Dark Stalkers

Dark Stalkers World Guide

The world as is...

The World of Dark Stalkers

Imagine a world where you look up at a warped red sun, turning the sky a purple instead of blue. You work to toil in dead fields of vegetation, drying to get water to them in the dying earth and hope the meager vegetables that they provide will get you through another year. You look up at the clouds that rarely produce rain and you look down at earth that used to be brown is now a sickly gray. You wipe your brow and notice the sun is slowly returning the horizon. The people all about you are rushing to get inside to the safety of their homes before the night reclaims the world.
The door slams shut behind you and you hastily lock the doors. You breathe heavy as you lean against the door. You hear frantic footsteps in the darkness as your Neighbor, Fredrick Anderson, failed to return home from his hunt before the sun set. You close your eyes and you try to pretend that the footsteps are not followed by the pursuit of something unnamable and large in the darkness. You begin to hum to yourself as you hear the screams erupt around you. The screams break off and you hear the sounds of bones breaking and meat ripping.
You shakenly get up and walk to your room to check on your wife and children only to find that they are being fed upon by vampires. They look at up at you and with a flick of their wrist the door slams shut in your face. You turn around and walk to your favorite chair. They will not kill them, you hope as you stare out into the silver cloud filled skies. They need you all alive after all.
You hope. You open up a book filled with fairy tales, filled with lifesaving advice. You look out at the window and watch as zombies slowly walk through your town. You have a glimmer of hope as the moon breaks through, showing the skeletal remains of ancient skyscrapers from hundreds of years in the past.
Welcome to the world of Dark Stalkers.
The world of Dark Stalkers is one of alien creatures and human’s as pets and slaves. The 13 Realms divide the world into 13 different hells for human beings being hunted by creatures that were once human but now are immortal. In the darkness, some of those creatures are waking up to their humanity. The magic that once claimed them as nothing but monstrosities has now weakened and now they are under the control of their own humanity.

The 13 Realms

Each Realm is a mirror of this world. Each is its own domain, run by its own alien rulers. A forest of giant trees in one reality might be rocky spires in another. The only thing they have in common is the sundered bits of the old world strewn about the landscape. While in Shard, Earth elementals walk through rocky hills before find themselves in the middle of the remnants of a mini-mall. Zombies in Dusk wonder the plains and cities of once was New York. A Fairy who lives in Arcadia has taken up residence in what used to be the White House, only to summon goblins to his aid when it feels threatened. Giant rats stomp around the Sewers of Los Angeles, beneath the Beast Lands and Angels demand worship on what used to be Mount Rushmore.
Simply imagine all of our planet diced up and placed within 13 different dimensions that similar in landscape but different in look. The only unique parts of these lands are from the remnants of the old world.
Each realms Denizens feed on mortals in some fashion. Some feed on the flesh, others feed on spirituality or the pain they inflict. The beings of Lovecraft steal the sanity from the mortals a little every day.
1. Arcadia – A land of all things Fairy where the creatures torment humans because of their whim. The land is madness as a High Class Fairy may spend years treating you like a lover and then overnight treat you like dinner. Time works strangely here, a baby stolen today may be returned tomorrow as a middle-aged man.
2. Beastlands – Giant beasts and were creatures hunt the woods.
3. Dusk – A land of perpetual night run by creatures of the dark. Vampires and undead rule the night and ghosts and ghouls wonder every home. The sun rarely shines for more than a few hours a day.
4. Kenophet – A land of endless deserts, pyramids, mummies, and other creatures of the Fire Sands. Creatures hide under the sands and grasp unwary travelers.
5. Lovecraft – A lawless land that name is beyond human speech and filled with the most alien of monsters. Tentacles, feelers, and chitinous things hide in deep fog. People are used to fuel the nightmares that dwell in the dark. Nameless creatures that can only be thought of by the insane.
6. Misery – A land of hellish delights. Filled with lust and wraith demons fly overhead and pluck random mortals to torment and eat. The unlucky ones are granted immortality and tormented for hundreds of years.
7. Nirvana – A land which is the polar opposite of Misery filled with beings called Angels but it is far from heaven. The angels use people for substance, stealing portions of their souls with forced prayer every day.
8. Noka – A word of the underground. There is no skies but just endless caverns. Some caverns are so large that the ceiling were viewable. However the caverns hold dangerous abominations, slimes, and albino creatures.
9. Oceanus – The oceans are filled with monsters and huge creatures, dwarfing even the largest dragons of Shard.
10. Permafrost – A land of eternal winter. Even in the deepest of summer, the polar bears and ice worms infest the land. The days lasts for weeks and the nights seem to last for months.
11. Shard – A land run by living elementals. Rocks, creatures of water, fire dragons made of fire and magma.
12. Steelvien – A land of constant steam and ringing of anvils, the Dwarves, goblins, and Golems run the underground using mortals as labor. They are worked until they die and then their bodies fuel the fires.
13. Thype – A land of endless swamps filled with creatures brimming with venom. The goblin clans playing their banjos hunt weary mortals who hide from swamp monsters.

Portals and Scars
Portals exist in every land and each portal may have a different combination of entrances and exits. One portal that shares a point in space on all 13 Realms may take you to one Realm or different realms depending on what realm you walk on. Denizens (The name of the Species of that realm) rarely travel between the worlds. They usually send specific creatures, Like Goblins or Ogres, as certain species will sicken and die if they enter any other realms. Demons begin to melt in Nirvana and Vampires have been known to explode in Arcadia.
This is why Humans are very important to the rules of the realms as they can go anywhere. A message needs to be delivered, The Polar Bear King will send a human to Shard to deliver to a Burning Dragon.
A Scar is a temporary portal. They open up randomly through the realms. They also are harder to access and requires pushing really hard to break the barrier. Once done they enter into the next realm. Unlike portals Scars usually only lead to one other Realm. Old World Ecologies (O.W.E.) tend to be rife with the scars and temporary portals.
Old World Technology
If there is one thing magic hates is use of old world technology. The existence of what used to be the science that ran the world now lies scattered and ruined across what is left of the globe. Guns, trucks, and even the rare computers can be discovered.
These items are valuable and grant abilities that even magic can’t accomplish. However physics do not work the same way as it used to and any attempts to use an item requires a roll to activate it.
To use old World Technology you need to be a mortal without magic and you have the Technomancer Edge, as magic do not mix with Technology, or a monster with the specific edge.
Any magical spells or abilities that target technology or has technology in the bulk of the area of effect, gets a -2 to all rolls.
Technology is an item that is designated as Old World Technology (or Tech). If you have an item that has been created to be similar to Old World Technology you do not need a Technomancer Edge or does it get the benefits of Magic Resistance.

Magic
Only certain individuals can wield the magic of the 13 Realms. Each magical style is unique to each realm. To learn it you must come from that realm or have the edge that allows you to learn other realms magic. These magics are called Witcheries. A Witchery sculpts the power from that realm to your whim. While in that real these spells cost 1 less (Minimum 1) power points to cast.
Each Witchery have a Catch. These catches give the ability to cast the Witchery free from power point cost, but usually has a price to pay in the long run. A spell from Arcadia may have you cast a spell but you must imbibe 8 oz. of strong alcohol which can get you very inebriated very quickly. For those with low Vigor, use with caution. A Catch from Dusk might make you blind for a round or two or looked decayed like a zombie for a day.
Arcane Background: Witchery
Arcane Skill: Based on your Attribute for that realm’s magic.
Starting Power Points: 10
Starting Powers: 2
Catch: If you follow the steps in the Catch the Witchery costs 4 less to use (Minimum 0) on the home Realm it originates from, or -2 (Minimum 0) on a different realm.
Backlash: Anytime you roll a 1 on the main die and Wild Die roll you lose the Power Points and the attribute that you used die goes down by one die type. If this happens at 1d4, you lose the ability to use that Witchery. The attribute returns to normal after an hour of resting.
Mortals

Humans who were raised in a Realm are hardier then normal humans. Depending on the Realm they are raised in they get a +1 Die to an Attribute or bonus to two skills. This is selected before you add your beginning Attribute or Skills. If you do not train in these skills you still get a -2 to that skill as an unskilled penalty.


Arcadia

Imagine a world filled with enchanted forests, giant toadstools, and cursed swamps then you will understand the world of Arcadia well. The Realm of Acadia is dangerous, not only because of the magic that is hidden behind every tree but its inhabitants are the powerful Fae. There are several levels of Fae and each one are more dangerous than the last. The Sidhe (Pronounced She) are the self-proclaimed rulers of the Fae, powerful god like beings who can change their shape and the world around them at whim. Their subject’s reign over Fairies and mystical beasts alike and they can summon them at a moment’s notice.
They feed on the creativity of mortals and only want the truly creative around them. Woe to those who are truly exceptional artists because they practice their art to death. Dancer will dance for weeks until they die of exhaustion. Painters are forced to paint with their own bodily fluids. Sculptors do not get tools to pound out the stone. Often the Fae look for perfection and if they do not see it they shatter the object of the art and force the artist to do it again and again. Sometimes this drives the artist mad before their body breaks.
The worst part of the Sidhe have a strange control of time unlike any other creature in existence. They can stop time in a second and saver it for centuries or they can speed up a year because they find it passé. The stories of children kidnapped as babies and returned as elderly insane people the next or people kidnapped one day and returned years later after one night of revelry are not so uncommon for the mortals of Arcadia. The Sidhe love their mortal toys and they act like 3 year old when they do not get their way destroying whole villages with but a single thought or sending hordes of goblins to get what they are after. They believe everything belongs to them and greed and lust run rampant.
They do have an aversion to iron and all that it represent. Iron weapons deal grievous wounds that no fairy can heal with their magic. It cut’s through Fairy armor like they had none and they find it to be a cancer to be eradicated. Owning even a single iron nail is enough to be cursed into a monster and your family’s cursed and terrorized for generations to come.
Arcadia is unique in that is always in a perpetual summer. Snow and winter only appears in the areas where the Sidhe think it is now the height of fashion. For these people life is hard because they are forced to live decades of winter or fall. One Sidhe may think Santa Clause is what it wants to emulate and force the people of his town to make toys and candy for years while another Sidhe will live in a perpetual Halloween town, permanently autumn and without sun.

Arcadia Mortals
The mortals of Arcadia spend their time working as they live in constant fear of their master’s mercurial mood swings. They stay away from the forest because they know the dangers as well as the swamps. They venture close to them but never enter unless they are close to starving, which luckily rarely happens as the earth is very fertile. They tend to despise music and games as they get enough of this from the Fae who live around them and are straight spoken. They despise tricksters as they believe you to be tainted by the Fae. They mistrust most strangers but will come to aid for people who really need it. For those who love their children, they keep them on a tight leash lest they attract the attention of a Sidhe and they get whisked away.
However, there are a few that are flighty and artistic who revel in their connections with the fey. These people are usually just pawns but they think they are so much more. These people tend to be shunned as they are treated with disrespect and like fools. Few of these Fae Wannabes tend to gather low lives around them and are criminals most often than not. Some people fear them as they tend to attract Fae’s attention, which is what they normally want.
For those who get fed upon by Fae they are usually left broken and mad. For them the madness is beautiful and like a drug addict search for their next fix. For others they are monsters looking to fuel their own ambition and are looking to feed the Sidhe so they can return to their cruel embrace. It is like falling in love with fire, trying to embrace the fire, being consumed by it, and feeling the intensity of the pain but knowing that being away from the fire is far worse.
Starting Mortals Gain one of the following:
• Gain a +1 Die To Spirit
• +1 Die to Knowledge: Fey and Persuasion

Common Creatures:

Pixie
These fairies are forest dwellers, flitting about in the company of dryads, nymphs, and sprites.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6

Skills: Fighting d4, Guts d6, Notice d8, Stealth d12, Taunt d8, Throwing d8
Pace: 4; Parry: 4; Toughness: 5
Hindrances & Edges: Curious; Arcane Resistance, Quick
Gear:
• Dagger: Str+d4
Special Abilities:
• Flight: Pixies have a Flying Pace of 10”, with an Acceleration of 10”.
• Invisibility: Pixies are naturally invisible, only becoming visible when they choose, as an action.
• Pixie Dust: Pixies typically carry 3 doses of this powerful magical dust. When thrown in the face of an opponent, the target must make a Vigor roll. If they fail, they fall asleep for 1d4 hours. If they succeed, they take 2 Fatigue levels, or just 1 on a Raise. An hour of sleep will remove these Fatigue levels.
• Size -2
• Small: Opponents take a -2 to all attack rolls.

Unicorn
These magical horses are prized as mounts amongst the forces of good.
Attributes: Agility d10, Smarts d6, Spirit d10, Strength d12+1, Vigor d12

Skills: Fighting d8, Guts d10, Notice d8, Stealth d6
Pace: 10; Parry: 6; Toughness: 10
Edges: Champion, Improved Frenzy, Quick
Special Abilities:
• Fast: Unicorns move at Pace 10 and roll a d12 for running.
• Healing: A unicorn can use the magic of its horn to heal as well as harm; once a day it can use the Greater Healing power by touching a target with its horn. This also cures any poisons, diseases, or other illnesses.
• Horn/Kick: STR+d6.
Size +2: Unicorns weigh between 800 and 1000 pounds.

Pegasus
Balancing the scales of the Night Mare, these winged horses are often used as mounts by great heroes and champions.
Attributes: Agility d10, Smarts d8 (A), Spirit d8, Strength d12+1, Vigor d8
Skills: Fighting d8, Guts d8, Notice d8
Pace: 8; Parry: 6; Toughness: 8
Special Abilities:
• Fleet Footed: They move at Pace 8 and roll a d8 for running.
• Flying: They fly at Pace 12, Acceleration 6.
• Inspirational: Allies within 5” of a Pegasus get a 1 to recover from Shaken.
• Kick: STR
d4.
• Size 2
Hobgoblins
Hobgoblins are creatures of Arcadia that have similar abilities but rarely look like one another. They have sharp claws and teeth and love to hunt and torment other creatures of Arcadia, be it Fae or Mortal. They all have a weakness to something common, chosen by the story teller, and if they come into contact with them it will kill them immediately. They are not the smartest creatures in Arcadia but they can be reasoned with…sometimes.
Attributes: Agility d10, Smarts d4, Spirit d6, Strength d10, Vigor d6
Skills: Fighting d8, Stealth d8, Notice d8, Intimidation 1d6
Pace: 6; Parry: 6; Toughness: 5
Special Abilities:
• Claws: STR
d6.
• Jinx: As an action it chooses a target and the next action it takes it rolls two dice. Not only does the target need to take the lesser of two rolls, but if one of the dice roll a 1, it deals itself 1d8 damage as well. If both are 1 target is dealt 2d8 damage.
• Direction Sense: Hobgoblins never get lost even in the deepest darkest jungles or underground mazes. In fact some people search out a Hobgoblin just for this ability.
• Weakness: Choose a common item that they are weak to. If they are even touched with the item (No toughness roll allowed) it dies instantly. Examples are glass, steel, wedding ring.

Arcadia Witchery
The Spells of Arcadia deal with Charm, Time, and Illusion. All of these Witcheries uses Spirit to utilize. Spirit
Novice Witchery

Confuse
Rank: Novice
Range: 10
Duration: 1 Round
PP: 2
Effect: For the next round target gets a -2 to all rolls.
Catch: Spend a whole round spinning around giving yourself a -2 to all your rolls for one round.

Create Light
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 1
Effect: You can create a ball of light that illuminates everything up to 100 feet. This ignores cover.
Catch: Get slapped hard enough to make yourself Shaken.

Sway
Rank: Novice
Range: Self
Duration: 10 Minutes
PP: 2
Effect: You increase your Charisma by 2
Catch: You swallow a diamond worth 50.

Temporal Blast
Rank: 6
Range: 12/24/48
Duration: Instant
PP: 1-3
Effect: You rapidly age and reverse age a living target dealing 2d6 Damage to a living target. You can cast this 3 times at 3 separate target for 1 PP per Temporal Blast. You gain a -2 for each additional bolt. You can cast this and deal 3d6 damage for 3 PP and effect only 1 living target.
Catch: Break an hourglass worth at least 50.

Tricks
Rank: Novice
Range: 24
Duration: 1 Minute
PP: 2
Effect: You create an illusion of something small, nothing larger the 6 inch cubed. The illusion can be picked up and moved as though it is a real item but any damage to it will destroy it.
Catch: Your draw a picture of the illusion you make. This requires a spirit check and 5 minutes to do.

View Time
Rank: Novice
Range: Self
Duration: 1 Round
PP: 3
Effect: The very next roll you make you can make the roll twice and take the better of the two rolls.
Catch: You spend 3 Rounds staring into a silver mirror worth 100.

Seasoned Witchery

Demand
Rank: Seasoned
Range: 6
Duration: Special
PP: 2
Effect: Target follows a command that it can understand of no more than 5 words. This command cannot cause him to do something that is against his nature or survival instinct (You can’t tell him to fly off a cliff unless he can fly) but you can have him attack a friend of his or even slap his king. At the end of each round he will make a spirit check to free himself.
Catch: Spend 1 full round tying a whip around your neck and then whipping it away causing the Shaken. If you succeed in your spirit roll and are no longer shaken this ability can be used the following round.

Temporal Flux
Rank: Seasoned
Range: Self
Duration: Roll your Spirit
PP: 4
Effect: Your movement rate is doubled as you speed up time around you. If you interact with anything in normal time this Witchery immediately ends.

Urban Chamaeleon
Rank: Seasoned
Range: Up to 6 Spaces
Duration: 10 Minutes
PP: 1 per target
Effect: You can make yourself and other targets appear as a different race. This will fool sight, sound, and smell. It is 1 PP for each target you effect and it costs only 1 PP to upkeep the Witchery every 10 minutes. If a Target is more than 6 spaces away from you at the 10 minute mark and you upkeep they Witchery, the spell fails on that target. This also changes clothing to match that of the new race making it equivalent clothing to their culture to what you wear.

Veteran Witchery

Charismatic Defense
Rank: Veteran
Range: Self
Duration: 10 Rounds Minus the amount of PP you use
PP: Special
Effect: Increase your Defense and Toughness by your Charisma. You spend a PP per point of Charisma. You can spend less PP for a lesser bonus.

Nightmarish Vision
Rank: Veteran
Range: 12
Duration: Instant
PP: 5
Effect: You deal 5d6 Damage to any sentient creature.

Alternate Timelines
Rank: Veteran
Range: 10
Duration: 2 Rounds
PP: 5
Effect: A double appears within 12 of you. It incurs damage and penalties as normal. They both can perform actions as normal. At the end of the Witchery duration, you choose which one to keep. During this time you and your double cannot use any other Witchery.

Heroic Witchery

Haste
Rank: Heroic
Range: 10
Duration: 5 Rounds
PP: Special
Effect: By spending 1 PP for yourself, 2 PP for each other person in the range. Each person effected by Haste can do one additional action a round without penalty.

True Devotion
Rank: Heroic
Range: 10
Duration: 1 Hour
PP: 5
Effect: You roll your Spirit and the target rolls theirs. If you roll higher than your target, the target falls in love with you and will treat you as if your charisma is at 10.

Invisibility
Rank: Seasoned
Power Points: 5
Range: Self
Duration: 3 (1/round)
Effect: Being invisible is a powerful aid in combat and useful for spying on maidens’ changing rooms as well.
With a success, the character is transparent, but a vague outline is visible. A character may detect the invisible presence if he has a reason to look and makes a Notice roll at –4. Once detected, he may attack the foe at –4 as well. With a raise, the character is completely invisible. The penalty to Notice or hit him is –6. In either case, the power affects the character and his personal items. Anything picked up after the power was cast remains visible. If you attack or affect anything not invisible, the penalty to notice you is reduce by 2 points.
Additional Targets: The character may affect up to five targets by spending a like amount of additional Power Points

Legendary Witchery

Rank: Embrace the Inner Sidhe
Range: Self
Duration: 10 Rounds
PP: 7
Effect: You have become the height of Fae everywhere. For 10 rounds you can use any of your Arcadia Witcheries you know without spending power points. However if you use any of these abilities you cannot move.
Catch: Stab yourself through the hand for a total of 3d6 damage, ignore all damage.

Beastlands

Giant trees that reach past the clouds. Roving fields of plains filled with giant herds of antelope and bison. Huge animals of prey stalking through hills preying one equally huge insects. Birds, with fifty foot wing span, are ridden by were animals. Dinosaurs roam the world acting as predator and prey.
Bigger is better. Survival of the fittest. Top of the food chain. These all describe the Beastlands. Everything is bigger here. The trees and insects grow to immense proportions. Even the smallest creatures can grow to a size that could be problems in the Beastlands. These roving Realms are run by The Chimera, anthropomorphic creatures of primal strength and human intellect. They rule with an iron fist and control their followers with their vast strength.
Hybrids are the predominant species in the Beastlands and they enjoy tormenting Mortals. For each species of normal animal out there, there is a Chimera to suit that animal. They love to stalk humans and consider them great prey. Each Hybrid species is ruled by the Chimera. When one Chimera dies another Hybrid takes his place, growing almost twice the size and getting unlimited strength.
Beastland’s Mortals
Mortals are very free to do what the please in the Beastlands and most who have heard of the other Realms are happy to live out their lives here. They have to worry about being hunted but food and water are easy to come by. Shelter is easy to find. Sure they have anthropomorphic monsters filled with blood lust hunting their every move, but it is the same in every Realm. If you learn how to survive you can survive.
Most people think that Mortals who live in the Beastlands are primitive cavemen who fashion spears out of roots, and wear animal hides. In image, this is not far from the truth, but behind the barbaric look there lies a sharp intellect. Without intellect to keep them on their toes and alert, most mortals would be dead by tooth and claw in no time.
Shelter is found in trees, more often than not, and they avoid the cities of old. They mistrust technology and respect strength but that does not mean they do not know how to have a good time. They have been known to have parties that last for days. Huge orgiastic parties filled with food and drink. They also are very generous with what they have. This leads them to be trusting of other mortals. This does not mean they hate Hybrids, they respect them for what they are. Killing Machines, almost perfect in design. If a mortal can bring down a Hybrid, it is a great honor and is celebrated for months to come.
Everyone pulls their weight and greed rarely exists. For those who shirk their duties or the occasional parasite who has other work for them, may find themselves alone when a Hybrid hunting party shows up.
Not to be confused with Hybrids, the few mortals who give themselves over to the primal spirit of the Chimera’s are blessed (Or cursed) with a version of Lycanthropy. They transform into Hybrids during a full moon or when enraged. These people are usually hunted down and killed when their secret is discovered. The few that have been cursed by this and admit it, however, is shown sympathy and are taken care of to not harm other people. Those who do get free and do harm someone, they are usually put down like rabid dogs.
Starting Mortals Gain one of the following:
• Gain a +1 Die To Strength
• +1 Die to Climb and Stealth

Common Creatures:

Hybrid
Hybrids are the perfect pairing of man and animal. This is a template that is used with any animal or dinosaur. They have the same stats with the following exception:
• No matter what the animal is based off of, they can breathe air as well any other medium they normally can..
• If they are small then medium they are now human sized and lose all benefits of being small sized.
• If they are larger than large they now are large and lose all benefits for being large sized.
• They have one additional health level (Giving them a -4)
• All dice increase by one step.
Prime Animals:
Huge Animals are just like the everyday animal or dinosaur you could encounter on earth, but they are twice the size and a bit more ferocious.
Strength and Vigor increase by one die (Maximum 1d12) and so does all Fighting and damage dice. If they have no damage dice (Just strength) add 1d4. If they have no Fighting skill, add 1d4.
Example:
Prime House Cat
This is an ordinary house cat that is bigger and more ferocious.

Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength d6, Vigor d8
Skills: Climbing d6, Notice d6, Stealth d8, Fighting 1d4
Pace: 6; Parry: 4; Toughness: 6

Special Abilities
• Acrobat: 2 to Agility roll ls to perform acrobatic Maneuvers; +1 to Parry if unencumbered.
• Bite/Claw: 1d4
Str.
• Low Light Vision: Cats ignore penalties for Dim and Dark lighting.

Twigs
Twigs are large stick like creatures that seem to be made out of wood. They blend into the trees really well and when one attacks it is quick and direct. They don’t do much damage but their strange proboscis injected into the spine allows them to control mortals and hybrids.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d4, Vigor d4
Skills: Climbing 10, Notice d6, Stealth d10
Pace: 4; Parry: 4; Toughness: 6

Special Abilities
• Bite/Claw: Str. If they are shaken the Proboscis enters into the body. They make Spirit checks. If the Twig gets higher Spirit check then the target he has full control. It can control the player as though it had all of its abilities and skills.
• Small – Only a called shot will damage a twig suffering a -2 to any attacks directed to the twig.
• If the Twig is dealt enough damage to kill it will fall off harmlessly.
• Camouflage – If it is against a tree it gains a +1d6 to Stealth checks.

Beastlands Witchery
Beastlands Witcheries are based on making yourself faster, stronger, and more animalistic. Strength
Novice Witcheries
Amphibious
Rank: Novice
Range 6
Duration: 1 Hour
PP: 1
Effect: You can breathe water as if it was air. You can cast this on multiple targets, each target costs 1 Power Point. Your Swimming checks are increased by 1 die.

Dark Vision
Rank: Novice
Range: Self
Duration: 1 hour
PP: 1
Effect: You can see in normal darkness like it is brightly lit

Animal’s Pace
Rank: Novice
Range: Self
Duration: 5 Rounds
PP: 2
Effect: You can climb or swim your movement rate.

Environmental Advantage
Rank: Novice
Range: 6
Duration: 24 Hours
PP: 2
Effect: Intense Weather does not affect you. Fire still does damage, and heat hot enough to set fires still hurt, but you can walk through a winter Tundra or the desert on the hottest day of the year without blinking.

Natural Attack
Rank: Novice
Range: Self
Duration: 10
PP: 2
Effect: You gain a natural attack that deals 2d6 damage. By spending 3 PP you increase the damage to 3d6 but your hands become useless for anything else.

Spines
Rank: Novice
Range: Self
Duration: 1 round
PP: 1
Effect: Your Toughness is increased by 1 and any natural melee attack made against you inflicts 2d6 damage to the attacker.

Seasoned Witcheries

Rampage
Rank: Seasoned
Range: Self
Duration: 10 Rounds
PP: 2 PP
Effect: If you kill a target, once per turn, you may move up to your movement, and melee attack another target. The second attack receives another 2d6 damage.

Turtle Armor
Rank: Seasoned
Range: Self
Duration: 10 Rounds
PP: 3
Effect: You gain +6 to your toughness. Your base movement is reduced by half.

Echolocation
Rank: Seasoned
Range: 10
Duration: 1 Hour
PP: 2
Effect: You can see anything that is solid even in pitch darkness. You can even see if magically blinded. Walls and obstacles block this effect. You can cast this on multiple people, the PP increased by 2 for each person you cast this on.

Veteran Witcheries

Animal Form
Rank: Veteran
Range: Self
Duration: 5 Rounds
PP: 3
Effect: You can shift into any medium animal or smaller. Your physical traits change to match the animal. Your spirit and Mind remains unchanged.
Catch: Get hurt by the animal you’re changing into.

Flock of Crows
Rank: Veteran
Range: Self
Duration: 1 Hour
PP: 4
Effect: You burst into a bunch of Crows. You can fly as flock of birds. You cannot be injured except by area effects. You cannot attack. Any birds that move outside of the flock, dies. The flock is 1 inch diameter.
Catch: You eat a whole crow

Venomous
Rank: Veteran
Range: Self
Duration: Instant
PP: 2
Effect: You gain a bite that deals 3d6 Damage. If you hit, the target needs to make a Vigor roll. If the target fails, they take an additional 2d6 poison damage.
Catch: Swallow a vial of natural animal venom. Make your vigor check or be effected by the poison you drink.

Heroic Witcheries

Lizard’s Regeneration
Rank: Heroic
Range: Self
Duration: 5 Rounds
PP: 4
Effect: If you are injured make a Vigor Check at the end of your turn. If you make the check you heal one level of damage.
Catch: Break your finger. This grants you a -2 for the rest of the spell. You heal at the end of the spell duration.

Charging Bull
Rank: Heroic
Range: Self
Duration: Instant
PP: 2
Effect: You move your Base movement. You can move through other creatures. Each time you move over a creature space, you deal 3d6 damage. No Attack needed
Catch: Blindfold yourself with a red silk which cannot be removed until the beginning of your next turn.

Volcanic Thunder
Rank: Heroic
Range: 3
Duration: Instant
PP: 3
Effect: You deal 4d6 damage to all creatures within 3 inches of you.
Catch: Light your hand on fire causing 1 level of damage (Skip Shaken level)

Legendary Witchery

Earthquake
Rank: Legendary
Range: 12
Duration: Instant
PP: 6
Effect: You deal 3d8 damage to 1 nonflying target. They must roll Agility each round or take 3d8. If they make the roll the spell ends. Any non-flying creatures standing within 1 inch of the target makes an Agility roll or takes 1d8 damage. This power only works if the creature is on land.
Catch: You have to bury your head underground, which depending on the terrain could be very difficult.


Dusk

Dusk is a dark gloomy world where the sun rises for a few hours a day and the night is an enemy to anything living. This is the land of the undead and horrific monsters that could only exist in the dark. Zombies roam the countryside, vampires feed openly on the streets, and ghosts are a common occurrence. With all this, mortals still eke out an existence.

The world is governed by the Dark Lords, monsters of godlike power who can snuff a mortal’s existence out with a flick of a hand. They feed openly and have no regrets of the pain and sorrow they inflict on the people they lord over. After all, do you cry when you eat bacon or a steak? Why should they cry when their food weeps? They are monsters in the truest sense of the word because they remember what it was to be human and they find it disgusting.

The Realm of Dusk is straight of the novel Dracula and Transylvania. It’s dark, thunderstorms, cloudy, and a feeling of dread invades the heart of every mortal. Giant castles with dark shadows flow over the hamlets and only dark things prosper there.

Dusk Mortals

The mortals of Dusk are considerably withdrawn and fearful of the night and they work hard during the few hours that is sunlight. The farms are tended and the animals are slaughtered all within a 5 hour period. The rest of the night is cowering in their homes. They only can rise to work hard the next night knowing that the Dark Lords need them for food and will not kill them, just harvest them. With that said, one day a week, when the sun shines and the work is done, they know how to party. Music flows through the streets, food cooking in every home, and they let their days fly with mirth and merriment. On these days, the Dark Lords leave them be. Even the Dark Lords know that their livestock needs time to recuperate.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Vigor
• +1 Die to Healing and Intimidation

Common Creatures

Dark Paladins

When a religious fighter falls to the darkness, they see all people as evil and what follows is an orgy of death and destruction. Covered head to toe by black armor and wielding an executioner’s axe. They are juggernauts of pure evil who in their demented minds are the only sources of light left in the realm.

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d12, Notice d8

Pace: 6; Parry: 8; Toughness: 12

Gear: Cursed Armor +6

• Executioner’s Axe: Str+d10
Special Abilities:
• Smite: Once every other round, Dark Paladin’s may add their spirit to their attack roll.
• Evil Aura: Anyone within 2 inches of the Dark Paladin gain a -4 to all Spirit rolls.
• Shadow’s Hell: He summons 1d4 shadows to attack. The shadows are in the classic shape of angels. Each Angel Attacks for 1d8 and deals 4d4 damage. They gain a +2 to both rolls if the target is considered evil.

The Heads

When creatures are beheaded, which happens often in Dusk, their heads sometimes reanimate and fly through the air attacking people. Their mouths extend to horrific proportions filled with a long razor like tongue.

Attributes: Agility d10, Smarts d6, Spirit d4, Strength d4, Vigor d8
Skills: Fighting d10, Notice d8

Pace: 10; Parry: 7; Toughness: 6

• Tongue: Str+d8
Special Abilities:
• Flight: Flying Pace of 10”, with an Acceleration of 10”.
• Reach: Their tongue can reach up to 3 inches long.
• Flighty: Ranged attacks are hard to hit these creatures because they dart around randomly. All Shooting attacks take a -2

Walking Dead
The Walking dead is the Generic zombies of Dusk. They are slightly smarter than the zombies of other realms. They also only devour about a pound of meat a night.

Attributes: Agility d4, Smarts d6 (A), Spirit d4, Strength d8, Vigor d6
Skills: Fighting d8, Notice d8, Intimidation d8

Pace: 5; Parry: 6; Toughness: 6

Hindrances & Edges: Improved Nerves of Steel, Tough as nails

Fists: Str+d4

Special Abilities:
• Immune: Poison, Disease
• Headshots: If you do a called shot, Toughness is only 2
• Fearsome Moan: If there are 5 or more Walking Dead within 8 inches of each other it causes fear checks to everyone in a 15 radius.

Dusk Witcheries

Vigor based

Novice Witcheries

Ghostly Light
Rank: Novice
Range: Self
Duration: 2 Hours
PP: 1
Effect: You summon a greenish light that undead creatures can’t see. The light extends 100 feet in each direction.
Catch: Burn some phosphorescent moss

Speak with the Dead/Undead
Rank: Novice
Range: 10
Duration: 10 Minutes
PP: 1
Effect: You can communicate with the dead and the undead. This is treated like a new language. A target will not reveal anything he normally would not.
Catch: Bite your tongue hard taking 1 health level of damage (No Shaken)

Tombstone Drop
Rank: Novice
Range: 10
Duration: Instant
PP: 3
Effect: You make the target’s legs grow so weak they fall to ground.
Catch: Crush a piece of tombstone.

Undead Benefits
Rank: Novice
Range: Self
Duration: 24 Hours
PP: 3
Effect: You no longer have to eat or sleep.
Catch: You must wear the hand of a zombie during the entire duration of the spell.

Vampirism
Rank: Novice
Range: Self
Duration: 1
PP: 2
Effect: Anytime you deal melee damage you heal 1 level of wounds.
Catch: Drink a vial of fresh blood.

Weakness
Rank: Novice
Range: 10
Duration: Special
PP: 2
Effect: Target Strength Drops by 2 dice (Minimum 1d4). At the end of each turn he must make a Vigor Check to ignore this effect.
Catch: Must have ice cube in your mouth when you cast the spell

Seasoned Witcheries

Ghost Step
Rank: Seasoned
Range: Self
Duration: 5
PP: 2
Effect: You ignore difficult terrain and you can pass through other creatures as if they were not there.
Catch: Hold your breath for 3 rounds.

Rigor Mortis
Rank: Seasoned
Range: 12
Duration: Special
PP: 2
Effect: You reduce a character’s movement by half. Any flying creatures must land. They must roll a Vigor Check after ever round to free themselves of this affliction.
Catch: Bind your hands together

Unhallowed Ground
Rank: Seasoned
Range: 3
Duration: Instant
PP: 3
Effect: All creatures within 3 inches of you become shaken.
Catch: Cover your face with blood

Veteran Witcheries

Damaging Fear
Rank: Veteran
Range: 10
Duration: Instant
PP: 3
Effect: You cause such strong fear in a living target they must roll a Spirit Check. If that fails they are shaken and takes 3d6 Damage. If they fail their next Spirit check to become unshaken they take an additional 2d6 damage.
Catch: Break a vial of sweat.

Undead Minion
Rank: Veteran
Range: 3
Duration: 24 hours or until damaged
PP: 5
Effect: You summon a Creature that has 3 dice to spend on attributes. It’s Mind and Spirit can never be raised above 1d4. If the creature takes one level of damage 9Not shaken) it vanishes. Depending on which type you select it gains additional abilities:
• Skeletal – Toughness vs Ranged attacks goes up by 2
• Zombie – Toughness vs Melee attacks goes up by 2
• Ghostly – Can move through other creatures and creates a light similar to Ghostly light except it extends 50 Feet.
Catch: A piece of the creature you plan on summoning (Bone chips for skeletal, rotten flesh for zombies, and ectoplasm for ghosts). You must eat them.

Steal Soul
Rank: Veteran
Range: 10
Duration: 5 Rounds
PP: 4
Effect: You have a contested Vigor roll. Target Spirit drops to 1d4. For each die dropped, they take a total of 1d8 damage. If they got from a d8 to a d4, they will take 2d8 damage.
Catch: You must confess a sin you have committed to the person you offended.

Heroic Witcheries

Explosive Minion
Rank: Heroic
Range: 10
Duration: Instant
PP: 4
Effect: Your Undead Minion Explodes, dealing damage to all creatures within 4 Inches of it. They are dealt 3d8 damage and continue to take 2d8 damage if they fail a Vigor roll at the start of their turn.
Catch: You have a doll you burn or rip apart.

Flay
Rank: Heroic
Range: 6
Duration: Instant
PP: 5
Effect: You deal 5d8 Damage to one living target
Catch: Slice a long strip of your own flesh off. Takes 2 rounds and causes all rolls to be -2

Possession
Rank: Heroic
Range: 2
Duration: Special
PP: 4
Effect: Contested Vigor Rolls. If you win you literally merge with the target and control him for 10 minutes. Every 10 minutes you must make the roll or the spell ends.
Catch: The target agrees to your possession.

Legendary Witchery

Lichdom
Rank: Legendary
Range: Self
Duration: 10
PP: 10
Effect: For the next 10 rounds you can cast any spell for free. Each time you cast a spell through Lichdom you die a little and your Vigor goes down by 1 die. Once you are at 1d4 you takes 2d6 damage after you cast a spell. This lasts until Lichdom duration is over.
Catch: Do one wretchedly evil act.


Kenophet

Endless sand dunes and dried out lakes marks the Eternal Dessert of Kenophet. A world where dying of thirst is an everyday occurrence those who control oases and rivers rules the lands. The frightful Pharaohs rule the landscape, rationing out water to mortals who are in turn fed on by them. They drink their sweat and the process can sometimes take days, many coming close to die of heat exhaustion unable to move or eat or drink during these times, but few die.

The open desert has more dangers then just the sun and intense heat. The sand crocodiles known as the Cratori that live under the sand love to take passer byers. The cactus creatures that swarm over the desert are terrifying to behold when they shoot their spines. Not to mention, the desert winds during a storm can pulverize flesh in a seconds, leaving behind clean skeleton. If you do survive those creatures and natural attacks, few survive the monstrous Darkness, which shoots out gigantic tentacles out from under the sands, and no one has ever seen one completely emerged. Few people explore further than a few days out into the desert waste lands.

The old world cities are the only ones that do not get engulfed in the shifting sands for some reason. This is not to say that sand is unheard of in these areas. But it is a common sight to see cities surrounded by towering dunes in a way that they look as if they would engulf the city if the wind blew the wrong way. Some mortals hide in these cities and the Pharaohs tend to leave them be but few cities are close enough to water to keep them sustained for long.

The Pharaohs are creatures that look like humans but with the heads of animals. Their bodies are perfection, muscular, and perfectly tanned skin. They glow with energy of the sun that burns eternally overhead. Each one controls the sands as easy as a toddler in a sand pit. They rarely talk to mortals but they do steel them in the night and spend days wrapped around them, their long snake like tongue enters into their mouths and drink their salty fluids. The process takes three to four days, and is excruciating for the victim.

Kenophet Mortals

The mortals of Kenophet are hardy and bronzed skinned people who are strong and tough. They do little to explore willing to eke out an existence under the shadow of the Pharaohs. Each person in the cities have surrendered themselves to the Pharaoh’s painful caress but it is better than to leave the safety of the city. They stay near their sources of water and celebrate water in all its form. A mortal finding an independent pool of water are usually very rich in deed. Those who have the pool of water last longer than a few weeks are usually are visited by the hands of the Pharaohs who do not take kindly some mere mortal taking even a drop of their power. In a world where water is scares, a well of water, could be worth millions.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Agility
• +1 Die to Survival and Investigation

Common Creatures

Cratori

The Cratori are creatures that live in and under the sands of Kenophet. They do not have feet like the average Crocodile, but large flippers that help them move along the sand at a frightful pace. They are dangerous because you could step on a Cratori’s back and never even know it until it’s too late.

Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength d10, Vigor d10
Skills: Fighting d8, Notice d6, Swimming d8, Stealth 1d6

Pace: 3; Parry: 6; Toughness: 9 (2)

Special Abilities
• Armor 2: Thick skin.
• Sand: Pace 7.
• Bite: STR
d6.
• Rollover: Like Crocodiles and Alligators, the Cratori are notorious for grasping their prey in their vice-like jaws and rolling over and over with their flailing victims in their mouth. If one of these large monsters hits with a raise, it causes an extra 2d4 rollover damage to its prey in addition to its regular Strength damage.

Cacterean
The Cacterean are strange humanoid species of cactus that uproot and move across the desert sands. They movement is slow and they communicate via movements, as they are lacking in mouths or vocal chords.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Stealth d8, Fighting d8, Notice d6, Shooting d8

Pace: 6; Parry: 7; Toughness: 5

Special Abilities
• Vulnerability: They take double damage from fire.
• Spiny Touch: Str+d6
• Needle Gun: They can shoot out needles for 2d8, Range 10/20/30
• Spiny explosion: When they die they explode in a shower of spines. Anyone who is within 4 inches of a Cacterean when it dies takes 2d8 damage.

The Darkness
Few have seen the dreaded Darkness and lived. Fewer still have seen what the creature looks like from under the sand. All that ever is seen are towering tentacles that are blacker then ink. It moves with speed and grace and crushes those that gets in the way.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+8, Vigor d12
Skills: Fighting d10, Intimidation d12, Notice d12

Pace: 8; Parry: 7; Toughness: 20 (4)

Special Abilities
• Armor 4: Thick hide.
• Tentacle Slam: Str
d8.
• Fear –2: Anyone who sees terrifying Darkness must make a Fear check at –2.
• Burrow: 12
• Hardy: The creature does not suffer a wound from being Shaken twice.
• Huge: Attackers add +4 to their Fighting or Shooting rolls when attacking a dragon due to its massive size.
• Level Headed: Act on best of two cards.
• Size +8: Darkness are just massive creatures. In fact the bulk of the creature still lives under the ground. Damaging the Tentacle will be enough to make it retreat but not kill them. There can be 4 tentacles at once and all share the same Health level.

Kenophet Witcheries

Agility

Novice Witcheries

Burning Sun
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 1
Effect: You create the image of a burning sun over your head illuminating 100 feet.
Catch: Tattoo a permanent sun on your forehead.

Burrow
Rank: Novice
Range: Self
Duration: Instant
PP: 2
Effect: You can burrow through soft ground your movement speed. Does not work on hard ground such as stone or cement.
Catch: Must eat live cockroach.

Entomb
Rank: Novice
Range: 12
Duration: Special
PP: 2
Effect: Target is encased in a large sarcophagus of sand, preventing him from moving and attacking. While being affected by this ability the target is immune to damage. To free himself of this effect he must make a Agility check at the beginning of his turn.
Catch: Break a pot filled with wet sand.

Mummies Bandages
Rank: Novice
Range: Range 6
Duration: Instant
PP: 3
Effect: You instantly cure one target of being shaken.
Catch: Wrap your hands in bandages, which takes one round.

Scorching Sands
Rank: Novice
Range: 12
Duration: Instant
PP: 1
Effect: Burning hot sand erupts from your open palms, dealing 2d6 damage.
Catch: Throw 3 handfuls of sand into a fire.

Quenching Thirst
Rank: Novice
Range: Self
Duration: 24 Hours
PP: 2
Effect: Though you do not create water you can go 24 hours fully hydrated.
Catch: Pour One cup of water on to the ground.

Seasoned Witcheries

Desert Winds
Rank: Seasoned
Range: 6
Duration: Instant
PP: 2
Effect: You whisk a target away and move them 6 inches.
Catch: You drink a cup of formaldehyde. Roll an Agility Check or become sickened (-2 to all checks) for 10 rounds.

Mummy Wrappings
Rank: Seasoned
Range: 4
Duration: Special
PP: 3
Effect: Target cannot move or do actions as the target is wrapped in bandages. At the beginning of his turn he must make a Agility check to free himself of these effects.
Catch: Wrap your hand with bandages and set them on fire causing 2d4 damage.

Scalding Sands
Rank: Seasoned
Range: 16
Duration: Instant
PP: 3
Effect: You create a small blast template fully within 16 inches. Everyone in that area takes 3d4 damage.
Catch: You swallow a finger bone whole.

Veteran Witchery

Desert Twister
Rank: Veteran
Range: 16
Duration: Instant
PP: 4
Effect: You create a medium blast template fully within 16 inches. Everyone in that area takes 4d4 damage.
Catch: Hold your breath for 5 rounds

Jaws of the Crocodile
Rank: Veteran
Range: Self
Duration: 10 Rounds
PP: 2
Effect: Your jaws become large and deals 2d10 damage.
Catch: Eat the raw flesh of a crocodile, Alligator, or Cratori.

Water of the Nile
Rank: Veteran
Range: 10
Duration: 10 Rounds
PP: 3
Effect: You create a large blast template within 10 inches. All targets in that area are at -2 do to pouring stinging rain. You can move the template 6 inches each round instead of moving. The water created in this way evaporates in 3 rounds after being created.
Catch: Throw a gallon of fresh water where the template should appear.

Heroic Witcheries

Apophis
Rank: Heroic
Range: 10
Duration: Special
PP: 5
Effect: A Giant snake appears and swallows the target whole and then vanishes. Target reappears when the spell is over. Target can free itself by making a Agility check at the end of the round.
Catch: Swallow a Rattle Snake’s rattle.

Oasis
Rank: Heroic
Range: 10
Duration: 1 Hour
PP: 8
Effect: You can create a pool of water with shade that lasts for an hour. You can rehydrate and feed off of the fruit on the trees surrounding it. It heals one wound level.
Catch: This needs to be cast upon a small pool of water of at least 20 gallons.

Scales of Life and Death
Rank: Heroic
Range: 10
Duration: Instant
PP: 4
Effect: Take the wounds of target and move them to another target within range. The Secondary target can make a vigor check. Every success means the target can ignore one health level and the original target cannot transfer that damage.
Catch: You can choose to take a level of fatigue.

Legendary Witcheries

Isis/Ra Fusion
Rank: Legendary
Range: Self
Duration: 10
PP: 5
Effect: You become hermaphroditic and your Charisma increases by 5. You gain a bonus to all your rolls equal to your Charisma.
Catch: You shatter a ruby worth at least 1000.


Lovecraft

The realm of Lovecraft is one of mists and horrific monsters that swim in the dark abyss. Unlike other realms, these do not have any clear rulers. The monsters that lay behind the mists feed on people sanity and slowly drain them in an assent to madness. The monsters that exist in Lovecraft (Names after the Author who proclaimed their coming in his works). The slithering sound of tentacles and the wet sounds of flesh slapping on pavement. These are the sounds that echo off the pavement and walls that forecast the hideous abomi9nations to come.

Unlike the other realms who tried to keep the old world cities at bay, Lovecraft seemed to embrace the sections of the old world. Mortals stick to those cities and try to ignore the mists that lay heavily outside their borders. The giant skyscrapers are still in decent repair though as the years tick by they still succumb to crumbing. The mortals try in vain to prevent the inevitable.

The hideous things that exist in the shadows and the mists are never truly named. No two look or act alike and all of them seem to stay just out of sight, causing fear to those they encounter. A slap on the pavement here, and disturbing dripping sounds there, give them enough nourishment. Every so often they want to cause panic and snatching people from off the streets and displaying their remains seem the best way to do that.

Lovecraft’s Mortals

The people of Lovecraft possible show the most normality of the old world. They wear fashions that look like they would be right at home before things went to hell. They struggle as anyone would but their struggle is not with Lords of monsters but with each other. The monsters in the shadows are merely a threat, like tornadoes constantly threatening Tornado Valley or the monsoons of India. The people of Lovecraft work in groups or organizations to keep the monsters at bay or to gain more power. The mortals of Lovecraft have discovered that electronics seem to keep the mists at bay and the few who leave the protection of the cities carries large amount of battery powered electricity, making batteries extremely valuable.

Some people who have been driven mad worship the creatures and try to find ways to sneak them into the city. Few of these mad victims last very long.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Smarts
• +1 Die to Healing and Notice

Common Creatures

Creeping Darkness
A creature made of pure darkness and can be injured by bright lights. Like an ameba it slinks across the floor or ceiling.

Attributes: Agility d8, Smarts d4, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d8

Pace: 4; Parry: 5; Toughness: 6

Special Abilities:

• Camouflage: When lying in low lit areas Creeping Darkness gain +4 to Stealth rolls.
• Envelope: If a dissolver succeeds in a Fighting roll it has enveloped part of its target. Each round the victim remains enveloped, he suffers 2d6 damage. At the beginning of each round target who is engulfed may make an Agility or Strength check vs the Creeping Darkness Agility or Strength respectively. If Target succeeds, the target frees itself.
• Pseudopod: A dissolver can extend a single pseudopod out to 1”. Damage 2d6.
• Cling: Creeping Darkness can cling to walls and ceilings without issue.
• Bright lights can deal 3d6 damage. A strong flashlight or a bon fire is enough to be a bright light. A Shooting Check may be required, as per the story teller.

Tendril
A creature made of hundreds of tentacles.

Attributes: Agility d8, Smarts d8 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d12, Notice 1d6, Stealth 1d6, Swim 1d12

Pace: 6; Parry: 8; Toughness: 5

Tentacles: 2d6

Special Abilities:

• Reach: The creature’s tentacles can reach out 2 inches.
• A thousand tentacles: For each -2 it takes for the attack he gains a 1d6 to damage. He can then make an attack that deals 5d6 at -6 to the attack.
• Blind Sight – Able to see no matter darkness or invisibility
• Swim: This creature is at home in water and able to swim at Pace 8

The Mist
The Mist is not creatures or something you can target and more of an environmental disaster. Anyone who enters the mist has a 25% chance a round to be attacked by the mist automatically dealing 2d10 damage. The mist cannot or refuses to attack people with working electronics. Many people carry flashlights for such purposes.

Lovecraft Witcheries

Novice Witcheries
Mind
Cleansing Light
Rank: Novice
Range: Self
Duration: 8 Hours
PP: 2
Effect: You create a cold blue light that illuminates up to 100 feet. This has the added ability to push back the mists.
Catch:

Fearsome Visage
Rank: Novice
Range: 6
Duration: Instant
PP: 2
Effect: Move target its maximum movement rate directly away from you.
Catch: Wear a scary mask, which shatters when the spells effects are completed.

Summon Tentacles
Rank: Novice
Range: 3
Duration: 3
PP: 3
Effect: You summon a Tentacle that can never be more than 3 inches away from you. If you move it gets a free move as well. It has fighting score of 1d6 and it deals 2d6 damage. Toughness is 5. If it takes one damage it is destroyed.
Catch: You use this ability in a pool of water.

Tentacle Trappings
Rank: Novice
Range: Self
Duration: 10 Rounds
PP: 2
Effect: Two tentacles sprout from your back and can act as weapons with 2 Inches of reach. They deal STR+1d4 damage.
Catch: Eat a raw squid whole.

Wards
Rank: Novice
Range: Self
Duration: 5
PP: 3
Effect: Place a small blast template. All creatures inside the template receive a +2 to Toughens checks.
Catch: Draw a chalk outline around you which takes 1 round.

Wisps of Mists
Rank: Novice
Range: 10
Duration: Instant
PP: 2
Effect: Summon a small blast template and deal 2d4 to each creature it completely covers.
Catch: Use this ability when close to any type of mist.

Seasoned Witcheries

Mutant Boost
Rank: Seasoned
Range: 6
Duration: 10
PP: 2
Effect: Choose an Attribute and increase that attribute by 1 die type.
Catch: Paint symbols on the target.

Shadow Walk
Rank: Seasoned
Range: Self
Duration: Instant
PP: 3
Effect: You can teleport 10 inches
Catch: You use the ability in the dark.

Unearthly Luck
Rank: Seasoned
Range: 6
Duration: 10
PP: 3
Effect: You give a target one temporary Bennie for the duration of this spell. If they do not use this Bennie it disappears. Can only cast this on a person once per day.
Catch: Crush a four leaf clover.

Veteran Witcheries

Garden of Horrors
Rank: Veteran
Range: 15
Duration: Instant
PP: 3
Effect: Use a Medium blast template. Each target in the blast template must make a Mind check or move their movement directly away from the blast template. All effected characters get a -2 to their rolls until they make the Mind check at the end of each of their turns.
Catch: Throw rotten fruit at a where the blast template appears.

Howling Abyss
Rank: Veteran
Range: Cone Template
Duration: Instant
PP: 3
Effect: Deal 2d8 damage to all in the template
Catch: Do it in complete darkness.

Mass Mutation
Rank: Veteran
Range: 10
Duration: 10
PP: 4
Effect: Use the Medium Template and all in the template gain the effects of Mutant Boost. Each character gains the same boost.
Catch: Draw a set of symbols on the ground.

Heroic Witcheries

Summon Tentacles
Rank: Heroic
Range: 10
Duration: 3
PP: 5
Effect: Effect: You summon 1d4+1 Tentacles that can never be more than 6 inches away from you. If you move it gets a free move as well. They have a fighting score of 1d8 and it deals 2d6 damage. Toughness is 6. If one takes one damage it is destroyed.
Catch: You use this ability in a pool of rancid water.

Monstrous Form
Rank: Heroic
Range: Self
Duration: 5
PP: 3
Effect: You change into a mass of tentacles, feelers, and claws. You gain 1d4 attacks each turn (Rolled separately each turn) dealing 3d6 damage each. Your toughness and Parry increase by 2. Your movement is reduced by 2 (minimum 1). You also can gain reach +1 for each attack you give up. Any creature who has never seen this form before must make a Fear check.
Catch: You do this when no one can see you or know about what you are doing.

Night Mares
Rank: Heroic
Range: 10
Duration: 8 Hour
PP: 2 + Special
Effect: You summon a Skeletal Steed and can summon one more for each 1 PP you spend. This counts as a horse in all ways except it counts as undead and gain the benefits of being undead. They do not attack.
Catch: Have a golden horseshoe worth 500.

Legendary Witchery

Summon the Unearthly
Rank: Legendary
Range: 10
Duration: 10
PP: 8
Effect: You summon a creature that is alien. It generates the Mists each round causing 2d10 damage to any creature 1 inch away from it. It has the following Statistics:

Attributes: Agility d8, Smarts —, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d10, Notice 1d6

Pace: 6; Parry: 7; Toughness: 5

Claws – STR+2d8

This creature is not a Wildcard and

Catch: You cast then in The Mists.


Misery

A realm has never been so aptly name as the realm of Misery. It is a fiery realm filled with pits filler with lava and brimstone. Flying monstrosities hover between the clouds swooping down and scooping up mortals to feast on them. Thick choking clouds of smoke billow out of every hole in the ground blotting out the sun and killing plants in every direction.

The landscape is a desolate barren plain of dead trees and sickly plants. The oceans are thick sludge filled seas where only disturbing monstrosities lurk. Oxygen is only created by large monstrous slugs that move along the landscape, spewing a slime that evaporates into pure oxygen. Water is filthy and has to be purified before consumption. What used to be a fields of corn are now water plants that absorb the water from the air itself. The main source of food are large maggot like creatures feed on the slime left behind the giant slugs. All put into place by the demonic fiends to keep their cattle and play things alive.

Each city of Misery is ruled by an Overlord, a demonic humanoid with vast draconic wings, who hate all life with a passion. These god like beings delight in torment and most mortals suffer mightily under their rule. They are twisted creatures that have powers of hell burning behind them, and their powers are proof. With a point of a knotted finger a Overlord can curse a mortal to an unbearable torment by living forever and changing them into a formless blob that act as one giant nerve.

Misery Mortals

In such hellish conditions, mortals have shown what it truly is to be alive. They have to do very little to survive as the water plants are a lichen that spreads all over the realm with little need for the mortals to do much. The Slugs feed on the billowing ash and smoke that spew forth from the ground. What else do the mortals need to do except make shelter and clothes. Because of this, mortals of Misery are probably the closest of all the mortals. Able to find job and excitement in the little things. They help each other as much as they can and the adage “You can trust in Misery” has been come used across all the realms. With that said, if you turn against the mortals of Misery, you will find few places to hide. They also realize that the people that are punished or tormented by the Overlords were once people but helping them might call upon the ire of their demonic masters.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Spirit
• +1 Die to Intimidation and Knowledge: Demons

Common Creatures

Air Slugs

Rarely do the Air Slugs get violent but they can be found anywhere in Misery, even the deepest of the Sludge Oceans. Without these creatures the world would be filled with choking clouds of ash, which they feed on. On the rare chance an Air Slug cannot find a Smoke Blume, they can go mad with hunger and will eat anything that moves. Sometimes The Overlords will stop an area’s Smoke Blume and watch the ensuing chaos.

Attributes: Agility d4, Smarts d4 (A), Spirit d4, Strength d12+4, Vigor d12
Skills: Notice 1d8

Pace: 4; Parry: 2; Toughness: 8 (14)

Bite: STR+1d8
Special Abilities:

• Air Slugs are huge and slow. You Automatically hit them in combat
• Thick Skin: +7 to Toughness
• Fire Resistant: All fire damage is halved against them
• Poisonous Blood: If damage they create a Cone of Poison aimed at the creature that damage it. This deals 4d6 Damage to any creature who fails a Vigor check. If they succeed they are dealt 2d8 damage.

Feeding Maggot
The feeding maggots are the pigeons and cockroaches of Misery, and they exist everywhere. They are usually not dangerous and like the Air Slug feed on the ash that falls from the sky. They are easily killed as they rarely defend themselves. However, once they get to a point in their life cycle, they turn from maggots into a creature that resembles a fly, mixed with a hornet that a dinosaur vomited on. These creatures have only two things in mind feeding and laying eggs. They are very dangerous and most mortals avoid them at any cost as they usually fly in swarms.

Attributes: Agility d8, Smarts d6 (A), Spirit d4, Strength d6, Vigor d6
Skills: Fighting d8, Notice d6, Shooting d8

Pace: 6; Parry: 6; Toughness: 5

Stinger – STR+1d6
Acidic Vomit – 3d4 Acid Damage – Range 12/24/36

The Possessed
Some poor humans have become possessed by the demonic Overlords. They act like zombies and wonder through towns. Most mortals avoid them and the few who try to stand in front of them usually don’t last long. With that being said the possessed could be any living creatures.

Attributes: +1 Die to Strength and Vigor
Skills: +2 Dice to Notice Skills

• Natural Attacks Gets +1d6 to any natural attacks.
• Supernatural Toughness: +2 to Toughness

Misery Witcheries
Spirit

Novice Witcheries

Dark Vision
Rank: Novice
Range: Self
Duration: 2 Hours
PP: 1
Effect: You can see in the dark as if it was a bright day.
Catch: Anoint your eyes with the blood of an innocent.

Demonic Claws
Rank: Novice
Range: Self
Duration: 12
PP: 2
Effect: Your fingers curve into sharp claws that deal your STR+1d10. Your hands cannot be used to do anything else.
Catch: Burn both hands for 2d4 damage.

Feast of the Soulless
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 2
Effect: You can eat inanimate objects and get substance like you would real food. It is important to note that your teeth can not chew rocks or wood, but you can swallow pebbles and gain substance like a feast. Though certain powerful items may not disperse in your stomach most other materials turn into a healthy gruel.
Catch: Swallow a vial of acid and take the damage from it.

Flight of the Demon
Rank: Novice
Range: Self
Duration: Instant
PP: 2
Effect: You grow large bat like wings and can fly 10 Inches. At the end of your movement the wings vanish.
Catch: Bite the head off a living bat.

Soul-Fire
Rank: Novice
Range: 10
Duration: Instant
PP: 1
Effect: You deal Damage equal twice the target’s Spirit. If the Spirit of the target is 1d8 you deal 2d8 damage.
Catch: You are using it on someone who has murdered someone in front of you.

Unholy Aura
Rank: Novice
Range: Self
Duration: 10
PP: 2
Effect: Anyone who is 1 inch away from you take a -2 to all rolls, minimum 1.
Catch: Strike a Friend without warning.

Seasoned Witcheries

Bare the Soul
Rank: Seasoned
Range: 10
Duration: Instant
PP: 1
Effect: Contested Spirit roll. If you get higher you can know one Attribute or skill rating target has.
Catch: Tell a deep secret about yourself.

Jaws of Monster
Rank: Seasoned
Range: Self
Duration: 12
PP: 2
Effect: You gain a bite attack that deal STR+1d10. If used with Demonic Claws you can get this as a free attack if you hit with the claws.
Catch: Swallow a tooth of a large creature.

Overlord’s Strength
Rank: Seasoned
Range: Self
Duration: 12
PP: 3
Effect: Your Spirit is reduced to 1d4 and your Strength increases the same amount. If you get higher then 1d12 you gain a 1 to each die. If your Spirit is 1d8, it drops to 1d4. Strength is 1d10 it would go up to 1d121
Catch: Cover your arms in runes which takes 2 rounds.

Veteran Witcheries

Aura of Hellfire
Rank: Veteran
Range: Self
Duration: 6
PP: 4
Effect: You deal 3d6 fire damage to anyone within one inch of you.
Catch: You cover yourself in flammable oil and light yourself on fire for 3d6 damage.

Mark of the Beast
Rank: Veteran
Range: 8
Duration: 8
PP: 3
Effect: People actively avoid you. Anyone who tries to get within 1 inch of the target must roll a Spirit Check to succeed. Every round you are within range you must roll a Spirit Check or move away.
Catch: Carve the mark with a blade deal STR+1d4 Damage

Twitching Tail
Rank: Veteran
Range: Self
Duration: 12
PP: 2
Effect: You grow a long spiked tail and gain a tail attack that deal STR+1d10. If used with Demonic Claws and Jaws of the Monster you can get this as a free attack if you hit with both the claws and bite.
Catch: Eat 10 lizard tails which takes 2 rounds.

Heroic Witcheries

Demonic Hide
Rank: Heroic
Range: Self
Duration: 12
PP: 4
Effect: You gain +4 to your Toughness. You gain +4 for each ability named Demonic Claws, Jaws of the Monster, and Twitching Tail active.
Catch: You must wear the skin of an innocent you murdered.

Strength of Evil
Rank: Heroic
Range: Self
Duration: 6
PP: 4
Effect: Choose 2 Attributes or skills or a combination of 2. That die becomes 1d12.
Catch: Must sacrifice an animal to an Overlord.

Wicked Suggestion
Rank: Heroic
Range: 12
Duration: Instant
PP: 5
Effect: Contested Spirit roll. If you roll higher the target must do as you say for 1 hour. Each time you give him a new suggestion he may make another Contested Spirit roll. If you command him to do something dangerous or suicidal he gets a +4 to his Contested Spirit roll.
Catch: Drip blood into your eyes and swallow a cup of honey. Takes 3 rounds.

Legendary Witchery

Possession
Rank: Legendary
Range: 10
Duration: 1 Hour
PP: 3
Effect: You have taken the step as an Overlord. You can now control a target completely. They are now possessed by you and you see through their eyes. When it comes to attributes or skills, you use whichever is higher. Your body stays behind and if you are injured as your target your body takes the same amount of damage (This can be soaked with a Bennie). If the Possessed dies, then you too dies as well. It takes 3 rounds to exit the body safely, otherwise it you can exit in one round but you are dealt 5d4 damage.
Catch: A lock of hair, vial of blood, and the willingness of the target.


Nirvana

Worlds of brightly lit temples, fields of sun and flowers, and the soul crushing weight of forced religion encapsulates the realm of Nirvana. The angelic beings known as The Choirs, stand vigilant over the cities of Nirvana like greedy slavers watching their flock from wondering away. And they do need to fear because every other Choir wants what the Choirs have: servitors.

The sun seems to shine a bit brighter here and the grass is a bit greener. The entire world seems to have been reinvented in Technicolor and all of it seems empty and hollow. Every flower has a scent but the scent is more like a distant memory. The sun that beats down feels to hot and the air is too heavy. The world around you feels like the world some alien being thinks what your world should be like and that is exactly what it is. Every smell and tactile sensation is controlled by the Choirs.

The angelic beings spend their time in their Towers of Light listening to your prayers and growing fat with you service. Every prayer is a little more power. Every blessing is just little more sustenance. These beings are there to look out after you but in the end you are nothing but food for their ever growing lust for power. They plot all day to get the flock away from other Choirs and always on defense from them as well. In return they give you a world with plenty of food that never quite satisfies, plenty of water that never quite quenches your thirst, and them as subject for you to adore and worship.

Some would say Misery was hell on Earth but you are your own person. In Nirvana you are nothing more than a feeding tube to an angelic monster. A beautifully cold and sinister monster, but a monster none the less.

Nirvana’s Mortals

In many ways Nirvana Mortals have it worse than any other realm as they are nothing more than programmed robots. Sure, they get food and drink regularly and rarely do they worry about monsters or other sinister events, but at what cost? When you wake up you bow and worship the Choir; your Choir. Before and after lunch it is time for worship. Before and after dinner and before bed rest. If it was just a few words, that would be easy but these rites take 30 minutes each time. That is 3 hours of worship a day and all to feed the godling above you. You might not care and you might not mean it but it doesn’t matter the Choir above you. It is your words and actions that fuel his fire. If you are found worshipping another Choir or god you will quickly be marched out into the square and tormented for days until there is nothing left of you mentally, and slowly, as you heal, you are nothing more than a quivering pile of flesh that does nothing else but worship day in and day out until you die from starvation or exhaustion. But the Choir is all and all you need to worry are other Choirs…right?

Starting Mortals Gain one of the following:
• Gain a +1 Die To Spirit
• +1 Die to Healing and Shooting

Common Creatures

Cherubs
They look like innocent babies with dove like wings but in reality they are vicious creatures who are the shock troops of the Choir. They make sure that religious services are kept and guard against impurity (Any actions against their Choir). They leave the mortals be for the most part unless they interrupt the flow of faith and belief.

Attributes: Agility d10, Smarts d6, Spirit d8, Strength D4, Vigor d6
Skills: Fighting d4, Notice d12, Stealth d6, Shooting 1d10

Pace: 3 (Flight 8); Parry: 4; Toughness: 5

Special Abilities:
• Dagger: STR+1d4.
• Mystical Bow: The Bows they carry have unlimited magical arrows. These Deal 2d8 Damage.
o Once Per Encounter they may use one of the following abilities:
 Sleep: Target Makes a Vigor check or sleep for 1 hour or until damaged.
 Confusion: Before each attack roll 1d10. After the roll you roll a Spirit check to shake off the effects.
• 1-5 – Acts normal
• 6-8 – Attack closest friend
• 9 – Does nothing
• 10 – Attacks self
 Burning: Every Round must make an Agility check or take 2d6 damage. This lasts for 5 rounds.
• Flight: Cherubs have a Flying Pace of 8”
• Artificial Innocence: If someone tries to make an aggressive action against the Cherub before it attacks, you must make a Spirit check -2.

Ur Cultists
The biggest front against the Choirs are the Ur Cultists, cultists who religion dictates not to believe in anything. They spread their beliefs in attempt to turn everyday people into an army to free themselves from the tyranny of the Choirs. They believe the ends justify the means and they will do anything including sacrificing thousands to remove just one Choir.

Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d8

Skills: Fighting d8, Notice d8, Shooting 1d8

Pace: 6; Parry: 6; Toughness: 6

Gear: Ceremonial robes, Kris dagger (Str+d6 damage).

Special Abilities:
• Ur Priest: These are the statistics of your average Ur Cultist but every cabal of Cultists has a head that would have 1d4 Witcheries.
• Angel Resilient: Any powers from Choir or their creatures or Nirvana Witcheries suffer a -2 to their activation roll.
• Maniacal: They are willing to do anything to get the job done including suicide. This also means they ignore all wound penalties.

Vibrant Creatures
All animals who spend time in this realm have grown strong with intense power. Without be sucked dry spiritually from the Choir, the animals have grown large and intelligent.

Attributes: All Attributes increase by 1 die.
Skills: All Skills increase by 1 Die.

• Vibrant Attacks: The creatures tend to have their own natural attacks imbued with intense light causing +2 to all damage rolls.
• Language: Almost all animals speak a language, most speak English.
• Best of the best: Each Vibrant Creature has access to one Bennie.

Nirvana Witcheries
Spirit

Novice Witcheries

Blessings
Rank: Novice
Range: 12
Duration: 6
PP: 2
Effect: Once per round you can reroll one die
Catch: Say a Small prayer for 1 round.

Charming
Rank: Novice
Range: Self
Duration: 1 hour
PP: 2
Effect: Gain +3 to Charisma
Catch: Wear make up

Healing Prayer
Rank: Novice
Range: 10
Duration: 10 minutes
PP: 4
Effect: Heal one level of damage from your target.
Catch: Roll a heal check, with 2 raises beforehand.

Heavenly Feast
Rank: Novice
Range: 10
Duration: instant
PP: 2
Effect: You create enough food and water to feed 4 people. You can feed 4 more people per raise.
Catch: Sacrifice a large animal.

Holy Smite
Rank: 12
Range: 12/24/36
Duration: Instant
PP: 3
Effect: An Angelic being appears and strikes your enemy down, dealing 3d6 damage.
Catch: Break 3 arrows over your knee

Light of the Heavens
Rank: Novice
Range: Self
Duration: 2 Hours
PP: 2
Effect: You summon a halo over your head illuminates 50 feet radius. You can end this spell early to blind a target up to 10 feet away. They make Spirit check or they are blind until they succeed in a Spirit check. They must make the spirit check at the beginning of each of their turns.
Catch: Surround yourself in holy oil and lighting it on fire. This takes 1 round.

Seasoned Witcheries

Exorcism
Rank: Seasoned
Range: 12
Duration: Instant
PP: 3
Effect: If a target needs to make a roll to end a negative effect he gets another roll at +2 to shake off that effect.
Catch: Anoint the target with your blood (1 health level)

Faith
Rank: Seasoned
Range: 12
Duration: 6 Rounds
PP: 3
Effect: Select 1 skill and gain 1d6 to that roll.
Catch: Blindfold yourself for the entirety of the spell. Once you can see again the spell ends.

Flight of the Angels
Rank: Seasoned
Range: 1
Duration: 3
PP: 4
Effect: You summon a cloud, small burst template that can fit up to 4 people on it. This cloud can fly 6. Any kind of combat will make the cloud disperse.
Catch: You must make a leap of faith of a height of 20 or more. Once in the air then you make the Spirit check. If you succeed the cloud appears and you take no damage. Otherwise you take falling damage as normal.

Veteran Witcheries

Cure Disease/Poison
Rank: Veteran
Range: 10
Duration: Instant
PP: 5
Effect: If a target has a disease or is poisoned they are automatically cleansed of it.
Catch: You take the disease into yourself.

Greater Smite
Rank: Veteran
Range: 12/24/36
Duration: Instant
PP: 5
Effect: You summon an angel to shoot a holy bow dealing 5d6 damage.
Catch: Destroy a quiver of arrows in a holy fire.

Heal All
Rank: Veteran
Range: 10
Duration: Instant
PP: 5
Effect: Medium Blast Template heals 1 level of damage.
Catch: You take the damage you heal

Heroic Witcheries

Burn the Unclean
Rank: Heroic
Range: 12/24/36
Duration: Instant
PP: 7
Effect: You deal 7d6 damage to any creature this is not a Human Mortal.
Catch: Douse the target in holy water

Raise the Dead
Rank: Heroic
Range: 1
Duration: 1 Round
PP: 10
Effect: You can raise the recently deceased from the dead. They may only be dead for less than an hour. The target is incapacitated. Only natural healing will awaken the target from this state.
Catch: You endow the target with your life, taking enough damage to make you incapacitated.

Repel the Unwanted
Rank: Heroic
Range: Self
Duration: 10 minutes
PP: 4
Effect: Anytime someone wants to get closer than 2 inches to you they must make a Spirit Check -2.
Catch: Burn foul smelling Incense

Legendary Witcheries

Ascension
Rank: Legendary
Range: Self
Duration: 10 rounds
PP: 6
Effect: All of your Attributes become 1d12. If they are 1d12 or higher you gain a 2 to that attribute. You summon a Sword and a Shield to your Side, The Sword grant deals STR2d8 damage and the Shield counts as a Large Shield.
Catch: You must sacrifice a sentient being.


Noka
You wake up in a cavern, it dark and dank, and the only think that lights your way is the strange glowing fungus that pulsate with light connected to the ceiling and the walls. As you walk through these claustrophobic tunnels, a gargantuan cavern meets your eyes. You are unsure of how big this cavern is, but the sparking of some iridescent minerals glitter so far away that at first you think they are stars. You walk deeper into the cavern to finally begin to hear the first sounds that were not your own feet echoing off the walls, but that of mining. You edge yourself closer to see thousands of mortals chipping away at the walls and surrounded by what looks to be dwarves and white albino elves, forcing them to dig deeper and deeper. You stop yourself from screaming, turn to run, but run headfirst into a giant bubble ooze that begins to eat away at your flesh and skin. Noka is not a place for the weak…
Endless caverns that echoes with strange noises and gurgling that makes you sick to your stomach. Plants don’t live here as there are no sunlight to feed them, but fungus and mold grows in copious amounts. Most of which either glows brightly in the dark or will try to eat you if you turn your back the wrong way.
Unlike most realms there are no god among men that live in these lands but the great Underworld Dwellers. These races have been fighting for mineral deposits that they feed on. When the mortals came, the other races seized upon the opportunity to either strike deals with them or get a free work force. Depending on which part of the mines you go The Dwarves may be masters to their slaves, or they are partners with the human Race.
Of the Under Dweller races there are 5 main types. The aboriginal dwarves, dark skin, long beards and strong ape-like arms with hands the size of shovels ready to rip rock right out of the wall. The Albino Elves whose skin match their snowy white hair and have learned to use sound to tear down walls and their enemies. The Craw, a disturbing humanoid creature that seems to be a mix of isopod and man, with a chitinous shell and 4 arms the end with wicked claws perfect for cling and digging. The Fangs, the people who dwell in the vast underground oceans, are more fish than people, with large gapping maws and needle like teeth. Last, but certainly not least in your nightmares, the Grundle. The Grundle are large centipede people, with hundreds of legs but ending into a torso of a man, their hands ending it wicked pincers and their heads, have 4 large red eyes for a head that is bisected by their x-shaped mouth. Each race feed on minerals, gold, silver, diamonds, rubies, and each race is always near starvation.
Noka’s Mortals

When the mortals first appeared in Noka some of the races took them in and others treated them like slaves so the vast majority of them are very paranoid. They never know when they leave the cities if they will be kidnapped and used as slave labor. To most of the people, open skies is merely a fairy tale and all there that there ever was and ever will be are the Great Caverns. There was stories that when they first arrived, the mortals attempted to dig up through the ceiling. When they finished their great work, it is said they entered into great airless space and simply floated away. The hole then collapsed. No matter if this is another fairy tale or not, it has kept people from digging through the ceiling for centuries.
Starting Mortals Gain one of the following:
• Gain a +1 Die To Strength
• +1 Die to Climb and Survival

Common Creatures:
The 5 races depicted below are not a good option for a player character as they are technically immortal. They can be killed, but they do not grow old and die. They also do not multiply, so an Elf or a Dwarf may know your entire family lineage. Because of this they rarely leave their cities and when they do they bring an army of protection with them. Below are average of their race…
Craw
Imagine a giant shell like insect with multiple arms and legs stood up and began to communicate with you telepathically. They are heavily armored and though look like monsters tend to be rather intelligent. They have little, to no emotions, and were very scientific when the humans first showed up. Dissecting them and experimenting on them. The Craw treats mortals the way a human would treat a talking chimp with amusement and study.
Attributes: Agility d6, Smarts d8, Spirit d4, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6, Knowledge Biology 1d8, Knowledge Geology 1d8
Pace: 6; Parry: 5; Toughness: 6
Special Abilities:
• Armor 1: Tough carapace.
• Bite: STR
2
• Claws: STR+1d4+2
• Telepath: They can send and receive telepathic communications but do not have the ability to get anything but purposeful communications.
• Mental Blast: They can send out a vibration to a target up to 12 Inches away that makes all of the knowledge a weapon in one single blast. The smarter you are the more terrifying the weapon is. It deals in damage twice your Smart score. If your Smart is 1d8 it deals 2d8 damage.

Dwarves
These creatures are unlike most of the creatures from human fairy tales. They do have beards and are shorter than the average man but that is where the similarities end. They are extremely broad shouldered with long muscular arms that give them an ape like appearance. Their faces are flat and their noses are more porcine then human. Two small tusks just from the low jaw. When the human’s first arrived they saw them as a possible enemy and small skirmishes erupted but later found that they can work the mines as well as them. Calling them slaves would be a disservice as the humans are treated very well, but they rarely are given the chance to leave the city. This could because the dwarves do not wish the mortals harm or it could be that they do not wish to lose their mining force.
Attributes: Agility d4, Smarts d8, Spirit d6, Strength d10, Vigor d8
Skills: Fighting d10, Stealth 1d6, Knowledge Mining 1d8
Pace: 6; Parry: 7; Toughness: 6
Special Abilities:
• Fists of Fury: Their Fists deal double their strength in damage. STR+STR
• Burrow: They can dig even through hard rock at a quick pace. Through hard rock, 1 inch a round. Through soft rock 3 inches a round. Through gravel 6 inches a round.

Elves
The elves are strange creatures to look at and many could see why the human’s called them elves with they arrived. These blind creatures have a delicate, if not alien, beauty about them. Their skin and hair are bleached white as snow, and their ears are large to hear the slightest noise. Their neck expands like that of a frog and an elf can release a high pierced shriek that can shatter stone and explode organs with ease. When the mortals first arrived, they saw them as nothing but a tool and treated them as such. The human race were nothing more than slaves which the race as a whole could care less if they live or died but some of the humans proved resourceful. Because of this, the Elves began to see them as more then labor and some as second hand citizens. The bulk of the humans are still slaves but they are treated with more respect than they used to.

Attributes: Agility d10, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d6, Stealth 1d10, Shooting 1d10, Notice 1d8
Pace: 6; Parry: 5; Toughness: 5
Special Abilities:
• Most carry a long pointed sword known as a Knock and very similar to a rapier. STR+1d6
• Sonic Screech: A ranged attack though maximum range is 10 feet, it can deal 3d6 damage. This can also be heard for miles in the caverns. Being subjected to this sound close multiple times can lead to hearing issues.
• Ear Flaps: The Elves can close their ear so they are not subjected to their own Sonic Screech
• Their ears are very sensitive and gain a +4 to notice check when they are actively listening.

Fangs
Out of the 5 main races, the Fangs are the most disturbing. They look like fat wish with arms and legs, eyes the size of dinner plates and teeth as long as stilettos. They are hideous to be hold and they are even worse to deal with as they seem every other race as inferior to them. The fact that something else eats their food disgusts them and constantly go to war. They force the humans to work in their underwater mines via a slimy disgusting oxygenated fungus they force the humans to use. With forced breeding programs, every minute of their lives are monitored for the mining process and the amusement of their slavers. When they don’t have Air Fungus in their mouths they are store in underwater pockets.
Fangs are mostly aquatic creatures though they can work on land they have two different stats, one for under water and one for above water. Even their mental capabilities seem to diminish on land.

Underwater:
Attributes: Agility d10, Smarts d6, Spirit d6, Strength d10, Vigor d8
Pace: 8 (Swim); Parry: 5; Toughness: 6

Land:
Attributes: Agility d6, Smarts d6, Spirit d4, Strength d4, Vigor d4
Pace: 4; Parry: 5; Toughness: 4

Skills: Fighting d6, Stealth 1d10, Notice 1d8
Special Abilities:
• Bite: STR+1d10
• Algae Bloom: They are always covered in algae and reduces fire damage. They gain a +10 to toughness versus fire damage on land.
• Jet: Once every 10 minutes a Fang can triple his swim rate as long as it is a straight line. This can be used with a charge dealing twice the strength damage on their bight.
• Dark Vision: Even in complete darkness they see perfectly as if in light.
• Sonar: Underwater they can see 10 times further with their sonar. They can communicate with each other with this ability.

Grundle
The Grundle are a very confusing race to deal with as their ways are alien to how most people think. They will trade valuable minerals for common materials because they feel like it. Mortals under their protection are just as confused as they are afraid. One day they will care less what their property will do and let them leave in droves only to have them rounded up three or four days later causing them severe pain for escaping them. What is not commonly known is that most of the race have two personalities, each one very different from the other. One cares about other and the sanctity of life and the other are cruel and vicious. This battle between good and evil can switch them from monsters to your best friend in a matter of seconds. The humans that are under their charge have learned to live with these mood swings.
They are longer than they are tall can measure about 3 meters long. They have a humanoid torso with long arms, which have three segments instead of two like humans. Each of these long arms end in nasty foot-long pincers. Their head have a large X for a mouth, separating the head into 4 segments. Each segment has a glowing red eye and a portion of the brain.
There attributes and skills change dependent on their mood, good or evil.

Good
Attributes: Agility d10, Smarts d8, Spirit d8, Strength d6, Vigor d6
Pace: 7; Parry: 5; Toughness: 7

Skills: Fighting d6, Stealth 1d6, Notice 1d8, Persuasion 1d8, Survival 1d6

Evil
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d10, Vigor d8
Pace: 7; Parry: 7; Toughness: 8
Skills: Fighting d10, Stealth 1d6, Notice 1d6, Persuasion 1d4, Survival 1d8

Special Abilities:
• Pincers: They get two attacks at STR+1d6 or one attack at STR+3d6.
• Carapace: +2 To Toughness
• Resistant to Poison: They are very resistant to poisons getting a +5 to vigor rolls when dealing with poisons.
• Cling: They can move up and down walls and even upside down without problem.
• Two-Faced – Anytime they are under stress, such as combat, there is a 50% chance they have a personality switch.

Noka Witcheries
Strength
Novice Witcheries

Blind Sight
Rank: Novice
Range: Self
Duration: 5 Hours
PP: 1
Effect: You can see in complete darkness as though it was brightly lit.
Catch: Anoint your eyelids with lamp oil

Enclose opening
Rank: Novice
Range: 10
Duration: 10 Rounds
PP: 4
Effect: You close up an opening that is no bigger than 1 inch wide with a 1 inch thick wall. This lasts for 10 rounds. Each successful damage reduces the duration one round.
Catch: Break a clay door cost 100 or more

Feed on Minerals
Rank: Novice
Range: Self
Duration: 10 minutes
PP: 1
Effect: You can consume 10 worth of minerals and minerals that will sustain you for one day. You must be
Catch: Use it on Amethyst

Moment’s Reprieve
Rank: Novice
Range: Self
Duration: 1 Round
PP: 3
Effect: For one round you can hide yourself in surrounding rock. You can continue to use this ability each round for 3 PP a round.
Catch: You do it when no one is looking.

Sense Direction
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 1
Effect: In the caverns there is no way to discern direction and with this ability you know exactly which way you are pointed in.
Catch: You hold a magnet to your forehead

Summon Stalactite
Rank: Novice
Range: 12
Duration: Instant
PP: 2
Effect: You summon a Stalactite to fall from the sky and hot your target dealing 2d6 damage.
Catch: Cast it on a preexisting Stalactite

Seasoned Witcheries

Cling
Rank: Seasoned
Range: Self
Duration: 12
PP: 3
Effect: You can walk on walls and ceilings as if you walk on the floor.
Catch: You swallow one living spider

Stone Portal
Rank: Seasoned
Range: Self
Duration: Instant
PP: 4
Effect: You can teleport using stone as a portal. The exit must be stone as well. The maximum distance you can move is 20 inches.
Catch: Draw a chalk outline of a door on the stone.

Ooze Form
Rank: Seasoned
Range: Self
Duration: 1
PP: 4
Effect: For one full round you are an ooze. Your movement is only half and your toughness is at +10 to all damage except cold damage.
Catch: You stand in a puddle of water.

Veteran Witcheries

Shatter
Rank: Veteran
Range: 10
Duration: Instant
PP: 4
Effect: You deal 5d6 damage to any rock/crystalline structure. If this destroys the target, all creatures within 1 inch is dealt 2d6 damage.
Catch: You shatter a diamond worth 50

Stone Shackles
Rank: Veteran
Range: 10
Duration: Instant
PP: 5
Effect: Using a medium blast template all targets who fail a Vigor check are shackled in stone. Besides unable to move, their physical rolls are made at -2.
Catch: Throw a well crafter stone shackle worth 100.

Summon Boulder
Rank: Veteran
Range: 10
Duration: 10
PP: 3
Effect: You can use this two-fold. You summon a boulder 1 Inch. This can be dropped on an enemy. The target gets an AGI Roll or take 3d6 damage. The Boulder weighs several tons and blocks movement on that space
Catch: You can see a boulder of the exact dimensions needed.

Heroic Witcheries

Crushing Stones
Rank: Heroic
Range: 10
Duration: Special
PP: 5
Effect: At the start of each target’s turn they received 3d6 damage as two stones appear and crush them. At the end of the target’s round, they make a Vigor check to end the spell.
Catch: The Target is between to natural stones.

Exhalation of the Black Dragon
Rank: Veteran
Range: Cone Template
Duration: Instant
PP: 4
Effect: Each target in the cone template takes 3d6 acid damage.
Catch: Your ring your hands in an acid that deals minimum 2d4 damage.

Burrow
Rank: heroic
Range: Self
Duration: Instant
PP: 4
Effect: You can pass through earth and stone at your movement rate. You leave a hole roughly the shape of you.
Catch: You score the stone with a pick, creating a human shape in the stone.

Legendary Witchery

Stone Golem Armor
Rank: Legendary
Range: Self
Duration: 12
PP: 7
Effect: You summon stone from all around you to make a suit of armor that protects you and enhances your strength. You gain +5 armor all over, your fists deal 2d6 damage, and your Strength is increased 2 die
Catch: Wear stone armor, which grants a +3 Armor to your chest but is incredibly heavy, 250 lbs.

Oceanus

Imagine a world filled with endless water and there is no above the waves. You swim up and up and the further you swim up, the harder the pressure and currents that push you back down. It is almost as if the water is easier to move where in the old world the crushing depths would break a blue whale. The water emits a light coming from miles above but is crystal clear through the water, giving night and day cycles. Merfolk play in what used to be old cities that slowly crumble under the currents. Shark men find their way through school of dragon fish supping on their tough flesh. The worst is the tentacle monsters known only as Ocean Masters.
The Large domes cities that hold the amphibious creatures are plentiful here and some are as large as city states. But each one of these domes expanses are ruled by an Ocean Master. An Ocean master is a gigantic creature, tentacles below the waste, large muscular humanoid bodies, shark heads, and an extra set of arms that end in wicked crab like claws. If that was not bad enough, they also have complete control over water and all that swim in it. For them turning a hundreds of miles into ice is a simple feat. They can summon thousands of sharks to do their bidding, and more than a few have Megalodons as simple pets.
The world is violent as any of the oceans found in the old world. The adage, ”There is always a bigger fish” carries a lot of weight in this world as sharks can grow to be hundreds of feet long, Squids can grow to be twice this size and whales are giant behemoths that can blot out the sun for days as they pass over head. Food is plentiful as seaweed and fish can be found in every turn. If there was a down side to this realm is the lack of oxygen. There are many crack s in the floor that oxygen bubbles up and some of the smaller human settlements actually farm the air as much as possible.
The main sentient creature that live in Oceanus is a humanoid creature known as Tritons. They are tall creatures with webbed feet and fingers, and most sport a dorsal fin and tail. They actually would be friendly creatures if it wasn’t for the war like Ocean Masters who they believe is a god made flesh. They spend their lives fulfilling their master’s whim.

Oceanus Mortals
When humans first arrived in this world almost all of them drown. Surprisingly, thousands of them found themselves arriving in the domed cities. The Tritons took them in, the Ocean Master’s uncaring and cold to their plight simply treated them as a mice among their followers. The mortals became surprisingly well adapt at their living situation and even started to spread out across the ocean floor in colonies. They have trained fish as beasts of burden, created apparatuses that take oxygen right from the water, and created their own domed villages.
Starting Mortals Gain one of the following:
• Gain a +1 Die To Mind
• +1 Die to Swimming and Survival

Common Creatures

Kronosaurus
An ancient reptile that looks like an oversized crocodile with large fins instead of feet. Their huge mouth is capable of swallowing a human whole. And have plenty of room for more.

Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d8
Skills: Fighting d8, Notice 1d6, Survival d8
Pace: 8; Parry: 6; Toughness: 6
Special Abilities:
Savage Bite: 3d8 Damage. If he gets a raise on the attack, he deals 4d8 damage.
Scent: The Kronosaurus can smell blood from 50 miles away.

Lion’s Mane Jelly Fish

This jelly fish can grow up to be 200 feet long and can have over 1500 tentacles. They can be found individually or in large groups called blooms and are very dangerous. They are not aggressive but will defend themselves if they find themselves in dangerous situations.

Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d8, Vigor d6
Skills: Fighting d6, Survival 1d8
Pace: 4; Parry: 5; Toughness: 5

Special Abilities:

• Tentacle – STR+1d4 + Poison
• Poison: Target makes a Vigor Check or is deal 2d6 damage each round until he makes the vigor check. If you fail 3 Vigor checks in a row, you become paralyzed for 10 rounds.

Tritons
These normally docile blue giants, average 12 feet tall, are merely pawns of the Ocean master’s plans.
Attributes: Agility d8, Smarts d6, Spirit d4, Strength d8, Vigor d6
Skills: Fighting d8, Notice 1d6, Throwing 1d8, Riding 1d8
Pace: 5; Parry: 6; Toughness: 5
Equipment:
Large Triton – STR+3d4
AP 2, Reach 2, 2 Hands, they can throw this weapon accurately 5/10/15
Special Abilities:
• Aquatic: Swim Speed 7, Can breathe under water
• Limited Empathy: Can feel emotions from aquatic animals.
• Whale Friend: Due to their being raised around whales, they get +2 to control and ride whales.

Oceanus Witcheries

Novice Witcheries
Mind

Aquatic Being
Rank: Novice
Range: 10
Duration: 8 hours
PP: 1
Effect: You can Breath underwater and your Swim Skill increases to 1d12.
Catch: Swallow a set of gills from a fish

Drench
Rank: Novice
Range: 12
Duration: Instant
PP: 1
Effect: You create up to 100 gallons of water to appear in a large blast template.
Catch: You stand in a pool of water when you cast this spell

Ethereal Piranha
Rank: Novice
Range: 12
Duration: Instant
PP: 2
Effect: Use a medium blast template and deal 2d4 damage to all in that area.
Catch: You throw a live Piranha at your targets.

Massive Bite
Rank: Novice
Range: Self
Duration: 10
PP: 2
Effect: You gain a bite that deals STR+3d4
Catch: Cut your arm with a sharks tooth.

Shark Form
Rank: Novice
Range: Self
Duration: 10
PP: 3
Effect: Your turn into a shark with a swim rate of 8 and a bite that deals STR+1d8. You lose your land speed, arms and legs, and the ability to breathe air. All your equipment melds into your form.
Catch: Sacrifice a shark

Water Bindings
Rank: Novice
Range: 8
Duration: 5
PP: 2
Effect: You cause a target to get a -1d4 to all physical activities as water tendrils reach up and try to pin your target down.
Catch: Attack the target with a whip

Seasoned Witcheries

Tendrils of the Abyss
Rank: Novice
Range: 10
Duration: Special
PP: 3
Effect: Target becomes entangled and cannot move. At the beginning of each round he may attempt to break free with an Agility check. This uses up his movement.
Catch: You eat 8 tentacles that have been braided together.

Scalding Blast
Rank: Seasoned
Range: Cone template
Duration: Instant
PP: 4
Effect: You exhale a blast of scalding water that deals 2d6 to all in the cone template.
Catch: You must drink scalding hot water

Water Armor
Rank: Seasoned
Range: Self
Duration: 10
PP: 3
Effect: At the start of each turn you add +1d4 to your toughness all over your body until the beginning of your next turn, and all fire damage is ignored.
Catch: You are drenched from head to toe.

Veteran Witcheries

Blinding Ink
Rank: Veteran
Range: 10
Duration: 3
PP: 4
Effect: You blind each creature in small blast template for one round. The following round they get a -4 to all sight based skills. The round after that they get -2 to all sight based skills.
Catch: Ink from a giant squid or octopus

Poison of the Sea Snake
Rank: Veteran
Range: Melee
Duration: Special
PP: 4
Effect: Your touch induces terrible poison that deals 3d6 damage around to living targets. Target must make a Vigor check every round or take the damage again. Once the target makes the Vigor roll the effects are over.
Catch: You must cut yourself dealing 2d4 damage and spread your blood on a fang shaped blade.

Shell of the Oyster
Rank: Seasoned
Range: Self
Duration: 10
PP: 4
Effect: For the next ten rounds you become immune to all damage except electrical.
Catch: You eat 13 oysters, one right after the other (Takes 2 rounds)

Heroic Witcheries

Fiddler Crab Claw
Rank: Heroic
Range: Self
Duration: 10
PP: 4
Effect: You turn your right arm into a large crab claw that deals STR+1d12. Your Strength goes up to 1d12 (+2 if it is already 1d12 or higher) and you also get the benefits of a shield; +1 to Parry.
Catch: Smear a foul smelling concoction of ground up crab claw and pearls worth 250 and takes 2 hours to make (Lasts for 48 hours).

Scouring Sands
Rank: Heroic
Range: 12
Duration: Instant
PP: 5
Effect: You deal 4d6 damage to all in a large blast template. They also get -2 to all sight based skill rolls for the next round.
Catch: You must be standing on a large amount of sand.

Water Portal
Rank: Heroic
Range: Unlimited
Duration: 1 Round
PP: 6
Effect: You must create a pool of water (Known as the Home Pool) that is large enough that you can easily fit in (Costs 500). Then you cast this spell over this pool. For the next Week, you can cast this spell again on any pool (Or fully submersed) that can fit you and you will be transported back to your home pool. This is a one way trip and you can never leave through your specially made pool to travel elsewhere. You can only have 3 pools in existence at any time. The second Home Pool costs 100 and the third pool costs 2000.
Catch: You destroy enough pearls and gems, worth 500, on the pool of water you are escaping through.

Legendary Witchery

Water Form
Rank: Legendary
Range: Self
Duration: 10
PP: 8
Effect: You turn into water and cannot be hurt by any type of damage except cold (Which deals half damage). You can swim at a pace of 8 but cannot deal damage physically or cast spells. Your strength is considered 1d4 in this form. You also have any shape in this form. A puddle or shape yourself into a water shark. You can stretch and have a reach of 5.
Catch: You drink 1 gallon of water in 5 minutes (Need Vigor check to keep from getting sick)

Permafrost

When you look around Permafrost all you will see is endless fields of white snow and blue ice, everywhere you look. Waves of snow burying the ground under a foot of snow, sometimes even deeper. The temperature never goes higher than 10 degrees and the wind rips through the hills like a knife. Snow and sleet falls from the sky daily, in dangerous proportions.
The Great Frost Titans, known as the Mountain Kings, rule the lands but not in a symbiotic relationships the other realms have. They are as big as mountains, made of frost and ice, not flesh and bone. These monstrous creatures wonder the frozen tundra, looking to crush anything in their domain. They do not bother with little specks to fight for them and they care little for being worshipped. They hunt and kill. They take on the full grown Ice Worms for sport and wrestle the fiercest of the Frozen Dragons because they are bored. On the plus side, most humans are considered flies and not worth their time. However, on the chance a settlement gets to large, too spread out, the Mountain King crushes the settlement like a boy with an Ant Hill.
The weather is the real hazard of Permafrost. You may come across the rare Snow Leopard or a Frost Dragon, but the precipitation is a daily issue. Hail the size of basketballs fall from the sky and can bludgeon the unwary in a matter of minutes. Ice rain can freeze people who are caught unprepared out in nature. The unlucky ones can get buried an unbridle wave of snow blinding you and getting lost even 10 feet away from your home.
Permafrost Mortals
The mortals take their lives in stride. Plants are rare but they have learned to grow plants in make shift Green Houses for the plants they do find. They feast on the polar bears that wonder the vast frozen plains. The few that live near the Frozen Seas, ice fish all day and night. They distrust outsiders but the entire village is family. They try very hard not to show up on the Mountain King’s radar. Some even have found civilization within giant ice caves, but they have their own dangers like the snow ooze or the Yetis that live deep underground.
Starting Mortals Gain one of the following:
• Gain a +1 Die To Agility
• +1 Die to Intimidation and Throwing

Common Creature

Ice Wolf
These creatures look like wolves yet they are stark white, almost blue in color. They are also nearly the size of a pony. They are more aggressive than your average wolf.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d8, Vigor d8
Skills: Fighting d8, Intimidation d8, Notice d6
Pace: 10; Parry: 6; Toughness: 6
Special Abilities
• Bite: STR+d6
• Go for the Throat: Wolves instinctively go for an opponent’s soft spots. With a raise on its attack roll, it hits the target’s most weakly armored location.
• Fleet-Footed: Dire wolves roll d10s instead of d6s when running.
• Freezing Bite: One a raise the bit deals an additional 1d8 cold damage as well as the normal 1d6 damage.

Snow ooze
As humorous as a living pile of snow may sound, these dangerous creatures are masters of ensnaring unwary travelers. All it takes is walking over a snowy ground, accidently step on one, the trap has been sprung, and suddenly the victim is buried inside of a giant snow ball and freeze to death in just a few moments. The creature then slowly is digested over several days breaking down its body to add to the snow ooze.
Attributes: Agility d10, Smarts d6 (A), Spirit d6, Strength d8, Vigor d12
Skills: Fighting d8, Notice d6, Stealth d6, Climb d6
Pace: 5; Parry: 6; Toughness: 12
Special Abilities:
• Freezing Touch: The mere touch of a Snow Ooze deals 3d4 freezing damage.
• Snow Looks: When surrounded by natural snow, they gain a +4 to their stealth.
• Engulf: If the Snow Ooze gets two raises when attacking they immediately engulf the victim. The target takes 3d6 damage each round it is engulfed. At the start of the engulfed creatures round, they can spend the entire action to escape, making a contested Strength Check. The Snow Ooze gets a +2 on this roll.
• Fearless: Immune to Fear and Intimidation.
• Large: Opponents get a +2 to all attack rolls against a blob, due to its size.
• Ooze: Blobs are amorphous creatures. As such, they get the following bonuses: +2 to recover from Shaken; no damage from called shots; immune to poison and disease. They have no facing to speak of, and those fighting them in groups are denied any Ganging Up bonuses. Blobs can squeeze themselves through openings as small as an inch across. They can’t be blinded or deafened, and ignore all lighting penalties.
• Slow: Blobs have a Pace 4 and cannot Run.
• Size +4
• Wall Walker: Blobs can move on walls and ceilings at their normal Pace.

Yeti
Tall humanoid creatures covered in thick coarse hair. These primitive creatures wield giant ice clubs covered in spikes and are very aggressive. They enjoy tormenting other creature’s lives. They also like to capture and cultivate Snow Oozes because they fear littler from their touch.
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12+2, Vigor d10
Skills: Fighting d8, Intimidation d10, Notice d6, Survival d6, Throwing d6
Pace: 7; Parry: 6; Toughness: 9
Gear: Spiked Ice Club (STR+d8).
Special Abilities
• Claws: STR+d4.
• Improved Sweep: May attack all adjacent foes at no penalty.
• Size +2: Trolls are tall, muscular creatures over 9’ tall.
• Immune to Cold damage

Permafrost Witcheries
Agility
Novice Witcheries

Blizzard
Rank: Novice
Range: 12
Duration: 5
PP: 3
Effect: Use a medium Blast template. All targets in the blast area take a -2 to all sight based rolls. All Ranged attacks into the blast area take a -2 to their attack.
Catch: Standing ins now.

Freeze
Rank: Novice
Range: 6
Duration: 1 round
PP: 4
Effect: You freeze the target solid. They gain +4 to toughness but are unable to move or attack for a round.
Catch: Wave a large fan at the target

Freezing Water
Rank: Novice
Range: 3
Duration: 10
PP: 1
Effect: You freeze water. You can freeze enough water to freeze a one inch space and deep enough to bare up to 200 lbs. (400 on a raise) weight. If you have the water in a particular shape (Due to a mold) you can make workable objects.
Catch: The water is near freezing

Ice Dagger
Rank: Novice
Range: Self
Duration: 10
PP: 2
Effect: You summon an ice Dagger that deals STR+1d4+2 Cold Damage
Catch: You wield an Icicle like a dagger.

Icicles
Rank: Novice
Range: 12
Duration: Instant
PP: 1
Effect: Deals 2d4 Damage. The ice immediately disappears.
Catch: Break a piece of ice.

Warm the Hearth
Rank: Novice
Range: 5
Duration: 6 Hours
PP: 1
Effect: You ignore naturally cold weather. You can also swim in freezing cold water as if it was a farm day.
Catch: You wrap a scarf around your neck and over your hands.

Seasoned Witcheries

Frost
Rank: Seasoned
Range: 10
Duration: 1
PP: 2
Effect: Create a Small blast template. Anyone who ends their turn or enters this space must make an Agility Check -2 or fall.
Catch: You throw a gallon of ice water on the ground.

Numbness
Rank: Seasoned
Range: 6
Duration: 10
PP: 3
Effect: Target ignores wound penalties for the duration of this spell.
Catch: Target is not wearing any armor

Weathering the Cold
Rank: Seasoned
Range: 10
Duration: Instant
PP: 4
Effect: You deal 5d6 damage to nonliving and non-enchanted materials.
Catch: You have an ice pick

Veteran Witcheries

Frostbite
Rank: Veteran
Range: Touch
Duration: 5
PP: 4
Effect: You deal 3d6 damage to target. Target also gets a -5, losing a -1 each round.
Catch: Target is unclothed.

Frozen Storm
Rank: Veteran
Range: 12
Duration: Instant
PP: 4
Effect: You create a sudden freezing zone. Using a medium blast template you cause 3d6 cold damage to all in the area.
Catch: You cast this during a storm

Igloo
Rank: Veteran
Range: 10
Duration: 8 Hours
PP: 3
Effect: You create a large blast template. This area is covered in ice walls dome and has a toughness of 20 versus none fire damage. There is open door that no wind can get through.
Catch: You cast this next to a glacier or iceberg.

Heroic Witcheries

Ice Armor
Rank: Heroic
Range: Self
Duration: 5
PP: 3
Effect: You gain +4 toughness
Catch: You are soaking wet

Ice Axe
Rank: Heroic
Range: Self
Duration: 10
PP: 3
Effect: You create an Axe that deals STR+3d8 damage
Catch: You have an axe that you break.

Ice Boulder
Rank: Heroic
Range: 12
Duration: Instant
PP: 4
Effect: You drop a giant ball of ice from above, dealing 3d12 damage.
Catch: The target is half buried in snow

Legendary Witchery
Summon the Ice Bear
Rank: Legendary
Range: 12
Duration: 10
PP: 8
Effect: You create a Bear made of solid ice to attack your foes. It is treated as a secondary character that has the following stats.

Attributes: Agility d6, Smarts (Same as Caster), Spirit (Same as Caster), Strength d12+4, Vigor d12
Skills: Fighting (Same as Caster), Notice d8, Swimming d12

Pace: 8; Parry: (Same as caster); Toughness: 14

• Special Abilities
• Bear Hug: Bears don’t actually “hug” their victims, but they do attempt to use their weight to pin their prey and rend it with their claws and teeth. A bear that hits with a raise has pinned his foe. The opponent may only attempt to escape the “hug” on his action, which requires a raise on an opposed Strength roll.
• Claws: STR+2d6.
• Size +2: These creatures can stand up to 8’ tall and weigh over 2000 pounds. It is made of ice and floats in water.
• Freezing Aura: All creatures who enter 1 inch away from the Ice Bear is dealt 2d4 damage.

Catch: The head of a polar bear, not dead for more then 36 hours

Shard
In the Realm of Shard the 6 elements (Air, Earth, Fire, Water, Darkness, and Light) that comprise all of the realms have been perverted. Fire burns on water lakes and rocks fall from the sky. Light erupts from light and darkness bubbles up through volcanos. This makes the realm chaotic and difficult to traverse as no one knows what will fall from the sky or if even a lake will erupt in flames or turns to sand.
The most interesting portion of Shard comes in form of Elemental Crystals. The crystals in Shard sometimes captures the elements and are prized amongst the people of Shard. A Crystal of light can illuminate the darkest areas and a Crystal of Fire can start fires. When two elements gets captured in on crystal creating interesting effects. Air and fire produces ash, earth and water create muddy effects, and fire and air make lightning. These crystals lose their power when they leave the realm.
The Overseers are masters of the Elements and contain terrifying power that can destroy or create. Overseers look like humans with one exception, each one has a crystal filled with an element of their mastery in the center of their forehead. These Lords have total control and can turn any element to their element making them terrifying gods amongst their subjugated slaves. After all, a person who can turn air into rock are horrible to behold. On the plus side, not all Overseers care about humans but they are few and far between.

Shard Mortals

The mortals of Shard are surprisingly active and energetic. Most are active and strong who go out of their way to create for their city. However, there is a large group who go out of their way to build power in hopes that they will one day have the strength of an Overseer. Unfortunately, though the Overseers look human, they are far from human stock. Just as the best of the best can be born to Shard the worst of the worst can appear from the shadows.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Vigor
• +1 Die to Climb and Tracking

Common Creatures

Elemental Creatures
Normal animals have been known to be imbued by certain elements. Their abilities do not change but they gain the following abilities:
Immunity: They are immune to their elemental type for damage and effects.
Elemental Damage: Their attacks deal their elemental type damage.

Elemental Imp
These small creatures feed on the element of their creation. They always look different, some look like large rats and some looks like spiders but they usually take the form of animals in some fashion.
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d6, Taunt d6, Shooting d8, Stealth d10, Throwing d6, Swimming d6
Pace: 5; Parry: 5; Toughness: 4
Special Ability:
Elemental Bite: Their bite deals 2d6 damage of their element type.
Immunity: They are immune to their elemental type for damage and effects.

Elemental Swarms
Small elementals that attack in swarms can be just as deadly as large elementals that pound on you.
Attributes: Agility d10, Smarts d4 (A), Spirit d12, Strength d8, Vigor d10
Skills: Notice d6
Pace: 10; Parry: 4; Toughness: 7
Special Abilities
• Embers: Swarms inflict hundreds of tiny burns and shocks every round to their victims, hitting automatically and causing 2d4+2 damage to everyone in the template. Damage is applied to the least armored location (victims in completely sealed suits are immune).
• Split: Some swarms are clever enough to split into two smaller swarms (Small Burst Templates) should their foes split up. The Toughness of these smaller swarms is lowered by –2 (to 5 each).
• Swarm: Parry +2; Because the swarm is composed of scores, hundreds, or thousands of small elementals, cutting and piercing weapons do no real damage. Area-effect weapons work normally, and a character can stomp to inflict his damage in Strength each round. Swarms are usually foiled by jumping in water (unless they are aquatic pests, such as piranha).
• Immunity: They are immune to their elemental type for damage and effects.

Novice Witcheries
Vigor

Create Air
Rank: Novice
Range: 12
Duration: 5 Rounds
PP: 1
Effect: You create a blast or air that can make flying creatures falter (-2 to all physical attacks in the air), the ability to breath for a short time under water, or create a stiff breeze that can push away gas.
Catch: You have a Crystal of Air

Create Darkness
Rank: Novice
Range: Self
Duration: 5 Rounds
PP: 2
Effect: You create a Large blast area of magical darkness, blinding all in the effect. Anyone in this area or attacking to this area must make a notice check at -4 to attack that space.
Catch: A Crystal of Darkness

Create Earth
Rank: Novice
Range: 10
Duration: Instant
PP: 3
Effect: You summon a flood of stones to pelt the field. Use a Medium blast template and all in that area takes 2d4 damage.
Catch: You have a Crystal of Earth

Create Fire
Rank: Novice
Range: 10
Duration: Instant
PP: 2
Effect: You create a fire blast that deals 2d6 damage to target
Catch: You have a Crystal of Fire

Create Light
Rank: Novice
Range: Self
Duration: 2 Hours
PP: 1
Effect: You create a light that hovers above you illuminating up to 5 feet radius. You can move the light as a free action up to 20 inches.
Catch: You have A Crystal of Light

Create Water
Rank: Novice
Range: 10
Duration: Instant
PP: 1
Effect: You create 1d6 gallons of water into containers or into a 1 inch space. This is enough to put out fires.
Catch: You have a Crystal of Water

Seasoned Witcheries

Create Element
Rank: Seasoned
Range: 4
Duration: 10
PP: 4
Effect: Choose an element and the small blast template. You create 1 of three effects that effect anyone in the blast area:
• Damage – Deal 2d6 damage to all who enter this area or end their turn there.
• Block – You make the space completely immune to movement. No one can move into the space. Anyone inside the space must move outside of the Blast Template or take 3d8 damage.
• Hinder – Anyone in the space takes -4 to all skill rolls.
Catch: Destroy a Crystal of the Element of your choice.

Elemental Blast
Rank: Seasoned
Range: 10
Duration: instant
PP: 3
Effect: Choose an elemental type and deal 2d8 damage to a target
Catch: Destroy a Crystal of the Element of your choice.

Elemental Shield
Rank: Seasoned
Range: Self
Duration: 5
PP: 3
Effect: Your toughness increases to the element of your choice by 6
Catch: Destroy a Crystal of the Element of your choice.

Veteran Witcheries

Blend Elements
Rank: Veteran
Range: 10
Duration: Special
PP: 3
Effect: Select three separate Shard Novice Witcheries. You gain the abilities of all 3 effects.
Catch: You cut the rune of the element of your choice into your arm dealing 3d4 damage.

Stunning Energy
Rank: Veteran
Range: 12
Duration: Special
PP: 4
Effect: Create a Large Blast Effect on the field. All targets in the blast are paralyzed, unable to attack or move. At the beginning of their turn they may make a Vigor check to act as normal. Once there are no one left in the Large Blast Effect, the spell effect fades.
Catch: You cut the rune of the element of your choice into your arm dealing 3d4 damage.

Summon Element
Rank: Veteran
Range: 10
Duration: 8
PP: 5
Effect: Choose an element and the Medium blast template. You create 1 of three effects that effect anyone in the blast area:
• Damage – Deal 3d6 damage to all who enter this area or end their turn there.
• Block – You make the space completely immune to movement. No one can move into the space. Anyone inside the space must move outside of the Blast Template or take 3d10 damage.
• Hinder – Anyone in the space takes -6 to all skill rolls.
Catch: You cut the rune of the element of your choice into your arm dealing 3d4 damage.

Heroic Witcheries

Elemental Inferno
Rank: Veteran
Range: 10
Duration: 8
PP: 7
Effect: Choose an element and the Medium blast template. You create 1 of three effects that effect anyone in the blast area:
• Damage – Deal 4d6 damage to all who enter this area or end their turn there.
• Block – You make the space completely immune to movement. No one can move into the space. Anyone inside the space must move outside of the Blast Template or take 4d10 damage.
• Hinder – Anyone in the space takes -8 to all skill rolls.
Catch: You center yourself of the effect
Elemental Portal
Rank: Heroic
Range: Special
Duration: Instant
PP: 5
Effect: You can teleport anywhere you can see. You must be able to step into a large amount of one type of element, and you exit out of the same type of element. The element must be able to be seen and must be large enough for you to walk in. Example: You step within rock to teleport to another space that consist of rock.
Catch: You cut the rune of the element of your choice into your arm dealing 3d6 damage.

Summon Elemental
Rank: Heroic
Range: 1
Duration: Permanent
PP: 10
Effect: You summon an Elemental to your side who fights for you. The Elemental are identical to the elemental found in the Savage Worlds Handbook. Light and Dark Elementals are the same as Air elementals with the following exception:

They do not get Whirlwind, Push, or Wind Blast. They Gain Blinding, an attack with a push blinds the target. A Vigor check at the beginning of the Target’s round will remove this effect.

Elementals you summon cannot be healed and you can only have one Summoned Elemental at a time.

Catch: Destroy 5 Energy Crystals

Legendary Witchery

Summon Elemental Swarm
Rank: Legendary
Range: 3
Duration: 5
PP: 10
Effect: You summon 3 Elementals as Summon Elemental. These only last 5 rounds.
Catch: You must destroy 15 Energy Crystals, 5 of each element you summon.

Steelvien

Welcome to Steelvien, a realm of steel and steam. People live in quant stone buildings while outside large mechanical golems patrol the street. Huge monsters prowl outside the city limits looking to pick off strays. People try to protect themselves by turning themselves into mechanical monstrosities. Steelvien is not for the faint of heart.
The Realm of Steelvien are controlled by the Creators. The Creators are a guild of sorts who work hand in hand and deals with back stabbing politics. They look human but their minds are of mad inventors and they take spare parts where they can find it. More than a few golems have human parts to help power them because the parts the Creators became scarce. In fact, the Creators view the human population as spare parts, at worst, or pawns to help them get more power from their fellow creators at best. They treat the humans like sacrificial pawns that they are.
The air of Steelvien is usually dark, filled with ash and steam from the millions of factories that exist across the face of the realm. Even on a clear day, the sun is dim the clouds. This causes weak vegetation and only through Golem and the hard work and blood of humans to force grow plants across the farmlands.
Though wars between Creators are common they are never sanctioned by the guild and rarely will get any help until the war ends. So Creators are wise and train people to become soldiers decades ahead of a planned attack. These soldiers tend to be modified with large mechanical arms, protruding spikes, and anything else they can stick on the human body without the body rejecting it.

Steelvien Mortals
Steelvien Mortals consider themselves to be the best slaves across the 13 realms. Children that show any promise of blacksmithing, clock work, or metal working proficiency are taken away and trained at the Plant Universities. There they are trained hard and learn the intricacies of making creations for the Creators. Here they work 10 short hour days and make things of great beauty. For the ones who fail to show promise, they spend their days in the farm lands or are called upon for spare parts. For all mortals produce, and it’s rare to find a homeless person, intact.
There are people who live away from the vast cities, in the small pockets wilderness that find sunlight where it can. These Druids have mastered nature as weapons and instead of grafting metal to the body they graft monster parts to humans. Humans with Troll arms and Minotaur Horns are a common occurrence with the Druids.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Strength
• +1 Die to Repair and Shooting

Common Creatures

Clockwork Golem
Lumbering robotic monstrosities that are used as the shock troops and guards for the Creators. They appear to be large metallic skeletons covered with plates of metal with large gears grinding away inside their armor.

Attributes: Agility d4, Smarts d6, Spirit d4, Strength d8, Vigor d8

Skills: Fighting d8, Notice d10, Shooting d8

Pace: 5; Parry: 6; Toughness: 12 (4+2)

Gear: Typically a machine gun or flamethrower. They all have Hidden Lance (STR+1d8).

Special Abilities
• Armor +4
• Construct: +2 to recover from being Shaken; called shots do no extra damage; does not suffer from disease or poison.
• Fearless: Clockwork Golems are immune to fear and Intimidation, but may be smart enough to react to fear-causing situations appropriately.
• Sensors: Clockwork Golems are equipped with sensor packages that halve penalties for darkness, can detect sounds, or record conversations via directional microphones.
• Size +2

Mech-Maniacs
Mech-Maniacs are people who have been fused with clockwork parts so often that they have gone insane. They are driven my madness and hatred and do unspeakable acts against humanity. They are all different and these statistics or for an average Mech-Maniac. Some might have gernades or flame throwers while other might have daggers.

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d8

Skills: Fighting d8, Notice d6, Shooting d8

Pace: 6; Parry: 6; Toughness: 7 (1)

Gear: Any weapon that can be grafted to a mechanical part. Most have a Punch attack (STR+1d6)

Special Abilities
• Armor +1
• Fearless: Mech Maniacs are immune to fear and Intimidation, but may be smart enough to react to fear-causing situations appropriately.
• Unusual Proportions: Any attempt to grab the opponent gets a -2.
• Maniacal: Once per encounter a Mech-Maniac can go into an over charge state getting a +2 to all rolls. At the end of 3 rounds it becomes shaken and takes 2d6 damage.
• Hatred: It carries an unnatural hatred for other humans and gains a +2 to attacks and damage versus humans.

Trask
A Trask is a spider-like creature that is attracted to the plumes of the kilns around the city. It is about the size of a dog and are usually harmless. However if you prevent them to eat (Sucking directly from chimney’s usually) they will defend their food and attack. It looks like a lizard with 8 long legs and hit’s head is a gash at the neck surrounded by teeth and exuding a long lashing tongue.

Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d8, Vigor d6

Skills: Fighting d8, Notice d6, Stealth 1d6

Pace: 5; Parry: 6; Toughness: 5

Special Abilities:

• Lashing Tongue: The tongue has a long curved blade at the end of it and deals damage via precise attacks. AGI+2d4
• Climb Speed: 8
• Hide: +1 Armor
• Size -1

Steelvien Witcheries
Strength

Novice Wictheries

Billowing Smoke
Rank: Novice
Range: 10
Duration: 5
PP: 3
Effect: You create a medium Blast template. All creatures in that area takes a -2 to all rolls.
Catch: You have a burning torch

Create Fire
Rank: Novice
Range: 10
Duration: Instant
PP: 2
Effect: You create a fire blast that deals 2d6 damage to target
Catch: You have a Crystal of Fire

Heat metal
Rank: Novice
Range: 10
Duration: Instant
PP: 3
Effect: You deal 2d6 to any creature that has metal armor or is made of metal. The following round deals 2d4 damage.
Catch: Target is adjacent to a large fire source (Small blast template)

Rusting Grasp
Rank: Novice
Range: Touch
Duration: Instant
PP: 2
Effect: You cause metal to rust away into nothing, dealing 2d8 damage.
Catch: You anoint the metal with a rust and blood solution with the symbol for rust.

Summon Tools
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 1
Effect: You summon a tool for use. It cannot be used as a weapon. It cannot be any larger than 1 foot cubed. If it is damaged or is used as a weapon it breaks. You can only have 1 tool summoned at a time.
Catch: You have a broken form of the tool you wish to summon

Summon Weapon
Rank: Novice
Range: Self
Duration: 10
PP: 1
Effect: You can summon a regular weapon to your hand. Once you summoned it the weapon stays in existence for the duration of this spell. You can only have 1 weapon summoned at a time.
Catch: You have a broken form of the weapon you wish to summon

Seasoned Witcheries

Golem Arm
Rank: Seasoned
Range: Self
Duration: 5
PP: 3
Effect: One of your arm grows twice it size, turns into metal, and grants you a 4 to all melee damage rolls. Your punch deals STR1d6 damage
Catch: You jab a metal dirk through your arm dealing 2d4 damage.

Golem Armor
Rank: Seasoned
Range: Self
Duration: 5
PP: 3
Effect: You summon metal plates all over your body granting you a +3 for your armor.
Catch: You brand yourself with the symbol of protection dealing 2d4 damage.

Golem Legs
Rank: Seasoned
Range: Self
Duration: 5
PP: 3
Effect: You move twice your Pace.
Catch: You slam jagged metal into your feet dealing 2d4 damage and when the spell is over your pace changes -2 (Minimum 0).

Veteran Witcheries

Control the Unliving
Rank: Veteran
Range: 10
Duration: 1 Round
PP: 3
Effect: For one round you control target non-living creature. The creature will not do self-harm but it will attack his old friends.
Catch: You have a poppet with a piece of the target.

Repair
Rank: Veteran
Range: 10
Duration: Instant
PP: 3
Effect: You heal one health level, +1 per raise
Catch: You destroy a tool set

Searing Heat
Rank: Veteran
Range: 10
Duration: 3 rounds
PP: 4
Effect: You deal 2d8 damage to anyone wearing or is made of metal. The next round he takes 2d6 damage. Third Round he deals 2d4 damage.
Catch: You use a blow torch on the target for three consecutive rounds. Do not need to damage but need to connect.

Heroic Witcheries

Exhaust
Rank: Veteran
Range: Self
Duration: 5
PP: 4
Effect: Any creature who is 2 inches away from you takes 2d6 damage
Catch: You set yourself on fire, deals 2d6+2 damage.

Form of the Golem
Rank: Veteran
Range: Self
Duration: 5
PP: 4
Effect: Your body gains a subtle shift from organic to inorganic. You gain the following effects:
• Construct: +2 to recover from being Shaken; called shots do no extra damage; does not suffer from disease or poison.
• Fearless: Immune to fear and Intimidation
• +2 to All Vigor rolls.
Catch: You crush the skull of a golem.

Intense Flame Thrower
Rank: Veteran
Range: Cone Template
Duration: Instant
PP: 4
Effect: All under the cone template take 2d10 Fire damage
Catch: You break open 5 gallons of flammable liquid.

Legendary Witchery

Unliving Forge
Rank: Legendary
Range: 10
Duration: 1 Round
PP: 5
Effect: You summon a Golem in a burst of fire. You create a golem and all creatures within 2 inches take 2d8 damage.
Catch: You target a large forge.

Thype
In the Realm of Thype it is kill or be killed. Swamps that last forever in every direction filled with poisonous animals and degenerate goblins. The Swamp Kings hold sway over every living thing and humans barely stay alive in their terrible arena. Unlike other realms, the Swamp Kings didn’t find a usefulness to the humans and very few things gave them the chance to prosper in this realm. They exist in small colonies but disease and deformities run rampant.

The Swamp Kings are creatures that dress up garishly and run a collection of misfit godlings in shows, nicknamed carnivals to the sentient populace around. Few who go to be entertained fail to be amused and those who find the Carnival antics boring usually are not seen again outside of the Carnivals paddock. Some become permanent members of their Carnival and others become tortured food of the acts. Either or, the Swamp Kings don’t care and treat humans like flies and they eagerly pluck the wings off of them.

One cannot mention Thype without mentioning the Goblins that live in the swamp. These small creatures seem to have taken a note of the humans from the Deep South, from wearing overalls to playing instruments strangely reminiscent of banjos. They are degenerates and enjoy mocking other living creatures and tormenting them in disturbing ways. When one hears the sound of a banjo in the deepness of the swamp, you run.

The other popular sentient race are the Horrors. It is hard to pinpoint what a horror looks like as they are vastly different from one creature to the next. They all have sea creature like qualities, some sporting tentacles and fins and others sporting lobster claws and shells. Few could tell that they are of the same blood line if it were the fact they call each other family. They are not evil, per se, but they do not like surprises and they do not like outsiders.

Thype Mortals

There are very few Thype Mortals, the number ranges in the 20 or 30 thousand so it is very difficult to find them. They gather mostly in old cities, most of which sunk beneath the swamps, but the tall skyscrapers still tower over the swamps. Here the humans gather, creating bridges from one tower to the next, and each trying to make their way through the world. Most are hardworking and few dare go below the tree line, fishing from the tops of their towers. Only the bravest of the brave will descend to find what else is out there, and what they find is usually a horror show.
The humans of Thype, however, have not made it through unharmed. Disease runs rampant and year after year birth defects are on the rise. It is rare to find a perfect specimen of what once was human, but when there is one it is a time of great joy. In fact, a perfect human are usually set up to be future leaders.

Starting Mortals Gain one of the following:
• Gain a +1 Die To Agility
• +1 Die to Climb and Swimming

Common Creatures

Island Turtle
These large turtles move slowly through the swamp. They can stay in one space for decades eating fish and lizards who swim past. Their shells stick out of the water give the illusion of a hill out of the water. Many people have made camp only to find themselves under water.

Attributes: Agility d4, Smarts d8 (A), Spirit d4, Strength d8, Vigor d12

Skills: Fighting d6, Intimidation d6, Notice d6, Stealth d8

Pace: 3; Parry: 5; Toughness: 14

Special Abilities:
• Bite: STR+d8.
• Slow: Pace 3; Swim 6. Can’t run
• Large: Attackers add +2 to attack rolls because of the beast’s size.
• Low Light Vision: No penalties for Dim and Dark lighting.
• Size +8: weigh 8000 pounds.

Swamp Goblins

If there was one annoying creature that could also be the most dangerous it is the Swamp Goblins. These creatures are sadistic, stupid, and cruel. The sound of a Swamp Goblin Banjo might be comical to outsiders but to those who live by them know it’s the sound of dread.

Attributes: Agility d8, Smarts d4, Spirit d6, Strength d16, Vigor d6

Skills: Fighting d8, Intimidation d6, Notice d6, Stealth d8

Pace: 6; Parry: 6; Toughness: 4 (+2 Armor)

Gear:
Short Sword – STR+1d6 Damage. Spears STR+1d8 Damage
Lizard Hide and Helmets – +2 to toughness to Head and Chest

Special Abilities:
• Low Light Vision: No penalties for Dim and Dark lighting.
• Gang Up: They gain a +1 to Attacks and damage to a Target for each Swamp Goblin attacking the same target.
• Swarm: Swamp Goblins can move within each other space.
• Small: -1 Size
• Tenacious: +2 to Spirit rolls When Shaken

Swamp Lizard
The common creature known as swamp lizard can be found anywhere in Thype. They tend to travel along unless it is mating season then the water and mud bubbles with these crocodile sized lizards.
Attributes: Agility d8, Smarts d6 (A), Spirit d4, Strength d12+1, Vigor d6

Skills: Fighting d12, Intimidation d6, Notice d6, Stealth d4

Pace: 10; Parry: 8; Toughness: 9

Special Abilities:
• Bite: STR+d8.
• Fast: Pace 10; d10 running die.
• Large: Attackers add 2 to attack rolls because of the beast’s size.
• Low Light Vision: No penalties for Dim and Dark lighting.
• Size +4: weigh 2000 pounds.
• Sticky Tongue: STR
d4, Reach 5. If you hit, before damage is rolled, target makes a Strength check or get pulled adjacent to the lizard.

Thype Witcheries

Novice Witcheries
Agility

Monkey’s Paws
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 2
Effect: You gain a climb speed equal to your pace.
Catch: You wrap a monkey tail around each wrist.

Mud Ball
Rank: Novice
Range: 8
Duration: 3 Rounds
PP: 2
Effect: Target is blinded for 3 rounds. At the beginning of each round target makes an AGI Check and remove 1 round for duration of this spell.
Catch: You throw mud targeting a eyes (-6).

Poisons Blood
Rank: Novice
Range: Self
Duration: 10
PP: 3
Effect: Any living creature that deals a natural attack that breaks your skin (Bite, Claw, sting, ETC), target creature makes a Vigor check or takes 3d6 damage.
Catch: Drink a vial of poison and take the poison’s effects.

Scales
Rank: Novice
Range: Self
Duration: 10
PP: 2
Effect: +2 to Toughness
Catch: You swallow a live lizard whole.

Skimmer
Rank: Novice
Range: Self
Duration: 1 Hour
PP: 1
Effect: You can walk on water. You cannot run on water.
Catch: You coat your feat in oil.

Water Whip
Rank: Novice
Range: Melee
Duration: 10
PP: 1
Effect: You make a water whip from your hand that deals STR+1d8 Damage with a Reach 3 inches.
Catch: You use this ability on 1 gallon of water

Seasoned Witcheries

Tortoise Shell
Rank: Seasoned
Range: Self
Duration: 3
PP: 4
Effect: You gain a +10 to toughness but for 3 rounds you cannot move or act as you are encapsulate in a large shell.
Catch: You have no armor on.

Vine Tangled
Rank: Seasoned
Range: 12
Duration: 6
PP: 3
Effect: Create a medium blast template. Any characters in this area must make an AGI check or lose their movement and take -2 to all physical skills.
Catch: Cast upon an area covered with heavy vine growth.

Whirl Pool
Rank: Seasoned
Range: 12
Duration: Instant
PP: 2
Effect: You can teleport through a small pool of water and come out another pool of water within 12. You must be able to fit through the pools surface.
Catch: You do this while the water has the moon reflecting off it’s surface

Veteran Witcheries

Poison Coating
Rank: Veteran
Range: 1
Duration: Special
PP: 3
Effect: You can coat a weapon with poison dealing an additional 3d6 damage. Can be used up to 3 hits. After 10 rounds the poison wears off.
Catch: You use cut yourself and coat the weapon in blood for 2d4 damage.

Summon Bog
Rank: Veteran
Range: 10
Duration: 5
PP: 3
Effect: You summon a large blast template. The ground underneath turns into muddy water. Anyone who does not have a swim speed or who is flying cannot move until the spell is over.
Catch: You anoint the spot with water (3 Rounds).

Swamp Gas
Rank: Veteran
Range: 12
Duration: Instant
PP: 4
Effect: You take one round to summon swamp gas. At the start of your next turn you can ignite it. Place a large blast template and all in the area takes 3d8 damage.
Catch: You cast it in an area with high gas properties

Heroic Witcheries

Poisonous Bloom
Rank: Heroic
Range: 1 Inch
Duration: 10
PP: 5
Effect: Any character ending its turn within 1 inch of you takes 4d8 damage. This can only be taken once in a 24 hour period.
Catch: You swallow a Poisonous Mushroom and suffer its effects.

Rapid Decay
Rank: Heroic
Range: 6
Duration: Instant
PP: 4
Effect: You cause a target to rapidly decay dealing 5d6 damage. If they die nothing is left of them.
Catch: You have a strip of decaying flesh.

Take Root
Rank: Heroic
Range: 3
Duration: 10
PP: 4
Effect: Target literally sinks into the ground and after 10 rounds can heal a health level.
Catch: You do this in a swamp during the full moon

Legendary Witchery

Lost in The Swamp
Rank: Legendary
Range: 10
Duration: Special
PP: 8
Effect: Use a medium blast template and all under the template vanish. Each round they make a Mind Check -2. If they succeed they return in the same place they left or closest open space. If they fail and are living they take 3d8 poison damage. Those who die here are rarely ever seen again.
Catch: You voluntarily are the center of the effect.

Comments

gamingnutrpg

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.