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1 Mystic Realms Glory of Guildhall Menagerie Version: 2014-01-26 A Volume of Beasts, Beings and other Entities By Anton Kukal MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. TRADESMEN, GUILDHALL and all Mystic Realms characters, character names, and the distinctive likenesses thereof are trademarks of Mystic Realms, Ltd. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material contained herein is prohibited without the express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. Copyright 2010 Mystic Realms, Ltd. All rights reserved. Printed in the USA. Mystic Realms, Ltd.

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  • 1

    Mystic Realms Glory of Guildhall Menagerie

    Version: 2014-01-26

    A Volume of Beasts, Beings and other Entities

    By Anton Kukal MYSTIC REALMS is a registered trademark and service mark of Mystic Realms, Ltd. TRADESMEN,

    GUILDHALL and all Mystic Realms characters, character names, and the distinctive likenesses thereof

    are trademarks of Mystic Realms, Ltd. This material is protected under the copyright laws of the United

    States of America. Any reproduction or unauthorized use of the material contained herein is prohibited

    without the express written permission of Mystic Realms, Ltd. This product is a work of fiction. Any

    similarity to actual people, organizations, places, or events is purely coincidental. Copyright 2010 Mystic

    Realms, Ltd. All rights reserved. Printed in the USA.

    Mystic Realms, Ltd.

  • 2

    CREDITS

    Design: Anton Kukal

    Written by: Anton Kukal

    Contributions: Drew Forman, Sean McGarry, Jarod Thomas

    Photography: Anton Kukal

    Costume Creation: Patrick Clewell, Jen Gannon, Anton Kukal, Bobbi J. Kukal, Genna Schnorrbusch, and

    Amy Wojciechowski

    Reproduction or translation of any part of this work, beyond that permitted by Section 107 or 108 of the

    United States Copyright Act, without permission of the copyright owner is unlawful. Requests for

    permission or further information should be addressed to Mystic Realms, Ltd., 161 Nabb Avenue,

    Millville, NJ 08332.

    CAUTION STATEMENT

    Always exercise caution when playing Mystic Realms. Players must ensure that no physical harm comes

    to them or others while playing, and should also be careful that their game does not disturb or alarm those

    who are not participants and may not understand the hobby. Players are encouraged to contact local

    authorities to establish procedures to inform them of when and where their games will be played. Stage

    properties, specifically weapons, should never be carried in public places. Many jurisdictions severely

    prosecute persons wielding weapons, including toy guns, and jail time may be mandatory in these weapon

    and/or firearm offenses.

  • 3

    Evolution ........................................ 6 Concurrent Development ...................................................................................................................................................................................... 6 Mana Influence ..................................................................................................................................................................................................... 6

    Body Form ...................................... 6 Movement ............................................................................................................................................................................................................. 7 Manipulation ......................................................................................................................................................................................................... 7 Respiration ............................................................................................................................................................................................................ 7 Senses.................................................................................................................................................................................................................... 7

    Creativity ........................................ 7 Reproduction ......................................................................................................................................................................................................... 8

    Size ................................................. 8 Tiny (T) ................................................................................................................................................................................................................. 8 Small (S) ............................................................................................................................................................................................................... 8 Medium (M) .......................................................................................................................................................................................................... 8 Large (L) ............................................................................................................................................................................................................... 8 Immense (I) ........................................................................................................................................................................................................... 9

    Mana ............................................. 11 Mana Energies..................................................................................................................................................................................................... 11

    Acid .................................. 11 Cold .................................. 12 Demonic ........................... 12 Earth ................................. 12 Electric ............................. 12 Heat .................................. 12 Holy .................................. 12 Necromantic ..................... 12 Profane ............................. 13 Psionic .............................. 13 Radiation .......................... 13 Sound ................................ 13 Toxic ................................ 13 Vitalic ............................... 13 Water ................................ 13 Wind ................................. 14 Wither ............................... 14

    Mana Beasts ........................................................................................................................................................................................................ 14 Entries ........................................... 15

    Classifications .................. 15 Genetics ............................ 15 Death Count ...................... 15 Skills ................................. 15 Costumes .......................... 16 Make-up ........................... 16

    Ant ......................................... 16 Assembling Ant ............................ 16 Mana Ant ...................................... 16 Scout Ant ...................................... 17 Slaver Ant .................................... 17 Soldier Ant .................................... 17 Worker Ant ................................... 17

    Archon ................................... 19 Greater Archon ............................. 20

    Attendant ............................... 20 Guardian ....................................... 20 Observer ........................................ 20 Servant .......................................... 20

    Bane ....................................... 21 Greater Bane ................................. 21

    Bat .......................................... 22 Blood Bat ....................................... 22 Bombardier Bat ............................. 22 Mana Bat ....................................... 22

    Bear ........................................ 24 Cave Bear ...................................... 24 Mana Bear ..................................... 24 Psychic Bear .................................. 24 Snow Bear ..................................... 24

    Beardon .................................. 26

    Beast-People .......................... 26

    Bee ......................................... 27 Assembling Bee ............................. 27 Mana Bee ....................................... 27 Scout Bee ....................................... 28 Slaver Bee..................................... 28 Soldier Bee .................................... 28 Worker Bees .................................. 28

    Beetle ..................................... 30 Brain Beetle ................................... 30 Grave Beetle .................................. 30 Mana Beetle ................................... 30 Swamp Beetle ................................ 31

    Bloom .................................... 32 Mana Bloom .................................. 32

    Boar ........................................ 33 Mana Boar ..................................... 33 Razorback Boar ............................. 33 Warboar ......................................... 33

    Celestine................................. 34

    Cheetah .................................. 35 Chasing Cheetah ............................ 35 Mana Cheetah ................................ 35

    Construct ................................ 36 Golem ............................................ 36 Marionette ..................................... 36 Revenant ........................................ 36 Simulacrum ................................... 36

    Cougar .................................... 37 Carnivorous Cougar ....................... 37 Mana Cougar ................................. 37

    Creeper ................................... 38 Catatonia Creeper .......................... 38 Mana Creeper ................................ 38

    Crocodile ................................ 39 Predator Crocodile ......................... 39 Mana Crocodile ............................. 39

    Crow ...................................... 40

    Carrion Crow ................................. 41 Mana Crow .................................... 41 Storm Crow ................................... 41

    Cyclops ................................... 43 Cyclops Seer ................................. 43

    Eel .......................................... 44 Ambush Eel ................................... 44 Mana Eel ....................................... 44 Spitting Eels .................................. 44

    Elemental................................ 45 Cold Elemental .............................. 45 Earth Elemental ............................. 45 Electric Elemental ......................... 46 Heat Elemental .............................. 46 Water Elemental ............................ 46 Wind Elemental ............................. 46

    Elephant.................................. 50 Mammoth Elephant ....................... 50 Mana Elephant .............................. 50 Sage Elephant ................................ 50

    Elf ........................................... 51

    Fish ......................................... 52 Horned Fish ................................... 52 Killer Fish ..................................... 52 Mana Fish ...................................... 52 Murder Fish ................................... 53 Poison Fish .................................... 53 Spectral Fish .................................. 53 Spline Fish .................................... 53

    Frog ........................................ 55 Bog Frog ....................................... 55 Mana Frog ..................................... 55

    Ghost ...................................... 56

    Goblin ..................................... 56 Goblin Brewer ............................... 56 Goblin Caster ................................ 57 Goblin Marksman .......................... 57 Goblin Sneak ................................. 57

    Gremlin .................................. 58 Gremlin Acolyte ............................ 59 Gremlin Marksman ....................... 59 Gremlin Machine Master ............... 59 Gremlin Tinkerer ........................... 59

    Guide ...................................... 60 Greater Guide ................................ 61

    Haunter ................................... 61 Absolver ........................................ 61 Malignant Absolver ....................... 62 Necrowisp ..................................... 62 Malignant Necrowisps ................... 62

  • 4

    Manipulents .................................. 62 Malignant Manipulents ................. 62

    Horse ..................................... 63 Mana Horse ................................... 63 Pegasus ......................................... 64 Skeletal Steed ................................ 64 Spectral Steed ............................... 64 Unicorn ......................................... 64 Warhorse ....................................... 64

    Hound .................................... 65 Guardian Hound ............................ 66 Mana Hounds ................................ 66 Spectral Hound ............................. 66

    Human ................................... 67

    Hyena ..................................... 68 Cackling Hyena ............................. 68 Mana Hyena .................................. 68

    Klacton .................................. 69 Klaction (Evolved) ........................ 69 Caster Klacton............................... 69 Soldier Klacton ............................. 69 Queen Klacton .............................. 70

    Kravynn ................................. 72 Civilized Kravynn ......................... 72 Civilized Kravynn Builder ............ 72 Civilized Kravynn Healer ............. 72 Civilized Kravynn Preacher .......... 73 Feral Kravynn ............................... 73 Feral Kravynn Corpse Speaker ..... 73 Feral Kravynn Death Bringer ........ 73

    Leopard .................................. 75 Leaping Leopard ........................... 76 Mana Leopard ............................... 76

    Lion ....................................... 77 Mana Lion ..................................... 77 Noble Lion .................................... 77

    Lizard ..................................... 78 Infectious Lizard ........................... 78 Mana Lizards ................................ 78

    Luminescent Growth ............. 79

    Mantid ................................... 80 Killer Mantid ................................ 80 Mana Mantid ................................. 80

    Minotaur ................................ 81

    Mold ...................................... 81 Infectious Mold ............................. 81 Mana Mold.................................... 81

    Monkey .................................. 82

    Mana Monkey ................................ 82 Savage Monkey ............................. 82

    Mosquito ................................ 84 Blood Mosquito ............................. 84 Mana Mosquito .............................. 84

    Mummy .................................. 85

    Mushroom .............................. 85 Mana Mushroom ........................... 85

    Octopus .................................. 86 Mana Octopus ................................ 86 Predator Octopus ........................... 86 Immense Octopus .......................... 86

    Ogre ....................................... 88 Ogre Basher ................................... 88 Ogre Seer ....................................... 88 Ogre Thrower ................................ 89

    Orc ......................................... 90

    Owl ........................................ 90 Mana Owl ...................................... 91 Sage Owl ....................................... 91

    Panther ................................... 92 Dire Panther ................................... 92 Mana Panther ................................. 92

    Penguin .................................. 93 Mana Penguin ................................ 93 Predator Penguin ........................... 93 Psychic Penguin............................. 93 Sniper Penguin............................... 93

    Pythian ................................... 95

    Rakkarrin ............................... 96

    Rat .......................................... 96 Aquatic Rat .................................... 96 Carrion Rat .................................... 96 Dire Rat ......................................... 97 Mana Rat ....................................... 97 Plague Rat ..................................... 97 Psychic Rat .................................... 97

    Raven ..................................... 99 Mana Raven ................................... 99 Psychic Raven ............................... 99

    Rhinoceros ........................... 100 Mana Rhinoceros ......................... 101 Slaughter Rhinoceros ................... 101

    Scarecrow............................. 102

    Scorpion ............................... 102 Blood Scorpion ............................ 102 Dire Scorpion .............................. 103

    Mana Scorpion ............................ 103 Scourge Scorpion ........................ 103 Immense Scorpion ....................... 103

    Scyphozoa ............................ 105 Airborne ...................................... 106 Waterborne .................................. 106 Vacuum ....................................... 106

    Seal ....................................... 107 Predator Seal ............................... 107 Singing Seal ................................ 107

    Shade .................................... 108 Aged Shade ................................. 108

    Shambler .............................. 109 Mana Shambler ........................... 109 Sanguine Shamblers .................... 109

    Shark .................................... 110 Killer Shark ................................. 110 Mana Shark ................................. 111

    Skeleton ................................ 111 Aged Skeleton ............................. 111

    Snake .................................... 112 Aquatic Snake ............................. 112 Constrictor ................................... 112 Mana Snake ................................. 112 Psychic Snake ............................. 113 Spitting Snake ............................. 113 Venomous ................................... 113 Immense Snake ........................... 113

    Specter .................................. 116

    Spider ................................... 116 Ambush Spider ............................ 116 Aquatic Spider ............................. 116 Mana Spiders ............................... 116 Psychic Spider ............................. 116 Scourge Spider ............................ 117 Sniper Spider ............................... 117 Web Spider .................................. 117

    Spirit Strengtheners .............. 119 Ecclesiastic .................................. 120 Muse............................................ 120 Laborer ........................................ 120 Recruit ......................................... 120 Soothsayer ................................... 120 Warden ........................................ 120

    Tibbyrr ................................. 120 Tibbyrr Beast Binder ................... 121 Tibbyrr Elder ............................... 121 Tibbyrr Healer ............................. 121 Tibbyrr Hunter ............................ 121 Tibbyrr Priest .............................. 121

  • 5

    Tibbyrr Storyteller ...................... 121 Tibbyrr Tinker............................. 121

    Tiger .................................... 124 Mana Tiger.................................. 124 Sabertooth ................................... 124

    Trap Vines ........................... 125 Choker Vine ................................ 125 Hooking Vine .............................. 126 Slicing Vine ................................ 126 Thorn Vine .................................. 126

    Troll ..................................... 126 Troll Builder ............................... 127 Troll Defender............................. 127 Troll Pugilist ............................... 127 Troll Marksman .......................... 127 Troll Spellbreaker ....................... 127

    Turtle ................................... 129 Mana Turtle ................................ 129 Sapping Turtle............................. 129

    Vampyre............................... 130

    Vermin ................................. 131 Hanging Vermin .......................... 131 Flying Vermin ............................. 131 Leaping Vermin ........................... 131 Suspended Vermin ....................... 132

    Vine ...................................... 132 Mana Vine ................................... 132 Whip Vine ................................... 132

    vore ...................................... 133 Carnnivore ................................... 133 Ferrivore ...................................... 134 Mannivore ................................... 134

    Vulture ................................. 135 Bombardier Vulture ..................... 135 Carrion Vulture ............................ 135 Mana Vulture ............................... 136 Plague Vulture ............................. 136

    Weetle .................................. 137

    Wight .................................... 138

    Wolf ..................................... 138 Dire Wolf .................................... 138 Mana Wolf .................................. 139 Winter Wolf ................................ 139

    Worm ................................... 140 Mana Worm ................................ 141 Maw Worm ................................. 141 Rotting Worm ............................. 141

    Wraith ................................... 142 Aged Wraith ................................ 142

    Zombie ................................. 143 Aged Zombie ............................... 143

  • 6

    The multiverse of Mystic Realms is populated

    with a huge variety of life forms. There are

    beings with intelligence and personality, and

    beasts driven by instinctual desires. There are

    things that crawl, things that walk around, things

    that fly, and even things that tunnel

    underground.

    This book is a resource for the Mystic Realm

    participant who seeks to fill their scenes with

    more interesting interactions. In addition to the

    vital statistics and rules behind the different

    beings, beasts, creations and undead, this book

    provides definitive guidance on role playing

    each life form.

    The source materials for each realm will provide

    additional detail on which life forms are

    appropriate for that world setting or genre of

    play.

    EVOLUTION The evolution of life is consistent throughout the

    multiverse. All life forms have to solve the same

    problems of movement, sensing and

    manipulating their environment, nourishing and

    reproducing themselves, and in worlds with

    mana, the life forms must evolve mana-use in

    order to survive.

    Higher order life forms develop from lower

    order life forms through a process of gene

    mutation. These random genetic mutations occur

    as organisms live and reproduce. If a mutation

    helps the organism survive in its particular

    surroundings, its more likely to reproduce and pass that mutation onto its offspring. If the

    mutation does not increase survival, the

    organism may die before it has an opportunity to

    reproduce, so the mutation will disappear from

    the gene pool. In essence, all life forms will

    adapt to their environments.

    CONCURRENT DEVELOPMENT Evolution is fairly consistent throughout the

    multiverse and life develops in predictable

    patterns, because the forms that life can assume

    are largely determined by their physical

    environment. Thus, the same beasts and beings

    will develop independently on multiple worlds

    simultaneously simply because of similar

    environmental patterns.

    Humid worlds with thick jungle vegetation are

    more likely to evolve crocodiles, lizards,

    rakkarrin and pythians, while water worlds with

    limited landmasses are more likely to evolve

    sharks, octopus, squid, aquarians and marynns.

    Balanced earth-like realms are particularly

    conducive to developing a broad range of life

    and may be home to numerous types of beasts

    and beings.

    Whether a life form evolves on a realm or not

    depends on environmental conditions.

    Sometimes a life from may evolve and then

    become extinct due to environmental changes.

    Often one sentient life form is able to

    predominate and destroy the others. In these

    worlds the vanquished beings are sometimes

    remembered as folk tales by the surviving

    population.

    MANA INFLUENCE The presence or absence of mana in a world

    impacts evolution most heavily. In worlds with

    magic, life forms will evolve more rapidly and

    will develop the skills necessary to use magic in

    their everyday lives. Beasts are able to grow

    much larger in mana rich environments, and

    they will develop into basic mana using forms.

    In this book the common, often mundane, aspect

    of the life form is presented first. This is the

    form most often found. The alternate forms are

    called meta-forms and are listed after the normal

    forms.

    Meta-forms can develop naturally in a world

    through exposure to mana, but not all mutations

    are random. In some realms it is possible to

    purposely mutate life forms through magical or

    technological processes.

    BODY FORM The overall form of a beast, being or conjuration

    will often depend on the environment in which

    the life form lives. Some life forms live on solid

    terrains (compacted soil or rock), others live on

    viscous terrains (mud, loose sand, shifting stone,

    snow, quicksand) or liquid terrains (liquified

  • 7

    lava, thin oil, water). These environments will

    lend themselves to development of unique body

    forms that allow survival in these terrains. These

    environmental adaptations are represented by a

    life forms abilities.

    MOVEMENT A life forms ability to move under its own power through the use of movement appendages

    is represented by skills. Life forms can develop

    all sorts of unique ways to move. While feet,

    legs, flippers and wings do seem to be the

    commonest limbs, there are life forms that use

    cilia, fur, splines, air bladders and even stranger

    movement appendages.

    The move I-III skill allows life forms to move

    on solid terrains, whereas the swim I-II skill

    allows movement in liquid terrains. Fly I-III

    allows flight and tunneling allows a life form to

    move underground. Some life forms even

    develop specialized skills that allow them to

    climb (climb I-II), move in heavily wooded

    terrains (hindered mover I-III) or through

    viscous terrain (mush mover I-III).

    MANIPULATION Every life form capable of interacting with their

    environment has manipulation appendages.

    These limbs allow the life form to pick up and

    move items, but another important function is

    attack and defense. Lower order life forms may

    use pseudopod, tentacles, teeth and claws,

    whereas higher order life forms will develop

    hands capable of doing complex and detailed

    work. Regardless of the method used to affect

    their environment the skill which governs this

    action is manipulate I-II.

    RESPIRATION All life forms must have some form of

    respiration. Some can breathe atmospheres,

    while others exist in liquids or even the vacuum

    of space. The respiration skill governs the types

    of environments where a life form can live.

    Many life forms are able to respire in multiple

    terrains, such as having both lungs and gills

    which allow for the breathing of air and water.

    SENSES

    Life forms have developed varying methods to

    sense their environment. Life forms can detect a

    useful spectrum of electromagnetic radiation

    (see), detect changes in the surrounding

    atmosphere (hear and smell, assess surfaces for

    texture, temperature and hardness (touch) and

    evaluate food (taste). Almost all life forms

    develop these five senses, but a few life forms

    highly developed senses (heightened senses I-

    II). Some life forms will have extra body parts

    that sense or even additional senses.

    Dangersense and omniscient are ultra-senses that

    perceive surprise threats. Spatial location is an

    ultra-sense that allows navigation through the

    physical environment without other senses.

    CREATIVITY Evolution knows no bounds, and there is no

    limit to the kinds of life forms that develop or

    the skills they will use. The rules generalize skill

    names and effects to promote playability, but

    participants are encouraged to recognize that

    skills of the same name are unique and

    interesting to each life form.

    The damage spell, prayer and power is a very common skill, but each life from uses it

    differently and players are encouraged to

    recognize and roleplay these differences. For

    example, an electric eels electric damage power is different than a battlebots electric damage power. The former is biologically derived,

    whereas the latter is a product of technological

    engineering.

    Most life form can learn to attack and defend

    using their natural body parts. For beasts this

    will mean using claws and teeth, but for most

    greater beings it will mean using hands and feet

    to strike and grapple. The skill body combat

    allows for all types of bodily combat, and for

    life forms whose body parts are particularly

    suited for fighting there are body combat

    enhancements.

    Some life forms are technologically advanced

    while others are steeped in mysticism and

    magic. The way the life forms learn and use

    their skills are important to representing the

    character of the life form and every effort has

  • 8

    been made to provide a description of a life form

    to provide guidance in portraying the character.

    REPRODUCTION Life forms must be capable of creating offspring

    within their species. The main entries within this

    book represent distinct life forms which cannot

    interbreed, while the sub-entries are different

    species of the life form. The definition of a

    species is a group whose members can breed

    only with each other.

    Different life forms cannot interbreed. For

    example, humans and elves are different life

    form, and although similar in appearance and

    genetics they cannot produce offspring together.

    Normal wolves, winter wolves and dire wolves

    are all the same species and will interbreed, the

    offspring will generally favor one or the other.

    SIZE Character types have five sizes: tiny, small,

    medium, large and immense. The sizes are listed

    for all life forms that impact play.

    If a smaller size of a entry is not listed, the beast

    or being may exist in that form, but will have

    very limited skills and only few a body. This

    allows for helpless beings, such as animal cubs,

    small children and so forth.

    If a larger size is not listed, the beast or being

    may not naturally exist in that form. For

    example, the tiger has two sizes listed: S (small)

    and M (medium). A recently born tiger will have

    a T (tiny) form, but this form has no effective

    skills. Since L (large) and I (immense) are not

    listed, a tiger will not generally be encountered

    in that form.

    DICE-PLAY! Life forms are represented in the

    miniatures game by figures that reflect their

    proper relative size. Participants can compare

    size by visually inspecting the figure as it relates

    to other figures.

    LIVE-ACTION! The size of the character is

    determined by a sign, additional physical

    representation and role playing ability. Immense

    life forms are portrayed by a number of

    participants join together in the costume to

    portray the combatant parts of the immense life

    form.

    TINY (T) Tiny life forms are smaller than one foot in

    height and length. They are generally normal

    sized rats, squirrels, birds, insects and familiars.

    DICE-PLAY! Tiny characters cannot control

    spaces and may only attack when they are in the

    same space as the character they are attacking.

    LIVE-ACTION! Tiny characters are portrayed

    by non-moving physical representations that

    look like the tiny characters. Contact with these

    physical representations will generally result in a

    wound to the touching character if the person is

    unknown to the character. Plastic rats, insects,

    snakes and so forth are common tiny characters

    in all settings, but models of small machines are

    common to steampunk and futuristic settings.

    SMALL (S) Small life forms are between one and three feet

    in height and length. This category includes

    most normal-sized mammals, such as dogs and

    cats.

    DICE-PLAY! The figure of the small character

    is marked if it does not portray its true size.

    LIVE-ACTION! Small characters are portrayed

    by sign and supported by having the characters

    slouch down, move on their knees and/or use a

    duck-like walk.

    MEDIUM (M) Medium life forms are between three and nine

    feet in height and length. There are no other

    special rules for this category.

    LARGE (L) Large life forms are between nine and twelve

    feet in height or length.

    DICE-PLAY! Large characters will cause extra

    damage when they strike with melee weapons.

    Large characters control two spaces. If the

    character stands vertical he or she will control

    the space they are in and the space above them.

    If the character stands horizontally (as in a

    quadruped) the large character will control two

    adjacent horizontal spaces.

  • 9

    LIVE-ACTION! Large characters are portrayed

    by sign and supported by increasing the

    character's height in a safe manner. A character

    who wants to walk on stilts must have size

    increase ability and demonstrate a high level of

    out-of-character proficiency and balance.

    Large characters are allowed an extra length on

    body combat physical representations and on

    weapon physical representations. The core of

    flexible weapons may also be increased (please

    see item rules publication).

    IMMENSE (I) Immense beings have body structures which are

    greater than twelve feet in height or length.

    These characters are treated as being composed

    of multiple characters that make up the whole.

    At least one character forms the central core of the immense life form which is considered the

    body and brain, while the other characters portray combatant parts. The central part of the

    immense model coordinates the other parts.

    Central Core: The central core contains the

    brains, intellect and if applicable speech

    capacities of the immense being.

    The central core of an immense character is too

    big to be hurt by skills and skill affects and is

    not affected by attacks with weapons, ballads,

    compounds, glyphs, rituals & procedures, spells,

    prayers & powers and traps.

    The central core causes krack damage to any

    item or structure it contacts. The rate of damage

    is one krack damage per second. Impermeable

    domes and walls will provide protection, until

    their structure runs out and then they are

    considered dispelled.

    Rituals with a location (areas, astrays, domes

    (permeable), taps, walls (permeable), etc.),

    glyphs, traps and other obstacles or skill effects

    that stop or compel movement are destroyed

    and/or have their effects ended when the central

    core crosses them.

    Body parts must wait for the central core to pass

    over and destroy the above (areas, dome, glyphs,

    walls, etc.) as they will be affected as normal

    sized characters.

    The central core may move slowly over terrains

    that the immense character does not move

    normally in; the body parts can always move

    normally around the body at their move skill.

    Exposure damage does not affect any part of the

    immense character unless otherwise noted under

    the individual entry.

    The central core will have its own reserves of

    mana and may have any skill appropriate to the

    character, including the skills to heal and restore

    its own body parts (provided at least one

    remains conscious).

    The massive size of the immense character

    grants the central core (and only the central

    core) three special melee attacks. The attacks

    represent the immense character swatting or

    crushing target character. The special melee

    attack is caused in place of damage. The special

    melee attacks cannot be blocked using weapon

    or shield. Responsive feats can be used to

    counter special attacks and they can be avoided

    by moving out of the way.

    The three special melee attacks are: Trample, Move [Distance]" forces the target character to

    move the stated distance away. Trample, Zero Body causes the character to incur damage sufficient to reduce them to zero body (Armor is

    reduced to zero structure; other items are not

    damaged.) Trample, Dead simply kills the character.

    General Body Part Rules: The vital statistics of

    an immense character is represented by

    assigning body, mana and skills to characters

    portraying a body part of the immense character.

    Thus, the number of individual body parts

    determine the size and combat power of the

    immense character.

    The individual body parts function as normal-

    sized characters, and when all body parts are

    incapacitated the central core will be

    incapacitated. When all body parts are dead, the

    immense character is dead. Body parts can be

    independently restored to life; restoring one

    body part to life will return the central core to

    life.

  • 10

    In this manner, the combat effectiveness of a

    little immense snake could be represented by three body parts (one eye, one fang, and one

    tail), whereas a larger immense snake could be represented by multiple body parts (three eyes,

    four fangs, six trails). When portraying these

    giants it is not necessary that all body parts be represented at once; when one body part is

    disable, destroyed or killed its representation can

    be replaced by an unrepresented body part.

    DICE-PLAY! The following are special rules

    for using immense life forms on a miniatures stage.

    Central Core: The central core is represented on

    the stage by a figure. It has four acts each turn

    which are used on its own initiative with all acts,

    but does not gain supplemental acts for

    readiness. The central core may use acts for

    movement or to use its skills. One or more acts

    may be used to cause break damage or to destroy

    or end effects as described in the previous

    section.

    The special melee attacks associated with the

    immense characters body may be used against any character in melee range of the immense

    character as a free act. The attack is made as a

    normal melee attack using dexterity or brawn,

    and if successful the struck character may

    attempt to void the attack if they have acts

    remaining, but they may not block with weapons

    or shield or use responsive feats to count.

    Body Parts: The combatant body parts are

    represented by their own small figures and are

    each considered a separate combatant. They

    must remain adjacent to the central core and in

    their relative positions. They follow all combat

    rules, except that they cannot devote acts to

    movement as they move with the main figure.

    The body parts of an immense characters cause

    extra damage when they strike with melee

    weapons. Immense characters control all the

    spaces they cover. Some immense characters

    may organize their height vertically so that they

    control vertical spaces, instead of horizontal

    spaces.

    LIVE-ACTION! Immense characters are

    portrayed by using multiple persons who

    manipulate the costume comprising the immense

    life form. The physical representation of the

    central core is moved and operated by out-of-

    character participants. Additional participants

    are costumed to look like body parts and

    surround the central core. They represent the

    mouth, talons, hands, feet and so forth and must

    maintain their relative positions around the

    physical representation of the central core.

    Central Core: The central core physical

    representation can be a full-sized model or a

    painted backdrop.

    The central core of a snake can be made by

    sculpting a three to five feet snake head out of

    layered construction foam and a long body made

    of painted cloth and supported by wooden or

    plastic ribs. Out-of-game operators, concealed

    beneath the costuming, support the head and

    body by carrying its weight. The lead out-of-

    game operator will portray the voice of the

    immense character and use skills associated with

    central core.

    The central core can also be represented by a

    painted backdrop. In this case the backdrop

    should be lighted and placed in such a manner to

    keep all of the action to the front of the facade.

    In live-action players may not contact or direct

    any attacks against the model presenting the

    central core or the out-of-character operators

    carrying or supporting the model. Any operator

    can point to a character who breaks this rule and

    announce an automatic special melee attack

    which cannot be avoided. If the character

    striking the model does actual damage to the

    physical representation he or she may be

    removed from the scene. This protects the model

    and out-of-character operators from breakage or

    harm by forbidding strikes against participants

    carrying a sometimes fragile model.

    Body Parts: The combatant body parts are

    represented by participants who stand close to

    the appropriate part of the model. For example,

    participants representing the power of the mouth

    would stay near the head, while participants

    representing the power of a tail would stand in

  • 11

    the rear.

    The participants portraying the characters combatant abilities are generally costumed in all

    black, with costume additions to make them

    look like the body parts they are representing.

    The combatants operating as parts of the

    creature use normal combat rules. Although they

    are viewed as part of the creature, each is

    independent and has their own skills available to

    them.

    Body parts must remain close to the central core

    to maintain the theatric appearance of the

    character. They should leave only enough

    distance to fight safely. When body parts move

    away or act like individuals combatants the

    dramatic appeal of the immense character will

    be lost.

    Many models are made so that participants

    playing body parts can withdraw inside the body

    to rest, to expedite movement, or to shelter

    behind the body.

    A few participants can be used to represent a

    much larger immense character by assigning

    each participant more than one life. In this case,

    when a body part is killed they acknowledge the

    death by sagging down and roleplaying the

    demise of that body part, then they can re-enter

    the model (or cross to other side of the model)

    and announce loudly emerging [body part] whereas body part is used to describe the new

    role they will play.

    Combatants facing an immense character should

    always be informed the approximate number of

    body parts making up the character so that they

    are not discouraged by re-emerging body parts.

    MANA Mana is a basic form of universal energy that

    can be manipulate by magical and technological

    processes to create spectacular effects. Mana is

    much more versatile than other energy forms,

    such as fossil fuels and solar power. The source

    materials for a realm explain how mana is used

    within each world.

    The amount of mana in a world has a direct

    effect on the development of life for that world.

    The likeliness of a life form developing the

    ability to use mana depends on the prevalence of

    mana in their environment.

    On a mana-rich world life forms often develop

    the ability to store mana in their bodies and then

    use this mana in their everyday life. Life forms

    using mana cause other life forms on the world

    to develop mana-use to compete. Societies that

    rely on mana often life closer to the natural

    world, learning to preserve, protect and enhance

    mana nodes and flows.

    If mana-use is not prevalent in a realm, the life

    form will develop mundane technology to do the

    work of mana. Machines will use fossil fuels,

    solar power or other sources of less versatile

    energy. Non-magical societies will often

    industrialize, moving away from nature and

    creating societies dependent on energies that

    often harm the world by pollution or other

    abuse.

    Some societies learn to combine technology and

    magic, but these are rare. Inorganic mana

    manipulation uses technological devices to

    effectuate processes identical to mana-using

    beings.

    Many worlds develop as a pendulum swings,

    moving between mana-use and technological

    development. Often it takes a cataclysmic event

    to swing the pendulum back in the other

    direction and a realm may go through many dark

    ages as the pendulum swings and the eons flow

    past.

    MANA ENERGIES The versatile force of mana can be used to create

    many different kinds of energy and perform all

    kinds of interesting effects. Life forms who live

    in certain environments and use specific

    energies will often gain advantages and

    disadvantages based on the environments and

    energies they embrace.

    ACID Acid energies are harsh and highly corrosive.

    Chemically, acidic energies are aqueous

    solutions that dissociate in water. Atomically

  • 12

    acid energies are proton donators. Manipulations

    of acid energy can dissolve items and people.

    Acidic energy is most readily disrupted by water

    energy. Life forms living in an acidic

    environment will often be more injured by water

    based attacks which can react strongly with their

    essence.

    COLD Cold energies are below the freezing threshold

    of water. Cold flows are the initiators of weather

    change creating snow and ice as a byproduct of

    their movement. Cold mana concentrates in the

    heart of blizzards and on the tops of icy

    mountains. Manipulations can be used to bring

    up walls of frost or to encase a body in solid ice.

    Cold energy directly opposes heat. Life forms

    resistant to cold based attacks frequently make

    their homes in frigid environments; oftentimes,

    these life forms become susceptible to heat-

    based attacks.

    DEMONIC Demonic energies are abnormal forces that

    manifest in pernicious ways. Ever changing,

    never constant, demonic energies can alter or

    tear apart reality in opposition to all rational

    existence. Demonic mana manipulations can be

    used to create horrific effects, such as boils

    bursting on the body or round wheels turning

    square. Demonic flows are corruptive and

    harmful to the stability of the world. Life forms

    embracing demonic energies are often

    malevolent, dangerous entities outside of the

    natural order of the universe.

    EARTH Earth energies consist of natural forces relating

    to dust, soil and stone. Earth energies are the

    essence of solidity, and have a great stability in

    the face of change. Earth flows are the bedrock

    of the world, immutable and protective. Rock

    shells rising from the earth, boulders tossed in

    the air or the surgical strike of a blade of dust are

    examples of earth energy in use. Life forms

    adapted to an earthy existence often have a high

    percentage of earth or earth-like materials in

    their bodies.

    ELECTRIC

    Electrical energies arise from the manipulation

    of charged particles creating a fundamental form

    of kinetic or potential energy. Visible electric

    flows are powerful currents arcing through the

    air, but electricity can be used in more subtle

    ways, such as stopping heart or immobilizing the

    muscles of the body. Both the energies of water

    and earth most easily disrupt electricity. The

    former causes electricity to quickly dissipate

    over a large surface area, while the latter forces

    electricity to ground. Life forms utilizing

    electricity can possess a natural organ which acts

    as a capacitor to store the electricity or are

    exceptionally good at directing the energy to

    ground.

    HEAT Heat energies are those beyond the boiling point

    of water. The creation of fire is a common

    manipulation of heat (i.e. the over-used fireball),

    but heat can exist without fire. Heat energy can

    be used for many beneficial purposes, and

    should not be overlooked as an elemental energy

    of transformation and change. Heat energy

    directly opposes cold. Life forms resistant to

    heat based attacks often make their homes in

    fiery environments; oftentimes these life forms

    become susceptible to cold based attacks.

    HOLY Holy energies consist of a positive emotion, a

    wholesomeness that is often difficult to define

    but is observable in all that is peaceful, loving

    and kind. When distilled into a pure mana flow

    holy energies can cause grievous wounds, but

    use of holy energy in this manner should be

    done with great care as the very nature of holy

    energy is the antithesis of harm. Holy energy

    directly opposes profane. Some entities develop

    a means to absorb excesses of this energy and

    safely diffuse it. Oftentimes, life forms resistant

    to holy are extremely susceptible to profane

    energies.

    NECROMANTIC Necromantic energies exist in opposition to life

    and its primary use is animating dead flesh to the

    resemblance life through the essence of unlife.

    In an undead entity all body functions operate

    normally, but in the manner of a clock running

  • 13

    backwards. An undead must consume living

    flesh and drink blood right from the vein.

    Necromantic flows are corruptive and harmful to

    all living things. Necromantic energy directly

    opposes vitalic. When a life form is animated

    with necromantic energy, the entity often

    becomes resistant to necromantic harm and

    vulnerable to vitalic energy.

    PROFANE Profane energies consist of negative emotion, an

    unwholesomeness that is often difficult to define

    but is observable in all that is anger, hate and

    violence. Profane energies are commonly used

    to harm others, but profane energies can also be

    used to heal. Profane energy directly opposes

    holy. Life forms resistant to profane draw their

    energy from violence and harm. Oftentimes,

    these life forms are susceptible to holy energies.

    PSIONIC Psionic energy is the essence of thought and

    intelligence. Flows of psionic energy links all

    thought and consciousness. Tapping into these

    flows allows practitioners to read anothers thoughts or to ascertain far off events, but

    psionic energies can also be used to form solid

    shields, move objects or even to explode

    anothers brain. Life forms resistant to psionic attacks often possess powerful intellects, but life

    forms with little intelligence have also been able

    to shrug off the effects of psionic energy as well.

    RADIATION Radiation energies include energies of the X-ray

    level or stronger on the electromagnetic

    spectrum. Radiation imbued materials can be

    used to create almost limitless energy. In

    combat, rays of radiation are commonly used to

    break down cellular structures. Most life forms

    are affected by radiation to some degree as it

    causes their cellular structure to break down.

    Those most resistant to radiation are basic life

    forms whose cells frequently die and evolve as

    well as those whose forms consist of materials

    resistant to radiation. Radiation is best disrupted

    by earth energies which consist of solid non-

    mutable materials that inhibit the harmful rays.

    SOUND

    Sound energies consist of moving pressure

    waves. Sound flows can be devastatingly

    effective with vibrations tearing apart even the

    sturdiest structures by repeated oscillations.

    Since sound is a moving wave being deaf is an

    ineffective defense against the damaging

    element of sound. Earth and wind are the

    energies best able to disrupt sound waves. Life

    forms resistant to sound are often capable of

    absorbing the pressure wave, either by matching

    its energy directly, causing it to be negated or by

    allowing it to safely pass through them.

    TOXIC Toxic energies are harmful to life. At a basic

    level they cause cellular death or mutation,

    manifestations of toxic energies include harmful

    chemical substances (mercury, chlorine gas,

    asbestos) as well as dangerous biological

    growths (microbes, bacteria and viruses). Toxic

    energies are best disrupted by heat and water.

    The former effectively destroys the biological

    threat, while the latter dilutes the concentration

    and flocculates the chemical and airborne

    aspects. Life forms embracing toxicity are often

    injured by non-toxic, healthy environments.

    VITALIC Vitalic energies are the energies of pure life, the

    spark of vitality, and the essence that allows all

    living life to endure. Vitalic mana flows are

    common in the spring when the bloom of

    renewed growth manifests everywhere. Vitalic

    energy directly opposes necromantic. Life forms

    whose essence is vitalic will tolerate extreme

    amounts of vitalic energy, but most life forms,

    even those that are living, will be harmed by

    concentrated vitalic energy. Life forms with an

    excess of vitalic energy are often able to

    overcome the effects of toxins and radiation.

    WATER Water energies embrace the liquid form, giving

    life, death and change. Water is power because a

    river can wear down a mountain and a tsunami

    can destroy a coastline. Water is also the

    absence of power, yielding, flowing and ever

    changing. Heat and wither are best able to

    disrupt water, the former causing it to rapidly

    expand and turn to steam, and the latter sucking

  • 14

    it away or breaking up the chemical

    composition. Life forms resistant to water

    energies sometimes have amorphous forms.

    WIND Wind energy is generated by the movement of

    atmospheric molecules. Practitioners controlling

    the wind can launch strong gusts and swirling

    tornadoes. Wind can shear flesh from the body

    or tear apart even the strongest of structures. The

    energy of earth most readily disrupts wind

    energies. Life forms controlling the wind can

    launch strong gusts or swirling tornadoes which

    can exhibit sufficient power to shear flesh from

    the body.

    WITHER Withering energies remove a part of the whole.

    Withering is evaporation, oxidation and even the

    passage of time. Tiny flows of withering mana

    act to make paint peel, to make wood rot and to

    make a person grow old. Withering energies are

    often seen as corrupting of the world, and high

    concentrations of this mana type will destroy

    anything in time. Generally, life forms resistant

    to withering attacks have hearty, solid forms.

    Wither is the best able to disrupt vitalic and

    water energies.

    MANA BEASTS The term mana beast is used to describe any

    beast that has evolved into a specialized arcane

    form embracing one particular form of mana

    energy to the exclusion of others.

    Beasts that evolve to use multiple mana energies

    are not pure strain mana beasts and are generally

    given their own unique name. For example,

    storm crows can wield electric, wind and sound

    energy and, as such, they are more evolved than

    the mana crow that can only use one type of

    energy.

    Almost any mundane beast can become a mana

    beast. They commonly evolve in locations with

    extreme environmental influences. For example,

    mana beasts in arctic regions will use cold, while

    those in desert regions will use heat. Beasts in

    locations of negative mana energy can learn

    wither, profane or even toxic powers, whereas

    beasts in churches and clinics can develop a

    mastery of holy or vitalic energies.

    Mana beasts are identified from their mundane

    counterparts by telltale signs on their upper

    torsos. For example, electric-based mana beasts

    have arcing yellow electrical currents, heat-

    based mana beasts have flames and cold-based

    mana beasts have blue crusted ice.

    Mana beasts will generally have the skill

    damage specific (type) and an invulnerability to

    the specific type of damage that they use and a

    vulnerability to the mana energy (or energies)

    opposing their type. This represents the mana

    beasts adaptability to their environment. For example, a mana beast using heat, gains

    invulnerability (heat) and vulnerability (cold).

    The beast could also gain the vulnerability

    (water). The writer of the scene has latitude to

    make the appropriate assignations.

    Mana beasts will also retain the abilities of a

    normal beast, often gaining increased level of

    common abilities. For example, the mundane

    version of a beast may only have swim I and

    swim II, whereas the evolved mana beast will

    have aquatic and possibly even the ability to

    breathe liquids.

    Most mana beasts will learn to concentrate mana

    energy in order to cause injury and death. For

    example, when an ice hound uses the sp&p

    hobble or maim the caster and target both

    understand that the injuring effects are caused by

    icy magical damage, not necessary cold but a

    generic form of magical damage that appears

    frost-like.

    Common types of mana beasts are mana ants,

    mana bees, mana beetles, and mana hounds.

    Rather than calling them by the collective term

    mana beast, it is common to call them by

    specialized names based on the mana energies

    they control. For example, a heat using hound

    would be called a flame found, and a cold

    throwing beetle would be a ice beetle. More

    information on naming will be found in the

    source materials of the realm.

    DICE-ACTION! Mana beasts are identified on

    the stage with a small marker of the appropriate

    mana color placed on the figure.

  • 15

    LIVE-ACTION! Mana beasts are identified by

    placing a mantel over the natural costuming of

    the beast. This represents the visible mana forces

    swirling around the beast.

    A mantel is a one-yard square piece of cloth

    with a square neck hole. The mantel is made

    from cloth material that matches the color

    representing the type of mana and is decorated

    with the symbols identifying the mana type. The

    symbol is painted in a contrasting color to give

    accent to the appropriately colored mantel. For

    example, heat-using mana beasts have red

    mantels emblazoned with the flame symbol,

    whereas the mantels of cold-using mana beasts

    will be cyan adorned with the white snowflake

    symbol.

    Mantels are only used to represent mana beasts

    as they combine with the basic beast costume to

    symbolize a specific type of beast. The mantels

    should not be placed onto other entries to make

    composite creatures (no toxic/radiation

    elementals, fire/vampires or toxic kravynn) or

    layered to make beasts capable of using multiple

    energies (no water/cold using hounds or

    wither/wind weeds). Willy-nilly combining

    strains costuming, leads to unfair min-maxing of

    antagonists and/or makes silly combinations

    inappropriate for serious drama.

    ENTRIES Every life form entered in this book has a

    complete description including its genetics and

    skills. This book describes the basic form of the

    entries and then goes on to describe other type

    and variations of that entry.

    CLASSIFICATIONS All entries have the classification alive, which means that they are living. Entries that have the

    classification formation, machine, or undead do not have the classification alive unless alive is specifically stated in the entry.

    GENETICS The form of a beast, being or conjuration is

    determined by its genetics and is explained by

    its physical description that includes its

    appearance, size, body, hide, mana and death

    count.

    The description and photograph demonstrate the

    look of the life form explaining the body parts

    that give rise to abilities. A particular life form

    may have the physical potential for a positive

    ability, but not learned how to use it.

    The entries provide the maximum amount of

    body, hide and mana the life form can possess.

    The genetics listed reflect the perfect specimen

    as developed to its full potential. The body, hide

    and mana of the "average" life form in that entry

    is approximately two-thirds of the listed value.

    DEATH COUNT The death count of most life forms is sixty

    seconds (60 count). Greater beings have a three

    minute (180 count) death count. Death counts

    that differ from the above will be noted in the

    entry.

    SKILLS The activities that life form can perform are

    reflected by the skills they can learn: abilities,

    ballads, compounds, fashioning, feats, glyphs,

    runes, rituals and procedure, spells, prayers and

    powers and traps. The use of skills is described

    in other publications.

    The skills that a particular life form can learn are

    listed under each entry. If a skill is not listed,

    then it is not possible for that beast, being or

    conjuration to learn it. Further, each life form

    will not know all of the skills listed under their

    entry. The "average" life form in a realm may

    have only a few of the listed skills.

    Unless otherwise noted all entries have the

    following abilities: intelligence I, manipulation

    0-II, move 0-III, and strength I. These skills are

    not noted in the entries.

    If no respiration is listed for an entry, then that

    entry has respiration (atmosphere). Entries that

    have respiration listed will indicate the

    only forms of respiration(s) available to that

    entry. Thus, an entry with only respiration

    (liquid) listed will not be able to survive out of

    water.

    Whenever limited is listed with a skill, the word limited should be read to mean limited to the skill types that are listed for that life

  • 16

    form. For example, some beasts can make narcotics, but their production is limited to only

    the listed types.

    COSTUMES Costumes strike a balance between production

    costs, human comfort and the need for a realistic

    representation of the life form. Costume

    requirements are important to the game and

    participants should take them seriously.

    MAKE-UP Entries most often used by player life forms

    generally provide a choice between make-up and

    masks. This is done because some people prefer

    one over the other.

    When using make-up care must always be taken

    to ensure that the make-up does not ruin

    costumes or property. A player whose make-up

    damages anothers property is responsible for the damage.

    Clubs can restrict the use of make-up. Common

    rules regarding make-up are (1) Players may not

    transform cast members by using make-up. (2)

    Writers may not write adventures that require

    cast members to use make-up. (3) Player

    characters who do not want make-up placed on

    their face must bring their own masks to use.

    The first two rules are necessary because cast

    members cannot easily clean their faces between

    scenes and run the risk of getting make-up all

    over club cast costumes. Thus, players who wish

    to transform cast members must provide masks

    for the cast member to wear during the scene.

    The last rule is necessary because club costumes

    cannot be given out to players as the players will

    often leave the scene in that form and the masks

    will be unavailable to the cast.

    ANT Ants are insects with a hard, shell-like covering

    called an exoskeleton that protects their internal

    organs. An ant's muscles are attached to the

    inside walls of the exoskeleton. Ants use their

    mandibles for many purposes including grasping

    food, carrying their young, fighting enemies, and

    building nests by digging up soil or cutting

    through wood. About half of all ant species also

    have a sting.

    Ants live in organized colonies that may have

    thousands of members, and every ant in a colony

    has a specialized task. Ant colonies generally

    have a queen. A queen's chief job is to lay eggs.

    Most members of an ant colony are workers, the

    next numerous are the soldiers and the scouts.

    Some ants gain the ability to manipulate mana;

    these are more rare. Ants can grow to man-sized

    or larger when in the presence of mana.

    Ants live everywhere, but are most numerous in

    regions with a warm climate. Some species live

    in underground tunnels, and some build earthen

    mounds. Others live inside trees or in hollow

    parts of certain other plants. Still others

    construct their nests from tree leaves. Some

    species, such as army ants, do not have

    permanent nests. There are about 10,000 species

    of ants. Most species have drab colors, such as

    black, brown, or rust and are less than an inch in

    length.

    Different colonies of ants have developed

    unique was of surviving. Foraging ant colonies

    build a nest and send out soldiers and workers to

    find food sources. The food is then brought back

    to the colony. Slaver ant colonies are a type of

    foraging ant that raids the nests of other ants and

    steals their young which they raise as slaves.

    Giant ants have been known to capture beasts

    and beings to use as slaves.

    Army ant colonies do not make nests, instead the

    whole colony marches across the land in an

    enormous swarm. The marching colony will

    strip the land bare of all vegetation and life.

    Sometimes foraging ant colonies will grow too

    large for their location and part of the nest will

    leave in order to seek out a new nesting place.

    ASSEMBLING ANT Assembling ants are specialized ants devoted to

    building. They supervise the construction of

    tunnels, but have also learned mastery of over

    formative forces. They can heal and assemble

    elementals.

    MANA ANT Mana ants are able to store mana in their bodies

  • 17

    and cast powers derived from one specific type

    of mana energy. Mana ants are very common in

    any world where mana-use is prevalent, often

    traveling with large-sized mundane ants.

    SCOUT ANT Scout ants patrol the territory around the hive.

    They locate food and guide worker ants; they

    lead soldier ants to defend the hive. Scout ants

    specialize in surprise attacks, and are best

    identified by the stealthy ways in which they

    move. Some scout ants will develop powers that

    allow them to deal with the natural word and

    other beasts.

    SLAVER ANT Slaver ants are intelligent and often evolve the

    skill to speak short clicking phrases. They

    generally serve as emissaries for an ant queen

    wishing to negotiate with beings around the

    hive. The slaver ant can control the minds of

    beings.

    SOLDIER ANT Soldier ants are the main defenders of an ant

    colony. They are powerful physical combatants

    capable of slicing with their mandibles and

    crushing with their forelegs. The soldier ant is

    very aggressive and will charge intruders

    viciously. Soldier ants frequently accompany

    workers to ensure they are not harassed.

    WORKER ANT Worker ants are extremely strong. Worker ants

    are likely to ignore non-aggressive intruders and

    go about their work. They are not very effective

    combatants, but if attacked, they will defend

    themselves and will frequently call for

    assistance from more powerful ants. Almost all

    worker ants are able to release a powerful cloud

    of pheromones, which is often effective at

    deterring attackers.

    Ant Roleplaying: To play an ant, keep your back

    straight, elbows and to your sides with forearms

    and claws held out before your body parallel to

    the ground. Raise and lower your arms at the

    elbows in a fluttering motion when walking.

    Always turn head and torso together when

    changing directions. Ants move together in

    columns with one cast member following behind

    the other. They spread out into lines shoulder to

    shoulder when attacking. When ants are agitated

    they make a loud click-click or click-click-click noise with their mandibles.

    Ant

    Classification: beast (insect)

    Size: S, M

    Body: 8

    Abilities: adhesion, heightened senses I, hide,

    immunity smell (chemical aroma), spatial

    location, strength II

    Feats (general): strength II

    Feats (melee): critical melee I, stun I

    Feats (responsive): tough I, willpower I

    Knowledge: armor II, biology, climb II,

    coordinate, fatal finish, geology, navigation,

    swim I, survival, weapons (body III)

    Costume: ant mask, ant torso, claws

    Assembling Ant

    Classification: beast (insect); meta

    Size: S, M, L

    Body: 12

    Mana: 16

    Abilities: adhesion, heightened senses II, hide,

    immunity smell (chemical aroma),

    invulnerability (type), spatial location, strength

    III, tunneling, vulnerability (type)

    Fabricating: constructing

    Feats (general): strength III

    Feats (melee): critical melee II, knockback I,

    limb (cut) I, stun I

    Feats (responsive): negate sp&p II, repulse

    sp&p I, tough II, willpower II

    Knowledge: armor III, climb II, coordinate,

    fatal finish, geology, mathematics, navigation,

    occult III, physics, swim I, survival, weapons

    (body III)

    Powers (anatomic health): heal #, fortitude 1,

    pass exposure 1, purify food and drink 1

    Powers (immobilization): attach 5, crush 8,

    immobilize arms 5, immobilize body 7,

    immobilize legs 4, immobilize vocals 3,

    impede melee 1, impede ranged 1, impede

    responses 3, restrain arm 2, slow 2, stop 4

    Powers (conjuration aversion): avert all

    conjurations 3, destroy conjuration 9, hurt

    conjuration #, kill conjuration 6, protest

  • 18

    conjuration 5, slow conjuration 2, stop

    conjuration 3, rebuke conjuration 1

    Powers (conjuration dominion): assemble

    corpse 1, assemble elemental III 3, conjurate 1,

    control conjuration 8, master conjuration 10,

    speaking element 0

    Powers (mana): attenuate 1, dispel 1, foible 1,

    mete mana 1+ #, seal source 1, shell 3+#,

    squelch 2, steal mana 1

    Powers (motion): flee smell (chemical aroma)

    1, mass flee smell (chemical aroma) 3

    Procedures: assemble elemental II, ascertain,

    creation circle, tap (assembling, healing)

    Verbal: clicking 1, clicking 2, clicking 3

    Costume: assembling ant mask, ant torso,

    claws

    Mana Ant

    Classification: beast (insect); meta

    Size: S, M, L

    Body: 10

    Mana: 8

    Abilities: adhesion, body combat (cut),

    heightened senses II, hide, immunity smell

    (chemical aroma), invulnerability (type),

    spatial location, strength II, tunneling,

    vulnerability (type)

    Feats (melee): crucial melee II, knockback I,

    limb (cut) I, stun I

    Feats (responsive): negate sp&p II, repulse

    sp&p I, tough I, willpower II

    Feats (sp&p): breaking sp&p II, double sp&p,

    impacting sp&p II, quick cast sp&p II, recover

    sp&p I

    Knowledge: armor III, climb II, coordinate,

    fatal finish, geology, navigation, occult I, swim

    I, survival, weapons (body III)

    Powers (anatomic death): hemorrhage 1,

    hobble leg 3, maim arm 4, kill 7

    Powers (anatomic harm): harm #, injure body

    #, injure mana #

    Powers (damage): specific (type) 0/1

    Powers (item alteration): enhance weapon 1

    Powers (motion): flee smell (chemical aroma)

    1, mass flee smell (chemical aroma) 3

    Verbal: clicking 1, clicking 2, clicking 3

    Costume: ant mask, ant torso, mana mantle

    (type), claws

    Scout Ant

    Classification: beast (insect); meta

    Size: S, M, L

    Body: 10

    Mana: 3

    Abilities: adhesion, body combat (cut),

    heightened senses II, hide, immunity smell

    (chemical aroma), spatial location, tunneling

    Feats (general): elude woodlands II,

    Feats (melee): critical melee I, knock back I,

    stun I

    Feats (responsive): evade II, negate sp&p I,

    tough II, willpower II

    Feats (surprise): assassinate, surprise strike IV,

    waylay III

    Knowledge: armor III, climb II, coordinate,

    fatal finish, geology, navigation, swim I,

    survival, weapons (body III)

    Powers (beast aversion): avert all beasts 3,

    destroy beast 9, hurt beast #, kill beast 6,

    protest beast 5, rebuke beast 1, slow beast 2,

    stop beast 3

    Powers (beast dominion): beastify 1, befriend

    beast 1, call beasts 2, command beast 8,

    devolve being 10, speaking beast 0

    Powers (item alteration): find items 1, open

    lock #

    Powers (motion): flee smell (chemical aroma)

    1

    Procedures: astray

    Verbal: clicking 1, clicking 2, clicking 3

    Costume: scout ant mask (colored antennae

    and mandibles), ant torso, claws

    Slaver Ant

    Classification: beast (insect); meta

    Size: S, M, L

    Body: 8

    Mana: 16

    Abilities: adhesion, body combat (cut),

    heightened senses II, hide, immunity smell

    (chemical aroma), intelligence II, hide, spatial

    location, strongwill, telepathy II, tunneling

    Feats (general): mental extraction II

    Feats (melee): critical melee I, knock back I,

    stun I

    Feats (responsive): negate sp&p II, tough II,

    willpower II

  • 19

    Feats (sp&p): breaking sp&p II, double sp&p

    II, impacting sp&p II, quick cast sp&p II,

    recover sp&p I

    Knowledge: armor II, biology, climb II,

    coordinate, fatal finish, geology, navigation,

    occult I, psychology, swim I, survival,

    weapons (body III)

    Powers (damage): specific (psi) 0/1

    Powers (mana): attenuate 1, dispel 1, foible 1,

    mete mana 1+ #, seal source 1, shell 3+#,

    squelch 2, steal mana 1

    Power (mental dominion): bewilder 2,

    compliant 1, confuse being 6, dazzle 2,

    dominate being 8, fugue 1, protest being 5

    Powers (mental manipulation): aggression 3,

    amnesia 3, awaken 1, distract 2, emotions 1,

    protest 5, laughter 3, sleep 6, taunt 5

    Powers (motion): flee smell (chemical aroma)

    1

    Rituals and Procedures: dispelling,

    subservience I-III

    Verbal: clicking 1, clicking 2, clicking 3

    Costume: slaver ant mask (colored antennae

    and mandibles), ant torso, claws

    Soldier Ant

    Classification: beast (insect); meta

    Size: S, M, L

    Body: 10

    Mana: 10

    Abilities: adhesion, body combat (cut),

    heightened senses II, hide, immunity smell

    (chemical aroma) spatial location, tunneling

    Feats (general):

    Feats (melee): critical melee IV, deflect strike

    II, knockback II, limb (cut) II, kill (cut), stun II

    Feats (responsive): dodge II, negate sp&p I,

    parry II, tough II, willpower II

    Knowledge: armor III, climb II, coordinate,

    fatal finish, geology, navigation, swim I,

    survival, vermin handling, weapons (body III)

    Powers (anatomic health): fortitude 1, pass

    exposure 1

    Powers (mana): foible 1

    Verbal: clicking 1, clicking 2, clicking 3

    Costume: soldier ant mask (colored antennae

    and mandibles), ant torso, claws

    Worker Ant

    Classification: beast (insect); meta

    Size: S, M, L

    Body: 8

    Mana: 12

    Abilities: adhesion, body combat (cut), hide,

    immunity smell (chemical aroma), strength III,

    tunneling

    Fabricating: constructing

    Feats (general): strength III

    Feats (melee): bash II, critical strike II,

    knockback I, stun II

    Feats (responsive): negate sp&p I, tough I,

    willpower I

    Knowledge: armor III, climb II, coordinate,

    fatal finish, geology, navigation, repair, swim

    I, survival, vermin handling, weapons (body

    III)

    Powers (item alteration): alter melee weapon 4,

    alter ranged weapon 4, drop all 6, enhance

    weapon 1, find items 1, impervious item 4,

    mend #, open lock #, unbreakable item 4,

    weight decrease 2, weight increase 4

    Powers (item decay): deteriorate item #,

    disable item 3, disenchant item 1, fragment

    item #

    Powers (item formation): form melee weapon

    #, form ranged weapon #, form shield #, form

    tool #, mend #

    Powers (motion): flee smell (chemical aroma)

    1

    Procedures: dome (impermeable), earthworks,

    wall (impermeable)

    Verbal: clicking 1, clicking 2, clicking 3

    Costume: worker ant mask (colored antennae

    and mandibles), ant torso, claws

    ARCHON Archons represent the positive embodiment of

    faith. They are devoted to healing and defense,

    representing emotions such as love, compassion

    and honor. Characters created into archons

    become dedicated servants of religious leaders.

    They must learn the principles of the faith and

    follow them strictly. Archons retain their

    memories, but take on the persona given to them

    by the caster who must explain to the devout the

    tenants of the faith. Archons must follow these

    principles to the best of their understanding.

  • 20

    GREATER ARCHON Greater archons are those archons who have

    served in the crucible of great crisis. They are

    the evolved essence great deeds, awesome

    kindness and unending hope. A greater archon

    will assist the faithful in handling an impending

    disaster or facing an implacable foe.

    Archon

    Classification: conjuration

    Size: M

    Body: 8

    Mana: 4

    Abilities: intelligence III, invulnerable (holy),

    servitude I (creator), vulnerable (profane)

    Feats (responsive): negate sp&p I, willpower I

    Knowledge: climb I, coordinate, fatal finish,

    history, military, shield II, sense III, swim I,

    theology, occult III, weapons (body III, chop

    III, crush III, cut III, throw II), armor III

    Powers (anatomic health): heal #, fortitude 1,

    pass exposure 1, purify food and drink 1

    Prayers (damage): damage specific (holy) 1

    Verbal: provided by creator

    Costume: flesh half-mask with yellow sunburst

    over eyes (or if permitted by club yellow

    make-up around both eyes in sunburst pattern)

    Greater Archon

    Classification: conjuration, formation

    Size: M

    Body: 12

    Mana: 18

    Abilities: flight III, healing touch II,

    intelligence III, invulnerable (holy),

    regeneration III servitude I (creator),

    vulnerable (profane), strongwill, unaging

    Feats (melee): critical melee II, knockback IV,

    knockout II, limb (cut), stun IV

    Feats (responsive): negate sp&p II, phase II,

    willpower II

    Feats (sp&p): augment sp&p III, breaking

    sp&p I, conceal sp&p II, double sp&p II,

    impacting sp&p III, quick cast sp&p III,

    recover sp&p II

    Knowledge: climb I, coordinate, extrasensory

    perception, fatal finish, history, military, shield

    II, sense III, swim I, theology, occult III,

    weapons (body III, chop III, crush III, cut III,

    throw II), armor III

    Powers (anatomic health): heal #, fortitude 1,

    pass exposure 1, purify food and drink 1

    Prayers (damage): damage specific (holy) 1

    Powers (immobilization): attach 5, crush 8,

    immobilize arms 5, immobilize body 7,

    immobilize legs 4, immobilize vocals 3,

    impede melee 1, impede ranged 1, impede

    responses 3, restrain arm 2, slow 2, stop 4

    Powers (mana): attenuate 1, dispel 1, foible 1,

    mete mana 1+ #, seal source 1, shell 3+#,

    squelch 2, steal mana 1

    Rituals and Procedures: dome, impermeable,

    dome permeable (generic), tap (healing), wall

    impermeable, wall permeable (generic)

    Runes: rank V

    Verbal: Varies

    Costume: flesh half-mask with yellow

    sunburst over eyes (or if permitted by club

    yellow make-up around both eyes in sunburst

    pattern)

    ATTENDANT Attendants are spirits given forms to be helpful.

    They are created by rituals or procedure to

    perform a specific duty. Attending spirits can

    form naturally. When this occurs attending

    spirits have double body and do not have

    servitude, and they gain the ability unaging.

    GUARDIAN Spiritual Guardians are used as protectors. They

    are often placed in temples or other holy places.

    However, in some worlds they are used as body

    guards or even soldiers.

    OBSERVER Spiritual Observers are created as spies. They

    can become invisible and travel almost

    anywhere.

    SERVANT Spirit Servants are created to move and use

    objects. They can be commanded to perform

    tasks. This form is often used as punishment or

    penance. Spirit servants that form naturally do

    not possess the need debility.

    Attendant Guardian

    Classification: conjuration

  • 21

    Size: M

    Body: 6

    Abilities: heightened sense II, intelligence III,

    pliant, servitude I (creator)

    Feats (melee): critical melee I, deflect strike II,

    fend I

    Feats (responsive): parry I, riposte I, willpower

    I

    Knowledge: climb I, coordinate, leap, military,

    shield II, swim I, weapons (body III bow II,

    chop III, crush III, cut III, guns II, throw II),

    armor V

    Costume: white wispy headpiece, white wispy

    torso, claws

    Attendant Observer

    Classification: conjuration

    Size: M

    Body: 6

    Abilities: heightened senses II, intelligence III,

    invisibility, servitude I (creator), stealth,

    transpose

    Feats (melee): critical melee I, deflect strike II,

    fend I

    Feats (responsive): evade I, phase I, willpower

    I

    Feats (surprise): surprise strike I

    Knowledge: climb I, coordinate, computers I,

    disarm traps, electronics I, enigmas,

    extrasensory perception, mechanics I, pick

    locks, swim I, weapons (body III, bow II, chop

    III, crush III, cut III, guns II, throw II)

    Rituals: astray, dispelling

    Costume: white wispy headpiece, white wispy

    torso, claws

    Attendant Servant

    Classification: conjuration

    Size: M

    Body: 6

    Abilities: fearless, intelligence III, need

    (chosen by creator), servitude I (creator),

    strength II

    Feats (general): strength III

    Feats (melee): critical strike I, knockback I

    Feats (responsive): phase I, willpower II

    Knowledge: climb I, coordinate, swim I,

    weapons (body III, bow II, chop III, crush III,

    cut III, guns II, throw II)

    Costume: white wispy headpiece, white wispy

    torso, claws

    BANE Banes are the dark side of a faith and often

    embody principles of greed, avarice, hatred,

    anger, vengeance and so forth. Characters

    created into banes become dedicated servants of

    religious leaders. They must learn the principles

    of the faith and follow them strictly. Banes

    retain their memories, but take on the persona

    given to them by the caster who must explain to

    the devout the tenants of the faith. Banes must

    follow these principles to the best of their

    understanding.

    GREATER BANE Greater banes are those banes who have served

    amid great destruction. They are the evolved

    essence of pure greed, avarice, hate, anger and

    so forth. The formation of a greater bane may

    indicate the displeasure of a deity. The greater

    bane will often mete out punishment to the

    faithful and the faithless.

    Bane

    Classification: conjuration

    Size: M

    Body: 8

    Mana: 4

    Abilities: intelligence III, invulnerable

    (profane), servitude I (creator), vulnerable

    (holy)

    Feats (responsive): negate sp&p I, willpower I

    Knowledge: blindfight, climb I, coordinate,

    fatal finish, occult III, sense III, su