Critter Coffer: Fantasy
From Bean Me! Pedia
Creatures
Creatures are living, unliving, soulful, soulless, evolved, constructed, moving, unmoving, monstrous, civilized, gargantuan, microscopic, and anything else one might consider a quality of a creature. Creatures are things from Players to the villains they face or the unlikely allies or friends they might make. Everything is based off of humans who are the standard of all creatures in the universe. One creature might be stronger than a human while slower or stupider (…more stupid), while another is much smarter but as frail and ugly as a toad, and others might even be stronger and smarter. Races can be created one of two ways, a template overlapping human standards or a random assortment of differing Abilities/Spells, Attributes, and Skill selections.
Making sense of a ‘critter sheet’ is fairly simple. It reads much like a character sheet. Included are the Racial Stat Modifiers (the Attribute changes of the race in comparison to humans), any innate Abilities/Spells they may possess, any Affinity or Attunement Skill bonuses they may gain (Major or Minor), any Skill access unlike other races, their Aspect, and any other special bonuses/detriments of note (i.e. unaffected by Morale, an Aura, HP multiplier, etc).
Template
Certain templates can be created from these things. For example, the ‘Undead Template’ means all Undead would have: “Attribute: Con*-1, Negated Morale if Mindless (3(3d6) Mental), Negated Pain Tolerance, no vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.” Not all Undead would be limited to just this, these templates are handy tools to apply to something before making it specific, a skeleton might add “Damage Reduction: Bone” while a spectre might add “Passive Ability: Spectral Form”. As well templates open and close certain doors for easier creature construction. A creature with select Major/Minor Skills has fewer options and therefore requires less thinking and time to create.
Attributes
The Attributes listed are the ones with different averages than humans (average above or below 10) and will be listed as either +/- a ‘hard number’ or a ‘dice change’. What this means is on a hard number that race always gains that bonus/detriment to that attribute while a dice change means they always increase or decrease by the shown dice. The hard number is for things that are highly unlikely to change from person to person, i.e. a manufactured being, while a dice change is for creatures that the Attribute is dependent on the person, i.e. an ogre. Continuing the examples, all manufactured creatures of one type are created to be of the same physical capability and gain +4 to all Physical Attributes, the ogre is generally physically superior to a human but genetics and personal habits vary so they gain +1d4 to all Physical Attributes. OM’s may feel free to use the average of the dice change (2.5 in the ogre case) to speed along creating multiple creatures. Many creatures will have a Tertiary Racial Attribute which allows them to increase a Racial Skill, gaining Abilities/Spells possibly unique to the race. If unlisted assume an Attribute is 3d6.
Innate Abilities/Spells
Innate Abilities/Spells are those all members of the race have and can use. Most of the time these are based off of Major Skill Abilities and Spells but might use altered 3P cost (i.e. something that can teleport a lot might use the teleport at 0EP instead of 1EP cost). While not all members of the race may know they possess the Abilities/Spells (i.e. possible character hook) they will still be there.
Affinity and Attunement
Races can have an Affinity or be Attuned to certain things. Affinity to a Skill (Major or Minor) means it increases faster whenever they are building up the listed Affinity Skills. Attuned Skills are a one-time bonus to selected Skills; they are acquired at creation or a listed Level/Rank and remain forever. Affinity is a much more powerful bonus coming as either an increase to Points or Ranks. For example, Affinity Fire Points * 1.25 (+0.25) means for every 1Point put into a Skill with ‘Fire’ in its name the creature gains an additional 0.25Points so every 4Points they would gain a free Point. Attuned is much more simplistic, you gain the listed bonus (i.e. +5Points in Swimming or +1Rank in Knowledge Base Nature) and never have to worry about it again. Affinity/Attuned Minor Skills can go beyond the Minor Skill cap by the amount of Skills they provide.
I.e. if the cap is 10 and the Affinity is 1.5 the cap now counts as 15 instead, if it was Attuned 10 with a cap of 10 the cap would instead be 20, if the cap in either case raised from 10 to 15 the Affinity cap would become 22 and the Attuned cap would become 25.
Skill Access
Certain races may have varying Major and Minor Skills available to them and varying progression rates. Most non-Heroes progress at either one Major Skill Rank per Level (Monster) or two Attribute selections per Level (Soldier). As well they may not have the same selections as humans but will often have a Racial Attribute they can use to increase a Racial Skill available to their race. Things such as animals might instead have the “Bestial Template” where non-Monsters can only select Combat, Melee Skills and Abilities, no Magic, Chakra, etc. These Major and Minor Skill restrictions are designed to make creating random foes and allies quicker, more standardized, and for making more sense (fear my meditating kung-fu bear!). Remember, regardless of what a race’s ‘normal’ progression is they can be made into Civilians, Monsters, Soldiers, or Heroes as described in the Core.
Aspect
‘Aspect’ is a classification of which of the Pools a creature is most associated with. These Aspects are as the Pools themselves, strong against their own Pool but weak against the opposing Pool. A ‘Fire Aspect’ would be resistant to fire, maybe even to the point of absorbing fire to heal itself, while acid, cold, or water would harm it more than usual, perhaps double damage, or even instantly killing it. Each will list its extent of Resistance and Weakness to the particular Pools. (Earth counts as ‘Physical’ and Electric is its opposite, vice versa for Air.) Common Pool arrangement is as follows:
| Life | Water | Dark |
| Air | Chaos | Earth |
| Light | Fire | Death |
Order ‘surrounds’ the rest of the Pools and is ‘opposite’ Chaos. The oppositions are as follow:
Air vs. Earth
Chaos vs. Order
Dark vs. Light
Death vs. Life
Fire vs. Water
As many Aspected species will gravitate in colour towards their Pool the common ‘Pool colours’ are as follows:
Air – Yellow
Chaos – Rainbow Swirling
Dark – Black
Death – Brown
Earth – Green
Fire – Red
Life – Pink
Light – White
Order – Rainbow Rhythmic
Water – Blue
Damage Types by Pools are as follows:
Air – Electric
Chaos - Energy (Chaos)
Dark – Dark
Death - Death (will heal those with -Con)
Earth – Physical (Bludgeon, Hack, Pierce, or Slash)
Fire – Fire
Life - Life (will heal those hit, damage those with -Con)
Light – Light
Order - Energy (Order)
Water - Acid or Cold
Uncommon forms of damage such as Explosion and Friction are broken into their base components (i.e. Bludgeon and Fire) for purposes of DR or absorption. Bleed, NLD, and ‘pain’ do not fit into Damage Type categories and are not reduced by DR unless specified.
Special Bonuses/Detriments
Special bonuses/detriments dependent on race is what truly makes them unique. It can be anything from having no Morale, an Aura that causes others to be afraid, an HP multiplier, Damage Reduction, Regeneration, heightened smell, count as a marine creature that can survive the depths, capable of flight, etc. These special bonuses/detriments usually correlate with a race’s habitat, creation (evolution or other), other races, and extenuating circumstances (i.e. evil wizard curse). Many special bonuses/detriments are represented by innate Abilities and for simplicity follow one of the ‘standards’ such as an undead’s ‘mindlessness’ following a template or creatures that fly listing their types of flight.
Critter Outline
A sample outline of a critter could be as follows:
<Name>
<Description for looks, habitats, creation, or any other pertinent information>
<Template>
<Attribute modifiers>
<Affinities or Attunement>
<Innate Abilities or Spells>
<Available Major/Minor Skills and progression>
<Aspect>
<Special Bonuses/Detriments>
Creating a Critter
Creating something for yourself is simple. It just takes a certain line of thinking to get going easily. As with all creative writing there are two common ways to start: The ‘big picture to the specifics’ or the ‘specifics to the big picture’. In big picture you start with the name, descriptions, and non-specifics then find the Attributes and fill out the rest of the outline as game statistics. In specifics you fill out the outline’s game statistics then name your creation and find out why it is the way it is (back story). The big picture method feels more like creating something living and breathing that fits into a game instead of a fabrication while specifics is quicker and usually works game-wise with less difficulties. Many official creatures created for Bean Me! started using the big picture method, as things existing in story then turned into statistics for the game.
Many things about creating a new creature can easily be decided by giving it a pre-done template. Even if you change/remove some of the features of the template it is still an easy way to get started on creating a critter.
For Attributes the easiest thing is to think using a ‘better or worse than humans’ method. If you think the creature is stronger than a human, increase the dice amounts it uses for Strength. If it can survive a bigger beating than humans then the Constitution should be greater. Beauty is the hardest of all but you can always go with the safe bet of ‘standard’, 3d6, while humans may see them as uglier/prettier, among their race they may be ‘average’. For Speed and Strength, different limbs and more limbs should also be taken into consideration (like quadrupeds and their bonuses), it may not be stronger/faster than humans but the quadruped bonus makes it seem that way. As well, for any Attribute a creator should keep in mind the special Attributes listed in the Core such as the ‘3(X)’, ‘X*Y(Y)’, and Tertiary Racial Attributes. These special Attributes can give Players and Hero/Villain NPC’s greater and more balanced access to Skills allowing more ‘non-base’ races to be played and used effectively.
For innate Abilities/Spells consider whether it is a learned thing (like humans becoming wizards), a natural thing every member of a race possesses (like telepathy for a race of giant brains), and whether or not it should be something they can progress or not and whether it would be Level based or via a Racial Skill. For these Abilities/Spells you must decide if they can get Major/Minor Skills to accentuate them or have them modifiable (like DREAD), or if they are completely set in stone (i.e. each use takes the same 3P and has the same affect).
Affinities and Attunement has a lot to do with the Aspect of the creature. If it is fire based it should gain bonuses to fire Skills and Abilities/Spells. These can be a very powerful boost for a Level 1 or a starting creature or even speed up advancement greatly. They are a good possibility but are not for every creature regardless of Aspect.
In most cases Major and Minor Skills that are non-Racial (Chakra, Combat, Covert, Magic, Rage, Self Enhancement, or Tactics) should be open to all creatures. However some might naturally be immune to magic and thus should not be able to possess magic or not have prehensile limbs and thus anything except Combat Style (Unarmed) would be off-limits. Otherwise you may select certain Racial Attributes/Skills (i.e. shapeshifting) and the Abilities/Spells they may gain from them and the progression rate (i.e. 1Ability/Spell per Rank, per 2Ranks, 2 per Rank, Ability at certain Rank, etc).
Aspect is rather simple. You figure out how much less damage they should take from their Pool and how much more they should take from the opposing Pool(s). If you had not decided on an Affinity or Attunement yet this may influence your decision. Having an Aspect does not mean a creature should automatically have DR or a weakness.
Special things are anything that it would only make sense that the creature has it. A fish with underwater breathing and unaffected from water’s Obstacle affects or a creature disproportionately ‘thick’ to a human will have greater HP are a good example of this. It may seem like common sense, but if you do not list these sort of special things then people might forget or just think they are not included (i.e. I strike the zombie in the kidney!…?).
I.e. an ogre at Level 1 with 15Con would start with 30HP instead of 15HP like a human would. An ogre taking HP gaining Major Skills would increase from this bonus as well; 10Points in Armour would give them +20HP.
Racial Attributes & Skills
Many species will have similar Racial Attributes and Major Skills. These Attributes and Skills will often be the same name but different available Abilities/Spells and different Ability/Spell progression rates. One creature might gain 1Ability/Spell per Rank while another only gains them one per 2Ranks and another might gain specific Abilities/Spells at specific Ranks.
Attributes
Racial Angel <RacAng>
Racial Angel is a power gifted to a species that allows them capabilities unavailable to those who do not embrace the cleansing touch of transcendentalism.
| As a Stat | Depends on specific race, usually no benefit |
| As a Mod | Depends on specific race, usually only for increasing associated Major Skill |
Racial Beast <RacBea>
Racial Beast is falling back on the body’s natural, primal instinct to defend itself or hunt its prey rather than rely on training and knowledge.
| As a Stat | Depends on specific race, usually no benefit |
| As a Mod | Depends on specific race, usually only for increasing associated Major Skill |
Racial Demon <RacDem>
Racial Demon is a power gifted to a species that allows them capabilities unavailable to those who do not embrace the corrupting influence of demonism.
| As a Stat | Depends on specific race, usually no benefit |
| As a Mod | Depends on specific race, usually only for increasing associated Major Skill |
Racial Shapeshifter <RacSha>
Racial Shapeshifter is the body’s ability without external influences to change its own shape or abilities.
| As a Stat | Depends on specific race, usually no benefit |
| As a Mod | Depends on specific race, usually only for increasing associated Major Skill |
Racial Spirit <RacSpi>
Racial Spirit is the soul taking on greater and more invasive powers on the Mortal Realm without the need of a body.
| As a Stat | Depends on specific race, usually no benefit |
| As a Mod | Depends on specific race, usually only for increasing associated Major Skill |
Skills
Angel (RacAng)
Point: +1EP. Rank: Increases max number of 3P you can spend in an Angel Ability, The Angel Skill allows you to choose from the Angel Abilities
Beast (RacBea)
Point: +1WP. Rank: Increases max number of 3P you can spend in a Beast Ability, The Beast Skill allows you to choose from the Beast Abilities
Demon (RacDem)
Point: +1EP. Rank: Increases max number of 3P you can spend in a Demon Ability, The Demon Skill allows you to choose from the Demon Abilities
Shapeshifter (RacSha)
Point: +1EP. Rank: Increases max number of 3P you can spend in a Shapeshifter Ability, The Shapeshifter Skill allows you to choose from the Shapeshifter Abilities
Spirit (RacSpi)
Point: +1EP. Rank: Increases max number of 3P you can spend in a Spirit Ability, The Spirit Skill allows you to choose from the Spirit Abilities
Racial Abilities
Many Abilities that can be gained through Racial Major Skills are listed here for easy locating. Racial Skills are considered Intuition if a Racial Attribute is not listed or unless otherwise stated. The Abilities listed here are the general versions of what creatures might use. Specific 3P, NAR, duration, and other use requirements and stipulations will be listed in the creature’s description.
Amorphous Body #
The body is not a solid shape that must maintain a constant shape, instead while it keeps the same vague outline and volume. It has nothing to keep it from flattening to an inch and sliding through a small crack. Because of the difficulty to actually cut or bludgeon a moving blob they have Damage Reduction # vs. Physical Damage.
Amplifier #
For every 1 point of energy such as Elemental Damage or EP put into something with Amplifier it returns the #. The individual will list what it amplifies and any other conditions.
Awareness
With or without sensory organs, those with Awareness possess a radius of ‘vision and hearing’ with perfect clarity out to a listed amount.
Alternate Form
The creature has an alternate predetermined form it can change into. Each form will have listed Abilities/Attributes/Skills/Spells and other pertinent information required for when the creature is in either form.
Bind
Usually used by creatures with tails, bind allows them to completely wrap a body part around the enemy, used like a Grapple with +1 to the check per WP as well the binder can deal Bludgeoning damage rather than NLD.
Breath Weapon
Anything that sprays forth from the mouth of the creature that is used as a weapon (i.e. Fire breath), whether this can be used unlimited times or requires a 3P is dependent on the creature.
Burrow
The creature can dig through the earth at their Speed.
Damage Reduction
Reduce damage of a certain type by a listed amount, every time one of the listed damages is dealt the Damage Reduction number is reduced from the damage to a minimum of 0. Damage Reduction is applied before any multiplications (i.e. the creature takes double damage from Bludgeon but has 5DR vs. all non-Death/Life, it takes 12Bludgeon, this is reduced to 7 then doubled to 14damage).
Dangerous Weaponry
Natural weaponry damage increases by listed dice category, usually based on Ranks.
Devour
An attempt to completely eat the defender in a single attack. A Strength check is made using the Strength Mod from the chosen melee attack vs. the Defender’s Strength Mod + d20 and if the defender fails they are eaten and take the listed Acid damage per time increment. Devourer can only be used if the defender is smaller than the attacker.
Disembowel
An attempt to turn someone’s insides into their outsides, attack deals normal damage, but if it kills the opponent it provides an additional –10Morale to enemies that can see the disembowelment per WP spent.
Elemental Travel
The user can ‘become part of’ the listed element and travel at their Speed through it to anywhere connected by it. The element they are travelling in takes damage before they do. While travelling the traveller cannot do anything else.
Energy Absorb *P
Listed Damage Types instead heal *P instead of damages to the max of the *P (HP or WP or EP), the amount healed per damage taken may vary between creatures.
Energy Store
Allows the user to increase their EP above their normal max to a listed amount through the means listed. Any energy damage dealt beyond the Energy Store limit converts to damage.
Enveloping Body
The body can wrap itself around another smaller object. It adds +1 to Grapple per 0.3m/1ft the largest face of the defender is smaller than the largest face of the attacker.
Extend Limbs *#
Limbs can increase their length by the multiplier. Individual creatures will list whether they are required to spend 3P’s to increase the length or it is a passive Ability. Remember the average length of limbs is legs are ~1/2 the height, arms (shoulder to fingertips) are ~1/3 the height, and hands are ~1/4 the arm length.
Extra Arms
More than the creature’s base arms are added just below their originals. These growths can be passive or activated. Normally they come in pairs at 10EP per additional set but one arm for 5EP is optional. Each additional arm is fully functional but acts as an ‘off-hand’ with an additional –2AB whether using multiple limbs to attack in addition to the new limbs or not.
Fast Body
The body can withstand moving at faster speeds, increase Speed 1d6 per 2EP.
Gore
Spear an opponent on spikes or horns using Grapple rules. Once the opponent is stuck they stay there until they can free themselves. Damage is dealt as normal as well as 1Bleed Point as long as they remain gored.
Growl
Lower Morale of enemies within 7.5m/25ft per Con Stat + 7.5m/25ft per WP by -10Morale per WP, this Morale recovers as normal. 2NAR CD
Hamstring
Struck target makes a Physical Resistance check vs. Racial Ranks + 1 per 3WP + d20, per point of failure they lose 1Speed until the wound is tended to, success means the leg only takes damage. If a person’s Speed is reduced to 0 they can still move at Inch. This Speed loss will last until a successful First Aid check is made vs. a LoD of Speed loss * 10 or per point of HP gained will return 1Speed.
Hive Mind
All creatures with Hive Mind can communicate with others of the same Hive Mind at their choosing through a telepathic bond.
Intimidation
Those within 3m/10ft per Str Stat + 7.5m/25ft per WP have their Morale altered, allies (not including you) gain 2Morale and enemies suffer -2Morale per WP (you designate who is which). 2NAR CD
Lash
You choose your attack type (Light/Medium/Heavy) and make an additional attack of the same type per 5WP, each additional attack loses cumulative 2AB and 2Damage (normal, -2, -4, -6, -8, -10, etc, for 15WP you would attack four times (1base + 3Lash)), each attack does not have to be against the same opponent. Combining other Abilities/Combat Actions must be done on each attack; each new attack has their own WP max but cannot use Lash. All attacks are on the same NAR.
Lengthened Shift
Increase the length of the shift by its unit of time by +1 per EP, can be spent anytime before the shift ends, does not count towards max EP of Ability.
Marine
Creatures with Marine can breathe underwater, are unaffected by the slowing affects of water, are not crushed by pressure, and move any direction in water as though they were on land ignoring flow and move without using the Swim Skill (see Core, Random Rules, Water Rules for details).
Maul
You deal +2damage and suffer -1AB per WP.
Natural Weaponry
Rather than having unarmed natural weaponry damage based on size they instead deal listed dice category often with a Damage Type other than NLD.
Pinning Attack
You first make an Aimed Shot against the target limb/object then use Grapple rulings adding +1 per WP to the Strength Check to keep the ‘Grappled’ from escaping.
Poison Secretion
Generate a poison with varied use and affect (i.e. EP expenditure, daily doses, sleep, death, etc).
Pounce
You make a Jump check as per normal to find your distance and then add 1.5m/5ft per WP. If the attack lands a Knock Down check is made of Strength Mod + d20 for attacker and defender. If the defender fails they suffer Knock Down and the attacker lands on top of them with a free immediate successful Grapple.
Regeneration
Heal a certain amount of HP every time increment (NAR, seconds, rounds, minutes, hours, days, etc).
Rend
Causes 1damage per WP over each hour for 1hour per WP or until a successful First Aid check is made or per point of HP gained will remove 1Bleed Point (remember, ‘Bleed’ damage is not reduced by DR and does not affect undead/constructs).
Roar
Lower enemy Morale within 15m/50ft per Con Stat + 15m/50ft per WP by -5Morale per WP, Morale recovers as normal. 2NAR CD
Size Shifting
Increase/decrease size by 5% per EP spent.
Snap
Your attack is reduced by 1NAR per 7.5WP, you cannot go to 0NAR. NAR as attack (round down WP use)
Speed Shifting
Decrease shifting time 1NAR per EP.
Swipe
You make a Sweep Attack as per normal at -1NAR for 3WP and can choose not to attack one of those you should hit per additional WP.
Tear
First you choose a limb you wish to disable, struck opponent rolls a Physical Resistance check vs. Covert Aptitude Ranks + 1 per 3WP + d20, failure means the struck arm/leg/appendage does not function for 1NAR per point of failure, success means they only take damage.
Telepathy
The ability to ‘speak’ from one mind to another without verbal or visual communication.
Thrash
Rather than attack a single target the creature thrashes around and uses its body as a weapon, attacking everything near it with the intent to crush it with its body, Avoidance Chance and damage is based on creature size and Reflex and listed by the creature, usually with an Avoidance Chance of 1 per 0.3m/1ft per largest face + Ref Mod.
Venomous Fangs
Bite attack delivers a poison usually contained in venom sacks or created through poison secretion.
Venomous Spit
Spit a poison or venom which is usually contained in venom sacks or produced through secretions.
Wing Shifting
Shifted wings allow the shifter to fly up to 5Spd per EP spent up to Sprint. At 1EP they can fly forward. 3EP they can glide. 5EP they can fly backward. 7EP they can hover.
Wound
Struck opponent makes a Physical Resistance check vs. Racial Ranks + 1 per 3WP + d20, if they fail they gain 1Bleed Point per 3points of failure (minimum 1), any movement or activity beyond Crawling will cause 1damage per Bleed Point per NAR, success and nothing happens. Multiple applications of Bleed Opponent will accumulate Bleed Points. These Bleed Points will last until a successful First Aid check is made or per point of HP gained will remove 1Bleed Point (remember, ‘Bleed’ damage is not reduced by DR and does not affect undead/constructs).
Regeneration
In the case of any form of regenerative Abilities/Spells, unless it specifies the person will continue regenerating when below –Con Stat HP assume they do not. Once death has occurred (-Con Stat HP) all bodily affects such as ‘Regeneration’ will end.
Templates
Orelloid
Attributes: X*3d6(3d6)Con/Str where X is 1 + 1 per 1.5m/5ft in height. +1DR vs. all non-Death/Life per 1.5m/5ft in height. Affinity Artificer * 1.5Points. Normal racial progression as Civilian with 1 Level every cumulative century (at 100years, 200years, 300years, etc, Level 3 at 600years), can choose same Skills as humans, any Attribute/Skill can be chosen each Level for Monster. Aspect is dependent on individual ‘race’. No vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
Undead
Attribute: Con*-1, Negated Morale if Mindless (3(3d6) Mental), Negated Pain Tolerance, no vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
Spirits
Spirits and incorporeal entities are those with 0(X) –Con. Anything with such Con has the following statistics:
• No body, only appears as a ghostly outline of its former self
• Floats/flies at its Speed up to Sprint in all directions without penalty
• Cannot physically touch/lift/hold any corporeal items, passes through all physical objects
• Does not take damage from corporeal attacks
• Only takes damage from sources generated by EP (i.e. Spells, magic items, most Chakra Abilities, some Rage Abilities, etc.) or others that specify they affect spirits/incorporeal
Can only appear, interact with, make noises, or use Abilities/cast Spells into the living world if something lets them
-Con In-depth
Negative Constitution is a way to keep track of the HP of an undead or similar creature. Unlike living creatures their bodies do not regenerate but they are not quite an object so do not have DP. -Con also means that healing effects from Life damage have the opposite affect, damaging the undead rather than healing it, the same goes for damage caused by Death damage, healing the undead instead of damaging it. As well effects that lower Con only serve to bolster the Undead by adding HP rather than killing it, vice versa for gaining Con, if their Con becomes positive they die once more. Effects such as Status Afflictions (except possibly berserk), disease, poison, toxins, Exhaustion Points, Pain, weather effects, bleed damage, and vital organ damage no longer affect the undead. As well the undead no longer have to drink, eat, or breathe. NLD instead only does 1/3 of the damage rounded down but takes directly from the undead's HP.
Of the Universe
There are many, many races within the universe. As the universe is nigh infinite, so too is the number of races that can be found within it. However, the some of the most common and most frequently dealt with will be listed here. They will be listed with a description, where they commonly live, and any vital information for both combat and role-playing.
Beastman
Beastmen are races somewhere between a humanoid and an animal. A crossbreed between things such as human and dog which walk on two legs, are generally stronger, faster, and/or hardier than a human while generally being more intelligent, wiser, and more charismatic than the animal they are associated with. They will generally take the mental abilities of their humanoid counterpart and the physical abilities of their animalistic counterpart.
Beastmen will usually live self-serving, living isolated and unconcerned of most predators, or tribal mentality, following the alpha leader (or in some cases challenging the alpha leader). Beastmen are common throughout the universe and the species are dependent on the races and habitats within the surrounding area. Their behaviour and attitude is related to the species that compose the beastman. The creation of beastmen varies from evolution to magic to science.
While some may confuse a therianthrope with a beastman there is a distinct difference between the two. Therianthropes change from a humanoid into a beast or a form in-between (i.e. lycanthrope/werewolf). Beastmen have no special Abilities to note, save rare exceptions, and are stuck in the ‘in-between form’. While there is no standard as to how much of the individual beastman is ‘man or beast’, it is usually dependent on the independent species and can sometimes vary from parent to child. Common beastmen are things such as the centaurs and minotaurs.
Beastmen maximum age varies based on the species within, taking one or the other or a balance in-between.
To create a beastman/beastmen take the Racial Abilities/Spells, Attributes, and Skills of both contributing races and the higher of each races’ Attributes (if one rolls an extra 1d6 on all Physical and that is better than the other race, you take the extra 1d6). The looks are dependent on the species and individual (although spotted fur parents will generally result in a spotted fur child of similar if not the same colours/pattern). Remember though that looks and size will change things greatly. A centaur with the horse body and four legs will be affected by rules differently than a minotaur with only two legs. It is up to the OM to approve individual Abilities/Spells and Special Bonuses/Detriments (i.e. the human unattuned Points, snake poison spit) and whether to use ‘high Attribute’ or a more balanced approach (i.e. if one rolls 3d6 and the other 5d6, they might instead use 4d6 for balance). Major and Minor Skill selection is usually from both sides.
Example beasts with 3(3d6)Mental and 3d6Beau/Spd:
Avian: Con 2d6, Coord 5d6, Ref 5d6, Str 2d6
Bear: Con 9d6, Coord 3d6, Ref 2d6, Str 9d6
Bovine: Con 5d6, Coord 3d6, Ref 2d6, Str 5d6
Canine: Con 3d6, Coord 4d6, Ref 5d6, Str 4d6
Equine: Con 4d6, Coord 4d6, Ref 2d6, Str 4d6
Feline: Con 2d6, Coord 5d6, Ref 6d6, Str 4d6
Fish: Con 2d6, Coord 3d6, Ref 4d6, Str 4d6
Lizard: Con 3d6, Coord 4d6, Ref 4d6, Str 4d6
Remember that beast species vary beast from beast even though they are of the same family. A cheetah may be much faster than a lion but it may not have the strength. These are just generalizations, if you want each specific subspecies feel free to use this as a rough guideline when creating them.
Note: While these animals may be commonly faster than humans and better load bearers, remember that quadrupeds count as double Speed and Strength while on all fours.
There are many Abilities that beasts can have such as Marine, flying, a heightened sense of smell, and the ability to ‘go quadruped’.
Beastmen can progress as either parent race but most likely as a Monster.
Blood Demon
As feared as they are indirectly deadly, Blood Demons are the personification of the life force of blood and the death it becomes. Blood Demons are often born wherever immense amounts of blood, foul magical energies, and truly dark emotions are released in a short time period. The spilt hate-filled blood combines with the foul magics and rises as an unspeakably vile demon. These demons rise as a conglomerate of rage-spirits, a single spirit which has found a new powerful body, or as their own being, a new soul capable of almost anything.
Like most demons, Blood Demons do not have family or their new demonic embrace has made them an outcast, accepted only by others as vile as themselves or who seek to bend the demonic energies to their will. Most will not travel far from where they are created, the hate and anguish leached into the area feeding their dark tastes. Those that travel often seek to spread the suffering that created them or are summoned by those who seek demonic power. Most horrifying is that wherever a Blood Demon appears a horde of Blood Fiends is sure to follow.
The shape of the Blood Demon is determined by the soul inhabiting the foul body and the spilt blood that created it, most becoming some form of humanoid with horns, claws, fangs, and a tail. They appear usually as a deep blood red or the blood colours of those that spilt the blood that became the demon formed by a thin transparent ‘blood skin’. Most stand about the height of human, standing at about 1.5m/5ft and weighing about 107kg/235.4lb. Blood Demons are essentially immortal, neither aging nor decaying.
Blood Demons begin their life about the same as adult humans with 3d6 for all Attributes and gain 3d6 Racial Demon <RacDem>.
Blood Demons have access to the Racial Major Skill Demon (RacDem). They also have the innate Abilities Create Blood Fiend, Infectious Bite, Infectious Claws, and Scab, each count as an Ability of Demon.
• Create Blood Fiend – Possessing intimate knowledge of blood and the capabilities to manipulate it, the Blood Demon can create a Blood Fiend. It has the same statistics as an average Blood Fiend of 1Demon Rank and will follow its Blood Demon master without question (see Blood Fiend for details). Creating a Blood Fiend takes 12NAR CT and 1 maximum EP which will not return until the Blood Fiend dies, to create a Blood Fiend the Blood Demon must gather 14HP worth of Blood and stay in contact with it throughout the 12NAR ritual. Only 1Blood Fiend per Demon Rank can be created a time. These Fiends cannot Level up normally while under the Demon’s control.
• Infectious Bite – The bite of the Blood Demon infects the blood of the bitten causing their blood to congeal into a Blood Fiend they will cough up at a later time. On a successful bite attack the defender makes a Physical Resistance check vs. Blood Demon’s Demon Ranks + 1 per 3EP + d20, if the defender is successful they only take bite damage, if the defender fails they lose 1HP per point of failure per hour until they have lost enough HP to form a Blood Fiend of the Blood Demon’s Rank (7HP + 7HP per Rank, if the Blood Demon has 5Ranks the person would need to lose 42HP), once this HP is lost they will spend 1second coughing up blood which will immediately form as a Blood Fiend, if they die before enough HP is lost to form the fiend it forms as a Blood Fiend of the same DR but only with current HP equal to the HP the ‘host’ lost and leaves the body. If the Blood Demon does not have 1Blood Fiend per Rank they can sacrifice 1 maximum EP per Demon Rank of the Blood Fiend and take control of the fiend, if they do not the Blood Fiend will attack any non-Blood Demons/Fiends it sees until they are dead before wandering off. Infectious Bite will not work on a Blood Demon/Fiend. Multiple Infectious Bite PR failures do not stack in damage taken or the number of Blood Fiends that will be created. NAR as attack
• Infectious Claws – By clawing their foe the Blood Demon passes on a Blood Curse, this curse causes any blood spilt by the cursed to gather and form into a Blood Fiend that will then pursue them until one or the other dies. On a successful claw attack the defender makes a Physical Resistance check vs. Blood Demon’s Demon Ranks + 1 per 3EP + d20, if the defender is successful they only take claw damage, if the defender fails they are cursed and if they deal enough damage to equal the HP of a Blood Fiend of the Blood Demon’s Rank (7HP + 7HP per Rank, if the Blood Demon has 8Ranks the person would need to deal 63damage) a Blood Fiend of the Blood Demon’s Rank congeals from all the blood spilt before the cursed, this curse lasts 1hour per EP or until they create 1Fiend per EP, whichever comes first, if the Blood Demon does not have 1Blood Fiend per Rank they can sacrifice 1 maximum EP per Demon Rank of the Blood Fiend and take control of the fiend, if they do not the Blood Fiend will attack any non-Blood Demons/Fiends it sees until they are dead before wandering off. Infectious Claws will not work on a Blood Demon/Fiend. Multiple Infectious Claws PR failures do not stack in the number of Blood Fiends that will be created, damage dealt to Blood Demons/Fiends does not count towards this total. NAR as attack
• Scab – The blood that composes the Blood Demon’s thin skin increases in hardness the greater their demonic power becomes, providing greater protection. The Blood Demon gains +1DR vs. all non-Death/Life per Demon Rank (Passive)
The Demon Skill allows them to choose from the listed Demon Abilities. Blood Demons are restricted to the following Abilities at the listed Ranks:
• Embolden Fiends can be taken at/after 2Ranks
o The Blood Demon gives up more of its energy to increase the power of their Blood Fiend minions. Target Blood Fiend the Blood Demon is in contact with gains +1Demon Rank/Level per maximum EP sacrificed, each Fiend can have up to a Demon Rank equal to the Blood Demon’s Demon Rank, this effect lasts until the Fiend dies or the Demon ends it. It takes 1NAR CT per EP the Demon is sacrificing to activate
• Draw Blood can be taken at/after 3Ranks
o The Blood Demon leeches the blood from other beings to rejuvenate itself. Target within 7.5m/25ft per EP makes a Physical Resistance check vs. Demon Ranks, if they fail they lose 1d6HP per EP and the Blood Demon gains the amount lost, Blood Fiends under the Blood Demon’s control cannot make a PR check unless the Demon allows them to. 2NAR CT
• Blood Whip can be taken at/after 5Ranks (Taint Blood and Whip Fiend are automatically gained with Blood Whip)
o Forming a whip of their own blood the demon sets it against friend and foe alike. The whip is 3m/10ft in length per EP and deals 1dice category of Bludgeon per EP, the whip lasts as long as the Demon wants it, only the Demon can use the whip, guiding it instinctively as a part of itself the Demon gains +1AB and deals +1damage per Demon Rank on attacks made with the whip, it takes 2NAR CT to create a whip.
o Taint Blood – The corrupting influence of the Blood Demon’s blood within the whip saps the constitution of those struck. Defender struck by whip makes a Physical Resistance check vs. Demon Ranks + 1 per 3EP, if they fail they suffer -1Con per 5EP and if they drop below 0Con their blood will rise as a Blood Fiend with the same Demon Ranks as the Demon, if the Blood Demon does not have 1Blood Fiend per Rank they can sacrifice 1 maximum EP per Demon Rank of the Blood Fiend and take control of the fiend, if they do not the Blood Fiend will attack any non-Blood Demons/Fiends it sees until they are dead before wandering off, if they succeed they only take damage, Attribute damage from Taint Blood stacks per successful attempt and recovers 1 per hour of rest. NAR as attack
o Whip Fiend – Imparting some of their own blood into the wounds of the whipped Fiend the Blood Demon empowers and strengthens them. Whipped Blood Fiend gains +1Demon Rank per EP and +1 to all Physical Attributes and Speed per EP for 1minute per EP, only the highest Demon Rank gain will apply per Fiend until the duration ends, the whip deals maximum damage to the Fiend. NAR as attack
• Sudden Fiend can be taken at/after 10Ranks
o With practice the Blood Demon can now create Blood Fiends in far less time. It takes 1 less NAR per EP to create a Blood Fiend, minimum 1NAR. NAR as Create Blood Fiend
• Pass Blood Essence can be taken at/after 15Ranks
o Understanding their own mortality the Blood Demon is prepared to pass on their essence to a Blood Fiend so they can be reborn rather than face death. When the Blood Demon dies if there is a Blood Fiend within 300m/1000ft per EP their soul takes over the Fiend’s body and becomes a Blood Demon of the same 3P’s, Attributes, Abilities, shape, size, etc, the body reforming itself over a 24hour period, the demon unable to act during this time, the Ability lasts until the next time the Blood Demon dies. 21600NAR CT (6hours)
• Blood Curse can be taken at/after 20Ranks
o The powerful and feared Blood Curse of the Blood Demons has the terrible ability to turn almost any mortal creature into a mock Blood Demon, creators of Blood Fiends. Target creature within 15m/50ft per EP makes a Physical Resistance check vs. Demon Ranks + 1 per 3EP, if they fail for the next 1hour per EP any damage they deal or take begins to pool, once it reaches 14damage total (dealt and received) a Blood Fiend with 1Demon Rank rises and has +Demon Ranks to all Physical Attributes and Speed, every 7damage total dealt/received afterwards it gains +1Demon Rank, if the cursed kills anything or die themselves a 1Demon Rank Blood Fiend with +Demon Ranks to all Physical Attributes and Speed arises from the body, every 7damage total dealt/received afterwards it gains +1Demon Rank. If the defender is successful they only feel as though their blood slightly curdles. Multiple Blood Curse PR failures do not stack in the number of Blood Fiends that will be created/number of times empowered, damage dealt to or by Blood Demons/Fiends does not count towards this total.
Normal Blood Demon progression is as Monster (using Demon) at the same rate as humans.
Blood Demons’ claws, teeth, and tail all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon or Pierce. Per 2Demon Ranks the damage increases by +1dice category. Blood Demons are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe, but sometimes partake in meals for the pleasure. Blood Demons gain RacDem Stat to EP at first Level and +RacDem Mod to EP every Level thereafter in addition to their Intuition bonus.
Blood Fiend
Blood Fiends are horrible creatures made of the blood of the anguished. They are vile, unthinking, creatures of pure malignancy out only for more blood. They are found wherever spilt blood, malign emotion, and dark energies are found.
Blood Fiends are short humanoids made of pure blood with claws, fangs, horns, and tails standing about 0.9m/3ft tall and weighing about 64.2kg/141.24lb. They appear much like blood formed and held into this shape by an invisible shell, their colour dependent on the blood that forms them. They grow 51mm/2” in height and 3.56kg/7.832lb per Demon Rank.
Blood Fiends are more co-ordinated, faster, and hardier than humans but unintelligent like a beast, gaining +1d6Coord/Con/Ref/Spd with 3(3d6)Mental. The dark energies which create a Blood Fiend are demonic in nature, giving them 3d6 Racial Demon <RacDem>.
Blood Fiends have the innate Ability Blood Cloud, Blood Spit, and Blood Sucker, each count as an Ability of Racial Major Skill Demon.
• Blood Cloud – Belching a cloud of vapourised blood the fiend can make an area difficult to see in, the cloud forms from the Fiend’s mouth and has a 3m/10ft radius per EP and provides 5%Visual Cover per EP except Blood Fiends see through it (those they attack do not count as having Cover from the Blood Cloud), the cloud lasts 1d4rounds per EP in the Ability, 3NAR CT
• Blood Spit - Congealing a portion of their own essence the fiend spits it at their foe, the spit deals 1d6 Bludgeon or Pierce per EP (decided on use) out to 3m/10ft per Str. 1NAR CT then NAR as attack, AB as Ranged Attack with +1AB per Demon Rank
• Blood Sucker – If the Blood Fiend drinks blood they recover from their own wounds, per 1HP of blood they drink they recover 1HP, if they land a successful bite attack they can automatically drink 1HP of blood per damage dealt from the attack
Blood Fiends have access to the Racial Major Skill Demon but do not gain additional Abilities.
Normal Blood Fiend progression is as Monster (using Demon) at the same rate as humans.
Blood Fiends’ claws, teeth, and tail all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon or Pierce. Per 2Demon Ranks the damage increases by +1dice category. Blood Fiends are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe, but often gorge on their victims anyways.
Cærim
Cærim are angelic beings born of ash and fire to cleanse worlds of sin and evil. They are reborn from the ashes cleansed by holy fires and the soul of a righteous. They are found wherever the divine judge is too corrupt to continue existing and must be purged.
As holy beings fashioned for a purpose Cærim do not have often have family, unless other Cærim are created along with them or their soul remembers its past life they will not have family. Without emotional ties the Cærim will immediately and determinedly seek to fulfil their purpose, letting little stand in their way for long.
Cærim appear as tall ash-grey near-skeletal humans with six pure white feathered wings sprouting from their back. Near their joints their flesh thins until the bone is clearly detailed, gradually deepening to ash-black. Taut flesh pulled over their lower jaw disappears beneath an obsidian black skullcap beginning just below their cheekbones which juts out to cover the nose, ember-red glows through the skullcap where it sinks to accommodate eyes. Cærim stand between 2.1m/7ft and 2.4m/8ft tall but only weigh between 50kg/110lb and 65kg/143lb. Cærim lack internal organs and are essentially immortal, neither aging nor decaying.
Cærim are more co-ordinated, faster, and stronger than humans as well as being more intuitive but their singular focus often hinders them, gaining +1d6Coord/Intu/Ref/Str and -1d6Int. Cærim also have 3d6 Racial Angel <RacAng>.
Cærim possess Affinity * 1.5Points for Fire Major Skills.
Cærim have access to the Racial Major Skill Angel (RacAng). They also have the innate Abilities Celestial Flame Blade, Control Flames, and Holy Flameblast each count as an Ability of Angel.
• Celestial Flame Blade – Forming the holy fires into a blade the Cærim wields it against evil and corruption. The Cærim forms a weapon of desired shape of 0.75m/2.5ft length per EP that deals 1dice category of Energy (Good)/Fire damage per EP per hit (i.e. 4EP means it deals 1d10 Energy (Good)/Fire damage per hit), if thrown the flame blade has a maximum distance of 1.5m/5ft per Str and a Distance Increment of 1.5m/5ft per AB and is not affected by Range Increment, EP spent in this Ability takes from maximum EP and does not come back as long as the blade is in existence, the blade lasts until the Cærim dismisses it, only a being with Racial Angel <RacAng> can possess the blade, as many as desired can be created at once. 2NAR CT
• Control Flames – By sweeping their wings the Cærim can control their holy fire. Increase or decrease the size and intensity of any flames within 7.5m/25ft per EP in a 3m/10ft radius per EP by increasing/decreasing the number added to the d% (Source, Oxygen, Combustibility) by +/- 10 per EP and the fire rolls to spread (see Core, Random Rules, Burnination), if the total is below 100 it is immediately doused, if it is above 100 it immediately spreads by double material distance normal spread, fire outside the Area is on its own, if the fire has been put out it will not restart (unless there is nearby fire). 1NAR CT
• Holy Flameblast – Conjuring celestial flames around their hand the Cærim launches it directly at an enemy. The Cærim makes a Ranged Attack gaining +1AB per Angel Rank, the attack deals 1d6 Energy (Good)/Fire damage per EP, the Cærim can throw the flame 3m/10ft per Str or launch it 15m/50ft per EP, the attack is affected by Distance Increment of 1.5m/5ft per AB but not Range Increment. NAR CT as attack
The Angel Skill allows them to choose from the listed Angel Abilities. Cærim are restricted to the following Abilities at the listed Ranks:
• Empower Celestial Flame Blade can be taken at/after every 4Ranks (max 6)
o The Cærim furthers their control over their signature weapon, creating a more powerful and more dangerous flame blade. Each time Empower Celestial Flame Blade is taken they choose from one of the following:
o Conjure Multiple Blades – When creating a flame blade the Cærim can pay 1EP per additional blade they want to make on the same NAR cost, each blade has its own separate maximum EP
o Flame Shield – When creating a flame blade the Cærim can reshape it into a defensive item rather than an offensive one, they create a shield with +1BSM/PSM and 5% BlRa per EP rather than a weapon
o Flameblast Launcher – When creating flame blade Cærim shapes it into a ranged weapon capable of launching balls of fire, the flame blade forms as a PACI, Stringed, or Thrown weapon launcher. As a PACI it has a range of 20m/66.7ft per EP. As a Stringed it has a maximum of 15lbf per EP. As a Thrown launcher it has 30m/100ft maximum range per EP. The Flameblast Launcher is used exactly like the weapon type it is made as (i.e. +5AB for PACI, Major Skill use, Ranged Combat Abilities) except it only launches Holy Flameblasts which must be used to create the ammunition with ‘loading’ a Holy Flameblast done as part of the NAR as attack
o Inferno Blade – To better fight the forces of evil the Cærim calls upon a holier place, the flame blade now deals 2dice category of damage per EP (Passive)
o Lengthen Blade – To suit their preferred fighting style when creating a flame blade its length per EP is instead up to 1.5m/5ft per EP (Passive)
o Modify Purity – To better fight the varied forces of evil the Cærim modifies the blade’s making so far as to make it from ash like its own body, when creating a flame blade the Cærim can choose its Damage Type as Energy (Good)/Fire, Energy (Good), Fire, or Physical (Bludgeon, Hack, Pierce, or Slash, or a combination of 1 type per EP, decide on creation) (Passive)
• Empower Holy Flameblast can be taken at/after every 5Ranks (max 5)
o To better face the nigh unending legions of evil the Cærim adapts their flameblast to better deal with their foes. Each time Empower Holy Flameblast is taken they choose from one of the following:
o Explosive Flameblast – Energizing the flameblast with barely contained holy energies it erupts on contact, when using flameblast where it lands it explodes and deals damage to everything within a 3m/10ft radius per EP with an Avoidance Chance for half damage vs. Angel Ranks + d20 +½Racial Angel Mod for 1NAR or +Racial Angel Mod for 2NAR or +Racial Angel Stat for 3NAR (depends on NAR chosen when using Holy Flameblast). Explosive Flameblast cannot be used with Flame Gout and/or Flamewave
o Flame Gout – Holding open the portal to holy fire the flameblast continues to burn what it struck, when using flameblast it gains Maintenance of 1second per EP for a maximum of 1second per Rank (this EP does not count towards the maximum EP of the rest of Holy Flameblast), whatever the flameblast damages it damages it again every second it is maintained, while maintaining the flameblast the Cærim cannot do anything else beyond attempting non-NAR 3D’s. NAR as Flameblast
o Flamewave – Forming the ball into a cone of flames many minions of evil are scorched instead of one, when using flameblast it becomes 7.5m/25ft long by 1.5m/5ft radius cone per EP with an Avoidance Chance for half damage vs. Angel Ranks + d20 +½Racial Angel Mod for 1NAR or +Racial Angel Mod for 2NAR or +Racial Angel Stat for 3NAR (depends on NAR chosen when using Holy Flameblast)
o Inferno Blast – Channelling concentrated holy fire the Cærim increases the deadliness of their flameblast, Holy Flameblast now deals 1d12 per EP (Passive)
o Modify Purity – To better fight the varied forces of evil the Cærim modifies its making, when using flameblast the Cærim can choose its Damage Type as Energy (Good)/Fire, Energy (Good), or Fire, can be chosen per use (Passive)
• Celestial Flame Aura can be taken at/after 5Ranks
o Surrounding their body in holy fire the Cærim seeks to protect themselves while cleansing those foolish enough to near them. The Cærim gains +1DR vs. all non-Cold/Death/Energy (Evil)/Life per Angel Rank +1DR per EP and whenever damaged everything within 1.5m/5ft per EP takes 1dice category of Energy (Good)/Fire damage per Angel Rank +1DC per EP, Celestial Flame Aura lasts for 1minute per EP. 3NAR CT
• Celestial Hellfire can be taken at/after 20Ranks
o Acting as a portal to purest holy fires of the universe the Cærim’s skin glows in patches of embers as fire builds within before bursting forth in attempt to purge great amounts of evil, the tremendous strain temporarily greatly tiring the Cærim. Everything within 15m/50ft per EP of the Cærim takes 1dice category Energy (Good)/Fire damage per Angel Rank per 2EP with an Avoidance Chance for half damage vs. Angel Ranks + d20 (i.e. a 20Rank Cærim would deal 4d20 per 2EP). 10NAR CT to activate then 10NAR CD after Celestial Hellfire activates
Normal Cærim progression is as Monster (using Angel) at the same rate as humans.
Cærim can fly forward, backward, glide, and hover as their normal movement. Made of ash and fire Cærim are immune to Fire damage but take *1.5Cold damage. Cærim are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe, but sometimes partake in meals for the pleasure. Cærim are restricted to a minimum of +25Order and +25Virtue.
Dragon
Dragons are among the most ancient and powerful creatures of the universe. Over the aeons they have spread into distinct races based on the Pools. They come in varying shapes, sizes, colours and strengths. They are found throughout the universe, many able to travel beyond their homelands if they gain enough power.
Dragons are most often solo livers, only seeking out more of their kind for family or mates; monogamy is dependent on the individual dragons. Dragons are very territorial with other dragons, sometimes claiming entire planets as their own. As they have generally gathered enormous quantities of loot and their eating habits generally annoy farmers and other creatures, dragons are at times hunted. For this reason they often live in secluded mountainous areas or where most races cannot reach them. A dragon brood is often small and far between, a dragon couple laying half a dozen eggs every millennium or for some throughout their life, leaving the hatchlings after about five years.
Dragons start life about half the size of a human, standing about 0.9m/3ft. They grow quickly in the first century, doubling their height in a year (1.8m/6ft), again in five years (3.6m/12ft), and again in a decade (7.2m/24ft), after this most dragons will only double their height once more after about 200years (14.4m/48ft), growing 0.3m/1ft every 8years. The tail of a dragon is commonly half that of the body. They weigh roughly 22.73kg/50lb upon hatching and 4136.37kg/9100lb at full size depending on the build and shape of the dragon. Horns and spikes are dependent on the individual dragon. Colour of the dragon is almost always determined by its Aspect, a Dark Dragon being black, a Life Dragon being pink, etc. Dragons live about 5000years at most on average.
Dragons are physically and mentally superior to humans. During their life they increase in power.
• They begin with 2d6 for all Attributes
• At 1year old they increase to 3d6 for all
• At 6years old all increase Attributes to 4d6 except Con/Str which increase to 2*3d6(3d6)
• Every incrementing decade the Mental Attributes increase +1d6 to a maximum of 10d6 (26years old 5d6Mental, 46years old 6d6Mental, 76years old 7d6Mental, etc)
• At 9years their Con/Str increase to 3*3d6(3d6)
• At 13years their Con/Str increase to 4*3d6(3d6)
• At 16years they Con/Str increase to 5*3d6(3d6)
• Every 40years after they increase by +1*3d6(3d6) to a maximum of 10*3d6(3d6) when they reach full size
All dragons have the Racial Beast <RacBea> Attribute at 3d6 throughout their life. Each dragon except Death and Life dragons have different strengths and weaknesses like the Elementals that share their Aspect. Each Aspect has two strengths and two weaknesses. The strengths start with an automatic +1d6 while the weaknesses start with –1d6. Those with strengths/weaknesses of Con/Str apply that to the X*3d6(3d6), instead becoming X*2d6(2d6) or X*4d6(4d6).
• Air/Lightning Dragons’ strengths lie in their Coord/Ref their weaknesses are Con/Str.
• Chaos Dragons’ strengths lie in their Physical their weaknesses is their Mental, gaining +1d6Physical and -1d6Mental.
• Dark Dragons’ strengths lie in their Coord/Str their weaknesses are Con/Ref.
• Earth Dragons’ strengths lie in their Con/Str their weaknesses are Coord/Ref.
• Fire Dragons’ strengths lie in their Ref/Str their weaknesses are Con/Coord.
• Light Dragons’ strengths lie in their Con/Ref their weaknesses are Coord/Str.
• Order Dragons’ strengths lie in their Mental their weaknesses is their Physical, gaining +1d6Mental and -1d6Physical.
• Water/Ice Dragons’ strengths lie in their Con/Coord their weaknesses are Ref/Str.
At 1year, 6years, 16years, and 216years of age their strengths increase by another 1d6.
Dragons possess the innate Ability of Breath Weapon. The Damage Type is dependent on the dragon Aspect; Earth Dragons choose a Physical damage each use. The Breath Weapon deals 1d10 Beast Rank in a cone spray to a range of 7.5m/25ft per Beast Rank with a radius of 3m/10ft per Beast Rank. It takes 2NAR CT to use a breath attack and the Avoidance Chance is vs. Coord Mod + Beast Ranks + d20 for half damage.
Dragons possess Affinity * 1.5Points for their Pool Aspect Major Skills.
Dragons’ normal progression is as a Monster (using Beast) with 1Rank/Level at 1year, 6years, 16years, and 216years of age as well as every incrementing half century (50years, 150years, 300years, etc) and Soldiers/Heroes can gain the standard Major and Minor Skills. Dragons have access to the Racial Major Skill Beast (RacBea), which gives them a new Ability per Rank. Available Abilities are: Bind (Tail), Devour (1d6 Acid per 1.5m/5ft in dragon height per 6seconds, minimum 1d6), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl, Intimidation, and Roar. As well they can take the following:
• Concentrate Breath – Concentrating the essence they breathe they launch it at a singular target in attempt to deal massive damage, breath weapon dice category is doubled (1d20) and the attack deals that damage per EP out to 3m/10ft per Str. 1NAR CT then NAR as attack, AB as Ranged Attack with +1AB per Beast Rank
• Dangerous Weaponry – Natural weaponry damage increases by +1dice category per Beast Rank (Passive)
• Improved Breath Weapon – Increase damage of breath weapon by 1d10 per EP and radius/distance by 3m/10ft radius and 7.5m/25ft long per EP, the NAR of the breath weapon increases +1NAR CT
• Thicker Scales – Increase DR of scales by +1DR vs. all non-Death/Life per time this Ability is taken, this Ability can be taken multiple times (Passive)
Dragons have claws, teeth, and a tail that all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon unless spiked in which case it may do Pierce or Slash. Per Beast Rank the damage increases by +1dice category. As well they possess tough scales which provide them +10DR vs. all non-Death/Life damage. Due to their close connections to the Pools they are immune to their own Aspect but take double from their opposing Aspect and have no DR vs. it except Death Dragons which gain HP from Death damage and lose HP from Life damage and Life Dragons which have no immunities or weaknesses, Air/Lightning Dragons take double Physical damage but absorb Electric, and Earth Dragons which have no immunities but gain an additional +10DR vs. all non-Death/Life and their DR applies to Electric though it is still doubled. Dragons can fly forward, backward, glide, and hover as their normal movement. Water/Ice Dragons also possess the Marine Ability. Dragons possess massive amounts of HP, gaining *5HP from all HP gains.
Drake
Drakes are reptiles that closely resemble dragons. While much smaller than and not as strong as their dragon relatives, drakes are still formidable creatures. They are generally long-necked with a body with wings, long limbs, and a tail, some are one long ‘neck’ with limbs and wings in the middle and a head on one end and a tail on the other. Some possess spikes along the entirety of their body or just on their head. They are found throughout the universe in whatever climates suit their needs or adapting themselves as necessary.
Drakes commonly live as singular creatures that only seek others for mates or they live as a family unit, uncommon is it to find a community of drakes though roosts of dozens or even hundreds have been known to cohabitate a single region. They are very territorial and will often avoid each others’ territory unless expanding their own. While ‘unintelligent’ unlike their dragon relatives drakes have a larger clutch of eggs at a time and take care of the hatchlings for a longer period of time, often a decade or two.
Drakes can grow up to about 3m/10ft from head to tail with the tail adding about an additional 1.5m/5ft. They weigh about 181.8kg/400lb to 250/550lb depending on size and structure; some flying drakes can go as low as 90.9kg/200lb. Eye and scale colour is dependent on the Aspect and subspecies the individual drake belongs to. The horn and spike formations are dependent on the individual drake. Drakes live about 1000years on average.
There are two major kinds of drakes, winged and non-winged. The winged are slightly smaller while the non-winged are larger and more powerful. The winged can fly forward, backward, glide, and hover as their normal movement. The non-winged gain +1d6 to all Physical Attributes. Either kind of Water Drake Aspected, have the Marine Ability and are known to live underwater.
Drakes are stronger and hardier than humans but do not possess the higher mental functions such as speech necessary to be considered ‘intelligent’ and not just an animal. They gain +2d6Con/Str and have 3(3d6)Mental. All drakes have the Racial Beast <RacBea> Attribute at 3d6.
Drakes possess the innate Ability of Breath Weapon. The Damage Type is dependent on the drake Aspect. Air Drakes deal Electric, Earth Drakes choose a Physical Damage Type each use, Ice Drakes deal Cold, Life Drakes heal the living, and Water Drakes deal Acid. The Breath Weapon deals 1d6 per Beast Rank in a cone spray to a range of 7.5m/25ft per Beast Rank with a radius of 3m/10ft per Beast Rank. It takes 2NAR CT to use a breath attack and the Avoidance Chance is vs. Coord Mod + Beast Ranks + d20 for half damage.
Drakes may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Drakes have access to the Racial Major Skill Beast, which gives them a new Ability per Rank. Available Abilities are: Bind (Tail), Devour (1d6 Acid per 1.5m/5ft in drake height per 6seconds, minimum 1d6), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl and Intimidation. As well they can take the following:
• Concentrate Breath – Concentrating the essence they breathe they launch it at a singular target in attempt to deal massive damage, breath weapon dice category is doubled (1d10) and the attack deals that damage per EP out to 3m/10ft per Str. 1NAR CT then NAR as attack, AB as Ranged Attack with +1AB per Beast Rank
• Dangerous Weaponry – Unarmed damage increases by +1dice category per Beast Rank (Passive)
• Improved Breath Weapon – Increase damage of breath weapon by 1d6 per EP and radius/distance by 3m/10ft radius and 7.5m/25ft long per EP, the NAR of the breath weapon increases +1NAR CT
• Thicker Scales – Increase DR of scales by +1DR vs. all non-Death/Life per time this Ability is taken, this Ability can be taken multiple times (Passive)
Normal progression is as Monster (using Beast) by age. Per decade until 50years they gain 1Rank/Level then for every century after that they gain 1Rank/Level.
Drakes have claws, teeth, and a tail that all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon unless spiked in which case it may do Pierce or Slash. As well they possess tough scales which provide them +5DR vs. all non-Death/Life damage.
Dwarf
Dwarves are much like humans but slightly shorter and thicker. There are two main categories of dwarves. They are commonly referred to as Major and Minor dwarves. Major dwarves are taller, broader, and generally much more muscled at average 1.2m/4ft to 1.5m/5ft in height. Minor dwarves are shorter, leaner, and generally slim at average 0.9m/3ft to 1.2m/4ft in height. Both types are about half as wide as they are tall. Dwarves are generally strong-willed and hard workers with a headstrong mentality. Many are bearded but this is dependent on climate/individual dwarf. Eye, hair, and skin colour are dependent on origin and habitat.
Dwarves are found throughout the universe and oft varied. They are somewhat more warrioristic than humans and are less likely to be on the slave end.
Dwarves can live to about 1,000years without magic or science. Average lifespan is 700 to 800years.
Major dwarves are stronger and hardier than humans but gruff and somewhat slower, gaining +1d4Con and –1d4Cha (optional +1d4Str/-1d4Spd).
Minor dwarves are faster and more coordinated but still gruff and are somewhat weaker, gaining +1d4Ref and –1d4Cha (optional +1d4Coord/-1d4Con).
Dwarves in general are not ‘attuned’ to anything; there however exists subspecies that can be.
Dwarves have access to the standard Major and Minor Skills and progress at the same rate as humans usually as either Civilians or Soldiers with a comparatively similar amount of Heroes as humans.
Elemental
‘Elementals’ is a term loosely applied to beings that are a living piece of a Pool with an anchored soul. Originally applying only to beings of the 'elemental’ Pools (Air, Earth, Fire, and Water), it was realized the other Pools could generate similar beings to Elementals often referred to as ‘Pool Souls’ named after their specific Pools; Baneful Souls (Death); Brilliant Souls (Light); Oscillating Souls (Chaos); Pragmatic Souls (Order); Shadow Souls (Dark); Vivacious Souls (Life). To many the term Elemental strictly means one from the four elemental Pools and the six Souls are a separate species, this is only a matter of taste and distinction.
If either the anchor (the body of the elemental) or the soul are damaged or destroyed it will be affected like any other creature, a corpse and a wandering soul. Elementals are the extreme representation of an ‘Aspect’. They are pure Pool material and as such are affected by the other Pools as the Pools themselves are. Their size and shape will vary depending on their age and the soul from a tiny man to a gargantuan beast.
Although primarily found in their native Pools, elementals are known to wander the universe or be born on ‘mixed’ planets. Elementals are formed when a passing soul touches an energy enriched Pool material and becomes anchored to it. The soul then gains control of the material and it becomes its new body. Much like a living creature the body can grow and the soul is once more forced back onto the Mortal Realm.
Because of the influence of the Pools on the new body new abilities are gained by the elemental while the soul retains the abilities it once had. While immortal, many elementals lose their memories of past life over time, relishing in their new life or living too long.
The size of the elemental is determined by the power of their soul as are its shape and level of mental acuity. However, the Aspect and areas an anchoring material may be found are rare, usually only areas where the strands of magic have been saturated with energy, energy usually gathered by the mortal release. These concentrations of power are sought by many, especially souls seeking rebirth.
All elementals have 3d6 Racial Shapeshifter <RacSha>. The Physical Attributes of an elemental are dependent on the element itself and the power of the soul. Each Elemental Aspect except for Baneful and Vivacious Souls have two strengths and two weaknesses, the Baneful Souls have negative Con. The strengths start with an automatic +1d6 while the weaknesses start with –1d6.
• Air/Lightning Elementals’ strengths lie in their Coord/Ref their weaknesses are Con/Str.
• Brilliant Souls’ strengths lie in their Con/Ref their weaknesses are Coord/Str.
• Earth Elementals’ strengths lie in their Con/Str their weaknesses are Coord/Ref.
• Fire Elementals’ strengths lie in their Ref/Str their weaknesses are Con/Coord.
• Oscillating Souls’ strengths lie in their Physical their weaknesses is their Mental, gaining +1d6Physical and -1d6Mental.
• Pragmatic Souls’ strengths lie in their Mental their weaknesses is their Physical, gaining +1d6Mental and -1d6Physical.
• Shadow Souls’ strengths lie in their Coord/Str their weaknesses are Con/Ref.
• Water/Frost Elementals’ strengths lie in their Con/Coord their weaknesses are Ref/Str.
Every 2Ranks in Shapeshifter Con/Str increase +1 and the ‘strong’ Attributes increase an additional +1. When the soul is first anchored it stands roughly 0.15m/0.5ft. Afterwards it grows 0.15m/0.5ft per Rank. Elementals’ Mental Attributes is dependent on the soul that became the elemental; in most cases they have 3d6Mental. All elementals have 3d6Beau/Spd.
Elementals possess the innate Abilities of Amorphous Body 5, Elemental Travel, Enveloping Body, and Regeneration (Racial Shapeshifter Mod + Shapeshifter Rank per Round). Each is always active and requires no EP to use.
• Air Elementals also have the ability to fly, capable of flight in all directions at their Speed up to Sprint and hovering. Their unarmed attacks deal Bludgeon damage based on size.
• Baneful Souls unarmed attacks deal Death damage based on size.
• Brilliant Souls can produce light as a Light Source of Light up to their Shapeshifter Rank changing how much they produce to a minimum of 1Light for 0NAR. Their unarmed attacks deal Light damage based on size.
• Earth Elementals unarmed attacks deal the Physical damage of their choice per attack (Bludgeon/Hack/Pierce/Slash) based on size.
• Fire Elementals can choose to count as an ignition source for anything they come in contact with increasing the Source type one per NAR they touch the object (Burst, Intermittent, Steady, Pressure, Flaring). Their unarmed attacks deal Fire damage based on size.
• Frost Elementals can choose to deal 1 Cold damage per Rank per second they are in contact with an object. Their unarmed attacks deal Cold damage based on size.
• Lightning Elementals can choose to deal 1 Electric damage per Rank per second they are in contact with an object. Their unarmed attacks deal Electric damage based on size.
• Oscillating Souls unarmed attacks deal Chaos damage based on size.
• Pragmatic Souls unarmed attacks deal Order damage based on size.
• Shadow Souls can meld with any shadow (-#Light) and be visually undetectable so long as they do not act, move, or the Light changes, they can change how dark they are between -1Light and -100Light for 0NAR. Their unarmed attacks deal Dark damage based on size.
• Vivacious Souls unarmed attacks deal Life damage based on size.
• Water Elementals have the Marine Ability. If they use Enveloping Body on a target they count as though underwater. Their unarmed attacks deal Bludgeon damage based on size.
Elementals possess Affinity * 2Points for their Pool Aspect Major Skills.
Elementals have access to the Racial Major Skill Shapeshifter (RacSha) which allows access to an Ability every Rank. Their Ability choices are:
• Amplifier – The elemental becomes a conduit of their Pool, the powers of their Pool which strike them are amplified and heal them even more, Damage Types of the elemental’s Pool instead count as that much damage *(1 + 1 per EP) for 1minute per EP, Earth Elementals instead increase the strength of their skin and gain +1DR per EP for 1minute per EP. 3NAR CT
• Breath Weapon - The Breath Weapon deals 1d12 of the elemental’s Pools Damage Types per Shapeshifter Rank in a cone spray to a range of 7.5m/25ft per Shapeshifter Rank with a radius of 3m/10ft per Shapeshifter Rank. It takes 2NAR CT to use a breath attack and the Avoidance Chance is vs. Coord Mod + Shapeshifter Ranks + d20 for half damage.
• Dangerous Weaponry – Unarmed damage increases by +1dice category per EP for 1minute per EP. 1NAR CT
• Elemental Shield – The elemental surrounds their self with an elemental barrier that damages those who attempts to damage them. Whenever the elemental is dealt damage everything within a 3m/10ft radius per EP takes 1d12 of the elemental’s Damage Type (Earth Elementals choose a Physical type on use), this lasts 1minute per EP. 3NAR CT
• Energy Store – The elemental becomes a store of Pool energy capable of bringing it back into themselves as energy they can manipulate, any Damage Type of their Pool dealt to the elemental up to their Shapeshifter Points can be stored for later use at anytime, Earth Elementals store Physical damage they take whether or not it surpasses their DR (Passive). This energy can be used to recover a 3P up to Shapeshifter Ranks for 1NAR CT. (I.e. an Earth Elemental with 55Points/10Ranks takes 70Piercing damage before DR, its Energy Store fills up to 55, an hour later it spends 1NAR and gains 7EP)
• Extend Limbs – Limbs can extend to up to *(1 + 1 per EP) for 1minute per EP. 3NAR CT
• Extra Arms - Can grow a pair of arms per 10EP or can grow an arm per 5EP for 1minute per EP, where and how these arms are situated is decided on use. 3NAR CT
• Fast Body - Gain +1d6 Speed per 2EP for 1hour per EP. 12NAR CT
• Flight Shift - The manipulation of soul overtaking Pool makes the elemental buoyant and allows them to fly up to 5Spd per EP spent up to Sprint. At 1EP they can fly forward. 3EP they can glide. 5EP they can fly backward. 7EP they can hover. Maintenance 1minute per EP, 6NAR CT
• Greater Amorphous Body – The fluidity of the body increases, the elemental becoming more soul than Pool, Amorphous Body increases +1 per EP for 1minute per EP. 3NAR CT
• Hasten Travel – Elemental Travel increases the elemental’s Speed by *(1 + 1 per EP) for 1minute per EP. 2NAR CT
• Lengthened Shift - Increase the length of the shift by its unit of time by +1 per EP, can be spent anytime before the shift ends, does not count towards max EP of Ability
• Size Shifting - Increase or decrease size by 5% per EP for 5minutes per EP. 3NAR CT
• Speed Shifting - Decrease the NAR of a shift by 1NAR per EP, does not count towards the max EP of the shift
• Superior Regeneration – Regeneration becomes per second instead of per Round, if this Ability is taken again Regeneration increases +1 per second, this Ability can be taken multiple times (Passive)
• Tap Pool – Drawing on their Pool’s strengths the elemental increases their power temporarily, Attributes of the Pool’s strength increase by +1 per EP for 1minute per EP. 4NAR CT
• Throw Self – Concentrating their essence into a single ball the elemental can lob it at opponents, the ball deals 1d20 of the elemental’s Pool’s Damage Type (Earth Elementals choose a Physical Damage Type) out to 3m/10ft per Str. 1NAR CT then NAR as attack, AB as Ranged Attack with +1AB per Shapeshifter Rank
Elementals normal progression is as Monster (using Shapeshifter) with 1Rank/Level every cumulative half century (at 50years, 150years, 300years, etc, Level 3 would be at 300years). Soldiers/Heroes have full Skill selection of soul except the soul’s old Racial.
Each elemental is an Aspect to its corresponding Pool. Damage Types of the Elemental’s Pool heals it as ‘Energy Absorb (Pool) HP’ the damage it would deal while the opposing element deals double damage.
Air/Lightning Elementals take double damage from all Physical damage but gain double the affect of Amorphous Body and Greater Amorphous Body which still apply to Physical damage.
Baneful Souls instead have Energy Absorb (Death) 2HP (gaining 2HP per Death damage they take) and take quadruple damage from Life while Vivacious Souls have Energy Absorb (Life) 2HP and take quadruple damage from Death.
Earth Elementals do not absorb damage and instead have an additional +2DR vs. all non-Death/Life per Shapeshifter Rank in addition to their Amorphous Body. They still take double damage from Electric.
Fire elementals take 10damage per 1L/0.264gallons of water they come in contact with per second.
Intense Light and Darkness will damage the Brilliant/Shadow Souls. Anything over +50Light or below –50Light will deal 1 damage per intensity beyond/below it per second, positive Light hurting Shadow Souls, negative Light hurting Brilliant Souls.
Elementals do not have vital organs, do not breathe, do not eat, are unaffected by ExPo, and are unaffected by poisons/sickness/toxins. Weather only affects them if it is against their element (rain, heat, etc).
Elf
Elves are much like humans but taller and leaner. There are two main categories of elves. They are commonly referred to as Major and Minor elves. Major elves are taller, leaner, and wiser at about 1.8m/6ft to 2.1m/7ft in height. Minor elves are shorter, lean, and fast at about 1.5m/5ft to 1.8m/6ft in height. Elves are generally very noble and cautious. Many are clean-shaven with ‘slanted’ eyes and longer hair, but that is dependent on climate/individual elf. Eye, hair, and skin colour are dependent on origin and habitat.
Elves are found throughout the universe much like humans, everywhere and varied. Their sense of purpose and nobility generally keeps them involved with the world around them.
Elves can live to about 1,250years without magic or science. Average lifespan is 900 to 1,000years.
Major elves are wiser and more intelligent than humans but frailer and weaker, gaining +1d4Wis and –1d4Con (optional +1d4Int/-1d4Str).
Minor elves are more coordinated and faster than humans but frailer and weaker, getting +1d4Coord and –1d4Con (optional +1d4Ref/-1d4Str).
Elves in general are not ‘attuned’ to anything; there however exists subspecies that can be.
Elves have access to the standard Major and Minor Skills and progress at the same rate as humans usually as either Civilians or Soldiers with a comparatively similar amount of Heroes as humans.
Fleshbag
As pleasant as it sounds a Fleshbag is literally a moving, squirming, bag of flesh. However, the reason it moves is that it is full of various species of worms. Dangerous worms with spiked noses, venom, etc. Not normal earth worms. They are mostly mindless but they have a purpose: They kill, they devour, and they increase the size of the Fleshbag. These Fleshbags can become the size of rocks containing smaller worms, boulders containing larger and smaller worms, or even up to the size of houses with worms ranging from a finger-size to a large snake. Not generally aggressive they will attack and devour any living thing that nears their home. Plethora of worms with venom, spikes, and sharp pointy teeth will shred the flesh from the living to increase the size of their Fleshbag to increase the number of worms living within, breaking down muscle and bone to turn into more flesh.
Fleshbags are generally immobile, the worms preferring to keep it within dank areas such as under a house, in an animal burrow, or in a cavern. While entering a Fleshbag is generally not wise or advisable, if the bag is large enough then other species may enter. If large enough there might be open spaces and chambers caused by the terrain that the worms cannot tunnel through (usually natural stone). Anything entering a Fleshbag may not automatically ‘alert’ the worms, but anyone damaging it will gain immediate attention. It has been hypothesized that the flesh itself is sentient and controls the worms but there is no evidence to support it. On the outside a Fleshbag appears to be a moving mass of pink flesh, on the inside it is like the inside of a hollow human, wet and sticky with things you would rather not have seen. When not defending the Fleshbag, the worms will tunnel in the surrounding area for nourishment from the soil and possibly living prey to increase the Fleshbag’s size.
The Fleshbag is not the dangerous thing, it is the home of the worms but many see it as a danger because what it signifies. Many communities plagued by Fleshbags will try to burn it down; the flesh being much like a human’s easily catches fire. While fire is effective it riles the worms into an instant frenzy, attacking everything in the area.
Fleshbags form when a rare parasitic worm enters a living host. The worm will lay dormant within the host until they die. Upon the host’s death the worm will awaken and begin feeding off the host’s innards, dissolving the bone with a special acid. During this time more worms will be attracted to the acid’s scent and begin laying eggs within the hollow host. The new worms will protect the parasitic-acid worm from other scavengers until the acid changes the host flesh into a ‘living’ Fleshbag. The parasitic worms start out less than an inch long and are found in only the most sanitary conditions.
A Fleshbag takes about four times the flesh to make something of the same size, its host will be a Fleshbag of only the quarter of the original size when completed. The growth of a Fleshbag and the maximum size of the worms inside are determined almost entirely on creatures added to the Fleshbag. As a Fleshbag is ‘living’ it grows in diameter of about 25.5mm/1” per year. It heals like any living creature should it be damaged but at an immense speed with Regeneration 12HP per Round. It only has Constitution for an Attribute, and it is 1Con per 25.5mm/1” diameter. Fleshbags are nothing but flesh, and as such gain *5HP from their Constitution. Massive damage enough to kill the Fleshbag dealt anywhere, regardless of Fleshbag size, will kill the whole ‘body’.
Fleshbags possess Hive Mind, acting as a telepathic hub for any worm that lives within. All worms that live within a Fleshbag gain Hive Mind as long as they are within 0.1km/0.062miles of the Fleshbag per 25.5mm/1” of the Fleshbag’s diameter (i.e. a 637.5mm/25” Flesh bag would have a 2.5km/1.55mile Hive Mind radius).
Gargoyle
Gargoyles are much like living stone in the rough shape of a human with wings. They stand roughly 1.8m/6ft tall on average and have grey skin, horns, wings, claws, and a tail. They can be found throughout the universe and are able to survive in almost any terrain or habitat.
Gargoyles are most often found on their own they will however sometimes form communities or families. They will often live away from other mortals but will be found among mortals where accepted.
Gargoyles vary in height from 1.2m/4ft to 2.4m/8ft and weigh about 90.9kg/200lb to 136.37kg/300lb. Their eye colour is varied, often gem like, and most have stone-like skin with variations such as granite or lime appearance depending on area. Most gargoyles have at least one horn on their head and spikes on their elbows, some may have neither. Gargoyles live on average 1,300 to 1,500years but can live up to about 2,000years.
Gargoyles are stronger and hardier than humans and about as smart. They gain +1d6 Con/Str and have 3d6 Racial Beast <RacBea>.
Gargoyles may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Gargoyles have access to the standard Major and Minor Skills as humans. As well gargoyles have access to the Racial Major Skill Beast (RacBea), which gives them a new Ability per Rank. Available Abilities are: Bind (Tail), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl and Intimidation. As well they can take the following:
• Dangerous Weaponry – Unarmed damage increases by +1dice category per Beast Rank (Passive)
• Harder Skin - Increase DR of skin by +1DR vs. all non-Death/Life per time this Ability is taken, this Ability can be taken multiple times (Passive)
Normal gargoyle progression is as Monster (using Beast) with no standard Level progression method other than through Experience.
Gargoyles possess claws and a sharp tail that deal 1d6 Slash or Pierce depending on use. Their hardened skin provides them with +2DR vs. all non-Death/Life.
Giant
Giants look like very tall humans with large muscles and different skin colours. They are generally passive and uncaring of the world around them, living as they want, surviving off the land. They are found throughout the universe in just about every climate, able to adapt as humans or be built for it as they are strongly tied to the Pools.
Giants often live in communities with each other or live on their own, only seeking out more of their kind for family or mates; monogamy is dependent on the individual. Giants will at times live among other races where welcome, either as benevolent protectors or malign oppressors – the latter are usually unwelcome but could care less.
Giants start life about the size of a human, standing about 1.5m/5ft. They grow about 0.3m/1ft every 5years, reaching full height at about 225years. Giants live about 5000years, with a maximum height of about 15m/50ft up to 4136.37kg/9100lb in weight. Eye, hair, and skin colour is determined by their associated Pool, a Death Giant being black/red eyed, silver/white hair, and brown skin.
Giants are far stronger and hardier than humans. They begin with 3d6 for all Attributes and every 25years while they grow their Con/Str increase from 3d6 to 2*3d6(3d6) at 25years, 3*3d6(3d6) at 50years, 4*3d6(3d6) at 75years, etc, until 225years/10*3d6(3d6). Each giant has different strengths and weaknesses like the Elementals that share their Aspect. Each giant except Death and Life have two strengths and two weaknesses. The strengths start with an automatic +1d6 while the weaknesses start with –1d6. Those with strengths/weaknesses of Con/Str apply that to the X*3d6(3d6), instead becoming X*2d6(2d6) or X*4d6(4d6).
• Air Giants’ strengths lie in their Coord/Ref their weaknesses are Con/Str.
• Chaos Giants’ strengths lie in their Physical their weaknesses is their Mental, gaining +1d6Physical and -1d6Mental.
• Dark Giants’ strengths lie in their Coord/Str their weaknesses are Con/Ref.
• Earth Giants’ strengths lie in their Con/Str their weaknesses are Coord/Ref.
• Fire Giants’ strengths lie in their Ref/Str their weaknesses are Con/Coord.
• Light Giants’ strengths lie in their Con/Ref their weaknesses are Coord/Str.
• Order Giants’ strengths lie in their Mental their weaknesses is their Physical, gaining +1d6Mental and -1d6Physical.
• Water Giants’ strengths lie in their Con/Coord their weaknesses are Ref/Str.
Giants possess Affinity * 1.5Points for their Pool Aspect Major Skills.
Giants have access to the same Major and Minor Skills as humans and normally progress as Civilians at the same rate as humans as well 2Attributes are chosen for Major Skills when their Attributes increase though some Giants may become Soldiers or even Heroes.
Giants deal massive unarmed damage based on their size starting at 1d6. Each Attribute increase increases the damage by +2dice categories. As well they possess tough skin which provides them +5DR vs. all non-Death/Life damage per 1.5m/5ft in height and they are immune to their own Aspect but take double from their opposing Aspect and have no DR vs. it except Death Giants which gain HP from Death damage and lose HP from Life damage and Life Giants which have no immunities or weaknesses and Air and Earth Giants which have no immunities or weaknesses and gain an additional +10DR vs. all non-Death/Life. Giants possess massive amounts of HP, gaining *5HP from all HP gains.
Gnome
Gnomes are much shorter than humans, only standing about 0.75m/2.5ft to 1.05m/3.5ft in height. They are generally intellectual and altruistic, most not giving a second thought to the world around them as they try to better it through creations. Many are just too busy inventing or just doing their own things to care about the world around them other than trying to make it better as they see it.
Gnomes are found throughout the universe and are quite varied. The altruistic nature usually sets them about to tasks of improving (or in some cases accidentally un-improving) the world around them.
Gnomes can live to about 1,000years without magic or science. Average lifespan is 700 to 800years.
Gnomes are more intelligent and wiser than humans but weaker and frailer, gaining +1d4Int and –1d4Str (optional +1d4Wis/ -1d4Con).
Gnomes commonly live in secluded areas where they can live without disturbing others or being disturbed.
Gnomes have access to the standard Major and Minor Skills and progress at the same rate as humans usually as either Civilians or Soldiers with a comparatively similar amount of Heroes as humans.
Goblin
Goblins are small mischievous humanoids that look like little humans with brown or green skin. While commonly weaker and frailer than humans they are very mischievous and quick minded. They are found throughout the universe usually in subterranean and mountain habitats they tunnel and dig in.
Goblins will generally live in large underground communities in messy disorganized cities or in small families or housings throughout the countryside. They tend to form communities wherever they want however they want and will often raid nearby settlements for easy food and loot. Most will follow the smartest or so-called best of their organization. Some can join more civilized communities and can live amongst other mortal races.
Goblins stand about only 0.75m/2.5ft to 1.05m/3.5ft in height. Their weight is about 25kg/55lb to 45.45kg/100lb. Their eye, hair, and skin colour are dependent on the individual family; most are of a brown or greenish hued skin and sometimes with a light fur-covering.
Goblins are more intuitive than humans but weaker and frailer, gaining +1d6Intu and –1d4Con/Str.
Goblins may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Goblins have access to the standard Major and Minor Skills and progress at the same rate as humans often as Civilians but if in wilderness or a dangerous region then as Soldiers or even Heroes.
Golem
Golems are the creations of others usually intended for mindless labour that normal living creatures could not handle. Others are created as ceaseless warriors, those who know no fear or pain and can survive harsh environments.
Golems are generally bound to their creator through the magic and components such as blood used in their creation, however, ‘free’ golems are possible. Golems can be with or without a mind, the former being of formidable consequence if it becomes stronger than its master(s).
As golems do not have souls (in most cases) they cannot have EP. As they are not living they cannot have HP or WP. Golems rely heavily on their source of energy. Without it they are glorified doorstops.
Every golem is different in its power source, shell materials, weaponries, command controller, and design in general. When designing a golem the creator must choose from the many materials and power sources available to them. The outcome of the golem will be dependent on the choices they make and what is available to them.
As golems depend strongly on magic and technology their Attributes and functionality will vary greatly by region. In almost all cases the golem will have a power source, a shell, inner mechanics, and control core. Each component can be magic, technology, or a combination.
Golems have no innate Abilities unless crafted with them or have some form of soul and have negated Morale without a soul, negated Pain Tolerance, no vital organs, do not breathe, do not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
Griffin
Griffins are creatures of eagle and lion descent, eagle head and wings with a lion body. They are larger and stronger than humans but are considered unintelligent beasts, sharp beasts, but beasts none the less. They are generally found in more temperate climates but are known to survive in colder climates.
Griffins live either in communities of nests or in singular families, few go off on their own. They will hunt and eat just about anything meat, preferring easier prey like deer that will not fight back. Humans and other mortals however have been known to be on the bad end of the beak.
Griffins are about the same size as a lion, their shoulder about 1.2m/4ft in height and weigh about 150kg/330lb to 250kg/550lb. Most have light brown fur covering the lion portion of the body and tail, the head and wings being white feathers with brown tips. Most have topaz eyes and a yellow beak.
Griffins are stronger, hardier, and more coordinated than humans but are beasts and as such are considered unintelligent. They gain +3d6Con/Coord/Str, have 3(3d6)Mental, and have 3d6 Racial Beast <RacBea>.
Griffins may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Griffins have access to the Racial Major Skill Beast (RacBea) which gives them a new Ability per Rank. Available Abilities are: Devour (1d6 Acid per 1.5m/5ft in griffin height per 6seconds, minimum 1d6), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl and Intimidation.
Normal progression is as Monster (using Beast) at the same rate as humans.
Griffins have talons that deal 1d6 Pierce or Slash damage, their beak deal 1d6 as Pierce damage. Griffins can fly forward, backward, glide, and hover as their normal movement.
Human
Humans are the standard for everything else as they are the easiest to measure. They can adapt to just about any environment or situation. Like cockroaches, they will survive at all costs. While as a race they do not excel at any one thing in particular, they can advance quite hurriedly at what they do work towards. Eye, hair, and skin colour are dependent on origin and habitat.
Humans are not from anywhere particular in the universe or of any particular descent. They are almost as old the universe and spread nearly as far out. They are anything from slaves to conquering armies, barbarians to space faring civilizations.
Humans widely vary in height and weight, commonly standing between 1.5m/5ft and 1.8m/6ft and between 45.45kg/100lb and 90.9kg/200lb and can live to about 100years without magic or science. Average lifespan is 60-80years.
Because humans are the ‘base’ of all creatures they cannot be varying in average Attributes, thus all Attributes are 3d6. Humans lack any very special talents and must rely on their wits to survive. While humans are unable to have Racial Major/Minor Skills they are of the few who gain ‘unaligned’ Attunement Points. What this means is they can spend the Attunement Points on whichever Major/Minor Skills they desire instead of having them pre-picked. At first Level they gain 4Major Skill Points and 10Minor Skill Points. Every Level thereafter they gain 2Major Skill Points and 5Minor Skills Points.
Humans most commonly progress as Civilians but can rise to Soldiers or even as great as Heroes. To progress they require to work and to gain Experience Points whether it is through combat or otherwise.
Kobold
Kobolds are short reptilian humanoids with a tail and scales. They are found throughout the universe in subterranean habitats, preferring a more temperate or tropical climate due to their reptilian nature.
Kobolds are most likely to form large communities within mountains or underground areas, naturally hollowed or not, but some are known to live above ground in small villages, generally avoiding larger, stronger mortals. They follow the strongest, the smartest, or whoever steps forward and takes command. They are hunter-gatherers and as such will form raiding parties to gather food and sometimes loot from other mortals rather than hunting for it themselves. Some may become civil and live among other mortals.
Kobolds stand between 0.85m/2.5ft to 1.15m/3.5ft in height. Their weight is about 25kg/55lb to 45.45kg/100lb. Their eyes are lizard like, they have no hair, and scale colour is dependent on the individual family. Some have small horns, commonly along the centre line of their head.
Kobolds are faster and more coordinated than humans but weaker and frailer, gaining +1d6Coord/Ref and –1d6Con/Str.
Kobolds may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Kobolds have access to the standard Major and Minor Skills and progress at the same rate as humans often as Civilians but if in wilderness or a dangerous region then as Soldiers or even Heroes.
Ogre
Ogres are commonly a barbaric race that looks like taller and fatter or more muscular humans. They are found throughout the universe in tropical to frozen climates, adapting as necessary.
Ogres live either in singular situations or as tribes. As tribes they are often ruled by the smartest of the ogres, an ogre mage. They tend to not care about other mortal races, living where they want and eating everything they can find. Some more civil ogres are found living amongst other mortals either as hired guards or travellers.
Ogres are anywhere from 2.1m/7ft to 3m/10ft in height. Their weight is dependent on their muscle and blubber ratios and is generally 150kg/330lb to 250kg/550lb. Their eye, hair, and skin colour are dependent on the individual family. Some ogres may have horns or tusks, but again this is determined by the individual ogre.
There are two common kinds of ogres, the normal brutish ogre and the intelligent ogre magi. Both types are formidably strong, the brutish ogres being slightly stronger, but the ogre magi make up for this and more through their knowledge and Spells.
Ogres are stronger and hardier than humans but less intelligent, less wise, gruff, and ugly, gaining +6d6Con/Str and –1d6Beau/Mental.
Ogre Magi are stronger and hardier than humans but about as smart and wise and take good care of themselves, gaining +3d6Con/Str.
Ogres may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Ogres have access to the standard Major and Minor Skills and progress at the same rate as humans often as Soldiers or possibly Heroes but if in a civilized area then as Civilians.
Ogres have the special bonus of *2HP from all HP gains.
Orc
Orcs tend to be caveman-like creatures looking much like humans except with enlarged brows and larger bones with a light fur covering their body. They are stupider yet stronger than the humans they look like are. They are found throughout the universe in whatever climates they can survive, adapting as necessary.
Orcs commonly live in tribes or clan arrangements. As a tribe they are ruled by the most powerful orc. As a clan the oldest, strongest son will take over for his father when the father is too old to lead anymore. They tend to be very ferocious and warrior-like and will live where they want how they want which often causes wars or battles amongst them and nearby mortal races. Some orcs break away from their upbringing and live in more civilized conditions but most will keep to the tribal ways.
Orcs are about as tall as humans standing between 1.5m/5ft to 2.1m/7ft in height. Their weight is close the humans but generally the bone and muscle mass increases it slightly to anywhere from 59.1kg/130lb to 109.1kg/240lb. Their eye, hair, and skin colour are dependent on the individual family; most are of slightly darker colour than the average human. Some have larger tusks or larger lower canines.
Orcs are stronger and hardier than humans but less intelligent and less wise, gaining +1d6Con/Str and –1d6Int/Wis.
Orcs may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Orcs have access to the standard Major and Minor Skills and progress at the same rate as humans often as Soldiers or even Heroes but will progress as Civilians in civilized areas.
Orelloidian
Orelloidians are almost a mix of elementals and giants but are made entirely of metal, not flesh and blood or pure Pool. They are instead living, moving metals of a humanoid shape. Their creation most commonly happens when souls pass through the Earth Pool, either on their way for eternal rest or are just wandering the universe. The soul becomes trapped within an extremely rare ‘living’ metal called Orelloid. Without proper preparations the old soul is shattered and reshaped and an Orelloidian is born. However, if it is a purposeful act with proper precautions, the soul can instead inhabit the Orelloid and keep their memories.
Although Orelloid is primarily found only within the Earth Pool, Orelloidians have wandered the universe, adapting and changing to their environments. Where one dies a deposit of Orelloid is found, a rare and precious metal for its strength, durability, and shaping capabilities. Although made primarily of Orelloid, Orelloidians are often ‘impure’ and either form or gather minerals, metals, or gems as they move and live. The longer an Orelloidian survives the longer the soul shapes and grows the Orelloid. Those of behemoth size are known to be wandering the Pools and the Outer Rims of Chaos, their powers grown to enormous sizes, making them nigh indestructible. Some Orelloidians have been known for travelling the universe crafting high quality items for towns, peoples, or individuals.
Many are benign or uncaring of those around them, keeping mostly to themselves. They live in solitude for most of their life, rarely seeking out others of their race. However, if they meet they might undergo the process of shaping a new Orelloidian from each others’ own deposit. The mixing of separate souls and Orelloid creates a new and unique Orelloidian. This process is called ‘Forgery’.
At times they will revisit where they were created, known to them as the ‘Foundry’ (home). Their soul is drawn to the Foundry due to the strong connection of rebirth they feel. Where an Orelloidian dies is known as a ‘Hearth’. A place of grief, mourning, and respect to the Orelloidian species. Even if no Orelloid remains at a Hearth they will be able to sense what it is and will often mourn, constructing some form of memoriam for the lost soul.
Because of the process of their own creation and existence, Orelloidians often specialize in constructing objects. They have a natural affinity for Artificer magic, although some may never learn magic altogether. If attacked - usually for the precious minerals gathered within them and the Orelloid - the Orelloidian will either walk away if it perceives it as not being a threat or will attack with massive fists and feet or any weapons they may have crafted, relying on Spells last unless it is a great threat.
An Orelloidian grows at roughly 1.5m/5ft in height per century, their width and depth remaining at normal humanoid ratios (¼ and 1/12 respectively), and will not die of old age. Most Orelloidians begin life about the size of a human child (0.6m/2ft to 0.9m/3ft), the soul having gathered either all of the Orelloid present or that it could handle and it will take about a decade to reach 1.5m/5ft and will then start growing normally from there, achieving an additional 1.5m/5ft in height at their first century and every century thereafter. Orelloidians begin life with 3d6 for all Attributes. Any Orelloid removed from the largest mass of an Orelloidian will be soulless until a new soul enters it or it comes in contact with an Orelloid where it will join their body. The rest of the Orelloid will reshape to fill in the lost area but might make the Orelloidian shorter.
Orelloid looks like an oil-stain metallic colour, a deep black-purple with lustrous swirling rainbow colours, giving it an easily identifiable characteristic. While it has a soul the Orelloid is malleable like a human, able to be cut like flesh, the soul giving it its shape yet also weakening it. While almost like a putty, this quality does not make Orelloidians shapeshifters. If it becomes Aspected its black-purple takes on the hue of the Pool it is Aspected towards. Without a soul it is hard and light, stronger than most metals while being more ductile.
When soulless Orelloid is touching a living being (not a soul outside a body) it attempts to absorb the soul, taking 1EP per hour until the wearer is out, then 1WP per hour until the wearer is out, and then 1HP per hour until the wearer is dead. At this point an Orelloidian is born the size of the Orelloid which absorbed the soul. It must be in direct contact to the skin to absorb the soul. If someone dies while wearing Orelloid armour or weapon their soul is absorbed at 10 maximum 3P per minute until fully absorbed, after all 3P’s are drained it becomes an Orelloidian. The soul may try to break free, making a Str check vs. the cubic volume of Orelloid (difficulty increases 1 per 15cm³/6”³). A check can be made once per Round (5 per minute). Orelloid being able to absorb the living is not commonplace knowledge and as such often causes issues.
Orelloidians possess no internal organs or vital spots but are still living thinking beings. They require rest if they wish to recover like other beings. Orelloid with a soul becomes much like flesh, taking on the quality of the soul, if the damage to the Orelloid exceeds what the soul can handle, like any living creature it will die; while it has a soul Orelloid instead uses the Constitution/Skills to discover HP like normal creatures. Soulless Orelloid has 600%BR for the first 25.5mm/1” and 150DP per 25.5mm/1” with a density of 0.95g/cm³, roughly the density flesh, and regenerates itself at a rate of 1DP per Round.
Some Orelloidians have taken to covering themselves in clothes, metals, or stones to disguise the lustre that attracts so many to attempt to kill them and harvest the precious metal. It is more convenient to blend in civilized areas than be attacked by any that would recognize the metal.
Due to the altering influences of the 10Pools, many species of Orelloidians have formed. Altered by their habitat, they live on with their adaptation, seemingly unaware or uncaring of the world around them.
For matters of correctness Orelloidians that have become heavily influenced by a Pool are referred to be their own type, essentially creating ‘Orelloidian races’. The terms are as follow:
Anneal (Order)
Cinder (Death)
Coal (Dark)
Damascene (Water)
Flux (Chaos)
Ore (Life)
Scoria (Fire)
Slag (Earth)
Spark (Light)
Tuyere (Air)
Any soulless Orelloid or an Orelloidian which spends a millennium within a Pool will often become Aspected. Aspected Orelloid/Orelloidians becomes immune to its Aspected Damage Type but takes double damage from its opposite except Tuyere take double damage from Physical but absorb Electric, Cinder which gain HP from Death damage and lose HP from Life damage and Ore which have no immunity or weakness and Slag which only gain +5DR vs. all non-Death/Life damage. Once Aspected Orelloid cannot change Aspects until it gains/loses a soul, once this happens it can change Aspects as per normal. While Aspected an Orelloidian gains Affinity * 1.5Points for any Major Skill of the associated Aspect.
Orelloid Template
Attributes: X*3d6(3d6)Con/Str where X is 1 + 1 per century of life of the Orelloidian. +1DR vs. all non-Death/Life per 1.5m/5ft in height. Affinity Artificer * 1.5Points. Normal racial progression as Civilian with 1 Level every cumulative century (at 100years, 200years, 300years, etc, Level 3 at 600years), can choose same Skills as humans, any Attribute/Skill can be chosen each Level for Monster. Aspect is dependent on individual ‘race’. No vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
Sahhan
Sahhans are shapeshifting snake-humans. They can take on a form anywhere between complete snake and complete human. They are a descendant of dragons and only exist where situations allow for their creation. While not a half-dragon/half-human they are similar, the shapeshifting setting them furthest apart from their related kin. Their shapeshifting is a result of the unique bonding that is required to create Sahhan. Their human and reptilian features are dependent of their individual descent.
As reptiles they generally prefer warmer climates such as deserts because both relatives can survive in such a climate. Sahhan are known to live within cooler climates but tend to stay in their human forms.
Sahhan height varies on which shape they have shifted into and can live about 1500years without magic or science. Average lifespan is 1000 to 1200years.
Sahhan benefit from their dragon genes, gaining a bonus to their Attributes and thanks to their human side they gain the benefit of choosing where to place a +1d6 to any Attribute. They also have 3d6 Racial Shapeshifter <RacSha>.
Sahhan possess the innate Ability to shapeshift at will and at no EP cost. Each body part takes 12NAR (1round) to fully convert from human to snake or vice versa but a Sahhan can change as many body parts at a time as they desire at one time, these basic shifts last until they shift again. While shifting a Sahhan is only able to attempt Light Attacks, 1 3D/1NAR 3D’s, or move, the shifting is not a CD/CT as it is not a concentrated activity but a secondary instinct. Their full human form can be at most as tall as the average human with their full snake form up to triple that in length with about a 0.15m/0.5ft to 0.45m/1.5ft in diameter, hybrid forms can be anywhere in between (about 1.5m/5ft to 4.5m/15ft in height). They have access to Racial the Major Skill Shapeshifter which allows them to modify their shapeshifting capabilities.
Sahhan do not possess any Affinity or Attunement unless passed down from their dragon side.
Sahhan have access to any human and dragon Major and Minor Skills except for dragon specific Racial Skills. Their Racial Major Skill Shapeshifter (RacSha) allows access to an Ability per Rank. The available Abilities are:
• Acid Spit - Spit acid 7.5m/25ft per Con Stat and can increase that +7.5m/25ft per EP that deals 1d6 Acid damage per EP, this is made as a Ranged Attack with +1AB per Shapeshifter Rank. NAR as attack
• Dangerous Weaponry – Unarmed damage increases by +1dice category per Beast Rank (Passive)
• Eased Shifting - While shifting you can perform any actions beyond just Light Attack, 1 3D/1NAR 3D’s, and moving (Passive)
• Extend Limbs - Limbs can extend to up to *(1 + 1 per EP) for 1minute per EP. 3NAR CT
• Extra Arms - Can grow a pair of arms per 10EP or can grow an arm per 5EP for 1minute per EP, where and how these arms are situated is decided on use. 3NAR CT
• Fast Body - Gain +1d6 Speed per 2EP for 1hour per EP. 12NAR CT
• Harden Scales - Gain +1DR vs. all non-Death/Life per EP for 1minute per EP. 2NAR CT
• Lengthened Shift - Increase the length of the shift by its unit of time by +1 per EP, can be spent anytime before the shift ends, does not count towards max EP of Ability
• Physical Improvement - Increase a Physical Attribute or Speed by +1 per 2EP, lasts 1hour per EP. 2NAR CT
• Size Shifting - Increase or decrease size by 5% per EP for 5minutes per EP. 3NAR CT
• Speed Shifting - Decrease the NAR of a shift by 1NAR per EP, does not count towards the max EP of the shift
• Venomous Fangs - Bite attack delivers a deadly poison that causes great pain, poison deals 1d6 pain (not reduced by DR) per EP. NAR as attack
• Wing Shifting - Shifted wings allow the shifter to fly up to 5Spd per EP spent up to Sprint. At 1EP they can fly forward. 3EP they can glide. 5EP they can fly backward. 7EP they can hover. Maintenance 1minute per EP. 6NAR CT
Sahhan progression is dependent on their activities, progressing as humans. They normally progress as Civilians in civilized areas, Monsters when they live in the wilderness or among other monsters, and as Soldiers/Heroes when they live in civilized areas where they are trained.
Sahhan can have sharp teeth and claws as well as a tail, each dealing 1d6damage (Pierce, Slash, and Bludgeon respectively). Sahhan can either use snake or human ears, eyes, and tongues. Snake ears double hearing Notice/Seek, eyes allow them to see infrared and telescope to double seeing Notice/Seek, and the tongue allows directional smelling. Human pieces are as human standard.
Scran
Scran are beings of time, space, and light. They are of the universe and perhaps as old, forming where they are needed to remove dark evils or aid the pious. Scran are mysterious to the extent even the most knowledgeable holy clergy know little of their history or their motives, only that they have put their knowledge towards good rather than evil. Most believe they are beings who have attained intimate knowledge of the makings of the universe and have ascended to new a species and seek to aid others in attaining such evolution and quality of existence. Often a part of holy acts and holy places the Scran are seen as angels.
Often Scran leave whatever might constitute a home, travelling the universe to accomplish their unknown desires. Without a known ‘home world’ to study other species have yet to discover whether they are born, created, or if they have any form of family.
Scran consist of a 0.9m/3ft diameter white sphere joined with six smaller ‘free moving’ 0.15m/0.5ft diameter half-spheres which connect to long thin arms 1.8m/6ft each with a ball-joint every 0.6m/2ft with each arm ending in a 0.15m/0.5ft diameter half-sphere hand with twelve triple ball-jointed fingers on the ‘rim’ of the hand. Scran appear to be entirely made of some form of light energy, lacking bone, skin, organs, or muscle which allows the six half-spheres attached to the ‘main body’ to move around the body freely and independently. Wherever this ‘living light’ is damaged it darkens, the greater the damage the darker it becomes, as the Scran regenerates the wound brightens. Scran are able to see through a diamond of four eyes which appear anywhere on their body sphere as orbs of light dispersed through a prism. Though without ears or a nose the Scran seem to be able to hear and smell. A mouth like opening can be created wherever the Scran pleases on their main body, capable of performing functions such as speaking or eating. Most Scran will walk on four hands and use two for manipulating objects but can easily act on anywhere between zero or all six legs. Scran lack internal organs and are essentially immortal, neither aging nor decaying.
Scran are much more co-ordinated than humans as well as being much wiser but their structure lessens their strength, gaining +3d6Coord/Wis and -1d6Str. Scran also have 3d6 Racial Angel <RacAng>.
Scran have access to the Racial Major Skill Angel (RacAng). They also have the innate Abilities Light Beam, Shift, and Spatial Blot Defence, each count as an Ability of Angel.
• Light Beam – Focussing their energies to the palm of a hand the Scran push it through their living light and convert it into a weapon of prismatic light. The Scran makes a Ranged Attack gaining +1AB per Angel Rank, the attack deals 1d6 Light damage per EP at 15m/50ft per EP and gives off 1Brightness per damage, the attack is affected by Distance Increment of 1.5m/5ft per AB but not Range Increment, 1Light Beam can be activated at once either per Rank or per available hand whichever is less, each beam has its own EP max. NAR CT as attack
• Shift – Pulling two points in space together the Scran appears to take a single step but move a great distance. The Scran appears anywhere within 15m/50ft per EP facing any direction, Shift can be used in lieu of a 3D if they beat the attacker with a check of Angel Ranks + RacAng Mod + 1 per 2EP + d20 vs. attacker’s Attack Style Rank + Ref Mod + d20 (if it is a Spell then Caster Type, if it is an attack then Combat Style/Ranged Mastery) or avoid an area of effect using a Angel Ranks + 1 per 3EP + d20 vs. the Avoidance Chance check requirement, if the Shift check is higher and takes them out of the area no damage is taken, even if the Scran fails and takes damage they will still shift to the desired location, if they have a RAP they do not require to roll but will automatically move without being hit. As with other teleportations, if Shift would put them inside an object they are instead teleported to the nearest available spot between where they are now and their target location. 1 3D/1NAR CT
• Spatial Blot Defence – Space distorts around the Scran’s body creating a shifting barrier of shifting spatial blots which appear at random and cause incoming attacks to momentarily leave space, arriving when they will no longer harm the Scran. The Scran gains 5% Cover per Rank to a maximum of 50%, as these blots appear at random and do not manifest until the attack nears the Scran this Cover cannot be reduced, for Avoidance Chance checks this Cover applies, effectively giving the Scran +1Avoidance Chance per Rank (Passive)
The Angel Skill allows them to choose from the listed Angel Abilities. Scran are restricted to the following Abilities at the listed Ranks:
• Banish Demon can be taken at/after 2Ranks
o Supplanting the ground beneath their feet with the ground of their home, the Scran attempts to send a demon back to its home world. Target creature with Racial Demon <RacDem> within 7.5m/25ft per EP may make a Physical Resistance check vs. Angel Ranks + 1 per 3EP to resist, if they fail they are banished for 1second per point of failure, if they are on their home world it sends them back to where they were born, if either place is inhospitable it sends them to a similar place on another world. 1NAR CT
• Limited Temporal Distortion can be taken at/after every 3Ranks (max 5)
o Tweaking the movement of time the Scran attempts to augment their own abilities while hindering their enemies’. Each time Limited Temporal Distortion is taken they choose from one of the following:
o Future Perception – Seeing ‘around the bend’ of time the Scran sees where an attack should come from and better know how to avoid it, all 3D’s and Avoidance Chance each gain +1 per 2EP for 1minute per EP, while active the Scran cannot be caught Off-Guard or unaware. 3NAR CT
o Past Health – Looking back to when they were healthy the Scran has the body copy that construction, touched target recovers 1d6 DP/HP per EP (whichever they have), if enough HP is recovered to heal a lost limb (see Core, Random Rules, Hit Location for details) that limb will regrow. 2NAR CT
o Repetitious Strike – Looping time at the point of impact multiple times the Scran causes their attack to seem to repeat in a blur, damage dealt by the attack is dealt again per 3EP. NAR as attack
o Slow Reaction – As the Scran attacks time distorts and their opponent finds it difficult to react in time, any 3D attempted against this attack suffers -1AR per EP. NAR as attack
o Twitch Perspective Adjustment – To the Scran the world slows and to the world the Scran speeds up, the Scran gains +1Ref per EP for 1minute per EP. 2NAR CT
• Spatial Hole can be taken at/after every 5Ranks (max 3)
o The Scran furthers their control over space, manipulating it with greater efficacy. Each time Spatial Hole is taken they choose from one of the following:
o Defensive Hole – Opening a large hole the Scran attempts to absorb an attack, the Scran makes a Dodge vs. an attack within 7.5m/25ft per EP, if successful the attack enters a spatial hole and appears elsewhere dealing no damage, if there is an area of effect attack the Scran can make a Dodge but using only the Ref. 3D/NAR as Dodge
o Multiply Blots – Forcing energy into the distortion which protects them, the Scran increases the number of spatial hole blots which protect them, the Cover provided by Spatial Blot Defence is increased by +2.5% per EP for 1minute per EP to a maximum of 75%Cover. 2NAR CT
o Reach Through – Opening a hole in front of their attack and an exit in front of their enemy the Scran attacks an opponent further away, the range of the attack is increased by 7.5m/25ft per EP, Melee Attacks still count as Melee Attacks and this distance does not count towards Distance Increment or Range Increment. NAR as attack
• Amplifying Fingers can be taken at/after 5Ranks
o Fingers flattening, becoming mirror-like, the Scran manipulates the beam they fire. The Light Beam deals 2d6 per EP or increases to 30m/100ft per EP or has 5Brightness per damage or becomes 7.5m/25ft long by 1.5m/5ft radius cone per EP with an Avoidance Chance for half damage vs. Angel Ranks + d20 +½Racial Angel Mod for 1NAR or +Racial Angel Mod for 2NAR or +Racial Angel Stat for 3NAR (depends on NAR chosen when using Light Beam). Which use of Amplifying Fingers, if any, is chosen per attack
• Erupting Light can be taken at/after 10Ranks
o Building energy in their beam or their body the Scran creates an explosion of light. Either Light Beam gains 1.5m/5ft radius per EP where it impacts (this EP does not count towards Light Beam’s maximum) or the Scran acts as the epicentre and deals 3d6 Light damage per EP to everything within 3m/10ft radius per EP giving off 1Brightness per damage. NAR as attack for beam, 3NAR CT for self-epicentre
• Planetary Shift can be taken at/after 15Ranks
o Opening a vortex to another world the Scran can travel almost anywhere in the universe. The vortex appears within 7.5m/25ft per EP and is a 3m/10ft radius opening per EP that lasts for 1minute per EP, this vortex can lead to any world that the Scran knows of in enough detail to visually imagine. 60NAR (1minute) CT
• Temporal Spatial Rift can be taken at/after 20Ranks
o Using their knowledge of pocket universes the Scran uses their body as a focus to create such a pocket and lock another creature outside of time and space. If the Scran has successfully Grappled a creature with all six hands they then spend 3NAR CT to slam their body into the Grappled and complete the ‘symbol’ which creates the rift and locks the Grappled creature between dimensions and out of time. During this 3NAR CT the Grapple cannot be removed but if the Scran dies the Ability will end. While within the rift time does not continue but the creature is still conscious and can view the world they were on but cannot interact with it. On the world they were the only trace of them is a 0.9m/3ft yellow-white sphere with thirteen smaller spheres within, one sphere in the middle with six circling it and one touching each of the six. This sphere has 1DP per 3P maximum total of the creature within with 1DR per the Scran’s Angel Ranks, if broken the creature will be released. To create a Temporal Spatial Rift after the 3NAR the Scran must sacrifice 1 maximum EP per 25 maximum 3P’s of the target, if the Scran does not have enough EP they then also sacrifice maximum WP, if they do not have enough EP and WP they then also sacrifice maximum HP. Once the necessary 3P’s are spent or to death the rift orb will be permanent and their 3P’s will return at a rate of 1 per year, the Scran choosing which comes back. If they do not have enough 3P’s and do not sacrifice all of their HP the orb rift will only last for 25years per 3P the Scran sacrificed.
Normal Scran progression is as Monster (using Angel) at the same rate as humans.
Made of light Scran are immune to Light damage but take *1.5 from Dark damage. Scran can see in any amount of light as though it was 0Light. Scran are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe, but sometimes partake in meals for the pleasure.
Sprite
Sprites are relatives to the elementals in both their creation and ways. Unlike the elementals however their bodies are not comprised entirely of a single Pool, but are rather like a normal mortal body with very strong ties to the Pools. The body of a sprite is formed from a mortal body destroyed by any of the 10Pools in an area saturated with magical energies. Wandering souls become anchored when passing through these bodies and the sprite is born. The body generally resembles something between the original mortal body and the soul’s original form.
Although primarily found in the Outer Rims of Chaos, sprites are born in the Pools as well as being known for travelling the universe. Many are summoned by practitioners of magic for services, information, or as slaves. Those who are not released or returned to their home may be forever stuck on their new home if they cannot gain enough power to leave. As sprites are immortals their only death is an unnatural end.
Because of the influence of the Pools on the new body new abilities are gained by the sprite while the soul retains the abilities it once had. Sprites generally live carefree lives and live in small communities, wasting away the days and their memories on whatever their desires may be.
Sprites are commonly small, their bodies determined by the corpse of their predecessor and the power of their soul. By their size the sprites are usually physically weak but their mental acuity is dependent on their soul. However, the Pool that destroyed the original mortal body determines the Aspect of the sprite that rises from it.
Sprites are either winged or somewhat larger and stronger. Those with wings can fly forwards, backwards, glide, and hover according to their Speed up to Sprint like normal movement. Those without wings increase in height 76.5mm/3” and all Physical Attributes +1d4.
The Physical Attributes of a sprite are dependent on the Pool itself and the power of the soul. Each sprite Aspect except Death and Life has two strengths and two weaknesses. The strengths start with an automatic +1d4 while the weaknesses start with –1d4.
• Air Sprites’ strengths lie in their Coord/Ref their weaknesses are Con/Str.
• Chaos Sprites’ strengths lie in their Physical their weaknesses is their Mental, gaining +1d4Physical and -1d4Mental.
• Dark Sprites’ strengths lie in their Coord/Str their weaknesses are Con/Ref.
• Earth Sprites’ strengths lie in their Con/Str their weaknesses are Coord/Ref.
• Fire Sprites’ strengths lie in their Ref/Str their weaknesses are Con/Coord.
• Light Sprites’ strengths lie in their Con/Ref their weaknesses are Coord/Str.
• Order Sprites’ strengths lie in their Mental their weaknesses is their Physical, gaining +1d4Mental and -1d4Physical.
• Water Sprites’ strengths lie in their Con/Coord their weaknesses are Ref/Str.
Every 2Levels the ‘strong’ Attributes increase +1. When the soul is first anchored it stands roughly 0.15m/6”. Afterwards it only grows 25.5mm/1” per Level. All sprites have 3d6 Beau/Spd and the Mental Attributes are determined by their soul, commonly 3d6.
Sprites possess Affinity * 1.5Points for their Pool Aspect Major Skills.
Sprites have the same Major Skills available to them and progression rate as humans.
Each sprite is an Aspect to its corresponding Pool. Sprites take half damage from Damage Types of their Pool while the opposing Pool’s Damage Types deal *1.5 except Air Sprites which take *1.5 Physical damage but are immune to Electric, Death Sprites which gain HP from Death damage and lose HP from Life damage, Life Sprites which have no DR or weakness, and Earth Sprites which instead have +1DR vs. all non-Death/Life per Level but still take *1.5 from Electric.
Sprites do not have vital organs, do not breathe, do not eat, are unaffected by ExPo, and are unaffected by poisons/sickness/toxins. Weather only affects them if it is against their Pool (rain, heat, etc).
Thunderbird
Thunderbirds are large birds related to the roc but much smaller. Their name is taken from their colour and their lightning speed, which make them look like a lightning bolt when they dive from the sky. They are found throughout the universe but generally live in mountainous regions with temperate or hotter climates.
Thunderbirds commonly live in families or on their own, rare to build nests near each other. This is mainly due to the competition over game can be deadly when they face off with each other. They will eat almost any meat including carrion in extreme measures.
Thunderbirds stand about 3m/10ft tall with a wingspan of about 6m/20ft. Their eye and feather colour varies by family, most having piercing black eyes with white/light-brown feathers with dark spots or stripes.
Thunderbirds are stronger, faster, and more coordinated than humans but are considered unintelligent beasts. They gain +3d6Coord/Ref/Str, 3(3d6)Mental, and have 3d6 Racial Beast <RacBea>.
Thunderbirds have access to the Racial Major Skill Beast (RacBea) which gives them a new Ability per Rank. Available Abilities are: Devour (1d6 Acid per 1.5m/5ft in thunderbird height per 6seconds, minimum 1d6), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl and Intimidation.
Normal progression is as Monster (using Beast) at the same rate as humans.
Thunderbirds have talons that deal 1d6 Pierce or Slash damage, their beak can deal 1d6 as Pierce damage. Thunderbirds can fly forward, backward, glide, and hover as their normal movement.
Troll
Trolls are a barbaric race that looks like taller lean humans. They possess immense healing powers far beyond most mortal creatures. They are found throughout the universe in many varying climates.
Trolls live most commonly in small communities or large cities. They tend to be very territorial, killing and eating anything that does not belong in their lands. They tend to follow either the strongest of the community or the smartest. Either way they are most likely the most powerful. Not all are savage cannibal-like monsters. Some find their way into other mortal races’ cities.
Trolls are commonly between 1.5m/5ft and 2.1m/7ft. They weigh about the same amount as a human of their size, 72.73kg/160lb to 109.1kg/240lb. Their eye, hair, and skin colour is dependent on the individual family, it is usually an adaptation to the environment. They can possess tusks or horns but this is dependent on the individual subspecies and family.
Trolls are stronger and faster than humans but less intelligent and less wise, gaining +1d6Ref/Str and –1d6Int/Wis.
Trolls may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Trolls have access to the standard Major and Minor Skills and progress at the same rate as humans often as Soldiers or even Heroes but if in a civilized region then as Civilians.
Trolls possess passive 1Regeneration per Level per second, but will not regenerate Acid or Fire damage except by non-Regeneration means, will continue to regenerate even if below –Con HP until Acid/Fire damage is dealt equal to their max HP or they are decapitated, and will be unconscious if HP drops below 0.
Undead
Undead is a blanket term for a creature that has died and the corpse has risen with or without a soul or the soul has found a way to return to the Mortal Realm. Undead can be stronger or weaker than their original body depending on the magics invested in animating them.
Because undead are often created intentionally for a purpose they are found throughout the universe, serving as bodyguards, servants, and as reanimated allies. After their purpose is fulfilled or their master dies many undead will continue to roam the Mortal Realm without purpose, acting on instinct or ‘programming’. Those with sentience or that acquire sentience will act according to their own desire.
All undead follow the Undead Template unless otherwise specified.
Undead Template
Attribute: Con*-1, Negated Morale if Mindless (3(3d6) Mental), Negated Pain Tolerance, no vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
Artifact Spirit
Uncommon spirits, Artifact Spirits are found throughout the universe wherever artificing magic is used. At times magic which animates the items mutates and warps the bonds of the Mortal Realm and if a soul is present it can be warped as well, creating an Artifact Spirit.
Artifact Spirits, like regular spirits, are incorporeal entities with 0(X) –Con, the rest of their Attributes are as their soul (usually 3d6). Unlike normal spirits they have two forms, their Alternate Form possessing the ability to interact with and control items, and gain the Tertiary Attribute Racial Spirit <RacSpi> and access to the Racial Major Skill Spirit (RacSpi). Their incorporeal form has the following statistics:
• No body, only appears as a ghostly outline of its former self
• Floats/flies at its Speed up to Sprint in all directions without penalty
• Cannot physically touch/lift/hold any corporeal items, passes through all physical objects
• Does not take damage from corporeal attacks
• Only takes damage from sources generated by EP (i.e. Spells, magic items, most Chakra Abilities, some Rage Abilities, etc.) or others that specify they affect spirits/incorporeal
Artifact Spirits also have the Ability Corporality Shift which allows them to switch between Alternate Forms, become semi-corporeal and interact with the living world. Their semi-corporeal form has the following statistics:
• No body, appears as a ghostly ‘gaseous’ look of its former self
• Can physically touch/lift/hold any corporeal items, cannot pass through physical objects
• Takes half damage from corporeal attacks
• Takes full damage from sources generated by EP (i.e. Spells, magic items, most Chakra Abilities, some Rage Abilities, etc.) or others that specify they affect spirits/incorporeal
• Can appear, interact with, make noises, and use Abilities/cast Spells into the living world
Corporality Shift allows the Artifact Spirit to change between their incorporeal and semi-corporeal states. It takes 1EP and 12NAR to shift either way. While shifting an Artifact Spirit is only able to attempt Light Attacks, 1 3D/1NAR 3D’s, or move, the shifting is not a CD/CT as it is not a concentrated activity but a secondary instinct. While in their semi-corporeal state the Artifact Spirit can cast Item Possession. However, without a body of their own, if the item the Artifact Spirit is possessing loses enough DP to break or a BC overcomes the BR of a crucial piece of the item the possession ends and the Artifact Spirit is expelled at 0HP (i.e. a crucial piece would be the torso of a suit of armour, seat of a chair, or anything that is greater than 50% of the overall object or will cause the object to fall apart). If the Artifact Spirit wishes to end the possession early it takes 4NAR CT.
| Item Possession | D | None | ||
| R | Medium 15m/50ft per EP | |||
| Pool | Life, Order | E | Take full control of an object by sending your soul out of your body and into the object. You can have it act and move as though it were your own body, moving any opposable or mobile pieces (i.e. fingers on a doll but not the legs on a standard chair), if the object has Physical Attributes yours becomes it but if it does not you use your own, you can use any of your Skills and Abilities/Spells if the object has the capability to perform them, you can speak with a detached voice (no need for a mouth) and can hear/see as though the object had ears/eyes, the object can be 45.45kg/100lb per EP. If the object is already possessed/controlled by another spirit/sentient being then you must wrest control away from them or they must give it up willingly, to take control you must beat them with a Skill Rank check vs. Mental Shielding, if they fail they lose control for 1NAR per point of failure. This check is made immediately on possession and each NAR of the other controller or until the Mental Shielding failure NAR has past. Your body is ‘on its own’ until you return | |
| Base Cost: | 4EP | A | Targeted Object | |
| Cast Time: | 2NAR | D | Medium 1minute per EP | |
The Spirit Skill allows them to choose from the listed Spirit Abilities. Artifact Spirits are restricted to the following Abilities at the listed Ranks:
• Hasten Possession can be taken at/after every 5Ranks (max 3)
o Continual practice allows the Artifact Spirit to move into and out of items with ease, the NAR it takes to cast Item Possession decreases by 1 to a minimum of 1NAR, the NAR it takes to leave a body and end the Duration early decreases by 1 to a minimum of 1NAR
• Survive Item Possession can be taken at/after every 6Ranks (max 4)
o A strong soul keeps the Artifact Spirit strong and resilient, if the item they are possessing breaks they are immediately expelled at a quarter of their remaining HP, each time Survive Possession is taken they are expelled with an additional quarter (max full remaining health)
Normal progression is as Monster (using Spirit) at the same rate as humans.
Skeleton
Skeletons are undead which have had their flesh, muscle, skin, and organs stripped from the body and are solely bones held together and animated by magic. With only magic supporting and moving the body the skeleton is often weaker than when it was alive. Because they require few parts and little magic they are commonplace throughout the universe, at times rising on their own in areas of Death energies.
Skeletons usually possess half the Coord/Ref/Str they had when alive, their Mental Attributes are dependent on what animates them as to whether it is normal or mindless (3(3d6) Mental), and will have negative Con.
Being only bone, skeletons are difficult to hit at a range or with Piercing damage. Any ranged or Piercing damage attack count the skeleton as having 50% Visual Cover. An Aimed Shot for the head will negate this effect. Skeletons have 5DR vs. Pierce/Slash and while the bone is immune to Dark/Light damage any Dark/Light damage dealt by an EP source will damage the magic animating the skeleton and deal normal damage.
Skeletons have access to the standard Major and Minor Skills and progress at the same rate as humans often as Soldiers. Mindless skeletons cannot gain Mental Attributed Minor Skills.
Zombie
Zombies are the animated decaying corpse of a being and most are commonly soulless and more commonly at least mindless. As they no longer function like the body once did it is difficult to end their functioning once more. They are favoured amongst necromancers and those who raise the dead as they are often easy to create and manage, the magics using what is left of the mind to control magically strengthened bonds to the limbs. As they are easy to create they are often accidentally created by natural occurrences in areas with strong Death Pool energy.
Zombies possess the same Attributes they did when alive and with the same appearance except they are partially or fully decayed and their Con becomes negative and any other changes the affect which created them might list (i.e. mindlessness).
Without the need for their body, only their control centre such as their brain, all other body parts count as having *5HP. Without the proper functionality most zombies move at most at a Walk, no longer able to Jog, Run, or Sprint.
Zombies have access to the standard Major and Minor Skills and progress at the same rate as humans often as Soldiers. Mindless zombies cannot gain Mental Attributed Minor Skills.
Worm
When people think of worms they think of small, pink, and inconsequential. However, they should think large, spikes, poison, acid, and man-eating. Not all worms are sharp and dangerous or small and nice, but those of interest of the universe will be the former. They can grow as big as redwoods or stay as small as a finger, depending on the individual species of worm. They are found throughout the universe and commonly within the Earth Pool.
The worms usually travel an area, the larger the worm the larger the area it will travel, or will live in what is called a Fleshbag, a communal building-like for worms created from dead people. Worms will only live for themselves as they are beasts, but those within the Fleshbag will defend it and their fellow worms to the death.
All worms are different, even those within the same family. The size, colours, and maximum age of the individual worm dependent on their diet and the world around them. Worms that live and grow develop more power but remain beasts. They have segmented or smooth bodies like common small worms. Some have spiked noses, teeth, tentacle mouths, mandibles, stingers, and/or poison deliverers, while some remain without like common earthworms. Most worms live between a few months to a year but worm species that can grow up to dozens or hundreds of feet long live for centuries or even millennia. Some never stop growing throughout their life.
• Worms start with 1 for all Physical Attributes up until 153mm/6”
• 1d4 for all until 0.3m/1ft
• 2d4 until 0.6m/2ft
• 2d6 until 1.2m/4ft Coord/Ref stop here
• At 1.5m/5ft Con/Str become X*3d6(3d6)Con/Str where X is 1 + 1 per 1.5m/5ft in length
Beauty and Speed stay constant at 3d6 throughout their life while Mental stay at 3(3d6) as well they all have 3d6 Racial Beast <RacBea>. The diameter of the worm is about ¼ to 1/8 that of the length.
Worms possess the following innate Abilities:
• Burrow - The worm can dig through the earth at their Speed, this is also how many feed.
• Thrash – Rather than attack a single target the worm thrashes around, attacking everything near it with the intent to crush it with its body, all within ¼ of the worm’s length make an Avoidance Chance check vs. 1 per 0.3m/1ft + Ref Mod (i.e. 9.6m/32ft would be a check of 35) for half damage of worm’s Str Mod of attack + 1dice category per 0.3m/1ft in length as Bludgeon damage (minimum 1DC). NAR as attack
Worms may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Worms have access to the Racial Major Skill Beast (RacBea) which gives them a new Ability per Rank. Available Abilities are: Bind (Body), Devour (1d6 Acid per 1.5m/5ft in worm length per 6seconds, minimum 1d6), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl, Intimidation, and Roar.
Progression as Monster (using Beast) and is by size, per 0.3m/1ft in length they increase 1Rank/Level.
Worms can possess mandibles, poison, spiked noses, stingers, teeth, and/or tentacle mouths.
• Mandible worms can use them to Grapple with an immediate Devour attempt on a successful Grapple attempt or deal 1dice category of Hack per 0.3m/1ft in length, minimum 1DC.
• Poisonous worms have poison added to their spike, stinger, or teeth that is stun, or damaging (Attributes/HP). The strength of the poison is dependent on the size of the worm, increasing by 1Physical Resistance per 0.3m/1ft in length + d20. On creation the worm chooses which type of poison it produces.
o Length of stun is 1NAR per point of failure
o Attribute damage deals 1Attribute damage of choice (chosen on worm creation) per point of failure
o Damage poisons deals 1dice category of poison damage per 0.6m/2ft in length, successful Physical Resistance will save for half damage.
• Spiked Nose worms deal 1dice category of Pierce/Slash per 0.3m/1ft in length, minimum 1DC.
• Stinger worms deal 2dice categories of Pierce/Slash per 0.6m/2ft in length and gain +1damage on Charge Attacks per 0.3m/1ft in length.
• Teethed worms deal 1dice category of Pierce damage per 0.3m/1ft in length, minimum 1DC.
• Tentacle mouthed worms have one tentacle per 1.5m/5ft in length (minimum 1) and each has the ability to Grapple and Bind enemies within 0.3m/1ft per 1.5m/5ft length of the worm or if they make an attack with their mouth, a successful Grapple allows them an immediate Devour attempt.
Worms possess massive amounts of HP and DR, gaining *5HP from all HP gains with 1DR vs. all non-Death/Life per 0.6m/2ft in length.
Worm (Dragon)
Separated from their dragon relatives, worms do not possess wings, limbs, or a body beyond a singular long piece. They look very similar to both of their relatives, a dragon’s head on a scaled worm body. They can grow to sizes beyond the largest of trees if they survive to maturity. They can be found throughout the universes just like their dragon and worm relatives.
They commonly live as far apart from each other as possible, only seeking others of their race for mating. While dangerous alone, those that do come together can become a destructive force to be reckoned with.
Worms start life from the egg at a length of about 0.9m/3ft with a diameter of 0.15m/0.5ft and a weight of 11.37kg/25lb and must immediately fend for themselves. Every year they grow another 0.3m/1ft long and 0.05m/0.166ft in diameter until they reach about 30m/100ft long by 5m/16.6ft diameter and a weight of 11,000kg/24,200lb. The style of head and body is dependent on the individual worm and family as are the colour of scales and spike or horn placements. Dragon worms can live up to 5000years.
Worms are much stronger and hardier than humans but their body structure makes them slow and they are considered unintelligent. They start 3d6 for all Attributes and Racial Beast <RacBea> except their Con/Str which are X*3d6(3d6)Con/Str where X is 1 + 1 per 1.5m/5ft in length and Mental Attributes which are 3(3d6)Mental.
Worms possess the following innate Abilities:
• Burrow - The worm can dig through the earth at their Speed, some feed in this manner.
• Thrash – Rather than attack a single target the worm thrashes around, attacking everything near it with the intent to crush it with its body, all within ¼ of the worm’s length make an Avoidance Chance check vs. 1 per 0.3m/1ft + Ref Mod (i.e. 9.6m/32ft would be a check of 35) for half damage of worm’s Str Mod of attack + 1dice category per 0.3m/1ft in length as Bludgeon damage (minimum 1DC), NAR as attack.
Worms may possess Affinity or Attunement but it is dependent on subspecies and their origins.
Worms have access to the Racial Major Skill Beast (RacBea) which gives them a new Ability per Rank. Available Abilities are: Bind (Body), Devour (1d6 Acid per 1.5m/5ft in worm length per 6seconds, minimum 1d6), Disembowel, Gore, Hamstring, Lash, Maul, Pinning Attack, Pounce, Rend, Snap, Swipe, Tear, and Wound all as NAR as attack, and Growl, Intimidation, and Roar.
Progression is as Monster (using Beast) by age, for every 10years until 50years they gain 1Rank/Level then for every century after that they gain 1Rank/Level.
Worms possess teeth that deal 1dice category Pierce damage per 0.9m/3ft length of body. As well they possess tough scales which provide them +1DR vs. all non-Death/Life per 0.6m/2ft in length. Worms possess massive amounts of HP, gaining *5HP from all HP gains.
Critter Samples
Sample creatures are built using average Attributes and without assigning even Levels’ bonus Attributes or Abilities/Spells as creatures will choose those based on preference and circumstance. If they do not list a Level assume they are Level 1. These creatures are built using their standard Rank/Level progression, even though their Ranks/Level could be adjusted to any Rank/Level.
Beastman
Bearman
Normal Progression: As human Monster
31Con/Str, 10Beau/Coord/Mental/Spd, 7Ref
3P’s: 31HP, 10WP, 10EP
3Avoidance Chance, 5Mental Shielding, 15Physical Resistance
6AB, 4Initiative, 9 3D’s/NAR
Major Skills: Any available to either parent race
Minor Skills: Any available to either parent race
Dogman
Normal Progression: As human Monster
17Ref, 14Coord/Str, 10Beau/Con/Mental/Spd
3P’s: 10HP, 14WP, 10EP
8Avoidance Chance, 5Mental Shielding, 5Physical Resistance
8AB, 8Initiative, 14 3D’s/NAR
Major Skills: Any available to either parent race
Minor Skills: Any available to either parent race
Fishman
Normal Progression: As human Monster
14Ref/Str, 10Beau/Coord/Mental/Spd, 8Con
3P’s: 8HP, 10WP, 10EP
7Avoidance Chance, 5Mental Shielding, 4Physical Resistance
6AB, 7Initiative, 13 3D’s/NAR
Major Skills: Any available to either parent race
Minor Skills: Any available to either parent race
Special: Marine
Lizardman
Normal Progression: As human Monster
14Coord/Ref/Str, 10Beau/Con/Mental/Spd
3P’s: 10HP, 14WP, 10EP
7Avoidance Chance, 5Mental Shielding, 5Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: Any available to either parent race
Minor Skills: Any available to either parent race
Blood Demon
Normal Progression: As human Monster (Demon)
10All, 10RacDem
3P’s: 10HP, 10WP, 20EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 1Demon
Minor Skills: Any available to humans
Innate Abilities: Create Blood Fiend, Infectious Bite, Infectious Claws, and Scab
Special: Blood Demons’ claws, teeth, and tail all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon or Pierce. Per 2Demon Ranks the damage increases by +1dice category. Blood Demons are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe but sometimes partake in meals for the pleasure. Blood Demons gain RacDem Stat to EP at first Level and +RacDem Mod to EP every Level thereafter in addition to their Intuition bonus.
Blood Fiend
Normal Progression: As human Monster (Demon)
14Coord/Con/Ref/Spd, 10Beau/RacDem/Str, 3(10)Mental
3P’s: 14HP, 14WP, 3EP
7Avoidance Chance, 1Mental Shielding, 5Physical Resistance
9AB, 7Initiative, 13 3D’s/NAR
Major Skills: 1Demon
Minor Skills: Any available to humans
Innate Abilities: Blood Cloud, Blood Spit, and Blood Sucker
Special: Blood Fiends’ claws, teeth, and tail all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon or Pierce. Per 2Demon Ranks the damage increases by +1dice category. Blood Fiends are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe but often gorge on their victims anyways.
Cærim
Normal Progression: As human Monster (Angel)
14Coord/Intu/Ref/Str, 10Beau/Cha/Con/Spd/Wis, 10RacAng, 7Int
3P’s: 10HP, 14WP, 14EP
7Avoidance Chance, 3Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 1Angel
Minor Skills: Any available to humans Innate Abilities: Flame Blade, Control Flames, and Holy Flameblast
Affinity: * 1.5Points for Fire Major Skills
Special: Cærim can fly forward, backward, glide, and hover as their normal movement. Made of ash and fire Cærim are immune to Fire damage but take *1.5Cold damage. Cærim are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe but sometimes partake in meals for the pleasure. Cærim are restricted to a minimum of +25Order and +25Virtue.
Dragon
Normal Progression: Monster (Beast) with 1Rank/Level at 1year, 6years, 16years, and 216years of age as well as every incrementing half century
Minor Skills: Any available to humans
Innate Abilities: Breath Weapon
Affinity: * 1.5Points for their elemental Aspect Major Skills
Dragons have claws, teeth, and a tail that all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon unless spiked in which case it may do Pierce or Slash. Per Beast Rank the damage increases by +1dice category. As well they possess tough scales which provide them +10DR vs. all non-Death/Life damage. Due to their close connections to the Pools they are immune to their own Aspect but take double from their opposing Aspect and have no DR vs. it except Death Dragons which gain HP from Death damage and lose HP from Life damage and Life Dragons which have no immunities or weaknesses, Air/Lightning Dragons take double Physical damage but absorb Electric, and Earth Dragons which have no immunities but gain an additional +10DR vs. all non-Death/Life and their DR applies to Electric though it is still doubled. Dragons can fly forward, backward, glide, and hover as their normal movement. Water/Ice Dragons also possess the Marine Ability. Dragons possess massive amounts of HP, gaining *5HP from all HP gains.
Hatchling
7All, 10RacBea
3P’s: 35HP, 7WP, 7EP
3Avoidance Chance, 3Mental Shielding, 3Physical Resistance
3AB, 3Initiative, 9 3D’s/NAR
Major Skills: 0Beast
Special: 1d6unarmed
Youngling – 1year old
10All, 10RacBea
3P’s: 50HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 1Beast
Special: 1d8unarmed
Youngling – 6years old
20(10)Con/Str, 14Beau/Coord/Mental/Ref/Spd, 10RacBea
3P’s: 150HP, 21WP, 21EP
8Avoidance Chance, 8Mental Shielding, 11Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: 2Beast
Special: 1d10unarmed
Adolescent – 16years old
50(10)Con/Str, 14Beau/Coord/Mental/Ref/Spd, 10RacBea
3P’s: 500HP, 28WP, 28EP
8Avoidance Chance, 8Mental Shielding, 26Physical Resistance
8AB, 8Initiative, 14 3D’s/NAR
Major Skills: 3Beast
Special: 1d12unarmed
Adult – 216years old
100(10)Con/Str, 31Mental, 14Beau/Coord/Ref/Spd, 10RacBea
3P’s: 1750HP, 49WP, 106EP
9Avoidance Chance, 17Mental Shielding, 52Physical Resistance
9AB, 9Initiative, 15 3D’s/NAR
Major Skills: 6Beast
Special: 1d20unarmed
Earth Hatchling
10Con/Str, 7Beau/Mental/Spd, 3Coord/Ref, 10RacBea
3P’s: 50HP, 3WP, 7EP
1Avoidance Chance, 3Mental Shielding, 5Physical Resistance
1AB, 1Initiative, 7 3D’s/NAR
Major Skills: 0Beast
Special: 1d6unarmed
Dark Youngling – 1year old
17Coord/Str, 10Beau/Mental/Spd, 7Con/Ref, 10RacBea
3P’s: 35HP, 17WP, 10EP
3Avoidance Chance, 5Mental Shielding, 3Physical Resistance
9AB, 3Initiative, 9 3D’s/NAR
Major Skills: 1Beast
Special: 1d8unarmed
Air Youngling – 6years old
14(7)Con/Str, 24Coord/Ref, 14Beau/Mental/Spd, 10RacBea
3P’s: 105HP, 36WP, 21EP
13Avoidance Chance, 8Mental Shielding, 8Physical Resistance
13AB, 12Initiative, 18 3D’s/NAR
Major Skills: 2Beast
Special: 1d10unarmed
Light Adolescent – 16years old
140(28)Con, 35(7)Str, 28Ref, 14Beau/Mental/Spd, 10Coord, 10RacBea
3P’s: 1400HP, 20WP, 28EP
15Avoidance Chance, 8Mental Shielding, 71Physical Resistance
6AB, 15Initiative, 21 3D’s/NAR
Major Skills: 3Beast
Special: 1d12unarmed
Chaos Adult – 216years old
240(24)Con/Str, 31Coord/Ref, 28Mental, 14Beau/Spd, 10RacBea
3P’s: 4200HP, 106WP, 98EP
17Avoidance Chance, 16Mental Shielding, 122Physical Resistance
17AB, 17Initiative, 23 3D’s/NAR
Major Skills: 6Beast
Special: 1d20unarmed
Drake
Non-Winged - Hatchling
Normal Progression: Monster (Beast) per decade until 50years they gain 1Rank/Level then for every century after that they gain 1Rank/Level
21Con/Str, 14Coord/Ref, 10Beau/Spd, 3(10)Mental, 10RacBea
3P’s: 21HP, 14WP, 3EP
7Avoidance Chance, 1Mental Shielding, 10Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: 1Beast
Minor Skills: Any non-Mental Attributed Minor Skill and Track/Counter Track
Innate Abilities: Breath Weapon
Special: Drakes have claws, teeth, and a tail that all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon unless spiked in which case it may do Pierce or Slash. As well they possess tough scales which provide them +5DR vs. all non-Death/Life damage.
Winged – Youngling (10years old)
Normal Progression: Monster (Beast) per decade until 50years they gain 1Rank/Level then for every century after that they gain 1Rank/Level
17Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 25HP, 15WP, 4EP
6Avoidance Chance, 2Mental Shielding, 9Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 2Beast
Minor Skills: Any non-Mental Attributed Minor Skill and Track/Counter Track
Innate Abilities: Breath Weapon
Special: Can fly forward, backward, glide, and hover as their normal movement. Drakes have claws, teeth, and a tail that all deal 1d6damage, the claws as Pierce or Slash, the teeth as Pierce, and the tail as Bludgeon unless spiked in which case it may do Pierce or Slash. As well they possess tough scales which provide them +5DR vs. all non-Death/Life damage.
Non-Winged – Young Adolescent (20years old)
21Con/Str, 14Coord/Ref, 10Beau/Spd, 3(10)Mental, 10RacBea
3P’s: 41HP, 28WP, 5EP
8Avoidance Chance, 2Mental Shielding, 11Physical Resistance
8AB, 8Initiative, 14 3D’s/NAR
Major Skills: 3Beast
Winged – Adolescent (30years old)
17Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 41HP, 25WP, 6EP
6Avoidance Chance, 2Mental Shielding, 9Physical Resistance
7AB, 6Initiative, 12 3D’s/NAR
Major Skills: 4Beast
Non-Winged – Mature Adolescent (40years old)
21Con/Str, 14Coord/Ref, 10Beau/Spd, 3(10)Mental, 10RacBea
3P’s: 61HP, 42WP, 7EP
9Avoidance Chance, 3Mental Shielding, 12Physical Resistance
9AB, 8Initiative, 14 3D’s/NAR
Major Skills: 5Beast
Winged – Adolescent (50years old)
17Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 57HP, 35WP, 8EP
7Avoidance Chance, 3Mental Shielding, 10Physical Resistance
7AB, 7Initiative, 13 3D’s/NAR
Major Skills: 6Beast
Dwarf
Major Dwarf
Normal Progression: As humans
13Con, 10Beau/Coord/Int/Intu/Ref/Spd/Str/Wis, 8Cha
OR
13Con/Str, 10Beau/Coord/Int/Intu/Ref/Wis, 8Cha/Spd
3P’s: 13HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 6Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Minor Dwarf
Normal Progression: As humans
13Ref, 10Beau/Con/Coord/Int/Intu/Spd/Str/Wis, 8Cha
OR
13Coord/Ref, 10Beau/Int/Intu/Spd/Str/Wis, 8Cha/Con
3P’s: 10HP, 10WP, 10EP
OR
3P’s: 8HP, 13WP, 10EP
6Avoidance Chance, 5Mental Shielding, 5Physical Resistance
OR
6Avoidance Chance, 5Mental Shielding, 4Physical Resistance
6AB, 6Initiative, 12 3D’s/NAR
OR
7AB, 6Initiative, 12 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Elemental
Normal Progression: Monster (Shapeshifter) with 1Rank/Level every cumulative half century
Minor Skills: Any available to humans
Innate Abilities: Amorphous Body 5, Elemental Travel, Enveloping Body, and Regeneration (Racial Shapeshifter Mod + Shapeshifter Rank per Round)
Affinity * 2Points for their elemental Aspect Major Skills
Special: Every Rank in Shapeshifter the Physical Attributes increase +1 and every 2Ranks in Shapeshifter the ‘strong’ Attribute increases an additional +1. When the soul is first anchored it stands roughly 0.15m/0.5ft. Afterwards it grows 0.15m/0.5ft per Rank.
Each elemental is an Aspect to its corresponding Pool. Damage Types of the Elemental’s Pool heals it as ‘Energy Absorb (Pool) HP’ the damage it would deal while the opposing element deals double damage.
Elementals do not have vital organs, do not breathe, do not eat, are unaffected by ExPo, and are unaffected by poisons/sickness/toxins. Weather only affects them if it is against their element (rain, heat, etc).
Air/Lightning
14Coord/Ref, 10Beau/Mental/Spd, 7Con/Str, 10RacSha
3P’s: 7HP, 14WP, 10EP
7Avoidance Chance, 5Mental Shielding, 3Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Air Elementals also have the ability to fly, capable of flight in all directions at their Speed up to Sprint and hovering. Their unarmed attacks deal Bludgeon damage based on size.
Lightning Elementals can choose to deal 1 Electric damage per Rank per second they are in contact with an object. Their unarmed attacks deal Electric damage based on size.
Air/Lightning Elementals take double damage from all Physical damage but gain double the affect of Amorphous Body and Greater Amorphous Body which still apply to Physical damage.
Baneful Soul
10All, -Con, 10RacSha
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Baneful Souls instead have Energy Absorb (Death) 2HP (gaining 2HP per Death damage they take) and take quadruple damage from Life. Baneful Souls unarmed attacks deal Death damage based on size.
Brilliant Soul
14Con/Ref, 10Beau/Mental/Spd, 7Coord/Str, 10RacSha
3P’s: 14HP, 7WP, 10EP
7Avoidance Chance, 5Mental Shielding, 7Physical Resistance
4AB, 7Initiative, 13 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Brilliant Souls can produce light as a Light Source of Light up to their Shapeshifter Rank changing how much they produce to a minimum of 1Light for 0NAR. Their unarmed attacks deal Light damage based on size.
Anything below –50Light will deal 1 damage per intensity per second to the Brilliant Souls.
Earth
14Con/Str, 10Beau/Mental/Spd, 7Coord/Ref, 10RacSha
3P’s: 14HP, 7WP, 10EP
3Avoidance Chance, 5Mental Shielding, 7Physical Resistance
4AB, 3Initiative, 9 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Earth Elementals do not absorb damage and instead have an additional +2DR vs. all non-Death/Life per Shapeshifter Rank in addition to their Amorphous Body. They still take double damage from Electric. Earth Elementals unarmed attacks deal the Physical damage of their choice per attack (Bludgeon/Hack/Pierce/Slash) based on size.
Fire
14Ref/Str, 10Beau/Mental/Spd, 7Con/Coord, 10RacSha
3P’s: 7HP, 7WP, 10EP
7Avoidance Chance, 5Mental Shielding, 3Physical Resistance
4AB, 7Initiative, 13 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Fire Elementals can choose to count as an ignition source for anything they come in contact with increasing the Source type one per NAR they touch the object (Burst, Intermittent, Steady, Pressure, Flaring). Their unarmed attacks deal Fire damage based on size.
Fire elementals take 10damage per 1L/0.264gallons of water they come in contact with per second.
Oscillating Soul
14Con/Coord/Ref/Str, 10Beau/Spd, 7Mental, 10RacSha
3P’s: 14HP, 14WP, 7EP
7Avoidance Chance, 3Mental Shielding, 7Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Oscillating Souls unarmed attacks deal Chaos damage based on size.
Pragmatic Soul
14Mental, 10Beau/Spd, 7Physical, 10RacSha
3P’s: 7HP, 7WP, 14EP
3Avoidance Chance, 7Mental Shielding, 3Physical Resistance
4AB, 3Initiative, 9 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Pragmatic Souls unarmed attacks deal Order damage based on size.
Shadow Soul
14Coord/Str, 10Beau/Mental/Spd, 7Con/Ref, 10RacSha
3P’s: 7HP, 14WP, 10EP
3Avoidance Chance, 5Mental Shielding, 3Physical Resistance
8AB, 3Initiative, 9 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Shadow Souls can meld with any shadow (-#Light) and be visually undetectable so long as they do not act, move, or the Light changes, they can change how dark they are between -1Light and -100Light for 0NAR. Their unarmed attacks deal Dark damage based on size.
Anything above +50Light will deal 1 damage per intensity per second to the Shadow Souls.
Vivacious Soul
10All, 10RacSha
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Vivacious Souls have Energy Absorb (Life) 2HP and take quadruple damage from Death. Vivacious Souls unarmed attacks deal Life damage based on size.
Water/Frost
14Con/Coord, 10Beau/Mental/Spd, 7Ref/Str, 10RacSha
3P’s: 14HP, 14WP, 10EP
3Avoidance Chance, 5Mental Shielding, 7Physical Resistance
8AB, 3Initiative, 9 3D’s/NAR
Major Skills: 1Shapeshifter
Special: Frost Elementals can choose to deal 1 Cold damage per Rank per second they are in contact with an object. Their unarmed attacks deal Cold damage based on size.
Water Elementals have the Marine Ability. If they use Enveloping Body on a target they count as though underwater. Their unarmed attacks deal Bludgeon damage based on size.
Elf
Major Elf
Normal Progression: As humans
13Wis, 10Beau/Cha/Coord/Int/Intu/Ref/Spd/Str, 8Con
OR
13Int/Wis, 10Beau/Cha/Coord/Intu/Ref/Spd, 8Con/Str
3P’s: 8HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 4Physical Resistance
OR
5Avoidance Chance, 6Mental Shielding, 4Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Minor Elf
Normal Progression: As humans
13Coord, 10Beau/Cha/Int/Intu/Ref/Spd/Str/Wis, 8Con
OR
13Coord/Ref, 10Beau/Cha/Int/Intu/Spd/Wis, 8Con/Str
3P’s: 8HP, 13WP, 10EP
5Avoidance Chance, 5Mental Shielding, 4Physical Resistance
OR
6Avoidance Chance, 5Mental Shielding, 4Physical Resistance
7AB, 5Initiative, 11 3D’s/NAR
OR
7AB, 6Initiative, 12 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Fleshbag
Normal Progression: A Fleshbag takes about four times the flesh to make something of the same size. As a Fleshbag is ‘living’ it grows in diameter of about 25.5mm/1” per year.
1Con per 25.5mm/1” diameter
Special: Regeneration 12HP per Round
*5HP from their Constitution
Fleshbags possess Hive Mind, acting as a telepathic hub for any worm that lives within. All worms that live within a Fleshbag gain Hive Mind as long as they are within 0.1km/0.062miles of the Fleshbag per 25.5mm/1” of the Fleshbag’s diameter (i.e. a 637.5mm/25” Flesh bag would have a 2.5km/1.55mile Hive Mind radius).
Gargoyle
Normal Progression: As human Monster (Beast)
14Con/Str, 10Beau/Coord/Mental/Ref/Spd, 10RacBea
3P’s: 14HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 7Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans and Beast
Minor Skills: Any available to humans
Special: Gargoyles possess claws and a sharp tail that deal 1d6 Slash or Pierce depending on use. Their hardened skin provides them with +2DR vs. all non-Death/Life.
Giant
Normal Progression: See Special
Major Skills: Any available to humans
Minor Skills: Any available to humans
Affinity: * 1.5Points for their Pool Aspect Major Skills
Special: Giants have access to the same Major and Minor Skills as humans and normally progress as Civilians at the same rate as humans as well 2Attributes are chosen for Major Skills when their Attributes increase though some Giants may become Soldiers or even Heroes.
Giants deal massive unarmed damage based on their size starting at 1d6. Each Attribute increase increases the damage by +2dice categories. As well they possess tough skin which provides them +5DR vs. all non-Death/Life damage per 1.5m/5ft in height and they are immune to their own Aspect but take double from their opposing Aspect and have no DR vs. it except Death Giants which gain HP from Death damage and lose HP from Life damage and Life Giants which have no immunities or weaknesses and Air and Earth Giants which have no immunities or weaknesses and gain an additional +10DR vs. all non-Death/Life. Giants possess massive amounts of HP, gaining *5HP from all HP gains.
Child – 0 to 25years
10All
3P’s: 50HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Youth – 25years
20(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 100HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 10Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 2 chosen Attributes for Skills
Special: 1d10 unarmed damage
Mature – 100years
50(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 250HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 25Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 8 chosen Attributes for Skills
Special: 3d10 unarmed damage
Adult – 225years
100(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 500HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 50Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: 18 chosen Attributes for Skills
Special: 4d20 unarmed damage
Fire Adolescent – 75years
56(14)Str, 28(7)Con, 14Ref, 10Beau/Mental/Spd, 7Coord
3P’s: 140HP, 7WP, 10EP
7Avoidance Chance, 5Mental Shielding, 28Physical Resistance
4AB, 7Initiative, 13 3D’s/NAR
Major Skills: 6 chosen Attributes for Skills
Special: 2d10 unarmed damage
Water Mature – 175years
112(14)Con, 56(7)Str, 14Coord, 10Beau/Mental/Spd, 7Ref
3P’s: 560HP, 14WP, 10EP
3Avoidance Chance, 5Mental Shielding, 56Physical Resistance
8AB, 3Initiative, 9 3D’s/NAR
Major Skills: 14 chosen Attributes for Skills
Special: 7d8 unarmed damage
Gnome
Normal Progression: As humans
13Int, 10Beau/Cha/Con/Coord/Intu/Ref/Spd/Wis, 8Str
OR
13Int/Wis, 10Beau/Cha/Coord/Intu/Ref/Spd, 8Con/Str
3P’s: 8HP, 10WP, 10EP
OR
3P’s: 13HP, 10WP, 10EP
5Avoidance Chance, 6Mental Shielding, 5Physical Resistance
OR
5Avoidance Chance, 6Mental Shielding, 4Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Goblin
Normal Progression: As humans
14Intu, 10Beau/Cha/Coord/Int/Ref/Spd/Wis, 8Con/Str
3P’s: 8HP, 10WP, 14EP
5Avoidance Chance, 5Mental Shielding, 4Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Golem
Statistics depend on creator and their world.
Griffin
Normal Progression: As human Monster (Beast)
21Con/Coord/Str, 10Beau/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 21HP, 21WP, 3EP
5Avoidance Chance, 1Mental Shielding, 10Physical Resistance
11AB, 5Initiative, 11 3D’s/NAR
Major Skills: 1Beast
Minor Skills: Any non-Mental Attributed Minor Skill and Track/Counter Track
Special: Griffins have talons that deal 1d6 Pierce or Slash damage, their beak deal 1d6 as Pierce damage. Griffins can fly forward, backward, glide, and hover as their normal movement.
Human
Normal Progression: Any type, commonly Civilian, Level through Experience gains
10All
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any non-Racial
Minor Skills: Any non-Racial
Special: At first Level they gain 4Major Skill Points and 10Minor Skill Points. Every Level thereafter they gain 2Major Skill Points and 5Minor Skills Points.
Kobold
Normal Progression: As humans
14Coord/Ref, 10Beau/Mental/Spd, 7Con/Str
3P’s: 7HP, 14WP, 10EP
7Avoidance Chance, 5Mental Shielding, 3Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Ogre
Ogre
Normal Progression: As humans
31Con/Str, 10Coord/Ref/Spd, 7Beau/Mental
3P’s: 62HP, 10WP, 7EP
5Avoidance Chance, 3Mental Shielding, 15Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Ogre Mage
Normal Progression: As humans
21Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 42HP, 10WP, 10EP
7Avoidance Chance, 5Mental Shielding, 3Physical Resistance
8AB, 7Initiative, 13 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Orc
Normal Progression: As humans
14Con/Str, 10Beau/Cha/Coord/Intu/Ref/Spd, 7Int/Wis
3P’s: 14HP, 10WP, 7EP
5Avoidance Chance, 3Mental Shielding, 7Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Orelloidian
Orelloid Template
Attributes: X*3d6(3d6)Con/Str where X is 1 + 1 per 1.5m/5ft in height. +1DR vs. all non-Death/Life per 1.5m/5ft in height. Affinity Artificer * 1.5Points. Normal racial progression as Civilian with 1 Level every cumulative century (at 100years, 200years, 300years, etc, Level 3 at 600years), can choose same Skills as humans, any Attribute/Skill can be chosen each Level for Monster. Aspect is dependent on individual ‘race’. No vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
New Orelloidian (0years old)
Normal Progression: As Template
Level: 0
10All
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
5AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Special: Any soulless Orelloid or an Orelloidian which spends a millennium within a Pool will often become Aspected. Aspected Orelloid/Orelloidians becomes immune to its Aspected Damage Type but takes double damage from its opposite except Tuyere take double damage from Physical but absorb Electric, Cinder which gain HP from Death damage and lose HP from Life damage and Ore which have no immunity or weakness and Slag which only gain +5DR vs. all non-Death/Life damage. Once Aspected Orelloid cannot change Aspects until it gains/loses a soul, once this happens it can change Aspects as per normal. While Aspected an Orelloidian gains Affinity * 1.5Points for any Major Skill of the associated Aspect.
Orelloidian (500years old)
Level: 2
50(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 75HP, 15WP, 15EP
6Avoidance Chance, 6Mental Shielding, 26Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Special: 5DR vs. all non-Death/Life
Old Orelloidian (1000years old)
Level: 4
100(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 250HP, 25WP, 25EP
6Avoidance Chance, 6Mental Shielding, 51Physical Resistance
7AB, 6Initiative, 12 3D’s/NAR
Special: 10DR vs. all non-Death/Life
Ancient Orelloidian (10,000years old)
Level: 13
1000(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 7000HP, 70WP, 70EP
9Avoidance Chance, 9Mental Shielding, 504Physical Resistance
10AB, 9Initiative, 15 3D’s/NAR
Special: 100DR vs. all non-Death/Life
Antiquity Orelloidian (127,500years old)
Level: 50
12,750(10)Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 325,125HP, 255WP, 255EP
22Avoidance Chance, 22Mental Shielding, 6392Physical Resistance
22AB, 21Initiative, 27 3D’s/NAR
Special: 1275DR vs. all non-Death/Life
Sahhan
Normal Progression: Depends
10All, 10RacSha
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans and Shapeshifter
Minor Skills: Any available to humans
Innate Abilities: Shapeshift
Special: +1d6 to any Attribute.
Sahhan can have sharp teeth and claws as well as a tail, each dealing 1d6damage (Pierce, Slash, and Bludgeon respectively). Sahhan can either use snake or human ears, eyes, and tongues. Snake ears double hearing Notice/Seek, eyes allow them to see infrared and telescope to double seeing Notice/Seek, and the tongue allows directional smelling. Human pieces are as human standard.
Scran
Normal Progression: As human Monster (Angel)
21Coord/Wis, 10Beau/Cha/Con/Int/Intu/Ref/Spd, 7Str, 10RacAng
3P’s: 10HP, 21WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
11AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans and Angel
Minor Skills: Any available to humans
Innate Abilities: Light Beam, Shift, and Spatial Blot Defence
Special: Special: Made of light Scran are immune to Light damage but take *1.5 from Dark damage. Scran can see in any amount of light as though it was 0Light. Scran are unaffected by poisons/sickness/toxins, do not need to eat, drink, or breathe, but sometimes partake in meals for the pleasure.
Sprite
Normal Progression: As humans
Major Skills: Any non-Racial
Minor Skills: Any non-Racial
Affinity: * 1.5Points for their Pool Aspect Major Skills
Special: Each sprite is an Aspect to its corresponding Pool. Sprites take half damage from Damage Types of their Pool while the opposing Pool’s Damage Types deal *1.5 except Death Sprites which gain HP from Death damage and lose HP from Life damage, Life Sprites which have no DR or weakness, Air Sprites which take *1.5 Physical damage but are immune to Electric, and Earth Sprites which instead have +1 DR vs. all non-Death/Life per Level but still take *1.5 from Electric.
Sprites do not have vital organs, do not breathe, do not eat, are unaffected by ExPo, and are unaffected by poisons/sickness/toxins. Weather only affects them if it is against their Pool (rain, heat, etc).
Winged
10All
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Special: Can fly forwards, backwards, glide, and hover according to their Speed up to Sprint like normal movement.
Wingless
13Physical, 10Beau/Mental/Spd
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Air Winged
Level: 2
14Coord/Ref, 10Beau/Mental/Spd, 8Con/Str
3P’s: 12HP, 21WP, 10EP
8Avoidance Chance, 6Mental Shielding, 5Physical Resistance
8AB, 5Initiative, 11 3D’s/NAR
Special: Can fly forwards, backwards, glide, and hover according to their Speed up to Sprint like normal movement.
Earth Wingless
Level: 6
17Con/Str, 10Beau/Coord/Mental/Ref/Spd
3P’s: 57HP, 35WP, 35EP
7Avoidance Chance, 7Mental Shielding, 10Physical Resistance
7AB, 7Initiative, 13 3D’s/NAR
Special: 6DR vs. all non-Death/Life
Thunderbird
Normal Progression: As human Monster (Beast)
21Coord/Ref/Str, 10Beau/Con/Spd, 3(10)Mental, 10RacBea
3P’s: 10HP, 21WP, 3EP
10Avoidance Chance, 1Mental Shielding, 5Physical Resistance
11AB, 10Initiative, 16 3D’s/NAR
Major Skills: 1Beast
Minor Skills: Any non-Mental Attributed Minor Skill and Track/Counter Track
Special: Thunderbirds have talons that deal 1d6 Pierce or Slash damage, their beak can deal 1d6 as Pierce damage. Thunderbirds can fly forward, backward, glide, and hover as their normal movement.
Troll
Normal Progression: As humans
14Ref/Str, 10Beau/Cha/Con/Coord/Spd, 7Int/Wis
3P’s: 10HP, 10WP, 10EP
7Avoidance Chance, 3Mental Shielding, 5Physical Resistance
6AB, 7Initiative, 13 3D’s/NAR
Major Skills: Any available to humans
Minor Skills: Any available to humans
Special: Trolls possess passive 1Regeneration per Level per second, but will not regenerate Acid or Fire damage except by non-Regeneration means, will continue to regenerate even if below –Con HP until Acid/Fire damage is dealt equal to their max HP or they are decapitated, and will be unconscious if HP drops below 0.
Undead
Undead Template
Attribute: Con*-1, Negated Morale if Mindless (3(3d6) Mental), Negated Pain Tolerance, no vital organs, does not breathe, does not eat, unaffected by ExPo, unaffected by poisons/sickness/toxins, unaffected by weather effects.
Artifact Spirit
Normal Progression: As human Monster (Spirit)
10Beau/Con/Coord/Mental/Spd/Str, 0(10)Con, -Con, 10RacSpi
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans and Spirit
Minor Skills: Any available to humans
Innate Abilities: Corporality Shift
Innate Spell: Item Possession (only useable while semi-corporeal)
Special: Is a spirit
Skeleton
Normal Progression: As human Soldier
10Beau/Con/Mental/Spd, 5Coord/Ref/Str, -Con
3P’s: 10HP, 5WP, 10EP
2Avoidance Chance, 5Mental Shielding, 5Physical Resistance
3AB, 2Initiative, 8 3D’s/NAR
Major Skills: Any available to humans and Spirit
Minor Skills: Any available to humans
Special: Being only bone, skeletons are difficult to hit at a range or with Piercing damage. Any ranged or Piercing damage attack count the skeleton as having 50% Visual Cover. An Aimed Shot for the head will negate this effect. Skeletons have 5DR vs. Pierce/Slash and while the bone is immune to Dark/Light damage any Dark/Light damage dealt by an EP source will damage the magic animating the skeleton and deal normal damage.
Zombie
Normal Progression: As human Soldier
10All, -Con
3P’s: 10HP, 10WP, 10EP
5Avoidance Chance, 5Mental Shielding, 5Physical Resistance
6AB, 5Initiative, 11 3D’s/NAR
Major Skills: Any available to humans and Spirit
Minor Skills: Any available to humans
Special: Without the need for their body, only their control centre such as their brain, all other body parts count as having *5HP. Without the proper functionality most zombies move at most at a Walk, no longer able to Jog, Run, or Sprint.
Worm
Normal Progression: Monster (Beast) per 0.3m/1ft in length they increase 1Rank/Level
Minor Skills: Any non-Mental Attributed Minor Skill and Track/Counter Track
Innate Abilities: Burrow and Thrash
Special: Worms can possess spiked noses, teeth, tentacle mouths, mandibles, stingers, and/or poison.
Worms possess massive amounts of HP and DR, gaining *5HP from all HP gains with 1DR vs. all non-Death/Life per 0.6m/2ft in length.
Diminutive Teethed – 153mm/6”
10Beau/Spd, 1Physical, 3(10)Mental, 10RacBea
3P’s: 5HP, 1WP, 3EP
0Avoidance Chance, 1Mental Shielding, 0Physical Resistance
0AB, 0Initiative, 6 3D’s/NAR
Major Skills: 0Beast
Special: Teeth 1d4 Pierce
Wee – 0.3m/1ft
10Beau/Spd, Physical, 3(10)Mental, 10RacBea
3P’s: 10HP, 2WP, 3EP
1Avoidance Chance, 1Mental Shielding, 1Physical Resistance
2AB, 1Initiative, 7 3D’s/NAR
Major Skills: 1Beast
Tiny – 0.6m/2ft
10Beau/Spd, 5Physical, 3(10)Mental, 10RacBea
3P’s: 35HP, 7WP, 4EP
3Avoidance Chance, 2Mental Shielding, 3Physical Resistance
3AB, 2Initiative, 8 3D’s/NAR
Major Skills: 2Beast
Special: 1DR vs. all non-Death/Life
Little Stinger – 1.2m/4ft
10Beau/Spd, 7Physical, 3(10)Mental, 10RacBea
3P’s: 80HP, 16WP, 6EP
4Avoidance Chance, 2Mental Shielding, 4Physical Resistance
5AB, 4Initiative, 10 3D’s/NAR
Major Skills: 4Beast
Special: 2DR vs. all non-Death/Life
Stinger 1d10 Pierce/Slash, +1damage on Charge Attacks
Small Poisonous – 1.5m/5ft
10(10)Con/Str, 10Beau/Spd, 7Coord/Ref, 3(10)Mental, 10RacBea
3P’s: 150HP, 19WP, 7EP
5Avoidance Chance, 3Mental Shielding, 6Physical Resistance
5AB, 4Initiative, 10 3D’s/NAR
Major Skills: 5Beast
Special: 2DR vs. all non-Death/Life
Poison Physical Resistance – 5 + d20. Stun, Attribute, or Damage (1d6)
Big Spiked Nose – 3m/10ft
20(10)Con/Str, 10Beau/Spd, 7Coord/Ref, 3(10)Mental, 10RacBea
3P’s: 550HP, 34WP, 12EP
6Avoidance Chance, 4Mental Shielding, 12Physical Resistance
6AB, 6Initiative, 12 3D’s/NAR
Major Skills: 10Beast
Special: 5DR vs. all non-Death/Life
Spiked Nose 3d10 Pierce/Slash
Really Big Mandible – 7.5m/25ft
50(10)Con/Str, 10Beau/Spd, 7Coord/Ref, 3(10)Mental, 10RacBea
3P’s: 3250HP, 79WP, 27EP
11Avoidance Chance, 9Mental Shielding, 33Physical Resistance
12AB, 11Initiative, 17 3D’s/NAR
Major Skills: 25Beast
Special: 12DR vs. all non-Death/Life
Mandible 9d12 Hack
Gargantuan Tentacle – 15m/50ft
100(10)Con/Str, 10Beau/Spd, 7Coord/Ref, 3(10)Mental, 10RacBea
3P’s: 12,750HP, 154WP, 52EP
20Avoidance Chance, 18Mental Shielding, 66Physical Resistance
20AB, 19Initiative, 25 3D’s/NAR
Major Skills: 50Beast
Special: 25DR vs. all non-Death/Life
10Tentacles 3m/10ft in length
Worm (Dragon)
Normal Progression: Monster (Beast) for every 10years until 50years they gain 1Rank/Level then for every century after that they gain 1Rank/Level
Minor Skills: Any non-Mental Attributed Minor Skill and Track/Counter Track
Innate Abilities: Burrow and Thrash
Special: Worms possess teeth that deal 1dice category Pierce damage per 0.9m/3ft length of body. As well they possess tough scales which provide them +1DR vs. all non-Death/Life per 0.6m/2ft in length. Worms possess massive amounts of HP, gaining *5HP from all HP gains.
Hatchling
10(10)Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 50HP, 10WP, 3EP
5Avoidance Chance, 1Mental Shielding, 5Physical Resistance
5AB, 5Initiative, 11 3D’s/NAR
Major Skills: 0Beast
Youngling – 30years old
60(10)Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 600HP, 20WP, 5EP
6Avoidance Chance, 2Mental Shielding, 31Physical Resistance
6AB, 6Initiative, 12 3D’s/NAR
Major Skills: 3Beast
Adult – 100years old
200(10)Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 3500HP, 35WP, 8EP
7Avoidance Chance, 3Mental Shielding, 102Physical Resistance
7AB, 7Initiative, 13 3D’s/NAR
Major Skills: 6Beast
Old – 2500years old
200(10)Con/Str, 10Beau/Coord/Ref/Spd, 3(10)Mental, 10RacBea
3P’s: 15,500HP, 155WP, 32EP
15Avoidance Chance, 11Mental Shielding, 110Physical Resistance
15AB, 15Initiative, 21 3D’s/NAR
Major Skills: 30Beast
Extra Information
Multiple Damage Types from One Source
As some creatures take extra damage versus one Damage Type but regular damage from others or only possess Damage Reduction versus a specific type damage sources that deal multiple Damage Types can be difficult to manage. To solve the total damage taken apply DR first and only once then divide the damage dealt by the number of Damage Types the source deals and each Damage Type counts as dealing that much damage (round down each once all increases/decreases are applied). Use the ‘divided’ numbers to calculate the increase/decrease per type.
I.e. a single source deals 39Cold/Pierce/Slash damage to a creature immune to Cold but takes *1.5 from Slash with 5DR vs. all non-Death/Life, 39 – 5 = 34 / 3 = 11.3.
11.3Cold damage is immediately reduced to 0 and 11.3Slash is multiplied by *1.5 to 16.95, and 11.3Pierce is unaffected.
16.95Slash is added to 11.3Pierce for a total of 28.25 damage.
All increases/decreases are applied and the numbers are rounded down.
The creature takes 28Pierce/Slash damage.
New Damage Types
Two new forms of damage types common to Angels and Demons introduced within this book are Energy (Evil) and Energy (Good).
Energy (Evil)
Energy (Evil) damage adds 1damage per +5Virtue of the victim (i.e. if they are +30Virtue they take an additional 6damage per time damaged) but deals no damage to anyone whose Alignment is not in the +#Virtue. If the target has Racial Angel <RacAng> it adds 1damage per Demon Rank of the Ability/Spell’s user. If a source deals Energy (Evil) and the target is an Angel they also take +damage equal to their Angel Ranks.
Energy (Good)
Energy (Good) damage adds 1damage per -5Virtue of the victim (i.e. if they are -45Virtue they take an additional 9damage per time damaged) but deals no damage to anyone whose Alignment is not in the -#Virtue. If the target has Racial Demon <RacDem> it adds 1damage per Angel Rank of the Ability/Spell’s user. If a source deals Energy (Good) and the target is a Demon they also take +damage equal to their Demon Ranks.

