Tuesday, May 11, 2021

50 Space Traveller NPCs

In the Spaceport, You Meet...

  1. Enthusiastic young academic on their first journey offworld.
  2. Ambitious techmancer out to bind a greater datademon on the prowl.
  3. Heretic-at-large, fleeing their militant parent cult.
  4. Hunchbacked surrogacy bot, vat full of embryos.
  5. Very dedicated historical character-actor, tired of doing birthday parties.
  6. Itinerant xenodeist preacher down on their luck.
  7. Metahuman lothario in a methane atmosuit.
  8. Vacuumorph like a huge black crab; proud union member.
  9. Impressively-scarred heavyworlder; intimidating but gentle.
  10. Reclusive keeper of a hidden (illegal) hydroponic garden.
  11. Four-member family of newly-arrived prospectors.
  12. Masterless security droid; has taken on knight errant mannerisms.
  13. Cyborg with a demonic visage imposed upon them.
  14. A backup fork clumsily getting used to their new body.
  15. An introverted uplifted pig, self-trained in classical painting
  16. Something that keeps showing up on your computer screens.
  17. Destitute stock-jocky who lost it all, down to their cyberware.
  18. Jailbroken vocaloid; spiderdroid body with a holo projector.
  19. Ancient selenian anarchist, one of the last of the old guard, long ousted from home.
  20. Martian outbacker looking for a better life elsewhere.
  21. Pruned seed AI in an off-the-rack bot, chasing memories of who they once were.
  22. VR worldbuilder building personal paracosm; grieving over the loss of a loved one.
  23. Washed-up pilot overwhelmed by debt, addiction, and desperation.
  24. Blindly fanatic evangelist for a new variety of cryptocurrency.
  25. Black market fence with some hypersecret R&D that needs passed on.
  26. Doting caretaker of a chimeric symbiote they grew on their own.
  27. Retired space force admiral, known for always getting their way.
  28. Dour inquisitor from the Bureau of New Religious Movements.
  29. Emancipated vat-grown worker looking to find a family.
  30. Veteran netdiver in a permanent state of perception acceleration.
  31. Abandoned debttrooper. Can’t adjust to civilian life, episodes of fury.
  32. Immortal oligarch not seen outdoors for a century and change.
  33. Compulsive lootbox whale (literal) with a floundering streaming channel.
  34. Pro-bono defendant for cross-OS data-immigrants.
  35. Lost cosmonaut of yesteryear, adrift outside their time.
  36. A creditless victim of a MEAT(™) infection, trying to franchise.
  37. Mindlinked hexpack of orbital repair cyborgs, looking for work.
  38. Cynical uplifted cuttlefish, programmer of specialist porn sims.
  39. Spindly-limbed low-grav linguist in a supportive exosuit.
  40. Perfectionist professional dancer with chromatophoric skin.
  41. An experimental neogen; an oozelike creature on loan from the lab.
  42. Personal assistant bot that found religion and loves hagiographic art.
  43. Tiger with a cyberbrain and the mind of an ousted emperen.
  44. An illegal neumann terraforming probe with a sweet, sunny disposition.
  45. AWOL marine; quit the corps after first-hand experiences of the horrors of boarding action.
  46. Veteran spacer; every wild story contradicts, all have some semblance of truth.
  47. Elderly orangutan; Bonsai gardener, software jailbreaker, wiki cluster moderator.
  48. Panicky, runaway monastic, stolen firearm tucked away in their habit.
  49. Clunky, cheap android, liberated from service as nude bar coupon dispenser.
  50. A dandy guy, in space. Viva namida...

 

Saturday, May 8, 2021

CHASE THE BLACK RABBIT

Own work.

****

WANTED


By order of the λ Serpentis Colonial Protectorate

Anticitizen terrorist cell "BLACK RABBIT COMPANY"

For crimes as follows:

  • Self-theft and violation of indenture contract
  • Affiliation with seditionist Peoples' Liberation Army
  • Murder of Protectorate peacekeepers
  • Assassination of a Protectorate district director
  • Kidnapping of Protectorate party members
  • Further acts of violence against state-sanctioned corporate entities
  • Theft and desecration of state property including piracy
  • Possession and distribution of seditious materials and memetics
  • Possession and distribution of banned cultural materials
  • Smuggling across district borders
  • Attack of Border Stability Enforcement migrant unperson detainment facility.
  • Aiding and abetting transfer of unpersons across district borders
  • Possession of fissile materials
  • Copyright violation

REWARD 1.5 mCr per head deceased, 3 mCr alive

****

A while back on twitter, I mentioned that I was working on an adventure for Mothership called CHASE THE BLACK RABBIT, starring SCP-2085. While it (like everything else) is on a bit of slowdown, and I am wondering if it's even going to end up as Mothership, but the premade characters are done so why not share them? Good way to keep my own interest in something going.

Several of the items and modules come from my prior new equipment post. To better reflect the fact that they are combat cyborgs, I rolled 8d10 for the catgirls' stats and rounded to the nearest 5 for simplicity's sake. I tried to keep everything else within normal Mothership rules, but there are a few fudgings here and there.

The end goal is to provide a series of short scenarios that can be strung together in any amount - the more you do, the more fun toys you have for the final mission (stealing a spaceship, naturally), but the higher the odds are of a Protectorate kill team dropping in to complicate matters. But that's for later. For now...


Let the Voice of Love Take You Higher...

You are the Black Rabbit Company: a quintet of (radical anarchist) cyborg catgirls plus one guy in a spacesuit (with a silly hat). 

You were grown in a lab (and then broke out). You were meant to be trophy pieces for corporate oligarchs (fuck that). Those responsible are either dead or scattered to the solar winds (you did that).

Wizard has horrific space cancer (which might be an embryonic horrific space god). He's holding out okay.

A cage has been made of the world, and you are going to fight tooth and nail until you can break above the clouds and breathe free under the stars.


λ Serpentis d VII (LS-D7)


Gravity - 0.78 G

Climate - Warm; dry, with intermittent rainy seasons

Atmosphere - Breathable

Orbit - Stanford torii (6). Bernal sphere (1). Surface-orbit transit via space elevator (2) and skyhook (4). FTL interdiction network in place.

A rocky moon of a temperate, midsize gas giant. Smaller than Earth, though the tidal forces of its parent and the sibling moons keep the core sufficiently active to maintain an atmosphere. Was terraformed via seedship centuries before the first human colonists arrived - the atmosphere is maintained at human-comfortable composition and density by automated aerostat array. Life has been successfully introduced to the oceans, but soil composition has remained a major barrier to the introduction of a terrestrial biosphere - the only major successes have been a variant of the dragon blood tree (Dracaena cinnabari) and some xeric shrubs and grasses.

The Colonial Protectorate originally had a time limit - it was supposed to transition to a more open government after a predetermined level of self-sustainability was met. That date has come and gone and the Overseer Board has refused to disband, justifying their decision with claims that the initial requirements were inadequate and the new ones have not been met. They have since used the colony's security force and corporate partners to enforce increasingly draconian controls on the populace. Resistance efforts have boiled over into open and organized conflict after a massacre of protestors.

It's not your home, but you've allied yourself with the People's Liberation Army all the same. 


The Black Rabbits (Plus Wizard)

 

BOSS

Commander


Callsign: KUSANAGI


Patch: "HYPERION 144M"


Trinket: Engraved bottle opener: "Cat Herder"


Psychological Profile: Ignore 1 Panic roll per session at the cost of gaining 5 stress.

Aptitude Scores: 
[45 / 45 / 40 / 55] 
[30 / 35 / 30 / 35]


Skillset

  • Command +20%
  • Firearms +15%
  • CQC +15%
  • Athletics +10%
  • Tactics +10%


Installed Cyberware

  • OGRE
 (Heads up display & video recorder)
  • Cyberbrain (Data storage, slicksocket, terminal jack)
  • Molly Module (2d10, bleed on crit)


Installed Slickware

  • TACNET (Encrypted comm network)

Equipment


  • Pulse Rifle (5d10)
  • Revolver (3d10)

  • Standard Battle Dress (+10% Armor)
  • Antique (Functional) Cavalry Saber (4d5)
  • Combat Knife (2d10) 

Character Traits

  • Big sister of the group.
  • Practical & professional. Aura of command.
  • True believer in the cause. Started this whole thing.
  • Keeps the Company running smoothly.
  • Not called "The Major" for no reason.


MOMOKO

Combat Specialist


Callsign: ICHIBAN


Patch: "BIG GUN"


Trinket: Pin-up poster (self)


Psychological Profile: Can reduce group Stress by 1d5 during downtime

Aptitude Scores: 
[60 (70) / 45 / 30 / 50]
 [25 / 30 / 35 / 40]

Skillset

  • Firearms +20%

  • CQC +15%
  • Linguistics +15%

  • 0-G +10%

  • Rimwise +10%


Installed Cyberware

  • OGRE
 (Heads up display & video recorder)
  • Cyberbrain
 (Data storage, slicksocket, terminal jack)
  • Molly Module
 (2d10, bleed on crit)
  • Spinal Rig (+10 Strength)

Installed Slickware


  • TACNET


 (Encrypted comm network)

Equipment


  • Handcannon (As shotgun, one handed)

  • Riot Shield (+10% armor, +20% with wall)

  • Standard Battle Dress (+10% Armor)
  • TrashKid (Cyber-vandalism + graffitti tagger)

Character Traits

  • Resident big cheerful meathead.
  • Not nearly as dumb as she appears.
  • Having the time of her life.
  • Sings the body electric.
  • Here to provide comic relief and additional violence.
  • Guns! She loves guns.
  • Absolutely no shame.


HANA

Field Medic+ Demolitions

Callsign: MINNIE-MAE

Patch: Icon of Kannon


Trinket: Tin of herbal teas


Psychological Profile: [-] to Fear saves made while alone or with 1 companion. [+] on Fear saves with 2+ companions.

Aptitude Scores: 
[40 / 45 / 45 / 40] 
[35 / 30 / 30 / 35]


Skillset

  • Firearms +10%

  • CQC +10%

  • First Aid +20%

  • Driving +15%

  • Explosives +15%


Installed Cyberware

  • OGRE
 (Heads up display & video recorder)
  • Cyberbrain

  • Molly Module
 (2d10, bleed on crit)

Installed Slickware


  • TACNET


 (Encrypted comm network)
  • Babelfish (Translation software)

Equipment


  • SMG (4d10)

  • Revolver (3d10)

  • Standard Battle Dress (+10% Armor) 
  • Medkit x 3
  • Adrenaline syringe x 3
  • Grenade (real) x2
  • Grenade (fake) x2
  • Plastic explosive brick x1

Character Traits

  • The closest to 'normal'.
  • Slow to violence, generally mild.
  • The conscience of the Company.
  • Best able to interact with people on the outside.
  • Often underestimated
  • Can be a real firecracker if she gets riled up.


NANAMI

Tech Specialist


Callsign: TSARMINA


Patch: "LENIN TAKE THE WHEEL"

Trinket: Pamphlet: “Breathing Exercises and Anger Management”

Psychological Profile: 
[+] to Combat rolls for remainder of encounter after succeeding on a Panic roll.

Aptitude Scores: [40 / 45 / 55 / 40] [25 / 40 / 35 / 30]


Skillset

  • Firearms +10%

  • Computers +15%

  • Hacking +20%

  • Slickwise +15%
  • Cybernetics +10%


Installed Cyberware


  • OGRE
 (Heads up display & video recorder)
  • Cyberbrain (Data storage, slicksocket, terminal jack)
  • Molly Module
 (2d10, bleed on crit)

Installed Slickware


  • TACNET


 (Encrypted comm network)
  • Machine Code (Speak with AI. SAN save: 1 stress / hour on success, 1/min on fail)

Equipment

  • SMG (4d10)

  • Revolver (3d10)
  • Brickboy (Dongle that fries hardware on trigger)
  • Snatcher (Copies databank, deletes original, 1d10 rounds)
  • Node Detector (Detects all nodes in 50m)
  • "HOLY DIVER CUSTOM" deck (5 slots)
    • born2dieWorldIsaFuck.exe 
      • (H-Type Siren-Somatic Cognitohazard) Save vs violent, painful diarrhea.
    • russian_national_anthem_intensifies.exe
      • (A-Type Basilisk/Siren-Psyche Cognitohazard) Save vs episode of sudden, intense loyalty to a very loose interpretation of the Soviet Union. Effected androids will be beset by bad accents, call everyone comrade, and immediately ally themselves with anyone who can spin what they're doing as 'for the glory of communism'.
    • Ripper 2 (Brute force password cracker, 3d10 rounds)
    • Icebreaker (1 use - Converts Secure Node into Unsecure)
    • Partition Program (1 use - permits testing of suspicious software in safe environment)

Character Traits

  • Fucking pissed.
  • God damn she is angry.
  • Doesn't have the emotional maturity to channel that anger constructively
  • Propensity for silly costumes and putting on a character. Current favorite "The Commissar".
  • Shitposter supreme
  • Would like the rest of the world to fuck off forever and leave her alone.
  • Maybe live up in a castle on top of a mountain, playing the organ menacingly.
  • Kept from complete self-destruction by the others.

 

TOMI

Sniper-Scout


Callsign: RIZA


Patch: Bullet ringed by laurel crown


Trinket: Trashy, incredibly gay historical romance novel

Psychological Profile: Lose 1d5 Stress if you succeed at a Sanity save.

Aptitude Scores: [35 / 40 / 40 / 45] [40 / 40 / 25 / 25]


Skillset


  • Weapon Specialization (Sniper Rifle) +20%

  • Weapon Specialization (Revolver) +15%, 2 attacks / turn

  • Athletics +10%
  • Mechanical Repair +10%

  • Psychology +15%


Installed Cyberware


  • OGRE
 (Heads up display & video recorder)
  • Cyberbrain (Data storage, slicksocket, terminal jack)
  • Molly Module (2d10, bleed on crit)

Installed Slickware


  • TACNET 


(Encrypted comm network)

Equipment


  • Revolver x2 (3d10)

  • Smart Rifle (1d10)

  • Cuttlefish Cloak (Adaptive color and texture)
  • Splintermask (Obfuscates camera recordings, stresses androids)

Character Traits

  • Monotone drawl.
  • Sleeps all the time.
  • Odious personal habits.
  • Cold and aloof.
  • Avoids emotional vulnerability, even with the others.
  • Likes getting under people's skin for kicks.

 

WIZARD 

Space Wizard / Mascot


Callsign: WHISKEY


Patch: "よ 魔法使い!" ("Yo, Mahoutsukai!")


Trinket: Damaged multitool


Psychological Profile: reroll effect on the Panic table once per session

Aptitude Scores: [25 / 30 / 40 / 20] [30 / 35 / 25 / 30]


Skillset

  • 0-G +10%
  • Piloting +10%
  • Scavenging +15%

  • Jury-Rigging +15%

  • Science (Player choice) or Rimwise +20%


Installed Cyberware

  • 
Extensive medical apparatus containing METASTATIC ANOMALY 001.

Equipment


  • Civilian revolver (3d10)
  • Pain Pills x6
  • TACNET headset (Encrypted comm network)

Character Traits

  • Had a normal life once; doesn't ever talk about it. Likely not great.
  • Got swept up in all this by a chance encounter.
  • Is here because he can't sit around and do nothing.
  • Fully devoted to the Space Wizard persona.
  • Sees self as symbol for heroism in the face of a terrible world.
  • Dying of space cancer. Time left, uncertain.


Red

There is a knotted bundle of carbon fibers buried in Wizard's spine, burrowing its way into his organs. It is kept at bay through an elaborate, slapdash, series of implants.

This is Red. It is alive, it is alien, and it hates. It is a thing of ancient despair. It's the antithesis to life. It's an anti-spiral in a tumor.

So long as the implants hold, Red is impotent - trapped lurking in the background of wizard's mind and only pushing through to the surface in times of crisis. When Wizard critically fails a panic check OR rolls doubles on a Panic Table result, he cannot use his reroll. Instead of the listed effect, Red is able to temporarily overpower Wizard. This will immediately trigger a Fear or instinct save on all parties present and deal half of Wizard's current health as damage to him. One of these seizure episodes will last for 2d5 turns before Red is brought back under control.


Nun Better

A food truck and your current base of operations. There is a cheerful cartoon nun painted on the side, holding a plate of tamales. One of you has added an eyepatch and "Jesus says Fuck the police" to her apron.

You have a hoard of ordinary equipment and ammunition within Nun Better, as well as some leftover condiments.You could conceivably attach a mounted weapon to it somewhere. You've added some reinforcement to the insides and souped up the engine, but it's not a tank or anything. Sr. Maria Margarita Chao has not let you down yet.

****

And there we go. Absolute, unrepentant goofiness. Also something of a sequel to the other post about radical anarchist catgirls, because I am nothing if not dedicated to a bit. 


Thursday, April 29, 2021

50 Alternate History Divergence Points

Alternate history exists in the orange zone for me - the constant need to stay on the alert for bad actors swiftly drains the fun from the exercise. But the concept is fun, so I dabble on my own from time to time. Here's a bunch of dabbling - while writing it popped into my head that these are some excellent backdrop events for Esoteric Enterprises games.

THE TROUSERS OF TIME HAVE SPLIT

  1. Successful rebellion of the enslaved in colonial America.
  2. Venera probes discover life on Venus.
  3. Christianity takes root in Japan, syncretizes.
  4. Near complete works of Sappho's poetry found, translated and printed.
  5. Linear B deciphered.
  6. Fred Hampton dies of natural causes at the age of 102.
  7. Yeshua ben Yosef writes a short ethical treatise.
  8. Human-elephant communication achieved.
  9. Tunguska meteor devastates Moscow.
  10. Wow! signal confirmed as an accidentally-intercepted alien message.
  11. George Lucas discovers a love of anime; Star Wars is animated.
  12. Judaism takes strong root in Central Asia.
  13. Britain hires a non-idiot to draw the borders of their colonial territories.
  14. Mid-Atlantic Ridge is already rising above the surface.
  15. Chinese colony in the Americas thrives for a time, and then falls apart.
  16. Battle of the Spanish Armada ends in mutual defeat.
  17. Electoral college abolished.
  18. Sea Peoples identified.
  19. Neanderthal populations and cultures survive to the modern day.
  20. English spelling reform takes off
  21. A large number of remarkable works are properly written and preserved this time.
  22. Treaties made with First Nations are upheld.
  23. American film industry remains on east coast.
  24. Shakespeare's adaptation of Don Quixote survives.
  25. Columbus' ships are lost in transit.
  26. French Revolution spawns one in England.
  27. The bear at the Duluth Sector Direction Center is not discovered in time.
  28. Humans able to resist smallpox virus.
  29. Who imported all these hippos as food god damn it!
  30. Hays Code is never put into practice.
  31. Jacobite Rebellion succeeds.
  32. Nuclear weapons never deployed.
  33. Augustus dies of an infection and fever at 23.
  34. Electric wind turbines adopted before oil becomes popular.
  35. Some non-avian dinosaurs manage to survive.
  36. Mark Zuckerberg's parents succeed at instilling a moral conscience in their son.
  37. East India Company suffers a catastrophic early collapse.
  38. Dodo is domesticated and spreads worldwide.
  39. Bison are domesticated in the Americas
  40. Women's suffrage in America adopted during the Second Great Awakening.
  41. Taping Rebellion able to form breakaway nation from Qing China.
  42. A natural waterway links the Mediterranean Sea and Indian Ocean; Gibraltar is closed.
  43. The Sahara remains verdant up through the modern day.
  44. Mars is slightly larger than Earth.
  45. Earth is a moon of a temperate gas giant.
  46. Northern Europe has spices now.
  47. Antarctica is sitting out in the South Pacific.
  48. An esperantido is adopted as Euro-auxillary language.
  49. Doggerland remains above sea level.
  50. Chernobyl meltdown avoided. 

Or all of them at once.

Monday, April 26, 2021

Additional Equipment for Mothership (feat Cognitohazards)

Humanity (and most of the dead alien species we find), is defined by stuff. Junk. Trash. Doodads. Nothing a xenoarchaeologist likes better than a perfectly preserved landfill.

Here are some things that will be found in ours.

I didn't list prices because I don't like coming up with lists of prices.

Equipment Aboard the Mothership

Abnormality Sensor - (Item) A handheld device purportedly able to locate nearby disruptions in spatial-temporal normality. It might be a placebo. It provides +10% to Fear saves, occasionally.

Access Key - (Slickware 0) Access to a private or otherwise secure v-sim server.

Adaptive Gun - (Weapon) Can be refit between pistol, smg, shotgun, and grenade launcher forms. Changing form takes a turn. Very illegal in places where that matters.

Adaptive Immunity - (Implant) - Grants (+) to Body saves vs disease and infection, even of alien origin.

AR Goggles - (Item) A cheap alternative to an OGRE implant, with the downside of having lower resolution, more bugs and exploits, and persistent adware.

Babelfish - (Slickware 1) Translation and decryption software. Works best with text, has a short delay when working with speech. Can be used to learn a new language (with sufficient source material and time. INT check needed if time is limited)

BrownNote - (1-Use Program) H-type siren-somatic cognitohazard, vaccine included (1 hour resistance). Non-inoculated individuals must make Body save or void bowels in crippling pain.

Copter - (Drone) A basic flying drone. Comes equipped with a camera, can be outfitted to carry light items. Weapon mount option available (pistol only, cannot carry additional ammo)

Cuttlefish Cloak - (Item) A long hooded poncho that can shift color and texture to match its surroundings. Must readjust if wearer moves. Civilian models do not insulate against thermal vision.

Cyberbrain - (Implant 3) - Consists of file storage, slicksocket and terminal jack. Can directly store OGRE video recordings. Cannot be used to backup or transfer a mind.

Exowomb - (Item) Safe external gestation of a fetus, plus prenatal genetic modification. Budget models can only deal with baseline humans, advanced versions can accept custom blueprints.

Firefly Hive - (Item) Clutch of small luminescent biobots that may be given simple commands via cyberbrain or computer. Good for marking things. Can sacrifice themselves to make a single blinding flash.

Flesh Interface - [REDACTED][REDACTED][REDACTED][REDACTED][REDACTED]

Hand Cannon - (Weapon) A shotgun that can be wielded in one hand. Requires 50 STR or Spinal Rig to wield without self-inflicted injury.

Hellbox - (Item) A sleek, silver box running a very small and customizably unpleasant v-sim. Hooks directly into the cyberbrain, can only be released from the outside.

KUNO.exe - (1-Use Program) Disguises a hacking attempt as the work of a legendarily crass and technically charismatic hacker. Like signing it "Alan Smithee", except with more petty vandalism. 

Logic Core - (Special Implant) An android's processing center. Uses a completely foreign architecture to a typical cyberbrain, which are modeled on human brains. Consists of file storage, slicksocket, terminal jack, and Black Box, at no implant cost. All androids start with a logic core. installing one in a human is (-) Surgery / Cybernetics and implant cost 5. Failure will result in death, because you just took out someone's brain.

MiniTachi - (Item) A small, six-legged spider drone with grip-pad feet. Typically comes pre-programmed with a bubbly AI demeanor. Weapon mount option available.

Molly Module - (Implant 1) Retractable claws implanted in fingertips. 2d10 damage, bleed effect on critical hit.

Myul - (Drone) - A sturdy, four-legged robot about the size of a large dog. Can carry 5 pieces of bulky equipment (or 5 saddlebags full of small items)

Partition Program - (1-Use Program) Used to observe a virus or other hazardous program in a safe environment, where it cannot infect other systems.

Riot Shield - (Weapon) + 10 Armor, +20 if in shield wall. Can increase solo bonus to +20 by moving at half Speed. Can only use one-handed weapons while wielding.

Spider's Glory - (Armor) +10 armor. Absolutely gorgeous silk robes. Lightweight, can be worn under other clothes. Sumptuary laws ban most from ever possessing it.

TACNET - (Slickware 1) Encrypted communication channel. Location detection built in, video recorded with OGRE implants can be shared with others.

TURRON - (1 Use Program) Slang term; encompasses a wide variety of gift programs used to appease guardian AI within secure networks.

ZombieParty- (1-Use Program) Can be used to reactivate a deadzoned cyberbrain (supposing that the body is still in reasonable shape and there's no Black Box) and give it basic commands.

 

Cognitohazards

These are a way of directly attacking the brain through sensory input. No matter the actual effect or means of dispersal, they all follow the same pattern - you can practically mad-libs them.

Type

  • H-type - Affects humans only.
  • A-type - Affects androids only.
  • U-type - Universal - very rare.

Vector

  • Basilisk - Triggered through visual stimuli (can be paired with siren vectors)
  • Siren - Triggered through auditory stimuli (can be paired with basilisk vectors)
  • Maenad - Applied directly through the cyberbrain via computer network

Target

  • Soma - Attacks bodily functions and reactions. BODY save.
  • Psyche - Attacks behavior, thoughts, beliefs. FEAR save.
  • Pnuemon - [DATA EXPUNGED]. SANITY save.

Failing A Save

Cognitohazards have a wide range of effects, though they can be shoved under the umbrella of "involuntary reaction in the victim." This can be anything from shitting your pants to developing a potent phobia (the list in CoC is silly in its own context but if treated as the desired and programmed outcome of the trapmaker's art, I think it is improved somewhat).

Generally you will want to avoid ones that immediately / permanently make a character unusable in one go (unless they are telegraphed VERY well). Long-effect maenad vectors / A-type hazards can take up slickware slots until forcibly removed (and meatbrain ones can take up equivalent slots)

If there's a chance of the effect becoming permanent (either constant or pavlovian), I'd say give the target an additional save.

Vaccines

Successfully saving against a cognitohazard grants temporary inoculation (1 hr). Afterwards, you'll have (+) to resist that hazard, and if you survive it 3 times, you are completely immune.

Vaccines, being a weakened form of the hazard, work in the exact same way - inoculated for 1 hour, then (+) to resist the hazard. Unfortunately, you can't just give yourself the inoculation three times - it only counts for the first exposure.

Friday, April 16, 2021

Cult of Lu (for Esoteric Enterprises)

 

Dandibuja

Mystic Cult: Lu

HE-ZU-AM

Three cuneiform symbols have been lovingly inked on a piece of cardstock, flanked by sprigs of lilac. On the altar below there is a somewhat-lumpy pottery bowl, glazed a deep brown and filled with a cardboard campfire of orange, red, and gold. Simple clay animals - dogs and horses and one lopsided elephant - orbit around a little ball-upon-cone figure of a person.

Domains - Humanity, family, parenthood, trickery, cleverness, women, mothers, protection (of children, of homes, of the downtrodden), sex, marriage, fertility & sexual health, passion (in general) overcoming obstacles, hospitality, daemonomachy, righteous fury, righteous thieves, fools,  mercy, justice, wisdom (eventually).

Symbols - Hamsa, handprint or hand stencil, the sign of the horns (pictured), the fire-maker's mudra (pictured), the crown of fire (pictured), pictorial depictions (varies by culture and depicted aspect)

Taboos - Abuse (in all forms, but specifically that of children, elders, spouses), incest, kinslaying, cruelty towards animals, inaction in the face of evil, adherence to law above common humanity, withholding mercy, undermining justice, deliberate failure to uphold the compact with the Folk, consorting with demons.

Epithets

  • The Clever - She was clever first and always, let no gentle manner fool you. She is sharp.
  • Mother of Multitudes - All peoples are kin, for all peoples come from her.
  • Broad-Shouldered One - She has endured, unbreaking.
  • Thief of Fire - Seeking, always seeking, stumbling forward, ever onward.
  • Demon-Waker - They would have slept forever in the hearts of the Ancestors, till the Crown lit the kindling and the fire cast all we hate of ourselves as shadows of the soul.
  • Mother of Grief - Her first child was born still, and drew no breath. 
  • The Terror Striding Forth - Invoked only in the greatest desperation, when the barriers have failed and demons pour forth across the doorstep, when need is not for wisdom but for wrath.

Spell List

A mystic of Lu will start with two spells at random from this list.

  1. Mending - as per Esoteric Enterprises
  2. Cure Wounds - as per Esoteric Enterprises
  3. Comprehend Languages - as per Esoteric Enterprises
  4. Turn Away Malicious Ones - as per Turn Away Undead, but may also be applied to demons and malicious Folk.

And will gain the following cult spells as they level up.

  1. Create Fire - as per Esoteric Enterprises
  2. Call DOG - Summons an enormous spectral hound (stats as Black Dog). They are the best and goodest boy. No Flesh points - will dissipate after loss of all HP. Lasts 10 min / caster level.
  3. War Form - +1 athletics, +2 to perception, +2 to attack rolls, 1d6 unarmed damage.
  4. Breath of Fire - 15' cone, 1d6 dmg / caster lvl, save vs hazards for half.
  5. True Sight - as per Esoteric Enterprises
  6. Legend Lore - as per Esoteric Enterprises
  7. Earthquake - as per Esoteric Enterprises
  8. Crown of Fire - Can be cast only once. Can be cast only in circumstances where you are faced with your greatest enemy. As War Form, with all bonuses tripled. You take no penalties from Horrible Wounds and may resist 1 lethal blow. If you take lethal damage, make a Save vs Hazards when the effect of this spell ends - if passed, you survive, though you now will take all penalties for accrued Horrible Wounds and are now Bleeding Out. This spell lasts until the target is incapacitated or killed, or the caster suffers a second lethal wound.

Followers of Lu may speak with the Folk and certain animals (elephants, corvids and parrots, dolphins and whales, great apes, dogs) with ease.

The Cult in the World

The cult of Lu is mostly found on the surface, with only a few mostly or permanently residing in the Underworld. Followers have a strong tendency toward allying with human and ecological rights movements, often militantly. Cultists will usually be able to provide their allies some measure of sanctuary (of varying levels of security) and some means of safe(r) passage between safehouses.

The cult of Lu is on best terms with those of Coyote, Judas Thaddeus, Santa Muerte, and Ursus. It is enemies with those of Abraxus, Mammon, Sol Invictus, and The Void. Both apply to the cult of Lilith. 


Thursday, March 25, 2021

The Lady of Fangs

 

Mon

A wild spirit of the rocky coastal forests, in whose honor ancient peoples raised menhirs and stone altars. She is a demanding spirit, but her demands are simple: blood, and strict prohibitions against overhunting (for all animals good to eat within her territory are hers by right) Each new group to settle along the coast has taken up the obligation, sacrificing boars to her each solstice. The custom has lasted through many generations of migration and upheaval, and the Lady left the hillfolk in peace - not alone, for she was often seen just out of the lamplight on hot nights or more rarely found reclined and at rest in one of her many shrines, but she reserved her wrath to those who offended her.

Then the war came, and the war was lost. A governor arrived with his tax collectors. The hillfolk still made their offerings and respected her claims on the beasts of the land, and so this was to the Lady another war of many that she had seen and thus no business at all of hers. The soldiers moved on to fronts beyond the horizon and for a while the conquerors were content to ignore this pocket of plunder.

A few years passed, and the wars over the horizon ended. The gaze was turned inward. Somewhere in the vast and outstretched empire, steam had been fit with a bridle and coal with a bit, and it was decided that now was the time to build.

Chief of the townships within the Lady's lands was declared capital of a new nation, for its river was deep and its mountains full of ore. Hamlets and homesteads were paved under, resigned to the lightless depths as a city was built. The poor and the desperate from all corners, by choice or by force, flooded the place. The hillfolk were swallowed up in the tide.

Oh, what a cruel city.

Only a vanishing few of the elderly remember how things once were. The poor still honor the Lady, but they no longer have boars to hunt. She has been made a tourist trap, a face on a stuffed toy. The trees turn sick, the sky heavy and grey, the water cloudy and foul. The beasts are gone. The Lady of Fangs remains.

This city has made of itself a poisoned feast. Ren die in the factories in droves and they sustain her now that the beasts are gone. Her sacred grounds overflow with offerings, carelessly made and without intent. In her long-steeped anger, in her starvation among abundance, she has grown cruel beyond measure. The endless sacrifices of the factory floor have made her powerful. She is hungry. Her servants stalk the back alleys and undercity, striking without care for guilt or innocence - all have sinned, and thus must pay blood price.

Favored Forms of the Lady of Fangs

  1. A woman with a tiger's head, wearing a beautiful silk gown.
  2. An enormous tiger, often melanistic.
  3. An old, blind woman with filed teeth, occasionally wearing a tattered tiger-skin cloak.
  4. A fiery heart in the distance, slowly pulsing.
  5. A flying sword with a red tassel on its golden hilt.
  6. A form obscured by darkness, save eyes like embers and the impression of too many arms, too long and too thin.

Servants of the Lady's Court

  1. Body of an ape with matted orange hair, the head of a black spider, loping through the city's upper districts.
  2. Sleek sunset-furred blur, too fast to make out as it grabs a horse by the neck and runs off.
  3. One long arm reaching out from the shadows, callused palm and jagged nails begging for coins.
  4. A hole in the wall that keeps seeping blood, attended by maggots with human faces.
  5. A painting of a jackal, moving silently across the brickwork.
  6. Three woman in striped veils with earrings made of teeth, gossiping to one another.

**

So yeah, here's the Lady of Fangs from my LoK fixfic, in a form more fit for general usage.

At the table the LoF would be a background antagonist, and likely a conflict that players would never directly solve without some major, long term faction play. But, she can serve as a means of interrupting or elaborating on what else might be going on at the time - it's likely that any antagonistic forces players are dealing with would be linked in some way to the state of affairs that's made the Lady who she is now.


Friday, March 19, 2021

151 Fantastic Beings

 

Wilhelm Kuhnert

Carrying on from the previous post, here is the long-awaited list. There is no stated setting, nor theme beyond "I just think it's neat." Some are connected to others, most are not. Many come from folklore, some are my own, and some are blatantly stolen.

A List, In Brief, of 151 Fantastic Beings and Peoples

  1. Agnathic Master - A variety of ancient ostracoderm that grew to intelligence, then to mastery of the magical arts, and finally to the cold detachment of the immortal. They live in the abyssal places of the world, uncaring of the apes that inhabit the surface except as far as they might be enthralled as puppets in their endless schemes with each other and their rival ancient powers.
  2. Alfar - Ancient, inbred nobility of misty kingdoms beneath the hills and beyond the grip of time. Translucent, blue-veined skin stretched painfully over thin bones. Eyes of solid black. Obsessed with minute laws and decrees, and delight in the cruel punishment of infractions. They come to steal children, replacing them with simulacrums. They hate iron, fire, writing and song, and seek to erase all four from the hearts and minds of men.
  3. Swine-Thing - A) Wild boars that have eaten enough human flesh to learn how to hate. B) Pigs possessed by swarms of demons. In either case, they possess just enough knowledge to retain the simplest tool usage and malice. They move about the wilderness in vast swarms, killing and devouring whatever might be in their path. Occasionally they will excavate a warren and form a hive there around their dread queen sows.
  4. Goblin - A) Are typically about the size of a child B) have a cartilaginous skeleton and can squeeze through anything big enough to fit their (large) eyes and (many, large) teeth C) are unafraid of death and cannot permanently die D) have a distant king who is said to return when least expected E) run the Goblin Market (naturally), which exists Between Places F) wallow in trash and absurdity G) are the life of the party. H) Everything else varies greatly.
  5. Troll - A large, hairless creature like an hunchbacked ape. Its body is tumorous, constantly expanding and growing ever-denser with more cancerous flesh. They loathe and fear fire, and use its image and color as displays of bravery and prowess. They prefer dark, wet environments - caves or beneath bridges. They hate goats, for goats are clever and trolls are not. Long ago, when they were a kindlier folk, they raised the troll-stones, which may still be used to communicate across great distances instantly
  6. Basilisk - A sluggish, portly reptile with a pebbly hide. A slow-motion ambush predator that uses its petrifying gaze to render its prey both incapable of escape but also completely aware of their inevitable fate.
  7. Manticore - A tiger that has eaten 1000 humans. Has a face like that of a man, three rows of teeth, and a long tail covered in venomous quills. The souls of those they devour are an irritant, forming pearls in their stomachs
  8. Forest-Folk - Tall figures in shimmering robes of emerald and gold silk, with skin dark as bark and hair like celestial bronze. First of humanity’s allies in the world, and though their numbers have dwindled they still hold to the ancient compacts.
  9. Mouldywarp - Mole-folk with pink, star-shaped noses. Live in enormous, lightless citadels carved out beneath the mountains. Nearly blind, they are rarely seen above ground before dusk or after dawn. Masters of smithing, stoneworking, and jewelcutting - their work is renowned both for quality and beauty. Small companies (never more than a dozen) will often travel throughout the hill country and mountain townships as merchants and tinkerers.
  10. Zombie - A corpse animated by a minor motive spirit; alternatively, a living human who has been incapacitated by repeated application of neurotoxin and mentally dominated by a sorcerer.
  11. Skeleton - Bones animated by binding a motive spirit to them. Stronger spirits can manipulate bodies consisting of bones from multiple sources, arranged in layouts they could not have had in life.
  12. Lich - A powerful sorcerer that has removed their soul without killing their body and stored it in an item. They cannot be fully killed without destroying their soul-container, though destroying their resurrection-casket might delay them for centuries. As such, they take great joy in making the locations of their soul-containers obtuse and impossible to find.
  13. Ooze - A catch-all term for amorphous, soft-bodied detritivores. Generally aquatic, or otherwise limited to hot, damp environments, as they will turn to dust in dry heat or freeze solid in the cold. Dehydrated oozes can be resurrected, however, so care is needed.
  14. Devil - One of the legions of infernal spirits scattered to the winds by the Harrowing of Hell. Despite the dissolution of their bureaucracy, they have remained loyal to their purpose as tempters and accusers and adapted well to solitary existence. A devil will never directly harm a human - they will grant them whatever they desire, and should it result in self-destruction and the ruin of others, that's on whoever asked for the boon.
  15. Blemmyes - A people without heads - the features that would otherwise be found there are instead found on their broad, barrel-like chests.
  16. Dragon - Enormous lizards, diverse in form (the possession of wings, the number of limbs, etc) who took fire from the sun and declared themselves masters of all the world. They are solitary, territorial creatures, and habitually gather enormous hoards to impress mates and establish dominance against rivals. The introduction of money to dragons serves as the basis of the known world’s economy.
  17. Sphinx - A great cat with a woman's face, which may or may not have wings. Delight in books, games and riddles. Typically found as the guardians of libraries.
  18. Fulgurmus - A palm-sized, golden-furred marsupial that, alone among mammals, can generate an electric charge to defend itself from predators. Notoriously cute, they are a very popular subject for children's toys (despite not making very good pets).
  19. Ogre - A human that has grown bloated and monstrous through the combination of excessive cannibalism (and thus the accumulation of sin) and the soul-corroding effects of gold. Typically emerge from among the landowning class in times of famine or war.
  20. Ghoul - Hairless, scabrous grey humanoids. Nocturnal corpse-eaters. Either exceedingly emaciated or immensely corpulent. Dwellers of catacombs, battlefields, cemeteries, and abattoirs. Typically solitary. No fear of death or age. Perpetually hungry. Will enter a state of estivation if the local corpse supply is low.
  21. Embryonic God - A floating sphere of amber theoamniotic fluid. The soft, curled form within is wreathed in a radiant halo. Simple miracles cascade off it, wild and unshaped. Approach in lead-lined robes, ye faithful, and see: what manner of god is to be born?
  22. Minotaur - Deformed offspring of human and auroch. Most will die within hours of birth - those that survive might endure forever, if they are fed sufficient human flesh.
  23. Golem - A humanoid shaped out of clay, animated by divine power through the ritual intermediation of a priest. Being an imitation of the creation of man, as made by a less-skilled craftsman, golems do not possess volition or speech (though a golem developing these traits over time is not out of the question, especially if there is an important moral lesson to be taught.)
  24. Moon Beast - Bloated, froglike beings with slippery grey skin and heads dominated by anemone-like clusters of pink tendrils. They are enslavers, viewing other beings as livestock to be corralled and eaten (they favor the brain). They have many servants abroad (the Men of Leng, among others), who under their secret patronage shape the workings of the world to their liking.
  25. Mi-go - Winged crustaceans with pink-red shells about the size of a pony. Descend from the sky at night. Have a great interest in mining rare earth metals, and the workings of the human brain. Will trade their symbiotic fungal technology for both, and will welcome volunteers for brain studies. Many of their experimental subjects will end up housed in brain canisters, which are often left behind at their outposts.
  26. Unicorn - A horse with a single horn. Hunted to near-extinction in religious rituals of the knightly class. Symbolic of innocence and purity, but really just a magical horse. Not particularly bright. Its flesh tastes better the more evil one has committed. One's death will spiritually poison the surrounding landscape.
  27. Phoenix - A rare bird with brilliant flame-colored plumage. Brooding females will, when it is time for their eggs to hatch, catch fire and reduce themselves to ash - this intense heat is necessary for the chicks to hatch - a phoenix egg unable to receive the final burst of heat can remain dormant for centuries. Their feathers are a common ingredient in cure-alls, though they do a decent job of waking one from unconsciousness.
  28. Harpy - A large carrion bird with a disconcertingly human-looking face. Native to warm coastal regions, favoring cliffsides and caves for their nests. Folds and wattles of skin on the neck and upper torso can give the appearance of breasts and first glance. Can mimic human speech, typically the vulgarities and taunts of passing sailors - their typical calls are considered unpleasant to the ear. Fond of shiny objects and beautiful stones, and will hoard them in their nests. Notoriously bad smell.
  29. Morlock - A subterranean people that inhabit the vast, decaying machinery that supported an ancient civilization. They tend to devices that no longer work and that they no longer understand. They will step out onto the surface only at night, to scavenge food and other goods that they cannot find in the lightless factoriums below.
  30. Eloi - Hairless, childlike beings that live in a land of idyllic orchards and perfect gardens. They are easily frightened by change and easily overcome by adversity, but will adjust to the outside world given care and time.
  31. Bonnacon - A bovine with curling horns like a ram and a long, red-brown bane. When startled or threatened it will violently expel burning feces at the threat while making its escape, a trait which makes them unpopular animals on the whole, but very useful when it comes time to fertilize a field.
  32. Vampire - Those that would desecrate a sacred space by drinking the blood of man and recanting the blessings of the gods are struck down with neither hesitation nor clemency. Those who host larvae of the Conqueror Worm will rise again in the night, to hunt the living faithful.
  33. Hodag - Stocky, short-legged quadrupedal predator about the size of a badger or wombat. Hairless, with dark, leathery skin. Wide toothsome mouth, bull horns, and a series of cruved spikes running down the spine. Born from the ashes or refuse piles of abused livestock to enact revenge on humans. Nasty as hell.
  34. Hydra - Giant serpents with nine heads that might be found in any hot environment far from human habitation. Their bites are venomous, easily capable of quickly killing other large wildlife. This venom reacts when exposed to water, foaming up and forming a poisonous gas - weaker than the venom itself, but still often lethal. The implantation of a hydra egg in a trepanned human is the means by which gorgons are created.
  35. Elephant - Wisest of all creatures upon the earth. Steed of the gods, counselors to kings and princes, possessors of the true history of all things that have happened in the world and keepers of the old magics. To kill an elephant is to be cursed forever, and hunted to the ends of the earth.
  36. Nymph - In lieu of marriage within the church, some women will offer themselves to the spirits of forest, river, sea and mountain. This wedding of souls will form a new being, a caretaker of the wilderness in the auspices of the great god Pan, long-dead Dionysus and dread Cybele. Their dances and songs are enticing, but travelers are wise to remain polite and make no advances towards them, for they strike against transgression without pity.
  37. Centaur - Reincarnations of steppe-warriors who died alongside their steeds in battle. Patiently await the end of the world, when they shall be gathered by the Roan God to ride against Ahriman in the final battle. Until then they bide their time. They have no fear of bloodshed nor qualms regarding warfare: units of them might strike an army on the march solely for the glory of it. They can, with some difficulty, be persuaded to teach a mortal some of their secrets.
  38. Salamander - Similar to its similarly-named cousins of ponds and streams, save for its increased size and its habit of inhabiting fireplaces, ovens, and fire pits. Makes a terrible loud hissing noise when disturbed (and it is very sensitive to disturbances) Possesses a pelt of tangled white fur which provides both complete resistance to fire, and a greatly increased risk of lung damage.
  39. Sea Serpent - An enormous oceanic serpent, shimmering blue in coloration with a bright red crest trailing from its head. A predator of large fish and occasionally even whales, though its ferocity towards ships and their crew tends to be overstated. Considered a bad omen.
  40. Conceptual Shark - The idea of a shark, retaining the predatory nature and deadliness of a substantial shark. Comes with the added, terrible bonus of not being limited by things like "water" and "materiality". Being the idea of a shark, rather than an actual shark, a conceptual shark is significantly more bloodthirsty and aggressive than its material counterparts.
  41. Concubus - A spirit of sexual predation. It paralyzes its victim while they are sleeping and thus makes its attack, taking semen from men and impregnating women. The cambion offspring of these unions, though they are human and bear no taint of the demon, are often either killed as infants or left in the graces of the church. It is abhorrent to look upon - a dream-form of shifting parts and images overlapped upon each other - a thousand thousand cut up pornographs, stripped of any pleasure in the viewing. It makes no attempt to hide its form with glamour - it prefers its prey to be fearful. They are a common target for travelling bands of cutters, as not every township has the benefit of being able to wait for a church-sanctioned hunter.
  42. Homunculus - An artificial organism (often but not always a human) created through the alchemical arts. They might be easily identified by their thick, calloused skin, their dependency upon certain reagents to sustain them and the mark of the Squared Circle or the Rub el Hizb somewhere upon their bodies. Because of the nature of their creation they lack traditional souls, instead possessing ones built of the fragments of many collected shades.
  43. Cat of Ulthar - An inhabitant of the Dreamlands, which may hop to and fro between them and the waking world as they see fit. Similar in all ways, behaviors, and magical skills to mundane cats, save the willingness to speak to humans.
  44. Flatlander - A two-dimensional people. Their social hierarchy is determined by the numbers of points an individual has, with the near-circular priestly class leading their theocratic society.
  45. Glatislant - A creature with the body of a leopard and the head and neck of a serpent. Their call is that of a pack of baying hounds, sending hunting dogs into confusion. One of the Three Knightly Creatures, it has proven the most elusive to the hunts of the first estate - no glatislant has ever been taken as part of a hunt, whether alive or dead. They seem to enjoy taunting their pursuers, leading them on hopeless-cross-continent quests for nothing.
  46. False Hydra - A pallid, flabby thing, a mass of flesh buried in the ground. It extends a long neck upwards, out of the soil; an eyeless head, a gaping mouth. Then another, and another. So long as it is singing, no one can see it, no one will notice it, but it must start singing to feed. The town is thinning out, and no one knows why, and the hydra grows fat and prepares to gather the survivors as its servants.
  47. Parasitic Crown - A sort of crustacean taking the form of a ten-pointed crown. It will burrow its claws through the skull and into the brain, and drive the host to delusions of grandeur and an insatiable drive to accumulate wealth and exercise violent power against others, all while remaining reclusive in a fortified position. This is how most royal lines start.
  48. Tartary Lamb - A large flowering shrub that grows live sheep, connected to the main plant by an umbilical root. These sheep are stringy and thin, but the wool is of good quality and they might grow even in dry and desolate soil. For poor farmers, this might be all that sustains their livelihood.
  49. Vessel Knight - An empty ceramic exoskeleton into which some essence is to be poured. They are bound to a duty and to their sword, and sent out into the world to collect the soul or spirit that is to be housed within them.
  50. Death Clock - A variety of spider whose abdomen is a fully functional chitin pocketwatch. These spiders do not tell the time of day, but rather count down the lifespan of those residing in the home whose walls the spiders currently inhabit.
  51. Kalidah - Apex predator with the head of a tiger and the body of a bear. Commonly used as a heraldic beast. Have been driven to near-extinction for their pelts and supposed (but untrue) medicinal properties of their body parts.
  52. Bobbit Dog - Mangy ferals in a pack, all thin and sickly. Spines like needles down their back. A worm’s head, with barbed fangs long as a hand, sticks out from between the shoulders, the neck coiled within and ready to strike.
  53. Halfling Snatcher - A gangly black-haired thing with a too-big smile and a horrible rusty knife. Cavorts around looking for halflings to stuff in a sack. Never empties the sack. Ever.
  54. Natali Stork - An ivory-feathered wading bird with a sable crest and a bronze beak. Reputed to spontaneously deliver human infants to doorsteps in the early morning, or in radically different sources, to devour them in their cribs.
  55. Cynocephalon - The dog-headed folk of Prester John Land, far to the east. Few are ever seen in the Occident; those that are are often wandering sword-sages seeking the secrets of the Philosopher’s Stone for the sake of their ancient priest-king.
  56. Man in Black - Always in pairs, always wearing formal attire and bearing the seals of the king or duke or pontiff or tyrant or congress or so on and so forth. Do not be alarmed, they are only here to ask questions. Do not be afraid of their unnatural speech patterns and the jerks and twitches of their movements. Do not be suspicious of their origin nor of their purpose. They are only here to ask some questions. Please, step this way, there is much to discuss.
  57. Umibozu - An enormous head and shoulders rise above the suddenly storm-tossed waves, black-blue as the night-depths. Implacable, they move to destroy the intruding ship.
  58. Squonk - An ugly crepuscular herbivore, easily identified by its rotund body and loose folds of wary skin. Secretes a greasy substance that might be clarified into a corrosive. These "tears" are rather valuable among alchemists and other such uses.
  59. Carbuncle - A small, furry creature similar to a rodent or rabbit, with an enormous red gem embedded in its head. The gem is valued for purported healing properties (healing of skin lesions and cancers with a touch, of curing ulcers when ground up and drunk), but the creatures are rare, fast, clever, and there are no valid citations for the gem's properties beyond second and third hand accounts.
  60. Shoggoth - An archaean ooze, a mat of metamorphic organic matter from which all other life descends. Changing climate and the warfare of the peoples to follow them have driven them to the secret regions of and below the world. They possess vast, alien intelligence and in their brief communications have indicated that they were once enslaved and rose up against their masters, and would do so again. Yet, they permit some of their lesser spawn (dolmantles, flesh orchids, etc) to live and work alongside humanity.
  61. Mimic - A predatory ooze capable of manipulating its shape, size, texture and color so as to imitate its environment. Some particularly intelligent specimens will imitate manmade items, some even going so far as to take the appearance of valuables to serve as the most effective lure for prey.
  62. Alzabo - This much is agreed upon - it is the size of a bear, thereabouts. It resembles no beast of earth in form. Its skin may be red, and its hair may be black (both of these are contentious claims). It may speak in the voices of those it devours. It is cannier than worldly animals. Its brain may be processed into the fabled analeptic, which when consumed alongside human flesh permits communion with the memories of the dead.
  63. Yith-spirit - A possessive spirit that will take command of an individual and drive them to a state of obsessive scholarly pursuit. They will not induce the host to violence, but the chilling of social relationships and sudden interest in esoterics will often permanently damage the host's bonds with friends and family.Yith-spirits will not admit their nature unless cornered, and even then will refuse to elaborate on their research beyond their need for more. A yith-spirit possession lasts 3-5 years, on average, and leaves no lasting effects on the host save murky dreams of winding stone hallways.
  64. Mothman - Solitary, shy nocturnal creatures, forever seeking a sun they cannot bear to see. The archetypal appearance is black fluff and ruby-red eyes, but their looks vary as much as their tiny cousins. They bring warnings of disaster, hoping that some might take heed and flee with their lives.
  65. Monopod - A people possessing of only one leg ending in an enormous foot, with which they hop around with surprising speed. They live in hot climates and will use their feet as sun-shades during the heat of the day, if nothing else will suffice.
  66. Martian (Red) - Most numerous of the inhabitants of Barsoom and the most akin to humans. They possess sleek rust-red and tawny fur and a thick layer of blubber to insulate against the cold. They have liberated themselves from the Masters in the wake of the failed invasion, and so have begun to rebuild their civilization through the cultural fragments that they kept alive in great mountainside cities.
  67. Martian (Green) - Twice or thrice tall as a man, possessing four arms, pale green skin, shaggy white hair, and prominent tusks. The warrior caste of old Mars, they have maintained the martial culture imparted to them by the Masters, though now for their own glory. They ride across the high steppe on their thoats, raiding and plundering neighboring settlements and each other.
  68. Martian (Master) - The rarest of all; huge black cephalopods with bioluminescent, lanternlike eyes. Distant, dispassionate, and cruel - they consider other beings to be possessions at best, and meat the rest of the time. The few that survived the bacterial infections of Earth stew in their sterile saltwater tanks, deep in their frozen fortresses, attended to by their few remaining captives and the treasure vaults of their ancient dynasties. Consumed by hate, but impotent.
  69. Carcosan - Nobles and their retinues, come to visit from a far-away court on the shores of the lake of Hali. There is something off about them, about their tattered finery and the way they speak of their king and his daughters, but one can hardly put a name to the feeling. They appear to us as a man might appear to a deer. And what of that slender man, standing just in the corner of your vision?
  70. Merfolk - True merfolk are mammals, of two main lineages; peaceful seaweed-grazing sirenia, and the sleek carnivorous phocidae. Both are considered good omens by sailors and thus sacrosanct. False mermaids include the descendents of the Atlantean amalu caste (who bear scales and other fishlike traits, and are less intelligent than true merfolk), predatory klaxons (in truth a species of bird that mimics the distress horns of ships to lure would-be rescuers into rocks), and the legendary contraicthys (a fish’s head upon two human legs, created by wizards and one of the Five Greater Blasphemies).
  71. Chambermaiden - A type of faerie native to all manner of pots, jars, and assorted earthenware containers. Typically take the form of beautiful women about a foot tall, wearing gowns of white, blue, or butterfly wing. Generally friendly, but very protective of their pots and the contents thereof. They greatly enjoy riddles and games, and so will ask visitors to bring them some obscure and obfuscated item for their help.
  72. Infectious Advertisement - A weak possessive spirit that will, on certain triggers of sight or sound, trigger the host to recite a slogan or jingle for whatever product it has been bound to. Those nearby are at risk of catching the spirit as well, and furthering its spread like a mildly (or perhaps supremely) irritating disease. These spirits do not compel anyone to purchase the product, and may be removed through a simple exorcism.
  73. deR0 - A subterranean creature similar to a human infant, with a bloated head and disproportionately thin and long limbs. Their skin is the grey-blue of asphyxiation, and their eyes dart and roll around without ceasing. They are the descendants of slaves taken by the serpent-men, and suffer still the tortures of their paranoia-wracked slavery. There is an air loom out there controlling everything, they are certain of it, doubtless you can see the connections...
  74. Gremlin - A variety of goblin, something like a very small, hairless lemur with a long snout. They live inside machines and mechanisms and cause all manner of malfunctions and damaged parts in their mischief - occasionally resulting in deaths. They are more animal-like than their kin and do not speak except in high, giggling noises. Nests must be relocated when found, typically to scrapyards where they may pay to their content. Some progress has been made in training them to help repair and maintain machines instead of dismantling them.
  75. Bogey - A shimmering grey being that flies through the air at great speeds, taking the form of a disc, blunt triangle, or cigar. Luminescent patches on their flanks will shine and flicker in patterns. Lone travelers occasionally drum up stories of being abducted by the creatures, claiming them to be living vessels inhabited by a people of grey-skinned dwarves, but often as not these tales have been the result of delusion or trauma.
  76. Tooth Fairy - Thorny bodies like porcelain cicadas, voices like dentists’ drills and baby laughs. Eyes like drops of blood, mandibles like barbed fingers. Butterfly wings, orange, yellow and black. A milk tooth placed under a pillow absorbs dreams, and here is where tooth fairies are born – the unconscious child-mind recalling a beetle in the garden or a wasp at the window. They will bring these eggs to the Masticate King in his faraway castle atop the Red Hill, where he will fertilize them in hopes that they might birth his long-lost White Knights. When all 30 are returned to him, they shall mount their white horses and depart from the Hill, to hunt the Enamel Queen.
  77. Oni - Huge, hairy, horned creatures, bright red or blue in coloration, that live high up in the mountains getting drunk and challenging travelers to wrestling matches or feats of strength. They love nothing more than getting absolutely shitfaced and getting in a fight - whether they win or lose is entirely incidental.
  78. Dinosaurids - Last surviving descendents of the ancient dromaeosaurids. They live beyond the boundaries of the known world in small nomadic bands who have remained content with the obsidian blade and reed basket. They have a kinship with birds; though they bear no allegiance to the Simirugh themselves, they will offer hospitality to her servants.
  79. Coelcyon - The hollow hounds of many angles. Their bones are needles and the rest is skin and fur hanging over empty space. They make a high-pitched whistling as they run, near-indistinguishable from tinnitus.
  80. Acanthomata - Stoop-backed from the weight of the bulging, pulsing growths that weigh down its spine. Head bowed to the ground, as if in prayer. Yellow eyes burning with the fervor of endurance.
  81. [Minotaur] - An entity of unknown countenance and capabilities, recorded only as the paranoia, and thereafter the absolute assurance, of the presence of a dangerous being. An inhabitant of mazes, labyrinths, and liminal spaces.
  82. Literati - Tall, stoop-backed humanoids with grey-blue skin, lidless lavender eyes, and shining halos of stolen glyphs. Their presence renders the written word into gibberish or steals the words entirely, and with a touch to the head they might strip one of their ability to read at all. They are used extensively in the southern tyrannies as bureaucrats and functionaries.
  83. Zoanthrope - A human whose cogitatium has been removed, typically through surgery, either as punishment or, more often, for purposes of fashion. They gambol about as animals, lacking the good graces of apes. The yahoos of Houyhnhnms' Land are by far the most famous variant.
  84. Redcap - Appear as small, shrivelled old men, naked save for their enormous grey gore-stained beards and their tattered blood-red hats. Inhabitants of old battlefields, accosting travellers with chipped and rusty blades.
  85. Loam Soldiers - The image of a man born of battlefield mud beneath a full moon, clad with broken armor and abandoned weapons. Their silver eyes are empty of thought or recognition. They march by night, seeking a foe without name just over the horizon. They are silent, and unwavering in their march.
  86. Kishi - A hyena that has learned how to assume the shape of a human through sorcery. Predatory to fault, they will exert their will over others where-ever they can and bring ruin on those who resist. They can be told apart from human sorcerers by the presence of a hyena muzzle on the back of their heads, typically hidden by a common headscarf.
  87. Homo diluvii - An extinct hominid with a flat, wedge-shaped head and enormous eyes. The discoverers of the bones declared it to be a branch of the human family from before the Great Flood; critics claim it is the skeleton of a gigantic salamander. Punches have already been thrown, and reports from distant outposts of similar creatures will only inflame matters further.
  88. Cordyceps maximus - A variety of fungal infection that will gradually override the host mammal’s brain, driving them to seek the highest elevation possible where the fruiting body will then emerge from the host’s skull and begin releasing spores. If the infection is caught before maturity it can be treated through alchemical tinctures, sterilizing the fungus and allowing the victim to retain an altered but still stable consciousness after fruiting.
  89. Nebutori - A spirit that manifests as sudden, inexplicable overnight weight gain.
  90. Yeongno - A small, wingless, gold-orange dragon with broad, overlapping scales and a long crocodilian snout. A predator of the wealthy, as it has been tasked with devouring 100 rich people so that it might ascend to the heavens.
  91. Jabberwock - A buck-toothed, bug-eyed, snake-neck and catfish-whiskered dragon from deep in the dreamy woods. Known for extreme violent territoriality, a tendency to survive for a surprising amount of time without its head, and for generating a localized field of spontaneous semantic aberration.
  92. Bandersnatch - A large bird with a long, straight beak and an upside-down head. Rather than wings it possesses long, taloned arms with which it crawls around on all fours. They are considered a bad omen at best by the smallfolk, and extremely dangerous in all other cases. Should one be seen standing on its hind legs, the common advice is to prostrate oneself before it: not in an attempt to appease it, but rather to offer one’s neck for a quick death.
  93. Chainbreaker - A spirit taking the form of a broad-shouldered man, wreathed in smoke and with a tongue of fire and wielding a huge workman’s hammer. It will come in the night to free the enslaved from their bondage, so that they might depose their enslavers and flee into the dark and to freedom.
  94. Cattlopas - A miserable swamp-dwelling creature, similar in appearance to an emaciated, long-necked black bison. Its head is weighed down by the excessive weight of its horns, though this is rarely an issue for the creatures as they are solitary and graze near-exclusively on aquatic plants. The gastrointestinal fermentation required to digest its diet generates large quantities of noxious gas, which may be released from either end and can prove fatal if there is a lack of otherwise clean air about or an open flame present.
  95. Chalkydri - Immense (often in excess of ten thousand miles!) copper-scaled serpents that inhabit the stellar corona of the sun. They possess six sets of wings. Despite the difficulty in observing them, their migrations are often used in certain divination practices and their songs have been translated into an entire school of magical practice.
  96. Kuchisake-Onna - A spirit appearing as a beautiful woman, wearing a scarf or mask to cover up her mutilated mouth. She will ask her victim if she is beautiful - the only safe answer is to remain polite and neutral, saying that she is neither beautiful nor ugly. An offering of money or hard candy is also helpful. Otherwise, she will either kill the victim outright, or mutilate their face to match hers.
  97. Kodama - A common tree-spirit, whose presence indicates that the local forest is healthy. They typically appear as small wooden figures with painted, mask-like faces. They do not speak, making only the noise of falling nuts or rustling leaves, but will aid lost travelers and give warning of danger.
  98. Lemures - Spirits of the restless and malignant dead - black, maggotlike,wearing poorly-made plaster funeral masks. Will appear in a chorus to mock and harass the living, typically family members and descendants who have not shown appropriate familial piety. They may be distracted by a handful of black beans tossed over the shoulder, and driven away for a time by banging on pots and pans.
  99. Galactomonstrum - Acephalic quadruped the size of a cottage, whose ponderous body is covered in teats and udders. A daughter of the mother of mammals, its milk can restore health from even the brink of death, enlivens the blood, and provides head against even the most bitter cold.
  100. Bai Ze - A being with the body of an enormous white boar and face like a man, with rows of yellow eyes along its flanks. Known primarily for teaching the King in Yellow the nature and manner of every supernatural being in the world, though the book that recorded this knowledge has been lost and only small and contested fragments remain. Finding Bai Ze again has been a goal of supernaturalists for centuries.
  101. Polycetus - A horrifying leviathan created when a pod of whales melds into an island-sized fleshbeast of blubber and barnacles and oil and curtains of baleen and banks of paddles, singing apocalyptic songs of the abyss. Mass beachings are in truth mass suicides: the whales know that the melding is near, and their good nature drives them to sacrifice themselves for the sake of the rest of the world.
  102. Globster - A species of large, oceanic ooze with the appearance and smell of rotten flesh. Will occasionally wash ashore, where they will confuse and terrify the local population before they are washed out to sea. Despite the smell and appearance (and taste, for that matter), globsters are edible and can prove and enormous boon to local fishing villages - should one be found nearby, the entire town will turn out with hooks, ropes, catchpoles and saws to butcher the creature.
  103. Wub - A flabby, blobby grey thing with large, sad eyes. Reminiscent of waterbear, molerat, pig. Sapient, capable of mental communication - most of which is either discussion philosophy or moping about and piteously begging not to be eaten. This is a false pretense, as it in fact desires to be eaten, and will transfer its consciousness over to one of its devourers and swiftly take up its preferred life of lazy indolence.
  104. Devil-Eater - Easily told apart from their cousin the hippopotamus by their coloration (light grey underbelly with crimson dorsal surface), and by the fact that their primary food source is demons. Several orders of sin-eaters will use the daemonovore as their icon. An invasive species in Hell, having infested both the Lethe and Phlegethon river valleys. As bad tempered and violent an animal as you are likely to find.
  105. Tsukumogami - A household item that has, after 100 years, taken on a life of its own. They may move about under their own power, and might grow eyes and a mouth when they are active. Its behavior may be kind or cruel, depending on how it was treated when it was an object.
  106. Mari Lwyd - A spirit of midwinter, manifesting as a tall figure in a white robe with a skeletal horse's head. Will appear at the door of the home and demand alcohol and food in song, and will only depart if the inhabitants of the home can out-sing it - otherwise, it will continue until either dawn arrives or patience runs out.
  107. Dwarf Freshwater Plesiosaur - Precisely as they are named. They are more intelligent, and less aggressive than their oceangoing cousins, and much more reclusive. How they end up in isolated lakes both great and small, and how their populations persist in regions where there is not enough food to support them is a mystery still. Perhaps they go somewhere, when no one is looking?
  108. Hollow Man - Superficially, they are a human - an older male of the dominant ethnic/religious/economic class. But there is nothing within them. No bones, no flesh, no air. A metaphysical hole in the universe, an embodiment of the un-thing, the death instinct encased in flesh. There was something there once, but it has been devoured, and it was given willingly.
  109. Chessmen - Eusocial humanoids with chitinous exoskeletons. Each hive is split into multiple casts - the pawns (worker drones), knights (soldier drones) bishops (coordinators) rooks (constructors and mobile hives), the weak and vestigial king and the territorial and combative queen. The three primary species (white and black, with assorted subspecies) are engaged in constant warfare, attempting to capture or kill the kings of rival hives. Occasionally, queens will birth specialist clades, a trend that is increasing across all hives. Pawns may, in time of population stress, metamorphosize into all other non-king castes.
  110. Angel - Servants of the Monad. Their ranks have been split into three factions since the breaking of the throne and the vacating of heaven: the apostoloi, who hold on to their duties as messengers of divine will and enforcers of Law; the egregoroi, who have dispersed through the world to lead and teach in secrecy; the hylics, who have embraced fully the pleasures and needs of the flesh.
  111. Baku - A being somewhat like a small bear in shape, with tawny fur, a short trunk and blunt hand-span tusks. It feeds on dreams. While this may often be useful, eating nightmares and the like, they are gluttonous creatures and often overindulge, in preparation for a great hibernation to come. Should a baku feed too often on the same person they will develop increasingly severe insomnia, and in time even lose the will to live.
  112. Cockatrice - When a chicken’s egg is nurtured by a toad or snake, it will hatch as one of these creatures - a small, vicious, venomous lizard with the beak and wattles of a rooster. They are considered a delicacy among certain noble courts, despite the danger they present and terrible taste. They hate their parent species and will attempt to kill all fowl or serpents they can find.
  113. Ichneumon - A variety of mongoose that is the sole natural predator of the dragon. When possessed with hunting-frenzy, they will burrow their way through their prey’s soft underbelly (tearing away embedded gold or jewels if need be) and dig a direct line to the wyrm’s heart, which they will devour. They are the symbols of communist and anarchist movements the world over.
  114. Deathworm - Segmented worm, bright red in coloration, wide as a barrel and up to forty feet long. A desert dweller. Sprays a sticky paralytic mucus, bright yellow in coloration.
  115. Addict’s Friend - A spirit much like a lumpy orange balloon. It will latch itself to a host and provide it with whatever it might desire, but these gifts fade swiftly (for they are only illusions). The addict is driven to greater extremes, and the paradise feeds off of the emotional excess.
  116. ORC - Armed enforcers of the principle of power, those who act with violence without consequence. Their masks are grotesque, the shields they carry declare their allegiance to their hate, their war songs are gleeful in the recitations of those crushed underfoot. They are perfectly ordinary humans, rewarded for their behavior and changed in no sorcerous way.
  117. Ghost-Faced Killer - Someone whose face has been removed. The gaping hole that remains is now a nest for ghosts. They are the favored knives of necromancers, serving as bodyguards and assassins.
  118. Gug - Hairy, four armed giants imprisoned deep underground by the gods for reasons unknown. Their massive mouths split their heads vertically. They are hated and shunned by the other peoples of the subterranean realms, likely for their habit of devouring most anyone who comes across them. Their language and culture remain unstudied.
  119. Poliphoros Crab - The smallest are still big enough for a small cottage of symbiotic coral and barnacles, the average individual may possess an entire castle on its shell, and the near-legendary namesake specimens may indeed carry an entire town on their backs, though rarely more than two or three at a time grow to this size. They do not mind human habitation, and peaceably migrate around the shallow seas with no regard to their human inhabitants.
  120. Shrike - An innocuous grey bird that serves the Nocinax, the King of Pain. They offer sacrifices by impaling small animals upon thornbushes, and do not think for a moment that they would not do so with larger prey, should they find the means.
  121. Zaratan - A seagoing turtle so large that its back serves as an island. Thousands of unique microcultures exist on their backs all across the Panthallassic, migrating as the turtles see fit to do.
  122. Brownie - A common house-spirit, appearing as an old man or woman no more than a foot tall. So long as the house is taken care of and their shrine respected, they will protect the inhabitants from minor evil spirits and tend to the home while they are away. When an object is lost, ask the brownie, for they are sure to know.
  123. Rat King - Dozens, hundreds, or even thousands of rats bound together in an enormous mass of fur and teeth and scrabbling paws. They are typically found in sewers. Each component rat wears a tiny crown, and will retain its kingliness and be a recognized sovereign among the minor rodents even when severed from the whole.
  124. Wild Hunt - A party of spectral hunters with their horses and hounds. Their clothing is tattered, their weapons antique, the words on their frosted breath archaic and strange. Their leader is obscured by hood and beard, and within only a single bright blue eye is seen. They will bid you join them, for there are beasts on the prowl, and more men are needed to hunt them down before the sun rises.
  125. Man of Leng - A short humanoid with curling horns, a wide and jagged mouth, cloven feet and opalescent hair over all of their body. They arrive once or twice a year in great galleons with fuligin sails to trade in gems, luxury goods, and slaves. Very few people would admit doing business with them, but threats of force never seem to keep them away from the harbor. They speak glowingly of their great benefactors, but say nothing more on that matter.
  126. Cacopithicus - Ratty red-brown fur smeared in shit. Fingernails curved like snail shells. Teeth set in gums like maggots in a side of beef. Crusty black eyes, dribbling snot and spit. An amygdala-dominated brain with a stunted neocortex flooded with testosterone. Everything bad about great apes with none of the good parts.
  127. Loan Shark - Whether on land or on sea, debtors who skip on payments will eventually come face to face with their wide golden smiles. The interest rates are as you’d expect, and the appear out of nowhere, just when you think you might have gotten away with it.
  128. Mushroom-Folk - Peaceable, patient, and slow, they first came into consciousness when they consumed the corpse of a god struck down from heaven in one of the interminable wars of the early celestial age. They possess the secrets of immortality, of a sort, where one might have their memories live on in the colony as their bodies are consumed by a fungal shroud.
  129. Elder Thing - Beings found frozen in the midst of an enormous prehistoric city in the Uttermost South. They are shaped like an elongated barrel, green in coloration, with five-fold symmetry. Five tentacles with gripping appendages take up the posterior end, and a yellow, five-lobed structure bearing the five eyes and central mouth on the anterior Between each of the five ridges of the body there is a membranous wing, likely for aquatic movement or gliding than true flight. Reanimated specimens have mostly disregarded human interaction, communicating just enough to state that they do not wish to communicate.
  130. The Red Death - A highly-infectious and often-lethal disease that causes extreme fevers and bleeding from the eyes, nose, mouth and pores. It is spread through contaminated bodily fluids as well as the breath. Should it reach saturation within the population, it will manifest as a spirit taking the form of a man in a bloody shroud and poorly-made death mask, come to gather the dying. It seems to favor appearing to those who believe themselves safe
  131. False Infant - A fat, pink, caterpillar-like thing. Preys upon humans that have recently suffered a miscarriage, using its limited perception-altering abilities to drive the host parents to feed and shelter it. After growing a considerable amount in a short time, it will pupate and metamorphose into its adult form, the grand red-eye butterfly, which is of little note or consequence save for the fact that its dust has a tendency to induce miscarriages when inhaled.
  132. Nightgaunt - Gangly humanoids with rubbery fuligin skin, faceless heads, and vast batlike wings. Can be recruited as transportation both in the Dreamlands and the waking world. Will occasionally find service as messengers or servants of the Outer Powers, but bear true alliance only to themselves. Their touch imparts a tickling numbness.
  133. Clown Skinner - Something with the outward appearance of a human being. Hunt and kill clowns so as to take their skins. They do this because they desire the clown's power, and to expand their personal collections, and to sell to those parties who might desire clownskin garments to render themselves dismissed as a joke.
  134. False Corpse - A variety of fungus with a fruiting body very difficult to differentiated from a bloated corpse from a distance. Will explode with great force if disturbed, releasing a cloud of spores which will grow into their own fruiting bodies. False corpse circles are favored by fairies of the Court of Skulls.
  135. Sky Manta - Similar to their oceanborne cousins in all respects, save for their coloration (assorted shades and combinations of blue, grey, and white) and their potential to grow to immense sizes (the largest recorded specimen possessing a 200 meter wingspan). They feed both upon aeroplankton, and on sunlight directly. They are considered a sign of good luck, signifying clear skies and light winds.
  136. Benthic Shepherd - A human form two hundred feet tall, striding across the abyssal plains stone staff in hand. Their shoulders and head bear a cathedral-crown of smoke vents and tube worms, and their herd is of great sightless pale and nameless worms. They would be completely unknown to the surface world were it not for the many wizards who descend in their bathyspheres to learn their secrets.
  137. Cacogen - Lack of gravity destroys the human body - renders bones to chalk, muscles to jelly, strains the organs to breaking. These are the survivors - the inbred posthumans who went to the stars and found there was nothing to inherit. They have returned to an Earth they are unfit to live upon, and all the more desirous of it for that reason.
  138. Thing At The Bottom Of A Hole - Everyone knows about the hole. They're all certain that there's something living down at the bottom, something that comes out in the black dead of night. No one ever claims to have seen it. They leave it offerings, always have. The thing at the bottom of the hole is, for now, satisfied.
  139. 100-Handed One - Giants with fifty pairs of arms. Master weaponsmiths who will venture forth from their volcano-forges with wares for sale. It is from them that the coat of arms comes - a garment containing a hundred weapons.
  140. Gingerbread Pseudowitch - The creature itself, little more than a stomach and some vestigial limbs and organs as an adult, buries itself upright in the soil, with just its mouth exposed. It weaves a shell of gingerbread and sugary treats, and forms a proxy body by which to interact with the surface world - the image of a kindly old crone, attached to the house’s central pillar by an ankle chain umbilical. It will lure in the starving and the gluttonous, sedate them upon the spittle that went into building the shell, and the proxy will toss them into the disguised mouth of the creature’s true body.
  141. Gravemound - A moving hillock of corpses and loam, formed from mass graves. Seek to expand themselves by acquiring new corpses, can devour a graveyard in a night. Bring with them swarms of flies, maggots, centipedes, and belch clouds of miasma formed of the fermentation of flesh deep within.
  142. Nucklavee -A creature appearing as a rider fused to a horse, both flayed of all their skin. Its breath is poison and its touch is poison. It is confined to the ocean during the summer months by other spirits. It is harmed by fresh water, and will refuse to cross streams.
  143. Grey Goo - A shimmering silver slime that, when woken from its dormancy by the presence of steady heat, will slowly consume any nearby matter to increase its own size. Any part of the whole, no matter how small, will act in the same manner, and it may rebuilt itself from a single drop. As it grows it will begin to form fruiting bodies and large lattice-structures, both of purposes unknown. Their presence is a great danger to all around - they must be frozen back into dormancy and destroyed by either unbearable heat or arcane means.
  144. Floatsquid - A meter-tall cephalopod that floats about in the air through the help of a specialized buoyant mantle. Curious, inquisitive, highly social, and very good at problem solving. Like warm, wet climates. Can use basic tools and simple communication. Have a persistent trouble with predators, especially birds.
  145. Modesty Monster - A drab dun beast utterly terrified and appalled at the sight of skin. Will attempt to force people into ugly floor-length veils, or, failing this, just stuff them in bags. Will actively hunt down practitioners of sexual activity or language and beat them with a large club. Does not actually understand how sex works, believing children pop up out of the ground with the harvest.
  146. Beastman - Chaos cannot create, only change - these creatures are the result of its directionless attempts at imitating the work of the gods. Mismatched chimeras of human and animal, possessing minds that cannot organize their contents, bodies at war among their own component parts. Worst of all, they know of their wretched state, and know that somehow, the secret to their salvation lies somewhere in the hearts of men.
  147. Will o' Wisp - The simplest of all ghosts, being a palm-sized blue or blue-green flame. Harmless, save their tendency to drift around the area where the death occurred. Will occasionally form large schools or swarms, especially during Sawen, and can also be found in the presence of more complex ghosts.
  148. Alien Von-Neumann Probe - A floating sphere, glossy white and shining silver, with a single enormous eyes of red and black. A thrum fills the air, goes down to the bones. It watches, it wanders, but it does not interfere. Here and there it will stop at a mine, drawing up metals in a flash of golden light. In time, it will have collected enough to build another of itself, that will go on its way. Watching all the while.
  149. Wudu-Wasa - The people of the forest. Giants with deep red hair and skin grey as winter sky or deep walnut brown. Some are haired head to toe like an ape, and it is common that women will wear beards or sideburns. They shun the company of other peoples, preferring instead a life among the spirits and beasts of the mountains and forests. Those that come down from the hills will go about as traveling shamans and doctors, as according to their ancient agreements with the lowlanders.
  150. Tiger - A perfectly ordinary tiger, possessing no traits that a perfectly ordinary tiger would not have, save for the fact that it is currently found in a place and circumstance that it is entirely unlikely for a perfectly ordinary tiger to be, and that it is desperately hungry.
  151. Disc Horse - Oh god what the fuck. Why is it circular. What did you do to this horse. It is like a plate on its rim, with horse legs around the edge. Too many legs. Why does it have so many legs. No I will not look into its horrible horse eyes, the horse eyes that beg for death no I will not listen to the pitiful whinnies that plead for mercy. What has happened to this horse. God has abandoned us