FASERIP

CREATURES

In FASERIP, Creatures are characters. They have the same statistics as human characters, albeit with Ranks wildly different in most cases.

Creatures all have at least one Power or the equivalent of a Power. They are also all supernatural, paranormal, the product of magic or advanced genetic engineering or have formed from the imaginal realm or The Perfect Realm.

Creatures if intelligent are almost without exception extremely racially and socially conservative, rejecting innovation, the use of exotic or alien (to them) weaponry or technology, and they keep their own traditions, modes of dress and behavior. A Refuge of Elves for example will dress in the same ancient or "Medieval fantasy" style as they always have, and still use "Medieval fantasy" weapons without embracing change.

Superheroes may well encounter these Creatures as they travel to magical dimensions or to a strange fantasy version of Earth's past. Heroes may be menaced by some of these Creatures in the present day when they are conjured by a Magic user.

Ancient gods are included in the listings below. This is because they are part and parcel of the origin of many other creatures but also because they too may count as fantasy foes, and sooner or later one or more of them will appear in play.

CENTAUR

Centaurs have the upper half of a human and the lower half of a horse. They are inherently magical, and all of them have some form of Magic. They are also highly intelligent and they apply their Reason mainly to learning fighting skills that they then teach to others.

All Centaurs have a ranged weapon which is a Power in the form of an item. These ranged weapons all create a Lethal Ranged attack as per whatever weapon they might be but in addition also inflict Affliction (Poison). Rank of this Poison is usually World Class but the most powerful and gifted Centaurs use their lore, learning and Magic to enhance its effects to a Rank that could even harm a god.

With their horse bodies Centaurs can move at Great Speed.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
World ClassWorld ClassGreatGreatWorld ClassTerribleTerrible8634

Notes:
  • There are a profusion of other Centaur-like creatures with the lower half of an animal or even a sea creature and the upper body of a human, Elf, Dwarf, Lizardman and so on. Movement rates will be the Speed of the lower half.


COCKATRICE

A Cockatrice hatches from a Rooster's egg, after the Rooster has mated with a shapeshifted Dragon or with a magical Poisonous Snake. The Cockatrice is a small two-legged dragon similar to a Wyvern with a Rooster's head and wings with feathers similar to Dragon's scales. The Cockatrice skin and scales give it Decent armor.

A Cockatrice's gaze causes the same petrification effect as a Gorgon (see below) but after death the Cockatrice power fades and all its victims turn back to flesh. However, a Cockatrice petrifies its victims to EAT them since petrified flesh is its only food.

Cockatrices have Regeneration Power at Rank Fantastic. Magic does half damage or has half its normal effect on Cockatrices.

Having hatched, a Cockatrice can mate with Hens. The eggs produce will hatch into more Cockatrices. This Cockatrice-Hen generation will have 1 in 10 of the chicks be female Cockatrices.

Weasels are the mortal enemies of Cockatrices and do double damage to them in all circumstances.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentDecentTerribleDecentTerribleAverageTerrible3210

Notes:
  • Cockatrice skin and scales can be turned into a helmet, boots, gloves or breatplate that provides Decent armor protection and World Class protection against Magic attacks.

DRAGONETS

Dragonets are a tiny dwarf offshoot of true Dragons. They are the size of chickens or turkeys. Dragonets have the same basic appearance as a full size Dragon. Most have bat wings; some have butterfly or moth wings or scaled wings resembling bird wings. A tiny number have the fins of a flying fish as their wings.

Dragonets can fly at up to Great Speed.

Dragonets can breathe fire in a small puff only useable in melee. It does Decent damage.

Dragonets are frequently domesticated and make excellent pets.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
TerribleDecentTerribleDecentBadAverageAverage2416

DRAGONS

Dragon are winged four-legged reptilian creatures with armored (World Class) skin and scales.

All Dragons have a Breath Weapon. This is a Blast effect of a specific type, with a range equal to the Rank of the Power listed in the description below.

Dragons accumulate treasure. Each type of Dragon keeps two types of treasure: general loot to form its Wealth, and Quest Items. Quest Items are thing that they know heroes will come to get. This is how Dragons, whether through laziness or efficiency, attract foes to trap, defeat, boast to and terrorize.

Dragons grow from Hatchlings of 1 foot length to borderline Kaiju of 150 length or more. Dragons in general will never trouble themselves to go on constant compulsive rampages like a true Kaiju, but when a Dragon does maraud against a town or city all the normal Kaiju rules apply.

All Dragons are of at least Average Reason. These are not mindless monsters, they are crafty reptilian adventurers.

Dragons' wings give them the Power of Flight (World Class) limited to the requirement of using Wings (cannot fly if their Wings are restrained).

Dragons have a mystical and psychological connection to Knights and Princesses. Knights are heroes who are officially retained or ennobled by a King or Queen and either allowed to join an Order of Knighthood (a Team which is usually an Exclusive Themed Club or Guild), or who are allowed by the monarch to be a Knight Errant - a roaming adventurer. In either case, Dragons are the number one type of supervillain Knights will face, along with Giants, Ogres and Evil Wizards (supervillains who use Magic).

Dragons are descendants of god-dragons some of whom exist to this very day. These god-dragons are Dragons with Immortality, statistics three Ranks higher than is normal for their type, and sometimes, multiple heads.

Wingless Dragons are known as Wyrms. They have all the other attributes of flying Dragons; many Wyrms also either run to a much larger size, or have an Elemental Power of some kind.

Azure Dragon (Dragon of Spring-Time)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
AverageGreatWorld ClassAstoundingAverageAverageAverage10618For heroes and normal characters: Spring blossoms and perfumed air that gives Healing (Wondrous); for villains and evil creatures Blast (Acid) (Wondrous)

Notes:
  • Dragons of Spring-Time also known as Eastern Dragons are beautiful friendly creatures with wings like iridescent butterfly wings.

Bone Dragon (Ivory Dragon) (Kur ki Kshu)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
PhenomenalAstoundingAstoundingPhenomenalWorld ClassAverageAstounding300180Fire and Ash (Astounding)

Notes:
  • Kur ki Kshu are children of the mighty Underworld Dragon Kur. Kur himself is an Immortal who despite having the Immortality Power is still, 11,000 years later, still reforming after being destroyed by the superhero Enki. Kur ki Kshu or Kurites are extremely powerful Dragons who also use Magic, specifically necromancy (death magic) to animate corpses and skeletons to use as an army against their enemies. Kurites dwell in the Underworld but some lurk very close to the mortal world in the entrances to the deep places of the Earth and in the realm between realms, in the ethereal world between the living and the dead.
  • Kurites also assume human form to gather resources to try and hasten the resurrection of their demon-god Kur the Death-Dragon.
  • Kurites are black Dragons covered with what look like the bones of the dead but are actually raised plates of armor providing Phenomenal armor protection all over their bodies save for the mouth and the eyes.

Green Three-Headed Dragon (Zmey)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
AverageGreatWorld ClassWorld ClassWorld ClassAverageAverage8642Fire (World Class)

Notes:
  • Zmeys are three-headed dragons that are highly intelligent and usually benevolent. They have World Class Regeneration. However, there is a problem with some Zmeys. They are known for being lustful towards humans. Many myths tell us about these dragons using their Magic and transforming into handsome young men and then wanting to attract maidens. The offspring of these unions are Nagas known as Dragon Maidens if female and Dracotaurs if male - creatures with the upper body of a man and the winged lower body of a Zmey.

Loong (Chinese Dragon) (Red-Gold Dragon)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
AverageAstoundingAstoundingAstoundingAverageAverageAstounding15662Violent Weather effects (thunderstorm, hail, freezing fog, monsoon rain, etc.) (Astounding)

Notes:
  • Loong are beautiful scaly red-gold Dragons. Uniquely, although wingless they can still fly utilizing the powers of the Chimu an unique organ.
  • Loong of various kinds exist who all serve in a bureaucracy of Dragons, ultimately answering to one of the eight Dragon Kings, one for each compass direction and one for each season.

Sea-Green Dragon (Stoor Wyrm)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
PhenomenalBadPhenomenalPhenomenalBadAverageBad30414Pestilence (rotting disease) (Phenomenal)

Notes:
  • Stoor Wyrms can breathe water as well as air (Breathe Water (Phenomenal)) and frequently lurk in the deeps near wintry islands or near shipwrecks. They maraud on land to eat flesh and spread a vile rotting disease. The Stoor Worm skin and scales resemble a slimy greenish-gray fish skin and their wings are sea-green and rubbery.

Thunder Dragon (Olive Dragon) (Druk)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
World classAverageAstoundingWondrousTerribleTerribleTerrible1616Thunder (thunderstorm thunder claps) (Phenomenal)

Notes:
  • Druk live in the high mountains of the Himalayas. Their skin wings and scales are dark olive green or shiny black with an oily greenish sheen to them. Druk all answer to the Druk Gyalpo, their Dragon King of all Druk.

Tiamat

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
PlanetaryWorld ClassCosmicCosmicPlanetaryAverageCosmic11,0306,006Annihilating Darkness (Cosmic); Tiamat can also use an Astounding radius Aura Power to cause Affliction (physical mutation).

Notes:
  • Tiamat was once the Queen of the Darkness, the primordial chaos before any solid matter formed. At that time she was revered by Prehistoric beings as the Queen of Heaven. She had possession of The M'eh, a Wondrous tablet similar to an iPad that contained all knowledge. When the M'eh was stolen from her she became permanently enraged and the perfect chaos of the primordial darkness began to form clumps and ordered patterns for the first time. As this flawed process of creation continued, Tiamat descended first into the depths of the sea of chaos and finally into the Abyss itself, the dark realm below even Ta'Ut the Burning Place, known to the Ancient Greeks as Tartarus. From Tartarus, Tiamat formed herself into the Dragon of the Deeps, a vast (1.000 feet long) iridescent Dragon whose skin and scales resembled the starry knight sky and whose sixe wings resembled vast dark clouds.

    After her repeated defeat by heroes and godlings, she has sacrificed some of her physical form each time. Currently she is "only" 300 feet long with a wingspan of 1,200 feet.


Turquoise Dragon (Xiuhcoatl)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
World ClassAveragePhenomenalPhenomenalAverageTerribleTerrible23622Fire and Incense Smoke (Phenomenal)

Notes:
  • Xiuhcoatl have turquoise scales, rainbow colored feathers and blue armored skin. Their lizard-like heads are also resplendent with rainbow colored feathers and scales. Their legs are tiny so when moving on the ground they slither like snakes or hover at ground level using their wings.
  • Xiuhcoatl breath can be modified by the creature so as to only billow incense smoke. This smoke functions as Healing Power when exhaled in this way. Exhaling only healing smoke requires the Dragon to make a successful Silver result roll on their Endurance.

Typhon
Typhon is a hundred-headed Dragon that can shapeshift between its normal winged Dragon hundred-headed form and the form of a 150 feet tall Giant with Dragon wings and the lower body of a giant armored snake (Cosmic Rank armor on lower half of its body).

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
Single ShiftAstoundingCosmicCosmicBadBadAstounding10,200104Elemental Fire, Elemental Darkness and Volanic lava (Planetary) can target 100 different foes in Dragon form or direct all 100 attacks at the same enemy. In Giant form can only breathe on one enemy per round.

Notes:
  • Typhon the Destroyer is a god-dragon of evil and destruction. He is the husband of the Naga Echidna the Mother of Monsters and the father of Set of The Ennead. Typhon fell to Earth from the darkness between the stars, ravaging the planets of the inner Solar System on his way to Earth where he was finally stopped after a Cosmic level battle by the surviving gods of Earth.
  • Typhon has Immortality and is slowly reforming. What remains of his currently dead body form scattered embers fuelling several of the world's largest active volcanoes.

Yellow Dragon (Akhekh)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA______BREATH___
DecentDecentWorld ClassWorld ClassAverageTerribleTerrible8022Sand and Dust Storm (Fantastic)

Notes:
  • Akhekh live in deserts and arid regions. Their breath weapon is a swirling sandstorm. They have large green cat-like eyes and a body resembling a Lion. They have Burrowing (Decent) which they use to burrow under the desert sand during the day, coming out at night to feed. If disturbed during the day they use their Breath Weapon immediately.

DWARF

Dwarves are half the height of a human. They wear pointed caps and heavy cloth or leather clothes that provide Average armor.

Dwarves live underground or inside mine workings they created in mountains. They are all smiths or inventors of some kind, with most of them having Talent Miner, Talent Blacksmith or Talent Prospector.

Dwarves live for centuries and acquire Fantastic Wealth which each Dwarf hides from all other Dwarves. As a result their mines and underground cities are filled with treasures. In turn, this results in Dwarf communities being targeted by human raiders, Dragons and many other creatures seeking to steal their treasure.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
GreatAverageWorld ClassBadAverageAverageAverage6616

Notes:
  • Some Ogres are born smaller - but even more evil - than normal Ogres. These smaller Ogres look almost exactly like normal humans other than having an extra row of teeth behind their normal teeth or six fingers on each hand. Normal Ogres use these Infiltrator Ogres to keep human communities confused and ineffective.

ELVES

Elves are an ancient race of pointy eared humanoids. Through ancient intermingling of their blood with humans, many of the Elves strongly resemble pointy eared humans. The shape and length of the pointed Elven ears and in some cases their skin color defines which race or tribe of Elves an Elf belongs to.

All Elves use Magic and some Elves number amongst the most powerful known Magicians anywhere.

Many Elves do not apply themselves to study since their endless life is filled with peaceful meditation, appreciation of nature, art and music, and being lost in a kind of reverie of a long-lost Golden Age. However, hero or villain Elves are the exceptions to this rule, as are the Elves tasked with guarding their communities.

Once, Elves lived free in the world, with entire nations and cities. For the last two aeons this has not been the case. Elf communities now exist in Refuges, magical hidden microstates or in other dimensions.

Elves are unimpeded in natural environments. Their Speed is not reduced in swamps, thick mud, forest, jungle, mountains, hills or anywhere else where natural terrain and no roads would normally slow someone down.

Elventongue, the language of Elves, is also understood by all Animals.

Elves have a limited form of Immortality - they live forever barring accident, but they don't resurrect when killed.

Half-Elves are, relatively speaking, uncommon but not unknown. Typically they live much longer than a human and have some of the Powers of an Elf.

Dark Elf

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentWorld ClassAverageGreatAverageDecentGreat6636

Notes:
  • Dark Elves have jet black skin and silver hair. Traditionally they have worshipped Evil and been villainous but renegades and outcasts do exist, many of whom are heroes. Dark Elves are burned by sunlight, taking World Class damage each round sunlight touches their bare skin. Even covered from sun, in sunny conditions on ground level where the Sun is shining they suffer Affliction (mild sunburn).
  • Dark Elf Refuges are deep underground. Subterranean cities, cave towns or strange tunnel systems are where they prefer to live, raising Giant Spiders as pets.

Firstborn Elf

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentWorld ClassAverageGreatAverageDecentGreat6636

Notes:
  • Firstborn Elves are tall fair and beautiful. While many of them haughty, arrogant and even rude to "lesser" races like humans, as created by their God of Light they are unable to be evil, or supervillains except in the sense of a "misunderstood" character doing evil in what they believe is a good cause.
  • Firstborn Elf Refuges appear to be empty valleys, ancient ruins or the hearts of forests to mortal eyes but in reality they are pocket dimensions of immense beauty with gigantic treehouses at their center.
  • All Firstborn Elves use Magic and have a single strong focus of their magic spells and effects such as a weapon, Speciality, item or type of Animal.

North Pole Elf

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
BadGreatBadWorld ClassDecentBadAverage5820

Notes:
  • North Pole Elves or Santa's Elves live and work at the North Pole where they manufacture toys for Father Christmas. They are half the height of a human and dress in Christmas colors with a pointed floppy Elf hat with a pompom on the end.
  • North Pole Elves have the Wizardry (Gimmicks) Power, used normally to create toys but also in defense of their home if evil Snowmen or other miscreants mount an attack.

Wood Elf

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentGreatBadAverageAverageDecentGreat4036

Notes:
  • Wood Elves, also known as Sylvan Elves or Green Elves, live in forests, woodlands and jungles. They are smaller than humans, usually standing 4 to 5 feet high on average, with some families being much smaller than this. They dress in greens and browns and use short bows as their preferred weapon.
  • Wood Elves have the Power of Invisibility in woods, forest, jungles and seaweed patches.

THE ENNEAD

The Ennead are The Nine, powerful gods of Ancient Egypt. Some of them date from before "Egypt" as it currently exists formed, when it was still marshland bordered by forest. Most of the Ennead are from the time after the last great Flood, and established themselves as the most powerful of hekare (usually translated as "gods" but in fact meaning "bringers of wonder" or "wonder workers").

As with the Olympian Gods, who traditionally are numbered at twelve but have a few that have stepped down or been replaced, the Ennead also has some alternate members.

All of the Ennead and other members of their Divine Family from the greatest to the least have the following Powers:

  • IMMORTALITY: All Ennead members have the Power of Immortality.
  • LIFE SUPPORT (Phenomenal): Ennead members are invulnerable to all non-magical damage, immune to cold, heat, weather effects, pressure and do not need to breathe. Magic, psionics and other mind attacks and weapons forged by gods, Devils or other supernatural beings do normal damage.
  • REGENERATION (Phenomenal):
  • ALTERNATE FORMS (Phenomenal): All Ennead gods have at least four forms: a fully human form, although Ennead gods stand 9 to 10 feet tall, dwarfing normal humans; an animal or plant headed form, similar to their fully human form but with the head of an animal, insect or, rarely, a plant growing from their neck; an animal form, a magnificent larger and more powerful than normal (+3 Ranks to all its statistics) animal of a type sacred to or beloved of that Ennead god; and an elemental form, of the element with which they are most associated.

The Ennead, other than Set, are devoted to order (as opposed to chaos), good (as opposed to evil) and law (as opposed to lawlessness or dishonesty).

All members of the Ennead can use Magic although with the exception of Isis and Set all of them ust use scrolls, books or items to access magical forces and none of them other than Set and Isis would be considered wizards or magic users in any normal sense.

The Ennead dwell upon the Earth or in another dimension called the Fields of the Blessed. The Fields of the Blessed resembles an enormous marshland filled with flowers, edible plants, fruit bushes and trees and soft grass to sit upon. On Earth, each Ennead member has a secret Headquarters, usually in the form of a buried tomb complex or a pyramid. This Headquarters is also a Refuge, where their ancient rites are still practised by the local inhabitants.

Some members of the Ennead have one or more Aspects. These are alternate (titles given in brackets) that often also have a different physical form associated with them. These different forms are extra Alternate Forms for that particular member of the Ennead.

Defeating a member of the Ennead on Earth results in them immediately fleeing back to their home Refuge. There, they will be hiding in their celestial palace, sulking in shame at their defeat, for 1d10 months. During that time they will not answer calls for help from anyone unless ordered to by Zeus himself.

Ennead members each have a Portfolio, an area or areas of interest to them. Anything related to this Portfolio is considered to be a Talent or Speciality for the Ennead member who is considered to have +10RS in all such skills and to be able to produce Phenomenal intensity or better effects using them.

Each Ennead god is the head of their own cult, a religion once everywhere but now much smaller than the monotheistic religions currently dominating Earth. Nevertheless, there are more than enough worshippers of the Ennead that each of them has access to a Karma Pool of 5,000 Karma. In the case of Ra, he has a Karma Pool of 10,000 Karma.

Atum the Finisher

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Kingship, the weather, rulership, the afterlife, Air, construction, VulturesWorld ClassPhenomenalStellarCosmicAverageAverageAverage8,10618

Notes:

  • Atum first appeared as the ruling god of Lower Egypt and the master of the element of Air and the four winds. When his scribes took over control of the whole of Egypt he was merged into the existing stories of Ra to become a single deity. However, they are two distinct beings.
  • Atum has Phasing (Cosmic) and it is said that some part of his essence permeates everything.

Geb

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Earth, Plants, Fertility, Earthquakes (the Laughter of Geb), DucksWorld ClassAverageCosmicCosmicAverageAverageAverage10,03618

Notes:

  • Geb is the earth god. He is responsible for tending to the vegetation on earth. As a result, he was seen by many as a fertility god. Another important point worth mentioning is that Geb’s laughter was believed to trigger earthquakes. Geb can assume the form of a living mountain. In this form he is 500 feet tall, made of living rock and invulnerable to any physical damage. In mountain form Geb has Cosmic Fighting and can launch volleys of meteorites at any target within Planetary range doing Cosmic damage.

Isis

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Magic, Queenship, Motherhood, Wives, Children, Water, Protection, SwansPhenomenalDecentAstoundingCosmicAverageAverageCosmic5,1605,012

Notes:

  • Isis is the Queen of Heaven, wife to Osiris, mother of Horus, The Avenging Son, resurrector of her dead husband, protector of humanity, goddess of womenkind, wisest of the Ennead and Lady of Beauty. Isis has Phenomenal Wizardry in magic potions, used to create a potion or other liquid of whatever kind may be required. Isis is one of the most powerful magic users in the entire universe.

Nepthys (Lady of the Mansion, Mistress of the Mansion, Goddess of Mourning)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Night, Childbirth, Death, Darkness, Sadness and Mourning, JackalsAverageAveragePhenomenalPhenomenalWorld ClassStellarStellar2166,030

Notes:

  • Nepthys is the wife of Set, sister of Isis and goddess of night, death, childbirth and funeral services. Strangely, she and Set genuinely and deeply love each other even though unlike Set Nephthys is not an enraged servant of Evil. Nephtys' son Anubis is a humanoid Jackal.

Nut

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Sky, Stars, Milky Way, Eating and Drinking, CowsAverageCosmicPhenomenalCosmicDecentCosmicAverage10,1065,016

Notes:

  • Depicted as a woman with a water pot on top of her head, Nut is the sky goddess and the divine mother who nourished other Egyptian deities and pharaohs. In some other depictions, Nut can be seen arching over the earth as she symbolizes the sky. Her role as a nourishing deity meant that she was sometimes depicted as a cow.

    Nut can shift her skin to an energy form resembling the starry night sky. Anyone she touches when she assumes this Alternate Form falls through her skin into outer space where they suffer Phemomenal freezing, energy and pressure (decompression) damage each round.

Osiris

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Judge of the Dead, Lord of Mummification, Lord of Regeneration, Vegetation, Preservation, Water Lillies, DogsAverageAverageAstoundingCosmicAverageAverageCosmic5,0625,012

Notes:

  • Osiris is the beloved husband of Isis and father of Horus, The Avenging Son. Osiris was murdered by Set and dismembered. Isis restored him to life after assembling his pieces. During this ordeal Osiris truly died and his spirit went into -and through- the afterlife, emerging again with his resurrection. As a being both living and dead, and in his current form of a mummy, Osiris is the Judge of the Dead, presiding over the celestial legal process where the sins of the newly dead are judged and their fate for all eternity decided - cast into Ta'Ut the Burning Place for endless punishment or sent to the Fields of the Blessed for an eternity of peace and relaxation. Osiris is also the vegetation god and ruler of the vegetable kingdom by virtue of which his skin is emerald green. Osiris is armed with a Flail and a curved rod or Crook, symbols of kingship. Each of them has Cosmic material strength and can be used simultaneously in combat to strike at different or the same target for Wondrous Blunt Melee damage.

Ra the Old Sun

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Sun, Creation, Kingship, Law, HawksPhenomenalAveragePhenomenalPhenomenalDecentAverageStellar3063,016

Notes:

  • Ra is the Sun God, credited with creating the Earth, or of restoring it after everything was drowned in the Chaos Flood at the beginning of history. He is considered to resemble an elderly man (though still of heroic proportions) and active rulership of the Ennead has passed to Atum.

Set (Sutekh the Destroyer)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Storms, Deserts, Strangers and Foreigners, Evil, Chaos, Destruction, Typhonian Beast (square-eared wolf-like creature with drooping snout)PhenomenalAverageCosmicCosmicAverageAverageAverage10,10618

Notes:

  • Set is a violent, evil and hateful creature who murdered his brother Osiris and fought with both his nephew Horus and Horus' mother, Isis. Despite this because he is family he is still part of the Ennead and is barely tolerated only because the cosmic balance of the universe requires that the contaminating force of evil must exist to balance out the light and goodness that exists. Set is a powerful evil wizard who uses all kinds of black magic to serve his current evil plan.

    In his aspect as Sutekh the Destroyer, Set is the God of Evil and Destruction, an implacable enemy of all who live who can kill (Phenomenal Energy Blast) or torture (Phenomenal Affliction of whatever kind he selects) with a touch. In this form he is a 10 foot tall man dressed in black and red armor that covers his whole body. He carries no weapon; he needs no weapon.

Shu, He Who Rises Up

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Air, Peace, The Four Winds, LionsAveragePhenomenalAstoundingPhenomenalAverageAverageWorld Class25642

Notes:

  • Shu is the son of Atum and the God of the Air. Shu has Flight (Cosmic) and Element Control (Air) (Phenomenal)

Tefnut, Voice of the Rain

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Water, Rain, moisture, LionessesAveragePhenomenalAstoundingPhenomenalAverageAverageWorld Class25642

Notes:

  • Tefnut is the wife of Shu and the Goddess of the Rain. Tefnut has Element Control (Water) (Phenomenal) and Weather Control (Phenomenal).

GENIE

A Genie (in classical Arabic, Jinni, plural Jinn) is a magical eldritch creature who, although physical, is composed not of normal phases of matter like a human being but instead is composed of plasma and time crystals ("beings of smokeless flame"). They can appear as balls of light, snakes, scorpions or humans but all Genie have Shapeshifting (Bad) and can also use Magic. They are natural invisible to humans (Phenomenal intensity Invisibility). Although generally invisible, jinn are supposed to be composed of thin and subtle bodies (ad̲j̲sām), that they can change at will. They favour snake form, but can also choose to appear as scorpions, lizards or as humans. They may even engage in sexual affairs with humans and produce offspring. If they are injured by someone, they usually seek revenge or possess the assailant's body (Mind Control at Phenomenal intensity), refusing to leave it until forced to do so by exorcism (Psyche to Psyche combat). Jinn do not usually meddle in human affairs, preferring to live with their own kind in tribes similar to those of pre-Islamic Arabia. Having said that, a surprisingly large number of them do end up being the secret helpers or Servants of superheroes.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentAverageTriple ShiftTriple ShiftAverageAveragePlanetary11161012

Notes:
  • Heroic Genie helpers include Yama Lama of Ka-Bang, Aladdin's Genie, The Genie of the Olden Glowing Jug, The Genie of Zayn al-Asnam, Al Addin's Genie and Red Reeves' Genie. Villainous genies include The Green Genie and the supernatural Servants of the Sorceress of Zoom.

GIANT

A Giant or Titan is a gigantic - as in Kaiju sized 150 to 400 feet tall - humanoid. Other than its colossal size, a typical Giant is human in its basic physiology. However a handful of the largest Giants have significant physical deviations such as two heads, large curved horns, extra limbs (arms), reptilian features, a tail, wolf-like features or skin resembling rock and earth with hair that resembles vegetation.

Giants are Kaiju and fight like their fellow gigantic monsters.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageBadPlanetaryPlanetaryTerribleAverageAverage201014

Notes:
  • A Cyclops is a one-eyed Giant with one huge round eye where two normal ones would normally be found. Cyclopes (plural of Cyclops) all have Talent Weaponsmith and Speciality Throwing Rocks.

GORGON

A Gorgon is a female Immortal with black bat wings, a beautiful female body, bronze claws instead of finger and toe nails and the head of a Wild Boar with snakes for hair.

Anyone looked at by a Gorgon must make an Intuition roll to avoid catching their eye unless they have taken other precautions. Someone meeting the gaze of a Gorgon is petrified (turned to stone). Petrified characters are solid unmoving stone but not dead; they no longer age but neither are they truly alive. If they are not reverted back to normal within 7 days of their petrification the condition becomes permanent and the petrified character is permanently dead. This effect works on any character, including characters with the Immortality Power.

Gorgons can attack with their claws and tusks for World Class Lethal Melee damage. If they score a hit they can a further free attack with the poisonous snakes hair to inflict Affliction (Poison). Gorgon Poison must be cured within three days. If it is not cured within three days the victim suffers petrification as if having met the gaze of the Gorgon.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentAverageAverageFantasticAverageAverageGreat6232

Notes:
  • Medusa, a beautiful human girl who was cursed by the Olympian Gods to become a Gorgon, has her original beautiful female face in the middle of her normal Gorgon head.
  • The petrification effect of the Gorgon eyes works even after the creature is dead.
  • Any time a Gorgon has its blood spilled, roll 1d10 at the end of the combat. On a roll of 1, a fully grown Pegasus forms out of the creature's spilled blood. This Pegasus is wild but able to be tamed and ridden.

GRIFFIN

A Griffin has the head and wings of a Giant Eagle and the body of a Lion. They can be trained as Steeds.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageWorld ClassWorld ClassFantasticTerribleAverageAverage10614

Notes:
  • Griffins can mate with Giant Eagles or Lions as well as their own species. If a Griffin mates with a Giant Eagle the children will be Rocs; if a Griffin mates with a Lion the children will be Sphinxes.


HELLHOUND

A hellhound is a magical eldritch Dog or Wolf that is a guardian or a servant of hell, the devil, vengeance or the Underworld. Hellhounds occur in mythologies around the world, with the best known examples being Cerberus from Greek mythology, Garmr from Norse mythology, the black dogs of English and Welsh folklore, and the fairy hounds of Celtic mythology. Hellhounds are commonly black, anomalously overgrown, supernaturally strong, and often have red eyes or are accompanied by flames.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
World ClassAverageDecentWondrousBadAverageWorld Class13140

Notes:
  • Cerberus is the guardian of the Underworld of the Olympian Gods. He has three heads and can breathe flame (Blast (Fire) Astounding Rank). Cerberus' Endurance is Cosmic and he has Immortality Power. Cerberus is immune to all non-magical damage and is Invulnerable (Astounding armor).


HELLSPAWN

Hellspawn are the dominant (but far from the only) local inhabitants of Ta'Ut, or Hell, the "Burning Place." They are irredeemably evil by definition, effectively Elementals of Evil. They are also powerful interdimensional parasites that feed on negative emotions such as fear rather than on physical food and drink.

Hellspawn mate with living mortals to produce half-Devils or Cambions. These Cambions usually have Hell themed super powers, or at the very least a powerful ability to use Magic.

Foundlings of Hell are exiles, orphans or hellspawn who are accidentally stranded on Earth. Ignorant of their real nature, or in denial of it, they often attempt to be heroic and to either atone for past sins or to fight against evil instinctively.

All Hellspawn, and some Cambions, take no damage from non-magical physical attacks. Hellspawn also have World Class Regeneration. Hellspawn with a *Star next to their names also have the ability to receive Worship.

Worship means that the creature is the leader of a supervillain Team, a Cult, with itself as the leader of the Team. This means it can Karma Pool with its Cult, and that the more worshippers it attracts the more Karma it has to use. In this way a minor weird monster becomes a potentially existential extinction level threat if the Cult is not crushed quickly enough.

Hell is nothing if not orderly and the Hellspawn are strictly arranged in families, ranks, legions, a bureaucracy that spies on the mortal realm and records the Karma of all living beings, and a ruling government consisting of both nobility (Dukes of Hell) and elected rulers (Presidents). The Presidents and Dukes and their related functionaries all reports to the Thrones of Hell, and the Thrones themselves must kneel in obeisance to The Evil One, the Form Destroyer, the Ape of God, the Accuser, the ultimate Big Bad... THE ADVERSARY.

All Devils have Immortality power as well as World Class Environmental Awareness that they use the opposite of intended - to find places to spoil, contaminate, corrupt or destroy. Typical Devils range in size from 5 feet to 9 feet tall. Generally as they gain power, they increase in physical size. Devils as they gain power can also change their natural form, adding tusks, spikes, extra attacks or whatever else strikes their fancy.

Devils all use Magic.


Demon (Genesis Ghost)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
ZeroZeroZeroPhenomenalAverageAveragePhenomenal100106

Notes:
  • Demons are bodiless evil spirits that constantly seek to possess living beings.

    They do this through attempts at Psychic Corruption. If the Tainted effect is achieved, the Demon possesses the character, replacing their Reason, Intuition and Psyche with the Demon's Reason, Intuition and Psyche. For all intents and purposes that character is now a Demon inhabiting their physical form and is considered to be a supervillain from that point on.

    Exorcising a Demon, driving them out of a physical form, is no easy task.

    Demons are not physical and cannot be hurt by an physical damage whatsoever no matter the source.

Devil, Enslaver

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageAverageWorld ClassPhenomenalWorld ClassAverageWondrous142111

Notes:
  • Enslavers are hairless human-sized creatures with pale flesh pierced through by spikes, cut open into fresh unbleeding wounds and strapped and bound into latex and black leather corsets, boots, fingerless gloves and neck braces. The overall appearance is of a mutilated corposes stitched together with chains and surgical steel wire. Each Enslaver is draped in thin chains each of which has a hook or spike on the end. These chains can be used as if a whip, Lethal Projectile or Binding attack, impaling or entangling a single target. Multiple Enslavers will try and strike the same target. Once the target is suffering the Binding effect the Enslaver will make Strength rolls to attempt to literally tear the target apart.

    Enslavers are couriers and enforcers for Hell. They also try and collect slaves for their own amusement who they drag into their own lair and then begin to slowly torture.

    The slightest touch of Holy Water does Phenomenal damage to a Devil.

Devil, Typical

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageAverageDecentPhenomenalAverageAverageWondrous100106

Notes:
  • In their natural form a Devil is red-skinned, horned, and has apparently useless small bat wings (Terrible Flight), a fanged mouth and usually black eyes or glowing eyes.

    Some Devils arm themselves with swords, spears, tridents or whips.

    The slightest touch of Holy Water does Phenomenal damage to a Devil.

Succubus / Incubus (Lust Devil)
A Succubus us a Devil that assumes the form of a beautiful woman to seduce men. The same Devil can then shapeshift into a handsome male form to seduce women. The touch of a Succubus or Incubus is colder than that of normal flesh which is the only clue to their nature. When a Succubus is reduced to less than 10% of its normal Health it reverts to a hideous horned bat-winged Devil form revealing its true self.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageAverageDecentPhenomenalAverageAverageWondrous100106

Notes:
  • Succubi have sex with humans but they can also actually mate with humans. Succubi can become pregnant with a half-Devil child, and Incubi can father a half-Devil child on a human woman. The offspring are Cambions, half-Devils with special powers. Each Cambion is usually unique due to the massive genetic damage of their physical form.

    The slightest touch of Holy Water does Phenomenal damage to a Succubus.


The Evil One (THE ADVERSARY)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
PhenomenalAverageCosmicCosmicCosmicCosmicCosmic10,11615,000

Notes:
  • The Adversary is the ultimate evil. He embodies the destructiveness, spite, love of violence, chaos, illness, murder, violation and hateful imitation and parody of the All-High and of all life, decency, hope, grace, mercy and goodness. The Adversary exists to pervert, destroy and extinguish all light and life.

    Master of all forms of Magic, The Adversary is master of technology, especially robotics, computing and genetics. He has millions of followers including characters in control of governments, religions supposedly opposed to him and weapons manufacturers.

    The Cult of the Evil One, the religion of The Adversary, numbers in the millions; the Karma he can access is only limited because so many of his followers commit murder and other heinous acts. For this reason he can be considered to have no more than Cosmic Karma (5,000) to spend at any one time.

    The Adversary has fathered several children over the centuries, not all of whom are evil; some rebel against their infernal father and try and be heroic for as long as they can.

    The Adversary innately has access to any super power he wishes to use, at will. Using any one Power takes an action. No roll is required to access Powers. The Adversary can also summon to him with a simple Psyche roll a Legion of Hell, a swarm of Devils numbering in the thousands. They do their best to overwhelm a square mile area around their master, focusing on the biggest threats first.

    In Hell itself, The Adversary behaves in a manner similar to Hitler at the top of his game, constantly playing off his lieutenants against each other to insure none of them become powerful enough to challenge him while requiring absolute obedience from all.

HYDRA

A Hydra is a gigantic (100 feet long) water-snake-like monster with nine heads, one of which gives the creature the Power of Immortality. The Hydra lives in swamps or coastal lagoons from which it will periodically emerge to harry the people and livestock of the local area, or attack coastal shipping. Anyone who attempts to behead a Hydra finds that as soon as one head was cut off, two more heads would emerge from the fresh wound: the Hydra was Astounding Regeneration.

Only fire damage is not regenerated by the Hydra.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageAveragePhenomenalWondrousTerribleAverageTerrible18710

Notes:
  • The Lernaean Hydra is the progenitor of all lesser Hydra. It has physical statistics two Ranks higher than the normal Hydra.


LINDWORM

A Lindworm is a 200 feet long creature resembling a snake with a mane of fur and dorsal fins running down its spine to its tail. It inhabits mountains and forests.

A Lindworm has the Power of Growth but only applied to whatever it enfolds in its snake-like body's coils. Once surroung a person or object, or Binding them in its coils with World Class intensity, the Lindworm can on its next action apply Growth power to the person or object, with Fantastic intensity. Whatever is made larger using it Growth power is automatically surprised since it happens so suddenly. The Lindworm will then attempt to push over or trip up the target, so as to make it fall over for Lethal Melee damage, Blunt Melee stunning damage if the target makes an Endurance roll at Silver Rank or better. If interrupted or forced to flee whatever the Lindworm has enlarged in size remains that way for 1d10 days.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageDecentAstoundingPhenomenalBadAverageTerrible16612

Notes:
  • Lindworms are not automatically hostile and some communities befriend them, feeding them cattle in return for the Lindworm making use of its Growth power for the community.
  • Once per day, the Lindworm can Spit; this is a ranged attack of a spray of milky poisonous liquid like glue. It causes Binding, Affliction (poisoning) and Affliction (stench) at Phenomenal intensity with a Decent range.

MANTICORE

A Manticore has Dragon wings, a Scorpion tail, the body of a lion and a large lion-type head with a fierce human face and a large mouth filled with razor sharp teeth. In addition to the sting on its tail the tail also has large black spines.

This living killing machine can fly at Decent Speed, throw its tail spines up to three times a day at Decent range for World Class damage, Bite for Great Lethal Melee damage, use the claws on its paws for World Class Lethal Melee damage, or body slam for Blunt Melee damage.

Manticores live in desert or grassland conditions and prefer to live in ancient burial grounds or ancient ruins where they feed on anything they can catch.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
GreatAverageFantasticWorld ClassBadAverageTerrible9612

Notes:
  • If something enrages a Manticore enough, its Strength boosts for 10 rounds to Phenomenal Rank.

NAGA

The Nagas are a divine or semi-divine race of half-human, half-serpent beings that reside in the netherworld and can occasionally take human or part-human form. These reptilians sometimes assume human form to run errands or walk amonve humanity unseen.

A female naga is called a Nagi, or a Nagini. They are principally depicted in three forms: as entirely human with snakes on the heads and necks, as common serpents, or as half-human, half-snake beings.

Nagaraja is the title given to the king of the nagas.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
FantasticWorld ClassWorld ClassGreatWorld ClassAverageFantastic12076

Notes:
  • Nagas like humans can be good or bad, heroic or villainous. In general they aren't hostile to humans, but they accept their worship or rulership.


NYMPH

Nymphs are personifications of nature, are typically tied to a specific place or landform, and appear in the form of beautiful human maidens. They are not necessarily immortal, but live much longer than human beings. Their Health and their appearance are affected by any healing or damage done to the place or landform to which they are attached and which is their home. All Nymphs have ESP allowing them to what is happening in their linked place or landform and Environmental Awareness tied to their home as well.

Nymphs are divided into various broad subgroups, such as the Meliae (ash tree nymphs), the Dryads (oak tree nymphs), the Naiads (freshwater nymphs), the Nereids (sea nymphs), and the Oreads (mountain nymphs).

Nymphs that have had sexual relations change, becoming Xana. A Xana has access to Environmental Awareness, Matter Control (both types) and Emotion Control at Single Shift Rank with no limitations.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
TerribleGreatAverageWorld ClassAverageAverageAverage4816

OGRE

Ogres are a Prehistoric race of gigantic (8 to 12 feet tall) monstrous humanoids. Although they can interbreed with humans they prefer to catch and eat them, along with any other humanoid they can find.

Ogres are carnivores and only eat plant life as seasoning or enhancement when making a stew out of other intelligent life. If no humans or humanoids are around to eat they hunt other Animals to eat.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
GreatAverageWorld ClassBadAverageAverageAverage6616

Notes:
  • Some Ogres are born smaller - but even more evil - than normal Ogres. These smaller Ogres look almost exactly like normal humans other than having an extra row of teeth behind their normal teeth or six fingers on each hand. Normal Ogres use these Infiltrator Ogres to keep human communities confused and ineffective.

OLYMPIAN GODS

The Gods of European bronze age antiquity, the Olympians are a pantheon of awesomely powerful creatures. Some of the most powerful are close family relations of each other; others have married into this group or have joined it having formed out of chaos and darkness independently of the others.

In the most ancient times it was the Goddesses, and not the Gods, who were dominant. However, in a three generation horror story, eventually Zeus the Sky-Father became the most powerful god of all and the ruler of all the Gods and humankind.

Olympian Gods each have a portfolio. This is the area, theme or set of skills over which the God presides. For the purposes of all rolls, the Olympian God is considered to have Cosmic (5000) Rank on which those skills or related rolls are made.

All Olympian Gods from the greatest to the least have the following Powers:

  • IMMORTALITY: Olympian Gods have the Power of Immortality. The only limitation on this Power is that to continue to enjoy Immortality they must drink Nectar and eat Ambrosia - the drink and food of the gods, mysterious golden substances.
  • LIFE SUPPORT (Phenomenal): Olympian Gods are invulnerable to all non-magical damage, immune to cold, heat, weather effects, pressure and do not need to breathe. Magic, psionics and other mind attacks and weapons forged by gods, Devils or other supernatural beings do normal damage.
  • REGENERATION (Phenomenal): Olympian Gods are invulnerable to all non-magical damage, immune to cold, heat, weather effects, pressure and do not need to breathe.
  • SHAPESHIFTING (Phenomenal): Olympian Gods can change into a different physical form as a standard action. Changing back to their "true" form is a free action. Changing from one chosen form to another requires another action. The physical form can be any Animal, Creature or person - including impersonating a living specific person.

Olympian Gods are not moral and in fact frequently behave as supervillains. They lie, cheat, steal - and do much worse. They also persecute people they take a dislike to and delight in causing wars, sending plagues, causing famine and creating and unleashing incredible monsters on the world of mortals, all supposedly so that great heroes will arise, win glory and seek the help of the gods.

Olympian Gods can mate with mortals to produce Demigods, children of the gods with half-divine natures. Demigods in turn can mate with mortals and are usually the founders of powerful bloodlines, ruling families or families of superheroes - or supervillains.

The long reign of the Olympian Gods ran from the Bronze Age Dark Age through the ascendancy of the ancient Greeks and through the Roman Republic and Roman Empire. Sometimes the Roman name for a god became as commonly used as their original Greek or pre-Greek name. These alternative names are given (in brackets) after each god's proper name.

It is highly likely that one or more Olympian Gods may appear in your game, and not necessarily as heroes or allies. They are capricious, childish, intolerant bullies and although capable of great goodness, mercy and kindness they are an alien chaotic race, full of passion and bad temper. They come from an earlier, barbaric world, long gone now.

Defeating an Olympian God on Earth results in them immediately being summoned back to Mount Olympus the magical home of the gods. There, they will be hiding in their celestial palace, sulking in shame at their defeat, for 1d10 months. During that time they will not answer calls for help from anyone unless ordered to by Zeus himself.

Each Olympian God is the head of their own mystery cult, a religion once everywhere but now much smaller than the monotheistic religions currently dominating Earth. Nevertheless, there are more than enough worshippers of the Olympians that each of them has access to a Karma Pool of 5,000 Karma. In the case of Zeus, he has hoarded his Karma for thousands of years ever since the Gigantomachia, the War Against The Giants. He has a Karma Pool of 30,000 Karma.

Aphrodite (Venus)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Fertility, Love, Beauty, SexGreatGreatAstoundingPhenomenalAverageAverageWorld Class19042

Notes:

  • Aphrodite is the goddess of fertility, love, and beauty. During the Trojan War, Aphrodite fought on the side of Paris and the Trojans. Aphrodite and her son Eros (Cupid) ["Desire"] teamed up to cause Zeus to fall in love with a human named Europa.

Apolion (Apollo)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Art, Music, Literature, Singing, Public Speaking, Prophecy, Poison and SnakesWorld ClassPhenomenalAstoundingPhenomenalAverageAverageWorld Class28042

Notes:

  • Apollo is the son of Leto and Zeus. He was born on the island of Delos. He and his twin sister Artemis, also an Olympian, share an aptitude for archery.The nine Muses are companions of his; they are goddesses known for inspiring art and music.

Ares (Mars)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
WarPhenomenalPhenomenalPhenomenalPhenomenalAverageAverageWorld Class40042

Notes:

  • Ares the God of War is the son of Zeus and Hera, both of whom hate him. Eros is the child of Ares and Aphrodite. Ares also has two other children by Aphrodite, the twins Phobos (the God of Fear during battle) and Deimos (the God of Dread before battle). Ares is referred to as the God of War; he represents the unpleasant but realistic aspects of battle rather than some kind of heroic ideal. Ares will drink human blood at any opportunity.

Artemis

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Hunting, Nature, Wildlife, Archery, Virginity, MarriagePhenomenalPhenomenalPhenomenalPhenomenalAverageAverageWorld Class40042

Notes:

  • Artemis is daughter of Zeus and Leto and twin sister of Apollo. She is primarily a wild virgin huntress, goddess of wildlife and patron of hunters.She is an important goddess in the lives of women, especially when it came to getting engaged and marriage, and young creatures.

Athene (Athena, Minerva)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Knowledge, Cunning, Warfare, Athens, OwlsPhenomenalPhenomenalWondrousPhenomenalWorld ClassWorld ClassWorld Class37590

Notes:

  • Athena is the Goddess of War, the female counterpart of Ares. Her warfare is that of cunning, espionage and tactics as well as brute force. She is one of three virgin goddesses; the other two are Hestia and Artemis. Athena serves as a guardian of Athens, where the Parthenon served as her temple in ancient times. Owls report news to her constantly.

Atlant (Atlas)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Separation, Strength, Endurance, lost kingship, AtlantisPhenomenalBadInfinite (Cosmic)Infinite (Cosmic)AverageTerribleAverage10,10414

Notes:

  • Atlant is a Giant now forced by Zeus to eternally lift up the heavens and separate Earth from the cosmos beyond. Atlant was the ruler of a mighty empire of Giants now sunk beneath the sea. He led the Giants in their war with the gods and when the Giant were defeated Atlant was altered through Zeus' magic into his current form - a living mountain.

    Atlant has Alternate Form (Mountain) and is infinitely strong. For game purposes his Health is calculated at the limit of physical manifestation, Cosmic. His full infinite Strength and Endurance are beyond mortal comprehension and so, are beyond this game.

Demeter

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Fertility, Harvest, Motherhood, The SeasonsBadAveragePhenomenalPhenomenalAverageCosmicWorld Class2105036

Notes:

  • Demeter is the daughter of Cronos and Rhea and is much older than the other Olympian Gods. She is the goddess of harvest and fertility. Only women attended the Thesmophoria, a fertility festival held in honor of Demeter. In modern day times some "pagan" women worship Demeter as the source of fertility and female power.

Dionysios (Bacchus)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Winemaking, Chaos, Merrymaking, Drunkenness, Loss of ControlDecentAveragePhenomenalPhenomenalAverageBadWorld Class21640

Notes:

  • When Hestia grew weary of the constant bickering among the gods, she quit their councils and lived separate from the rest. In her place rose the last-born Olympian God, Dionysios. Dionysus is primarily known as the God of the Vine. Upon reaching adulthood, Dionysus wandered the Earth, teaching men the culture of the vine. Dionysus was the last god to enter Olympus.

Haides (Hades, Pluto, Plauton)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Death, The Underworld, TreasurePhenomenalFantasticPhenomenalPhenomenalAverageAveragePhenomenal340112

Notes:

  • Haides is the brother of Zeus and the Lord of the Dead, God of Death. He lives in The Underworld, the upper reaches of Ta'Ut, the Burning Place, deep below the earth. There, he imprisons forever the souls of the dead. He was also called "Plauton" ("Riches") and the God of Wealth or “the rich one” because he possessed the precious metals of the earth, and indeed the entrance to his kingdom beneath the earth is strewn with precious metals and treasure. Hades has a helmet that gives its wearer Invisibility (Phenomenal). His wife is Persephone, Demeter’s only daughter, whom he kidnapped and made his queen. Haides has as his pet Cerberus, the three-headed Hellhound. Cerberus guards the entrance to the Underworld, killing any who seek to enter while they are still alive.

Hephaistos (Vulcan)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Fire, Volcanoes, Smithing, Invention, Building AverageAstounding (with his hands) otherwise AverageTriple ShiftPhenomenalPhenomenal when applied to inventing and smithing, otherwise FantasticAverageAverage61252

Notes:

  • Hephaistos is club footed and hunchbacked. Unlike all the other Olympian Gods his form is ugly and misshapen and his face is also distorted and offputting to look at. As an amusement and a punishment for Aphrodite, she was forced to marry Hephaistos but she constantly cuckolds him, having an affair with Ares at every opportunity and even bearing Ares' children. Hephaistos is the Smith God who can make any weapon, armor, arrow or metal item such as a net, magical robot or mechanism to Phenomenal standard.

Hera (Juno)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Marriage, female rulers, Law, legal professionAverageAverageAstoundingPhenomenalGreatWorld ClassAverage16256

Notes:

  • In the story of Hera there are echoes of a far earlier time when she and her priestesses were pre-eminent over any male god. Hera is Queen of the Olympian Gods and the long-suffering wife of the constantly unfaithful Zeus. In the story of the Quest for the Golden Fleece, Hera was a gracious protector of the heroic Argonauts. However usually she is depicted as insanely jealous and often angry. Hera supposedly has few, if any, redeeming qualities. She never forgets an injury.

Hermes (Mercury)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Herald of the Gods, Thieves, Medicine, Magic, Secrets, Spying, TravelAverageAverageAstoundingPhenomenalGreatWorld ClassAverage16256

Notes:

  • Hermes is the super speedster of the Olympians, as well as the patron god of thieves, magicians and surgeons. Hermes land speed when running or air speed when flying is Planetary. Hermes is considered a “trickster” due to his cunning and clever personality. He primarily serves as the herald or messenger of the gods. When Zeus or another god wants to communicate with mortals on Earth, it will be Hermes who is sent to deliver a message first. Hermes can travel at up to "low" Cosmic Speed, several times "faster than light" but not so fast as to be able to cross a galaxy in hours. It would take Hermes an hour to cover 10 light years or so. He can take one passenger with him on his travels. Hermes wears winged sandals which allow him the Power of Flight, a metal flat bowl helmet with wings which gives him the Powers of ESP, Mind Control, Illusions, Invisibility and Phasing, and a cloak which confers the Powers of Invisibility and Element Control (Darkness). Hermes was born in a cave on a mountain in Arcadia; he was conceived and born within the course of one day.

Hestia

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Hearth, Home, Hospitality, VirginityDecentAverageAstoundingPhenomenalDecentDecentPhenomenal166120

Notes:

  • Hestia is the goddess of the hearth, home, architecture, domesticity, family, and the state. She was one of only three virgin goddesses, next to Athena and Artemis. Although both Poseidon and Apollo wanted to marry her, Hestia made an oath to Zeus that she would remain forever pure and undefiled, never entering into a union with a man. She is worshipped chiefly as goddess of the family hearth; but, as the city union was only the family union on a large scale, she had also, at least in some states, a public cult at the civic hearth in the prytaneion, or town hall. Hestia is closely connected with her brother Zeus, god of the family in its external relation of hospitality and its internal unity. She is also associated with Hermes, the two representing domestic life on the one hand, and business and outdoor life on the other. Hestia grew tired of the contant arguments and scheming of the other gods and left their councils to live apart from them. Her place was taken by Dyonisios. Hestia can use ESP Power to see out of any family fireplace, cooking fire or center of a living room or dining room, anywhere in the universe.

Pan

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Nature, Shepherds, Hunters, Pleasure, Country MusicPhenomenalAverageDouble ShiftTriple ShiftAverageAverageAverage80618

Notes:

  • Pan is considered to be one of the oldest of Olympian Gods. He is associated with nature, wooded areas and pasturelands. His physical form is that of a large muscular Satyr. The worship of Pan began in rustic areas far from the populated city centers. Therefore, he did not have large temples built to worship him. Worship of Pan centers in nature, often in caves or grottos. He rules over shepherds, hunters and rustic music. He was the patron god of Arcadia. Pan was often in the company of nymphs and satyr.

Persephone

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Spring, renewal, The Wilderness, NatureBadDecentWorld ClassAstoundingAverageAverageAverage9416

Notes:

  • Daughter of Demeter and goddess of Spring, wild nature and renewal. She was stolen away by Haides the King of the Dead. Now she dwells underground with her husband for half the year (Fall and Winter) and is released to play in the above world the other half of the year (Spring and Summer) before being forced to return once more to her husband's dark realm.

Poseidon (Neptune)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
The Ocean, Earthquakes, HorsesPhenomenalAverageDouble ShiftTriple ShiftAverageAverageAverage80618

Notes:

  • Poseidon was allotted his dominion after victory in the Gigantomachia, the War Against The Giants. He took over the oceans as his dominion from the defeated Titans who once lived and ruled there. He wields the trident or three-pronged spear, and this image of him is universally reflected in art. Poseidon is the Olympian God of the sea and the protector of all waters. He is also the Father of Horses, credited with creating the first true modern horses from sea foam. His original powers were those of causing Earthquakes. He has Elemental Control (Earth - Earthquakes) at Triple Shift Rank.

Zeus (Jupiter)

___PORTFOLIO______FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
Kingship, Aristocracy, Rulership, WeatherPhenomenalAverageDouble ShiftTriple ShiftAverageAverageAverage80618

Notes:

  • Zeus was the father of the famous Greek hero Hercules.The name Zeus means "bright" or "sky."His weapon of choice was the thunderbolt, made for him by the Cyclopes. Zeus is married to Hera but the marriage is a very stormy one due to Zeus constantly committing adultery. Zeus combined the cosmic forces of the defeated gods and giants at the end of the Gigantomachia, the War Against The Giants, and in the process ascended to a previously unknown level of god-power. He rules literally through force; many other gods would not tolerate his behavior or bullying except for his overwhelming force.

    Zeus' Thunderbolts are strange glowing rods with three prongs at each end resembling the heads of two Tridents stuck together. He can throw them from his current location to anywhere on Earth or within its atmosphere. They do Triple Shift Energy Blast (electricity and sound) damage. Zeus' shapeshifting ability is a free action, meaning he can take another action before or after shapeshifting each round. Zeus has at his command a myriad of powerful creatures who he can summon to him with a Psyche roll or dispatch to the location of a mortal automatically.

    Zeus has Weather Control (Planetary).

PHOENIX

The Phoenix is as large as an eagle, with brilliant scarlet and gold plumage that provides it Decent armor, and a melodious cry. Only one phoenix exists at any time, and it is very long-lived. Unless killed through violence, no Phoenix is known ever to have a life span of less than 500 years. As the end of its life approaches, the Phoenix fashions a nest of aromatic boughs and spices, sets it on fire, and sits down in the fire to be consumed in the flames. From the ashes on the pyre a new Phoenix hatches. The Phoenix buries its father’s ashes in an egg made of myrrh, then flies at World Class Speed with the ashes to Heliopolis (“City of the Sun”) in Egypt, where it deposits them on the altar in the temple of the Egyptian god of the sun Ra.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageAverageWorld ClassWorld ClassTerribleTerribleTerrible726

Notes:
  • Phoenixes have Life Support Power - they are completely immune to heat and fire. Wooden weapons and ranged weapons missiles partly wooden in composition burst into flame and are destroyed on contact with a Phoenix doing no damage to the bird.
  • Phoenixes have Aura Power - within the same area they occupy superheated air and roaring flames surround the bird and inflict Fantastic fire damage on anyone in the location.

ROC

The Roc is an enormous legendary bird of prey in the popular mythology of the Middle East. The Roc appears in Arab geographies and natural history, popularized in Arabian fairy tales and sailors' folklore. Ibn Battuta tells of a mountain hovering in the air over the China Seas, which was the Roc. The heroes Abd al-Rahman and Sinbad the Sailor both encountered the Roc.

The Roc is well over 100 feet long with a wingspan of 360 feet and is well within the size for the Kaiju rules to apply.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
FantasticAveragePhenomenalPhenomenalTerribleBadTerrible1468

Notes:
  • Rocs will pick up enormous rocks and use them to "bomb" targets on the ground. These dropped rocks do Single Shift damage in a 10 Area diameter.


SATYR

Satyrs are humanoid woodland creatures depicted as having pointed ears, legs, and short horns of a goat or the long tails, pointed ears and shaggy mane of a horse, and a fondness for unrestrained revelry. Satyrs are characterized by their ribaldry and were known as lovers of wine, music, dancing, and women.

There are no female Satyrs. Satyrs can reproduce with human females, merpeople or Nymphs. Male offspring will always be Satyr-like.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
TerribleAverageGreatGreatBadAverageAverage4816

Notes:
  • Satyr each carry Pipes of Pan, magical panpipes which can create Decent range Binding, Blast (sonic blast), Illusions or Emotion Control at World Class intensity.

SHOGGOTH

"It was a terrible, indescribable thing vaster than any subway train—a shapeless congeries of protoplasmic bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter."
— H. P. Lovecraft, At the Mountains of Madness

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
World ClassTerriblePhenomenalAstoundingAverageBadAverage18216

Notes:
  • Shoggoths are a shapeless but intelligent protoplasmic life form. Its form of life is electrochemical meaning that although it is "alive", many of its biological systems operate independently of the normal needs of carbon based life. Shoggoths can form tentacles to attack in melee using Binding Power, Affliction Power (suffocation) or it can simply roll over or leap and slam an opponent for Lethal Melee. A Shoggoth is typically 100 feet in diameter but can compress its form to 30 feet or spread out over 200 feet. Shoggoths are immortal. Certain strange Magic spells can control Shoggoths for short periods of time.
  • Shoggoths have Phenomenal Regeneration.

SPHINX

A Sphinx is a winged lion with a humanoid face surrounded by the fur or mane of a Cape Lion. They typically inhabit ancient ruins or remote mountains and live in a manner similar to Lions, allowing for their greater intelligence.

If approached in a friendly way, a Sphinx will use its Quest Powers once per visit per group or visitor. None of these Quest Powers are able to be used by the Sphinx itself; its powers are all limited so far as only being able to be used for other people.

ENVIRONMENTAL AWARENESS (Phenomenal): A Sphinx can give the use of Environmental Awareness at this Rank to a single character for one round, provided that the character completes a simple quest for the Sphinx first. This quest cannot take longer than a week nor involve threats above Wondrous in overall Rank.

PRECOGNITION (Fantastic): A Sphinx can give the use of Precognition at this Rank to a single character for one round, provided that the character completes a simple quest for the Sphinx first. This quest cannot take longer than a week nor involve threats above Fantastic in overall Rank.

WIZARDRY (Fantastic): A Sphinx can give a one use Wizardry Gimmick to its visitors with a Power at this Rank, provided that the character or characters answer a riddle correctly. The gamemaster will need to find some good riddles to function as the Riddle of the Sphinx.

Sphinx move on the ground at Great Speed and can fly at World Class Speed.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
World ClassGreatFantasticFantasticWorld ClassAverageWorld Class13066

Notes:

TREANT

A Treant is an intelligent tree able to move, think, speak and use tools.

Until they are noticed as being different Treants simply appear to be massive and tall (50 feet tall or more, 30 feet wide or more) normal trees of whatever species. Because Treants are "Tree Herders" and shepherds of the forests, they usually are a version of whatever normal trees for the forest or that part of the forest.

Treants have a top speed of Decent.

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover (see Charging, FASERIP RPG rulebook 31 and Surprise Attack, FASERIP RPG rulebook page 35) to trample the despoilers of forests. Treants are large enough to use the Kaiju rules for combat. If sorely pressed, they animate trees as reinforcements.

Animate Trees (World Class): A treant can animate trees within Decent range at will, controlling up to two trees at a time. A Treant can attempt a Psyche roll to add extra trees: a Silver result indicates one extra tree and a Gold result indicates two extra trees are animated. It takes a full round for a normal tree to uproot itself after which it can act as normal in subsequent rounds. Thereafter each tree moves at Average speed and fights as a Treant in all physical respects. Animated trees have Terrible Reason, Zero Intuition and Terrible Psyche. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range.

Environmental Awareness (Phenomenal): Treants have uncanny sensitivity to the natural world and all threats to it.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
BadBadWondrousPhenomenalAverageAverageWorld Class6616

Notes:
  • Unless they are destroyed by fire, Treants are effectively Immortal as per Immortality Power since they will grow back from seeds, runners or suckers.

TROLL

Trolls are 15 to 50 feet tall humanoids with wide fanged mouths, pointed ears and deep-set eyes beneath heavy sloping brows. They have rock-like skin (Wondrous armor protection). They live in family groups numbering no more than five and are incredibly long lived. They despise humans and are never helpful to them in any way. Trolls are carnivores and prefer to eat the flesh of intelligent creatures as their favorite delicacy.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageBadPlanetaryPlanetaryTerribleTerribleTerrible2,0106

Notes:
  • Trolls gain Regeneration Power for a day each time they devour an intelligent living creature.
  • A Troll takes Phenomenal damage each round that they are exposed to sunlight or ultraviolet light. Damage from sunlight or ultraviolet light cannot be regenerated by a Troll and must heal naturally.

UNDEAD

Undead are "living dead" or ghostly creatures that are definitely not alive but are not still and dead like a normal corpose or skeleton, or nonexistent like a hallucination. Undead exist between life and death and are imbued with necromancy (death magic) or negative energy.

Undead with a *Star next to their name have negative energy animating them and feed on life. Their touch, bite or breath drains life from a victim and in return gives the Undead Regeneration (World Class) for the round following the successful life draining attack. While draining life such Undead cannot carry out any other action. Usually a life draining attack is treated as Lethal Melee or for a breath attack Lethal Ranged. Damage from life draining is the standard damage of the type of attack made. If the undead is not using Lethal Melee or Lethal Ranged, for example touching or using its breath, the life draing itself does Decent damage for each successful attack.

Undead once created exist in their horrifying form forever until destroyed.

Undead all have Immortality of a kind - unless they are slain with a silver weapon or by Magic or a Magic weapon they will Rise, gradually reforming or reawakening to their undead existence once more.


Afterganger (Zombie)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
BadTerribleAverageAverageTerribleZeroZero182

Notes:
  • An Afterganger is a corpse brought back to life through necromancy or by the darkest most evil of scientific experiments. Aftergangers are killing machines that bite and claw at anything living until it stops moving. Then the Afterganger will chew on the victim's corpse, "eating" it even though it can't provide any real nourishment. This feeding continues for 10 rounds unless interrupted by a loud noise, appearance of new living beings or by being attacked. Statistics above are for a human Afterganger but any dead body no older than one month can Rise as an Afterganger.

*Creeping Bones (Animated Skeleton, Verdant)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
BadAverageDecentWorld ClassTerribleZeroZero402

Notes:
  • Creeping Bones are a skeleton brought into animated "life" by being overgrown by a noisome and relentless fungus or mutant plant. The skeleton is embdedded in a mass of glistening slimy vegetation or fungal growth.
  • Anyone killed by a Creeping Bones BECOMES a Creeping Bones, their flesh eaten by the plant or fungus to fuel the transformation.
  • Some Creeping Bones varieties are also the equivalent of a highly infectious disease, whose touch causes Affliction (painful infection - Creeping Bones) (World Class).


Ghoul (Corpse-Eater)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentDecentAverageAverageAverageAverageAverage3218

Notes:
  • Ghouls are cannibalistic humanoids with pale white pipilless eyeballs, sharp claws and spade-like teeth with receding gums. They live in and under cemeteries or in sewers or ruins and eat corpses, the fresher the better. They will also kill living humans and leave them to rot or "ripen" before eating the spoiled remains. If no humans are available they will eat animal carrion.
  • Ghouls are created through necromancy, curse or in some cases by infection from eating human meat. A fresh corpse can Rise as a Ghoul or a living human can turn into a ghoul after eating human flesh for a full lunar month.
  • Ghouls are nocturnal. They see in the dark as well as a human sees in the daytime with the same types of modifiers only it is the Moon and not the Sun providing the light.

*Ghost (Shade)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentAverageWorld ClassPhenomenalDecentZeroWorld Class14610

Notes:
  • A Ghost is an interphased undead entity. It has World Class Phasing and Invisibility although it is usually detectable by infra red or ultraviolet vision or cameras. Rather than using its Phasing to become intangible, the natural horrific form of a Ghost IS intangible. It must roll on its Power to become temporarily physical. It naturally dwells in the vibrational realm used by characters with Phasing when they activate their powers. To the Ghost, this ocean of nothingness is its lonely home dimension.

    Whatever a Ghost really is, it most assuredly is NOT the spirit of a departed love one or historical figure. Nor is it some slip in time manifesting a person from the past in an intangible way in modern times.

    A Ghost first appears as a patch of cold in a specific location. Passing through the location makes a character shiver. This is the first feeble life draining this entity undertakes. With this tiny amount of life energy it has taken enough to form a shape.

    From then on the Ghost will do its best to materialize so as to surprise or spook characters. Each time it does so it will make its life draining attack, usually by Power use of Phasing but sometimes more directly by appearing in some ghastly shape and touching a character.

    In addition to the Regeneration effect given by life draining, a Ghost will use the stolen life energy to create a specific form. This form has different statistics from the Ghost's normal form and is useable as an Alter Ego Alternate Form (flesh and blood) by the Ghost once it is complete. It is built from stolen life drained points so the statistics of this form are the points of damage done to victims - if a Ghost has done 40 points of damage to victims it has 40 points to divide up on its FASERIP for its new form. For this reason Ghosts usually wait a long time before creating an Alternate Form.

    Killing the flesh and blood form of a Ghost simply robs it of a vessel and the Ghost then (angrily) reverts to its true self and begins again.

Revenant

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentDecentAveragePhenomenalAverageAverageAverage12618

Notes:
  • Revenants are creatures that appear as pale corpse-like people dressed in the clothes they wore in life. They are usually physically but can use the Phasing Power at will at World Class Rank. Revenants are obsessed with vengeance and attack those who did them wrong in life, or those who do wrong to whatever cause the Revenant served in life. The Revenant only appears through a combination of Magic, a supernatural curse and the intervention of a powerful nonhuman intelligence such as a Totem God, an Olympian God or member of another powerful pantheon or through the workings of Fate or Destiny.
  • When the last target of its vengeance is destroyed, the Revenant fades from existence to be seen no more.
  • A Revenant will always have one or more Specialities or Talents which it uses in service of its vengeance.
  • If a Revenant was strongly associated with a Vehicle or Steed in life, it uses a ghostly version of the same Vehicle or Steed. This Revenant Vehicle or Steed has the same Phasing powers and same Phenomenal Endurance (Body and Protection) as the Revenant.
  • If a Revenant suffers overwhelming physical damage in a single round it disappears. The next round, it reforms nearby, unharmed. Nothing can truly destroy a Revenant until its mission of vengeance is complete unless whatever vengeance it is seeking is swiftly dealt with by local laws and legal system and ALL those against whom the Revenant seeks vengeance are dealt with satisfactorily to the Revenant.
  • Heroes fighting a Revenant are usually fighting for a draw.

Strolling Bones (Animated Skeleton)

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentAverageAverageAverageAverageZeroZero286

Notes:
  • Strolling Bones or Animated Skeletons are a skeleton brought into animated "life" by necromancy. No scientific or technological process can create this effect. To animate a skeleton the skeleton must be 80% or more complete and of human or smaller size. Larger size skeletons require Gold results on Magic rolls to create for a necromancer.
  • Strolling Bones have a kind of innate wickedness or villainy that makes them cruel warriors. They delight in stabbing to cause pain rather than simply kill an opponent.
  • Statistics above are for a human skeleton.


*Vampire

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
DecentDecentWorld ClassDecentDecentAverageAverage6022

Notes:
  • Vampires drain life by biting living victims. Someone drained at the same time as being killed by the Vampire's bite will Rise as a Vampire themselves after three days unless their head is cut off.
  • Vampires take Phenomenal damage from holy water, being touched by the eucharist or a cross, or by being staked through the heart.

*Wraith

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
World ClassDecentWorld ClassPhenomenalAverageAverageAverage17018

Notes:
  • Wraiths drain life by breathing on living victims then inhaling their life essence. The initial breathing on the victim causes Blast (freezing cold) (World Class). Someone drained at the same time as being killed by the Wraith will Rise as a Barrow-Wight after three days unless their head is cut off.
  • A Barrow-Wight or Lesser Wraith has Average Fighting, Average Strength and Wondrous Endurance.
  • Wraiths of all kinds take Phenomenal damage from sunlight, being struck by Elven-made swords or daggers, or by being hit by Dwarf-made warhammers.

UNDINE

Undines resemble Mermaids, but to be accurate, it is Mermaids, who are the grandchildren and descendants of Undines, who resemble THEM. An Undine is a powerful Water Elemental from the Elemental Plane of Water, who also inhabit secluded places on Earth and other water worlds.

Undines have Magic Power, in two forms. First they generate the effects of Powers using Magic; second they can generate magical Blast effects of flooding water, scalding steam, freezing icy slush and downpours of rain. In water they can lift an amount of water up to Fantastic size into a sphere, a crashing wave or a giant arm and fist to smash a target.

Undines take double damage from all fire effects, half damage from all earth and air effects and NO damage from any liquid effect, not just water but any other liquid. Lava for example does no damage to Undines but the steam and smoke the lava generates still hurts them for normal damage (air effect halved then doubled due to fire origin).

The Mermaid form of the Undine is their natural appearance but they can also assume the form of a large puddle of water, a normal beautiful human woman, or a dolphin. Assuming any form takes one action.

___FIGHTING______AGILITY______STRENGTH______ENDURANCE______REASON______INTUITION______PSYCHE______HEALTH______KARMA___
AverageAverageWorld ClassWorld ClassTerribleTerribleTerrible726

Notes:
  • Occasionally an Undine will fall in love with a human. The offspring of a human and an Undine is always a unique super-powered being.

WEREANIMALS

Wereanimals are a specialized form of shapeshifter. They have a human form, a half-Animal form, and a form which is identical to large heroic version of a specific Animal. The Animal could be a Dog or Wolf, a Cat, an Eagle or Hawk, a Snake, a Shark, a Badger or Wolverine, an Alligator or Crocodile or a Sea Lion. Virtually any Animal could be the animal form of a Wereanimal.

The bite of a Wereanimal can infect a victim with the Wereanimal curse. The chance of this happening is 10%. If the infection occurs the victim must make a Gold Rank Psyche roll to resist it, or they will indeed on the next full moon turn into the Animal form of the Wereanimal and from then on they are a Wereanimal.

In their Animal form, Wereanimals have the physical statistics and Powers of the Animal and the Reason, Intuition and Psyche of their human form (Average for a typical human). In their half Animal form the Wereanimal has hands and can use human tools and machines. Their physical statistics are the average of the Animal and human form. In their human form they have typical human statistics (Average in all statistics if not known).

Even in their human form, a Wereanimal has Life Support - immunity to damage. They are unable to be killed by anything other than a silver bullet or arrow. If struck by any other type of damage they are treated as having Phenomenal Regeneration, or Immortality if necessary, until the restore to full health. Only being struck by a silver bullet (or arrow) will lift the curse (and in the process kill the Wereanimal).

All Wereanimals are "savage". They cannot use any form of skill, area of knowledge, Talent or Speciality unless their Animal form has them.

Notes:
  • Each month during the full moon all Wereanimals turn into their Animal form each night involuntarily. For the rest of each month the character can make a Psyche roll to shift between each of its forms.