recursal/Fanatic-Fandom huggingface dataset:
Disease: Vampirism

## Summary

Although scholars debate the exact physiological process by which one becomes a vampire, it is clear that it is instigated by a vampire bite. It is thought that the first vampires were caused by Gnomanoids being bitten by Vampire Bats, for it is clear that being bitten by one of these animals confers a risk contracting the disease. On the other hand, it is also possible to contract Vampirism via being bitten by a Vampire - and surviving.

## Acquisition

### Vampire Bite

A creature bitten by a Vampire or other carrier may make a *Fortitude* save (TS = 14 bat, TS = 20 vampire). On a failed save, the character contracts *Dormant Vampirism* with a *Disease Burden* (D6-1 bat, D10-1 vampire).

### Untreated Dormant Vampirism

After a week, if a creature's *Dormant Vampirism Diseases Burden* exceeds 10, the character must make a new *Fortitude* save (TS = Disease Burden) each day. If the save succeeds, the character has staved off *Full* *Vampirism* for another day. If the save is a *Critical Failure*, the character has succumbed and dies. On a *Regular Fail*, the character acquires *Full Vampirism*.

## Mechanics

### Embrace of the Vampire

Creatures with *Full Vampirism* may take *Skill School Ranks* in *Vampire*.

### Vampire Traits

Trait Summary
 Default Flaws
* Obligate Bloodsucker
* Photosensitive Skin
* Silver Vulnerability

## Cures

### Dormant Vampirism

*The Dormant stage of Vampire lasts one week after character's initially contract the illness, and in this stage it is the easiest to cure. High exposure to Garlic which may be combined with purging is usually enough. At this stage curing Vampirism is not very dangerous.*

* Each day of *Garlic Therapy* will reduce the *Disease Burden* of *Dormant* *Vampirism* by 1.
	+ This healing may be *Accelerated* by a successful *Medicine* check (TS = 14).
	+ This healing may be *Accelerated* by *Faith Healing.*

### Untreated Dormant Vampirism

During any day which a creature with *Untreated Dormant Vampirism* is not exposed to *Garlic Therapy*, the *Disease Burden* increases by 1.

### Full Vampirism

*Healing from full Vampirism requires radical intervention.*
Bestiary: Gnoman Acolyte

## Description

Acolytes dress poorly and wander the streets. They are antagonistic towards merchants, guards and other agents of the state.

### Encounter Suggestions

*Acolytes* should be found in groups. They are simple combatants using *Divine Aim* and *Divine Armour* before assaulting their opponents with *Slings* and *Flails*.

## Basics

### Defences

 Resistance
 Health
 Morale
 Favour

### Equipment

 Flail
 Sling

## Construction

### Characteristics

 Fortitude
 +0
Environment: Terrain

## Environments

### Abyss

The Abyss is the sea floor below 100 ft depth (i.e. where air-breathers are scarce). Abyssal terrain varies considerably but most creatures in this environment swim.

### Caverns

Caverns includes caves, tunnels and any naturally occurring stone structures which cause significant movement restriction and are likely to trigger claustrophobia.

### Desert

Deserts are areas of very low precipitation.

### Grassland

Grassland, as the name suggests are dominated by grass.

### Ice

Ice regions are dominated by snow and ice, where the natural terrain has been replaced by frozen water.

### Jungle

Jungles are similar to woodland but are far more humid.

### Mountains

Mountains are areas where stone and vertical surfaces abound. Hazards in mountains include landslides, avalanches and general falling.

### Urban

Urban environments are built-up areas dominated by artificial structures.

### Sea

The sea is the surface of the ocean or large lakes where buoyant creatures and vehicles abound.

### Woodland

Woodland are areas where tall trees dominate the landscape.
Bestiary: Moledovan Firebelcher

## Description

Armed with *Pyrotorches*, Firespitters are a terror to behold, shaking the will of even the strongest willed enemies.

### Encounter Suggestions

*Firebelchers* function similarly to the less experiences *Firespitters.* The flames from a *Firebelcher* will set anyone hit *Alight*. They have a smokebomb for altering the battlefield. Against a group of enemies they are likely to use their *Flashbang* to stun and blind their opponents before using *Burning Sweep*.

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Earth Sprite

## Description

An Earth Sprite is a minor Djinn who has taken on the form of Earth, increasing its hardiness at the expense of mobility.

### Encounter Suggestions

Earth Sprites attack in numbers, waiting for unwary travellers before striking from beneath the earth. They will prefer to use *Earthen Shackles* to immobilize prey before raining down *Stonebolts* upon them.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +3

### Skills

 Earth Magic | Arcane
 Brawn | Athletics
 Climb | Athletics

### Techniques

 Earthen Shackles
 Stonebolt
 Local Tremor
Bestiary: Gnemlin Legionnaire

## Description

Gnemlin Legionnaires are specialist, battle-hardened veterans who have overcome their racial fear of melee and even learned to work together. The Gnemlin Legionnnaire's are rarely found in raiding parties, but are commonly stations as guards around the most important Gnemlin places, especially the imperial palace in Gneme. Legionnaire cohorts are also common in serious military actions.

### Encounter Suggestions

*Gnemlin Legionnaires* are well disciplined, well trained, and highly experienced. In combat, they act almost as if they have one mind, and present a tough front-line that rivals even their surface counterparts. When attacking, they often Throw one Pilum just before contact to disorganise an enemy formation. The other they save to hobble their opponent in the event of a retreat, to prevent a chase.

When fighting with other Gnemlins, the Legionnaires often act as officers and take the back-line - because they know they can't trust their skittish kin to hold a line on their own. instead, they press Sneakers into a spear-wielding front line and take up the rear to ensure the Sneakers won't run. From this position, a typical legionnaire turn will consist of moving to the front to attack an enemy, and then moving back to end their turn overseeing their kin. If Multiple Legionaries are present, they will often oversee cohorts of lower ranking Gnemlins as officers and attempt to instil some form of military discipline. When their kin have inevitably run, the legionnaires will cohere to form a formation cohort.

## Basics

### Defence

 Resistance
 Vitality
 Morale

### Equipment

 Pilum
 Medium Shield
 Brigandine Lorica segmentata

### Traits

 Blind and Scared
* Each time this character takes damage, they lose 1 *Morale*

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Gnemlin Fungimancer

## Summary

Gnemlin Fungimancers are arcane adherents who specialise in *nature* magic to sow confusion among their enemies.

### Encounter Suggestions

Fungimancers will usually be found in a *Fungus Form*, a misshapen fungal humanoid. Fungimancers usually engage their enemy using magic, allowing their minions to overpower the enemy.

## Basics

### Defence

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +2

### Traits

 Blind and Scared
 Fused DNA

### Talents

 Distant Caster
 Toxic Metabolism
Equipment: Armour

## Summary

Armour can mean the difference between life and death.

## Basic Armour

### Resistance Bonus

Armour grants *Resistance* against incoming attacks reducing damage caused by the specified amount. Armour usually only grants this reduction against Physical attacks, namely Piercing, Slashing and Crushing damage OR Energy attacks which require contact such as Corrosion, Fire, Frost, Lightning, Thunder etc. Attacks which cause direct damage to a creature, such as *Bleeding*, *Poison* etc ignore armour.

#### Armour Piercing

Many abilities reference *Armour Piercing*. These abilities reduce any *Resistance* from armour by half (fractions round up, Resistance 5 becomes Resistance 3).

### Agility Penalty

Wearing Armour can reduce a character's ability to move quickly. While wearing Armour, a character subtracts the Agility penalty from their Agility score (and corresponding defences, saves and checks).

### Mana Penalty

Armour of any reasonable thickness impedes the Aether from accumulating preventing spellcasters from properly accumulating Mana. Each turn a character subtracts (to a minimum of zero) the Mana Penalty from the armour from their mana generation.

### Stamina Requirement

Armour is quite heavy and difficult to use, especially when not fitted properly. Characters who do not meet the Stamina Requirement suffer a penalty to all physical skill checks equal to the difference between the character's Strength and the requirement after using the Armour for an hour.

## Basic Shields

### Defense Bonus

While wielding a shield and not *Off-Guard* a creature may add their *Defense* bonus to their *Defense*.

### Attack Penalty

Heavy Shields can limit a character's mobility and their capacity to strike with weapons effectively.

### Agility Penalty

While most shields can be carried without much difficulty, large shields (particularly Tower Shields) can be so bulky they limit the user's movements. As such, the character subtracts the Agility penalty from their Agility while wielding the shield.
Bestiary: Air Sprite

## Description

An air sprite is a magical spirit composed entirely out of aether transformed into air. They are agile and fickle creatures, often difficult to see which will attack enemies from all directions.

### Encounter Suggestions

Air sprites appear in large groups, using their mobility to harry enemies from above using *Buffeting Gust* then swooping in opportunistically to slice fallen enemies before retreating to the relative safety of the air.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 -2

### Skills

 Air Magic | Arcane
 Acrobatics | Athletics
 Flight | Athletics

### Techniques

 Aetherial Shield
 Buffeting Gust
 Featherfall
Bestiary: Moledovan Firespitter

## Description

Armed with *Pyrotorches*, Firespitters are a terror to behold, shaking the will of even the strongest willed enemies.

### Encounter Suggestions

Firespitters are ranged troops that excel at burning using their *Pyrotorch*. If the enemies are bunched together, they can use *Burning Sweep* to hit multiple opponents. When they run out of fuel, they can resort to *Firesticks*, and finally *Pick* with *Burning Weapon*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Crafted

### Equipment

 Leather Armour
 Pyrotorch Fuel
 Firestick

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Kitsune Trickster

## Description

A Kitsune is a shapeshifter whose natural form is a fox or a fox-like gnomanoid.

### Encounter Suggestions

Kitsune often pose as normal Sika. They are tricksters and will always avoid a straight-up fight if they can avoid it. They have many ways of avoiding combat including illusions, invisibility and transforming into a Fox.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 -1

### Talents

 Master Illusionist
 Specialist
 A Thousand Faces
Disease: Cotard Delusion

## Summary

Cotard's delusions is where a subject believes themselves to be dead.

## Acquisition

### Curses

Supernatural abilities such as *Minor Delusion* or *Descent into Madness* can inflict Cotard delusion on a subject.

### Brain Injury

A creature that suffers a *Brain Injury* may be subject to Cotard's. The *Disease Burden* for Cotard's starts at D8.

## Mechanics

When acquired, the target must make a *Mettle* save. On a failure, they suffer from *Death Delusion*. On a success they suffer from *Immortality Delusion*.

### Death Delusion

* The target believes themselves dead (i.e. a walking corpse)
* The target neglects themselves and does not eat, sleep or bathe

### Immortality Delusion

* The target believes they are immortal
* The target gains +6 to all *Mettle* saves vs *Fear*
* The target suffers non-proficiency on all saves vs becoming *Antagonized*

## Cures

### Electroshock Therapy

If the target suffers more than half their total health *Lightning* damage in a single turn, they may make a *Mettle* save. If successful, they may reduce the *Disease Burden* by D4.

### Untreated Cotards

For each month a creature with *Cotards* goes untreated, the *Disease Burden* increases by 1.
Bestiary: Eidolon

## Description

Eidolon are spectral spirits which possess unsuspecting gnomanoids.

### Encounter Suggestions

*Eidolon* are spectres which attempt to possess adversaries rather than directly engaging them. *Eidolon* will usually sneak up on adversaries using *Hide Form* to make them ethereal and difficult to observe. They will pick a particular strong but weak-willed creature to possess using that creature's abilities opportunistically. If the opponents refrain from attacking the host, the *Eidolon* will make use of *Chill Host*.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Special

 Symbiotic Possession
 Unliving

## Construction

### Characteristics

 Fortitude
 +0
Disease: Manarot

## Summary

*Manarot* is an arcane disease, whereby the body's natural ability to store mana is disrupted causing mana to constantly leech out. To a normal person, this disease has no obvious manifestation, but to a magic-user this can be a career-ending change.

## Aquisition

### Carrier

A creature that comes in contact with a *Manarot* carrier must make a *Fortitude* save (TS = 14) or become *Infected* and gain a *Disease Burden* of D8 (D12 if the attack drew blood).

## Mechanics

### Mana-Leeching

This character's maximum *Internal Mana* is reduced by the *Disease Burden* value of *Manarot*. For every 10 points of *Disease Burden*, this character's *Wild Mana* is reduced by one *Die-Type*.

## Cures

### Curing Manarot

Manarot does not heal naturally. To remove the disease, the character must discharge all *Internal* *Mana* and not draw any *Wild Mana* for a whole day.

* Each day *Mana-Starved* will reduce the *Disease Burden* of *Manarot* by 1.
	+ This healing may be *Accelerated* by a successful *Medicine* check of a *Healer* with at least 1 rank in *Arcane Skills* or *Knowledge Magic*.
	+ This healing may not be *Accelerated* by *Faith Healing*.

### Untreated Manarot

During any day which a creature with *Manarot* is not *Mana-Starved*, the *Disease Burden* increases by 1.
Bestiary: Grork Slavers

## Summary

### Encounter Suggestions

Slavers will usually either appear in a wild context as ambushers striking unwary towns to haul off slaves en masse. Alternatively, they will appear in an Urban setting with a view to subdue potential slaves before carrying them off in cover of darkness.

## Archetypes

 Archetype
 Brute | Heavy Melee
 Drummer | Support
 Stormcaller | Arcane Support
 Archetype
 Captain | Leader
Bestiary: Dracohorror

## Description

Dracohorrors are three eyed green quadrupeds. Their legs are long and spindly and they have giant mouths and big frills around their neck.

### Encounter Suggestions

Dracohorrors appear in small groups. They attack by coating their adversaries in acid either using *Acid Glob* at range or *Belch Acid* against groups. Once they have closed with an adversary, they use *Lockjaw* to grapple their opponents before raking them using *Open Wound*. Dracohorrors become *Enraged* when damaged so it pays to hit them hard and fast.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +1

### Skills

 Claws | Monstrous
 Rage | Arcane
 Acid Magic | Arcane
Bestiary: Hyegnoll Apprentice

## Description

*Hyegnoll* *Apprentices* are the apprentice shamans to the *Sandshifters*. They are almost always found in the company of their mentors and help augment their spellcasting and protect them from harm.

### Encounter Suggestions

A *Hyegnoll Apprentice* should either be found in a group of mooks or as an accompaniment to a *Hyegnoll Sandshifter*. Apprentices should use *False Image* and *Dust Cloud* to confuse their enemies before switching to *Fists of Stone* to defend their *Sandshifter* mentor before using *Hyena Form* to escape.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0
Equipment: Artefact Weapons

## Summary

Named Magic Weapons are powerful, unique items with enchantments that are often beyond the normal enchantments listed above. In general a character should have no more than 1 Named Magic item.

## Weapon List

### Kōtei no tonbo no tate (The Emperor's Dragonfly Shield)

#### Description

*Kōtei no tonbo no tate* is a unique Flying Medium Shield with the mind and soul of a dragonfly trapped inside. It is considered to have an enchantment level equal to 1/2 the levels of the owner to a minimum of 2. When *Kōtei no tonbo no tate* is wielded by a character who is unworthy ( < level 4), it is said to be *dormant* and functions as a non-magical shield. In order to *awaken*, a worthy character must lay it in water of at least 25 degrees for 3 days and 3 nights. On the morning of the 3rd night, it will emerge out of the water.

The *Kōtei no tonbo no tate* is always considered to be able to be airborne under it's own power, but requires charges to perform *Summon Weapon, Throw Weapon, Interception, or Dancing Weapon.* In the absence of any of these actions, *Kōtei no tonbo no tate* remains airborne near it's owner where it functions as a normal shield, providing the owner with it's defence bonus (though, notably, not requiring the use of a hand), but without an attack penalty.

In addition, *Kōtei no tonbo no tate* may carry a *medium* or smaller creature up to 60 ft at 30 ft altitude at the cost of 1 charge. Creatures small enough to sit on the shield may do so, while others must hold on tightly.

*Kōtei no tonbo no tate* has the mind and soul of a Dragonfly trapped inside, and often behaves like a dragonfly. Though it does not need sustenance, it will often disappear during morning and dusk to hunt insects. *Kōtei no tonbo no tate* cannot function when it is *cold* (< 18 degrees) or in lightless conditions and requires 10 minutes of warm basking each morning for use. *Kōtei no tonbo no tate* will dutifully defend it's owner, but retains instinctual fears - as a result, no enchantment actions can be performed against *Avian* creatures, including *Sarassanids. Kōtei no tonbo no tate* will refuse to approach an Avian and often fly the opposite direction.

#### Origins

*Kōtei no tonbo no tate* is said to have been a mythical shield wielded by the 21st Emperor of the *Sika*, Yuryaka Tenvo. While out hunting, Emperor Tenvo was attacked by a bloodthirsty mosquito, but a dragonfly intercepted the mosquito before the emperor could come to harm. Emperor Tenvo was so impressed and pleased with the dragonfly's devotion to duty, he had his priests trap the dragonfly's mind and soul in a shield so that it would be able to defend the emperor for eternity. *Kōtei no tonbo no tate* was lost shortly after the death of Emperor Yuryaka Tenvo.
AU Microscopii

### Friends

AU Microscopii b, AU Microscopii c, AU Microscopii d, AU Microscopii e, AT Microscopii A, AT Microscopii B

## Other

### Other name(s)

Gliese 803, HD 197481, HIP 102409, LTT 8214

**AU Microscopii** is a young red dwarf star located 32.3 light-years away, about 8 times as far as the closest star after the Sun. The apparent visual magnitude of AU Mic is 8.62, which is too dim to be seen with the naked eye.

## Bio

AU Mic is a hyperactive star, because she is only 22 million years old. She has 4 planets: AU Mic b, c, d, and a likely e. Her variable star name, AU, is the chemical symbol for gold, Au. Somehow knowing what the periodic table is, she thinks she contains gold, even though she doesn't.

## Trivia

* She and AT Microscopii´s system are gravitationally bound, forming a triple star system.

Redrawn by Yuzuha Fruitball
Bestiary: Jorogumo

## Description

A Jorogumo is a Spider Yokai which poses as a beautiful young woman to lure men to their deaths.

### Encounter Suggestions

A Jorogumo will always attempt to separate individuals before revealing its true identity. This will usually either be at a waterfall or within an abandoned house. If confronted in its lair, the Jorogumo will revert to its true form (half-woman, half spider). It is almost impossible to sneak up on a Jorogumo, so they will usually be able to prepare and ambush would-be attackers.

A Jorogumo will begin combat by summoning a *Spider Swarm* to help defend it. After obtaining the swarm, the Jorogumo will attempt to control the battlefield by laying down a *Mist Cloud* (usually as a Monstrous Reaction) and using *Infravision* to regain their sight. At a waterfall, they will fight from atop the water using *Waterwalking*. To attack, the *Jorogumo* can use *Burning Weapon* which extends to its *Swarm* companion. It can attack either via a *Quick Nip* or *Stinger* (both of which can gain bonus damage). Its primary forms of magical attack are *Boiling Breath* and *Gout of Flames* or using *Drown* to disable a pesky opponent. The Jorogumo can also use *Webspit* to pin down enemies (again as a Monstrous Reaction) and manoeuvre around the battlefield.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Special

 Burning Spiders
 Swarm
 Mindless
 Swarm Immunities
 Single Target

## Construction (Jorogumo)

### Characteristics

 Fortitude
 -2

### Talents

 Improved Waterwalking
 Deep Reserves
 Absorb Flames
 Distant Caster
 Vicious Maw

## Construction (Swarm)

### Characteristics

 Fortitude
 -4

### Techniques

 Split Swarm
Bestiary: Grootslang

## Summary

Grootslang is a legendary Nagu *Mythological Creature w*ith the head of an Elephant and the body of a giant Snake*,* said to be as old as Patera itself. Grootslang was gifted incredible Strength, Cunning, and Intellect but developed malice to match them all.

### Encounter Suggestions

Grootslang is set to reside in a cave deep beneath the Burning Sea, with outlets throughout both Nagu and Kymerlian Territory. Although Grootslang is a natural swimmer, it does not mind operating on Land.

Grootslang lust for two things: Cruelty, and Gems. A prisoner is often able to bargain their way out of Grootlang's grasp by offering enough precious gems, but once they discover they have been betrayed they will come after the prisoner with unmatched cruelty.

Grootlang Caves are often filled with gems, diamonds, and pearls. As well as the bones of it's prisoners, which are often polished by the sea.

In battle, Grootslang like to use Stunning Strike to set up a grapple, and then finish the opponent with Constriction. Once an opponent is unconscious, Grootslang can fling it at the next target both to deal damage, and to knock the target over for a stunning strike or grapple of their own. Large Gore can be used on the charge to initiate combat, and Hammer sweep can be used when surrounded.

## Basics

### Actions

* **Actions:** 2 Regular, 1 Bonus
* **Reactions**, 1 Reaction, 1 Monstrous Reaction

### Defences

 Resistance
2/Phys
 Vitality
 Morale

### Special

 Scaled Hide
 Malicious Cunning

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Lifting Thrust
 Skin of Iron
Bestiary

## Bestiary Regions

Monsters by region:

* Atlantid
* Azrex
* Camboa
* Frosk
* Fu-Guo
* Gnome
* Hellock States
* Isle of Man
* Kymer
* Medipaterian Sea
* Meowi
* Sika
* Netherrealm

### Bestial Creatures

Bestial creatures are those creatures of 'natural form', Including the Kingdoms of Animalia, Plantae, and Fungi. It is important to note that although Bestial creatures are of 'natural form', not all are naturally occurring; Two major sub-groups of Bestial creatures, Cursed and Chimeric, have non-natural origins but share all other characteristics with bestial creatures.

* Natural Beasts
* Cursed Hybrids
* Mythological Creatures

### Gnomanoids

Gnomanoids includes all bipedal creatures of higher intelligence.

### Mythological Gnomanoids

These creatures are broadly gnomanoids, intelligent creatures that have a direct supernatural connects such as being the children or creation of gods.

### Plant Creatures

Plant creatures are monsters that are either plants which one should avoid or sentient creatures made out of plant materials.

### Supernatural Creatures

#### Cursed

* Vampire
* Werewolf/Lycanthrope

#### Undead

* Septure
* Skeleton
* Vrykolakas

## Miscellaneous

#### Oozoid

* Gelatinous Cube
* Elemental Slime
* Arcane Slime
* Mimic
* Powder Slime

## Monster Abilities

 Swarm Immunities
 Unliving
Bestiary: Kappa Scavenger

## Description

*Kappa are turtle-like humanoids which occupy rivers and streams.*

### Encounter Suggestions

Kappa are usually found in small groups and will attempt to attack and waylay travellers. Kappa are extremely tough but have one weakness. There is a depression on their head, filled with water. If it is every emptied (i.e. the Kappa is knocked *Prone*) they become significantly weaker. Kappa will usually try to lure enemies to bodies of water and then *Grapple* and *Drown* them.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +2

### Skills

 Wrestling | Martial
 Stealth | Skulduggery
 Swim | Athletics
Bestiary: Bloodfae Bloodguard

## Description

*The Bloodguard are to be found escorting members of the Bloodfae court.*

### Encounter Suggestions

Bloodguard are often sent to accompany important Bloodfae to prevent would-be assassins. The Bloodguard should serve to accompany their charge always remaining within 5 ft and using their Polearm to ward off enemies.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Moledovan Sapper

## Description

Moledovan sappers are explosives apprentices specialising in breaking fortitfied positions and setting ambushes.

### Encounter Suggestions

Moledovan Sappers should never be used in a straight-up fight. Instead, they are primarily used for siege-breaking and ambushes. During ambushes, they will have a *Trip Mine* set up to blast unsuspecting foes. They can use their *Wind-up Toy* as a distraction or bait. Generally once confronted they will flee or use *Firesticks* and their *Pick* if cornered.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Crafted

### Equipment

 Leather Armour
 Firesticks
 Trip Mine
 Blasting Putty
 Noisy WInd-up Toy

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Earth Elemental

## Description

An Earth Elemental is a medium sized Djinn who has taken on the form of Earth, increasing its hardiness at the expense of mobility.

### Encounter Suggestions

*Earth Elementals* usually attack surrounded by lesser Djinn such as *Earth Sprites*, waiting for unwary travellers before striking from beneath the earth. In general, they will use their free spell to create an *Wall of Stone* to alter the terrain, using *Shift Wall* to ensure they have an terrain advantage (including perching atop the wall). The *Earth Elemental* will then rain *Hail of Stones* on enemies or use *Earth Shackles* to immobilize enemies. Additionally they can set of an opportunistic *Stonebolt*.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +4

### Skills

 Earth Magic | Arcane
 Brawn | Athletics
 Climb | Athletics

### Talents

 Improved Earthen Shackles
 Shifting Soils
 Simple and Swift
 Deep Reserves

### Techniques

 Earthen Shackles
 Stonebolt
 Local Tremor
Bestiary: Gnemlin Jaeger

## Summary

Gnemlin Jaegers are especially skilled and Lucky Gnemlins who have secured a working Rifle from the surface-world. Unable to produce these weapons themselves, they fiercely guard them and carefully perform repairs, leading to a makeshift, degraded looking weapon, but one no less deadly. Jaegers are particularly skittish and aware of any potential threat to their rifle.

### Encounter Suggestions

Gnemlin Jaegers act as specialist snipers, remaining hidden and taking out high-profile targets. They will usually attempt to *Study Target* choosing a weaker enemy (or favoured Gnoman, Grork or Giant) before laying down shots. Once their position is revealed, they hide and attempt to find a new vantage point. When cornered, they will throw down a *Smokebomb* in attempt to flee.

## Basics

### Defence

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0

### Traits1

 Symbiosis
 Blind and Scared
* Each time this character takes damage, they lose 1 morale

### Talents

 Eagle Eye
 Extra Favoured Quarry

### Techniques

 Smokebomb
Equipment: Magical Cloaks

## Summary

Magical Cloaks are common items to be magically enchanted. They can be worn over armour and other clothing usually granting the user protective properties.

### Rarity

*Magical Cloaks* come in many different varieties, but for the purpose of tabletop gaming, it is important to have a sense of how powerful a *Magical Cloak* is and when a player should be eligible to find it without the game becoming completely unbalanced. In general a character should not have many items whose enchantment levels exceed half their own level.

### Charges

Most magic skins have 10 charges and regains D10 charges each day.

### Flameproof

Special Rules
 Flameshield

Enchantment Levels
 2
 3

### Invisibility

Special Rules

Enchantment Levels
 2
 3
Bestiary: Sika Imperial Guard

## Description

*The Imperial Guard are an ancient tradition, serving the former emperor faithfully until death.*

### Encounter Suggestions

Imperial Guards should be found throughout the capital in groups of two. Occasionally larger groups of guards will be found accompanied by a superior officer or in escort to a dignitary.

When in combat, Imperial Guards will defend any important people using *Protect Ally*. If alone, they will use *Evasive Dodge* to increase their defence and charging thrust where possible to inflict large damage on enemies.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Atlantid Galvanic

## Description

Galvanics are high in the ancient order of Atlantids. They use lightning and force magic to strike their foes from afar.

### Encounter Suggestions

Galvanics are found leading Atlantids relying on their ability to *Read Thoughts* to keep control of any attempts at mutiny. They can use these abilities to steal thoughts from their adversaries in battle. In general however, Galvanics act as ranged spellcasters, using *Lightning Bolt* or *Arcane Thrust* to attack their opponents from range. They can also loose their Longspear using *Flying Wepaon* and *Charged Weapon* to inflict grievous wounds.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Deep Reserves
 Distance Caster
Bestiary Construction

* Give monster a level

 Simple Thing wit Nuance
 Near-Gnomanoid Intelligence Thing
 Gnomanoid Mook
 Character-like

Unlike characters, monsters have a skill rank maximum equal to their level.

Character-like monsters are created like characters starting with 30 skill points.

### Step #4: Talents, Techniques and Traits

Monsters should have a few interesting techniques drawn from their skill schools. Monsters may also have racial techniques (things unique to the monster).

### Step #5: Characteristics

In general these should sum to zero. Then for every two levels, increase the sum by 1 (i.e. Level 8, Sum = 4). For certain creatures this isn't true, such as Beasts which should have artificially low Intellect, Mettle and Fervour. In general these penalties shouldn't be overly offset by bonuses to other characteristics.

### Step #6: Equipment

Some creatures have equipment. This should equate to a character of equivalent level though probably with less magical equipment for mooks.

### Step #7: Defences & Attacks

Follow the normal rules. Saves are determined by skills, defence and resistance by skills and armour.

#### Stamina, Vitality, Morale

In general a weak mook should start off a base of 4/4 for vitality and 4 morale. A decent mook (sergeant etc) should start at 8/8 and 8 morale. Big creatures such as beasts might start from 12/12 or 16/16 etc.
Bestiary: Moledovan Magmarider

### Encounter Suggestions

Magmariders use their added mobility to run down opponents using *Charging Strike* and *Direct Mount*. Once combat has begun properly, they can use *Direct Mount* to let their *Magmapede* use *Firebolt* while they use *Stonebolt* from range.

## Basics

### Attacks (Rider)

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction

### Special

 Magmapede
 Insect Immunities
 Burning Flesh

## Construction Rider

### Characteristics

 Fortitude
 +0

## Construction

### Characteristics

 Fortitude
 +0

### Skills

 Fire Magic | Arcane
 Climb | Athletics
 Contortion | Athletics

### Techniques

 Firebolt
Bestiary: Empusa

## Description

*Empusa* appear as stranded females on the roads of the *Hellock States*. Close inspection will reveal them to be daemonic creatures.

### Encounter Suggestions

An *Empusa* should pose as a lost traveller. They generally prey on lone travellers but may join groups seeking shelter and aid. In this guise they will attempt to seduce any young males in the group waiting until they are alone before using their magic to drain the life of the male while they sleep. If confronted directly, *Empusa* will attack from range using *Bleed* and *Draw Life*. If they successfully kill an adversary, they will use *Zombie Shuffle* to create a decoy to escape. They can also shapeshift allowing them to sneak up on unwary travellers or escape in *Dog Form*.

## Construction

### Characteristics

 Fortitude
 +0

### Talents

 Accelerated Bleeding
 Deep Reserves
Bestiary: Automatus Ignis

## Description

### Encounter Suggestions

The Automatus Ignis destroys enemies by setting fire to them. Its primary function will be to do as much damage as possible in as short a time as possible, moving into regions that allow it to use *Burning Sweep* to maximum effect.

Defensively, it will use *Smokebombs* to provide cover. It can see through smoke, so this will only hinder enemies, rendering them *Blind*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Crafting

## Construction

### Characteristics

 Fortitude
 +4

### Skills

 Pyrotechnics | Technics
 Endurance | Martial
 Brawn | Athletics

### Talents

 Master of Crafting
 Improved Smokebomb
 Toughness
 Improved Toughness
Bestiary: Mythological Creatures

## North Erebean

* Magma Bear
* Valais Blackhole Sheep

## Grorkognoman

* Cerberus
* Empusa
* Minotaur
* Nemean Lion
* Pard

## Kymerlian

* Ammit
* Apophis Serpent
* El Naddaha
* Serpopard
* Sphinx, Kymerlian

## Meowi

* Hahau-Whenua (Giant Fish Spirit)
* Hakawai
* Hakuturi (Forest Spirits)
* Maero (Wildman)
* Matuku (Ogre)
* Patupaiarehe (Mountain Flute Spirit)
* Poukai (Bird of Prey)
* Pua Tu Tahi (Giant Monster Clam)
* Tamangori (Giant)
* Tapairu (Faeries)
* Te Wheke-a-Muturangi (Giant Octopus)
* Tikokura (Storm Wave)
* Tipua (Region Spirit)
Equipment: Weapons

## Special Rules

### Armour Piercing

This weapon halves the opponent's resistance caused by armour (fractions round up).

### Barbed

This weapon has barbs making it difficult to remove. When a creature is hit by this weapon, they must make a *Fortitude* save or the weapon becomes embedded. If the creature attempts to remove the weapon (requiring a *Regular Action*) they must make a subsequent *Fortitude* save or suffer *Bleeding* damage as specified by the weapon.

### Braced

This weapon is difficult to use while standing and must be braced against a physical object. Failure to do so incurs a -8 to-hit penalty.

### Critical

This weapon is effective at inflicting significant damage when aimed correctly. The critical threat range of the weapon is increased by 1.

### Hobbling

This weapon often lodges deep in an adversary impairing their ability to move. When a creature is hit by this weapon, they must make a *Fortitude* save or be *Hobbled*. The creature may use a *Regular Action* to make a *Strength* check to remove the weapon, cancelling the *Hobbled* state.

### Immobile

This weapon takes time to set up for use. After having moved, this character must use a *Regular Action* to set up before being able to use this weapon.

### Light

This weapon is nimble in the hands and may be used with specific techniques which demand a *Light* weapon.

### Natural Off-Hand

This character counts as having *Twin-Strike* while wielding this weapon in their Off-Hand.

### Net

When using a *Net*, this character attacks by making a special *Ranged Grapple* attempt (use *Dexterity* rather than *Strength*). If successful, the target is *Restrained*. The TS to break free via *Brute Force* is 20. A friendly model can cut a character free from the net (2 Regular Actions).

### Noisy

This weapon makes constant noise when powered.

### Powered

This weapon requires *Fuel Cells* to function. Without a *Fuel Cell*, this weapon's damage is reduced to D6. *Powered Weapons* require a *Regular Action* to reload with *Fuel* and an additional *Regular Action* to start. *Powered Weapons* do not gain a *Characteristic* bonus to damage (i.e. *Strength*/*Dexterity*).

### Ranged

This weapon may be thrown and has a range equal to the number specified. By default, when thrown a ranged weapon uses *Dexterity* for attack and damage rolls.

### Simple

This weapon may be used by anyone without *Proficiency*.

### Slow Reload

This weapon requires a number of Regular Actions to reload.

### Unnerving

When this weapon hits a target, the target make a *Mettle* save or lose one *Morale*. A creature that has succeeded on such a save does not need to take further saves from the same kind of *Unnerving* weapon for the remainder of the combat.

### Versatile

This weapon has two profiles and be used in either, interchanged as a free-action.

### Vessel

This ammunition can be filled with a small amount of liquid or powder.
Bestiary: Blessed Kobald

## Summary

"*Blessed Kobalds are dangerous at both ends, and invincible in the middle.*"

- Apsat III, Huntsprince of Kymer

Blessed Kobalds have been blessed by the gods, and nurtured from birth to gain the ability to transform themselves into a terrifying, armored killing machine reminiscent of their ancestors. For the Kobalds this is a return to a better time, when they and their kin were favoured by the gods and ruled Patera.

Blessed Kobalds wear no armour and carry no weapons, rejecting all aspects of civilisation in their devotion to the gifts the gods have blessed them with.

### Combat Tactics

Blessed Kobalds begin an encounter by applying both Armored Plates and Crocodile Snout, then charging heedlessly into battle. They will charge for the thickest part of the fight and support allied lines by thrashing and biting opponents.

Often, a Blessed Kobald will allow a Skirmisher or Warrior to ride on it's back.

## Construction

### Characteristics

 Fortitude
 -1

### Traits

 Strong Together
 Flaw: Cold Blooded

### Talents

 God-Given Weapons
 Massive Weapon Master
Bestiary: Dandelion

## Description

A dandelion is a large plant-based creature with the appearance of a large cat.

### Encounter Suggestions

*Dandelions* can appear by themselves or in small groups (2-3). Alternatively they may appear as 'pets'. *Dandelions* rarely attack directly preferring to ambush opponents. If surrounded, they will generally use their *Pollen Blast* to *Daze* opponents before escaping to a more advantageous position, potentially using *Entangling Roots* to immobilize more dangerous opponents.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 2 Monstrous Reactions

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +2

### Talents

 Coughing Fit
 Deep Reserves
 Dessicated Vine

### Techniques

 Grappling Claws
Bestiary: Grork Hoplite

## Description

Hoplites are drawn from the peasant class in the Hellock States.

### Encounter Suggestions

*Hoplites* should be arrayed in formation, one next to the other. A hoplite caught outside its group will do its best to reform, taking maximum advantage of *Protect Ally*.

## Basics

### Defences

 Resistance
 Vitality
 Morale

### Equipment

 Shortspear
 Xiphos
 Panoply

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Moledovan Ash Apprentice

### Encounter Suggestions

*Ash Apprentices* appear in small groups usually accompanied by an *Ash Warlock*. They will usually ambush opponents preferring to avoid bright light. In combat one or two will likely use *Ash Cloud* to change the battlefield or trap opponents using *Earthen Shackles*. Against *Armoured* opponents they will use *Soften Armour* (often in groups) to allow others to use *Burning Weapon* and *Picks* to take out immobilized enemies. At range they can use *Lavaball* to injure enemies.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Sika Freedom Fighter

## Description

Sika Freedom Fighters hide in plain sight.

### Encounter Suggestions

*Sika Freedom Fighters* are ranged troops using their Crossbow to pepper their enemies with bolts. Once confronted in close-combat, they will resort to their Kodachi and perhaps using *Pepper Powder* to distract opponents. *Freedom Fighters* use *Lathers* (either *Exothermic* or *Endothermic*) to reduce damage from *Fire* or *Frost*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Crafted

### Equipment

 Kodachi
 Leather Armour
 Pepper Powder
 Endothermic Moisturiser
 Exothermic Blubber

## Construction

### Characteristics

 Fortitude
 +0
Bestiary: Grork Slaver Drummer

## Description

Slavers lead to slaves. Grork have slaves.

### Encounter Suggestions

The *Slaver Drummer* should appear only amongst a crew. The *Drummer* will usually stay at the back initiating *A Willing Strong Right Hand* before using *Offending Note* when behind allies or using their *Hammer* when the enemy gets too close.

## Basics

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +1
Bestiary: Giant Voidjelly

## Description

*Voidjellies are strange daemonic creatures which swim through the aether, close to the ground giving them an otherworldly floating movement. They are blind*

### Encounter Suggestions

Like regular *Voidjellies* giant *Voidjellies* are opportunistic predators. They are usually found amongst regular size *Voidjellies* and follow many of the same combat tactics. However, defensively they should use *Blink Dodge* or *Jump in Time* to mitigate damage. When attacking, they often use *Shrink Creature* to make grappling enemies easier. When using *Blink Step* or *Blink Dodge* the *Giant Voidjelly* can take an unwilling *Grappled* target. If under attack, the *Giant Voidjelly* can use these abilities to haul a target into the air up to 30 ft.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 +3

### Skills

 Time Magic | Arcane
 Place Magic | Arcane
 Space Magic | Arcane

### Talents

 Improved Jump in Time
 Master of Size
 Improved Blink
Bestiary: Atlantid Champion

## Description

### Encounter Suggestions

The *Atlantid Champion* should be encountered on high walkways above bottomless pits accompanied by epic music. The *Champion* has several methods for performing *Shoves* which means terrain featuring hazards plays well into their advantage.

When charging into combat, the champion can use *Flying Attack*, moving up to their base speed and including a 10 ft leap. This can be followed up by a *Qi Strike* to increase the damage.

When surrounded, the *Champion* can use their *Mana* to perform a *Shockwave*. When engaging a single opponent, the Champion can make use of *Qi Strike* to generate *Qi* followed by either a *Qi Release Strike* for extra damage or a *Palm Strike* to shove their opponent away. Whenever the *Champion* lands a *Palm Strike* they can use an opportunistic *Arcane Thrust* as a *Bonus Action*.

Defensively, the *Champion* uses *Riposte* when missed in *Melee* or *Married Defence* when fighting *Defensively*.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Mana

## Construction

### Characteristics

 Fortitude
 -3

### Talents

 Deep Reserves
 Expert Acrobat
 Master of Parries
 Improved Shove
Geography: Kymer

## Description

Kymer is a prosperous country in the Deimic Hemidish. It is one of the oldest civilizations in the bowl. Kymer is ruled by a royal family, in the personage of the Pharaoh. The Pharaoh is both the administrative and religious head of Kymer. At a more local level, Kymer is divided into individual nomes which are provinces of Kymer.

## Locations of Note

### Cities

* Kyro
* Aleksandria
* Al Wasta
* Al Barras
* Luksor (Wahat)
* El Kab
* Kharga Oasis
* Dakla Oasis
* Faroffra Oasis

## Economy

### Trade Goods

* Grain
* Linen
* Iron

### Demand Goods

* Copper
* Ivory
* Silver
* Iron
* Spices
Bestiary: Kobald Druid

## Summary

### Combat Tactics

Kobald Druids are masters of support, rarely inflicting damage on opponents directly. Instead, they rely on arcane and divine skills to obfuscate opponents (Entangling Thorns) and protect allies (Veil of Petals). Much of their ability comes into play before the combat is joined, in allowing the kobalds to set up an effective ambush by using Lay Fog to hide either the ambushing kobalds, create a false threat on an opponents flank, or cause confusion, while call of the wild and beast senses can be used to accurately track intruders. Generate breeze can be used to dissipate the fog at will or hinder an opponents archer-fire.

When physically threatened, the Kobald druid will shift into a small crocodillian and attempt to escape or reposition out of harms way. During this state, they may fight back with a small bite as a last resort.

## Basics

### Equipment

 Druidic Charms
 Druids Vestiments

## Construction

### Characteristics

 Fortitude
 -2

### Traits

 Strong Together
 Flaw: Cold Blooded
Bestiary: Wildfolk Treekin

## Description

The Wildfolk are Sika who have abandoned the city life and embrace living in the wild according to the 'old ways'.

### Encounter Suggestions

Wildfolk Treekin are consummate shapeshifters. In combat, Treekin will use a combination of *Throttlevine Form* and *Divine Armour* to become a very tough adversary. Once transformed, they can use *Raking Claws* and *Grapple Vine* to pin down one adversary while attacking a second.

## Basics

### Defences

 Resistance
 Vitality
 Morale
 Morph Points

## Construction

### Characteristics

 Fortitude
 +1

### Talents

 Thorny Vines
 Vicious Claws
Bestiary: Jubokko Tree

## Description

The Jubokko tree is a large tree often found in the aftermath of battles. The tree has bright red leaves and gains its nutrition by grabbing nearby creatures and siphoning their blood out.

### Encounter Suggestions

A Jubokko tree cannot move and thus is quite easily avoided. It is best employed either as a surprise ambush or guarding an inanimate object. Alternatively, it can act to complicate a battlefield with other creatures. The tree attacks by first *Grappling* its target before draining it dry using *Siphon Blood.* It will use its *Monstrous Reaction* to initiate an additional grapple against any creature which moves within range. Jubokko trees are opportunistic and thus will attack the first available target.

## Basics

### Attacks

* **Actions:** 2 Regular, 1 Bonus
* **Reactions:** 1 Reaction, 1 Monstrous Reaction

### Defences

 Resistance
 Vitality
 Morale

## Construction

### Characteristics

 Fortitude
 +3