Monday, December 24, 2018

Secret Santicorn: The Magician plus BONUS




Not everyone is blessed with the insanity and credit score to go through Wizard College, which is admittedly probably for the best. However there are those who are willing to ACT like they were insane enough to make a few bucks and perhaps cash in on the general applause uh... respect er...fear? whatever that Wizards provoke in the general populace.

Anyways, these folk replace madness with cunning, magical spell-ferrets with colorful scarves, and fireballs with a pathological disregard for anyone but themselves.

Note: I am working this as a GLOG class nominally because that is what I know best. I will try to include some LotFP stuff in too in order to help with conversion for my Secret Santa recipient.





Class: Magician
HP: As Wizard
Saves: As Specialist
Starting Equipment: Top Hat, extravagant cape, deck of cards
Starting SkillActing
LotFP Skills: As Half Specialist, cannot use Sneak Attack or increase Bushcraft

Magicians gain +1 Cha every other Template.

A: Flim, Flam, Tricks +2 LD, 
B: Hocus Pocus, +2 LD
C: Alakazam, +2 LD
DAbrakadabra, "My Beautiful Assistant", +1 LD

Legerdemain Dice: Like how Wizards possess Magic Dice representing their store of magic power, Magicians have Legerdemain Dice representing their capacity for bullshit. It represents how many scarves you have up your sleeve, how many cards in your pocket, rabbits in your hat, flash powder in your gloves. When "casting a spell", called a Trick, the Magician rolls the number of LD they wish to invest. LD are always depleted regardless of the roll. All the Magicians LD return over night as a result of careful maintenance of gear. Instead of invoking Mishaps or Dooms, each individual Magician Trick has a unique mishaps associated with failing the LD roll.

Tricks: Unlike a Wizard, Magicians need to have a certain amount of audience belief to pull off their spells. A wizard casting levitation literally breaks physics, a Magician "casting" levitation requires invisible wires and a pulley. To pull off some Magician tricks believably, you must pass a certain threshold via Legerdemain Dice. An unbelievable Trick does not function, is wasted, and may have additional consequences. The threshold for some of the more basic tricks are low, but others are quite high. Magicians cannot invest more LD in their Tricks than they have templates. Magicians can also invest additional time to make Tricks more believable by essentially "setting the stage" and checking their devices. For every 10 minutes invested in prep, a Magician can bring down the required Believability score by 1, up to their [template]. The player may figure other ways to bring down the threshold (perhaps the audience is drunk or there is a good mist etc.) that is up to GM approval. Only one Trick can be prepped in this way at a time.

A Magician knows all of the Tricks from the start, but might not have enough resources to pull them off until later levels. Of further note, while a Wizard is incapable of magic without their spellbook, a Magician is incapable of  most Tricks without some article of clothing to conveniently hide their props in.

Flim: Magicians survive primarily off of deception and sleight of hand. As long as they possess 1 LD, they are able to reproduce classic prestidigitation tricks such as producing a rabbit from a hat, various card tricks, vanishing coin sized objects, producing a bouquet of flowers from thin air, and creating small bursts of harmless fire. If time and money are invested, the Magician can pull off various "Stage Show" level tricks such as sawing a person in half or levitation. These effects cannot be damaging on their own or be of specific utility, however they could be distracting, provide potential situational bonuses, or put on a good show. More LD in the Magician's pool, the more overall impressive the tricks appear.

Flam: In a world where real magic is a thing, sometimes a Magician must cheat. If a Magician possesses a real magic wand, they can charge them with LD just as a wizard can with MD, but at double the cost. They still take 1d6 damage as normal from the process and lose the LD for the day. See "Condensed Spellcasting Rules" for additional details.

Hocus Pocus: Sometimes tricks don't go over well with the populace and you find yourself tied to a pole waiting to be burned or locked in a cell to rot. Any good Magician is also a passable escapist. When unimpeded, a Magician can fit squeeze through any space large enough to fit their head. If handcuffed or tied up, the Magician can spend LD on a point for point basis (1 LD=1 bonus) for bonuses on appropriate Dex or Escape Artist checks. This may represent some grease, a small chiv, or a hairpin for getting out of the bind.

Alakazam: Magicians are masters of Quick Change and Disguise. By directly spending LD, a Magician can change out their wardrobe and any sort of make up faster than the eye can see, provided they have some sort of distraction. While you cannot actually transform, you can via prosthetics and appropriate clothing, appear as the opposite sex, someone within [sum] years of your age (within reason), or someone of higher or lower social standing. If using a system with a "Disguise" skill, consider using this ability similar to the Hocus Pocus ability and Dex checks.

Abrakadabra: Like a certain blue wizard famed for his adventures with a unicorn, Magicians have a small spark of true magic inside of them. As a last ditch effort, they may sacrifice all remaining LD and cast at random a spell from the d100 list of Orthodox spells or some other appropriate random list. This is cast at MD 4 or lower depending upon the remaining LD. This is extremely tiring and accumulates an amount of Fatigue equal to double the LD used. LD used in this way can invoke appropriate Mishaps and Dooms.

"My Lovely Assistant": Whenever in a town of reasonable size, the Magician can hire up to two 1HD "Lovely Assistants". These assistants have 1 HD, Morale 7, and stats as a Template A Magician. If the Magician is out of LD for the day, they can still "cast" any trick they know as long as their Assistants are with them and have remaining LD.  Assistants can spend their LD to help "set the stage" for the Magician and increasing the Trick's believably. Assistants tend to not be willing to go into truly dangerous situations and may demand extra pay or refuse to follow.





Magician Tricks

The Added "B:" is believably, the amount that needs to be rolled for the spell to function. 


1. Card Sharp

R: As Bow  T: Deck of Playing Cards D: 1 Day B: 2
More of a honed skill than a Trick exactly, the Magician can prepare [sum] playing cards to have razor sharp edges which can then be thrown with range and damage as a bow+[dice].  Cards used in this way are made unusable if they strike and have a 50% chance of being usable still if they miss. The edge wears off at the end of the day.

Failing this trick causes the Magician to cut themselves, taking 1d6 damage.

2. Ventriloquism (Shamelessly stolen from Skerples)
R: 50' T: creature or object that could make noise D: [sum] rounds B: 3
Target creature or object speaks for you. The target has to be capable of making a noise. You could target a door (hinges), but not a stone wall or an iron ingot. The voice is clearly unnatural or strained, but it sounds like it is truly originating from that point. If you target a river, the voice will be burbling, noisy, and foamy. If you target a person, the voice will sound strange, distorted, and distant.

Failing this trick causes the magician to cough and sputter loudly, instantly giving away their position.

3. Rope Trick 
R: Centered on Caster T: N/A D: Until collapsed B: 6
The Rope Trick involves a specially prepared "rope" that is in fact something more like a collapsible 10' pole with fake knotted hemp exterior. The "rope" is up to [sum]*5' long and can hold [dice] human sized creatures at once. For the "rope" to be steady enough to climb, there needs to either be a place above for the "rope" to brace against or a reasonable way to anchor the bottom. The Magician can choose to create a smoke screen at the bottom or the top of the "rope" to create the illusion that the "rope" is standing on its own.

Failing this trick causes the "rope" to collapse and require [sum] rounds of readjusting before it could be used again.

4. Regurgitate 
R: Personal  T: Variable objects D: [sum] Minutes B: 4-10
A common trick among magicians is the ability to swallow and regurgitate things that can be strange or dangerous. This is in fact done by fine muscle control and keeping the material from ever actually getting in the stomach itself. You have [dice] Inventory Slots in your stomach when you use this trick which can hold any viable liquid (so like water and petrol but not acid) or anything the size of a small frog or smaller. The more inherently dangerous the substance is, the more difficult the trick, so holding water or a key would be a 4 but holding petrol or live frogs would be a 10. You can regurgitate these items in a single action. You can hold this for [sum] minutes before you must regurgitate the items or they are swallowed to whatever consequence that brings.

Failing this trick causes you to either choke and be stunned for [dice] rounds or face some other consequence in line with what you were swallowing. 



5 Vanish
R: Centered on Caster T: 30' diameter area D: Instant B: 7
A trick that involves a large distraction and quick reflexes. On success, the Magician produces some sort of distraction (flock of pigeons, explosion of glitter, smoke bomb, whirlwind of colorful sashes). The target is blinded for 1 round  while up to [sum]/2 human sized individuals can escape, receiving either a [dice] bonus to their movement or doubling their move speed, depending on the system. This only functions as a method of escape, as the target is not actually blinded and can still attack or defend if directly confronted. Creatures who have non-visual senses strong enough to perceive past this may receive a Save to resist the distraction.

Failing this trick causes the Magician to instead blind themselves for one round and fall prone.


6. Mind Reading
R: 30' T: 1 Creature D: [sum]/2 rounds B: 7
Less actual mind reading like some telepathic beings might be capable, this is more putting yourself into a highly aware state. Subtle movements become glaringly obvious, the Magician can see the minutest drops of sweat, and almost hear the changes in heart rates. By focusing on a single target, the Magician is able to predict its actions with significant enough accuracy to have a [dice] bonus to Attack and Defense against it. Outside of combat it could allow for real time mimicry or reading subtle moods. If the Magician is damaged or takes their eyes off of the single target, the effect ends early.

Failing this trick causes the Magicians to instead broadcast their actions so exaggeratedly that the target instead gets [dice] bonus to Attack and Defense against the Magician for the duration.   


R: Personal T: D: [Sum] Hours or until used B: 10
Any Magician is a master of prosthetic and special effects, especially making them appear as realistic as possible. By preparing parts of their clothing and body with tubing, fake blood, and plenty of make up, a Magician can make it so they, or a willing participant, are grievously harmed by even the most minute amount of damage. The next time the Magician is damaged, they spray "blood" and "gore" like a B-Horror film. In addition to staining everything within 30' red, everyone who can see you that does not previously know about the preparation must roll an Morale check with a [dice] disadvantage to the roll. Creatures of [sum]/2 HD or less must additionally Save vs. Fear. Some creatures (vampires, psychopaths, etc.) might be wholly unaffected.

Failing this trick causes the pumps to malfunction, making the Magician slick with fake blood and gore, halving their movement for the duration or until they can have a proper bath.

8. Hypnotism
R: 5' T: 1 Willing Creature D: [sum] Hours or Instant, depending B: 10
While Wizards can hypnotize foes into slumber or real mind control, a Magician's Hypnotism works more like traditional mentalist or psychotherapist hypnotism. By spending 12-[sum] rounds (minimum of 1 round), with a pendulum-like prop, you can Hypnotize one willing creature. The Magician may perform one of the following effects on the creature:

A) The Magician may heal [dice] Sanity Damage (if this is a thing) or allow a reroll on a madness/insanity Save.
B) The Magician may implant a suggestion that is triggered under specific conditions, this suggestion must be something that under ordinary circumstances, the target would be willing to do.
C) The Magician may boost the target's confidence and allow them to reroll one Fear save with a [dice] bonus before the end of the duration.

Failing this trick causes the Magician to hypnotize themselves into a chicken for [sum] rounds.

9.Invisible Wire
R:[sum]*10'  T: One Creature or Object D: Variable B: 12
With the Flim ability, Magicians can levitate small objects such as coins and cards in their hands using "invisible thread." By applying more time and LD, they can pull of more significant "telekinetic" feats. Successfully casting this trick allows the Magician to throw and attach "invisible" wires to a target, which are individually too light to notice but together can exert significant pull. An animate or otherwise resisting target Saves (vs. petrification or Str or something relevant) or is instantly pulled by concealed motors towards the Magician, 10' per [dice]. The wire detaches after the target has been pulled. A significantly heavy or resistant target may instead pull the magician, allowing for a sort of pseudo-levitation. Completely nonresistant objects do not receive a Save and could conceivable be manipulated like a jerky marionette. These latter effects can continue for [sum] rounds before the wire snaps.

Failing this trick simply causes the wires to miss entirely and not function.


10. Produce Flame
R: [dice]*30' Cone T: Area D: Instant B: 16
Magicians love to play with fire, but usually that is in the form of fire swallowing or flash paper or some other innocuous form. However, sometimes you just need to produce a big jet of fire. Using a concealed tube, leg pump full of flammable liquid and a palmed striker for a spark, the Magician can produce just that. This trick does [sum] fire damage to everything within its area of effect. Dex save for half.

Failing this causes an explosive malfunction in the device dealing [sum]/2 damage to the Magician.



Notes

Blessed Nablesnard to you SherlockHole, I hope this class is something to your and everyone else's liking. There are many bits of it that are a little more crunchy than what I'd normally do for a class, but you seem to like a bit more crunch. I know you had also specifically mentioned an "ungodly" deception skill, which I tried to replicate to an extent without an actual Deception skill since GLOG does not traditionally make bluffing, persuasion, deception and the like an actual skills. Some tricks, like sawing a woman in half or exchanging places a tied up assistant felt less applicable in a dungeon setting and thus left as part of the Flim ability, its just a general performance sort of feat. 

Furthermore, unlike Wizards, Magicians do not have "Emblem Spells." Reason being, they are ultimately performers. As I previously mentioned, any sort of Trick that would reach such heights would either be a maximum application of an already created Trick or be a stage trick significant monetary and time investment, not suitable to a dungeon. 


Folks who have followed GLOG for a long time might recognize the idea of having a load of Magic Dice that always is lost, something I've pulled and adapted from Arnold's cleric idea. I hope this gives a fun way to differentiate from a straight up Wizard, but I guess time will tell!

BONUS SANTICORN


A Charles Krafft original



Porcelain Weapons: A product of True Elf engineering, Porcelain Weapons are crafted from primeval clay and fired in the hearts of newly born stars. True Elves can get away with this because they, of course, don't adhere to our timelines. Any Porcelain Weapons found by a party are likely from the ruins of a True Elf's Temporal Kingdom or had fallen from the True Elves' colony on the moon. 

Porcelain weapons are normally indestructible by any means beyond some kind of significant quest and are undetectable to spells such as Detect Magic or Detect Metal. Their craftsmanship is so fine and balanced that all Porcelain Weapons baseline grant +4 to hit.

1. Porcelain Sword- More of an épée than a standard "sword," the Porcelain Sword's hilt and guard is a masterwork of white porcelain depicting an elven maid, her mouth open in serene song. The "blade" extends from the maid's open mouth. Said "blade" is in fact an invisible hardened porcelain 1D monofilament. While incapable of slashing, after all it has no depth, it can pierce anything and cannot be seen to be defended against. The total bonus to hit granted by a Porcelain Sword is +8 and it ignores all armor. It, however, deals only 1 damage per strike.

2.Porcelain Ax- From the side, the Porcelain Axe appears as a white porcelain crescent shaped blade depicting a romanticized image of the moon with a short haft of living wood. Looking at the blade edge on, however, makes the blade seemingly vanish but for a very slender blue glow. The "blade" is in fact a hardened porcelain 2d plane while the blue glow is a small amount of unstable atoms held in stasis. If used as a normal ax, the Porcelain Ax merely acts an an exceptionally fine hand ax. If thrown, however, the stasis field fails, causing the ax to split the atoms and set off an explosion at the target location. Treat as a 5 MD Fireball or some similar effect per system, and irradiates the area of the effect for generations. 

3.Porcelain Dagger- Without an electron microscope, a Porcelain dagger appears as a white decorative baselard dagger with intricate blue design work around the blade, depicting a beautiful rose. The blade, however, actually has an astonishingly sharp fractal edge. When an attack hits with the Porcelain dagger, minuscule slivers of the edge break off into the target and wreak havoc on their circulatory system. The target must make a Con save for 1d6 rounds or take Dagger damage each time. If a 6 is rolled and the target fails all 6 saves, the slivers find their way to the heart and kill target.


4.Porcelain Hammer- About the size of a standard hand held mallet, the Porcelain Hammer has a shaft of living wood and a white porcelain head depicting a stylize thunderhead in blue. If given a tap, the inside of the hammer is revealed to be hollow, although this does not reduce its invulnerability. A living target struck by the Porcelain Hammer must make a Con check or be stunned for a round by intense reverberations running through its body. Inanimate objects take double damage, crystalline objects take triple. The Porcelain Hammer deals damage as a Medium Weapon (1d6 or 1d8).


5.Porcelain Arrow- Only found as single arrows, a Porcelain arrow more looks like a hollow white shaft with an infinitesimally fine tip and brilliantly designed holes through its body. Every Porcelain arrow, when fired, sounds like an individual orchestrational piece of supra-genus quality. A Porcelain arrow pierces all barriers (physical, magical or otherwise) and deals 4d6 damage. Porcelain arrows are all individually unique and are destroyed on use. Any bow that fires a Porcelain Arrow is destroyed.


6.Porcelain Revolver- See Arnold's Post about Elven Revolvers, it is so good.

Thursday, December 20, 2018

Twas the night before Narblesnard...

The Furtive Goblin

‘Twas the night before Narblesnard and all through the burrow, one creature was stirring, his brow all a-furrow!

The bars were set against the chimney with care in hopes that the squirrel menace would not soon be there.

Scavenged wrappings lay piled in haphazard shreds, while the nightmarish fluff of a brown tail he dreads.

And acorns a-plenty, wrapped up in a sack; he fastened his coat and pulled tight on the strap.

Knowing his duties these acorns to scatter, he heads for the woods ears alert for the chatter.

Tiny feet in the snow towards the tree line does he dash, knowing times of the essence he must bury his stash.

The cold winter moonlight on his back all a-glow, he prepares for the ritual that all goblins know;

The young goblin finds himself in the forest clear, a bag full of acorns and a belly full of fear.

With deft little fingers and a very sharp stick, he jabs at the soils- deep, dark, and thick.

He finished his digging, hunched in shame, and reached for his acorns to give each one a name.

“Farewell Glurble, and Snurble and Warble and Gispen, I’ll miss you sweet Sargest and Blargest, and Babbler and Crispen.”

“From the sad dark pit you protect goblins all, and now back to my burrow in sadness I crawl.”

And then from the branches a glint of a tooth, panic overcame him with the sight of tail floof.

As he heard the chattering he turned himself round, he ran through the snow and hoped not to be found.

With sweat in his brow and tears in his eyes, he mourns his lost friends and whispers goodbyes.

This time of year he knows tricks won’t suffice, it is up to the acorns and their sacrifice.

His burrow he reached before the squirrels amassed, home, rest, solace at last.

As he rested by the warm firelight, he whispered “Blessed Narblesnard to all and to all a good night.”

Thursday, December 13, 2018

d100 List of Zamonian Races



But Lawful, your last post a month ago was a background list! I know, I know, I know. Listen, it has been a busy, maddening month and about the only thing that kept me sane was my Walter Moers' audiobooks. Now, my European readers are probably more familiar with Moers and his works, mostly in the form of his off color comics and the infamous Captain Bluebear. But for those of you who do not know, here is a little primer on Zamonia.

Professor Abdullah Nightingale, 7-Brained Nocturnomath

From the
"Encyclopedia of Marvels, Life Forms and Other Phenomena of Zamonia and its Environs" 
by Professor Abdullah Nightingale. 

Zamonia: The continent upon which the premise of this Encyclopedia is primarily based. It is located East of the West Indies, West of Eurasia, South of Greater & Lesser Trollia, and North of Murkia. Bounded to the East by →"Paw Island", to the West by →"Atlantis", the South by the →"Impic Alps, The", and the North by →"Great Forest, The", Zamonia is among the last habitations of numerous Marvels, Life Forms, and Other Phenomena as untainted by the influence of Mankind→see Human Being, The and Zamonian War of Succession, The. 



Zamonia is a gonzo paradise for anyone interested fantasy adventure. From the lighter hearted "13 1/2 Lives of Captain Bluebear" to the more violent scenes seen in "Rumo and his Miraculous Adventures." From the OSR-esque labyrinths in "The City of Dreaming Books" to the disgusting and power hungry alchemists in "The Alchemaster's Apprentice," Zamonia has something to inspire everyone. There are paths to Hel, magical and dangerous libraries of vast size, the insidious and massive S.S. Moloch, and, of course, Atlantis itself.

For a little taste of Zamonia, I have made for you a d100 GLOG style list of races mentioned in the Zamonia series adapted to the best of my ability while trying to remain faithful to both the books and the mechanics. Many of the races were mentioned at high speed as inhabitants of Atlantis, and for some we possess few details or even just their names. These I have attempted to make reasonably close Zamonian lore for and I've marked them with an asterisk (*). If you see anything here that you would change, please don't hesitate to comment and I'd be more than happy to update the abilities to something more fitting. All images on this are credited to Walter Moers, the author and illustrator of the Zamonia series.

Well without further adieu!
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RacesAdvantageDisadvantageReroll
1African TangawangsPlus 1 attack on anything larger than it1-in-6 chance of challenging anyone encountered for the first time to a fightStr
2Alpine ImpSucceed all but the most difficult climbsExceedingly ugly, only 1d6 ChaDex
3Anklemen*Kick/Stomp as Heavy WeaponMost traditional gear doesn't workCon
4Ant PeoplePlus 2 STR for Inventory SlotsSave vs. Fear when aloneCon
5Antarctic FridgetrollsCan root itself to be completely immobile against any effectDouble fatigue from heatDex
6Auntifers*Can produce 1 pint of high proof alcohol once per day, cannot have more than 1 produced at any one time-2 to SavesInt
7Baalbek WormletsThree armsMust bury itself in the ground and chant for 4 hours a dayWis
8Big-Footed BerttsCackle once per day to force a morale check in all within hearingCannot speak at a volume less than a shoutCon
9BluddumsShrug off 1d12 damage 1/dayWhen afraid, Save or attack enemyStr
10BooklingsCan Hypnotize with 3 or more BooklingsRead as rations, must be new materialInt
11Bozzums*Can safely swallow and pass anything that could fit into its mouth1-in-6 chances of causing party to have nightmares and lose benefit of sleepWis
12BufadistasCan shout and sing amazingly wellCrimson bellies look like bullseyes, +1 damage from ranged sourcesCha
13Burrps*Consume 1 ration to belch combustible petrol fumes (1d6 damage, 30' cone)If brought to 0 HP via fire damage, save or explodeCon
14Central Indian Trifakirs360 degree visionLose 120 degree of vision at 2/3 and 1/3 healthWis
15ChimerasCan quadruple their weight by sitting on something and taking no other actionsCan be turned as undeadDex
16ChromobearAlways roll initiative twice, take better resultHalved Stealth due to bright colorationCha
17Cinnamen*Creatures dealing bite damage must save or be stunned for one round from spice-overloadSave when insulted or demand recompense Con
18Corn Demons*Can sacrifice 1d6 HP to make 1 rationPermanently Affected by Become Delicious spellCon
19CratAll benefits of being a house catCan only wield Light weaponsInt
20Danish Dunefolk*Speak with Sand 1/DayCannot sleep in the same place twiceStr
21DemonoclePlus 2 STR for feats of strength (bending bars, lifting gates etc.)Can only eat raw living creatures as rationsStr
22Dogheads*Can track a creature by smell Save vs. CommandsCha
23DraksCan turn into wet dogs in one minute intervalsSave vs. HouseworkCha
24DuodwarfsBite as Medium WeaponConsume double rationsCon
25DwerrogsSpit Teeth as Crossbow, regrow 10 a day up to 20Must abide by chivalric codeWis
26EarspoonletsCan remember and repeat one message at a time that can be said in a single breathSave vs. Fear in SilenceDex
27Elverines*Not effected by rough or slippery terrainCan only eat raw meatInt
28FangfangsAntlers as Medium WeaponsCannot retreat from CombatStr
29Florinthian KloddsVery pleasant, +2 to initial reaction rollsMust always Carouse when capableCha
30GargyllsConstant Feather FallSave to break local laws
31Geletin from the 2364th dimensionCan smell magic/dimensional portalsCan only consume the sound of fresh milk.Int
32Ghorks*Silence anything they hold with both handsDeafWis
33Gibbetkins*Defense as PlateDrawbacks as PlateCon
34Glacier Gophers*Can cause everything (EVERYTHING) within 30' to save or dance for 1d6 rounds once a dayEvaporate in high temperatures, 1 hp damage/roundDex
35Gogmagogs*Can wield Heavy Weapon and ShieldSave at start of combat to avoid hitting yourselfStr
36GnomeletImmune to mind-effecting magicHalf # of skill slots OR only half bonus from skillsDex
37Grailsundian HazelwitchesSun for an hour for a rationCannot naturally heal in darkness (underground)Wis
38HackoniansParty and hirelings have +1 on all morale related checksCannot speak negatively of anythingCha
39Halfway Humans*Capable of fine manipulation within 30'Easily ScatteredCon
40Harvest Home Hamsters*3 additional Fast Inventory slots, held in cheeksNearsighted past 30', colorblindCha
41HellingsTreat Darkness as LightTreat Light as DarknessInt
42HoglingImmune to Pain effects-2 on mind-altering effect savesCon
43HomunkelRoll 4 times on Biological Mutation Table, Choose 2No rights, can be killed without prosecution Con
44Horned ImbicelsHorn as Medium WeaponImpossible to communicate with verballyWis
45HumanAssured rescue from death onceSave vs. DaresPlayer Choice
46InvisiblesPermanently InvisibleNearly Blind, -4 to Attack and DefInt
47Irish DruidsTalk with Animals 1/DayGains no benefit from resting outside of natureWis
48Italian DoomsbirdsCan proclaim dooms, foes have -2 moraleParty has -2 morale, constantly pessimisticCha
49Japanese Bonsai MitesCan fit through any crackCannot wear armor of any kindDex
50KackertrattsRotten Food as RationsUniversally HatedCon
51KuksbuksDouble foraging gainsHave no concept of haggling, must pay first price offeredStr
52LemursExceedingly cute, if acting non-hostile, foes must Save to attack the LemurAffected by abilities as though they were evil undeadDex
53LindwormsBite as Light WeaponSave vs. Trinkets & Fancy ClothesInt
54MandragorsGrip can only be loosened in deathClingy, Save vs. Fear or cling to closest living thingDex
55MelanospritesStealth +4 in DarknessCannot wield Heavy WeaponsWis
56Melusines1-in-6 chance of knowing applicable rumorsSave vs. GossipCha
57MinipirateSave vs. Death attacks only deal 1 DamageNo more than 5 inventory SlotsDex
58Monastocalves*Roll a d10 instead of d12 on Death and Dismemberment checksSave vs. Fear or StampedeCon
59Muchwater Mannikins*Extremities can be removed and reattached without harmExtremely Uncanny, -4 to reaction rollsCon
60MuggsCan determine weather 24 hours in advance with a 4-in-6 certaintyCount as Concussed in urban environmentsWis
61Nineslayers*permanent STR and WIS increase of 1 when conquering one of nine elements. when an element is conquered, cut off a finger. Save vs. Gangrene.Wis
62NocturnomathHas 18 Int, +1d6 in darknessOnly 2d6 Physical Stats, Save vs. Bright LightN/A
63Noontide GhoulsCan turn invisible by turning sideways and holding breathIncapable of causing fear or intimation effectsDex
64Norns*Produce 30' "rope" per dayAffected by a different Minor Curse every full moonDex
65NorselandersExceptional hearingDoubly vulnerable to sound based attacksInt
66North Zamonian ZombiesHead can survive 24 hours without body Cannot heal via lunchWis
67Obliviogs*Immune to Charm spellsAdds 2d6 Hours to any overland travel timeCon
68OlfactileCan track a creature by smellHorrible smell, can only consume stinkDex
69Paradise Worms*Feather Fall 1/DayCannot hold more than one thing at a time (via tail)Cha
70Peat Witches*Regrow a limb onceDouble damage from Slashing weaponsCon
71PixiesTake half damage from Intelligent Living CreaturesTake double damage from everything elseWis
72Poophs*Identify the name of anything by tasteSave to Resist New FlavorsCon
73PopplesEvil spirits to to have -2 on all checks within melee rangePersonally have -2 on all checks within melee range with evil spiritsDex
74Pratts*Can eat rotten rations Always thinks aloudCha
75Raving MaenadsImmune to swallowed poisons and intoxicantsPermanently DrunkCon
76Rickshaw DemonsEncumbrance does not effect MovementDouble effects of Encumbrance on DefenseStr
77Ronkers*Can continuously lift something with both arms (even while sleeping or in death) until arms are hacked offCannot move if using both armsStr
78Rumplestilts*Can spin 1 GP per day from straw, but it must be used as payment for a pre-arranged dealCannot break dealsStr
79Semi-mummies*Eyes give light as a candle, can't turn off without keeping eyes closedDouble damage from fireWis
80SemielephantsAll Inventory is Fast InventorySave vs. Fear against rodentsDex
81Shark GrubsStart with 2 Camp Followers-4 to MovementWis
82Shivering Sound Shrews*Spend 1 ration to screech as 1 MD ShatterRoll on Death and Dismemberment table if a meal is missedInt
83Swamazons*Can fit through any space that can fit their headMust always spend first round of combat posingDex
84Tabacco ElvesFearlessLove-sick, always fail charm savesStr
85Thimbleskins*Spines as Medium WeaponsCannot wear armor on chestCon
86ToothwormsCan chew through rock at the rate of a foot per hourSave Vs. CommandsDex
87Transylvanian WerewolvesClaws as Medium WeaponsSave or be transfixed by the full moonWis
88TroglotrollsAlways knows appoximate location undergroundCannot tell a straight truthWis
89TwerppsCan identify medicinal properties by taste-2 to Initiative Con
90UgglyMild Precognition, +2 to InitiativeHIDEOUS! Hirelings and Reaction rolls have -4 to checksWis
91VampiresBlood as RationsDirect Sunlight deals 1 hp damage/roundCon
92Venetian MidgetsIgnore effects of Encumbrance on StealthRoll under Wis each day or be unable to heal from lunch due to pining for homeStr
93Ventisnipes*Can see detail at a great distanceMust Save or pick up shiny objects Dex
94VoltigorksCan communicate seismically via Vibrobass instruments to other Voltigorks, 2d6 miles Slightly magnetic, metals weapons ignore 1 point of defenseInt
95VulpheadCan tell one per day that cannot be questionedAlways considered suspect by authority figuresCha
96Waterkins*Can mold water as though it were clay, lasts a dayWhen afraid, will literally freeze in place and require thawingInt
97WitthogsConsume Half RationsCannot back down from an argumentCha
98WolpertingersCan smell as well as they can seeSink like a stoneWis
99YetisCan treat strength as 20 once per dayDouble fatigue effects from heatStr
100Yhôllian BloodslurpersCan remain fully alert while sleeping2 Inventory slots always filled with fatCon



African Tangawangs: Sedge Gnomes that are not much bigger than children of three but immensely quick, strong and pugnacious

Alpine Imp-An inhabitant of the Impic Alps in southern Zamonia, the common Alpine Imp may generally be numbered, like the Gulch Troll and the Glacier Gorgon but unlike the Troglotroll or the Avalanche Ogress, among the so-called guileless mountain demons, in other words, mountain-dwelling sprites devoid of evil intent.

Anklemen*-Giant feet with faces on the bottom, usually wears an ornamental helmet on ankle stub
Ant People-human below the waist and formicine above; they can carry objects a hundred times their own weight

Antarctic Fridgetrolls-Hybrids of plants and animals, but resemble icebergs with mouths and eyes, are linguistically gifted and grow up to three meters tall

Auntifers*-Extremely sycophantic witch-like being, prone to pinching cheeks, having high pitched voices, and being dehabilitatingly drunk

Baalbek Wormlets big, spotty giants with bulls’ heads and three sinewy arms; they have good manners but peculiar habits, such as burying themselves waist-deep in loose sand and mutter unintelligible prayers.

Big-Footed Bertts half duck, half Bush Witch; more precisely, women with ducks’ bills up top and ducks with very big women’s feet below.

Bluddums-From the head to the belly they are shaggy black bears with large, protruding teeth. From the belly down they are human with feet size 50 onwards; their hairless legs have blood-red skin

Booklings-Child sized cyclopeans born from ancient books, memorize one author's works and take on their personality. 

Bozzums*-A race of being who look like a nightmare interpritation of a deep sea clown. About half appear as the traditionally Happy Clown, a third appear as sad clowns, and the remainer are abberant mimes.

Bufadistas-They have large, toadlike bodies; they often work as singers and musicians on street corners or at fairs and mostly sing about unrequited love.

Burrps*-Small toad-like creatures prone to burping petrol.

Central Indian Trifakirs-Always appeared in threes and made a practice of handing out muddle-headed philosophical tracts

Chimeras-From the family of overweight pressure-spirits. They are of a gnome-like shape and have a reptilian, iridescent or opalescent skin; they have the evil eye itself, and rarely do their eyes have the same eye colour

Chromobear Man sized intellligent bears that come in every possible (and some impossible) colors.

Cinnamen*-Of the wood-men genus, these are bark skinned humanoids that are distinctly spicy in attitude and smell.

Corn Demons*-Of the plant-demon family, distantly related to Moss Demons, these creatures are pale yellow with high cone-like heads and are delicious almost beyond compare. 

Crat-House cat with human intelligence, can speak and walk on hind legs

Danish Dunefolk*-A tribe of goblin that once lived on the Migratory Domestic Dunes of Denmark, however after their Dunes washed to sea they came to Zamonia and seek new Domesticated Dunes to travel upon

Demonocle-Single eyed demons of great strength and little intellect, they are known for enjoying a diet of living creatures.

Dogheads*-As their name suggests their heads are very similar to those of dogs.

Draks-Amusing little mini dragons belonging to the goblin family; good-natured, well-meaning house spirits that can turn into wet dogs for a brief period

Duodwarfs-They have a talking belly in addition to their head; their head and stomach are constantly in disagreement - no matter what - so they must constantly quarrel with themselves

Dwerrogs-Ferretlike creatures with projecting teeth and good manners

Earspoonlets- An acoustic vampire that feeds on speech; they are a little bigger then dachshunds but have hearing organs the size of a young elephant

Elverines*-Small, elven creatures with sharp taloned feet, penultimate ice skaters 
Fangfangs-Externally resemble the Norselanders, but in contrast to these are up to ten feet tall; they also have small, human, tight ears. They behave uncultured and occasionally fall into groups of 100 to 150 drunk men in Atlantis, which ends in destruction and mass brawls.

Florinthian Klodds-A very social species of large dogbat with wings and dark fur

Gargylls-A winged species of gnome whose appearance varies greatly as their ancestors came from a wide variety of contents and had inbred over the millennia; they take care of any minor misdemeanours

Geletin from the 2364th dimension-Gelatinous beings from another dimension. Weave autobiographical carpets, can smell Dimentional Haituses, and mostly eat milk noises

Ghorks*- Related to the Voltigorks, Ghorks are a strain of gremlin  known to infest belfries, sports stadiums and caves with the right accoustics. 

Gibbetkins*-Emaciated humanoids with exceptionally long legs and arms, their "body", barring their legs and arms, is encased in an chitenous organic gibbet

Glacier Gophers*-Fiddle playing water spirits, called Glacier Gophers for how they tend to "pop up" from melting glaciers 

Gogmagogs*-Giants with two tosoes growing out of the same legs, half a brain between them

Gnomelet-Miniscule cyclopses known for being small and weak, and are often "pushy, sneaky, cowardly, lazy, arrogant, covetuos, and greedy."

Grailsundian Hazelwitches-They are hunchbacked, have limbs of nodular wood and wear garments of green leaves; they have long wooden fingers and a yellow tongue

Hackonians-Dwarves who are universally popular, soft-hearted, incorrigibly romantic, and never at a loss for a word of praise

Halfway Humans*-Half a human, missing their legs, arms, and neck, though still possessing hands, feet, and head. Present half functions as normal and seems to float over empty space where the missing half would be. Oddly can still be decapitated

Harvest Home Hamsters*-Creatures that originate from the Harvest Home Plains, Man sized intelligent hamsters. Extremely hostile towards other Hamsters

Hellings-Pale, silver haired rulers of Hel, penultimate alchemists. Naturally vile and evil.

Hogling-Pig people known more for their endurance than their intelligence

Homunkel-Horrible looking alchemical creations born from the "mother soup", make up most of the Slave caste in Hel.

Horned Imbicels-They are characterized by being the most difficult-to-understand civilized form of existence, as they communicate with a raspy chant that sounds like an opera singer with a moth in his throat. However, since nobody talks to them, this problem settles itself

Human-Incredibly adventurous, to the point of stupidity, Humans were banished from Atlantis for their hijinks. Rare in Zamonia except for the most adventurous. Primary inhabitnts of Tornado City

Invisibles-Social misfits and radical dropouts who have retreated to the ancient, disused severs of Atlantis; some say they truly are invisible

Irish Druids-Peaceable but not wholly innocuous; they were said to be able to turn people into a harp or a lump of peat if their native island was insulted

Italian Doomsbirds-A cross between a human and a chicken, which means in the true sense that they look outwardly like chickens, but use their deep male bass voices to warn of impending doom

Japanese Bonsai Mites-They are, as their name suggests, of small growth and with their average size of 1 cm, they are even smaller than minipirates, comes in infestations

Kackertratts-Mutation that combines the genes of pigeons, rats and cockroaches; they are four to five feet long

Kuksbuks-Small, round and completely pelted creatures that bake yeast snacks on open grass fires and sell them so cheaply that they have become a staple food in Atlantis

Lemurs*- Small ring-tailed simians known for their darling hopping gait, their mask-like colored markings, and their large eyes. Lesser known is their relationship with the spirits of the malicious dead with whom they share their name.

Lindworms-A race of saurian poets, writers, and philosophers that live primarily in the impregnanble Lindworm Castle. They are known to be prone to flights of fancy, gaudy clothing, and pouring boiling pitch on would be invaders

Mandragors-Semi-human plants of the deadly nightshade family; they have rootlike arms and legs which they use to cling to people

Melanosprites*- Lithe waist height sprites that are so black that they appear more like holes cut in space than physical thing. Known for extremely ars gratia artis street preformances.

Melusines-A hairless type of dwarf with a penchant for gossip and a positively artistic way of dealing brush, comb, and scissors

Minipirate- A tiny pirate no more than 6" tall, has two peg legs, two hooked hands, one eye, and a scraggly moustache. Among the best sailors in the world even if they've never actually captured a vessal. Comes in crews.

Monastocalves*-4' Tall bovine-folk who are traditionally wear saffron robes. Highly religious, seek to unify with the Golden Calf 

Muchwater Mannikins*-A form of existence originally from Silesia; apart from the fact that they are obviously very sociable and constantly in hordes, next to nothing is known about them Actually animate mannikins.

Muggs-A desert dwelling people wrapped entirely in blue cloth, have mini-periscopes over their eyes, have unnervingly difficult to say names and consume only the Mugroom

Nineslayers*-Mid-sized cyclopean creatures that traditionally wield 9-Ring Broadswords. They seek a sort of violent nirvana by physically conquoring the nine elements (earth, wind, fire, water, mind, body, time, space, darkness)

Nocturnomath-Incredibly intelligent troglobite creatures with 2-7 auxiliary brains, become more intelligent the darker it is. Known to carry transmittable intelligence bacteria. 

Noontide Ghouls- Look like demonic paper cut-outs and prefer to get up to their tricks in the middle of the day, forfeiting their spooky appearance.

Norns*-A mostly female race of Spider-like humanoids, penultimate weavers, claim to weave destiny itself. Destiny regularly curses them for this species-wide hubris.

Norselanders-Bipedal elks with human bodies and extremely long, sensitive, protruding ears and a perchant for politics.

North Zamonian Zombies-Zombies with their heads full of cogitating quicksand and thereby retain their intelligence

Obliviogs*-Naturally oblivious troglodyte-like creatures with no sense of direction

Olfactile-A form of smell vampire that feeds on body odours; they have long bodies with 4-15 noses

Paradise Worms*-Worms about the length of an smallish anaconda with a single large eye at one end. The upper side of their bodies are adorned with many dozens of small dragonfly-like wings while their lower side moves though the colors of the rainbow dependent on their mood. It is conjectured that their original habitat was semi-solid clouds related to the Gloomberg Tempest phenomena. 

Peat Witches*-Living mounds of compressed peat, spontaneously rise under rare alignments of factors. Have hearts made of butter.

Pixies-They are something like intelligent bees; in Atlantis, it's hard to eat a piece of pie without being spotted by at least one elf, however, they are never killed, as the superstitious people believe that it brings bad luck

Poophs* Pot-bellied goblinoids, known to be penultimate gourmets.

Popples-Wood goblins that are skilled craftsmen; it is said that only they can produce a Pixie star that deters Chimeras

Pratts*-Mischievous half human rats, known to speech in a complex cant and are hopeless braggarts.

Raving Maenads-Devotees of the god Dionysus who like to dress up in animal skins and dance through the streets until they pass out; they have women’s bodies and wildcats’ faces

Rickshaw Demons- They are a fast means of transport in larger cities; they carry around other forms of existence and loads on their humps with high speed and power. They are large, three eyed, and humped, looking something like a shaved fu-lion

Ronkers*-With a head like a flat-face boar and a lower body like a minuscule chihuahua, Ronkers get around by walking on their massive and grotesquely muscular arms. 

Rumplestilts*-Gangly dwarves prone to fits of rage, traditionally do not reveal their names to anyone
Semi-mummies* Half mummified humanoids with hawk-heads, which half seems to be random

Semielephants- They are extremely fast chefs because of their many arms and trunk (a total of seven "hands" as the trunk can be used as a hand too); they can simultaneously perform many tasks, take orders and serve customers. Pretty much a race of Ganeshas.

Shark Grubs-Incredibly intelligent large slugs with shark heads and up to 14 small hands. Prone to gambling, criminal empires, and a lust for the finer things in life.

Shivering Sound Shrews*-Shrew-like semi-humans with over developed vocal cords. Capable of shattering glass, or even stone, with their earsplitting screeching. Their metabolism is hyperactive and must spend much of their time eating or searching for food.

Swamazons*-Extremely flexible all female species, prone to assuming yoga positions at any moment.

Tobacco Elves- Strange drwaves that originate from the jungles of South American with olive complexion; they have four-fingered hands, claw feet, a furry tail, heavily hairy skin and bulbous noses. They also have green blood as they lack adrenaline, as a result, they are unable to feel fear

Thimbleskins*-Extremely spiny humanoids with pinched sour faces, have corned the kebab market.

Toothworms-originally natives of the Swiss Alps with subservient and grovelling personalities; Bluddums often keep them as salaried domestic pets and use them to fetch their newspapers

Transylvanian Werewolves-traditionally run the bloodbroking businesses, pretty much what it says on the box.

Troglotrolls-Grotesque, repulsive trolls with no redeeming factors, pathological liars and betrayers. Considering among the worse creatures in all of Zamonia

Twerpps-They collect the slimy trail of Midgard Serpents to make a soup alleged to render one immortal (this was never proven as Twerrps, who live to at least a thousand, consume all of it themselves). 

Uggly-Exceedingly hideous creatures that smell of rotting wood and dust. Many have some mild form of precognition

Vampires-Black cats the size of a full-grown mastiff with the face of a maddened baboon and short wings sprouting from their shoulders

Venetian Midgets-Dwarves with a great liking for canal construction, mostly from homesickness

Ventisnipes*-Bird-like bipeds with long thin beaks and covered in marsh camouflage plumage, which is unfortunately useless most modern environments.  Known for their exceptional vision

Voltigorks*-Electrically infused noise-gremlins known for their talents with bass instruments.

Vulphead-Fox-headed humanoinds, incredibly cunning, known best for Nussram Fhakir the Unique (Longest reigning King of Lies) and Colophonius Regenschein, a famous Bookhunter

Waterkins*-Somewhere between a newt, a pug and a gorilla, known for their lack of hygiene and interesting relationship with water.

Witthogs-Very slim, philosophically gifted semi-pigs with a markedly ascetic streak that love to debate.

Wolpertingers-There is a wild and a civilized variant of the Wolpertinger; their face shape is very variable, they are mostly reminiscent of known breeds of dog, but have a humanoid physique (up to the head) and are up to three meters tall. In addition, they have two simple antlers, which lie between the ears. Their young, Wolperting Whelps, are considered among the cutest creatures in Zamonia.

Yetis-Fully covered in white hair and of impressive stature; glassy red eyes and around 80 teeth.

Yhôllian Bloodslurpers-Obese mountain demons with two faces. Actually from Yhôl, a continent in the Indian Ocean. Don't ask about Yhôl