.3: Wrack up to 3 targets minds with fear. Spend 2 rampage

to use.

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 Lv.5: Assume the form of a giant demon version of your

animal for 24 hours. Spend 2 rampage to use.

 Lv.6: Become invisible and telepathic for 24 hours. Spend 2

rampage to use.

 Lv.8: Become immortal for 24 hours. Spend 4 rampage to use.

 Lv.10: Grant the wish of a target and then mind control them.

Spend 8 rampage to use.

 Primal Spirit

o Mystic

 Lv.1: Become giant for 3 hours. Spend 2 rampage to use.

 Lv.3: Resist 1d6 of all attacks for 24 hours. Spend 2 rampage

to use.

 Lv.5: Up to 3 targets flee from you. Spend 2 rampage to use.

 Lv.6: Deal double damage for 24 hours. Spend 2 rampage to

use.

 Lv.8: Take ½ damage from all sources for 24 hours. Spend 4

rampage to use.

 Lv.10: Rampage for 24 hours. Spend 8 rampage to use.

 Half Beasts

 Centaurs

o Magic

 Lv.1: Double your speed for 24 hours. Spend 2 sate to use.

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 Lv.3: Summon either 2 humans, 2 horses, or 2 centaurs, or mix and match.

Spend 2 sate to use.

 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.

Spend 2 sate to use.

 Lv.8: You and all centaurs allied with you in this battle go up 3 dice for all

rolls until the end of battle. Spend 4 sate to use.

 Lv.10: Summon the god Poseidon. He has 10 in all stats, 20 speed, can

breathe underwater, and control the water, he is under no obligation to

obey you. Spend 8 sate to use.

 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

who hear it go insane. Spend 2 sate to use.

 Lv.5: Sing the song of water, you can control the water itself for 1 hour.

Spend 2 sate to use.

 Lv.6: Sing the song of inhibition, go up 3 dice for persuasion, targets go

down 1 die for 24 hours. Spend 2 sate to use.

 Lv.8: Mind control target straight man or lesbian. Spend 4 sate to use.

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 Lv.10: Turn any number of targets in sight into animals of your choice.

Spend 8 sate to use.

 Lamia

o Magic

 Lv.1: Target goes down 1 die on all rolls, you go up 1 die on all rolls

against the target. Spend 2 sate to use.

 Lv.3: Target takes an ongoing 2 damage. Spend 2 sate to use.

 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.

 Lv.8: Turn a target inside out. Spend 4 sate to use.

 Lv.10: Create a hurricane. Spend 8 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.

Spend 2 sate to use.

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

obligation to obey you and has 75 hp. Spend 2 sate to use.

 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

100 hp. Spend 4 sate to use.

 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.

Spend 8 sate to use.

 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.

Spend 2 sate to use.

 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

dimension, it can only be accessed through a riddle of your choosing.

Spend 2 sate to use.

 Lv.6: Put all non-half men within a mile radius to sleep. You can’t gain

sate for 24 hours.

 Lv.8: Target becomes a stone statue. Spend 4 sate to use.

 Lv.10: Turn target human into the physical embodiment of your sin.

Spend 8 sate to use.

 The Cursed

o Magic

 Lv.1: Create an illusion of a human that you can communicate through.

Spend 2 sate to use.

 Lv.3: Create a doorway to an alternate labyrinthine dimension for 24

hours. Spend 2 sate to use.

 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.

 Lv.8: Target becomes a stone statue. Spend 4 sate to use.

 Lv.10: Target human becomes a half man of your classification. Spend 8

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.

 Lv.4: Elevate an area to a height of your choice. Spend 3 ether to

use.

 Lv.7: A territory of your choice under your control becomes

infested with tornadoes. Spend 6 ether to use.

 Lv.10: One of your territories has winds fast enough to strip the

skin from a person’s body. Spend 9 ether to use.

 Morph

 Lv.1: Manifest yourself as an african human male in all white

clothes with red hair and a bushy beard.

 Lv.3: Manifest yourself as a wolf.

 Lv.5: Manifest yourself as a grey serpent.

 Lv.7: Manifest yourself as a giant talking wolf with icy blue eyes

and a howl that would make god itself tremble in fear.

 Lv.9: Manifest yourself as a large Chinese dragon with

multicolored scales and the ability to fly.

o Water Elemental

 Morph

 Lv.1: Manifest yourself as a human Caucasian female with

long blonde hair, freckles, generous assets, and in a blue bikini.

 Lv.3: Manifest yourself as a Sturgeon.

 Lv.5: Manifest yourself as a box jellyfish.

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 Lv.7: Manifest yourself as a Giant Starfish

 Lv.9: Manifest yourself as a Giant Whale shark.

o Storm Elemental

 Alteration

 Lv.1: Create a rolling thunderstorm throughout one of your

territories. Spend 3 ether to use.

 Lv.4: Destroy all plant life in one of your territories. Spend 3

ether to use.

 Lv.7: One of your territories ground rips open and produces a

massive explosion. Spend 6 ether to use.

 Lv.10: One of your territories becomes surrounded by eternal

flame and starts new fires each day. Spend 9 ether to use.

o Symbiosis

 Alteration

 Lv.1: Stabilize the weather and crop conditions of an area.

Spend 3 ether to use.

 Lv.4: Target environment becomes the way it was before

elementals interfered. Spend 3 ether to use.

 Lv.7: Target community cannot be controlled by elementals.

Spend 6 ether to use.

 Lv.10: Create a barrier that no elementals can penetrate around

a territory (yours or another’s) spend 9 ether to use.

o Eternal Chaos

468
 Morph

 Lv.1: Manifest yourself as an Asian Human Male with a long

black beard, but completely bald and with mismatched

clothing.

 Lv.3: Manifest yourself as a black sheep dog.

 Lv.5: Manifest yourself as a giant falcon.

 Lv.7: Manifest yourself as a tiny mouse.

 Lv.9: Manifest yourself as a talking coyote made of stars.

o Titans

 Alteration

 Lv.1: A territory taken from another elemental by a third

elemental belongs to the original elemental again. Spend 3

ether to use.

 Lv.4: The humans of another elementals territory become

aware of their elemental and swear fealty to them. Spend 3

ether to use.

 Lv.7: Target elemental is under your control. Spend 6 ether to

use.

 Lv.10: Target area becomes torn apart by wind, frozen over, a

hotspot for volcanoes, has constant earthquakes, and attracts

Jotun. Spend 9 ether to use.

o Totem Spirits

 Morph

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 Lv.1: Manifest yourself as an elderly Native American human

female, with braided white hair and a brown dress.

 Lv.3: Manifest yourself as your default form without all the

frills.

 Lv.5: Manifest yourself as a flock of talking crows with a

shared consciousness.

 Lv.7: Manifest yourself as a giant worm.

 Lv.9: Manifest yourself as a giant version of your default form.

o Misers

 Alteration

 Lv.1: Target territory you control goes up or down 32 degrees

Fahrenheit in temperature. Spend 3 ether to use.

 Lv.4: Create or destroy a snowstorm in a territory you control.

Spend 3 ether to use.

 Lv.7: Kill or grow all the plant life in a territory you control.

Spend 6 ether to use.

 Lv.10: Decide the fate of the winter holidays. Spend 9 ether to

use.

 Morph

 Lv.1: Manifest yourself as a small human male that looks like

they’re either dying of frostbite or being set on fire.

 Lv.3: Manifest yourself as a giant human male that looks like

they’re either dying of frostbite or being set on fire.

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 Lv.5: Manifest yourself as either a giant snowman or a giant

pile of flaming coals.

 Lv.7: Manifest yourself as a giant lion.

 Lv.9: Manifest yourself as a giant mastodon.

 Mad Scientists

 Old Brain

o Robotics

Level Part Description Cost


1 Basic A servant robot that uses 1d4 for $100
all checks, it has 5 HP and 2 speed
2 Wheels +4 speed to a robot $300
3 Machine Gun Robot has an assault rifle, Go up a $1,670
Hands die for attack
4 Melee Robot has a Fire Axe, go up a die $2,120
Authorization for attack
5 Sub Targeting Can reroll an attack roll once a $2,900
turn, go up 2 dice for attack
6 Fem Bot Robot is not recognized as a $5,000
robot, goes up 2 dice for PR, +2
Speed
7 Active Shield Reduce all damage to robot by $6,650
1d4, go up 2 dice for defense
8 Evasion Protocol Robot goes up 2 dice for stealth $11,235
and defense
9 Quantum Robot goes up 4 dice for $29,560
Programming operations checks
10 Full Integration Robot goes up 2 dice for all rolls $45,900

o Mutations

Level Mutation Description Cost


1 Bigness The mutated grows a foot $35
2 Strength The mutated goes up a die for $90
attack and deals double damage
with melee and unarmed

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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

Level Part Description Cost


1 Toy Robot A tiny (take double damage from $15
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) robot that
uses 1d4 for all checks and has 5
hp and has a speed of 4
2 Big Bot The robot is no longer tiny $60
3 Dart Gun Robot gains a 10mm $230
4 Unbreakable Doll Resist 1d4 of all damage you take $670
5 Sharpen +3 damage with all weapons $1,005
6 Enhanced Motors +4 move $1,850
7 Reinforced Plastic Go up a die for defense $2,500
8 Jet Robot Can move twice a turn, +3 speed $3,100
9 Funtime Rockets Robot Gains a Napalm Launcher $3,995
and goes up 2 dice for attack
10 Shiny New Toy The robot is giant now $4,560

 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

Level Mutation Description Cost


1 Cipher The mutated can speak and $35
understand any language
2 Claws The mutated has a razor claw $110
3 Eye Beams Once a turn the mutated may deal $1,235
1d12 shock damage to a target
4 Disco The mutated can convert light into $3,405
sound
5 Monkey The Mutated gets +4 speed and $11,600
Attributes goes up 2 dice for Operations
6 Intangible The mutated goes up 2 dice for $19,755
defense and is intangible

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

Level Mutation Description Cost


1 ReMade Bring a dead person back to life as $145
they are
2 ReUp ReAnimated gets +5 hp $570
3 ReUse ReAnimated can deal the damage $1,205
they dealt last turn after a
successful attack rather than
rolling damage
4 ReTread ReAnimated go up 2 dice for $2,005
defense
5 ReSpite ReAnimated can make an extra $2,900
attack and move action each turn
6 ReDeal ReAnimated go up 2 dice for $4,345
attack
7 ReDo ReAnimated can reroll any check $7,895
once a turn
8 ReMake ReAnimated goes up 2 dice for all $11,230
checks
9 ReNgineer ReAnimated gets +25 hp and $36,780
resists all damage types
10 ReANIMATED ReAnimated is immune to all $89,760
damage and goes up 2 dice for all
rolls

 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

Level Part Description Cost


1 Giant Volatile Create a piloted robot with no $550
sentience. You become giant
while inside, but gain no other
bonus. It has 20 hp that need to be
destroyed before you take
damage. If it is destroyed it deals
1d20 damage to each adjacent
enemy.
2 Enhanced Pistons Mecha goes up a die for attack $995
3 Enhanced Shocks Mecha goes up a die for defense $1,675
4 Flashy Go up 2 dice for PR even outside $2,300
the Mecha
5 Explosive Barrage All the Mecha’s attacks deal $4,300
damage to each adjacent creature
to the target as well
6 Drill Fist Mecha goes up a die for attack $7,860
and enemies go down a die for
defense
7 Targeting system Can reroll an attack check once $11,345
per turn

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

 George Washington Carver Alliance

o Robotics

Level Part Description Cost


1 Basic A servant robot that uses 1d4 for $100
all checks, it has 5 HP and 2 speed
2 Combat capability Robot goes up a die for attack $300
3 Service Bot Go up 4 dice for operations $785
4 Add metal Robot goes up 2 dice for defense $1,200
5 Jet Shoes Robot gets +4 speed and can fly $3,105
6 IS Masking Robot gets +3 speed and goes up $6,105
2 dice for stealth
7 Moon Defensive Robot goes up 2 dice for defense $19,705
and deal 1d20 light damage to
adjacent enemies
8 Assassination bot Robot goes up 2 dice for all $46,555
checks
9 Peanut Burner Robot gets 3 napalm launchers $55,600
and can attack 9 times a turn
10 Moonshot Titan Create a giant robot that can be $67,000
shot from the moon. It has 1d20
for all rolls, it can fly, and it is
giant.

o Mutations

Level Mutation Description Cost


1 Living Plant Mutated plant becomes sentient $30
2 Bounty Mutated plant gives off more $105
fruit/flowers
3 Venomous Shot Mutated plant has the poison $450
status effect on all attacks
4 Walking Plant Mutated plant can move $1,890
5 Power Plant Mutated plant goes up a die for all $2,300
checks
6 Talking Plant Mutated Plant can talk $4,305

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

often. Spend 1 soul to use.

 Lv.3: Target begins seeing their house as a nightmarish shadowy place

filled with ooze and fire. Spend 2 soul to use.

 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

 Lv.1: Remove any demonic affectations. Go up a die for PR.

477
 Lv.3: Turn into a snake. Go up a die for PR and deal the poison status

effect with all attacks.

 Lv.5: Turn into a fox. Go up 2 dice for attack and defense in this for and 1

die for PR and Magic.

 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.

Go up 2 dice for attack and defense.

 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

and you now take up a 5x5 grid.

 Blood Demon

o Magic

 Lv.1: Create a weapon of your choice using blood, it is destroyed at the

end of combat. Spend 2 soul to use.

 Lv.3: Create a shield made of blood. The next attack that would hit you

deals no damage if you have the shield. Spend 2 soul to use.

 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

checks. Spend 2 soul to use.

 Lv.6: Target becomes a goat for 24 hours. Spend 2 soul to use.

 Lv.8: Deal 2d20 fire damage to every target within 10 spaces. Spend 4

soul to use.

 Lv.10: Kill target. Spend 8 soul to use.

478
 Terror Demon

o Mind

 Lv.1: Target becomes convinced they’re being stalked. Spend 1 soul to

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.

 Lv.9: Target is corrupted and becomes a psychotic terror demon itself.

Spend 8 soul to use.

o Magic

 Lv.1: Target is turned into their greatest fear. Spend 2 soul to use.

 Lv.3: You become a shadow for 24 hours. Spend 2 soul to use.

 Lv.5: Can create a portal to a pocket dimension where you can store stuff.

Spend 2 soul to use.

 Lv.6: Summon 3 giant flies that use 1d10 for all checks and listen to your

commands. They can fly. Spend 2 soul to use.

 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.1: Targets max hp is ½ its normal hp. Spend 2 soul to use.

 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.

Spend 2 soul to use.

 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.

Spend 4 soul to use.

 Lv.10: Create a shroud of darkness, get +10 to all stealth and defense rolls

for as long as you wear the shroud. Spend 8 soul to use.

o Shapeshifting

 Lv.1: Turn into a Golden Bull, use 1d12 for attack and 1d4 for all other

checks in this form.

 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

all other checks.

 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

for all other checks.

 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

1d10 for all other checks.

 Redemptionists

o Magic

 Lv.1: Heal a target back to full hp. Spend 2 soul to use.

 Lv.3: Create an illusion made of shadow, it has the same stats as you, but

dies as soon as it lands an attack or is hit by an attack. Spend 2 soul to use.

 Lv.5: Take away a memory from a target. Spend 2 soul to use.

 Lv.6: Create wall of shadow between 2 walls that only those who are good

may cross. Spend 2 soul to use.

 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.

Spend 8 soul to use.

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

attack and stealth. Use 1d4 for all other checks.

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

for all other checks.

 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

and control them.

 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

worldly possessions, their family, and their soul.

 Accountants

o Mind

482
 Lv.1: Target gets vision of their death. Spend 1 soul to use.

 Lv.3: Target cannot perceive creatures as anything but normal humans or

animals. Spend 2 soul to use.

 Lv.5: The population of target area can’t be panicked or alarmed in any

way. Spend 4 soul to use.

 Lv.7: Target is under your control. Spend 6 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.

Spend 2 soul to use.

 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.

 Lv.10: Destroy target’s soul. Spend 8 Soul to use.

 Misery

o Magic

 Lv.1: Target takes 1d10 ice damage. Spend 2 soul to use.

 Lv.3: Create a shield of ice that prevents all non-fire damage from being

dealt to you for the next 3 turns. Spend 2 soul to use.

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

speed. Spend 2 soul to use.

 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.

 Lv.10: Target cannot be seen, heard, or touched by anyone or anything.

Spend 8 soul to use.

o Mind

 Lv.1: Target gets depression, like as in the actual condition, not a

misnomer for really sad. Spend 1 soul to use.

 Lv.3: Target perceives the world as colder and crueler than it really is.

Spend 2 soul to use.

 Lv.5: Target sees things they feel guilty about as if they were really good.

Spend 4 soul to use.

 Lv.7: Target area becomes a desolate tundra for 24 hours. Spend 6 soul to

use.

 Lv.9: Target commits suicide. Spend 8 soul to use.

o Shapeshifting

 Lv.1: Can take the form of a person that a target is angered with.

 Lv.3: Can take the form of a targets loved one.

 Lv.5: Can take the form of someone lost by a target.

 Lv.7: Can take the form of a targets dark side.

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.

Spend 2 hero to use.

 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

to each enemy in the area. Spend 2 hero to use.

 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

life. Spend 8 hero to use.

o Trickster

 Lv.1: All enemies go last this battle. Spend 1 hero to use

 Lv.3: Target with a heart takes 1d20 bleeding damage. You gain their

heart. Target Spend 3 hero to use

 Lv.7: Target joins your side for the duration of the battle. Spend 5 hero to

use

 Lv.10: Gain ownership of a targets soul, in exchange for something of

yours. Spend 7 hero to use

 Of Cards
485
o Trickster

 Lv.1: Target believes themselves to be inferior to you in terms of social

standing and beauty. Spend 1 hero to use

 Lv.3: Exchange a magical effect on yourself for a magical effect on a

target. Spend 3 hero to use

 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

adjacent enemy. Spend 2 hero to use.

 Lv.3: Ignore the next 3 times you would be dealt damage. Spend 2 hero to

use.

 Lv.5: Switch places with a target. Spend 2 hero to use.

 Lv.6: Gain knowledge of the future. 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.

Spend 8 hero to use.

 The Pumpkin Cult

o Magic

 Lv.1: Destroy a pumpkin, heal 1d20. Spend 2 hero to use.

486
 Lv.3: Enemies cannot come within 10 squares of you or a pumpkin for the

next 24 hours. Spend 2 hero to use.

 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

current money. Spend 2 hero to use.

 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

into it. Spend 4 hero to use.

 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.

Spend 1 hero to use

 Lv.3: You are absolved of all crimes. Spend 3 hero to use

 Lv.7: Target wishes to serve the Pumpkin God forever and all eternity.

Spend 5 hero to use

 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

Elves at will for 24 hours. Spend 2 hero to use.

 Lv.6: Target object can talk, see, hear, and think. Spend 2 hero to use.

 Lv.8: Transfer knowledge between any number of targets as well as

yourself. Spend 4 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.3: Teleport to a target within line of sight. 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.

Spend 2 hero to use.

 Lv.8: Kill target witch. Spend 4 hero to use.

 Lv.10: Kill all witches on the battlefield. Spend 8 hero to use.

o Trickster

488
 Lv.1: Target non-monster goes up a die for a check of your choice for the

next hour. Spend 1 hero to use

 Lv.3: Each ally goes up a die for all checks. Spend 3 hero to use

 Lv.7: Target enemy cannot use weapons. Spend 5 hero to use

 Lv.10: All non-monsters in the area go up a die for all stats and become

encouraged to fight evil. Spend 7 hero to use

 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

cure depression, we here at NomadRPG.com know that depression is an

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.

 Lv.8: Target is transported to an alternate dimension for 5 hours. Spend 6

virtue to use.

 Lv.10: Target becomes conscious of their problems and difficulties, no

matter how suppressed. Spend 7 virtue to use.

 Seraphim

o Divinity

 Lv.2: Target is blinded for 2 hours. Spend 3 virtue to use.


489
 Lv.4: Target becomes a being of the ethereal plane for 24 hours. They

cannot be sensed by anyone not of the ethereal plane. Spend 4 virtue to

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.

 Lv.10: Target is incinerated and reincarnated as a baby that was just

conceived. Spend 7 virtue to use.

 Cherubim

o Will

 Lv.1: Knockback up to 3 targets 3d6 squares. Spend 2 virtue to use.

 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.

 Lv.8: Destroy target building. Spend 4 virtue to use.

 Lv.10: Create 2 duplicates of yourself for 24 hours. Spend 8 virtue to use.

 Principality

o Will

 Lv.1: Create 4 floating orbs of light that deal 1d12 damage to any non-

angel that comes within 2 squares of it. Spend 2 virtue to use.

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.

 Lv.6: Target loses a random memory. Spend 2 virtue to use.

 Lv.8: Target loses 2 memories of your choice. Spend 4 virtue to use.

 Lv.10: Target is stricken with traumatizing false memories. They are in a

coma until they can sort through the memories. Spend 8 virtue to use.

o Divinity

 Lv.2: Target can fly for 24 hours. Spend 3 virtue to use.

 Lv.4: Target’s features cannot be remembered, rather people will

remember seeing the ideal person when trying to remember. Spend 4

virtue to use.

 Lv.6: Target can shoot lasers from their eyes which deal 1d20 fire damage.

Spend 5 virtue to use.

 Lv.8: Target can see every atom in the solar system and hear every sound

all at once for 24 hours. Spend 6 virtue to use.

 Lv.10: Target is as strong as they need to be and immune to all damage for

24 hours. Spend 7 virtue to use.

 Archangel

o Will

 Lv.1: Target takes 1d10 fire damage. If the target is Eldritch, deal 2d20

damage. Spend 2 virtue to use.

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

the next 3 turns. Spend 2 virtue to use.

 Lv.6: Summon 2 other angels to your side. Spend 2 virtue to use.

 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

committed and not been redeemed from. Spend 8 virtue to use.

 Michael’s Fire Starters

o Will

 Lv.1: Target takes 1d10 water damage. If the target is Eldritch, deal 2d20

damage. Spend 2 virtue to use.

 Lv.3: Create a shield of darkness, go up 1 die for stealth as long as the

shield is up, if you would be dealt damage, destroy the shield and heal

instead. Spend 2 virtue to use.

 Lv.5: Up to 3 targets use 1d4 for all checks next turn. Spend 2 virtue to

use.

 Lv.6: Create a portal to heaven, it can only be entered by angels. Spend 2

virtue to use.

 Lv.8: Target city becomes a city golem. Spend 4 virtue to use.

 Lv.10: Destroy up to 3 target Eldritch. Spend 8 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.

They are also immune to light damage. Spend 3 virtue to use.

 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.

Spend 4 virtue to use.

 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

damage. Spend 6 virtue to use.

 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.

 Raphael’s Water Artists

o Will

 Lv.1: Target is frozen. Spend 2 virtue to use.

 Lv.3: Create a 3x3 grid of ice. If a creature enters or is inside of the grid

they become frozen. Spend 2 virtue to use.

 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

it. Spend 2 virtue to use.

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.

 Lv.10: Target becomes an avatar of love and is incapable of doing

anything but loving everything. Spend 8 virtue 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

them. Spend 4 virtue to use.

 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

 Lv.2: Target is inspired to do something important. Spend 3 virtue to use.

 Lv.4: Target is charismatic and able to draw in a crowd. Spend 4 virtue to

use.

494
 Lv.6: Target is connected to heaven itself and can hear what is going on

there. Spend 5 virtue to use.

 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.1: See the fate of a target mortal. Spend 2 virtue to use.

 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.

 Lv.10: Change the fate of a target mortal. Spend 8 virtue to use.

 Things that Go Bump in the Night

 Dream Spiders

o Trickery

 Lv.1: See the darkest fear of a target, spend 2 child to use.

495
 Lv.3: If you know the fear of a target, turn into the physical embodiment

of that fear. Spend 2 child to use

 Lv.5: Sleeping target is now in a nightmare. Spend 2 child to use.

 Lv.6: Put a single target to sleep. Spend 2 child to use.

 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.1: Shoot a spray of 300 liters of blood. Spend 2 child to use.

 Lv.3: Shut off all the lights in an area. Spend 2 child to use.

 Lv.5: Turn invisible. Spend 2 child to use.

 Lv.6: Can teleport between liquids and reflective surfaces for 24 hours.

Spend 2 child to use.

 Lv.8: Can control glass for 24 hours. Spend 4 child to use.

 Lv.10: Can control blood for 24 hours. Spend 8 child to use.

 Imaginary Friends

o Trickery

 Lv.1: Create 3 balls of light, enemies adjacent to the balls take 1d4 light

damage. Spend 2 child to use.

 Lv.3: You are given a random item. Spend 2 child to use.

496
 Lv.5: Create a shield that reflects 1d4 of all damage taken back at a target.

It goes away after 10 hours. Spend 2 child to use.

 Lv.6: Create a duplicate of yourself that cannot attack or defend. Spend 2

child to use.

 Lv.8: You are intangible and can only be hit by shock and spirit weapons.

Spend 4 child to use.

 Lv.10: Use your imagination. Spend 8 child to use.

 Misunderstood

o Trickery

 Lv.1: Look human for 24 hours. Spend 2 child to use.

 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,

enemies can only attack you. Spend 2 child to use.

 Lv.6: Gain +5 hp for the duration of a battle for each child who believes

you are good. Spend 2 child to use.

 Lv.8: Regenerate all hp, go up 3 dice for all rolls, and deal double damage

for the remainder of the battle. Spend 4 child to use.

 Lv.10: Deal 1d20 to a target multiplied by the number of children who

believe you are good. Spend 8 child to use.

 Corruptors

o Trickery

497
 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

target. Spend 2 child to use.

 Lv.5: Give target child the power to deal 1d8 shock damage to up to 3

targets. Spend 2 child to use.

 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

choice of classification, jinx organization. Spend 8 child to use.

 Jinxes

o Trickery

 Lv.1: Summon a person who has wronged you. Spend 2 child to use.

 Lv.3: Target is inflicted with irony. Spend 2 child to use.

 Lv.5: Target takes double damage from all sources. Spend 2 child to use.

 Lv.6: Dominate target’s mind. Spend 2 child to use.

 Lv.8: Target is cursed with aging immortality. Spend 4 child to use.

 Lv.10: Turn into a giant monster. You are giant and use 2d20 for all

checks including damage. Spend 8 child to use

 Local Legends

o Trickery

498
 Lv.1: Target is plagued with images of you whenever they close their eyes

or look in a mirror. Spend 2 child to use.

 Lv.3: Destroy target road or bridge. Spend 2 child to use.

 Lv.5: Target local is mind controlled. Spend 2 child to use.

 Lv.6: Shut off power to all electrical or mechanical devices within your

town. Spend 2 child to use.

 Lv.8: All locals are mind controlled. Spend 4 child to use.

 Lv.10: For the next week, whenever a non-local leaves the town they die

horrifically. Spend 8 child to use.

 Slenderman

o Trickery

 Lv.1: Teleport to location within line of sight. Spend 2 child to use.

 Lv.3: Summon a shadow child, it has 1d6 for all checks, 3 speed and 10

hp. Spend 2 child to use.

 Lv.5: Target is paralyzed. Spend 2 child to use.

 Lv.6: You can make 3 move checks each turn and go up 2 dice for stealth

for the next 24 hours. Spend 2 child to use.

 Lv.8: Enemies get -7 to all checks including damage for the duration of

the battle. Spend 4 child to use.

 Lv.10: For the next 24 hours, whenever you kill an enemy they become

shadow children completely subservient to you. Spend 8 child to use.

 Motherly Matrons

o Trickery

499
 Lv.1: Paralyze target child. Spend 2 child to use.

 Lv.3: Kill target parent. 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

same class as you. Spend 8 child to use.

 Asylum Spirits

o Trickery

 Lv.1: Possess target mentally disabled person. Spend 2 child to use.

 Lv.3: Target who is abusing a mentally disabled person is killed. Spend 2

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

for all checks. Spend 2 child to use.

 Lv.8: Target insane person is now sane. Spend 4 child to use.

 Lv.10: Drive target sane person insane. Spend 8 child to use.

 Alone

o Trickery

 Lv.1: You can see clearly in any conditions for the next 24 hours. Spend 2

child to use.

 Lv.3: Become invisible for 1 hour. Spend 2 child to use.

500
 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.8: Destroy all of a targets allies. Spend 4 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

name or a rough description can be used to target them. Spend 8 child to

use.

Scarecrows

 Crow Commander

o Protection

 Lv.1: Summon 1 more crow. Spend 2 guardian to use.

 Lv.3: Target crow goes up a die for all checks until the end of battle.

Spend 3 guardian to use.

 Lv.5: Target crow deals 1d12 damage with all attacks and can cast any of

your spells until the end of battle. Spend 4 guardian to use.

 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

takes 1d20 fire damage. It disappears after 4 turns. Spend 2 guardian to

use.

 Lv.3: All enemies speed becomes 1. Spend 3 guardian to 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

whenever they make an attack action afterwards. Spend 5 guardian to use.

 Lv.9: Target becomes a guardian scarecrow under your control. Spend 6

guardian to use.

 Punkinhed

o Protection

 Lv.1: Target feels the pain of another target. Spend 2 guardian to use.

 Lv.3: Target is paralyzed. Spend 3 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

checks for the next 24 hours. Spend 5 guardian to use.

 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.

502
 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.

Spend 4 guardian to use.

 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

hours. Spend 3 guardian to use.

 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.

Spend 5 guardian to use.

 Lv.9: Turn target into a pumpkin. Spend 6 guardian to use.

 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.5: Target loses their weapon. Spend 4 guardian to use.

 Lv.7: Mind control up to 5 target children. Spend 5 guardian to use.

 Lv.9: Kill target creature, add their remaining hp to your max HP. Spend 6

guardian to use.

 Protectors of the Stones

o Protection

 Lv.1: Heal target 1d10. Spend 2 guardian to use.

 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.5: Target monster takes -6 to all checks. Spend 4 guardian to use.

 Lv.7: Mind control target. Spend 5 guardian to use.

 Lv.9: Teleport yourself and one target in or out of hell. Spend 6 guardian

to use.

 The Scottish Clans

o Protection

 Lv.1: Kill target ghost. Spend 2 guardian to use.

 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

that they are not. Spend 4 guardian to use.

 Lv.7: Target giant becomes tiny. Spend 5 guardian to use.

 Lv.9: Summon a Princess Character to fight by your side. Spend 6

guardian to use.

 Rag Heads

o Protection

 Lv.1: Seal target door. Spend 2 guardian to use.

 Lv.3: Extinguish all lights in an area. Spend 3 guardian to use.

 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.

Spend 5 guardian to use.

 Lv.9: Kill an ally, kill any number of targets within line of sight. Spend 6

guardian to use.

 The Hanging Men

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.

 Lv.9: Mind control up to 5 targets. Spend 6 guardian to use.

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