Those creatures that are born with some abilities passed on from their spiritual forebears usually become described as “magical beings.” Some of these beings are nearly fully spirits themselves, with only a thin tissue of flesh to hold their power, while others are fully material but somehow different from the expected norm, often in the way they interact with Mana.
Where Do Magical Beings Come From?
Those who study the supernatural are discomforted by the question of magical creatures. To most students, the universe is divided into the physical—which generally follows the rules of physics and biology as any non-magical person can learn them—and the spirit, where Mana, will, and belief have as much influence on the shape of the realms and their denizens as any physical law.
And yet there are physical beings with magical abilities, and spirit creatures who have life cycles like physical creatures. In some cases, the mechanism by which some people and creatures have inherent magical traits has been studied and somewhat understood, but in several others no one is entirely certain where the magic comes from, or how.
In general, the prevailing theory is that magical beings are the result of spirits trying to exist in the physical realm over long periods of time. It’s well-known that most spirits need the help of a ritual or Wellspring in order to manifest in the physical world for more than a few nights or weeks at most. However, some beings have tried to perform rituals designed to keep a spirit manifested, or at least in possession of a body, for much longer than their normal durations. Alternately, some spirits will live in a Wellspring, either manifested or possessing a physical body, until they somehow have children. Sometimes those children will have one or two unusual abilities, sometimes they are quite different indeed. Sometimes those children do not stand out in any way except a higher chance of developing supernatural abilities later on in life. And sometimes they have several inherent powers and magical talents.
Most students of thaumanthropology or thauzoology break their subjects into four groupings: Near-Humans, Legendary Creatures, Mystic Animals, and Monsters.
Near-Human Entities
These entities often live in the edges of society or keep themselves hidden away frm most human civilizations. The openness of magical society in some parts of the world, especially Europa and those settled by various Europan powers, have encouraged some of these entities to live in public, but most are still not treated well and a few are actually reviled and attacked by ordinary non-magical beings.
Players are discouraged from creating near-human characters, since it is another layer of complication in the character creation process and may also lead to even more balance issues. Some near-human people will have an affinity for a certain kind of spirit and are more likely to be part of the associated Supernatural Type. However, the majority of near-humans should be Minor Talents if anything.
If a GM allows a player to make such near-human character, the Ability and Power options replace, rather than add to, options from a PC’s Supernatural Type. That means if there bonus Abilities or Powers available to that Supernatural Type, one or more of those options are replaced by the listed bonuses for the near-human entity. However, if there are listed Limitations, those are in addition to anything from the Supernatural Type.
The GM is also encouraged to create hard limits about what type of Supernatural a specific near-human entity can be. For example, a Kitsune can never be a vampire, and Jinn can never be a shifter.
Animal People
Found primarily in the American continents and Africa, although there are a couple remaining tribes in Asia. It’s not clear what the origins of the animal people are, although some speculate that they were the first attempt by Wildland spirits to make Bargains with humans. An animal person is just that—a mostly-humanoid being with some aspects of an animal. For example, a deer woman may have antlers and hooves or a Bear-man may be large, burly, and covered in hair. Most animal people can pass as humans sometimes with disguises, but a few may need magical assistance. Animal people often possess the first rank of the Shapeshifting Arcana, or may have the Glamour power. Some animal people with Shapeshifting will spend as much time as possible in either completely human or animal forms.
Animal people and the Shapeshifter Supernaturals tend to be natural allies, and it’s believed by some shifters that families with a large number of Shapeshifter members were originally animal people. Animal people cannot become vampires; attempts to do so usually end in horrific outcomes.
Bear people
Often considered patient but ferocious when made angry, bear people are sometimes seen as being blessed with wisdom. They tend to be larger than average humans in their area, with more body hair, and oversized hands and feet. Their teeth and nails are thicker and tougher than that of most humans.
- Abilities: +1 Strength, +1 Wisdom.
- Powers: Physical Boost, Preternatural Toughness
- Limitations: Need to eat and sleep more than the average person, usually requiring up to 4,000 calories a day and 10 hours of sleep.
Bird people
Noted for usually being smaller than the average human, with dramatic coloration; glossy black hair, bright yellow eyes, etc. Bird people tend to be curious and nervous, and rarely sit still. Bird people can understand the language of birds but have difficulty talking back.
- Abilities: +1 Dexterity, +1 Perception and the Seeing focus.
- Powers: Preternatural Senses (Seeing); (special, does not count against total number of Powers at character creation) can understand and, through singing or using instruments, speak to birds.
- Limitations: -1 Toughness against bludgeoning-style attacks.
Cat People
Cat people are known to be confident, quick to emotions, and sometimes lazy. Usually marked with slitted eyes, cat ears, potentially a tail and some fur along spine and up arms and back. Some cat people have even been known to have a complete, if thin, coat of fur. Cat people also have sharp teeth and firm claws.
- Abilities: +1 Dexterity, +1 Perception
- Powers: Preternatural Attacks, Preternatural Senses (Sight, Darkvision)
- Limitations: Needs 10 hours for a full night’s sleep.
Centaurs
One of the oddest types of animal-people, with a human head, arms, and torso extending from the neck of a horse body. Centaurs have never been common, and might not exist any longer in the physical world, although there are rumors of some in the Arabian Peninsula and some parts of Africa. The last well-known centaur died in the early days of the Imperial War leading a charge for the Holy Roman Empire. There are at least three herds living in parts of the Wildlands spirit realm, and as they are still technically physical beings they could theoretically cross over.
- Abilities: +1 Constitution, +1 Strength
- Powers: Preternatural Speed, Survival
- Limitations: Cannot be Shapeshifters (but may learn a rank of the Shapeshifting Talent in order to appear human).
Deer people
Usually seen as exceptionally attractive and possessed of a quiet self-confidence, deer people have a mixed reputation. They can be considered beneficial and beloved of spirits in general, but several stories about them have included bloody vengeance against wrongdoers—including people who did not understand the rules they transgressed. Deer people are graceful and powerfully built, but can be nervous and are sometimes easily controlled by their emotions. They have lush hair, deer-like legs and hooves, which can be hidden with difficulty in boots, and grow horns and hoof-like coverings for their hands, or more quickly when moved to anger.
- Abilities: +1 Dexterity, +1 Constitution
- Powers: Preternatural Weapons, Unusual Movement (the options for moving faster)
- Limitations: At least the first level of the Instincts Backlash Consequence.
Kitsune
Once well-known in Japan, sometimes found in other Asian countries, primarily Korea (where they are called kumiho), the kitsune is a fox person. They usually have vulpine heads, human bodies with a thin layer of fear, fox hind legs and human arms and hands with claws, and one or more tails. Most kitsune are women, although there are some rare men. Adult male kitsune are such rare events that they are always spoken of as legends.. Divine, Ghostland, and Wildland spirits can spot Kitsune souls with ease and find it easier to speak with them . Kitsune are technically Minor Talents according to most magical classification systems, but some can become full Mages. It is known that as a Kitsune gains magical power, she will grow additional tails.
- Abilities: +1 Dexterity, +1 Intelligence or +1 Wisdom
- Powers: All kitsune have the Illusion Arcana spell, Glamour. They may also have Preternatural Senses (Hearing or Scent). Special: (does not count against total number of Powers) Divine, Ghostland, and Wildland spirits treat the Veil as being -1 level lower when interacting with Kitsune.
- Limitations: No Illusion or Shapeshifting spell can completely hide the fox heritage, especially the number of tails, which must be revealed in some way. A kitsune gains a second tail at level 5 and every two levels thereafter until level 17, and then the final ninth tail at level 19. Kitsune cannot be standard Shapeshifters. Vampires who drink a Kitsune’s blood lose one point of Health for each point of Mana they should have drained; they also do not gain any Mana.
Nagas
Found primarily in India and surrounding countries, these people are closely related to snakes. In their most common form, they are generally human sized, with human-like features and bodies, but have a thin layer of snakeskin, snake eyes, fangs, and a forked tail. Occasionally they will have a large snake tail instead of legs. Some believe that the more snakelike a naga appears, the more powerful or ancient they are.
Some parts of India still openly accept and even offer deep respect if not worship for nagas. However, the influence of British, Chinese, and other invading forces have turned some against the nagas, and their numbers have been dropping lately.
- Abilities: +1 Constitution, +1 Dexterity
- Powers: Physical Boost (Constitution or Dexterity), Preternatural Senses (Seeing or Smelling), Unusual Movement (swimming)
- Limitations: As a naga ages, they look more like snakes, losing the ability to pass for human even with cosmetics at about 30 years of age. Their llegs will merge into a tail by 40, and their heads become fully snakelike by 50. Nagas cannot be Dreamwalkers.
Satyrs
Generally seen in the Mediterranean regions of Europa and Asia Minor, these goat-like people are fairly rare. They once cavorted freely in the mountains, but pressure from human settlers made them either take on human forms permanently or they faced death. Satyrs are usally shorter than average, but strongly built with human heads and torsos, the hindquarters of goats, small horns, and exaggerated sexual characteristics. Both the men and women these people are considered strangely attractive and compelling to humans. They used to be entirely devoted to the Greek Gods Artemis, Pan, or Dionysus, but some followers of Jesu, either the Mithras or Christos denominations, associate Satyrs with the Adversary.
- Abilities: +1 Communication, +1 Constitution
- Powers: Glamour, Physical Boost (Constitution or Strength)
- Limitations: Satyr blood causes one point of damage to a Vampire who tries to feed on them for each point of Mana that should be drained; the vampire also does not gain any Mana.
Wolf people
For a long time, these people were considered leaders, guides, and heroes, often seen as “brothers” to many tribes. There are few obvious wolf people left, but many Native experts simply believe the wolves have integrated so closely with certain tribes that it’s hard to notice any real differences. The few wolf people who are still known are usually treated with respect and some awe, which doesn’t always lead to good emotional outcomes. A wolf person tends to be athletic, have some streak, ring, or patch of hair that is the dominant shade of the nearest wolf breed, yellow eyes, and somewhat sharper-than-usual canines and thicker-than-normal nails.
- Abilities: +1 to any one Physical Trait, +1 Willpower.
- Powers: Physical Boost, Survival.
- Limitations: Spirits and monsters can always sense a wolf person and will target them first in combat or other aggressive actions, even if the person in question did nothing to deserve this treatment.
Yokai
This is the general term used for Asian animal people. They tend to have more overt magical powers, and legend often casts them as shapeshifters (in terms of taking on different forms, not as the Supernatural Type) and tricksters. Many yokai are considered harmless or minor dangers compared to the more threatening and powerful Kami and Oni, although only a fool would dismiss them fully. One common aspect of yokai is that, as with other animal people, they can blend in with humans but must have at least one animal feature that will be revealed even through Illusions and other magics. Yokai do not always have similar animal connections: yokai families could have have a mother who is similar to a wolf a father who has rabbit characteristics, while their daughter may resemble a horse. Some of the more well-known yokai forms are the raven-like Tengu, the Turtle-like Kappa, and beings who shift easily among forms like the Bakemono.
- Abilities: +1 to any one Physical trait, +1 Willpower
- Powers: The Shapeshifting Arcana spell, Animal Form, and the first rank in one other Magical Talent (usually Illusion Arcana).
- Limitations: Must have one animal characteristic that can be discovered when when shapeshifter or under an Illusion (although it may be difficult for an observer to understand what they’re looking at). Cannot be Avatars.
Other Near-Humans
Elves
According to the tradition of various Celtic and Scandinavian stories, these beings are almost the first attempts by Dreamlands beings to establish a permanent presence in the physical world. They are often known as “Alfár,” “Fair Folk,” “Veela,” “Sidhe,” and many other names. Elves often kept to themselves, forming their own societies and towns, but would interact with humans. Over the millennia, however, elves have become both rare and better at blending in with humans. There are almost certainly some elf communities still hidden in mountains, woods, and other little-traveled areas, but they carefully guard their privacy. Elves are generally built smaller (the taller men usually reaching no more than 172 cm and massing 68 kg, and the tallest women standing no more than 162 cm and massing 45kg) and more graceful than most humans. Many people consider elves attractive is a somewhat otherworldly way. They are often associated with craftsmanship, usually of a more artistic nature than their cousin dwarves.
- Abilities: +1 Communication, +1 Dexterity
- Powers: any one Magical Talent, Immortal
- Limitations: Weakness to Iron.
Dwarves
The origins of dwarves are probably the same as the elves; they often appeared together in the same stories, and physically in related places. The elves would live in the forests near hills or mountains, while dwarves made their homes in stone—building with rock and occasionally burrowing into the ground. In many places the dwarves were referred to as “dark elves,” as opposed to “light elves,” indicating the types of environments they lived in the most. Other terms include “draugr,” and “dökkálfar.” As with many beings, the dwarves have been influenced by more modern stories to grow stockier and stronger than their elvish cousins, although they are generally about the same height. Dwarves are known to love metals and minerals more than elves.
- Abilities: +1 Communication, +1 Strength
- Powers: Any one Magical Talent; Physical Boost or Survival
- Limitations: Weakness to direct sunlight.
Iviojur
The descendants of jotunn, the giants of Scandinavian myths. Where the jotunn were elemental beings, iviojur are their mortal children who were sometimes seen as giants or ogres. An iviojur is built on a larger scale than most humans—full-grown men are anywhere from 6’6” to 7’, and women usually range from 6’2” to 6’10”. Iviojur men are rare, to the point where some believe they don’t exist; the term for their species generally refers to women giants. Their skin is usually a slightly chalky pale, but in a few cases can be darker and nearly granite shades. The iviojur were once proud peoples living in many of the harshest lands in Scandinavia, Russia, and Eastern Europa. However, there are few pure iviojur left; many have intermixed with humans to the point where there are few distinctions other than having a tall robust child. Some of these people were known to fight either with Prussia or Russian forces during the Imperial War.
- Abilities: +1 Constitution, +1 Strength
- Powers: Preternatural Armor, Physical Boost
- LImitations: Cannot be Mages or Vampires.
Jinn
These beings are found primarily in the Middle East, North Africa, and some Southwestern parts of Asia. In legend, jinn are beings of “smokeless fire,” although that actually described their spiritual forebears. Jinn have never been large in number but for some time were simply people who lived alongside, or sometimes just outside of, human beings. Their origins are debated even among the jinn themselves, some of whom claim heritage from Fire Elementals, and others who claim Divine spirits (generally angelic) as their ancestors. In most Arabic cultures, especially those that follow Islam, there are such things as righteous and malicious jinn—the righteous follow the divine laws of Allah, the malicious wish to be worshipped and hold power over humans.
There are fewer jinn now than ever before, in part because several served on the front lines of the War of Empires, but also because so many have gone to live in the cities that their bloodlines have become diffuse and many of their children are no different than humans.
- Abilities: +1 Dexterity, +1 either Communication or Willpower.
- Powers: The Illusion Arcana Spell, Invisibility, and the Novice rank of the Fire Arcana Talent.
- Limitations: Weakness to prayer and genuine faith. (May take contested Willpower rolls to determine the jinn considers the faith genuine.)
Sasquatch
A rare species of primate, possibly the only remaining hominid species besides Homo sapiens. The few sasquatch (called yeti in Asia) that have been found do not seem to have any special supernatural abilities or origins. They tell no stories of magical origins, and in fact some seem confused by the concepts of magic. They tend to be matter-of-fact and relatively serious, and do not often engage in stories except to convey information, and rarely use metaphor although they do seem to comprehend it. They understand humor and even appear to enjoy it, but rarely make jokes of their own. They are artful crafters, especially wood, stone, and bone, but they don’t make music, dance, or sing on their own.
A Sasquatch is at least two meters tall, and most adults are nearly two and a half meters tall, and are built to reflect this fact. They have a thin pelt of fur over their bodies, but also make clothes and other weapons for themselves. They appear as intelligent as any human, but choose to live out of sight of most people. Some have mentioned fierce battles between their kind and humans in the distant past, and claim that Sasquatch decided to retreat rather than risk extinction by still fighting. They are found generally in the rain forests of the Northwest and Northeastern parts of America, as well as the yeti enclaves in the HImalayas and a few other Asian mountain ranges.
- Abilities: +1 Strength and +1 Consitution (may have scores of 6 without any Backlash).
- Powers: Magical effects directly targeting a sasquatch are at +1 TN (or the sasquatch has +1 to resist them). However, their natural hide is the equivalent of 2 ranks of Preternatural Armor.
- Limitations: Sasquatch can only ever take one Magical Talent, and suffers +1 to all Target Numbers and Mana Costs when using those Spells. They can take most powers that have a physical basis which might make sense in the physical world, but anything that seems clearly supernatural is beyond them.
Saurids
An ancient species that long predates the rise of primates, or even mammals. The saurids trace their origins to the last five millennia of the Mesozoic period. They used tools, had a language, and shared collective knowledge with each other. Most of their history has been lost or obscured by the eons, but it is known that some of the saurid social groups were more scientifically and magically advanced than others of their kind—and none of them were more advanced than Athenian culture before the Romans. They were able to detect and understand the coming threat of the Chixulub asteroid, but could not prevent it. Instead, a few of them created esoteric Rituals to put themselves into stasis—usually in the borders of the Veil—hidden away in deep shelters.
Most of those shelters were destroyed over the aeons, mostly through normal environmental changes and earthquakes. But a few survived, even though their mechanisms for opening and ending the stasis failed to function properly. One shelter opened at some point nearly a million years ago, leading to the brief rise of a Saurid civilization in the Indian subcontinent during an interglacial period. Another shelter was discovered by human explorers in Southeast Asia after the end of the most recent glacial period. Those saurids were more cautious and thoughtful, and after some initial conflicts with humans, they hid themselves away and built up their own secret homes. This group, sometimes referred to as the Dragon Kings, looked for and found a few other surviving members of their kind. However, the species as a whole tends to stay out of sight and even those who know of their existence are encouraged to believe they all died out near the beginning of the human Iron Age. But there are still rumors, and those rumors contain the seed of truth.
- Abilities: +1 Constitution, +1 Intelligence.
- Powers: Preternatural Armor, Preternatural Senses (smell).
- Limitations: They are more easily affected by heat and cold extremes, facing +1 TN to resist such effects, or taking another +1d6 from appropriate Hazards.
Trolls
Like their iviojur cousins, trolls were once considered monstrous descendants of jotunn, although some Scandinavian myths portray them as a different species. Sometimes they are referred to as ugly, with too-long limbs and torsos, but it turns out that this appearance is simply a common Backlash Consequence for them. For the most part, they look like most humans, if built on larger scale, averaging 10 to 15 cm taller, 15 to 30 more kg, and being generally more hairy than most people, with dark, coarse hair. Trolls and their descendants can be found from Scandinavia all the way through Europa and many parts of Western Asia, all the way down to the Caucasus Mountains.
Trolls come from close-knit communities but generally like to live among humans when they can. Some have been known to take on the duty of protecting their communities from outside threats—more than one hero of legend was a troll.
- Abilities: +2 Strength (can have Strength of 6 before suffering Backlash penalties)).
- Powers: A rank in one physically-based Power, and Survival.
- Limitation: Most trolls are sensitive to bright light, especially sunlight, and would prefer to sleep during the day. They are at +1 to mental TNs during the day, and +1 to physical TNs if if in direct sunlight.
Legendary Creatures
These beings are rare even in a mystical world, and in some are unique and singular. While many of these creatures live primarily in the physical realm, some might need easy access to Mana Channels or Wellsprings, or regularly return to a spirit realm. Not only are these creatures physically impressive, but they are magically powerful.
None of these can be used as player characters.
Dragons
There are only a few true dragons left in the physical realm, although it’s believed many more can be found in various spirit realms. Dragons are generally solitary, at most allowing one other adult with whom they have a close partnership, or sometimes a juvenile to live with them.
The dragons are considered by some to be on of the oldest sapient species known, along with the Saurids. They might have been creatures existing during the same prehistoric epoch as the Saurids, or were creatures empowered by the spirits and godlike beings of the Saurid people who also survived the end of their world.
Every dragon is larger than any known land-based mammal, usually being 7 to 10 meters long (a couple being described as being nearly 20 meters in length), at least 5 or 6 meters tall, and massively built for it. They usually have scales, from soft lizard-like scales to hard materials that are nearly impregnable. Some dragons have wings and can fly, but others are generally found in the water and do not use wings, but will use magic to fly. While most of them have no ability to manipulate tools with their limbs, they all have command of several magical abilities including Spells to reshape and design solid objects. Dragons are theoretically immortal; no dragon was been known to die of old age, instead only succumbing to violence, Backlash, or other hazards.
The dragons that remain in the physical world include:
- The Dragon Kings, all four of them, each representing a compass direction, have been spotted in the capital within the past century in the Chinese Empire. Legend also says there are at least a few other dragons hidden in the mountains, lakes, and monasteries of China
- Fafnir, who challenged several heroes and even Aesir, supposedly survived the deaths described for him in Viking sagas and still finds a lair in one of the Germanic kingdoms that used to be part of the Prussian Empire
- Herensuge, who has also been known as Cuelebre or St. George’s Dragon, hidden somewhere in the Basque homelands near Espana and Francia
- The Hydra of Greek myths can still be found within the lake of Leona, although it often retreats to the Wildlands through a Wellspring within the lake
- Quetzalcoatl, the great feathered serpent of Central and South American myth, is the perhaps the most powerful dragon in the Americas, as he is worshiped as a god and may be more Divine entity than physical creature these days
- The Red and White Dragons of Wales (or Britain, depending on who tells the story) rest in great hidden barrows waiting for their next great battle
- Ryūjin still guards the shores of the Japanese islands from his underwater palace of Ryugu-jo, and some have said that a few of his children have been seen on other parts of the country. It’s believed that Ryujin personally went to Emperor Hirohito to convince him to stop fighting his war of conquest, threatening not to stop the advance of the Europan Alliance or Chinese forces if they tried to invade
- Uktena is one of several great serpents of the waterways and lakes of North America, and several scholars believe he was once a physical dragon. However, he’s been forced to live in the spirit realms so long that he might be fully a spirit of some kind, perhaps a Totem representing the many versions of horned serpents in Native American tribal myths
- The Zmeya waits In Russia for a hero to attempt to slay it, although some have said that has become involved in political affairs of late and can sometimes be found in disguise in Moscow or St. Petersburg
Kraken
One of the great sea monsters, but not of the serpentine variety. The kraken—it might be the only one, or one of a vanishingly rare breed—resembles a massive octopus or squid with tentacles that are described as being anywhere from 15 to upwards of 50 meters long and a head nearly the same length and almost as wide. The kraken has occasionally been described as having highly flexible fins along at least two sides of its head to help it race through the water—sometimes when it breaches the surface, these fins will briefly work as wings to help keep the kraken above the waves for a short while.
The kraken has sunk many ocean vessels, and even occasionally attacked port cities and oceanfront fortresses. The kraken was thought defeated or at least no longer interested in human vessels in the late 19th century, but it was spotted three times during the Imperial War twice in the Atlantic and once in the Mediterranean, destroying both sides of naval battles.
Ki-Rin
Also known as a qiling, these beings are exceedingly beautiful and possessed of great magical power. They resemble either deer, horses, or even short-necked giraffes, with one, two, or three magnificent shining horns jutting from their brows. They have hard scales that appear made of gemstones, sometimes of one variety such as topaz or diamond, sometimes of a mixture, although they have long long whiskers and a flowing feather-like mane that glows of its own power and is sometimes a highly-sought after resources when it’s left behind. A ki-rin is usually 2 to 3 meters tall, slightly shorter from snout to tail, and slender but strong. They can fly, slip through the Veil, and dive into water with equal ease. Ki-rin are quite intelligent and usually only appear to humans in order to speak with them, offer advice, to listen to works of art, or to honor the passing of a great leader. It is said that the Empress Dowager Ci’an often spoke with a ki-rin, and the Chinese Emperor Puyi spoke with the same ki-rin not long before the Chinese Civil War began.
Mokele-mbembe
A small group of draconian cousins that can sometimes still be found in the Congo. The mokele are solitary and hard to find, and some legends say that they will kill anyone who encounters them, while others hold them to be potentially helpful if given the right offerings. Each one is large, with the smallest the size of a full-grown elephant, with long powerful necks and tails, and a strong horn on the top of their head. They have thick scales, and are intelligent and cunning. The mokele can sometimes access great powers, but more often are said to know the names of all things and will call forth creatures or spirits to do work for them.
Nagaraja
These are the serpent kings of Hindu and Buddhist mythology, the semi-divine spirits that are supposedly the most powerful of the naga people. Both religions claim that the nagaraja serve their gods, either as vessels, servants, or allies, but there are older stories that hold the nagaraja to have been enemies of culture heroes such as Arjuna. Depending on which scriptural story one believes there are only either three, twelve, or fifteen nagaraja known to have existed.
There are some scholars who believe that the nagaraja predate the naga people by quite some time, perhaps thousands of years. Perhaps even longer; at least a couple scholars wonder if the nagaraja might actually have been powerful Saurids who became more spirit than physical being at some point in their long exile. Those who tell stories of nagaraja acting in malicious ways (as opposed to the general beneficial service attributed by modern myths) believe that they have been awake and aware of the world all the long eons since the Saurid people were nearly destroyed, and time itself has driven them mad. On the other hand, at least one Indian adventurer of the past three centuries claimed to have been helped several times by one or more nagaraja.
Phoenix
A legendary being both from Ptolemaic Egypt and ancient Mycenae, the phoenix is a birdlike entity associated with the elemental plane of fire, the conceptual idea of rebirth, and the divine areas associated with the day and night cycle. There are apparently at least two kinds of phoenix; a mostly-physical bird that is hot to the touch and healed by heat, and a semi-spiritual creature larger than any other known flying creature that cannot die permanently but will be reborn each morning in a burst of flame. This second kind of creature is sometimes called “the” Phoenix.
Phoenixes are usually considered beneficial beings and can be sent to heroes for inspiration, aid, or to share some form of healing powers. However, they are also known to be fierce opponents of creatures of darkness or who are cruel to others, and indeed the last time a phoenix was observed in the wild it was attacking and burning necromancers in North Africa during the War of Empires.
Thunderbird
The Thunderbird, much like the Phoenix, may be the most powerful spiritual version of an actual physical creature, also known as thunderbird. Thunderbird is found in the Americas, mostly in North America and rarely Central America. Even the physical beings are large, with a wingspan of at least 5 to 6 meters wide, but the Thunderbird of myth is sometimes described as having wings nearly 100 meters wide. It looks somewhat like a large eagle, with deep black and yellow feathers, a white streak across the chest, and claws like obsidian.
Thunderbirds, especially “the” Thunderbird, are highly respected and sometimes feared by the Native tribes near them. They are relentless enemies of dark creatures, but just like storms they represent, they can sometimes be less than precise in their assault on their enemies. Every thunderbird can call on lightning and the winds, and can make thunderous sounds by the flapping of their wings.
Mystic Creatures
Also sometimes referred to as “monsters,” although several scholars and Supernaturals who live near these creatures will object to such descriptions. These can all be found in parts of the physical world, some of them remote and some quite settled. All of these also have spiritual counterparts, some of which are much more fearsome.
As with Spirits, monsters can broadly be categorized according to their level of Threat. While this isn’t a perfect measurement, it can help indicate relative power for a creature. The list that follows shows the usual range, plus the average level normally used to calculate the creature’s statistics. Note that most Mana scores are calculated with Magic Ability (usually Willpower) +4 per level.
Minor: Level 1-4 (3); Moderate: Levels 5-8 (7); Major: Level 9-12 (11); Dire; Levels 13-17 (16); Legendary: Levels 18-20 (19).
Some of these creatures can be found in the F:AGE Bestiary. Alterations for this game will be noted in their entries.
Bake-danuki
(minor)
Some people confuse the tanuki, which is an ordinary animal sometimes referred to as a “racoon dog,” and the bake-danuki, a mystic creature that often spends its time in the shape of a tanuki. The bake-danuki were once spirits that were closely related to the kitsune, that like them wanted to experience the real world. that wanted to be more present in the physical world. However, where the kitsune are known for cleverness and cunning, bake-danuki are foolish and unwise, if strangely resilient. Various legends say they were trapped in physical bodies by witches, a curse, or just losing a bet with Susanoo no Mikoto.
Bake-danuki are usually considered anything from nuisances to adorable if irritating balls of chaos. More than one hero has had bake-danuki as pets or allies.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
1 | 1 | 3 | 2 | 2 | 0 | 4 | 2 | 0 |
Stamina, Tolerance |
Stealth | Seeing, Hearing, Smelling | ||||||
Speed: 12 Health: 30 Mana: 36 Defense: 12 Toughness: 5 Armor: 3 Scratch: 1d6+2 (i). If successfully causes damage, target has Dazed Condition for next round. |
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Special Qualities: Special version of the Shapeshifter Arcana Spell, Animal Form, which allows them to take on the shape of any animal. Expert rank of Illusion Arcana. Survival: As Power. | ||||||||
Limitations: Weakness: The sound of crying. Vulnerability: jade. |
Basilisk
(major, F:AGE-Best, pages 14-15)
While the legendary and infamous Serpent Kings survived in India and parts of Southeast China, their history in Europa, Arabia, and Africa was more fraught with constant violence. Many culture heroes and Supernaturals teamed together to battle legendary Serpent Kings from Arwe to Zahhak. Several of these entities were killed, driven away into the spirit realms, or vanished in hiding. Before they went, though, at least one or more of the Serpent Kings in the Mediterranean—perhaps Python himself—created their last children, the basilisk. The basilisk is a large lizard, easily two-to-three meters long and a meter and half high at the shoulder, with a frilled crown and horns. It is imbued with spirits of poison.
Basilisks are rare, but can be capture and carefully bred for use as guardians or hunting beasts. A small population of basilisks were brought to the Americas along with the Holy Roman Empire’s colonists.
Modifications from listed abilities: Aura of Poison is not a stunt, but an ongoing effect. Besides the aura of poison and the Venomous Gaze stunt (which works as listed), the basilisk has a venomous bite. When successfully biting and causing damage after armor and toughness is taken into account, the target must roll Con (Tolerance), DC 18, or take 1d6 penetrating damage and lost -1 to Dexterity for the rest of the combat encounter. This effect is cumulative. If the target reaches Dexterity 0, they receive the Immobile Condition.
Black Hound
(major)
One of the legendary creatures often seen in the British Isles, although sometimes spotted elsewhere in Europa. The origins of these beasts are unclear, and some believe they may be Fae creatures who escaped into the physical world and bred with wild dogs. The black hound appears almost exclusively at night, and is at least as large as a mastiff and according to some accounts, and large as a pony.
While they can hunt and attack like any other animal, their real danger comes from doom they foretell. They both can frighten to death and bark to make sure their targets feel their coming doom. But worse than that, after a encounter with a black hound, the target will suffer terrible luck for the next day cycle.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 2 | 5 | 3 | 3 | 0 | 6 | 5 | 7 |
RunningStamina | Initiative Stealth | Brawling | Hearing Seeing
Smelling |
Intimidation
Jumpting |
Courage,
Magic |
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Focus: Bonuses are +3 Speed: 20 Health: 91 Mana: 131 Defense: 15 Toughness: 6 (no damage from non-magical damage) Bite: 3d6+5. Claws: 1d6+5 |
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Special Qualities: Powers: Preternatural Armor (2); Preternatural Senses (3); Preternatural Speed (Swift Running 1); Protect (as Spirit, 2) Vanish (as Spirit, 1). Magical Effects: Fear Aura (anyone who can see and hear the hound must roll Willpower (Courage) TN 19, or be frightened and feel panic drawing closer—failure adds +1 to all TNs during combat encounter. Test every round, effect can be cumulative); Bark of Impending Doom (if the hound barks at a target person, they must roll Willpower (Courage) TN 19 or take 1d6 penetrating damage and want to run away in fear. Both of these powers can be tested against each turn. Ill Fortune: Anyone who sees the black hound will have terrible luck for the next day. For the next day cycle, any time an affected character’s Stunt Die rolls a 1, the entire Test fails. |
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Limitations: Major Weakness to holy sites, and Major Vulnerability to sunlight |
Cave Lion
(moderate)
At least 600,000 years ago, prehistoric ancestors to the modern lions spread out from the African continent and spread through Europa and at least the western parts of Asia. These beings were fierce competitors for prey and dominance over nature, but humanity slowly fought against them and thought they had wiped them out at least three times. However somehow small populations of cave lions have reappeared each time. One theory is that Supernaturals or spirit beings have taken cave lions into the Wildlands to survive and rebuild their numbers, before returning some of them to the physical world.
A cave lion is even larger than most modern lions, nearly 4 meters in length, 1.5 or more meters tall at the shoulder, and massing nearly 500 kilograms. They will hunt, sometimes in groups of two or three. While they appear little changed from their presumed time spent in the Wildlands, some cave lions have been known to vanish through the Veil when threatened.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | -1 | 5 | 4 | 5 | -1 | 4 | 6 | 3 |
Stamina | Initiative
Stealth |
Brawling
Grapple |
Smelling
Seeing |
Climbing
Intimidation Jumping |
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Speed: 14 Health: 67 Mana: 65 Defense: 15 Toughness: 5 Armor: 3
Bite: 3d6+6, Claws 2d6+6. |
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Special Qualities: Multi-attack; automatically can attack with both paws, and if one hits, can bite. Prey Snap: If bite hits, automatically generates 2 SP for use on Grapple. If Grapple succeeds, next turn will shake prey by neck, who must make Con (Stamina) roll, TN 18, or take 2d6+8 Penetrating damage (1d6 on success). Powers: Step Through (If the lion has taken half his Health in damage, it can spend 20 Mana and roll Strength vs. a TN of 8+Local Veil (Wildlands) to escape into the spirit realm. When it is at full Health, it can return to the physical world in the same way). |
Chimera
(major. F:AGE-Best, pages 24-25.)
There are several mythological stories about the chimera, but most agree that these creatures were created by the Serpent King Typhon, possibly with the help of a legendary woman or spirit known as Echidna. The chimera is a blending of several different animals into monstrous beast, more powerful than any of its individual components. The traditional Chimera known of in Greek myth had the body and head of a lion, a goat head also rising from its shoulders, a serpent for a tail, draconian wings. The chimera can breathe fire, and sometimes has other powers. Chimera can also sometimes be composed of other creatures, although usually the body of a lion or other great cat is the basis. Most of these beasts were found in Anatolia, which is now part of Turkey and the Ottoman Empire, but some have been found far from this place, including India and even Britain.
There have been several attempts to wipe out all the chimera, but it’s clear they have some form of sanctuary either in Wellsprings or the spirit realms. Nine chimera were deployed by the Ottomans during the Imperial War, but at least two of these were captured, not killed, One is held in the menagerie of the Russian Emperor, and the other one’s whereabouts is currently unknown.
Modifications from listed abilities: The Poisonous Bite Stunt is not a stunt, but always a possible effect if the serpent’s bite attack causes damage.
Chupacabra
(moderate)
These beings may be relatively new; certainly, there are almost no myths about them predating the late 19th century. First seen in Puerto Rico and other Caribbean Islands, chupacabra also turned up in Central America and slowly spread northward through the Mexican Empire. It’s believed by some that the chupacabra were created by Native mages who wanted a living weapon to use against Europan colonists. They are known for attacking livestock, especially goats, but any large mammal. They drink blood, but will also simply eat meat.
A chupacabra resembles either a large hound or slender boar with dark scaled skin, with razor spines in a ridge on their back, in a frill around their heads, and at the end of their tails. They breed quickly, and while their young tend to be not much more than a meter in length and half a meter tall, fully adult chupacabra are closer to small ponies in size, standing nearly a meter and a half at the shoulder and about two meters long, massing around 250 kilograms.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
1 | 0 | 6 | 5 | 5 | 1 | 4 | 6 | 3 |
Spines | Stamina
Tolerance |
Initiative
Stealth |
Brawling
Grappling |
Hearing
Smelling |
Might | |||
Speed: 15 Health: 61 Mana: 59 Defense: 15 Toughness: 7 Armor: 4 (i/b)
Bite: 3d6+6. Claws: 2d6+6. Grapple: 1d6+6. Spines: 1d6+4. Drain: 2d6+6 (p). |
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Special Qualities: Preternatural Armor (1). Poison Bite: If the chupacabra hits with a bite attack, the target takes 1 penetrating damage from poison dripping onto flesh (even if otherwise magically protected). If the target takes 5 penetrating damage in this way, they lose -2 to Defense. Drain: if the target starts its turn in the chupacabra’s grapple and has taken damage from either bite or claws, the target must either escape the grapple or roll Con (Stamina), TN 16, or lose 2d6+6 penetrating damage. The chupacabra will immediately regain that much Health. Spines: The chupacabra may shoot the spines on its back at a target up to five meters away, or in an area 3 meters around it (resisted with Dex (Athletics), TN 15). If used in an area, the chupacabra cannot use this ability again for at least two turns. | ||||||||
Limitations: Vulnerability: fire damage |
Firebird
(moderate)
Originally found in Russia and lands near it, the firebird is a modest-sized falcon, but with brilliant golden and red feathers that shimmer and glow as if lit in brilliant firelight. This light does not go out if a feather is plucked, and these feathers are often valued as great treasures. It also has a beak of gold or pearl (depending on breed) and its song, which is only heard rarely, can inspire joy and contentment to those who hear it. However, the firebird is also a creature that plays with fates and can spell doom and ill fortune for those who seek after it. One of the most popular myths of Russia, about Prince Ivan, features the troubles he faces because he went after a firebird.
A firebird is an intelligent creature possessed of surprising knowledge, and has been sought after for advice in places as distant as Persia, India, and China. In China, the firebirds are much more powerful and called fenghuang. The fenghuang is seen as a wise counselor, good ally, and terrible enemy. At least one fenghuang has claimed to be what a firebird will grow into if allowed to live for more than a century.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 5 | 2 | 4 | 1 | 7 | 4 | -1 | 6 |
Bargaining
Etiquette Performing Persuasion |
Aerobatics | All Knowledge | Seeing | Courage
Magic |
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Speed: 21 (flying) Health: 35 Mana: 94 Defense: 15 Toughness: 2 (half-damage from non-magical attacks)
Talons: 2d6 Beak: 1d6 (p) Flame Burst: 4d6+6 (p) |
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Special Qualities: Preternatural Speed (Swift Flight) Protect (as Spirit, 1). Flame Burst: When seriously threatened—usually after taking at least half their Health in damage—the firebird may release a burst of flames in 6-meter radius. Everyone in this area must roll Dex (Acrobatics), TN 18, or take 4d6+6 penetrating damage. Success means they only take 2d6 penetrating damage. This can only be used once every other turn.
Song: The firebird’s song can, in combat, spend 15 Mana to give each ally the immediate effects of a 5-minute Breather, and can restore one Conviction point. In a social encounter, a song increases everyone’s Attitude one step better for every 10 points invested. Singing for an hour and spending 25 Mana gives all allies a full day’s comfortable rest, and plants within range of the song will grow as if experiencing exactly the right environmental conditions for at least a week. Fortune: The firebird can, for the cost of 10 Mana, guarantee the failure of a target’s next Test, and for 20 Mana, can change circumstances to be difficult or dangerous to the target for the next encounter. Knowledge and Magic: Every Firebird has Master rank in Divination Arcana. They may also have at least one more Magic Talent at Master rank or two at Expert ranks, with the appropriate Spells. |
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Limitations: Firebirds cannot resist gold and are often captured in golden cages. They also suffer +3 to all Target Numbers when in darkness. |
Flying Jaguar
(major)
Seen primarily in Central or South America, flying jaguars were the holy beasts of the Mayan god Tohil, or the Aztec god Tezcatlipoca. They appear to be a fusion of jaguar spirits and fire elementals, which occupy the bodies of sacrificed jaguars. They flicker with the fires of their gods at all times, and their multicolored wings shine in oranges and reds as they carry the jaguars aloft.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
4 | 0 | 4 | 4 | 6 | 1 | 4 | 3 | 5 |
Fire | Running
Tolerance |
Acrobatics
Initiative |
Brawling | Seeing
Smelling |
Magic | |||
Focus: Bonuses are +3
Speed: 18 Health: 75 Mana: 110 Defense: 15 Toughness: 4 (immune to nonmagical damage) Bite: 3d6+6 Claws: 2d6+6 Fire Breath (6 meters range): 2d6+7 Fire Charge: 2d6+7 Firestorm (6 meters area): 3d6+5, prone. All attacks: 5 points of the damage is penetrating fire damage |
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Special Qualities: Flight: The flying jaguar can always fly with a Speed of 18. They cannot hover, but can pause and rest on poles and thin branches for a turn or two
Fiery Aura: The jaguar’s fur carries the fires of the sun in it, and so anyone touching it will take 5 points of penetrating fire damage, either when attacking or being attacked Partly Insubstantial: The jaguar’s elemental nature means that nonmagical objects might pass completely through its body. The jaguar cannot pass through solid walls, but can slip through cracks and seams large enough to let in a bit of light Fire Breath: The jaguar can breathe a ball of flame at a single target, or spin around while breathing to gain a Firestorm effect with itself in the center. These function as the Fire Arcana Spells of the same names (M:AGE, page 96) Fire Charge: The jaguar intensifies its flame and runs through the same area as a character or creature, setting everything in that 2-meter space aflame. The target must roll Dexterity (Acrobatics), TN 16, or suffer 3d6+6 penetrating damage; or 1d6+3 if they succeed |
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Limitations: Vulnerable: Water |
Giant Sloth (Megatherium)
(moderate)
A massive, elephant-sized, type of sloth that was commonly found in the Americas as recently as 12,000 years ago. Some small populations lasted for a few thousand years after that, but the others either found their way into the Wildlands or were taken there by Supernaturals or Spirits. On occasion, a giant sloth will return from the Wildlands, usually to the consternation of anyone that it encounters. While the megatherium is dangerous in battle, it can be slow to rouse to anger and tends to be more a threat due to its size and prodigious appetite than its desire for trouble..
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | -1 | 6 | 1 | 3 | -1 | 2 | 9 | 1 |
Stamina | Brawling | Smelling | Climbing
Might |
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Speed: 11 Health: 73 Mana: 50 Defense: 11 Toughness: 8 Armor: 4
Bite: 2d6+12 Claws: 2d6+9 Crush: 4d6+6 |
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Special Qualities: Huge Size: Whenever the Megatherium successfully hits, it generates 2 SP to be used either on the Skirmish, Knock Prone or Takedown stunts
Crush: The Megatherium may choose to take a Full Round to rise up to its full height on its hind legs and fall on any opponent 6 meters in front of it. The opponent needs to roll Dexterity (Acrobatics), TN 18, or take 4d6+6 impact damage and be automatically Pinned underneath the creature until it moves. If the roll succeeds, the target takes 2d6 impact damage and is free to move. Unusual Movement: The Megatherium has a Climb speed and a Burrow Speed of 6, although not every object is strong enough to hold its weight. |
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Limitations: |
Ghost Spider
(moderate)
These are dog-sized spiders that crawl between the spirit realms. They tend to gather near the Dreamlands and the Ghostlands, but have been seen in any realm, including the physical one. Some believe that they have something to do with the Veil, and it’s true that when there have been many people or beings passing through the veil, ghost spiders appear in larger numbers. They are not fully physical, and their venom has highly unpredictable magical effects.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 0 | 2 | 4 | 3 | 1 | 3 | 2 | 5 |
Stamina | Initiative
Stealth |
Magic | Climbing
Jumping |
Magic | ||||
Speed: 18 Health: 36 Mana: 74 Defense: 16 (special) Toughness: 2 (see below)
Bite: 1d6+2 penetrating Psychic Bite: 2d6+5 penetrating. Reality Webs: 2d6 Mana. |
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Special Qualities: Shift realm: A ghost spider may randomly be in the physical world or spiritual realm at any given time. At the end of its turn, a ghost spider should roll 1d6. On 1-2, it is physical and visible and can be hurt by any normal physical attack. On 2-3, it is visible but not physical, and can only be harmed by Psychic or Spirit-based magics. On 4-5, it is not visible but physical; it can be harmed by area attacks or if the attacker hits a Defense of 21. On a 6, it is wholly in another realm, and can only be targeted by effects that cross the Veil. Poison bite: If it successfully attacks, its poison is penetrating. The target should roll Constitution (Tolerance): if they fail, they fall victim to the spell Personal Terror. Psychic bite: If the target was previously bitten by a ghost spider, that spider can choose instead to automatically cause psychic damage. The target may roll Willpower (Self-Discipline), TN 17 or take 2d6+5 penetrating damage. If they succeed, they take 1d6 penetrating damage. Reality web: The ghost spider may spin a web in its 2-meter space. Anyone entering or passing through this space needs to roll Willpower (Self-Discipline), TN 17, or lose their next action. They cannot move from this spot until they succeed in the resistance roll, although they can take other actions. They will lose 2d6 Mana every turn they end in the webs. Unusual movement: Ghost spiders have a climb speed equal to their normal Speed. |
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Limitations: Weakness: Areas where the veil is 7 or higher. |
Ghoul
(moderate)
A ghoul is a juvenile vampire. When vampires first accept the Bargain that makes them undead, for a time their minds regress into pure survival state, making them not much brighter than any other wild predatory animal. They will gain their necessary Mana from consuming living flesh as much as blood, and have no real restraint when it comes to hunting prey. It’s usually the responsibility of older more experienced vampires to help younger ones through this period—usually by stopping them from getting loose and hunting until their human minds reassert themselves. However, at times ghouls will slip away, or be created without anyone knowing, or manage to get the upper hand on the vampires who made them. Brand-new ghouls are dangerous for ordinary but most Supernaturals are usually more than a match. But some ghouls have lasted long enough or have enough raw talent to be threats even to experienced Supernaturals.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
2 | 0 | 4 | 4 | 4 | 1 | 3 | 4 | 4 |
Thrown | Running
Stamina Tolerance |
Initiative Stealth | Brawling | Hearing
Seeing Smelling |
Climbing | Morale | ||
Speed: 14 Health: 55 Mana: 66 Defense: 4 Toughness: 5 Armor 3
Bite: 1d6+4 Claws: 1d6+7 |
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Special Qualities: Undying: As the Power.
Physical Boost: Dexterity, Fighting or Strength (each ghoul has a different option) can increase up to a rank of 5 for 1 Mana. The same stat can increase 1 rank above 5 for every additional 2 Mana, to a maximum of rank 10. Preternatural Armor: ½ Toughness as B/I Armor. Preternatural Weapons: Bite and Claws damage, which is Impact, not Stun. Absorb Mana: regain 1 Mana for every point of Bite damage caused. Survival; As the Power. May gain benefits of 5-Minute Breather action in one full round. |
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Limitations: Weakness: Sunlight. Vulnerable: Fire. |
Gryphon
(major. Base version found in F:AGE Bestiary, page 60. Mana Noir versions are modified as follows.)
A creature the size of a lion, with a lion’s body and hindquarters, with appropriately-sized eagle wings, head and beak, and front talons. The gryphon historically was found throughout the Middle East, and even ranges as far West as Greece and occasionally even the British Isles, and as far East as the border of India and China. The origins of gryphons are unclear, although some associate them with various sky gods including Anu, Enlil, Zeus, and Apollo and believe they might have been created by those deities to be used as mounts, allies in battle, and guardians of their treasures.
Gryphons are intelligent and have a fair amount of magic at their disposal. Some have in legends been instructors of mortal Supernaturals. In others, they are allies of heroes and sorcerer-priests. In other stories, gryphons are proud, untamed, and want nothing more than to gather and guard their treasures, mostly gold but also other precious metals. It’s known that gryphons rarely back down from any fight, and have even battled and killed dragons.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
3 | 2 | 4 | 5 | 4 | 3 | 4 | 6 | 6 |
Stamina | Acrobatics
Initiative |
Brawling | Sight
Hearing |
Might | Courage
Magic |
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Focus: Bonuses are +3
Speed: 20 Health: 130 Mana: 122 Defense: 17 Toughness: 4 Armor 4 Beak: 3d6+6 Talons: 2d6+6 Rend: 4d6+6 Dive/Charge: 5d6+12 |
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Special Qualities: Flurry of Strikes: If the gryphon successfully hits with its first beak attack, it can then take a minor talon attack. It also has -1 SP cost to use the Lightning Strike Stunt.
Rending: If the target is prone or grappled by the gryphon at the start of the gryphon’s turn, the gryphon may spend a Minor Action to automatically cause Rend damage. Dive or Charge: If the gryphon can move 20 meters toward a target through the air or on the ground, then it may attack with a Dive/Charge damage—hitting with beak and claws at the same time—and generate 2 SP to use either on the Knock Prone or Grapple stunts. Spells: Gryphons have innate magic, and will either have two Arcana at the Master rank, one at Master and two at Expert, or three at Expert and one at Novice rank. The choice of Arcana and Spells are up to the GM, but Air, Fire, Force, Healing, Lightning, Power, Protection, and Spirit Arcana are common choices. Unusual Movement: Gryphons can fly with speed 20, and can also bound over the ground at the same speed. |
Horned Serpent
(moderate)
Found in some parts of North and Central America, and possibly was seen in the Middle East up until the rise of Rome The horned serpent sometimes can fly, but is otherwise a large snake, at least three meters long, with brilliant iridescent scales, horns like a goat, and power over the elements, usually water. Horned serpents are not natural; they are created by placing spirits from some powerful Serpent Totem’s brood into a human body and letting it cultivate until it reshapes the important parts of the human into the horned serpent’s shape. They are smart but not entirely rational, and are hateful to most living creatures, especially humans.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
4 | 1 | 4 | 7 | 3 | 1 | 4 | 4 | 6 |
Spit | Acrobatics
Initiative Stealth |
Grappling | Water Arcana
Air Arcana |
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Speed: 17 Health: 55 Mana: 82 Defense: 18 (+2 ranged/+1 melee) Toughness: 4 Armor: 4
Bite: 2d6+4 Grapple/Constrict: 1d6+4 Spit: 3 penetrating Water Whip: 1d6+6 |
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Special Qualities: Poison Spit: Hits target with a poison that does automatic 3 damage to skin. Target must make Constitution (Stamina) roll, TN 18, or take 1d6 damage each turn and be Impaired (-3 all tests). Second failure means they are Reeling (1 or 2 on Stunt Die is failure). third failure means they are also Exhausted.
Constrict: If the horned serpent successfully grapples a target, they will automatically constrict their foe, causing 1d6+4 impact damage at the end of each turn the grapple continues. This does not cost an action for the serpent. Air Arcana: Horned serpents are Experts with Air Arcana (F:AGE, pages 68-69), possessing the Novice Spells Protective Winds and Voices on the Winds, and Expert Spell Wind Blast. Water Arcana: They are also Experts with Water Arcana (F: AGE, pages 75-76, F:AGE-C, page 40), possessing the Novice Spells Healing Water and Water Whip, and the Expert spell Shape Water. Unusual movement: Horned serpents may fly on iridescent wings, although they lose this ability if they have been in water in the past minute. |
Jackalope
(minor)
A type of lagomorph about the size of a hare, or sometimes a dog, with a proportionally-sized deer’s rack of of antlers. Jackalopes are common in the Midwest and Western parts in the United States. They have preternatural senses, can detect magic, and have a strange resistance to magic as well as sometimes can use it to protect themselves. At times, jackalopes will gather to share their secrets, and some Supernaturals will seek them out to try to bargain for truths.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 2 | 3 | 5 | 4 | 2 | 5 | 2 | 5 |
Running | Initiative
Stealth |
Brawling | All | Leaping | Morale | |||
Speed: 25 Health: 26 Mana: 39 Defense: 15 Toughness: 3
Gore: 2d6+5 |
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Special Qualities: Magical Awareness and Protection The jackalope has instinctive access to the effects that closely resemble the Power Arcana Spells Arcane Awareness (M:AGE, page 99) and Discern Mana, and the Protection Arcana Spells Arcane Shield and Spell Ward (M:AGE, page 99).
Counter-Spell: If the jackalope can tell that a magic effect is being directed towards it, they can try to cast the Power Arcana Spell, Counter-Spell (F:AGE-C, page 39). Mimicry: Jackalopes can mimic any voice they’ve heard in the past day, including humans. Their mimicry is nearly perfect, due to the magic involved, although there are some differences because of their relative size and small mouths. It takes a Perception (Hearing) check against TN 16 to detect that the jackalope’s mimickry is false. The jackalope is usually smart enough to use this to speak to humans, but they might not fully grasp all the nuances. |
Razorback
(moderate)
A type of boar found first in Europa and now in North America that, according to some, was modified either by Fae or other trickster spirits. Not only is a razorback larger and stronger than most boars, but its flesh is nearly as hard as steel and thick brushes of stiff hairs along its back, head, and on its limbs are effectively so many small thin blades of metal. Despite how hard its skin is, apparently the flesh of the razorback is even more flavorful than an ordinary boar, which means some foolish people will still go hunting for them.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | -2 | 7 | 2 | 5 | 0 | 3 | 7 | 3 |
Stamina
Tolerance |
Brawling | Smelling | Might | Courage | ||||
Speed: 12 Health: 80 Mana: 58 Defense: 12 Toughness: 8 Armor: 8 (including b)
Tusks: 2d6+7 Charge: 3d6+7 (line) Death Roll: 4d6+7 (area) Dangerous to Touch: 1 (p) |
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Special Qualities: Armor Hide: Not only is the razorback’s hide effectively ballistic armor, but it also has 4 Armor against penetrating physical attacks, which is one reason it has Permanent Backlash.
Charge: The razorback can take a Major Action to run up between 12-24 meters and make a melee attack at every target along that line of motion. It receives +1 to hit for the charge, and is at -1 Defense until its next turn. Any target successfully hit by the razorback must also roll Strength (Might), TN 19, or be knocked prone and take another 1d6 damage as they’re knocked around by its hind legs. Dangerous to Touch: Any melee attack with hands or from standing within 2 meters of the boar means it razor fur will strike back, causing 1 Penetrating damage per successful attack against the boar, or made by the boar. Death roll: The boar may use its Major Action to rise up on its hind quarters and spin around to attack everyone nearby. Anyone standing within a 2 meters radius of the boar’s position must roll Dex (Acrobatics), TN 17, or take the damage. |
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Limitations: Vulnerable to lighting |
Shadow Cat
(minor)
A type of great cat slightly larger than a bobcat, but smaller than a cougar, which makes its home equally in the Dreamlands as the physical realm. Shadow cats use the darkness as a tool, leaping from shadow to shadow, turning practically invisible, and surrounding foes with looming, frightening darkness. Individually a shadow cat isn’t much of a physical threat, but they can cause a great deal of psychological harm.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 3 | 3 | 6 | 2 | 1 | 4 | 1 | 4 |
Acrobatics
Initiative Stealth |
Brawling | Seeing
Magic |
Magic | |||||
Speed: 16 Health: 22 Mana: 30 Defense: 17 (or 20) Toughness: 3
Bite: 1d6+4 Claws: 1d6+1 Psychic Slash: 2d6+4 |
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Special Qualities: Psychic Slash: The cat can spend an entire round staring into the eyes of a target and then slashing at the air. This functions like the Psychic Arcana Spell, Psychic Blast (M:AGE, page 103), with a TN to resist of 16.
Rake: If the shadow cat successfully hits with its bite, it can use its minor action to make a claw attack. Shadow Arcana: These cats do not have the actual Spells listed, but can instinctively perform effects with the same results and Mana Costs. These Spells are found either in F:AGE, page 75, F:AGE-C, page 39-40, or on the Goetia page. They can use the equivalent of Frighteners, Shadow Dagger, Shadow’s Hood, Veil of Darkness, or Shadow Slip. They always receive the benefits of Darkvision and, if they are in a shadowy area and have not cast any other magics, Shadow Form. |
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Limitations: Weakness to Bright Sunlight. Vulnerable to Sunlight or Fire. |
Shi (guardian loans or fu dogs)
(major)
Found primarily in mountainous parts of Asia, especially China or Tibet, the shi are divine guardian spirits bred into powerful canines from the region. Over the centuries, the spirits and the dogs became as one, and now every shi born is the reincarnation of an ancestor shi. Their appearance is more that of a massive canine than feline, and most closely appear to related to a Tibetan mastiff. They tend to have dark brown, black, or golden mane-like fur around their shoulders and heads. Most full-grown shi are just over than a meter tall at the shoulder, and weigh 100 kilograms. They are large and fearsome, but also deeply loyal, intelligent and wise. They tend not to offer guidance to those they’ve been pledged to protect, but have been known to help a hapless charge avoid trouble preemptively.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 4 | 7 | 3 | 6 | 3 | 6 | 9 | 6 |
Intimidation | Stamina
Tolerance |
Brawling
Grappling |
Empathy
Hearing Smelling |
Jumping
Might |
Magic | |||
Speed: 13 Health: 113 Mana: 102 Defense: 14 Toughness: 8 Armor: 8
Bite: 3d6+12 Charge: 4d6+12 Claws: 2d6+9 Crunch: 3d6+9. Focus: Bonuses are +3 |
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Special Qualities: Bane: When in melee combat with someone, the shi may use a minor action to make a contested Will (Magic) vs. the target’s Magic Ability + Focus. If the shi wins the contest, for the rest of the combat the target is Vulnerable to its attacks. If the target succeeds, the shi must successfully hit and cause damage before it can try to activate Bane again. The shi may only be an active Bane against one kind of target—if it’s surrounded by vampires, the Bane works on all of them, but if there’s a variety of opponents, it might only function on one target.
Follow-up: If the shi successfully hits with its Bite attack it may take its minor action to either make a claw attack or initiate a grapple attack (with its mouth, stopping future bites). Crunch: If the shi starts its action grappling a target, it may automatically crunch down for impact damage. Charge: The shi may take both major and minor actions to move up to its run speed and hit a target, ripping at it with its teeth and claws as it does so for impact damage. If the attack hits, it will do damage and also automatically generate 2 additional SP to use either onthe Knock Prone or Skirmish stunts. Preternatural Armor: A shi may spend 2 Mana in response to an attack that causes penetrating damage and use its full Toughness + Armor to absorb the hit. This causes 1 Backlash. Protection Arcana: The shi effectively has the Master-rank in Protection Arcana, with the Spells Arcane Shield, Spell Ward, Missile Shield, and Arcane Barrier (M:AGE, pages 99-100). |
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Limitations: Weakness: darkness. If there is less than a torchlight’s worth of brightness in sight, the weakness will kick in, adding +3 to all TNs and Mana costs. |
Skitter
(moderate)
Once created with spirits directly from the border between the Dreamlands and the Ghostlands, skitters are nightmarish creatures that spread fear, paranoia, and psychic poison. Groups of dark Fae and Dreamwalkers in Western Asia, especially Russia and the Balkans, blended together scorpions, spiders, and longhorned beetles, then empowering them with their unique spirits. These populations have taken root in at least a half-dozen locations, and no effort to wipe them out has been fully successful.
An individual skitter is about the size of a human hand and while it can hurt, it is not nearly as dangerous as the several dozen others that will join it soon if it is threatened or hungry. They attack more through panic and driving their foes insane than anything else.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
2 | 1 | 2 | 5 | 3 | 0 | 2 | 1 | 3 |
Spit | Tolerance | Initiative | Brawling | Magic | ||||
Speed: 15 Health: 35 Mana: 58 Defense: 16 Toughness: 2
Bite: 1d6+1 (1 penetrating) Poison Spit: 1d6 (penetrating) Psychic Feedback: 3 penetrating Swarm: 6d6+6 (6 penetrating) |
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Special Qualities: Bite: If the skitter’s bite successfully hits a being with some organic tissue, it will expose the target to its psychic poison, will seep into any organic surface for 1 penetrating damage. The poison immediately creates a sense of panic and ongoing pain. After being bitten three times, the target needs to make a Willpower (Courage) roll vs. TN 16 or receive the Cowed Condition against all Skitters, not just the one that attacked it. Further poisonings just add points to the Cowed Condition, which affects how it is healed, but do not make it worse.
Poison Spit: A skitter may shoot its poison at a target a a distance of 5 meters. The target will take 1d6 penetrating damage. If the target takes 3 damage, it must roll to resist Cowed, as above Psychic Feedback: Any target that is cowedby the skitter will take 3 penetrating damage each round as its growing panic puts its body through untold stresses. Swarm: If six skitters are in melee range of the target, they may all attack at the same time. The target must roll Dex (Acrobatics), TN 16, or take 6d6 impact and 6 penetrating damage, and be Cowed (as above). If the resistance is successful, target only takes 3d6 impact damage and 3 penetrating damage, but each individual dose of poison is small enough avoid taking the Cowed Condition. |
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Limitations: Vulnerable: direct sunlight (automatically takes 1d6 penetrating each round in the light) and fire. |
Unicorn
(Moderate)
While unicorns are often mentioned in fanciful tales, the real creature is both less wondrous but somehow more beautiful. Unicorns used to live in herds in India, but could be found in Europa, northern Asia, and even some parts of Eastern Africa. They are a shaped primarily like a horse, but larger, in some cases growing as large as an elk. For some reason, they are able to condense raw Mana into a substance known as “alicorn,” which suffuses their bodies but mostly is found in their spiraling single horns growing from their foreheads. These horns are anywhere from 70 to 90 cn long, and while they’re considered quite valuable, trade in alicorn is almost universally illegal and has been since the early days of civilization.
Unicorns live a long time and breed slowly. They are no more aggressive than any other wild animal, but are more intelligent than other equines, and can speak and work with people who treat them properly. It’s said that unicorns are attracted to purity; in practice, they are more interested in people who try to act virtuously, but their standards are more in tune with the needs of nature than those of civilization. For example, a unicorn has no trouble with killing and violence so long as it protects others of the herd or feeds the hungry.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 3 | 4 | 2 | 4 | 1 | 5 | 4 | 5 |
Running | Brawling | Seeing
Hearing |
Might | Morale | ||||
Speed: 19 Health: 54 Mana: 74 Defense: 13 Toughness: 4
Horn: 2d6+4 Hooves: 1d6+4 Charge: 4d6+8 |
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Special Qualities: Arcane Awareness: As the Power Arcana Spell (M:AGE, page 99, always active.
Horn: The horn is solidified magic, and as such as constantly keen, as the enchanted item, and has full effect on unmanifested spirits as they do on physical creatures. Also, if the unicorn successfully hits with its horn it may use its minor action to attack with a hoof. Disrupting Attacks: With both horn and hoof attacks, the unicorn may choose to disrupt magic as the Power Arcana Spell, Arcane Abatement, M:AGE, page 99. Healing Arcana: The unicorn effectively has Master-level access to Healing Arcana (M:AGE, page 96), with the Spells Healing Touch, Revival, Healing Aura, and Restoration. |
White Hart
(Moderate)
Some have thought the White Hart was a powerful spirit, possibly even a Totem, that occasionally manifested in the physical world. However, some expert thaumazoologists have found small, rare populations of these deer-like creatures hidden in parts of the British Isles, Scandinavia, and Europa. These beings have been blessed by both the Fae and some divine spirits of the hunt. They are not particularly powerful in battle, but they are nearly impossible to capture. They are sometimes known as “questing beasts” for this reason, and may bargain for their lives with great secrets or boons if allowed to live.
Acc | Comm | Con | Dex | Fight | Int | Per | Str | Will |
0 | 1 | 5 | 4 | 2 | 1 | 5 | 3 | 3 |
Running | Initiative
Acrobatics |
*Empathy
Hearing Seeing Smelling |
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Speed: 20 Health: 61 Mana: 58 Defense: 16 Toughness: 5
Antlers: 2d6+3 Hooves: 1d6+3 |
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Special Qualities: Avoid Touch: So long as the hart is aware of an attacker and judges them not worthy, they may spend 1 Mana to temporarily increase either Defense or Dexterity (only for escaping hazards or AoE attacks) per point, and can instinctively tell how much bonus they will need. This lasts until the start of the hart’s next turn. Boon or Curse: If the person who captures the hart is worthy, then it will bargain for its life with a Boon. The limits of the boon may be almost anything, but it should be temporary, last no more than a month, have a bonus of no more than +3 or add no nore than 2d6 damage, and things of that sort. If the person is unworthy, or kills the hart anyway, they may inflict a curse that is worse relatively than the Boon is good: last for at least a season, penalty of up to -4, suffering 3d6 damage, and so on. Preternatural Speed: The hart may spend 2 Mana to temporarily increase its speed x2, giving it a base speed of 40 for the next turn. Sense Worth: The hart can spend a Major Action staring into a person’s soul and decide whether they are worthy of knowledge or of winning the hunt. This requires a Perception (Empathy) roll (in this case, the Empathy focus is doubled, so the roll is at +9), resisted either by Communications (Deception) or Willpower (Faith). |
Wyverns
(Major)
While dragons are incredibly ancient and powerful beings, each one legendary in their own right, they do have a cousin species that is more material than spirit, more physical threat than magical. Wyverns are still quite dangerous in their own right, but they can and have been defeated in battle even by people without much magic of their own. During the Imperial Wars, a small number of wyverns were deployed on the behalf of the Holy Roman Empire, Britain, and Prussia. In the early years of the war, the HRC and Prussian wyverns—about four dozen in total—established solid air dominance. The twenty British wyverns were not able to directly challenge their opposing flights, but over time aircraft, both magical and pure techne, supplemented the wyverns and eventually ruled the skies. After the war, there are supposedly fewer than thirty wyverns surviving in the world.
Wyverns can be large, anywhere from 6 to 12 meters in length, massing from 500 to 750 kg. They have thick scales and powerful muscles, and have long flexible tails with poison stingers on the end, and similar poison glands in their mouths. They often dribble this poison on their claws when fighting. They are more comfortable flying, but can be dangerous on the ground. but some can also perform some magical attacks. They are intelligent, although perhaps not as smart as they think they are, and given to pride.
Acc |
Comm |
Con | Dex | Fight | Int | Per | Str | Will |
4 | 3 | 8 | 4 | 6 | 3 | 3 | 8 | 6 |
Spray | Intimidation | Stamina
Tolerance |
Initiative | Brawling | Seeing | Might | Magic | |
Focus: Bonuses are +3
Speed: 18 (flying) 12 (ground) Health: 133 Mana: 130 Defense: 15 Toughness: 10 Armor: 10 Bite: 3d6+11 (3 p) Poison Spray: 2d6+6 (p) Swoop: 6d6+15 Tail Strike: 3d6+11 (i) 1d6+3 (p) Tail Sweep: 4d6+8 Wing Smash: 3d6+8 |
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Special Qualities: Wyvern Poison: When the target takes penetrating poison damage from the Wyvern, they must also roll Stamina (Tolerance), TN 19, or become Hindered. If they are poisoned again, they roll resistance or be Fatigued, and then Exhausted, and then Unconscious. If the target successfully resists at any stage, they do not have to check again during this combat encounter no matter how much more poison they’re exposed to.
Poison Spray: This shoots in a 19 meter line. Anyone within about a meter’s radius around it may be a target. Check the attack roll against the Defense of everyone in the line.. If it hits, it does 3d6+3 penetrating damage and requires a poison resistance rall, as above. Swoop: The wyvern may swoop on prey either in the air or on the ground—hitting the target in the middle of a Major move action. If it successfully hits, the target must make a contested Strength (Might) roll. On a failure, the target takes damage as normal and is carried aloft in the wyvern’s talons (and thus not being poisoned). Next turn, the wyvern may keep carrying the target, the target may continue to try to escape, or the wyvern may drop the target to the ground for more damage. The wyvern may also try to bite the target, who is at -2 Defense against this attack. Tail Strike: If the wyvern can hit a target up to 4 meters away with their tail stinger. The target first takes the impact damage, and if that makes it through toughness and armor, then the target also takes the penetrating poison damage. Tail Sweep: Rather than striking with the stinger, the wyvern whips it around in a semicircle out to either 4 meters behind it, or a full circle about 2 meters around it. Anyone in in the threatened radius must roll Dexterity (Acrobatics, TN 19, or take the full damage and they’re Knocked Prone. Success means they only take 2d6 impact damage and aren’t knocked prone. Wing Smash: The wyvern may take a major action to slap both wings down at full extension. This covers a 5 meter radius around the wyvern’s body. Targets must roll either Dexterity (Acrobatics) or Strength (Might), TN 21 to avoid being buffeted around by the smash. Failure also means they are Knocked Prone and Pinned until the wyvern moves. Success means they take 2d6 impact damage and are immediately moved 4 meters away from the wyvern without being knocked down. Unusual movement: wyverns can fly at a speed of 18, and in fact prefer flying to moving on the ground, where they are more awkward and slower than they should be. Arcana: Not all wyverns possess the ability to cast spells, but the GM may decide a given wyvern has turned their attention to magic. Choose two Arcana: one will be at Master rank and the other at Expert. The wyvern will have two Novice spells, one Expert spell, and in the Master Arcana, one Master spell, per Arcana. They usually select either from Fire, Lighting, or Power Arcanas. |
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Limitations: Wyverns are not fully vulnerable to these orichalcum, truegold, truesilver, or startmetal, but any weapon forged from those metals will be considered Keen against the wyvern. |