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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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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.
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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
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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
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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
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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
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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
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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.
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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.
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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